Dear Urist McStuckypants.
MOVE, dammit. you're supposed to be installing a colony in a hive. you're hungry. I've removed all your labors. YOU ARE GOING TO STARVE, YOU COLLOSSAL DUMBASS.
Not going to do this IC:
The beekeeper will not starve/dehydrate, they'll break off the attempt when they're hungry/thirsty/tired enough.
Fixing it requires fiddling with the _hive_, i.e. the building - a misdirected hive has a constant, never-clearing job 'get colony from coordinate xyz', which will have priority among all beekeeping jobs. Fortunately, the job can be cleared by the overseer, by setting the hive's 'colony install' option off. If you then let the game run a few steps you can safely re-enable the installation option and the hive will create a new 'install colony in hive' job from scratch, i.e. this time it will actually look for an extant colony.
How-to:
1. open 'j'ob list, scroll down to 'install colony in hive' (it's generally a good way down the list)
2. select the 'install colony...' job which is listed as being carried out by the stuck beekeeper
3. zoom to the 'b'uilding. This is the location where the colony is supposed to be installed, i.e. the hive issuing the faulty job.
NB: Other interactions are either unhelpful (zoom to creature just sends you to the stuck beekeeper) or useless to counterproductive ('r'emove just temporarily frees the beekeeper without fixing the underlying problem, as soon as anyone tries to beekeep again, this is the first job they'll get sent on)
4. set 'c'olony option of the hive off. It may 'take' while paused, i generally let the game run a few steps just to be safe.
5. set 'c'olony option back on.
I've successfully un-stucked dozens of beekeepers this way. It typically only happens while building up the beekeeping industry, because i'm too impatient to always build a single hive, wait for it to be stocked, build the next etc., i just install four to six at once and toggle the messed-up hives afterwards to free stuck beekeepers. It'd still be better if the bugginess got fixed.
PS:
[problems with adamantine thread stored in 'no metal' stockpiles and non-metal thread/cloth in 'only metal thread' stockpiles]
Unfortunate old bug for the metal threads, might have to lock the door to the adamanite
While this doesn't completely prevent the possibility of suturers grabbing strands and using them to turn Urist McBrokenToe into the million-dwarfbuck cheesemaker, you can keep strands off your pigtail cloth stockpiles:
Link a stockpile which doesn't accept cloth/thread (i prefer coin stockpiles, but any non-cloth stockpile works for the purpose) to 'take' from the strand extraction workshop. This way, the workshop's output cannot be sent to _any_ stockpile but this one (it's still accessible to your smelter and dyer's shop) and consequently all processed strands stay in the workshop. Since adamantine strands weigh next to nothing, clutter isn't a problem, you just need to put the workshop close enough to your smelter, because the smelter has to draw the stuff directly from the workshop.