- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
v0.31:Known bugs and issues
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)
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)
- 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 "Someone, Armorer caceslls 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.
- 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)
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
- Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.
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. (confirmation required)
Combat
- Some combat maneuvers have no effect. See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104
- attempt to grab a bodypart with a weapon leads to "you grab *** by *** with your *weapon* but nothing is grabbed
- attempt to "pinch" various bodyparts shows "you adjust you grip on***" and nothing else.
- Alligators can wear armor (same post as above)
- Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed). See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220
- Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499
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
- Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533
- "Clothier canceled construct silk bag: needs 1000 cloth": http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552
- 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 cook Dwarven Syrup but never do it, instead dumping it inside the workshop and cluttering it up without doing anything. (confirmation required)
- Making Rock Short Sword results in a wooden short sword (multiple reports)
- Making adamantine clothing results in cancelling and requesting a rediculous amount of cloth(10000 for cloaks) if you don't have the 5 cloth needed for a cloak.
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)
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
Arena
Various, someone whose actually played arena should read through the bug thread and categorize.
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)
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs