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==Submerged fortifications==
 
Submerged fortifications will not block the passage of aquatic (or amphibious) creatures. I didn't check .17 but it's still present in .16 The bug was present in 40d as well. Strangely enough it's not listed here. Is it reported on bugtracker? --[[User:HYBRID BEING|HYBRID BEING]] 22:16, 21 November 2010 (UTC)
 
:I've already mentioned this on the page for [[fortification]] - incidentally, it's already reported on the bug tracker ({{bug|3327}}). --[[User:Quietust|Quietust]] 23:01, 21 November 2010 (UTC)
 
 
==bug tracker is confusing==
 
please explain how to use it.
 
 
 
==Cleanup Edit==
 
==Cleanup Edit==
 
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.
 
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.
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Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)
 
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)
 
I suggest putting all fixed bugs in a separate page or separate the active bugs and fixed bugs in 2 parts on the same page.
 
This will make it easier to check what the active bugs are. --[[Special:Contributions/81.240.222.87|81.240.222.87]] 22:44, 8 March 2011 (UTC)
 
  
 
==Where to Report Crashes?==
 
==Where to Report Crashes?==
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: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)
 
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)
 
:This is Dwarf Fortress. ''All'' bugs are outstanding. -Anonymous (until I overcome laziness and get an account)
 
  
 
==Dead Dwarf keeps task and building locked==
 
==Dead Dwarf keeps task and building locked==
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My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.
 
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.
  
:I think that when dwarves are particularly tired, they sleep in the closest bed they can find as soon as they finish what they're doing.  My hunters often end up sleeping on the ground next to the butcher shop, apparently because they've been out hunting so long they're too tired to take another step after they return their kills.
 
  
 
== Pathing ==
 
== Pathing ==
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This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet.  You hit "i" for zone, choose the flow option with "e", then hit ESC to cancel... crashes every time. [[User:Dorf and Dumb|Dorf and Dumb]] 19:07, 24 June 2010 (UTC)
 
This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet.  You hit "i" for zone, choose the flow option with "e", then hit ESC to cancel... crashes every time. [[User:Dorf and Dumb|Dorf and Dumb]] 19:07, 24 June 2010 (UTC)
 
:Well... since .31.0'''8''' is out... download the new version.  I can't trigger a crash like that, and I'm using .08. --[[User:DeMatt|DeMatt]] 20:18, 24 June 2010 (UTC)
 
:Well... since .31.0'''8''' is out... download the new version.  I can't trigger a crash like that, and I'm using .08. --[[User:DeMatt|DeMatt]] 20:18, 24 June 2010 (UTC)
 
I'm getting this reproducibly in 31.10 in Windows Vista, not inclined to create a bug tracker.
 
 
This happens to me in the newest version(I'm using W7 if it matters)[[Special:Contributions/24.121.0.194|24.121.0.194]] 05:48, 24 August 2010 (UTC)
 
  
 
== Ecological devastation by cats: complete lack of vermin ==
 
== Ecological devastation by cats: complete lack of vermin ==
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A game started and played in .10 has dorfs using plain "flasks" made from assorted leather.  They display in the equipment list on one line as "flask, (rope reed fabric X)", where the second item is whatever is worn on the Upper Body of that dorf.  I suppose it might be an odd way of classifying it, but it smells like a data structure problem. [[User:Dorf and Dumb|Dorf and Dumb]] 03:35, 20 July 2010 (UTC)
 
A game started and played in .10 has dorfs using plain "flasks" made from assorted leather.  They display in the equipment list on one line as "flask, (rope reed fabric X)", where the second item is whatever is worn on the Upper Body of that dorf.  I suppose it might be an odd way of classifying it, but it smells like a data structure problem. [[User:Dorf and Dumb|Dorf and Dumb]] 03:35, 20 July 2010 (UTC)
 
== Individual Combat Training Fixation==
 
 
Hey! Sorry if I'm doing anything horribly wrong in posting this here like this; I'm rather new at this. I know that the main bug page already lists this glitch, where training tasks never finish or cancel, so even after leaving the military, many dwarves continue to train. The main page suggests destroying the barracks where they train. I found more success blocking access to the barracks; by preventing them from getting close enough to a designated training location, one can get the game to cancel the annoying task. My theory is that they have to at some point not have any tasks to do, like drinking, so that the combat drill task kicks in, and then, upon realization of no possible path, is <s>severely beaten to death by a large raccoon</s> removed by the game. The task, that is; not the dwarves. There is no announcement of cancellation however, although the barrier can be removed afterwords, and assuming dwarves aren't set to start training again, all should be good. Obviously, dwarves need to be on the side of the barrier that the barracks is not on. I don't know if this method is new or people already know it. Please confirm bug fix if new, and add mention on main page if good.
 
--[[User:Peglegpenguin|Peglegpenguin]] 18:34, 31 July 2010 (UTC)
 
 
== Infinite blood ==
 
 
By allowing water to wash over a large number of animals, it is possible for pools of a single dorf's blood to appear all over the floor and walls of a very large room. (v .10-.12) [[User:Dorf and Dumb|Dorf and Dumb]] 15:07, 4 August 2010 (UTC)
 
 
== lockup in points/routes interface ==
 
 
Using v. .12, it seems the route submenu can get the UI stuck. Accessing notes via 'N', then routes via 'r', if no route exists, 'n' (and 'd', etc) is greyed out, however typing 'n' causes the UI to behave like it's trying to rename a seleced -point- rather than a route, i.e. flashing underbar cursor at the end of the existing name. However from that point it's stuck - typing/backspace doesn't respond, 'enter' doesn't finish editing, 'esc' does nothing - the only key i've found that still does something is 'tab'. Wound up there by accident a couple of times trying to edit names or note text with an unresponsive 'n' or 't' key. Can't find a way out of it other than kill/restart (and hopefully autosave was on..) Known issue? [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:13, 1 September 2010 (UTC)
 
 
:This happened to me as well;  in addition to the tab, the F1-F8 hot keys worked as well, load macro worked, and the mouse scroll wheel zoomed the view.  However, I found no way to escape the text entry. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:44, 10 February 2011 (UTC)
 
 
== 'make vial' at glass furnace ==
 
 
in v. .12, noticed my (ordinary, non-magma) glass furnace was cluttered. Had previously ordered a few green glass vials, and had noticed the glassmaker happily dragging sand and fuel into the workshop. On checking the clutter, I find.. not glass vials, but flasks.. flasks made of coal...(!). Methinks the fuel and the item to be heated got swapped around. Raw glass still works fine in the same furnace, not sure whether other item production is affected. Workaround seems to be to use magma, which I've previously seen working correctly.
 
:nvm, this is fixed in the current version (v. .31.16)
 
 
== cages ==
 
some of my cages have plump helmet spawn in them and it seems like they aren't being recognized as non-furnature and empty -- is this a bug?
 
 
* This probably isn't a bug. The cages probably previously had wild animals which you designated for taming. To fix, simply (D)ump the spawn. Once removed, the cage will then be available once more for loading cage traps or ... what have you. If you despirately want/need that spawn back, simply reclaim it once the dumping is complete.    --[[Special:Contributions/98.207.234.98|98.207.234.98]] 07:11, 11 December 2012 (UTC)
 
 
== Plants growing on tiles occupied by trees ==
 
 
I've been suffering from a serious bug - some of my underground trees have been transmogrifying into underground plants and tree saplings. This wouldn't be a big deal or even noticed if trees weren't part of my anti-forgotten beast barrier. There are plenty of workarounds, but man is it annoying. Anyone else suffering from this? --[[User:Peglegpenguin|Peglegpenguin]] 23:57, 13 November 2010 (UTC)
 
 
== Suggestion for total cleanup ==
 
 
What is the point in listing bugs here?
 
 
There are over 1500 reported bugs, everybody can use Mantis to view them. Serious are explained in "Bug" sections. And keeping fixed ones is even more useless.
 
 
Suggestion:
 
keep: general information, link to mantis, not-a-bug
 
add link to mantis guide, or copy it here ( http://www.bay12forums.com/smf/index.php?topic=52185.0 ).
 
 
And part of discussion may be moved to archive talk page.
 
 
[[Special:Contributions/149.156.96.15|149.156.96.15]] 11:13, 26 January 2011 (UTC)
 
 
:Has anyone found a way to actually ''search'' the Mantis database?  Because I haven't. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:46, 10 February 2011 (UTC)
 
 
::Guide available in this link: http://www.bay12forums.com/smf/index.php?topic=52185.0 (available also few lines above) [[Special:Contributions/213.134.175.225|213.134.175.225]] 20:56, 23 February 2011 (UTC)
 
 
== More equipment stuff ==
 
 
I was setting up my (so far, fairly pathetic) military for training, giving them steel breastplates, shields, & battle axes, when I noticed my dwarves equipping wooden equipment I (accidentally) stole from some elves, plus some other non-steel stuff. It happened after I made them equip ''metal'' equipment, then saw I had the resources to make a ton of steel. I got them to equip the right equipment by making them get rid of everything, then making them get it back. Not too much of a problem, but still annoying and hard to notice.
 
 
== Map caverns by designating ramp removal ==
 
 
I discovered that you can designate ramp removal over an entire z-level that you know has unexplored caverns in it, and the unrevealed ramps will be highlighted with the designation colour. The net effect is that you can figure out the layout of caverns by looking at several z-levels of ramp-removal designations, which is an interesting exploit. I haven't tried it with undiscovered caverns yet, only the unrevealed parts of already-discovered caverns. (And I've [http://bay12games.com/dwarves/mantisbt/view.php?id=4177 reported it] to the bug-tracker.) [[User:Eggdropsoap|Eggdropsoap]] 23:56, 9 March 2011 (UTC)
 
 
== Is this a bug? ==
 
 
If you have a setup like this:
 
<blockquote>
 
xxx
 
x<x
 
xxx
 
</blockquote>
 
z
 
<blockquote>
 
xxx
 
x.x
 
xxx
 
</blockquote>
 
z-1
 
(x = wall, <> up/down stairs, . open space)
 
and you try to channel out the center top square, the person will fall...
 
 
== stray bunny kills 4 dogs ==
 
 
Not sure if it's a bug, but I had one of my (baby, tame) rabbits go rogue and take out a pack of (adult, tame) stray dogs awaiting training in my new (7 day old) fortress. I'm not sure if it was a bug or not.
 
 
I'm still trying to parse the reports to find out who started it. There was only one wild animal (a buck rabbit), on the surface, and I hadn't reached any caverns yet... Not sure if it's related.
 
 
I only realized what was going on when I got the first "stray dog bled to death" notice, and the other three repeated the act before I honestly believed they were fighting the bunny.  The bunny, btw, has a dented paw and a bruised mouth, but otherwise seems fine. Just to be sure, his inventory showed that he wasn't carrying a switchblade.
 
 
Any clue why this happened, or where I should look to see?      - [[User:Teres Draconis|jaz]] 22:34, 1 April 2011 (UTC)
 
:;"Follow only if ye be men of valour, for the entrance to this cave is guarded by a creature so foul, so cruel that no man yet has fought with it and lived. Bones of full fifty men lie strewn about its lair. So, brave dwarves, if you do doubt your courage or your strength, come no further, for death awaits you all with nasty, big, pointy teeth."
 
:That aside, animals get ornery in 0.31.19+ if they're overcrowded. --[[User:Quietust|Quietust]] 00:55, 2 April 2011 (UTC)
 
 
== Black Space Problem ==
 
 
I have searched all over the site but was unable to find an answer to my problem. For some reason, full-screen stopped working properly after 31.11 All versions after that failed to scale the view properly leaving a box in the top corner and the rest of the screen black. If anyone has had this problem or knows a fix to it, feel free to chime in. -- Correction: the newest version now shows the screen in full, but the characters making it up are rather small, about the same size as they are in the windowed mode
 
--[[User:Mhyder|Mhyder]] 22:17, 29 May 2011 (UTC)
 
:I have identified the real problem with my game. It turns out that I prefer to play at a lower resolution than my screen is. The real problem here is that the black space option in the init file does not work. This means that when I reset the resolution, it just takes up less of the screen rather than stretching like it should.--[[User:Mhyder|Mhyder]] 00:15, 3 February 2012 (UTC)
 
 
== Rock Bars ==
 
 
This isn't about dwarves requesting these in fey moods, but I have a dwarven caravan asking for them in trade agreements. What does it mean? [[Special:Contributions/70.231.250.12|70.231.250.12]] 07:18, 27 June 2011 (UTC)
 
:Are you using older version? I believe it's because of rock being classified under metal, and so rock bar really means metal bars, if they're using process to identify things as moods does. I suspect it's been fixed in most recent version (Not sure on this, I haven't tested ). [[User:AutomataKittay|AutomataKittay]] 07:59, 27 June 2011 (UTC)
 
::I'm pretty sure I'm using the current version. Has it been updated within the last couple of weeks? [[Special:Contributions/70.231.250.12|70.231.250.12]] 17:32, 27 June 2011 (UTC)
 
:::Nope, I'm still using .18, I heard that the stockpile setting was fixed by .25. If fey mood's still asking for rock bar and goes to get metal bars, it's probably still the same. [[User:AutomataKittay|AutomataKittay]] 10:29, 28 June 2011 (UTC)
 
 
== Room View reveals Item in Unexplored Rock ==
 
 
I can see a room listed as "Upright (*adamantine short sword*)" that is 30 levels or so below my excavations. --[[User:Llamalama|Llamalama]] 19:12, 6 July 2011 (UTC)
 
 
== Fixed bugs ==
 
 
I went ahead and moved all fixed bugs into separate page: [[Recently fixed bugs and issues]]. I think it is safe to move them there to remove clutter for people who play current versions. [[User:Zwei|Zwei]] 12:44, 12 January 2012 (UTC)
 

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