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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>0013553: No graphics definitions for DEBRIS_1 or DEBRIS_2</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13553</link><description><![CDATA[When local map terrain is rendered in Graphics mode, the presence of &quot;debris&quot; (appearing as ≤ and ≥ in ASCII mode) causes plant growths on grass to become invisible for no apparent reason.&lt;br /&gt;
&lt;br /&gt;
The actual reason seems to be that it's trying to render special Debris background tiles instead, but those tiles (defined using the &quot;DEBRIS_1&quot; and &quot;DEBRIS_2&quot; tokens) don't actually exist in the vanilla graphics definitions, so it's just clearing the &quot;background two&quot; texpos value (which would otherwise contain the plant growths).]]></description><category>Graphics and Sprites</category><pubDate>Tue, 29 Sep 2026 12:37:58 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13553</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13553#bugnotes</comments></item><item><title>0013552: Crash (SIGSEGV) in item view sheet when clicking items/vermin if entity.resources.reaction_idx contains unmapped or null reactio</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13552</link><description><![CDATA[Dwarf Fortress crashes with a segmentation fault (SIGSEGV) at address 0x13ad2f1 when the player clicks on an item on the ground (e.g. a live vermin item like a caught toad dropped because it is NOT_BUTCHERABLE).&lt;br /&gt;
&lt;br /&gt;
Disassembly analysis of dwarfort (v50/v53 Linux build):&lt;br /&gt;
&lt;br /&gt;
0x13ad2e0: movslq (%r14), %rcx         ; rcx = reaction index from entity.resources.reaction_idx&lt;br /&gt;
0x13ad2e3: mov 0x147bbfe(%rip), %rax   ; rax = world.raws.reactions.reactions._M_start&lt;br /&gt;
0x13ad2ea: mov %rcx, %rdx&lt;br /&gt;
0x13ad2ed: mov (%rax,%rcx,8), %rcx     ; rcx = reactions[rcx] (evaluates to NULL)&lt;br /&gt;
0x13ad2f1: mov 0x50(%rcx), %r12        ; SIGSEGV dereference of 0x00000050&lt;br /&gt;
&lt;br /&gt;
Root cause:&lt;br /&gt;
When opening the item view sheet (0x13acb90 invoked via 0x13ae0b0), the engine checks available workshop reactions by iterating over the player entity's known reactions (historical_entity.resources.reaction_idx).&lt;br /&gt;
At 0x13ad2e0, there is neither an index bounds check nor a null check on reactions[rcx]. If an entity acquires an invalid or unmapped reaction index (e.g. from procedural instruments generated during worldgen or civilization reaction additions),&lt;br /&gt;
dereferencing offset 0x50 on NULL causes an instant SIGSEGV crash.&lt;br /&gt;
&lt;br /&gt;
Call stack:&lt;br /&gt;
0&gt; libc.so.6(+0x40110)&lt;br /&gt;
1&gt; dwarfort() [0x13ad2f1]   ; mov 0x50(%rcx), %r12&lt;br /&gt;
2&gt; dwarfort() [0x13ae10b]   ; view_sheets dispatcher (context 1: item)&lt;br /&gt;
3&gt; dwarfort() [0x13b6c7b]   ; tile item query&lt;br /&gt;
4&gt; dwarfort() [0xdfcd6c]    ; handle tile click (x, y, z)&lt;br /&gt;
5&gt; dwarfort() [0x138c16d]   ; interface loop mouse handler]]></description><category>Reactions</category><pubDate>Tue, 29 Sep 2026 06:04:38 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13552</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13552#bugnotes</comments></item><item><title>0013382: In reactions, partial reagents do not add up correctly</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13382</link><description><![CDATA[If you have 3 bars each with 50 PRODUCT_DIMENSION and in adventure mode you try to make a reaction with a reagent requiring 150 PRODUCT_DIMENSION of bars (150 is the standard bar dimension), you will be prompted to provide 4 bars, rather than 3. This prevents you from completing the reaction even though you have enough reagents.&lt;br /&gt;
&lt;br /&gt;
If you in fact have 4 bars and provide all 4 when prompted, only the expected 3 will be consumed.&lt;br /&gt;
&lt;br /&gt;
Note: I reproduce this in adventure mode. I haven't tested fortress mode.]]></description><category>Reactions</category><pubDate>Mon, 28 Sep 2026 15:22:50 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13382</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13382#bugnotes</comments></item><item><title>0013551: Stationed soldiers often stand on opposite side of barriers from selected station tile</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13551</link><description><![CDATA[A station order to stand on one side of a barrier causes many to stand on the other side. This is a result of the fuzziness in how soldiers decide where to stand, since they clearly wouldn't all stand on the same tile if they can spread out, which is understandable and expected. However, standing on the opposite side of a fortification from the order, for example, would be unexpected by an inexpert player.&lt;br /&gt;
&lt;br /&gt;
I propose that the fuzziness be changed in the following way. If the station order is on a walkable tile, then when an actual tile is chosen to stand on, the game checks every tile on a direct line back to the station tile. If any of those tiles is unwalkable, then a new tile to stand on must be chosen. In other words, don't pick a tile to stand on unless its line of sight back to the walkable station tile is also walkable in its entirety.]]></description><category>Dwarf Mode -- Military</category><pubDate>Mon, 28 Sep 2026 05:21:39 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13551</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13551#bugnotes</comments></item><item><title>0013550: Small typo found on item screen</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13550</link><description><![CDATA[When you are in the item screen and hover over any item in the top right corner it says &quot;Leave menu and recenter the view on the time&quot;.&lt;br /&gt;
It should say Item not &quot;time&quot;.&lt;br /&gt;
Simple typo thats it.&lt;br /&gt;
It's on every item.]]></description><category>Dwarf Mode -- Interface, Text</category><pubDate>Mon, 28 Sep 2026 05:19:59 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13550</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13550#bugnotes</comments></item><item><title>0010814: Dwarves will always upgrade their equipment, even when stationed</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=10814</link><description><![CDATA[There are a lot of issues related to the military system, and a few related to equipment, including the infinite loop one, this is related but a bit different, I think.&lt;br /&gt;
&lt;br /&gt;
Dwarves will try to pickup equipment when stationed. This is normal, but they will also tend to upgrade their equipment when stationed, which is annoying. If you have workshops producing uniform items when a squad is stationed, dwarves will continuously leave their posts to go get the newly produced gear, for that sweet, sweet extra quality level (which is common since as dwarves produce they level up and produce higher quality).&lt;br /&gt;
&lt;br /&gt;
Having a central stockpile doesn't really help either, as often the militia dwarves run off to get the item before it gets hauled from the workshop to the armory, meaning your dwarves are constantly trudging around in their heavy armor back and forth between barracks and workshops, as long as production is running.]]></description><category>Dwarf Mode -- Military</category><pubDate>Mon, 28 Sep 2026 03:34:16 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=10814</guid><comments>https://dwarffortressbugtracker.com/view.php?id=10814#bugnotes</comments></item><item><title>0012739: Stockpiles and zones remember begun-and-cancelled rectangle state (and related strangeness)</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=12739</link><description><![CDATA[(Noticed in version 50.12.)&lt;br /&gt;
&lt;br /&gt;
If you begin adding to a stockpile or zone with the rectangle tool, and escape before finishing the rectangle, then the next time you try adding tiles to the same entity, you will be already in the middle of drawing the same rectangle. This means you can't really cancel the addition; you're forced to add, and then subtract later if it adds something you don't want.]]></description><category>Dwarf Mode -- Interface, General</category><pubDate>Mon, 28 Sep 2026 01:38:17 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=12739</guid><comments>https://dwarffortressbugtracker.com/view.php?id=12739#bugnotes</comments></item><item><title>0012717: Mis-oriented grass ramp intersection tile</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=12717</link><description><![CDATA[(Noticed in 50.12.)&lt;br /&gt;
&lt;br /&gt;
The grass ramp tile for the merging of two opposite ramp corners (lower-left and upper-right) is oriented wrong. If it were flipped vertically and rotated 90 degrees clockwise, it would be consistent with the shading of adjacent surfaces. This problem doesn't affect the other possible corner orientation (upper-left and lower-right), and it seems to only affect grass ramps.]]></description><category>Graphics and Sprites</category><pubDate>Mon, 28 Sep 2026 01:36:13 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=12717</guid><comments>https://dwarffortressbugtracker.com/view.php?id=12717#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>Sun, 27 Sep 2026 00:40:48 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13125</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13125#bugnotes</comments></item><item><title>0013549: Mushroom Cap Trees Deleted from Existence when Ramps Deconstructed</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13549</link><description><![CDATA[Yesterday I discovered that mushroom cap trees (like tower caps) have invisible ramps. I was try to perform a cave-in and deconstructed one of these invisible ramps. The whole tree disappeared, no logs, no nothing. I've tried deconstructing another tower cap tree to confirm what happened and I saw the entire tree be deleted from existence.]]></description><category>Dwarf Mode -- Jobs, Building Construction and Destruction</category><pubDate>Wed, 23 Sep 2026 11:00:11 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13549</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13549#bugnotes</comments></item><item><title>0003163: Milking large animals at wrong tile of workshop, happens instantaneously</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=3163</link><description><![CDATA[When milking a purring maggot (at least in previous versions), the job takes a while (based on milking skill) and happens at the center tile of the workshop. However, when milking a large creature (horse, cow, donkey, camel), the creature is dragged to the upper-left corner of the workshop (if the bucket contained stagnant water, it gets dumped out at that tile) and is milked instantaneously, making any Milking experience more or less meaningless.]]></description><category>Dwarf Mode -- Jobs, Farming/Farmer's Workshop</category><pubDate>Mon, 21 Sep 2026 12:16:19 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=3163</guid><comments>https://dwarffortressbugtracker.com/view.php?id=3163#bugnotes</comments></item><item><title>0013494: Bolt thrower deconstructs on retire if contains artifact</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13494</link><description><![CDATA[A bolt thrower built from an artifact bin is deconstructed when I visit the fort in adventure mode. The non-artifact bolt throwers are still intact. Possibly affects other buildings.]]></description><category>Dwarf Mode -- Buildings, General</category><pubDate>Sat, 19 Sep 2026 08:53:50 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13494</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13494#bugnotes</comments></item><item><title>0013548: Intermittent crashes in Adventure Mode</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13548</link><description><![CDATA[I have been getting crashes semi-regurarly every 5-20 min on this save while moving manually in the wilderness in Adventure Mode and killing random animals. The crash occurs when moving between map chunks.&lt;br /&gt;
&lt;br /&gt;
This save has been played for 50 dwarven years in multiple fortresses and adventurers and has been ported from previous versions, which were also getting such crashes in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
Savefile link:&lt;br /&gt;
&lt;a href=&quot;https://dffd.bay12games.com/file.php?id=17904&quot; rel=&quot;noopener&quot;&gt;https://dffd.bay12games.com/file.php?id=17904&lt;/a&gt;]]></description><category>Adventure Mode -- Movement</category><pubDate>Sat, 19 Sep 2026 07:07:19 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13548</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13548#bugnotes</comments></item><item><title>0012954: Visitors fail to appear on coastal maps</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=12954</link><description><![CDATA[On fortresses located in the vicinity of neighboring civilisations, that accept various caravans and diplomats, that contain public spaces open to visitors and have revealed caverns - no visitors appear over years. Managed to reproduce this bug - seems to be connected to the embarked map containing an Ocean biome tiles (on the south east, if that is important)]]></description><category>Dwarf Mode -- Visitors</category><pubDate>Wed, 16 Sep 2026 15:05:14 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=12954</guid><comments>https://dwarffortressbugtracker.com/view.php?id=12954#bugnotes</comments></item><item><title>0013304: imported, dyed cloth does not count as "dyed" for work orders &amp; stockpiles</title><author></author><link>https://dwarffortressbugtracker.com/view.php?id=13304</link><description><![CDATA[Imported cloth and thread (plant, silk, and yarn) from trade caravans can now come dyed in a variety of colors. These imported, dyed cloths and threads are not considered &quot;dyed&quot; in their material properties. &lt;br /&gt;
&lt;br /&gt;
This means the imported colorful cloth does not work correctly for work orders. This is especially disruptive if your fort has set the option in the Labor -&gt; Automated Workshops menu for &quot;Use only dyed cloth&quot;, which forces clothing work orders to check for dyed cloth only. It'll appear to the player as though they have lots of dyed cloth from a caravan, but the imported dyed cloth won't count for work orders because it is considered &quot;undyed&quot;. It forces the player to choose between either importing cloth from caravans or disabling the &quot;Use only dyed cloth&quot; setting because they are now incompatible with each other. &lt;br /&gt;
&lt;br /&gt;
This also means dwarves will re-dye the imported, colorful cloth in the dye shop, spoiling the imported colors unless the player takes unusual measures. &lt;br /&gt;
&lt;br /&gt;
Imported colorful thread also counts as &quot;undyed&quot;. If this thread is woven into cloth, the cloth item still retains the &quot;undyed&quot; property, even though it also retains the imported dye color.]]></description><category>Dwarf Mode -- Items</category><pubDate>Mon, 07 Sep 2026 03:00:07 -0700</pubDate><guid>https://dwarffortressbugtracker.com/view.php?id=13304</guid><comments>https://dwarffortressbugtracker.com/view.php?id=13304#bugnotes</comments></item><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>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></channel></rss>
