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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]].''
 
:''"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 Mantis Bug Tracker]. Please do '''not''' report bugs here; they should be reported on the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker] 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|were fixed in v0.34}} by a temporary binary patch made by Quietust and other users; most of these fixes were rolled into v0.40.
 
Some bugs {{dffd|6741|were fixed in v0.34}} by a temporary binary patch made by Quietust and other users; most of these fixes were rolled into v0.40.
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These bugs can significantly interfere with play.
 
These bugs can significantly interfere with play.
  
* {{bugl|10369}}: Crash when Dwarves return from mission -- one major cause fixed in v0.44.10
+
* {{bugl|11014}}: Crash from corrupted military equipment lists (v0.44)
* {{bugl|9954}}: Crash when filtering material type condition in work order
+
**Workaround: refrain from [[raid]]ing
 +
* {{bugl|10939}}: Crash on "Saving fortress information"/continued play due to corrupted unit (v0.44)
 +
**Workaround: exterminate corrupted unit with [[DFHack]]
 +
* {{bugl|10369}}: Crash when Dwarves return from mission (v0.44) -- one major cause fixed in v0.44.10
 +
**Workaround: refrain from [[raid]]ing
 +
* {{bugl|9905}}: Crash when filtering material type condition in work order
 +
**Workaround: avoid using job manager material selection in large worlds
 
* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death
 
* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death
**Workaround: do not assign tavern keepers or performers
+
**Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone
* {{bugl|9438}}: Caravans/invasions do not come reliably from accessible civilizations
 
 
* {{bugl|9593}}: Caravans/invasions sometimes get "stuck" off-map
 
* {{bugl|9593}}: Caravans/invasions sometimes get "stuck" off-map
 
**Workaround: teleport merchants on to map with dfhack
 
**Workaround: teleport merchants on to map with dfhack
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** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)
 
** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)
 
* {{bugl|7107}} Fighting berserk citizens and citizen werebeasts causes defenders to lose loyalty.
 
* {{bugl|7107}} Fighting berserk citizens and citizen werebeasts causes defenders to lose loyalty.
 
  
 
== New bugs ==
 
== New bugs ==
 
These bugs are new in recent versions (v0.42+).  (There are many more; these are just a few of the most prominent.)
 
These bugs are new in recent versions (v0.42+).  (There are many more; these are just a few of the most prominent.)
  
 +
* {{bugl|10878}}: "Civil war" with parent civilization
 
* {{bugl|10490}}: "Spies" arrive as part of migrant group
 
* {{bugl|10490}}: "Spies" arrive as part of migrant group
 +
* {{bugl|10349}}: Were-dwarfs stuck in weird spot between injured and healed
 
* {{bugl|10346}}: NPCs demanding other characters identify themselves in a loop
 
* {{bugl|10346}}: NPCs demanding other characters identify themselves in a loop
* {{bugl|10349}}: Were-dwarfs stuck in weird spot between injured and healed
+
* {{bugl|9588}}: Animal people with [MEANDERER] tag move too slowly
* {{bugl|9787}}: Scribes intermittently stop copying works in the library -- fixed v0.44.06
 
**Workaround: forbid then unforbid all [[quire]]s
 
 
* {{bugl|9221}}: Visiting scholars leave carrying fortress books/scrolls/copies/codices
 
* {{bugl|9221}}: Visiting scholars leave carrying fortress books/scrolls/copies/codices
* {{bugl|9567}}: Animals get distracted over time by "unmet needs" -- fixed v0.44.06
 
  
  
 
== Lingering bugs ==
 
== Lingering bugs ==
These bugs are not new to v0.42/v0.44, but have been confirmed as still existing.
+
These bugs are not new to v0.42/v0.44, but have been confirmed as still existing. (Year numbers in parenthesis.)
  
* {{bugl|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.
+
* {{bugl|1451}} (2010): 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.
* {{bugl|94}}: Seriously wounded dwarfs sometimes don't get taken to bed.
+
* {{bugl|94}} (2010): Seriously wounded dwarfs sometimes don't get taken to bed.
* {{bugl|2712}}: Weapons, especially whips, cut through steel armor like butter.
+
* {{bugl|2712}} (2010): 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
 
**Workaround: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons
* {{bugl|2780}}: Pond/pool populations (e.g. pond turtles) do not replenish, gradually become [[extinct]]
+
* {{bugl|2780}} (2010): 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
 
** Supposedly fixed in 0.40.01 but reported to still be happening with ponds
* {{bugl|535}}: Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.
+
* {{bugl|535}} (2010): Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.
* {{bugl|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.
+
* {{bugl|296}} (2010): 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, they will actually multiply to other tiles.
 
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]
 
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]
* {{bugl|4550}}: Dodging into river/lava/pit 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.
+
* {{bugl|4550}} (2011): Dodging into river/lava/pit 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.
* {{bugl|425}}: Dwarves perform [[cleaning]] erratically at best -- improved in v0.44.06
+
* {{bugl|425}} (2010): Dwarves perform [[cleaning]] erratically at best -- improved in v0.44.06
 
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]
 
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]
* {{bugl|5986}}: Designating large areas for smoothing slows game to a crawl.
+
* {{bugl|5986}} (2012): Designating large areas for smoothing slows game to a crawl.
* {{bugl|797}}: Animals repeatedly path through "tightly closed" [[door]]s causing lag.
+
* {{bugl|797}} (2010): Animals repeatedly path through "tightly closed" [[door]]s causing lag.
* {{bugl|4065}}: Untradeable creatures (hostiles, wild animals) are released from [[cage]]s when the cages are ordered taken to the [[trade depot]].
+
* {{bugl|4065}} (2011): Untradeable creatures (hostiles, wild animals) are released from [[cage]]s when the cages are ordered taken to the [[trade depot]].
* {{bugl|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.
+
* {{bugl|1582}} (2010): 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.
* {{bugl|5097}}: Names overwriting text with TrueType and {{bugl|5696}} strange gaps in report texts.   
+
* {{bugl|5097}} (2012): Names overwriting text with TrueType and {{bugl|5696}} strange gaps in report texts.   
**Workaround: Hitting F12 to toggle True Type can often get you around this problem.
+
**Workaround: Hitting F12 to toggle TrueType can often get you around this problem.
* {{bugl|2587}}: Saving fails silently when folder is not writeable (due to full disk, permissions, etc)  
+
* {{bugl|2587}} (2010): Saving fails silently when folder is not writeable (due to full disk, permissions, etc)  
* {{bugl|8383}}: Flying/swimming/climbing creatures can move vertically-diagonal through walls with down-stairways/twigs above -- fixed v0.44.06
+
* {{bugl|8426}} (2014): Foreign nobles elevated along with fortress nobles, make regular mandates and demands -- fixed v0.44.11
* {{bugl|8426}}: Foreign nobles elevated along with fortress nobles, make regular mandates and demands
+
* {{bugl|8698}} (2015): Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag
* {{bugl|8698}}: Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag
+
* {{bugl|7444}} (2014): Sparring dwarves can knock each other through walls with charge attacks.
* {{bugl|7444}}: Sparring dwarves can knock each other through walls with charge attacks.
+
* {{bugl|7872}} (2014): Trees grow through bridges, can make the bridge unusable.
* {{bugl|7872}}: Trees grow through bridges, can make the bridge unusable.
+
* {{bugl|7760}} (2014): Dwarves construct walls from wrong side, wall themselves out of fortress or into alcove
* {{bugl|7760}}: Dwarves construct walls from wrong side, wall themselves out of fortress or into alcove
+
* {{bugl|7423}} (2014): Embark-purchased fruit must be removed from bags before [[brewing]].
* {{bugl|7423}}: Embark-purchased fruit must be removed from bags before [[brewing]].
+
* {{bugl|9440}} (2016): Wounded dwarves die of dehydration if they grab a goblet they can't use
* {{bugl|9440}}: Wounded dwarves die of dehydration if they grab a goblet they can't use
 
 
**Workaround: forbid all goblets so dwarves will drink straight from the barrels
 
**Workaround: forbid all goblets so dwarves will drink straight from the barrels
  
Line 79: Line 80:
 
{{Category|Bugs| }}
 
{{Category|Bugs| }}
 
[[Category:Game development]]
 
[[Category:Game development]]
 +
[[ru:Known bugs and issues]]

Revision as of 15:13, 20 May 2019

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.

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 Mantis Bug Tracker. Please do not report bugs here; they should be reported on the bug tracker 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; most of these fixes were rolled into v0.40.

Severe bugs

These bugs can significantly interfere with play.

  • Bug 11014: Crash from corrupted military equipment lists (v0.44)
  • Bug 10939: Crash on "Saving fortress information"/continued play due to corrupted unit (v0.44)
    • Workaround: exterminate corrupted unit with DFHack
  • Bug 10369: Crash when Dwarves return from mission (v0.44) -- one major cause fixed in v0.44.10
  • Bug 9905: Crash when filtering material type condition in work order
    • Workaround: avoid using job manager material selection in large worlds
  • 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 9593: Caravans/invasions sometimes get "stuck" off-map
    • Workaround: teleport merchants on to map with dfhack
    • Workaround: save prior to arrival, and reload until the caravan successfully appears
  • Bug 7161: Morale is screwy -- saves demonstrating morale problems in v0.44.03+ requested
    • 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 7185: Scared traders immediately scuttle wagons and leave.
  • Bug 9004: Items in containers are "unavailable" while a dwarf is hauling another item to store in the container
  • Bug 7107 Fighting berserk citizens and citizen werebeasts causes defenders to lose loyalty.

New bugs

These bugs are new in recent versions (v0.42+). (There are many more; these are just a few of the most prominent.)

  • Bug 10878: "Civil war" with parent civilization
  • Bug 10490: "Spies" arrive as part of migrant group
  • Bug 10349: Were-dwarfs stuck in weird spot between injured and healed
  • Bug 10346: NPCs demanding other characters identify themselves in a loop
  • Bug 9588: Animal people with [MEANDERER] tag move too slowly
  • Bug 9221: Visiting scholars leave carrying fortress books/scrolls/copies/codices


Lingering bugs

These bugs are not new to v0.42/v0.44, but have been confirmed as still existing. (Year numbers in parenthesis.)

  • Bug 1451 (2010): 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 94 (2010): Seriously wounded dwarfs sometimes don't get taken to bed.
  • Bug 2712 (2010): Weapons, especially whips, cut through steel armor like butter.
  • Bug 2780 (2010): 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
  • Bug 535 (2010): Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.
  • Bug 296 (2010): 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, they will actually multiply to other tiles.
  • Bug 4550 (2011): Dodging into river/lava/pit 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 (2010): Dwarves perform cleaning erratically at best -- improved in v0.44.06
  • Bug 5986 (2012): Designating large areas for smoothing slows game to a crawl.
  • Bug 797 (2010): Animals repeatedly path through "tightly closed" doors causing lag.
  • Bug 4065 (2011): Untradeable creatures (hostiles, wild animals) are released from cages when the cages are ordered taken to the trade depot.
  • Bug 1582 (2010): 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 5097 (2012): Names overwriting text with TrueType and Bug 5696 strange gaps in report texts.
    • Workaround: Hitting F12 to toggle TrueType can often get you around this problem.
  • Bug 2587 (2010): Saving fails silently when folder is not writeable (due to full disk, permissions, etc)
  • Bug 8426 (2014): Foreign nobles elevated along with fortress nobles, make regular mandates and demands -- fixed v0.44.11
  • Bug 8698 (2015): Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag
  • Bug 7444 (2014): Sparring dwarves can knock each other through walls with charge attacks.
  • Bug 7872 (2014): Trees grow through bridges, can make the bridge unusable.
  • Bug 7760 (2014): Dwarves construct walls from wrong side, wall themselves out of fortress or into alcove
  • Bug 7423 (2014): Embark-purchased fruit must be removed from bags before brewing.
  • Bug 9440 (2016): Wounded dwarves die of dehydration if they grab a goblet they can't use
    • Workaround: forbid all goblets so dwarves will drink straight from the barrels