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		<id>https://dwarffortresswiki.org/index.php?title=Weather&amp;diff=234362</id>
		<title>Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weather&amp;diff=234362"/>
		<updated>2017-12-19T06:51:27Z</updated>

		<summary type="html">&lt;p&gt;AbsoluteInksanity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:18, 8 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Weather''' refers to any type of weather effect in DF. It includes snow, rain, and special features in evil surroundings.&lt;br /&gt;
&lt;br /&gt;
Weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in [[d_init.txt]]. Disabling weather is a quick and largely harmless fix to improve [[FPS|framerate]] on older machines if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Normal Weather ==&lt;br /&gt;
&lt;br /&gt;
=== Clouds ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has three layers of clouds: cumulus, cirrus, and stratus. When using the {{k|W}} key in adventure mode, any number of messages about the weather may appear, and corresponding symbols are shown when {{k|c}} is enabled on the fast travel mode. The types of clouds that are possible are:&lt;br /&gt;
&lt;br /&gt;
* '''Clear sky (no clouds)''' — The sky is clear above you.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|α|7:0:1}} '''Scattered cumulus''' — There are scattered puffy clouds above you.&lt;br /&gt;
* {{Tile|β|7:0:0}} '''Many cumulus (causes rain)''' — There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.&lt;br /&gt;
* {{Tile|¶|0:0:1}} '''Cumulonimbus (causes rain)''' — A dark, menacing cloud towers above you, crowned by an anvil.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|≡|7:0:1}} '''Cirrus''' — The sky is striped with high, thin clouds.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|█|7:0:1}} '''Altostratus''' — The sky above you is hazy and white.&lt;br /&gt;
* {{Tile|█|7:0:0}} '''Stratus (causes rain)''' — The sky above you is gray.&lt;br /&gt;
* {{Tile|█|0:0:1}} '''Nimbostratus (causes rain)''' — The sky above you is a uniform and dark gray.&lt;br /&gt;
&lt;br /&gt;
Additionally, some unique messages occur when there are clouds in multiple layers:&lt;br /&gt;
&lt;br /&gt;
* '''Scattered cumulus and cirrus''' — There are scattered clouds underneath a striped sky.&lt;br /&gt;
* '''Many cumulus and cirrus''' — Mounds of clouds are clustered through a striped sky.&lt;br /&gt;
* '''Cumulonimbus and cirrus''' — A dark, towering cloud rises into a striped sky.&lt;br /&gt;
* '''Altostratus and cumulonimbus''' — A towering gray cloud descends from the white sky above you.&lt;br /&gt;
* '''Stratus cumulonimbus''' — The sky above you is completely gray, with dark cloud pillars pressing through it.&lt;br /&gt;
* '''Nimbostratus and cumulonimbus''' — The sky above you is nearly black, ripped through with towering clouds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, stratus clouds prevent you from seeing if there are any cirrus or cumulus clouds.&lt;br /&gt;
&lt;br /&gt;
=== Fog / Mist ===&lt;br /&gt;
&lt;br /&gt;
Fog is another aspect of the weather, and is described separately from the state of clouds when using {{k|W}}. (However, thick fog prevents you from being able to tell what the clouds are like via {{k|W}}.) There are three kinds of fog that may appear:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|░|7:0:1}} '''Thin Mist''' — There is a thin mist here.&lt;br /&gt;
* {{Tile|▒|7:0:1}} '''Fog''' — Fog enshrouds the area.&lt;br /&gt;
* {{Tile|▓|7:0:1}} '''Thick Fog''' — There is a heavy blanket of fog enveloping everything.&lt;br /&gt;
&lt;br /&gt;
The symbols shown appear on the fast travel map are shown regardless of whether you have {{k|c}} enabled or not. If you have cloud viewing enabled, clouds in the same position as the fog will obscure that fog. When in the midst of fog on the fast travel map, a small circle around your adventurer will blink to show the surrounding area.&lt;br /&gt;
&lt;br /&gt;
=== Precipitation ===&lt;br /&gt;
==== Rain ====&lt;br /&gt;
{{DFtext|It is raining.|1:1}}&lt;br /&gt;
&lt;br /&gt;
Normal rain cleans any tile it lands on, removing blood, [[vomit]] and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy [[thought]].&lt;br /&gt;
&lt;br /&gt;
When rain hits a tile labeled as a [[murky pool]], it will begin to fill it up with 1/7 [[water]], and if that does not evaporate the water will grow deeper, until the pool is full.  Murky pools do not overflow from rain, but this extra water can be drained off and stored or used. (See the [[Well guide#Using ponds/pools in areas with heavy rain|Well Guide]].) While not much, it can really help maps without 'unlimited' water supplies such as [[river]]s and [[brook]]s.&lt;br /&gt;
&lt;br /&gt;
==== Snow and Cold ====&lt;br /&gt;
{{DFtext|Winter is here.|7:1}}&lt;br /&gt;
&lt;br /&gt;
{{DFtext|A snow storm has come.|7:1}}&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with a [[freezing]] climate, such as winter months in a moderate [[biome]], or at any time in a [[tundra]] or [[glacier]], it will freeze into a wall of [[ice]] if at least 4/7 deep, or a floor otherwise. Freezing ice acts much like [[obsidian]], and will instantly kill anything caught inside of it -- including creatures otherwise extremely hard to kill. In moderate biomes after winter has passed, ice will melt back into ponds. Ice walls will always thaw back into a full 7 units of liquid, regardless of the original water level, but ice floors will produce the original water depth when thawed. {{cite talk/this|Freezing/thawing ice}}&lt;br /&gt;
&lt;br /&gt;
Dwarves outside during a snowstorm can also freeze to death, so a very high priority when embarking on a glacier is to dig out some place warm for your idlers to rest.&lt;br /&gt;
&lt;br /&gt;
[[Magma]] running under a snow-covered ground will melt it, but unlike [[ice]], molten snow doesn't turn into [[water]].&lt;br /&gt;
&lt;br /&gt;
== Evil weather ==&lt;br /&gt;
Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains.  They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of &amp;quot;abominable mist&amp;quot;, &amp;quot;unholy gloom&amp;quot; (clouds) or &amp;quot;creeping murk&amp;quot;, &amp;quot;horrid goo&amp;quot; (rain).&lt;br /&gt;
&lt;br /&gt;
Two kinds of evil weather exist - evil rain and evil clouds.  The type of weather effect and their associated syndromes (if any) are different and randomly chosen for every evil biome in a generated world.  There will be at most one weather effect for a given evil biome, sometimes in conjunction with the effect of [[Undead|corpse animation]].&lt;br /&gt;
&lt;br /&gt;
=== Evil Clouds ===&lt;br /&gt;
[[File:Creeping_cloud.png|thumb|150px|A drifting evil cloud.]]&lt;br /&gt;
{{DFtext|A cloud of haunting fog has drifted nearby!|4:1}}&lt;br /&gt;
&lt;br /&gt;
Evil clouds are made of a generated inorganic gas or dust.  They start in one tile and spread out in a similar manner to [[miasma]] vapor; when the game announces the cloud's presence, it will zoom into this tile.  Evil clouds cause more serious syndromes than evil rains, similar to those of [[forgotten beast]]s, [[titan]]s and [[demon]]s.  Certain evil clouds transform living beings caught in them into dangerous [[Undead|zombie]]-like thralls, turning them against all life while significantly increasing their strength and toughness [[attribute]]s.&lt;br /&gt;
&lt;br /&gt;
Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite FUN to a fortress reliant on trade.&lt;br /&gt;
&lt;br /&gt;
Thralling clouds are also dangerous in adventure mode. Undead status means hostility from civilized beings, reduced speed and no regeneration. However, other undead will ignore you.&lt;br /&gt;
&lt;br /&gt;
=== Evil Rain ===&lt;br /&gt;
{{DFtext|It is raining rotten sludge!|4:1}}&lt;br /&gt;
&lt;br /&gt;
Evil rain can be made of either the [[blood]] of a civilized race (dwarves, goblins, etc.) or a randomly generated inorganic substance.  Blood rain typically causes no [[syndrome]]s, only giving whomever caught in it an unhappy [[thought]].  Generated substances are more dangerous, causing minor symptoms such as vomiting and fevers, as well as inspiring the aforementioned unhappy thought. Evil rain can also cause wounds and injure dwarves and other creatures caught in them, although the extent of injury depends on the substance. Some forms of evil rain, such as those that cause blisters will lead to instant fun as a blistered brain means death. Cats, birds, and other livestock dying after being exposed to evil rain indicate that dwarves may be next. Dwarves spattered with evil rain will seek a bath after any outdoor work, wasting time and [[soap]]. There are rumors of rain composed of other substances, such as [[alcohol]] and [[vomit]]; however, these seem to be rare.&lt;br /&gt;
&lt;br /&gt;
=== Dangers of evil weather ===&lt;br /&gt;
One of the dangers of evil weather is that ponds will never refill. Store water into underground basins and plan accordingly. Another annoyance is the total lack of wild bees in an evil climate. Though evil rains (excluding rains of blood) usually cause the &amp;quot;milder&amp;quot; types of [[syndrome]]s, these may still cause death as a secondary result of that syndrome: e.g. suffocation from blisters, dehydration from chronic nausea. &lt;br /&gt;
&lt;br /&gt;
Some evil weather effects condense on creatures, making their effects semi-permanent - symptoms won't go away until the source is washed. Those effects also can spread like a disease. In most cases, it will just infect dwarves that carry contaminated bodies to caskets.  Thralling dust clouds, however, [[fun|can quickly lead to an unstoppable zombie apocalypse]] if the dust is not completely washed off somehow.&lt;br /&gt;
&lt;br /&gt;
==== Movement of evil weather and safeguarding ====&lt;br /&gt;
Evil weather forms within about 30 tiles of the edge of the map (or edges of evil biomes within the map), and moves about the screen in one direction as the wind blows. Their structure is a series of miasma-like bursts of cloud that are spawned along the path of the cloud's invisible center. Because the clouds inflate similarly to [[miasma]] and because the direction they move in is random, they can very quickly dissipate, fly out of the map immediately, carry on at a steady pace, or spread rapidly to engulf very large areas. They will not, however, change direction.&lt;br /&gt;
&lt;br /&gt;
Clouds pose a serious threat to dwarves (and from there, entire fortresses), even if your citizens seem to be inside safe structures. However, clouds' movement methods can be exploited, and buildings need not be limited to hermetically-sealed pillboxes if you're careful.&lt;br /&gt;
&lt;br /&gt;
Although a cloud will glide uninterrupted along a single Z-level, it will teleport to the top of straight walls and pass over structures. As a result, a cloud will climb any hills and fortresses in its way with ease. Closed doors, raised drawbridges, and walls will keep the billowing parts out of buildings, but the movement of the cloud is mostly dependent on which tiles are marked &amp;quot;outside.&amp;quot; Clouds will not propagate inside a roofed area, although already-started miasma-like bursts can billow under the edges of such places if there are no walls to stop them, or if there are open windows in those walls. Clouds can also teleport down from an open roof (it only takes one tile of open stairwell for a small segment of cloud to teleport down and burst upon the bottom floor of your tower.) They will pass through fortifications with ease, although they'll never spawn inside a roofed fortification; a cloud must billow in from somewhere else in that case. For this reason, do not make windows that are one the same z-level as the rooftops of adjacent buildings or natural features. It is safe, for instance, to make a tall, isolated tower and give its middle levels windows with no protection whatsoever, because the clouds teleport rather than climb, and will not teleport to any inside area. They would go directly to the roof without bothering the levels in between. This could be multiplied to make something like New York with complete impunity, so long as all the rooftops are at the same height.&lt;br /&gt;
&lt;br /&gt;
If you choose to fortify outside, either be extremely careful with your designs, or be sure to have any open areas secured with floodgates, doors, or bridges to act as shutters to keep the clouds out. Adding doors throughout the structure to stop any accidentally-contained clouds from moving further inward does not hurt. It is important to emphasize that no rooftop will ever be safe.&lt;br /&gt;
&lt;br /&gt;
An evil cloud will dissipate rapidly at the border of evil with non-evil biomes, but if there is more evil biome on the other side of the non-evil biome, the same cloud can and will eventually spring up over there; clouds do not necessarily die when they disappear, depending on the map. They can phase through non-evil biomes, and will move invisibly across the non-evil biome(s) at the same rate that they would across evil biomes.&lt;br /&gt;
&lt;br /&gt;
It should be noted that attempting to make an open-roof barracks or tavern to prevent cave adaptation is extremely risky, even more so in a mixed-biome embark because the hazards of evil clouds are not immediately obvious. It would seem that the temporary disappearing effect of evil clouds when it attempts to cross a non-evil area is overwritten if it sweeps across constructed or otherwise modified floors (i.e. channeled out, roofed, or walls). This means erratic teleporting of the cloud depending on how much you've constructed but always means that any roofs are not safe. It also means the clouds will &amp;quot;appear&amp;quot; to linger on top of constructed surfaces, even if said surfaces are not in the evil part of the area. &lt;br /&gt;
&lt;br /&gt;
The only part that the cloud will not reach when it interacts with constructed walls is that it cannot touch the natural surface tiles within the walls that are the courtyard if the area is non-evil. Constructed surfaces and possibly channeled out areas are fair game for the cloud to spread. It's unknown if clouds will originate within modified tiles that are within non-evil areas of the map.&lt;br /&gt;
&lt;br /&gt;
For unknown reasons, clouds will not teleport up multi-tile trees. They will pass uninterrupted below their boughs. This will not be true for anything you build. This implies that any &amp;quot;outside&amp;quot; tile is dangerous, as trees provide support and elevation without changing  which tiles are exposed to the outside.&lt;br /&gt;
&lt;br /&gt;
Undead created by evil weather gain immediate strength bonuses and acquire a status of {{DFtext|Opposed to Life|0:1}}. They will tirelessly seek out living things to kill until they are struck down, which can take considerable effort.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a &amp;quot;good&amp;quot; biome.{{bug|8781}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nugreth&lt;br /&gt;
| elvish  = dafo&lt;br /&gt;
| goblin  = strobnod&lt;br /&gt;
| human   = señam&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>AbsoluteInksanity</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=234333</id>
		<title>Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=234333"/>
		<updated>2017-12-17T19:12:34Z</updated>

		<summary type="html">&lt;p&gt;AbsoluteInksanity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:36, 4 September 2013 (UTC)}}&lt;br /&gt;
{{av}}{{catbox|DF2014:Bugs}}&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Bugs&amp;quot; redirects here. For insects, see [[Vermin]] and [[Creature]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Severe bugs ==&lt;br /&gt;
These bugs can significantly interfere with play.&lt;br /&gt;
&lt;br /&gt;
* {{bugl|10369}}: Crash (likely) when Dwarves return from mission (without squad leader?)&lt;br /&gt;
* {{bugl|10340}}: Visitors arrive very early, ignore visitor cap, and act strangely&lt;br /&gt;
* {{bugl|10335}}: &amp;quot;an unknown creature is slain&amp;quot; - incident/reputation/identity bugged&lt;br /&gt;
* {{bugl|9888}}: Crash when a weapon in a trap is destroyed by wear -- fixed v0.44.01&lt;br /&gt;
* {{bugl|10028}}: Crash when a ballista arrow is destroyed by wear -- fixed v0.44.01&lt;br /&gt;
* {{bugl|9954}}: Crash when filtering material type condition in work order&lt;br /&gt;
* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death&lt;br /&gt;
**Workaround: do not assign tavern keepers or performers&lt;br /&gt;
* {{bugl|9438}}: Caravans/invasions do not come reliably from accessible civilizations&lt;br /&gt;
* {{bugl|9593}}: Caravans/invasions sometimes get &amp;quot;stuck&amp;quot; off-map&lt;br /&gt;
**Workaround: teleport merchants on to map with dfhack&lt;br /&gt;
**Workaround: save prior to arrival, and reload until the caravan successfully appears&lt;br /&gt;
* {{bugl|9496}}: Tiny undead creatures immune to pulping, ridiculously difficult to kill -- fixed v0.44.01&lt;br /&gt;
**Workaround: cage trap, or destroy with dfhack&lt;br /&gt;
* {{bugl|9440}}: Wounded dwarves die of dehydration if they grab a goblet they can't use&lt;br /&gt;
**May be fixed in v0.43.04; needs verification&lt;br /&gt;
**Workaround: forbid all goblets so dwarves will drink straight from the barrels&lt;br /&gt;
* {{bugl|7161}}: Morale is screwy.&lt;br /&gt;
** Partially fixed in 0.40.10. Bugfixes for morale are ongoing.&lt;br /&gt;
** Workaround: mod creatures to have natural Discipline skill&lt;br /&gt;
** Workaround: barracks training raises Discipline&lt;br /&gt;
** Workaround: continual exposure to sentient corpses raises Discipline (along with feelings of horror)&lt;br /&gt;
* {{bugl|7185}}: Scared traders immediately scuttle wagons and leave. &lt;br /&gt;
* {{bugl|6586}}: Dwarves climb trees for no obvious reason, get stuck, and die/fall -- fixed v0.44.01&lt;br /&gt;
* {{bugl|9004}}: Items in containers are &amp;quot;unavailable&amp;quot; while a dwarf is hauling another item to store in the container&lt;br /&gt;
** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.&lt;br /&gt;
** Workaround: clever [[Stockpile Design]]s can reduce the impact&lt;br /&gt;
** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)&lt;br /&gt;
* {{bugl|7107}} Fighting berserk citizens and citizen werebeasts causes defenders to lose loyalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New bugs ==&lt;br /&gt;
These bugs are new in recent versions (v0.42+).  (There are many more; these are just a few of the most prominent.)&lt;br /&gt;
&lt;br /&gt;
* {{bugl|10346}}: NPCs demanding other characters identify themselves in a loop&lt;br /&gt;
* {{bugl|10341}}: Canceling a mission after some dwarves have left the map prevents them from returning[https://youtu.be/-PdqgmZQEbU?t=32812]&lt;br /&gt;
* {{bugl|10349}}: Were-dwarfs stuck in weird spot between injured and healed&lt;br /&gt;
* {{bugl|10353}}: Ending the display of an item leads to cancellation spam and very low priority transfer to stockpile and to next display place&lt;br /&gt;
* {{bugl|9787}}: Scribes intermittently stop copying works in the library&lt;br /&gt;
**Workaround: forbid then unforbid all [[quire]]s&lt;br /&gt;
* {{bugl|9221}}: Visiting scholars leave carrying fortress books/scrolls/copies/codices&lt;br /&gt;
* {{bugl|9567}}: Animals get distracted over time by &amp;quot;unmet needs&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lingering bugs ==&lt;br /&gt;
These bugs are not new to v0.42/v0.44, but have been confirmed as still existing.&lt;br /&gt;
&lt;br /&gt;
* {{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.&lt;br /&gt;
* {{bugl|4552}}: Siegers waiting by bodies of dead leaders. (fixed?)&lt;br /&gt;
* {{bugl|94}}: Seriously wounded dwarfs sometimes don't get taken to bed.&lt;br /&gt;
* {{bugl|2712}}: Weapons, especially whips, cut through steel armor like butter.&lt;br /&gt;
**Workaround: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons&lt;br /&gt;
* {{bugl|2780}}: Pond/pool populations (e.g. pond turtles) do not replenish, gradually become [[extinct]]&lt;br /&gt;
** Supposedly fixed in 0.40.01 but reported to still be happening with ponds&lt;br /&gt;
* {{bugl|535}}: Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.&lt;br /&gt;
* {{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.&lt;br /&gt;
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]&lt;br /&gt;
* {{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.&lt;br /&gt;
* {{bugl|425}}: Dwarves perform [[cleaning]] erratically at best.&lt;br /&gt;
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]&lt;br /&gt;
* {{bugl|5986}}: Designating large areas for smoothing slows game to a crawl.&lt;br /&gt;
* {{bugl|136}}: When embarking on large area, DF hits 2GB memory limit and crashes (Windows only).&lt;br /&gt;
**Fix: 64-bit version of release v0.43.05 removes the 2GB limit&lt;br /&gt;
**Workaround: [http://www.ntcore.com/4gb_patch.php NTCore's 4GB fix], which will not only increase the memory limit, but will improve performance overall.&lt;br /&gt;
* {{bugl|797}}: Animals repeatedly path through &amp;quot;tightly closed&amp;quot; [[door]]s causing lag.&lt;br /&gt;
* {{bugl|4065}}: Untradeable creatures (hostiles, wild animals) are released from [[cage]]s when the cages are ordered taken to the [[trade depot]].&lt;br /&gt;
* {{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.&lt;br /&gt;
* {{bugl|5097}}: Names overwriting text with TrueType and {{bugl|5696}} strange gaps in report texts.  &lt;br /&gt;
**Workaround: Hitting F12 to toggle True Type can often get you around this problem.&lt;br /&gt;
* {{bugl|2587}}: Saving fails silently when folder is not writeable (due to full disk, permissions, etc) &lt;br /&gt;
* {{bugl|8383}}: Flying/swimming/climbing creatures can move vertically-diagonal through walls with down-stairways/twigs above&lt;br /&gt;
* {{bugl|8426}}: Foreign nobles elevated along with fortress nobles, make regular mandates and demands&lt;br /&gt;
* {{bugl|8698}}: Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag&lt;br /&gt;
* {{bugl|7274}}: Dwarves occasionally attempt to perform jobs at a distance, with predictably poor results&lt;br /&gt;
** Related to {{bugl|7825}} marked as fixed in 0.40.07 -- #7274 needs verification.&lt;br /&gt;
* {{bugl|7444}}: Sparring dwarves can knock each other through walls with charge attacks.&lt;br /&gt;
* {{bugl|7872}}: Trees grow through bridges, can make the bridge unusable.&lt;br /&gt;
* {{bugl|7760}}: Dwarves construct walls from wrong side, wall themselves out of fortress or into alcove&lt;br /&gt;
* {{bugl|7447}}: Problems reported [[brewing]].&lt;br /&gt;
** {{bugl|7423}}: Embark-purchased fruit must be removed from bags for use.&lt;br /&gt;
** {{bugl|9004}}: Items in a container are &amp;quot;unavailable&amp;quot; while a dwarf is hauling another item to store in that container.&lt;br /&gt;
** Corrupted raws will remove brewing options from the still (often occurs when installing outdated mods, including tile sets)&lt;br /&gt;
&lt;br /&gt;
{{Category|Bugs| }}&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>AbsoluteInksanity</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Platypus&amp;diff=234332</id>
		<title>Platypus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Platypus&amp;diff=234332"/>
		<updated>2017-12-17T19:10:46Z</updated>

		<summary type="html">&lt;p&gt;AbsoluteInksanity: &lt;/p&gt;
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&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
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|meat=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
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{{av}}&lt;br /&gt;
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'''Platypuses''' are small, [[amphibious]] and somewhat rare [[creature]]s found inhabiting [[river]]s, where they spawn one at a time. They are benign and smaller than [[cat]]s, making them typically harmless to the average [[dwarf]]. Males of the species possess [[Syndrome|venomous]] spurs on their legs which they can sting enemies with in their kick attacks, leading to swelling and severe pain on the victim, but their benign and timid disposition means they'll rarely, if ever, poison dwarves. A newborn platypus is called a ''baby''.&lt;br /&gt;
&lt;br /&gt;
Platypuses can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into cheap exotic [[pet]]s. Due to their tiny size, they produce few returns when [[butcher]]ed, and they lay fewer [[egg]]s than domestic poultry, making them subpar animals as livestock.&lt;br /&gt;
&lt;br /&gt;
Some dwarves like platypuses for their ''bizarre appearance'', their ''venomous spurs'', their ''flat tails'' and their ''large bills''.&lt;br /&gt;
&lt;br /&gt;
[[File:Wild Platypus 4.jpg|thumb|400px|center|Admired for its ''bizarre appearance''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
The river [[titan]] Platypus has come! An enormous [[beaver]]. It has a broad [[duck]] beak and it undulates rhythmically. Its [[river otter]]-like hide is patchy. Beware its poisonous sting! &lt;br /&gt;
&lt;br /&gt;
Some tamed platypuses have been observed sneaking off to missions during the day to fight evil.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>AbsoluteInksanity</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cuttlefish_man&amp;diff=234331</id>
		<title>Cuttlefish man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cuttlefish_man&amp;diff=234331"/>
		<updated>2017-12-17T19:07:28Z</updated>

		<summary type="html">&lt;p&gt;AbsoluteInksanity: added period(grammar fix)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:24, 17 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
Legends tell of an ancient cuttlefish man, a terrifying sea creature that surpassed all other [[Forgotten beast|forgotten beasts]] in both size and strength. This cuttlefish man was known to incite random [[Strange mood|fits of madness]] in nearby fortresses and to inspire dark cults to worship it. It is widely believed by these cults that this ancient cuttlefish man will rise from the ocean at the end of time, only to destroy all of civilization. Only time will tell if this is true, and whether any weapons of mortal man will be able to destroy such a creature.&lt;br /&gt;
However, this dreaded creature is known to have one weakness, with which to drive it back to its home in the depths: the humble [[steam]] boat. Pray to [[Armok]] that boats are added to the game before this nightmare becomes a reality.&lt;br /&gt;
This monstrosity lives in a legendary place, constructed with alien geometry, named Ryleh.&lt;br /&gt;
&lt;br /&gt;
Some elderly cuttlefish men have been observed aiding trainee [[squid man|squid men]] soldiers in their war against the [[octopus man|octopus men]].&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>AbsoluteInksanity</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cuttlefish_man&amp;diff=234330</id>
		<title>Cuttlefish man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cuttlefish_man&amp;diff=234330"/>
		<updated>2017-12-17T19:06:36Z</updated>

		<summary type="html">&lt;p&gt;AbsoluteInksanity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:24, 17 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Legends tell of an ancient cuttlefish man, a terrifying sea creature that surpassed all other [[Forgotten beast|forgotten beasts]] in both size and strength. This cuttlefish man was known to incite random [[Strange mood|fits of madness]] in nearby fortresses and to inspire dark cults to worship it. It is widely believed by these cults that this ancient cuttlefish man will rise from the ocean at the end of time, only to destroy all of civilization. Only time will tell if this is true, and whether any weapons of mortal man will be able to destroy such a creature.&lt;br /&gt;
However, this dreaded creature is known to have one weakness, with which to drive it back to its home in the depths: the humble [[steam]] boat. Pray to [[Armok]] that boats are added to the game before this nightmare becomes a reality.&lt;br /&gt;
This monstrosity lives in a legendary place, constructed with alien geometry, named Ryleh.&lt;br /&gt;
&lt;br /&gt;
Some elderly cuttlefish men have been observed aiding trainee [[squid man|squid men]] soldiers in their war against the [[octopus man|octopus men]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>AbsoluteInksanity</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Squid_man&amp;diff=234329</id>
		<title>Squid man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Squid_man&amp;diff=234329"/>
		<updated>2017-12-17T19:02:52Z</updated>

		<summary type="html">&lt;p&gt;AbsoluteInksanity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:52, 25 July 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Squid men, like most anthropomorphic sea life, can be found in savage oceans. They will suffocate if they go out of the water, meaning they pose no threat whatsoever to your fortress.&lt;br /&gt;
&lt;br /&gt;
...in most cases, that is.&lt;br /&gt;
&lt;br /&gt;
Testing in the arena (5 [[undead]] squid men VS. 5 human swordsmen) has shown that one re-animated squid man, in addition to being able to travel on land, has the potential to quickly become an army of re-animated body parts, as they have twelve limbs and eight sets of hands, all of which are theoretically capable of holding a weapon or item.&lt;br /&gt;
&lt;br /&gt;
===Creature behavior===&lt;br /&gt;
{{D for Dwarf}}The Squid man is considered the most sophisticated of the aquatic animalmen, as it has been known to use tools and play instruments, the clarinet being most commonly used. It has also been observed to have a strange aversion to [[sponge man|sponge men]]. More research is necessary to determine the cause of this.&lt;br /&gt;
&lt;br /&gt;
Reports have also surfaced of Squid man children competing deep below the waves for territory using their ink despite being born into adulthood. It is still a mystery among [[ranger|Dwarven biologists]] as to how and why such events are coordinated. However, one theory suggests they are training for their ongoing war with the [[octopus man|octopus men]].&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gongith udos | elvish = nethitha onino | goblin = ozstag ngorûg | human = galel abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>AbsoluteInksanity</name></author>
	</entry>
</feed>