v0.31 Talk:Known bugs and issues

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Submerged fortifications[edit]

Submerged fortifications will not block the passage of aquatic (or amphibious) creatures. I didn't check .17 but it's still present in .16 The bug was present in 40d as well. Strangely enough it's not listed here. Is it reported on bugtracker? --HYBRID BEING 22:16, 21 November 2010 (UTC)

I've already mentioned this on the page for fortification - incidentally, it's already reported on the bug tracker (Bug:3327). --Quietust 23:01, 21 November 2010 (UTC)

bug tracker is confusing[edit]

please explain how to use it.

Cleanup Edit[edit]

Ok, I just cleaned up the main page as best I could. Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc. I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself. If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the talk page so that it won't clutter up the main page. Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry. That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.

Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.) --Kyle Solo 17:25, 8 June 2010 (UTC)


What exactly are the guidelines for editing this page? It's a mess of rumors, speculation, and not-bugs. Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments. It's really messy the way it is now, and it's only going to get worse as more versions are released. My suggestions:

  • Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.
  • The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand. They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.
  • Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.

Sound like a plan? --Kyle Solo 14:48, 7 June 2010 (UTC)

I suggest putting all fixed bugs in a separate page or separate the active bugs and fixed bugs in 2 parts on the same page. This will make it easier to check what the active bugs are. -- 22:44, 8 March 2011 (UTC)

Where to Report Crashes?[edit]

It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. Alfador 15:19, 1 April 2010 (UTC)

  • Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P Alfador 15:27, 1 April 2010 (UTC)
  • And it did NOT reproduce. Great. Alfador 15:29, 1 April 2010 (UTC)
  • http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. Enjia2000 15:31, 1 April 2010 (UTC)
  • Just putting this down here while the above site is non-responsive:
    • World gen roads are off, sometimes they'll have floor above ramps, which prevent passage
    • Vermin remains do not decay Todestool 19:53, 1 April 2010 (UTC)

Acid Rain Bug[edit]

Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before "______ has bled to death", so it seems like they just start melting and don't even care. This happens to animals and dwarves. http://img407.imageshack.us/img407/964/iwillsurvive.png Unknown cause.

I managed to catch one of my dwarves just before it died of blood loss. It looks like it only happens to their fingers?

By rarely you mean 'not every time it rains'? I'm in a jungle, it's raining half the time, but I haven't seen these issues. Could it be a new 'feature'? Could it be a reaction between the water and something your dwarves are playing in? (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts Granite26 13:16, 9 April 2010 (UTC)
I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.
I think I was only in a 'Warm' climate though.

Labor Menu Bug[edit]

Sometimes only four categories will show up under v,p,l. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. Doctorzuber 20:55, 1 April 2010 (UTC)

  • Mining
  • Healthcare
  • Hauling
  • Other Jobs

The correct list should be.

  • Mining
  • Woodworking
  • Stoneworking
  • Hunting/Related
  • Healthcare
  • Farming/Related
  • Fishing/Related
  • Metalsmithing
  • Jewelry
  • Crafts
  • Engineering
  • Hauling
  • Other Jobs

Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. Doctorzuber 20:55, 1 April 2010 (UTC)

  • I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--Sepheris 10:00, 28 April 2010 (UTC)

Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in. Also, undiscovered items can be seen in the stocks menu.


  • When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. Kataklistika 06:09, 2 April 2010 (UTC)
  • Added a note that animal bones work for the "body parts" request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to "not a bug" if there are no further problems. --Ashmore 19:54, 4 April 2010 (UTC)

Minor points and addition[edit]


So, we are not supposed to edit the article directly, or how are we to interpret the screening.

Feel free to add new bugs to the main page with "(confirm)" after it. Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works. This page will need some reformatting eventually anyway. --Squirrelloid 08:01, 4 April 2010 (UTC)

Anyway, there are a few things I feel need to be added/corrected:

Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.

I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.

Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).

Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.

I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.


Previously (40d) you had to train wild animals and then have them butchered. If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside. Then the dwarfs will bring it to a refuse pile, which will spawn a "butcher animal" job. In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.
Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining. I noticed he was dehydrated, so I let him out. But, he never got a "drink" job and ended up dieing. Too bad, legendary jem cutter!
I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls. I need to check the raws on that.--Kwieland 14:57, 13 April 2010 (UTC)


Not sure what's causing it but I have, under "distance" in the "selecting material" dialogue for constructing a wall, a distance of -66870. Yeah, negative. No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.

have this problem right after cave in, some seconds later distances return to normal...


Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - RusAnon 09:55, 5 April 2010 (UTC)


  • What's going on with this page guys? Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --StrongAxe 12:09, 5 April 2010 (UTC)
  • There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --StrongAxe 12:09, 5 April 2010 (UTC)

Craftsdwarf's Workshop[edit]

I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation. I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks. I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a "create shell crafts" task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job. If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.

I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.

Food Stockpiles[edit]

Has anybody noticed a bug with food stockpiles with barrels? I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels. The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!

Also, my kitchen screen doesn't list any meat that I embark with. You cannot use them for cooking?--Kwieland 17:03, 7 April 2010 (UTC)

Have you tried butchering it? Just curious. 05:57, 8 April 2010 (UTC)
I'm not sure how to butcher meat. But, no matter, the bug was fixed in 40.02--Kwieland 15:02, 13 April 2010 (UTC)

Unknown Military Crash[edit]

I've got an odd issue here. I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes. Any ideas? I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it. --Eddie 16:20, 8 April 2010 (UTC) EDIT-Found that deleting and remaking the squad fixed this. I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out. --Eddie 16:27, 8 April 2010 (UTC)

Masterwork food Bug[edit]

When cooks make masterwork food they suffer art defacement if someone eats it. Has ended 2 fortresses in tantrum spiral so far.--Mrdudeguy 17:07, 8 April 2010 (UTC)

That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --Quietust 17:12, 8 April 2010 (UTC)

Req for Comments - 'Buggy' template[edit]

I've created a template that shows a warning like so:

I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with: Ambusher.

The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called "Bugs", but this is inconsistent across the entire wiki, which is why I've included the parameter. Garanis 03:34, 9 April 2010 (UTC)

I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. Garanis 03:38, 9 April 2010 (UTC)
This is Dwarf Fortress. All bugs are outstanding. -Anonymous (until I overcome laziness and get an account)

Dead Dwarf keeps task and building locked[edit]

I can't get on the forum now, so this'll have to do. I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active. If I go to the (u) screen, there is no dwarf listed with this task. Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason. It turns out this dwarf is dead. Granite26 13:28, 9 April 2010 (UTC)

Although, it'd be cool if the partial corpse was crawling around trying to finish the job.
That's not a bug, that's a feature. Now workshops can be haunted! JK. Garanis 13:53, 9 April 2010 (UTC)


My dwarves don't seem to prefer their bedrooms anymore. Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms. Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.

I think that when dwarves are particularly tired, they sleep in the closest bed they can find as soon as they finish what they're doing. My hunters often end up sleeping on the ground next to the butcher shop, apparently because they've been out hunting so long they're too tired to take another step after they return their kills.


There seems to be an issue in my "stockpile" z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of
"material distance"
"diorite -184900"

Forging creates different item[edit]

When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.-- 05:21, 25 April 2010 (UTC)

   UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.-- 21:23, 26 April 2010 (UTC)

Goblin attackers don't cause dwarves to interrupt their jobs[edit]

I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]

Named (or Legendary) Weapon bug[edit]

This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. -- 02:50, 16 May 2010 (UTC)

alt-tab causes program lockup[edit]

in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.-- 15:12, 21 May 2010 (UTC)

I tried this in .10 without trouble, but that doesn't prove much. I have had the .08 version I think lock up shortly after starting it up (no commands like designate would work) but save still worked. Before version 31 I sometimes had lockups that could be fixed by hitting F11 twice to reinitialize the screen. Perhaps a page with general advice for lockups would be good to have here. Dorf and Dumb 19:12, 16 July 2010 (UTC)


Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account. What gives? I've tried a couple different email addresses, checked spam folders, etc. 23:07, 1 June 2010 (UTC)

Smelter Fuel issue[edit]

I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--Flying Dwarves Hurt 16:17, 14 June 2010 (UTC)

Are you sure it's the FUEL that's the problem? Remember, bituminous coal is not fuel - it has to be smelted into coke to make it into fuel. Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile. 'Cuz I just fired up DF, and I can't recreate your problem. --DeMatt 17:47, 14 June 2010 (UTC)
I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--Flying Dwarves Hurt 19:03, 14 June 2010 (UTC)
I can't recreate it. Seems to been a one time error, possibly caused by pathing.--Flying Dwarves Hurt 19:12, 14 June 2010 (UTC)
This problem just arose for me. A pathing issue occured when all of my fuel was placed in bins on a different floor. Moving my smelter to the same floor as my stockpile allowed it to work.--lvlobius 19:29, 27 June 2010 (UTC)

Cat having kittens with no mate[edit]

My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. Unless there can be cross-species mating I have no clue how this could have come about. I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves). Any Ideas as to why the stupid cat had kids?--Flying Dwarves Hurt 15:21, 17 June 2010 (UTC)

Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--Flying Dwarves Hurt 15:25, 17 June 2010 (UTC)
Did one of the previous merchants have a male cat up for sale? Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats. I think. Certainly works that way for pack animals. And then it just took this long for your females to give birth. --DeMatt 04:15, 19 June 2010 (UTC)
No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--Flying Dwarves Hurt 05:39, 19 June 2010 (UTC)
Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect.
Thats just messed up :P --Flying Dwarves Hurt 02:16, 23 June 2010 (UTC)
We've seen dorfen hygiene. A cat humps someone's leg, and before long the whole fortress is "pollinated"... ;) Dorf and Dumb 19:14, 16 July 2010 (UTC)

Fish really fixed?[edit]

I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles. The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place. But this page says the bug was fixed... Dorf and Dumb 07:29, 18 June 2010 (UTC)

Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--Flying Dwarves Hurt 10:57, 18 June 2010 (UTC)

Zone -> flow -> ESC = crash[edit]

This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet. You hit "i" for zone, choose the flow option with "e", then hit ESC to cancel... crashes every time. Dorf and Dumb 19:07, 24 June 2010 (UTC)

Well... since .31.08 is out... download the new version. I can't trigger a crash like that, and I'm using .08. --DeMatt 20:18, 24 June 2010 (UTC)

I'm getting this reproducibly in 31.10 in Windows Vista, not inclined to create a bug tracker.

This happens to me in the newest version(I'm using W7 if it matters) 05:48, 24 August 2010 (UTC)

Ecological devastation by cats: complete lack of vermin[edit]

On version .08, with a map started on .06, I've encountered a weird problem: a handful of cats have been so effective in exterminating every last vermin, that nothing rots. I have fresh forgotten beast meat that's a year old, the "partial skeletons" of creatures I can't remember fighting that have never turned into bones; I've had to dump old withered produce into piles because it filled up hundreds and hundreds of squares; even the corpses of the migrants who came in right over the high moat where the elks were grazing... nothing rots, except corpses put up a miasma before turning into partial skeletons. I think the cats must have cleaned out every last creature that rots stuff, though every once in a while I spot them dragging in another vermin corpse (which won't rot either). I see this page says that a bug with vermin not rotting was fixed in .04. Dorf and Dumb 14:57, 28 June 2010 (UTC)

Vermin corpses WILL rot and vanish if they're on the surface. If they're underground, then they'll stop at "Rotten remains". Bones tend to last a very very long time - bone doesn't rot easily, and that's why vermin-rotting needed the change in .04 (they were mostly bone, so they didn't rot). Vermin do encourage stuff to rot (food outside of barrels will get nibbled on much more easily), but AFAIK are not necessary for the process. If you're really having problems with unwanted stuff, you can always use a Dwarven atom smasher or Magma to permanently remove things. --DeMatt 18:15, 28 June 2010 (UTC)


I just tried version .10 for a bit of a battle with a Blind Cave Ogre. But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict. Well, it is blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway. The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down. ;) Well, it is an ogre...

So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once. Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious. Unfortunately, an unarmed dorf cannot harm an unconscious ogre, no matter how long he tries, except for prying ears, nose, and fingers down to red. To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available). Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs. Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.

Though it looks like a properly "seeded" door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.

Another odd "feature" is that once an area is designated in brown for mining, the brown carries over to anything later discovered in the spot. So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated. (choppers work the same way with trees). Though they will collect them if they can get to them. Dorf and Dumb 19:03, 16 July 2010 (UTC)

Another flask bug?[edit]

A game started and played in .10 has dorfs using plain "flasks" made from assorted leather. They display in the equipment list on one line as "flask, (rope reed fabric X)", where the second item is whatever is worn on the Upper Body of that dorf. I suppose it might be an odd way of classifying it, but it smells like a data structure problem. Dorf and Dumb 03:35, 20 July 2010 (UTC)

Individual Combat Training Fixation[edit]

Hey! Sorry if I'm doing anything horribly wrong in posting this here like this; I'm rather new at this. I know that the main bug page already lists this glitch, where training tasks never finish or cancel, so even after leaving the military, many dwarves continue to train. The main page suggests destroying the barracks where they train. I found more success blocking access to the barracks; by preventing them from getting close enough to a designated training location, one can get the game to cancel the annoying task. My theory is that they have to at some point not have any tasks to do, like drinking, so that the combat drill task kicks in, and then, upon realization of no possible path, is severely beaten to death by a large raccoon removed by the game. The task, that is; not the dwarves. There is no announcement of cancellation however, although the barrier can be removed afterwords, and assuming dwarves aren't set to start training again, all should be good. Obviously, dwarves need to be on the side of the barrier that the barracks is not on. I don't know if this method is new or people already know it. Please confirm bug fix if new, and add mention on main page if good. --Peglegpenguin 18:34, 31 July 2010 (UTC)

Infinite blood[edit]

By allowing water to wash over a large number of animals, it is possible for pools of a single dorf's blood to appear all over the floor and walls of a very large room. (v .10-.12) Dorf and Dumb 15:07, 4 August 2010 (UTC)

lockup in points/routes interface[edit]

Using v. .12, it seems the route submenu can get the UI stuck. Accessing notes via 'N', then routes via 'r', if no route exists, 'n' (and 'd', etc) is greyed out, however typing 'n' causes the UI to behave like it's trying to rename a seleced -point- rather than a route, i.e. flashing underbar cursor at the end of the existing name. However from that point it's stuck - typing/backspace doesn't respond, 'enter' doesn't finish editing, 'esc' does nothing - the only key i've found that still does something is 'tab'. Wound up there by accident a couple of times trying to edit names or note text with an unresponsive 'n' or 't' key. Can't find a way out of it other than kill/restart (and hopefully autosave was on..) Known issue? 01:13, 1 September 2010 (UTC)

This happened to me as well; in addition to the tab, the F1-F8 hot keys worked as well, load macro worked, and the mouse scroll wheel zoomed the view. However, I found no way to escape the text entry. 00:44, 10 February 2011 (UTC)

'make vial' at glass furnace[edit]

in v. .12, noticed my (ordinary, non-magma) glass furnace was cluttered. Had previously ordered a few green glass vials, and had noticed the glassmaker happily dragging sand and fuel into the workshop. On checking the clutter, I find.. not glass vials, but flasks.. flasks made of coal...(!). Methinks the fuel and the item to be heated got swapped around. Raw glass still works fine in the same furnace, not sure whether other item production is affected. Workaround seems to be to use magma, which I've previously seen working correctly.

nvm, this is fixed in the current version (v. .31.16)


some of my cages have plump helmet spawn in them and it seems like they aren't being recognized as non-furnature and empty -- is this a bug?

  • This probably isn't a bug. The cages probably previously had wild animals which you designated for taming. To fix, simply (D)ump the spawn. Once removed, the cage will then be available once more for loading cage traps or ... what have you. If you despirately want/need that spawn back, simply reclaim it once the dumping is complete. -- 07:11, 11 December 2012 (UTC)

Plants growing on tiles occupied by trees[edit]

I've been suffering from a serious bug - some of my underground trees have been transmogrifying into underground plants and tree saplings. This wouldn't be a big deal or even noticed if trees weren't part of my anti-forgotten beast barrier. There are plenty of workarounds, but man is it annoying. Anyone else suffering from this? --Peglegpenguin 23:57, 13 November 2010 (UTC)

Suggestion for total cleanup[edit]

What is the point in listing bugs here?

There are over 1500 reported bugs, everybody can use Mantis to view them. Serious are explained in "Bug" sections. And keeping fixed ones is even more useless.

Suggestion: keep: general information, link to mantis, not-a-bug add link to mantis guide, or copy it here ( http://www.bay12forums.com/smf/index.php?topic=52185.0 ).

And part of discussion may be moved to archive talk page. 11:13, 26 January 2011 (UTC)

Has anyone found a way to actually search the Mantis database? Because I haven't. 00:46, 10 February 2011 (UTC)
Guide available in this link: http://www.bay12forums.com/smf/index.php?topic=52185.0 (available also few lines above) 20:56, 23 February 2011 (UTC)

More equipment stuff[edit]

I was setting up my (so far, fairly pathetic) military for training, giving them steel breastplates, shields, & battle axes, when I noticed my dwarves equipping wooden equipment I (accidentally) stole from some elves, plus some other non-steel stuff. It happened after I made them equip metal equipment, then saw I had the resources to make a ton of steel. I got them to equip the right equipment by making them get rid of everything, then making them get it back. Not too much of a problem, but still annoying and hard to notice.

Map caverns by designating ramp removal[edit]

I discovered that you can designate ramp removal over an entire z-level that you know has unexplored caverns in it, and the unrevealed ramps will be highlighted with the designation colour. The net effect is that you can figure out the layout of caverns by looking at several z-levels of ramp-removal designations, which is an interesting exploit. I haven't tried it with undiscovered caverns yet, only the unrevealed parts of already-discovered caverns. (And I've reported it to the bug-tracker.) Eggdropsoap 23:56, 9 March 2011 (UTC)

Is this a bug?[edit]

If you have a setup like this:

xxx x<x xxx


xxx x.x xxx

z-1 (x = wall, <> up/down stairs, . open space) and you try to channel out the center top square, the person will fall...

stray bunny kills 4 dogs[edit]

Not sure if it's a bug, but I had one of my (baby, tame) rabbits go rogue and take out a pack of (adult, tame) stray dogs awaiting training in my new (7 day old) fortress. I'm not sure if it was a bug or not.

I'm still trying to parse the reports to find out who started it. There was only one wild animal (a buck rabbit), on the surface, and I hadn't reached any caverns yet... Not sure if it's related.

I only realized what was going on when I got the first "stray dog bled to death" notice, and the other three repeated the act before I honestly believed they were fighting the bunny. The bunny, btw, has a dented paw and a bruised mouth, but otherwise seems fine. Just to be sure, his inventory showed that he wasn't carrying a switchblade.

Any clue why this happened, or where I should look to see? - jaz 22:34, 1 April 2011 (UTC)

"Follow only if ye be men of valour, for the entrance to this cave is guarded by a creature so foul, so cruel that no man yet has fought with it and lived. Bones of full fifty men lie strewn about its lair. So, brave dwarves, if you do doubt your courage or your strength, come no further, for death awaits you all with nasty, big, pointy teeth."
That aside, animals get ornery in 0.31.19+ if they're overcrowded. --Quietust 00:55, 2 April 2011 (UTC)

Black Space Problem[edit]

I have searched all over the site but was unable to find an answer to my problem. For some reason, full-screen stopped working properly after 31.11 All versions after that failed to scale the view properly leaving a box in the top corner and the rest of the screen black. If anyone has had this problem or knows a fix to it, feel free to chime in. -- Correction: the newest version now shows the screen in full, but the characters making it up are rather small, about the same size as they are in the windowed mode --Mhyder 22:17, 29 May 2011 (UTC)

I have identified the real problem with my game. It turns out that I prefer to play at a lower resolution than my screen is. The real problem here is that the black space option in the init file does not work. This means that when I reset the resolution, it just takes up less of the screen rather than stretching like it should.--Mhyder 00:15, 3 February 2012 (UTC)

Rock Bars[edit]

This isn't about dwarves requesting these in fey moods, but I have a dwarven caravan asking for them in trade agreements. What does it mean? 07:18, 27 June 2011 (UTC)

Are you using older version? I believe it's because of rock being classified under metal, and so rock bar really means metal bars, if they're using process to identify things as moods does. I suspect it's been fixed in most recent version (Not sure on this, I haven't tested ). AutomataKittay 07:59, 27 June 2011 (UTC)
I'm pretty sure I'm using the current version. Has it been updated within the last couple of weeks? 17:32, 27 June 2011 (UTC)
Nope, I'm still using .18, I heard that the stockpile setting was fixed by .25. If fey mood's still asking for rock bar and goes to get metal bars, it's probably still the same. AutomataKittay 10:29, 28 June 2011 (UTC)

Room View reveals Item in Unexplored Rock[edit]

I can see a room listed as "Upright (*adamantine short sword*)" that is 30 levels or so below my excavations. --Llamalama 19:12, 6 July 2011 (UTC)

Fixed bugs[edit]

I went ahead and moved all fixed bugs into separate page: Recently fixed bugs and issues. I think it is safe to move them there to remove clutter for people who play current versions. Zwei 12:44, 12 January 2012 (UTC)