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40d:Known bugs and issues
Bugfix log for 0.27.169.33g:
- 12/21/2007:
- Made human pack animals arrive with trade goods properly
- Fixed problem that caused some entities to not use feature materials properly
- Stopped premature starts on mood construction
- Restricted glass requests for moods
- Fixed problem with constructions and subterranean designations
- Changed order of item types on stocks screen
- Fixed problem with stuck soldiers after wrestling practice
- 12/20/2007: Updated the bring-to-depot interface
- 12/19/2007:
- Made dead ambushers show up on the unit screen
- Displayed region folder above game type choices
- Added init option for pause on load
- Allowed embark rectangle to be 2x2
- Allowed embark rectangle size to be set in init
- Made cage/chain lists show relevant building picture instead of a C
- Disallowed certain predators from the intro text
- Tweaked stuck-in removal text
- Gave occupied cage items/buildings different name text
- Made contained trade items fill out the container
- Made world generation results independent of custom name
- Fixed problem with glaciers melting on load
- 12/18/2007:
- Changed priorities of idle designations
- Changed vermin/pet names in stocks screen
- Changed leader text in status screen
- 12/17/2007:
- Updated embark race name to support non-dwarves.
- Fixed gem typo on stocks screen.
Bugfix log for 0.27.169.33f:
- 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code
- 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation
- 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again
- 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type
Bugfix log for 0.27.169.33e:
- 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions
- 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed
- 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanos, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code
- 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square
Bugfix log for 0.27.169.33d:
- 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen
- 11/28/2007: Fixed counteroffer crash
- 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects
- 11/26/2007: Tweaked depot list sorting
Bugfix log for 0.27.169.33c:
- 11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list
- 11/22/2007: Added categories to item selection in embark
- 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow
- 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties
- 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order
Bugfix log for 0.27.169.33b:
- 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures
- 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers
- 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement
- 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps
- 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain
- 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem
- 11/06/2007: Fixed problem with fortress advancement
- 11/01/2007: Fixed a few typos
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
Current Bugs
Adventure Mode Cliff Deathtrap
Sometimes embarking from the travel screen in adventure mode will drop you into an area completely surrounded by insurmountable cliffs. Furthermore, some cities are constructed on these cliffs such that the mayor may be at the bottom of said cliff, unreachable. If anything hostile is in the area, you won't be able to reach the travel screen ever again, and will be forever trapped in that little area surrounded by cliffs.
Farmers won't farm
Version F. Farmers will not plant seeds in a farm plot. They do have Farming (fields) in their labor menu, and the farms are accessible and have been set to have seeds planted in them. Am I missing something?--Smoking Gnu 12:47, 24 December 2007 (EST)
- It may sound trivial but do you have seeds that are required to plant and are not currently ordered to be moved between stockpiles? And did you check square by square that all tiles of your farm are "inside dark subterranean"? One of the most obscure reason that may cause such behaviour is drying up of all mud under the farm (in case it is not a soil farm).
- The seeds are ready and not being moved, it is most definitely underground and it is a soil farm.--Smoking Gnu 15:37, 31 December 2007 (EST)
Miners Stuck
(needs testing in latest version) My Miners, after they mind a floor down and then started mining to the left, stopped and tried to move the boulders that were left behind but when they did they couldn't find their way. What I did was I mined to the right a little then I made two ramps right next to each other, on the lower level, and then I mined to the left. Some stone was present and so my miners tried to move it to the stock pile but they couldn't find the way back to the surface. They were stuck in an infinite loop of not finding there path.
Floating Dwarves and etc
(needs testing in latest version) 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
(needs testing in latest version) If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.
- If you get this you can build a floor underneath the boulder (on the higher level of course) and it fixes the problem.
Rewalling Quirks
- Diagonal rewalling is silently pathblocked.
- Rewalling from the top of a ramp is apparently silently pathblocked.
- Walls made by rewalling start out smoothed, but cannot be engraved.
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.
It is also common for digging/item placement to start with the tile to the right of the dwarf, even if the path is closer using another direction. Keep this in mind when placing floodgates or digging out areas where you could paint yourself in a corner.
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.
Dwarves ignore animals killed by marksmen
When your marksmen kill animals the animals are not considered usable by the dwarves and are left on the ground until they rot.
- Have you tryed to change the refuse orders so that dwarfs can gather refuse from outside?
Squad issue
Making a new military squad via v + p + a not always shown with Squads "x" (no squads nearby - message)until z level is changed.
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)
Love Conquers All
(needs testing in latest version) 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.
Sticky Keys
Sometimes when you are scrolling on the map the keys will seem to stick, and you will keep scrolling forever. This happens when you release a key out of the order in which it was pressed.
Example:
- 8
- Shift+8
- Shift
- No key pressed.
After holding the above keys you will continue going up until you press the following or Alt+Tab.
- Shift+8
- Shift
- 8
This will clear out the pressed key flag in the game.
- I've found if you merely press the direction key of the scrolling on the numpad this scrolling stops. No need to fiddle with the shift or in what order the shift key is pressed.--Mylon 17:35, 13 November 2007 (EST)
- That won't work if you were using shift to accelerate your move speed. You have to tap the key with shift pressed to clear out the shift+key then press just key to clear it out as well.--Ikkonoishi 21:38, 13 November 2007 (EST)
- Switch Numlock off, fixes it for me --AdaIsDead 18:59, 16 November 2007 (EST)
Thawing stairs
I have a brook that freezes in the winter. Awesome. I dug a down-stairs down into it and started diggin about in the ice. When the thaw came, the ice broke up and the flow resumed, but the stairs remained. Unfortunetly, this is on the old version .32a HeckRuler 17:44, 15 November 2007 (EST)
- It persists in .33b. Crash 15:31, 23 November 2007 (EST)
Picky Elves
The elves will not trade for Orthoclase or Gabbro rock crafts because the crafts were once alive, although gabbro and orthoclase are igneous rocks that form by the cooling of magma and were never actually alive. Hence, it's a bug.
- Are you sure that the items are not just simply decorated with bone or shell? This would cause the elves to reject them. I have traded gabbro just fine in all of the versions so far. Lightning4 22:49, 29 December 2007 (EST)
Rags and Riches
Clothing is completely bugged, in that as clothes wear out, dwarves will get unhappy thoughts from the fact, without ever doing anything about it. They will occasionally claim new clothes as they become available, but will often simply wear the new clothes over the nasty rags which are giving them unhappy thoughts. It is much better to simply never provide clothes for dwarves and let their clothes rot off once and for all. Dwarves get no unhappy thoughts from being naked, and this stops the constant unhappiness from wearing old clothes.
- Thanks for the advice at the end. One nudist colony coming right up! --Jackard 07:59, 22 November 2007 (EST)
Destructive spring
It seems either freezing water destroys floor hatches under it. This leaves the hatches (and mechanisms) next to, or to the bottom of the hole once the ice thaws and creates a waterfall. Shiona 26. November 2007
- It also destroys wells over it. Maybe not really a bug?
Too tired to sleep
If a wounded dwarf continually falls unconscious due to their wounds, it will disrupt their sleep, so they eventually go mad of sleep deprivation.
- Should be checked. In 32a, I played with my sherif who was a wounded retired hunter. He kept falling unconscious due to brain injury which never healed, and it really looked like falling unconscious was taken as some part of sleep in itself. I noticed often that unit going to sleep, falling uncouncious, then doing 2-3 other tasks when he waked up and went to his quarter to sleep again. Of course, it made for him some very short sleep patterns, so he was often going in for sleep and hardly ever finished a sleep cycle. --Eagle of Fire 01:06, 18 November 2007 (EST)
It is mentioned on official Reported Bugs page: "000360 □ [dwarf mode][jobs][healthcare] dwarf attempting to rest cancels rest job when unconcious and bed is used by others, dwarf becomes tired and unhappy". I can add that in current version it happens every time and does not correlate with other dwarves using the same bed. It looks like in versions .33a - .33c, .33f - onward you can reinstall rest job by deconstructing or forbidding the bed under the dwarf.--Another 18:45, 1 December 2007 (EST)
Robber Barons
If the trade depot is destroyed after the caravan has unloaded all of their stuff becomes yours. The traders don't seem to mind this, and merely complain about not having somewhere to unload their (empty) wagons/pack beasts.
Fixed Bugs
The Most Dangerous Game
(fixed in 0.27.169.33f) 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. (If you only designate channels on un-mined squares, this won't happen, as the dwarves seem to mine both levels' tiles out at the same time)
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.
- Dwarves can channel underneath them. --Jackard 08:04, 22 November 2007 (EST)
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, but still a good way to get the sand down covering the floor at the magma forge 6 levels down.
We All Fall Down
(fixed in 0.27.169.33f) 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)
Progressive Aristocracy
(explicitly fixed in 0.27.169.33f) While no other dwarf can have a same-sex consort, the King can arrive with a King Consort.
- Monarch's prerogative, I say. Royalty often marries for political reasons rather than love.--Trukkle 02:08, 22 November 2007 (EST)
- Isn't a King consort female? Just like a Queen consort would be male.--Maximus 00:51, 23 November 2007 (EST)
- No. A Queen Consort is female, a Queen's consort is male. -- Zaratustra 00:57, 23 November 2007 (EST)
- Shouldn't the King Consort be more properly called the Prince Consort? -- NPComplete 10:29, 27 November 2007 (EST)
- No. A Queen Consort is female, a Queen's consort is male. -- Zaratustra 00:57, 23 November 2007 (EST)
Outpost liason
The npc dwarf that arrives the first autumn never leaves for me. He eventually gets hungry and goes rampage. Although the expedition leader has no other tasks, he seems to not be able to fully complete the meeting with the liason. I discussed this in the irc channel and it seems to be some wierd bug.
The liason is following the expedition leader around trying to talk to him. Atleast in my game, whenever the exp.leader has a idle moment, part of the meeting takes place until he has idled enough times to finish the meeting completely. (edit by: Uberubert)
Apparently it sometimes happens even if the liason finishes the meeting. Best answer I've seen is that the liason forgets how to use stairs after the meeting, so maybe try to keep your noble's office or other meeting place on the "ground floor." (edit by: Rabid Llama)
I had a meeting place outdoors and this still happened. It doesn't matter where the meeting takes place. Assuming you can get the meeting to actually occur - which takes some work - if it doesn't properly conclude, the liason will be stuck. (edit by: Captain Failmore)
Oh, also, for the meeting to even take place or properly conclude, your broker has to have ALL OTHER LABOR turned off. Leave their labors off until the meeting concludes in full. (That is, you've been 'shown the documents' twice and the liaison wishes you well before leaving.) If you let the meeting conclude in full without assigning labor to your broker (who may and probably will wander about aimlessly for some time while the meeting is taking place for reasons I don't know) the liaison WILL leave.
A Time To Wait
(fixed in 0.27.169.33f) Sieges completely do not work, and goblins will just mill around aimlessly at the edge of the map waiting for your dwarves to come and kill them. Toady has said something about the AI for sieges being broken.
Sometimes you can get the goblins to approach by sacrificing a dwarf. Send him near enough for them to notice him, then have him withdraw. Note that if he is a soldier, you need to set the military option "squad stays close to station" for him to withdraw instead of charging the goblins. It may be easier to remove him from the military so that he will flee, but this stands the chance that he will not notice the goblins until he is full of arrows.
Bottomless Waterskin
(explicitly fixed in 0.27.169.33d) Whenever my soldiers fill their water from the well, it is always stagnant, even though it's connected directly to the fresh-water brook. They seem to be unsatisfied with this, so they return to the well and fill it again with stagnant water. They continue to do this, and seeing as the waterskin seems to have no limit, they carry around 300+ cups of useless water, which slows them down considerably. It's possible to undraft them and have them dump the flasks, but then I don't know how I can have them carry water around.
You and what army?
(fixed in 0.27.169.33b by capping number of dwarves in reclaim squad) Reclaiming a fortress built next-to/beneath/near a goblin or kobold colony will cause all the items in said monster colony to be counted toward your fortress wealth, and will cause a ridiculous number of dwarves to be spawned in the reclaim squad, often over 150. This would make overrunning the goblin/kobold fort much easier, at least, but is still a bug.
Fatal crash on embark
(partially fixed in 0.27.169.33a) (fully? fixed in 0.27.169.33b) 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)
Hole in a Wall
(explicitly fixed in 0.27.169.33b) 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)
Multiple Mayors
(explicitly fixed in 0.27.169.33b, ability to designate leader was also removed?) 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.
From what I have seen there is only 'one' active Mayor (whoever is on the noble screen as having the job) but the dwarves retain the title when they are removed from office. I have 6 mayors running around but only one (the current one) does the mayor's work. It's confusing as hell --Gorfob 22:35, 8 November 2007 (EST)
Infinite Blood aka Wipe your feet
(temporary? fix in 0.27.169.33b by autocleaning all tiles at end of each season) 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)
related: not that mine's disappearing, but my fortress has a cleaning jobspam related to the blood - "such and such cancels job - can't find path x23490872340982734098273409283", just like empty archer traps in old-school df. any help? or do I have to abuse traffic designations (and my main hut) to get rid of the damned stuff?
- For both problems, try designating a single dwarf to cleaning jobs only. Let me know if that helps, because I had similar problems but the blood was dealt with eventually and cleaned. Schm0 11:58, 11 November 2007 (EST)
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.
Sew plant fiber image crash
(explicitly fixed in 0.27.169.33b) Ordering plant fiber image in Clothier's Shop reliably crashes the game.
- Fixed, according to the dev blog.--Mylon 17:36, 13 November 2007 (EST)
Buff Swimmers
(explicitly fixed in 0.27.169.33b) All creatures get stat boosts by training up skills. This is normal. Aquatic creatures can train swimming simply by being on the map. This leads to some very buff carp or lizardmen or other creatures if they've been in water for a significant amount of time.
- According to the dev blog, this has been fixed.
Ducky Go Down The Hoooole
(partially fixed in 0.27.169.33a) (fully? fixed in 0.27.169.33b) Wells crash the game now and then.
In 33a, I had a crash on my well the moment a dwarf hit it up for water when the stream under had frozen or reduced height, one or the other. --arr
Trading crash
(explicitly fixed in 0.27.169.33b, had to do with seed prices) Sometimes offering a trade to traders the game crashes. Sometimes looking at the inventory of traders using the view units screen crashes the game.
Contents Under Pressure
(explicitly fixed in 0.27.169.33a) Melting metal items produces a crapload of metal.
Assumed to be a code error involving the repacement of a / with a * (i.e. multiplying by 30 instead of dividing, in the case of metal bolts).
Making Metal Bars
(explicitly fixed in 0.27.169.33a) At Talk:Galena a bug is mentioned that apparently gives you fewer metal bars than you should have when producing them at a smelter. I havent confirmed it though. --Mizipzor 17:35, 31 October 2007 (EDT)
- This refers to alloys. When making an alloy, only one bar is created, instead of the 2-4 that are supposed to show up. Avoid alloys until the version after 0.27.169.32a is released.--McFrugal 20:08, 31 October 2007 (EDT)
Bugs that aren't REALLY bugs
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.
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)