Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: clothier can't see silk  (Read 981 times)

mek42

  • Bay Watcher
    • View Profile
clothier can't see silk
« on: July 25, 2017, 04:28:24 pm »

In stocks I have plenty of silk cloth, 3 cave spider made elsewhere and a bunch of brown recluse made in the fort.  I zoomed in on a silk cloth from stocks and ended up in a bin in the cloth storeroom.  However, all I can see in any of my cloth bins are plant cloths.  Right now I have one monolithic cloth store room for all cloth (and refuse ... hair to make thread for the hospital - waste not want not and all that).

First, what is going on?

Second, should I have separate storerooms for each type of cloth (i.e. plant, yarn and silk)?
Logged
"Is that the game with the blinky characters and no pictures?  Maybe you do have Asperger's." - My wife after I mentioned my excitement over the elves bringing by caravan a whole bunch of wood after my deforestation project was neglected due to a near-tantrum spiral and total loss of my initial seven and a bunch of immigrants.

Madrigal

  • Bay Watcher
  • I'm polyphonic!
    • View Profile
Re: clothier can't see silk
« Reply #1 on: July 25, 2017, 05:29:28 pm »

I've heard that clothing decays if it's in a refuse stockpile (or any stockpile with refuse enabled on it). Is the same thing true for cloth?
Logged

anewaname

  • Bay Watcher
  • The mattock... My choice for problem solving.
    • View Profile
Re: clothier can't see silk
« Reply #2 on: July 25, 2017, 05:44:38 pm »

In stocks I have plenty of silk cloth, 3 cave spider made elsewhere and a bunch of brown recluse made in the fort.  I zoomed in on a silk cloth from stocks and ended up in a bin in the cloth storeroom.  However, all I can see in any of my cloth bins are plant cloths.  Right now I have one monolithic cloth store room for all cloth (and refuse ... hair to make thread for the hospital - waste not want not and all that).

First, what is going on?

Second, should I have separate storerooms for each type of cloth (i.e. plant, yarn and silk)?
I'm not sure what is going on, but if it brings you to the tile with the cloth bin, the silk is either in the bin (second page of items?) or next to the bin. Usually I just make one stockpile for non-metallic thread and another for non-metallic cloth. I keep one stockpile for cloth without bins and another with bins, but no binned thread stockpiles.

I've heard that clothing decays if it's in a refuse stockpile (or any stockpile with refuse enabled on it). Is the same thing true for cloth?
I suspect cloth does not decay, but could have missed it because I do not have any stockpile that accepts both Refuse and non-Refuse. For hair and bones, I put Farmer and Crafting workshops next to the butchers shop and 'P'rofile them to only allow Spinning and Bone Carving labors. This avoids the need to have a stockpile for hair or bones.
Logged
Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

mikekchar

  • Bay Watcher
    • View Profile
Re: clothier can't see silk
« Reply #3 on: July 25, 2017, 05:58:29 pm »

I can only answer the second question: Yes, you should separate out your storehouses for cloth and thread.  Also, keep note that there are many bin bugs with respect to cloth and thread.  Unfortunately, it's a thing (like many things in DF) that will work much, much better if you do not use bins.
Logged

Loci

  • Bay Watcher
    • View Profile
Re: clothier can't see silk
« Reply #4 on: July 25, 2017, 06:47:32 pm »

While the bin access bug would be my first guess, it's also possible you linked a stockpile to the clothier's shop, included the cloth in a hospital zone, broke connectivity to the storeroom, or accidentally enabled "workshop restrictions" on a burrow.
Logged