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Difference between revisions of "v0.31:Known bugs and issues"

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{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''<br />
 
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''
 
  
*Please link to the mantis tracker issue as well as the forum post if possible.
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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. This page is a historical list of some of the best-known bugs in v0.31; 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).
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Bugs fixed in v0.31 have been moved to [[Recently fixed bugs and issues]].
  
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with "'''(confirmation needed)'''", and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)
 
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)
 
  
 
==Not Actually Bugs==
 
==Not Actually Bugs==
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please
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*Animals are listed twice in some places, including the embark and trade agreement screens.
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)
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:They're listed twice because they separately list males and females.
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)
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*Tilesets in png format don't work?  Just a black display.
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*Weird coloured letter in top left corner
::Tilesets must be in .bmp format, <strike>as they always have had to be.</strike>  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)
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:"<span style="color:#FF0000; background:#B22222">''' C '''</span>" means new combat report
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)
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:"<span style="color:#00FF00; background:#008000">''' H '''</span>" means new hunting message
*When choosing material for a squad item(cloak in this case) there are hundreds of "forgotten beast leather" to choose from.
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:"<span style="color:#48D1CC; background:#008080">''' S '''</span>" means new sparring message
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)
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:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]
*Making a adamantine cloak -sometimes- results in "Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth." Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed "in pieces" now for medical purposes).
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*"Clothier canceled construct silk bag: needs 1000 cloth": http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552
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*No option for magma in the finder
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)
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:[[Magma]] is guaranteed everywhere now.
::Using two different units of measure (a count of each, and some unspecified unit of measure) counts as a bug. [[User:AngleWyrm|- AngleWyrm]] 03:37, 1 May 2010 (UTC)
 
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.
 
::They're listed twice because they separately list males and females. WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)
 
::::But they are not listed as "Dog (male)" and "Dog (female)", just two "Dog" entries, and there seems to be no way to tell which is which.
 
:::::In my game I see symbols following the animal types indicating sex. "Dog (Male Symbol)" and "Dog (Female Symbol)"  Are you using custom graphics? --[[User:Kyle Solo|Kyle Solo]] 14:15, 7 June 2010 (UTC)
 
*Weird red C in top left corner - "<span style="color:#FF0000; background:#B22222">''' C '''</span>" means new combat report, "<span style="color:#00FF00; background:#008000">''' H '''</span>" means new hunting message, "<span style="color:#48D1CC; background:#008080">''' S '''</span>" means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0
 
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.
 
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...
 
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same
 
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)
 
::They don't, while a few dwarfs have nothing but butchery enabled.
 
:::Only butcherable are accepted for turning skeletons into bones.  This seems to mean that goblins and the like cannot be harvested for their bones anymore. --[[User:Squirrelloid|Squirrelloid]] 12:58, 15 April 2010 (UTC)
 
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed)
 
: ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).
 
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)
 
::I can confirm this. It happens in vanilla too apparently.  Hit "esc" and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.
 
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)
 
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)
 
:::::I guess they are talking about not having a US keyboard or being on a laptop. The first hurdle for me a long time back with DF was figuring out what actual keys work ;) Now that we have keybinds this is all easier, but we need to tell people more that they can change any key they want. --[[User:Confused|Confused]] 20:29, 15 April 2010 (UTC)
 
::::::So in summary: this is not a bug, just make sure your keybindings work. --[[User:Kyle Solo|Kyle Solo]] 14:28, 7 June 2010 (UTC)
 
  
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state. But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).
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*Unable to add items or skill points on the embarking screen.
::I would reword that as "uberpowered wrestling is gone and has been nerfed, so that it is as useless as it should be" :)
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:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.
:::It is actually good for one thing... slowing down and stopping fleeing enemies, especially since crossbows no longer seem to do the trick (since dwarves can't seem to fire them any more). --[[User:Tatterdemalian|Tatterdemalian]] 22:24, 16 May 2010 (UTC)
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*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}
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*But even + and - don't work!
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}
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:[[40d:Laptop_keyboard|This]] page might help
 +
 
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*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.
 +
 
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*Fey moods can request body parts - it just means it needs various parts that go in the refuse pile, shells, hair, etc.
  
 
== Embarking ==
 
== Embarking ==
  
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.
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*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)
*All fish are mentioned 2xSee http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220
 
  
:Probably the same "not a bug" as having other creatures listed twice... there are separate entries for male and female fish, especially since hermaphroditic "fish" (oysters) are listed only once. The real question is "why would anyone bother?" but the answer to that is "because this is Dwarf Fortress." --[[User:Tatterdemalian|Tatterdemalian]] 17:30, 16 May 2010 (UTC)
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*You may get a "Cavern Collapse" announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)
 +
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]
  
:Additionally, if you have a your skills and items templated and try to use one with fish, it will say "no X available" even though when you add try and add a new item it'll be there (tested only for turtles, but I'm guessing it's all of them) [[Special:Contributions/71.134.230.146|71.134.230.146]] 05:40, 15 May 2010 (UTC)
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*Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. {{Bug|133}}
  
*After embarking with items that was listed two times in list game crashes.{{verify}}
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*Using the flux search option on the embark screen often yields false or misleading results.
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)
 
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)
 
*Cannot seem to quit from embark screen. Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)
 
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)
 
:Confirmed, You cannot quit once you press "Dwarf forteress" until you've actually embarked. [[User:Guest|Guest]] 8 April 2010
 
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)
 
::Which has always bugged me about DF... if this is a pre-pre-pre alpha game as advertised, why is it so picky about when and where you're allowed to quit, save, and so on? You'd think it would be designed to make testing game mechanics easier, instead of harder... --[[User:Tatterdemalian|Tatterdemalian]] 17:30, 16 May 2010 (UTC)
 
  
 
== Sites ==
 
== Sites ==
  
 
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.
 
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)
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:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]
:This seems like a feature...
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 +
*Magma tubes remain the same shape and size the whole way down and may be square.  
 +
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]
  
 
== Buildings and Zones ==
 
== Buildings and Zones ==
  
*Can't farm on dry soil underground. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336
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*Construction and/or deconstruction can occasionally force some dwarves to idle.   
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250
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:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though). (confirmed to raid dwarven caravans as well)
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** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.
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*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)
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:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.
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*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0
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* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.
**[http://www.bay12games.com/dwarves/mantisbt/view.php?id=232 Known bug] that is confirmed as resolved by toady on the bug tracker. Should be fixed in 31.04
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: Forum link/Bug tracker link requested
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* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available
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:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]
 +
 
 +
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.
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: Forum link/Bug tracker link requested
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* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.
  
 
== Combat ==
 
== Combat ==
  
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104
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*Some combat maneuvers have no effect.   
**Attempting to grab a bodypart with a weapon leads to "you grab *** by *** with your *weapon* but nothing is grabbed
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:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]
**Attempting to "pinch" various body parts shows "you adjust you grip on***" and nothing else.
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*Alligators can wear armor (same post as above)
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*Attempting to grab a bodypart with a weapon leads to "you grab *** by *** with your *weapon* but nothing is grabbed
*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).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220
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:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)
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*Attempting to "pinch" various body parts shows "you adjust you grip on***" and nothing else.
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499
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*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, "Getting your squad to do something", for details.
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*Alligators can wear armor
*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).
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:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]
*[[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.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).
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*Ballistae have been nerfed considerably, they now easily glance off normal clothing and are very unlikely to kill anything with armour.
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*Shield-bashing has no effect with a wooden shield
*For some reason, I got rediculous experience with an axedwarf. I had just embarked, and was using a dwarf with some military skills to clear out a cave. He was hunting Cyclopes, and (I'm including the full story for full detail, in case it helps at all) he got knocked down into some water, which he swam out of with no injuries yet. He then started chasing the enemies around, doing vicious damage. (He was equipped with an iron battle axe, and various types of armor, mostly steel. I came prepared for Terrifying conditions). Then, he got cornered by one that was only slightly injured, and a couple Large Rats. He fell unconscious (and I think this is what happened) the logs show DOZENS of attacks, almost all blocked by the armor. Then, at some point, Dwarf Therapist showed him as a Legendary + 5 fighter and a Legendary + 5 wrestler, both of which are also Legendary in DF itself. I think that all the attacks while he was unconscious all gave him xp, even though he was just lying there. --[[Special:Contributions/97.121.183.113|97.121.183.113]] 23:15, 31 May 2010 (UTC)
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:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]
  
 
== Labors ==
 
== Labors ==
  
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228
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*Hunting Issues
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272
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:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]
**Fixed in 31.03.
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*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)
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*Manager screen doesn't show you materials for traction benches
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533
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:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599
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*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702
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*Metal items may require fewer bars/wafers than announcements lead you to believe. This mainly results in [[adamantine]] being far less scarce than it should be, since most items require only a single wafer instead of up to 9.
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmed in 0.31.03 and 0.31.04)
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]
*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.
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::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. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)
 
::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. --[[User:Greycat|Greycat]] 00:24, 26 April 2010 (UTC)
 
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)
 
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?
 
 
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.
 
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.
 +
 
*Woodcutters can chop down trees with (wooden) training axes.
 
*Woodcutters can chop down trees with (wooden) training axes.
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.
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*Parties never end, sometimes eating up half the labor force.
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*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]
::That's the workaround I took, except I had to get rid of the dining room. In any case, it's still a bug.
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* Soap-making task is missing from the workshop. Issuing work order through the manager does work.
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*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. Pressing {{k|b}} toggles the visible status of all 3, while {{k|k}} and {{k|f}} appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.
**Also with cutting clear and crystal glass.
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]
::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. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)
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* 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).
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* Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.
*Miners will sometimes dig into underground seas (magma) with no "Damp Stone" ("Warm Stone") notification prior to that.
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: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]
:Anyone confirm this?  I haven't encountered it, and I've dug around a lot of magma/water. I read that you don't get warned if you try to dig upward stairways; maybe that is your issue? --[[User:Kyle Solo|Kyle Solo]] 14:28, 7 June 2010 (UTC)
+
 
 
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)
 
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)
 
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)
 
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)
 
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.
 
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.
 
::Perhaps they had the wood hauling labor enabled and were going to haul it?
 
::Perhaps they had the wood hauling labor enabled and were going to haul it?
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).
+
:I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.
*Adamantine plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.
 
  
*When told to make Shell Crafts, your craft dwarf will go through the action of making something, but no product will be produced.--[[Special:Contributions/216.93.146.229|216.93.146.229]] 20:32, 20 April 2010 (UTC)
+
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)
 +
 
 +
*Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.
 +
 
 +
* Dwarves sometimes fail in collecting webs due to pathing issues.
 +
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4876 Bug Tracker]
  
 
== Moods ==
 
== Moods ==
  
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573
+
*Fey moods can request "rock bars."  Has been seen to ignore all metal bars, ores, other rock, and rock. (Confirmed)
**Animal bones satisfies the body parts request.
+
:I've had the same situation, but my dwarf made do with bars of [[Coke]]
**Animal parts (Remains, "body parts", & corpses) that appear in the stock menu will NOT satisfy this request.  Skulls & "Bones" found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)
+
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.
***Same situation here. I have tons of bones, skulls, hoofs, horns, hair, cartilages etc., none of this seems to satisfy my moody dwarf. Maybe he wants something like shells (which is impossible to get due to the lack of fish) or ivory/tusks or something else I can't get, but it needs to be more specific anyway.
+
 
***Here too, and had one gem setter go mad when I couldn't fulfill his demand for "cut gems," despite having hundreds of different cut gems in a stockpile right outside the shop. Apparently moody dwarves can sometimes be much more finicky about exactly what item they will accept; I've had one demand requesting "body parts" be satisfied with a mule hoof and a wolf skull from my refuse heap, while another wouldn't be satisfied with anything but turtle shells. Quantities are also impossible to determine, all different demands "blink" at the same frequency, no matter how many are desired. Filled demands that have already been gathered remain listed as well, but you can at least use the {{key|t}} command to view the contents of the shop the moody dwarf has occupied and see what he's already gathered.
+
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)
**This can mean bones OR shells, possibly more.
+
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]
*Fey moods can request "rock bars." Upon further review, this means "metal bars"
+
 
**Not necessarily. Has been seen to ignore all metal bars, ores, other rock, and rock blocks, all at once. --[[User:Aescula|Aescula]] 09:01, 24 April 2010 (UTC)
+
*Sometimes a possessed dwarf will not use the requested materials even though all of them are available. (Not the same as the "rock bars" issue.) I think they don't want to take leather out of a bin.
**Seconded.--[[User:Nimblewright|Nimblewright]] 09:43, 2 May 2010 (UTC)
+
:Players having this problem should install the latest release of DFHack and run the "showmood" plugin to confirm exactly what it is that the moody dwarf wants (and compare it to what has been collected so far). --[[User:Quietust|Quietust]] 21:57, 8 February 2012 (UTC)
*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.
 
**Seconded Most if not all figurines made in Fey moods become iron, despite the material used.
 
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04; confirmation required)
 
  
 
== Creature Data ==
 
== Creature Data ==
  
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533
+
== Stockpiles ==
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)
+
*Problems with categorization. (Stone is considered metal)  
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.
+
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]
*Giants and giantesses are mapped to the wrong gender.
+
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]
*Unicorns give birth to elk fawns.
+
 
*Mountain goat fawns are called "Stray Horse foal", although having all the features of a mountain goat.
+
*Custom stockpile options don't seem to always work
** Confirmed, 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 <b>"Horse foal"</b> as possible child names, so it randomly picks one.
+
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye
+
 
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?
+
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops.  
 +
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]
  
== Stockpiles ==
+
*When setting stockpile options for a "Weapons/Trap Components" pile, the "Metal" list does not contain "iron".
*Problems with categorization. (Stone is considered metal) See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 http://www.bay12games.com/dwarves/mantisbt/view.php?id=157
+
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4449 Bug Tracker]
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474
 
*Dead vermin never seem to rot (Resolved as of 0.31.04): http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731
 
**Dead anything for that matter...
 
***Actually, dead creatures/humans and butchered animals DO rot.--[[User:Egregius|Egregius]] 05:11, 28 April 2010 (UTC)
 
*Dead vermin (both inside and outside) never disappear. (Resolved as of 0.31.04)
 
*"Take from stockpile" is broken: http://www.bay12games.com/forum/index.php?topic=52126.0
 
* There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. http://www.bay12games.com/dwarves/mantisbt/view.php?id=439
 
  
 
== Military ==
 
== Military ==
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)
+
'''[[Military|Main Military Page]]'''
**I tried deconstructing their barracks (a cabinet with train/sleep/both equips), the squad suddenly all walked into a corner and crashed the game.
+
'''[http://www.bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''
*Similarly to the issue above, squads can also get into a "permanent civilian life" and will never go into "recruit mode" unless ordered to "station" or "Kill a target", upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).
+
<s>*If you set a kill order (squads -> kill -> select the target from the map) and the target escapes to outside of the map -> crash. (segmentation fault).  </s> Fixed in .25, thankfully.
 +
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)
 +
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)
 +
 
 +
*Squads can get into a "permanent civilian life" and will never go into "recruit mode" unless ordered to "station" or "Kill a target", upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).
 
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010
 
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010
*Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.
+
::This bug is different - not civilian clothing, but civilian jobs. They'll work in workshops, haul goods, sit idle with "No Job", etc, and never attempt "Individual Combat Training".  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010
*Dwarves will sometimes equip two weapons in the same hand, this seems to cause them to be unable to attack with either weapon. --[[User:Fransbal|Fransbal]] 13:46, 16 April 2010 (UTC)
+
:::Yes I can verify this bug. I have version .10 and it is still present-- None of the 4 dwarves in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc... unless they are performing a move or attack order. When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain & recreating them.  17:00EST 19 July, 2010
**I found the problem too be related to the right hand, dwarfs would equip 2 shields and 2 axes in one right hand. think it might be caused when dwarf upgrades previous right hand weapon to a better one. It grabs the improved weapon but it doesnt drop the old one. After that they just keep grabbing new items.
+
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers. If their current task is "no scheduled order", they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The "inactive" schedule (the '''default''' schedule) has "no scheduled order" throughout. &mdash;&nbsp;[[User:Wisq|Wisq]]&nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)
**Supposedly this is caused when a uniform is applied to a soldier more than once. Often they will double up on all sorts of equipment. I had a dwarf with 3 axes, 2 shields, 2 mail shirts (with a breastplate), and so on. It doesn't seem to be an 'upgrade' issue because they will occasionally double-up on equipment with exactly the same material/quality. -- Hams
 
*I had a huge forge works hammering out iron bars, which in turn became weapons and armor, and tried to equip my military with them.  They didn't show up in the equip listAll I saw was a few scant pieces of armor like leather, wooden armor, leather gloves, copper swords etc.  I have all these lovely high-grade weapons and armor but I can't equip dwarves with them.  I had equipped my previous military with said copper swords and leather before I found iron, maybe that had something to do with it. -- Xvareon
 
*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. this happened to me for a few years before I realised! ~Maxxeh
 
*When [[Reclaim]]ing a lost fortress, soldiers will not use ANY armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one. [[User:Pacula|Pacula]] 19:30, 28 May 2010 (UTC)
 
  
== Injuries ==
+
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed "surgery" on said dwarf for years but nothing ever healed. (confirmation required)
 
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.
 
*Surgeon provided constant "suturing," each time using up thread.  May be related to above problem.
 
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.
 
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)
 
*Specifically, 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.  Probably the best fix would be causing blood to "move" rather than "spread". [[User:Theothersteve7|Theothersteve7]] 17:46, 15 April 2010 (UTC)
 
  
== Items ==
+
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.
 +
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]
 +
:Workaround: Quit and restart df before loading a savegame or starting a new game.
  
*Eating a masterwork meal will cause the cook to suffer art defacement.
+
== Medicine ==
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. <s>(Resolved as of 0.31.02)</s> Still unable to cook quarry bush leaves in 0.31.03, leaves do not show up in Status > Kitchen list. Tested in multiple worlds and on multiple computers.
 
:They appear in the Kitchen list for me, in the fortress whose world was generated in 31.03.  I'm missing all sorts of things from the Kitchen list, though, in the fortress whose world was generated in 31.01 -- all meat and other animal parts, all seeds, etc. -[[User:Greycat|Greycat]] 11:37, 1 May 2010 (UTC)
 
*Obsidian does not appear in the accounting stone menu
 
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden. Buidling on the area they occupy is impossible, dwarves won't move the item.
 
**Workaround:  Make water wash the item into a river, or somewhere it'll be destroyed.
 
  
==Nobles==
+
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.
'''When a new mayor is appointed, all your nobles spots will come back. To speed up this process, set the population required for mayors to '1' in the raws (raw>objects>entity_default.txt).'''
+
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]
  
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.
+
== Items ==
  
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)
+
*Obsidian does not appear in the accounting stone menu.
 +
: Workaround: Remove edge tags from raws.
 +
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.
 +
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.
 +
:Workaround: Channel under the item, dropping it to a lower z-level. This makes the item usable again.
 +
:Workaround: You can use DFhacktools to unbind the work order on stuck items.
  
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)
+
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.
 +
**Build something on the tile to solve
  
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)
+
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.
  
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT
+
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out.  
 +
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]
  
::Fourthed.  Also it's been 3 full years since the tragedy happened and still no new mayor nor any other positions opened up.  Not knowing how much anything is worth is a painful way to play.  But its fun!  EDIT:  Recieved a mayor after 4 years (1 year after my population reached >50) and the noble positions opened up again.
+
==Nobles==
  
::Fifthed. Happened recently. Only the brave miner Lokum prevailed with sanity after a massive onslaught of a berserk dwarf who had single handely killed everyone else in my fortress. Except a moody dwarf in his workshop..
+
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.
 +
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]
  
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?
+
*Presence of Dungeon Master doesn't allow for taming of exotic pets. {{Bug|2036}}
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.
 
:Seconded, my old mayor is still considered a mayor, even though I have a new one.
 
:Thirded, I've had multiple mayors and all of them keep their old title.  I wonder if this is related to the sometimes excessive delay for a new mayor reported above.
 
:Fourthed, My militia commander was once elected mayor, but remained to have the 'mayor' title when a new one was elected.
 
:To make matters worse: Those piled up demands (in my 5th year now) cost me 2 legendary miners, and several other innocent dwarfs due to not fulfilling those demands.
 
  
 
== Graphics ==
 
== Graphics ==
*Arena does not work for graphics mode. (Resolved as of .31.02 [http://www.bay12forums.com/smf/index.php?topic=53505.0])
+
 
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.
+
*After generating a world and embarking, you may notice missing tiles.
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.
+
:Workaround: Restart Dwarf Fortress.
*Not sure how many got this, but all military dwarves show as masons.
+
 
-------
+
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs
+
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''
  
 
== Saves ==
 
== Saves ==
*Renaming a save (ex. "Region2-spr-1050" to "Region2") will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)
+
*Renaming a save (ex. "Region2-spr-1050" to "Region2") may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))
:I've been renaming saves at will, both manual saves ({{k|Esc}}, "Save") and auto-seasonal saves - never a problem. Because the files are larger and the game more "cumbersome", the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will "recreate" the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)
+
 
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)
+
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)
+
 
:On Linux, I wrote a tiny script that backus the saves each time before the start of the game. Never a problem.
+
==Trading and Depot==
 +
 
 +
*No one brings wagons, even if there is a clear path to your depot.
 +
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]
  
==forging Breastplate & Chainmail==
+
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads
 
:''"Urist McArmorsmith cancels forge <x-metal> breastplate: needs 3 <x-metal> bars."''
 
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re "2 bars".  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)
 
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the "needs 3 bars" message. Same with greaves, except it said "needs 2 bars". It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)
 
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled "forge" and some "construct"? -- Narmio
 
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl
 
  
:Is this already fixed? Adamantine items seem not affected and steel greaves need 2 bars.
+
*Wagons do not park in the same Depot of where the items and merchants are, if there is another Depot. This makes it impossible to trade unless you destroy the wagon's Depot.  
  
==Trading and Depot==
+
*(But if you keep this up until the merchants decide to leave, they will not pack their items, but instead leave them there. Destroying the Depots will make the merchants actually go; they can't leave without their wagons.)
  
<s>Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.</s> -foarl
+
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.
 
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.
 
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will "find" a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)
 
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay
 
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated. If you trade an enormous number of individual objects, they seem to stick around longer. This is common with the elves because people tend to use wooden bins.[[User:Theothersteve7|Theothersteve7]] 17:49, 13 April 2010 (UTC)
 
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)
 
::::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. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC)
 
:::::That seems more likely than my theory. [[User:Theothersteve7|Theothersteve7]] 17:49, 15 April 2010 (UTC)
 
::::::This is correct. 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, however, you may or may not have to make a new world for the fix to take effect. [[User:LockeslyLCrit|LockeslyLCrit]] 04:12, 20 May 2010 (UTC)
 
:A workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|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.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:01, 6 May 2010 (UTC)
 
  
 
== Program Lockup ==
 
== Program Lockup ==
The DF process sometimes locks up (freezes) when alt-tabbing to another window and then bringing the process back. This has happened to me consistently several days in a row. I'll be playing DF, bring another window to the foreground (usually mail, internet explorer, work programs), and when I tab back to DF, it will be completely unresponsive and frozen, and I have to kill the process using the task manager, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 16:56, 25 May 2010 (UTC)
+
 
:That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)
+
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur
 +
 
 +
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.
 +
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)
 +
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)
 +
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)
 +
 
 +
== Frequent Runtime Error Crashes ==
 +
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}
 +
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.
 +
::This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --[[Special:Contributions/72.64.105.184|72.64.105.184]] 04:29, 28 June 2011 (UTC)
 +
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)
 +
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)
 +
 
 +
== Feature Corruption ==
 +
Aborting an embark (especially after using the Site Finder) can leave "feature-*.dat" files behind in the /data/save/current/ directory; if a new world is generated at this point, that data will be incorporated into the new world, resulting in horribly corrupted embarks - [[raw adamantine]] spires reaching high into the sky, [[slade]] landscapes, and often outright crashes on embark. This can be avoided by deleting the feature-*.dat files prior to the first embark; the bug itself was not fixed until version 0.34.03.
 +
 
 +
[[Category:Game development]]

Latest revision as of 23:29, 21 June 2024

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 v0.31; 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).

Bugs fixed in v0.31 have been moved to Recently fixed bugs and issues.


Not Actually Bugs[edit]

  • Animals are listed twice in some places, including the embark and trade agreement screens.
They're listed twice because they separately list males and females.
  • Weird coloured letter in top left corner
" C " means new combat report
" H " means new hunting message
" S " means new sparring message
Forum Link
  • No option for magma in the finder
Magma is guaranteed everywhere now.
  • Unable to add items or skill points on the embarking screen.
Check your keybindings! By default the keys to add and remove items and skills are + and - on the numpad.
  • But even + and - don't work!
This page might help
  • Wrestling will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.
  • Fey moods can request body parts - it just means it needs various parts that go in the refuse pile, shells, hair, etc.

Embarking[edit]

  • You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound). These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs. (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)
  • You may get a "Cavern Collapse" announcement as soon as you arrive. (Perhaps many times, if you have a volcano in your ocean...)
Bug Tracker
  • Reclaiming a fortress removes all mud from the caverns, causing problems such as no more underground trees. Bug:133
  • Using the flux search option on the embark screen often yields false or misleading results.

Sites[edit]

  • Magma pipes in volcanoes extend to the top of the map, past the mountain itself.
Forum Link
  • Magma tubes remain the same shape and size the whole way down and may be square.
Forum Link

Buildings and Zones[edit]

  • Construction and/or deconstruction can occasionally force some dwarves to idle.
Forum Link
  • Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.
Forum Link
  • Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.
Forum link/Bug tracker link requested
  • Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available
forum link
  • Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.
Forum link/Bug tracker link requested
  • Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.

Combat[edit]

  • Some combat maneuvers have no effect.
Forum Link
  • Attempting to grab a bodypart with a weapon leads to "you grab *** by *** with your *weapon* but nothing is grabbed
  • Attempting to "pinch" various body parts shows "you adjust you grip on***" and nothing else.
  • Alligators can wear armor
Forum Link
  • Shield-bashing has no effect with a wooden shield
Forum Link

Labors[edit]

  • Hunting Issues
Forum Link
  • Manager screen doesn't show you materials for traction benches
Forum Link
  • Metal items may require fewer bars/wafers than announcements lead you to believe. This mainly results in adamantine being far less scarce than it should be, since most items require only a single wafer instead of up to 9.
Bug Tracker
  • Wood cutter. Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe. It's like wood cutting had a seperate profile and he was the only one excluded; Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.
  • Woodcutters can chop down trees with (wooden) training axes.
Bug Tracker
  • Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)
Bug Tracker
  • In the orders menu, there are options (in Workshops) for auto butcher, auto kitchen and auto fishery. Pressing b toggles the visible status of all 3, while k and f appear to do nothing (but actually toggle the options correctly). Fix (binary patch) exists for Win32 versions.
Bug Tracker
  • Making crystal glass is broken. Fix (binary patch) exists for Win32 versions.
Bug Tracker
  • Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)
This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. Oddtwang of Dork 16:20, 8 April 2010 (UTC)
True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.
Perhaps they had the wood hauling labor enabled and were going to haul it?
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.
  • Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)
  • Magma can be marked for Dumping if: There was a construction (Such as a floor) beneath it, and it was deconstructed, or if there was any non-magma-safe object beneath it (roads, floors in particular) and the object melts or is deconstructed, the magma can be designated for dumping via the mass designation tool.
  • Dwarves sometimes fail in collecting webs due to pathing issues.
Bug Tracker

Moods[edit]

  • Fey moods can request "rock bars." Has been seen to ignore all metal bars, ores, other rock, and rock. (Confirmed)
I've had the same situation, but my dwarf made do with bars of Coke.
Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.
  • Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)
Confirmed to occur in .17. 74.192.98.80
  • Sometimes a possessed dwarf will not use the requested materials even though all of them are available. (Not the same as the "rock bars" issue.) I think they don't want to take leather out of a bin.
Players having this problem should install the latest release of DFHack and run the "showmood" plugin to confirm exactly what it is that the moody dwarf wants (and compare it to what has been collected so far). --Quietust 21:57, 8 February 2012 (UTC)

Creature Data[edit]

Stockpiles[edit]

  • Problems with categorization. (Stone is considered metal)
Forum Link
Bug Tracker
  • Custom stockpile options don't seem to always work
Forum Link
  • There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops.
Bug Tracker
  • When setting stockpile options for a "Weapons/Trap Components" pile, the "Metal" list does not contain "iron".
Bug Tracker

Military[edit]

Main Military Page Main Military Equipment Bug Tracker Page *If you set a kill order (squads -> kill -> select the target from the map) and the target escapes to outside of the map -> crash. (segmentation fault). Fixed in .25, thankfully.

  • Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)
Bug Tracker --Acknowledged (There may be several duplicate bug reports.)
  • Squads can get into a "permanent civilian life" and will never go into "recruit mode" unless ordered to "station" or "Kill a target", upon canceling this order they will go back to civilian mode. (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) Kenji 03 11:54, 5 April 2010 (UTC).
You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010
This bug is different - not civilian clothing, but civilian jobs. They'll work in workshops, haul goods, sit idle with "No Job", etc, and never attempt "Individual Combat Training". They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010
Yes I can verify this bug. I have version .10 and it is still present-- None of the 4 dwarves in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc... unless they are performing a move or attack order. When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were! At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin. I was able to work around this by disbanding the squad, firing the militia captain & recreating them. 17:00EST 19 July, 2010
This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers. If their current task is "no scheduled order", they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally. The "inactive" schedule (the default schedule) has "no scheduled order" throughout. — Wisq (talk) 05:45, 24 January 2011 (UTC)
  • When Reclaiming a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the arsenal dwarf position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.
  • Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.
Bug Tracker
Workaround: Quit and restart df before loading a savegame or starting a new game.

Medicine[edit]

  • Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.
Bug tracker

Items[edit]

  • Obsidian does not appear in the accounting stone menu.
Workaround: Remove edge tags from raws.
  • Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden. Buidling on the area they occupy is impossible, as dwarves won't move the item.
Workaround: Make water wash the item into a river, or somewhere it will be destroyed.
Workaround: Channel under the item, dropping it to a lower z-level. This makes the item usable again.
Workaround: You can use DFhacktools to unbind the work order on stuck items.
  • Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.
    • Build something on the tile to solve
  • Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.
  • Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out.
Bug Tracker

Nobles[edit]

  • Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.
Bug Tracker
  • Presence of Dungeon Master doesn't allow for taming of exotic pets. Bug:2036

Graphics[edit]

  • After generating a world and embarking, you may notice missing tiles.
Workaround: Restart Dwarf Fortress.
  • In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.
Bug Tracker --Open

Saves[edit]

  • Renaming a save (ex. "Region2-spr-1050" to "Region2") may invalidate the save, even if you give the save its original name back. ((Confirmation needed))

I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)

Trading and Depot[edit]

  • No one brings wagons, even if there is a clear path to your depot.
Bug Tracker
  • Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.
  • Wagons do not park in the same Depot of where the items and merchants are, if there is another Depot. This makes it impossible to trade unless you destroy the wagon's Depot.
  • (But if you keep this up until the merchants decide to leave, they will not pack their items, but instead leave them there. Destroying the Depots will make the merchants actually go; they can't leave without their wagons.)
Bug Tracker

Program Lockup[edit]

  • When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur
  • The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.
Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. 75.210.204.237 04:42, 2 June 2010 (UTC)
Alt did not work, neither did control, shift, enter or any combination of those--208.81.12.34 18:22, 9 June 2010 (UTC)
My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--208.81.12.34 17:12, 14 July 2010 (UTC)

Frequent Runtime Error Crashes[edit]

  • On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) v0.31.17
In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.
This is not a specific error, but a general class of errors that may occur in windows. Try running in compatibility mode (available in most Win7 editions) --72.64.105.184 04:29, 28 June 2011 (UTC)
Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --194.78.66.68 14:31, 14 December 2011 (UTC)
If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it never comes back. --Quietust 14:41, 14 December 2011 (UTC)

Feature Corruption[edit]

Aborting an embark (especially after using the Site Finder) can leave "feature-*.dat" files behind in the /data/save/current/ directory; if a new world is generated at this point, that data will be incorporated into the new world, resulting in horribly corrupted embarks - raw adamantine spires reaching high into the sky, slade landscapes, and often outright crashes on embark. This can be avoided by deleting the feature-*.dat files prior to the first embark; the bug itself was not fixed until version 0.34.03.