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v0.31 Talk:Known bugs and issues

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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?


By rarely you mean 'not every time it rains'? I'm in a jungle, it's raining half the time, but I haven't seen these issues. Could it be a new 'feature'? Could it be a reaction between the water and something your dwarves are playing in? (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts Granite26 13:16, 9 April 2010 (UTC)
I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.
I think I was only in a 'Warm' climate though.

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)

  • I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--Sepheris 10:00, 28 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.

I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.

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

Previously (40d) you had to train wild animals and then have them butchered. If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside. Then the dwarfs will bring it to a refuse pile, which will spawn a "butcher animal" job. In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.
Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining. I noticed he was dehydrated, so I let him out. But, he never got a "drink" job and ended up dieing. Too bad, legendary jem cutter!
I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls. I need to check the raws on that.--Kwieland 14:57, 13 April 2010 (UTC)

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.

I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.

Food Stockpiles

Has anybody noticed a bug with food stockpiles with barrels? I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels. The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!

Also, my kitchen screen doesn't list any meat that I embark with. You cannot use them for cooking?--Kwieland 17:03, 7 April 2010 (UTC)

Have you tried butchering it? Just curious. 68.43.43.52 05:57, 8 April 2010 (UTC)
I'm not sure how to butcher meat. But, no matter, the bug was fixed in 40.02--Kwieland 15:02, 13 April 2010 (UTC)

Unknown Military Crash

I've got an odd issue here. I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes. Any ideas? I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it. --Eddie 16:20, 8 April 2010 (UTC) EDIT-Found that deleting and remaking the squad fixed this. I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out. --Eddie 16:27, 8 April 2010 (UTC)

Masterwork food Bug

When cooks make masterwork food they suffer art defacement if someone eats it. Has ended 2 fortresses in tantrum spiral so far.--Mrdudeguy 17:07, 8 April 2010 (UTC)

That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --Quietust 17:12, 8 April 2010 (UTC)

Req for Comments - 'Buggy' template

I've created a template that shows a warning like so:

I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with: Ambusher.

The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called "Bugs", but this is inconsistent across the entire wiki, which is why I've included the parameter. Garanis 03:34, 9 April 2010 (UTC)

I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. Garanis 03:38, 9 April 2010 (UTC)

Dead Dwarf keeps task and building locked

I can't get on the forum now, so this'll have to do. I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active. If I go to the (u) screen, there is no dwarf listed with this task. Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason. It turns out this dwarf is dead. Granite26 13:28, 9 April 2010 (UTC)

Although, it'd be cool if the partial corpse was crawling around trying to finish the job.
That's not a bug, that's a feature. Now workshops can be haunted! JK. Garanis 13:53, 9 April 2010 (UTC)

Bedrooms

My dwarves don't seem to prefer their bedrooms anymore. Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms. Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.


Pathing

There seems to be an issue in my "stockpile" z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of
"material distance"
"diorite -184900"

Forging creates different item

When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--184.59.128.146 05:21, 25 April 2010 (UTC)

   UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--184.59.128.146 21:23, 26 April 2010 (UTC)

Goblin attackers don't cause dwarves to interrupt their jobs

I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]

Named (or Legendary) Weapon bug

This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --69.149.72.238 02:50, 16 May 2010 (UTC)

alt-tab causes program lockup

in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--208.81.12.34 15:12, 21 May 2010 (UTC)