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Editing v0.31:Known bugs and issues

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{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}
 
{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}
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'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''<br />
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'''[http://www.bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''
  
Dwarf Fortress is a constant work in progress, and is thus full of '''bugs'''. Some of them are minor and completely harmless, some are small and annoying, and some are major and even game-changing. This page is a historical list of some of the best-known bugs in v0.31; an official compilation of all bugs, and their development status, can be found on the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php Mantis Bug Tracker]. Please do '''not''' report new bugs for this version; if the problem still exists in the current development version it should be reported on the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker] for that version instead. If you have issues signing up for the bug tracker, see the [http://www.bay12forums.com/smf/index.php?board=6.0 forum bug tracker board] for instructions (but don't report bugs on the forum either).
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*'''Please link to the mantis tracker issue as well as the forum post if possible.'''
 
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*Also read the 'Not Actually Bugs' section before adding bug reports!
Bugs fixed in v0.31 have been moved to [[Recently fixed bugs and issues]].
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*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].
 
 
  
 
==Not Actually Bugs==
 
==Not Actually Bugs==
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*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.
 
*[[Wrestling]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.
 
*Fey moods can request body parts - it just means it needs various parts that go in the refuse pile, shells, hair, etc.
 
  
 
== Embarking ==
 
== Embarking ==
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:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]
 
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]
  
*Metal items may require fewer bars/wafers than announcements lead you to believe.  This mainly results in [[adamantine]] being far less scarce than it should be, since most items require only a single wafer instead of up to 9.
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*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.
 
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]
 
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]
  
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:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.
 
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.
 
::Perhaps they had the wood hauling labor enabled and were going to haul it?
 
::Perhaps they had the wood hauling labor enabled and were going to haul it?
:I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.
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I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.
  
 
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)
 
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)
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== Moods ==
 
== Moods ==
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*<s>Fey moods can request body parts</s>
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:Not a bug, just means it needs various parts that go in the refuse pile, shells, hair, etc.
  
 
*Fey moods can request "rock bars."  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)
 
*Fey moods can request "rock bars."  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)
 
:I've had the same situation, but my dwarf made do with bars of [[Coke]].   
 
:I've had the same situation, but my dwarf made do with bars of [[Coke]].   
 
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.
 
:Rock bars refer to bars of any inorganic material, since inorganic materials have all been lumped together.
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 +
*<s>Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.</s>{{bug|0093}} and {{bug|0359}} '''Fixed''' {{v|0.31.11}}
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*<s>Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations </s> {{bug|2806}}'''Fixed''' {{v|0.31.22}}.
  
 
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)
 
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)
 
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]
 
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]
  
*Sometimes a possessed dwarf will not use the requested materials even though all of them are available. (Not the same as the "rock bars" issue.) I think they don't want to take leather out of a bin.
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== Creature Data ==
:Players having this problem should install the latest release of DFHack and run the "showmood" plugin to confirm exactly what it is that the moody dwarf wants (and compare it to what has been collected so far). --[[User:Quietust|Quietust]] 21:57, 8 February 2012 (UTC)
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*<s>Descriptions sometimes take strange objects: "She likes to consume she"</s>
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:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}
  
== Creature Data ==
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*Giants and giantesses are mapped to the wrong gender.
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:Fixed
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*Unicorns give birth to elk fawns.
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:Fixed
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*Mountain goat fawns are called "Stray Horse foal", although having all the features of a mountain goat.
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:This is due to what is assumed to be a copy/paste error in the raws - The raws list "Mountain goat kid" as well as <b>"Horse foal"</b> as possible child names, so it randomly picks one.
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:Fixed
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*<s>In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye</s>
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:Fixed
  
 
== Stockpiles ==
 
== Stockpiles ==
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:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]
 
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]
  
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*<s>Dead vermin never rot</s>
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:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}
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*<s>"Take from stockpile" is broken</s>
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:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]
 +
: Fixed in .10
 
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops.  
 
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops.  
 
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]
 
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)
 
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)
  
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*<s>The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.</s>
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}
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:Arsenal dwarf position deleted in .10
 
*Squads can get into a "permanent civilian life" and will never go into "recruit mode" unless ordered to "station" or "Kill a target", upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).
 
*Squads can get into a "permanent civilian life" and will never go into "recruit mode" unless ordered to "station" or "Kill a target", upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).
 
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010
 
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010
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:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain & recreating them.  17:00EST 19 July, 2010
 
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain & recreating them.  17:00EST 19 July, 2010
 
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is "no scheduled order", they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The "inactive" schedule (the '''default''' schedule) has "no scheduled order" throughout. &mdash;&nbsp;[[User:Wisq|Wisq]]&nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)
 
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is "no scheduled order", they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The "inactive" schedule (the '''default''' schedule) has "no scheduled order" throughout. &mdash;&nbsp;[[User:Wisq|Wisq]]&nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)
 +
 +
*<s>Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.</s>
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:-- '''Fixed''' {{version|0.31.11}}
 +
 +
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.
 +
:[[Military/Guide]] -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)
 +
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*<s>Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).</s>
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:-- '''Fixed''' {{version|0.31.11}}
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*<s>Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.</s>
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}
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*<s>Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.</s>
 +
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}
  
 
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.
 
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.
 +
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*<s>Copying an empty order causes an immediate crash.</s>
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}
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*<s>Going to the schedule grid of the inactive group causes an immediate crash. </s>
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}
  
 
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.
 
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.
 
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]
 
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]
 
:Workaround: Quit and restart df before loading a savegame or starting a new game.
 
:Workaround: Quit and restart df before loading a savegame or starting a new game.
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* <s>Marksdwarves use any assigned bolts for training, regardless of ammunition settings.</s> 
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}
  
 
== Medicine ==
 
== Medicine ==
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*<s>Surgeons may endlessly perform surgery on dwarves with no effect.</s>
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]
 +
:Fixed
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*<s>Surgeon provided constant "suturing," each time using up thread.  May be related to above problem.</s> -- '''Fixed''' {{version|0.31.07}}
 +
 +
*<s>Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.</s>
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.
  
 
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.
 
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.
 
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]
 
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]
 +
 +
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again
 +
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker] -- '''Fixed'''
  
 
== Items ==
 
== Items ==
 +
 +
*<s>Eating a masterwork meal will cause the cook to suffer art defacement.</s> -- '''Fixed''' {{version|0.31.07}}
 +
 +
*<s>Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.</s>
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}
  
 
*Obsidian does not appear in the accounting stone menu.
 
*Obsidian does not appear in the accounting stone menu.
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==Nobles==
 
==Nobles==
 +
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*<s>When the mayor dies, all nobles are removed until a new mayor is elected.</s>
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:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw>objects>entity_default.txt).
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}
 +
 +
*<s>Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.</s>
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:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}
  
 
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.
 
*Dungeon masters (along with the appointed nobles Hammerer and Tax Collector, but those are missed significantly less) will never turn up, no matter how the Fortress progresses.
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== Graphics ==
 
== Graphics ==
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*<s>Arena does not work for graphics mode.</s>
 +
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]
 +
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}
  
 
*After generating a world and embarking, you may notice missing tiles.
 
*After generating a world and embarking, you may notice missing tiles.
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==Trading and Depot==
 
==Trading and Depot==
 +
 +
*<s>Elf traders may stay a long time.</s>
 +
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.
 +
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.
 +
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.
 +
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.
 +
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}
  
 
*No one brings wagons, even if there is a clear path to your depot.
 
*No one brings wagons, even if there is a clear path to your depot.
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*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.
 
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.
 
*Wagons do not park in the same Depot of where the items and merchants are, if there is another Depot. This makes it impossible to trade unless you destroy the wagon's Depot.
 
 
*(But if you keep this up until the merchants decide to leave, they will not pack their items, but instead leave them there. Destroying the Depots will make the merchants actually go; they can't leave without their wagons.)
 
 
 
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]
 
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]
  
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:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)
 
:Running DF on Win7, I do not experience any crashes. I do however experience lockups when saving, although these just pass over if I wait long enough. --[[Special:Contributions/194.78.66.68|194.78.66.68]] 14:31, 14 December 2011 (UTC)
 
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)
 
::If waiting long enough causes it to return to the titlescreen, then it wasn't a lockup - it was just taking a long time to do its job. It's only a lockup if it '''never''' comes back. --[[User:Quietust|Quietust]] 14:41, 14 December 2011 (UTC)
 
== Feature Corruption ==
 
Aborting an embark (especially after using the Site Finder) can leave "feature-*.dat" files behind in the /data/save/current/ directory; if a new world is generated at this point, that data will be incorporated into the new world, resulting in horribly corrupted embarks - [[raw adamantine]] spires reaching high into the sky, [[slade]] landscapes, and often outright crashes on embark. This can be avoided by deleting the feature-*.dat files prior to the first embark; the bug itself was not fixed until version 0.34.03.
 
 
[[Category:Game development]]
 

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