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Difference between revisions of "Known bugs and issues"

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:''"Bugs" redirects here. For insects, see [[Vermin]] and [[Creature]].''
Dwarf Fortress is a constant work in progress, and is thus full of '''bugs'''. Some of them are minor and completely harmless, some are small and annoying, and some are major and even game-changing. Some of the best-known bugs are compiled below; an official compilation of all bugs, and their development status, can be found on the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker] and an informal [http://www.bay12forums.com/smf/index.php?topic=111051.0 poll of the worst bugs] is available in the forums. Please do '''not''' report bugs here; they should be sent to the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php Mantis BT] instead. If you have issues signing up for the bug tracker, see the [http://www.bay12forums.com/smf/index.php?board=6.0 forum bug tracker board] for instructions (but don't report bugs on the forum either).
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[[File:bug_icon.png|100px|right]]
  
Some bugs {{dffd|6741|have been fixed}} by a temporary binary patch made by Quietust and other users; hopefully these will be rolled into the next version of the game.
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''Dwarf Fortress'' is a constant work-in-progress, and is thus full of '''bugs'''. An official compilation of all bugs, and their development status, can be found on the [https://dwarffortressbugtracker.com Dwarf Fortress Bug Tracker Bug Tracker]. The search results in the bug tracker sometimes have an unintuitive sort order, so make sure to scroll to the bottom of the first page of results when searching for bugs. To comment on any bug, you can "Login anonymously" and add a note.
  
* {{bug|6334}} Creatures, including dwarves, born in the fortress do not grow to full adult size. Butchering results for animals born in the fort are less than the expected adult size result. Dwarf soldiers born in the fort are much less effective with blunt weapons compared to their migrant peers.
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== Reporting new bugs ==
**Solution: apply [http://www.bay12forums.com/smf/index.php?topic=126558.0 growthbug] plugin for that comes with [[DFHack]] (as of r4).
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Please do '''not''' report new bugs here; to report a new bug, follow the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-b5e2ca19dabe408897d1c2669599b7a2 How to Report Bugs in Dwarf Fortress] instructions. For any other discussion of new or existing bugs, visit the <code>#bug-discussion</code> channel on the [https://discord.com/invite/kitfoxgames Official Kitfox Discord].
* {{bug|535}} Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.
 
* {{bug|1582}} Injured dwarf in bed in stocked hospital ignored by idle doctors. Medical jobs are too low-priority, and will be ignored in favor of pretty much everything else, hauling included, forcing players that need to administer medical care to disable all other labors; and even then, doctors tend to idle a bit in between their jobs.
 
* {{bug|2712}} Weapons, especially whips, cut through steel armor like butter. [[Crossbow]]s firing metal bolts routinely pierce masterwork steel armor, and, counter-intuitively, whips cleave through it in combat.
 
**Solution: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons
 
* {{bug|1451}} Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers). It is not possible to use a single axe for both [[wood cutter|wood cutting]] and combat, or a single pick for both [[miner|mining]] and combat. Crossbows in the hands of [[hunter]]s can also cause problems.
 
* {{bug|296}} Pools/smears/spatters of blood, dust and other materials multiply themselves, get tracked around too much. [[Contaminant]] physics are strange in Dwarf Fortress; instead of washing away, when exposed to running water, it will actually multiply to other tiles.
 
**Solution: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] on [[DFHack]]
 
* {{bug|2780}} Aquatic vermin do not restock when [[fishing|fished]], resulting in guaranteed eventual [[extinction]].
 
* {{bug|412}} Nobles job priority is weird (trading, diagnose, talking with liaison and attend meeting jobs have extremely low priority). Many very necessary jobs get glutted out by insignificant things like hauling spare stone around, requiring labor management when you want something done.
 
* {{bug|4550}} Dodging into river/lava/from cliff etc. Apparently, dwarves are stupid. Related: they tend to get thrown off of [[waterfall]]s and die from fall damage because they did not account for the current.
 
* {{bug|425}} Dwarves Not Cleaning Blood. [[Cleaning]] is done erratically.
 
**Solution: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] on [[DFHack]]
 
* {{Bug|5895}} Bins, bags used for hauling in situations when it is not necessary. This can lead to situations where items are "unavailable" because a dwarf is currently lugging them around in a bin/barrel/etc..
 
* {{Bug|5991}} Dwarf tries to build wall standing on the construction site (see bug report for possible workarounds).
 
* {{Bug|5312}} Undead reanimate too quickly (and forever) when killed in areas where corpses/etc. reanimate.
 
* {{Bug|2922}} Population Cap not working (see bug report for details).
 
* {{Bug|5097}} Names overwriting text with TrueType and {{Bug|5696}} strange gaps in report texts. 
 
**Solution: Hitting F12 to toggle True Type can often get you around this problem.
 
* {{Bug|5986}} Designating large areas for smoothing slows game to a crawl.
 
* {{Bug|5994}} Deconstructing constructions can cause items nearby to "teleport" to the construction's location.
 
**Solution: Apply relevant binary patch.
 
* {{Bug|3190}} Long Patrol Negative Thoughts seem to escalate, even with long break.
 
**Solution: Apply relevant binary patch (automatically done with DFHack).
 
* {{Bug|4552}} Siegers waiting by bodies of dead leaders.
 
* {{Bug|136}} When embarking on large area, DF hits 2GB memory limit and crashes.
 
**Solution: Until a permanent fix is made, the player can use [http://www.ntcore.com/4gb_patch.php NTCore's 4GB fix], which will not only increase the memory limit, but will improve performance overall. (This is not a permanent solution for the devs; it could lead to unforeseen problems if incorporated within the .exe downloaded from the server.)
 
* When smelters are specified as a "Give" destination from a stockpile that does not possess any/all of the necessary materials, or are located inside a burrow, while one of the necessary materials is outside the burrow, the smelter makes those smelting options unavailable.
 
  
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When reporting a bug:
 +
* Make a note of any mods you're using.  If you made the mod yourself, include the raws for any relevant objects.
 +
* If the game is crashing or refusing to open, include any error message that appears, along with your computer specifications and operating system.
 +
* If you have a save that reliably reproduces the bug, it may be helpful to upload the save to the [https://dffd.bay12games.com/category.php?id=20 DF File Depot - Bugged Saves] or another file hosting site.
 +
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== Major bugs with workarounds ==
 +
{{catbox|Bugs}} This is a list of major bugs with workarounds that would be useful for most players to know. Bugs added to this list should: 1) impact most players in a significant way in the current version, and 2) have some workaround that is useful to share. Please link the source of any posted workarounds.
 +
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* {{bugl|0012008}}: Dwarves will not equip [[Ammunition|ammunition]]. When a squad is created, it takes note of the amount of ammunition in the fortress but never updates this figure.
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**Workaround: Set up a [[Squad#Equipping_soldiers|uniform]] which includes a ranged weapon. Form a new squad using this uniform, which updates the squad's knowledge of how much ammunition is available. Assign the desired dwarves to that squad. Set them to train with a schedule of your choice. The dwarves should equip ammunition. (Note: [[Ambusher|Hunter]] dwarves "reserve" roughly 100 to 200 bolts each. Your ammo stockpile must include more bolts than 200 x number of hunters. This extra ammo will be used by your marksdwarves.) ([https://www.reddit.com/r/dwarffortress/comments/10mwqtw/dwarves_not_equipping_boltsarrows_learn_from_my/ Source])
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* {{bugl|11985}} ('''Healthcare labors bug''')<span id="healthcare-labors-bug"/>: Dwarves assigned to doctoring occupations not performing doctor labors.
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**Workaround: Make any change on the work details page, such as adding and removing a dwarf from a work detail. This will cause labors to be properly updated based on occupations. ([https://www.youtube.com/watch?v=79J3X8ulER0&t=1765s source])
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* {{bugl|349}}: [[Animal care]] labor does nothing.
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**Workaround: Use DFHack's [https://docs.dfhack.org/en/0.47.04-r2/docs/Plugins.html#dwarfvet dwarfvet plugin]].
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* {{bugl|1451}}: The equipment required for [[miner]]s, [[hunter]]s, and [[woodcutter]]s to do their job conflicts with military uniforms.
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**Workaround: never assign these three labors to military dwarves.
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* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death
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**Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone
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* {{bugl|9004}}: Items in containers are "unavailable" while a dwarf is hauling another item to store in the container
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** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.
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** Workaround: clever [[stockpile design]]s can reduce the impact
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** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)
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* : Game always starts in Graphics Mode.
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** Workaround: change PRINT_MODE to 2D or SOFTWARE in [[init.txt]].
 +
* {{bugl|2712}}: Physics for whips is broken, making them the most powerful weapons in the game. They easily slice through steel.
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**Workaround: Change the stats in the file "/data/vanilla/vanilla_items/objects/item_weapon.txt". Search for "WEAPON_WHIP" to find the proper section. Suggested changes are in bold:
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::<code>[SIZE:'''100''']</code>
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::<code>[ATTACK:BLUNT:'''10''':10:lash:lashes:NO_SUB:5000]</code>
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::Unarmored opponents will still be killed by a whip before long. Armored ones will only suffer bruises and the occasional broken bone.
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{{Category|Bugs| }}
 
[[Category:Game development]]
 
[[Category:Game development]]
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[[ru:Known bugs and issues]]

Latest revision as of 05:33, 5 May 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

"Bugs" redirects here. For insects, see Vermin and Creature.
Bug icon.png

Dwarf Fortress is a constant work-in-progress, and is thus full of bugs. An official compilation of all bugs, and their development status, can be found on the Dwarf Fortress Bug Tracker Bug Tracker. The search results in the bug tracker sometimes have an unintuitive sort order, so make sure to scroll to the bottom of the first page of results when searching for bugs. To comment on any bug, you can "Login anonymously" and add a note.

Reporting new bugs[edit]

Please do not report new bugs here; to report a new bug, follow the How to Report Bugs in Dwarf Fortress instructions. For any other discussion of new or existing bugs, visit the #bug-discussion channel on the Official Kitfox Discord.

When reporting a bug:

  • Make a note of any mods you're using. If you made the mod yourself, include the raws for any relevant objects.
  • If the game is crashing or refusing to open, include any error message that appears, along with your computer specifications and operating system.
  • If you have a save that reliably reproduces the bug, it may be helpful to upload the save to the DF File Depot - Bugged Saves or another file hosting site.

Major bugs with workarounds[edit]

This is a list of major bugs with workarounds that would be useful for most players to know. Bugs added to this list should: 1) impact most players in a significant way in the current version, and 2) have some workaround that is useful to share. Please link the source of any posted workarounds.

  • Bug 0012008: Dwarves will not equip ammunition. When a squad is created, it takes note of the amount of ammunition in the fortress but never updates this figure.
    • Workaround: Set up a uniform which includes a ranged weapon. Form a new squad using this uniform, which updates the squad's knowledge of how much ammunition is available. Assign the desired dwarves to that squad. Set them to train with a schedule of your choice. The dwarves should equip ammunition. (Note: Hunter dwarves "reserve" roughly 100 to 200 bolts each. Your ammo stockpile must include more bolts than 200 x number of hunters. This extra ammo will be used by your marksdwarves.) (Source)
  • Bug 11985 (Healthcare labors bug): Dwarves assigned to doctoring occupations not performing doctor labors.
    • Workaround: Make any change on the work details page, such as adding and removing a dwarf from a work detail. This will cause labors to be properly updated based on occupations. (source)
  • Bug 349: Animal care labor does nothing.
  • Bug 1451: The equipment required for miners, hunters, and woodcutters to do their job conflicts with military uniforms.
    • Workaround: never assign these three labors to military dwarves.
  • Bug 9653: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death
    • Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone
  • Bug 9004: Items in containers are "unavailable" while a dwarf is hauling another item to store in the container
  • : Game always starts in Graphics Mode.
    • Workaround: change PRINT_MODE to 2D or SOFTWARE in init.txt.
  • Bug 2712: Physics for whips is broken, making them the most powerful weapons in the game. They easily slice through steel.
    • Workaround: Change the stats in the file "/data/vanilla/vanilla_items/objects/item_weapon.txt". Search for "WEAPON_WHIP" to find the proper section. Suggested changes are in bold:
[SIZE:100]
[ATTACK:BLUNT:10:10:lash:lashes:NO_SUB:5000]
Unarmored opponents will still be killed by a whip before long. Armored ones will only suffer bruises and the occasional broken bone.