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Difference between revisions of "40d:Known bugs and issues"

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==Bugfix log for 0.27.169.33g:==
+
{{Quality|Fine|20:30, 30 April 2013 (UTC)}}
* 12/21/2007:
+
{{av}}
** Made human pack animals arrive with trade goods properly
 
** Fixed problem that caused some entities to not use feature materials properly
 
** Stopped premature starts on mood construction
 
** Restricted glass requests for moods
 
** Fixed problem with constructions and subterranean designations
 
** Changed order of item types on stocks screen
 
** Fixed problem with stuck soldiers after [[wrestling]] practice
 
* 12/20/2007: Updated the bring-to-depot interface
 
* 12/19/2007:  
 
** Made dead ambushers show up on the unit screen
 
** Displayed region folder above game type choices
 
** Added init option for pause on load
 
** Allowed embark rectangle to be 2x2
 
** Allowed embark rectangle size to be set in init
 
** Made cage/chain lists show relevant building picture instead of a C
 
** Disallowed certain predators from the intro text
 
** Tweaked stuck-in removal text
 
** Gave occupied cage items/buildings different name text
 
** Made contained trade items fill out the container
 
** Made world generation results independent of custom name
 
** Fixed problem with glaciers melting on load
 
* 12/18/2007:
 
** Changed priorities of idle designations
 
** Changed vermin/pet names in stocks screen
 
** Changed leader text in status screen
 
* 12/17/2007:
 
** Updated embark race name to support non-dwarves.
 
** Fixed gem typo on stocks screen.
 
  
==Bugfix log for 0.27.169.33f:==
+
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 40d; 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 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).
* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code
 
* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation
 
* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again
 
* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type
 
  
==Bugfix log for 0.27.169.33e:==
 
* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions
 
* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed
 
* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanoes, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code
 
* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square
 
  
==Bugfix log for 0.27.169.33d:==
+
=== "Large [blank]" ===
* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen
 
* 11/28/2007: Fixed counteroffer crash
 
* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects
 
* 11/26/2007: Tweaked depot list sorting
 
 
 
==Bugfix log for 0.27.169.33c:==
 
*  11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list
 
* 11/22/2007: Added categories to item selection in embark
 
* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow
 
* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties
 
* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order
 
 
 
==Bugfix log for 0.27.169.33b:==
 
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures
 
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers
 
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement
 
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps
 
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain
 
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem
 
* 11/06/2007: Fixed problem with fortress advancement
 
* 11/01/2007: Fixed a few typos
 
 
 
==Bugfix log for 0.27.169.33a:==
 
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area
 
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner
 
* 10/29/2007: Fixed spelling of negotiator
 
 
 
=Current Bugs=
 
Check the [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=search&search_forum=6 bay12games forums bug report subforum]] if you find something weird. Please use the search function!
 
 
 
== Large .==
 
  
 
I was minding my own business, trading with some nice human merchants... when all of a sudden I find a very very strange item.
 
I was minding my own business, trading with some nice human merchants... when all of a sudden I find a very very strange item.
  
It costs 40# and has a weight of 6r. The weirdest thing is both it's name and description;
+
It costs 40# and has a weight of 6r. The weirdest thing is both its name and description;
 
Name: <-large ->
 
Name: <-large ->
 
Description: This is a well-crafted large .
 
Description: This is a well-crafted large .
Line 88: Line 20:
 
My Dungeon Master is demanding "item in Throne Room/Office", a similar sort of bug perhaps? I have no idea what sort of item he wants, but man, does he ever want it. [[User:Bryan Derksen|Bryan Derksen]] 19:34, 14 June 2008 (EDT)
 
My Dungeon Master is demanding "item in Throne Room/Office", a similar sort of bug perhaps? I have no idea what sort of item he wants, but man, does he ever want it. [[User:Bryan Derksen|Bryan Derksen]] 19:34, 14 June 2008 (EDT)
  
=Bugs that aren't REALLY bugs=
+
=== Merchant in Adventure Mode ===
 +
 
 +
(This conversation pretty much sums up the whole issue).
 +
:Flauncy, Swordsman: Let's trade.
 +
:Mispi Emanraji, Merchant: You should probably try a merchant.
 +
>_< --[[User:AlexFili|AlexFili]] 10:05, 16 June 2008 (EDT)
 +
 
 +
:Was the aforementioned merchant in his shop? Was he about to leave or did he just enter? If so, "Merchants don't act like merchants unless in their shop." --[[User:Savok|Savok]] 12:47, 16 June 2008 (EDT)
 +
 
 +
::Was it an Elf Merchant? As far as I can tell, only shopkeepers trade, and only in their shops; and elf merchants don't have shops, so. I imagine (though I haven't observed it) that a human merchant who wasn't a shopkeeper would have the same issue. My advice: Grab merchant by throat with right upper arm. Choke merchant by throat with right upper arm. Strangle merchant by throat with right upper arm. Repeat last step as necessary. Problem solved! --[[User:Zombiejustice|Zombiejustice]] 13:51, 16 June 2008 (EDT)
 +
 
 +
::: I should probably mention, the merchant in question was in the Mayor's house with all the drunks. Still, I would have expected him to say "Oh, I'm not in my merchants house, sorry." or something similar not "You should probably try a merchant". --[[User:AlexFili|AlexFili]] 06:59, 17 June 2008 (EDT)
 +
 
 +
=== Legendary Wagon (I'm serious) ===
 +
In legends mode, I've got about 10 entries that are strange. I will quote one of them;
 +
 
 +
::::: , ""
 +
was a wagon born in 883.
 +
In the early autumn of 1058, was scuttled in Flowervoiced.
 +
 
 +
Any idea what this means? --[[User:AlexFili|AlexFili]] 10:01, 16 June 2008 (EDT)
 +
 
 +
It means that wagons are actually living, breathing entities! I discovered something similar when i accidentally 'killed' a pair of human caravan wagons in fortress mode. they appproached my fortress through an area where a wall was being built, and as they were passing the square that was directly above my underground trade depot (don't know if that was coincidence or played into the bug) they both somehow got stuck in the semi constructed wall. then after a few months they vanished... leaving all their stuff on the ground for my dwarves to loot. the guards and merchants wandered off, and they showed up on the list of units as dead wagons. as this was only my second fortress playing with version 39e, I was extremely confused at the time. --[[User:FruityBix|FruityBix]] 19:52, 31 August 2008 (EDT)
 +
 
 +
=== Teleporting Goblin Items ===
 +
When you drop a goblin cage into magma, their charred, burning clothes and red-hot weapons magically appear at the trap location they were caught in.  Be sure you didn't catch them <em>inside</em> before you dump!  Toady already knows about this one, but it's not yet listed as solved on the official page.  --[[User:Corona688|Corona688]] 13:08, 2 November 2008 (EST)
 +
 
 +
=== Pitting Creatures ===
 +
 
 +
Once you capture a hostile creature in a Cage Trap and place the cage in a stockpile / somewhere away from the capture point, and select a zone for the creature to be pitted, your dwarves will take the creature out, cancel all tasks and run away from it, Leaving the creature to escape. Weird glitch / bug. Only way to bypass it is to build a cage, press X to expand the list and select the creature cage I.E. Kobold Cage (Pine), link the cage up to a lever to release it - Good for a massive prisoner war. Or, to leave the cage as it is after the trap has sprung.
 +
 
 +
== Issues ==
 +
 
 +
=== Trader Problem ===
  
== Magma Flow ==
+
I just had a group of traders spend so long "unloading" that they left before I could do any trading. This is only the second time the dwarven trade wagon has been here and I really need an anvil...
Magma will not flow UP stairs. It will flow DOWN them just fine.
 
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.
 
It will however flow up when pumped until it's at the same z-level as the pump.
 
  
== Perfect Swimming ==
+
Update... I've tested (five times each to make certain):
"Brook" tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.
 
(was this fixed on 0.27.169.33a?)
 
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)
 
::Current version{{version|0.27.176.38c}}, you can actually drop a cave-in on a brook to see what it really is... a floor tile covering up a cavern full of 7/7 water. --[[User:GreyMario|GreyMario]] 14:07, 7 May 2008 (EDT)
 
  
== Milking Issue ==
+
-- One merchant and three wagons with five depots that were operational and accessible BEFORE the wagons arrived.  
"(To milk something it has to be carryable, and the only milkable thing you can carry is a purring maggot)".
 
  
Could you not solve this by using the same code you use for the Butcher script? Only this time you keep the animal alive and generate milk, based on the time taken for the worker? [[User:AlexFili|AlexFili]] 11:24, 29 May 2008 (EDT)
+
'''Result''': Merchant heads to Depot #1, all 3 wagons head to Depot #2, and one of them stops one square short of arrival into the depot. Merchants are "unloading" the whole season and leave before letting me trade. Year 3. (human)
  
== Building Wooden Racks ==
+
-- No merchant, two wagons, one depot op/acc as normal.  
There is a minor problem with building minor wooden racks. Noobs might be confused because in the build menu it says "Construct wooden Weapon" but it doesn't actually mention the word "rack" anywhere in that. It might fool newbies into making tons of them without realising they are only racks, not actual weapons.
 
  
Since it's extremely obvious that all the carpenter objects are wooden, I'd prefer it to say "Construct weapon rack" to avoid confusing the newbs. --[[User:AlexFili|AlexFili]] 04:30, 10 June 2008 (EDT)
+
'''Result''': Both wagons successfully enter depot. Year 2. (human)
  
:... You haven't ever bothered making the menu 2x size with the Tab key? '''MANY''' menu items are truncated when the menu is only single width. This is probably the reason the 2x menu was implemented by T.O. (to accommodate long task names) --[[User:N9103|Edward]] 17:50, 10 June 2008 (EDT)
+
-- No merchant, three wagons, one depot op/acc as normal.
  
::As a newbie, I did in fact think, at first, that it was for building weapons, since I'd seen the chart saying wooden weapons did 50% damage. But when it didn't lead to a menu asking what *kind* of weapon (id est, sword, axe, et cetera), I knew something was up and hit {{k|Tab}} a couple times. Give us newbies some credit, we may be inexperienced (windmills, what?) but we're not necessarily oblivious. --[[User:Zombiejustice|Zombiejustice]] 18:50, 10 June 2008 (EDT)
+
'''Result''': All wagons successfully enter depot. Year 5. (human)
::I had a similar issue trying to build grates and floor sections out of glass. Until I figured out the {{k|Tab}} key, I'd resort to ordering the construction of a "Clear glass Fl", then look at the Job Screen to see whether it was a Floodgate, a Floor, or whatever :) --[[User:AlexChurchill|AlexChurchill]] 07:24, 12 June 2008 (EDT)
 
  
== Split-level River ==
+
:I just had the same issue with elves.  About a month later I get the message, 'one-humped camel has gone stark raving mad!'  ...What?  I don't even HAVE a camel.  I find it trapped and alone at the far lower-right corner of the map and under siege by batmen, carrying all sorts of elven goods.  So maybe this happens when a beast of burden that's part of a caravan gets attacked unattended. [[User:Corona688|Corona688]] 23:48, 6 October 2008 (EDT)
 +
 
 +
=== Magma Flow ===
 +
 
 +
Magma does not naturally have [[pressure]] because it is "chunky": when a magma pipe is tapped at a certain level, it will not flow upwards like a volcano, even if there is a considerable reservoir of magma nearby.  This is not a bug and is very intentional.  However, if magma is pumped, it gains pressure up to the level of the [[screw pump]], and a pump can push magma through a U shaped passage just fine.
 +
 
 +
=== Perfect Swimming ===
 +
 
 +
"Brook" tiles are treated as floor tiles over top of caverns.  Think of a thin "force-field" built over top of a river.  The force field allows people to walk across, but also allows them to dip their hands into the water below in order to drink.  Though silly from a realism standpoint, this is currently the only possible implementation, and is meant to represent very shallow water flowing through and around rocky gravel.
 +
 
 +
=== Milking Issue ===
 +
 
 +
To milk something it has to be a [[vermin]]ous creature.  The only milkable thing you can carry is a purring maggot.  Larger creatures are not yet milkable because the AI is not yet implemented to bring the creatures to the [[farmer's workshop]].  It would be relatively simple to implement, but is not a priority at this time.
 +
 
 +
Note that while you cannot milk larger animals yourself, civilisations can still milk animals "off screen" for your benefit.
 +
 
 +
=== Building a Wooden Weapon... Rack ===
 +
 
 +
There is a minor problem with the [[carpenter's workshop]].  Inexperienced players might be confused because in the build menu it says "Construct wooden Weapon", but they will get a [[weapon rack]] out of the deal.  This isn't a bug, merely a shortcoming of the interface.  You cannot actually build wooden weapons at the carpenter's workshop; the full name, "Construct wooden Weapon rack", is cut off in the default view, and can be seen if {{k|Tab}} is used to expand the menu.  Expanding the menu will reveal that the option does not specify constructing a wooden weapon, but rather a wooden weapon ''rack''.
 +
 
 +
=== Split-level River ===
 
I loaded up a section of my world and found a split-level river- that is, a river that for half of the map is on ground-level and half of the map is one z-level up.  This may just seem like a cool thing to most of you, but the upper river has now started flooding out and consuming the entire lower river basin- something that I've been informed shouldn't happen.  If someone will give me the address and directions for sending my world / creation log, I can pass it along to the developers for review.  --[[User:Lucien|Lucien]] 23:30, 13 June 2008 (EDT)
 
I loaded up a section of my world and found a split-level river- that is, a river that for half of the map is on ground-level and half of the map is one z-level up.  This may just seem like a cool thing to most of you, but the upper river has now started flooding out and consuming the entire lower river basin- something that I've been informed shouldn't happen.  If someone will give me the address and directions for sending my world / creation log, I can pass it along to the developers for review.  --[[User:Lucien|Lucien]] 23:30, 13 June 2008 (EDT)
 +
 +
I also have this issue, however it is really satisfying to watch the carp the killed 4 of my original 7 dwarves spawn outside the river, die and then fall in, the weird thing is, it empties and then about 15 grid squares farther along the river, it is still ful and flowing on its original course.  I also have an issue at a river junction where on one z-level there is blood, that looks like it is flowing into a waterfall, one z-level lower, there is no blood, another z-level down, there is still another river without a side wall, yet it is still running.  please, this is on a community fortress, can we get this fixed?
 +
 +
=== Creatures Don't Always Use Graphics ===
 +
 +
When a creature is caught in a cage and put in a stockpile, and graphic sets are used, the creature is displayed with the correct graphic tile.  But should you install the goblin cage anywhere, the graphic is ignored and the traditional letter displayed instead.
 +
this also happens with dead creatures, even dwarves.
 +
 +
== Official bug list ==
 +
 +
The official list of bugs is available on the Dwarf Fortress [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker].
 +
 +
[[Category:Game development]]

Latest revision as of 01:17, 30 August 2018

This article is about an older version of DF.

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 40d; an official compilation of all bugs, and their development status, can be found on the Mantis Bug Tracker. 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 bug tracker for that version instead. If you have issues signing up for the bug tracker, see the forum bug tracker board for instructions (but don't report bugs on the forum either).


"Large [blank]"[edit]

I was minding my own business, trading with some nice human merchants... when all of a sudden I find a very very strange item.

It costs 40# and has a weight of 6r. The weirdest thing is both its name and description; Name: <-large -> Description: This is a well-crafted large .

As you can see, the game tried to create a large something... but whatever it was didn't exist. Just thought you might like to know. AlexFili 10:30, 7 May 2008 (EDT)

This... is already known and floats around the known bugs list on the dev pages. --GreyMario 14:06, 7 May 2008 (EDT)

Oh alright. Just making sure it isn't just me. By the way, the item in question is a gem. Hope that helps. AlexFili 08:09, 8 May 2008 (EDT)

My Dungeon Master is demanding "item in Throne Room/Office", a similar sort of bug perhaps? I have no idea what sort of item he wants, but man, does he ever want it. Bryan Derksen 19:34, 14 June 2008 (EDT)

Merchant in Adventure Mode[edit]

(This conversation pretty much sums up the whole issue).

Flauncy, Swordsman: Let's trade.
Mispi Emanraji, Merchant: You should probably try a merchant.

>_< --AlexFili 10:05, 16 June 2008 (EDT)

Was the aforementioned merchant in his shop? Was he about to leave or did he just enter? If so, "Merchants don't act like merchants unless in their shop." --Savok 12:47, 16 June 2008 (EDT)
Was it an Elf Merchant? As far as I can tell, only shopkeepers trade, and only in their shops; and elf merchants don't have shops, so. I imagine (though I haven't observed it) that a human merchant who wasn't a shopkeeper would have the same issue. My advice: Grab merchant by throat with right upper arm. Choke merchant by throat with right upper arm. Strangle merchant by throat with right upper arm. Repeat last step as necessary. Problem solved! --Zombiejustice 13:51, 16 June 2008 (EDT)
I should probably mention, the merchant in question was in the Mayor's house with all the drunks. Still, I would have expected him to say "Oh, I'm not in my merchants house, sorry." or something similar not "You should probably try a merchant". --AlexFili 06:59, 17 June 2008 (EDT)

Legendary Wagon (I'm serious)[edit]

In legends mode, I've got about 10 entries that are strange. I will quote one of them;

, ""

was a wagon born in 883. In the early autumn of 1058, was scuttled in Flowervoiced.

Any idea what this means? --AlexFili 10:01, 16 June 2008 (EDT)

It means that wagons are actually living, breathing entities! I discovered something similar when i accidentally 'killed' a pair of human caravan wagons in fortress mode. they appproached my fortress through an area where a wall was being built, and as they were passing the square that was directly above my underground trade depot (don't know if that was coincidence or played into the bug) they both somehow got stuck in the semi constructed wall. then after a few months they vanished... leaving all their stuff on the ground for my dwarves to loot. the guards and merchants wandered off, and they showed up on the list of units as dead wagons. as this was only my second fortress playing with version 39e, I was extremely confused at the time. --FruityBix 19:52, 31 August 2008 (EDT)

Teleporting Goblin Items[edit]

When you drop a goblin cage into magma, their charred, burning clothes and red-hot weapons magically appear at the trap location they were caught in. Be sure you didn't catch them inside before you dump! Toady already knows about this one, but it's not yet listed as solved on the official page. --Corona688 13:08, 2 November 2008 (EST)

Pitting Creatures[edit]

Once you capture a hostile creature in a Cage Trap and place the cage in a stockpile / somewhere away from the capture point, and select a zone for the creature to be pitted, your dwarves will take the creature out, cancel all tasks and run away from it, Leaving the creature to escape. Weird glitch / bug. Only way to bypass it is to build a cage, press X to expand the list and select the creature cage I.E. Kobold Cage (Pine), link the cage up to a lever to release it - Good for a massive prisoner war. Or, to leave the cage as it is after the trap has sprung.

Issues[edit]

Trader Problem[edit]

I just had a group of traders spend so long "unloading" that they left before I could do any trading. This is only the second time the dwarven trade wagon has been here and I really need an anvil...

Update... I've tested (five times each to make certain):

-- One merchant and three wagons with five depots that were operational and accessible BEFORE the wagons arrived.

Result: Merchant heads to Depot #1, all 3 wagons head to Depot #2, and one of them stops one square short of arrival into the depot. Merchants are "unloading" the whole season and leave before letting me trade. Year 3. (human)

-- No merchant, two wagons, one depot op/acc as normal.

Result: Both wagons successfully enter depot. Year 2. (human)

-- No merchant, three wagons, one depot op/acc as normal.

Result: All wagons successfully enter depot. Year 5. (human)

I just had the same issue with elves. About a month later I get the message, 'one-humped camel has gone stark raving mad!' ...What? I don't even HAVE a camel. I find it trapped and alone at the far lower-right corner of the map and under siege by batmen, carrying all sorts of elven goods. So maybe this happens when a beast of burden that's part of a caravan gets attacked unattended. Corona688 23:48, 6 October 2008 (EDT)

Magma Flow[edit]

Magma does not naturally have pressure because it is "chunky": when a magma pipe is tapped at a certain level, it will not flow upwards like a volcano, even if there is a considerable reservoir of magma nearby. This is not a bug and is very intentional. However, if magma is pumped, it gains pressure up to the level of the screw pump, and a pump can push magma through a U shaped passage just fine.

Perfect Swimming[edit]

"Brook" tiles are treated as floor tiles over top of caverns. Think of a thin "force-field" built over top of a river. The force field allows people to walk across, but also allows them to dip their hands into the water below in order to drink. Though silly from a realism standpoint, this is currently the only possible implementation, and is meant to represent very shallow water flowing through and around rocky gravel.

Milking Issue[edit]

To milk something it has to be a verminous creature. The only milkable thing you can carry is a purring maggot. Larger creatures are not yet milkable because the AI is not yet implemented to bring the creatures to the farmer's workshop. It would be relatively simple to implement, but is not a priority at this time.

Note that while you cannot milk larger animals yourself, civilisations can still milk animals "off screen" for your benefit.

Building a Wooden Weapon... Rack[edit]

There is a minor problem with the carpenter's workshop. Inexperienced players might be confused because in the build menu it says "Construct wooden Weapon", but they will get a weapon rack out of the deal. This isn't a bug, merely a shortcoming of the interface. You cannot actually build wooden weapons at the carpenter's workshop; the full name, "Construct wooden Weapon rack", is cut off in the default view, and can be seen if Tab is used to expand the menu. Expanding the menu will reveal that the option does not specify constructing a wooden weapon, but rather a wooden weapon rack.

Split-level River[edit]

I loaded up a section of my world and found a split-level river- that is, a river that for half of the map is on ground-level and half of the map is one z-level up. This may just seem like a cool thing to most of you, but the upper river has now started flooding out and consuming the entire lower river basin- something that I've been informed shouldn't happen. If someone will give me the address and directions for sending my world / creation log, I can pass it along to the developers for review. --Lucien 23:30, 13 June 2008 (EDT)

I also have this issue, however it is really satisfying to watch the carp the killed 4 of my original 7 dwarves spawn outside the river, die and then fall in, the weird thing is, it empties and then about 15 grid squares farther along the river, it is still ful and flowing on its original course. I also have an issue at a river junction where on one z-level there is blood, that looks like it is flowing into a waterfall, one z-level lower, there is no blood, another z-level down, there is still another river without a side wall, yet it is still running. please, this is on a community fortress, can we get this fixed?

Creatures Don't Always Use Graphics[edit]

When a creature is caught in a cage and put in a stockpile, and graphic sets are used, the creature is displayed with the correct graphic tile. But should you install the goblin cage anywhere, the graphic is ignored and the traditional letter displayed instead. this also happens with dead creatures, even dwarves.

Official bug list[edit]

The official list of bugs is available on the Dwarf Fortress bug tracker.