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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)
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*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.
 
: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)
 
  
 
== Creature Data ==
 
== Creature Data ==
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*Custom stockpile options don't seem to always work
 
*Custom stockpile options don't seem to always work
 
:[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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*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.  
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== Graphics ==
 
== Graphics ==
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*<s>Arena does not work for graphics mode.</s>
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:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]
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:[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==
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*<s>Elf traders may stay a long time.</s>
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: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.
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: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.
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: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.
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::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.
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:[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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