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40d Talk:Known bugs and issues
Could it be that the 'floating bug' is simply one space that no channel was dug to? I had this once, but corrected it with just making the stuck dwarf miner and set the space to be made into channel.
- When building a set of pumps I dug out a channel above the solid square of a pump. The rock from the square and the dwarf who dug it out were then stuck in the air until I removed the pump below them. Then the Dwarf fell and wandered off but the rock was still hovering. I think I built a floor from that rock and then dug it out and that worked, but that doesn't make much sense because no one would've been able to get to that square to get the rock to build with. Unless rocks on a square can be used to build something with 0 hauling (ie. you don't have to touch them at all you can just build directly) I may have misremembered that part. --Lacero 04:08, 2 November 2007 (EDT)
Digging: From the old version, dwarves preferred to dig from left to right, and I suspect the "digging from the far end" thing is where that comes from.
Hehe, Adventure mode: "The sturgeon has drowned". My buddies attacked it and it probably lost it's gills or something. Kinda like suffocating cause you got no lungs. Which was also funny the first time I saw it. HeckRuler 15:33, 1 November 2007 (EDT)
- Could this be because when a sturgeon is taken out of water, and it basically "drowns" in the oxygen? Schm0 15:35, 1 November 2007 (EDT)
Also, is there anyway to clean blood/vomit/water off your gear in adventure mode? Will dwarves clean themselves in fortress mode? I was never too sharp on how the cleaning job worked. HeckRuler 15:33, 1 November 2007 (EDT)
Now with a new version released, I think this page needs cleaning or at least separating bugs in old version from the bugs left in the current version. --Mizipzor 17:16, 1 November 2007 (EDT)
I seem to be having troubles getting dwarves to work with stockpiles like they used to. They refuse to move these seeds, despite the seeds not being in a stockpile and there being a stockpile designated for seeds. My anvil has sat outside for half a month now despite there being a designated spot specifically for anvils one level down. Is Z-axis messing with dwarf perception of customized stockpiles? Hmm. Kefkakrazy 23:12, 1 November 2007 (EDT)
- I've noticed--not tried to repro--that a custom stockpile for seeds will attract other Food items until a general Food stockpile is created. My first fort did this, plump helmets didn't get harvested until I created said Food pile, and only after they moved barrels of meat OUT of the seed stockpile.--Draco18s 23:22, 1 November 2007 (EDT)
- I think that blood disappearance is, as noted in Infinite Blood, buggered. I've had a few raccoons get eaten by my dogs and there's STILL blood, months later. It's possible that custom stocks got buggered too. Kefkakrazy 00:18, 2 November 2007 (EDT)
- Seeds not going to a seed stockpile appears to have been fixed as of v 0.27.169.33a. That is, I've got seeds going to the correct stockpile now. Huzzah! --Surma 01:16, 2 November 2007 (EDT)
- I upgraded versions and I'm still having troubles with custom stockpiles. Either dwarves are just too busy to do the hauling or customized stockpiles are not being done properly.Kefkakrazy 03:52, 2 November 2007 (EDT)
- I had problems with stockpiles, there's a new options at the bottom for "Additional Options" which provides Allow Plant/Animal and Allow Non-Plant/Animal - if either of these are turned off, stuff doesn't get moved. Simple mistake, caused 4 of my stockpiles to be left empty for half year. Anyone else had this problem? Have you checked for it? --Markavian