v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d:Known bugs and issues
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | == Floating Dwarves and etc == | |
− | |||
− | + | Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air. Building a stairs to his location doesn't seem to help. | |
+ | == Floating Boulders == | ||
+ | If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair. | ||
− | === " | + | == Perfect Swimming == |
+ | "Brook" tiles are treated as floor instead of the open space they're supposed to be. Dwarves, animals, even--that's right--wagons can travel over rivers. | ||
− | + | == Rewalling Quirks == | |
− | + | # Diagonal rewalling is silently pathblocked. | |
− | + | # Rewalling from the top of a ramp is apparently silently pathblocked. | |
− | |||
− | + | == Optimal pathfinding == | |
− | |||
− | + | When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case. | |
− | + | == The Most Dangerous Game == | |
− | + | If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole. | |
− | + | Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff. | |
− | |||
− | |||
− | |||
− | + | == Contents Under Pressure == | |
− | + | Melting metal items produces a crapload of metal. | |
− | + | Assumed to be a code error involving the repacement of a / with a * (i.e. multiplying by 30 intsead of dividing, in the case of metal bolts). | |
− | === | + | == Making Metal Bars == |
− | |||
− | ::: | + | At [[Talk:Galena]] a bug is mentioned that apparently gives you less metal bars than you should have when producing them at a smelter. I havent confirmed it though. --[[User:Mizipzor|Mizipzor]] 17:35, 31 October 2007 (EDT) |
− | |||
− | |||
− | + | :This refers to alloys. When making an alloy, only one bar is created, instead of the 2-4 that are supposed to show up. Avoid alloys until the version after 0.27.169.32a is released.--[[User:McFrugal|McFrugal]] 20:08, 31 October 2007 (EDT) | |
− | + | == Ducky Go Down The Hoooole == | |
− | + | Wells crash the game now and then. | |
− | |||
− | == | + | == Infinite Blood == |
− | + | For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT) | |
− | == | + | == Wipe Your Feet == |
− | + | Possibly related to the above issue, mud can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress. | |
− | + | == Hole in a Wall == | |
− | + | If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT) | |
− | + | == We All Fall Down== | |
− | + | If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT) | |
− | -- | + | : This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT) |
− | + | == Too Small to Fit == | |
+ | Doors block Wagons. Might not actually be a bug, but it certainly makes indoor trade depots less than appealing. | ||
− | -- | + | --Somed additions by [[User:Draco18s|Draco18s]] 4:34, 1 November 2007 (EDT) |
− | ''' | + | == Fatal Crash == |
+ | The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT) | ||
− | + | == Spelling/Grammar Nazi Attack! == | |
+ | 'z' -> Stone Restriction screen: "Space: Change Status" should probably be "Enter: Change Status" [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT) | ||
− | === | + | == Weight Issues == |
− | + | Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT) | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |