| 0012955 | 3 | Dwarf Mode -- Diplomacy | minor | new | 2025-03-24 | Elven diplomat conducts meeting with visiting Count instead of fortress' Duchess | Not sure how, but I'm guessing one of the steps is to get promoted to mountainhome and have nobles from other settlements visit your fortress. |
| 0013126 | 2 | Dwarf Mode -- Jobs, Designations | major | new | 2025-03-24 | Dwarf miners etc no job bug | |
| 0013129 | | World Generation -- Parameters | major | new | 2025-03-24 | Advanced World Options Dont Affect World Gen | choose create new world, go in advanced world gen, choose 10,000 embark points, create the world, choose location, choose custom embark, notice you dont have 10,000 embark points. |
| 0013120 | 5 | General | block | new | 2025-03-24 | Game wont start after Update | Klick the "Play" button in Steam. |
| 0013128 | | Init Options | minor | new | 2025-03-24 | Adventurer Mode plays audio even with [SOUND:NO] | 1. Set Adventurer-mode volume levels to nonzero values.
2. Set [SOUND:NO] in prefs/init.xt
3. Start a game in Adventurer mode
4. Observe that sounds are playing |
| 0013127 | 1 | Adventure Mode -- Travel | crash | new | 2025-03-23 | Crash when leaving a starting fortress | save file https://dffd.bay12games.com/file.php?id=17378
open travel menu and try to leave the fort
or
travel on foot far away and open the travel menu
|
| 0013122 | 3 | Pathfinding | minor | new | 2025-03-21 | Dwarfs keep being stranded in trees | Build steppladders.
Create a gathering zone.
Wait. |
| 0011227 | 10 | Adventure Mode -- Conversation | crash | new | 2025-03-20 | Telling Story about Person or Creature Crashes the Game | 1. Start adventure mode game
2. Begin a performance
3. About person/creature
4. Crash |
| 0013116 | 2 | Graphics and Sprites | minor | new | 2025-03-19 | Empty unit portraits in Unit View / Squad Manager | 1. Create a world
2. Embark with armour and weapon
3. Add all dwarves to a squad
4. Have them equip and unequip their armour a couple of times
After some time, at least one unit should now have an empty portrait in the Unit View / Squad Manager |
| 0012102 | 8 | Dwarf Mode -- Jobs, Military | minor | resolved | 2025-03-19 | Bolts falling through floors. | |
| 0010830 | 15 | Dwarf Mode -- Combat | minor | | 2025-03-19 | Falling objects (bolts, body parts, etc.) glitch through floor into rooms below | |
| 0013124 | 1 | Technical -- Rendering | major | new | 2025-03-19 | Zooming in or out in ASCII scales the UI to giant or tiny sizes | Load a fort in ASCII, scroll to zoom. |
| 0013125 | | Dwarf Mode -- Artifacts | tweak | new | 2025-03-19 | Symbols Assigned to Officials and Nobles become bugged when Reassigned (In Steam release) | Simply assign an item or artifact as the symbol of a noble or official and then assign that item to a new noble or official position without removing the assignment to the first position. |
| 0013118 | 2 | Technical -- General | minor | new | 2025-03-16 | Camera Tutorial Won't Recognize Zoom-Out | Simply play the tutorial. Unsure if it will change anything, but the world setting are:
Size: Small
History: 100
Civs: Medium
Sites: Medium
Beasts: Medium
Savagery: Low
Minerals: Frequent
Mode: Fortress |
| 0012710 | 3 | Dwarf Mode -- Visitors | minor | new | 2025-03-16 | On becoming mountain homes, endless parade of visiting nobles | 1. Become mountain homes and receive monarch.
2. It was inevitable. |
| 0013065 | 1 | Dwarf Mode -- Visitors | major | new | 2025-03-16 | Dwaves become Hostile to Visiting Nobles | Reach the point you gain a monarch, have visiting nobility from your civilization, be attacked by an outside force of some kind. |
| 0011808 | 3 | Dwarf Mode -- Military | minor | new | 2025-03-15 | Captured dwarves rescued by conquering become stuck as "Prisoner" profession, can't be enlisted in military | In general:
1. Get some of your military captured on a mission
2. Conquer the site
3. Request that the prisoners return to your fortress
Using my save:
1. Load "before_conquer" save file
2. Conquer the site "Ivorycolor" just to the northwest of my fortress, which already has 27 prisoners. I accomplished this by enlisting a large civilian army and demanding surrender, since they have captured my best military dwarfs.
3. Once conquered, the site will still list my dwarfs as prisoners, but they appear in the Request Workers list. Requesting the entire list results in the occupying force returning normally, and the imprisoned dwarfs returning with the "Prisoner" profession and inability to join the military.
|
| 0013123 | | Adventure Mode -- Sites | crash | new | 2025-03-15 | Crash when visiting Mysterious Palace | I tend to play in older worlds, between 250 to 1000 year history.
Current world 1000 year history.
All previous mentioned mods installed and enabled.
In Adventure mode, simply approach a Mysterious Palace and Game Crashes to Desktop. |
| 0013121 | | Dwarf Mode -- Invasions | major | new | 2025-03-14 | Cave Creatures Randomly Spawning on Surface | The creatures spawn every day, wait less than a week at longest. |
| 0013119 | | Adventure Mode -- Display | major | | 2025-03-13 | DF Classic 51.xx - Linux releases lack the adventure mode interface glyphs (graphics_classic.txt) | |
| 0013117 | 1 | Dwarf Mode -- Environment | minor | new | 2025-03-10 | Seasonal plants slowly fills up the world with dead plants | Run a fortress for at least 4 years to see the cavern fill up with dead plants
Optional: Remove [WINTER] from all aboveground crops, wait 4 years, dead plants all over the surface |
| 0000944 | 25 | Dwarf Mode -- Nobles | minor | confirmed (user11) | 2025-03-10 | Baron demands turtle shell door in dining room, and other demands of unattainable item/material combinations | |
| 0011011 | 5 | Throwing/Shooting | minor | | 2025-03-10 | Catapult/Ballista projectile falls z-level through solid floor | The attached save has the catapults on continual firing mode, so have to wait just a bit for a dwarf to get to one and fire a rock. Then you will see it (stepping through in slow motion if you want), travel down to z-1 and then z-2. |
| 0001179 | 12 | Adventure Mode -- Inventory | major | | 2025-03-08 | Artifacts picked up in Adventure Mode get duplicated and disappear when leaving site | hope for an artifact weapon to be created, abandon fortress, come back as adventurer |
| 0012679 | 1 | Graphics and Sprites | minor | | 2025-03-07 | Tiger shark and Whale shark have their sprites swapped. | |
| 0013091 | 1 | Technical -- Sound | minor | | 2025-03-07 | Adventure Mode sound is controlled by both "Adventure" and "Fortress" sound level settings | |
| 0013110 | 1 | Adventure Mode -- Display | minor | | 2025-03-07 | ASCII combat indicators are displayed in the wrong place | Queue a multi-attack on the nearest creature |
| 0013100 | 1 | Adventure Mode -- Travel | minor | | 2025-03-07 | announcements not displayed on travel screen | Try to fast travel through sites such as camps, lairs, pits, etc, note lack of movement or announcement, leave travel screen, press a to view log. |
| 0013101 | 1 | Adventure Mode -- Inventory | minor | | 2025-03-07 | direction of containers in inventory is wrong when placing items | Press p to place an item, choose any item, see list of containers. |
| 0013111 | 1 | Adventure Mode -- Character Creation | minor | | 2025-03-07 | Adventure character creation gives ore in stacks, which do not smelt properly | Create a fortress.
Retire the fortress.
Create an adventurer, selecting multiple pieces of ore in the starting items.
Drop the stack of ore in the fortress.
Retire the adventurer.
Unretire the fortress.
Smelt the stack of ore.
The stack smelts like a single unit of ore. |
| 0013090 | 3 | Dwarf Mode -- Pets | minor | | 2025-03-07 | War animals marked for slaughter does not lose slaughter flag after becoming a pet | 1. Build a Butcher's Shop.
2. Mark any war animal for slaughter.
3. Assign the war animal to any citizen without unmarking for slaughter. |
| 0013107 | 1 | Dwarf Mode -- Interface, Burial | minor | | 2025-03-07 | Dwarves not placing remains in assigned tombs | - Embark by reclaiming a fortress.
- Let a dwarf die and make their remains available for burial (accessible and not forbidden).
- Build a coffin.
- Create Tomb-room covering the coffin (and NOT overlapping other room).
- The coffin now shows "This furniture is a part of multiple rooms"
|
| 0013097 | 1 | Adventure Mode -- Movement | minor | | 2025-03-07 | [Adv Mode 51.05] FPS counter partially overlaps movement speed UI element | 1. Load into Adventure Mode as normal
2. Enable the "Show FPS" option from the "Game" tab of the Settings
3. Look at the bottom left and notice how the movement speed is partially blocked by the FPS counter |
| 0013080 | 2 | Adventure Mode -- Sites | crash | new | 2025-03-06 | Adventure mode crash when trying to exit travel into site | 1. Load save file.
2. Press 'd' to exit travel mode.
3. Game crashes. |
| 0013109 | 4 | Dwarf Mode -- Interface, Announcements | minor | new | 2025-03-06 | Urist cancels store item in stockpile: Item inaccessible — Involves Unexplored Location | 1. Just wait — the bear may soon walk off the map with some Mule Meat, and you may see some varied Monster fighting uptop
2. About early Hematite, there should be some 'Item inaccessible' Job Failures — these may occur about once or twice a month, henceforth |
| 0011742 | 3 | Dwarf Mode -- Moods | major | new | 2025-03-06 | Dwarf who gets mood while praying is stuck in temple | 1. Have a temple where dwarves pray frequently
2. Have a praying dwarf get hit by a mood
3. Watch as they just stand around in the temple |
| 0013115 | | Dwarf Mode -- Interface, Unit View | crash | new | 2025-03-06 | Crash when attempting to view the item screen of a particular unit | To reproduce:
Go to squad sidebar, toggle the first squad, magnify Goden Erinfath, click on his Items tab. This crashes me with 100% consistency.
Copy of save and installed mods available here: https://dffd.bay12games.com/file.php?id=17355 (not all mods in the folder were active on this save, notably the ZM5 mods) |
| 0012903 | 10 | Title Screen | crash | | 2025-03-06 | SIGABRT when quitting from Title Screen on Linux | run game
load the save
quit with or without playing, and with or without saving
'Quit' |
| 0013114 | 1 | Dwarf Mode -- Interface, Announcements: Message Spam | tweak | new | 2025-03-02 | Separate work order completed based on repetition | |
| 0013113 | 1 | Dwarf Mode -- Military | minor | new | 2025-03-02 | Minimum no. of soldiers to follow order button not saving? | open squads, schedule, create a routine, try to change the minimum no. of soldiers to follow a new order and no matter what it alwayz goes back to 10 every time you re open it |
| 0010372 | 9 | Dwarf Mode -- Interface, Manager | minor | new | 2025-02-28 | Non-functional and missing traits for work order conditions | |
| 0013112 | 1 | Technical -- General | crash | new | 2025-02-28 | Game crashes within 5-10 minutes of loading into fortress mode | Play as normal- happens if games is paused or not, regardless of combat, or anything else going on, etc.
I've never been able to play long enough to get more than the 7 starting dwarves, so accumulation of items and population also seems nrelated. |
| 0013089 | 2 | Adventure Mode -- Character Creation | major | new | 2025-02-27 | destiny icon not displayed, can't tell which is selected | go to 1st screen of character creation, look at it |
| 0012930 | 1 | Adventure Mode -- Conversation | crash | new | 2025-02-25 | Adventure mode crash when praying | Adventure mode beta crash
My steps to reproduce: start a conversation with Lomoth (deity my goblin worships), then Greet Listener, then Investigate or Interrogate, then ask about listener's schemes or plots
|
| 0012675 | 1 | Dwarf Mode -- Transport/Hauling | minor | new | 2025-02-24 | Minecart continues to receive items after removal from route | Create two minecart routes. Each one has a linked stockpile at stop 1, and dumping track stop at stop 2. Give the stockpiles different items, such as wood and finished goods, and set each route's desired items accordingly.
Create a furniture(minecart) stockpile.
Give one of the routes a minecart, and let it run briefly. When it is partially full, remove the minecart from the route. Observe that it contains items while in the furniture stockpile.
Assign the minecart to the other route. Observe that the items from the previous route are dumped along with desired items of this route. So far, so dwarfy.
Continue to observe the minecart. Dwarves will now load both types of items into the cart.
Temporarily set the route to immediately-always, so that the minecart is emptied. Remove the minecart from the route. Verify that the minecart contents. Keep an eye on the tasks list - note that existing "store item in vehicle" tasks are not canceled (also a bug?). You should see dwarves continue to load items into the cart, even while it is in the furniture stockpile. New "store item in vehicle" tasks begin to appear, though it may take some time, and will stop if the minecart becomes full.
So, is this some kind of cached data, or is it an active link to the routes? Remove the stockpile links from both routes. Your dwarves should dump the cart and stop interacting with it. Next, re-add the stockpile link for the other route (that is, the minecart is on one route, and the other route has a stockpile). The minecart should start receiving items from the wrong route again. |
| 0013105 | 2 | Technical -- Input/Keybinding/Macros | major | new | 2025-02-21 | Caps Lock continuously reverses while Dwarf Fortress is open | Sometimes even with the only input being mouse movement, caps lock will be reversed. Seems to be random how many inputs it takes before it happens. Notably it doesn’t ever switch back to normal as far as I can tell, it only swaps to the opposite of what it should be. |
| 0012993 | 3 | Dwarf Mode -- Interface, Designations | minor | new | 2025-02-21 | Move Cursor Up or Down while designating Digging and such moves two levels instead of one | Click on Digging, or Smoothing etc
Move cursor up or down |
| 0013103 | 5 | Technical -- Saving/Loading | crash | new | 2025-02-21 | Game Crash on Manual Save | 1. Load save game.
2. Wait one in game day.
3. Save game.
4. Game crashes at Offloading Units 1/3 |
| 0012727 | 3 | Dwarf Mode -- Jobs, Designations | major | new | 2025-02-21 | Re-designation of cancelled upward carving of designated stairs not taken by dwarf, unless any of 8 surrounding tiles is mined | For example,
1) Designate a carved stair up from your z-level. Terminate the designation at some z-level above where it starts.
2) As soon as the first tile of stair is created, un-designate the rest of the stair and re-designate it exactly as before. This creates a stair-carving job apparently identical to the one that was cancelled (i.e., the tile will be highlighted with the designation as though waiting for a dwarf to pick up the job)
3) Notice that no dwarf will resume carving the stair, and no error or notification appears.
4) In one of the tiles adjacent to the existing, successfully-carved stair tile (one tile away in any direction, with no tiles in between), designate an upward ramp, an additional upward stair, or even a normal horizontal.
5) As soon as that tile is carved, notice that the original, re-designated, upward stair continuation job will be picked up. |
| 0012739 | 2 | Dwarf Mode -- Interface, General | minor | new | 2025-02-21 | Stockpiles and zones remember begun-and-cancelled rectangle state (and related strangeness) | Example 0000001:
Select an existing stockpile or zone. Add to it (it doesn't remember your choice of drawing mode and defaults to rectangle). Click to begin drawing a rectangle. Press Esc on the keyboard, or right click. Select the same area and add to it again. You will already be in the middle of drawing the same rectangle. Finish the rectangle. Esc or right click without clicking "Accept." The addition will still be accepted.
Example 0000002:
Select an existing stockpile or zone. Add to it. Click the eraser. Click to begin drawing a rectangle to erase from the selected area. Esc or right click. Select a different area entirely, of a different type (stockpile or zone). Add to it. You will already be in the middle of drawing the same rectangle from the previously-selected area, but adding rather than erasing. |
| 0012737 | 5 | Dwarf Mode -- Visitors | minor | new | 2025-02-21 | Visiting human axeman returns to river engaged in "no activity" | No clue, unfortunately. I don't remember where the visitor entered the map, or on which side of the river that bisects the 4x4 embark, but I'm reasonably sure it was not directly on a river tile. The river has had a bridge over it since before her arrival, in case that's relevant. |
| 0012882 | 1 | Graphics and Sprites | tweak | new | 2025-02-21 | Dead rush grass forms buds sprites | |
| 0012740 | | Dwarf Mode -- Interface, Unit View | minor | new | 2025-02-21 | Unit List: Jumping to a unit jumps the main view, but not the mini-map | |
| 0013104 | | Adventure Mode -- Display | minor | new | 2025-02-21 | no status icon displayed for hunger, thirst, sleepiness statuses in Classic/ASCII | start dwarf or human adventurer, wait 24 hours, press z |
| 0013108 | 3 | Adventure Mode -- General | major | new | 2025-02-20 | Divinitation Die Transformation reduces age, turns adventurer into baby | Be an adult elf adventurer.
Roll divinition die.
Get major curse result, turn into an animal for 1 week.
Notice that your new animal form has <1 year age.
Wait 1 week for curse to end, become elf again.
Notice that you're still <1 year old, and with size and burden capacity of a baby. |
| 0013106 | | Creatures | minor | new | 2025-02-20 | Wildlife creatures in a pack changes followed unit to newborn livestock | 1. Keep some livestock and breed them (egg-layers are easiest for high frequency and large numbers)
2. Wait for wild animals to appear in packs (e.g. reindeer) and note which units are following which in 'unit.following'
3. Get some new livestock to be born while wild animal is still on the map (either requires some luck in timing or DFhackery)
4. Observe any changes to 'unit.following' in any creatures in the pack still remaining on the map |
| 0008543 | 10 | Adventure Mode -- Movement | minor | assigned (user6) | 2025-02-15 | Climbing still affected by "stunned" status after indicator disappears | http://dffd.wimbli.com/file.php?id=10061
Load save, press: 'h a shift+5 a shift+5 a'
Will now be Flying and In Flight with option to grab wall which can be done (b).
Press 'shift+5' then 'a' again and will now be In Flight again but one level down.
(Nothing is written to either log file.) |
| 0009022 | 8 | Dwarf Mode -- Justice | minor | | 2025-02-15 | Nameless witness to murder. | Have a dwarf killed, in my case it was by a vampire, and then check the list of witnesses. |
| 0013001 | 4 | Dwarf Mode -- Embark/Setup | minor | new | 2025-02-15 | Cant rename dwarf on embark screen | I've generated dozens of worlds over multiple sessions and it's consistently an issue. I haven't had it not happen. |
| 0013095 | 4 | Adventure Mode -- Conversation | crash | new | 2025-02-15 | Crashes when trying to tell a story about person or creature | * run game
* load saved game
* tell a story
* tell a story about a person or creature |
| 0013073 | 2 | Adventure Mode -- General | crash | new | 2025-02-15 | Adventure Mode crashes to desktop when selecting starting location or after pressing 'play', 'embark', 'start' etc. | 1. Create world or use existing world
2. Select adventure
3. Progress to race selection
4. Select a location (it may crash here)
5. Press 'play' (it will crash without fail) |
| 0013099 | 1 | Technical -- Saving/Loading | trivial | new | 2025-02-13 | Game will not honor a symlink for the 'save' directory | 1. Have a valid "save" folder somewhere off to the side.
2. Install DF in linux
3. "ln -s" the off-to-the-side save directory into the linux install's folder
4. Run the game -- no saves are there.
5. Bonus steps - 'rm' the symlink, 'cp -r' the off-to-the-side save directory into the right place.
6. Run the game -- save games are there. |
| 0013102 | | Adventure Mode -- Conversation | minor | new | 2025-02-13 | Conversation freezing at Identity Demand | |
| 0013096 | 1 | Technical -- Rendering | minor | new | 2025-02-12 | Game does not properly update tile dimensions when BASIC_FONT and FONT/FULLFONT use different sized tilesets | |
| 0010744 | 12 | Dwarf Mode -- Military | major | | 2025-02-12 | Military assigns equipment they cannot obtain. Goes into battle half dressed with no weapons. | I don't really know. Many of my soldiers seem to have having this problem. I don't know if they can't get at bins or if the stuff they want is on someone else or if it's equipped by visitors or what. |
| 0013093 | 1 | Adventure Mode -- Travel | major | new | 2025-02-12 | Travel map is broken in Adventure Mode when using ASCII glyphs. | Open travel mode when playing Adventure Mode |
| 0013098 | 1 | Adventure Mode -- Movement | minor | new | 2025-02-12 | [Adv Mode 51.05] Click-pathing breaks speed build-up when sprinting/running | 1. Enter Adventure Mode as normal
2. Set movement speed to Sprint
3. Click to auto-path to a tile directly straight of your character, such as directly up
4. Observe the failure to build-up speed |
| 0001187 | 12 | Dwarf Mode -- Pets | minor | new | 2025-02-12 | Dwarf constantly trying and failing to recover pet vermin bird | |
| 0012633 | 3 | Miscellaneous Crashes | minor | new | 2025-02-09 | Crash to desktop on closing settings. | - While viewing the settings screen, close the settings screen |
| 0013092 | 2 | Adventure Mode -- Movement | minor | new | 2025-02-07 | Clicking to move resets to starting speed for the gait | 1. Push comma (*,*) to wait a tick without moving, to make sure you're at starting speed. (Maybe wait an hour to make sure you're completely rested, if you've been doing anything strenuous like running.)
2. Open the Movement Options menu by pressing *m*.
3. Set your gait to a sprint by pressing *a*.
4. Close the menu by pressing *Esc*.
5. Click on a tile twelve tiles away in any cardinal compass direction.
6. Observe that your movement speed is listed as 1.3/2.6, or the starting speed for your character, instead of simply 2.68, or the top speed for your character. |
| 0013094 | | Creatures | trivial | new | 2025-02-07 | Spotted ratfish have bony skeletons | |
| 0013087 | 1 | Adventure Mode -- General | crash | new | 2025-02-05 | Game always crashes in town. | I'm not sure if the bug can be easily reproduced on another save file, but I'd love to share my save file here if I could. |
| 0013088 | | Dwarf Mode -- Interface, Building Construction | minor | new | 2025-02-04 | Keep building after placement option setting not saved | 1- Player stars a game
2- Player selects construction option
3- Player selects furnitures
4- Player selects bed
5- Player ticks the option "Keep building after placement"
6- Player saves the game and leaves
7- Player does the steps 1 to 4 again
|
| 0003459 | 1 | Dwarf Mode -- Interface, Building Construction | feature | | 2025-02-03 | Build cursor resets to center of screen when moving up and down levels | Build a building somewhere other than the center of the screen (anything from the build screen will do). Then, without exiting the build screen, move up or down a level and select something else to build (so that the build cursor shows up again) - the build cursor will be reset to the center of the screen. |
| 0000919 | 11 | Dwarf Mode -- Trade | minor | new | 2025-02-03 | Elven merchants will accept some item types (e.g. rough/cut gems) without checking material (e.g. clear/crystal glass) | Create clear glass item or encrust item with clear glass. Attempt to trade to elves. |
| 0013086 | 3 | General | crash | new | 2025-02-03 | Game executable will not launch | Launch game executable. |
| 0013085 | | Technical -- Input/Keybinding/Macros | minor | new | 2025-02-02 | Can only enter uppercase characters when saving macros | record macro.
Ctrl+S to open save prompt.
Attempt to type non-uppercase characters. |
| 0012756 | 5 | Technical -- Input/Keybinding/Macros | minor | new | 2025-02-01 | Shift + letter will fire both upper and lower case commands if shift is released first | 1) Load a game, either adventure or fort mode -
2) Use a keyboard shortcut that contains a capital letter, releasing shift before releasing the letter used.
3) Note the game feedback. In some cases two menus will open, in other cases two character actions will be used.
In the above case adventure mode was used to reproduce the issue. Shift + s was bound to a button and pressed to switch the character to stealth mode. At the same time, the toggle prone was also fired, because the built in steam input manager released shift a fraction of a second before releasing s |
| 0013071 | 1 | Dwarf Mode -- Interface, Unit-Job Screen | crash | new | 2025-02-01 | Crash to Desktop on accessing Labor Screen | Using the save linked here, open the labor menu.
https://dffd.bay12games.com/file.php?id=17305 |
| 0013046 | 3 | Adventure Mode -- Town | major | new | 2025-02-01 | Rulers Spam Announcements When Attempting To Pass Leadership to the Player | 1. Fulfill the conditions to be given control of a town/organization.
2. Stand near the organization's current ruler and wait. |
| 0013084 | | Dwarf Mode -- Buildings, General | minor | new | 2025-01-30 | Pedestal colour doesn't display as intended | Make a pedestal of any material, and you will observe that, despite the icon for the item reflecting the colour of the material, the placed furniture version will be grey. |
| 0013083 | | Adventure Mode -- Travel | major | new | 2025-01-30 | ASCII graphics missing for free version of the game at travel map level. | |
| 0013082 | | Dwarf Mode -- Visitors | major | new | 2025-01-29 | Wagons frozen when game saved / loaded while wagons in route | 1. Wait for traders to arrive with wagons
2. When traders arrive with wagons, save to title screen prior to the wagons arriving at the depot
3. Continue active game to load the above save |
| 0013074 | | Graphics and Sprites | minor | new | 2025-01-29 | Procedurally-generated weapons and armor don't have any sprite and are invisible | 1. Find an artifact behind an unusual volcanic wall or have a dwarf make an artifact weapon/armor piece with a prefix |
| 0013081 | 1 | Dwarf Mode -- Jobs, Designations | minor | new | 2025-01-29 | Dwarves channeling large amounts of tiles on the same Z level sometimes fall, cling to walls, or cancel jobs | 1. Designate several large areas to be channeled out on a single Z level.
2. Watch as dwarves fall, single tiles remain unchanneled, and other generally odd behavior occurs. |
| 0009774 | 8 | Adventure Mode -- AI | minor | confirmed (user11) | 2025-01-29 | Some Vampires' blood (roving animal men) doesn't convey vampirism to drinkers | Finding a vampire, accuse and reveal him, make a forced ( he won't engage the fight himself) bloody mess, and drink the blood |
| 0013079 | | Adventure Mode -- Movement | minor | new | 2025-01-29 | Holding down movement while using adventurer "look" mode causes adventurer to move | 1. Switch to adventure mode look cursor.
2. Press a movement key, e.g., numpad 6 (with repeat enabled in bindings). Cursor should move.
3. Hold the same key. Cursor should move, but then adventurer starts moving instead. |
| 0012184 | | General | major | resolved | 2025-01-28 | Unexpected overwrites of save folders | |
| 0012234 | 3 | General | major | resolved | 2025-01-28 | Saving to a new timeline replaces region1 | |
| 0013078 | 1 | Adventure Mode -- Sites | minor | new | 2025-01-28 | Corpses placed in a sarcophagus within a catacomb not saved properly.After fast travel the corpses return to their original spot | Obtain Corpses – Retrieve the corpses of historical figures from a location in town other than the catacombs (e.g., a keep).
Inter the Corpses – Place the corpses inside a sarcophagus within a catacomb and remember where that sarcophagus is.
Fast Travel – Travel away from the area using fast travel.
Return to the Catacomb– Travel back to the catacomb and check the sarcophagus.
Observe the Bug – The corpses will no longer be in the sarcophagus and will have returned to their original location (e.g., the keep). |
| 0011849 | 6 | Adventure Mode -- Sites | minor | new | 2025-01-28 | can't sleep in new site types, even with permission | Start an adventurer in a castle and try to sleep |
| 0013070 | 4 | Adventure Mode -- General | minor | new | 2025-01-28 | Ear-splitting 'screech' on shift-scroll | - Load into adventure mode
- Open any menu with a scroll-wheel
- Hold shift and scroll up or down, 1-3 times or so |
| 0013077 | 2 | Dwarf Mode -- Missions | major | new | 2025-01-28 | Occupy Mission Auto Produces Blank Mission | Select Squad, send to occupy a settlement, when time to return squad gets stuck with a mission that has no objective. |
| 0012814 | 1 | Adventure Mode -- Retirement | minor | new | 2025-01-28 | Retiring and un-retiring an adventurer causes you to lose track of cleared lairs/quests. | 1. Go to a lair/shrine/etc and slay its occupant
2. Check the map, it shows the occupant is known to be dead.
3. Retire the character in a town or something and then un-retire them
4. Check the same location again on the map, it will not display that the occupants have been slain anymore. |
| 0013076 | 1 | Adventure Mode -- Character Creation | minor | new | 2025-01-28 | Selecting a belief that worships a megabeast messes with background text | 1. Create a new adventurer.
2. Go to the Beliefs tab of Background.
3. Click on various religions.
4. If one is dedicated to a megabeast, the issue will occur. |
| 0011888 | 4 | Adventure Mode -- Buildings | minor | new | 2025-01-27 | Priests aren't spawning in generated temples | |
| 0013075 | 1 | Technical -- Sound | minor | new | 2025-01-27 | Adventure combat music does not stop after saving the game and returning to title menu | 1. Play adventure mode
2. Get into a conflict, trigger the combat music
3. Select Save and return to the title menu |
| 0011886 | 1 | Adventure Mode -- Display | text | new | 2025-01-27 | "You must move away from the surrounding obstacles..." text in fast travel obstructs first structure name on the list | |
| 0012771 | 1 | Adventure Mode -- Sites | minor | new | 2025-01-25 | Not allowed to sleep in castles or monasteries | 1. Get permission to stay for a day in a castle or monastery.
2. Attempt to rest. |
| 0013072 | 2 | Dwarf Mode -- Stockpiles | minor | | 2025-01-25 | Hair thread isn't stockpiled | 1. Create hair thread
2. Try to assign to stockpile.
3. Isn't listed. |
| 0004132 | 7 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | confirmed (user1294) | 2025-01-25 | spinners will use hair from refuse stockpile to make thread, but unable to use the thread for clothmaking | |
| 0013069 | | Items | minor | new | 2025-01-23 | [CUT_ITEM:X] tokens doesn't work if the specified item is a tool. | |
| 0013068 | | Technical -- Sound | trivial | new | 2025-01-23 | Loud sharp tone in character creation menu for adventure mode's full release | 1. Create world
2. Choose adventure mode
3. In character select, attempt to move the scroll bar
4. Hearing aids |
| 0013064 | 5 | Adventure Mode -- Combat | crash | new | 2025-01-21 | Everytime i try to attack this one specific lion, my game crashes | 1. Open the save on https://dffd.bay12games.com/file.php?id=17289
2. Walk east and enter the dungeon
3. Kill the first goblins or just walk straight to the lion
4. Try to attack the lion |
| 0012581 | 1 | Dwarf Mode -- Interface, Workshop Profiles | minor | new | 2025-01-18 | Workshop-specific work order disappear from work order tab of the workshop | |
| 0013062 | 6 | Dwarf Mode -- Interface, Animals | crash | new | 2025-01-18 | Crash when viewing sheep info screen | - Attempt to view a sheep's info screen |
| 0013067 | 1 | Dwarf Mode -- Interface, Animals | crash | new | 2025-01-17 | CTD on opening livestock info page. | Click any livestock animal. That's it. I didn't test every animal, but it happens with peafowl, chickens, and ducks at the very least. |
| 0013061 | 2 | Graphics and Sprites | minor | new | 2025-01-12 | Coins display wrong material color, using palette index of color before it | Get a coin and look closely at it. Note that they will only ever show as a single coin, not as a pile.
The coin will be the wrong color for its material, with "blue" copper and "red" gold coins being the most obvious examples. |
| 0013066 | | Miscellaneous Crashes | crash | new | 2025-01-12 | CTD when catching a citizen performing vandalism during tantrum | Wait for unhappy citizen to throw tantrum. When they walk by a workshop, trap, or other topple-able construction and stop next to it, click on the citizen or construction. |
| 0012978 | 1 | Adventure Mode -- Display | crash | new | 2025-01-11 | Game crashes on opening Artifact tab in adventure mode | |
| 0011069 | 2 | Adventure Mode -- Eating/Drinking | tweak | new | 2025-01-09 | Adventure Mode currently ignores [BONECARN] for the adventurer | Start a new adventure game with a creature with [BONECARN] as your selected race. Wolf Man is a good, vanilla example although others do exist.
Butcher an animal and pick up its skull, bones, etc
Attempt to eat it
Feel sad because you cannot eat it |
| 0013060 | 1 | Technical -- Input/Keybinding/Macros | minor | new | 2025-01-08 | Moving any scrollbar causes a slow decrease in fps | Open any UI with a scrollbar & Move it up or down. |
| 0013063 | | Dwarf Mode -- Jobs, Assignment of Jobs | major | new | 2025-01-08 | Social tasks seem to block low priority jobs (hauling, building) completely | Create a fortress with a large number of locations and let it run. At some point, low priority jobs will simply stop being assigned to adult dwarfs. |
| 0013059 | 2 | Dwarf Mode -- Items | crash | new | 2025-01-06 | Game crash ~45s after unpause | For ~45s crash issue:
1. Open save
2. Unpause
3. Wait 0000011:0000045 seconds
4. Save so that you don't lose any progress from these fleeting moments
5. Crash.
For current issue ~1s crash with consistant crash at same ingame time:
1. Open game
2. Unpause
3. Crash. |
| 0013058 | 1 | Dwarf Mode -- Transport/Hauling | crash | new | 2025-01-03 | Crashes when moving goods to trade depot. |!Uses likely irrelevant mods! | Simply keep the game paused (I presume unpaused works just as well?) and move to the trade depot on the top of the map on the surface. Will add file link in comments. |
| 0013052 | 2 | General | block | new | 2024-12-29 | Disappearing Fortresses! | |
| 0013057 | 1 | Miscellaneous Crashes | block | | 2024-12-28 | DF cant start | nothing. always happens |
| 0012954 | 2 | Dwarf Mode -- Visitors | major | new | 2024-12-27 | Visitors fail to appear on coastal maps | Generate an world
Embark on a map containing ocean, with neighboring friendly civilisations
Create public locations (Tavern, for example) that are open to visitors, and select staff for them
Create bedrooms and link them to the tavern
Observe the lack of visitors |
| 0011559 | 9 | Dwarf Mode -- Nobles | minor | new | 2024-12-26 | Dead civ expedition leaders are not replaced when dead | Embark as a truly dead civ (blank civ/civ subscreen at embark), get the expedition leader killed by whatever means you find expedient, wait for however long you think is necessary to verify that no new expedition leader is appointed. |
| 0013056 | 1 | Creatures | minor | new | 2024-12-20 | Human Hair Color Mismatch | 1. Open Object Testing Arena
2. Spawn humans
3. Check portrait and sprite hair color |
| 0013055 | | Miscellaneous Crashes | crash | new | 2024-12-20 | CTD on loading any save in a particular world | 1. Open Dwarf Fortress/DFHack through Steam interface
2. Select Continue active game
3. Select World: Mapi Favane, "The Cradles of Fortune"
4. Select any save from the list
5. Unpause after fortress has loaded
6. Game crashes |
| 0013053 | | Adventure Mode -- Conversation | minor | new | 2024-12-19 | Departing companions, "We have not performed..." | Create an adventurer (A).
Retire them.
Create another adventurer (B) and recruit NPCs for entertainment.
Retire adventurer (B).
Unretire adventurer (A), and unretire adventurer (B), taking them with you, OR recruit an NPC that was recruited by adventurer (B), and is still considered a "companion" under relations.
Now while playing adventurer (A), after some time and exploration, the companions will complain twice, and then go their own way. |
| 0013054 | | Religion | trivial | new | 2024-12-19 | Forming/joining performance troupe abandons religion | Be adventurer.
Form or join troupe, making you a "former member" of religion, while maintaining deity relations. |
| 0012989 | 2 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | new | 2024-12-19 | Ectrust *item* with *gem type* work order never progresses | 1) Set up a jeweler's workshop
2) Cut gems or raw glass
3) Try to create encrust order though work order menu |
| 0013051 | 1 | Dwarf Mode -- Invasions | crash | new | 2024-12-16 | Crashing as siege negotations event begins | Load save game, unpause, wait a few seconds. Save file just in case:
https://dffd.bay12games.com/file.php?id=17267 |
| 0013045 | | Adventure Mode -- Character Creation | crash | new | 2024-12-14 | Crash when clicking "ready for adventure" | |
| 0013049 | 2 | Dwarf Mode -- Interface, Stockpiles | minor | | 2024-12-14 | Yak hair thread can be made but does not appear in stockpile filter options and seems not to be storeable at all | |
| 0011482 | 6 | Dwarf Mode -- Stockpiles | minor | | 2024-12-14 | Hair thread isn't stockpiled | |
| 0012181 | 2 | General | minor | acknowledged | 2024-12-14 | Custom Difficulty - Wilderness Irritation Minimum and Decay are the same value | |
| 0012663 | 1 | Dwarf Mode -- Interface, General | minor | acknowledged | 2024-12-14 | Can't progress through tutorial - can't zoom out | I created a world with default settings, clicked fortress mode, and played the tutorial. |
| 0012744 | 1 | Technical -- Input/Keybinding/Macros | block | | 2024-12-14 | Tutorial step "Camera controls" stuck | - Start a new game
- Adventure mode
- Follow the tutorial |
| 0013050 | | General | minor | | 2024-12-14 | pressing the zoom out hotkeys doesnt complete the tutorial prompt for zoom out | start tutorial in a new world and follow steps until you get to the zoom in and out part. |
| 0012785 | 1 | Adventure Mode -- Character Creation | text | new | 2024-12-13 | Selecting Ordinary mode displays Chosen in character creation screens | Generate new world
Start new game
Select Adventure mode
Select Ordinary mode
Choose species
Should be visible beneath your character portrait on the town select screen
|
| 0013048 | | Legends Mode -- General | minor | new | 2024-12-10 | Kobold destroys item after their death | no idea |
| 0013047 | | Technical -- Saving/Loading | crash | new | 2024-12-09 | Moded game crushes after season or two when you load saved game. | 1)Create world
2)Start playing fort
3)After a season exit to main menu or retire fort
4)Game crushed on loading screen |
| 0012835 | 5 | Adventure Mode -- General | crash | new | 2024-12-04 | Adventure Mode Crash When Entering Or Exiting Necro Tower DF v. 51.01-beta13 | Crash 1 (occurred once)
Travel to necro tower location.
Zoom into character view.
Attempt to enter tower. Crash to desktop occurs.
Crash 2 (occurred 3 times )
Travel to necro tower location.
Zoom into character view.
Enter necro tower. Interact with inhabitants.
Attempt to exit tower.
Once outside the door way crash to desktop occurs. |
| 0013042 | | Dwarf Mode -- Jobs, General | minor | new | 2024-12-04 | Work Details allow enabling Mining + Woodcutting + Hunting simultaneously | 1. Create a new Fortress.
2. Unassign all Dwarves from the "Mining", "Woodcutting", and "Hunting" work details.
3. Designate some tiles for both Mining and Chopping.
4. Assign one single dwarf to both "Mining" and "Woodcutting" at the same time.
5. Unpause, and observe that only one of the two jobs actually gets done while the other one is completely ignored. |
| 0013040 | 1 | Dwarf Mode -- Environment | minor | new | 2024-12-04 | Wild camels can open and pass through doors | |
| 0012976 | 1 | Dwarf Mode -- Justice | minor | new | 2024-12-03 | Units on interrogation screen improperly labeled "Deceased" | 1. Send a squad out on a raid.
2. Progress time until the tick the unit leaves the map edge.
3. Check the interrogation list for any crime on the justice screen.
4. Scroll to or search for the unit in question, notice "Deceased" in magenta by the name. |
| 0009004 | 5 | Dwarf Mode -- Jobs, Hauling | major | | 2024-12-03 | "Store item in container" jobs block access to all items already in the container | embark with a log and four stone blocks
create a bin
forbid one or two blocks
set up a block stockpile using the bin
wait for dwarves to fill the bin with the unforbidden blocks
verify that those blocks are available to build a construction
unforbid one of the forbidden blocks
while the "store item" job is in progress, verify that the already-stockpiled blocks are no longer available for building constructions
|
| 0013041 | | Adventure Mode -- Travel | crash | new | 2024-12-03 | Entering travel/map screen as werecreature crashes game in Adventure mode | 1. Become were-creature/transform into were-creature
2. Use the map screen to go to to camps and kill enemies.
3. Kill animals? Maybe level up fighting skills?
4. Enter travel screen, rest, or use the wait option. |
| 0013039 | | World Generation -- Parameters | crash | new | 2024-12-02 | Found a parameter set that crashes the game on world-gen | [WORLD_GEN]
[TITLE:NEW MED REGION]
[DIM:129:129]
[EMBARK_POINTS:2500]
[END_YEAR:1000]
[BEAST_END_YEAR:500:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:5:95:200:200]
[TEMPERATURE:30:70:200:200]
[DRAINAGE:10:90:200:200]
[VOLCANISM:15:100:200:200]
[SAVAGERY:0:25:200:200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NONE]
[MINERAL_SCARCITY:1000]
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:3:0:3]
[DEMON_NUMBER:14]
[NIGHT_TROLL_NUMBER:7]
[BOGEYMAN_NUMBER:7]
[NIGHTMARE_NUMBER:7]
[VAMPIRE_NUMBER:7]
[WEREBEAST_NUMBER:7]
[WEREBEAST_ATTACK_TRIGGER:2:2:2]
[SECRET_NUMBER:14]
[REGIONAL_INTERACTION_NUMBER:14]
[DISTURBANCE_INTERACTION_NUMBER:14]
[EVIL_CLOUD_NUMBER:7]
[EVIL_RAIN_NUMBER:7]
[GENERATE_DIVINE_MATERIALS:1]
[GENERATE_MYTHICAL_MATERIALS:1]
[ALLOW_MYTHICAL_HEALING:1]
[ALLOW_DIVINATION:1]
[ALLOW_DEMONIC_EXPERIMENTS:1]
[ALLOW_NECROMANCER_EXPERIMENTS:1]
[ALLOW_NECROMANCER_LIEUTENANTS:1]
[ALLOW_NECROMANCER_GHOULS:1]
[ALLOW_NECROMANCER_SUMMONS:1]
[GOOD_SQ_COUNTS:50:502:1006]
[EVIL_SQ_COUNTS:1:1:1]
[PEAK_NUMBER_MIN:4]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:1]
[VOLCANO_MIN:4]
[REGION_COUNTS:SWAMP:26:0:0]
[REGION_COUNTS:DESERT:26:0:0]
[REGION_COUNTS:FOREST:104:0:1]
[REGION_COUNTS:MOUNTAINS:208:0:0]
[REGION_COUNTS:OCEAN:208:0:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:208:0:1]
[REGION_COUNTS:HILLS:208:0:1]
[EROSION_CYCLE_COUNT:300]
[RIVER_MINS:45:86]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:3500]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:10]
[CAVERN_LAYER_OPENNESS_MAX:90]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:10]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:90]
[CAVERN_LAYER_WATER_MIN:5]
[CAVERN_LAYER_WATER_MAX:75]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:6]
[LEVELS_ABOVE_LAYER_2:2]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:5]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[MYTHICAL_SITE_NUM:35]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:30]
[TOTAL_CIV_POPULATION:7500]
[SITE_CAP:40]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:1040:2080:1040]
[RAIN_RANGES:1040:2080:1040]
[DRAINAGE_RANGES:1040:2080:1040]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:2080:4160:2080] |
| 0013038 | | Adventure Mode -- Sites | minor | new | 2024-12-01 | New Divine Cult locations occaisonally do not generate | Generate a new world
locate a divine cult site that generated on a water feature. |
| 0012831 | 3 | Adventure Mode -- Travel | minor | new | 2024-12-01 | Turning into a random creature when I fast travel | Be in a Human form and try fast traveling |
| 0013037 | 1 | Adventure Mode -- Sites | feature | new | 2024-12-01 | Chosen Quest Site Did Not Generate | 1- Generate world for 144 years.
2 - Create Chosen Adventurer.
3 - Receive quest to Retrieve Artifact, pointing to a Mysterious Palace site.
4 - Make my way there and find the site does not exist. |
| 0012736 | 2 | Title Screen | minor | new | 2024-11-29 | Black main menu background image with dual monitor setup | Run the Linux version of the game with two (or more) monitors connected. |
| 0013036 | | Map Features | minor | new | 2024-11-29 | World map Legend (fort location, connected locations, etc, not changing colors/displaying properly) | It is my belief that this was triggered when a migrant wave brought forth a dwarf from my home civilization that after a couple of years of living with us, found themselves inheriting the title of king. (all their relatives died after a goblin attack at the base fort, making him the sole heir of the kingdom). |
| 0013035 | 1 | Dwarf Mode -- Transport/Hauling | minor | new | 2024-11-29 | Stationary minecart on track stop strikes creature passing through its tile | 1. Make one ridden minecart collide with a stationary minecart in the water, forcing the other to come out of the water and stop at a track stop.
2. Have a creature walk on the same tile as the stopped minecart. |
| 0012986 | 4 | Miscellaneous Crashes | crash | new | 2024-11-28 | CTD at predetermined time | Load save, unpause, wait a few seconds, a minute at most. |
| 0013022 | 3 | Dwarf Mode -- Moods | major | new | 2024-11-28 | Tantrum epidemy | load save and wait. |
| 0010545 | 13 | Dwarf Mode -- Military | minor | new | 2024-11-28 | Dwarves sent on mission do not return | |
| 0013025 | 1 | Dwarf Mode -- Interface, General | minor | new | 2024-11-28 | Justice menu cause game crash | |
| 0011418 | 6 | Dwarf Mode -- Non-dwarf Citizens | minor | | 2024-11-28 | Endless pathing errors attempting to eat inaccessible food | 1. Have a monster slayer visit
2. Allow them residency
3. Have them go into the caverns and eventually get hungry
4. Ye olde message spam |
| 0012624 | 5 | Dwarf Mode -- Trade | major | | 2024-11-28 | Mountainhome Caravan Stuck | |
| 0000428 | 42 | Dwarf Mode -- Interface, Squad Control | minor | | 2024-11-28 | Dwarves refuse to train, and other training weirdness | N/A |
| 0011294 | 2 | Adventure Mode -- General | minor | new | 2024-11-28 | Dice bought during character creation are broken | Generate a new character, and during character setup, buy some dice.
Try to use them in game, they will be broken. |
| 0013034 | | Technical -- General | minor | new | 2024-11-28 | Announcement settings reverting to default | Open the game, change any announcement setting (i.e.: civilian becomes soldier) to "No" on all. Press "done". Exit the game and run the game again. The setting will be back to the default Adv and Fort "Yes". |
| 0013033 | | Adventure Mode -- General | trivial | new | 2024-11-28 | Character language changed after reload | Possibly every reload of adventure mode; would have to test to make sure. |
| 0013032 | | World Generation -- Constructions | major | new | 2024-11-27 | Dungeons and mysterious sites are only generated on one continent. | Generate a world with multiple continents, observe that mysterious sites are only generated on one of them. The distribution of sites should already be visible during the worldgen process. |
| 0013031 | | Miscellaneous Crashes | crash | new | 2024-11-27 | Game loads normally but immediately upon unpause will crash. This happens with every single game file. | This happens every single time upon loading into a file and can be reproduced every time. It is not possible to load any game files no matter the contents of them -- and a crash will h happen regardless of if the game file is very small + just started (starter dwarves standing by the unemptied wagon) + minimum size of the world & fortress or very large + a save file with 60+ hours.
I have changed Product Versions for the game and the issue is persisting. I have uninstalled & freshly redownloaded the game. I have also downloaded it on both my PC's main drive and an external Hard Drive. I have tried without DFHack which I did have initially installed. The error is persisting regardless of this.
|
| 0013030 | | Adventure Mode -- Buildings | major | new | 2024-11-27 | Dungeon site generated inaccessible | |
| 0013029 | | Adventure Mode -- General | crash | new | 2024-11-27 | Another Adventure Mode Crash Log | |
| 0013028 | | Adventure Mode -- General | crash | new | 2024-11-27 | Tutorial Crash | |
| 0012996 | 2 | Dwarf Mode -- Interface, Main View | minor | | 2024-11-25 | Main: Hot Keys and Main: Hauling both use Shift+h keybinding | 1) Install Dwarf Fortress 51.01-beta. I used Steam.
2) Examine Settings > Keybindings > Fortress, note that "Main: Hot Keys" and "Main: Hauling" are both set to "Shift+h". Click "Restore defaults" and double-check to be sure.
3) Start a game, get to main menu, and hover over the hauling icon at the bottom right. Note that the tooltip shows "H". Hover over the Hot Keys icon at the top right. Note the tooltip shows "H".
4) Press "H" on the main view. Note that the Hot Keys modal appears. |
| 0012625 | 3 | Dwarf Mode -- Diplomacy | minor | new | 2024-11-25 | Mayor is stuck in his room "Conducting meeting". Liason not coming to him. Not getting Diplomacy dialogue | Use the save https://drive.google.com/file/d/1uY5gVuMITPVwyP3mCUjpjJ3zTA_VqK76/view?usp=sharing
F1 bring you to the mayor , F2 to the high treasurer. |
| 0013027 | 1 | Dwarf Mode -- Interface, Farm Plots | minor | new | 2024-11-25 | Farm plot planting can't be turned off | |
| 0013026 | | Dwarf Mode -- Missions | trivial | new | 2024-11-25 | Squad units with mission die instantly when entering map | Don't know the steps to reproduce. |
| 0013024 | 1 | Dwarf Mode -- Combat | major | new | 2024-11-24 | Dwarves get stuck from flying corpses | Start on a waterfall/evil biome map and have raven corpses spawn |
| 0013023 | | Dwarf Mode -- Interface, Unit View | minor | new | 2024-11-23 | Merchants briefly listed in deceased tab when merchant caravan not yet completely spawned | 1. Configure alerts to pause when a merchant caravan arrives.
2. Wait for caravan to arrive.
3. Open unit list.
4. Select deceased tab.
Observed: Some merchant units not yet spawned are listed in deceased tab.
Expected: Units not yet spawned are not listed in any tabs. |
| 0011698 | 2 | Dwarf Mode -- Justice | major | new | 2024-11-23 | Dwarves have problems removing stolen artefacts from visiting outsiders. | |
| 0013021 | | Dwarf Mode -- Raids | minor | new | 2024-11-22 | Waterskin freezing causes a raider to be stuck in a refilling loop | |
| 0013020 | 1 | Dwarf Mode -- Interface, Designations | minor | new | 2024-11-18 | Right-clicking after selecting one corner of a designation exits designating instead of undoing corner | 1. Select digging designation mode.
2. Ensure mode is set to box select.
3. Left-click to select the first corner.
4. Right-click to undo, but no longer in dig mode. |
| 0013019 | | Dwarf Mode -- Interface, Manager | minor | new | 2024-11-18 | Escaping work order adjective menu returns to main work order screen | 1. Bring up main work [o]rder screen.
1. Edit a work order.
2. Choose "Adj" on a condition.
3. Right-click.
4. Expect return to editing work order, but return to main list instead. |
| 0013014 | 5 | Adventure Mode -- General | crash | new | 2024-11-17 | Game crashes upon arrival at a certain spot | Load the provided save file, walk south for about 30 seconds. The game should crash. |
| 0013017 | | Miscellaneous Crashes | crash | new | 2024-11-16 | Another bugged save file (Modded, 51.01 beta) | The recent save file is paused until you hit play and somehow it ended up crashing, idk why it does that |
| 0013018 | 2 | Adventure Mode -- Sleep | crash | new | 2024-11-16 | Game crashes if adventurer sleeps or travels while transformed into a beast | Roll a divination die until you get cursed into becoming an animal.
Try to sleep or travel.
Alternatively, load the provided save file and try to sleep or travel. |
| 0013015 | 1 | Dwarf Mode -- Moods | minor | new | 2024-11-14 | Moody job with borked requirement | Gain dwarf with possessed mood. Possibly, dwarf required two of a resource, but only one was available, and subsequent production of the same resource didn't satisfy the dwarf's requirements. |
| 0013016 | | Technical -- General | crash | new | 2024-11-14 | Mod upload fails and breaks game when no preview.png | Try to upload or update a mod without a preview.png present. |
| 0013012 | 1 | General | minor | new | 2024-11-14 | Syndome [CE_ADD_TAG:NO_AGING] does not stop skin from wrinkling. | |
| 0012636 | 4 | Technical -- Input/Keybinding/Macros | minor | new | 2024-11-12 | Strange behaviour of lists when scrolling down with ThinkPad touchpad gesture | 1) Get a ThinkPad laptop
2) Download DF
3) Launch DF
4) Try to scroll down on a menu with the touchpad |
| 0013011 | 1 | Dwarf Mode -- Items | major | new | 2024-11-11 | Some things are missing from my playthrough | |
| 0013013 | 1 | Dwarf Mode -- Interface, Unit Profiles | minor | | 2024-11-11 | citizen information ctrl v not working | |
| 0013010 | | Creatures | minor | new | 2024-11-06 | TL_COLOR_MODIFIER token is bugged when using multiple color arguments | 1. Go to Object Testing Arena
2. Spawn any creature that is supposed to have tissues modified with TL_COLOR_MODIFIER with multiple color arguments and equal frequencies
3. Repeat N times
4. Observe frequency distribution being heavily skewed |
| 0013009 | 1 | Technical -- General | major | new | 2024-11-06 | Breaching 2nd Cavern causes severe lag. DFHack "Reveal" eliminates lag. | 1) Dig/Stair out the North and North-West blocks on the stairway in Elevation -107
2) Let the game run for a few seconds to experience the lag |
| 0013007 | 1 | Dwarf Mode -- Artifacts | minor | new | 2024-11-06 | Statues, engraved walls, floors and artifacts are suddenly missing their description. | unknown |
| 0013008 | | Dwarf Mode -- Nobles | minor | new | 2024-11-04 | Can't assign Nobles after unretiring a conquered fort | Create first fort from civilization A and retire it
Create second fort from civilization B
Get military in that fort, succeed at mission to conquer first fort
Retire second fort
Unretire first fort.
Nobles screen only has an option to assign an administrator
|
| 0013006 | 1 | Dwarf Mode -- Interface, Trade | major | new | 2024-11-01 | Caravan stuck unloading | |
| 0013005 | 3 | Dwarf Mode -- Interface, Standing Orders | minor | new | 2024-10-31 | Invisible smoothing designations | I've noticed it on another save, too, but had thought that it was just not smoothable or something. I've designated multiple smoothing orders and they're being followed, but there's no visual indication of the order until it's done. |
| 0013004 | | Dwarf Mode -- Interface, Main View | trivial | new | 2024-10-31 | Current Location "X" on minimap blinks when game is unpaused. | I noticed it while playing on a new save, so I saved, closed the game entirely, reopened the game, started up an old save in a different world and it continued to happen. |
| 0011935 | 3 | Dwarf Mode -- Interface, Tasks | minor | new | 2024-10-30 | Missing 'Mill Plant' Work Order | |
| 0013003 | | Undeath | minor | new | 2024-10-29 | Headless zombie produces ghost | Either:
1. Have a dwarf get decapitaded
2. Have a necromancer revive him
Or:
1. Have a necromancer revive a dead dwarf
2. Decapitate said dead dwarf |
| 0013002 | 1 | Dwarf Mode -- Buildings, General | minor | new | 2024-10-29 | Coffins filled with pet corpses turn invisible | Have not tried in a different save, but as it happens consistently in my current fort I assume it happens in any fort. Quickest way to test in a new save would probably be to start with some dogs, assign them as work animals, build a tall execution tower with a retracting bridge, pasture the dogs, retract the bridge, have the dwarves bury the corpses and bits and pieces in coffins in tomb zones assigned for pets. |
| 0012732 | 3 | Dwarf Mode -- Interface, Unit View | minor | new | 2024-10-27 | Dead dwarves not shown on the dead/missing list | |
| 0012060 | 2 | Dwarf Mode -- Embark/Setup | minor | new | 2024-10-22 | Cant rename dwarf on embark screen | |
| 0012006 | 2 | Dwarf Mode -- Nobles | minor | new | 2024-10-21 | If ruler dies in your fort (capital) new ruler isn't on nobles screen | |
| 0009450 | 8 | Typos/Grammar | text | confirmed (user11) | 2024-10-20 | Thoughts screen and combat report show opposite emotion for same event | I can provide a save with the displayed text. |
| 0006737 | 28 | Dwarf Mode -- Environment | minor | | 2024-10-19 | Flying animals (e.g. birds) stuck in mid air (prevents invasions?) | no idea |
| 0009665 | 4 | Dwarf Mode -- Interface, Rooms | minor | new | 2024-10-18 | Rooms assigned to non-tavern locations claimed as regular bedrooms | Make a bedroom
Assign it to a non-tavern location.
Watch as regular dwarves move in. |
| 0002444 | 8 | Map Features | minor | new | 2024-10-18 | after discovering lava sea it continues to reveal downwards, hitting/discovering adamantine all on its own | dig to a magma pool, watch the map get revealed downwards |
| 0013000 | 1 | Dwarf Mode -- Buildings, General | minor | new | 2024-10-16 | Trolls unable to destroy locked door cause FPS drops | 1. Open save file: https://dffd.bay12games.com/file.php?id=17223
2. Locate the troll on the map, three floors up from where the save starts
3. See troll by locked door
4. See low-ish FPS
5. Unlock door
6. See FPS go up |
| 0012999 | 1 | Dwarf Mode -- Trade | trivial | new | 2024-10-14 | Marking egg barrel for trade causes dwarves to remove most eggs from the barrel to an egg stockpile | 1. Store eggs in a barrel in a stockpile that accepts eggs.
2. Wait for caravan to appear on the map.
3. Mark egg barrel for trading.
4. Look in the marked barrel and observe the eggs getting tasked and removed from the barrel. |
| 0012781 | 1 | Technical -- Sound | major | new | 2024-10-13 | No music while playing the game on Linux | 1. Install the packages SDL2, SDL2_image, SDL2_mixer as well as DF 50.12 on an Ubuntu or Debian Linux installation
2. Open the game, and start a fortress, and there will be no sound in game |
| 0012998 | | Dwarf Mode -- Interface, Text | minor | new | 2024-10-09 | False names are revealed by clicking/editing on a character's name-plate. | Find a character suspected of having a false name. Open their character menu. Click to edit their name-plate via the quill icon in the upper right hand corner of the menu. If they have a false identity currently in use, the name will immediately change to their true name while in the process of editing it. |
| 0007619 | 9 | Dwarf Mode -- Trade | minor | | 2024-10-09 | Traders frigthtened by wild animals won't pack up and leave. | Have a trading depot outside, or in an area where unsettling creatures can get too close to your visiting merchants, and wait for them to meet. |
| 0012685 | 3 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2024-10-09 | [50.12-beta17] Game crashes when trying to assign animal trainer | 1. Open pets list
2. Click on whistle button on any dog or caged grizzly to assign a trainer
3. Crash to desktop |
| 0009024 | 2 | Dwarf Mode -- Interface, Military Screen | minor | | 2024-10-09 | When switching to military "positions" page from "equip" page, relevant skills and squad member counts are not updated | Go to the military screen. Press 'e'. Press down to highlight "The Dyes of Nature". Press 'p'. Browse squad or unassigned dwarfs. |
| 0008888 | 3 | Dwarf Mode -- Trade | major | new | 2024-10-09 | Merchants remain with items on map | Await the first caravan without constructing a trade depot. Someone in the caravan might have to engage in combat. |
| 0012997 | | Dwarf Mode -- Interface, Notes/Points/Routes | minor | new | 2024-10-09 | Can't change elevations in "Link a stockpile to this stop" dialog | 1) Place a stockpile on elevation N
2) Build a track stop on elevation N+1
3) Open the Main: Hauling dialog
4) Add a stop, and click on the track stop.
5) In the row for the route stop, click the second icon, "Link a stockpile to this stop. ...".
6) Now try to move down a level to select the stockpile from Step 1. There is no way to do it from here.
Workaround: After step 4 (click on the track stop to add a stop to the route), move down a level. Changing elevation is allowed at this point. Once you are able to see the stockpile you wish to link to the stop, proceed to step 5 (click the "Link a stockpile" button). Now you can click the stockpile to link it. |
| 0012991 | 2 | Technical -- Input/Keybinding/Macros | minor | new | 2024-10-07 | Touch scrolling in menus doesn't work correctly | |
| 0012994 | 3 | Dwarf Mode -- Trade | crash | new | 2024-10-07 | Game becomes unsavable when traders leave the map, crashes on save | Ping me on the discord and I can provide save files, crash logs, videos, etc. I am 'theblunatic', and I'll try to respond quickly.
I can provide save files from before the traders arrive to the very moment they leave.
I don't know how it would be reproduced from a fresh save. |
| 0012995 | 1 | Dwarf Mode -- Interface, Building Construction | minor | new | 2024-10-06 | Wrong Sprites used for Hive constructions | |
| 0012992 | | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2024-10-05 | BluePrints tracks are carved as normal if they are near | 1) BluePrint some tracks.
2) Do some normal tracks on next tile.
|
| 0012628 | 4 | Dwarf Mode -- Nobles | minor | | 2024-10-04 | Demand met but not when built | 1. Have a noble
2. Let the noble make a demand for something being built in their holdings
3. Create the thing
Expected: the demand is not yet met
Actual: the demand shows as met
4. Build (place) the item in their holding
Expected: the demand shows as met
Actual: the demand shows as not met
|
| 0012990 | | Dwarf Mode -- Raids | crash | new | 2024-10-02 | Crash seemingly related to dwarves returning from a raid | Let the save file: https://dffd.bay12games.com/file.php?id=17209 play for about 10 seconds. |
| 0012858 | 3 | Dwarf Mode -- Interface, Stocks | minor | new | 2024-10-01 | 50.13 Kitchen menu not show "mead" | Open Kitchen menu
Search "mead"
game responds with "No food to cook or brew (are you in trouble?)"
Search for "royal"
results "Honey bee royal jelly" 18
Open Stocks menu
Search for "mead"
Results in drinks show 15 split up into 2 barrels
Selecting the item sheet on the right takes me to wooden barrels in the food stock pile
Search for "royal"
Results are 18 individual units
When selecting the item sheet on the right I am taken to the items stock pile |
| 0009469 | 1 | Dwarf Mode -- Interface, Kitchen | trivial | new | 2024-10-01 | Mead doesn't appear in kitchen menu | 1. Create mead
2. Look in kitchen menu |
| 0012988 | | Graphics and Sprites | trivial | new | 2024-09-30 | Human mail shirt sprites misaligned, exposing left armpit | Equip a human with a mail shirt. A visual seam will show. |
| 0012987 | | Adventure Mode -- AI | major | new | 2024-09-30 | Night Trolls considered acquaitance for murder, but not Hearthperson quests | |
| 0012985 | 1 | Dwarf Mode -- Buildings, General | minor | new | 2024-09-30 | Clay not usable in construction | 1st method: Embark on an unmodded world without DF Hack and gather clay via a kiln. Then try find and use clay in the menu for creating walls / floors.
2nd method: Embark on an unmodded world with DF Hack and change soil to clay of any type. Then gather via a kiln. Then try find and use clay in the menu for creating walls / floors. |
| 0012983 | 1 | Adventure Mode -- General | crash | new | 2024-09-29 | The game crashes after finishing character creation in Adventure Mode | 1. Create a world with a population over 4000 or end year above 100 (It's usually almost impossible for me to get a population over 4000 in a world with end year 100)
2. Start an adventure mode playthrough in that world
3. Do an in-depth customization of your character, including personality, clothing, etc.
4. Press finish
5. The game crashes most of the time |
| 0012981 | 1 | Title Screen | crash | new | 2024-09-29 | Game crashes when starting a game after having returned to title screen | |
| 0012984 | 1 | Dwarf Mode -- Rooms | major | new | 2024-09-29 | Zones assigned to locations not reporting the correct room value after furniture built / display cases with items built. | Establish zone, assign to location. Fill with expensive furniture. Value doesn't seem to increase. |
| 0005843 | 11 | Dwarf Mode -- Rooms | minor | | 2024-09-28 | Thoughts about tomb quality don't happen | |
| 0012752 | | Dwarf Mode -- Buildings, General | crash | new | 2024-09-28 | Game crashes when floor is constructed when context menu is open on other tab. | -Order a section of floor to be constructed, does not matter if object is above it or not when ordering construction.
-Find an object standing on the unconstructed floor (works with rocks and multiple different dwarves)
-Click on that object, such that the context menu shows at least two tabs, one of which being the floor to be constructed
-Select any tab that is not the floor.
-NOTE: Object can leave at this point, the menu being open is the important part
-Wait for construction to complete.
-When construction is complete, click on the floor tab in the context menu
-The game crashes |
| 0012751 | 1 | Dwarf Mode -- Buildings, General | crash | | 2024-09-28 | Game crashes when floor is constructed when context menu is open on other tab. | |
| 0012980 | | Adventure Mode -- Town | tweak | new | 2024-09-26 | Bowyers have no goods | Generate world, and see if a bowyer does have trade goods |
| 0012979 | | Adventure Mode -- Display | major | new | 2024-09-26 | Intelligent undead disappear upon saving the game | |
| 0012977 | 1 | Dwarf Mode -- Raids | minor | new | 2024-09-22 | Dwarves go on raids never to return, thier Legend just ends in Legends mode. | Unfortunately, it doesn't seem repeatable. The times I've had saves that were contemporary with sending the raid out doing it a second time and the raid completed successfully as expected. |
| 0012975 | 3 | Technical -- Saving/Loading | crash | new | 2024-09-21 | Frequent crashes | |
| 0012629 | 1 | Dwarf Mode -- Nobles | minor | new | 2024-09-20 | Symbol of Office cannot be reassigned after nobles promotion. | Have a dwarf be elevated to count.
Assign an item as a symbol of the county.
Have the county be elevated to a duchy.
Be unable to unassign the item as a symbol of the county.
Be unable to assign the item in question as the symbol of any other office. |
| 0012946 | 3 | Dwarf Mode -- Visitors | major | new | 2024-09-19 | When attacking an evemy civ raiding fort(Invaders), triggers visitors to attack anyone around them. | Wait for an invasion to start.
Meet the invasion with military.
Visitors immediately go crazy.
I am unsure how the event first started, it only started happening after king arrived with this entourage and my pet hydra started attacking the visitors first. |
| 0012974 | | Adventure Mode -- Combat | trivial | new | 2024-09-18 | fighting in trees cause misses? | Finding an Ettin And Start fighting with the ettin , run away and climb a tree, you must be in an area where both you and the ettin can walk, that is, in a stable area of the tree |
| 0008861 | 2 | Dwarf Mode -- Transport/Hauling | tweak | new | 2024-09-18 | Wheelbarrows in stockpile tiles prevent those tiles from requesting new items | |
| 0012973 | | Dwarf Mode -- Interface, Text | text | new | 2024-09-17 | Floor grate tooltip says it allows the passage of items | |
| 0012970 | 2 | Adventure Mode -- Trade | minor | new | 2024-09-17 | Cannot input name of items when trading | |
| 0012972 | | Dwarf Mode -- Interface, Building Construction | minor | new | 2024-09-17 | Pressure Plate UI does not allow setting Minimum Depth to 0 | |
| 0012969 | 3 | Adventure Mode -- Inventory | minor | new | 2024-09-17 | One-hand weapon counts twice weight when held by two hands | In adventure mode:
1. An one-hand weapon strikes and gets lodged.
2. Use "wrestle" so that the other hand grabs the weapon.
3. Move backwards, and it reads "you maintain possession...". |
| 0012971 | | Dwarf Mode -- Interface, General | minor | new | 2024-09-15 | Missing text on Work Details and Justice menus in Classic | No steps required except that justice must be set up and cases to have arisen. |
| 0001058 | 6 | Dwarf Mode -- Pets | minor | new | 2024-09-15 | War animals assigned to soldiers but still restricted to civilian burrow | 1. Have war animals and assign them to a military dwarf
2. Restrict civilians to a burrow
3. Send the military out, look it the war animals go
|
| 0012968 | 1 | Technical -- General | crash | new | 2024-09-13 | Random Crashes | Game will crash at random times. Turned off autosave, attempted to generate a pocket world with short history, and embarked on a 2x2 square. This allowed me to play for an hour before it crashed.
Uninstalling, deleting files, and reinstalling did not help.
Adding my crashlogs because I'm not sure what they mean. |
| 0012967 | 1 | Adventure Mode -- Movement | crash | new | 2024-09-10 | Game Crashes trying to approach a large group on both the travel map and the play map | Approach large blue icon south east of the fortress "Riftpaddles". |
| 0012963 | 8 | Miscellaneous Crashes | crash | | 2024-09-09 | Game crashes about 30 seconds after unpause everytime. Unknown cause. | 1. Load Crash Backup 2 world save.
2. Unpause
3. Wait about 30 seconds (give or take a few)
4. Game crashes to desktop.
|
| 0011014 | 48 | Dwarf Mode -- Military | crash | | 2024-09-09 | Reproducible crash from corrupted military equipment lists | |
| 0012646 | 7 | Dwarf Mode -- Traps | minor | new | 2024-09-09 | can't select weapons for weapon traps if scrolled down when choosing mechanisms | |
| 0012966 | | Dwarf Mode -- Jobs, Constructions (walls etc) | major | new | 2024-09-08 | Dwarves stop building constructions, smoothing, engraving, and dumping (but do some other tasks) | Have a large fortress with lots of staircases. I have gotten this bug with just 60 dwarves or so. It happens more quickly when you build a large fortress (size and number of rooms and floors) quickly.
Here is a save that is affected:
https://drive.google.com/file/d/1GhkDOpc_lC5YFLfRPbFaDRXk8Eb_YsIL/view?usp=drive_link |
| 0012965 | 2 | Items | feature | new | 2024-09-07 | Clothing layers (Adventure, and Fortress mode) | In v47: start in Fortress, or Adventure mode. Examine worn clothing.
In v50: do the same thing, and see only select layers covered. |
| 0003869 | 10 | Pathfinding | major | assigned (user6) | 2024-09-06 | Drop in FPS when moody dwarf can't path to workshop | Haven't tested this out yet but the steps could be the following:
1) Get moody dwarf
2) Block the path to the correct workshop with something (don't know if it must be land feature or if anything goes)
3) See the sudden drop of FPS |
| 0012783 | 2 | Adventure Mode -- Environment | minor | new | 2024-09-05 | "Brook" showing as dolomite | Visit the site of the "Brook" again. |
| 0012962 | 1 | Adventure Mode -- General | crash | new | 2024-09-05 | Random crash on Adventure Mode when moving/interacting | |
| 0012935 | 1 | Dwarf Mode -- Reclaim | minor | new | 2024-09-04 | Any unretired fort is marked as the capital | Embark for a fort. Notice in the top left it says "Outpost" for the fort size. Retire the fort. Unretire the fort. It will now say "Capital" in the top left. |
| 0012961 | 1 | Adventure Mode -- Movement | crash | new | 2024-09-03 | Game Crashes during randomly | Play for awhile and it will undoubtably crash. |
| 0012960 | | Dwarf Mode -- Interface, Animals | minor | new | 2024-09-03 | Caught cave dweller training is (sometimes?) bugged | Not sure if it's with all cave dwellers or just some. In the Blind Cave Bear game I had a bunch of outside game I caught and trained, that all worked as expected. |
| 0012953 | | Graphics and Sprites | minor | | 2024-09-02 | All natural stone floors use same (gray) color palette | Launch game
Dig down
Dig to side to see floor color. |
| 0011983 | 1 | Material Properties | feature | new | 2024-09-02 | Dacite block floor incorrect color | |
| 0012845 | | Dwarf Mode -- Interface, Main View | tweak | new | 2024-09-02 | When viewing gather plant icon from above it shows a pickaxe instead of the bag and leaves icon | mark a plant to be gathered
scroll up |
| 0012956 | 2 | Miscellaneous Crashes | crash | new | 2024-09-02 | CTD when visiting meadhall | 1) From the kobold bandit camp where the save starts, fast travel to Ringgraves, which is located a very short distance to the northeast;
2) Click the "End Travel" button on top of "The Pristine Skirt" (the mead hall slightly to the southeast of the actual populated area);
3) The game instantly crashes to desktop, or sometimes you can actually visit the mead hall, but you can't enter it because the doors lead to the ceiling (bizarrely enough), and the game crashes as you walk around the place trying to figure out how the weird geometry of the building works. Either way, it always crashes in one way or another. |
| 0012957 | 2 | Adventure Mode -- General | crash | new | 2024-09-02 | Game started crashing after encounter with Forgotten Beast | Play for 5-15 min
Crash
|
| 0012958 | 1 | Dwarf Mode -- Moods | minor | | 2024-09-02 | Secretive dwarf taking ALL the plant cloth | |
| 0012959 | 1 | Adventure Mode -- Combat | crash | new | 2024-08-30 | Crash during combat (log) | |
| 0009840 | 6 | Adventure Mode -- Combat | crash | new | 2024-08-30 | Being in the vicinity of too many combatants freezes the game | In adventure/arena mode, surround yourself with entities engaged in combat. The game will eventually freeze up. |
| 0001449 | 5 | World Generation -- General | minor | acknowledged (user11) | 2024-08-26 | Dwarven milk/cheese is not available on embark or for trade | 1) Gen a world and embark with the standard set of raw files. Dwarven cheese won't be available on embark.
2) Gen a world and embark with the UNDERGROUND_DEPTH tag for purring maggots changed to [UNDERGROUND_DEPTH:1:3]. Dwarven cheese will now be available on embark. |
| 0012952 | | Miscellaneous Crashes | crash | new | 2024-08-24 | Crash on unpausing save | load the save
go up to level 40 |
| 0012788 | 1 | Adventure Mode -- Display | minor | new | 2024-08-22 | Adventurer Tile-view UI Bugs Out, Shows Tile Info that Isnt Correct, Tiles Cannot be Right-Clicked | Uncertain, save file made while bug occurred initially captured behavior upon reloading, but then the game froze after exiting without saving again. Upon reloading save after restarting game, bugged behavior was not present.
Presumably, behavior can be replicated by continuing to move around the map. May be related to elevation changes in caves. May also be related to switching between characters in party |
| 0012789 | 2 | Adventure Mode -- Character Creation | trivial | new | 2024-08-22 | Plump Helmet Men are not available to play in Adventure Mode (Beta Branch, v0.51.01-beta12) | 1. Create world, using whatever reasonable parameters
2. Select Adventure Mode
3. In character creation, search both the initially displayed and "intelligent wilderness creature" options for Plump Helmet Man
4. Plump Helmet Man is not in either window
5. :( |
| 0012747 | 1 | Miscellaneous Crashes | crash | new | 2024-08-22 | Crash on screen movement | Load linked save and resize the window 3 times by clicking the "-" button next to the map and then move 2 times to the right and 1 time up
|
| 0012725 | 3 | Dwarf Mode -- Interface, Unit View | crash | new | 2024-08-22 | trying to look at the "Other" tab of Units and at a spot on the map makes the game crush. | |
| 0012723 | | Dwarf Mode -- Trade | major | new | 2024-08-22 | Traders/wagons get tangled up, no longer trading | Get two civs to trade (in my case, home civ and another dwarven civ) with wagons, and when they arrive together the caravans malfunction. |
| 0012720 | | Dwarf Mode -- Interface, General | minor | new | 2024-08-22 | When searching text the mouse scroll stops working | Go to any window with a search bar, start typing, then try to use mouse wheel to scroll. |
| 0012719 | 1 | Dwarf Mode -- Interface, Building Construction | feature | new | 2024-08-22 | New Sorting - Sort on value | |
| 0012717 | | Graphics and Sprites | tweak | new | 2024-08-22 | Mis-oriented grass ramp intersection tile | Pan around the site map and hope! |
| 0012715 | 3 | Dwarf Mode -- Military | major | new | 2024-08-22 | Military Kill Order Fails to Multi-target Ver 50.12 | Open any game and attempt to use the kill order on multiple creatures, either by selecting them individually, or highlighting one or multiple groups across elevation levels. |
| 0012708 | 2 | Miscellaneous Crashes | minor | new | 2024-08-22 | Random crashes in experimental | N/A |
| 0012703 | 2 | Dwarf Mode -- Combat | minor | new | 2024-08-22 | Animals attack visitors during any combat | Have visitors in the fort and war animals or grey langurs. Commence combat anywhere on the map. Animals will attack visitors. |
| 0012702 | 2 | Miscellaneous Crashes | crash | new | 2024-08-22 | Game crashes when attempting to pit caged invader above lava | Strip caged invader (dump/undump cage). Attempt to assign invader to pit above lava. Game crashes when assign creature button is pressed. |
| 0012699 | | Dwarf Mode -- Jobs, Activity Zones | crash | new | 2024-08-22 | Crash while adding animals to pit/pond zone | 0. Load save linked
1. Create a pit/pond zone anywhere on the map.
2. Click on the button to add an entity to pit/pond.
3. Game should crash. |
| 0012692 | 3 | Miscellaneous Crashes | minor | new | 2024-08-22 | Random crashes soon after launching existing fort | Load game, let play, wait for crash soon after? |
| 0012690 | | Dwarf Mode -- Jobs, Activity Zones | minor | new | 2024-08-22 | Dwarf use simulate instrument job while holding one instrument | 1. create a tavern.
2. make or import instruments.
3. wait until a music is played and check the jobs of the performers. |
| 0012689 | | Dwarf Mode -- Interface, Workshop Profiles | minor | new | 2024-08-22 | Bone tools add wooden job to bone crafts category | You can load these raws to test, including in an existing save.
---------------------------------------------------
item_tool_bonemat
[OBJECT:ITEM]
[SELECT_ITEM:ITEM_TOOL_DIE] (has HARD_MAT)
[BONE_MAT]
[SELECT_ITEM:ITEM_TOOL_SCROLL] (has SHEET_MAT)
[BONE_MAT]
---------------------------------------------------
The wooden listing for dice and will show up at the end of the bone menu of the craftsdwarf tasks. |
| 0012922 | | Dwarf Mode -- Nobles | major | new | 2024-08-22 | Entire military squad is appointed barons upon return from mission | Send a squad of dwarves on a mission to raze a site and wait for them to come back. |
| 0012894 | 6 | Pathfinding | block | new | 2024-08-22 | 50.13 Pathing breaks after some times in the fortress, making some jobs or buildings inaccessible, blocking any forwarding | Build, dig, wait and things go wrong as time passes.
Don't know how to reproduce precisely.
Happens with every saves i try to make. |
| 0012889 | | Dwarf Mode -- Raids | minor | new | 2024-08-22 | Missing equipment/gear | I have not been able to reproduce myself. |
| 0012862 | 1 | Dwarf Mode -- Interface, General | minor | new | 2024-08-22 | Wrong icon for Objects (O) menu in Fortress Mode | 1. Load any save in Fortress Mode
2. Observe the lower left button bar
3. The "Objects (O)" button has an "Axe" icon instead of an "Amulet" icon
4. Click the "Objects (O)" button : the button switches to the appropriate, "Amulet" icon |
| 0012833 | | Creatures | minor | new | 2024-08-22 | Undead elephant seals and undead echidnas have missing pixels. | Simply spawn undead elephant seals and undead echidnas in the object testing arena. |
| 0012830 | 1 | Dwarf Mode -- Jobs, Designations | minor | new | 2024-08-22 | Dwarves do not continue stairs from below after converting blueprint to regular designation | 1) designate a staircase to be dug in some rock, accessible only from the bottom level; it may be only 2 z-levels high, or include up-down stairs as well, it doesn't matter.
- Example: Starting at Elevation 0, designate stairs four levels up: E0 is up stair (<), E1 and E2 are up-down stairs (X), E3 is down stair (>)
2) "Convert mining to blueprint" (m-n-L), and select some number of top layers, but leave the bottom layer(s) active.
- Example: convert Elevations 2 and 3 to blueprint
3) Let the dwarves mine out the lower layers. Notice that the top level mined out is a valid up stair.
4) "Convert mining blueprint to regular" (m-n-k), and select the top layers of the stairs.
- Example: convert E2 and E3 to regular mining.
5) Notice the stairs will never be mined.
6) Dig another path adjacent to the to-be-mined designated stairs.
- Example: a few tiles away, ramp up to E2 or E3, and then dig over to a tile adjacent to the designation.
7) Notice the stairs are mined immediately |
| 0012878 | | Adventure Mode -- Conversation | tweak | new | 2024-08-22 | Pet attacks everyone | Attack someone, have a pet that is willing to engage fights, gift the pet to the attacker. |
| 0012846 | 1 | Adventure Mode -- Conversation | text | new | 2024-08-22 | [SPEAKER] tokens show up in conversation with an NPC happy to see their relative returned to them. | 1. Receive a quest to rescue an NPC.
2. Seek out and safely escort the NPC back to the settlement where the quest was received.
3. Bring the escorted NPC inside the settlement and wait for another NPC to express joy upon seeing them.
4. Speak to the joyous NPC. |
| 0012792 | | Adventure Mode -- Display | minor | new | 2024-08-22 | Continue/Stop Performing Options come up and Other Controls are Disabled While NPC is Performing | Walk into a tavern, find an NPC who is performing, and step within 4-5 tiles of them and walk back and forth several times in their vicinity. |
| 0012897 | | Adventure Mode -- Environment | crash | new | 2024-08-22 | when opening a closed crypt door game is a crash | just step in door |
| 0012927 | | Dwarf Mode -- Invasions | minor | new | 2024-08-22 | Large FPS drop after invasion eradicated, no tasks picked up | Start new fort, let it run for 20~ years.
Wait for big invasion.
Eradicate invasion. |
| 0012941 | 1 | Dwarf Mode -- Trade | minor | new | 2024-08-22 | deconstructing trade depot while trading gives all items | |
| 0012938 | | Dwarf Mode -- Interface, Unit View | trivial | new | 2024-08-22 | Any unit wearing a cloak is displayed in their portrait as being bald | Easiest way to see is to make an adventure mode character that has hair and starts with a cloak of any material. (r)emoving the cloak will make the hair in the portrait reappear, and (w)earing the cloak will cause the portrait to display the character as bald. |
| 0012758 | 2 | Miscellaneous Crashes | crash | new | 2024-08-22 | (v50.12) Reproducible crash during goblin siege | 1) Load world
2) Wait for goblin siege to start
3) Crashes within 2 minutes of siege beginning |
| 0012936 | | Dwarf Mode -- Missions | crash | new | 2024-08-22 | Mission Return Crash - Military Units are not able to join the Map after successfull mission. | 1.) Retire Main Fortress
2.) Creation of 2 new Fortresses
3.) Unretire Main Fortress
4.) Send Military Squad on mission with a small site number and close by for guaranteed return |
| 0012680 | | General | minor | new | 2024-08-22 | [50.12-beta16] Game crashes after a couple of seconds after loading specific save | 1. Unpause
2. Wait a couple of seconds
3. Receive a crash |
| 0012711 | | Dwarf Mode -- Interface, Animals | crash | new | 2024-08-22 | 50.12 - Crash when assigning war animals to dwarves | Step 1: Generate a new world in version 50.12
2: Embark with war dogs
3: Assign a dog to a dwarf
4: The game crashes |
| 0012842 | | Technical -- Saving/Loading | crash | new | 2024-08-22 | CTD When loading World information | Load the Save |
| 0012841 | 1 | Adventure Mode -- Conversation | minor | new | 2024-08-22 | (Beta) Speaker will start sputtering unlocalized garbage when speaking to a "Legend" reputation adventurer | 1. Kill a Swamp Titan
2. Tell the tale in a story
3. Speaker will start breaking the fourth wall when recognizing you |
| 0012828 | | Adventure Mode -- Travel | crash | new | 2024-08-22 | When exiting out of travel mode, game crashes, in a very lightly populated wilderness area. | enter travel mode, exit travel mode, in certain part of this map. game either stalls, or crashes. |
| 0012826 | | Dwarf Mode -- Interface, Kitchen | minor | new | 2024-08-22 | In Beta, Kitchen screen filters are no longer working | Go to Labor > Kitchen
Try to change the filter for the food |
| 0012824 | | Adventure Mode -- Combat | minor | new | 2024-08-22 | Aiming down shows wrong z-level | enter the aiming interface
navigate the cursor one z-level lower |
| 0012820 | 1 | Dwarf Mode -- Missions | crash | new | 2024-08-22 | Returning Raiders Crash Game | |
| 0012815 | | Adventure Mode -- General | crash | new | 2024-08-22 | 51.01-beta13 linux build unplayable due to frequent crash | Play 51.01-beta13 (currently the version on the beta branch on steam) on linux |
| 0012813 | 2 | Technical -- Saving/Loading | crash | new | 2024-08-22 | (v51.01 b13) [Adv Mode] Occasional game hang when using "Quit without saving" | 1. Load into an existing adventure mode character.
2. Immediately select "Quit without saving"
3. Done |
| 0012807 | 2 | Adventure Mode -- Conversation | minor | new | 2024-08-22 | NPCs say they attack themsevels | Walk near a group of NPCs and observe their conversations. |
| 0012797 | | Adventure Mode -- Retirement | crash | new | 2024-08-22 | Beta Version - Adventure Mode reclaim an adventurer crashes the game on clicking "Specific Person" | Have an adventurer retire
Reclaim the adventurer with "Specific Person" - game crashes |
| 0012784 | 1 | Technical -- Saving/Loading | major | new | 2024-08-22 | Quitting without saving in adventure mode corrupts saves and makes them unable to be loaded | Save an adventure mode game
Quit adventure mode game to menu
try to load save |
| 0012782 | 2 | Adventure Mode -- Eating/Drinking | major | new | 2024-08-22 | (Beta) Adventurer suffocates after drinking turnip wine and eating rhubarbs | Eat rhubarbs
Eat turnip wine
retch, vomit, and suffocate to death |
| 0012778 | 1 | Adventure Mode -- General | crash | new | 2024-08-22 | Game crashes consistently after a few minutes. Changing to proton compatibility works but makes it unplayably slow. | |
| 0012775 | 2 | Adventure Mode -- Display | major | new | 2024-08-22 | Door Interaction Glitch | |
| 0012773 | | Adventure Mode -- Conversation | minor | new | 2024-08-22 | Unable to start a conversation with individuals after climbining buildings. | |
| 0012761 | 4 | Adventure Mode -- Character Creation | crash | new | 2024-08-22 | Adventure Mode Beta Linux - Crash On Selecting Human Adventurer | 1. Generate a very large world with everything turned up as high as it will go from the non-advanced settings.
2. Enter adventure mode and begin character creation.
3. Then simply select a human and select their (I always picked a southern civilization) civilization.
|
| 0012755 | 1 | Adventure Mode -- Inventory | minor | new | 2024-08-22 | Cheese category + and - buttons have offset click registration during Adventure Mode character creation equipment selection | 1) Create a new world (Worlds from previous builds appear unaffected)
World settings used:
World map size: Small
History Length: 100 Years
Number of Civilizations: Medium
Maximum number of sites: Medium
Number of Beasts: Medium
Natural Savagery: Medium
Mineral Occurrence: Sparse
2) Start adventure mode in the newly created world
3) Create a character in the world, stopping at the equipment section. In this reproduction a human was selected and Background, Skills, Appearance and Personality were selected randomly.
4) Attempt to add any cheese to your inventory in the equipment section. Note the position of the cursor when clicking on the + button. All other categories appear to have the correct click registration.
Reproduced on v51.01-beta6-testing
Not reproduceable on Windows running at a similar resolution (1280x720) |
| 0012759 | 4 | Dwarf Mode -- Jobs, General | minor | new | 2024-08-22 | Dwarfs get "stranded" whenever walls/floors are built or during mining | I'm not sure how reproduceable the bug is, but I can provide my save file (I'm not sure how best to do this). |
| 0012883 | 1 | Adventure Mode -- Environment | crash | new | 2024-08-22 | Game crashes when entering the Cave of Cindermines on Horse | Mount Horse
Travel to the West
Discover The Cave of Cindermines
Try to enter the Caves
Game Crashes |
| 0012880 | | Adventure Mode -- Movement | crash | new | 2024-08-22 | AM - crash when exiting existing site | In the save the adventurer just needs to exit to the right.
Sometimes it crashes immediately, sometimes they have to move outside and upwards to the other smaller structure to the top.
When trying to enter that one the game then also crashes. |
| 0012869 | 1 | Adventure Mode -- Inventory | crash | new | 2024-08-22 | AM - crash when selecting new items in inventory | a) Create a new fort in Fortress Mode.
b) Retire the fort.
c) Create a new adventurer.
d) Travel to the fort.
e) Pick up an item there, go to my inventory, remove some items.
f) scroll to the item and attempt to equip it.
|
| 0012865 | | Adventure Mode -- AI | minor | new | 2024-08-22 | AI gets so impatient it doesn't follow demands/orders | The specific circumstances would be to exhaust dialogue with a demon beforehand, raid the vault and read the slab containing its name, go back and bend it to your will and then ask it to wait and follow repeatedly until it happens (which shouldn't take too long). It'll tell you it needs to leave and then won't follow you until you wait or sleep. I also wouldn't be surprised if this happens with more than just the demands/orders. A more drastic version of this issue could be the demon even ignoring it's real name entirely, but this is untested and probably even less likely to occur. |
| 0012863 | | Adventure Mode -- Inventory | minor | new | 2024-08-22 | [Beta 51.01v3] Mummy clothes and held objects disappear on death | 1. Kill a mummy.
2. Verify that not all items shown on hover are able to picked up.
3. Save and reload the game to check if the items are still there. |
| 0012861 | | Adventure Mode -- Sites | major | new | 2024-08-22 | [Beta 51.01v3] Magma spilling into fortress through underground road | Load the attached save and note that the next z-level down is covered in magma. |
| 0012860 | | Adventure Mode -- Sites | major | new | 2024-08-22 | [Beta 51.01v3] Waiting in Dwarf tavern results in cavern creatures appearing | Wait for 24 hours after loading the linked save file. |
| 0012852 | | Adventure Mode -- Character Creation | minor | new | 2024-08-22 | Necromancers ignore NO_PHYS_ATT_GAIN and can raise physical attributes | 1. Note physical attributes values.
2. Learn the secrets of life and death.
3. Train physical attributes.
4. Note that physical attribute values have increased. |
| 0012851 | 2 | Technical -- General | minor | new | 2024-08-22 | (Beta) Various issues with switching between adventurer and fortress | |
| 0012849 | | Adventure Mode -- Conversation | minor | new | 2024-08-22 | (Beta) Right clicking still allows conversation while cursed to be a great horned owl | 1. Travel to a monastery and roll the dice to get cursed into animal form.
2. Talk to the locals, who are apparently unfazed by the talking wildlife. |
| 0012848 | | Adventure Mode -- General | crash | new | 2024-08-22 | On MacOS with Codeweavers Wine, the game crashes shortly after adventure embark. | Start (steam edition) program under codeweavers wine.
Start new game
Create character + setup party
Play
Alternatively
Start program
CONTINUE game saved just after character/party creation
Play |
| 0012844 | 2 | Adventure Mode -- Conversation | minor | new | 2024-08-22 | (Beta) Outlaws are passively scared of their own existence. | |
| 0012843 | 1 | Adventure Mode -- Inventory | minor | new | 2024-08-22 | (Beta) Named weapons do not visually show on sprite | 1. Name or obtain any weapon
2. Draw the weapon
3. Weapon no longer shows on sprite |
| 0012839 | 4 | Adventure Mode -- Conversation | crash | new | 2024-08-22 | (v51.01 b13) Consistent crash when gifting certain pets | 1. Download and extract the linked save, then load into it
2. Talk to anybody in the room
3. Click "Gift a (large) pet or mount"
4. Attempt to gift the cave dragon Razorscourge or the cave dragon Malicepraises
5. Crash |
| 0012791 | 1 | Adventure Mode -- General | crash | new | 2024-08-22 | Forbidden door glitch | Walk into a forbidden door. |
| 0012875 | | Pathfinding | major | new | 2024-08-22 | Dwarves follow "pickup equipment" tasks to empty tiles in trap corridors | Not sure? I can upload a save file if necessary. This problem happens reliably every time I reload the same save file. |
| 0012895 | 1 | Dwarf Mode -- Reclaim | crash | | 2024-08-22 | Forts created on Steam Deck can't be reclaimed on windows | 1- Download the save file.
2- Click on Start a new fort
3- Choose Bride of Stone or Bride of Sand forts
4- Click on on the welcome back message.
Game Crashes |
| 0012793 | 2 | Adventure Mode -- General | feature | new | 2024-08-22 | After "..treasure of gods" message, artifact keeps spawning at the same tile | 1. Get "..treasure of the gods" message
2. Find and take an artifact
3. Move some distance away
4. Come back and get new "..treasure of the gods" message
5. Take the second artifact
6. Repeat as many times as you desire |
| 0012918 | 2 | Dwarf Mode -- Interface, Manager | crash | new | 2024-08-22 | Crash on opening labour menu | |
| 0012926 | 2 | Dwarf Mode -- Jobs, Smelting | major | new | 2024-08-22 | Smelters can't find ore / fuel sometimes with and without linked stockpiles (51.01-beta9) | Try to smelt ore. Sometimes it won't work, even with dozens of ore and fuel available in and out of stockpiles. |
| 0012867 | 2 | Dwarf Mode -- Reclaim | major | new | 2024-08-22 | [Beta 51.01] Reclaiming / Entering Site in Adventure Mode spawns water in mined out "ocean tiles" | Load the fortress from this save and retire it. Then reclaim it in fortress mode.
Entering in adventure mode also seems to trigger the same issue, although doesn't seem to result in such a problem with FPS (I'm guessing only some smaller range around the adventurer's current location is simulated rather than the entire embark).
There is another fortress in this world that exihibts the same issue to a lesser extent (there is less tunnelled out area that spawns the water).
It is the only other fortress I've added to the world and should easily be found in reclaim. |
| 0012937 | 1 | Adventure Mode -- Reactions | minor | new | 2024-08-22 | Items in containers cannot be used in Beta adventure crafting | Tested using the following reactions to (try to) make potash:
[REACTION:IC_ADV_ASH]
[NAME:collect ash]
[ADVENTURE_MODE_ENABLED]
[REAGENT:log:1:WOOD:NONE:NONE:NONE]
[REAGENT:pot:1:TOOL:NONE:NONE:NONE]
[PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[HAS_TOOL_USE:LIQUID_COOKING]
[PRODUCT:100:1:BAR:NONE:ASH:NONE]
[PRODUCT_TOKEN:ashes]
[PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:pot]
[SKILL:WOOD_BURNING]
[CATEGORY:ADV_FARMING_ASHERY]
[REACTION:IC_ADV_POTASH]
[NAME:refine potash]
[ADVENTURE_MODE_ENABLED]
[REAGENT:ash:150:BAR:NONE:ASH:NONE]
[REAGENT:pot:1:TOOL:NONE:NONE:NONE]
[PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[HAS_TOOL_USE:LIQUID_COOKING]
[CONTAINS:ash]
[PRODUCT:100:1:BAR:NONE:POTASH:NONE]
[PRODUCT_TOKEN:potash]
[PRODUCT_DIMENSION:10000]
[SKILL:POTASH_MAKING]
[CATEGORY:ADV_FARMING_ASHERY] |
| 0012881 | 2 | Adventure Mode -- Sites | minor | new | 2024-08-22 | Location resets Divine Retribution and Artifact | Find Fortress that dug to deep where an artifact triggered a divine retribution. Optional kill the Agricultural Enforcer [insert random weapon here]. Leave Fortress, return. and there will be more and more artifacts stacked. The Enforcer is always just once there but if you kill it there will be a new one once you return. |
| 0012947 | 2 | Dwarf Mode -- Interface, General | minor | new | 2024-08-22 | When reading description of dances, scroll bar does not scroll | Wait until your dwarves are doing a dance in the meeting hall then from the units list use the magnifier to view a detailed description of the dance. When the description comes up, if it is longer than one page, there is a scroll bar on the side but clicking on or around it does nothing. |
| 0012948 | 1 | Adventure Mode -- General | crash | new | 2024-08-22 | Adventure Mode.- Several crashes when starting a conversation, clicking a tile or using new quest log | |
| 0012951 | | Adventure Mode -- Movement | crash | new | 2024-08-22 | Linux beta crashes | |
| 0010025 | 4 | Dwarf Mode -- Interface, Stocks | minor | | 2024-08-22 | Lagging in stocks | 1. Go to stocks screen
2. Scroll past stocks |
| 0012950 | | Dwarf Mode -- Jobs, Healthcare | minor | new | 2024-08-21 | Crippled dwarf can walk with splints on his legs, making gypsum plaster redundant | 1. Break your dwarf legs
2. Give them splints |
| 0012949 | 1 | Dwarf Mode -- Artifacts | minor | new | 2024-08-20 | Artifact appears in stocks but is not searchable | |
| 0012945 | 2 | Dwarf Mode -- Transport/Hauling | minor | new | 2024-08-19 | retrieved Artifact disappears if a Soldier who got back from raid hauls it then drops it anywhere i.e. floor, stockpile, armorST | 100 Steel Clad legendary dwarves trained for 4 years > Attack a human hamlet town on the other side of the map with 100 Human pop. Come back with the stolen artifact then open the objects list and track it while watching the edge of the map waiting for the carrier to arrive. Carrier then arrives to haul down the stolen artifact which then disappears to oblivion.
I genuinely have no idea if this is even possible to replicate, mostly because other people had successful Artifact retakes. All I know is that it disappears every time he does something with his right hand(the one he uses to carry the artifact) or when he tries to equip anything I.e. Pickup equipment like shield, drop it on the ground, wear armor/clothes. |
| 0012934 | 1 | Dwarf Mode -- Interface, Designations | trivial | new | 2024-08-16 | Worker completing "Carve Fortification" task removes all wall "Engrave" designations | Have workers smooth two natural wall tiles that are not adjacent.
Designate one of the smoothed walls to be engraved and the other to be a fortification.
Ensure that the engraving task will not happen before the fortification task (eg. making the engraver labor only doable by specified workers, then not assigning any workers)
Once the fortification is carved, see the engraving designation disappear without user intervention or error message. |
| 0012944 | 1 | Dwarf Mode -- Visitors | minor | new | 2024-08-15 | Visitors released from build cage appear in new cage | Construct a webbed cage trap (I was using forgotten beast webs, rock salt mechanisms, and green glass terraria, but I doubt that matters) and a temple/tavern/library to lure visitors, then block off all exits to the fortress once they arrive, leaving them no other path to exit but over the webbed trap. Construct the cage, then unassign the visitor. |
| 0012943 | 2 | Technical -- General | crash | new | 2024-08-13 | Game Crash on World Gen (missing file?) | As above. I've tried adjusting the settings, restarting the computer, etc. But nothing works. |
| 0012942 | | Religion | minor | new | 2024-08-07 | Petition to create temple that is impossible to fulgill | Wait long enough ;) |
| 0012868 | 3 | Vegetation | minor | new | 2024-08-07 | Plants with wrong tile type; phantom roots | Not entirely sure on the invalid plants, happens over time.
Tree roots seem guaranteed by digging through them. There are some other root tiles along the entrance that you can dig, which will exhibit the same problem. |
| 0002762 | 9 | Dwarf Mode -- Stockpiles | minor | acknowledged (user6) | 2024-08-06 | Forgotten Beast body parts and corpses stored on refuse stockpile disregard stockpile settings | Create a refuse stockpile. Disallow body parts and corpses. Kill a forgotten beast. |
| 0012940 | | Vegetation | minor | new | 2024-08-03 | Shrubs can grow out of season | Embark during Spring and observe that Pig Tails and Cave Wheat shrubs are already growing. |
| 0012939 | | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2024-08-02 | Deconstructing track stop while linking lever causes cancel message (inconsistency) | 1. Order a track stop to be deconstructed while ordering a lever to link to it.
2a. If the track stop deconstructs before the link job on the stop, then "No target building".
2b. If the track stop deconstructs after the link job on the stop, but before link job on lever, then "Job item lost or destroyed".
2c. If the track stop deconstructs after link job on the lever, then no issue.
Repeat for a different linkable building type (e.g., door) and observe no cancel message for 2a or 2b. |
| 0012929 | 2 | Dwarf Mode -- Flows | major | new | 2024-07-28 | Terrain that had lava on it stays "impassible" even after lava has evaporated. | Let lava flow over some ground and evaporate. That terrain is now permanently impassible. |
| 0012932 | 1 | Dwarf Mode -- Interface, Stocks | minor | new | 2024-07-28 | Stock's search function fails to search for specific items | Just simply type the item you would try to search for, such as *skeleton*, *bone*, or the name of a categorized *bin* or *barrel* in use. Instead, the UI will fail to bring up the searched item despite the name being valid and existent to search. |
| 0012933 | | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | new | 2024-07-27 | Order "Decorate with ____" does not increment down by one number | In the "Work Order" UI, add a "Decorate with x" order, 'x' being any type of decorate-able item (gems, horn, etc.) and choose a number of times to decorate items. Observe the number not incrementing down despite the dwarf having finished a decoration order. |
| 0012931 | | Dwarf Mode -- Jobs, Designations | minor | new | 2024-07-26 | A dwarf assigned to two workstations will not do one of them — Mainly the Glass Furnace | For this specific explanation: Assign a dwarf to a Clothier and Glass Furnace workstation. Try to order a glass window on the assigned Glass Furnace. Watch it get immediately erased and no cancellation notification pop up mentioning this. |
| 0012928 | | Adventure Mode -- Inventory | crash | new | 2024-07-24 | Attempting to pick up an abandoned "pet" causes crash | 1. Create an adventure mode character, using points to buy a pet vermin at the character creation screen.
2. Drop the pet vermin off somewhere in a town, or inside a structure in town, as this tends to be easy to renavigate to.
3. Retire the adventurer.
4. Either: unretire that same adventurer, or simply create a new one. -- Embark at the same town you left off at.
5. Travel to the spot the vermin was abandoned, and proceed to walk around until the vermin pet blinks back into visibility.
6. Pick up the vermin.
----- Crash. |
| 0012879 | 1 | Dwarf Mode -- Invasions | major | new | 2024-07-19 | Building destroyers (such as Titans and Forgotten Beasts) cannot/willnot destroy doors | Any fort, build a door as a choke point and titans/forgotten beasts will not path to destroy the door to get in to the Fortress. |
| 0012925 | 1 | Dwarf Mode -- Stockpiles | text | new | 2024-07-19 | 50.13 - Type in stockpiles tooltip | |
| 0012923 | 2 | Creatures | minor | new | 2024-07-15 | Cats content/happy/blissful after baths | Track cats for awhile, see their moods. |
| 0012924 | 1 | Creatures | major | new | 2024-07-14 | Unit data gets Re-rolled if adventurer is part of a squad/occupying site | To reproduce:
* Pick "Dwarf"
* Start in the dwarven-occupied Hillocks
* If you see the rest of the dwarves are decked out in military gear, you are in correct state (They must be an occupiation)
* fast-travel outside of the site, your unit data will get scrambled and you'll lose your attributes, appearance and inventory.
|
| 0012724 | 2 | Dwarf Mode -- Interface, General | crash | new | 2024-07-10 | 50.12 Crash when I use the new sorting tool | Clicking on the sorting tool anywhere.
It crashed when I used it in the "Kitchen" (allowed food) section and in the list of dwarves/animals. |
| 0012921 | 1 | Animal Populations | minor | new | 2024-07-10 | Animals sometimes get stuck in place which stops new animals entering the map | |
| 0012920 | | Dwarf Mode -- Jobs, Hauling | major | new | 2024-07-08 | Purchased items stay at the Trade Depot undefinitely after the merchants have left, UNLESS... | |
| 0006420 | 2 | Dwarf Mode -- Moods | minor | acknowledged (user6) | 2024-07-07 | Strange mood requests don't take item dimension into account for decoration materials | |
| 0012919 | 2 | Dwarf Mode -- Buildings, Cages and Chains | major | new | 2024-07-07 | Unlimited creatures can fit into a single cage | |
| 0003461 | 8 | Civilizations/Entities -- General | minor | acknowledged (user6) | 2024-07-07 | Underground animal people don't arrive from off-map to invade your fortress | |
| 0002393 | 17 | Dwarf Mode -- Jobs, Cooking and Food | minor | confirmed (user6) | 2024-07-07 | Cooks prefer to cook solid bases with solids, rather than solid bases with liquids, meaning liquids barely get used | 1) Have some dwarven syrup and an abundance of solid cookable items.
2) Place the dwarven syrup immediately next to the kitchen so that the cook should grab it due to it being the closest cookable item available.
3) Add a task at that kitchen to create a meal.
4) Watch the cook run farther away to get some other cookable item before even considering using the syrup. |
| 0001445 | 12 | Dwarf Mode -- Military | minor | confirmed (user11) | 2024-07-07 | Weapon Racks do nothing. | 1. Build a weapon rack.
2. Place a weapon rack.
3. Designate a barracks/armory.
4. Set armed dwarves to stand by.
5. Watch them go to the weapon stockpile and drop them off. |
| 0011934 | 5 | Adventure Mode -- AI | minor | new | 2024-07-07 | TESTing bug report, this is a summary | |
| 0012917 | | Typos/Grammar | text | new | 2024-07-06 | Stockpile options - "barrerls" in "Storage and tools" button tooltip | In Fortress mode:
1) Select any stockpile;
2) Mouse over the button with the barrel symbol on it ("Storage and tools");
3) The tooltip displayed reads "Set how many barrerls, bins, and wheelbarrows this stockpile can use." |
| 0012891 | 1 | Creatures | minor | new | 2024-07-05 | Animal people and giant animals have unintended products (milk, venom) | |
| 0012916 | | Typos/Grammar | text | new | 2024-07-05 | Ore and smelting guide - missing verb | In any Fortress Mode game, click on the "?" button by the minimap, then click "Ore and smelting" from the "Information and guides" list on the right. |
| 0012915 | | Dwarf Mode -- Visitors | major | new | 2024-07-03 | Invasions or combat with captured prisoners causes dwarves to become hostile to visitors | Aggression can be triggered by combat with other prisoners, invading forces, etc. |
| 0010731 | 7 | Dwarf Mode -- Pets | major | | 2024-07-02 | Fully domesticated megabeasts and active military dwarves attack each other on sight. | 1. Edit megabeast raws to have the [CHILD] tag, allowing for full domestication
2. Capture a breeding pair of dragons/hydras/rocs
3. Breed a new generation of megabeasts
4. Tame them completely
5. Optionally, butcher or seclude the parent megabeasts so as to avoid false positives
5. Station military dwarves in line of sight of the young megabeasts |
| 0002712 | 17 | Dwarf Mode -- Combat | major | new | 2024-07-02 | weapons, especially whips, cut through steel armor like butter | |
| 0012914 | | Adventure Mode -- Trade | minor | new | 2024-07-02 | Immigrant shopkeepers use their personal money when trading | I can upload a save if needed, but worldgen should produce these. Just search for a site with multiple cultures that link to different civilizations. The units might need to have pouches. Then just go shopping. |
| 0012913 | 1 | Undeath | trivial | new | 2024-06-30 | Human Ghost appears as a naked old man floating through the walls. | kill a human citizen or whatever and wait |
| 0012912 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | new | 2024-06-30 | Engraving a smoothed stone wall and mining it leaves a projection of the old engraving, interfering with future floor engraving | Engrave smooth stone wall, mine smooth engraved stone, build stone block floor while the projection (a clickable detailed surface without a wall to hold it up) is still present. Then try to engrave the stone floor, and it will not work because it has already been engraved and the sprite will not change. |
| 0012911 | | Adventure Mode -- Travel | minor | new | 2024-06-28 | Tunnel mode disappears and becomes a glitched surface mode when fast traveling in tunnels | Enter tunnel-mode fast travel
Go through a mountain hall |
| 0012910 | | Adventure Mode -- Sites | minor | new | 2024-06-28 | Dwarven Mountain Halls don't seem to spawn any people. | Create a world
Go in adventure mode to a mountain hall
Use DFHack reveal to see around you or explore |
| 0012909 | 2 | Dwarf Mode -- Nobles | major | new | 2024-06-28 | Guards prefer beating people to death rather than using the ready and empty dungeon. | Convict a criminal and have a particularly buff hammerer / hammer squad. |
| 0012908 | | Adventure Mode -- Retirement | major | new | 2024-06-26 | If adventurer part of fort mode squad, if squad is imprisoned, adventurer can't lose Prisoner entity link | Create fort
Assign a militia commander
Retire fort
Create adventurer
Gain some reputation (slay a beast, etc.)
Talk to the militia commander
Ask to become a militia-dwarf
Retire adventurer
Unretire fort
Send adventurer with a squad to raid/raze/pillage/etc.
Get your adventurer imprisoned by the site
Retire fort
Unretire adventurer
Get out of the site
"Prisoner" group relationship is not cleared despite successful prison escape. |
| 0012907 | | Adventure Mode -- AI | minor | new | 2024-06-26 | "What happened?" "I don't remember clearly." response spam with human slaves, sometimes prisoners | Find a human slave
Watch other NPCs interact with them
If the slave is introduced to by any other NPC, the "please help me!" dialogue triggers, and "I don't remember clearly" conversation is spammed. |
| 0012906 | | Adventure Mode -- Crime | major | new | 2024-06-26 | Bandits won't stop punching you when demanding items, even when unconscious. No one will help. | Get companions to follow you
Approach a bandit group harassing a town
Stand still until they start demanding items from you
Refuse to comply, get punched in the head and knocked out
Witness your companions do nothing as you're repeatedly punched for the entire duration of you being knocked out |
| 0012905 | | Adventure Mode -- AI | minor | new | 2024-06-26 | Goblin Fortress prisoners will treat any relatives residing within as a reuinon opportunity | Go to Goblin Fortress with prisoners
Witness joyful reunions happening left and right in that hellscape |
| 0012904 | | Typos/Grammar | text | new | 2024-06-26 | Typo in the Trade guide | During any Fortress mode game:
1) Click the "?" button by the minimap to bring up the Interactive tutorial and Information and guides windows;
2) Under the Information and guides list, click Trade;
3) The typo described can be found within the third (and last) paragraph of the text. |
| 0012902 | 1 | Dwarf Mode -- Jobs, Sleeping | minor | new | 2024-06-25 | NOSTUN Creature Caste flag prevents a creature from sleeping, even if they have a need to sleep | * Create a creature with NOSLEEP set to false, and NOSTUN set to true
* (if using DFHack, view a unit, use gui/gm-editor, navigate to enemy.caste_flags and flip NOSTUN flag to true)
* Wait until the unit has a Sleep job
* (if using DFHack, view a unit's counters2 and set the sleepiness_timer to 80000+)
* Watch the poor unit sleep and wake up on the next tick, passing 10 ticks until next sleep attempt, and repeat. |
| 0012901 | | Technical -- Saving/Loading | crash | new | 2024-06-23 | CTD when loading Save - Crash on (loading world Information) | |
| 0012900 | | Typos/Grammar | text | new | 2024-06-23 | Recenter tooltip typo | Open the Stocks screen, select any item category with items in it, then mouse over the Recenter button by any item; the text displayed in the related tooltip is the following:
"Leave menu and recenter the view on the time."
It should obviously read "item" instead of "time". |
| 0012899 | 1 | Dwarf Mode -- Interface, Main View | minor | new | 2024-06-20 | Tooltip panel that covers minimap should not be adjusted by max interface width | - set the max_interface_percentage in the settings (I chose 80)
- hover over an interface element that shows a tooltip over the minimap
- see the tooltip adjusted to the left, partially covering the minimap (or completely off of it, depending on your screen width) |
| 0012898 | | Dwarf Mode -- Interface, Military Screen | minor | new | 2024-06-20 | scrollbar covers text on justice screens | |
| 0012896 | 1 | Dwarf Mode -- Environment | minor | new | 2024-06-19 | Dragon marches outside my gate but if I dare close it the game lags to 8 FPS. | Make a gate out of a bridge, the only way in and out of a fortress filled with dwarves. (potentially send some out on a random quest)
Wait™ for dragon to arrive and lock it out. |
| 0012893 | 1 | Pathfinding | major | new | 2024-06-14 | Pathfinding breaks locally for single dwarves after path changes (wall building, floor building, wall tear down, digging) | This is only somewhat repeatable, but if you load the save and let a few days pass, it recurs for me every few days.
https://dffd.bay12games.com/file.php?id=16974
Screenshots to help:
https://dffd.bay12games.com/file.php?id=16975
https://dffd.bay12games.com/file.php?id=16976
https://dffd.bay12games.com/file.php?id=16977 |
| 0012665 | 1 | Pathfinding | minor | new | 2024-06-13 | Pathfinding breaks locally for single dwarves after path changes (wall building, floor building, wall tear down, digging) | This is only somewhat repeatable, but if you load the save and let a few days pass, it recurs for me every few days.
https://dffd.bay12games.com/file.php?id=16974
Screenshots to help:
https://dffd.bay12games.com/file.php?id=16975
https://dffd.bay12games.com/file.php?id=16976
https://dffd.bay12games.com/file.php?id=16977 |
| 0012658 | 1 | Dwarf Mode -- Items | trivial | new | 2024-06-11 | Traction bench changes sprite on save game reload | 1. Place mica traction bench
2. Save game, return to main menu, close game
3. Re-open game and load save file
4. Traction bench sprite is not the same |
| 0012892 | 1 | Dwarf Mode -- Interface, Animals | crash | new | 2024-06-10 | Segfault after training caged animal on linux (v50.13) | Place a caged animal and assign a trainer to it |
| 0012616 | 1 | Dwarf Mode -- Locations | feature | new | 2024-06-09 | "Orphaned" locations are not removed from the location list + no way to manually remove them | Create a zone, Create a new location for it.
Create a second location for the zone, observe that the first orphaned location still exists.
Delete the zone, create a new one, open the location gui again, observe that both orphaned locations still exist.
Explore the locations window, and location information window and observe that there are no options for deleting existing locations. |
| 0008012 | 4 | Dwarf Mode -- Interface, Stocks | tweak | new | 2024-06-09 | uncollected spider webs count as silk thread in stocks list | |
| 0012890 | 1 | Dwarf Mode -- Jobs, Cooking and Food | major | new | 2024-06-03 | Cooking w/ bagged items destroys bags | Cook using bags of quarry bush leaves |
| 0003807 | 6 | Dwarf Mode -- Environment | minor | new | 2024-06-03 | Underground plants can spawn on top of existing plants | |
| 0012888 | | Dwarf Mode -- Interface, Animals | block | new | 2024-05-31 | Game crashes when clicking button to select animal's trainer | |
| 0012887 | | Technical -- Sound | minor | new | 2024-05-30 | Music stops playing after each track has run | |
| 0012886 | | Dwarf Mode -- Jobs, Cancellation and Suspension | major | new | 2024-05-30 | Under some conditions, dwarfs stop using rocks to build things | You can grab my save at https://users.digitalkingdom.org/~rlpowell/media/public/dwarf-fortress__2024-05-30__no_rock_bug.zip ; it does not take very long before the "no rock" spam starts. |
| 0012885 | | World Generation -- Constructions | crash | new | 2024-05-28 | When reclaiming a fort with collapsible floor titles that fall game crashes just after unpause | |
| 0012884 | | Adventure Mode -- Inventory | major | new | 2024-05-27 | Artifacts disappear in backpack upon exiting fortress site. | |
| 0012874 | | Map Features | minor | new | 2024-05-26 | Fake sand tiles which are actualle ocean tiles in the map | generate the world and look for some beaches. |
| 0012876 | 1 | Dwarf Mode -- Jobs, Cooking and Food | major | new | 2024-05-20 | Food Gathering/Stepladder FPS drops | 1. Gather orders, don't cancel when you disband zone, they keep collecting.
2. Wait for human to climb tree, cut tree down while human in tree sometimes they falls and other times stays floating in air causing massive fps death unplayable game.
|
| 0012872 | 1 | Adventure Mode -- Buildings | block | new | 2024-05-18 | Spammed with message upon site control, can't do anything | Load save game and move or pass time. |
| 0012877 | | Dwarf Mode -- Buildings, General | trivial | new | 2024-05-17 | Humans Can't build Mine carts | 1. Playable mod; pick any human civ; look for minecart in carpentry or metalworks. |
| 0012873 | | Adventure Mode -- Buildings | minor | new | 2024-05-17 | Shop and tavern signs disappear after attempted insurrection in town | |
| 0012871 | 1 | Technical -- General | minor | new | 2024-05-16 | 2fps | Load fortress. Leave pause mode. Zero fps.
|
| 0009630 | 3 | Dwarf Mode -- Military | minor | new | 2024-05-16 | Ballista bolts sometimes don't work | Fire a ballista for a couple months continuously, maybe the bug will come up. |
| 0012870 | | Dwarf Mode -- Raids | major | new | 2024-05-15 | My Raze Troops alway on mission and it don't have any report past year-- Ver 50.13 | |
| 0009506 | 1 | Dwarf Mode -- Artifacts | minor | acknowledged (user11) | 2024-05-11 | Codexes can't decide what to call themselves | Make codexes and put them in your library. Observe the names given. |
| 0012866 | | Technical -- General | minor | new | 2024-05-09 | Unable to upload new mods to workshop on Linux | Attempt to upload a mod while running the Linux native version. |
| 0012834 | 1 | Technical -- General | major | new | 2024-05-09 | Mods from DF Steam workshop are not accessible to game | 1. Subscribe to a mod on the Steam workshop
2. Verify that it is downloaded by Steam to the workshop directory
3. Start DF from the Steam client
4. Existing saves that require that mod will not load. |
| 0012864 | 1 | Dwarf Mode -- Diplomacy | major | new | 2024-05-08 | 50.13 - Fortress mode - Diplomacy button disappearing when clicked | Happens after a mayor's been elected. Mayor has requirements met (office, etc). Happens every time a visitor wants to interact with the mayor in their office. |
| 0012859 | | Dwarf Mode -- Visitors | minor | new | 2024-05-03 | Expelled citizens will teleport back into fortress upon reclaim | 1. Expel a citizen.
2. Retire the fort
3. Play adventurer mode for a bit I guess,
4. Reclaim the fort
5. Citizen will teleport back into the civilization |
| 0012855 | 2 | Dwarf Mode -- Jobs, Designations | minor | new | 2024-05-03 | King keeps losing his assigned quarters etc. | Have king in squad, send on mission, while king is gone/when he gets back check the nobles page - he will no longer have any quarters |
| 0012857 | | Dwarf Mode -- Interface, Trade | minor | new | 2024-05-03 | Trade Caravan sometimes request Pearl Crafts. | Occurs randomly within the normal confines of gameplay. |
| 0012742 | 1 | Dwarf Mode -- Jobs, Animal Handling | crash | new | 2024-05-03 | Crash when assigning trainer to animal | Open animal menu, select an animal (in my case the grizzly bear), click on the button to select a trainer. the game should crash. |
| 0012856 | | Adventure Mode -- Movement | minor | new | 2024-05-02 | Crab Men appear to walk, not swim | |
| 0012819 | 6 | Adventure Mode -- Movement | crash | new | 2024-05-02 | Game crashes leaving obelisk next to Dwarven tower | 1. Go into obelisk
2. Murder Night Wolves with impunity
3. Try and leave
4. CRASH! |
| 0012854 | | Dwarf Mode -- Environment | minor | new | 2024-05-01 | Miasma from under water bodies | |
| 0012853 | | Dwarf Mode -- Combat | minor | new | 2024-04-30 | Dwarf attacking flyer over water ends up stuck in the air | Get a swallow man to attack a dwarf on the water's edge. |
| 0012850 | | Dwarf Mode -- Jobs, Healthcare | trivial | new | 2024-04-29 | "Recover wounded" jobs persist in job menu although nobody is injured | Not sure how to reproduce it since they just pop up without an apparent reason... |
| 0012847 | 1 | Adventure Mode -- AI | minor | new | 2024-04-28 | Horse gets stuck "experiencing mortal fear" | 1. Get horse
2. Put item on the horse
3. Get into combat
4. Horse mentally goes out for a pack of smokes. |
| 0012767 | 4 | Adventure Mode -- Inventory | minor | new | 2024-04-26 | Ability to throw breaks after firing crossbow | |
| 0012837 | 1 | Dwarf Mode -- Interface, Text | minor | new | 2024-04-25 | The Justice screen, on ASCII mode, does not show text for each commited crime | Load a save file where a crime was commited
Set to AScII mode
Press J to open the justice screen
|
| 0012840 | | Dwarf Mode -- Interface, Tasks | minor | new | 2024-04-25 | On the Labor screen, "work detail" categories text does not appear | 1. Start new fort
2. Press "t" to open the tasks windows and select the Labor tab |
| 0012838 | 1 | Adventure Mode -- Conversation | major | new | 2024-04-25 | Unable to Boast about the killing of a megabeast (At least Cyclops) | 1. Inquire about troubles, receive a trouble to kill cyclops.
2. Travel to and Kill Cyclops
3. Converse with anyone
4. Cannot bring up the slaying of cyclops at all |
| 0012806 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2024-04-25 | Panda Man Not Eating | 1. Have a panda man citizen in fortress mode
2. Wait until they get hungry
3. Watch them not eat and be fed once they go to sleep |
| 0012836 | | Dwarf Mode -- Jobs, Constructions (walls etc) | major | new | 2024-04-25 | Constructed stairs still blocking stair construction | Dig a stairwell (m > t) into the ground anywhere, construct stairs (b > n > t) replacing the dug stairwell, remove (m > x) any of the constructed up or up/down stair tiles.
Rebuilding the deconstructed part of the staircase has now become impossible without first deconstructing it entirely, there is an up/down-stair tile blocking the player from issuing a new stair construction order.
The blocking up/down-stair tile can not be removed (m > x; m > u) without recreating the problem one level higher.
While the blocking up/down-stair tile can be converted into a down-stair tile by issuing a deconstruction (m > x) order it can not be converted into an up-stair tile, which would allow players to connect a new constructed staircase to it. |
| 0011901 | 3 | Creatures | minor | new | 2024-04-25 | Cave Adaptation completely resets when dwarves step outside | 1. Put a dwarf underground and wait at least a year and a half (or just initialize its cave adaptation to a sufficiently large value)
2. Have it step outside
3. Observe that its cave adaptation is now completely gone and it likely hasn't suffered from it. |
| 0012027 | 2 | Technical -- Input/Keybinding/Macros | crash | new | 2024-04-25 | Invalid keyboard cursor position after moving camera with middle mouse + crash while designating | |
| 0012832 | | Adventure Mode -- Buildings | crash | new | 2024-04-24 | Entering human tower crashed when undead all pulled out knifes | 1. Be a goblin vampire (I used dice method)
2. Go to necromancer tower
3. Have undead pull all pull out knives somehow
4. Game crashes to desktop
(Possible other steps could include having allies nearby that are told to wait for you, or have the tower be in conflict due to many dead goblin corpses' outside) |
| 0012829 | | Miscellaneous Crashes | crash | new | 2024-04-23 | Game Seems to crash When scrolling floors with large population | Get a large population, raid a town, spin the mouse wheel up 10 floors. |
| 0012822 | 3 | Adventure Mode -- General | crash | new | 2024-04-23 | Adventure Mode is constantly crashing on Linux | |
| 0012827 | | Adventure Mode -- Inventory | text | new | 2024-04-23 | Items are unnamable | 1. Open inventory
2. Open the interaction menu on a namable item
3. Select "Name the (item)"
4. Attempt to select words to name it with, for any slot. None will register.
5. Accepting the name shows that it did nothing. |
| 0012825 | | Adventure Mode -- Combat | minor | new | 2024-04-22 | Bolts and thrown objects behaving strangely | Start with or find a crossbow & some bolts; fire and just try the above. |
| 0012823 | 1 | Dwarf Mode -- Rooms | minor | new | 2024-04-22 | Dwarves rather sleep in the dirt than in designated bed | Redesignate a bedroom from one dwarf to another shortly before the second dwarf wants to sleep. |
| 0012821 | | Adventure Mode -- General | minor | new | 2024-04-21 | Right Click context menu not appearing on campfires and rivers | |
| 0011875 | | Legends Mode -- Historical Figures | feature | new | 2024-04-21 | Forgotten Beast that created a false identity that became it's own unique entity in legends and world gen | Look up Gedor Echoprofaned and Arane Earthenringed. They appear as separate, but are not as they share some of the exact same events at the same time and the same false identity used to accomplish these events |
| 0012818 | 2 | Adventure Mode -- General | major | new | 2024-04-21 | Water and Loam falling from the sky | Create Character
Enter World
Fast Travel
Exit Fast Travel |
| 0012817 | | Adventure Mode -- General | minor | new | 2024-04-21 | Holy weapons and pets not working with divination | Using a D20, roll and hope to get the message stating that you have received a holy item or a pet. If that does not happen, save the game, quit, load and roll again until the desired message appears. Despite the message appearing, no such item or pet will spawn. |
| 0012816 | | Adventure Mode -- Conversation | crash | new | 2024-04-21 | Crash when making a statement about your profession to yourself | Be an adventurer with nobody around to reply to your shouting.
Shout out to everybody.
Ask about yourself.
Continue shouting.
Say something about your profession.
Your game has now crashed. |
| 0012811 | 2 | Adventure Mode -- Movement | minor | new | 2024-04-21 | The adventurer bleeds when moving but he is Healthy | Several battles whith different enemies, and the trail of blood is there |
| 0012804 | | Adventure Mode -- Combat | minor | new | 2024-04-21 | Sheathing while weapon is embedded in enemy and then wrestling the weapon back from them leads to weird behaviour | 1) fight with someone using an axe and shield. Stab them in the lower body until a strike embeds in the wound.
2) sheathe shield using 'q'
3) using the wrestling interface, grab the enemy by the axe that is embedded in them.
4) step away from the enemy.
5) sheathe again and then unsheathe so that you get 3 log messages - two for the pulling out of the axe and shield, and 1 for not having a free hand for the axe.
6) check inventory - here the first part of the bug manifests, a seeming "duplication" of the item. One of the "copies" will be in the hand, and the other will be strapped to upper body.
7) drop the axe from the hand slot.
8) attempt to pick up the item using 'g' (there wont be an axe to pick up) - hovering over the tile will show that an axe is there, but it wont be rendered on the ground and cant be picked up.
Ideally this should be tested with a character who has very high combat skills so that the steps are all successful. |
| 0012812 | | Pathfinding | major | new | 2024-04-21 | Unintended loop, not actually a bug but breaking anyway | hit a dwarf in the head and interrogate him afterwards i suppose |
| 0012810 | | Adventure Mode -- Display | major | new | 2024-04-20 | Adventure mode map does not update in ASCII graphics mode | |
| 0012809 | | Adventure Mode -- Display | major | new | 2024-04-20 | Adventure mode buttons not present with ASCII graphics | Enable ASCII graphics |
| 0012808 | | Adventure Mode -- General | major | new | 2024-04-20 | ASCII graphics in adventure mode causes screen to be locked to top left corner | |
| 0012794 | 2 | Adventure Mode -- Sites | crash | new | 2024-04-20 | Game freezes when taking over rulership of a hamlet. | see above. |
| 0012805 | | Adventure Mode -- Buildings | major | new | 2024-04-20 | When interacting with a locked door it will freeze the screen | Go to a locked door (for me tomb) and interact with it in Adventure mode. |
| 0012803 | | Adventure Mode -- Conversation | text | new | 2024-04-20 | minor error once becoming famous | |
| 0012802 | | Adventure Mode -- Sites | crash | new | 2024-04-20 | Crashing when moving near sites | |
| 0012801 | 1 | Miscellaneous Crashes | crash | new | 2024-04-19 | 100% Adventure Mode Crash in settlement | Load the save, walk 1 step northwest, crash. |
| 0012800 | 1 | Adventure Mode -- General | crash | new | 2024-04-19 | Adventure Mode Crashed From Interacting with Fallen Party Members Pet | Get a friend killed, try to interact with their blue jay. |
| 0012799 | | Adventure Mode -- Character Creation | minor | new | 2024-04-19 | some of the female goblin portraits don't have torsos | just randomize appearances and it should come up. |
| 0012798 | | Adventure Mode -- General | tweak | new | 2024-04-19 | Salt Water Crocodile Sprite off center | Make a salt water crocodile man |
| 0012796 | | Adventure Mode -- Character Creation | crash | new | 2024-04-19 | 100% guaranteed crashes during character creation in 4:3 | have a 4:3 monitor.
set to full screen.
go through adventure mode character creation, if it doesn't crash when picking a race/species, it will crash upon pressing the "ready to adventure!" button every single time. |
| 0012795 | 1 | General | minor | new | 2024-04-19 | Unretiring or vistiting a fortress in adventure mode causes caged creatures to be freed | 1. Create a fortress and cage some creatures
2. Retire the fortress
3. Visit the fort in adventure mode or unretire it
4. The creatures are no longer caged. |
| 0012790 | | World Generation -- General | minor | new | 2024-04-18 | Cave Generation Failed: Ramp-down in Cave does not Descend any Further | |
| 0012787 | | Technical -- Sound | minor | new | 2024-04-18 | Two tracks play over themselves when switching from Adventure mode to Fort mode | Start DF
"Dwarf Fortress" menu music begins to play.
Continue game - adventure mode.
A new piece begins to play.
When Esc menu is opened is only says "Last Track: Dwarf Fortress" - does not show new piece name.
Save and return to menu (save to timeline) - quit without saving stops background track
Create new world, Play now, Fortress mode, Embark and Play Now
BUG: Strike the Earth begins playing superimposed on top of new Adventure mode Music.
|
| 0012779 | 1 | Adventure Mode -- Buildings | crash | new | 2024-04-18 | Game hang/freeze/stuck when interacting with locked door | Interact with the doors |
| 0012786 | | Technical -- General | major | new | 2024-04-18 | Unable to load saves: shows "failed to find compatible mod" after reinstalling the game | I really don't know. What I did before the error started occurring:
- verified integrity of game files on Steam
- manually restored my backup saves folder to the game's folder
it should work fine up to this point; then
- uninstall/reinstall the game in another HD (SSD)
- manually restore the backup saves
and then the saves won't open, showing the aforementioned error message. |
| 0012780 | 2 | Adventure Mode -- Town | crash | new | 2024-04-18 | Crash as soon as I move into town while sneaking | 1. Make character
2. Start in a large town
3. Try to sneak through town |
| 0012777 | 1 | Adventure Mode -- Travel | crash | new | 2024-04-17 | Adventure Mode Crashing When Using Map | Not many steps to reproduce, it's just constantly crashing after moving/being in the travel map for too long. Every setting for the world gen was at the largest except for history, which was at 100 years. |
| 0012764 | 2 | Adventure Mode -- Display | major | new | 2024-04-17 | Display frozen after trying to open a locked "borax" door | |
| 0012776 | | Adventure Mode -- Travel | minor | new | 2024-04-17 | Roof Arival | |
| 0012774 | 1 | Adventure Mode -- Display | tweak | new | 2024-04-17 | Sprite Offset | |
| 0012772 | | Adventure Mode -- Conversation | major | new | 2024-04-17 | After dismissing a conversation with the "m" hotkey the game puts me in control of the town | Start more than on conversation, including one with your deity
Dismiss each one with "m" |
| 0012770 | | Miscellaneous Crashes | crash | new | 2024-04-17 | Consistent crash after 30 minutes of play on laptop | |
| 0012769 | | Adventure Mode -- Travel | crash | new | 2024-04-17 | Game crashed upon discovery of a cave on overworld travel map | |
| 0012768 | 1 | Adventure Mode -- Character Creation | minor | new | 2024-04-17 | Beliefs field empty | Quit without saving (drowned and thought i had an autosave) and now when i try to create the same character in the same place from the same civilization the option simply isn't there. |
| 0012766 | | Adventure Mode -- Combat | crash | new | 2024-04-17 | Throwing items at enemies crashes the game | 1. Grab whatever item you'd like to throw and aim it at a target.
2. Throw the item.
|
| 0012765 | | Adventure Mode -- General | crash | new | 2024-04-17 | Game Randomly crashes | |
| 0012763 | 1 | Adventure Mode -- Travel | crash | new | 2024-04-17 | Crash when pressing brackets on travel screen after offloading site. | 1) Be in adventure mode.
2) Press T to start traveling.
3) Move in any direction to offload the site.
4) Press a bracket key. |
| 0012762 | | Adventure Mode -- Travel | crash | new | 2024-04-17 | Crash on finding a new creature lair | Move away from all villages.
Search for Lair.
Lair found = CTD. |
| 0012760 | 1 | Technical -- Rendering | minor | new | 2024-04-16 | Black backgrounds or non-existing tiles in graphical mode | |
| 0012757 | 1 | Dwarf Mode -- Military | major | new | 2024-04-14 | Squad cannot target more than one creature | |
| 0012754 | | Dwarf Mode -- Artifacts | minor | new | 2024-04-13 | stone carver moods produce stone crafts | have a dwarf whose highest moodable skill is stone carving
they create an artifact
its a craft |
| 0012653 | 6 | Dwarf Mode -- Visitors | major | new | 2024-04-13 | civ general visits on a loop. demon slays general and a new one comes loop. | |
| 0012753 | 2 | Legends Mode -- Display | minor | new | 2024-04-12 | Scrollbar does not release mouse lock when button is released after drag | - enter legends mode
- bring up some list that is long enough to show a scrollbar on the right
- drag that scrollbar down
- release the mouse button
- click on the list
At this point, you will find that the scrollbar still thinks it owns the mouse, and instead of the expected action (the list item being selected), the scroll position will jump to where you clicked as if you were still dragging the scrollbar. |
| 0012750 | 1 | Dwarf Mode -- Stockpiles | minor | new | 2024-04-10 | Dwarves haul food barrels to "All" workshop-linked Stockpile when 'take from anywhere' is disabled | 1. Generate a new world
2. Choose a location
3. Chop down a tree
4. Build a carpenters workshop
5. Pausing
6. Creating as stockpile
7. Setting the stockpile to ALL
8. Setting the stockpile to disable taking from everywhere
9. Setting the stockpile to link taking from the carpenters workshop
10. Unpausing
11. Observe dwarves moving drink barrels to the stockpile |
| 0012749 | | Dwarf Mode -- Interface, Burial | minor | new | 2024-04-07 | Tomb zone paintbrush fails | Construct a coffin on any tile. Create a tomb zone on that tile using the paint brush tool. Select the coffin to see that it is. It assigned to the zone which was created. |
| 0012748 | | Graphics and Sprites | trivial | new | 2024-04-06 | Modded glass materials don't have proper graphics | Create an inorganic material with [IS_GLASS] and obtain it in some manner.
Items made of this material should look like stone versions of that item, or metal if the item is not normally made of stone. |
| 0012745 | 1 | Miscellaneous Crashes | crash | new | 2024-04-04 | Application crashed while assigning a new bedroom, reloading from save, it crashed again while managing burrow membership | Zone and burrow citizen assignments while paused? |
| 0012746 | | General | crash | new | 2024-04-04 | Severe Unfixable Crashing issue. (50.12) | 1. Create a New World
2. Embark
3. Pause Game
4. Designate Intricate Mining Layout
5. Unpause
>CRASH! |
| 0012741 | 3 | Dwarf Mode -- Jobs, Hauling | minor | new | 2024-03-31 | Dwarf assigned to squad stuck in loop trying to haul waterskin | |
| 0012743 | | Dwarf Mode -- Nobles | major | new | 2024-03-29 | Noble killed without heir isn't replaced, title still elevated upon caravan | Count dies -> wait for Dwarf caravan |
| 0001760 | 14 | Dwarf Mode -- Stockpiles | minor | new | 2024-03-25 | Items get hauled to far-away stockpile instead of nearby one | |
| 0012738 | 1 | Dwarf Mode -- Interface, General | feature | new | 2024-03-24 | Save and Quit to Desktop | |
| 0012735 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | block | new | 2024-03-22 | No mining, building, deconstructing jobs being performed | |
| 0008389 | 3 | Dwarf Mode -- Interface, Status | minor | new | 2024-03-19 | Vampire in Fort is always tired | Not sure- vampires don't turn up as frequently as they used to, not sure if this is a recurring bug. |
| 0012580 | 3 | General | minor | new | 2024-03-19 | It's not possible to insert text while playing the Linux build of DF on a Steam Deck | |
| 0012733 | 2 | Technical -- Saving/Loading | minor | new | 2024-03-18 | Saving the Game Randomly Leaves Out All Data Except world.sav | Unclear, I think it may only happen with manual saves and at random. |
| 0012734 | | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2024-03-17 | Constant job cancellations, dwarves do almost nothing | Embark with plump helmet spawn, digging implements, and building materials. Dig a space for a farm plot, and create it, dump all spawn in the garbage dump, wall off the garbage dump, claim all spawn, set the farm plot for plump helmets year round. Dwarves will continuously cancel jobs and do little to no work. |
| 0008755 | 12 | Dwarf Mode -- Jobs, Hauling | minor | | 2024-03-16 | Items in bins (coins, thread, mechanisms, ammo) are sometimes not found for tasks | * Fill a bin with coins
* Mark them all to melt.
* Set a smelter to 'melt item' on repeat.
* See if all coin stacks are melted, or if the job cancels.
OR
* Buy a bin full of threads.
* Build a loom
* Watch for 'cancels weave' message spam and check that whether there really is no thread. |
| 0002869 | 14 | Pathfinding | minor | confirmed (user11) | 2024-03-16 | Massive "item inaccessible"/"could not find path" spam results from hauling jobs targeting unrevealed items | |
| 0012731 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2024-03-15 | iton Thalallibash cancels Store item in bin: Job item misplaced. Leaves piles of items on the floor 12 levels deep. | I am uncertain. |
| 0012730 | | Dwarf Mode -- Interface, Unit View | minor | new | 2024-03-15 | Nicknames dwarfs lose their name when "squad dwarfs" title change when killing ennemies | rename a dwarfs, add in squad and sometime when they kill enemies , nickname reset to the default one.
can break immersion. |
| 0012729 | | Legends Mode -- Historical Figures | minor | new | 2024-03-15 | Dwarves nickname don't save into Legends mode | nickname a dwarf and then retire. go see your fortress dwarfs name in legend mode. |
| 0012722 | 5 | Creatures | major | new | 2024-03-15 | Animals assigned Hunter job title, preventing Training | Embark with dogs and/or cats.
Wait. To speed up the process, pasture them in places where a lot of vermin will spawn. |
| 0012728 | 4 | Dwarf Mode -- Jobs, Burial | minor | new | 2024-03-14 | Dwarves can be interred in tombs before the coffin is built | - Create a tomb zone and build a coffin in it
- Suspend the coffin build job
- Kill a dwarf
- The dwarf's body will be brought to the coffin
- Unsuspend the coffin build job and let it complete
- See the body/skeleton being listed first in the list of contained items, and the body is displayed instead of the coffin on that tile |
| 0011944 | 12 | Dwarf Mode -- Interface, Designations | crash | | 2024-03-14 | Crash after removed assigned office zone | |
| 0012698 | 2 | Dwarf Mode -- Trade | tweak | new | 2024-03-13 | Searching for bins and/or items in bins in trade window don't work. | 1. Trade with someone that have bins with different things and try searching for a particular sort of bin, like Leather bin, cloth bin, yard bin etc... |
| 0004229 | 12 | Dwarf Mode -- Stockpiles | minor | confirmed (user6) | 2024-03-13 | stone jug with honey stored in bin on finished goods stockpile | |
| 0008997 | 2 | Dwarf Mode -- Jobs, Hauling | minor | new | 2024-03-13 | Dwarves haul many items simultaneously to bin in improper stockpile | 1. Embark with many crafts (~ 60 will work) and a carpenter
2. Create stockpile for finished goods with zero bins allowed
3. Remove the wagon
4. Use wagon log to build carpenter's workshop
5. Make a bin
6. Create a bar/block stockpile with bins allowed
7. Wait for bin to be placed and crafts to be moved to first stockpile
8. Change the number of bins to zero in second stockpile and maximum in the first
9. Watch the hauling! |
| 0012042 | 6 | Dwarf Mode -- Interface, Stockpiles | minor | new | 2024-03-13 | Stockpile bin restriction reset | |
| 0012683 | 3 | World Generation -- General | feature | new | 2024-03-13 | Inputting the same seeds produces a different world history. | 1. Make a world in detailed mode and save the settings you used for it.
2. Grab the seeds from gamelog.txt (game root folder).
3. Select the saved preset and input the seeds into their respective positions.
4. Generate the world. |
| 0012726 | | Dwarf Mode -- Interface, Tasks | minor | new | 2024-03-12 | Task for building stairs trough twigs causes a dwarf to freeze. | 1) Find a single-standing tree with some twigs
2) Order a construction of stairs through those twigs. |
| 0012697 | 1 | Technical -- General | crash | new | 2024-03-11 | Mod compatibility labeling non functional | Install 2 versions of a mod, and have the incoming latest install be labeled as only compatible with itself (which should turn off the prompt for asking to update when loading a world for embark). |
| 0012721 | 1 | Dwarf Mode -- Buildings, Machines | minor | new | 2024-03-10 | Can't scroll "Show linked buildings" page | 1. Build a lever.
2. Link lever to 9+ buildings.
3. Only able to see 8 on the lever's linked buildings page. |
| 0011242 | 3 | Dwarf Mode -- Items | minor | new | 2024-03-09 | Statue related to craft guild generates as blank | 0) Have a guild. Note the name.
1) Order a statue
2) Specify Image
2a) Related to civilization or other group
2b) Select the guild.
3) Wait for dorf to craft the statue
final) Statue will be named something along the lines of "gneiss statue of a". The description will be something along the lines of "Tghis is a gneiss statu of a . The item is an image of a in gneiss by Urist McMason" |
| 0012579 | 2 | Dwarf Mode -- Interface, Squad Control | minor | new | 2024-03-08 | Squad that was renamed still display old name | |
| 0012718 | | General | crash | new | 2024-03-08 | 50.12 game crashes when loading saves from 50.11 | |
| 0012714 | 1 | Dwarf Mode -- Interface, Animals | crash | new | 2024-03-07 | Crashes when pet is assighned to dwarf | Assign any pet in the pet menu to a dwarf and it should crash |
| 0012713 | 1 | Dwarf Mode -- Interface, Unit-Job Screen | minor | new | 2024-03-07 | Some unit menu keybinds do not work | Open the unit menu. Attempt to use the keybinds for sorting or unit selection. |
| 0012716 | | Dwarf Mode -- Artifacts | major | new | 2024-03-07 | 50.12 - Artifact statues show as carryable after being built | Build an artifact statue |
| 0011793 | 2 | Dwarf Mode -- Trade | minor | new | 2024-03-07 | Caravans check pack_animal/wagon_puller biomes incorrectly? | |
| 0012712 | | Dwarf Mode -- Interface, Text | text | new | 2024-03-06 | Spelling error in Settings --> Keybindings --> Fortress | |
| 0000249 | 3 | Dwarf Mode -- Interface, Farm Plots | text | new | 2024-03-06 | Error Message "No mud/soil for farm" When Attempting To Build Above Ground Plot | Try to make a farm above ground that is on a non-muddy area. |
| 0012648 | 2 | Dwarf Mode -- Pets | minor | new | 2024-03-04 | War Dogs attack friendly visitors during combat elsewhere on map | Have dogs. Have visitors on map. Get in combat with any hostile force. |
| 0012709 | 1 | Miscellaneous Crashes | crash | new | 2024-03-04 | game crashes on specific day during siege, no error log | |
| 0010039 | 5 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | new | 2024-03-03 | Clay items such as statues don't have "details" option | |
| 0012707 | | World Generation -- General | crash | new | 2024-02-29 | Corrupted save file? | |
| 0012706 | | Dwarf Mode -- Jobs, General | minor | new | 2024-02-28 | Manager Not Managing | |
| 0012705 | | Dwarf Mode -- Abandonment of Fort | minor | new | 2024-02-28 | Unretire Fort Empties Barrels & Kill Caged Creatures | |
| 0012642 | 2 | Dwarf Mode -- Jobs, Healthcare | major | new | 2024-02-28 | Can't assign same dwarf to multiple medical roles | 1. Create a hospital zone
2. Assign a dwarf to any role, like diagnostician.
3. Assign same dwarf to another role like doctor.
4. Observe that the other/diagnostician role is now unassigned. |
| 0012704 | 1 | Title Screen | tweak | new | 2024-02-27 | Ultrawide screen blocks the version's subtitle | Open the game with ultrawide resolution (you may need to have a world without a save game on it) with an ultra wide aspect ratio (might need certain scaling options?) |
| 0012597 | 1 | Graphics and Sprites | minor | new | 2024-02-24 | Animals with layered graphics do not update animated/child sprites correctly. | Embark with, or have a child of any wagon puller be born, wait for them to grow to adulthood, their sprite will still be their child variant, despite being an adult in-game. If file is saved, then reloaded from the menu, the animal will not correctly use it's adult sprite. Embark in an evil biome, or have a necromancer revive any wagon puller and their default sprite will load for their animated corpses instead of their animated sprite. |
| 0012695 | 1 | Dwarf Mode -- Jobs, Hunting | major | new | 2024-02-23 | Hunter refuses to leave room after being told to resume hunting | Honestly no idea what even caused it, but I imagine you can reproduce simply by doing what I did: set someone to hunt and then take them off it after a couple kills |
| 0012701 | 1 | Adventure Mode -- Quests | minor | new | 2024-02-23 | Rescue prisoner quest failing due to the person the recipient wants to visit being under a false identity. | Find an imprisoned historical figure
Rescue them
Bring them to the historical figure they want to be brought to that is under a fake name.
Save: https://drive.google.com/file/d/1eQklRxKobaPic3Pe50nLZcxxHmTpNYbO/view?usp=sharing |
| 0012700 | | Dwarf Mode -- Interface, Stocks | minor | new | 2024-02-22 | Can't search corpses and other items by name | |
| 0012678 | 2 | Dwarf Mode -- Traps | minor | new | 2024-02-22 | Upright spikes tile graphics not working correctly | Build upright spikes with with 5 or more wepaons in them to see the graphic errors. |
| 0012696 | | Dwarf Mode -- Trade | minor | new | 2024-02-21 | When issued a counteroffer, the scroll slider on the right hand side broke, or is presented wrong. | 1. Trade
2. Get a counteroffer |
| 0006003 | 1 | Items | minor | new | 2024-02-20 | Cloth/Leather items wear out due to age, but not as fast as they're supposed to | |
| 0012693 | 2 | Miscellaneous Crashes | crash | new | 2024-02-19 | [Bugged Modded Save] Game crashes upon cave discovery | |
| 0012694 | 2 | Dwarf Mode -- Interface, General | crash | new | 2024-02-19 | A dwarf is so sad it ends the world. (Crashes) | Load up this save
-> It has to be a manual save since the autosaves automatically play after loading, causing it to crash immediately. I saved this while the game was paused, allowing it to load.
1) Press play = Crash
2) Click the "follow/recenter" button on "Tobul Stigilrigoth" = Crash
3) Click the magnifying glass button on "Tobul Stigilrigoth" = Crash
4) Going up one level on the z-axis --from the current elevation 11 that the game loads in on-- to 12 = Crash (I don't know where this specific dwarf is but I assume that he is on this elevation) |
| 0012677 | 5 | Creatures | major | new | 2024-02-19 | Enemies launched hard enough against windows teleport through them | Launching enemies from a cage fast enough to hit against the windows seems to push them through the windows even with a seamless wall of windows, but if it isn't fast enough, the enemies 'bounce off' and will not go through the windows. The spearman in this case went 15 horizontal tiles from the cage to the point where they hit the window, and 1 tile vertically from their starting position (so dropping from a height of 2 tiles total). The steel minecart containing the lead cage used descended nine z-levels. Track stop notwithstanding, the only horizontal track tiles were one at the top of the track and one at the bottom to allow horizontal movement of cages. The tracks are entirely unpowered. |
| 0012691 | | Dwarf Mode -- Environment | minor | new | 2024-02-18 | Ocean Waves generate on floors above Ocean, many tiles in | 1: Dig a chamber the Ocean directly fills but does not have surface access.
2: Build a building 1 z-level above the chamber.
3: Watch for waves. |
| 0012688 | | Typos/Grammar | text | new | 2024-02-16 | Typo in squad menu | open squad menu on bottom right, select first squad, then click equip. Click assign uniform. Erroneous text appears in box on right. |
| 0006008 | 4 | Dwarf Mode -- Jobs, Hauling | minor | new | 2024-02-15 | Wheelbarrows are carried to stockpiles, not rolled. | 1. Set up a stock pile ( stone for example ).
2. Assign a wheelbarrow to it.
i. A wheelbarrow made of something heavy will be more noticeable.
ii. Watch the dwarf carry the wheelbarrow to the pile.
3. Watch the dwarf wheel the wheelbarrow to get stone. |
| 0012687 | | Dwarf Mode -- Interface, Manager | minor | new | 2024-02-15 | Work Detail tab, Labor Screen - Assigning a dwarf to >=19 work details pushes checkbox for dwarf assignment off screen | Start any game. Make custom work details until the total number of work details (including defaults) is at least 19. Assign a single dwarf to every work detail. |
| 0012686 | | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2024-02-15 | A dwarf constantly switching between trying to handle a giant gazelle and having no job | When the next baby giant gazelle grows up I'll see if the it happens again. |
| 0012684 | | Graphics and Sprites | minor | new | 2024-02-13 | Gem Window shows the wrong sprite | Create a gem window with gizzards |
| 0012682 | | World Generation -- General | crash | new | 2024-02-12 | Worlds Constantly Crashing During Generation | I am not sure how to reproduce these crashes as they appear to be randomly occurring. |
| 0012681 | | Dwarf Mode -- Interface, Animals | crash | new | 2024-02-12 | Crash Game in ASCII mode when clicking on empty trainer button | In the save state if you in the livestock/pet menu click the [W]ar then [:)]trainer button it will reproduce as said above, the first dog works fine, the second one will have no name on the button. you may have to try a few times, once it did have the name and the only difference(that i could notice) was more time in between the first and second dog. leaving the livestock menu entirely then going back after the first dog also seemed to not crash the game when you assign the second dog. |
| 0012008 | 4 | Dwarf Mode -- Jobs, Military | minor | new | 2024-02-11 | Ammunition assignment bug | |
| 0012667 | | Dwarf Mode -- Stockpiles | minor | new | 2024-02-10 | Dwarves do not put items into furniture stockpiles that are restricted. | |
| 0012676 | | Dwarf Mode -- Abandonment of Fort | crash | new | 2024-02-09 | I can't un-retire a fort without crashing. | Flood your fortress with the ocean while at 180+ dwarves? |
| 0012674 | 2 | Dwarf Mode -- Jobs, Assignment of Jobs | major | new | 2024-02-09 | Assignment menu auto-closes (beta) | 1) Select a workshop, select "workers" tab, click the 'plus dwarf' button, the first dwarf in the list is automatically selected.
2) Select a designated office, click the 'plus dwarf' button, the list of dwarves appears momentarily before immediately closing with no dwarf chosen |
| 0012673 | 1 | Dwarf Mode -- Visitors | minor | new | 2024-02-08 | Thousands of Petitions Generated from Visitors | I'm not sure how my world got into this state, so I don't have steps to recreate the situation where this will occur reliably. It started happening after I expelled a human from the fort after accepting their petition. All petitioning visitors since the expulsion generate thousands of requests. I'm not convinced those are the steps required to reproduce, but I can provide the game save(s) for the world, including the last 3 auto saves. |
| 0009386 | 1 | Legends Mode -- History Export | minor | new | 2024-02-07 | Artform creation history exports have wrong subregion/layer IDs | |
| 0009549 | 1 | Dwarf Mode -- Moods | minor | new | 2024-02-07 | Artifact weapons have base-level sharpness? | |
| 0002787 | 2 | Dwarf Mode -- Jobs, Cooking and Food | minor | new | 2024-02-07 | Frozen milk gets cooked into prepared meals as a solid, causing the meal to melt later | |
| 0011951 | 4 | Dwarf Mode -- Jobs, General | minor | new | 2024-02-07 | Some work orders ignore conditions when repeating after the first time, preventing useful automation | |
| 0012672 | | Dwarf Mode -- Interface, Announcements | minor | new | 2024-02-06 | Popups don't use announcement text color | 1. Have a popup occur (e.g., megabeast arrival or setting job cancellation to cause popups.)
2. Notice the text is LGRAY instead of RED, etc. |
| 0012662 | 1 | Graphics and Sprites | minor | new | 2024-01-28 | wood/grown weapons have opposite graphics | (fort mode)
- Build a wooden crossbow at a bowyer's shop.
- Observe icon and ground-sprite have little leaves on them.
(testing arena)
- Assign wooden weapons to a new creature.
- Observe icon and ground-sprite have little leaves on them. |
| 0012671 | 1 | Dwarf Mode -- Interface, Announcements | minor | new | 2024-01-28 | Popup announcements (BOX) parse unit nickname text | 1. Nickname a unit using square brackets [ ].
2. Have the unit's nickname appear in a popup. |
| 0012670 | | Dwarf Mode -- Interface, Announcements | minor | new | 2024-01-28 | Unit combat reports use repeat system when GENERAL announcement alert exists | 1. Have a GENERAL announcement occur that is set to display in Fort mode. The monarch arrival announcements are by default, but it's easier to test by changing the settings of a combat announcement. Setting COMBAT_BLOCK to Fort temporarily should work.
2. Have multiple identical combat messages. This is very likely for STAND_UP and others.
3. Check unit combat logs. |
| 0012669 | | Technical -- General | trivial | new | 2024-01-26 | BP_RELATION errorlog treats comments as additional token | Add the following code to any b_detail_plan file and then load the game.
[BODY_DETAIL_PLAN:TEST_ERRORLOG]
[BP_RELATION:BY_TOKEN:]
[BP_RELATION:BY_TOKEN:ERRORLOG2A]
[BP_RELATION:BY_TOKEN:ERRORLOG3A:AROUND]
[BP_RELATION:BY_TOKEN:ERRORLOG4A:AROUND:BY_TOKEN]
[BP_RELATION:BY_TOKEN:ERRORLOG5A:AROUND:BY_TOKEN:UB]
[BP_RELATION:BY_TOKEN:] colon + comment
[BP_RELATION:BY_TOKEN:ERRORLOG2B:] colon + comment
[BP_RELATION:BY_TOKEN:ERRORLOG3B:AROUND:] colon + comment
[BP_RELATION:BY_TOKEN:ERRORLOG4B:AROUND:BY_TOKEN:] colon + comment
[BP_RELATION:BY_TOKEN:ERRORLOG5B:AROUND:BY_TOKEN:UB:] colon + comment
[BP_RELATION:BY_TOKEN] comment
[BP_RELATION:BY_TOKEN:ERRORLOG2C] comment
[BP_RELATION:BY_TOKEN:ERRORLOG3C:AROUND] comment
[BP_RELATION:BY_TOKEN:ERRORLOG4C:AROUND:BY_TOKEN] comment
[BP_RELATION:BY_TOKEN:NOERRORLOG5B:AROUND:BY_TOKEN:UB] comment
[BP_RELATION:BY_TOKEN:NOERRORLOG6:AROUND:BY_TOKEN:UB:100] |
| 0012668 | 3 | Combat -- General | major | new | 2024-01-26 | syndrome effects reduced by factor of 10000 | - Add the following interactions to your game: https://dffd.bay12games.com/file.php?id=16980
- Open DF in testing-arena mode.
- Pause the game.
- Create a HUMAN on team 1 with condition "fever 50A"
- Create a HUMAN on team 1 with condition "fever 9.9kA"
- Create a HUMAN on team 1 with condition "fever 500kA"
- Unpause for about 3s, re-pause.
- Inspect each creature's HEALTH tab. You will observe NO FEVER on the first human, "slight" fever on the second, and "moderate" on the third.
- Compare the CE_FEVER:SEV values in the provided syndromes to those in the vanilla RAWs (for example creature_bug_slug_new.txt::SPIDER_BROWN_RECLUSE). |
| 0012666 | 1 | General | crash | new | 2024-01-24 | It always crash on the 10th of malachite | just wait for the 10th |
| 0012660 | 1 | Dwarf Mode -- Interface, General | minor | new | 2024-01-23 | Game unpauses when stepping with open menu then closing menu | 1. Pause game
2. Assign tasks
3. Open any menu at lower left
4. Step forward (.)
5. Close the menu from step 3
6. Observe dwarfs moving rapidly to and fro |
| 0012664 | 1 | Technical -- General | block | new | 2024-01-23 | missing libSDL2_image-2.0.so.0 | download df_50_11_linux.tar.bz2
tar -xf df_50_11_linux.tar.bz2
./run_df ||
error:
./dwarfort: error while loading shared libraries: libSDL2_image-2.0.so.0: cannot open shared object file: No such file or directory
|
| 0012640 | 5 | Miscellaneous Crashes | crash | new | 2024-01-21 | Sudden crash in the middle of playing. | |
| 0012661 | | Dwarf Mode -- Reclaim | minor | new | 2024-01-17 | Stockpiles, pastures, and room assignments are incorrect on reclaiming a retired fort | 1. build a fort with stockpiles (with bins), pasture zones with animals assigned, and rooms assigned to nobles.
2. Retire the fort
3. start new game and reclaim/un-retire the fort
4. note the stockpiles, pastures, and room assignments are incorrect. |
| 0011028 | 2 | Dwarf Mode -- Embark/Setup | minor | | 2024-01-17 | Calendar view y-axis doesn't scale correctly with window height when simulating world for a few days before new game | 1. Maximize the window.
2. Start a new game.
Observed:
The y-axis of the calendar view is expanded too much, and the last two weeks of the winter months are cut off by the bottom of the window.
Expected:
The whole calendar is visible.
|
| 0012109 | 5 | General | minor | new | 2024-01-17 | BUG: Some Highwood logs can neither be hauled nor be used | |
| 0001272 | 8 | Dwarf Mode -- Flows | minor | new | 2024-01-04 | Warm stone status is not cleared properly | |
| 0012039 | 6 | Pathfinding | minor | new | 2024-01-04 | Dwarfs get stuck up stepladders when gathering fruit and won't come down | |
| 0012659 | 2 | Technical -- General | minor | new | 2024-01-04 | The current free version of DF can easily be "cracked" into the Steam version | Prerequisite: Must have access to the Steam version's data folder
1. Download the current version (50.11) from the wiki.
2. Replace the data folder with the Steam version's data folder.
3. Run the free version
4. Notice all but the main menu art (which is also easily replaceable) is the same as the steam version |
| 0012656 | 1 | Dwarf Mode -- Jobs, Items | feature | | 2023-12-28 | Injured Dwarf Can't clothe themself | 1. Have an injured dwarf with Ability to grasp lost, Motor nerve damage, Sensory nerve damage, and missing right lower arm
2. Watch dwarf over time to spectate inability to clothe themself, as well as see messages that state the dwarf is too injured to store owned item |
| 0012657 | | Graphics and Sprites | minor | new | 2023-12-28 | floor overlaps the top-inner corners of stockpile edges | make any size of stockpile larger than 3x3, then erase a portion of the stockpiles insides as to create a hole, like a donut |
| 0012159 | | Adventure Mode -- AI | minor | new | 2023-12-28 | Named weapons incorrectly assigned to military squad members | |
| 0009975 | 1 | Technical -- General | minor | | 2023-12-26 | Contribution: script to bundle Mac app | Steps to use:
- stick script into a file, say "build-mac-package.sh" - works with bash on Mac OS X
- create your usual distribution folder
- run script, substituting the actual version number for "0.43.06" and your distribution folder path: build-mac-package.sh distribution_folder DwarfFotress.app 0.43.06 |
| 0010971 | 1 | Init Options | trivial | new | 2023-12-26 | d_init.txt contains misleading information. | Any text editor and opening init/d_init.txt in it. |
| 0012650 | 1 | Dwarf Mode -- Interface, Squad Control | major | new | 2023-12-26 | Can't assign anyone to my squad properly | |
| 0012655 | 3 | Dwarf Mode -- Trade | crash | new | 2023-12-26 | Crash on Limestone 17 | Repeatable from the save starting at Limestone 1.
Repeatable from the save starting at Limestone 17
play the save to Limestone 17 and it crashes. |
| 0012654 | | Dwarf Mode -- Trade | trivial | new | 2023-12-23 | Wrong Trading interaction/saying when trader is packing up to leave. | 1. Initiate trade as the trader is leaving
2. Observe the incorrect statement. |
| 0012651 | 1 | Legends Mode -- Historical Figures | crash | | 2023-12-21 | Crash in Legends Mode - Historical Figures, possibly caused by mods | 1. Create world, adding in Intro's Kobold Civ 1.33 and Lotsa Names 6 mods.
2. When the world has generated, choose "Keep world and return to main menu."
3. Choose the generated save, and enter Legends Mode.
4. Click on historical figures.
5. If the game doesn't crash, try searching for a name; this will almost always cause the crash. |
| 0007808 | 6 | Adventure Mode -- General | crash | new | 2023-12-21 | Every time the game gets past a certain point in the next day the game crashes. | Unknown, have not seen on other save files. This one however it occurs every time when I let the game advance past a certain point the night following where I have the game saved at. |
| 0007711 | 4 | General | crash | | 2023-12-21 | Surgery-related crash shortly after continuing game. | https://dl.dropboxusercontent.com/u/34919236/region1.rar
Unpack the rar into your DF data/save directory and unpause the game. In a few seconds, it will crash. The game remains completely responsive before, so you can check the menu's and what-not. |
| 0005980 | 8 | Dwarf Mode -- Jobs, Hauling | crash | acknowledged (user11) | 2023-12-21 | Crash when changing minecart stops around | Open the save and wait a couple of seconds http://dffd.wimbli.com/file.php?id=6413 |
| 0003947 | 3 | Miscellaneous Crashes | crash | resolved (user6) | 2023-12-21 | Crash with stacktrace; possibly bad callback value | |
| 0012652 | | Technical -- General | minor | new | 2023-12-20 | Spawned birds at embark never move, never leave. Spawned Naked mole dogs never move never leave. | |
| 0012647 | 3 | Technical -- Saving/Loading | minor | | 2023-12-20 | Steam Cloud saves not working | |
| 0012649 | 2 | Dwarf Mode -- Items | minor | | 2023-12-20 | Retired military dwarf won't equip clothing, gets bad thoughts | Uncertain. |
| 0012645 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2023-12-20 | Dwarfs want to bring a cart, by hand. | I think it was me changing again and again the cart that was going to be used, but I don't think that's the case. |
| 0010718 | 4 | Dwarf Mode -- Immigration | minor | new | 2023-12-20 | Immigrants arive asigned to squads. | I made a large fort with a bunch of military. My civilization was dead so I got the king and all that. Small population pool? Retired my first fort. Then I reclaimed an old world gen dwarf fort. I don't know if this part matters. Retired that after a week so didn't see any migrants. Embarked on a new fort and started getting migrants from the capitol. Naked legendary axe dwarfs everywhere!
|
| 0012361 | | Adventure Mode -- AI | minor | new | 2023-12-19 | Loyalty Cascade from Elven Siege | |
| 0012149 | 4 | General | minor | new | 2023-12-18 | Bug: Diplomacy Button disappears when clicked, no windows are shown. | |
| 0004883 | 1 | Dwarf Mode -- Interface, Military Screen | minor | new | 2023-12-15 | Uniform editor does not permit adding leather shields | |
| 0012644 | | Dwarf Mode -- Trade | minor | new | 2023-12-14 | Wool implies animal kill, cannot be traded to Elves? | |
| 0012603 | 7 | Dwarf Mode -- Visitors | minor | | 2023-12-13 | too many visitor petitions | |
| 0012643 | 1 | Dwarf Mode -- Immigration | minor | | 2023-12-13 | All Migrants start as legendary miners and some Fun. | |
| 0012635 | 3 | Technical -- General | minor | new | 2023-12-11 | Can't scroll in the list of announcements in the settings | |
| 0012639 | 6 | Title Screen | major | | 2023-12-11 | low fps with good pc | |
| 0008498 | 2 | Dwarf Mode -- Interface, Stocks | text | | 2023-12-11 | Fruits listed as leaves in stocks screen | |
| 0012641 | | World Generation -- Parameters | trivial | new | 2023-12-09 | Removal of generated experiments also removes the possibility of custom experiments | Create a custom experiment and add the experimenter tag to some common race like humans, and disable necromancer and demonic experiments in worldgen. Instead of the altered race producing only the custom experiment creatures, they will produce none. |
| 0012638 | | Dwarf Mode -- Non-dwarf Citizens | minor | new | 2023-12-07 | Mercenary and Monster Slayers do not replace rotting clothes | 1) Accept petitions for soldering
2) Wait a few years and check on their clothing
3) Make appropriately-sized clothing for them to wear
4) Watch as they grow irritated dwelling upon clothes rot off of their body |
| 0012637 | 2 | Dwarf Mode -- Military | minor | | 2023-12-07 | Dwarves migrating from a player's previous fort keep old squad assignment | |
| 0000771 | 9 | Dwarf Mode -- Items | minor | new | 2023-12-07 | Cloth/Thread partially used by medical dwarfs can't be dyed/woven & they prefer new supplies over used ones | 1. import or embark with cloth
2. obtain dyes, dyer, and dyer's shop
3. observe as all attempts to dye imported cloth fail while your dyer has no problem dyeing homemade cloth. |
| 0009184 | 12 | Dwarf Mode -- Locations | major | | 2023-12-06 | Suicidal Bards arrive during siege; Tavern-related | Build a tavern.
Wait for a siege. |
| 0011936 | 3 | Dwarf Mode -- Embark/Setup | major | new | 2023-12-05 | Graphics/fps/performance drain from Zooming out | |
| 0012634 | | Init Options | minor | new | 2023-12-04 | Opening settings menu erases tileset config | - Open prefs/init.txt
- Add lines setting FONT, FULLFONT, and/or FONT_BASIC (ie: to the 10x12 font rather than the default 8x12)
- Save your changes to the file
- Open dwarf fortress, preferably using classic ascii graphics, and observe the change to the tileset
- Open the settings menu. You do not need to change any settings
- Optionally close the settings menu and the game
- Open prefs/init.txt. The lines added in step 1 will be missing. |
| 0011727 | 2 | World Generation -- General | minor | new | 2023-12-04 | Worldgen positions check for permitted labors instead of permitted jobs? | Generate a world with "[PERMITTED_JOB:GLAZER]" in the PLAINS entity (as it is by default) and observe the number of Doctor-related positions - I did a default world and had 21 doctor positions after about 100 years.
Next, remove "[PERMITTED_JOB:GLAZER]" from said raws and generate another world and observe that there are no doctor positions at all. |
| 0012631 | 2 | Dwarf Mode -- Interface, Stockpiles | major | new | 2023-12-04 | menu options in barrels menu in stockpile misses graphics | |
| 0012632 | 1 | Dwarf Mode -- Diplomacy | major | new | 2023-12-04 | Diplomacy, goods request for trading liason has strange iconography | wait for diplomacy
click through to the "goods request menu".
start ticking on and off goods |
| 0012630 | 1 | Dwarf Mode -- Buildings, General | crash | new | 2023-12-03 | Constructing floor crashes the game | - Load savefile
- Start constructing Floor (b-C-f)
- Designate a rectangle from x=35 y=88 to x=44 y=90
- Scroll down to Olivine Blocks as the material and accept all using Shift+Enter
- Repeat the designation again but this time from x=29 y=88 to x=34 y=90
- Crash happens 100% of the time after Shift+Enter for the selection of Olivine Blocks as material |
| 0007546 | 20 | Dwarf Mode -- Jobs, Cooking and Food | minor | confirmed (user6) | 2023-12-02 | Meals with bagged ingredients use all ingredients in the bag's barrel, creating huge meals | |
| 0012612 | 1 | Dwarf Mode -- Interface, Civilization/World Info | feature | new | 2023-12-02 | Dwarf Mode - World Map can't zoom | Open the World Map in Dwarf Mode after embark and try to zoom. |
| 0011772 | 2 | Dwarf Mode -- Combat | minor | new | 2023-12-01 | (Almost) Everything is 10 times as dense as it should be | Look at the weight of this galena bed:https://external-preview.redd.it/p--ofArCuq4Kx4PMSm1Ukqy9sQxBg9YQYp_6AkgPqeM.png?auto=webp&s=e43ead01d7acff68a9e5518baadac068a16b1958. It's 225 kg, or 10 times as much as it should be if the volume of a bed (3000 cm^3) was multiplied by the density of galena (7.5kg/litre). Now compare that to the iron axe from http://www.bay12forums.com/smf/index.php?topic=147886.0, which weighs as much as you'd expect given its volume and density rather than 10 times as much. Clearly the effective density of in-game items is more than what you'd expect from their listed densities. |
| 0012622 | 1 | Dwarf Mode -- Interface, Manager | minor | new | 2023-12-01 | Can't make correct output product conditions for "Make quicklime" and "Make milk of lime" orders | Open Work orders, add the 3 orders, look at suggested conditions. |
| 0012627 | 3 | Miscellaneous Crashes | crash | | 2023-11-30 | Game crashes after about 10 seconds after loading | - Load game
- Wait approximately 10-15 seconds |
| 0011922 | 2 | Technical -- Rendering | major | new | 2023-11-29 | PRINT_MODE:TEXT uses the wrong escape codes for bright colors | |
| 0012018 | 43 | Technical -- Saving/Loading | crash | | 2023-11-28 | Crash to Desktop on loading game during Loading Units phase | |
| 0012626 | 3 | Technical -- Saving/Loading | major | new | 2023-11-28 | Unable to load save | 1. Open DF (from steam or desktop, with or without DF Hack)
2. Continue game in existing world
3. Open most recent manual/auto save for Netheral - Balancedvessel Y1144
|
| 0011852 | 10 | General | crash | new | 2023-11-27 | Extremely consistent hard crash at around !:30 in game play time | Load save, play for about 15 seconds, a random megabeast will spawn in on the surface, do whatever with it, doesn't seem to matter, and let a total of around a minute and thirty seconds pass in real time, or let date pass to or beyond 107-05-27. On my end it crashes without fail and this is extremely frustrating. |
| 0012613 | 5 | Technical -- Input/Keybinding/Macros | minor | | 2023-11-27 | Cannot rename dwarfs when preparing to embark carefully | Select embark carefully. Select a dwarf. Select the edit icon on the name. You cannot type. |
| 0011941 | 4 | Dwarf Mode -- Interface, Burrows | minor | new | 2023-11-25 | burrow counts might be bugged due to dead citizens having been previously added or something else | |
| 0012026 | 2 | Graphics and Sprites | feature | new | 2023-11-24 | Paved roads don't have colour variety. | |
| 0008698 | 17 | Dwarf Mode -- Moods | minor | confirmed (user6) | 2023-11-24 | Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag | |
| 0011813 | 3 | Dwarf Mode -- Interface, Announcements | minor | new | 2023-11-24 | '&' in nickname messes with announcement text | |
| 0012623 | | Dwarf Mode -- Locations | major | new | 2023-11-23 | Large aboveground 'Gather Fruit' zone causes massive performance hits | 1. Embark in a flat area with lots of fruits and plants
2. Set the whole map as a fruit gathering zone
3. Observe game performance |
| 0012620 | 1 | Pathfinding | major | new | 2023-11-23 | Dwarves climb over wall and jump into moat instead of using open drawbridge. | Open save labeled "RANDOM DROWNING", raise Z level to the unfinished tower floor with 5 levers on it, and observe as some dwarves elect to climb over the wall and jump into the moat instead of using the drawbridge (you may have to wait 30-50 seconds).
Save:
https://drive.google.com/drive/folders/1fZ5ZGJESTZFPzKovACpajLoJH7yKtP3l?usp=sharing |
| 0012547 | 1 | Dwarf Mode -- Visitors | minor | new | 2023-11-23 | Incomplete visitor purpose description, visitors with this description won't leave the map and come back after being unalived | |
| 0011451 | 1 | Dwarf Mode -- Visitors | minor | new | 2023-11-23 | Visitors have issues with visiting temples | |
| 0012621 | | Dwarf Mode -- Interface, Squad Control | minor | new | 2023-11-22 | Dwarf character sheet icon renders above squad assignment UI element | 1. Open a dwarf's character sheet
2. Open the squad management pane
3. Observe the UI |
| 0012617 | 2 | Dwarf Mode -- Transport/Hauling | major | | 2023-11-22 | Dwarfs cannot path through areas where magma has evaporated | 1. Pour magma over some area
2. Remove the magma
3. Attempt to path through / in the area |
| 0008391 | 2 | Dwarf Mode -- Environment | minor | | 2023-11-22 | Dwarves refuse to enter tiles which previously contained magma with TEMPERATURE: OFF | |
| 0012618 | | Dwarf Mode -- Interface, Stockpiles | tweak | new | 2023-11-21 | Selecting a Stockpile tile that's on top of an Engraved Floor tile will select the Engraved floor. | On stone floor.
Smooth Stone & Engrave it.
Create Stockpile on top of engraved floor.
Click any tile inside the stockpile without an item inside it. |
| 0012615 | 2 | Miscellaneous Crashes | crash | new | 2023-11-21 | Game crashes immediately upon reloading and unpausing due to "GIANT_JUMPING_SPIDER SILK" | Open the save, unpause, then it will CTD. |
| 0012614 | 5 | General | crash | new | 2023-11-21 | Game crashing randomly | Occurs randomly during fortress mode gameplay |
| 0002587 | 6 | Technical -- Saving/Loading | major | | 2023-11-21 | Saving fails silently when folder is not writeable (due to full disk, permissions, etc) | |
| 0012610 | 1 | Dwarf Mode -- Invasions | major | new | 2023-11-21 | Reptile man ambush parties appear to not have an upper limit | 1. Embark in an area that has reptile men as the underground tribe in the first cavern layer
2. Tunnel into the caverns
3. Immerse yourself in the thrilling experience of herpetological anthropology
4. Practice your social networking skills and expand your professional portfolio through in-depth exploration of interpersonal dynamics
5. Manufacture solutions for success with trained experts in their fields and work with cutting-edge technology in a fast-paced environment |
| 0011488 | 3 | Dwarf Mode -- Invasions | major | new | 2023-11-20 | Ambusher elves are being spotted, but the giant monsters they're riding on aren't. | Load save,check out the flying elf (the save starts centered on one, there are four other flying around).
Save (thanks to BugTomazi).
http://dffd.bay12games.com/file.php?id=14977 |
| 0000968 | 5 | Technical -- General | minor | | 2023-11-20 | Music is wonky on embark | 1. Embark on a site
2. Prepare Carefully
3. Go to customize the dwarves (or maybe check on their profiles). |
| 0009366 | 1 | Dwarf Mode -- Jobs, Activity Zones | trivial | | 2023-11-20 | Music cuts out in location naming menu | Create an activity zone and mark it a location with music enabled, create an inn/tavern, then enter the naming menu. No music. |
| 0004885 | 1 | Dwarf Mode -- Embark/Setup | trivial | | 2023-11-20 | Music disabled by viewing dwarf | -Start a new game
-Prepare carefully
-view a dwarf's description, and then return to the list of dwarves |
| 0012044 | 2 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | new | 2023-11-20 | Petition to Join Fortress Spam | |
| 0012611 | | Dwarf Mode -- Traps | minor | new | 2023-11-20 | Spear traps remain in place over channels/pits after removing floor tile | 1. Dig a pit
2. Place flooring over one tile of the pit
3. Have a dwarf mine/destroy the floor
4. Observe the spike trap |
| 0009970 | 1 | Dwarf Mode -- Jobs, Hauling | major | new | 2023-11-19 | Game Spams "Cancle store in stockpile, Item Inaccecible" Dwarves also wont put crafts into my Finished Good stockpile | |
| 0009659 | 3 | Dwarf Mode -- Visitors | major | resolved (user1294) | 2023-11-19 | Combat / Siege with civ entity causes visitors go berserk | Updating save later:
0000001 wait siege to arrive (winter is ~sure to bring some goblins)
0000002 Pen/pasture any of the captured siegers in provided training room with some military (elf or beak dog) and watch tavern and library to burst in murdering frenzy where most of the visitors suddenly turn hostile. |
| 0009065 | 3 | Dwarf Mode -- Combat | minor | new | 2023-11-19 | Dwarf Children don't have reduced stats. | 1. make sure all dwarfs have no weapons/tools.
2. Refuse to give a dwarf that is taken by a "fey mood" their requested materials with children near by and wait.
3. after the dwarf has gone berserk, watch as he attacks the child.
*could not figure out how to create children in the object testing arena. |
| 0006114 | 3 | Adventure Mode -- Trade | major | resolved (user11) | 2023-11-19 | Caravan gets my goods and doesn't give anything! | Not sure. Maybe trade with first dwarf caravan with little profit for it. |
| 0004925 | 3 | Dwarf Mode -- Transport/Hauling | major | resolved (user11) | 2023-11-19 | Entrance Dancing | I built a hatch from the inside of my fortress that lead down to a spiral staircase, the staircase goes down several z-levels surrounded by open space on all sides, and at the bottom comes back up the inside and the rest of the way to the surface. The entire inside of the fortress is designated as a burrow around it, but the stair shaft is not part of it. Goblin clothes litter the bottom of the shaft from where they were knocked off by pets and traps. During that ambush, the dwarves respected the burrows and would not go into the stair shaft to fetch goblin clothes. A siege came later while some of the clothes were ordered to be brought to the depot. I issued the alert for civs to stay in the fortress burrow, but they kept going out through the hatch and taking a few steps before cancelling. They continued to do this until the goblin crossbowmen moved to the top of the inner stairs and shot everyone who poked their heads down through that hatch. Which was every dwarf who could try to bring an item to the depot. |
| 0004453 | 3 | Dwarf Mode -- Environment | minor | new | 2023-11-19 | Badgers constantly enraged because dwarves and livestock don't avoid them | I put a save with badgers on the map, waterbuffalos in pasture, and dwarves sent out to collect plants on DFFD for convenience, although it's not hard to reproduce otherwise.
http://dffd.wimbli.com/file.php?id=4133 |
| 0002396 | 5 | Dwarf Mode -- Environment | tweak | resolved (user6) | 2023-11-19 | Dwarfmode map flashing | Don't know.
Probably have an environment that has mountainous and snowstorms. |
| 0012606 | 2 | Dwarf Mode -- Combat | minor | | 2023-11-19 | Dwarves that are killed and reanimated multiple times quickly display multiple redundant 'missing for a week' alerts | 1. Insert a necromancer into a bar fight
2. Insert one of your citizens into the same bar fight
3. Wait for the necromancer to raise the citizen
4. The raised citizen is beset upon by the remaining population in the tavern until it is defeated
5. Repeat steps 3 and 4 until someone kills the necromancer
6. Wait a week
7. Observe the alert ui |
| 0012602 | | Dwarf Mode -- Combat | minor | new | 2023-11-19 | Dwarves that are killed and reanimated multiple times quickly display multiple redundant 'missing for a week' alerts | 1. Insert a necromancer into a bar fight
2. Insert one of your citizens into the same bar fight
3. Wait for the necromancer to raise the citizen
4. The raised citizen is beset upon by the remaining population in the tavern until it is defeated
5. Repeat steps 3 and 4 until someone kills the necromancer
6. Wait a week
7. Observe the alert ui |
| 0012599 | 1 | Dwarf Mode -- Buildings, Machines | minor | | 2023-11-19 | drawbridge catapult having weird results (specialy 1x1 ones) | |
| 0012608 | 1 | Technical -- Saving/Loading | major | | 2023-11-19 | Missing error handling on disk write failures -- saved state can be lost | An easy way to reproduce a disk write failure is to change the permissions of the "save" folder so the current user does not have write access -- then create a new world, and save/exit back to the main menu. Notice that there is no warning in the user interface letting the user know that there was a problem writing the state to disk, and the save folder remains empty. |
| 0012604 | 1 | Items | minor | | 2023-11-19 | cut gems dissappear | |
| 0012605 | 1 | Dwarf Mode -- Interface, Trade | feature | | 2023-11-19 | select all and searchbar | |
| 0012609 | | Dwarf Mode -- Trade | minor | new | 2023-11-19 | Caravans parked in front of a partially-enclosed trade depot move their animals inside adjacent wall blocks | 1. Build a Trade Depot
2. Surround it with walls such that a three tile wide entrance is still available
3. Wait for the caravan to show up
4. Observe the wagons |
| 0012607 | 1 | Dwarf Mode -- Interface, Building Construction | minor | new | 2023-11-19 | Missing key bindings for Magma Forge, Screw Press, Soap Maker's Workshop | 1. Settings
2. Keybindings
3. Building
4. Try to find the keybinding |
| 0012598 | 2 | Dwarf Mode -- Transport/Hauling | major | new | 2023-11-19 | Modded creatures occupying more tiles than a Dwarf can not drop items they picked, making it impossible for them to work / eat | If you use modded creatures as citizens of your fortress mode or a civilization you play as, those work normally, until they pick an item, a mug for drinking as an example.
They will do so if you have any drinking items in the storage, or if you assign them a job requiring using an item.
They pick the mug, they drink out of it, but they CAN NOT ever drop it to the ground, making them stuck in endless loop of having this item picked, unable to do anything else. The same goes for crafting items. |
| 0012601 | 1 | Dwarf Mode -- Jobs, Hauling | minor | new | 2023-11-18 | Dwarves will not haul caged invaders unless all cage traps on the map have been reloaded | 1. Set up a stockpile for animals in cages somewhere inside your fortress
2. Set up a cage trap outside a sealable fortress
3. Set up a cage trap inside a sealable fortress
4. Allow both of the cage traps to capture an invading goblin, reptile man, or other invader
5. Seal the fortress
6. Observe the cage inside the fortress |
| 0012600 | | Dwarf Mode -- Transport/Hauling | minor | new | 2023-11-18 | Dwarves will not deliver parley items when assigned to a burrow | 1. Become besieged with option to accept parley
2. Assign all dwarves to a burrow
3. Accept the parley in the diplomacy ui
4. Observe citizen tasks in the citizen ui |
| 0007916 | 44 | Dwarf Mode -- Jobs, Healthcare | minor | confirmed (user6) | 2023-11-16 | Diagnosing repeat | 1. Hurt dwarf
2. Sent him to hospital
3. Watch as chief medical dwarf repeats diagnosis |
| 0012594 | | World Generation -- General | minor | new | 2023-11-14 | Command Line Does Not Progress After Opening Game | Run the batch file from the root directory using the example parameters (from the command line.txt file)("Dwarf Fortress.exe" -gen %random% RANDOM "MEDIUM ISLAND")
When nothing happens, click Okay, then Create World
CTD |
| 0010918 | 12 | Dwarf Mode -- Thoughts and Preferences | major | new | 2023-10-30 | Dwarves do not prioritise needs/gods | |
| 0012568 | 7 | General | minor | | 2023-10-05 | Freezing While Loading Some Modded Worlds - 50.10 Steam Linux Runtime 1.0 | |
| 0012552 | 3 | General | minor | | 2023-10-05 | Version 50.10 won't run; missing SDL2_image.dll | |
| 0012540 | 2 | Adventure Mode -- AI | minor | | 2023-09-01 | Unexpected interactions with angels when embarking on vault | |
| 0011617 | 3 | World Generation -- General | minor | new | 2023-08-26 | Children born in prison are never released | |
| 0004470 | 11 | Dwarf Mode -- Jobs, Healthcare | minor | | 2023-07-20 | Patients in traction don't get released unless bench is deconstructed | Cause an overlapping fracture. Tend to the dwarf. He will be put in traction, he will heal, and he won't be released. |
| 0008668 | 3 | Dwarf Mode -- Interface, Animals | minor | | 2023-07-10 | Tame goose claims nestbox, refuses to occupy it or lay eggs | |
| 0012241 | 2 | Technical -- General | trivial | feedback | 2023-06-29 | Steam Overlay does not work | |
| 0012490 | | Creatures | major | new | 2023-06-27 | Raws out of sync between Classic & Steam - dragons hatchlings missing in Classic | |
| 0012173 | 2 | Dwarf Mode -- Buildings, General | minor | new | 2023-06-24 | Engravings on constructed walls/floors remain permanently | |
| 0012089 | 2 | Graphics and Sprites | minor | new | 2023-06-05 | No way to visually distinguish between farm plots with or without seeds | |
| 0011890 | 2 | Adventure Mode -- Buildings | minor | new | 2023-05-25 | Generated temples with wallless artifact rooms causing cave-ins | |
| 0012049 | 5 | Technical -- Saving/Loading | crash | new | 2023-05-17 | CTD on save. | |
| 0005835 | 9 | Dwarf Mode -- Thoughts and Preferences | minor | | 2023-05-07 | Dwarf turns into a werecreature the first time, her age/birthday randomly changes | 1. Get a dwarf were-cursed.
2. Wait until the dwarf turns into a werecreature and back.
3. Dwarf has randomly aged.
|
| 0011659 | 1 | Dwarf Mode -- Non-dwarf Citizens | minor | new | 2023-05-02 | Goblins (Tame) | |
| 0012240 | 9 | Adventure Mode -- AI | minor | confirmed | 2023-04-25 | Dwarf in strange mood collects thousands of cloth items | |
| 0012139 | 4 | Graphics and Sprites | minor | new | 2023-04-17 | Jugs become invisible when filled with a liquid | |
| 0012145 | 10 | Technical -- Saving/Loading | crash | new | 2023-04-17 | Game crashes on save after caravan leaves map | |
| 0012038 | 4 | Pathfinding | minor | new | 2023-04-15 | dwarves get stuck trying to kill flying unit, reported as 'no job' | |
| 0008605 | 8 | Dwarf Mode -- Trade | minor | | 2023-04-03 | Merchants not leaving | Start new game
Build Depot
Trade with Dwarven merchants
Wait
|
| 0012411 | 3 | Pathfinding | minor | new | 2023-03-10 | Center surface of the map pathing black-hole | |
| 0011552 | 1 | Dwarf Mode -- Interface, Designations | trivial | new | 2023-03-04 | Priority for smoothing an area cannot be changed without removing the designation | -Designate a rough stone surfaced to be smoothed at priority level 4
-Designate the same rough stone surface to be smoothed at priority level 4
|
| 0012100 | 2 | Combat -- General | minor | new | 2023-02-13 | Parley Seems Broken | |
| 0011803 | 2 | Dwarf Mode -- Interface, Manager | minor | new | 2023-02-10 | Manager conditions do not properly track quantity of gypsum plaster | 1) add a daily-repeating manager order for "Make plaster powder"
2) set conditions for the order so that it stops when you have some amount of gypsum plaster
3) acquire many gypsum-producing stones
4) observe how the order produces far more gypsum than you requested |
| 0011842 | 1 | Dwarf Mode -- Interface, Manager | minor | new | 2023-02-10 | "Melt-designated" trait in work order condition does not work if added manually | 1. Mark some number of metal objects to be melted.
2. Create a new "Melt a Metal Object" work order via the Manager or a Workshop Profile.
3. Add a condition to this work order using the generic "Add item condition" option.
4. Set the trait "melt-designated" on this condition; it should then read "Amount of melt-designated items available is at least 0".
5. Set the number of items in the work order to any non-zero number less than or equal to the number of objects marked to be melted. |
| 0012023 | 8 | Technical -- Rendering | major | new | 2023-02-07 | DF Cannot utilize the GPU, which cripples graphical framerate (Calc FPS unaffected) | |
| 0012078 | 2 | Technical -- General | crash | new | 2023-01-31 | Crash on Specific Date | |
| 0012113 | 2 | Adventure Mode -- AI | crash | new | 2023-01-31 | game crushes after a few minutes from the start of the save | |
| 0011446 | 7 | Dwarf Mode -- Trade | major | new | 2023-01-28 | Caravan got stuck, while loading goods for departure and wagons get "killed" | Not easily possible, because an external attack event must happen, while a caravan is in the process of loading their goods. |
| 0012025 | 2 | Technical -- Sound | feature | new | 2023-01-27 | Low Bitrate Steam Soundtrack. | |
| 0012216 | 2 | Dwarf Mode -- Jobs, Fishing | crash | new | 2023-01-21 | Crash involving fishing zone spanning entire map | |
| 0012325 | | Dwarf Mode -- Interface, Military Screen | minor | new | 2023-01-21 | Text on the “Assign Squad Position” pop-up appears staggered if the information menu is open | |
| 0012131 | 1 | Dwarf Mode -- Justice | minor | new | 2023-01-21 | When a criminal visitor gets convicted and sentenced to prison time, they are never brought to jail, at best they get a beating | |
| 0011399 | 3 | Dwarf Mode -- Justice | minor | confirmed (user1294) | 2023-01-21 | Dead suspects confess to crimes | I haven't tried to reproduce but it should be pretty simple.
-Have an artefact stolen.
-Kill the suspect before interrogating them.
-Interrogate them. Presumably with someone who is a persuasive interrogator. |
| 0012163 | 2 | Dwarf Mode -- Interface, Notes/Points/Routes | major | new | 2023-01-19 | New Minecart Route Stops appear to always be added to the last route on the list, until the interface is closed then re-opened | |
| 0012305 | | Creatures | tweak | confirmed | 2023-01-18 | Wereiguana and Werejackal graphics are reversed. | |
| 0012303 | | Technical -- Rendering | minor | feedback | 2023-01-18 | Dead Tower-cap Cap Sprites Do Not Connect | |
| 0012310 | | World Generation -- Parameters | crash | confirmed | 2023-01-18 | Crash in early worldgen on rectangular maps with lots of caves | |
| 0012261 | | Dwarf Mode -- Interface, Stockpiles | minor | feedback | 2023-01-18 | Bug: Stockpiles do not clearly show what is being stocked (DF Classic) | |
| 0012287 | 1 | Dwarf Mode -- Embark/Setup | crash | confirmed | 2023-01-18 | Reproducible crash clicking on abandoned fortress on embark map | |
| 0009440 | 22 | Dwarf Mode -- Stockpiles | major | | 2023-01-17 | Wounded dwarves die of dehydration if they grab a goblet | Any badly-wounded dwarf who is in the stages of recovery (say, a missing or broken limb) will eventually get thirsty. As he or she grabs a goblet from a stockpile, they will just stand there while the other dwarves step around them as if nothing is going on. Eventually they die of dehydration. The only way to save them to is forbid all goblets. If you attempt to forbid only the goblet they hold in their hand, they will just grab the next one in the stockpile and the cycle begins anew. |
| 0011856 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2023-01-17 | broken bones are not set, creates new job | try:
1: wound a dwarf with broken bones.
2: have doctors.
3: see if they heal. |
| 0011284 | 8 | Dwarf Mode -- Idle Behavior | minor | | 2023-01-16 | Dwarves getting stuck in trees | |
| 0011857 | 1 | Creatures | minor | new | 2023-01-15 | Birds (and other toothless creatures) have tooth materials and tissues | Start a new work order in the manager screen.
Go into conditions.
Add an item condition.
Choose "change material".
Filter for "teeth", materials show up for several creatures which should not have teeth.
|
| 0009275 | 10 | World Generation -- General | minor | | 2023-01-15 | Elf-made instruments have nonsensical materials |
Generate enough random elf instruments. |
| 0012082 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2023-01-14 | Dwarf unable to haul due to injury will still attempt to use a mug to drink (causing dehydration) | |
| 0004464 | 4 | Dwarf Mode -- Items | minor | new | 2023-01-14 | 31.25 Cave blob leather items not hauled to stockpiles | Find cave blob.
Kill cave blob.
Make cave blob leather item at a leather workshop. |
| 0001448 | 8 | Creatures | minor | new | 2023-01-14 | Cave floater skin is made from frozen cave floater juice | |
| 0003732 | 4 | Creatures | minor | new | 2023-01-14 | Butchering a corpse yields only 1 skin, regardless of size | |
| 0012264 | 3 | General | minor | new | 2023-01-14 | Export of scrolls prohibited despite no relevant mandate | |
| 0003047 | 4 | Dwarf Mode -- Nobles | minor | new | 2023-01-12 | Replaced nobles' mandates are still expected to be fulfilled | Simply replace a mayor who has made a production mandate or export ban with another Dwarf, and then either violate the ex-mayor's export ban or fail to fulfill the production mandate in time. |
| 0012127 | | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2023-01-12 | Food isn't displayed on tables during meals with the new graphics, unlike in Classic mode | |
| 0011991 | 2 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2023-01-11 | Constantly Handling Gorlak | |
| 0012171 | | Dwarf Mode -- Embark/Setup | minor | new | 2023-01-10 | 'Soil' filter on 'Find Embark Location' missing '<= Very Deep' | |
| 0011836 | 1 | Dwarf Mode -- Missions | minor | new | 2023-01-10 | Missions stuck travelling if war animal assigned to pasture, until animal unpastured | I haven't tried to reproduce the problem, but I found that the issue on my end was the pastured animals from finding this Reddit thread with a similar issue: https://www.reddit.com/r/dwarffortress/comments/7gft7v/day_658_my_squad_of_10_raiders_are_still/ |
| 0012111 | 1 | General | trivial | new | 2023-01-09 | Game Spawned Dingo Woman Pikeman - Unable to Equip Weapon After Dropped | |
| 0012120 | 1 | Adventure Mode -- AI | minor | acknowledged | 2023-01-08 | No clicks registered on Steam DF when using accessibility tool Keynavish | |
| 0012084 | 2 | Dwarf Mode -- Jobs, Designations | minor | new | 2023-01-08 | miners won't dig | |
| 0012029 | 3 | Flows | minor | new | 2023-01-08 | Traffic Designation Sliders are Broken | |
| 0011985 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2023-01-07 | Doctor Issue | |
| 0012224 | 2 | Dwarf Mode -- Buildings, General | crash | new | 2023-01-07 | Pedestal crash | |
| 0011994 | 2 | Legends Mode -- General | crash | new | 2023-01-07 | Legends mode Blank Art can cause CTD | |
| 0012081 | 1 | Adventure Mode -- AI | minor | new | 2023-01-06 | Zooming in or out makes pixel graphics noticeably blurry | |
| 0012220 | 1 | Dwarf Mode -- Interface, Building Construction | crash | new | 2023-01-06 | Crash when clicking on a tile while something is being built | |
| 0011784 | 4 | Dwarf Mode -- Missions | crash | new | 2023-01-06 | Crashes to Desktop after sending dwarves our to raid. | Step 1. Select a site on the world map. There are Goblin sites to the north and the south-east that my Civ is at war with.
Step 2. Create the mission and assign squads
Step 3. Wait for the first few dwarves to leave the map and the game will close. |
| 0009641 | 13 | Dwarf Mode -- Pets | major | new | 2023-01-06 | tamed hydra still aggressive! | impractical to reproduce as hydra attacks are random and require you to make a lot of wealth. |
| 0012210 | | Dwarf Mode -- Embark/Setup | minor | new | 2023-01-06 | Find Embark Location -- Temperature Filter | |
| 0012034 | 3 | Dwarf Mode -- Military | minor | new | 2023-01-05 | Troops Constantly Stuck Travelling When Sent On Raid | |
| 0012004 | 5 | Map Features | crash | new | 2023-01-05 | Game crash in world map | |
| 0010063 | 2 | Dwarf Mode -- Visitors | major | new | 2023-01-04 | Visitors that are imprisoned treated like animals resulting in extra work and AI problems. | 1. Convict a visitor of a crime.
2. Build some spare cages.
3. When prisoner is placed in cage upon release release into pasture.
4. Watch AI meltdown. |
| 0010930 | 3 | Dwarf Mode -- Idle Behavior | minor | | 2023-01-03 | soldiers prioritize "Individual Combat Drill" over "Pray" so that they *never* pray | * Find a dwarf with a strong need for prayer ("ardent worshipper"?)
* Train them to mastery with any weapon
* Watch them fill all their idle time with "Individual Combat Drill"
* Watch them reach "badly distracted" after being unable to pray
* Remove them from their squad
* Watch them immediately run to the temple for an urgent purple "Pray!"
|
| 0000535 | 109 | Dwarf Mode -- Military | major | | 2022-12-31 | Equipping weapons/armor on military is erratic | bring a spare axe on the embark screen, turn any dwarf into an axedwarf. Watch as he practices wrestling instead of picking up his axe (which is clearly part of his uniform) |
| 0012085 | 1 | Dwarf Mode -- Interface, Announcements | minor | new | 2022-12-29 | Diplomacy button not opening diplomacy window. | |
| 0012125 | | Technical -- Saving/Loading | crash | new | 2022-12-29 | Game crashes every 0000039:0000030 minutes on specific fort | |
| 0012154 | | Pathfinding | minor | new | 2022-12-29 | "General Strike"-related: Placing floors on cavern boundaries breaks cavern pathfinding | |
| 0012151 | 1 | General | minor | new | 2022-12-29 | Game crashes after permanently deleting bedroom zones | |
| 0012104 | 2 | Dwarf Mode -- Interface, Designations | minor | new | 2022-12-28 | Blueprint mode conversion buttons cant be toggled off. | |
| 0012007 | 2 | Dwarf Mode -- Military | minor | new | 2022-12-27 | Soldier dwarves wont automatically wear metal boots when assigned metal uniform | |
| 0011517 | 3 | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2022-12-26 | Necromancer residents get alcohol withdrawal, won't drink without tavern keepers | 1. Get a necromancer immigrant
2. Don't set up a tavern
3. Wait |
| 0012108 | 1 | Dwarf Mode -- Interface, Announcements | minor | new | 2022-12-23 | Alerts Can Be Hovered Over While in Settings | |
| 0012107 | 1 | World Generation -- General | crash | new | 2022-12-23 | Game Crashing during Advanced world gen around 600 years | |
| 0012106 | 1 | Technical -- Saving/Loading | crash | new | 2022-12-23 | Game Crashes On Save | |
| 0012105 | 1 | Dwarf Mode -- Interface, Announcements | minor | new | 2022-12-23 | so called Large Red Alert is not red. | |
| 0012103 | 1 | Dwarf Mode -- Interface, General | minor | new | 2022-12-23 | The New Labor Names are Confusing | |
| 0012101 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | new | 2022-12-23 | stockpiles are reassigning bins | |
| 0012099 | 1 | Graphics and Sprites | minor | new | 2022-12-23 | Artifact & Named Weapons don't show as wielded by dwarves. | |
| 0012098 | 1 | Dwarf Mode -- Interface, Military Screen | minor | new | 2022-12-23 | Naming new military routines (columns) does not save the new name (with workaround) | |
| 0012097 | 1 | Technical -- General | minor | new | 2022-12-23 | FPS drop possibly linked to multiple layers of evil rain | |
| 0012096 | 1 | Dwarf Mode -- Jobs, Designations | minor | new | 2022-12-23 | You can mine the dirt from under a tree, leaving the entire tree floating mid-air. | |
| 0012095 | 1 | Technical -- General | crash | new | 2022-12-23 | Game crashing some point in the second year of playing | |
| 0012094 | 1 | Technical -- Saving/Loading | crash | new | 2022-12-23 | Every time I load a save, my game crashes. (modded save) | |
| 0012093 | 1 | General | minor | new | 2022-12-23 | Population at 0 yet fortress hasn't crumbled to its end yet | |
| 0012092 | 1 | Dwarf Mode -- Jobs, Hauling | minor | new | 2022-12-23 | Dwarf stuck in a hauling loop despite having hauling disabled | |
| 0012091 | 1 | Technical -- General | crash | new | 2022-12-23 | Got a weird crash that happens at the end of 104 and start of 105 | |
| 0012090 | 1 | Dwarf Mode -- Interface, General | minor | new | 2022-12-23 | Scrollbar doesn't track mouse movement | |
| 0012088 | 1 | Dwarf Mode -- Interface, General | minor | new | 2022-12-23 | Input Lag And Missed Inputs Caused By Zones | |
| 0012087 | 1 | Dwarf Mode -- Military | minor | new | 2022-12-23 | Dwarf is member of nonexistent squad (non-breaking bug) | |
| 0012086 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | new | 2022-12-23 | coke is missing from stockpile menus. | |
| 0012083 | | Technical -- Saving/Loading | crash | new | 2022-12-23 | Crashing on loading saved game on "artifacts" | |
| 0012075 | 2 | Dwarf Mode -- Interface, Stockpiles | minor | new | 2022-12-23 | Click on empty stockpile tile over an engraved floor gives no option to display the stockpile | |
| 0008899 | 7 | Dwarf Mode -- Justice | minor | new | 2022-12-23 | Dwarves never get tired of reporting the same crime over and over... | I assume its reproducible... get a corpse by some crime, presumably by blood drain. Don't bury corpse properly - leave it in corpse pile. Watch as every dwarf to run by that pile drops everything to report a crime. Again and again... |
| 0011957 | 2 | Dwarf Mode -- Jobs, Constructions (walls etc) | crash | new | 2022-12-23 | Crashes to desktop when placing rollers | |
| 0012080 | 1 | Pathfinding | crash | new | 2022-12-23 | Crashing From Pathing Issue | |
| 0012079 | 1 | Dwarf Mode -- Items | minor | new | 2022-12-23 | Make cloth crafts often produces dyed crafts when using undyed cloth. | |
| 0012072 | 2 | Dwarf Mode -- Interface, Animals | crash | new | 2022-12-23 | Cannot use Pet Sort Screen Domestication button, too many chickens. | |
| 0012077 | 1 | General | crash | new | 2022-12-23 | DF Keeps crashing to desktop. | |
| 0012076 | 2 | Dwarf Mode -- Jobs, Military | minor | new | 2022-12-23 | Food being left in bedrooms and barracks and never being picked up, even when rotten | |
| 0012074 | 1 | Pathfinding | minor | new | 2022-12-23 | Trapped dwarf causes fps to drop to 15 | |
| 0011945 | 3 | Technical -- Saving/Loading | crash | new | 2022-12-23 | Save Compression causes crash on autosave, but not manual. | |
| 0012073 | 1 | Dwarf Mode -- Visitors | minor | new | 2022-12-23 | Not getting any visitors? | |
| 0012071 | 1 | Combat -- General | crash | new | 2022-12-23 | Crash if chasing someone off screen | |
| 0012070 | 1 | Items | minor | new | 2022-12-23 | Troglodyte Cage Trap Crash | |
| 0012069 | 1 | Technical -- General | minor | new | 2022-12-23 | Manjaro Linux, Proton 7.0-1 - game has no taskbar icon | |
| 0012068 | 1 | Dwarf Mode -- Embark/Setup | minor | new | 2022-12-23 | AI Reclaim Fort Issues List | |
| 0012067 | 1 | World Generation -- General | major | new | 2022-12-22 | [Classic Version] Seizure issue during World Generation. | |
| 0012066 | 1 | Dwarf Mode -- Embark/Setup | minor | new | 2022-12-22 | I embarked on a hole through the world. | |
| 0012065 | 1 | World Generation -- General | minor | new | 2022-12-22 | Embark world gen | |
| 0012064 | 1 | Dwarf Mode -- Interface, Kitchen | minor | new | 2022-12-22 | Duplicate Suggested Conditions in Editing Work Orders | |
| 0012063 | 1 | Dwarf Mode -- Interface, Designations | crash | new | 2022-12-22 | Crash on undesignating accidental dumping orders in a hospital | |
| 0012062 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | new | 2022-12-21 | Storing metal armor in stockpiles also tagged with refuse | |
| 0012061 | 1 | Dwarf Mode -- Visitors | minor | new | 2022-12-21 | Visitors who applied to residency never claim Rented Rooms | |
| 0012043 | 2 | Dwarf Mode -- Nobles | crash | new | 2022-12-21 | looking at lady consort groups crashes to desktop | |
| 0012059 | 1 | Graphics and Sprites | minor | new | 2022-12-21 | Searching function while constructing walls, floors ect | |
| 0012058 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | crash | new | 2022-12-21 | Game keeps crashing at the exact same point! | |
| 0012057 | 1 | Dwarf Mode -- Interface, Unit View | crash | new | 2022-12-21 | CTD when checking info items on a citizen dwarf | |
| 0012041 | 2 | Dwarf Mode -- Military | crash | new | 2022-12-21 | Crash to desktop when assigning custom squad loadouts after deleting a squad and trying to remake it | |
| 0012056 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2022-12-21 | Dwarves insist on building from north | |
| 0012055 | 1 | Combat -- General | minor | new | 2022-12-21 | Cannot end siege | |
| 0012054 | 1 | Technical -- General | crash | new | 2022-12-21 | Game being laggy despite FPS being *normal* | |
| 0012053 | 1 | Dwarf Mode -- Environment | minor | new | 2022-12-21 | Cave soil disappearing after plant gathering | |
| 0012052 | 1 | Creatures | minor | new | 2022-12-21 | Lungfish can fly for extended periods of time | |
| 0012051 | 1 | Dwarf Mode -- Rooms | feature | new | 2022-12-21 | Create a new type of meeting zone for people to practice dwarf martial arts without military | |
| 0012050 | 1 | Dwarf Mode -- Military | feature | new | 2022-12-21 | Cat wrestler | |
| 0012048 | 1 | Graphics and Sprites | minor | new | 2022-12-21 | Embark calendar season color not matching the season | |
| 0012047 | 1 | Technical -- Input/Keybinding/Macros | minor | new | 2022-12-21 | Priority keybindings are labeled incorrectly | |
| 0012046 | 1 | Technical -- Rendering | feature | new | 2022-12-21 | Could we get DF to use gamecapture when streaming on OBS | |
| 0012045 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2022-12-21 | Dwarves get stuck hauling animal traps | |
| 0012040 | 1 | Technical -- Saving/Loading | crash | new | 2022-12-21 | CTD when unpausing a reclaimed fort in on the overworld | |
| 0012036 | 1 | General | feature | new | 2022-12-21 | Make everything a hyperlink. Names, creatures, everything. | |
| 0012037 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | new | 2022-12-21 | Pressing paste for oil gives Liquid capable container requirement. I've got jugs already | |
| 0012035 | 1 | Graphics and Sprites | minor | new | 2022-12-20 | Mask dont have an sprite | |
| 0012033 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | new | 2022-12-20 | Bug - engravings on constructed floor are incorrectly identified as wall | |
| 0012032 | 1 | Dwarf Mode -- Trade | minor | new | 2022-12-20 | Diplomacy button no longer does anything when clicked. | |
| 0012031 | 1 | Dwarf Mode -- Buildings, General | feature | new | 2022-12-20 | Magma safe forges and smiths allow bad things through | |
| 0012030 | 1 | Items | minor | new | 2022-12-20 | Clothing coverage is still bugged since version v0.31 | |
| 0012028 | 1 | Pathfinding | crash | new | 2022-12-20 | Crash Pathing Issue | |
| 0011987 | 1 | Dwarf Mode -- Nobles | minor | new | 2022-12-20 | Created wealth value capped at 14000 | |
| 0012024 | 1 | Graphics and Sprites | feature | new | 2022-12-20 | Gypsum bug (Steam) | |
| 0012022 | 1 | Dwarf Mode -- Nobles | minor | new | 2022-12-20 | Missing Noblesroles | |
| 0012021 | 1 | Technical -- General | minor | new | 2022-12-20 | Program completely hangs up every 10-30 seconds | |
| 0012020 | 1 | Dwarf Mode -- Interface, Announcements | feature | new | 2022-12-20 | Civilian Alerts not implemented in v50 | |
| 0012019 | 1 | Technical -- Saving/Loading | crash | new | 2022-12-20 | crash to desktop | |
| 0012017 | 1 | Graphics and Sprites | minor | new | 2022-12-20 | Invisible thread - Constructing walls is set as blocked | |
| 0012016 | 1 | Dwarf Mode -- Embark/Setup | minor | new | 2022-12-20 | Tutorial progress not saved | |
| 0012015 | 1 | Graphics and Sprites | minor | new | 2022-12-20 | UI - Video Resolution | |
| 0012014 | 1 | Init Options | minor | new | 2022-12-20 | Not sure if its a bug, but placement | |
| 0012013 | 1 | Dwarf Mode -- Embark/Setup | minor | new | 2022-12-20 | Symbol Selection Doesn't Change Group Name | |
| 0012012 | 1 | Dwarf Mode -- Interface, Tasks | feature | new | 2022-12-20 | For all tasks to show what materials you're missing | |
| 0012011 | 1 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | new | 2022-12-20 | Conditioned Work Orders not Deactivating | |
| 0012010 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | new | 2022-12-20 | Cannot construct stairs in reclaimed worldgen fort. | |
| 0012009 | 1 | Dwarf Mode -- Jobs, Hauling | minor | new | 2022-12-20 | Burrowed citizens prevent non-burrowed citizens from doing jobs. | |
| 0012005 | 1 | Combat -- General | crash | new | 2022-12-20 | Crash 2-3 seconds after unpausing fort with !FUN! | |
| 0012003 | 1 | Dwarf Mode -- Jobs, Childcare | minor | new | 2022-12-20 | Dwarf children won't age, mostly happy thoughts and memories but both go on mass killing sprees | |
| 0012002 | 1 | Dwarf Mode -- Embark/Setup | minor | new | 2022-12-20 | Grapes bought on embark in garden vegetable categories can't be brewed | |
| 0012001 | 1 | Dwarf Mode -- Embark/Setup | crash | new | 2022-12-20 | Bizarre embark collapsed at start, revealing map & spoilers, crushing PC for hours | |
| 0012000 | 1 | Pathfinding | minor | new | 2022-12-20 | At very low FPS (I triggered HFS) som soldiers will stand still and only perform defense | |
| 0011999 | 1 | Items | minor | new | 2022-12-20 | Furniture placement window doesn't obstruct clicks | |
| 0011998 | 1 | Dwarf Mode -- Interface, Standing Orders | feature | new | 2022-12-20 | Scroll work order list to bottom after creating new entry | |
| 0011997 | 1 | Technical -- General | minor | new | 2022-12-20 | Main menu wallpaper goes black | |
| 0011996 | 1 | Dwarf Mode -- Reclaim | minor | new | 2022-12-20 | sieges and forbidding settings not working | |
| 0011995 | 1 | Combat -- General | feature | new | 2022-12-20 | unpause when battle details screen is open | |
| 0011993 | 1 | Dwarf Mode -- Jobs, Hauling | feature | new | 2022-12-20 | Suggestion-Add 'clay stones available less than 10' as Suggested for 'Collect clay' work order | |
| 0011992 | 1 | Technical -- Saving/Loading | crash | new | 2022-12-20 | Repeatable load crash when mods are updated | |
| 0011990 | 1 | Dwarf Mode -- Jobs, Cleaning | feature | new | 2022-12-20 | Mud cleaning select button. | |
| 0011989 | 1 | Dwarf Mode -- Buildings, Machines | feature | new | 2022-12-20 | Un-link Connection buttons | |
| 0011988 | 1 | Items | minor | new | 2022-12-20 | Unintuitive behavior when dumping minecarts assigned to routes | |
| 0011986 | 1 | Combat -- Stuck-ins | minor | new | 2022-12-20 | Dwarves and animals stuck in place, terrified in conflict | |
| 0011984 | 1 | World Generation -- Parameters | feature | new | 2022-12-20 | Find Embark Location [Aluminum] | |
| 0011982 | 1 | Dwarf Mode -- Buildings, General | feature | new | 2022-12-20 | Missing Boiler Object | |
| 0011981 | 1 | Civilizations/Entities -- General | minor | new | 2022-12-20 | Civilization can still attack itself, resulting in a civil war (Save Attached) | |
| 0011980 | 1 | Dwarf Mode -- Environment | feature | new | 2022-12-20 | Show forbid, dump, melt, and hide buttons on list view for items on the ground | |
| 0011979 | 1 | World Generation -- General | feature | new | 2022-12-20 | Shell Hell | |
| 0011978 | 1 | Dwarf Mode -- Jobs, Hauling | minor | new | 2022-12-20 | Seeds can't be hauled | |
| 0011977 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | feature | new | 2022-12-20 | Cancel Construction Jobs in Bulk | |
| 0011976 | 1 | Dwarf Mode -- Jobs, Hauling | minor | new | 2022-12-20 | Dwarves drop wheelbarrows if it leaves their assigned burrow | |
| 0011975 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | new | 2022-12-20 | Dwarf's ignore the shoe stockpile | |
| 0011974 | 1 | Dwarf Mode -- Jobs, Designations | minor | new | 2022-12-20 | [50.03] Engrave Memorial job being ignored | |
| 0011973 | 1 | Dwarf Mode -- Interface, Stocks | feature | new | 2022-12-20 | Stocks menu lists materials already used to build structures | |
| 0011972 | 1 | Dwarf Mode -- Embark/Setup | minor | new | 2022-12-20 | Minimap does not like my long, thin embark. | |
| 0011971 | 1 | Technical -- Sound | minor | new | 2022-12-20 | Odd interaction with hardware volume controls | |
| 0011970 | 1 | Dwarf Mode -- Environment | minor | new | 2022-12-20 | Riverbed does not have texture | |
| 0011969 | 1 | Creatures | minor | new | 2022-12-20 | Broken model for Peregrin Falcon folk | |
| 0011968 | 1 | Sites | minor | new | 2022-12-20 | Everything revealed when unretiring a fortress | |
| 0011967 | 1 | Dwarf Mode -- Jobs, Animal Handling | feature | new | 2022-12-20 | more butcher creature work order options | |
| 0011966 | 1 | Items | minor | new | 2022-12-20 | Invisible Bone Gauntlet | |
| 0011965 | 1 | Dwarf Mode -- Interface, Workshop Profiles | minor | new | 2022-12-20 | Bug - Can't specify the bed material in work orders | |
| 0011964 | 1 | Dwarf Mode -- Interface, Unit View | feature | new | 2022-12-20 | Any section of the game that names a dwarf should have an Inspect function | |
| 0011963 | 1 | Dwarf Mode -- Interface, Designations | feature | new | 2022-12-20 | Tool and icon indicator for suspended blueprints | |
| 0011962 | 1 | Dwarf Mode -- Jobs, Hauling | minor | new | 2022-12-20 | Dwarves trying to put away items located in unmined areas and having errors | |
| 0011961 | 1 | Dwarf Mode -- Stockpiles | feature | new | 2022-12-20 | cloth stockpiles can't discriminate based on quality | |
| 0011960 | 1 | Material Properties | feature | new | 2022-12-20 | Be able to select the building material before placing it (then keep placing it) | |
| 0011959 | 1 | Dwarf Mode -- Reclaim | minor | new | 2022-12-20 | Scrolls dropped by dead villains cannot be picked up. | |
| 0011958 | 1 | Dwarf Mode -- Jobs, Cooking and Food | minor | new | 2022-12-20 | Bug - Butcher won't butcher corpses in linked stockpile | |
| 0011956 | 1 | Dwarf Mode -- Jobs, Designations | minor | new | 2022-12-20 | Dwarfs gathering plant non-stop for 20 mins now...and counting | |
| 0011955 | 1 | Dwarf Mode -- Military | minor | new | 2022-12-20 | Bone not selectable as a greaves material for squad equipment | |
| 0011954 | 1 | Pathfinding | minor | new | 2022-12-20 | No Job until save and reload ?pathfinding issue | |
| 0011953 | 1 | Technical -- Saving/Loading | crash | new | 2022-12-20 | Repeated game crash soon after loading saved game | |
| 0011952 | 1 | Technical -- Saving/Loading | crash | new | 2022-12-20 | Saving when certain entity is on map, appears to cause crashes. | |
| 0011950 | 1 | Dwarf Mode -- Interface, General | minor | new | 2022-12-20 | esc closes notifications while in menus | |
| 0011949 | 1 | Dwarf Mode -- Interface, Depot Access | minor | new | 2022-12-20 | Button for moving things to from trade depot is gone | |
| 0011948 | 1 | Technical -- Saving/Loading | crash | new | 2022-12-20 | Quitting without saving corrupts all saves for the world | |
| 0011947 | 1 | Technical -- Input/Keybinding/Macros | minor | new | 2022-12-20 | Mouse position resets on keyboard input, even when dragging zones or using menus (fullscreen). | |
| 0011946 | 1 | Creatures | crash | new | 2022-12-20 | Constant Crashes after Forgotten Beast shows up | |
| 0011942 | 2 | Technical -- Saving/Loading | crash | new | 2022-12-19 | Crashing when 'loading units' when trying to load fort (Post 50.03) | |
| 0011940 | 2 | Dwarf Mode -- Interface, Burrows | crash | new | 2022-12-19 | Game Crash with 30 burrows after I remove enough for the scrollbar to disappear | |
| 0011939 | 2 | Dwarf Mode -- Interface, Burrows | crash | new | 2022-12-19 | Crash to desktop while creating new burrows | |
| 0011937 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2022-12-19 | Hospital bug dwarves just stand in a corner | |
| 0011938 | 2 | Dwarf Mode -- Stockpiles | minor | new | 2022-12-19 | dwarves will waste bins and not fully fill them | |
| 0011943 | | Dwarf Mode -- Trade | minor | new | 2022-12-19 | First Spring elf caravan. | |
| 0011931 | | Creatures | feature | new | 2022-11-24 | crows are considered vermin; seems appropriate to change | |
| 0011930 | | Material Properties | trivial | new | 2022-11-24 | slade has duplicate DISPLAY_COLOR token | |
| 0011926 | 2 | Adventure Mode -- Character Creation | minor | new | 2022-11-24 | when making a character, seeds do not stack properly | Make character, press n (for new) when adding inventory items, then when selecting the seeds in inventory press + (for adding) and see the results. |
| 0011929 | 1 | Dwarf Mode -- Stockpiles | major | new | 2022-11-22 | Bookeeper has office, keep getting warning saying bookeeper has no office | |
| 0011928 | | Dwarf Mode -- Items | minor | new | 2022-11-19 | Custom single-piece musical instruments ignore [SIZE] token | 1. Create a new single-piece instrument item definition including a [SIZE] value of your choice (ideally >> 4000).
2. Generate a new world.
3. Check the weight value in-game; regardless of the defined [SIZE], the instrument's weight will correspond to a [SIZE] between 3000 and 4000. |
| 0011927 | 1 | Adventure Mode -- Buildings | minor | new | 2022-11-10 | Cancelling plans doesn't work for buildings, only constructions! | Go to a site, press b for building, then b for building again, then any thing that you designate from this menu will not be able to be removed using the "x: Cancel plans" tool. |
| 0011925 | 3 | Technical -- General | crash | new | 2022-11-09 | Crash guaranteed | |
| 0011297 | 10 | Legends Mode -- Map Export | crash | | 2022-11-03 | Game crash when exporting map gen info. | 1. Create a world.
2. Choose 'p' option after generation.
OR
1. Create a world.
2. Enter Legends mode.
3. Choose 'p' option. |
| 0011924 | | World Generation -- Constructions | trivial | new | 2022-11-01 | Kobolds can build forts during world generation | * Use the worldgen params below (all vanilla raws)
* Generate world for 103 years
* Check fort in middle south island (https://media.discordapp.net/attachments/512399102810521611/1035970080275701891/unknown.png?width=905&height=621)
* It was founded by a civilization of kobolds
|
| 0011923 | | Adventure Mode -- Combat | major | new | 2022-10-26 | Tactical mode causes adventurers to face the wrong direction | *Create a party of two adventurers
*Find an enemy somewhere
*Enable tactical mode
*Surround the enemy so it's exactly between the two adventurers
*Make actions towards the enemy with both adventurers (like repeatedly grabbing and releasing)
*Watch as the enemy will often score attacks "from behind" in one of the adventurers |
| 0011921 | | Dwarf Mode -- Interface, Military Screen | minor | new | 2022-10-23 | Military equipment screen does not show equipment of mercenary | Accept mercenary for soldiering.
Put him in squad.
(Possibly error already shows?)
Grant citizenship when requested.
Check military screen versus inventory.
|
| 0011920 | | Legends Mode -- Display | minor | new | 2022-10-15 | All human coin art (gold, silver, etc.) is listed as being on copper coins | 1. Do Adventure Mode (human civilization is ideal, as is spending as little points as possible for maximum coinage)
2. Check your coinage descriptions (press "v" after selecting them in the inventory)
3. Die horribly (I got my knees punched out by a creepy stalker who resorted to violence after their compliments got annoying for me)
4. Open Legends Mode (same world)
5. Open "Art"
6. Check for an image that you know to be on Silver or Gold coins |
| 0011805 | 2 | World Generation -- General | crash | | 2022-10-11 | Game crashes in world generation when history is more than around 20 years | Download 0.47.05 for Mac
Move the folder to a new location and rename it "dwarf fortress"
Open the "df" file (where it'll say something about not being able to run the .exe)
Go to a new terminal window execute the steps at the beginning of this video:
https://www.youtube.com/watch?v=qfo8BHMBuNY&t=193s
change the [PRINT_MODE:2D] to [PRINT_MODE:STANDARD]
Generate new world from the 125 year or greater start. |
| 0011734 | 5 | Adventure Mode -- General | crash | new | 2022-10-11 | Adventure Mode Always Crashes on macOS Big Sur on ARM/M1 machine | Attempt to start a new adventurer or open an old on on macOS Big Sur (on a new M1/ARM device). |
| 0011733 | 4 | Dwarf Mode -- Jobs, Items | crash | new | 2022-10-11 | World Gen Crashes After 10-20 Years on ARM/M1 machine | Open Dwarf Fortress on a Mac running Big Sur. Select "Create New World!" Choose any history other than "Very Short" and begin world creation. Crash happens between Year 8 and Year 20 on average. |
| 0000094 | 24 | Dwarf Mode -- Jobs, Healthcare | minor | | 2022-10-10 | Injured dwarves not recovered, ignored by doctors, and/or don't get food/water | |
| 0011919 | 3 | Dwarf Mode -- Non-dwarf Citizens | minor | new | 2022-10-09 | Citizens capable of flight can get stuck in open space | https://dffd.bay12games.com/file.php?id=16110
Just load this save and keep following the barn own man. Eventually, he'll try to haul a log and get stuck 1 Z level above the ground. This might be a different bug on its own (why is he trying to lift off while hauling?), but showcases this pecualiarity of pathfinding: once a flying citizen is in open space, they won't ever be able to path to somewhere else and will be stuck. |
| 0010446 | 14 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2022-10-07 | Prisoners to be pitted break free and enter combat | Dig a hole, and designate it as a pit. Then assign multiple caged prisoners to the pit. Wait for prisoners to be hauled to the pit. |
| 0010640 | | Dwarf Mode -- Thoughts and Preferences | minor | new | 2022-10-06 | Dwarves possess 'over worshipping' diety values | Locate a dwarf who is a worshiper & also a faithful worshiper, in the provided save Tirist Babiniden (Tirist Friendpaddled) - Milker fits this description for praying to the same god twice.
As does Zon KalanKabuk (Zon Trailedlances) Cheese Maker who is a ardent worshiper of the 'Purple Luxury' and a regular worshiper of 'Kadol Coalcrystal the Earthen Steel' going over the limit of what a dwarf can capably dedicate their time to.
Look for any other dwarves of notice also, if you require any more evidence and observe the habits of the dwarves coming and going (or rather lack of) from the temple. |
| 0011918 | | Dwarf Mode -- Environment | trivial | new | 2022-10-03 | Dwarves can't witness a death by drawbridge if it's retracting | Put some dwarves in a room and have them see someone being crushed by a DESCENDING drawbridge. They'll see it, get a thought about witnessing death and everything.
Now do the same but with a RAISING drawbridge (crushing someone where it forms a wall). No one will be able to witness the event, despite a person being crushed right next to them. |
| 0010031 | 7 | Creatures | minor | | 2022-10-03 | Wild creatures that should normally be hostile due to their [LARGE_PREDATOR] tag are harmless if intelligent. | 1. Load up an adventurer.
2. Go underground.
3. Find a troll.
4. Walk up to it and say hi. |
| 0010838 | 14 | Pathfinding | minor | | 2022-09-30 | Constructed floors and walls, as well as digging, break pathfinding on 16x16 embarks | 1. Perform a 16x16 embark
2. Construct a large wooden floor
3. Watch dwarves get trapped; optionally use gui/pathable to inspect the floored tiles. |
| 0009147 | 13 | Dwarf Mode -- Thoughts and Preferences | major | | 2022-09-28 | Worship doesn't branch into other activities, doesn't satisfy need to worship | 1. Create temple.
2. ?????
3. Worship! |
| 0010546 | 2 | Dwarf Mode -- Locations | major | new | 2022-09-28 | Polytheist dwarves will get stuck in single temples praying to unneeded deity | Build dedicated temples to all your dwarves' gods.
Wiat for a polytheist dwarf to get bright yellow prayer need to at least 2 gods.
Watch dwarf get stuck on praying to one of the two gods. |
| 0011714 | 6 | Dwarf Mode -- Expulsion | crash | new | 2022-09-27 | Trying to expel a specific dwarf crashes game. | Locate Kivish Delerreg, Gelder, v-p to navigate to Profession tab, then press e to expel. Game will crash immediately, without even opening the expel confirmation tab. |
| 0011917 | | Legends Mode -- Historical Figures | minor | new | 2022-09-27 | Historical figures can survive deadly injures during world generation | |
| 0010916 | 1 | Adventure Mode -- AI | major | new | 2022-09-24 | NPC doesn't participate in battle of their friends with player. | 1. Attack anyone in castle or city or village or even in bandit camp.
2. Chase him. |
| 0011916 | | Creatures | trivial | new | 2022-09-23 | Birds lack tails | |
| 0000287 | 7 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2022-09-23 | Medical Dwarfs prefer supplies from non-hospital stockpiles | 1. Make hospital zone with beds, bags & boxes, and stock with thread.
2. Maim a dwarf.
3. Have a Diagnoser and a Suturer ready to go. |
| 0011915 | | Dwarf Mode -- Items | minor | new | 2022-09-17 | Forbidding the quiver a unit is picking up may lead to inability to pick another ("missing specific item") | Find a unit that is Picking Up Equipment - quiver - go to that quiver and forbid the item. |
| 0011914 | | Dwarf Mode -- Items | minor | new | 2022-09-17 | Dumping worn quiver/backpack items leads to unable to equip another ("missing specific item") | Dump quiver / backpack / waterskin(?) that is worn by dwarf in one of the squads.
I dumped the lower quality equipment on two squads to outfit them with new and shiny higher quality ones. This led to this issue on a bunch of them. Wasn't one or two, but, from the look of it, every one which dumped or something close to that. From that and a few further experiments it looks like an "always happens" thing. |
| 0002512 | 18 | Dwarf Mode -- Nobles | minor | new | 2022-09-15 | Able To Replace Mayor From Nobles Screen | |
| 0008431 | 6 | Dwarf Mode -- Environment | trivial | confirmed (user6) | 2022-09-13 | Dwarven babies born with cave adaption | Make a fortress, wait until you have babies, let mothers walk outside. |
| 0010936 | 2 | Creatures | tweak | resolved (user1294) | 2022-09-11 | Grasshoppers aren't actually vermin. | |
| 0011913 | 1 | Dwarf Mode -- Holdings | minor | new | 2022-09-10 | Dead Goblins Settle Inaccessible Cave - Listed as Holding | n/a |
| 0011907 | 8 | General | block | new | 2022-09-07 | Game freezes with 100% CPU usage | It seems completely random; I don't think there was any common event that triggered the freeze, but it happens inevitably with every fortress. Seems to be the same issue as reported in issue ID 10619 and 10615 but on macOS instead of Linux. |
| 0011912 | 1 | Dwarf Mode -- Jobs, Hauling | minor | new | 2022-09-07 | Cancellation of hauling job may leave hauled item(s) in inventory in a bugged state | Cause cancellation of active hauling jobs with hauled items in inventory, easiest to do by burrows that make dropoff inaccessible. |
| 0011911 | | Dwarf Mode -- Invasions | crash | new | 2022-09-06 | Game crashes shortly after invasion begins | Load the following save file:
https://dffd.bay12games.com/file.php?id=16065
Let it run. A vile force of darkness will arrive. Unpause the game, an elvish diplomat will (probably) arrive accusing you of disrespecting the trees. Shortly thereafter the game will crash |
| 0011910 | 2 | Adventure Mode -- Buildings | major | new | 2022-09-04 | So Basically I Could Fast Travel Outside Fortress Inside Guildhall And This Caused Fortress To Randomize It's Layout | 1. Create world with fortress having a guildhall.
2. Enter guildhall.
3. Fast travel outside fortress. |
| 0011687 | 4 | Adventure Mode -- Character Creation | trivial | new | 2022-09-04 | My Nature Hating Adventure Who Lacks Altruism And Is Very Cruel Isn't Happy After Butchering Animals | 1. Make him completely disvalue nature.
2. Give maximum cruelty.
3. Give minimum altruism. |
| 0011879 | 1 | World Generation -- General | block | new | 2022-09-04 | World Generation Tries to Force Dwarven Civilizations While There is No Water in Caverns | Create an advanced pocket custom world with no water in caverns and at least one civilization.
Optionally forbid good or evil squares but it shouldn't matter due to their very low amounts on default anyway. |
| 0011909 | | Adventure Mode -- Stealth | minor | new | 2022-09-02 | Problems with riding while sneaking | The first step, "S-s"Began to stealth
The second step,"h-"Get on your horse.
The third step,You'll find that you're still in stealth mode, but the game says you're not.The proof is that you can still see the vision of others that you can only see when you're prowling |
| 0011908 | | Adventure Mode -- AI | minor | new | 2022-09-02 | BUG caused by Interrupting tavernkeeper to serve a drinks | Step one, stuff your hands with a lot of stuff.
第一步,往手上塞一大堆东西。
Step two, go to a tavernkeeper and ask for a drink
第二步,找到酒馆老板,要一杯酒
Step three, wait for the tavernkeeper to bring you a drink, then you will find him standing there with a glass and staring at you.
第三步,等待酒馆老板给你拿酒,然后你会发现他拿着杯子站在在那里凝视着你 |
| 0011899 | | Dwarf Mode -- Buildings, General | minor | new | 2022-09-01 | Dwarves only admire furniture placed on pedestals, not other items placed on pedestals | |
| 0011903 | 5 | Typos/Grammar | text | | 2022-09-01 | `readme.linux` and `README.txt` have trailing spaces | Open the files. You can move the cursor to the end of each line to see where the trailing spaces are. |
| 0011904 | 1 | Dwarf Mode -- Interface, Manager | minor | | 2022-08-29 | Work Order Text Glitch | 1. Assign a manager.
2. Assign him an office.
3. Go to the Manager screen.
4. Queue up a work order. |
| 0011905 | 1 | Arena | minor | new | 2022-08-27 | Writing a book in Arena Mode leads to teleportation to another dimension | 1. Get scroll via DFhack or modded reactions.
2. Give controlled unit reading skill through DFhack or modding of their race.
3. Write on the scroll. |
| 0011906 | 1 | Dwarf Mode -- Locations | minor | new | 2022-08-21 | Visitor turns into werelizard but does not attack anymore | |
| 0011902 | 2 | Creatures | text | new | 2022-08-18 | Incorrect pref strings for GIANT_CAMEL_2_HUMP and GIANT_GIRAFFE | |
| 0011900 | 1 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | new | 2022-08-12 | Rock pedestals can be queued at both Mason's and Craftsdwarf's Workshops, jams Mason queue | 1. Assign the Masonry labor on one dwarf, but none with Stonecrafting.
2. At a Mason's Workshop, queue up the job "Make rock Pedestal", followed by any number of other jobs (or none).
3. The dwarf will not start the "Make rock Pedestal" job, no cancellation message is generated, and the workshop will not progress through its queue as it is still waiting on the pedestal job. |
| 0005812 | 7 | Dwarf Mode -- Military | tweak | | 2022-08-07 | Bigger than average dwarves refuse to equip big weapons | either trade for or kill some foreign units for two handed swords, halberds, pikes, Mauls, or Great axes, than try to make a dwarf equip one. |
| 0010764 | 9 | World Generation -- General | minor | | 2022-08-05 | World painter having problem with scrolling | |
| 0011898 | | Dwarf Mode -- Buildings, General | minor | new | 2022-08-05 | Steel doors are indestructible? | Put some steel doors somewhere. Capture forgotten beasts. Capture demons. ect. |
| 0011480 | 2 | Dwarf Mode -- Trade | minor | new | 2022-08-04 | Human Diplomat leaves upset the moment they appear on the map | Open save, wait about 10 days (dorfs are happily doing their own thing, leave them be).
Tested twice after initial occurrence, seems to happen every time (regardless of where the wagon appears on the map)
Save:
http://dffd.bay12games.com/file.php?id=14972 |
| 0011897 | 1 | Dwarf Mode -- Locations | minor | new | 2022-08-04 | No-aging hermit stops discovering topics with two remaining and goes straight to "Research!" | Set up a hermit with no aging in a study with endless food and simulate for weeks on end, or give them a head start by setting most topics to known using whatever tools you have. |
| 0011896 | | Dwarf Mode -- Moods | minor | new | 2022-08-03 | Strange Mood dwarf in a tree cannot path out, gravity does not take effect when tree is chopped down | 1. Dwarf in a tree
2. Dwarf enters Strange Mood
3. Chop down tree |
| 0011895 | 2 | Technical -- General | major | | 2022-07-29 | missing CXXABI_1.3.9 | Launch the game on my ubuntu version, doesn't work at first |
| 0011663 | | Creatures | minor | new | 2022-07-26 | Internal body parts with certain tags can still wear clothing & armor, without being otherwise accessible | Attach the following body part definition to any default humanoid, and start as one in adventure mode. The equipment menu should automatically populate with duplicate clothing items, despite the part being [INTERNAL].
[BODY:AUTOMATON_CORE]
[BP:AUTOMATON_CORE:automaton core:STP][CONTYPE:UPPERBODY]
[INTERNAL][SMALL][UNDER_PRESSURE]
[THOUGHT] -- the central core of the body
[HEAD][UPPERBODY][LOWERBODY]
[DEFAULT_RELSIZE:600] |
| 0011894 | | Creatures | major | new | 2022-07-26 | Creatures with NOBREATHE and NONAUSEA still retch on miasma and have troubled thoughts about it | |
| 0011893 | | Creatures | minor | new | 2022-07-26 | Several creature tokens not respected by needs | |
| 0011614 | 3 | Adventure Mode -- Conversation | crash | new | 2022-07-25 | Crashes when telling a story about a person or creature in or near a tavern | A save file has been uploaded: Adventure Mode Crash When Telling a Story (https://dffd.bay12games.com/file.php?id=15192)
k -> start a new conversation -> Begin a performance -> Tell a story -> about a person or creature
|
| 0011892 | | Legends Mode -- Historical Figures | trivial | new | 2022-07-24 | Leaders with [DUTY_BOUND] abandon national seat to scheme | Demons are the easiest to recreate (singular well defined tower rulers), without causing a complete catacylsm of schemers race wide but are the most difficult to apply steps to so ill omit them from this part.
Apply [NATURAL_SKILL:INTRIGUE:13] to the creature and some extra conditions like ALLOWED_CREATURE caste to gurantee the certainty. A third caste of dwarf would suffice. Then allow the world to generate and run for a while, about 50 years should suffice. |
| 0011859 | 1 | Technical -- General | major | | 2022-07-23 | Slow game speed despite adequate memory | |
| 0011880 | 2 | Dwarf Mode -- Jobs, General | crash | | 2022-07-23 | Attached savegame will crash within a minute or so of normal running, every time | start the 4th game (year 69) in regular dwarf mode (elathu etha) and wait a minute or so. It'll crash every time.
|
| 0011891 | 1 | Title Screen | minor | | 2022-07-23 | When creating more then 9 worlds list sorts in unexpected way. | create new world x9
on 10 world generation, when selecting fortress mode world to play the list is out of order as described. |
| 0011884 | 1 | Technical -- Saving/Loading | trivial | | 2022-07-23 | Saves list does not use natural sorting | |
| 0011889 | | Adventure Mode -- Conversation | text | new | 2022-07-21 | Occupation/Position holders incorrectly respond with "I don't work here" instead of "We don't offer any specific services here" | |
| 0011641 | 2 | Adventure Mode -- Buildings | minor | new | 2022-07-20 | Adventurer mode temple(?) contains really badly placed and unusable ramps | Find a fortress with a shrine, I guess? |
| 0011887 | 1 | Adventure Mode -- Conversation | feature | new | 2022-07-20 | NPCs no longer provide cardinal directions & directions to a person's whereabouts if location has no unique name | Self-reproduce:
1. Create adventurer. Recommended to start at a dwarven hillocks or human hamlet. Small pop, few buildings & easy to navigate.
2. Find and talk to any person, select "Ask for directions" then choose any one of the "Ask for the whereabouts of the <creature> <name>"
3. If the NPC responds w/ "<Local person's name> is well-traveled and would probably have that information", go to step 4. If it's any other response (incl. providing the directions), end conversation and find someone else to repeat step 2.
4. Select "Ask for directions" again, then choose new option to "Ask for the whereabouts of the <creature> <local person's name>" (should be first on the list)
Repeat this however many times as long as you're in the site and asking for the whereabouts of a local person. I also recommend searching for a vampire w/ this method in both v0.43 & 0.47 and compare. |
| 0011885 | 1 | Adventure Mode -- Quests | feature | new | 2022-07-16 | Werebeast quests are missing | Testable save:
Advanced worldgen: smaller region, 300 years, mostly werebeast world; disabled megabeasts, semimegabeasts, titans, night trolls, vampires, secrets & disturbances. Only other questable beasts are FBs and wild animals, which I left in b/c they would require modding to disable.
Saved in adv mode. Once you load the save, open the [a]nnouncements to view pre-spoken conversation that went as follows:
1. Talked to the lord Pesor nearby.
2. Inquired about any troubles.
3. Asked about the beasts x2. There were two in total, both about wild animals (https://i.imgur.com/PbUuriJ.png). Legends Viewer states there are 177 living were-hist figs. |
| 0007108 | 4 | Adventure Mode -- AI | minor | new | 2022-07-15 | Talking to sleeping people doesn't wake them up | 1. walk into a town at night
2. talk to a person sleeping
3. nothing happens
also
1. walk into a town at night
2. find someone sleeping
3. attack him in a minor part of the body where
it dose not kill him instantly
4. does not wake up. |
| 0011883 | 1 | Creatures | trivial | new | 2022-07-12 | Heliotrope is one of the possible colors for dwarven iris/eyes, which is not on-theme | |
| 0011882 | | World Generation -- Wars | feature | new | 2022-07-06 | A perfectly normal dwarf baron from a dwarf civ threw one of their 1 year infant child into a beast pit. | Heh, I have no idea. Run world-gen a bazillion times, and meticulously comb through every dead child's history? |
| 0011881 | | Dwarf Mode -- Locations | minor | new | 2022-07-05 | When temple is created, it doesn't create spot to assign a priest - only performers | 1. Start a new game
2. Keep going until you get mandate for a priest
3. Make a temple
4. See that you can only assign entertainers to it, not a priest slot. |
| 0011878 | | Dwarf Mode -- Military | tweak | new | 2022-06-24 | Marksdwarves not gaining any relevant experience while training at an armor stand | Create marksdwarf squad, assign them to train at an armor stand |
| 0011877 | | Dwarf Mode -- Military | tweak | new | 2022-06-24 | Dwarves refusing to pick up bolts when given a crossbow to hold in one hand with a weapon in the other | Assign a crossbow and a secondary weapon (it does not seem to matter which is picked up first) and set them to train at an archery target, they will repeatedly attempt to pick up a stack of bolts to train with, fail, then try again. they will then get stuck in place attempting to pick the stack of bolts up. |
| 0011518 | 7 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2022-06-24 | Dwarves can have so many deities they don't have time to worship them all | 1. Gen a world with 4-5 dwarf civs for 200+ years
2. Find a histfig with grandparents from 3 different civs, and their current civ
3. Embark with that civ & hope to get someone like this as an immigrant
4. Let them spend all their time worshipping and watch what happens |
| 0011876 | 3 | Dwarf Mode -- Interface, Stockpiles | minor | | 2022-06-19 | Item randomly being designated to melt | |
| 0011775 | 1 | Civilizations/Entities -- General | tweak | new | 2022-06-19 | Useage of custom-defined [UNIQUE_DEMON] is impossible as 'master' is hardcoded | Open up your vanilla game raws RAW's, and input a [POSITION:WORSHIP_HF] over the [ENTITY:EVIL] with some basic information of perhaps a dwarf monarch for quick reference.
Secondly but not entirely nessecarily in a seperate creature file set aside a recognizable creature with [UNIQUE_DEMON] & [DEMON] for good measure made to take over your site using positional tokens in the [WORSHIP_HF] role at the start to be ignored, but leave tokens open so a entity member can inherit afterwards, perhaps by linking entity's central race to shared creature class with custom-demon.
Finally, when generating a world, set demon count to 1 (or alternatively 0 but this defeats the point of step 2), with 1 demon, a randomized demon will raise the spire, expire at some point down the line then the goblin monarch from step 1 will take their place rather than pass the inheritable master title. |
| 0011874 | | Legends Mode -- Historical Maps | minor | new | 2022-06-11 | Roads don't remember when they are created. | 1) Generate a world until you have at least one road connected to a site that was built sometime after year 1.
2) Open historical map in Legends mode.
3) Look at the road going to nowhere in year 1.
4) (Optional) Scroll through the time to make sure sometime in the history a site appeared at the end of the road. |
| 0011871 | 1 | Technical -- Rendering | trivial | | 2022-06-01 | Too high FPS displayed as negative. | 1) In init.txt options set FPS_CAP to 0 to remove the cap.
2) Start the game.
3) Skip the intro since it's always capped.
4) As soon as the main menu shows up, look at your FPS counter go up to about 210000 and then going negative. |
| 0011873 | 3 | Technical -- General | minor | new | 2022-06-01 | Material not taking color on higher caste numbers | |
| 0011872 | | Adventure Mode -- AI | major | new | 2022-05-31 | Adventurers kill animals that aren't [BENIGN] even if not dangerous. | |
| 0010346 | 10 | Adventure Mode -- Conversation | minor | | 2022-05-31 | NPCs demanding other characters identify themselves in a loop | 1. Load up an adventurer site.
2. Pay attention to the conversation screen. |
| 0011649 | | Dwarf Mode -- Interface, Manager | minor | new | 2022-05-27 | Manager cannot track quantity of plant slurry globs when stored in food containers | 1. Set up querns/millstones, and create a food stockpile that stores slurry items and allows barrels.
2. Create a manager order with a condition that track the quantity of PAPER_SLURRY glob, eg. a "Mash plant into slurry" order with the condition "Amount of PAPER_SLURRY glob available is at most 10".
3. So long as the produced slurry is stored in a barrel, the above condition will never be met and the order will repeat endlessly. |
| 0011861 | | Adventure Mode -- Conversation | minor | new | 2022-05-27 | Intelligent undead raised by the player cannot speak | 1. Kill or arrange for the death of an intelligent, non-undead NPC.
2. Raise the corpse as one of the procedurally generated intelligent undead types.
3. Attempt to engage in a conversation with the newly-raised intelligent undead. |
| 0009972 | 5 | Dwarf Mode -- Interface, Manager | minor | new | 2022-05-27 | Manager conditions do not properly track quantity of dyes | 1. Create a Mill Plants (5) order to produce (eg.) dimple dye.
2. Add a condition to the order "Amount of dimple dye items* available is at most X", where X is any reasonable amount.
3. Allow the job to run until the above condition is no longer met. The quantity of dimple dye in stock will be significantly different from the amount specified in the condition.
|
| 0011870 | | World Generation -- General | minor | new | 2022-05-25 | Name of Age is Partially Missing | Created in DF v0.47.05.
[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 1542331]
[SEED:CQy48UQSkyumUyA28sSq]
[HISTORY_SEED:Ws4myWQaWIkko0icowka]
[NAME_SEED:uKmMimwWq8cGSKAK6y8w]
[CREATURE_SEED:acqYiumggYgEuYOu4KCc]
[DIM:17:17]
[EMBARK_POINTS:1504]
[END_YEAR:1050]
[BEAST_END_YEAR:1050:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:26:26]
[TEMPERATURE:25:75:26:26]
[DRAINAGE:0:100:26:26]
[VOLCANISM:0:100:26:26]
[SAVAGERY:0:100:26:26]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NORTH_OR_SOUTH]
[MINERAL_SCARCITY:50000]
[MEGABEAST_CAP:1]
[SEMIMEGABEAST_CAP:2]
[TITAN_NUMBER:1]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:20]
[NIGHT_TROLL_NUMBER:10]
[BOGEYMAN_NUMBER:10]
[NIGHTMARE_NUMBER:10]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:10]
[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]
[SECRET_NUMBER:20]
[REGIONAL_INTERACTION_NUMBER:20]
[DISTURBANCE_INTERACTION_NUMBER:20]
[EVIL_CLOUD_NUMBER:10]
[EVIL_RAIN_NUMBER:10]
[GENERATE_DIVINE_MATERIALS:1]
[ALLOW_DIVINATION:1]
[ALLOW_DEMONIC_EXPERIMENTS:1]
[ALLOW_NECROMANCER_EXPERIMENTS:1]
[ALLOW_NECROMANCER_LIEUTENANTS:1]
[ALLOW_NECROMANCER_GHOULS:1]
[ALLOW_NECROMANCER_SUMMONS:1]
[GOOD_SQ_COUNTS:1:0:0]
[EVIL_SQ_COUNTS:1:0:0]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:10]
[RIVER_MINS:1:1]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:1]
[NON_MOUNTAIN_CAVE_MIN:1]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:7]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:13]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:36:72:36]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
|
| 0011869 | | Adventure Mode -- Buildings | minor | new | 2022-05-19 | Visible Sunlight from Inside Procgen Fortress Guildhall | By generating a new world:
1. Generate world
2. Start adventurer in a procgen fortress with a guildhall (check Legends)
3. Navigate to guildhall somehow
4. Press W, witness the sun.
By looking at provided save:
1. Load save file
2. Press W, note that it's daytime
3. Walk outside guildhalls
4. Press W, note lack of sunlight |
| 0011572 | 1 | Dwarf Mode -- Pets | minor | new | 2022-05-16 | Gremlin residents (before petition for citizenship) claim doors as intruders | Capture a gremlin, train it, release it, and watch doors being taken. |
| 0011868 | 1 | Dwarf Mode -- Interface, Announcements: Message Spam | major | new | 2022-05-13 | Single dwarf went on a rampage after getting drunk in the tavern and now there is spam of everyone interrupting the other | Not sure if this is reproducible. I have the save if you'd like to see the behaviour. |
| 0011867 | | Creatures | trivial | new | 2022-05-11 | COLOR_PATTERN:STRIPES_ORANGE_WHITE is actually orange and black stripes | 1. Open the object testing arena.
2. Spawn a red panda or red panda man.
3. View the red panda (man)'s description.
4. Notice how it says "His/her head and tail are striped orange and black." |
| 0011866 | 3 | Technical -- General | crash | | 2022-05-02 | Custom built libgraphics.so causes crashes | 1. Build libgraphics.so from sources
2. Run Dwarf Fortress
3. Crash |
| 0011135 | 7 | World Generation -- Parameters | crash | | 2022-04-28 | When i'm trying to make a New World from Advanced parameters I modified, the game crashes very often | Just Using the parameters i've given, Launch world gen from them, sometimes it succeed but very often it crashes. |
| 0010081 | 1 | Dwarf Mode -- Buildings, Cages and Chains | minor | new | 2022-04-27 | "cancels unchain pet: no building" Spam | I have not tried to reproduce but if one assigns a chained work animal to a dwarf and the chain is destroyed before the dwarf attempts to unchain the animal the dwarf the spam the message, not critical but annoying and I have found no way to fix it. |
| 0011865 | 2 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | new | 2022-04-22 | Glazing jobs produce meal quality descriptors instead of standard quality descriptors | 1. Queue up a job to glaze a clay item using either ash or cassiterite.
2. View resulting item; the quality descriptor will show meal quality descriptors (except *superior*). |
| 0010966 | 4 | Dwarf Mode -- Visitors | minor | new | 2022-04-21 | Long-Term Visitors can be sent away and return to be buggy citizens over time | Open save and locate Cosla Kilathomod (Skinnyhugs) 'human thresher'/occupation spearman mercenary and inspect their personal data.
Refer to the image in additional information for how they came back.
They have no modifiable labours, nor can be assigned to a squad and had never accepted a petition on or off site and have lost their long-term resident status so no longer take up a tavern bed. |
| 0003007 | 14 | Technical -- Input/Keybinding/Macros | minor | | 2022-04-19 | Can't send shift + <whatever> to the terminal | Set output mode to text, and try to use command that requires holding shift. |
| 0011863 | 2 | Items | minor | new | 2022-04-08 | Tool SIZE and CONTAINER_CAPACITY are a tenth defined size | |
| 0011864 | | Dwarf Mode -- Military | crash | new | 2022-04-07 | Segmentation fault after unpause unless squad is disbanded | Unpause game without disbanding squad "The Lights of Death". |
| 0008544 | 22 | World Generation -- General | major | new | 2022-04-02 | Worldgen rarely makes it past "Age of Myth" | Fresh game no change ini or grafics, raws etc. |
| 0011862 | 3 | Dwarf Mode -- Stockpiles | minor | new | 2022-03-31 | Dwarves ignore 'take from links only' when hauling drinks | 1. Embark with multiple barrels of drinks
2. Create a stockpile accepting drinks that takes from links only.
3. Dwarves haul drinks from the wagon to the pile. |
| 0011855 | | Init Options | minor | new | 2022-03-18 | d_init.txt setting [SET_LABOR_LISTS:BY_UNIT_TYPE] not working | 1. Edit the SET_LABOR_LISTS setting in d_init.txt to "BY_UNIT_TYPE".
2. Start a new game in Fortress mode.
3. Note that both starting dwarves and migrants arrive as if the setting is "SKILLS" instead. |
| 0011860 | | Dwarf Mode -- Holdings | minor | new | 2022-03-18 | Pets and other animals from retired fortresses appear as selectable 'workers' in request screen, die of old age on arrival | 1. Have a migrant+pets/animals wave in a fortress.
2. Retire fortress.
3. Create new fortress in same civilisation and establish an off-site holding that you can request workers from.
4. Select pets to migrate into your played fortress.
5. Watch them immediately die upon the return of the messenger. |
| 0007778 | 14 | General | minor | | 2022-03-13 | Keyboard input stops working after fullscreen/window toggle (F11) | Toggle fullscreen/window (F11) |
| 0011858 | | Adventure Mode -- Display | text | new | 2022-03-13 | Redundant word in effect message | |
| 0011230 | 14 | World Generation -- General | crash | | 2022-03-09 | Crash on worldgen during world history generation | I had the following set for my world options:
World Size: Large
History: Long
# of Civs: Very High
Max # of Sites: Very High
# of Beasts: Very High
Natural Savagery: Very High
Mineral Occurance: Everywhere |
| 0003670 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2022-03-08 | Can't milk tamed purring maggots | |
| 0010274 | 4 | Creatures | tweak | new | 2022-03-02 | Some animal people have extra fingers | |
| 0010245 | 2 | Adventure Mode -- Buildings | major | new | 2022-02-23 | Bookcases and Book storing | |
| 0009648 | 3 | Legends Mode -- Historical Figures | minor | assigned (user1294) | 2022-02-15 | People dying twice? | |
| 0011854 | | Dwarf Mode -- Interface, Workshop Profiles | minor | new | 2022-02-11 | No clay option for jeweler workshop profiles | 1. Acquire clay through trade or clay tile and kiln.
2. Appoint a manager with a meager office.
3. Build a jeweler's workshop.
4. Search for "clay" in the jeweler's profile. Claystone is a different resource. |
| 0011847 | 3 | World Generation -- Beasts | minor | new | 2022-02-06 | 50 horses per human settlement, 10 horses per forest retreat, 350 horses per hillocks | 1: Generate a world and let history run its course -- I did 125 years
2: export gen map/info
3: read the map's site-and-population info text file for confirmation |
| 0011853 | | Creatures | trivial | new | 2022-01-19 | bat man males don't hav geldables | |
| 0009905 | 14 | Dwarf Mode -- Interface, Manager | crash | | 2022-01-13 | Filtering in work order product lists crashes the game and/or displays incorrect materials (usually with larger worlds) | 1. Create workorder for 300 Wooden bolts
2. C for conditions
3. P for product conditions
4. M for change material
5. Type WOO
6. Game crashes on WO.
|
| 0011815 | 2 | Creatures | minor | new | 2022-01-10 | Adventurer Who Never Becomes Angry Exhales Sharply When Becoming Angry | Dunno, I said a lot of things to him. I think his refusals to cooperate caused this. |
| 0011851 | | Creatures | minor | new | 2022-01-06 | Night Trolls can get Divorced, spouses can marry others and have normal children | Step 1: Generate a World with at least short-length history
Step 2: Wait for that to finish
Step 3: Look for a "groom of" or "bride of" in names -> Those are Night Troll spouses
Step 4: Check their families |
| 0011850 | | Miscellaneous Crashes | crash | new | 2022-01-06 | Fortress mode crashes after a number of days | Play the game and crashes randomly.
File link: https://we.tl/t-4wVf16ZTWb |
| 0011848 | 2 | Technical -- General | text | | 2022-01-05 | Text doesn't have proper font when enlarged | Create a new world, in the menu enlarge the screen using the scrollwheel to its maximum and it should appear. |
| 0011846 | 1 | Dwarf Mode -- Missions | major | new | 2022-01-04 | Outpost liaison in military returns alone when dwarf caravan arrives, other squad members stuck traveling | This save is shortly before the arrival of the dwarven caravan. The outpost liaison returns alone with a mission report reporting a success with no casualties (other than a dog a few times I tested the save) and looted treasure & livestock, but no spoils report. Other squad members stuck traveling indefinitely.
https://dffd.bay12games.com/file.php?id=15807
|
| 0010426 | 11 | Dwarf Mode -- Military | major | assigned (user8971) | 2022-01-02 | Military squads don't all return, blocks squad from all commanded actions | Make 10 man squad, send to raid in dangerous area, count dwarves on return |
| 0011845 | 1 | Dwarf Mode -- Jobs, General | major | new | 2022-01-02 | Pathing bug when removing ramps | i havent tried to reproduce it yet, but i have a video that shows this very bug and details what has been done prior to encountering this bug.
https://youtu.be/gMhqdC_VwlI?t=588
those 2 thirsty dwarves in the video are stuck with a drinking job and a hauling job. Exactly at the position where i removed the ramps. There are other ways up, but the path wont get re-calculated which freeze them in their path.
See earlier episodes to check what has been changed, i assume the relevant bit was removing those ramps |
| 0011844 | | Dwarf Mode -- Interface, Designations | minor | new | 2022-01-02 | doing Remove Designation on a designated-for-auto-mining tile does not remove all links | I didn't include a save file, not much to do except embark in a non-heavy-aquifer region and dig down until you find gems or ore to test on.
In Vanilla DF:
-Find two adjacent gem tiles (or ore)
-Designate one of those tiles with auto-mine-gem/ore (using Marker or not).
-Remove that designation.
-Designate the tile above as Channel, or the tile below as Ramp
-Wait for Miner to complete digging
-check original tile |
| 0011843 | 2 | Undeath | minor | new | 2022-01-02 | Reanimated severed werebeast necromancer hand has a full body | Haven't attempted to reproduce; this just showed up in fortress mode after generating a world with a large number of secrets. |
| 0011841 | | Adventure Mode -- Character Creation | minor | new | 2021-12-29 | Cannot Play As Elephant Men Adventurers | |
| 0011838 | 1 | Creatures | minor | new | 2021-12-26 | Sea serpents are called dragons, but aren't immune to dragonfire | Find the raws for the sea serpent and notice that they lack the `[FIREIMMUNE_SUPER]` tag. |
| 0006708 | 26 | Civilizations/Entities -- Populations | minor | confirmed (user6) | 2021-12-26 | Human civilization's soldier is an Alligator Recruit. | I've gone so far as to check out other armies from the same civilization in the same city. All other troops are human. |
| 0010394 | 7 | Dwarf Mode -- Interface, Civilization/World Info | major | new | 2021-12-26 | Dwarves do not rescue other dwarves | Once one of your dwarves have been imprisoned in another town, send a squad to rescue one. They will fail to do so. |
| 0011840 | 1 | World Generation -- Parameters | major | new | 2021-12-26 | Goblins Escape Underworld In A World Without Demons | |
| 0011839 | | Adventure Mode -- Reactions | minor | new | 2021-12-25 | Plump Helmet Man Cannot Become a Werebeast | |
| 0011826 | 2 | Technical -- Rendering | minor | | 2021-12-24 | PRINT_MODE:TEXT ignores colors.txt | Launch DF in a terminal with the text printmode and a colors.txt that is different from the normal one. |
| 0011837 | 1 | Adventure Mode -- Character Creation | minor | new | 2021-12-24 | Animal People Without Savagery | |
| 0010209 | 2 | Dwarf Mode -- Jobs, Childcare | major | new | 2021-12-22 | Civilized egg-laying animal women claim nest boxes, dither endlessly | 1. Designate meeting zone
2. Build nest box outside of the meeting zone
3. Convert an animal woman of an egg-laying species to a long-term resident or citizen. |
| 0011835 | 1 | Dwarf Mode -- Interface, Unit View | minor | new | 2021-12-19 | Agents using assumed identities don't appear in search results for their profession or race | Wait until a visitor arrives, search for their race or profession in the unit search, and if they are an agent, they don't appear in search results. |
| 0011834 | | Dwarf Mode -- Embark/Setup | crash | new | 2021-12-18 | Old Genesis mod for 47.05 crashes when unpaused | Download mod
Generate world
prepare
Embark |
| 0011833 | 1 | Dwarf Mode -- Nobles | minor | new | 2021-12-16 | Mandates ended by non-nobles that don't exist, such as farmers | https://dffd.bay12games.com/file.php?id=15786 |
| 0011832 | | Undeath | tweak | new | 2021-12-11 | Infected ghouls are capable of bearing live children. | |
| 0011830 | 2 | Adventure Mode -- Town | minor | new | 2021-12-10 | large predators not functioning properly in adventure mode cities | Generate a world, preferable with a long history and multiple large cities. Use a third-party utility like Legendsviewer to look for cities that have animals, not animal people, living in them. Go to those cities and wander around until you encounter one of those animals. You'll notice the irregular behavior at that point. |
| 0011667 | 3 | Civilizations/Entities -- General | minor | new | 2021-12-09 | Neutral bandit civ castles can't allocate forced overseer's | Generate a world, enter legends mode and watch for details of 20th~ pillaging of a particular place, and view to see if it is a bandit holding, which is often the case.
When save i had in mind is uploaded, take and attack with intent to demand surrender and occupy the goblin castle brightarrows (of the carnality of ruthlessness) upon the same tile the fortress is founded upon using the 4 man strong "Caves of Standing" military squad.
After this task is complete, notice lack of overseer messeage and recall entire squad by using a messenger allocated from the 'L'ocations screen.
Generalist advice for your own fortress mode session would be the same steps, then cross reference the dwarf doing the conquering beheading action by looking into 'k'ills after recalling them back to you co-ordinating with the mission report log. |
| 0011831 | | General | crash | new | 2021-12-05 | Crashs on generating any history length longer then very short | generate any world configuration for a history longer than very short with an Apple MacBook M1 chip laptop. |
| 0011174 | 4 | Dwarf Mode -- Thoughts and Preferences | crash | new | 2021-12-01 | Buffer Overflow When opening Thoughts and Preferences in PRINT_MODE:TEXT When Terminal Resoluion too large. | 1. Open ./data/init/init.txt
2. Change the setting "PRINT_MODE:2D" to "PRINIT_MODE:TEXT"
3. Execute Dwarf fortress in your Terminal Emulator
4. Start the game in Fortress Mode
5. View Any Dwarf and Open Thoughts and Preferences |
| 0011828 | | Typos/Grammar | minor | | 2021-12-01 | "I'm feel like I'm about to snap." | |
| 0011829 | 2 | Miscellaneous Crashes | crash | | 2021-12-01 | Crashes the day after seasonal autosave | Unsure of how to reproduce on a different save. |
| 0008398 | 11 | Miscellaneous Crashes | crash | | 2021-12-01 | dwarf mode crash when caravan arrives | jsut wait one day or so, game crashes when caravan arrives |
| 0006486 | 3 | Dwarf Mode -- Thoughts and Preferences | minor | confirmed (user11) | 2021-11-29 | Dwarf likes "cacao wood wood" | |
| 0011827 | | Creatures | tweak | new | 2021-11-28 | Muskox have duplicate CHILD tokens | |
| 0004793 | 3 | Technical -- Rendering | minor | | 2021-11-28 | DF window size not correct with [INTRO:YES] or after playing movies while using [PRINT_MODE:TEXT] | 1. Use a terminal bigger than 80x25.
2. Use intro and PRINT_MODE:TEXT.
3. Launch DF.
4. Expect the DF to take all of the terminal space.
5. Fall in despair after your expectations were not met.
|
| 0010526 | 4 | Technical -- Input/Keybinding/Macros | major | | 2021-11-28 | Can't rebind Shift+Enter from military schedule menu | |
| 0005494 | 8 | Dwarf Mode -- Interface, Squad Schedule | major | | 2021-11-28 | Shift-enter to save changes to schedule orders does not work in TEXT print mode | Launch df in PRINT_MODE:TEXT, press m-s-e, shift-enter. Nothing happens. |
| 0011825 | | Adventure Mode -- Combat | major | new | 2021-11-27 | Raising Dead during large combat causes 10-60 minute lag | 1. Adventure mode
2. Become necromancer
3. Bring 50-100 undead to a large dense population of non-undead npcs
4. Let them fight until a large number/all the undead have been struck down and a large amount of npcs remain
5. Raise dead on all the parts/bodies you can see
6. Do any move that causes time to progress |
| 0011824 | | Dwarf Mode -- Interface, Manager | text | new | 2021-11-27 | Two "Food storage items" traits | |
| 0000348 | 5 | Dwarf Mode -- Military | minor | new | 2021-11-22 | Squads becoming inactive for a time when switching between Alerts. | 1. Create a squad and set them to "Active/Training".
2. Create another alert, and set their orders to have them patrol or defend something.
3. While they are training, change their alert to the one you created.
4. Watch as they deactivate for a few seconds, then reactivate and do as you command. |
| 0011823 | | Creatures | minor | new | 2021-11-19 | Slaughtering creatures with ITEMCORPSE produces nothing | Give one of the domestic creatures
[ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:SANDSTONE]
Embark with some of them try to slaughter them in a Butcher's shop |
| 0011822 | | Dwarf Mode -- Environment | minor | new | 2021-11-16 | Persistent blood apparently in boundary between z-layers | happens often but not predictably |
| 0011821 | | Adventure Mode -- Sites | minor | new | 2021-11-12 | Many lairs and camps generated next to bandit camp, entering causes extreme lag | 1. Load up adventurer
2. Observe strange lair formation
3. Enter site map from travel map
4. Upon trying to move in the site map, game lags massively
5. After getting close enough, game appears to freeze, followed by a huge text dump |
| 0002286 | 9 | Pathfinding | minor | new | 2021-11-11 | Creatures with [FLIER] have problems pathing to jobs that require them to fly. | 1: Give your dwarves wings and the FLIER tag.
2: Generate a world and start a fortress, ideally somewhere flat to make things easier. Bring a miner and something to haul.
3: Just north of your wagon, dig a pit with the channel command. Remove the slopes from around the edges. Note that the miner will probably fly out of the pit once he's done to get back to the wagon.
4: Designate a stockpile for whatever stuff you brought along. Your minions will grab stuff and start taking it to the stockpiles, but will hit the edge of the pit and start spamming job cancellations due to dangerous terrain.
5: Dig a ramp or stairway at the northern end of the pit, i.e. the far side from where all the hauling is going on, in order to make the pit accessible to non-flying creatures.
6: Observe as the haulers start moving everything by happily flying down into the pit. They won't use the ramp/stairs you just built. |
| 0002285 | 5 | Dwarf Mode -- Trade | minor | new | 2021-11-11 | Traders from civs with [FLIER] cannot trade | 1. Mod a creature to be a flier with the appropriate tags on an appendage to allow them to fly and the [FLIER] tag in their creature entry.
2. Assign them to an entity that sends trade caravans. Or mod creatures belonging to an already-existing trading entity.
3. Gen a world, build a depot. Ideally, a depot in a position where the fastest route to get to it is via flying, but the merchants will almost inevitably fly over a murky pool or tree anyway.
4. Try to trade with them. Note empty trade screen on their side. |
| 0011820 | | Adventure Mode -- Quests | feature | new | 2021-11-11 | Necromancer commanders may give their adventurer soldiers a quest to drive their own group out of their tower | Find a necromancer who is also a commander. This is rare, but has been reported elsewhere (where necromancers arrive with living soldiers).
Slay enough beasts to become worthy of joining them as a soldier.
Keep fulfilling quests until they give you the unfulfillable quest. |
| 0011819 | | Creatures | minor | new | 2021-11-08 | RCP verification misses several body templates | 1. Edit body_rcp.txt and rename/remove "RCP_BASIC_BODY", then try to generate a world
2. Look in errorlog.txt and observe the message "Cannot generate random creatures -- missing body RCP_BASIC_BODY"
3. Edit body_rcp.txt, restore "RCP_BASIC_BODY", remove/rename RCP_TONGUE, then try to generate another world
4. Look in errorlog.txt and observe that this time it's complaining "Unrecognized Creature Caste Body Token: RCP_TONGUE" |
| 0011818 | | Creatures | tweak | new | 2021-11-07 | Pond Grabber has multiple overlapping BODY_SIZE tokens | |
| 0011817 | | Adventure Mode -- Conversation | crash | new | 2021-11-06 | Giving Non-Present Pet to Non-Speaking Entity Crashes Game | - Start adventure mode with a pet
- Get the pet stuck behind a door and leave it behind
- Find an intelligent undead
- Attempt to give the pet to the intelligent undead
- Crash |
| 0005819 | 7 | Dwarf Mode -- Interface, Text | crash | | 2021-11-04 | Build menu causes crash when zoomed with TrueType | 1. embark
2. zoom all the way in
3. press b |
| 0010421 | 2 | Dwarf Mode -- Invasions | minor | new | 2021-11-03 | Werebeast Goblins transforming during siege don't become hostile to other normal goblins and still act as a goblin | |
| 0011816 | 1 | Dwarf Mode -- Raids | minor | new | 2021-10-31 | Second site on same region tile inaccessible through 'c' menu. | Embark a fortress on the same region tile as something else (tower is easy, or reclaimable fortress).
Retire or abandon that fortress.
Start a new fortress anywhere else.
Open the 'c' menu and check that region tile.
Observe that only the first site there is available to contact/raid. |
| 0010544 | 4 | Dwarf Mode -- Interface, Trade | minor | | 2021-10-19 | Elven caravan brought metal (gold, bronze), gem (black diamond) or stone (bismuthinite) pedestal | |
| 0011570 | 7 | Dwarf Mode -- Immigration | major | new | 2021-10-17 | Most of immigrants are either Herbalists or Animal Caretakers | |
| 0011814 | | World Generation -- Parameters | major | new | 2021-10-16 | Setting Number of Secrets Too High Does Not Generate Necromancers | I have no idea at which point they cannot spawn but 99 still allows them to spawn. |
| 0011810 | 2 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | new | 2021-10-09 | sum of casts maximum BODY_SIZE prevents wood chopping | $ git format-patch v0.47.05..BODY_SIZE_BUG
[...]
---
objects/creature_standard.txt | 22 ++++++++++++++++------
1 file changed, 16 insertions(+), 6 deletions(-)
diff --git a/objects/creature_standard.txt b/objects/creature_standard.txt
index 0b39bea..908e393 100644
--- a/objects/creature_standard.txt
+++ b/objects/creature_standard.txt
@@ -126,12 +126,6 @@ creature_standard
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500] ++
- These tags establish the growth phases of the creature's life. The format is (BODY_SIZE|<year>|<day>|<average size>).
-
- [BODY_SIZE:0:0:3000]
- [BODY_SIZE:1:168:15000]
- [BODY_SIZE:12:0:60000]
-
These body modifiers give individual dwarves different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
@@ -331,10 +325,26 @@ creature_standard
[MULTIPLE_LITTER_RARE]
To add beards, put square brackets around the following:
BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
+
+ <SUM_OF_CASTES_BODY_SIZE>(<NUMBER_OF_SUCCESS>,<NUMBER_OF_FAILURE>)
+ 85000(0,7)
+ 85001(1,1)
+ 85002(1,5)
+ 85003(3,5)
+ 85005(0,1)
+ 85009(9,0)
+ trying SUM(BODY_SIZE)=85000=72427+12573
+ [BODY_SIZE:0:0:3000]
+ [BODY_SIZE:98:0:3000]
+ [BODY_SIZE:99:0:72427]
+
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
+ [BODY_SIZE:0:0:3000]
+ [BODY_SIZE:98:0:3000]
+ [BODY_SIZE:99:0:12573]
This command lets you select all of the castes again.
--
2.33.0
|
| 0011812 | 1 | Artistic Images (engravings etc) | minor | new | 2021-10-05 | Designating a detail image to be designed on a statue is ignored. | Through the forge:
"a"dd a task, "sterling-silver" material, 'f'urniture, 'statue', then 'd'etail - choose "Related to a Historical Figure", select 'Ber Avuzdatan, "Ber Mineirons"' and witness it build a statue to someone else.
Through the manager interface:
'q' add task, type 'sterling-silver', select "Construct Sterling Silver Statue", highlight the new task, 'd'etails, confirm # to build [hit enter], choose "Related to a Historical Figure", select 'Ber Avuzdatan, "Ber Mineirons"' and witness it build a statue to someone else. |
| 0011811 | 1 | Dwarf Mode -- Items | minor | new | 2021-10-04 | repeated "Store owned item" cycles where nothing is being stored | Build cabinets in a dormitory or bedroom, wait? Not sure if there's anything else. |
| 0011809 | | Dwarf Mode -- Idle Behavior | trivial | new | 2021-09-30 | buggy game | dont |
| 0011358 | 6 | Dwarf Mode -- Environment | minor | new | 2021-09-30 | Aquifer on Non-Aquifer Embark | Find a volcano embark location with a stream and no aquifers present in any local biomes. Mine near volcano.
That is all I did, but I suspect there is randomness involved. |
| 0011807 | 2 | Miscellaneous Crashes | crash | new | 2021-09-27 | Game crash after minutes of fortress mode | load the game
unpause
wait |
| 0011456 | 8 | Material Properties | trivial | new | 2021-09-20 | can start with tools made from wool | This has been true for every 0.47.xx world that I have generated. Including completely vanilla worlds. I haven't checked earlier versions. |
| 0011802 | 1 | Dwarf Mode -- Reclaim | major | new | 2021-09-19 | FORCED_ADMINISTRATOR noble missing playable tags | 1) Conquer an enemy fortress
2) Retire current fortress
3) Reclaim conquered fortress
4) Note lack of assignable nobles
5) Note lack of ability to add squads on military screen |
| 0000360 | 4 | Items | minor | new | 2021-09-16 | Melted chunks of ice turn into a water item instead of 1/7 water | 1) Embark on a glacier.
2) Dig down to the stone layer using ramps.
3) Designate a garbage dump in a Z level which is made of stone.
4) Designate the chunks of ice for dumping.
5) Wait for the dumped ice to melt. |
| 0010681 | 4 | Dwarf Mode -- Environment | minor | new | 2021-09-16 | Smash & Grab Adamantine Mining attempt causes hell to be unleashed outside of hell, with no reveal | Engineer a cave-in that smashes through the roof of the hollow part of an adamantine spire such that the cave-in seals the break. Channel out an adamantine tile of the outside of the hollow tube, but sealed by the cave-in plug in the inside. |
| 0011806 | | Miscellaneous Crashes | crash | new | 2021-09-14 | Descriptor pattern tokens, PATTERN:IRIS_EYE, PATTERN:PUPIL_EYE and PATTERN:SPOTS, cause crashes if no colors are given. | - Copy these into any of the descriptor pattern files (or create a new raw file for them):
[COLOR_PATTERN:IRIS_EYE_NONE]
[PATTERN:IRIS_EYE]
[COLOR_PATTERN:PUPIL_EYE_NONE]
[PATTERN:PUPIL_EYE]
[COLOR_PATTERN:SPOTS_NONE]
[PATTERN:SPOTS]
- Make a creature use them, e.g. by pasting something like
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_NONE:1]
[TLCM_NOUN:eyes:PLURAL]
to the end of the creature definition.
- Load these raws, and attempt to view the creature's description. |
| 0011804 | | Dwarf Mode -- Jobs, General | minor | new | 2021-09-09 | [MAX_MULTIPLIER:1] and stack size not respected by some modded reactions | https://dffd.bay12games.com/file.php?id=15654
In the provided save, add a "Process Plants (Foliage)" tasks to the Farmer's Workshop. For comparison, also add any of the tasks available at the Bone Carver's workshop.
A stack of stray shambling mound foliage [11] is available in the Farmer's workshop, and stray dog bone [12] in the nearby refuse stockpile for testing. |
| 0009969 | 2 | Dwarf Mode -- Items | minor | new | 2021-08-28 | Glazing with ash produces glazed erthenware and bugged ash | -make piece of earthenware and block of ash
-glaze earthenware with said ash
|
| 0011801 | | Technical -- General | feature | new | 2021-08-27 | Some data files are unnecessarily(?) opened in read/write mode |
- chmod 444 data/index
- ./df
- Dwarf Fortress doesn't start and gives the following message: “Main index file missing/corrupted. The file "index" must be in the "data" folder. Make sure DF decompressed into its folders properly.”
|
| 0011800 | | Technical -- General | feature | new | 2021-08-27 | Supporting different installation directories for various kinds of files. | |
| 0011799 | | Technical -- General | feature | new | 2021-08-27 | Please publish build instructions for g_src | |
| 0011798 | | Dwarf Mode -- Raids | minor | new | 2021-08-25 | Sent dwarves on a raid to pillage a nearby necromancer tower. They have not returned for over a year | |
| 0007541 | 11 | Creatures | minor | confirmed (user6) | 2021-08-25 | Dogs only scratch instead of biting | Look at dog combat reports in Fortress Mode I guess. |
| 0011787 | 2 | General | minor | | 2021-08-24 | The release tarball for Linux ships GPL-licensed shared libraries, but violates their license | Unpack the downloaded release tarball, look in libs/, see that libstdc++.so.6 and libgcc_s.so.1 are there, but not licensing information or a pointer to corresponding source code is provided along them. |
| 0010861 | 3 | Dwarf Mode -- Justice | minor | | 2021-08-22 | Illegal lethal biting move during a justice beating mortally wounds victim | To reproduce: Run fortress with stressed dwarves, equip the captain of the guard (once availible) or any fortress guards lightly with training axes/swords appropriate to thier skills.
When a crime is reported by a dwarf over ilegal activities like fistfights & assaulting animals to be convicted by the player in the justice screen watch the guards for biting maneuvers.
To save time since this is not easy to test, use of development tools to force a conviction should make it easier or modifying the captain of the guard to be less restrictive.
|
| 0011797 | | Dwarf Mode -- Jobs, Assignment of Jobs | crash | new | 2021-08-21 | Crash shortly after embark on a huge site | Resume the savegame https://dffd.bay12games.com/file.php?id=15646
Unpause
Wait a bit |
| 0011796 | | General | text | new | 2021-08-20 | Fullscreen/FullScreen popup inconsistent in capitalisation | Launch the game with the `[WINDOWED:PROMPT]` option in `data/init/init.txt`. |
| 0010675 | 7 | Dwarf Mode -- Raids | major | new | 2021-08-17 | After squads suffer casualties on raids they can't take orders | Attack big enough target to take casualties, allow dwarves to return, try to use the station command on the squad. |
| 0011689 | 5 | Dwarf Mode -- Visitors | major | new | 2021-08-13 | Necromancers can still visit forts from older versions | Continue the saved fort, then look at 'a'nnouncements. You will see one that says a dwarven necromancer is visiting. |
| 0007267 | 22 | Dwarf Mode -- Items | minor | confirmed (user6) | 2021-08-11 | Elves drop feather tree egg yolk in trade depot while unloading | |
| 0011794 | 1 | General | major | | 2021-08-11 | DF launches to white screen on macOS | installing any versions of the game on a new 64 bit big sur and nothing works anymore
in most cases the xattr -r -d com.apple.quarantine ./ install on console also not working just after few restarts
almost apple quarantine warning |
| 0001477 | 4 | Dwarf Mode -- Environment | trivial | new | 2021-08-09 | Lack of a density cap for (underground?) flora? | 1: Start a fort
2: Breach a cavern
3: Wait a few years |
| 0011795 | 1 | Dwarf Mode -- Raids | crash | new | 2021-08-09 | Game crashes after sending were-citizens out on raid | Load this save: https://dffd.bay12games.com/file.php?id=15631 and run for roughly 5 seconds. |
| 0011792 | 2 | General | crash | new | 2021-08-04 | Crash caused by unknown | Run the save file and wait one in-game day |
| 0010645 | 6 | Dwarf Mode -- Raids | major | | 2021-07-30 | Dwarves turn hostile againt the player and defend their prison from raid sent to free them | 1) Send a squad to raze a goblin site
2) Get them imprisoned
3) Try to rescue them while razing the site with another squad.
I hadnt a close save, but if the situation happens again I will upload one. |
| 0011786 | 1 | Dwarf Mode -- Items | minor | new | 2021-07-29 | item randomly catches fire | Not observed outside the particular save |
| 0011791 | | Technical -- Saving/Loading | crash | new | 2021-07-28 | Modded RAWs CTD on CREATURE load, specific to 64 bit version | Replace a vanilla 64 bit DFs raw/object with the crashing raws object folder.
Attempt to load testing arena. Almost always will crash, without errorlog.
Replace a vanilla 32 bit DFs raw/object with the crashing raws object folder.
Attempt to load testing arena. Will load without errorlog, if slowly.
Replace a vanilla 64 bit DFs raw/object with the flattened raws object folder.
Attempt to load testing arena. Will load without errorlog.
|
| 0011790 | 4 | Adventure Mode -- AI | major | new | 2021-07-27 | Dark Fortress Beak Dogs And Trolls Not Sleeping At Night | 1. Kill nearly everyone during one night.
2. Exit dark fortress.
3. Return to fortress at dawn to spawn beak dogs and trolls who didn't show up due to unit limitations.
4. Leave (it's going to lag).
5. Return at night and lose your shit. |
| 0011789 | 3 | Adventure Mode -- AI | major | new | 2021-07-24 | BRAWLING Own Animals In Adventure Mode Does Not Make Them Enemies With You Upon Werebeast Transformation | Being a necromancer is recommended for [NOEXERT] reason. You are free to savescum with task manager if you won't receive werebeast curse while testing or use DFhack. |
| 0011788 | | Technical -- Rendering | minor | new | 2021-07-23 | GTK 2 is unmaintained and deprecated, but Dwarf Fortress is still using it | $ ldd Dwarf_Fortress | grep gtk
libgtk-x11-2.0.so.0 => /usr/lib/x86_64-linux-gnu/libgtk-x11-2.0.so.0 (0x00007f955cb15000) |
| 0011785 | 2 | Adventure Mode -- Sites | minor | new | 2021-07-22 | Some Dark Fortress' Corpses Spawn In The Walls of Main Tower | |
| 0011781 | 5 | Adventure Mode -- Sites | major | new | 2021-07-21 | I Tried To Break Dark Fortress In Adventure Mode By Leaving My Undead Behind To Kill Remaining Survivors But Nothing Happened | 1. Kill almost everyone in dark fortress including clown.
2. Rise a lot of dead as necromancer.
3. Run away from them until they are no longer companions.
4. Do fast travel and notice how the site is not ruined. |
| 0011783 | | Dwarf Mode -- Buildings, Cages and Chains | trivial | new | 2021-07-20 | All cages, terrariums & aquariums have non-defined density borders for animals inside. | Wooden Cages & Glass Terrariums: Put a male heterosexual dog or domestic animal for testing in a cage surrounded by mates inside a tightly packed room, and wait for pregnancy, reverse the experiment on a non-pregnant female dog brought from outside of the room and it will be unsuccessful.
Aquariums: Put a male, heterosexual alligator/cave crocodile or another amphibious creature into a aquarium centred around the middle of a nestbox area (for example) with mates, male will fertilize the females close enough to lay in their eggboxes despite confinement in watery aquarium.
Attempting to put a captured full aquatic creature will cause it to die as it reacts to the outside beyond the non-dense border, and vermin-fish exist on a seperate plane of rules to [LARGE_ROAMING] beasts that they dont need to interact with anything other than the current tile at a time which the water inside the aquarium/code suffices.
Throw caged goblins in lava and observe slowly as the cage deconstructs, then dooms them to their fate, and repeat the experiment with goblins within a steel cage. |
| 0001590 | 5 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2021-07-20 | Fish in aquariums always drown. | 1. Capture fish with cage traps.
2. Build a green glass aquarium + fill with water
3. Transfer in fish
|
| 0010156 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2021-07-19 | Injured dwarf constantly seeks infant, cannot receive medical help | |
| 0011782 | | World Generation -- General | trivial | new | 2021-07-19 | Competitions held in worldgen often have one competitor who wins every time | Create a world with goblin civilizations (preferrably more so more leaders can generate)
View the history of one of the demonic leaders, and likely one has this sort of spam in their history. Especially annoying in worlds that were generated for longer, as they will have one or two for every year they are kept alive. |
| 0011490 | 4 | Dwarf Mode -- Visitors | minor | new | 2021-07-19 | Visitors giving birth during visit leave their baby behind | Reproducing it might be hard. You'd have to wait until a pregnant visitor turns up by chance and lock them away until they've given birth. |
| 0010662 | 7 | Dwarf Mode -- Diplomacy | minor | new | 2021-07-19 | Goblins lack diplomatic roles | Open entity file, compare elf & dwarf diplomats to the lack of positions in human and goblin positions.
This can have effects in world generation in the resolution of wars between unreceptive participants. May also affect gameplay in which its needed once you have a baron level position and can receive them (though mayors are RAW capable otherwise) |
| 0011780 | | Adventure Mode -- Sites | major | new | 2021-07-17 | [SPOILER ALERT] Archangel Roaming Vault's Regular Rooms After Killing All Other Angels | Description. |
| 0007121 | 14 | Vegetation | minor | | 2021-07-16 | Cutting down mushroom trees leaves floating ramps of indeterminate material | Cut down any giant shroom that has ramps on the cap in dwarf mode.
May be limited to shrooms that have their caps against cavern ceiling. |
| 0011779 | | Adventure Mode -- Travel | minor | new | 2021-07-11 | A Night Troll Did Not Attacked Me While I Was In Fast Travel | 1. Be as ridiculously overpowered or more as in the description. You can try demigod but I achieved this status in one day as a peasant (took me about an hour or almost maybe of real life time). Becoming necromancer is advised.
2. Approach a travelling night troll in fast travel screen. |
| 0011778 | 1 | Adventure Mode -- Town | crash | new | 2021-07-11 | My Game Froze When It Tried To Load Goblin Controlled Human Houses | 1. Must have a goblin and human race.
2. Goblins won over humans and took over a town.
3. Try to load said houses in adventure mode by either exiting fast travel or normally. |
| 0011777 | | Adventure Mode -- Environment | trivial | new | 2021-07-07 | Night Trolls Storing Elf Meat In Their Lairs For Hundreds of Years After Their Extinction | 1. A sapient race must go extinct.
2. Wait a long time since extinction.
3. Go to night troll's lair.
4. Inspect items found. |
| 0011776 | | Dwarf Mode -- Environment | minor | new | 2021-07-06 | a water buffalo got stuck inside a rough tetrahedrite wall | |
| 0011774 | 2 | Adventure Mode -- AI | minor | new | 2021-07-05 | Wildlife Reanimated By Evil Biomes As Quest Targets Will Attack Necromancers Or Was That A Necromancer Experiment? | 1. Play adventure mode as demigod (it's just safer).
2. Learn secrets of life and death.
3. Try to (approach and get detected) by a quest creature with it's lair being indicated to be in an evil biome. Hope it's a reanimated animal. |
| 0011773 | | Adventure Mode -- Sites | trivial | new | 2021-07-01 | Aquatic Creatures Won't Spawn As Lair Creatures If There Is No Water Nearby | 1. Give any [AQUATIC] creature [BIOME:ALL_LAND] and [LARGE_PREDATOR]. Make more such creatures to increase spawning chance of a monster with a lair terrorizing nearby site.
2. Play adventure mode as an overpowered character in search of such a sight until you get lucky. |
| 0011751 | 1 | Dwarf Mode -- Missions | major | new | 2021-06-28 | Dwarves and war animals on missions are perpetually travelling, can crash after waiting long enough | Suddenly started happening, may have been triggered by assigning one squad to leave just as one was arriving? Possibly corrupted the save? |
| 0011771 | | Dwarf Mode -- Justice | major | new | 2021-06-26 | Dwarves get stuck when taking depressed criminal visitors to a chain. | |
| 0011769 | 1 | Dwarf Mode -- Buildings, General | minor | new | 2021-06-17 | Traps made during worldgen cannot be unforbidden when embarking on a cave | |
| 0011770 | 1 | Dwarf Mode -- Reclaim | trivial | new | 2021-06-17 | Save file says "reclaim fort" on a reclaimed fort, that has already been reclaimed. | abandon fortress, then reclaim everything. |
| 0010470 | 8 | Dwarf Mode -- Buildings, General | major | | 2021-06-16 | Sending a dwarf to a mission removes its assignation from the furniture | 1. put a noble in the military squad
2. send the squad to a mission
3. once the squad is back, press [n] and notice the requirements not met. |
| 0007056 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | trivial | new | 2021-06-13 | Disabling Mining Labor causes Cancellation | 1) Que mining job and wait for dwarf with labor and pick to start.
2) While dwarf is mining, or going to mine, disable Mining Labor.
3) Receive cancellation report.
4) Re-enable labor.
5) Repeat. |
| 0011474 | 1 | Adventure Mode -- Sites | minor | new | 2021-06-13 | Vault not Appearing | |
| 0011768 | | Dwarf Mode -- Interface, Kitchen | text | new | 2021-06-13 | Kitchen tab of Status screen (and maybe other interfaces?) doesn't list that shift-tab can be used to cycle backwards | Go to "Kitchen" tab of Status screen and press [SHFT]+[<->] to cycle backwards |
| 0011767 | 2 | Dwarf Mode -- Thoughts and Preferences | text | new | 2021-06-13 | Dwarf has preference for "ginkgo wood wood" | |
| 0009846 | 3 | Dwarf Mode -- Jobs, Mechanisms | minor | | 2021-06-13 | Metal Mechanism made in the wrong place. | assign jobs from the job manager. |
| 0011765 | 1 | Dwarf Mode -- Interface, Workshop Profiles | minor | new | 2021-06-13 | Can't order job "Construct steel Mechanisms" from "Workshop profile" of Metalsmith's Forge | q -> Metalsmith's Forge
P: Workshop profile
switch to the "Work Orders" tab
q: New Order
search "Mechanism", no results |
| 0011766 | | Dwarf Mode -- Thoughts and Preferences | text | new | 2021-06-12 | Thoughts and Preferences screen doesn't honor TrueType | |
| 0011761 | 1 | Dwarf Mode -- Interface, Civilization/World Info | feature | new | 2021-06-12 | A Demon's Slab and Its Vault is Visible from the Artifact Screen in Civilzation/World Info Screen | Create a 5 year old world with demons able to spawn.
Start a Dwarf Fortress.
Open Civilization/World Information tab.
Go to Artifacts Missions.
All demon slabs are immediately visible. |
| 0011619 | 20 | Technical -- General | crash | | 2021-06-08 | Random crash due to unhandled exception | Load the save, unpause, wait for a few in-game days. That's random crash, after all. |
| 0011764 | 4 | Miscellaneous Crashes | crash | new | 2021-06-07 | Creatures with the CAN_LEARN tag randomly CTD the game (modding bug only I think) | Use the save provided here:
open it in arena mode, and just keep spawning humans. Eventually the game will CTD. Using any other CAN_LEARN creature will work as well. |
| 0011758 | 2 | Miscellaneous Crashes | minor | | 2021-06-04 | Save corruption resulting in building rendering-related crash | Method A:
1. Load the save of region730Regionmanipulated1397AutumnStart.
2. Resize window or press tab to see the 28th tile column (2 tiles east of the river's northern edge)
3. Wait 1 in-game day for siege and send squads to station nearby.
4. Wait a minute for the battle to finish.
Typically, crash occurs at step 2 in .47.05, 44.09 or 43.05, but not always even with following all the steps in save's original version of 43.03.
Method B:
1. Load the save of region730Regionmanipulated1397AutumnStart.
2. Go up twice to zlevel 102.
3. Extend DF window until you can see the entire northmost bridge (floating and brown).
Typically crash occurs when seeing the eastmost tile of the bridge that overlaps pear tree branches. |
| 0011759 | 5 | Dwarf Mode -- Raids | crash | new | 2021-06-03 | Raids crash, soldiers travel forever, missing soldiers lost and replacements duplicated | I have a save file where this happens reliably, and it's happened in some form to 2 of them. Not sure how to add a save file but I can upload it to google drive or something.
It is MUCH more frequent when sending multiple squads, and with full squads rather than small ones. Assign 1-6 squads, as many as possible, to raid a site (I usually Raze). Possible outcomes: Immediate crash on exit of final? dwarf, crash shortly after returning, and/or multiple dwarves stuck on (traveling) forever.
After this happens once in a world, it seems to start happening almost constantly. |
| 0011762 | 1 | General | crash | | 2021-06-02 | Unexplained crash | Continue Playing the saved region1, "Ecamo Ewe" fort in year 343. Upon unpausing DF will crash immediately. Attempting to save, retire, or abandon the fort will also result in a crash.
Save folder at:
https://drive.google.com/file/d/1cDmkIE9PrB2z9QT69yyRUmIlzu618Yam/view?usp=sharing |
| 0011763 | | Typos/Grammar | text | new | 2021-06-02 | [LISP] token incorrectly named | |
| 0011760 | 1 | Dwarf Mode -- Buildings, Cages and Chains | minor | new | 2021-05-28 | Trainers Leave Seeds in Cage when Training Animals, Cages Become Unusable While Seeds Are Stored Inside | Feed an animal a seed producing raw fruit or vegetable. |
| 0008627 | 10 | Creatures | minor | assigned (user6) | 2021-05-24 | Animals which retract into body parts forget to come out | Turn on morale in arena mode.
Spawn in an armadillo and a lion.
Take control of the lion and move repeatedly towards and away from the armadillo until the armadillo stops unrolling. |
| 0009590 | 4 | Dwarf Mode -- Idle Behavior | minor | new | 2021-05-16 | Herbalist stuck on stepladder, starving to death. | Haven't really tried for now. |
| 0011757 | 6 | Legends Mode -- Historical Figures | trivial | new | 2021-05-16 | Masterwork destructions during fortress mode are attributed to a deceased dragon | |
| 0011756 | 3 | Dwarf Mode -- Interface, Status | crash | new | 2021-05-13 | Game crashes when opening the thoughts screen of certain units | Download save file
Run game
Go to expedition leader and try to access thoughts screen through z-Enter
It also happens to several of the other units, some of them crash on the z screen. |
| 0011755 | | Adventure Mode -- AI | minor | new | 2021-05-09 | Kobolds kill eachother on sight | Go to a kobold camp |
| 0011747 | 3 | Dwarf Mode -- Environment | major | | 2021-05-08 | Using constructions and ice, you can make dead tiles | Embark near 2+ Z deep ocean in a biome that both freezes and thaws.
Wait for freeze.
Mine (d->u) upward stairs on an area of the seafloor.
Construct walls over the resulting natural ice stairs.
(possibly optional) Wait for thaw and refreeze.
Deconstruct a constructed wall natural ice upward stairs remain.
Remove stairs (d->z).
Dead tile remains.
|
| 0011753 | 2 | Miscellaneous Crashes | crash | | 2021-05-08 | Reproducible segmentation fault in savefile | Wait about 15 seconds. |
| 0011754 | | Sites | block | new | 2021-05-08 | Millions of necromancer-created experiments at tower, unable to load site | |
| 0011752 | 1 | Dwarf Mode -- Locations | minor | new | 2021-05-06 | Visitors come to visit retired sites | 1. Found a new Fortress
2. designate a meeting zone
3. Create a new Location
4. Retire the Location you just made
5. assign another location to the meeting zone
6. Wait for Visitors
7. Look at Visitors objectives after interacting with your dwarfs |
| 0010712 | 2 | Dwarf Mode -- Interface, Manager | minor | new | 2021-05-06 | Lye items are called "frozen lye items" regardless of being frozen | 1. Add a job to make lye
2. Add a condition
3. Add item condition
4. Make sure "item type" is just "Items"
5. Set material to "Lye"
6. Notice the item name becomes "Frozen lye items" |
| 0011750 | 4 | Dwarf Mode -- Invasions | minor | new | 2021-04-23 | Dwarves and invaders teleporting during undead siege | During undead siege, have all dwarves restricted to burrow inside fort. Set doors to fort exterior to forbid passage. Release dwarves from burrow. Wait. At some point during siege, dwarves may or may not teleport out of fort, and undead may or may not teleport to area inside locked fort doors. |
| 0011746 | 1 | Dwarf Mode -- Buildings, Machines | trivial | | 2021-04-17 | Windmill deconstructs when channeling across it. | Dig out area
channel 1 square
build millstone
build windmill directly above
Channel out a line of dirt crossing over the windmill
wait till channeling occurs and it will deconstruct |
| 0011745 | 2 | Adventure Mode -- General | crash | | 2021-04-17 | "Fatal Error: Unable to find TEMPLATE_PARCHAMENT" during adventure mode loading screen | |
| 0011743 | 2 | Miscellaneous Crashes | crash | | 2021-04-17 | Game crash to desktop after in-game time passes | Turn the game on and wait
File depot link: https://dffd.bay12games.com/file.php?id=15497 |
| 0011744 | 3 | Dwarf Mode -- Embark/Setup | crash | | 2021-04-16 | Crash to desktop after "strike the earth!" | Start game. Generate world. Select site. Pick one of the default embark profiles (doesn't matter which). Agree to embark. Get the introduction screen that ends with Strike the earth!
Hit enter.
Watch glumly as the game window quietly shuts itself down. No Dwarf Fortress for you! |
| 0011749 | 3 | Dwarf Mode -- Interface, Manager | minor | | 2021-04-16 | When Typing in Thread the game crashes | Go to the manager screen, make a work order to spin thread, go into conditions, Hit r to add conditions from reagents/Materials, Hit p to add conditions from products, on the condition for the product thread hit m for change material, type in thre (crash for me) |
| 0011748 | 1 | Dwarf Mode -- Environment | major | new | 2021-04-10 | Digging up/down stairs in ice allows mining downward through constructed floors | Build an undersea room with a constructed floor (b->C->f) for a roof, and at least one Z level of water above.
Wait for thaw and refreeze.
Dig down through ice to the room using up/down stairs (d->i).
Dig into the room (if it was full)
or
Channel away the Up/Down stairs to reveal empty space where the roof was.
|
| 0011732 | 3 | Dwarf Mode -- Jobs, Items | crash | new | 2021-04-09 | Certain Forge Jobs (Forge Anvil, Forge Breast Plate, Make Statue) Freeze/Crash Game | Open any Dwarf Fortress game or start a new one on Mac Big Sur. Queue up a job to forge an anvil, breast plate, or statue at a Metalsmith's Forge. Can be queued from the jobs menu or directly at the forge. On completion of the job, the game crashes. |
| 0011740 | 2 | Dwarf Mode -- Justice | minor | new | 2021-04-05 | Violation of Export Prohibition when exporting written works (copy) | 44 violations: allow merchants to pack and leave site with written works
no violations: purchase all written works back from merchants before they leave |
| 0011741 | | Dwarf Mode -- Expulsion | crash | new | 2021-04-05 | Game instantly crashes if attempting to expel a specific dwarf | Locate Tekkud èrithuzol, go to their Profession tab and click 'e' to expel. The game will freeze for a second and then close.
|
| 0011739 | 1 | Technical -- General | tweak | acknowledged (user1294) | 2021-04-05 | Token `[VOLUME_mB:..]` breaks standard | |
| 0010241 | 3 | Technical -- General | major | | 2021-04-04 | On startup, it says "Index" file must be in "data" folder, i've checked and it is. | For me, this error comes up every time i try to start DF. I am unsure how to reproduce this for others (as i only have 1 computer available to me). |
| 0011161 | 4 | Technical -- General | major | | 2021-04-04 | Mac version fails to start: cannot find dirname, uname, cut, grep, dwarfort.exe | |
| 0011076 | 6 | General | minor | | 2021-04-04 | Please mention that v0.44.* crashes more than v0.43.* on the download page | |
| 0011496 | 2 | Dwarf Mode -- Environment | minor | new | 2021-04-02 | Chopping trees destroys walls | Build, then chop. |
| 0011738 | | Dwarf Mode -- Flows | trivial | new | 2021-04-01 | Miasma from rotting item doesn't pass through grate it's on top of | 1. Create subterranean dark room of any volume.
2. Create 1x1 hole in ceiling of room.
3. Place grate over hole.
4. Ensure tight seal on all sides of 1x1 hole. Use doors as required.
5. Dump miasma-generating item on top of grate. (I chose horse intestines.)
6. Observe and feel bad |
| 0011737 | 1 | Dwarf Mode -- Artifacts | minor | new | 2021-03-31 | Strange Mood dwarf being pushed by creature during artifact creation breaks said creation | These are what I assume the steps for reproducing this odd behavior are:
1. Get a strange mood dwarf, have them claim a workshop and get all their materials
2. Have a creature capable of displacing dwarves (in my case, a Creeping Eye that got lucky) push them away from their workshop while artifact creation is in process.
I haven't tried to set this up myself yet due to the randomness of a) getting a Strange Mood dwarf and fulfilling all material requests and b) getting a creature capable of shoving dwarves to push said Strange Mood dwarf. I'll probably try to see if other potential methods of displacement work as well (nothing that also destroys the workshop, since that will obviously just make them go insane). |
| 0011736 | 1 | Dwarf Mode -- Visitors | minor | new | 2021-03-29 | Merchants never leave | Unknown |
| 0011730 | 6 | Technical -- General | crash | | 2021-03-28 | Crash on Fortress mode start | 1. Run worldgen
2. Start Playing
3. Select Dwarf Fortress mode
4. Game crashes before it even loads the embark screen |
| 0011735 | 2 | General | major | | 2021-03-28 | Mouse wheel doesn't zoom | Exit and reload 3 times. On third attempt I toggled "Mouse Controls" in DFHack tab, but no difference. I'm sure there is a setting somewhere, but I haven't found it. |
| 0010790 | 5 | Dwarf Mode -- Rooms | minor | | 2021-03-26 | Object on pedestals and in display cases don't enhance the room quality | Create a pedestal in a room
Put some valuable items on it
Admire as nothing change |
| 0011731 | 1 | Dwarf Mode -- Locations | minor | new | 2021-03-26 | Designating the same room as guildhall through meeting area and through chair/table gives vastly different values. | 1) Build an enclosed room with table/chair
2) Assign it as a meeting area
3) location - select existing guildhall, or add new guildhall.
4) Remove zone
5) Create study/dining room covering the same area as in step 2
6) Assign it to the same guildhall |
| 0007580 | 8 | Dwarf Mode -- Immigration | minor | new | 2021-03-26 | Dwarf achieves dream but it does not show up as realized | 1. Play Fortress mode until migrant dwarves arrive
2. Examine the thoughts and preferences of the new arrivals
|
| 0011725 | 1 | Dwarf Mode -- Rooms | minor | new | 2021-03-25 | Temple request by petitioned civs | Create a fort and have it long enough to allow other civ members to come visit or performance troops to stay long term. I am unsure how you could really reproduce this other then with some hacking as it has some very specific conditions. |
| 0011729 | 1 | Technical -- Saving/Loading | major | new | 2021-03-24 | Savegame corruption | |
| 0011728 | | Technical -- Saving/Loading | minor | new | 2021-03-24 | Corrupted save locks the UI in fullscreen | Load the save at https://spikycaterpillar.com/misc/region2.lockup.tar.bz2 in fullscreen mode. |
| 0011726 | 1 | Dwarf Mode -- Non-dwarf Citizens | trivial | new | 2021-03-22 | Human citizen with no name, 'Human' profession and (Tame) tag that came out of nowhere | Unknown |
| 0011724 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2021-03-20 | seasonal fertilization of farm field skips spring | |
| 0011723 | 1 | Dwarf Mode -- Interface, Stocks | minor | new | 2021-03-20 | Stocks screen reports items that don't exist in fortress (namely, raw glass) | 1. Download this save file: https://dffd.bay12games.com/file.php?id=15472
2. Go to stocks screen, under the "Rough gems" section. Note the 3 raw green glass and 1 raw crystal glass in the list.
3. Issue job orders to cut green or crystal glass.
4. Watch as the dwarves cancel their glass-cutting jobs due to not having raw glass. |
| 0011722 | 2 | Dwarf Mode -- Combat | minor | new | 2021-03-19 | citizen werecreature killing another citizen will "find" the citizen it kills while still transformed | See "Description". I do not know if this always happens. |
| 0010141 | 2 | Dwarf Mode -- Items | minor | new | 2021-03-17 | Missing text on desgins based on performance troupes | Order figurine
Select "Design Related to Civilization or Other Group"
Choose a performance troupe (have not yet experimented with other mixed race groups).
Read description |
| 0009459 | 5 | Dwarf Mode -- Visitors | minor | new | 2021-03-17 | Dwarves don't bury visitors who get themselves killed | Get a visitor killed in such a way that they leave a corpse while they're on their way in or out (it's also possible that this applies to visitors who aren't in transit!). See if anyone buries them. |
| 0011404 | 3 | Typos/Grammar | text | new | 2021-03-17 | Artifact has an image of nothing | Have a dwarf make an artifact with an image of the creation of a guildhall. |
| 0011001 | 4 | Dwarf Mode -- Visitors | minor | new | 2021-03-17 | "Stasost Snamozarosp, Goblin Dancer and others have returned.", but have never been at the fortress | |
| 0011721 | 4 | Technical -- General | major | | 2021-03-16 | Unable to launch game, "index" not in "data" folder | I can't be sure it'd work for others, but every time I try to open it, the game gives me the same error. |
| 0009762 | 26 | Miscellaneous Crashes | crash | | 2021-03-16 | Dwarf Fortress immediately crashes when using system full screen toggle (green button) on OS X 10.10+ | 1. Run dwarf fortress on OS X.
2. Click the green "Full Screen" icon in the corner of the window.
3. Dwarf fortress crashes immediately. |
| 0011393 | 2 | Legends Mode -- Historical Figures | minor | new | 2021-03-13 | Cave Dragons are sometimes intelligent, and sometimes join human civilizations | Create a new world. The more potential historical figures (i.e. large worlds with long histories), the better. Reproduced the first time in a 1050 years old Medium world.
Go to the Legends Mode, and check cave dragon historical figures histories. Sometimes, it mentions it joined civilization. |
| 0011711 | 1 | Pathfinding | minor | new | 2021-03-11 | Forgotten Beast in flooded cavern ignores path into fortress, prefers to wander aimlessly | 1. Embark somewhere where one of the cavern layers is mostly flooded.
2. Wait for an FB to show up in that cavern.
3. Give them a path into your fortress which requires them to path through water. |
| 0010912 | 14 | Dwarf Mode -- Raids | major | | 2021-03-11 | Dwarves drop/lose armor/equipment when arriving from raids. | Please use the save file below; the dwarven raiders should arrive back soon enough, so you can see how they drop the equipment at the edges of the map.
http://dffd.bay12games.com/file.php?id=14045
|
| 0011719 | 1 | Dwarf Mode -- Combat | major | new | 2021-03-11 | A goblin knocked over a workshop and now my dwarves are killing each other | Not sure, tbh. |
| 0011720 | | Adventure Mode -- Sites | major | new | 2021-03-10 | Visiting abandoned fortress in Adventure Mode crashes game | Abandon your fortress;
Create a new game in Adventure Mode (using that same world obviously);
Proceed to your old site;
When you get close enough the game will crash. |
| 0011299 | 8 | Adventure Mode -- Combat | major | confirmed (user1294) | 2021-03-10 | Creatures using HIDE interaction can't be detected or attacked | I will attach the save shortly. |
| 0011718 | 1 | Miscellaneous Crashes | crash | new | 2021-03-09 | Reliably Segfaults on 15th of Opal | 1. Load the provided DFFD save.
2. Let the game run at least until the 15th of Opal.
3a. If crash occured on that day, done.
3b. If reached the 16th, you probably got lucky. Go to step 1. |
| 0011717 | | Dwarf Mode -- Visitors | minor | new | 2021-03-09 | Residents can become nobility without citizenship | Have a resident inherit a nobility title while staying at your fortress |
| 0011000 | 10 | Dwarf Mode -- Missions | major | new | 2021-03-09 | Dwarves sent on missions never return | |
| 0011716 | | Adventure Mode -- Eating/Drinking | minor | new | 2021-03-09 | runs with food from table to table. Can't eat | |
| 0011715 | 1 | Creatures | minor | new | 2021-03-07 | Ravens and Giant Ravens get stuck when one of their cluster is captured | In an embark where Ravens and/or Giant Ravens can spawn, set up a large amount of cage traps outside.
Wait for a Raven to fall into one of them.
Train it.
A second Raven should stick around somewhere in the map, doing absolutely nothing unless approached (which causes it to move elsewhere, but never leave the map)
|
| 0011710 | 7 | World Generation -- Parameters | crash | new | 2021-03-06 | Night trolls attempt to convert genderless/non-breeding/animal people races causing crashing | 1: Add `[CV_NEW_TAG:SPOUSE_CONVERSION_TARGET]` to the animal person creature variation
2: Add all species of animal people to an entity.
3: Generate a world for at least 150 years |
| 0011713 | 3 | Dwarf Mode -- Raids | minor | new | 2021-03-05 | Intelligent Undead Sent on Mission Return as Ghosts | 1. Have an intelligent undead in a squad.
2. Order them on a mission.
3. Wait for their squad to return. |
| 0011505 | | Dwarf Mode -- Missions | minor | new | 2021-03-05 | Intelligent Undead sent on missions return as ghosts | 1. Create squad with 1 or more intelligent undead members.
2. Send on any type of mission.
3. When the remainder of the squad returns, the new ghosts appear. |
| 0011707 | 1 | Adventure Mode -- Town | crash | new | 2021-03-05 | Saving in a dwarf fortress were monks seem to be stuck corrupts data and makes saving elsewhere impossible. | no idea. |
| 0011170 | 7 | Technical -- General | crash | | 2021-03-04 | Crash after short time playing fortress mode "Midmap effective coordinate check out of bound" | 1. load save
2. wait 5 minutes |
| 0011712 | | Legends Mode -- Historical Figures | trivial | new | 2021-03-04 | Unnamed livestock becoming historical figures | 1: Play a fort for a few years
2: Retire the fort
3: Play another fort for a few years
4: Check legends mode, you will see many different historical figures called things like "Unnamed female yak cow" |
| 0011708 | 2 | Vegetation | minor | new | 2021-03-02 | Bugged grass is trampled immediately and grazers can't eat it | |
| 0011709 | | Dwarf Mode -- Raids | crash | new | 2021-03-02 | Raids sometimes allow units to be assigned to two squads, or twice to one squad, which may lead to segfault | Will occur in 0000019:0000010 seconds with this save: https://dffd.bay12games.com/file.php?id=15449 |
| 0011704 | 4 | Material Properties | tweak | new | 2021-03-01 | Liquid filth gets less dense when frozen | |
| 0011705 | 1 | Dwarf Mode -- Environment | minor | | 2021-02-27 | Subterranean Trees growing rampart | Dig underground soil, make room for Pen/Pasture, farm, some workshops, etc.
Discover cave layer, so moss and trees will start to spawn.
Don't touch the saplings and watch them take over. |
| 0011706 | 2 | Title Screen | major | | 2021-02-27 | Manual Page is broken | Press ?, attempt to use keys to select chapter other than introduction. |
| 0011703 | | Adventure Mode -- General | crash | new | 2021-02-26 | crashes on pre/post/interwar armies | |
| 0011701 | 1 | Adventure Mode -- General | minor | new | 2021-02-25 | Pets Can Work On Adventurer Sites | 1. Make an adventure mode party with a pet such as a horse
2. Go to where you can build a site
3. Chop down some trees and plan out a (b)uilding
4. (s)tart work and see that your pet is selectable |
| 0011702 | 1 | World Generation -- General | minor | new | 2021-02-23 | hf_recruited_unit_type_for_entity does not increase population of entity | https://dffd.bay12games.com/file.php?id=15437
entity 721 (Miroth Erib, The Denomination of Gorges) |
| 0011700 | 1 | Dwarf Mode -- Artifacts | minor | new | 2021-02-22 | Stange mood dwarf won't back to claimed workshop after being spooked | -Dwarf claim workshop
-Undead risen near him
-He spooked and runaway from his workshop
-He won't back to his workshop |
| 0011699 | | Adventure Mode -- Conversation | feature | new | 2021-02-21 | Rumors dialog scales to functionally unusable within 1 game month of adventuring | Play adventure mode and acquire rumors through gameplay. Read books (stealing and storing rumors), walk through the wilderness (encounters rumors with non-histfig wildlife) to any destination, tell stories or otherwise entertain |
| 0011318 | 8 | Dwarf Mode -- Locations | feature | | 2021-02-19 | (Request) Need way to see temple/guildhall petition status once they have been approved | |
| 0011458 | 10 | World Generation -- General | minor | new | 2021-02-18 | [NO_EAT] tags on some modded races causes worldgen crashes | Add the tag [NO_EAT] to vanilla dwarves in creature_standard.txt
Try to generate a world.
Crashes occur either right at the start of history generation (when placing civs reaches 0) or sometime between 5-100 years in (generally quicker). |
| 0011697 | 2 | Dwarf Mode -- Immigration | minor | new | 2021-02-16 | migrant arrives insane (stark raving mad) | I uploaded the save to https://dffd.bay12games.com/file.php?id=15415
The migrant wave arrives on 220-04-20, but it doesn't seem to be predetermined as I got a different (smaller) set of migrants when I loaded the save, and neither were insane.
|
| 0011685 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2021-02-16 | Dwarf hauls item with wheelbarrow, drops off item, walks away, then walks back to use the wheelbarrow again | |
| 0004540 | 5 | Technical -- Sound | trivial | confirmed (user6) | 2021-02-16 | [VOLUME: 0] initially has no effect in Linux | |
| 0011695 | 3 | Adventure Mode -- General | major | new | 2021-02-13 | claim spam | |
| 0011277 | 2 | Dwarf Mode -- Interface, Text | minor | new | 2021-02-13 | Denied zone petitions revert to ' . ' in name | Create a temple and wait for a petition once you have enough followers, deny it, creating a 'indignant' negative thought response. Wait roughly a season or sooner, and it shall end up being culled. Optional - Use a no-particular temple type.
In save - Find any worshipper of Vakist (all of my dwarves worship the same god any will do) and scan their minds. The name of the temple petition has been omitted. |
| 0011696 | 1 | Dwarf Mode -- Military | minor | new | 2021-02-13 | Guard, Station & Patrol Duty soldiers cannot feed or drink assertively | Send away all but a test group of dwarves (3 to 2 remaining, even 1 will do) and assign them all to a military squad set to active. Have no flasks or backpacks between them so they have no rations of food or drink or set their rations manually empty.
Create two notes with N, r for route, add a waypoint at either end of the placed notes and confirm the patrol-route. Walk your soldiers to death by copy-pasting the complete issued schedule for the entire year until they die of thirst mid duty. Alternatively create a burrow away from your supplies and task guards to it until they perish.
Station uses a similar system to notes in order to set up areas to wait with similar results.
If you have not sent civilians away, they will bring water to dwarves when they are sleeping in unclaimed beds which is the only time in the entire duration that the patrolling dwarves break rank. |
| 0011387 | 5 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2021-02-13 | Buzzards create vengeful thought spam interrupting repeating jobs | Easily reproducible by having a pasture near to a open air depot in a biome with any of the item stealing or food devouring birds related flying through, ideally the same time a caravan has arrived.
Optional: A mock open air storage area near a pasture, and the jobs created from relocating the scared animals will repeatedly call dwarves & give them bad thoughts on the surface.
Optional: Observe the same behaviour in thieving land animals like Rhesus Maquaques and passiveness towards them by dwarves (excluding caravan guards) |
| 0011694 | 2 | Adventure Mode -- Conversation | minor | new | 2021-02-13 | Can't investigate rulers/bosses after hearing their name | |
| 0011693 | | General | crash | new | 2021-02-12 | Game Crashes At Specific Date / Unavoidable | |
| 0011690 | 1 | Adventure Mode -- General | crash | new | 2021-02-12 | MIA pets cause errors in historical relationships, crashes | Reloaded from before losing pet, was able to gift it and tell stories about histfigs. |
| 0008947 | 1 | Dwarf Mode -- Diplomacy | minor | new | 2021-02-12 | Dwarf locked in trying to have a meeting with duchess, preventing diplomat from conducting meeting with her. | Find Kogan Oshoshstinthad the fisherdwarf. He is locked in his quarters. If you keep the door locked and unpause the game the diplomat will either stay at the map edge or start visiting the fortress' meeting areas. If you unlock the door the fisherdwarf will seek a meeting with the duchess. After that the diplomat will then hold a meeting properly with the duchess. |
| 0011691 | 1 | Dwarf Mode -- Jobs, Healthcare | major | new | 2021-02-12 | Dwarves unable to stand not being assigned crutches | 1. Have a dwarf get injured in such a manner that they are unable to stand
2. Have them get treated in a hospital, with crutches available
3. Watch as they get released from the hospital without a crutch (seemingly without a order for one to be given to the dwarf in the first place) |
| 0009409 | 14 | Dwarf Mode -- Items | minor | | 2021-02-12 | Binding a quire into a codex destroys the material definition and value | 1. Make quires
2. Have someone write something on a quire
3. Make a binding and bind the book, finding a moment when nobody's reading it |
| 0011692 | | Adventure Mode -- General | minor | new | 2021-02-12 | Pack animals 'steal' artifacts loaded on them | |
| 0011688 | 1 | Dwarf Mode -- Flows | minor | new | 2021-02-11 | Issue with water pressure | Create a small tunnel with a drawbridge in the middle. Create vertical shafts on both sides of the tunnel. Send water in through one side using a river (screw pump untested,) but close the drawbridge before the water has a chance to flow up the other shaft. Water will not flow up the other shaft when the bridge is reopened. |
| 0011565 | 3 | Dwarf Mode -- Visitors | minor | new | 2021-02-08 | Necromancer visitor is shown as "Necromancer", even though legends log says he's disguised | |
| 0011686 | 1 | Adventure Mode -- Combat | minor | new | 2021-02-07 | Intelligent Undead Bleeding Spell Gets Recasted Every Time Fast Travel Ends FOREVER | 1. Play as creature who can bleed.
2. Get intelligent undead with specific bleed-causing spell to use it on you (needs a lot of luck). This is not necrosis.
3. Get out of danger and use fast travel screen or other time-forwarding methods like sleep (but I honestly tried only fast travel, I play as necromancer myself). |
| 0011684 | 2 | World Generation -- Parameters | major | | 2021-02-06 | Certain parameter sets freeze game with naught but music upon attempting to use them for worldgen | Put those parameters into your `<DF root folder>/data/init/world_gen.txt`. Try to generate a world with them. Freeze! |
| 0005659 | 3 | World Generation -- General | crash | | 2021-02-06 | Long application wait times, game is unresponsive for minutes during world gen with complete edge oceans set to 1. | Put ASDF parameters at end of worldgen.txt
Select ASDF on Design World with Advanced parameters screen, and press return to begin generating a new world. |
| 0011681 | 1 | Technical -- General | crash | | 2021-02-06 | libs/libstdc++.so.6 causing linking problem | |
| 0010036 | 9 | Dwarf Mode -- Environment | minor | | 2021-02-06 | Disproportion between thieves sizes and size of goods stolen | Have a fortress in a region where Keas roam.
Keep smaller items locked away and have only large items be available for them to steal.
Sooner or later you will probably get a Kea stealing an item that should be far too large for his body size |
| 0011683 | 4 | General | crash | new | 2021-02-04 | Game Crashes At Consistent Points in Time Across Many Saves | Download the save game
Wait a few minutes until it crashes |
| 0006511 | 4 | Dwarf Mode -- Interface, Unit-Job Screen | minor | new | 2021-02-02 | Removing [JOB_PERMITTED] tags doesn't stop player from activating the job | Remove a job permission tag from entity raw file
start a new world and game
go to unit's P-L menu and turn on that skill anyway
unit will now perform jobs of that skill despite it being not suppose to be permitted. |
| 0011682 | 1 | Dwarf Mode -- Combat | minor | new | 2021-02-02 | Felling tree with dwarf in it causes loyalty cascade | Load the save. Lethal combat occurs once the marksdwarf hits the ground. |
| 0010519 | 4 | Adventure Mode -- Combat | major | new | 2021-02-01 | (Almost) unkillable zombie made when raising corpse of curling hedgehog man | In this save: http://dffd.bay12games.com/file.php?id=13409
You can see a zombie hedgehog man surrounded by fire trapped up against the necromancer tower. If you climb over the fire to get to him and attempt to attack him, you can see that he appears to be curled up (you are only able to attempt to attack his upper body), despite him being able to attack you perfectly fine.
|
| 0011677 | 1 | Dwarf Mode -- Interface, Manager | crash | | 2021-01-31 | Crashes when trying to set up jobs on the manage screen | after a few more attempts it seems to happen when i type the second o in wooden
|
| 0009628 | 7 | Dwarf Mode -- Interface, General | major | new | 2021-01-31 | Job details menu either does not work or works very poorly for reactions | Create a reaction that uses blocks to build a statue, no menu at all. Change this reaction to use a log and it allows you to select wood materials, but no art image.
Create a reaction that limits material selection via reaction classes, the material list will be very wrong.
Create just about any reaction other than a very limited set of basic stuff and it probably won't work as expected with this menu. |
| 0011673 | 2 | World Generation -- Parameters | minor | new | 2021-01-29 | [EXPERIMENT_ONLY] genned demons cause dark fortresses to be unplayable | Enable dark fortresses as [SITE_CONTROLLABLE], and establish a advanced worldgen definition of [ALLOW_DEMONIC_EXPERIMENTS:1]. Goblin civs will be skipped from civ placement similarly to removing all demons outright. |
| 0011680 | 2 | Technical -- General | major | | 2021-01-28 | Game window is blank on macOS 11 | 1. Launch the df exec file.
2. Grant permissions and exceptions as needed in the security and privacy section of system preferences.
3. Eventually, the exec file will open the .exe.
4. Game audio will work and the game is seemingly able to be interacted with, however the no visual aspects of the game will load. |
| 0010868 | 4 | Dwarf Mode -- Raids | crash | | 2021-01-28 | Vanilla 0.44.12 crash in seconds. | http://dffd.bay12games.com/file.php?id=13971
Unpause and wait a few seconds. |
| 0011679 | 1 | Adventure Mode -- Town | major | new | 2021-01-26 | Dwarven forts sometimes generate incorrectly in a way witch breaks the game in adventure mode | 1)Download and install the game
2)Create a world
3)Start playing (in Adventure mode)
4)I always choose human outsider, but maybe it works correctly with other origins
5)Chose to start adventure in dwarven Fortress
6)Pray The Lady Misfortune so that this pesky thing occurs
(possibly)!DONE! |
| 0011678 | 1 | Dwarf Mode -- Combat | crash | new | 2021-01-24 | Game Crashes When Enemies Fire Bolts At My Dwarves | Get in a conflict with archers and try to wear decayed clothes. |
| 0011676 | 6 | Technical -- General | crash | | 2021-01-24 | Crash soon after unpause | Load this save game. Unpause. Crash.
https://dffd.bay12games.com/file.php?id=15384 |
| 0010848 | 9 | Dwarf Mode -- Immigration | major | | 2021-01-22 | Can not expel new arrival - "Child is not present" | |
| 0011133 | 5 | Dwarf Mode -- Non-dwarf Citizens | major | | 2021-01-22 | Interrupted by visitors (Outpost Liaison included) | |
| 0008410 | 7 | Miscellaneous Crashes | crash | | 2021-01-22 | Crash due to zero-size weasel | Load Game
Unpause Game
Command some units around, commit acts of "Fun", whichever pleases you.
Wait for crash. |
| 0011549 | 6 | Miscellaneous Crashes | crash | | 2021-01-22 | Crash when off-site werecreature gives birth | Load the save game below and let the time get to 251-3-23 (take a couple of minutes).
http://dffd.bay12games.com/file.php?id=15092 |
| 0011675 | 1 | Legends Mode -- Map Export | crash | new | 2021-01-21 | Legends mode: crash after map/gen info export | 1. Enter legends mode
2. Press 'p'. |
| 0011674 | | General | minor | new | 2021-01-19 | Severe hitching issue (likely result of military AI) | |
| 0010964 | 9 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2021-01-16 | Dwarves drag their meeting zone location activities onto civilian alert burrows | Have multiple active locations with assigned staff or attendees.
Make a seperate burrow over a normal meeting area and initiate a civilian alert from the military screen.
On the save - Dwarves are moving towards the alert, this is choppy for FPS be warned, but dwarves such Zuglar Zonbetan (Zuglar Helmcalmed), Chief medical dwarf who is currently still pondering medicine from the adjacent library zone is already there.
Another dwarf from a temple zone Mosus Uzlirsigun (Mosus Factiontours), Thresher is currently meditating in the civilian alert burrow in the idle state ('meditating') 1 tile adjacent of Zuglar south east.
There are more dwarves from the 'j' jobs screen who are meant to be socialising arriving.
|
| 0005234 | 7 | Adventure Mode -- Town | major | new | 2021-01-15 | No shops in any but largest cities-- and those have no merchandise. | 1. Generate a world.
2. Go visit a town in adventure mode.
3. Trade with a shopkeeper (if you can find one, good luck!)
4. ???
5. No profit. |
| 0011579 | 2 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user1294) | 2021-01-14 | Well can be built with ropes, but still requires metal chains to place. | |
| 0007185 | 22 | Dwarf Mode -- Trade | major | confirmed (user6) | 2021-01-13 | Horrified merchants immediately destroy their wagons, pack their goods and leave the depot | |
| 0011669 | 1 | Technical -- Saving/Loading | crash | | 2021-01-10 | Reproducible Segfault shortly after loading save | Load provided save, let the game run idly for a couple of minutes. |
| 0011406 | 1 | Adventure Mode -- Town | minor | new | 2021-01-10 | Bowyer's shops never sell bows, crossbows or ammunition | |
| 0011665 | 4 | Dwarf Mode -- Items | minor | new | 2021-01-10 | CORPSE item token is synonmous with bones despite supposed differences | Run a reaction using enclosed reagent to a building for a product output, then slaughter a sizable animal and restrict use of its meat and typified body-parts besides the skull and bones.
[REAGENT:A:5:CORPSE:NO_SUBTYPE:INORGANIC:NONE]
[USE_BODY_COMPONENT]
[UNROTTEN] |
| 0011672 | 3 | Technical -- General | block | | 2021-01-10 | The df command does not work | delete everything outside the df folder and run the command. obviously don't. |
| 0011671 | 1 | Dwarf Mode -- Transport/Hauling | trivial | | 2021-01-10 | Track stops disallow using the letters a s d for names. | Create a mine cart stop and attempt to change the name using Ctrl-n and include an a s or d in the name. |
| 0011670 | 8 | Dwarf Mode -- Stockpiles | major | assigned (user1294) | 2021-01-09 | Custom settings for stockpiles cause them to not to be stocked. | 1. Create a stockpile that only permits goblets
2. Make goblets
3. Observe that the stockpile might get a bin but will never get goblets. |
| 0009449 | 1 | Dwarf Mode -- Jobs, Hauling | minor | new | 2021-01-08 | Dwarves won't haul desired items from linked stockpile containing inconsistent items. | 1. Find a Z-level containing marble and diorite.
2. Dig out an 11x11 square such that it contains both marble AND diorite chunks.
3. Designate a Stock(p)ile with (c)ustom Se(t)tings over the 11x11 square, allowing ONLY Marble.
4. (d)ig out a 1x3 strip on the upper-right of the stockpile.
5. Carve a Track from the leftmost tile of the strip to the rightmost.*
6. Create a (h)auling (r)oute
7. Add a (s)top on the left, Stop 1
7a. Guide East immediately when full of desired items
7b. Take from the Stone Stockpile
7c. Set desired items to Marble, like in Step 3.
8. Add a (s)top on the right, Stop 2
8a. Construct a track stop to auto-dump the contents at Stop 2
8b. Guide West immediately always
9. Assign an Iron Minecart to the route.
10. Burrow a hauler to the area.
At this point, the hauler should be wandering around with "No job".
11. (FIRST WORKAROUND) Change Stop 1's desired items to include diorite. "Economic" and "Other Stone" should now both be partially highlighted, as marble (Economic) and diorite (Other Stone) should both be allowed.
At this point, the hauler should change to "Store Item in Vehicle".
12. Undo step 11.
At this point, the hauler should CONTINUE filling the minecart with items until it's full, then someone should come guide it east so it empties at the track stop.
When the minecart is returned, the hauler goes back to having No Job.
13. (SECOND WORKAROUND) Dump all diorite from the stockpile.
Once all diorite has been removed, the hauler will change to "Store Item in Vehicle" again.
* - In practice, I dug an upward ramp up to the surface and set the hauling route to go up there, but it's doubtful that this affected the stockpile issue. |
| 0006518 | 9 | Dwarf Mode -- Jobs, Hauling | minor | feedback (user6) | 2021-01-08 | Minecart track stop taking from multiple stockpiles only takes from one, until save/load | 1) Build a minecart.
2) Dig a bunch of stone.
3) Construct a track stop (dumping optional -- all of mine have always dumped into a third stockpile).
4) Make two stockpiles near the track stop, with different items in them (e.g. two different kinds of stone). Wheelbarrows are optional; I've seen the behavior both with wheelbarrows (stone stockpiles) and without (bar stockpiles).
5) Create a hauling route, with the single track stop, and the minecart. Link the track stop to both stockpiles, and set it to accept both kinds of items.
After the vehicle has been placed and the feeder stockpiles have been filled up, dwarves will start moving items from ONE stockpile to the minecart.
After saving and loading the game, they will move items from BOTH stockpiles to the minecart. |
| 0011668 | 2 | Dwarf Mode -- Nobles | trivial | new | 2021-01-01 | Dwarf king abdictates to become commoner necromancer apprentice | Open save, open the 'age of myth' log to its first event, which is the crowning of Muthkat, now retroactively referred to as a necromancer.
Jumping to their personal character profile as monarch of the dwarf civ Mistem Mingkil "The Portal of Leopards", they express their interest in immortality and finally are approached by a tutor in seperate events years apart, leading them to depart for a apprenticeship in scorchtone.
In 'related entities' their title as king is superceded by their new membership and tuition. Starting a fortress mode save or crossreferencing the civ will show, Zon Usantirist("Zon Murderrims") maintains the throne as sole queen with no divorce or mention of her husband who she bore three children with. |
| 0011666 | 1 | Dwarf Mode -- Interface, General | minor | new | 2020-12-31 | Renaming workshop changes managed job material | None. It was running with DFHack. Stopped and restarted without, but can't reproduce the issue in vanilla.
|
| 0000466 | 7 | Dwarf Mode -- Trade | minor | | 2020-12-30 | Multiple trade depots cause the merchants/traders to behave oddly | Build two depots, make one inaccessible, wait. |
| 0011664 | 2 | Dwarf Mode -- Reclaim | minor | new | 2020-12-26 | Unlabeled "Large rat leather" item | |
| 0011371 | | Adventure Mode -- Conversation | minor | new | 2020-12-24 | The option to spread rumors of insurrection isn't visible in the spread rumor menu | |
| 0010921 | 8 | Dwarf Mode -- Holdings | minor | confirmed (user1294) | 2020-12-22 | Requested worker is a "Merchant", doesn't work | |
| 0008099 | 10 | Dwarf Mode -- Invasions | major | confirmed (user6) | 2020-12-20 | Undead not pathing to fortress. | |
| 0011662 | | Technical -- Saving/Loading | crash | new | 2020-12-17 | Crash when saving game as Human Adventurer | 1. Create a female human demigod Spearman
2. Messed around in a camp created by my previous adventurer
3. Save game |
| 0011661 | 1 | Legends Mode -- Historical Figures | minor | new | 2020-12-17 | Necromancer marries zombie | |
| 0011660 | 1 | Dwarf Mode -- Combat | minor | new | 2020-12-13 | Drunk dwarf falling over a lot in tavern counting as combat resulting in job cancellation spam | |
| 0010818 | 1 | Dwarf Mode -- Justice | major | new | 2020-12-06 | Imprisoned characters arrange meetings and then cannot be released from restraint. | |
| 0011658 | | Material Properties | feature | new | 2020-12-06 | Bronze, steel and bone have incorrect material value placeholders | |
| 0011657 | | Adventure Mode -- Conversation | crash | new | 2020-12-03 | Gifting a Long Lost Pet Crashes the Game | - Embark with pet
- Lose pet while traveling
- Begin conversation with NPC
- Select the "Offer Pet" option |
| 0011656 | 3 | Dwarf Mode -- Holdings | minor | new | 2020-12-03 | Single dad dwarf with buggy dead wife leaves kid behind when he takes over holding | I'd check to make sure it doesn't have to do with the buggy wife first of all and heres how id do it
take a dwarf family that shows up to the fortress with a kid.
kill the wife.
check to see if she is still in the relationship screen
put the dad in a squad, preferably as the head so he'll take over quicker? he was the head of the squad when this bug happened
take over a holding, cross fingers he takes over |
| 0011416 | 3 | Dwarf Mode -- Buildings, General | crash | | 2020-12-01 | Raw-defined buildings with no build labor crash | 1. Define a custom building with no BUILD_LABOR
2. Build the building in game
3. Pass a single tick by any means |
| 0011655 | | Dwarf Mode -- Interface, Rooms | minor | new | 2020-12-01 | Missing zoom command on activity zone | 1. Create an activity zone
2. Go to Building List menu with shift+R "View Rooms/Buildings"
3. Select the activity zone
4. Press t or q
The zoom coordinates are right in the activity zone, but none of the commands have opened the Zones menu [i]. |
| 0006490 | 2 | Dwarf Mode -- Nobles | minor | new | 2020-11-30 | Monarch prevents a baron from being chosen. | I imagine all you'd need to do is get your fortress wealth high really fast. I did it by using the diagonal every 5 exploratory mining method immediately. |
| 0011653 | 1 | Dwarf Mode -- Missions | minor | new | 2020-11-29 | Weird behaviours when sending soldiers that have tamed pet vermins out on a mission | 1. Boot the game, create a smaller world and start a new fortress
2. Get or edit your dwarves to have a preference for rats
3. Capture a live rat and tame it at a kennel
4. Move the rat from its trap to a cage placed in a meeting area like a tavern
5. Make the rat available for adoption from the Animals [z] panel
6. Wait for a dwarf to eventually adopt the rat
7. Add this dwarf to military squad
8. Send the squad out on a mission (such as exploring a deserted location)
9. Observe the dwarf going to fetch their rat then just leave it there. |
| 0011654 | | Dwarf Mode -- Jobs, General | minor | new | 2020-11-29 | Beekeepers only harvest hives when liquid product is present | 1. Make a hiveable creature with no liquid product.
2. Observe products build up in the hive unharvested. |
| 0008954 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2020-11-28 | Unable to tame small animals in artifact animal traps | Catch a small animal in an artifact animal trap.
Give a 'Tame a Small Animal' job at a Kennel without any other untamed small animal available. |
| 0011652 | 3 | Adventure Mode -- Character Creation | trivial | resolved (user1294) | 2020-11-28 | Playable Demon and 'Eye' Races | Unknown. |
| 0011651 | | Projectiles | trivial | new | 2020-11-26 | hunter tries to take bolts from stockpile but drops them again and picks them up again for some time. | |
| 0010579 | 3 | Technical -- Saving/Loading | crash | | 2020-11-24 | crash shortly after loading save | just load the game and wait a bit. |
| 0010911 | 3 | Miscellaneous Crashes | crash | | 2020-11-24 | The referenced save game crashes after just over 10 seconds | |
| 0010880 | 8 | Technical -- General | crash | | 2020-11-24 | Segmentation fault, reproducible via save state | 1. Load save
2. Wait for a while
3. ...
4. CRASH! |
| 0011004 | 5 | Miscellaneous Crashes | crash | | 2020-11-24 | Save crashes after a few days - reproduces 100% on OP platform | Consistent crash on my PC between the 25th and 26th obsidian. No need to move just let the game run. Around this date the game just crashes (segfault?) and the window disappears.
|
| 0011650 | 1 | Technical -- General | crash | | 2020-11-21 | Game crashes once selected on load fortress screen | 1) using DF 42.12 with DFHack0.44.12-r2 and Armok viewer 0.21.0 load a save and view on Armok viewer.
2) save and exit game, exit out of DF window and open the game again.
3) Load save viewed in Armok vewer. |
| 0011647 | 2 | Dwarf Mode -- Missions | crash | | 2020-11-20 | Fortress Crash within a few days of initial loading of game | Wait for the axedwarf Onul Medenurvad to leave the map - crash should occur within 1 in-game day later |
| 0011648 | 1 | Fire | major | new | 2020-11-13 | Large quantities of adamantine coins causes trade depot to burst into flame | 1) Wait for caravan to show up
2) Use the bring goods to depot screen to search "adamantine coins" (important that coins is plural, single stacks already exist) and trade all, and bring at least 50 masterwork steel battle axes to the depot as well. Wait for everyone to finish bringing the stuff there. I recommend fastdwarf.
3) Use a macro to buy one thing at a time from the merchant and overpay with 10 coins from each of the stacks. Something must be bought, it can't be just offered, but even if it only costs 5 the coins are still re-buyable.
4) Once all coins are in stacks of 10, use autohotkey or similar external macro program to record an in-game macro of 229 "trade one coin" keystrokes, in order to c-u 99 c-p (98 the first time) and trade one of each stack, with a single macro. 5 master steel battleaxes will comfortably buy back one of each stack of coins, needs to be done 10x.
5) Unpausing with >220k adamantine coin items causes a massive fire to break out. It's possible that an item I bought from the merchants caused the fire, but it seemed that the fire was coming from multiple places at the same time and I saw no items that I would think would do this. I only buy bars, weapons, codexes and scroll copies, food, and gems. |
| 0011645 | 4 | Dwarf Mode -- Raids | major | new | 2020-11-08 | Dwarves disapear as if they never existed after they was killed in raid or killed an enemy. | |
| 0011646 | 1 | Adventure Mode -- Movement | major | new | 2020-11-08 | When moving, the game takes 10 minutes to process the move. Seems to happen around towns/hamlets | |
| 0011640 | 1 | Technical -- General | crash | | 2020-11-06 | Segmentation Fault crash | Unknown. I've a save which will crash if it advances 13 more steps. It always crashes. |
| 0010677 | 5 | Dwarf Mode -- Raids | major | new | 2020-11-06 | Dead raid dwarves treated as if they never existed | 1. Check friendship relations of dwarves.
2. Send dwarves on a raid. Record names of dead.
3. Check relations of friends of dead dwarves; attempt to carve Slabs for dead dwarves; check Dead/Missing tab for dead dwarves. |
| 0011644 | | World Generation -- General | minor | new | 2020-11-05 | Game messing up interaction tags when the tag is percentage-based | I assume that if you select a "necromancer" from the list of available ones and load in as an adventurer, you would likely find them to be expired. |
| 0011643 | | Adventure Mode -- AI | trivial | new | 2020-11-03 | Asking animal people about their family returns an empty variable | Asking any unnamed animal person about their family. |
| 0011642 | 1 | Dwarf Mode -- Immigration | minor | new | 2020-11-01 | Dwarf has incorrect arrival date in profile | |
| 0011638 | 2 | Miscellaneous Crashes | crash | new | 2020-10-28 | Crash in early spring unknown cause | The quickest and most reliable way to make it crash seems to be to load the game. A human attack will come in a few days, when it comes: Change the civilian alert to "attack" and then station the 4 squads of dwarves somewhere. I usually station them near the trading depot (hotkey f2.) |
| 0011637 | 2 | Dwarf Mode -- Trade | major | new | 2020-10-25 | Caravan Horses Stuck in a Wall; Caravan Froze Up | |
| 0011613 | 2 | Dwarf Mode -- Invasions | major | new | 2020-10-21 | Exclusively hello-goodbye sieges on multiple forts in world | 1. Make fort
2. Wait for invasion |
| 0000967 | 5 | Dwarf Mode -- Interface, Military Screen | minor | acknowledged (user6) | 2020-10-21 | Can't type numbers when naming alerts | simply type a number into any alert name on the military screen, especially the numbers 2 and 8 |
| 0011639 | 2 | Dwarf Mode -- Moods | minor | new | 2020-10-18 | Dwarf got a strange mood at the same time (Same tick?) as military training starts. Dwarf pacing in room, not claimed workshop. | Assign dwarf to scheduled millitary training, and somehow get a mood to trigger at the same time(tick?) as the dwarf is scheduled to train. |
| 0006955 | 11 | Adventure Mode -- Buildings | minor | confirmed (user6) | 2020-10-15 | Abandoned fortresses reconfigure when slept in / strange lighting | Sleep in an NPC fortress, might not happen in inhabited ones but they need to be checked too. General unloading and reloading the map might cause it too.
Find the level with the forges and look for ones with holes near them at night. |
| 0011636 | 2 | Adventure Mode -- Sites | minor | resolved (user1294) | 2020-10-15 | Fortress layout changes after offloading site | 1) Load the save in question
https://dffd.bay12games.com/file.php?id=15248
2) Note the up/down staircase just outside the bedroom, head up to the top of the staircase to see the level it descends from (it's a few levels up)
3) Sleep
4) Find yourself outside of the fortress
5) Go back in and find that there's no way down to the level you slept on. |
| 0011610 | 1 | Dwarf Mode -- Interface, Text | minor | new | 2020-10-15 | No way to view the race of named corpses or body parts | |
| 0011046 | 7 | Dwarf Mode -- Combat | major | new | 2020-10-15 | Loyalty cascade after a tantrum fist fight with a dwarven visitor | Have a tantruming dwarf start a fist fight in meeting area and get killed by a dwarven visitor. |
| 0011635 | 2 | Technical -- General | block | | 2020-10-12 | DF can't be launched at all | |
| 0011634 | 1 | Legends Mode -- Map Export | crash | new | 2020-10-12 | Legends mode: crash after map/gen info export | 1. Enter legends mode
2. Press 'p'. |
| 0011461 | 1 | Dwarf Mode -- Justice | minor | new | 2020-10-12 | Small issues with interrogating | |
| 0011629 | 2 | Dwarf Mode -- Justice | minor | resolved (user1294) | 2020-10-12 | Law Enforcement will interrogate recently deceased suspects | |
| 0011631 | 4 | Dwarf Mode -- Immigration | minor | new | 2020-10-12 | Migrant "opposed to life", attacks other migrants immediately | Have a migrant wave with a migrant that is a necromancer experiment/intelligent undead marked as "opposed to life" |
| 0011633 | 2 | Dwarf Mode -- Moods | major | resolved (user1294) | 2020-10-10 | Plant gatherer has mood while picking fruit on stepladder, unable to get down, destroys FPS | I don't know how to reproduce moods |
| 0003000 | 15 | General | crash | | 2020-10-05 | Mac/OS X segfault when quitting game with graphics enabled | Run Dwarf Fortress.
Play in fortress mode.
(Save world.)
Quit. |
| 0011632 | 1 | Technical -- General | crash | new | 2020-10-03 | Repeated crashes upon reaching a specific date | https://dffd.bay12games.com/file.php?id=15229
Start the save (1 Opal), then wait a few minutes. Between 5 Opal and 8 Opal, the game crashes with 100% reproducibility. |
| 0011628 | 3 | Dwarf Mode -- Military | crash | new | 2020-09-24 | Reproducible game crash, seems to happen when militia notices siegers while picking equipment | On my computer, the following actions result in a crash:
Load the game, let it run until the marksdwarf on the roof of the tower goes close enough to the fortifications that are above the bunch of goblins.
Alternatively:
Load, remove the dwarf on the tower roof from the marksdwarves militia, let the game run until another military gets in sight of the goblin siegers.
I reproduced the crash at least 4 times in a row, with variants of the above circumstances. |
| 0011630 | | Dwarf Mode -- Interface, Manager | minor | new | 2020-09-23 | Missing trait for ashery work order conditions | 1 Go to Work Orders screen ('u', 'm');
2 add work order 'Make lye';
3 go into conditions for added work order;
4 add item condition ('a');
5 go to traits of added condition ('t');
6 type 'lye' to filter traits.
Trait 'lye-containing item' isn't listed and therefore can not be added.
|
| 0001340 | 10 | Pathfinding | major | new | 2020-09-17 | Walling off HFS kills FPS | |
| 0011624 | 4 | Dwarf Mode -- Locations | crash | new | 2020-09-16 | Crash with SIGFPE on opening "Locations and Occupations" menu after creating guildhalls | 1. Load the provided save file.
2. Press "l" to open the "Locations and Occupations" menu. |
| 0011627 | 2 | Dwarf Mode -- Trade | minor | new | 2020-09-16 | Merchant wagon despawns and drops goods | open save and wait for merchants to get to trade depot |
| 0011620 | 3 | Technical -- Rendering | major | new | 2020-09-15 | The whole game presents a 5-10 second lag from the start of the game | 1. Download the game from http://www.bay12games.com/dwarves/df_47_04_linux.tar.bz2
2. Unpack it
3. Delete libs/libstdc++.so.6 and create a symbolic link to the version the system provides: libs/libstdc++.so.6 -> /usr/lib/x86_64-linux-gnu/libstdc++.so.6
3. Start the game
You should see the lag immediately after the game starts |
| 0011623 | 1 | Adventure Mode -- Sites | major | | 2020-09-14 | Visiting an abandoned fortress in adventurer mode causes exponential slowdown (FPS halved each time) | 1. embark, spending all embark points on dice
2. disassemble the embark wagon
3. abandon
4. be an adventurer and visit the abandoned fortress several times |
| 0011626 | | Dwarf Mode -- Military | minor | new | 2020-09-14 | Bedrooms assigned to squad members dont reassign after the squad returns from a mission | Make a bedroom, assign a squad member to the bedroom, give a mission to the squad, wait till they come back. The bedroom is free. |
| 0011625 | 1 | Dwarf Mode -- Military | major | new | 2020-09-14 | Squad ignores fighting and dying soldiers | |
| 0011574 | 1 | World Generation -- General | crash | new | 2020-09-13 | PRINT_MODE:TEXT segfault in X11 shortly into history generation | 1. With a fresh (default) set of user settings, change PRINT_MODE:2D to PRINT_MODE:TEXT in the data/init/init.txt file.
2. Run _Dwarf Fortress_ in a graphical terminal emulator under X11.
3. Pick "Create New World!" at the menu and proceed using the default parameters.
4. Segfault occurs shortly into history generation. |
| 0011622 | | World Generation -- General | minor | new | 2020-09-13 | Brook generated in Ocean biome with Z-level issue | Search for an embark with a River that is on the edge of an Ocean biome where the Z-levels are relatively flat. |
| 0011612 | 1 | Dwarf Mode -- Visitors | minor | new | 2020-09-12 | Axedwarf monster slayer was duelwielding scrolls instead of using weapons or shield, died in combat. | |
| 0011621 | 1 | Technical -- Saving/Loading | crash | new | 2020-09-12 | Game crashes when loading save (does not happen when pop numbers are low) | |
| 0011618 | | Dwarf Mode -- Visitors | minor | new | 2020-09-08 | Visiting Scholar doesn't pick up baby after giving birth | |
| 0011616 | | Legends Mode -- Historical Figures | minor | new | 2020-09-04 | Necromancer leaders try to overthrow themselves via intelligent undead | Generate a world where a necromancer has founded a tower and raised intelligent undead. Browse legends.
Hashtag not all intelligent undead. |
| 0011615 | | Legends Mode -- Historical Figures | text | new | 2020-09-04 | Brawl reports are missing the word 'with'. | Generate a world where a brawl has occurred. |
| 0011605 | 5 | Dwarf Mode -- Holdings | minor | | 2020-08-26 | Weirdos hanging out at edge of map | |
| 0010075 | 13 | Dwarf Mode -- Invasions | major | | 2020-08-26 | Siege doesn't end after all invaders are dead. | Get sieged (probably only happens for the first siege?)
Kill all invaders |
| 0009106 | 9 | Adventure Mode -- Reactions | major | new | 2020-08-24 | Reactions in adventure mode are very broken. | The following example will demonstrate 4 bugs:
add [REACTION_CLASS:ADV_BONE] to bone material and then the rest into the reactions:
[REACTION:DECORATE_BONE_BANDS1]
[NAME:decorate item with bone (bands) eating up stacks]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][REACTION_CLASS:ADV_BONE]
[IMPROVEMENT:100:target:BANDS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
[REACTION:DECORATE_BONE_BANDS2]
[NAME:decorate item with bone (bands) working fine with stacks]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:bone:2:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[IMPROVEMENT:100:target:BANDS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]
Now if you use this reactions, the first one will use the entire stack of bones (1), while the second one will use only one bone out of the stack and then demand for another bone from another stack (2). Both reactions seem to ignore the skill for both quality and training purposes (3). Also, the first one consumes skulls all right, while the second - does not consume skulls (4)... I have no idea why; it might be because skulls have dimensions like bars and this reaction consumes only a fraction of the skull? |
| 0011609 | 4 | Legends Mode -- Historical Figures | minor | new | 2020-08-23 | Deceased members of merchant company engage in posthumous trading | Generate world with merchant companies, check dead members. |
| 0010782 | 4 | Technical -- Saving/Loading | crash | | 2020-08-23 | Renaming/deleting unloaded worlds while the game is running and attempting to load them can lock up your computer | IMPORTANT: DO NOT CLOSE DWARF FORTRESS BEFORE YOU LOAD THE NOW-DELETED WORLD! THIS WILL SET YOU BACK TO STEP 1!
1: Launch DF
2: Create a new world, or use a world you don't want anymore for step 3
3: Go into the save folder and delete the world
4: Switch to the Dwarf Fortress window, and attempt to load the world.
5: Watch your computer itself crash while Dwarf Fortress attempts to take the data from a nonexistent folder, and overloads the system while doing so in a fruitless manner. For me, pressing the power button on my PC did not work.
6: After you're done admiring the crashed system, unplug the computer before plugging it back in. |
| 0006445 | 2 | Legends Mode -- General | minor | | 2020-08-22 | When masterpieces are melted in magma, Legends credits the melting to the first ever creature | 1) Dump masterwork items into the magma sea in fort mode.
2) Copy your save folder, then abandon the fort.
3) Examine your fort history to find a description of how the item was lost. |
| 0004740 | 1 | Legends Mode -- Historical Figures | minor | | 2020-08-22 | After abandoning a fortress, legends claims a dead megabeast acted (modded) | |
| 0009727 | 3 | Legends Mode -- Historical Figures | minor | | 2020-08-22 | Erroneus Legends Information with Regards to Destruction of Masterworks | |
| 0011611 | | Dwarf Mode -- Nobles | minor | new | 2020-08-22 | Expedition leader destroyed by bridge, marked as "traveling" | 1) Crush your expedition leader under a drawbridge.
2) Try to assign a new manager. |
| 0011606 | 1 | Dwarf Mode -- Environment | minor | new | 2020-08-21 | Valley herb not harvestable | 1, Embark on map featuring Valley herbs (temperate grassland, dry)
2, Issue plant harvesting job on Valley herb
3, Dwarf will spend time harvesting, yet always return empty-handed
It is possible to set gathering zone around the herb. In such case, dwarf will spend whole season trying harvesting the plant until it dies in summer. |
| 0011608 | | Adventure Mode -- Buildings | crash | new | 2020-08-21 | The game crashes after choosing guildhall | Start adventure mode b for bulid house, place one construction designation, N to name site, then z for zone, n to make new zone, l assign location, a to add location, g for Craft Guildhall and finally many kinds guildhall to crash the game . |
| 0011607 | 1 | Creatures | minor | new | 2020-08-20 | All humanoid races start growing beards at birth | |
| 0001275 | 28 | Dwarf Mode -- Skills and Professions | minor | confirmed (user6) | 2020-08-18 | Dwarves refuse to butcher tame animals unless they're directly slaughtered | |
| 0000565 | 14 | World Generation -- Parameters | crash | acknowledged (user6) | 2020-08-16 | Crashes when generating large world with "Complete Edge Oceans" set to anything besides 0 or 4 | Set [COMPLETE_OCEAN_EDGE_MIN:#] to something where # is not 0 or 4 and run a world generation using that parameter set. |
| 0011603 | 1 | Miscellaneous Crashes | crash | new | 2020-08-14 | Segfault in Fortress Mode | Play https://dffd.bay12games.com/file.php?id=15165 for a few seconds |
| 0011604 | | Geology | minor | new | 2020-08-14 | Cast obsidian destroys constructions | 1. Build a construction that allows fluid to pass through it.
2. Apply water and magma.
3. Confirm that the built material still exists on the stocks screen and zoom leads to original location.
4. Dig out obsidian.
5. Reconfirm step 3.
6. Build another construction on the spot.
7. Confirm both items on the stocks screen lead to the spot.
8. Deconstruct the new construction.
9. New and old items are returned. |
| 0011602 | 6 | Technical -- Rendering | block | new | 2020-08-12 | Green horizontal bars appear after updating Intel Graphics driver | Update drivers to 27.20.100.8337, experience glitch
Roll back to previous version, 26.20.100.7986, experience no glitch |
| 0010281 | 2 | Vegetation | minor | new | 2020-08-10 | underground soil/mud in an ocean biome will never spontaneously grow underground plants after breaching the caverns | dig out an area underground in an "ocean" biome that is either soil or rough stone muddied with clean water. breach the caverns. wait a year, and note the complete absence of cave moss & the other plants that have grown in similar areas elsewhere in the fortress. |
| 0011593 | 3 | Dwarf Mode -- Visitors | minor | new | 2020-08-08 | During retirement, some visitors arrive bugged | Start with a mature fort, as wealthy probably helps attract visitors. Designate a temple, tavern, and library to draw visitors. Retire the fort. Let some time pass. Unretire the fort. You should have some visitors. Some will probably be bugged. |
| 0011573 | 3 | Miscellaneous Crashes | crash | | 2020-08-08 | game crashes shortly after load | Load the saved game...wait. |
| 0010369 | 27 | Dwarf Mode -- Military | crash | confirmed (user11) | 2020-08-06 | Game crash (likely) when Dwarves return from mission | 1. Go into the (as previously known) [C]ivilization menu.
2. Choose a location to send a squad of dwarves, specifically where artifacts are rumored to be. (May also matter if they are "exploring" versus "raiding")
3. Wait until all dwarves have left.
4. Sometimes, they will return, sometimes, it will crash.
May need to test further to see if crash occurs after they return but as they are bringing back rescued hostages/people seeking sanctuary. |
| 0011598 | 3 | Miscellaneous Crashes | crash | new | 2020-08-06 | Reproducible crash 2-3 minutes after loading this save | Load: https://dffd.bay12games.com/file.php?id=15158
Wait 2-3 minutes |
| 0011402 | 3 | Dwarf Mode -- Environment | crash | new | 2020-08-06 | Game Crashes when Timber 25 rolls in | 1 use this save: http://dffd.bay12games.com/file.php?id=14844
2 wait 4 ingame days for the crash( world is at 20th,crash is at 24-25th)
|
| 0011543 | 3 | General | crash | new | 2020-08-06 | Crash | Just let it run, maybe tied to the trader wagons leaving the map? |
| 0011265 | 12 | Legends Mode -- History Export | minor | new | 2020-08-06 | Endless wars launched by civilizations against bandit forts. | |
| 0011601 | 2 | Dwarf Mode -- Interface, Rooms | minor | | 2020-08-02 | Designating meeting zones as new guildhall opens help menu because no binding is assigned by default | With default keybindings, wait for a group to petition for a guildhall
build zone and designate a meeting area
use menus to choose to assign to a new location
Observe list of options and press [?] for guildhall |
| 0011600 | 2 | Dwarf Mode -- Nobles | minor | new | 2020-07-31 | Reassigning guard captain to someone already in the guard malfunctions | * Load the save at https://dffd.bay12games.com/file.php?id=15159
* Use (n)oble menu to assign Kib Idenem as captain of the guard
* Pop up (m)ilitary menu - Kib now shows up twice (once in slot 1 and once in slot 5)
* Try to fix it. This is what I did: scroll down to slot 5 and hit enter to remove him. He's removed from slot 1 instead, leaving him still in slot 5 and no commander for the squad
* Try to assign him in slot 1 preparatory to other steps to remove the entry in slot 5 -- now he's in slot 1, and slot 5 says "Kib Idenem (traveling)" |
| 0011599 | 2 | Technical -- General | minor | new | 2020-07-30 | FPS death with less than ten dwarves. Fixed upon restart. | Dig an up/down stair on top of a light aquifer. Dig a down stair on top of it. Have a dwarf in both locations. This may not remake the glitch. |
| 0011595 | 4 | Dwarf Mode -- Combat | major | new | 2020-07-28 | Random Loyalty Cascade | Make civilians active which restricts them to the Mountain. Then order all squads to station somwehere.
Maybe an enemy must be on the map for this to occur, because this happened 3 years ago when goblins arrived also. |
| 0011597 | 2 | Dwarf Mode -- Interface, Civilization/World Info | major | new | 2020-07-26 | Cannot view local guilds and requests. | |
| 0011592 | 2 | Dwarf Mode -- Non-dwarf Citizens | minor | new | 2020-07-25 | Gremlin citizens can't reproduce, because they don't form normal social relations | |
| 0011596 | 2 | Technical -- Rendering | minor | new | 2020-07-24 | Windows' scaling breaks fullscreen | - Set the scaling option in Windows (System>Display>Scale and Layout) to anything but 100%
- In the init.ini, set the fullscreen resolution to 0x0 or your monitor resolution
- Open the game in fullscreen (or press F11) |
| 0011594 | 2 | Dwarf Mode -- Jobs, Cleaning | major | new | 2020-07-24 | Impossible to clean outside tiles (deadly) | Start a new embark.
Have 8 dwarves be contaminated with rotten blood.
Retire your fort.
Start a new embark.
Get migrants to join.
Witness your outside tiles being contaminated.
Bonus point: Start in a biom without rain. Cold areas are the best because you can't even pump water out to clean it up as it will freeze.
...
?
Profit! |
| 0011591 | 3 | Dwarf Mode -- Interface, General | block | | 2020-07-20 | Stuck on Pause | My game is currently locked in this state, started yesterday and continues to be an issue when reloaded this morning and tonight. |
| 0011576 | 8 | Arena | major | | 2020-07-17 | Secondary Selectors Not Working In Testing Arena | 1. Launch arena mode.
2. Try to create a creature with some skills but fail anyway. |
| 0011581 | 2 | Adventure Mode -- Buildings | major | new | 2020-07-14 | Underworld Spires Sometimes Lack Doors | 1. Get to Underworld via one spire.
2. Go to second one.
3. Realize there are no doors (random).
Alterantively:
1. Get to Dark Fortress.
2. Realize there is a spire but no doors outside to Hidden Fun Stuff (random). |
| 0011590 | 1 | Dwarf Mode -- Trade | minor | new | 2020-07-14 | Caravans dwarves get stuck at the edge of the map | (See above) |
| 0004403 | 7 | Dwarf Mode -- Items | tweak | | 2020-07-13 | It is impossible to dump owned items | mark owned item for dumping |
| 0011589 | | Adventure Mode -- AI | minor | new | 2020-07-13 | Adventure mode - party members on flying mounts dismount while still in air | |
| 0011588 | 1 | Adventure Mode -- Buildings | major | new | 2020-07-12 | Entrances Out Of Underworld Vanish | 1. Get to underworld using spire.
2. Walk away from the spire for maybe 40 tiles.
3. Get back. |
| 0011587 | 2 | Dwarf Mode -- Raids | crash | new | 2020-07-12 | Constant crashing after squads return from raid | Just wait, save file is minutes before the return |
| 0011585 | 1 | Adventure Mode -- AI | minor | new | 2020-07-12 | Yielding Characters Are Still Dodging Attacks | 1. Go to arena mode.
2. Create 2 creatures. Just in case give yielding one grand master dodger.
3. Control one of them.
4. Yield already. |
| 0011586 | 3 | Dwarf Mode -- Raids | crash | | 2020-07-11 | Constant crashing a few minutes after opening save | Just wait. Happens approx 2-5 minutes after save is opened
Happened the last 6 times i tried to play, keeps happening. |
| 0011584 | 2 | Adventure Mode -- Sleep | feature | new | 2020-07-11 | Make It Possible To Be Assaulted By Demons While Waiting Or Sleeping In The Underworld | |
| 0011583 | | Adventure Mode -- Display | minor | new | 2020-07-10 | Characters Who Have No Lungs And Cannot Choke Can Get Annoyed By "Choking" On Dust | 1. Make a character out of slade, perhaps modelled ater bronze colossus. This way you can avoid dying. Maybe set disease resistance to 5000 and give [SUPERNATURAL] token.
2. Go to Hidden Fun Stuff (eerie cave).
3. Encounter a demon who can spread dust.
4. Get hit by dust.
5. Count for RNG. |
| 0011582 | | Adventure Mode -- Display | minor | new | 2020-07-10 | It Is Possible To See Exclamation Marks From Very Far Below The Surface | 1. Get to Hidden Fun Stuff (a.k.a. Underworld).
2. Use "look around" option below goblin or other sites.
3. Via LShift+5 go a lot of squares above yourself.
You will sometimes notice yellow exclamation marks of goblins making movements. I don't think you can hear them from this far, even if they threw a party. |
| 0011577 | 2 | World Generation -- General | major | new | 2020-07-10 | Setting World Generation to Lowest Settings Makes Rivers Take Forever To Form | 1. Create a world using standard generator.
2. Set everything to lowest (minerals, world size and so on).
3. Generate and notice that it won't let rivers go not even reject. |
| 0011580 | | Dwarf Mode -- Visitors | minor | new | 2020-07-09 | Visitors giving birth abandon their bugged offspring | |
| 0011578 | 1 | Adventure Mode -- Display | minor | new | 2020-07-08 | Enemies Killed Specifically Don't Rise Kill List | 1. Play as character that can breath fire or spread thick webs.
2. Melt someone with dragonfire or web someone and than beat to death. |
| 0011575 | | Adventure Mode -- Combat | minor | new | 2020-07-07 | Steel Bodies And Other Hard Inorganic Bodies Are Frail | 1. Create a new creature out of bronze colossus source code.
2. Lower the size to 40000 units and change all bronze tissues into steel, adamantine or slade just so the entire body's material would change.
3. Let in arena mode a human hit you. Repeat several times to notice your body parts will often fracture. |
| 0011571 | 2 | General | crash | | 2020-07-03 | Game crashes seconds in | https://dffd.bay12games.com/file.php?id=15134
a couple seconds after unpausing it crashes. Not sure what even could be causing it |
| 0011560 | 3 | Miscellaneous Crashes | crash | | 2020-07-03 | Consistent crash, unknown reason | 1. Load the save
2. Unpause
3. Wait around 10 seconds
4. The game crashes |
| 0011569 | 3 | Miscellaneous Crashes | crash | | 2020-07-02 | Game crashes consistently in my world (maybe related to mining out up staircases?) | See above |
| 0011568 | 3 | Typos/Grammar | text | new | 2020-06-27 | Typo in Skill Upgrade Announcement: “X has became Y” | Trigger any skill upgrade and read the announcement or game log. |
| 0011566 | 2 | Technical -- General | block | | 2020-06-27 | Unable to download via homebrew cask due to expired cert | 1. Download and install HomeBrew.
2. Attempt to download dwarf fortress
3. Get error. |
| 0011567 | | Dwarf Mode -- Items | minor | new | 2020-06-25 | The value of dice is significantly less than the value of the materials used to produce them. | Craft dice, observe the difference in value between the dice and the materials. |
| 0010601 | 3 | Adventure Mode -- Movement | block | new | 2020-06-23 | Pit traps inside kobold caves are impossible to climb out of | >fall down kobold pit trap
>don't die to the traps
>try to climb back out
>fail to climb back out |
| 0011564 | 1 | Technical -- General | crash | | 2020-06-21 | Segfault when starting game, infinite loop when stopping it | |
| 0011554 | 5 | General | major | | 2020-06-21 | can't find curses_640x300.png | |
| 0011562 | 5 | Technical -- General | block | | 2020-06-21 | Not found: data/art/curses_640x300.png | Launch Dwarf_Fortress |
| 0011563 | 1 | Dwarf Mode -- Missions | major | new | 2020-06-19 | Military Squad delayed for months by trapped wardogs return duplicated. | Assign a lot of war dogs to one dwarf. Pasture dogs behind locked door. Send dwarf on raid mission to Dark Goblin Pit. Wait 1 month+. Release dogs. Upon dwarf's return, inspect for bodysnatchers. |
| 0011553 | 1 | Technical -- General | crash | | 2020-06-18 | Crash when entering build mode and zoomed in | Zoom in very closely.
Press b. |
| 0011561 | | Miscellaneous Crashes | minor | new | 2020-06-18 | LNP 47.04 r06 - Random Crashes | |
| 0011558 | | Dwarf Mode -- Visitors | minor | new | 2020-06-18 | Single performance troupe members are announced as individuals but petition for the troupe | |
| 0008005 | 9 | Dwarf Mode -- Military | major | assigned (user6) | 2020-06-18 | Military dwarfs refuse to equip left foot high boot and sometimes sock/uniform bug/active-inactive bug | Make active training squads. Set them being uniformed while inactive. Make them move to cursor (through s key) and let them stand there for awhile. (month maybe?) After that cancel the stationing order and see them revert to civs, dropping equipment. (including waterskins and everything)and wandering off before shortly after remembering that they still are in active military training and reverting back to soldiers. Observe equipment mismatch madness and how the filthy left foot gets no protective love from some of the dwarfs in that squad. |
| 0011557 | | Dwarf Mode -- Missions | minor | new | 2020-06-17 | Missions don't check changing site ownership | Load this game and let it run:
https://dffd.bay12games.com/file.php?id=15111
Nine squads have each been given missions to conquer the weakly defended site of Cradledbad. The first squad to arrive will conquer it easily and establish a government. The second will establish another government. Later squads will attack the site, not realizing that it has already been conquered by their own civilization. By the end, many of the dwarves will be imprisoned or killed by their own comrades. |
| 0011556 | 1 | Adventure Mode -- Sites | minor | new | 2020-06-16 | Just a glitch | I honestly dont know, just randomly decided while in a town to take countrol of the place and had no idea what it did. When I claimed the lands, it put me in control. Once this happened, I went to the lady's house to see what would happened, and upon entering storage room of the house, every step I took would be met with tens of announcements all at once, which made it nearly impossible to move. |
| 0011555 | | Dwarf Mode -- Visitors | minor | new | 2020-06-14 | Quester entering inaccessible part of embark locks up meeting queue | |
| 0011551 | | Dwarf Mode -- Visitors | minor | new | 2020-06-09 | Kobold villain | |
| 0011550 | 1 | World Generation -- Theft | minor | new | 2020-06-02 | Artifacts successfully stolen by villians disappear when said villian is killed. | -Wait until artifact from fort has been claimed and successfully stolen via villians plot
-Retire fort
-Start a new fort on villian hideout/cave
-Create a militia squad of 7 wrestlers
-Locate villian and kill the villian
-Drops everything in inventory except stolen artifacts. |
| 0011542 | 5 | Dwarf Mode -- Environment | minor | new | 2020-06-02 | Constant collapses on the surface without cause | |
| 0011547 | 3 | Dwarf Mode -- Combat | major | new | 2020-05-27 | Dwarves stuck in "interrupted by: dwarf" where dwarf is member of fortress | i dont know |
| 0011548 | | Miscellaneous Crashes | crash | new | 2020-05-25 | Random crash with "loop path fail: <same square>" in error log | No idea, it seems to be random |
| 0009610 | 3 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2020-05-23 | Suicidal stair removers stand on stair to be removed rather than legal tiles to the side | I suspect it's related to pathing, i.e. where the dwarf came from when trying to perform the job. In my cases I think they all came from straight above, climbing down and then failing to step to a legal tile to the side (in my cases there was nothing below).
I finally managed to remove one such problematic tile by burrowing a dwarf who was building beside the stair. When I ordered the stair removal he correctly stood beside the tile, and is thus still alive (but asleep, since I didn't remove the burrow fast enough...).
A maximum traffic restriction on the stair above and the stair to be removed had no effect on a suicider: it wouldn't step two steps to the side to take the other stair down, and thus approach from the side. |
| 0011546 | 2 | General | crash | new | 2020-05-21 | A Crashing Savegame. | |
| 0011538 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | tweak | | 2020-05-20 | It's too easy to feed your dwarves | |
| 0011545 | 2 | General | tweak | | 2020-05-20 | Cant run the game | I just have to try running the game by clicking on the Dwarf Fortress.exe in the file. |
| 0011211 | 5 | Dwarf Mode -- Trade | major | new | 2020-05-19 | Merchants not leaving | |
| 0000797 | 19 | Pathfinding | major | confirmed (user6) | 2020-05-18 | Animals/pets repeatedly try to find path through pet-locked/"tightly closed" doors, causing lag | Build a corridor with an exit where an animal might want to go. A cat and the surface works well, as the cat will try and wipe out every vermin in existence on the surface. Make a door, place the door in the corridor, mark it tightly closed, watch the game slowly choke to death and die. |
| 0011541 | 4 | Dwarf Mode -- Traps | minor | new | 2020-05-16 | Caged prisoner (intelligent undead) caught in a trap claims a coffin | It is the first time I have seen it. I do not know if it can be reproduced. |
| 0011544 | 2 | General | crash | new | 2020-05-16 | Fortress mode CTD 3-6 times in one evening. | Play game, game crashes. Start again from last save. |
| 0008001 | 15 | Adventure Mode -- Sites | tweak | confirmed (user6) | 2020-05-10 | Elf/dwarf sites can't be claimed (lack leaders and power locations) | 1. Start an dwarf or elf adventurer.
2. Ask about the local ruler. |
| 0009344 | 10 | Dwarf Mode -- Environment | major | new | 2020-05-10 | Eerie Murk-covered Raven Thralls appearing on non-evil embark | Download the above save.
The first game had multiple waves of raven thralls appear, so if you let it run a second wave might eventually show up.
Have not tried embarking elsewhere in the area to see if other embarks would be affected, but it might be worth a shot. |
| 0011485 | 2 | Undeath | minor | new | 2020-05-10 | Werebeast victims raised as intelligent undead transform instantly | Set up a tavern, wait until a necromancer comes as a visitor, wait until a werebeast comes as a visitor too. No idea if that's possible but it sure as hell happened to me.
I did have a lot of werebeasts in the fortress though. Locked them up years ago after some werebeast attacks proper. Idk if that can lure were-visitors or if it's unrelated. |
| 0011540 | | Legends Mode -- History Export | minor | new | 2020-05-10 | Exported musical form passages do not mention written contents probably referenced by data | Find a musical form description in the DF structures where a passage has the specified field set. Look up the corresponding musical form description in exported XML and examine the description of that paragraph in the description, and see that there is no mentioning that e.g. the poem "Slush rained, Wow!" is to be recited. |
| 0011539 | | Dwarf Mode -- Buildings, General | trivial | new | 2020-05-09 | Atom smashers don't affect vermin | Build an atom smasher (i.e. enclosed)
dump stuff
wait till vermin appear
pull the lever
watch the bridge fall on the hamster and not make any puddin |
| 0011537 | 2 | Adventure Mode -- Sites | minor | new | 2020-05-08 | Inconsistent site generation, depending on travel mode. | In the save game, the adventurer is a short distance away from the dwarven fortress of Helpbust (to the east). This site is generated differently depending on the method the adventurer takes to travel there.
To reproduce this:
First travel there by walking the whole distance. *do not use fast travel no matter how tempting it is* observe how the site looks.
Now reload the save game and travel to the fortress using fast travel. The site will be generated differently. |
| 0011536 | 2 | World Generation -- General | minor | new | 2020-05-07 | "outcasts" spawning in sites and outnumbering normal citizens (modded) | Generate a world with my mod. So you don't need to do this, a save for you to look over has been provided. Exporting the data of this save and looking at the sites in Legendsviewer should explain the situation.
http://dffd.bay12games.com/file.php?id=15057 |
| 0011506 | 2 | Dwarf Mode -- Invasions | minor | new | 2020-05-06 | Failed experiment gave birth to friendly "Visitor" during siege | I assume you'd need a long siege (mine just passed from the second to the third season) of suitable necro experiments and hope one gives birth (or, I guess, induce pregnancy). |
| 0009202 | 4 | Undeath | minor | new | 2020-05-06 | Single uninjured zombie attacked fort, immediately left | |
| 0010092 | 6 | Dwarf Mode -- Interface, Manager | minor | acknowledged (user11) | 2020-05-03 | Decoration manager orders ("Stud With Metal", "Decorate with bone", Encrust) behave like perpetual orders, never tick down | Give an order through the manager for a specific number of items to be studded with some kind of metal. It will behave like a perpetual order. |
| 0011516 | 8 | Dwarf Mode -- Combat | major | new | 2020-05-01 | Dwarf Squad Teleported Through Wall | |
| 0011535 | | Legends Mode -- History Export | minor | new | 2020-05-01 | Intrigue related exports probably output the wrong data (duplicates of top value) for relationship info | |
| 0011523 | 5 | Dwarf Mode -- Environment | feature | new | 2020-04-30 | Water pressure does not always cause flooding | Channel and mine a water path from a river to a pit in your fortress
Make sure the pit is filled from the same level as the pit itself
Open the floodgates
The pit will fill and not equalize, i.e. continue to fill until it's level with the river source.
|
| 0011532 | 2 | Technical -- Saving/Loading | major | new | 2020-04-30 | Corrupted save: std vector length according to debugger | |
| 0011534 | | Dwarf Mode -- Skills and Professions | major | new | 2020-04-29 | High skill/legendary dwarves constantly socialize! or give lessons | |
| 0011533 | 3 | Technical -- General | crash | new | 2020-04-29 | Crashes every time after ~10s | Just wait |
| 0011239 | 10 | Adventure Mode -- Character Creation | minor | new | 2020-04-29 | Outsiders Can Start With Any Weapon Skills | |
| 0011531 | 1 | Dwarf Mode -- Nobles | major | new | 2020-04-28 | Guest (monster slayer) visiting dwarf was made the Baron of my fortress after being promoted to baron in their home fortress | Dig down to cavern at the start so monster slayers arrive. Accept their offer to slay monsters.
See if you get a dwarf guest
If they get promoted as a baron in their home fortress, they will become baron of yours.
At the time of promotion, I had a population > 20. |
| 0011530 | | Dwarf Mode -- Interface, Stockpiles | minor | new | 2020-04-28 | Item blinking | |
| 0011529 | 1 | Pathfinding | major | new | 2020-04-27 | Kill order squad rush the wrong way | |
| 0011528 | 2 | Dwarf Mode -- Visitors | crash | new | 2020-04-27 | Crashes when visitors enabled | Just run the fort for about one dwarf-day. |
| 0011526 | 3 | Dwarf Mode -- Interface, Announcements | minor | new | 2020-04-26 | Position change of hidden entity announced | Chance? |
| 0011527 | | Dwarf Mode -- Embark/Setup | minor | new | 2020-04-26 | DF's aquifer indication doesn't acknowledge aquifers in SW half of world tiles | These steps aren't necessary, but provide a clear illustration of the issue.
Generate any world. Find a single biome world tile without soil erosion (i.e. not at a high elevation) with (very) deep soil and no clay. All Mid Level Tiles in such a location should have an aquifer (either heavy or light) running through the lower (two) soil level. Reduce the size of the embark rectangle to 1*1 and move it to the NW corner. It should display an aquifer. Move the rectangle 1 MLT south, and the aquifer is gone. East it reappears, South again and it disappears again. Repeat down to the SE corner. Check all the tiles in the SW half and all the tiles in the NE one, and see that the SW half has no aquifers displayed, while all of them in the NE half have aquifers. |
| 0011524 | 2 | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2020-04-24 | Dwarves will eat at chairs with no tables when dining room is present, then complain | |
| 0008584 | 25 | Dwarf Mode -- Thoughts and Preferences | minor | confirmed (user6) | 2020-04-23 | Only original embark dwarves make friends/grudges | 1. Embark
2. Play/wait a couple of years
3. Observe relationships of dwarves |
| 0011522 | 3 | Adventure Mode -- Travel | major | new | 2020-04-22 | Bogeymen constantly shapeshift and are not tracked, constant ever increasing swarm | Uncertain about steps to reproduce this bug, but whatever is giving this ability to bogeymen seems to be making them spawn endlessly.
Enclosed is the region of which this occurred in.
https://drive.google.com/drive/folders/1OR7_KjLtO_4t42AYddVQpjJwPvbWFgds?usp=sharing |
| 0011525 | 1 | Dwarf Mode -- Environment | tweak | new | 2020-04-21 | Sparse tree biomes will fill with trees over time | Embark on a sparse tree biome
Wait |
| 0011419 | 6 | Dwarf Mode -- Combat | major | new | 2020-04-21 | Judicial beatings, tantrums, and other "expected" violence sometimes cause loyalty cascades | 1. Pick a rookie captain of the guard that's prone to tantrums
2. Arm and armor them
3. Send them into the refuse stockpile
4. Watch as they become homicidal at the sight of severed body parts and teeth
5. Wait for them to start tantruming
6. Let them kill some random civilian in the middle of your fort
7. Observe your dwarves and tamed animals drop what they're doing to have at each other |
| 0011520 | 1 | Dwarf Mode -- Justice | tweak | new | 2020-04-21 | If the Hammerer Noble Comits a Crime, They Will Beat Themself | |
| 0011521 | | Dwarf Mode -- Moods | minor | new | 2020-04-20 | Macabre dwarf makes bone earring, becomes legendary blacksmith | Not tried, but:
1) Make dwarf unhappy enough to enter macabre mood
2) Make sure dwarf has moodable skill that would not logically apply to macabre mood (e.g. armorer, gem cutter).
3) Hope dwarf enters macabre mood rather than other type. |
| 0011034 | 7 | General | minor | | 2020-04-19 | App wide keyboard lag in large windows | I have downgraded to version 0.44.05 and that fixes it. All version beyond (including the latest 0.44.12 are also broken).
|
| 0011519 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | major | new | 2020-04-18 | Frozen Construction Job for U/D Stair | |
| 0011229 | 1 | Dwarf Mode -- Immigration | major | new | 2020-04-18 | Immigrant revealed as necromancer through Relationships screen | 1. Look at immigrants
2. Check their relationships, see if any necromancers are listed there
3. If they are at the fort, press v to view them too
4. Notice that they'll be marked as necromancers from now on |
| 0011510 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | major | new | 2020-04-18 | Entire Fortress Stopped Drinking after Guest sent to Hospital during (frozen river) Winter | In an attempt to reproduce, I recreated the hospital zone and Couger Man limped his way back to the bed, but everyone continued to drink. |
| 0011515 | 1 | Dwarf Mode -- Interface, Workshop Profiles | crash | new | 2020-04-18 | Crash when searching for "Woo" in change material selection of a Work Order | Carpenter Workshop (but other work, too)
WorkShop Profile -> WorkOrder: Create any order
on its conditions, add conditions from reagents/material
now: change material and start searching for Wood
you will crash at "Woo".
|
| 0011514 | 1 | Dwarf Mode -- Visitors | major | new | 2020-04-18 | Every Tavern Eventually Causes a Loyalty Cascade | Build a tavern w/ alcohol and wait. |
| 0011513 | | Dwarf Mode -- Invasions | feature | new | 2020-04-17 | Invaders will sometimes immediately leave the map | |
| 0011512 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2020-04-17 | Doctors will not haul medical items for medical tasks unless assigned to hauling if hospital has containers | Have injured patients in a hospital without containers that need to be healed
Have thread/cloth lying around
Build containers in the hospital
Get spammed
|
| 0011511 | 1 | Dwarf Mode -- Stockpiles | major | new | 2020-04-17 | Mutliple Stockpile Issues | |
| 0011509 | 3 | Dwarf Mode -- Embark/Setup | crash | new | 2020-04-16 | Save crashes on embark | Start a new fortress on the save, embark in the shown locations, press escape after the starting embark text, crash to desktop. |
| 0011508 | | Dwarf Mode -- Trade | minor | new | 2020-04-15 | Merchants do not trade if depot already occupied | |
| 0011507 | | Dwarf Mode -- Visitors | minor | new | 2020-04-15 | Villainous visitors use poor disguises (intentional?) | |
| 0010420 | 5 | World Generation -- Parameters | major | new | 2020-04-13 | The same set of parameters generate different worlds on different platforms without rejections | Generate advance world gen worlds using the parameters above on different OS/DF bit versions and observe the results being different. |
| 0011498 | 5 | Dwarf Mode -- Idle Behavior | major | new | 2020-04-13 | Miners get stuck with No Job and Attend Meeting on the last place they dug | Not sure. In the example, the game was fine until I've reached the magma Sea. |
| 0004973 | 7 | Reactions | minor | | 2020-04-13 | Vermin reactions do not recognize caste | |
| 0011117 | 3 | Adventure Mode -- Movement | crash | | 2020-04-12 | Random crashes | |
| 0011504 | | Dwarf Mode -- Trade | minor | new | 2020-04-10 | traders not recognized at depot | |
| 0011503 | 1 | Legends Mode -- General | minor | new | 2020-04-10 | Structures list in Legends contains duplicate entries | Create a world, presumably of any size and length (longer worlds will presumably have more duplicate entries)
Look at Legends > Structures |
| 0011502 | 2 | Dwarf Mode -- Abandonment of Fort | minor | new | 2020-04-10 | Unable to lose | No idea |
| 0011501 | 3 | Dwarf Mode -- Trade | minor | new | 2020-04-09 | Trading Depot destroyed by tantrum grants goods to Fort | |
| 0011466 | 2 | Adventure Mode -- Conversation | crash | new | 2020-04-09 | Occasional crash to desktop when selecting dialogue options | Vanilla DF, possibly acquiring followers and pets/mounts first:
1) Attempt to gift pets/mounts (horses or giant hamsters in my case) to followers (or others? - haven't tried this)
2) 'Tell a story' to followers
May take several repeats of above. Crash should be straight to desktop without warning. |
| 0011500 | | Adventure Mode -- General | minor | new | 2020-04-09 | Adventure Mode Library Scatter | Try storing books or other artefacts in your adventurer's camp. Leave, then fast travel back. See if books are missing/scattered about. |
| 0011243 | 2 | Adventure Mode -- Travel | minor | new | 2020-04-09 | Fast travelling while transformed cancels animal transformation | 1.) Become transformed into a beast via divination dice
2.) Fast travel |
| 0011499 | | Adventure Mode -- General | crash | new | 2020-04-07 | Crash to desktop in adventure mode when move past a certain tile | Continue playing my adventurer save. The adventurer is inside a dwarf fortress recently occupied by goblins. Leave the fortress using the gate to the north, and start moving east as soon as you exit the gate. A few tiles after you move up a 1 z-level slope to the east of the fortress gate, the game will crash. |
| 0011497 | | Adventure Mode -- Conversation | crash | new | 2020-04-07 | Game crashes when offering a person your dog when dog is not on screen/far away. | 1) when starting a game inside, don't lead dog out.
2) elsewhere, offer someone your pet.
3) profit |
| 0008469 | 12 | Dwarf Mode -- Jobs, General | minor | | 2020-04-06 | Cutting down trees leaves a hole in the floor (if empty layer underneath) | * Mine out under tree(s).
* Fell tree(s) |
| 0011495 | | Dwarf Mode -- Military | minor | new | 2020-04-06 | Migrant from retired fort keeps military status, tries impossible job | Create fortress, assign dwarves to military in that fortress
Retire fortress for the time being
Create new fortress
Wait for a migrant who was in military in the retired fortress
See if they try to do military things, see if they are still listed as being in their old squad |
| 0000481 | 56 | Dwarf Mode -- Combat | minor | | 2020-04-06 | Kill/attack commands/orders don't work | |
| 0011494 | | Creatures | trivial | new | 2020-04-04 | Missing [ in giant koala GENERAL_CHILD_NAME | Open creature_temperate_new.txt and look for the giant koala GENERAL_CHILD_NAME token. |
| 0011493 | | Creatures | trivial | new | 2020-04-04 | Iguanas are vegetarian in their description but carnivores in gameplay | Read the iguana creature tokens in creature_reptiles.txt. |
| 0011492 | | Creatures | text | new | 2020-04-03 | Grackles should have yellow eyes, not black. | Read the [CREATURE:BIRD_GRACKLE] definition in creature_birds.txt. |
| 0011491 | | Combat -- General | minor | new | 2020-04-03 | Cheeks and lips don't surround teeth as expected | Search for BY_CATEGORY:TEETH in b_detail_plan_default.txt. |
| 0011168 | 1 | Legends Mode -- Historical Figures | minor | new | 2020-04-02 | Adventurer missing from Legends on Retire | 1) Open either save linked below.
2) Retire adventurer.
3) Check Legends Mode, the adventurer is missing.
In the first save, you can also crash the game by trying to unretire.
Save 1: http://dffd.bay12games.com/file.php?id=14573
Save 2: http://dffd.bay12games.com/file.php?id=14578
|
| 0011489 | | Dwarf Mode -- Pets | minor | new | 2020-04-01 | War animal whose owner dies on a mission cannot be reassigned, is labeled "Pet of Somebody" | Send a dwarf with on a raid with a war animal. If the dwarf dies but the animal returns, the animal will be listed as "Pet of Somebody," and you will not be able to reassign it. |
| 0011487 | 1 | Civilizations/Entities -- General | minor | new | 2020-03-30 | Experiment creature meat and leather available to civilizations | High amounts of experiments based on animals available in the world. Typically a necromancer controlled dwarven mountain hall or fortress exists. |
| 0011486 | | Technical -- Saving/Loading | crash | new | 2020-03-29 | Crashes on open | Whenever I open the game this happens |
| 0011484 | | Legends Mode -- General | text | new | 2020-03-29 | entity honor event uses wrong field for pluralization | |
| 0011483 | 2 | Technical -- General | crash | new | 2020-03-29 | Consistent segfault on save | Load the attached http://dffd.bay12games.com/file.php?id=14975 and leave running for a minute or two |
| 0011481 | | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2020-03-28 | Dwarf eats mud left from mud man | Haven't tried - I suppose you need a dead mud man and a hungry dwarf nearby? |
| 0011478 | 2 | Typos/Grammar | minor | new | 2020-03-28 | Sometimes descriptions say "bears" when should say "bares". | Can be seen here: https://www.youtube.com/watch?v=jG8AIKSbf9Y&t=25m43s |
| 0011477 | 5 | Dwarf Mode -- Thoughts and Preferences | minor | | 2020-03-27 | unknown nil value thoughts | Start any Fort
get 10 of any class to form a guild
wait for guildhall request
approve guildhall request
assign a new location to the guildhall
do NOT upgrade the location value. Must remain 'meeting place'
wait for dwarf to get upset |
| 0011479 | 1 | Adventure Mode -- Buildings | minor | new | 2020-03-27 | No Slab in Vaults | 1. Generate World
2. Find and Explore Vault |
| 0011473 | 2 | Technical -- General | crash | new | 2020-03-27 | Random Segmentation Fault | I do not know. Please see attached coredumps. |
| 0011476 | 1 | Adventure Mode -- General | major | new | 2020-03-26 | Adventurer spawns separated from world | |
| 0011475 | | Items | minor | new | 2020-03-26 | Vault Slab Duplication upon Retire and Unretire of Adventurer in (Missing) Vault | |
| 0011472 | 1 | Dwarf Mode -- Nobles | trivial | new | 2020-03-25 | Dwarf gains no good thoughts from attending meeting, constantly tries to attend meeting. | Find a dwarf who does not gain a disposition boost from attending a meeting with a mayor (unsure on the personality trait that leads to this.)
Stress dwarf to some degree.
Watch as the dwarf gains nothing from the meeting, does one other task, then attempts a meeting again. |
| 0011471 | | Dwarf Mode -- Trade | minor | new | 2020-03-25 | Merchants bugged out | It looks like causing the merchants to fight something near the trade depot, but not leaving the general vicinity of the depot may cause them to get stuck. |
| 0011353 | 2 | Legends Mode -- Historical Figures | minor | new | 2020-03-25 | Historical figures killed by non historical figures | gen a world, check the timelines of the dead megabeasts. |
| 0011470 | 2 | Dwarf Mode -- Non-dwarf Citizens | minor | new | 2020-03-25 | Slow white stork woman causing mayor to be stuck in office | |
| 0011469 | 1 | Dwarf Mode -- Combat | block | new | 2020-03-23 | Werewolf necromancer experiment gesturing/freezing appears to freeze the entire simulation | Not known, have save file where loading it continues this state. |
| 0011331 | 1 | Adventure Mode -- Quests | minor | new | 2020-03-23 | Quests to recover artifacts don't add relevant NPC information. | Start artifact retrieval quest, try to ask around about the person wanting the artifact back after moving on from the quest giver. |
| 0011408 | 4 | Adventure Mode -- Buildings | minor | new | 2020-03-23 | Statues in worldgen buildings can be made of dubiously appropriate materials, possibly including liquids | Visit buildings with statues in adventure mode and examine the statues. |
| 0011464 | 2 | World Generation -- General | crash | new | 2020-03-22 | Editing the LEISURE_TIME Token for [ENTITY:EVIL] causes game crash during world gen. | Simply replace "[VALUE:LEISURE_TIME:0]" with "[VARIABLE_VALUE:LEISURE_TIME:-50:50]" under the [ENTITY:EVIL] section. And then attempt to generate a world. |
| 0011468 | 1 | Undeath | feature | new | 2020-03-22 | Reanimating in combat | Get necromancer citizens in Fortress mode, fight with them |
| 0010553 | 9 | Dwarf Mode -- Artifacts | crash | | 2020-03-21 | Game crashes when I refuse to give away artifact | |
| 0011467 | 4 | Dwarf Mode -- Artifacts | crash | new | 2020-03-21 | Game Crashes to Desktop when refusing to give up an artifact | 1. Load save
2. Resume play
3. Select "b" when asked to hand over the artifact |
| 0003259 | 38 | Dwarf Mode -- Combat | minor | new | 2020-03-20 | Loyalty cascade after ordering squad to attack were-citizens, merchants/traders, guards, or liaison | |
| 0011440 | 17 | World Generation -- General | crash | new | 2020-03-19 | Consistent CTD on worldgen (heavily modded) | http://dffd.bay12games.com/file.php?id=14900
Download the above DF exe and associated contents and attempt to generate a world. The game will shortly CTD. |
| 0011465 | | Dwarf Mode -- Justice | minor | new | 2020-03-18 | Mayor (victim of crime) stuck trying to report crime and conduct meeting - escapes loop but does not report crime | |
| 0011463 | | Combat -- General | minor | new | 2020-03-18 | Creatures can attack and move while curled up after reanimation | In arena mode:
1) Spawn a living hedgehog or echidna
2) Spawn a necromancer with an edged weapon
3) Take control of the hedgehog/echidna and roll into a ball
4) Take control of the necromancer and slash the creature until it bleeds out
5) Raise the creature as a zombie
The creature can now move around and attack as normal, but all attacks against it will behave as if it were curled up. |
| 0011462 | 1 | Dwarf Mode -- Interface, Designations | minor | new | 2020-03-17 | Engraving specific images produces same wrong result | Have made dozens of statues and engravings, all with the same result. |
| 0011459 | 3 | World Generation -- Constructions | minor | resolved (user1294) | 2020-03-17 | Dungeons no longer generating in towns during worldgen | Generate world (medium region, 125 years should do it).
Note lack of dungeons (Legends Mode, Structures).
Try the same in 44.12. Notice the existence of dungeons (not a huge amount but almost every medium 1-2 hundred year world should have a couple). |
| 0004500 | 4 | Dwarf Mode -- Jobs, Fishing | minor | new | 2020-03-16 | Tropical Lakes always empty; Murky Ponds odd | Embark on a tropical lake; designate lake as fishing zone. No fish will be available in the lake. |
| 0011460 | | Creatures | tweak | new | 2020-03-14 | Foul blendec creature lacks PET_ANIMAL interaction, have skin-covered heads despite those supposedly being skeletal | Look at the raws for the latest version, CREATURE:BLENDEC_FOUL does not have INTERACTION:PET_ANIMAL.
The second issue can also be deduced in the raws. Foul blendecs use the standard [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] which applies skin to their heads, but they do not have any token removing it. It can also be tested practically:
1. Play as a Grand Master Fighter rhinoceros man (in arena/adventurer mode). 2. Grab a foul blendec by the head with your hand, then pinch it using wrestling.
3. Watch the skin tear.
They have :2EARS:NOSE: included in their BODY string. |
| 0011455 | 1 | Adventure Mode -- AI | minor | new | 2020-03-13 | Threat assessment AI bugged in adventure mode (maybe more?) | Gather a band of adventurers and fight a large creature like an alligator, semimegabeast/megabeast, ect. A lot of the time, and almost every time with semi/megabeast creatures, they'll run away, even if they heavily outnumber the creature, are highly skilled, or are in full armor. |
| 0011457 | 3 | Adventure Mode -- Sites | minor | new | 2020-03-13 | Massive treasure trove of books and scrolls sitting outside lair directly adjacent to dwarven site | You might be able to reproduce this if you generate a pocket world with a long history. You cannot guarantee how, when, and if a site will spawn using a different seed which makes this difficult to reproduce. |
| 0009099 | 3 | Adventure Mode -- AI | minor | | 2020-03-13 | Civilized building destoyers destroying own buildings in Adventure Mode. | 1. Find creatures living in dwarf fortress that have building destroyer.
2. Stay in proximity to them for sufficient time so it remains loaded.
3. Watch them destroy their own trade depot. |
| 0006088 | 15 | Dwarf Mode -- Interface, Building Construction | minor | feedback (user11) | 2020-03-11 | Alt key doesn't work on Ubuntu | |
| 0008345 | 6 | Dwarf Mode -- Jobs, Equipment | minor | assigned (user6) | 2020-03-11 | hunters in the military stuck in equipment loop | |
| 0009485 | 11 | Dwarf Mode -- Locations | major | | 2020-03-11 | Instruments irretrievable after canceled performance | 1. Create tavern with large enough dance area
2. Check which instruments are being simulated for large dance performances
3. Assemble those instruments, and have them brought to the tavern with a coffer or other storage item
4. Wait until dwarves fail to gather enough dancers for a performance
5. Instruments are dropped and now irretrievable |
| 0011454 | 2 | Dwarf Mode -- Visitors | minor | new | 2020-03-11 | Some visitors have completely empty inventories | |
| 0011448 | 2 | Dwarf Mode -- Jobs, Activity Zones | feature | resolved (user1294) | 2020-03-11 | Several newly added features, most notably, assigning a meeting hall activity zone location as a Craft Guildhall use the ? key | |
| 0007864 | 9 | Dwarf Mode -- Jobs, Burial | minor | confirmed (user6) | 2020-03-11 | Slabs of killed enemies say "went missing" | Werecreature arrivals being relatively rare, I haven't yet seen if this will happen again; that said:
1: Slaughter werecreature
2: Engrave slab |
| 0011452 | 2 | Artistic Images (engravings etc) | minor | resolved (user1294) | 2020-03-11 | Slabs don't provide full information on killings | |
| 0011450 | 1 | Artistic Images (engravings etc) | text | new | 2020-03-10 | Slabs display the incorrect secret title | |
| 0011453 | 1 | General | crash | new | 2020-03-10 | Platform specific crash | |
| 0011449 | 1 | Legends Mode -- General | feature | new | 2020-03-09 | Symbol or Heraldry for Civilizations | Open legends mode and select "Civilization and others entities" or "Historical Maps" only a small image is shown there. |
| 0009874 | 3 | Adventure Mode -- Combat | feature | feedback (user8971) | 2020-03-09 | Combat teleportation | |
| 0011443 | 3 | Dwarf Mode -- Interface, Workshop Profiles | crash | new | 2020-03-08 | Crash when certain item names are trying to be displayed | 1. Go to any workshop
2. Go to Workshop Profile menu
3. Go to Work Orders menu
4. Create a condition for a work order (the top and bottom workshops should already have orders)
5. Add a material condition and filter "LUM", "PLU", or scroll from the top all the way down to past M or go to the second to last page |
| 0011447 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2020-03-08 | Missing thought text string after petition ignored | |
| 0011445 | | World Generation -- General | minor | new | 2020-03-08 | Entities like craftguilds are considered responsible for monastaries. | - Open the associated save
- Look for 'The Disemboweled Guild' in the legends mode.
- Look for Ùshrir Patternpage, observe how they are constructing several monasteries for different religions. |
| 0011444 | | World Generation -- General | crash | new | 2020-03-07 | world gen crash | |
| 0011442 | | Dwarf Mode -- Jobs, Cancellation and Suspension | major | new | 2020-03-07 | Farmer cancels job, infant inaccessible, but infant already buried | |
| 0005106 | 28 | Adventure Mode -- Town | minor | confirmed (user6) | 2020-03-06 | Bandits/companions respawn/duplicate in their original location | 1. Find an appropriate enemy in sewers/catacombs.
2. Kill that enemy.
3. Leave and come back, wait, or sleep.
4. Kill that enemy again. |
| 0010825 | 11 | Dwarf Mode -- Locations | minor | | 2020-03-06 | Cave joins fort | Start near a cave, maybe? |
| 0006074 | 7 | Dwarf Mode -- Transport/Hauling | minor | confirmed (user6) | 2020-03-06 | Wheelbarrows accumulate items from incomplete hauling jobs | Have a busy stockpile with wheelbarrows assigned to it. Wait. |
| 0011441 | 1 | Technical -- Saving/Loading | minor | new | 2020-03-06 | Saves from 0.40.24 are missing paper and instrument jobs/stockpiles | 1. have a save from DF 0.40.24.
2. load that save up in 0.47.04
3. see missing jobs in paper and instrument industries
4. see missing storage in stockpiles |
| 0009487 | 2 | Dwarf Mode -- Interface, Animals | minor | new | 2020-03-05 | Pastured animals try to path to meeting areas, unless the pasture itself is defined as one. | 1. Start a game with a LOT of pasturable animals, with a breedable male and a few females if you really want to overflow things.
2. Define a large zone, and assign as a pasture, assign all of your pasturable animals there, away from the wagon. I chose as many female dogs as I could with 1 male, a mating pair of llamas, a mating pair of alpacas, and a mating pair of sheep.
3. Already you can see what is going wrong, as all the animals crowd around the edge closest to the default meeting zone as defined by the wagon, but refuse to cross the boundary and leave the pasture.
4. When you get a sufficiently large enough mass of pastured animals hugging the edge of the pasture in a cluster, you'll notice the occasional "escapee" making a run for the wagon's meeting area, only to get dragged back to the pasture by the dwarves when they have time.
5. Define a dining room away from both the wagon and the pasture.
6. Make it a meeting hall.
7. Watch your escapees that overflowed out of the pasture flock to the newly defined meeting hall.
8. Define the pasture as meeting hall IN ADDITION to it's regular pasture designation.
9. Note that after most escapees return on their own, and a straggler or two has to be dragged back, the pastured animals spread out over the entire pasture now, instead of crowding an edge. But now you have dwarves hanging out in the pasture with the livestock...
10. You can keep the foreigners out by defining it as a location (tavern, temple, or library) and restricting it to citizens only, but other than defining borrows that specifically exclude the pasture, and/or locked doors on the pasture, I don't see a way to keep your dwarves from hanging out in the fields once in awhile. At least you won't have hordes of puppies biting visiting diplomats though...
|
| 0011439 | 2 | Adventure Mode -- Stealth | major | resolved (user1294) | 2020-03-05 | Stealthed enemies cannot be spotted or attacked in Adventure Mode, ever | Enter Arena mode, create two units (give one legendary Observer skill if you like). Control one, begin sneaking, then switch to the other and proceed to be killed slowly by an enemy you cannot see or target. |
| 0011438 | | Adventure Mode -- AI | minor | new | 2020-03-04 | Attack interactions do not provoke combat | Read a slab with an offensive spell, or use a modded race that has one by default. Wipe out civilization with it. Nobody cares. |
| 0007556 | 2 | Legends Mode -- Map Export | crash | new | 2020-03-04 | Game crashes when exporting detailed map | Haven't tried, but:
1. Gen a world
2. Play fort mode.
3. Retire fort.
4. Try to export "Standard biome + site map" |
| 0011062 | 2 | Technical -- Rendering | minor | new | 2020-03-04 | Not active menu items are invisible | |
| 0011437 | 1 | Adventure Mode -- Travel | crash | new | 2020-03-04 | Traveling from or sleeping in forest retreat under attack causes crash to desktop | 1. Stop at Distancefang.
2. Try to fast travel, sleep or wait.
3. Observe the crash. |
| 0011029 | 6 | Dwarf Mode -- Trade | major | | 2020-03-04 | wagons stuck in walls after riding down the ramps | i dont know how to reproduce, it depends how merchants will path i suppose |
| 0011436 | 4 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2020-03-03 | Dwarves en-mass rush and fistfight combat to fill needs | Have a annoying land animal like a Grey langur appear that can take a beating on the surface preferably in a group, and allow bored dwarves to path to it after designating it to be killed close to where dwarves are. Or open save and notice all the people out currently fighting the with no present designations upon the langurs and vengeful new conflict & existing conflict thoughts.
Thikut Idenonol Expedition leader (Thikut Paddlemountains) in the save has a bright green need fufilled in helping someone with multiple conflict joining thoughts to seperate out needs expressed through the form of fighting from unusual ones usually only gained through transporting dwarves to hospital beds or giving water.
Alternatively pit a animal and start a dwarven fight-club by allowing civilian dwarves to path to it and knock it around until it passes out on the floor in brawling quarter combat and read-out the needs afterwards.
|
| 0011435 | 1 | Adventure Mode -- Sites | minor | new | 2020-03-03 | Building any construction on a tile in an adventurer site eliminates all objects that were on the tile | 1. Start building an adventurer site.
2. Drop some objects on the ground in the site.
3. Build a floor on the tile where the objects are.
4. Notice that the objects are gone. |
| 0011345 | 2 | Religion | minor | new | 2020-03-02 | Prophets create unrelated deviant sects | Edit out all instances of pantheons, sphere alignment, dig deep disasters & forces from entity.txt and leave only dwarves pantheon religion intact, and lower them to a single sphere. Run the world for a subsequently long amount of time (100 - 150 or more years) and embark to see the selection of religions inside your civilization when making a temple.
Dwarves in that time will have filled themselves up with unrelated spheres to the one you have detailed. Alternative open up my attached save and draw a temple zone, as the above method steps have been followed.
Look for Litast the Colors of Luster (Light Sphere)& Shoveth Caverntwilights (Night,Dreams) as sects that have spawned and come to be known to my civilization. |
| 0004188 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2020-03-02 | Dwarf cancels Give Food, throwing tantrum spam | Wound a dwarf, have a dwarf throwing a tantrum assigned to give the wounded dwarf food. |
| 0009134 | 6 | Adventure Mode -- General | minor | confirmed (user6) | 2020-03-02 | Plump Helmet men cannot perform or pray due to inability to speak. | 1. Become a plump helmet man
2. Attempt to play or pray
3. Fail. |
| 0011434 | 3 | Adventure Mode -- Combat | minor | new | 2020-03-02 | Humans, elves, and dwarves are hostile to "friendly" goblins and vice versa | 1. Find a non-goblin town with a goblin population
2. Watch goblins become enraged and fight |
| 0011432 | 2 | Adventure Mode -- Conversation | minor | new | 2020-03-01 | After becoming greatly respected by entity, people fails to say their name | 1) became legendary hero in adventure mode (kill a titan, etc.)
2) report in some site about your actions
3) wait a few days
4) start a conversation with some unknown to your character people from this site owner group |
| 0011433 | 1 | Adventure Mode -- Movement | minor | new | 2020-03-01 | In tactical mode, party members too far apart become unable to move | -Have a party of at least 2 adventurers
-switch to tactical movement mode
-walk them away from each other until the issue occurs |
| 0006941 | 5 | World Generation -- General | crash | | 2020-03-01 | DEFAULT_TYPE:DARK_FORTRESS incompatible with some POSITION tokens (modding) | Mod any civ to have both DEFAULT_TYPE:DARK_FORTRESS and a POSITION. Making dwarves build dark fortresses, for instance. |
| 0008220 | 3 | Dwarf Mode -- Invasions | minor | new | 2020-03-01 | Kill orders against invader abductee/resettled dwarfs causes a loyalty cascade | Load the save, pull the top-left lever on z=115 (F4 zooms there) to open the front gates.
Station the axe squad out the front, give one soldier a kill order vs Sodel Shamebalath (invader marksdwarf), it should be very one-sided.
Once Sodel is dead cancel the kill order and let the soldier go back to their squad. A lethal fight within the squad should immediately break out.
|
| 0011409 | 6 | Adventure Mode -- Reactions | minor | | 2020-03-01 | "Blessed with a holy weapon" divination result fails to spawn artifact weapon | The only way to possibly reproduce this bug in-game would be to roll dice in a lot of different shrines. |
| 0010902 | 3 | Dwarf Mode -- Raids | minor | | 2020-03-01 | Rescue mission always finishes instantly without any result | 1) Load the provided save file in vanilla 0.44.12 release
2) Open world map ("c")
3) Open peoples screen ("p")
4) Create rescue mission for any of prisoners
5) Assign squad to mission
6) Done - squad will move to the edge of fortress screen, and return back a moment after departure, without any report/result. |
| 0009886 | 6 | Dwarf Mode -- Visitors | minor | new | 2020-03-01 | Departing Visitor Steals Musical Instrument | |
| 0011422 | 2 | Dwarf Mode -- Reclaim | major | new | 2020-03-01 | Upon reclaiming previous fortress, items are scattered everywhere | 1. Abandon a fort to ruin
2. Reclaim it
3. Watch as your items end up quite literally everywhere |
| 0011431 | | World Generation -- Beasts | text | new | 2020-03-01 | No age/era name for megabeasts with specific name pattern | Seeds: https://pastebin.com/irMJQfJE |
| 0011424 | 6 | World Generation -- General | crash | new | 2020-03-01 | Adding positions to dark-pits civilization causes crashes. | 1. Add custom positions to a dark-pits civilization.
2. Run worldgen.
3. It will likely crash (the larger the world, the greater the number of civs and the longer the history the more likely). |
| 0009653 | 14 | Dwarf Mode -- Locations | minor | | 2020-02-29 | Tavern keeper/performers repeatedly serve alcohol until visitors and even dwarves drink themselves to death | |
| 0011427 | 8 | Dwarf Mode -- Moods | minor | | 2020-02-29 | Dwarves request the yarn of unshearable baby animals for mood | Open save, locate Feb Isodor in his quickly assembled leather working shop with 2 leathers they gathered themselves (there are more leathers accessible, he wants yarn), then locate animals outside in the pasture like 'Bembul Oddomartob' the baby lamb. He can't be brought in to be sheared at any newly built or quickly built farmers workshop because he is too young, though like the stray baby llama both have yarn descriptors.
Or have a strange mood using yarn occur whilst only having baby animals as a requirement for the desire for yarn. |
| 0011397 | 3 | Legends Mode -- History Export | major | new | 2020-02-28 | Identities missing from XML dump | Steps:
- Create a world
- Export the <filename_part>-legends.xml |
| 0011430 | | Items | trivial | new | 2020-02-28 | Veils and masks protect the head instead of the face | Attack the head and face of a unit wearing a face veil, head veil, or mask in the arena and check the combat reports. |
| 0011429 | | Items | minor | new | 2020-02-28 | Helmets can't be made to protect the neck or face (i.e. eyes,nose,cheeks ect.) conversely boots and gloves always protect digits | Add the item "full helm" to the
[ITEM_HELM:ITEM_HELM_FULL_HELM]
[NAME:full helm:full helms]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[UBSTEP:MAX]
[LBSTEP:MAX]
[COVERAGE:100]
[LAYER_SIZE:30]
[LAYER_PERMIT:20]
[MATERIAL_SIZE:2]
[HARD]
[METAL]
[BARRED]
[SCALED]
[LEATHER]
Then try attacking the mouth or eyes of a unit equipped with it in the arena. |
| 0009254 | 11 | Dwarf Mode -- Idle Behavior | trivial | | 2020-02-28 | Visitors path into murky pools / moats and remain, do not path into fortress | |
| 0011428 | 1 | Combat -- General | minor | new | 2020-02-28 | IT_CANNOT_HAVE_SYNDROME_CLASS doesn't work on the raising interactions | |
| 0001821 | 6 | Items | minor | new | 2020-02-28 | Armor with [UBSTEP:MAX] and [LBSTEP:MAX] protects child bodyparts of parts it doesn't protect. | Put a human in a rope reed robe into the arena, and add a few foxes allied with each other. Attacks should glance away from toes and the like, while denting hands and feet. |
| 0010507 | 1 | Dwarf Mode -- Items | major | new | 2020-02-28 | After retiring Fortress all books/scrolls are scattered across the map | Create fortress with library and the resources for book production
Retire fortress
Unretire or visit in Adventure mode in either case the result is the same |
| 0011426 | | Dwarf Mode -- Interface, Workshop Profiles | trivial | new | 2020-02-28 | Shortcut for naming workshops gets replaced with assigned workers' status | [q] a workshop, [P]rofile it, choose workers, notice renaming prompt is gone |
| 0011253 | 1 | Adventure Mode -- Retirement | minor | | 2020-02-27 | Cannot recruit former party member after retirement | -Ask party member to party ways or wait in a location and then retire the adventurer in another location
-Unretire adventurer
-Speak to previous party member; option to ask to join does not exist |
| 0011255 | 1 | Combat -- General | minor | | 2020-02-27 | "Random summon" interaction summons vermin as if they were roaming creatures | Add in an interaction that summons a creature without any further specifications. Give that interaction to a creature and let it use it a few times. Pitting two interaction-creatures against each other in the arena might be the quickest way to see this.
raw examples for copy-pasting:
[INTERACTION:EXAMPLE SUMMON]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[IE_TIME_RANGE:200:300]
[CAN_DO_INTERACTION:EXAMPLE SUMMON]
[CDI:ADV_NAME:Summon creature]
[CDI:USAGE_HINT:DEFEND]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:VERB:summon a beast:summons a beast:summons a beast]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30] |
| 0011293 | | Adventure Mode -- Buildings | minor | | 2020-02-27 | Keep in human fortress has inaccessible rooms, incomplete staircases | Visit or start in fortresses until you find one with a keep that has a similar problem. |
| 0011421 | 4 | Dwarf Mode -- Jobs, General | minor | new | 2020-02-27 | Dwarves cursed by the gods suddenly don't perform any more labors | I have not tried to reproduce this, but I suspect watching a dwarf tantrum in a temple, dedicated to a god, with statues, would reproduce the "cursed by the gods" part of this report. |
| 0011396 | 2 | Adventure Mode -- Combat | feature | | 2020-02-27 | limbs regrown using interactions or blessings are lost again upon (T) traveling, (Z) waiting or (Z) sleeping. | Go into adventurer and lose a limb ("sails off in an arc").
This can be done in a party by having one adventurer attack another with an axe or other edged weapon.
Check the (z) screen to ensure you have lost the limb
Regrow the limb using an interaction with the token CE_REGROW_PARTS. This can be applied by an adventurer that can use the interaction, or through whatever means you prefer.
Check the (z) screen to ensure you have regrown the limb.
(T) travel, or (Z) sleep/wait. After the period of waiting, the previously regrown limb will be missing again. |
| 0011425 | 1 | Adventure Mode -- AI | minor | | 2020-02-27 | Tamed mounts attack vampire players upon feeding | Become a vampire, tame a mount, suck some blood from another creature. |
| 0002706 | 12 | Dwarf Mode -- Military | minor | | 2020-02-27 | Marksdwarves won't get quivers or ammo | |
| 0011403 | 1 | Adventure Mode -- Character Creation | minor | | 2020-02-26 | Animal people will never get a choice of religion on Adventurer setup no matter how well established their pops. | Generate any number of worlds, no matter how large, no matter how convoluted to push up civilized animal person pops (believe me, I've tried).
Try to find a site which offers a civilized animal person (not one from the intelligent wilderness menu) a choice of religion.
Fail. |
| 0011412 | 2 | Dwarf Mode -- Interface, Unit Profiles | minor | | 2020-02-26 | 2 starting dwarves gets married, does not update relationship screen | Open save and observe relationship screen between the married couple and the thoughts about marriage in their minds, cross reference with the supplied game log.
Optional: Retire the fortress (you can pull it back out again from a backup or re-unzip the save) and investigate the personal history behind these two individuals. |
| 0011411 | 1 | Legends Mode -- Historical Figures | minor | | 2020-02-26 | Incorrect, random <concluder_hfid> in concluded agreement event after reunion | Save file + XML export: http://dffd.bay12games.com/file.php?id=14856
Save directions: open legends, and in Historical Figures, filter "Bim Seasonflags the Thin Teeth" (sole adventurer).
For XML, his id is "1997". |
| 0011415 | 5 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2020-02-26 | Dwarves with clear path to rest of fortress cancel tasks due to socializing | |
| 0010832 | 3 | Dwarf Mode -- Items | minor | | 2020-02-26 | Foriegn wood arrows claimed as personal dwarf trinket | Open save and locate (apologies for spawl) the arrows on the floor in Zuglar's room, open and see their ownership to him and the decoration in apple wood wood and refer back to Zuglar to look at his personal preferences to cross examine.
His room has been marked with (N) notes to make it easier to find. |
| 0001126 | 18 | Dwarf Mode -- Jobs, Healthcare | minor | confirmed (user6) | 2020-02-26 | Treated wounds don't fully heal, doctors don't remove stuck-ins | mangle some dwarves
treat them
watch some never heal all the way |
| 0008844 | 4 | Dwarf Mode -- Reclaim | minor | new | 2020-02-26 | Reclaimed fort: Goblins in trade depot don't attack but are reported as ambush | Load save in comments |
| 0011423 | | Dwarf Mode -- Environment | minor | new | 2020-02-26 | On embark in a forested lake biome in winter a massive ice wall was suspended between the trees above my fortress | Embark in a temperate forest biome next to a lake during winter. Look up. |
| 0011410 | 5 | Sites | minor | new | 2020-02-26 | Monastary Occupied by Kobold Bandits | Cross-reference images, data and save provided, and open up legends mode to look at the entry for 'dawnedsang' and perhaps the historical maps screen too. Opening up the detailed maps will show that it has some trade links to this monastary.
Optionally though i have not tried, you could create a adventurer and explore the site yourself for signs of life. |
| 0011420 | | Dwarf Mode -- Invasions | crash | new | 2020-02-26 | Invading armies/necromancers/forgotten beasts/etc. can crash game if they kill enough or all dwarves | !!Fun!! is too inconsistent to reproduce this, but if this is a bug with the game I'm sure other people can verify its existence. |
| 0011391 | 2 | Adventure Mode -- AI | minor | new | 2020-02-25 | Intelligent undead raised by mummy are not hostile to adventurer | Disturb a tomb in adventure mode. To replicate my circumstances as closely as possible, ensure that the mummy does not have a line of sight to your adventurer when it awakens, preferably by being in a different room from the sarcophagus. |
| 0011340 | 1 | Adventure Mode -- AI | minor | new | 2020-02-25 | Intelligent undead hostile maintain in-life loyalties | 1. Be a necromancer/have one visited your fort
2. Have something raised as an intelligent undead
3. Watch it attack you/whatever necromancer raised it to begin with as well as normal undead. |
| 0011417 | | Dwarf Mode -- Immigration | minor | new | 2020-02-25 | Militia dwarf out on raid arrives as immigrant | |
| 0011291 | 3 | World Generation -- General | minor | new | 2020-02-25 | Only tangled dirt roads formed in worldgen; roads never upgrade | |
| 0003495 | 4 | Dwarf Mode -- Rooms | minor | new | 2020-02-25 | Boxes/bags do not work correctly as barracks items. | |
| 0011401 | 1 | World Generation -- General | feature | | 2020-02-24 | Modded NIGHT_CREATURE_EXPERIMENTERs never create custom experiment creatures, and occasionally create generated ones | Create a modded world with a custom secret that adds the NIGHT_CREATURE_EXPERIMENTER token and give them an an interaction with the I_SOURCE:EXPERIMENT, and create the world. Look through legends; the experiment will never be done.
Here's a save of one of these modded worlds; the modded interaction is called a "cyber controller" and the replacement ghoul/risen undead is called a "cyborg". This world had a pretty lucky break and got a huge amount of cyber controllers, with three separate towers, yet not a single cyborg in sight.
http://dffd.bay12games.com/file.php?id=14843
Finding one of the worlds where the modded interaction creates a generated creature would make the bug a lot more obvious, unfortunately it's pretty rare and I deleted that save. Some other modders have reported the same issue though. If anyone else has such a save post it, ok? |
| 0010980 | 3 | Dwarf Mode -- Justice | minor | new | 2020-02-24 | Prisoners freed from chains are put in cages instead of being let go | * Have chains(not cages) set up for justice to use.
* Have cages in a stockpile.
* Have visitors in your fortress.
* Have a visitor throw a tantrum or kill someone.
* Have the captain of the guard arrest them.
* Wait for them to finish their sentence. |
| 0009581 | 5 | Dwarf Mode -- Environment | minor | | 2020-02-24 | Sparsely forested/vegetated biomes will get lush in some years | Start a fort in a biome which has sparse vegetation/trees, breach a cavern. |
| 0011336 | 3 | Dwarf Mode -- Trade | crash | new | 2020-02-24 | Crash as caravan wagons leave map | |
| 0011414 | 2 | Fire | trivial | new | 2020-02-24 | fire, bonfire, migrants standing in zigzag line at illogical place | Possibly... create bonfire workshops and ignite them, just before migrants are scheduled to come. |
| 0011413 | 1 | Dwarf Mode -- Reclaim | major | new | 2020-02-23 | Buildings (doors, statues, etc.) in worldgen fortresses are listed as randomly numbered activity zones in room/building list | Reclaim a dwarven fortress that was ruined during world generation. For maximum similarity, choose one that was conquered by both goblins and necromancers at different times. |
| 0011394 | 1 | World Generation -- General | crash | new | 2020-02-23 | World gen crash | |
| 0010262 | 5 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2020-02-23 | Dwarves not receiving happy thoughts from eating good meals | The uploaded save is centered on a farmer, Kivish Kibeggut, eating an exceptional roast. Wait for the farmer to finish eating, then view her thoughts and preferences. It will say "She is uneasy after a lack of decent meals for too long." |
| 0007444 | 20 | Dwarf Mode -- Combat | minor | | 2020-02-22 | Sparring dwarves (and other creatures) can knock each other through walls with charge attacks | Nothing reliable. Soldiers sparring next to a 1-tile thick wall occasionally turn up outside of it. |
| 0010708 | 4 | Dwarf Mode -- Combat | major | | 2020-02-22 | Sparring dwarves randomly teleported 70 tiles and 50 zlevels into magma | Have military dwarves
wait for freak teleportation into magma sea, may take a long time |
| 0011389 | | Sites | minor | | 2020-02-22 | Shrines in generated fortresses don't have walls | |
| 0010460 | 1 | Adventure Mode -- General | major | new | 2020-02-22 | Offloading and reloading hf skeletons in local map turns them into remains, breaks mummies | Visit a tomb or a catacombs in adventure mode. Find the skeleton of a historical figure. Use the 'Z' menu to wait for an hour. See that the skeleton has become "partial remains." |
| 0011407 | | Dwarf Mode -- Interface, Rooms | minor | new | 2020-02-22 | Civilians sleep in barracks set from a bed with a assigned squad training from it | Hollow out a room, form a squad, craft a bed and then create a barracks from that bed over the span of the room and set them to train (optionally, indv & squad equip) but not sleep, but fortress dwarves will come into the barracks and use the bed without regard to the soldiers using the room.
Alternatively open my save which is over a crude barracks and there is Stakud Udizaban (Stakud Presentconstructs) sleeping unconcious, and leaving the fortress running for a moment you can see dwarves coming and going to the bed. |
| 0011405 | | Dwarf Mode -- Invasions | crash | new | 2020-02-21 | Crash shorty after invasion | Just load the game and unpause. A goblin siege should start one minute later and shortly thereafter the game will crash.
|
| 0011362 | 1 | General | minor | new | 2020-02-21 | Adventurers in fort mode say that have companions, multiple times, depending on how many times they have been retired/unretired | Make an adventurer party, then retire/unretire them a couple times, and finally end them with a retire in a player fort. You can observe all the behavior there in the fort, from the description in the thoughts screen to the relationship screen.
You can also download the saved game listed at the URL below on DFFD. This save was made to demonstrate a different bug, but will also show this one.
Load the save, and get into the thoughts screen of the militia commander, whose name is Tod Uletkasmko Sutad (Tod Wispales the Yellow). You can find him from the nobles screen or the unit list. Check his thoughts screen, and his relationships screen, and note that he has references to Ilpi Uttercharm (or Ilpi Getakmel), who is actually dead; he died several years before. |
| 0002697 | 14 | Dwarf Mode -- Combat | minor | new | 2020-02-20 | Military dwarfs won't shoot through fortifications (though hunters will) | |
| 0011363 | 7 | Dwarf Mode -- Visitors | minor | | 2020-02-20 | Loyalty cascade after guests kill human thief. | |
| 0009711 | 7 | Dwarf Mode -- Thoughts and Preferences | major | | 2020-02-20 | Dwarves have unfulfillable needs | Play fortress mode long enough, and this will happen for any of a few reasons.
Here is an example save of the "asexual dwarf wants to get married but will never have an interest in another dwarf" problem: http://dffd.bay12games.com/file.php?id=11983 |
| 0009207 | 11 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2020-02-20 | Dwarves seem to be completely apathetic towards friendly dwarves and other sentient creatures dying. | 1. Get a dwarf killed.
2. Watch the thoughts of the dwarves who saw him getting killed. |
| 0011395 | 2 | Dwarf Mode -- Idle Behavior | minor | new | 2020-02-20 | Stray animals take up the pathing AI for socializing dwarves | To reproduce leave a open area like a tavern not currently under a lot of use by dwarves (multiple if nessecary) and unpastured stray animals around such as dogs who move quickly and don't rely on grazing.
Like in the description the animal will move to a static position inside the area then a dwarf will walk up adjacent to them, sometimes another animal and sometimes nobody will come and the animal will exit again to find somewhere else to repeat almost immediately after visiting another meeting area. |
| 0011400 | | Dwarf Mode -- Interface, Manager | crash | | 2020-02-20 | Crash at manager screen with a given font size with assertion failed | |
| 0010795 | 12 | Dwarf Mode -- Jobs, General | minor | | 2020-02-20 | Messengers Do Not Go On Mission | 1. Start a Fort
2. Conquer a site
3. Assign a messenger
4. Assign messenger to bring dwarves back |
| 0009327 | 20 | Adventure Mode -- Buildings | major | | 2020-02-20 | Cannot order drink at my own fort's inn in adventure mode - tavern keeper claims "I don't work here" | Create a inn with everything in fort mode and go to it in adventure mode find the tavern keeper and try to order something.They will say they "dont work here".
|
| 0010226 | 3 | Adventure Mode -- Trade | minor | new | 2020-02-20 | Tavern Keepers do not accept the local currency. | 1. In a human town, get some coins.
2. Go to the tavern in town and get wildly* drunk.
3. Talk to the tavern keeper and "Trade or settle debts".
4. "A"sk for the debt, then "O"ffer the same amount.
* - Amount of wildly ranges from one mug to the entire tavern's worth of alcohol. |
| 0011384 | 5 | World Generation -- General | crash | new | 2020-02-20 | Vanilla worldgen crash | [WORLD_GEN]
[TITLE:REPRO]
[DIM:129:129]
[EMBARK_POINTS:1504]
[END_YEAR:500]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:0]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:400:400]
[TEMPERATURE:25:75:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:400:400]
[ELEVATION_FREQUENCY:1:1:1:1:1:2]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:2]
[VOLCANISM_FREQUENCY:1:1:1:1:1:2]
[POLE:NORTH_OR_SOUTH]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:27]
[SEMIMEGABEAST_CAP:55]
[TITAN_NUMBER:13]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[NIGHTMARE_NUMBER:14]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[WEREBEAST_ATTACK_TRIGGER:20:0:25000]
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GENERATE_DIVINE_MATERIALS:1] [ALLOW_DIVINATION:1] [ALLOW_DEMONIC_EXPERIMENTS:1] [ALLOW_NECROMANCER_EXPERIMENTS:1] [ALLOW_NECROMANCER_LIEUTENANTS:1] [ALLOW_NECROMANCER_GHOULS:1] [ALLOW_NECROMANCER_SUMMONS:1]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:25:251:503]
[PEAK_NUMBER_MIN:24]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:12]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:1040:3:3]
[REGION_COUNTS:MOUNTAINS:2080:2:2]
[REGION_COUNTS:OCEAN:2080:1:1]
[REGION_COUNTS:GLACIER:0:0:1]
[REGION_COUNTS:TUNDRA:0:0:1]
[REGION_COUNTS:GRASSLAND:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1560]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2080:4160:2080]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:2080:4160:2080]
*** STARTING NEW GAME ***
Generating world using parameter set REPRO
Seed: A8m6sEq0us2SKmQ24eM6
History Seed: qcgA6Sa4gc6uYmScQAiQ
Name Seed: G8EcSQQGOaQeiiYGsUiu
Creature Seed: W4iW6kkosai8AesMUMss
|
| 0010085 | 1 | Adventure Mode -- Reactions | minor | new | 2020-02-20 | ART_IMAGE and other tokens are ignored in reactions. | Try to add an ART_IMAGE improvement with a reaction, it doesn't do anything. |
| 0011398 | 3 | Adventure Mode -- Reactions | minor | new | 2020-02-20 | Mummies do not wake up at all | Visit a tomb, become a 100% legal antiquity retriever.
Possibly while under the effects of a "week of good luck" blessing. Or in a haunted biome. Or both. |
| 0009486 | 1 | Dwarf Mode -- Non-dwarf Citizens | minor | | 2020-02-19 | Building Destroyer visitors destroy the tavern | Add a building destroyer civilization and get them to visit your tavern. |
| 0011388 | 1 | Technical -- General | block | | 2020-02-19 | Game started freezing at random, then freezed indefinitely | Launch the provided save, wait a few seconds |
| 0011380 | | Legends Mode -- Map Export | crash | | 2020-02-19 | Crash during export of detailed "structures" map in DF Legends mode | |
| 0011392 | | Dwarf Mode -- Visitors | minor | | 2020-02-19 | Friendly, visiting experiment-race creatures tagged as building destroyers will destroy buildings, despite being friendly. | Get an experiment-race being to visit your fortress, who I assume has the building destroyer tag in his raws, and let it see buildings it can destroy, or at least furniture, if not a building.
Save game here: http://dffd.bay12games.com/file.php?id=14831 |
| 0003221 | 7 | Dwarf Mode -- Jobs, Hauling | minor | | 2020-02-19 | Dwarves assigned to haul objects outside of restricted burrow | Create a burrow, define a stockpile within that burrow, place an item outside of the burrow which wants to be stored in the stockpile within the burrow, then restrict your dwarves to the burrow (using civilian alerts). |
| 0000296 | 142 | Contaminants/Spatter | minor | | 2020-02-19 | Pools/smears/spatters of blood, dust and other materials multiply themselves, get tracked around too much | All I did was kill a Leopard. I have not seen any other leopards to verify that it always happens or if it was just this time. But the blood smears and smatterings are continuing to expand. It has been a very slow process so far. |
| 0011390 | 2 | Dwarf Mode -- Environment | minor | | 2020-02-19 | Trapped on top of a tree | |
| 0011382 | 3 | Geology | major | | 2020-02-19 | Unmarked aquifer embarks spread water from non-aquifer stones | Embark close but not ontop of a aquifer, preferably a light one, and find stones that ought to not bear aquifer water; including ones beyond a normal depth in little 'veins'.
Optionally, use a pond zone near to a isolated self declared bugged aquifer and watch it self replicate water.
Or open supplied save, view the gabbro locally wet in the bottom east of z5 barrel storage which are self declared aquifers (though now quite wet generally by flooding) and on z7 where there are some isolated pockets of aquifers that have never touched water on incompatible chert. |
| 0009664 | 7 | Adventure Mode -- Quests | minor | confirmed (user11) | 2020-02-19 | Adventurer does not learn the name or site of quest targets. | Random when getting a quest from a lord. Completing more quests increases the chance that you will be assigned an unknown target. |
| 0011064 | 4 | Dwarf Mode -- Idle Behavior | major | new | 2020-02-19 | Dwarves do not socialize with diagonal units | Create an enclosed room with two dwarves (ideally with no relationship)
Create a 2x2 tavern or meeting zone
Build walls so that units can only be diagonally adjacent.
Create two burrows that each cover different halves of the zone. There should only be one pathable square in each burrow.
Assign a single dwarf to each of the burrows
Watch them over time. There is no change in relationship.
Rebuild one of the walls so the dwarves are forced into N/S adjacent positions
Watch them over time. Units should change relationships after 5-8 in game days, or when the rank value for the relationship increments to 15.
gui/gm-editor df.historical_figure.find(unit.hist_figure_id).info.relationships.list |
| 0011333 | 4 | Dwarf Mode -- Justice | minor | new | 2020-02-19 | Cats can be interrogated. | 1. Promote someone to Sherrif/CotG and give them an office
2. Wait for someone to cause trouble
3. In the justice screen, press [i] and scroll all the way down to the animals
4. Interrogate an animal
|
| 0000753 | 21 | Dwarf Mode -- Trade | minor | new | 2020-02-18 | Merchants bring barrels of blood and tears | |
| 0000218 | 11 | Dwarf Mode -- Embark/Setup | minor | confirmed (user6) | 2020-02-18 | Vermin meat/organs can be obtained from embark/caravan | |
| 0008160 | 23 | Dwarf Mode -- Buildings, General | minor | confirmed (user6) | 2020-02-18 | Creatures can jump/climb through fortifications | > Pit a creature in a room with fortifications
> Creature moves through fortification.
> Jail break. |
| 0011368 | 2 | Adventure Mode -- Sites | crash | new | 2020-02-18 | Game crashes while exploring kobold-controlled necro-tower ruin | |
| 0011386 | 2 | World Generation -- General | minor | new | 2020-02-17 | world gen crash: "Impoverished Word Selector" | |
| 0011385 | 2 | Adventure Mode -- General | major | new | 2020-02-17 | Adventurer Reputation Not Always Stored | 1. Kill some bandits
2. Go to a town or hamlet and tell people you killed those bandits
3. Ask what the people you told think of you - you will see "defender of the defenseless", or maybe murderer if you got the wrong guy
4. Unload the site via fast travel
5. Return later
6. Ask what the people think of you
7. "You are a pleasure to speak with." |
| 0011383 | | Pathfinding | minor | | 2020-02-17 | Trapped moody dwarf decimates FPS | Open the save. Watch as a dwarf unwalls the trapped moody dwarf (incidentally, a vampire) and the framerate jumps substantially. If I were to hazard a guess, the moody dwarf is trying to re-path too often. |
| 0011381 | | Adventure Mode -- Combat | major | new | 2020-02-17 | Conflicts levels are setup wrong | Load the save
http://dffd.bay12games.com/file.php?id=14815
As you're in Stealth mode, you can see the keas coming to attack you (they spotted you)
Get out of Stealth mode (or not it changes nothing).
Move into the keas attacking you and see that the character will only deliver punches/scratches/kicks instead of using the sword he has in hand (and sword is his highest skill).
|
| 0011219 | 3 | World Generation -- General | crash | new | 2020-02-17 | Standard world gen crash | I don't know how to combine standard world gen with seeds, so I can't try to reproduce it. |
| 0011379 | | Dwarf Mode -- Interface, Announcements | minor | new | 2020-02-17 | 2 citizens were shown as being married even when they werent | 1: Get a few dwarves in a a polyamourous relationship
2: wait for pairs to get married |
| 0010490 | 21 | Dwarf Mode -- Skills and Professions | minor | | 2020-02-16 | "Spy" arrives as part of migrant group | Hang about for a visitor type to arrive as part of a regular migrant group. Check him out in Legends to see if he's a fake |
| 0007860 | 14 | Dwarf Mode -- Invasions | minor | confirmed (user6) | 2020-02-16 | Ambush alert but game focus on a very deep and completly unexplored place | |
| 0011378 | 1 | Dwarf Mode -- Interface, Announcements | minor | | 2020-02-16 | Random announcement of an ambush underground | I havent reproduced it but
1: Get your dwarves killed by a few underground animals
2: Abandon the fort before they leave the site
3: Go underground
4: wait for announcement |
| 0011377 | | Dwarf Mode -- Environment | minor | | 2020-02-16 | Breached mossy cavern did not release cave spores | |
| 0011303 | 5 | Dwarf Mode -- Environment | major | | 2020-02-16 | Cave moss not appearing in cavern layers | 1) Generate a world
2) Dig to the first cavern layer
3) Witness the lack of moss. |
| 0010932 | 3 | Civilizations/Entities -- General | trivial | | 2020-02-16 | Elves buff animal efficiency in world generation with tactics | Run world generation for a extended period of time with savage biomes set to high in order to supply elves with large animals, monitor the wars and battle outcomes in legends.
Apply the comparison of how intense a in game elven siege is versus a worldgeneration one. |
| 0000277 | 60 | Technical -- General | crash | | 2020-02-16 | Game crash during saving game - cleaning objects phase | |
| 0011376 | | Technical -- Saving/Loading | crash | | 2020-02-16 | Crash after saving fortress | Load the savegame, save it. Crash. |
| 0011375 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2020-02-16 | Acquaintance can dissapear from relationship list over time | |
| 0008374 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | | 2020-02-15 | Dwarves injured in hospital zone are not recovered and will not rest | |
| 0011372 | 1 | Items | minor | new | 2020-02-15 | Tools break in one hit, regardless of material | 1. Steal a knife or other weapon-tool from a human in a hamlet.
2. Stab them with it.
3. Watch it crumble in your hands within a hit or two. |
| 0007238 | 3 | Civilizations/Entities -- Populations | minor | new | 2020-02-15 | Demon overlord taken prisoner by human conquerors joins their civilization | |
| 0007084 | 4 | Combat -- General | major | new | 2020-02-15 | CE_IMPAIR_FUNCTION doesn't update until you become injured | 1.) Make a syndrome with CE_IMAPIR_FUNCTION
2.) Afflict some poor arena test dummy with it
3.) Observe the bug |
| 0011374 | 1 | Adventure Mode -- Character Creation | text | new | 2020-02-14 | The word "Simplicity" is inexplicably attached to the end of belief selection hint box | Never seen this before, so if it's not immediately apparent, use the linked save to see it.
http://dffd.bay12games.com/file.php?id=14803
1) Choose a human adventurer from The Padded Kingdoms
2) Set your starting home to Praisepuzzle
3) Move to the beliefs menu
4) Scroll down to "Udir the kindness of saints", "Pak Eggstray", "Lucmen Beachnature" and "Team the Oracular Letter"
Observe additional grey text variations on the phrase "of simplicity" in description window. |
| 0011373 | | World Generation -- General | crash | new | 2020-02-14 | possible worldgen crash | I'm not sure how to reproduce a worldgen crash. I attempted to set it up in advanced world gen, but I believe there are specific options I need to set apart from the seed? |
| 0009399 | 9 | Legends Mode -- Historical Figures | minor | new | 2020-02-14 | Goblin snatcher moves to human hamlet, starts imprisoning abducted children in human town | You can't directly cause this bug to occur because you have no control over the actions of people during world generation. However, a large world with lots of sites and civilizations should increase the chance that something like this will happen. |
| 0011250 | 4 | Dwarf Mode -- Stockpiles | major | new | 2020-02-14 | No stockpile selection for Altars | In all forts that have been created to test features, ranging from pocket to large and across various different timelines, none of the forts had a stockpile that would accept Altars. |
| 0011273 | 1 | Dwarf Mode -- Buildings, General | minor | | 2020-02-14 | Can't build altars | Craft an altar, search through menus for option to build it. (I expected it to be under "b".) |
| 0010908 | 3 | Adventure Mode -- Travel | crash | | 2020-02-13 | Crash Moving Into Abandoned Fortress | 1. Load the attached save.
2. Move one square to the left.
3. It crashes |
| 0010903 | 2 | Technical -- Saving/Loading | crash | | 2020-02-13 | crash on save | |
| 0011030 | 3 | Technical -- Saving/Loading | crash | | 2020-02-13 | Crash on save, does not save | Manual save. |
| 0011324 | | Dwarf Mode -- Thoughts and Preferences | text | | 2020-02-13 | "Stress" section on Thoughts and Preferences screen uses dwarf's original name instead of nickname | Nickname dwarf, check their thoughts & preferences screen. |
| 0011335 | | Legends Mode -- History Export | minor | | 2020-02-13 | <site_entity_id> and <civ_entity_id> of "entity breach feature layer" event point both to same entity | |
| 0011346 | | Legends Mode -- History Export | minor | | 2020-02-13 | <acquirer_enid> is always -1 in "building profile acquired" event | |
| 0011343 | | Legends Mode -- Historical Figures | minor | | 2020-02-13 | "hfs formed reputation relationship" event sometimes has the same <hfid1> and <hfid2> | |
| 0011329 | 1 | Dwarf Mode -- Embark/Setup | minor | | 2020-02-13 | Adding certain [NATURAL_SKILL] tags to dwarves causes crash on embark | Add tag [NATURAL_SKILL:MINING:9] to Dwarf in creature_standard.txt
|
| 0010887 | | Pathfinding | crash | | 2020-02-13 | Game hangs/freezes after forbidding passage through specific floor hatch, likely due to chained animal pathing | On attached save forbid access through schist floor hatch on Z2 and unpause the game. |
| 0010244 | 2 | Adventure Mode -- Buildings | crash | | 2020-02-13 | Crash after trying to delete and renaming a zone/location | 1) place a zone in the building mode, adventure.
2) assign a location to it.
3) close and return to the building mode.
4) delete the zone, create a new zone, and add a rectangle
5) close the building mode and you have the crash |
| 0011369 | | Dwarf Mode -- Combat | minor | new | 2020-02-13 | Combat reveals werecreature's true identity | |
| 0011304 | 2 | Adventure Mode -- Character Creation | crash | | 2020-02-13 | Crash upon trying to use modded-in creatures in Adventure Mode | 1. Start an Adventure Mode game in 0.47.01 on the save
2. Pick any of the modded-in creatures
- Aquaman
- Armok
- The second "Human" listing (Daredevil)
- Human Torch
- Kryptonian
- Maia
- Speedster
- Spider-Man
- Subzero
- Titan
- War god
- Wolverine
3. Go through the rest of character creation (can just allow the computer to auto-generate, no need to tune anything)
4. Crash upon hitting "go" on the last screen. |
| 0011325 | | Dwarf Mode -- Locations | major | | 2020-02-13 | Doctor guild | Embark with 7 doctors, change init guild minimums, wait for doctor guild request. |
| 0011019 | 4 | Adventure Mode -- Retirement | major | | 2020-02-13 | When i try to unretire my adventurer instead it makes me play as a random historical figure. | Try to unretire Lastret, you end up playing as Vafice.
Heres the Save:
http://dffd.bay12games.com/file.php?id=14221 |
| 0011226 | 7 | General | crash | new | 2020-02-13 | Modded raws cause guaranteed crash on worldgen prior to year 50, without errorlog | Here's a link to the Raw/Objects folder in question: http://dffd.bay12games.com/file.php?id=14675
Simply replace the default Objects folder with that one, gen a new standard world, and it should crash somewhere between year 13 and 53 (min and max I found during testing). No error log will be generated.
*edit: link corrected |
| 0011367 | 1 | Adventure Mode -- Sites | crash | new | 2020-02-13 | Crash when approaching cave | I don't know if it's reproducible in a new world. I am able to do it again and again from the same world. Reloading a save, and also with a new save in the same situation (it crashed, and I hadn't ever saved that game, so I created a new character, started from the same location, did a lot of the same stuff (same companion, same initial quest, same second quest). I remembered to save that time, and, sure enough, when approaching the site for the second "quest" from my Lady (I started as a Hearthperson), the game crashed again. I didn't easily find any other caves in my current world to try with them, and I haven't created a new world specifically to try, so I can only give the report of reproducibility with the same cave from the same world, under similar circumstances. |
| 0011364 | 1 | Dwarf Mode -- Interface, Cages and Chains | minor | new | 2020-02-13 | Dwarf names are displayed untranslated on the Justice screen | Start fortress
Run until a crime is committed
View the justice screen from Stock > Justice
Find a crime that has witnesses
Witnesses last names will be untranslated |
| 0011366 | | Map Features | trivial | new | 2020-02-13 | Subterranean crops growing aboveground in dwarven-claimed towns/hamlets | Create a world where dwarves have claimed a human hamlet or town. Travel to the site in adv mode. |
| 0011344 | 2 | Legends Mode -- General | minor | | 2020-02-13 | In the "attacked site" event, the defender can also be the mercenaries that are hired by the attackers | |
| 0011361 | 2 | General | major | | 2020-02-13 | Militia dwarves start killing citizens after barony elevation of fort. 47.02 | As mentioned, load the game, hit F1 to center on the barracks, and wait a while. It shouldn't take long. Shortly after the fort is elevated to barony status, internal killing will begin. |
| 0011359 | 5 | Adventure Mode -- Character Creation | crash | | 2020-02-13 | Game crash on character unretire | load save try to unretire lucifer ldlaatac, titan ldlaatac or victor lek |
| 0011342 | 1 | Adventure Mode -- Travel | crash | | 2020-02-13 | Adventure mode save, crashes upon moving in fast travel | Saving crash: Save the game. The game crashes at the end of the saving process
Fast travel crash: Enter fast travel mode, then walk one tile in any direction. |
| 0011365 | | Adventure Mode -- General | minor | new | 2020-02-12 | "cursed for a week" and other syndrome wear off immediately after (T) traveling | Either use divination dice to receive the beast curse at a shrine, or apply a syndrome to an adventurer that has a time limit (poison, etc.). Press shift+t to travel, and you will no longer be in a beast form/have the timed syndrome. |
| 0010653 | 3 | Adventure Mode -- Town | minor | new | 2020-02-12 | Human town with empty pedestals | |
| 0011360 | | Dwarf Mode -- Missions | minor | new | 2020-02-11 | Stressed mother captured on suicide mission; dwarven baby returns to fortress unaccompanied | |
| 0011356 | 4 | Dwarf Mode -- Immigration | trivial | new | 2020-02-11 | No Visitors, Children, Babies being born, Petitions - Fixed by renaming folder | Renaming the C:\Users\Captain_Duck\Downloads\Duckpack\Duckpack\df_47_02_win\ to C:\Duckpack\dwarfort\ fixed the problem. In reverse will probably cause it again. |
| 0011352 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2020-02-11 | Same thought spam regarding single goblin death | Due to the nature of the "bug"(?) I'm not sure how to reproduce, but these are the recent events:
Clean install on 0.47.02, no mods. World created on this version.
Have a siege, defend poorly with unarmed randoms.
Get visited by the dwarven caravan just as the siege ends.
Look at dwarf thoughts screen. |
| 0010237 | 2 | Adventure Mode -- Conversation | minor | new | 2020-02-11 | War/marching army rescue is wonky | Specifically concerning the permanent party member:
1. Go to a town that is being "marched on" with "armies on the march"
2. Find someone who says "I have no family to speak of" when you "ask about their family".
3. Bring up the invading army.
4. Ask them to join you and be rescued.
They will thank you and agree unconditionally.
5. Talk to them, and "bring up the current journey".
6. They will mention they have no family to speak of.
7. You cannot find someone to adopt them (like you could a child with no family) and you cannot cancel the current agreement. They are stuck as your companion forever. |
| 0007226 | 5 | Adventure Mode -- Quests | minor | new | 2020-02-11 | Prisoners with amnesia and no family. Can't be fully "rescued", won't leave party | |
| 0011357 | | Legends Mode -- History Export | major | new | 2020-02-10 | Using special characters like "<,>..." in dwarven nicknames corrupts the XML | |
| 0011355 | 2 | Typos/Grammar | text | new | 2020-02-10 | 'Hillocks', 'Dark Pits' & 'Mountain Halls' use indefinite articles | |
| 0009268 | 4 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | confirmed (user11) | 2020-02-10 | Bound book has 1 page | |
| 0005063 | 4 | Adventure Mode -- Town | minor | new | 2020-02-09 | Sewer grates are subterranean | |
| 0011332 | 1 | Dwarf Mode -- Items | crash | new | 2020-02-09 | Random, undentifyable crash | 1. Open save
2. unpause
3. wait for crash |
| 0011354 | | Legends Mode -- History Export | minor | new | 2020-02-09 | Some of the plots in the legends.xml have an empty type tag. | Export legends.xml of this save (http://dffd.bay12games.com/file.php?id=14775), look at xml for...
muthkat wheeledhide
erush laboredmetals
ibid hipfold
shama farmacted
snamoz plaguefancied
There's more, but this is a small selection. |
| 0011351 | | Creatures | minor | new | 2020-02-09 | Cave blobs and flesh balls spawn underwater but can't swim, get stuck in place forever | Embark in a site where one of the third cavern's edges is submerged and wait for a cave blob or flesh ball to spawn. Observe their inability to move when underwater. |
| 0011350 | | Legends Mode -- General | minor | new | 2020-02-09 | "artifact given" event sometimes has the same <giver_hist_figure_id> and <receiver_hist_figure_id> | |
| 0011341 | 9 | Adventure Mode -- Character Creation | minor | new | 2020-02-09 | Adventurers Made At Player-Retired Fortress Are Always Atheist | 0. Create a fortress
1. (Optional) - Dig out a temple and designate it for any deity or religion
2. Retire the fortress
3. Start making an adventurer and set their original home to be the now-retired fortress
4. Go to the Beliefs section, only available option is "None". |
| 0011347 | 6 | Legends Mode -- Historical Figures | minor | new | 2020-02-09 | A trio of bugs with prisoners. | |
| 0011349 | | Adventure Mode -- Sites | tweak | new | 2020-02-09 | Books still shuffle around in player camps when stored | 1. Get a couple books and a camp
2. Store those books in a chest or bookshelf in player camp
3. Go to the travel screen and off load out of the camp
4. Return to your camp and all your books are shuffled everywhere on the floor across the camp |
| 0010777 | 11 | Pathfinding | major | | 2020-02-09 | Dwarves won't path out of water higher than 4/7 | Drop your dwarves in a pool of 4/7+ water and watch them be completely unable to path out |
| 0011348 | 1 | World Generation -- General | crash | new | 2020-02-09 | During advanced parameter worldgen I receive random crashes. I've provided the seed and as much information as possible. | Smaller Island advanced param with megabeast dead for stoppage set to -1 and end year set to 10,000. |
| 0011262 | 4 | Religion | minor | new | 2020-02-09 | Sects are generated alongside demon forts | Run a world for a extended period of time, and look through the list of generated gods tied to specific overthrown governments, or evil spheres with no links to dark tower creation.
Or analyze my XML download and data looking for the name of the god "Zimun Pukefroths 'The Hideous'" hailing from 'The Hatchets of Fancying' and their associated devout worshipers, spreading across the world. |
| 0011339 | | Dwarf Mode -- Visitors | minor | new | 2020-02-08 | Undead Animal Person "Visitor" | |
| 0011338 | | Adventure Mode -- AI | minor | new | 2020-02-08 | Kobold bandits attacking each other in camps | 1. Find a site occupied by kobold bandits. A camp is simplest.
2. Go to the site.
3. Watch the little buggers slaughter each other. |
| 0011320 | 1 | Dwarf Mode -- Jobs, Activity Zones | minor | new | 2020-02-08 | Dwarves filling ponds act unusually and produce lots of job cancel messages | Embark with 3 buckets (as default, I think), designate a stockpile that accepts furniture, and designate multiple pond tiles/pond zones. |
| 0011337 | | Dwarf Mode -- Holdings | minor | new | 2020-02-08 | Economically-linked site is Inaccessible from fortress | |
| 0009733 | 4 | Dwarf Mode -- Interface, Workshop Profiles | minor | | 2020-02-08 | Text jumps up and down in Truetype | Do the steps in description.
You also might want to press F12 couple times to see that the same window with truetype off looks just fine. |
| 0011334 | 1 | Adventure Mode -- Reactions | trivial | new | 2020-02-08 | Adventurer corpse being raised as intelligent undead transfers player control to random creature on map. | |
| 0011330 | 3 | World Generation -- General | crash | new | 2020-02-08 | Crash during world generation (0.47.02) | |
| 0010364 | 10 | Adventure Mode -- General | crash | acknowledged (user8971) | 2020-02-07 | Instant crash upon selecting retired adventurer | Create an adventurer, retire him, and then try to bring him out of retirement. |
| 0009928 | 10 | Dwarf Mode -- Immigration | major | assigned (user8971) | 2020-02-07 | Necromancer Immigration | N/A |
| 0011323 | 6 | General | minor | new | 2020-02-07 | Dwarven queen ascends to throne in unsuitable site. | Generate a world where a civilisation is destroyed during worldgen to the point where they no longer have a monarch. The civ should probably have minor sites surviving (like a fortress, or camp) Immediately after the world is activated a monarch or law-giver will be generated in their former capital, but this site is likely to be unsuitable |
| 0011328 | | Legends Mode -- History Export | minor | new | 2020-02-07 | "agreement formed" event misses essential information | |
| 0011327 | | Legends Mode -- History Export | minor | new | 2020-02-07 | Horrible experiments "race" names are exported as internal race-identifier only | |
| 0011326 | 2 | Miscellaneous Crashes | crash | | 2020-02-07 | Consistent, reproducible crash in the testing arena | 1. download the mod, install it in the raws
2. open up the testing arena
3. place 100 humans total within two tiles of each other, all in team 0000001
4. switch to the modded creature "rat" and place exactly one of these adjacent to all the humans (also team 0000001, so there is no fighting)
5. "a"ssume control of the "rat"
6. press 'x' and use the interaction "spread the plague" to spread the "catriona plague" to all humans (you can select all of them at the same time), and then press "enter"
7. relinquish control of the rat
8. wait. after a minute or so, the humans will grow nauseous, and then get fevers, and then the game will crash. |
| 0011321 | 2 | Adventure Mode -- AI | minor | resolved (user1294) | 2020-02-07 | NPCs in adventure mode won't stop hitting themselves. | Play adventure mode and pay attention to some of the random conversations between NPCs. It seems random but I suspect it may be because they're not excluding themselves from certain checks. |
| 0007387 | 11 | Adventure Mode -- Conversation | minor | confirmed (user6) | 2020-02-07 | NPC present himself as [SPEAKER:TRANS_NAME] | |
| 0008656 | 3 | Adventure Mode -- Buildings | block | confirmed (user6) | 2020-02-06 | Generated fortress has exit blocked by workshop | I guess create world, leave from dwarf fortress, hope it happens? |
| 0006862 | 9 | Adventure Mode -- Conversation | minor | | 2020-02-06 | Siege Operator (to Clothier): In a time before time, I attacked me | I don't know. Maybe trying the same I did above. |
| 0011322 | | Dwarf Mode -- Non-dwarf Citizens | minor | new | 2020-02-06 | Non-hostile zombie citizens are all that remain after necro siege | When this occurred I had the majority of my civilians enlisted in the military attempting to kill the necromancer. I have not tried this again myself yet, as it might take a bit to set up. |
| 0011268 | 3 | Adventure Mode -- Movement | minor | | 2020-02-05 | Mount controls direction of the adventurer after fast traveling while mounted | In the case of the save included, simply fast traveling while mounted will cause the issue reported. |
| 0011224 | 1 | Adventure Mode -- AI | major | | 2020-02-05 | Asking a Pet to Wait is Permanent | 1. Generate adventurer with pet
2. Ask pet "favor" to wait here
3. Walk around, confirm pet stays
4. Ask pet "favor" to follow you
5. Walk around, pet does not follow you |
| 0011225 | 2 | Adventure Mode -- General | minor | | 2020-02-05 | Waiting Pet Becomes Recruit When Fast Traveling | 1. Generate adventurer with a pet
2. Ask pet "favor" to "wait here"
3. Fast travel for a bit, return to spot where you asked pet to leave
4. Pet will show in grey text as "[Name], [Animal] Recruit" |
| 0011289 | | Adventure Mode -- AI | minor | | 2020-02-05 | Pets drops hauled items when attacking somebody | |
| 0011308 | | Adventure Mode -- Display | minor | | 2020-02-05 | Intrigue tab 'actors' has expand prompt, but cannot be expanded. | 1. Obtain some plot info: Make an adventurer skilled in persuation/flattering/comedian (or in general a build good for interogation), and go to nearest keep, bother everyone there about their schemes.
2. Look at questlog, see some entries with 3 rows.
3. Navigate to these entries, observe the prompt for 'expand' appearing.
4. Press enter to expand. Observe nothing happening. |
| 0011309 | | Adventure Mode -- Display | minor | | 2020-02-05 | Intrigue tab 'plots' cannot be scrolled through. | 1. Obtain some plot info: Make an adventurer skilled in persuation/flattering/comedian (or in general a build good for interogation), and go to nearest keep, bother everyone there about their schemes.
2. Look at questlog intrigue tab.
3. Go to plots.
4. Notice you cannot scroll through the list. |
| 0011319 | | Dwarf Mode -- Buildings, General | minor | | 2020-02-05 | Altars are not constructable | 1. Make/forge an altar
2. Go to the 'b'uild menu
3. Look all over, but find no mention of altars |
| 0011317 | | Adventure Mode -- Movement | minor | new | 2020-02-05 | Adventurer stuck in wall after attempting to dodge | Dodge an attack while enraged? I am not sure, this is the first time I've seen this happen in adventure mode. |
| 0011316 | | Combat -- General | trivial | new | 2020-02-05 | PROPEL_UNIT interaction does not work on creatures that are being counted as projectiles | Arena mode (with creatures that can use PROPEL_UNIT):
1. Place creature with PROPEL_UNIT on top edge of a tower
2. place a second creature a short distance away, 1 z-level above.
3. take control of the first creature
4. advance time one "." so that the second creature begins to fall
5. hit the second creature with the PROPEL_UNIT interaction
6. nothing happens; creature continues to fall downwards in a straight line |
| 0010779 | 4 | Dwarf Mode -- Artifacts | minor | | 2020-02-05 | "Job item lost or destroyed" spam - cannot display item on specific pedestal | |
| 0011279 | 2 | Dwarf Mode -- Locations | minor | | 2020-02-05 | Values for locations vary between designating zones and using furniture to set locations | Create two identical rooms, and create two locations from them - one with a statue, and one with a zone. The one with the zone will be worth more. |
| 0011315 | | Dwarf Mode -- Missions | minor | new | 2020-02-05 | Squad assignment screen shows incorrect assignments for already-assigned squads | Create two squads
Create a mission (e.g. "Explore Relicdipped")
Assign one squad to that mission
Create a second mission (e.g. "Raze Luredprofane")
Open the squad assignment screen for the second mission and note that the already-assigned squad has a status referring to the second mission site ("Explore Luredprofane"), not the first ("Explore Relicdipped")
|
| 0011301 | | Dwarf Mode -- Interface, Unit View | minor | new | 2020-02-05 | Plots revealed in god's descriptions | View a dwarf
Relationships list
Choose one of their gods (not all have long histories). |
| 0011314 | 2 | Legends Mode -- Historical Figures | minor | | 2020-02-05 | Body of hydra gets reanimated by mummy, world enters the "Age of " | Roll worlds until a megabeast gets reanimated and thus starts a new era, I guess. |
| 0011313 | 2 | Adventure Mode -- Character Creation | crash | | 2020-02-05 | DF crashes when attempting to start Adventure Mode as an outsider | Make an adventurer with the outsider background, then try to start playing |
| 0011310 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | | 2020-02-05 | Deity Descriptions Reveal Villain Plots | View deity descriptions in Fort Mode via thoughts -> relationships menu. |
| 0011312 | 2 | Adventure Mode -- Sites | major | new | 2020-02-05 | Artifacts teleport from worldgen dwarf fortress to nearby monster lair | I think this might be difficult to reproduce in a random world. I did, however, upload earlier adventure mode saves from the same world here:
* http://dffd.bay12games.com/file.php?id=14715
* http://dffd.bay12games.com/file.php?id=14712
Try reproducing this bug by visiting the fortress of Quietbolts and then walking to the nearby lair of The Fenced Gutters without fast traveling between the two sites. |
| 0003791 | 10 | Legends Mode -- History Export | major | new | 2020-02-05 | Various event details missing from XML dump | |
| 0011311 | | Adventure Mode -- Combat | minor | new | 2020-02-04 | Could parry with weapon after it was dropped | 1 - get hit and incapacitated by the wound, the weapon should drop instantly
2- choose the option to parry when attacked |
| 0011305 | 1 | Adventure Mode -- Conversation | minor | | 2020-02-04 | Cannot view hearthperson duty request in dialogue; "I am confused" response from the player character | |
| 0011244 | 2 | Adventure Mode -- Conversation | minor | | 2020-02-04 | Option to ask for duty pertaining heartsperson is hidden but selectable in conversation. | 1. Make a heartsperson.
2. Go to your liege and talk to them.
3. Search for the quest requesting prompt.
4. Observe the prompt missing visually.
5. Go up and down using -/+ and find it that way. |
| 0011231 | 6 | Dwarf Mode -- Jobs, Childcare | major | | 2020-02-04 | Mothers with babies walk around randomly instead of working | I haven't tested if this happens with every baby in every fort, but I've uploaded a savefile to http://dffd.bay12games.com/file.php?id=14677 |
| 0011263 | 3 | Legends Mode -- Map Export | minor | | 2020-02-04 | Criminal Network maps don't show the network. | 1. Find a historical figure with the export-network-map function.
2. Export the map
3. Repeat several times with different figures.
4. Find no difference or useful information on the maps. |
| 0011247 | 2 | Adventure Mode -- Character Creation | minor | | 2020-02-04 | Point cost for adjusting equipment quality does not account for number of items in stack. | In the equipment stage of character creation, buy a stack of bolts or arrows, raise the quality of the stack, then sell them. |
| 0011298 | 1 | Legends Mode -- History Export | major | | 2020-02-04 | XML Export of some new events does not include their type | Generate the legends XML export with version 0.47.01 |
| 0011290 | 1 | World Generation -- Parameters | tweak | | 2020-02-04 | Medium World Size with Very High Number of Civilizations impossible to gen | Create a new "medium" world in a vanilla copy of DF with civilizations set to "very high". |
| 0011251 | 1 | Dwarf Mode -- Environment | minor | | 2020-02-04 | Several dwarves often have cave adaption upon entering the embark site. | Start a dwarf fortress game as normal, this happens both when preparing carefully and selecting play now. |
| 0011270 | | Adventure Mode -- Character Creation | minor | | 2020-02-04 | Selecting a home does not reset beliefs if the only option is "none" | |
| 0011280 | 2 | Adventure Mode -- General | trivial | | 2020-02-04 | The name of a claimed pet does not display, after receiving a name by killing a sentient being | 1. Claim a pet, preferably something dangerous. Do not name it.
2. Have the pet kill a sentient being, earning it a name.
3. Look at the pet's description. Its new name will be at the top. |
| 0009262 | 17 | Dwarf Mode -- Diplomacy | minor | new | 2020-02-04 | Outpost Liason Spends all time in Tavern | |
| 0001736 | 1 | Dwarf Mode -- Buildings, Machines | minor | new | 2020-02-04 | Millstones may be designated as hanging, but are not built or used. | Set up water-wheels below your millstones.
Channel the power up to them.
Attempt to build millstones supported by the vertical axles\gear assemblies, or hanging off of a gear assembly\horizontal axle. |
| 0011307 | 4 | Map Features | minor | | 2020-02-04 | Slow Aquifer Not Plugging Properly | create a large room in the aquifer smooth/wall the walls. |
| 0009768 | 10 | Adventure Mode -- Conversation | text | | 2020-02-04 | Name does not appear during performance | 1. Go to a tavern.
2. Dance.
3. Hope whoever is chanting does well. |
| 0011257 | 6 | Creatures | major | | 2020-02-04 | Animals not using nest boxes | Try to get a chicken to claim a nest box.
Here's a bugged save: http://dffd.bay12games.com/file.php?id=14693 |
| 0011306 | | Dwarf Mode -- Buildings, Machines | minor | | 2020-02-04 | Unable to build millstone in open space | 1. Channel a tile
2. Build a gear assembly or vertical axle underneath it
3. Attempt to build a millstone on top of it
4. Watch as the construction never begins |
| 0011274 | 4 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | major | | 2020-02-04 | Can't craft soap | |
| 0011302 | 3 | Dwarf Mode -- Non-dwarf Citizens | minor | new | 2020-02-04 | Zombie lieutenant citizens & non-hostile hostiles | |
| 0011214 | 3 | Creatures | crash | | 2020-02-03 | Inorganic creatures crash game on viewing their description if they do not have a recent thought | 1. Spawn a bronze colossus or any other inorganic creature in Arena.
2. Take control of the creature.
3. View creature description.
4. Immediately crash. |
| 0011192 | 12 | Adventure Mode -- General | crash | | 2020-02-03 | Adventurers trying to view their own description frequently crash game | Create an Outsider adventurer or take control of an Arena creature and attempt to view your own description before and after being wounded. |
| 0010831 | 6 | Miscellaneous Crashes | major | | 2020-02-03 | Mod Testing Arena - Crash On Viewing Own Description | 1. Load Mod Testing Arena
2. Create Bronze Colossus or Iron Man.
3. Control Said Creature
4. Press z
5. Press d
6. Crash with prejudice |
| 0011249 | 1 | Miscellaneous Crashes | crash | | 2020-02-03 | Game crashes shortly after loading and unpausing | Load save, unpause with spacebar, let it run. |
| 0011221 | 1 | Creatures | minor | | 2020-02-03 | ANIMAL_PERSON_LEGLESS lacks PET_ANIMAL interaction | Look in the raws. |
| 0011222 | 3 | Legends Mode -- History Export | minor | | 2020-02-03 | Legends export has wrong terminating tag for interrogator_hfid | |
| 0011223 | 1 | World Generation -- Parameters | trivial | | 2020-02-03 | New Worldgen Settings Lack Linux Newline Characters | Generate new world and export basic information
Go to world_gen.txt or the new world's worldgen.txt file
Go down to the line for [GENERATE_DIVINE_MATERIALS]
The previously listed tags are all on one line. |
| 0011232 | 3 | Adventure Mode -- Movement | major | | 2020-02-03 | Flying mounts cannot be controlled while flying. | * Create an adventurer and give them a flying pet with [MOUNT_EXOTIC].
* Fast travel to an forested area and exit the fast travel screen.
* Mount your flying pet.
* Fly up a few Z-levels. After a few steps the game will appear to freeze.
* Sit back and wait while your hunger, dehydration & drowsiness continue to increase.
* Die of dehydration.
* In open areas you will fly randomly for quite a while until your mount makes contact with the ground again. |
| 0011295 | 3 | Map Features | major | | 2020-02-03 | Walled-off slow aquifers continue to flood | Dig a layer of channels into a slow aquifer layer and wall it off. Then dig another layer of channels into the z-level below that. Water should spawn from the aquifer from the open space above the floor.. |
| 0011300 | 1 | Dwarf Mode -- Raids | feature | | 2020-02-03 | Rescue missions do not work | 1. Have someone get imprisoned
2. Send a squad to rescue them
3. Wait for the squad to return
4. View the (empty) mission report |
| 0010886 | 4 | Adventure Mode -- Display | feature | new | 2020-02-03 | Using a barn owl man and probably other flying creatures , you can both be 'on the ground' and 'flying' many levels above ground | -Choose a flying creature
-press 's'
-press 'shift + >' in an open space |
| 0011256 | 3 | Legends Mode -- General | minor | new | 2020-02-03 | Legends mode Art category doesn't list the art | Generate world
Go to Legends mode
Check Art category |
| 0011193 | 3 | Adventure Mode -- General | minor | new | 2020-02-03 | Quarreler and Flatterer reputations seem unobtainable despite clear actions to get them. | 1. Start up adventure mode
2. Find an adventure mode npc and talk to them
3. State your values in such a way to start a value argument.
4. Either press the argument or flatter the histfig. Do this repeatedly... 25 times or something.
5. Eventually, ask the histfig what they'll think of you. They'll just think of you as a 'pleasure to speak with'. |
| 0011296 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2020-02-02 | Royal jelly cannot be pressed | Collect royal jelly in earthenware jugs. Tell dwarves to press it at a press. An announcement will eventually be made which says there is no pressable object, despite there being a stockpile full of royal jelly. Several may succeed before the error occurs. |
| 0011278 | 2 | Religion | minor | | 2020-02-02 | All same-civ religions visible to a Monotheistic fortress at start | Play 44.12, gods appear to allow the player to form shrines towards them only in relation to migrants and people upon the map who believe in those dieties.
Open up attached 47.01 save, fortress is entirely monotheistic despite a option of religions when making a new temple location zone and there have been no visitors prior to the merchants to bring religions into the fortress.
Starting a new fortress will have a screen of not worshipped or redundant gods your starting 7 do not believe in amongst those in which they do. |
| 0011292 | 1 | Dwarf Mode -- Interface, Squad Control | minor | | 2020-02-02 | Cannot order squad to attack or move after returning from mission if squad has fewer members than it had when it was sent | I would assume that sending a number of squads out on a mission where you were guaranteed to lose dwarves ought to have the same thing happen. |
| 0011287 | 2 | Adventure Mode -- AI | major | | 2020-02-02 | Dog not following after being told to wait and then to follow again | 1. Start adv. mode with a hunting/war dog
2. Tell dog to wait.
3. (Optional) unload the map tile.
4. Try to tell the dog to follow, it probably won't work. |
| 0011288 | 4 | Adventure Mode -- Combat | major | new | 2020-02-02 | Adventurers are still far more restricted in the actions they can take in combat than AI-controlled units. | Get into a fight as an adventurer. |
| 0011266 | 3 | Adventure Mode -- Town | minor | new | 2020-02-02 | Multiple group leaders in keep cause site government to change for no reason | Enter a human town in adventure mode and go to the keep.
If multiple group leaders are present in the keep, at some point those other groups will become the site government, and the other leader the ruler.
I'm not sure yet what exactly triggers the switch, if anything - maybe unloading the local area of the keep or town (e.g. via fast travel) |
| 0011286 | 1 | Dwarf Mode -- Environment | minor | new | 2020-02-02 | Houses made of silk, invisible campfire and activity zones | a) Open http://dffd.bay12games.com/file.php?id=14713
b) Go south. Look at the houses
c) Look nearby for ashes and capfires
d) Press R. See the activity zones
|
| 0011285 | | Arena | minor | new | 2020-02-01 | Weird occurances when waiting with the build menu in arena mode | Open the build menu while you are in control of a creature in the area. place the plans to build something, then start working. look at the far right side of the arena and go up a few z levels and there will be ground that does not normally appear. |
| 0011054 | 4 | Legends Mode -- Historical Figures | minor | | 2020-02-01 | Historical Figures still have events misattributed to them. | If you go into the legends mode for any given world that has been played in for several years, you will be able to find mentions of forgotten beasts which pretend to be Dwarves, as well as occasionally deities. |
| 0011238 | 6 | Adventure Mode -- Character Creation | crash | | 2020-02-01 | Crash when starting as outsider | 1. Create outsider adventurer
2. Start adventure |
| 0011283 | | Technical -- Rendering | minor | new | 2020-02-01 | Displayed fps does not seem to be capped by FPS_CAP | I have set [FPS_CAP:90] and [G_FPS_CAP:25]
In main menu the FPS displayed is roughly around 100 (so it's over the 90 cap)
In Adventure mode, when my character is waiting by pressing the key . the FPS displayed increase vastly to crazy levels ( fps gets to more than 500 after pressing . a few times)
Tried in PRINT_MODE 2D and STANDARD to see if it did a difference, but the fps does the same thing.
I have no idea if it's the FPS display that is actually wrong or if the FPS_CAP does not cap the fps correctly. |
| 0011282 | | Dwarf Mode -- Thoughts and Preferences | text | new | 2020-02-01 | Lever referred to in thoughts as trap | Have no traps
Build a lever out of high-value mechanisms in the meeting area
Wait for dwarves to admire the lever
Check their thoughts |
| 0011269 | 3 | World Generation -- General | minor | new | 2020-02-01 | Unnamed Age of History | Generate a world as follows:
[WORLD_GEN]
[TITLE:WORLD]
[SEED:McaY6MCke6kg0EcSkMUi]
[HISTORY_SEED:ECkAAIGSiYIUoUgWAWiM]
[NAME_SEED:0MiioE2o0KugEQEgcw20]
[CREATURE_SEED:I2maw8KSwgiCyQgm2kGM]
[DIM:33:33]
[EMBARK_POINTS:1504]
[END_YEAR:10000]
[BEAST_END_YEAR:50:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:51:51]
[TEMPERATURE:25:75:51:51]
[DRAINAGE:0:100:51:51]
[VOLCANISM:0:100:51:51]
[SAVAGERY:0:100:51:51]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NORTH_OR_SOUTH]
[MINERAL_SCARCITY:2500]
[MEGABEAST_CAP:1]
[SEMIMEGABEAST_CAP:2]
[TITAN_NUMBER:1]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:20]
[NIGHT_TROLL_NUMBER:10]
[BOGEYMAN_NUMBER:10]
[NIGHTMARE_NUMBER:10]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:10]
[WEREBEAST_ATTACK_TRIGGER:20:0:25000]
[SECRET_NUMBER:20]
[REGIONAL_INTERACTION_NUMBER:20]
[DISTURBANCE_INTERACTION_NUMBER:20]
[EVIL_CLOUD_NUMBER:10]
[EVIL_RAIN_NUMBER:10]
[GENERATE_DIVINE_MATERIALS:1] [ALLOW_DIVINATION:1] [ALLOW_DEMONIC_EXPERIMENTS:1] [ALLOW_NECROMANCER_EXPERIMENTS:1] [ALLOW_NECROMANCER_LIEUTENANTS:1] [ALLOW_NECROMANCER_GHOULS:1] [ALLOW_NECROMANCER_SUMMONS:1]
[GOOD_SQ_COUNTS:1:0:0]
[EVIL_SQ_COUNTS:1:0:0]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:1:1]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:2]
[NON_MOUNTAIN_CAVE_MIN:3]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:68]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:36:72:36]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
|
| 0010418 | 4 | Adventure Mode -- General | major | new | 2020-02-01 | Some secret agents' real identities are visible and known to player character at start of play | Reproducing this bug depends on the vagaries of world generation and character creation. However, it should be more likely to occur if your character starts out in a site where a lot of agents are present. |
| 0011281 | 2 | World Generation -- Parameters | crash | new | 2020-02-01 | Crash during generating world | - design new world (...)
- change to 'large region'
- rest is default
- press 'F6'
- press 'enter'
- waiting...
- it crashes at "the age of myth" year 463
- OS Windows displays window "Dwarf Fortress.exe has stopped working"
|
| 0011191 | 1 | Adventure Mode -- Sites | crash | new | 2020-02-01 | Freeze when approaching a lair with quest | Approach the lair south-east of you that is also the target of an agreement with your lord, either by Fast Travel or normally and when the game tries to load the site the game will hang forever and clog your memory until the game crashes. |
| 0010856 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2020-02-01 | Getting "caught in the rain" seems way too stressful now. | Embark in a rainy swamp, and see what happens. |
| 0011276 | | Typos/Grammar | text | new | 2020-02-01 | NAME_ENTITY_CRAFT_GUILD does not in fact exist. | |
| 0011264 | 3 | Legends Mode -- Historical Figures | trivial | new | 2020-02-01 | Impossible ages for necromancer-forged creatures. | |
| 0011259 | 5 | Legends Mode -- Historical Figures | minor | new | 2020-02-01 | Necromancers being integrated into mortal civilizations and forgetting what they are. | |
| 0011275 | 2 | Dwarf Mode -- Jobs, General | minor | new | 2020-02-01 | Cannot set labors or squads for undead lieutenants | Have necromancer dwarves raise undead lieutenants in fort mode. |
| 0011272 | | Animal Populations | minor | new | 2020-02-01 | Your pet starts freaking out and attacks you in Adventure Mode if it sees you sucking blood as an vampire | >Have a pet
>Be a vampire
>Suck the blood of a sleeping creature while pet near you
>Pet goes mental
>Now you have to break his neck |
| 0011271 | | Adventure Mode -- Travel | minor | new | 2020-02-01 | Animal divination curse removed on fast travel. | After being transformed into an animal due to a failed divination roll, fast travel a step and stop. You will be back into your main form. |
| 0011240 | 5 | World Generation -- General | crash | new | 2020-01-31 | Large worlds with long history tend to crash | Generate a world with large/high everything, it will almost certainly crash at some point before year 500
|
| 0007161 | 72 | General | major | feedback (user11) | 2020-01-31 | Morale is screwy across all modes | Dwarf Mode:
- Create army/squads
- Attack merchants
- Watch everything freak out.
---
Adventure Mode:
(1):
- Walk around with sword drawn
- "Is this an attack?"
- Watch everything freak out
(2):
- Get ambushed.
- Nothing occurs.
(3):
- Get ambushed.
- Draw weapons.
- "Is this an attack?!"
- Watch ambushers flee.
(Sheathing your weapon can lead to the ambushers, if they are humanoid,returning to their positions and be open to conversation. Animals are, of course, not talkative.) |
| 0011261 | 1 | Adventure Mode -- Character Creation | crash | | 2020-01-31 | Crash after creating a character in a world with almost no population | 1. Choose 'Adventurer' in the Main Menu
2. Create any character, with any status, race, home, skills, appearance, etc.
3. Press 'Done' after creation
4. Press 'Go!'
5. ???
6. Crash |
| 0011267 | | Adventure Mode -- Buildings | minor | new | 2020-01-31 | Dogs (presumably other pets too) help build things | Start adventurer with pet dog, found site, build. |
| 0007815 | 3 | Dwarf Mode -- Invasions | minor | acknowledged (user11) | 2020-01-31 | Necromancers scared off by sheep | |
| 0011258 | 1 | Adventure Mode -- Character Creation | crash | new | 2020-01-31 | Crash on Adventurer game start | try to start adv mode with a human outsider. |
| 0011260 | | Adventure Mode -- Buildings | major | new | 2020-01-31 | Some fortresses and mountainhalls don't seem to generate, even though the map says they are there. | Try to travel to a mountainhall. In my current save, one fortress generated but another did not. |
| 0011254 | | Dwarf Mode -- Environment | major | new | 2020-01-31 | Floating Water | Always happens when embarking in this spot. Unsure of how to reproduce elsewhere. |
| 0011252 | | World Generation -- General | minor | new | 2020-01-30 | Night troll joining a religion and entering civilized society | |
| 0010935 | 1 | Dwarf Mode -- Interface, Announcements: Message Spam | major | new | 2020-01-30 | Dwarves get interrupted constantly by each other, rendering the fortress useless. | Not being able to reproduce it as the game doesn't allow me to "roll back" into a previous state before the interruption issue started. |
| 0011248 | | World Generation -- Beasts | crash | new | 2020-01-30 | Crashing during world gen on MacOS | Just gen a new world. Log in Additional Information. |
| 0011246 | | Dwarf Mode -- Visitors | minor | new | 2020-01-30 | Villainous plot revealed/leaked in dwarven art | Make enough statues and art in a fort, you might get plots revealed in them. |
| 0011234 | 1 | Adventure Mode -- AI | minor | | 2020-01-30 | Player Does Not, In Fact, Control Every Action | 1. Create an adventuring party with at least 2 characters
2. Find combat
3. Make sure companions are set via c->E to "Player controls every action"
4. Watch as the companions do actions of their own, aggressive, accord.
Might be related to pets doing similar, but without that available action? |
| 0011245 | | Adventure Mode -- AI | minor | new | 2020-01-30 | Angered Party Members Brawl Each Other | 1. Create two characters, one with high anger personality trait.
2. After the character with high anger becomes enraged, will strap weapons and brawl other party member. |
| 0011218 | 2 | World Generation -- General | minor | new | 2020-01-30 | Advanced World Generation crashes on second generation attempt | 1. Run df.
2. Start advanced world generation and generate EVIL REGION.
3. Abort generation after history begins to run.
4. Generate another EVIL REGION.
5. Crash should happen. |
| 0011220 | 2 | World Generation -- General | crash | new | 2020-01-30 | Gets through World Gen, crashes to desktop on history | Gets through World Gen, crashes to desktop on history |
| 0011241 | | Dwarf Mode -- Artifacts | trivial | new | 2020-01-29 | Artifacts made of nonsensical materials, subject to self-theft | |
| 0011237 | 4 | Adventure Mode -- AI | minor | new | 2020-01-29 | Mounts/pets have trouble pathing through packed entrances like in surface forts | 1. Have a pet/mount. More pets/mounts increases chance for reproducibility.
2. Run through a fort entrance. |
| 0011236 | | Adventure Mode -- AI | minor | new | 2020-01-29 | Mounted companions do not gallop to catch up to you while you're galloping | 1. Have a mount for yourself and your companion
2. Set your mount's speed above the default
3. Start moving. Your companion lags behind. Go far enough from them and you'll lose them on fast travel, and they seem to have trouble following you even on there. |
| 0011233 | 1 | Creatures | minor | | 2020-01-29 | anaconda man cannot pet the dog | |
| 0011235 | | Adventure Mode -- AI | major | new | 2020-01-29 | Pets Escalate Conflicts | 1. Create an adventurer with a pet (say, a horse)
2. Find a bandit camp via any means
3. Walk into bandit camp (non-goblin as those are known to not be innately hostile)
4. Watch as your pet escalates conflict for you |
| 0011228 | | Adventure Mode -- Conversation | minor | new | 2020-01-29 | Cannot Ask Directions To Ringleader | |
| 0011141 | 3 | Dwarf Mode -- Raids | crash | | 2020-01-29 | Game crashes when squad returns from raid | Start game and wait about 10 seconds |
| 0010939 | 6 | Technical -- General | crash | | 2020-01-29 | segfault on "Saving fortress information" when trying to save, reproducible via savestate | * Load save
* <ESC>
* "Save Game"
...
* crash |
| 0010742 | 2 | Dwarf Mode -- Raids | crash | | 2020-01-29 | Game Crashes When Dwarves Return From a Raid | 1) Send 2 full squads of Dwarves on raid.
2) Wait for Dwarves to successfully loot enemy location.
3) Upon returning certain entering Dwarves cause game to crash.
Alternatively:
1) Load linked save file.
2) Game crashes upon resuming. |
| 0010174 | 7 | Dwarf Mode -- Visitors | minor | | 2020-01-26 | Visitors don't sleep in beds in dormitories | |
| 0011209 | 1 | Contaminants/Spatter | minor | | 2020-01-26 | noxious secretion affect the source of those, keeping them in combat and lower fps | getting a forgotten beast on the map which emits "noxious secretions". Having it stuck on one place will multiply the combat messages due to spreading their secretions to the surroundings it is stuck in. |
| 0011213 | 1 | Dwarf Mode -- Diplomacy | minor | new | 2020-01-26 | Liaison leaves unhappy if mayor goes out on a raid | Have a mayor be part of your military and send him on a raid at the beginning of autumn. If the liaison comes in in the meantime, he will leave unhappy once your squads return from the raid. |
| 0011215 | 2 | Technical -- General | minor | new | 2020-01-25 | Crashing OldGenesis mod save | Load saved fort, let 2-3 months pass. |
| 0011217 | | Adventure Mode -- AI | minor | new | 2020-01-24 | Amnesiac Companions (Reported in thread on forum, and replicated by me) | * start an adventurer
* get two companions
* go into woods and murder one in front of the other
* at this step your other companion might aggro you in which case this probably won't work?? otherwise:
* ask about yourself (they will at least say that you are a killer)
* fast travel
* ask about yourself (they will just say you're their traveling companion and a pleasure to speak with)
(This also happens if you kill things like Giantesses (big bad monsters) they forget those kills too.) |
| 0011216 | 6 | Adventure Mode -- Sites | crash | new | 2020-01-24 | Crash upon offloading site | Attempt to leave the area
Attempt to give in to starvation
attempt to die
|
| 0011212 | | Dwarf Mode -- Interface, Military Screen | minor | new | 2020-01-18 | Candidate already assigned to squad with same name in old fortress | a. download and open the save
b. go to military screen
c. go to 'Guard" squad
d. go to position 4
e. assign Momuz Dodókuzar
f. read "Squad: Guard" |
| 0011199 | 3 | Dwarf Mode -- Non-dwarf Citizens | minor | | 2020-01-18 | Sneaky werebeast hidden from game while fighting a human guest | |
| 0006940 | 30 | Dwarf Mode -- Items | minor | confirmed (user11) | 2020-01-16 | Some plants unusable as food, brewing and planting. | Harvest and try to use any of the new berries for brewing, cooking, etc.. |
| 0011210 | 1 | Dwarf Mode -- Buildings, General | minor | | 2020-01-16 | After trying to remove tables and chairs, they reappear in adjacent tiles and cannot be removed. | |
| 0011207 | 1 | Creatures | minor | new | 2020-01-12 | Enhancement: alias or rename creature sex tokens | |
| 0011205 | 2 | Dwarf Mode -- Transport/Hauling | minor | new | 2020-01-11 | Tiles on top of constructed walls are marked permanently impassible where trees have been cut down | Build a long wall among large trees. Build access at one end of the wall. Observe that branches of trees block access to the far end of the wall. Cut down trees. Attempt to build a construction at the far end of the wall.
Expected behavior: the construction is completed.
Observed behavior: the construction cannot be built because there is no access to building material. Alternately, the construction can be designated, but the only building materials available are logs from the cut trees. The construction job is never accepted in that case because there is no access to the site. |
| 0011208 | | General | minor | new | 2020-01-10 | 'propositional logic' is not possible to be discovered in current DF. | Check a given world for whether or not any histfig has discovered propositional logic. This is best done through a script. |
| 0011206 | 1 | Creatures | minor | new | 2020-01-09 | Enhacement: custom caste icons | |
| 0011204 | 1 | Dwarf Mode -- Nobles | minor | new | 2020-01-05 | Outpost liaison arrives hauling a rock | Retire the fortress while one of your dwarves is hauling a rock, and if he becomes the outpost liaison, he'll still have that rock when he comes to your new fortress. |
| 0011149 | 1 | Adventure Mode -- Sites | minor | new | 2020-01-04 | Campfire goes out in base, ashes remain animated as lit fires, still unpathable | Light a fire in a site you've built structures in, eventually the fire will go out and the [l]ook command will indicate it as ashes, while the player remains unable to walk on the tile |
| 0010116 | 1 | Fire | minor | new | 2020-01-04 | Objects disappear when dropped into campfire | In adventure mode:
1. Build a campfire.
2. Jump onto the campfire.
3. Drop an object into the campfire. The object will disappear without regard to size or value. |
| 0007423 | 12 | Dwarf Mode -- Items | minor | confirmed (user6) | 2020-01-01 | Can't brew embark-bought fruits (in bags?) | 1) Get the saved game at http://dffd.wimbli.com/file.php?id=9036
2) Try to add a "brew fruits" task to the still immediately to the south of the wagon. |
| 0010231 | 2 | Dwarf Mode -- Locations | major | new | 2020-01-01 | Scholars can never reinvent existing discoveries | |
| 0011203 | | Dwarf Mode -- Locations | minor | new | 2019-12-31 | Tantrum dwarf flips between jobs while in location | 1. Open my save
2. [v]iew unit Thîkut Kìrarushat. Verify that he's currently throwing a tantrum. His current job is Store Owned Item
3. Press ESC, then do [.] one step
4. The job should go back to Socialize
5. Do more [.] steps
6. It should eventually go back to Store Owned Item
7. Do [.] one step
8. It should eventually go back to Socialize |
| 0011190 | 5 | Pathfinding | minor | | 2019-12-29 | Dwarves unable to path into/out of base despite 2 valid routes. | |
| 0011202 | | Dwarf Mode -- Rooms | tweak | | 2019-12-29 | visitors sleep in dormitory on the floor | |
| 0011201 | | Dwarf Mode -- Interface, Text | text | new | 2019-12-29 | Description of scratch-test topic 'a method of classify the'. | |
| 0002687 | 14 | Dwarf Mode -- Military | major | | 2019-12-29 | Constant "pickup equipment" cripples military functionality | Create a full squad, assign them a uniform, and make more than enough equipment for them.
Create a stockpile for the extra equipment.
The stockpile will always have dwarves on it swapping equipment back and forth, never reaching a point where all dwarves are satisfied with what they have equipped. |
| 0011197 | 1 | Adventure Mode -- Retirement | major | new | 2019-12-26 | Unretiring adventurers gives me control of the wrong historical figure, for some reason is specific to only one world | Its only specific to a single world in my saves, all I have to do is make an adventurer and retire them, then attempt to unretire them, which for some reason gives me control of a different historical fig. |
| 0011200 | | Adventure Mode -- Sites | minor | new | 2019-12-26 | Vault transition room misaligned | Unclear, most likely due to room placement |
| 0011198 | | Dwarf Mode -- Non-dwarf Citizens | minor | new | 2019-12-25 | Non-Fortress "Monster Slayers" will continuously try to kill inaccessible creatures, leading to starvation. | 1. Get a non-fort dwarf
2. Get a monster/creature they want to attack
3. Make it inaccessable
4. Watch them starve |
| 0011196 | 2 | Dwarf Mode -- Items | trivial | new | 2019-12-21 | Bookcases are weightless | 1) Build bookcase out of very heavy material
2) place bookcase |
| 0011112 | 5 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2019-12-19 | Monster Slayer "horrified by watching <monster> die" | Wait until Ocgi heads off to slay monsters, check her Thoughts and the combat Reports. |
| 0011194 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | | 2019-12-18 | Tooths Treated as Whole Corpses for Purposes of Stress | Kill a monster messily, and then leave body parts strewn. Remove all but the teeth, and allow your dwarves to go into the area. Examine their thoughts, particularly those known to be uneasy or horrified by corpses. |
| 0011195 | 1 | Dwarf Mode -- Combat | minor | new | 2019-12-17 | mail shirt lbstep doesnt seem to work, it doesnt protect the upper legs | make sure that a dwarf wears high boots to protect the lower legs, gauntlets, and wearing a pair of boots with armor that should deflect unarmed strikes with ease. attack with another dwarf |
| 0008088 | 3 | Combat -- General | minor | new | 2019-12-17 | Flails (and Mauls) extremely ineffective when opponent wears metal helms, even copper. | Arena Fights.
10 Dwarves with flails (silver, bronze, steel, etc.). Also with full steel body armor but without helms, against 1 fully copper armored, flail goblin.
The 10 dwarves will pass out trying to smash the unconscious goblin in the head. They will all eventually be slain by the single flail goblin.
|
| 0009176 | 21 | Dwarf Mode -- Reclaim | minor | | 2019-12-16 | Lots of 'other' units appear after retiring fortress (merchants/pack animals/now hostile visitors) | |
| 0011183 | 6 | Technical -- Saving/Loading | crash | | 2019-12-13 | [Dwarf Fortress] Loading Save Crash: V.44.12.r2 (Crashes on loading) | |
| 0011187 | 4 | Dwarf Mode -- Economics | major | | 2019-12-11 | Fort Value going into the negatives? | |
| 0011186 | 3 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2019-12-11 | Can't build a stairway on the below level while a boulder is blocking site | 1. Build an up/down stairway down an adamantine shaft
2. Dig out the shaft levels so you can't carve stairways anymore
3. Make the main stairway unusable
4. Try to build another path down |
| 0011188 | 3 | Dwarf Mode -- Interface, General | crash | | 2019-12-11 | Game crashes shortly after loading save | 1) Load game
2) unpause |
| 0011189 | 2 | Title Screen | crash | | 2019-12-11 | Choosing to start a game on a save file that has been deleted begins an accumulation of an endless amount of memory | 1. Create a new world.
2. Go to the title screen.
3. Minimize the game and navigate to your dwarf fortress saves folder on your computer.
4. Delete the save of the world you just created.
5. Return to the game window and select "Start Playing" for the world you both just created and deleted.
6. Choose one of the three options, Dwarf Fortress, Adventurer, or Legends.
7. Try to kill the process before it bluescreens your OS. |
| 0011185 | 1 | Adventure Mode -- Retirement | crash | new | 2019-11-30 | Attempting to unretire adventurers in this world causes immediate crash. | Try to unretire adventurers in this provided save it crashes |
| 0011184 | 1 | Technical -- Saving/Loading | crash | new | 2019-11-29 | Crashes on save | - Load game
- Unpause for a few seconds
- Save game
***crash*** |
| 0010321 | 7 | Adventure Mode -- General | feature | new | 2019-11-24 | Accusation of vampires doesn't work (vampire doesn't attack, wrong accuser in legends) | Try to accuse a vampire and slay him. Speak to the townsfolk.
Check legends mode. |
| 0009456 | 6 | Dwarf Mode -- Items | minor | | 2019-11-24 | Dwarves claim ownership of an item they pick up that matches a preference, then never put it down. | As an experiment, using dfhack:
- the items were removed from the dwarfs owned object list
- the ownership record was removed from the item
- the object was marked for dumping
At that point, another dwarf would come get the item and dump it. But in the case of the iron minecart (the first observed case) dwarf would immediately claim ownership of the item when they picked it back up and refuse to drop it. (This time it was full of magma, so that dwarf has a severely burned right hand now.)
The experiment was repeated, removing the ownership association, with one additional step:
- Modify the preference of that dwarf so they no longer prefer the item or material type of the owned object.
So far (0000001:0000001 game year), dwarves who have had their preferences changed have ceased claiming ownership of items.
This isn't a full reproduction of the bug, as it demonstrates only a strongly correlated end to symptoms.
The next step would be to start a game with dwarves having preferences for very common materials/items and see if they claim and refuse to drop items that match their preferences.
|
| 0006281 | 3 | World Generation -- Parameters | trivial | new | 2019-11-23 | Cannot allow "FARMING CIVILIZATION PLACED WITHOUT CROPS" reject. | Generate a world with outrageously high temperatures (1000 degrees min and max.) Try to ignore the "farming civilization placed without crops" error when it gives you the option to do so. |
| 0009588 | 17 | Dwarf Mode -- Non-dwarf Citizens | minor | | 2019-11-23 | Retired animal person adventurer moves too slowly -- [MEANDERER] tag | |
| 0011182 | | Adventure Mode -- Movement | minor | | 2019-11-23 | animal people companion moves so slow it becomes useless | Find a City with animal people, a retired animal person is not affected by this bug. |
| 0011175 | 2 | Dwarf Mode -- Combat | feature | new | 2019-11-21 | Goblins/Trolls/BeakDogs won´t attak cattatonic dwarfs | Selfexplenetory |
| 0011181 | | Dwarf Mode -- Interface, Designations | minor | | 2019-11-20 | Designating large sections to mine can partially reveil caverns. | Designate large sections of the unknown stone.
Leave designation.
Unpause the game. |
| 0011180 | | Dwarf Mode -- Buildings, General | block | | 2019-11-20 | Path not found in an open room | |
| 0011179 | | Dwarf Mode -- Military | minor | new | 2019-11-17 | Squad without leader stops receiving assigned ammunition | |
| 0011178 | | Dwarf Mode -- Interface, Tasks | minor | | 2019-11-14 | Detailing Bed Construction Task Doesn't Show Type of Wood | 1. Create a Carpenter's Workshop
2. (q)uery the Carpenter's Workshop
3. (a)dd a task for a (b)ed
4. With the new task selected, go to the (d)etail screen and press (Enter) for some arbitrary type of wood
End. The task will still show "Construct Bed" |
| 0010899 | 3 | Dwarf Mode -- Military | minor | | 2019-11-13 | Military dwarves wearing shoes don't equip boots | |
| 0011176 | 2 | Dwarf Mode -- Moods | minor | | 2019-11-13 | Fey mood dwarf in tree causes lag then floats after tree cut down | |
| 0005709 | 2 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2019-11-13 | If an animal gets stuck on an inpassable square of a workshop, a dwarf can get stuck trying to haul the animal away | Make a pasture on top of a farmers workshop and assign a lot of milkable animals to it. The animals may start fighting and one may dodge onto an impassable square of the workshop. Try to milk the animal that is stuck on the workshop. The animal hauling dwarf may get stuck trying to haul the animal and start an endless loop of job cancellations. |
| 0009658 | 2 | Dwarf Mode -- Jobs, Animal Handling | major | | 2019-11-13 | Dwarf stuck in handle animal loop, no burrows, dog is right there | |
| 0009625 | 6 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2019-11-13 | Gelder locked in job cancel spam | |
| 0011177 | 2 | Dwarf Mode -- Interface, Animals | minor | | 2019-11-13 | Handle animal job cancellation spam | uploaded my save here, and you can see the alert tab is full of this guy wanting to grab the goose
https://www.mediafire.com/file/n7sg896ycmmi00j/world.sav/file
(link expires in 14 days because I didn't bother to make an account, sorry) |
| 0011173 | 2 | Dwarf Mode -- Jobs, Animal Handling | major | | 2019-11-03 | Dwarf repeats cancelling "Handle Animal" job at extreme rate while standing still. | Unknown. |
| 0011172 | 1 | Dwarf Mode -- Missions | crash | new | 2019-10-31 | Game crashes while: Caravan leaves, mission returns, mission leaves | |
| 0011171 | | Adventure Mode -- Character Creation | minor | | 2019-10-30 | Adventuremode: Animal people cant improve swimming | Make a animal person as hero and see yourself. |
| 0011164 | 2 | Adventure Mode -- Sites | minor | new | 2019-10-26 | NPCs at reclaimed site don't know who they are | Open save, talk to nearest dorf.
Save:
http://dffd.bay12games.com/file.php?id=14573 |
| 0011166 | | Adventure Mode -- Combat | minor | | 2019-10-26 | Weapon duplication | Get a weapon lodged firmly in an opponent, free the second hand if it has a shield or another weapon but do not loose grip of the stuck weapon, grab the lodged weapon with the second hand, keeping both hands on the weapon and jump away, getting hold of the same weapon in both hands. |
| 0011027 | 4 | Legends Mode -- Historical Figures | minor | | 2019-10-26 | Confronted a vampire in adventure mode, legends credits confrontation to random dead historical figure. | Look in legends, you will immediately notice the weirdness when you look at Senams legend,
Steps to reproduce:
-Confront a vampire in adventure mode (call them out) |
| 0011169 | 3 | Adventure Mode -- Display | major | | 2019-10-26 | Weird graphic glitches in Adventurer mode | - Start a save in Adventurer mode (any race, any skills, anywhere);
- Enter a tavern full of people talking or;
- Activate Fast Travel and start traveling or;
- Bring up menus like grabbing, attacking, talking or something else;
The glitches are everywhere. |
| 0011165 | | Adventure Mode -- Character Creation | minor | new | 2019-10-21 | Adventurer's Dream Changed on starting game | Save, in case it can be used to determine anything (used in previous bug reports, so not cluttering up the dffd any more than it needs to ):
http://dffd.bay12games.com/file.php?id=14573 |
| 0010398 | 3 | Technical -- Saving/Loading | crash | acknowledged (user8971) | 2019-10-17 | Game breaks after retiring and adventurer and having a retired fortress simultaneously. | 1) Create Adventurer
2) Retire Adventurer
3) Create Fort
4) Retire Fort
5) Try to re-enter either |
| 0010383 | 1 | Adventure Mode -- Retirement | crash | acknowledged (user11) | 2019-10-17 | Crash when retiring an adventurer | 1. Download save game world:
https://drive.google.com/file/d/1DEynLVceQfYawJ9Yjo6elDFrP-V7pl34/view?usp=sharing
2. Load the attached save game, hit escape and retire. |
| 0011163 | | Dwarf Mode -- Items | major | | 2019-10-14 | Scrolls dropped by visitors/introducers cannot be hauled due to 'trader' flag being set to true | Find a visitor or intruder who is carrying a book you want, kill them, it drops but does not get hauled, and sits there on the ground for ever. |
| 0011162 | | Adventure Mode -- Sites | minor | | 2019-10-13 | ProcGen fortress cannot exit certain sections | Unknown |
| 0011160 | 4 | Miscellaneous Crashes | crash | | 2019-10-09 | Game Crashes On Load | 1: Boot up game
2: Load game
3: Crash |
| 0009744 | | Technical -- General | text | new | 2019-10-09 | README.osx on macOS lists Linux system requirements, not macOS requirements | |
| 0002017 | 18 | Technical -- Saving/Loading | crash | | 2019-10-07 | Using COMPRESSED_SAVES causes save corruption on some systems | |
| 0011158 | 6 | Dwarf Mode -- Idle Behavior | major | | 2019-10-07 | (Lazy Newb Pack 0.44.12 r2) My Dwarfs Pathing AI seemed to be a bit Confused. | (Lazy Newb Pack) For the first part, you have to start up the game, created a new world and play in DF mode for a while. Save the game and then resume playing in your world. Build a work shop like a Still and make sure you have both a Barrel and Plant (Basically the ingredients you'll need to make an item.), try to brew something, you'll realize it's red, saying you don't have the materials.
Second part is try and build a decently sized floor for a room, or a long wall. You'll see that your dwarfs just stand there and don't do anything after they build it. |
| 0011157 | 1 | Dwarf Mode -- Environment | minor | | 2019-10-06 | Maximum number of trees seems absolutely unrelated to the initial amount of trees on the map. | 1. Embark on a Sand Desert (or, most likely, any desert with soil)
2. Wait unthil trees start to appear
3. Trees will cover everything |
| 0011159 | 1 | Adventure Mode -- Retirement | block | new | 2019-10-06 | Adventurer becomes absolutely unretireable for unknown reasons | |
| 0011152 | 3 | Technical -- Input/Keybinding/Macros | major | | 2019-10-05 | Input lags on fullscreen | Open the game on fullscreen |
| 0011156 | 2 | Dwarf Mode -- Buildings, General | crash | | 2019-10-03 | Unavoidable crash related to picking up equipment | 1. Load save
2. Unpause
3. Wait a minute |
| 0011154 | | Pathfinding | major | | 2019-09-29 | Merchants dropped all of their stuff after leaving. ALL OF IT! | |
| 0011155 | | Dwarf Mode -- Jobs, Military | major | new | 2019-09-24 | Military will refuse to use assigned gear (raid related ?) | -send squad to raiding, the more the better (initially you will most likely have no issues whatsoever)
-have them use a specific uniform
-watch them as they drop their stuff and not equip it back |
| 0011153 | 2 | Dwarf Mode -- Immigration | minor | new | 2019-09-21 | Migrants and Traders fall into the river and drown upon spawning | |
| 0009221 | 12 | Dwarf Mode -- Items | minor | confirmed (user11) | 2019-09-18 | Visiting scholars leave with fortress books/scrolls/copies/codices | 1. Have a Library created in Fortress mode with storage containers
2. Have written books/codex stored in Library
3. Have scholars visit and read in the Library
4. Confirm total number of books is reduce/check inventories as scholars/scribes leave |
| 0011151 | 1 | Dwarf Mode -- Interface, Unit Profiles | crash | | 2019-09-16 | Game often crashes upon pressing u -> z -> g/p/etc. | For me,
u -> z -> [other menus] |
| 0011150 | | Dwarf Mode -- Jobs, General | minor | new | 2019-09-16 | Collect Webs job added on full workshop | |
| 0010026 | 3 | Dwarf Mode -- Buildings, General | minor | | 2019-09-14 | Negative item distances also appear during forest fires | |
| 0011087 | 4 | Dwarf Mode -- Raids | major | | 2019-09-05 | Memory leak when squad can't path to edge of map | |
| 0011148 | | Dwarf Mode -- Embark/Setup | minor | new | 2019-09-04 | outside/inside tiles swapped | Create a pocket sized world with 1050 years of history, maximum sites (I guess?) and repeatedly embark in forested areas to try and find a leather hut/hunter's lodge type building. Attempt to build furniture inside and on the roof of the said building. |
| 0011147 | 1 | Dwarf Mode -- Nobles | minor | new | 2019-09-03 | Baron vanished when unretiring a fortress | |
| 0011146 | 2 | Dwarf Mode -- Missions | minor | | 2019-09-03 | Military families disappearing | |
| 0011145 | 2 | Contaminants/Spatter | minor | | 2019-09-03 | Body parts fell through ground | 1. Open file 00101-07-01. http://dffd.bay12games.com/file.php?id=14520
2. Wait for the human siege to occur (comes during the same in-game day as the save is).
3. Let the enemy come closer to the main entrance (hotkey F1 and areas slightly north from it) where there are rooms only 1 z-lvl underneath the aboveground.
4. Hit enemies 'till teeth and limbs come off.
5. Check the room directly below to find blood, teeth and body parts.
If a save where this mess has already happened and no cleaning done is needed, I can provide.
I reproduced this once by reloading and replaying the same siege. The soil at the first battleground was peat and at the second battleground loam, and the issue happened on both. Replicating on stone is harder, as I don't have any natural solid stone ground above the aquifier (I have digged through if one would like to construct a battlefield in a cavern and mince some terrors living in there. Haven't noticed this falling effect happening during my previous battles on the map as the confrontations tend to happen far away from the main entrance and its next-to-the-surface rooms. |
| 0011137 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | | 2019-08-18 | Injured criminal in loop between being taken to prison and taken to hospital | Create a hospital and a prison (not with the same beds) and assign dwarves to "recovering wounded" and to a militia. Have a dwarf commit a crime that makes him go to jail for. That dwarf must now (or earlier) be wounded in any way, be it an "accident" or a severe beating from a soldier. Now the dwarf should keep switching between being taken to a hospital and a prison. |
| 0011143 | 2 | Dwarf Mode -- Environment | minor | | 2019-08-18 | ambushes reported but do not exist | |
| 0011142 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | major | | 2019-08-18 | Pathing issues while building stairways | |
| 0011144 | | Dwarf Mode -- Trade | minor | | 2019-08-18 | Traders show up at same time as Giantess now I cannot trade | My guess would be the caravan simply needs to be threatened in some way while setting up (maybe the destruction of a wagon is also necessary), but I have not tested this. |
| 0008961 | 6 | Dwarf Mode -- Jobs, Equipment | major | | 2019-08-13 | Off-duty military dwarves store food in bedrooms, get more, repeat | Militia-dwarves, food, bedrooms. Done. As far as I know. |
| 0011136 | 3 | Technical -- General | minor | | 2019-08-11 | macOS version crashes on case-sensitive filesystems | |
| 0011140 | 4 | Miscellaneous Crashes | crash | | 2019-08-09 | Game crashes at specific point | Load the save, play for about 2 minutes, watch game crash. |
| 0011138 | | Dwarf Mode -- Invasions | minor | | 2019-08-05 | Human sieges bring horses as soldiers rather than mounts | This was totally beyond my control so reproduction isn't really practical, but provoking a human siege would probably be the first step. |
| 0011139 | 1 | Dwarf Mode -- Environment | minor | | 2019-08-05 | Dwarves not showing any symptoms of cave adaptation despite being fully adapted | Uncertain. My previous fort with the same raws and settings did not have this issue, I'm not sure what could be different that would actually affect this. (Does cave adaptation not trigger when the weather is rainy? I'm in a tropical biome where it's almost never sunny...) |
| 0011134 | 1 | Technical -- Saving/Loading | crash | | 2019-08-03 | Masterwork Mod Update: Loading Crash Missing Plant Glow: SWEET_GALENA | Load the savegame with Masterwork 44.12 |
| 0011132 | 2 | Dwarf Mode -- Combat | minor | new | 2019-07-31 | Bite->latch on->shake opens arteries even when the bite was deflected by armor and the teeth never reached flesh | 2+ armored but un-armed dwarves in the arena, let them fight for a bit
look in the combat log
bite deflected by armor -> latch on -> shake -> opened arteries (random)
|
| 0011124 | 4 | Technical -- General | crash | | 2019-07-30 | repeated crash to desktop | wait until the elves appear to trade, maybe add gems and some rock junk to the pile. |
| 0011128 | 3 | Adventure Mode -- Reactions | minor | | 2019-07-29 | Animals that bleed to death cannot be butchered. | Have an animal bleed out in adventure mode, try to butcher it. Get really annoyed as it does not appear on the butcher menu. |
| 0011131 | 2 | General | crash | new | 2019-07-29 | Consistent crash about 15s after loading this save | 1. Load save File.
2. Unpause game
3. Wait 15s. (on my machine, running about 20 FPS after game is unpaused.) |
| 0011130 | 1 | Dwarf Mode -- Buildings, General | feature | | 2019-07-26 | Can't build gold statues | 1) Build Mason's Workshop.
2) Dig Native Gold.
3) Add "Construct rock Statue in the Mason's Workshop.
4) Highlight "Construct rock Statue."
5) Press "d" for "Details," to set a material type.
6) Highlight Native gold."
7) Press enter. |
| 0011129 | | Dwarf Mode -- Holdings | minor | | 2019-07-26 | Requested worker is a "Merchant" and arrive with traiding horse | Request workers few times. |
| 0011104 | 7 | Technical -- General | minor | new | 2019-07-24 | DF crashes it try to save right after loading or wait several game days | |
| 0011127 | 2 | Dwarf Mode -- Environment | minor | | 2019-07-24 | Shallow (1/7 and 2/7) water on vegetation tiles turns into ice walls during winter | - have an aboveground basin that contains water levels of 1/7, 2/7 and 3/7 but not higher
- wait for the temperature to drop so that water freezes
- you should see many of these water tiles turning into Ice walls |
| 0011126 | 2 | Dwarf Mode -- Interface, Manager | crash | | 2019-07-23 | Searching "silt" in manager order conditions crashes the game | 1. Create an order in the manager screen (the specific one I used was Collect Clay x5).
2. Add an item condition to the order, and try to search for silty clay.
3. Admire own desktop. |
| 0011125 | 2 | Dwarf Mode -- Interface, Trade | major | | 2019-07-22 | No wagon access across entire map | Partially wall off your trade depot, with three-space access. Open up depot accessibility. |
| 0011120 | 6 | Dwarf Mode -- Buildings, General | minor | | 2019-07-20 | Contructions on top of walls can only use materials on top of those walls | Build a wall around a open area, then attempt to build a roof. If you have logs on top of the wall, you will only be able to build with those logs. If you don't then you will not be able to build anything. |
| 0011123 | | Adventure Mode -- Town | crash | new | 2019-07-19 | Crash in town bordering on evil biome | 1. Enter fast travel
2. Walk north to the first house
3. Exit fast travel. |
| 0011122 | 4 | Dwarf Mode -- Visitors | minor | | 2019-07-19 | Visitor has petitioned for residency hundreds of times. | |
| 0011121 | 1 | Dwarf Mode -- Military | minor | resolved (user1294) | 2019-07-15 | Necromancer Dawrfs create hostile Zombies. | Make a dawrf read a book with the secret of life and death, when he gets in combat he will resurrect everything around him/her and proceed to get attack by their own creations. |
| 0011110 | 6 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2019-07-14 | Catch Live Land Animal/R causes trapper to run around food stockpile | Make animal trap, then set a woodcutter to trapping labor. Watch as he runs around in the food stockpile trying to catch nonexistent vermin. |
| 0011105 | 3 | Miscellaneous Crashes | crash | | 2019-07-11 | Segmentation fault, uncertain cause | Open linked save game, un-pause, then wait about 90 seconds.
|
| 0011116 | 3 | Dwarf Mode -- Items | crash | | 2019-07-11 | Game crashes after a few moments in-game. | Don't need to do anything, just wait, it happens at the same time every time. |
| 0011111 | 2 | Dwarf Mode -- Jobs, Healthcare | major | | 2019-07-11 | Dwarves won't give crutch to other dwarf that needs it. | |
| 0011113 | 1 | Typos/Grammar | minor | | 2019-07-11 | Screw Pump Text Inaccurate | |
| 0011115 | 2 | Dwarf Mode -- Jobs, Designations | minor | | 2019-07-11 | Dwarves will not pick up axes to chop trees | Appears to happen only after embarking w/o a dwarf trained in woodcutting |
| 0011114 | 3 | Technical -- General | major | | 2019-07-11 | World won't load | |
| 0011119 | 2 | Dwarf Mode -- Transport/Hauling | minor | | 2019-07-11 | if something is marked to be dumped and then reanimates, this sometimes breaks dumping | Kill a bunch of things in a reanimating biome, mark their unmangled corpses and reanimatable body parts to be dumped a long way away, watch them reanimate, kill them again, mark them to be dumped again. |
| 0011118 | 1 | General | crash | | 2019-07-10 | saved game crashes shortly after loading | Tried restarting the game with and without DF Hack and with Print Mode set to Standard or TWBT. Results are always the same. |
| 0008843 | 3 | Dwarf Mode -- Interface, Building Construction | minor | feedback (user11) | 2019-07-09 | Hives in Bins not available to be placed | Make bins, make hives, make finished good stockpile with bins enabled. Wait for hives to be placed in bins, then attempt to place hives. |
| 0011047 | 6 | Technical -- General | minor | | 2019-07-04 | Linux: Enabling arb_sync causes crash | 1 enable arb_sync.
2 the other bug seems to be random. |
| 0009593 | 31 | Dwarf Mode -- Trade | major | | 2019-06-30 | Invisible caravan arrives, no units listed on units list, trade impossible. | |
| 0011109 | | Vegetation | minor | new | 2019-06-17 | Plants having an ocean or lake in their list of biomes causes game to lock. | Add [BIOME:ANY_OCEAN] to a plant or tree and go near an ocean. Alternately, add [BIOME:ANY_LAKE] to a plant or tree and go near a lake. |
| 0011108 | 1 | Dwarf Mode -- Buildings, General | block | new | 2019-06-15 | Freeze on choosing "Forbid Passage" on a door | 1. Download and run the following save file -- http://dffd.bay12games.com/download.php?id=14417&f=df_44_12_win_forbid_passage_crash.zip
2. Press 'q' and choose "Forbid Passage" for the following door on Z-3 level -- https://i.imgur.com/jajq1NK.png
3. Unpause the game. |
| 0011106 | 3 | Adventure Mode -- General | major | new | 2019-06-14 | Adventurer suddenly turned into a chinchilla | Immediately before this happened my adventurer was flying a couple of levels above a mountainside and had performed music a few times. I checked the [W]eather (stars are out, cold breeze from east). I moved down [>], and it happened. |
| 0011107 | | Dwarf Mode -- Interface, Civilization/World Info | minor | new | 2019-06-12 | Unable to select/cycle multiple locations in a single world-tile on civ/world screen | embark, retire, embark (same world tile), [c] -> information is displayed for the first fortress, no apparent way to switch to current fortress information/rumors/etc. |
| 0011103 | 1 | Creatures | text | new | 2019-06-06 | Typo in Narwhal man description | Check the raws. creature_large_ocean |
| 0007629 | 2 | Creatures | minor | new | 2019-06-02 | Nail/claw/horn - tissue have no [HEALING_RATE] token | Take a look in the raws. |
| 0011102 | | Adventure Mode -- Sleep | minor | new | 2019-06-01 | Can't sleep/wait with people present on my own property. | Play as a king adventurer, you won't be able to sleep/wait with people present in rooms inside the fortress you own. |
| 0011100 | 3 | Miscellaneous Crashes | crash | new | 2019-05-28 | Game crashes as soon as bard visits | Load the save. Unpause. Wait about 30 seconds. |
| 0011090 | 6 | Dwarf Mode -- Non-dwarf Citizens | minor | new | 2019-05-28 | Dwarfs Captured as part of a raid come back bugged | n/a, but I will report back here if I encounter it again while I raid on this other civ. |
| 0011101 | | Legends Mode -- Historical Figures | minor | new | 2019-05-28 | Male Hydra | Generate a world and go into Legends Mode and check historical figures. |
| 0011099 | 2 | Dwarf Mode -- Buildings, General | major | | 2019-05-26 | Constructed Walls change their building material seemingly at random | Screenshot here: https://imgur.com/a/G2lMrIq
Savefile here: http://dffd.bay12games.com/file.php?id=14388
Load the save file and observe the left wall visible in the screenshot. Inspect the wall and see that those are marble walls with one willow wall among them. Order a construction of a willow block floor (I also reproduced it with a different material) on the tile directly north of the northern staircase (directly to the west of the willow wall). When completed, this changes the willow wall to a marble wall and 2 marble walls to willow walls. This was reproduced 4/4 times. |
| 0006331 | 4 | Dwarf Mode -- Immigration | major | | 2019-05-26 | Migrants don't arrive after frozen river thaws | 1. Start at a site where 2 rivers meet such that you start ON the river when it is frozen, but below the waterfall and in such a way that it's sheer cliffs on all sides of the river. Survive and get in/on something before it unfreezes ^.^
2. Wait, while doing whatever. |
| 0000658 | 14 | Dwarf Mode -- Interface, Unit View | text | acknowledged (user6) | 2019-05-26 | "His/Her upper body is gone" - every dead unit | "Produce" a corpse
Check status u->scroll->v->enter
see status message |
| 0011098 | 1 | Creatures | text | | 2019-05-26 | his/her upper body is gone. | Method 0000001(Adventure mode):
Die in adventure mode and press z(status) and then d(description),
and in the section which lists your injuries, it will say that your upper body is gone even though no bodypart severing happened in the combat log.
Method 0000002(Fortress mode):
Find a relative of a dead dwarf in your fort,
press k and view that relative.
Press r and find the dead dwarf from the list and press v.
In the description it says his/her upper body is gone. |
| 0011096 | 1 | Dwarf Mode -- Jobs, Items | minor | new | 2019-05-25 | Only first items in job list are produced when limited by materials | Build:
1x1 pig tail farm plot
farmer's workshop
loom
clothier's shop
Assign all relevant jobs, and a manager.
Use the job manager to queue up jobs for all types of cloth clothing.
Get only the first two types of clothing you queued. (Instead of what I believe should be an even distribution of types of clothing.) |
| 0011097 | | Adventure Mode -- Travel | crash | new | 2019-05-23 | Werebeast adventurer stopping travel frequently causes CTD without error messages or logs | 1. Wait until full moon (the save is only about a day or two away from one)
2. Travel around, stop.
3. Repeat until crash. |
| 0001981 | 6 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2019-05-20 | Constructing wall/floor over ice ramp/stairs, followed by removing ramp/stairs, creates a "void tile" | First:
1) Find Ice
2) Channel/Carve Ramp
3) (b)(C)(f) over one of the revealed ramps, using any material
4) Once complete, go up one z level and see the Downward Slope
Second:
1) As above in First 1-3
2) Remove the constructed object(d) (n)
3) Remove the carved ramp (d)(z)
4) Void space will be created, possibly containing a stone of ramp material. |
| 0007107 | 8 | Dwarf Mode -- Combat | minor | confirmed (user6) | 2019-05-19 | Milita attacking berserk dwarf results in loyalty cascade | I reloaded the save, but the potter did not enter a strange mood.
1.) Have a dwarf go berserk from failing a mood
2.) Order militia to attack |
| 0010230 | 2 | Adventure Mode -- Sites | crash | new | 2019-05-18 | Unexpected Crash | Crash when walking east: https://www.youtube.com/watch?v=0Fc17G_PXqs&t=28m37s&list=PL22FmIq3wbUgYfTdoVx1NAquLujBStGMZ&index=96
Crash when assigning location to room: https://www.youtube.com/watch?v=oRrgwiGfRaA&index=95&t=1h36m15s&list=PL22FmIq3wbUgYfTdoVx1NAquLujBStGMZ
No mods. The first crash I have no clue why it crashed. I was walking east. I'm guessing I raised a red flag when reiterating my previous game crash. The second crash I removed a room to check who I worshipped and then remade the room & assigned a temple. As soon as I pressed Esc the game crashed. |
| 0010783 | 1 | Dwarf Mode -- Interface, Text | text | | 2019-05-17 | Artwork description shows inverted pet owner/owned relationship | I haven't tried to reproduce.
Maybe relevant: I had the manager (Lorbam Paddlecreed) order the construction of 4 statues of herself. The masons ended up making 3 statues of her, and 1 statue of her pet guineacock. |
| 0011095 | | Items | minor | | 2019-05-17 | Statue of Pet Sheep Shows Sheep Owning Dwarf, No [ADOPTS_OWNER] tag | Create task for statue
In [d]etails, specify a historical figure, then find a named pet historical figure.
Build the statue
Look at the statue's description. If the dwarf is embracing the pet, it'll be there. |
| 0011092 | 7 | Dwarf Mode -- Jobs, Healthcare | major | | 2019-05-14 | Menial jobs are assigned/taken at unusually low frequencies (wounded dwarves + no hospital) | ??? |
| 0011093 | 1 | Technical -- Input/Keybinding/Macros | crash | new | 2019-05-12 | Highlighting a creature/dwarf crashes the game | Load or start a new game, wait anywhere from 15-30 minutes, than click or highlight any unit and see if game crashes. |
| 0011089 | 1 | Dwarf Mode -- Jobs, Burial | minor | new | 2019-05-11 | Dwarves endlessly fail to store items in tomb furniture constructed after death | Designate a tomb for a dwarf, then have them die. Build a cabinet or chest when other dwarves haul the deceased's clothes and items to the tomb. |
| 0006167 | 2 | Dwarf Mode -- Interface, General | tweak | new | 2019-05-05 | Numpad scrolling mixed with shift key is weird when Numlock active | |
| 0011091 | 3 | Dwarf Mode -- Buildings, General | major | | 2019-05-05 | Planning Mode: Iron bars used to build planned furniture (beds, etc.) | |
| 0011088 | | Typos/Grammar | text | new | 2019-04-25 | The plural of "wererhinoceros" is "wererhinoceross" | Disable compressed saves in init.txt, then generate a world with some wererhinoceross (sic) in it and check their raws in world.dat |
| 0008912 | 7 | Pathfinding | minor | | 2019-04-24 | Strange Cave Creature Climbing Behavior | |
| 0011085 | 4 | Dwarf Mode -- Trade | crash | new | 2019-04-21 | Crash when merchants leave map | link to save:
http://dffd.bay12games.com/file.php?id=14348 |
| 0011086 | 1 | Dwarf Mode -- Interface, Designations | major | | 2019-04-20 | Pathing or mine problem between level 17 and 18 | See saved game
http://dffd.bay12games.com/file.php?id=14349 |
| 0005758 | 1 | Dwarf Mode -- Jobs, Burial | minor | | 2019-04-19 | Knocked out teeth not buried with their owners, brought to corpse stockpile | 1. Load the provided save.
2. Press F6 to zoom to the trouble area.
3. Notice the teeth stockpiled in the corridor, even when there are ample coffins. |
| 0010977 | | Dwarf Mode -- Visitors | minor | | 2019-04-19 | Mercenaries now live elsewhere(conquered sites) but still seen on the "l"ocations window | Have a squad with mercenaries.
Send them to conquer a site.
They will settle there, but still seen in my "locations and occupations".
There is no way to call them back, of course. |
| 0010376 | 4 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2019-04-19 | Gatherers get stuck on top of their stepladders and die from dehydration. | |
| 0010878 | 12 | Civilizations/Entities -- General | minor | | 2019-04-19 | My civilization is undergoing a civil war | No idea how to reproduce this. |
| 0011084 | 2 | Dwarf Mode -- Interface, Depot Access | major | new | 2019-04-19 | Caravan spawns away from my depot access channel, wagons bypass me | I am unsure. This is the first time that I have had a caravan avoid an available access route. The save is at http://dffd.bay12games.com/file.php?id=14346 |
| 0011082 | 5 | Technical -- Saving/Loading | crash | new | 2019-04-14 | Saving always crashes at "Saving fortress information" | http://dffd.bay12games.com/file.php?id=14334
Just try to save the game |
| 0011081 | 1 | Dwarf Mode -- Trade | minor | new | 2019-04-14 | No dwarf caravans / liasons in 6 years, no mods, civ is not dead | Load save, wait, get no dwarf caravan. |
| 0011083 | 2 | Dwarf Mode -- Buildings, General | crash | new | 2019-04-14 | Game hangs when I forbid door to jail room with 2 chained vampires (1 my mayor) | No idea. The save of the situation is at http://dffd.bay12games.com/file.php?id=14339 |
| 0011070 | 1 | Technical -- Saving/Loading | crash | | 2019-04-14 | Game crashes on saving | Just play Dwarf Mode, chose an embark site and embark normally. Initial save causes immediate crash. Disabling initial save lets you play the game, until you try saving it somehow. |
| 0011071 | 2 | Dwarf Mode -- Interface, Text | minor | new | 2019-04-14 | Text in Arena misaligned with True Type on | open DF
start arena mode
press F12 to enable True Type
observe misaligned Text |
| 0011080 | | Dwarf Mode -- Diplomacy | minor | new | 2019-04-09 | Rescued prisoners that had attacked your fortress remain your enemies | -Invade a necromancer tower and let your dwarves become prisoners,
-Wait for them being sent to siege you (they keep the "prisoner" in names),
-Do not kill them and make them flee,
-Send a party to rescue them,
-When they are back, save&quit then load the game. |
| 0007964 | 10 | Dwarf Mode -- Economics | minor | confirmed (user6) | 2019-04-08 | traders do not leave map | |
| 0011079 | | Dwarf Mode -- Interface, Unit View | minor | new | 2019-04-07 | Assigning dwarf to squad using view menu replaces traveling dwarf in position 10 | |
| 0011078 | | Dwarf Mode -- Raids | minor | | 2019-04-07 | When a Captain of the Guard goes on a raid, all of his assigned rooms/belongings are removed | As above |
| 0011077 | | Dwarf Mode -- Justice | minor | new | 2019-04-07 | When Captain of the guard is out on a raid, dwarves run to the edge of the screen to attempt to report a crime | - Assign a Captain of the Guard
- Send him on a mission
- Wait for a miserable dwarf to throw a tantrum in the tavern |
| 0011075 | | Adventure Mode -- Display | minor | new | 2019-04-01 | Vampire vision doesn't work properly at night | 1. Play as a human and become a vampire
2. Find a spacious area with people inside (tavern seems easiest), and wait until night.
3. You will find that you can't see some people with the red symbol until you move behind a wall. |
| 0010515 | 9 | Adventure Mode -- Town | major | acknowledged (user8971) | 2019-03-31 | Duplicating of companions | 1) load save, see my companion list duplicating
2) leave the town, see as companion list became correct (1 companion)
3) go back to the town and see this bug again
4) go to any tavern and try to join somebody to the player, and see reject due to false >=2 companion count |
| 0011072 | | Adventure Mode -- Movement | minor | | 2019-03-31 | Duplicated Companion? | Recruit someone then fast travel with them? |
| 0011073 | 2 | Dwarf Mode -- Jobs, Hauling | major | | 2019-03-31 | dwarves will not move food in to barrel then to stockpile | plant crops
harvest crops
they just sit there and no one does anything even though its the only thing they could do and they have the means. |
| 0011067 | 3 | Dwarf Mode -- Stockpiles | minor | | 2019-03-31 | Not Storing Meat into Pots | Unknown
Possibly surge of tameable/slaughterable creatures? |
| 0011074 | | Dwarf Mode -- Pets | tweak | | 2019-03-31 | Infinitely dripping pets? | spill some booze in a medium-populated pasture, then wait to see if an animal becomes wet with that booze? |
| 0011066 | 1 | Adventure Mode -- Travel | crash | new | 2019-03-28 | Crash on attempting to leave player fortress in adv mode | Uploaded save to http://dffd.bay12games.com/file.php?id=14314, conveniently near the edge of the fortress. Either attempt to travel, or just walk some distance away from the site. |
| 0011068 | | Adventure Mode -- Buildings | major | new | 2019-03-26 | My character does not build walls inside | |
| 0010630 | 1 | Dwarf Mode -- Combat | minor | | 2019-03-25 | Random visitors treated as hostiles. | |
| 0011063 | | Dwarf Mode -- Invasions | major | new | 2019-03-25 | Visitors become hostile to fortress dwarves when fighting begins with invaders. | 1. Load save.
2. Send any squad to engage the goblin siege to the north.
3. Once combat begins between dwarves and goblins, watch as the human diplomats' guards attack and kill noncombatant dwarves. |
| 0010721 | 4 | Dwarf Mode -- Invasions | minor | new | 2019-03-25 | Visitors & Merchants hostile during/after Goblin Siege | Have not attempted to reproduce |
| 0010600 | 1 | Dwarf Mode -- Visitors | minor | | 2019-03-25 | Infiltrators scare and attack citizens while pretending to socialize, etc. | |
| 0011065 | 1 | Dwarf Mode -- Jobs, Military | tweak | | 2019-03-25 | Dwarf sparring through walls | Best way would be to build a small circular training tower (5-tile diameter) and a larger floor below it. Seal off everything. During training dwarves may be spotted outside of the tower on the the roof of the lower floor. This happened twice (that was noticed) in a year in my own world. |
| 0011061 | | Legends Mode -- General | text | new | 2019-03-22 | Awkward book description: "Overall, the splendid source of information" | Codices descriptions in Legends Mode.
(although "splendid sources of information" seem to be pretty hard to come by).
|
| 0011060 | | Legends Mode -- Historical Figures | text | new | 2019-03-22 | Vampire purge text: "Fled in order to flee" | Check out vampire purges in Legends. Those who survive to flee will probably have this. |
| 0011058 | 3 | General | crash | new | 2019-03-18 | Game crashes always at the same time | Load the save and wait a moment for the caravan to arrive. |
| 0011059 | 1 | Dwarf Mode -- Combat | minor | new | 2019-03-14 | Pangolin skeletons can not be killed | 1) Get a pangolin skeleton animated by necromancer
2) Send all your dwarves to attack it
3) Pangolin wins |
| 0002889 | 5 | Creatures | minor | new | 2019-03-14 | Hydras can be strangled to death by one person | The fastest way is to put a hydra and a bronze colossus in the arena, and take control of the colossus. |
| 0008426 | 6 | Dwarf Mode -- Nobles | minor | | 2019-03-13 | guest barons elevated along with fort baron | |
| 0011057 | 2 | Dwarf Mode -- Interface, Manager | minor | | 2019-03-13 | Segmentation fault at manager/ job condition/ material | Open job manager <j><m>.
Add "process plants to bag" infinite job.
Add condition <c><a>.
Change material <m>.
Search for "qua"(segfault)"rry" bushes.
Segfaults at letter 'a'. |
| 0011048 | 7 | Dwarf Mode -- Jobs, Eating/Drinking | minor | | 2019-03-10 | New residents carried to hospital during first drink | Have a hospital zone, some mugs, and some barrels of booze, then wait for your dwarves to get thirsty. |
| 0000666 | 18 | Contaminants/Spatter | minor | confirmed (user6) | 2019-03-10 | Fighting in the air or near a ledge can leave blood spatters in midair | Get someone to duke it out near a cliff and hope for the best. |
| 0011056 | | Dwarf Mode -- Raids | minor | | 2019-03-10 | Buggy nameless missions show up in raid menu | Unknown |
| 0011053 | 1 | Dwarf Mode -- Environment | minor | | 2019-03-09 | Unknown floor tiles | |
| 0008400 | 7 | Dwarf Mode -- Jobs, General | minor | | 2019-03-09 | Removing natural upwards ramps from icy brook floor produced empty tiles | Load save file. Look at floor of river near left side of map. |
| 0010746 | 2 | Dwarf Mode -- Environment | minor | | 2019-03-09 | Attempting to remove river tiles during winter via ramps can result in "empty" tiles which cannot be built on or moved through. | In this save: http://dffd.bay12games.com/file.php?id=13724, there is a row of the tiles in the riverbed near the middle of the map, just south of the F1 zoom location. (From the F1 zoom, the tiles can be seen by their blue "two Z-levels above water" colouration.)
Removing the ramps to the right of these tiles has not replicated the bug, which suggests it may be related to an earlier investigation, but I will reupload a further save if I discover other tiles which can replicate the effect. |
| 0009715 | | Dwarf Mode -- Environment | major | | 2019-03-09 | Removing "unusable glacial upward slopes" leaves permanently unpassable, undiggable tiles | Channel into a frozen brook or river and build a wall; deconstruct the wall; then use d-z on the "unusable glacial upward slope"s that appear where the walls were. |
| 0010197 | 4 | Dwarf Mode -- Environment | minor | | 2019-03-09 | Building a construction over the river floor, then deconstructing it, causes the river floor to disappear. | 1. Wait until river freezes.
2. Dig up the ice.
3. Build walls over the river floor
4. Deconstruct walls.
5. The floor of the river has disappeared |
| 0011055 | 1 | Technical -- General | major | | 2019-03-09 | Game freezes | |
| 0011032 | 2 | Adventure Mode -- General | crash | new | 2019-03-07 | Exiting werebeast state crashes the game | 1. Download the provided save.
2. Fast travel or [Z] wait. |
| 0011052 | | General | minor | new | 2019-03-05 | Start up issues | |
| 0011051 | | Dwarf Mode -- Diplomacy | crash | new | 2019-03-05 | Got a request to hand over an artifact, accidentally pressed v instead of b, game crashed | |
| 0011049 | | Dwarf Mode -- Visitors | minor | | 2019-03-03 | Visitors get stuck in channeled extensions of murky pools after they fill up with water from the rain | 1. Channel in such a way that a murky pool floods an area composed entirelly of natural soil ramps with 2/7 water. Leave a 4x2 space, then make another 2 wide channel on the other side of this space.
2. Build a 3x4 drawbridge over the space, without building above any of the water.
3. Carve up stairs on below the drawbridge.
4. Set up a tavern that is only reachable by visitors if they pass through the bridge.
5. Wait unthil the rain fills the moat up o 3/7 or 4/7.
6. Visitors will get stuck in the moat, even if the drawbridge is never raised. |
| 0011050 | 1 | Technical -- Sound | minor | | 2019-03-03 | No sound whatsoever. | |
| 0011041 | 5 | General | crash | new | 2019-03-02 | Crashes, don't know the reason, uploaded a core dump file and save data, no raids, no mods / utilities | |
| 0011042 | | General | crash | | 2019-03-02 | Crashes, don't know the reason, uploaded a core dump file and save data, no raids, no mods / utilities - 2nd | |
| 0011040 | 5 | Miscellaneous Crashes | crash | new | 2019-03-02 | Game will crash after a few minutes of unpausing | Load game. Unpause. Wait 5 to 10 minutes. |
| 0011044 | 1 | Technical -- Saving/Loading | crash | new | 2019-03-02 | Crash on save | Load game
Save game
Crashes at the "Saving Fortress Information" step |
| 0010205 | 2 | Dwarf Mode -- Buildings, General | major | | 2019-03-02 | Constructs break pathfinding on very large embarks | Embark on an area that is very large; unknown exact dimensions, but generally anything large than 12x12 to be sure.
Try to build a (C)onstruct, such as a floor or track (these are the constructs I specifically tested with).
Notice that the dwarfs who built it suddenly stop moving and refuse to pick up a new job.
Alternatively, do this indoors and try to build a table adjacent to or on top of the construct. Notice that the table will be disabled due to "No accessible table" even though there definitely is one in a stockpile with a clear path. Also not that if you do this indoors in a 3-wide passage and place the floor in the very center of the 3-wide passage, it acts like an invisible wall and all dwarfs on one side who don't have an alternative means of exit will now act like there is an invisible wall preventing them from crossing the floor.
This can be temporarily fixed by reloading a save. |
| 0011045 | 1 | Technical -- General | minor | | 2019-03-02 | Intro video breaks upon window size change. | Start DF.
Resize window.
Rubbish. |
| 0011043 | | Miscellaneous Crashes | crash | new | 2019-03-01 | Crash on load, strange world.sav | |
| 0010808 | 4 | Adventure Mode -- General | crash | | 2019-02-28 | Game crashes after a short amount of time playing Adventure Mode. | Just try walking around for a bit. |
| 0010898 | 1 | Dwarf Mode -- Combat | trivial | new | 2019-02-27 | Blood from combat penetrates ground below combat site | Occurs naturally during/after a fight. |
| 0009848 | 3 | Miscellaneous Crashes | minor | | 2019-02-27 | Crash during embark in specific world/site | Region folder and TIFF map to embark site in question available at
http://dffd.bay12games.com/file.php?id=12162
Reproducible on my machine, with different starting civilizations (both with and without iron) and different embark loadouts; hopefully this means it's a general problem.
I think the save implicitly contains the world generation information, but just in case, I'll stick it in under "Additional Information" below. |
| 0011039 | | Adventure Mode -- General | crash | new | 2019-02-25 | Adventure mode crashes | Anyone of these will crash at the save:
- Get near the fortress at the bottom right
- Die
- Give up to starvation at menu
- Walk anywhere (north, east,...)
- Travel |
| 0009935 | 4 | Adventure Mode -- AI | minor | confirmed (user8971) | 2019-02-24 | Rescued prisoner becomes hostile when reunion | |
| 0011036 | | Adventure Mode -- AI | major | | 2019-02-24 | Random citizens kill rescued children as soon as they are reunited with relatives. | |
| 0011035 | 4 | Technical -- Saving/Loading | crash | new | 2019-02-24 | Crashes every time during save | Load the game, save, watch it crash. Has successfully crashed for me my last 5 tries. Last time was the only time I did nothing but save. No unpausing.
Save file: http://dffd.bay12games.com/file.php?id=14262 |
| 0011038 | | Dwarf Mode -- Expulsion | minor | new | 2019-02-24 | Expelled citizens leave with hauled items, trigger "thief has stolen" announcements | |
| 0011037 | | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | new | 2019-02-24 | Masterwork components of assembled instrument credited to assembler, not crafter | |
| 0009587 | 1 | Dwarf Mode -- Interface, General | minor | | 2019-02-24 | Cannot make crystal/clear glass instrument pieces, only green glass | |
| 0010331 | 17 | Dwarf Mode -- Immigration | minor | confirmed (user8971) | 2019-02-19 | Immigrant Worldgen Artificers destroy artifacts upon arrival, do not show name of artifact in [v]iew menu | Haven't tried. Get an artificer immigrant dwarf? |
| 0011033 | | Items | minor | | 2019-02-19 | Books get destroyed somehow despite a lack of possible causes. | 1. Make a stupidly large embark with a lot of biomes ?
2. Get caravans and don't buy books ?
3. Get migrants ?
4. ??? |
| 0011031 | 1 | Adventure Mode -- General | crash | new | 2019-02-18 | Adventur Mode Segmentation Fault Upon Entering Certain Areas | Simply walk the adventurer north through the castle doors and the game should crash with a segmentation fault. |
| 0010253 | 10 | Miscellaneous Crashes | crash | | 2019-02-16 | Reproducible crash; zero-size flesh ball | Crash happens upon unpausing, after approximately a minute depending on your FPS, almost immediately after hitting date 260-12-19. Only thing that happens leading up to it are a handful of job completions. Seems to crash at the same time, no matter what jobs complete/things happen prior (had different objects created by jobs, random noble requests, etc). |
| 0008917 | | Dwarf Mode -- Trade | major | | 2019-02-15 | Wagon pullers moved through walls when wagon is going up a ramp | |
| 0008610 | 2 | Dwarf Mode -- Environment | minor | | 2019-02-15 | Wagons catch fire when crossing bridge over lava. | |
| 0011026 | 2 | Dwarf Mode -- Invasions | crash | new | 2019-02-12 | Invader pathing crash | Un-pause the game |
| 0010061 | 5 | Technical -- General | crash | | 2019-02-12 | This save is seconds away from crashing DF | 1. Load save.
2. Wait. DF will crash soon after the yak is slaughtered, if not before. |
| 0010875 | 1 | Miscellaneous Crashes | minor | new | 2019-02-11 | Unidentified crash in 0.44.12/osx64 | |
| 0010435 | 1 | General | crash | new | 2019-02-11 | Unexplained consistent crash within the same year | I have uploaded the save game on file exchange: https://mega.nz/#!29BhCBZB!qrmgMum1XIbbqqwgE99q3SHVXm6b4GdTy_B03a5KApA
Crash should come quickly (A couple of in-game months, although it's hard to track calendar when the game crashes unexpectedly) |
| 0010499 | 7 | General | crash | | 2019-02-10 | Crash | |
| 0010723 | 3 | Dwarf Mode -- Raids | crash | | 2019-02-10 | Military dwarves have become bugged and crash when sent to raze anyone. | In my save if you send any squad to raize from b,c or d it will very shortly crash the game. On the other hand if you remove all gear from squads b,c and d then send them out to raid they will no longer crash the game, but gear them up again and they will start crashing again.
Squad A can raid fine though in full gear. |
| 0010685 | 4 | Dwarf Mode -- Raids | crash | | 2019-02-10 | Game crashes when raid squad returns to fortress | 1) Load the save (uploading now...)
2) Go to the civilizations screen
3) Find any site belonging to "The Glens of Sport" Elven civilization, for example the cave 12 tiles south 7 tiles east of the fort, or one of the Elftowns 8-9 days to the northeast
4) Create a mission to raid the site (Reproduced it with "Razing" detail)
5) Assign The Shields of Crushing squad and start the mission
6) Wait for the squad to return
7) Game crashes most of the time a second or two after the squad returns |
| 0010621 | 7 | Dwarf Mode -- Raids | crash | assigned (user8971) | 2019-02-10 | Game crashes during the raid | 1. Send a raid
2. Wait for a result |
| 0010143 | 4 | Miscellaneous Crashes | crash | new | 2019-02-07 | Consistent, 100% repro crash 15-30 seconds after save load. (64 bit) | Load the save, wait for 15-30 seconds for the crash. |
| 0011025 | 3 | Dwarf Mode -- Invasions | crash | new | 2019-02-06 | Invading army causes crash around the same time a hillocks is established. | Either:
Naturally have a dwarven hillocks be established at about the same time as when an army invades.
Or:
From the save included in Additional Information, wait for two in-game days (from 10-6 to 10-8) for the army to invade, then wait another few seconds after unpausing for the crash. |
| 0011016 | 2 | Adventure Mode -- Inventory | minor | new | 2019-02-04 | Backpack welded shut after [Z] waiting and then the items disappeared | |
| 0010629 | 8 | Dwarf Mode -- Raids | minor | new | 2019-02-02 | Raid squads never return or reach destination, instead getting permanently stuck on 'traveling' | Unknown. |
| 0011024 | | Dwarf Mode -- Raids | minor | new | 2019-02-02 | Raid against site continues after site ownership change; my dwarves raided my own holding | |
| 0011023 | | Dwarf Mode -- Diplomacy | minor | new | 2019-02-02 | Diplomacy breaks down while imprisoned noble is "(traveling)" | |
| 0011022 | | Dwarf Mode -- Holdings | minor | new | 2019-02-02 | Conquered holding still lists prisoners, cannot request or release them | |
| 0011021 | | Dwarf Mode -- Locations | minor | new | 2019-02-02 | Dwarf with hand injuries stuck trying to read book in library | |
| 0011018 | | Animal Populations | minor | | 2019-02-02 | Blind Cave Ogre walks the fortress and no one cares | Load save at: http://dffd.bay12games.com/file.php?id=14220
Check unit list (Animals) for the Blind Cave Ogre. Check that there is no fighting with it (any more), even though Blind Cave Ogre. |
| 0011017 | 5 | Dwarf Mode -- Combat | minor | | 2019-02-02 | Frigid world: Invaders arrived and instantly died at edge of map (frozen) | |
| 0011020 | | Dwarf Mode -- Interface, Unit View | minor | new | 2019-02-02 | One of my Monster Slayers when idle displays as "Monster SlayerMonster Slayer" instead of "Monster Slayer" | 1. Build fortress, recruit a lot of monster slayers.
2. Give nicknames to monster slayers.
3. Retire the fortress, start another one.
4. Wait until monster slayer comes from older fortress.
|
| 0010993 | 4 | Adventure Mode -- Travel | crash | new | 2019-01-31 | Walking into some areas while fast travelling and playing fullscreen crashes the game. | 1. Use the provided save.
2. Fast travel south to reach the area specified on the provided map.
3. Stretch the window/map to be more than 1000 pixels/123 tiles. Or just press f11.
4. Go into the specified area.
5. ???
6. CTD |
| 0011013 | 4 | Dwarf Mode -- Locations | major | new | 2019-01-29 | Scrolls, Codices and Quires unusable after first reading | Open the save at http://dffd.bay12games.com/file.php?id=14212
1) press F4 (to go to the library level)
2) pan the view left - the library is the last large room on the left
3) press [K] to view the quires, scrolls and codices strewn on the library floor, note the "TSK" is active, but no dorfs appear to be doing anything with the literature |
| 0010991 | 7 | Adventure Mode -- Sites | major | new | 2019-01-29 | Extremely severe lag (4ghz quad!) from sudden massive animal spawn on adventurer's site. | 1. Find a site in adventurer's mode.
2. Build simple 11x11 room, put 1 bed in, put 1 carpenter shop in, cover stairs to roof with hatch and install door at single entrance.
3. Leave for 1 day to live in nearby dwarven hillock.
4. Return and move all remains to forest belonging to nearby dwarven hillock.
5. Define tavern zone. Define your own group. Claim the tavern zone.
6. Build 1 single fortification on top.
7. NOTICE LAG, which will only get worse and worse!
8. Wait some considerable time with ".". Recite poems even.
9. Go out and check all wild forest animals' crowding outside your tavern, probably thirsting for a drink or two... :D |
| 0011015 | | Adventure Mode -- Environment | crash | new | 2019-01-29 | Snow updating and melting crashes the game | 1. Use the provided save and the provided image.
2,1. To immediately crash, exit fast travel at point 1.
2,2. To see the clay clouds exit fast travel at point 2 and skip some frames.
2,3. To crash when trying to fast travel, exit fast travel anywhere within the artificial dense forest(╞ symbol), skip some frames and try to fast travel away.
2,4. To crash while walking around the forest retreat you just have to walk around enough. |
| 0011012 | 1 | Technical -- General | minor | | 2019-01-27 | Lag after plugging in laptop | Buy an ASUS Chromebook c302c.
Use crouton to create a Ubuntu xenial chroot with the XFCE interface (there are plenty of guides online.)
Run dwarf fortress and create a world.
Go into full-screen mode.
Create a fortress.
Plug in to charge.
Lag? |
| 0011010 | | Adventure Mode -- Conversation | minor | | 2019-01-27 | Speakers introduce themselves as [SPEAKER:TRANS_NAME] | |
| 0005299 | 13 | Dwarf Mode -- Nobles | minor | confirmed (user6) | 2019-01-25 | If fortress population drops to 1 child or insane dwarf, can't appoint/elect nobles when migrants arrive | |
| 0010014 | 4 | Dwarf Mode -- Invasions | minor | | 2019-01-24 | Werebeast - Invaders infected with werecurse do not attack their companions upon transformation | 1. Generate a new world with werecurses and hostile races
2. Capture few besiegers with cage traps
3. Capture werebeast with cage traps
4. Infect at least one besieger with werecurse from captured werebeast
5. Upon next transformation release infected besieger against it's invading companions. |
| 0011009 | 4 | Dwarf Mode -- Missions | major | new | 2019-01-22 | Rejection of tribute demand makes assigned dwarves never return | |
| 0010543 | 4 | Dwarf Mode -- Trade | minor | assigned (user8971) | 2019-01-21 | Merchants dump goods in second depot and leave the map | |
| 0010998 | 5 | Dwarf Mode -- Buildings, Cages and Chains | minor | | 2019-01-21 | Dwarves too erratic to observe complex furniture/museums/surroundings | Create a single exhibit museum in the middle of 10x10 or 5x5 (empty space for dwarves to loiter), and closely surround the exhibit it with 8 chairs, repeat the room design minus the chairs next-door and burrow dwarves into each.
Turn other location zones (taverns etc.) off for best effect to remove the worst of erraticness or leave on/activate to see how often dwarves do not visit.
The success rate of acknowledging the complex furniture or art in specific chair centred spaces as dwarves don't have a chair to hone in on close to the display without randomly standing by will decrease, i recommend two different subject objects on a fresh embark to make identifying which one is more common easier with less clutter. |
| 0011007 | 1 | Dwarf Mode -- Visitors | minor | new | 2019-01-21 | Military visitors arrive armed with random artifacts instead of weapons | The steady stream of suicidal visitors from 0009184 allows checking many visitor inventories in short order.
http://dffd.bay12games.com/file.php?id=14206 |
| 0011008 | | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2019-01-20 | Expedition leader or unhappy dwarf dies from dehydration trying to conduct meeting outside of alert burrow | |
| 0011006 | 1 | Adventure Mode -- Buildings | minor | new | 2019-01-20 | After I slept in tavern depot become bugged. | Sleep in tavern. |
| 0011005 | 2 | Dwarf Mode -- Visitors | minor | new | 2019-01-20 | Goblin (Tame)/Ogress (Tame) is visiting. | |
| 0010996 | 1 | Dwarf Mode -- Interface, Trade | minor | | 2019-01-19 | Unmarking a bin for trading marked every other item in fortress for trading | |
| 0010997 | 3 | Dwarf Mode -- Interface, General | crash | | 2019-01-18 | crash attempting to view units with "v" while paused | Unsure of reproducibility.
The game was paused, and a short while into a new, unsaved map.
I pressed "v" on a newly discovered cavern layer, intending to view things on it, and the game crashed immediately, losing all progress. |
| 0011002 | 2 | Adventure Mode -- General | major | | 2019-01-18 | Multiplying companions | Recruit some dudes at tavern, perhaps. |
| 0010994 | 3 | Dwarf Mode -- Immigration | minor | new | 2019-01-16 | Expelled dwarves are not leaving fortress | No idea |
| 0011003 | 1 | Dwarf Mode -- Visitors | minor | new | 2019-01-15 | Visitor announced as individual seeks residency as group | |
| 0010728 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | | 2019-01-13 | Parchment and papyrus scrolls and quires cannot be stockpiled | |
| 0010999 | 2 | Adventure Mode -- Sites | minor | new | 2019-01-09 | When claiming new lairs, you are always prompt to create yet another named group. | 1. Do not find your own site.
2. Kill monster at lair 1.
3. Claim lair 1.
4. Specify group name "NR1".
5. Claim lair 1 again.
6. Kill monster at lair 2.
7. Claim lair 2.
8. Specify yet another group name "NR2".
9. Claim lair 2 again.
10. in game's main screen click -> z - d -> then scroll over few dozen pages "he feels enjoyment while performing" bellow and find a blue color text. There should be info like "[..]he is a member of NR1. he is a member of NR2. he is the lord of NR1. he is the lord of NR2." |
| 0010416 | 3 | Dwarf Mode -- Jobs, Hauling | minor | | 2019-01-08 | Webs in caverns initially forbidden | 1. Find Caverns
2. Hit d - b and view the status of the webs on the ground |
| 0010504 | 14 | Dwarf Mode -- Environment | minor | | 2019-01-08 | Scrolling Issues | It happens whenever I start a new game. |
| 0010503 | 1 | Pathfinding | minor | | 2019-01-08 | Gelded animal got into unpathable tile of farmer's workshop | I have no idea how the dog got there, only that I ordered a lot of geldings at once and the stuck dog is gelded. |
| 0010495 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | | 2019-01-08 | Crippled dwarf not given crutch | |
| 0010456 | 1 | Miscellaneous Crashes | crash | | 2019-01-08 | Second time opening application, it tells me files are missing | |
| 0010409 | 1 | Dwarf Mode -- Buildings, General | crash | | 2019-01-08 | Crash after trade depot deconstruction by werelamma | happened 3 reloads in a row |
| 0009020 | 11 | Dwarf Mode -- Jobs, Items | crash | | 2019-01-08 | Crafting metal armor with charcoal causes a crash | Make charcoal in a wood furnace on repeat
Queue up 10 metal breastplates in a metalsmiths forge
Crash! |
| 0010316 | 3 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2019-01-08 | Troglodyte baby cannon | |
| 0010194 | 7 | Miscellaneous Crashes | major | | 2019-01-08 | Game crashes when saving. | Create a new world and generate it for 100 years, enter adventure mode, go into a big city for a bit and try to save. |
| 0010279 | 6 | Dwarf Mode -- Combat | major | | 2019-01-08 | Undead, reanimated, invulnerable sheared hair freezes dwarves | 1. Embark on an evil, reanimating biome and take grazing animals with you.
2. Shear animal.
3. Enjoy. |
| 0010303 | 1 | Dwarf Mode -- Stockpiles | minor | | 2019-01-08 | dwarves not stockpiling goblets. | |
| 0010968 | 1 | Adventure Mode -- Sites | crash | new | 2019-01-07 | Crashes at Lairs | A lair can be found at the south southwestern corner of the Dark Fortress just north of the adventurer's position. I tried other lairs, and they crash as well.
The save file can be found here: http://dffd.bay12games.com/file.php?id=14142 |
| 0010973 | | Dwarf Mode -- Thoughts and Preferences | minor | new | 2019-01-07 | Repeating "major injury" to spine causes multiple personality changes | |
| 0010989 | 2 | Dwarf Mode -- Visitors | tweak | new | 2019-01-07 | Visitors and some merchants return underground | Have a trade depot deep in your fort
Main entrance busy reloading cage traps
They go to caverns and sometimes die! |
| 0010995 | | Dwarf Mode -- Invasions | minor | new | 2019-01-07 | Ambush announcement determined by race (of leader?) instead of civilization | |
| 0008276 | 2 | Adventure Mode -- Movement | crash | new | 2019-01-04 | Crash when moving in Adventure Mode | With save http://dffd.wimbli.com/file.php?id=9671 load and move six steps to the south. The game should crash when/near a moment a stray cat shows up. Crashes both v0.40.11 and v0.40.12. |
| 0010990 | 6 | Dwarf Mode -- Justice | minor | new | 2019-01-04 | Captain of the Guard is Unpleasable | |
| 0010992 | 1 | Dwarf Mode -- Trade | major | new | 2019-01-04 | Caravan wagons stuck near the depot.(two different caravan groups) | With the savefile, it will always stuck. if I use backup files which I did at the beginning of the season, it will stuck but in different shape. sometimes both of them gets stuck, sometimes only one. |
| 0009773 | 2 | Adventure Mode -- Sites | minor | new | 2019-01-03 | Campfires never disappear on adventurer sites | 1. Make a campfire on a site made on adventure mode
2. Wait, retire, travel, sleep... |
| 0010963 | 2 | Dwarf Mode -- Rooms | minor | | 2019-01-02 | Visitors have issues with dormitories | Build an Inn.
Put rooms in Inn.
Rent Rooms.
Wait for more visitors.
Visitors who cannot rent rooms sleep next to beds on the floor in the dorm. |
| 0010988 | 3 | Dwarf Mode -- Transport/Hauling | minor | | 2019-01-02 | Items designated for dumping are first hauled to a stockpile (if an appropriate one exists) | I have items and corpses be automatically forbidden on death, so the way I always see it reproduced is when I unforbid and designate sieger armor/clothing for dumping. Dorfs always haul most items to a stockpile first, then back to a dump. Anything that doesn't have a stockpile that would take it gets dumped right away. |
| 0010987 | 1 | Dwarf Mode -- Items | minor | new | 2019-01-01 | Dwarves overencumber themselves with jewelry | |
| 0010986 | 3 | Dwarf Mode -- Military | major | new | 2019-01-01 | Military can be assigned equipment that is no longer on the map. | |
| 0010975 | 4 | Dwarf Mode -- Trade | crash | new | 2018-12-31 | Crashes when a human caravan leaves map | I'll link my savefile. I've never had this before.
http://dffd.bay12games.com/file.php?id=14158
game will crash in 3 minutes. |
| 0010929 | 3 | Dwarf Mode -- Transport/Hauling | minor | new | 2018-12-30 | Minecarts occasionally "float" above the floor when dropped into water | 1. Dig a trench. Carve/construct tracks and build rollers in the bottom of the trench so that properly-behaving minecarts can be automatically removed while the trench is full of water.
2. Set up tracks to carry minecarts ejected from the trench an additional Z-level upward, then drop them back into the pit. Slamming the carts into a wall hard enough to jettison their contents may or may not be necessary to reproduce the bug- I haven't tested that.
3. Fill the trench with pressurized water. I used an aquifer-fed reservoir spanning the Z-level of the trench and the Z-level above, but a couple of screw pumps on the same level as the trench may also allow the bug to take place.
4. Power the rollers and let the game run for a bit. The minecarts should eventually stop zipping around the tracks. Once this happens, the bug has occurred, and you'll be able to examine the glitched cart in more detail. |
| 0010985 | | Legends Mode -- Historical Figures | trivial | new | 2018-12-30 | Number of kills for background, post-worldgen battle participants doesn't match | 1. Make world with some militaristic tension.
2. Wait two or three years in fortress or adveturer.
3. Look through the records of post-gen battles, then confront informations about combatants with their kill list. |
| 0010603 | 2 | Adventure Mode -- AI | minor | new | 2018-12-30 | KILL_NEUTRAL:REQUIRED ethic makes NPCs demand adventurer indenity even | 1. Change the human KILL_NEUTRAL ethic to required.
2. Start as a human.
3. Pass by various NPCs.
4. Observe that both PC and NPC are on a first-name basis.
5. Find another NPC or two and ignore them. |
| 0010726 | 3 | Adventure Mode -- AI | major | new | 2018-12-30 | Village turning hostile after refusing to identify | 1. Find a warlord, boss or other criminal leader in a village or town.
2. Talk with them.
3. Wait for them to demand for you to identify yourself.
4. Refuse. |
| 0010874 | 3 | Adventure Mode -- Conversation | trivial | new | 2018-12-29 | Having conversations does not train Conversationalist skill | Start AM character
Have many conversations
Check skills
Note no Conversationalist skill |
| 0010814 | 7 | Dwarf Mode -- Military | minor | new | 2018-12-27 | Dwarves will always upgrade their equipment, even when stationed | 1. Have dwarf making items that are part of uniform.
2. Station a squad.
3. Watch as dwarves run back and forth for dibs on the new, fresh, gear. |
| 0010984 | 2 | Dwarf Mode -- Thoughts and Preferences | feature | new | 2018-12-25 | Goblins have eat/drink needs can not fulfill their needs without tavern keeper | have goblins in your fort as long term residents/citizens |
| 0007664 | 1 | Dwarf Mode -- Buildings, Cages and Chains | trivial | new | 2018-12-23 | Problems with wild creatures placed on restraints | |
| 0010962 | 10 | Dwarf Mode -- Jobs, Designations | major | | 2018-12-23 | Miners refuse to continue mining and mill about idle outside of meeting zones | |
| 0010983 | 1 | Dwarf Mode -- Interface, Building Construction | minor | | 2018-12-23 | Clay boulders respect ECONOMIC_STONE restrictions which are impossible to adjust | 1. Find clay boulders
2. Try building something
3. Boulders aren't an option if they aren't locally available
4. Go into Status -> Stone screen and fail to find clay restriction |
| 0008845 | 2 | Pathfinding | minor | new | 2018-12-23 | Caravan dwarves stuck in one-tile-wide corridor, trying to precede each other. | Have some dwarves go into a one-tile-wide corridor, if they are close to each other and try to move in the same direction they might try to replace each other on their turns and fall into an infinite waltz. |
| 0010982 | 1 | Dwarf Mode -- Trade | minor | new | 2018-12-23 | Caravan Guards do not need to eat or drink | Make a narrow path out of the fort. Wagons take a long way out, guards are stuck in the narrow path. |
| 0010581 | 10 | Dwarf Mode -- Environment | minor | | 2018-12-23 | Trees yielding no wood never show up | |
| 0010981 | 3 | Dwarf Mode -- Embark/Setup | minor | resolved (user1294) | 2018-12-23 | some features are apparently not shown in site finder, might be hidden by others | Generate world.
Restrict to 1x1 site.
Find two adjacent locations where in one the a feature is existing and in the other it is not existing (e.g. metals and no metals, or tree and no trees).
Enlarge the embark site to include both features.
Notice the features are shown as not existing. |
| 0010419 | 4 | Vegetation | minor | | 2018-12-21 | [HEAVY_BRANCH_RADIUS] and [BRANCH_RADIUS] cause crashes with moderate values | 1. Create a custom tree raw with the following lines:
[HEAVY_BRANCH_RADIUS:4]
[BRANCH_RADIUS:6]
2. Generate a new world with the tree on the map.
3. Embark on a tile that is confirmed to have the custom tree (using a custom tile, for example)
4. Save the embark once it loads, and wait for the crash. |
| 0007526 | 28 | Adventure Mode -- Sites | minor | confirmed (user11) | 2018-12-20 | Dark towers contain thousands of goblins and trolls, causing lag | |
| 0010979 | | Dwarf Mode -- Visitors | minor | new | 2018-12-20 | visitor turned citizens have negative thoughts from denied petitions | Have a bunch of petitioners. Wait until some of them get endless amount of stress(like some dwarfs with traumas) and check the reasons. |
| 0010978 | | Dwarf Mode -- Locations | minor | new | 2018-12-19 | Zone dancefloor calculation problem | make a various zones with a coffer(at the corner)
there are 4 corners, and you can make 5x6, 6x5 two types of zones, so there are 8 possibilities. Only one among them, which has a coffer at upperleft corner, will have problem calculating the dancefloor.(the zone says it has 30 floors for the temple, but the locations say something different) |
| 0010976 | | Dwarf Mode -- Jobs, Sleeping | minor | new | 2018-12-19 | Dwarves sleep elsewhere when the bed tile is occupied | see a dwarf sleeping somewhere not expected
check his/her bedroom
kids!! |
| 0008813 | 5 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2018-12-19 | Butchered bone stacks from hostile creatures cause "seeing a __'s dead body" thought | |
| 0010974 | | Dwarf Mode -- Immigration | minor | new | 2018-12-18 | Ex-caravan immigrant arrives with fresh thoughts of a battle that happened 7 years prior | |
| 0003802 | 10 | World Generation -- Wars | minor | | 2018-12-18 | World gen warriors make repeated uncontested attacks against empty sites | Gen a world until 1k and it could happen. I've only checked once, and only seen it once.
I'm attaching my world with this event. The war is called "The War of Targeting"
http://www.sendspace.com/file/sm2jom |
| 0010972 | | Creatures | trivial | new | 2018-12-16 | Cuttlefish, nautilus & other ocean vermin have no THOUGHT body part or NO_THOUGHT_CENTER_FOR_MOVEMENT | 1 (optional). Open raw/objects/creature_ocean_new.txt and remove VERMIN_FISH from the affected vermin (cuttlefish) if you want to spawn it in the object testing arena.
2. Open game and enter the object testing arena.
3. Spawn in one of the affected creatures (e.g. cuttlefish man).
4. Assume control of the creature. View its health status (z-h). |
| 0010970 | | Dwarf Mode -- Moods | minor | | 2018-12-15 | Mood dwarf pushed by tantrum | Wait for a strange mood, let the job start and have somebody punching the crafter. |
| 0010969 | 1 | Arena | minor | new | 2018-12-09 | Detached body part items are dragonfire immune in arena mode | Hack, slash and beat some variable teeth & dismembered limbs manually or by watching fights in the arena.
When you are satisfied, drop a dragon and fry the winner & burn all the the corpses by assuming control, and back out to the main arena to pass time. The place will smoke up while the corpses burn according to mass but the detached parts wont.
Repeatedly spew flames as the dragon over the unaffected seperate parts. |
| 0010967 | 1 | Dwarf Mode -- Raids | minor | new | 2018-12-07 | My legendary trained military lost agains a yak during a raze. | Get a legendary squad and try to raze a place. They get destroyed by a yak and they become prisioners. |
| 0010965 | 5 | Dwarf Mode -- Buildings, General | minor | | 2018-12-06 | Dwarves hauling material to build down-stair in tree like it weighs a million pounds | Happened once several years ago in Windows computer in a much older version, unsure if it was down stairs or just stair that time. Went away after I gave up and tried again on the other side of river several years later. Possibly caused by water or machinery? Both? No idea how to reproduce, seems random. |
| 0010020 | 3 | Dwarf Mode -- Thoughts and Preferences | minor | | 2018-12-05 | Some need descriptions (friend, family, possibly others) misleading under some circumstances | |
| 0009023 | 2 | Dwarf Mode -- Jobs, Hauling | minor | | 2018-12-05 | Hauling priority too high, blocks all but priority 1 mining jobs | embark in a jungle
cut down multiple trees
define a large wood stockpile
designate some tiles for mining
watch as your miner hauls wood |
| 0010961 | 6 | Dwarf Mode -- Jobs, Military | minor | | 2018-12-05 | Returning non training schedule military dwarves unassigned from squads after recalled from seized site | Make a squad, dismiss training schedules while active (not inactive) so that they take a month off (or for demonstration purposes, always) and make them wear uniform while 'technically inactive' in the non-training scheduled state.
Send them on a mission and save & return before they get back inside the fortress.
When you re-load your dwarves will no longer be within those squads and you can track them around your fortress by their name and profession hauling the goods back and still wearing their armor which they dont seem to abandon. |
| 0010443 | 14 | Dwarf Mode -- Justice | feature | assigned (user8971) | 2018-12-04 | Dwarves keep dying from beatings and suffer severe injuries. | Play Dwarf Mode, wait until you get some nobles, and also until your population reaches fairly high number, ignore all mandates, and after 3-4 ingame years assign captain of the guard with few guards and observe how your dwarves are getting beaten to death. |
| 0008631 | 2 | Dwarf Mode -- Invasions | minor | confirmed (user6) | 2018-12-02 | Necromancer sieges arrive with living soldiers, results in lingering on map edge and other problems | Some necromancer sieges won't have living soldiers, which will result in the normal pathing behavior. The ones which do have living soldiers should always display this. |
| 0007681 | 3 | Undeath | minor | | 2018-12-02 | Living and Undead Goblins attacking together peacefully but failing to path correctly | |
| 0009406 | 8 | Dwarf Mode -- Invasions | minor | new | 2018-12-02 | Undead siege includes living animal man Recruits (not necros?) | Generate extremely Savage world and hope for local animal man populations around a necromancer tower, I guess? |
| 0010960 | 3 | Dwarf Mode -- Trade | minor | | 2018-11-30 | Elves trading weird pedestal materials | |
| 0010959 | | Technical -- General | minor | new | 2018-11-23 | Giant and animal people milk and cheese use base creature name in food preferences | |
| 0010956 | 8 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2018-11-22 | Dwarf cannot pasture animal outside of civilian alert burrow, gets stuck repeatedly canceling job | I'd wager this will happen every time, but setting it up may be difficult without very minute micromanagement. You'd want to have two friendly units pathing through a single staircase tile at the same time in opposite directions. |
| 0010957 | 3 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | new | 2018-11-22 | jewellers making images of vermin they hate | |
| 0003421 | 4 | Civilizations/Entities -- Populations | trivial | new | 2018-11-20 | Entity populations do not respect hair styles | Find the town of a civilization with defined hair styles (in vanilla, you could give dwarves towns for the time being), enter it, and look at a random person's description.
If you're lucky enough to find a blinking person, look at that one as well. |
| 0010958 | 1 | Adventure Mode -- Travel | minor | new | 2018-11-20 | Blocked underground tunnel | |
| 0010955 | | World Generation -- Constructions | minor | new | 2018-11-18 | Meadhall breaching volcano. |
|
| 0010954 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | | 2018-11-16 | Food/drink preferences are buggy (bugs and references to related reports) | |
| 0010951 | 2 | Dwarf Mode -- Missions | crash | | 2018-11-13 | Crash After Multiple Conquest Missions | Generate a world with a fallen dwarven civilization
Start a military
Conquer surrounding sites
Game begins crashing for me shortly after the site is promoted to a barony |
| 0009633 | 4 | Dwarf Mode -- Jobs, Burial | major | acknowledged (user1294) | 2018-11-13 | War animal's eye tooth carried between tomb and stockpile (endless loop). | |
| 0010953 | 5 | Dwarf Mode -- Trade | minor | | 2018-11-12 | Wagons stuck while moving to depot | |
| 0010367 | 8 | Dwarf Mode -- Military | major | new | 2018-11-12 | Squads sent on mission return immediately | 1. Open world map 'c'
2. Select artifacts 'a'
3. Choose a artifact and create a mission to recover it 'r'
4. Choose a squad to go on the mission (any from the save)
5. Exit from the menu
6. Observe the squad setting out in the lower right corner of the map
7. They return immediately, an announcement pops up and the travel log in the reports window is empty |
| 0010937 | | Dwarf Mode -- Visitors | minor | new | 2018-11-11 | Spying visitors continue to arrive openly after war has begun | |
| 0010949 | 1 | Dwarf Mode -- Jobs, Hauling | minor | | 2018-11-11 | Dwarves won't haul stolen merchant goods without at least one architect-enabled dwarf | 1. Disable architect labor on all dwarves
2. Set up valid stockpiles to receive items, make sure hauling labors are enabled, make sure there are no orders conflicts
3. Drown caravan
4. Deconstruct Trade Depot with dead-elf/human items inside it
5. Dwarves will ignore items for both dumping and claiming, no matter how much free time they have.
|
| 0010952 | | Dwarf Mode -- Thoughts and Preferences | minor | | 2018-11-11 | Asexual dwarf dreams of raising a family | Generate enough dwarves to find one that's both dreaming about a family and asexual. |
| 0010948 | 2 | Dwarf Mode -- Jobs, Burial | minor | | 2018-11-11 | Dwarves endlessly attempt to tomb body | |
| 0010950 | 1 | Dwarf Mode -- Embark/Setup | minor | | 2018-11-08 | Site selection: Deleting notes causes a crash | Create 2 notes.
Select the last note.
Delete it.
Then when pressing 'd' again, the game crashes. |
| 0010931 | 1 | General | crash | | 2018-11-07 | df crashes on launch on mac, between 0.44.12 and 0.42.07 inclusive, if you have sound enabled. | 1. Unpack df_44_12_osx.tar.bz2
2. cd into df_44_12/df_osx
3. run './df'
4. 'Loading bindings from data/init/interface.txt' will be printed and then screen will flash. Nothing else happens.
5. Follow the dwarffortresswiki instructions to replace SDL_ttf.framework with 2.0.11 and edit data/init/init.txt to set PRINTE_MODE to STANDARD.
6. run './df' again.
7. Same result as 4
8. explicitly set DYLD_LIBRARY_PATH and DYLD_FRAMEWORK_PATH to the libs sub-dir of the cwd. (doing what the 'df' script does.)
9. run './dwarfort.exe'
10. output is now: 'Loading bindings from data/init/interface.txt' followed by 'Abort trap: 6' on a new line.
11. now edit data/init/init.txt and set SOUND to NO.
12. run './df' again
13. game window opens, plays movies, allows creating new world, etc. |
| 0010945 | 1 | Typos/Grammar | text | | 2018-11-07 | Donkey and mule raws have a typo | Open creature_domestic.txt and search for 'stubborness'. |
| 0010940 | 2 | Technical -- Saving/Loading | minor | | 2018-11-05 | Game crashes during save | open game load game save game |
| 0010946 | 2 | Dwarf Mode -- Interface, Rooms | feature | | 2018-11-05 | Room assignment QoL: sort/filter names, quick browse | |
| 0010947 | 1 | Dwarf Mode -- Interface, Rooms | feature | | 2018-11-05 | Room assignment QoL: indicate unassigned rooms and unused beds/buriables in Q mode. | |
| 0009738 | 3 | Dwarf Mode -- Jobs, Equipment | minor | new | 2018-11-04 | Stone axes are unusable for woodcutting in Fortress Mode | Method 1 (the hard as hell way):
1. Retire a fortress.
2. Roll up an adventurer.
3. Make stone axes.
4. Bring them to the fortress and trade/give them away to the citizenry.
5. Unretire and attempt to equip more woodcutters than you have axes.
Method 2 (the easy way):
1. Add a reaction for making stone axes in Fortress Mode.
2. Make stone axes. |
| 0010944 | 1 | Dwarf Mode -- Interface, Manager | minor | | 2018-10-31 | Limited work orders restart. | Make a work order for n items.
Wait for n items to be made get notification of order completion.
Order is not removed from list and reset to no items made. |
| 0010943 | 1 | Dwarf Mode -- Interface, Manager | minor | | 2018-10-31 | Work Orders conditions don't disable active work orders. | Make a work order.
Add conditions.
Make all conditions valid to start work order.
Wait for work order to become active.
Make a condition invalid.
Work order will continue despite condition no longer valid. |
| 0010927 | 5 | Dwarf Mode -- Buildings, General | minor | | 2018-10-31 | Gates and doors/hatch connected to levers deconstruct when in contact with magma, even though all magma-safe | Replicate the method, use different magma-safe materials for the constructions that will be linked to levers, the mechanisms and the levers themselves. Watch as they magically deconstruct when magma touches them. |
| 0004665 | 4 | Dwarf Mode -- Thoughts and Preferences | minor | | 2018-10-31 | "Prefers to consume [animal]" not working properly | |
| 0010942 | 3 | Dwarf Mode -- Trade | minor | | 2018-10-30 | Wagon is on the second depot but not unloading. | |
| 0010941 | 2 | Dwarf Mode -- Jobs, Equipment | minor | new | 2018-10-27 | hunter is trying to put bolts into a quiver while he has a bow equipped | load and unpause the DFFD file |
| 0010933 | 7 | Dwarf Mode -- Combat | minor | | 2018-10-25 | Cave Dragons commits suicide by swimming in the magma pool | |
| 0010938 | | Dwarf Mode -- Raids | minor | new | 2018-10-24 | Recalled squad leader may screw up former squad | |
| 0010917 | 1 | Dwarf Mode -- Jobs, Cooking and Food | minor | new | 2018-10-21 | Brewing fruit ignores container capacity | |
| 0010928 | 1 | Dwarf Mode -- Raids | minor | new | 2018-10-21 | Dwarves may change name when going on raids, and any assigned pets will not embark, causing the raid to not proceed | Add a dwarf with animals assigned and who changes their name when raiding to a squad, then send that squad on any mission into the world. |
| 0010934 | | Dwarf Mode -- Thoughts and Preferences | minor | | 2018-10-21 | "Individual Combat Drill" does not satisfy the need to "practice a martial art" | * Train a soldier until they're skilled enough to choose "Individual Combat Drill" in their idle time
* Remove them from their squad so they cannot train or fight
* Wait for their "practice a martial art" need to decay to unfocused, distracted, etc
* Add them to a new squad by themselves and assign a training barracks
* Watch them do "Individual Combat Drill" forever and still never satisfy their martial need
|
| 0008738 | 3 | Dwarf Mode -- Invasions | minor | assigned (user6) | 2018-10-17 | Separated enemy squad stalls out | 1. Create bridge-a-pult on a river
2. Bridge-a-pult part of a siege squad to the opposite side of the river
3. Watch |
| 0010926 | 1 | Technical -- Saving/Loading | minor | new | 2018-10-11 | Game immediately exits upon attempting to load fort | Attempt to load the fort. |
| 0008874 | 6 | Adventure Mode -- Sleep | crash | | 2018-10-10 | Crashing when waiting, fast traveling, or sleeping outside in adventure mode | Attempt to sleep, wait, or fast travel, while outdoors.
Fast travel will occasionally not cause a crash, while sleeping and waiting will 100% of the time cause a crash. |
| 0010925 | 1 | Adventure Mode -- General | crash | new | 2018-10-10 | Crash While Walking | Load the attached save.
Take a step to the East.
I then receive the following error message from windows and the game crashes:
"Dwarf Fortress.exe has stopped working" |
| 0010924 | 1 | Dwarf Mode -- Pets | minor | new | 2018-10-08 | consistent bird breeding is impossible due to laying/hatching timings and mating/sitting exclusion | * Pasture 1 male and 1 female (non-sterile, non-asexual, non-homosexual) egg-laying bird in a room with a nest box.
* Ensure that eggs are not removed (disabled for cooking, disabled in all stockpiles).
* Butcher all hatchlings immediately to avoid pet population caps.
* Watch the hen lay, sit on, and hatch two fertile clutches of eggs followed by an infertile clutch, repeatedly. |
| 0010923 | 1 | Adventure Mode -- Environment | minor | new | 2018-10-08 | Kobold sites contain duplicate items | Generate a world with kobolds and (in my case) other civilizations for them to steal from. Go visit a kobold lair as an adventurer--I tend to do this in my worlds 200-300 years into history. Go to the treasure pile and look at what's in it. |
| 0010922 | | Dwarf Mode -- Locations | minor | new | 2018-10-07 | Write! task interrupted by needs, may not complete | |
| 0010530 | 4 | Dwarf Mode -- Raids | major | | 2018-10-07 | Mission Reports reveal Spies and Vampires | Presumably:
Get a vampire. Send them on a mission. Read the report. |
| 0010919 | 1 | Dwarf Mode -- Raids | text | | 2018-10-07 | Dwarf name wrong in raid report | I forgot to make a copy of the autosave before I made the save to upload. |
| 0010447 | 5 | Dwarf Mode -- Invasions | major | | 2018-10-07 | Squad disappeared off the face of the earth, returned years later | N/A |
| 0008760 | 5 | Dwarf Mode -- Jobs, Hauling | minor | | 2018-10-07 | store item in bag job takes empty bag and several kinds of seeds | |
| 0000184 | 25 | Dwarf Mode -- Jobs, Animal Handling | minor | acknowledged (user1294) | 2018-10-07 | After milking/shearing, dwarf cancels next task with "Handling dangerous creature" | Have a task waiting for the milking dwarf, such that no other dwarves have the appropriate task enabled (so it will still be waiting when the dwarf finishes milking). |
| 0010920 | | Dwarf Mode -- Raids | minor | new | 2018-10-07 | Dwarven behavioral problem causes commander to no longer participate in ongoing raid, permanently glitching it. | 1. Get a dwarf depressed after ordering a raid
2. Have the depressed dwarf frightened by a ghost.
3. Watch as they are stuck in place.
(UNTESTED) |
| 0010909 | 5 | Dwarf Mode -- Jobs, General | minor | | 2018-10-06 | Dwarfs won't butcher flesh ball killed in combat | |
| 0006541 | 13 | Adventure Mode -- Sites | minor | confirmed (user6) | 2018-10-03 | Generated dwarf fortress has no exit | I uploaded the save game here so someone can check :
https://www.dropbox.com/s/w968g8zo9rlx5uc/advsavestuck.rar
(don't right click -> save as, it's in fact the link to the dropbox download page) |
| 0010915 | | Map Features | minor | new | 2018-10-03 | A single tile of ocean beach is in the middle of a forest | |
| 0010914 | | Adventure Mode -- Sites | major | new | 2018-10-02 | Retired site reverts in adventure mode | |
| 0010913 | | Init Options | minor | | 2018-10-01 | Audio Volume Setting in Init Isn't Used | |
| 0010910 | 1 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | | 2018-09-27 | Remove worker prevents worker from using workshop for 10 days | Queue up jobs at carpenter's workshop (I used multiple, not sure if it's necessary)
use "x-remove worker" on carpenter.
Delete jobs at the workshop and create new ones.
The carpenter will now totally ignore the new jobs.
Now create a job at ANOTHER carpenter's workshop.
Upon completing this job, the carpenter will now recognise the original job.
|
| 0010906 | | Civilizations/Entities -- General | trivial | new | 2018-09-26 | Human vampire diplomat repeatedy chooses new identity. | |
| 0010907 | | Dwarf Mode -- Visitors | minor | | 2018-09-25 | Merchants don't leave fortress | 1) Load the provided save
2) Open 'u' screen, go to 'others' tab, select any merchant and 'z' to it to see him in fortress underground (trade depot is on the surface) |
| 0010729 | 6 | Dwarf Mode -- Raids | minor | | 2018-09-23 | Population counts on fortress mode sites misleading | |
| 0010905 | 1 | Dwarf Mode -- Diplomacy | minor | | 2018-09-23 | Quester received quest from dead character | |
| 0009316 | 11 | Adventure Mode -- Eating/Drinking | major | | 2018-09-23 | Upon being given a goblet and another item, npcs "drink" the other item | 1) acquire a mug or goblet and some other item.
2) ask an npc to "Exchange, give or take personal items"
3) proceed to give both the mug and the other item.
4) after exiting the trade screen, "wait" for a few ticks
The log/chat will show "[person] drinks the [other item]", followed by "[person] drops the [mug/goblet]". |
| 0010904 | 2 | Adventure Mode -- AI | minor | | 2018-09-23 | Tavern keeper "drinks" coins, still requests payment | These are basically the things i did:
1. Buy a drink from a tavern.
2. Drink the drink.
3. Try to pay him by hitting "Trade or settle debts"
4. Hit 'o' and try giving him the money
5. Get rejected with a message "Im confused, did you want something?"
6. Try that again
7. Give him the mugs from the trade menu
8. Give him money, alongside with your sock ( or probably anything )
9. Walk through him
10. Watch him drink the coins
I am not sure if this is a one in a lifetime experience or not,
but it sure is a bug.
And Im not sure if this can happen many times |
| 0009781 | 4 | Adventure Mode -- Sites | minor | | 2018-09-23 | Peaceful takeover, but only for one tick - plus announcement spam | 1. Start as a human hearthperson in a hamlet. You'll be in the keep in the room where the lord/lady hangs out. I'll call this room the "lobby".
2. Talk to the lord (or anyone, really) and claim this site for yourself. Group naming will pop up, just pick anything.
3. Leave the lobby, but don't go outside, just enter a different room in the keep.
4. Once you set foot into the next room, your claim succeeds (about 10 times)! Get ready for hitting Enter a lot.
You get pop-ups inside the keep until you move back into the lobby. There are no problems with going outside. |
| 0010888 | 4 | Pathfinding | major | | 2018-09-19 | Severe lag due to bugbat pathing through pet-impassable door | !!save file!! |
| 0010900 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | | 2018-09-19 | Dwarves stuck "Recovering Wounded" on each other. | |
| 0010901 | 2 | Dwarf Mode -- Jobs, Fishing | trivial | | 2018-09-17 | Fisherdwarves keep fishing after filling up all food stockpiles in the fort | Enable fishing labor for 3-4 dwarves. Easier to notice in smaller forts. |
| 0010896 | 6 | Dwarf Mode -- Buildings, Cages and Chains | minor | | 2018-09-17 | Placing a cage with b-j kills friendly militia dwarf inside the cage | 1. Attempt to cage a friendly dwarf or obtain a bugged save with a caged dwarf
2. Will only work on active militia dwarves
3. Wait for the cage to be hauled to the stockpile
4. Build the cage. |
| 0010897 | 3 | Dwarf Mode -- Environment | minor | | 2018-09-16 | Soil floor/ceiling can randomly disappear after a long period of time | 1. dig out and mark a stockpile directly below the ground level
2. mark the stockpile as a burrow to make the holes more easily visible when they appear
3. alternatively make an entire small fort directly below the ground and let it run in the background until bits of ceiling start falling off. This is easier to notice since dwarves vomit when suddenly hit by sunlight
4. it takes a year for the first hole to show up, after that the ceiling slowly degrades in the exact same manner as an isotope.
|
| 0010891 | 3 | Dwarf Mode -- Raids | major | | 2018-09-15 | Dead civ: Every attempt to raid results in squad leaving and never returning or even reach the destination | |
| 0010870 | 14 | Dwarf Mode -- Visitors | minor | | 2018-09-13 | Goblin siege or pitting causes visitors to attack everything. | |
| 0010895 | 2 | Adventure Mode -- Eating/Drinking | minor | | 2018-09-09 | Cannibalism and leathermaking with sentient skin impossible even with appropriate ethics. | Kill a sentient being in adventure mode as an elf or goblin civ member, with the CAN_LEARN tag I think, and try to butcher it. It will not show up as available. |
| 0007511 | 5 | Adventure Mode -- AI | major | assigned (user6) | 2018-09-07 | Trolls in Dark Pits and Goblin Towers always attack the goblins. | Go to any dark pit or dark tower occupied by both goblins and trolls, witness the trolls attacking the goblins.
Might have to use DFhack or some other tool to use reveal all to see the actual start of it. |
| 0009995 | 9 | Adventure Mode -- Quests | minor | | 2018-09-06 | Hearthperson quest to "drive off" enemy group cannot be completed | |
| 0010894 | 1 | Technical -- General | crash | new | 2018-09-06 | Seg Fault. | Wait a few minutes and it'll crash on return of the squad from a raid. |
| 0010892 | 2 | Dwarf Mode -- Military | minor | | 2018-09-04 | Squad members sent on missions forget to drop job items | Send someone on a mission while they are carrying rocks. |
| 0010893 | 1 | Dwarf Mode -- Buildings, General | minor | | 2018-09-04 | Building on top of a bolt/arrow suspends construction repeatedly and indefinitely | Enable hunting labor on a dwarf.
Once there is a used bolt somewhere on the map, build an up staircase on top of it.
Make sure there is no ammo stockpile or that the ammo stockpile is full.
|
| 0010890 | 1 | Combat -- General | minor | new | 2018-09-02 | A creature with 1991 or higher Recuperation cannot have their limbs severed. | |
| 0010889 | 1 | Typos/Grammar | trivial | new | 2018-09-01 | I have become a parent. I suppose I should be feel adoration. | 1. become a parent
2. suppose you should be feel adoration |
| 0010882 | 2 | Dwarf Mode -- Interface, Military Screen | major | | 2018-08-29 | Dwarves try to equip item already assigned to another dwarf | I don't really know... It seems to happen every time to me.
Create a squad
Make them train
Make them fight
Create more squads
Make them raid a site or two... |
| 0010885 | 2 | Adventure Mode -- Reactions | minor | | 2018-08-29 | Text spam after 'claiming this site for your own' | -choose 'Claim site for own' option
-Attack owner(?)
-Chase owner out of site(?)
-Get ownership
-Ask someone about the owner of the place |
| 0010884 | | Dwarf Mode -- Visitors | major | new | 2018-08-28 | Visitor cap broken | |
| 0001180 | 35 | Dwarf Mode -- Buildings, General | minor | confirmed (user6) | 2018-08-28 | Skeletons of sentients and tame animals can't be "butchered" into usable bones | kill an animal or humanoid, forbid till rotten to skeleton, unforbid, haul to refuse pile near butcher, order butchering |
| 0010867 | 2 | Dwarf Mode -- Thoughts and Preferences | trivial | new | 2018-08-28 | Military elf is titled militia-dwarf in thoughts and preferences | 1. Have an elf petition for citizenship.
2. Recruit them into the military. |
| 0010883 | | Dwarf Mode -- Nobles | minor | new | 2018-08-27 | Bookkeeper is traveling | |
| 0010879 | 2 | Dwarf Mode -- Jobs, Hauling | minor | | 2018-08-27 | Golbin and Beast Corpses arn't Prioritized for Dumping if Marked | |
| 0010872 | 5 | Dwarf Mode -- Traps | major | | 2018-08-27 | Weapon Traps don't attempt attacks | I have not been able to reproduce this in other forts since, but I honestly have not gotten far enough along in a fortress to see an effective use of weapon traps. I have not run into any sieges in other forts yet.
I go the same route in every fortress with a dodge me trap. |
| 0010881 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | major | | 2018-08-26 | Rain doesn't create mud or water crops | Generate a pocket world and embark in a temperate, non-evil area (i.e. where you will get normal rain). Set dwarves to gather plants and stockpile them, then brew some to get seeds. Wait for rain, then try to plant them.
For the "channelled area doesn't get mud" part, channel out some bare rock and wait for rain. |
| 0010873 | 1 | Dwarf Mode -- Raids | minor | new | 2018-08-26 | Dwarves exit embark zone underground when raiding | -Dig to cavern system which is connected to the edge of map
-optionaly block main entrance
-send squads on mission
|
| 0010877 | 1 | Adventure Mode -- Character Creation | minor | new | 2018-08-25 | Adventure mode characters do not benefit from racial bonuses or increased skill learning rates | Create a character in adventure mode. They will lack any bonuses as described above. |
| 0010876 | | Dwarf Mode -- Locations | minor | new | 2018-08-24 | Visitors do not respect temple restrictions | |
| 0009798 | 4 | Dwarf Mode -- Interface, Manager | minor | new | 2018-08-21 | Work order conditions: Impossible to specify "empty bag" | Try to set up a repeating work order to "Collect Sand", which should have the condition to only start if a certain number of empty bags (but not boxes) is available. |
| 0010871 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | trivial | | 2018-08-21 | Damaged dwarf is standing still when he is trying to drink. | |
| 0010869 | | Dwarf Mode -- Immigration | major | new | 2018-08-20 | Migrants always crawl after lying and don't stand up | I provide a saves: http://dffd.bay12games.com/file.php?id=13973
If you load "region1_crawling1", there are few buggy dwarves: Tosid Teshkadonol, Oddom Litastamem, Led Sakrithlikot, Fikot Momuztost. They always crawl and don't stand up.
If you load summer autosave, there are only starting 7, they aren't buggy. But if you will wait until winter, you would receive migrants from old fortresses which will eventually begin to crawl. |
| 0010574 | 1 | Adventure Mode -- Movement | major | | 2018-08-19 | Undiagnosed extreme lag in adventure mode, possible overpopulation | Try to move around with arrow keys |
| 0010866 | | Dwarf Mode -- Jobs, General | minor | | 2018-08-18 | Cutting down trees in caverns only yields one log | Cut down a tree in the caverns |
| 0004585 | 4 | Dwarf Mode -- Invasions | feature | new | 2018-08-18 | Building destroyers don't have to be adjacent to destroy buildings | |
| 0010865 | | Adventure Mode -- Sites | crash | new | 2018-08-17 | Crash on leaving player fortress | Load the save that I added.
First way:
1) move to the west until leaving the 5 minecarts behind (not that the character is standing near).
Second way:
1) try to save. Game crashes just before opening main menu. |
| 0010673 | 3 | Adventure Mode -- Sites | major | | 2018-08-16 | Items disappear from minecarts if they moved in adventurer | Start fortress
Create route
Fill minecart in route with items
Retire fortress
Start adventurer
Pick up minecart and bring it into new place outside of sites
Go away from minecart
Go back to minecart
It is empty |
| 0010432 | 4 | Adventure Mode -- Combat | major | new | 2018-08-14 | Venoms don't seem to work in turn-based mode (adventure or when controlling a creature in arena) | Create a black mamba man (or similarly venomous animal person) adventurer or take control of one in arena mode. Bite something small that a black mamba could kill easily. Watch as the target fully heals from the bite puncture wound before it's affected by the venom. |
| 0005119 | 6 | Civilizations/Entities -- Populations | minor | confirmed (user6) | 2018-08-13 | Human NPCs always have "extremely long" hair | |
| 0009360 | 3 | Creatures | trivial | new | 2018-08-13 | All visitors are skinny | 1. Load up a save in v0.42.03 (possibly one made in .02?)
2. Look at the fort's visitors
3. There you go |
| 0009286 | 7 | Dwarf Mode -- Justice | minor | new | 2018-08-13 | Fistfights don't count as crimes | 1. Have dwarves prone to starting fights
2. Wait for them to talk to each other and argue about differing values
3. A fistfight occurs
4. Check the Justice screen, nothing there |
| 0010864 | | Dwarf Mode -- Justice | minor | new | 2018-08-13 | convicting a dwarf who is out raiding results in fort-wide stress due to "long-dead dwarf convicted of crime" | I'm not sure if the worldgen being 44.10 is a factor. I can upload a save if desired. |
| 0010863 | 1 | Dwarf Mode -- Items | major | | 2018-08-11 | Build materials menu show inaccesible materials with negative distance and too big amounts (i.e dolomite -10810/809) | Try to build floor as show by screenshot at https://imgur.com/a/y9r9fBA |
| 0010624 | 8 | World Generation -- General | minor | | 2018-08-11 | Random crash at the end of worldgen | Generate a world a couple of times. It'll crash if you do it enough. Maybe 100+ years increases the chance, I don't know for sure. |
| 0010548 | 2 | World Generation -- Beasts | minor | | 2018-08-11 | Advanced World Gen "Finalizing sites..." crash | Using the params provided you should be able to reproduce this crash/hang it happens for me every time. |
| 0010862 | | Dwarf Mode -- Moods | major | new | 2018-08-10 | Apparent Reoccurance of bug 0007349: seeing berserk dwarf triggers loyalty cascade | I'm guessing you just take a dwarf in the fortress, stress him/her out until he/she goes berserk. Mayhem will ensue. |
| 0010860 | 1 | Dwarf Mode -- Trade | minor | | 2018-08-09 | trader wagon breakdown when: multiple trade depots exist. | 1.build multiple trade depots
3.wait for a wagon to enter the 'Multiple Depot Induced Wagon Stasis Field'
4.sell research of stasis technologies of immobilize vehicles using trade depots to the united states military.
5.$$$PROFIT$$$
|
| 0010858 | 2 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2018-08-08 | Most surface crops cannot be grown | Build a farm plot on the surface and check the available plants to grow. |
| 0010859 | 1 | Technical -- General | crash | | 2018-08-08 | Constant Crashes | just load up the game file. |
| 0010857 | 5 | General | crash | | 2018-08-07 | Crashes on embark after creating 2nd fort on the same map | 1. Create world (settings don't matter)
2. Make fort
3. Retire/abandon fort
4. Make new fort on the same map
5. Crash on embark |
| 0009350 | 6 | Dwarf Mode -- Nobles | major | | 2018-08-06 | Vampire is revealed upon election to Mayor | Have a vampire become Mayor I guess. |
| 0010855 | 2 | Dwarf Mode -- Military | minor | | 2018-08-06 | Soldier sometimes don't carry waterskins. | Happens randomly. Just keep an eye on your military and sooner or later it will happen. |
| 0003535 | 2 | Civilizations/Entities -- General | minor | new | 2018-08-06 | Identical color modifiers among starting seven, perhaps also immigrants and other civ members | Check the starting |
| 0003063 | 2 | Dwarf Mode -- Jobs, Hauling | minor | | 2018-08-05 | Dwarves stockpile outside items before dumping | Reclaim and designate an enemy item for dumping. |
| 0009897 | | Dwarf Mode -- Interface, Military Screen | minor | | 2018-08-05 | When naming alerts, '2' and '3' keys cause movement to a different alert | (Optionally) Create an alert level.
Choose to name an alert level.
Try adding a 2 or a 3 to the name. |
| 0009990 | | Dwarf Mode -- Combat | minor | | 2018-08-05 | Brawls don't cause reporting of crimes | Apparent random, I could easily be wrong. |
| 0010604 | 2 | Adventure Mode -- Eating/Drinking | minor | new | 2018-08-04 | Alcohol uses incorrect DWF_STRETCH, adventure mode effects take much longer relative to fort-mode effects | 1. Drink booze in adventure mode, preferably 2 units as a human to ensure visible symptoms.
2. Wait for effects to occur. Dizziness is expected at or around 780 ticks, which should be 78 presses of the wait key (default bind is period key).
3. Observe that dizziness does not occur within the expected period (pun intended) of time.
4. Feel free to count how many times you had to press wait. I'd reasonably expect it to be well over 5000. |
| 0010812 | 5 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user11) | 2018-08-04 | Combat log and thoughts/preferences screens controversial | |
| 0006924 | 4 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2018-08-04 | Urist McDwarf cancells job: Horrified | add (creature)-man body parts to an active stockpile and wait. |
| 0004363 | 1 | Combat -- General | minor | new | 2018-08-04 | dwarf with arm torn is pretty fine and hadn't need any medical attention | |
| 0010854 | 1 | Legends Mode -- General | minor | new | 2018-08-03 | Hiding Legends in Worldgen Does Not Hide Wars, Battles, and Festivals | 1. Generate a World in Advanced Worldgen
2. Set the setting to hide legends at first
3. Generate and go to Legends Mode |
| 0007856 | 6 | Dwarf Mode -- Rooms | minor | | 2018-08-02 | Ruin intersects with spire and causes underwold invasion on reclaim | |
| 0009612 | 2 | Sites | major | | 2018-08-02 | Clowns in reclaimed (worldgen) ruins. | Reclaim the Naniratîs. |
| 0000621 | 3 | Dwarf Mode -- Reclaim | minor | confirmed (user6) | 2018-07-30 | On reclaim, contents of barrels drop to the ground. | |
| 0010853 | 1 | Dwarf Mode -- Invasions | minor | | 2018-07-30 | Sometimes squads won't return - unless you retire and un-retire the fort | Send squads of dwarves out until they don't return
retire fort
unretire fort
|
| 0010592 | 4 | Dwarf Mode -- Interface, Unit View | crash | | 2018-07-29 | Fortress Mode Crashes with miskey in View Unit Mode | |
| 0010597 | 4 | Dwarf Mode -- Interface, Main View | crash | | 2018-07-29 | (V)iewing certain points on my map makes my game crash. | Load my save, hit v, pan across the map. |
| 0010722 | 5 | Dwarf Mode -- Interface, Unit View | crash | | 2018-07-29 | Crash on View Unit | |
| 0010508 | 2 | Items | tweak | | 2018-07-29 | "large" gems are actually smaller than cut gems. | Cut gems in a jewelers shop and check the weight. |
| 0010852 | | Technical -- Sound | minor | | 2018-07-29 | Game always start with max volume, even when volume is set to 0 | Modify the init.txt file to change the [VOLUME] tag to any value.
Start the game
Observe that while Sounds and music says the volume set in the init file, the sound effects have max volume. |
| 0010269 | 3 | Dwarf Mode -- Military | minor | | 2018-07-29 | Squads set to defend burrows leave military | |
| 0009918 | 2 | Dwarf Mode -- Moods | minor | | 2018-07-29 | Dwarf Begins Mysterious Construction then Goes Insane Months Later - Not In Burrow, or Forbidden Workshop | Forbid all materials except for one on a dwarf in a mood? I can provide a copy of the save, if someone would tell me how to share it on here. Unfortunately, the save begins -after- he began his mysterious construction. |
| 0008968 | 5 | Dwarf Mode -- Stockpiles | minor | new | 2018-07-29 | After loading save, gorlak pieces previously exposed to fire breath catch fire in refuse pile | 1) Load affected save
2) Press F1 to zoom to surface
3) Move north a bit to refuse pile
4) Unpause, watch the world catch fire |
| 0010765 | 5 | Fire | major | | 2018-07-29 | Upon reload, various severed parts of cavern critters spontaneously catch fire | 1. Kill firebreathing FB. (actually unsure if the firebreathing is what caused it but seems logical?)
2. Butcher it up creating more pieces of it.
3. Save the game while pieces are being hauled.
4. Reload
5. one-step further.
6. Is everything burning? Great! |
| 0006432 | 3 | Material Properties | major | new | 2018-07-29 | Magma coating non-reactive until next game load | 1. Kill an animal with a magma crab's spit basalt; or, put a magma coating on an item (item may need to be meltable/burnable).
2. Put the item with magma coating on ice.
2. Run game for a little while to confirm that nothing is happening.
3. Save game and re-load it.
4. Watch explosion. |
| 0010851 | 5 | Miscellaneous Crashes | crash | | 2018-07-29 | Crash (unknown trigger) | |
| 0007670 | 3 | Adventure Mode -- AI | minor | new | 2018-07-29 | Titans attacking each other, also all titan shrines crammed into NWmost corner of map | Just gen a world and visit the shrines. The two titans attacking each other is a random encounter thing. |
| 0010835 | 1 | Dwarf Mode -- Idle Behavior | trivial | | 2018-07-28 | Dwarves only regularly recieve positive passive thoughts admiring paved floors | Create paved floors of multiple different types of metal, colors and materials to accomodate varied dwarven preferences and run a fortress in which idlers pass over these high traffic roads between zones and observe their passive thoughts.
Alternatively read the thoughts of dwarves in museum zones with easily identifiable single types of furniture (like rock pedistals only)& furnish a museum with objects dwarves find uninteresting to their preferences to observe pedistal fixation. |
| 0010850 | 1 | Dwarf Mode -- Moods | minor | new | 2018-07-28 | Fell mood incomplete after become horrified of dwarfs death | Have a dwarf go into a fell mood
wait? |
| 0005872 | 1 | Dwarf Mode -- Reclaim | minor | | 2018-07-28 | Excavated areas beneathe ocean biome or lake filled with water on reclaim (or adventurer visit) | Simply excavated some stone beneath an ocean. Abandon. Reclaim. It will now be filled. |
| 0010829 | 1 | Dwarf Mode -- Flows | minor | | 2018-07-28 | On reclaim of an abandoned fortress, water appears below lake tiles | |
| 0010786 | 1 | Dwarf Mode -- Combat | minor | | 2018-07-28 | ammunition falling though floors | When a dwarf shoots an arrow up at a flying creature and misses the bolt lands after passing through floors. |
| 0010849 | 1 | Adventure Mode -- General | crash | new | 2018-07-28 | Werebeast bug where it crashes the game or missing limbs do not regenerate properly (save attached) | Make a character in adventure mode and have him lose a limb. I do this by making a character, retiring him, making another character, and then using the second one to dismember the first. I put no stats into the first one, and demigod into the other, so it is easy. I then retire the second character and resume playing the first one. I then take the first character and save the game before toppling a statue, reloading the save if I end up as something other than a werebeast. When I am cursed to be a werebeast, I wait until the transformation takes hold and wait it out. If I don't crash at the end, I will then check to see if all my limbs are where they should be, and upon seeing that they are, will wait or travel the overworld map for a square or two, and check again. They should then be missing. |
| 0010847 | 3 | Sites | minor | resolved (user11) | 2018-07-27 | bay12games.ru is down. | By going to bay12games.ru |
| 0010846 | 4 | Dwarf Mode -- Jobs, Eating/Drinking | major | | 2018-07-26 | Dwarves are becoming starving and dehydrated despite abundant food and drink stocks. | |
| 0009499 | 5 | Adventure Mode -- Buildings | minor | new | 2018-07-25 | gypsum codex "stuck to a smooth granite Wall" in Adventure Mode. | |
| 0010816 | 1 | Dwarf Mode -- Interface, Unit-Job Screen | minor | new | 2018-07-25 | Interface Shows Militias Doing Normal Things When Stationing | |
| 0008721 | 1 | Technical -- General | block | | 2018-07-25 | Dialog boxes can fail to display properly, leaving an undismissable "white box" (sometimes) and freezing DF | |
| 0010845 | 1 | Adventure Mode -- Buildings | major | resolved (user11) | 2018-07-21 | Fortresses have inaccessible rooms | |
| 0010843 | 2 | Dwarf Mode -- Raids | minor | | 2018-07-20 | Two dwarves refuse to stop traveling, Squad still works | Well I guess you would need to conquer a site, have them return, hope the order starts again, let some leave and then cancel the order, I think that's what happened anyways |
| 0010844 | 2 | Miscellaneous Crashes | crash | | 2018-07-19 | merchants arriving crashes game | |
| 0010842 | 2 | Dwarf Mode -- Nobles | minor | | 2018-07-18 | Count mandates a clear glass bed | |
| 0010839 | 3 | Dwarf Mode -- Immigration | minor | | 2018-07-18 | Dwarves leaving map leads to percieved "danger level" | 1. Send dwarves off-site constantly to raid, pillage, conquer, etc. It might help to send many different dwarves as opposed to a small group many times.
2. Wait for migrants to come
3. The amount of migrants will steadily decrease and eventually you will receive a warning of the danger. |
| 0010841 | 1 | Dwarf Mode -- Trade | trivial | resolved (user11) | 2018-07-17 | The elves showed up selling grown native platinum | |
| 0001451 | 22 | Dwarf Mode -- Military | minor | confirmed (user11) | 2018-07-17 | Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers) | Embark with 2 axes (of different material to make things easier)
Assign woodcutting labor to a dwarf to get him to pick up 1 axe.
Make a weapon stockpile to hold the other axe.
Put the woodcutter into a squad and tell him to use axes in the equipment screen.
Forbid the axe in the weapon stockpile.
Give the woodcutter's squad a station command.
Observe the behaviour described earlier.
Cancel the station command, reclaim the previously forbidden axe, and give another station command.
This time the woodcutter will swap axes.
|
| 0010840 | 1 | Dwarf Mode -- Traps | minor | | 2018-07-17 | two pressure plates cannot be linked to the same door; "Could not find path." | Build a door and two pressure plates. Link the first pressure plate to the door; it works. Link the second pressure plate to the door; "Urist McMechanic cancels Link a Building to Trigger: Could not find path. The dwarves suspended a linkage from Pressure Plate." |
| 0010833 | 2 | Adventure Mode -- Sites | crash | new | 2018-07-17 | Dark pits crashes as the central tower is approached. | |
| 0010834 | 3 | Combat -- General | minor | | 2018-07-16 | Archery practice bolts pass through solid floor | Build archery target with channels on three sides and assign to marksdwarf squad
Two Z levels below dig out another room
Note forbidden arrows in the room two z levels below |
| 0010171 | 4 | Adventure Mode -- Display | minor | new | 2018-07-16 | In addition to being naked, wandering bards/dancers/poets/etc do not display their professions. | |
| 0010837 | 2 | Fire | major | resolved (user11) | 2018-07-15 | Pathing bug after Imp Attack | Imp did set fire on an area. |
| 0008834 | 1 | Dwarf Mode -- Interface, Stockpiles | major | | 2018-07-15 | stockpile taking from still/kitchen breaks 'link-only' | Create a pile with global permissions that takes only from links, then take from farmer's market that processes quarry bush. All outputs from that workshop's jobs will appear in the pile, and only from that workshop's jobs. Link to kitchen or still and items that could never come out of a farmer's workshop or kitchen or still will appear in that pile. The workshops' products and byproducts are no longer guaranteed to appear in that pile. |
| 0010836 | | Dwarf Mode -- Jobs, Military | minor | new | 2018-07-15 | Raid mission do not start because imprisoned soldier can't join | I have not tried this myself, but I guess:
1. Imprison soldier in squad
2. Send squad on mission
3. Wait, then release imprisoned soldier. |
| 0010538 | 4 | Dwarf Mode -- Military | minor | assigned (user8971) | 2018-07-15 | Military with a raid mission stuck on tree destroy fps | |
| 0010827 | 3 | Dwarf Mode -- Interface, Squad Schedule | minor | new | 2018-07-12 | Military dwarves do not equip backpacks for burrow guarding duties | Create a squad with a military noble already fixed into position and change your schedules (because squads start with 'train' freshly created) to guarding burrows (draw out burrows to guard and confirm on schedule) after they have finished equipping (if any) equipment assigned to them in the military screen.
This can be done from embark supplies easily by bringing backpacks of your own at the start.
Then assign a second member to the squad set to guard all year round, they will not pick up a backpack availible to them without changing the schedule to a monthly activity where it is needed on active duty like training but still follow through with the task of guarding burrow zones.
|
| 0010828 | | Dwarf Mode -- Thoughts and Preferences | major | resolved (user11) | 2018-07-11 | Thoughts and Preferences screen has incomplete food preference | Open the attached save and wait for Stodir (bound to F5) to eat a meal. It should take about 1 in-game day. Test can be repeated by toggling what stack of meals is forbidden. |
| 0007894 | 2 | Pathfinding | minor | new | 2018-07-10 | Parents spam cancellation messages when Ghostly Babies | |
| 0010826 | 1 | Dwarf Mode -- Jobs, Designations | major | | 2018-07-10 | Miners will not dig multi-z cast obsidian. | Channeling a large ~=(30 radius 7 depth) cylinder in the map, filling it with lava and casting it to obsidian 1 floor at a time worked. Digging the fortress I had planned out of it thereafter was a bust; this is why. I channeled down 1 layer around the cylinder, then prepared to dig into it. I designated the entire fortress to be dug and a tunnel into where to dig it. The dwarfs happily dug the outermost blocks in the tunnel and then promptly stopped. There were no warning messages. The designation is not un-designated. I tried digging different areas with the same result. I thought, is cast obsidian like a Fortification with no walkable top? I tried building a floor onto the tiles which had been dug into the cylinder. Floors were happily laid out. Still, the dwarfs venture no further. |
| 0010822 | 3 | Dwarf Mode -- Thoughts and Preferences | trivial | | 2018-07-10 | Human babies and childeren have beards and mustaches | Get human monster hunters in your fort, wait for one to get pregnant. |
| 0010823 | 3 | Dwarf Mode -- Transport/Hauling | minor | new | 2018-07-09 | Containers dumped on arrival to a stockpile aren't linked to the stockpile | I think following steps are easiest to reproduce the incorrect counting:
1. Setup trackstop to dump on arrival
2. Place a stockpile directly to tile where minecart is dumping
3. Setup hauling to take containers like seed bags or sand bags directly to track stop which dumps |
| 0003487 | 2 | Dwarf Mode -- Interface, Stockpiles | minor | | 2018-07-09 | custom stockpile, set to a specific BAR type will not get filled with bins | |
| 0010824 | 1 | Dwarf Mode -- Trade | minor | new | 2018-07-09 | Whilst caravans were on route to depot the traders,wagons, and guards all froze in place | 1.Embark at the same location as a necromancers tower
2.Wait until the caravan arrives and then send a squad to said tower while they're in the process of moving to the Depot |
| 0010820 | 2 | Dwarf Mode -- Artifacts | major | new | 2018-07-09 | Dwarves do not place artifact books from a reclaimed AI fortress in bookcases. | |
| 0010821 | | Adventure Mode -- Travel | crash | new | 2018-07-08 | Adventure mode crashes on fast travel | |
| 0010817 | 3 | Dwarf Mode -- Nobles | trivial | new | 2018-07-08 | Duke became duke of conquered elven site | ? |
| 0010819 | | Dwarf Mode -- Reclaim | minor | new | 2018-07-08 | Clothing in the rooms of a reclaimed AI fortress not being sized properly. | |
| 0010201 | 3 | Pathfinding | crash | | 2018-07-07 | Locking door causes game to hang | In the provided save file,
* station squads (already done in save)
* lock tavern door that leads outside
* unpause
|
| 0009601 | 7 | Dwarf Mode -- Idle Behavior | crash | | 2018-07-07 | Reproducible crash | Load, unpause, crash / segfault. |
| 0010776 | 10 | Dwarf Mode -- Buildings, General | crash | | 2018-07-07 | Reproducible, unavoidable crash few minutes after starting save and unpausing game (corrupted furniture after unretire) | Load save from http://dffd.bay12games.com/file.php?id=13788 , unpause the fortress and wait a couple of minutes for the game to just silently close.
You can also load the save from http://dffd.bay12games.com/file.php?id=13789 , unpause the fortress and wait until the end of December for a crash. This savegame is at the same fortress, but abandoned and reclaimed. |
| 0010815 | 4 | Miscellaneous Crashes | crash | | 2018-07-07 | game hangs/freezes after forbidding doors separating fort from surface | In this particular case, just load the save (I'll upload and link it momentarily), unpause, and it freezes almost immediately. Then reload, unforbid the two surface doors (south of the trade depot, -2z from the surface), and it will not freeze.
In general, I don't know; I've forbidden these kinds of surface doors plenty of times before in this and other forts' histories with no issue. |
| 0010575 | 6 | Miscellaneous Crashes | block | | 2018-07-07 | DF hangs after restricting Jail Cell Door | proceed down to jail level,
query door attached to room with miner chained for murder (Avis is name)
select to tightly close door
select to forbid passage
unpause |
| 0010806 | 6 | Dwarf Mode -- Idle Behavior | minor | | 2018-07-06 | "Tantruming" Captain of the Guard Leading Demonstration | |
| 0010801 | 2 | Dwarf Mode -- Jobs, Military | major | | 2018-07-06 | Returning Militiadwarves Seize Again | NEW GAME:
1. Seize Site (Demanding surrender was how I did it)
2. Request militiadwarves back
3. When dwarves return, reassign to squad
4. Dwarves go off to seize the already seized site |
| 0010804 | 5 | Dwarf Mode -- Nobles | minor | | 2018-07-06 | Landed nobility appointed as diplomat despite existing diplomat still being alive, loses nobility title | |
| 0010810 | | Adventure Mode -- Display | minor | | 2018-07-05 | Adventurer Agreement Info Shows On All Boxes | 1)Get some companions
2)Get an order to kill a creature from a lord/lady
3)Dismiss your companions
4)Go to the quest view and open up agreements
5)Look at all your agreements |
| 0010813 | 1 | Dwarf Mode -- Idle Behavior | trivial | new | 2018-07-05 | Being in a squad required to recreationally train combat skills | Create squad with military nobles normally; on the 'schedule' screen clear the current season's training regime (or all for test purposes) and draft in dwarves with weapons (for armed passive training) out of those with the nessecary needs:
Fighting, Martial Prowess, Learning (not all required but they will be green and filled by the activity and hence more prone to self-train than people disinterested in these facets) the soldiers will off-duty walk to other amenities like normal (armed and standing ready) citizens stopping them from being pent up from year-round training regimes set by default.
|
| 0010796 | 3 | Dwarf Mode -- Interface, Civilization/World Info | text | | 2018-07-04 | "Messenger Cannot Be Assigned" Text Blocked | Have a messenger who cannot do a mission as well as assign a mission. |
| 0010802 | 5 | Legends Mode -- General | text | | 2018-07-04 | Odd text in Legends Mode battle "The forced shifted" | Check out this save
http://dffd.bay12games.com/file.php?id=13849
Don't know how to reproduce naturally though. |
| 0010809 | | Adventure Mode -- Sites | crash | | 2018-07-04 | Bandit camp corrupted post-worldgen, crashes upon entry | Stop travel, crash. |
| 0010807 | 3 | Adventure Mode -- Travel | crash | | 2018-07-04 | Consistent crashes when stopping travel in towns. | Exit building and travel south, or go to pictured area and end travel. https://i.imgur.com/ecXKXMh.png. It should crash when stopping travel in just about any populated area, but these two methods seem to work every time. |
| 0010811 | 4 | Technical -- General | crash | | 2018-07-04 | Mid-game Crash | |
| 0009062 | 2 | Dwarf Mode -- Environment | minor | resolved (user11) | 2018-07-02 | Savage mobs/plants/trees not spawning in savage environments | Generate a world with high savage and embark in a savage environment. |
| 0010375 | 4 | Dwarf Mode -- Jobs, General | crash | resolved (user11) | 2018-07-02 | Crash to Desktop/Crash PC when setting up automated work orders. | |
| 0009434 | 9 | Adventure Mode -- General | crash | resolved (user11) | 2018-07-02 | Crash when walking around elven forest retreat | Walk around |
| 0006500 | 1 | Combat -- General | minor | new | 2018-07-01 | Peripheral nerve damage does not heal | |
| 0002629 | 8 | Dwarf Mode -- Interface, General | minor | | 2018-06-30 | Pressing the 'one step' key occasionally completely unpauses the game, sometimes it just briefly goes to unpause and pause. | |
| 0009562 | 3 | Dwarf Mode -- Locations | text | resolved (user11) | 2018-06-30 | Strange characters in names | |
| 0008696 | 5 | Combat -- General | minor | | 2018-06-28 | Giant cave spider becomes non-hostile after receiving a name | 1. Send troops to kill a GCS (or possibly another large creature)
2. Have some soldiers die, so the creature can be named
3. The creature should no longer respond to your troops or civilians. |
| 0010493 | 1 | Technical -- General | minor | new | 2018-06-28 | Cannot specifiy tile for Criminal or Mercenary | You can quickly test this in vanilla by setting [GRAPHICS:YES] and changing the graphics_example.txt by replacing:
"[DEFAULT:DWARVES:0:0:ADD_COLOR]
[MINER:DWARVES:1:0:AS_IS:DEFAULT]
Custom position example:
[MANAGER:DWARVES:2:0:AS_IS:DEFAULT]"
with:
"[DEFAULT:DWARVES:0:0:AS_IS:DEFAULT]
[CRIMINAL:EXAMPLE:1:0:AS_IS:DEFAULT]
[MERCENARY:EXAMPLE:2:0:AS_IS:DEFAULT"
sans quotes.
Generate a world and go to a tavern to find some dwarf criminals or mercenaries or better yet, just assume the identity of a criminal or mercenary as a dwarf. Both will default to the DEFAULT civ tile.
|
| 0010805 | | Adventure Mode -- AI | trivial | new | 2018-06-28 | Sparring Alligators | Jump into a river and let an alligator spot you. |
| 0010803 | 1 | Dwarf Mode -- Thoughts and Preferences | major | | 2018-06-27 | Horrified: This is an unknown thought, please report it! | Not sure. |
| 0008076 | 7 | General | major | | 2018-06-27 | Game starts to stutter really badly | This is the save:
https://www.dropbox.com/s/hcuix6d8dneee4h/region1%20maybe%20fixed%20cow%20saved.zip
Just sit at the top entrance to the base and watch until later in the day of the 9th moonstone, then you'll see the stutters really kick in.
Other than a save I have no idea how to reproduce this issue. |
| 0010800 | 1 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2018-06-26 | Assigning dwarves to burrow doesn't cause dwarves to move to burrow | Have one of your citizens infected by a werebeast. Seal them into a small room. Wait for the transformation then deconstruct the walls. |
| 0010799 | 8 | Miscellaneous Crashes | block | | 2018-06-25 | Game seg faults and crash to desktop without opening | |
| 0010797 | 1 | Init Options | trivial | | 2018-06-25 | FPS bar randomly moves | Seemingly random. |
| 0010798 | 1 | Init Options | trivial | | 2018-06-24 | Not all 'O' tiles affected by pillar setting in d_init | Change PILLAR_TILE and designate a wall or build a Trade Depot. |
| 0010794 | | Dwarf Mode -- Interface, Text | trivial | | 2018-06-23 | "teeth" not treated as plural noun | |
| 0010788 | 4 | Dwarf Mode -- Reclaim | major | | 2018-06-20 | Dwarves stucked in rock after unretirement | Create a Fortress
Retire
Unretire |
| 0010793 | 2 | Dwarf Mode -- Idle Behavior | major | | 2018-06-20 | Dwarves never idle interact to form relationships | Run fort with significant population in a single location.
Observe no marriages, no births, no interaction between dwarves. |
| 0010792 | | Adventure Mode -- Conversation | minor | new | 2018-06-19 | Companion with false identity gives weird answers to conversation options | Step 1: Find someone with a false identity.
Step 2: Use the ask about somebody conversation option in Adventure Mode to ask them about their real identity.
Step 3: They may give the response "I is my neighbor" |
| 0010791 | | Dwarf Mode -- Nobles | minor | | 2018-06-17 | Positions Vanish for Noble Screen When Fort Reduced to Single "Monster Slayer" | |
| 0006798 | 22 | Adventure Mode -- AI | minor | | 2018-06-15 | Sleeping NPCs don't wake up | Simply wait around all day, not sleeping, waiting by command, or fast travelling. Just passing turns or walking around. They won't wake up. |
| 0010417 | 3 | Dwarf Mode -- Embark/Setup | feature | | 2018-06-15 | Embark rectange jumps erratically on world tile change | Generate a world, enter pre embark, move between world tiles, and watch the rectangle jump. |
| 0010789 | | Dwarf Mode -- Military | major | new | 2018-06-12 | Suicide squad on travel never arrived | Send squad to a vault to recover prisoners.
Wait forever |
| 0010180 | 3 | Creatures | minor | | 2018-06-09 | People/creatures dying of old age die on exactly the first of the year | |
| 0010787 | 2 | General | minor | | 2018-06-09 | Dwarfs for no reason drop dead | |
| 0010785 | 5 | Technical -- Saving/Loading | major | new | 2018-06-08 | Bugged Save | Attempted to load within LNP0.13 and outside of it. Hangs every time in the same step. |
| 0010784 | 4 | Combat -- General | minor | | 2018-06-07 | Legwear/handwear/footwear is always worn over body/leg armor | 1) In Arena Mode, spawn a dwarf wearing an iron breastplate and cloth/leather loincloth.
2) Spawn another dwarf with an iron short sword and assume control.
3) Perepetually stab the armored dwarf, only focusing the lower body.
4) After a few hits, the loincloth will break. |
| 0010781 | 1 | Dwarf Mode -- Jobs, General | minor | new | 2018-06-06 | Broker stuck (immobile) on stress-resolving tasks while "trader requested at depot" | |
| 0010780 | 1 | Dwarf Mode -- Stockpiles | minor | | 2018-06-04 | Dwarves putting finished meals into Finished Goods stockpiles instead of food stockpiles | No idea. Create food and have a Finished Goods stockpile and a Food stockpile and watch what happens? I dunno. This is the first time I've seen it happen. |
| 0008226 | 3 | Vegetation | text | confirmed (user11) | 2018-06-03 | Oats are admired for their beer. | |
| 0010753 | 2 | Dwarf Mode -- Trade | major | resolved (user11) | 2018-06-03 | Wagon stuck on approach to Depot, Depot no longer usable | |
| 0010486 | 2 | Dwarf Mode -- Interface, Manager | minor | confirmed (user11) | 2018-06-03 | "melt-designated" trait in manager orders screen not working | Load the save file above and try experimenting with the melt-designated trait and you will see that it is not working at all. |
| 0005062 | 9 | Dwarf Mode -- Items | minor | resolved (user11) | 2018-06-03 | A lot of "Item inaccessible" spam | |
| 0001371 | 37 | Adventure Mode -- Travel | crash | resolved (user11) | 2018-06-03 | "Nemesis Unit Load Failed" (from elves?) | I have a save of this, but nowhere to upload it. In this save, just transport the adventurer to the nearby Forest Retreat with fast travel, and then try to enter the site. |
| 0008837 | 1 | Miscellaneous Crashes | minor | resolved (user11) | 2018-06-03 | Game crashed when I tried to adjust my laptop's brightness | While playing Dwarf Fortress in Dwarf mode, hold Fn and hit F3. The second time I tried to do this, the view scrolled, but the game did not crash, and I could play again after about 15 seconds. Adjusting brightness later in this session had no efect. |
| 0008869 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2018-06-03 | Not enough mechanisms | I have currently 1 mechanism. I do not know if this issue persists when I have 0 mechanisms. |
| 0005711 | 8 | Items | minor | confirmed (user6) | 2018-06-03 | Items (clothing/food) rot in an "everything" stockpile that includes refuse | Create a pocket world. Embark carefully with an assortment of food, drink and various armours. Create a large 'anything' stockpile. Wait.
On 23rd Granite, still in the first month, all the clothing and armours in the stockpile have decayed at least twice. I have:
XX(wolverine leather right mitten)XX
X(steel breastplate)X
X(iron cap)X
XX(wombat leather hood)XX
XX(hoary marmot leather leggings)XX
X(copper right gauntlet)X
XX(wombat leather shoe)XX
X(iron mail shirt)X
XX(sheep wool sock)XX
By 1st of Slate, the non-metal armour has decayed completely away, and when I remember to enable "dwarfs gather refuse from outside" and "dwarves dump other", they begin hauling the metal armour away to the refuse zone.
|
| 0000377 | 4 | Dwarf Mode -- Interface, General | tweak | | 2018-06-02 | Doors do not deconstruct when all adjacent walls are removed | 1. place a single wall tile in an open area
2. place door adjacent to this wall
3. remove the wall |
| 0010074 | 2 | Dwarf Mode -- Stockpiles | minor | | 2018-06-02 | Wont store food in barrels | |
| 0010188 | 5 | Miscellaneous Crashes | major | | 2018-06-02 | Game stops responding upon opening a save | Start a new game. Then save the game and shut off computer (if you close the game then reopen it it will still work). It took me multiple save opens before it stops responding, so you may have to do it a couple of times. |
| 0010199 | 1 | Dwarf Mode -- Interface, Notes/Points/Routes | minor | | 2018-06-02 | Duplicate point on route causes dwarven loop? | See description -- but I haven't had a chance to try to reproduce again. |
| 0010255 | 9 | Dwarf Mode -- Jobs, General | minor | | 2018-06-02 | Lost-in-combat teeth smaller than [1] unit unusable for crafting jobs & clutter refuse | Obtain teeth from a small animal like a badger (presupplied in save in additional content) and using dfhack raise the tooth content to a 100 or more from the flat [0] content it already has.
> via the materials listing in gui-editor, second page.
Immediately call a dwarf worker to try and craft the raised stack of teeth, they will pick up that particular item and work, but both the tooth & the expected ivory craft will dissapear. |
| 0010178 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2018-06-02 | Juwel cutting stops due to no rough gem, but there are rough gems | |
| 0009109 | 7 | General | major | | 2018-06-02 | Massive stutter every few seconds | Load and let saved game run. |
| 0010778 | 1 | Dwarf Mode -- Interface, Unit Profiles | crash | | 2018-06-01 | Random crash when viewing thoughts/preferences of certain units | - Download http://dffd.bay12games.com/file.php?id=13796
- enter the relations of Rimtar Morulnoleth (9th on unit screen, blinking/legendary) and view the thoughts of fath teshkadosem (at the bottom of his relations) [taken from reproduce.txt in that download]
This can also be reproduced with another recruit near the bottom of Fath's relationships.
Note that I had to initialize memory to non-zero values (with "MallocScribble=1 ./df" on OS X) for the crash to happen consistently. A debugger or other memory analyzer might be necessary to catch this.
Also, apparently in a future migrant wave, only female migrants are affected by this crash. I only managed to reproduce that once (with DFHack, which isn't necessarily reliable), but hittemvvvhard claims to have seen this consistently with multiple migrant waves.
|
| 0000969 | 2 | Dwarf Mode -- Interface, Squad Schedule | trivial | | 2018-05-30 | Can set ridiculous amount of orders for a single month | 1. Go to the schedule screen.
2. Add an order.
3. Repeat ad nauseum |
| 0007730 | | Technical -- Input/Keybinding/Macros | tweak | new | 2018-05-30 | KEY_HOLD_MS is not applied when a single key combo triggers multiple keybindings | 1. In interface.txt, set all of the relevant keybindings to REPEAT_SLOW.
2. Start a Fortress game.
3. Enter any selection mode that requires you to scroll around the map, e.g. k, or v, or d -> d.
4. Press Shift + direction, and release the Shift key slightly before the direction key.
5. Note that, even though the direction key was pressed only a single time and for less than the value of KEY_HOLD_MS, the cursor moves twice; one time for the Shift + direction fast scroll, and one time for the direction key on its own. |
| 0010757 | 2 | Dwarf Mode -- Transport/Hauling | minor | | 2018-05-30 | minecarts dumped from other minecarts sometimes do not fall properly into pit | in the save, build more minecarts and they will be hauled, and some will become stuck. |
| 0010775 | 1 | Dwarf Mode -- Interface, Announcements | minor | | 2018-05-29 | The hunting dog assigned to the squad gave the mission report | |
| 0010570 | 7 | World Generation -- General | crash | | 2018-05-29 | World gen still crashing around year 500 ish on large worlds with high everything and frequent minerals? | Generate a large world with high everything and frequent minerals on long history. |
| 0009582 | 6 | Adventure Mode -- Sites | crash | new | 2018-05-29 | Bought Furniture, Moved it to tavern (on 2 differnet games!) , put it in a room I was renting and when saving game it crashes. | Note this bug takes alot of steps to reproduce.
1.Rent a room at a tavern (extend it, as needed)
2.Make some cash through bone-carving or selling animal hides or whatever you want to do.
3.Buy furniture at some local furniture store with the local currency (in the current save, the gold throne cost 900* so you better be good at carving!)
4.Transport furniture to the room you are renting at the tavern
5.Try to save
6.CRASH! |
| 0010774 | 1 | Dwarf Mode -- Non-dwarf Citizens | minor | new | 2018-05-28 | One of my mercenaries became law giver of his original civ | |
| 0005925 | 6 | Combat -- General | major | | 2018-05-28 | "Bin" attacks "dwarf" while carrying it over a "ramp + hatch cover" | Dig a ramp.
Put a Hatch Cover over it (a ramp covers 2 floors, i put the hatch on the 2nd)
Make some dwarfs pickup items using Bins.
Make the dwarfs use the ramp. |
| 0010773 | 1 | Dwarf Mode -- Items | minor | | 2018-05-28 | On ramps, items fall on dwarves, injuring uncovered body parts | Build a big fort entirely with ramps, and wait. You'll see occasional reports of items being dropped on dwarves, and nearly always being deflected by clothing. Strip them of clothing and have them have them haul lots of items around. Somebody will eventually get injured. |
| 0002688 | 23 | Init Options | block | | 2018-05-27 | Not found: data/art/curses_640x300.png (32-bit Linux DF) | Try to run ./df |
| 0010771 | 2 | Technical -- General | minor | | 2018-05-27 | libgraphics.so has no dependency on libz.so.1 in the 32 bit build | Try to start Dwarf Fortress on a 32 bit Linux system without setting LD_PRELOAD. |
| 0010772 | 1 | Flows | minor | resolved (user11) | 2018-05-26 | Magma level rises upon reclaim | |
| 0007614 | 6 | Arena | minor | new | 2018-05-25 | Dwarf 21 (to Dwarf 20): "I died." | 1) Put dwarves on lowest Z-level possible on the surface, and make them all the same faction
2) Put chickens of the same faction on the highest Z-level possible, directly above them
3) Turn on Morality
4) Assume control of a single chicken sitting safely on the ground nearby so you can spectate
5) Enjoy the inevitable |
| 0009554 | 15 | Technical -- General | major | | 2018-05-25 | Game freezes for about 10 seconds then runs for 10 seconds repeatedly | Load the save, unpause, and start to play. |
| 0010112 | 3 | Dwarf Mode -- Thoughts and Preferences | minor | | 2018-05-25 | Vampire horrified after seeing own victim die | |
| 0008129 | 7 | Dwarf Mode -- Nobles | minor | confirmed (user6) | 2018-05-25 | Positions disappear from nobles screen when expedition leader is promoted to monarch | |
| 0010598 | 3 | Dwarf Mode -- Diplomacy | minor | new | 2018-05-24 | Mayor election causes "diplomat" questers to leave unhappy | |
| 0010770 | | Dwarf Mode -- Interface, Manager | minor | | 2018-05-24 | Subject of statues not conforming to assigned subject | Assign subject to crafter (mason/smith/glassblower), view result. |
| 0010768 | | Dwarf Mode -- Combat | minor | | 2018-05-24 | Sparring dwarfs tackled so hard they teleported through a solid wall. | I have no idea how one could reproduce this reliable.
Maybe make a very small barracks on a small island surrounded by water and wait for them sparring and tackling each other. |
| 0010769 | | Adventure Mode -- General | major | new | 2018-05-24 | Werebeasts loses limbs upon rest/fast travel and doesn't heal limbs upon reverting form. | 1. Become werebeast
2. Rest/fast travel
3. Transform back
4. Rest/fast travel |
| 0010767 | 1 | Dwarf Mode -- Visitors | minor | new | 2018-05-24 | A child born in my fort to citizens is requesting citizenship | |
| 0010051 | 10 | Technical -- General | minor | | 2018-05-24 | DF still has 10% CPU Usage when paused with music & sound off. | 1. Set PRINT_MODE:STANDARD, SOUND:NO, VOLUME:0, SINGLE_BUFFER:NO
2. Start Dwarf Fortress
3. Load a paused world.
4. Look at % CPU of dwarfort.exe in activity monitor
It should be 0%, but it's 9-10%. |
| 0008978 | 3 | Creatures | minor | new | 2018-05-24 | Ghost raised despite remains being interred | None known. Follow instructions on dffd file listing to find the appropriate coffin. |
| 0002519 | 3 | Dwarf Mode -- Military | minor | feedback | 2018-05-24 | Ordering squad to move to a point — no points in list until cursor is moved | 1. Create a squad
2. Create a Point
3. Tell squad to move (s-a-m)
4. Move cursor somewhere.
|
| 0010766 | 2 | Adventure Mode -- Quests | minor | | 2018-05-23 | Drive Off quest incompletable | Unknown. |
| 0003395 | 1 | Dwarf Mode -- Rooms | minor | new | 2018-05-23 | Can't assign barracks made out from Cabinets | Build a Cabinet, create a room (R), try to assign it (A). |
| 0010073 | 2 | General | minor | new | 2018-05-23 | Syndrome causing odd memorials | |
| 0010760 | | Dwarf Mode -- Invasions | major | new | 2018-05-22 | Form of 'Loyalty Cascade' after fighting off (bandits?) | Load game
Repel invasion
Observe |
| 0010763 | 2 | Dwarf Mode -- Buildings, General | crash | | 2018-05-22 | Clicking off the building tab while naming a building (With name blank) causes the program to stop responding | Build a workshop/farm plot
Press Ctrl+n to begin naming the building
Leave area blank
Click off of the building tab |
| 0010762 | 1 | Typos/Grammar | text | | 2018-05-21 | "fortressintro" message always says Spring, even though it's no longer guaranteed | 1. Generate a new world
2. Advance time by several months
3. Create a new Fortress in the world
4. Observe that the intro text says it's Spring, even though it isn't |
| 0006408 | 3 | Init Options | minor | | 2018-05-21 | Can't use 'p' letter in world gen alphbetic seeds | |
| 0006772 | 2 | World Generation -- Parameters | minor | | 2018-05-21 | Entering a 'p' inside of a seed value brings up 'set preset field values' dialog | 1) create new world with advanced parameters
2) select large region (probably unnecessary, haven't attempted other)
3) select 'creature seed' or 'name seed' (probably other ones too, haven't attempted), hit enter to begin typing seed
4) type 'p' as part of the seed |
| 0010761 | 4 | Dwarf Mode -- Trade | tweak | new | 2018-05-20 | Merchants neither move nor trade | I don't know, maybe provoke a fight when merchants are going to depot? |
| 0010288 | 8 | Dwarf Mode -- Artifacts | minor | confirmed (user11) | 2018-05-20 | Codex/Codices/Scroll cannot be interacted with (from raid or visitor) | |
| 0010759 | | Dwarf Mode -- Jobs, Items | minor | resolved (user11) | 2018-05-19 | Scroll dropped by killed visitor during siege can't be picked up | N/A |
| 0010758 | 1 | Dwarf Mode -- Invasions | major | | 2018-05-17 | Stuck in siege condition three months after last invader was captured | n/a |
| 0010756 | | Dwarf Mode -- Interface, Unit View | text | new | 2018-05-15 | Missing blank in unit thought remembered text. | I used DFHack's gui/gm-editor to change the pre existing memory thought of a dwarf into PunishmentReduced to see what text DF would produce for that memory, and noted that there was no space between "having" and "her".
(The original thought was remembering seeing a troll's dead body, hence the "horrified" part). |
| 0010755 | 2 | Legends Mode -- Historical Figures | minor | new | 2018-05-13 | A human from a human civ has become my outpost Liaison | |
| 0010754 | 2 | Dwarf Mode -- Nobles | minor | resolved (user1294) | 2018-05-12 | Guest barons are promoted along with fortress baron | |
| 0009932 | 3 | General | crash | | 2018-05-11 | 64-bit legacy Windows version contains 32-bit fmod.dll, doesn't start | - Have 64-bit system
- Download 43.05 64-bit version
- Unzip into folder
- Start dwarf fortress.exe
- Get message saying fmod64.dll is missing |
| 0009624 | 5 | Dwarf Mode -- Transport/Hauling | crash | | 2018-05-11 | Some hauling routes cause a crash | Occasionally occurs with hauling routes. I was using it for QSP if that matters. |
| 0009771 | 1 | Dwarf Mode -- Interface, Embark | major | | 2018-05-11 | aborting save of embark settings does not work | prepare an embark carefully and save the embark profile |
| 0008079 | | Typos/Grammar | text | | 2018-05-11 | "1 point remain" in embark confirmation | |
| 0010094 | | Creatures | text | | 2018-05-11 | Typo in carp description | View a carp. |
| 0010550 | 1 | Typos/Grammar | text | | 2018-05-11 | SHARK_WHALE adjectives are "shale shark" | Look at raw/objects/creature_large_ocean.txt with the file/text editor/viewer of your choice (I prefer vim). |
| 0010306 | | Creatures | trivial | | 2018-05-11 | Conger Eel is exclusive to the ocean, but is described as "found in freshwater" | Examine the creature's description. Also, see how it only spawns in temperate and arctic oceans? |
| 0010212 | | Typos/Grammar | text | | 2018-05-11 | Typo in "The Manual: Text Viewers" | 1. Load up Dwarf Fortress 43.03
2. Press question mark (?) button twice to bring up "The Manual: Text Viewers"
3. The typo is below the first "Practice Link"s, second sentence. |
| 0006732 | 10 | Dwarf Mode -- Interface, Announcements | tweak | | 2018-05-11 | Player receives announcements about wild animal births | 1. Embark at a site with a wild animal population that can reproduce
2. Wait until female (wild) animal gives birth
|
| 0007950 | 2 | Dwarf Mode -- Interface, Announcements | minor | | 2018-05-11 | Undiscovered cavern creature growth/aging announced | |
| 0010400 | 4 | Adventure Mode -- Movement | minor | new | 2018-05-11 | Tile listed as cavern wall, but filled with water and can swim through | |
| 0003327 | 18 | Pathfinding | minor | new | 2018-05-11 | Creatures can pathfind, move and get flow-pushed through submerged fortifications | Use fortifications to protect the water supply tunnels of a fortress. Watch as some creatures simply pass through those fortifications when they are flooded. |
| 0007435 | 29 | Dwarf Mode -- Thoughts and Preferences | minor | confirmed (user6) | 2018-05-10 | Dwarves overwhelmed by horror at the sight of the refuse stockpile | |
| 0010479 | 2 | Dwarf Mode -- Combat | minor | new | 2018-05-10 | Mother and daughter attack fellow dwarfs after mother falls on woodcutter. | Get soldier (with family in-fort?) stuck in tree
Cut tree so that soldier falls on woodcutter |
| 0010317 | | Adventure Mode -- Combat | minor | new | 2018-05-10 | Losing use of a body part does not break its wrestling holds | Grab someone in Adventurer mode, then lose the use of the body part you grabbed them with. (I haven't tried having the part severed or pulped yet) |
| 0009002 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | | 2018-05-09 | Dwarves get horrified by XX die from destroyed corpses | Check thought pertaining to a named creature and annihilate that creature's corpse then re-check. |
| 0010752 | 4 | Dwarf Mode -- Thoughts and Preferences | minor | | 2018-05-09 | Dwarf is horrified by a nonexistent corpse | |
| 0010739 | 2 | Dwarf Mode -- Reclaim | feature | new | 2018-05-09 | Upon reclaiming, fort level reset to outpost | Retire. Reclaim. Fortress is now an outpost again. |
| 0010751 | 2 | Adventure Mode -- Travel | crash | new | 2018-05-09 | Game crashes in adv.mode when adventurer tries to get near a (presumably) invading army | - use provided save
- continue playing as adventurer from the save
- try to move to the nearest asterisk (see fast travel map), by normal means or using fast travel
Result: game crashes when you "d: stop" (in fast travel) or get close enough when travelling normally. |
| 0010750 | 1 | Adventure Mode -- Quests | minor | | 2018-05-08 | Some artifact rumors don't show the location on the map, despite the site's location being known | 1. Load the linked save
2. Open the Quests screen and select the first pinned event on the Events tab. The map will show "Unknown location"
3. Search for the site's or the artifact's name. The location will be shown. |
| 0010067 | 3 | Dwarf Mode -- Combat | crash | | 2018-05-08 | Game immediately crashes when entering combat with elven caravan. | Save is here, the squad is walking towards the elven caravan, but have not been given the order to attack yet.
http://dffd.bay12games.com/file.php?id=12551 |
| 0009757 | 4 | Technical -- General | trivial | | 2018-05-08 | dwarffortress binary seems to always exit with a non-zero exit code | > dwarffortress
<exit the game>
> echo $? |
| 0010090 | 3 | General | crash | | 2018-05-08 | Crashing on save | |
| 0009854 | 8 | Technical -- General | crash | | 2018-05-08 | Missing VS2015 runtime libraries - MSVCP140.dll, VCRUNTIME140.dll, etc. | This was observed on a freshly-extracted copy of df_43_04_win_s (The No-Music Windows distribution). |
| 0010203 | 2 | Miscellaneous Crashes | crash | | 2018-05-08 | Occasional OSX crash with libfmodex dynamic linking | |
| 0009092 | 5 | Adventure Mode -- General | minor | | 2018-05-08 | Corpseless Forest titan disappear after I shot shim. | Throw dalacite knife at forest titan. Corpse probably will not appear after you shoot them. |
| 0009117 | 8 | Dwarf Mode -- Transport/Hauling | crash | | 2018-05-08 | Game crashes when I set up quantum stockpiles to store items such as wood, stone, etc | I did b-C-S and designated the direction (south, in this instance). I set the stockpile to only accept from links, and I created another stockpile that would feed the minecart. I created only two today, and the game crashed. |
| 0001954 | 3 | Dwarf Mode -- Traps | minor | | 2018-05-08 | Olm Men (and woman) sidestep stonefall traps | Not sure how you would reproduce it. Arena mode? (I haven't tried that yet) |
| 0000388 | 4 | Dwarf Mode -- Interface, Tasks | minor | | 2018-05-08 | Military units give incorrect task information | 1.Create Four-Man Squad
2.Train with squad
3.Set squad to attack
|
| 0008776 | 2 | Adventure Mode -- Conversation | minor | | 2018-05-08 | Claimed land after escaping name menu | Enter the claim land conversation at any site, ESCape out, and the consequences will be yours! |
| 0008640 | 2 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | new | 2018-05-07 | Animals get stuck up trees | It might have something to do with the zone being under a tree. |
| 0010749 | 4 | Dwarf Mode -- Visitors | minor | new | 2018-05-07 | Tavern restriction doesn't prevent visitors from showing up | |
| 0010427 | 2 | Adventure Mode -- Inventory | minor | | 2018-05-06 | Items prefer pedestals to backpacks | Find a pedestal with an item already on it. Pick up the item. |
| 0009438 | 4 | Dwarf Mode -- Diplomacy | major | new | 2018-05-06 | Caravans/invasions do not come reliably from accessible civilizations | Bug has been observed consistently as follows:
1. Generate a new world (basic parameters: Small, Short, High, High, Medium, Medium, Everywhere)
2. Embark on an area with all four neighbors.
3. Wait for caravans. The dwarves have been observed to send caravans normally at first, but other civs do not send anyone even after several years. |
| 0010738 | 4 | Dwarf Mode -- Raids | crash | | 2018-05-06 | Game crashes when squad returns from raiding tower | 1. Load this save: http://dffd.bay12games.com/file.php?id=13718
2. Wait a few minutes
3. Watch "The Spear of Hammers" return.
4. Game crashes shortly after |
| 0010411 | 3 | Dwarf Mode -- Military | crash | | 2018-05-06 | Crash as soon as dwarfs arrive back from raiding/retrieving artifacts | Send squad out (preferably the captain of the guard, that's the one I was sending out) to retrieve artifact/pillage poor elves and then wait 10 minutes for them to get back. |
| 0010683 | 3 | World Generation -- General | crash | | 2018-05-06 | Crash after placing civilizations | |
| 0010747 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2018-05-06 | Upon giving birth, "She is blissful after becoming a parent" despite already having multiple children | 1. Have a dwarf give birth multiple times
2. Observe thoughts |
| 0008194 | 1 | Dwarf Mode -- Military | crash | new | 2018-05-06 | Military orders cause crash after viewing specific unit. | Download save ( http://dffd.wimbli.com/file.php?id=9565 )
Hit v, find the naked mole dog on the starting out z-level (a little down-left).
Hit f to follow the naked mole dog, or escape to leave the menu.
Hit s to cause crash.
Crash does not happen if you do not first view the naked mole dog with v. Following is not necessary. These steps do not work in other fortresses. |
| 0003855 | 13 | Dwarf Mode -- Skills and Professions | trivial | confirmed (user6) | 2018-05-06 | Upright spear/spike traps, if constantly toggled, will rapidly train dwarves' skills ("danger room" exploit) | http://df.magmawiki.com/index.php/Danger_room |
| 0010733 | 1 | Dwarf Mode -- Interface, General | crash | | 2018-05-06 | Crash to Desktop (returning raid) | Just run the game for a little while. |
| 0010720 | 1 | Dwarf Mode -- Raids | crash | | 2018-05-06 | Game crashes upon squad returning from a raid site with a werebeast prisoner | http://dffd.bay12games.com/file.php?id=13700 |
| 0010735 | 7 | Miscellaneous Crashes | crash | | 2018-05-06 | Game crashes a few minutes after the save (returning raid) | Waiting a minute or two will suffice. |
| 0010711 | 1 | Dwarf Mode -- Military | crash | | 2018-05-06 | Save with crash when raiding parties return during a siege. | Load save, unpause, wait for siege to start, wait for raiding party to return, wait for crash.
Save: http://dffd.bay12games.com/file.php?id=13684 |
| 0010710 | 8 | Miscellaneous Crashes | block | | 2018-05-06 | Crash upon caravan arrival / returning raid | Load saved game and wait for the caravan to arrive. Game will crash just after. |
| 0010748 | 1 | Miscellaneous Crashes | crash | | 2018-05-06 | Game crashes when dwarves return from raid | Send out a raid and wait for return. |
| 0010678 | 2 | Dwarf Mode -- Raids | major | | 2018-05-05 | Debug printout after selecting site to raid corrupts the screen with PRINT_MODE:TEXT | Attempt to raid a site in the civ screen in fortress mode. |
| 0010745 | 1 | Adventure Mode -- Combat | minor | feedback (user1294) | 2018-05-03 | You can duplicate weapons by wrestling them after they have been lodged inside a wound. | 1. Approach NPC
2. Fight until weapon is 'firmly lodged' inside of them
3. Open wrestling menu, grab weapon with free hand
4. Move away from NPC
5. You now have two of the same weapon! |
| 0010743 | 1 | Dwarf Mode -- Combat | major | | 2018-05-02 | Some marksdwarves never check fortifications on patrol route | Make two decent sized rooms, separated by fortifications. Release some dangerous creatures trapped in one. Set a patrol route exactly along the foritifications, using two points. Assign the squad to use the patrol route, under the alert screen.
|
| 0010740 | 3 | Cave-ins | minor | | 2018-05-01 | Weird bug with logs stuck inside walls | Built wooden floor over the cavern's water face so I could get to the adamantine pillar. I dropped a huge section of the ceiling on it from above (a massive 13x8 block 3 z levels tall) in order to fill in the water at the lake bottom. To my surprise, rather than simply deleteing the floor it passed through, it deconstructed it inside of the sky brick I dropped on it, leaving the logs blinking inside the rock face. |
| 0010741 | | Dwarf Mode -- Pets | major | | 2018-05-01 | Trained dragon turns hostile upon encountering fortress military | Simply station a militia squad next to a trained dragon.
The save provided will play out as follows:
1) Miner enters the dragon room and mines out a tile with no issue.
2) A couple of ticks later, the militia commander enters the room as per his station order, at which point he will likely become engulfed in flames. |
| 0010737 | | Adventure Mode -- AI | minor | new | 2018-04-30 | Cornered kobolds do not fight back, flee or come to the aid of attacked friend + object name issue | I have also tested this in object mode. The majority of kobolds, even if they are put into the same team, will simply sit and do nothing when there is clear conflict occurring, rather than fleeing or coming to the aid of their comrades.
For the naming issue, sleep for at least 5 hours and watch the guts being wielded turn generic. I have tested this twice, both times having slept after travelling for a bit in the dungeon. |
| 0010736 | 1 | Dwarf Mode -- Non-dwarf Citizens | minor | | 2018-04-30 | Human Poet shows on Pets/Livestock while meditating | Human Poet in fort. Check livestock screen |
| 0010734 | 3 | Miscellaneous Crashes | crash | | 2018-04-30 | The game crashes a few minutes from the point of the save. Cannot discern cause. Errorlog is unhelpful. | Waiting a minute or two. |
| 0010732 | | Adventure Mode -- Conversation | minor | new | 2018-04-28 | Cannot question the broad poet, Kege Bengelbekdil, on a vampire he mentions, nor the town it occupies | 1. Load save
2. View logs to see who and where the poet mentions
3. Question poet for directions
4. Scratch head |
| 0010730 | | Dwarf Mode -- Rooms | minor | | 2018-04-28 | Sending the Captain of the Guard on a mission unassigns them from their rooms. | 1. Appoint a Captain of the Guard
2. Send them on a mission
3. Look at their rooms and see that they are now freed from the Captain |
| 0010727 | 4 | Civilizations/Entities -- General | crash | | 2018-04-27 | Nemesis Unit Load Failed | -Fast travel character to nearby town. Can be any, but I myself went to a human town and a human hamlet (the town of which I've defended from ghouls).
-Stop traveling and enter local view.
OR
-Fast travel aimlessly until night sets in.
-Sleep.
-Upon waking up, game crashes with the message "Dwarf Fortress.exe has stopped working," a different message from Nemesis Unit Load Failed. |
| 0009249 | 10 | Dwarf Mode -- Items | minor | confirmed (user11) | 2018-04-26 | Scroll roller duplication | Make a scroll, keeping close eye on your stocks. |
| 0010487 | 4 | General | major | assigned (user8971) | 2018-04-25 | After mission: Pop count changes & missing squad members | |
| 0010724 | 3 | Dwarf Mode -- Items | minor | | 2018-04-25 | Elven merchants can bring Pedestals made from gems | |
| 0010725 | | Dwarf Mode -- Interface, Unit View | feature | | 2018-04-25 | Dead dwarves in Relationship can be viewed as if they still were alive | Have a dwarf with a friend.
When his friend dies, Open his relationships and view the dead friend.
Now you can acces the normal view of a dwarf, which is normally possible only when he's alive. |
| 0010396 | 5 | Dwarf Mode -- Jobs, Burial | minor | | 2018-04-23 | Cannot Bury Reanimated Corpses | Drown a dorf in haunted biome. Wait for it to reanimate. Kill it. Make a casket available for burial. Repeat. |
| 0010719 | | Technical -- Saving/Loading | block | new | 2018-04-22 | Game crashes every time I try to load save | * Load save "Loloknil, Dwarf Fortress"
* Crash |
| 0010717 | | Dwarf Mode -- Trade | minor | new | 2018-04-21 | Caravan stuck when spooked by otter | |
| 0010716 | 1 | Dwarf Mode -- Military | major | new | 2018-04-20 | Dwarves sent on a pillage mission - Some disappeared | |
| 0010715 | 1 | Dwarf Mode -- Jobs, Burial | minor | | 2018-04-19 | Corpse keeps leaping out of coffin | |
| 0010714 | 3 | Technical -- Saving/Loading | crash | new | 2018-04-18 | 8gb memory dump / complete system freeze / crash on loading save | https://drive.google.com/drive/folders/1nqdXmvZAGiZMeNdJ4UjhUt5v2lay0nZl?usp=sharing
download region 1 save, loading freezes on loading text and ram usage increases to max which freezes entire system. |
| 0010713 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | crash | | 2018-04-17 | Bridge construction crashes the game after designating any materials. | 1. Try to make a bridge over a river.
2. Select any material from the list.
3. Once the final material is selected, the game will crash. |
| 0008183 | 11 | Dwarf Mode -- Reclaim | minor | confirmed (user1294) | 2018-04-17 | Overflowing magma seas/pools after unretire or reclaim. | |
| 0010700 | 1 | Dwarf Mode -- Buildings, General | minor | | 2018-04-16 | Furniture used for declaring rooms do not coun't towards room quality | Mayor's Office/Bedroom/Study Room has an artifact chair, if this chair is used to declare a room, the Office, Bedroom and study room drop considerably in quality(as seen from the Mayor's noble screen's needs), otherwise the room has a very high quality(adequate for the artifact). |
| 0010704 | | Dwarf Mode -- Buildings, General | minor | | 2018-04-16 | Pedestal can be set to display itself. | Construct a pedestal.
When choosing item to display, choose itself (under Tools). |
| 0007361 | 4 | Adventure Mode -- General | minor | new | 2018-04-16 | Ambushed by a naked, non-hostile bandit leader | Totally and utterly random. |
| 0008114 | 1 | Dwarf Mode -- Traps | minor | | 2018-04-15 | Dwarves arm crossbow traps with single bolts | |
| 0008102 | | Dwarf Mode -- Immigration | minor | new | 2018-04-15 | NATURAL_SKILL assignments not applied to immigrants | Place the following in creature_standard under the dwarf entry:
[NATURAL_SKILL:MINING:7]
[NATURAL_SKILL:DETAILSTONE:7]
[NATURAL_SKILL:MASONRY:7]
[NATURAL_SKILL:SMELT:7]
[NATURAL_SKILL:EXTRACT_STRAND:8]
[NATURAL_SKILL:CUTGEM:7]
[NATURAL_SKILL:ENCRUSTGEM:7]
[NATURAL_SKILL:STONECRAFT:7]
Start a fortress and observe that your initial dwarves start with the assigned skill levels.
Play until immigrants arrive and confirm that they do not have skills set. |
| 0009447 | 4 | Adventure Mode -- General | major | | 2018-04-15 | NATURAL_SKILL will show in arena mode, but not in adventure mode. | 1. Download 0.42.04 for Mac Intel.
2. Edit creature_standard.txt by adding [OUTSIDER_CONTROLLABLE] under minotaur. No other changes made.
3. Launch df.
4. Check minotaur in Arena Mode. All skills noted at their expected levels.
5. Generate new small world, or medium world.
6. Begin Adventure Mode.
7. Add all stats into strength and spear during minotaur character creation for this test run.
8. Check skills. The only skill shown is proficient spearman and dabbling tracker. No other skills listed. |
| 0010701 | 4 | Dwarf Mode -- Trade | major | new | 2018-04-15 | Caravan never stops unpacking and leaves | |
| 0010709 | | Adventure Mode -- Character Creation | minor | new | 2018-04-15 | Custom generated race with >5 natural abilities won't have them show up in in-game menu | |
| 0003676 | 6 | Dwarf Mode -- Thoughts and Preferences | minor | confirmed (user6) | 2018-04-14 | Dwarf has preference for "wagon wood" | |
| 0007943 | 3 | Dwarf Mode -- Buildings, General | minor | | 2018-04-14 | Paved Roads Do Not Add to Architectural Wealth | 1. Check architectural wealth
2. Make road out of wood
3. Check architectural wealth
4. Make road out of metal bar
5. Check architectural wealth |
| 0010707 | | Adventure Mode -- General | minor | | 2018-04-14 | Enclosed starting location, unable to get out | |
| 0009074 | 25 | Dwarf Mode -- Thoughts and Preferences | major | | 2018-04-12 | Dwarves are permanently 'fine' and never experience mental deterioration (except Strange Moods). | It happens in every single game I set up, in vanilla or via LNP, and in every new world I generate. |
| 0009812 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | | 2018-04-12 | Alcohol personality changes don't seem to wear off | Let a dwarf drink.
Keep them away from booze. |
| 0010702 | 3 | Dwarf Mode -- Stockpiles | major | new | 2018-04-12 | Refuse stockpile option "Teeth" is not respected | 1) Configure refuse stockpile as shown above on screenshot
2) Knock out some hungry head teeth
3) Watch the teeth being carried to a stockpile that isn't supposed to accept them |
| 0010706 | 1 | Dwarf Mode -- Interface, Building Construction | trivial | new | 2018-04-11 | Completed Paved Roads caused dwarves/units to blink/flash | 1. Build a paved road
2. Watch anything walk over it for a few frames |
| 0003046 | 2 | World Generation -- Parameters | block | | 2018-04-10 | DF becomes unresponsive at "setting temperature", only for one parameter set | |
| 0010705 | 1 | World Generation -- General | block | | 2018-04-10 | World Gen blocks in setting temperature phase if Complete edge oceans is set to 1 or 2 | 1. Enter Advanced World Generation
2. Select Medium or Large Region setting
3. Enter advanced parameters and change Minimum Complete Edge Oceans to 1 or 2
4. Try to generate the World
5. Game freezes in the beginning of the generation process |
| 0009380 | 1 | Technical -- General | block | | 2018-04-10 | Dwarf Fortress tries to decompress junk files (desktop.ini) that end up in the data/dipscript folder | Add any kind of file to data/dipscript or leave the installation in the care of a Windows tool that likes to put fancy icons over all the folders like Google Drive does when you share a folder, then run Dwarf Fortress.
If the file isn't blank you might get the error: "One of the compressed files on disk has errors in it. Restore from backup if are able."
If the file is blank you won't get the error, but Dwarf Fortress will suddenly take up a ton of memory and stall in the background forever.
There's a small margin between an empty and small file that dwarf fortress will still load on, implying that it decompressed and loaded the junk file. |
| 0010703 | 1 | Dwarf Mode -- Jobs, General | major | | 2018-04-09 | Game pauses when make pearl item is ordered at craftdwarf's and cannot be unpaused. | order construction of pearl ring at craftdwarf's workshop |
| 0010357 | 5 | World Generation -- Beasts | minor | confirmed (user11) | 2018-04-06 | Horse overpopulation (mostly in hillocks) | Generate world with hillocks. |
| 0010699 | | Adventure Mode -- Sites | major | new | 2018-04-06 | Game always crashes when visiting or starting an adventurer on retired fortress (with save) | 1) Retire fortress
2)Create an adventurer starting at the fortress or create it in another place and visit the retired fortress site. |
| 0010697 | 2 | Dwarf Mode -- Interface, Announcements: Message Spam | trivial | | 2018-04-06 | Insane children spam equiment errors | 1) let a child go insane
2) enjoy the spam |
| 0010698 | 1 | Dwarf Mode -- Buildings, General | minor | | 2018-04-06 | Unable to place nest boxes | |
| 0009985 | 7 | Technical -- General | crash | | 2018-04-05 | FATAL ERROR - Nemesis Unit Load Failed | Let the game run 5-10 minutes, the crash should occur on its own. |
| 0010694 | 2 | Dwarf Mode -- Reclaim | minor | new | 2018-04-05 | dead dwarves bodies lost their names after unretiring a fortress | On the course of the years, my fortress had casualties of war and of other accidental reasons.
So i had in the underground of my fortress made some catacomb corridors.
As i had been atom smashing thousands of useless items in order to keep playable framerate (mussel fishing from fisherdwarves and fishers workshop work can result in several thousands of "mussel shells" every few months automatically) and the dead listing (as i have atom smashed several hundred of enemy corpses) after a while i decided to retire the fortress and unretire it to clear a bit the records.
After unretiring i ran into the usual unretiring bugs (the [url=http://www.bay12games.com/dwarves/mantisbt/view.php?id=6578]noble requirement problem[/url] and the [url=http://www.bay12games.com/dwarves/mantisbt/view.php?id=6578]constructed items[/url] one ) and spent time to make them working again.
Once everything was ok, i ran into the case of a dwarf drowning in a pond for unknown reasons (as i didn't noticed the event happening until the death report) after using a pump to empty the pond enough, my dwarves managed recovered the body then placed it in the corpse stockpiles at my fortress entrance.
I waited and waited and noticed no dwarves were taking that corpse to a coffin in the fortress catacombs, despite there were several coffin were ready and available for corpses.
As i was wondering if it was another case of the item bugs due to the retire-unretire process , i decided to remove every coffins from the catacombs.
The whole fortress then carried them to the stockpiles, and all the corpses and body parts went to the corpse stockpiles.
I rebuilt and enabled again all the coffin.
screenshot of the current rebuilt catacomb (it's the the level just below the surface) :
https://i.imgur.com/ZqxHeyk.png
I noticed that most corpses and body parts where then led into a coffin as expected, but what i didn't expected is that several dwarves corpses were left in the corpses stockpiles (despite there are available coffins and i made sure they are all allowing corpses)
screenshot :
https://i.imgur.com/9q7PpDG.png
I checked those left behind corpses and noticed they don't have a name anymore (and neither their body parts that can be observed on the stockpile), they're just "peasant mangled partial skeletons"
|
| 0010691 | 1 | Dwarf Mode -- Raids | crash | new | 2018-04-04 | Game seg faults 100% upon raiding military returning | Game will seg fault immediately after unpausing the current fortress save game. See attached save: https://drive.google.com/file/d/1vh5HZPGBZGPricNhJJR-7yIqBaZRZGFD/view?usp=sharing |
| 0010696 | 1 | Dwarf Mode -- Visitors | minor | new | 2018-04-04 | Questers stopped coming altogether after some years | Not sure. Run a fortress longer than 10 years? |
| 0010360 | 4 | Dwarf Mode -- Military | minor | assigned (user8971) | 2018-04-04 | Werecreatures won't transform while on raids | -have a dwarf bittenn by a werecreature
-send him on a raid
- watch him return unscathed and no comment about any trouble |
| 0010695 | | Adventure Mode -- Combat | minor | new | 2018-04-04 | Attackers start attacking each other once I yield | |
| 0010693 | | Creatures | trivial | new | 2018-04-03 | Creeping Eyes can vomit after taking a gut injury | |
| 0010690 | 1 | Dwarf Mode -- Reclaim | major | | 2018-04-03 | Reclaimed fortress, many hostile guests and other strange behaviors. | |
| 0010692 | 1 | Dwarf Mode -- Transport/Hauling | minor | | 2018-04-03 | Minecart is only filled with magma, when the cart stops | XXX
X╤XX <- channel up
X╤*X <- Roller speed medium, magma safe gear assembly
X╤*X <- Roller speed low, magma safe gear assembly
X╤X
X╤X
X╤X
X╤X
X╤X <-channel up
XXX |
| 0007075 | 6 | Dwarf Mode -- Buildings, General | minor | confirmed (user6) | 2018-04-03 | Cabinet and chest buildings "destroyed" when unretiring fortress, leaving unanchored cabinets | 1.) Reload a retired fortress with bedrooms previously equipped with cabinets.
2.) Hover the 'X' over a cabinet and press 't.' The cabinets are no longer buildings, and some may have moved. |
| 0006578 | 8 | Dwarf Mode -- Nobles | minor | confirmed (user1294) | 2018-04-03 | After unretiring a fort Nobles don't consider assigned rooms when judging if they have adequate assigned space | Create a fort > create an office > assign a noble to the room > retire > unretire |
| 0010676 | 3 | Dwarf Mode -- Buildings, General | minor | new | 2018-04-03 | Dwarves do not posess a break-off limit on needs | Either through means of simply having a good quality tavern & temple, dwarves with unfettered focus in a field, particularly religion will continue to practice and maintain it unnesecarily. Dwarves may be prone to arguing which can be read from their thoughts when mingling in meeting areas or the wagon.
Alternatively
If you are willing to cheat, establish some tavern & temple facilities, run DFhack and use the pre-supplied 'fillneeds' command to instantly amend the targeted dwarves's needs, they'll still continue despite being positively capped off on all maximum values. |
| 0010687 | 1 | Technical -- General | minor | new | 2018-04-01 | random crash | |
| 0010682 | 2 | Throwing/Shooting | major | | 2018-04-01 | Archery broken; even highly skilled crossbowmen cannot hit targets | Create two opposing crossbowdwarves in the object testing arena and watch as bolts fly without producing any injuries or combat reports. |
| 0010689 | 1 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2018-04-01 | Additional inherited nobles get promoted when fortress elevates noble ranks | 1) Load Save (uploading....)
2) Observe nobles screen with 2 barons (Tinmob which is my fort and Noblepaddle which is the inherited one)
3) Wait a while for the liaison to do its thing and elevate the fort to a duchy
4) Observe the nobles screen again and note there are now 2 dukes (and the Noblepaddle one lost its reference to its home site) |
| 0010688 | 1 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2018-04-01 | Additional inherited nobles get promoted when player fortress ascends rank | 1) Load save (uploading now...)
2) Observe the nobles screen with 2 barons (of Noblepaddle and Tinmob - my fort)
3) Wait a while for the liaison to leave and the lands to ascend.
4) Observe the nobles screen again and note 2 dukes (and the Noblepaddle lost the reference to the site) |
| 0010512 | 2 | World Generation -- General | crash | new | 2018-04-01 | Crash when generating a specific world. | 1. Start to generate a world with a large island profile with seeds:
[SEED:sua6Y4qyy8SuCSKIISmU]
[HISTORY_SEED:8sAIAA6W424e82smYEM6]
[NAME_SEED:GAI4K0wIq2A8qSW2Yy6w]
[CREATURE_SEED:k4CMgcG2AawwS6OiY4QI]
2. Wait until the game crash around 304 year. |
| 0010684 | 2 | Map Features | minor | new | 2018-03-31 | Chopping down trees that overhang smoothed natural walls removes the floor from top of walls | Save: WIP
Description: Tests are on the bottom-left portion of the map. On z-level 147, there are two natural rock walls that have been smoothed (Granite Pillar) under trees. One is located in a dug tunnel, and the other is a few tiles below on the hillside. On z-level 148, there is a large tunnel with two constructed rock walls (Rough Granite Block Pillar) under two diagonally adjacent trees, made for comparison. All four trees are already designated to be chopped down by a wood cutter.
Steps:
1. Unpause the game.
2. Allow wood cutter to cut down the designated trees. Occasionally some logs may fall on the empty floor spaces.
Self-reproducing steps:
1. Embark on an area that borders a mountain biome and a biome with trees
2. Find a tree with a rock wall tile underneath.
3. Smooth the wall tile.
4. Cut down the tree. |
| 0010686 | 1 | Dwarf Mode -- Skills and Professions | trivial | | 2018-03-31 | Strange mood Dwarf Claims Leatherworks becomes Legendary Tanner. | strange mood makes this require random chance for a leatherworker to get the mood |
| 0010664 | 2 | World Generation -- Wars | minor | new | 2018-03-31 | Tactics only reported in battle after worldgen | 1. Create a world and vereify it has some wars during worldgen.
2. Start a fortress, putter about a bit, then retire or abandon.
3. If you are fortunate enough to have civilizations waging war on each other during play, this will be apparent in legends mode afterwards. |
| 0010680 | 1 | Dwarf Mode -- Environment | trivial | | 2018-03-30 | Felling underground tree left cave spider silk webs in mid-air without any support | I just waited for cave spiders putting webs on trees, cut them down.
I tried this in other three world (all of them generated in 0.44.08), 100% reproducible. |
| 0010679 | 1 | Dwarf Mode -- Visitors | minor | | 2018-03-30 | Visitor without upper body dies in tavern | Locate Stalith Tiquokara dead corpse still in the tavern, either with investigative tools or by applying a exploit to view the dead unit's profile by going to human Sporro Obuhehan's relationship screen and selecting stalith to (v) view ,the upper half of their body is missing bloodlessly.
Cross reference with legends to show they expired naturally of suffocation on the player fortress site. |
| 0010450 | 7 | Dwarf Mode -- Raids | minor | | 2018-03-29 | Dwarfs returning from a raid count as newly arrived. | Send out a squad to raid another site and wait for its return. |
| 0010563 | 5 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2018-03-29 | Library with linked museum have visitors haul books to the museum when written and read. | I'd assume you set up a library zone with basic equipment and later build a pedestal elsewhere and assign it as a museum, and then link it to the library. |
| 0010626 | 5 | Adventure Mode -- General | crash | | 2018-03-28 | Experiencing a crash when exiting fast travel and encountering another group/entity | I've experienced this bug on both vanilla and modded saves, but as it happens I found a reproducible instance in my modded game so that's the save file here. Upon loading the save, you will be playing a creature in a hamlet. Just enter the overworld travel screen, and you will find yourself near an asterisk. Attempt to travel to that asterisk and exit the fast travel screen, or simply end up adjacent to it and let it encounter you. In all situations, you will end up crashing. Using legends mode and other utilities, I have ascertained that the creature within the asterisk is a procedurally generated night creature, and thus I suspect the issue is part of the vanilla game even though it occurred in my modded save. I apologize if this is incorrect. |
| 0010638 | 2 | Dwarf Mode -- Raids | minor | | 2018-03-28 | Expedition leader imprisoned/dies in raid, reassigned to another dwarf later imprisoned in same raid, causes permabroken nobles | |
| 0010674 | 1 | Pathfinding | minor | new | 2018-03-28 | Units Sometime Try To Path At The Edge Of A River | |
| 0010646 | 4 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2018-03-28 | Museums are de-prioritized or have N/A value as meeting spaces | Set up a museum zone in a new fortress from a pedestal without any other meeting zones besides lingering around the wagon, dwarves will stay at the wagon rather than meet at the zone.
Alternatively deconstruct the wagon and set a new floor-space meeting zone and engage the experiment by building a museum from a piece of equipment, they will not move to the new museum and choose the standard meeting zone over it.
Or
Open my save and observe the empty museum zone (copper crossbow display) for a period of time while dwarves will be lingering in a flat space meeting zones and other areas. They shouldn't be too busy, and disengage labors for more idlers as needed. They will all steer clear of the museum |
| 0010672 | 6 | Adventure Mode -- Inventory | major | | 2018-03-28 | Artifacts teleports from player inventory | Load my save.
Move to the west (best way is to place minecart on railway, press `u`, then choose ride)
Pick up some books and other artifacts found
Move to the east from last western point.
Accidently loose artifacts from inventory and find them on ground |
| 0010658 | | Dwarf Mode -- Interface, Military Screen | trivial | | 2018-03-28 | Copy schedule order doesn't copy "inactive=uniformed" setting | (m) Military screen
(s) Schedule
Set your orders for Granite and change to (u)inactive=civ clothes (and (s)sleep in barracks order to something other than default)
Copy order
Paste to following month, note how inactive= setting remains as "uniformed" (while barracks setting copies correctly along with the actual orders). |
| 0010631 | 3 | Dwarf Mode -- Military | text | | 2018-03-28 | Tactics not treated as a relevant skill when assigning squad members | 1. Skill Tactician points to a dwarf on embark
2. Assign a military commander
3. When assigning squad members, tactics is not shown as relevant |
| 0010605 | 4 | Dwarf Mode -- Raids | major | | 2018-03-28 | Sending pillagers causes game to crash seconds later. | In the save, try to pillage one of the nearby populated goblin or human sites.
Game crashes. |
| 0010620 | | Dwarf Mode -- Raids | minor | | 2018-03-28 | Spoils reports not cleared when unloading a world | - Have a save loaded where a raid has produced a spoils report
- Save
- Load another world and press "r" |
| 0010643 | | Legends Mode -- General | minor | | 2018-03-28 | History event "tactical situation" does not save "flags" | |
| 0010650 | 5 | Legends Mode -- General | minor | | 2018-03-28 | Player fort's history overrun with "A tribute agreement was rejected" regarding completely unrelated groups | Make a fort. Leave it for at least a year. Abandon. |
| 0010615 | 18 | Technical -- General | block | | 2018-03-28 | Game freezes after some time - new 0.44.06 optimizations? | Really seems quite random. Have had it happen within minutes of starting or after hours of gameplay. |
| 0010623 | | Dwarf Mode -- Military | minor | | 2018-03-28 | Demanding tribute from necromancers or bandit camps crashes the game. | Generate a world with necromancer tower, find some bandit camps with adevnturer, try to demand tribute from both. |
| 0010671 | | Pathfinding | minor | new | 2018-03-28 | [CLUSTER_NUMBER] creatures have erratic laggy movement | Find creatures that naturally travel in clusters above & belowground, swarms of birds like ravens for instance, or balls of troglodytes and crundles following each other very very closely. Both ravens and troglodytes are relatively ubiquitous early on in a fortress's progress.
You may experience telltale signs of decreased offmap spawns & performance slowdowns in intensive forts, though other reports with saves substantiate this in detail. (See additional information)
|
| 0010622 | 1 | Adventure Mode -- Travel | minor | new | 2018-03-27 | Units that die during compos action do not leave corpses | Leave a creature immobile and bleeding, and likely to die, and initiate the compose action. |
| 0010670 | 1 | Civilizations/Entities -- General | minor | resolved (user11) | 2018-03-26 | Every civilized species shares the exact same beard/eye/hair/scale/skin/etc. colors | Simply gen a world and examine a dwarf/human/goblin/elf/etc.'s appearance. |
| 0010669 | 2 | Dwarf Mode -- Combat | minor | resolved (user11) | 2018-03-26 | Fascist Dorfs | N/A, it has only happened three times in the fort's history, a different victim and attacker each time. Fort is largely on autopilot while exploratory mines are being dug. |
| 0010668 | | Dwarf Mode -- Raids | minor | new | 2018-03-26 | Dwarves on screen cause FPS drop when squad is raiding | Lock a squad dwarf behind a door and send the rest out raiding.
When some dwarves are drinking or sleeping while the rest are off raiding, FPS can collapse.
Removing stuck dwarves from squad resolves issue. |
| 0010661 | 2 | Adventure Mode -- Movement | minor | new | 2018-03-26 | [FLIER] Adventurers perpetually fly abusing flying gaits for speed | Mindful of needing to find space in the woodland area on the save, using < and > you can ascend and descend z levels into a 'flying' status.
When you press (S)to adjust your contextual movement speed, you will still be flying actions by modifying your flying speed despite playing a eagle person with usable humanoid legs at ground level.
There are no additional M movement options for your adventurer to start or stop flying like there are to start or stop swimming contextually for hitting water.
There are some ravens resting nearby on the ground, disturb them and watch them fly away but not land on the ground again, happening only when they are loaded in for the first time, birds arriving off map in fortress mode are already in the air.
OR
Open up a [FLIER] person in arena mode, assume control and try the above instructions |
| 0010663 | 2 | Technical -- General | crash | | 2018-03-25 | Linux Freeze music still plays | Open, run on 44.07 |
| 0010666 | 1 | Dwarf Mode -- Artifacts | minor | | 2018-03-25 | Artifact claimed in the name of unknown creature | not attempted |
| 0010667 | | Dwarf Mode -- Interface, Unit View | minor | | 2018-03-25 | Raiding sites resets arrival date | Write down a squads' arrival dates, send them off, compare results to new arrival dates. |
| 0010665 | | Legends Mode -- General | minor | new | 2018-03-25 | SquadVsSquad event shows wrong historical figure name | |
| 0010312 | 5 | Civilizations/Entities -- General | trivial | new | 2018-03-24 | Goblins are only capable of having 1 army based at the capital | Wait a very long time for a siege to walk all the way from the goblin capital rather than a non-capital dark tower, capture the goblin general to suspend further attacks. (until a new general is appointed to lead)
More reliably, because the [MILITARY_STRATEGY] noble may be busy war-mongering to tame creatures, they will bring mostly only beak dogs & trolls when sieges do arrive (depending on selection of semi-sapients around the vicinity of the tower)
The modding observation is to add a [MILITARY_STRATEGY] and basic [MILITARY_GOALS] nobles to every goblin market province, and then follow battles in world generation on multiple attacks being led by different leaders, usually more effectively. |
| 0010659 | 4 | Dwarf Mode -- Artifacts | minor | | 2018-03-24 | Dwarves won't move/use/take ownership of visitor-dropped artifacts | |
| 0010660 | | Adventure Mode -- Buildings | minor | new | 2018-03-24 | Adventurer entombed in ground-sunken fortress site over "deep pit" | Extract the save and load up my adventurer
Observe that there is no exit and a limited staircase between levels only and fast travel out, move left on the travel screen (which looks odd) and back to where you were on the fast travel map and you'll arrive at the fortresses's underground road section and immediately be noted of 'discovering a deep pit' with steep terrain, explore the fortress a bit making note of topographical oddities.
Im sure a dedicated explorer could find it, but the complex where you start east of the site is not connected at all to the main site, and there is only, the rest of the population of dwarves are missing presumably in the caverns somewhere.
Try following a dwarf or a cow around to see if they could lead you to other structures somehow lost from the site. |
| 0010637 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2018-03-24 | Raids do not satisfy related needs | 1. Embark to have a set of default undistracted dwarves
2. Send them somewhere almost inconsequential like a human hamlet with 30 people
3. Despite coming back with improved skill in Armor User, Shield User, Dodger, etc., the related needs are not met. |
| 0010088 | 1 | Creatures | trivial | new | 2018-03-23 | Most hairless mammals have hair that isn't used | |
| 0009513 | 6 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2018-03-22 | Gremlin ignores training after citizen petition accepted | |
| 0010554 | 6 | Dwarf Mode -- Idle Behavior | block | assigned (user1294) | 2018-03-22 | lil' bastards lazing (on a sunny afternoon) | |
| 0010656 | 2 | Dwarf Mode -- Buildings, Machines | minor | | 2018-03-22 | Dangerous terrain (water) caused carpenter to climb a tree buggily | Open my save (pending) which should be positioned on Inod's, tree z level or jump to their unit.
(j) for the jobs screen will show that the construction of the pump is suspended for them and (u) will also show them with no job. Contradicting locating the screw part over a grate on z level 5 still tasked to them and nowhere to go and a active tasked block next in queue in the carpenters workshop on the surface.
Don't unpause until you've got a good look at all the described elements, but you can if you want, try different things like turning the screw pumps off again to resume water flow or cutting down the tree they are in to see if they climb up another close to the original tree. |
| 0010657 | | Adventure Mode -- AI | minor | | 2018-03-22 | Prisoners with amnesia | Find some prisoner and interact with them. I haven't had a single prisoner without this "amnesia" so it shouldn't be that hard. |
| 0010649 | 1 | Dwarf Mode -- Abandonment of Fort | crash | | 2018-03-22 | Nemesis Unit load failed after df version change | Create fortress in df 0.44.05.
Load it in df 0.44.07
Play some time
Retire or abandon it
Come to the fortress in adventure mode |
| 0010655 | | Adventure Mode -- AI | major | | 2018-03-22 | Tents with sleeping units unable to wake up even if hurt | Find a non moving '*' on the travel map and check them out. |
| 0007767 | 9 | Creatures | minor | new | 2018-03-22 | [PET] has no meaning for non-[WAGON_PULLER]s, [PACK_ANIMAL]s etc. | Gen a world.
Start an embark.
View the eggs available to the civ - in vanilla, nearly all small birds are [PET]s. Every species which has eggs available, and the [PET] tag, should be available for you to bring on embark - but they aren't. |
| 0010654 | | Adventure Mode -- Travel | minor | new | 2018-03-21 | Uninitialised bytes used when coming out of quick travel | 1) Get the save at http://dffd.bay12games.com/file.php?id=13598
2) Playing normally (not using Valgrind) move north of the starting castle until you're north of the temple structure.
3) Save the game, quit, and resume playing using Valgrind.
4) Enter travel mode ("T")
5) Travel along the road until the map shows "Imported clothing market" times 2, "Imported food market", "Meat market", etc
6) Drop out of travel mode ("d") |
| 0010652 | | Adventure Mode -- Conversation | minor | new | 2018-03-21 | Uninitialised bytes used when talking to NPCs | |
| 0010651 | | World Generation -- General | minor | new | 2018-03-21 | Uninitialised bytes written when saving newly generated world. | |
| 0010634 | 3 | Dwarf Mode -- Items | trivial | new | 2018-03-21 | grown wood cages treated by stockpiles as "non plant/animal" | |
| 0010648 | 6 | Projectiles | minor | new | 2018-03-20 | Wooden blowdarts unable to break skin, rendering LAYER_LINKED applied venom moot | 1. Obtain a blowgun and wooden blowdarts.
2. Fire at wildlife, naked humans, whatever. |
| 0010647 | 1 | Adventure Mode -- Trade | trivial | new | 2018-03-19 | Tavern keepers accept used mugs in payment for your debts | order a drink or two in a tavern, and notice the mugs remain in your inventory. Talk to the tavern keeper, settle debts, and pay using your new mugs. Note that the mugs are more valuable than the drinks you are paying for. |
| 0010644 | 2 | Adventure Mode -- Sites | crash | | 2018-03-19 | Nemesis load error in dwarf settlement | 1. Create a new adventurer [human was chosen for my tests]
2. Choose Emetdastot, the Fresh Sword, as your starting location
3. Crash.
|
| 0009629 | 4 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | new | 2018-03-19 | Fatal digging priority inversion | See description |
| 0010642 | | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2018-03-18 | Grazers are omnivorous while [BONECARN] are restricted | For grazers: push grazing animals inside a cage to starve and make biscuits out of the entrails of your starting pair of hauling animals, move biscuit stockpile into a burrow over the cage and assign a animal caretaker to feed the animals the biscuits from inside the burrow.
For bonecarn: Bring enough meat & poultry to conduct the test and establish a test-fortress. Mod dwarves to be [BONE_CARN] and have them prepare meals from eggs & meals from eggs & meat combined via different kitchen workstations and stockpiles.
Pure egg only foodstuffs will be untouched for consumption. |
| 0010641 | | Dwarf Mode -- Visitors | minor | new | 2018-03-18 | Tavern visitors are omnisicent about rumor events | Join a politically active region with a hostile civilization nearby or repeatedly host the embark liason inside your tavern for a few months, instead of telling you the following year, they will occasionally tell rumors randomly to your dwarves about the settling of new sites & traveling armies without leaving as they happen exactly. |
| 0010639 | 2 | Dwarf Mode -- Artifacts | trivial | resolved (user1294) | 2018-03-18 | Hunter creates bone artifact but only becomes competent in bone carving | |
| 0010636 | 3 | Adventure Mode -- Travel | minor | new | 2018-03-17 | LOCAL_BANDITRY causes non-bandit soldiers to ambush adventurers from the same civilization | 1. Apply LOCAL_BANDITRY to a playable entity.
1a. Optionally, remove BANDITRY:X from the same entity, if present. This facilitates testing by ensuring the relevant ambushes will be caused by your fellow hearthpeople and those of neighboring towns.
2. Start an adventurer in the relevent civilization.
3. Intercept a travel blip.
4. In the event of an ambush, determine if they are likely members of your own civilization (clothing, names, species consistent with civ, patrol encounter on-site, etc). |
| 0010635 | 1 | Dwarf Mode -- Jobs, Military | minor | new | 2018-03-17 | Military training occurs even through walls | - designate a barracks that includes both sides of a 1-thick wall, but where internal doors or something else can prevent dwarves from going around the wall
- set up a squad with two members, and arrange for them to be in the barracks but on opposite sides of the wall
- set the squad to train
- wait and watch |
| 0010633 | | Dwarf Mode -- Interface, Unit View | minor | | 2018-03-17 | Former Spy Migrant kept fake spy title | On my supplied save, on screen should be a migrant wave, in which Mastrod Imecuki - Monster Hunter is travelling as a new arrival to my fortress meeting zone on layer -12.
legends mode can be seen after retiring the fortress to follow up who they are (extract the save from the zipped file again to reset or copy paste the save file beforehand.) |
| 0003710 | 14 | Religion | trivial | confirmed (user11) | 2018-03-17 | Some starting dwarves and immigrants worship the same god... twice | |
| 0009171 | 28 | Adventure Mode -- General | minor | confirmed (user6) | 2018-03-17 | Butcher returns of sentient creatures are unusable, regardless of adventurer's ethics | 1. Start an adventurer.
2. Go kill a sentient creature.
3. Butcher the corpse.
4. Try and fail to eat the |
| 0010632 | | Dwarf Mode -- Immigration | minor | new | 2018-03-17 | same name, same profession | |
| 0005821 | 4 | Dwarf Mode -- Rooms | minor | new | 2018-03-15 | Military dwarves all sleep in dormitory instead of barracks if barracks is created from armor stand | |
| 0009861 | 8 | Adventure Mode -- Combat | minor | new | 2018-03-15 | Force translation to parent body parts cause too much damage | |
| 0008905 | 2 | Adventure Mode -- Travel | crash | new | 2018-03-15 | crash from fast travel | |
| 0010625 | 2 | Adventure Mode -- Sites | crash | | 2018-03-15 | Cave causing crash | |
| 0010628 | 1 | TrueType | crash | | 2018-03-15 | Game Crash while do zoom out | Press F12, use mouse wheel to zoom out. |
| 0010627 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2018-03-15 | Dwarves lack baseline personality facets that allow them to interact. | Search for dwarves in embarkation with missing mandatory facet traits easily & keep re-rolling, or wait for migrants as more stock to inspect.
Or
Modify alcoholic syndrome code (save pre-applied to add more friendliness), dwarves with no facets (which should be median range) will have yellow text indicating that their facets have been altered next to empty text entries where the facets "should" be. |
| 0008217 | 2 | Dwarf Mode -- Jobs, Fishing | minor | new | 2018-03-13 | No fish reported, fish visible | |
| 0010616 | 1 | Dwarf Mode -- Raids | crash | | 2018-03-13 | Crash when squad leaves to explore nearby site | After the last dwarf on the mission leaves the map (0000001:0000001 minute or so from save point), the world will crash |
| 0010611 | 2 | Dwarf Mode -- Raids | minor | | 2018-03-13 | Stolen Beakdog doesn't appear in Animals list | Send dorfs to steal animals until they come back with a juicy beakdog.
Fail to be able to eat him. |
| 0010610 | 1 | Dwarf Mode -- Raids | minor | | 2018-03-13 | Raid report didn't produce Spoils Report despite there being spoils | Previous and later raids all produced spoils reports. So not sure what went wrong.
However, as I recall, in this case I told the dorfs to only steal livestock and not regular items. So that might be the cause. |
| 0010609 | 1 | Dwarf Mode -- Raids | text | | 2018-03-13 | Tribute report missing information | Send raiders to demand one-off tribute. Read report
(although haven't tried more than once) |
| 0010608 | 2 | Dwarf Mode -- Raids | major | | 2018-03-13 | Captured livestock goes berserk when assigned for work | Raid for livestock.
Train livestock for war (or hunting - not tested)
Assign to military personnel (not tested with assigning to regular dorfs) |
| 0010606 | 1 | Dwarf Mode -- Raids | minor | | 2018-03-13 | Game crashes on attempt to raid a bandit camp. | Discover some bandit camps with adventurer, then try to raid them in dwarf fortress mode. Game will crash. |
| 0010613 | 3 | Dwarf Mode -- Pets | minor | | 2018-03-13 | Livestock raids return unsuitable or unusable animals | Send a livestock raiding group to steal from a civilization on vanilla raws, ideally a goblin settlement and return a creature like a beak dog with no [PET] / [PET_EXOTIC] raws.
This creature will be unusable but within your possession after the hand-over transfer from raiding. |
| 0010614 | 5 | Adventure Mode -- Combat | major | assigned (user8971) | 2018-03-13 | I broke her hips, her knees, and her ankles, HOW IS SHE STILL STANDING? | Break dwarf hips, knees, and ankles while they're unconscious.
Wait. |
| 0010617 | 4 | Dwarf Mode -- Diplomacy | minor | | 2018-03-13 | Diplomat does not leave fortress after export agreements finalized. | Unknown |
| 0002149 | 6 | Dwarf Mode -- Jobs, Fishing | minor | | 2018-03-13 | Fisherdwarf preforming "capture live fish" job stands in place until job is cancelled | Easy enough, try to capture a live fish. |
| 0010618 | 5 | Dwarf Mode -- Jobs, Trapping | minor | | 2018-03-13 | Fish trappers stuck in place when there are no fishable tiles available | This has not been tested outside of this save.
Go to fishing hole and "capture a live fish"
Watch the fisherdwarf go down to grab an animal trap. The moment he hauls it, he freezes in place and stays there until the task is cancelled. |
| 0010619 | 5 | Dwarf Mode -- Idle Behavior | block | | 2018-03-13 | Game Freeze with 100% cpu usage since update to 44.06 | Just load the game, and let it run.
It will freeze withing 1 game day.
check DF CPU usage. |
| 0006757 | 7 | Dwarf Mode -- Diplomacy | text | | 2018-03-13 | Liaison's latest news repeats itself. A lot. | |
| 0010607 | 4 | Adventure Mode -- Conversation | minor | new | 2018-03-13 | NPCs address random conversation to dead units | http://dffd.bay12games.com/file.php?id=13551
See the most recent line of conversation |
| 0010612 | 3 | Dwarf Mode -- Invasions | major | | 2018-03-11 | Invading army lost, milling about aimlessly | Have invasion.
But not always.
|
| 0010602 | 2 | Dwarf Mode -- Interface, General | minor | | 2018-03-06 | FPS death after immigrations | -- |
| 0009943 | 6 | Dwarf Mode -- Jobs, Items | minor | acknowledged (user11) | 2018-03-05 | Producing rock short swords and selecting specific stone results in wooden swords | 1. Acquire wood and obsidian (or other stones, if you feel like modding their MAX_EDGE).
2. Attempt to produce a stone short sword.
3. Specify desired type of stone.
3. Cry. |
| 0010599 | | Adventure Mode -- Sites | crash | new | 2018-03-03 | Game crashes instantly whenever I try to claim a site in adventure mode | 1. Walk to town.
2. Talk to leader of town.
3. Select "Claim this site for yourself" |
| 0010595 | 4 | Miscellaneous Crashes | major | new | 2018-03-03 | Crash after refusing artifact demand | Follow the steps above and wait for either DF to disappear, or for a demand, which caused DF to disappear when rejected (Which I believe Orkel has mentioned happening in the release discussion thread). |
| 0009442 | 6 | Dwarf Mode -- Interface, Military Screen | minor | new | 2018-03-02 | Visitor equipment available for assignment to military and appears in fort stocks screen | -build military
-build inn/tavern
-wait for visitor with military equipment
-go to military screen - equipment
-for example: assign specific weapon to a dwarf
-in the list are also weapons of visitors selectable
|
| 0010594 | 5 | Dwarf Mode -- Environment | minor | | 2018-03-01 | Water-covered Dwarf fell into lava and is 'drowning' | |
| 0010596 | 3 | Dwarf Mode -- Interface, Stocks | minor | | 2018-02-28 | Corpses/Refuse are automatically forbidden. | |
| 0010593 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user1294) | 2018-02-26 | Citizens transforming into Were-tortoises age rapidly | Unknown if it'll work, but I would suggest infecting dwarves with a were-tortoise curse and monitoring their age for a few months. |
| 0010046 | 1 | Dwarf Mode -- Buildings, General | crash | | 2018-02-24 | Game crash whenever building selector placed over slope in underground cavern | Possibly connected to "deep" underground caverns. Bring up wall placement, hover over downward slope. |
| 0010052 | 11 | Technical -- General | minor | | 2018-02-23 | DF uses 57% in PRINT_MODE:2D with 640x300 window, over 100% when maximized | 1. Start DF 0.43.05 on macOS 10.12.0
2. Observe 57% CPU usage on the menu and in-game. |
| 0010591 | | Dwarf Mode -- Rooms | tweak | resolved (user11) | 2018-02-23 | Reassignment of rooms for Nobles | 1. Have a noble be part of a military squad.
2. Assign a room (dining hall or office as example)
3. Send squad with the noble off on a mission.
4. Confirm the rooms become unassigned.
5. Once you have the noble return checking the noble screen indicateds they have missing needs (rooms assigned) |
| 0010590 | 1 | Dwarf Mode -- Abandonment of Fort | feature | | 2018-02-23 | Precurrent apocalipse bug. | Make fortress on swamp, or just have rooms, stair and corridors under ocean or lake or swamp and have underground volcano. Lost the fortress. |
| 0002900 | 4 | Geology | minor | | 2018-02-22 | Magma sea and hell sometimes eat the last layer shown on embark | It's going to be random because of the varied magma sea depth and worldgen parameters, so alot of trial and error and observation is required.
Make note of the layers in your embark zone (might be easier in deserts as multiple soil layers crowd out the rock layers in the list)
Embark
use DFreveal or any method you want
check to see if any rock layers are missing. |
| 0010588 | | World Generation -- General | major | | 2018-02-22 | No ore Anywhere on embark site on no level whatsover | I'd have no Idead how to reproduce it or how it happened in the first place. |
| 0010589 | 2 | Dwarf Mode -- Trade | minor | | 2018-02-22 | Liason, but no caravan, yet still get caravan messages. | Don't quite know. It just sort of happened when it happened. I'll have to wait a year to see if it happens again. |
| 0010542 | 1 | Dwarf Mode -- Immigration | trivial | new | 2018-02-22 | Migrant (void) dwarf married against sexual orientation (unwilling to marry lesbian) | RNG dependent. |
| 0010567 | 4 | Technical -- Saving/Loading | crash | new | 2018-02-20 | Loading a save crashes at "Loading tracking information" | |
| 0010587 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2018-02-20 | Damaged cage with prisoner hauled to refuse stockpile rather than animal stockpile | |
| 0008606 | | Miscellaneous Crashes | minor | new | 2018-02-19 | Retired fortress, started adventure, crashes during calendar advance. | Saved game file is located at http://dffd.wimbli.com/download.php?id=10193&f=calendar_crash.zip
Beginning adventure mode should suffice to reproduce the crash if it is not platform dependent.
Original OS X crash report has been copied into "Additional Information". |
| 0009178 | | Dwarf Mode -- Embark/Setup | tweak | | 2018-02-19 | Cannot bring cups/goblets on embark | |
| 0010583 | | Dwarf Mode -- Artifacts | minor | new | 2018-02-18 | Artifacts no longer generated outside player fortresses after initial worldgen | Generate a world.
Play a fortress for a while
Retire, open Legends Mode, select artifacts. It's fairly obvious that worldwide artifact production has stopped suddenly. |
| 0010582 | 1 | Dwarf Mode -- Artifacts | minor | new | 2018-02-18 | No report about stolen artifact generated | |
| 0010580 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2018-02-18 | Expedition leader interrupted by petitions keeps hauling carried objects to "meeting location" | |
| 0009577 | 2 | Adventure Mode -- Conversation | minor | new | 2018-02-17 | Speaker in compositions don't use any skill | Perform the Speaker role of any musical composition that features one. |
| 0010578 | 1 | Dwarf Mode -- Visitors | minor | new | 2018-02-15 | When 1 quester from a visiting group tries a hostile takeover of an artifact, rest of group turns "fake hostile". | Presumably, get a group of questers arriving at your fort, and hope that one of them tries a hostile theft of artifact (when spotted upon sneaking, starts attacking the fort). Then observe rest of group. |
| 0010577 | | Dwarf Mode -- Visitors | minor | new | 2018-02-15 | Dwarf quester asks+denied artifact -> leaves map -> returns 1 second later - asks+denied artifact, repeating multiple times. | |
| 0010576 | | Dwarf Mode -- Military | minor | new | 2018-02-15 | Mercenary sent on mission doesn't return after being removed from squad | I haven't tried to reproduce, but I expect removing a mercenary from a squad while the squad is out on a mission would be enough to reproduce the bug. |
| 0010523 | 8 | Dwarf Mode -- Visitors | minor | | 2018-02-14 | Visitors not leaving fort, visitor cap not respected again. | Not sure if happens in every fort. |
| 0008754 | 5 | Dwarf Mode -- Combat | major | new | 2018-02-14 | Goblin sieges are slow, infrequent, and small, despite proximity to multiple goblin sites at embark | Generate a world, embark near / adjacent to various goblin sites, receive very late / small invasions.
However, although this issue does not seem to happen for all users, the users to whom it does occur seem to report it happening to them with consistency. |
| 0009575 | 1 | Pathfinding | block | | 2018-02-13 | Titan on the map, locking the doors causes hang. | The titan has just entered the map in the save. Lock the doors or pull the levers in the manager's room (top center) to block pathfinding and freeze the game.
Save: http://dffd.bay12games.com/file.php?id=11783 |
| 0009908 | 7 | Dwarf Mode -- Buildings, General | crash | | 2018-02-13 | Constant crashes while building furniture | Build a large number of furniture items in the same area, especially in repeated patterns in bedroom complex. |
| 0009688 | 6 | Dwarf Mode -- Jobs, General | minor | | 2018-02-12 | Insane child costantly attempting make believe = huge job cancellation spam | |
| 0010573 | | Pathfinding | minor | | 2018-02-12 | Moody dwarf tries to path through closed bridge | - Make a small room locked with a raised bridge
- wait for a dwarf to get a mood
- drop him into the room using the teleport script of DFhack OR have all your mood related workshops behind locked bridges
- Watch your FPS crumble to dust |
| 0010572 | | Technical -- Saving/Loading | major | new | 2018-02-12 | Save / Load cycle during a spawning invasion stops spawning | - Embark
- Have an invasion
- save after 5 have spawned
- let the game continue and count all spawned enemies
- kill DF (using the console or the die command in DFHack)
- load again and count the invaders again
- compare their numbers |
| 0010571 | | Dwarf Mode -- Invasions | major | new | 2018-02-12 | Spawning Invaders outside of the map | - Embark on a slopy area
- Assign a bookkeeper and set its accuracy to all counts accurate
- Have an invasion on the slopy part of your embarl
- watch how only two or three (as much as open tiles are available) spawn per tick
- check stock overview and look for forbidden armor / ammo / cloth
- zoom to location will bring you to the map location from where the invasion started |
| 0009234 | 5 | Civilizations/Entities -- General | minor | new | 2018-02-10 | Members of some worldgen performance troupes are naked | Find members of a performance troupe and check to see if they are wearing any clothes. |
| 0010569 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2018-02-10 | Trade goods hauling defies burrows | Presumably reproduced by having dwarves burrowed with trade goods hauling enabled when a caravan is in and the trade goods is outside the burrow.
In my case the goods are probably junk scuttled by an elven caravan due to evil rain. I've observed this dorf crawl outside during previous caravan visits as well. |
| 0010275 | 6 | Adventure Mode -- General | minor | new | 2018-02-10 | Cloned companion | |
| 0010564 | 1 | Pathfinding | crash | | 2018-02-08 | 0.44.05 pathing causing crash plus bugged pitting | Load the save from http://dffd.bay12games.com/file.php?id=13496
-To crash game pull northern of 3 levers located in center of fortress.
-To observe pit's fail just assign troll Snang (he is in bottom right corner of the pit's animal storage) or just assign all trolls to be thrown down the pit. |
| 0010568 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2018-02-08 | Insane Child message spam | This should be easy to reproduce, if a child gets a strange mood, let them go insane. There may be specific conditions in this save that affect this or cause it to happen. |
| 0007890 | 5 | Dwarf Mode -- Pets | minor | | 2018-02-07 | Dwarves form grudges with animals | |
| 0010366 | 3 | Dwarf Mode -- Pets | minor | | 2018-02-07 | Dwarves have sentient relationships with other migrant pets | Navigate the provided save fortress for the dwarves listed who are familiar with the migrant pet on-site.
- Led Inaloddom "Lulledcloistered" (Fisherdwarf)
- Ustuth Lolokenshen "Granitechanted" (Woodworker)
- Tosed Koldodok "Wheelclasped" (Peasant)
In relation to "Tekkud Kivishestun, Gosling" who is owned by the migrant "Ber Uzoldim" (Lanterncrests)
To reproduce, wait for migrant pets & allow them time to idle with other dwarves |
| 0010356 | 5 | Dwarf Mode -- Artifacts | tweak | | 2018-02-07 | Animals reveal presence of artifacts to outsiders | Wait time enough on a tavern full of visitors and animals. |
| 0010565 | 1 | Adventure Mode -- Town | minor | new | 2018-02-07 | Nude citizens in towns. | 1. Go to a town with a sizable population of non-humans. |
| 0010566 | | Adventure Mode -- General | minor | new | 2018-02-07 | Giving musical performance levels up duplicate skill at dabbling | |
| 0010537 | 3 | Dwarf Mode -- Items | minor | new | 2018-02-07 | Dwarf children will pick up toys for playing, even if those are marked forbidden, designed for melting or dumping. | |
| 0009242 | 1 | Typos/Grammar | minor | resolved (user11) | 2018-02-06 | Typo on inject poison text. | Find a giant cave spider or any other creature with poison inject ability;
Get stung and injected (as human);
See if you get the same text; |
| 0009312 | | Dwarf Mode -- Thoughts and Preferences | minor | | 2018-02-06 | Forgotten Beasts become distracted after a time, without exception | 1. Wait for forgotten beast
2. Wall off fortress
3. Wait for a while |
| 0005799 | 1 | Legends Mode -- Historical Figures | minor | | 2018-02-06 | Notable animals worship gods | |
| 0009567 | 10 | Creatures | minor | | 2018-02-06 | Animals get distracted over time for no apparent reason | 1. Play fortress mode enough long, having many animals.
2. Notice that some of them get distracted and flash yellow downward arrow. |
| 0010440 | 2 | Adventure Mode -- Conversation | text | | 2018-02-06 | Everyone goes quiet in taverns | Go to a tavern and hope for the best |
| 0010562 | 2 | Dwarf Mode -- Locations | major | | 2018-02-06 | bugged musical performance, bugged instruments | - Destroy the bugged items.
- Create a new kin and/or megid at the craftsdwarf workshop on the F4 quickzoom level. They don't need components, so that should be quick and easy.
- Look at your tavern until you see 4 people performing a musical piece, with or without dancers.
- Odds are good that this is the bugged musical piece that creates the bugged items. You will see two dwarves that have actually gotten the kin and megid from the coffer holding the instrument, yet having a 'simulate kin', and 'simulate megid' job, instead of 'play kin' and 'play megid'.
When the performance is over, the kin will be dropped on the floor, and the megid stored in the coffer, and you will have two new bugged isntruments with a TSK on them |
| 0010561 | | Dwarf Mode -- Visitors | minor | new | 2018-02-05 | Petitioning visitor blocks expedition leader on stairs leading to starvation | |
| 0002503 | 7 | Combat -- General | minor | new | 2018-02-04 | Tendons and ligaments only get torn, never sprained or bruised | |
| 0010560 | | Flows | tweak | new | 2018-02-04 | Projectile water falls through magma/lava | |
| 0009552 | 3 | World Generation -- General | feature | | 2018-02-04 | Volcano generated under lake water level | |
| 0010559 | 2 | Dwarf Mode -- Moods | minor | | 2018-02-04 | Strange Mood Dwarf Not Claiming Workshop | |
| 0008508 | 8 | Dwarf Mode -- Immigration | minor | | 2018-02-04 | Immigrants sometimes arrive with cave adaptation | Get migrants. Watch the slow ones. Observe piles of vomit. |
| 0009646 | 6 | Dwarf Mode -- Jobs, Cleaning | major | | 2018-02-04 | clean job not cancelled by incarceration | 1) have clean labour on for a sample of dwarves, have enough jail cells to hold them
2) mass export some export-banned goods
3) you should have some dwarves with a 'clean' job instead of a 'no job(chained)' in your jails now. |
| 0002814 | 7 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | | 2018-02-04 | message spam: dwarf cancels Hunt: Could not find path | http://dffd.wimbli.com/file.php?id=2800 |
| 0010558 | | Adventure Mode -- Conversation | minor | new | 2018-02-04 | Real identity usurps the reputation of cover ID after dropping cover | |
| 0010557 | | Adventure Mode -- Conversation | tweak | new | 2018-02-04 | Cover identity refers to both his real and cover identities as "me" | Speak to someone as a cover identity. |
| 0006535 | 1 | Cave-ins | minor | | 2018-02-03 | Ice doesn't collapse | |
| 0008878 | | Cave-ins | minor | | 2018-02-03 | Water freezing to ice remains floating in midair, completely unsupported | embark in a frozen biome
use dfhack "liquids" to spawn water in the sky
observe falling water freeze into floating ice |
| 0010556 | 3 | Dwarf Mode -- Idle Behavior | crash | | 2018-02-03 | Crash while dwarves are hauling goods from trade depot | |
| 0010551 | 1 | Adventure Mode -- General | minor | new | 2018-02-03 | Cover identity's surname doesn't match its origin | Create a new cover identity in adventure mode. Choose an origin that speaks a different language than your actual origin. The words will match your actual origin instead of your cover identity's. |
| 0010555 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user1294) | 2018-02-03 | Iron doors built directly out of bars | |
| 0010552 | | Dwarf Mode -- Jobs, Fishing | minor | new | 2018-02-02 | Fisherdwarves fish in 1x1 sources created by aquifer | 1) Embark in an area with an aquifer. (My save had a river)
2) Channel into an aquifer.
3) Clear squares around the channeled hole/pool.
4) Watch your fisherdwarves. |
| 0009315 | 5 | Undeath | minor | new | 2018-02-02 | Raised corpses attack resident necromancers | 1. In adventure mode, deliver a book containing the secrets of life and death to the library of a retired fortress
2. Unretire the fortress and wait for the dwarves to reshelve the book and start reading it
3. Once you have some necromancers, put them into a military squad
4. Wait until there are multiple potential enemies on the map (such as a herd of wild boar) and order the squad to attack
5. After the first critter is killed, but the other critters are still in sight, a necromancer will raise the corpse of the first downed critter
6. Fun ensues as the critter corpse attacks its mastesr |
| 0010549 | | Dwarf Mode -- Items | minor | new | 2018-02-02 | Clothes, armor and weapons, brought by adventurer, not avaible after embark | 1. Start a fortress
2. Create armor and weapons
3. Retire fortress
4. Create an adventurer and take those armor and weapons
5. Bring items in new place
6. Retire adv
7. Embark on this place for new fortress
8. Reclaim items
9. Create militia and try to assign the brough armor and weapons to them
Items cannot be used for military, however counted by bookkeeper and can be melted. |
| 0008742 | 3 | Dwarf Mode -- Jobs, Hauling | minor | | 2018-02-01 | River depth fluctuation causes frequent "item inaccessible" hauling cancellation spam | Unsure about that. |
| 0010547 | | Creatures | minor | | 2018-02-01 | Animals that have a defensive position get stuck in that, never leaving the map | Embark on map that spawns animals that have a defensive stance, wait for it. |
| 0000425 | 24 | Dwarf Mode -- Jobs, Cleaning | minor | confirmed (user6) | 2018-02-01 | Dwarves Not Cleaning Blood | Get blood splatter on walls and floors, pushed around by water. |
| 0009417 | 6 | Adventure Mode -- AI | minor | new | 2018-01-27 | Squids will never use "Squirt Ink" interaction, due to USAGE_HINT:FLEEING token not working. | 1. Create a bunch of squid based creatures in the arena, making sure they are in water, and that morale is active, and there is a conflict level that will cause them to want to flee from a fight.
2. Watch as squids will run, but never use the USAGE_HINT:FLEEING interaction. |
| 0009787 | 5 | Dwarf Mode -- Locations | minor | | 2018-01-24 | Scribes intermittently stop copying works in the library | 1. Create library
2. Assign scribes and ensure works to copy and writing material
3. Watch scribes |
| 0009418 | 1 | Dwarf Mode -- Rooms | minor | | 2018-01-24 | written on scrolls still counted as 'writing materials' in library room | make fort, make scroll rollers, wait for dwarf to write on a scroll, see discrepancy between location screen writing material count and actual number of empty scrolls. |
| 0009950 | 8 | Dwarf Mode -- Locations | minor | | 2018-01-24 | Scribes do not scribe | Load the save http://dffd.bay12games.com/file.php?id=12321 and watch the scribes do nothing even after you disable all their labours and fiddle with the fort stocks. |
| 0009518 | 2 | Dwarf Mode -- Jobs, Items | minor | | 2018-01-24 | Two quires on table in library remain tasked even though no job is using them | |
| 0010535 | 1 | Adventure Mode -- AI | minor | | 2018-01-24 | Bandits attacking each other in camps | 1. Talk with a local in adventure mode
2. Ask about bandit camps nearby
3. Go to the camp |
| 0010540 | 1 | Dwarf Mode -- Invasions | minor | | 2018-01-24 | Closed bridge impact vastly the fps in this siege | I know it's an old bug report but i have a good case of it that just happened in the latest 44.05 that i think is very related to this invader pathfinding problem.
Load that saved game :
http://dffd.bay12games.com/file.php?id=13450
press space to resume gameplay and wait for a few seconds so the fps get to its lower value.
Press q and select the lever located here :
You are already in front of the required lever
mg]https://i.imgur.com/hs9pCSd.gif[/img]
So press q and select it
Press a then P to activate that lever. It will lower the bridge i am using as the fortress entrance.
Wait a bit until the bridge is lowered and see how the fps goes back to normal. |
| 0010541 | 2 | Dwarf Mode -- Military | crash | acknowledged (user11) | 2018-01-24 | Captured militia commander causes strange squad behavior and crash? | I'm not entirely sure which piece of the puzzle ultimately caused the strange behavior and the crash, but a safe bet for reproduction would probably be to have part of a squad get captured (including the commander), then disband the rest of the squad. |
| 0010539 | 2 | Adventure Mode -- AI | major | new | 2018-01-22 | Undercover companions starting fights with dark fortress pets | |
| 0010513 | 2 | Adventure Mode -- Conversation | text | new | 2018-01-22 | Character who is undercover refers to actual deity rather than cover one in conversation. | |
| 0010457 | 4 | Adventure Mode -- Sites | minor | confirmed (user8971) | 2018-01-21 | Adventurer inventory items found duplicated as loot in lairs, caves, etc. | |
| 0010521 | 6 | Adventure Mode -- Inventory | major | resolved (user8971) | 2018-01-21 | Named artifacts disappearing from inventory | This doesn't seem to always happen and doesn't always appear to produce the same result when entering a site. |
| 0010520 | 9 | Adventure Mode -- AI | minor | | 2018-01-20 | Bronze colossus is not automatically aggressive towards adventurer | |
| 0010536 | 1 | Artistic Images (engravings etc) | minor | new | 2018-01-19 | Artifact description missing information | Keep reading through artifacts in Legends I guess (save linked below) |
| 0007521 | | Map Features | minor | | 2018-01-19 | burning leaves over walls won't make floor appear (at least in arena mode) | create water+magma under leaves/branches in arena mode.
burn tree with magma. |
| 0007130 | 4 | Pathfinding | minor | | 2018-01-19 | you can climb diagonally through walls if there are twigs above the wall | build walls as shown next to an existing tree (apparently trees will not grow on their own so close to the walls).
you can now climb through the wall where the tree is. |
| 0002820 | 3 | Pathfinding | minor | | 2018-01-19 | HFS creatures can emerge through vertical diagonals without HFS being officially breached | Find a point where you might find Hell
Save
Find the exact spot which opens it, and reload
Dig an up/down stairway just to the upper edge of Hell
Open Hell elsewhere, and enjoy |
| 0008383 | 14 | Creatures | minor | | 2018-01-19 | Flying/swimming/climbing creatures can move vertically through diagonal gaps containing down-stairways | Z=1:
######
#..###
#.>###
######
######
######
Z=0:
######
######
######
###..#
###..#
######
A flying creature can travel freely between these two rooms, while a non-flying creature cannot. If both rooms are flooded, then creatures will be able to swim through the gap as well. |
| 0010454 | | Adventure Mode -- Conversation | major | acknowledged (user8971) | 2018-01-19 | Secret agents' real identities are revealed, and their cover identities overwritten, when mentioned as "guide to faraway places" | Ask an NPC that is not well-traveled for directions to faraway places. Repeat until the NPC reveals the real name of a secret agent. |
| 0009913 | 3 | Dwarf Mode -- Reclaim | minor | feedback (user8971) | 2018-01-19 | Reclaimed fortress not using weapons or armor from before the reclaim | 1.Make fortress
2.Make Weapons/Armor
3.Abandon fortress
4.Attempt to assign military weapons/armor from step 3
5.Rage |
| 0010434 | 2 | Adventure Mode -- Conversation | minor | new | 2018-01-19 | Expressing feelings about an argument with an agent reveals the agent's true name | 1. In adventure mode, argue with an agent.
2. Express your character's feelings about the argument. |
| 0003169 | 19 | Dwarf Mode -- Jobs, Equipment | minor | feedback (user6) | 2018-01-19 | Bone carvers suffer art defacement when somebody leaves the map with stuck-in masterpiece bolts | 1) get a good bone carver (like like 10)
2) make him make a bunch of bolts
3) wait till he makes a masterpiece
4) shoot the bolts
...
6) your civilization has crumbled into dust. |
| 0003027 | 10 | Dwarf Mode -- Diplomacy | minor | | 2018-01-18 | Diplomats not holding meetings | Have demonic humanoid as Diplomat, then seal him in a room because he is wrecking the place. |
| 0010534 | 1 | Civilizations/Entities -- General | minor | new | 2018-01-18 | Historical figures spawned for civ-level post-worldgen site-control missions are not named or entity-tagged appropriately | 1. Generate a world.
2. Play for an arbitrary amount of time in fortress mode or adventure mode.
3. Check to see if any civilizations have reclaimed, founded or conquered any sites while you were playing.
4. Look at the historical figures involved with occupying the sites in question, and check if they have weird names. |
| 0006618 | 3 | Adventure Mode -- Conversation | minor | new | 2018-01-18 | "Tell me about this dungeonthese sewersthese catacombs" | It's simply a matter of finding a non-hostile creature in the dungeon of a keep and asking about the current structure, this should cause the bug to pop up again. |
| 0010531 | 3 | Dwarf Mode -- Artifacts | minor | | 2018-01-18 | Artifact gone from artifacts list after retire/unretire; reappears after save/load | In the save linked below, artifact Avan Gan is on a pedestal in the tavern. But 'L' only reveals "On Atemba Constructscreamed" a scroll someone left lying around. |
| 0010533 | 3 | Dwarf Mode -- Artifacts | minor | | 2018-01-18 | Legendary bowyer created metal artifact bow during world gen | |
| 0009574 | 8 | Dwarf Mode -- Diplomacy | minor | resolved (user1294) | 2018-01-18 | A Vile Force of... Elves? | 1. Start up a world, place fortress near Goblins and Elves.
2. Get sieged.
3. Become extremely confused.
4. ???
5. Profit? Death? |
| 0010528 | 8 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | | 2018-01-17 | Dwarves create statues of historical figures using events that the dwarves have no knowledge of | Generate world with history hidden and start fortress mode in vanilla df
Observe which deities are worshipped by dwarves
Order statue be made at mason workshop
In [d]etails, specify image, related to historical figure, and choose a worshipped deity from list
Observe finished statue is not of deity |
| 0010532 | | Animal Populations | minor | new | 2018-01-17 | Animals without certain tags will not spawn in sites even if forced to be present | Set it so a creature does not spawn in the wild, and use the new animal class system to have it always present in the civ of your choice. Then, make sure the only animal tags it has are PET and TRAINABLE, or even just PET. If you check animal populations, there will be at maximum ten of them in the entire civilization, but more often there will be less than that. |
| 0010463 | 1 | Adventure Mode -- Travel | crash | new | 2018-01-17 | Game crashes on leaving site | Just walk south for about 300 tiles.
save file in here:
http://dffd.bay12games.com/file.php?id=13326 |
| 0008808 | 1 | Adventure Mode -- Town | major | | 2018-01-16 | Generated Dwarf Fortress in two unconnected pieces. | |
| 0010047 | 2 | Creatures | minor | | 2018-01-16 | Immigrants from the future! | http://dffd.bay12games.com/file.php?id=12513 |
| 0010023 | 2 | Technical -- General | crash | | 2018-01-16 | Crash upon starting new game | Attempt to start playing in preexisting world. |
| 0010529 | 1 | Adventure Mode -- Display | text | | 2018-01-16 | Description of habitats of animals listed in [b]estiary lacks spaces and commas between region names | While standing in a site with other people present, ask about the surrounding area until you learn that a particular animal lives in more than three different regions. |
| 0004646 | 1 | Dwarf Mode -- Flows | minor | new | 2018-01-15 | Floor grates block flow of smoke (and bees) | Dig out a chamber below the surface and fill it with smoke by throwing coal into lava.
Channel a hole in the ceiling. Note that the smoke will travel through the hole in the ceiling out into the surface world.
Put a floor grate in the hole. Note that the smoke is now trapped underground.
|
| 0007274 | 8 | Dwarf Mode -- Jobs, Designations | major | | 2018-01-15 | Woodcutter stuck in place trying to "Fell Tree" | |
| 0010527 | 1 | Dwarf Mode -- Interface, Military Screen | minor | | 2018-01-15 | Military screen = BLACK SCREEN, as it takes only fractional part of display. | Set in init.txt
[WINDOWED:YES]
[WINDOWEDX:160]
[WINDOWEDY:80]
Or enlarge window with mouse.
In DF press M to open military screen.
Stare into suddenly black screen at front of you.
Notice something tiny white in left upper corner.
Feel "Eureka"... |
| 0008903 | 5 | Pathfinding | major | new | 2018-01-15 | Soldiers pathing thru smoke to get stuff destroy FPS | |
| 0008926 | 1 | Map Features | major | | 2018-01-15 | A Deep Pit intersects with a hollow adamantine spire, causing Hell to be revealed without digging | |
| 0010522 | | Sites | major | | 2018-01-15 | Adamantine spire spawned already breached | |
| 0010525 | 2 | Dwarf Mode -- Environment | minor | | 2018-01-15 | "It has started raining" is creating a vast sea of blood pools on surface. | 1. Have fortress with 100 Dwarves, get 10 quivers, 10 x-bows, order in job manager 20 jobs for wooden bolts, set 10 Dwarves to hunt.
2. Wait 2 seasons for hunters to start continuously bringing kills in.
3. Watch for first permanent blood pool appearing at your fortress entrance.
4. Wait for dry period and order mass wood cutting or mass channeling. Have all your Dwarves go out of fortress on hauling job passing that blood pool.
5. Wait for "It has started raining" announcement and awe the never ending sea of 100+ blood pools appearing on surface in an instant. |
| 0010524 | 1 | Adventure Mode -- AI | major | new | 2018-01-14 | Undercover companions failing to report identity due to losing line of sight to questioner. | |
| 0010517 | 6 | Dwarf Mode -- Visitors | minor | | 2018-01-14 | Citizens from other cities enter the map with '<blank> has returned' with no editable labors or petitions | 1. Start a fresh world if you want
2. Wait for any number of '<blank> has returned' announcements despite you never having seen these folk before |
| 0000193 | 3 | Creatures | minor | new | 2018-01-13 | Unique forgotten beasts each create generic entries for fat, tallow, leather, extract | Place a [p]ile.
Select Food.
Select Fat.
Scroll down until you see "forgotten beast tallow" or ..."fat". |
| 0000136 | 44 | Technical -- General | crash | new | 2018-01-13 | When embarking on large area, DF hits 2GB memory limit and crashes | tried every compatibility mode - no change
windowed/full screen - no change |
| 0010518 | | Adventure Mode -- Inventory | minor | | 2018-01-13 | Carried Artifacts scattered around area when nearing lair | From this save: http://dffd.bay12games.com/file.php?id=13408
Examining my inventory includes a slab with secrets of life and death as well as two books scribed with the same secrets, as well as a player-named silver hammer (wielded).
Travel south towards the lair until you get a 'You discover a river' message, keeping an eye on the movement speed and equipped weapon and you will notice the hammer disappears once the message pops up. Examining the inventory reveals that the slab as well as the two books with the secrets of life and death have also vanished.
If you continue south to the lair and explore it, you (might) be able to find the weapon/books again (as well as the hydra). I was able to find one of the books and the weapon laying around so I presume the other items will be around there somewhere, but I couldn't find them. |
| 0010514 | | Adventure Mode -- Inventory | minor | | 2018-01-13 | Duplicating of atrifacts which are wearing by player | I don't know how to reproduce this bug. If I meet this again, I will add info. |
| 0010516 | 1 | Dwarf Mode -- Jobs, Hunting | minor | | 2018-01-13 | Hunters kill captured wild animals in pastures marked for training | 1. Capture wild animal with cage trap
2. Pasture wild animal (optionally near hunter or in fortress)
3. Wait for the hunter to show up and attack them
Setting the animal to be trained is optional |
| 0010232 | 1 | Dwarf Mode -- Artifacts | minor | feedback (user11) | 2018-01-13 | Artifact screen ordered wrong for books/writing | |
| 0000257 | 3 | Contaminants/Spatter | tweak | new | 2018-01-12 | Vomit laced with water, water, water, water, water, water and water | Holding vomit, strike an enemy that is covered with water. This will lace the vomit you are holding with water. Repeating this will lace the vomit with another instance of water. |
| 0001902 | 2 | Dwarf Mode -- Environment | trivial | new | 2018-01-12 | water laced with water | Dig through an icy river, then let it thaw. |
| 0001206 | 10 | Dwarf Mode -- Environment | trivial | | 2018-01-12 | Collapsing soil into aquifer water caused wall material to change (Bug 1097 from old system) | |
| 0010385 | 2 | Title Screen | minor | new | 2018-01-11 | Enlarging window during intro video skips to title screen with overlapping music | - start game
- wait through Beyond Quality and Toady One Production parts of intro
- when the intro video starts playing enlarge the game window or just maximize it |
| 0010341 | 4 | Dwarf Mode -- Military | major | | 2018-01-11 | Canceling a mission after some dwarves have left the map prevents them from returning. | Create a squad and send them on a mission. After some but not all dwarves have left the map, remove the mission. (it's not clear exactly when the mission interface becomes locked, but a majority of the squad can leave before then) |
| 0010340 | 13 | Dwarf Mode -- Visitors | major | | 2018-01-11 | Soldier visitors, ignore visitor cap and act strangely | |
| 0010335 | 8 | Adventure Mode -- AI | feature | | 2018-01-11 | "an unknown creature is slain" - incident/reputation bugged | |
| 0010511 | | Dwarf Mode -- Nobles | minor | | 2018-01-11 | Other fortresses nobles being promoted with the player's fortress | |
| 0010444 | 7 | Technical -- General | major | | 2018-01-11 | Extreme Lag and Stuttering after 7 Year Old Fort on World with Default Settings | |
| 0010315 | 4 | Dwarf Mode -- Idle Behavior | major | | 2018-01-11 | Dwarves constantly respond with 'troubles' breaking relationships | In adventure mode: Visit a site, all of the occupants will constantly recite their troubles before you have even been introduced, to other citizens in the place of talking.
In fortress mode: Alter the config RAW announcement.txt within (data -> init) to[REGULAR_CONVERSATION:A_D:D_D] to filter conversations into the fortress mode announcements and make a new world, observe the conversations dwarves have with each other upon establishing a new fortress in that world.
None of the discourse will be contributive to forming friendships between citizens, including migrants. A meeting zone with no occupation sites and a lot of idling dwarves in a confined space is ideal staging area. |
| 0010510 | | Adventure Mode -- Travel | crash | new | 2018-01-10 | Adventure mode crash when trying to stop traveling near some camps [save] | https://www.dropbox.com/s/34jdk9jhtlwngqg/region7.zip?dl=1
Load region; Start adventure mode; Select "specific person"; Select only option; Leave city to the bottom left; Visit the camps there.
Crashes only on some of the camps |
| 0004847 | | Dwarf Mode -- Interface, Squad Control | minor | new | 2018-01-09 | Many squads break "Selecet Inviduals" screen | |
| 0010509 | 1 | Dwarf Mode -- Interface, Squad Control | minor | resolved (user11) | 2018-01-09 | more than 10 squads, issues with selecting individuals, etc | Create a new world and new fort in dwarf mode, . Play until you have at least 11 adult dwarves, and assign each as a squad captain. Use the squad access and try to order individuals from the eleventh (or last) squad. Buggy.
Or as far as I can tell, use any game. Just get eleven or more squads somehow.
Ordering whole squads seems fine, but accessing individuals from squads is where the issues are. |
| 0010379 | | Legends Mode -- General | minor | | 2018-01-09 | History event "hf freed" does not save "freeing hf" ID | |
| 0009153 | 6 | Dwarf Mode -- Locations | minor | | 2018-01-09 | Without available reading material, citizens idling in library with 'No Job' | Set up a library. |
| 0010208 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2018-01-09 | Removal of tree in path results in negative distances for construction materials | v0.43.05x64: anewaname posted a save in 0007121:
http://dffd.bay12games.com/file.php?id=12847 |
| 0003166 | 11 | Adventure Mode -- Environment | minor | | 2018-01-09 | All sorts of weirdness with freezing oceans in adventure mode | 1. Download my save - http://rapidshare.com/files/417547668/region1.7z
2. Walk forward
3. Ice walls pop up, also the entire ocean is frozen |
| 0010506 | 5 | Adventure Mode -- Movement | minor | | 2018-01-09 | While walking over frozen ocean, pressing a creates two large walls of ice | 1) get to a frozen ocean (or anny large frozen body of water, it may work)
2) cross the ice pressing the key continuously until the game gets unresponsive
3)press "a"nnoucements
4) see two large walls of ice appear in each side of the screen in the direction you were going (one in front and other behind you)
|
| 0007888 | 1 | Adventure Mode -- AI | minor | new | 2018-01-08 | Bandit group travelling through mountains | |
| 0001540 | 9 | Dwarf Mode -- Traps | trivial | | 2018-01-08 | Some buildings/stockpiles don't display a name/title in {q} viewing mode. | Build a cage trap. View with {q}. Options x to remove and ESC to exit. No title or name. |
| 0004177 | 1 | Dwarf Mode -- Interface, Designations | trivial | | 2018-01-08 | Designating removal of ramps highlights unrevealed ramps | Dig down until you hit a cavern layer. Designate ramps for removal over an entire z-level where at least some cavern has been revealed. Note that digging designations nicely outline the cavern layout. |
| 0001518 | 3 | Dwarf Mode -- Interface, Building Construction | minor | | 2018-01-08 | When naming burrows, "ESC: Back" appears on screen, but Esc does nothing | Create Burrow
Set Custom name
While naming burrow, press Escape |
| 0001027 | 7 | Dwarf Mode -- Items | minor | | 2018-01-08 | Items tied up by suspended jobs don't have the TSK indicator | Build building over a rock. If the rock stops the building from being built then the rock wont ever be moved/used again. |
| 0000614 | 3 | Dwarf Mode -- Jobs, Cooking and Food | minor | | 2018-01-08 | HOTKEY_KITCHEN_* bindings are unused/ignored | |
| 0000358 | 8 | Dwarf Mode -- Jobs, Designations | minor | | 2018-01-08 | Can't carve/mine ice stairways right above stone layer | 1) Embark on a glacier.
2) Designate a down stairway on the surface, and then up/down stairways below that until you hit the stone layer. |
| 0000795 | 5 | Dwarf Mode -- Stockpiles | minor | | 2018-01-08 | If part of a stockpile is inaccessible, barrels/bins don't get placed in succeeding tiles | Create a food stockpile with default settings. Create enough barrels to fill stockpile. Farm enough plump helmets to fill stockpile. See if more that the first row is used. |
| 0000087 | 14 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2018-01-08 | If one tile of a farm plot is dry or has the wrong biome, it also prevents the succeeding tiles from getting planted | 1. irrigate 3x3
2. build farm plot 5x5, the top 3x3 being irrigated
3. planters will plant the first 3, but then no more jobs are created to plant |
| 0003270 | 4 | Contaminants/Spatter | minor | confirmed (user6) | 2018-01-08 | Blood has [ROTS] tag, but does not rot | |
| 0010496 | 2 | Dwarf Mode -- Interface, Military Screen | minor | | 2018-01-07 | Mercs petition for sanctuary upon returning from missions | Form a squad with some mercs
Send them on a mission
Wait for them toncome home
Watch as they petition for sanctuary. |
| 0010489 | 2 | Dwarf Mode -- Interface, Civilization/World Info | minor | | 2018-01-07 | News/rumor text hidden on world info map screen after scrolling down | In Fortress mode:
Open map screen (c)
(n) News and Rumours
Scroll around until you find a site with a long list of news
Scroll down to the end of the list
Go to another site, text area will be blank.
Fix by returning to site with long list and scrolling up to the top of the list
|
| 0010455 | 4 | Adventure Mode -- Crime | crash | | 2018-01-07 | Yielding to muggers causes crash | Allow muggers to approach you in a village, yield when asked. |
| 0006411 | 3 | Dwarf Mode -- Transport/Hauling | crash | | 2018-01-07 | Crash when vehicle assigned to route with no stops | |
| 0010452 | 4 | Legends Mode -- Historical Figures | major | | 2018-01-07 | DF can lose track of the links between fake and real identities after end of worldgen | Play DF in either mode (fortress or adventure). Retire fort or adventurer. Check legends. Not guaranteed to work. |
| 0010501 | 5 | General | major | | 2018-01-07 | Crash after 5s of loading save (inaccessible minecart) | Load game, unpause and wait 5 seconds. |
| 0010494 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2018-01-06 | repeated diagnoses on injured mercenary | |
| 0010505 | 2 | Legends Mode -- Historical Figures | minor | | 2018-01-06 | Titans, FBs, deities assume identities during play | It seems to happen while actually playing, in both fortress and adventure mode. I've never seen it happen during worldgen after generating a number of worlds. |
| 0010498 | 2 | Dwarf Mode -- Jobs, Items | minor | | 2018-01-06 | Cannot designate certain statue design | I've tried designating this specific design probably 4 of 5 times (both through the manager and just (d)etails when ordering statues at the workshop, and each time it still creates random statues. Before uploading the save, I also attempted to order statues of my mayor, and those worked just fine. |
| 0010484 | | Typos/Grammar | text | | 2018-01-06 | Typo in descriptions of scrolls made from plant sheets | 1. Make a good amount of hemp/pig tail/any other kind of slurryable plant
2. Make it into sheets and then scrolls
3. Hope someone writes on it
4. View description of the resulting item |
| 0010502 | | Technical -- General | trivial | | 2018-01-06 | Upon increasing window during startup movie, visual glitch occurs | 1. Start DF.
2. Sit through first two headers.
3. Maximize window. Ta-da! |
| 0010296 | 6 | Dwarf Mode -- Trade | minor | | 2018-01-06 | Modded [ITEM_THIEF] Civ's merchants spam 'item stolen' messages when leaving | Add tag [ITEM_THIEF] to your civ.
Play Fortress Mode.
Trade, wait for merchants to leave.
|
| 0010459 | 25 | Technical -- General | major | | 2018-01-05 | Game stuttering/freezing every couple of steps | No idea how to reliably reproduce.
The following contains two saves on the same world (the same as save no. 2, additional info) made roughly 8 minutes apart, to try and replicate the stuttering issue.
http://dffd.bay12games.com/file.php?id=13317
The first, earlier save has no problem with stuttering, whereas the second, later save does. Another attempt was made to recreate the stuttering problem by going back to the first of these test saves and simply letting it run as before, but this was unsuccessful.
|
| 0010500 | 3 | Adventure Mode -- Quests | major | new | 2018-01-04 | Entity based fame doesn't seem to influence person-to-person relationship based fame. | Make an adventurer.
Do something which would usually get you a good amount of fame.
Notice that nobody really cares.
Retire and check legends.
Notice that your status with the relevant entities are what they should be.
Unretire and talk to someone you had informed of your feats previously.
Notice that they greet you as a protector/hunter/hero/etc appropriately.
Tell them about the exact same feats you did before retiring.
Notice they don't seem to care.
Talk to someone from your entity you knew your whole life and //DIDN'T// spam your kills around.
Notice they act like you're a pleasant if unremarkable newbie adventurer. |
| 0010485 | 3 | World Generation -- General | minor | new | 2018-01-04 | Dwarf recruit insane for 33 years standing around in the wilderness, formed friendship after insanity | Luck in worldgen? I'm unsure how common insanity is as history progresses. |
| 0010388 | 4 | Dwarf Mode -- Invasions | minor | | 2018-01-03 | HFS/FB/SMB/MB do not path to fortress | 1. Open a candy vein
2. Watch as your FPS dies but your fortress doesn't |
| 0010373 | 5 | Dwarf Mode -- Reclaim | minor | | 2018-01-03 | Artifacts in pedestals are duplicated when a fortress is retired | - Send a squad to retrieve an artifact
- Place the artifact in a pedestal
- Retire the fortress
- Unretire it |
| 0005536 | 7 | Dwarf Mode -- Artifacts | minor | new | 2018-01-03 | When lit on fire by dragon (pterosaur?) breath, artifacts never cease to produce smoke. | Because of the unexpected Fun at the end there, my map got saved with my settlement being destroyed. The lack a save file to reload, and the relative rarity of the combination of dragonfire + artifacts have prevented me from being able to reproduce this. |
| 0010491 | 1 | Dwarf Mode -- Military | trivial | new | 2018-01-03 | Weird behavior in the Mission Report Screen | |
| 0009800 | 2 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | | 2018-01-03 | Job does not reflect Specific Material chosen for Beds, catapult parts, and ballista parts | |
| 0010497 | | Adventure Mode -- Inventory | major | | 2018-01-03 | Artifacts Placed on Pedestal Duplicate on Pick Up, Disappear on Site Exit, Lead to Crash | 1. Put an artifact on a pedestal.
2. Retire your fortress.
3. Unretire your adventurer.
4. Pick up the item on the pedestal.
5. Walk off site.
It should remove it afterwards.
To reproduce the crash:
1. Walk onto the site again. |
| 0010488 | 1 | Adventure Mode -- Town | minor | new | 2018-01-02 | Town has only abandoned buildings and shops, but it is not a ruin | NA |
| 0010492 | 1 | Dwarf Mode -- Artifacts | minor | resolved (user11) | 2018-01-02 | Books/Artifacts get stuck on a tile | |
| 0010481 | 1 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2017-12-31 | Gather / Pick up fruit activity does not respect disabled status | Setup an area to gather, than disable it |
| 0008779 | 5 | Adventure Mode -- General | minor | new | 2017-12-30 | Adventurer encounters naked, mute, hostile dwarven expedition leader | Download this save and open region 3 (Athira Sinaru). The expedition leader is about 20 tiles to the southwest of my adventurer. |
| 0010483 | 1 | Dwarf Mode -- Invasions | major | | 2017-12-30 | HSF, FB, and Invaders to Not Path to Fort | Wait for invasion.
Mine for HSF.
|
| 0010480 | 6 | Dwarf Mode -- Combat | minor | | 2017-12-30 | Animals randomly sparring in reports | ???
theoretically, have dwarves that have pets spar, and those pets will spar with other animals. |
| 0010472 | 6 | Technical -- Saving/Loading | crash | | 2017-12-29 | Bugged save (hanging on "Loading Occupations") | Always occurs on load. |
| 0009799 | 1 | Adventure Mode -- Trade | major | new | 2017-12-29 | Trade depot items becoming unowned after first site offload. | |
| 0010482 | | Adventure Mode -- General | minor | new | 2017-12-29 | Bogeymen don't disappear when entering dwarven hillock. | Download this save file.
http://dffd.bay12games.com/file.php?id=13361
Unzip it and place it in the appropriate game folder. Start up DF and select continue playing.
Run to the dwarf hillock you can see just to the west (door is on the north side of hillock-house), enter hillock and watch as the bogeymen start killing the dwarves instead of vanishing into a puff of smoke.
Its hard to do but you can also make it to the other dwarf hillocks-houses if you manage the adventurer's tiredness by alternating between walking and jogging away from the bogeyman swarm while simultaneously setting fires behind yourself to slow the bogeys down. Those hillock houses don't work correctly either.
The adventurer is naked and already fairly beat up so he won't last long during test runs, sorry about that. |
| 0010478 | 2 | Dwarf Mode -- Combat | minor | new | 2017-12-28 | Duchess starts shooting at my dancer with no reason | |
| 0010414 | 7 | Dwarf Mode -- Jobs, Items | minor | | 2017-12-28 | Single shell craft used up entire stack of forgotten beast shells | |
| 0010477 | 1 | Dwarf Mode -- Items | minor | resolved (user11) | 2017-12-28 | Dwarfs wear multiple versions of handwear | make mittens and gloves, and wait? |
| 0010476 | | Dwarf Mode -- Artifacts | minor | | 2017-12-27 | Forbidding an item in transit to a display case results in cancellation spam | - Build a display case and add an item with "d"
- When a dwarf picks up that item, forbid it |
| 0010469 | 1 | Dwarf Mode -- Justice | minor | new | 2017-12-27 | Sherrif gets convicted to prison time (export ban violations) | Have your sheriff haul a banned export good to the depot, sell it.
Wait for the caravan to leave the screen. Now your sheriff has a jailtime sentence.
|
| 0010475 | | Dwarf Mode -- Visitors | minor | | 2017-12-27 | Stray animals reveal artifact locations to visitors | |
| 0010474 | | Contaminants/Spatter | minor | new | 2017-12-26 | Injury produces incorrect blood covering | Climb, release from tree and fall. Walk around, observe self/spore. |
| 0010473 | 1 | Adventure Mode -- Conversation | minor | new | 2017-12-26 | NPCs say "Is that a weapon?" when you're sneaking | - Strap your weapon and start sneaking
- Walk towards a NPC |
| 0010471 | | Dwarf Mode -- Immigration | minor | new | 2017-12-26 | Immigrant Children is legendary in multiple instruments | N/A |
| 0009887 | 1 | Adventure Mode -- Travel | minor | new | 2017-12-25 | Undead companions heal, presumably during fast travel | Kill a living creature not without cutting its skin.
Animate its corpse.
Check its description, noting the presence or absence of wounds and scars.
Fast travel around for a while.
Check its description, noting the presence or absence of wounds and scars. |
| 0010423 | 2 | World Generation -- General | minor | new | 2017-12-25 | No Names for Historical Figures Raised as Zombies | Generate a world with necromancers in it. Send your dwarves to raid a tower. Watch as they are ambushed by seemingly unimportant undead. |
| 0010353 | 2 | Dwarf Mode -- Artifacts | minor | | 2017-12-24 | Ending the display of an item leads to cancellation spam and very low priority transfer to stockpile and to next display place | I created some display cases (highwood & crystal glass) and installed them with (b-F). I then defined a Museum room off the central one, with 10 others around it in the same room area. I used the (d) option to pick my 3 artifacts (heirlooms created by my dwarves in moods) to be displayed in the central Display Case, and they were added fine.
But I wanted them each in separate cases to look more museum-y, so I unticked 2 of them on the central case using (c), and then used (d) on 2 other cases. The artifacts were not moved. Thinking they were stuck, I then dismantled the central case with (x). The artifacts were moved back to stockpiles.
Around this time I started getting a lot of announcement spam - "<dwarf> cancels Put Item on Display: Job item lost or destroyed", which carried on for some time, until I dismantled the other 2 Display Cases that had (d) orders.
So I thought I was back to step one, with artifacts and display cases back in my stockpile and nothing showing on the jobs page. But when tried to repeat this setup by re-building the cases, redefining a room, & re-assigning the artifacts to be displayed 1 per case; now I find that the "Put Item on Display" job wont be picked up by anyone. No announcement spam now either.
I've tried using (d-b-c) to reset any ownership on the artifacts, but no effect.
|
| 0010354 | 6 | Adventure Mode -- Conversation | minor | | 2017-12-24 | Missing text during performances | |
| 0010468 | | Adventure Mode -- Conversation | text | new | 2017-12-23 | Fellow humans greet you with "greetings, human" (and so on) | Not sure. Used to assume it was when you met characters from other civs (like humans from elf civs, etc), but in my current game I've met a member of my own civ using the greeting. |
| 0010461 | 3 | Civilizations/Entities -- Populations | minor | new | 2017-12-23 | Elves' weapons and armor, including artifacts, are made of non-grown wood, and cannot be traded back | Acquire elven weapons. Try to trade them to elves. Fail miserably. |
| 0010425 | | Adventure Mode -- Reactions | minor | | 2017-12-23 | Naming an item in adventure mode renders it unusable for crafting, trivial to fix | 1. Obtain an edged weapon.
2. Use shift-I to name it.
3. Attempt to carve bone trinkets, a haft, or furniture. |
| 0010464 | | Creatures | minor | | 2017-12-23 | A cave dragon hangs out in my meeting hall after getting a name | |
| 0010466 | 4 | Dwarf Mode -- Buildings, General | major | | 2017-12-23 | Magma-safe raised bridges deconstructing | - Create a room 21x15 with orthoclase bridges for walls and normal constructed walls for corners. Link bridges to lever with orthoclase mechanisms.
- Fill with 7/7 magma from above. Fill the area in the layer above it with 7/7 magma.
- Open bridges.
- (Optional) close bridges immediately after opening. |
| 0010410 | 2 | Dwarf Mode -- Jobs, Hauling | minor | | 2017-12-22 | Artifacts returned from raids are just dropped on edge of map and left there | Go do raids and eventually the squads will leaves stuff on map edge when they return. |
| 0010395 | | Dwarf Mode -- Stockpiles | minor | | 2017-12-22 | Unidentified item in Food-Plants stockpile category is unaffected by [p]ermit and [f]orbid actions | Create a food stockpile.
Use [f]orbid to disable various categories.
Note how Plants does not fully darken like other fully deselected categories. |
| 0010467 | 1 | Dwarf Mode -- Nobles | minor | new | 2017-12-22 | Baroness being in military causes loyalty cascade | Run the saved game 1 from the download link and wait a couple of minutes. Observe self-annihilation.
Run the game again but this time immediately remove baroness from her squad. Nothing happens after. |
| 0010465 | | Creatures | minor | resolved (user8971) | 2017-12-22 | Big Creatures (Giant, Cyclops, Forgotten Beasts) just idle at the edge of the map | 1. Start Fort
2. Wait for Forgotten Beast, Giant or Cyclops |
| 0010392 | 6 | World Generation -- General | crash | | 2017-12-22 | World gen crashes with a particular seed | Generate a world using these parameters:
[WORLD_GEN]
[TITLE:DOMAINCUTS_WORLD]
[SEED:KG17xgLx107IWGVUNrFf]
[HISTORY_SEED:iAo06wrDx7dCk8spaz0L]
[NAME_SEED:WhgUb1dOqTXkPQbgBftK]
[CREATURE_SEED:QOlO9CzuHuquTxyI2H0L]
[DIM:129:129]
[EMBARK_POINTS:10000]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:2:3]
[SAVAGERY_FREQUENCY:1:1:1:1:1:3]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NONE]
[MINERAL_SCARCITY:1000]
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:25:251:503]
[PEAK_NUMBER_MIN:5]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:3]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:1040:3:3]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:50]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:50]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1040]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2080:4160:2080]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:2080:4160:2080]
|
| 0010382 | 2 | Technical -- Rendering | minor | | 2017-12-21 | Extreme rendering lag | Unknown |
| 0008977 | 2 | Dwarf Mode -- Diplomacy | minor | resolved (user11) | 2017-12-20 | Merchant caravans get stuck in tree | |
| 0006975 | 8 | Dwarf Mode -- Invasions | minor | | 2017-12-20 | Goblin siegers ignore sleeping dwarf | |
| 0010412 | 5 | Dwarf Mode -- Immigration | minor | | 2017-12-19 | No more petitions | Just run a normal fort for a while. |
| 0010362 | 6 | Dwarf Mode -- Visitors | major | | 2017-12-19 | Elven spy visitors flooding fort immediately | Start a fort. |
| 0010462 | 1 | Dwarf Mode -- Visitors | minor | | 2017-12-19 | Incredibly frequent elven visitors | All I did to create this bug was create a fortress in this patch. |
| 0010377 | 7 | Adventure Mode -- Conversation | crash | | 2017-12-18 | Game crashes whet trying to talk to kidnapped child | Load the save. Inside the hilloc try to speak with "widely-spaced-teeth dwarwen child". |
| 0010343 | 6 | Technical -- Saving/Loading | crash | | 2017-12-18 | Crash while "rebuilding temporary information" | Try to load this save and watch as the game crashes |
| 0010422 | 2 | Vegetation | trivial | | 2017-12-18 | Encoding of and whitespaces in plant_new_trees.txt | Open "raw/objects/plant_new_trees.txt" |
| 0010441 | | Technical -- Input/Keybinding/Macros | major | | 2017-12-18 | 32-bit Mac version used wrong libgraphics, does not understand new keybindings | |
| 0009517 | 4 | World Generation -- General | minor | new | 2017-12-17 | Plump helmet men try to become necromancers | Generate a world and look at the history of any towers. If the world is large and old enough, chances are you'll have at least one plump helmet man wannabe necromancer.
For a more reliable means of reproducing the bug, remove the [CV_ADD_TAG:CAN_SPEAK] from the animal person variation template, as animal man necromancers seem fairly frequent. |
| 0007547 | 13 | World Generation -- General | major | assigned (user6) | 2017-12-17 | TOTAL_CIV_POPULATION only affects historical figures, not abstracted populations | Generate this world, and then check the world_sites_and_pops.txt file
[WORLD_GEN]
[TITLE:CUSTOM]
[SEED:BwyPCRgTGxE7jgeJfkfs]
[HISTORY_SEED:gNi0KCMyIUCHaP8yC5jy]
[NAME_SEED:Msr1jUG4OxDwRDGTZhwJ]
[CREATURE_SEED:eocE2MQscciImCiCOao2]
[DIM:129:129]
[EMBARK_POINTS:1324]
[END_YEAR:2048]
[BEAST_END_YEAR:512:75]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:100:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:100:3200:3200]
[ELEVATION_FREQUENCY:4:4:0:1:0:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:4:1:1:1:1:32]
[VOLCANISM_FREQUENCY:4:1:1:1:1:64]
[MINERAL_SCARCITY:2500]
[MEGABEAST_CAP:512]
[SEMIMEGABEAST_CAP:512]
[TITAN_NUMBER:512]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:128]
[NIGHT_TROLL_NUMBER:128]
[BOGEYMAN_NUMBER:128]
[VAMPIRE_NUMBER:128]
[WEREBEAST_NUMBER:128]
[SECRET_NUMBER:128]
[REGIONAL_INTERACTION_NUMBER:128]
[DISTURBANCE_INTERACTION_NUMBER:128]
[EVIL_CLOUD_NUMBER:128]
[EVIL_RAIN_NUMBER:128]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:32:256:4]
[EVIL_SQ_COUNTS:32:256:4]
[PEAK_NUMBER_MIN:8]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:32]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:16:0:0]
[REGION_COUNTS:TUNDRA:33:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:8]
[CAVE_MAX_SIZE:64]
[MOUNTAIN_CAVE_MIN:64]
[NON_MOUNTAIN_CAVE_MIN:128]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:20480]
[SITE_CAP:1280]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:8000:1056:528]
[RAIN_RANGES:528:1056:528]
[DRAINAGE_RANGES:528:1056:528]
[SAVAGERY_RANGES:528:1056:528]
[VOLCANISM_RANGES:528:1056:528] |
| 0010458 | | Dwarf Mode -- Visitors | minor | new | 2017-12-17 | Rescued visitors from goblin sites are irreligious | Raid a goblin site with prisoners. If a freed prisoner is brought back, check their relationships. |
| 0010437 | 7 | Adventure Mode -- Conversation | major | new | 2017-12-16 | Adventurer changes name | Happened several times and I allways fixed it with a rollback. Now I have a save where I'm just outside a lair. If I ask the cyclops inside to "cease hostilities" and kill him after (he never accepts) my name changes, haven't noticed or tried the other times it happened, but at this particular save it's very easyily and 100% reproducable (I have been replaying the fight dozens of times now, since I'd like to record the talking into the log I keep). |
| 0005061 | 13 | Adventure Mode -- Town | minor | confirmed (user6) | 2017-12-16 | World gen constructions made of "rock" rather than a specific stone (roads, bridges, castles, sewers, catacombs, dungeons) | |
| 0004637 | 7 | Dwarf Mode -- Pets | minor | | 2017-12-16 | Elk birds starve to death trying to hatch eggs because of [GRAZER] tag. | Catch elk birds. Put elk birds in pasture. Put nest box in pasture. Watch female elk birds starve to death. |
| 0009205 | 4 | Adventure Mode -- Buildings | minor | new | 2017-12-16 | Ruined temple has floating statues | Here's a savegame: http://dffd.bay12games.com/file.php?id=11359 |
| 0010453 | 1 | Adventure Mode -- Reactions | minor | | 2017-12-16 | Unable to carve bone with a named sword | |
| 0010451 | | Sites | minor | | 2017-12-15 | Site Search on world map not working for irregular shaped world | Generate a world where the x dimentions do not equal the y dimentions, start process of a new game in dwarf fortress mode, run a search on the world map for any kind of prefered site type and see if it searches the entire world or just part of the world. |
| 0010448 | 1 | Adventure Mode -- Buildings | minor | new | 2017-12-15 | Building mode is always shown in daytime colours | Go into adventure mode and travel to the wilderness somewhere. Wait until dusk or night time, then press b to go into building mode. Suddenly everywhere becomes light again as if it was daytime. |
| 0010449 | 2 | Adventure Mode -- General | crash | new | 2017-12-15 | random crashes in adventue mode | not sure
you can try entering lairs or the other thing I mentioned, but it seems pretty random when it crashes |
| 0008805 | 9 | Dwarf Mode -- Jobs, Items | minor | confirmed (user11) | 2017-12-13 | Simultaneous stonecrafting and slab engraving jobs in craftsdwarf workshop | Didn't see it again. |
| 0010445 | 3 | Adventure Mode -- Sites | minor | resolved (user8971) | 2017-12-12 | Cannot enter room because forge in the way | This problem was procedurally generated. |
| 0010442 | | Adventure Mode -- Sites | minor | new | 2017-12-11 | Companion disappears on a specific map square | From the save provided, there are several notable observations to make.
- When you first load in, the companion ushrir is not visible, and is listed as being west of your location.
- Moving to the tile directly to the east causes you to fall prone, as if it were occupied by another person. Attempting to stand up in the square causes you to receive the "can't stand up, someone is in the way" message. Moving off the square allows you to stand up again. As far as I can tell, this is the ethereal afterimage of an individual who has phased to another dimension. It appears to stay stationary, and exists on whatever square ushrir was on when he disappears.
- If you move off the map square far enough, ushrir returns from the void and rejoins you. To observe this, move west to the end of the hall, move south, ignore the two doors and go west until you hit the four way intersection. Standing in the center tile of the intersection (with a corner in the southwest tile and a floor in the other directions), he should still be invisible. Moving one tile to the west from there is enough to get him to pop back into reality.
- You can get him to disappear again by returning to the hallway where you load in. Simply walk east to the stairs. There's an invisible line running north-south between the 3rd and 4th tiles west of the stairs. Crossing that line eastward causes ushrir to disappear again.
- Causing him to appear and disappear repeatedly may cause two identical ushrirs to exist in the same space.
- Ushrir can be brought back by exiting the map square in other ways. I did not test this extensively, but heading to the surface and then leaving the fortress westward did cause him to appear. If you're curious, the way out is 3 down the stairs you start west of, south to the first up stairs, ignoring those stairs and following the hall east, going up 3 floors on the next set of stairs you come across, then northward to the central spiral ramp. |
| 0010439 | | Dwarf Mode -- Artifacts | minor | | 2017-12-10 | Animals can reveal locations of artifacts | |
| 0010438 | 1 | Dwarf Mode -- Reclaim | minor | new | 2017-12-09 | Food and drink stockpile spills all barreled contents upon unretiring fort | *Make a stockpile filled with food and drink
*Retire fort
*Return to it
*Booze all over the floor
I did visit the fort in adventure mode between quitting and reclaiming it, but I don't think that would've caused an issue since it seems to happen when the fort unloads. |
| 0010436 | | Adventure Mode -- AI | major | new | 2017-12-09 | Some goblins are incorrigibly hostile to non-members of their civilization, no matter the context | 1. In adventure mode, travel to a site where:
a. at least one historical figure is present that is counted as a member of a goblin civ and NOT living under a false identity; and
b. the site is controlled by a non-goblin civ.
2. Watch the affected characters enter no-quarter combat with everyone else. |
| 0009571 | 1 | Artistic Images (engravings etc) | crash | | 2017-12-08 | Game crashes on specifying image related to historical figure | 1. Designate an area for engraving / add 'construct rock statue' to mason's workshop (haven't tried metalsmith etc.)
2. Go into details menu.
3. Choose 'Specify an image'.
4. Choose 'Related to historical figure'.
5. Press enter key.
6. Crash. |
| 0007201 | 1 | Adventure Mode -- Environment | trivial | new | 2017-12-08 | Webs don't affect climbing and jumping creatures | 1. Make adventurer
2. Find cave
3. Find GCS webs
4. Jump through it
5. Hang of a wall
6. Go to web tile while hanging
7. Pick up the web |
| 0009598 | 7 | Dwarf Mode -- Embark/Setup | minor | acknowledged (user11) | 2017-12-08 | Wagon fails to place on embark & decontructs; placement in tree, volcano edge, etc. | 1. Embark again at the same 3x3 spot. Restarting DF (without saving) and embarking again reproduced the issue it for me. I am not sure if reclaiming would have the same effect though.
2. Embark anywhere in that taiga biome. |
| 0010433 | | Typos/Grammar | text | new | 2017-12-07 | Missing space in "denial of apprenticeship" story entries | 1. In adventure mode, open the conversation menu and navigate to the list of stories.
2. Search for story entries containing the word "denial." |
| 0010273 | 3 | Dwarf Mode -- Combat | crash | | 2017-12-07 | Game crash in the middle of combat | Just wait and the game should crash within a handful of seconds. |
| 0010431 | | Dwarf Mode -- Military | crash | | 2017-12-07 | Crash on multiple squads returning from raid. Very common. | |
| 0010323 | 4 | Dwarf Mode -- Jobs, Cancellation and Suspension | major | new | 2017-12-06 | Jobs cannot be cancelled or suspended from joblist | Simply use the joblist |
| 0010429 | 1 | Adventure Mode -- Conversation | minor | new | 2017-12-06 | Dwarven citizens of retired fort have spatial amnesia | |
| 0010293 | | Adventure Mode -- Conversation | minor | new | 2017-12-06 | Nomadic group members not receiving site links to the camp their group is site linked to | Enter the camp's region tile, enter conversation with any character present, bring up the 'surroundings' topic. |
| 0010430 | | Adventure Mode -- Eating/Drinking | trivial | | 2017-12-06 | infinitive drinkable water | 1) Get a container with any amount of water
(Like water skin that you start with)
2) Empty it on the ground
3) Drink it of the ground or Fill container
(This will fill it all the way up and will not deplete)
|
| 0009884 | 4 | Dwarf Mode -- Jobs, Cleaning | minor | | 2017-12-06 | Slurry in stockpile triggers Clean job | Create a dedicated slurry stockpile, using the categories under food. Wait for slurry to be moved from a quern to the stockpile, and watch as a dwarf quickly comes to clean up the mess, and destroys the slurry. |
| 0010428 | | Adventure Mode -- Quests | text | new | 2017-12-06 | Artifact descriptions are listed as "rumored to be <location> in in <region>" | |
| 0010263 | 3 | Geology | crash | resolved (user11) | 2017-12-06 | Sudden crash during cave-in | Load the save(that I will soon provide), there should be a series of ramp orders somewhere in the third cavern layer, near a sizeable field of ashes. Once that order gets completed, there will probably be a crash. |
| 0007760 | 3 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2017-12-06 | Dwarves construct walls from wrong side, wall themselves out of fortress or into alcove | dig a one-tile mine shaft
forbid all the material on the closer (fortress) side of the planned wall
order a wall constructed using material from the far side of the wall
watch as your dwarf walls himself in
####
#s W
#### |
| 0002563 | 3 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2017-12-06 | When milking active milker leaves shop to get new bucket despite empty bucket being present in Farmer Shop | Build a farmer workshop. Build carpenter shop far away. Build buckets in carpenter shop. Set milking task. Watch milker lead animal to shop, watch milker leave shop to get bucket. Watch milker drop bucket in farmer shop and go find animal to milk if it wandered off (or got returned to its assigned cage or chain).
Note: Animal doesn't have to be assigned to cage or chain. It just needs to wander away from the Farmer shop while dwarf is retrieving an empty bucket, at which point, the milking process restarts with "get milkable animal". |
| 0010005 | 3 | Miscellaneous Crashes | minor | | 2017-12-06 | Crash - Reliable, repeatable - Possibly caused by bridge? | Try to raise a bridge. |
| 0003111 | 6 | Dwarf Mode -- Stockpiles | minor | | 2017-12-06 | Stockpile Additional Options Category Does Not Function Correctly For Food | |
| 0010424 | 1 | Dwarf Mode -- Transport/Hauling | major | resolved (user11) | 2017-12-05 | Codex/Scroll Artifacts recovered from Raids are inaccessible | Send a party off map to recover the literary artifacts. |
| 0010305 | 7 | Dwarf Mode -- Jobs, General | minor | | 2017-12-05 | Dwarves won't butcher 'reverted to wild state' crundles. | |
| 0008587 | 3 | Dwarf Mode -- Jobs, General | minor | | 2017-12-04 | Dorfs won't dig down into a ramp on a level divisible by 16 | |
| 0009755 | 1 | Dwarf Mode -- Jobs, General | major | | 2017-12-04 | Weavers don't gather webs when loom is linked to a stockpile | |
| 0010408 | 3 | Creatures | minor | new | 2017-12-04 | Creatures path around the same z level height they entered from without ground | Observe wild flying creatures (especially in groups) in both modes, depending on how common the birds are may take extensive searching to find them on the ground in adventure mode.
Throw a rock and chase them to make them fly away, in comparison creating a new fortress in a environment with birds they will erratically hover constantly and leave at the specific or similar z level air exit they entered (eventually)
River fish wont move a significant amount despite being more than able to swim very well, chase some of those in adventure mode also then note how well amphibious creatures move & path through water in fortress mode compared to aquatic ones who usually become permanent natural features & breed on the spot. |
| 0009391 | 2 | Fire | minor | resolved (user11) | 2017-12-04 | A written on forgotten beast parchment scroll produces smoke forever after a fire | |
| 0010384 | 2 | Items | minor | assigned (user8971) | 2017-12-03 | Stone barrels in world gen fortresses | |
| 0010415 | 1 | Adventure Mode -- Character Creation | minor | resolved (user11) | 2017-12-03 | Starting in wrong racial locations | |
| 0010399 | 4 | Pathfinding | major | | 2017-12-03 | Visitors pathing to attack flying animals cause heavy lag. | Have a group of flying creatures appear in area. |
| 0010413 | 2 | Dwarf Mode -- Interface, Building Construction | minor | | 2017-12-03 | Magma forges do not finish construction | Just try building new magma forges using the save file above and none of them get finished. |
| 0010406 | 1 | Adventure Mode -- Display | crash | | 2017-12-02 | Crash while resizing font | 1. Start a adventure mode game
2. Resize font
3. Crash |
| 0010407 | 1 | Creatures | major | resolved (user11) | 2017-12-02 | FBs do not path | Spawn FB, watch. |
| 0001190 | 17 | Dwarf Mode -- Jobs, Eating/Drinking | major | resolved (user11) | 2017-12-02 | Dwarf cancels Eat: Cannot find path | I have no idea how to reproduce it, but I have a file where its happening constantly. |
| 0009120 | 3 | Dwarf Mode -- Buildings, General | crash | feedback (user11) | 2017-12-02 | Crash when creating a magma furnace near the border of the map | dig a channel to the lava 3 cell away from the bottom border of the area
(O
x
x
x)
Designate a magma furnace with one of the top tile over it, when leaving the building menu the game crash. Sometime it doesn't. |
| 0010405 | 1 | Adventure Mode -- General | crash | new | 2017-12-02 | Crash on viewing 'A'rtifacts while travelling | |
| 0010402 | 1 | Adventure Mode -- Traps | minor | new | 2017-12-02 | Companions trigger traps repeatedly | |
| 0010404 | 1 | Dwarf Mode -- Visitors | major | | 2017-12-02 | Game doesn't respect visitor cap | Not sure. My previous fort was in 44.02 as well, and that did properly respect the visitor cap of 20 I had set for it. Not sure what happened in this fort. Is the number 16 cursed? |
| 0010403 | 1 | Items | text | | 2017-12-02 | Iron Pick has incorrect grammar in description. | |
| 0010401 | | Adventure Mode -- Traps | minor | new | 2017-12-01 | Incomplete message for discovering weapon trap directly below | |
| 0007695 | 3 | Dwarf Mode -- Buildings, General | minor | | 2017-12-01 | Tree grows adjacent to a bridge, bridge collapses | Try to build bridges near live saplings that may grow eventually... |
| 0002197 | 4 | Dwarf Mode -- Jobs, Hauling | minor | | 2017-12-01 | Corpse stuck on impassible/inaccessible workshop tile, can't be buried unless workshop is removed | |
| 0008261 | 3 | Dwarf Mode -- Jobs, Hauling | major | | 2017-12-01 | Dwarves won't haul/dump/bury some bodyparts of a turned weredwarf | |
| 0010397 | 2 | Dwarf Mode -- Embark/Setup | major | new | 2017-12-01 | Embark area had a dragon resident | Get "lucky" in choosing an embarkation area. |
| 0010386 | 2 | Adventure Mode -- General | minor | new | 2017-12-01 | Can look at the sky/weather with lost vision | |
| 0010359 | 4 | Adventure Mode -- Sites | minor | acknowledged (user8971) | 2017-12-01 | Crash at a site when random site walker can't find the way | Just gen a world and pick a site, then walk around until you crash. I think you need to exist fast travel to make the crash happen though. |
| 0010381 | 8 | Adventure Mode -- Buildings | crash | resolved (user11) | 2017-11-30 | Crash when stopping at some towns or hamlets | 1. Start up Adventure Mode
2. Go to the nearest town or hamlet.
3. Stop near the buildings with 'd'
4. Didn't crash? Repeat. |
| 0010345 | 2 | Dwarf Mode -- Military | major | acknowledged (user8971) | 2017-11-30 | Fort Fails to Crumble to Its End even when the only left dwarves are those imprisoned during missions | Send all dwarves off on raids till all are either dead or imprisoned. Watch as nothing in particular occurs. |
| 0010390 | 3 | Dwarf Mode -- Military | major | feedback (user11) | 2017-11-30 | Raids and Population cap Issues | Have military squad leave
have a migrant wave
Have a population of 158
Have Military squad return during a seige |
| 0009927 | 1 | Technical -- Saving/Loading | major | | 2017-11-30 | Save game not updating. | start game, run for a while. save and exit program. start program and play for a year or so. save and EXIT program (save resets after the game closes i think.) open program and load save. |
| 0009949 | 2 | Dwarf Mode -- Military | minor | | 2017-11-30 | Marksdwarf repeatedly picks up and drops bolts; doesn't move | |
| 0010035 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2017-11-30 | Charcoal no longer usable as coke | Use woodburners and hope for the best. I have not tried to reproduce this. |
| 0009984 | 3 | Dwarf Mode -- Buildings, General | minor | | 2017-11-30 | Dwarves only store items in bags, and never in other container types | 1) Set up a hospital or location where musical instruments are used.
2) Put a chest in it.
3) Watch it get ignored.
4) Put a bag in it.
5) Watch the dwarves put the relevant items in the bag. |
| 0009956 | 2 | Dwarf Mode -- Interface, Stockpiles | minor | | 2017-11-30 | Stockpile acquirement of containers is restricted by "take" links | Create a stockpile that would use bins/barrels. Make sure some bins/barrels are available. Create a "take" link to another stockpile that contains items compatible with the first stockpile, but does not contain bin/barrels. Observe the stockpile failing to use storage containers despite them being available. |
| 0006666 | 16 | Adventure Mode -- Combat | minor | assigned (user6) | 2017-11-30 | Trolls don't attack in adventure mode | 1. Load the save.
2. Move towards the troll. |
| 0010393 | | Dwarf Mode -- Interface, Civilization/World Info | major | new | 2017-11-30 | Missing keybindings in civilisations interface. | Download and install dwarf fortress from the Arch community repository, generate a new world, embark and enter the civilisations interface. |
| 0010391 | 3 | Dwarf Mode -- Visitors | trivial | resolved (user11) | 2017-11-30 | Visitor cap doesn't seem to restrict number of visitors | 1.Change your [VISITOR_CAP] in d_init.txt
2. Make a meeting location (taverns seem to draw visitors the most reliably)
3. Watch as 100 visitors show up and never leave despite your lowered cap (mine is currently 20, and my Other Units tab is at 114, 5 of those being ravens and a diplomat.) |
| 0009244 | 4 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2017-11-29 | Scribes rarely, if ever, copy works in the library | Set up a fully stocked library (tables, chairs, writing materials, bookcases) with books both written by dwarves in your fort and purchased from traders on the shelves.
Assign a dwarf to the Scribe occupation and disable all their labors. Set "Total number of each to scribe" to a high value (like 4) in the location menu.
Wait for months/seasons/years while your scribe doesn't copy any books. |
| 0010307 | 3 | Technical -- Input/Keybinding/Macros | major | resolved (user11) | 2017-11-29 | Will not Quit with Command Q or from menu! Must Force Quit to quit the game. | It happens every time I try to play. |
| 0010380 | 5 | Dwarf Mode -- Reclaim | minor | assigned (user8971) | 2017-11-29 | Soldiers without upper bodies present upon reclaiming forts lost due to all citizens dying on missions | |
| 0010389 | 2 | Creatures | major | resolved (user11) | 2017-11-29 | Megabeasts Do Not Path to Forts | 1. Play as normal
2. Wait until an FB/SMB/MB arrives
3. Watch it do nothing unless it has a sight line to a creature off the bat. |
| 0010387 | 1 | Dwarf Mode -- Artifacts | minor | new | 2017-11-29 | Crippled dwarves sent on raid instantly recover | 1. Have some bad things happen to a dorf, such as they would require a crutch/splint/dressing/sutures
2. Ensure they get proper medical care
3. Assign them to a squad, send said squad on raid
4. Medical miracle |
| 0009859 | 1 | World Generation -- General | crash | new | 2017-11-29 | segfaults on world creation on any settings | create a new world. |
| 0010060 | 2 | Adventure Mode -- Combat | crash | | 2017-11-29 | Crash when thrown axe breaks upon hitting target | Create stone axe, throw until it breaks on an enemy. |
| 0003335 | 11 | Dwarf Mode -- Environment | major | resolved (user11) | 2017-11-29 | Dug out areas suddenly become 'undug' after re-embark without reclaim | |
| 0009524 | 5 | Dwarf Mode -- Interface, Trade | minor | resolved (user11) | 2017-11-29 | Where letters without truetype ?? | |
| 0010251 | 3 | Adventure Mode -- Sites | crash | resolved (user11) | 2017-11-29 | Crash on nearing retired fortress | Walk to fortress "channeledforests" near tower, drop out of travel mode |
| 0009920 | 2 | Adventure Mode -- Combat | minor | new | 2017-11-28 | Throwing small creatures (bugs) causes temporary wear to them | Press shift-L to find small creatures
Pick up a small creature
Throw at a target (a non-vermin creature) |
| 0010136 | 3 | Adventure Mode -- AI | crash | | 2017-11-28 | Ambush crashes game w/ companions | Find a world where goblins have taken over most of an elven civ. Start as an adventurer in the remnant. Wait for raiding party.
Or just look here http://dffd.bay12games.com/file.php?id=12706 |
| 0010185 | 2 | Dwarf Mode -- Invasions | crash | | 2017-11-28 | Crash when dwarves are fighting invaders (no weapon traps used!) | 1. pull the upper lever (it's in the siege burrow)
2. order dwarves to kill invaders
3. crash occurs sooner or later |
| 0010053 | 2 | Dwarf Mode -- Transport/Hauling | crash | | 2017-11-28 | Games crash then I using my minecart shotgun | Create some impulse ramps, use them to throw minecart into squad of dwarves. Or probadly you also need trees. |
| 0010028 | 3 | Dwarf Mode -- Combat | crash | | 2017-11-28 | Repeatable Crash - Shooting enemy with ballista | Fire a ballista at a goblin |
| 0010348 | 9 | Dwarf Mode -- Immigration | feature | confirmed (user11) | 2017-11-28 | Criminal Immigrations | |
| 0010378 | 3 | Dwarf Mode -- Embark/Setup | minor | resolved (user11) | 2017-11-28 | Embarked in a tree | This may be related to the fact that most of my embark area covers the lake. The center in particular is above the lake. |
| 0010146 | 2 | Dwarf Mode -- Embark/Setup | minor | resolved (user11) | 2017-11-28 | Embark upon a tree | None that I know of |
| 0010355 | 6 | Technical -- Saving/Loading | crash | | 2017-11-28 | Game crashes if a player created any coins. | Create coins and sell them to a merchant, wait for them to leave and then save the game. Launch the game again and then try to save. |
| 0010374 | | Dwarf Mode -- Nobles | minor | resolved (user11) | 2017-11-27 | Military dwarf is mandating goods be constructed despite not being a noble | |
| 0010370 | 1 | Dwarf Mode -- Interface, Stocks | minor | resolved (user11) | 2017-11-27 | Visitors items appear in stocks | |
| 0010358 | 3 | Adventure Mode -- AI | minor | assigned (user8971) | 2017-11-27 | -is that a weapon- spam | My character has been travelling since a while with 3 companions.
When i travel both my weapon and shield are strapped.
We attacked a bandit camp and i took a iron spear from the resulting loot.
So my character is travelling with the main sword and shield strapped but with that iron spear now in hand.
From there with that setup (main sword+shield strapped and spear in hand), since days of travelling all my AI companions constantly and repeatedly spam "is that a weapon" or "is that an attack" when we walk around (out of the travel mode of course) just due to that iron spear being in hand. |
| 0010371 | | Dwarf Mode -- Reclaim | major | new | 2017-11-27 | Noble screen missing its entries | Provided saved game :
http://dffd.bay12games.com/file.php?id=13237
This was a fortress i had created mostly to pass time for my adventurers and see what world update would do to their surrounding.
At the time , the Noble screen was working, a dwarf named herself the Queen (i think the civ was dead so they were the last dwarves), i had assigned a manager to produce more easily items in batch of 20 and started to make the royal area.
Then i left the fortress to their own devices and started to play several adventurers.
I came back to my fortress and it's when i noticed the Noble screen was empty, there's no more manager role and there's no more Queen role as all the dwarves listed have now normal jobs. |
| 0006220 | 11 | General | major | acknowledged (user11) | 2017-11-27 | Depopulation of underground animals when playing Adventure mode | Check population info in a world, play an adventurer for a while, check population again. |
| 0010368 | | Dwarf Mode -- Jobs, General | minor | resolved (user8971) | 2017-11-26 | Stopping the display of an object puts the object in a bugged state in regards to future displays. | Assign an object to a pedestal, then either: deconstruct the pedestal and then assign the object to the other pedestal, or just assign the object the other pedestal. A save has been provided with two pedestals already built to ease reproducing the bug. |
| 0010350 | 3 | Legends Mode -- Historical Figures | minor | resolved (user8971) | 2017-11-26 | Horses have objects of worship | Unsure, will have to experiment further. |
| 0006634 | 6 | Adventure Mode -- AI | minor | new | 2017-11-26 | Buggy adventure mode vampire | |
| 0007931 | 6 | Adventure Mode -- Town | minor | | 2017-11-26 | Really bad FPS lag in Trade Depot | Load save game
'd' to stop fast travelling
Walk towards trade depot |
| 0010365 | 1 | Adventure Mode -- Conversation | minor | resolved (user1294) | 2017-11-26 | NPCs systematically referring to slain historical figures as 'unknown creature' | - Kill a historical figure
- Tell a NPC about it
- The NPC should reply something along the lines of 'An unknown creature has been slain' |
| 0010349 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | acknowledged (user8971) | 2017-11-26 | Were-dwarfs stuck in weird spot between injured and healed | |
| 0010363 | 1 | Dwarf Mode -- Jobs, General | minor | feedback (user8971) | 2017-11-26 | "Recover Wounded" jobs go into infinite loop | |
| 0010361 | 5 | Dwarf Mode -- Interface, Building Construction | minor | feedback (user8971) | 2017-11-26 | Game crash when pressing letter 'b' for build | Resize window, either fullscreen, or alt + green maximize button.
Unpause save game.
Press letter 'b' for build.
Game crashes. |
| 0010344 | 2 | Legends Mode -- History Export | minor | new | 2017-11-25 | No descriptions or names for current and used identities, only IDs | |
| 0010352 | | Vegetation | trivial | | 2017-11-25 | Plant growth colors & display colors not updated to match new state colors in plant_new_trees.txt | |
| 0006625 | 3 | Dwarf Mode -- Economics | major | confirmed (user6) | 2017-11-24 | Merchants climb up tree and go insane | What happened when this occurred
-Merchants did not go to trade depot as it was inaccessible
-deconstructed trade depot and put it in an accessible place after it said that they will be skipping us.
|
| 0010351 | 1 | Dwarf Mode -- Trade | minor | resolved (user11) | 2017-11-24 | Merchants arrive with multiple barrels of blood | |
| 0009362 | 8 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2017-11-24 | Flying visitors hovering near map edge and not pathing to tavern | Have bird person visi tavern |
| 0010338 | 3 | Adventure Mode -- General | minor | new | 2017-11-24 | goblins fighting in hamlet's subterranean | |
| 0010337 | 3 | Adventure Mode -- Conversation | major | | 2017-11-24 | when telling someone a rumor of an attack he wont acknowledge the creatures involved | kill something and report it's death |
| 0010333 | 2 | Dwarf Mode -- Stockpiles | minor | | 2017-11-24 | Can't dump items down pit. | |
| 0010334 | 7 | Dwarf Mode -- Combat | trivial | | 2017-11-24 | Danger room no longer functionable in current version? | Step 1. Build a danger room with wooden spears
Step 2. Put a dorf in there
Step 3. Watch them die |
| 0010347 | | Adventure Mode -- Display | minor | new | 2017-11-24 | Unknown characters from your own site showing up in the records of characters. | |
| 0003685 | 23 | Dwarf Mode -- Invasions | major | feedback (user11) | 2017-11-24 | Goblin squads invading a fortress will kill their non-goblin squadmates, sparking loyalty cascade | Load save from http://dffd.wimbli.com/file.php?id=3450. Goblin ambush is at edges of map, killing each other until only one or two per squad remain. |
| 0000310 | 7 | Adventure Mode -- Inventory | tweak | confirmed (user11) | 2017-11-24 | Liquids/Spatters on ground (water, booze, blood, bone meal, etc) can be picked up by adventurer an infinite number of times | 1) Kill creatures
2) Pick up blood
3) Drop blood in an empty tile
4) Pick up infinite amounts of blood |
| 0010342 | | Typos/Grammar | text | new | 2017-11-23 | Legends Mode grammar (slain by with...) | Death by weapon-trap
Check Legends |
| 0010291 | 3 | Adventure Mode -- General | minor | resolved (user11) | 2017-11-23 | Random goods in cave cause crash | Find a cave with goods and try to leave. |
| 0010336 | 2 | World Generation -- General | minor | new | 2017-11-23 | Never-ending festivals | |
| 0010097 | 2 | Dwarf Mode -- Interface, Civilization/World Info | trivial | resolved (user11) | 2017-11-23 | In civ list, 'At war' flag not displaying properly | Open civ screen.
Move selection around. |
| 0010339 | 2 | World Generation -- General | crash | resolved (user11) | 2017-11-23 | longer then 100 year gen on smaller or bigger world crashes game | create a new world, set the size to smaller or higher, and set the history to short or higher |
| 0010330 | 3 | World Generation -- General | crash | | 2017-11-23 | World gen crashes on finalization | *** STARTING NEW GAME ***
Generating world using parameter set CREATE WORLD NOW = 3333333
Seed: r5y0zUaeeKzdLPrHFUHG
History Seed: XKM9iwPguHvkjeVWJBRa
Name Seed: 1p2fpK5ZXuBYOVfZpfRo
Creature Seed: EFeEGCKS2uYFGPqgyDfY
*** STARTING NEW GAME ***
Generating world using parameter set CREATE WORLD NOW = 3333333
Seed: 8MkQoAwC6a6yim4OYAgi
History Seed: 8IaIWgACCyGEKe6A00eu
Name Seed: II28IkKe2Qaw82UwOqQq
Creature Seed: GiS2MS8smyoaOCQ0G0K2 |
| 0007745 | 4 | Pathfinding | minor | new | 2017-11-23 | Cat constantly tries and fails to climb out of a river canyon, ignores ramps I dug on the other side of the river | |
| 0010332 | 2 | World Generation -- General | crash | resolved (user11) | 2017-11-23 | Cannot start a world (always crash) | Try to create a world without interruption |
| 0009535 | 7 | World Generation -- General | major | resolved (user11) | 2017-11-22 | Can not to repeat exactly the map as the last time, and "Elven necromancy Towers" | I have only 1 map.
Generate some tines.
Created in DF v0.42.05.
[WORLD_GEN]
[TITLE:SMALL REGION]
[SEED:OOM2EwWKMMgcgImisQg0]
[HISTORY_SEED:Y6m6skmsewqOGEgqOk4a]
[NAME_SEED:ym2MsyAAUO2CigosUuwe]
[CREATURE_SEED:8WUyY4Uy28m4gkg6IE28]
[DIM:65:65]
[EMBARK_POINTS:1504]
[END_YEAR:150]
[BEAST_END_YEAR:100:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:100:400:400:400]
[RAINFALL:1:100:150:150]
[TEMPERATURE:35:65:150:150]
[DRAINAGE:1:100:150:150]
[VOLCANISM:1:100:150:150]
[SAVAGERY:1:100:150:150]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NORTH_OR_SOUTH]
[MINERAL_SCARCITY:100]
[MEGABEAST_CAP:4]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_TROLL_NUMBER:11]
[BOGEYMAN_NUMBER:11]
[VAMPIRE_NUMBER:11]
[WEREBEAST_NUMBER:11]
[SECRET_NUMBER:22]
[REGIONAL_INTERACTION_NUMBER:22]
[DISTURBANCE_INTERACTION_NUMBER:22]
[EVIL_CLOUD_NUMBER:11]
[EVIL_RAIN_NUMBER:11]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:6:63:127]
[EVIL_SQ_COUNTS:6:63:127]
[PEAK_NUMBER_MIN:5]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:50]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:25]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:9]
[NON_MOUNTAIN_CAVE_MIN:16]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:528:1056:528]
[RAIN_RANGES:264:528:264]
[DRAINAGE_RANGES:264:528:264]
[SAVAGERY_RANGES:264:528:264]
[VOLCANISM_RANGES:264:528:264]
|
| 0009523 | 2 | Miscellaneous Crashes | feature | resolved (user11) | 2017-11-22 | Crashes when placing bookcases, error blames animal.txt | placing bookcases on a row just above the ones finished (1 space in between) |
| 0009944 | | Dwarf Mode -- Interface, Designations | trivial | new | 2017-11-22 | Mining designation reveals caverns before being discovered | I would assume one needs to successfully dig underneath a cavern layer without actually discovering it, in order to reproduce this. So far, I have not been lucky enough to "miss" a cavern layer again. |
| 0007577 | 1 | Dwarf Mode -- Interface, Rooms | trivial | confirmed (user11) | 2017-11-22 | Nest boxes appear same color, regardless of material | Build a stone nestbox.
Build a wood nestbox.
Place the two next to each other and note the color. |
| 0004455 | 2 | Adventure Mode -- Inventory | minor | resolved (user11) | 2017-11-22 | Two weapons in one hand. Both weapons are usable. | 1. Get attacked by an enemy with a weapon.
2. Let him stuck his weapon into one of your wounds.
3. Kill him right away, so he can't take it out.
4. While holding your weapon and shield in both of your hands, pull the foe's weapon out.
5. Check your iventory, there it is!
6. Attack somebody. You can use both weapons now! |
| 0004224 | 1 | Adventure Mode -- Inventory | tweak | new | 2017-11-22 | Adv Mode [r]emove always places items in grasps, allows wielding them all simultaneously | 1. Take something in both hands.
2. Remove your armor, clothes or any item from containers.
3. Repeat second step.
4. ?????
5. You can hold it all in your hands! |
| 0009695 | | Dwarf Mode -- Combat | major | resolved (user11) | 2017-11-22 | Dwarven Civs Kamakazi/Freakout In/Near Combat | Id say just engage in combat with civilians around or combat involving citizens |
| 0009531 | 4 | Dwarf Mode -- Military | minor | resolved (user11) | 2017-11-22 | Dorfs wont gain armor or shield skills thru training or sparring until you kickstart it with real combat. | Build a squad from the bottom up (0xp) and watch fighter, weapon, etc, gain but not armor, shield. |
| 0009252 | 32 | Dwarf Mode -- Idle Behavior | major | | 2017-11-22 | Dwarves get stuck in trees | Savegame: http://dffd.bay12games.com/file.php?id=11389
To see one of those dwarves load the game and look for "Inod Kuletsanus" |
| 0009888 | 18 | Dwarf Mode -- Invasions | crash | | 2017-11-22 | Wear-related crash when triggerring a weapon trap | |
| 0009650 | 7 | Dwarf Mode -- Visitors | minor | | 2017-11-22 | Visitors begin attacking citizens and long-term residents when a siege starts | Accept several visitors as long-term residents. Wait for siege to occur. Optional: swear heavily because a human bard just killed your best glassmaker. |
| 0005084 | 11 | Dwarf Mode -- Jobs, Items | minor | | 2017-11-22 | Jeweler able to cut/encrust all stone as well as gems | Build a jeweler's workshop on a map with stone. Give it jobs. |
| 0009901 | | Dwarf Mode -- Invasions | trivial | resolved (user11) | 2017-11-22 | Siege lead by a beast. | Get sieged and there is a chance the game will maybe send a beak dog as leader of a siege? |
| 0008871 | | Adventure Mode -- Sites | major | resolved (user11) | 2017-11-22 | sleeping in ruins rearranges/removes construction | Enter a town and explore exhaustively (or just skim the map revealed by dfhack.) Sleep any length of time. Examine the map layout again and you'll see the changes described above. |
| 0009542 | 3 | Dwarf Mode -- Items | crash | resolved (user11) | 2017-11-22 | Crash when trying to render Titan Fat | Go to the Butcher's workshop and remove the forbidden flag from Titan fat |
| 0006837 | 1 | Dwarf Mode -- Invasions | crash | resolved (user11) | 2017-11-22 | Crashed after forgotten beast spawn | |
| 0009412 | 1 | Dwarf Mode -- Embark/Setup | crash | resolved (user11) | 2017-11-22 | Crashes on embark | |
| 0009649 | 2 | Adventure Mode -- Reactions | crash | resolved (user11) | 2017-11-22 | Knapping crashes game | |
| 0010247 | 3 | Dwarf Mode -- Moods | major | resolved (user1294) | 2017-11-22 | Unacceptable profession's moods | 1)Be lucky or unlucky. |
| 0005356 | 15 | Undeath | minor | | 2017-11-20 | Undead tissues (hair, feathers, fur) attack but cannot be hit | 1. Embark in terrifying biome.
2. Butcher hairy animal.
3. Wait for hair to rise as undead. |
| 0009496 | 9 | Combat -- General | minor | | 2017-11-20 | Tiny undead creatures immune to pulping, ridiculously difficult to kill | create some unarmed dwarves in the arena
add one undead kestrel at a time until you get an unsmashable one |
| 0009230 | 1 | Dwarf Mode -- Jobs, Hauling | minor | new | 2017-11-20 | Floating Carpenter | |
| 0008569 | 1 | Dwarf Mode -- Artifacts | minor | new | 2017-11-19 | Artifact completed outside of workshop. | |
| 0006829 | 7 | Dwarf Mode -- Interface, Announcements | trivial | resolved (user11) | 2017-11-19 | Collapse of trees during forest fire causes annoying pausing and recentering. (Not a bug, just extremely annoying.) | Set forest of multi-tile trees on fire. |
| 0009149 | 2 | Miscellaneous Crashes | crash | resolved (user11) | 2017-11-19 | Game crash soon after embark | 1. Load savegame
2. Unpause game
3. Game will crash after a second or two |
| 0009157 | 4 | Technical -- General | crash | resolved (user11) | 2017-11-19 | Crashes soon after the game starts | 1. Load the game
2. Unpause
3. Wait |
| 0009159 | 4 | Miscellaneous Crashes | crash | resolved (user11) | 2017-11-19 | Crashes within minutes after embark. | Load save.
Run until crash, which happens frequently before 10 or around 40 seconds at 300 FPS.
|
| 0009160 | 2 | Dwarf Mode -- Jobs, Animal Handling | crash | resolved (user11) | 2017-11-19 | Game crashes shortly after embark | Have not tried yet. |
| 0009172 | 3 | Technical -- Saving/Loading | crash | resolved (user11) | 2017-11-19 | Crash when loading 40.24 save. | --Load save.
--Unpause.
--Crash. |
| 0009878 | 4 | Dwarf Mode -- Trade | minor | resolved (user11) | 2017-11-19 | Human traders bring forest fires | Have a trade depot, wait for the human caravan to arrive, in an area with grass. |
| 0010181 | 2 | Adventure Mode -- Inventory | minor | resolved (user11) | 2017-11-19 | If I gain possession of an item with one hand which I am holding with other, the items duplicate | |
| 0010011 | 4 | Dwarf Mode -- Artifacts | minor | resolved (user11) | 2017-11-19 | Moody dwarf moved out of path to workshop, doesn't make any effort to go back to it | |
| 0010078 | 2 | Dwarf Mode -- Trade | minor | resolved (user11) | 2017-11-19 | animal trade crashes the game | 1. get a caravan
2. [b]uild a cage[j]
3. stick several (trained) animals in one cage
4. Remove the cage, this will keep all the "pets" inside.
5. Let it be hauled for trading
6. game crash |
| 0010308 | 3 | Dwarf Mode -- Traps | crash | resolved (user11) | 2017-11-18 | Crash when invader triggers either Weapon trap or Cage trap while using Tileset. | Just resume gameplay after changing tileset and let the invading goblins run into the weapon and cage traps. |
| 0008893 | 2 | Dwarf Mode -- Interface, General | minor | resolved (user11) | 2017-11-18 | Special Materials Visible in Many Dwarf Mode Menus | |
| 0008911 | 6 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | resolved (user11) | 2017-11-18 | Manager Puts Tasks on Top of Other Tasks | |
| 0009823 | 1 | General | crash | resolved (user11) | 2017-11-18 | Crash and unresponsive | |
| 0009415 | 7 | Dwarf Mode -- Trade | trivial | resolved (user11) | 2017-11-18 | Re-trading artifact Toy Hammer to clean out merchants | I have only done it on this fort and with two separate artifacts. Haven't tried it on another fort. |
| 0009584 | 3 | Dwarf Mode -- Artifacts | text | resolved (user11) | 2017-11-18 | Artifact image misidentifies mayor as king | 1) Start a fortress in a world where dwarven civilization is extinct
2) With a low population (I had 20, I think) have a dwarf become queen of your civilization.
3) Later, when population increases to >50, a different dwarf becomes mayor
4) Strange mood dwarf creates artifact about the ascension of the ruler. |
| 0009537 | 4 | Dwarf Mode -- Interface, Manager | minor | resolved (user11) | 2017-11-18 | Gold crafts fulfilling manager order for rock crafts | Not sure about in general, but in the save just smelt native gold and watch the manager orders screen before and after gold crafts are made; it'll count down the order for rock crafts instead of the one for gold crafts. |
| 0009189 | 8 | Dwarf Mode -- Thoughts and Preferences | crash | | 2017-11-18 | Unknown Game Crash | |
| 0009500 | | Dwarf Mode -- Locations | minor | resolved (user11) | 2017-11-17 | Dwarves eat in library instead of dining hall | Build a library closer to your main trade/work/sleep/etc area than your dining room and place a few tables and chairs in it. |
| 0009692 | 4 | Adventure Mode -- Combat | minor | resolved (user11) | 2017-11-17 | Sleeping people do not wake upon drum solos, or anything else | Find sleeping bandits, attack unmolested. Can confirm that villagers do this too, and that you could hypothetically beat an entire village to death with a bone figurine without anyone waking up. |
| 0010329 | | Adventure Mode -- AI | major | resolved (user11) | 2017-11-17 | Refugees and armies will sleep forever | Locate a site being attacked by an army, or a site that has recently been sacked, preferably a "major" site like a fortress or a city, or the equivalent for the other sites. Upon entering fast-travel mod, you should see a great deal of * symbols surrounding the site. If you enter this area and subsequently leave fast travel mode, you will encounter a tent that is likely filled with sleeping NPCs. These NPCs will remain permanently asleep even if the adventurer leaves the site, which can be verified by retiring the adventurer and starting a new one. Even two weeks later, their position will not have changed. Furthermore, using third-party scripts to change the two week wait time to ten years, the result is the same, with the sleeping NPCs remaining where they are. |
| 0010328 | | World Generation -- General | crash | | 2017-11-16 | DEFAULT_TYPE:DARK_FORTRESS causes worldgen crashes when any position has CHAT_WORTHY | Give goblins dwarven nobility, the game will crash at the end of placing civilizations in worldgen. |
| 0010324 | 2 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2017-11-15 | Dwarf still able to 'Handle' 'reverted to wild state' elk bird | Train wild creature. Move it to a pasture. Wait for it to forget its training completely. A dwarf with the relevant labor might re-pasture it. |
| 0010327 | | Adventure Mode -- Inventory | trivial | | 2017-11-15 | Infinite liquids by dropping (Adventure Mode) | 1- Get liquid (into your inventory)
2- Drop said liquid on ground
3- pick up liquid
4- Repeat step 3 |
| 0010326 | 1 | Adventure Mode -- Quests | major | | 2017-11-14 | Target of vampire quest unknown to be where they are | Randomly get a quest from your lord, probably about a vampire.
Ask them about where said quest target is.
See if they see "Probably on the move or deep underground, I can't be sure."
|
| 0010325 | 1 | Miscellaneous Crashes | crash | | 2017-11-14 | Instability on high zoom levels?? | Change the zoom level a bit, then play (probably on a high zoom level) for a bit, then zoom in as far as possible, and set some designations, add an order through the manager (I was ordering floodgates), and if all else fails zoom to a unit. |
| 0000787 | 15 | Adventure Mode -- Combat | minor | confirmed (user6) | 2017-11-12 | Small animals and reanimated body parts can't be hit -- "the attack passes right through" | Generate enough smalls animals in arena. You will find one. |
| 0010322 | 1 | Dwarf Mode -- Environment | minor | | 2017-11-11 | Troop of troglodytes spawned in single open space tile | |
| 0009660 | 14 | Dwarf Mode -- Thoughts and Preferences | minor | | 2017-11-11 | Happiness/stress balancing issues | 1. Acquire dwarves.
2. Intentionally make their lives a living hell.
3. Observe the extent to which it takes time (on the order of years) for any visible effects develop. |
| 0010280 | 1 | Dwarf Mode -- Jobs, Childcare | minor | new | 2017-11-06 | the "Seek infant" job triggers (and completes) even if the infant has been turned into an undead horror | get a migrant wave with infant on a map with thralling weather; hope the baby (only) gets hit, or trap it outside and wait. after that point, save & reload; the migrant wave & thralling have to happen in the same play session. |
| 0008223 | 4 | Dwarf Mode -- Transport/Hauling | minor | | 2017-11-05 | bins/wheelbarrow inhibiting hauling route trigger condition | |
| 0008167 | 3 | Dwarf Mode -- Combat | minor | | 2017-11-05 | Goblin Bowman turned Swordsman turned Swordmaster in a matter of moments. | |
| 0008165 | 1 | Combat -- General | major | | 2017-11-05 | Soldiers ignoring enemies. | |
| 0008179 | 2 | Dwarf Mode -- Buildings, General | minor | | 2017-11-05 | Unable to place Hatches on Up/down Stairwells | Build UP/Down Stairwell. Build stone hatch cover at masons. Attempt to build Hatch cover on Up/Down Stairwell. |
| 0010320 | 1 | Projectiles | minor | new | 2017-11-05 | Floor level is considered differently for standing and bouncing dwarfs. | |
| 0010037 | 3 | Title Screen | tweak | | 2017-11-05 | Attempted to launch 43.05 legacy x64, says file is missing | Unknown. |
| 0000266 | 9 | Dwarf Mode -- Nobles | minor | | 2017-11-02 | Multiple Militia captain positions available for militia commander | Open up Nobles interface screen (that needs to be a new bug category ;p)
Appoint a militia commander.
Select "militia captain", you might need a certain number of dwarves.
Keep appointing more militia captains. |
| 0008022 | 3 | Combat -- Stuck-ins | major | | 2017-11-02 | Bronze forgotten beast unable to kill kitten | 1. Load that save
2. Open log
FB is on 85 ('H' letter). |
| 0007679 | 1 | Dwarf Mode -- Immigration | minor | | 2017-11-02 | First migrants/caravan delayed if not starting in spring | Start a fortress in another season than spring. |
| 0010193 | 6 | Dwarf Mode -- Immigration | major | | 2017-11-02 | Fort founded in Fall; Migrants not arriving in first Spring | |
| 0004600 | 4 | Dwarf Mode -- Items | crash | | 2017-11-02 | Items frozen in ice are unrecoverable; building on previously iced square crashes game. | designate a dump zone or otherwise engineer a square that will freeze to contain an item before freezing. Allow the original ice block to thaw(not sure if this is necessary), and then either allow to refreeze, or empty the water out of the tile. Build on that tile->crash.
|
| 0007728 | 2 | Dwarf Mode -- Jobs, Sleeping | minor | | 2017-11-02 | Dwarf sleeping on hatch cover stuck on loop. | |
| 0007448 | 6 | Dwarf Mode -- Jobs, Hauling | minor | | 2017-11-02 | Specific ramp-based setup causes lower Z-levels to be ignored by game | Create a fort and use channeling to dig downward in a tight spiral:
^v X^ XX vX
XX Xv v^ ^X
Build two small spaces more than 1 Z-level apart and try to move items between the two. |
| 0010318 | 1 | Civilizations/Entities -- General | minor | resolved (user1294) | 2017-11-02 | Dwarves report incorrect region rumors locally | Log the conversations that occur between dwarves with [REGULAR CONVERSATION A_D:D_D] in announcement txt. They will periodically talk about threats filtered into announcements, parse through the information in-game or afterwards on the game log.
Embark in a biome with very little wildlife/monsters, listen closely for mentions of exotic monsters within your regional territory that are actually happening back in central dwarven territory.
Save, backup & retire the fortress when you have enough logs and return to legends mode, all of the threats listed appropriate to your region can be found there & find the mentioned monsters in legends mode to track their doings. |
| 0010319 | 1 | Dwarf Mode -- Idle Behavior | minor | new | 2017-11-01 | Immigrant dwarves only develop social skills with their spouses | Modify the creature standard txt entry for dwarf to give them a exaggerated value for conversation with [SKILL_LEARN_RATE:CONVERSATION:200]. Dwarves in fortress will not scale up to legendary despite this value, and those who arrive with good social skills won't pass on or develop other dwarves around them.
Wait for a married couple to arrive eventually, they should both have legendary conversation social skills & be adept in other social skills from off site social development. |
| 0003468 | 1 | Dwarf Mode -- Environment | tweak | | 2017-11-01 | Mining created obsidian pillars causes created floor above to crash down | Locate a magma pipe.
Drill a hole from a aquifer or river source.
Allow the water to cover the pipe from one side, to allow the obsidian cover to attach to the side.
When water spills diagonally into the lava, a cave in occours. On some of these, the splashed magma will create a wall on the water level.
digg these walls to reproduce the cave-in. |
| 0004106 | 7 | Dwarf Mode -- Trade | major | | 2017-11-01 | Broker becomes Legendary Appraiser but conversation skills don't rise above Dabbling | |
| 0002195 | 7 | Dwarf Mode -- Environment | major | | 2017-11-01 | Water magically appears | Can't force it to reproduce. Has happened twice in about 10 hours. |
| 0009893 | 6 | Technical -- General | crash | | 2017-11-01 | Linux: libs/libstdc++.so.6 causing linking problem | |
| 0009236 | 5 | Dwarf Mode -- Invasions | major | new | 2017-10-31 | Seige either lock at edge of screen or flees immediately | Any siege should do it. Hopefully you have a shortcut to make one happen. Although it might be specific to the conditions I have in my world. |
| 0010167 | 11 | Dwarf Mode -- Invasions | major | new | 2017-10-31 | Enemies Sieging Base Won't attack player Dwarf Base and instead huddle at edge of map around an undead goblin | It was totally out of my control.
The last fortress I had, had a goblin with a team of dwarves accompanying him, but they were all killed by a disembodied godlike undead Giant Chinchilla head that they and myself were unable to kill. So I know they aren't supposed to be friendly with undead. |
| 0004969 | 11 | Dwarf Mode -- Stockpiles | minor | confirmed (user6) | 2017-10-30 | Lye in rock pots can't be used for making potash | See description |
| 0008819 | 5 | Dwarf Mode -- Stockpiles | minor | | 2017-10-30 | Milk buckets being stored in barrels | Load the save and check stockpile on surface right beside the Farmers Workshop |
| 0009509 | 4 | Dwarf Mode -- Stockpiles | minor | new | 2017-10-30 | Wheelbarrow assigned to stone stockpile loaded into mine cart | |
| 0005895 | 18 | Dwarf Mode -- Transport/Hauling | minor | | 2017-10-30 | Herbalist takes multiple trips/plant | Watch dwarves gathering plants. |
| 0009866 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | | 2017-10-30 | "Additional Options" remain white even if all sub-categories are gray | 1) [p] -> [t] (open custom stockpile screen).
2) Navigate to "Additional Options" (at the bottom of the list).
3) [b] (to block all).
4) See "Additional Options" still in white. |
| 0008970 | 2 | Dwarf Mode -- Jobs, Hauling | trivial | | 2017-10-30 | Dwarves ignore wood to be stockpiled. | |
| 0008797 | 1 | Pathfinding | minor | | 2017-10-30 | random "Dangerous Terrain" cancellation over ramp | The only pattern I can see is that it happens during hauling jobs that will be resumed automatically. |
| 0009246 | 5 | Dwarf Mode -- Jobs, Activity Zones | minor | acknowledged (user11) | 2017-10-30 | Animals only move very rarely when brought to a pasture | Partially reproducable (if a bug at all) by deactivating the activity zone, letting the animals walk away, and then reactivating the zone. All the animals are brought to somewhere in the pasture, and they |
| 0003881 | 2 | Combat -- Wrestling | trivial | | 2017-10-29 | Improbable Wrestling moves | |
| 0008528 | 6 | Dwarf Mode -- Idle Behavior | minor | | 2017-10-29 | Dwarves won't talk to lovers | Generate new world. Embark. Wait for some of the dwarves to become lovers - they'll talk to each other after that for a while, less than a season. Then all the pairs abruptly stop talking to each other (will still talk to friends). If you lock the couples up together they'll just idle and not interact. This prevents trying to self-populate a fort. |
| 0005368 | 4 | Dwarf Mode -- Interface, Announcements | minor | new | 2017-10-29 | Friendly werebeast-Peasant arrives with "megabeast" announcement, gets caught in cage trap | |
| 0006387 | 2 | World Generation -- Constructions | minor | | 2017-10-29 | Cavern regions with high water content interfering with demon fort placement? Also no cavemoss or fungi on cavern 3 | This is the worldgen I used, although the history might come out a bit differently.
Outside of using this worldgen:
1. Generate a world with potential for caverns with high water coverage (the settings below should do the trick.
2. Start up some adventurer, descend into the depths (though it may help to use DFhacks reveal to see what the cavern looks like below before descending).
3. Explore the region that has high water content.
4. Count how many demon forts you find and compare to a less watery cavern region.
[WORLD_GEN]
[TITLE:MEDIUM REGION]
[SEED:fTMmm2yGFe4vup3wwEzd]
[HISTORY_SEED:ttpmQkzmlMrJOogh5H5A]
[NAME_SEED:m2XuvBVI9S8S1soelFt3]
[CREATURE_SEED:TBZvLXH2V840eyd0UJsT]
[DIM:129:129]
[EMBARK_POINTS:1324]
[END_YEAR:250]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:100:360:0:0]
[RAINFALL:0:100:200:200]
[TEMPERATURE:50:70:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:100:400:400]
[ELEVATION_FREQUENCY:4:100:0:0:0:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:0:1:1:1:0]
[SAVAGERY_FREQUENCY:1:10:1:1:1:1]
[VOLCANISM_FREQUENCY:5:10000:0:0:0:1]
[MINERAL_SCARCITY:300]
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:10]
[TITAN_ATTACK_TRIGGER:120:0:200000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:28]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:28]
[WEREBEAST_NUMBER:28]
[SECRET_NUMBER:24]
[REGIONAL_INTERACTION_NUMBER:58]
[DISTURBANCE_INTERACTION_NUMBER:58]
[EVIL_CLOUD_NUMBER:58]
[EVIL_RAIN_NUMBER:58]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:8:0]
[REGION_COUNTS:FOREST:0:3:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:1000]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:50]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
[CAVERN_LAYER_WATER_MIN:30]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:50]
[LEVELS_ABOVE_LAYER_1:20]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:0]
[NON_MOUNTAIN_CAVE_MIN:75]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1040]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
|
| 0009961 | 10 | Dwarf Mode -- Visitors | major | | 2017-10-28 | Visitors do not form romantic relationships | Load any fortress with a significant number of visitors. Note that all visitors either have pre-existing romantic relationships (which were generated with the character) or no romantic relationships regardless of how much idle time they spend with viable partners. |
| 0005075 | 17 | Adventure Mode -- Conversation | trivial | | 2017-10-28 | Critter men say their name is TRANS_NAME] | Greet a [name of critter] man in adventure mode through the k button. |
| 0010101 | | Adventure Mode -- AI | minor | new | 2017-10-27 | When greeting unknown NPCs they do not introduce themselves and just tell you troubles | Create an adventurer and talk to npcs, force close the game (similar to crashing) and reload. Talk to an NPC by greeting them when you knew their name before or not |
| 0009833 | 2 | Dwarf Mode -- Moods | minor | | 2017-10-26 | Moody dwarf scared from the workshop doesn't return to claimed workshop, goes insane after some time | 1. Have a strange mood.
2. Let the moody dwarf collect all neccessary materials and start construction.
3. Make a hostile creature scare the moody dwarf from his workshop.
4. The dwarf won't return to the workshop and will go insane after some time. |
| 0010311 | 3 | General | trivial | | 2017-10-26 | All creatures rely on their mouths - drown/suffocate while only [APERTURE] breathing orifice is occupied. | Open the body_default [RAW] file and use the notepad (or equivilent) function to 'find' [BODY:NOSE] and its other types.
In active play, watch as dwarves choke to death on alcohol as their mouth fills with vomit within a tavern after getting tipsy, effectively their only method of breathing connected to the lungs is blocked. |
| 0010314 | | Dwarf Mode -- Items | minor | | 2017-10-26 | Supposedly magma-safe green glass items destroyed in magma | |
| 0010313 | | Dwarf Mode -- Items | trivial | new | 2017-10-24 | Contaminant water is useless & transferred by buckets into non-usable containers | Fill up a aquarium with water and observe the [10] water objects inside, then release that aquarium with a lever mechanism and it will spill contaminant water like a melting ice stone. It will be transferred there by buckets.
Alternatively create a reaction in which a barrel is filled with water and it'll be largely useless unless the barrelled reaction is used in something else. |
| 0010310 | 2 | Dwarf Mode -- Visitors | minor | | 2017-10-19 | Scholars 'Borrow' your books and scrolls | Assuming it wasn't a bizzare one off, have a library with a bookcase, books, tables and chairs. Wait for a visiting scholar and keep an eye on what he's carrying when he leaves. |
| 0000874 | 26 | Dwarf Mode -- Jobs, General | minor | new | 2017-10-18 | Dwarves refuse to butcher some corpses (buzzards in particular) | I have no idea where to even begin. Maybe just try killing buzzards? |
| 0010309 | | Dwarf Mode -- Idle Behavior | minor | new | 2017-10-17 | Occupation behaviours are active jobs - no breaks equal no relief for off-time & talking | Set up a test fortress with minimum 5x5 floor wide occupational areas, prayer sites are enough but a tavern & a library at discretion or further testing. Prayer activities commonly count as active jobs despite having no job's text in the jobs screen, and will decrease the total amount of idling dwarves.
Very few relationships will form outside of the starting seven who had a marked advantage of talking to one another before they needed to fulfill their needs. Even if the occupation areas are 5x5, dwarves adjacent to one another will not converse ever adding credence its not a inactive activity as required to talk freely. |
| 0010304 | 4 | Dwarf Mode -- Environment | minor | | 2017-10-13 | Dwarf walking on air after screw pump back-pressure | |
| 0009704 | 2 | Dwarf Mode -- Jobs, Hauling | minor | | 2017-10-11 | Dwarves haul items one at a time instead of in bins | |
| 0010302 | 2 | Dwarf Mode -- Items | minor | | 2017-10-11 | can't store honey in barrels or buckets | |
| 0010298 | 2 | Dwarf Mode -- Reclaim | minor | | 2017-10-11 | Retirement/Unretire resurrects dead dwarfs? | Retire a fort, wait for someone to die, then reclaim it. It should bring them back to life, because I think it saved the units who were there when I retired, and just brought them back? Nothing had changed in the ten years I was gone, not even people's moods, but there were about 150 human visitors just hanging out and some random skeletons scattered around.
Also I unpaused for a second and the king started complaining about not having rooms, even though he had them, and about 20 doors couldn't be completed? |
| 0009673 | 6 | Adventure Mode -- Retirement | minor | new | 2017-10-11 | Adventurer retired in player fort dehydrated, starving, goes insane from lack of sleep | |
| 0009966 | 3 | Dwarf Mode -- Jobs, Cleaning | minor | | 2017-10-11 | Dwarves do not clean vomit | Build a fort in which dwarves will be going back and forth between above-ground and below-ground, causing vomiting due to cave adaptation. Resulting piles of vomit will never be cleaned. |
| 0010301 | 3 | Dwarf Mode -- Items | minor | | 2017-10-11 | Only wine showing up under drinks | make mead. |
| 0001127 | 6 | World Generation -- General | minor | new | 2017-10-11 | Worldgen without caverns does not allow embark with seeds/alcohol | Below are the worldgen parameters for a sample world without caverns, provided for easy reproduction:
[WORLD_GEN]
[TITLE:NO CAVERNS]
[SEED:3413653283]
[HISTORY_SEED:1534942095]
[NAME_SEED:3439071062]
[CREATURE_SEED:337618384]
[DIM:257:257]
[EMBARK_POINTS:5000]
[END_YEAR:10]
[BEAST_END_YEAR:5:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:3200:3200]
[RAINFALL:0:100:100:100]
[TEMPERATURE:25:75:100:100]
[DRAINAGE:0:100:100:100]
[VOLCANISM:0:100:100:100]
[SAVAGERY:0:100:100:100]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[TITAN_NUMBER:15]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:15]
[GOOD_SQ_COUNTS:100:1000:2000]
[EVIL_SQ_COUNTS:100:1000:2000]
[PEAK_NUMBER_MIN:20]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:15]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:0]
[RIVER_MINS:800:400]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:0]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:0]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:5]
[LEVELS_ABOVE_LAYER_5:5]
[LEVELS_AT_BOTTOM:15]
[CAVE_MIN_SIZE:5]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:25]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:100000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0] |
| 0010300 | | Adventure Mode -- Combat | minor | new | 2017-10-10 | Strangling too unrealistically fast and too effective | Can be easily reproduced in object testing arena. Create a dwarf with no skill and then a dwarf with grandmaster wrestling, take control of the no skill dwarf and repeatedly try to choke hold the grandmaster. He won't make any effort to wrestle back and will just pass out from being strangled. |
| 0010299 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | major | new | 2017-10-08 | Eat/Drink/Sleep jobs interrupted by a civilian alert are not properly recreated when the alert ends | embark on an evil biome with reanimation. butcher an animal with hair. If it can be put down after reanimation, spin some of it into thread, then wait for the rest to reanimate again. When you are down to just the head-hair, it should be invulnerable.
let a moody dwarf engage it in combat, let some other dwarves help, then recall the helpers with a civilian alert. |
| 0001855 | 1 | Dwarf Mode -- Buildings, General | minor | | 2017-10-02 | Modded building can use same BUILD_ITEM twice | Create a custom workshop with some material requirement like
[BUILD_ITEM:1:BLOCKS:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][CAN_USE_ARTIFACT]
Generate a world.
Build the workshop and observe that a single block can build the workshop in entirety (rather than needing a block and some other building material). |
| 0002559 | 1 | Dwarf Mode -- Interface, Main View | trivial | | 2017-10-02 | Digging ramps doesn't update adjacent smooth wall tiles on z-level above | 1. Create a smoothed wall.
2. Dig a ramp under the wall. |
| 0009714 | 3 | Dwarf Mode -- Military | minor | | 2017-10-02 | Commander dies, 2nd squad member replaced him, now squad list showing 2nd squad memberduplicate at both places | |
| 0010297 | 3 | Dwarf Mode -- Interface, Military Screen | minor | | 2017-10-02 | Dwarf appears twice on squad. | Appoint a new squad through the military menu.
Appoint two people to the squad.
Find the squad leader position in the nobles menu.
Appoint the dwarf in rank 2, to the noble position. |
| 0010276 | 6 | Dwarf Mode -- Pets | minor | | 2017-10-01 | dieing of old age does not interupt egg incubation | get an egg-layer to incubate fertile eggs while it is near max age, then get "lucky" |
| 0010295 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2017-09-26 | Dwarves eat raw ingredients when prepared meals are available. | 1. Harvest plump helmets.
2. Cook some meals, dump in same or different stockpile (doesn't matter).
3. Watch them often eat the plump helmets and ignore the meals. |
| 0009978 | 2 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2017-09-20 | Plants without certain properties are not harvestable | Create a plant with all of the listed things missing, try to harvest. |
| 0010294 | 1 | Dwarf Mode -- Jobs, Equipment | minor | | 2017-09-19 | Clothier drops all produced clothes in workshop | |
| 0010292 | 2 | Adventure Mode -- General | block | | 2017-09-17 | Game ignores inputs after too many announcements appear at once | Very slowly walk into a populated area during a lot of conversations, fight 4 zombies as the other 20 draw their weapons, fight an incredibly agile opponent and do a very slow attack, or just walk one tile. |
| 0009941 | 2 | Dwarf Mode -- Pets | tweak | new | 2017-09-17 | Magma crabs are not tamable despite possessing a pet value | Capture magma crab. Fail to tame it as it cannot be tamed. |
| 0010017 | 3 | Dwarf Mode -- Interface, Announcements | minor | | 2017-09-17 | announcement something has collapsed on the surface 900 z-levels above surface | |
| 0010287 | 4 | Fire | major | | 2017-09-15 | Trade depot made of ice ignites when wagons arrive | |
| 0009996 | 3 | Adventure Mode -- Sites | major | | 2017-09-15 | Salt water flooding from rooms with no water source in retired fortress when visited in Adventure mode. | Begin Adventure mode in a retired fortress. |
| 0010290 | | Material Properties | minor | new | 2017-09-14 | Ash, Potash and Pearlash are completely impervious to heat | |
| 0010289 | | Adventure Mode -- Combat | text | new | 2017-09-14 | Ambushing bandits give a surprised response if you fight back | Cease hostility with an ambushing bandit. Get into 1 tile proximity so he treacherously attacks you, and fight back. |
| 0010285 | 2 | Dwarf Mode -- Items | trivial | new | 2017-09-08 | Skinless monster leather | |
| 0010286 | | Creatures | minor | new | 2017-09-06 | CTAG defaults to true if !ARG not passed | [CREATURE_VARIATION:TEST]
[CV_ADD_CTAG:1:YES:<stuff A>]
[CV_ADD_CTAG:2:NO:<stuff B>]
[APPLY_CREATURE_VARIATION:TEST:HAHA]
Obviously, !ARG1 is not YES, hence CTAG 1 is false and <stuff A> doesn't happen.
However, despite !ARG2 not having been declared, CTAG 2 defaults to true and <stuff B> happens. |
| 0002422 | 13 | Dwarf Mode -- Reclaim | crash | new (user6) | 2017-09-05 | Crash on reclaim: Extra Item Occupancy | |
| 0001279 | 7 | World Generation -- General | trivial | confirmed (user6) | 2017-09-04 | Random creature generator occasionally reuses species names | Choose to design a new world, edit the option for demon types to be a high number, generate the world, and do a text export (p). The sites and pops file should include a list of generated demon types (unnumbered blah) at the bottom. A quick alphabet sort of that list should uncover any duplicates. |
| 0010283 | 3 | Dwarf Mode -- Visitors | minor | new | 2017-09-03 | Outpost liaison wagons say "bypass inaccessible site" but then access it fine | |
| 0005397 | 3 | Legends Mode -- Historical Figures | minor | new | 2017-09-03 | Many kills reported as Unknown creature | Unable to Reproduce. |
| 0010284 | 2 | Dwarf Mode -- Embark/Setup | major | | 2017-09-03 | Wagon can spawn in water | |
| 0010282 | | Dwarf Mode -- Jobs, Designations | minor | | 2017-09-01 | digging an upwards ramp underneath a stockpile containing items drops the items without removing the floor they were sitting on | |
| 0010162 | 1 | Dwarf Mode -- Interface, Animals | minor | new | 2017-08-31 | Animals bought from caravan don't show up on animals list or on pen/pasture screen | Unsure |
| 0010277 | 4 | Dwarf Mode -- Combat | major | new | 2017-08-30 | Pastured war dogs refuse to attack invaders | Wait and watch the dogs passively allow themselves to die violently. Checking the combat logs will show that none of the dogs have made a single attack, just dodging. |
| 0009977 | 3 | Dwarf Mode -- Pets | major | new | 2017-08-30 | Cave and Saltwater Crocs (and probably every other tame animal.) refuse to hurt enemies further, after they damage their legs. | 1st. Locate croc chamber. (In "My World", croc chamber located one level above the dining room, hotkey F4. In "Savage World", croc chamber located at farming/food production level, hotkey F2.)
2.Use DFHack command spawnunit, and spawn troglodyte in the croc chamber. Or you can release some weak animal/humanoid from the cage into croc chamber.
3. Probably, that's all. Crocs will attack wild animal/humanoid, but they'll stop hurting creature after they tear at least one leg. |
| 0010278 | | Combat -- General | minor | | 2017-08-30 | Creatures that are over-exerted and are propelled away by the force of a blow spam messages about them collapsing from exertion | 1. Make a creature over-exerted in combat.
2. Hit it hard enough to propel it backwards.
3. Check combat logs, announcement logs. |
| 0010040 | 1 | Dwarf Mode -- Jobs, Smelting | minor | new | 2017-08-24 | Lye left over at smelters after buckets are melted. | Melt metal buckets with contents. Strangely, this did not work before, so it is strange that I was able to do this at all. |
| 0006042 | 5 | Dwarf Mode -- Jobs, Military | major | new | 2017-08-14 | Military dwarves leave burrow to grab equipment | I haven't tested this (yet) but I assume this would reliably reproduce it:
1. set civilian burrows so they are in safe areas (behind defenses), and activate it in the alerts menu
2. dump some equipment and bolts you want your dwarves to wear outside the safe burrow. unforbid and undump this equipment once it is outside your burrow.
3. forbid all other equipment matching the stuff from step 2
4. assign some squads with uniforms matching the equipment from step 2
5. wait and watch them go wander off to get it
Perhaps it only happens combined with some other bug, such as 0006041 |
| 0010057 | 5 | Combat -- General | minor | new | 2017-08-08 | In combat/death, units are not 'struck down' or die and remain alive after being converted into corpse objects/items | Reproducibility should apply to all vanilla versions of 0.43.05
> Start up a In-game fortress on vanilla 'Dwarf Fortress'
> Establish your military with bronze tier cutting weapons (pickaxes/axes with good values for dismemberment, bronze or above sharpness ideally) and equip with combat skills
> Hunt humanoid (easiest definable parts) creatures like troglodytes and proceed to strike down as many as required for kills (and log the combat reports particularly of instantly fatal injuries)
> All head dismemberment should result in unconsciousness but not 'death' on the combat log, and there will be no instances of ''____' has been struck down'
Also
> Establish a hospital with a chief medical dwarf to enable the health screens
> Either wait for a 'fatal' casualty of your own dwarves or deliberately cause one of them to die from fighting/accidents, manner of death is irrelevant, it must die through the game not dev commands (as to it might contaminate the result)
> Through the relationship screen of another dwarf who knew them you can view the dead dwarf's current mind status and health, post death they will be more disfigured as they decompose
> Continue to monitor the dwarves open health even as it decomposes into skeletal remains months onwards as it will remain relevant. (death incurs a inability to see from your eyes being rotted away in the skeleton phase particularly as a giveaway)
Additionally
> After death, assigned tombs and memorial sites for 'dead' dwarves will be listed as the dwarf's personal holding, its mind screen will update to its new accomodation after death (though no thoughts will be interred because that requires not being a corpse item)
> This can be observed by setting additional sites like memorial sites once the dwarf is interred into its tomb
Not to mention for animal related hoof/teeth ivory based jobs in relation to body part ownership while still alive behaviours.
> Punch a snake (12 teeth and normally a central point to attack on a limbless snake) in the mouth/mob a snake with wrestlers/non armed opponents and remove its teeth
> Setup a craftman workshop, and a teeth refuse pile, link the two and observe inability to craft despite having the defined appropriate singular reagent
> (Optional) butcher the snake then repeat step two, it should still remain non functional
> (Optional) burrow yourself and go through the previous steps, it will still be un-workable material yielding error messages. |
| 0009980 | 3 | World Generation -- Parameters | minor | | 2017-08-07 | Filtering during PreEmbark is "inaccurate"(?) | |
| 0008781 | 15 | Weather | trivial | | 2017-08-03 | Multiple biomes in air above surface; leads to odd weather like raining blood above "good" biome. | Settle on a line between good and neutral biomes. |
| 0009376 | 4 | Dwarf Mode -- Items | minor | new | 2017-08-02 | Visitor arrived with Forgotten Beast parchment scroll | |
| 0010267 | 1 | Geology | minor | | 2017-07-30 | Adamantine spires in single cavern worlds go AWOL if set to reach 3:rd cavern. | It's probably just a matter of generating any single cavern world and embarking on a spire that's specified to reach the 3:rd cavern. |
| 0009976 | 2 | Material Properties | minor | new | 2017-07-30 | Possibly incorrect value for bone (and maybe stone) shear strength | |
| 0004864 | 4 | Dwarf Mode -- Buildings, Cages and Chains | minor | | 2017-07-30 | Buildings do not fall when floors/walls below them are removed | Build a cage with a constructed floor, and then remove the floor. |
| 0010272 | | Dwarf Mode -- Jobs, Assignment of Jobs | minor | | 2017-07-29 | Two jobs active in the same workshop at the same time | No idea, but your best bet would be having a workshop order in place, but not active. Then manually adding an order and putting both on [n]. |
| 0010108 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | major | | 2017-07-28 | Tiny Undead - Burrows - Dwarfs won't eat or drink and they dehydrate ot starve | |
| 0005431 | 3 | Dwarf Mode -- Jobs, Burial | minor | acknowledged (user1294) | 2017-07-28 | Dwarves that die in werebeast form are carried back and forth between tomb and (wrong) stockpile | |
| 0010271 | 2 | Dwarf Mode -- Jobs, Hauling | major | | 2017-07-28 | Dwarves constantly hauling corpses and skeletons from refuse to burial site. Savegame was originally from v40.24 now in v0.43.05 | |
| 0009832 | 3 | Art Forms | trivial | new | 2017-07-28 | Overuse of casesura and reversal in poetic forms | 1) Start an adventurer. Select "Perform" -> "Poetry" and examine the forms available.
2) Try to write an actual poem based on one of the forms. |
| 0010270 | 1 | Technical -- Rendering | crash | new | 2017-07-28 | libgraphics.so dlopen()ing libncursesw.so.5 instead of .so.6 can segfault on some systems with PRINT_MODE:TEXT | Have libncurses-5 installed
Launch DF in PRINT_MODE:TEXT, perhaps put a symlink in df/libs named libncursesw.so.6 pointing to the installed (/usr)/lib/libncurses.so.5 |
| 0010268 | | Dwarf Mode -- Embark/Setup | minor | new | 2017-07-23 | Pre embark site information doesn't take elevation into effect when predicting an aquifer | I've generated a PSV world with PSV elevations of 100, 120, 140, 160, 180, 200, 220, 240, 260, and 280 for most of the major biome types, setting the drainage to either 0 or 100. It looked like DF generated geo biomes with 4 soil single level layers throughout regardless of the parameters, with the exception of a single 3 level deep sand layer. Test embarks were mainly done where the elevation was 141-149 (play elevation). |
| 0008650 | 4 | Geology | minor | | 2017-07-21 | Raw Adamantine found in the third caverna layer | |
| 0010266 | | Adventure Mode -- Reactions | minor | new | 2017-07-19 | NPC Says That Adventurer is Dead | 1. Get ambushed
2. Attack until they yield
3. Ask them what they think of you |
| 0001367 | 11 | Dwarf Mode -- Abandonment of Fort | major | | 2017-07-18 | Game crashes on save/abandon | It is my largest fort yet, so perhaps make a large fort and try to save.
My other forts seem to work fine. Again, this is my largest fort so that my be part of it. The population was in the 60's. |
| 0009132 | 3 | Technical -- General | crash | resolved (user11) | 2017-07-18 | Dwarf Mode Undetermined 42.01 Crashes That No Longer Crash in 42.02. | |
| 0009880 | 2 | Creatures | trivial | resolved (user11) | 2017-07-18 | Giant desert scorpions still do not exist | |
| 0010010 | 6 | Dwarf Mode -- Interface, Announcements | minor | | 2017-07-18 | Ill-considered message priorities | |
| 0010055 | 1 | Technical -- Rendering | major | | 2017-07-18 | PRINT_MODE:TEXT completely ignores colors.txt | |
| 0010259 | 2 | Adventure Mode -- AI | major | new | 2017-07-17 | Companions Attack Traveling Civilization Members | 1) Do not ever attack anyone from your own race.
2) Do not ever steal anything.
2) Recruit a companion from your own civilization.
3) Never create a camp (or create a camp - it does not matter).
4) Find a traveling military squad from your own civilization. (You will know it's an allied squad from your fort when the message "AMBUSH" appears. Still says 'AMBUSH' when generating a brand new world and searching for traveling squads in your hometown in Year 2 of world gen.)
5) Order everyone to cease this pointless fighting or try to fast-travel away.
6) Watch as the bloodbath commences. |
| 0001950 | 5 | Dwarf Mode -- Interface, Rooms | minor | | 2017-07-14 | Rooms screen shows truncated right hand panel | |
| 0010264 | 2 | Dwarf Mode -- Reclaim | major | new | 2017-07-10 | Dwarves displaced inside of walls after a Reclaim | unknown. |
| 0010258 | 1 | Adventure Mode -- Conversation | minor | new | 2017-07-10 | Player-controlled units granted [CAN_SPEAK] through syndrome cannot open the conversation menu | |
| 0010265 | 1 | Dwarf Mode -- Invasions | crash | | 2017-07-10 | Game crashes when invaders die from traps | Here is the save file, i have tried it on two different computers but the game crashes a couple of seconds in once you resume the game.
https://drive.google.com/open?id=0B0yjc7lJWwIiNXYxcU43SnB3UjA |
| 0009686 | 2 | Dwarf Mode -- Visitors | minor | | 2017-07-09 | Monster slayer visitors never arrive | 1. Set up a tavern
2. Attract a variety of mercenaries, bandits and performers - yet no monster slayers. |
| 0010261 | 1 | Pathfinding | minor | new | 2017-07-05 | Dwarves become stuck trying to go around each other in one-tile corridors | |
| 0010260 | 1 | Dwarf Mode -- Jobs, Hunting | minor | new | 2017-06-28 | Teeth recovered from butchering does not scale properly with creature size | butcher a large creature |
| 0009958 | 3 | Dwarf Mode -- Trade | minor | | 2017-06-25 | Dwarven trade caravan reaches fortress entrance, leaves before unloading at depot | Unknown |
| 0010256 | 1 | Dwarf Mode -- Trade | minor | | 2017-06-25 | Human Traders cannot be interacted with | This happens almost every year. |
| 0010257 | 1 | Arena | minor | new | 2017-06-25 | syndromes don't have effect until injured | have a creature with venomous liquid or vapor interaction
e.g. [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
...
[SYNDROME]
[SYN_NAME:venom]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:insert creature here:ALL]
[SYN_INHALED][SYN_CONTACT]
[CE_NECROSIS:SEV:2000:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:5:PEAK:10]
use the interaction on another creature, now the description says that the targheted areas are rotten, blistered or swollen but when looking with the stats "z" menu from both creature all body parts are healthy
punch the creature anywhere and now the affected bodyparts are updated (causing instant death with the above syndrome)
|
| 0010254 | 1 | Dwarf Mode -- Jobs, Items | minor | | 2017-06-22 | Creatures have body parts with material lower than [0 | Obtain teeth from a small animal like a badger (presupplied in save |
| 0010243 | 4 | Technical -- Rendering | minor | | 2017-06-18 | Mouse bmp invisible | turn on mouse picture in init.txt |
| 0010252 | | Dwarf Mode -- Interface, Unit-Job Screen | tweak | new | 2017-06-16 | "view unit" text in jobs screen has the same foreground/background color as the last unit listed | Enter the 'j'obs screen.
This is reproducible with the save from 0009252, for example. |
| 0006926 | 6 | Adventure Mode -- Sites | major | assigned (user6) | 2017-06-14 | Secret not found in vault | Go to vault, look for slab. |
| 0010250 | | Adventure Mode -- Display | minor | new | 2017-06-10 | Companions screen lists a dead companion far to the east and up, regardless of longitude | 1. Load either of the attached saves
2. Press [c]
3. Note the listed direction of Thel Ivakpibo
4. Repeat with the other attached save
5. Note the vast difference in location and the severe lack of change in Thel Ivakpibo's reported location |
| 0010249 | 1 | Adventure Mode -- General | crash | | 2017-06-10 | Crash when moving across certain boundaries | 1. Load the provided save file with print mode set to TWBT.
2. Move into one of the gaps in the wall of fortifications.
3. The game should immediately close. |
| 0010248 | 4 | Creatures | minor | | 2017-06-10 | Magma Crab pushes the clothier in the right ear | Fight a magma crab |
| 0009515 | 1 | Religion | trivial | new | 2017-06-06 | Immigrant children are atheists, and don't get gods at adulthood either | |
| 0009772 | 1 | Adventure Mode -- Buildings | minor | new | 2017-06-06 | Unable to order drink after tavernkeep fell asleep during last request | 1. Order a drink right before the tavernkeep falls asleep
2. Watch tavernkeep falll asleep
3. Wait until the tavernkeep wakes up
4. Try to order another drink
5. Realize you're now unable to order drinks, and can only extend your stay |
| 0009361 | 2 | Adventure Mode -- Trade | minor | | 2017-06-06 | Tavern keeper states "I don't work here." when asking about available services, drinks, rooms, ect. | Build fort, build tavern, adventure to tavern, let dwarf express his right to refuse service to anyone. |
| 0009626 | 2 | Dwarf Mode -- Visitors | minor | new | 2017-06-06 | Meeting Hall blocks Tavern Visitors | Create tavern area with tables.
Mark 1 table as dining area that covers tavern area partially (I only covered seating+table+dance floor, not storage or bedrooms).
Mark dining table as free and Meeting Hall - Y |
| 0010246 | 8 | Items | minor | | 2017-06-05 | Issue with accelerated wear in camps not actually fixed | 1. Get some assorted cloth and wooden crafts.
2. Leave them out on the ground.
3. Build stuff.
4. ???
5. Profit. |
| 0009732 | 5 | Adventure Mode -- Sites | major | | 2017-06-05 | Adventure mode site furniture disappears | |
| 0010105 | 1 | Adventure Mode -- Sites | crash | | 2017-06-05 | Retiring adventurer inside of ANY building in a human town will result in crash | Create an adventurer and retire inside the town |
| 0009521 | | Technical -- Saving/Loading | crash | new | 2017-06-02 | Retiring Adventure Causes Crash | |
| 0008225 | 3 | Adventure Mode -- Movement | crash | new | 2017-06-02 | If I go near this spot the game crashes | If you tell me where to put the save file you can try it out. |
| 0010110 | 1 | Adventure Mode -- Travel | crash | new | 2017-06-02 | Game Crashes When Fast Traveling Past a Certain Area - Can Reproduce, Just Don't Know Specifics | 1.) Load up the save I currently have.
2.) Cross a certain threshold southward
3.) Crashes |
| 0008796 | 1 | Adventure Mode -- General | crash | new | 2017-06-02 | Crash to desktop when approaching a refugee camp. | 1) Load save file
2) Continue to play as the human adventurer Ramul
3) Upon load, observe a camp immediately to the east
4) Attempt to approach the camp or stop on top of it
5) DF should hang and crash |
| 0008571 | 7 | Dwarf Mode -- Trade | minor | acknowledged | 2017-06-02 | Plant oil soap does not imply plant kill, can be safely traded to Elves | |
| 0007966 | 6 | Adventure Mode -- Sites | minor | | 2017-06-01 | Kobold cave with no Kobolds or scattered loot | Random? I don't really know. |
| 0001310 | 8 | Dwarf Mode -- Trade | minor | | 2017-06-01 | An artifact craft doesn't move with its bin | - Put an artifact figurine in a bin
- Select the bin for trading
- The bin is taken to the depot, but the artifact is totally stuck |
| 0003160 | 8 | Items | minor | confirmed (user11) | 2017-05-31 | Fat does not rot | |
| 0005734 | 4 | Dwarf Mode -- Interface, Stocks | minor | | 2017-05-31 | Can't mass forbid stones from Stocks screen | In the linked save, go to the stones section of the stocks screen, and try to mass forbid any of the following:
- granite
- diorite
- gabbro
- andesite
- dacite
- cobaltite
- olivine
- orthoclase
- microcline
- selenite
- alunite |
| 0009479 | 6 | Dwarf Mode -- Environment | minor | | 2017-05-31 | Growth of floating tree causes random collapses on clear cut area. | To find a collapse, goto the announcements, and zoom to the collapse announcement. You will find that it occurs 2 z levels above the ground, and is filed with loamy, and black sand.
Scroll up once to see a tree. jump down 2 z levels, and find that there are roots at the surface, but the tree trunk doesn't connect to it at all.
Hit F8 and jump to a Tree that seems ground level, but cannot be designated.
|
| 0010242 | 2 | Dwarf Mode -- Combat | major | new | 2017-05-30 | Dwarf stuck waiting for liason | -Get expedition leader
-kill liaison |
| 0010240 | | World Generation -- Beasts | trivial | new | 2017-05-26 | Immobile Megabeasts still wander and rampage in world-gen | 1. Strip a megabeast of its attacks and gaits. Give it [IMMOBILE]
2. Generate a world with that megabeast, with plenty of history.
3. Open legends, see the records of their impossible slaughters. |
| 0003752 | 5 | Dwarf Mode -- Immigration | minor | acknowledged | 2017-05-23 | Child immigrant only 4 months old | It's probably random. Any immigration wave can likely have similar results. |
| 0010239 | 1 | Adventure Mode -- General | crash | new | 2017-05-21 | Crash occurs when starting adventure as specific person | load adventure mode
choose specific person
press enter |
| 0010238 | 2 | Adventure Mode -- AI | minor | new | 2017-05-19 | [POWER] and [MEGABEAST] cause pseudo-deific civilized rules to attack adventurers. | |
| 0008675 | 2 | Adventure Mode -- Retirement | minor | new | 2017-05-19 | Zombies attack retired necromancer when another adventurer reads their slab | Generate a world with an about 20 year history.
Look in legends mode to find a slab not in a tower.
Steal the slab using wrestling, and read it.
Create a zombie army by slaughtering towns and the like.
Place slab in a place where someone else can find it (i.e. a chest in a mead hall).
Retire.
Create new adventurer.
Find slab you left behind.
Read it.
Struggle to find the original necromancer.
Retire, and look in legends mode.
See that your original necromancer was killed by one of their zombies. |
| 0000183 | 5 | Combat -- Stuck-ins | minor | new | 2017-05-19 | Weapons get stuck into toes, eyelids, and teeth | |
| 0000158 | 9 | Adventure Mode -- Conversation | minor | new | 2017-05-19 | Faction leader gave task to kill demonic law-giver of same faction | I have the world if you want it. It's a pocket island so it probably shouldn't be too hard to reproduce. The demon in question is Sath, the elk brute. If you go to his town and ask the leader about service I'd guess he'll probably ask you to kill him as the nearest demon. |
| 0000202 | 2 | Typos/Grammar | text | new | 2017-05-19 | Bat remains are labeled as "bat " | |
| 0000229 | 3 | Typos/Grammar | text | new | 2017-05-19 | Adventurer mode - Warlord grammar | Go to a warlord in a Human town, ask what his/her profession is. |
| 0000234 | 6 | Dwarf Mode -- Interface, Unit Profiles | minor | new | 2017-05-19 | Personality traits contradict mental attributes | I don't think you can reproduce it deliberately, but no doubt it'll happen again with enough random dwarf spawns will. |
| 0010236 | 3 | Animal Populations | minor | resolved (user1294) | 2017-05-18 | Flying Lungfish | |
| 0001562 | 22 | Dwarf Mode -- Environment | minor | | 2017-05-17 | Frozen shrubs display incorrectly when the ice melts | I would guess flood a woodland above-ground. |
| 0009815 | 2 | Dwarf Mode -- Interface, Building Construction | crash | | 2017-05-17 | Crash when moving cursor. | |
| 0009926 | 2 | Dwarf Mode -- Combat | minor | | 2017-05-17 | 64-bit TEST!! Dragon behind wall has 2tiles of reach w/ claw attacks Product Version is incorrect | Construct a wall from different materials next to a high-traffic area of a fort, place a dragon behind the walls and have dorfs walk by periodically |
| 0009721 | 3 | Adventure Mode -- General | crash | | 2017-05-17 | Resizing window crashes game | Resize the window several times by dragging the side of the window rather than using maximize. You will know when it is going to happen, as the game stops resizing with the window and stays its size. Dragging the window out or maximizing it will have the game in the small size it was before and a whole lot of black around it.
|
| 0009427 | 4 | Technical -- General | major | | 2017-05-17 | Random crash during the intro "video" | Launch the SDL version of Dwarf fortress for Windows (with music). Wait. |
| 0009402 | 2 | Dwarf Mode -- Interface, Building Construction | crash | | 2017-05-17 | When in build menu, game crashes on zoom in. | Press B to open the build menu, and then zoom in. The game should crash upon reaching a certain zoom level. |
| 0009027 | 6 | Map Features | crash | | 2017-05-17 | when aborting an embark game crashes. | select start playing then fortress mode then select embark and then attempt to abort from the dwarf menu of prepare carefully. |
| 0008904 | 5 | Miscellaneous Crashes | crash | | 2017-05-17 | It just stops | |
| 0000457 | 18 | Vegetation | minor | | 2017-05-17 | Underground lakes/ponds: Mud and trees under 7/7 water | Break into a cavern, find the underground ponds/lakes, and look around in their bottoms. It might take a while to find it, but if the water has no flow then there should be a stationary white dobule-"~" where the trees are. |
| 0007891 | 8 | Dwarf Mode -- Buildings, General | major | | 2017-05-17 | Workshops and farm plots disappearing each season | |
| 0000133 | 10 | Contaminants/Spatter | minor | | 2017-05-17 | Naturally muddy areas lose mud upon reclaim | Embark.
Dig down to natural caverns.
Check that the floors there contain mud and are farmable.
Abandon.
Reclaim.
Check that all mud is gone. |
| 0008540 | 3 | Adventure Mode -- General | crash | | 2017-05-17 | Loading Region in Full-Sized Window Causes Crash | 1. Have 2 procedurally generated worlds, along with a 0.40.13 adventurer save file, in your game.
2. Open dwarf fortress in a full-sized window
3. Load the second region in an adventurer game mode
4. Crash during load, when creatures scroll across the screen |
| 0010225 | 5 | Dwarf Mode -- Reclaim | minor | | 2017-05-17 | Stairs in worldgen Dwarf fortresses are constructed on inappropriate base tiles | |
| 0001777 | 9 | Technical -- General | block | new | 2017-05-17 | Multiple instances of DF can run simultaneously in same folder, resulting in save corruption | Back up your data/save folder.
Open DF twice from the same copy, open two separate forts. Save both simultaneously. If the program manages to complete both saves, attempt to open the files. |
| 0010235 | 1 | Technical -- General | minor | new | 2017-05-17 | Starting game on a new year causes a year of world update | 1. Move the save to the saves folder.
2. Start either a dwarf game or an adventurer game.
3. Be as confused as I was. |
| 0010234 | | Items | minor | new | 2017-05-17 | UPSTEP, UBSTEP, and LBSTEP do not work for helms | |
| 0010233 | | Dwarf Mode -- Jobs, Assignment of Jobs | minor | | 2017-05-16 | Manager assigns metal mechanism jobs to wrong workshop | 1) Construct forge/magma forge.
2) Construct mechanic's workshop.
3) Use manager to queue construction of metal mechanisms. |
| 0010103 | 3 | Technical -- Saving/Loading | crash | | 2017-05-15 | Strange unknown crashing when saving SOMEWHERE with adventure mode | Load up region1 with my adventurer and follow the description of what happened |
| 0010229 | 2 | Items | minor | new | 2017-05-14 | Jumping into a stationary minecart counts as being run over by it | Go into arena mode and spawn any creature capable of jumping along with any minecart, drop the minecart and then jump into the stationary minecart. |
| 0010228 | 6 | Dwarf Mode -- Military | major | | 2017-05-11 | Dwarves in Squads Constantly Swapping Equipment | Create squad of dwarves with other jobs still enabled
Assign uniform to squad
Delete all activities from schedule
Set squad to active
Wait |
| 0010220 | 8 | Dwarf Mode -- Interface, General | minor | | 2017-05-11 | Shift Key appears to be always on and only disables when I press it | No idea.. |
| 0010217 | 1 | Dwarf Mode -- Reclaim | major | new | 2017-05-11 | Site conquering during world update causes reclaim shenanigans and elves being weird | Given the random nature of world updating, this requires sheer dumb luck to make it happen. |
| 0010227 | 1 | Dwarf Mode -- Invasions | minor | | 2017-05-09 | Siege instantly aports | -have my save
-wait for siege |
| 0010224 | 3 | Adventure Mode -- Character Creation | minor | | 2017-05-07 | Unable to allocate points into "Lasher" as a snail man. | Enter character creation as a snail man. |
| 0008442 | 3 | Pathfinding | block | new | 2017-05-06 | <5 FPS, 100% CPU Usage: Stuck dwarf interrupts others | see description |
| 0008324 | 1 | Pathfinding | major | new | 2017-05-06 | Imprisoned Were-creature brings FPS to crawling hold | The save-game can be downloaded here: http://bit.ly/1wAcI7K |
| 0006277 | 4 | General | major | | 2017-05-06 | Frame rate cap can't be increased after decreasing it below 10 FPS (using in-game keystrokes) | Use [alt][-] to decrease the frame rate cap. When it reaches 9, [alt][=] will no longer work. |
| 0010221 | 2 | Adventure Mode -- Movement | minor | | 2017-05-06 | Climbing to "open space" from "open space" is impossible. (game suggests holding "Air") | 1. Grab (h)old of something, preferably a rough-hewn wall (but it shouldn't matter what you hold, so long as you can reach a rough-hewn wall where the upcoming steps are possible).
2. Climb until you have the option to "move to open space holding X", where holding in X direction would mean holding a rough-hewn wall. Choose that option.
3. From the Open Space, holding a rough-hewn wall, climb to another open space. (It may still occur regardless of what you choose to climb to, I'm not sure)
4. Congratulations! You're now "in flight" and your movement speed is "flying". You will be prompted to grab hold of something, and if you want, you can!
|
| 0010223 | 1 | Dwarf Mode -- Interface, Designations | minor | | 2017-05-06 | Show Priorities on designations not saving setting | 1. Set anything from the designations menu (mining is easiest) to use a priority setting other than 4
2. Turn 'Show Priorities' off
3. Leave designation menu
4. Re-enter designation menu and the option will be back on |
| 0010222 | 3 | Adventure Mode -- Movement | crash | new | 2017-05-04 | Game Crashes when loading new tiles or sleeping | 1) Reliable: Sleep until dawn, then move south. The game should crash when you try to move uphill for the second time. It crashed at least 5 times in a row doing this.
2) Sometimes: The game crashes while sleeping. This seems to happen more often after moving 2 or 3 tiles south and the 1 or 2 tiles north again before sleeping until dawn. |
| 0010219 | 1 | Technical -- Saving/Loading | crash | | 2017-05-01 | Crash on load | |
| 0010218 | 2 | Technical -- Saving/Loading | crash | | 2017-04-30 | "Missing Inorganic Gloss" error when switching themes | Start the game with Meph's Tileset.
Create a world
Embark
Save and Quit
Switch to Jolly Bastion (You may have to import it to LNP yourself)
Start the game
Attempt to load your game |
| 0010214 | 2 | Cave-ins | minor | | 2017-04-30 | Objects Dropped Through Floors Due to Tree Fire Related Collapses floating in "Open Space" tile | 1. Dig a fort beneath several trees
2. Designate and fill stockpiles in z-levels directly beneath trees
3. Light trees on fire
4. Watch as tree limbs collapse and break through multiple z-levels, destroying everything in their path
5. Observe the final resting location of your now immovable items
6. Requisition unstoppable force |
| 0009618 | 2 | Dwarf Mode -- Traps | minor | feedback (user8971) | 2017-04-29 | Dwarf giving birth on cage trap triggers it | (Presumably)
1. Confine a couple to a section completely covered with traps.
2. Wait for child. |
| 0008752 | 6 | Vegetation | minor | resolved (user8971) | 2017-04-29 | Trees spawn on up stairs | Probably something like:
Cut trees in area
Fill area with up stairs
Wait few weeks
Note trees spawning on those stairs
|
| 0004838 | 5 | Dwarf Mode -- Interface, Animals | major | | 2017-04-29 | Birds/fliers causing massive FPS drop. | Allow fliers to enter the map. Results may vary based on the maximum height allowed to fly. (Tested on a map with a very high mountain.) |
| 0008953 | 3 | Pathfinding | major | resolved (user8971) | 2017-04-29 | Kea kill fps | |
| 0010215 | 1 | Creatures | trivial | confirmed (user8971) | 2017-04-29 | Tail stingers are larger than the tail they are attached to | Check body_default.txt in objects folder and compare [BODY:TAIL] with [BODY:TAIL_STINGER]. |
| 0010041 | 3 | Technical -- Saving/Loading | crash | new | 2017-04-29 | Crash while saving in adventurer mode | |
| 0010216 | | Adventure Mode -- Inventory | major | new | 2017-04-29 | Disappearing Containers | Note, it's happened to me multiple times, but I have not gone out of my way to try to reproduce it. If I were, the steps would be as follows:
Put multiple bags in a backpack.
Put many items in those bags (don't have to fill them, but put lots in).
Use the backpack's insane capacity to put hundreds of items in the backpack on the main level. I've mostly run into this issue after taking several stacks of hundreds of coins from a kobold camp. |
| 0010213 | | Vegetation | minor | new | 2017-04-28 | Hybrid Trees | 1. Dig a pit a few z-levels deep with growable surface, the top of which is at z-1
2. Explore to reveal at least one cavern
3. (Possibly optional) reveal at least one tile over any portion of the pit from step 1. Cover again if desired
4. Wait for a giant mushroom to grow in the pit
5. Profit |
| 0010210 | 3 | Adventure Mode -- Sites | minor | | 2017-04-27 | Companion teleports to site | 1. Load the save linked. Use the "Planet of Souls" save.
2. You will load in my adventuring site, note the presence of Ulco in your immediate vicinity. She has already been assigned to build.
3. Go north until you can fast travel, and then fast travel.
4. Travel to Quakehammers. It is 5 tiles north and 1 tile east of my adventuring site (where you start) as seen from the world map.
Note that as you head out, you should see the companions returning to the site on the fast travel screen, and if you [d]stop you will notice that they are all gone.
5. Travel to the center of the hillocks, where the domiciles are located.
6. [d]stop and walk around, ideally walking to the area between the northwest-most domicile and the one east of it (have not tested wandering in other areas).
7. If Ulco is not yet visible, check your [c]ompanions list, and she should be on it. |
| 0010200 | 3 | Technical -- Rendering | major | | 2017-04-24 | Graphics Glitch | maximize the screen |
| 0010211 | 4 | Throwing/Shooting | major | | 2017-04-24 | Soundsense will not play at all! | |
| 0010207 | 2 | Dwarf Mode -- Visitors | text | new | 2017-04-24 | Inactive mercenary's job listed as "MercenaryMercenary" | 1. Have a mercenary.
2.???
3. See bug. |
| 0005990 | 5 | Dwarf Mode -- Interface, Animals | minor | | 2017-04-23 | Babies hatching from eggs aren't auto-assigned to pastures | |
| 0003935 | 2 | Dwarf Mode -- Interface, Building Construction | trivial | | 2017-04-23 | Can build floor tile directly over wall (tile), but tricky later to remove that (completed constructed) floor tile. | If you [b]uild-[C]-[w]all on lower level and then directly build-C-floor tile one z-level above that, directly on top of wall tile, then if you later want to [d]esignate-remove floor co[n]struction (tile), say to put another wall on top of the lower wall, you wave to first remove the wall tile below, then the floor tile above, then rebuild the wall below. |
| 0010206 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | minor | | 2017-04-23 | Dwarf doesn't finish drinking | |
| 0010190 | 9 | General | crash | | 2017-04-22 | Dwarf Fortress crashes on loading world | Load Dwarf fortress
Load world
Freeze on "loading world info" |
| 0010204 | | Dwarf Mode -- Trade | trivial | | 2017-04-22 | Merchants trade divine materials | 1. Build a trade depot.
2. Hope for luck in reproducing this. |
| 0010202 | 1 | Adventure Mode -- Retirement | minor | new | 2017-04-22 | Retirement in Towers, Dark Pits | Retire in a lethal fight in a Dark Pits, Dark Fortress, or Tower site to immediately evacuate safely. |
| 0010198 | 1 | Adventure Mode -- General | minor | | 2017-04-19 | Adventure mode, civs have "cat recruits"? Also the link to the DF file depot on the bug forum redirects to... somewhere else. | Go into any town with a million cats and look to see if there are cat recruits. |
| 0010195 | 1 | World Generation -- General | major | | 2017-04-18 | Rectangular hole in the ground (near the bridge) | Load save, embark on the spot marked in the screenshots |
| 0006067 | 1 | World Generation -- Constructions | minor | | 2017-04-18 | A rectangular hole goes straight into magma sea in a human town. | |
| 0010189 | 1 | Adventure Mode -- General | major | new | 2017-04-17 | Severe performance issues after crossing tile border | Download the file at:
http://dffd.bay12games.com/file.php?id=12827
Sleep until dawn, then walk (not fast travel) about two map tiles until you get to an empty, snowy field. That's where the problems started for me. |
| 0010196 | | Adventure Mode -- Character Creation | minor | new | 2017-04-17 | Human moves into inland world-gen fortress 13 minutes after being killed in the ocean. | http://dffd.bay12games.com/file.php?id=12844 |
| 0010111 | 7 | Adventure Mode -- Sites | minor | new | 2017-04-16 | Dark fortresses block travel and resting even if playing a dark-fort native goblin | 1. Give the goblin entity the requisite token for being playable in adventure mode.
2. Start an adventurer from a goblin civilization.
3. Try and fail to fast-travel out, start a campfire, or rest/wait. |
| 0010192 | 1 | Adventure Mode -- AI | major | | 2017-04-12 | Rescued children can turn hostile when reunited with their family members | |
| 0010179 | 1 | Dwarf Mode -- Justice | minor | new | 2017-04-12 | Hammerer in squad does not use assigned weapon | |
| 0010191 | | Combat -- Target Selection | crash | | 2017-04-12 | Game crashes when elf merchants are attacked | Begin a Dwarf Fortress game and when elf merchants arrive, order your military to attack them. |
| 0010186 | 1 | Pathfinding | minor | new | 2017-04-09 | Dwarf in an infinite loop | Savegame: http://dffd.bay12games.com/file.php?id=12820
errorlog.txt: https://pastebin.com/KDY22vM7 |
| 0010187 | 1 | Dwarf Mode -- Military | minor | new | 2017-04-09 | After killing an enemy entire squads will lay down together on a single tile and not move for an extended period of time | Make a fortress with a ten man squad
Order them to kill an enemy that is away from any other enemies |
| 0010184 | | Adventure Mode -- AI | major | new | 2017-04-07 | Rescued children keep being reunited with their own relatives that are *in* the dark fortress, also other issues. | |
| 0010183 | | Dwarf Mode -- Interface, Manager | minor | new | 2017-04-05 | Manager work orders 'nearby items' trait does not appear to have effect. | 1. Open Status screen (z), navigate to Stocks, note the total number of 'stones' available (assuming stone count is accurate), return to top level (esc)
2. (u,m) Open up Manager/Work Order
(If there are currently no work orders, add one)
3. (c) Open conditions
4. (a) Add item conditions
5. (i) Change item type to stones
6. (n) Change number of items to the value value noted in step 1.
7. (q) Change inequality to exactly
8. (Repeat steps 4-7)
9. (t) Change traits to add 'Nearby items' trait
10. Notice that both 'amount of stones' and 'amount of nearby stones' are satisfied with exactly the same number. |
| 0010182 | 1 | Dwarf Mode -- Visitors | minor | new | 2017-04-05 | Visitor throws tantrum; weird things happen with justice. | 1. Have a place for visitors
2. Wait for them to hopefully throw a tantrum
3.Convict them |
| 0006390 | 2 | World Generation -- General | minor | | 2017-04-02 | Trans-cavern passages sometimes have an incomplete ramp (blocked by a floor tile), making travel through it impossible. | Take an adventurer into the caverns and explore around, investigate every downward passage until you find one that you can't go all the way through or get an announcement of a downward passageway with no actual access.
Although if you use DFhacks reveal (or the dev tool equivalent that Toady has, if any), you can just walk around on the surface and look using that.
These are the cavern worldgen params I use, but the parameters shouldn't matter.
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:50]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
[CAVERN_LAYER_WATER_MIN:30]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:50]
[LEVELS_ABOVE_LAYER_1:20]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1] |
| 0005088 | 3 | Adventure Mode -- Inventory | minor | | 2017-04-01 | Dropping items from inside a bag had no effect on move speed until bag was dropped and picked up | Find bag with enough items in it so that the weight visibly effects your move speed. Pick up the bag, look at your move speed. Drop items directly from the bag, see that your movement speed doesn't change. Drop the bag and pick it up, your move speed should increase. |
| 0009043 | 1 | Dwarf Mode -- Transport/Hauling | minor | new | 2017-04-01 | Minecarts retain rider's weight after a ride | Order cart movement via riding. Let the rider dismount. Check the cart's weight. |
| 0010177 | 2 | Miscellaneous Crashes | crash | | 2017-03-28 | Crash during invasion | Wait for the invasion to reach the traps at the entrance, although it's not immediate and it varies, usually within 1-3 minutes of loading running at 32fps. |
| 0010176 | 1 | Dwarf Mode -- Justice | major | new | 2017-03-27 | The hammerer is stuck | |
| 0010155 | | Dwarf Mode -- Interface, Workshop Profiles | crash | | 2017-03-27 | segfault on searching for "pig tail" material in workshop profile work order | [q], navigate to a workshop, go the the workshop profile [P], select "work orders", new order [q], choose anything and any number, set conditions [c], add item condition [a], change material [m], type "pig" -> segfault. |
| 0010145 | 3 | Dwarf Mode -- Interface, Manager | crash | | 2017-03-27 | Crash to desktop when searching for rock nuts in manager item conditions | 0)Load save from http://dffd.bay12games.com/file.php?id=12732
1)Open manager
2)Open up the conditions of the "mill seeds/nuts to paste" job
3)Attempt to change the material of the existing condition to "rock nut" using the search feature
4)CTD |
| 0009954 | 14 | Dwarf Mode -- Interface, Manager | crash | | 2017-03-27 | Filtering item type material on work order crashes | 1. Open up Manager(work orders?)
2. Add a new order(blocks, brewing, etc.)
3. Add an item condition
4. Change material and type in something to filter
5. Cry after hours of work ruined |
| 0010175 | 1 | Dwarf Mode -- Interface, Manager | crash | | 2017-03-27 | Memory corruption crash when searching materials | |
| 0010172 | | Vegetation | minor | new | 2017-03-26 | Charred Goblin-cap rejuvenates despite being submerged in magma | 1.-Isolate a goblin-cap on a room
2.-Fill the room with magma |
| 0003140 | 3 | Dwarf Mode -- Nobles | minor | new | 2017-03-26 | Old mayor's mandates still active | |
| 0010173 | 3 | Dwarf Mode -- Trade | minor | | 2017-03-26 | Trade goods banned for export are still marked as banned in trade window even after noble who banned them is replaced | Have a mayor ban an export
Replace the mayor
Try trading |
| 0010166 | 9 | Civilizations/Entities -- General | minor | new | 2017-03-25 | Conquered sites immediately abandoned | Wait for war.
Wait for conquering.
Wait for abandoning.
(Optional) See if the group moves into a cave system somewhere. |
| 0009993 | 1 | TrueType | crash | | 2017-03-22 | Crash on pixel_width >= ttf_width assertion | No idea how to reproduce.e |
| 0010165 | 7 | Dwarf Mode -- Reclaim | major | | 2017-03-20 | Shift in magma pool structure leads to caverns flooded with magma after reclaim | |
| 0010170 | | Adventure Mode -- Conversation | minor | new | 2017-03-20 | Townspeople report recent reclaim as 'troubles' (even though they're the reclaimers) | Find a town (in Legends or whatever) that's been reclaimed recently (possibly only during gameplay worldgen).
Ask someone about troubles. |
| 0010168 | 1 | Adventure Mode -- Retirement | major | | 2017-03-19 | When reclaiming a previous embark site magma pools may change depth | Embark on a magma pool. Be beaten by an invasion. Reclaim site. |
| 0010169 | | Dwarf Mode -- Combat | minor | new | 2017-03-19 | Chopping trees while a dwarf is in them may trigger loyalty cascade | Download the save at http://dffd.bay12games.com/file.php?id=12777 and you should be spawned in looking at a willow tree with 3 dwarves in it (there's another tree beside it with 1, too, but three dwarves means more chance of triggering the cascade)
Designate the tree for chopping
When the tree is cut down, look and see if you get any reports of the falling dwarves being struck by spinning willow logs. They should appear for the dwarf being struck and for the dwarf who cut the tree down.
If someone was struck, watch the military charge them and the resulting loyalty cascade that brings citizens swarming from the fort (seemingly quite a few who don't even know the fight is happening decide to sprint up and get involved) |
| 0005722 | 1 | Dwarf Mode -- Interface, Animals | minor | | 2017-03-17 | Work Animals screen doesn't refresh when switching to a different dwarf | |
| 0010163 | 4 | Dwarf Mode -- Interface, Animals | minor | | 2017-03-17 | Not all work animals can be assigned to citizens | Unsure. |
| 0010164 | | Pathfinding | major | new | 2017-03-16 | Unusual pathing caused by climbing after a sudden fall | 1.- A dwarf must be located next to a wall
2.- Remove floor tile where the dwarf stands (channel, ramp, hatch, etc)
For looping behavior:
3.- Change "Restricted" tile traffic designation to the maximum value
4.- Create a "path" on the side of the wall by using 'High' and 'Restricted' priorities. Results may vary depending on how the path was set
|
| 0009761 | 3 | World Generation -- General | crash | | 2017-03-15 | Dwarf Fortress crashes when exporting map from worldgen or legends mode | 1. Either:
a. Generate a new very large world
or
b. Open Legends mode
2. Press 'p'. |
| 0009899 | | Language | trivial | new | 2017-03-15 | The present particple of SINGE is "singing" instead of "singeing" in language_words.txt | |
| 0009058 | 1 | Adventure Mode -- General | crash | | 2017-03-15 | day/night cicle | 1- rest, sleep or wait until dawn
2- play until night hits |
| 0009102 | 3 | Miscellaneous Crashes | crash | | 2017-03-15 | Game Crashes seemingly at random | Play for about half an hour to an hour |
| 0009420 | 1 | Dwarf Mode -- Buildings, General | major | | 2017-03-15 | Dwarven Civ is unable to make bookcases | Small world, 250 years history. |
| 0009758 | 1 | Dwarf Mode -- Jobs, Cooking and Food | trivial | resolved (user11) | 2017-03-15 | trout and pecan biscut crashed my game | make a trout and pecan biscut |
| 0010140 | 2 | Dwarf Mode -- Interface, Animals | tweak | resolved (user6) | 2017-03-15 | Spermwhales/Spermwhalemen | |
| 0010154 | 3 | Technical -- General | minor | feedback (user6) | 2017-03-15 | Dwarf fortress won't start. | |
| 0010161 | | Undeath | minor | new | 2017-03-12 | No associated bad thought when ghosts damage dwarves | |
| 0010160 | 3 | Technical -- Rendering | minor | | 2017-03-11 | Seperate text and other use tiles - fix odd character in menu and other text displays when tilesets are used. | |
| 0009561 | 3 | Adventure Mode -- Eating/Drinking | minor | resolved (user6) | 2017-03-10 | I can't eat human or goblin meat | 1. Try to eat human or goblin meat.
2. You can only lick it. |
| 0010159 | | Adventure Mode -- Quests | minor | resolved (user6) | 2017-03-10 | Duplicate people, person comes back as a double after being killed (original corpse remains) | |
| 0009295 | 2 | Dwarf Mode -- Buildings, Machines | minor | | 2017-03-10 | Weapon trap suspends self in air after removing supporting pillar | Build pillar, build weap trap, deconstruct pillar |
| 0010157 | 2 | World Generation -- General | crash | new | 2017-03-09 | segfault during worldgen | generate world with the following
[WORLD_GEN]
[TITLE:SEGFAULT]
[SEED:4QwAmy4oSEyg2cImgOEW]
[HISTORY_SEED:KU60caCSUsgOASOiEGMS]
[NAME_SEED:GAw8Y0g4AiOIyK8Ok8g4]
[CREATURE_SEED:qCEmQQKQSSgYMOSkAucA]
[DIM:33:33]
[EMBARK_POINTS:1504]
[END_YEAR:1050]
[BEAST_END_YEAR:250:67]
[REVEAL_ALL_HISTORY:0]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:51:51]
[TEMPERATURE:25:75:51:51]
[DRAINAGE:0:100:51:51]
[VOLCANISM:0:100:51:51]
[SAVAGERY:0:100:51:51]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:5:4:1]
[TEMPERATURE_FREQUENCY:1:1:1:2:1:1]
[SAVAGERY_FREQUENCY:1:1:2:3:5:10]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NONE]
[MINERAL_SCARCITY:2500]
[MEGABEAST_CAP:2]
[SEMIMEGABEAST_CAP:2]
[TITAN_NUMBER:1]
[TITAN_ATTACK_TRIGGER:0:0:100000]
[DEMON_NUMBER:30]
[NIGHT_TROLL_NUMBER:20]
[BOGEYMAN_NUMBER:20]
[VAMPIRE_NUMBER:20]
[WEREBEAST_NUMBER:20]
[SECRET_NUMBER:20]
[REGIONAL_INTERACTION_NUMBER:30]
[DISTURBANCE_INTERACTION_NUMBER:30]
[EVIL_CLOUD_NUMBER:30]
[EVIL_RAIN_NUMBER:30]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:0:0]
[EVIL_SQ_COUNTS:1:32:0]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:1:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:1:1]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:10]
[NON_MOUNTAIN_CAVE_MIN:4]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:8]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:68]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:36:72:36]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
|
| 0010158 | 2 | General | crash | | 2017-03-09 | Consistent crashes on game load and unpause | Start game. Load Save. Wait 0000019:0000010 seconds.
Crash file: http://dffd.bay12games.com/file.php?id=12755 |
| 0009083 | 4 | Dwarf Mode -- Thoughts and Preferences | minor | assigned (user1294) | 2017-02-27 | Dwarves no longer grieve for friends and family | Start a game in fortress mode and wait for someone's child to die then check their thoughts; they'll be horrified by the refuse pile but won't even notice the loss of a family member. |
| 0010153 | | Dwarf Mode -- Traps | crash | | 2017-02-27 | After goblins gets into a maze full of traps, it crashes to deskop. | Everything is in place in the save; let it run a few mins the time to get the globin in. |
| 0010152 | 1 | Dwarf Mode -- Abandonment of Fort | minor | | 2017-02-27 | Visitors become hostile on abandon/reclaim | * Have a fortress with visitors
* Abandon it
* Reclaim it |
| 0010151 | 1 | Adventure Mode -- Buildings | major | new | 2017-02-26 | Adventure mode build screen is blank | For me when I build it just happens |
| 0010150 | | Dwarf Mode -- Thoughts and Preferences | text | new | 2017-02-25 | Bad grammar in thoughts 'satisfied conducted a meeting' | |
| 0010149 | | Dwarf Mode -- Combat | minor | | 2017-02-25 | Loyalty cascade-esque killings within militia after killing a werebeast | |
| 0010148 | 3 | Technical -- Saving/Loading | crash | | 2017-02-25 | Game Crashes when Loading saying Missing Inorganic Gloss: COAL_BONFIRE | The general steps I did to produce this was simply using the most LNP for 43.03, using Meph's Tileset, starting a fort, and then switching the tileset to something besides Meph's. |
| 0009007 | | Dwarf Mode -- Jobs, Designations | minor | | 2017-02-24 | Dwarves won't cut wood/conflict with Captain of the Guard | Not taken. |
| 0010147 | 3 | Dwarf Mode -- Interface, Stockpiles | minor | | 2017-02-24 | Forgotten Beast parts placed in inappropriate refuse stockpiles | Need another Forgotten Beast to see what happens, but if its repeatable, I'm guessing just have a bones stockpile and a corpse stockpile and see what your dwarves do with various remains. |
| 0010142 | 4 | Dwarf Mode -- Jobs, Cooking and Food | minor | | 2017-02-20 | legendary chief cooks a masterpiece, guess someone ate it, and he gets negative thought | I had just saved after the other masterwork item had been created and the cook had this negative mood. |
| 0010144 | | Dwarf Mode -- Nobles | minor | | 2017-02-19 | Baroness of another town promoted to duchess upon fortress being elevated to a duchy | |
| 0009414 | 4 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2017-02-17 | Herbalist gathers from removed gathering zone | Designate gathering zone with ample produce. Wait for herbalist to start gathering, then remove zone. |
| 0010139 | 1 | Dwarf Mode -- Jobs, Activity Zones | major | resolved (user1294) | 2017-02-16 | Gather zones still used after zone removal | 1. Designate a plant gathering zone (that includes trees? possibly).
2. Have stepladders (Optional?)
3. Let plant gatherers use it
4. Remove zone
5. Watch |
| 0010138 | | Dwarf Mode -- Items | minor | | 2017-02-15 | Scroll Rollers in bins disable useage for use | |
| 0010137 | 1 | Dwarf Mode -- Moods | minor | | 2017-02-15 | Dwarf in melancholic mood will not claim workshop | |
| 0010135 | 1 | Creatures | major | new | 2017-02-08 | Aquatic creatures are scared of 'dangerous terrain' of deep water, and cannot swim. | Extract from file & run the save - http://dffd.bay12games.com/file.php?id=12699
There is a river on the save with a population of tigerfish, immediately observable is that the fish have piled up at the map edge and are dying (one rotting & 1 skeletal already), waiting a while will see more fish join this pile as they try to navigate past the 3/7th's or less water which they try to path over to exit. There is a fish air drowning as soon as the save starts in that pile.
The river exit is on the left hand side of the river compared to the entrance which is on the right where water is pouring in. There are already some fish in the river who have gotten caught by the current and may start swimming very fast trying to path out towards the river exit. You might see this spontaneous swimming begin soon after observing.
Open up DFhack and inspect the fish, they will display dangerous terrain messages and in DF_soul have no or very low swimming skills.
Or
Embark adjacent to a river, all the amphibious creatures (turtles/otters) will soon move onto land because they have land legs and refuse to mingle in the water. Fish (animal class, not vermin) will remain static |
| 0001430 | 18 | Dwarf Mode -- Interface, Announcements | minor | confirmed (user6) | 2017-02-06 | Announcements vanish too quickly (next day) | 1) have events happen
2) view the announcements screen
|
| 0010134 | 2 | Pathfinding | minor | new | 2017-02-05 | Fisherdwarf cancels fishing due to pathing issue - cancellation erratic | Just load the save and let it run. Sometimes the error shows up but not always. |
| 0010126 | 4 | Adventure Mode -- Environment | minor | new | 2017-02-04 | Adventure mode random outfit generation - soldiers | Make any entity without access to a type of weapon (swords, for example). Generate a world and run around one of their towns. You will find a soldier of the forbidden weapon type standing around unarmed. |
| 0009853 | 14 | Creatures | minor | new | 2017-02-04 | Animal people don't gain "Swimmer" skill | Try swimming with any animal person adventurer: their swimmer skill will not increase. |
| 0010132 | 5 | Civilizations/Entities -- General | minor | new | 2017-02-04 | Plant products require to be edible to be used by civilisations | Very easily for dwarves, add [EDIBLE_RAW] to pig tails in plant_standard, and now you will be able to embark with full pig tail plants (seeds can be cooked even if plant is fully inedible to allow products to be made from it) *see additional noted below*
> When you have your raws in place and have observed the plant being available/unavailable from the embark screen, wait for a caravan and order some plants from the trading agreement menu. They will bring them in bulk like they do with plump helmets. |
| 0007983 | 4 | Creatures | minor | | 2017-02-03 | Creatures without [CHILD] state cannot be tamed, only trained. | Capture any non-child tagged animal and try to breed and tame it. |
| 0009863 | 3 | Dwarf Mode -- Jobs, Hauling | minor | | 2017-02-03 | Dwarves will only fill up part of the stockpile | None, currently. This started at the beginning of the game. |
| 0010117 | 3 | Dwarf Mode -- Jobs, Cancellation and Suspension | major | | 2017-02-03 | Dwarves don't use bars and ores | Never had this happen before, I've got no idea what I did differently. |
| 0000113 | 4 | Dwarf Mode -- Interface, Announcements | trivial | | 2017-02-03 | Combat reports show donkey foal as 'donkey child', puppy as 'dog child', etc. | Use the arena or get a donkey foal to fight in fortress mode. Read the [r]eports. |
| 0010133 | 2 | Dwarf Mode -- Interface, Announcements | text | | 2017-02-03 | Lamb is listed as "ewe child" or "ram child" in combat reports | |
| 0009635 | 1 | Dwarf Mode -- Pets | minor | | 2017-02-03 | Giant gray squirrels aren't reproducing correctly | Catch a male and female giant gray squirrel, put them in a pasture, and wait until a third squirrel appears. |
| 0000790 | 29 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2017-02-03 | Pet corpses never get buried | |
| 0000670 | 15 | Dwarf Mode -- Immigration | major | | 2017-02-03 | Migrants arrive although all Dwarven Civilizations are extinct | |
| 0010131 | | Dwarf Mode -- Interface, Embark | minor | new | 2017-02-02 | Trees without growths cannot be specified for wood (unless they have mushroom tops) by civs | Create a generic kind of aboveground tree with relevant tags, but omit growth & seeds (sapling is not required either) so it will only appear in world generation and not grow again after it is cut down.
Embark with a entity with [OUTDOOR_WOOD] and see that the logs are unavailable for embarking with. For fast use with dwarves, define the tree as being [BIOME:MOUNTAIN] and [DRY], or move the dwarven starting biome to a place where your tree will be guranteed to appear.
Or
Add [SITE_CONTROLLABLE] to the goblin civilisation (requires copy paste expedition site noble) and add [OUTDOOR_WOOD] to their tags (to collect wood aboveground), glumprong naturally has no growths and is inaccessible for use within the correct conditions.
Adding a nut object (for simplicity) or any other such growth will allow the glumprong tree to be embarked with (as long as the entity is not in a freezing biome that is not evil)
> Another simple solution is to remove all growths & saplings from all trees and be unable to embark with aboveground wood despite having the required tags.
|
| 0010130 | 3 | Dwarf Mode -- Stockpiles | major | | 2017-02-01 | Refuse stockpile disallows 'rotted' items from being used in reactions - teeth/ivory, horn (hotfix included) | Load up DFhack 43.05, and embark with some creatures with the relevant materials like cows sheep and yak's with horn materials.
Under normal circumstances the game would bug out & horns etc stay in refuse, for the next part it is important that the creatures are 'slaughtered' at a butcher shop. (to avoid dead_dwarf=true on pets)
In DFhack stockpile manager accessed from the main game screen with [i] over a stockpile, disable rotted materials from the categories of stored materials within ([CTRL] + [X]), then queue a job to make ivory/teeth or horn crafts.
The material will be collected and made into crafts, bypassing the bug and "requires unrotten materials" announcements, the stacks of the object will not matter & unused stacks will be returned to the pile. |
| 0000340 | 7 | Dwarf Mode -- Jobs, Hauling | minor | new | 2017-02-01 | Dwarf repeatedly try to store job-based weapons in burrow-forbidden stockpiles | Assign Urist McMiner the Mining labor, let him get a pick.
Create a weapon stockpile that accepts picks; make sure it's the only such stockpile.
Create a burrow that does *not* include the weapon stockpile.
Pause the game.
Turn off the mining labor on Urist.
Assign Urist to the burrow created previously.
Unpause the game.
Now Urist will spam "Urist McMiner cancels Store Item in Stockpile: Drop-off inaccessible". He is trying to store his carried pick (which no longer matches his enabled labors), but the target stockpile is outside his burrow. He never works out to either just drop the pick on the ground, or to override the burrow restriction. |
| 0010122 | 3 | Pathfinding | minor | | 2017-02-01 | Relieved soldiers confined to a burrow don't drop their equipment, spam cancellations, and stand in place | 1) Start with an active soldier. Make sure you have Inactive = uniformed in the schedule.
2) Relieve him from duty, and confine him to a burrow before he drops his equipment.
3) He won't do anything until you let him properly get rid of his stuff. Forbidding his problematic equipment does not fix this. |
| 0010129 | 1 | Dwarf Mode -- Jobs, Activity Zones | major | new | 2017-02-01 | Buggy meeting sites behaviour breaking locations (and meeting sites function) | Create 3 sizable 10x10 rooms, assign a meeting site to each - leave 1 blank meeting site, and for ease of use assign the other two to be a tavern & temple respectively.
Leave them running & observe the shift in traffic when location meeting sites are on, compared to when they are left off ('meeting site' & 'active' simultaneously disabled). Dwarves more naturally mingle in the active blank default meeting site when they are off but can still visit the locations to fufill needs despite the locational areas being inactive and implicatively inaccessible.
> Set some 'accidental' meeting zones over pastures etc, dwarves will visit but when it is deactivated, either not leave (if no other meeting sites are on to visit) or leave at their own time.
> Then try removing the sites outright to see dwarves immediately relocate rather than leave in their own time
Warning - Dwarves will drink less when they are outside the tavern (without a constant supply from generous bar-keepers) and may become dehydrated more readily, assign a separate booze stockpile outside the tavern to stop dwarves dehydrating. |
| 0009297 | 10 | Dwarf Mode -- Rooms | minor | | 2017-01-30 | Visitors refuse to leave fort when location forbidden or retired | Have a tavern as welcome to all, Having a temple welcome all will help.
Set the tavern to citizens only when there is around 10 to 20 visitors.
the visitors will migrate to the temple, Set the temple to citizens only, and they will move to a non-assigned meeting zone or meeting hall, and will refuse to leave. |
| 0010128 | 1 | Creatures | minor | new | 2017-01-29 | Rooting in Open Space | |
| 0010127 | 1 | Dwarf Mode -- Visitors | minor | | 2017-01-29 | Flying animal person visitor just flies in the air | |
| 0010113 | 4 | Adventure Mode -- Display | minor | new | 2017-01-28 | 'Vision lost' in adventurer health screen with eyeless [EXTRAVISION] worm man adventurer | Play as a worm man in adventure mode or arena mode.
Check the health screen. |
| 0010118 | 9 | Items | minor | | 2017-01-27 | «grown wolf bone earring» | |
| 0010125 | | Dwarf Mode -- Traps | crash | | 2017-01-27 | Game crashes to desktop as soon as a goblin steps on a weapon trap | Download and extract the 43.05 world save here:
http://dffd.bay12games.com/file.php?id=12688
Load and wait a few seconds for a goblin to step on a weapon trap. |
| 0010123 | 2 | Pathfinding | minor | new | 2017-01-27 | Active soldier locked in a room will try to go to practice, fail to find a path, and kill FPS | This might happen when you try to replicate 0010122 and re-add the soldier to his squad. |
| 0010124 | | Dwarf Mode -- Immigration | minor | new | 2017-01-27 | Full citizen petitioning for citizenship | |
| 0010121 | 1 | Adventure Mode -- General | minor | new | 2017-01-25 | Werebeast transformation heals wounds, but does not cure their infection. | Get an infected wound.
Become a werebeast.
Transform. |
| 0010120 | 1 | Dwarf Mode -- Visitors | minor | new | 2017-01-24 | Visitors seem to get stuck in stump holes | |
| 0007769 | 12 | Adventure Mode -- General | minor | confirmed (user6) | 2017-01-23 | Historical Figure Necks Severed In Worldgen Aren't Fatal Until Rendered During Play | |
| 0009302 | 12 | Dwarf Mode -- Jobs, Assignment of Jobs | major | confirmed (user11) | 2017-01-23 | Assigned performers don't actually perform (tavern/temple) | Build a tavern, assign a performer, watch as they never perform. |
| 0010119 | | Dwarf Mode -- Idle Behavior | major | new | 2017-01-22 | Without instruments being played, dwarves cannot fufill & dispel needs and idle normally. | Establish 2 taverns & temples each within a freshly founded fortress, and only provide 1 handheld & 1 stationary instrument (stationary is easier to setup) in one set of test areas, leaving the other two sites without instruments.
> Re-roll as many times as required until you have a working performer who can play a music type & use the appropriate instrument for the piece(see additional information's related bug report 0009578 & 0009302)
> Ideally use 1 handheld & 1 stationary instrument in each test area, leaving a area of 7x7 free space or more to use for dancing.
> Visitor performers if they are able to use the instruments will teach dwarves how to play the stationary instrument passively while inside the tavern, though this is unreliable and may take time.
> The end result should be that dwarves who dance are fufilled & return to normal idle behaviour around meeting sites & talking/making friendships etc., while the non instrumental if they haven't all been cured by the instrumental facilities will persist at the occupational activities constantly. |
| 0008028 | 11 | Adventure Mode -- AI | minor | new | 2017-01-22 | Non-goblin members of goblin civilizations hostile to goblin adventurers | 1. Add [ADVENTURE_TIER:4] to the goblin section of entity_default.txt.
2. Create a goblin adventurer.
3. Attempt to converse with any available human or elven citizens of your local dark fortress
4. Additionally, migrate toward the underworld spire, find that civilization's demonic ruler, and attempt to talk to them. |
| 0005792 | 3 | Dwarf Mode -- Military | major | new | 2017-01-21 | Soldier gets stuck and refuses to move after being stationed | Maybe station squad somewhere, cancel, and see who gets stuck? |
| 0007180 | | World Generation -- General | minor | new | 2017-01-20 | Complete edge oceans sometimes are interrupted by volcanic islands | |
| 0009042 | 1 | Technical -- Saving/Loading | block | feedback (user8971) | 2017-01-20 | I can't load my Fortress mode save | |
| 0001300 | 6 | Dwarf Mode -- Military | minor | confirmed (user6) | 2017-01-18 | Can't specify wood, bone or shell items in uniforms | Create 4 full sets of bone or shell armor.
Place bone and shell armor in an armor stockpile within the barracks.
Wait 1 month for any armor-related hauling tasks to complete.
(z)tocks screen, forbid all non-bone greaves and gauntlets.
(m)ilitary screen, u(n)iforms, right column: create a uniform that uses "any material" greaves and/or gauntlets.
Activate the squad with this uniform.
Observe that they do not put on the bone items.
|
| 0010114 | 6 | Miscellaneous Crashes | crash | | 2017-01-12 | Crash during invasion | Have huge fortress, be besieged by a large goblin army, wait for a couple of in-game days. |
| 0010115 | 2 | Dwarf Mode -- Jobs, Eating/Drinking | feature | | 2017-01-12 | "cancels Drink: Job item lost or destroyed." | Create stockpile 11x11. Allow only 121 barrels. Limit storage only to drinks, prepared food and ... wooden cups. Forbid those items everywhere else
Have there stored 100-200 alcohol units.
Have there stored 20 wooden cups.
Have in your fortress around 50+ Dwarves.
In options set "announce most job cancellations".
Wait for Dwarves to get thirsty... Watch the mayhem.
See your small alcohol stockpile rapidly diminish with lots and lots of spilled out alcohol on the floor. |
| 0009396 | 8 | Contaminants/Spatter | minor | acknowledged (user11) | 2017-01-12 | Brawling causes spilled drinks (spatter) | |
| 0010079 | 3 | Dwarf Mode -- Immigration | major | new | 2017-01-11 | Caravan and immigration (2 waves) only first year | No idea. It happens in literally every single game I try and play. I've tried screwing around with the basic world gen (size, history, etc.) and the story is always the same.
|
| 0010109 | 5 | Dwarf Mode -- Interface, Stocks | crash | resolved (user1294) | 2017-01-11 | Stocks screen messed up, might crash when viewed | |
| 0009683 | 2 | Adventure Mode -- Trade | minor | resolved (user1294) | 2017-01-10 | Trade auto selection | |
| 0010106 | 2 | Dwarf Mode -- Stockpiles | minor | | 2017-01-05 | Cant put seeds in barrels of pots | |
| 0008593 | 7 | Dwarf Mode -- Transport/Hauling | minor | confirmed (user6) | 2017-01-04 | Crippled dwarf returns to normal speed whilst using a wheelbarrow | Maim a dwarf so that it may not use its legs, but can still haul items. Avoid letting the dwarf gain a crutch. Have the dwarf go fetch an item for a stockpile that has wheelbarrows. |
| 0009654 | 3 | Adventure Mode -- Combat | trivial | assigned (user8971) | 2017-01-04 | NPC werebeasts don't heal | |
| 0010102 | 1 | Adventure Mode -- General | crash | new | 2017-01-04 | Approaching army on the march, enter instance or walk into/near center instant crash | Find an army on the march and wait until approch
Enter the instance in the center from fast travel OR walk into center normally |
| 0010104 | | Adventure Mode -- Movement | minor | new | 2016-12-30 | Jumping off a moving ridden minecart does not cause injury | 1. Obtain a minecart in adventure or arena mode.
2. Drop it on the ground nearby.
3. Using the "interact with adjacent" command (default is u), ride the minecart.
4. Using the same command, push the minecart as needed to add speed.
5. Jump out of the minecart. Bonus points if done so right before an impact that would've been fatal. |
| 0003015 | 6 | Dwarf Mode -- Combat | major | new | 2016-12-29 | Invader/sieger mounts flee combat, preventing their riders from fighting (worse with [FLIER] tag) | Trigger a siege with mounted opponents |
| 0009881 | 2 | Adventure Mode -- Environment | minor | new | 2016-12-27 | Fog/night restricts extravision | |
| 0010099 | 2 | Dwarf Mode -- Invasions | major | | 2016-12-26 | Invasion from un-dead almost immediately after starting fortress. | |
| 0010100 | 3 | Dwarf Mode -- Trade | minor | | 2016-12-26 | Finished Goods Bin not found for trading | Load the associated save game. (http://dffd.bay12games.com/file.php?id=12625) The finished goods bin are north of the entrance between two jewelers workshops. Try to select them for trade. |
| 0003320 | 6 | Dwarf Mode -- Flows | minor | | 2016-12-22 | Floor hatches, bars, grates, etc. constructed over water deconstruct after winter when ice melts | can provide savegame from shortly before the switch |
| 0010098 | | Dwarf Mode -- Buildings, General | minor | | 2016-12-22 | Floor bars and grates deconstruct if ice thaws. | Build floor bars or floor grates over a water source in a location where freezing and thawing is possible(Cold embark sites with water help due to water starting frozen). When the ice thaws, the bars/grates will deconstruct. |
| 0010093 | 6 | Creatures | minor | resolved (user8971) | 2016-12-20 | Were-dwarves autoheal every month and don't starve | Haven't had this
Start with infected dwarf
Trap him somewhere he can't escape (wall off, he'll break doors)
Wait and see his injuries get healed and he'll never die. |
| 0009917 | 3 | Adventure Mode -- Sites | crash | new | 2016-12-20 | The game crashes when you try to create a zone in your own built site, maybe because of the "Flow" function | |
| 0009369 | 1 | Dwarf Mode -- Jobs, Healthcare | major | | 2016-12-20 | Missing Limb Problem | Lose a limb after it gets poisoned. |
| 0010096 | 1 | Dwarf Mode -- Interface, Civilization/World Info | trivial | | 2016-12-20 | Goblin Civilization does not show up in civ list until siege | Embark on a site with a nearby goblin civilization.
Check civ screen.
Wait until first siege.
Check civ screen again. |
| 0010095 | 2 | Dwarf Mode -- Buildings, Machines | crash | | 2016-12-19 | Ballista (wooden) arrows crash the game upon hitting a living target. | Try shooting some creature(s) with a ballista repeatedly. |
| 0010091 | 1 | Dwarf Mode -- Traps | crash | | 2016-12-18 | Goblin invasion crashes on hitting traps | Make a 3x15 hallway into your fortress. Make 50 weapons traps with 5 large, serrated copper discs each in them, and then make 30 cage traps further in after the weapons traps. Then, let the game run until a siege starts, and let the flashing leader of the siege walk over the traps until the game crashes. There will be a 100% crash rate once the leader hits the cage traps, and none of the weapons traps will engage. |
| 0010089 | | Fire | minor | | 2016-12-15 | Trees are fireproof | Have a surface accident involving lava and/or fire in a wooded area. |
| 0010087 | 1 | Dwarf Mode -- Environment | minor | | 2016-12-13 | Mouse Digging sometimes only works in top left corner of screen | |
| 0003861 | 5 | Technical -- Input/Keybinding/Macros | minor | | 2016-12-12 | In some print modes, mouse designations only work in top left | |
| 0010086 | | Dwarf Mode -- Visitors | minor | new | 2016-12-12 | Visiting mercenaries and caravan guards move at a crawl | |
| 0010084 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2016-12-11 | All rot wounds healed at once | -envelop volunteer in deadly cloud
-confirm they are rotting their bum off
-wait for hospital to do it's thing
-"Rotten tissue excised from upper lip" happy dorf. |
| 0004013 | 12 | Vegetation | minor | | 2016-12-10 | Areas of plain "grass" in caverns | |
| 0009700 | 4 | Dwarf Mode -- Combat | minor | | 2016-12-08 | Invincible zombie heads | |
| 0009607 | 2 | Adventure Mode -- Environment | trivial | | 2016-12-08 | Underground Grass (in darkness) | |
| 0010083 | 1 | Dwarf Mode -- Nobles | major | | 2016-12-08 | Mayor wants impossible Rattlesnake Bone Throne | I don't know how you would reproduce this except through (bad) luck, but it's definitely a thing that happened. |
| 0008934 | 3 | Miscellaneous Crashes | crash | | 2016-12-06 | Game spontenously crashed during fortress mode | ??? |
| 0010082 | 1 | Dwarf Mode -- Buildings, General | minor | | 2016-12-06 | Farming Plot Innactive | Build a farming plot. |
| 0010080 | 1 | Dwarf Mode -- Interface, Announcements | trivial | new | 2016-12-03 | Architectural buildings (like roads, wells, etc) do not display quality when viewed directly | |
| 0006273 | 7 | Adventure Mode -- Reactions | minor | confirmed (user6) | 2016-11-24 | Gloves produced by reactions cannot be equipped | |
| 0010054 | 3 | Technical -- Rendering | minor | | 2016-11-24 | PRINT_MODE:TEXT incorrectly prints unreadable black characters | 1. macOS 10.12.0, df 0.43.05, default Terminal
2. set PRINT_MODE:TEXT
3. run DF
4. invisible menu options. |
| 0010077 | 1 | Dwarf Mode -- Interface, Designations | minor | | 2016-11-23 | Remove Construction designation spreads to adjacent marked tiles upon completion | Construct two or more adjacent floor tiles (or possibly any construction, I didn't try)
Designate one tile of the construction for removal, any priority
Mark at least one additional adjacent construction tile for removal, any priority. (Edit: to clarify, switch to "marker only" mode) |
| 0010076 | | Art Forms | minor | new | 2016-11-20 | No poetry has a subject. Always "the work has no particular subject" | Generate a world, create and adventurer with poetry skills, observe all listed poetry described with "the work has no particular subject." |
| 0010066 | 1 | World Generation -- General | minor | new | 2016-11-16 | Plump helmet man necromancer becomes his own apprentice | Occurs at the whims of the random number generator. Generate an old/large enough world and you might see one, I guess? Plump helmet man necromancers seem to be fairly common; this is the first time I've seen a self-apprenticeship. |
| 0010071 | 2 | Adventure Mode -- Sites | major | | 2016-11-16 | Various night creatures create inescapable lairs | 1. Play adventure mode
2. Get a quest about a night creature(or find one of their lairs on your own)
3. Somehow enter the lair
4. Be trapped eternally |
| 0010072 | 1 | Pathfinding | major | new | 2016-11-16 | newly mined tiles are inaccessible for a long period of time | unsure, it happens everywhere in my current save but im not sure what triggered it. |
| 0010069 | | Dwarf Mode -- Reclaim | minor | new | 2016-11-11 | Reclaim ruined fort as different civilization -> burial issues | 1. Start a fortress.
2. Wait for the fortress to be invaded. (optional?)
3. "Succumb to the invasion" ("Abandon the fortress to Ruin" may be enough)
4. Reclaim fortress as a different civilization from the founding one.
5. Unforbid corpses of previous civilian citizens. (They should show up as @s.)
6. Build coffins and designate for burial.
|
| 0010070 | 1 | Dwarf Mode -- Items | minor | | 2016-11-10 | Units without arms cannot haul mugs when they need to drink | |
| 0010068 | 2 | Dwarf Mode -- Artifacts | minor | | 2016-11-10 | Galena ore produced an iron crown artifact | |
| 0010065 | 1 | Dwarf Mode -- Artifacts | trivial | new | 2016-11-08 | Strange moods unsespend all work orders at the workshop. | suspend one order (or normal job, just in case it also applies to them) on every workshop you have, and wait for a strange mood. If this bug is accurate, then once the dwarf finished his/her artifact the work orders will be unsuspended. |
| 0010059 | 3 | Dwarf Mode -- Locations | minor | new | 2016-11-07 | Wild site animals have the same morale ethics [Kill_Enemy Neutral] as entity units if in the same local settled area | > Load up a a game of dwarf fortress mode in each, and dig to the cavernous layer, then wait for two groups to encounter each other
> Watch as they take different approaches. The lethal acceptable animals should kill all neutral sentients it comes across, while the ONLY IF SANCTIONED groups will only brawl and part ways.
Alternatively
> Put a Un-armed melee specialist not assigned to a squad in the local area of a large predator wild animal with a rough guarantee to win the fight or pit the wild animal in the same area (ideally using burrows to move the dwarf)
> After fighting a while, the dwarf will eventually stop fighting and the defeated creature will be ignored by all other units, to which it will try to path off the map heavily wounded if the ethic is [:ONLY IF SANCTIONED], it will be a lethal battle regardless if the ethic is
> Same applies to item thief creatures like macaques, which bystanders will beat up but not kill, allowing the thief to crawl off the map without intervention even if still carrying a stolen object. |
| 0010064 | | Combat -- General | minor | new | 2016-11-04 | Dwarf with no fingers can still grasp things | 1. Spawn a dwarf in the arena.
2. Spawn another creature and use it to bite off the dwarf's fingers.
3. Check their health screen or have them pick up an item. |
| 0008780 | 2 | Adventure Mode -- Movement | minor | | 2016-11-04 | swim gain per tile reduced at higher speeds | |
| 0010062 | 1 | Init Options | minor | | 2016-11-02 | Init Editor: KEY_HOLD_MS does nothing and KEY_REPEAT_MS controls both variables | Step 1) Change the first variable to 999 and change the second variable to 50.
If it works as the description says, then it should take one second to start repeating and then it should rapidly repeat. Right? Well, let's see:
Step 2) Save the changes in the Init Editor and start up DF. Now hold your UP or DOWN arrow keys in the main menu.
The result is that it nearly instantly starts repeating and very rapidly keeps repeating.
To further prove it, swap the values:
Change the first variable to 50 and change the second variable to 999. If it works as the description says, then it should nearly instantly start repeating but only continue repeating in one-second intervals. Right? The actual result is that it takes one second to start repeating and it keeps repeating in one-second intervals. |
| 0002780 | 22 | Animal Populations | minor | | 2016-11-01 | Pond/pool populations (e.g. pond turtles) do not replenish, gradually become extinct | |
| 0010058 | | Adventure Mode -- Sites | crash | new | 2016-10-28 | Camp of Previous Fallen Adventurer and Nearby Hillocks Causes Crash when Approached; "Nemesis Unit Load Failed" | The accompanying save: http://dffd.bay12games.com/file.php?id=12530
Travel west to the neighboring hillocks or camp not too far from it. Fast or slow travel will achieve the same outcome.
OR
Retire current adventurer and select Kumil Asinigril in "Specific Person" |
| 0010049 | 1 | Adventure Mode -- Character Creation | minor | new | 2016-10-27 | Starting with the wrong type of instrument or musical forms | |
| 0002561 | 4 | Dwarf Mode -- Jobs, Hauling | minor | confirmed (user1294) | 2016-10-27 | Military dwarves carry hauled items with them when called on duty | |
| 0010056 | | Dwarf Mode -- Military | minor | | 2016-10-27 | Military Dwarves bring books to job, then haul them back | 1. Build a well-stocked library.
2. Have a military squad or several
3. Wait for a number of military dwarves to go to the libary.
4. Assign your squad(s) to station some place. |
| 0009503 | 1 | World Generation -- General | minor | new | 2016-10-27 | Dwarf civilizations rarely actually die out, instead remain "dying" for centuries | |
| 0010050 | 1 | Dwarf Mode -- Invasions | minor | new | 2016-10-26 | Elven Ambushers arrive without gear | (What I did. Not sure if this made 'em aggressive or it happened through civ diplomacy.)
- Embark in a biome with a ton of trees.
- Fell them all.
- Wait. |
| 0001897 | 5 | Dwarf Mode -- Rooms | minor | new | 2016-10-24 | Dwarves too happy about dining room | Build a dining room.
Check its quality with [R].
Check dwarves status with [v][z][enter] after they had a snack. |
| 0002372 | 8 | Dwarf Mode -- Interface, Stockpiles | minor | confirmed (user6) | 2016-10-24 | Designating a stockpile overwrites stair digging designations | 1. Designate a down stairs to be dug.
2. Before it's dug, designate a stockpile over it.
3. Observe stairwell never being dug.
|
| 0009141 | 11 | Adventure Mode -- General | feature | assigned (user1294) | 2016-10-24 | You can play as a horse in adventure mode | Maybe if you play as a dwarf in the dwarven civ for a while and encounter horses?
Worldgen:
Everything standard, apart from selecting Pocket world size.
[SEED:4e2w8awGookgwIIWGSEm]
[HISTORY_SEED:K08Wo0UoCWyCQMsSUecq]
[NAME_SEED:QYUsWyeAyoiUsSgESUAi]
[CREATURE_SEED:qsi6e2MueQ4oiWaCWSCY] |
| 0002739 | 12 | Dwarf Mode -- Thoughts and Preferences | minor | confirmed (user6) | 2016-10-24 | Migrant baby was born in the future / has negative age | |
| 0010048 | 1 | Dwarf Mode -- Invasions | crash | | 2016-10-23 | Undead invader hits a trap and crashes game. | Load the save, un-pause, wait. The invader is almost at the trap and heading in. |
| 0009778 | 1 | Dwarf Mode -- Interface, Manager | minor | new | 2016-10-18 | Unable to leave some manager menu screens | |
| 0010044 | 1 | Dwarf Mode -- Interface, Burrows | major | new | 2016-10-13 | Dwarves voluntarily leaving civilian alert burrow to reach items in disconnected enclave of that burrow | |
| 0007013 | 17 | Adventure Mode -- Trade | minor | confirmed (user6) | 2016-10-13 | Some Adventure Mode shops don't accept coins/currency | Save file with me standing in the shop that demonstrates this bug: http://dffd.wimbli.com/file.php?id=8855 |
| 0010045 | | Adventure Mode -- Combat | trivial | new | 2016-10-12 | Untouchable human vampires | Find and locate a human vampire, then engage in targeted attack. |
| 0010043 | | Dwarf Mode -- Trade | major | | 2016-10-12 | Elven Caravan tends to leave through the caverns | 1. Make a trade depot.
2. Dig through to a cavern (just using up/down stairs), make sure the edge of the map is accessible so that the cavern can exit through there.
2. Get elves to trade with you.
3. Block access to the edge of the map, so that the elven caravan has to leave through the cavern.
4. Profit? |
| 0006741 | 2 | Dwarf Mode -- Pets | minor | | 2016-10-11 | Turkey Eggs won't hatch | Embark with Turkeys. Lock them in a room with nest boxes. Wait for the eggs to hatch. |
| 0007447 | 30 | Dwarf Mode -- Jobs, Cooking and Food | major | | 2016-10-11 | Brewing doesn't work | |
| 0010042 | | Adventure Mode -- General | minor | new | 2016-10-11 | Campfires prevent retrieval of dropped items | Drop item
Move one step away in any direction
Press g
Make campfire on the spot where the item is
Wait/Sleep/leave for a few hours
Come back to find items still irretrievable |
| 0005992 | 18 | Dwarf Mode -- Jobs, General | minor | | 2016-10-11 | Conflict between hauling jobs (i.e. filling containers) and other jobs using items in those containers | |
| 0010013 | 10 | Adventure Mode -- Buildings | minor | new | 2016-10-10 | Entrance to underworld not in spire | Kill everything in an underworld spire to minimize lag.
Spend a good hour-ish walking to the bottom z level.
Kill a few lonely trolls in a dead-end room.
Cry. |
| 0010016 | 6 | World Generation -- General | crash | | 2016-10-09 | Out of memory crash | 1.Advanced World Generation, set:
Large or Medium Region
max-subregions:5000
Titans:1000
Megabeats:1000
Semi-Megabeasts:1000
Civilizations:55
2. generate
crash is expected between histroy generation and placing civilizations |
| 0009998 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2016-10-09 | 'Null injury' - another way to end up with a dwarf trapped in hospital | I presume you would need to reinjure a healthy werelizard dwarf, get them to hospital, then contrive to interrupt their treatment partway through and allow them to self-heal at the next full moon. Then see if they get stuck with unneeded treatments. I'm not good enough to be able to do that reliably, so I can't repeat this. |
| 0008857 | 1 | Vegetation | trivial | | 2016-10-08 | Barren "badlands" biome starts growing vegetation after the top layer is removed | |
| 0010038 | | Technical -- Saving/Loading | crash | new | 2016-10-08 | Crashes on loading save | Uploaded the save file to the DF file depot.
http://dffd.bay12games.com/file.php?id=12491 |
| 0009553 | 5 | Adventure Mode -- Conversation | minor | new | 2016-10-07 | Cannot join Necromancer faction in tower. | Go to tower, speak with leader. You will notice no dialogue option to join their faction, unlike when you normally speak to bandit lords/castle lords. Unless you want to join as a performer. |
| 0010034 | 1 | Adventure Mode -- Trade | minor | new | 2016-10-07 | Unlimited Money Farming with Mugs | BUY DRINK
DRINK DRINK
SELL MUG
REPEAT
PROFIT! |
| 0010033 | | Adventure Mode -- Conversation | text | | 2016-10-06 | Animal men have no names and will say filler names | Greet an animal man in adventure mode. |
| 0007765 | 2 | Adventure Mode -- AI | minor | new | 2016-10-06 | Abandoning rescued child in town turns child into recruit, assorted related bugs | Probably what I did. Not sure what else could cause it. Might be an isolated incident, in which case I hope someone is able to provide more info. |
| 0010032 | | Dwarf Mode -- Military | major | | 2016-10-05 | Dwarves climbing over fortifications, getting themselves killed by enemies | Build a fortification, set an archer dwarf behind it with an enemy in view. |
| 0007754 | 4 | Dwarf Mode -- Military | major | | 2016-10-05 | Dwarwes don't shoot through fortification (or don't stand close to it?) | |
| 0010030 | | Dwarf Mode -- Non-dwarf Citizens | minor | | 2016-10-04 | Visitors with [BUILDING DESTROYER] destroy buildings for no reason rather than doing what they should. | 1. Add a [BUILDING DESTROYER] tag to the race of a fortress visitor.
2. Watch things get wrecked. |
| 0007399 | 5 | Vegetation | feature | | 2016-10-03 | Deadly contaminant in fortress with no evil biomes | |
| 0008009 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2016-10-03 | Missing limb affected by syndrome (or not really missing) | 1. Have a source of syndrome-causing dust.
2. Have a dwarf lose his/her leg (above foot) along with a shoe and a sock.
3. Make dwarf step into syndrome-causing dust.
4. Watch the dwarf suffer. |
| 0010018 | | Contaminants/Spatter | minor | | 2016-10-03 | Dwarf's missing foot is rotten | 1. Remove a dwarf's foot.
2. Have them walk across a contaminated floor. |
| 0009476 | 5 | Weather | minor | | 2016-10-03 | Evil weather in non-evil part of the map. | |
| 0009477 | 1 | Weather | minor | resolved (user11) | 2016-10-03 | Biomes different in air as opposed to ground's biome type. Weather gets weird because of it. | Depends on world gen. You'd need to get some biomes on a site that contrast enough (like good biome, with evil weather above it) to really be able to tell in most cases. |
| 0008724 | 6 | Weather | minor | | 2016-10-03 | Evil rain in a neutral-savage biome | |
| 0010029 | 2 | Dwarf Mode -- Interface, Building Construction | major | | 2016-10-03 | Carving Fortrifications | Just build screen and press F and try and mark something! |
| 0010022 | 2 | Dwarf Mode -- Interface, Announcements | trivial | assigned (user8971) | 2016-10-03 | Announcement shows wrong year | |
| 0010027 | | Fire | minor | new | 2016-10-02 | You have struck... messages triggered by fires | |
| 0001353 | 6 | Technical -- General | minor | | 2016-10-02 | Text viewers (help, thoughts and preferences, etc.) do not wrap correctly when resized | Open help <?>
make window wide
select Your first Outpost <Enter>(bug happens with any menu but very obvious here)
Select Help With Specific Menus <Enter>
Make window narrower
The text is no longer properlly wrapped
Return to previous menu <Space>
Text is still improperly wrapped.
Reselect Help With Specific Menus <Enter>
Text is now properly wrapped
Return to previous menu <Space>
This is improperly wrapped
|
| 0010024 | 2 | Technical -- General | trivial | | 2016-10-02 | Font change upon max zoom | Zoom to max |
| 0001715 | 5 | Dwarf Mode -- Traps | minor | | 2016-10-02 | Lever functions sometimes | |
| 0009960 | 3 | Adventure Mode -- Travel | crash | new | 2016-09-30 | Game crashes when closing to certain places | Just try getting close to "Silveryswim" or move from current position north east along the road. It happens directly after passing the spider webs.
The save: http://dffd.bay12games.com/file.php?id=12339 |
| 0010019 | 3 | Pathfinding | minor | | 2016-09-27 | Gander stuck in mid-air | Have not tried. |
| 0010021 | | Dwarf Mode -- Traps | major | | 2016-09-27 | Crash when undead travels over weapon trap. | In this save file:
- unlock the door south of the trap field (should load in right on it)
- wait ten seconds for the crash
http://dffd.bay12games.com/file.php?id=12463
I tinkered with the one-step option and I think the crash occurs if a body is mulched by the trap. |
| 0009599 | 5 | Dwarf Mode -- Invasions | major | new | 2016-09-26 | Siege tag don't disappear | |
| 0009871 | 9 | Adventure Mode -- Sites | minor | new | 2016-09-26 | Unable to get to the bottom of a Vault | Have bad luck I suppose? |
| 0010012 | 1 | Dwarf Mode -- Trade | minor | resolved (user8971) | 2016-09-26 | "Latest news" contains mention of the same dwarf being kidnapped multiple times from different locations. | I doubt it's reproducible as it's a single news bit from a visiting caravan. |
| 0010015 | | Dwarf Mode -- Trade | major | | 2016-09-26 | Trade caravans stop coming after first two years. Items in stocks menu zoom to empty tiles near edge of map. | I'm not sure how to make this happen since I don't know what caused both issues and if they're symptoms of the same bug or not. |
| 0010007 | 1 | Technical -- Saving/Loading | major | | 2016-09-25 | Can't load game! | |
| 0010008 | 3 | Dwarf Mode -- Interface, Announcements: Message Spam | major | | 2016-09-25 | Too injured to fish! All of them want to fish! | |
| 0010006 | 3 | Dwarf Mode -- Idle Behavior | minor | | 2016-09-25 | Children make no attempt to leave unpleasant environments (e.g. out of doors when cave adapted) | |
| 0007402 | 2 | Adventure Mode -- Sites | minor | new | 2016-09-21 | Legends says retired fort was later conquered and inhabitants killed, but they're alive on reclaim | |
| 0010009 | 2 | Dwarf Mode -- Invasions | crash | | 2016-09-16 | Crash during invasion - segfault, core dump | http://dffd.bay12games.com/download.php?id=12445&f=region1.zip
Advance one frame. |
| 0010003 | 3 | Dwarf Mode -- Artifacts | minor | new | 2016-09-15 | Moody dwarf creating an item that is normally made in pairs (gloves, shoes, etc.) only makes a single unmatched artifact | |
| 0005830 | 2 | Creatures | major | new | 2016-09-14 | Webs from Giant Cave Spider floating in the air. | Get a GCS to fire webs at a flying creature. |
| 0010004 | | Dwarf Mode -- Environment | trivial | new | 2016-09-14 | Giant brown recluse spider silk webs left floating in mid-air after felling tree | Have (giant brown recluse) spider silk webs on a tree. Cut down the tree. See the webs remain in the air. |
| 0002022 | 9 | World Generation -- General | minor | resolved (user6) | 2016-09-14 | Generic layers (e.g. "Rock"), metal stone (e.g. an unmined Black Bronze wall), deep soil layers, and cycling surface tiles | |
| 0010002 | 3 | Dwarf Mode -- Environment | minor | | 2016-09-14 | Sand tiles on desert embark rapidly cycling through multiple types of grass/minerals | |
| 0009247 | 8 | World Generation -- General | crash | | 2016-09-09 | Crash (null pointer) during world generation (on Mac) | |
| 0009912 | 1 | Title Screen | crash | | 2016-09-09 | game crash going full screen | sed -i .orig -e 's/PRINT_MODE:2D/PRINT_MODE:STANDARD/' df_osx/data/init/init.txt
cd df_osx
./df
# hit the green button
|
| 0010001 | 2 | Dwarf Mode -- Combat | crash | | 2016-09-09 | Crashes during siege when enemies are pathing into trapped tunnel | Build a single tile wide entrance with traps in each tile and a roof overhead. Get a siege and bait the goblins into that passage. Crash. |
| 0009999 | 1 | Dwarf Mode -- Combat | minor | new | 2016-09-08 | 'The marksdwarf punches the marksdwarf' and countless indistinguishable variants | |
| 0010000 | | Dwarf Mode -- Combat | minor | | 2016-09-08 | Training dwarves move through walls when charging. | Build an above ground training room and wait I suppose. |
| 0009997 | 3 | Adventure Mode -- Conversation | trivial | | 2016-09-07 | rescued children dialogue does not add to the directions menus | rescue a child who was taken from a place you have not discovered, or with relatives you don't know. |
| 0009836 | 1 | Adventure Mode -- Conversation | minor | new | 2016-09-07 | Asking rescued kids where they live doesn't allow asking for directions | Rescue a child from a Dark Fortress
In conversation, select "Bring up the journey together"
Select "Ask for directions" and attempt to find the person or location mentioned; they should be absent |
| 0009994 | | Creatures | tweak | | 2016-09-06 | Crundles lack [CHILD] tag, making them untamable | N/A |
| 0009992 | | Dwarf Mode -- Visitors | minor | | 2016-09-03 | Visitors Like to get Wet | Have a water-filled space on your fort, somewhere.
Establish a tavern.
Watch the visitors go swimming. |
| 0009991 | | Dwarf Mode -- Buildings, General | minor | new | 2016-09-03 | Slabs erroneously engraved | Pick a fight with a firebreathing beast. Suffer casualties. Bury the casualties, and engrave slabs for them. Check the slabs, especially for dwarves that get incinerated such that they don't leave any corporeal remains. If this is repeatable, the dwarves who were incinerated will have died in seemingly random fights, perhaps previous ones (I'm not sure, and don't have the spoons to dig that carefully through my previous battles.)
|
| 0009988 | 4 | Dwarf Mode -- Environment | minor | | 2016-09-03 | Random Magma While Digging | Open save file. Designate digging into the side of the mountain ( It's a very small mountain but is also very steep, located to the east of the embarkment site ). Designate digging one tile in, then dig ramps ( This is what I'm doing ). I haven't tried to reproduce it yet but it does happen with notable consistency. |
| 0009989 | | Dwarf Mode -- Items | minor | new | 2016-09-01 | naked dwarfs due to "phantom" squads. | I forgot to save before I tried my remedy. Not sure how the phantom squads came to be in the first place. Sorry! |
| 0009986 | 3 | Technical -- Input/Keybinding/Macros | major | new | 2016-09-01 | non-functional "+-" keys in "prepare for the journey menu" | - |
| 0004180 | 4 | Dwarf Mode -- Embark/Setup | minor | | 2016-09-01 | Site finder does not search all tiles of non-square rectangle worlds (where x is greater than y) | Create a world where is x size is greater than y. Enter fortress mode and use the site finder. |
| 0009987 | 1 | Dwarf Mode -- Embark/Setup | minor | | 2016-09-01 | "Find Desired Location" uses height to determine the size of a world | Generate a world with advanced Parameters
where width has a higher value than height,
then use "Find Desired Location". |
| 0009967 | 6 | Dwarf Mode -- Combat | minor | | 2016-08-31 | Full military squad never spars | 1.Have a single local dwarf in a squad
2.Have a bunch of mercenaries in that squad.
3.Watch as they barely progress in skill from never sparring. |
| 0009983 | 1 | Technical -- Input/Keybinding/Macros | trivial | new | 2016-08-30 | Blinking Green Play in upper left corner is still in effect after holding CTRL P to play macro over and over again. | Adventure Mode, Ctrl + r, t, b, ENTER, Ctrl + r, Ctrl + s, Ctrl + l, Ctrl + u, 20, Ctrl + p, Ctrl + p, etc........ |
| 0009982 | | Technical -- Input/Keybinding/Macros | major | new | 2016-08-28 | Typing a (double) quote into a note name or description will cause it to get stuck | 1) Make a point/note
2) Edit the name or description
3) Type a double or single quote (' or ") |
| 0009981 | | Adventure Mode -- Quests | minor | new | 2016-08-27 | Animal people leaders frequently become the object of kill quests | Continually receive quests from a questgiver close to a hamlet/town led by an animal person. Eventually the questgiver will ask you to kill them. |
| 0005829 | 1 | Dwarf Mode -- Interface, Embark | minor | | 2016-08-27 | Site finder cuts off early in non-square (2:1) regions | |
| 0009979 | | Dwarf Mode -- Non-dwarf Citizens | minor | | 2016-08-27 | Goblin citizens/residents get bad thought from being kept from food/alcohol | Set up a tavern.
Accept a Goblin visitor petitioning for residency.
Check their thoughts after a while. |
| 0009974 | 4 | Technical -- General | crash | new | 2016-08-26 | Random Crashes on adventure mode/fortress mode | |
| 0009925 | 3 | Creatures | major | new | 2016-08-24 | Camp sites cause animal population explosions. | This is harder to explain, but generally it seems like having animal populations see you/try to attack you when you initiate construction leads to them becoming histfigs, and passing along a contagious lag-plauge of histfigging. |
| 0009973 | | Combat -- General | minor | new | 2016-08-20 | Forgotton beasts are not distinguishable in Combat log. | Get two forgotten beasts to fight, then check combat log |
| 0009971 | 1 | Creatures | minor | new | 2016-08-17 | Creatures are able to wear a armour of wrong size | 1. Talk to somebody.
2. Use "exchange" option.
3. Give him a larger or smaller armour. |
| 0002842 | 2 | Dwarf Mode -- Invasions | minor | new | 2016-08-16 | First sneaking kobold triggered appearance of kobold civ in civ list before kobold was revealed. | |
| 0009968 | | Dwarf Mode -- Combat | crash | | 2016-08-13 | Game Crashes as enemies from siege run into traps | Just load save, maybe start the alert, and wait.
http://dffd.bay12games.com/file.php?id=12346 |
| 0009807 | 3 | Adventure Mode -- Town | major | new | 2016-08-12 | Town has 100s of elf soldiers in castle | Guessing random. |
| 0009965 | | Adventure Mode -- Sites | major | | 2016-08-11 | Annoucement Spam When Claiming Hamlet | |
| 0009900 | 2 | Adventure Mode -- Conversation | block | | 2016-08-11 | Spam Announcing Control of an Area | 1)Go to a keep or mead hall
2)Claim the area
3)Repeat with other towns until you get the messages |
| 0009906 | 2 | Adventure Mode -- Display | minor | | 2016-08-11 | ''You are now in control of x'' continuosly flashed | |
| 0009964 | 1 | Adventure Mode -- Combat | major | | 2016-08-10 | Syndrome breaths don't effect adventurors | 1. Add a syndrome breath to a creature
Like this:
[USE_MATERIAL_TEMPLATE:GAS:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen stun gas]
[STATE_NAME_ADJ:ALL_SOLID:frozen stun gas]
[STATE_NAME:LIQUID:condensed stun gas]
[STATE_NAME_ADJ:LIQUID:condensed stun gas]
[STATE_NAME:GAS:stun gas]
[STATE_NAME_ADJ:GAS:stun gas]
[STATE_COLOR:ALL:WHITE]
[MELTING_POINT:9870]
[BOILING_POINT:9930]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:stun gas]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:insert creature here:ALL]
[SYN_INHALED]
[SYN_CONTACT]
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1000]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath stun gas]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:VERB:spew a cloud of stun gas:spews a stream of stun gas:NA]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:GAS:TRAILING_GAS_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
2. Assume control of either the creature that has the syndrome breath or the creature use the test.
3. have the creature with the syndrom breath use said breath attack. |
| 0009957 | 3 | Combat -- Wrestling | minor | new | 2016-08-09 | Breath attacks can be blocked even if the attacker is currently holding a body part in its mouth | Go into arena. Create a dwarf with high skills, give him a shield and armor (so he survives biting).
Create a dragon, take control of it, bite the dwarf in an arm or leg until you latch on, then breathe fire. Most times, the dragonfire will be blocked effortlessly as if it were thrown from some distance away. |
| 0009963 | | Adventure Mode -- AI | minor | | 2016-08-09 | Rescued Prisoner Goes Ballistic And Kills Everyone When Reunited With Loving Father | Download Save: http://dffd.bay12games.com/file.php?id=12343
Walk Tirin (light blue companion) into the building after daybreak.
He will immediately shout out to his father, run away, then and attempt to murder the daylights out of the nearest person. Lovingly |
| 0005341 | 4 | Adventure Mode -- Conversation | trivial | acknowledged (user6) | 2016-08-09 | Towns folk want you to be dissuaded and also want to join you | Greet a townsperson
If they say you are foolish then ask them to join you
If they join you then I say they are the fools. |
| 0009962 | | Technical -- General | block | | 2016-08-09 | Window disappears when clicking on upper edge of title bar (32-bit DF only) | See above. |
| 0008992 | 3 | Dwarf Mode -- Thoughts and Preferences | minor | | 2016-08-09 | stress though for talking with father/child listed backward | 1) Start fort
2) wait for parent and child to interact and generate a thought/stress entry
3) check thought/stress entry |
| 0009921 | 4 | Creatures | minor | | 2016-08-08 | Creature tiles specified by quoted text displayed incorrectly | Use Notepad++ to mod a creature with [CREATURE_TILE:'a'] but with any accented letter, and spawn it in the arena. |
| 0009959 | | Dwarf Mode -- Environment | minor | new | 2016-08-07 | Disappearing merchants | |
| 0000615 | 8 | Dwarf Mode -- Jobs, Hauling | minor | new | 2016-08-07 | Living dwarves' body parts don't get hauled to refuse stockpile or graveyard | |
| 0005162 | 11 | Adventure Mode -- Display | minor | acknowledged (user6) | 2016-08-07 | Companions spontaneously leave group and can be re-recruited, resulting in duplicate entries in companion list | |
| 0000253 | 12 | Dwarf Mode -- Nobles | minor | | 2016-08-07 | Dwarven liaison/diplomat misnamed as "Fisherdwarf" | |
| 0003837 | 1 | Adventure Mode -- Display | minor | | 2016-08-07 | Long list of adventurer skills overflows in default screen size | Gain experience in as many skills as possible, and look at the 'z' screen. |
| 0009382 | 2 | Creatures | minor | | 2016-08-07 | Flying fortress visitors can spawn in trees, never move even if tree is removed. | |
| 0009385 | 3 | Pathfinding | minor | | 2016-08-07 | Flying White Stork Man Poet stuck | 1. Have a fortress with a temple/tavern/library
2. Have a flying visitor show up
3. Wonder if they will ever come into the fortress |
| 0008581 | 2 | World Generation -- Beasts | tweak | new | 2016-08-05 | Weremammoths (and possibly wereelephants) do not have tusks | Find a weremammoth or wereelephant, notice a lack of tusks, here's a save though: http://dffd.wimbli.com/file.php?id=10125 |
| 0009644 | 5 | Pathfinding | minor | | 2016-08-03 | Miners teleported from the bottom of the channel into a tree | 1. Dig a channel about 5 z-tiles deep.
2. Miner that is digging it teleports from inescapable 5-tile deep moat he just dug into the branches of a tree, that is several x-tiles to the left, and is stuck there.
3. Dig another channel.
4. Another miner teleports to a different tree. |
| 0006586 | 19 | Dwarf Mode -- Idle Behavior | major | feedback (user6) | 2016-08-03 | Carpenter climbs multi-block trees to die | Embark with a carpenter and multi-block trees. |
| 0009955 | 1 | Dwarf Mode -- Trade | minor | | 2016-08-03 | Forbid Depot, Wait for Traders to Leave, Collect Loot | |
| 0009953 | 3 | Dwarf Mode -- Invasions | major | new | 2016-08-02 | Civillians leave civ alert burrow and approach hostiles for no reason, will not re-enter burrow | |
| 0009952 | | Creatures | minor | new | 2016-08-02 | NPC Werebeast Wears Armor/Clothing | [Presumed, as I have not tried to replicate]
1. Witness a werebeast transformation in adventure mode
2. See that the werebeast is still wearing clothing/armor |
| 0009947 | 1 | General | block | | 2016-08-02 | Trees collapse, mines fill, hell revealed | Load the save and wait a few in-game days. |
| 0009951 | | Dwarf Mode -- Environment | tweak | new | 2016-08-02 | Tree growth/harvesting removes mud from tiles | chop trees in cavern
look at tiles where trees stood |
| 0009923 | 4 | Dwarf Mode -- Skills and Professions | minor | assigned (user8971) | 2016-08-02 | Performer Dwarves Listed As Resident Performers After Strange Mood | 1. Make all dwarves performers for fortress
2. Get a strange mood and succeed |
| 0009948 | | Dwarf Mode -- Jobs, Assignment of Jobs | major | new | 2016-08-01 | Dwarves stop taking jobs in "hauling" and "other" categories, because of beekeeping | 1. Embark in a biome with honey bees.
2. Build more hives than there are wild colonies on the map.
3. Check the dwarves' jobs to see what they are (not) doing. |
| 0009802 | 3 | Dwarf Mode -- Nobles | minor | | 2016-08-01 | Manager does not deactivate jobs when conditions are no longer met | Embark with a Proficient Record keeper
set them up with an office and assign them as the manager
create a continuous work order such as "brew drink"
set up a condition such as "Amount of drinks available is at most 100"
ensure the condition is met and the job order enters Active state
ensure the condition reaches a point where it is no longer met
note that the job continues refreshing in the workshop
note that the manager never enters "Manage work orders" labor
note that the manager screen acknowledges a condition is no longer met |
| 0005551 | 11 | Dwarf Mode -- Jobs, Childcare | minor | confirmed (user6) | 2016-08-01 | Migrant mother ignores baby | |
| 0006257 | 2 | Dwarf Mode -- Flows | minor | | 2016-07-31 | trying to fill pond to dig out adamantine causes nothing to happen | channel out an area, make obsidian and dig out one level down into the magma, recreate and try to make obsidian to continue mining adamantine but obsidian never makes |
| 0009946 | | Dwarf Mode -- Buildings, Machines | minor | new | 2016-07-31 | Retracting bridges don't require support for construction, harmlessly deconstruct when checking support later | |
| 0008308 | 3 | Dwarf Mode -- Buildings, General | minor | new | 2016-07-31 | Strange interactions between trees and bridges | Access the higher levels of trees via ramps/stairs. Build bridges there. Observe inside/outside patterns on the levels below, check access/movement on the bridges. |
| 0008756 | 2 | Dwarf Mode -- Buildings, General | minor | | 2016-07-31 | Trees growing under bridges prevent bridges from being used | Build a bridge, mine's 3 z-levels above ground, wait for a tree to grow under it and become high enough to touch the bridge. |
| 0009945 | | Init Options | crash | new | 2016-07-30 | crash on start with [PRINT_MODE:2D] | |
| 0009071 | 1 | Adventure Mode -- General | minor | new | 2016-07-30 | Demon prisoner becomes lord of human hamlet, nowhere to be found | |
| 0009637 | 7 | Adventure Mode -- General | major | | 2016-07-28 | assault on goblin city abruptly plagued by minutes-long processing time per turn | |
| 0006710 | 4 | Adventure Mode -- AI | minor | new | 2016-07-28 | Goblin civilian agreed to yield but kept running away | |
| 0009942 | | Adventure Mode -- Combat | minor | new | 2016-07-28 | Teleporting Bursts of Boiling Blood | 1. Obtain a superheated bolt.
2. Fire a superheated bolt at an enemy.
3. Giggle at the absurdity of the boiling blood burst hitting you.
Then:
4. Throw a superheated bolt at an enemy.
5. Note that after a few seconds they get caught in the boiling blood burst.
6. Fire more superheated bolts and note that the effect switches back and forth between you and your target fairly randomly. |
| 0008421 | 6 | Adventure Mode -- AI | minor | new | 2016-07-28 | Trolls in Dark Fortress and some goblin citizens are hostile towards their faction leader/demon master | |
| 0008894 | 4 | Adventure Mode -- Sleep | minor | new | 2016-07-27 | Teleported to roof top of dark fortress after waiting/sleeping inside the fortress | wait/sleep inside a dark fortress. |
| 0009937 | 2 | Technical -- Input/Keybinding/Macros | minor | new | 2016-07-27 | Shift key not recognized in key bindings screen or when using shift-movement, ctrl key not recognized at all | Install any vanilla dwarf fortress after 42.06.
Attempt shift-movement or usage of ctrl macros.
Rinse, Repeat.
|
| 0009940 | 2 | Dwarf Mode -- Visitors | minor | new | 2016-07-27 | Visitors stuck on ramps | Sadly, no idea. It's the first time I've seen something like that and I am not quite sure what caused it in the first place apart from maybe pathfinding.
Save file can be found bellow, if it is of any help. Visitors are located 1-z bellow the tavern (F1) and a bit to the right of the (soldier) bedrooms and before a small bauxite bridge. Two purple @ just hanging out.
The fort however has +140 dwarves, visitor and animals, just for the heads-up. |
| 0009939 | | Miscellaneous Crashes | crash | new | 2016-07-26 | Crash during save, at "saving game objects" | |
| 0009938 | | Dwarf Mode -- Jobs, Military | minor | | 2016-07-25 | Dwarves move through walls while sparring | |
| 0009936 | | Contaminants/Spatter | major | | 2016-07-23 | Increasing quantities of troll blood being tracked around outdoors in game file. | This hasn't failed to happen with one or more fluids in any fort I've had for the last 3-4 years. |
| 0007722 | 8 | Adventure Mode -- AI | major | new | 2016-07-23 | Some prisoners are hostile | |
| 0009808 | 2 | Dwarf Mode -- Buildings, General | crash | | 2016-07-23 | Crash at onset of rain | Load save, allow game to run for a few hours. Crash should occur. |
| 0009877 | 9 | General | crash | | 2016-07-23 | Crashes when loading save | -Load save
-Crash |
| 0001706 | 7 | Creatures | minor | | 2016-07-23 | Gaseous creatures' severed parts don't change state | Get another titan with an oddball body and see what it drops upon its death. |
| 0009875 | 3 | Dwarf Mode -- Jobs, General | minor | | 2016-07-23 | Log-using jobs being cancelled while logs are available | Happens every other charcoal making job. |
| 0009930 | 4 | Technical -- General | major | | 2016-07-23 | The Fortress Mode Scrolling is locked into Set Area | Try scrolling left/right. |
| 0001756 | 3 | Dwarf Mode -- Trade | minor | | 2016-07-22 | Traders showing up extremely late in the season. | Start a game and just wait until trading season rolls around. You'll probably need a depot too and active civilizations to trade with. |
| 0001172 | 9 | Dwarf Mode -- Buildings, Cages and Chains | minor | | 2016-07-22 | Cage destroyed in ice, animals show up as "caged" instead of "deceased" on unit list | Cage an animal. Drop it in water in a location where ice forms during the winter. Cage will be destroyed, but creature should still exist on unit list. |
| 0009934 | | Dwarf Mode -- Nobles | minor | | 2016-07-22 | After die-off of all adult dwarves, fort not considered to fall; when migrants arrive, no new expedition leader appointed. | Attached save is in the middle of a migrant wave. Ensure (by any means you please) that all migrants successfully enter the fort, then wait. Observe that no nobles can be appointed. No expedition leader will be automatically appointed, at least as of late winter. Perhaps one will be when a diplomat shows up? Or perhaps when the child comes of age in four years? |
| 0002323 | 10 | Dwarf Mode -- Jobs, Constructions (walls etc) | tweak | | 2016-07-22 | Mason skill not increased by building walls and other constructions | build walls |
| 0000556 | 5 | Dwarf Mode -- Flows | minor | | 2016-07-22 | Pumping from ocean to cistern, ocean drains, cistern never full. | Build cistern described as follows and fill.
Key: W=Wall _=Channel %%=pump X=floodgate o=Well ~=Ocean Water Tile
Top Level
WWW o
~%%_W <= The water level on this floor is always 0/7!
WWW
Lower Level
WWW
WWWW W
W WW
W X
WWWWW |
| 0009933 | | Dwarf Mode -- Embark/Setup | trivial | new | 2016-07-22 | Vault slab content revealed using symbol editor during embark | 1.Open Legends Mode and look for a slab made by a demon
2.Start Fortress Mode
3.Prepare for the journey carefully
4.Open symbol editor (y)
5.Open Artifact tab and search the name of the slab
6.Read the description of the slab
|
| 0009931 | | Adventure Mode -- Combat | minor | new | 2016-07-21 | Multi-attack with parry bug | Attack and parry:
1. Wait until someone attacks you.
2. Attack him with weapon while he attacking you using multi-attack option.
3. You can see now that parry option is disable.
Parry and attack:
1. Wait until someone attacks you.
2. Attack him with punch while he attacking you using multi-attack option.
3. Parry with your weapon remaining in multi-attack mode.
4. You can see now that you can still perform a multi-attack with the weapon. |
| 0009894 | 4 | Technical -- General | tweak | | 2016-07-21 | Linux 64 bit: libs/libgcc_s.so.1 no longer needed | |
| 0009929 | 1 | Pathfinding | minor | new | 2016-07-20 | Hostile blocks pathing of pack animal to caravan and kills FPS | I have a save which shows the problem (http://dffd.bay12games.com/file.php?id=12282). Seems like it would be very hard to get this to happen again on purpose, but perhaps forcing the caravan to depart through the caverns via a 1-tile stairway with hostiles on it would increase the likelihood?
To unblock the FPS in the save, order the military to kill the cave swallow on the stairs to the caverns (Hotkey F2). |
| 0009055 | 2 | Adventure Mode -- Buildings | major | new | 2016-07-19 | Slade Spire Entrance Disappeared | 1. Reveal the unexplored tiles, note the solid slade base (minus the tiles I cheated away to escape). |
| 0001513 | 12 | Dwarf Mode -- Military | minor | | 2016-07-19 | Militia with clothing assigned as equipment leave it in piles on the floor randomly | 1) assign squad clothes through equipment manager (using material type and slot, not specific)
2) have clothes for them to wear
3) have an arsenal dwarf
4) let them go on about their squadly duties perhaps assign them to a station
5) watch them drop their cloths in a pile from time to time |
| 0002375 | 9 | Dwarf Mode -- Combat | major | | 2016-07-19 | Dwarf wears gauntlets, yet the mittens he wears under them are getting hit and penetrated | Get a soldier with a mitten and a gauntlet in the same hand fight an enemy, hope for a hit |
| 0009922 | 4 | Dwarf Mode -- Pets | minor | | 2016-07-18 | Homosexual Male Animals Can Impregnate Females | Embark with a homo male and a hetero female.
Put them in a pasture together.
Wait for the female to give birth. |
| 0003397 | 2 | Dwarf Mode -- Stockpiles | minor | | 2016-07-17 | Unable to forbid 'Other Materials' in ammo stockpile | Create ammo stockpile.
View settings of the pile 'q' -> 's'
Try and forbid the 'Other Materials' category.
|
| 0003763 | 4 | Dwarf Mode -- Invasions | major | | 2016-07-17 | Trolls don't destroy doors | 1. Get a siege with trolls
2. Watch them stand behind doors not destroying them |
| 0002954 | 1 | Dwarf Mode -- Jobs, Animal Handling | major | new | 2016-07-17 | dwarves ignore "pit/pond large animal" jobs if the first (?) of the animals is inaccessable, for example already in the pit | create a pit zone over an enclosed area, toss some animals in, then designate some animals already in the pit AND some that are still outside to be put into the pit. Watch dwarves idle, ignoring the animals right next to them. |
| 0001576 | 9 | Dwarf Mode -- Moods | minor | | 2016-07-17 | Topmost skill triggers mood, not most xp | Early in my current game I trained some dwarfs whitout moodskills as armoursmiths, everyone just doing a few items to get dabbling.
Eventually i got a legendary armoursmith, and therefore trained the remaining dwarfs in other moodskills, this time doing more work to get higher skills.
So far i gotten another 3 armoursmith mood on dwarfes that got higher skill in other areas.
|
| 0009924 | | Adventure Mode -- Inventory | minor | new | 2016-07-17 | Items written by adventurer behave strangely | Write some works in adventure mode.
Bring works back to fortress and store in chest.
Switch to fortress mode.
Observe that they are not counted as written works and are ignored.
Switch to adventure mode.
Note that written works duplicate upon pickup and do not appear on floor upon drop. |
| 0002882 | 5 | Dwarf Mode -- Jobs, Hunting | minor | new | 2016-07-16 | Hunter pathing fails, river and bridges | |
| 0006647 | 2 | Adventure Mode -- General | tweak | | 2016-07-15 | Creatures leave footprints and tracks through brooks | Follow a track over a brook. |
| 0009916 | 4 | Adventure Mode -- Combat | minor | new | 2016-07-14 | Using a fluid as a weapon causes it to break after three hits. | 1. Obtain some sort of fluid, it should work even if the fluid is frozen.
2. Attack a creature with the fluid. It should start taking damage.
3. After three hits, the fluid will break, displaying the message "The XX(name of object)XX breaks!" |
| 0009919 | 1 | Dwarf Mode -- Moods | minor | feedback (user8971) | 2016-07-14 | Dwarf from Petition enters into strange mood and can't claim any type of workshops | Appove petition from dwarf.
Wait for Mood.
If mood goes to this dwarf, he do nothing. |
| 0009346 | 2 | Dwarf Mode -- Items | minor | | 2016-07-13 | bags cluttering with inedible seeds from tree fruits | 1) designate a furniture stockpile to hold bags, designate some fruit trees for harvesting.
2) brew the fruits, or let your dwarves eat them raw
3) watch bags with inedible fruit tree seeds end up in your furniture stockpile |
| 0009034 | 1 | Dwarf Mode -- Items | minor | new | 2016-07-13 | Equipment and clothing is not removed from dwarf inventory after forbidding it | Embark on a new site. Select dwarf, open his inventory. Select any item. Forbid it. Let the game run for a season. Item is still in the inventory. |
| 0009471 | 5 | Dwarf Mode -- Items | minor | | 2016-07-13 | Crutches assigned to a permanently injured dwarf remain in inventory/in use when forbidden | 1. Start Fortress mode in 42.xx
2. Create a functioning hospital capable of caring for mild injuries.
3. Have a dwarf break his or her legs, or otherwise lose the ability to walk.
4. After the dwarf has been treated and assigned a crutch, forbid their crutch from the [z] Stocks page
5. From their [v][i] inventory page, dump the crutch they are using.
6. Note that the dwarf will continue carrying their first assigned crutch throughout military equipment changes, stockpile visits, 'store personal item' jobs, etc. |
| 0009056 | 3 | Cave-ins | minor | | 2016-07-13 | "invisible" twigs block cave-in | |
| 0009904 | | Dwarf Mode -- Invasions | crash | | 2016-07-13 | Trap trigger during invasion causes creash | Trap fort
Have invasion
|
| 0009891 | | Dwarf Mode -- Invasions | crash | | 2016-07-13 | Crash after trap trigger during seige | Set traps
During siege, mob steps on a trap
Game crashes |
| 0009910 | 4 | Adventure Mode -- Buildings | minor | new | 2016-07-13 | Can't build in hell | 1. Start a Fortress mode game
2. Dig a stairway into HFS
3. Retire/leave fortress to ruin
4. Start an Adventure mode game
5. Take the stairway to hell (make sure to bring along some wood)
6. Try to build anything and you'll experience the bug |
| 0009915 | 1 | Dwarf Mode -- Abandonment of Fort | crash | new | 2016-07-13 | Crash when zooming in on ambushing humanoid animals | embark.
discover cavern.
block up cavern.
Abandon, or the more fun choice, lead everyone to their doom.
reclaim fortress.
wait for an ambush from a cave dwelling humanoid species.
zoom in on one of the members of that ambush |
| 0009342 | 4 | Dwarf Mode -- Embark/Setup | minor | new | 2016-07-13 | Animals stuck in trees on embark | Embark with a lot of animals in a heavily wooded area. Not tested. |
| 0006898 | 2 | Dwarf Mode -- Jobs, Sleeping | minor | new | 2016-07-12 | Dwarf fell asleep in a tree | Only happened once |
| 0007959 | 8 | Dwarf Mode -- Idle Behavior | minor | | 2016-07-12 | Miner climb on tree for unknown reason and refuse to do his mining job | |
| 0009061 | 2 | Dwarf Mode -- Pets | minor | new | 2016-07-12 | Sharing squares with animals makes dwarves climb trees | The easiest way to replicate is to assign about a dozen dogs to a dwarf with no skill in woodcutting, then enable woodcutting and send the dwarf out to clear-cut a heavily wooded area. Since inexperienced woodcutters take a while to fell each tree, sooner or later the dwarf will be crowded by animals and then one will step into the same square, and the dwarf will evade the dog by climbing the tree. |
| 0009351 | 3 | Dwarf Mode -- Idle Behavior | major | | 2016-07-12 | Dwarfs die up in trees | Play Dwarf Mode and wait. |
| 0009526 | 1 | Dwarf Mode -- Jobs, Military | minor | | 2016-07-12 | My dwarf stuc | |
| 0009538 | 2 | Dwarf Mode -- Environment | trivial | | 2016-07-12 | Dwarves in trees? | |
| 0009914 | | Dwarf Mode -- Jobs, Activity Zones | minor | | 2016-07-12 | Gathering fruit "bug" | Just set up a gather plants activity zone and wait. After 6 months to a few years, the missing persons notifications will start to roll in, or you can go up a few z layers and marvel at how high some up some dwarves got. |
| 0008008 | 9 | Dwarf Mode -- Jobs, Hauling | minor | assigned (user6) | 2016-07-12 | Idle dwarfs do not dump wood | |
| 0003922 | 2 | Dwarf Mode -- Jobs, Equipment | minor | | 2016-07-12 | Military dwarves won't use/equip bolts brought via the embark screen | Embark with at least a crossbow, a quiver, and a decent amount of bolts. Turn any one of your dwarves into a squad and make sure he equips any of the ranged weapons you brought. Notice how he'll never equip any of the bolts you brought along, no matter how many you assign to him in the military screen. |
| 0009911 | | Dwarf Mode -- Traps | trivial | new | 2016-07-11 | Stone-fall traps behave weirdly against skilled opponets | 1. Get an invader without trapavoid, preferably an elf since they naturally have high agility.
2. Place a stone-fall trap or mulitple in their path.
3. Read the report. |
| 0009909 | | Dwarf Mode -- Thoughts and Preferences | trivial | new | 2016-07-11 | Babies get alcohol withdrawal symptoms but can't drink. | 1. Let your fortress mature until dwarves start to have babies.
2. Let one of them live for a few months.
3. Check their thoughts and you'll see a message about alcohol withdrawal. |
| 0009482 | 4 | Dwarf Mode -- Items | major | | 2016-07-11 | Cost Prepared meals | |
| 0009605 | 1 | Legends Mode -- General | minor | | 2016-07-11 | Hydras melting trade goods? | |
| 0009655 | 3 | Weather | major | | 2016-07-11 | Underground icing of a resivour | embark in df mode in a freezing river biome, make a resevour -1 z-level down under the surface, wait till winter, and watch as the well deconstructs when full |
| 0009883 | 1 | Dwarf Mode -- Traps | major | new | 2016-07-11 | Previously trained, now wild Roc automatically returned to pasture after being caught by cage trap | Look for this part of the fortress (southwest of the main layer, F2)
http://i.imgur.com/7OLBDFd.png
The southern room contains a still-trained Roc, while the northern one contains the problematic, wild one. A stockpile should already be set to accept Rocs.
1. Unforbid the door leading directly into the cage trap array from the north
2. Attempt to deconstruct the door to the south of the trap array to release the Roc into the cage trap(s).
3. Watch as a dwarf attempts to haul the cage to an animal stockpile and the Roc instantly breaks out, as soon as the cage is touched. |
| 0009852 | 11 | Adventure Mode -- Inventory | minor | | 2016-07-10 | 0003838 does not seem to be fixed (Armor generation on limbs) | Encounter a soldier who should have armor, check their inventory, see they don't. |
| 0009907 | 1 | Adventure Mode -- Sites | major | new | 2016-07-10 | Ground layer not loading | Load the save, it will be in the upper left corner |
| 0009882 | 2 | Adventure Mode -- Combat | minor | new | 2016-07-09 | Trained Megabeast (Dragon) Hostile in Visited Retired Fort | |
| 0007369 | 5 | Dwarf Mode -- Combat | major | new | 2016-07-09 | Non-hostile blind cave ogre and other cavern creatures | |
| 0009903 | 2 | Creatures | trivial | new | 2016-07-09 | Giant bat doesn't have wings | N/A |
| 0009902 | 1 | Dwarf Mode -- Immigration | crash | new | 2016-07-08 | Crash on first imigration wave. | Load the referenced save. Move time forward 3 steps with the '.' key. |
| 0009892 | | Adventure Mode -- AI | trivial | new | 2016-07-08 | Adventurers never stop crying | Start an adventure or arena mode
Do something that makes the player's unit start crying
You cannot remove the tears from their eyes |
| 0009794 | 2 | Dwarf Mode -- Artifacts | minor | | 2016-07-07 | Dwarves return item being used in artifact construction to stockpile | Wait for a mood, then forbid and re-allow an item being used in the artifacts construction. |
| 0009551 | 2 | Dwarf Mode -- Buildings, General | minor | | 2016-07-07 | Floor grates built over water that freezes de-construct when the ice melts | Build some floor grates over a tile of water and wait for the temperature changes. |
| 0009514 | 1 | Dwarf Mode -- Interface, Announcements | minor | new | 2016-07-07 | Statues created (thru modded reaction) don't match their strings in the gamelog/announcements | I don't know, I've never noticed this before. |
| 0008980 | 2 | Dwarf Mode -- Invasions | minor | | 2016-07-07 | Goblin Invaders Never Drown | 1. Await Invasion
2. Wait for goblins to wander into muddy pool (y u do dis?)
3. Witness the amazing water-breathing goblins! |
| 0008963 | 3 | Dwarf Mode -- Invasions | minor | | 2016-07-07 | Werebeasts appear in the middle of the map | Just create a fort and wait for a werebeast to show up. |
| 0009898 | | Language | trivial | new | 2016-07-07 | The noun form of BUSY is "business" instead of "busyness" in language_words.txt | |
| 0009896 | | Adventure Mode -- General | minor | new | 2016-07-07 | you hold every item you craft | craft more than a few items at a time |
| 0009895 | | Adventure Mode -- Buildings | minor | new | 2016-07-07 | standing on brook limits build area | create a site encompassing a brook then enter build mode while standing on the brook |
| 0008382 | 4 | Dwarf Mode -- Artifacts | tweak | | 2016-07-07 | Unusable clothing artifacts | |
| 0008907 | 7 | Pathfinding | minor | new | 2016-07-07 | Multiple incorrect "cancels Construct Building: Cannot reach site." | I haven't seen this before, so I can't really say yet. |
| 0008091 | 5 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | assigned (user6) | 2016-07-07 | Conflict between seed caps | |
| 0008887 | 2 | Dwarf Mode -- Jobs, Activity Zones | tweak | new | 2016-07-07 | Dwarves pit creatures and fill pond activity zone through bridge | Build a bridge
Create a pond activity zone on the bridge
Watch as dwarves somehow pour water through the bridge |
| 0009082 | 2 | Dwarf Mode -- Moods | minor | | 2016-07-07 | Dwarf in Strange Mood Wouldn't Enter Workshop | |
| 0009121 | 3 | Dwarf Mode -- Moods | minor | | 2016-07-07 | Blacksmith in Strange Mood not collecting rocks/metal bars | Dwarf possessed, built metalsmith's forge, dwarf possessed forge. |
| 0009591 | 2 | Dwarf Mode -- Interface, Cages and Chains | minor | | 2016-07-07 | Sow (Pig) does not show up in animal list for caging | See save. Go down to zoo level from surface (about 10 levels), select cage and try to pick tame+pet+pig (sow) that is pastured in the above-ground fort courtyard. |
| 0009870 | 2 | Dwarf Mode -- Buildings, General | minor | | 2016-07-06 | two dwarves, one forge | Basically, I created 3 iron chain tasks at 1 magma forge and hit 'do task now' for all 3. |
| 0009889 | 1 | Dwarf Mode -- Trade | minor | | 2016-07-06 | Phantom caravans at the map edge | |
| 0009890 | | Dwarf Mode -- Environment | major | new | 2016-07-06 | Evil biomes have invisible, unannounced evil weather clouds | Embark in any evil biome which has evil weather clouds and wait for the !!FUN!! |
| 0005260 | 11 | Technical -- General | major | | 2016-07-05 | Can't play fullscreen on Mac OS X Lion (bug in outdated SDL) | (1) Set init.txt to PROMPT mode for windows/fullscreen
(2) Start df
(3) Answer "YES" to the fullscreen prompt. |
| 0009504 | 6 | Adventure Mode -- Movement | tweak | | 2016-07-05 | Gorlak adventurers can't open doors | Create adventurer Gorlak.
Try to walk through a door. |
| 0009857 | 1 | Dwarf Mode -- Reclaim | minor | | 2016-07-04 | Water randomly spawned after reclaim (near the ocean) | Have a fort, have (clean?) water space separated from empty spaces below it and after abandoning and reclaiming the fort those empty spaces will be filled with water. |
| 0009868 | 2 | Dwarf Mode -- Nobles | minor | | 2016-07-04 | Noble promotion bugged | Have multiple same-rank nobles in fort, and get fort noble promoted. |
| 0001789 | 4 | Dwarf Mode -- Moods | text | | 2016-07-04 | Noble profession change announcements always list nobles' current profession | 1. Assign some nobles.
2. Wait for one of them to have a skill-granting mood.
3. Satisfy the mood successfully.
4. Observe messages: "Urist McNoble, <noble> has created..." followed by "Urist McNoble has become a <noble>".
From 0004235:
1. Embark with a dwarf that has the most social skills and novice in all medical skills.
2. Give him the miner job with a pick.
3. Have him mine soil for a little bit.
4. Once his mining skill exceeds his medical skills the message will pop up.
From 0007708
1. Start with all dwarves completely unskilled.
2. Get the expedition leader to do stuff until they reach novice in something that warrants a title change.
|
| 0007708 | 1 | Dwarf Mode -- Nobles | minor | resolved (user1294) | 2016-07-04 | Expedition leader "has become a expedition leader" | Start with all dwarves completely unskilled.
Get the expedition leader to do stuff until they reach novice in something that warrants a title change.
|
| 0009885 | 1 | Dwarf Mode -- Jobs, Assignment of Jobs | trivial | | 2016-07-04 | Dwarf keeps becoming broker even though they were already a broker | download http://dffd.bay12games.com/file.php?id=12220
load save
check annoucements |
| 0004235 | 2 | Dwarf Mode -- Interface, Announcements | minor | | 2016-07-04 | Expedition leader X has become expedition leader | 1. Embark with a dwarf that has the most social skills and novice in all medical skills.
2. Give him the miner job with a pick.
3. Have him mine soil for a little bit.
4. Once his mining skill exceeds his medical skills the message will pop up. |
| 0009784 | 6 | Dwarf Mode -- Interface, Manager | minor | | 2016-07-03 | Job Manager does not respect item conditions | Make a perpetual production order with an AT LEAST or an AT MOST condition that limits production. Make it ONE-TIME, CHECKED DAILY. For example a coal production order whose condition is that there are AT MOST 100 pieces of coal in the fortress. Or a bone bolt production order whose condition is that there are AT LEAST 5 pieces of workable bone left. |
| 0009855 | 9 | Technical -- General | crash | | 2016-07-01 | Game doesn't close properly, crashes upon quitting | Open Dwarf Fortress
Play around a bit
Quit Dwarf Fortress |
| 0009879 | | Dwarf Mode -- Jobs, Machines | minor | new | 2016-06-30 | Cancellation spam "Dwarf cancels Load Cage Trap: Needs empty cage" | 1. Build cage traps on grass and load them with all your wooden cages
2. Have cages inside traps burned by a forest fire
3. Watch the mechanics struggling to reload the traps and spamming cancellations due to lack of cages. |
| 0003070 | 8 | Dwarf Mode -- Traps | minor | new | 2016-06-30 | Dwarf stuck in cage | Get injured (or otherwise) own dwarf in cage, try to get him out.
|
| 0007389 | 13 | Miscellaneous Crashes | crash | | 2016-06-29 | freetype missing on OS X; causes crashes when entering fullscreen and/or starting DF | Install a clean osx 10.8+ and try to run the game. |
| 0002624 | 11 | Technical -- Rendering | block | | 2016-06-29 | Bundled SDL version uses NSQuickDrawView on OS X; deprecated/unavailable in newer versions of OS X | Launch Dwarf Fortress. The warning is issued right when it starts to use graphics. |
| 0009505 | 4 | Adventure Mode -- Travel | major | | 2016-06-29 | Composing poetry and music doesn't check for nearby danger | Wander the wilds at night until attacked by bogeymen/bandits/dingoes/giant alligators.
Compose poem/music.
Repeat until dawn.
Carry on your adventure.
|
| 0009860 | 3 | Technical -- General | crash | | 2016-06-29 | game missing "program" | download and click to open |
| 0009856 | 3 | General | block | | 2016-06-29 | Unable to open the game | Just open the .exe file to open the game |
| 0009876 | 2 | General | major | | 2016-06-29 | VCRUNTIME140.dll | Open DF 0.43.04 via WinRAR
Extract Files... |
| 0009873 | 1 | Adventure Mode -- AI | trivial | new | 2016-06-28 | Groups of recruits and crossbow soldiers follow adventurer | I modded the game by adding some of my own civs, armors, and weapons which may have caused the bug, not sure. Conquer and claim bandit camp, build on it with advfort including making all desired items, travel around and watch your groupies add up. |
| 0009864 | 3 | Adventure Mode -- Combat | minor | new | 2016-06-28 | Creatures feel less pain than in previous version | |
| 0009872 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2016-06-27 | Dwarves will not path through magma, but will try to haul vehicles submerged in magma. | |
| 0009869 | | Dwarf Mode -- Combat | minor | new | 2016-06-26 | Dwarves will not attack creatures on fire | 1. Have creature made of fire.
2. Send military to engage. |
| 0009867 | | Adventure Mode -- Reactions | minor | new | 2016-06-26 | Grown wood can't be created in custom reactions | |
| 0009865 | | Adventure Mode -- General | tweak | new | 2016-06-25 | Burns to the hands/feet cause too much bleeding | Get hit by a fireball thrown by a titan/imp. If the fireball happens to ignite your adventurer's hand/foot, it's likely that you'll die even before the fire has spread to more vital body parts. |
| 0009862 | | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | new | 2016-06-24 | Dwarves are able to remove constructions from beneath an un-mined floor | |
| 0009858 | 2 | Dwarf Mode -- Embark/Setup | minor | new | 2016-06-22 | Broken wagon on Reclaim | Embark on the save copy at Shoratesis. |
| 0009115 | 2 | Adventure Mode -- AI | major | new | 2016-06-21 | No aggression from humanoids | happens on any start up - no weapons, no armour, can run around punching people in the face with peasant stats and no one fights back |
| 0009841 | 2 | Dwarf Mode -- Military | minor | new | 2016-06-21 | Military assigned to defend burrow prefer particular spot | |
| 0009849 | 3 | Adventure Mode -- General | minor | new | 2016-06-21 | Adventure Mode controls lock up with large announcements | Use this save: http://dffd.bay12games.com/file.php?id=12165
Animate the pile of corpses, then find something to fight.
Because the bug has to do with announcements per move, moving slower makes it easier to replicate.
This save is already frozen: http://dffd.bay12games.com/file.php?id=12166
Image as-of a freezing: http://imgur.com/v3UUodT |
| 0009851 | 1 | Dwarf Mode -- Embark/Setup | major | new | 2016-06-20 | No plant growth pre-embark on newly generated worlds | If the issue is reproduceable then the steps would be:
Generate new world in 0.43.04
Embark in fortress mode |
| 0009850 | 1 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2016-06-20 | A noble is demanding a steel bed | Play until noble demands steel bed |
| 0009847 | 2 | Adventure Mode -- Environment | minor | resolved (user11) | 2016-06-20 | Frozen river and snow in hot enviornment | Good luck, I've yet to determine if this a new consistent bug, or if it's a random occurrence. |
| 0009845 | 3 | Dwarf Mode -- Non-dwarf Citizens | major | new | 2016-06-18 | Crow girl gets stuck in tree in fortress mode | Have a crow woman capable of flight within a forest. It's only a matter of time. She'll fly into a tree and get stuck. |
| 0009763 | 6 | Dwarf Mode -- Immigration | minor | | 2016-06-18 | Dwarf missing upper body, but still alive. | |
| 0009844 | | Dwarf Mode -- Non-dwarf Citizens | trivial | new | 2016-06-17 | Human Citizen Drained by Undiscovered Vampire Shows Up in Kill List | |
| 0009843 | | Arena | trivial | new | 2016-06-16 | Combat preferences aren't saved properly for individual creatures | |
| 0009842 | | Adventure Mode -- Conversation | crash | new | 2016-06-16 | Bragging about your violent acts to a titan causes a crash. | |
| 0009839 | 4 | Dwarf Mode -- Visitors | minor | new | 2016-06-15 | Vampire fort visitors do not drink blood and will eventually die from not doing so. | Create a tavern and hope a vampire from another civilization eventually visits it. |
| 0009838 | 1 | Adventure Mode -- Conversation | minor | new | 2016-06-15 | Blind adventurers cannot start conversations by shouting | 1. Spawn a couple of units on the same team in arena mode, with the conflict level set to "Encounter".
2. Blind one of the units (such as by controlling a wrestler to gouge out the eyes).
3. Take control of the blind unit and "shout out to everybody".
4. For comparison, repeat step 3 with a non-blind unit. |
| 0009837 | 2 | Adventure Mode -- General | major | resolved (user11) | 2016-06-15 | Fast travel is a panacea | Have your adventurer or a companion get badly injured in a way that doesn't cause nerve damage
Fast travel one step or wait one hour
Check the status of whoever was injured; the injury should be fixed |
| 0009788 | 2 | Dwarf Mode -- Environment | minor | new | 2016-06-14 | Husk clouds change undead | Embark on an evil biome that has husk cloud weather and undead.
Wait for clouds to hit undead.
|
| 0009835 | | Adventure Mode -- Movement | minor | new | 2016-06-14 | Blind adventurers cannot jump | 1. Render a unit blind (easily done in arena mode by using another unit to damage the eyes).
2. Take control of the blind unit and attempt to jump. |
| 0009834 | | Dwarf Mode -- Visitors | minor | new | 2016-06-13 | Vampire Petitions for Residency with True Name | |
| 0009651 | 2 | Reactions | minor | new | 2016-06-13 | Detail menu for instruments gives weird reagents (Metalsmith Forge) | 1.- Select "Make Instrument" or "Make instrument piece" tasks in a metalsmith forge
2.- Open Detail Menu for the "Forge [Instrument name]" task |
| 0009740 | 5 | Dwarf Mode -- Jobs, General | minor | new | 2016-06-13 | Conditional work orders only look at existence of items, not availability | |
| 0005275 | 3 | Geology | trivial | new | 2016-06-12 | Jeweler cuts fire clay, but no new name for fire clay gems | Cut fire clay at a jeweler's. |
| 0009796 | 2 | Dwarf Mode -- Combat | minor | new | 2016-06-12 | Attacks of wild predators cause bruises only | 1. Breach into the caverns
2. Make one of the civilian dwarves (e.g. woodcutter chopping underground trees) encounter a large predatory animal.
3. Notice that the attacks of a ferocious predator cause only bruises. |
| 0009619 | 1 | Adventure Mode -- Combat | minor | new | 2016-06-11 | Fighting undead does not raise any weapons skills used | Fight any undead using a close-ranged weapon; the corresponding skill won't likely improve. |
| 0009764 | 1 | Artistic Images (engravings etc) | minor | new | 2016-06-11 | Player-specified images treat "artifact" design elements as normal items | 1) Create a figurine or statue, with a custom image, which includes any named artifact as a design element.
2) View the description of the image, note that it doesn't include the artifact's name.
3) In DFHack, or another memory-editing or debugging tool, find the art_image instance for that image, and then find the element that refers to the artifact.
4) Note that the item_id is actually the artifact record ID (a small number, probably < 9999 for a world with default settings). Change the item_id to instead actually be the item ID (a large number, probably > 40,000).
5) Check the description again, note that it now correctly states the artifact's name. |
| 0009831 | | Creatures | major | new | 2016-06-10 | Forgotten beast composed of milk of lime melts after a few seconds | 1. Forgotten Beast composed of milk of lime appears
2. Wait until it melts. |
| 0009830 | | Dwarf Mode -- Jobs, Machines | tweak | new | 2016-06-10 | Siege engines do not obey burrow restrictions | 1. Build a ballista
2. Designate two stockpiles for seige ammo, one near ballista, the other far away but close to idling dwarves
3. Designate a burrow with resource restrictions encompassing ballista and stockpile
4. Order the ballista to fire
Expected:
The dwarves always reload from the close stockpile even when changing shifts
Actual:
The dwaves will reload from whichever is closest when they start the job. This will usually be the far stockpile since it is closest to where dwaves are idling
|
| 0009825 | 3 | Technical -- General | crash | new | 2016-06-10 | Game Crashed a Few Moments After Seasonal Auto-save, and Continues Doing So | Simply load the only world 8 Fortress file, unpause, and let the game run anywhere from five to thirty seconds and it will crash within that time. The random time frame of the crashing makes me think it's an in-game problem, but I have no idea. |
| 0009829 | | Typos/Grammar | text | new | 2016-06-10 | Bad grammar: "Interrupted by a animal trainer" | 1. Have a job interrupted by an animal with the name beginning with a vowel.
2. Notice the bad grammar in job cancellation announcement. |
| 0009828 | | Dwarf Mode -- Interface, Announcements: Message Spam | minor | new | 2016-06-10 | After "Terraforming" the landscape of my fort with a large ammount of miners random cave ins happen in the air. | open the save. Wait. |
| 0008420 | 5 | Dwarf Mode -- Reclaim | minor | new | 2016-06-09 | Leather, Wood, Cloth Items and containers from a reclaimed/retired fortress disintegrate from wear within a few ingame weeks | retire a fortress, play around with an adventurer, have some time pass. Simply sleeping in the fortress should work, though I haven't tried yet. |
| 0009827 | | Legends Mode -- Historical Figures | minor | new | 2016-06-09 | Snatchers kidnapping for the wrong civ | 1. Generate a world
2. Export legends
3. Open world in Legends Viewer
4. Look for cities and forest retreats with a lot of prisoners
5. Look at how the prisoners are getting there
6. Look at who's snatching them
7. Boom, it's a goblin who moved to that civ after marrying a citizen. |
| 0009826 | | Dwarf Mode -- Pets | minor | new | 2016-06-09 | War trained animals assigned to dwarf wander off | Train an animal for war. Assign the war animal to a dwarf. |
| 0008233 | 10 | Adventure Mode -- Conversation | minor | new | 2016-06-09 | Odd accusation of murder | |
| 0009669 | 4 | World Generation -- General | crash | new | 2016-06-09 | Crashes during worldgen during finalizing. | Advanced Parameters worldgen (takes a significant amount of time):
[WORLD_GEN]
[TITLE:TESTER]
[DIM:257:257]
[EMBARK_POINTS:3008]
[END_YEAR:500]
[BEAST_END_YEAR:350:95]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:75:400:450:1000]
[RAINFALL:8:90:225:500]
[TEMPERATURE:35:70:225:500]
[DRAINAGE:15:95:225:500]
[VOLCANISM:0:100:225:500]
[SAVAGERY:0:80:225:500]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NORTH_AND_OR_SOUTH]
[MINERAL_SCARCITY:100]
[MEGABEAST_CAP:50]
[SEMIMEGABEAST_CAP:125]
[TITAN_NUMBER:25]
[TITAN_ATTACK_TRIGGER:100:0:500000]
[DEMON_NUMBER:36]
[NIGHT_TROLL_NUMBER:20]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:18]
[WEREBEAST_NUMBER:12]
[SECRET_NUMBER:8]
[REGIONAL_INTERACTION_NUMBER:16]
[DISTURBANCE_INTERACTION_NUMBER:8]
[EVIL_CLOUD_NUMBER:2]
[EVIL_RAIN_NUMBER:3]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:150:1500:3000]
[EVIL_SQ_COUNTS:45:450:900]
[PEAK_NUMBER_MIN:20]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:10]
[REGION_COUNTS:SWAMP:128:2:1]
[REGION_COUNTS:DESERT:128:1:0]
[REGION_COUNTS:FOREST:4128:10:8]
[REGION_COUNTS:MOUNTAINS:2064:3:3]
[REGION_COUNTS:OCEAN:1000:2:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:8256:13:12]
[REGION_COUNTS:HILLS:8256:13:12]
[EROSION_CYCLE_COUNT:300]
[RIVER_MINS:375:300]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:3250]
[CAVERN_LAYER_COUNT:2]
[CAVERN_LAYER_OPENNESS_MIN:15]
[CAVERN_LAYER_OPENNESS_MAX:90]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:10]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:85]
[CAVERN_LAYER_WATER_MIN:5]
[CAVERN_LAYER_WATER_MAX:80]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:18]
[MOUNTAIN_CAVE_MIN:85]
[NON_MOUNTAIN_CAVE_MIN:280]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:55]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:2250]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2000:8000:2000]
[RAIN_RANGES:2000:8000:2000]
[DRAINAGE_RANGES:2000:8000:2000]
[SAVAGERY_RANGES:2000:8000:2000]
[VOLCANISM_RANGES:2000:8000:2000]
|
| 0009822 | 3 | Technical -- Sound | trivial | | 2016-06-09 | Sound not working | |
| 0003838 | 4 | World Generation -- General | major | | 2016-06-08 | Armor never generated on hands, feet and legs -- NPCs don't wear gauntlets, boots, greaves, etc. | Generate multiple worlds and note what the warriors wear. |
| 0009444 | 9 | Dwarf Mode -- Non-dwarf Citizens | minor | | 2016-06-08 | Full citizen petition not full, can't assign to locations | wait for full citizenship petition, accept it.
Try to assign your new citizen to a location. |
| 0009819 | 1 | Dwarf Mode -- Immigration | minor | new | 2016-06-07 | Semi-Megabeast Came With Migration Wave As a Citizen | |
| 0009824 | | Dwarf Mode -- Jobs, Trapping | minor | new | 2016-06-07 | Pathing for "Catch Live Land Animal" is terrible | 1. Make animal trap
2. Assign capture job from a Kennels
3. Observe cancellation spam |
| 0009267 | 5 | Dwarf Mode -- Trade | minor | confirmed (user11) | 2016-06-07 | Traders bring magma in bags. | |
| 0009820 | 3 | Arena | tweak | | 2016-06-07 | Females are stronger and/or faster than males. | Spawn a humanoid of both genders with a full set of armor. |
| 0009821 | | Dwarf Mode -- Jobs, Assignment of Jobs | minor | new | 2016-06-07 | Simultaneous copying jobs do not scale with number of scribes | 1. Build a library with lots of written works to be copied
2. Assign many scribes (at least 4)
3. Monitor scribe activity. |
| 0009816 | 1 | Dwarf Mode -- Buildings, Cages and Chains | crash | new | 2016-06-06 | Crash when building cage trap. | |
| 0009817 | | Adventure Mode -- Inventory | minor | resolved (user11) | 2016-06-05 | [r]emoving items from backpack allows infinite wielding | Have a weapon/shield in each hand
[r]emove a third weapon/shield
Attempt to attack a target; notice that you have options for all equipped weapons |
| 0009818 | | Dwarf Mode -- Interface, Trade | minor | new | 2016-06-05 | Can't type hyphen on trade goods filter | |
| 0009491 | 9 | Adventure Mode -- Town | minor | new | 2016-06-05 | Zombies respawning in a Market | See the zombies, kill the zombies, be the zombies, whatever you want to do is futile, they will always return when you leave and come back. |
| 0009801 | 4 | Dwarf Mode -- Interface, Stocks | crash | | 2016-06-05 | Random entry appended to bottom of stocks screen, can result in crash | "z", select "stocks", look at the end of the list. Good luck. |
| 0009273 | 5 | Dwarf Mode -- Jobs, Hauling | minor | | 2016-06-05 | Writing Materials (Quires/Scrolls) and instruments constantly hauled between stockpile and locations (Library/Temple) | |
| 0009378 | 3 | Dwarf Mode -- Stockpiles | minor | | 2016-06-05 | Slurry from mashing pig tails at a quern does not have an associated stockpile for storage | 1. Mash pig tails into slurry at a quern.
2. Create stockpiles that allow every possible material of any type.
3. See that the slurry stays in the quern forever and is never hauled to a stockpile.
|
| 0009620 | 4 | Creatures | minor | | 2016-06-05 | Kobolds have invalid AGILITY PHYS_ATT_RANGE tag | |
| 0009780 | 1 | Dwarf Mode -- Trade | minor | | 2016-06-05 | Traded masterwork meals result in "Masterwork has been lost" message | Trade masterwork meals to a caravan and let it leave the map. |
| 0009398 | | Technical -- Input/Keybinding/Macros | minor | | 2016-06-05 | Macros can't be saved (process fails silently) if the data/init/macros folder is missing | |
| 0009809 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | new | 2016-06-04 | Building up/down stair from above fails when tile contains down stair. | 1. Dig a single downstair on the surface.
2. Surround it with walls on all 8 sides.
3. Construct ramp/stair to make the top of the wall accessible.
4. Build a down stair or up/down stair above the initial tile.
5. Attempt to construct an up/down stair at the initial tile.
|
| 0009814 | | Dwarf Mode -- Non-dwarf Citizens | minor | new | 2016-06-04 | No petitions until outpost liason has a meeting | Do not let the liason meet with your fort's representative. Petitions will stop occurring after a bit, then suddenly start up again once the liason is able to meet. |
| 0009792 | 4 | Dwarf Mode -- Jobs, General | minor | | 2016-06-04 | Managed jobs decrement all like orders, producing wrong number of total items | Queue up multiple jobs for the same thing (for example, 4 beds, 4 beds and 4 beds). Watch progress and note that only 6 beds are produced, not 12. |
| 0009797 | 9 | Adventure Mode -- General | major | | 2016-06-04 | Can't cut trees with stone axes | 1. Craft a Stone Axe
2. Try to cut a tree with it
|
| 0009813 | 1 | Adventure Mode -- Travel | crash | resolved (user11) | 2016-06-04 | Crash when approaching units in travel mode | In the save here, go into travel mode and move north towards the city. When the view zooms in after you near the city, go to the third * from the left and try to drop out of travel mode. The game should crash. |
| 0009811 | | Pathfinding | minor | new | 2016-06-02 | Forgotten beasts don't hesitate to path through magma pools and die from heat inside. | 1. Have a forgotten beast on third cavern layer.
2. It may try to go straight through the magma pool on its way.
3. The beast will die in magma. |
| 0009810 | | Adventure Mode -- Inventory | minor | new | 2016-06-01 | Magma-safe containers can not be filled directly from lava. | Obtain any empty container which you can interact with near a body of water and get the "fill from water (some direction)" prompt.
Try to do this near a volcano or other source of lava.
Observe that you only get the "heat near lava (some direction" prompt.
Obtain "a magma" somehow (deconstruct a paved road in your adventurer site, or use a reaction if you want) and put it in a container.
Pour the container out on the ground.
Now try to interact with your container and observe that you get the "fill with magma (some direction)" prompt. |
| 0007294 | 5 | Typos/Grammar | text | new | 2016-06-01 | Bad Grammar ... "A Elven caravan ...." | Wait for elves to arrive at the fort. |
| 0009805 | 1 | Undeath | minor | new | 2016-05-31 | Reanimated Corpses will ignore adventurers if they lie on the ground | 1. Find Reanimated Corpses in a Evil Biome
2. Lie on the ground
3. Crawl near the zombies |
| 0009804 | 3 | Dwarf Mode -- Transport/Hauling | minor | resolved (user11) | 2016-05-29 | Hauled Minecarts able to collide with units? | |
| 0009806 | 1 | Dwarf Mode -- Interface, Announcements | text | resolved (user11) | 2016-05-29 | A vampire visitor is listed as vampire on announcement screen. | |
| 0009803 | 1 | Dwarf Mode -- Interface, Manager | minor | resolved (user11) | 2016-05-28 | Manager gets confused by multiple small orders | Just put in two orders for the exact same thing with different amounts, and the manager will get confused. |
| 0009765 | 4 | Dwarf Mode -- Transport/Hauling | minor | resolved (user11) | 2016-05-28 | Dwarf Attacked by undead, not being brought to hospital | |
| 0008118 | 8 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2016-05-28 | Migrant waves are composed almost exclusively of married dwarves | 1) Civ still "alive"
2) Wait for large migrant waves.
3) Observe relationship status of migrant dwarves. |
| 0009026 | 2 | Dwarf Mode -- Stockpiles | trivial | resolved (user11) | 2016-05-27 | Dwarfs do not move created items away from workshops | Create stockpile for furniture. Create assortment of beds. Maybe a couple will move but mostly they will remain at the workshop. |
| 0009760 | 2 | Adventure Mode -- AI | minor | new | 2016-05-26 | NPCs regard killing of night creature spouse relatives as murder | 1. Finagle a world where you have the good fortune of finding a person related to a night creature spouse
2. Hunt the monster down.
3.report the death to the relative in question. |
| 0009632 | 1 | Dwarf Mode -- Trade | minor | resolved (user11) | 2016-05-26 | Ghost merchant items | Look at the stocks screen after merchants leave the map. |
| 0009317 | | Adventure Mode -- Trade | major | resolved (user11) | 2016-05-26 | Merchant takes my traded items and does not give his items in exchange | |
| 0006484 | 2 | Dwarf Mode -- Jobs, Hauling | minor | acknowledged (user6) | 2016-05-26 | Dwarf drops wheelbarrow and abandons hauling job when pathing outside of burrow | 1. Embark with one wheelbarrow and one stone.
2. Disable stone hauling for all dwarves.
3. Create a stone stockpile a short distance from the wagon.
4. Set the stone stockpile's wheelbarrow count to 1.
5. Unpause.
6. Wait for the wheelbarrow to be hauled to the stone stockpile.
7. Pause.
8. Create a burrow with two disjoint regions, one of them including the wagon and the other including the stone stockpile.
9. Add all dwarves to the burrow.
10. Enable stone hauling on all dwarves.
11. Unpause.
12. Wait for the stone to be hauled to the stockpile.
Observed:
1. Dwarf walks to stockpile.
2. Dwarf picks up wheelbarrow.
3. Dwarf starts to push wheelbarrow towards wagon.
4. Dwarf drops wheelbarrow and abandons job upon reaching the gap in the burrow.
Expected:
1. Dwarf walks to stockpile.
2. Dwarf picks up wheelbarrow.
3. Dwarf pushes wheelbarrow to wagon.
4. Dwarf loads stone into wheelbarrow.
5. Dwarf pushes wheelbarrow to stone stockpile.
6. Dwarf unloads stone from wheelbarrow.
|
| 0007398 | 11 | Adventure Mode -- AI | minor | resolved (user6) | 2016-05-25 | Local leaders will agree to join you in an insurrection to overthrow themselves | Travel to a fort.
Tell the lord or lady that you claim this side for yourself and your group.
Ask them about the local ruler.
Ask them to join you in an insurrection. They'll agree and join your group.
Lead them out of the keep, then enter it. The insurrection succeeds! You are now the ruler. |
| 0009793 | 2 | Dwarf Mode -- Jobs, General | minor | new | 2016-05-24 | Managed jobs do not respect build priority | Queue 10 stone doors, 10 stone cabinets and 10 stone coffers. Note that the build order goes door - cabinet - coffer - door - cabinet - coffer - etc, rather than door * 10 - cabinet * 10 - coffer * 10. |
| 0009782 | 3 | Dwarf Mode -- Flows | major | resolved (user11) | 2016-05-24 | Lava *Only* Drowns Victims | |
| 0009791 | 3 | Dwarf Mode -- Non-dwarf Citizens | minor | resolved (user11) | 2016-05-24 | Non-citizen names partially incorrect in petitions screen | |
| 0009790 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user11) | 2016-05-24 | Insane Kid Spams Cancellation | |
| 0009795 | | Material Properties | minor | new | 2016-05-24 | Ignition temperatures for fuels too high, qualify them as "fire-safe" | |
| 0009786 | | Adventure Mode -- Conversation | text | resolved (user11) | 2016-05-24 | Dumbstruck listeners when greeted by legendary hero improperly display name | 1.Be a badass adventuerer(i.e. cheese a fight with a bronze colossus by using a whip)
2. Make yourself well known
3. Say hello to someone where you've discussed your legendary-ness
4. Hope that they are dumbstruck by you. |
| 0009789 | | Dwarf Mode -- Thoughts and Preferences | minor | new | 2016-05-23 | Insane werebeast does not attack | |
| 0009785 | 1 | Undeath | major | resolved (user11) | 2016-05-23 | undead heads are unkillable | Decapitate some animals, let a necromancer or biome animate them. |
| 0009536 | 1 | Dwarf Mode -- Combat | minor | resolved (user11) | 2016-05-23 | Some undead won't die (a gorlak skeleton and ewe head) | I've uploaded a save here:
https://www.mediafire.com/?o7np5imwebvid54
The fight is in-progress. F1 hotkey for the surface then one level down to find the action.
|
| 0006871 | 6 | Dwarf Mode -- Trade | minor | feedback (user6) | 2016-05-23 | Outpost Liason did not arrive 3 years in a row | ? Not sure if its a bug. |
| 0005011 | 4 | Fire | minor | confirmed (user6) | 2016-05-23 | Material fire-safety temperature inconsistent with actual fire temperature | |
| 0009783 | | Dwarf Mode -- Invasions | trivial | resolved (user11) | 2016-05-23 | Dwarf has goblin blood on her missing foot | |
| 0006202 | 6 | Adventure Mode -- Reactions | minor | new | 2016-05-22 | Adventurer Reactions don't work with contained items | reaction_other
[OBJECT:REACTION]
[REACTION:MAKE_TEST_1]
[NAME:make barrel and jug]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:BARREL:NONE:PLANT_MAT:NETHER_CAP:WOOD]
[PRODUCT:100:1:TOOL:ITEM_TOOL_JUG:PLANT_MAT:NETHER_CAP:WOOD]
[SKILL:KNAPPING]
[REACTION:MAKE_TEST_2]
[NAME:fill jug with honey]
[ADVENTURE_MODE_ENABLED]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE]
[PRESERVE_REAGENT]
[EMPTY]
[PRODUCT:100:1:LIQUID_MISC:NONE:CREATURE_MAT:HONEY_BEE:HONEY]
[PRODUCT_TO_CONTAINER:jug]
[PRODUCT_DIMENSION:150]
[SKILL:KNAPPING]
[REACTION:MAKE_MEAD_ADVENTURE]
[NAME:make mead in Adventurer mode]
[ADVENTURE_MODE_ENABLED]
[REAGENT:honey:150:LIQUID_MISC:NONE:CREATURE_MAT:HONEY_BEE:HONEY]
[UNROTTEN]
[REAGENT:honey container:1:NONE:NONE:NONE:NONE]
[CONTAINS:honey]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:honey:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]
"select honey (Unrotten honey bee honey, 150 left, consumed)" -> "No available item." |
| 0009779 | | Adventure Mode -- AI | minor | resolved (user11) | 2016-05-21 | Duplicate Companions | (Taking a wild guess)
0.(Maybe) Be considered a legendary hero.
1. Find someone who is willing to join you.
2. Go on a quest.
3. Create then play back a recording.
4. Finish quest.
5. Have clone companions. |
| 0009381 | 7 | Adventure Mode -- General | major | resolved (user11) | 2016-05-21 | duplicate companions after traveling from tavern | 1. Enter tavern
2. Ask Spearman (and optional Swordsdwarf) to join in adventures.
You have to wait for the Swordsdwarf to finish the story.
3. Travel
4. One step north
5. 'd' to stop travel
=> result are duplicated companions.
|
| 0007616 | 10 | Dwarf Mode -- Jobs, Hauling | minor | | 2016-05-21 | Wheelbarrows associated with large stockpile cause job cancellation spam | 1) Make a large stockpile and wheelbarrows.
2) Assign wheelbarrows to the stockpile.
3) Have more haulers than wheelbarrows.
4) Cancellation spam. |
| 0009750 | 6 | Dwarf Mode -- Jobs, General | minor | | 2016-05-21 | Custom metal items requested via manager result in coal items | Get non-dwarf citizen
Assign metalsmithing/crafting/weapon/armor to them |
| 0006382 | 5 | Reactions | minor | acknowledged (user11) | 2016-05-21 | Attempting to produce FOOD item causes crash | |
| 0009777 | | Dwarf Mode -- Jobs, Items | major | resolved (user11) | 2016-05-20 | Forging Large Copper Helm creates Large Coal Helm | Order a Large Copper Helm be built at a magma forge |
| 0009776 | | Adventure Mode -- Reactions | crash | resolved (user11) | 2016-05-20 | Cooking in Adventure Mode cause crash | 1. Add a reaction that produces cooked meals.
2. Attempt to cook whatever you have on hand. |
| 0009775 | | Adventure Mode -- Buildings | trivial | new | 2016-05-20 | Stairs and Ramps cannot be build | Building a Up stair/ramp. |
| 0009769 | 3 | Adventure Mode -- Reactions | minor | new | 2016-05-19 | Stone axes won't improve in quality | 1.- Assemble Stone Axe |
| 0009766 | 2 | Adventure Mode -- General | feature | resolved (user11) | 2016-05-19 | Updated recently, old save adventurer can build sites, but not cut down trees? | |
| 0009770 | 2 | Adventure Mode -- Conversation | minor | resolved (user11) | 2016-05-19 | Quest to kill minotaur in labyrinth, unable to ask directions | 1. Be an adventurer.
2. Become a hearthperson of a lord.
3. Have them give you a quest to kill a minotaur.
4. Watch aimlessly as you try to find said labyrinth. |
| 0007216 | 6 | Adventure Mode -- Sites | major | confirmed (user6) | 2016-05-19 | Underground creatures teleported to surface | Find an empty underground lair, leave, fast travel back. |
| 0006517 | 2 | Material Properties | minor | | 2016-05-18 | Dragonfire ignores metals | In Arena mode, create three columns in a row with a suitable amount of space between them.
On the left column, place a Dragon.
On the right column, place a fire-immune creature (such as a blizzard man)
On the center column, place an object made of iron.
Monitoring the object's temperature will reveal that it gradually cools to around 10037 (or whatever the Arena's ambient temperature happens to be).
Next, remove the IS_METAL flag from Iron's material definition and repeat the experiment. The iron object will instantly melt.
Using DFHack, this can be made much more noticeable by clearing the IS_METAL flag in memory, triggering an immediate result. |
| 0000712 | 12 | Dwarf Mode -- Jobs, Designations | minor | | 2016-05-18 | Woodcutters cut trees with training axes | |
| 0001145 | 10 | Dwarf Mode -- Combat | minor | | 2016-05-18 | Dwarves will only flee in one direction. | Build a stairwell from the roof of a cavern down into the floor of it. Reinforce, add a doorway to the north of this structure. Joined to thus, build a second room, fill that with cage traps, place a door in the north wall of this room and wait for crundles to come swarming in. They will scare your mechanics who will run past/over them into the caverns to the north of the entire thing. |
| 0007364 | 6 | Adventure Mode -- AI | minor | | 2016-05-18 | Wild animals "flee" northwest | Wander the wilds, find some animals, scare them. Watch as they travel northwest regardless of where you are standing. |
| 0000949 | 6 | Adventure Mode -- Movement | minor | | 2016-05-18 | Can't dive/surface in water deeper than 2 Z-levels | Find a deep lake and swim over to a spot that is deeper than 2 Z-levels of water. If you hang out at the ramp-edge, you can test all the movement combinations like I did in the Additional Information. |
| 0001141 | 3 | Dwarf Mode -- Interface, Manager | minor | | 2016-05-18 | Metal mechanisms cannot be made from job manager (only stone) | |
| 0009759 | 1 | Dwarf Mode -- Interface, Manager | minor | | 2016-05-18 | Construct Mechanisms not updated with details | [j]ob list
[m]anager
[q] New Workorder
Select "Construct Mechanisms"
Enter any quantity
While on "Ready: Construct Mechanisms", press [d]etails
Select any material
Name stays as "Ready: Construct Mechanisms" |
| 0000722 | 12 | Dwarf Mode -- Embark/Setup | trivial | | 2016-05-18 | Embark profile warns that fish not available, but they actually are | |
| 0009699 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2016-05-17 | Dwarves unable to start construction. | Flipping a save file back and forth between different systems, (for me it happened about the third fortress created in the same world that I swapped back and forth between two different computers at least 10 times, with play sessions that involved at least the opening of a saved game from in game.).
Error can be fixed by creating a new world and starting a new fortress in that world, trashing the old folder save located in the data/saves folder. This will result in the game becoming playable again, although it will remove any old saves in the deleted world, which is unfortunate but not game breaking. |
| 0003575 | 2 | Dwarf Mode -- Rooms | minor | new | 2016-05-17 | Injured couple shares hospital bed | |
| 0009730 | 1 | Technical -- Saving/Loading | crash | new | 2016-05-17 | Crashed on save, now unable to load game | Attempt to load the world. |
| 0009749 | | Dwarf Mode -- Stockpiles | minor | new | 2016-05-17 | Clay "gems" have invisible entry in gem stockpile | Create a gem stockpile. "Clay" (or Fire Clay, Silty Clay, etc.) is not found under any category.
Block all, then re-enable every category with (p)ermit. The stockpile will accept every gem EXCEPT cut clay "gems".
Permit all, or start with a fresh stockpile, then (f)orbid every category. The stockpile will accept ONLY cut clay "gems". |
| 0009661 | 1 | Technical -- Input/Keybinding/Macros | minor | new | 2016-05-17 | Keys get stuck when 30+ min into game | Run the game for half an hour and it'll just happen. Run it for an hour for more chaos. |
| 0009767 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2016-05-17 | caged prisoners cannot be stripped | Save with this issue (from my AI): http://dffd.bay12games.com/file.php?id=12040 |
| 0009594 | | Dwarf Mode -- Trade | minor | confirmed (user11) | 2016-05-16 | Merchants die/get frightened/flee, dump trade goods, but still own them (shows on stocks screen, can't interact with) | Let the save from the start of summer progress. Merchants may spawn and get scared before leaving goods. The game may still believe they are there and announce their departure as normal later in the season despite their having fled.
Reproduction is variable as the caravan spawns randomly.
The second save has the bugged items, which are on the second row from lower map edge. Zooming to the logs will find them. |
| 0009667 | 3 | Dwarf Mode -- Trade | major | resolved (user11) | 2016-05-16 | Sieges cause nonexistent merchants to dump their items (shows on stocks screen, can't interact) | Have a siege/werebeast/other malicious creature show up just prior to when a caravan is supposed to arrive. |
| 0009756 | 1 | Dwarf Mode -- Visitors | major | resolved (user11) | 2016-05-16 | Caravan goods invisible, caravan stuck in limbo, no more caravans arrive | Go to stocks, see red goods, go to their location. |
| 0009716 | 3 | Dwarf Mode -- Interface, Trade | trivial | resolved (user11) | 2016-05-16 | Trader with Horse dropping load pathing over a trap | |
| 0008818 | 5 | Dwarf Mode -- Trade | major | resolved (user11) | 2016-05-16 | Caravans leaving without unloading goods. | |
| 0002115 | 60 | Combat -- Wrestling | minor | | 2016-05-16 | Broken bones cause too much pain regardless of size | |
| 0009257 | 8 | Miscellaneous Crashes | crash | resolved (user11) | 2016-05-16 | All forts crash around Limestone 13. |
-generate world
-embark
-play until 14 limestone. |
| 0006684 | 1 | Adventure Mode -- Conversation | trivial | new | 2016-05-16 | Asking for whereabouts of own character after bringing up incident involving you | -Be involved in an event
-talk to someone about it
-continue conversation
-bug(?) should be visible |
| 0008629 | 4 | Dwarf Mode -- Jobs, Animal Handling | major | | 2016-05-16 | Dwarves won't pen/pasture animals | |
| 0000739 | 13 | Creatures | minor | | 2016-05-16 | All animals are described as "Gigantic" | |
| 0002166 | 10 | Cave-ins | minor | resolved (user6) | 2016-05-16 | Cave-in dust causes direct injury to dwarves | Try to form a hill like this where W = wall, X = floor, and . = open space.
Upper level:
..XXXXXXX...
.XXXXXXXX...
...XXXXXX...
Lower level:
XXXWWWWWWXXX
XXXWWWWWWXXX
XXXWWWWWWXXX
Go to the top of the hill and channel the outermost unsupported floors and work inward. I've been able to get a similar collapse this way about 7 times out of 10. |
| 0001159 | 3 | Adventure Mode -- Display | minor | resolved (user6) | 2016-05-16 | Three-way junctions of smoothed walls display as two-way junctions in Adv. Mode | |
| 0006287 | 2 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2016-05-16 | If animal stockpile overlaps assigned pasture zone, animals are not taken out of cages | |
| 0004475 | 13 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2016-05-16 | Animals with two location assignments -> Infinite hauling | Assign an animal to both a chain and a pasture |
| 0009752 | 6 | Adventure Mode -- General | minor | | 2016-05-16 | Cannot sleep in retired forts or mountains anymore. | Try to sleep or make a campfire in the mountains (neither work)
Try to sleep in a retired fort, or an AI mountainhome (neither work)
|
| 0009754 | 4 | Dwarf Mode -- Interface, Workshop Profiles | minor | resolved (user11) | 2016-05-15 | Fortress Dwarves can't use Adventurer site workshops | Build a carpenters workshop in adventurer.
Retire.
Start a fortress in the same location.
Try to build stuff. |
| 0001429 | 5 | Geology | minor | | 2016-05-15 | Native platinum appears within olivine as small clusters instead of veins | Generate a world (ideally a pocket region), embark, reveal, examine various olivine cluster, and observe that they contain lots of small clusters of native platinum, even in the complete absence of chromite.
Edit raw/objects/inorganic_stone_mineral.txt and remove the "[ENVIRONMENT_SPEC:CHROMITE:CLUSTER_SMALL:100]" line, generate another world, embark, reveal, fine an olivine cluster, and observe that they no longer contain small clusters of native platinum but instead occasionally contain veins (which most often end up spawning within other veins and small clusters due to 0000804). |
| 0000804 | 8 | Geology | minor | | 2016-05-15 | Mineral vein inclusions within large clusters behave incorrectly | |
| 0008518 | 1 | Dwarf Mode -- Immigration | minor | resolved (user11) | 2016-05-15 | SET_LABOR_LISTS does not work | 1. Set [SET_LABOR_LISTS:NONE] in data/init/d_init.txt
2. Start a fortress
3. Migrants will arrive with labors enabled |
| 0009753 | 2 | Creatures | major | new | 2016-05-15 | Talking, clothed cat+probdaly people cloning bug+probadly minor ethics bugs | Just load save and read.
https://yadi.sk/d/9DJBzVnvriQej |
| 0001265 | 3 | Adventure Mode -- Movement | minor | new | 2016-05-15 | Ramps covered with ice have no floors above, adventurer can "fly" over | Dig upward ramps on the level of a river. Fairly clear, I guess. |
| 0009751 | 3 | Adventure Mode -- Conversation | minor | new | 2016-05-14 | Repetitive conversation about latest kill between followers and other people | Take a quest, kill something, then hang around some other people or look at conversations between your followers. |
| 0007530 | 1 | Adventure Mode -- Movement | minor | | 2016-05-14 | Lord Consort companion keeps leaving party, coming back | Find a consort who will join your adventuring party, wander around a bit, watch as he charges off the screen every few minutes in the direction of the nearest settlement. |
| 0009670 | 2 | Adventure Mode -- Buildings | major | new | 2016-05-13 | Adventure mode trade depot destroyed by own residents. | I think this is a bug caused by introducing new items into the trade depot somehow, either by dumping already owned items onto the trade depot area or by selling items that originate in a site to the site or items of types that are not properly supported. I am not sure which of these it is if either. |
| 0009151 | 2 | Adventure Mode -- Character Creation | minor | new | 2016-05-13 | Outsiders no longer exist, worlds unplayable if no civilizations generated | 1. Create a world using custom settings.
2. Specify 0 as the number of civilizations, and set "playable civilization required" to no.
3. Start that world and enjoy skipping straight to legends mode. |
| 0004378 | | Adventure Mode -- Reactions | text | | 2016-05-13 | Decorating with adventure mode reactions results in "You ... make nothing of note" | Add an adventure mode reaction that allows adding decorations to objects, and use it. An example reaction is as follows:
[REACTION:CARVE_BONE_DECO_ADV]
[NAME:decorate with bone spikes]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[REAGENT:object to decorate:1:NONE:NONE:NONE:NONE][NOT_IMPROVED][PRESERVE_REAGENT]
[IMPROVEMENT:100:object to decorate:SPIKES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BONECARVE]
|
| 0004409 | | Legends Mode -- Display | text | | 2016-05-13 | Creating masterwork in adventure mode results in history line "created a masterful item for at an unknown site (or wrong site)" | Get a mod with knapping adventure mode reactions (such as Lofn's Wanderer's Friend mod http://dffd.wimbli.com/file.php?id=2665 ), create a knapper demigod, and knap objects until you create a masterwork (making sharp stones does not result in a masterwork announcement even if the stone is masterfully knapped). |
| 0004408 | 1 | Reactions | minor | | 2016-05-13 | Decoration reactions never result in quality decorations | Add a reaction with the IMPROVEMENT tag as per the linked issue that you can easily repeat, and repeat using it. |
| 0004577 | 8 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | | 2016-05-13 | Rust on Glazer skill isn't removed with practice, skill can't increase past Proficient | |
| 0005685 | 1 | Creatures | minor | | 2016-05-12 | Mountain regions contain no insect colonies regardless of actual biome |
1. Embark anywhere on mountain region without a single mountain-biome map square on the embark area.
2. No bees.
3. Embark on glacier within a non-glacier region.
4. Bees!!!
5. Embark on a freezing biome that's not tundra or glacier.
6. Oh god bees run!! |
| 0008072 | 13 | Dwarf Mode -- Environment | minor | | 2016-05-12 | No bee colonies in temperate biomes (only in warm/hot) | |
| 0009743 | | Dwarf Mode -- Moods | minor | resolved (user11) | 2016-05-12 | Legendary miner trying to claim a mason shop | |
| 0009745 | 3 | Adventure Mode -- Buildings | major | | 2016-05-12 | Cannot complete building | |
| 0009747 | | Adventure Mode -- Inventory | minor | | 2016-05-12 | Placing items on tables duplicates the item. | |
| 0009748 | 2 | Adventure Mode -- General | minor | | 2016-05-12 | Adventurer makes wooden shields instead of training weapons | 1. Build a carp. workshop.
2. Try to make a training axe (spear, sword). |
| 0008671 | 6 | Dwarf Mode -- Jobs, Constructions (walls etc) | major | resolved (user11) | 2016-05-11 | Dwarves will deconstruct floors under (themselves/neighboring dwarves?) causing them to fall | * Build flooring over air/water/magma such that it is two tiles n/s and a bunch e/w (or vice versa).
* Mark one row of the tiles to be deconstructed when several dwarves are available.
* Wait. Check for splashes. |
| 0009029 | 2 | Dwarf Mode -- Environment | minor | resolved (user11) | 2016-05-11 | Seemingly permanent blood spreading on the ground | |
| 0009240 | 1 | World Generation -- General | major | resolved (user11) | 2016-05-11 | hang during world creation | Run DF
Generate world with default settings
wait for "placing civilizations" message
switch to a different desktop
switch back
admire the black screen. |
| 0007132 | 2 | Dwarf Mode -- Jobs, Burial | minor | new | 2016-05-11 | Non-dwarves showing in Engrave Memorial Slab job list | |
| 0009253 | 2 | Dwarf Mode -- Interface, General | trivial | resolved (user11) | 2016-05-11 | Unknown dead humanoids appear in slab engraving menu | |
| 0009338 | 1 | Dwarf Mode -- Flows | major | resolved (user11) | 2016-05-11 | Lava going everywhere after unretirement | |
| 0009356 | 5 | Adventure Mode -- Travel | crash | resolved (user11) | 2016-05-11 | CTD when travelling and trying other options | Play adventure mode -> try to travel.
Play adventure mode -> do something new (not as often) |
| 0008350 | 13 | Adventure Mode -- Trade | minor | feedback (user11) | 2016-05-11 | Unable to trade or pick up items from trade depot | Keep going to fortresses and trying to trade until you find one where you can't. |
| 0009516 | 1 | Adventure Mode -- General | minor | resolved (user11) | 2016-05-11 | A NPC has a clone after I invited him to join me | |
| 0009623 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user11) | 2016-05-11 | Pen/Pasture Animal job on an unreachable animal gets stuck; no more jobs are generated. | 1. Set up a pasture with a wall around it.
2. Wait for a bird to fly to the top of the wall.
3. Try to assign said bird to the pasture.
At this point, you should get a job to Pen/Pasture the bird, assigned to a dwarf. After a few seconds, the job will go inactive (presumably the dwarf gives up when it can't reach the bird) but the job is not canceled so there is no announcement. |
| 0009616 | 1 | Dwarf Mode -- Reclaim | minor | resolved (user11) | 2016-05-11 | Water spawns out of thin air in ocean biome | 1. Embark somewhere that overlaps an ocean biome.
2. Drain any water (if present - in a tropical hot climate there wasn't any), build a wall blocking water from entering fortress
3. Channel away layers of embark.
4. Retire and unretire. |
| 0009565 | 1 | Undeath | minor | resolved (user11) | 2016-05-11 | undead chinchilla impossible to kill | |
| 0009600 | 3 | Artistic Images (engravings etc) | crash | resolved (user11) | 2016-05-11 | Game crashes when attempting to specify a new image. | |
| 0009603 | 3 | Dwarf Mode -- Jobs, Item Improvements/Decorations | crash | resolved (user11) | 2016-05-11 | Game crashes when specifying historical figure depiction for statue | |
| 0009734 | 4 | Adventure Mode -- Sites | major | confirmed (user11) | 2016-05-11 | Adventurer forts can be embarked over normally, this breaks them on return to adventurer mode. | Create an adventurer site.
Make a hall zone, claim it, and retire there.
Embark on top of it.
Retire the fort.
Switch back to your adventurer and try to make more changes at the site. |
| 0009746 | | Adventure Mode -- AI | minor | new | 2016-05-11 | Ambushers keep ambusing you even though they are running away. | 1. Create adventurer
2. (T)ravel to a gray asterisk (where people/enemies are)
3. Get ambushed
4. Do something that scares the enemies away (overpowering an enemy, drinking blood, etc.)
5. Try to travel away
6. Realize that you have to chase down all of them and kill them all to move forward. |
| 0009741 | 3 | Dwarf Mode -- Interface, Manager | minor | new | 2016-05-11 | Job Manager - Perpetual orders with conditions never stop | 1a. Assign a dwarf as a manager, then use the Job Manager (j-m).
1b. Alternatively, build a workshop, then use q to query it, then press P to see it's profile.
2. Set up a perpetual job (by setting the amount to produce to 0).
3. Press c to define any kinds of conditions to it.
As it can be seen, at this point, the game checks for conditions.
4. Let the job run its course.
5. You may manually check at any time if the conditions are still true by going into the conditions menu of the job again.
6. After a while, it can be seen that the job's conditions are no longer true, yet the job is still going on.
You may set the job to daily repeat to see the results sooner, or set it to monthly to see that there seems to be no checks between repeats. |
| 0009684 | 4 | Technical -- Rendering | major | | 2016-05-11 | All Textures/tiles turn bright, all font blank and unreadable when using texture packs. | |
| 0009729 | 3 | General | major | | 2016-05-11 | Graphic glitch after 5-10 sec in game | Start with LNP with workflow enable.
Load game, wait 10sec, if nothing happen i can play.
If not i must kill DF with DFhack |
| 0003499 | 18 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | acknowledged (user6) | 2016-05-11 | Can't build construction on tile, claims to be blocked by invisible creature | |
| 0009739 | 5 | Adventure Mode -- Sites | minor | | 2016-05-11 | Adventurer can construct unsupported structure | 1.- Design a floor above your character
2.- Build structure |
| 0009742 | 1 | Adventure Mode -- Sites | major | resolved (user1294) | 2016-05-11 | Organic objects quickly rots | Just place some meat on the ground in your adventurer site and (Z->) wait.
It never happens outside adv site. |
| 0009682 | 10 | Adventure Mode -- AI | major | | 2016-05-11 | Prisoners are hostile to the Adventurer. | |
| 0009416 | 5 | Adventure Mode -- Reactions | major | | 2016-05-11 | Child prisoners in Dark Fortresses immediately become hostile, making rescue missions impossible. | |
| 0009621 | 1 | Creatures | text | | 2016-05-10 | [BP:LF:left foot:right feet] in body_default.txt | You can open body_default.txt and search for [BP:LF:left foot:right feet]. It occurs in [BODY:HUMANOID_FLIER] and [BODY:HUMANOID_NECK_FLIER]:
[BODY:HUMANOID_FLIER]
...
[BP:LF:left foot:right feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
...
[BODY:HUMANOID_NECK_FLIER]
...
[BP:LF:left foot:right feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120] |
| 0009467 | 1 | Typos/Grammar | text | | 2016-05-10 | Dwarves discussing "Climactic Adaptation" | |
| 0009737 | | Adventure Mode -- General | crash | | 2016-05-10 | Adventure mode zones are not offloaded properly | Get the save file, listed below.
1. Load the saved game
2. Define a zone
3. Sleep/wait for an hour
4. Edit the zone and press ESC to finish |
| 0009736 | 1 | Arena | minor | | 2016-05-10 | Felling trees in Arena Mode changes landscape, | 1. Start up Arena Mode.
2. Create someone with an axe.
3. Try to chop down one of the random trees that the arena starts with. |
| 0009735 | 3 | Adventure Mode -- General | minor | | 2016-05-10 | Wooden objects quickly rots | 1. Make some wooden furniture in carp. workshop in adv mode.
2. Place furniture on the ground.
3. Z -> wait one hour and you can see XfurnitureX.
4. Z -> wait another hour and furniture is gone.
OR if i manage to upload my saves:
1. Load save.
2. You would be able to see some furniture two tiles left from you.
3. Wait. |
| 0006151 | 2 | Dwarf Mode -- Jobs, Assignment of Jobs | major | resolved (user11) | 2016-05-09 | job assignment by manager disregards workshop profile | - build a craftsdwarf's workshop and use workshop profile to enable access only to a single strand extractor (with only the strand extraction labour enabled)
- use job manager to assign a bulk of craftsdwarf's workshop related jobs (i.e. 30 bone bolts)
- jobs get evenly distributed among regular workshops as well as the extractor's workshop
- extractor's workshop's production is halted until the manager-assigned jobs are cancelled manually |
| 0008049 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user11) | 2016-05-09 | Dwarf cancels decorating with horn due to "No unrotten horn available", while there is unrotten horn in target workshop | Need: Horn, craftsdwarf workshop, improvable items, dwarf with bone carver job enabled.
1) Make an order to decorate with horn in workshop.
2) Wait until dwarf leaves workshop to drink/eat etc.
If dwarf did not spend all the horn from piece, he worked with and it stays in the workshop, you are likely to get the same situation as mentioned above when dwarf come back to continue job. |
| 0005712 | 6 | Dwarf Mode -- Nobles | minor | acknowledged (user11) | 2016-05-09 | One dwarf taking up two barony/county/duchy slots | Lock mayor in solitude for several years until you're sure at least two diplomats have come with news about a nobility recommendation. Release the mayor, chose the same guy twice, voila. |
| 0009703 | 1 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2016-05-09 | Promotion/elevation of lands to duchy causes usurpation of title by another dwarf | Using the savefile linked: just wait till the liaison leaves, it takes about 10 steps for him. |
| 0009579 | 4 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2016-05-09 | citizen 'succeeds to position' as baron of a different fort, listed as my baron and makes demands | unknown, but have seen similar glitches in previous forts |
| 0009586 | 1 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2016-05-09 | Multiple barons elevated to dukes | Open the save game here: http://dffd.bay12games.com/file.php?id=11797
Play til the 15th of the month (3 days)
See 3 barons become 3 dukes
More generally:
Have a dwarf in the fortress inherit a barony
Meet the requirements for the fortress to become a barony
Meet the requirements for the fortress to become a duchy |
| 0009663 | 1 | Dwarf Mode -- Items | minor | resolved (user11) | 2016-05-08 | Caravan brought instruments made of demon bone | Examine instruments brought by caravans. Some of them are made of weird materials, e.g. werebeast bones. |
| 0009726 | | Dwarf Mode -- Trade | major | resolved (user11) | 2016-05-08 | Second year, invisible dwarven caravan, third year no sign of either caravan or liaison. Same in fourth year. Other trade OK | |
| 0009282 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2016-05-08 | Sentient creatures that can't drink or eat become frustrated by it | 1. Have a fort with an inn
2. Wait for a goblin to show
3. Wait even longer
4. Check their thoughts
or, alternatively, you could download my save at http://dffd.bay12games.com/file.php?id=11430, go to "Ngomu" the goblin dancer (near the bottom of the 'U'nits list), and check her thoughts. |
| 0009239 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user11) | 2016-05-08 | "ability to grasp lost" -> dwarf dies of thirst trying to pick up a mug |
Cut off a dwarf's hands; wait for him to get thirsty.
|
| 0009676 | 2 | Adventure Mode -- Environment | minor | resolved (user11) | 2016-05-08 | Troll population grows uncontrollably | |
| 0009698 | 1 | Dwarf Mode -- Interface, Announcements | major | resolved (user11) | 2016-05-08 | Every block becomes one colour, including the menus. | |
| 0006977 | 2 | Legends Mode -- Historical Figures | minor | confirmed (user6) | 2016-05-08 | Fortress mode sieges viewed in Legends only include historical figures in the tally | |
| 0009731 | 1 | Legends Mode -- General | minor | resolved (user11) | 2016-05-08 | Battles against player fortresses are not properly recorded in legends mode | 1. Get sieged or other assaulted in fortress mode
2. Check legends mode's report of the battle |
| 0009728 | | Dwarf Mode -- Visitors | minor | new | 2016-05-07 | Visitor with multiple areas to visit ignores restrictions | |
| 0009722 | 4 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | acknowledged (user1294) | 2016-05-06 | Dwarf received new job while handling animal to be shorn, cancels cancels second job (Handling dangerous creature) | In short just having some shearing to do is enough, but longer procedure for the guarantee...
Pen a good number of animals to be shorn a long ways from the farmers workshop. Turn on all labors on one dwarf, turn off all labors for all other dwarves. Put shearing on repeat, and create as many other jobs as possible once the dwarf starts shearing. |
| 0005021 | 19 | Dwarf Mode -- Trade | minor | | 2016-05-06 | "Masterwork has been lost" when merchants leave with traded items | Trade a masterwork quality item to any merchant and wait for them to leave the map with the item. |
| 0009725 | 1 | Dwarf Mode -- Jobs, General | minor | resolved (user1294) | 2016-05-06 | Cooked a meal with 60+ ingredients | |
| 0009303 | 12 | Dwarf Mode -- Diplomacy | minor | new | 2016-05-06 | Liaison conducts the meeting but then stays in temple as a visitor after merchants leave, doing nothing | Have a temple but no tavern when oupost liaison arrives with merchants? |
| 0009723 | 1 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | new | 2016-05-05 | Trapped book keeper spams failure to reach office, thus refusing to assist in resolving the situation | Isolate the book keeper from his office using any means (burrows works fine, physical separation also works). Wait until it's time to update the records. Enjoy the spam. |
| 0009724 | | Dwarf Mode -- Interface, Announcements | minor | new | 2016-05-05 | Ambush announcements collated, causing zooming to fail | Somehow get an ambush with two ambusher announcements in a row with nothing in between on the announcement screen. |
| 0008862 | 4 | Dwarf Mode -- Invasions | crash | new | 2016-05-04 | Crash on Undead Siege. Not immediate | Embark near Tower
Wait for Undead Siege
Check if crash when they're on screen |
| 0009656 | 1 | Init Options | trivial | | 2016-05-04 | Unrecognized Announcement Token: TRAVEL_ADVISORY | 1. Download a fresh install.
2. Start it up, then exit.
3. View errorlog.txt. |
| 0009720 | 3 | Dwarf Mode -- Visitors | minor | resolved (user1294) | 2016-05-03 | Visitors turn Hostile upon Goblin Seige | |
| 0009719 | 1 | Dwarf Mode -- Visitors | minor | new | 2016-05-02 | Visiting vampire given away by announcement text | |
| 0009717 | 2 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | resolved (user1294) | 2016-05-02 | Chief Medical Dwarf is posessed, stays in bedroom | |
| 0009718 | | Technical -- General | crash | new | 2016-05-01 | Inevitable crash (fort mode) | 1. Open DF and load save
2. Wait about 100 ticks
3. ??
4. Crash
The same happens even if I load from the last backup and let it run, so it doesn't seem to be any random crash. |
| 0009712 | 2 | Dwarf Mode -- Visitors | minor | new | 2016-05-01 | Poet King Visits before Monarch summoned, doesn't register as Monarch | -Generate world
-Build a fortress of a civ with a poet/performer king
-summon monarch |
| 0009708 | 2 | Dwarf Mode -- Items | minor | resolved (user11) | 2016-05-01 | Transformed werecreatures can fight with books | I don't know if this is reproducible in arena mode. I assume there is no reliable way to reproduce it in dwarf mode. |
| 0009713 | 4 | Dwarf Mode -- Buildings, General | major | resolved (user11) | 2016-05-01 | Bookcases are missing as options from workshops | |
| 0009710 | | General | crash | new | 2016-04-26 | Crashes when loading save | |
| 0009709 | | General | crash | new | 2016-04-26 | Save crashes game upon attempt to load: http://dffd.bay12games.com/file.php?id=11984 | Unzip save. Copy to saves folder of a DF 42.06 instance. Start DF with a debugger attached. Attempt to load save. Observe crash. |
| 0009685 | 1 | Adventure Mode -- Buildings | major | new | 2016-04-26 | Adventure mode fortresses not generating properly leaving items strewn about and in walls. | |
| 0009690 | 1 | Adventure Mode -- Conversation | minor | new | 2016-04-26 | Villagers tell me about dead beasts when asking about troubles | |
| 0009707 | | Language | tweak | new | 2016-04-25 | Instrument actions of other entities lack names | Play an instrument around another entity, have them join in, be confused. |
| 0009706 | | Weather | major | new | 2016-04-24 | possible unintended evil cloud behavior | embark in an area with evil clouds, but isn't entirely evil.
Don't build surface constructions and observe the cloud disappear as normal when it approaches the non-evil area.
build a pillar or tower at least 3 z levels ( recommended 5 + to adequately observe the effect, in the non-evil area.
observe the cloud now "appearing" at the top of the pillar or tower if it moves in that direction, even if the entire structure is built in the non-evil area.
Note: possibly a feature if the game considers entire separate z-levels as either evil or not, but this is unlikely because it doesn't apply for rain or reanimation effects. |
| 0009705 | | Dwarf Mode -- Jobs, Eating/Drinking | tweak | new | 2016-04-23 | Starving dwarves will still try to path to a chair/table to eat | 1. Accidentally trap dwarf in cavern and not notice.
2. Notice. Untrap starving, dehydrated dwarf.
3. Make bad design decision to place chairs and tables far from the food stockpile.
4. Watch as dwarf dies carrying food to table. |
| 0009702 | 2 | Dwarf Mode -- Visitors | minor | resolved (user1294) | 2016-04-22 | Visitors who become citizens can't be assigned to locations | Run a fortress, attract visitors, wait for them to become citizens, then try to assign them to a location. |
| 0009701 | 1 | Dwarf Mode -- Visitors | major | new | 2016-04-21 | Visitor amount erratic | Generate a world with a low number of sites per civilization (500 on medium) and a high number of beasts (200+ megabeasts) with at least 1000 year histories, but ideally 2000 years or more.
then generate another world with double the amount of sites, about only 50 beasts, and 300-500 years history.
Found a fort in both worlds for half a year to one year, have a tavern set from the first meeting area (i assume this is standard for many forts; mine includes a still with booze in it and craftdwarves shop with mugs, i don't bother with stockpiles because it'll take a year for the starting 7 to haul anything).
Observe the difference in the amount of visitors; it becomes very apparent by the second year. |
| 0009512 | 1 | Dwarf Mode -- Interface, Status | text | new | 2016-04-21 | Typo with hammerer's thoughts on hammering | Order some random people as criminals and watch the hammerer's thoughts on bruising them. |
| 0009697 | 1 | Dwarf Mode -- Environment | major | new | 2016-04-18 | Removed or missing natural Floor on tiles near edge creates "to near to edge" error on lower z-level tiles | -> Select map with trees
-> dig open space one z- level below ground within 4 tiles range to edge without removing above floor
->wait for trees to grow within 4 tiles range to edge and chop them down
-> try to build wall one z-level below position of chopped tree
or
-> dig open space one z- level below ground within 4 tiles range to edge without removing above floor
-> remove floor above open space within 4 tiles range to edge
-> try to build wall one z-level below open ground next to edge wall
or
-> choose map with above ground river that changes direction within 4 tiles range of edge
-> check if temperatur can fall below freezing point and wait until water in river is frozen.
->dig ice blocks without removing ice floor
-> try to build wall within 4 tiles range of edge where river changed direction thuse creating tile one z-level below open ground next to existing edge wall and below ice floor |
| 0009696 | 1 | Undeath | minor | new | 2016-04-17 | Reanimated corpses collapse repeatedly | 1.Dwarf dies
2.Dwarf gets reanimated by biome
|
| 0009691 | 2 | Dwarf Mode -- Trade | trivial | resolved (user1294) | 2016-04-15 | Masterworks lost through trade | Trade any masterwork item with a caravan
Wait for caravan to leave
|
| 0009693 | 1 | Adventure Mode -- Movement | major | resolved (user1294) | 2016-04-15 | Adventurer cannot move through hatch covers on top of ramps | Find a hatch cover on top of a ramp and try to move through it with an adventurer. |
| 0009694 | | Adventure Mode -- Sites | minor | new | 2016-04-14 | Cannot claim empty site with lone outsider adventurer | |
| 0009679 | 1 | Pathfinding | major | new | 2016-04-13 | Dwarf movement and furniture-placement bugged when building floors | Fill an area with your desired flooring orders. Material does not matter it seems (Tried with iron bars, multiple types of wood, and basalt).
When dwarf has built a tile, they may stand still and simply do nothing for a long time, claiming to have no job.
Try to place a bed on the same tile or nearby to where the dwarf is. Most likely unable to be placed due to having no access.
|
| 0009689 | 4 | General | major | resolved (user1294) | 2016-04-13 | Game at Unplayable Speed | N/A |
| 0009636 | 2 | Dwarf Mode -- Interface, Civilization/World Info | minor | new | 2016-04-12 | Still Age of Goblins despite there being three times as many humans and dwarves | Create a world with low number of beasts (so that it moves into the Age of <Race>). Play a fortress for a few years until you stop getting sieges. Check legends mode to see if the population numbers line up with what the Ages are supposed to be. |
| 0009687 | 1 | Dwarf Mode -- Buildings, General | crash | resolved (user1294) | 2016-04-10 | Crash on building floor. | |
| 0009068 | 1 | Adventure Mode -- Crime | minor | new | 2016-04-08 | $Item$ ownership exploit/workaround | Go to a market.
Pick up $item$.
Drop $item$, say one tile away.
Sleep or wait 1 hour in an empty room.
Return to where you dropped this $item$, now (g)et or (l)ook.
$Item$ will have become unowned Item.
Pick up. Now you can leave with your good(s) if so desired. |
| 0009680 | 3 | Init Options | major | | 2016-04-05 | Cannot open the df executable. | I have tried multiple versions of the past releases, and they all end up doing the same thing. I have also updated X11 and tried to delete the "TRAVEL_ADVISORY" file in the init data files, to no success. |
| 0009555 | 4 | Miscellaneous Crashes | crash | | 2016-04-04 | Vanilla game simply will not start on MacOS ElCapitan | Starting the game is as far as I can go. It fails upon load every time. |
| 0009675 | 2 | Dwarf Mode -- Environment | minor | new | 2016-04-04 | Campfires are impossible to remove in fortress mode | Find an embark location with preexisting campfires and try to remove them. |
| 0006530 | 2 | Dwarf Mode -- Buildings, General | minor | confirmed (user6) | 2016-04-04 | Dwarves won't build stairs in trees (specifically leaves/twigs) | 1. Build up stairs below tree.
2. Build up/down or down stairs in branches. |
| 0009681 | 2 | Dwarf Mode -- Buildings, General | minor | | 2016-04-04 | Cannot construct up/down stairs through twigs | |
| 0008056 | 5 | Creatures | minor | new | 2016-04-03 | Forgotten beasts can't climb | Toy with a forgotten beast. Make it so that the only way it has to get into your fortress is up a cliff in the caverns. |
| 0009678 | 1 | Adventure Mode -- Conversation | minor | new | 2016-04-03 | Mute lady? | |
| 0009550 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user1294) | 2016-04-03 | Unable to craft any items from bones, skulls or hooves/horns. | Create an order for bone items, and wait.
Save file (.zip, zoomed to the refuse pile. Craftdwarfs workshops are one level down.): https://db.tt/3kKrd64T |
| 0009639 | 4 | Dwarf Mode -- Nobles | major | resolved (user1294) | 2016-04-03 | Can't select nobles after forgotten beast attack left only one survivor and shortly after 18 migrants arrived | Cannot say, but from seeing previous bug reports saying something similar I believe every dwarf (or citizen) capable of becoming a noble has to be killed first (but the reports I saw don't seem to mention the child as sole survivor part). Then migrants have to come in, after which you select the nobles screen. |
| 0009666 | 3 | World Generation -- General | minor | acknowledged (user1294) | 2016-04-03 | Only deities of human myths curse creatures with vamparism | Generate a world and check legends mode. All vampires are cursed by deities from human myths. |
| 0009677 | 1 | Dwarf Mode -- Buildings, General | minor | resolved (user1294) | 2016-04-03 | Cabinets and chests deconstruct upon unretire of fortress | Build cabinets and chests.
Retire and unretire.
Furniture is no longer built. |
| 0008879 | 5 | Dwarf Mode -- Jobs, Constructions (walls etc) | tweak | new | 2016-04-02 | "Dwarf cancels Construct Building: Cannot reach site" when blocked by an item in a diagonal corridor | Dig a diagonal corridor in stone
Attempt to build a floor on a tile containing a boulder (but don't use the boulder for materials)
A dwarf will cancel cancel the task with "Cannot reach site" |
| 0009674 | 1 | Dwarf Mode -- Embark/Setup | minor | new | 2016-04-01 | no indication of number of points available for each dwarf while preparing when reclaiming ruins | 1. Create a world, one with a dwarven ruin that can be reclaimed.
2. Reclaim that fortress.
3. Prepare carefully. |
| 0009672 | | Material Properties | tweak | new | 2016-04-01 | Tissues don't take cold damage | |
| 0009671 | | Dwarf Mode -- Jobs, Assignment of Jobs | minor | new | 2016-03-31 | Dwarf Child Grows up but Still Does Child Actions | Have a Dwarvern child grow up into a peasant. |
| 0008155 | 1 | Dwarf Mode -- Trade | minor | new | 2016-03-30 | Elven merchant's yak stuck near the trade depot | |
| 0009668 | | Adventure Mode -- Reactions | minor | new | 2016-03-30 | CDI:VERB doesn't seem to work as intended. | Just make any custom CDI, use the verb token and see if you can get the verb to display while using SPATTER_LIQUID for the breath type in adventure/arena mode. |
| 0009645 | 2 | Language | trivial | new | 2016-03-29 | There are no adjective forms for various colors in language_words.txt | |
| 0009662 | | Dwarf Mode -- Jobs, Constructions (walls etc) | major | new | 2016-03-28 | ice floors collapsing into water create an infinite loop of collapsing floors | -embark on a glacier with an aquifer
-use channels to drop ice floors into water |
| 0009388 | 7 | Dwarf Mode -- Immigration | minor | new | 2016-03-28 | Tavern not attracting guests. | Unknown. |
| 0001854 | 5 | Dwarf Mode -- Jobs, Fishing | minor | new | 2016-03-27 | if cavern pool has no fish, fishers never give up trying to fish there. | 1) find an underground fish free cavern pool
2) designate it as a fishing zone
3) watch fishers |
| 0000907 | 5 | Contaminants/Spatter | text | new | 2016-03-26 | Pools of human blood show up as "piles of vomit" | Kill someone in a bloody fashion, then (l)ook at a spot with a pool of blood. |
| 0003712 | 6 | Adventure Mode -- Reactions | minor | new | 2016-03-26 | Product dimensions act weird | Try out the Tanmod and Wanderer's Friend, on the Dwarf Fortress File Depot. |
| 0009657 | | Init Options | feature | new | 2016-03-24 | DF does not complain when an announcement.txt entry is missing | |
| 0002907 | 11 | Dwarf Mode -- Justice | minor | new | 2016-03-23 | Justice beatings frequently cause death via compound fracture of the skull | |
| 0009652 | | Dwarf Mode -- Interface, Unit View | trivial | new | 2016-03-22 | Wagons that "die" from fire appear as constantly burning in Dead/Missing list | 1. Set fire to Wagon, however you can.
2. Wait for Wagon to 'die'
3. Check Dead/Missing |
| 0009631 | | Dwarf Mode -- Interface, Animals | text | acknowledged (user1294) | 2016-03-22 | Single creature hatching results in plural "(creature) have hatched" announcement | Hatch some cave dragons. |
| 0009617 | 4 | Dwarf Mode -- Items | major | resolved (user1294) | 2016-03-22 | Workshops stop finding resources | Save file: https://www.dropbox.com/s/5gy9i2cimjfwp2w/region1.zip?dl=0
Leatherworker's should be in bugged state. |
| 0009622 | 3 | Dwarf Mode -- Justice | minor | resolved (user1294) | 2016-03-22 | Brawl in fortress resulting in death does not result in criminal receiving justice | 1. Have your dwarves fight one another (supposedly initiated from an argument with each other?)
2. Look at results from fight (injuries and/or deaths)
3. Wait and monitor Justice menu. |
| 0009073 | 1 | Dwarf Mode -- Jobs, Burial | minor | resolved (user1294) | 2016-03-22 | dwarf hauls body part to tomb and back to | |
| 0009647 | 1 | World Generation -- General | feature | resolved (user1294) | 2016-03-22 | Only artifacts being created in world generation are slabs, codexes, scrolls and parchments. | Produce a world, either using the quick default method or advanced parameters, and view artifacts in Legends mode. Every world I've made produces the same effects. |
| 0008537 | 5 | Dwarf Mode -- Environment | major | assigned (user6) | 2016-03-20 | Surface Tree Growths Underground Hang Plant Gathering | 1. Embark on a heavily-forested, flat area.
2. Dig out a large (~30x30) pasture directly below the surface, destroying many roots.
3. Designate the area for plant gathering.
4. Wait for fruiting season.
(You may need to breach the caverns.) |
| 0009643 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2016-03-20 | Removal of up/down staircase causes pathing through non existent tile above | |
| 0009642 | | Dwarf Mode -- Transport/Hauling | minor | new | 2016-03-20 | Some pond filling jobs take a long detour | |
| 0009640 | | Dwarf Mode -- Combat | major | new | 2016-03-18 | Loyalty cascade, apparently from being attacked by a vulture | I know other people have had random loyalty cascades, I'm not sure if there are specific steps to reproduce. |
| 0009638 | | Dwarf Mode -- Jobs, General | minor | new | 2016-03-18 | Lye in artifact barrels cannot be used for making soap. |
Have an artifact barrel full of lye. Try to make soap. Soap option is red in workshop and manager-jobs just get cancelled. |
| 0009606 | 5 | Dwarf Mode -- Visitors | minor | new | 2016-03-17 | Crossbowman mercenaries cannot be assigned to squads | 1. Accept crossbowman mercenary's petition to soldier at the fort
2. Try to put crossbowman in a squad |
| 0009634 | 1 | Adventure Mode -- Environment | minor | new | 2016-03-17 | Exiting out of Fast Travel will sometimes have companions spawning on top of buildings | 1. Go into fast travel mode
2. go into an area that has buildings
3. get out of fast travel
the chances of this happening will increase if you're on a road of the fast travel map within the populated area. |
| 0009576 | 4 | Dwarf Mode -- Trade | major | | 2016-03-16 | Sold master quality items reported as "lost masterworks" upon merchants leaving the map | Start DF in 42.04 version on tiny world. Make sure Dwarfs Fortress is abandoned and there are no other Dwarfs.
Start embark by reclaiming the Dwarven fortress. Get the Queen.
Make sure for 1-3 years that Queen keeps hammering embargoes on 2 favorite items, while making constant mandates on production of new items.
Change DF to 42.06 and copy over old save. They suppose to be compatible...
Make sure to sell all earlier embargoed items to merchants and change export value from 0 to something much much more. |
| 0009627 | | Dwarf Mode -- Interface, Text | minor | new | 2016-03-14 | nickname within bracets are not correctly displayed in engraved wall description | simply have some dwarf engrave a wall and then give it a surname like "( [somename] )" and in the engraving description you should not see the [somename] |
| 0009322 | 6 | Dwarf Mode -- Justice | minor | new | 2016-03-13 | Death from sudden brawl/loyalty cascade is not reported as a crime | |
| 0009578 | 6 | Adventure Mode -- General | minor | new | 2016-03-13 | stationary instruments cannot be used | |
| 0009052 | 16 | Dwarf Mode -- Environment | major | | 2016-03-13 | Map Regeneration + Reveal of all tiles + Fire clay appearing and expanding on surface + Human merchants arriving in Autumn | Here is the savefile: http://speedy.sh/eAxJY/Alabedefini
The bug occurs on the day of the save. Just unpause and soon after it should happen. |
| 0005278 | 15 | Dwarf Mode -- Environment | minor | new | 2016-03-07 | Lungfish can fly | |
| 0009614 | 2 | Dwarf Mode -- Visitors | trivial | new | 2016-03-07 | Visitors hang around past the point of their clothes rotting off | Run a tavern for a long time, I guess? |
| 0008172 | 6 | Adventure Mode -- Sites | minor | new | 2016-03-07 | Waiting/sleeping in vaults resets them | 1. Find a vault
2. Enter and kill a few denizens
3. Sleep/wait for a few hours (even one hour can work) |
| 0009615 | 2 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2016-03-07 | Animal trainer uses a stone to tame cave spiders | |
| 0009559 | 3 | Dwarf Mode -- Visitors | minor | new | 2016-03-06 | No visitors path to fortress (but sieges, merchants do) | |
| 0009613 | | Dwarf Mode -- Jobs, Items | minor | new | 2016-03-06 | Do task now! causes simultaneous workshop tasks. | Have multiple tasks queued in a workshop.
Have enough available dwarfs with suitable labor enabled.
Set one or more of the queued tasks to Do Task Now! |
| 0009611 | 1 | Dwarf Mode -- Jobs, Item Improvements/Decorations | trivial | resolved (user1294) | 2016-03-06 | "Make Large bone Gem" job available in craftsdwarf workshop | |
| 0009609 | 1 | General | trivial | resolved (user1294) | 2016-03-04 | Cannot press buttons involving ALT on Ubuntu systems. | Press the alt key with Dwarf Fortress open. |
| 0009608 | 1 | Dwarf Mode -- Reclaim | crash | new | 2016-03-03 | retired inhabited fort consistently freezes game | Can always reproduce on the original fort I started with. Have not tried building a new civilization into mountainhome to be able to reproduce the bug. |
| 0009604 | | Adventure Mode -- Inventory | trivial | new | 2016-02-29 | Adventurers can wear 1000+ rings | Butcher corpses, craft bone rings, wear rings. Repeat. |
| 0009528 | 3 | Adventure Mode -- Conversation | major | new | 2016-02-29 | Slaying undead foes does not show in the rumors log. | Kill an undead creature with a name and try to tell someone about it. |
| 0009602 | 3 | Dwarf Mode -- Items | minor | resolved (user1294) | 2016-02-29 | Guests visiting Library steal books, quires made in fortress | Have a fortress Scribe copy onto a sheet (which is made into a quire.) A guest visiting the library will walk off with it, even if you forbid the item as they walk off. |
| 0009597 | 3 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | major | new | 2016-02-26 | Dwarvs won't interact with farm plots placed on muddy soil | Muddy a stone floor, lay out a farm plot, watch your dwarves ignore it. |
| 0009050 | 19 | Miscellaneous Crashes | crash | | 2016-02-25 | when i start to embark and then i finish preparations i crash: windows has crashed for an unexpected reason | just embark like normal on my lenovo laptop |
| 0009596 | | Adventure Mode -- Sites | minor | new | 2016-02-25 | Adventurers can't fast travel from home site if it's a camp (or dark pits) | Select a character whose starting location is a camp or a dark pits (both options are available without modding, although dark pit starting locations are fairly rare).
Try to fast travel. |
| 0009595 | | Dwarf Mode -- Interface, Unit View | minor | new | 2016-02-24 | Vampire's true name is revealed at the bottom of the thoughts and preferences screen | Look at the bottom of the thoughts and preferences screen of a vampire dwarf |
| 0008204 | 3 | Dwarf Mode -- Buildings, Machines | trivial | new | 2016-02-23 | Kea steals items that are off site map | |
| 0009592 | 1 | Dwarf Mode -- Interface, Burrows | minor | new | 2016-02-23 | Needs type "jobs" sometimes defy burrows | |
| 0009580 | 3 | Weather | minor | new | 2016-02-22 | Evil Cloud does not cause Syndrome | Wait for a cloud to drift by (won't take to long) let units get caught by it. |
| 0009589 | 3 | Dwarf Mode -- Invasions | minor | resolved (user1294) | 2016-02-22 | vile force of darkness is made up of dwarfs | |
| 0009585 | 1 | Legends Mode -- Map Export | minor | new | 2016-02-21 | Exported nobility/holdings map does not show location of monarch | 1. Generate a world with two or more dwarven civilizations sharing one mountain range.
(1b. during worldgen, monarch of one civilization moves to a site that is located on the same mountain range as the site where another civilization's monarch lives)
2. Export the "Nobility/Holdings" map from the detailed maps in Legends mode.
3. Look for the pink dot representing the monarch's fortress (see 11/9/2012 devlog for how to read the map: http://www.bay12games.com/dwarves/dev_2012.html_ |
| 0009534 | 5 | Dwarf Mode -- Immigration | major | | 2016-02-20 | [BABY_CHILD_CAP:8:20] Not Respected | Have not tried. Observe high Dwarf children numbers in save. |
| 0009583 | | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2016-02-20 | When Confined to Burrow, Dwarves cancel Handle Cat jobs even after cats removed from pasture | |
| 0009572 | 2 | Adventure Mode -- General | major | new | 2016-02-18 | unconscious companions disappear when resting/sleeping/fast traveling/etc | With a companion with no negative status other than unconscious, offload the current location by any means available; take your choice. When a local tile loads again, said companion doesn't appear again, but you may find yourself crawling while crossing the tile he used to occupy. |
| 0009573 | | Adventure Mode -- AI | minor | new | 2016-02-17 | Criminal gangs living in dungeons are 1) not hostile and 2) cause 'murderer' reaction | |
| 0009570 | | Dwarf Mode -- Immigration | minor | new | 2016-02-16 | Devilish fog thralls from the trade caravan will sometimes return as migrants | - Have trade depot in devilish fog region
- Allow merchants to get thralled and fight until only a few remain
- Merchant thrall will wander off into the wilderness
- An undetermined amount of time later, thrall may migrate to fortress along with a wave of other dwarves |
| 0009569 | | Dwarf Mode -- Trade | minor | new | 2016-02-16 | Aborting Baron Appointment Caused Odd Behavior | Reproducibility not yet attempted, these are the steps as best I remember that led to the current dilemma.
1) Establish an out of the way Fort, this one was reasonably near the south pole. Very cold all year.
2) Grow normally until the Liaison informs you that your settlement is being considered as a Barony.
3) Tell him no for the first few years.
4) Finally accept his offer and browse for a candidate.
5) ESC/Abort out of candidate selection
If it is reproducible, he should immediately tell you, "Our fortunes rise and fall together" and depart-- no trading caravan should arrive at the depot etc. |
| 0009568 | | Technical -- General | crash | new | 2016-02-16 | Game Crashes On Launch | 1) Launch Game
2) Terminal Pops up showing message as shown in additional information
3) df.exe window pops up for a couple seconds showing only a grey window
4) df.exe window disappears but still shows as running but not responding |
| 0009547 | 5 | Dwarf Mode -- Combat | major | new | 2016-02-16 | Dwarf falling on top of archery target slams into it repeatedly, but never lands | Get a dwarf knocked off a hillside over an archery target?
Or just load the save I put on dffd (see Additional information). |
| 0009556 | 1 | Adventure Mode -- Trade | minor | new | 2016-02-16 | Armorsmith's shop is empty. I can buy only coins! | 1.Enter the shop (you're already in Armorsmith's shop)
2. Try bo buy anything.
3. Buy some coins. It's a good deal, right? |
| 0009429 | | Dwarf Mode -- Interface, Military Screen | minor | | 2016-02-15 | Deleting item from uniform does not update material selection to that of the newly-selected item. | 1: Create a uniform which ends with an "individual choice" weapon.
2: Open up the materials section for that weapon.
3: Delete the weapon.
4: Press right to go back to the materials list, and you can assign any of the weapon's materials (incl. all metals, obsidian, wood and bone) to the item immediately above it in the uniform list. |
| 0009423 | | Dwarf Mode -- Justice | trivial | | 2016-02-15 | Visitors are punished for violating production orders. | |
| 0009495 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | | 2016-02-15 | "In anguish over a spouse's miscarriage" does not occur on spouse, but on wife who miscarried. | With the above said, I've not been able to reproduce this as it doesn't seem to me like miscarriages happen often at all. I didn't even realize it was possible.
It happened for me by accident; the fort was out of booze for a short period without a water source. While everyone was flashing blue for a bit, the miscarriage happened, and I made note of the thoughts issue.
I do wish I had the save, but alas for that. |
| 0009195 | 11 | Dwarf Mode -- Pets | major | | 2016-02-15 | Cats dying for no reason - alcohol poisoning? | |
| 0009566 | 1 | Adventure Mode -- Quests | minor | new | 2016-02-15 | I can't report death of someone If I stab him until he suffocade | |
| 0009564 | 1 | General | crash | new | 2016-02-15 | White blank screen on startup, sound continues | |
| 0009563 | | Dwarf Mode -- Jobs, Equipment | minor | new | 2016-02-14 | Dwarves pickup drinking equipment before performing another job | Don't know. I tried to reproduce it with a new game, but there, the job of picking up a goblet is shown as "Drink".
In the attached savegame, the carpenter seems to do that every time between regular jobs. |
| 0005291 | 1 | Typos/Grammar | text | confirmed (user6) | 2016-02-13 | Butchery produces body parts named "hoof hoof" / "tooth tooth" / "horn horn" | |
| 0009560 | 5 | Adventure Mode -- Combat | minor | new | 2016-02-12 | You can't hurt you enemy by pinching his upper body. | 1. Pinch your enemy
2. You can do it forever, because he can't be hurt because of this. |
| 0003624 | 10 | Adventure Mode -- Combat | major | new | 2016-02-11 | getting bruised brain kills you | |
| 0009558 | | Adventure Mode -- Sites | minor | new | 2016-02-11 | Bandit camps can (no longer) be taken over | 1. Don't start as an outsider.
2. Ask around to locate a bandit camp.
3. Visit said bandit camp.
3a. If you hit a goblin camp instead, run screaming like a little girl and hope you survive to repeat step 2.
4. Locate the local leader by asking around.
5. Lay claim to the site and bump off the boss (good luck with that).
5a. If you can't get the group-naming menu to come up, you forgot step one.
6. Behold the non-existent majesty of your non-existent conquest. |
| 0009557 | | Miscellaneous Crashes | crash | new | 2016-02-11 | Crash while running back to lair as night fell | When next I play I will follow a similar course of action, but I don't reasonably expect reproducibility at this point. |
| 0009544 | 1 | Dwarf Mode -- Visitors | minor | new | 2016-02-09 | Outpost liaison gives birth while in fort, leaves the baby behind when she leaves. | |
| 0009546 | 5 | Geology | tweak | resolved (user1294) | 2016-02-09 | Obsidian casting creates sand floors | 1) Dig out a block
OR
Make a block box (above z=0)
2) Pump in magma(or water)
3) Pump in water(or magma)
4) dig out a tile of obsidian, which makes the soil appear |
| 0009548 | 1 | Animal Populations | minor | resolved (user1294) | 2016-02-09 | Playing adventure mode causes massive cave animal population drops | 1. Export world/map info into a file (click "p" while in legends mode).
2. Play adventure mode.
3. After ending an adventure, export world/map info into a file again and notice massive underground animal population drops. |
| 0006896 | 14 | Dwarf Mode -- Environment | minor | confirmed (user6) | 2016-02-09 | Mining a vein or cluster leaves floor tiles of the layer stone (natural cave formation doesn't) | Mine any stone that occurs in veins or clusters. |
| 0009545 | | Dwarf Mode -- Visitors | minor | new | 2016-02-07 | Visitors do not turn hostile/leave map if attacked by military | Order dwarfs to shoot incoming visitors. (Melee guys might kill unarmed visitors too fast for them to get the chance to retreat) |
| 0009543 | | Adventure Mode -- General | crash | new | 2016-02-07 | Game crashes when i try to look at or try to take an item Form a dead Forgotten beast | Load the save File(http://dffd.bay12games.com/file.php?id=11753).
Try to look at the dead Forgotten beast 1 square right.
or
Walk 1 step to the right and try to take something(g).
|
| 0009541 | | Dwarf Mode -- Diplomacy | minor | new | 2016-02-07 | Outpost liaison attacks tamed semi-megabeast | 1. Cage a semi-megabeast (first esnure it has bloody enough history by letting it kill a few dwarves)
2. Train the beast
3. Release the beast in the meeting area
4. Wait until dwarven caravan arrives |
| 0009540 | | Dwarf Mode -- Items | minor | new | 2016-02-07 | Dwarves will take used sutures from corpse and deposit them in cloth stockpile. | I assume have a dwarf die with thread that has previously been seewn into them from getting sutures. watch what dwarves take from corpse. |
| 0009539 | | World Generation -- General | minor | new | 2016-02-06 | Immortality is the only working goal for secret-seekers. | Create a custom secret, with, say, [IS_SECRET_GOAL:START_A_FAMILY]. Then generate a world. No secrets with those goals will be found. |
| 0009358 | 5 | Dwarf Mode -- Military | minor | new | 2016-02-04 | Squad stays in tavern/library instead of attacking target of kill order. | Not yet reproduced. Save available at
http://dffd.bay12games.com/file.php?id=11493 |
| 0009532 | 3 | Dwarf Mode -- Military | minor | new | 2016-02-04 | Dwarves infected by werebeast ignore station order | |
| 0008146 | 1 | Pathfinding | minor | new | 2016-02-03 | Retreating siege jumps into lake | Save is at http://dffd.wimbli.com/file.php?id=9507 |
| 0008764 | 1 | Dwarf Mode -- Jobs, Military | major | new | 2016-02-03 | Off-duty dwarves prefer drinking from waterskins even if booze is available elsewhere | * Assign military to fill their waterskins with water
* Provide booze
* Wait |
| 0008852 | 4 | Weather | minor | assigned (user6) | 2016-02-03 | Snow generated on the ground melts away regardless of temperature | To reproduce in arena:
0. Make sure temperature is on in your settings.
1. Go to arena.
2. Turn temperature to absolute zero.
3. Coat the arena in snow.
4. Unpause and watch.
To reproduce in dwarf mode:
0. Make sure temperature is on in your settings.
1. Embark on a tundra.
2. Unpause and watch. |
| 0009030 | | Vegetation | minor | new | 2016-02-03 | Plant token [GROWTH_DENSITY] has no effect | |
| 0009466 | | Dwarf Mode -- Invasions | minor | new | 2016-02-03 | Discovered kobolds just stand there | No idea, I've never seen this before. |
| 0009330 | | Dwarf Mode -- Jobs, Cooking and Food | minor | acknowledged (user11) | 2016-02-03 | Feather tree eggs dissolve when harvested | 1. Find feather tree
2. Put plant gathering zone around it with a stepladder
3. Wait for feather tree eggs (mid-summer)
4. Look for eggy smears on the ground |
| 0007503 | 7 | Dwarf Mode -- Jobs, Healthcare | major | new | 2016-02-03 | Medical dwarves don't prioritize stanching blood flow | Break some dwarves' limbs, 0000003:0000002 places per limb
Allow the survivors medical treatment |
| 0007306 | 4 | Adventure Mode -- Reactions | major | new | 2016-02-03 | Goblin born in elven civ attacks elf adventurer on sight | 1. Gen a world in which a civilized race conquers a goblin site
2. Start an adventurer at that site
3. Go find a goblin |
| 0006365 | 1 | Creatures | trivial | new | 2016-02-03 | Buildingdestroyers destroy roc nests; adult rocs don't care. | 1. Find roc lair with a nest.
2. Spawn building destroyer. |
| 0009533 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2016-02-03 | Dwarf wont train animals on pasture if there are caged ones | Assign any trainer to caged trainable animals, then pasture some of them and wait. |
| 0009527 | 5 | Dwarf Mode -- Military | minor | resolved (user11) | 2016-02-02 | Dwarf doesn't drop item immediately when ordered to kill something. | I haven't tried, but I assume if you get a military dwarf (with all their equipment) to do a task like butcher a corpse and then order him/her to attack something, they will continue to haul the item for a bit. |
| 0009530 | 1 | Dwarf Mode -- Jobs, Hunting | minor | new | 2016-02-02 | With no Butcher's Shop present, hunters will drop animal corpses in the middle of the dining room | Either assign a dwarf as a hunter or have one arrive as a migrant before constructing a Butcher's Shop or refuse stockpile. |
| 0009529 | 3 | Dwarf Mode -- Interface, Military Screen | minor | new | 2016-01-31 | Mercenary drafted into military drops his personal weapon; it cannot be reassigned to him | |
| 0000903 | 14 | Dwarf Mode -- Invasions | minor | new | 2016-01-31 | Items on corpses of slain invaders remain {forbidden} despite o-F-t | |
| 0009525 | 5 | Dwarf Mode -- Military | minor | new | 2016-01-29 | Giant Hedgehog vs Corpse | |
| 0009520 | 2 | Dwarf Mode -- Jobs, Activity Zones | minor | new | 2016-01-28 | Repeated "Herbalist cancels Gather Plants: Dangerous terrain" errors when using a stepladder | |
| 0009445 | 12 | Adventure Mode -- General | crash | new | 2016-01-27 | Random save crashes | Reload after crash, do anything, go anywhere, save and expect a crash. The reproduceability is pretty consistent, but working around it isn't. |
| 0009522 | | Technical -- Saving/Loading | crash | new | 2016-01-27 | Hangs at "loading game objects," then crashes at "loading jobs list." | Load the game |
| 0009519 | | Adventure Mode -- Display | text | new | 2016-01-26 | Wordsmith and Writing skills transposed in status listing | Open z-stats and find the skills near the bottom of the list. The order is always swapped. |
| 0009124 | 5 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2016-01-24 | Animal trainer goes to old pasture and get stuck | I've moved newborn and organized their training in the same way many times without any trouble, so it can't happen very often. |
| 0009502 | 3 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user11) | 2016-01-23 | Dwarf stuck holding material for in-tree construction, never moves to site | embark
chop down a tree for lumber
build a stairway next to another tree such that it goes through a "twigs" or "branches" tile |
| 0009511 | | Dwarf Mode -- Jobs, Assignment of Jobs | trivial | new | 2016-01-23 | Perfomances are been "consumed" from the other room. | Create tavern.
Split it with wall and internal doors.
Visitors by occasion will take and consume actions in different parts. |
| 0009510 | | Adventure Mode -- Conversation | text | new | 2016-01-23 | Missing text when npcs comment on your fights with unnamed critters | Kill some mountain goats.
Go tell some NPCs about it |
| 0009451 | 2 | Creatures | tweak | new | 2016-01-23 | Carp give live birth to carp fry | 1. Settle by a river with a carp population.
2. Cue "Carp has given birth to a carp fry!"
3. (Optional) Send a fisherdwarf to the river to record carp mating behavior for !!science!!. |
| 0009508 | | Combat -- General | trivial | new | 2016-01-23 | Ranged combat always misses when shooting at target on the same tile | 1. Go to Arena Mode
2. Spawn two units with ranged equipment on the same tile
You will see them shooting, but there is no combat message.
You can take control of one unit, and try firing (f) at the unit on the same tile as you. There will be no message.
However, you will notice that your bolt count has decreased, and your speed has increased (due to carrying 1 less bolt). Shoot more, and you might notice that your ranged skill has also increased. |
| 0009507 | 1 | Adventure Mode -- General | crash | new | 2016-01-22 | after loading the game it will crash if you just walk around and load more area. | Explore undiscovered areas until the crash
(it usually doesn't take long) |
| 0009501 | 1 | Dwarf Mode -- Idle Behavior | minor | new | 2016-01-22 | After Fighting Undead (from tower) Dwarves idle: Don't eat, don't drink, don't go to sleep | ??? |
| 0009472 | 2 | World Generation -- General | trivial | new | 2016-01-21 | Historical figure continuously has competitions with himself | |
| 0009498 | 3 | Adventure Mode -- Combat | major | new | 2016-01-21 | Jumping and dodging soon afterward causes erratic dodge behavior | 1. Make an adventurer, preferably with high dodge skill.
2. Provoke combat, preferably with multiple opponents.
3. Jump at one of them.
4. Attempt to dodge an attack, and select one of the options appearing lower on the list. |
| 0008147 | 2 | Dwarf Mode -- Reclaim | minor | acknowledged (user11) | 2016-01-21 | Retire with caravan present --> live wagons scattered around site | 1. Retire fort while dwarven caravan is at the trade depot
2. Visit same fort with an adventurer and look for wagons |
| 0005437 | 1 | Dwarf Mode -- Justice | minor | new | 2016-01-20 | Cancellation spam when Guard Captain and Hammerer are same dwarf: "cancels beating, invalid officer" | See description |
| 0009464 | 4 | Dwarf Mode -- Jobs, Eating/Drinking | minor | assigned (user11) | 2016-01-20 | Dwarf won't eat/drink | |
| 0009497 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2016-01-19 | Pets with CAN_LEARN and PACK_ANIMAL do not drop their items when hauled | 1. Mod in a creature with both CAN_LEARN and PACK_ANIMAL.
2. Let it haul some stuff. |
| 0009441 | 3 | Dwarf Mode -- Stockpiles | minor | resolved (user11) | 2016-01-19 | Cannot make quires from paper sheets stored in bins | Create a stockpile for sheets, and have bins. Produce sheets. Attempt to make quires. Fail. Dump contents of bins, unforbid, and do not allow bins in the stockpile. Stockpile fills with sheets, quires can be made again. |
| 0009463 | 3 | Dwarf Mode -- Skills and Professions | trivial | resolved (user11) | 2016-01-19 | Announce spam of child dropping cups | |
| 0009332 | 3 | Dwarf Mode -- Trade | major | resolved (user11) | 2016-01-19 | Wagon scuttling and trader being overcome with horror. | I saved the moment the caravan arrived, so the save right before the scuttling is here: http://dffd.bay12games.com/file.php?id=11467 |
| 0009494 | 2 | Creatures | minor | new | 2016-01-19 | [CAN_SPEAK] cannot be added to Zombies | Create a custom-interaction-cum-syndrome that can add speech to zombies, and use it in the arena. |
| 0009430 | 3 | Dwarf Mode -- Military | minor | new | 2016-01-19 | Beak dogs mounted on beak dogs arrive during goblin sieges | Get a siege from mounted goblins. Might take two or more sieges. |
| 0003771 | 4 | Legends Mode -- Historical Figures | minor | new | 2016-01-19 | Demonic prisoners can become civ leaders while still prisoners | The following worldgen has most recently resulted in this behavior for me:
Created in DF v0.31.18.
[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 345511]
[SEED:302339924]
[HISTORY_SEED:2846225564]
[NAME_SEED:905369640]
[CREATURE_SEED:2355940224]
[DIM:65:65]
[EMBARK_POINTS:1274]
[END_YEAR:550]
[BEAST_END_YEAR:550:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:3:2:0:1:0:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:3:5:4:3:2:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MEGABEAST_CAP:2]
[SEMIMEGABEAST_CAP:4]
[TITAN_NUMBER:1]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_CREATURE_NUMBER:22]
[GOOD_SQ_COUNTS:1:16:0]
[EVIL_SQ_COUNTS:1:16:0]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:5:5]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:2]
[NON_MOUNTAIN_CAVE_MIN:3]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:528]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:136:272:136]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:1056:528:0]
[VOLCANISM_RANGES:0:0:0]
The culprit is the mouse devil Yetine, who became the master of the Tufted Ticks in 7, was imprisoned by the Confederacies of Wiping in 87, and became the law-giver of the Confederacies in 499 when the previous law-giver died without an eligible heir (all but one either dying before him or being abducted by goblins, and the last being too young to rule).
If necessary, I can still upload the save. |
| 0002448 | 30 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2016-01-19 | Dwarves Give Water to non-wounded | |
| 0009492 | 3 | Dwarf Mode -- Immigration | minor | resolved (user1294) | 2016-01-19 | Other race citizens can not be assigned to occupations like tavern keeper. | |
| 0009493 | | Technical -- Saving/Loading | crash | new | 2016-01-18 | Crash on Load | Load save. |
| 0009489 | 2 | Adventure Mode -- AI | major | new | 2016-01-18 | Zombies do not stop attacking necromancer adventurer | 1. Attack necromancer's tower.
2. Let the zombies chase you around like they've got any possible chance to catch you whatsoever.
3. Enter tower and find something with the secrets of life and death, and then read it.
4. Leave tower and run circles around the zombies, again. Note that they are just as confident in their ability to catch you as before you became a friggin' wizard. |
| 0009443 | 4 | Dwarf Mode -- Jobs, Equipment | minor | | 2016-01-18 | Dwarfs acquire and equip multiple empty goblets | Uncertain. Guessing: have a dwarf who likes goblets, and produce lots of goblets. |
| 0009271 | 9 | Dwarf Mode -- Buildings, Cages and Chains | minor | | 2016-01-18 | troglodytes [intelligent/untamable animals?] cannot be assigned to a cage or chain | This save has the camera on a troglodyte cage (built after catching the troglodyte) and an unused lead chain restraint, as well as several caged troglodytes.
http://dffd.bay12games.com/file.php?id=11417 |
| 0009333 | 1 | Dwarf Mode -- Interface, Cages and Chains | minor | | 2016-01-18 | Cannot pit intelligent creature (nor assign them to a cage) | Catch goblin or other intelligent besties. Try to assign them to pit/pond zone or a constructed cage. Not possible, |
| 0009465 | 1 | Dwarf Mode -- Buildings, Cages and Chains | major | | 2016-01-18 | Sentient invaders and intruders cannot be assigned to a cage/chain/pit | Catch a goblin/troglodyte/other creature with [INTELLIGENT] or [CAN_LEARN] by a cage trap. Creature must not be undead.
Designate a pit zone.
Open Pit/Pond information. Captured creature will not appear in that list.
Build an empty cage or restraint. Captured creature also cannot be assigned to it. |
| 0009219 | 9 | Dwarf Mode -- Jobs, Items | minor | | 2016-01-18 | Dye stored in barrels without bags | get some dye in a barrel, it is no longer inside a bag in the barrel, attempt to dye thread or cloth.
dorf takes the thread/cloth to the dyer, and then there is a message "Urist, McDyer cancels Dye Thread: Needs unrotten dye item." |
| 0009293 | 1 | Dwarf Mode -- Jobs, Hauling | minor | | 2016-01-18 | Dwarves hauling dimple dye without bags | |
| 0009435 | 17 | Dwarf Mode -- Interface, Status | minor | | 2016-01-18 | Total value of exported goods remains zero after exporting goods | I've attached a save file with this bug. The caravan has arrived and I've traded with them. You can trade some more if you'd like since there's still a bit of time before they leave.
http://dffd.bay12games.com/file.php?id=11573 |
| 0001896 | 2 | Dwarf Mode -- Buildings, General | minor | | 2016-01-18 | Custom workshops get assigned (a) key by default | Make a custom building. Do not include a [BUILD_KEY:] tag, or specify [BUILD_KEY:NONE]. Voila. |
| 0009237 | 1 | Dwarf Mode -- Jobs, Hauling | major | resolved (user11) | 2016-01-18 | Haulers claim ownership of wheelbarrows then carry them everywhere | |
| 0009484 | 1 | Dwarf Mode -- Interface, Building Construction | major | resolved (user11) | 2016-01-18 | Material for the construction | |
| 0009478 | 2 | Dwarf Mode -- Moods | minor | resolved (user11) | 2016-01-18 | Fey Mood Craftsdwarf -> Legendary Miner | |
| 0009490 | 1 | Adventure Mode -- Conversation | major | new | 2016-01-17 | Cannot ask to become hearthperson or for hearthperson orders | |
| 0009483 | 1 | Adventure Mode -- Combat | major | resolved (user11) | 2016-01-17 | Item duplication via wrestling with both hands. | 1. Find a goblin with a weapon.
2. Knock him unconscious by brawling.
3. Wrestle him and grab hold of his weapon with left hand, then with right hand.
4. Move away.
Observed: you now have two identical weapons, one in each hand.
Expected: weapons not to multiply like bacteria by division. |
| 0009488 | 1 | Dwarf Mode -- Locations | crash | new | 2016-01-17 | Assigning a specific dwarf to the library as a scholar causes a crash | Assign the dwarf named BUGGED to the library as a scholar. Crashes every time. |
| 0009473 | 4 | Pathfinding | minor | new | 2016-01-17 | Can’t link lever to doors | Not sure how to re-produce in another fortress, but a save of this fortress has been uploaded:
http://dffd.bay12games.com/file.php?id=11649
Just load and let it run, you will see a job suspended messages. |
| 0009481 | 1 | Dwarf Mode -- Jobs, Items | block | resolved (user11) | 2016-01-16 | ..., ... cancels Store Item in Stockpile: Item inaccessible. | |
| 0008933 | | Dwarf Mode -- Artifacts | minor | resolved (user11) | 2016-01-16 | Reclaimed artifacts are "fake-tradeable." | I'd imagine you'd have to reclaim a fortress with an artifact still inside of it, and since you can't get it to trade by itself, grab the bin it was in and designate it for trade. I couldn't reproduce because my computer is too slow to make it sensible. |
| 0009480 | | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user11) | 2016-01-16 | Dwarves will claim metal minecarts for themselves | |
| 0009432 | 8 | Adventure Mode -- Buildings | major | | 2016-01-14 | Certain buildings' layout changes every time to visit them | |
| 0009475 | 4 | Dwarf Mode -- Stockpiles | minor | new | 2016-01-14 | Dwarves don't bring sentient corpses to refuse stockpiles. | Get a dead sentient that is not due for a proper burial.
|
| 0009474 | 3 | Dwarf Mode -- Items | minor | new | 2016-01-14 | Dwarf's clothing on fire but taking no fire damage to her or anyone else | this fire was caused by a forgotten beast made of fire that spread possibly igniting the clothing. |
| 0009403 | 9 | Dwarf Mode -- Items | major | | 2016-01-13 | Tavern visitors served drinks equip mugs and don't consume contents | make fort, make mugs, make tavern(s), let things roll, watch your dwarves' inventories and your combat logs. |
| 0009422 | 2 | Typos/Grammar | text | | 2016-01-13 | CREATURE:FISH_RATFISH_SPOTTED (spotted ratfish) "lives in the oceanÆs muddy shallows" | |
| 0009470 | 1 | Miscellaneous Crashes | crash | resolved (user11) | 2016-01-12 | Segmentation fault trading with dwarven caravan | |
| 0009462 | 2 | Dwarf Mode -- Reclaim | minor | | 2016-01-12 | Related to 9176, Issue of merchants appearing when fort retired seems to remain | |
| 0009468 | | Adventure Mode -- Quests | minor | new | 2016-01-11 | When starting new adventurer in same town as previous deceased adventurer, questlog full of weird ante-dated rumours. | 1. Make an adventurer.
2. Let them generate a rumour. Like by singing in a market square.
3. Get killed.
4. Start new adventurer in same town.
5. Check questlog for weird rumours. |
| 0009460 | 3 | Dwarf Mode -- Non-dwarf Citizens | trivial | new | 2016-01-10 | Dead visitors' petitions remain active indefinitely after death | |
| 0009455 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2016-01-10 | Recover wounded targets conscious uninjured dwarf | No idea. This is the first I've seen it. |
| 0009454 | 2 | Dwarf Mode -- Military | minor | new | 2016-01-09 | Squad interface in unit screens of long-term residents is still partially working | - create location, say, a tavern
- set it to "All visitors welcome"
- wait for visitors
- wait for one of them asking for long-term residency
- accept that "P"etition
- "u"--->"z" to get to their unit screen
- switch to "p"roffesion tab
- note the weird state of their squad interface in unit screen |
| 0009458 | 2 | Dwarf Mode -- Items | text | resolved (user1294) | 2016-01-09 | Codexes made from quire written on in fort are always 1 page long | Make quire, have it written on, then assign the "Bind Book" labor at the Craftsdwarf's workshop. |
| 0009461 | | Dwarf Mode -- Environment | minor | new | 2016-01-08 | Embarking on an army camp seems to "untrain" their war-animals | Embark on an army camp containing trained animals.
Check unit list. |
| 0009457 | 2 | Dwarf Mode -- Visitors | feature | new | 2016-01-08 | Slaves come to visit (on their day off?) | |
| 0009387 | 2 | Dwarf Mode -- Interface, Rooms | minor | resolved (user1294) | 2016-01-08 | Meeting area location zone rename menu pauses music | 1. Create an activity zone
2. Set it to Meeting Area (m)
3. Assign location (l)
4. Select location, Rename location (n)
Music stops
5. Hit ESC
Music resumes |
| 0009453 | 2 | Creatures | crash | resolved (user1294) | 2016-01-07 | Nemesis Unit Load Fail | Unknown |
| 0009452 | 1 | Reactions | tweak | resolved (user1294) | 2016-01-07 | Hemp and possibly other above ground plant crops produce no seeds when mashed. | Mash any above ground cloth producing plant, check seeds stocks before and after. |
| 0008533 | 9 | Dwarf Mode -- Jobs, Hauling | minor | confirmed (user6) | 2016-01-07 | One bag contains entire supply (hundreds) of seeds | Play a fort with farms, and all buildings, get attacked by undead who never leave.
Dwarves go into spirals and abandon.
Reclaim and start farming again, keeping seeds in special seed bag only stockpiles.
Seeds become concentrated into only one bag, thus quantum storage bag.
Plant many plump helmet plots, but when a seed is left in the dining room, the entire stock is dragged to pick this one seed up. |
| 0001679 | 5 | Dwarf Mode -- Pets | minor | new | 2016-01-05 | War Dogs remain assigned to dead owners | 1. Assign a war dog to a dwarf
2. Have the dwarf killed
3. The war dog remains assigned to the dead dwarf |
| 0009448 | 1 | Dwarf Mode -- Buildings, General | minor | new | 2016-01-05 | Multiple issues with constructing floors / walls around or above trees | Build stuff on or too close to trees -- I ended up restoring a save the first time there was a floor collapse, so I could see what went wrong, and the same things happened. |
| 0007123 | 2 | Adventure Mode -- Conversation | tweak | new | 2016-01-05 | Ask for directions in underground level of castle 'inaccessible from here' | find a castle
go downstairs
ask someone how to get to a specific site |
| 0009446 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2016-01-03 | "Mill plants" at Quern generates misleading error when bags are unavailable. | 1. Build and place a quern.
2. Designate a one-tile stockpile that accepts only Dimple Cups.
3. Give to the Quern.
4. Wait for dwarves to put Dimple Cups in the stockpile.
5. Queue a job to "Mill plants".
6. Get the error: "... cancels Mill Plants: Needs millable unrotten plants."
7. Designate a stockpile that accepts only bags.
8. Give to the Quern.
9. Queue a job to "Mill plants".
10. Now it works |
| 0009437 | 3 | Technical -- Input/Keybinding/Macros | minor | | 2016-01-03 | Font resizing with mousewheel makes game crash | 1. Start a new game
2. Try to scroll with the mousewheel rapidly while the loading progresses
3. It should crash at some point |
| 0008373 | 8 | Movies -- Playback | minor | | 2016-01-02 | large cmv flashes black-on-red @ for large areas of the screen | 1. download this file and place it in the data/movies folder: https://docs.google.com/file/d/0B5-zDODl1jqDcTNKNERCWloxWGc/edit
2. Type ;l
3. select the file you just downloaded
4. Type p |
| 0009439 | 3 | Dwarf Mode -- Interface, Trade | minor | resolved (user11) | 2016-01-02 | Finished good stockpile's acting weird when trading | |
| 0005765 | 1 | Dwarf Mode -- Interface, Text | text | | 2016-01-02 | One-eyed creatures get improperly pluralized verb -- "eye glow" instead of "eye glows" | |
| 0007240 | 5 | Adventure Mode -- Conversation | minor | new | 2015-12-29 | Units without a tongue can still speak. | (Simplest way)
> Be adventurer
> Attack someone
> Take their tongue
> Talk to them |
| 0009433 | 3 | Adventure Mode -- Crime | major | new | 2015-12-29 | Killing criminal bosses/warchiefs/commanders/etc in public areas incurs the wrath of soldiers and the lord. | |
| 0009306 | 3 | Adventure Mode -- AI | minor | new | 2015-12-29 | Soldier-class angels in Vaults drop their shields. | |
| 0009436 | 1 | Adventure Mode -- Conversation | minor | new | 2015-12-29 | Critical lack of keywords in the rumor dialogue tree | |
| 0007719 | 7 | Adventure Mode -- Retirement | minor | confirmed (user6) | 2015-12-28 | adventures retired in player fort become hostile | 1) Build a fort
2) retire the fort
3) make adventurer (not from that fort)
4) travel to the fort you built
5) retire adventurer in that fort
6) bring fort out of retirement |
| 0008344 | 2 | Creatures | minor | | 2015-12-28 | Undead from world gen are incredibly powerful | a) Enter adventurer Mode, find a tower, open the gates. While your legendary or peasant(doesn't matter) adventurer is being crushed or run-down by the super-powerful undead within, examine their descriptions. You should consistently see that the undead are described as having "incredible muscles" indicating supreme levels of strength.
b) Fortress mode, get invaded by a tower, watch dwarves swiftly be torn to shreds. |
| 0004498 | 5 | Dwarf Mode -- Jobs, Healthcare | minor | confirmed (user6) | 2015-12-28 | Dwarves with lingering medical problems | 1. Load up save.
2. Go to the health screen, navigate to dwarves with problems listed.
3. See broken nails and two cases of spinal injury.
4. Nails are ignored, spinal injuries lead to functional, but permanently crawling dwarves. |
| 0009431 | 1 | Miscellaneous Crashes | block | | 2015-12-28 | Mac launch script does not launch DF | Download DF on a Mac and attempt to run it. |
| 0008930 | 2 | Creatures | minor | | 2015-12-27 | Army of crundle recruits, fleshball recruits, and a mudman recruit show up out of nowhere | |
| 0002568 | 6 | Dwarf Mode -- Interface, Military Screen | minor | resolved (user11) | 2015-12-27 | Dwarves already in squads still appear in the candidates list | Go to the military screen, create a squad, add dwarves. Make a second squad, and the dwarves from the first squad appear in the candidates list. |
| 0009294 | 12 | Dwarf Mode -- Interface, Squad Schedule | major | | 2015-12-27 | Sparring is bugged, Sparring Reports don't show up and Dwarves don't gain skill from sparring | Create a squad and assign them to active/training.
Get a barracks for them to train in. |
| 0009310 | 6 | Dwarf Mode -- Military | major | acknowledged (user11) | 2015-12-27 | Mercenaries physical attributes do not increase | Simply set a mercenary to train with a dwarf squad, compared starting stats to their attributes years into training. |
| 0006060 | 2 | Legends Mode -- History Export | trivial | | 2015-12-27 | History XML file is cp437 encoded, but says it's utf-8 encoded | |
| 0007770 | 3 | Adventure Mode -- Combat | minor | | 2015-12-27 | Necks almost always are easier to hit than Upper and Lower Body parts | Fight something with a neck. |
| 0008719 | 7 | Dwarf Mode -- Jobs, Constructions (walls etc) | crash | | 2015-12-27 | Building constructions over parts of trees crashes | Build a construction on part of a tree |
| 0007651 | 16 | Dwarf Mode -- Pets | minor | | 2015-12-27 | Default ORIENTATION excludes some animals from breeding | |
| 0009428 | 4 | Dwarf Mode -- Jobs, Cooking and Food | major | resolved (user11) | 2015-12-27 | Cannot prepare a meal from the kitchen despite having lots of ingredients | 1. Try to create any type of meal (easy, fine, lavish) at the kitchen |
| 0009405 | 2 | Technical -- General | crash | | 2015-12-27 | Game crashes on startup when PRINT_MODE mode set to STANDARD | 1. Download OS X version
2. Set PRINT_MODE to STANDARD |
| 0009426 | 1 | Dwarf Mode -- Embark/Setup | minor | | 2015-12-27 | Cannot bring copper picks on embark despite picks and other copper things being available | |
| 0003263 | 39 | Technical -- General | crash | | 2015-12-26 | Mac version unable to load up Dwarf Fortress game at all. | If you have a mac, simply download the game, and attempt to run the df file through the terminal which has always been the requirement.
After attempting to load, it'll always give out this message. |
| 0009425 | 1 | Creatures | minor | resolved (user11) | 2015-12-26 | giant desert scorpions no longer in raws | |
| 0009211 | 5 | Dwarf Mode -- Embark/Setup | major | | 2015-12-26 | [f]iltering for no aquifer and embark site has an aquifer | Hard to reproduce, I cannot upload my save file because of the Calendar crash
: ( |
| 0009000 | 1 | Dwarf Mode -- Interface, Kitchen | tweak | | 2015-12-26 | "You have no appropriate ingredients" warning covers some kitchen tab titles | Start a new fortress with no food/drinks and navigate to the kitchen preferences screen. |
| 0008036 | 2 | Dwarf Mode -- Jobs, Hauling | major | resolved (user1294) | 2015-12-26 | Dwarfs won't haul trading goods | Start the game.
Play the game.
Wait for Caravans.
Give order to haul things to Depot. |
| 0007543 | 2 | Vegetation | minor | | 2015-12-26 | collapsing trees combat log | |
| 0007481 | 1 | Dwarf Mode -- Idle Behavior | minor | resolved (user11) | 2015-12-26 | Sleepwalker... | Load the region and look at the broker near the trade Depot.
http://dffd.wimbli.com/file.php?id=9068 |
| 0006724 | 2 | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user1294) | 2015-12-26 | Underground crops which can be planted in the current season are shown as available for all seasons. | |
| 0006177 | 2 | Technical -- General | crash | resolved (user1294) | 2015-12-26 | Fullscreen mode unsupported | Boot DF on a Mac (with Mountain Lion? not sure about other OSX systems) and hit f11: try to find out where it went. |
| 0006161 | 3 | Pathfinding | major | resolved (user1294) | 2015-12-26 | Amphibious Siege Mounts Stick Underwater | Get sieged by amphibious mounts with water around. |
| 0005708 | 4 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user1294) | 2015-12-26 | Spinning thread with any size stack of wool produces only one yarn | At a farmers workshop shear some creatures. Then spin some thread. After your spinner grabs some wool and takes it to the workshop hit t and hover over the workshop. Take note of the stack size of the wool. To see how many yarn you get, wait for your spinner to finish the task and check the inventory of whoever comes by to haul the yarn away, or hit t and check the workshops inventory before the wool is hauled away. |
| 0004896 | 2 | Dwarf Mode -- Flows | crash | resolved (user1294) | 2015-12-26 | Crash on viewing giantess blood | Press k, look at giantess blood |
| 0004562 | 1 | Dwarf Mode -- Combat | major | resolved (user6) | 2015-12-26 | Marksdwarfs will charge and use crossbows as meele weapons | -probably:
- Marksdwarfs without bolts in quivers + kill order |
| 0004444 | 2 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user6) | 2015-12-26 | There is no remove building job | |
| 0004441 | 3 | Dwarf Mode -- Trade | minor | resolved (user6) | 2015-12-26 | Elven traders ask for leather items. | |
| 0004222 | 4 | Dwarf Mode -- Interface, Embark | minor | resolved (user6) | 2015-12-26 | Find Desired Location finds sites with no flux stone (even when asked) | Using the save file at http://dffd.wimbli.com/file.php?id=3967:
1. Start Playing -> Dwarf Fortress
2. At the Choose Fortress Location dialog, select "f: Find Desired Location".
3. Add the following criteria:
a. Flux Stone -> Yes
b. Shallow Metal -> Multiple
c. Deep Metal -> Multiple
4. Do Search and Browse Results
5. Navigate to the little island in the northwest corner, south of the glacier (name: "The Jungles of Dying")
Note that there is no flux stone listed in any of the four biomes of this island. |
| 0003742 | 8 | Dwarf Mode -- Transport/Hauling | minor | resolved (user6) | 2015-12-26 | Dwarves use random stones | Happens at random, sometimes they grab nearby stones, other times they'll go across the map for one. |
| 0002812 | 1 | Technical -- General | crash | resolved (user6) | 2015-12-26 | Crash when switching between fullscreen and windowed with F11 | 1) Load game.
2) Hit F11
3) Observe crash
|
| 0009424 | 3 | Adventure Mode -- General | major | | 2015-12-26 | Just now i attaked me. This bug coming back back... | Look at "a" menu to see.How to reproduse - really, i do n't know. |
| 0009216 | 9 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2015-12-25 | Building floors only selects 2 if using highwood | |
| 0009368 | 4 | Dwarf Mode -- Abandonment of Fort | crash | new | 2015-12-25 | DF Crash in Dwarf Mode | Load the save in 42.03, unpause and wait. |
| 0003348 | 3 | Dwarf Mode -- Combat | minor | confirmed (user6) | 2015-12-25 | Dwarves (including hunters) are scared from [BENIGN] animals and cancel tasks | |
| 0009289 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2015-12-25 | Patient evaluation loops endlessly | |
| 0009421 | 1 | Legends Mode -- Historical Figures | minor | resolved (user11) | 2015-12-25 | Legends battle reports only show the number of historical figures in battles occuring after world gen | 1. Have an army siege your fortress
2. Retire/abandon/have FUN
3. Go to legends mode
4. Find the battle report on the siege
5. Note the number of participants
Also you may check the kill list of your militia's weapons after the siege and write down the names of the notable kills, then check if they are listed on the battle report. |
| 0001497 | 4 | Dwarf Mode -- Jobs, Healthcare | minor | | 2015-12-24 | Wound dressers are not doctors | During embark, give a dwarf Proficient Wound Dresser skill and no other skills, and give another dwarf sufficient social skills to guarantee that the wound dresser does not become expedition leader. The wound dresser will show up as a Peasant rather than a Doctor. |
| 0008815 | | Creatures | major | | 2015-12-24 | Animal breeding is prevented if animals aren't "willing to marry" | |
| 0009375 | 1 | Typos/Grammar | minor | | 2015-12-24 | "Maked" in dolomite description | Look in "raw/objects/inorganic_stone_layer.txt"
Search for "dolomite".
Look at line 81. |
| 0009373 | 1 | Geology | minor | | 2015-12-24 | Solid density of quicklime set to placeholder value | Look in "raw/objects/inorganic_other.txt"
Search for "quicklime".
Look at line 75. |
| 0009374 | 1 | Typos/Grammar | minor | | 2015-12-24 | Typo in generic book name | Look in "raw/objects/text/book_instruction.txt"
Search for "practici".
Look at line 116. |
| 0009419 | 1 | Adventure Mode -- Conversation | minor | new | 2015-12-23 | Not finishing Perfomances | Load the included save.
Attempt to Perform |
| 0009384 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2015-12-23 | Dwarfs interrupted, when no line of sight | 1. Have a fortress
2. Have it attacked.
3. Have dwarfs visible to a ramp that is pathed towards the fortress and the army with follow along
4. Watch the Dwarfs be interrupted. |
| 0009413 | 2 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2015-12-23 | Herbalist gathers until exhausted/thirsty/hungry/encumbered | Designate large gather area with a single gatherer assigned no other labors. Watch them gather 'til they drop. |
| 0009363 | 10 | Adventure Mode -- Sites | tweak | new | 2015-12-23 | Elf entities lack brewing reactions but still make tavern trees. | |
| 0004857 | 1 | Dwarf Mode -- Nobles | minor | confirmed (user11) | 2015-12-22 | Sheriff not promoted to the captain of the guard, captain's position becomes vacant | I happened to save the game a few days before the promotion should happen, and I can reproduce it. |
| 0007624 | | Dwarf Mode -- Nobles | minor | resolved (user11) | 2015-12-22 | Sheriff gets unappointed/not promoted after mayor has been elected | Not sure about reproducibility, but here's what I did
Appoint sheriff, get 50 dwarves, get mayor, sheriff gets disbanded from job, not promoted. |
| 0009339 | 1 | Dwarf Mode -- Reclaim | major | resolved (user11) | 2015-12-22 | Broken visitors on reclaim | |
| 0009337 | 1 | General | major | resolved (user11) | 2015-12-22 | Part of fort goes hostile after unretirement | |
| 0009404 | 2 | Dwarf Mode -- Reclaim | minor | resolved (user11) | 2015-12-22 | Retiring a fort floods it with former merchant caravan personnel | To reproduce with the initial save, before the fortress has been retired. (steps 2 and 3 may not be necessary but are included as that is usually what I do):
1) Load the linked save and retire the fortress (called "Stormcrown").
2) Create an adventurer who starts out in the Dwarven fortress "Stormcrown", part of "The Brave Mine" dwarven civilization.
3) You can retire that adventurer right away, or wander around the site, noting that it is filled with lots of merchants of different races.
4) Optional. If you retired the adventurer from step 3 above, you can reclaim the fortress and see all the left over merchants scattered around the map. |
| 0009212 | 3 | Dwarf Mode -- Reclaim | major | resolved (user11) | 2015-12-22 | Performers/Mercenaries stop being listed as citizens after retiring the fort | 1. Build a fortess with a tavern.
2. Accept some residency petitions.
3. Retire fort.
4. Unretire fort. |
| 0009298 | 1 | Dwarf Mode -- Abandonment of Fort | minor | resolved (user11) | 2015-12-22 | unretiring a fort with visitors flags them as hostile in unit list. | Accept Petitions to join the fortress,Name the non dwarven citizens as it will make keeping track of them far easier.
Retire the fortress once a caravan has arrived and there are visitors within the fortress.
*optional, make an adventurer then retire*
Unretire the fortress and check the unit list. |
| 0009393 | 1 | Dwarf Mode -- Embark/Setup | major | resolved (user11) | 2015-12-22 | Upon Unretiring a fort with visitors/long-term residents, all are set as Hostile in the units menu | 1. Retire a fort with a number of guests in it along with long term residents.
2. Unretire that same fort. |
| 0009379 | 4 | Technical -- Saving/Loading | major | resolved (user11) | 2015-12-22 | Game isn't able to load my saved regions | 1) Download DF0.42.03,
2) extract
3) create new world
4) create new fortress within that world
5) save game
6) exit fortress
=problem. (world isn't read by program) |
| 0007009 | 3 | Adventure Mode -- General | minor | new | 2015-12-22 | Important slowdown near a goblin site | |
| 0009395 | 3 | Adventure Mode -- General | crash | resolved (user11) | 2015-12-22 | Moving around near populated dark towers causes extreme slow down and crashing | |
| 0009394 | 2 | Dwarf Mode -- Interface, Unit Profiles | minor | resolved (user11) | 2015-12-22 | argument escelates into enraged no quarter dual | |
| 0009401 | 1 | Items | trivial | resolved (user11) | 2015-12-22 | Quires bound into single-paged books | |
| 0003119 | 7 | Dwarf Mode -- Interface, General | minor | | 2015-12-22 | Cannot make toys (besides rock) from Craftsdwarf's Workshop | |
| 0009400 | 3 | Dwarf Mode -- Stockpiles | major | resolved (user11) | 2015-12-22 | Dwarves try to put milled plants bags in barrels, but only the powder enters the barrel | Create a stockpile that accepts milled plants and barrels.
Have barrels available.
Mill plants.
Cry. |
| 0009411 | 3 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user11) | 2015-12-22 | Engrave Slab task cannot find nearby unengraved slab | |
| 0008585 | 1 | Adventure Mode -- Conversation | trivial | | 2015-12-22 | NPCs always say a site is in the region they are in | Ask about surrounding area |
| 0008795 | 3 | Adventure Mode -- Conversation | minor | | 2015-12-22 | When asking for directions to somebody false location of their home site is obtained instead | It seems to be quite common so I guess:
- Ask about directions to somebody not at home site |
| 0009410 | 2 | Dwarf Mode -- Idle Behavior | minor | | 2015-12-22 | Dwarf who worships 5 deities spends all his time praying/meditating with purple job | |
| 0009408 | 4 | Dwarf Mode -- Jobs, Designations | major | | 2015-12-22 | Miners won't channel straight down more than a few z-levels | Designate a single 1x1 vertical shaft for channeling many tiles straight down. |
| 0009407 | | Dwarf Mode -- Military | minor | new | 2015-12-21 | Inactive military dwarves prefer individual training to spiritual/mental needs. | Assign a squad, set them inactive/active, assign them to train at a barracks.
Observe behaviour relative to having inactive+unassigned. |
| 0008536 | 6 | Dwarf Mode -- Invasions | minor | acknowledged (user11) | 2015-12-21 | Undead Siege wanders - Raises indestructable Elk Bird Head - Undead fight with it endlessly | Waiting for an attack, undead mill about outside.
Necromancer raises body part(?) and it is unable to be destroyed.
|
| 0000442 | 9 | Dwarf Mode -- Skills and Professions | minor | new | 2015-12-20 | Migrants arrive with inappropriate weapon skills | Wait for migrants.
Check migrants' skills.
Eventually, one or more will arrive with weapons for which you cannot make the appropriate weapons as they are not part of dwarven civilization. |
| 0007321 | 2 | Adventure Mode -- Sites | minor | new | 2015-12-20 | Unable to become hearthperson of adventurer created group | |
| 0008239 | 10 | Adventure Mode -- AI | minor | new | 2015-12-20 | groups relationships badly broken | |
| 0007416 | | Adventure Mode -- Conversation | minor | new | 2015-12-20 | Becoming a hearthperson after claiming site removes the conversation topic of making people into hearthpersons | |
| 0000961 | 7 | Dwarf Mode -- Trade | trivial | new | 2015-12-20 | Merchants leave through underground | |
| 0009390 | 3 | General | major | | 2015-12-20 | Fort slows from a stable 100 fps down to a permanent 5 without anything unusual happening | |
| 0007261 | 19 | Adventure Mode -- Inventory | minor | assigned (user6) | 2015-12-20 | main hand and off hand get reversed. | |
| 0009397 | 1 | Dwarf Mode -- Interface, Designations | minor | | 2015-12-20 | "Smooth Stone" marker cannot be replaced with "Smooth Stone" designation | Designate a rough wall to be smoothed, then designate over that with a marker. Now, try to designate a smooth wall over the blue marker, it will not change back from blue to a real designation. You must [x] cancel the designation first. |
| 0006352 | 2 | Creatures | trivial | | 2015-12-20 | Moon snail men can't punch or see | Create a moon snail man in arena
Take control of it |
| 0001374 | 10 | Dwarf Mode -- Military | major | new | 2015-12-20 | If squad is assigned multiple ammo types, dwarves with "individual choice ranged" carry wrong ammo, and other ammo bugs | 1. Create a squad with individual ranged weapon choice.
2. Assign both bolts and arrows
3. Activate the squad using move order, wait till everyone finished gathering equipment.
4. See what they have in their quivers. |
| 0009392 | 1 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | new | 2015-12-19 | Dwarves not picking up animal training jobs | idk, I've never seen this before. |
| 0002958 | 1 | Dwarf Mode -- Combat | minor | new | 2015-12-19 | burn injuries do the opposite of what they should | set up a fire with a fireman in arena |
| 0009364 | 2 | Dwarf Mode -- Embark/Setup | minor | | 2015-12-19 | Upon [s]aving pre-embark preparations, including a space in the name then typing 'e' causes instant embark | The name I used was "PLENTY METAL"
Got as far as "PLENTY M" then I was embarking. |
| 0009365 | | Dwarf Mode -- Interface, Text | minor | | 2015-12-19 | Renaming squads etc. with a hotkey executes hotkey | Rename a squad in Dwarf Mode and use a hotkey in the name. |
| 0009231 | | Creatures | trivial | | 2015-12-19 | Two-legged rhino lizard removes LEATHER material but not PARCHMENT | |
| 0009196 | | Items | trivial | | 2015-12-19 | Viewing a quire shows it is made of "cloth" instead of a "sheet" | |
| 0009194 | 5 | Undeath | minor | | 2015-12-19 | Vampire Guests have nature revealed in their profession | |
| 0009292 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | | 2015-12-19 | Seems impossible to satisfy a need for "introspection" | |
| 0009389 | | Dwarf Mode -- Immigration | minor | | 2015-12-19 | permanent residents do not apply for full citizenship | make fort, accept petitions for permanent residents, wait forever, don't get full citizenship petitions. |
| 0009383 | 4 | Pathfinding | minor | new | 2015-12-19 | Mining over z levels takes forever. | 1. Have a fortress with a mining dwarf
2. Designate a strip of rocks to be mined out across z levels where the levels are all accessible.
3. Watch the Dwarf run between levels after each block mined. |
| 0000127 | 6 | Contaminants/Spatter | trivial | new | 2015-12-19 | Muddy open space in magma pipe | |
| 0009222 | 8 | Combat -- Target Selection | minor | new | 2015-12-18 | Peaceful Scholars/Bards | 1. Have a fortress with a location of a tavern or library.
2. Be under siege
3. Have Scholars/Bards visit or depart
4. Confirm a safe travel no matter the distance from attacking armies |
| 0008987 | 2 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2015-12-18 | Dwarves continue to use stepladders to attempt picking fruit after zone removed and trees cut down | http://dffd.bay12games.com/file.php?id=10917 - Autumnal seasonal save of my first year in the fort where I noticed this behavior.
What seems to trigger the behavior, however, is deleting the zone before deactivating or removing the fruit-picking behavior. |
| 0009226 | 2 | Items | trivial | | 2015-12-18 | Quires made from papyrus are listed as "plant quire" | Gather Papyrus, Process to Sheets, Process the sheets to quires. Item created will be "plant quire" |
| 0009353 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2015-12-18 | Cannot Produce Papyrus Seeds | |
| 0009161 | 9 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2015-12-18 | Constructed instruments not recognized or used in taverns | 1. Create a tavern
2. Create some instruments
3. Wait for a musical performance
4. Only simulated instruments used. |
| 0002101 | 2 | Dwarf Mode -- Jobs, Designations | minor | new | 2015-12-18 | Ramp weirdness allows revealing HFS safely. | Take your adamantine pipe. Mine out the level above the tube to hell.
On Level X-1, in an unrevealed area that's an empty space leading to hell, designate an up ramp. The dwarves will dig from above, but hell will be revealed and demons spawn before the natural floor on level X is breached, leaving everything completely contained when the game pauses. (I think the ramp cancels?)
Successfully reproduced on an old autosave.
X
....
....
....
....
X-1
XXXX
X..X
X..X
XXXX
Ramp designated in tube area of X-1 |
| 0009324 | 7 | Dwarf Mode -- Thoughts and Preferences | major | | 2015-12-18 | polytheist dwarves will not worship more than one god in pantheon temple | Make a fort, wait until you get a dwarf with more than one deity, play for 2-3 years with a pantheon temple, watch your dwarf turn into a useless, distracted fool. |
| 0003648 | 4 | Religion | trivial | new | 2015-12-18 | Dwarf has two deities in Thoughts/Preferences | |
| 0009372 | 4 | Dwarf Mode -- Trade | crash | resolved (user11) | 2015-12-18 | Eventual crash upon use of trading interface [saved file with reproducible bug] | Begin trading and experiment. |
| 0009341 | 4 | Dwarf Mode -- Interface, Trade | crash | | 2015-12-18 | Crash During Trading, Trade Depot (mug/goblet related) | In provided save, wait for broker to arrive, then attempt trade. Broker's position on trade depot irrelevant as long as they are there |
| 0009355 | 5 | Adventure Mode -- General | feature | new | 2015-12-18 | Mummy Disappears After Save/Reload | 1. Awaken a mummy, I used the method of picking up an item, I assume getting near the coffin works too.
2. Save your game.
3. Reload the game, there will occasionally be a puff of miasma if you're fast enough, and the mummy will be gone.
4. If you try to walk over the coffin you bump into the still-occupied square from where the mummy disappeared, which is a different bug. |
| 0009377 | 2 | Dwarf Mode -- Trade | crash | resolved (user11) | 2015-12-17 | Eventual crash upon use of trading interface [saved file with reproducible bug] | Begin trading and experiment. Trade depot is on a raised platform south of the fort/volcano, north of the road intersection. |
| 0009272 | 5 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | resolved (user11) | 2015-12-17 | Multiple Active jobs in one workshop | 1) Library and paper production with a prolific writer.
2) stockpiled book bindings
3) Make Quire and Bind Book at the same time.
Unknown how often this can happen. |
| 0009296 | 6 | Creatures | major | resolved (user11) | 2015-12-17 | Troglodites cannot be [P]itted via cage | Cage a Troglodite, make a 1x1 pit capped with a hatch cover, make a 3x3 pit designation and you will fail to see Troglodites listed. |
| 0009371 | 4 | Adventure Mode -- Eating/Drinking | feature | resolved (user1294) | 2015-12-17 | The Human Pikeman Necromancer drinks the «≡steel toy hammer≡». | Trade someone a mug with an item in it I guess, I know they'll drink [2]booze and [1]vampire blood happily... never tried to give someone a shoe or something in a goblet but I guess I'll go ahead and try that now.
|
| 0009370 | | Adventure Mode -- Stealth | minor | new | 2015-12-16 | When sneak-killing, hostile bystanders remark on the recent kills and who did them, but do nothing about it. | Go to bandit camp in stealth.
Attack bandit, kill without attracting attention.
Wait for commentary from comrades. |
| 0009288 | 2 | Adventure Mode -- Reactions | minor | resolved (user11) | 2015-12-16 | Killing with fists does not escalate fights from brawl | Play as a character with powerful fists. (I was playing a moddified gabbro man)
Punch People to death.
Look at their combat states. |
| 0009335 | 1 | Dwarf Mode -- Items | minor | resolved (user11) | 2015-12-16 | Modded earthenware mugs cannot be glazed while tavern exists | Add a reaction to make clay mugs at a kiln and to glaze them, then try to do so while you have a tavern. |
| 0009291 | 1 | Dwarf Mode -- Jobs, Items | minor | resolved (user11) | 2015-12-16 | Store Item Location for scrolls, books, etc stored to bookcase when already properly stored | The easiest way to recreate this would be to create a library that can be locked behind a door. The library should contain 1 bookcase and 1 book. As soon as you see a dwarf put the book away and leave, lock the door. It should only be a few frames later that the job to put the book away again will appear in the jobs list. |
| 0009321 | 1 | Dwarf Mode -- Interface, Squad Schedule | trivial | resolved (user11) | 2015-12-16 | Sparring results do not show up in reports screen | Simply have a squad set to train, then they will spar automatically. |
| 0009326 | 4 | Dwarf Mode -- Trade | crash | resolved (user11) | 2015-12-16 | Trade screen crash. I suspect coins. | Open trade screen, and scroll up or down to see crash. |
| 0009340 | 4 | Creatures | minor | resolved (user11) | 2015-12-16 | Giant Sponges can still attack-- spam combat messages in populated streams | Embark on river with giant sponges. Wait until anything comes close. Watch that something get owned. |
| 0009348 | 6 | Dwarf Mode -- Jobs, Machines | minor | resolved (user11) | 2015-12-16 | "Mash plant into slurry" won't occur at millstones | Get some plants that can get turned into slurry, build a millstone workshop, add the job. |
| 0009336 | 8 | Typos/Grammar | minor | resolved (user11) | 2015-12-16 | Extraneous whitespaces in description of written on quill | |
| 0009367 | | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user11) | 2015-12-16 | Tavern location screen does not show recognize installed instruments | 1. create a tavern location
2. create installable instrument
3. install instrument in tavern location
4. check tavern screen |
| 0009347 | 10 | Dwarf Mode -- Trade | crash | resolved (user11) | 2015-12-16 | Crash in trade screen | |
| 0009345 | 4 | Dwarf Mode -- Trade | crash | resolved (user11) | 2015-12-16 | Crash at trading | [Load my save from 42.02]
-wait for caravan
-open trade screen
-trade
-press t
-> probably crashed already |
| 0005432 | 1 | World Generation -- Beasts | major | | 2015-12-16 | Vampires become unstoppable in worldgen in cities large enough for temple+sewers - causes depopulation | Generate a world, and look in legends mode. Third-party legends viewing software helps significantly in tracing relationships. |
| 0005263 | 15 | Adventure Mode -- Town | major | | 2015-12-16 | Population crashes in human towns | Just gen the world and play as an adventurer. |
| 0009354 | 2 | Dwarf Mode -- Jobs, Military | minor | new | 2015-12-16 | Marksdwarf tries and fails to pick up ammunition, is stuck | |
| 0009357 | 1 | Adventure Mode -- AI | minor | new | 2015-12-15 | Tame beak dogs attacking goblins in dark pit | Get my save, which I will be uploading as soon as I have a decent internet connection. |
| 0009359 | | Creatures | minor | new | 2015-12-15 | Baby's in distress | 1. Have a child
2. Wait until you see a Recover Wounded job
3. Check child for "tears"/confirm they are not wounded |
| 0003558 | 3 | Adventure Mode -- Trade | minor | | 2015-12-15 | Randomly resetting item ownership status in adventure mode. | Try to buy/sell item in adv. mode. Might be related with the save/load process of a single region, or the entire game. |
| 0000015 | 6 | Dwarf Mode -- Stockpiles | minor | | 2015-12-15 | "Wood" section in stockpile settings includes all plants | |
| 0005530 | 7 | Dwarf Mode -- Stockpiles | major | | 2015-12-15 | Clay stockpile option disappears | Play for some time (possibly the unlock of magma kilns) |
| 0005232 | 37 | Flows | minor | | 2015-12-15 | Streams/brooks/rivers getting turned stagnant by nearby pools/ponds | |
| 0006706 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2015-12-15 | Farm plot options can overlap seed choices and other options, depending on list length and window size | Have a lot of seeds and try planting outside |
| 0005098 | 38 | Dwarf Mode -- Immigration | minor | | 2015-12-15 | "Friendly" migrants with Trader profession act like on-the-job merchants | Have migrants with the Trader title show up. |
| 0001254 | 27 | Pathfinding | major | | 2015-12-15 | When cavern is breached, web collection pathfinding spams with "unable to find path" | Open a cavern with webs and have a weaver. |
| 0004884 | 1 | Dwarf Mode -- Interface, Military Screen | minor | new | 2015-12-15 | Uniform editor doesn't allow generic "metal" material for ranged weapons | |
| 0009156 | 9 | Dwarf Mode -- Military | major | | 2015-12-15 | In the new patch, military does not wear armor. | |
| 0003958 | 6 | Civilizations/Entities -- General | minor | new | 2015-12-15 | Some dwarf civilizations have access to steel without access to iron | |
| 0009352 | 2 | Dwarf Mode -- Jobs, Hunting | tweak | new | 2015-12-15 | Hunters too obsessed with hunting. | have hunters? |
| 0005097 | 14 | Creatures | minor | | 2015-12-15 | Names overwriting text with TrueType | have a named zombie creature die and be re-zombified. its name stretches across all the columns obscuring the other text. |
| 0009349 | 1 | Miscellaneous Crashes | crash | new | 2015-12-15 | Crash when toggling full screen mode | I can't reproduce it reliably: I can start the game, toggle between full screen and windowed a bunch of times and it's fine. I'll play for a while, toggle on and off (usually checking messages or somesuch), and eventually I'll toggle and it will crash.
Only tested in adventure mode so far. Doesn't seem to be related to anything going on in-game, it happens immediately after I hit F11 to toggle full screen. |
| 0009325 | 2 | Dwarf Mode -- Interface, Standing Orders | major | resolved (user6) | 2015-12-14 | Archery Practice is broken | Have a squad of marksdwarves/other creatures set to train at an archery range. |
| 0009343 | 2 | Technical -- Saving/Loading | crash | new | 2015-12-14 | Crashes On Load Game | To reproduce, load the game. |
| 0000215 | 3 | Dwarf Mode -- Jobs, Designations | minor | new | 2015-12-14 | Channeling can sometimes leave freestanding (not attached to wall) ramps/slopes | First, channel an area with trees.
Then designate trees to be cut down. These trees are currently standing in single tiles surrounded by ramps.
After removal of tree, channel the tiles.
This second channeling fails to remove some of the ramps. |
| 0009334 | 1 | General | major | new | 2015-12-13 | Sudden FPS drop in Fortress mode | |
| 0005316 | 3 | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2015-12-13 | Dwarves risk drowning to try to haul items out of the river | 1. Embark on a "Untamed Wilds" sight with a river.
2. Set up near the river.
3. Wait until a random animal attacks your dwarves while they're drinking (might take some time, this happened randomly)
4. Watch the alcohol flow down the river to the walls and your dwarves potentially kill themselves for the alcohol. |
| 0008551 | 2 | Dwarf Mode -- Combat | major | new | 2015-12-13 | Minotaur waits at trade depot | See the savegame. |
| 0009313 | 2 | Vegetation | minor | new | 2015-12-13 | Large plant gathering zone seems to cause major FPS drop. | 1) Create a very large plant gathering zone
2) Observe lag |
| 0009163 | 3 | Dwarf Mode -- Moods | minor | new | 2015-12-13 | Dwarves upset from not seeing family not in fort | N/A |
| 0001025 | 4 | Adventure Mode -- Conversation | text | new | 2015-12-13 | Elves without jobs/professions say "I am a ." | Reproduces always in conversation, although finding the specific mix of skills/history could be difficult. |
| 0007106 | | Adventure Mode -- Conversation | minor | new | 2015-12-13 | Talking to unconscious/mute targets lets you have a conversation with yourself | 1. Create two humans on the same side in arena mode
2. Take control of one and knock the other out or strangle them until they are unconscious
3. Talk to the unconscious human, and skip the greeting
4. Select an option, e.g. ask them about their troubles
5. Continue conversation and notice that you have the response menu available |
| 0006157 | 2 | Arena | minor | new | 2015-12-13 | Pressing Ctrl+A does not go back to "arena mode" unless announcements have been cleared | 1) Start arena mode
2) create a creature
3) Assume control of it
4) Slaughter stuff on sight
5) Press CTRL-A
6) You're stuck in the body of the assumed creature |
| 0009142 | 5 | Dwarf Mode -- Interface, Tasks | tweak | | 2015-12-13 | Workshop task selection no longer stores menu locations | Build a workshop - a mason, for instance.
Add a task to build something lower in the list than the top
'a'dd another - menu location jumps back to the top. |
| 0004692 | 9 | Dwarf Mode -- Nobles | minor | | 2015-12-13 | Dwarven Civ King arrives but is Human and Tame | |
| 0006233 | 1 | Dwarf Mode -- Immigration | minor | confirmed (user11) | 2015-12-13 | Immigrants missing limbs arrive with clothes for that limb | |
| 0009331 | | Dwarf Mode -- Immigration | trivial | resolved (user11) | 2015-12-13 | Visitors with missing limbs bring the associated clothing anyways and drop it | |
| 0009329 | | Adventure Mode -- General | crash | new | 2015-12-13 | Crash on next move with "terminate called after throwing an instance of 'std::bad_alloc'" | Load region1 and step somewhere or wait one turn. |
| 0009328 | 1 | Technical -- Saving/Loading | crash | new | 2015-12-13 | Crash during save after recruiting companions and looting | Explicit steps to reproduce:
1. Load the adventurer from the region
2. Head downstairs and recruit some military dwarves (there is a hammerdwarf, swordsdwarf, and I think a marksdwarf closeby)
3. Walk around the fort and take some nice leather things from bedrooms.
4. Press save. Potentially, quick-travel to the surface 'fortress entrance' and save there. The game should crash, displaying 'Saving projectiles...' |
| 0008680 | 7 | Vegetation | minor | new | 2015-12-12 | Chopping down multi-tile trees sometimes leaves Open Spaces | File is at http://dffd.wimbli.com/file.php?id=10357 |
| 0009243 | 3 | World Generation -- General | crash | resolved (user11) | 2015-12-12 | Segmentation fault (core dumped) | Launch Dwarf Fortress, create custom world with the following parameters (refer to Additional Information) |
| 0009323 | 1 | Dwarf Mode -- Transport/Hauling | minor | resolved (user11) | 2015-12-12 | Dwarves transport writing material forever | Have a supply of paper which is greater than the desired amount set in the library. |
| 0009308 | 2 | Dwarf Mode -- Rooms | crash | resolved (user1294) | 2015-12-12 | Crash when retiring location | 1) Create a temple off of a meeting area.
2) Delete the area using (i) (x)
3) Delete the room from the locations list (l). |
| 0009191 | 3 | Miscellaneous Crashes | crash | | 2015-12-12 | Crash after retiring a location with all or part of any assigned meeting zone removed. | Create a meeting zone, and a location for it
Remove some or all of the meeting zone, then remove the location. The order is important. |
| 0009309 | 6 | World Generation -- General | crash | assigned (user11) | 2015-12-12 | Crashes when generating history | 1. Run df script
2. Press enter on "Create New World"
3. Set Parameters for {World Size, History, Number of Civilizations, Max Number of Sites, Natural Savagery, Mineral Occurrence} to {Large, Very Long, Very High, Very High, Very High, Very Low, Everywhere} respectively
4. Press Y to start
5. Hit Green plus to enlarge |
| 0009301 | 3 | Dwarf Mode -- Nobles | minor | new | 2015-12-12 | Mayor stuck in Conduct Meeting with nobody | |
| 0009319 | 2 | Dwarf Mode -- Jobs, Designations | minor | new | 2015-12-12 | Designated ramp digging converted into channeling unless that's impossible | Dig a long tunnel below the surface and designate an up ramp at the end. Watch the miner dig the tunnel and then run back and out to the surface to channel down for the ramp. |
| 0009318 | 4 | Dwarf Mode -- Nobles | minor | assigned (user1294) | 2015-12-12 | Work order never completes | 1. Order 10 iron goblets to be made.
2. Hope for the best. |
| 0009320 | 3 | Dwarf Mode -- Trade | tweak | resolved (user1294) | 2015-12-12 | Elves offended despite nothing apparently containing wood | |
| 0009276 | 3 | Technical -- Saving/Loading | crash | new | 2015-12-12 | Crash with double free or corruption (!prev) after saving adventure mode |
|
| 0004886 | 2 | Creatures | trivial | | 2015-12-12 | Several venomous creatures aren't immune to their own venom | Make a couple GCS's in the arena and have them fight each other. You'll note that they totally get affected by the syndrome, although it doesn't kill them like it would a dwarf. |
| 0002790 | 1 | Creatures | trivial | | 2015-12-11 | Alligators needlessly use specific toes | |
| 0004746 | | Typos/Grammar | text | | 2015-12-11 | Incorrect use of "whom" in elf.txt | |
| 0004686 | 1 | Language | minor | | 2015-12-11 | [WORD:SUMMER] has no tokens | |
| 0009031 | | Technical -- Input/Keybinding/Macros | minor | | 2015-12-11 | STRING_A123 and STRING_A125 are bound to the same key | * Type "{" in a text entry field and nothing will be entered.
* Type "}" and "{}" will be entered |
| 0001068 | 14 | Pathfinding | minor | | 2015-12-11 | Dwarves don't choose closest garbage dump (new in 0.31.03!) | Having several garbage dumps on different levels and designating dump on many stones. |
| 0004530 | 14 | Dwarf Mode -- Military | minor | | 2015-12-11 | Marksdwarves won't use training bolts unless combat bolts all used up | Assign some bolts to a Marksdwarf for both combat and training, make sure the "combat" bolts are in his quiver. Assign him to training and observe as nothing happens. |
| 0009054 | 2 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | resolved (user11) | 2015-12-11 | Jobs don't locate free dwarf to perform them | For repeatability, leave the game running and one or more jobs will stop some workshop from working because top job doesn't locate a worker (I think 2 game months is my longest record so far).
|
| 0009314 | 1 | Adventure Mode -- General | feature | resolved (user11) | 2015-12-11 | Position of the cursor | Jast START |
| 0003592 | 4 | Dwarf Mode -- Interface, Farm Plots | major | resolved (user11) | 2015-12-11 | Farm plots report "No seeds available for this location" when seeds are available | I have not found what causes this problem, it seems to affect farms after a few seasons, but at random. |
| 0003517 | 5 | Adventure Mode -- Environment | major | resolved (user11) | 2015-12-11 | All cities/forest retreats empty of life and buildings | No idea. |
| 0000373 | 7 | Combat -- Wrestling | minor | confirmed (user11) | 2015-12-11 | Combat logs show animals grasping with body parts they shouldn't: leg, hoof, wing | |
| 0009311 | 3 | Combat -- Wrestling | minor | resolved (user11) | 2015-12-11 | A grizzly bear wrestled my weapon from my hand and then started attacking me with it | WRESTLE A BEAR |
| 0009241 | 3 | Adventure Mode -- Travel | crash | resolved (user11) | 2015-12-11 | Consistent crashing when traveling or loading a new game | Take the save and move the character (in travel view) some distance, or retire and try to start a new adventure. Both will crash. |
| 0000605 | 23 | Dwarf Mode -- Military | major | | 2015-12-11 | When relieved from a squad, dwarves do not resume civilian jobs, even when squad is deleted entirely | |
| 0003262 | 1 | Legends Mode -- Historical Figures | minor | new | 2015-12-11 | Slain nameless intelligent entities get names, don't appear in legends | |
| 0007698 | 9 | World Generation -- Beasts | minor | new | 2015-12-10 | Excessive numbers of underground critters | |
| 0009307 | | Typos/Grammar | trivial | new | 2015-12-10 | Minor typo in poetry description | |
| 0009305 | | Dwarf Mode -- Jobs, Assignment of Jobs | minor | new | 2015-12-10 | Dwarves made to retreat from combat stuck on "No Job" until combat ends | 1. Find an unkillable, harmless enemy creature
2. Allow civilian dwarves to engage it in combat
3. Use military alert to restrict some of the dwarves to a burrow elsewhere
Dwarves move to the burrow, then get stuck. |
| 0009304 | | Dwarf Mode -- Interface, Text | trivial | new | 2015-12-10 | Weapon-related thoughts are typo'd in relation to learning/teaching | Have any military dwarf level in most military skills. Some, like archery, striking, and fighting, are perfectly fine; weapon descriptions are the only typos. |
| 0006808 | 3 | Legends Mode -- Historical Figures | minor | | 2015-12-10 | Duplicate "began wandering the wilds" entries for adventurer | 1. Create adventurer
2. Play for a while
3. Retire
4. Go to legends mode
5. Look for your adventurer in "historical figures" section |
| 0008609 | 3 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2015-12-10 | SEED-type tree growths are never gathered | Start a fortress in a forest with almonds, macadamia nuts, acorns, whatever. Put a gathering zone around the tree and wait. |
| 0005613 | 12 | Dwarf Mode -- Interface, Animals | minor | new | 2015-12-10 | Tame Human Child in Dwarf Fort | |
| 0004372 | 9 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | | 2015-12-10 | occasionally get negative distance value for materials for constructions | 0.40.24: See 0004372:0033030 |
| 0008758 | 4 | Dwarf Mode -- Combat | minor | new | 2015-12-10 | Civilians in combat refuse to use picks or axes | 1. Assign either mining or woodcutting to civilians
2. Arm all civilians
3. Wait for civilians to become involved in a melee with a wild enemy
4. Observe that civilians refuse to use their weapons |
| 0000349 | 11 | Dwarf Mode -- Jobs, Healthcare | minor | acknowledged (user6) | 2015-12-10 | Animal "needs diagnosis" but never gets attended to | |
| 0008443 | 2 | Dwarf Mode -- Abandonment of Fort | minor | confirmed (user6) | 2015-12-10 | Abandoned fortress, visited as adventurer after a few years, is full of filled wagons | Unknown, have not tried.
Presumably, start a moderately-successful fortress, get it wiped out, start another fortress, play for a few years, retire it, become an adventurer and go to the old fortress.
|
| 0009278 | 5 | Dwarf Mode -- Trade | minor | acknowledged (user11) | 2015-12-10 | 227,904,608 basic value Carnelian Trumpet | unknown |
| 0009300 | 1 | World Generation -- Wars | minor | new | 2015-12-10 | Elf civilization attacked monthly by two forces for 550 years. | n/a |
| 0009299 | 1 | Miscellaneous Crashes | crash | resolved (user1294) | 2015-12-10 | CTD when retiring tavern | |
| 0009281 | 2 | General | crash | new | 2015-12-09 | Unloadable worl | |
| 0009279 | 1 | Adventure Mode -- General | major | new | 2015-12-09 | Lag/slowness/freeze when approaching kobold camp | Save: http://dffd.bay12games.com/file.php?id=11423
Walk a few steps towards north and the game will freeze. When it eventually responds, you can use travel mode to back off from the site and the game runs smoothly again. |
| 0008809 | 3 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | new | 2015-12-09 | Dwarves depart workshop with "no job" before returning to work on subsequent workshop order | |
| 0004552 | 19 | Dwarf Mode -- Combat | major | | 2015-12-09 | Siegers waiting by bodies of dead leaders | ? |
| 0001598 | 9 | Dwarf Mode -- Combat | minor | | 2015-12-09 | Enemy squads will never abandon their caged leader | Place cage traps, catch the leader, watch the squad stop in place. |
| 0009285 | 3 | Adventure Mode -- Inventory | tweak | | 2015-12-09 | Gorlaks strap weapons and shields to their HEAD | Make a Gorlak char.
Press q. |
| 0009290 | | Dwarf Mode -- Jobs, Healthcare | minor | new | 2015-12-09 | Child playing make-believe on a hospital bed results in a "diagnose patient" job to be created | Haven't tried but most likely this:
1) Have a child playing make-believe on a hospital bed
2) Have no dwarves with diagnosis job
3) The job is created in the menu but disappears when you give one of your dwarves the diagnosis job |
| 0009287 | 1 | Adventure Mode -- Sites | crash | new | 2015-12-09 | Crash when entering Goblin Fortress Site | walk north into goblin site.
Reproduced 3 times |
| 0009215 | 3 | Dwarf Mode -- Items | minor | | 2015-12-09 | Vampire true names revealed when they declare their weapon or armor an artifact | Press shift L
Select artifact
Press k for kills
If the dwarf is a vampire, their full vampire name is displayed as the Slayer
You have to be in the situation where your vampire makes his weapon or shield an artifact. |
| 0009284 | | Adventure Mode -- Combat | tweak | new | 2015-12-09 | Overcompensating elf swordsman adventurer can use a two-handed sword with frightening efficiency. | 1. Create an elf swordsman adventurer
2. Cheat, beg and steal to find and equip a two-handed sword.
3. Lop some heads off with the said sword.
OBSERVED: heads roll downhill
EXPECTED: getting tired and/or over-exerting from trying to attack with the thing |
| 0009139 | 4 | Adventure Mode -- Character Creation | minor | | 2015-12-09 | Animal man names not displayed in status, only their military profession | Start Adventurer mode.
Choose one of the animal men.
Press Z.
|
| 0009283 | | Dwarf Mode -- Thoughts and Preferences | minor | new | 2015-12-09 | Dwarven children cannot become unfocused | 1. Have a fort
2. Wait for kids
3. Check kids
OR, alternatively, you could download my save at http://dffd.bay12games.com/file.php?id=11430 and simply check any one of the kids. |
| 0009129 | 12 | General | crash | | 2015-12-09 | Crash when calendar is advancing | |
| 0009265 | 4 | Adventure Mode -- Environment | minor | new | 2015-12-09 | Deep Ocean makes DF run slowly. | 1: Make an adventure mode character.
2: Try to swim across an ocean.
|
| 0009113 | 6 | Dwarf Mode -- Combat | major | assigned (user11) | 2015-12-09 | Merchant Guards killing Liasion during battle with wild animals | probably could be reproduces by having the caravan with liaison in tow attacked by wild animals while leaving the map. |
| 0009255 | 3 | Dwarf Mode -- Moods | minor | new | 2015-12-08 | Resident poet had a Strange Mood | |
| 0009270 | 3 | Dwarf Mode -- Jobs, Eating/Drinking | major | resolved (user11) | 2015-12-08 | Tavern Keepers Serve Drinks to Animals potentially causing inebriation and death | Create a Standard Tavern that accepts citizens of the fort.
Leave some animals free roaming and assign a tavern keeper
After each time the Tavern Keeper serves alcohol, check for animals in the tavern and view their inventory screen to check for any alcohol covering/scattering or vomit covering. Smaller animals will also experience symptoms associated with inebriation, such as dizziness. |
| 0009140 | 5 | Dwarf Mode -- Interface, Workshop Profiles | trivial | confirmed (user11) | 2015-12-08 | Workshop instrument description text cuts off with no (obvious) way to scroll | 1. Build craftsdwarf's workshop
2. Look at instrument descriptions |
| 0009280 | | Adventure Mode -- Character Creation | major | new | 2015-12-08 | NATURAL_SKILL seems to be ignored in character creation | Add a NATURAL_SKILL to CREATURE:HUMAN and try it in the arena. An entry for that skill should appear. Then try it in adventure mode -- no entries appear and afaik my rolls are consistent with no starting points in that skill. |
| 0009179 | 6 | Dwarf Mode -- Nobles | minor | | 2015-12-08 | Foreign noble can ban exports. | * Allow guests to stay.
* Hope they get lucky? |
| 0009277 | 2 | Dwarf Mode -- Jobs, Cooking and Food | trivial | resolved (user11) | 2015-12-08 | Butchers process long dead creatures. | |
| 0009223 | 1 | Dwarf Mode -- Trade | minor | | 2015-12-08 | In old save, existing musical instruments have ludicrous trade values | http://dffd.bay12games.com/file.php?id=11369
The trade depot is on the starting level. |
| 0008560 | 1 | Dwarf Mode -- Pets | minor | | 2015-12-08 | Giraffe is trainable for war (possibly hunting) | 1. Somehow obtain a tame giraffe.
2. Train it. |
| 0008229 | 1 | Typos/Grammar | text | new | 2015-12-08 | typo in legends: article | I haven't tried, but I suppose other eagles would use "a" article |
| 0008198 | | Typos/Grammar | text | | 2015-12-08 | Mistakes in thoughts/preferences strings | |
| 0009091 | | Typos/Grammar | text | | 2015-12-08 | Typo in the quote of a haunted spouse | Kill a married dwarf, don't bury him, and check his spouse's status screen when he rises. |
| 0004689 | 1 | Typos/Grammar | minor | | 2015-12-08 | d_init typo - pregancies should be pregNancies | |
| 0005645 | 4 | Dwarf Mode -- Trade | minor | acknowledged (user11) | 2015-12-08 | Outpost liaison stuck on a jailed mayor | I'd guess that jailing the mayor would reproduce the bug. |
| 0009269 | 1 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | new | 2015-12-08 | Book being read prevents it from being used for jobs | |
| 0009274 | | Adventure Mode -- Town | tweak | new | 2015-12-08 | An unusually high number of elves choose to be bowyers, bowman elves are very rare. | 1. Generate a world.
2. Create a filthy elf adventurer.
3. Visit nearby retreats and count bowyers and bowmen encountered.
OBSERVED: Bowyers everywhere. One bowman so far.
Expected: the other way around. |
| 0009232 | 1 | Pathfinding | trivial | new | 2015-12-08 | Miners try to path through unexplored areas but are unable to; cancel mining | 1.Start a new fortress, dig down until caverns are breached and your dwarves can enter them.
2.In a place where caverns are not yet explored, designate mining.
If the conditions are met, miners will start cancelling tasks and parts of designation will disappear, which is slightly annoying. |
| 0008710 | 2 | Dwarf Mode -- Traps | minor | new | 2015-12-07 | Weird interaction when pulling levers on repeat. | 1. Build a lever.
2. Pull it.
3. Put it on repeat. |
| 0009217 | 3 | Dwarf Mode -- Idle Behavior | crash | resolved (user11) | 2015-12-07 | BEX in Dwarf Mode | |
| 0009248 | 12 | World Generation -- General | crash | assigned (user11) | 2015-12-07 | Crash on World Gen | Here are the seeds:
*** STARTING NEW GAME ***
Generating world using parameter set MEDIUM REGION
Seed: dLOqBaGyquzxn9HTvSNq
History Seed: LwmH2KjYyLPCL0hQ19xQ
Name Seed: 7F0LjMZ1HEXkcBpHPNJI
Creature Seed: 4jOaeC4mk0ufOX0yGVf6
*** STARTING NEW GAME ***
Generating world using parameter set MEDIUM REGION
Seed: VbCaB6E2QaJTTd1XD2p2
History Seed: PuAV0E9CUNr0x872J9xE
Name Seed: d5GldiTrXkRKavppvxNS
Creature Seed: QVoc8oM4WiqFABEiqDnS
*** STARTING NEW GAME ***
Generating world using parameter set MEDIUM REGION
Seed: 8WGOMO4WOaQ4uOeyMGom
History Seed: Kkimy8yEeWqseo8A4GCI
Name Seed: AMYOyIsOKAeMAA0amgQI
Creature Seed: sA0aekwaQcWmCucm0Um2
|
| 0009180 | 2 | Reactions | minor | | 2015-12-07 | WOOD is not a valid building for reactions, though file changes says it is | 1. Make a reaction that uses WOOD (for wood furnace) to be used by dwarves.
2. Attempt to use or look at the reaction. |
| 0009130 | 2 | Adventure Mode -- Inventory | minor | | 2015-12-07 | Instrument glitching | 1.1 Have an instrument.
1.2 Empty your hands and keep your instrument in your bag.
1.3 Grab a knappable rock.
1.4 If the instrument has not already come out of your bag, grab another knappable rock, create a sharp rock, and toss it away. The instrument should now be in your "free" hand.
2.1 Have an instrument.
2.2 Drop the instrument.
2.3 Hit g and try to find the instrument.
2.4 If the instrument is grabbable, walk a square away and back and repeat step 2.3. |
| 0009145 | 2 | Miscellaneous Crashes | crash | resolved (user11) | 2015-12-07 | Random crash in fort mode | ? |
| 0009220 | 3 | Dwarf Mode -- Skills and Professions | minor | | 2015-12-07 | Bookbinding Dwarf Systematically Steps Through All Cavern Webs | Get a book-binding dwarf to a cavern and watch him step through webs. |
| 0009209 | 1 | Dwarf Mode -- Jobs, Mechanisms | minor | resolved (user11) | 2015-12-07 | Dwarves assigned to repeatedly pull levers do not stay with them | Build a lever, and then assign a job to pull the lever and put it on repeat. |
| 0009261 | 4 | Dwarf Mode -- Diplomacy | minor | resolved (user11) | 2015-12-07 | Noble for another barony appointed in fort, making mandates, other bugs | |
| 0009266 | | Dwarf Mode -- Military | major | resolved (user11) | 2015-12-07 | Military dwarves don't equip armor | |
| 0009263 | 3 | Dwarf Mode -- Interface, Main View | minor | | 2015-12-07 | Metal Beds demands are back | Somehow get baroness to stay with fortress, starts making odd demands. |
| 0009143 | 5 | Adventure Mode -- Sleep | crash | | 2015-12-07 | Crash when sleeping in a Tavern room | 1. Buy room in a Tavern
2. Go to room
3. Sleep anywhere in the room |
| 0008956 | 9 | Technical -- Saving/Loading | crash | new | 2015-12-07 | crash on loading save game | load savefile |
| 0005683 | 7 | Adventure Mode -- General | minor | confirmed (user11) | 2015-12-07 | Adventurer starts off on the roof of a building - no way to get down | Start adventurer mode. |
| 0009264 | | Adventure Mode -- General | crash | new | 2015-12-07 | Crash during world offloading after death or retirement in this particular save. | Load the provided adventure-mode save (not sure if the "current" folder is important, I provided it anyway).
http://dffd.bay12games.com/file.php?id=11409
Walk north along the houses until the markets are in view.
(Using this step as a reference since, in testing, retiring immediately after loading the game managed to occur without crashing on one occasion.)
Retire the adventurer, or get her killed in any suitable way and finish the game. |
| 0009213 | 2 | Dwarf Mode -- Military | minor | new | 2015-12-07 | Werecreatures can be ordered if you assign them to a squad | Have a dwarf infected with licantropy and recruit it to a squad. |
| 0009197 | 1 | Dwarf Mode -- Immigration | minor | new | 2015-12-07 | Guests´ baby is left at fortress as a "friendy" unit. | |
| 0009259 | 2 | Dwarf Mode -- Jobs, Items | minor | resolved (user11) | 2015-12-06 | Instrument parts that exist show up as "red" and cannot be used to construct istruments | 1) Build some parts
2) Store those parts in a stockpile
3) Verify they are there.
4) Goto the crafting workshop and choose "assemble instrument"
5) 9/10 that instrument is red, can't be assemble, showing the parts are missing. |
| 0008829 | 5 | General | crash | resolved (user11) | 2015-12-06 | Crashes when I try and start playing the game - usually within about 10-15 minutes of playing. | Would love to add a save file, but can't find an area to do so.
|
| 0008946 | 6 | Miscellaneous Crashes | crash | resolved (user11) | 2015-12-06 | Game crash at given point in game time | 1: start game with or without mods
2: play around in pause mode i fear of crash
3: tap space/resume and count slowly to three
4: crash! |
| 0009260 | | Dwarf Mode -- Rooms | tweak | new | 2015-12-06 | Children claim rooms separate from parents | 1). Have children in your fort
2). Have them assigned their very own rooms when adult dwarfs are homeless. |
| 0009146 | 8 | Miscellaneous Crashes | crash | resolved (user11) | 2015-12-06 | Crash at beginning of fort (just designated channels, digging, nothing else) | |
| 0009181 | 4 | Dwarf Mode -- Jobs, Designations | crash | resolved (user11) | 2015-12-06 | Game crashes during digging. | I prepared a save file with the area in question already designated.
https://dl.dropboxusercontent.com/u/48243268/region1.zip
Interestingly, when I tested it again after doing this, the pre-designated area would no longer cause the crash. I was, however, able to reproduce it by designating more tiles around that area, and also by removing the designation, saving, and then reloading and designating the area again. |
| 0009198 | 4 | Dwarf Mode -- Jobs, General | crash | resolved (user11) | 2015-12-06 | Crash shortly after embark | 1. Download save at http://dffd.bay12games.com/file.php?id=11355
2. Load saved fortress.
3. Unpause game.
4. Wait until it crashes. |
| 0009256 | 5 | World Generation -- General | crash | resolved (user11) | 2015-12-06 | Game crashes during worldgen | |
| 0009258 | 1 | Dwarf Mode -- Idle Behavior | trivial | new | 2015-12-06 | People in the tavern wander in perfect sync | |
| 0009225 | | Typos/Grammar | text | | 2015-12-06 | Typo on scroll text | Find a scroll with writing on it and read the description. |
| 0009251 | 3 | Dwarf Mode -- Trade | minor | resolved (user11) | 2015-12-06 | Trade item in the depot has a random huge value, sometimes negative | Reloading the save gives the item a new random value. Saving the game and reloading it sometimes resets the value to 18.
|
| 0009245 | 1 | Dwarf Mode -- Jobs, Designations | minor | acknowledged (user11) | 2015-12-06 | Miner stuck not mining tile 3 tiles away | |
| 0009173 | | Adventure Mode -- Conversation | text | | 2015-12-06 | Typo in performance text: the <name> soundss vaguely like the intended <instrument> | Begin a dance performance, and wait for a bystander to join in and simulate an instrument. |
| 0009093 | | Dwarf Mode -- Trade | minor | acknowledged (user11) | 2015-12-06 | Attacked pack animals will delay caravan departure | 1. Get a trade caravan.
2. Have one of the animals attacked, but not killed.
3. Wait until the caravan "leaves" and watch them not packing up.
To fix:
1. Destroy the depot.
2. Kill the pack remaining pack animal. |
| 0009204 | 1 | Dwarf Mode -- Immigration | minor | resolved (user11) | 2015-12-06 | Migrant dwarf stuck in top of tree | Start in a wooded area?
Don't chop too many trees?
Get migrants? |
| 0009127 | 13 | World Generation -- General | crash | confirmed (user1294) | 2015-12-06 | Crash during world gen | |
| 0007784 | 3 | Adventure Mode -- Quests | minor | confirmed (user6) | 2015-12-06 | Forgetting sites on map after retiring an adventurer. | Settle in any site, start new game with this adventurer, watch world map using Q |
| 0009206 | 3 | Civilizations/Entities -- General | minor | resolved (user1294) | 2015-12-06 | Some generated civs can`t to do bookcases | Generate a new world. With small chance generated civilization could not to build a bookcase. |
| 0009250 | 1 | Map Features | minor | resolved (user1294) | 2015-12-06 | Adventurers forget what they explored on the world map when you retire them | 1- start an adventurer(tested with human originating from a town)
2- explore new areas far from home and reveal them on the map (the one that shows up either when pressing [Q] or when pressing [m] in fast [T]ravel mode)
3- return to the starting town
4- retire here
5- pick up the adventurer again, check your map, and you'll see that the explored areas are now gone. |
| 0009164 | 2 | Miscellaneous Crashes | crash | | 2015-12-05 | Possibly book related crash (consistent) | Load the save.
(With default keybindings) Press [v][f][space].
Wait about a minute. The game should crash as the followed unit is passing through the tavern (to the right of the depot on the ground floor). |
| 0009238 | 2 | Technical -- General | crash | | 2015-12-05 | Crash on launch | Launch df script |
| 0009135 | 4 | Adventure Mode -- General | crash | resolved (user1294) | 2015-12-05 | Adventurer mode crash on world update | Generate a large world, start adventurer mode. |
| 0009235 | 1 | Dwarf Mode -- Military | major | resolved (user1294) | 2015-12-05 | Military dwarves not equipping | - Load the save :
http://dffd.bay12games.com/file.php?id=11376
- Press m to go to the military screen
- Select the "Assault of Channelng" squad
- press e to go to the equip menu
- check all the soldiers of the squad and notice how all are assigned an iron helm specifically and there's the icon that means they claimed it
- notice how it's set for each of them to "Replace clothing" (as helms can get over existing headgear)
- exit the military screen, check the related soldiers and notice how they are still wearing their silly cap instead of the dozne of iron helm i have assigned to them (they didn't do it with the "metal headgear" by default too).
- you can let time move (it's been like that since 2 years anyways) and they will still not go wear their helms or other piece of armor
On the board some people have mentionned the same happen for gauntlets/breastplate/etc , i have some of those and indeed despite they are all set to equip metal things, they just do not, even despite the "replace clothing" |
| 0009233 | 2 | Dwarf Mode -- Jobs, Activity Zones | trivial | new | 2015-12-05 | "Listen to poetry" activity bug | 0. Download the save: http://dffd.bay12games.com/file.php?id=11373
1. Load the game
2. Go to the Inn/Tavern
3. Look at a red @ and a white @, as they flicker |
| 0009228 | 4 | Dwarf Mode -- Invasions | minor | new | 2015-12-05 | Human performers won't leave! | 1. Make a tavern.
2. Wait for human poets.
3. Wait a few months to see if they leave. |
| 0009152 | 2 | Technical -- General | minor | | 2015-12-05 | sdl_ttf required, not mentioned in README.linux | |
| 0009193 | 2 | Miscellaneous Crashes | crash | new | 2015-12-05 | Crash on loading world. | Attempt to load world. |
| 0009138 | 1 | Dwarf Mode -- Flows | crash | new | 2015-12-05 | Crash when reactivating floodgate | Maybe pull the lever for a floodgate, let water flow past it, and then pull the lever again? Right as my dwarf got to the lever, the game crashed. |
| 0008866 | 4 | Miscellaneous Crashes | crash | resolved (user11) | 2015-12-05 | Game crashes often, unknown cause | Play the save for, on average, 20-40 minutes. Letting it run in the background with another window selected may also be required. |
| 0008868 | 4 | Dwarf Mode -- Immigration | block | resolved (user11) | 2015-12-05 | Migration wave is stuck | |
| 0008613 | 2 | Dwarf Mode -- Reclaim | minor | new | 2015-12-04 | Reclaiming - Subterranean items jump to surface | See description |
| 0009187 | | Adventure Mode -- Character Creation | text | | 2015-12-04 | Values/Personality selector Typo | |
| 0009108 | 1 | Undeath | minor | resolved (user11) | 2015-12-04 | The dead walk hide while you can. The zombies kill a wild boar and keep attacking it's head causing game slow down. | |
| 0009097 | 2 | Dwarf Mode -- Trade | minor | resolved (user11) | 2015-12-04 | Outpost liaison doesn't initiate trade if your mayor is training in the militia. | |
| 0009162 | | Adventure Mode -- Character Creation | minor | resolved (user11) | 2015-12-04 | New char spawning on top of necromancer's tower | If you generate a world with no civs the adventurer can join and play as an outsider.
It does not happen every time, but happens often enough to be annoying. |
| 0001791 | 8 | Map Features | major | new | 2015-12-04 | Magma sea breaching into Hell | Embark on a site with very very very extreme cliffs.
Dig down to hell or reveal the map. |
| 0009133 | 5 | Adventure Mode -- Retirement | crash | confirmed (user11) | 2015-12-04 | Crash (Duplicate Object Offloaded) upon retiring adventurer (Duplicate Companions) | |
| 0006635 | 5 | Adventure Mode -- General | minor | resolved (user6) | 2015-12-04 | Companions duplicating | |
| 0009199 | 1 | Pathfinding | major | resolved (user11) | 2015-12-04 | Companion human duplicates after sleeping in human fortress | Acquire a companion from a fortress, perform with them, speak with the lord consort and bring up something that merits the response "I don't want to argue"
Then sleep. |
| 0008932 | 3 | Adventure Mode -- General | minor | resolved (user11) | 2015-12-04 | My companion cloned herself after fast travel | |
| 0009218 | 1 | Dwarf Mode -- Interface, Unit View | tweak | resolved (user11) | 2015-12-04 | Wall of text in thoughts and preferences | |
| 0009214 | 2 | Dwarf Mode -- Immigration | crash | resolved (user11) | 2015-12-04 | Crash during migrant wave. | http://dffd.bay12games.com/file.php?id=11363
save file. Occurs consistently on reloads. |
| 0009169 | 2 | Miscellaneous Crashes | crash | resolved (user11) | 2015-12-04 | Consistent crash in this save shortly after unpausing (end-of-month?) | -Load up the save
-Unpause
-Wait for crash |
| 0009168 | 2 | Technical -- General | crash | resolved (user11) | 2015-12-04 | Crash after migrant wave | 1. Load save
2. Unpause and see it crash (or . until it crashes)
or
1. Load backup
2. Wait for two months until migrants arrive
3. See it crash |
| 0009229 | | Dwarf Mode -- Skills and Professions | minor | new | 2015-12-04 | Tavern keepers, performers, scholars, etc. retain their occupation titles/colors after their location is deleted | 1. Add a location (inn, tavern, library, etc)
2. Delete location. |
| 0009210 | 2 | Dwarf Mode -- Interface, Workshop Profiles | minor | resolved (user11) | 2015-12-04 | Using +-/* to navigate "produce this thing" returns to top of list after pressing ENTER | [q] to a workshop, press [a], navigate to an object with index >0
/////////////////////////////////////
// [0] //
// [1] <- navigate here or further //
// [2] //
/////////////////////////////////////
Press ENTER, press [a] to open it again
/////////////////////////////////////
// [0] <- cursor starts here //
// [1] (instead of here) //
// [2] //
///////////////////////////////////// |
| 0009224 | 2 | Dwarf Mode -- Invasions | major | resolved (user11) | 2015-12-04 | Invaders stop pathing when squad leaders die | Unpause the save, wait for the invasion to enter the fort. Watch the siege invaders stop pathing once all the invasion-squad leaders are dead. |
| 0009208 | 3 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user11) | 2015-12-04 | Dwarves just don't care anymore to see even friends dead | have dwarves killed, look at the thought of their friends. |
| 0009227 | | Dwarf Mode -- Nobles | minor | resolved (user11) | 2015-12-04 | Non-Native Permanent residents can give mandates which don't show up in the nobles menu | Have not tried, though presumably this could happen by chance.
Save uploaded here: http://dffd.bay12games.com/file.php?id=11371 |
| 0007981 | 7 | Dwarf Mode -- Environment | minor | new | 2015-12-04 | Grasstrample has no effect | Mod your game so your dwarves have GRASSTRAMPLE:50, which before would've instantly crushed the grass into nothingness. Watch as they spring with a light step over the terrain and even the most densest of grass patches suffer no more than they would the step of a ghost. |
| 0009201 | 1 | World Generation -- General | trivial | resolved (user1294) | 2015-12-04 | Man attacked himself "in a time before time" | I have no idea, honestly. This is strange. |
| 0009192 | 2 | Adventure Mode -- Buildings | minor | resolved (user1294) | 2015-12-04 | Using hired beds at inns crashes the game | Hire a bed
don't pay
try to 'Z' sleep over the bed |
| 0009203 | 1 | Dwarf Mode -- Interface, Designations | crash | resolved (user1294) | 2015-12-04 | Crash when retiring one amongst many Temples | Dig a room, put a table/throne.
Make room on the table (qr), assign location (l) add (a) temple (t) (choose deity or not).
go back to location (l) add a new temple the same way (a t).
Go to Locations overview (l) try removing one of the temple (X), it should crash. |
| 0009200 | 1 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2015-12-03 | Reproduction of 7083: Promotion to king/queen disables all noble selection | |
| 0007083 | 3 | Dwarf Mode -- Nobles | major | confirmed (user6) | 2015-12-03 | Automatic promotion of SITE member to MONARCH causes loss of SITE positions | |
| 0009182 | | Dwarf Mode -- Jobs, General | minor | | 2015-12-03 | Vampire true names (and therefore their vampiric nature) revealed upon assigning occupations. | Choose any occupation for a vampire dwarf in a library, tavern or temple.
See their true name in the list of those with an occupation in that area. |
| 0009186 | 1 | Dwarf Mode -- Immigration | crash | | 2015-12-03 | Crash upon migrants joining | 1. Load save
2. Advance until migrants arrive.
3. Wait for them to loose new arrival tag. Game will crash |
| 0009148 | 7 | Dwarf Mode -- Immigration | crash | | 2015-12-03 | Crash always occuring after immigrant wave | Load save file (http://dffd.bay12games.com/file.php?id=11316) and let several days pass |
| 0002606 | 26 | Dwarf Mode -- Jobs, Healthcare | minor | | 2015-12-03 | prisoner died of dehydration, plenty of water, labor. | |
| 0008257 | 6 | Dwarf Mode -- Combat | trivial | assigned (user6) | 2015-12-03 | Combat reports use "lightly tapping the target" for attacks that (unintentionally) cause no damage | |
| 0005252 | 1 | Adventure Mode -- AI | minor | resolved (user6) | 2015-12-03 | Dwarven ambushers attack each other | A save is available here: http://dffd.wimbli.com/file.php?id=5582 |
| 0009188 | 3 | Dwarf Mode -- Nobles | major | resolved (user6) | 2015-12-03 | Human mercenary inherits title and imposes mandate | |
| 0003778 | 7 | Adventure Mode -- Combat | minor | assigned (user11) | 2015-12-03 | Charges rarely get dodged even at high skill levels | Create an adventurer with high dodging skill.
Find a creature larger than you.
Set combat preferences to 'Dodge Preference: Stand Ground', 'Charge Defense: Dodge Away'.
You will never dodge away from the charge attack. With a dodge preference set to Move Around, you will still only dodge a charge attack when you happen to jump away to another square. |
| 0009190 | 3 | Dwarf Mode -- Interface, Military Screen | minor | resolved (user1294) | 2015-12-03 | Problem with Uniforms and Equipping squads. | 1. Set squads to active/inactive
2. Set equipment to over-clothing/replace
3. Set equipment to match/partial
4. Station them/Cancel order
5. Check again if there is reachable leather armor gear that is not forbidden.
6. Manually assign every leather piece to see them only wear it as over clothing, even if you tell them to replace.
They simply refuse to get fully geared up in leather armor sets.
(just started my metal industry, cant comment if i'll have the same problem there, have to test it first) |
| 0009170 | 2 | Adventure Mode -- Sites | major | resolved (user1294) | 2015-12-03 | unplayable lag on some sites in adventure mode | Load the provided saved game :
http://dffd.bay12games.com/file.php?id=11336
try to move your character.
|
| 0009177 | 1 | Technical -- Rendering | major | resolved (user1294) | 2015-12-03 | FPS death when approaching dark tower in adv mode | Approach a dark tower within the goblin pits. FPS will proceed as normal as one approaches the tower until one gets close enough. |
| 0009167 | 3 | Technical -- Saving/Loading | crash | resolved (user1294) | 2015-12-03 | Crashes when updating calendar | |
| 0009165 | 2 | Adventure Mode -- Sleep | crash | resolved (user1294) | 2015-12-03 | Game crashes while attempting to sleep in an inn | Go to an inn and try to sleep in a designated bedroom. |
| 0009175 | 3 | Adventure Mode -- Sleep | crash | resolved (user1294) | 2015-12-03 | Sleeping in an inn room without paying crashes the game. | Enter a room in an inn without paying and try to sleep. |
| 0009183 | 3 | Adventure Mode -- Conversation | feature | resolved (user1294) | 2015-12-03 | Plump Helmet Men Can't Dance | Try and dance, it wont work for plump men |
| 0009185 | 2 | Dwarf Mode -- Interface, Status | minor | feedback (user1294) | 2015-12-03 | Kaolinite has some randomized nonsensical uses listed | Start any fort, go to Status screen, check entry for kaolinite. |
| 0009137 | 8 | World Generation -- General | crash | | 2015-12-02 | Crash during 2-week buffer period | Load game
Select mode
Wait for crash |
| 0009158 | 2 | General | crash | | 2015-12-02 | Crash on Startup | Run the df executable |
| 0009166 | 2 | Title Screen | crash | | 2015-12-02 | Game Crashes at startup | Simply running the game causes this without fail on my system, I have not once entered any part of the game with this computer. |
| 0009174 | | Adventure Mode -- Conversation | minor | resolved (user6) | 2015-12-02 | NPC with bugged name | load saved game there and look at what has been said :
http://dffd.bay12games.com/file.php?id=11338 |
| 0009123 | 1 | Technical -- Saving/Loading | crash | new | 2015-12-02 | running with sudo causes segfault on save | Start up DF in sudo. Run for approximately an in-game month. Save |
| 0009136 | 1 | Adventure Mode -- Inventory | trivial | resolved (user6) | 2015-12-02 | DF gives one shield per hand (excluding the hand holding a weapon) | 1: Create a world.
2: Start an adventure mode character with more than two arms (I used a bark scorpion man).
3: Make sure that he's a shield user (just to be safe).
4: Start the game and open your inventory. |
| 0009125 | 17 | World Generation -- General | block | | 2015-12-02 | Freeze when placing civilizations during worldgen | |
| 0005854 | 2 | Dwarf Mode -- Diplomacy | minor | | 2015-12-02 | Diplomats don't bring bodyguards | |
| 0004430 | 20 | Dwarf Mode -- Stockpiles | minor | | 2015-12-02 | Large gems not moved to stockpile | 1) Create Jewelers workshop
2) Create Finished Goods stockpile with all subitems enabled
3) Mine and cut large gems
|
| 0009155 | 2 | Dwarf Mode -- Embark/Setup | crash | resolved (user1294) | 2015-12-02 | Crash while progressing the calendar | Start a new fortress in this world: http://dffd.bay12games.com/file.php?id=11322 |
| 0009144 | 1 | World Generation -- General | major | resolved (user1294) | 2015-12-02 | Hangs when placing civilizations | |
| 0009154 | 3 | World Generation -- General | major | resolved (user1294) | 2015-12-02 | World generation stuck at "placing civilizations..." | Create a new world. |
| 0009150 | | Technical -- Saving/Loading | crash | new | 2015-12-02 | Crashes upon trying to load game | Simply load up and wait. |
| 0005458 | 1 | Dwarf Mode -- Flows | major | new | 2015-12-01 | Flows push creatures and dwarves through wall grates | Make a small swimming pool with a wall grate and a dwarf, drain the pool such that a flow will push the dwarf against the wall grate (doesn't require a full 7/7 water level), the dwarf winds up on the other side of the grate. |
| 0008592 | 5 | Dwarf Mode -- Combat | major | resolved (user6) | 2015-12-01 | Enemies 'teleport' through walls and fortifications | Wait for a siege. The actual circumstances for an enemy to teleport appear random though. |
| 0008660 | 2 | Dwarf Mode -- Stockpiles | minor | | 2015-12-01 | Lye in wood barrels can't be used for making soap | Make some lye, wait for the dwarves put it in wood barrels, try to make soap |
| 0008737 | 2 | Dwarf Mode -- Embark/Setup | trivial | | 2015-12-01 | Embark location finder only allows 2x2 and larger | |
| 0009131 | 2 | Typos/Grammar | minor | | 2015-12-01 | item_tool.txt - NAME entries for scroll roller are both plural, singular missing. | N/A |
| 0008499 | 3 | Dwarf Mode -- Trade | minor | resolved (user6) | 2015-12-01 | Merchants left behind all their stuff | Haven't tried to reproduce yet but just to note some possibly related points:
* broker was changed while the merchants were at the depot.
* depot not built until after merchants arrived on map. |
| 0009128 | 2 | World Generation -- General | crash | resolved (user1294) | 2015-12-01 | Crash during world generation / history | * Download Windows version
* New game
* Create world with default parameters |
| 0009126 | 3 | World Generation -- General | major | resolved (user1294) | 2015-12-01 | Worldgen Freeze | Create a new world |
| 0002500 | 11 | Contaminants/Spatter | trivial | new | 2015-11-30 | Blood spatter on internal body parts; dwarves unsuccessfully try to clean it off | |
| 0001181 | 7 | Adventure Mode -- General | minor | confirmed (user6) | 2015-11-30 | Items from underground cavern scattered on surface | |
| 0009122 | 2 | Miscellaneous Crashes | major | | 2015-11-28 | Don't build walls in a tree's leaves - Game will crash if dwarf climbs tree | Have a way to get to the first elevated level of a tree. Build a wall in the tree's leaves somewhere and make your dwarf have to stand on the tree proper instead of on a floor and then whilst in the branches use a hauled log to build a wall in the tree.
If the Dwarf would fall if the tree was to be deleted and is not standing on a floor, the game crashes instead of the Dwarf falling to the ground. |
| 0009119 | 4 | Miscellaneous Crashes | crash | resolved (user1294) | 2015-11-27 | Program crashes a few seconds after unpausing loaded save | Using the save available here:
http://dffd.bay12games.com/file.php?id=11297
1. Run Dwarf Fortress 0.40.24
2. On the main menu, select Continue Playing.
3. Select the only save. (Asenkes, Dwarf Fortress ; Boldoludon, 254 ; Folder: region1)
4. Unpause the loaded save.
5. The program crashes in a few seconds.
|
| 0009114 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | crash | | 2015-11-25 | Crash on Job End | Cancel job, deconstruct workshop, or let the dwarf finish the "extract metal strands" job. |
| 0009116 | 3 | Dwarf Mode -- Idle Behavior | crash | | 2015-11-25 | Crash after some time | Load the downloaded save and wait until the game crashes. |
| 0009118 | | Adventure Mode -- Quests | minor | new | 2015-11-24 | I can't report death of quest creature if I jump on it (J/j + direction) | 1. Make a creature unconscious
2. Jump on unconscious creature. It must die after it collapse with an obstacle
3. Try to report death of this creature. YOU CAN'T |
| 0007710 | | Adventure Mode -- Movement | major | | 2015-11-22 | Gait flags LAYERS_SLOW + STRENGTH + AGILITY do nothing | |
| 0009112 | 1 | World Generation -- General | crash | new | 2015-11-15 | crash during worldgen history | |
| 0009111 | 1 | Dwarf Mode -- Interface, General | minor | new | 2015-11-06 | Dwarves affected with were-curse are "Diagnosed with [blank]" | 1. Dwarf is bitten by were-creature
2. Dwarf is diagnosed
3. Check individual health history |
| 0009110 | 4 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2015-11-06 | Quarry Bushes do not produce Rock Nuts | |
| 0009107 | 3 | Dwarf Mode -- Idle Behavior | minor | new | 2015-10-28 | Dwarves stuck in idle after werebeast attack | Unknown. I was attempting to build walls during the werebeast attack to block it out. I had ghosts out. This was the second werebeast attack in a very short time. |
| 0009104 | 4 | Technical -- General | crash | | 2015-10-26 | Game Crash for Unknown Reason | |
| 0009105 | | Pathfinding | minor | new | 2015-10-25 | Flying titan hovering high up in the air. | |
| 0009035 | 9 | Technical -- Saving/Loading | crash | new | 2015-10-25 | DF crashes seconds after resumed play | Load the save and resume play. |
| 0006676 | 3 | Adventure Mode -- General | minor | | 2015-10-24 | Bogeymen attack elf/dwarf sites while sleeping in them | Sleep in an elf treehouse as an adventurer |
| 0007979 | 10 | Dwarf Mode -- Transport/Hauling | minor | | 2015-10-24 | Dwarf targeted by military after releasing enemy from cage | Have goblins in cages, try to pit them. The cage was 3 or 4 steps away from the pit. Perhaps stockpiling right next to the pit will solve this. |
| 0009103 | 1 | Dwarf Mode -- Diplomacy | minor | | 2015-10-21 | Liasion news report repeats kidnapping events | Dependent on world state at time of liaison arriving, hard to reproduce. |
| 0009101 | | Undeath | minor | new | 2015-10-20 | Undead has neck completely severed, head is still attached | |
| 0009100 | | Dwarf Mode -- Interface, Manager | minor | new | 2015-10-19 | Metal (zinc) furniture counts towards rock furniture manager job | To reproduce this easily from scratch in a new world (avoid aquifer):
1. Embark with a pick, an anvil, some provisions, some fireproof rock or metal, some (at least 6) zinc bars, some (at least 2) coke or charcoal and some (at least 2) wood or rock. Easiest to just take more fireproof rock. Skills or labor preferences required are carpenter or mason, metalsmith (aka blacksmith) and miner.
2. Build a forge from fireproof rock or metal. Build a carpenter's or mason's shop and make a chair/throne.
3. Dig out a small room.
4. Place the chair/throne inside the room.
5. Designate a manager.
6. Create a room around the chair/throne and assign it to the manager.
7. Issue manager order to create any largish number of rock armor stands, e.g. 10.
8. Issue another order to create one zinc armor stand.
9. Wait for some time and look at the forge. If you waited long enough and nothing interfered, the blacksmith will have created multiple zinc armor stands, despite the order of making only one. |
| 0009051 | | Dwarf Mode -- Nobles | minor | new | 2015-10-19 | A Kobold thief entered my fortress and can be elevated to certain noble statuses | To reproduce this, it will involve waiting for a kobold thief to show up without announcement literally.
Constructing or using an already made cage for assigning the kobold to it.
You might not necessarily need a cage, but it would probably be good to just use it anyway just to make keeping track easier.
Check noble screen, select any noble other than king, duke/duchess, and outpost liaison. Click "r" for replace and you should see the kobold on the list. |
| 0009098 | 2 | Technical -- General | crash | | 2015-10-17 | Game crash (window disappears) during launch following upgrade to Mac OS X El Capitan (10.11) in PRINT_MODE:2D | (Upgrade to Mac OS X El Capitan.)
Download fresh 0.40.24 DF for Mac.
Run file "df" in Terminal. |
| 0009096 | 2 | Dwarf Mode -- Transport/Hauling | minor | new | 2015-10-17 | Dwarves fill minecarts no longer assigned to hauling routes | Assign a hauling route, define desired items, then remove the vehicle and wait for the minecart to be carried to a stockpile. I should note that the desired items(bars) had no other stockpile space anywhere in my fortress. |
| 0009048 | 4 | Dwarf Mode -- Jobs, Hauling | minor | acknowledged | 2015-10-17 | Interrupted "place vehicle" jobs cause minecarts to be hauled to stockpiles before being placed | It happens too infrequently to be reproduced reliably, as it works as intended most times. |
| 0009090 | 2 | Dwarf Mode -- Stockpiles | minor | new | 2015-10-17 | Filled minecarts can be stored in barrels, can nest in other containers | |
| 0005904 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2015-10-17 | partially filled bins don't work correctly when interacting with minecarts | Create a finished goods stockpile that gives to a minecart, and then some finished goods and bins to put in it. Then make a minecart path leading to another stockpile to have the goods placed into.
Dwarves will inevitably fill a bin partially as the goods are being created, then put that bin into the minecart.
When the minecart gets to the other stockpile and gets unloaded, dwarves will take the partially full bins and walk with them all the way back to the original stockpile/workshop to fill them up with things. |
| 0008996 | | Dwarf Mode -- Transport/Hauling | minor | new | 2015-10-17 | Lye buckets wont get put into minecarts | Set up two stockpiles for lye with a track stop between them taking from one dumping to the other.Lye lye will just fill the stock pile the cart is taking from without being moved to the quantum pile.
|
| 0006336 | 6 | Dwarf Mode -- Embark/Setup | trivial | | 2015-10-17 | Only one minecart per material purchased on embark can be used | Bring at least two minecarts of the same material on the embark screen. Create a minecart route. Only one minecart will be available for use. |
| 0009094 | 2 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2015-10-15 | Birds marked for slaughter do not lay eggs | See savegame (dfhacked with reveal and autolabors):
http://dffd.bay12games.com/file.php?id=11201 |
| 0009095 | 1 | Dwarf Mode -- Justice | minor | new | 2015-10-11 | Non-hammerer cannot path to justice chain. "wrong justice state" | Dunno |
| 0000149 | 8 | Dwarf Mode -- Jobs, Military | feature | | 2015-10-09 | When ordered to attack, squads can get distracted chasing harmless animals | |
| 0009089 | 2 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2015-10-08 | Animal trainer tries to train female bird trying to lay eggs, get stuck in loop | Have some non-domesticated female birds pastured somewhere that doesn't have a nestbox available. However, some (bad) timing is involved so it's pretty random as to when it occurs. |
| 0005991 | 39 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | | 2015-10-07 | Dwarf tries to build wall standing on the construction site | |
| 0002922 | 70 | Init Options | minor | | 2015-10-07 | Population Cap not working | |
| 0007759 | 2 | Adventure Mode -- Display | minor | confirmed (user1294) | 2015-10-06 | Cave site not shown in detailed travel map | |
| 0009088 | 4 | Dwarf Mode -- Jobs, Designations | minor | resolved (user1294) | 2015-10-06 | From z-level -11 to z-level -15, Dwarves refuse to perform jobs | No clue. I can't see why or how it happened. |
| 0007027 | 1 | Adventure Mode -- Display | minor | resolved (user1294) | 2015-10-04 | When looking, you can look at floors above and below your character. | Start an adventure mode game. Look around by pressing "l". Look at floors above or below your character by pressing "<" or ">". |
| 0008979 | 1 | Adventure Mode -- Conversation | minor | acknowledged (user1294) | 2015-10-03 | Companions spamming reports of telling each other that they are at war | (Have not attempted reproduction)
Inquired about troubles with soldiers shortly before recruiting them. They do the rest. |
| 0009080 | 2 | Adventure Mode -- Conversation | minor | resolved (user1294) | 2015-10-03 | My traveling companion like to spam my logs about war with other civ every step | Just move one step |
| 0009085 | 2 | Dwarf Mode -- Moods | minor | resolved (user1294) | 2015-10-03 | Clothier had a fey mood -> legendary weaver | |
| 0009086 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user1294) | 2015-10-03 | Diagnoser dreams of mastering a skill despite already arriving with legendary diagnoser skill | |
| 0009087 | 2 | World Generation -- General | minor | resolved (user1294) | 2015-10-03 | Necromancer Animating Elves Without Seeming Access | |
| 0009084 | 2 | Dwarf Mode -- Jobs, Assignment of Jobs | major | resolved (user1294) | 2015-10-03 | Job Assignments imediately undone | Haven't a clue. Did nothing differently. |
| 0009077 | 1 | Dwarf Mode -- Trade | major | new | 2015-09-30 | Traders left without taking their things | |
| 0009079 | 1 | Legends Mode -- Historical Figures | minor | new | 2015-09-29 | Missing range in Legends mode | |
| 0009076 | 2 | Dwarf Mode -- Thoughts and Preferences | major | new | 2015-09-29 | Kea Men/Women are causing dozens of vengeful thoughts | I'd imagine it happens anytime dwarves and Kea Men are together, but maybe the caravan has to be there too. |
| 0009081 | | Adventure Mode -- Reactions | minor | new | 2015-09-28 | Kobold (Skulking villians) do nothing even if they can see me until I attack them | |
| 0009078 | 2 | Adventure Mode -- Display | minor | resolved (user1294) | 2015-09-27 | I can't see the cave in fast travel mode while i'm traveling | turn left in fast travel mode |
| 0009075 | | Dwarf Mode -- Immigration | feature | new | 2015-09-25 | Tame Semi Megabeast Migrant | |
| 0001623 | 7 | Dwarf Mode -- Thoughts and Preferences | minor | confirmed (user1294) | 2015-09-17 | Dwarves can have preferences for non-existing body parts like bird/worm teeth. | |
| 0009072 | 1 | Dwarf Mode -- Thoughts and Preferences | trivial | resolved (user1294) | 2015-09-17 | Dwarfs showing preference for animal teeth that don't exist | |
| 0009070 | 2 | Dwarf Mode -- Buildings, General | crash | | 2015-09-16 | Dwarves attempt to build wall through tree branches, hilarity ensues | - Load save
- Navigate to z level -15
- Find wall designations
- Unpause
- Wait for crash |
| 0009069 | | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2015-09-11 | Mechanic cancels link: Cannot reach site/Could not find path | 1. Dig a hole into the ground.
2. Cover the hole with a bridge, so that there is no path from the surface to the hole while the bridge is lowered.
3. Create a lever on the surface, and link it to the bridge.
4. Create a few mechanisms and put them in a stockpile on surface.
5. Raise the bridge, then create a lever in the hole.
6. PAUSE the game, link the underground lever to the bridge, pull the surface lever with high priority, then unpause the game. The mechanic will first raise the bridge (=pull the lever), then put a mechanism in the bridge.
(7. Optional) Pull the lever again with high priority.
8. If the previous step was done, after the bridge raises and the dwarf picks up the mechanism, he will cancel the job with "cannot reach site" (the bridge?), otherwise he is unable to path to the lever (since the bridge is in the way) and will report so. |
| 0009067 | 1 | Dwarf Mode -- Interface, Building Construction | minor | | 2015-09-08 | Active woodcutting shows negative distance and inaccurate amount of wood logs in building item screen | |
| 0009066 | 4 | Miscellaneous Crashes | crash | new | 2015-09-08 | Sudden random crashes | Play fortress mode normally. Game will sooner or later crash. |
| 0009064 | 1 | Weather | trivial | new | 2015-09-05 | Camel humps seem to be immune to necrosis-inducing weather | It's hard to reproduce reliably but I hope to upload a save using tamed camels ordered from a caravan at some point. It might be possible to reproduce this using modding and custom syndromes under highly controlled circumstances. |
| 0009063 | | Dwarf Mode -- Thoughts and Preferences | minor | new | 2015-09-03 | "Thoughts and preferences" of dead dwarfs can be readed | Wait until dwarf1 will become friend ( wife, grudge, friendly terms, etc ) with dwarf2. Kill dwarf1. k - select dwarf2 - r (relationships) - select dwarf1 - v(view) |
| 0009059 | 2 | Dwarf Mode -- Items | feature | | 2015-09-02 | Rock maces | |
| 0009060 | 3 | Technical -- Saving/Loading | crash | new | 2015-08-31 | Saving game sometimes causes a crash in Dwarf Mode | Unknown |
| 0003147 | 5 | Dwarf Mode -- Interface, Stockpiles | minor | new | 2015-08-31 | Heathcare dwarves return leftover cloth/thread to outside stockpile instead of hospital supplies | Build hospital.
have it stocked.
Have adequate doctor dwarf.
restrain this doctor to a burrow containing only the hospital, his chambers and possibly a diningroom.
access to a watersource and food stockpile is also nice.
Has cloth/thread/.etc stockpile outside burrow.
Get a dwarf cut open or smashed, so that sutures or dressing is required.
observe: after one of these tasks is completed, the doc will want to store the cloth/thread in the stockpile. |
| 0005996 | 3 | Dwarf Mode -- Transport/Hauling | minor | new | 2015-08-31 | Minecarts can teleport through walls. | From the side it looks like this:
\
\
\___ #
|| |
| 0009057 | 3 | Dwarf Mode -- Transport/Hauling | minor | new | 2015-08-31 | Minecart crash causes contents to teleport through solid rock | |
| 0009001 | 1 | Dwarf Mode -- Interface, Announcements: Message Spam | text | new | 2015-08-29 | Eager dwarf tries to store his owned item despite injury preventing him | I haven't been able to reproduce this with another dwarf, it's a rather specific condition to lose both arms. The bug is ongoing though, so I guess it reproduces itself so long as you have an armless dwarf who tries to store an owned item of his. |
| 0009047 | 6 | Creatures | minor | new | 2015-08-27 | Military attacks tame roc | Tame a roc and pasture it near an active military squad. |
| 0000060 | 11 | Technical -- Input/Keybinding/Macros | minor | | 2015-08-25 | Changing "LEAVE SCREEN" binding from ESC to space closes when typing in orders window | Press ESC. Change the binding from ESC to SPACE and return.
Hit 'q' then 'm' to open the work orders. hit 'q' to enter a new order. Type Rock <space> crafts.
When you hit space, the window will return to the previous list of orders |
| 0009046 | 1 | Technical -- Saving/Loading | major | | 2015-08-25 | Game continually auto-saves itself | None, load savegame |
| 0009049 | 2 | Dwarf Mode -- Environment | minor | | 2015-08-25 | Trees don't always burn in magma | Find a volcano in a heavily forested biome, dig a few holes into the magma pipe, watch trees not burn while the surrounding vegetation turn to ash. |
| 0009053 | 1 | Dwarf Mode -- Stockpiles | crash | | 2015-08-25 | Enabling "Refuse" stockpile option after searching for specific corpse causes program to crash. | 1. Make a refuse stockpile.
2. [q] [s] into stockpile options.
3. Go to Refuse -> Corpses -> and search for any creature.
4. Disable the creature's corpse from being stored in the stockpile with [Enter].
5. While the cursor is still in the rightmost column, press [d] to disable Refuse.
6. Enable Refuse with [e].
7. Crash. |
| 0009045 | 2 | Technical -- Saving/Loading | crash | new | 2015-08-19 | Crash on beginning of autosave, no save created | Unable to reliably reproduce it yet. |
| 0009044 | 1 | Dwarf Mode -- Immigration | minor | new | 2015-08-19 | Dwarf Migrant Arrived Already Dead | Unable to reproduce, occurred during migration wave(and we all know I've got no control over that). |
| 0009041 | 1 | Technical -- General | crash | new | 2015-08-11 | Dwarf Fortress will not launch | Simply run DwarfFortress.exe |
| 0009036 | 3 | Pathfinding | major | new | 2015-08-08 | 40 FPS for 1x1 5-dwarf fortress | run first fortress, let it run a while, check fps - it is low
run second fortress, check fps |
| 0009039 | 3 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | | 2015-08-06 | Invisible creature occupying construction spot | |
| 0009040 | | Technical -- Rendering | minor | | 2015-08-06 | data/art/icon.png missing; DF has no custom run-time icon (except on Windows) | Launch DF
If you copy, say, data/art/mouse.png to data/art/icon.png, DF will use the mouse icon (an axe) as the run-time icon on the next launch. |
| 0000307 | 8 | Creatures | minor | new | 2015-08-04 | No announcements for blistering/charring, and other fire-related problems | Go to adventure mode, and light a tree on fire. then stand next to it for a while. |
| 0009038 | | Dwarf Mode -- Military | minor | new | 2015-08-04 | No bad thought for unclothed military dwarves | |
| 0009037 | | Dwarf Mode -- Interface, Animals | trivial | new | 2015-08-04 | Mules can be gelded, but Z-Animals screen does not display this properly | Geld a mule and look at the Z-Animals screen. |
| 0009033 | 1 | Projectiles | minor | new | 2015-08-03 | Merchants leave on loading save | |
| 0009032 | | Dwarf Mode -- Interface, Manager | minor | new | 2015-07-30 | Unable to assign nobles upon a desert biome embark | |
| 0008523 | 4 | Dwarf Mode -- Jobs, Designations | major | | 2015-07-28 | Smooth stone designation ignored | 1. Get dwarf, enable stone detailing
2. Attempt to smooth stone |
| 0003497 | 2 | Technical -- Input/Keybinding/Macros | minor | | 2015-07-28 | incorrect string entry keybindings | Use the affected characters { | ? in a text field, such as setting a custom nickname on the embark screen. |
| 0008825 | 1 | Creatures | minor | new | 2015-07-26 | Aquatic vermin on land | group a number of turkeys together and wait for the vermin |
| 0008789 | 2 | Dwarf Mode -- Invasions | minor | new | 2015-07-26 | Captured invading dwarves cannot be pitted, recaged, or cleared up after killing | |
| 0009028 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | crash | | 2015-07-25 | Game crashes when building floor tiles over twigs | Find a tree
Build stairs
Build floor on twigs tiles |
| 0008950 | 3 | Technical -- General | crash | | 2015-07-21 | Game Crashes Randomly whilst playing. Could be only after 5 mins of playing or 1-2 hours. | Just playing the game naturally. This may also be something that may be included in the problems i am having... When the game is paused, and only when it is paused (like when laying out my fortress) my screen flickers every other second. I have tried several different things to stop this too. |
| 0009008 | 6 | Dwarf Mode -- Combat | minor | new | 2015-07-19 | Horrified emotion after battle are too extreme even for high discipline warriors | |
| 0009025 | 1 | World Generation -- Constructions | minor | new | 2015-07-18 | "skulking vermin" take tomb, i go to tomb, then i see a bunch of tomb structures right next to each other | |
| 0008822 | 3 | Dwarf Mode -- Interface, Rooms | minor | confirmed (user1294) | 2015-07-17 | [R]ooms view no longer showing unclaimed ("No Owner") bedrooms | |
| 0008877 | 5 | Dwarf Mode -- Interface, Main View | major | | 2015-07-15 | Massive lag spike when viewing trees in tree farm, FPS plummets | create a tree farm
watch FPS plummet as vegetation grows |
| 0007872 | 3 | Dwarf Mode -- Environment | minor | new | 2015-07-14 | Trees growing through bridges | build a bridge over some saplings and wait |
| 0008959 | 7 | Miscellaneous Crashes | minor | | 2015-07-13 | Designated some walls to be smoothed and it crashed | |
| 0009021 | 1 | Miscellaneous Crashes | crash | new | 2015-07-13 | Missing Color Definition | Load my save. It happens every time |
| 0008054 | 7 | Technical -- General | crash | resolved (user1294) | 2015-07-12 | Crashing after a few minutes | I thing you can just wait or do common thing (digging rooms and stuff) |
| 0008683 | 4 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user1294) | 2015-07-12 | Construction of bed with spore trees underground | 1) Set up carpenter workshop underground
2) Cut down spore trees.
3) Queue spore tree beds
4) Wait for beds to be completed
5) attempt to place beds |
| 0008830 | 4 | Dwarf Mode -- Transport/Hauling | minor | resolved (user1294) | 2015-07-12 | No one will gather wood | Get a big amount of dwarves and fell a tree. Pretty easy to reproduce. |
| 0009019 | 2 | Vegetation | minor | resolved (user1294) | 2015-07-12 | Trees not falling after mining roots, then leaving open spaces when later cut. | 1. Mine out a tree's roots, best results use a one tile rooted tree.
2. Cut down the tree. |
| 0009015 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2015-07-12 | "Item lost or destroyed" removes repeat jobs | |
| 0009016 | 6 | Pathfinding | major | resolved (user1294) | 2015-07-11 | A dwarf in a mood on my game blocked the stair case and wouldent move | I haven't tried to reproduce do to the rarity/randomness of strange moods. |
| 0009017 | 2 | Dwarf Mode -- Jobs, Hauling | tweak | resolved (user1294) | 2015-07-11 | Won't use custom stockpiles | |
| 0009012 | 2 | Dwarf Mode -- Jobs, Hauling | minor | | 2015-07-10 | Dwarves abandon wheelbarrows if they ever step out of burrows, even if destination tiles are within burrow | Have items that a dwarf will pick up with a wheelbarrow, such as stone, a proper stockpile with wheelbarrows assigned, and a burrow that designates the boulders, the stockpile, but not the entire intervening path, and assign your haulers to that burrow. |
| 0002540 | 12 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | new | 2015-07-10 | Inconsistent ethics when crafting with goblin bones | Very difficult to reproduce, as it is intermittent. I've seen it 2 or 3 times in this ongoing game so far, and caught it this time in a save about to happen within a few seconds. It has only happened since the fortress became fairly large and complex, and I'm not sure what feeds into it.
But, with that caveat:
1) Add a Decorate with Bone job to a craftsdwarf's workshop with many bones and decorable items nearby.
2) It *may* issue a job cancellation for "lack of improvable item."
|
| 0009018 | | Dwarf Mode -- Trade | minor | new | 2015-07-10 | Caravan won't leave after killing a werebeast while in the trading post | get another were beast and see what happens |
| 0008914 | | Pathfinding | minor | new | 2015-07-08 | Creatures swap through forbidden floor hatches | In the save, press F6 to zoom to the floor hatch, and unpause the game. The blizzard clown will be replaced by a boiling clown below after about 6 ticks. |
| 0001016 | 8 | Dwarf Mode -- Justice | minor | | 2015-07-08 | Captain of the guard performs beating with combat weapon. | Have your captain of the guard use any weapon, wait for some dwarf to be sentenced to a beating. |
| 0005532 | 3 | Dwarf Mode -- Justice | minor | resolved (user6) | 2015-07-08 | dwarf punches criminal instead of using a weapon | 1.Find a vampire.
2.Try to punish him with a military dwarf
3.Watch as he punishes the vampire by punching him instead of using his weapon |
| 0008507 | 3 | Dwarf Mode -- Trade | minor | | 2015-07-08 | Trade depot disabled while caravan is unloading | |
| 0005036 | 9 | Technical -- General | major | | 2015-07-06 | Save file gets corrupted, doesn't show up in list | 1. Run dwarf fortress
2. Play an existing save
3. Save game
4. Shut down computer while DF is in menu screen. (Finished saving) |
| 0004933 | 3 | Technical -- Saving/Loading | crash | resolved (user11) | 2015-07-06 | crash on load | 1. launch DF
2. select the save on load game screen
3. hit enter twice
result:
$ ./df
Gtk-Message: Failed to load module "globalmenu-plugin"
Loading bindings from data/init/interface.txt
New window size: 2176x992
Font size: 16x16
Resizing grid to 136x62
Resizing font to 16x16
Resetting textures
terminate called after throwing an instance of 'std::length_error'
what(): vector::_M_fill_insert
./df: line 6: 6847 Aborted ./libs/Dwarf_Fortress $*
|
| 0009009 | 5 | Title Screen | block | | 2015-07-06 | df will NOT start | 1. have the operating system i have
2. open "df"
3. get unlucky |
| 0008549 | 6 | Dwarf Mode -- Immigration | minor | confirmed (user1294) | 2015-07-06 | Forgotten Beast Arrives With Migrants as Pet, Kills Everyone | |
| 0008802 | 16 | Dwarf Mode -- Interface, Text | crash | confirmed (user11) | 2015-07-05 | Canceling a destroy building job replaces unit name with "inactive" on units screen, possible crash | [u]nit screen;
select unit with "destroy building" job;
[c]ancel job. |
| 0009014 | 1 | Dwarf Mode -- Nobles | minor | resolved (user1294) | 2015-07-05 | Foreign nobles mistakenly upgraded | I suppose it requires some luck, but start a fortress and play until you get a baron, wait until a nobility position is inherited by one of your dwarves (might have to be same level as your current noble), then get upgraded to a higher level of nobility and see if all nobles are upgraded. |
| 0006097 | 8 | Undeath | minor | confirmed (user1294) | 2015-07-04 | Cannot become a vampire in adventure mode | I've uploaded a save to http://dffd.wimbli.com/file.php?id=6673. The adventurer is carrying the sword used to slay the vampire, the vampire's corpse, and a whole bunch of vampire blood layered on his equipment. Drinking the blood does nothing. The adventure is standing in the middle of nowhere because I retired him to look at Legends. |
| 0009010 | 1 | Technical -- Rendering | minor | resolved (user1294) | 2015-07-04 | all living creatures rendered as corpses | step one: download the lnp to my computer.
step two: make world.
step three: embark! - lo and behold: everything is full of walking corpses. |
| 0009011 | 2 | Dwarf Mode -- Thoughts and Preferences | text | | 2015-07-04 | Text is cut off the screen | For me it's simple. Each game I load has this issue. |
| 0006497 | 3 | Miscellaneous Crashes | major | | 2015-07-04 | Context menus on the right covering whole screen, unable to do anything. | |
| 0009013 | | Adventure Mode -- AI | minor | new | 2015-07-04 | Resurrected undead that are opposed to life still prioritize their original faction loyalties | 1. Create an interaction that resurrects a corpse, and allow some creature to use this interaction.
2. In adventure mode, kill some civ member, and resurrect its corpse.
3. The newly raised civ member should attack you, while ignoring other living bystanders. |
| 0000600 | 10 | Dwarf Mode -- Jobs, Hauling | minor | new | 2015-07-03 | haulers in burrows seem to stand around contemplating hauling jobs they can't perform | example using a smelting area.
1) create a smelter
2) smelt many bars
3) define a burrow on the smelter and on a bar/block stockpile(along with food drink and beds if you want your hauler to not die)
4) assign a hauler to the burrow
5) restrict his hauling to item hauling to avoid error spam
7) have plenty of other item hauling job available elsewhere in the fort, outside the burrow
6) watch his behavior
|
| 0009006 | | Dwarf Mode -- Jobs, Cancellation and Suspension | tweak | new | 2015-07-01 | "Warm stone" digging designation not cancelled when revealed stone is also the wall of an unrevealed cavern | |
| 0009005 | 1 | Dwarf Mode -- Moods | major | resolved (user1294) | 2015-07-01 | Attacking berserk dwarves resulting from failed strange mood results in infighting amongst military squad | -Get a dwarf in a strange mood.
-station military around said dwarf
-wait for dwarf to fail and go berserk
-watch ensuing carnage |
| 0006441 | 3 | Dwarf Mode -- Justice | minor | | 2015-06-30 | Creatures about to arrive on map can be convicted of a crime but are listed as "deceased" until they arrive | This would be extremely difficult to reproduce, so I'll upload the save and link to it in the comments. I'm leaving reproducibility as "N/A" since I don't know what category "always but nearly impossible" fits in, but feel free to change it. |
| 0002454 | 2 | Dwarf Mode -- Diplomacy | minor | acknowledged (user11) | 2015-06-30 | Diplomat leaves unhappy when new mayor elected during meeting | 1) Don't un-assign mayor's tasks when a diplomat arrives. Keep him/her constantly busy.
2) Wait until election time.
3) Hope current mayor loses the election. |
| 0008991 | 8 | Technical -- Saving/Loading | crash | new | 2015-06-28 | Crash at load | |
| 0009003 | 1 | Dwarf Mode -- Interface, Announcements | trivial | | 2015-06-28 | Dwarf changing into Werecreature does not pause game. Fun ensues. | Get a dwarf bitten, but not to death... |
| 0008972 | 6 | Miscellaneous Crashes | crash | | 2015-06-27 | Immediate "no response" crash when scrolling down a page while selecting a starting civ in adventure mode. | While i have not yet tried to, I am fairly certain that creating a world with 2 years, max civs and big area should fill the rooster of selectable civilizations pretty well. |
| 0004471 | 1 | Dwarf Mode -- Interface, Notes/Points/Routes | major | | 2015-06-27 | Attempting to name a point in the route menu causes game to lock up | Save file: http://dffd.wimbli.com/file.php?id=4154
Place a note at any point; I encountered the issue on the bridges where the save file starts, but reproduction shows it can occur anywhere. Open the routes menu, then attempt to name the route/point before adding a route. Typing should be impossible, as is closing the menu.
Naming the point beforehand seems to have no effect; the bug appears to be in attempting to name a route before using the "Add a route" function. Notes already placed can also be used. |
| 0008716 | 4 | Technical -- Rendering | minor | new | 2015-06-27 | Walls with suspended construction get invisible after cave in | Collapse some area near suspended walls construction sites |
| 0006361 | 1 | Dwarf Mode -- Interface, Main View | trivial | | 2015-06-27 | Map does not scroll with dwarf | Simply follow a dwarf |
| 0007513 | 2 | Dwarf Mode -- Interface, General | major | | 2015-06-27 | Lag. Game has slowed to a crawl. | About to upload save game to DFFD for analysis. |
| 0008416 | 1 | Dwarf Mode -- Interface, Unit View | minor | | 2015-06-27 | Unit list shows "Inactive" instead of dwarf name | |
| 0008999 | 1 | Technical -- General | minor | | 2015-06-26 | One can't change selection in help menu | Press '?' during game. |
| 0008998 | 2 | Dwarf Mode -- Nobles | major | resolved (user1294) | 2015-06-24 | Promotion of Expedition Leader to King removes all other Noble positions | Embark with Dwarves extinct.
Check the nobles page, note who the leader is.
Hope the RNG picks your Expedition Leader to be King.
Check the nobles page again, everything is now blank. |
| 0008995 | 3 | Dwarf Mode -- Buildings, Machines | minor | new | 2015-06-23 | Pressure plates vanishing after being built | Build a pressure plate for water 0-3, connect to bridge (instead of floodgate), build a second pressure plate for water 5-7, a few squares away (y-axis). |
| 0008993 | 3 | General | minor | | 2015-06-22 | One can't see what is being selected (Highlighted) in some of the menus. | |
| 0008994 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2015-06-21 | Jobs interrupted to harvest | Wait for plants to become ready for harvest, watch as dwarves stop in the middle of what they are doing to harvest said plants. |
| 0008387 | 6 | Civilizations/Entities -- General | minor | | 2015-06-21 | Hostile subterranean animal people are not hostile | 1. Breach a cavern layer that contains a hostile animal person tribe
2. Send some dwarves to investigate
3. Stare in awe of their pseudo-pacifist nature. |
| 0006551 | 8 | Dwarf Mode -- Buildings, General | minor | | 2015-06-19 | Constructing on trees causes them to vanish | |
| 0001575 | 2 | Dwarf Mode -- Interface, Military Screen | minor | | 2015-06-17 | Interface text is too wide, overwrites other menu options | Rebind keys to include SHIFT + KEYDD, or any other long named key.
Go into menu where the key is listed before a value, such as the military adjust schedules screen. |
| 0002284 | 1 | Map Features | minor | | 2015-06-17 | [SPOILERS] Building floor over glowing floor results in material loss | 1) Embark in location with demonic fortress
2) Build floor over glowing floor on bottommost level of it |
| 0004379 | 6 | Adventure Mode -- General | minor | confirmed (user6) | 2015-06-17 | If tool has no associated skills, attacking with that tool trains a nameless skill | |
| 0008988 | 2 | Creatures | minor | new | 2015-06-17 | Dwarf paralyzed at the neck still moving around | Have a dwarf break their upper spine yet survive. Once they're discharged from the hospital, watch them, I dunno, inch themselves forward with their chin? They may need to be a vampire for this to work. |
| 0006193 | | Combat -- General | minor | new | 2015-06-16 | Temporary IMPAIR_FUNCTION syndromes targeting eyes don't end properly | Have a creature that can use the following interaction:
[INTERACTION:KO_DF_FLASH]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:target]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_FORBIDDEN:NOT_LIVING]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:light flash]
[CE_IMPAIR_FUNCTION:SEV:10000:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:0:PEAK:0:END:50]
and place it on the wall in arena mode. Place another creature in the center of the arena, and have it blinded by the light flash. Wait for a while, and observe that its eyes remain impaired.
Then add a weaker creature to the arena to fight the blinded. After a while, the latter should fight back. Check its wounds, and observe that, in all likelihood, its eyes are no longer impaired. |
| 0004843 | 4 | Dwarf Mode -- Traps | minor | confirmed (user6) | 2015-06-14 | Clothing thickness scales linearly with body size => giant creatures have insanely thick clothing | Does not always happen; build trap, fill with serrated iron discs (or possibly anything) and wait for an enemy to wander into it. Every hit from the trap might be deflected. |
| 0008986 | 2 | Dwarf Mode -- Jobs, Designations | minor | new | 2015-06-13 | Dwarf teleports(?) into cavern after dangerous terrain cancellation | |
| 0006453 | 3 | Dwarf Mode -- Environment | minor | new | 2015-06-11 | Ocean waves bypass beach and continue inland when beach is channeled | 1) Embark on a beach
2) Observe waves crashing on the beach
3) Channel out any of the tiles on edge of the beach
4) Wait for the next wave and observe the wave passing over the beach and hitting distant objects. |
| 0008990 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | feedback (user1294) | 2015-06-11 | All dwarves suddenly cancel jobs due to being unable to find a path | Nothing really. Just happened. |
| 0008989 | 2 | Dwarf Mode -- Environment | minor | resolved (user1294) | 2015-06-10 | Ocean waves traveling through walls/floors | |
| 0008157 | 15 | Dwarf Mode -- Combat | minor | assigned (user6) | 2015-06-08 | Civilian dwarves are overly agressive | |
| 0008984 | 2 | Technical -- Saving/Loading | crash | new | 2015-06-08 | Save game load crashes on "loading jobs". | 1: Download savegame at http://dffd.bay12games.com/file.php?id=10908.
2: Unzip with 7zip or equivalent compression program.
3: Load savegame. |
| 0008955 | 6 | Technical -- Saving/Loading | crash | new | 2015-06-08 | Game crashes to desktop on world load | 1. Download save
2. Open save
3. There you go |
| 0008985 | 1 | Dwarf Mode -- Idle Behavior | minor | new | 2015-06-07 | Dwarves seemingly stuck in bunkered mode | |
| 0008983 | | Dwarf Mode -- Invasions | major | new | 2015-06-05 | Dwarf Siege, Loyalty Cascade | i've only seen it in this game, but this is also my first game in this version to have a siege. |
| 0008982 | | Dwarf Mode -- Interface, Announcements: Message Spam | minor | new | 2015-06-02 | Spamming Depression Announcements When Assigned To Give Beatings | 1. Make your dwarves really, really sad.
2. Enjoy.
3. Have a dwarf throw a tantrum.
4. Have the dwarf disciplined with beatings.
5. Have the dwarf assigned to giving the beatings be depressed.
6. Enjoy. |
| 0005927 | 21 | Dwarf Mode -- Traps | minor | | 2015-06-02 | Traps Block Wagon Access | Build enclosed depot with 3 wide access. Build traps or pressure plates across 3 wide access. Check [D]epot access. |
| 0002011 | 6 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | | 2015-06-02 | Decorating with bone/horn uses whole stack | 1. Get a stack of bones.
2. Create one "decorate with bone" job.
3. Watch the stack disappear. |
| 0004406 | 20 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2015-06-02 | Hospital zone does not respect cloth maximums | |
| 0003190 | 20 | Dwarf Mode -- Military | minor | | 2015-06-02 | "Long patrol duty" thoughts accumulate from all squad orders, including training | Activate a dwarf for a period of time till they get a negative thought, take them off active training until thought goes away, reactivate (even after a several month break) and see if thought returns/escalates to higher rank of negative as soon as they return to active training. |
| 0008974 | 3 | Cave-ins | tweak | new | 2015-06-01 | A floor hanging over a ledge.... | Build a floor off of a natural cliff, then deconstruct it. |
| 0008981 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | crash | resolved (user1294) | 2015-05-31 | Crash when floor is built in square that has branches. | Building a floor in a square that has branches crashes the game consistently. |
| 0005189 | 13 | Dwarf Mode -- Thoughts and Preferences | minor | feedback (user6) | 2015-05-30 | Vampires are actually ALCOHOL_DEPENDENT instead of just pretending to be | |
| 0008976 | 1 | Combat -- General | feature | resolved (user1294) | 2015-05-28 | Mechanics for weapons with reach | |
| 0000883 | 14 | Creatures | major | new | 2015-05-27 | Creatures made from flame exhibit strange/unexpected properties | All creatures made entirely of flame |
| 0008975 | 2 | Dwarf Mode -- Interface, Manager | crash | | 2015-05-26 | crash when reassigning bookkeeper | |
| 0006185 | 10 | Dwarf Mode -- Stockpiles | major | new | 2015-05-26 | Worn Clothing stored as "finished goods" not refuse | Run a fort until clothes are worn. Buy or make new clothing. create finished goods stockpile. Create refuse stockpile which will accept only clothing.
|
| 0008243 | 5 | Dwarf Mode -- Nobles | crash | | 2015-05-26 | Crash when leaving the noble screen | |
| 0003390 | 2 | Dwarf Mode -- Idle Behavior | minor | new | 2015-05-26 | Dwarves try to attend parties outside burrow, resulting in "cancels attend party: no floor space" | Occurs randomly, often for one particularly sociable dwarf. |
| 0008971 | 1 | Technical -- Saving/Loading | crash | new | 2015-05-25 | Game crashes on save | |
| 0008973 | 4 | Technical -- General | crash | | 2015-05-25 | Data Execution Prevention crash to desktop | Run the game doing typical fortress stuff until the game crashes. Will typically crash during the Summer before the human caravan arrives. |
| 0008969 | 3 | Dwarf Mode -- Jobs, Constructions (walls etc) | tweak | new | 2015-05-25 | Minor construction oddness | The way I often come across this is when building walls around a constructed floor, for sealing off caverns and the like in the middle of my main stairway. One has to build scaffolding in order to get the corner walls in place, but dwarves building the corner walls rarely actually stand on the scaffolding. |
| 0008967 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2015-05-22 | Dwarves eat, drink and sleep at random, then need to try again for the correct one. | Start a fort. Wait for dwarves to become hungry/thisty/tired and watch them. |
| 0008966 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | | 2015-05-21 | Heterosexual Lovers | Have not been able to reproduce issue directly |
| 0001582 | 24 | Dwarf Mode -- Jobs, Healthcare | minor | | 2015-05-21 | Injured dwarves in bed receive no treatment after diagnosis | According to others they seem to be able to get injured to be treated sometimes, so I don't want to say this happens every time, but in that fort, for me, it happened to every single dwarf. I haven't had another fortress before or since in this version with a hospital yet.
1) Get some injured dwarves.
2) Get a well-stocked hospital.
3) Get some well-trained but stupid doctors.
4) Watch Urist McMalpractice ignore Urist McDesertThroat. |
| 0008965 | 1 | Dwarf Mode -- Nobles | minor | new | 2015-05-19 | MILITARY_SCREEN_ONLY tag does nothing | 1. Create a squad headed by a militia captain
2. Check the nobles screen. |
| 0008964 | 1 | Dwarf Mode -- Trade | minor | new | 2015-05-19 | Traders leave instantly | Pasture animals in a 5x5 area, Build depot over it, wait for traders |
| 0000326 | 5 | Dwarf Mode -- Interface, Announcements | minor | | 2015-05-18 | Missing entries in announcements.txt | |
| 0008962 | | Technical -- Input/Keybinding/Macros | minor | | 2015-05-17 | PRINT_MODE:TEXT Shift-key combinations do not work | 1. Launch Dwarf Fortress using PRINT_MODE:TEXT
2. Start fortress mode and attempt to use shift-arrow-key combinations
|
| 0007902 | 5 | Dwarf Mode -- Items | major | assigned (user6) | 2015-05-17 | Unreasonable amount of vermin remains in caverns cause severe FPS lag | |
| 0008940 | 2 | Dwarf Mode -- Jobs, Designations | minor | | 2015-05-16 | Mining jobs leave dwarves scrambling up and down stairs | Designate two rooms for digging in a fortress, one directly above the other. Watch your miner run back and forth between the two rooms and the stairs. |
| 0008960 | | Dwarf Mode -- Jobs, Activity Zones | minor | new | 2015-05-15 | Fallen fruit gathering does not respect activity zones | designate a suitable area for fruit gathering and leave some good fruit trees outside of the area. Set up a food stockpile to accept fruit and leaves. Alternatively set up a still with orders to brew fruit while there are fruits on the ground outside of any designated fruit gathering zone. |
| 0008958 | | Creatures | minor | new | 2015-05-15 | Site wildlife is mostly ravens and nothing else | Build a fort anywhere in the raven's natural habitat (temperate grassland, savanna, shrubland, forest and wetlands, tundra and taiga, any desert) and keep an eye on the unit list. You'll see them wander in pretty quick. |
| 0008334 | 8 | Adventure Mode -- Sites | minor | new | 2015-05-15 | Trolls in goblin sites respawning constantly | |
| 0001604 | 2 | Dwarf Mode -- Interface, Status | minor | | 2015-05-14 | In status screen, soldiers/military show up as masons/stoneworkers | |
| 0000699 | 2 | Dwarf Mode -- Interface, Military Screen | minor | | 2015-05-14 | On schedule page, "u: Inactive =" does not respond to clicks. | 1) Open the military screen on any fort.
2) Switch to the schedule page.
3) Click "s: Sleep in..." and notice that it toggles, then click "u: Inactive = ..." and notice that it does not.
|
| 0000500 | 4 | Pathfinding | major | | 2015-05-14 | Channeling Frozen Aquifer results in Miners encased in ice | Dig down to an aquifer on a frozen area and channel a 1 x 5 area into the aquifer. Before you complete the task at least 2 miners will have frozen themselves into the ice. They path down the ramp into the channel an instant before it freezes with ice. |
| 0000375 | 5 | Dwarf Mode -- Interface, Status | text | | 2015-05-14 | Missing Admin/Noble icon in Status Screen | |
| 0000331 | 3 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2015-05-14 | Crops can disappear on season change | Plant crops that can grow in the current season but not the next near the end of the current season. |
| 0008957 | | Pathfinding | major | | 2015-05-13 | Dwarf in Fey Mood cannot path to workshop if standing on a stepladder | |
| 0000145 | 7 | Arena | text | | 2015-05-13 | Arena creature gender bias | Spawn a female creature in the Object Testing Arena with a name different from its male variant. |
| 0008392 | | Dwarf Mode -- Interface, Text | text | | 2015-05-13 | a vs an | |
| 0006427 | 3 | Typos/Grammar | text | | 2015-05-13 | "Fishes" is listed as a plural noun in Dwarf language, rather than "Fish" | |
| 0004342 | 2 | Typos/Grammar | text | | 2015-05-13 | Likes giant badgers for their . | Find somebody who likes giant badgers for their . |
| 0003438 | 2 | Dwarf Mode -- Interface, Text | text | confirmed (user6) | 2015-05-13 | "Forge xxx gauntlet" task missing plural, actually forges a pair of gauntlets | - q/a on a Metalsmith Forge
- queue a single "Forge steel gauntlet" task
- admire the pair of steel gauntlets the armorer made
I queued 10 jobs of "Forge steel gauntlet", thinking I'd end up with 5 pairs but obtained 10 pairs. |
| 0006362 | 1 | Typos/Grammar | text | | 2015-05-13 | "This is a your bronze" | |
| 0000122 | 5 | Creatures | tweak | | 2015-05-13 | Iron man and bronze colossus leave random statues | In the test arena, drop iron men from highest point to lowest point and examine their remains.
|
| 0008952 | 2 | Dwarf Mode -- Nobles | major | new | 2015-05-10 | No noble positions after only dwarf in fort transforms into werebeast | 1. Have no dwarves left in the fort except for one, afflicted with a werebeast condition.
2. Have the dwarf transform into a megabeast. Observe that there are no dwarves listed in the units screen.
3. Have the dwarf transform back into a dwarf. Observe that there are no noble positions available. |
| 0008949 | 3 | General | major | resolved (user1294) | 2015-05-07 | DF will not run | Download any 0.40.* version
(Have CrossOver Installed?)
Attempt to open the program |
| 0008951 | 1 | Dwarf Mode -- Jobs, Designations | minor | resolved (user1294) | 2015-05-07 | Miners mine one square by z-level then change | Design several tunnels one square wide to be mined on several z-levels, with only 1 miner. |
| 0008948 | 3 | Dwarf Mode -- Moods | crash | | 2015-05-06 | Consistent crash within minute of load, unknown reason. | Just load and let it play, it will crash within a minute. |
| 0008101 | 6 | Dwarf Mode -- Jobs, Cancellation and Suspension | block | assigned (user6) | 2015-05-05 | Dwarves cancel jobs and stop moving after being interrupted by giant kea | I can't provide direct steps, but I can provide a save or 2. I think I had an entire season of play between the animal being injured and when I noticed problem. |
| 0008704 | 5 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | assigned (user6) | 2015-05-05 | Carpenters with no available wood idle(no job) when jobs are pending instead of performing other tasks(I.E. hauling wood) | 1. Have no wood in a burrow.
2. Assign jobs requiring wood in the job management window(J, M, Q, bed, 30 for example).
3. Have wood available for hauling into the burrow, but no other dwarves aside from the woodworker available to haul it(be they busy or just the labor unassigned).
4. No Job. |
| 0008945 | 1 | Dwarf Mode -- Skills and Professions | feature | new | 2015-05-05 | Militia set to train quickly levels up observer skills to legendary | |
| 0006031 | 12 | Technical -- General | major | confirmed (user6) | 2015-05-04 | Playing window is drawn in the top left corner of the application window (on Macbook Pro w/ Retina) | Download the mac(intel) version of dwarffortress, extract the archive, and run it. |
| 0008944 | 2 | TrueType | major | resolved (user1294) | 2015-05-04 | window size simply doesn't work | Buy a new macbook pro.
Install dwarf fortress
Install XQuartz 2.7.7
Attempt to play Dwarf Fortress |
| 0008941 | 4 | Dwarf Mode -- Immigration | block | new | 2015-04-30 | Game locks up before autumn | |
| 0008929 | 2 | Dwarf Mode -- Jobs, Hauling | major | new | 2015-04-29 | Haulers won't use wheelbarrows over traps | |
| 0008942 | 1 | Adventure Mode -- Combat | minor | resolved (user1294) | 2015-04-29 | Attacking with pouches trains random skill | Equip pouch and attack with it.Reload,and attack again. |
| 0008939 | 3 | Dwarf Mode -- Trade | major | new | 2015-04-28 | The human vampire diplomat scares away the human caravan | Have the human caravan and diplomat show up at the same time. |
| 0008935 | 4 | Dwarf Mode -- Reclaim | minor | new | 2015-04-26 | Dwarves not retrieving wounded ally or items in tree | 1. Wound dwarf in to extent where they cannot move
2. Disable all jobs from other dwarves except those relevant to recovery |
| 0008938 | 2 | Creatures | major | resolved (user11) | 2015-04-26 | A man with no head is still alive | |
| 0008937 | | World Generation -- Constructions | minor | new | 2015-04-25 | Dwarven Fortress was generated cutting through a magma pool | |
| 0008936 | | Dwarf Mode -- Nobles | minor | new | 2015-04-25 | Assigning noble roles to expedition leader while talking to diplomat causes them to leave unhappy | assign your expedition leader (or mayor, perhaps) another noble position after the diplomat greets you. |
| 0008542 | 10 | Dwarf Mode -- Thoughts and Preferences | major | new | 2015-04-24 | Training causes massive amount of vengeful thoughts (not only to training dwarfs) | 1) Set up training area in a crowded place.
2) Assign squads to train but don't set the squads active.
3) Wait until squad members are training/fighting. |
| 0006346 | 5 | Adventure Mode -- Conversation | feature | | 2015-04-21 | Cant join temples in cities | |
| 0008927 | 2 | Adventure Mode -- AI | trivial | new | 2015-04-21 | Goblin bandits trigger "You feel uneasy" even after being my hearthperson | Just fast travel at the point in the save. They should trigger "You feel uneasy." |
| 0008931 | | Adventure Mode -- Quests | minor | new | 2015-04-21 | People in site cannot be led to safety if they have no family | |
| 0008928 | 1 | Dwarf Mode -- Jobs, Hauling | major | new | 2015-04-21 | Inaccessible pastured stray animal blocks further pen/pasturing | My steps to reproduce:
1. Wall off a duck.
2. Assign the duck and some other animals to a pasture zone.
3. Let the dwarfs finish the job.
4. Assign more animals to the zone.
5. No hauling.
|
| 0008924 | 3 | Miscellaneous Crashes | crash | new | 2015-04-21 | Crash on game load | Load fortress mode save game. immediate crash on unpause. |
| 0007971 | 3 | Dwarf Mode -- Jobs, Hauling | minor | new | 2015-04-21 | Children that grow up have hauling jobs disabled | Wait for a child to grow up.
|
| 0008667 | 4 | Dwarf Mode -- Jobs, Designations | minor | | 2015-04-20 | Miners climb out of vertical chutes while digging, refuse to continue | |
| 0008925 | 1 | Dwarf Mode -- Jobs, Designations | major | resolved (user1294) | 2015-04-20 | Dwarves climb out of incomplete shafts, now shaft cannot be completed :( | Channel out a single tile, all the way down. A dwarf will start mining, but eventually takes a break and climbs out.
The rest of the shaft is inaccessible, and will not be completed. To continue the shaft, another means of access must be provided. |
| 0008923 | 3 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user1294) | 2015-04-20 | Migrants have emotions from witnessing events at the fortress that happened before they arrived | I haven't tried to reproduce this, so I can't say for sure, but I would guess:
1) start a fort
2) allow something to be murdered by wildlife, or by a cave-in or something
3) check thoughts of incoming dwarves in later migration waves. |
| 0008922 | 1 | Dwarf Mode -- Thoughts and Preferences | tweak | resolved (user1294) | 2015-04-20 | Dwarf has mixed feelings on religion | Create dwarves until you get one with this issue I guess. |
| 0008921 | 2 | Dwarf Mode -- Buildings, General | crash | resolved (user1294) | 2015-04-19 | Game crash on Wall construction on tree wigs | Game crash is reproducible (only tried in my savegame).
1. I built a wall on another wall but in this instance on the higher level there were tree wigs on construction destination.
2. As soon as dwarf arrives with mudstone to construct the wall where tree wigs are, the game crashes.
Can provide savegame which leads to the crash. Didn't try to reproduce on clean start. |
| 0008920 | 3 | Miscellaneous Crashes | crash | resolved (user1294) | 2015-04-19 | Semi-random crashes | |
| 0008919 | 3 | Dwarf Mode -- Buildings, General | crash | resolved (user1294) | 2015-04-19 | Game crashes when trying to build a staircase in caverns on top of a tree | Use b-C-x to build a staircase, designate to be built on top of a tree in the caverns, wait for dwarf to come, game crashes. |
| 0008918 | 4 | Dwarf Mode -- Interface, Unit View | minor | resolved (user1294) | 2015-04-18 | Labor selection screen refuses to allow for enabling or disabling labors | Press 'u'
select dwarf and press 'z'
press 'p' (preferences)
then press 'l' (labor)
Attempt to press enter to enable the labor, it will blink to highlight briefly but will then go back to whatever state it was before you pressed enter.
It appears to be the same thing with attempting to disable labors |
| 0008916 | 3 | Dwarf Mode -- Jobs, General | minor | new | 2015-04-16 | Weird Channeling | Whenever I channel and the dwarfs have the ability to channel from the side and do so this happens. |
| 0008915 | 2 | Dwarf Mode -- Jobs, General | trivial | new | 2015-04-15 | 3 Axe Lords turned into Administrators after killing an Ettin. | |
| 0007533 | 53 | Dwarf Mode -- Environment | minor | | 2015-04-13 | Phantom "Something has collapsed on the surface" reports, related to tree growth/chopping | |
| 0008665 | 11 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | confirmed (user6) | 2015-04-13 | Bring Item to Depot supersedes and cancels other jobs | Method 1
Order Lavish Meals prepared while traders are at the depot.
When a dwarf has brought all 4 materials to the kitchen order a huge supply of things brought to the depot.
Observe the cook.
Method 2
Order Construct Mechanisms on repeat.
When a dwarf is engaged in the Construct Mechanisms order a huge supply of things brought to the depot.
Observe the Mechanics workshop to see the dwarf become confused when arriving with the material. |
| 0002488 | 3 | Contaminants/Spatter | minor | | 2015-04-12 | Hot items exposed to rain generate excessive amounts of steam | Embark on a map with a surface volcano and a biome with rain. Create a block of magma-proof rock, and place it in a lava flow. |
| 0008913 | 2 | Fire | trivial | | 2015-04-12 | Teeth create excessive steam when in very hot rain. | 1. Enter object testing arena
2. Create 2 creatures and knock some teeth out.
3. Set the temperature to fire or higher.
4. Cause it to rain
5. Witness billows of steam. |
| 0005940 | 3 | Dwarf Mode -- Jobs, Trapping | minor | resolved (user6) | 2015-04-12 | 'Hunt for Small Creature' killing non-trapper Dwarf | |
| 0008910 | 1 | Dwarf Mode -- Environment | minor | resolved (user1294) | 2015-04-10 | Grass Doesn't Regrow in Mountains | |
| 0008898 | 8 | Technical -- Saving/Loading | crash | new | 2015-04-07 | Game crashes whilst saving (saving objects) and corrupting the save file causing crash on load. | |
| 0008908 | 2 | Dwarf Mode -- Jobs, Military | minor | | 2015-04-06 | Military dwarves with station or kill orders often report the incorrect job in the units list and v - g. | For the first case, it can usually be reproduced by taking a dwarf that is participating in a demonstration and sending that dwarf (alone) to perform a station or kill order. In the second case, allowing a dwarf to complete a kill order (resulting in a "Urist McOffdutynow has become a cheesemaker" announcement) and then giving the same dwarf a new task will usually result in them showing the job as active while they go to perform another task. |
| 0008902 | 4 | Dwarf Mode -- Interface, Squad Control | minor | new | 2015-04-06 | Military dwarves stay at or return to the spot where they last killed another unit | Should be easy to reproduce but I can provide a save as well if needed:
1) Give one of your dwarves a kill order (not sure if they have to be commander or not)
2) After the kill, the dwarf will just sit there and don't go back to the fortress (unless he has another job)
3) If he goes back to do the next job, he will then return to his "station" outside afterwards |
| 0005625 | 11 | Dwarf Mode -- Artifacts | minor | new | 2015-04-06 | "Bone" artifact ends up being iron if the mood dwarf is interrupted (by forbidding, combat, etc) | Save scummed thrice - received more iron chain, unsure if I can get an alternative out of the dwarf as he has a preference for chains. |
| 0008909 | 4 | Dwarf Mode -- Moods | trivial | | 2015-04-06 | Forbidding main item(s) used in a mood results in strange artifacts | Get a dwarf in a mood. Once they begin construction, forbid the main item(s) (preferably during the pause state that occurs when 'Urist has begun a mysterious construction!'). Get a strange result. |
| 0008906 | 1 | Animal Populations | minor | | 2015-04-05 | Fliers cause large FPS drop (previously seen in 0004838) | Wait for fliers on map. Watch FPS carefully. May be most noticeable if it's already low. A flock of Kea, 0000019:0000010 individuals (one got captured by cage, so 9 still flying, out over water where I can't kill them) drops the FPS by more than half at this point. |
| 0006078 | 4 | Combat -- General | minor | resolved (user6) | 2015-04-05 | punch/kick owerpowered | punch somebody in head. |
| 0008897 | 6 | Dwarf Mode -- Buildings, Machines | minor | | 2015-04-05 | With enough looms and automatic web collection enabled, dwarves will only accept web collection jobs | I haven't tried to reproduce it per se, because its a single long-running issue and I don't plan to start any new fortresses unless someone says to try something specific. But within this, I tried many things, some described above. All has been a no-go. 8 dyers seems to be my max. |
| 0008901 | | Adventure Mode -- Inventory | minor | new | 2015-04-04 | Hot items can be stored fine in backpacks, as long as weapons are drawn. | Find a creature made of fire. Either chop of a body part or shatter it's body. Pick up one of the parts that remains. |
| 0008900 | 1 | Technical -- Input/Keybinding/Macros | block | resolved (user1294) | 2015-04-04 | Pressing alt+key combinations doesn't work on Ubuntu | 1) Be on ubuntu
2) Do something that requires alt+key action (such as attacking a friendly creature)
3) ????
4) Profit! |
| 0008896 | 5 | Dwarf Mode -- Items | major | | 2015-04-03 | Steel armor disappears without trace | Build wearable steel armor items. Wait a while. Armor ceases to exist as though it was never built. Shields still seem to be impervious to the bug.
I have no automatic or manual melting jobs going on. I don't have any garbage dumps or quantum stockpiles or other cheaty things going on. |
| 0008895 | 3 | Dwarf Mode -- Interface, Status | major | resolved (user1294) | 2015-04-02 | dwarf looks at dead body becomes horified by "seeing ... die" | 1 have a dwarf walk over/take a dead body to stock pile
2 look at dwarfs thoughts and preferences
3 will say horrified by seeing a ... die or didn't feel anything when ... died |
| 0008890 | 2 | Dwarf Mode -- Pets | minor | resolved (user11) | 2015-04-01 | Lock 4 puppys in a room and the FPS goes down substantially | 1. Create a small room with a door.
2. Create a Pen/Pasture within the room
3. Assign 4 puppies to the pen/pasture
4. Mark the door as "Keep tightly closed" (ie. don't let pets to pass through)
5. Remove the pasture
|
| 0008892 | 3 | Dwarf Mode -- Items | minor | resolved (user11) | 2015-04-01 | Dwarves claim prepared meals, don't eat them, and let them rot in their rooms | 1) Give dwarves their own rooms
2) Prepare meals
3) Wait a while
4) Miasma. |
| 0008891 | | Dwarf Mode -- Items | major | new | 2015-03-31 | Unretiring Fort with merchants and reclaiming leads to bugged items | Create fort and play until a caravan arrives to trade in the Depot.
Allow merchants to fully unload their goods.
Retire the fort with the merchants in the Depot.
Reclaim the fort. |
| 0008889 | 3 | Typos/Grammar | text | feedback (user6) | 2015-03-31 | Default profession names incorrectly pluralized | Remove the [PROFESSION_NAME] tags from the dwarf raws, and check the status screen in Fortress Mode. In the numbers of dwarves you have in each profession you'll see things like "Spearmans". |
| 0008883 | 2 | Geology | minor | new | 2015-03-30 | Unknown Material Substance at top of adamantine vein | Open the attached save, it should be zoomed in where the material is, if not go down to the lower Z levels and look for the adamantine vein that goes beyond the magma sea (it breaks into the cave) |
| 0008886 | 2 | Creatures | minor | new | 2015-03-30 | Dwarves become accident prone when civilian alert burrow is activated | |
| 0008885 | 3 | Dwarf Mode -- Combat | minor | assigned (user11) | 2015-03-30 | Dwarf and goblin siegers stare down each other across 3-tile hallway; neither side moves to attack | |
| 0005452 | 5 | Dwarf Mode -- Trade | minor | acknowledged (user6) | 2015-03-30 | One merchant killed, surviving merchants are stuck forever | Merchants were packing up when they were scared by goblin bowman ambush. One got shot and killed. Now the surviving merchants just mill about and won't start packing up again. |
| 0008882 | 2 | Dwarf Mode -- Environment | major | resolved (user11) | 2015-03-29 | message keeps appearing, pausing game over and over | I don't even need to reproduce this; it's happening so frequently! |
| 0001219 | 5 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | confirmed (user6) | 2015-03-29 | Weird interaction between 'smooth stone' and farms | build a farm on muddied stone
mark any tile of the farm to be smoothed
|
| 0005768 | 4 | Dwarf Mode -- Military | crash | confirmed (user6) | 2015-03-29 | Crash when assigning a dwarf to the fortress guard (which doesn't exist) | 1. Boot DF, load save. In my save I have one squad already, and it is possible for me to create a captain of the guard, but I do not have one. I suspect this will reproduce easily in any fortress that has been going for a few years, has a squad, but doesn't have a captain of the guard, i.e probably your current game. I can give you this save if you want it though.
2. m (military screen).
3. down-arrow once to get off "captain of the guard" and on to previously existing squad.
4. l (create squad appointed by this leader).
5. Select a uniform (doesn't seem to matter which) and press enter.
6. Notice that "captain of the guard" is selected, the "squad positions" list is for the first squad (not the fortress guard, which doesn't exist), and the "candidates" are the rest of the dwarves.
7. right-arrow twice to select the first candidate, and press enter.
8. GP fault.
Essentially this exploded when I tried to add a dwarf to a new squad without selecting the new squad first. If you have no captain of the guard, it is normally impossible to add dwarves to the palace guard, but if you have just created a squad, it becomes possible.
|
| 0008884 | 5 | General | crash | resolved (user11) | 2015-03-29 | Game crashes with no particular reason | Load game. Play for few seconds. Game crashes. |
| 0004147 | | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2015-03-29 | Building floors/walls next to grates may cause cave-ins when constructed in a certain order | 1. Channel out a 3x3 section.
2. Install grates in a U-shape, leaving two tiles empty.
3. Build two floors in the empty space.
4. If dwarves build the middle one first, it will cave-in. |
| 0000511 | 4 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2015-03-29 | Constructions can be built next to bridges and grates but immediately collapse if unsupported | Have a space with a z level and a z+1 level. Build a bridge with one edge touching the edge of the z+1 level and the rest of the bridge hanging in the air.
Build a wall(Or any other construction) on level z+1 next to the bridge as you are allowed to and watch it fall on the z level under it(until something stops it) as soon as it is built. |
| 0006160 | 4 | Weather | minor | resolved (user6) | 2015-03-29 | Throwing items removes snow in 16x16 region | Throw an item onto a snowy area. Tested with a large copper dagger and a mutilated albatross corpse (you know you're playing Dwarf Fortress when...) |
| 0008839 | 5 | Dwarf Mode -- Artifacts | crash | resolved (user6) | 2015-03-29 | The game crashes | |
| 0008063 | 4 | Dwarf Mode -- Interface, Announcements | minor | resolved (user6) | 2015-03-29 | Changing MASTERPIECE_CONSTRUCTION in announcements.txt does't affect the game. | |
| 0002795 | 3 | Dwarf Mode -- Interface, Trade | minor | | 2015-03-29 | The inventory screen changes the order of small gems, leather, bars, etc from game to game | 1. Embark
2. meet with diplomats
3. notice the order of the small gems listed.
start a new game, repeat 1-3. The two lists will be totally different and also the location of gems in the lists will be different. (alternatively, just load two games and compare the lists) |
| 0008748 | 2 | Dwarf Mode -- Jobs, Animal Handling | block | resolved (user6) | 2015-03-29 | Animal disappears | I got 2 disappears in a row, other times they go though or escape. |
| 0008740 | 3 | Miscellaneous Crashes | crash | resolved (user6) | 2015-03-29 | Fort Mode crashes in early Autumn of the first year. | 1: Load this save file (http://dffd.wimbli.com/file.php?id=10443)
2: Wait a few in game days in fort mode
3: Game should hang and crash regardless of player action or inaction. |
| 0008576 | 4 | Dwarf Mode -- Reclaim | minor | | 2015-03-29 | "Unknown frozen substance chest" after reclaim | Unknown. This is the first time I've seen it happen. |
| 0007259 | 2 | Adventure Mode -- Environment | crash | resolved (user6) | 2015-03-29 | Tracking crash | |
| 0008735 | 1 | Dwarf Mode -- Pets | minor | resolved (user6) | 2015-03-29 | Got 3 hens + 1 rooster / Save - / Got 4 roosters | |
| 0008732 | 3 | Dwarf Mode -- Jobs, General | minor | resolved (user6) | 2015-03-29 | Jobs randomly "forgotten" | |
| 0001481 | 1 | Dwarf Mode -- Jobs, Childcare | minor | | 2015-03-29 | Bedridden mothers continue holding onto thier children even after they've grown up | um
1)have a mother holding a baby
2)injure her severely without harming the baby
3)wait for the baby to grow up
4)watch the child |
| 0002515 | 1 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2015-03-29 | Injured dwarf goes on break, is no longer being treated during or afterwards | |
| 0008766 | 2 | Adventure Mode -- General | crash | resolved (user6) | 2015-03-29 | When world tries to name age after player-controlled megabeast the game crashes. | Explained above:
mod in a player controlled megabeast/semi megabeast and go on a rampage, AT some point once you have enough kills, the game will crash. |
| 0008876 | | Dwarf Mode -- Jobs, Machines | tweak | new | 2015-03-29 | Pump operators collapse to the ground from over-exertion | This problem becomes much easier to track if you change EXHAUSTION messages from UCR_A to UCR in announcements.txt. |
| 0008881 | | General | tweak | resolved (user6) | 2015-03-29 | Cave adapted dwarves vomit way too many times | 1) Cave adapt a dwarf
2) Send him outside |
| 0008848 | 2 | Dwarf Mode -- Invasions | major | resolved (user6) | 2015-03-29 | Undead, others will not path into fort | Begin an undead siege. |
| 0008859 | 2 | Pathfinding | major | resolved (user6) | 2015-03-29 | Smoke treated as solid wall | While this could work with any fire, the easiest way to test would have a narrow passage with wood/stone/other building materials on one end, have fire producing smoke in the middle, and attempt to build a workshop on the other end, to see if the materials are available. |
| 0007976 | 1 | Dwarf Mode -- Transport/Hauling | minor | new | 2015-03-29 | Minecarts suddenly 'inaccessible' while being guided | I've uploaded a save where a minecart is just about to be guided up a long spiral ramp. Twice upon reloading this save, at around z=60 the dwarf has suddenly let go of the minecart as described above, and both times there has been a kitten in the same tile as the minecart, although an adult cat was passed further down with no problem.
I have also uploaded another save from just after the moment the event occurred on one of those reloads, in case there are some random numbers involved and it doesn't happen after a few attempts loading the first save.
first save: http://dffd.wimbli.com/file.php?id=9365
second save: http://dffd.wimbli.com/file.php?id=9368
There is also a save of a world genned in 0.40.08 specifically to explore this issue. There is a small spiral ramp, with a minecart moving up and down constantly, and 10 animals (plus a dwarf) trapped there by a forbidden door. The save is shortly after a collision has occurred, after multiple (lots) of movement without any issue. In this case, the minecart did not keep rolling to the bottom (although for me it did so shortly after loading the save, causing some more injuries).
I've also let the animals all out and let the dwarf carry on, and at least once the minecart has been 'inaccessible' with no other creature present.
I figured it would be useful to have a nice, high fps environment to reproduce the issue, but it's a lot harder to get as convenient saves as the original fort, hence uploading those anyway.
bugtest save: http://dffd.wimbli.com/file.php?id=9366
|
| 0008872 | 3 | Dwarf Mode -- Trade | major | resolved (user6) | 2015-03-29 | Crash after traders leave map? | |
| 0008880 | 7 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2015-03-29 | All "Dump item" jobs inactive | This was not a problem in my last fortress- garbage dumps worked fine. I have had this problem before in past fortresses though.
I have never had the problem with fortress that started with it working, and have never been able to fix a fortress that started with it not working- despite trying various solutions. |
| 0005964 | 24 | Dwarf Mode -- Jobs, Hauling | minor | | 2015-03-28 | Haulers carry (heavy) full bin to pickup single item (lighter) | |
| 0008647 | 5 | Technical -- General | crash | | 2015-03-28 | Game Crashes at certain point. | Simply let the world run for a few minutes. |
| 0008875 | 2 | Dwarf Mode -- Buildings, General | crash | resolved (user1294) | 2015-03-26 | Building Floor on Mushroom | Make your way to the top of a mushroom;
Build a floor hanging from it. |
| 0008873 | 2 | Dwarf Mode -- Flows | major | resolved (user1294) | 2015-03-26 | Magma floods otherwise safe channels when unretiring a fort. | None taken. |
| 0003371 | 9 | Pathfinding | major | new | 2015-03-26 | Non-fliers end up on top of walls (swapped positions with flying pets etc?) | Build some walls with exposed top and no access and wait for creatures to end up on top. |
| 0007297 | 9 | Pathfinding | minor | confirmed (user6) | 2015-03-26 | While trying to conduct meeting, dwarves get stuck switching places on stairs | |
| 0008253 | 3 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2015-03-26 | Dwarf removing construction gets "creature swapped" onto construction tile, removes floor beneath his feet | build a 1-tile wide span of floor tiles
order a middle tile removed
use station orders to march military dwarves back and forth across the span until the removing dwarf ends up on the tile being removed
|
| 0008615 | 4 | Technical -- Saving/Loading | crash | resolved (user11) | 2015-03-25 | Fortress crashes on save after killing a dragon | Download the save: http://dffd.wimbli.com/file.php?id=10217
Load region 2 (Ishlummuthkat).
Try saving it. You shouldn't have any problems doing so.
You will see a dragon outside the fortress (and many trees on fire). Station marksdwarves at the top of the central tower and lure the dragon over so they can kill it. Then try to save the game again. Dwarf Fortress will crash. |
| 0008793 | 1 | Dwarf Mode -- Immigration | minor | resolved (user11) | 2015-03-25 | Immigration screws with Shift Direction key | |
| 0008833 | 1 | Combat -- General | minor | confirmed (user11) | 2015-03-25 | Dwarf wielding forbidden weapon after stuck-in | |
| 0008840 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2015-03-25 | Resting dwarf teleports | Not certain.
In the save provided, remove part or all of the hospital zone where Zan sleeps on the floor.
You may need to try to build a table under him first.
Haven't experimented much. |
| 0008849 | 4 | Dwarf Mode -- Idle Behavior | minor | resolved (user11) | 2015-03-25 | Dwarves teleport into canyons | Not always reproducible, but definitely happens with an alarming frequency. |
| 0006098 | 5 | Dwarf Mode -- Traps | minor | resolved (user11) | 2015-03-25 | Can't build weapon trap, says "Needs item". | |
| 0008870 | 2 | Dwarf Mode -- Nobles | minor | new | 2015-03-25 | offer to create baron, after drop in population from 80+ to 4. | |
| 0008867 | 2 | Adventure Mode -- Conversation | minor | new | 2015-03-23 | People refer to their deity as [SPEAKER:HF_LINK:DEITY:RANDOM_DEF_SPHERE] | Find some lost children in a fortress, and reunite them with their family. Occasionally their family members will then be "dumbstruck" when you greet them, and refer to themselves as [TRANS_NAME]. |
| 0001111 | 53 | Geology | minor | | 2015-03-23 | Ore/gem frequency parameters don't work | Gen a world. Embark somewhere. Dig. |
| 0008759 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2015-03-22 | Herbalist gets mood while picking tree fruit, forgets he has a stepladder | 1. set a large percentage of your dwarves to herbalism
2. make sure you have enough stepladders, trees, and gathering zones
3. wait for a mood |
| 0008865 | 1 | Pathfinding | major | | 2015-03-22 | Entering a strange mood while on a stepladder causes pathfinding issue and harsh FPS drop | Have a dwarf enter a strange mood while gathering plants from trees using a stepladder |
| 0008863 | 4 | Adventure Mode -- Conversation | text | resolved (user11) | 2015-03-21 | Introducing a Famous Adventurer Makes A Wierd Response | Become a legendary adventurer by killing some beast like a colossus or a titan or a demon. Spread rumors about you killing stuff until you are really famous. Introduce yourself to someone you haven't ever met before. This happens. If they know you, this doesn't happen as they don't introduce themselves. |
| 0008864 | | Dwarf Mode -- Interface, Designations | minor | new | 2015-03-21 | digging marker turns into digging designation when placing smoothing designation over it | 1. Mark part of a wall to be dug, e.g. 1MM2, M = digging marker.
2. Designate smoothing from 1 to 2.
3. The wall turns into SDDS, S = smoothing designation, D = digging designation
4. What one would expect should be SSSS. |
| 0000109 | 3 | Typos/Grammar | text | | 2015-03-20 | Various plural errors, such as "This is a maple logs" | |
| 0008333 | 5 | Items | minor | new | 2015-03-20 | Units with effective STRENGTH of more than 2512195 cannot carry items without slowing to a crawl | 1. Give a unit carrying an item or wearing clothes a strength of at least 2512195 (with a syndrome or any other method at your disposal)
2. Observe unit's movement speed. |
| 0008846 | 7 | Dwarf Mode -- Jobs, Designations | major | new | 2015-03-18 | Miners only dig exposed tiles, then become idle. | - load the save
- designate tiles for mining
- watch in despair as miners leave after digging a single (layer of) tile(s). |
| 0008860 | | Dwarf Mode -- Invasions | minor | new | 2015-03-17 | Invaders from civs with available [MOUNT]s do not ride | |
| 0004458 | 1 | World Generation -- General | minor | new | 2015-03-15 | Runoff streams start at bottom of lake, causing instant flooding and related Fun | Reproducable example (causes weirdness at least in .24, generated from clean start). Original map is vanilla world gen, no modding at all apart from custom tile set and colors.
Embark location: http://oi52.tinypic.com/nda8th.jpg
World gen params:
[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 4432454]
[SEED:4110109300]
[HISTORY_SEED:1170025084]
[NAME_SEED:1296954456]
[CREATURE_SEED:2349026128]
[DIM:129:129]
[EMBARK_POINTS:1274]
[END_YEAR:550]
[BEAST_END_YEAR:550:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:4:2:0:1:0:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:3:1:2:3:4:5]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:27]
[SEMIMEGABEAST_CAP:55]
[TITAN_NUMBER:13]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_CREATURE_NUMBER:28]
[GOOD_SQ_COUNTS:6:63:0]
[EVIL_SQ_COUNTS:6:63:0]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:16:0:0]
[REGION_COUNTS:TUNDRA:33:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:15]
[NON_MOUNTAIN_CAVE_MIN:22]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:780]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:8000:1056:528]
[RAIN_RANGES:528:1056:528]
[DRAINAGE_RANGES:528:1056:528]
[SAVAGERY_RANGES:0:2080:4160]
[VOLCANISM_RANGES:528:1056:528]
|
| 0006719 | 1 | Dwarf Mode -- Interface, General | minor | confirmed (user11) | 2015-03-14 | Plant growths (leaves, flowers, catkins, twigs/branches) are displayed on a single line and cut off when viewed | |
| 0007716 | 8 | Dwarf Mode -- Pets | minor | assigned (user6) | 2015-03-14 | Cats jumping/falling down central stairwell | |
| 0008858 | 1 | Creatures | minor | new | 2015-03-14 | Injured cat repeatedly attempts to climb, fails (due to injury?), and receives additional injuries | |
| 0007901 | 7 | Dwarf Mode -- Jobs, Military | minor | assigned (user6) | 2015-03-14 | Military dwarf develops temporary immunity to GCS webs | |
| 0008856 | | Dwarf Mode -- Jobs, Mechanisms | minor | new | 2015-03-13 | Dwarves continue to attempt to load inactive ballista after ammo is depleted | Build a ballista
Fire at will until no ammunition remains
Change ballista to "Not in use" |
| 0008854 | 4 | Miscellaneous Crashes | crash | resolved (user11) | 2015-03-12 | Crashes a few ticks into Early Winter | Simply run the game, it will crash. |
| 0008855 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2015-03-12 | Cheesemaker completes two jobs at once | Not quite sure how you would reproduce it tbh...
Just look at the save. |
| 0001299 | 17 | Dwarf Mode -- Items | minor | new | 2015-03-10 | Rotting food still owned after owner goes insane, can't be dumped | 1. Cause many dwarfs to be unhappy
2. Continue playing and hope for one to go insane while eating
3. Wait for the food item to rot
4. Feel helpless as your dwarfs get disgusted from the miasma it produces, while being unable to do anything to the meat. |
| 0000412 | 10 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | new | 2015-03-10 | Nobles job priority is weird | |
| 0008853 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2015-03-10 | diagnosis spamming | |
| 0008851 | 2 | Dwarf Mode -- Interface, Unit-Job Screen | minor | resolved (user11) | 2015-03-09 | Enemies killed by military reported as missing instead of deceased | 1. Kill something with your military dwarves |
| 0008850 | | Dwarf Mode -- Diplomacy | minor | new | 2015-03-09 | Outpost liaison hangs out in memorial hall instead of meeting with mayor | I had a meeting area defined around a well plus several memorial halls defined around slabs, and it seemed like the liaison would just bounce back and forth between different meeting areas. Freeing the areas fixed the issue, the liaison went straight to the mayor's office.
In the thread someone suggested that the problem was parties, so maybe the liaison is party hopping? So maybe there need to be parties going on for this to occur. |
| 0003133 | 8 | Creatures | minor | new | 2015-03-08 | Dust attacks cause instant KO (old code from cave-ins?) | I admittedly am not familiar with the arena mode, but if you are able to spawn randomly generated creatures in it it would be a great place to test this. Create a group of two dozen dwarves in full adamantine gear (bonus points for adamantine clothing below it, too), full Legendary+5 on all combat skills and pit these super-dwarves against FBs until you encounter one with deadly dust and note the dust's effects. Frequently, although not always, the beast's dust cloud will result in the mass killing of the dwarves fighting it, usually some time after the fight is over and the beast is decapitated (it often takes a while for the toughened military dwarves to finally suffocate).
Another method to replicate this bug is to pit FBs with deadly dust against kittens. The FB will make short work of the kitten, but you will be able to clearly see that the dust cloud it emits is so dangerous it frequently kills the beast itself.
If FBs cannot be generated in the arena testing is going to be more difficult; you would need to come across the dust beast by yourself in an actual fortress and repeat the above tests. It'd be much harder, to say the least. |
| 0008847 | 2 | Dwarf Mode -- Interface, Tasks | minor | new | 2015-03-07 | Digging Issue with Miners | |
| 0008842 | 2 | Dwarf Mode -- Diplomacy | minor | resolved (user1294) | 2015-03-06 | Fort under siege by dwarves | Unsure, may not actually be a bug |
| 0008841 | | Dwarf Mode -- Jobs, Activity Zones | minor | new | 2015-03-05 | "Pen/Pasture Animal" labor remains in list even after animals returns to pasture | 1. Create a pasture and assign some animals to it (works best if you also assign it as a meeting area)
2. To make it easier, put some holes in the zone here and there. Animals will sometimes shortly leave the pasture
3. Do NOT have your dwarves return them to the pasture but instead wait for them to return on their own
4. Look at the job list and see that the now obsolete pen/pasture jobs remain |
| 0007313 | 8 | Dwarf Mode -- Jobs, Designations | minor | confirmed (user6) | 2015-03-04 | Underground/mushroom trees drop only a single log | I designated several trees at once and let the dwarves get dwarfy |
| 0006147 | 14 | Technical -- General | block | new | 2015-03-03 | Not found: data/art/curses_640x300.png | Attempt to run DF. |
| 0006026 | 5 | Dwarf Mode -- Jobs, Smelting | minor | confirmed (user6) | 2015-03-03 | Melting coins creates too much metal | 1. Mint 10 stacks of coins, using 10 bars of metal
2. Melt down those 10 stacks of coins at a smelter
3. Observe that the smelter now contains 11 bars of metal |
| 0004356 | 7 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2015-03-02 | Process Plant to Barrel doesn't accept large pots | * Have a plant processable to barrels, a farmer's workshop, empty large pots, and no empty barrels.
* Add the Process Plants (Barrel) job to the workshop.
* A dwarf with the appropriate labor will carry the plant to the workshop, then cancel the job due to lack of barrels. |
| 0004877 | 3 | Combat -- General | minor | confirmed (user6) | 2015-03-02 | Breaking the upper spine of a creature with a targetable neck doesn't cause symptoms of spinal cord injury | 1. Create a creature with a targettable neck in the arena (like a giraffe)
2. Create an opposing creature with sufficient strength.
3. Pound the neck until it breaks.
4. "It's just a flesh wound!", the creature with the snapped neck will spring to their feet and attack you. |
| 0006048 | 2 | Dwarf Mode -- Interface, Stockpiles | minor | new | 2015-03-02 | 'give to workshop' includes random junk items dropped on stockpile | Have a stockpile of rock crafts and a stockpile of gems.
Build a jeweler's shop.
Make rock craft and gem stockpiles give to the workshop.
Dump a pile of old socks or something onto either stockpile. Make sure there's no stockpile space for them anywhere so they don't get moved.
Watch the pile of jewel-encrusted dirty socks grow.
|
| 0008838 | 4 | Technical -- General | crash | new | 2015-03-02 | Game crashes about 1 minute after loading. | Unpause for about a minute. |
| 0005570 | 6 | Artistic Images (engravings etc) | minor | new | 2015-03-02 | Artifacts hold pictures of future artifacts OR change when not viewed | for the first possibility, not confirmed: get an artifact, look at it if there are possible future things engraved (like other artifacts)
for the second possibility, not confirmed: get an artifact, DON'T look at it, duplicate the save, look in one save for the description, STILL DON'T look at it in the other, get there another artifact, then look at the description of the first |
| 0008124 | 4 | Dwarf Mode -- Artifacts | minor | confirmed (user6) | 2015-03-02 | Images can portray events the creator shouldn't know about | |
| 0000322 | 14 | Contaminants/Spatter | tweak | new | 2015-03-01 | Dusting of mud makes plump helmets brown | 1. build a farm
2. plant something
3. observe the color at harvest
|
| 0008750 | 4 | General | major | new | 2015-03-01 | Dwarf adventurer instantly dies of dehydration on unretire of fortress | |
| 0008836 | 1 | Creatures | minor | new | 2015-02-28 | Flying creatures Crashing and Dying randomly | Embark as a race that can fly and have them run tasks for a bit and randomly combat messages will appear like so:
Izkil Rithuladril, Pegasus Doctor cancels Store Item in Stockpile: Drop-off inaccessible.
The Pegasus Doctor stands up.
The Pegasus Doctor is no longer stunned.
The Pegasus Doctor regains consciousness.
The Pegasus Doctor slams into an obstacle!
The Pegasus Doctor stands up.
The Pegasus Doctor is no longer stunned. |
| 0008835 | 4 | Technical -- Saving/Loading | crash | resolved (user11) | 2015-02-27 | Game crashes within one minute after reloading a saved fortress | Load the fortress and let it run for 1-2 minutes
Savegame is to be found here: https://dl.dropboxusercontent.com/u/65756877/saveCrashSpring127.7z |
| 0008335 | 1 | Adventure Mode -- Eating/Drinking | minor | resolved (user1294) | 2015-02-26 | Can not enable brew option in Kitchen menu. | New map, just started, placed some items and when they where not brewing checked it and could not enable them.
|
| 0008814 | 1 | Dwarf Mode -- Interface, Stocks | minor | resolved (user11) | 2015-02-24 | Grouped items whose "first" item is "in use" as a building or construction cannot be bulk forbidden in the stocks screen. | |
| 0005988 | 7 | Dwarf Mode -- Jobs, Eating/Drinking | trivial | resolved (user11) | 2015-02-24 | Dwarves Can't Find Food | You might be able to do it if you embarked with only chickens and nest boxes. |
| 0008832 | 1 | Miscellaneous Crashes | crash | resolved (user11) | 2015-02-23 | Core dump | Load save, and game will crash without any further intervention. There's a mood in progress, though everything seemed to look fine with it, and I had changed some military orders, but changing them doesn't prevent the crash so far. |
| 0004536 | 9 | Dwarf Mode -- Economics | minor | new | 2015-02-22 | Bookkeeping not being performed. | |
| 0007031 | 4 | Dwarf Mode -- Combat | minor | confirmed (user1294) | 2015-02-21 | Werecreatures and other intelligent enemies are Horrified at the death that they cause | 1.)Wait for werecreature event
2.)Allow werecreature to kill a dwarf
3.)Read combat logs to see the werecreature lamenting at the death all around |
| 0008831 | 1 | Creatures | minor | resolved (user1294) | 2015-02-21 | were panda talks about the horrors of death | get a were panda and send 6 unarmed wrestlers |
| 0008807 | 3 | Dwarf Mode -- Pets | minor | resolved (user11) | 2015-02-20 | Grazing animals starving to death regardless of being pastured. | Unknown |
| 0008806 | 6 | Dwarf Mode -- Military | major | new | 2015-02-20 | If a squad has a barracks assigned, they will never do civilian jobs, even when inactive | 1. Create a squad with at least 1 dwarf.
2. Set the squad to inactive/no orders.
3. Create a barracks.
4. Assign a squad to train in it.
5. Watch as they never do a civilian job and only do individual combat drills. |
| 0008826 | 7 | Dwarf Mode -- Interface, Animals | minor | resolved (user1294) | 2015-02-20 | Animals are not geldable. 'x' to geld option is present in the status menu but does not flag for gelding. | |
| 0008821 | 2 | Miscellaneous Crashes | crash | resolved (user11) | 2015-02-20 | Elven caravan arrival crashes the game (probably) | Load save - wait 5 seconds - crash to desktop |
| 0008816 | 5 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user11) | 2015-02-19 | Not using Bins | |
| 0008828 | 1 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user11) | 2015-02-18 | Items are dumped on tile adjacent to activity zone (channeling underway) | 1. Load save
2. Find dumping zone (F1, dog sitting on top of it)
3. Let the hauler dump the remains |
| 0008827 | 2 | Dwarf Mode -- Immigration | minor | new | 2015-02-18 | Migrants (and their animals) arrive as zombies | |
| 0008812 | 3 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2015-02-18 | Animal dies on workshop, dwarves will not haul | Let an animal die on a workshop tile. |
| 0005761 | 3 | Dwarf Mode -- Diplomacy | minor | resolved (user11) | 2015-02-18 | Diplomat wants to leave map at the spot he enters, goes insane if the path to that point is blocked | wait for the diplomat to spawn and walk into the fortress, then make the point where he spawned inaccessable but keep other points of the map edge accessable. Watch diplomat go crazy. |
| 0001044 | 25 | Dwarf Mode -- Trade | minor | | 2015-02-18 | Human Traders Brought "liquid" | |
| 0001424 | 9 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2015-02-18 | Thirsty, Hungry and Drowsy states do not show at Health screen | |
| 0006242 | 7 | Miscellaneous Crashes | crash | | 2015-02-18 | Crash from destroyed minecart still assigned to route | Save here: http://dffd.wimbli.com/file.php?id=7129
Wait for game to load, unpause and crash should happen within 30 seconds. |
| 0008817 | 6 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user11) | 2015-02-18 | Flood of stockpile cancellations for no discernible reason | |
| 0008823 | | World Generation -- Constructions | minor | new | 2015-02-16 | Incorrect bridge placement over very wide river canyon. | 1: Load bugged save file
2: Choose to play adventurer
3: Unretire the adventurer Ramul. He starts near the bridge in question.
4: Navigate to the bugged bridges (look at screencap for reference map)
5: Observe that the very long bridge is at the bottom of a deep river canyon
|
| 0008824 | | World Generation -- General | minor | new | 2015-02-16 | Spring / stream origin placement truncates large river | 1: Load bugged save
2: Unretire the adventurer Ramul
3: Travel south following the huge river
4: Arrive at 3 springs in desert (see reference map in screencap)
5: Observe how the springs appear to truncate the huge river. |
| 0008820 | 1 | Dwarf Mode -- Embark/Setup | crash | new | 2015-02-15 | Crash during embark setup when looking at dwarves | Create a world and embark at a location. Look at each dwarf a bunch of times using the "v" key and eventually the game will crash. |
| 0008799 | 5 | Dwarf Mode -- Interface, Designations | minor | new | 2015-02-12 | Underground tree 'up ramps' can be designated to be removed, which causes tree to collapse | Designate - 'z' ramp removal on an underground tree/fungus
(Save file has a goblin-cap with a staircase next to it ready for this) |
| 0008811 | 3 | Technical -- General | minor | | 2015-02-11 | Eventual CTD | Pass time. |
| 0008715 | 12 | Dwarf Mode -- Jobs, Fishing | major | resolved (user6) | 2015-02-10 | No shells from fish cleaning, no shellfish or pond turtles in the rivers | 1. Get one dwarf each with the fishing and fish cleaning labors enabled.
2. Build a fishery and ask to prepare raw fish (which should result in shells) They will get tons of finfish, and not a single turtle or mussel. |
| 0006363 | 1 | Typos/Grammar | text | | 2015-02-10 | "Its teeth is gone" | |
| 0008810 | 3 | Miscellaneous Crashes | crash | | 2015-02-09 | Crashes half a minute in. | Seems to crash while building--error log shows pathing errors. Trying to build block-by-block (with gneiss blocks) the 2nd level of the curtain wall. Not sure if crash results from placing the block at the end of the wall on the left or if it is from placing a block at either end on the right (accessible by wooden stairway). Or if something totally different? |
| 0007869 | 12 | Dwarf Mode -- Transport/Hauling | minor | assigned (user6) | 2015-02-09 | Dwarves compulsively store seeds in bags, even when no stockpile accepts those seeds | dump seeds out of bag using a garbage zone
unforbid seeds
dwarves will immediately rebag seeds |
| 0008803 | 4 | Miscellaneous Crashes | minor | | 2015-02-09 | Dwarf Mode Crash | Load the savegame, wait a few seconds. |
| 0008729 | 4 | Technical -- Saving/Loading | crash | assigned (user6) | 2015-02-08 | Game segfaults on unpause following seasonal auto-save | Load game at http://dffd.wimbli.com/file.php?id=10426 and Resume. |
| 0008801 | 2 | Undeath | minor | new | 2015-02-08 | Ghost starts haunting fortress while remains entombed in coffin | |
| 0008804 | | Creatures | minor | new | 2015-02-08 | Cavern critter group remains on map for years after one member died randomly | |
| 0008800 | | Adventure Mode -- Conversation | text | new | 2015-02-08 | When offering rescue mission abducted person is named with the first letter lowercase | Find somebody related to abducted person
Ask them about troubles till they mention the abduction
Offer them to join you on the rescue mission |
| 0008798 | 1 | Creatures | major | resolved (user1294) | 2015-02-08 | Zombies from necromancers OP | 1. meet a zombie when you don't have a slashing weapon 2. get rekt |
| 0008787 | 8 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user1294) | 2015-02-08 | Dogs have stopped getting pregnant. No puppies for nine years | * Load save
* Watch puppies not be born |
| 0008794 | 2 | Adventure Mode -- General | minor | new | 2015-02-06 | Sentient wagons prowl fort, fortress guards die to own traps. | |
| 0008792 | 1 | Vegetation | minor | new | 2015-02-06 | Above-ground tree type sapling grows undground (inside, dark, subterranean) | |
| 0008791 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | crash | | 2015-02-05 | Floor On Tree Branch Crashes Game | Play game
Build wall
Build floor over wall
Build windmill over floor
Build millstone beneath windmill
Find out a tree branch is blocking floor-construction |
| 0008788 | 3 | Adventure Mode -- Inventory | minor | | 2015-02-05 | Artifact can be both moved and stay in bin | Retire fortress with artifact (gem?) stored in bin
Visit that fort as an adventurer
Try to take that artifact out of bin |
| 0008790 | | Adventure Mode -- Trade | major | new | 2015-02-05 | When you trade/give just part of stack the rest of it gets annihilated | Get stacked item (food)
Find someone to [k]-[Exchange, give or take personal items]
Trade/give him/her part of your stacked item
See the rest of it go puff |
| 0008081 | 2 | Adventure Mode -- Sites | major | new | 2015-02-05 | Unplayable lag on traveling to site with army present | Unknown how to reproduce this state of affairs in a new game.
In attached save, an adventure party is at the fortress surface entrance. Low FPS is observed immediately upon load. |
| 0008775 | 2 | Dwarf Mode -- Combat | major | new | 2015-02-05 | Caravan guards attack fortress dwarves without provocation? | |
| 0008777 | 5 | Pathfinding | minor | | 2015-02-04 | Dwarf cancels hauling of building materials when crossing channeled area - "dangerous terrain" | 1) channel one square in snow
2) designate to build a workshop, so that the pathing goes to it goes over the channeled square
3) "dangerous area" alert interrupts the job |
| 0008786 | 1 | Adventure Mode -- General | crash | new | 2015-02-04 | This save game crashes when you try to start in Adventure mode | * Load save file
* Start an adventurer game |
| 0008785 | 3 | Adventure Mode -- Sleep | major | new | 2015-02-04 | Caged dragon disappears from cage when adventurer sleeps or tries to fast travel | 1) Create fortress on top of dragon lair.
2) capture dragon
3) Retire fortress
4) Create adventurer, arrive at fortress with said captured dragon
5) pick up cage and attempt to fast travel away from site.
OR
6) Carry cage off of dwarf site,
7) Sleep. Wake up to missing dragon |
| 0007308 | 1 | Dwarf Mode -- Interface, General | crash | | 2015-02-04 | Crash when resizing window | Resize the window while running in dwarf mode (occurs randomly). |
| 0008414 | 5 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | assigned (user6) | 2015-02-03 | Reverse burrow does not keep unwanted carpenters out | |
| 0008784 | | Dwarf Mode -- Jobs, Assignment of Jobs | minor | new | 2015-02-03 | Job distance calculation gives too high priority to different Z level | |
| 0002751 | 3 | Technical -- Input/Keybinding/Macros | minor | | 2015-02-03 | Macros are very slow, and stops working when window loses focus | |
| 0008783 | 1 | Dwarf Mode -- Buildings, General | crash | | 2015-02-02 | Constructing walls in an block occupied by leaves crashes the game | |
| 0008695 | 2 | World Generation -- General | minor | new | 2015-02-02 | Odd stream placement results in floating riverbed and flooding. | Unknown. |
| 0008782 | 1 | Dwarf Mode -- Flows | minor | | 2015-02-02 | Once embarked there is a river in mid air, which floods the map after unpausing | |
| 0008711 | 6 | Technical -- General | major | | 2015-02-02 | The escape key only works within sub menus. It is impossible to get to the save game / abandon fort / macro / etc menu. | I can't reproduce it because I'm unable to save the game because the escape key isn't functional while the game is running. Unable to get to the menu that says save/abandon/etc. |
| 0005290 | 7 | Technical -- Input/Keybinding/Macros | minor | | 2015-02-02 | Ctrl and Shift send the game into a Macro-like thing | 1. Click an arrow key several times.
2. Click ctrl or shift.
3. The games starts to register that arrow key an infinite(?) amount of times. (MIGHT happen, seems to happen randomly).
4. Press the arrow key (same as before) to stop it.
5. Click ctrl or shift (depending on which activated it before).
6. The game starts to register that arrow key again.
7. Click on something else besides DF (Chrome?).
8. Click ctrl/shift again; nothing happens. Game works as intended.
This seems to happen at random. |
| 0007903 | 1 | Adventure Mode -- Quests | tweak | | 2015-02-01 | Quest log alway shows adventure agreement conclusion as the current date | |
| 0001992 | 9 | Dwarf Mode -- Rooms | minor | | 2015-02-01 | Dwarves do not assign selves to empty bedrooms. | Start a fort, make some beds, assign said beds as rooms, and wait. |
| 0008778 | 1 | Creatures | minor | resolved (user1294) | 2015-02-01 | undead llama wool | |
| 0008156 | 7 | Dwarf Mode -- Jobs, Items | minor | assigned (user6) | 2015-01-30 | soap requires 150 globs per bar to create | try to make soap |
| 0008769 | 2 | Dwarf Mode -- Reclaim | minor | new | 2015-01-29 | Underground body parts on surface on reclaim | 1. Embark (volcano may or may not be required)
2. Abandon
3. Reclaim |
| 0008772 | 4 | Dwarf Mode -- Nobles | minor | new | 2015-01-29 | Dwarf elected to a King on a fortress with population cap 20, weird noble appointments afterwards. | |
| 0008774 | 2 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2015-01-28 | Deconstructed Walls do not trigger items on the "floor" above the wall to fall | Build a wall with both z levels surrounded by nothing
Build a walkway to the wall's floor
Build something (in this case, a floodgate) on the floor tile
destroy the walk way
destroy the wall
|
| 0008773 | 1 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2015-01-28 | One bag contains entire supply (hundreds) of seeds | |
| 0008770 | 4 | Dwarf Mode -- Jobs, Sleeping | minor | assigned (user6) | 2015-01-28 | Sleeping militia commander will not wake up | Unknown; haven't yet pinpointed in my backup saves when the dwarf fell asleep. |
| 0008744 | 5 | Dwarf Mode -- Environment | tweak | confirmed (user6) | 2015-01-28 | When world has previous embarks, cavern plants grow before cavern is breached | |
| 0008767 | 3 | Adventure Mode -- Sleep | minor | resolved (user6) | 2015-01-28 | Elf princess camping in the woods is always asleep. | |
| 0008771 | 1 | Dwarf Mode -- Environment | minor | | 2015-01-27 | Cave moss grows on new embark without breaching caverns | Create a World
Embark on that World
Breach the caverns to trigger cave moss.
Abandon the fortress
Embark again on the same world.
Dig into sand or probably soil.
Watch the moss grow without having breached the cavern. |
| 0008768 | 2 | Dwarf Mode -- Jobs, Designations | minor | resolved (user1294) | 2015-01-26 | Engraved walls and floors have random icons | every old fort does the same thing |
| 0008763 | 7 | Miscellaneous Crashes | crash | resolved (user6) | 2015-01-24 | Game crashes a few seconds after unpausing this save | 1. Load save
2. Unpause
3. Watch it crash
4. Repeat endlessly and cry |
| 0008080 | 4 | Dwarf Mode -- Buildings, Cages and Chains | minor | confirmed (user6) | 2015-01-24 | Assigning hostile creatures to restraints requires both Animal Training and Animal Hauling labors | (Have a hostile creature caged)
Disable Animal Hauling and Animal Training on all dwarves
Build a restraint
Assign creature to restraint
Enable Animal Hauling
Wait
Enable Animal Training
See creature get hauled
|
| 0001775 | 5 | Cave-ins | major | resolved (user6) | 2015-01-24 | Miners fail to fall unconscious after cave-in until current job is ended. | This should be reproducible, but I don't really know how to go about it. I can't intentionally create a cave-in that happens not to affect dwarves and does not interrupt digging jobs. |
| 0008747 | 1 | Dwarf Mode -- Military | block | feedback (user6) | 2015-01-24 | Military dwarfs with mixed orders (train and defend) don't defend burrows | I have not yet started another fortress to check the bug in but it is happening for more then one squad. |
| 0001832 | 9 | Dwarf Mode -- Interface, Designations | minor | resolved (user6) | 2015-01-24 | After adding and canceling dump designation on building items, then removing buildings, items still get dumped | 1. Set room to Forbid [D-B-F].
2. Set room to Dump [D-B-F].
3. Cancel Forbid. Cancel Dump.
4. Set furniture stockpile to full.
5. Order the furniture removed. Some of it will get dumped in the Garbage Pit. |
| 0001929 | 6 | Technical -- General | minor | confirmed (user6) | 2015-01-24 | Key bindings screen: the screen jumps page down while I'm in the middle | |
| 0002091 | 1 | Dwarf Mode -- Interface, Stockpiles | trivial | confirmed (user6) | 2015-01-24 | Cursor moves in addition to reserved barrel increase from [p] stockpile screen | Press p
increase number of reserved barrels by pressing shift 8 |
| 0001691 | 6 | Dwarf Mode -- Pets | minor | resolved (user6) | 2015-01-24 | combining the tag [PET_EXOTIC] with [CAN_SPEAK] produces odd results |
1) move [INTELLIGENT] to caste-level for both males and females
2) make a new caste
3) do not add [INTELLIGENT], instead add [PET_EXOTIC],[CAN_SPEAK], and [COMMON_DOMESTIC]
4) generate a new world
5) buy some slaves on embark
6) edit (stray) Urist McSlave's jobs through the job list |
| 0008765 | 4 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2015-01-24 | "Store item in vehicle" job not working properly | |
| 0006158 | 2 | Dwarf Mode -- Invasions | minor | resolved (user6) | 2015-01-24 | Turn Invaders off not working? | Save a few month before an invasion
close game
Init file, turn Invasion Off
open game
wait till the time the invasion supposed to happen. |
| 0008749 | 2 | Dwarf Mode -- Reclaim | minor | resolved (user1294) | 2015-01-23 | Upon reclaim, bedrooms unassigned and cabinets deconstructed | Make bedrooms with cabinets and assign to dwarves. Retire fort.
save (before retire) http://dffd.wimbli.com/file.php?id=10458 |
| 0008745 | 1 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user1294) | 2015-01-23 | Grapes can't be brewed | Embark with grapes and barrels.
Try to brew. |
| 0008354 | 3 | Map Features | minor | resolved (user6) | 2015-01-23 | When removing the floor beneath trees, they just fly | 1. Channel away an area with a tree.
2. Watch magic floating trees in awe. |
| 0008762 | | Reactions | minor | new | 2015-01-22 | Make Oil Soap can use forbidden oil if jug unforbidden | Make lye and jug of oil
Forbid oil, do not forbid jug
Queue 'Make soap from oil'
Watch soapmaker make soap |
| 0008761 | 4 | Dwarf Mode -- Moods | crash | new | 2015-01-22 | Game freezes when doors forbidden and strange mood dwarf around | Load game
Forbid doors
Unpause game |
| 0008757 | 5 | Dwarf Mode -- Interface, Trade | minor | | 2015-01-21 | Trade screen doesn't show traders' attitude | 1. Download linked-to save.
2. Play until the next caravan.
3. Appoint a broker and bring goods to the trade depot for trading.
4. Press t to trade and marvel at the mysterious absence of attitude text. |
| 0008688 | 4 | Dwarf Mode -- Items | minor | | 2015-01-20 | Bugged items appear empty or undefined, result in blank/black tiles. | Unknown how to reproduce. Creating and deleting additional furniture stockpiles does not cause more bugged items to appear. |
| 0002208 | | Legends Mode -- Display | minor | | 2015-01-20 | Window does not resize correctly in Legends mode. | 1. Launch Dwarf Fortress in full-screen (I use the prompt, but full-screen default would probably work as well)
2. Go into legends mode.
3. View a random historical figure (May not be necessary, but I've done this to test it each time so far.)
4. Hit F11 to resize the screen. |
| 0006645 | 1 | Dwarf Mode -- Interface, Unit Profiles | text | | 2015-01-20 | Text fails to wrap on dwarf thoughts and preferences screen when window is resized | View a dwarf's thoughts and preferences screen and then resize the window to be smaller. Text cuts off at the right side of the window. |
| 0007119 | 12 | Dwarf Mode -- Embark/Setup | minor | | 2015-01-20 | Excruciatingly slow, for no apparent reason | 1) load the save
2) see the fps-ticker |
| 0007554 | 4 | Dwarf Mode -- Pets | trivial | | 2015-01-19 | Crowded animals are too docile | Embark (40.04)
Create a one tile room (wood is fastest) with a door.
In this one tile, create a Pen/Pasture zone and a burrow.
Pasture all animals in this zone.
Create a civilian alarm for this burrow, activate it.
All animals and dwarves should now be on a single tile.
Wait for the dwarves to die. Note the lack of animal aggression.
v34.11
Same. Animal aggression begins inside the first month. |
| 0006397 | 6 | Dwarf Mode -- Traps | minor | | 2015-01-19 | Nonlethal fall onto upright spike causes unreasonably high skill gain | |
| 0002571 | 1 | Technical -- Input/Keybinding/Macros | minor | | 2015-01-19 | Accidentally trying to run a macro while you are recording causes an infinite input loop | Start recording a macro (ctrl-R)
Do something (e.g. move right one square)
Start playing back the macro without stopping recording (ctrl-P)
Watch the contents of your macro get repeated over and over and over .. |
| 0000522 | 1 | Dwarf Mode -- Interface, Notes/Points/Routes | text | | 2015-01-19 | Editing a route's name makes the cursor flash on the point's name, as if you were editing it. | make a point.
add a route
edit the route's name
bask in the glory of two flashing _s |
| 0001887 | 10 | Dwarf Mode -- Items | major | | 2015-01-19 | Mayor mandates "Make raw adamantine items", impossible to fulfill | |
| 0003109 | 13 | Dwarf Mode -- Military | minor | | 2015-01-19 | Squad renaming on load | |
| 0003542 | 3 | Miscellaneous Crashes | crash | | 2015-01-19 | Segfault: Asked for nonexistent texture data | Unknown... it was probably a random thing that went awry. It happened in Adventure mode near a shop. Can probably provide a save, but I was just starting on this (8th, I think) adventurer and didn't really pay attention to what civ I started in. |
| 0000582 | 14 | Dwarf Mode -- Thoughts and Preferences | text | | 2015-01-19 | She likes to consume she. | Generate a bunch of sapient-eating people and check their preferences. Some of them will like to eat 'she' or 'he'. It is always the same gender as the person him/herself. |
| 0003664 | 2 | TrueType | crash | | 2015-01-19 | Crash when using Truetype and choosing Fortress/Group Name. | 1.Set Truetype in init.txt to YES
2.Embark!
3.Prepare for the journey carefully.
4.Choose Fortress Name or Group Name.
5.Scroll through list or search.
6.Crash |
| 0007085 | 4 | Adventure Mode -- Sleep | crash | | 2015-01-19 | Game crashed while sleeping | |
| 0004671 | 4 | Dwarf Mode -- Jobs, Healthcare | major | | 2015-01-19 | Infinite Traction | Try the above. |
| 0008635 | 3 | Technical -- General | crash | | 2015-01-19 | Crash to desktop | |
| 0001407 | 7 | Geology | minor | | 2015-01-19 | No mineral deposits in ALLUVIAL layers | Generate a world, embark on any site with soil (preferably several soil layers) and use Reveal to look through the soil layers to check for any minerals. If this bug is correct, you won't find any. |
| 0001411 | 2 | Geology | minor | | 2015-01-19 | Numerical parameter of ENVIRONMENT_SPEC is ignored, too many minerals and gems created | Embark in an area with sedimentary rock (and bauxite). Reveal and look through the bauxite for sapphires or rubies. Within every cluster of sapphires or rubies you will find a star sapphire or star ruby, despite having a percentage of 1 in the raws which should make them rare. Presumably the same thing happens with other rare gems like diamonds, but I haven't tested. |
| 0001960 | 2 | Dwarf Mode -- Interface, Building Construction | minor | | 2015-01-19 | hotkey jumps after selecting build | Make sure you have something buildable (door or bed or something)
Set two hotkeys
Go to hotkey 1
hit b
Go to hotkey 2
hit b or d or whatever to build
At this point it should jump you back to hotkey 1 |
| 0001567 | 11 | Dwarf Mode -- Environment | minor | resolved (user6) | 2015-01-19 | Trees don't burn in magma | Drain volcano into wooded plain. |
| 0001099 | 4 | World Generation -- General | minor | | 2015-01-19 | "Flying" in a 6/7 water tile with neighboring 7/7 water tiles underground. | I have no idea. Though I have uploaded the save and pictures of it.
http://dffd.wimbli.com/file.php?id=2090
http://img91.imageshack.us/img91/5254/wateryweridness1.png
http://img151.imageshack.us/img151/3984/wateryweirdness2.png |
| 0002245 | 3 | Dwarf Mode -- Interface, Announcements | minor | | 2015-01-19 | BOX announcements not centered on large resolutions | Start game with grid size greater than 80x25.
Produce an artifact, discover the caves or similar that produces a BOX announcement. |
| 0008751 | 2 | Cave-ins | minor | resolved (user6) | 2015-01-19 | massive cave in damage from small amount of drop | i had a wood floor hovering over water like so:
XXXXXXXXXXXXXXXXXXXXX
XOOOOOOOFOOOOOOOOOOOX
XOOOOOOOOOOOOOOOOOOOX
XOOOOOOOOOOOOOOOOOOOX
XOOOOOOOOOOOOOOOOOOOX
XXXXXXXXXXXXXXXXXXXXX
undreneath
XXXXXXXXXXXXXXXXXXXXX
XWWWWWWWWWWWWWWWWWWWX
XWWWWWWWWWWWWWWWWWWWX
XWWWWWWWWWWWWWWWWWWWX
XWWWWWWWWWWWWWWWWWWWX
XXXXXXXXXXXXXXXXXXXXX
the miner dug it out:
XXXXXXXXOXXXXXXXXXXXX
XOOOOOOOFOOOOOOOOOOOX
XOOOOOOOOOOOOOOOOOOOX
XOOOOOOOOOOOOOOOOOOOX
XOOOOOOOOOOOOOOOOOOOX
XXXXXXXXXXXXXXXXXXXXX
blast slams him around and away . |
| 0001695 | 5 | Dwarf Mode -- Jobs, General | minor | | 2015-01-19 | "Remv Cre" (Remove creature) command in units/jobs list does not work on some jobs, even when enabled | When your dwarf is doing a job that you asked to be done (i.e. not eat/drink/sleep/party/etc), go into either the 'u'nits list or the 'j'obs list, find the dwarf/job, and press 'r'. Notice that the job is still listed for the dwarf, and that after exiting the screen, the dwarf continues with performing the job. |
| 0003779 | 2 | Dwarf Mode -- Interface, Unit-Job Screen | minor | | 2015-01-19 | Can't use the remove creature command on store item in bin tasks. | Go to the units screen,
Hi-light a dwarf with the "store item in bin" task,
attempt to use the remove creature command,
It will not work. |
| 0002682 | 1 | Technical -- General | trivial | new | 2015-01-19 | Win32 SDL download includes unneeded DLLs? | |
| 0002278 | 4 | Technical -- General | minor | | 2015-01-18 | Background color of (Nobles, Adventurers, Legendary units) flashes between black and blue (with GRAPHICS:ON only) | |
| 0000397 | 10 | Map Features | major | | 2015-01-18 | Creatures fall too fast through magma, die of bleeding instead of melting/suffocating, scout out/reveal areas while dying | Drop any dwarf into a volcano. |
| 0007633 | 8 | Vegetation | minor | | 2015-01-18 | Hillside/riverside roots reveal tiles | Embark in a forested area with hills and/or a river |
| 0007156 | | Adventure Mode -- Sites | minor | new | 2015-01-18 | Performance loss specific chunk of a Dark Fortress | 1. Continue adventurer on savefile, character spawns inside the slow chunk
2. Walk around, movement is much slower than usual. |
| 0008753 | 2 | Cave-ins | minor | | 2015-01-18 | tree canopies stop ground from falling | 1. find trees with intermingling canopies
2. dig a channel as so:
.,,.,. O .,,,.,
,_________.___.
._..,.,O.,,.,_<
,_,.,.,.,,..,_<
._____________,
..,,.,.,..,.,..
3. mine the ground underneath
4. remove the last piece of ground underneath:
.,,.,. O .,,,.,
,_____________.
._..,.,O.,,.,_<
,_,.,.,.,,..,_<
._____________,
..,,.,.,..,.,..
5. floating tree
6. cut the outer tree and now you can see a dwarf get sucked in the hole |
| 0002360 | 4 | Contaminants/Spatter | feature | confirmed (user6) | 2015-01-17 | Muddy floodgates are brown | Build a floodgate
Build a lever
Link lever to floodgate
Pull lever to open the gate
Pull lever again to close the gate; gate color invariably becomes brown. |
| 0002459 | 2 | Dwarf Mode -- Economics | minor | resolved (user6) | 2015-01-17 | Stocks screen incorrectly reports metal bars used in construction as available bars. | Construct walls/ramps/floors etc. with metal bars. |
| 0008746 | 2 | Dwarf Mode -- Jobs, Constructions (walls etc) | crash | | 2015-01-17 | Attempt to construct on a tile where a tree has grown causes crash | I have uploaded the save file here:
http://dffd.wimbli.com/file.php?id=10457
Left alone, the crash will occur within zero to two minutes. |
| 0002651 | 3 | World Generation -- General | minor | new | 2015-01-16 | Coastal river deltas often genning in glaringly implausible ways | Generate a world with a lot of rivers. On the embark selection screen, find coastal locations with major rivers emptying into them, and look at how they tend to manifest. |
| 0002477 | 6 | Dwarf Mode -- Diplomacy | minor | new | 2015-01-16 | Hostiles being transferred between cages get attacked by friends | 1. Trap a hostile (goblin/troll/etc). Place the cage near the trade depot.
2. Have someone (dwarfs/humans) come trade with you.
3. Assign the hostile to a new cage.
4. Watch the friendlies (trader escort) attack with a vengeance as the hostile is docilely lead to the new cage. |
| 0002206 | 3 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2015-01-16 | Floors deconstructed above windows leave components in open space, unreachable to dwarves | Build a window. On the layer above, build a floor/wall/ect over the window. Then remove the floor and enjoy the stone in the air. |
| 0008736 | 3 | Fire | minor | new | 2015-01-16 | Tower-caps are immune to lava | * Pour lava into an cavern.
* Watch |
| 0008726 | 2 | Dwarf Mode -- Moods | minor | new | 2015-01-16 | Retired adventurer that becomes a member of active fortress immediately goes insane from past wrongs | 1-Make a fortress and retire it.
2-Make a dwarven adventurer
3-Do everything that can stress a dwarf: Rampage, eating the same things again and again, being injured,...
4-Retire the adventurer in the retired fortress
5-Unretire the fortress
Here you go, now you adventure is insane, and is now taking off his clothes/being depressed/murdering violently your fortress. |
| 0008741 | 10 | Technical -- General | minor | resolved (user6) | 2015-01-16 | DF runs quite slow on a powerfull AMD, and blazingly fast on a crappy Intel | Get two PC's, one Intel, one AMD. Run on both, compare FPS. |
| 0002075 | 4 | Pathfinding | minor | new | 2015-01-16 | Cannot build up/down or up stairs from above if there is a web on ground below | Hard to find the exact conditions to reproduce. I can upload a save if needed. |
| 0008743 | 5 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | resolved (user6) | 2015-01-15 | Can`t set gem cutting of various gems in stockpile near to workshop | |
| 0008739 | 2 | General | crash | resolved (user6) | 2015-01-13 | Game crashed unexpectedly | NA |
| 0008730 | 1 | Dwarf Mode -- Reclaim | crash | resolved (user6) | 2015-01-13 | After unretire, magma pipe overflowed and game crashed | Save file: http://dffd.wimbli.com/file.php?id=10428 |
| 0007632 | 1 | Dwarf Mode -- Reclaim | major | resolved (user6) | 2015-01-13 | Upon unretire, magma pipe overflows | Unknown, always happens in this fortress.
http://dffd.wimbli.com/file.php?id=9150 |
| 0008734 | 1 | Dwarf Mode -- Moods | minor | | 2015-01-12 | Strange mood blocked dwarf makes FPS drops significantly. | |
| 0008720 | 6 | Miscellaneous Crashes | crash | | 2015-01-12 | After installing graphics, game freezes upon selecting world gen. | 1. Install DF 20.24 on OSX.
2. Install Phoebus using the directions here:
http://www.bay12forums.com/smf/index.php?topic=137096.msg5764730#msg5764730
3. Highlight either Create New World or Design New World Using Advanced Parameters.
4. Press enter and watch the box come up. |
| 0008733 | 1 | Technical -- General | major | resolved (user1294) | 2015-01-12 | Unusable resolution on startup | > wget "http://www.bay12games.com/dwarves/df_40_24_osx.tar.bz2"
> tar xvjf df_40_24_osx.tar.bz2
> cd df_osx
> ./df |
| 0004814 | 4 | Creatures | minor | confirmed (user6) | 2015-01-12 | Building destroyers are unable to destroy adjacent buildings | a) Trap some building destroyers. I used demons because I had them around and because they're still aggressive post-siege. Undead would also work well, with wooden doors.
b) Build the cage. Build a door adjacent to the cage. Link the cage to a lever.
c) Optional: lock the door. (If you don't, a mechanism or cage is likely to prop the door open, but it has exactly the same effect: the building destroyer uselessly pounds on the propped open door.)
d) Throw the lever, watch the building destroyer. Inspect your door after, say, a year. |
| 0008731 | 1 | Dwarf Mode -- Buildings, General | minor | resolved (user1294) | 2015-01-12 | DFHack Workflow suspended jobs never(?) performed when unsuspended. | Hard, since it seems to be random, but it happens fairly frequently. |
| 0008723 | 7 | Miscellaneous Crashes | crash | resolved (user6) | 2015-01-11 | Unknown Fortress Mode Crash | |
| 0008727 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user6) | 2015-01-11 | Dwarves still build suspended walls | |
| 0008186 | 2 | Pathfinding | minor | new | 2015-01-11 | Transporting Dwarves | Dug almost straight down with up/down stairs; caverns revealed and sealed off with constructions. |
| 0008322 | 13 | Pathfinding | minor | assigned (user6) | 2015-01-11 | Dwarf children can teleport into caverns now | |
| 0006176 | | Adventure Mode -- Sleep | minor | new | 2015-01-11 | After sleeping in fort, companions are unreachable (on roof?) | Recruit some companions; go to a fort; talk to the lord/lady (sometimes receiving explicit permission to stay the night, sometimes not); go back to the ground floor and sleep until (d)awn; now try to find back your companions.
I've only tried one worldgen so far, it may be specific to this world. |
| 0007560 | 5 | Adventure Mode -- AI | major | | 2015-01-11 | Companions seem to randomly teleport to the surface while walking around underground | 1. Gather a load of companions
2. Start walking around underground roadways
3. Keep an eye on your number of companions, particularly after you fight something. Sometimes they'll disappear.
4. Check the [c]ompanion screen. |
| 0003715 | 2 | Adventure Mode -- Sleep | minor | new | 2015-01-11 | Unconscious companion vanishes deep underground after Waiting an hour | |
| 0005480 | 1 | Adventure Mode -- Sleep | major | new | 2015-01-11 | Sleeping underground causes adventurer to teleport to surface | |
| 0003610 | | Adventure Mode -- Sleep | minor | new | 2015-01-11 | Sleeping underground teleports companions aboveground | |
| 0003544 | 7 | Adventure Mode -- Sleep | minor | | 2015-01-11 | Sleep on top of castle tower, wake up outside of castle | |
| 0007046 | | Adventure Mode -- Travel | trivial | new | 2015-01-11 | Traveled onto a roof | I guess you just need to get lucky with traveling. |
| 0002049 | 3 | World Generation -- Constructions | minor | resolved (user6) | 2015-01-11 | World gen road constructed on river bed that floods after embark | Create a world? |
| 0008725 | | Arena | trivial | new | 2015-01-11 | Arena mode freezes when riding a minecart into a chasm | 1) Arena mode
2) Ride a minecart into a chasm
|
| 0001991 | 2 | Dwarf Mode -- Jobs, Activity Zones | trivial | confirmed (user6) | 2015-01-11 | Roads occlude zone designations unless cursor is over zone | 1. Zone an area. (i)
2. Build a paved road on top of the zoned area. (b-o)
3. "i" -> zone does not appear unless cursor is within zone boundaries. |
| 0008714 | 4 | Dwarf Mode -- Interface, Embark | minor | new | 2015-01-10 | Embark, Using points to buy gear | Start dwarf fortress, Gen world, embark, Prepare your embark. |
| 0008722 | 1 | Adventure Mode -- Eating/Drinking | minor | resolved (user1294) | 2015-01-10 | Adventure mode: cannot turn into a vampire | 1.slice+dice a vamp
2.drink blood
3.don't change into a vamp |
| 0001836 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | confirmed (user6) | 2015-01-10 | Digging an "up/down" stair under a murky pond containing a constructed "up" stair destroys the constructed stair. | 1) Drain a murky pool.
2) Construct a down stair on the level above the pool (level 0).
3) Construct an up stair on the level of the pool (level -1).
4) Designate the area under the pool with "up/down" stairs (level -2).
When the up/down stairs are dug (at level -2), the constructed stair (at level -1) will turn into a natural "up/down" stair of the same type as the layer it was built in. |
| 0001635 | 13 | Dwarf Mode -- Flows | minor | confirmed (user6) | 2015-01-10 | Water pumped through a u-bend near an ocean does not rise to or above ocean level | 1) Download the save in which I discovered this at http://dffd.wimbli.com/file.php?id=2268
2) Follow the directions outlined on the file description on DFFD to see that the pumped water will vanish in both locations where I installed pumps to test this |
| 0008718 | | Dwarf Mode -- Jobs, Mechanisms | minor | confirmed (user6) | 2015-01-10 | "Link Building to Trigger" jobs complete instantly | |
| 0008717 | 2 | Technical -- Saving/Loading | major | resolved (user6) | 2015-01-10 | PC takes forever to finish saving, forcequitting during this stage irrevocably corrupts save | 1. Try to save world.
2. Wait until it says "Finishing..."
3. Force-quit DF.
4. Try to reload the save. |
| 0006429 | 4 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | confirmed (user6) | 2015-01-10 | Crash when cancelling removal of building being linked to trigger | 1. Make a door and 3 mechanisms
2. Build the door somewhere, and place a lever nearby
3. Create a job to link the lever to the door
4. Once the job starts, order the door to be deconstructed.
5. Wait until the door's appearance changes to "queued but not complete" (i.e. black "╪" with light grey background)
6. Query the door and press "s" to Stop Removal, then unpause. The game will crash. |
| 0000862 | 9 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2015-01-10 | Hostile/wild creatures frequently escape during hauling | |
| 0001205 | 2 | Contaminants/Spatter | trivial | confirmed (user6) | 2015-01-10 | Collapse left behind snow-covered open space | |
| 0000498 | 2 | Pathfinding | minor | resolved (user6) | 2015-01-10 | Cancel creature caging spam | Capture a hostile. Mark a pit, tell the dwarves to throw the hostile into the pit when you have no other empty cages. |
| 0001710 | 5 | Dwarf Mode -- Interface, Stockpiles | minor | | 2015-01-10 | "Gather remains from outside" actually means "gather remains from above ground" | Create a walled enclosure with a ceiling above ground, and a doorway leading to it. Have cats. When vermin are killed inside, their corpses will clutter the indoor structure. |
| 0001139 | 4 | Flows | minor | new | 2015-01-10 | Plant grows in 7/7 water, blocks pump | I had drawn water from this spot earlier and then stopped it. When I restarted it the tree appeared. I do not know the tree was there before starting the pump. |
| 0001762 | 7 | Dwarf Mode -- Jobs, Items | minor | new | 2015-01-10 | Dwarf inherits her deceased husband's rations (570 of them) | |
| 0001688 | 1 | Dwarf Mode -- Interface, Announcements | text | new | 2015-01-10 | On encountering a downwards leading passage from the bottom, the message still says 'leads downwards'. | Dig down to cavern-2. Find the downwards passage from cavern-1 to cavern-2, but find it by exploring cavern-2. |
| 0000201 | 6 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2015-01-10 | Taming caged herbivores leaves seeds in the cage | Tame a caged herbivore (e.g. elephant) in a constructed cage. Free the tamed animal then deconstruct the cage. Look for seeds in the cage afterwards. |
| 0002673 | 5 | Dwarf Mode -- Environment | minor | new | 2015-01-10 | Entire sections of the ocean freezing over in winter | 1 - select a coastal embark with cold or temperate weather.
2 - Embark, and look at the ocean. Is it frozen? |
| 0001505 | 3 | Dwarf Mode -- Buildings, Machines | minor | new | 2015-01-10 | Goblin ambusher triggers pressure plate set for citizens only | Pressure plate on a path leading into your fortress, set to trigger for civilians, will be triggered by both civilians and ambushers. |
| 0001653 | 1 | Adventure Mode -- Environment | minor | new | 2015-01-10 | Ocean Ice Sheets unstable. | Swim out to sea near your frozen pole with an adventurer trying to cross from one landmass to another. I did it with the following:
Seed: 530015184
History Seed: 1191959208
Name Seed: 1523661720
Creature Seed: 3638911712 |
| 0001144 | 7 | World Generation -- General | minor | new | 2015-01-10 | Worldgen adventurers continue to attack megabeasts who have become part of their civ | Add [POWER] and [MEGABEAST] to the dragon raws, and generate a new medium or large world. |
| 0008713 | | Adventure Mode -- AI | minor | new | 2015-01-09 | Lords call you a killer for doing their quests | Ask a lord about a bandit camp. Kill the leader and ( not necessairly all) his fellow bandits.Collect the bandits leader head. Bring up rumor, speaking with the same lord. Drop the guys head. Ask him about yourself. |
| 0008601 | 10 | Dwarf Mode -- Reclaim | crash | resolved (user6) | 2015-01-09 | Unretired fortress crashes at the exact same in-game time | Load game.
http://dffd.wimbli.com/file.php?id=10181
Unpause. Crash will occur in less than five seconds. |
| 0008709 | 10 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2015-01-09 | Barrels already holding one category of food (leaves) won't hold another category (taro) | 1. Find a taro plant and let your herbalist gather it
2. Enable food hauling and wait until taro shows up as a job
3. Try to pick it up |
| 0008706 | 2 | Dwarf Mode -- Interface, Designations | minor | | 2015-01-09 | Background color of engrave designation (priority indicator) and marker of it are the same | Designate some area for engraving
Switch to marker
Mark some nearby area for engraving
Try to find any difference |
| 0008555 | 3 | Dwarf Mode -- Environment | minor | | 2015-01-09 | Pathfinding is not updated when trees are cut down | * Build something under a tree (ramp+wall access ramp, for example)
* Try to build something where dwarves cannot reach (e.g. past a ramp rendered unusable by tree leaves)
* Cut down tree.
* See that you still cannot build in the aforementioned position. |
| 0008573 | 7 | Cave-ins | minor | resolved (user6) | 2015-01-09 | Unsupported land not dropping (yes, cave-ins are enabled) | * Load save
* Look |
| 0008506 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | feedback (user6) | 2015-01-09 | Dwarf with chronic lung injury is "shaken after suffering a major injury" every time they get winded | 1. Destroy or disable the functioning of a dwarf's lung.
2. Wait for them to become winded during normal work. |
| 0005578 | 10 | Miscellaneous Crashes | major | | 2015-01-09 | Crash during worldgen from a SEMIMEGABEAST or MEGABEAST lacking both LAIR and POWER/SPHERES | 1) Unzip DF to a fresh directory.
2) Copy my Raws into raw/objects.
3) Generate a New World.
... DF should crash after Civilization placement, and the Age of Myth begins. |
| 0008712 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user1294) | 2015-01-09 | Cannot successfully suspend part of wall construction if dwarves are already building another part | Start new world, or test on an old one.
Embark with or have 20 construction materials.
(B)uild (C)onstruct (W)all. Make it 20 long, just for kicks.
Set all dwarves to have the mason task (or carpentry, or smithing, whatever is relevant.)
Unpause just long enough for the dwarves to start construction.
(Q) to set building tasks...
Choose every wall that says "inactive", and (S)uspend construction.
Unpause game, and watch entire wall be built, suspended parts and all.
|
| 0008689 | 2 | Dwarf Mode -- Jobs, Designations | minor | | 2015-01-08 | Certain types of tile designations can't overwrite others or have their priority changed. | Build stone walls
Designate part of the wall for carving of fortifications (some random part)
Change job priority
Designate part of the wall for carving of fortifications (fully/partially over the already designated area)
Note the first area still keeps its old job priority (or at least it shows so)
|
| 0008708 | | Technical -- Rendering | minor | | 2015-01-08 | PRINT_MODE:TEXT always sleeps for 5 seconds on startup on OS X | |
| 0004741 | 7 | Dwarf Mode -- Military | crash | resolved (user6) | 2015-01-08 | Crash on assigning squads or positions a default uniform. | Load the region1 save
Unpause |
| 0006452 | 7 | Technical -- General | crash | resolved (user6) | 2015-01-08 | Save crashes unless military is disbanded | Load save file, wait about 1 minute. Crashes before the fifth caravan (starts near the fortress entrance) enters the northwest tunnel. |
| 0001815 | 9 | Miscellaneous Crashes | crash | resolved (user6) | 2015-01-08 | Crashes to desktop without warning or specific action | Not sure. Crashes in Dwarf Fortress mode, sometimes after 5 minutes of play, sometimes 30, sometimes never.
I will continue to look for patterns in what im doing as it crashes. |
| 0003724 | 6 | Technical -- Saving/Loading | crash | resolved (user6) | 2015-01-08 | Crash when loading | Load the savegame from http://olad.db48x.net/hosted/region1.zip in either 0.31.17 or 0.31.18 (other versions not tried). |
| 0004619 | 4 | Technical -- General | crash | resolved (user6) | 2015-01-08 | Crashing when saving/abandoning/resuming game | Load up the game, then try to save, abandon or resume. |
| 0004937 | 12 | Miscellaneous Crashes | crash | resolved (user6) | 2015-01-08 | Crashes on loading savegame | Happens every time I try to load the savegame. (I only have 1 save) |
| 0006414 | 4 | Miscellaneous Crashes | crash | resolved (user6) | 2015-01-08 | Crash | |
| 0001368 | 3 | Adventure Mode -- Inventory | crash | resolved (user6) | 2015-01-08 | Game crashes when blood covering is dropped on the ground. | 1) Put blood in backpack.
2) Drop blood on ground.
3) Crash.
(May not work all of the time; One particular instance of said blood always crashed the game, but other instances of said blood were fine to drop. I could upload the save if it's needed.) |
| 0005822 | 15 | Miscellaneous Crashes | crash | resolved (user6) | 2015-01-08 | Game crashes after 5-60 seconds | |
| 0006412 | 1 | Miscellaneous Crashes | major | resolved (user6) | 2015-01-08 | Exception code: 0xc0000005 within three minutes of playing after loading a game | load up this save game and wait three to five minutes for it to crash.
http://dffd.wimbli.com/file.php?id=8326 |
| 0006410 | 4 | Adventure Mode -- General | crash | resolved (user6) | 2015-01-08 | Crash game | - Use my save: http://rghost.ru/51677690
- Еxit from tower
- Use Fast Travel or Sleep or Wait or Save game |
| 0006351 | 3 | Dwarf Mode -- Military | crash | resolved (user6) | 2015-01-08 | Military Crash | Simply leave the game running for a minute or so. |
| 0006310 | 3 | Adventure Mode -- Character Creation | crash | resolved (user6) | 2015-01-08 | Crash during adventurer selection | The save game reliably crashes when creating a new character and going through the next steps: start a new adventurer, and when selecting the starting civ, scroll down the list towards where the retired characters should be; this is where the game crashes. Save: |
| 0006373 | 1 | Dwarf Mode -- Immigration | crash | resolved (user6) | 2015-01-08 | Units entering map causes crash | Wait about 30s-1min after loading game and unpausing.
Current fortress population is 19.
Set population cap to 28 or above. Game will crash.
at 27, it sometimes crashes, sometimes spawns 3-4 migrants.
at 21-26, spawns 1-4 migrants. (hasn't crashed on me in this area during 10 trials)
at 20, no dwarves spawn, no crash. |
| 0006327 | 2 | Technical -- General | block | resolved (user6) | 2015-01-08 | Game crashes on startup | Start up DF on a mac, I suppose (this is the only one I have access to) |
| 0006311 | 2 | Technical -- Saving/Loading | crash | resolved (user6) | 2015-01-08 | Crash On Loading Save | |
| 0006282 | 1 | Miscellaneous Crashes | crash | resolved (user6) | 2015-01-08 | Crash/freeze unknown reason | |
| 0004771 | 8 | Fire | crash | resolved (user6) | 2015-01-08 | Saved game crashes the same time a few seconds after resuming due to fire(?) | Unpause the save for a few seconds lol |
| 0006268 | 1 | Dwarf Mode -- Interface, Embark | crash | resolved (user6) | 2015-01-08 | NSAutoreleaseNoPool crash | Start up a new game, while picking an embark spot, the game will crash while just cursoring around. Happens every single time. |
| 0004249 | 11 | Technical -- General | crash | resolved (user6) | 2015-01-08 | Random crash, no reason given. | Just wait 30 seconds or so. |
| 0006180 | 2 | General | crash | resolved (user6) | 2015-01-08 | Crash 2Minutes After Load, reproduceable; | Load.
Wait.
Reproduced. |
| 0004492 | 6 | Contaminants/Spatter | minor | resolved (user6) | 2015-01-08 | Muddy stone floor turns into soil floor after plants grow on it | Cover a rock cavern floor with water. |
| 0008707 | 4 | Dwarf Mode -- Environment | minor | resolved (user6) | 2015-01-08 | Fire Imp floats through walls. | Take a bunch of miners and food/drink, just dig straight down until you find warm stone, dig around it without breaching, and wait for something to appear. |
| 0008250 | 15 | Dwarf Mode -- Combat | major | | 2015-01-07 | Military dwarves won't attack goblins 99% of the time, and when they do they cause a loyalty cascade. | Have a goblin siege attack the fortress, send military dwarves to fight the goblins. |
| 0008705 | 1 | Technical -- Sound | minor | | 2015-01-07 | Volume setting resets after each start of DF | Start DF
Get to volume settings via "Escape" menu
Change volume of music to something else than 255/255
Quit DF
Start DF
Get to volume settings via "Escape" menu
Note it is again set to max volume |
| 0008700 | 3 | Dwarf Mode -- Jobs, Designations | minor | | 2015-01-07 | Trees can't be designated for cutting when other part of given tree is already designated for that | Designate some upper branch ("XXX tree trunk" tile) for chopping down
Try changing the cutting place with designation of other branch of given tree
|
| 0003200 | 13 | Technical -- Sound | major | | 2015-01-07 | OpenAL Sound Problem | Open Dwarf Fortress |
| 0002460 | 7 | Dwarf Mode -- Trade | tweak | feedback (user11) | 2015-01-07 | Dwarf owned items in trade screen | |
| 0006442 | 2 | Technical -- Rendering | minor | | 2015-01-07 | Multiple headers/titles on some screens overlap at higher resolutions | Resize the window to around 1000px wide, or about twice as wide as the default size (to be specific, between 105 and 165 columns, or 840-1320px, causes overlapping on the announcements screen for me using the default 8x12 font). |
| 0001333 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2015-01-07 | Dwarves get stuck on items when the only stockpile is outside of the hauling dwarf's burrow | - Embark.
- Create a burrow that covers your wagon, plus a bit of area to the side for a stockpile.
- Assign all 7 dwarves to the burrow.
- Create a food stockpile (assuming the wagon contains food) OUTSIDE of the burrow.
Dwarves will not haul any of the food, correctly. However, if you check the wagon, 7 items will have TSK next to them.
- Create another food stockpile INSIDE of the burrow.
Dwarves will continue to not haul any of the food.
- Delete the first stockpile.
Dwarves will begin hauling food correctly. |
| 0008703 | | Creatures | trivial | resolved (user6) | 2015-01-07 | War Dogs never bite in combat, just scratch. | Cry "URIST" and let slip the dogs of war. |
| 0008701 | 4 | Dwarf Mode -- Interface, Announcements | minor | | 2015-01-06 | Game title partly obscured in heading of announcements screen | Look in the heading of screen when you unpause your dwarves
Look in the heading of announcements screen |
| 0007782 | 15 | Adventure Mode -- General | block | | 2015-01-06 | Frozen in time; no way to re-enter time continuum | I don't know. The game is still going even as I type this, but I have no way to save. This may wind up being one of those reports that sits there until someone finds something related. |
| 0007838 | 1 | Adventure Mode -- Movement | block | | 2015-01-06 | Arena-created creatures in open space above tree trunks cause DF to hang after assuming control | - Place lava on a tree in arena mode and wait for the tree to finish burning (leaving behind only dead trunks/branches/twigs).
- Create a creature in open space directly above a dead trunk.
- Assume control of the creature and attempt to move. |
| 0002143 | 6 | Dwarf Mode -- Interface, Military Screen | minor | confirmed (user11) | 2015-01-06 | woodcutter drops complete assigned equipment if being undrafted | |
| 0006271 | 4 | World Generation -- Parameters | minor | | 2015-01-06 | Disabling evil rain does not disable blood rain | Set the amount of evil rain types to zero and generate the world. |
| 0005124 | 4 | Weather | minor | | 2015-01-06 | Fatal bruising syndrome from "acrid ooze" rain | On my save linked here: http://dl.dropbox.com/u/22990731/region2-spr-127.zip have any creature incl dwarves outside whilst it is raining. The contaminant left all over the ground by the rain is not clearing, so you may have trouble figuring out if it is raining or not (unless there is a weather indicator in the UI I do not know about?). |
| 0008702 | 10 | Dwarf Mode -- Jobs, General | minor | | 2015-01-06 | Dwarfs refuse to use picks after unforbidding said picks while traders are present with their own picks. | setup:
create new world with default settings.
find a spot with low savagery, low evil, medium temperature, no aquifer, and deep soil.
embark with the default load out.
cut down few trees for building material.
enable mining for all dwarves (using dwarf therapist).
channel 3 urist wide wagonway two z-levels down.
dig 11 by 11 room.
build trade depot, carpenter workshop, 5x5 farm plot and still.
define a food stockpile.
define a refuse stockpile outdoors.
define a garbage dump area.
plant plump helms on every season.
assign your expedition leader as your broker, manager, and bookkeeper.
set your bookkeeper to highest precision.
build and place a wooden chair.
define a study from the chair and assign it to your manager.
queue 30 barrel building and 10 brewing jobs.
note that 2 dwarfs are wielding the picks.
wait for caravan to arrive & unload goods.
request trader at the depot.
ensure that the caravan brought some copper picks.
test1:
designate a 11x11 test area to be mined.
check that two dwarves go mining.
disable mining for all dwarves (using DF).
see that picks are dropped on the ground.
re-enable mining labour (using DF).
see that two miners pick up the picks and continue mining.
test2:
open miner inventories, declare picks to be dumped.
wait for the picks to be dumped.
open stocks menu and unforbid the copper pick row (should be more that 2 since caravan unloaded some to the trade depot).
note that no dwarf will ever resume digging (until you craft new picks).
|
| 0002556 | 3 | Dwarf Mode -- Interface, Status | minor | | 2015-01-06 | Pain is listed twice on health screen. | |
| 0004879 | 7 | Technical -- General | crash | resolved (user6) | 2015-01-06 | Attempt to view 'z' of war dog caused segmentation fault in Linux | |
| 0006750 | 12 | Dwarf Mode -- Items | major | | 2015-01-06 | Muck root and bloated tuber seeds are displayed without a name (e.g. " [9]") | Dump seeds from a bag? Might need to be a bag brought from embark. |
| 0006819 | 6 | Pathfinding | minor | confirmed (user6) | 2015-01-06 | Caravan wagons try to path through 7/7 water | Build a 2-square wide/1-square deep moat around a trade depot, with or without a lowered bridge. Fill with water, and wait for the caravan. |
| 0002849 | 13 | Dwarf Mode -- Interface, Announcements | minor | resolved (user6) | 2015-01-05 | Announcements list is very short. | Play, get some announcements, look at the list. |
| 0005205 | 4 | Dwarf Mode -- Interface, Announcements | major | resolved (user6) | 2015-01-05 | Announcements are not kept on the announcement screen | Wait for an announcement to happen, hit a, view announcements are there, go back to playing for a few seconds with no new announcements being shown, hit a again, see that the announcements screen lost all of your announcements. |
| 0008501 | 4 | Dwarf Mode -- Abandonment of Fort | minor | resolved (user6) | 2015-01-05 | 'Horrified after seeing ___ die' thoughts prompted by old corpses | Get lots of dwarves killed, abandon a fortress, reclaim it.
Your brave seven will become badly stressed within a year. |
| 0008693 | 6 | Dwarf Mode -- Flows | minor | | 2015-01-05 | Crash on unpause | Load the save, unpause. Save at: http://dffd.wimbli.com/download.php?id=10373&f=region5.zip |
| 0003161 | 3 | Dwarf Mode -- Flows | minor | | 2015-01-05 | Vertical hole only filled up to absolute z-level 0 by falling water | Dig a vertical hole, or a downwards zig-zagging stairwell that spans at least absolute z-levels 1 and 0, preferably more to notice that the lower z-levels fill normally.
Try to fill the hole with a water flow from above. |
| 0008699 | 2 | Dwarf Mode -- Jobs, Mechanisms | minor | resolved (user1294) | 2015-01-05 | +steel table+ not accepted for Traction Bench construction | |
| 0008662 | 5 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2015-01-05 | Dwarves build suspended construction jobs | |
| 0001573 | 6 | Dwarf Mode -- Environment | minor | confirmed (user6) | 2015-01-05 | Underground trees leave behind soil floors when cut down | |
| 0008367 | 8 | Combat -- General | major | | 2015-01-04 | Soldiers not attack nearby enemy when using kill or station order. | 1) Send division a and b to station near the invaders or use the kill order on nearby trolls.
2) a + b runs to the enemy
3) the enemy attacks them for ages (without doing much damage due to danger room and quality steel armor)
4) dwarfs start to die
5) suddenly the army kills all enemies.
|
| 0008342 | 2 | Dwarf Mode -- Combat | major | | 2015-01-04 | Werebeast arrives, attacks livestock and dwarves but is not attacked by dwarves while in its werebeast form. | Load either example save, allow time to pass, review log for combat.
http://dffd.wimbli.com/file.php?id=9781 |
| 0006663 | 7 | Adventure Mode -- AI | minor | | 2015-01-04 | Necromancers afraid of/killed by their own undead | Pretty simple, just find a necromancer. |
| 0000778 | 13 | Dwarf Mode -- Nobles | minor | confirmed (user6) | 2015-01-04 | Military mayor in eternal meeting with Liaison | |
| 0008697 | 4 | Dwarf Mode -- Buildings, Cages and Chains | minor | | 2015-01-04 | Loaded cage traps looks like unloaded ones sometimes | You need to build cage traps and eventually some of them will look like unloaded ones even after loading with cage. |
| 0008690 | 3 | Dwarf Mode -- Invasions | minor | new | 2015-01-03 | Undead siege wears armor and wields weapons | |
| 0008672 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | | 2015-01-03 | Dwarves with permanent injuries inevitably spiral into depression | Get a dwarf or dwarves injured by some means until they have nerve or organ injuries that don't go away.
Observe their thoughts over several years of game time. Dwarf Therapist may give more specific readings.
|
| 0000929 | 2 | Combat -- Target Selection | minor | resolved (user6) | 2015-01-03 | After Selecting entire squad then setting attack orders on multiple targets some soldiers will stand by | Have a large squad (max works best 10/10) enter squad menu select squad press 'p' to select each member indivialy with 'SHIFT+(squad members letter)' select attack menu 'k' and use 'SHIFT+(target letter)' to select more then three targets, fighting in a maze often leads to this. |
| 0008691 | 4 | Adventure Mode -- General | minor | | 2015-01-03 | Started play in a "camp" of zombies | |
| 0008694 | 1 | Artistic Images (engravings etc) | minor | resolved (user6) | 2015-01-03 | Engraved images show events unknown to engraver | Run a fort for few years, periodically checking Legends
Once something interesting happens under your fort, order multiple tiles to be engraved
Some of them should show events from down below which you would otherwise not know about (without checking Legends) |
| 0000186 | 4 | Dwarf Mode -- Interface, Main View | minor | | 2015-01-03 | Building Selector Chooses Oddly | Three buildings near each other, but separated on the Y axis, cursor near the lower right or lower left corner selects oddly. |
| 0006949 | 8 | Dwarf Mode -- Buildings, General | minor | | 2015-01-03 | Building in trees and then chopping down the tree leaves the building floating in the air | Build in a tree, remove the tree. |
| 0003038 | 2 | Dwarf Mode -- Interface, Squad Control | crash | | 2015-01-03 | Centering on a non-existent point in "squad -> move" crashes or zooms to a random location | Go into [s]squads menu, then select any squad and type [m]move. Choose to center on a not-listed point. |
| 0008685 | 1 | Dwarf Mode -- Interface, Animals | trivial | | 2015-01-03 | Pets can be gelded despite the "geld" indicator not being displayed by their name in the [z]-animals screen | Have a male animal that's adopted by a dwarf and try to geld it. The yellow text doesn't show but the animal gets gelded anyway. |
| 0008632 | 3 | Dwarf Mode -- Jobs, Hauling | minor | | 2015-01-03 | Dwarves hauling get stuck on each other | |
| 0000423 | 6 | Dwarf Mode -- Interface, Military Screen | minor | confirmed (user6) | 2015-01-03 | Leather Armor Material Type | Apply a material type to a [material] armor uniform item. |
| 0002210 | 14 | Dwarf Mode -- Environment | minor | resolved (user6) | 2015-01-03 | water leaves no mud | |
| 0008692 | | Civilizations/Entities -- General | minor | new | 2015-01-02 | Group and civilization mismatch in generated fortresses | 1. Generate world.
2. Create adventurer who starts in a fortress.
3. Find and recruit a fortress guard (preferably a non-dwarf, for better chances).
4. Retire.
5. Check guard's Legends page. |
| 0008687 | 2 | Technical -- Saving/Loading | trivial | assigned (user6) | 2015-01-02 | Graphical glitch when loading process reaches "Allocating Space" screen. | 1. Download a copy of my bugged save file from the DFFD. http://dffd.wimbli.com/file.php?id=10370
2. From this bugged save, Load either Dwarf mode or Arena Mode. During the "Allocating Space" screen, observe the odd behavior.
|
| 0008681 | 3 | Dwarf Mode -- Interface, Squad Control | crash | | 2015-01-02 | Crash on 's' squad screen shortcut | |
| 0008075 | 4 | Creatures | minor | confirmed (user6) | 2015-01-02 | Baby/vermin explosion | I've never seen this before, I don't know. |
| 0008686 | | Dwarf Mode -- Environment | minor | resolved (user6) | 2015-01-02 | Demon giving birth is reported in announcements | Open the circus and wait for a few years?
Or open the save file at the following link and check the announcements:
http://dffd.wimbli.com/file.php?id=10369
From continuing playing, more demons will shortly be born. |
| 0008684 | 3 | Technical -- Saving/Loading | minor | resolved (user1294) | 2015-01-01 | DF Crashes when loading save with DFHack | 1. Load save
2. It will crash when it finishes loading the save with DFHack running in the background |
| 0008682 | 1 | Combat -- General | trivial | resolved (user6) | 2014-12-31 | Four pages of "Urist vomits" in combat log. | 1 - have military with cave adaptation.
2 - send them outside to fight an invader.
|
| 0001416 | 5 | Dwarf Mode -- Moods | minor | | 2014-12-31 | Moody dwarves claim workshops outside their burrow, haul infinite number of items, never start construction | See the bay12 forum thread. http://www.bay12forums.com/smf/index.php?topic=54959.0 |
| 0006391 | 11 | Adventure Mode -- Crime | minor | | 2014-12-31 | Openly stealing owned items does not make you a Criminal | 1. Start a Human adventurer
2. Locate a building containing owned items
3. Pick up one of the owned items
4. Walk out of the building
5. Examine your histfig/entity links |
| 0008495 | 1 | Typos/Grammar | text | | 2014-12-31 | Space in keybinding's "Press space to abort." should be esc(main menu/leave screen bind) | |
| 0002970 | 4 | Dwarf Mode -- Jobs, Cleaning | major | resolved (user6) | 2014-12-31 | Dwarves will clean mud from farms, rendering them useless | Designate a few dwarves as cleaners only and stick them in a burrow with a farm, I guess. Since I caught the guy in the act, I didn't bother to reproduce myself. |
| 0004230 | 17 | Dwarf Mode -- Items | minor | feedback (user6) | 2014-12-31 | bucket with water inside becomes unusable | |
| 0002212 | 6 | Technical -- Saving/Loading | minor | | 2014-12-31 | Incompatible saves between Intel and PPC Macs-OSX | |
| 0004751 | 10 | Dwarf Mode -- Items | minor | resolved (user6) | 2014-12-30 | Building and then removing floors seems to be generating dumped stones | This is what has happened beginning to end in this area, over 20+ years.
Dug out a large area, and made it into an obsidian mixer trap. Used the trap, and it wasn't pretty. Spent years digging it back out safely, then more years hauling all the rock out of the hole that wasn't needed for making a 30x40 collapsing ceiling trap. Then I decided to repave everything and remove paving, then smooth stuff out and make sure I wouldn't have trees growing that might prevent the trap from working. After creating and then removing the paved floors, my dwarves are randomly finding dump-designated rocks that were not there before. I did check for hidden rocks the first time I saw this. When it happened again, it happened where I know full well that there was nothing hidden.
With all of the releases of magma while cleaning up the obsidian mixer nightmare, some places might have had magma many times in the same time. I do remember seeing some weird rock-type materials hauled by my dwarves out of this place too - maybe the strange mixed up rocks with icons that look like fat are somehow related to the phantom rocks that I'm generating, somehow?
I am currently attempting to create a save game where the phenomenae is repeated through a save. |
| 0008444 | 1 | Geology | minor | new | 2014-12-30 | Cast obsidian, when mined away, will leave a floor of the surrounding stone | Mix any water and magma, mine away.
As far as I know, this will always behave this way. |
| 0006494 | 5 | Dwarf Mode -- Items | minor | acknowledged (user11) | 2014-12-30 | Drink Barrels Become Invisible and Unusable At Still | Unsure. I've never seen this happen before. |
| 0005719 | | Dwarf Mode -- Buildings, Machines | minor | new | 2014-12-30 | Lowering bridge on forlorn ghost crashes df | Build bridge over forlorn ghost, hook to lever, pull lever, wait till bridge goes up, pull lever again. |
| 0006107 | 3 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-12-30 | Game Crashes on Saving Adventure Mode | |
| 0006085 | 1 | Miscellaneous Crashes | crash | resolved (user6) | 2014-12-30 | Whenever I try to open my save, it crashes. | http://dffd.wimbli.com/file.php?id=6639 All you need to do is open it up, open the df_34_11_win_Corrosion file, start dwarf fortress and try to load the save. |
| 0006072 | 2 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-12-30 | Crash When select new under Items | Set dwarfs skills. Run out of points on fifth dwarf. Switch to items screen.
Start to fill out items so I can use leftover points on dwarfs. Want new item.
Press "n". CRASH |
| 0006054 | 2 | Pathfinding | minor | resolved (user6) | 2014-12-30 | Dwarf in pathfinding loop | |
| 0005700 | 10 | World Generation -- Parameters | crash | | 2014-12-30 | 33x17 Worldgen Crash Many Minerals | On a vanilla install of DF, duplicate POCKET REGION, change the dimensions to 33x17, and change the "minerals" parameter to 100. |
| 0005803 | 2 | World Generation -- General | crash | resolved (user6) | 2014-12-30 | Worldgen crash with parameters and seeds | Freshly unpack .07 on 64-bit Linux, paste this at the end of data/init/world_gen.txt:
[WORLD_GEN]
[TITLE:RADAGAST]
[SEED:Makabeeh]
[HISTORY_SEED:Samghal]
[NAME_SEED:Flimboquest]
[CREATURE_SEED:Nookin]
[DIM:257:257]
[EMBARK_POINTS:1274]
[END_YEAR:256]
[BEAST_END_YEAR:300:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:800:1200]
[RAINFALL:0:100:400:400]
[TEMPERATURE:30:70:400:400]
[DRAINAGE:5:95:600:300]
[VOLCANISM:0:100:600:600]
[SAVAGERY:0:100:400:400]
[ELEVATION_FREQUENCY:1:2:3:2:2:1]
[RAIN_FREQUENCY:2:1:2:3:2:1]
[DRAINAGE_FREQUENCY:2:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:3:1:2:1:3]
[MINERAL_SCARCITY:1200]
[MEGABEAST_CAP:90]
[SEMIMEGABEAST_CAP:200]
[TITAN_NUMBER:40]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:52]
[NIGHT_TROLL_NUMBER:26]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:26]
[WEREBEAST_NUMBER:26]
[SECRET_NUMBER:52]
[REGIONAL_INTERACTION_NUMBER:52]
[DISTURBANCE_INTERACTION_NUMBER:52]
[EVIL_CLOUD_NUMBER:26]
[EVIL_RAIN_NUMBER:26]
[GOOD_SQ_COUNTS:100:1000:0]
[EVIL_SQ_COUNTS:100:1000:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:20]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:400:400]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:3400]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:30]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:30]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:80]
[NON_MOUNTAIN_CAVE_MIN:180]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:36]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1500]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
|
| 0005810 | 8 | Miscellaneous Crashes | crash | resolved (user6) | 2014-12-30 | Reproducible Fort Mode crash about 10 seconds after unpausing | Download the save: http://dffd.wimbli.com/file.php?id=6166
Start up DF, load save. Unpause the game. About 10 seconds into the game it crashes, every time I load the game. |
| 0005723 | 2 | World Generation -- General | minor | resolved (user6) | 2014-12-30 | Dwarf Fortress closes itself while unloading units after custom worldgen -- no errors | Use the following parameter to generate a world:
[WORLD_GEN]
[TITLE:CRASH]
[DIM:257:257]
[EMBARK_POINTS:5096]
[END_YEAR:125]
[BEAST_END_YEAR:1050:50]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:50:400:1200:1200]
[RAINFALL:0:100:400:400]
[TEMPERATURE:25:75:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:27:100:1600:1600]
[SAVAGERY:20:100:400:400]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:2:0:0:5:5:90]
[VOLCANISM_FREQUENCY:3:0:0:0:0:10000]
[MINERAL_SCARCITY:1000]
[MEGABEAST_CAP:4000]
[SEMIMEGABEAST_CAP:1000]
[TITAN_NUMBER:1000]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:156]
[NIGHT_TROLL_NUMBER:78]
[BOGEYMAN_NUMBER:156]
[VAMPIRE_NUMBER:208]
[WEREBEAST_NUMBER:156]
[SECRET_NUMBER:1000]
[REGIONAL_INTERACTION_NUMBER:156]
[DISTURBANCE_INTERACTION_NUMBER:156]
[EVIL_CLOUD_NUMBER:78]
[EVIL_RAIN_NUMBER:78]
[GOOD_SQ_COUNTS:50:500:1000]
[EVIL_SQ_COUNTS:200:2000:4000]
[PEAK_NUMBER_MIN:50]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:1032:7:6]
[REGION_COUNTS:DESERT:1032:7:6]
[REGION_COUNTS:FOREST:4128:13:12]
[REGION_COUNTS:MOUNTAINS:8256:9:9]
[REGION_COUNTS:OCEAN:8256:7:6]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:8256:13:12]
[REGION_COUNTS:HILLS:8256:13:12]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:400:400]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:4125]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:30]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:30]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:75]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:30]
[LEVELS_ABOVE_LAYER_2:2]
[LEVELS_ABOVE_LAYER_3:10]
[LEVELS_ABOVE_LAYER_4:50]
[LEVELS_ABOVE_LAYER_5:30]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:20]
[CAVE_MAX_SIZE:100]
[MOUNTAIN_CAVE_MIN:100]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:250]
[TOTAL_CIV_POPULATION:-1]
[SITE_CAP:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:4128:8256:4128]
[RAIN_RANGES:4128:8256:4128]
[DRAINAGE_RANGES:4128:8256:4128]
[SAVAGERY_RANGES:0:8256:16512]
[VOLCANISM_RANGES:0:4128:16512]
Wait as long as you would like as it generates history -- it is set to 1050 but since this I took some liberties with civs (trying to get many towers early, though I don't know if this is the right way to do it--the original purpose of the gen is pretty irrelevant though), I wouldn't expect anyone to wait for it to churn out that much information.
In my case, the year to wait for is 150. I don't know if it could vary, but it very well might.
Keep the world as it is / save the world.
The game should close itself while unloading units. |
| 0005693 | 4 | World Generation -- General | crash | resolved (user6) | 2014-12-30 | Crash in World Generation | Run with these parameters:
[WORLD_GEN]
[TITLE:VOLCANIC]
[DIM:257:257]
[EMBARK_POINTS:1274]
[END_YEAR:1050]
[BEAST_END_YEAR:300:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:600:600]
[TEMPERATURE:25:75:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:80:100:2000:2000]
[SAVAGERY:40:100:2000:2000]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:2:1:1:1:1:1]
[MINERAL_SCARCITY:100]
[MEGABEAST_CAP:75]
[SEMIMEGABEAST_CAP:150]
[TITAN_NUMBER:33]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:52]
[NIGHT_TROLL_NUMBER:26]
[BOGEYMAN_NUMBER:26]
[VAMPIRE_NUMBER:26]
[WEREBEAST_NUMBER:26]
[SECRET_NUMBER:52]
[REGIONAL_INTERACTION_NUMBER:52]
[DISTURBANCE_INTERACTION_NUMBER:52]
[EVIL_CLOUD_NUMBER:26]
[EVIL_RAIN_NUMBER:26]
[GOOD_SQ_COUNTS:100:1000:2000]
[EVIL_SQ_COUNTS:100:1000:2000]
[PEAK_NUMBER_MIN:50]
[PARTIAL_OCEAN_EDGE_MIN:2]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:7:6]
[REGION_COUNTS:DESERT:0:7:6]
[REGION_COUNTS:FOREST:4128:13:12]
[REGION_COUNTS:MOUNTAINS:8256:9:9]
[REGION_COUNTS:OCEAN:0:7:6]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:8256:13:12]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:400:400]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:100]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:100]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1500]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:8256]
[RAIN_RANGES:8256:16512:8256]
[DRAINAGE_RANGES:8256:16512:8256]
[SAVAGERY_RANGES:0:0:8256]
[VOLCANISM_RANGES:0:0:8256] |
| 0004521 | 2 | Dwarf Mode -- Trade | crash | resolved (user6) | 2014-12-30 | Crash whenever a caravan arrives (mod, no errorlog.txt, no obvious problems) - related to trading goods | A) Load the game, wait for the caravan. A definite crash.
B) Abandon the fort, start as a keeper from Conjunctio Nox (civilization). Travel to their only big town and enter the "merchant area" (yellow blocks on the world map). Instant crash (which means that the problem is in trading goods). |
| 0005345 | 2 | Dwarf Mode -- Immigration | crash | resolved (user6) | 2014-12-30 | Crash soon after migration wave enters fort | Will upload the save, just let the migration wave enter via bridge, it will crash a bit after |
| 0005394 | 1 | Dwarf Mode -- Interface, General | crash | resolved (user6) | 2014-12-30 | Crash in interfacest::loop (Call to null pointer, it looks like?) | |
| 0005348 | 1 | Dwarf Mode -- Justice | crash | resolved (user6) | 2014-12-30 | Crash: doctor arrives to operate on accused killer who's being dragged to jail | |
| 0003915 | 2 | Miscellaneous Crashes | crash | resolved (user6) | 2014-12-30 | Game crashes seconds after loading saved game | Load the save file and unpause. |
| 0005138 | 3 | Dwarf Mode -- Jobs, Mechanisms | crash | resolved (user6) | 2014-12-30 | Pump Caused Crash | Reclaim a fort with a made pump from south to north in a pond. |
| 0004770 | 5 | Dwarf Mode -- Artifacts | crash | resolved (user6) | 2014-12-30 | CTD when artifact is finished | Continue from saved game I uploaded in http://www.filesavr.com/VGGYNSAK8NU4G15 (no longer valid).
EDIT: new save at http://dffd.wimbli.com/file.php?id=4749
Wait for artifact to finish in magma forge. Crash.
Last 2 lines in log, just before the game crashes, are always the same:
20/07/2011 09:24:09.654: Ustuth Morulkubuk, Animal Dissector has created Dallith
kin, a adamantine chain leggings!
20/07/2011 09:24:09.655: Ustuth Morulkubuk has become a Armorer. |
| 0004863 | 5 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-12-30 | Saved game crashes on unpausing or 'stepping' after loading | Unpause game and let it run. |
| 0004915 | 7 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-12-30 | Crashing when loading save | |
| 0003806 | 6 | Miscellaneous Crashes | crash | resolved (user6) | 2014-12-30 | crash when elven merchants go out of the trade depot | everytime when i load this save. |
| 0004501 | 1 | Miscellaneous Crashes | minor | resolved (user6) | 2014-12-30 | Crash bug on embark | 1. Generate region with parameters given below
2. Choose "Start Playing"
3. Choose the generated region
4. Crash will then result.
Gen Params:
Created in DF v0.31.25.
[WORLD_GEN]
[TITLE:VOLCANO]
[SEED:3238485590]
[HISTORY_SEED:651573234]
[NAME_SEED:2073372838]
[CREATURE_SEED:3979356690]
[DIM:65:65]
[EMBARK_POINTS:1274]
[END_YEAR:1050]
[BEAST_END_YEAR:100:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:202:202]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:2500]
[MEGABEAST_CAP:4]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_CREATURE_NUMBER:22]
[GOOD_SQ_COUNTS:6:63:127]
[EVIL_SQ_COUNTS:6:63:127]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:5]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:6]
[NON_MOUNTAIN_CAVE_MIN:12]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:528:1056:528]
[RAIN_RANGES:264:528:264]
[DRAINAGE_RANGES:264:528:264]
[SAVAGERY_RANGES:264:528:264]
[VOLCANISM_RANGES:264:528:264] |
| 0004398 | 10 | Miscellaneous Crashes | crash | resolved (user6) | 2014-12-30 | Unexplained crash without an error dump | Load the bugged save.
Wait. It crashes a few seconds after the arrival of the dyansauri caravan. |
| 0004294 | 2 | Adventure Mode -- Sites | minor | resolved (user6) | 2014-12-30 | Adventure mode hang when trying to approach fortress | Continue saved game in attached file and use '>' right at that location. |
| 0004469 | 4 | Dwarf Mode -- Buildings, General | crash | resolved (user6) | 2014-12-30 | Reproducible crash upon flooding trade depot with lava while elves present. | From save (link in additional info) screen in beginning go down three levels. Pull the top lever which is set to off (this lever has a note on it saying it is for the floodgates). Go back up three levels to view the trade depot being covered in lava. The game will soon crash. I have done this about 7 times. |
| 0003865 | 9 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-12-30 | Crash when trying to save | Try and save. |
| 0004903 | 7 | Miscellaneous Crashes | crash | resolved (user6) | 2014-12-30 | Game crashes after a few seconds after unpausing | 1. Load game
2. Unpause
3. Wait 3 seconds
|
| 0004842 | 3 | Dwarf Mode -- Invasions | crash | resolved (user6) | 2014-12-30 | Game crashes a few seconds after invaders arrive. | Load save. Wait. |
| 0004807 | 2 | Dwarf Mode -- Invasions | crash | resolved (user6) | 2014-12-30 | Crash: locks up, unresponsive within one second of loading | |
| 0003657 | 4 | Technical -- General | crash | resolved (user6) | 2014-12-30 | Segmentation fault on launch in TEXT mode | |
| 0004729 | 2 | Dwarf Mode -- Jobs, General | crash | resolved (user6) | 2014-12-30 | Exhausted magma pump operator | |
| 0004709 | 3 | Dwarf Mode -- Interface, Squad Control | crash | resolved (user6) | 2014-12-30 | Crash: Line: 7: 2717 Segmentation Fault | Occurs intermittently when I press 's' to bring up the squads menu while in fortress mode. |
| 0004658 | 3 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-12-30 | Crash while loading save | |
| 0003480 | 1 | Technical -- General | minor | resolved (user6) | 2014-12-30 | PRINT_MODE:STANDARD doesn't work on Linux nVidia | |
| 0003363 | 1 | Dwarf Mode -- Interface, Embark | crash | feedback (user6) | 2014-12-30 | Civ_Controllable and Layer_Link Embark Crash |
Make a layer-linked civ. (I used a race of drow). Set it to be civ controllable and layer linked. Before embarking, remove dwarves from civ-controllable. |
| 0003274 | 3 | World Generation -- General | crash | resolved (user6) | 2014-12-30 | Using the "Use the world as it currently exists" option created an unplayable world. | |
| 0003084 | 4 | Technical -- General | crash | resolved (user6) | 2014-12-30 | Game crash - error log shows faulting module msvcr90.dll | Load and unpause, let it run for 30 sec-minute depending.
For some reason my save doesnt want to upload now, ill update this later with a link to a save. |
| 0003354 | | Dwarf Mode -- Military | crash | resolved (user6) | 2014-12-30 | Squad station order crash when selecting non-existent point | Create a squad.
Place two points of interest (N-p).
Go to the squad screen (s).
Order them to (m)ove.
If you don't see two points of interest, hit an arrow key and you should see
a. Point 1
b. Point 2
Hit 'c' and the game will crash. |
| 0008497 | 9 | Miscellaneous Crashes | crash | | 2014-12-30 | Segmentation fault | Load the save in 40.14, and wait a bit. |
| 0008679 | 3 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user1294) | 2014-12-30 | Metal bars stored in a bin in a bar stockpile are inaccessible for weaponsmithing | 1) Create blocks/bars stockpile and set it to accept only metal bars.
2) Create a wooden bin, and let it go to mentioned stockpile.
3) Get a couple of metal bars to the stockpile and let them be collected to the bin.
4) Try to forge anything out of these bars (I tried to forge bronze pick, but suppose it will work for any metal crafts)
Enjoy cancellation announcements! |
| 0005677 | 9 | Technical -- Rendering | minor | | 2014-12-30 | PRINT_MODE:TEXT fails on OS X; Falls back to 2D | Set [PRINT_MODE:TEXT]. Start the game. |
| 0008362 | 13 | Dwarf Mode -- Reclaim | crash | | 2014-12-30 | Unretired fortress crashes after some game days | * Load save.
http://dffd.wimbli.com/file.php?id=9799
* Play for three days. |
| 0008649 | 11 | Dwarf Mode -- Jobs, Designations | minor | | 2014-12-30 | Unreachable high-priority mining jobs prevent lower-priority jobs from being taken | I'm not sure when it started happening; I assume just continue to play the game for long enough. |
| 0008596 | 1 | Typos/Grammar | trivial | | 2014-12-30 | 'empty announcement ###' error list | |
| 0008106 | 2 | Dwarf Mode -- Items | minor | resolved (user6) | 2014-12-29 | Mystery seeds with no name. | |
| 0007304 | | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2014-12-29 | Cook makes meal using blank ingredients | |
| 0007296 | | Dwarf Mode -- Items | minor | resolved (user6) | 2014-12-29 | A kitchen item with no name | I suspect it came from a wooded marsh, from gathering the herbs around the map. |
| 0006841 | 5 | Vegetation | minor | | 2014-12-29 | Brewing items without seeds causes items with no name to appear in the still | |
| 0008678 | 1 | Geology | tweak | resolved (user6) | 2014-12-29 | Cavern Mold spawning under the mud layer in a cavern | |
| 0008626 | 3 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-12-29 | When traders/diplomat comees to fortress they spawn somewhere inaccessible | completely random |
| 0008677 | 2 | Dwarf Mode -- Jobs, Designations | minor | resolved (user1294) | 2014-12-29 | Miners will idle if a mining designation exists, but a higher ranking designation is blocked off | Designate mining to be done, but make it in an area that miners don't have access to. They will now ignore all designations below that rank, even if they have access to it. |
| 0008676 | 1 | Dwarf Mode -- Nobles | minor | resolved (user1294) | 2014-12-29 | Got a Baron and a foreign Count. Liaison says we diserve a reward. BOTH nobles got upgraded to DUKE! | Described in Description. |
| 0007181 | 2 | Pathfinding | minor | resolved (user6) | 2014-12-28 | Merchant Stuck On Ramp | |
| 0008580 | 6 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user6) | 2014-12-28 | A masterwork of Urist McChef has been lost! | 1. Legendary cook
2. Cook things
3. Forbid uncooked things |
| 0008364 | 3 | Dwarf Mode -- Combat | major | | 2014-12-28 | Dwarves stop fighting after some times. | -Start in Fortress Mode
-Get dwarves into a squad and train them
-Find something hard to kill (bronze colossus or metal titan/forgotten beast give best result if they are harmless or your dwarves well protected)
-Make them fight and make it last long enough
-See your dwarves not attacking anymore and the creature still adempting to kill them. |
| 0008394 | 2 | Dwarf Mode -- Combat | major | | 2014-12-28 | Manually stationed soldiers will not fight back | Manually station ranged or melee soldiers via 's'quad -> 'm'ove, into the path of oncoming enemies. |
| 0008674 | 1 | Dwarf Mode -- Jobs, Hunting | tweak | resolved (user6) | 2014-12-27 | Hunters not completing hunt | |
| 0008251 | 4 | Adventure Mode -- General | minor | resolved (user6) | 2014-12-27 | Ambushed by a mute and naked 'expedition leader' | http://dffd.wimbli.com/file.php?id=9623 |
| 0002514 | 7 | Creatures | trivial | confirmed (user6) | 2014-12-27 | Creatures with nausea and fever only show nausea icon | go in arena and make cave floaters then pop them, its easy to notice as cave floater sickness causes both nausea and fever. |
| 0005219 | 5 | Adventure Mode -- Combat | minor | resolved (user6) | 2014-12-27 | Possible Bug: Useless Willpower | Self-evident? Sorry. |
| 0004590 | 6 | Combat -- General | major | | 2014-12-27 | Elephant killed by three hoary marmots - Issue with pain | Simply set up a battle in the arena with a lone elephant on one team and marmots on the other.
This also works with creatures that are supposed to be very fierce predators, like giant tigers.
3 marmots-on-1 elephant has a slight chance of going the elephant's way if it gets lucky in the first round or two and manages to actually hit something before it faints, but 4-to-1 almost always results in an elephant's defeat. |
| 0005540 | 3 | Dwarf Mode -- Interface, Main View | minor | confirmed (user6) | 2014-12-27 | Upward ramps/slopes aren't displayed in water-filled rivers/brooks/streams | 1.) Create a world.
2.) Start a game in Fortress mode, ensuring that the binome has a river and/or brook.
3.) View the lower level of any surface brook/river. |
| 0002786 | 1 | Dwarf Mode -- Interface, Manager | minor | confirmed (user6) | 2014-12-27 | Weave Metal Cloth can't be assigned in job manager | |
| 0005623 | 1 | Dwarf Mode -- Jobs, Activity Zones | minor | confirmed (user6) | 2014-12-27 | zone-only fishing makes fisherdwarfs stack up on the same square. | 1. Have multiple fisherdwarfs.
2. Get tired of them wandering outside the walled-up fort and slaughtered by random giant wolverines or goblin ambushes.
3. Put a zone over the brook that goes through the fort.
4. Stare at the fishercreatures pile up on the same square.
|
| 0001741 | 5 | Dwarf Mode -- Stockpiles | minor | confirmed (user6) | 2014-12-27 | No stockpile toggles for barrels of blood/tears | |
| 0008673 | | Adventure Mode -- General | minor | new | 2014-12-27 | Bandit camps are full of unarmed bandits | |
| 0001559 | 2 | Dwarf Mode -- Combat | minor | new | 2014-12-27 | Dwarf wrestles foe until he dies from starvation; squad refuses to help out | Unsure. If I discover how to consistently reproduce this, I'll post an update. |
| 0008568 | 3 | Dwarf Mode -- Jobs, Smelting | major | | 2014-12-27 | Smelter doesn't show smelt ore options | All smelters in 0.40.17 are missing the ore smelting options including worlds and Forts from previous versions (tested back to .14) |
| 0002119 | 10 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2014-12-27 | Construction Mason Job canceled if you place another construction job on the tile where the dorf preform will the job. | WWWWWWW
W12XXXXX
WWWWWWW
w=Wall
1=First construction job.
2=Second contruction job.
X=Floor
Designation the first construction job, and wait for a mason dorf to start performing the job. Then place a new construction job on the tile he can only preform the first construction job. The dorf will cancel and suspend the first construction job. |
| 0008664 | 6 | Typos/Grammar | text | | 2014-12-27 | "A image" and "a ... mechanisms" in item description | Get (mine) granite (or also other stone?)
Get (make) mechanisms
Cut granite
(Make storage near Jeweler's workshop with those mechanisms)
Encrust furniture with granite |
| 0008651 | 5 | Dwarf Mode -- Diplomacy | minor | assigned (user6) | 2014-12-27 | Outpost liasion is showed as other dwarf class during trade agreement diplomatic meeting | Wait for outpost liasion to appear on the first autumn
Talk with him/her |
| 0008670 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user1294) | 2014-12-27 | Dwarf continues to build (wood block) construction after carpentry job turned off | * Get a dwarf building some wooden flooring
* De-select carpentry from 'u'nit + 'z'goto unit + 'p'references + 'l'abour + woodworking |
| 0001727 | 7 | Dwarf Mode -- Diplomacy | minor | | 2014-12-26 | Outpost Liaison arrived, and then decided to chase a groundhog. | I'm not sure how to set about reproducing this except for a painstaking trial-and-error waiting for the caravan to show up and hoping it manifests itself again. |
| 0001237 | 2 | Dwarf Mode -- Artifacts | minor | | 2014-12-26 | Artifacts are forbidden even though it does not have the { and } encapsulating it + unable to get artifact out of its bin | I was unable to reproduce the forbidden artifact bug because there was no caravan present at the time for me to test the hypothesis.
The binned artifact bug can be reproduced in the following fashion:
1. Place artifact inside a bin in any stockpile.
2. Ensure no other stockpiles will accept said artifact.
3. Delete the stockpile the artifact is stored in.
4. Create a new stockpile that will accept the artifact but set the max bins it can take to zero.
5. Wait forever for the dwarfs to move the artifact to the new stockpile.
6. Give up and set the max bin allowed in the new stockpile to at least 1.
7. A hauler will move the bin with the artifact to the new stockpile. |
| 0002773 | 10 | Dwarf Mode -- Jobs, Healthcare | minor | | 2014-12-26 | Dwarf's job switches from "Rest" to "No Job" when undergoing surgery | |
| 0008669 | 1 | Dwarf Mode -- Jobs, Assignment of Jobs | major | resolved (user1294) | 2014-12-26 | Dwarves won't do lower piority desigiatons if the cannot path to higher priority designations | |
| 0008577 | 3 | Creatures | minor | | 2014-12-26 | Hens do not claim nest boxes inside a pasture when assigned to the pasture. | 1. Make a pasture
2. Put hens in the pasture
3. Assemble nest boxes in the pasture
The hens won't make eggs or take the nest boxes. |
| 0006299 | 1 | Title Screen | minor | | 2014-12-26 | Window resize handle in lower right obscures part of the version number | View the title screen |
| 0008666 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2014-12-25 | Farmers Have Difficulty Planting Seeds - Job Cancellation Cascade | |
| 0008645 | 3 | General | crash | resolved (user6) | 2014-12-25 | Sudden OS X crash, no clear reason. | |
| 0005546 | 4 | Dwarf Mode -- Interface, Tasks | minor | | 2014-12-25 | "Encrust with gems" cannot be set to repeat. | 1. Build a jewllers
2. (After aquiring cut gems) Create an "Encrust finished goods with X" job
3. Press "r" to repeat
4. Move the cursor. |
| 0004491 | 2 | Dwarf Mode -- Interface, Workshop Profiles | minor | | 2014-12-25 | Jeweler's Workshop allows "Encrust with Gems" option when no cut gems are available. | build jeweler's workshop
have uncut gems
select the gems in the jeweler's workshop and try to encrust them. |
| 0008641 | 5 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2014-12-25 | Cancels Forge(breastplate, mailskirt, anvil) Job item lost or destroyed. | 1. Command to forge breastplate, mailskirt or anvil.
2. Smith puts the coal in the forge.
3. Smith puts the metal in the forge.
4. Smith cancels his job and puts the metal back in the pile. |
| 0008468 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2014-12-24 | Inappropriate "Miner cancels Dig: Inappropriate dig square." messages | |
| 0008452 | 1 | Adventure Mode -- Character Creation | major | resolved (user6) | 2014-12-24 | Adventurer started in magma pool. | Unlucky start location? |
| 0008462 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-12-24 | Haulers steal building material | |
| 0008657 | | Typos/Grammar | text | | 2014-12-24 | "Breath" is not a verb | |
| 0008663 | 3 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2014-12-24 | If prepared meals are placed on top of eachother they "fuse" | |
| 0008661 | 2 | Dwarf Mode -- Jobs, Designations | minor | resolved (user1294) | 2014-12-24 | Dwarves ignoring low-priority designations in favor of inaccessible high-priority designations (QoL) | See above |
| 0003199 | 1 | Items | text | confirmed (user6) | 2014-12-23 | Grammatical oddity in leather/tanned hide description | Slaughter or hunt some poor critter, tan their hide, then view the description of the hide before it is processed further. |
| 0002292 | 9 | Contaminants/Spatter | trivial | confirmed (user6) | 2014-12-23 | Kaolinite butchershop composed of blank red tiles | 1) Mine a section of kaolinite/other red stone.
2) Order construction of butcher shop from red stone. |
| 0008659 | 2 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-12-23 | Uncaging animals at depot causes wagons to deconstruct. | Block in a trade depot save for the 3x3 entrance. Wait for wagons to show up. Delete any animal stockpiles you have at this point. Buy all the animals on the caravan. Immediately designate them for slaughter. |
| 0002727 | 2 | Dwarf Mode -- Stockpiles | minor | confirmed (user6) | 2014-12-23 | Armor stockpile settings lists clothing items, but won't stockpile them | Make armor stockpile with for example Socks, Trousers and Gloves enabled, while having these items produced, and no other stockpile for them.
Nothing will get moved to the stockpile.
Now make finished goods stockpile with footwear, legwear, handwear enabled.
Stuff will get stockpiled there. |
| 0008637 | 4 | Technical -- General | minor | new | 2014-12-23 | Extreme fps drop for no reason | no idea what i did |
| 0008639 | 5 | Dwarf Mode -- Jobs, Designations | minor | | 2014-12-23 | Dwarves Channel Tile They're Standing On | Just designate a big region of earth for channeling and you should see it happen. |
| 0008658 | 2 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2014-12-23 | "Plant seeds" is now coming up with "job item lost or destroyed" all the time | Load a previous 0.40.21 save into 0.40.22? I also had a dwarf in the middle of artifact creation at the time of the save; not sure if that makes any difference. |
| 0002595 | 13 | Miscellaneous Crashes | crash | resolved (user6) | 2014-12-23 | DF crashes when falling HFS creature hits the ground | -Load the save
-Wait around 20 steps or remove the pause
-BOOM |
| 0007999 | | Adventure Mode -- General | crash | new | 2014-12-23 | Crash on unretire fortress and on load adventurer | |
| 0006580 | 6 | Dwarf Mode -- Military | crash | | 2014-12-22 | Intermittent crash potentially related to error message "camp oprder missing parent -- army will camp forever" | I'm not sure; another forum user posted about a crash seemingly associated with the same "army will camp forever" error but in adventure mode in this forum post: http://www.bay12forums.com/smf/index.php?topic=140013.msg5449143#msg5449143
|
| 0008655 | 1 | Creatures | minor | resolved (user1294) | 2014-12-22 | Babies get cave adaptation quickly. | |
| 0008654 | 3 | Dwarf Mode -- Skills and Professions | feature | resolved (user6) | 2014-12-21 | Show the previous profession when profession change occurs | Make dwarf with AAA profession do BBB jobs for some time.
Watch him change the profession. |
| 0008652 | 1 | Dwarf Mode -- Jobs, General | feature | resolved (user1294) | 2014-12-21 | Feature request: "Cut any gem" option | Not applicable; this is a feature request. |
| 0008653 | 2 | Dwarf Mode -- Jobs, General | feature | resolved (user1294) | 2014-12-21 | Feature request: "Repeat without cancel" option | Not applicable; this is a feature request. |
| 0008648 | 3 | Dwarf Mode -- Artifacts | major | | 2014-12-21 | Dwarves don't seem to be able to collect materials for moods | get a mood |
| 0008646 | 2 | Adventure Mode -- Town | minor | new | 2014-12-20 | Commodities inside tree trunks, completely inaccessible | Uh. Check a forest retreat, I suppose? |
| 0008643 | 4 | Dwarf Mode -- Interface, Designations | major | | 2014-12-20 | Dwarves dig holes and cant get up, die of starvation | Dig one level down from the surface, than dig another. Ta da, stuck dwarfs. |
| 0008638 | 1 | Typos/Grammar | text | resolved (user6) | 2014-12-20 | "unicorn horn horn" | Enter the object testing arena and create two unicorns. Allow one to kill the other, then butcher the dead one. One of the resulting items will be "Unicorn 2's horn horn" or similar. Equivalent behaviour can be observed in fortress mode. |
| 0008644 | 1 | Dwarf Mode -- Nobles | major | new | 2014-12-20 | Nobles Screen left blank after Expedition Leader Died, Stay blank even after retire/unretire | |
| 0001755 | 16 | Dwarf Mode -- Interface, Military Screen | major | resolved (user6) | 2014-12-20 | After soldier dies, military/noble screens go blank, followed by crash | unsure |
| 0008090 | 3 | Dwarf Mode -- Buildings, General | minor | confirmed (user6) | 2014-12-20 | Constructing Buildings out of Wagon Wood requires Masonry job to build. | Construct a Building (Walls, Floors etc..) out of Wagon Wood. |
| 0008642 | | Dwarf Mode -- Interface, Designations | minor | | 2014-12-20 | Toggle Standard/Marking unusable via mouse | |
| 0001034 | 8 | Dwarf Mode -- Military | minor | confirmed (user6) | 2014-12-20 | Militia Commander Stuck on "Attend Meeting" | |
| 0008633 | 1 | Dwarf Mode -- Jobs, Hauling | crash | | 2014-12-19 | Crash on Store item in container, job item misplaced | 1) Load the save
2) Wait a bit
I'm not sure if the task has been assigned, or even taken yet, so it may take a while, but less than 5min. |
| 0008634 | 1 | Creatures | major | | 2014-12-19 | Dwarves stop moving and change name in unit list. | Unsure, have several dwarves move seeds to a bag in a stockpile? |
| 0008636 | | Dwarf Mode -- Jobs, Designations | block | | 2014-12-19 | Remove up stairs/ramp designations do not work | 1. Have dwarves dig an up/down stairway or just an up stairway.
2. Designate it to be removed. |
| 0008134 | 1 | Dwarf Mode -- Invasions | minor | new | 2014-12-19 | Undead siege led by human zombie instead of necromancer | I haven't tried to reproduce this yet because it's a bit time consuming.
1. Embark in range of necro tower, wait for undead siege.
2. During siege, cause necros to leave the map. The undead will remain.
3. Abandon and check legends for siege leader.
|
| 0005411 | 1 | Creatures | minor | new | 2014-12-19 | Necromancers fight among themselves in fortress mode | Embark in a location with multiple towers nearby, wait for an undead attack. |
| 0008624 | 1 | Adventure Mode -- AI | minor | feedback (user6) | 2014-12-19 | Dwarven adventurer started in forest retreat, is repeatedly "ambushed" by friendly guards. | Load save. Fast travel around the forest retreat until "ambushed". |
| 0006717 | | Adventure Mode -- Combat | minor | new | 2014-12-19 | Ambushed by a neutral vampire | Load the save and see the vampire to the north of the player, that caused an ambush. |
| 0005508 | | Dwarf Mode -- Invasions | minor | new | 2014-12-19 | Elf ambush, shows as friendly, leaves immediately | |
| 0001547 | 6 | Dwarf Mode -- Environment | minor | confirmed (user6) | 2014-12-19 | Cave-ins can leave hanging down ramps in air | * Channel out top section to leave a few random ramps scattered (perhaps optional)
* Dig out area beneath these ramps
* Build a support in the dug area, link it to a lever
* Channel away remaining support around ceiling of dug out area
* Pull lever to cause cavein.
* Behold down ramps hanging in the air. |
| 0008630 | 1 | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-12-19 | People say faraway locations are in their region when asked for directions | Go to anyone with a reasonable knowledge of the world (the lord in the mead hall you start in as a locally important human is good)
Ask them for directions to a faraway place (you'll most likely need to look down the list a bit)
If the location is far away enough, this should occur. |
| 0006891 | 1 | Adventure Mode -- Combat | major | confirmed (user6) | 2014-12-19 | Pulped body parts can be used for attacking and flying (and walking?) | |
| 0008628 | 3 | Dwarf Mode -- Military | major | resolved (user6) | 2014-12-19 | Most of military won't attack berserk dwarves, attacked dwarves won't defend themselves | 1. Let one of your citizens because berserk (for me, it was failing to make an artifact)
2. Order military to attack. Watch as they move near to McBerserk's locatio, but not do anything about it. |
| 0005393 | 8 | Dwarf Mode -- Military | major | new | 2014-12-18 | Military Dwarves not obeying kill orders, not following station orders properly, marksdwarves firing wildly into the air, etc. | Not sure. Dwarves sometimes follow orders properly; in this instance, dwarves absolutely refusing to follow all orders properly. |
| 0008625 | 1 | Dwarf Mode -- Moods | major | new | 2014-12-18 | Mushroom Suicide | Unknown - but constantly re-occurring with the save.
Dwarves need to attack to clear negative thoughts - unable to attack due to range - hurt themselves trying to reach - trigger more negative thoughts. |
| 0007680 | 8 | Dwarf Mode -- Items | minor | confirmed (user6) | 2014-12-18 | Dwarves continually accumulate larger and larger numbers of tattered owned clothing items | Create bedroom for dwarf.
Assign bedroom to dwarf.
Produce and/or trade for clothing. Ensure fortress has large selection of fresh, new clothing in stockpiles. (Goblin/elf clothes are fine too.)
Allow dwarf to live in fortress with same owned bedroom for several years. Suggest at least 5-10 years of dwarf living in fortress with ample clothing supply for this to be clearly obvious.
Check dwarf's bedroom. There should be tattered clothing everywhere. |
| 0008623 | 2 | Combat -- General | minor | confirmed (user1294) | 2014-12-16 | Copperhead snakes do not inject venom | Spawns some copperhead snakes in Arena mode and let them bite something. |
| 0004411 | 4 | Combat -- General | crash | | 2014-12-16 | Game crashes the moment a weak-material creature (such as fire man or some HFS creatures) should take damage from falling | Open the object testing arena; create an fire man some z-levels above ground; resume the game and wait until the fire man touches the ground; see the crash info |
| 0008622 | 2 | Arena | minor | resolved (user1294) | 2014-12-16 | Can't spawn some underground creatures in Arena mode. | Go to Arena mode, press c to spawn a creature and type "cave", "blind" or "pond" into the filter, notice several species aren't listed. |
| 0001742 | 9 | Dwarf Mode -- Combat | minor | new | 2014-12-16 | Unconscious dwarf won't die from lashing | Have an armored dwarf go unconscious with lashers hitting him. He never bleeds to death or gets more hungry or thirsty. I guess it's hard to reproduce, because a lot of other dwarves died without making much trouble. |
| 0008620 | 2 | Dwarf Mode -- Jobs, Cooking and Food | major | | 2014-12-15 | Can't brew most of the time | Just try to brew in the attached save. |
|