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Editing 23a:Known bugs and issues
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=== Missing Thoughts === | === Missing Thoughts === | ||
− | The [[Sheriff]], [[Mayor]], and [[Baron]] are supposed to receive unhappy thoughts if you do not have enough [[jail]]s, [[fortress guard]]s, and/or [[royal guard]]s. Special logic exists to prevent these thoughts from happening within 3 months of their arrival at your fortress (so you get a grace period to comply with their new demands). Due to a bug, the condition is backwards, so they only receive these thoughts during their first 3 months at your fortress | + | The [[Sheriff]], [[Mayor]], and [[Baron]] are supposed to receive unhappy thoughts if you do not have enough [[jail]]s, [[fortress guard]]s, and/or [[royal guard]]s. Special logic exists to prevent these thoughts from happening within 3 months of their arrival at your fortress (so you get a grace period to comply with their new demands). Due to a bug, the condition is backwards, so they only receive these thoughts during their first 3 months at your fortress. |
{{collapsible|hidden=yes|Patched with "thought-bugs.dif"| | {{collapsible|hidden=yes|Patched with "thought-bugs.dif"| | ||
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* 0x234425 : 84 -> 85 (insufficient royal guards for Baron)}} | * 0x234425 : 84 -> 85 (insufficient royal guards for Baron)}} | ||
− | Additionally, nobles which require a [[tomb]] do not receive any thoughts based on its quality, whether it is above or below the quality level they require. They will still receive unhappy thought about '''other''' dwarves having better tombs than them (unless said dwarf actually deserves a tomb that good), though. This happens because the noble compares its current tomb quality to '''itself''' rather than to its desired tomb quality | + | Additionally, nobles which require a [[tomb]] do not receive any thoughts based on its quality, whether it is above or below the quality level they require. They will still receive unhappy thought about '''other''' dwarves having better tombs than them (unless said dwarf actually deserves a tomb that good), though. This happens because the noble compares its current tomb quality to '''itself''' rather than to its desired tomb quality. |
{{collapsible|hidden=yes|Patched with "thought-bugs.dif"| | {{collapsible|hidden=yes|Patched with "thought-bugs.dif"| | ||
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=== Vermin Problems === | === Vermin Problems === | ||
− | If a vermin marked as being capable of escaping from traps is placed inside a container (e.g. a [[cage]], [[animal trap]], or an Adventurer's [[backpack]]), it will remain inside indefinitely, but if the container happens to be an [[artifact]], the vermin will escape immediately. Not surprisingly, this bug is caused by a backwards condition | + | If a vermin marked as being capable of escaping from traps is placed inside a container (e.g. a [[cage]], [[animal trap]], or an Adventurer's [[backpack]]), it will remain inside indefinitely, but if the container happens to be an [[artifact]], the vermin will escape immediately. Not surprisingly, this bug is caused by a backwards condition. |
{{collapsible|hidden=yes|Patched with "vermin-bugs.dif"| | {{collapsible|hidden=yes|Patched with "vermin-bugs.dif"| | ||
* 0x169B1B : 84 -> 85}} | * 0x169B1B : 84 -> 85}} | ||
− | Additionally, if a live [[fish]] is successfully caught and placed inside an aquarium filled with water, all subsequently captured live vermin will fail to be processed by the game - fish out of water will not suffocate, and purring maggots will never allow themselves to be milked subsequent times. This bug results from the incorrect usage of a C++ "break;" statement instead of "continue;", causing it to exit out of its loop early instead of continuing on the next entry | + | Additionally, if a live [[fish]] is successfully caught and placed inside an aquarium filled with water, all subsequently captured live vermin will fail to be processed by the game - fish out of water will not suffocate, and purring maggots will never allow themselves to be milked subsequent times. This bug results from the incorrect usage of a C++ "break;" statement instead of "continue;", causing it to exit out of its loop early instead of continuing on the next entry. |
{{collapsible|hidden=yes|Patched with "vermin-bugs.dif"| | {{collapsible|hidden=yes|Patched with "vermin-bugs.dif"| | ||
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=== Art Facets === | === Art Facets === | ||
− | Different civilizations are supposed to assign higher (or lower) values to art images portraying certain types of creatures; later versions control this using the ART_FACET_MODIFIER token in the raws, but in this version it is hardcoded. Due to a bug, these modifiers are not applied correctly due to a type cast being applied to the wrong pointer | + | Different civilizations are supposed to assign higher (or lower) values to art images portraying certain types of creatures; later versions control this using the ART_FACET_MODIFIER token in the raws, but in this version it is hardcoded. Due to a bug, these modifiers are not applied correctly due to a type cast being applied to the wrong pointer. |
{{collapsible|hidden=yes|Patched with "trade-bugs.dif"| | {{collapsible|hidden=yes|Patched with "trade-bugs.dif"| | ||
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=== Unmeltable Chests === | === Unmeltable Chests === | ||
− | If you mark a metal [[chest]] for melting, a dwarf will haul to a [[smelter]] (or [[magma smelter]]), sit there for a while, and then not actually melt the item, potentially leading to an infinite loop if the job was added on Repeat. This is due to the way the game handles glassmaking jobs - it removes the sand bag item (BOX made of cloth/leather and containing SAND) from the job and replaces it with a piece of raw glass, but it removes the "sand bag" item before confirming that it's actually a bag and that it actually contains sand. Since "melt" jobs take place afterwards, the chest is no longer part of the job and nothing actually happens (aside from the unit gaining some skill and possibly using up fuel) | + | If you mark a metal [[chest]] for melting, a dwarf will haul to a [[smelter]] (or [[magma smelter]]), sit there for a while, and then not actually melt the item, potentially leading to an infinite loop if the job was added on Repeat. This is due to the way the game handles glassmaking jobs - it removes the sand bag item (BOX made of cloth/leather and containing SAND) from the job and replaces it with a piece of raw glass, but it removes the "sand bag" item before confirming that it's actually a bag and that it actually contains sand. Since "melt" jobs take place afterwards, the chest is no longer part of the job and nothing actually happens (aside from the unit gaining some skill and possibly using up fuel). |
{{collapsible|hidden=yes|Patched with "job-bugs.dif"| | {{collapsible|hidden=yes|Patched with "job-bugs.dif"| | ||
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=== Inaccurate Siege Engines === | === Inaccurate Siege Engines === | ||
− | Whenever Dwarves operate [[catapult]]s or [[ballista]]e, they attempt to fire their projectile perfectly straight, but low skill levels cause it to veer off to either side. Due to a bug, the result of the skill check is discarded and the projectile ''always'' fails to fly straight. This has an additional effect on catapult stones, since they used the "better" trajectory when limiting their flight distance (based on the presence of a target), making them even less accurate. This bug | + | Whenever Dwarves operate [[catapult]]s or [[ballista]]e, they attempt to fire their projectile perfectly straight, but low skill levels cause it to veer off to either side. Due to a bug, the result of the skill check is discarded and the projectile ''always'' fails to fly straight. This has an additional effect on catapult stones, since they used the "better" trajectory when limiting their flight distance (based on the presence of a target), making them even less accurate. This bug was officially fixed in version 0.40.13. |
{{collapsible|hidden=yes|Patched with "job-bugs.dif"| | {{collapsible|hidden=yes|Patched with "job-bugs.dif"| |