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v0.31 Talk:Known bugs and issues

From Dwarf Fortress Wiki
Revision as of 13:45, 6 April 2010 by 198.98.83.235 (talk) (→‎Craftsdwarf's Workshop: new section)
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It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. Alfador 15:19, 1 April 2010 (UTC)

  • Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P Alfador 15:27, 1 April 2010 (UTC)
  • And it did NOT reproduce. Great. Alfador 15:29, 1 April 2010 (UTC)
  • http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. Enjia2000 15:31, 1 April 2010 (UTC)
  • Just putting this down here while the above site is non-responsive:
    • World gen roads are off, sometimes they'll have floor above ramps, which prevent passage
    • Vermin remains do not decay Todestool 19:53, 1 April 2010 (UTC)

Acid Rain Bug

Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before "______ has bled to death", so it seems like they just start melting and don't even care. This happens to animals and dwarves. http://img407.imageshack.us/img407/964/iwillsurvive.png Unknown cause.

I managed to catch one of my dwarves just before it died of blood loss. It looks like it only happens to their fingers?

Labor Menu Bug

Sometimes only four categories will show up under v,p,l. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. Doctorzuber 20:55, 1 April 2010 (UTC)

  • Mining
  • Healthcare
  • Hauling
  • Other Jobs

The correct list should be.

  • Mining
  • Woodworking
  • Stoneworking
  • Hunting/Related
  • Healthcare
  • Farming/Related
  • Fishing/Related
  • Metalsmithing
  • Jewelry
  • Crafts
  • Engineering
  • Hauling
  • Other Jobs

Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. Doctorzuber 20:55, 1 April 2010 (UTC)

Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in. Also, undiscovered items can be seen in the stocks menu.

Clarifications

  • When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. Kataklistika 06:09, 2 April 2010 (UTC)
  • Added a note that animal bones work for the "body parts" request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to "not a bug" if there are no further problems. --Ashmore 19:54, 4 April 2010 (UTC)

Minor points and addition

Hi!

So, we are not supposed to edit the article directly, or how are we to interpret the screening.

Feel free to add new bugs to the main page with "(confirm)" after it. Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works. This page will need some reformatting eventually anyway. --Squirrelloid 08:01, 4 April 2010 (UTC)

Anyway, there are a few things I feel need to be added/corrected:

Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.

Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).

Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.

I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.

Deathworks

Distance

Not sure what's causing it but I have, under "distance" in the "selecting material" dialogue for constructing a wall, a distance of -66870. Yeah, negative. No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.

have this problem right after cave in, some seconds later distances return to normal...

Mantis

Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - RusAnon 09:55, 5 April 2010 (UTC)


Talk

  • What's going on with this page guys? Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --StrongAxe 12:09, 5 April 2010 (UTC)
  • There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --StrongAxe 12:09, 5 April 2010 (UTC)

Craftsdwarf's Workshop

I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation. I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks. I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a "create shell crafts" task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job. If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.

Craftsdwarf's Workshop

I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation. I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks. I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a "create shell crafts" task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job. If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.