Dwarf Fortress Bug Tracker - Dwarf Fortress |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001501 | Dwarf Fortress | Dwarf Mode -- Interface, Trade | public | 2010-04-24 18:16 | 2011-02-25 02:55 |
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Reporter | Yiab | |
Assigned To | Dwarfu | |
Priority | normal | Severity | major | Reproducibility | have not tried |
Status | resolved | Resolution | duplicate | |
Platform | | OS | | OS Version | |
Product Version | 0.31.03 | |
Target Version | | Fixed in Version | | |
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Summary | 0001501: Finished goods are missing from the "Bring to Depot" screen and cage traps aren't being refilled. |
Description | I'm not really sure if these two things are related, but they seem to be.
I have a gargantuan number of crafts stored in bins fairly close to my trade depots (after the elven caravan failed to leave before the humans showed up this year, I decided to build 3 depots), but when I went to transfer my finished goods to the trade depot, it only found 6 bins of finished goods in the crafts section. After those 6 bins had been brought up, I looked back at the craft pile and there were at least 100 more finished goods bins in the stockpile, most of them packed full of stuff. After checking all 3 trade depots to see if there was a difference between them (there was none), I gave up and did a smaller trade than I'd like.
I build large numbers of cage traps at the entrances to my fortress, and they've been very helpful so far. Unfortunately, several of my cage traps (6 at one entrance, 1 at another) have been sitting empty for quite some time now. There are many empty cages in my stockpile and a large number of idling dwarves, so I can't see any reason that they wouldn't be reloaded, except possibly as another facet of whatever it is that caused the previous difficulty. |
Steps To Reproduce | |
Additional Information | |
Tags | No tags attached. |
Relationships | duplicate of | 0001173 | resolved | Toady One | Dwarves refuse to haul accessible items until they've hauled ones that are currently inaccessible |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2010-04-24 18:16 | Yiab | New Issue | |
2010-04-25 02:10 | Footkerchief | Note Added: 0004966 | |
2010-04-25 02:11 | Footkerchief | Issue Monitored: Footkerchief | |
2010-04-25 09:05 | Yiab | Note Added: 0004994 | |
2010-04-25 09:07 | smjjames | Note Added: 0004995 | |
2010-04-25 09:37 | Yiab | Note Added: 0005003 | |
2010-04-25 13:36 | Footkerchief | Note Added: 0005029 | |
2010-08-27 01:48 | Dwarfu | Note Added: 0012129 | |
2010-08-27 01:48 | Dwarfu | Tag Attached: AWAITING UPDATE | |
2010-12-08 07:20 | Dwarfu | Note Added: 0014453 | |
2010-12-08 07:20 | Dwarfu | Relationship added | duplicate of 0001267 |
2010-12-08 07:20 | Dwarfu | Status | new => resolved |
2010-12-08 07:20 | Dwarfu | Resolution | open => duplicate |
2010-12-08 07:20 | Dwarfu | Assigned To | => Dwarfu |
2010-12-08 07:20 | Dwarfu | Tag Detached: AWAITING UPDATE | |
2011-02-25 02:55 | Dwarfu | Note Edited: 0014453 | bug_revision_view_page.php?bugnote_id=0014453#r5836 |
2011-02-25 02:55 | Dwarfu | Relationship deleted | 0001267 |
2011-02-25 02:55 | Dwarfu | Relationship added | duplicate of 0001173 |
Notes |
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This may be related to pathfinding problems. If you try to build walls etc. in various locations around your fortress, do you get negative distances to building materials as per 0001137? |
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(0004994)
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Yiab
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2010-04-25 09:05
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No, I've never seen a negative distance. My finished goods stockpile is 5 floors down from my trade depots and there is a 3x3 stairway leading directly there. One floor below the depot, there are also 3 other sets of stairs leading to the depot level, but I wouldn't expect multiple equally short paths to confuse it that much. |
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Regarding the finished goods, did you toggle cull mandates/ignore mandates? |
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(0005003)
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Yiab
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2010-04-25 09:37
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I did not touch the mandates button - I'm an idiot. I didn't realize that "m:culling on mandates" meant "this setting currently imposes a culling on mandates, press m to change this fact."
Also, the two problems were not related - the cage trap problem was solved when I unblocked the door I had in place to keep people from auto-reclaiming stones from my catapult training range - there were several hundred unforbidden stones in there, so everybody was waiting for those in order to do any hauling jobs. |
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Good call smjjames.
The cage trap thing sounds odd -- it's a known bug that items can get invisibly tied up by impossible hauling jobs (0001267), but if dwarves are getting similarly tied up, that's really weird. There are also some indications (0000828) that cage hauling is generally screwy.
What exactly happened with the stones? Did they haul all the stones first and then reload the cage traps? |
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(0012129)
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Dwarfu
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2010-08-27 01:48
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Reminder sent to: Yiab Are you able to reproduce the cage trap problem in a current version (31.12 and above), do you have a save to upload or can you provide any further information? |
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(0014453)
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Dwarfu
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2010-12-08 07:20
(edited on: 2011-02-25 02:55) |
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Since the cage trape and culling issues were resolved by the user and without further details from Yiab, I'm going to conclude that the unforbidden but no-path-to stone problem is a dupe of 0001173.
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