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Difference between revisions of "40d:Known bugs and issues"
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'Despite the changelog, this bug was NOT fixed completely in 0.27.169.33a' | 'Despite the changelog, this bug was NOT fixed completely in 0.27.169.33a' | ||
+ | Note: the recrash may have been caused by an imported savegame from 0.27.169.32a, so can someone please recheck this? with a brand new generated world/fortress? [[User:Lord Nightmare|Lord Nightmare]] 15:35, 2 November 2007 (EDT) | ||
== Multiple Mayors == | == Multiple Mayors == |
Revision as of 19:35, 2 November 2007
Bugfix log for 0.27.169.33a:
- 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area
- 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner
- 10/29/2007: Fixed spelling of negotiator
Floating Dwarves and etc
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air. Building a stairs to his location doesn't seem to help.
Floating Boulders
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.
Perfect Swimming
"Brook" tiles are treated as floor instead of the open space they're supposed to be. Dwarves, animals, even--that's right--wagons can travel over rivers. (was this fixed on 0.27.169.33a?)
- This isn't a bug. There's just no good way to represent a shallow river with the current depth system. Think of the water tiles below the brook as being an aquifer of sorts. Solid ground, but containing water.--McFrugal 01:37, 2 November 2007 (EDT)
Rewalling Quirks
- Diagonal rewalling is silently pathblocked.
- Rewalling from the top of a ramp is apparently silently pathblocked.
Optimal pathfinding
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.
The Most Dangerous Game
If you have two or more miners digging a channel, they will try to dig it under each other's feet, sending their fellows plummeting into the hole.
Even a single miner digging a channel can get into trouble. Miners may "paint themselves into a corner" and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff.
Infinite Blood
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --Plasma 20:23, 31 October 2007 (EDT)
- Don't you know? Your dwarves are building a shrine to Armok. -EarthquakeDamage 11:10, 2 November 2007 (EDT)
Wipe Your Feet
Possibly related to the above issue, mud can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress. Dwarves stepping onto a bridge will stop tracking mud around, so it may be possible to stop the spread of mud by building a bridge outside of the muddy area.
Hole in a Wall
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --Plasma 20:23, 31 October 2007 (EDT)
We All Fall Down
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --Plasma 20:23, 31 October 2007 (EDT)
- This also occurs when removing staircases. --JT 20:26, 31 October 2007 (EDT)
Fatal Crash (Fixed?)
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. HeckRuler 15:27, 1 November 2007 (EDT)
This bug was PROBABLY fixed in 0.27.169.33a, but could use rechecking
Weight Issues
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow HeckRuler 17:09, 1 November 2007 (EDT)
Startup - Civilization Selection
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.
Rylen 23:21, 1 November 2007 (EDT)
Theft in Adventure Mode
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine. In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace. Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands). --BDR 08:41, 2 November 2007 (EDT)
Ducky Go Down The Hoooole
Wells crash the game now and then.
'Despite the changelog, this bug was NOT fixed completely in 0.27.169.33a' Note: the recrash may have been caused by an imported savegame from 0.27.169.32a, so can someone please recheck this? with a brand new generated world/fortress? Lord Nightmare 15:35, 2 November 2007 (EDT)
Multiple Mayors
You can end up with multiple mayors in your fortress: One from the expedition leader, and one elected later when the population gets high enough. These positions should probably be seperate jobs, or the elected one should replace the original mayor/leader, and he/she should become 'mayor emeritus' or something.
Love Conquers All
A chained animal, when they spot their original trainer, will break free of their chains and go to greet him/her. Hence chaining animals is practically useless.
Magma Flow
Magma will not flow UP stairs. It will flow DOWN them just fine. Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.