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v0.31:Known bugs and issues

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Revision as of 12:24, 6 April 2010 by Doub (talk | contribs)
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Template:AV PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.
Dwarf Fortress Bug Tracker

As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread. Recommend that new entries be added with "(confirmation needed)", and that people can document each bug on the discussion page. Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them. People can also link relevant posts and threads from the forums here to help document the bugs. --Squirrelloid 08:58, 3 April 2010 (UTC)

Please also read the 'Not Actually Bugs' section before adding bug reports! --Squirrelloid 09:00, 3 April 2010 (UTC)

Not Actually Bugs

  • As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please
Not a bug. World creation is *supposed* to run until 1050... --Squirrelloid 08:50, 3 April 2010 (UTC)
  • Tilesets in png format don't work? Just a black display.
Tilesets must be in .bmp format, as they always have had to be. The .png format only works for the d# series. --Squirrelloid 08:50, 3 April 2010 (UTC)
A d## merge is in progress, .png will be supported soon.--Ar-Pharazon 01:32, 4 April 2010 (UTC)
  • When choosing material for a squad item(cloak in this case) there are hundreds of "forgotten beast leather" to choose from.
That's because there are lots of different forgotten beasts. Somewhat annoying? Yes. Working exactly like every other source creature for leather? Yes. --Squirrelloid 08:50, 3 April 2010 (UTC)
  • Making a adamantine cloak -sometimes- results in "Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth." Also needed 15000 strands to make wafers. Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000. It's closer to something like 10 adamantine strands. This is probably due to the fact that cloth can be consumed "in pieces" now for medical purposes).
  • "Clothier canceled construct silk bag: needs 1000 cloth": http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552
This is working as intended. Cloth is now measured in smaller units than individual pieces. If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --Squirrelloid 08:52, 3 April 2010 (UTC)
  • Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.
They're listed twice because they separately list males and females. WAD. --Squirrelloid 09:05, 3 April 2010 (UTC)
  • Weird red C in top left corner - " C " means new combat report, " H " means new hunting message, " S " means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0
  • No option for magma in the finder, this is because magma is guaranteed everywhere now.
  • Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too. I think bones are gone or something. Haven't tried butchering animals yet, though, so confirmation please...
Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same
Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls.

Embarking

  • You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.
  • All fish are mentioned 2x. See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220
  • I find that I am unable to add items or skill points to my dwarves on the embarking screen. I'm using Mayday's graphics pack. I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))Kenji 03 11:32, 5 April 2010 (UTC).
I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty. I'm also unable to subtract items from my embarkation list.--67.166.145.39 02:51, 6 April 2010 (UTC)
I can confirm this. It happens in vanilla too apparently. Hit "esc" and go to you custom binds and rest your + and - keys. Do the same for the */ keys.
  • After embarking with items that was listed two times in list game crashes.

Sites

Buildings and Zones

Combat

I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --Doub 11:13, 6 April 2010 (UTC)
  • Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499
  • The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See DF2010:Military/Guide, "Getting your squad to do something", for details.
  • Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).
  • Template:L will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed. A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state. But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).
  • Thirsty and Hungry tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink. (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)Kenji 03 11:44, 5 April 2010 (UTC).

Labors

Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient. Ie, 3 stacks of syrup + one stack of cheese -> finished and edible meal. --Squirrelloid 17:54, 5 April 2010 (UTC)
  • Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)
Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?
  • Wood cutter. Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe. It's like wood cutting had a seperate profile and he was the only one excluded; Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.
  • Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.
  • In the orders menu, there are options for auto butcher, auto kitchen and auto fishery. All three of these respond to b only, k and f do nothing.
  • Parties never end, sometimes eating up half the labor force.
You ever waited for parties to actually end in .40d? Just undesignate the statue garden or whatever and the party ends =)
That's the workaround I took, except I had to get rid of the dining room. In any case, it's still a bug.
  • Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.
  • Making waterskin in leather works results in a weird item called "flask" (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either. (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug. Soldiers will carry an Metal Flask).

Miners will sometimes dig into underground seas with no "Damp Stone" notification prior to that.

Moods

Creature Data

  • Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)
  • Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533
  • When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)
  • Giants and giantesses are mapped to the wrong gender.
  • Unicorns give birth to elk fawns.
  • Mountain goat fawns are called "Stray Horse foal", although having all the features of a mountain goat.
    • Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list "Mountain goat kid" as well as "Horse foal" as possible child names, so it randomly picks one.
  • in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye

Stockpiles

Arena

  • Graphics mode does not work with arena.

Military

  • Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83
  • Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156
  • Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)
  • Similarly to the issue above, squads can also get into a "permanent civilian life" and will never go into "recruit mode" unless ordered to "station" or "Kill a target", upon canceling this order they will go back to civilian mode. (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))Kenji 03 11:54, 5 April 2010 (UTC).
  • Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.

Injuries

  • Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed "surgery" on said dwarf for years but nothing ever healed. (confirmation required)
    • Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.
  • Surgeon provided constant "suturing," each time using up thread. May be related to above problem.

Items

  • Eating a masterwork meal will cause the cook to suffer art defacement.
  • Butchered animals allow bones to made (confirmed by making bone bolts).
  • Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.
  • Obsidian does not appear in the accounting stone menu

Nobles

  • My dwarves had a bit too much fun, dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.
Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. Jj 16:47, 4 April 2010 (UTC)
Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --Ashmore 02:26, 5 April 2010 (UTC)

Graphics

  • Arena does not work for graphics mode.
  • After generating a world and embarking, you may notice missing tiles. Restart DF to fix.

Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs

Saves

  • Renaming a save (ex. "Region2-spr-1050" to "Region2") will invalidate the save, even if you give the save it's original name back. If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))Kenji 03 11:56, 5 April 2010 (UTC)