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Difference between revisions of "Known bugs and issues"

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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).
 
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).
  
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.
+
Some bugs {{dffd|6741|were fixed in v0.34}} by a temporary binary patch made by Quietust and other users; hopefully these fixes will be rolled into v0.40 at some point.
  
 
== New bugs ==
 
== New bugs ==
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* {{bug|6545}} Flying creatures crash into trees, stop flying, fall to the ground, and explode
 
* {{bug|6545}} Flying creatures crash into trees, stop flying, fall to the ground, and explode
 
* {{bug|7032}} Processing quarry bushes does not produce seeds, and produces the wrong number of leaves
 
* {{bug|7032}} Processing quarry bushes does not produce seeds, and produces the wrong number of leaves
 +
* {{bug|7185}} Scared traders immediately scuttle wagons
 +
* {{bug|7274}} Dwarves occasionally attempt to perform jobs at a distance, with predictably poor results
 +
* {{bug|6970}} Dwarves in strange moods "teleport" materials to workshop
  
 
== Lingering bugs ==
 
== Lingering bugs ==
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* {{Bug|5991}} Dwarf tries to build wall standing on the construction site (see bug report for possible workarounds).
 
* {{Bug|5991}} Dwarf tries to build wall standing on the construction site (see bug report for possible workarounds).
 
* {{Bug|808}} Processing Raw Turtles only makes one shell per stack, and other stack size issues
 
* {{Bug|808}} Processing Raw Turtles only makes one shell per stack, and other stack size issues
 +
* {{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|4552}} Siegers waiting by bodies of dead leaders.
 +
* {{Bug|434}} Reaction jobs (unlike other jobs) don't look outside of burrows for workers and raw materials (works through manager).
  
 
== Unverified bugs ==
 
== Unverified bugs ==
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* {{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.
 
* {{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
 
**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.
 
* {{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]]
 
**Solution: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] on [[DFHack]]
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* {{bug|425}} Dwarves Not Cleaning Blood. [[Cleaning]] is done erratically.
 
* {{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]]
 
**Solution: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] on [[DFHack]]
* {{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|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.   
 
* {{Bug|5097}} Names overwriting text with TrueType and {{Bug|5696}} strange gaps in report texts.   
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* {{Bug|3190}} Long Patrol Negative Thoughts seem to escalate, even with long break.
 
* {{Bug|3190}} Long Patrol Negative Thoughts seem to escalate, even with long break.
 
**Solution: Apply relevant binary patch (automatically done with DFHack).
 
**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.
 
* {{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.)
 
**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.
+
 
  
 
[[Category:Game development]]
 
[[Category:Game development]]

Revision as of 19:08, 14 July 2014

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

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 bug tracker and an informal poll of the worst bugs is available in the forums. Please do not report bugs here; they should be sent to the Mantis BT instead. If you have issues signing up for the bug tracker, see the forum bug tracker board for instructions (but don't report bugs on the forum either).

Some bugs were fixed in v0.34 by a temporary binary patch made by Quietust and other users; hopefully these fixes will be rolled into v0.40 at some point.

New bugs

These bugs are new to v0.40. (There are many more; these are just a few of the most prominent.)

  • Bug:6562 Farm plots display wrong crops in other seasons
  • Bug:6555 Crash when creating new adventurer after previous adventurer gives in/dies
  • Bug:6586 Dwarves climb trees and fall out of them, for no obvious reason, note that they are dwarfs
  • Bug:6704 Random cave-in messages on the surface
  • Bug:6691 Excessive number of necromancer towers
  • Bug:6545 Flying creatures crash into trees, stop flying, fall to the ground, and explode
  • Bug:7032 Processing quarry bushes does not produce seeds, and produces the wrong number of leaves
  • Bug:7185 Scared traders immediately scuttle wagons
  • Bug:7274 Dwarves occasionally attempt to perform jobs at a distance, with predictably poor results
  • Bug:6970 Dwarves in strange moods "teleport" materials to workshop

Lingering bugs

These bugs are not new to v0.40, but have been confirmed as still existing. Any workarounds that involve binary patches or DFhack will not work until those tools have been updated to the new version.

  • 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:5994 Deconstructing constructions can cause items nearby to "teleport" to the construction's location.
  • Bug:5991 Dwarf tries to build wall standing on the construction site (see bug report for possible workarounds).
  • Bug:808 Processing Raw Turtles only makes one shell per stack, and other stack size issues
  • Bug:1451 Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers). It is not possible to use a single axe for both wood cutting and combat, or a single pick for both mining and combat. Crossbows in the hands of hunters can also cause problems.
  • Bug:4552 Siegers waiting by bodies of dead leaders.
  • Bug:434 Reaction jobs (unlike other jobs) don't look outside of burrows for workers and raw materials (works through manager).

Unverified bugs

These bugs were known to exist in v0.34, and may or may not still exist. They need to be verified. Any workarounds that involve binary patches or DFhack will not work until those tools have been updated to the new version.

  • 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. Crossbows firing metal bolts routinely pierce masterwork steel armor, and, counter-intuitively, whips cleave through it in combat.
  • 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.
  • Bug:2780 Aquatic vermin do not restock when 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 waterfalls and die from fall damage because they did not account for the current.
  • Bug:425 Dwarves Not Cleaning Blood. Cleaning is done erratically.
  • 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:3190 Long Patrol Negative Thoughts seem to escalate, even with long break.
    • Solution: Apply relevant binary patch (automatically done with DFHack).
  • 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 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.)