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Editing v0.34:Known bugs and issues

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{{Quality|Superior|23:36, 4 September 2013 (UTC)}}
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{{quality|Exceptional|01:38, 13 June 2012 (UTC)}}
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. This page is a historical list of some of the best-known bugs in v0.34; 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] 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 new bugs for this version; if the problem still exists in the current development version it should be reported on the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker] for that version 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|have been fixed}} by a temporary binary patch made by Quietust and other users; hopefully these will be rolled into the next version of the game.
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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; a complication of all bugs, and their development status, can be found on the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker]. Do '''not''' report bugs here; they should be sent to the Mantis BT instead.
  
 
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* {{bug|535}} Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.
* {{bugl|6334}}: Creatures, including dwarves, born in the fortress do not grow to full adult size. Butchering results for animals born in the fort are less than the expected adult size result. Dwarf soldiers born in the fort are much less effective with blunt weapons compared to their migrant peers.
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* {{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.
**Workaround: apply [http://www.bay12forums.com/smf/index.php?topic=126558.0 growthbug] plugin for that comes with [[DFHack]] (as of r4).
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* {{bug|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.
* {{bugl|535}}: Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.
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* {{bug|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|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.
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* {{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.
* {{bugl|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.
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* {{bug|2780}} Aquatic vermin do not restock when [[fishing|fished]], resulting in guaranteed eventual extinction.
**Workaround: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons
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* {{bug|33}} Bronze colossus, giant sponges, fleshballs, and others are impossible to kill. Certain creatures have body parts that cannot be destroyed, only torn, or (in the case of the bronze colossus) are completely immune to "inferior" weapon materials.
* {{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.
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* {{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.
* {{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.
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* {{bug|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.
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] on [[DFHack]]
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* {{bug|425}} Dwarves Not Cleaning Blood. [[Cleaning]] is done erratically.
* {{bugl|2780}}: Aquatic vermin do not restock when [[fishing|fished]], resulting in guaranteed eventual [[extinction]].
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* {{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..
* {{bugl|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.
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* {{Bug|5991}} Dwarf tries to build wall standing on the construction site (see bug report for possible workarounds).
* {{bugl|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.
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* {{Bug|5312}} Undead reanimate too quickly (and forever) when killed in areas where corpses/etc. reanimate.
* {{bugl|425}}: Dwarves Not Cleaning Blood. [[Cleaning]] is done erratically.
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* {{Bug|2922}} Population Cap not working (see bug report for details).
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] on [[DFHack]]
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* {{Bug|5097}} Names overwriting text with TrueType and {{Bug|5696}} strange gaps in report texts.  Hitting F12 to toggle True Type can often get you around this problem.
* {{Bugl|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..
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* {{Bug|5986}} Designating large areas for smoothing slows game to a crawl.
* {{Bugl|5991}}: Dwarf tries to build wall standing on the construction site (see bug report for possible workarounds).
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* {{Bug|5994}} Destroying a wall empties the wood stockpile. Basically, deconstructing constructions can cause items in nearby stockpiles to "teleport" to that location.
* {{Bugl|5312}}: Undead reanimate too quickly (and forever) when killed in areas where corpses/etc. reanimate.
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* {{Bug|3190}} Long Patrol Negative Thoughts seem to escalate, even with long break. (Binary patch in bugreport.)
* {{Bugl|2922}}: Population Cap not working (see bug report for details).
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* {{Bug|4552}} Siegers waiting by bodies of dead leaders.
* {{Bugl|5097}}: Names overwriting text with TrueType and {{Bug|5696}} strange gaps in report texts.   
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* {{Bug|136}} When embarking on large area, DF hits 2GB memory limit and crashes.
**Workaround: Hitting F12 to toggle True Type can often get you around this problem.
 
* {{Bugl|5986}}: Designating large areas for smoothing slows game to a crawl.
 
* {{Bugl|5994}}: Deconstructing constructions can cause items nearby to "teleport" to the construction's location.
 
**Workaround: Apply relevant binary patch.
 
* {{Bugl|3190}}: Long Patrol Negative Thoughts seem to escalate, even with long break.
 
**Workaround: Apply relevant binary patch (automatically done with DFHack).
 
* {{Bugl|4552}}: Siegers waiting by bodies of dead leaders.
 
* {{Bugl|136}}: When embarking on large area, DF hits 2GB memory limit and crashes.
 
**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.)
 
* When smelters are specified as a "Give" destination from a stockpile that does not possess any/all of the necessary materials, or are located inside a burrow, while one of the necessary materials is outside the burrow, the smelter makes those smelting options unavailable.
 
  
 
[[Category:Game development]]
 
[[Category:Game development]]

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