Dwarf Fortress Bug Tracker - Dwarf Fortress
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0000040Dwarf FortressDwarf Mode -- Jobs, Itemspublic2010-04-01 16:122012-03-17 07:11
Timst 
Toady One 
highminoralways
resolvedfixed 
 
0.34.02 
0000040: "Dwarf cancels Make Cloth Item : Needs 10000 plant cloth"
Displayed when I attempt to create a cloth item (clothes, rope, etc.) with 0 cloth in stock.

Have not tried with cloth (still a young fort), so it might just be a text artifact.
Try building a Clothier's Shop and order any cloth item. Might work only if there's no cloth available.
Only tried one fort yet, so it might be rarer than I thought.
cloth, siege, workshop
parent of 0000328resolved Toady One Weaver cancels Weave Thread into Cloth: Needs 15000 collected plant thread. 
parent of 0000561resolved Toady One running out of strands when smelting adamantine wafers gives "needs 15000 adamantine strands" 
parent of 0001125resolved Toady One Furnace Operator cancels make pig iron bars: Needs 150 refined coal 
parent of 0000063resolved Toady One Steel Bar Cancel - 150 Iron Bars 
has duplicate 0000090closed Footkerchief Cloth bag problem 
has duplicate 0000108closed Footkerchief Clothier workshop erroronous message spam 
has duplicate 0000819closed Footkerchief Clothing-maker needs 10000 dyed cloth to make a bag if there is no dyed cloth 
has duplicate 0000846closed Footkerchief Creating a cloth robe needs 10,000 plant cloth (0.31.02) 
has duplicate 0001071closed Footkerchief Urist McSmelter/Weavy McCloth cancels Make Item: Needs 1000 Sub-Item 
has duplicate 0001433closed Footkerchief Clothier cancels make silk 'item': needs 10000 silk cloth - But makes the item anyway 
has duplicate 0001584closed Footkerchief Huge demands of raw material 
has duplicate 0001868closed Footkerchief Need 10000 of Some such Item 
has duplicate 0002021closed Logical2u Ashir Omerustuth, Tailor cancels Construct cloth Bag: Needs 10000 plant cloth. 
has duplicate 0002929resolved Logical2u need 10000 plant cloth to make a bag 
has duplicate 0003420resolved Logical2u Dwarf cancelled job: Needs 10000 bones 
related to 0002859new  Weave thread cancellation: requires 15k rock thread 
related to 0003871new  Adamantine clothes cancellation claims to only require a single piece of cloth 
Issue History
2010-04-01 16:12TimstNew Issue
2010-04-01 16:15popetasticNote Added: 0000031
2010-04-01 16:24morinonNote Added: 0000033
2010-04-01 17:42DwarfuNote Added: 0000044
2010-04-01 18:27cooky173Note Added: 0000064
2010-04-02 06:10TodestoolTag Attached: workshop
2010-04-02 13:15MNeisNote Added: 0000278
2010-04-02 13:21DwarfuTag Attached: cloth
2010-04-03 08:57FootkerchiefRelationship addedhas duplicate 0000090
2010-04-03 09:22FootkerchiefRelationship addedhas duplicate 0000108
2010-04-03 09:51bombcarNote Added: 0000554
2010-04-03 17:07FootkerchiefRelationship addedhas duplicate 0000328
2010-04-05 21:05FootkerchiefRelationship addedhas duplicate 0000561
2010-04-06 13:26JusticeIssue Monitored: Justice
2010-04-06 14:24ninjintoNote Added: 0001581
2010-04-06 14:50abadideaNote Added: 0001593
2010-04-07 03:59ExerciNote Added: 0001713
2010-04-08 13:34FootkerchiefSummary"Dwarf cancels Make Cloth Item : Needs 10 000 plant cloth" => "Dwarf cancels Make Cloth Item : Needs 10000 plant cloth"
2010-04-08 13:37FootkerchiefRelationship addedhas duplicate 0000819
2010-04-08 20:17FootkerchiefRelationship addedhas duplicate 0000846
2010-04-08 20:17FootkerchiefIssue Monitored: Jon-Ace
2010-04-08 20:17FootkerchiefSticky IssueNo => Yes
2010-04-08 20:40JimmyNote Added: 0002244
2010-04-08 21:42DoctorZuberNote Added: 0002257
2010-04-08 21:42DoctorZuberNote Edited: 0002257bug_revision_view_page.php?bugnote_id=0002257#r694
2010-04-09 14:19kaefermelderNote Added: 0002425
2010-04-09 21:06JumppTag Attached: siege
2010-04-11 15:44bowdown2qNote Added: 0002889
2010-04-13 00:52FootkerchiefRelationship addedhas duplicate 0001071
2010-04-13 21:45FootkerchiefRelationship addedparent of 0001125
2010-04-13 21:45FootkerchiefRelationship addedparent of 0000063
2010-04-13 21:50FootkerchiefRelationship replacedparent of 0000328
2010-04-13 21:50FootkerchiefRelationship replacedparent of 0000561
2010-04-14 20:45FootkerchiefRelationship addedparent of 0001171
2010-04-19 16:01dree12Note Added: 0004275
2010-04-20 09:50JinalealiaIssue Monitored: Jinalealia
2010-04-22 10:24FootkerchiefRelationship addedhas duplicate 0001433
2010-04-22 10:30ZombieNote Added: 0004615
2010-04-22 10:32ZombieIssue Monitored: Zombie
2010-04-27 12:52FootkerchiefRelationship addedhas duplicate 0001584
2010-04-29 13:13FootkerchiefCategoryGeneral => Dwarf Mode -- Jobs, Items
2010-05-02 17:41SkandrakenIssue Monitored: Skandraken
2010-05-14 00:08FootkerchiefRelationship addedhas duplicate 0001868
2010-05-21 21:00Logical2uRelationship addedhas duplicate 0002021
2010-06-15 10:39ContiIssue Monitored: Conti
2010-06-21 04:14FalldogNote Added: 0008855
2010-06-25 19:11existentNote Added: 0009106
2010-07-26 17:49FootkerchiefRelationship addedrelated to 0002859
2010-08-02 08:37Logical2uRelationship addedhas duplicate 0002929
2010-08-03 09:10xrogaanIssue Monitored: xrogaan
2010-09-08 11:11rlbond86Note Added: 0012516
2010-09-11 08:43NiverasNote Added: 0012582
2010-09-11 08:44NiverasNote Edited: 0012582bug_revision_view_page.php?bugnote_id=0012582#r4890
2010-09-11 08:44NiverasNote Edited: 0012582bug_revision_view_page.php?bugnote_id=0012582#r4891
2010-09-11 08:47NiverasNote Edited: 0012582bug_revision_view_page.php?bugnote_id=0012582#r4892
2010-09-11 08:49NiverasNote Edited: 0012582bug_revision_view_page.php?bugnote_id=0012582#r4893
2010-09-11 08:49NiverasNote Edited: 0012582bug_revision_view_page.php?bugnote_id=0012582#r4894
2010-09-15 06:02Logical2uRelationship addedhas duplicate 0003223
2010-09-15 06:03Logical2uRelationship deletedhas duplicate 0003223
2010-10-13 15:16Logical2uRelationship addedhas duplicate 0003420
2010-11-03 14:06jwest23Issue Monitored: jwest23
2011-01-06 08:05FootkerchiefRelationship addedrelated to 0003871
2011-02-05 16:27DwarfuRelationship deletedparent of 0001171
2012-02-16 16:57Toady OneNote Added: 0019873
2012-02-16 16:57Toady OneStatusnew => resolved
2012-02-16 16:57Toady OneFixed in Version => Next Version
2012-02-16 16:57Toady OneResolutionopen => fixed
2012-02-16 16:57Toady OneAssigned To => Toady One
2012-03-17 07:11DwarfuSticky IssueYes => No

Notes
(0000031)
popetastic   
2010-04-01 16:15   
This also happens when you try to make more pig iron or steel bars than you have refined coal for
(0000033)
morinon   
2010-04-01 16:24   
I got the same, only 15 000 plant cloth needed.
(0000044)
Dwarfu   
2010-04-01 17:42   
Is this a bug or a wording issue?

I got the same message, needing 2 more bags to complete the manager's work order, so it says I needed 10,000 cloth.

Remember cloth now has associated lengths, so I'm guessing each cloth bolt is 5,000 units...?
(0000064)
cooky173   
2010-04-01 18:27   
Each piece of cloth is measured in some units, so needing 10 000 cloth is probably just 1 unit as before.
(0000278)
MNeis   
2010-04-02 13:15   
Related to this, when running out of thread to make cloth it told me I needed 15000 thread to make cloth.
(0000554)
bombcar   
2010-04-03 09:51   
Confirmed that this is units; 150 iron bars = 1 iron bar.
(0001581)
ninjinto   
2010-04-06 14:24   
I believe this has to do with the hospital. It takes all the cloth in your fort and doesn't release it for clothier jobs.
(0001593)
abadidea   
2010-04-06 14:50   
Does this really need to be high priority? It's just cosmetic. It only says it when you're actually out of usable (non-hospital non-forbidden) material.
(0001713)
Exerci   
2010-04-07 03:59   
Besides, even though a clothier needs 10000 units of cloth to make anything, the hospital needs less per wound dressing. This isn't really a bug.
(0002244)
Jimmy   
2010-04-08 20:40   
I'd agree that this is a UI issue rather than a bug. It's displaying the minimum usable units for jobs which require partial cloth pieces. Likely the bars issue is related to the return from melting down metal items. 10,000 cloth = 1 usable cloth bolt, 150 bars = 1 usable metal bar.
(0002257)
DoctorZuber   
2010-04-08 21:42   
This seems to mostly be an issue of it's a change in the mechanics that nobody really understands yet, there's basically no information about it in the wiki yet. If people are starting to understand how this new unit system works, please share so we can figure out if there's a bug under this or not.

(0002425)
kaefermelder   
2010-04-09 14:19   
most likely related to this, my dwarves always bring more thread and cloth to the hospital than I order, though in total still small quantities. Maybe the increments you can set in the hospital menu don't match full units of thread, cloth?
(0002889)
bowdown2q   
2010-04-11 15:44   
I get a similar issue with potash orders: needs 150 ash.
(0004275)
dree12   
2010-04-19 16:01   
I think it should be changed to 'Needs size 10000 cloth' or 'Needs size 150 iron bars'
(0004615)
Zombie   
2010-04-22 10:30   
I don't think size is it. Its more units than that... having it display cloth in meters or centimeters (for length) and metal in kg (for weight/mass) would be more intuitive. It would also be helpful as we could know that processing pig tail makes, say, 10000 cm (100 m) of thread, which could make 10 m of cloth bolts or something. Having standardized units, even if they're dwarven units, would make the whole system a lot more understandable, yet still somewhat fun and realistic.

Now make me 30 urists of steel bars!
(0008855)
Falldog   
2010-06-21 04:14   
This is confusing a lot of people judging by the bug reports. Some kind of units *would* be appreciated.
(0009106)
existent   
2010-06-25 19:11   
This happened to me, and I'm pretty sure it just means you ran out.

The dwarf doesn't need that much of anything, he just needs MORE.
(0012516)
rlbond86   
2010-09-08 11:11   
Should be changed to 10000 units of cloth.
And somewhere, it should be mentioned how much is one unit.
(0012582)
Niveras   
2010-09-11 08:43   
(edited on: 2010-09-11 08:49)
This issue isn't wholly cosmetic or a matter of display as some comments indicate - at least as far as cloth/thread and hospitals are concerned. In my experience it is a result of how the hospital stores materials. If a dwarf takes something out of the hospital to be used, the hospital is now considered to be short that unit, so the hospital gets restocked with a full item of cloth. But when the medical dwarf is finished with the cloth for bandaging (or thread for suturing), the hospital can't accept the item back, so it gets returned to the cloth/thread stockpile, despite no longer being a full item/10,000 units.

It is also possible for medical dwarves, and all professions, to choose an item from the cloth/thread stockpile when they "pick up" the bandage/suture job, because it's the closest material available. You can see this behavior repeated with all workshop jobs - you might have an unforbidden quantum stockpile next to your mason shop of the stone you desire, but the first stone the mason will pick up is based on proximity to his initial location, which is probably not the stockpile next to the workshop. In the case of medical dwarves, they may use cloth/thread that is not even assigned to the hospital, which again gets returned to the cloth/thread stockpile despite no longer being a full item.

The first could probably be fixed by keeping the cloth/thread "assigned" to the hospital (listed in its tally of stored materials) so that at least it won't be restocked while an item is being used. However, I guess it is possible that it'll still get restocked when an item is used and the tally is now, for example, 19500/20000. The second issue I imagine is more complex, involving a rewrite in how dwarves, workshops and jobs in general find materials.

(I guess this comment is more at home in issue 000771 : Cloth/Thread partially used by medical dwarfs can't be dyed/woven & they prefer new supplies over used ones)

(0019873)
Toady One   
2012-02-16 16:57   
This should be fixed now.