Hello,
I have noticed that sometimes a dwarf will have "No Job" listed for months at a time despite there being jobs in the queue; for example, a repeating workshop job for which the dwarf has the relevant labour assigned, or a backlog of jobs in the Jobs or Manager screens. I do not know what causes it, but at least in the case of workshop jobs I have been able to resolve it by removing (not suspending! that does not work) all jobs from the workshop and then re-adding them. Manual reentry via the workshop window or automatic reentry through the manager screen or DFhack plugins all seem to resolve the issue, but the issue seems to be recurring and it does not usually announce itself; i.e., there is no cancellation spam.
Anyone else having this problem and know a way to prevent it?
edit: 9 February 2015
Several posters so far seem to have assumed things I did not fully explain. Below is a list of things I know.
• The jobs are not suspended.
• There is no job canceled announcement for the job.
• The problem presents on a brand new world and embark.
• There are no path finding issues or burrow restrictions.
Method of testing:
On a brand new embark, on a brand new world, I started with 7 proficient miners and a bunch of seeds, food and drink, then immediately dug for the magma sea. Upon reaching the magma sea, I built a magma glass furnace (Make Raw green glass/R), a regular glass furnace (Collect Sand/R), a clothier's workshop, a loom, a farmer's workshop, a kitchen, and a still; some farm plots for pig tails and plump helmets; and, assigned my starting dwarves each a single labour with all others disabled: grower, weaver, spinner, clothesmaker, glass maker, brewer, cook. The first two waves of migrants were assigned nothing but hauling except for one carpenter to make furniture; I made a sand bags stockpile (Furniture --> Types --> sand bags; Materials --> all; Qualities --> all) beside my glass furnace and magma glass furnace; I produced food, drink, and set up a basic textile industry to make thread --> cloth --> cloth bags; and, designated an area of sand near the surface for sand collection.
Until haulers arrived via migration, and I had a bunch of cloth bags stockpiled, I frequently received job cancellation announcements which resulted in suspended jobs in the workshops; this was caused by a lack of manpower for hauling. Once enough time passed for me to develop a self-sustaining glass industry and textile industry, I made a few changes to reproduce the problem. First, the magma furnace's workshop profile was set to only allow my intended glass maker to work in it; second, I added more regular glass furnaces, all set to Collect Sand/R, and increased the size of the stockpiles for sand bags. The result of these changes was that the amount of sand being brought to the stockpiles was high enough that my glassmaker could not go through them fast enough to deplete them, and so did not have reason to ever cancel or suspend his job. I even put his room in the area, as well as the dining and meeting hall, and stockpiles for drink and food.
In short, I removed through entirely vanilla means and without using exploits any reason for the dwarf to ever need to display "No Job".
It took a couple of months after everything was set up, but it eventually happened. It was incredibly easy to notice, since the magma glass furnace was by now the only building on its level and the conspicuous absence of a dwarf in the workshop prompted me to check the Units screen to see what he was doing: "No Job". A quick check of the workshop shows a non-suspended job for Make Raw green glass/R; a quick check of the stockpile shows dozens of sand bags; a quick check of the glassmaker's thoughts and preferences show that he has nothing but positive thoughts.
Removing and readding the glassmaking labour does not fix it.
Removing and readding the job Make Raw green glass/R fixes it.
And once more for good measure, since so far I am getting a bunch of Troubleshooting 101-style posts so far:
• The job is not suspended
• No other dwarf is doing the job or even has the labour assigned
• There are no path finding issues or burrow restrictions
• The workshop, the materials needed, and the job still exist less than ten tiles away from him
• There is no job cancellation announcement corresponding with the same month as when he stopped doing the job
• Removing and readding the job from the workshop temporarily fixes the problem