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IDProjectCategoryView StatusDate SubmittedLast Update
0000159Dwarf FortressDwarf Mode -- Moodspublic2010-04-02 11:182014-01-27 13:36
Reportergaranis 
Assigned ToFootkerchief 
PriorityhighSeveritymajorReproducibilityalways
StatusresolvedResolutionunable to reproduce 
PlatformDFOSWinOS Version
Product Version 
Target VersionFixed in Version 
Summary0000159: Mood failed because dwarf cannot find needed material
DescriptionI 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.
Tagsbones, mood, skeletons
Attached Files

- Relationships
related to 0000845resolvedToady One Fey mood dwarf desires "body parts," meaning bones, shell, leather, etc. 
related to 0001457new Strange mood dwarves only collect items in order 
related to 0002924new Moody dwarf has inconsistent display of quantities for primary vs. decorative items 
has duplicate 0000835closedFootkerchief Mood Dwarfs do not recognize bones 

-  Notes
(0000572)
Aquillion (reporter)
2010-04-03 10:33

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.
(0000578)
garanis (reporter)
2010-04-03 10:55

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.
(0000823)
RiceMunk (reporter)
2010-04-04 01:44

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?
(0002550)
stele007 (reporter)
2010-04-10 04:18

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.
(0003550)
BP1986 (reporter)
2010-04-14 14:23

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! :)
(0005580)
Footkerchief (manager)
2010-04-28 13:48

BP1986: that save might be handy, yeah. Also, is the dwarf assigned to a burrow? Is the workshop he claimed in a burrow?
(0009749)
hyndis (reporter)
2010-07-07 16:36

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. :(
(0010376)
Captain Xenon (reporter)
2010-07-15 15:08

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.
(0010377)
hyndis (reporter)
2010-07-15 15:19
edited on: 2010-07-15 15:19

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.

(0010379)
Footkerchief (manager)
2010-07-15 15:39

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
(0010943)
cephalo (reporter)
2010-07-24 23:00
edited on: 2010-07-24 23:00

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!

(0010946)
burlingk (reporter)
2010-07-25 00:06

I have heard (But not confirmed) that hooves can act as shells.
(0023577)
kwieland (reporter)
2012-09-14 20:35

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.
(0024082)
Rinin (reporter)
2013-07-28 03:13

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.
(0024083)
Quietust (reporter)
2013-07-28 05:41

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.
(0024411)
Footkerchief (manager)
2014-01-27 13:29

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).

- 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 View Revisions
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 View Revisions
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


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