v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.31 Talk:Known bugs and issues
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==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. | ||
Line 19: | Line 12: | ||
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) | ||
− | |||
− | |||
− | |||
==Where to Report Crashes?== | ==Where to Report Crashes?== | ||
Line 150: | Line 140: | ||
: 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) | ||
− | |||
− | |||
==Dead Dwarf keeps task and building locked== | ==Dead Dwarf keeps task and building locked== | ||
Line 163: | Line 151: | ||
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. | ||
− | |||
== Pathing == | == Pathing == | ||
Line 184: | Line 171: | ||
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC) | in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC) | ||
− | |||
== Mantis? == | == Mantis? == | ||
Line 209: | Line 195: | ||
::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect. | ::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect. | ||
:::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC) | :::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC) | ||
− | |||
== Fish really fixed? == | == Fish really fixed? == | ||
Line 220: | Line 205: | ||
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) | ||
− | |||
− | |||
− | |||
− | |||
== Ecological devastation by cats: complete lack of vermin == | == Ecological devastation by cats: complete lack of vermin == | ||
Line 234: | Line 215: | ||
I just tried version .10 for a bit of a battle with a Blind Cave Ogre. But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict. Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway. The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down. ;) Well, it ''is'' an ogre... | I just tried version .10 for a bit of a battle with a Blind Cave Ogre. But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict. Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway. The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down. ;) Well, it ''is'' an ogre... | ||
− | So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once. Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious. Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying ears, nose, and fingers | + | So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once. Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious. Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying off ears, nose, and fingers. To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available). Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs. Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last. |
Though it looks like a properly "seeded" door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes. | Though it looks like a properly "seeded" door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes. | ||
Another odd "feature" is that once an area is designated in brown for mining, the brown carries over to ''anything'' later discovered in the spot. So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated. (choppers work the same way with trees). Though they will collect them if they can get to them. [[User:Dorf and Dumb|Dorf and Dumb]] 19:03, 16 July 2010 (UTC) | Another odd "feature" is that once an area is designated in brown for mining, the brown carries over to ''anything'' later discovered in the spot. So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated. (choppers work the same way with trees). Though they will collect them if they can get to them. [[User:Dorf and Dumb|Dorf and Dumb]] 19:03, 16 July 2010 (UTC) | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |