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Difference between revisions of "Known bugs and issues"

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(→‎Lingering bugs: Done enough !!SCIENCE!! to know that depleted ponds, even small ones, do in fact now replenish- it just takes a season or two, possibly on a mood-timer-esque RNG.)
 
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{{Quality|Superior|23:36, 4 September 2013 (UTC)}}
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{{Quality|Unrated}}
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Dwarf Fortress is a constant work in progress, and is thus full of '''bugs'''. Some of them are minor and completely harmless, some are small and annoying, and some are major and even game-changing. Some of the best-known bugs are compiled below; an official compilation of all bugs, and their development status, can be found on the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php 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 bugs here; they should be sent to the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php Mantis BT] 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" redirects here. For insects, see [[Vermin]] and [[Creature]].''
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[[File:bug_icon.png|100px|right]]
  
Some bugs {{dffd|6741|were fixed in v0.34}} by a temporary binary patch made by Quietust and other users; most of these fixes have been rolled into v0.40.
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''Dwarf Fortress'' is a constant work-in-progress, and is thus full of '''bugs'''. An official compilation of all bugs, and their development status, can be found on the [https://dwarffortressbugtracker.com Dwarf Fortress Bug Tracker Bug Tracker]. The search results in the bug tracker sometimes have an unintuitive sort order, so make sure to scroll to the bottom of the first page of results when searching for bugs. To comment on any bug, you can "Login anonymously" and add a note.
  
== Severe bugs ==
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== Reporting new bugs ==
These bugs can significantly interfere with play.
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Please do '''not''' report new bugs here; to report a new bug, follow the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-b5e2ca19dabe408897d1c2669599b7a2 How to Report Bugs in Dwarf Fortress] instructions. For any other discussion of new or existing bugs, visit the <code>#bug-discussion</code> channel on the [https://discord.com/invite/kitfoxgames Official Kitfox Discord].
  
* {{bugl|7161}}: Morale is screwy.
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When reporting a bug:
** Partially fixed in 0.40.10. Bugfixes for morale are ongoing.
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* Make a note of any mods you're using. If you made the mod yourself, include the raws for any relevant objects.
** Workaround: mod creatures to have natural Discipline skill
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* If the game is crashing or refusing to open, include any error message that appears, along with your computer specifications and operating system.
** Workaround: barracks training raises Discipline
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* If you have a save that reliably reproduces the bug, it may be helpful to upload the save to the [https://dffd.bay12games.com/category.php?id=20 DF File Depot - Bugged Saves] or another file hosting site.
** Workaround: continual exposure to sentient corpses raises Discipline (along with feelings of horror)
 
* {{bugl|7185}}: Scared traders immediately scuttle wagons and leave.  
 
* {{bugl|6586}}: Dwarves climb trees and fall out of them for no obvious reason.
 
** This may be partially fixed; more information is needed (see bug report).
 
** Workaround: make sure there is always at least one meeting zone or sculpture garden where dwarves can idle.
 
* {{bugl|7447}}: Numerous problems reported with [[brewing]].
 
** {{bugl|7423}}: Embark-purchased fruit must be removed from bags for use.
 
** {{bugl|6940}}: Many new crops are not fully implemented (and strawberries no longer work).
 
** Corrupted raws will remove brewing options from the still.
 
** {{bugl|5895}}: Hauling blocks brewing.
 
* {{bugl|5895}}: Hauled items are "unavailable" while a dwarf is lugging them across the map in a bin/barrel/etc.
 
** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.
 
** Workaround: clever [[Stockpile Design]]s can reduce the impact.
 
  
== New bugs ==
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== Major bugs with workarounds ==
These bugs are new to v0.40. (There are many more; these are just a few of the most prominent.)
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{{catbox|Bugs}} This is a list of major bugs with workarounds that would be useful for most players to know. Bugs added to this list should: 1) impact most players in a significant way in the current version, and 2) have some workaround that is useful to share. Please link the source of any posted workarounds.
  
* {{bugl|6704}}: Already-felled trees "collapse" when mining under their former roots
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* {{bugl|0012008}}: Dwarves will not equip [[Ammunition|ammunition]]. When a squad is created, it takes note of the amount of ammunition in the fortress but never updates this figure.
* {{bugl|7274}}: Dwarves occasionally attempt to perform jobs at a distance, with predictably poor results
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**Workaround: Set up a [[Squad#Equipping_soldiers|uniform]] which includes a ranged weapon. Form a new squad using this uniform, which updates the squad's knowledge of how much ammunition is available. Assign the desired dwarves to that squad. Set them to train with a schedule of your choice. The dwarves should equip ammunition. (Note: [[Ambusher|Hunter]] dwarves "reserve" roughly 100 to 200 bolts each. Your ammo stockpile must include more bolts than 200 x number of hunters. This extra ammo will be used by your marksdwarves.) ([https://www.reddit.com/r/dwarffortress/comments/10mwqtw/dwarves_not_equipping_boltsarrows_learn_from_my/ Source])
** Related to {{bugl|7825}} marked as fixed in 0.40.07 -- #7274 needs verification.
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* {{bugl|11985}} ('''Healthcare labors bug''')<span id="healthcare-labors-bug"/>: Dwarves assigned to doctoring occupations not performing doctor labors.
* {{bugl|7651}}: Some embark-purchased animals won't [[Breeding|breed]].
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**Workaround: Make any change on the work details page, such as adding and removing a dwarf from a work detail. This will cause labors to be properly updated based on occupations. ([https://www.youtube.com/watch?v=79J3X8ulER0&t=1765s source])
* {{bugl|7444}}: Sparring dwarves can knock each other through walls with charge attacks.
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* {{bugl|349}}: [[Animal care]] labor does nothing.
* {{bugl|7574}}: Creatures assigned to burrows/pastures can become accident-prone.
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**Workaround: Use DFHack's [https://docs.dfhack.org/en/0.47.04-r2/docs/Plugins.html#dwarfvet dwarfvet plugin]].
 
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* {{bugl|1451}}: The equipment required for [[miner]]s, [[hunter]]s, and [[woodcutter]]s to do their job conflicts with military uniforms.
== Lingering bugs ==
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**Workaround: never assign these three labors to military dwarves.
These bugs are not new to v0.40, but have been confirmed as still existing.  Any workarounds that involve binary patches or DFHack will not work until those tools have been updated to the new version.
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* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death
 
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**Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone
* {{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.
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* {{bugl|9004}}: Items in containers are "unavailable" while a dwarf is hauling another item to store in the container
* {{bugl|4552}}: Siegers waiting by bodies of dead leaders.
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** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.
* {{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.
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** Workaround: clever [[stockpile design]]s can reduce the impact
* {{bugl|2712}}: Weapons, especially whips, cut through steel armor like butter.
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** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)
**Workaround: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons
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* : Game always starts in Graphics Mode.
* {{bugl|2780}}: Pond/pool populations (e.g. pond turtles) do not replenish, gradually become [[extinct]]
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** Workaround: change PRINT_MODE to 2D or SOFTWARE in [[init.txt]].
** Supposedly fixed in 0.40.01 but reported to still be happening with ponds (possibly a case of players being impatient and not waiting long enough, respawning of fish in ponds has been verified via !!SCIENCE!!)
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* {{bugl|2712}}: Physics for whips is broken, making them the most powerful weapons in the game. They easily slice through steel.
* {{bugl|535}}: Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.
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**Workaround: Change the stats in the file "/data/vanilla/vanilla_items/objects/item_weapon.txt". Search for "WEAPON_WHIP" to find the proper section. Suggested changes are in bold:
* {{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.
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::<code>[SIZE:'''100''']</code>
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]
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::<code>[ATTACK:BLUNT:'''10''':10:lash:lashes:NO_SUB:5000]</code>
* {{bugl|4550}}: Dodging into river/lava/pit etc. Apparently, dwarves are stupid. Related: they tend to get thrown off of [[waterfall]]s and die from fall damage because they did not account for the current.
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::Unarmored opponents will still be killed by a whip before long. Armored ones will only suffer bruises and the occasional broken bone.
* {{bugl|425}}: Dwarves perform [[cleaning]] erratically at best.
 
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]
 
* {{bugl|5986}}: Designating large areas for smoothing slows game to a crawl.
 
* {{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.)
 
* {{bugl|797}}: Animals repeatedly path through "tightly closed" [[door]]s causing lag.
 
* {{bugl|4065}}: Untradeable creatures (hostiles, wild animals) are released from [[cage]]s when the cages are ordered taken to the [[trade depot]].
 
 
 
== Unverified bugs ==
 
These bugs were known to exist in v0.34, and ''may or may not'' still exist.  They need to be verified.  Any workarounds that involve binary patches or DFHack will not work until those tools have been updated to the new version.
 
 
 
* {{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.
 
* {{bugl|5097}}: Names overwriting text with TrueType and {{bugl|5696}} strange gaps in report texts.
 
**Workaround: Hitting F12 to toggle True Type can often get you around this problem.
 
  
  
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{{Category|Bugs| }}
 
[[Category:Game development]]
 
[[Category:Game development]]
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[[ru:Known bugs and issues]]

Latest revision as of 05:33, 5 May 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

"Bugs" redirects here. For insects, see Vermin and Creature.
Bug icon.png

Dwarf Fortress is a constant work-in-progress, and is thus full of bugs. An official compilation of all bugs, and their development status, can be found on the Dwarf Fortress Bug Tracker Bug Tracker. The search results in the bug tracker sometimes have an unintuitive sort order, so make sure to scroll to the bottom of the first page of results when searching for bugs. To comment on any bug, you can "Login anonymously" and add a note.

Reporting new bugs[edit]

Please do not report new bugs here; to report a new bug, follow the How to Report Bugs in Dwarf Fortress instructions. For any other discussion of new or existing bugs, visit the #bug-discussion channel on the Official Kitfox Discord.

When reporting a bug:

  • Make a note of any mods you're using. If you made the mod yourself, include the raws for any relevant objects.
  • If the game is crashing or refusing to open, include any error message that appears, along with your computer specifications and operating system.
  • If you have a save that reliably reproduces the bug, it may be helpful to upload the save to the DF File Depot - Bugged Saves or another file hosting site.

Major bugs with workarounds[edit]

This is a list of major bugs with workarounds that would be useful for most players to know. Bugs added to this list should: 1) impact most players in a significant way in the current version, and 2) have some workaround that is useful to share. Please link the source of any posted workarounds.

  • Bug 0012008: Dwarves will not equip ammunition. When a squad is created, it takes note of the amount of ammunition in the fortress but never updates this figure.
    • Workaround: Set up a uniform which includes a ranged weapon. Form a new squad using this uniform, which updates the squad's knowledge of how much ammunition is available. Assign the desired dwarves to that squad. Set them to train with a schedule of your choice. The dwarves should equip ammunition. (Note: Hunter dwarves "reserve" roughly 100 to 200 bolts each. Your ammo stockpile must include more bolts than 200 x number of hunters. This extra ammo will be used by your marksdwarves.) (Source)
  • Bug 11985 (Healthcare labors bug): Dwarves assigned to doctoring occupations not performing doctor labors.
    • Workaround: Make any change on the work details page, such as adding and removing a dwarf from a work detail. This will cause labors to be properly updated based on occupations. (source)
  • Bug 349: Animal care labor does nothing.
  • Bug 1451: The equipment required for miners, hunters, and woodcutters to do their job conflicts with military uniforms.
    • Workaround: never assign these three labors to military dwarves.
  • Bug 9653: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death
    • Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone
  • Bug 9004: Items in containers are "unavailable" while a dwarf is hauling another item to store in the container
  • : Game always starts in Graphics Mode.
    • Workaround: change PRINT_MODE to 2D or SOFTWARE in init.txt.
  • Bug 2712: Physics for whips is broken, making them the most powerful weapons in the game. They easily slice through steel.
    • Workaround: Change the stats in the file "/data/vanilla/vanilla_items/objects/item_weapon.txt". Search for "WEAPON_WHIP" to find the proper section. Suggested changes are in bold:
[SIZE:100]
[ATTACK:BLUNT:10:10:lash:lashes:NO_SUB:5000]
Unarmored opponents will still be killed by a whip before long. Armored ones will only suffer bruises and the occasional broken bone.