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

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== Labors ==
 
== Labors ==
  
:*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228
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*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228
:*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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*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272
:*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533
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*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533
:*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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*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533
:*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599
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*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599
:*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702
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*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702
:*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)
+
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)
:*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.
+
*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.
:*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)
+
*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?
 
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?
:*Butchering animals results in prepared food items being created.
+
*Butchering animals results in prepared food items being created.
:*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.
:*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.
+
*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.
 +
*In the {{k|o}}rders menu, there are options 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.
  
 
== Moods ==
 
== Moods ==

Revision as of 01:44, 4 April 2010

Template:AV

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

  • 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
Not a bug. World creation is *supposed* to run until 1050... --Squirrelloid 08:50, 3 April 2010 (UTC)
  • Tilesets in png format don't work? Just a black display.
Tilesets must be in .bmp format, as they always have had to be. The .png format only works for the d# series. --Squirrelloid 08:50, 3 April 2010 (UTC)
A d## merge is in progress, .png will be supported soon.--Ar-Pharazon 01:32, 4 April 2010 (UTC)
  • When choosing material for a squad item(cloak in this case) there are hundreds of "forgotten beast leather" to choose from.
That's because there are lots of different forgotten beasts. Somewhat annoying? Yes. Working exactly like every other source creature for leather? Yes. --Squirrelloid 08:50, 3 April 2010 (UTC)
  • 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.
  • "Clothier canceled construct silk bag: needs 1000 cloth": http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552
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. --Squirrelloid 08:52, 3 April 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. --Squirrelloid 09:05, 3 April 2010 (UTC)

Embarking

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. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)
No option for magma in the finder, this is because magma is guaranteed everywhere now.

Buildings and Zones

Combat

Labors

Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?
  • Butchering animals results in prepared food items being created.
  • 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.
  • 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.
  • In the orders menu, there are options for auto butcher, auto kitchen and auto fishery. All three of these respond to b only, k and f do nothing.

Moods

Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573

Creature Data

Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)
Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533
When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. (confirmation required)
Giants and giantesses are mapped to the wrong gender.

Stockpiles

Problems with categorization. See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178
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: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731
"Take from stockpile" is broken: http://www.bay12games.com/forum/index.php?topic=52126.0

Arena

  • Graphics mode does not work with arena.

Military

Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83
Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156
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)

Injuries

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.

Items

Eating a masterwork meal will cause the cook to suffer art defacement.
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...

Graphics

  • Arena does not work for graphics mode.
  • After generating a world and embarking, you may notice missing tiles. Restart DF to fix.

Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs