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40d:Known bugs and issues

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Revision as of 12:41, 2 November 2007 by BDR (talk | contribs)
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Bugfix log for 0.27.169.33a:

  • 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area
  • 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner
  • 10/29/2007: Fixed spelling of negotiator


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. (was this fixed on 0.27.169.33a?)

This isn't a bug. There's just no good way to represent a shallow river with the current depth system. Think of the water tiles below the brook as being an aquifer of sorts. Solid ground, but containing water.--McFrugal 01:37, 2 November 2007 (EDT)

Rewalling Quirks

  1. Diagonal rewalling is silently pathblocked.
  2. 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.

Even a single miner digging a channel can get into trouble. Miners may "paint themselves into a corner" and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.

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 (FIXED in 0.27.169.33a)

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).

This bug was fixed in 0.27.169.33a.

Making Metal Bars (FIXED in 0.27.169.33a)

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. --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.--McFrugal 20:08, 31 October 2007 (EDT)

This bug was fixed in 0.27.169.33a.

Ducky Go Down The Hoooole (FIXED in 0.27.169.33a)

Wells crash the game now and then.

This bug was fixed in 0.27.169.33a.

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. --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. --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. --Plasma 20:23, 31 October 2007 (EDT)

This also occurs when removing staircases. --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 Draco18s 4:34, 1 November 2007 (EDT)

Fatal Crash (Fixed?)

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. HeckRuler 15:27, 1 November 2007 (EDT)

This bug was PROBABLY fixed in 0.27.169.33a, but could use rechecking

Spelling/Grammar Nazi Attack!

z -> Stone Restriction screen: "Space: Change Status"; should probably be "Enter: Change Status" HeckRuler 15:27, 1 November 2007 (EDT)

This has been fixed of version .33a; It now says: Enter: Change status --Markavian

Weight Issues

Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow HeckRuler 17:09, 1 November 2007 (EDT)

Startup - Civilization Selection

When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.

Rylen 23:21, 1 November 2007 (EDT)

Theft in Adventure Mode

In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine. In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace. Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands).