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Difference between revisions of "40d:Known bugs and issues"

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==Bugfix log for 0.27.169.33a:==
+
{{Quality|Fine|20:30, 30 April 2013 (UTC)}}
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area
+
{{av}}
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner
 
* 10/29/2007: Fixed spelling of negotiator
 
  
== Floating Dwarves and etc ==
+
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 40d; 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).
  
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.
 
  
== Floating Boulders ==
+
=== "Large [blank]" ===
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.
 
:If you get this you can build a floor underneath the boulder (on the higher level of course) and it fixes the problem.
 
  
== Perfect Swimming ==
+
I was minding my own business, trading with some nice human merchants... when all of a sudden I find a very very strange item.
"Brook" tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.
 
(was this fixed on 0.27.169.33a?)
 
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)
 
  
== Rewalling Quirks ==
+
It costs 40# and has a weight of 6r. The weirdest thing is both its name and description;
 +
Name: <-large ->
 +
Description: This is a well-crafted large .
  
# Diagonal rewalling is silently pathblocked.
+
As you can see, the game tried to create a large something... but whatever it was didn't exist. Just thought you might like to know. [[User:AlexFili|AlexFili]] 10:30, 7 May 2008 (EDT)
# Rewalling from the top of a ramp is apparently silently pathblocked.
+
:This... is already known and floats around the known bugs list on the dev pages. --[[User:GreyMario|GreyMario]] 14:06, 7 May 2008 (EDT)
  
== Optimal pathfinding ==
+
Oh alright. Just making sure it isn't just me. By the way, the item in question is a gem. Hope that helps. [[User:AlexFili|AlexFili]] 08:09, 8 May 2008 (EDT)
  
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.
+
My Dungeon Master is demanding "item in Throne Room/Office", a similar sort of bug perhaps? I have no idea what sort of item he wants, but man, does he ever want it. [[User:Bryan Derksen|Bryan Derksen]] 19:34, 14 June 2008 (EDT)
  
== The Most Dangerous Game ==
+
=== Merchant in Adventure Mode ===
  
If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole.
+
(This conversation pretty much sums up the whole issue).
 +
:Flauncy, Swordsman: Let's trade.
 +
:Mispi Emanraji, Merchant: You should probably try a merchant.
 +
>_< --[[User:AlexFili|AlexFili]] 10:05, 16 June 2008 (EDT)
  
Even a single miner digging a channel can get into trouble. Miners may "paint themselves into a corner" and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.
+
:Was the aforementioned merchant in his shop? Was he about to leave or did he just enter? If so, "Merchants don't act like merchants unless in their shop." --[[User:Savok|Savok]] 12:47, 16 June 2008 (EDT)
  
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff.
+
::Was it an Elf Merchant? As far as I can tell, only shopkeepers trade, and only in their shops; and elf merchants don't have shops, so. I imagine (though I haven't observed it) that a human merchant who wasn't a shopkeeper would have the same issue. My advice: Grab merchant by throat with right upper arm. Choke merchant by throat with right upper arm. Strangle merchant by throat with right upper arm. Repeat last step as necessary. Problem solved! --[[User:Zombiejustice|Zombiejustice]] 13:51, 16 June 2008 (EDT)
  
== Infinite Blood ==
+
::: I should probably mention, the merchant in question was in the Mayor's house with all the drunks. Still, I would have expected him to say "Oh, I'm not in my merchants house, sorry." or something similar not "You should probably try a merchant". --[[User:AlexFili|AlexFili]] 06:59, 17 June 2008 (EDT)
  
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)
+
=== Legendary Wagon (I'm serious) ===
 +
In legends mode, I've got about 10 entries that are strange. I will quote one of them;
  
:Don't you know?  Your dwarves are building a shrine to Armok. -[[User:EarthquakeDamage|EarthquakeDamage]] 11:10, 2 November 2007 (EDT)
+
::::: , ""
 +
was a wagon born in 883.
 +
In the early autumn of 1058, was scuttled in Flowervoiced.
  
== Wipe Your Feet ==
+
Any idea what this means? --[[User:AlexFili|AlexFili]] 10:01, 16 June 2008 (EDT)
  
Possibly related to the above issue, [[mud]] can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress. Dwarves stepping onto a [[bridge]] will stop tracking mud around, so it may be possible to stop the spread of mud by building a bridge outside of the muddy area.
+
It means that wagons are actually living, breathing entities! I discovered something similar when i accidentally 'killed' a pair of human caravan wagons in fortress mode. they appproached my fortress through an area where a wall was being built, and as they were passing the square that was directly above my underground trade depot (don't know if that was coincidence or played into the bug) they both somehow got stuck in the semi constructed wall. then after a few months they vanished... leaving all their stuff on the ground for my dwarves to loot. the guards and merchants wandered off, and they showed up on the list of units as dead wagons. as this was only my second fortress playing with version 39e, I was extremely confused at the time. --[[User:FruityBix|FruityBix]] 19:52, 31 August 2008 (EDT)
  
== Hole in a Wall ==
+
=== Teleporting Goblin Items ===
 +
When you drop a goblin cage into magma, their charred, burning clothes and red-hot weapons magically appear at the trap location they were caught in.  Be sure you didn't catch them <em>inside</em> before you dump!  Toady already knows about this one, but it's not yet listed as solved on the official page.  --[[User:Corona688|Corona688]] 13:08, 2 November 2008 (EST)
  
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)
+
=== Pitting Creatures ===
  
== We All Fall Down==
+
Once you capture a hostile creature in a Cage Trap and place the cage in a stockpile / somewhere away from the capture point, and select a zone for the creature to be pitted, your dwarves will take the creature out, cancel all tasks and run away from it, Leaving the creature to escape. Weird glitch / bug. Only way to bypass it is to build a cage, press X to expand the list and select the creature cage I.E. Kobold Cage (Pine), link the cage up to a lever to release it - Good for a massive prisoner war. Or, to leave the cage as it is after the trap has sprung.
  
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)
+
== Issues ==
  
: This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT)
+
=== Trader Problem ===
  
== Fatal Crash (Fixed?) ==
+
I just had a group of traders spend so long "unloading" that they left before I could do any trading. This is only the second time the dwarven trade wagon has been here and I really need an anvil...
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)
 
  
''This bug was PROBABLY fixed in 0.27.169.33a, but could use rechecking''
+
Update... I've tested (five times each to make certain):
  
== Weight Issues ==
+
-- One merchant and three wagons with five depots that were operational and accessible BEFORE the wagons arrived.
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT)
 
  
== Startup - Civilization Selection ==
+
'''Result''': Merchant heads to Depot #1, all 3 wagons head to Depot #2, and one of them stops one square short of arrival into the depot. Merchants are "unloading" the whole season and leave before letting me trade. Year 3. (human)
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.
 
  
[[User:Rylen|Rylen]]  23:21, 1 November 2007 (EDT)
+
-- No merchant, two wagons, one depot op/acc as normal.
  
== Theft in Adventure Mode ==
+
'''Result''': Both wagons successfully enter depot. Year 2. (human)
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine. In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace.  Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands). --[[User:BDR|BDR]] 08:41, 2 November 2007 (EDT)
 
  
== Ducky Go Down The Hoooole  ==
+
-- No merchant, three wagons, one depot op/acc as normal.
  
Wells crash the game now and then.
+
'''Result''': All wagons successfully enter depot. Year 5. (human)
  
Despite the changelog, this bug was NOT fixed completely in 0.27.169.33a
+
:I just had the same issue with elves.  About a month later I get the message, 'one-humped camel has gone stark raving mad!'  ...What?  I don't even HAVE a camel. I find it trapped and alone at the far lower-right corner of the map and under siege by batmen, carrying all sorts of elven goods. So maybe this happens when a beast of burden that's part of a caravan gets attacked unattended. [[User:Corona688|Corona688]] 23:48, 6 October 2008 (EDT)
Verified by 2 people on DF forums.
 
  
== Multiple Mayors ==
+
=== Magma Flow ===
  
You can end up with multiple mayors in your fortress: One from the expedition leader, and one elected later when the population gets high enough. These positions should probably be seperate jobs, or the elected one should replace the original mayor/leader, and he/she should become 'mayor emeritus' or something.
+
Magma does not naturally have [[pressure]] because it is "chunky": when a magma pipe is tapped at a certain level, it will not flow upwards like a volcano, even if there is a considerable reservoir of magma nearby.  This is not a bug and is very intentional. However, if magma is pumped, it gains pressure up to the level of the [[screw pump]], and a pump can push magma through a U shaped passage just fine.
  
== Love Conquers All ==
+
=== Perfect Swimming ===
  
A chained animal, when they spot their original trainer, will break free of their chains and go to greet him/her. Hence chaining animals is practically useless.
+
"Brook" tiles are treated as floor tiles over top of caverns.  Think of a thin "force-field" built over top of a river.  The force field allows people to walk across, but also allows them to dip their hands into the water below in order to drink.  Though silly from a realism standpoint, this is currently the only possible implementation, and is meant to represent very shallow water flowing through and around rocky gravel.
  
== Magma Flow ==
+
=== Milking Issue ===
Magma will not flow UP stairs. It will flow DOWN them just fine.
 
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.
 
  
==Sew plant fiber image crash==
+
To milk something it has to be a [[vermin]]ous creature.  The only milkable thing you can carry is a purring maggot.  Larger creatures are not yet milkable because the AI is not yet implemented to bring the creatures to the [[farmer's workshop]].  It would be relatively simple to implement, but is not a priority at this time.
Ordering plant fiber image in Clothier's Shop reliably crashes the game.
 
  
==Trading crash==
+
Note that while you cannot milk larger animals yourself, civilisations can still milk animals "off screen" for your benefit.
Sometimes offering a trade to traders the game crashes.
 
  
== Outpost liason ==
+
=== Building a Wooden Weapon... Rack ===
The npc dwarf that arrives the first autumn never leaves for me. He eventually gets hungry and goes rampage. Although the [[expedition leader]] has no other tasks, he seems to not be able to fully complete the meeting with the liason. I discussed this in the irc channel and it seems to be some wierd bug.
 
  
''The liason is following the expedition leader around trying to talk to him. Atleast in my game, whenever the exp.leader has a idle moment, part of the meeting takes place until he has idled enough times to finish the meeting completely. (edit by: Uberubert)''
+
There is a minor problem with the [[carpenter's workshop]]. Inexperienced players might be confused because in the build menu it says "Construct wooden Weapon", but they will get a [[weapon rack]] out of the deal. This isn't a bug, merely a shortcoming of the interface.  You cannot actually build wooden weapons at the carpenter's workshop; the full name, "Construct wooden Weapon rack", is cut off in the default view, and can be seen if {{k|Tab}} is used to expand the menu. Expanding the menu will reveal that the option does not specify constructing a wooden weapon, but rather a wooden weapon ''rack''.
  
''Apparently it sometimes happens even if the liason finishes the meeting. Best answer I've seen is that the liason forgets how to use stairs after the meeting, so maybe try to keep your noble's office or other meeting place on the "ground floor." (edit by: Rabid Llama)''
+
=== Split-level River ===
 +
I loaded up a section of my world and found a split-level river- that is, a river that for half of the map is on ground-level and half of the map is one z-level up.  This may just seem like a cool thing to most of you, but the upper river has now started flooding out and consuming the entire lower river basin- something that I've been informed shouldn't happen.  If someone will give me the address and directions for sending my world / creation log, I can pass it along to the developers for review.  --[[User:Lucien|Lucien]] 23:30, 13 June 2008 (EDT)
 +
 
 +
I also have this issue, however it is really satisfying to watch the carp the killed 4 of my original 7 dwarves spawn outside the river, die and then fall in, the weird thing is, it empties and then about 15 grid squares farther along the river, it is still ful and flowing on its original course. I also have an issue at a river junction where on one z-level there is blood, that looks like it is flowing into a waterfall, one z-level lower, there is no blood, another z-level down, there is still another river without a side wall, yet it is still running.  please, this is on a community fortress, can we get this fixed?
 +
 
 +
=== Creatures Don't Always Use Graphics ===
 +
 
 +
When a creature is caught in a cage and put in a stockpile, and graphic sets are used, the creature is displayed with the correct graphic tile.  But should you install the goblin cage anywhere, the graphic is ignored and the traditional letter displayed instead.
 +
this also happens with dead creatures, even dwarves.
 +
 
 +
== Official bug list ==
 +
 
 +
The official list of bugs is available on the Dwarf Fortress [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker].
 +
 
 +
[[Category:Game development]]

Latest revision as of 01:17, 30 August 2018

This article is about an older version of DF.

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 40d; an official compilation of all bugs, and their development status, can be found on the 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 bug tracker for that version instead. If you have issues signing up for the bug tracker, see the forum bug tracker board for instructions (but don't report bugs on the forum either).


"Large [blank]"[edit]

I was minding my own business, trading with some nice human merchants... when all of a sudden I find a very very strange item.

It costs 40# and has a weight of 6r. The weirdest thing is both its name and description; Name: <-large -> Description: This is a well-crafted large .

As you can see, the game tried to create a large something... but whatever it was didn't exist. Just thought you might like to know. AlexFili 10:30, 7 May 2008 (EDT)

This... is already known and floats around the known bugs list on the dev pages. --GreyMario 14:06, 7 May 2008 (EDT)

Oh alright. Just making sure it isn't just me. By the way, the item in question is a gem. Hope that helps. AlexFili 08:09, 8 May 2008 (EDT)

My Dungeon Master is demanding "item in Throne Room/Office", a similar sort of bug perhaps? I have no idea what sort of item he wants, but man, does he ever want it. Bryan Derksen 19:34, 14 June 2008 (EDT)

Merchant in Adventure Mode[edit]

(This conversation pretty much sums up the whole issue).

Flauncy, Swordsman: Let's trade.
Mispi Emanraji, Merchant: You should probably try a merchant.

>_< --AlexFili 10:05, 16 June 2008 (EDT)

Was the aforementioned merchant in his shop? Was he about to leave or did he just enter? If so, "Merchants don't act like merchants unless in their shop." --Savok 12:47, 16 June 2008 (EDT)
Was it an Elf Merchant? As far as I can tell, only shopkeepers trade, and only in their shops; and elf merchants don't have shops, so. I imagine (though I haven't observed it) that a human merchant who wasn't a shopkeeper would have the same issue. My advice: Grab merchant by throat with right upper arm. Choke merchant by throat with right upper arm. Strangle merchant by throat with right upper arm. Repeat last step as necessary. Problem solved! --Zombiejustice 13:51, 16 June 2008 (EDT)
I should probably mention, the merchant in question was in the Mayor's house with all the drunks. Still, I would have expected him to say "Oh, I'm not in my merchants house, sorry." or something similar not "You should probably try a merchant". --AlexFili 06:59, 17 June 2008 (EDT)

Legendary Wagon (I'm serious)[edit]

In legends mode, I've got about 10 entries that are strange. I will quote one of them;

, ""

was a wagon born in 883. In the early autumn of 1058, was scuttled in Flowervoiced.

Any idea what this means? --AlexFili 10:01, 16 June 2008 (EDT)

It means that wagons are actually living, breathing entities! I discovered something similar when i accidentally 'killed' a pair of human caravan wagons in fortress mode. they appproached my fortress through an area where a wall was being built, and as they were passing the square that was directly above my underground trade depot (don't know if that was coincidence or played into the bug) they both somehow got stuck in the semi constructed wall. then after a few months they vanished... leaving all their stuff on the ground for my dwarves to loot. the guards and merchants wandered off, and they showed up on the list of units as dead wagons. as this was only my second fortress playing with version 39e, I was extremely confused at the time. --FruityBix 19:52, 31 August 2008 (EDT)

Teleporting Goblin Items[edit]

When you drop a goblin cage into magma, their charred, burning clothes and red-hot weapons magically appear at the trap location they were caught in. Be sure you didn't catch them inside before you dump! Toady already knows about this one, but it's not yet listed as solved on the official page. --Corona688 13:08, 2 November 2008 (EST)

Pitting Creatures[edit]

Once you capture a hostile creature in a Cage Trap and place the cage in a stockpile / somewhere away from the capture point, and select a zone for the creature to be pitted, your dwarves will take the creature out, cancel all tasks and run away from it, Leaving the creature to escape. Weird glitch / bug. Only way to bypass it is to build a cage, press X to expand the list and select the creature cage I.E. Kobold Cage (Pine), link the cage up to a lever to release it - Good for a massive prisoner war. Or, to leave the cage as it is after the trap has sprung.

Issues[edit]

Trader Problem[edit]

I just had a group of traders spend so long "unloading" that they left before I could do any trading. This is only the second time the dwarven trade wagon has been here and I really need an anvil...

Update... I've tested (five times each to make certain):

-- One merchant and three wagons with five depots that were operational and accessible BEFORE the wagons arrived.

Result: Merchant heads to Depot #1, all 3 wagons head to Depot #2, and one of them stops one square short of arrival into the depot. Merchants are "unloading" the whole season and leave before letting me trade. Year 3. (human)

-- No merchant, two wagons, one depot op/acc as normal.

Result: Both wagons successfully enter depot. Year 2. (human)

-- No merchant, three wagons, one depot op/acc as normal.

Result: All wagons successfully enter depot. Year 5. (human)

I just had the same issue with elves. About a month later I get the message, 'one-humped camel has gone stark raving mad!' ...What? I don't even HAVE a camel. I find it trapped and alone at the far lower-right corner of the map and under siege by batmen, carrying all sorts of elven goods. So maybe this happens when a beast of burden that's part of a caravan gets attacked unattended. Corona688 23:48, 6 October 2008 (EDT)

Magma Flow[edit]

Magma does not naturally have pressure because it is "chunky": when a magma pipe is tapped at a certain level, it will not flow upwards like a volcano, even if there is a considerable reservoir of magma nearby. This is not a bug and is very intentional. However, if magma is pumped, it gains pressure up to the level of the screw pump, and a pump can push magma through a U shaped passage just fine.

Perfect Swimming[edit]

"Brook" tiles are treated as floor tiles over top of caverns. Think of a thin "force-field" built over top of a river. The force field allows people to walk across, but also allows them to dip their hands into the water below in order to drink. Though silly from a realism standpoint, this is currently the only possible implementation, and is meant to represent very shallow water flowing through and around rocky gravel.

Milking Issue[edit]

To milk something it has to be a verminous creature. The only milkable thing you can carry is a purring maggot. Larger creatures are not yet milkable because the AI is not yet implemented to bring the creatures to the farmer's workshop. It would be relatively simple to implement, but is not a priority at this time.

Note that while you cannot milk larger animals yourself, civilisations can still milk animals "off screen" for your benefit.

Building a Wooden Weapon... Rack[edit]

There is a minor problem with the carpenter's workshop. Inexperienced players might be confused because in the build menu it says "Construct wooden Weapon", but they will get a weapon rack out of the deal. This isn't a bug, merely a shortcoming of the interface. You cannot actually build wooden weapons at the carpenter's workshop; the full name, "Construct wooden Weapon rack", is cut off in the default view, and can be seen if Tab is used to expand the menu. Expanding the menu will reveal that the option does not specify constructing a wooden weapon, but rather a wooden weapon rack.

Split-level River[edit]

I loaded up a section of my world and found a split-level river- that is, a river that for half of the map is on ground-level and half of the map is one z-level up. This may just seem like a cool thing to most of you, but the upper river has now started flooding out and consuming the entire lower river basin- something that I've been informed shouldn't happen. If someone will give me the address and directions for sending my world / creation log, I can pass it along to the developers for review. --Lucien 23:30, 13 June 2008 (EDT)

I also have this issue, however it is really satisfying to watch the carp the killed 4 of my original 7 dwarves spawn outside the river, die and then fall in, the weird thing is, it empties and then about 15 grid squares farther along the river, it is still ful and flowing on its original course. I also have an issue at a river junction where on one z-level there is blood, that looks like it is flowing into a waterfall, one z-level lower, there is no blood, another z-level down, there is still another river without a side wall, yet it is still running. please, this is on a community fortress, can we get this fixed?

Creatures Don't Always Use Graphics[edit]

When a creature is caught in a cage and put in a stockpile, and graphic sets are used, the creature is displayed with the correct graphic tile. But should you install the goblin cage anywhere, the graphic is ignored and the traditional letter displayed instead. this also happens with dead creatures, even dwarves.

Official bug list[edit]

The official list of bugs is available on the Dwarf Fortress bug tracker.