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Difference between revisions of "v0.31:Known bugs and issues"
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: "Flask" can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez | : "Flask" can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez | ||
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk | : You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk | ||
− | ::More on metal flasks- a friend of mine noticed that when he assigned the job "make iron flask", in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks. | + | ::More on metal flasks- a friend of mine noticed that when he assigned the job "make iron flask", in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks. |
+ | :::Making adamantine flasks results in iron flasks. FML. [[User:Armrha|Armrha]] 18:09, 20 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) |
Revision as of 18:09, 20 June 2010
Template:AV
PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.
Dwarf Fortress Bug Tracker
Please link to the mantis tracker issue as well as the forum post if possible.
This page recently underwent a major cleanup edit. See the talk page for more info.
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. --Squirrelloid 08:58, 3 April 2010 (UTC)
- Please also read the 'Not Actually Bugs' section before adding bug reports! --Squirrelloid 09:00, 3 April 2010 (UTC)
Not Actually Bugs
- Tilesets in png format don't work.
- Tilesets must be in .bmp format, the .png format only works for the d# series. A d# merge is in progress, .png will be supported soon.
- When choosing material for a squad item, there are hundreds of "forgotten beast leather" to choose from.
- This is because there are hundreds of different forgotten beasts.
- Making adamantine items sometimes results in "Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth." Likewise making pearlash can yield "...cancels Make pearlash. Needs 150 pearlash."
- This happens if you don't have enough cloth/wafers/strands, if you have enough it works nicely. This is probably due to the fact that cloth can be consumed "in pieces" now for medical purposes.
- Animals are listed twice on the embark screen.
- They're listed twice because they separately list males and females.
- Weird red C 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.
- Template:L will take much longer than combat using any kind of weapon (unlike in 40d.)
- 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. The molten metal falling from them will make statues out of any corpses below where they died.
Embarking
- 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 represetative of enough food to feed a dwarf for just over a month.)
- All fish are mentioned twice.
- No easy way to quit from the embark screen. You cannot quit once you press "Dwarf Fortress" until you've actually embarked unless you kill the process. (You also cannot redefine keys, and as before laptop +-*/ don't work by default)
- Bug Tracker --Fixed v0.31.07
- You may get a "Caveren Collapse" announcement as soon as you arrive. (Perhaps many times, if you have a volcano in your ocean...)
Sites
- 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.
- There are currently very few or even no fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes.
- Forum Link
- Bug Tracker --Fixed v0.31.04
Buildings and Zones
- Can't farm on dry soil underground.
- Construction and/or deconstruction can occasionally force some dwarves to idle.
- When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected. (However, the view switches to the correct building after it is selected)
- Bug Tracker --Open
Combat
- 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
- Attempting to "pinch" various body parts shows "you adjust you grip on***" and nothing else.
- Alligators can wear armor
- 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). Arena testing has revealed that dragonfire and magma can melt bronze colossuses, and falling from very high up may kill some undead creatures.
- Shield-bashing has no effect with a wooden shield
- Ballistae have been nerfed considerably, they now easily glance off normal clothing and are very unlikely to kill anything with armour.
- Animals with teeth do nearly no damage. Don't count on your wardogs to help defend your fortress.
- Workaround
- Bug Tracker -Fixed v0.31.06
Labors
- Hunting Issues
- Miners now cancel mining designations when they can't reach them
- Forum Link
- Fixed v0.31.03
- Metal goblets are sometimes iron, regardless of input
- Manager screen doesn't show you materials for traction benches
- Workers are too dedicated, dehydrate themselves. This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat. However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death. Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.
- Forum Link
- Bug Tracker --Fixed v0.31.07
- Cooking with alcohol is buggy
- When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.
- 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.
- Bug Tracker
- Workaround: 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.
- Workaround: 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.
- Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)
- Metal items may require fewer bars/wafers than announcements lead you to believe. Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.
- 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.
- 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.)
- In the orders menu, there are options (in Workshops) for auto butcher, auto kitchen and auto fishery. All three of these respond to b only, k and f do nothing.
- Parties never end, sometimes eating up half the labor force.
- Workaround: Undesignate whatever the party is gathered around and it will end.
- Soap-making task is missing from the workshop. Issuing work order through the manager does work. Also with cutting clear and crystal glass.
- 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. -76.102.26.49 06:27, 13 May 2010 (UTC)
- 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).
- Bug Tracker
- "Flask" can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez
- You can also use the View Items in Buildings command t to mark the Flasks for dumping to remove the clutter (0.31.06). ~mk
- More on metal flasks- a friend of mine noticed that when he assigned the job "make iron flask", in would go iron bars and charcoal, and out would come 3 gold flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.
- Making adamantine flasks results in iron flasks. FML. Armrha 18:09, 20 June 2010 (UTC)
- More on metal flasks- a friend of mine noticed that when he assigned the job "make iron flask", in would go iron bars and charcoal, and out would come 3 gold flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.
- 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?
- 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.)
Moods
- Fey moods can request body parts (!!!)
- Fey moods can request "rock bars." Has been seen to ignore all metal bars, ores, other rock, and rock. (Confirmed)
- 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; Unconfirmed)
Creature Data
- Descriptions sometimes take strange objects: "She likes to consume she"
- Giants and giantesses are mapped to the wrong gender.
- Unicorns give birth to elk fawns.
- Mountain goat fawns are called "Stray Horse foal", although having all the features of a mountain goat.
- 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 "Horse foal" as possible child names, so it randomly picks one.
- In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye
Stockpiles
- Problems with categorization. (Stone is considered metal)
- Custom stockpile options don't seem to always work
- Dead vermin never rot
- Forum Link
- Bug Tracker --Fixed v0.31.04
- "Take from stockpile" is broken
- There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops.
Military
Template:L Main Military Equipment Bug Tracker Page
- 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.)
- The arsenal dwarf may assign weapons/armor that do not belong to you.
- Bug Tracker-Goblins --Fixed v0.31.06
- Bug Tracker-Caravans --Fixed v0.31.06
- 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
- Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.
- The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. 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.
- 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).
- Dwarves will sometimes use many weapons and armor at once. When they have two weapons in the same hand, they seem to be unable to attack with either weapon.
- 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.
- 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.
- Copying an empty order causes an immediate crash.
- Bug Tracker --Fixed v0.31.03
- Going to the schedule grid of the inactive group causes an immediate crash.
- Bug Tracker --Fixed v0.31.03
Medicine
- Surgeons may endlessly perform surgery on dwarves with no effect.
- Surgeon provided constant "suturing," each time using up thread. May be related to above problem.
- 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.
- Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.
Items
- Eating a masterwork meal will cause the cook to suffer art defacement.
- Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.
- Bug Tracker --Fixed v0.31.02
- 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, as dwarves won't move the item.
- Workaround: Make water wash the item into a river, or somewhere it will be destroyed.
Nobles
- When the mayor dies, all nobles are removed until a new mayor is elected.
- Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw>objects>entity_default.txt).
- Bug Tracker --Fixed v0.31.05
- Former mayors continue to demand accomodations and make mandates. You can check their mandates by going to that specific dwarf's thoughts. This can cause fun as dwarves are arrested for not fufilling demands.
- Bug Tracker --Fixed v0.31.05
Graphics
- Arena does not work for graphics mode.
- Forum Link
- Bug Tracker --Fixed v0.31.02
- 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
- 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))
Trading and Depot
- Elf traders may stay a long time.
- 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. Check what is carrying their goods when they arrive. Often it will be warthogs, which do not have trade capacity values. Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.
- Workaround: 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, you may or may not have to make a new world for the fix to take effect.
- Workaround: with the game paused and the depot in view, designate treecutting d - 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.
- Bug Tracker --Fixed v0.31.06
- No one brings wagons, even if there is a clear path to your depot.
- 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.
Program Lockup
- 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)