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40d:Known bugs and issues
Floating Dwarves and etc
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
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.
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.
Rewalling Quirks
- Diagonal rewalling is silently pathblocked.
- Rewalling from the top of a ramp is apparently silently pathblocked.
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.
The Most Dangerous Game
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.
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.
Contents Under Pressure
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 intsead of dividing, in the case of metal bolts).
Making Metal Bars
At Talk:Galena a bug is mentioned that apparently gives you less 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)
Ducky Go Down The Hoooole
Wells crash the game now and then.
Infinite Blood
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)
Wipe Your Feet
Possibly 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.
Hole in a Wall
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)
We All Fall Down
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)
Too Small to Fit
Doors block Wagons. Might not actually be a bug, but it certainly makes indoor trade depots less than appealing.
--Somed additions by Draco18s 4:34, 1 November 2007 (EDT)
Fatal Crash
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)
Spelling/Grammar Nazi Attack!
'z' -> Stone Restriction screen: "Space: Change Status" should probably be "Enter: Change Status" HeckRuler 15:27, 1 November 2007 (EDT)