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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>https://dwarffortressbugtracker.com/</docs><link>https://dwarffortressbugtracker.com/</link><description><![CDATA[Dwarf Fortress Bug Tracker - Issues]]></description><title>Dwarf Fortress Bug Tracker - Issues</title><image><title>Dwarf Fortress Bug Tracker - Issues</title><url>https://dwarffortressbugtracker.com/images/mantis_logo.gif</url><link>https://dwarffortressbugtracker.com/</link><description><![CDATA[Dwarf Fortress Bug Tracker - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0013151: Dwarf's Mood items overfilled. Wont gather new materials.</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13151</link><description><![CDATA[V51.10. The option isnt in the dropdown.&lt;br /&gt;
&lt;br /&gt;
A dwarf has a strange mood at a clother's workshop. There were already materials he needed in the workship to complete the artifact. However he wont move to gather any more items after he met the first requirement. DF hack said he got 10 out of the 3 of cloth needed. I imagine this is a bug that stops progression in the mood.]]></description><category>Dwarf Mode -- Moods</category><pubDate>Thu, 03 Sep 2026 18:42:34 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13151</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13151#bugnotes</comments></item><item><title>0013125: Symbols Assigned to Officials and Nobles become bugged when Reassigned (In Steam release)</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13125</link><description><![CDATA[If you assign an item or artifact to be the symbol of an office or noble position, and then you reassign that item to another official or noble the item will become bugged.  Currently, to avoid the bug you must carefully remove the assignment of an item and then assign it to a new official.  If you do not remove the current assignment of an office then when you make the new assignment as a symbol to a different office the item will become permanently bugged.  You will be unable to ever remove the initial assignment to the first office.  You will be unable to assign the item to any other office.]]></description><category>Dwarf Mode -- Artifacts</category><pubDate>Wed, 02 Sep 2026 20:11:55 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13125</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13125#bugnotes</comments></item><item><title>0013281: Water is not visible on top of glass bridges</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13281</link><description><![CDATA[Using a green glass bridge in an obsidian farm, it quickly became apparent that water is not visible on top of glass bridges, in either normal or show-depth setting.  Mousing over the tiles themselves does show the water level in the tooltip that appears.]]></description><category>Graphics and Sprites</category><pubDate>Tue, 01 Sep 2026 05:50:16 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13281</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13281#bugnotes</comments></item><item><title>0013547: Water is not recognized as reagent in reaction</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13547</link><description><![CDATA[Hello, I have created a reaction for adventurer mode that demands water as a reagent. The reaction is the following:&lt;br /&gt;
&lt;br /&gt;
reaction_adventurer_MAC&lt;br /&gt;
&lt;br /&gt;
[OBJECT:REACTION]&lt;br /&gt;
&lt;br /&gt;
[REACTION:WATER_TEST_MAC]&lt;br /&gt;
	[NAME:water test]&lt;br /&gt;
	[ADVENTURE_MODE_ENABLED]&lt;br /&gt;
	[REAGENT:water:1:LIQUID_MISC:NONE:NONE:NONE]&lt;br /&gt;
	[REAGENT:C:1:NONE:NONE:NONE:NONE]&lt;br /&gt;
		[CONTAINS:water]&lt;br /&gt;
		[PRESERVE_REAGENT]&lt;br /&gt;
&lt;br /&gt;
I'm testing it in the arena, I have a waterskin full of water in my hands, or equipped, but it doesn't recognize it.]]></description><category>Adventure Mode -- Reactions</category><pubDate>Mon, 31 Aug 2026 08:50:20 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13547</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13547#bugnotes</comments></item><item><title>0010080: Architectural buildings (like roads, wells, etc) do not display quality when viewed directly</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=10080</link><description><![CDATA[I built a road (no quality level) out of microline blocks (no quality levels) and received the notice &quot;Urist McDwarf has constructed a masterpiece!&quot;&lt;br /&gt;
&lt;br /&gt;
The road has no indication of being a masterpiece, or of any quality for that matter. &lt;br /&gt;
&lt;br /&gt;
The dwarf in question is a legendary mason, so I suspect this was the skill used.]]></description><category>Dwarf Mode -- Interface, Announcements</category><pubDate>Sun, 30 Aug 2026 13:46:01 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=10080</guid><comments>https://dwarffortressbugtracker.com/view.php?id=10080#bugnotes</comments></item><item><title>0010706: Completed Paved Roads caused dwarves/units to blink/flash</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=10706</link><description><![CDATA[When dwarves or livestock walk over paved roads constructed in Fortress mode (adv. mode untested), they will flash transparent as if the tile is cycling between an item and the dwarf. However, there is no item, only the paved road below the unit.&lt;br /&gt;
&lt;br /&gt;
I feel this is a bug because regular constructed floors and ground tiles to not do this, and it makes using paved roads obnoxious. I've used paved roads in past versions and do not remember this being an issue - but I can't confirm if and when this bug arose.]]></description><category>Dwarf Mode -- Interface, Building Construction</category><pubDate>Sun, 30 Aug 2026 13:28:04 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=10706</guid><comments>https://dwarffortressbugtracker.com/view.php?id=10706#bugnotes</comments></item><item><title>0013546: alder cones and peanut pods have no stockpile</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13546</link><description><![CDATA[alder catkins (fruit/leaves) and peanuts (seeds) are available, as well as whole peanut plants, but these are not. fruit/leaves seems most appropriate for them? (onion bulbs go there)]]></description><category>Dwarf Mode -- Stockpiles</category><pubDate>Sat, 29 Aug 2026 17:12:20 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13546</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13546#bugnotes</comments></item><item><title>0013544: Artifacts created by dwarves during world generation are incorrectly attributed to work by humans.</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13544</link><description><![CDATA[Several (if not all) artifacts created by dwarves during world generation are stated to have &quot;craftsmanship of the highest quality&quot; instead of &quot;craftsdwarfship of the highest quality&quot;. This doesn't apply to artifacts created in the fortress.]]></description><category>Items</category><pubDate>Thu, 27 Aug 2026 21:11:02 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13544</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13544#bugnotes</comments></item><item><title>0013545: (Adventure) Unknown crash in busy market outside castle</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13545</link><description><![CDATA[In the linked save, taking a step in any direction reliably causes the game to hard crash. The adventurer is currently located in a busy market space, just outside a castle.]]></description><category>Miscellaneous Crashes</category><pubDate>Tue, 25 Aug 2026 18:11:17 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13545</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13545#bugnotes</comments></item><item><title>0013527: Caravan stuck off map</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13527</link><description><![CDATA[No caravan from parent civilization for 6 years, so no migrants either.&lt;br /&gt;
Caravans from other dwarf and non-dwarf civilizations still appeared.&lt;br /&gt;
Tried DF Hack, caravan command shows a caravan stuck off map with &quot;leaving - 0 days&quot;&lt;br /&gt;
&lt;br /&gt;
Savegame will follow shortly]]></description><category>Dwarf Mode -- Trade</category><pubDate>Tue, 18 Aug 2026 16:15:16 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13527</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13527#bugnotes</comments></item><item><title>0013308: Setting werebeast number too high results in wereblobs</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13308</link><description><![CDATA[The &quot;random_object_parameters&quot; key &quot;werebeast_blacklist&quot; is used to ensure werebeasts are each of a unique species. However, there are a limited number of valid species.]]></description><category>World Generation -- Beasts</category><pubDate>Tue, 18 Aug 2026 14:56:33 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13308</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13308#bugnotes</comments></item><item><title>0013522: old save syndrome index mismatch after 53.15</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13522</link><description><![CDATA[An old fortress save behaves differently depending on the Dwarf Fortress version used to open it.&lt;br /&gt;
&lt;br /&gt;
In the older version, several citizens have a demon sickness syndrome caused by a demon/underworld encounter. The affected units are not werebeasts and were not reported by cursecheck as werebeasts. The syndrome executes as demon sickness in that version.&lt;br /&gt;
&lt;br /&gt;
When the exact same save is opened in DF 53.15, without advancing from a 53.15-saved copy, the same affected units are executed by the game as werebeasts. On the next full moon, the game itself causes them to transform as werebeasts.]]></description><category>Creatures</category><pubDate>Thu, 13 Aug 2026 18:49:01 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13522</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13522#bugnotes</comments></item><item><title>0009004: "Store item in container" jobs block access to all items already in the container</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=9004</link><description><![CDATA[&quot;Store item in container&quot; jobs block access to all the other items in that container until the job is complete. This leads to job cancellations, confusion (where did all my _ go?), and general inefficiency. Since the container is no longer being hauled across the fortress, there's little reason for the supplies inside to be unavailable during the job.]]></description><category>Dwarf Mode -- Jobs, Hauling</category><pubDate>Thu, 13 Aug 2026 11:18:58 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=9004</guid><comments>https://dwarffortressbugtracker.com/view.php?id=9004#bugnotes</comments></item><item><title>0013543: Sculpted ice floors do not indicate engraving quality level</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13543</link><description><![CDATA[When an ice floor is smoothed and engraved, inspecting the tile simply describes it as &quot;Sculpted Ice Floor&quot; without any indication as to the engraving's quality level. By comparison, engravings on stone floors display their quality correctly (e.g. &quot;+Detailed+ limestone Floor&quot;).]]></description><category>Artistic Images (engravings etc)</category><pubDate>Thu, 13 Aug 2026 10:46:14 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13543</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13543#bugnotes</comments></item><item><title>0013535: Game crash a minute after unpause</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13535</link><description><![CDATA[I do use DFHack when playing the game and I do have some mods installed. I uninstalled DFHack and tried running the game vanilla but the crash happens anyways. I also tried setting all my military to No Orders just in case it was a military thing.&lt;br /&gt;
&lt;br /&gt;
Link to save:&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;https://dffd.bay12games.com/file.php?id=17884&quot; rel=&quot;noopener&quot;&gt;https://dffd.bay12games.com/file.php?id=17884&lt;/a&gt;]]></description><category>Miscellaneous Crashes</category><pubDate>Wed, 12 Aug 2026 18:29:48 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13535</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13535#bugnotes</comments></item><item><title>0013541: Miners in military remove equipment even if set to equip/always</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13541</link><description><![CDATA[Miners assigned to a military squad will remove their assigned uniform even if their current orders are set to equip/always when they do not have an active order (station, defend, patrol, attack).]]></description><category>Dwarf Mode -- Military</category><pubDate>Tue, 11 Aug 2026 19:55:25 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13541</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13541#bugnotes</comments></item><item><title>0013540: Game crashes to desktop upon a specific alert</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13540</link><description><![CDATA[So, at a certain point the game will issue a louder audible alert (probably from the mod) and it seems every time it hits that alert, the game crashes to desktop.&lt;br /&gt;
&lt;br /&gt;
My squads are pretty bugged so I'm not sure my toying with DFHack had anything to do with the crash or not. I was trying to use the fix/stuck-squad and fix/retrieve-squad commands, also exterminating the Manera hiding in the caverns, the typical way to attempt to debug stuck squads from what I've read, or the fact that at one point I spawned in 5000 Adamantine Wafers to try and take down the goblins and vaults of the world after hitting a certain point with the fort. I know I should just retire her... hehe, I just can't resist after seeing that guy on reddit with a 63 year old fort!&lt;br /&gt;
&lt;br /&gt;
This is literally the lowest priority, but hey, maybe it'll help expose something that can be fixed in the game logic :)]]></description><category>Miscellaneous Crashes</category><pubDate>Tue, 11 Aug 2026 09:45:26 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13540</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13540#bugnotes</comments></item><item><title>0013542: Catapults no longer have the correct range</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13542</link><description><![CDATA[Catapults in the latest version have a maximum range of about 15 tiles and no minimum range, as opposed to the expected minimum range and very long maximum range.]]></description><category>Dwarf Mode -- Military</category><pubDate>Tue, 11 Aug 2026 08:39:04 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13542</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13542#bugnotes</comments></item><item><title>0013539: Attempts to view the control screen for three of my stockpiles crashes the game</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13539</link><description><![CDATA[I hope to include my saved game, but I don't currently see a place to upload it. There are three stockpiles in the save with the following names:&lt;br /&gt;
&lt;br /&gt;
- Quantum 51&lt;br /&gt;
- Quantum 52&lt;br /&gt;
- Quantum Ore 4Mag&lt;br /&gt;
&lt;br /&gt;
As the names suggest, these are all 1x1 stockpiles, fed by a dumping minecart. At least two were created with the DFHack Quantum Stockpile tool, but this issue persists after DFHack has been uninstalled.&lt;br /&gt;
&lt;br /&gt;
In normal mode, attempting to click on the full stockpiles will not recognize the stockpile at all. Attempting to click on the empty one will crash the game.&lt;br /&gt;
Clicking on them when in stockpile editing mode will crash the game.&lt;br /&gt;
Clicking on the magnifying glass icon in the Places-&gt;Stockpiles view will crash the game.&lt;br /&gt;
&lt;br /&gt;
As a further oddity, Clicking on the stockpile icon to go into stock pile editing mode will act as if you clicked the &quot;Add Stockpile&quot; icon, asking you where you want to put it.]]></description><category>Dwarf Mode -- Stockpiles</category><pubDate>Tue, 11 Aug 2026 05:36:02 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13539</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13539#bugnotes</comments></item><item><title>0013538: Random crash, unknown reason</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13538</link><description><![CDATA[Stack trace of thread 7228:&lt;br /&gt;
                #0  0x0000000000be45e8 n/a (dwarfort + 0x7e45e8)&lt;br /&gt;
                &lt;a href=&quot;https://dwarffortressbugtracker.com/view.php?id=1&quot;&gt;0000001&lt;/a&gt;  0x0000000000be6f55 n/a (dwarfort + 0x7e6f55)&lt;br /&gt;
                &lt;a href=&quot;https://dwarffortressbugtracker.com/view.php?id=2&quot;&gt;0000002&lt;/a&gt;  0x00000000019b2641 n/a (dwarfort + 0x15b2641)&lt;br /&gt;
                &lt;a href=&quot;https://dwarffortressbugtracker.com/view.php?id=3&quot;&gt;0000003&lt;/a&gt;  0x000000000078e3a7 n/a (dwarfort + 0x38e3a7)&lt;br /&gt;
                &lt;a href=&quot;https://dwarffortressbugtracker.com/view.php?id=4&quot;&gt;0000004&lt;/a&gt;  0x0000000001d7b994 n/a (dwarfort + 0x197b994)&lt;br /&gt;
                &lt;a href=&quot;https://dwarffortressbugtracker.com/view.php?id=5&quot;&gt;0000005&lt;/a&gt;  0x0000000001d8a18b n/a (dwarfort + 0x198a18b)&lt;br /&gt;
                &lt;a href=&quot;https://dwarffortressbugtracker.com/view.php?id=6&quot;&gt;0000006&lt;/a&gt;  0x00000000013997e6 n/a (dwarfort + 0xf997e6)&lt;br /&gt;
                &lt;a href=&quot;https://dwarffortressbugtracker.com/view.php?id=7&quot;&gt;0000007&lt;/a&gt;  0x00007f7b66cfae05 _ZN11interfacest4loopEv (libg_src_lib.so + 0xfae05)&lt;br /&gt;
                &lt;a href=&quot;https://dwarffortressbugtracker.com/view.php?id=8&quot;&gt;0000008&lt;/a&gt;  0x0000000001282824 _Z8mainloopv (dwarfort + 0xe82824)&lt;br /&gt;
                &lt;a href=&quot;https://dwarffortressbugtracker.com/view.php?id=9&quot;&gt;0000009&lt;/a&gt;  0x00007f7b66cb91c8 _ZN9enablerst10async_loopEv (libg_src_lib.so + 0xb91c8)&lt;br /&gt;
                &lt;a href=&quot;https://dwarffortressbugtracker.com/view.php?id=10&quot;&gt;0000010&lt;/a&gt; 0x00007f7b66cb9a14 _Z9call_loopPv (libg_src_lib.so + 0xb9a14)&lt;br /&gt;
                &lt;a href=&quot;https://dwarffortressbugtracker.com/view.php?id=11&quot;&gt;0000011&lt;/a&gt; 0x00007f7b668f58d5 n/a (/usr/lib/x86_64-linux-gnu/sdl2-classic/libSDL2-2.0.so.0.3200.10 + 0x9d8d5)&lt;br /&gt;
                &lt;a href=&quot;https://dwarffortressbugtracker.com/view.php?id=12&quot;&gt;0000012&lt;/a&gt; 0x0000000000000000 n/a (n/a + 0x0)&lt;br /&gt;
                ELF object binary architecture: AMD x86-64]]></description><category>Miscellaneous Crashes</category><pubDate>Sun, 09 Aug 2026 05:46:30 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13538</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13538#bugnotes</comments></item><item><title>0013537: Kitchen can't take fish out of barrel for work order</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13537</link><description><![CDATA[If you have a kitchen linked to a stockpile with prepared fish in a barrel, and give it a work order to make any meal multiple times, a dwarf will grab the ingredients correctly for the first task When the second task is generated, the dwarf is unable to find the fish despite being in the same linked stockpile, and cancel the job. This repeats whenever the task refreshes.&lt;br /&gt;
&lt;br /&gt;
If you unlink the stockpile, the dwarves will just start nicking the fish straight from the fishery. They still won't take from the barrel for any task past the first, so linking the stockpile exacerbates the problem, but it doesn't create it. Setting the stockpile to have no barrels also fixes the issue, at the cost of space.&lt;br /&gt;
&lt;br /&gt;
Best I can tell, there aren't any active haul jobs to the barrel when this happens, so I don't think this is a duplicate of 009004.]]></description><category>Dwarf Mode -- Jobs, Cooking and Food</category><pubDate>Sat, 08 Aug 2026 13:57:35 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13537</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13537#bugnotes</comments></item><item><title>0013536: Typo in the stocks screen</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13536</link><description><![CDATA[In the stocks screen, when you hover your mouse cursor over the button to recenter the view on a given item, the tooltip is misspelled. It says &quot;Leave menu and recenter the view on the time.&quot; The last word should be &quot;item&quot;, not &quot;time&quot;.]]></description><category>Typos/Grammar</category><pubDate>Sat, 08 Aug 2026 07:55:35 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13536</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13536#bugnotes</comments></item><item><title>0013534: Intelligent-undead mayor crashes game on unpause</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13534</link><description><![CDATA[Loading my fortress that I had last saved in 53.15 (&lt;a href=&quot;https://dffd.bay12games.com/file.php?id=17882&quot; rel=&quot;noopener&quot;&gt;https://dffd.bay12games.com/file.php?id=17882&lt;/a&gt;) in 53.16, my intelligent-undead mayor suddenly has a purple skin tone instead of the standard cyan one. On unpausing the game, she loses both her job title and her intelligent-undead name (&quot;risen one&quot; or somesuch), and almost immediately the game freezes then exits to desktop. The crashlog (&lt;a href=&quot;https://pastebin.com/nfezwXRV&quot; rel=&quot;noopener&quot;&gt;https://pastebin.com/nfezwXRV&lt;/a&gt;) references this unit.&lt;br /&gt;
&lt;br /&gt;
I was able to render the save playable by using the DFHack &quot;exterminate&quot; command to kill my mayor before unpausing. I've continued playing for several hours further, and no other issues have appeared in regards to this.]]></description><category>Undeath</category><pubDate>Fri, 07 Aug 2026 05:09:45 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13534</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13534#bugnotes</comments></item><item><title>0013533: v53.13+ UI Freeze: Recover Artifact from item sheet locks modal window ("Remove" greyed out, cannot assign squads)</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13533</link><description><![CDATA[When attempting to initiate an artifact recovery mission directly from an artifact's item detail sheet, the mission overlay opens in a broken, non-interactive modal state. The left panel shows the destination and &quot;Assign squads&quot; prompt, while the right panel lists the target artifact and a greyed-out &quot;Remove&quot; button.&lt;br /&gt;
&lt;br /&gt;
In this state, clicking on any available squad does not assign them, the UI remains unresponsive to mouse inputs on interactive elements, and clicking the &quot;Remove&quot; button has no effect. The modal cannot be completed or canceled through normal UI interaction.]]></description><category>Dwarf Mode -- Missions</category><pubDate>Wed, 05 Aug 2026 14:27:36 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13533</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13533#bugnotes</comments></item><item><title>0013532: Velociraptor man gait</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13532</link><description><![CDATA[The raws for velociraptor men have a typo that means their walking gait is 10 times slower than it ought to be.&lt;br /&gt;
Here's an image:&lt;br /&gt;
&lt;a href=&quot;https://i.imgur.com/I7VEtuL.png&quot; rel=&quot;noopener&quot;&gt;https://i.imgur.com/I7VEtuL.png&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
The offending raw is&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:9900:375:250:125:1900:2900] 70 kph&lt;br /&gt;
the &quot;9900&quot; should be a &quot;900&quot;]]></description><category>Creatures</category><pubDate>Wed, 29 Jul 2026 16:44:41 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13532</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13532#bugnotes</comments></item></channel></rss>
