Dwarf Fortress Bug Tracker - Dwarf Fortress |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000159 | Dwarf Fortress | Dwarf Mode -- Moods | public | 2010-04-02 11:18 | 2014-01-27 13:36 |
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Reporter | garanis | |
Assigned To | Footkerchief | |
Priority | high | Severity | major | Reproducibility | always |
Status | resolved | Resolution | unable to reproduce | |
Platform | DF | OS | Win | OS Version | |
Product Version | | |
Target Version | | Fixed in Version | | |
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Summary | 0000159: Mood failed because dwarf cannot find needed material |
Description | I have had two moody dwarves go insane because they could not find their "skeletons" when there is a refuse stockpile full of bones sitting right next to them. I have also tried removing all refuse stockpiles, but the dwarfs still did not find the bones. |
Steps To Reproduce | |
Additional Information | |
Tags | bones, mood, skeletons |
Relationships | related to | 0000845 | resolved | Toady One | Fey mood dwarf desires "body parts," meaning bones, shell, leather, etc. | related to | 0001457 | new | | Strange mood dwarves only collect items in order | related to | 0002924 | new | | Moody dwarf has inconsistent display of quantities for primary vs. decorative items | has duplicate | 0000835 | closed | Footkerchief | Mood Dwarfs do not recognize bones |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2010-04-02 11:18 | garanis | New Issue | |
2010-04-02 12:00 | arcaner | Tag Attached: mood | |
2010-04-03 10:33 | Aquillion | Note Added: 0000572 | |
2010-04-03 10:35 | Aquillion | Tag Attached: bones | |
2010-04-03 10:35 | Aquillion | Tag Attached: skeletons | |
2010-04-03 10:55 | garanis | Note Added: 0000578 | |
2010-04-04 01:44 | RiceMunk | Note Added: 0000823 | |
2010-04-08 18:26 | Footkerchief | Relationship added | parent of 0000835 |
2010-04-10 04:18 | stele007 | Note Added: 0002550 | |
2010-04-14 14:23 | BP1986 | Note Added: 0003550 | |
2010-04-26 17:13 | Footkerchief | Relationship replaced | has duplicate 0000835 |
2010-04-26 17:13 | Footkerchief | Issue Monitored: Footkerchief | |
2010-04-28 13:48 | Footkerchief | Note Added: 0005580 | |
2010-04-28 13:48 | Footkerchief | Category | General => Dwarf Mode -- Artifacts |
2010-04-28 13:52 | Footkerchief | Category | Dwarf Mode -- Artifacts => Dwarf Mode -- Moods |
2010-07-07 16:10 | Creidieki | Tag Attached: bury | |
2010-07-07 16:10 | Creidieki | Tag Detached: bury | |
2010-07-07 16:36 | hyndis | Note Added: 0009749 | |
2010-07-07 17:53 | Footkerchief | Relationship added | related to 0000845 |
2010-07-15 15:08 | Captain Xenon | Note Added: 0010376 | |
2010-07-15 15:19 | hyndis | Note Added: 0010377 | |
2010-07-15 15:19 | hyndis | Note Edited: 0010377 | bug_revision_view_page.php?bugnote_id=0010377#r4032 |
2010-07-15 15:39 | Footkerchief | Note Added: 0010379 | |
2010-07-22 09:28 | beef623 | Issue Monitored: beef623 | |
2010-07-24 23:00 | cephalo | Note Added: 0010943 | |
2010-07-24 23:00 | cephalo | Note Edited: 0010943 | bug_revision_view_page.php?bugnote_id=0010943#r4262 |
2010-07-25 00:06 | burlingk | Note Added: 0010946 | |
2012-09-14 20:35 | kwieland | Note Added: 0023577 | |
2013-07-28 03:13 | Rinin | Note Added: 0024082 | |
2013-07-28 05:41 | Quietust | Note Added: 0024083 | |
2014-01-27 13:29 | Footkerchief | Note Added: 0024411 | |
2014-01-27 13:29 | Footkerchief | Status | new => resolved |
2014-01-27 13:29 | Footkerchief | Resolution | open => unable to reproduce |
2014-01-27 13:29 | Footkerchief | Assigned To | => Footkerchief |
2014-01-27 13:29 | Footkerchief | Relationship added | related to 0001457 |
2014-01-27 13:36 | Footkerchief | Relationship added | related to 0002924 |
Notes |
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The skeletons in question were created by rot, right?
This bug is caused, I believe, by the fact that the skeleton contains both bones and a skull, and they are unable to use only one of those things. You can't use skeletons left by rotting for anything now, IIRC. |
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When a dwarf shouts for skeletons during a mood, they really mean that they want bones. The issue is that they wanted bones, and there were plenty of unforbidden stacks of bones lying around, but the dwarf would not use them. |
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Had one of my dorfs go crazy too from not being able to find his materials despite them being available. He needed two mats and at least one of them was plant fiber thread. Can't rightly remember what the second one was, though. Might've been shells? |
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I had a possessed dwarf ask for bones once (sat on the "xxx xxx needs bones... yes..." for 2 seconds then went to stone) but collected 3 stacks of bones (stack of 13, 7, and 15) before gathering other materials. Not sure if this is really a bug as they might just require more bones, but it seems misleading to me. |
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(0003550)
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BP1986
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2010-04-14 14:23
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Have one going right now, possessed dwarf wants "stone... rock..." (stone) and "bars... metal..." (metal bars), there are many stockpiles of different stone around, and started up a metal operation recently and have about 30 metal bars preped (iron, silver, zinc and lead). Making a backup and if anyone wants it uploaded for further testing, ask here! :) |
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BP1986: that save might be handy, yeah. Also, is the dwarf assigned to a burrow? Is the workshop he claimed in a burrow? |
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(0009749)
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hyndis
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2010-07-07 16:36
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Are you sure he didn't want a shell? Sometimes he'll say "body parts" when he actually wants a shell.
Shells are the leading cause of death in my forts. :( |
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i seem to be having the 'body parts = shells' problem myself. i keep finding wonderful interesting sites with no shellfish to catch in the biome, and you cant trade for shells anymore. |
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(0010377)
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hyndis
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2010-07-15 15:19
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You can workaround it by adding in the [SHELL] tag to other body parts in the matgloss file, like hooves, horns, hair, or anything else you want.
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You can workaround it by adding in the [SHELL] tag to other body parts in the matgloss file, like hooves, horns, hair, or anything else you want.
Just don't do it in an already-generated world, or you'll get a crash: 0001271 |
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Ok, I think I have this one figured out. Here's the issue, if your moody dwarf is assigned to a burrow, he will not leave the burrow to get items.
I have a legendary armorer that gained his skill naturally without a mood. I wanted to keep him safe so I assigned him to the 'safety' burrow a long time ago. He got possessed, and his project needed alot of bones. He grabbed two stacks of bones from an internal refuse stockpile and then stopped. I could not figure out what the problem was because I had everything he asked for.
The problem was that my internal refuse pile was full of non-bone random body parts, and all my bone stacks other than the first two were in the outside refuse pile! So as soon as I remembered that he was assigned to the inside burrow and unassigned him, he went to get the outside bones!
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I have heard (But not confirmed) that hooves can act as shells. |
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Dwarfs also will not search in forbidden bins for things. I'm not sure if this is by design or not. Thus even if your cloth/bars/gems/etc are not directly forbidden (as in on the Z-stock screen), but the bin they are contained in is forbidden, your mood will fail. |
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(0024082)
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Rinin
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2013-07-28 03:13
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One more note, Dwarf could want for example "3x raw green glass", but he'll stay in workshop if you have only 2x "raw green glass"
Seems "Nx items" represents as one "demand", not as N separate demands.
Not sure is it bug or not. |
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Only the primary demand gets condensed down like that - it shows up for 2 seconds when querying the workshop, but the actual quantity can be anywhere from 1 to 3. |
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If you have a save that demonstrates this problem in the latest version, please upload it to http://dffd.wimbli.com/ [^] and reopen this report (or PM me on the forums). |
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