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v0.31:Recently fixed bugs and issues

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Sites[edit]

Oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes.

Forum Link
Bug Tracker
Fixed in .22. There may still be an issue with fish getting extinct eventually after 20+ years.

Buildings and Zones[edit]

  • Can't farm on dry soil underground.
Forum Link
Bug Tracker -- Fixed in .31.19.
Also, when you have selected Smooth Stone for a farm plot area, the dwarves will clean away the mud right from under the farm plots, rendering them useless until re-irrigated and rebuilt.
  • When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected. (However, the view switches to the correct building after it is selected)
Bug Tracker -- Fixed in .31.13.

Combat[edit]

  • Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed). Arena testing has revealed that dragonfire and magma can melt bronze colossuses, and falling from very high up may kill some undead creatures.
Forum Link -- Fixed in .10
  • Ballistae have been nerfed considerably: They now easily glance off normal clothing and are very unlikely to kill anything with armour.
-- Fixed in .10
  • Animals with teeth do nearly no damage. Don't count on your wardogs to help defend your fortress.
Workaround
Bug Tracker -- Fixed v0.31.06

Labors[edit]

  • Miners now cancel mining designations when they can't reach them
Forum Link -- Fixed v0.31.03
  • Metal goblets are sometimes iron, regardless of input
Forum Link --Fixed v0.31.11
  • Workers are too dedicated, dehydrate themselves. This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat. However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death. Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.
Forum Link
Bug Tracker --Fixed v0.31.07
  • Cooking with alcohol is buggy
Forum Link -- Fixed v0.31.08
  • When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.
Bug Tracker -- Fixed v0.31.11
  • Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved... Because it's liquid.
Bug Tracker
Workaround: 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.
Workaround: The liquid seems to be underneath the kitchen. If you remove the kitchen, some dwarf will come along and clean the spill. Then you can remake the kitchen. I'd recommend simply disabling all cooking of booze.
-- Fixed v0.31.08
  • Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)
Bug Tracker
-- Fixed v0.31.13
  • Parties never end, sometimes eating up half the labor force.
Workaround: Undesignate whatever the party is gathered around and it will end.
-- Fixed v0.31.11
  • Soap-making task is missing from the workshop. Issuing work order through the manager does work. Also with cutting clear and crystal glass.
The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -76.102.26.49 06:27, 13 May 2010 (UTC)
-- Fixed v0.31.09
  • 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).
Bug Tracker
"Flask" can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez
You can also use the View Items in Buildings command t to mark the Flasks for dumping to remove the clutter (0.31.06). ~mk
More on metal flasks- a friend of mine noticed that when he assigned the job "make iron flask", in would go iron bars and charcoal, and out would come 3 gold flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.
Making adamantine flasks results in iron flasks.
-- Fixed, works fine in .16

Moods[edit]

  • Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.Bug:0093 and Bug:0359 Fixed v0.31.11
  • Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations Bug:2806Fixed v0.31.22.

Creature Data[edit]

  • Descriptions sometimes take strange objects: "She likes to consume she"
Forum Link
Bug Tracker -- Fixed v0.31.14
  • Giants and giantesses are mapped to the wrong gender.
Fixed
  • Unicorns give birth to elk fawns.
Fixed
  • Mountain goat fawns are called "Stray Horse foal", although having all the features of a mountain goat.
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.
Fixed
  • In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye
Fixed

Stockpiles[edit]

  • Dead vermin never rot
Forum Link
Bug Tracker -- Fixed v0.31.04
  • "Take from stockpile" is broken
Forum Link
Fixed in .10

Military[edit]

  • The arsenal dwarf may assign weapons/armor that do not belong to you.
Bug Tracker-Goblins -- Fixed v0.31.06
Bug Tracker-Caravans -- Fixed v0.31.06
Arsenal dwarf position deleted in .10
  • Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.
-- Fixed v0.31.11
  • The default settings are such that your military dwarves will train, train, train, and possibly starve in the process. 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.
Military/Guide -- Fixed Training dwarves eat and drink properly in .16 (stationed military will not eat but are fed by civilians)
  • 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).
-- Fixed v0.31.11
  • Dwarves will sometimes use many weapons and armor at once. When they have two weapons in the same hand, they seem to be unable to attack with either weapon.
Bug Tracker -- Fixed v0.31.11
  • Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.
Bug Tracker -- Fixed v0.31.11
  • Copying an empty order causes an immediate crash.
Bug Tracker -- Fixed v0.31.03
  • Going to the schedule grid of the inactive group causes an immediate crash.
Bug Tracker -- Fixed v0.31.03
  • Marksdwarves use any assigned bolts for training, regardless of ammunition settings.
Bug Tracker -- Fixed v0.31.22

Medicine[edit]

Medicine[edit]

  • Surgeons may endlessly perform surgery on dwarves with no effect.
Bug Tracker
Fixed
  • Surgeon provided constant "suturing," each time using up thread. May be related to above problem. -- Fixed v0.31.07
  • Any blood smear or pool can spread indefinitely. The most common problem is a pool of blood in a high-traffic area. This causes every dwarf that touches it to get blood on them. Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area. Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.
Bug Tracker -- Fixed v0.31.16 - An init setting to stop blood spreading has been added.
  • a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again
forum thread
bug tracker -- Fixed

Items[edit]

  • Eating a masterwork meal will cause the cook to suffer art defacement. -- Fixed v0.31.07
  • Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.
Bug Tracker -- Fixed v0.31.02

Nobles[edit]

  • When the mayor dies, all nobles are removed until a new mayor is elected.
Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw>objects>entity_default.txt).
Bug Tracker -- Fixed v0.31.05
  • Former mayors continue to demand accomodations and make mandates. You can check their mandates by going to that specific dwarf's thoughts. This can cause fun as dwarves are arrested for not fufilling demands.
Bug Tracker -- Fixed v0.31.05

Graphics[edit]

  • Arena does not work for graphics mode.
Forum Link
Bug Tracker -- Fixed v0.31.02

Trading and Depot[edit]

  • Elf traders may stay a long time.
This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal. Check what is carrying their goods when they arrive. Often it will be warthogs, which do not have trade capacity values. Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.
Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.
Workaround: with the game paused and the depot in view, designate treecutting d - t, and just hold down the mouse button until the depot display no longer flashes between items very quickly.
Why this works: it has been known that certain parts of the game engine keep running while the game is paused. These include cat-dwarf adoptions and the trade liaison conversation. It appears to also apply to traders loading up their goods, and probably to unloading goods as well.
Bug Tracker -- Fixed v0.31.06