v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.31:Known bugs and issues

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}
 
{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}
 +
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''<br />
 +
'''[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).
+
*'''Please link to the mantis tracker issue as well as the forum post if possible.'''
 
+
*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]].
+
*When bugs gets fixed, move then to [[Recently fixed bugs and issues]].
 
 
  
 
==Not Actually Bugs==
 
==Not Actually Bugs==
Line 111: Line 112:
 
: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.
+
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.)
Line 128: Line 129:
 
*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]]
 
+
::In v0.31.25 everything seems to be okay with that. They do use Magma Glass Furnaces.
*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 ==
Line 215: Line 214:
  
 
*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]
  
Line 238: Line 232:
 
::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]]
+
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
== Worlds Caved In On Hell! ==
 +
 
 +
 
 +
Rarely, the world can become corrupted, and all over world items turn into adaminite, slade, etc, carverns spawn on the surface, new fortresses spawn in [[HFS]] and the removed blocks appear in the sky, waiting to fall. This however, only happenss to PARTS of the world.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: