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IDProjectCategoryView StatusDate SubmittedLast Update
0006185Dwarf FortressDwarf Mode -- Stockpilespublic2012-09-01 18:442015-05-26 14:03
Reporternshapter 
Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
StatusnewResolutionopen 
PlatformOSOS Version
Product Version0.34.11 
Target VersionFixed in Version 
Summary0006185: Worn Clothing stored as "finished goods" not refuse
DescriptionI believe addressing this bug would remove many related issues

Clothing that is worn ( x,X,XX quality modifiers ) is not recognized as refuse.
Steps To ReproduceRun a fort until clothes are worn. Buy or make new clothing. create finished goods stockpile. Create refuse stockpile which will accept only clothing.

TagsFixed in 0.40.20?
Attached Files

- Relationships
parent of 0007680confirmedFootkerchief Dwarves continually accumulate larger and larger numbers of tattered owned clothing items 
Not all the children of this issue are yet resolved or closed.

-  Notes
(0024155)
smjjames (reporter)
2013-10-02 18:32

necrobump

I have the same thing and so do many others. The only way you can really reliably get worn clothes into the refuse stockpile is to make a finished goods stockpile that only takes clothes and then make that same stockpile a refuse stockpile.

If you make a refuse pile which takes clothes, they won't take them to that stockpile. I've seen them do it, but VERY rarely. Otherwise the worn clothes will just be put into the same stockpile as new and unworn clothes, cluttering it.
(0024156)
Footkerchief (manager)
2013-10-03 08:38

Reminder sent to: nshapter, smjjames

What makes this a bug? They're still wearable clothes. Unless Toady has tried to add a condition for making these refuse, it seems like intentional behavior.
(0024157)
Footkerchief (manager)
2013-10-03 08:40

Also there are a ton of suggestions about this:
http://www.bay12forums.com/smf/index.php?action=search2;params=eJwtzDEOgCAQRNGrGBtrC89DcBlFg6xZUGPC4V0M3Z9XjHW3jQRXhjKWvsxSa9JKnh9DfJwBGWqVrnkHZcMxvE1YsnGb6HJI1ESXIOA_rgQr5BUflthR4Oy3uHaC5Ur4ALN5MrQ. [^]
(0024158)
Knight Otu (manager)
2013-10-04 02:24

The 3/17/2012 devlog seems to indicate that damaged clothing should count as refuse.

"Damaged clothing that gets thrown out in the refuse pile will rot away now. There's more to be done there as usual, with various types of objects, but I'm moving along to some spam message checks next. We should be ready to wrap up these clothing changes soon, and it'll probably be good to get another release up before I start another set of fixes."
(0024160)
smjjames (reporter)
2013-10-06 13:02
edited on: 2013-10-06 13:05

The thing is that they don't do it [i]consistently[/i] without having to jump through a hoop or two and they'll put the worn clothes into an unworn clothes stockpile instead of the refuse pile.

The problem is that even if you have clothes enabled for your main refuse pile, they still won't put them in there, you have to make it into a finished goods stockpile.

We shouldn't have to jump through hoops to get them to keep the worn out clothes separate from the new clothes.

(0024248)
smjjames (reporter)
2014-01-02 08:23

I got a reminder from Footkerchief which was apparently sent three months ago.

In response: Have you ever gotten annoyed with worn clothes clogging up your finished goods stockpiles?
(0031347)
smjjames (reporter)
2014-12-16 15:18

Given the job priority overhaul and what appears to be some fixing to the general hauling system, this may be fixed in 40.20
(0032687)
nshapter (reporter)
2015-05-15 22:11

while I was away from the game... Footkerchief, it's a pretty big contributor to fortress lag death. I sell my old socks now, and after year five, rarely have reason to export anything else. So it's an economy breaker.
Atom smashing solves most problems, but isn't it kind of cheaty and labor intensive?
(0032689)
Detros (manager)
2015-05-16 06:53

@nshapter: Would you rather have big project or dead fortress, if it is so "labor intensive" and "a pretty big contributor to fortress lag death"?
(0032739)
nshapter (reporter)
2015-05-26 14:03

This bug attracts a lot of criticism, but regardless of your game play style or the severity of the situations resulting from the lack of proper refuse handling in the game, it IS a bug. There are refuse stockpile options that are unused and quotes from the devblog that show that Toady intended at some point in 2012 to cause all of a fortress's effluence to arrive at a refuse stockpile, properly sorted and binned according to and controllable by stockpile settings. Atom smashing, magma dump zones, and the resale of fetid footwear are not the intended fate of refuse items. They're supposed to get "thrown out in the refuse pile" and "rot away."

- Issue History
Date Modified Username Field Change
2012-09-01 18:44 nshapter New Issue
2013-10-02 18:32 smjjames Note Added: 0024155
2013-10-03 08:38 Footkerchief Issue Monitored: smjjames
2013-10-03 08:38 Footkerchief Note Added: 0024156
2013-10-03 08:39 Footkerchief Tag Attached: AWAITING UPDATE
2013-10-03 08:40 Footkerchief Note Added: 0024157
2013-10-04 02:24 Knight Otu Note Added: 0024158
2013-10-06 07:33 Footkerchief Tag Detached: AWAITING UPDATE
2013-10-06 13:02 smjjames Note Added: 0024160
2013-10-06 13:05 smjjames Note Edited: 0024160 View Revisions
2014-01-02 08:23 smjjames Note Added: 0024248
2014-07-28 02:28 Knight Otu Relationship added parent of 0007680
2014-08-14 05:53 Steb Issue Monitored: Steb
2014-12-16 15:15 smjjames Tag Attached: fixed in 40.20?
2014-12-16 15:18 smjjames Note Added: 0031347
2014-12-25 18:23 lethosor Tag Renamed fixed in 40.20? => Fixed in 0.40.20?
2015-05-15 22:11 nshapter Note Added: 0032687
2015-05-16 06:53 Detros Note Added: 0032689
2015-05-26 14:03 nshapter Note Added: 0032739


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