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Difference between revisions of "Known bugs and issues"

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(→‎New bugs: brief run through the bug tracker)
(2780 reappeared after supposed fix. 2712 seems to be still around too (whips only, not bolts). Workarounds are not solutions.)
Line 40: Line 40:
 
* {{bug|link=1|4552}} Siegers waiting by bodies of dead leaders.
 
* {{bug|link=1|4552}} Siegers waiting by bodies of dead leaders.
 
* {{bug|link=1|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|link=1|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|link=1|2712}} Weapons, especially whips, cut through steel armor like butter.
 +
**Workaround: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons
 +
* {{bug|link=1|2780}} Pond/pool populations (e.g. pond turtles) do not replenish, gradually become [[extinct]]
 +
** Supposedly fixed in 0.40.01 but reported to still be happening with ponds (possibly fixed for rivers only?)
  
 
== Unverified bugs ==
 
== Unverified bugs ==
Line 46: Line 50:
 
* {{bug|link=1|535}} Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.
 
* {{bug|link=1|535}} Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.
 
* {{bug|link=1|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|link=1|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|link=1|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|link=1|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|link=1|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] in [[DFHack]]
+
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[DFHack]]
* {{bug|link=1|2780}} Aquatic vermin do not restock when [[fishing|fished]], resulting in guaranteed eventual [[extinction]].
 
 
* {{bug|link=1|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|link=1|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|link=1|425}} Dwarves Not Cleaning Blood. [[Cleaning]] is done erratically.
 
* {{bug|link=1|425}} Dwarves Not Cleaning Blood. [[Cleaning]] is done erratically.
**Solution: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[DFHack]]
+
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[DFHack]]
 
* {{bug|link=1|5097}} Names overwriting text with TrueType and {{bug|link=1|5696}} strange gaps in report texts.   
 
* {{bug|link=1|5097}} Names overwriting text with TrueType and {{bug|link=1|5696}} strange gaps in report texts.   
**Solution: Hitting F12 to toggle True Type can often get you around this problem.
+
**Workaround: Hitting F12 to toggle True Type can often get you around this problem.
 
* {{bug|link=1|5986}} Designating large areas for smoothing slows game to a crawl.
 
* {{bug|link=1|5986}} Designating large areas for smoothing slows game to a crawl.
 
* {{bug|link=1|136}} When embarking on large area, DF hits 2GB memory limit and crashes.
 
* {{bug|link=1|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.)
+
**Workaround: 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.)
  
  
 
[[Category:Game development]]
 
[[Category:Game development]]

Revision as of 15:45, 11 August 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 7161 Morale is screwy across all modes
    • Workaround: mod creatures to have natural Discipline skill
    • Workaround: barracks training raises Discipline
    • Workaround: continual exposure to sentient corpses raises Discipline (along with feelings of horror)
  • Bug 6586 Dwarves climb trees and fall out of them, for no obvious reason, note that they are dwarfs
    • This may be partially fixed; more information is needed (see bug report).
    • Workaround: make sure there is always at least one meeting zone or sculpture garden where dwarves can idle.
  • Bug 6704 Already-felled trees "collapse" when mining under their former roots
  • Bug 6691 Excessive number of necromancer towers
    • Needs confirmation in latest versions.
  • Bug 6545 Flying creatures crash into trees, stop flying, fall to the ground, and explode
    • May be partially fixed; more information is needed (see bug report).
  • Bug 7032 Processing quarry bushes does not produce seeds, and produces too few leaves
    • Workaround: editing the raws (see bug report for details).
  • Bug 7185 Scared traders immediately scuttle wagons
  • Bug 7274 Dwarves occasionally attempt to perform jobs at a distance, with predictably poor results
    • Related to Bug 7825 marked as fixed in 0.40.07 -- #7274 needs verification.
  • Bug 6970 Dwarves in strange moods "teleport" materials to workshop
  • Bug 6874 SITE members automatically promoted to entity leader (MONARCH/king/queen)
  • Bug 7937 Constructed walls/fortifications require only 1 build material regardless of dimensions
    • Workaround: construct walls/fortifications 1 tile at a time
  • Bug 7349 Seeing berserk dwarf triggers mass combat

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.
    • Workaround: new STORE_DIST_* settings in d_init.txt can tweak the behavior.
    • Workaround: clever Stockpile Designs can reduce the impact.
  • 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 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 2712 Weapons, especially whips, cut through steel armor like butter.
  • Bug 2780 Pond/pool populations (e.g. pond turtles) do not replenish, gradually become extinct
    • Supposedly fixed in 0.40.01 but reported to still be happening with ponds (possibly fixed for rivers only?)

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 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 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 5097 Names overwriting text with TrueType and Bug 5696 strange gaps in report texts.
    • Workaround: 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 136 When embarking on large area, DF hits 2GB memory limit and crashes.
    • Workaround: 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.)