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{{Quality|Unrated}}
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{{Quality|Superior|23:36, 4 September 2013 (UTC)}}
{{av}}
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{{av}}{{catbox|DF2014:Bugs}}
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:''"Bugs" redirects here. For insects, see [[Vermin]] and [[Creature]].''
 
:''"Bugs" redirects here. For insects, see [[Vermin]] and [[Creature]].''
[[File:bug_icon.png|100px|right]]
 
 
''Dwarf Fortress'' is a constant work-in-progress, and is thus full of '''bugs'''. An official compilation of all bugs, and their development status, can be found on the [https://dwarffortressbugtracker.com Dwarf Fortress Bug Tracker Bug Tracker]. The search results in the bug tracker sometimes have an unintuitive sort order, so make sure to scroll to the bottom of the first page of results when searching for bugs. To comment on any bug, you can "Login anonymously" and add a note.
 
  
== Reporting new bugs ==
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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; 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]. Please do '''not''' report bugs here; they should be reported on the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker] 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).
Please do '''not''' report new bugs here; to report a new bug, follow the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-b5e2ca19dabe408897d1c2669599b7a2 How to Report Bugs in Dwarf Fortress] instructions. For any other discussion of new or existing bugs, visit the <code>#bug-discussion</code> channel on the [https://discord.com/invite/kitfoxgames Official Kitfox Discord].
 
  
When reporting a bug:
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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.
* Make a note of any mods you're using.  If you made the mod yourself, include the raws for any relevant objects.
 
* If the game is crashing or refusing to open, include any error message that appears, along with your computer specifications and operating system.
 
* If you have a save that reliably reproduces the bug, it may be helpful to upload the save to the [https://dffd.bay12games.com/category.php?id=20 DF File Depot - Bugged Saves] or another file hosting site.
 
  
== Major bugs with workarounds ==
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== Severe bugs ==
{{catbox|Bugs}} This is a list of major bugs with workarounds that would be useful for most players to know. Bugs added to this list should: 1) impact most players in a significant way in the current version, and 2) have some workaround that is useful to share. Please link the source of any posted workarounds.
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These bugs can significantly interfere with play.
  
* {{bugl|0012008}}: Dwarves will not equip [[Ammunition|ammunition]]. When a squad is created, it takes note of the amount of ammunition in the fortress but never updates this figure.
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* {{bugl|11014}}: Crash from corrupted military equipment lists
**Workaround: Set up a [[Squad#Equipping_soldiers|uniform]] which includes a ranged weapon. Form a new squad using this uniform, which updates the squad's knowledge of how much ammunition is available. Assign the desired dwarves to that squad. Set them to train with a schedule of your choice. The dwarves should equip ammunition. (Note: [[Ambusher|Hunter]] dwarves "reserve" roughly 100 to 200 bolts each. Your ammo stockpile must include more bolts than 200 x number of hunters. This extra ammo will be used by your marksdwarves.) ([https://www.reddit.com/r/dwarffortress/comments/10mwqtw/dwarves_not_equipping_boltsarrows_learn_from_my/ Source])
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**Workaround: Refrain from [[raid]]ing
* {{bugl|11985}} ('''Healthcare labors bug''')<span id="healthcare-labors-bug"/>: Dwarves assigned to doctoring occupations not performing doctor labors.
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* {{bugl|10369}}: Crash when Dwarves return from mission -- one major cause fixed in v0.44.10
**Workaround: Make any change on the work details page, such as adding and removing a dwarf from a work detail. This will cause labors to be properly updated based on occupations. ([https://www.youtube.com/watch?v=79J3X8ulER0&t=1765s source])
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**Workaround: Refrain from [[raid]]ing
* {{bugl|349}}: [[Animal care]] labor does nothing.
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* {{bugl|9905}}: Crash when filtering material type condition in work order
**Workaround: Use DFHack's [https://docs.dfhack.org/en/0.47.04-r2/docs/Plugins.html#dwarfvet dwarfvet plugin]].
 
* {{bugl|1451}}: The equipment required for [[miner]]s, [[hunter]]s, and [[woodcutter]]s to do their job conflicts with military uniforms.
 
**Workaround: never assign these three labors to military dwarves.
 
 
* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death
 
* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death
 
**Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone
 
**Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone
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* {{bugl|9438}}: Caravans/invasions do not come reliably from accessible civilizations
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* {{bugl|9593}}: Caravans/invasions sometimes get "stuck" off-map
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**Workaround: teleport merchants on to map with dfhack
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**Workaround: save prior to arrival, and reload until the caravan successfully appears
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* {{bugl|7161}}: Morale is screwy -- saves demonstrating morale problems in v0.44.03+ requested
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** Workaround: mod creatures to have natural Discipline skill
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** Workaround: barracks training raises Discipline
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** Workaround: continual exposure to sentient corpses raises Discipline (along with feelings of horror)
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* {{bugl|7185}}: Scared traders immediately scuttle wagons and leave.
 
* {{bugl|9004}}: Items in containers are "unavailable" while a dwarf is hauling another item to store in the container
 
* {{bugl|9004}}: Items in containers are "unavailable" while a dwarf is hauling another item to store in the container
 
** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.
 
** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.
** Workaround: clever [[stockpile design]]s can reduce the impact
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** Workaround: clever [[Stockpile Design]]s can reduce the impact
 
** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)
 
** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)
* : Game always starts in Graphics Mode.
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* {{bugl|7107}} Fighting berserk citizens and citizen werebeasts causes defenders to lose loyalty.
** Workaround: change PRINT_MODE to 2D or SOFTWARE in [[init.txt]].
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* {{bugl|2712}}: Physics for whips is broken, making them the most powerful weapons in the game. They easily slice through steel.
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== New bugs ==
**Workaround: Change the stats in the file "/data/vanilla/vanilla_items/objects/item_weapon.txt". Search for "WEAPON_WHIP" to find the proper section. Suggested changes are in bold:
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These bugs are new in recent versions (v0.42+).  (There are many more; these are just a few of the most prominent.)
::<code>[SIZE:'''100''']</code>
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::<code>[ATTACK:BLUNT:'''10''':10:lash:lashes:NO_SUB:5000]</code>
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* {{bugl|10490}}: "Spies" arrive as part of migrant group
::Unarmored opponents will still be killed by a whip before long. Armored ones will only suffer bruises and the occasional broken bone.
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* {{bugl|10346}}: NPCs demanding other characters identify themselves in a loop
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* {{bugl|10349}}: Were-dwarfs stuck in weird spot between injured and healed
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* {{bugl|9588}}: Animal people with [MEANDERER] tag move too slowly
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* {{bugl|9221}}: Visiting scholars leave carrying fortress books/scrolls/copies/codices
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== Lingering bugs ==
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These bugs are not new to v0.42/v0.44, but have been confirmed as still existing.  (Year numbers in parenthesis.)
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* {{bugl|1451}} (2010): 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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* {{bugl|94}} (2010): Seriously wounded dwarfs sometimes don't get taken to bed.
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* {{bugl|2712}} (2010): Weapons, especially whips, cut through steel armor like butter.
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**Workaround: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons
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* {{bugl|2780}} (2010): Pond/pool populations (e.g. pond turtles) do not replenish, gradually become [[extinct]]
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** Supposedly fixed in 0.40.01 but reported to still be happening with ponds
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* {{bugl|535}} (2010): 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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* {{bugl|296}} (2010): 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, they will actually multiply to other tiles.
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**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]
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* {{bugl|4550}} (2011): 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.
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* {{bugl|425}} (2010): Dwarves perform [[cleaning]] erratically at best -- improved in v0.44.06
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**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]
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* {{bugl|5986}} (2012): Designating large areas for smoothing slows game to a crawl.
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* {{bugl|797}} (2010): Animals repeatedly path through "tightly closed" [[door]]s causing lag.
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* {{bugl|4065}} (2011): Untradeable creatures (hostiles, wild animals) are released from [[cage]]s when the cages are ordered taken to the [[trade depot]].
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* {{bugl|1582}} (2010): 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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* {{bugl|5097}} (2012): Names overwriting text with TrueType and {{bugl|5696}} strange gaps in report texts. 
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**Workaround: Hitting F12 to toggle TrueType can often get you around this problem.
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* {{bugl|2587}} (2010): Saving fails silently when folder is not writeable (due to full disk, permissions, etc)
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* {{bugl|8426}} (2014): Foreign nobles elevated along with fortress nobles, make regular mandates and demands -- fixed v0.44.11
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* {{bugl|8698}} (2015): Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag
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* {{bugl|7444}} (2014): Sparring dwarves can knock each other through walls with charge attacks.
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* {{bugl|7872}} (2014): Trees grow through bridges, can make the bridge unusable.
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* {{bugl|7760}} (2014): Dwarves construct walls from wrong side, wall themselves out of fortress or into alcove
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* {{bugl|7423}} (2014): Embark-purchased fruit must be removed from bags before [[brewing]].
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* {{bugl|9440}} (2016): Wounded dwarves die of dehydration if they grab a goblet they can't use
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**Workaround: forbid all goblets so dwarves will drink straight from the barrels
  
  

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