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Difference between revisions of "v0.34:Known bugs and issues"

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m (Updated quality rating timestamp ("Exceptional") using the rating script)
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{{Quality|Exceptional|09:59, 4 September 2013 (UTC)}}
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{{Quality|Superior|23:36, 4 September 2013 (UTC)}}
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{{av}}{{catbox|v0.34:Bugs}}
Dwarf Fortress is a constant work in progress, and is thus full of '''bugs'''. Some of them are minor and completely harmless, some are small and annoying, and some are major and even game-changing. Some of the best-known bugs are compiled below; a compilation of all bugs, and their development status, can be found on the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker]. Do '''not''' report bugs here; they should be sent to the Mantis BT instead.
+
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 v0.34; 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] and an informal [http://www.bay12forums.com/smf/index.php?topic=111051.0 poll of the worst bugs] is available in the forums. 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).
  
 
Some bugs {{dffd|6741|have been fixed}} by a temporary binary patch made by Quietust and other users; hopefully these will be rolled into the next version of the game.
 
Some bugs {{dffd|6741|have been fixed}} by a temporary binary patch made by Quietust and other users; hopefully these will be rolled into the next version of the game.
  
* {{bug|6334}} Creatures, including dwarves, born in the fortress do not grow to full adult size. Butchering results for animals born in the fort are less than the expected adult size result. Dwarf soldiers born in the fort are much less effective with blunt weapons compared to their migrant peers.
+
 
* {{bug|535}} Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.
+
* {{bugl|6334}}: Creatures, including dwarves, born in the fortress do not grow to full adult size. Butchering results for animals born in the fort are less than the expected adult size result. Dwarf soldiers born in the fort are much less effective with blunt weapons compared to their migrant peers.
* {{bug|1582}} Injured dwarf in bed in stocked hospital ignored by idle doctors. Medical jobs are too low-priority, and will be ignored in favor of pretty much everything else, hauling included, forcing players that need to administer medical care to disable all other labors; and even then, doctors tend to idle a bit in between their jobs.
+
**Workaround: apply [http://www.bay12forums.com/smf/index.php?topic=126558.0 growthbug] plugin for that comes with [[DFHack]] (as of r4).
* {{bug|2712}} Weapons, especially whips, cut through steel armor like butter. [[Crossbow]]s firing metal bolts routinely pierce masterwork steel armor, and, counter-intuitively, whips cleave through it in combat.
+
* {{bugl|535}}: Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.
* {{bug|1451}} Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers). It is not possible to use a single axe for both [[wood cutter|wood cutting]] and combat, or a single pick for both [[miner|mining]] and combat. Crossbows in the hands of [[hunter]]s can also cause problems.
+
* {{bugl|1582}}: Injured dwarf in bed in stocked hospital ignored by idle doctors. Medical jobs are too low-priority, and will be ignored in favor of pretty much everything else, hauling included, forcing players that need to administer medical care to disable all other labors; and even then, doctors tend to idle a bit in between their jobs.
* {{bug|296}} Pools/smears/spatters of blood, dust and other materials multiply themselves, get tracked around too much. [[Contaminant]] physics are strange in Dwarf Fortress; instead of washing away, when exposed to running water, it will actually multiply to other tiles.
+
* {{bugl|2712}}: Weapons, especially whips, cut through steel armor like butter. [[Crossbow]]s firing metal bolts routinely pierce masterwork steel armor, and, counter-intuitively, whips cleave through it in combat.
* {{bug|2780}} Aquatic vermin do not restock when [[fishing|fished]], resulting in guaranteed eventual [[extinction]].
+
**Workaround: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons
* {{bug|412}} Nobles job priority is weird (trading, diagnose, talking with liaison and attend meeting jobs have extremely low priority). Many very necessary jobs get glutted out by insignificant things like hauling spare stone around, requiring labor management when you want something done.
+
* {{bugl|1451}}: Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers). It is not possible to use a single axe for both [[wood cutter|wood cutting]] and combat, or a single pick for both [[miner|mining]] and combat. Crossbows in the hands of [[hunter]]s can also cause problems.
* {{bug|4550}} Dodging into river/lava/from cliff etc. Apparently, dwarves are stupid. Related: they tend to get thrown off of [[waterfall]]s and die from fall damage because they did not account for the current.
+
* {{bugl|296}}: Pools/smears/spatters of blood, dust and other materials multiply themselves, get tracked around too much. [[Contaminant]] physics are strange in Dwarf Fortress; instead of washing away, when exposed to running water, it will actually multiply to other tiles.
* {{bug|425}} Dwarves Not Cleaning Blood. [[Cleaning]] is done erratically.
+
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] on [[DFHack]]
* {{Bug|5895}} Bins, bags used for hauling in situations when it is not necessary. This can lead to situations where items are "unavailable" because a dwarf is currently lugging them around in a bin/barrel/etc..
+
* {{bugl|2780}}: Aquatic vermin do not restock when [[fishing|fished]], resulting in guaranteed eventual [[extinction]].
* {{Bug|5991}} Dwarf tries to build wall standing on the construction site (see bug report for possible workarounds).
+
* {{bugl|412}} Nobles job priority is weird (trading, diagnose, talking with liaison and attend meeting jobs have extremely low priority). Many very necessary jobs get glutted out by insignificant things like hauling spare stone around, requiring labor management when you want something done.
* {{Bug|5312}} Undead reanimate too quickly (and forever) when killed in areas where corpses/etc. reanimate.
+
* {{bugl|4550}}: Dodging into river/lava/from cliff etc. Apparently, dwarves are stupid. Related: they tend to get thrown off of [[waterfall]]s and die from fall damage because they did not account for the current.
* {{Bug|2922}} Population Cap not working (see bug report for details).
+
* {{bugl|425}}: Dwarves Not Cleaning Blood. [[Cleaning]] is done erratically.
* {{Bug|5097}} Names overwriting text with TrueType and {{Bug|5696}} strange gaps in report texts.  Hitting F12 to toggle True Type can often get you around this problem.
+
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] on [[DFHack]]
* {{Bug|5986}} Designating large areas for smoothing slows game to a crawl.
+
* {{Bugl|5895}}: Bins, bags used for hauling in situations when it is not necessary. This can lead to situations where items are "unavailable" because a dwarf is currently lugging them around in a bin/barrel/etc..
* {{Bug|5994}} Destroying a wall empties the wood stockpile. Basically, deconstructing constructions can cause items in nearby stockpiles to "teleport" to that location.
+
* {{Bugl|5991}}: Dwarf tries to build wall standing on the construction site (see bug report for possible workarounds).
* {{Bug|3190}} Long Patrol Negative Thoughts seem to escalate, even with long break. (Binary patch in bugreport.)
+
* {{Bugl|5312}}: Undead reanimate too quickly (and forever) when killed in areas where corpses/etc. reanimate.
* {{Bug|4552}} Siegers waiting by bodies of dead leaders.
+
* {{Bugl|2922}}: Population Cap not working (see bug report for details).
* {{Bug|136}} When embarking on large area, DF hits 2GB memory limit and crashes.
+
* {{Bugl|5097}}: Names overwriting text with TrueType and {{Bug|5696}} strange gaps in report texts.   
** Until a permanent fix is made, the player can use [http://www.ntcore.com/4gb_patch.php NTCore's 4GB fix], which will not only increase the memory limit, but will improve performance overall. (This is not a permanent solution for the devs; it could lead to unforeseen problems if incorporated within the .exe downloaded from the server.)
+
**Workaround: Hitting F12 to toggle True Type can often get you around this problem.
 +
* {{Bugl|5986}}: Designating large areas for smoothing slows game to a crawl.
 +
* {{Bugl|5994}}: Deconstructing constructions can cause items nearby to "teleport" to the construction's location.
 +
**Workaround: Apply relevant binary patch.
 +
* {{Bugl|3190}}: Long Patrol Negative Thoughts seem to escalate, even with long break.
 +
**Workaround: Apply relevant binary patch (automatically done with DFHack).
 +
* {{Bugl|4552}}: Siegers waiting by bodies of dead leaders.
 +
* {{Bugl|136}}: When embarking on large area, DF hits 2GB memory limit and crashes.
 +
**Workaround: Until a permanent fix is made, the player can use [http://www.ntcore.com/4gb_patch.php NTCore's 4GB fix], which will not only increase the memory limit, but will improve performance overall. (This is not a permanent solution for the devs; it could lead to unforeseen problems if incorporated within the .exe downloaded from the server.)
 
* When smelters are specified as a "Give" destination from a stockpile that does not possess any/all of the necessary materials, or are located inside a burrow, while one of the necessary materials is outside the burrow, the smelter makes those smelting options unavailable.
 
* When smelters are specified as a "Give" destination from a stockpile that does not possess any/all of the necessary materials, or are located inside a burrow, while one of the necessary materials is outside the burrow, the smelter makes those smelting options unavailable.
  
 
[[Category:Game development]]
 
[[Category:Game development]]

Latest revision as of 01:08, 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 v0.34; an official compilation of all bugs, and their development status, can be found on the Mantis Bug Tracker and an informal poll of the worst bugs is available in the forums. 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).

Some bugs have been fixed by a temporary binary patch made by Quietust and other users; hopefully these will be rolled into the next version of the game.


  • Bug 6334: Creatures, including dwarves, born in the fortress do not grow to full adult size. Butchering results for animals born in the fort are less than the expected adult size result. Dwarf soldiers born in the fort are much less effective with blunt weapons compared to their migrant peers.
  • Bug 535: Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.
  • Bug 1582: Injured dwarf in bed in stocked hospital ignored by idle doctors. Medical jobs are too low-priority, and will be ignored in favor of pretty much everything else, hauling included, forcing players that need to administer medical care to disable all other labors; and even then, doctors tend to idle a bit in between their jobs.
  • Bug 2712: Weapons, especially whips, cut through steel armor like butter. Crossbows firing metal bolts routinely pierce masterwork steel armor, and, counter-intuitively, whips cleave through it in combat.
  • Bug 1451: Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers). It is not possible to use a single axe for both wood cutting and combat, or a single pick for both mining and combat. Crossbows in the hands of hunters can also cause problems.
  • Bug 296: Pools/smears/spatters of blood, dust and other materials multiply themselves, get tracked around too much. Contaminant physics are strange in Dwarf Fortress; instead of washing away, when exposed to running water, it will actually multiply to other tiles.
  • Bug 2780: Aquatic vermin do not restock when fished, resulting in guaranteed eventual extinction.
  • Bug 412 Nobles job priority is weird (trading, diagnose, talking with liaison and attend meeting jobs have extremely low priority). Many very necessary jobs get glutted out by insignificant things like hauling spare stone around, requiring labor management when you want something done.
  • Bug 4550: Dodging into river/lava/from cliff etc. Apparently, dwarves are stupid. Related: they tend to get thrown off of waterfalls and die from fall damage because they did not account for the current.
  • Bug 425: Dwarves Not Cleaning Blood. Cleaning is done erratically.
  • Bug 5895: Bins, bags used for hauling in situations when it is not necessary. This can lead to situations where items are "unavailable" because a dwarf is currently lugging them around in a bin/barrel/etc..
  • Bug 5991: Dwarf tries to build wall standing on the construction site (see bug report for possible workarounds).
  • Bug 5312: Undead reanimate too quickly (and forever) when killed in areas where corpses/etc. reanimate.
  • Bug 2922: Population Cap not working (see bug report for details).
  • Bug 5097: Names overwriting text with TrueType and Bug:5696 strange gaps in report texts.
    • Workaround: Hitting F12 to toggle True Type can often get you around this problem.
  • Bug 5986: Designating large areas for smoothing slows game to a crawl.
  • Bug 5994: Deconstructing constructions can cause items nearby to "teleport" to the construction's location.
    • Workaround: Apply relevant binary patch.
  • Bug 3190: Long Patrol Negative Thoughts seem to escalate, even with long break.
    • Workaround: Apply relevant binary patch (automatically done with DFHack).
  • Bug 4552: Siegers waiting by bodies of dead leaders.
  • Bug 136: When embarking on large area, DF hits 2GB memory limit and crashes.
    • Workaround: Until a permanent fix is made, the player can use NTCore's 4GB fix, which will not only increase the memory limit, but will improve performance overall. (This is not a permanent solution for the devs; it could lead to unforeseen problems if incorporated within the .exe downloaded from the server.)
  • When smelters are specified as a "Give" destination from a stockpile that does not possess any/all of the necessary materials, or are located inside a burrow, while one of the necessary materials is outside the burrow, the smelter makes those smelting options unavailable.