- 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
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.
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,
- 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)
- Using two different units of measure (a count of each, and some unspecified unit of measure) counts as a bug. - AngleWyrm 03:37, 1 May 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.
- Only butcherable are accepted for turning skeletons into bones. This seems to mean that goblins and the like cannot be harvested for their bones anymore. --Squirrelloid 12:58, 15 April 2010 (UTC)
- 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).
- I would reword that as "uberpowered wrestling is gone and has been nerfed, so that it is as useless as it should be" :)
- It is actually good for one thing... slowing down and stopping fleeing enemies, especially since crossbows no longer seem to do the trick (since dwarves can't seem to fire them any more). --Tatterdemalian 22:24, 16 May 2010 (UTC)
- I would reword that as "uberpowered wrestling is gone and has been nerfed, so that it is as useless as it should be" :)
- 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
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
- Probably the same "not a bug" as having other creatures listed twice... there are separate entries for male and female fish, especially since hermaphroditic "fish" (oysters) are listed only once. The real question is "why would anyone bother?" but the answer to that is "because this is Dwarf Fortress." --Tatterdemalian 17:30, 16 May 2010 (UTC)
- Additionally, if you have a your skills and items templated and try to use one with fish, it will say "no X available" even though when you add try and add a new item it'll be there (tested only for turtles, but I'm guessing it's all of them) 71.134.230.146 05:40, 15 May 2010 (UTC)
- 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 guess they are talking about not having a US keyboard or being on a laptop. The first hurdle for me a long time back with DF was figuring out what actual keys work ;) Now that we have keybinds this is all easier, but we need to tell people more that they can change any key they want. --Confused 20:29, 15 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)
- Which has always bugged me about DF... if this is a pre-pre-pre alpha game as advertised, why is it so picky about when and where you're allowed to quit, save, and so on? You'd think it would be designed to make testing game mechanics easier, instead of harder... --Tatterdemalian 17:30, 16 May 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)
- This seems like a feature...
Buildings and Zones
- Can't farm on dry soil underground. 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). (confirmed to raid dwarven caravans as well)
- 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
- Known bug that is confirmed as resolved by toady on the bug tracker. Should be fixed in 31.04
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).
- 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).
- Ballistae have been nerfed considerably, they now easily glance off normal clothing and are very unlikely to kill anything with armour.
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
- Fixed in 31.03.
- 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)
- 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. --Greycat 00:24, 26 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 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).
- Miners will sometimes dig into underground seas (magma) with no "Damp Stone" ("Warm 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.
- 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).
- Adamantine 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.
- When told to make Shell Crafts, your craft dwarf will go through the action of making something, but no product will be produced.--216.93.146.229 20:32, 20 April 2010 (UTC)
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)
- Same situation here. I have tons of bones, skulls, hoofs, horns, hair, cartilages etc., none of this seems to satisfy my moody dwarf. Maybe he wants something like shells (which is impossible to get due to the lack of fish) or ivory/tusks or something else I can't get, but it needs to be more specific anyway.
- Here too, and had one gem setter go mad when I couldn't fulfill his demand for "cut gems," despite having hundreds of different cut gems in a stockpile right outside the shop. Apparently moody dwarves can sometimes be much more finicky about exactly what item they will accept; I've had one demand requesting "body parts" be satisfied with a mule hoof and a wolf skull from my refuse heap, while another wouldn't be satisfied with anything but turtle shells. Quantities are also impossible to determine, all different demands "blink" at the same frequency, no matter how many are desired. Filled demands that have already been gathered remain listed as well, but you can at least use the t command to view the contents of the shop the moody dwarf has occupied and see what he's already gathered.
- This can mean bones OR shells, possibly more.
- Fey moods can request "rock bars." Upon further review, this means "metal bars"
- Not necessarily. Has been seen to ignore all metal bars, ores, other rock, and rock blocks, all at once. --Aescula 09:01, 24 April 2010 (UTC)
- Seconded.--Nimblewright 09:43, 2 May 2010 (UTC)
- 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.
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. (Stone is considered metal) See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 http://www.bay12games.com/dwarves/mantisbt/view.php?id=157
- 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...
- Actually, dead creatures/humans and butchered animals DO rot.--Egregius 05:11, 28 April 2010 (UTC)
- Dead anything for that matter...
- Dead vermin (both inside and outside) never disappear.
- "Take from stockpile" is broken: http://www.bay12games.com/forum/index.php?topic=52126.0
- There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. http://www.bay12games.com/dwarves/mantisbt/view.php?id=439
Arena
- Graphics mode does not work with arena.
- has been (gratefully) fixed as of .31.02 [1]
Military
- 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).
- 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 assigned to a squad that is then disbanded do not free up for use by other squads automatically.
- Dwarves will sometimes equip two weapons in the same hand, this seems to cause them to be unable to attack with either weapon. --Fransbal 13:46, 16 April 2010 (UTC)
- I found the problem too be related to the right hand, dwarfs would equip 2 shields and 2 axes in one right hand. think it might be caused when dwarf upgrades previous right hand weapon to a better one. It grabs the improved weapon but it doesnt drop the old one. After that they just keep grabbing new items.
- Supposedly this is caused when a uniform is applied to a soldier more than once. Often they will double up on all sorts of equipment. I had a dwarf with 3 axes, 2 shields, 2 mail shirts (with a breastplate), and so on. It doesn't seem to be an 'upgrade' issue because they will occasionally double-up on equipment with exactly the same material/quality. -- Hams
- I had a huge forge works hammering out iron bars, which in turn became weapons and armor, and tried to equip my military with them. They didn't show up in the equip list. All I saw was a few scant pieces of armor like leather, wooden armor, leather gloves, copper swords etc. I have all these lovely high-grade weapons and armor but I can't equip dwarves with them. I had equipped my previous military with said copper swords and leather before I found iron, maybe that had something to do with it. -- Xvareon
- 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. this happened to me for a few years before I realised! ~Maxxeh
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)
- Specifically, 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. Probably the best fix would be causing blood to "move" rather than "spread". Theothersteve7 17:46, 15 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)Still unable to cook quarry bush leaves in 0.31.03, leaves do not show up in Status > Kitchen list. Tested in multiple worlds and on multiple computers.
- They appear in the Kitchen list for me, in the fortress whose world was generated in 31.03. I'm missing all sorts of things from the Kitchen list, though, in the fortress whose world was generated in 31.01 -- all meat and other animal parts, all seeds, etc. -Greycat 11:37, 1 May 2010 (UTC)
- 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, dwarves won't move the item.
- Workaround: Make water wash the item into a river, or somewhere it'll be destroyed.
Nobles
When a new mayor is appointed, all your nobles spots will come back. To speed up this process, set the population required for mayors to '1' in the raws (raw>objects>entity_default.txt).
- 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
- Fourthed. Also it's been 3 full years since the tragedy happened and still no new mayor nor any other positions opened up. Not knowing how much anything is worth is a painful way to play. But its fun! EDIT: Recieved a mayor after 4 years (1 year after my population reached >50) and the noble positions opened up again.
- 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.
- Seconded, my old mayor is still considered a mayor, even though I have a new one.
- Thirded, I've had multiple mayors and all of them keep their old title. I wonder if this is related to the sometimes excessive delay for a new mayor reported above.
- Fourthed, My militia commander was once elected mayor, but remained to have the 'mayor' title when a new one was elected.
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.
- Not sure how many got this, but all military dwarves show as masons.
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 (Esc, "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: [2]. 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)
- On Linux, I wrote a tiny script that backus the saves each time before the start of the game. Never a problem.
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
- Is this already fixed? Adamantine items seem not affected and steel greaves need 2 bars.
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.Theothersteve7 17:49, 13 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)
- 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)
- That seems more likely than my theory. Theothersteve7 17:49, 15 April 2010 (UTC)
- This is correct. 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, however, you may or may not have to make a new world for the fix to take effect. LockeslyLCrit 04:12, 20 May 2010 (UTC)
- That seems more likely than my theory. Theothersteve7 17:49, 15 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.Theothersteve7 17:49, 13 April 2010 (UTC)
- A 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.
—0x517A5D 04:01, 6 May 2010 (UTC)