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1 plump helmet is turned into 5 drinks, and a stack of 5 plump helmets is turned into 25 drinks. So, if you are consistently getting 5+ plump helmets per stack and you tell your dwarves to produce 50 if you have less than 200, for instance, you'll end up with over 1k drinks before you know it, since they will produce 50 x 25 when the order goes through
In the case that it doesn't: Right now it's an order to make 10 coke from lignite on the condition that there is less than 20 coke available. This is checked monthly (this is a switch from daily. My hope was that it would refresh less often, but both daily/monthly checks seem to tick w/o updating the task.) The condition is recognized as unsatisfied, but the task remains active. There is currently 400+ coke in the stockpile. Tasks attributed to this order continue to dominate my smelters.
I've actually been getting this too! I've switched to leather production after this borked my pigtail cloth in the last fort. Drinks I've at least been able to limit with barrels, even though it would be nice not to have cancelled tasks spamming the sidebar. (Quick edit: This actually seems to be the same issue. Activated food production orders with unmet conditions have been running for years.)
I mean yeah the order is set correctly. And with having that much in stock even with something like an unaccounted bin or the like it shouldnt start but clearly is. Could try removing the order and making it anew, changing coke to refined coal, or lowering the priority on the list down to the bottom so they will focus on other crafts. All three even just to see if anything works. Strange but ive had my share of terrible bugs for no real reason so yeah no idea.
I believe the reason why they are constantly making fuel every time you check is because they have a large order to fill on them and in turn this takes up the vast majority of the tasks your preforming at each smelter so its not that your not actually smelting steel/gold/etc things at smelters its just that its being done very slowly in comparison with the job with more production units assigned to it.
Edit: I would also say this, if you have a specific task assigned to a workshop that is supposed to only produce x type things in an attempt to increase the skill of its assigned dwarf you basically can't make a general task for the same workshop type.
Essentially in my example I had 3 magma forges, one for furniture, armor, and weapons each set to a different master in order to train their skill and make masterworks specifically. Problem was I caught them making billon crafts after a time and realized that because the order was general it was worming into their jobs too. I hope in the future they add an option to exclude a workshop from general orders.
I'll give these a shot, good idea!