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Editing 40d:Known bugs and issues

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{{Quality|Fine|20:30, 30 April 2013 (UTC)}}
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== History of fixes ==
{{av}}
 
  
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).
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This information has not been updated since version v0.27.169.33g.{{version|0.28.181.39e}}  An up-to-date log of all fixes to the game can be obtained from the Dwarf Fortress [http://www.bay12games.com/dwarves/dev_now.html Recent Developments] page or its [http://www.bay12games.com/dwarves/dev_now.rss RSS feed].
  
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=== v0.27.169.33g ===
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* 12/21/2007:
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** Made human pack animals arrive with trade goods properly
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** Fixed problem that caused some entities to not use feature materials properly
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** Stopped premature starts on mood construction
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** Restricted glass requests for moods
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** Fixed problem with constructions and subterranean designations
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** Changed order of item types on stocks screen
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** Fixed problem with stuck soldiers after [[wrestling]] practice
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* 12/20/2007: Updated the bring-to-depot interface
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* 12/19/2007:
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** Made dead ambushers show up on the unit screen
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** Displayed region folder above game type choices
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** Added init option for pause on load
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** Allowed embark rectangle to be 2x2
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** Allowed embark rectangle size to be set in init
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** Made cage/chain lists show relevant building picture instead of a C
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** Disallowed certain predators from the intro text
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** Tweaked stuck-in removal text
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** Gave occupied cage items/buildings different name text
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** Made contained trade items fill out the container
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** Made world generation results independent of custom name
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** Fixed problem with glaciers melting on load
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* 12/18/2007:
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** Changed priorities of idle designations
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** Changed vermin/pet names in stocks screen
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** Changed leader text in status screen
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* 12/17/2007:
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** Updated embark race name to support non-dwarves.
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** Fixed gem typo on stocks screen.
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=== v0.27.169.33f ===
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* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code
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* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation
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* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again
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* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type
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=== v0.27.169.33e ===
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* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions
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* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed
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* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanoes, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code
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* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square
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=== v0.27.169.33d ===
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* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen
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* 11/28/2007: Fixed counteroffer crash
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* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects
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* 11/26/2007: Tweaked depot list sorting
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=== v0.27.169.33c ===
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*  11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list
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* 11/22/2007: Added categories to item selection in embark
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* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow
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* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties
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* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order
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=== v0.27.169.33b ===
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* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures
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* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers
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* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement
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* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps
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* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain
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* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem
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* 11/06/2007: Fixed problem with fortress advancement
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* 11/01/2007: Fixed a few typos
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=== v0.27.169.33a ===
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* 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
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* 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
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* 10/29/2007: Fixed spelling of negotiator
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== Current Bugs ==
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Check the [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=search&search_forum=6 bay12games forums bug report subforum]] if you find something weird. Please use the search function!
  
 
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=== "Large [blank]" ===
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I was minding my own business, trading with some nice human merchants... when all of a sudden I find a very very strange item.
 
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;
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It costs 40# and has a weight of 6r. The weirdest thing is both it's name and description;
 
Name: <-large ->
 
Name: <-large ->
 
Description: This is a well-crafted large .
 
Description: This is a well-crafted large .
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=== Teleporting Goblin Items ===
 
=== 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)
 
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)
 
=== Pitting Creatures ===
 
 
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 ==
 
== Issues ==
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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 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?
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=== Goblins Don't Always Use Graphics ===
 
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When a goblin is caught in a cage and put in a stockpile, and graphic sets are used, the goblin is displayed with the correct graphic tile.  But should you install the goblin cage anywhere, the graphic is ignored and the traditional 'g' displayed instead.
=== 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 ==
 
== 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].
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The official list of bugs is available from the Dwarf Fortress website's [http://www.bay12games.com/dwarves/dev_bugs.html Reported Bugs] list.
 
 
[[Category:Game development]]
 

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