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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||
0006185 | Dwarf Fortress | Dwarf Mode -- Stockpiles | public | 2012-09-01 18:44 | 2015-05-26 14:03 | ||||||
Reporter | nshapter | ||||||||||
Assigned To | |||||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||||
Status | new | Resolution | open | ||||||||
Platform | OS | OS Version | |||||||||
Product Version | 0.34.11 | ||||||||||
Target Version | Fixed in Version | ||||||||||
Summary | 0006185: Worn Clothing stored as "finished goods" not refuse | ||||||||||
Description | I 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 Reproduce | Run a fort until clothes are worn. Buy or make new clothing. create finished goods stockpile. Create refuse stockpile which will accept only clothing. | ||||||||||
Tags | Fixed in 0.40.20? | ||||||||||
Attached Files | |||||||||||
Relationships | |||||||||||
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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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