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Difference between revisions of "v0.31:Known bugs and issues"
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:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated. If you trade an enormous number of individual objects, they seem to stick around longer. This is common with the elves because people tend to use wooden bins. | :: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated. If you trade an enormous number of individual objects, they seem to stick around longer. This is common with the elves because people tend to use wooden bins. | ||
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC) | :::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC) | ||
+ | ::::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. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC) |
Revision as of 18:54, 14 April 2010
Template:AV
Template:Elven
PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.
Dwarf Fortress Bug Tracker
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)
- If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. Oddtwang of Dork 16:10, 8 April 2010 (UTC)
- 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)
- 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)
- 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. (The actual required number is much less than 15,000. It's closer to something like 10 adamantine strands. This is probably due to the fact that cloth can be consumed "in pieces" now for medical purposes).
- "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)
- Weird red C in top left corner - " C " means new combat report, " H " means new hunting message, " S " means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0
- No option for magma in the finder, this is because magma is guaranteed everywhere now.
- 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...
- Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same
- Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)
- They don't, while a few dwarfs have nothing but butchery enabled.
Embarking
- You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.
- All fish are mentioned 2x. See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220
- I find that I am unable to add items or skill points to my dwarves on the embarking screen. I'm using Mayday's graphics pack. I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))Kenji 03 11:32, 5 April 2010 (UTC).
- I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty. I'm also unable to subtract items from my embarkation list.--67.166.145.39 02:51, 6 April 2010 (UTC)
- I can confirm this. It happens in vanilla too apparently. Hit "esc" and go to you custom binds and rest your + and - keys. Do the same for the */ keys.
- I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. Oddtwang of Dork 16:14, 8 April 2010 (UTC)
- What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. Doctorzuber 16:29, 11 April 2010 (UTC)
- I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. Oddtwang of Dork 16:14, 8 April 2010 (UTC)
- After embarking with items that was listed two times in list game crashes.[Verify]
- Unconfirmed, though people on DF2010 Talk:Embark say that this is false. Garanis 23:30, 9 April 2010 (UTC)
- I believe this one to be false, they are probably crashing for a different reason. Doctorzuber 16:25, 11 April 2010 (UTC)
- Cannot seem to quit from embark screen. Esc. does nothing, is this a bug? Also, had to hunt down process to quit. 72.152.246.212 14:48, 7 April 2010 (UTC)
- Possibly the menu key has become bound to something other than Esc? Oddtwang of Dork 16:14, 8 April 2010 (UTC)
- Confirmed, You cannot quit once you press "Dwarf forteress" until you've actually embarked. Guest 8 April 2010
- This is accurate. Much as I hate this one, it could be argued that this is a design choice. Doctorzuber 16:27, 11 April 2010 (UTC)
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)
Buildings and Zones
- Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336
- Construction and/or deconstruction can occasionally force some dwarves to idle. See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250
- Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).
- They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.
- Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)
- I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.
- There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0
Combat
- Some combat maneuvers have no effect. See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104
- 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 (same post as above)
- 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). However arena testing has revealed that dragonfire can melt bronze colossuses. See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220
- I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --Doub 11:13, 6 April 2010 (UTC)
- Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499
- The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See Template:L, "Getting your squad to do something", for details.
- 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).
- Template:L will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed. A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state. But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).
- 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. (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)Kenji 03 11:44, 5 April 2010 (UTC).
Labors
- 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
- Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)
- 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
- 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)
- 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.
- 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. --Squirrelloid 17:54, 5 April 2010 (UTC)
- 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?
- 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 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 (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.
- You ever waited for parties to actually end in .40d? Just undesignate the statue garden or whatever and the party ends =)
- That's the workaround I took, except I had to get rid of the dining room. In any case, it's still a bug.
- Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work,
but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop(soap is/might be taken if there is storage.) - 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).
Miners will sometimes dig into underground seas with no "Damp Stone" notification prior to that.
- 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.
- Cancelling 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).
- Adamantne plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.
Moods
- Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573
- Animal bones satisfies the body parts request.
- Animal parts (Remains, "body parts", & corpses) that appear in the stock menu will NOT satisfy this request. Skulls & "Bones" found via the k menu will also NOT satisfy this request. (See save file on my userpage page)
- This can mean bones OR shells, possibly more.
- Fey moods can request "rock bars." Upon further review, this means "metal bars"
Creature Data
- 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 Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)
- In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.
- 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.
- Confirmed, 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 eye lids are around the right eye and clean the left eye
- not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?
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
- Dead anything for that matter...
- "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 -- Fixed v0.31.03
- Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- Fixed v0.31.03
- 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)
- Similarly to the issue above, squads can also 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)((Confirmation needed))Kenji 03 11:54, 5 April 2010 (UTC).
- I've had this happen aswell. --dUMBELLS 22:13, 8 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
- Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.
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.
- Surgeon provided constant "suturing," each time using up thread. May be related to above problem.
- blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.
- Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D Fuco 15:32, 11 April 2010 (UTC)
Items
- Eating a masterwork meal will cause the cook to suffer art defacement.
- Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. (Resolved as of 0.31.02)
- Obsidian does not appear in the accounting stone menu
Nobles
- My dwarves had a bit too much fun, dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.
- Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. Jj 16:47, 4 April 2010 (UTC)
- Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --Ashmore 02:26, 5 April 2010 (UTC)
- Thirded. I've had this happen too. --Talkir 11:20, 11 April 2010 (GMT)
- Don't be too quick to abandon. Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --TeDDD 11:20, 12 April 2010 (GMT
- My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates. I can check their mandates by going to that specific dwarf's thoughts, but is this intended?
- I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.
Graphics
- Arena does not work for graphics mode.
- After generating a world and embarking, you may notice missing tiles. Restart DF to fix.
- In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs
Saves
- Renaming a save (ex. "Region2-spr-1050" to "Region2") will invalidate the save, even if you give the save it's original name back. If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))Kenji 03 11:56, 5 April 2010 (UTC)
- I've been renaming saves at will, both manual saves (Exc, "Save") and auto-seasonal saves - never a problem. Because the files are larger and the game more "cumbersome", the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [1]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) until you are sure the save is 100% complete - then, knock yourself out. However,iirc, there was also a problem if the file that was opened for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will "recreate" the same folder name as it opened, giving the appearance of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --Albedo 00:07, 9 April 2010 (UTC)
- +1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --92.202.121.225 21:23, 9 April 2010 (UTC)
- Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. Doctorzuber 18:30, 11 April 2010 (UTC)
forging Breastplate & Chainmail
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the announcement seen reads
- "Urist McArmorsmith cancels forge <x-metal> breastplate: needs 3 <x-metal> bars."
A similar situation exists with chainmail (40d:chain armor), but with an announcement re "2 bars". Since in 40d a breastplate (40d:plate armor) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--Albedo 00:07, 9 April 2010 (UTC)
- I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the "needs 3 bars" message. Same with greaves, except it said "needs 2 bars". It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --Mr Frog 20:25, 9 April 2010 (UTC)
- Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any. It's possible that this does *not* happen for metal barrels. Possibly connected to some jobs being titled "forge" and some "construct"? -- Narmio
- Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl
Trading and Depot
Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version. -foarl
- Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.
- (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.
- This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will "find" a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. Doctorzuber 18:32, 11 April 2010 (UTC)
- Forbid your depot (t - f) and they'll begone! -Manslay
- Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated. If you trade an enormous number of individual objects, they seem to stick around longer. This is common with the elves because people tend to use wooden bins.
- I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--Kuroneko 18:14, 14 April 2010 (UTC)
- 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. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. Teldin 18:54, 14 April 2010 (UTC)
- I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--Kuroneko 18:14, 14 April 2010 (UTC)
- Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated. If you trade an enormous number of individual objects, they seem to stick around longer. This is common with the elves because people tend to use wooden bins.