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Difference between revisions of "v0.31:Important advice"

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This isn't meant to be comprehensive, but more of a quick guide to check when something isn't working right. So yeah.
 
This isn't meant to be comprehensive, but more of a quick guide to check when something isn't working right. So yeah.
  
<nowiki>*<\nowiki> indicates spoilers.
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<nowiki>*</nowiki> indicates spoilers.
  
 
As a general rule, always try to  
 
As a general rule, always try to  

Revision as of 01:16, 4 April 2010

Known Bugs and Issues v0.31.01

This isn't meant to be comprehensive, but more of a quick guide to check when something isn't working right. So yeah.

* indicates spoilers.

As a general rule, always try to

  • Disable and re-enable the labor
  • Save and reload again
  • Quit and launch the game again, reload your save

It sounds generic, but these do seem to work very well in this case.

Take from stockpile: Currently, "take from stockpile" will make dwarfs run over to that stockpile, pick up the item, and drop it right back. Don't use it, it will keep your dwarfs busy with a pointless task.

No fish*: 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.

Double fish: You may see fish listed twice in embark or trade screens. This is suspected to be because both female and male fish are listed, separately.

Farms*: Underground farms must be on muddy ground. This is apparently a bug, and will supposedly be fixed in later releases. If you don't want to bother flooding your fortress, you can build above ground farms (this works just as in the old version, ignore warnings about mud) or you can break into the underground cave which always has muddy ground.

Graphics: When you generate a world and try to embark in it, some tiles may be missing. Simply quit the game, launch it again, embark as usual. Arena mode does not work with graphics.

Hunters don't gonna hunt: If you bring along a hunter, you will notice he does not hunt, despite having the labor enabled. Disable and re-enable hunting to remedy. You may or may not need to make sure he has a crossbow, and/or to go to the {{k|m]]ilitary menu and assign ammunition (f.

Immigrants don't work: 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.

Weird red "C" in the top left corner: C means new combat report, H means new hunting message, S means new sparring message. Feature, not bug.

Weak military/wrestlers: Wrestlers suck, don't use them. They will take long years to kill an enemy, and both parties are at a higher risk of death by starvation (granted, that's pretty high because the "wrestling" is keeping them occupied).

Training from hell: The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See DF2010:Military/Guide, "Getting your squad to do something", for details.

Auto kitchen: In the orders menu, there are options for auto butcher, auto kitchen and auto fishery. All three of these respond to b only, k and f do nothing.

Menu confusion: Space used to be the key to leave a menu, this has been changed to Esc. You may change it back through the key bindings menu, but don't. If you do, you will have problems using the job manager because typing a space will cancel the add new job command.

Rat remains don't rot: Presumably will be fixed. Until then, treat rat remains like unwanted stone.