| 0013085 | | Technical -- Input/Keybinding/Macros | minor | new | 2025-04-15 | Can only enter uppercase characters when saving macros | record macro.
Ctrl+S to open save prompt.
Attempt to type non-uppercase characters. |
| 0013150 | | Creatures | minor | new | 2025-04-14 | Bugged creature description | |
| 0013149 | 1 | Dwarf Mode -- Embark/Setup | minor | new | 2025-04-14 | Cannot complete custom groupname when deleteing element | 1. Custom embark.
2. Group Symbol.
3. Add some elements.
4. Delete element.
5. Menu for pressing "DONE" don't appear until i add another element. |
| 0013148 | 1 | Dwarf Mode -- Jobs, Equipment | minor | new | 2025-04-13 | Military attempt to equip items worn by incapacitated dwarves (even when forbidden) | I feel the only way to reproduce this is to get very (un)lucky, use scripts, or raw mods with some maneuvering.
Essentially, you would need to assign dwarves to a military and allow them to equip weapons and armor. Then infect them with an interaction that gives them drowsiness 100 with no end. Then remove them from the military and assign new dwarves. You will then notice that forbidding the equipment won't stop other dwarves from attempting to equip it. |
| 0012954 | 3 | Dwarf Mode -- Visitors | major | new | 2025-04-13 | 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 |
| 0013147 | 1 | Dwarf Mode -- Jobs, Equipment | minor | new | 2025-04-13 | Military attempt to equip items worn by incapacitated dwarves (even when forbidden) | I feel the only way to reproduce this is to get very (un)lucky, use scripts, or raw mods with some maneuvering.
Essentially, you would need to assign dwarves to a military and allow them to equip weapons and armor. Then infect them with an interaction that gives them drowsiness 100 with no end. Then remove them from the military and assign new dwarves. You will then notice that forbidding the equipment won't stop other dwarves from attempting to equip it. |
| 0013146 | | Dwarf Mode -- Interface, Burial | minor | new | 2025-04-13 | Re-killed reanimated citizens cannot be buried | Make a fortress. Get a necromancer. Acquire dead citizens (preferably in pieces). Reanimate corpses, burying the pieces you don't reanimate. Promptly deanimate those corpses. Attempt to bury the redead. |
| 0008698 | 18 | Dwarf Mode -- Moods | minor | confirmed (user6) | 2025-04-12 | Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag | |
| 0011333 | 5 | Dwarf Mode -- Justice | minor | new | 2025-04-12 | 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
|
| 0013145 | 2 | Dwarf Mode -- Economics | major | new | 2025-04-11 | Wealth Creation does not update properly | Happens after trading with a caravan. In my case, a human caravan. All my God Artifacts dropped from 40300 to 5000. The broker is Legendary and did not change skill level when this happened. |
| 0013144 | 2 | Dwarf Mode -- Immigration | minor | new | 2025-04-11 | Dwarfs immigrating to a fortress loose their religion upon their arrival | Create a new world and Embark at a site.
Wait until the first few immigrant waves arrive.
Check these new dwarfs and see they have left the religion they where a part of.
Retire the fortress.
Look up the immigrant dwarfs in legends mode and see that they only left their religion right before they immigrated to your fortress.
|
| 0013138 | 4 | Technical -- General | block | new | 2025-04-10 | Game wont start after Update | Klick the "Play" button in Steam. |
| 0013143 | 5 | Fire | major | new | 2025-04-10 | Dwarves will not attack creatures made of fire | Spawn three flame demons. Spawn some legendary warriors in non-flammable gear right next to them. Observe as the warriors spend all their time blocking fire, dodging attacks, and failing to strike at the demons, even when they are right next to them (and thus pathing issues are irrelevant). |
| 0013139 | 1 | Graphics and Sprites | minor | new | 2025-04-09 | Moose calves have adult moose icons in Relations tab and citizen information menu | 1. Tame a breeding pair of moose.
2. Wait for them to have a child.
3. Check the Pets/Livestock tab in the citizen information menu.
4. The moose calf's menu icon will be an adult, not a calf. |
| 0013137 | 2 | Dwarf Mode -- Interface, Unit View | minor | new | 2025-04-09 | Missing Portraits in Unit/Squad Lists. | Create a Squad - No Orders - Attack Something - Let Them Fight |
| 0011399 | 4 | Dwarf Mode -- Justice | minor | confirmed (user1294) | 2025-04-08 | 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. |
| 0012840 | 1 | Dwarf Mode -- Interface, Tasks | minor | new | 2025-04-08 | 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 |
| 0013142 | 1 | Dwarf Mode -- Immigration | major | new | 2025-04-07 | No migrants arrive after the hardcoded waves. First encountered 6-4 months ago already. | Cant tell what im doing to produce this less so on how to not produce this. |
| 0013141 | 8 | General | crash | new | 2025-04-07 | Game Constantly Crashes on Worldgen and Finding Embark Site | Open the game and try to create a new world, or embark on an existing one. |
| 0013140 | 1 | Dwarf Mode -- Trade | major | new | 2025-04-05 | Traders stuck | Traders in combat, standing on a frozen brook which unfreezes before combat is over. |
| 0013120 | 5 | General | block | new | 2025-04-03 | Game wont start after Update | Klick the "Play" button in Steam. |
| 0013129 | 2 | World Generation -- Parameters | major | | 2025-04-03 | 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. |
| 0013125 | 1 | Dwarf Mode -- Artifacts | tweak | | 2025-04-02 | 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. |
| 0008183 | 12 | Dwarf Mode -- Reclaim | minor | confirmed (user1294) | 2025-04-02 | Overflowing magma seas/pools after unretire or reclaim. | |
| 0006003 | 1 | Items | minor | new | 2025-03-30 | Cloth/Leather items wear out due to age, but not as fast as they're supposed to | |
| 0013135 | | Adventure Mode -- Conversation | text | new | 2025-03-29 | NPCs with a belief system will chat about the wrong belief system. | Use a world that is old enough that the first humans and dwarves are probably dead, to make it easier.
Using legends mode, find a religion that the first member is still alive and will be easy to find in adventurer mode. (scroll down to the first deities and check their religions that are in a human or dwarven civ.)
Make a character in the site where the religion's founder is. Find the founder. Chat them a couple of times. They will mention a deity speaking to a person, the deity will probably not be theirs, and the person will not be them.
|
| 0013134 | 1 | Dwarf Mode -- Justice | trivial | new | 2025-03-29 | Justice > Intelligence > Organizations cant scroll down | find more then 3 organizations |
| 0013132 | 1 | Dwarf Mode -- Interface, Rooms | feature | new | 2025-03-28 | Scholar (and other) dwarf selection UI should show more details | |
| 0013133 | | Dwarf Mode -- Interface, General | feature | new | 2025-03-28 | Hovering over the work detail icon should list the names of the work details | |
| 0013124 | 3 | Technical -- Rendering | major | new | 2025-03-28 | Zooming in or out in ASCII scales the UI to giant or tiny sizes | Load a fort in ASCII, scroll to zoom. |
| 0013131 | | Pathfinding | major | new | 2025-03-28 | Lava Waterfall Drawbridges, pathfinding or the fact the bride exists is gone. | 3x5 pit
Lava chamber above,
Lava chamber below
Flood gates to control lava flow
Bridge apon the pit
|
| 0013127 | 3 | Adventure Mode -- Travel | crash | new | 2025-03-28 | 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
|
| 0013130 | 1 | Creatures | minor | new | 2025-03-26 | Water buffalo get a negative thought from being caught in the rain | This bug was first noticed during a Fortress Mode playthrough. In order to reproduce it, the following steps were taken:
1.) A new object testing arena world was created. The selected world type was "small arena" because of the map's lack of protection from rainfall.
2.) The game was paused, and weather/temperature/time settings were recorded as follows: no cumulus clouds, no stratus, no fog, warm, noon. (These are the default settings.)
3.) A sample of 100 water buffalo (50 cows, 50 bulls) was spawned onto the map's grass tiles (dense field sedge) for testing. To prevent infighting, all water buffalo in the sample were members of Side 0000001. Bulls and cows were segregated into two separate cohorts based on sex, and were placed at opposite sides of the map. All water buffalo in Sample 1(a) were between the ages of 4–6 years old, healthy, and had no equipment, skills, recent thoughts, memories, values, preferences, or needs. No conditions were checked off.
4.) The personality facets of each water buffalo were assessed. 19% of the sample (8 cows, 11 bulls) "does not mind being outdoors, at least for a time," 10% (4 cows, 6 bulls) "likes working outdoors and grumbles only mildly at inclement weather," and the remaining 71% (38 cows, 33 bulls) did not have any outdoor/weather-specific personality facets.
5.) The game was unpaused and immediately paused again, and all water buffalo were checked to see if they had developed any recent thoughts. None had.
6.) The weather settings were changed from "no cumulus clouds" to "many cumulus (rain)." Stratus, fog, temperature, and time settings were left unchanged.
7.) The game was unpaused and immediately paused again, and all water buffalo were assessed to record their reaction. All of them had developed the negative thought "is [annoyed/dejected/exasperated/grouchy] when caught in the rain." |
| 0012834 | 2 | Technical -- General | major | new | 2025-03-26 | 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. |
| 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 | |
| 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 | |
| 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. |
| 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 |
| 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 |
| 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 | |
| 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. |
| 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 | |
| 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 | |
| 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. |
| 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
|
| 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. |
| 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 |
| 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. |
| 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. | |
| 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 | |
| 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 |
| 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. |
| 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. |
| 0008621 | 3 | Dwarf Mode -- Stockpiles | major | | 2014-12-15 | Dwarves won't use furniture stockpiles | |
| 0006416 | 2 | Movies -- Playback | minor | | 2014-12-14 | Playback of movies smaller than the current screen size causes flickering (PRINT_MODE:STANDARD) | 1. Record a movie at a small resolution (or use one of the intro movies)
2. Resize the window to a larger size
3. Enter the movie menu again and play the movie. The movie is centered on the screen, while the larger menu flickers in the background. |
| 0008619 | 1 | Adventure Mode -- Combat | feature | resolved (user1294) | 2014-12-13 | Ranged Weapons should have load/reload as a separate action. | |
| 0008616 | 2 | Typos/Grammar | trivial | resolved (user6) | 2014-12-13 | Flesh ball description: "it is there that it absorbs" | |
| 0004065 | 21 | Dwarf Mode -- Trade | major | confirmed (user1294) | 2014-12-13 | Prisoners, civ members, and (wild?) animals released when brought to Trade Depot | 1. Load up the save provided. There should be a caravan available, already at the Depot.
2. Go to the Depot, and mark any of the cages with non-tame animals or prisoners for trading. Note that there are several caged tame animals provided for comparison.
3. Dwarves go get the cages, inadvertently release the captives even as they haul the cages themselves to the Depot. |
| 0008618 | 1 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user1294) | 2014-12-13 | Captured blind cave ogres release from cages when moved to trade depot | Capture blind cave ogre in cage trap (I've used iron cages)
Have your loyal subjects move it to a stockpile
Mark it for trade when a caravan arrives and watch the magic happen |
| 0002910 | 2 | Dwarf Mode -- Jobs, General | minor | confirmed (user1294) | 2014-12-12 | Mayor tries to Conduct Meeting with chained prisoner in wrong place | |
| 0008617 | 1 | Dwarf Mode -- Nobles | minor | resolved (user1294) | 2014-12-12 | mayor attempting to meet with jailed citizen | http://dffd.wimbli.com/file.php?id=10238 |
| 0008565 | 4 | Technical -- General | block | | 2014-12-11 | Fullscreen mode does not allow any keystrokes to go through | > be on Ubuntu 14.10
> hit F11
> panic and hope nothing causes the game to pause until the next seasonal autosave |
| 0005121 | 1 | Adventure Mode -- Movement | tweak | confirmed (user6) | 2014-12-11 | Indoor campfires are indestructible, can trap adventurer in confined spaces | |
| 0008614 | 2 | Dwarf Mode -- Invasions | minor | resolved (user1294) | 2014-12-10 | Deep underground unrevealed ambush | Haven't tried |
| 0008612 | 3 | Dwarf Mode -- Moods | trivial | resolved (user1294) | 2014-12-10 | Fey Strange Mood Failed to Produce XP Gains / Skill Improvement | |
| 0008454 | 3 | Adventure Mode -- Trade | trivial | | 2014-12-10 | Trading away your best-suited container will result in giving away what you traded for (in the container) | |
| 0008611 | 1 | Pathfinding | major | new | 2014-12-09 | Traders don't find the (open, accessable, short-ish) way to the map edge, instead wander through the fortress | not sure if this will work, but...
- make the only link between your fort and the map edge a 3-tile-wide entrance blocked off by raised drawbridges, wait for traders |
| 0006704 | 13 | Cave-ins | minor | | 2014-12-09 | Already-felled trees "collapse" when mining under their former roots | Cut down a tree in Fortress mode and wait. It happens at random intervals, and not on all of the trees. |
| 0007099 | 13 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2014-12-09 | Some plants apparently not able to be processed/process fruit reaction not working. | Start a fortress
Gather outdoors plants
Process plants and see if there are any that cannot be processed. |
| 0006966 | 4 | Adventure Mode -- Conversation | minor | new | 2014-12-08 | NPC will claim not to know where a target is, then give directions to the player | |
| 0001692 | 10 | Dwarf Mode -- Environment | trivial | confirmed (user6) | 2014-12-08 | Ruined/abandoned towns can have buildings made of cavern wood | |
| 0008608 | 3 | Dwarf Mode -- Jobs, Cooking and Food | major | resolved (user6) | 2014-12-08 | Can't brew drinks, even with established workarounds. | |
| 0008607 | 1 | Creatures | trivial | acknowledged (user1294) | 2014-12-08 | Trunks can't grasp | |
| 0006455 | 3 | Technical -- Input/Keybinding/Macros | minor | | 2014-12-07 | Modifier keys are not cleared when using alt-tab to switch from DF to another application (on Windows) | Set a keybinding to use Alt (e.g. changing announcements to Alt-U), Alt-tab out of DF, switch back to DF, and press "u". The units menu should be displayed, but the announcements screen is displayed instead. |
| 0008604 | 11 | Adventure Mode -- Display | text | resolved (user1294) | 2014-12-06 | (W) (P) and (D) data will not function. | |
| 0003361 | 2 | Technical -- General | block | | 2014-12-06 | Error upon trying to open game | |
| 0007282 | 9 | Adventure Mode -- Inventory | minor | new | 2014-12-06 | Human lashers and vault axemen have two shields and no weapon | Start an adventurer and look in the inventory of some soilders. |
| 0008603 | | Dwarf Mode -- Environment | minor | new | 2014-12-05 | boulders fired from catapaults pass through roots like fortifications | Build a siege engine near root tile
Dig so you have a space behind the roots
Fire a boulder at the roots
|
| 0008602 | | Miscellaneous Crashes | crash | new | 2014-12-04 | Fortress mode crashes when 2nd age of legend begins | Start a world that is generated in first age of legend (maybe about 100 years?). Play until second age of legend begins. I have only killed one titan at this point ... 2nd age of legends popped up at some random time? Reloading game from last save seems to not reproduce the issue (still going for now). |
| 0008600 | 2 | Creatures | major | resolved (user6) | 2014-12-04 | Were-Creatures in Captivity Never Starve, Dehydrate, Sleep | 1. Capture a were-creature or isolate and infected dwarf.
2. Observe as they never die |
| 0008582 | 4 | Adventure Mode -- Character Creation | crash | new | 2014-12-04 | Dwarf Fortress Crashes on loading Adventure Mode Character Creation | 1. Download save at http://dffd.wimbli.com/file.php?id=10126 and copy-paste into directory.
2. Select "Start Playing!" menu entry.
3. Select "Adventurer" menu entry.
4. Wait for crash. |
| 0006714 | 5 | Adventure Mode -- Movement | feature | confirmed (user6) | 2014-12-04 | Climbing skill does not increase from climbing | Find a tree trunk, press "h" to being climbing and press arrow keys to begin moving around the tree tops. After a short while press "z" to see you've gained no skill points. |
| 0006904 | 3 | Adventure Mode -- Movement | minor | resolved (user6) | 2014-12-04 | Climbing below constructed floors (adventurer mode) | Find a location with a constructed floor that has empty space underneath it. Climb towards it to get the option to grab at the wall below. Climb down and you are underneath the floor. |
| 0007529 | 2 | Adventure Mode -- Movement | minor | new | 2014-12-04 | Hung status does not end when jumping from a held position. | Climb up a surface of some sort, and jump off of it. Ideally in a manner that will not cause death. |
| 0005521 | 3 | Dwarf Mode -- Nobles | minor | new | 2014-12-03 | Vampire mandates are based on their true (non-visible) identity's preferences | Start fort and wait for a vampire migrant to become mayor. Wait for mandates. |
| 0008599 | 1 | Dwarf Mode -- Interface, Announcements | minor | new | 2014-12-03 | Vampire Revealed by Mandate Announcement | If possible, review recent announcements as it will be shown there. Otherwise, wait for another inevitable quern production mandate to come in. |
| 0008598 | 2 | Legends Mode -- Historical Figures | trivial | resolved (user1294) | 2014-12-03 | Adventurer character history gives repeated "In the <season> of <year>, <Adventurer Name> began wandering the wilds" messages | From what I've seen, just start up a regular Adventure Mode game, and once your character is kaput boot up Legends Mode, look up the character, and notice all the constant "began wandering the wilds" message spam. |
| 0006393 | 6 | Creatures | minor | confirmed (user6) | 2014-12-02 | CV_CONVERT_TAG doesn't require an exact match; creature variations are applied in reverse order | Copy the above into your raws and create a giant ibex in Arena. |
| 0005877 | 10 | Typos/Grammar | minor | | 2014-12-02 | Miners channel tile they're standing on, resulting combat report is malformed | Embark on a new site where there are trees, with an axe and a pick. Designate a woodcutter to chop down the tree (do not create a wood stockpile). Designate a miner to channel the same square where the chopped log is now lying. |
| 0008597 | 2 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2014-12-02 | Bugged patient with looping diagnosis. | |
| 0008595 | 2 | General | block | resolved (user6) | 2014-12-02 | mac version won't run | download mac version of 0.40.19 and run |
| 0007657 | 9 | Dwarf Mode -- Interface, Unit-Job Screen | minor | confirmed (user6) | 2014-12-02 | 'no reachable valid target' when fighting unconscious creatures | |
| 0008159 | 2 | General | minor | assigned (user6) | 2014-12-01 | Dwarven cultural attitudes to incest | |
| 0008539 | 11 | Dwarf Mode -- Thoughts and Preferences | major | | 2014-12-01 | Happy thoughts do not affect stress levels; Dwarves slowly spiral into depression | Observe generally happy dwarves over a long period of time. |
| 0008441 | 7 | Dwarf Mode -- Environment | minor | | 2014-11-30 | Quicksand water slope tiles | |
| 0008319 | 2 | Creatures | minor | resolved (user1294) | 2014-11-30 | Dwarf with damaged lower tissue able to move fast while driving a wheelbarrow | Have a dwarf with damaged lower tissue so that he was forced to crouch on floor, then have him driving wheelbarrow for stone or ore. (Watch as he run, using his hands?) |
| 0008594 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2014-11-30 | Dwarf repeatedly cancels Release: Need empty cage | Load this save and watch the announcements:
http://dffd.wimbli.com/file.php?id=10152
The display is centred on the problematic dwarf. |
| 0008591 | 2 | Technical -- General | crash | new | 2014-11-29 | This save crashes on load | Load http://dffd.wimbli.com/file.php?id=10143 |
| 0007738 | | Adventure Mode -- AI | minor | new | 2014-11-29 | Prisoners can join adventuring party as adventurers | Find a prisoner.
Say "Bypass greeting (new menu)"
Ask them to join you on your adventures
Now check the shift-Q screen - specifically the agreements section. The child will be marked as an adventurer. Then try to go let the child loose at a town where his parents are. |
| 0008316 | 10 | Adventure Mode -- Combat | major | assigned (user6) | 2014-11-29 | Game freezes when attacking when surrounded by too many creatures | Aim an attack when adjacent to about a large number of creatures (maybe about a dozen). |
| 0002818 | 4 | Miscellaneous Crashes | crash | resolved (user6) | 2014-11-28 | Crash when accessing hydra bone stack | 1. Load linked save game from DFFD.
2. Press 't'.
3. Move the cursor to the butcher shop. On my screen it's 4 tiles northwest of the cursor's starting point, but this varies by resolution and font scaling.
4. Press Tab 4 times to make the full names of the contained items visible.
5. Press '*' twice to scroll down to Zumzust Ngureenggo Snuko Usek's bone [15].
6. Press enter. The DF window disappears immediately.
ALTERNATE STEPS:
1. Locate the moody weaver.
2. Unpause and watch the weaver collect two pieces of cloth and one piece of stone.
3. After he picks up a stack of bones (but before he drops it off!), go to the z-stocks screen and forbid all bones except for Zumzust Ngureenggo Snuko Usek's bone [15]. He will discard the now-forbidden bones he already picked up at the clothier shop.
4. The moody weaver will go to the butcher shop. Exactly when he ought to be picking up the hydra bones, the DF window disappears, just like in the above flow. |
| 0003127 | 4 | Contaminants/Spatter | minor | confirmed (user6) | 2014-11-28 | Coating of blood = Item anti-magma shield | Cover a bunch of items with blood, drop them in magma, watch blood slowly boil off before items ignite or melt. |
| 0005016 | 1 | Arena | minor | confirmed (user6) | 2014-11-28 | Can't spawn quivers in Arena Mode | go to object testing arena and try to put quiver on
when typed in it doesnt exist |
| 0003372 | 2 | Combat -- General | minor | confirmed (user6) | 2014-11-28 | Bolts do nothing if the target is in the same square, hunters and marksdwarves still try | Dwarf mode: Breach underground, deploy hunters, it will happen eventually.
Arena mode: anyone with ranged weapon and ammo vs a weak (to give more time) enemy on the same square.
|
| 0003770 | 5 | Typos/Grammar | text | confirmed (user6) | 2014-11-28 | "the severed part sails off in an arc! ... is ripped away and remains in your grip!" | |
| 0003783 | 1 | Arena | minor | confirmed (user6) | 2014-11-28 | Rock swords can't be used in the arena | In the create creature menu, tell it to add an item and search for "sword" and note that only metal swords show up on the list. Or, type "obsidian" into the search and see that nothing shows up. |
| 0003143 | 1 | Items | minor | confirmed (user6) | 2014-11-28 | Shields are sized according to wielder but can be wielded by anyone | |
| 0008588 | 4 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-11-28 | Dwarfs not taking remains to stockpile | |
| 0008590 | 1 | Technical -- Saving/Loading | crash | feedback (user6) | 2014-11-28 | DF always crashes when loading this save | Load the save |
| 0008589 | | Dwarf Mode -- Environment | minor | new | 2014-11-27 | Chopping a tree doesn't update cavern knowledge | This is a tough one. You have to NOT know what is in the cavern, dig blindly into a completely rock enclosed space completely filled by tree trunk.... you'd have to use some hack to view the layout. |
| 0003883 | 8 | Dwarf Mode -- Interface, Main View | tweak | | 2014-11-26 | Linux FPS display blocks PAUSED indicator | Set FPS:YES in init.txt
Pause game |
| 0008586 | 2 | Adventure Mode -- Conversation | trivial | new | 2014-11-26 | Repeatedly asking about local ruler leads to responding with troubles | Repeatedly ask about local ruler |
| 0000033 | 103 | Combat -- General | major | | 2014-11-25 | Bronze colossus, skeletal creatures, fleshballs, and others are impossible to kill | |
| 0006334 | 7 | Creatures | major | | 2014-11-25 | Creatures, including dwarves, born in the fortress do not grow to full adult size. | Observe butchering or combat results for creatures and dwarves born in the fortress. |
| 0000089 | 19 | Combat -- General | minor | | 2014-11-25 | Wrestler/Fighter levels up way too quickly, especially against much bigger/stronger creatures | |
| 0000309 | 21 | Dwarf Mode -- Jobs, Healthcare | minor | confirmed (user11) | 2014-11-25 | Injured dwarves won't/can't rest | 1. Miner falls, get red wounds and unconscious
2. No hospital yet, so another dwarf brings the miner to dormitory.
3. Assign the chief medical role on noble screen (novice at most med skills).
4. Wait for diagnosis, injured dwarf will get up afterword.
5. Check health of injured dwarf. Status page shows wounds and the need for setting the wound. The first page says no injuries though!
6. Build hospital, put in that special table, normal tables/cabinets/chests/bags/beds and the dwarves deliver all but powder and soap (had powder but bugged like in 0000194).
7. Injured Dwarf continues working while flashing the injured state. After a month still hasn't visited hospital. |
| 0008578 | 4 | Adventure Mode -- Sites | minor | feedback (user6) | 2014-11-25 | no dwarf sized item in ruined fortress | |
| 0003697 | 2 | Miscellaneous Crashes | crash | resolved (user6) | 2014-11-25 | Game Unexpectedly Quits on exit. | Play a bit of DF, save game, go to exit game from main menu. |
| 0004366 | 13 | Dwarf Mode -- Pets | minor | | 2014-11-25 | Animals in large pastures fight despite abundance of space | Embark with numerous beasties, pasture, and wait for combat reports. Faster-breeding beasties are more likely to create the problem sooner.
|
| 0004765 | 3 | Miscellaneous Crashes | crash | resolved (user6) | 2014-11-25 | Consistent crash when beginning game | 1. Load the world (http://dffd.wimbli.com/file.php?id=4686)
Dwarf mode:
2. Choose to play in dwarf fortress mode. The game will crash.
Adventure mode:
2. Create any character. The game will crash on character completion. |
| 0004502 | 7 | Fire | crash | resolved (user6) | 2014-11-25 | Spontaneous fire, then crash | -Load up the save (year 248) at : http://dffd.wimbli.com/file.php?id=4197
-Hit F1 to zoom to the entrance
-look at the dog paw right next to the Dwarven Atom Smasher
-note that it's not on fire
-hit the [.] key to "one-step"
-note that the paw is now on fire
-unpause and wait a bit
-crash ! |
| 0003225 | 2 | World Generation -- General | crash | resolved (user6) | 2014-11-25 | Worldgen crash after creating lakes/minerals on a rectangular map | Create a world with the provided parameters. |
| 0003764 | 1 | Dwarf Mode -- Buildings, General | crash | feedback (user6) | 2014-11-25 | Custom workshop 13x13 or larger causes crash | Create a custom workshop of 13x13 (or larger) and attempt to place in dwarf mode. |
| 0003441 | 2 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-11-25 | Crash on Save | Save file available at: http://dffd.wimbli.com/file.php?id=3301
1. Load save.
2. Wait.
3. Try to save after 20 Timber, or, wait for the seasonal change with autosave on.
Boom. |
| 0004541 | 3 | Miscellaneous Crashes | crash | resolved (user6) | 2014-11-25 | Dwarf fortress crashes shortly after descending to the ruins of an abandoned fort in adventurer mode | Load the bugged save
Run around the map--not necessary to fight or interact with anything
== You will crash within a minute |
| 0003809 | 1 | Miscellaneous Crashes | crash | resolved (user6) | 2014-11-25 | Crashing during world gen | gen new world
set all stuff to higest except savagery (to high)
wait for lakes
crash |
| 0002296 | 10 | Miscellaneous Crashes | crash | resolved (user6) | 2014-11-25 | Crashing during mining | N/A |
| 0001853 | 5 | Technical -- General | crash | resolved (user6) | 2014-11-25 | Game Crashes on load. | |
| 0002176 | 7 | Dwarf Mode -- Trade | crash | resolved (user6) | 2014-11-25 | Hard crash on Save after completing Trade Agreement | I was getting a persistent CTD on save (*not* at the Cleaning Game Objects point, unfortunately) every time I saved, so I tested a bit and isolated it right at that point.
Trade talks before that are fine, and nothing else seems to be triggering it (I was saving every 20 seconds or so and then reloading). But when I attempt to save within a short period after that, I get a 100% CTD rate during save (and, watching it, I didn't see "Cleaning Game Objects" come up, but I suppose it's possible -- it does occur toward the end. But if I let it run for ten minutes and then save it, it CTDs at the Cleaning Game Objects point, so at least it's not a total block. |
| 0004415 | 4 | World Generation -- General | crash | resolved (user6) | 2014-11-25 | Crash on first world gen of first ever run. | |
| 0002110 | 6 | Dwarf Mode -- Interface, Trade | major | resolved (user6) | 2014-11-25 | Crash on Save Game after Elf Caravan arrives | Load saved game, wait for elf caravan to arrive, try to save the game. |
| 0003450 | 1 | General | crash | resolved (user6) | 2014-11-25 | Game just crashes 5mins after artefact is produced | load game, press pause off, press return after artefact pine object is produced, wait about 5 mins, game crashes.
|
| 0003687 | 2 | Dwarf Mode -- Interface, Military Screen | crash | resolved (user6) | 2014-11-25 | Crash when changing an unconscious military commander | 1. Enter military screen.
2. Select the only squad "Constructive Winters"
3. Select the only dwarf in the squad - military commander.
4. Change the military commander to any other dwarf.
5. Close military screen.
6. Unpause the game. |
| 0002965 | 2 | Miscellaneous Crashes | crash | resolved (user6) | 2014-11-25 | DF consistently crashes shortly after loading and unpausing current fort. | Download and expand a fresh copy of DF 0.31.12.
Expand region1.zip into df/data/save
Run DF, Continue playing fort region1 (Nannasomething, "the boil of suffering")
Unpause game.
Wait. (no longer than two minutes)
Observe crash. |
| 0003304 | 3 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-11-25 | Random crash in setup | I assume it's a win7 or x64 (or both) issue, but if you hit prepare carefully, mess around for a few minutes (5 or 10 or so) it crashes every time for me, not at any particular point. I think it may be on keypress, not really sure. |
| 0008583 | 1 | Adventure Mode -- Sites | major | | 2014-11-25 | Vault guardians have non-divine material (that is, normal) weapons and clothing | Create a world in 40.18, find a vault.
http://dffd.wimbli.com/file.php?id=10127 |
| 0008485 | 8 | Adventure Mode -- AI | minor | | 2014-11-25 | Companions randomly and periodically stop for no apparent reason and refuse to move | http://dffd.wimbli.com/file.php?id=9991
Keep walking SW (which is simply the direction I'm travelling in) and the two human companions and the dwarf companion will soon (within 30 seconds) stop for no reason and refuse to follow. |
| 0008135 | 4 | Adventure Mode -- Conversation | minor | new | 2014-11-25 | Rescued prisoners can talk to other prisoners without line of sight through walls/floors (other prisoners don't respond back) | 1. Go to a dark tower and rescue someone.
2. Go into a room that has nobody else in it and no line of sight to other unrescued prisoners. Make sure that the kid follows you.
3. Press . any amount of times while the kid attempts to have a conversation through walls to other prisoners. |
| 0008579 | 4 | Adventure Mode -- Buildings | minor | resolved (user6) | 2014-11-25 | Small tower in goblin site uses two rock types | Unknown, random and probably rare.
http://dffd.wimbli.com/file.php?id=10123 |
| 0007473 | 1 | Dwarf Mode -- Reclaim | minor | resolved (user6) | 2014-11-24 | Underground ambush in reclaimed ruin announced for unrevealed area | |
| 0000649 | 10 | Dwarf Mode -- Jobs, Hauling | minor | feedback (user6) | 2014-11-24 | If a zone is both a water source and a well, dwarves will busily fill it from itself | Make a small pond.
Fill it with water.
Place a well.
Try to refill the well from the same pond as earlier. |
| 0007548 | 2 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user6) | 2014-11-24 | Marking well as a pond causes dwarves to fill it from itself | Have empty buckets and a well
Place an activity zone over the well, set it to "Pit/Pond" and press P (or whatever the key is) and set it to Pond
Watch the dwarves fill the well without increasing the water level |
| 0008574 | 3 | Dwarf Mode -- Jobs, Constructions (walls etc) | trivial | new | 2014-11-23 | Walls can be placed to build in locations where it is impossible to build them | * Build a spiralling rampway upwards.
* Attempt to build a wall diagonally from an up ramp and perpendicular from a down ramp (see fig in description) |
| 0007309 | 10 | Technical -- General | block | | 2014-11-23 | Dwarf Fortress won't open | Open the "df" script. |
| 0008575 | 3 | Dwarf Mode -- Interface, Unit Profiles | minor | resolved (user1294) | 2014-11-23 | Migrant Child with Negative Age (Birth date yet to come to pass) | Generate a world with a very short history, start a fortress, and examine any migrant children. I have not tested this, so it may or may not work. |
| 0008559 | 5 | Dwarf Mode -- Trade | trivial | assigned (user6) | 2014-11-22 | False positive on 'depot accessible' with path above ground level | * Build platform one z level up in the air
* Build trade depot on platform
* Build 3-wide path from platform to edge of map
* Press 'D'
|
| 0008466 | 1 | Legends Mode -- General | minor | resolved (user1294) | 2014-11-22 | Attacker information of Fortress Mode invaders is false | |
| 0008572 | 1 | World Generation -- Parameters | minor | resolved (user1294) | 2014-11-22 | Extra randomness creeping into worldgen when trying to use seeds | |
| 0006532 | 18 | World Generation -- General | major | feedback (user6) | 2014-11-21 | Hang/block on calendar when starting Adventure Mode | Generate a world, start adventure mode. |
| 0007940 | 21 | Adventure Mode -- Travel | minor | assigned (user6) | 2014-11-21 | Strange teleportation when sleeping/waiting in dark tower (and a few other odd things) | What led to the strangeness happening is unknown, but heres the steps to create whatever is going on.
1. load save http://dffd.wimbli.com/file.php?id=9347
2. Memorize the layout of what I've already explored, take screenshots if you want.
3. Wait/sleep any number of hours, tried one hour and 8 hours, same effect every single time.
4. Realize that you aren't where you were before you waited.
5. explore. |
| 0007467 | 1 | Adventure Mode -- Travel | minor | confirmed (user1294) | 2014-11-21 | Fast Travel Near Town Allows Moving Over Ocean | Head north from the village in the fast travel screen. |
| 0008570 | 1 | Adventure Mode -- Movement | minor | resolved (user1294) | 2014-11-21 | Ocean does not block movement properly when travel map is zoomed in a town | open this world http://dffd.wimbli.com/file.php?id=10103
go to (T)ravel
walk on water
turn it into wine |
| 0008361 | 2 | Adventure Mode -- Town | minor | new | 2014-11-20 | 3 year old recruited into AI army (also child rescue bug). | 1. Rescue elf child from goblins.
2. Bring them to parent.
3. Wait one hour.
4. Speak to parent.
5. Track them down in area as a recruit. |
| 0008567 | | Dwarf Mode -- Interface, Farm Plots | minor | new | 2014-11-20 | Inedible until cooked plants can't produce seeds for farming (taro) | Not sure what to put here. Try cooking taro I guess. |
| 0008566 | 2 | Dwarf Mode -- Interface, Main View | trivial | new | 2014-11-20 | Dwarves sleeping on bed do not flash "Z" symbol | Look at sleeping dwarves, see that there is no Z symbol flashing |
| 0000521 | 3 | Adventure Mode -- Movement | major | | 2014-11-19 | Player is frozen with infinite "Flying" status message when falling onto a tree from above. | Find a cliff with a tree 2 z-levels below
Alt-walk off the cliff onto above the tree. |
| 0007998 | 1 | Adventure Mode -- Movement | crash | confirmed (user6) | 2014-11-19 | Area above mushroom "walls" classified as open space, dropping onto it causes you to fall forever then crash | Climb down the side of one of the holes found in Dark Pits, the ones that connect to the first cavern layer. See if the pit generated in such a way that its bottom end opens up inside a mushroom tree and check for any anomalies caused by it. |
| 0002400 | 4 | Legends Mode -- Historical Figures | text | resolved (user6) | 2014-11-19 | Dwarf's killer doesn't show up under "Related Historical Figures" in Legends | Worldgen. |
| 0008562 | 1 | Arena | minor | | 2014-11-19 | Butchering teeth leaves nothing behind. | Have fun in Arena Mode and butcher the resulting enamel mess. |
| 0008558 | 8 | Adventure Mode -- Sites | minor | assigned (user6) | 2014-11-19 | Stuck in the lair because the boulder closes the exit *( | |
| 0005806 | | Undeath | minor | new | 2014-11-19 | Migrant necromancers raise hostile undead | |
| 0007922 | 10 | Technical -- General | major | resolved (user6) | 2014-11-19 | Necromancers only reanimate bodies while in combat, not while idle | Observe necromancers and animating creatures. |
| 0008564 | | Combat -- Target Selection | major | resolved (user6) | 2014-11-19 | Military dwarves sometimes do not pathe or fight their target despite being right on top of it | Order militia to kill something, order many soldiers for the best effect. Watch as they follow their target around and only one soldier actually kills it. |
| 0008288 | | Dwarf Mode -- Military | major | resolved (user6) | 2014-11-19 | Militia cannot reach goblin right next to them |
Uncertain. Presumed:
Have a completely walled-up fortress on a forested area and bring up an invasion. Invaders that get inside by falling from a tree cannot be attacked. |
| 0001092 | 7 | Creatures | minor | confirmed (user6) | 2014-11-19 | Blizzard men lack CANNOT_UNDEAD and are generally unfinished | Go to Arena, select Blizzard men and toggle the undead switch. |
| 0008563 | 1 | Dwarf Mode -- Moods | major | resolved (user6) | 2014-11-18 | Embark Dwarves Start Out Miserable | 1. Open up DF from the new Mac Newbie version, disabling DFHack before you do so
2. Create a world
3. Embark
4. Say hello to your seven Grumpy's! |
| 0002043 | 3 | Creatures | minor | confirmed (user6) | 2014-11-18 | Grimelings produce skin, bones, meat with [NOSKIN], [NOBONES], [NOMEAT] tags present | Arena mode
Create a grimeling
Let it die
Butcher it with the a button
k over the tile.
Dwarf mode
Not quite so sure - kill a bunch of grimelings and have a butcher's shop available. That, or wait a very long time.
Edit: Based on further investigation, it appears grimeling body parts rot away into bones. |
| 0001204 | 2 | Contaminants/Spatter | minor | confirmed (user6) | 2014-11-18 | Blood flow in water stops at the waterfall and does not continue to travel down along the water's flow | In Arena mode, set up some carp near the waterfall south of the starting area as a team, then proceed to set up a dwarf as their opponent. Let them fight and watch the blood flow. If you get enough blood to flow to the water fall, you should be able to produce these results. |
| 0000840 | 6 | Dwarf Mode -- Artifacts | minor | confirmed (user6) | 2014-11-18 | Bowyer had Fey mood, made Artifact bow but can't make ammo and can't trade because Elves/humans were wiped out or remote | |
| 0008548 | 6 | Adventure Mode -- Town | crash | | 2014-11-18 | Crash when moving in town | Move in any direction for a few paces to reproduce crash. |
| 0008290 | 7 | Adventure Mode -- Town | crash | | 2014-11-18 | Repeatable crash in occupied/abandoned town | 1. Go either east, southeast or south until it crashes. Happens every single tome. However, going southwest, west, or north does not reproduce the crash, so, I suspect that it's trying to load something. |
| 0008265 | 2 | Adventure Mode -- Sites | crash | | 2014-11-18 | Crash in Dwarf hillock while in fast travel | (will put this in a note when I get a save pinpointed) |
| 0001680 | 15 | Miscellaneous Crashes | crash | | 2014-11-18 | Crash with "Midmap effective coordinate check out of bounds" | |
| 0008293 | 10 | Dwarf Mode -- Stockpiles | major | resolved (user6) | 2014-11-18 | Dwarves not using bins | |
| 0008561 | 2 | Adventure Mode -- Reactions | minor | resolved (user6) | 2014-11-18 | Some NPC dont have name. | In travel mode find NPS, go to normal group and talk. |
| 0008329 | 5 | Dwarf Mode -- Jobs, Healthcare | minor | assigned (user6) | 2014-11-18 | When dwarf is wounded by ballista arrow, "recover wounded" targets arrow instead of dwarf | Shoot dwarf with ballista. |
| 0008479 | 6 | Dwarf Mode -- Thoughts and Preferences | major | | 2014-11-17 | Keas produce far too many vengeful thoughts by flying overhead, sending entire fortress into a stressed-out state. | Have keas. Have dwarves. Mix. |
| 0008490 | 5 | General | major | | 2014-11-17 | Migrants are sad about being separated from goblin-snatched relatives | Start a fortress. Get a migration wave. Check if any of them have family who are not at the fort. Wait for their little hearts and minds to explode with sadness. |
| 0008527 | | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user6) | 2014-11-17 | Dwarf is terrified from hunting | Look at hunters' combat reports; you'll probably see instances of this happening. It may depend on a dwarf's personality too. |
| 0008554 | | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-11-17 | Injured dwarves constantly get re-diagnosed | 1. Have a dwarf get injured and taken to the hospital.
2. Wait a while.
3. Look at his medical history. |
| 0008556 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-11-17 | retracted bridges prevent rainfall | 1) Build a retractable bridge outdoors where dwarves pass under it.
2) Wait for rain.
3) Retract the bridge.
4) Observe the dwarves passing under the bridge not receiving water coverings, nor rain striking the squares under the bridge. |
| 0008557 | 5 | Technical -- Input/Keybinding/Macros | minor | resolved (user6) | 2014-11-17 | ALT button is not registered. | Use my setup and try to use the ALT key in DF |
| 0006091 | 10 | Dwarf Mode -- Embark/Setup | major | confirmed (user6) | 2014-11-17 | Sticky keys | Start a game all the way to the map screen.
Attempt to use "umkh" to move the cursor. |
| 0008553 | 2 | Technical -- Input/Keybinding/Macros | minor | resolved (user6) | 2014-11-16 | Keys get stuck. | Use any key which causes the game to lose focus, such as the ALT key or perhaps even CTRL. I have noticed that CTRL seems to be one of those keys that are very suspect, but I have yet to confirm that the CTRL key is the culprit.
I will try to reproduce it and post it as a comment below. |
| 0000370 | 3 | Dwarf Mode -- Interface, Designations | minor | | 2014-11-15 | Designations no longer blink through objects on ground. | Designate digging of channels or stairs under any object lying on the ground. |
| 0000294 | 3 | Dwarf Mode -- Interface, Main View | tweak | | 2014-11-15 | Item in stockpile on ramp blinks incorrectly | |
| 0008517 | 3 | Dwarf Mode -- Interface, Stockpiles | minor | | 2014-11-15 | Problems deleting stockpile links with workshops | 1) Build 2 workshops and 1 stockpile
2) Link the stockpile to give to one workshop and take from another
3) Try to delete the take link [fail]
4) Try to delete the give link [delete both] |
| 0007747 | 5 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2014-11-15 | Farm plot planting cut-off fails to work over the Winter->Spring boundary | 1) Start a fortress.
2) Wait until shortly before winter ends.
3) Check the farm plot planting screen, and Plump helmets will be disabled despite being able to be planted in the following season (Spring), nor will farmers plant plump helmets at that time. |
| 0001402 | 7 | Dwarf Mode -- Moods | tweak | resolved (user6) | 2014-11-15 | Possessed dwarf names artifact after himself | |
| 0008524 | 1 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2014-11-15 | Dwarves do not gain herbalist skill when gathering plants | Embark in a biome with vegetation.
Assign the plant gathering labour to a dwarf.
Make a plant gathering zone or d-p some shrubs.
After letting him work for a while, check on his herbalist skill. |
| 0008538 | | Dwarf Mode -- Diplomacy | text | | 2014-11-15 | Grammar error in elf diplomat "kill fewer trees" text | Receive visit from elven diplomat requesting limit to tree fellings and proceed to second screen. |
| 0007212 | 2 | Cave-ins | major | | 2014-11-15 | Titan shrines collapse upon first arriving at site | Go to Titan shrine. |
| 0008550 | 3 | Dwarf Mode -- Interface, Unit Profiles | text | | 2014-11-15 | Dwarf name appears untranslated twice in title of Thoughts and Preferences screen | u-v-[enter], look at the top of the screen |
| 0008545 | 3 | Dwarf Mode -- Thoughts and Preferences | major | resolved (user6) | 2014-11-15 | Dwarves become stressed from being separated from a loved one, often a loved one not even in the fortress. | Presumably just starting a fortress and closely watching the emotions and stress levels of the dwarves. |
| 0008552 | | Pathfinding | minor | new | 2014-11-14 | Caravan stuck "unloading" because one of their pack animals is up a tree | Embark in a heavily forested area. Don't cut many trees on the way to your fortress.
Wait for a caravan.
This was three years into this fort, so I don't think it happens often. |
| 0006108 | 1 | Technical -- Rendering | minor | | 2014-11-14 | SDL Framework version uses [highly] depreciated Quicktime rather than Quartz. | Launch in terminal. |
| 0008547 | 2 | Adventure Mode -- Sites | minor | resolved (user6) | 2014-11-14 | Adventurer spawns in fortress with no entrance/exits | Save included. Bug in site generation algorithm, I presume. |
| 0008546 | | Dwarf Mode -- Environment | trivial | new | 2014-11-13 | Brown Recluse Spider Man Silk present on embark in non-Savage areas | Embark and view the map. Webs may be present on the surface or in tree canopies. Directly observed in multiple Tropical Shrubland and Savannah embarks (Wilderness type), common if not always; untested in other biomes. |
| 0008541 | 1 | Dwarf Mode -- Combat | major | resolved (user6) | 2014-11-11 | Dwarves refuse to fight for no clear reason (possibly related to being near map edge) | 1) Load save from http://metamagick.net/region1.rar
2) Try to make the squads a, b, d, and e which are near a goblin (with more immediately to the north) fight |
| 0008531 | 7 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-11-10 | Finished Goods Bin not found for trading | * Load save.
* Select 'g'oods at the depot
* Try to find the finished goods bin (custard wood) that is full of bone crafts.
(Select on 'bone' or just scroll through the list)
* Fail to find it.
You can see the bin is actually on the right hand side of the trade depot directly adjacent to it. |
| 0008535 | 4 | Vegetation | minor | assigned (user6) | 2014-11-10 | Weird moss behaviour | |
| 0007866 | 8 | Dwarf Mode -- Jobs, Equipment | minor | resolved (user6) | 2014-11-09 | Marksdwarves constant mismatch spam | |
| 0004677 | 5 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user6) | 2014-11-09 | Pastures suddenly break and large creatures run free. | |
| 0008311 | 1 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2014-11-09 | Dwarfs get stuck in mood and wont fetch items | have a dwarf get taken by a fey mood and its pot luck I guess. |
| 0008302 | 3 | Weather | tweak | resolved (user6) | 2014-11-09 | Snowing Blood | Just a suggestion. |
| 0008237 | 4 | Animal Populations | minor | resolved (user6) | 2014-11-09 | Sea otter populations in desert | |
| 0008234 | 4 | Adventure Mode -- General | tweak | resolved (user6) | 2014-11-09 | Horseshoe crab counts as notable kill | Kill a horseshoe crab. |
| 0008161 | 2 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2014-11-09 | Spurious ~ cancels Plant seeds: Needs blackberry seeds | * Load save file (to follow).
* Wait |
| 0008514 | 3 | Dwarf Mode -- Nobles | minor | confirmed (user6) | 2014-11-09 | Election does not start until you manually select new expedition leader | Pass 50 dwarves, select new expedition leader. |
| 0008534 | 2 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-11-09 | Hauling bins to collect multiple items outside means dwarves only pick up one item each trip | Abandoned fort with many MANY clothing and other objects strewn around the outside.
Reclaimed and starting to claim items, but items are all given individual hauling jobs.
Dwarves often carry the bin with them, increasing travel time and only picking up one item at a time. |
| 0006860 | 6 | Combat -- General | minor | confirmed (user6) | 2014-11-09 | After severing a neck, the head-neck chunk is labeled as "neck" instead of "head" | Hit someone in the neck with a slashing weapon, severes it, triy to find the severed head |
| 0008532 | | Technical -- Saving/Loading | crash | new | 2014-11-09 | Crashes on load | Start Game with this save
Continue Playing
Select Save (only one)
Crash.
|
| 0003206 | 3 | Dwarf Mode -- Nobles | minor | new | 2014-11-09 | Export mandates can be safely violated by using bins | |
| 0008530 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-11-08 | Caravan brings prepared vermin parts | 1. wait for a caravan
2. check if any of the meaty foods come from vermin |
| 0007886 | 2 | Dwarf Mode -- Interface, Announcements | text | new | 2014-11-08 | Giant Cave Spiders give birth to "a girl" or "a boy" similar to dwarf births. | Capture two opposite sex Giant Cave Spiders. Wait. |
| 0008529 | 1 | Dwarf Mode -- Interface, Animals | trivial | resolved (user6) | 2014-11-08 | Message for unseen growing animal appears | |
| 0008526 | 1 | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-11-07 | Civilian dwarves attack invaders | 1. have dwarves work outside (for example building a large construction)
2. wait for a goblin/titan/semimegabest attack
3. watch as dwarves path towards the invaders after they're interrupted |
| 0008515 | 1 | General | minor | | 2014-11-07 | Dwarf misses completely unrelated dwarf | |
| 0008525 | 1 | Adventure Mode -- Sites | major | resolved (user1294) | 2014-11-07 | Boogeymen spawn in mounds | Sleep in a mound during the night without any companions, repeat if they don't spawn the first time. |
| 0001156 | 7 | Dwarf Mode -- Interface, Unit-Job Screen | trivial | confirmed (user6) | 2014-11-06 | Dead berserk dwarves are treated like outsiders, don't get burial | |
| 0006854 | 11 | Adventure Mode -- Combat | minor | | 2014-11-06 | Pulped body parts don't get severed arteries or functional impairment | Bash a creature in the throat until it gets pulped. |
| 0008516 | 4 | Technical -- Input/Keybinding/Macros | block | | 2014-11-06 | Can't leave diplomacy screen (or change keybindings) without an OPTION1 binding | |
| 0008521 | | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2014-11-06 | Broken noses are ignored and bleed out | put fully armored dwarf in a danger room, wait till a nose or ear is broken, watch as they slowly bleed out over several months |
| 0008137 | 10 | Dwarf Mode -- Military | major | confirmed (user6) | 2014-11-06 | Cartilage lacks HEALING_RATE; noses and ears bleed forever and don't get treated | Train & equip several full squads of dwarves, station them somewhere using the squad command menu, watch them randomly die. |
| 0008522 | 1 | Dwarf Mode -- Interface, Burial | minor | resolved (user6) | 2014-11-06 | dwarfs bury teeth before bodies | |
| 0008520 | 1 | Adventure Mode -- AI | minor | new | 2014-11-06 | Residents of an occupied fort act like I'm a hostile after ousting the occupiers without directly killing anybody | http://dffd.wimbli.com/file.php?id=10036
Haven't tested this out in other occupied forts yet.
This save: http://dffd.wimbli.com/file.php?id=9859 displays the same behavior with the goblins. |
| 0006838 | 7 | Dwarf Mode -- Reclaim | trivial | confirmed (user6) | 2014-11-06 | Reclaimed fortress stairwell continues into magma pool | Unknown |
| 0006930 | 7 | Adventure Mode -- Combat | minor | new | 2014-11-06 | demand to yield succeeded, but hostilities continued. | |
| 0008519 | 1 | Dwarf Mode -- Reclaim | major | resolved (user1294) | 2014-11-06 | Magma Vents Overflow upon Un-Retire | Retire fort. ?run a adventurer? Un-retire fort. Fort will need a magma vent or Possibly a volcano. |
| 0008464 | 5 | Dwarf Mode -- Invasions | minor | feedback (user6) | 2014-11-05 | Letting undead siege leave may lead to no more sieges | Settle near Tower
Wait for undead siege
Wait out siege
Wait for another siege/ambush/thief (which doesn't seem to ever come) |
| 0008510 | 2 | Dwarf Mode -- Jobs, Eating/Drinking | minor | assigned (user6) | 2014-11-05 | Endless "Cancelled drink: Well dry" spam. Nobody does anything else. | |
| 0008349 | 3 | Dwarf Mode -- Jobs, Burial | major | new | 2014-11-04 | Dwarfs unable to bury dead | 1) Download the save
2) Examine cerol, the bowyer. He's trying to bury the dead. |
| 0008439 | 3 | Dwarf Mode -- Trade | minor | confirmed (user6) | 2014-11-04 | Caravan wagons can use unusable ramps | |
| 0000039 | 5 | Typos/Grammar | text | | 2014-11-04 | "Guts is bruised," "guts has popped out" | |
| 0008512 | | Dwarf Mode -- Jobs, Hunting | minor | resolved (user6) | 2014-11-04 | Hunter flees from the animals that it hunts, dropping the corpse that he got. | Hunt... |
| 0008513 | | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2014-11-04 | Plant collector ruins the economy. | Have a gatherer gather plants.
Try to produce food or drink. |
| 0008511 | 1 | Dwarf Mode -- Items | feature | resolved (user1294) | 2014-11-04 | Designating weapon use of civilians | |
| 0008509 | 1 | Dwarf Mode -- Thoughts and Preferences | tweak | resolved (user6) | 2014-11-03 | Migrants experience crippling sadness because of separation from loved ones | Have a fort, attract migrants, and wait for them to experience inevitable emotional breakdowns. |
| 0006422 | 4 | Dwarf Mode -- Moods | minor | resolved (user6) | 2014-11-03 | Macabre moods don't request skulls for decorations (likely due to sentient skulls no longer being available) | |
| 0005357 | 6 | Adventure Mode -- Sites | crash | new | 2014-11-03 | Took the necromancy teaching slab from the tower, now game crashes on travel/wait/sleep/save/starvation/retirement. | |
| 0006027 | 3 | Dwarf Mode -- Jobs, Smelting | minor | confirmed (user6) | 2014-11-03 | Melting weapons/armor/etc. yields too much metal | |
| 0008496 | 3 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2014-11-02 | Trapped wild animals can't be slaughtered | |
| 0008476 | 3 | Dwarf Mode -- Thoughts and Preferences | minor | | 2014-11-02 | Unknown cavern creature tantrum message | Have not reproduced yet, first time it happened. |
| 0008477 | 1 | General | tweak | | 2014-11-02 | 'sunk into depression' indicator blinks too fast to be easily seen (in adventure mode at least) | Have some dwarf (or any entity probably) sink into depression. |
| 0008488 | 1 | Dwarf Mode -- Interface, Unit View | trivial | | 2014-11-02 | Artifact name missing from thought: "I shall name you . That was very satisfying!" | 1. Dwarf produces an artifact
2. Check thoughts shortly afterwards |
| 0008505 | 1 | Dwarf Mode -- Military | minor | new | 2014-11-02 | Hostile creature hanging (climbing) on the wall can't be hit by ranged weapons | |
| 0008472 | 2 | Typos/Grammar | text | | 2014-11-02 | Various Thought Typos | |
| 0008504 | 1 | Dwarf Mode -- Jobs, Designations | major | resolved (user6) | 2014-11-02 | Dwarf cuts down tree from second level | |
| 0008502 | 7 | Dwarf Mode -- Jobs, Hauling | minor | new | 2014-11-02 | No item dump jobs in job queue. | Load save game. |
| 0008503 | 1 | Dwarf Mode -- Artifacts | trivial | resolved (user1294) | 2014-11-02 | Dwarves say "I shall name you . That was very satisfying!" (missing name) after completing mood | Have a dwarf make an artifact and look at his thought. |
| 0008500 | | Dwarf Mode -- Pets | minor | new | 2014-11-01 | Egg-layers abandon eggs to follow trainers | |
| 0004394 | 6 | Dwarf Mode -- Interface, Animals | minor | | 2014-11-01 | Egg-laying animals, once trained for war, stop claiming nest boxes and laying eggs | There's a bit of modding here, changed helmet snakes RAWS entry by replacing [PET-EXOTIC] with [PET][TRAINABLE]
Embark with helmet snake pets, build nesting boxes. Snakes will claim nesting boxes. Build kennels and train war dogs (er... war snakes). Nesting boxes become unclaimed, snakes stop laying and, as far as i can tell, breeding. |
| 0008494 | 3 | Adventure Mode -- Travel | crash | feedback (user6) | 2014-11-01 | Game crashes when leaving a village after solving its bandit problem | |
| 0007811 | 8 | Dwarf Mode -- Buildings, Cages and Chains | minor | assigned (user6) | 2014-11-01 | Dwarves caught in their own cage traps | |
| 0008492 | 1 | Dwarf Mode -- Diplomacy | minor | new | 2014-11-01 | Diplomats crouch and crawl until they leave | -Have a diplomat
-Force him to follow your leader in a tight corridor
-Make the leader or any dwarf walk over him
-Here you go, the diplomat is now crawling forever |
| 0007668 | 5 | Dwarf Mode -- Thoughts and Preferences | minor | | 2014-10-31 | 'She dreams of raising a family. She .' | |
| 0006057 | 7 | Dwarf Mode -- Items | minor | | 2014-10-31 | Brewing stack of >6 plants produces a stack of >30 booze, which doesn't fit in a barrel | |
| 0005267 | 1 | Adventure Mode -- Combat | minor | | 2014-10-31 | Copper coins pass through this boar when thrown at it. | Here's the save: http://dffd.wimbli.com/file.php?id=5588
Using the save I linked to, throw a coin from from the first stack of copper coins (about 3-5 copper coins) you come to in the inventory at the enraged boar that is visible. |
| 0006218 | 1 | Items | minor | | 2014-10-31 | Small stacks of coins can be placed into non-containers | 1. Get some coins.
2. Split them into varying stack sizes.
3. Attempt to put a stack of less than 16 coins into a container, observing that non-containers are listed as valid destinations.
4. Be puzzled as to how your adventurer somehow managed to insert a dozen coins into a spear... |
| 0006343 | 4 | Dwarf Mode -- Trade | minor | | 2014-10-31 | Caravans brings small animals/vermin that immediately escape their cages | |
| 0006498 | 3 | Adventure Mode -- Conversation | minor | | 2014-10-31 | Zombies start conversation with necromancer adventurer who tries to sleep in their house | 1. Become a necro/vampire
2. Go to a necromancer tower
3. attempt to sleep IN A ROOM WITH ONLY ZOMBIES IN IT
4. a zombie will start a conversation with you as if you tried to sleep in a house without permission
5. Realize what the zombie said its name was and laugh |
| 0008493 | 1 | Dwarf Mode -- Interface, Trade | minor | | 2014-10-31 | "Mark All" in Fortress Mode Trade Interface marks both bins and all items inside for a total double value. | When caravan is at depot mark a container with items stored in it for trade. Once container is at trade depot, initiate trade and use the Shift-M "Mark All" on your trade goods. Note that the container and stored items are both marked and the current trade value. De-select the container for trade, then re-select it by itself. Note that the items inside the container are not marked but are included in the trade. Note the change in total trade value. |
| 0007178 | 4 | Dwarf Mode -- Interface, Military Screen | minor | | 2014-10-30 | Delete Uniform (no effect) | |
| 0008321 | 4 | Dwarf Mode -- Jobs, Hauling | minor | | 2014-10-30 | Indoor refuse isn't hauled unless outdoor refuse hauling is enabled | Create a dump zome, set inside, dark, subteranean stone for dumping. |
| 0008491 | 5 | Dwarf Mode -- Jobs, Cooking and Food | major | resolved (user6) | 2014-10-30 | Brewer cancels brewing - Unrotten DRINK-MAT procuding plants - No Brew in Kitchen tab | |
| 0001242 | 3 | Dwarf Mode -- Abandonment of Fort | minor | confirmed (user6) | 2014-10-29 | Unfinished constructions from Dwarf Mode show up in Adv. Mode | Start fortress. Designate walls to be built, then abandon before they are built. Return to site as adventurer. ???? Profit! |
| 0001528 | 1 | World Generation -- General | minor | confirmed (user6) | 2014-10-29 | Littersize tag not working in world gen? | Add [LITTERSIZE:3:5] to dwarves, replacing [MULTIPLE_LITTER_RARE], generate a world for about 15 years, and compare dwarven births to human births. |
| 0008487 | 4 | Typos/Grammar | text | resolved (user6) | 2014-10-29 | Typos in the excutable | |
| 0008440 | 1 | Dwarf Mode -- Jobs, Item Improvements/Decorations | trivial | | 2014-10-29 | Minecarts and wheelbarrows are treated as both furniture and finished good when encrusting | Pimp your ride. |
| 0008307 | 1 | Dwarf Mode -- Nobles | minor | | 2014-10-29 | Items brought by a caravan fulfill certain mandates | Unknown. |
| 0008289 | 1 | Dwarf Mode -- Interface, Trade | minor | | 2014-10-29 | Totems not found under 'Crafts' in trade menu | |
| 0008121 | 3 | General | minor | | 2014-10-29 | dead dwarfs not removed from burrow count | |
| 0007946 | 5 | Dwarf Mode -- Jobs, General | minor | | 2014-10-29 | Tantruming dwarves perform dozens of fistfights/throws in a second | Lock dwarves in a bare room with throwable things and miasma, and if it isn't enough kill off some of their friends. It might not happen immediately - on the second try, it took six dwarves. |
| 0007874 | | Dwarf Mode -- Combat | minor | | 2014-10-29 | Ballista arrows are blunt weapons | Generate a pocket world with short history
Embark with steel bars, wood, coke, an anvil, several dogs and generic stone
Build a forge, crank out a few steel ballista arrowheads
Build a siege workshop, create a few ballista parts and steel-tipped arrows
Build the ballista, pointing at a meeting zone full of your dwarves and dogs
Load and fire the ballista
Observe results
Elapsed time: 10 minutes |
| 0007788 | 1 | Dwarf Mode -- Interface, Unit View | trivial | | 2014-10-29 | "Enter: Toggle" @ Preferences remains when inspecting other units | Press "v", move pointer over an Adult Dwarf, press "p" and "l" as to bring it's labor selection menu.
Move pointer to any other unit.
Changing tabs (general, inventory...) gets rid of the tool tip. |
| 0008489 | 1 | Dwarf Mode -- Interface, General | crash | resolved (user6) | 2014-10-28 | Crash with message "Nemesis Load System Failed" | |
| 0008486 | 1 | Adventure Mode -- Display | minor | new | 2014-10-28 | My character have memory lapses after retire in location ! | |
| 0008267 | 1 | Adventure Mode -- AI | minor | new | 2014-10-28 | Companions retain hostile stance toward new recruits | Find a companion
Find some bandits
Demand that the bandits yield
Try to recruit one of the bandits
Your original companion is pretty mad with the new guy and kills him, new guy refuses to fight back |
| 0008484 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user6) | 2014-10-28 | Dwarves are pleasured/interested in furniture and other items. | Step 1: Build some fine furniture or other items that can be admired.
Step 2: Read the lewd thoughts of your dwarves. |
| 0008483 | 2 | Adventure Mode -- General | trivial | resolved (user1294) | 2014-10-28 | Campfires doesn't want to disappear | 1.Sleep or wait many hours/days
2. Look around - campfires are waiting for you
|
| 0008482 | 3 | Adventure Mode -- Quests | minor | resolved (user6) | 2014-10-28 | quest targets arent there | receive quest info
go to quest thing
seach
nothing |
| 0008471 | 1 | Adventure Mode -- Conversation | minor | new | 2014-10-28 | Companions keep saying _____ Begone fear! when asked about feelings and are not in combat. | Ask any of my companions about feelings.
http://dffd.wimbli.com/file.php?id=9972 |
| 0008480 | 3 | Adventure Mode -- Movement | major | new | 2014-10-27 | Companions teleport after moving | Unsure but I am providing a save.
1. Load the save
2. Resume the adventure mode game
3. Walk eastward for a short while
4. Observe: companions disappear
5. Press 'c' to view: companions are located 'W' (west)
6. Walk westward for a short while
7. Observe: player changes to 'on ground'
8. Observe: companions re-enter from east
|
| 0008481 | 1 | Adventure Mode -- Conversation | minor | new | 2014-10-27 | Conversation topic is hidden / not listed for insurrection | Using the save from "Additional Information":
1. Continue the saved adventure
2. Continue the conversation
3. Go to "Bring up specific incident or rumor"
4. Cycle through the options
5. Observe: the insurrection in Mightyscribe can be selected but it's not listed
This bug can also be seen with a new character. It may repro with other worlds.
|
| 0002200 | 2 | Dwarf Mode -- Embark/Setup | minor | | 2014-10-27 | DOES_NOT_EXIST does not remove creatures from embark list | Add [DOES_NOT_EXIST] to an animal (I used dogs)
Create world.
Start Fortress, check embark. |
| 0000195 | 5 | Weather | minor | | 2014-10-27 | Setting WEATHER:NO just keeps rain from stopping, not starting | Wait until it rains. Save/Exit and set Weather to "NO" in init.txt. Reload game. |
| 0004310 | 3 | Weather | minor | | 2014-10-27 | Rain start and stop announcements may only pertain to a small part of the map | |
| 0007128 | 1 | Dwarf Mode -- Interface, Embark | minor | | 2014-10-27 | yellow x disappears on world map when on easternmost square of region map | start dwarf mode
resize window so that the world map gets compressed
move embark cursor to most eastern square
-->embark cursor disappears on world map |
| 0008407 | | Dwarf Mode -- Interface, General | minor | | 2014-10-27 | Mini-map cursor is only positioned correctly when dwarf fortress is at default (small) size | * Start dwarf fortress.
* Mark out the corners underground (e.g. with 'dig').
* Position the cursor / screen in the main view window at each of the corners and take screenshots.
http://imagr.eu/up/54327188f3d9e_yellowcursor.png
Fig 1. Wrong position.
http://imagr.eu/up/5432745e83a57_yellowcursor2.png
Fig 2. Right position (with tiny dwarf fortress window) |
| 0008429 | 2 | Dwarf Mode -- Interface, Rooms | minor | resolved (user6) | 2014-10-27 | Wrong number of hospital items are displayed | 1)Have some destroyed caravan on the map with splints/crutches/buckets
2)Arrange hospital, but do not allow your dwarves bring anything to hospital containers.
See the hospital pretends to have some splints/crutches/buckets |
| 0008434 | 2 | Dwarf Mode -- Combat | major | resolved (user6) | 2014-10-27 | Dwarves won't attack minotaur even though given the order | Download http://www.speedyshare.com/BmsV5/region1-00559-01-01.7z
1. Make an alert burrow and set the alert to active
2. Let the minotaur climb the southern wall and attack the livestock
3. Make the dwarves attack the minotaur |
| 0008436 | 2 | Adventure Mode -- Combat | major | resolved (user6) | 2014-10-27 | Major combat bug: Stationed military dwarfs dodge almost indefinitely rather than fighting back | Start the save and watch the large mass of stationed military. download: http://dffd.wimbli.com/file.php?id=9930 |
| 0008447 | 3 | Creatures | minor | resolved (user6) | 2014-10-27 | odd names for uncivilized people | find a gremlin or other speaker thats uncivilized and non historical |
| 0008446 | 4 | World Generation -- General | minor | resolved (user6) | 2014-10-27 | humans have a cave | get lucky in world gen |
| 0008448 | 1 | Adventure Mode -- Combat | minor | resolved (user6) | 2014-10-27 | NPC sleeps during my attack | |
| 0008424 | 1 | Adventure Mode -- Character Creation | crash | | 2014-10-27 | Attempts to spawn an adventurer in a player retired fort causes game to hang and crash | 1. Retire a fort
2. Create an adventurer whose starting location is the retired fort
3. Game hangs |
| 0008313 | 3 | Dwarf Mode -- Transport/Hauling | minor | | 2014-10-27 | Ignore outdoor vermin remains in 'o'rders doesn't work. | Set dwarves to gather refuse from outdoors, ignoring vermin. |
| 0008470 | 3 | Typos/Grammar | text | | 2014-10-27 | Typos and grammar problems in the executable | |
| 0003950 | 2 | Adventure Mode -- Eating/Drinking | minor | new | 2014-10-27 | Drinking beer is not filling, while drinking blood contaminants is | |
| 0008474 | 1 | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-10-27 | Creature took part in sparring | |
| 0008450 | 3 | World Generation -- General | minor | resolved (user6) | 2014-10-27 | Map generator stopped create world history earlier | |
| 0008478 | 1 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-10-27 | Dwarves do not dump items or use custom stockpiles. | |
| 0008475 | 1 | Adventure Mode -- General | minor | new | 2014-10-26 | 'refuse conversation'option makes you state feelings | walk among talking creatures until they try to speak with you, select 'refuse conversation' option |
| 0002502 | 4 | Combat -- General | minor | confirmed (user6) | 2014-10-25 | After gaining possession of items such as clothing, wrestling creatures with [EQUIPS] wield them as weapons | I reloaded a save that I had shortly before this happened and he killed more guards but then picked up a sock and was completely unable to hurt the last guard. |
| 0008473 | 2 | Map Features | trivial | new | 2014-10-25 | Tents spawning in rivers | |
| 0006550 | 3 | Dwarf Mode -- Interface, Military Screen | major | feedback (user6) | 2014-10-25 | Dwarf missing from assignment screen | |
| 0006403 | 1 | Dwarf Mode -- Interface, Unit View | tweak | | 2014-10-25 | Brackets in nicknames are not escaped on thoughts and preferences screen | |
| 0008459 | 3 | Adventure Mode -- Eating/Drinking | trivial | new | 2014-10-25 | Tears doesn't want to disappear after drink | Try to drink a tear from save |
| 0008336 | 1 | Dwarf Mode -- Military | minor | acknowledged (user1294) | 2014-10-25 | Military dwarves frozen in place after carrying out a kill order. | send a military squad out with a kill order, watch as the combatants finish the fight... and stand next to the dead body until they die, or I save and reload.
And canceling the order does nothing, disbanding the squad does nothing, setting the squad to off duty does nothing, and waving fresh barrels of dwarven rum under their noses solicits no reaction (most undwarvenly). |
| 0008467 | | Dwarf Mode -- Jobs, Hauling | trivial | new | 2014-10-25 | Dwarves will place bins on occupied stockpile tile rather than empty stockpile tile | * Set a stockpile that can use bins (cloth, bars, etc.)
* Set stockpile to not use bins
* Wait for stockpile to fill up with items.
* Allow a bin for the stockpile
* Watch and wait |
| 0008465 | 1 | Dwarf Mode -- Jobs, Military | major | resolved (user1294) | 2014-10-24 | Military gets stuck after carrying out kill order | Form squad, send them to kill some things. Eventually, they'll get stuck for no apparent reason. |
| 0008463 | 3 | Adventure Mode -- Combat | block | resolved (user1294) | 2014-10-24 | Game stopped after fight with bogeyman | |
| 0000983 | 6 | Dwarf Mode -- Jobs, Items | minor | resolved (user6) | 2014-10-24 | High boots sometimes can't be made (when embarking over underground civs?) | Generate world.
Embark.
If [c]iv screen shows underground civs, high boots don't show up in workshops. |
| 0008451 | 1 | Technical -- Input/Keybinding/Macros | major | | 2014-10-24 | Game appears to not receive key up events | Install game. Start game. Press a key. |
| 0008460 | 2 | Adventure Mode -- AI | major | new | 2014-10-22 | An error occurs when a child you have rescued tries to reunite with a parent who is in a tree, massive lag is caused. | Rescue a elf child from a goblin site, lead it to the forest retreat its parent is at. If its parent is in a tree the error will occur. |
| 0008461 | | Dwarf Mode -- Environment | minor | new | 2014-10-22 | Frozen milk doesn't thaw when temperature rises. | |
| 0008456 | 2 | Dwarf Mode -- Environment | minor | new | 2014-10-21 | "Outside" water only partially frozen | |
| 0008458 | 1 | Dwarf Mode -- Buildings, General | minor | new | 2014-10-21 | Ghosts can open mechanism-locked hatches and possibly other similar buildings | 1. Build a hatch
2. Link to a lever
3. Make a ghost nearby (many, many ways to do this, use your imagination!), ideally right under/above the hatch
4. Wait until it rises and check back after a while. They move randomly, but eventually it will pass through the hatch tile, opening it. To speed this up, create a meeting area above or below the hatch for the haunted dwarves. |
| 0008457 | | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2014-10-21 | Pathfinding walks a circle to do job | |
| 0008399 | 5 | Adventure Mode -- Movement | trivial | resolved (user1294) | 2014-10-21 | Cannot swim into tiles of different depth than the one you are in. | -Get in water.
-Look for different depth tile than the one you are in (6, or 3, or 4. Occasionally the more feisty rivers will have random tiles of '6' depth, and I was in the caverns where the generation of roads seemed to cause this effect). Waterfalls, large cavern lakes, or occasional river spots work.
-Swim into tiles of different depth. |
| 0008455 | | Dwarf Mode -- Immigration | minor | new | 2014-10-20 | Polygamous Immigrants | - make a fortress, have a couple form a relationship, retire/abandon fortress
- make a new castle, wait for immigrants
- ideally choose a destroyed civ so you have a high chance to get the exact same people immigrate into your new castle |
| 0008453 | 1 | Adventure Mode -- General | major | new | 2014-10-20 | Massive FPS slow down for adventurer in player fortress | 1. Load save game.
2. Walk around.
FPS slow down near player fortresses seems to be a common problem, but other reports are mostly about massive numbers of animals or similar. |
| 0008418 | 2 | Dwarf Mode -- Interface, Military Screen | minor | new | 2014-10-20 | Cannot specify any specific weapon that was brought to fortress before reclaim by adventurer. | most likly bring weapons from another fort to abanndoned fort with adventurer then reclaim fort. |
| 0008449 | 3 | Map Features | crash | new | 2014-10-19 | Crash after trying to create a new world with adv. parameters | |
| 0008445 | 2 | Dwarf Mode -- Environment | minor | resolved (user1294) | 2014-10-19 | Rain Blocks Depot Access | |
| 0003478 | 9 | Adventure Mode -- Buildings | minor | new | 2014-10-18 | Hamlets of destroyed civilizations have sand huts and unknown material doors | Generate a world with many civilizations and beasts, preferably a region so everyone is on the same landmass, and check whether a human civilization crumbled during world gen. Travel to a site of that civilization. |
| 0008419 | 1 | Dwarf Mode -- Trade | minor | new | 2014-10-18 | Wagons cave in and get destroyed when unloading goods when trade depot is build over floors build over volcano | https://www.dropbox.com/s/p9usa2bj5aarsw0/region1-00245-04-01%20-%20Copy.rar?dl=0
Dropbox link to download the summer save game, right before the trade caravan arrives and the bug occurs. |
| 0008438 | 3 | Dwarf Mode -- Moods | minor | acknowledged (user1294) | 2014-10-17 | Possessed Dwarf stands on workshop, doesn't claim | |
| 0007150 | 3 | Adventure Mode -- General | minor | confirmed (user6) | 2014-10-17 | Companions don't wear/wield some equipment you give them | |
| 0008437 | 1 | Dwarf Mode -- Combat | minor | new | 2014-10-17 | Unconcious dwarves on cavern edge wall stuck when waking up. | |
| 0008435 | 1 | Dwarf Mode -- Flows | minor | new | 2014-10-16 | Lava prefers to flow off map edge than in other directions. | * Have water flowing off the edge of the map.
* Drop lava on it (slowly) from above. |
| 0000597 | 9 | Dwarf Mode -- Jobs, Hauling | minor | confirmed (user6) | 2014-10-16 | Civilians assigned to burrows while hauling something spam "dropoff inaccessible" | 1) Create a burrow
2) find a dwarf hauling something
3) assign him to the burrow
4) profit |
| 0008433 | | Dwarf Mode -- Thoughts and Preferences | text | new | 2014-10-16 | Doesn't care about craftsMANship... | |
| 0006347 | 3 | Adventure Mode -- Combat | minor | resolved (user1294) | 2014-10-15 | Biting will one body part sometimes "tears apart" another | 1. Bite.
2. Latch on firmly.
3. Continue attack.
4. If it damages the right part please repeat the process. |
| 0008432 | 2 | Dwarf Mode -- Interface, General | minor | resolved (user1294) | 2014-10-15 | Deceased dwarves remain assigned to burrows | |
| 0008428 | | Dwarf Mode -- Interface, Embark | text | new | 2014-10-13 | Embark preparation screen not redrawn after warning | 0. Set TrueType to YES in init.txt
1. Choose a spot on the map to embark.
2. Press 'Tab' to change to the items screen.
3. Press 'e' to embark (still with unspent points)
4. The warning message appears.
5. Press 'esc' to go back.
6. Notice that the item names are not redrawn. |
| 0008427 | 3 | Adventure Mode -- AI | major | new | 2014-10-13 | Sudden loyalty cascade in adv mode fort depot initiated by a giant mole's 'attack' on me | Not sure exactly, get 'attacked' by some random cave critter?
Likely connected to the suite of issues that is 0007161 and I did mention a similar event http://www.bay12games.com/dwarves/mantisbt/view.php?id=7161#c30102
http://dffd.wimbli.com/file.php?id=9912 |
| 0007412 | 3 | Pathfinding | minor | resolved (user1294) | 2014-10-13 | Dwarves will cease using dug/constructed ramps after some time | embark, dig an entrance using ramps, observe dorfs (and also wagons, so presumably all other creatures too) eventually becoming unable these ramps for no obvious reason. |
| 0008412 | 2 | Adventure Mode -- AI | minor | new | 2014-10-13 | Unending looped conversation between AI | |
| 0008305 | 1 | Adventure Mode -- AI | major | resolved (user6) | 2014-10-13 | Companions equipping traded armour in pouches rather than wearing them. | 1. Recruit a companion with a pouch.
2. Trade it some armour. |
| 0008423 | 1 | Dwarf Mode -- Military | major | resolved (user1294) | 2014-10-12 | Squad frozen after kill order | Unable to reproduce consistently, appears to happen at random. |
| 0008425 | 3 | Adventure Mode -- Movement | minor | resolved (user1294) | 2014-10-12 | Swiming movement 'sticks' sometimes in adventurer mode | * Swim around a lot in the wilderness (seems less likely to happen in town).
* At some point you will probably find the movement keys stop working. |
| 0007461 | 2 | Dwarf Mode -- Invasions | minor | new | 2014-10-12 | Unretired fort gets 1000+ goblin invaders | Not sure if it is, but you could always do what I did in the description and see if that works. |
| 0008422 | 2 | General | major | | 2014-10-11 | Window Draws With Very Small Dimensions in OS X Yosemite | |
| 0006002 | 2 | Dwarf Mode -- Pets | minor | | 2014-10-11 | Tamed animals that revert to wild state retain trap immunity | |
| 0008417 | | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-10-11 | Dwarves do not haul refuse from inside when "Dwarves ignore refuse from outside" is checked | Built butcher inside
Designate refuse stockpile
Kill animal
Skulls etc. will not be hauled from butcher
Enable "Dwarves gather refuse from outside"
Refuse will be hauled |
| 0008408 | 2 | Dwarf Mode -- Combat | major | resolved (user6) | 2014-10-11 | Marksdwarf friendly fire. Intentional??? | Have not tried. This definitely occurred under typical circumstances, sending marksdwarves to a 10x10 building with fortifications. I will attempt to reproduce this and upload a save with active combat logs.
I can only assume that a dwarf was in the way when a second dwarf fired on an invader, and friendly fire was a result of the projectile code. It is notable that the pillbox was square, with invaders being directly south-east. This may have increased the likelihood of a dwarf being in the way. |
| 0008411 | 2 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-10-11 | Growing tree defeats protection & causes grievous injury | |
| 0006301 | 6 | Dwarf Mode -- Interface, Burial | minor | new | 2014-10-10 | Dwarf Corpse from adventure mode doesn't go into coffin properly | Um. I guess have a fort, lose or abandon it, take an adventurer to the site, have some of their group die, reclaim the site, and then try to put the adventure mode corpses in the coffin. |
| 0008191 | 1 | Pathfinding | major | new | 2014-10-10 | Dwarf fails to find path back to surface; stuck in climbing mode? | Make a dwarf move down to a cavern through an underground passage, and then scare them or get them in combat? |
| 0008379 | 2 | Dwarf Mode -- Combat | major | new | 2014-10-08 | Dwarfs will not attack elven Merchants | |
| 0007812 | 2 | Dwarf Mode -- Reclaim | minor | new | 2014-10-08 | Reclaim of autogenerated dwarven ruins - strange above-surface structure properties | Create world, start in fortress mode, reclaim a ruin. |
| 0005942 | 4 | Dwarf Mode -- Interface, Announcements | minor | new | 2014-10-08 | Vampire outed by cat adoption | I dunno, have a vampire, cats and luck? |
| 0005871 | 1 | Flows | minor | acknowledged (user6) | 2014-10-08 | Unflowing magma doesn't radiate heat to water/ice directly above/below it | Have water above/below unflowing magma, separated by floor.
Observe water temperature.
Make the magma flow by adding or removing some.
Observe water temperature again.
(This can be easily tested with DFHack's tiletypes, liquids and probe utilies.) |
| 0008415 | 1 | Dwarf Mode -- Environment | minor | new | 2014-10-08 | Melting ice with magma does not also melt ice 'floor' above water layer. | * Have an area of water shortly before winter in a temperate biome.
* Let some magma flow under it.
* Wait for winter.
When winter hits the water, briefly, freezes. Then it melts as magma flows under it. However it doesn't melt the ice all the way through.
|
| 0008403 | 2 | Dwarf Mode -- Combat | minor | new | 2014-10-07 | werebeasts don't attack a dwarf nearby | |
| 0008348 | 2 | Adventure Mode -- AI | minor | new | 2014-10-07 | Companions not moving while swimming | |
| 0008413 | 3 | Adventure Mode -- General | minor | resolved (user1294) | 2014-10-07 | Odor is gone | |
| 0008328 | 3 | Dwarf Mode -- Pets | minor | feedback (user6) | 2014-10-07 | Dwarf adopts nonexistent pet; spams job cancellations | Presumably, have unrestrained tame vermin on your map, then mark them for adoption after they run off. |
| 0004663 | 5 | Dwarf Mode -- Jobs, Designations | minor | new | 2014-10-07 | Channel designation removed if tile state changes. | - Assign huge outdoor area for channeling without miners.
- Set patrol route to trample some grass in area.
|
| 0008409 | 1 | Dwarf Mode -- Embark/Setup | minor | | 2014-10-06 | Cannot add new item on journey preparation screen if remove all the existed items | 1) Choose embark site and get to journey preparation screen
2) Switch from dwarves skills to purchases screen
3) Remove all the existed items
4) Navigate to animal section by pressing "right"/"left" button
Now "New" menu is disabled and you cannot toggle it on somehow |
| 0008404 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user1294) | 2014-10-06 | Crops unplantable in last 45 days of final growing | Plant a year-round crop in all possible seasons, wait for late winter, check set building tasks for the farm. The crop in question will be red and no jobs will be generated. |
| 0008406 | 1 | Dwarf Mode -- Stockpiles | major | resolved (user1294) | 2014-10-06 | Dwarves not using bins | build a Stockpile and some bins.
watch the empty bins being stored next to 200 stone mugs. |
| 0001595 | 6 | Dwarf Mode -- Interface, Workshop Profiles | minor | | 2014-10-06 | Workshop profile min/max skill level setting is off by more than one | |
| 0000135 | 15 | Creatures | minor | | 2014-10-06 | Fish and other creatures listed twice in embark screen and trade screen, with no male/female symbol | |
| 0005168 | 12 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2014-10-06 | Immigration waves consist mainly of children. | |
| 0008405 | | Dwarf Mode -- Interface, Announcements | minor | new | 2014-10-05 | Announcements for finding dead from previous reclaim during current reclaim incomplete | |
| 0006483 | 2 | Dwarf Mode -- Jobs, Military | minor | | 2014-10-05 | Siege engines don't properly respect operator skill level | |
| 0007292 | 8 | Dwarf Mode -- Nobles | crash | | 2014-10-05 | 2 Baronness at one time - Crash when I try to see relationships on near Baronness | Be cursed with two nobles - check relationships on new noble and children. |
| 0008402 | | Adventure Mode -- Travel | minor | new | 2014-10-05 | Laggy movement in fast travel while in/near town and slow progression while sleeping/waiting, but not away from it. | http://dffd.wimbli.com/file.php?id=9859 (yes the name is different, but it's the same town I'm submitting the bug report for.
1. Sleep/wait however long, also observe minor lag when moving in fast travel.
2. Then go far enough away for the town to offload and is off the viewable map in fast travel.
3. Sleep/wait however long and notice the difference in lag. |
| 0008401 | 2 | General | crash | | 2014-10-05 | crash to desktop when zooming 1 z level | step 1
have masterwork fortress
scroll 1 level ingame |
| 0006543 | 9 | Adventure Mode -- Quests | block | resolved (user6) | 2014-10-05 | Crash when hitting Q (quest log) in fast travel. | |
| 0007253 | 13 | Adventure Mode -- Quests | crash | | 2014-10-05 | Crash When opening Questlog | ?Save game?
Open questlog |
| 0006868 | 5 | Civilizations/Entities -- General | major | | 2014-10-05 | Goblins only interact within a radius of 2 world tiles | Create new world. |
| 0006756 | 13 | Adventure Mode -- Conversation | crash | | 2014-10-05 | Crash when talking to mute creatures | 1) Create adventurer
2) Find titan
3) Speak to it, skip greeting
4) Say "How's life here?"
5) Press any response key |
| 0007015 | 12 | Dwarf Mode -- Embark/Setup | minor | | 2014-10-05 | List of neighbors on Embark screen includes "Town." | -Download the save
-Start up Fortress Mode and go to the embark menu
-Check the Neighbors window |
| 0003868 | 3 | Dwarf Mode -- Buildings, General | minor | new | 2014-10-04 | Strange tile behavior after water freezing/ice melting/building | |
| 0000700 | 1 | Dwarf Mode -- Interface, Military Screen | minor | | 2014-10-04 | Cannot set "10 soldiers minimum" on orders using clicks | 1) Open military screen in any fort and go to the schedule page.
2) Give or edit an order.
3) Left-click the minimum soldiers setting repeatedly and notice that it goes down to and stops at 1.
4) Right-click the minimum soldiers setting repeatedly and notice that it goes up to 9 and then goes back down to 1 with the next right-click, which can be repeated indefinitely without reaching 10. |
| 0004352 | 1 | Dwarf Mode -- Interface, Embark | minor | | 2014-10-04 | No Sand Listing on Embark Screen | Generate world. Look around embark screen, especially places that must have sand like beaches and deserts. Sand is never listed. |
| 0004472 | 6 | Dwarf Mode -- Interface, Embark | tweak | | 2014-10-04 | On the embark 'local' screen, the 'selected for embark' tiles are using the wrong image | save: http://dffd.wimbli.com/file.php?id=4157 |
| 0002837 | 13 | Dwarf Mode -- Interface, Designations | minor | | 2014-10-04 | Can't designate bottom or right side with mouse when zoomed out | Zoom out and attempt to designate something on the lower right side of the screen with mouse. |
| 0006667 | 4 | Dwarf Mode -- Interface, Farm Plots | minor | | 2014-10-04 | Both indoor and outdoor plants appearing in planting list | Haven't tried yet. |
| 0008325 | 6 | Dwarf Mode -- Jobs, Animal Handling | major | feedback (user6) | 2014-10-03 | Butchering animal inside cage slows game to a crawl | Mark caged creature to be slaughtered, wait for the dwarf to come get it. |
| 0008397 | 1 | Dwarf Mode -- Idle Behavior | major | new | 2014-10-03 | Dwarves physically frozen after civilian alet | I don't know about reproducing, but I certainly can't get it to stop. This happened after I issued a civilian alert burrow order to get them to disengage from combat with invincible undead sheep wool. Now the mechanic I desperately need to have build cage traps to remove the crazed keratinous creature is evidently locked into place. |
| 0008393 | 3 | Adventure Mode -- Travel | major | new | 2014-10-03 | Slowness while walking in the middle of nowhere | 1. Walk any direction and observe slowness.
2. Fast travel to the camp a bit to the north and enter it, observe how the lag/slowness is gone.
3. Walk out of the bandit camp and observe the lag returning. |
| 0008390 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2014-10-03 | Vamp-like behaviour | |
| 0001669 | 7 | Dwarf Mode -- Jobs, Equipment | minor | new | 2014-10-03 | Butchered Crundle scales (maybe others) cannot be tanned | - Kill and butcher Crundles, presumably other creatures that leave scales behind.
- Watch your dwarves do NOTHING with the scales. |
| 0008386 | 4 | Dwarf Mode -- Justice | minor | resolved (user1294) | 2014-10-03 | Crimes being reported into justice by Dog | Cause a dwarf to commit a crime in front of a dog? |
| 0008396 | 1 | Dwarf Mode -- Interface, Announcements | text | resolved (user1294) | 2014-10-02 | Pottery image-bearing masterpieces mis-report their subjects | Have a high-level potter, order them to make statues/crafts. |
| 0008395 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user1294) | 2014-10-02 | Thread in Bins makes lots of cancellations | Have thread in a bin
Make cloth on repeat |
| 0008388 | 1 | Dwarf Mode -- Interface, Unit View | trivial | resolved (user1294) | 2014-10-02 | Vampire has truncated Thoughts and preferences | |
| 0008385 | 2 | General | crash | new | 2014-10-01 | Crashes on start up due to Data Execution Prevention | Start up Dwarf Fortress then immediate crash. |
| 0008384 | 1 | Adventure Mode -- Sites | minor | resolved (user6) | 2014-10-01 | angelic guardians missing weapons | |
| 0007920 | 1 | Dwarf Mode -- Interface, Trade | minor | | 2014-10-01 | List of items merchants bring shrinks with zoom | |
| 0008378 | 4 | Dwarf Mode -- Immigration | major | new | 2014-10-01 | Migrant animals stuck at the edge | 1. Start a new game in ideal embark site
2. Get lots of gold
3. Make lots of crafts
4. Start making steel equipment
5. Wait for migrant wave
6. Get bugged
7. Go to mantis bug tracker |
| 0006945 | 1 | Adventure Mode -- AI | minor | | 2014-10-01 | Demon leaders are cowards | |
| 0002887 | 12 | Dwarf Mode -- Moods | minor | resolved (user6) | 2014-10-01 | Weaponsmith had strange mood, made iron battle-axe out of steel | |
| 0008231 | 2 | Dwarf Mode -- Military | major | resolved (user6) | 2014-10-01 | Armor, including metal, becomes mangled in seconds at 40 FPS (when in refuse stockpiles) | |
| 0008380 | 1 | Dwarf Mode -- Items | major | resolved (user1294) | 2014-10-01 | Metal armor wears out extremely quickly | 1. Create metal armor for military
2. Equip armor
3. Keep an eye on the wear of the armor. If the bug is present it should happen within a few months. |
| 0008381 | 1 | Dwarf Mode -- Jobs, Hauling | minor | new | 2014-10-01 | Burrow assignment ignored after un-retire | |
| 0008377 | 1 | Dwarf Mode -- Items | minor | resolved (user1294) | 2014-09-29 | Dwarves don't dump | |
| 0008376 | | Dwarf Mode -- Jobs, Hunting | minor | new | 2014-09-29 | Hunters try to hunt animals that left the map | Let a hunter hunt until it happens I guess. |
| 0008375 | | World Generation -- General | crash | new | 2014-09-29 | Setting PLAYABLE_CIVILIZATION_REQUIRED:0 sometimes results in crash during world save | Put
[PLAYABLE_CIVILIZATION_REQUIRED:0]
in your worldgen file. Generate 10 or so worlds. |
| 0008303 | 2 | Adventure Mode -- Buildings | minor | confirmed (user1294) | 2014-09-29 | Ramp stairwells don't allow access through top floor. | 1. Go up the ramps in one of the towers in the keep, until you find you don't go up (which will happen on the floor below the top).
2. Press Alt+direction to get to the top of the tower.
3. Notice how not even Alt+direction will let you back down.
4. Climb down, or jump off. |
| 0007690 | 4 | Dwarf Mode -- Jobs, Healthcare | minor | assigned (user6) | 2014-09-29 | Dwarfs with "Give Water" job won't use buckets stored in hospital | |
| 0008369 | 1 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2014-09-28 | Roast made out of 12 items instead of 4 | |
| 0008366 | 5 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user6) | 2014-09-28 | Dwarf gives water to self, bucket disappears | Haven't had a chance to try and reproduce this one yet. |
| 0008372 | | Adventure Mode -- Sites | minor | new | 2014-09-28 | [Modded] Structures in forest retreats mostly not realized | Unknown. Presumably the root cause is that the forest retreat was conquered at some point, allowing the conquerers to build their structures in the retreat. |
| 0008370 | 2 | Dwarf Mode -- Jobs, Military | minor | resolved (user1294) | 2014-09-28 | military patroling holding beds | build bedroms and send that guys to military |
| 0008371 | | Dwarf Mode -- Interface, Civilization/World Info | trivial | new | 2014-09-28 | "Enter: View agreement" and "Tab to change modes" overlap at low resolutions | |
| 0008094 | 1 | Dwarf Mode -- Interface, Stockpiles | feature | | 2014-09-28 | Default Hotkey conflict in "data/init/interface.txt" | In files as downloaded
df_40_09_win.zip
"data/init/interface.txt" |
| 0008363 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-09-28 | Spam flood of Cancel Give Water - No Empty Bucket | |
| 0008359 | 1 | Dwarf Mode -- Reclaim | minor | resolved (user6) | 2014-09-28 | Forgotten Beast appears very early in a reclaimed fort | |
| 0008357 | 3 | World Generation -- General | trivial | new | 2014-09-28 | Worldgen dwarves use body parts of creatures that CAN_LEARN / CAN_SPEAK | Create a world with dwarven civs. Create an adventurer in a fortress. Look at the contents of cabinets and the trade depot. |
| 0008368 | | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-09-28 | Military dwarves killing each other during invasion (no trantrum, no caravan) | |
| 0008365 | 1 | World Generation -- General | crash | resolved (user1294) | 2014-09-27 | Chat worthy nobles defined in a Dark Fortress Civilization crashes the game on World Gen | 1. Create a chat-worthy noble for a dark fortress entity.
2. Create a world. |
| 0004311 | 7 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | | 2014-09-27 | Dwarf cancels Collect Hive Products: Job item lost or destroyed....x1116 and still rising... | |
| 0008360 | 1 | Dwarf Mode -- Reclaim | minor | resolved (user1294) | 2014-09-27 | After unretire, administrators' requirements shown in red even though rooms assigned | http://dffd.wimbli.com/file.php?id=9797
Load game, note status of [n] screen. Retire and unretire fort, and then note state of [n] screen. Use [q] to inspect offices (near to central staircase on levels 137 and 138. |
| 0008358 | | Items | trivial | new | 2014-09-26 | Fresh food in ruined worldgen forts | Take an adventurer to a ruined fortress, or reclaim one. |
| 0008356 | 3 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2014-09-26 | Dwarfs trie to build artifacts with materials which are impossible to get | |
| 0008353 | 3 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-09-26 | Hauler stuck in tree chasing chest | |
| 0008355 | 2 | Dwarf Mode -- Interface, Building Construction | major | resolved (user6) | 2014-09-26 | Bulding a strair in big tree leaves causes the builder to lock up till he dies from thrist. | 1. Build up/down stairs into tree leaves.
2. Wait for carpenter to try to build that stairs. |
| 0008352 | 1 | Miscellaneous Crashes | crash | new | 2014-09-26 | Crash on startup from fmodex.dll (fixed by downloading new) | Run the exe with sound option in the init file set to 'YES' |
| 0004113 | 18 | Vegetation | minor | | 2014-09-25 | Large grazers (elephants and giraffes) can't eat fast enough to keep from starving | |
| 0006512 | 7 | Dwarf Mode -- Thoughts and Preferences | minor | | 2014-09-25 | Cave Adaptation broken, does not cause pain, stun, or nausea | |
| 0008346 | 2 | Dwarf Mode -- Stockpiles | minor | assigned (user6) | 2014-09-25 | Lycanthrope corpses always moved to non-corpse refuse pile | |
| 0008351 | 4 | Dwarf Mode -- Interface, Main View | crash | | 2014-09-25 | Crash when zoomed out and moving up z levels | |
| 0008341 | 5 | Dwarf Mode -- Idle Behavior | tweak | resolved (user6) | 2014-09-25 | Enabling new skill for idling dwarf could check for available jobs | 1. Have a skill related job scheduled (like building a workshop) while no dwarf has that skill enabled.
2. Then enable that skill in a dwarf.
Doing those in vice versa order seems to schedule the new job a lot faster. |
| 0008347 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user6) | 2014-09-25 | Corpses and body parts are sometimes not put on corpsepile even when designated with dump | It happened again with the second were-creature corpse, which was just not removed. A dwarf corpse was correctly removed but not the body parts/corpses of the were-creatures. |
| 0008343 | | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user6) | 2014-09-24 | If a tree grows next to a fortification, some of the cut logs will land *in* the fortification | 1) Build a fortification.
2) Wait for a tree to grow next to it.
3) Assign the tree to be chopped.
4) Hope the woodcutter stands such that the falling tree is aimed toward the fortification (building appropriately-placed walls helps with this). |
| 0008318 | 5 | Adventure Mode -- Sites | major | new | 2014-09-24 | Bandit Site - No bandits | Pursue a quest to hunt bandits, go to site, see if there are any goblins there. |
| 0008340 | | Dwarf Mode -- Jobs, Assignment of Jobs | minor | new | 2014-09-24 | Ghost Install Colony In Hive job | |
| 0008337 | 3 | Dwarf Mode -- Interface, Cages and Chains | minor | resolved (user6) | 2014-09-23 | Deassigned creature from cage on Pasture and assigning to Pasture causes creature not to be released | |
| 0005544 | 13 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2014-09-23 | Hospitalized Dwarves die of starvation / dehydration | Get a hospital running and get enough injured dwarves until it happens. |
| 0008339 | 1 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user1294) | 2014-09-23 | Bar-melting exploit no longer seems to work. | Designate bars for melting, keep track of how many. Watch as products come out (or not). |
| 0008331 | 2 | Dwarf Mode -- Combat | major | resolved (user6) | 2014-09-23 | Squad rushes to invader, stands around, then turns on dwarves and pets when kill order canceled | |
| 0008332 | 3 | Technical -- General | crash | resolved (user6) | 2014-09-23 | Game not loading, missing Index file? | |
| 0004146 | 7 | Technical -- General | crash | resolved (user6) | 2014-09-23 | Game unable to start due to "main index file missing/corrupted" | 1) Install Dwarf Fortress on a 64-bit linux system
2) copy over 32-bit variants of the libraries it needs into df_linux/lib until it no longer fails on missing libraries.
3) Attempt to launch the game. |
| 0008338 | | World Generation -- General | crash | new | 2014-09-23 | With enhanced civ members and sites map creation always crashes when finished | 1. Create a new world with advanced parameters
2. Set Civ Population Cap to 30,000
3. Set Site Cap to 3,000
4. Run world generation.
Game will crash once the last year has been processed.
The exact world-gen parameters can be downloaded here: http://bit.ly/1uh7tLY |
| 0008330 | 2 | Dwarf Mode -- Military | trivial | assigned (user6) | 2014-09-22 | Militia captain keeps his position after his squad is disbanded | 1. create a militia squad
2. assign any dwarf as it's captain
3. disband squad
4. dwarf will still be listed as militia captain on the nobles screen |
| 0007163 | 4 | Adventure Mode -- Conversation | minor | confirmed (user6) | 2014-09-22 | NPCs mention dead beasts when asked about troubles | 1. Generate a new world.
2. Ask an NPC about troubles, pick the 'beasts' option and ask for directions to the beasts lair.
3. Kill the beast, tell an NPC about the beast's death and ask about troubles.
4. After asking them about the 'beasts' a few times, they will ask you to kill the one you'd just told them you've killed. |
| 0008166 | 5 | Dwarf Mode -- Interface, Military Screen | minor | feedback (user6) | 2014-09-21 | Cannot remove Militia Commander | > Militia Commander dies
> Go into Noble Screen
> Appoint squad member to Militia Commander
> Cannot remove squad member properly. |
| 0003768 | 7 | General | crash | confirmed (user6) | 2014-09-21 | Crash at Bay 12 Games & during intro movie screen | Start Dwarf Fortress.exe |
| 0008078 | 4 | Dwarf Mode -- Embark/Setup | crash | new | 2014-09-21 | Embark on reclaimed worldgen fortress crashes after a few turns. Fortress has humans, but not noted 'inhabited' | Load save game.
Play for one game day or so. |
| 0000167 | 7 | Contaminants/Spatter | minor | confirmed (user6) | 2014-09-21 | Spatter changes color of unfinished buildings/constructions | place stone-fall traps (possibly other structures) on a variety of surfaces. |
| 0004424 | 3 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2014-09-21 | Dwarves trying to feed inaccessible/dead pets - message spam | Pen a grazing pet in a place with no grass.
Forbid all paths leading to the pet.
Let it become starving. |
| 0005774 | 3 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | resolved (user6) | 2014-09-21 | Dwarf Misses Dead Pet and Message Spams For It | |
| 0005297 | 5 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | new | 2014-09-21 | Message spam - cancels Give Food: Animal inaccessible. | |
| 0008327 | 2 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-09-21 | There's a wild troll in my dining room but definitely no walking path to the cavern. | |
| 0001443 | | Dwarf Mode -- Jobs, Military | minor | confirmed (user6) | 2014-09-20 | Former guards continue to beat criminals | Assign a dwarf as Captain of the Guard. Remove said dwarf from his position as Captain of the Guard.
He should continue to beat criminals. |
| 0008326 | | Dwarf Mode -- Justice | minor | resolved (user6) | 2014-09-20 | Dwarves moved from fortress guard to militia keep doing guard jobs | 1. create a guard squad under Captain of the Guard
2. violate a noble's demands
3. dwarves in the guard will start getting Beat Criminal jobs
4. disband the guard squad
5. create a militia squad with the ex-guard dwarves in it
6. dwarves in that squad will continue doing Beat Criminal jobs |
| 0008315 | 1 | Dwarf Mode -- Buildings, General | trivial | resolved (user6) | 2014-09-20 | Construction designations set on fluids pools are invisible. | Get a pool of some liquid, build a wall on it. |
| 0008312 | | Creatures | major | new | 2014-09-20 | Creatures with [IMMOBILE] can use attacks only when player-controlled | Create a creature with the [IMMOBILE] tag and one or more attacks and attack interactions. Place it in a combat situation. Alternatively, use sponge men. |
| 0008309 | 1 | Adventure Mode -- Character Creation | minor | new | 2014-09-20 | Knife User skill only available to outsider adventurers, goblins, and kobolds | |
| 0008323 | 3 | Adventure Mode -- Movement | minor | resolved (user6) | 2014-09-20 | Dwarves moving through walls, enemies passing through walls | No idea, however, only obvious with rooms of dwarves with water beside them (I'd get random deaths due to drowning), or pits used to trap enemies with a 1 tile wide wall around it.
Suspect it has something to do with climbing but that's just a hunch |
| 0008269 | 2 | Dwarf Mode -- Justice | minor | new | 2014-09-20 | Vampires Report Their Own Crimes | 1 Appoint sherrif/captain of the guard
2 Wait for vampire to suck someone dry
3 Check their thoughts and prefs screen to confirm vampire identity |
| 0008320 | 2 | Reactions | minor | resolved (user1294) | 2014-09-19 | Custom reactions that produce gloves/gauntlets/etc create unwearable items | 1. Mod in a custom reaction that outputs gauntlets, in reaction_other.txt. The easiest way to test this is by copying the "make sharp rock" reaction and simply change the product from 1 sharpened small rock to 2 gauntlets.
2. Test the modded-in reaction. In this example, entering Arena Mode will suffice.
3. Marvel at the craftsmanship (of crartsdawrfship, or craftcolossusship...) of your utterly useless stone gauntlets. |
| 0005014 | 3 | Movies -- Recording | minor | confirmed (user6) | 2014-09-18 | No visible text in movies recorded in TrueType mode | |
| 0005000 | 16 | Adventure Mode -- Movement | major | new | 2014-09-18 | Lag/slowness in Adv Mode town (especially near keeps?) | Uncertain. |
| 0008317 | | Dwarf Mode -- Justice | minor | new | 2014-09-18 | Dwarves will try to rest a prisoner being led to chains. | Have someone get a sentence for a gaol time and a beating. |
| 0008314 | 1 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2014-09-17 | SOIL GENERATION IN GLACIAL BIOMES | When [d]esignating [j] or [u] (carve Up Stairway/ carve Down stairway) through ICE in a glacial biome, and a dwarf reaches a tile of ice at a z-level directly above a z-level of stone, that tile will instead of being carved, be [d]ug such that there is no stairway there. It will be labeled as a floor of the appropriate stone type below. At first, designations will appear to not effect the floor (tested only with [j] carve downward stairway) then, after a few ticks, when a designation can be made onto the floor, a mining dwarf can carve a stairway- but the stairway will appear to be made of SOIL (in this case peat, I have seen clay in other cases) despite there being no soil on the map, nor in the stone later which the staircase has been carved into. |
| 0000656 | | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user6) | 2014-09-17 | Carve Stairs designations disrupted by nonexistant soil layers under glaciers | |
| 0004067 | | Items | minor | confirmed (user6) | 2014-09-17 | BARRED and SCALED armor tokens only used in Dwarf Mode crafting, never used in world gen | Add an armor to the game that can only be created from bone or shell (lacking the [METAL] and [LEATHER] tags), add it to an entity with FORCED frequency, and generate a new world. |
| 0008304 | 5 | Adventure Mode -- Environment | crash | resolved (user6) | 2014-09-17 | Nefarious Smog crashes the game if ran into in Adventure Mode | 1. Find Nefarious Smog cloud.
2. Run into it. |
| 0008310 | 1 | Dwarf Mode -- Invasions | major | resolved (user6) | 2014-09-17 | Invader Squads Freeze When Squad Leader Dies | Watch the invaders. The squad leaders jump off the Dodge-Me trap bridge into the magma, and immediately the squad halts and freezes. The second squad and leader approaches, and the exact same thing happens. Wait until Spring, and the leaderless squads will finally leave.
Even if you have non-military Dwarves enter the room with the Dodge-Me trap, the goblins remain frozen. It's like they're asleep. |
| 0007417 | 18 | Dwarf Mode -- Invasions | major | | 2014-09-17 | Siege in summer of first year | |
| 0008263 | 3 | Dwarf Mode -- Reclaim | major | resolved (user1294) | 2014-09-17 | Volcano Overflowing on Reclaim | I had created a series of forges on one z level (roughly 20+ levels below the very peak of the volcano) prior to retiring the fortress. They had been filled to a depth of 7/7 before retiring.
All I did was retire it for a brief period of time (two in-game years), and on reclaim, the vent was overflowing.
|
| 0008292 | 2 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-09-16 | Dwarves won't haul cage with magma man inside | 1: Trap a magma man in a cage
2: Try to do literally anything hauling related to it, such as dumping or hauling to a stockpile |
| 0008306 | 4 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-09-16 | "Dwarf cancels Construct Building: creature blocking site" message when there is NO creature sitting on or near the tile | The save will open on the correct level:
1) Unsuspend the suspended wall (the only suspended construction). It's being built above a channel.
2) Wait for a mason to appear.
3) Wait several ticks until it gives the "X cancels construction: creature blocking site"
4) Notice that there is NO creature that could possible explain the message. |
| 0003781 | 3 | Dwarf Mode -- Buildings, Machines | minor | | 2014-09-16 | Lever can be linked to same target more than once | |
| 0008301 | 2 | Adventure Mode -- General | minor | resolved (user6) | 2014-09-15 | Swordsman companion somehow duplicated himself after I slept | 1. Get a non-prisioner companion in a dark pits.
2. Sleep while in the site (I slept outside). |
| 0008297 | 3 | Dwarf Mode -- Pets | minor | assigned (user6) | 2014-09-15 | Tame Kobold | |
| 0008300 | 1 | Dwarf Mode -- Justice | minor | resolved (user1294) | 2014-09-15 | Ghost acts as a witness in a crime. | |
| 0008295 | 2 | Civilizations/Entities -- General | minor | assigned (user6) | 2014-09-14 | Dwarf civ looks extinct in Legends but has surviving nobles at elf sites | Have not attempted.
1) Gen a world with all dwarfs civs dead.
2) Start playing when theres a few dwarfs still alive in the world.
|
| 0008299 | 1 | Dwarf Mode -- Interface, Tasks | minor | new | 2014-09-14 | Manager screen allows selection of secret HFS metals | 1) build a forge (or siege workshop)
2) order production either directly or through manager |
| 0007098 | 5 | Dwarf Mode -- Thoughts and Preferences | minor | | 2014-09-14 | Dwarves can have a preference for random/divine metal | |
| 0008298 | 1 | Dwarf Mode -- Combat | major | resolved (user6) | 2014-09-14 | Combat Bug - Camel Hair is Indestructible | (1) Embark to a reanimating biome
(2) Butcher any sheep / yak / bull / anything with hair
(3) Wait for hair to reanimate, and kill it
(4) Repeat until the head hair becomes indestructible |
| 0007937 | 8 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2014-09-14 | Constructed walls/fortifications require only 1 build material regardless of dimensions | b-C-w
Resize wall to any dimensions.
Find a spot for it, press Enter.
On the build material selection screen, it will not say "(X needed)" the way it does for up-stairs, or the way it did for walls in all previous versions. |
| 0007739 | 17 | Dwarf Mode -- Invasions | major | | 2014-09-14 | Hostile sites appear to be lost from contact, resulting in lack of fort invasions | |
| 0006913 | 5 | Dwarf Mode -- Reclaim | major | | 2014-09-14 | Un-retiring leads to dwarves being prisoners of the hidden parts of the map. | 1 - Reclaim a fort lost during worldgen
2 - Retire the aforesaid fort
3 - Un-retire the aforementioned fort
4 - Look for your dwarves
|
| 0006874 | 18 | Dwarf Mode -- Nobles | minor | | 2014-09-14 | SITE members automatically promoted to entity leader (MONARCH/king/queen) | |
| 0000791 | 18 | Dwarf Mode -- Jobs, Hauling | minor | | 2014-09-14 | Even with hauling labors off, dwarves continue to haul to trade depot and harvest food | Disable all labors, watch dwarf work. |
| 0000647 | 12 | Dwarf Mode -- Rooms | minor | | 2014-09-14 | Uninjured dwarves sleep in hospital instead of dormitory, and other bedroom/sleeping issues | 1. Build a set of beds and declare them as dormitories.
2. Build a hospital zone, build beds in said zone.
3. Watch as healthy dwarves sleep in both. |
| 0000434 | 28 | Dwarf Mode -- Jobs, Items | tweak | | 2014-09-14 | Reaction jobs (unlike other jobs) don't look outside burrow for workers and raw materials (works through manager) | 1) dig to the bottom of the world
2) secure an area above magma
3) build magma smelters
4) have available coke, iron bars, and flux stone
5) be unable to make pig iron
6) qq |
| 0008296 | 1 | Technical -- Input/Keybinding/Macros | minor | resolved (user1294) | 2014-09-14 | "Center on unit" in units list cancels current job | - build a lever
- [q]uery the lever --> [P]ull the Lever
- wait for the "Pull the Lever" job to become active
- go to units list, [c]enter on unit --> job gets cancelled |
| 0008294 | 1 | Dwarf Mode -- Military | major | resolved (user1294) | 2014-09-14 | Military attacks dwarf as soon as he opens cage to dump prisoner to a Pasture/dump zone | |
| 0008273 | 7 | Miscellaneous Crashes | crash | resolved (user6) | 2014-09-13 | Will not load | tried reloading several times |
| 0008278 | 3 | Technical -- General | crash | | 2014-09-13 | This save file crashes. | Load game. Unpause. |
| 0008285 | | Adventure Mode -- AI | minor | new | 2014-09-13 | Observing death doesn't alert AI that the player is nearby | |
| 0002222 | 6 | Dwarf Mode -- Jobs, Cleaning | minor | | 2014-09-13 | Dwarf tries to clean missing body part | |
| 0008105 | 4 | Contaminants/Spatter | minor | | 2014-09-13 | Dwarves unable to clean "pool of water" left by a Forgotten Beast | Kill a Forgotten Beast made of water. |
| 0008264 | 13 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user6) | 2014-09-13 | Food & drinks disappearing from "z"-menu, dwarves are starving | |
| 0008291 | 1 | Dwarf Mode -- Stockpiles | minor | resolved (user1294) | 2014-09-13 | Thread made from hair isnt stocked or made into cloth. | Spin thread from hair. |
| 0002506 | 5 | Dwarf Mode -- Jobs, Cleaning | minor | | 2014-09-13 | Dwarves attempting to clean water puddles out of dug-out frozen river | Cleaning itself seems intermittent, but the following are preconditions:
1) On a temperate map with a river in which the river has frozen over, channel out a number of tiles. (In my case, I did a 3 x 3 or 3 x 4 area.)
2) Have a dwarf or dwarves with no high-priority tasks on his/their menu. (This one only had Item Hauling enabled other than Gemsetting, and the shop was idle.)
3) Wait for one to acquire the Clean job and head over to the "Water" sitting at the bottom of the river. (I'm not sure if my map is just on the edge with temperatures or something, but it stays visible as "Water", instead of freezing.
|
| 0002626 | | Dwarf Mode -- Items | minor | | 2014-09-13 | Refuse placed Above Ground but Inside randomly disappears | Build a floor on a Z level above refuse to mark the tile with refuse on as inside
Wait for it to disappear |
| 0001140 | 10 | Dwarf Mode -- Jobs, Cleaning | minor | | 2014-09-13 | "Clean" job uses underground/aboveground instead of inside/outside to determine what gets cleaned | Build a room aboveground of constructed walls with a constructed roof and slaughter something in there or otherwise create blood. Regardless of how many dwarves are idle and willing to clean other parts of the fortress, the blood in that structure will not be touched. |
| 0007718 | | Dwarf Mode -- Jobs, Burial | minor | | 2014-09-13 | Placing corpses in coffins requires Item Hauling instead of Burial labor | |
| 0008025 | 7 | General | minor | | 2014-09-13 | Dwarf stuck in permanent unconsciousness/ sleep | No idea, cause a cave in close to a dwarf?
|
| 0008281 | 7 | Dwarf Mode -- Immigration | minor | new | 2014-09-12 | Generated Immigrants Know Starting 7 | |
| 0008287 | | Dwarf Mode -- Jobs, Burial | minor | resolved (user6) | 2014-09-12 | Placing bodies in tombs uses Item Hauling instead of Burial | 1. Acquire corpses (shouldn't take too long)
2. Disable item hauling on all dwarves
3. Place coffins and make them available for use
4. ???
5. Miasma everywhere |
| 0003548 | 2 | Adventure Mode -- Display | minor | | 2014-09-12 | "look" text covered up by compass menu in fullscreen mode. | Look at anything in adventure mode with "l" while in fullscreen mode. |
| 0008286 | 1 | Technical -- Rendering | major | resolved (user6) | 2014-09-12 | Game is shrunk to 1/4 of window | 1. Change the init file to prompt for full screen mode
2. Open df
3. Select full screen mode
4. Force quit DF
5. Change the init file to windowed mode
6. Open df |
| 0008283 | 5 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2014-09-12 | When eating raw fruit, dwarves choose grapes almost exclusively | buy several types of fruit from a caravan
monitor fruit seed supply |
| 0004367 | 10 | Vegetation | minor | | 2014-09-12 | Animals all try to graze from pasture's top left corner, starvation ensues | 1.) Build a large pasture and populate it
2.) Wait for them to graze only half of it and die
3.) Add new animals, they ignore the grass and die |
| 0008162 | 4 | Adventure Mode -- Sites | crash | new | 2014-09-12 | Reproducible crash in specific forest retreat | Download and load the save at http://dffd.wimbli.com/file.php?id=9519 .
Enter fast travel and go northwest to saguaro-filled Sinkfield. Exit fast travel within the retreat. If the game hasn't crashed or froze yet, walk toward the inhabited trees and the river that begins/ends inside the retreat. |
| 0004446 | | Creatures | minor | | 2014-09-12 | Grazing hungry animals eat slower - snowballs starvation | Start a fortress with a Yak or two. Wait for the Yak to get hungry before assigning it to a pasture. The Yak will constantly eat, but too slowly to survive, thus ultimately dying. |
| 0004354 | 2 | Creatures | tweak | | 2014-09-12 | Giant critters size changed, Grazer not changed | |
| 0007585 | 7 | Dwarf Mode -- Environment | minor | | 2014-09-12 | Trees channel light underground | Mine out an area one z-level below ground. Wait for a tree to grow above, or simply mine out the roots of existing trees. Press K and check the tile. It'll say it's light. This permits growing aboveground crops underground. |
| 0007258 | 2 | Dwarf Mode -- Environment | trivial | | 2014-09-12 | Outside areas marked as "Inside" | 1. Dwarf Mode
2. mine out the roots of a tree
3. check space where trunk of tree was with "k" |
| 0007068 | 2 | Vegetation | minor | | 2014-09-12 | Tile dug under tree trunk growing on rock is considered inside/light/aboveground | 1. Find a tree growing on rock (such as mudstone)
2. Dig under the tree trunk
3. Press k and observe tile under tree trunk
Actual: Tile is inside/light/aboveground
Expected: Tile is inside/dark/subterranean |
| 0000733 | 8 | Pathfinding | major | | 2014-09-12 | A digging dwarf who is assigned to a burrow mid task becomes stuck | 1. remove the mining labor from all but one dwarf
2. Designate an area for digging
3. wait for a tile to blink yellow indicating that the task is assigned
4. pause and create a small burrow
5. assign this dwarf to that burrow
5a. Alternatively declare an alert state assigning all dwarves to a burrow.
|
| 0005969 | 5 | Dwarf Mode -- Interface, Depot Access | major | resolved (user6) | 2014-09-12 | Non-wagon merchants still arrive after "Their wagons have bypassed your inaccessible site" | -Choose a site that is inaccessible by Wagons (Extreme Mountains work best, at least in my tries)
-I haven't proven this yet, but so far it seems that Brooks and their functions as "walkable rivers" seem to affect this also.
-Wait around for the first dwarven caravan to come. You will get this. |
| 0008175 | 4 | Dwarf Mode -- Items | minor | resolved (user6) | 2014-09-12 | Logs not avalible for any job, when collapsed through the suface. | |
| 0008219 | 1 | Miscellaneous Crashes | crash | resolved (user6) | 2014-09-12 | Game Crashes when I unpause after backing up saves | |
| 0008279 | 5 | Cave-ins | minor | resolved (user6) | 2014-09-12 | dwarfs "flying" | do a cave in, cut a tree in the oposite side, dwarves will gather wood "flying" over the big hole |
| 0001295 | 6 | Dwarf Mode -- Jobs, Designations | minor | confirmed (user6) | 2014-09-12 | Channelling ledges can leave floating downward slopes | |
| 0001750 | 7 | Contaminants/Spatter | minor | confirmed (user6) | 2014-09-12 | Rain falling on bridges does not clean off blood. | Build bridge outside, cover it with blood and wait for some rain. |
| 0008282 | 1 | Contaminants/Spatter | minor | resolved (user1294) | 2014-09-12 | Bridges protect contaminants from rain, but don't protect creatures from contaminants | build a non-red bridge in a meeting zone outside
play until your bridge turns solid red |
| 0008284 | 1 | Dwarf Mode -- Items | minor | resolved (user1294) | 2014-09-12 | Engraved slabs list werebeasts killed in fort as "went missing". | - kill an invading werebeast
- engrave a slab to it |
| 0008280 | 1 | Dwarf Mode -- Interface, General | feature | resolved (user1294) | 2014-09-12 | Suggestion: view description field of mineral & tree & plant | |
| 0008190 | 4 | Dwarf Mode -- Environment | crash | new | 2014-09-11 | Embark Location has 2000+ Z Levels. Crashes on initial unpause | Download save from http://dffd.wimbli.com/file.php?id=9562, unrar in DF save folder, continue game and unpause. |
| 0002715 | 3 | World Generation -- General | crash | new | 2014-09-11 | Crash during huge, lengthy world gen (out-of-memory) | 1. Launch Dwarf Fortress.
2. Design New World With Parameters
3. Press Esc to acknowledge the alpha status.
4. Make a copy of the LARGE ISLAND paramset (257x257), and edit this copy to include an End Year of 10000.
5. Press Enter to begin world generation.
6. ...
7. PROF- wait... CRASH! |
| 0000182 | 17 | Dwarf Mode -- Military | minor | | 2014-09-11 | Dead dwarves remain in their squads | Removed deceased and living members from squad and sent into combat, still occurs. Created new squad, still occurs. Saved and reloaded, restarded computer, reattempted previous, still occurs. |
| 0000008 | 82 | Dwarf Mode -- Jobs, General | minor | | 2014-09-11 | Dwarves voluntarily work until hungry/thirsty/starving/dehydrated, get bad thoughts, can even die (and make low-quality stuff) | Happened with every fort I have. No need to reproduce |
| 0008277 | | Adventure Mode -- Combat | minor | resolved (user6) | 2014-09-11 | Tearing nervous tissue does nothing | Hit someone in the neck or head with a weapon like a mace and damage the upper nervous tissue |
| 0006705 | 5 | Adventure Mode -- General | minor | | 2014-09-11 | Traveling NPCs agree to join you, but don't stop their route | To test, I did this with every npc I found that was traveling, and to everyone the result was the same. |
| 0001294 | 6 | Dwarf Mode -- Interface, Workshop Profiles | minor | | 2014-09-11 | Workshop profile min/max skill level setting is off by one (from rust?) | |
| 0001780 | 5 | Dwarf Mode -- Jobs, Smelting | minor | | 2014-09-11 | Workshop profile skill settings don't work | Raise the skill level in magma forge higher than what you got in a dwarf in both blacksmithing and metal crafting, even if you have legendary dwarves in one of each it wont work unless you lower it to dabbling!
At: Magma Forge.
With: Electrum crafts. |
| 0008176 | 1 | Dwarf Mode -- Pets | minor | | 2014-09-11 | Animals get attached to clothes they're wearing | Now here comes tricky part. I had two army mens killed during goblin siege. Tantrum spiral begins and I decided to retire fortress and go back. I did it twice and then decided to wait until all fun settles. So, here we are. |
| 0007601 | 4 | Dwarf Mode -- Reclaim | minor | | 2014-09-11 | Animals wearing clothes in reclaimed fortress | 1. Embark a fortress.
2. Retire the fortress.
3. Create an adventurer.
4. Go to the fortress in Adventure Mode.
5. Retire.
6. Unretire the fortress.
7. Unpause. |
| 0004450 | | Adventure Mode -- Retirement | minor | | 2014-09-11 | Goblin mounts encountered in Adv Mode are wearing clothing and trinkets made from their kills | Let your fortress fall to goblins and their beasts. Visit the fortress with a adventurer. Look at the beasts inventory. They will be using clothing and trinkets made from their kills. |
| 0008275 | 2 | Miscellaneous Crashes | crash | feedback (user6) | 2014-09-11 | Custom civilized creature causes worldgen crash to desktop when converted by night troll, | Put brackets back around SPOUSE_CONVERSION_TARGET and run worldgen with an entity using the creature until a night troll tries to convert one. |
| 0008274 | 2 | Creatures | minor | resolved (user1294) | 2014-09-11 | Young animals are much larger than they should be | Let some eggs hatch, look at the size of the hatchlings. Look at sizes of newborn mammals. |
| 0007588 | 6 | Dwarf Mode -- Skills and Professions | tweak | | 2014-09-11 | Social skill gains by attending parties is off the charts | Probably have a bunch of partymaking dwarfs let do exactly that and see what happens |
| 0008272 | | Dwarf Mode -- Jobs, General | minor | | 2014-09-11 | Butchering "nearby" check ignores Z-level | Kill a butcherable animal on the surface, then build a butcher's workshop deep underground beneath it and more than 20 tiles to either side. Observe that the corpse gets selected for butchering once the workshop is moved close enough laterally, but it doesn't care if the workshop is 100 Z-level beneath it. |
| 0005859 | 4 | Miscellaneous Crashes | crash | new | 2014-09-11 | Crashes when save is loaded and unpaused for about 10 seconds | 1. Load save
2. Unpause
3. Wait 10s to crash |
| 0007456 | 3 | Dwarf Mode -- Idle Behavior | crash | resolved (user1294) | 2014-09-11 | Crash shortly after unpausing | |
| 0008271 | 1 | Cave-ins | crash | feedback (user6) | 2014-09-11 | crash after felling a tree and examining the dwarf that tried to catch it | |
| 0008270 | 1 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2014-09-10 | Lye Detection Fail | Make ash. Make Lye. Try to make Potash from Lye. Watch it fail. |
| 0003905 | 1 | Dwarf Mode -- Environment | minor | confirmed (user6) | 2014-09-10 | Ice's Effect on Subterranean/Above Ground Irregular | 1. Dig a pit.
2. Let ice flow in to cap off the pit.
3. Dig the pit deeper.
The areas of the pit that were dug before the ice lid was formed will be Above Ground, while the areas that were dug after will be Subterranean - even if they have above ground "open space" above them. |
| 0008189 | 7 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-09-10 | Water Freezes and creates "Above Ground" Tiles Deep Below Ground | |
| 0008268 | | Dwarf Mode -- Diplomacy | major | resolved (user6) | 2014-09-10 | After becoming king in first season, all other noble positions disappear. | |
| 0007958 | 3 | Adventure Mode -- Travel | minor | feedback (user6) | 2014-09-10 | Campfires cannot be made on smooth floors | |
| 0003725 | 9 | Sites | minor | confirmed (user6) | 2014-09-10 | Walls of human castles/fortresses made from implausible stones (e.g. native gold/platinum) | |
| 0001534 | 16 | Adventure Mode -- Movement | minor | new | 2014-09-10 | Broken/mangled limbs/joints can still be used for walking, attacking, flying | |
| 0008266 | 2 | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-09-09 | Sparring doors warp through wall | |
| 0006680 | 1 | Adventure Mode -- AI | minor | | 2014-09-09 | Companions crouch in fear after conflict is over. | 1. Get companion.
2. Go to bandit camp.
3. Kill bandits there. |
| 0007852 | 2 | Dwarf Mode -- Diplomacy | minor | | 2014-09-09 | Dipscripts loaded in inconsistent order between platforms, results in meeting glitches | |
| 0008262 | 2 | Adventure Mode -- AI | minor | new | 2014-09-09 | Your leaders are always running away from you | |
| 0008249 | 5 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-09-08 | Wagon death | |
| 0004899 | 4 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2014-09-08 | Building with metal bars uses "any Metalsmithing", but only trains Blacksmithing | 1. Disable Blacksmithing on all Dwarves.
2. Enable Weaponsmithing, Armorsmithing, etc. on some dwarf with no experience in the Metalsmithing skill/Blacksmithing labor.
3. Construct Trade Depot with metal bars.
4. Check to see if the dwarf who built it has raised is now a Dabbling Metalsmith. |
| 0007764 | 6 | Adventure Mode -- Town | minor | | 2014-09-08 | After town insurrection, all shops become taverns | 1. Find a town.
2. Hope there is an insurrection going on. Give the insurrection an assist if you have to by killing the leaders in the keep. I didn't know there was an insurrection going on until after it happened.
3. Hope the insurrection goes through.
4. The change may be instant or maybe you have to sleep, I'm not sure whether it's neccesary to sleep. |
| 0001256 | 3 | Dwarf Mode -- Environment | minor | new | 2014-09-08 | Brook issues | |
| 0008260 | 1 | General | feature | resolved (user6) | 2014-09-08 | Can a native full-screen mac experience be implemented on Dwarf Fortress? | |
| 0008259 | | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user6) | 2014-09-08 | Creek surface changes to dirt when you construct / deconstruct on top of it. | 1. Find creek.
2. Build floor tiles across creek.
3. Deconstruct floor tiles. |
| 0008201 | 1 | Dwarf Mode -- Invasions | minor | new | 2014-09-07 | Kobold ambushes without anything stolen | |
| 0008258 | 1 | Adventure Mode -- AI | major | resolved (user1294) | 2014-09-07 | Companions recruited on journey's in the wilderness trying to continue journey. | 1. Find NPC willing to join PC in wilderness while enroute on a journey to a place.
2. Recruit said NPC. |
| 0005933 | 5 | Dwarf Mode -- Transport/Hauling | major | feedback (user6) | 2014-09-07 | "Set dir..." error for a properly set-up minecart route leads to crashing carts? | N/A |
| 0008256 | 2 | Dwarf Mode -- Flows | minor | resolved (user6) | 2014-09-07 | Unable to fill a deep shaft with water, because water disappears. | |
| 0000402 | | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2014-09-07 | Prisoners cancel their jobs incorrectly when chained, removing them from workshop | Have a dwarf with worksop orders.
Said dwarf needs to be sentenced to imprisonement. |
| 0000727 | 3 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2014-09-07 | Construction gets suspended when the assigned dwarf gives birth | |
| 0000140 | 4 | Dwarf Mode -- Jobs, Designations | minor | | 2014-09-07 | Miner cancels mine, and the designation. | Isolate a miner and try to mine some place he can’t get to. |
| 0002816 | 8 | Dwarf Mode -- Jobs, Healthcare | major | | 2014-09-07 | Dwarves on operating table count as out of bed, trigger recover wounded job | Get an injured dwarf, have idlers with recover wounded on |
| 0008240 | 10 | Dwarf Mode -- Thoughts and Preferences | minor | feedback (user6) | 2014-09-07 | Injured dwarf remains "overcome by terror" through months of hospital care | |
| 0008255 | 2 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | resolved (user6) | 2014-09-07 | Engraved slabs mention no deatch cause. The slain creatures always 'went missing'. | Kill an enemy. Engrave slab. View description. |
| 0008247 | 3 | TrueType | minor | resolved (user6) | 2014-09-07 | TrueType on OSX only works for 2D print modes | Open the game, press F12 |
| 0008254 | 2 | Artistic Images (engravings etc) | minor | resolved (user6) | 2014-09-07 | Inconsistency in mutilation image description | |
| 0008038 | | Dwarf Mode -- Invasions | minor | resolved (user6) | 2014-09-06 | When Goblin group leader is caged in trap, followers stop there too. | Corner cage trap along heavily used path.
Catch siege team leader in trap.
Watch as his group stands within three spaces of the trap like they are chained to it. |
| 0002684 | 7 | Dwarf Mode -- Jobs, Healthcare | major | | 2014-09-06 | Wounded dwarf outside hospital will not rest properly, and therefore not recieve aid. Followed by death. | 1. Have an active hospital that lacks beds.
2. Have another empty bed in your fortress.
3. Get an Elephant to start rampaging through your fortress.
4. Someone recieves an injury by said Elephant.
5. Wait for a while. |
| 0005628 | 4 | Dwarf Mode -- Jobs, Healthcare | minor | | 2014-09-06 | Dwarved won't care for a severely wounded dwarf for a long time | Load the savegame and try to do anything to save the wounded dwarf as soon as possible. |
| 0003901 | 2 | Dwarf Mode -- Jobs, Healthcare | major | | 2014-09-06 | Wounded criminals not recovered | Critically wound a dwarf (from which he cannot recover on his own) while he's committing a crime. |
| 0002905 | 4 | Dwarf Mode -- Justice | minor | | 2014-09-06 | Dwarves that recieve beatings do not heal | Justice enabled dwarf, No Cages or Chains defined for justice, possibly have to have novice or higher in wrestling / fighting and a lawbreaker dwarf. |
| 0008252 | 1 | Technical -- General | major | new | 2014-09-06 | massive FPS drop while fortress is invaded by a necromancer | load the save, observe FPS. |
| 0008248 | | Adventure Mode -- Sites | minor | new | 2014-09-05 | 4 nobles in a mead hall, one of them can't be explained | http://dffd.wimbli.com/file.php?id=9619 |
| 0007775 | 5 | Dwarf Mode -- Military | minor | | 2014-09-05 | Military dwarves randomly get stuck on 'Eat/Drink', won't path to stockpile | This seems to happen at random intervals to military dwarves in training. No known trigger.
I've seen this on multiple forts, so possibly related to my training layout.
ADSD
armor rack
Door
Space
Door |
| 0007574 | 13 | Dwarf Mode -- Jobs, Childcare | feature | | 2014-09-05 | Children assigned to burrows become accident prone | Assign a child to a burrow |
| 0008245 | 3 | Adventure Mode -- Combat | major | assigned (user6) | 2014-09-05 | Crash when blocking attack by an opponent who's about to die | Chop arms off a troll. (In each case I chopped at least one leg or foot off too, if that matters) Wait for it to be "attacking you". Choose the third option to block. |
| 0001483 | 3 | Dwarf Mode -- Interface, Designations | minor | | 2014-09-05 | Children leave burrow seeking mother | Make burrow
assign children
watch children wander out to get kidnapped anyway |
| 0007295 | 3 | Civilizations/Entities -- Populations | minor | confirmed (user11) | 2014-09-05 | Site has many barons/baronesses | Unknown |
| 0008246 | 1 | Dwarf Mode -- Diplomacy | minor | new | 2014-09-05 | Male humans become "lady" of their civilization -> should be "lord"? | Fort mode: have a diplomat arrive to announce the elevation of a male human.
Unknown if the new male leader specifically needs to replace his mother. |
| 0008244 | | Dwarf Mode -- Interface, Announcements | trivial | new | 2014-09-05 | Masterwork pottery statues and figurines have incorrect announcements | |
| 0008242 | | Dwarf Mode -- Jobs, Machines | minor | new | 2014-09-05 | Interrupted buildings will scatter components to un-reachable tiles. | Build a Screw pump in an enclosed space such as a pump stack configuration
##~### # = wall
#_~_~# _ = channel
###### ~ = floor
have it interrupted by cancellation of the screw pump below and watch Dwarven craps ensue. |
| 0002163 | 6 | Dwarf Mode -- Buildings, General | minor | confirmed (user6) | 2014-09-05 | Objects dropped from above (such as stones from removed constructions) get stuck in fortifications | Build a Construction directly above a Fortification.
Destroy the Construction.
Your building material will be stuck inside the Fortification. |
| 0007360 | 3 | Dwarf Mode -- Combat | major | | 2014-09-05 | Combat horror and cowardice too common | |
| 0008241 | | Dwarf Mode -- Interface, Workshop Profiles | minor | resolved (user6) | 2014-09-04 | using the * ( shift + 8 ) | see above |
| 0008235 | | Adventure Mode -- General | tweak | resolved (user6) | 2014-09-04 | Horseshoe crab counts as notable kill | Kill a horseshoe crab. |
| 0008238 | | Cave-ins | minor | new | 2014-09-04 | Odd infinitely reproducible collapse in a hillock | Press . to see the collapse, to reproduce, go to fast travel, move one square any direction and then move back to that hillock building icon, exit fast travel. Infinitiely repeatable. |
| 0008236 | | Adventure Mode -- AI | minor | new | 2014-09-04 | Able to recruit robber as companion while being robbed, leading to weirdness | |
| 0008214 | 4 | Dwarf Mode -- Idle Behavior | minor | | 2014-09-04 | Children injured due to 0007574 don't get taken to the hospital | 1) Have children (more is better).
2) Assign them to a burrow (not sure if it has to include the hospital zone, mine does).
3) Wait for them to injure themselves.
4) Watch adults not care. |
| 0008232 | 1 | Adventure Mode -- General | minor | new | 2014-09-04 | Adv mode lag near river with unknown cause. | Walk around near a river.
http://dffd.wimbli.com/file.php?id=9607 Just walk around. It does lighten up a bit. |
| 0001835 | 4 | Arena | minor | confirmed (user6) | 2014-09-04 | Arena cave-ins make clouds of "Rock" dust | In Arena mode, enter [k] mode, hover at least 1 Z-level above a block floor, press [w] followed by [l] to create a wall, then unpause.
If done over a sufficiently large area (for example, destroying a large stretch of the bridge extending over the upper-right corner area), serious lag results as dozens of material clouds constantly mix together. |
| 0001514 | 2 | Adventure Mode -- Movement | minor | | 2014-09-04 | Bridges over ramps unwalkable (except with "alt") in adventurer mode | Dig a channel. Remove all the ramps except those at one end of the channel. Build a bridge over the channel. Return in adventurer mode. |
| 0007911 | 2 | Adventure Mode -- Eating/Drinking | minor | | 2014-09-04 | [EDIBLE_RAW] seeds cannot be eaten in adventure mode | Mod plump helmet spawn to be edible raw.
Gen a new world.
Start a dwarven adventurer in a hillocks.
Find a bag with plump helmets in.
Eat a plump helmet.
Pick up the plump helmet spawn.
Attempt to eat the plump helmet spawn.
Find yourself licking it instead. |
| 0008062 | 1 | Adventure Mode -- Trade | minor | | 2014-09-04 | Attempting to trade valueless item in exchange for a valuable item results in demand to surrender item | 1) Obtain bones or any other valueless product.
2) Locate a merchant and Trade without first picking up any desired items.
3) Attempt to exchange bones (or valueless product) for an item.
4) Trade screen will cancel and adventurer will demand that the merchant drop the specified item. |
| 0007904 | 2 | Adventure Mode -- Movement | minor | | 2014-09-04 | Cannot traverse ramps across tree roots | |
| 0007374 | | Dwarf Mode -- Trade | minor | | 2014-09-04 | Elf-imported wooden chests don't qualify as elven | Trade with elves, buy some wooden goods from them, trade those wooden goods back to them. Observe the difference between chests and other items. |
| 0001871 | 3 | Dwarf Mode -- Reclaim | minor | confirmed (user6) | 2014-09-04 | Removing a construction after reclaim doesn't reveal hidden areas | |
| 0008230 | 2 | Dwarf Mode -- Pets | minor | resolved (user6) | 2014-09-04 | Animals breeding in Cages | Set up cage traps, leave the cages where they are when the animal is caught, I have not tested if they are moved. |
| 0006556 | 7 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2014-09-04 | Dwarf attempting to path to unknown (likely belowground) webs. | Unknown. |
| 0008065 | 6 | Animal Populations | minor | confirmed (user6) | 2014-09-04 | Magma crabs reproduce rapidly, spawn too much, don't leave map, reduce FPS | 1. Start a fort
2. Wait a few years
3. Countless magma crabs |
| 0008150 | 1 | Dwarf Mode -- Moods | minor | resolved (user6) | 2014-09-04 | Strange Mood for Leatherworking produces Legendary Tanner | Strange mood in leather workshop |
| 0008227 | | Dwarf Mode -- Interface, Workshop Profiles | minor | resolved (user6) | 2014-09-04 | Workshop ignores max skill setting | |
| 0008228 | | Adventure Mode -- Retirement | crash | new | 2014-09-04 | Player fort crashes on visit, Nemesis fatal error | Take this save, retire or abandon. Visit or start there and it crashes.
http://dffd.wimbli.com/file.php?id=9604 |
| 0008202 | | Civilizations/Entities -- General | minor | new | 2014-09-03 | War battle/takeover chances use civ proximity instead of site proximity? | Embark from the dwarf civ that is far from the goblin civ, inside the territory of the goblin civ and watch your civ slowly conquered in the far-away land. |
| 0008200 | 4 | Dwarf Mode -- Diplomacy | feature | assigned (user6) | 2014-09-03 | Elves allow pre-DF14 amount of trees to be cut down. | |
| 0001178 | 6 | Legends Mode -- Historical Figures | minor | feedback (user6) | 2014-09-03 | Immigrant Children's Birthdates Differ in Legends vs in Fortress Mode | |
| 0008221 | 1 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2014-09-03 | Arrived in 123, born in 124 | |
| 0008007 | 3 | Pathfinding | major | resolved (user6) | 2014-09-03 | Phantom Collapse/4th Dimension Dwarfs | Unknown. Current fort is extremely above ground oriented; heavily forested area with steep cliffs over a river fork; many wooden constructions.
|
| 0008132 | 2 | Dwarf Mode -- Pets | minor | resolved (user6) | 2014-09-03 | War Animals Not Reproducing | |
| 0000490 | 9 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | confirmed (user6) | 2014-09-03 | Forbidding/unforbidding bucket results in "cancels Fill Pond: Job item lost or destroyed." spam | |
| 0008197 | | Dwarf Mode -- Items | minor | new | 2014-09-03 | Item adjectives (short, long, large) not referenced when ordering them manufactured | 1. Add the required weapon/armor tokens for large daggers, short skirts, and long skirts to the dwarven entity in entity_default.txt.
2. Start up a fortress mode game, and order the construction of the relevant items through the management screen.
3. Alternatively, build the required workshops and queue up the aforementioned tasks through the workshop's menu. |
| 0008193 | | Dwarf Mode -- Immigration | minor | resolved (user6) | 2014-09-03 | Migrant child with negative age | |
| 0008199 | | Combat -- General | minor | new | 2014-09-03 | Dwarves don't gain skill from missed/blocked/parried attacks | Any combat anywhere, presumably |
| 0005598 | 4 | Adventure Mode -- Town | minor | | 2014-09-02 | Town shops/cabinets contain human-sized clothes regardless of size of actual residents | The simplest way would be to simply alter the size of humans, gen a new world, and look through some dressers.
I also have a save, if that is faster for you (link also has screen caps): http://dffd.wimbli.com/file.php?id=5833 |
| 0008213 | 5 | Dwarf Mode -- Pets | minor | | 2014-09-02 | Restrained animals repeatedly try to path to meeting areas, then forced prone | |
| 0002478 | | Dwarf Mode -- Interface, Military Screen | minor | | 2014-09-02 | Military screen has same text for rusty skills and absent skills | |
| 0002764 | 7 | Dwarf Mode -- Jobs, Healthcare | minor | | 2014-09-02 | All medical skills besides diagnostician aren't "relevant skills" when appointing a chief medical dwarf in nobles screen | Have a dwarf with some skill in surgery.
Go to assign the chief medical dwarf.
Scroll to their name. |
| 0000890 | 2 | Adventure Mode -- Movement | minor | | 2014-09-02 | Directly controlled flying creatures are forced to use ramps | Take direct ("adventure mode") control of a flying creature, fly into the air near a ramp (so that you are on the same level as the down-ramp tile), and move onto the down-ramp tile.
Secondary: Move onto an up-ramp tile and use "<" to attempt to fly into the air. |
| 0008224 | 1 | World Generation -- Constructions | minor | new | 2014-09-02 | Occupied house missing one side wall due to adjecant ruin/abandoned building | Probably a really rare glitch. I just happened to pass by it. |
| 0001666 | 1 | Arena | trivial | | 2014-09-02 | Adamantine clothes not available in testing arena | |
| 0008158 | 4 | Dwarf Mode -- Interface, Kitchen | minor | | 2014-09-02 | butchered cave croc hatchlings listed as seperate entries in kitchen screen | |
| 0008222 | 4 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2014-09-02 | Jobs getting cancelled with enough items | |
| 0006691 | 19 | World Generation -- Constructions | minor | | 2014-09-02 | Excessive number of necromancer towers. | 1) Generate a world with a reasonable amount of history
2) Scour the world for necromancer towers |
| 0008205 | 2 | Dwarf Mode -- Military | minor | | 2014-09-02 | Ranged weapons still shoot more rapidly than before | Load save
Look at the brewer in the archery range. He's firing bolts rapidly |
| 0007451 | 5 | Dwarf Mode -- Reclaim | crash | | 2014-09-02 | Crash/freeze when reclaiming fort and unretiring adventurer | Load save
Start game: adventure mode
try to unretire Edzul Ekurled from Sebirastis
or
Start game: fortress mode
try to reclaim Ushilkalur Nekukmondûl |
| 0006889 | 7 | Adventure Mode -- AI | major | confirmed (user6) | 2014-09-02 | Animal men talk about fighting you instead of fighting you | 1. Find some animal people
2. Attack. Alternatively, just stand in the middle of them. |
| 0008211 | 3 | Dwarf Mode -- Transport/Hauling | minor | new | 2014-09-01 | Minecart retains momentum while being hauled | |
| 0008218 | 1 | World Generation -- General | minor | resolved (user6) | 2014-09-01 | Excessive necromancer tower generation | |
| 0002704 | 1 | Adventure Mode -- Combat | text | confirmed (user6) | 2014-09-01 | Combat messages report dropped items before reporting severed limbs | Attack a humanoid with a sword in adventure mode |
| 0001214 | 3 | Dwarf Mode -- Combat | tweak | resolved (user6) | 2014-09-01 | empty silk bag breaks bones | |
| 0008210 | 1 | Adventure Mode -- Movement | crash | resolved (user6) | 2014-09-01 | A random crash while moving | No idea, sorry |
| 0008188 | 4 | Dwarf Mode -- Buildings, Machines | minor | resolved (user6) | 2014-09-01 | Cannot select from all avaliable weapons when buliding a weapon trap. | Build a weapon trap inside a fortress on Sand level near other Cage traps. |
| 0008203 | 3 | Dwarf Mode -- Interface, Military Screen | minor | resolved (user6) | 2014-09-01 | Rusty dwarf marksdwarf skills misrepresented when filling squad positions on military screen | 1)Allow a dwarf with some level in the marksdwarf skill to become rusty.
2)In the military screen, equip an empty position in a military squad with a crossbow
3)From the positions menu in the military screen, scan through the candidates for the position until arriving at the rusty marksdwarf
4)Skill level should be listed as "not marksdwarf"
5)Select the dwarf for the position
6)Highlight his name in the squad positions column
7)Skill level should be listed correctly
|
| 0008207 | | Typos/Grammar | minor | resolved (user6) | 2014-09-01 | Typo: "She greatly moved by natural art and beauty..." | |
| 0008215 | 5 | Dwarf Mode -- Jobs, General | trivial | resolved (user6) | 2014-09-01 | Woodcutter Cuts down trees, trees fall on him and beat him unconscious | Designate trees for chopping, watch the dwarf murder himself. |
| 0007648 | 7 | Dwarf Mode -- Jobs, Designations | minor | confirmed (user6) | 2014-09-01 | Woodcutting : Using multi layer woodcutting will in many cases cause woodcutters to chop down tree from above | 1 : Embark in an area with trees in several Z layers and with a 2nd or 3rd Z layer accesible for the dwarves to the trees upper trunk.
2 : Assign these trees to be woodcutted through multi layer selection.
3 : Watch as the dwarves learns to fly with the trees.
|
| 0008216 | 3 | Dwarf Mode -- Flows | minor | resolved (user6) | 2014-09-01 | Floodgates wash away when open | Construct magma conduit as depicted: http://i.imgur.com/F84uZWq.png
Flow magma through it with the gates open.
The specified gate appears to wash away. |
| 0000703 | 9 | Dwarf Mode -- Jobs, Childcare | minor | confirmed (user11) | 2014-09-01 | Chained mother "cancels seek infant" until death from dehydration, and other imprisonment issues | 1. Wait until a mother of an infant is jailed for whatever reason.
2. She will seek her infant and cancel the order, until she dies or is released. |
| 0004138 | 1 | Typos/Grammar | text | resolved (user1294) | 2014-09-01 | typo in Obtaining Food manual page | The Manual (?) > Your First Outpost > Obtaining Food § Farming ¶ 2 |
| 0008209 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user1294) | 2014-09-01 | Suturing does not use up thread | Get a dwarf injured so he needs suturing.
|
| 0008208 | 3 | Dwarf Mode -- Jobs, Building Construction and Destruction | tweak | resolved (user1294) | 2014-09-01 | Burial of citizens by default - Thematic | |
| 0008212 | 2 | Adventure Mode -- Conversation | text | resolved (user1294) | 2014-09-01 | text bug | |
| 0008206 | 2 | Adventure Mode -- AI | minor | new | 2014-08-31 | Large group of travelling dwarves (and a few humans) acting strangely. | This is the first time I've encountered such a group.
Here's the save: http://dffd.wimbli.com/file.php?id=9578 This is after I kind of scattered them around, they're all in the same area close by, so just walk around. |
| 0006774 | 2 | Technical -- General | crash | | 2014-08-31 | Crash when toggling mini-map during seige | |
| 0008196 | 1 | Dwarf Mode -- Items | minor | resolved (user1294) | 2014-08-30 | Adjective token does not work with armor, short/long skirts simply called skirts | |
| 0008192 | 3 | Dwarf Mode -- Nobles | major | resolved (user1294) | 2014-08-30 | Promotion to king causes loss of noble positions | |
| 0008195 | 1 | Dwarf Mode -- Jobs, Equipment | major | new | 2014-08-30 | FPS drops in waves during tantrum spiral | Tantrum spiral? |
| 0008187 | 4 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user1294) | 2014-08-30 | Single block is unable to be used or moved | |
| 0008184 | 1 | Dwarf Mode -- Pets | trivial | resolved (user1294) | 2014-08-30 | Stray Animals Equipped with Cloths | Retire fort. Start adventurer, go to fort to find it's conquered by goblins. Claim site of conquered PC fort. Retire adventurer at nearby fort. Reclaim fort. (The previous dwarf occupants were now hostile; used DFHack to makeown.) Pre-retirement animals were all "Tame". All the animals that were there before are now dressed from claw to beak, hoof to horn. |
| 0008185 | | Adventure Mode -- Inventory | trivial | new | 2014-08-29 | Limbless Opponents Re-equip items during rest | 1) Dismember gobbo
2) Rest for 1 hour
3) ???
4) Profit |
| 0006563 | 7 | Adventure Mode -- Environment | minor | | 2014-08-29 | All clothes in cabinets of Dwarven Fortress are too large for dwarves | Generate a character, play adventure mode as a dwarf. |
| 0002104 | 2 | Dwarf Mode -- Environment | minor | new | 2014-08-29 | HFS is ridiculously deep when "Number of Cavern Layers" = 0 | 1. Generate a new world (with no demons and no cavern layers).
2. Breach hell or use reveal. |
| 0008181 | 2 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user6) | 2014-08-29 | Hunted Corpses Not Hauled/Butchered correctly | Create some hunters, have them kill game. Eventually one will abandon a body. It happens very, very often, especially with novice hunters.
|
| 0004459 | 13 | Dwarf Mode -- Jobs, Cooking and Food | minor | confirmed (user6) | 2014-08-29 | Animal corpses not butchered unless they're in a refuse stockpile (or hunter brings them directly to butcher's shop) | Get a hunter
Get a Deer
Make the hunter kill the deer
Start butcher shop before hunter drops deer off
Hunter must drop deer off at wagon
butcher shop finishs building shortly after |
| 0007697 | 2 | Vegetation | minor | resolved (user6) | 2014-08-29 | Collapsing trees remove floors | Dig out the first underground level, wait until a tree collapses nearby. |
| 0008182 | 3 | Dwarf Mode -- Nobles | minor | resolved (user1294) | 2014-08-29 | Barony enforced with only 16 dwarves and no liaison | |
| 0007789 | 4 | Dwarf Mode -- Jobs, Designations | minor | confirmed (user6) | 2014-08-28 | Falling logs get stuck on another tree, then fall unpredictably when that tree is felled | Assign a dwarf to do nothing but chop trees for a couple of years. |
| 0008180 | 1 | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-08-28 | "Bring up specific incident or rumor" list sorted wrong | I will upload a save if needed, but this has happened in every adventure mode game I've played so far. |
| 0008178 | | Adventure Mode -- Sites | minor | resolved (user6) | 2014-08-28 | Bug with titans and shrines | |
| 0004792 | 2 | Adventure Mode -- Inventory | minor | new | 2014-08-28 | Storing items with [p]ack is highly erratic | Try [p]acking items time to time and see when it says no suitable container found. Was not verified but seems to be consistent per individual item-to-item. As in, the one instance of the item will refuse consistently, while another identical might be fine. |
| 0002270 | 3 | Flows | minor | | 2014-08-28 | 1/7 water evaporates while over 7/7 water | Find or make a sealed area full of 7/7 water, seal off the area above it, and drop a 1/7 in. It'll disappear quickly enough. |
| 0007206 | 3 | Adventure Mode -- Travel | minor | | 2014-08-28 | Hordes of creatures accumulating near empty lair with each fast travel | |
| 0000374 | 7 | Dwarf Mode -- Buildings, Cages and Chains | minor | new | 2014-08-28 | Deconstructing a restraint (chain/rope) with an animal tethered ends up leaving the restraint on the animal | (as above) |
| 0008123 | 3 | Adventure Mode -- AI | minor | | 2014-08-28 | Undead companions only hostile towards wildlife | 1. Acquire the secrets of necromancy (good luck with that).
2. Raise some minions.
3. Raise hell, or at least try to futilely.
4. Let them go ballistic on the local fauna instead of anybody else. |
| 0003912 | 1 | Dwarf Mode -- Buildings, Cages and Chains | minor | new | 2014-08-28 | Chains do not prevent removal of creature by fluid flow, and become unusable after creature removed. | Chain a creature to a chain. Flow water through the area, pushing the creature away from the chain. Once the creature is showing as no longer attached to the chain, unassign that creature from the chain. Shut off the water flow, make the chain accessible, and then reassign that or a different creature to the chain. Watch as your twenty idle dwarves refuse to chain the creature. Deconstructing and reconstructing the chain clears the bug. |
| 0008177 | 2 | Adventure Mode -- AI | minor | new | 2014-08-28 | Random (or not so random?) fight starts in meadhall? | Random, plus no clue what's going on.
http://dffd.wimbli.com/file.php?id=9547 |
| 0007351 | 4 | Dwarf Mode -- Combat | minor | | 2014-08-28 | Undead ignore dwarfs who are overhelmed by terror | Migrants arived near undead so if enough dwarfs are near them overhelmed by horror they should stop attacking untill it wears off. |
| 0008013 | 1 | Undeath | minor | | 2014-08-28 | Named undead only hostile to military and animals | Capture an undead sentient
Feed it dwarves until it gets named
Release it |
| 0008174 | 1 | Dwarf Mode -- Invasions | minor | new | 2014-08-28 | Goblins forget to leave after siege/get confused by minor obstacles | Unknown. |
| 0006849 | 8 | Dwarf Mode -- Interface, Kitchen | major | resolved (user6) | 2014-08-28 | No brew permission for Plump Helmet In Kitchen menu. | Build Still
Try to brew |
| 0007256 | 3 | Adventure Mode -- Sites | minor | assigned (user6) | 2014-08-27 | Mead hall disconnected from hamlet | |
| 0000300 | 12 | Dwarf Mode -- Items | minor | confirmed (user6) | 2014-08-27 | Soldiers haul booze barrels back to the barracks after drinking | Have a thirsty military set to train in a barracks with a stockpile of booze somewhere. |
| 0000866 | 1 | Contaminants/Spatter | minor | confirmed (user6) | 2014-08-27 | Underwater bleeding creature leaves track of blood (0.31.02) | |
| 0008027 | 2 | Adventure Mode -- AI | minor | | 2014-08-27 | Companions not helping to fight an undead dingo | |
| 0001250 | 3 | Arena | minor | | 2014-08-27 | The date in the announcement screen for Arena is not synchronized with the adventure mode date, and doesn't advance in Arena | Start arena, plop some critters down, do whatever, check the date in adventure mode and then come out and check the date in the announcements screen in arena mode. |
| 0002572 | 2 | Technical -- Rendering | minor | new | 2014-08-27 | Playing back a macro in arena mode causes screen flicker | |
| 0008173 | 1 | World Generation -- Constructions | minor | resolved (user6) | 2014-08-27 | Dwarf world-generated tunnels passing magma pools bisect them. Tunnel full of magma. | Have not attempted, although I would assume:
1) Generate a world
2) Walk through tunnels between dwarven fortresses near volcano. |
| 0003767 | 5 | Dwarf Mode -- Jobs, Sleeping | minor | | 2014-08-27 | Dwarf leaves burrow to sleep in dorm, sleeps on floor in dorm | Assign a dwarf with no assigned bed to a burrow that has no beds.
Make sure there are public beds available and wait for him to get tired. |
| 0003014 | 3 | Dwarf Mode -- Moods | minor | | 2014-08-27 | Injured dwarf healed when mooded | Unknown |
| 0002747 | 4 | Dwarf Mode -- Moods | minor | | 2014-08-27 | A dwarf unable to stand manages to get up when in a strange mood | |
| 0003237 | 1 | Dwarf Mode -- Rooms | minor | | 2014-08-27 | Beds still not 100% functional -- some dwarves still prefer to sleep in dormitory instead of claiming bedrooms | After rebuilding all of your beds, designate a dormitory in addition to bedrooms. Watch as many dwarves still sleep in the dormitory, preventing them from claiming bedrooms. |
| 0008171 | | Dwarf Mode -- Rooms | trivial | resolved (user6) | 2014-08-27 | Couples don't share Office. | Build an office and assign the chair to a married person. |
| 0008170 | 2 | Creatures | minor | new | 2014-08-27 | Magma men don't set trees on fire | |
| 0007404 | 6 | Dwarf Mode -- Trade | minor | | 2014-08-26 | Merchant wagons stuck near the trade depot | Build a depo near ramps? And wait for the merchants with wagons |
| 0008169 | 2 | General | minor | | 2014-08-26 | Automatic tanning only uses one tanner shop | 1) build a few tanner shops
2) slaughter a lot of animals
3) watch whats going on. |
| 0000740 | 4 | Weather | trivial | | 2014-08-26 | (Arena Mode) Rain gets "stuck" | |
| 0001093 | 1 | Creatures | trivial | confirmed (user6) | 2014-08-26 | Mudmen are equally happy in magma as Magmamen are. (might be a feature?) | Go to arena, make a mudman, dive into magma. |
| 0000264 | 3 | Combat -- General | minor | new | 2014-08-26 | Magma man destroys blizzard man's fat without causing other damage | |
| 0008168 | | Adventure Mode -- Travel | minor | new | 2014-08-26 | Fast travel deactivates stealth | |
| 0007636 | 10 | Technical -- Saving/Loading | crash | | 2014-08-26 | Crash on unretiring fortress. | Try to unretire Romekas in the save provided below. Could not be simpler to reproduce.
To reproduce from scratch?
--> Explore world with an adventurer
--> Fort mode for two years
--> Retire fortress
--> Visit fort with adventurer and retire there
--> Unretire fortress
If that doesn't do it, I'm not sure how to reproduce from scratch. |
| 0007283 | 5 | Adventure Mode -- Combat | minor | assigned (user6) | 2014-08-26 | Weasel impervious to hammer strikes ? | |
| 0002657 | 4 | Pathfinding | minor | feedback (user6) | 2014-08-26 | fliers get stuck on walls. | 1: use the wizard tower mod
2: gen a world, with many civs, but only ran for a few years (10 usually does fine)
3: pick a wizard civ as your own civ, they show up as a blue '#' on the map.
4: build some walls and a set of stairs, like this:
O=O
O=O
>
5: make sure the transparent wizards (the ones without gender) are the only masons/carpenters. use v -> z to see which ones are the right kind.
6: on top of the previously made walls, build a bridge (in this case, from south to north), and remove the row of designations that connect to the southern wall.
like this:
+++
+++(these two rows have yet to be built)
+++
+++
<
7: let it stand for a while, then look on top of the wall.
|
| 0000986 | 1 | Dwarf Mode -- Interface, Farm Plots | minor | confirmed (user6) | 2014-08-26 | Muddy soil under too much water reported as not having mud | |
| 0002094 | 4 | Dwarf Mode -- Jobs, Items | minor | new | 2014-08-26 | Bars allowed to be melted | set bars to be melted |
| 0008164 | 1 | Dwarf Mode -- Combat | major | resolved (user6) | 2014-08-26 | Loyalty cascade after combat with caged/chained enemies? | 1. Trap wild animals or invaders in cage traps
2. Chain the prisoner in the fortress.
3. Order the military to kill the prisoner.
4. After this combat or the next, mayhem happens. |
| 0000121 | 13 | Dwarf Mode -- Jobs, Hauling | minor | new | 2014-08-26 | Record keeper keeps hauling items from previous jobs while updating records | |
| 0008163 | | World Generation -- General | minor | resolved (user6) | 2014-08-26 | "muddy open space" in town | |
| 0001339 | 11 | Cave-ins | minor | new | 2014-08-26 | Plants grow in "Muddy Open Space", resulting in occasional cavern collapses | I had it 1-2 times in around 6 fortress foundings, so I assume it is a little bit random.
|
| 0005512 | 1 | Adventure Mode -- Combat | minor | new | 2014-08-26 | Creatures can dodge into fortifications, statues, impassable workshop tiles, etc. | |
| 0006211 | 3 | Technical -- Input/Keybinding/Macros | minor | | 2014-08-26 | "NO BINDING" for training-related keys | |
| 0005351 | 8 | Dwarf Mode -- Trade | major | | 2014-08-26 | Wagons don't unload fast enough to allow trading, may need NO_THOUGHT_CENTER_FOR_MOVEMENT | |
| 0007863 | 19 | Dwarf Mode -- Trade | minor | confirmed (user6) | 2014-08-26 | Elf caravans don't bring seeds/cloth/booze, seldom bring grown logs | start a fort, wait until spring for the elven caravan to arrive |
| 0008015 | 3 | Dwarf Mode -- Invasions | minor | feedback (user6) | 2014-08-26 | Kobold ambush discovered by ghost - combat ensues, nothing in logs | Nothing concrete tried yet - just have an un-slabable ghost and semi-regular kobold ambushes???
Save available if needed. |
| 0008071 | 6 | General | major | resolved (user6) | 2014-08-26 | Nothing being born | |
| 0000558 | 6 | Dwarf Mode -- Embark/Setup | minor | confirmed (user6) | 2014-08-26 | Embark wagon spawns on invalid location and "explodes" | |
| 0007753 | | Adventure Mode -- Sites | crash | new | 2014-08-25 | crash on entering site | start dwarf adventurer in Hillock and travel SE to nearby ruin of once dwarven fortress Greatmine |
| 0007955 | 3 | Adventure Mode -- Travel | crash | assigned (user6) | 2014-08-25 | Crash on exiting travel on 'Fortress Entrance' | > Enter Travel Mode
> Travel to a Dwarf Fortress
> Exit on 'Fortress Entrance' |
| 0008153 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | assigned (user6) | 2014-08-25 | Suturers & wound dressers haul thread/cloth after use, even with item hauling disabled | |
| 0008154 | 1 | Dwarf Mode -- Environment | minor | new | 2014-08-25 | too many webs | |
| 0008107 | 2 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2014-08-25 | Fortress seed cap removes planted seed from field | set the fortress seed cap to something low
embark with a few seeds and lots of fruit
build a farm plot and plant the seeds
brew the fruit
watch as your planted seeds disappear
|
| 0005373 | 6 | Adventure Mode -- Inventory | minor | | 2014-08-25 | Item disappears, cannot be picked up, still listed when you look at the tile | I managed to achieve this by dropping a stack of 9 great white shark intestines on the ground from my backpack, although I don't know if any of that is actually required. |
| 0007895 | 1 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | | 2014-08-25 | Auto Smelter/Kiln options don't work on magma workshops | |
| 0007345 | | Dwarf Mode -- Thoughts and Preferences | text | | 2014-08-25 | When possible, she prefers to consume peach trees. | |
| 0007471 | 1 | Adventure Mode -- Inventory | minor | resolved (user1294) | 2014-08-25 | Stack of meat not able to be picked up once dropped | I'm unsure what to to recommend. After 20 some odd hours in 0.40.1 - .3, this is the first time I've seen it happen. |
| 0008149 | 3 | Adventure Mode -- Environment | minor | resolved (user1294) | 2014-08-25 | Dragon meat vanishes on drop | If it works with all dragon meat then^
1)Take dragon meat for the first time
2)Drop it
3)Take again and drop
4)It vanishes
?????
Profit |
| 0006015 | 14 | Dwarf Mode -- Reclaim | major | | 2014-08-25 | Reclaiming multiple times gradually slows the game down, leather starts to appear | Create a fort and abandon and reclaim it around 12 times. |
| 0004851 | 13 | Dwarf Mode -- Interface, Tasks | major | | 2014-08-25 | Dwarves assigned to newly created burrows just stand still with "No job" | 1) Create a new burrow, placing burrow area anywhere on the map.
2) Assign a dwarf or dwarves to the burrow.
3) The dwarf stops wherever they are, and displays "No Job" until they are no longer assigned to that burrow. |
| 0007734 | 1 | Vegetation | major | resolved (user11) | 2014-08-25 | Collapsing trees channel holes in multiple z levels. | Dig out z+1 and z+2, wait for trees to collapse on surface. |
| 0008152 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-08-25 | Elven traders bring non-elf-kosher chests | |
| 0008151 | 2 | Animal Populations | minor | resolved (user6) | 2014-08-25 | 58 magma crabs spawn in magma sea | |
| 0008148 | 1 | Dwarf Mode -- Interface, Trade | minor | resolved (user1294) | 2014-08-25 | No prices are shown in Depot | Probably
1) Get the first dwarven caravan while having no Depot
2) Have meeting with liason, prior to depot building
3) Have the liason left your territory
4) Build depot and receive traders |
| 0008122 | 2 | Technical -- Saving/Loading | crash | new | 2014-08-24 | Crash on loading adventurer saved in retired fort | |
| 0007173 | 4 | Dwarf Mode -- Skills and Professions | minor | assigned (user6) | 2014-08-24 | A whole squad punching a rhino is giving ludicrous observer skill but no significant striker skill | |
| 0002010 | | Dwarf Mode -- Jobs, Military | major | resolved (user6) | 2014-08-24 | disbanding militia captain nobles won't result in less slots for captains and squads | 1. assing more than one squad captain
2. remove at least one
3. look at the nobles and the military screen |
| 0003321 | 9 | Dwarf Mode -- Interface, Trade | minor | resolved (user6) | 2014-08-24 | trade menu does not take advantage of screen width, space is wasted and full description is cut away | |
| 0007694 | 2 | Dwarf Mode -- Items | tweak | | 2014-08-24 | Bone stacks "morph" when bones used individually for crossbows, some bones "lost" | acquire a large stack of bones
order bone crossbows from stack
|
| 0008142 | | Dwarf Mode -- Military | minor | resolved (user6) | 2014-08-24 | dwarf soldier one killed dwarf soldier 2 | have 2 soldiers near a strange mood dwarf, when it goes berserk have dwarf 1 get scared, then have dwarf 2 kill berserk dwarf, then get lucky |
| 0008144 | | Dwarf Mode -- Trade | minor | new | 2014-08-24 | Trader that lost their wagons by bug 7185 are here to stay | |
| 0007905 | 9 | Dwarf Mode -- Idle Behavior | major | | 2014-08-24 | Romance and marriage are mutually exclusive | 1) Roll initial founding wave until you have three age-appropriate pairings.
2) Embark.
3) With each migrant wave, note single dwarves and remove all jobs (including hauling). -> Only married/widowed dwarves should be working
4) Play for 1-5+ years.
5) Note no new relationships have formed (particularly obvious with the founders by the end of the first spring). |
| 0008145 | | Dwarf Mode -- Invasions | minor | new | 2014-08-24 | Lazy Sieges | Start fort with goblin neighbors. Wait for siege to happen. Watch goblin behavior. |
| 0008143 | 1 | Dwarf Mode -- Interface, Building Construction | minor | resolved (user1294) | 2014-08-24 | Above Ground tile underground directly beneath a tree | Dig down, mine out roots under a tree, look at tile. Cut down tree, look at tile that was under it. |
| 0008139 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user1294) | 2014-08-24 | likes to consume apple trees | create 1000 random dwarfs, wait for it. |
| 0008140 | 1 | Dwarf Mode -- Environment | major | new | 2014-08-24 | Fire based Titan starts forest fire, massive lag from fire, falling trees, then Memory size Crash. | Have heavily forested area, 5x5 embark site, when titan arrives, button up all dwarves inside and close entrances. Let fire based titan run wild setting fire to everything on the surface. Fire spreads. |
| 0008141 | 2 | Dwarf Mode -- Jobs, Healthcare | crash | | 2014-08-24 | Crashes on surgery job (re-open 0007711?) | Load save (attachment to follow).
One of the dwarves is running towards an injured dwarf in the hospital zone to attempt surgery.
When he gets there the game crashes. |
| 0007285 | 2 | Adventure Mode -- Environment | minor | new | 2014-08-24 | You can create Campfires underwater | Create an adventurer with decent smimming skill, jump into the sea and warmth your hands with a flickering fire. |
| 0008138 | 1 | Dwarf Mode -- Immigration | major | resolved (user1294) | 2014-08-24 | Immigrated Necromancer | get a necromancer migrant |
| 0008136 | 4 | Creatures | feature | resolved (user1294) | 2014-08-24 | Dragonfire should be blue | Start the testing-arena and take control over a dragon. |
| 0005945 | 10 | Dwarf Mode -- Combat | minor | confirmed (user6) | 2014-08-24 | Thrown/dropped clothes do more damage than blocks | Drop stuff on dwarves. |
| 0001397 | 7 | Fire | minor | new | 2014-08-24 | Dragonfire still works underwater | Get a dragon to fight underwater |
| 0007990 | 3 | Dwarf Mode -- Interface, Announcements | minor | new | 2014-08-24 | Dwarves can grow attached to and bestow names upon items while sleeping | |
| 0001867 | 7 | Map Features | minor | confirmed (user6) | 2014-08-23 | Missing Cave, possibly caused by placing cave on top of stream/river | Presumably generate a whole pile of worlds with lots of caves and check them each out in dwarf mode. |
| 0008130 | | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-08-23 | Indestructible undead body part becomes a trap of slow and painful death | 1) Embark in evil region
2) Wait until small reanimated chunk crawls closer to you
3) Command all the dwarves attack it
HAVE FUN! |
| 0008131 | 1 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-08-23 | Items from deconstruction can land on unwalkable points and can't be removed from there | 1. Place two screw pumps alongside each other.
->
->
2. Build wall and ramp either side
^
*
->
->
*
v
3. Build two floor grids so dwarves can walk from one ramp, over the screw pumps, to the other ramp.
4. Simultaneously deconstruct both floor tiles.
(Probable) result: stone blocks left floating in 'open space' above output side of the two screw pumps. |
| 0008119 | 4 | Dwarf Mode -- Jobs, Military | minor | assigned (user6) | 2014-08-23 | Crossbow dwarves don't always fill quivers before starting patrol | Just set up a marksdwarf patrol. |
| 0008133 | 3 | Dwarf Mode -- Trade | minor | new | 2014-08-23 | Traders Bring No Items | Trade with a human caravan |
| 0008128 | 3 | Dwarf Mode -- Pets | minor | resolved (user1294) | 2014-08-23 | Cats do not breed | Start fortress with pair of cats. See no single kitten. |
| 0007758 | 3 | Adventure Mode -- AI | minor | | 2014-08-23 | Night creatures of the same king fighting each other(with save) | |
| 0003129 | 3 | Dwarf Mode -- Trade | minor | new | 2014-08-23 | Unconscious pack animals get dragged around by the merchants/traders | 1. Have a caravan arrive to trade
2. Have their animals get injured/unconscious.
3. Watch as the merchant attached to them drags them around the map running away from assailants. |
| 0007851 | 1 | Adventure Mode -- Combat | trivial | | 2014-08-23 | Parried while weapon was stuck in a wound | I don't think you can choose parry at this point so you'll have to embed your weapon and get lucky? |
| 0007117 | 1 | Combat -- General | minor | | 2014-08-23 | Hydra is "Attacking you with quickheavywildprecise bite" | 1. Create two hydras in the arena.
2. Control one, let the other attack you and watch the feedback messages.
Was only observed with Hydra. Attempted to reproduce with other creatures with no success.
|
| 0008089 | 2 | Dwarf Mode -- Interface, Unit View | minor | | 2014-08-23 | Unit view legend can overlap list of work animals | Set [WINDOWEDY:50] in init.txt (probably anything above the default 25 would also demonstrate this, but I know for sure it happens with 50 because that's what I'm using).
Train 15 or more work animals.
Go to assign work animals to a dwarf, and observe that some of the animals are hidden behind the legend. |
| 0007989 | 2 | Typos/Grammar | minor | | 2014-08-23 | "She often tells pointless stories when she's nervous.." | |
| 0000525 | 19 | Dwarf Mode -- Military | minor | | 2014-08-23 | Peasants in the military receive bad thoughts when going off duty. | Embark with 7 dwarfs with only military skills. Create a squad of seven and a burrow for them to defend. set them to defend the burrow with a minimum of 4-5 dwarfs. When the on-duty dwarfs get thirsty, they will revert to civilian status, be replaced by one of the off-duty dwarfs, and receive a bad thought in the process. |
| 0008111 | 6 | Adventure Mode -- Character Creation | major | | 2014-08-23 | Trying to start as an adventurer at a player fortress crashes the game | Make a player fortress, retire it, and then try to start there as an adventurer without crashing the game (go back and forth between the "locally important" and "peasant" options til you see your fortress named in the description). It'll crash the game. |
| 0008127 | | World Generation -- General | minor | new | 2014-08-23 | None Of My Migrants Worship Dieties | |
| 0004554 | | Dwarf Mode -- Artifacts | minor | new | 2014-08-23 | If an artifact container belongs to a stockpile, the stockpile label shows up in descriptions of art that depict the artifact | Hard to reproduce without a debug console. If it's reproducible it should happen any time an artifact is depicted on another artifact (and possibly engravings) whose name can change depending on current status. I imagine it could happen with artifact barrels, bags, pots, bins, and other containers, and possibly named weapons. |
| 0008126 | 4 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2014-08-23 | Forgotten beast scares civilians through a sealed floor in a staircase. | CXXX
XXXX
....
15 z-levels between beast and silly dwarf.
....
XXXX
_XXX
XSSX
XSSX
XSSX
BSSX
X = Up/Down staircase
S = Stone
_ = Floor
B = Beast
C = Civilian
. = too lazy to make 15 levels |
| 0000362 | 12 | Dwarf Mode -- Interface, Tasks | minor | confirmed (user6) | 2014-08-23 | Interrupted by forgotten beast -- Through 20 z-levels of solid rock with no possible path | |
| 0008125 | 1 | Adventure Mode -- AI | minor | new | 2014-08-23 | Companions running back and forth (chasing goats) | Just stand around for a while. (Press '.' repeatedly.) Open the 'Q' log to see all the goat attack records. |
| 0001909 | 21 | Technical -- Input/Keybinding/Macros | major | | 2014-08-22 | backspace key does not function in OS X | OS X build: For example the title field in setting world generation parameters instead of deleting characters an arrow key glyph is displayed. In the key binding interface, the backspace key appears to do nothing when pressed. |
| 0004583 | 3 | Dwarf Mode -- Jobs, Hauling | major | resolved (user6) | 2014-08-22 | Dwarf without labors, in burrow is stuck with "drop-off inaccessible" | |
| 0003504 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | confirmed (user6) | 2014-08-22 | Wounded infants not taken to hospital | |
| 0008120 | | Dwarf Mode -- Reclaim | minor | new | 2014-08-22 | Spaces leading to magma pool under generated magma smelters are tagged 'light + above ground' | * Reclaim ruined fortress.
* Go down the long stairway
* Claim, and dismantle a magma smelter.
* loo(k) closely.
* Drop water nearby.
* Watch it freeze over. |
| 0007840 | 5 | Creatures | minor | resolved (user6) | 2014-08-22 | Undead creatures are sticked to the borders of the map | 1) Embark in evil biome
2) Play for some time
You are likely to see undead creatures, come from outside and sticked on the border. |
| 0008116 | 5 | World Generation -- General | minor | resolved (user1294) | 2014-08-22 | Lesbian Dwarf Arrives As Migrant | |
| 0008117 | | Dwarf Mode -- Embark/Setup | trivial | resolved (user6) | 2014-08-22 | Items which are available trigger the unavailability warning | 1. Choose a site.
2. Prepare carefully.
3. Create a profile with any kind of eggs or fish.
4. Save the profile.
5. Abort the game.
6. Choose the same site and civilization again.
7. Use the preset you've just created.
8. Watch every kind of egg and fish get rejected as unavailable. |
| 0008115 | 1 | Dwarf Mode -- Invasions | major | resolved (user6) | 2014-08-22 | Very early invasions | |
| 0001344 | 1 | World Generation -- Parameters | major | confirmed (user6) | 2014-08-22 | Setting a maximum lower than a minimum causes DF to hang/freeze on world gen | Choose to create a new world with parameters.
Set Minimum Savagery to 10
Set Maximum Savagery to 9
Generate world
<System will hang, nothing shows on screen, not even a rapidly increasing rejected world count>
Attempt to abort world gen. |
| 0008097 | 9 | Pathfinding | minor | resolved (user6) | 2014-08-22 | Dwarves cannot path | |
| 0008112 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2014-08-22 | Dizzy dwarf does not seek medical help, does not get diagnosed | |
| 0007067 | 8 | Dwarf Mode -- Interface, Animals | minor | resolved (user6) | 2014-08-21 | Animals do not age or mature | |
| 0008058 | 10 | Adventure Mode -- Conversation | minor | assigned (user6) | 2014-08-21 | Slaying of zombie giant tiger in marketplace did not generate a rumor for that event | Unknown, but finding a zombie animal rampaging in a marketplace and killing it would be a good place to start.
Here's the save: http://dffd.wimbli.com/file.php?id=9423 |
| 0008113 | | World Generation -- General | minor | new | 2014-08-21 | Goblins wins at world generation | 1. generate new world.
2. play in adventure mode. |
| 0003945 | 1 | Dwarf Mode -- Immigration | trivial | resolved (user6) | 2014-08-21 | Migrant children born in the future. | Run a fortress long enough to attract migrants. Check the birthdate of each child migrant that arrives, as given on the Thoughts screen. Some of them may be in the future. |
| 0006643 | | Fire | minor | confirmed (user6) | 2014-08-21 | Lower tree trunks dont burn properly | Try burning the trees in the object testing arena with dragonfire. |
| 0008110 | 2 | Dwarf Mode -- Environment | major | new | 2014-08-21 | Burned tree branches collapse when the tree is felled | Set some trees on fire. Assign dwarfs to cut them down after the fire is out and the upper parts of it are dead. |
| 0006125 | 4 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | resolved (user6) | 2014-08-21 | Chief Medical Dwarf continues to take hauling jobs even though all hauling labors are off | |
| 0007960 | 4 | Fire | minor | resolved (user6) | 2014-08-21 | Tree trunks swamped in magma don't burn | Create trees in arena mode, place lava on every square adjacent to the trunk, watch as trees are flame retardant. |
| 0008103 | 5 | Dwarf Mode -- Idle Behavior | minor | assigned (user6) | 2014-08-21 | Monarch arrives, is goblin, entourage become civilians and drop weapons on spawning | Become a mountainhome. |
| 0008100 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | assigned (user6) | 2014-08-21 | Doctor gets assigned to treat patients outside doctor's burrow, patient rests forever | |
| 0008109 | 2 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | | 2014-08-21 | Underground items create hauling jobs even when not yet discovered | |
| 0008108 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2014-08-21 | Trade caravan's seeds counted toward fortress seed cap | set the fortress seed cap to something low
embark with that many seeds
build a trade depot
wait for the dwarven caravan
observe the fortress seed supplies are reduced by however many seeds the traders brought |
| 0004611 | 12 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2014-08-21 | Monarch arrived - is goblin. | |
| 0007762 | 2 | Cave-ins | minor | new | 2014-08-21 | Cave-in stopped by tree, results in floor tiles stuck in branches and a subsequent cave-in if tree is felled | cave-in a stone floor above a cavern tree
admire the floating floor tiles surrounding the tree
designate the tree for chopping
watch as your tree-cutting dwarf is injured/killed by the subsequent cave-ins |
| 0007022 | 1 | Adventure Mode -- General | major | | 2014-08-21 | Stealth-choking wrestling/fighter exploit | Sneak up on a big target
Place a free hand on their throat
Attempt to place a chokehold
???
!!Profit!! |
| 0008093 | 3 | Adventure Mode -- AI | minor | new | 2014-08-21 | Spontaneous loyalty cascade (or civil war?) when I entered a marketplace | Random. No clue honestly.
http://dffd.wimbli.com/file.php?id=9464 Loyalty cascade or something in progress. |
| 0008104 | 1 | Adventure Mode -- AI | major | resolved (user6) | 2014-08-21 | Marksdwarf attacks dwarf that lets enemies out of cages | 1. Have a marksdwarf watch the caging area
2. Place a cage with B-J
3. Order a goblin to be moved to the new cage
4. Watch dwarfs get skewered with bolts |
| 0006810 | 4 | Adventure Mode -- AI | major | | 2014-08-21 | AI almost never reacting to being attacked from stealth. | Come up to somebody from behind in stealth>punch them> they won't retaliate. |
| 0007576 | 8 | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2014-08-21 | Mouse control does not work on Windows 8 | Run DF2014 on Windows 8 and try to use the mouse. |
| 0008098 | | Dwarf Mode -- Military | minor | resolved (user6) | 2014-08-21 | Dwarves who collide with each other while sparring can fall through walls. | Set up a small barracks with walls one tile thick, then wait. |
| 0008096 | | Dwarf Mode -- Immigration | minor | new | 2014-08-20 | Excessive number of migrants with trader profession due to retired caravan merchants | |
| 0004105 | 2 | Creatures | minor | new | 2014-08-20 | Aquatic egg-layers (e.g. sea serpents) can't use underwater nest boxes and therefore can't breed | Capture a female sea serpent. Build her cage and some nest boxes in a sealed room. Fill with water, then open her cage to release her. She will show no interest in laying eggs in the nest boxes. |
| 0006970 | 15 | Dwarf Mode -- Moods | minor | | 2014-08-20 | Strange mood items are teleported into the workshop | |
| 0008095 | | Dwarf Mode -- Jobs, Designations | trivial | new | 2014-08-20 | Smooth Floor designation disappears when placing Stockpile over area | When placing a Stockpile over an area that has already been designated for Smoothing, the Smoothing designation disappears. This appears to occur regardless of Stockpile type that is placed over the designated area. |
| 0004456 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | major | new | 2014-08-20 | Job spam after a burrowed dwarf empties a barrel | 1) assign dwarf to burrow containing drink stockpile
2) create barrel stockpile outside the burrow, like near the stills (!)
3) wait for dwarf to empty the barrel
4) notice that after the first cancellation (or 100th) the dwarf doesn't just drop the barrel.
The dwarf should have all hauling labors turned off. |
| 0008086 | 3 | Creatures | minor | resolved (user6) | 2014-08-20 | Eyeballs heal, so do zombies, healing in general. | cut an eye, wait. |
| 0001075 | 4 | Dwarf Mode -- Interface, Designations | trivial | confirmed (user6) | 2014-08-20 | When cavern discovered, mining designation stays for shrubs, ramps | |
| 0002262 | 4 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | confirmed (user6) | 2014-08-20 | Dwarves cancel repeating workshop job when assigned to a burrow not containing materials | |
| 0001066 | 9 | Dwarf Mode -- Interface, Unit Profiles | tweak | new | 2014-08-20 | Clean-shaven hairstyle gets selected too often | Any dwarf on embark. |
| 0001087 | 9 | Combat -- General | text | new | 2014-08-20 | Skeletal/zombie creature description says they're bleeding, severed parts leave blood trail | chop off some skeleton's body parts |
| 0007284 | 5 | Dwarf Mode -- Jobs, Assignment of Jobs | major | | 2014-08-20 | Lag when dwarves stuck in a tree get a strange mood | This might be hard to reproduce as it's determined by the random strange moods.
1) Get Dwarven Child to have a strange mood.
2) Build Workshop.
3) Child claims workshop from outside of it.
4) Enjoy extreme lag.
Optional: Have a two biomes on some map, one being mountain? |
| 0008092 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2014-08-20 | Dwarves constantly interrupt each other and run away | Happens almost constantly |
| 0008082 | 1 | Dwarf Mode -- Transport/Hauling | major | resolved (user6) | 2014-08-20 | Dwarves got interrupted by other dwarves, who recenly towed large untamed animal trough cage trap. | Set up some cage traps and tow some untamed large animals or goblins to the pit/pond trough them in good number. |
| 0006800 | 5 | Pathfinding | minor | new | 2014-08-20 | Immigrants spawn in inaccessible area, try to jump canyon, die | |
| 0008041 | 3 | Creatures | minor | new | 2014-08-20 | Elephants can jump | Send a bunch of dwarves at a bunch of elephants and hope you catch one of them jumping. May take several tries. |
| 0006249 | 3 | Dwarf Mode -- Interface, Stocks | minor | | 2014-08-20 | Slabs appear twice in Stocks screen | |
| 0006055 | 1 | Dwarf Mode -- Interface, Trade | trivial | resolved (user6) | 2014-08-20 | Elf Caravans, when killed, drop one log of wagon wood. | Somehow, kill an elven trading wagon. |
| 0006444 | 9 | Dwarf Mode -- Interface, Stockpiles | minor | | 2014-08-20 | Storage of stone cabochons in gem stockpiles is invisibly controlled by Allow/Block All | 1)Create jeweller workshop
2)Assign your gem cutter to cut stones, not gems (ores and economic stones are fine too)
3)Create a gem stockpile and customize it to accept only rough gems
4)See how cut stones are transferred to your rough gems stockpile |
| 0003645 | 1 | Adventure Mode -- Combat | minor | new | 2014-08-20 | Adventurer broke lower spine, suffered no ill effect. | |
| 0005249 | | General | minor | resolved (user6) | 2014-08-20 | 300 Friendly kobolds, only a kobold attacked will fight back | |
| 0007276 | 1 | Technical -- General | trivial | resolved (user6) | 2014-08-20 | Worldgen arguments are not passed on correctly from the df script | |
| 0008087 | 3 | Dwarf Mode -- Flows | minor | resolved (user6) | 2014-08-20 | Water disappears | |
| 0004549 | 7 | Dwarf Mode -- Interface, Farm Plots | major | | 2014-08-20 | Seeds cannot be planted until your fortress has produced something from that plant | The save is at http://dffd.wimbli.com/file.php?id=4244 |
| 0007641 | 4 | Dwarf Mode -- Interface, Farm Plots | major | | 2014-08-20 | Unable to Plant Seeds after Unretiring | Build subterranean farm. Assign planting orders. Retire Fort. Unretire fort. Attempt to change planting orders. Build new sub Farm. Attempt to assign planting orders. Build surface farm. Attempt to assign planting orders. |
| 0007349 | 7 | Dwarf Mode -- Moods | major | | 2014-08-20 | Seeing berserk dwarf triggers mass combat | Find the berserk dwarf in the save (http://www.bobnova.com/dwarffortress/region1-before-berserk.rar), he's in a glass furnace a couple z levels under the F1 zoom point (or units-etc.).
Open the door to him. He may simply sit there not realizing it's unlocked. Send a dwarf in, for any reason.
The berserk will attack, shortly unrelated dwarves will attack each other.
Nothing special seems to need to be done in this save to reproduce this, though it appears that it must be witnessed. |
| 0007170 | 9 | Dwarf Mode -- Environment | minor | | 2014-08-20 | Troglodytes get stuck while climbing | Unkown. |
| 0008085 | | Dwarf Mode -- Combat | major | resolved (user6) | 2014-08-20 | Nervous tissue does not injure correctly. | make a master whipper, whip someone in the neck, see them continue to grasp stand and breath. |
| 0008084 | | Vegetation | minor | | 2014-08-20 | Subterranean trees leave unusable ramps behind. | Chop down a nether cap or similar. |
| 0008083 | | Creatures | trivial | new | 2014-08-20 | Ocean vermin appear in pen/pasture created below ocean shore | |
| 0007561 | 2 | Dwarf Mode -- Diplomacy | text | | 2014-08-19 | News brought by outpost liaison becomes unreadable (especially in old worlds) | 1. Generate a world for a long time (world I used was over 2000 years old).
2. Wait for the outpost liaison to bring the latest.
3. Squint. |
| 0006421 | 5 | Dwarf Mode -- Jobs, Military | minor | resolved (user6) | 2014-08-19 | Marksdwarves won't use archery targets until they reach novice skill | 1. Make 10 crossbows, 10 quivers, and several thousand ammo.
2. Make sure than none of the ammo is ever put into a stockpile.
3. Build an archery range.
4. Assign a squad that has both skilled and unskilled marksdwarves to all the targets.
5. Manually dump all ammo that may already be in a quiver.
6. Designate that squad to use any ammunition for any task.
7. Unforbid ammo, wait for them to pick it up.
8. Make sure that every single labor is off on all marksdwarves, and that they are not on active duty.
9. Wait. |
| 0001232 | 1 | Dwarf Mode -- Jobs, Mechanisms | minor | confirmed (user6) | 2014-08-19 | Mechanic assigned to Burrow links levers to objects outside burrow. | |
| 0001183 | 6 | Dwarf Mode -- Invasions | minor | feedback (user6) | 2014-08-19 | Sieging enemies continue to send new siegers while the originals are still around | |
| 0002179 | 7 | Flows | minor | confirmed (user6) | 2014-08-19 | Water over engraved floor is brown rather than blue, water on other floors is just blue | 1. Dig out an area.
2. Smooth part of the floor in the area, engrave part of it, leave part rough.
3. Fill the area with water.
4. Notice that the water over the rough and smooth areas is blue, but the water over the engraved area is brown. |
| 0001120 | 9 | Dwarf Mode -- Interface, Farm Plots | minor | | 2014-08-19 | "No seeds available for this location" when using seeds left at reclaimed site | I have 4 save directories:
(1) Original global - pre-embark
(2) First colony - not yet conquered (http://dffd.wimbli.com/file.php?id=2097)
(3) After being conquered - pre-embark
(4) Reclaim-embarked (http://dffd.wimbli.com/file.php?id=2095)
Farms:
(2) Ok
(4) "No seeds available for this location" |
| 0001952 | 13 | Adventure Mode -- General | minor | confirmed (user6) | 2014-08-19 | After death, time only advances on keypress/mouseclick | |
| 0007980 | 8 | Dwarf Mode -- Invasions | major | resolved (user6) | 2014-08-19 | Farmer Dwarfs are teleported out of the Fortress when seen by Goblin | The planter before him had the same thing happen, roughly 2 minutes earlier! |
| 0008068 | 5 | Dwarf Mode -- Military | minor | | 2014-08-19 | Ranged weapons shoot much too rapidly | Move save from 0.40.08 to 0.40.09 |
| 0008059 | 6 | Miscellaneous Crashes | crash | | 2014-08-19 | Adv mode crash in marketplace after waiting about 8 turns | http://dffd.wimbli.com/file.php?id=9423 Press . about 8 times. Note: I know the title of it is different, but the crash is so soon after the save that there is no point in reuploading the same thing. |
| 0006942 | 1 | Adventure Mode -- Stealth | minor | new | 2014-08-19 | Arc of vision showing if npc is sleeping | |
| 0006835 | 3 | Adventure Mode -- AI | minor | new | 2014-08-19 | Adventure mode goblins surround my player as if hostile, but not actually hostile. | |
| 0007440 | 5 | Adventure Mode -- AI | major | resolved (user6) | 2014-08-19 | Forgotten beasts found in ruined forts are not hostile, do not respond to attacks | Linked save has adventurer with two companions right next to the passive beast. |
| 0003205 | 7 | Dwarf Mode -- Trade | major | new | 2014-08-19 | Mayor outraged for violating export restriction before it came into effect | |
| 0008073 | 5 | Adventure Mode -- Combat | minor | assigned (user6) | 2014-08-19 | Weapon strikes that hit eyelids can't hit other body parts simultaneously (bites can) | Strike a creature in the eyes on eyelids with a weapon. |
| 0008074 | 5 | Pathfinding | major | assigned (user6) | 2014-08-19 | Submerged dwarves refuse to escape water | Dig a tunnel into the side of a body of water. Dwarf will be submerged and stand there until s/he drowns. |
| 0001510 | 7 | Cave-ins | minor | feedback (user6) | 2014-08-19 | Floating creatures stuck in projectile status | |
| 0006523 | 8 | Dwarf Mode -- Reclaim | crash | confirmed (user6) | 2014-08-19 | Crash after generating world and immediately reclaiming/unretiring a worldgen fortress | 1. Generate world
2. Unretire worldgenned fortress
3.???
5. profit |
| 0008077 | | Vegetation | minor | resolved (user6) | 2014-08-19 | Hemp plants not producing gatherable materials. | |
| 0000227 | | Cave-ins | minor | new | 2014-08-19 | After ice melts, constructions float on it until a save/load | On a map with water that freezes for part of the year build anything from the bC menu on the ice so it is not connected to the shore. When the water melts the construction will not fall and remains floating on top of the water. Save the fort. Load the fort. The construction is now affected by gravity again and collapses. |
| 0008019 | 2 | Adventure Mode -- Combat | minor | assigned (user6) | 2014-08-18 | Elf soldier weapons don't match profession names | Unknown |
| 0007504 | 6 | Init Options | minor | | 2014-08-18 | G_FPS Capped at 50 | |
| 0002607 | 5 | Adventure Mode -- Sleep | tweak | resolved (user6) | 2014-08-18 | Adventurer can't sleep | |
| 0002280 | 1 | Dwarf Mode -- Embark/Setup | minor | | 2014-08-18 | Offered choice of dead civilizations to embark from, with no indication/warning of such | |
| 0008070 | 1 | Dwarf Mode -- Jobs, Smelting | major | resolved (user1294) | 2014-08-18 | Dwarf can't smelt if ore, metal or charcoal are not linked to the smelter | |
| 0008046 | 3 | Dwarf Mode -- Jobs, Childcare | minor | assigned (user6) | 2014-08-18 | Horrified infant unseekable | |
| 0006168 | 2 | Dwarf Mode -- Transport/Hauling | crash | resolved (user11) | 2014-08-18 | Crash when loading minecarts | Bugged save: http://dffd.wimbli.com/file.php?id=6774
1. Set "Furnitures stockpile 0000057" to take from anywhere
2. Set stop 2 of "Magma hauling" route to desire furniture
3. Unpause and let the miner start loading the +maple minecart+
The crash comes when he picks up the fourth minecart. I tried the workaround for bug 0005980 without success. |
| 0008017 | 5 | Dwarf Mode -- Interface, Announcements | minor | resolved (user6) | 2014-08-18 | Ghost found drowned | get dwarf killed (perhaps underwater) and wait for the ghost to drown. |
| 0007930 | 2 | Technical -- Saving/Loading | major | resolved (user6) | 2014-08-18 | Back in time when loading a saved game | |
| 0007817 | 3 | Adventure Mode -- General | crash | resolved (user6) | 2014-08-18 | Insurrections don't work properly | |
| 0000026 | 7 | Flows | minor | | 2014-08-18 | Waterfalls do not change z-levels | |
| 0006295 | 4 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user6) | 2014-08-18 | Cannot deconstruct floors above dangers safely | Build a floor over a lake,
Designate tiles surrounded entirely by other tiles to be deconstructed,
Marvel as dwarfs always stand outside the tile but still somehow fall in the drink. |
| 0007524 | 5 | Vegetation | minor | resolved (user6) | 2014-08-18 | Trees chopped down near overhanging constructed floors cause floors to disappear. | 1. Build wall adjacent to sapling
2. Build overhanging floor opposite the sapling
3. Wait for sapling to grow into tree
4. Chop down tree |
| 0007970 | 10 | Init Options | major | resolved (user6) | 2014-08-18 | Game play controls do not match "interface.txt" | Install DF from the multilib repo to arch linux and play. I haven't tried this on Windows yet. |
| 0008069 | 1 | Dwarf Mode -- Nobles | major | resolved (user6) | 2014-08-18 | Several baron(es)s spawn at the same time for the same barony | Don't know |
| 0007994 | 3 | Dwarf Mode -- Reclaim | minor | resolved (user6) | 2014-08-18 | Cabinets and coffers are unbuilt/deconstructed when unretiring a fort | 1. Installed lots of cabinets/coffers in 40.06.
2. Retired.
3. Reclaimed an abandoned worldgen fort.
4. Upgraded to 40.08.
5. Abandoned reclaim to ruin.
6. Unretired original fort.
Actual: Cabinets/coffers were unbuilt, but were still in storage.
Expected: Cabinets/coffers remain built. |
| 0007879 | 3 | Technical -- Input/Keybinding/Macros | minor | confirmed (user6) | 2014-08-18 | Can't use * (asterisk) to page selection down in contexts where view/cursor can be moved | |
| 0008067 | | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2014-08-18 | Pressing star '*' key in workshop/stockpile menus also moves pointer on map | 1. Select a workshop
2. (a)dd new task
3. Press '*' |
| 0008048 | 2 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user6) | 2014-08-18 | Items not taken from barrels/bins and put into non barrel/bin stockpiles | Make a stockpile of finished goods that allows bins
Now that everything is stored away, make another stockpile next to it that does not allow bins, and have the bin-free pile set to take from the first pile.
The bin-free pile will remain empty. |
| 0008042 | | Dwarf Mode -- Interface, Designations | minor | resolved (user6) | 2014-08-18 | Designation to remove ramps works on unrevealed caverns | Use the remove ramps designation on the entire embark area from the surface to the bottom, then scroll around until you see the brown squares in the unrevealed area. |
| 0008043 | 1 | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-08-18 | megabeast death information not updated after conversations | |
| 0008051 | 1 | Technical -- Sound | crash | resolved (user6) | 2014-08-18 | Crashes during intro | Start DF with default options. Wait through intro. |
| 0005110 | 10 | Dwarf Mode -- Stockpiles | minor | confirmed (user6) | 2014-08-18 | Dwarfs put corpses in corpse stockpile even though they're "missing" and haven't been found yet. | get dwarf killed
make sure the dwarf is "missing"
make a corpse stockpile |
| 0008055 | 4 | General | minor | new | 2014-08-18 | Corpses of dwarves and fortress animals can be discovered by the invaders who killed them | none needed |
| 0008050 | 2 | Dwarf Mode -- Invasions | minor | resolved (user6) | 2014-08-18 | Siege broken by a kitten | |
| 0008061 | | Technical -- General | crash | resolved (user6) | 2014-08-18 | Crash during Intro videos | |
| 0008066 | 1 | Adventure Mode -- Inventory | minor | resolved (user6) | 2014-08-18 | Sometimes you are able to 'p'ut coins in any other item. | 1. Have a bunch of coins in your inventory.
2. Try to 'p'ut every stack of coins until one shows your full inventory.
3. If it doesn't work, drop and pick up a different amount so it counts as a new item.
4. Put coins in coins in coins in every piece of stuff you have. |
| 0008064 | 1 | Dwarf Mode -- Jobs, Healthcare | tweak | resolved (user1294) | 2014-08-18 | Babies carried by mother don't get any healthcare. | |
| 0003733 | 14 | Dwarf Mode -- Jobs, General | major | new | 2014-08-18 | miners won't mine / woodcutters won't cut | Set military skills to 9 hammer skill, 10 armor skill, and 1 mining. Will the dwarf refuse to pick up the pick? |
| 0008057 | 2 | Dwarf Mode -- Interface, Depot Access | minor | resolved (user6) | 2014-08-17 | Regression - 0005969: "Inaccessible" Depot still accessible by Caravans | |
| 0008044 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2014-08-17 | grieving suspends construction | 1. Get dwarves
2. Kill some of them |
| 0008045 | 3 | Dwarf Mode -- Items | minor | resolved (user6) | 2014-08-17 | Organic items rot away immediately after embark | 1) Download http://dffd.wimbli.com/file.php?id=9415
2) Unpack into data/save/
3) Continue playing Gostthîkut, in Adrethadar
5) Look at the wagon ('t') and dwarf inventory ('v' 'i'); everything looks normal
4) Step ('.') several times
5) Look at the wagon and dwarf inventory again; many items will be worn ('x' or 'X')
6) Step several more times, until the wagon disappears
I haven't seen this behavior in other embarks, even on the same machine with the same DF version. However, loading the saved game always reproduces the issue, on both Linux and Windows. |
| 0006903 | 6 | Dwarf Mode -- Combat | major | | 2014-08-17 | Fleeing dwarves ignore dangerous terrain | Have undisciplined dwarves stand near dangerous terrain and introduce a threat that makes them flee. |
| 0001378 | 3 | Animal Populations | minor | new | 2014-08-17 | Wild Animals don't attack invaders | Cage wild animals in entrance and link cages to a lever. Pull it when invaders are near. |
| 0008060 | | Undeath | minor | new | 2014-08-17 | Ghosts can't fly | lure a ghosts over a 1 zlevel high retractable bridge.
pull the lever when they are on it
The ghost will move once and be unable to move again until you retract the bridge under them.
This won't work on ghost birds for their flier tag. |
| 0007427 | 8 | Undeath | major | | 2014-08-17 | Unslabbable invader ghost acts like a living invader | |
| 0008053 | 3 | Dwarf Mode -- Interface, Designations | minor | resolved (user1294) | 2014-08-17 | Ramps made from tree roots act erattically | Create a 1-z level pit adjoining some tree roots.
Remove all other ramps.
Dig or channel one of the tree roots into a ramp.
Dwarves will not path up the ramp, nor will they climb out of the pit.
|
| 0008035 | 6 | Dwarf Mode -- Embark/Setup | minor | resolved (user1294) | 2014-08-17 | Reclaiming a fort near an ocean causes 7/7 salt water to spawn inside the fort | |
| 0008052 | 1 | Adventure Mode -- Combat | minor | resolved (user1294) | 2014-08-17 | When selecting to attack throat the attacked part is neck. | |
| 0008040 | 4 | Technical -- Saving/Loading | crash | resolved (user1294) | 2014-08-17 | Crash when unpausing | Embark and unpause. |
| 0008021 | 5 | Vegetation | minor | assigned (user6) | 2014-08-16 | Trees grow explosively, destroying adjacent buildings. | Build something near a sapling and wait. |
| 0008047 | 1 | Dwarf Mode -- Interface, General | minor | resolved (user11) | 2014-08-16 | Adamantine does not leave adamantine cavern floor when mined. | Dig some adamantine. Look at the floor. |
| 0003516 | 2 | Dwarf Mode -- Items | minor | resolved (user11) | 2014-08-16 | Cannot Make Robes | |
| 0007985 | 9 | Dwarf Mode -- Transport/Hauling | major | | 2014-08-16 | Dwarves don't haul trade goods unless Lever Operation is enabled | http://dffd.wimbli.com/file.php?id=9379 |
| 0008018 | 2 | Pathfinding | minor | new | 2014-08-16 | Pathing and combat issues with extremely hot creature | Order squads to attack idle creature made of flames in fortress mode. |
| 0008033 | 1 | Dwarf Mode -- Military | tweak | resolved (user6) | 2014-08-16 | Dwarf sparring with unrelated target. | Have a meeting zone/pasture overlapping an active training area. |
| 0008039 | 1 | Adventure Mode -- AI | minor | resolved (user1294) | 2014-08-16 | Bogeyman attack hillocks | |
| 0008037 | 1 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2014-08-16 | Spontaneous coronation | I'm really not sure. Kill one of the lesser nobles and see what happens? |
| 0008023 | 4 | Dwarf Mode -- Flows | minor | assigned (user6) | 2014-08-16 | Water pressure seems to be calculated somewhat tightfisted | Dig a cistern then channel some levels down and ramp up again to pierce the brook bed from below.
w:wall
r:ramp (these would have water level 7)
number:water level
wwwwwww
w
ww wwwww777ww surface
w334w wrw
w777w wrw
wffrwwrw
wrrw |
| 0008034 | | Adventure Mode -- Sites | minor | new | 2014-08-15 | Mountain halls do not count as sites | Head to a mountain hall in adventure mode and ask anyone about the surrounding area |
| 0008032 | | Adventure Mode -- Town | minor | resolved (user11) | 2014-08-15 | Bogeymen in Elf and Dwarf Settlements | Go to an elf tree house or hill dwarf burrow alone. Ask to stay the night. Stay the night. |
| 0003662 | 1 | World Generation -- General | minor | new | 2014-08-15 | Single landmasses with multiple names | The following world gen has created the described behavior in both vanilla and one of my mods. Central west is the bewildering continent, farther east it becomes the delightful land of romance, and in between it is the land of assemblies and various island names.
[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 444254]
[SEED:3196213328]
[HISTORY_SEED:3093093048]
[NAME_SEED:1057896304]
[CREATURE_SEED:2326796152]
[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:3:1:1:2:2:3]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MEGABEAST_CAP:36]
[SEMIMEGABEAST_CAP:74]
[TITAN_NUMBER:18]
[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:20]
[NON_MOUNTAIN_CAVE_MIN:30]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:80]
[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:520:2080:4160]
[VOLCANISM_RANGES:528:1056:528]
|
| 0008029 | 7 | Adventure Mode -- General | minor | assigned (user6) | 2014-08-15 | Rescued prisoners separated from you while still on the site become hostile yet remain on your companions list | Rescue children from a goblin site, have them be rooted in place with fear by you killing something, then head far enough away that they disappear from your companions list before returning and checking it again. |
| 0008031 | | Adventure Mode -- Combat | minor | new | 2014-08-15 | Attempting to throw an item while webbed makes the game unresponsive until you are free of the web | Throw something while a web-spitting creature has you immobilized |
| 0008030 | 1 | Pathfinding | minor | resolved (user6) | 2014-08-15 | Dwarves cannot path to monsters made of fire or with a very high body heat as the air surrounding them is too hot | Command a militia squad equipped with melee weapons to attack a creature made of fire, watch as they do nothing and your fortress burns to the ground. |
| 0008011 | 4 | Dwarf Mode -- Military | minor | assigned (user6) | 2014-08-15 | Dwarves only being overcome by terror once enlisted in the military | |
| 0007498 | | Dwarf Mode -- Immigration | minor | resolved (user6) | 2014-08-15 | Migrant Babies not carried by mother | Have a baby arrive in a migrant wave. |
| 0007595 | 3 | Dwarf Mode -- Trade | minor | confirmed (user6) | 2014-08-15 | Merchants petrified with fear by were-creatures | Wait for a caravan to arrive, then have something that scares animals and dwarves (dark blue exclamation reaction) cross the caravan's path. |
| 0008016 | 1 | Dwarf Mode -- Interface, Kitchen | minor | confirmed (user11) | 2014-08-15 | Hemp seed paste/pressed states not displaying correctly in various menus | http://dffd.wimbli.com/file.php?id=9396 |
| 0008026 | 1 | Adventure Mode -- Combat | minor | resolved (user6) | 2014-08-15 | combat target list constantly change for the worst | |
| 0007932 | 4 | Dwarf Mode -- Items | minor | resolved (user6) | 2014-08-15 | Forgotten Beast corpse labelled as "vomit" | |
| 0008014 | | Dwarf Mode -- Jobs, Fishing | trivial | new | 2014-08-15 | Fishing task is not cancelled when water freezes | Have a dwarf fishing during water > ice transition. |
| 0007250 | 3 | Cave-ins | minor | resolved (user6) | 2014-08-15 | "section of the cavern has collapsed" message on embark | Unknown, first time this has happened to me. |
| 0008020 | 1 | Dwarf Mode -- Interface, Burial | minor | resolved (user6) | 2014-08-15 | Dwarves fail to bury pets | |
| 0008024 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | major | resolved (user6) | 2014-08-15 | Plants are not harvested well (neither herbalist nor farmer) | Harvest any fruit and find useless "bushes" |
| 0007736 | | Init Options | minor | | 2014-08-15 | Omitting STRICT_POPULATION_CAP from d_init.txt defaults it to 0 | |
| 0007032 | 13 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | tweak | | 2014-08-14 | PROCESS_PLANT_TO_BAG reaction does not produce seeds | |
| 0008003 | 2 | Dwarf Mode -- Jobs, Burial | trivial | assigned (user6) | 2014-08-14 | Dwarf baby who drowned came back as ghost even after burial | Well, first you drown a baby... |
| 0008010 | 3 | Dwarf Mode -- Jobs, Healthcare | trivial | resolved (user6) | 2014-08-14 | Field Medical Care | Injure a dwarf |
| 0001955 | 5 | Dwarf Mode -- Jobs, Healthcare | minor | acknowledged (user11) | 2014-08-14 | dwarves rest outside of the hospital zone | this has never happened to me with .03, though now after a fight with multiple injuries, 2 of 4 injured dwarves rested in the bedroom instead of the hospital. (there were enough free beds at the moment I noticed them not resting in the hospital zone) |
| 0006547 | 21 | Adventure Mode -- AI | minor | | 2014-08-14 | Wolves passive in adventure mode. | I have no idea. Wolves attacked on the travel map that is all I did. |
| 0000895 | 23 | Dwarf Mode -- Jobs, Hunting | minor | | 2014-08-14 | Items disappear (become invisible) after getting pushed by flowing water, burning in magma, or encased in ice | well, have a hunter dodge in a pool from an attacker - pretty hard to reproduce |
| 0007607 | 3 | Pathfinding | major | | 2014-08-14 | Caravans get stuck/ignore smooth walls or try to cramp in tight spaces | |
| 0007961 | 2 | Dwarf Mode -- Interface, Animals | minor | new | 2014-08-14 | Escaping vermin remain on animal list | 1. Elven caravan arrives.
2. Vermin escapes from cage and disappears off map.
3. Enjoy a growing list of (tame bat) each year. |
| 0006040 | 2 | Dwarf Mode -- Trade | major | | 2014-08-14 | Minecart Tracks block Trade Wagons | Create depot.
Look at access.
See all the pretty green.
engrave tracks around depot.
Look at access again.
Notice that the pretty green is gone. |
| 0007991 | 6 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2014-08-14 | Weaver won't climb tree to collect webs | 1. Put webs in tree
2. Build loom
3. Collect webs |
| 0001088 | 3 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user6) | 2014-08-14 | No happy thought when elected mayor | Have a mayor being elected.
Look at his thoughts. |
| 0008006 | 1 | Adventure Mode -- Buildings | minor | resolved (user1294) | 2014-08-14 | Goblins sites not generating correctly? | |
| 0008002 | 1 | Technical -- General | minor | resolved (user6) | 2014-08-14 | After Vampire Fey mood, simulation speed drops like a stone, | Fortress mode, vampire found and walled off, but fey mood strikes him. Keep walled off, simulation speed plummets. Released simulation speed resumes. |
| 0004153 | 2 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2014-08-14 | Trapped Moody Dwarf slows game | Trap a moody dwarf away from the workshop he wants? |
| 0007992 | 4 | Dwarf Mode -- Jobs, Hauling | trivial | resolved (user6) | 2014-08-14 | Hauling wood does not work | |
| 0008004 | | Material Properties | minor | new | 2014-08-14 | HAIR_TEMPLATE includes ITEMS_HARD, results in inappropriate yarn crafts | |
| 0008000 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user1294) | 2014-08-14 | Roads outside of fort walls in 'reclaim' starts are made of 'rock blocks' that produce nothing when dismantled | a)
- Load linked save
- Deconstruct some of the road
- Find no blocks are produced
b)
- Generate new world
- Start in Dwarf Fortress mode
- 'R'eclaim a ruined fort
- Deconstruct some of the road
- Find no blocks are produced |
| 0007997 | 1 | Civilizations/Entities -- General | minor | resolved (user6) | 2014-08-14 | Caravans from civilizations with no major sites left still bring goods that could only be produced in those sites | |
| 0007996 | | Dwarf Mode -- Reclaim | major | new | 2014-08-13 | FB reappears in middle of fort and spawns in tree | 1. Get Forgotten Beast
2. Wall off the caverns where the beast spawned
3. Retire
4. Unretire fort |
| 0007995 | 1 | Dwarf Mode -- Combat | major | resolved (user6) | 2014-08-13 | Military dwarves attack dwarves that have let out enemies from cages | - Assign caged creature to Pit/Pond
- Watch dwarf leading troll be slaughtered by military dwarves |
| 0007993 | 2 | Dwarf Mode -- Nobles | major | resolved (user6) | 2014-08-13 | Expedition Leader not appointed/appointable. | Have two remaining dwarves: one child and one expedition leader. Have the expedition leader die. Profit? |
| 0001370 | 10 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2014-08-13 | Farm built on muddy chalk/bauxite/rubies, after mud dried it was all chalk | Irrigate an underground room for farming and wait 5 years at least. The floor must be composed of different types of rock or gems. |
| 0001568 | 4 | Dwarf Mode -- Thoughts and Preferences | trivial | | 2014-08-13 | 'clean shaven' hair style causes hair color to be omitted in the dwarf description | 1) view a dwarfs thoughts/preferences
2) find a clean shaven headed dwarf
3) wonder what color his extremely long double braided beard, somewhat sparse sideburns, and neatly combed mustache are.
|
| 0006954 | 3 | World Generation -- General | minor | resolved (user6) | 2014-08-13 | Night creature outcasts living in human towns | |
| 0007385 | 4 | General | minor | resolved (user6) | 2014-08-13 | Chopped tree gave no logs | No idea, appears to be random. |
| 0001978 | 4 | Creatures | trivial | confirmed (user6) | 2014-08-13 | Ant mounds and bee hives appear in stone and ice (even after waterways thaw) | 1) Embark on a site/biome with temperatures cold enough to freeze the local waters or in an area with exposed stone layers (not soil).
2) Observe placement of ant mounds. |
| 0004164 | 12 | Vegetation | minor | confirmed (user6) | 2014-08-13 | In mountain biome, clay cannot be farmed, and grass does not regrow | Embark somewhere with clay. Build a farm plot on it. Get some above-ground seeds. Attempt to mark the plot for seeding.
Embark somewhere with clay. Mark a pasture on it. Let your animals graze there. Wait for it to grow back (or not). |
| 0004881 | 8 | Vegetation | minor | resolved (user6) | 2014-08-13 | My grass is not growing back (mountain biome, sand). | |
| 0007288 | 8 | Dwarf Mode -- Jobs, Military | major | | 2014-08-13 | Squads report to incorrect location when using Defend Burrow order | Create world
Embark
Create a burrow
Create a squad
Create an alert
Set the squad schedule for that alert to 'Defend Burrow', select new burrow.
Select the squad, set their schedule to the new alert.
Units appear to be stationed at random locations |
| 0005245 | 1 | Combat -- General | minor | confirmed (user6) | 2014-08-13 | The smaller the creature, the more easily it bleeds to death from dismemberment, burns, etc. | Dismemberment:
- create a sword-wielding bronze colossus in the arena
- create a couple bobcats, slash off a leg from each, watch them bleed to death almost instantly
- create a couple cows, slash off a leg from each, watch them get pale but remain alive
Melting:
- create a dragon in the arena
- torch a crowd of dingos, watch as they all quickly bleed to death
- torch a crowd of elephants, watch as they die of melting instead |
| 0003090 | 5 | Miscellaneous Crashes | crash | resolved (user6) | 2014-08-13 | White box appears above all windows, pinwheel of death, DF locks up | No idea WHAT causes it exactly, but with one save, waited few minutes.... screen notification pops up in empty white window, game locked up. Terminal window spews out information.
Crashed several times.
Eventually got past bad spot. |
| 0005186 | 4 | Combat -- General | minor | confirmed (user6) | 2014-08-13 | When severing the body part "teeth", all teeth are being severed and fly off in many arcs | Beat a creature with GENERIC_TEETH into unconsciousness, e.g. a Moose.
Attack the teeth. Stabbing them with a sword has always worked for me, grabbing and pinching them works just as well.
Watch the nice pattern the teeth form on the ground. |
| 0000576 | 13 | Dwarf Mode -- Diplomacy | minor | confirmed (user6) | 2014-08-13 | Diplomat "Leaves Unhappily" if expedition leader dies | |
| 0006100 | 2 | Miscellaneous Crashes | crash | resolved (user6) | 2014-08-13 | Crash occurs about 1-3 seconds after game is un-paused. | An archive of the save folder (ie region1) will be linked in a note attached to this bug report.
Unarchive the save in the proper place, load the game, and un-pause it. |
| 0005653 | 4 | Technical -- General | minor | resolved (user6) | 2014-08-13 | Inexplicable Framerate Drop | Load my save and simply wait. The framerate drop occurs at the same time a moody dwarf will go insane, but preventing the insanity won't prevent the framerate drop (build a leatherworks to keep him alive). |
| 0002633 | 11 | Adventure Mode -- Combat | minor | confirmed (user6) | 2014-08-13 | Elven wooden swords have same sharpness as normal wood, defeated by simple clothes | Start an elf adventurer with sword skill and attack your home town's folk. |
| 0005694 | 2 | Adventure Mode -- Travel | major | new | 2014-08-13 | Memory leak / performance issues with swimming long distances | 1) Swim across the ocean |
| 0004904 | 3 | Contaminants/Spatter | minor | confirmed (user6) | 2014-08-13 | Creatures can retain spatters on body parts that are gone/severed/removed | Get a war amputee and march him/her through water. |
| 0005755 | 12 | Undeath | major | | 2014-08-13 | Caravan Guard Ghosts are still not appearing for slabs | |
| 0007113 | 6 | Dwarf Mode -- Trade | minor | new | 2014-08-13 | Caravan/wagon fails/refuses to leave after embarking on their journey. | No idea. |
| 0006081 | 5 | Dwarf Mode -- Trade | minor | | 2014-08-13 | Some wagons are incredibly fast, others incredibly slow | Wagon? |
| 0006989 | 1 | Typos/Grammar | text | | 2014-08-13 | Typos and obsolete information in the manual | |
| 0003392 | 10 | Creatures | minor | confirmed (user6) | 2014-08-13 | Trade capacities are way too high | |
| 0001203 | 3 | Dwarf Mode -- Invasions | minor | | 2014-08-13 | might tame animals prematurely detect ambushers in some cases? | if I knew.. |
| 0000368 | 6 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2014-08-13 | Smooth Stone designation removes stairways | 1. Designate a square to have a staircase dug out.
2. Designate the same square to be smoothed over.
2 1/2. The staircase must not yet be dug when you designate the smooth order, and the miner must get to the square before the engraver
3. Wait.
|
| 0007227 | 1 | Vegetation | minor | | 2014-08-13 | pineapples don't have seasons | Scroll through the pineapple raw entry. |
| 0000630 | 6 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2014-08-13 | Misc. Item User skill trainable on embark | |
| 0003041 | 9 | Dwarf Mode -- Combat | major | resolved (user6) | 2014-08-13 | Fortifications do not hinder goblin arrows | Build some fortifications, stick somebody on the other side, wait for a goblin squad led by an archer. |
| 0007988 | 4 | Dwarf Mode -- Immigration | major | resolved (user6) | 2014-08-13 | No Immigrants Arriving | |
| 0001662 | 8 | Dwarf Mode -- Immigration | major | resolved (user6) | 2014-08-13 | I have not received an Immigrant in years. | |
| 0006729 | 1 | Dwarf Mode -- Jobs, Assignment of Jobs | crash | resolved (user6) | 2014-08-13 | Crash when trying to assign jobs to migrants before they enter fortress | lazy newb pack, get a migrant wave, alter their labors during the end of a season. |
| 0001937 | 5 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2014-08-13 | Animal Hauler Caught in Loop When Hauling Out of Burrow | |
| 0007986 | 2 | Dwarf Mode -- Jobs, Animal Handling | minor | assigned (user6) | 2014-08-13 | Irrational spamming of "urist cancels Pen/Pasture Large Animal: Animal inaccessible" | Happens sporadically. Pretty frequent though |
| 0007987 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-08-13 | Traders try to ford the river, then go insane. | ??? |
| 0003031 | 1 | Dwarf Mode -- Justice | minor | resolved (user11) | 2014-08-13 | dwarves in jail die of thirst (every time) | Place metal cage. Set it for justice. Make sure plenty of buckets are available for water to be given, plenty of alcohol and food (all next to cage). Wait for a (bad!) Dorf to goto jail and watch him die. Seems rather cruel. |
| 0001665 | 9 | Creatures | minor | | 2014-08-13 | Undead demons fighting with normal demons in the underworld | Created a fortress on a haunted mountain and broke into the demons underworld. |
| 0002888 | 8 | Dwarf Mode -- Interface, Military Screen | minor | resolved (user6) | 2014-08-13 | Military Equipment screen does not reflect actual dwarf inventory | Don´t know how. |
| 0001324 | 18 | Dwarf Mode -- Jobs, Items | minor | | 2014-08-13 | buckets full of water were used to produce lye | Make pond zone, and while dwarves are filling the pond, delete the zone. Then try to make lye using the remaining water-filled buckets. |
| 0001498 | 32 | Dwarf Mode -- Jobs, General | minor | | 2014-08-13 | Crystal glass items can't be made, CRYSTAL_GLASSABLE appears broken | Import glass
Use glass furnace to make glass window |
| 0002481 | 26 | Dwarf Mode -- Jobs, Equipment | minor | | 2014-08-13 | Dwarves will claim new clothes when theirs is worn (xClothesx) but not wear it | Get a fort to the point where dwarves have worn clothing, make some new clothes. Watch as they claim it and your clothier shop clutters up. |
| 0001236 | 28 | Dwarf Mode -- Items | minor | resolved (user6) | 2014-08-13 | buckets contain lye and water, can't be used for anything | |
| 0007984 | 1 | Adventure Mode -- Movement | minor | resolved (user1294) | 2014-08-13 | Cannot fly in square that has downwards slope/ramp | Just create a flying creature in the arena and assume control. |
| 0006142 | 1 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | new | 2014-08-12 | Can't encrust an item with same material as the item | Create a stone stockpile only for a certain stone type, e.g. granite.
Set this stockpile to 'give' for a craftsdwarf's workshop.
Create a gem stockpile that 'gives' to the jeweler.
Create a finished goods stockpile that 'takes' from the crafter and 'gives' to the jeweler.
Cut that stone type.
Make rock crafts.
Try to encrust goods with that stone type. |
| 0007978 | 1 | Adventure Mode -- Buildings | minor | new | 2014-08-12 | Mead hall door is above ground level | Game save: http://dffd.wimbli.com/file.php?id=9371 |
| 0007982 | 2 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | resolved (user6) | 2014-08-12 | Cannot encrust furniture from linked stockpile | Link gem, stone and furniture stockpiles to a gem cutter's workshop, tell him to cut the stone and then encrust it to furniture. |
| 0006415 | 1 | Technical -- General | crash | new | 2014-08-12 | Crash at a specific point | Simply load the save and play.
http://dffd.wimbli.com/file.php?id=8341 |
| 0007977 | | Dwarf Mode -- Justice | minor | confirmed (user6) | 2014-08-12 | Justice, Sleep Pretension, and Menial Work Exemption ignored for CIV-level nobles | |
| 0003721 | 7 | Dwarf Mode -- Nobles | minor | confirmed (user6) | 2014-08-12 | [MENIAL_WORK_EXEMPTION] doesn't work? | |
| 0007974 | 2 | Adventure Mode -- Sites | minor | assigned (user6) | 2014-08-12 | 2,700+ kobolds crammed into a tiny camp | Random chance, just have to generate a world and see if such a camp exists.
Here's the save though: http://dffd.wimbli.com/file.php?id=9364 |
| 0007821 | 8 | Adventure Mode -- Sites | major | | 2014-08-12 | Animal overpopulations multiply/replenish after waiting/sleeping in worldgen fortresses, cause extreme lag | 1. Load up adventure save: http://dffd.wimbli.com/file.php?id=9266
2. try to move. |
| 0007975 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-08-12 | Trader wagon scuttles for no apparent reason | |
| 0007818 | 6 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user11) | 2014-08-12 | Hospital Zones don't respect supply maximums | In my experience it happens in every game. Although in 40.05 it didn't happen right away. |
| 0007973 | | Creatures | major | resolved (user6) | 2014-08-12 | Birds get stuck mid-air | Start a game anywhere, wait for birds (eagles, kea, whatever) wait a few ingame weeks and they will get stuck. Happened to me so far in 5 out of 5 games. |
| 0007968 | 4 | Dwarf Mode -- Buildings, General | major | resolved (user1294) | 2014-08-12 | Masons build wooden walls out of fabulous materials without using up the material | Embark (I don't know if it has to be reclaim)
Set some walls to be built out of wood
Let a dorf without carpentry enabled go do it. |
| 0007972 | | Dwarf Mode -- Immigration | minor | resolved (user1294) | 2014-08-12 | Baby immigrants come crawling to fortess not being carried by an adult. | I would assume it is random. other immigration waves may have similiar results. |
| 0007967 | 4 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-08-11 | deconstructed floors still make magma | Embark a reclaim fort. Deconstruct a floor, at least on a bridge over a brook. |
| 0007969 | 1 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-08-11 | wooden walls constructed of random materials | embark. chop tree, build wall from tree. |
| 0007947 | 6 | Dwarf Mode -- Jobs, Hauling | minor | | 2014-08-11 | Stones only being hauled by 1-3 | |
| 0007963 | 3 | Dwarf Mode -- Items | minor | resolved (user6) | 2014-08-11 | Overloaded Butcher's Shop produces unusable bugged skins. | |
| 0007174 | 2 | Dwarf Mode -- Interface, General | major | resolved (user6) | 2014-08-11 | Random crashes in dwarf mode | Start a new fortress and play for a few weeks. |
| 0005994 | 33 | Dwarf Mode -- Jobs, Building Construction and Destruction | major | | 2014-08-11 | Destroying a construction teleports nearby items | Place a wood stock pile.
Build a wooden wall.
Destroy the wall. |
| 0007936 | 5 | Miscellaneous Crashes | crash | | 2014-08-11 | Crash when pressing Esc on embark (site chooser) screen and adventure mode menu screen | 1. Generate a world.
2. Enter Dwarf Fortress embark screen.
3. Press Esc
4. Crassssshhhh! |
| 0007965 | 1 | Dwarf Mode -- Immigration | major | resolved (user6) | 2014-08-11 | when a migrant came his arm was cut off | idk |
| 0005576 | 1 | Adventure Mode -- Movement | minor | new | 2014-08-11 | Some sewer grates can be breathed through, others can't | 1 Find an sewer entrance from a river, swim inside.
2 Try to get to the first Sewer Grate if possible.
3 Watch as your adventurer drowns. |
| 0007913 | 3 | Dwarf Mode -- Immigration | minor | assigned (user6) | 2014-08-11 | migrants pause at edge of map | |
| 0007962 | | Dwarf Mode -- Interface, Stockpiles | minor | new | 2014-08-11 | Ballista Arrows overflow | Create a 1 tile stockpile next to a wall, put a ballista arrow in it. It will probably overlap the wall. |
| 0007204 | | Adventure Mode -- Movement | minor | new | 2014-08-11 | Moving into campfires impossible, but jumping possible | |
| 0007957 | 2 | Dwarf Mode -- Pets | minor | assigned (user6) | 2014-08-11 | Pitted vermin hover in open space | pit some (non-flying) vermin |
| 0007823 | 6 | Adventure Mode -- Environment | minor | assigned (user6) | 2014-08-11 | Abandoned houses immediately collapse when loaded | .. load save? This is beyond me.
http://dffd.wimbli.com/file.php?id=9267 |
| 0007929 | 7 | Dwarf Mode -- Idle Behavior | minor | assigned (user6) | 2014-08-11 | Dwarves Randomly Idling | ...designate a pond and have the job finish? |
| 0007954 | 5 | Dwarf Mode -- Jobs, Animal Handling | major | resolved (user6) | 2014-08-11 | Dwarf tries to pasture of minotaur | 1) Catch Minotaur to cage
2) Wait until dwarf tried pasture him
or
1) Load save from http://dffd.wimbli.com/file.php?id=9355
2) Unpause game, follow the Minotaur |
| 0007956 | | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-08-11 | Crash on cancelling embark | > Start Playing
> Dwarf Fortress Mode
> Press 'Esc' to cancel embark.
> Crash |
| 0007953 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-08-11 | Traders won't leave if way out of depot has been "blocked" with traps | |
| 0007918 | | Typos/Grammar | text | | 2014-08-11 | Welcome screen inconsistent spelling of web site vs website | |
| 0007952 | | Dwarf Mode -- Trade | minor | resolved (user1294) | 2014-08-11 | Merchants disposses trade items when scared | Leave a stockpile of mutilated bodies near your depot and wait for merchants. |
| 0007951 | | Technical -- Input/Keybinding/Macros | minor | resolved (user6) | 2014-08-11 | Esc Closes DF | |
| 0007949 | | Dwarf Mode -- Moods | minor | resolved (user1294) | 2014-08-11 | Items teleporting when required for a strange mood | |
| 0005740 | 1 | Adventure Mode -- Quests | minor | new | 2014-08-11 | Civilian killed a quest target for adventurer, then was thrilled to hear of the death | 1. get a vampire quest
2. accuse target
2. nearby civilian kills your target
3. ask civilian about "service" |
| 0006716 | 2 | Adventure Mode -- General | minor | new | 2014-08-11 | Swimming at minimal speeds trains swimming the most | Get into a lake.
Press S
Select "Creeping Swim"
Take a step
Watch as your swimming experience goes up by 3-8
Press S
Select "Maximum Swim Speed"
Swim until you hit the maximum speed
Take a look at your swimming experience
Take a step
Your swimming experience should now be raised by about 1, if not less.
(Posting bug on the tracker is optional.) |
| 0006545 | 26 | Creatures | minor | | 2014-08-11 | Flying creatures stop flying, fall to the ground, and explode | Start dwarf mode in an area containing flying creatures and wait. Because this only happens randomly, reproduction is difficult. That said, I am not the only person to report this, since it was also mentioned here: http://www.bay12games.com/dwarves/mantisbt/view.php?id=6534#c24895 . |
| 0003811 | | Adventure Mode -- Retirement | trivial | new | 2014-08-11 | Retiring an adventurer resets their fame/reputation | |
| 0007945 | | Adventure Mode -- General | minor | resolved (user6) | 2014-08-11 | Advmode NPC campers are lethargic | 1) Note a refugee camp on travel map
2) Approach, press d
3) Lethargic caravan! |
| 0007944 | | Dwarf Mode -- Interface, Embark | tweak | | 2014-08-11 | App quit if press escape button while choosing embark site | 1) Open DF
2) Create any world
3) Select this world
4) Select dwarf fortress mode
5) When on world screen, choosing embark place, press escape button
You app will quit immediately. |
| 0007948 | 1 | Creatures | minor | resolved (user1294) | 2014-08-11 | Walls made out of "Unknown Material" | 1. Build a wall larger than one tile.
2. Select material.
3. Press enter. |
| 0002189 | 5 | Technical -- Input/Keybinding/Macros | text | | 2014-08-10 | Delete key doesn't work for text entry on OSX | On a Mac, try to delete entered text (e.g. Notes) with the 'delete' key. |
| 0007942 | 1 | General | feature | | 2014-08-10 | Graphical Map Overlay | n/a |
| 0007941 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-08-10 | Traders' camels jump / teleport around during movement | Please see the save file.
|
| 0007939 | | Dwarf Mode -- Buildings, General | minor | | 2014-08-10 | Only one block required for walls, no matter how big the wall | Make a wall, select materials, only one is used, the rest of the wall is made of "Unknown Frozen Creature Substance." |
| 0007917 | 5 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2014-08-10 | Hair items have a hidden quantity modifier | 1. Slaughter something with hair (say... a Stray Horse), resulting in "Stray Horse Hair"
2. Assign a Farmer's Workshop to "Spin thread"
3. A spinner will make Stray Horse Hair Thread, but the original input material will remain.
4. Repeat ad nauseum
|
| 0007938 | | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user11) | 2014-08-10 | Only first tile of multi-tile wall designation uses materials, all others result in unknown material or amber | Designate a multi-tile wall segment (wood, block, boulder, etc.).
Observe only first tile being built with a hauled material.
All other wall tiles built without materials. |
| 0007935 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-08-10 | human caravan comes to depot 2 wagons remain ontop of depot and do not unpack and then leave without unpacking at normal time | build depot
have human caravan show up
attempt to trade
does not allways happen
has happend 3 times before in previous version |
| 0007934 | 1 | Dwarf Mode -- Interface, Stockpiles | feature | resolved (user11) | 2014-08-10 | Flow option for stockpile designation | 1) Observe how easy designating a not perfectly rectangular zone is.
2) Try to do the same with a stockpile. |
| 0007462 | 3 | Adventure Mode -- Combat | crash | assigned (user6) | 2014-08-10 | After talking to goblin and attempting to attack, game hangs | 0) Get the save file at http://dffd.wimbli.com/file.php?id=9061
1) Go up the ramp until you get to floor with the goblins.
2) Talk to an adjacent goblin who isn't yet at "no quarter" status.
3) Bypass greetings.
4) Either ask the goblin to join you as an adventurer or claim the site for yourself.
5) Attempt to attack with the "A" key. |
| 0007933 | 1 | Dwarf Mode -- Interface, Animals | minor | resolved (user6) | 2014-08-10 | Non-pastured grazers hang out in meeting area, starve to death | Deconstruct the starting wagon. Create a meeting area underground. Don't assign any grazers to a pasture. |
| 0003213 | 1 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-08-10 | Crash when writing to non-existant location | Load all DF onto flash drive.
Play game from flash drive.
Remove flash drive.
Try to save the game. |
| 0007928 | 2 | Cave-ins | minor | resolved (user6) | 2014-08-10 | Chopping down tree from above ground level results in cave-in, injures dwarf. | Find a tree adjacent to a slope, such that leaves/branches are adjacent to the next level up.
Designate the second level of the tree for chopping down.
Wait for cave-in. |
| 0006407 | 2 | Technical -- General | crash | resolved (user11) | 2014-08-10 | Crashes after a bit | |
| 0004593 | 6 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2014-08-10 | shearing sometimes produces stack of 1 wool, which cannot be used | Shear lots of animals repeatedly. |
| 0007837 | 2 | Arena | trivial | resolved (user6) | 2014-08-10 | Cow/bull doesn't drown in the arena | Just create a cow in the water area in arena. |
| 0007562 | 6 | Dwarf Mode -- Immigration | minor | | 2014-08-10 | No message when migrants arrive | |
| 0007382 | 1 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-08-10 | Crash upon replying to creatures after asking about recent incidents. | |
| 0007062 | 5 | Adventure Mode -- Sleep | minor | resolved (user6) | 2014-08-10 | Sleeping until dawn makes you drowsy. | |
| 0007249 | 1 | Adventure Mode -- Sites | crash | resolved (user6) | 2014-08-10 | Crash when approaching a tomb site | I saved right before the entrance to the tomb on the map, and every time I approach it from off-site it crashes immediately.
Step 1: walk towards tomb |
| 0007428 | 1 | Dwarf Mode -- Items | minor | resolved (user6) | 2014-08-10 | Items in Inventory (visible in Z - Stocks) are not available when Building (Traps, doors, etc.) | |
| 0007433 | 7 | Dwarf Mode -- Invasions | major | resolved (user6) | 2014-08-10 | Goblins climb out of pits | |
| 0007043 | 1 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user6) | 2014-08-10 | Fallen item partially broke the game by making a dwarf endlessly and repeatedly search for it | |
| 0006646 | 1 | Adventure Mode -- Combat | crash | resolved (user6) | 2014-08-10 | Crash while wrestling creatures | Load save file.
Attack horseshoe crab several times (5-10 in this case) using arrow keys. |
| 0007552 | 3 | Pathfinding | major | resolved (user6) | 2014-08-10 | Hunter walked on water | |
| 0004451 | 4 | Sites | minor | resolved (user11) | 2014-08-10 | Site finder ignores flux/soil depth without warning. Low evil =/= good | This works best in trying to begin in good areas, as it seems flux -never- appears in good areas. My method was this -
Site finder : Flux - Yes. River - Yes. Shallow Metals - Multiple. Deep metals - Multiple. Soil - Deep. Clay - Yes. Also, aquifers are off.
The site will most likely end up being good temperate shrublands, grasslands, or desert. There will be a bunch of sites shown as possibles that are clearly not 'good' aligned areas (not Serene, Mirthful, or Untamed Wilds)
If you do play in one of the 'good' sites and use the prospector, you will find that despite the site being suggested, there is no flux. |
| 0000385 | 3 | Dwarf Mode -- Interface, Stocks | text | resolved (user6) | 2014-08-10 | "unknown frozen creature substance chops" in stocks menu | z->stocks->meat
press tab to show correct names |
| 0005060 | 4 | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-08-10 | Creature said to be weak to "unknown frozen creature substance" | |
| 0000505 | 2 | Contaminants/Spatter | text | resolved (user6) | 2014-08-10 | "Smear of "- forgotten beast spittle not defined | This is my first FB encounter, so I don't know if it happens with all spitters. |
| 0007889 | | Cave-ins | minor | resolved (user6) | 2014-08-10 | Ice-Drop, "Unknown" tile result | 1. Freezing water in above ground biome.
2. Dig out a cavern underneath.
3. Build (wooden) flooring ontop of the ice.
4. Channel around it.
5. Cause it to drop.
You now have a cavern of "Unknown" tiles. |
| 0006623 | 6 | Adventure Mode -- General | major | confirmed (user6) | 2014-08-10 | Game freezes after each move | - Make an adventurer and try to move |
| 0006591 | 3 | Dwarf Mode -- Jobs, Designations | minor | new | 2014-08-10 | Trees are always chopped completely, regardless of where chopping designation is given | 1) Start a fort
2) Build a staircase up the side of a tree
3) Chop down any part of the tree other than the base |
| 0007824 | 7 | World Generation -- Constructions | minor | resolved (user6) | 2014-08-10 | Worldgen ruin with missing corner | |
| 0007572 | 4 | Dwarf Mode -- Military | major | | 2014-08-10 | Discrepancies between 'm'ilitary menu and 'v'iew menu when replacing squad members (leaders only?) | Assign dwarves via profession side menu and change their positions/assignments in the military screen or vice versa. |
| 0007390 | 13 | Dwarf Mode -- Jobs, Military | minor | resolved (user11) | 2014-08-10 | Militia Commander stuck in tree, does not do work as a civilian even after being removed from the position | Both militia commanders were assigned from create a 'first squad' in a new embark by pressing 'm' and assigning a dwarf. |
| 0005696 | 7 | Arena | minor | feedback (user6) | 2014-08-10 | Strange gaps in report texts | 1. In Arena Mode create a dragon mummy, a dwarf necromancer and something else, all on different sides.
2. Wait and watch. The problems start when the dragon breathes fire.
3. Scan reports until the gaps appear.
|
| 0007748 | 2 | Adventure Mode -- General | minor | resolved (user6) | 2014-08-10 | Visiting retired player fort and sleeping many times causes catastrophic lag, possibly related to wagons | |
| 0007553 | 7 | Adventure Mode -- Sites | major | confirmed (user6) | 2014-08-10 | Adv Mode lag that increases with sleep/retirement | |
| 0007875 | 2 | World Generation -- General | minor | assigned (user6) | 2014-08-09 | Cavein collapse to the SW of adventurers location in market | 1. Load save: http://dffd.wimbli.com/file.php?id=9315
2. wait a couple turns to see the messages of it happening
3. Go SW and see dead body and people covered in dust. |
| 0007909 | 3 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | resolved (user6) | 2014-08-09 | Burrow-assigned dwarves stuck with barrels after drinking last drink | Assign dwarves into a burrow with a stocked drink stockpile and wait. |
| 0006600 | 3 | Dwarf Mode -- Reclaim | minor | confirmed (user6) | 2014-08-09 | Ambush by harmless noble when reclaiming ruin | Reclaim a world-genned ruin, send dwarves near the trading depot (maybe?), there maybe a stealthy noble waiting to ambush your dwarves. |
| 0007802 | 5 | Pathfinding | minor | resolved (user6) | 2014-08-09 | Dwarves jumping into magma for no damn good reason. | Build a fort next to a volcano and try building floor over it. |
| 0007600 | 7 | Adventure Mode -- General | crash | resolved (user6) | 2014-08-09 | game crashes after killing lady. | ? |
| 0007482 | 5 | Dwarf Mode -- Invasions | major | resolved (user11) | 2014-08-09 | Siegers wander off. Siege tag persists, but loss of the fortress doesn't reward site to the besiegers. | Start a fortress (you may need to be near to an enemy race) and play normally. Survive the first-year siege without killing or capturing all of the enemy. Wait for the rest of the enemy to run or wander off, and note how the Siege tag isn't removed.
|
| 0007171 | 4 | Adventure Mode -- Environment | minor | assigned (user6) | 2014-08-09 | Tracks appear in water | |
| 0006934 | 3 | World Generation -- General | minor | | 2014-08-09 | Using Seeds in World Gen does not always result in Civs behaving the same way (History Seed broken?) | Generate a Small Island with Fixed seeds on all four categories over a period of a 1000 years.
Repeat.
One time we will end in the Age of Death, another time in the age of Fabled, and another time in the age of goblins. Also sites have not been build on exactly the same places, as well as roads.
Starting places and geography are identical but over time alternate timelines will appear each time you generate the world with the same seeds.
|
| 0000988 | 3 | Dwarf Mode -- Interface, Stocks | minor | resolved (user6) | 2014-08-09 | Butchering a forgotten beast produces invisible "unknown frozen creature substance chops" | |
| 0007924 | 3 | Dwarf Mode -- Jobs, Healthcare | tweak | resolved (user11) | 2014-08-09 | Dwarves bleeding to death due to minor wounds: severely aggravating | I have a save game available |
| 0007927 | 2 | Creatures | minor | resolved (user6) | 2014-08-09 | VERMIN LUNGFISH ON LAND!!!!!!!!! | i don't know, have it rain while theres lungfish around |
| 0003887 | 5 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | | 2014-08-09 | Construction of "Upright weapon" [b][T][S] doesn't require any particular labor | [b][T][S] with dwarves with disabled item hauling. |
| 0002560 | 4 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2014-08-09 | Remove construction task prioritized too high, labor can't be disabled, children help out | 1. Build a long strip of wall (b, C, w)
2. Allow it to be constructed
3. Designate several spaces to be removed (d, n) |
| 0004370 | | Dwarf Mode -- Jobs, Assignment of Jobs | tweak | | 2014-08-09 | There's no labor to control the "Pull the lever" job | fail to disable lever pulling for one of dwarves |
| 0004072 | 8 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2014-08-09 | Dwarves drag animals to pen/pit/cage/restraint without Animal Hauling enabled | |
| 0007926 | | Dwarf Mode -- Environment | minor | resolved (user11) | 2014-08-09 | The wild Animals stay always | |
| 0001932 | 9 | Dwarf Mode -- Items | minor | confirmed (user6) | 2014-08-09 | Ice over water cave-in produces blocks of rock and "Unknown" | Play with ice? |
| 0007923 | 3 | Dwarf Mode -- Environment | minor | | 2014-08-09 | Muddy Unknown and Unknown Tiles | |
| 0006852 | 12 | Dwarf Mode -- Jobs, Sleeping | minor | | 2014-08-09 | Broker sleepcrawled/sleepwalked to bed after trading session | |
| 0007925 | 2 | Adventure Mode -- Conversation | minor | assigned (user6) | 2014-08-09 | When asking for directions to something/somewhere, they can refer you to someone who is actually dead | Random chance
Savegame: http://dffd.wimbli.com/file.php?id=9333 |
| 0007825 | 6 | Dwarf Mode -- Jobs, Designations | minor | | 2014-08-09 | Miner frozen on "dig channel" job | |
| 0007876 | 4 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2014-08-09 | Dwarves do not go around constructed walls that were built in their path | Make a long tunnel and line the cave walls with constructed walls.
Have several dwarves build the walls.
If one of the dwarves building is much slower than the others, it is more likely to happen. |
| 0001226 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | acknowledged (user11) | 2014-08-09 | Removing hospital zone and bed makes dwarves stop trying to rest | |
| 0006102 | 1 | Dwarf Mode -- Military | major | acknowledged (user11) | 2014-08-09 | Injured military dwarves won't seek treatment, die | 1. Throw steel-clad dwarves into a danger room equipped with upright wood spikes (made from wood training spears).
2. Activate the danger room.
3. Dwarves get injured.
Expected result: injured dwarves go to the hospital, get treatment.
Actual result: injured dwarves stand around stupidly until they die. |
| 0006344 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | acknowledged (user11) | 2014-08-09 | Dwarf never sought healthcare | |
| 0003403 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | acknowledged (user11) | 2014-08-09 | Dwarf 1 injured by tantrumming military dwarf 2 does not receive any healthcare | 1. Get a military dwarf angry, up till tantrum.
2. Wait for him to hurt someone.
3. Victim gets no healthcare. |
| 0002930 | | Dwarf Mode -- Combat | minor | acknowledged (user11) | 2014-08-09 | Dwarf is Unwilling to die, or get better. | |
| 0002585 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | acknowledged (user11) | 2014-08-09 | Injured soldiers stop resting when alert state changes | See description. |
| 0006610 | 1 | Adventure Mode -- Movement | major | resolved (user11) | 2014-08-09 | Travelling Adventurers keep going on their journey after accepting companionship offer | Meet up with an adventurer travelling across the map and offer companionship |
| 0006549 | 6 | Dwarf Mode -- Reclaim | major | new | 2014-08-09 | Fortress unretirement causes lag / slowness with military usage | 1. Reclaim a ruin
2. Retire
3. Unretire ruin.
Optional(For massive frame rate lag)
Put any dwarf in the military and tell him to move. |
| 0007717 | 4 | Adventure Mode -- Travel | crash | confirmed (user6) | 2014-08-09 | Crash on stopping at tavern | 1) Download and extract the save at http://dffd.wimbli.com/file.php?id=9157 [^]
2) Load game
3) Go away from the city, in the wilderness
4) hit 'd' to stop in the middle of nowhere.
5) hit 'T' to travel back to the tavern where the save was done, at the northeast of the city
6) hit 'd' to try and stop there
7) Crash |
| 0005912 | 2 | Dwarf Mode -- Jobs, Smelting | minor | | 2014-08-09 | Workshops with linked stockpile(s) will only look in those stockpiles for materials/reagents | - have a smelter
- have some ore you would like to smelt
- create a stone stockpile, could be metal-only
- link said stockpile to smelter
- try to smelt some ore |
| 0005836 | 1 | Dwarf Mode -- Diplomacy | minor | resolved (user11) | 2014-08-09 | Make trade agreements but they do not show up on civ screen | Unknown, other than Noble dying. |
| 0007921 | 1 | Creatures | minor | resolved (user6) | 2014-08-09 | Animals stuck behind pet impassable doors cause fps drop | Set a door a tightly closed for pet impassable. Assign work animal to dwarf. If the animal gets stuck behind the door trying to follow its owner it will cause a severe drop in fps. The instant you set the door back to passable the fps drop is alleviated. |
| 0004630 | 4 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-08-09 | Dwarf mode save crashes immediately upon unpause | Load this save game: http://dffd.wimbli.com/file.php?id=4364
Unpause. |
| 0007799 | 4 | Creatures | minor | feedback (user6) | 2014-08-08 | Many biological materials have dubious MELTING_POINT, BOILING_POINT, HEATDAM, SPEC_HEAT, IGNITE_POINT | Open your material_template_default.txt and see it for yourself or just throw a undead in magma. |
| 0007919 | 2 | Dwarf Mode -- Jobs, General | minor | | 2014-08-08 | Designating long channel causes miners to freeze | designate a long strip to be channelled out by multiple miners
wait
|
| 0007654 | 3 | Technical -- Rendering | minor | resolved (user6) | 2014-08-08 | Drawing FPS drop | |
| 0003164 | 2 | Pathfinding | minor | confirmed (user6) | 2014-08-08 | Severe lag during sieges due to buildingdestroyer pathfinding | |
| 0006758 | 1 | Adventure Mode -- Retirement | minor | resolved (user6) | 2014-08-08 | Reduntant wearable gear and eccentric behaviour in home town after adventurer unretire. | |
| 0007519 | 7 | Combat -- General | major | | 2014-08-08 | Sparring dwarves only wrestle | |
| 0002588 | 4 | Technical -- Rendering | minor | | 2014-08-08 | Wall tiles after collapse don't match adjacent tiles | 1. Channel all around the tower.
2. Dig out the ground below the tower.
3. Wait for the huge lag to end.
4. Look at odd symbols. |
| 0007915 | 1 | Pathfinding | major | resolved (user6) | 2014-08-08 | Animals trying to path out of the cavern bring FPS to a crawl when they reach a non pet passable door | Have a door to the cavern. If and when a wild animal approaches it, set to pet passable. |
| 0007912 | 1 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2014-08-08 | designation cancellations | |
| 0007452 | 2 | Dwarf Mode -- Military | major | | 2014-08-08 | Replacing the squad leader creates permanent, hidden squad members | 1 Start new fortress.
2 Create squad.
3 Assign squad leader.
4 Exit military menu
5 Assign new squad leader
6 Exit military menu |
| 0002778 | 3 | Dwarf Mode -- Diplomacy | major | | 2014-08-08 | Diplomat goes insane, still in fortress when abandoned, same diplomat arrives insane in new game | |
| 0005470 | 6 | Adventure Mode -- Inventory | minor | acknowledged (user11) | 2014-08-08 | Can fill quivers and backpacks with water | |
| 0007910 | | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2014-08-08 | Miners will not finish mining | Channel a large open area. |
| 0007908 | 1 | Dwarf Mode -- Immigration | major | resolved (user6) | 2014-08-08 | Immigrants arrive in Miserable state | Grow a fortress to 100+ inabitans, kill around 50% of the population an then retire and make a new one, keep using the same kingdom cause that's what I'm doing. |
| 0006339 | | Dwarf Mode -- Nobles | minor | new | 2014-08-08 | Resurrected Units cannot be assigned as noble positions or squad leaders | 1. Add a resurrection / transformation interaction to your dwarves so that they bring any dead dwarves they see back to life and heal them instantly at the same time.
2. Kill a dwarf.
3. Let another dwarf resurrect the dead one.
4. Attempt to assign the resurrected dwarf to a noble position or as the leader of a squad. |
| 0004309 | 2 | Dwarf Mode -- Jobs, General | minor | | 2014-08-08 | Butcher shop in burrow with unreachable, butcherable items causes job cancellation spam | Place a burrow around a butcher shop as well as an unreachable, butcherable item. |
| 0003734 | 6 | Dwarf Mode -- Jobs, Smelting | major | | 2014-08-08 | Reactions in burrow don't use workers from outside burrow | Make a smelter, and put it into a burrow. |
| 0006621 | 1 | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-08-08 | Shouting 'yield' makes your adventurer be able to respond to it | I'm not 100% what triggers this to happen, it could either be that whoever your fighting must be knocked unconscious or you must direct the yield at no one in particular (shout it). |
| 0006584 | 1 | Geology | crash | feedback (user6) | 2014-08-08 | Game crashes on new terrain generation with error "terminate called after throwing an instance of 'std::length_error'" | Run the game as installed from Arch Linux's pacman:
pacman -S dwarffortress
dwarffortress |
| 0006553 | | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2014-08-08 | Game window minimized upon un-retire | Unknown |
| 0006548 | 2 | Adventure Mode -- Combat | crash | resolved (user6) | 2014-08-08 | During single opponent combat. Attack->enemy parry->Attempt at counter parry = crash | Outside a city, in the dwarven tunnels (I guess that's what they are now), fight a creature capable of parrying. After a parry, while attempting a counter parry the game should crash |
| 0007906 | | Adventure Mode -- AI | minor | new | 2014-08-08 | AI soldiers attacks citizens | |
| 0007907 | 1 | Adventure Mode -- Movement | minor | | 2014-08-08 | fortress-mode bridges cannot be walked onto or off of in adventure mode | Start a fortress in an area with a river.
Build a bridge (b-g) that only covers the water tiles.
Retire the fortress.
Visit the site in adventure mode and use arrow keys to walk on the bridge.
Oh wait, you can't ;) |
| 0007197 | 1 | Miscellaneous Crashes | crash | resolved (user6) | 2014-08-08 | Dwarf mode slows to a halt, then crashes. | Download
http://dffd.wimbli.com/file.php?id=8930
Load save.
Wait about 10 seconds. |
| 0003196 | 3 | Combat -- General | minor | confirmed (user6) | 2014-08-08 | Weapon deflections are credited to the outermost layer of armor, even if an inner layer did the work | Send some dwarves into combat wearing multiple layers of clothing, against enemies bearing weapons that should easily penetrate some layers but have difficulty penetrating others -- e.g., steel and cloth clad dwarves vs. goblins. |
| 0005780 | | Adventure Mode -- Environment | minor | resolved (user6) | 2014-08-08 | Random leather of cave creatures spawn around lair | |
| 0007357 | 5 | Dwarf Mode -- Trade | minor | | 2014-08-08 | Traders teleport animal burdens to depot, pack animals subsequently wander around while prone | 1) Caravan arrives with some trader-led pack animals.
2) Wait for a trader leading a pack animal to touch the trade depot. |
| 0007041 | 10 | Dwarf Mode -- Trade | minor | | 2014-08-08 | Dragged animals escape a few tiles, then teleport back when their captor moves | |
| 0006709 | 6 | Dwarf Mode -- Interface, Stockpiles | text | | 2014-08-08 | Crops have redundant entries in stockpile settings (from multiple materials?) | 1. Create a new stockpile.
2. Select the Stockpile using 'Q' and open its settings.
3. Navigate down to the Food category and then navigate to the 'Plants' subtype.
4. Observe duplicate entries for all members of the category. (See Screenshot: http://i701.photobucket.com/albums/ww13/OhioRawks/duplicateEntries.png) |
| 0007900 | 2 | Adventure Mode -- Inventory | minor | assigned (user6) | 2014-08-07 | Books cannot be destroyed | create a campfire and throw a book in. it will burn and produce smoke, but instantly warp back home |
| 0007883 | 4 | Dwarf Mode -- Military | major | resolved (user6) | 2014-08-07 | soldiers thrown during training phase through walls | Make a 4x4 room and have soldiers train within. During sparing, they will sometimes be thrown through a wall. When I noticed this, my walls were all smooth stone; but this may occur with rough stone. I haven't tested it. |
| 0007899 | 2 | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-08-07 | Parries can be performed with weapons that are stuck in | Stab a weapon into an opponent, wait for another opponent to begin an attack, then select parry |
| 0004783 | 4 | Adventure Mode -- Movement | crash | resolved (user6) | 2014-08-07 | Crash occurring when moving locally | |
| 0005113 | 2 | Adventure Mode -- Inventory | minor | | 2014-08-07 | Readable materials (books, slabs) duplicating in inventory | With another adventurer I went to a necromancer's tower for the first time, and abused sneaking while looking for the secrets of life and death. I found both a book and a slab that had them, and after slaughtering the tower I left for the nearest town. I'm not sure if the bug was occurring then, because I went straight for the town. After spending the night resting as not to get attacked by monsters, I woke up on the roof, because of the sleeping bug in 0005047, and tried to jump off to get down. Unsurprisingly I died, but since I knew where it was I went back with another adventurer to the town and found the body and the items, and that's where I would pick it up each time I tried reproducing it. |
| 0000854 | 3 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-08-07 | Items in trade depot inaccessible after forbidding and reclaiming | |
| 0004349 | 2 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-08-07 | Items w/o stockpiles being placed in containers. | Have empty bags/barrels.
Have no stockpiles for seeds or meat.
Brew a plant/butcher a critter. |
| 0007898 | | Dwarf Mode -- Trade | major | resolved (user6) | 2014-08-07 | Merchants attacked but unharmed collapse and stop moving | |
| 0007897 | | Dwarf Mode -- Nobles | minor | resolved (user6) | 2014-08-07 | Too many nobles | Just start a fort and wait I guess. It seems to be linked to events in the outer world and not in the fort |
| 0007896 | 2 | Dwarf Mode -- Buildings, General | major | | 2014-08-07 | Stills wont make booze | Build a still. try to brew your first crop of grown plants, not the ones you embark with |
| 0006012 | | Dwarf Mode -- Items | major | | 2014-08-07 | Temperature updates for items in containers never stabilize. | Find a bin with items underground and set all temperatures to 10100. Observe them quickly reach 10016 (assuming environment is 10015) and stop there. The bin itself will stop at 10015:499, or whatever the right fraction for it will be. |
| 0007419 | | Vegetation | minor | | 2014-08-07 | Acacia trees don't grow flowers or seed pods | |
| 0003434 | 5 | Dwarf Mode -- Military | minor | | 2014-08-07 | Spammed message: Urist McSoldier cancels Rest: Paralyzed | 1. Engage an enemy with the ability to paralyse.
2. Have dwarfs be wounded and paralysed.
3. Defeat aforementioned enemy.
4. Watch the spam roll in. |
| 0006577 | 3 | Dwarf Mode -- Traps | major | new | 2014-08-07 | Stonefall traps killing trader/broker and diplomat. | |
| 0007118 | 2 | Dwarf Mode -- Jobs, Sleeping | minor | | 2014-08-07 | Injured resting dwarf walking around with a blinking "Z" | |
| 0003981 | 24 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2014-08-07 | Having multiple active beekeepers causes dwarves with "Installing Colony in Hive" Job to become stuck | |
| 0006368 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | crash | | 2014-08-07 | Crash if bees die in a hive with yet ungathered products. | 1. Build a hive, install colony, wait for products to appear. Enable gather.
2. Set the bees on fire without destroying the hive or products. As an example, I achieved this by spawning a unit of magma with dfhack, and then removing it a few frames later. A similar effect is certainly possible to achieve without any hacks (although it's a lot more difficult), and the bees may also be slowly damaged by slightly out of bounds temperature.
3. Once the bees wear out and are destroyed, the fault will happen within an in-game day. |
| 0004014 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2014-08-07 | "Dwarf cancels Install Colony in Hive: Could not find Path" drops FPS | on a map with wild bees build a hive in a room with the beekeeper and wall up the entrance before the hive has bees |
| 0005726 | 2 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | | 2014-08-07 | Beehives + burrow = "cancels Install Colony In Hive: Forbidden area" | 1.build a few bee hives
2.have a Bee Keeper
3.make a burrow including the built bee hives
4.wait |
| 0004223 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2014-08-07 | Dwarves don't "split" bee hives, only use wild ones | 1. Have a mature bee hive that shows as ready to be split.
2. Place a new hive or gather the products from a second existing one.
3. Optionally: block the beekeepers' path out of the fort, they'll just stand there spamming job cancellations instead of using the perfectly fine mature hive to (re)populate the second one. |
| 0003961 | | Dwarf Mode -- Interface, Tasks | minor | | 2014-08-07 | Dwarf interrupted during beehive stocking doesn't lose job | 1. Build a hive
2. Have a dwarf pick up a wild colony of bees
3. Scare him |
| 0007829 | 3 | Dwarf Mode -- Jobs, Hauling | major | resolved (user6) | 2014-08-07 | Item Dump Job doesnt get created | I just created a couple random world, and embarked on a couple of random locations, and the bug is there. |
| 0007893 | 1 | Dwarf Mode -- Embark/Setup | minor | resolved (user1294) | 2014-08-07 | Embark includes Queen for some reason | I'll upload the savegame. |
| 0007892 | | Vegetation | minor | new | 2014-08-07 | Tree Growing in mid air | N/A |
| 0007848 | 6 | Dwarf Mode -- Nobles | major | | 2014-08-07 | Nobles demand impossible metals | |
| 0006130 | 4 | Dwarf Mode -- Jobs, Item Improvements/Decorations | trivial | | 2014-08-07 | Engrave slabs list misses some previously engraved names | 1. Kill off a whole bunch of dwarfs.
2. Engrave slabs for them.
If you pay close attention you might spot that 'Urist Sillyname' is listed as 'No Slabs Engraved' when you're pretty sure you have actually engraved him a slab.
3. Build the engraved slabs.
You probably have a couple on the 'engrave slab' menu that are listed as
No Slabs Engraved
Memorialized
Urist Sillyname (Engrave Memorial) |
| 0007887 | 3 | General | block | | 2014-08-07 | Miners randomly stop mining | |
| 0007578 | 5 | Technical -- General | block | resolved (user6) | 2014-08-06 | Serious FPS dropdown on enemies' sites | 1. Activate the FPS (YES) in your init.txt
2. Download this save => http://www.arcade-history.com/temp/region1.zip
3. "Continue playing" => Load the save
4. Try to play by removing the Pause.
5. The FPS will dropdown badly. |
| 0007885 | | Adventure Mode -- Display | minor | new | 2014-08-06 | Watchtower not reported as a significant structures. | 0) Get http://dffd.wimbli.com/file.php?id=9323
1) Go to one of the round well symbols nearby. |
| 0007884 | 1 | Adventure Mode -- Environment | minor | new | 2014-08-06 | Upwards ramp in trench spontaneously collapses | 0) Get http://dffd.wimbli.com/file.php?id=9323
1) Press "d" to enter the trench.
2) Press "," to advance time a bit. The ramp immediately to the northeast of the player will collapse, spewing cave-in dust around. |
| 0007724 | 6 | Adventure Mode -- Buildings | minor | assigned (user6) | 2014-08-06 | House treated as tavern, has tavern sign out front | |
| 0007881 | | Dwarf Mode -- Jobs, Animal Handling | tweak | resolved (user6) | 2014-08-06 | Cage Large Creature job is not controllable by labor settings, distracts skilled dwarves | |
| 0007878 | 7 | Civilizations/Entities -- Populations | major | resolved (user6) | 2014-08-06 | Dark pit population sizes make game unplayable | Make a map, load legends and view populations. |
| 0007882 | | Dwarf Mode -- Reclaim | minor | new | 2014-08-06 | was able to unretire a dwarf fortress run by goblins | |
| 0007880 | | Dwarf Mode -- Embark/Setup | major | resolved (user6) | 2014-08-06 | Embark Neighbors are not being calculated correctly | Start up df with LazyNewb pack and mayday gfx
Worldgen with defaults (no aquifers no cave-ins)
Attempt to pick an embark from the worldmap. |
| 0007375 | 6 | Dwarf Mode -- Jobs, Designations | major | feedback (user6) | 2014-08-06 | Drarves can't dig up from 'Up/Down stairway' to 'Up/Down Stairway' | |
| 0007862 | 8 | World Generation -- Parameters | major | resolved (user6) | 2014-08-06 | Repeat worldgens with the exact parameters don't have quite the same history | 1. Generate whatever worldgen.
2. Copy the parameters from that worldgen you just did.
3. Generate more with those EXACT same worldgen parameters.
4. Compare history and sites. |
| 0007570 | 5 | Dwarf Mode -- Invasions | feature | | 2014-08-06 | Undead invaders do not path to fortress | Cannot really reproduce reliably given it relies on an undead invasion. But it has occurred on my last 4 games, on 4 different maps created in regular mapgen with the following settings: Size Small, History Short, Civs Low to High, Sites Very High, Beasts Very High, Savagery Very High, Minerals Frequent. |
| 0007685 | 4 | Dwarf Mode -- Interface, Embark | minor | | 2014-08-06 | Neighbors view shows invalid data | Open the "Chose Fortress Location" screen on a new world, switch to neighbor view. move cursor around.
Larger worlds and longer history may give better result. |
| 0006592 | | Dwarf Mode -- Embark/Setup | minor | | 2014-08-06 | Elves are always listed on the neighbors menu | Create a new world, select dwarf mode, move cursor to middle of ocean, change to neighbors screen. Elves have joined dwarves as civilizations that are always neighbors. |
| 0004127 | 1 | Dwarf Mode -- Interface, Text | minor | | 2014-08-06 | Delete/Backspace button not useful in all cases | download the game for the mac and play; attempt various fortress interfaces where the backspace is useful and witness the varied behavior. |
| 0000447 | 4 | Technical -- Input/Keybinding/Macros | trivial | | 2014-08-06 | Can't use question marks when customizing names/professions | |
| 0005270 | 1 | Dwarf Mode -- Interface, General | minor | | 2014-08-06 | Naming burrows does not block keyboard cursor movement making numbers hard to use in the name | Hit w to go to the burrow screen, hit a to add a new burrow, hit enter to define the burrow, hit n to name the burrow, type in numbers. |
| 0007877 | | Dwarf Mode -- Idle Behavior | crash | new | 2014-08-06 | Game running this save crashes after a few seconds of play. | |
| 0007832 | 4 | Dwarf Mode -- Environment | minor | | 2014-08-06 | Floating ground that's not there | |
| 0003451 | 3 | Dwarf Mode -- Diplomacy | minor | new | 2014-08-06 | When declining to appoint a baron, liaison/diplomat skips trade agreements | |
| 0007110 | 2 | World Generation -- General | minor | resolved (user6) | 2014-08-06 | Glaciers only form in evil or good biomes | |
| 0007807 | 5 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-08-06 | Human caravans arrive, dump goods, then immediately leave | Wait until human caravan arrives to trade. When wagons arrive, the initial traders leave and are no longer trading. |
| 0007476 | 2 | Dwarf Mode -- Reclaim | minor | resolved (user6) | 2014-08-06 | In reclaimed ruin, rooms/buildings in unexposed areas show up in list | |
| 0007741 | 2 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-08-06 | Caravan stays for only a day, possibly scared by cavern creatures far below | |
| 0006004 | 1 | Miscellaneous Crashes | minor | resolved (user6) | 2014-08-06 | Crash on exit | |
| 0004951 | 4 | Technical -- Sound | minor | resolved (user6) | 2014-08-06 | audio corruption after extended runtime | 1) start DF
2) play for 5+ hours |
| 0006769 | 1 | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-08-06 | "The" missing from ruler description | |
| 0007870 | | Dwarf Mode -- Environment | minor | new | 2014-08-06 | Trees growing to obstruct farm plots result in odd collapses | 1) Create a farm plot
2) Have a tree grow underneath |
| 0007873 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-08-06 | Horrified merchants drop their goods, which become player property | Place scary things (corpses, body parts, etc.) in the path of an incoming trade caravan. |
| 0007871 | 1 | Creatures | crash | new | 2014-08-06 | Several Tokens crash cause a CTD if in a CV_REMOVE_TAG token | make a creature variation file.
place any of the individual tokens above or the group of tokens in it.
place in a creature file "just about anywhere" within the creature's definition.
Go into Arena mode... when it parses the creatures you will CTD.
Alternately
place in a creature in a world's raw directory.
Load the world... when it parses the creatures you will CTD. |
| 0007867 | 6 | Dwarf Mode -- Jobs, Equipment | minor | resolved (user6) | 2014-08-06 | Replacing bolts works, but generates mismatch error every time. | |
| 0007850 | 4 | Adventure Mode -- Character Creation | minor | resolved (user6) | 2014-08-06 | Character start | |
| 0007868 | | Pathfinding | minor | new | 2014-08-06 | Dwarf trying to cut down tree gets stuck in a corner | |
| 0007638 | 3 | Miscellaneous Crashes | crash | acknowledged (user11) | 2014-08-05 | switching to/from fullscreen crashes [Win7] | 1. play the game.
2. start switching game window mode.
3. enjoy playing from old saves. |
| 0007865 | 1 | Dwarf Mode -- Jobs, Equipment | minor | resolved (user11) | 2014-08-05 | Marksdwarves constant mismatch spam | |
| 0004103 | 13 | Technical -- General | crash | | 2014-08-05 | Command line client does not launch on OS X 10.7 Lion (READ FOR FIX) | 1. Download DF Mac version
2. Run ./df
3. Dwarf Fortress Crashes |
| 0007858 | 1 | World Generation -- Constructions | minor | | 2014-08-05 | Goblin sites straddle rivers, yet they don't build bridges | |
| 0007861 | | Legends Mode -- General | minor | resolved (user6) | 2014-08-05 | "one" goblin siege (it was actually more like 10) | http://dffd.wimbli.com/file.php?id=9300
Legends mode -> Age of Myth -> scroll up until you see yellow text -> push enter |
| 0007859 | 3 | Dwarf Mode -- Interface, Animals | trivial | new | 2014-08-05 | Naturally eyeless creature listed as blind | |
| 0007857 | | Adventure Mode -- Sites | minor | new | 2014-08-05 | tree collapses (?) when loading save | Start Playing -> Adventure -> Choose the premade adventurer at the end of the list.
Grab the tree or walk one tile away. |
| 0006776 | 1 | Adventure Mode -- Sites | minor | acknowledged (user11) | 2014-08-05 | Unknown material doors in goblin pits | Look at door in goblin pit |
| 0007855 | 1 | Vegetation | trivial | resolved (user1294) | 2014-08-05 | Building on tree canopy, causes it to vanish | 1. Find a tree in water (uncertain if it needs to be underground)
2. Build something on the canopy
3. Tree vanishes
4. Empty space |
| 0006972 | 7 | Dwarf Mode -- Interface, Civilization/World Info | minor | | 2014-08-05 | Kobolds and goblins do not appear in the civilizations list | |
| 0007854 | | Contaminants/Spatter | minor | resolved (user11) | 2014-08-05 | Dwarf has blood spatter on severed leg and foot | I only saw this once so I don't know. |
| 0007826 | 4 | General | minor | | 2014-08-05 | Babies/children born out of wedlock | |
| 0007831 | 9 | Dwarf Mode -- Diplomacy | minor | | 2014-08-05 | No elf diplomat comes to fort | |
| 0007853 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2014-08-05 | Woodcutter very strange behaviour | |
| 0007785 | 2 | Dwarf Mode -- Trade | minor | new | 2014-08-05 | Merchant problems in my fortress | |
| 0006540 | 1 | Dwarf Mode -- Interface, Farm Plots | minor | | 2014-08-05 | Long list of crops doesn't scroll correctly | |
| 0006562 | 3 | Dwarf Mode -- Interface, Farm Plots | minor | | 2014-08-05 | Selecting a season in a farm plot does nothing | |
| 0006780 | 1 | World Generation -- General | major | new | 2014-08-05 | World generation doesn't recover from non-display of window | 1. Start world generation.
2. Before world generation completes, either:
a ) Minimize the window.
or:
b ) Allow the screen saver to activate.
3. Either:
a ) Restore the window.
or:
b ) De-activate the screen saver.
Observed:
The process hangs.
Expected:
The process does not hang.
|
| 0006807 | 15 | Dwarf Mode -- Buildings, General | crash | | 2014-08-05 | Crash when pressing Tab to view minimap | Tried on multiple buildings. |
| 0007125 | 2 | Sites | minor | new | 2014-08-05 | Nobles go to live in goblin-controlled former capital, murder fellows. | |
| 0006960 | 1 | Dwarf Mode -- Interface, Unit Profiles | crash | resolved (user6) | 2014-08-05 | Viewing relationships for expedition leader crashes | |
| 0007208 | 7 | Dwarf Mode -- Jobs, Hauling | minor | assigned (user6) | 2014-08-05 | Workers will grab the resources closest to them when they take the job rather than the resource closest to workshop | |
| 0007843 | 4 | Technical -- General | crash | resolved (user6) | 2014-08-04 | Crash shortly after loading this save and unpausing | 1) Download http://dffd.wimbli.com/file.php?id=9283
2) Unzip the file
3) Launch the save
4) Unpause
5) Wait ~ 30 seconds |
| 0007833 | 2 | Dwarf Mode -- Combat | major | resolved (user6) | 2014-08-04 | Invaders idling on map edge | |
| 0007846 | | Dwarf Mode -- Pets | minor | resolved (user11) | 2014-08-04 | Dogs behind door set to passable but not pet passable cause fps drop | Have meeting area, put a lot of dogs in closed off pasture (not meeting area), put in door. Make door passable but not pet passable. Remove pasture zone, dogs will go to doors and fps will experience steady drop. |
| 0007849 | | Dwarf Mode -- Environment | major | new | 2014-08-04 | 6x4 Embark surrounding a small lake, submerged in water | Embark according to the Image in Additional Information. |
| 0007847 | | Dwarf Mode -- Idle Behavior | minor | | 2014-08-04 | Children born to unmarried parents (many-to-many) | Completely unmodified v0.40.06 world. If it matters, I had an unsuccessful run as an adventurer right before this (I was eaten by an alligator right after leaving town).
Here's the save: http://dffd.wimbli.com/file.php?id=9286 |
| 0007845 | | Dwarf Mode -- Invasions | minor | | 2014-08-04 | Sieges cease to happen past the first siege on 0.40.xx fortresses. | |
| 0007844 | 2 | Dwarf Mode -- Jobs, Cooking and Food | major | resolved (user11) | 2014-08-04 | Unable to brew beer, have accessible empty barrels and plump helmets | |
| 0006878 | 3 | Civilizations/Entities -- General | minor | acknowledged (user11) | 2014-08-04 | Unknown civilizations created after events in adventure mode | |
| 0007839 | 5 | Adventure Mode -- General | major | assigned (user6) | 2014-08-04 | Treading water raises Swimming to Legendary without commensurate attribute gain | Swimming:
Uncap your FPS
Place a dwarf in semi-deep water in the arena
Let it sit for a minute or two
Watch in awe as your dwarf is now a legendary swimmer... With barely any stat increases.
Armor user:
Make a dwarf fully dressed in armor
Place a bunch of horseshoe crabs (on a separate team so they won't murder each other) around the dwarf
(Make a macro to) mash . a whole ton
Witness in awe as your attributes have been substantially increased. |
| 0006451 | 2 | Technical -- General | crash | resolved (user6) | 2014-08-04 | Game crashes at a certain date. | Just run the save for a few minutes until the 27th of the month or thereabouts. |
| 0006409 | 2 | Technical -- Rendering | major | resolved (user6) | 2014-08-04 | Fedora 20 has a new libpng16 set of libraries on the SDL stack which does not work with the precompiled binaries. | Install fc20 and try it. |
| 0006389 | 1 | Technical -- General | crash | resolved (user6) | 2014-08-04 | SDL mode crashes after producing world | |
| 0006358 | 6 | Dwarf Mode -- Items | minor | resolved (user6) | 2014-08-04 | Eggs do not update their position when moved | Create a nest box and an egg stockpile. Let dwarf pick up eggs and move them to stockpile. Check eggs' item.pos. |
| 0006305 | 6 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-08-04 | Door permanently stuck open | Unknown. |
| 0006294 | 2 | Dwarf Mode -- Interface, Main View | minor | resolved (user6) | 2014-08-04 | Main view jumps unexpectedly to hotkey | |
| 0006207 | 7 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2014-08-04 | incorrect error when cancelling traction bench | |
| 0006204 | 3 | Dwarf Mode -- Interface, General | crash | resolved (user6) | 2014-08-04 | "One of the compressed files on disk has errors on it". Save directory ("current") blank. | |
| 0006033 | 5 | Dwarf Mode -- Flows | major | resolved (user6) | 2014-08-04 | Areas once covered in magma seemingly not being cleared for pathfinding across | Essentially, I have drained a volcano down several z-levels by tapping into it from the sides at the level I wished to bring it down to, and then using pumps and draining the magma off the sides of the map.
I then sealed off the bottom of the volcano with cast obsidian, and attempted to build a staircase down to the level inside the now empty volcano. However, after a few z-levels, the staircase was flagged as having no available building materials, and I was unable to continue. This is not a design flaw; I am just building a 2x2 staircase vertically down.
In my first save where this happened, whilst attempting to negotiate my way around it, I encountered the same bug inside a tunnel I had cleared to drain the volcano. In this situation, whilst still being unable to build constructions, the 'choose your material screen' displayed abnormal numbers for both distance and quantity of materials, rather than flat out stating that no materials could be found. |
| 0005978 | 8 | Dwarf Mode -- Embark/Setup | major | resolved (user6) | 2014-08-04 | Giant silt pillars taken from ground at embark. | |
| 0005935 | 7 | Dwarf Mode -- Military | minor | resolved (user6) | 2014-08-04 | Dwarfs are getting "red" combat reports sometimes while sparring | |
| 0005891 | 1 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-08-04 | Dwarves prefer to carry minecarts rather than guide them. | |
| 0005889 | 6 | Dwarf Mode -- Transport/Hauling | minor | resolved (user6) | 2014-08-04 | Minecarts are picked up and moved alongside tracks | While I have not tried to reproduce it, it occurs on a track constructed topside, connected by a constructed ramp, down 3 z-levels, to a carved track. |
| 0005813 | 7 | Technical -- General | crash | | 2014-08-04 | TrueType crash when zooming | 1. open any save in fortress mode.(adventure mode not tested)
2. Using the mouse wheel scroll out as far as possible.
3. You probably crashed
4. if not scroll back in all the way.
5. keep scrolling till you crash in and out. |
| 0005789 | 5 | Dwarf Mode -- Moods | minor | resolved (user6) | 2014-08-04 | Expedition leader goes insane after failed mood and changes into a trader. | Have your expedition leader fail a fey mood. |
| 0005773 | 4 | World Generation -- General | crash | resolved (user6) | 2014-08-04 | Crashes when accepting newly generated world | Generate a new world using the "Create new world" or "design new world with advanced parameters", wait for it to generate and press Enter to accept it. |
| 0005522 | 8 | Contaminants/Spatter | major | resolved (user6) | 2014-08-04 | Syndrom effects turning up completely randomly | |
| 0005515 | 2 | World Generation -- General | crash | resolved (user6) | 2014-08-04 | Game crashes on acceptance of newly generated world | Tried with multiple different parameters, including different world sizes and history lengths. It crashes the same way every time, making the game completely unplayable, as a world cannot be generated. |
| 0005478 | 3 | Adventure Mode -- Inventory | crash | | 2014-08-04 | Game crashes when I try to interact with blood-filled waterskin | 1. Press the Interact button ('I')
2. Select the blood |
| 0005449 | 5 | Undeath | crash | | 2014-08-04 | Crash when attempting to view reanimated zombie | Get a grazing animal to die in a unconstructed cage
Let a necromancer raise said animal
Go to the enemy list and press 'c' |
| 0005443 | 5 | Dwarf Mode -- Jobs, General | minor | resolved (user6) | 2014-08-04 | Dwarves Slow to Take New Jobs | Have not tried, but:
1. Seal a Dwarf into a tunnel with a pickaxe and mining labor.
2. Have them tunnel in a straight line.
3. Observe. |
| 0005354 | 4 | Adventure Mode -- Sleep | minor | | 2014-08-04 | Can safely sleep in abandoned keep | |
| 0005227 | 5 | Adventure Mode -- Buildings | minor | resolved (user6) | 2014-08-04 | Doors in corners of dead-end alleyways in towns | find a town with a "lake"/"stone" icon in the buildings bit and go to the end of the road, sometimes there will be a door in the corner in an impossible location for adventurers. |
| 0005225 | 3 | Adventure Mode -- Travel | minor | | 2014-08-04 | Adventurers can fast travel out of ambushes | |
| 0005207 | 12 | Dwarf Mode -- Buildings, General | crash | | 2014-08-04 | TrueType crashing when creating barracks from armor stand | Designate a barracks on an armor stand, set size, then after hitting enter, it crashes. |
| 0005184 | 5 | Adventure Mode -- AI | minor | resolved (user6) | 2014-08-04 | Peaceful creatures with assigned interactions go crazy with it. | Mod a creature, preferably a peaceful civ type to have combat-based interactions, like the fire imp fireball interaction.
Generate a world, start as a member of the same race as the edited creatures.
Watch as the logs are filled with combat spam. |
| 0005155 | 5 | Adventure Mode -- Sleep | minor | | 2014-08-04 | "Sleep until dawn" makes you sleep much later | sleeping in a building multiple times |
| 0005090 | 1 | Adventure Mode -- AI | minor | resolved (user6) | 2014-08-04 | Necromancer and zombie errors | Enter necromancers tower. |
| 0004980 | 4 | Adventure Mode -- Travel | crash | resolved (user6) | 2014-08-04 | Crash when traveling | |
| 0004972 | 2 | TrueType | crash | resolved (user6) | 2014-08-04 | Crash when constructing building with TrueType enabled. | 1. Set PrintMode to 2D
2. Set TrueType Support to On.
3. Start a Dwarf Mode fortress.
4. Construct a building. |
| 0004962 | 3 | Dwarf Mode -- Pets | minor | resolved (user6) | 2014-08-04 | War Animals Won't Eat | Get an animal that grazes.
Go to the raws and give it the ability to become a war animal.
In-game, capture or bring along one of these creatures.
Make the animal a war animal. I recommend elephants.
Place animal anywhere, or allow to roam.
Watch for signs of the animal eating grasses. Likely observe no such feeding behavior.
Cry as your precious war animal starves to death regardless of the abundant food around it.
Repeat ad nauseum. |
| 0004872 | 4 | Dwarf Mode -- Transport/Hauling | major | resolved (user6) | 2014-08-04 | Dwarf not picking up bought item from trading depot | I believe (but I am not sure at all!!) that it occurs when something is bought from the caravan and the trader is set to "trader not required at the depot" before a dwarf would pick the item up. |
| 0004750 | 7 | Technical -- Saving/Loading | major | resolved (user6) | 2014-08-04 | The game does not save my fortresses. | Start a fortress, save it, "x" out of game, launch game, save is gone. |
| 0004674 | 2 | Dwarf Mode -- Embark/Setup | major | resolved (user6) | 2014-08-04 | Immediate, massive lag on embark | Re-embark results in the same dramatic amount of lag. Embarking at a similar location nearby seems to eliminate the problem. |
| 0004647 | 4 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-08-04 | Diagnose / Clean Loop | |
| 0004635 | 3 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-08-04 | Deleted Files on Save | I formed a military squad of 9. Then I selected *specific* weapons and armor for certain dwarves in the squad to use. Then, while still paused, I saved the game. When I tried to continue playing, it gave me the error message. I went to the saves directory and "region3" all files were missing. It left the "graphics" and "object" (or something like that) folders in the directory, but all were missing. I was using Lazy Newb Pack for 0.31.25 with NO mods loaded currently. |
| 0004609 | 3 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-08-04 | Crash during embark phase | Happens every time with one specific world, other worlds on same installation unaffected
Can supply a region folder if needed (not for a week or so) |
| 0004587 | 4 | Miscellaneous Crashes | crash | resolved (user6) | 2014-08-04 | Random freeze | |
| 0004572 | 12 | General | crash | resolved (user6) | 2014-08-04 | Crashes when DF attempts save - e.g. when accepting a genned world, or seasonal autosave | |
| 0004560 | 3 | Map Features | major | resolved (user6) | 2014-08-04 | Maps don't show up | |
| 0004532 | 3 | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user6) | 2014-08-04 | Underground Farm Plots will stop functioning if just 1 tile becomes "Light, Above Ground" | Make an below ground farm plot then make a channel above to let in 1 light square. |
| 0004531 | 3 | Technical -- General | major | resolved (user6) | 2014-08-04 | Trying to edit DF desktop link crashes explorer.exe | Make desktop link to DF executable
Right click link, select either 'delete' or 'properties'
-> explorer.exe crash |
| 0004508 | 3 | Dwarf Mode -- Items | major | resolved (user6) | 2014-08-04 | Butchery yeilds ignored by dwarves | Restarted my game 4 times and this is always the result. |
| 0004122 | 8 | Dwarf Mode -- Invasions | major | resolved (user6) | 2014-08-04 | All invaders dead, siege still listed as active, no caravans | No idea. |
| 0004091 | 7 | Dwarf Mode -- Moods | major | resolved (user6) | 2014-08-04 | Moody dwarfs attending parties will not claim workshops. | |
| 0003846 | 9 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-08-04 | Game Crashes When ever I "prepare for journey carefully" | Start game
gen a world
"prepare carefully"
embark
CRASH! |
| 0003360 | 5 | Dwarf Mode -- Military | major | resolved (user6) | 2014-08-04 | Military has preexisting orders on squad creation, squad "empties" itself when orders changed | Create a military squad
Choose one:
-Change the squad's alert status
-Remove the squad's preexisting order
-Change the squad's preexisting order
Check military position screen |
| 0003313 | 5 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-08-04 | crash when starting game in dwarf mode. may relate to 0003229 | begin new game in dwarf mode. |
| 0003308 | 2 | Technical -- General | crash | resolved (user6) | 2014-08-04 | dyld stdc++ symbol not found on launch | % cd ~/df_osx
% sh df |
| 0002250 | 2 | Items | minor | resolved (user6) | 2014-08-04 | Filled backpacks/flasks become unuseable | create backpack / flasks
create military and make them pick it up/fill the containers
disband squad
create new squad
-> need to produce more backpacks/Flasks since the filled ones are ignored. |
| 0001986 | 9 | Dwarf Mode -- Military | major | resolved (user6) | 2014-08-04 | Military Units strip from their uniforms when given orders to kill. | Give your military uniforms.
Give them orders.
They drop weapons and charge. |
| 0001974 | 9 | Dwarf Mode -- Jobs, Military | minor | resolved (user6) | 2014-08-04 | King's entourage arrives (legendary axe lords and the like) who immediately turn civilian. | |
| 0001928 | 8 | Dwarf Mode -- Interface, General | major | resolved (user6) | 2014-08-04 | No feedback when there aren't enough mechanisms to link a lever | Construct bridge that opens towards a wall. Next construct a lever. Try to link. |
| 0000956 | 6 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user6) | 2014-08-04 | GCS webs cause dwarves to be caged, dwarves can't be removed | Have a Giant Cave Spider web a dwarf on top of a cage trap
*HAVE NOT TRIED TO REPRODUCE YET* |
| 0000911 | 4 | Geology | minor | resolved (user6) | 2014-08-04 | ENVIRONMENT frequency parameter seems to have no effect (0.31.02) | |
| 0000499 | 9 | Dwarf Mode -- Combat | minor | | 2014-08-04 | Military Dwarves stuck in training | |
| 0000462 | 8 | Adventure Mode -- Quests | minor | | 2014-08-04 | CHAT_WORHY entity members may give duplicate quests | - For maximum reproducibility, create a custom civ with multiple CHAT_WORTHY civvers per site.
- Find one of said civ's sites near a cave or otherwise near a potential quest target
- Talk to all CHAT_WORTHY civvers you can find
- This isn't always reproducable |
| 0000430 | 4 | Adventure Mode -- Environment | text | resolved (user6) | 2014-08-04 | Tile description includes "many bones" w/o bones | Throw lots of parts on the ground |
| 0000111 | 10 | World Generation -- Constructions | minor | | 2014-08-04 | Worldgenned roads blocked | Travel along the road in adventure mode, preferably in places with different elevation. Sooner or later you should encounter a road slope that is blocked by floor tiles directly above. |
| 0004365 | 13 | Miscellaneous Crashes | crash | resolved (user6) | 2014-08-04 | Adv Mode slowdown and crash | I don't know how to reproduce it, because the circumstances all seemed to be pretty unrelated.. It could be a matter of non-stop play-time, though.. I think for at least two of the crashes it was after around one and a half hours of non-stop playing. |
| 0007842 | 1 | Dwarf Mode -- Combat | trivial | new | 2014-08-04 | Flying creatures "fall over" in midair when their legs are disabled | |
| 0007571 | 5 | Adventure Mode -- Combat | major | resolved (user6) | 2014-08-04 | Character will use fists instead of a weapon | I have no idea it just kinda happens |
| 0007822 | | Technical -- Rendering | major | resolved (user6) | 2014-08-04 | Fullscreen is inoperable on Mac | |
| 0003766 | 4 | Dwarf Mode -- Jobs, Military | minor | new | 2014-08-04 | Patrol routes don't work if they include the same waypoint multiple times | |
| 0001768 | | Typos/Grammar | text | | 2014-08-04 | Venom injection grammar | Control a creature in arena mode and fight any venomous creature. |
| 0007766 | 4 | Adventure Mode -- Movement | minor | resolved (user6) | 2014-08-04 | Companions crippled and in ground move faster than the player character sprinting | Get a crippled companion. Wait for him to flee or try to get someone. |
| 0005105 | 2 | Dwarf Mode -- Interface, Stockpiles | minor | | 2014-08-04 | Products from certain creatures listed multiple times in stockpile menu due to variations (e.g. bark scorpion venom) | |
| 0007568 | 4 | Dwarf Mode -- Jobs, Items | trivial | | 2014-08-04 | Masterwork Crafts are announced as incorrect items | 1. Make a legendary woodcrafter (or possibly any legendary crafter)
2. Make some crafts
3. Get announcements of items that will likely be inaccurate |
| 0000339 | 2 | Dwarf Mode -- Interface, Civilization/World Info | trivial | acknowledged (user11) | 2014-08-04 | Graphical glitch in civilization screen | Open the civilization view and then select your civilization. Scroll up or down. |
| 0007841 | | Dwarf Mode -- Embark/Setup | trivial | resolved (user11) | 2014-08-04 | Cursor disappears on the east edge of world map | Create world, go to fortress mode, move the cursor to the most right square. |
| 0004971 | 1 | Artistic Images (engravings etc) | minor | | 2014-08-04 | Unnamed creatures resulting in ". Is <foo>ing <foo>." descriptions | |
| 0007223 | 1 | Dwarf Mode -- Items | text | | 2014-08-04 | Statue has improper grammar in description, is not named in reference to content | Have your mason create a statue. I have not tried to reproduce it. |
| 0006250 | 2 | Dwarf Mode -- Interface, Unit Profiles | trivial | | 2014-08-04 | Dwarf name appears twice, both untranslated, in creature status ([v]-[z] or [u]-[v]) | [v]iew a dwarf.
Hit [z] for status.
At the top of the screen, the dwarf's name is given twice, once in quotes, but neither are translated.
bring up the [u]nits screen
highlight a dorf
[v]iew that creature
At the top of the screen, the dwarf's name is given twice, once in quotes, but neither are translated. |
| 0000982 | 5 | Dwarf Mode -- Traps | tweak | | 2014-08-04 | Creature-triggered pressure plate weight adjustment is inconsistent, and large numbers are cut off | Set up a creature-triggered pressure plate. |
| 0001091 | 2 | Dwarf Mode -- Buildings, General | minor | | 2014-08-04 | Building a paved road requires more materials than it should when the road zone is partially blocked | 1) Lay out the 'zone' of a 1x5 road and see that it should need 2 material to build.
2) Build a 1x5 wall
3) Lay out the road zone again, but this time make it 2x5 and 'slide' half the zone footprint under the wall. You're still only building a 1x5 road, but now it wants 3 material to build, seeming to count the tiles 'under' the wall. |
| 0001732 | 5 | Dwarf Mode -- Trade | minor | | 2014-08-04 | "Prepared meals" not listed at trade depot except in "all" | 1) Build a trade depot
2) q to see building
3) g to move goods to depot
4) Search for prepared meals. They are only found in "all". |
| 0001794 | 7 | Dwarf Mode -- Stockpiles | minor | | 2014-08-04 | Slowdown in stockpile settings menu on 'Food' | 1) have lots of food (?)
2) hover over a stockpile with the [q] selector
3) enter stockpile settings [s]
4) go down to the Food subcategory
5) experience slowdown
(?) not sure if this step is necessary |
| 0000187 | 4 | World Generation -- Constructions | trivial | | 2014-08-04 | Engraved caverns under temple | |
| 0002424 | 4 | Sites | minor | | 2014-08-04 | Caverns smoothed underneath worldgen mountain halls | |
| 0001287 | 3 | Technical -- General | major | | 2014-08-04 | Possible to bind k to 'leave screen' | |
| 0005903 | 7 | Dwarf Mode -- Interface, Notes/Points/Routes | crash | | 2014-08-04 | Crash on promoting hauling stop past route title, past top entry | Create a route and some stops. Promote the stops without stopping trying when they're the first stop in the route. Keep promoting them after you push them up past the route they were supposed to be in. It may or may not be necessary to give the stops/route (a) nickname(s); my results have been inconsistent, but you shouldn't have to fiddle with anything else to make it happen. |
| 0007836 | 3 | Dwarf Mode -- Interface, Unit View | trivial | | 2014-08-04 | +/- keys for selecting item from list in dwarf view behave strangely | * (u)nit list
* zoom (c)reature
* (i)nv
Press + and - keys and see how selected item changes. |
| 0003284 | 1 | Technical -- Rendering | major | resolved (user6) | 2014-08-04 | DF automatically scaled by Windows Aero when the system dpi is greater than 100, results in everything going offscreen | Control Panel -> Display, choose 125% or 150%, then run DF. |
| 0003317 | 6 | Miscellaneous Crashes | trivial | resolved (user6) | 2014-08-04 | Generated world causes segfault when you try and play it | Download attached zip and attempt to play
(I hope I will be given the option to attach files after I hit submit) |
| 0000927 | 2 | Dwarf Mode -- Interface, Unit View | text | | 2014-08-04 | Unit job title overlaps unit job. | |
| 0003427 | 2 | Technical -- General | crash | resolved (user6) | 2014-08-04 | Seg fault attempting to execute code at 0x67656953 (bogus address) | Play game.
Watch it crash.
Not doing anything particularly special at the time. |
| 0001857 | 4 | Combat -- General | minor | resolved (user6) | 2014-08-04 | Ranged weapon users gain their weapon's melee skill after their armor deflects projectiles | 1) in arena, make a dwarf some dwarves decked out in crazy good layers of armor, and give them crossbows and ammo, but don't give them any skill in bow use.
2) let them shoot at each other until they run out of ammo (9/10 the won't be able to hurt each other through the armor).
3)look at their skill levels. |
| 0003092 | 4 | Dwarf Mode -- Moods | minor | resolved (user6) | 2014-08-04 | Fell mood dwarf has tantrum after killing his target, then goes insane. | |
| 0003184 | 2 | Adventure Mode -- Combat | major | resolved (user6) | 2014-08-04 | Spontaneous combustion causing death | |
| 0002901 | 5 | Dwarf Mode -- Interface, Building Construction | trivial | resolved (user6) | 2014-08-04 | Large floors use stone in inefficient order | Dig out a room.
Build a floor in the room from the type of stone left sitting in the room during the digging. |
| 0001153 | 3 | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2014-08-04 | Insane dwarf organizes party. | |
| 0002555 | 3 | Dwarf Mode -- Interface, Main View | minor | | 2014-08-04 | Trees/shrubs growing underwater display wrong tile above | 1. (e.g.) Drain an underground cavern.
2. Watch trees grow.
3. Observe z-level above trees. |
| 0002160 | 5 | Flows | minor | resolved (user6) | 2014-08-04 | Babies/infants stuck inside fortifications, can't be freed except by removing fortification | Build a fortification. Dump some items before it. Let water push these items into the fortification. |
| 0000851 | 6 | Dwarf Mode -- Environment | trivial | new | 2014-08-04 | Tower caps growning in the workshop | |
| 0001549 | 1 | Adventure Mode -- Eating/Drinking | minor | | 2014-08-04 | Adventurers can drink blood spatters even if they're not dehydrated | |
| 0000779 | | Adventure Mode -- Display | minor | new | 2014-08-04 | Line of Sight Not Updated After Charge | -Set Current Attack Preference to Charge (Or leave it on "According to Opponent" and wait for a charge).
-Find an enemy.
-When you charge them, notice that you don't see any tiles you couldn't previously.
-Sight updates normally on next move, persists if you continue attacking instead.
-Works best in areas with limited sight, such as in a snow storm. |
| 0001600 | 10 | Dwarf Mode -- Combat | trivial | new | 2014-08-04 | Troll dies dodging into wall | |
| 0007835 | | Dwarf Mode -- Military | minor | resolved (user6) | 2014-08-04 | Never Using Weapons While Sparring | 1. Create a Military
2. Make Weapons by any means
3. Give Weapons to Military
4. Wait Until They Begin to Spar
5. Look at Combat Log |
| 0002015 | 32 | Dwarf Mode -- Jobs, Fishing | major | | 2014-08-04 | Fishing in a river still reports no fish | Here is the link to the save on dffd http://dffd.wimbli.com/file.php?id=2389 |
| 0000013 | 43 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | major | | 2014-08-04 | Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting | Build a plot on a natural underground soil layer. Once complete, hit 'q' and highlight the plot. "No seeds available for this location' is displayed. |
| 0000480 | 6 | Dwarf Mode -- Interface, Cages and Chains | minor | resolved (user6) | 2014-08-04 | Animals escape cages when they are to be brought to the depot | 1. Purchase animals from elves.
2. Put animal cages in a stockpile.
3. When other traders come, have them brought to the depot. |
| 0007834 | 1 | Pathfinding | minor | resolved (user6) | 2014-08-04 | Units switching places rapidly with each other instead of doing anything | Unknown. Maybe it's related to the adventure mode feature where people now switch places with you when you try to walk through them. |
| 0007819 | 6 | World Generation -- Constructions | minor | assigned (user6) | 2014-08-04 | Towns screwed up by rivers in worldgen sometimes | Random, just have to happen to find one. Might be semi-random, but if it happened twice in two different worlds....
Savegame: http://dffd.wimbli.com/file.php?id=9263
Worldgen parameters, the town is Brandpant.
[WORLD_GEN]
[TITLE:MEDIUM REGION]
[SEED:BU01HsA4oPHY5osthwjf]
[HISTORY_SEED:ejnN4C9uPtAenNpjSpwd]
[NAME_SEED:gdhj1gDLde7zRkglJ3jp]
[CREATURE_SEED:hdQtG0sXUtyunmWYohNC]
[DIM:129:129]
[EMBARK_POINTS:1324]
[END_YEAR:300]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:50:75:200:200]
[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:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:16]
[SEMIMEGABEAST_CAP:36]
[TITAN_NUMBER:5]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:28]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:28]
[WEREBEAST_NUMBER:28]
[SECRET_NUMBER:1]
[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:12]
[PARTIAL_OCEAN_EDGE_MIN:1]
[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:2080:2:2]
[REGION_COUNTS:OCEAN:2080:1:1]
[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:75]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
[CAVERN_LAYER_WATER_MIN:50]
[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] |
| 0007830 | 2 | Dwarf Mode -- Jobs, Sleeping | feature | resolved (user6) | 2014-08-04 | Expedition leader cheats | |
| 0007828 | | World Generation -- Parameters | crash | new | 2014-08-04 | Advanced parameter worldgen segfaults in final phase | 1. Select "design a world with advanced parameters"
2. Use the parameters as described in 'Custom 1 - Terror Incognita' in worldgen.txt. |
| 0006715 | 2 | Adventure Mode -- Combat | trivial | new | 2014-08-04 | Items wrestled away from opponent with both hands appear doubled/duplicated in inventory | Grab an item with two hands and pull away. If you can maintain control of the item, it will appear duplicated. |
| 0007827 | | Adventure Mode -- AI | minor | resolved (user6) | 2014-08-03 | Large AI group sleeping forever in tents, refuse to wake up | |
| 0007814 | 2 | Dwarf Mode -- Environment | minor | feedback (user6) | 2014-08-03 | Trees will still punch holes if ceiling is high enough. | Built room over caverns, wait. |
| 0005816 | 18 | Dwarf Mode -- Jobs, General | minor | | 2014-08-03 | The last single bone from a stack is unusable refuse | Do not make a refuse pile. Slaughter something large enough to give bones. Make bone bolts, on repeat. |
| 0000808 | 16 | Dwarf Mode -- Jobs, Fishing | minor | | 2014-08-03 | Processing Raw Turtles only makes one shell per stack, and other stack size issues | |
| 0006262 | 4 | Throwing/Shooting | trivial | | 2014-08-03 | Rounding Error in Calculation of Projectile Velocities | Download the script chkproj.lua from http://www.bay12forums.com/smf/index.php?topic=116151.msg3716892;topicseen#msg371689 and use it to check projectile velocities, which are given by the variable unk22. By changing [SHOOT_FORCE], [SHOOT_MAXVAL] and bolt [SOLID_DENSITY] one can quickly verify the rounding behavior.
This has also been verified by measuring deflection of bolts off armored targets. All metal bolts were found to have exactly the same rate of deflection as a function of momentum when momentum was calculated using the velocity formula described, and mass=([SOLID_DENSITY]*[SIZE])/1,000,000. See http://www.bay12forums.com/smf/index.php?topic=116151.msg3733282#msg3733282. |
| 0007746 | 4 | Dwarf Mode -- Immigration | major | | 2014-08-03 | No immigrants | Seemingly random. Any attempt to reproduce results in your typical fortress. |
| 0007441 | 4 | Adventure Mode -- Sites | minor | new | 2014-08-03 | Natural slopes without adjacent walls | |
| 0006394 | 1 | World Generation -- General | minor | | 2014-08-03 | "df" script does not pass command-line arguments correctly (i.e. for world generation) on OS X/Linux | Attempt world generation with a clean install of DF, using the instructions in command_line.txt (replacing "Dwarf Fortress.exe" with the appropriate name). Both "df" and "dwarfort.exe" fail to generate a world. |
| 0007816 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-08-03 | Dwarven merchants won't pack up | |
| 0007820 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2014-08-03 | Sleepwalking to hospital with broken hand; "resting" | |
| 0007813 | 1 | Dwarf Mode -- Jobs, Cooking and Food | major | resolved (user6) | 2014-08-03 | All seed knowledge lost on unretiring. | 1. Start fortress.
2. Retire fortress.
3. Build a farm and look at the seeds available.
4. Gather plants / wait for a caravan. |
| 0007621 | 3 | Dwarf Mode -- Interface, Announcements | minor | | 2014-08-03 | "a section of the cavern has collapsed" announcement for unexplored cavern | I saved it before I unpaused it. |
| 0006766 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2014-08-03 | Farm plot options revert to Winter settings (Plump Helmet/Dimple Cup_ | Have a farm plot, grow cave wheat or quarry bushes - wait a year or so. |
| 0007620 | 4 | Dwarf Mode -- Abandonment of Fort | major | resolved (user11) | 2014-08-03 | Fortress semi revealed after un-retiring, dwarfs trapped in unrevealed areas. | Make a fortress
breach the caverns(?)
Retire fort, and start an adventurer. Explore the fort a little, but not completely
Leave the site and return.
Retire adventurer at the fort
Un-retire the fort in fortress mode
|
| 0007783 | 2 | Civilizations/Entities -- Populations | minor | new | 2014-08-03 | Non-human adventurers create human groups after claiming sites | Start game with non-human character, settle in any site with human government, try to claim any site for yourself. |
| 0007740 | 2 | Dwarf Mode -- Invasions | major | resolved (user6) | 2014-08-03 | Hostile sites appear to be lost from contact, resulting in lack of fort invasions | |
| 0007684 | 10 | Dwarf Mode -- Immigration | major | resolved (user6) | 2014-08-03 | Starter Pack includes obsolete version of d_init.txt | |
| 0006306 | 3 | Adventure Mode -- Conversation | minor | new | 2014-08-03 | Companions can be untrustworthy | Usually there are no problems with recruits.
It seems to happen with goblins more often, but there were humans in the sewer-crew as well.
|
| 0007810 | 1 | Civilizations/Entities -- General | minor | new | 2014-08-03 | Goblin prisoner becomes Lady of human hamlet | Save and legends mode exports:
http://dffd.wimbli.com/file.php?id=9252
|
| 0007797 | 1 | Adventure Mode -- Buildings | minor | resolved (user1294) | 2014-08-03 | dwarven hillock buildings dont work if above ground | go to a dwarven hilock and sleep in any hilock that is above ground and sleep there |
| 0007809 | 2 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user11) | 2014-08-02 | Sweet pod seeds not being planted | just plant some sweet pods and the next season they will show up as red. |
| 0007611 | 3 | Dwarf Mode -- Combat | major | | 2014-08-02 | Military dwarves attack dwarves that have let out enemies from cages | Try to pit a goblin, fail at it and send the military after the goblins. Experience fun. |
| 0006842 | 11 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2014-08-02 | Dwarves freeze up (get stuck) if path to destination is blocked (by a wall/bridge) | 1)Be in Dwarf Fortress mode.
2)Require Dwarves to follow a certain path to do a certain job.
3)Place a wall in the Dwarf's path.
4)Make sure the wall can be easily walked past.
Kind of difficult to reproduce, I know. |
| 0007790 | 7 | Cave-ins | minor | resolved (user11) | 2014-08-02 | Cave in when loading save | Load this save: http://dffd.wimbli.com/file.php?id=9236
Press '.' to advance the world one tick.
Cave-in occurs promptly.
The cave in occurs over the cistern which is under the river
Short form:
River Z1
Cistern Z3 and Z4
Winter comes, river freezes, I dig out Z1, channel out a bit into Z2 to help the river flow into the cistern, and then connect it to a waiting tunnel with fortification and grate.
Spring comes, river melts, fills cistern. I save to change a liquid display setting, and the cavein occurs when I load the save. |
| 0003825 | 3 | Dwarf Mode -- Reclaim | major | acknowledged (user11) | 2014-08-02 | FPS drop/freezes after reclaim | Make a normal fort (no magma, no steam, no HFS) with a running river. Have around 100 dwarfs slain by goblins. Reclaim it, have your 7 dwarfs slaim by the goblins again and finally reclaim it again |
| 0007582 | 4 | Dwarf Mode -- Jobs, Military | minor | new | 2014-08-02 | Soldiers even when inactive prefer "Individual Combat Training" over any other job | - create a squad
- create barracks
- assign squad to barracks (train in barracks)
- see 80% or more of your dwarves leave their civilian jobs in order to do "individual combat training"
reproducible in 40.01 to 40.04, a new fort started in each version shows this behaviour. |
| 0007795 | 3 | Dwarf Mode -- Interface, Announcements | minor | resolved (user11) | 2014-08-02 | Masterwork announcements for non existent staues | Load this save, let play a while, try and find the statues mentioned in the log.
http://dffd.wimbli.com/file.php?id=9239 |
| 0007801 | | General | minor | new | 2014-08-02 | Heat transfer behaves weirdly | Do the 1/7 and 7/7 magma pool test with an undead in the arena and chronometer the time the undead takes to melt. Undead are necessary because humans bleed to death before actually melting, which is a minor problem on itself.
Make sure to male undead parts melt-able. |
| 0007806 | | Adventure Mode -- Combat | minor | new | 2014-08-02 | Body parts don't burn | |
| 0007805 | | World Generation -- General | minor | new | 2014-08-02 | Unreasonable number of sites in single biome type. | Generate a world of 125+ years. Preferably 250+ |
| 0007804 | | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-08-02 | Weird conversation between humans in object testing arena | |
| 0007290 | 2 | Adventure Mode -- Quests | minor | new | 2014-08-02 | Event log reports my own death (even I'm not dead) and attacking of me by me | No idea, killed some vultures before and talked to a travelling elf. |
| 0007803 | 1 | World Generation -- General | crash | new | 2014-08-02 | CTD when hitting p to export a map | |
| 0007800 | 1 | General | tweak | resolved (user6) | 2014-08-02 | Some raw values for materials are wrong | Open your material_template_default.txt and see it for yourself. |
| 0007370 | 2 | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-08-02 | Random Combat reports of dwarves getting hit by . | |
| 0007798 | 4 | Sites | crash | new | 2014-08-02 | Crash on visiting destroying sites. | Move to destroyed site and try to move into site. |
| 0007407 | 4 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2014-08-02 | Unable to transfer goblins to pit zone due to terror | |
| 0007751 | 8 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2014-08-02 | Enemy prisoners escape when attempting transfer from cage to pasture | Capture a goblin in a cage trap
have him moved to a pasture
|
| 0006692 | 1 | Adventure Mode -- Display | minor | | 2014-08-02 | New options on travel screen obscure hunger/thirst indicators | Become hungry or thirsty, then open the Fast Travel screen (shift-T). |
| 0007277 | 1 | Technical -- Saving/Loading | major | acknowledged (user11) | 2014-08-02 | Cave-ins that happened re-happens again every loading on first tick | |
| 0007779 | 1 | Civilizations/Entities -- General | tweak | | 2014-08-02 | Improper-named divinities can use wrong language | |
| 0007699 | 2 | Vegetation | minor | | 2014-08-02 | Soybeans raws use unmodified default material attributes | |
| 0007796 | 3 | Dwarf Mode -- Reclaim | major | resolved (user11) | 2014-08-02 | Unplayable lag after reclaim. | 1. Create a fortress.
2. Retire fortress.
3. Reclaim fortress. |
| 0005253 | 5 | Dwarf Mode -- Stockpiles | minor | resolved (user11) | 2014-08-02 | Stockpiles stop claiming new barrels/pots (and bins?) after a while | make a largish stockpile (10x10) and numerous have barrels and pots get used up with food |
| 0000010 | 9 | Map Features | minor | | 2014-08-02 | Unrevealed underground civs/items/buildings/events show up in Stocks/Rooms, mess up wealth count, etc | Have a bookkeeper begin to account for the fortress stocks. Open the 'z' fortress status screen and select 'Stocks'. Select the 'meat' category. Look over the list for items marked 'F'orbidden. Hit TAB to display the full list and select one of the forbidden items. Hit 'z'oom to the item - it will be nowhere near (far below) what your dwarves have access to. |
| 0007111 | 7 | Dwarf Mode -- Skills and Professions | minor | acknowledged (user11) | 2014-08-02 | My Dwarves are leveling skills to near Legendary before the first year is over. | Play Dwarf Fortress in fortress mode, observe rate and speed of jobs and skill progression. |
| 0007794 | | Dwarf Mode -- Interface, Announcements | minor | resolved (user6) | 2014-08-01 | Received a birth announcement from a bugbat before breaching the caverns. | none taken |
| 0007793 | | Dwarf Mode -- Jobs, Military | minor | resolved (user6) | 2014-08-01 | When a dwarf pits a goblin, other dwarves attack him on sight. | Assign a goblin to a pit zone. |
| 0007752 | 3 | Technical -- General | crash | resolved (user6) | 2014-08-01 | Crash possibly due to pathing/job outside fortress | 1. Load up this save: https://dl.dropboxusercontent.com/u/25227825/tmp/%21region3.zip
2. Unpause the game.
3. It should crash on 252/03/25
To bypass the crash, just cancel the construction of the drawbridge you see when you load the save. If you later unforbid the nearby door leading outside, the game should promptly crash again. |
| 0006619 | 4 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-08-01 | crash after 30 steps after embark | generate world
start fortress mode
embark
save
reload
play.
|
| 0006585 | 5 | Dwarf Mode -- Jobs, Building Construction and Destruction | crash | resolved (user6) | 2014-08-01 | Hang/crash on tree cutting, had not saved world, but have screenshot. Also crash on duplicate window on save. | |
| 0007791 | | World Generation -- General | major | resolved (user6) | 2014-08-01 | Volcano pieced by underground tunnel, draining into caverns | Unlucky world generation? Standard parameters, only very high on mineral abundance. |
| 0007792 | | Adventure Mode -- Combat | minor | resolved (user6) | 2014-08-01 | Bandit's neck explodes in gore but he is still alive | |
| 0007786 | 1 | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user6) | 2014-08-01 | Remove building and escape menu options on farm plot building obscure crop selection for planting. | Make an outdoor farm plot, outdoor farm plot may be necessary because there are not more than 19 subterranean plant types.
Gather enough different plant types so that the total number exceeds 19.
Attempt to plant 20th and 21st plants on list and verify that you have no idea what you are trying to plant. |
| 0007787 | 1 | Reactions | minor | resolved (user6) | 2014-08-01 | Soap-making workshop won't allow job, although tallow is present in the same burrow | Unknown |
| 0007096 | 2 | Adventure Mode -- Conversation | minor | assigned (user6) | 2014-08-01 | Kea woman talks about how I attacked her when she is unconscious | |
| 0005884 | 1 | Dwarf Mode -- Interface, Designations | tweak | | 2014-08-01 | Mouse in designations screen is inconsistent |
- Enter fortress mode
- Press d
- Click (mouse) "d"
- Notice how "dig" is selected
- Click (mouse) "o"
- Notice how rather than being selected, the traffic screen is entered.
|
| 0001101 | 1 | Dwarf Mode -- Interface, Text | trivial | | 2014-08-01 | No marker for burrows in undiscovered space, though the burrow becomes marked | 1) w- Define Burrows
2) Enter - define this burrow
3) Press enter to begin defining burrow in yet-undiscovered (black) space, and end it in an area accessible to mining dwarves.
4) c- Add citizens to burrows (if not already done so)
5) Have citizens assigned to burrows begin mining in the selected area. They will stop when they reach the "invisible" barrier of the burrows. |
| 0002469 | 3 | Pathfinding | minor | | 2014-08-01 | If burrow includes unrevealed webs, dwarves try to collect the (inaccessible) webs and spam cancellations | |
| 0003525 | 1 | Dwarf Mode -- Interface, Standing Orders | minor | | 2014-08-01 | Auto Collect Webs adds tasks even when all webs are inaccessible | |
| 0003244 | 1 | Dwarf Mode -- Jobs, Designations | minor | new | 2014-08-01 | Digging ramp in unrevealed open space causes the ramp to be dug into the floor below | |
| 0007781 | | Adventure Mode -- Retirement | minor | new | 2014-08-01 | Cannot retire in mountain halls | Start an adventurer in a mountain halls. Try to retire. See that menu option is lacking. |
| 0006558 | 8 | Technical -- Input/Keybinding/Macros | minor | | 2014-08-01 | "Broken Unicode" warnings for some keybindings | Start up dwarf fortress. This shows up instantaneously. |
| 0007776 | 2 | Technical -- Saving/Loading | minor | feedback (user6) | 2014-08-01 | saving and loading turns 1 smoothed muddy floor into moss | make a mist generator, over a smoothed stone room, like this: http://mkv25.net/dfma/poi-31889-latestmutatedtile. The POI will have it's cursor on the most recently changed tile. It turned from "muddy smooth dolomite floor" into "muddy fire clay cavern floor"
Turn the mist generator on, then turn it off, so that it's 6/7 water flows out over the underlying level, muddying some tiles. Let it dry up.
Now, every time you save/exit, and load back the game, one of the smoothed stone floor tiles will have magically changed into random soil / moss, the stone floor itself disappeared. |
| 0007780 | 2 | Combat -- General | minor | resolved (user1294) | 2014-08-01 | Sparring dwarf charges through wall | |
| 0007750 | 7 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2014-08-01 | Dwarves refuse to haul crops from farm after a few years. | |
| 0006380 | 4 | Dwarf Mode -- Buildings, Machines | minor | | 2014-08-01 | Wind strength constant on smaller worlds? | |
| 0007192 | 5 | Adventure Mode -- Conversation | minor | new | 2014-08-01 | Adventurer self-answers in conversation with wildlife | Enter adventure mode, find an animal, try talk to him, try talk to him again. Have tested with asking for a cease of hostility, don't know if other options are the same. |
| 0007772 | 1 | Init Options | crash | resolved (user11) | 2014-08-01 | Not found: data/art/mouse.png | |
| 0007777 | 1 | Dwarf Mode -- Trade | minor | resolved (user1294) | 2014-08-01 | Merchant went mad up a tree | |
| 0007774 | | Adventure Mode -- Town | minor | new | 2014-07-31 | Town market filled with undead merchants who immediately start a fight | 1. Open save
2. Unpause |
| 0007773 | 1 | Adventure Mode -- AI | minor | new | 2014-07-31 | Tower filled with goblins devolves into melee when you attack one of them. | 1. Go up stairs until you reach the top
2. Shift+A to aim attack and choose the swordsman
3. Attack him
4. Watch as all the goblins begin fighting among each other |
| 0007768 | 1 | Dwarf Mode -- Transport/Hauling | minor | resolved (user11) | 2014-07-31 | Dwarf children hauling booze barrels out to visit their parents at work | |
| 0007771 | | Adventure Mode -- Movement | minor | new | 2014-07-31 | Can't move carefully onto twigs/leaves | Climb a tree, release any holds, and attempt to move carefully from branches to leaves. |
| 0006748 | 16 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2014-07-31 | Cannot train animals for hunting or war | > Have a Stray Dog, Female (Tame) and a dwarf who trains animals
> Set up an Animal Training Zone
> Toggle the Stray Dog's Hunting Training on |
| 0005634 | 4 | Dwarf Mode -- Jobs, Hunting | major | acknowledged (user11) | 2014-07-31 | Hunters spam with "can`t find path" because of unaccessible creature | Dig to caverns and wait, until only amphibious creatures remain, then get some of them in the water and kill the rest. |
| 0003040 | 5 | Pathfinding | minor | resolved (user11) | 2014-07-31 | Dwarves get stuck in a "could not find path" loop for no obvious reason | |
| 0007293 | 4 | Adventure Mode -- Town | tweak | | 2014-07-31 | Shop's signs disappear after adventurer walks over them | 1) Play Adventurer (Human).
2) Pass over a Shop's sign.
3) It disapear (graphicaly) when you reach the next case. |
| 0001198 | 11 | Dwarf Mode -- Jobs, Smelting | minor | acknowledged (user11) | 2014-07-31 | Processing coke "Need refined fuel to complete this operation" | |
| 0000867 | 2 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | confirmed (user11) | 2014-07-31 | Bad interaction between repeated bone-using jobs & new one-bone-per-job behavior causes cancellation spam | |
| 0007763 | 2 | Adventure Mode -- Movement | minor | new | 2014-07-31 | Can queue infinite number of "lie down"/"stand up" actions | 1. Create two units in the Arena
2. Assume control of one
3. Queue a multi-attack on the other unit
4. Start pressing "s" |
| 0003898 | 3 | Reactions | major | | 2014-07-31 | Entire Bone Stacks are used in Reactions instead of a single Bone | Slaughter/Butcher some creature to get some bone.
Use the following reaction information as a custom reaction.
[REACTION:MAKE_BONE_BLOCKS]
[NAME:Make bone Blocks]
[BUILDING:BONE_QUARRY:NONE]
[REAGENT:A:1:BONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BONECARVE]
Attempted to even use something like [PRODUCT_DIMENSION:1] to reduce the amount of material utilized, to no avail.
A bone block would be produced correctly with the following reaction. However if you had a stack of 12 cow bones, it would make a single block just as if you had access to only a single cow bone but 'waste' 11 bones in the process. |
| 0001436 | 1 | Dwarf Mode -- Traps | tweak | | 2014-07-31 | Animal traps get baited with a whole stack of meat/fish |
1. Build an animal trap
2. Bait it with meat.
3. Check the trap contents with 'q' or 't'
|
| 0004616 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2014-07-31 | Spinning stacks of wool only produces a single yarn thread | shear creatures
spin stacks of wool to yarn |
| 0007761 | | Dwarf Mode -- Reclaim | minor | new | 2014-07-31 | Unit overrun after adventurer death by undead adventurer(?) nearby, 1000+ Others in unit list after reclaim | Re-animated adventurer in a fort and reclaim it. I think it caused two weeks worth of fish/animals to spawn as well as retaining the random merchants and wagons. |
| 0007756 | | Adventure Mode -- General | minor | resolved (user6) | 2014-07-31 | It counts as an "attack" any time a wild animal notices you | |
| 0006893 | 3 | Adventure Mode -- Display | minor | new | 2014-07-31 | Door tiles replaced with blank tiles | Tried on three doors, saving and loading twice |
| 0007029 | 1 | Adventure Mode -- Conversation | minor | new | 2014-07-31 | making a new group every time you take a place over. | take over a town, then take over another town. |
| 0007755 | 1 | Adventure Mode -- Sites | major | resolved (user1294) | 2014-07-31 | Claiming a site always prompts for new group name | 1. Claim a site and name a group
2. Claim another site
3. Be prompted for a new group name |
| 0007757 | 1 | Technical -- Saving/Loading | crash | new | 2014-07-31 | Crash on loading an adventurer save game near a temple in a town | |
| 0005580 | 2 | Technical -- General | block | resolved (user11) | 2014-07-30 | Crash on Startup on Mountain Lion | |
| 0002592 | 2 | Dwarf Mode -- Interface, Announcements | minor | | 2014-07-30 | Zooming to location from announcement page removes menu border | |
| 0007749 | | Dwarf Mode -- Jobs, Military | minor | new | 2014-07-30 | Stationing soilders at a unreachable location will cause them to starve | |
| 0003034 | 3 | Dwarf Mode -- Jobs, General | minor | | 2014-07-30 | bone greaves require 3 stacks of bone (not just 3 bones) | |
| 0005133 | 18 | Adventure Mode -- Town | major | feedback (user6) | 2014-07-30 | Metal armor does not exist in shops | |
| 0005619 | 2 | Adventure Mode -- Town | minor | resolved (user6) | 2014-07-30 | Weird town keep layout | After loading the save file, go to the keep in the current town. |
| 0007733 | 3 | Adventure Mode -- Sites | minor | resolved (user6) | 2014-07-30 | Catacombs contains only one kobold, no loot | |
| 0003151 | | Dwarf Mode -- Jobs, Items | minor | | 2014-07-30 | Shell crafts use up the entire stack | |
| 0007744 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-07-30 | Wagon traveling at the speed of bolt when a bridge raised in front | |
| 0002161 | 2 | Dwarf Mode -- Interface, Kitchen | minor | | 2014-07-30 | Render fat job gets queued at multiple kitchens for single stack of fat | 1. Have two kitchens.
2. Have a single stack of fat.
3. Set Auto kitchen workshop order. |
| 0000347 | 7 | Dwarf Mode -- Jobs, Items | minor | | 2014-07-30 | Rendering a stack of fat yields individual tallow items rather than a stack | |
| 0002117 | 4 | Dwarf Mode -- Jobs, General | minor | | 2014-07-30 | stacked lye only produces 1 potash | buy lye from merchants
make potash from lye
watch only 1 bar come out |
| 0007737 | 3 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-07-30 | Dwarf stuck in tree kills FPS | |
| 0007742 | | Creatures | minor | resolved (user6) | 2014-07-30 | [FLIER] Tag causes several issues, including ceased movement of creatures and zero invaders as well as FPS issues. | - Start game in biome with flying creatures.
- Play about half a year. (Sometimes more, sometimes less).
- Zoom to creatures and watch them.
If they're still moving everything is ok. If they stopped it's broken.
|
| 0007743 | 1 | Dwarf Mode -- Reclaim | minor | resolved (user6) | 2014-07-30 | Revealing reclaimed fort areas by removing a construction doesn't work. | |
| 0000486 | 5 | Dwarf Mode -- Immigration | major | | 2014-07-30 | Fortress wealth calculation includes undiscovered cavern items, causing large migrant waves | In theory, one should embark in any place with underground caverns, and then simply wait for migrants to arrive without generating any new wealth, but I haven't tried it yet. |
| 0001456 | 2 | Dwarf Mode -- Items | minor | | 2014-07-30 | HFS item shows up in Rooms/Buildings, lever link menu | - Embark somewhere with an Adamantine Longsword
- Build a lever
- Choose attach lever to spike
- Scroll until you see the Adamantine Longsword |
| 0004855 | 2 | Dwarf Mode -- Interface, Military Screen | minor | | 2014-07-30 | Weapons/armor of underground civs available on military equipment screen | (Not sure whether it's necessary to deploy at the site of a pre-existing underground civilization or not.)
(Not sure whether it's necessary to let the simulation run for some months/years or not, for a new underground civ to move in undetected below ground, or for an underground civ to produce new weapons/armor that did not exist at embark.)
Go to the _m_ilitary screen and create a squad with at least one member, no uniform.
Go to the _e_quipment screen.
Assign _W_eapons.
Choose "specific weapon", look through the list and notice weapons of underground civilizations.
Assign _S_hields
Choose "specific shield", look through the list and notice shields of underground civilizations. |
| 0007715 | 5 | Pathfinding | major | resolved (user6) | 2014-07-30 | Dwarves are climbing | Dig some holes, build a bridge over it, lift the bridge.
Screenshot:
http://i.imgur.com/S6z5Jz2.png |
| 0005973 | 2 | Dwarf Mode -- Reclaim | tweak | | 2014-07-30 | Announcements that invisible cavern items have been stolen on reclaimed fort | presumably - descover underground caverns, find giant rat/mole/etc, wall up caverns, lose fort, reclaim fort, reclaim items, wait.... |
| 0007729 | 3 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user6) | 2014-07-30 | Grazers don't graze if they're not in the burrow assigned to the current alert | |
| 0003717 | 3 | Sites | minor | new | 2014-07-30 | Above-ground night creature mounds treated as outdoors | |
| 0006184 | 4 | Civilizations/Entities -- Populations | major | resolved (user6) | 2014-07-30 | Dwarven populations are infinitely generated in no-dwarf worlds | Start a fortress on the saved region here:
http://dffd.wimbli.com/file.php?id=6858
Play a while, and notice that every single dwarf poofs magically into legends as needed. This will go on for at least 2 or three years. This is the base save which should be a NoDwarf save, as the last recorded dwarf died in 83 |
| 0005602 | | Adventure Mode -- Town | minor | new | 2014-07-30 | Shop signs appear inside of wall of nearby shop | Go past as many shops as you can in Adventure Mode. Eventually, you'll see one. |
| 0007735 | 2 | Dwarf Mode -- Invasions | minor | resolved (user11) | 2014-07-30 | Cannot engrave memorial for invading dwarf (now ghostdwarf) | |
| 0007732 | | Adventure Mode -- Sites | minor | new | 2014-07-29 | Reported location changes when in doorway | |
| 0007731 | | Adventure Mode -- Buildings | minor | new | 2014-07-29 | Can't get to bottom of temple shaft using ramps; no floor outside two doors | |
| 0006588 | 1 | Adventure Mode -- Display | minor | new | 2014-07-29 | Look menu is over the compass | |
| 0005652 | | Dwarf Mode -- Reclaim | major | new | 2014-07-29 | Dwarves alive during abandon show up as missing, produce ghosts but still mill about as friendly at screen edge. | 1. Make a fort with a few dozen migrants.
2. Wait for goblin ambush (not sure if directly related to the invaders)
3. Abandon and reclaim
4. Check map edges |
| 0007727 | 1 | Adventure Mode -- General | minor | new | 2014-07-29 | Upon death, law-giver loses title/profession and becomes peasant | 1) Get http://dffd.wimbli.com/file.php?id=9201
2) Got to the keep at the east end of the town.
3) Kill the law-giver. |
| 0005985 | 5 | Dwarf Mode -- Immigration | minor | new | 2014-07-29 | Insane dwarves can immigrate from previous fortresses | Just randomly happened in an initial migrant wave. |
| 0006510 | | Pathfinding | minor | new | 2014-07-29 | Traders walk straight into Fire | I suppose you can set on fire the only path, traders have, to move out of the fortress (assuming it's made of grass or something), just before they do. I'd say you could use magma to achieve this, but I'm not really sure. |
| 0006221 | 1 | Creatures | minor | resolved (user6) | 2014-07-29 | emaciated and fat | |
| 0006920 | 1 | Adventure Mode -- Combat | crash | resolved (user6) | 2014-07-29 | Sporadic game crashes during combat/ when around dead bodies | Fight and kill someone. |
| 0007721 | 1 | Undeath | major | resolved (user6) | 2014-07-29 | Cannot lay non-fortress member ghost to rest. Ghost causes all dwarves to abandon all tasks resulting in death of fortress. | Wait for a dwarf to appear on the map who is not a member of the fortress and kill him. Wait for him to reanimate as a ghost. The ghost will not be removable by any means and will halt all tasks in your fortress resulting in insanity and doom. |
| 0007725 | 1 | Adventure Mode -- Buildings | minor | resolved (user6) | 2014-07-29 | Empty warehouse | |
| 0007723 | | Dwarf Mode -- Moods | minor | resolved (user6) | 2014-07-29 | Bones teleport to workshop claimed by moody dwarf | |
| 0007726 | | Adventure Mode -- Conversation | minor | new | 2014-07-29 | Conversation with hostile NPC starts out polite | 1) Get http://dffd.wimbli.com/file.php?id=9201
2) Go to the keep at the east of the town.
3) Let the law-giver talk to you. |
| 0007713 | 5 | Dwarf Mode -- Trade | minor | assigned (user11) | 2014-07-29 | Merchant animals survive underwater indefinitely | Have a map with a waterfall or moat, preferably on the path to your depot. When a caravan comes, they may pass through the water, and you should see the behavior reported above. |
| 0001677 | 19 | Dwarf Mode -- Pets | major | | 2014-07-29 | Exotic pets do not breed |
1. Start a fort.
2. Wait for elves to show up.
3. Buy a bunch of animals that are [PET_EXOTIC]. Check to make sure you get both sexes.
4. Keep playing.
5. Observe absence of offspring.
|
| 0006867 | 1 | General | crash | resolved (user6) | 2014-07-29 | Game crash after zoom/font boldness changed | Zoomin/zoomout, change font width few times, left on 'thin' mode (F12) |
| 0007333 | 2 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-07-29 | Counter productive stockpile handling : keep canceling job requiring item hauled | Create a farm plot
Plant pig tails
Way for maturation
observe farmers
build clothes industry workshop side by side with stockpile
chain jobs :
process plant
(weave is automatic)
make cloth
observe cancellation |
| 0007720 | 1 | Adventure Mode -- Combat | minor | resolved (user6) | 2014-07-29 | Spitting increases archery andthrowing skill, getting spit at increases dodging, armor user, fighter etc. skills | Put two humans in the arena, control one and spit at the other. Observe your skills (archery and throwing). Change to the other human and observe his skills (dodging, fighter, armor user if they have armor, shield user if they have shield). |
| 0002233 | 1 | Dwarf Mode -- Interface, Rooms | minor | | 2014-07-29 | Keys reversed on zone control | [i] for zones;
[e] twice to floor flow (most likely not necessary);
[enter] to place;
Note '-' is for larger and '+' is for smaller. |
| 0007381 | 3 | Dwarf Mode -- Interface, Stockpiles | minor | | 2014-07-29 | Bolts and blowdarts appear twice in stockpile menu | |
| 0007590 | 7 | Dwarf Mode -- Nobles | minor | | 2014-07-29 | [SPOILERS] Mayor demands items of new HFS material (shiny, frosty, etc metal) | Get "lucky" with nobles, I guess. |
| 0007702 | 4 | Dwarf Mode -- Interface, Depot Access | minor | resolved (user1294) | 2014-07-29 | All tiles marked as "No Wagon Access" while Depot is in construction | 1.) Generate a world, embark
2.) Designate a trade depot to be built anywhere
3.) At any time before the depot is fully constructed, use "D" to check depot access -- all tiles will be marked as inaccessible. |
| 0001297 | 11 | Adventure Mode -- Combat | trivial | | 2014-07-29 | Eye injuries always heal, don't cause vision impairment | Get shot through the eye (bonus points if it gets lodged in) travel then see how the wound is all healed up. |
| 0001292 | 23 | Combat -- General | minor | | 2014-07-29 | Eyes can't be gouged out | Find somthing and gouge his eyes out. then get shot in the throat and see how its torn apart yet its only brown. |
| 0006987 | 2 | Adventure Mode -- AI | minor | | 2014-07-29 | Blind NPC can still see you, even when sneaking. | 1.)Create a syndrome with [CE_IMPAIR_FUNCTION:SEV:100:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:1:PEAK:5:END:20]
2.)Blind a guy in the arena
3.)Check his vision |
| 0006938 | 2 | Adventure Mode -- Stealth | minor | | 2014-07-29 | Eye damage doesn't affect vision arcs | Gouge someone's eyes, then go to stealth mode to see his vision area. |
| 0006749 | 8 | Dwarf Mode -- Buildings, General | minor | | 2014-07-29 | When a root tile is mined or channeled, the entire tree ceases to exist | designate a single root for mining. |
| 0006590 | 2 | Dwarf Mode -- Interface, Designations | minor | | 2014-07-29 | Root Mining Designation Not Graphically Noted | 1) Start up a fortress
2) Designate a portion of area to be dug up, including a root |
| 0005999 | 1 | Dwarf Mode -- Environment | minor | resolved (user11) | 2014-07-29 | AI ignores danger of water obstacles created after map generation | Create a dangerous water obstacle (i.e. a new fork in the river, a water-filled trough, etc.) and wait for a siege or caravans to arrive. |
| 0006791 | 3 | Pathfinding | major | resolved (user11) | 2014-07-29 | No path for wagons, dwarves getting stuck | Reclaiming an existing fortress with similar characteristics |
| 0006544 | 10 | Civilizations/Entities -- Populations | minor | | 2014-07-29 | Dwarf likes to consume Unknown Leaves | As with all dwarf traits reproducing is random. |
| 0001747 | 4 | Contaminants/Spatter | minor | | 2014-07-29 | Blood spatter from pack animals has blank creature name | 1. Build trade depot
2. Build upright spears/spikes in depot entrance hallway
3. Wait for any caravan to arrive
4. Pull the Lever/R |
| 0002548 | 8 | Dwarf Mode -- Items | text | | 2014-07-29 | Forgotten beasts made of mud have wrong material state | Since this is a randomly generated beast, I'd say there's an issue somewhere in the raw files regarding mud or using odd materials to compose a creature. |
| 0006597 | 1 | Dwarf Mode -- Abandonment of Fort | crash | resolved (user6) | 2014-07-29 | Crash on Reclaiming an Inhabited Fortress | Reclaim an Inhabited Fortress when choosing starting location. |
| 0000524 | 13 | Projectiles | minor | | 2014-07-29 | Liquid glob material breath attacks come out solid | |
| 0007709 | 2 | Dwarf Mode -- Reclaim | major | resolved (user6) | 2014-07-29 | Dwarf crash on occupied site | 1) Goto reclaim menu
2) try to reclaim "mesirilral" |
| 0007615 | 2 | Dwarf Mode -- Reclaim | crash | new | 2014-07-29 | reclaim a fortress and game crashes after several ticks | |
| 0001638 | 16 | Adventure Mode -- Environment | minor | | 2014-07-29 | Dust from a cave-in referred to as "boiling magma" | 1. Build a support.
2. Build a lever nearby.
3. Link them.
4. Carve out rock above support so nothing else is holding it up.
5. Abandon fortress.
6. Return in adventure mode.
7. Pull lever.
8. Step into the cloud if necessary. |
| 0006537 | 5 | Adventure Mode -- Buildings | trivial | | 2014-07-29 | Anvils in forges in worldgen fortresses are thrones | |
| 0006836 | 3 | Dwarf Mode -- Reclaim | minor | | 2014-07-29 | Text generation failed: data\announcement\unretire when reclaiming a fortress - incorrect path separator? | Unknown |
| 0007653 | 1 | Creatures | minor | | 2014-07-29 | Rattlesnakes and Copperheads missing [CHILD:x] tag, won't breed | creature_temperate_new.txt |
| 0006206 | 2 | Creatures | minor | | 2014-07-29 | GIANT creature variation does not add [CHILD:x] tag, giant sized vermin incapable of breeding | capture animals and certain species will not propagate |
| 0007714 | | Adventure Mode -- AI | minor | new | 2014-07-29 | Fire based titan scared of it's own fire (or is scared of fire?) | Either find a titan based on fire or use this save: http://dffd.wimbli.com/file.php?id=9194 |
| 0007712 | 1 | Dwarf Mode -- Environment | minor | resolved (user1294) | 2014-07-29 | Light underground, through trees | Dig under a bunch of trees. From those that don't collapse, there might be one or two that let light through. |
| 0007696 | 1 | Adventure Mode -- Travel | minor | resolved (user6) | 2014-07-29 | adventurer mode crash similar to 6872 | |
| 0007703 | | Adventure Mode -- Reactions | minor | resolved (user6) | 2014-07-29 | can not become a vampire in adventure mode | As above. |
| 0006677 | 3 | Adventure Mode -- Buildings | minor | resolved (user1294) | 2014-07-29 | Goblin tower and its statues made of slade | |
| 0006096 | 7 | Dwarf Mode -- Interface, Building Construction | crash | new | 2014-07-29 | After opening saved game, crashes on build menu | resume a game, press "b" to build. |
| 0007356 | 1 | Dwarf Mode -- Buildings, General | crash | resolved (user6) | 2014-07-29 | Crash when building wall | EITHER:
1.) Wait for trees to drop fruit on the ground
2.) Build walls over fruit
OR:
1.) Select a wall area
2.) Select some materials
3.) Unselect the materials
4.) Select different materials |
| 0007671 | 1 | Dwarf Mode -- Buildings, General | crash | resolved (user6) | 2014-07-29 | Game crashes when trying to access build menu | |
| 0007704 | | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-07-29 | Marksdwarves do not train hammer skill | 1-Assign dwarves to an "Archer" squad and provide them with crossbows.
2-Assign them to train on a barracks.
3-Let them train. They will improve their wrestling, but not their hammering. |
| 0007591 | 8 | Dwarf Mode -- Military | major | resolved (user6) | 2014-07-29 | Marksdwarves don't spar or learn Fighter | Create a training squad equipped with crossbows.
Set them to training.
Check back later. Skill growth is minimal. |
| 0007705 | | Cave-ins | minor | resolved (user6) | 2014-07-29 | Fruit trees drop fruit bombs, causing collapse messages and explosions | Download the region here: https://www.dropbox.com/s/u7o3f3qxqvb5ct5/collapsing_apples.tar
The collapse_region_current folder holds the most recent save where the apples are already collapsing to the ground where as the collapse_region_prior has a save from earlier when no trees cause the collapses yet.
Load to reproduce, I hope. |
| 0007706 | | Dwarf Mode -- Moods | minor | resolved (user6) | 2014-07-29 | FPS tanks when a Fey Mood dwarf can't path to workshop they've claimed | |
| 0007707 | 1 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2014-07-29 | Arriving liaison is announced as an Axedwarf | |
| 0007071 | 4 | Dwarf Mode -- Jobs, Designations | minor | | 2014-07-29 | Multi-level multi-tree chop designating fails to designate correctly | Process (4 repetitions tested, with consistent results):
1) Fresh unpack of Dwarf Fortress 0.40.02 SDL from http://www.bay12games.com/dwarves/df_40_02_linux.tar.bz2
2) Create new world (World Size Smaller, History Short, all other options default).
3) Start New Game, immediately press "e" to Embark, then ENTER to Play Now.
4) "d-t" to chop trees, multi-level area; six permutations tested (each test encompassing at least a few trees):
Bugged tests:
a) Marker start at z+1, Marker end at z (relative to bottom-most tree trunk base).
Result: base not designated for chopping, treetops designated. (Would have been cool to see lumberjacks climbing up to do treetop cutting!)
b) Marker start at z+1, Marker end at z-1 (relative to base).
Result: same.
c) Marker from z-1 to z+1.
Result: same.
d) Marker from z to z+1.
Result: same. |
| 0004574 | 1 | Material Properties | minor | new | 2014-07-29 | Item subtype in BUTCHER_SPECIAL tag is ignored | Add [BUTCHER_SPECIAL:TOOL:ITEM_TOOL_CAULDRON] to the bone material template, send several creatures at each other in the arena, and butcher the victims. |
| 0004902 | 3 | Dwarf Mode -- Buildings, General | minor | | 2014-07-28 | Creatures can open forbidden/locked doors by dodging into them | 1. Put a nest box in a room with a Dwarven child.
2. Have a Turkey Hen claim the nest box (also have a Turkey Gobbler around somewhere)
3. Wait for eggs to hatch. (you may need two clutches for maximum effect depending on original clutch size)
4. Time Passes
5. Turkey-Splosion! |
| 0007682 | 4 | Dwarf Mode -- Abandonment of Fort | minor | resolved (user6) | 2014-07-28 | Retired fortress doesn't contribute to civilization resources | Create a custom world with a very short history.
Try various civ/embark location combinations until you find a civ without iron and a location with iron.
Set up a fort, mine some iron and export it back to your parent civ.
Retire the fortress.
Start a new fortress in the same civ and note that iron is still not available.
|
| 0007701 | | Dwarf Mode -- Invasions | minor | resolved (user6) | 2014-07-28 | Goblin Siege happens very early | Just embark anywhere with goblin neighbors, and wait about a year. Usually happens shortly after the second immigration wave. |
| 0007693 | 6 | Dwarf Mode -- Interface, Unit View | minor | new | 2014-07-28 | Dwarvess don't always share familial ties | I have no clue. |
| 0003940 | 8 | Typos/Grammar | text | new | 2014-07-28 | Possessive adjectives missing from Thoughts/Prefs | Build a bedroom
Wait until a dwarf says "Admired own fine bed lately" |
| 0007639 | 2 | Adventure Mode -- Travel | crash | resolved (user11) | 2014-07-28 | Crash on entering quest log after trying to enter a big human town | For the freeze :
1) Download and extract the save at http://dffd.wimbli.com/file.php?id=9157
2) Load game
3) hit 'd' to stop at the tavern
4) Enjoy the coldness of the freezed game
For the Quest log crash :
1) Download and extract the save at http://dffd.wimbli.com/file.php?id=9157
2) Load game
3) hit Shift + Q to open Quest Log
4) Crash the game into the mighty reefs of unstability
For the Tavern Stop Crash :
1) Download and extract the save at http://dffd.wimbli.com/file.php?id=9157
2) Load game
3) Go away from the city, in the wilderness
4) hit 'd' to stop in the middle of nowhere. From then on, opening the Quest Log should not crash the game.
5) hit 'T' to travel back to the tavern where the save was done, at the northeast of the city
6) hit 'd' to try and stop there
7) Slam into the wall of crash barring the door |
| 0005921 | 3 | Combat -- General | minor | | 2014-07-28 | Biting dwarves in minecarts infinitely increases combat range | I regrettably don't have the Fortress mode save (initial occurrence was too far from last save to have accurate reproducibility), but it can be reproduced in Arena mode with 100% accuracy (provided the second creature manages to land a bite).
1. Place a dwarf with a minecart in its inventory. Assume control of the dwarf and ride the minecart in an unblocked direction. Continue using (u -> ride) until the minecart has picked up speed.
2. Return to the arena and place a second creature. e.g. a dwarf, next to the minecart. Assume control of this creature and bite the minecart rider, preferably somewhere that can't be severed through biting.
3. Return to arena mode. Assuming your second creature managed to bite the dwarf and latch on, the dwarf will show the purple "wrestling" indicator, yet be far away from the creature 0000002. If you unpause, then when (and only when) the minecart comes to a stop, the dwarf will be teleported/pulled back to creature 0000002. No matter how violent the halt of the minecart - even if it hits a wall with great force - the dwarf will take no damage other than bite damage. |
| 0007673 | | Animal Populations | minor | resolved (user6) | 2014-07-28 | Larger than expected underground vermin population | |
| 0007700 | | Dwarf Mode -- Environment | major | resolved (user11) | 2014-07-28 | Outdoor farm plots on irrigated land read "no mud/soil". | irrigate surface. |
| 0001859 | 3 | Adventure Mode -- Character Creation | minor | resolved (user6) | 2014-07-28 | Non-square world map resized to square in Adv. Mode civ select screen | |
| 0005462 | 16 | Animal Populations | minor | | 2014-07-28 | Too many animal men, not enough animals? | |
| 0006196 | | Dwarf Mode -- Stockpiles | minor | | 2014-07-28 | Cannot scroll through pages of stockpile links | Make several stockpiles, then have one of the stockpiles give to or take from the others or give to a workshop, then attempt to scroll through the list with + or *, provided your vertical grid size is at least 27. |
| 0007115 | 1 | World Generation -- General | crash | new | 2014-07-28 | World Gen crashes during finalizations | This is one set of world gen data that did this on a freshly installed copy of 40.2:
[WORLD_GEN]
[TITLE:MEDIUM REGION]
[SEED:123Doom123]
[HISTORY_SEED:123Doom123]
[NAME_SEED:123Doom123]
[CREATURE_SEED:123Doom123]
[DIM:129:129]
[EMBARK_POINTS:10000]
[END_YEAR:330]
[BEAST_END_YEAR:200:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1200:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:500]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:100:300:200]
[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]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:25]
[SEMIMEGABEAST_CAP:50]
[TITAN_NUMBER:10]
[TITAN_ATTACK_TRIGGER:400:1000000:1000000]
[DEMON_NUMBER:30]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:0]
[WEREBEAST_NUMBER:0]
[SECRET_NUMBER:0]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:200:300:800]
[EVIL_SQ_COUNTS:200:300:800]
[PEAK_NUMBER_MIN:20]
[PARTIAL_OCEAN_EDGE_MIN:2]
[COMPLETE_OCEAN_EDGE_MIN:1]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:1500:3:3]
[REGION_COUNTS:MOUNTAINS:1500:2:2]
[REGION_COUNTS:OCEAN:1000:1:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:1500:3:3]
[REGION_COUNTS:HILLS:1500:3:3]
[EROSION_CYCLE_COUNT:1000]
[RIVER_MINS:300:100]
[PERIODICALLY_ERODE_EXTREMES:0]
[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_1:13]
[LEVELS_ABOVE_LAYER_2:5]
[LEVELS_ABOVE_LAYER_3:5]
[LEVELS_ABOVE_LAYER_4:5]
[LEVELS_ABOVE_LAYER_5:5]
[LEVELS_AT_BOTTOM:3]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:200]
[MOUNTAIN_CAVE_MIN:30]
[NON_MOUNTAIN_CAVE_MIN:60]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:-1]
[SITE_CAP:-1]
[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]
|
| 0007692 | | Dwarf Mode -- Interface, Text | trivial | new | 2014-07-28 | Dwarf cancels give water: Animal inaccessible | Injure a dwarf. Drag him to the hospital. Wait for someone to start going to give him water and then confine them to a burrows. You'll receive the message:
[name], [profession] cancels Give Water: Animal inaccessible. |
| 0007691 | | Map Features | minor | new | 2014-07-28 | Chopping down trees results in "Snow-covered open space" | Embark on a forested, snow-covered biome and chop down a few trees. Look at the z-levels above where they were for white dots designating "snow-covered open space". |
| 0001469 | 5 | Dwarf Mode -- Interface, Notes/Points/Routes | trivial | | 2014-07-28 | Using Hot Keys while in a menu will not change Z-Levels | N into Notes menu, F1 to go to Gate. Screen will zoom to the location of the gate, but will not change to the correct Z-Level. |
| 0007688 | 1 | Adventure Mode -- Reactions | minor | resolved (user1294) | 2014-07-28 | Climbing Skill only levels while falling/jumping | Climb up and down something. Note that your climbing skill has not increased. Now climb to the top of something and drop, or just jump at something. Each time you make an attempt to grab, your climbing skill *will* increase. |
| 0007689 | 2 | Dwarf Mode -- Interface, General | major | resolved (user1294) | 2014-07-28 | Cannot scroll down with + | |
| 0007686 | 4 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-07-28 | Trade depot destroyed by tantrum while caravan present, all items become property of fortress | |
| 0007687 | | World Generation -- General | crash | new | 2014-07-28 | Crash during history generation | Generate a world with the worldgen parameters at http://topazgryphon.org/~tcollett/df/df_osx_crash_worldgen.txt. Wait till sometime in the middle of generation. |
| 0007683 | | Adventure Mode -- Sites | minor | new | 2014-07-28 | lots of dwarf and goblins piled on a single tile | |
| 0007675 | 2 | Technical -- General | major | resolved (user6) | 2014-07-28 | Unable to locate theme engine in module_path: "murrine" | |
| 0007674 | 2 | Dwarf Mode -- Interface, Kitchen | minor | resolved (user11) | 2014-07-27 | Strawberries are not brewable | Have strawberries in a stockpile and try to mark them as brewable in the z->kitchen interface. |
| 0007678 | | Dwarf Mode -- Combat | trivial | resolved (user11) | 2014-07-27 | Magma clouds created in cave collapse | Cause a collapse. |
| 0007676 | 1 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2014-07-27 | Queen with 20 population? | |
| 0007677 | 1 | Dwarf Mode -- Trade | minor | resolved (user11) | 2014-07-27 | Trade caravan can not leave area and wagons are listed as missing | |
| 0004505 | 3 | Animal Populations | minor | | 2014-07-27 | Smaller than expected underground vermin populations | |
| 0007672 | 2 | Adventure Mode -- AI | minor | new | 2014-07-27 | People forget your crimes | Kill someone important (preferrably a noble)
Talk to people to make sure they hate you
Fast travel away
Come back, talk to them again. |
| 0007665 | 5 | Dwarf Mode -- Jobs, Hauling | minor | acknowledged (user11) | 2014-07-27 | Dwarfs don't remove rotten meals | This bug should naturally occur when you have many prepared meals and many private rooms for dwarfs. |
| 0007669 | 1 | Adventure Mode -- Conversation | text | resolved (user1294) | 2014-07-27 | Non-aggressive animal persons report attacking adventurer as soon as they see me | Find some animal people and listen to them chat. |
| 0007662 | 4 | World Generation -- General | minor | assigned (user6) | 2014-07-27 | Ocean shores generated with non-porous rock (dacite, shale), no aquifer | generate a world and embark on an ocean shore |
| 0001163 | 7 | Adventure Mode -- Display | tweak | | 2014-07-27 | Submerged trees can be swam through, block LOS, and are invisible with SHOW_FLOW_AMOUNTS:YES | Set [SHOW_FLOW_AMOUNTS:YES] go looking around in underground muddy water and you will find some tiles don't seem to respect line of sight. This is fungiwood.
I am not entirely sure the fungiwood is suppose to block line of sight the way it does as you can swim right through a tile with the stuff in it. |
| 0003720 | | Title Screen | trivial | resolved (user6) | 2014-07-27 | Resizing during movie sequence causes psychodelic ASCII mess. | Resize window while movie is running. |
| 0007667 | 1 | Dwarf Mode -- Items | minor | new | 2014-07-27 | Upon deconstructing starting wagon FPS drops to about 25 | |
| 0000593 | 1 | World Generation -- Beasts | trivial | new | 2014-07-27 | Forgotten beast materials should be worth more | |
| 0003545 | 1 | Flows | minor | resolved (user6) | 2014-07-27 | River and lake water levels uneven, fps death ensues. | |
| 0003370 | 2 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-07-27 | HIgh speed caravan packing up. | wait for caravan to announce they have embarked.
[d]esignate [d]ig or any others in the menu.
hold left click anywhere
watch as the caravans items flip out until it stops shifting,
caravan is ready to go as soon as you unpause. |
| 0003197 | 3 | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2014-07-27 | Dead critters use ascii instead of graphic tiles. | |
| 0003226 | 2 | Dwarf Mode -- Interface, Cages and Chains | minor | resolved (user6) | 2014-07-27 | Cages clone when unassigning "stolen" animals | Build depot, wait until trader arrives and unloads goods, remove building, create a custom stockpile with all enabled under trader's goods. Then build a cage with trader's animal, unassign it and watch. |
| 0002928 | 3 | Dwarf Mode -- Embark/Setup | crash | new | 2014-07-27 | Crash on site selection in rectangular world | "regionX-world_gen_param.txt":
Created in DF v0.31.12.
[WORLD_GEN]
[TITLE:RINGWORLD]
[SEED:722245426]
[HISTORY_SEED:3095621144]
[NAME_SEED:2906513740]
[CREATURE_SEED:3049399164]
[DIM:257:17]
[EMBARK_POINTS:1274]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:52]
[RAINFALL:0:100:400:26]
[TEMPERATURE:25:75:400:26]
[DRAINAGE:0:100:400:26]
[VOLCANISM:0:100:400:26]
[SAVAGERY:0:100:400:26]
[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]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[GOOD_SQ_COUNTS:6:66:132]
[EVIL_SQ_COUNTS:6:66:132]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:68:0:0]
[REGION_COUNTS:DESERT:68:0:0]
[REGION_COUNTS:FOREST:273:0:0]
[REGION_COUNTS:MOUNTAINS:546:0:0]
[REGION_COUNTS:OCEAN:546:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:546:0:0]
[REGION_COUNTS:HILLS:546:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:26:26]
[PERIODICALLY_ERODE_EXTREMES:0]
[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_MIN_SIZE:5]
[CAVE_MAX_SIZE:50]
[MOUNTAIN_CAVE_MIN:6]
[NON_MOUNTAIN_CAVE_MIN:13]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:15000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:546:1092:546]
[RAIN_RANGES:546:1092:546]
[DRAINAGE_RANGES:546:1092:546]
[SAVAGERY_RANGES:546:1092:546]
[VOLCANISM_RANGES:546:1092:546]
(Then start Dwarf Mode on it and scroll around or accept various Site Finder results.) |
| 0003035 | 1 | Dwarf Mode -- Diplomacy | crash | resolved (user6) | 2014-07-27 | Crash when meeting with Elf diplomat | Crashing save:
http://dffd.wimbli.com/file.php?id=2952
Let meetings occur. |
| 0002754 | 7 | Miscellaneous Crashes | crash | resolved (user6) | 2014-07-27 | game crashes & closes on 15th Galena 1053 | load file, let it run. file to be uploaded shortly. |
| 0007655 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-07-27 | Carpenter won't move to build up/down stair after picking up log | Build upstairs near edge, where walls aren't allowed, then build up/down stair over it. |
| 0007661 | 1 | Dwarf Mode -- Combat | minor | new | 2014-07-27 | Dwarves charge into friendly units during combat | |
| 0007666 | 1 | Adventure Mode -- Conversation | minor | new | 2014-07-27 | Can't close duplicated converstation | Load the savegame at DFFD with 0.40.04 (will upload in a moment and provide link) |
| 0006627 | 17 | Dwarf Mode -- Immigration | major | | 2014-07-27 | Immigrants arrive/become hostile | 1) Make a fortress
2) Play to summer
3) Get unlucky |
| 0007663 | 1 | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user11) | 2014-07-27 | Unable to see plant names for farm plots if they are above ground. | 1. Create a farm plot above ground
2. Query the plot |
| 0002709 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2014-07-27 | cancels Place in Traction: Patient not resting. | |
| 0006665 | 1 | Creatures | minor | new | 2014-07-27 | Lungfish may be able to phase through walls. | Get a lungfish underground somehow. |
| 0007656 | 3 | Dwarf Mode -- Environment | minor | | 2014-07-27 | Damp stone in strange areas | |
| 0007660 | 1 | Dwarf Mode -- Jobs, Equipment | tweak | resolved (user11) | 2014-07-27 | Missing categories in uniform assignment | |
| 0007659 | 1 | General | minor | resolved (user6) | 2014-07-27 | system message causes hang | play on laptop with low-capacity battery run a large world or long history world, wait for message to hang game. . . |
| 0007634 | 12 | Dwarf Mode -- Jobs, Cooking and Food | major | resolved (user11) | 2014-07-27 | Butchering reindeer does not produce bones, just organs and hoofs and horns | 1. Butcher shop located outside, above ground, butcher reindeer cows. I get everything I'm supposed to but bone. I checked the refuse pile and there's no bone in any of the other butchers I've seen, will continue to test. |
| 0007658 | | Adventure Mode -- General | text | resolved (user11) | 2014-07-27 | Animal men name typo | |
| 0001439 | 5 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user11) | 2014-07-27 | Some dwarves prefer to go further outside to nearby brook instead of inside water pool fed by the brook. | Have a brook on the map. Create an indoor pool created near the brook. Create a water tunnel to the pool. Force dwarves to drink water. |
| 0007652 | 1 | Dwarf Mode -- Nobles | feature | resolved (user11) | 2014-07-26 | Chief Medical Dwarf No relevant skills. | |
| 0007650 | | Dwarf Mode -- Military | minor | new | 2014-07-26 | Military dwarves stuck in "Pickup Equipment" job | |
| 0006636 | 3 | Arena | crash | | 2014-07-26 | Object Testing Arena crash when trying to view creatur's preferences when it's holding an item | Start arena with raw (Default) -> create a dwarf with a whip -> [V]iew Unit -> [P]rf
|
| 0007644 | | Creatures | block | resolved (user6) | 2014-07-26 | Flying animals trapped | |
| 0005844 | | Dwarf Mode -- Nobles | minor | | 2014-07-26 | Complaints about lack of jails don't happen properly | |
| 0006379 | 5 | Miscellaneous Crashes | major | | 2014-07-26 | Double-seed and triple-seed RNG init functions do not work correctly, causing inconsistent world gen | |
| 0007642 | 1 | Dwarf Mode -- Trade | minor | resolved (user11) | 2014-07-26 | Grown wood usually-not-wood clothing in elvish caravan. | |
| 0007649 | 1 | Dwarf Mode -- Interface, Rooms | minor | resolved (user11) | 2014-07-26 | Text is truncated in Room Screen when swapping the panel using tab | 1. Create a room
2. Press R to open the 'Building List'
3. Select the room and press tab to swap the right panel |
| 0007647 | 2 | Dwarf Mode -- Invasions | minor | new | 2014-07-26 | Random terrors when undead are on the map even though they are far away | |
| 0002978 | 1 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2014-07-26 | Major mandates vermin leather item | |
| 0004942 | 3 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2014-07-26 | After Duke died, Monarch group arrives as plain immigrants | 1. Get a Baron or higher level noble.
2. Let the noble die.
3. Fulfill the requirements for capital. |
| 0006566 | 2 | Miscellaneous Crashes | major | resolved (user11) | 2014-07-26 | Crash at startup | Double click Dwarf Fortress.exe
Left Click inside the window while the game is starting up out of excitement a few times.
Say Hehee when the app crashes so early.
|
| 0005148 | 2 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user11) | 2014-07-26 | Dwarves no longer dump through hatches | |
| 0006128 | 5 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user11) | 2014-07-26 | Fishing zone dont work on brook even channeles out | Designate fishing zone on brook |
| 0007635 | 7 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-07-26 | Kitchen is randomly producing miasa with nothing in it | |
| 0007646 | | Dwarf Mode -- Interface, Announcements | trivial | resolved (user11) | 2014-07-26 | Bugbat has given birth to Bugpat pups. | |
| 0007645 | 6 | Dwarf Mode -- Stockpiles | minor | resolved (user11) | 2014-07-26 | Stockpiles giving to brewery not working correctly | |
| 0006712 | 4 | Adventure Mode -- Combat | minor | new | 2014-07-26 | Civilians not attacking or running away after I kill one of them | Attack a villager when other are around |
| 0007640 | 1 | Dwarf Mode -- Military | minor | resolved (user11) | 2014-07-26 | "Inactive - Uniformed" squad setting has no effect on Miners, Woodcutters and Hunters | I specially created s save showing this bug in DF 40.04:
http://dffd.wimbli.com/file.php?id=9158
There is squad with 3 dwarves stationed in the barracks.
The dwarves are Miner, Woodcutter and Hunter marked with a custom profession ending with "(Bugged)".
The dwarves are happily wearing their full military uniform (a set of copper armor and copper war hammer). The uniform is set to "Replace clothing" and the squad is set to "Inactive - Uniformed".
Now deactivate the squad - all 3 dwarves rush to store their armor and put civilian clothes back, ignoring the setting...
Now load the save again and disable Miner/Woodcutter labor on them, and then deactivate the squad - now the dwarves keep wearing their armor as they should.
|
| 0003722 | 5 | Combat -- General | text | | 2014-07-26 | Falling damage blocked/deflected by armor results in malformed combat announcements | put a dwarf in rigid armor, throw him off a high building, look up combat log |
| 0007643 | 1 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2014-07-26 | mayor demanding the impossible | |
| 0007536 | 1 | Pathfinding | major | resolved (user11) | 2014-07-26 | fortress stuck in pathfinding failure | Load save. Check announcements. |
| 0006726 | 1 | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2014-07-26 | Creatures injuring themselves pathing | |
| 0006856 | 4 | Dwarf Mode -- Embark/Setup | crash | assigned (user6) | 2014-07-26 | Frequent crashes while preparing carefully | Enter and exit view and customize menus repeatedly - eventually it will crash. |
| 0005882 | 2 | Dwarf Mode -- Jobs, Hauling | major | | 2014-07-25 | Dwarves take forever to fill a bucket | Set it up so your dwarves have to haul water for Fill Pond or Clean Patient jobs from a brook or murky pool. |
| 0006801 | | Adventure Mode -- AI | major | resolved (user6) | 2014-07-25 | AI won't fight back or respond to you killing other people | 1. Attack anyone (preferably in a crowded area)
2. watch them and everyone around them either stand there crying or run away whether they have a weapon or not. |
| 0000662 | 3 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2014-07-25 | Cancels cut gem: needs rough gem (gem exists) | Commission the cutting of raw gems |
| 0007637 | | Dwarf Mode -- Trade | minor | new | 2014-07-25 | Caravan disappears | |
| 0007630 | 2 | Dwarf Mode -- Interface, Workshop Profiles | minor | resolved (user11) | 2014-07-25 | Some workshops randomly red-out available jobs | Don't know, the jobs started out available in the workshop's interface, now they aren't. |
| 0007622 | 8 | Creatures | minor | new | 2014-07-25 | inured animal being hauled for butchery sets off traps | |
| 0006230 | 2 | Dwarf Mode -- Jobs, General | minor | | 2014-07-25 | Forging adamantine tools uses wrong number of wafers | |
| 0006815 | | Arena | tweak | | 2014-07-25 | The "Butcher" option in arena mode partially overwrites the "Create tree" option | Kill a creature in arena mode.
Go in the "k" menu, scroll over the corpse.
The "Butcher" option partially overwrites the "Create tree" option, so it says "Butchertree".
|
| 0007628 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | | 2014-07-25 | Dwarves can achieve dreams after they die | Find a married dwarf couple where the husband dreams of a family. Wait a few months and kill the male. Wait for baby. Check husband's thoughts. |
| 0002283 | 2 | Adventure Mode -- Inventory | minor | | 2014-07-25 | Adventurer can drop a crutch in a number of ways that don't remove the crutch-walking status | Create a pocket island, embark next to a generated fort, bring nothing but crutches, abandon, create an adventurer, go to the site, pick up a crutch, throw it. |
| 0006208 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | | 2014-07-25 | "Lost grudge to tragedy" happiness penalty is broken | |
| 0000066 | 21 | Dwarf Mode -- Jobs, Healthcare | minor | | 2014-07-25 | Cloth/thread stolen from traders for hospital | Build Hospital
Possibly Build Chest required
Wait for elven (any?) caravan |
| 0006076 | 2 | Dwarf Mode -- Interface, Civilization/World Info | text | | 2014-07-25 | Wrong key to View Agreement | View trade agreements under civilizations. |
| 0007631 | 1 | Dwarf Mode -- Interface, Unit View | minor | | 2014-07-25 | Revealed missing creatures from not explored caves | 1. play the game.
2. do not go in caves to 3 migration wave.
3. enjoy. |
| 0005743 | 3 | Dwarf Mode -- Interface, Announcements | minor | | 2014-07-25 | "The Foodwarf counterstrikes!" during sparring is not marked as happening during sparring (red instead of light blue) | Start sparring, check reports. |
| 0007059 | 5 | Dwarf Mode -- Interface, Announcements | minor | | 2014-07-25 | Sparring announces as combat in fortress mode | Set any squad to sparring |
| 0004927 | 4 | World Generation -- General | crash | | 2014-07-25 | Many added plants crash world gen | Place the raw file at http://dffd.wimbli.com/file.php?id=5068 in your raw/objects folder, and generate worlds of various sizes to 1050 years. |
| 0007048 | 3 | Typos/Grammar | text | | 2014-07-25 | Typos in language_words.txt | |
| 0006997 | | Typos/Grammar | text | | 2014-07-25 | Missing space in legends mode string | |
| 0005346 | 3 | Material Properties | minor | | 2014-07-25 | Obsidian swords always blunt, due to low SHEAR_YIELD | Relevant forum posts/thread:
http://www.bay12forums.com/smf/index.php?topic=91297.msg2541772#msg2541772
http://www.bay12forums.com/smf/index.php?topic=91297.msg2541922#msg2541922
Relevant for determining the intended function of the obsidian swords:
http://en.wikipedia.org/wiki/Macuahuitl |
| 0006985 | | Material Properties | minor | | 2014-07-25 | Some wood densities not applied properly | |
| 0004139 | | Typos/Grammar | text | | 2014-07-25 | typo in View Building Items manual page | The Manual (?) > Your First Outpost > Help With Specific Menus > Building Item Specifics § Description ¶ 3 |
| 0007051 | | Typos/Grammar | text | | 2014-07-25 | Typos in the raws | |
| 0007581 | 2 | Dwarf Mode -- Environment | minor | | 2014-07-25 | Tree growth is too fast. | 1 : Embark into Heavily wooden forest area.
2 : Assign every single dwarf to woodcutting.
3 : Mark every single tree on map to be put to the axe
4 : Watch as most of the trees pops up again in little time. |
| 0007598 | 4 | Adventure Mode -- Combat | minor | resolved (user6) | 2014-07-25 | not able to strangle. | i have yet to try. |
| 0007618 | 11 | Legends Mode -- Display | minor | resolved (user6) | 2014-07-25 | "its nature is still an intriguing puzzle to the learned." | go to legends and view structures. look through them until you see one with a description reading "its nature is still an intriguing puzzle to the learned." |
| 0007555 | 3 | Dwarf Mode -- Reclaim | major | new | 2014-07-25 | Unretired fort has no dwarves, unpausing causes immediate "Your fortress has crumbled" | Here's a save
http://dffd.wimbli.com/file.php?id=9113
Fortress: Letmossemor (Cobaltunited) |
| 0007544 | 3 | Cave-ins | major | | 2014-07-25 | Cavein on tree growth | Embarked in a desert area, cut sume saguaros.
wait for some saguaros to grow. (this is actualy very fast)... |
| 0007627 | 5 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-07-25 | Dwarves will not haul ballista arrows to dedicated stockpiles | |
| 0007623 | 3 | World Generation -- General | minor | | 2014-07-25 | Ruins become retired fortress.I unretired it to check it out and it instantly fell | 1.Find a fortress that you didn't retired probably at random that is not a ruin
2.Unretire it
Probably happens at random also |
| 0007527 | 13 | Dwarf Mode -- Environment | minor | | 2014-07-25 | Constant Collapses on the Surface - trees branches? | |
| 0007626 | 1 | Adventure Mode -- Conversation | minor | resolved (user11) | 2014-07-25 | People Don't Know Where I Am | |
| 0007605 | 2 | Dwarf Mode -- Buildings, General | minor | new | 2014-07-25 | Paved roads cannot be constructed if a dwarf is hauling an item on the construction site | Have wheelbarrows, go to a high-traffic area, make sure that dwarves are hauling, try to pave the road. Most of the time it fails due to items blocking the way, even if there theoretically are none. |
| 0007625 | | Dwarf Mode -- Environment | minor | new | 2014-07-25 | Floor collapse doesn't destroy farm plots | -Create a farm plot on above ground
-Wait for a tree to grow under it
-Cut said tree to make a collapse
|
| 0000252 | 12 | Dwarf Mode -- Invasions | minor | acknowledged (user6) | 2014-07-25 | When reclaim Goblins are friendly | Reclaim a goblin ridden fort |
| 0007053 | 2 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-07-25 | every few months a section of the cavern collapses. | |
| 0000972 | 7 | Dwarf Mode -- Diplomacy | feature | | 2014-07-24 | Diplomat/liaison arrives, immediately dies of old age (and other old age issues) | |
| 0004623 | 2 | Undeath | minor | | 2014-07-24 | <dwarven baby ghost name> has grown to become a Ghostly Dwarven Child | "Kill all babies!" |
| 0002291 | 1 | Dwarf Mode -- Interface, Unit View | trivial | | 2014-07-24 | Deceased creatures in unexplored underground layers visible in unit view | |
| 0007617 | | Adventure Mode -- Combat | minor | new | 2014-07-24 | Over-exerted creatures "fall to the ground" repeatedly when flying. | 1) Find a creature.
2) Fight (take hits from) the creature until it collapses from exhaustion.
3) Grab creature.
4) Allow creature to wake up.
5) Throw creature. |
| 0005516 | 11 | Projectiles | major | | 2014-07-24 | Absurdly Powerful Bolts/Arrows | In all tests, the armor used was a helm, a breastplate, a mail shirt, two gauntlets, two high boots, and greaves, which should leave the body mostly protected. All units used only had Proficient in Archer; all other skills were at 0. All crossbows were iron, standard quality, though it should be irrelevant. Units were equipped with 50 bolts unless otherwise stated.
Units were always placed in two parallel lines of equal size, one unit per square with no gaps between units. All Dwarves in a given line were on the same side. There were always precisely 10 blocks of distance between each line. Lines were always away from either edges or walls, preventing death by dodging in all instances.
During testing, units not only consistently used crossbows when able but always fired in distinct "volleys" where all units fired simultaneously. Units only attempted to engage in melee combat when they had lost their crossbows due to damage and never successfully engaged the enemy during the period of any tests, although some tried very hard to limp their way across.
All combatants from previous tests were thoroughly purged with magma. The smoke was allowed to disperse to ensure no hidden survivors before further testing commenced. All further testing was located away from where combatants might encounter the aforementioned magma.
All tests should therefore be consistent and easily reproducible.
COPPER BOLTS VS STEEL ARMOR
40 units lined up, 20 on each side. Unpaused for a single volley and a considerable number were wounded, though I did not count the number. Unpaused again for a second volley. On both sides, over 50% of units were either dead or wounded/unconscious to the point of uselessness, usually from chipped bones.
A glance at the combat logs suggests that casualties would be significantly higher with almost 100% incapacitation, but crossbowdwarves more often than not fired at targets other dwarves on their side had also targeted. Did not see a single deflection from peeking at the logs, though it is possible they are simply very rare.
COPPER BOLTS VS ADAMANTIUM ARMOR
46 Dwarves, 23 per side. Very similar results. After one volley, one side was visibly luckier, and I saw a large number of them dodge bolts. 4 units were wounded or dead after a single volley on the lucky side. The other had 8, or over 30% casualties from just a single volley.
I waited 2 more volleys. The side that initially took greater casualties had all but 2 Dwarves dead or severely wounded/unconscious, or an over 90% casualty rate. The other side took 2 additional casualties. Combat logs mirror the last combat, that casualties would be higher had there not been redundant targeting. The only thing that kept the other side from similar annihilation is their initial luck at dodging.
WOODEN BOLT VS ADAMANTIUM
For this test, I at first used several 1v1 fights to see how long it would take for an enemy to be incapacitated by wooden bolts while in adamantium armor. Both combatants were armored in adamantium and armed with a crossbow and mahogony bolts. The longest time it took for a combatant to be unconscious was 15 bolts. The shortest time was 1. Tests tended towards the latter result, with an average of around 5. At the very least the bolts were usually deflected, though they chipped bones and caused fairly bad damage when they weren't. Results suggest that wooden bolts, while technically not as effective as copper bolts, are still perfectly viable for killing even adamantium-equipped opponents.
I then set up 40 Dwarves in two lines of 20. Same as in above tests. Adamantium armor. Each opponent was equipped with an iron crossbow and 100 mahogany bolts. These were, as before, simply Proficient Archers with no Marksdwarf or other skills. In 9 volleys, 9 Dwarves were dead or incapacitated - however, this news should be in no way encouraging. Redundant targeting seemed to play an even bigger role than before, with the vast majority of the bolts from a given side being clearly targeted at a small number of Dwarves. Otherwise, casualties would be considerably higher, although less than copper bolts.
Other testing, though less official/rigorous, pretty much confirmed this. |
| 0006870 | 2 | Combat -- General | tweak | | 2014-07-24 | Bolts, crossbows and other ranged weapons have excessive SHOOT_FORCE values, leading to ranged combat issues | ARENA MODE: 2 dwarves, steel armor, bone bolts then steel bolts. With vanilla settings armor is useless against even bone bolts.
WITH MODIFIED SETTINGS: same test, results much more in line with what would be expected based on the laws of physics. scales appropriately with different materials and armor types. Chain armor much less effective than plate as expected.
|
| 0007613 | | Adventure Mode -- Town | major | resolved (user6) | 2014-07-24 | Bogymen still attacking when sleeping in elf dwellings | Climb into elf tree house at night, ask for permission to sleep. Sleep until dawn. Revel as the Bogyman kills all the elves. |
| 0007612 | 1 | World Generation -- General | minor | resolved (user1294) | 2014-07-24 | World updating adventure mode takes longer world updating in fortress mode | 1.Create a world
2.Start Game Dwarf fortress mode
3.Quit
4.Start game Adventure mode
5.Watch
6.????
7.Profit? |
| 0007610 | 2 | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user6) | 2014-07-24 | Cannot scroll crop list for above ground farm plots | Find a biome that supports enough different plants that it passes 19 above ground plant types - select what plants to grow and you can move the selector past the 19th crop but not see what the 20th and onwards actually are. |
| 0007609 | | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-07-24 | Dwarves can tumble forward while fighting and, as a result, warp through walls | |
| 0006994 | 2 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-24 | Crash when bragging about killing someone to nobody in cleared site | I was about 30-40 minutes into an adventure when this happened so I don't have time to reproduce it |
| 0007439 | 2 | Dwarf Mode -- Interface, Unit View | minor | | 2014-07-24 | Invaders still listed as missing after their corpses have been retrieved | |
| 0006534 | 9 | Dwarf Mode -- Interface, Unit View | trivial | | 2014-07-24 | Wild animals and invaders appear as "missing" on missing/dead tab | Run fortress mode for any length of time. |
| 0005265 | 2 | Adventure Mode -- Inventory | minor | resolved (user6) | 2014-07-24 | Waterskin shows two separate listings for water, rather than incrementing the count | In description |
| 0007606 | 2 | World Generation -- General | minor | resolved (user6) | 2014-07-24 | Family members should share family names | |
| 0007608 | 1 | Adventure Mode -- Inventory | major | resolved (user6) | 2014-07-24 | Can't put items into container I'm standing over / next to | |
| 0007589 | 2 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2014-07-24 | Moody dwarf grabbed another artifact as an ingredient | |
| 0007604 | | Dwarf Mode -- Traps | minor | resolved (user6) | 2014-07-24 | Immediately upon exiting the trade depot, a broker may be effected by traps | 1) Build a trade depot
2) Surround with stonefall/cage traps
3) Wait for trade caravan to arrive
4) Requested Broker at depot
5) Wait until broker arrives
6) Un-request the broker |
| 0006596 | 1 | Adventure Mode -- Movement | trivial | new | 2014-07-24 | When the temperature increases high enough, adventurer movement is not possible except with Alt | * Start the testing arena
* Spawn any type of creature
* Set temperature to fire or above
* Attempt normal movement.
* Character will not move. Any other action is accessible, however. |
| 0007262 | 3 | Adventure Mode -- Town | minor | resolved (user6) | 2014-07-24 | goblin lords in human civilizations. | generate a world and visit a lot of lords halls. |
| 0007602 | 2 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2014-07-24 | King 'Arrived' unannounced at some stage towards the end of year one | Unsure / Not Yet Available. I intend to start a new fortress in the same world and get it to the same point to see if the issue reoccurs. |
| 0007603 | 1 | Dwarf Mode -- Interface, Unit View | minor | | 2014-07-24 | Units killed by military show up as missing instead of deceased | |
| 0006560 | 6 | Dwarf Mode -- Pets | minor | | 2014-07-24 | War Dogs appear to run from themselves in terror | Should be nothing more than embark, create pasture zone for the dogs to train in, assign dogs to that zone, and train them for war from the [z] animals menu. |
| 0007599 | 3 | Geology | minor | resolved (user6) | 2014-07-23 | Native Silver in mud layer | |
| 0007597 | | Adventure Mode -- AI | minor | resolved (user6) | 2014-07-23 | soldiers on the same side attacking each other. | ? |
| 0007596 | | Dwarf Mode -- Military | major | resolved (user6) | 2014-07-23 | Military Dwarves will not defend burrow | |
| 0007559 | 4 | Adventure Mode -- Conversation | tweak | new | 2014-07-23 | Asking dwarves in deep sites about the surrounding area yields no information | Find a deep site, talk to a dwarf, ask him about the surrounding area. |
| 0007594 | | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-07-23 | Dwarf unconscious for years | |
| 0007593 | | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-07-23 | Weather off apparently means weather permanently on. | As described. |
| 0007592 | | Creatures | minor | resolved (user6) | 2014-07-23 | Dragons don't have Wings yet Cave Dragons have them. | |
| 0000747 | 12 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2014-07-23 | Planting of seeds allowed even if too late in the season | |
| 0006822 | 1 | Typos/Grammar | text | | 2014-07-23 | Misspelled words in the executable | |
| 0004533 | | Typos/Grammar | trivial | | 2014-07-23 | You practice your Leatherworkering. | |
| 0001975 | 2 | Dwarf Mode -- Nobles | minor | | 2014-07-23 | The "king has arrived" dialog (when you become a mountainhome) needs to be made gender specific. | |
| 0004943 | 1 | Creatures | minor | | 2014-07-23 | Creatures with body part 2HEAD_ANTLER, butchered part becomes generic 'horn' | Butcher any creature using the body part 2HEAD_ANTLER in arena mode. |
| 0006933 | | Combat -- General | text | | 2014-07-23 | When an antler is shattered, it refers to it as a horn. | Smash an animal in the antler. |
| 0006482 | 2 | Dwarf Mode -- Invasions | minor | | 2014-07-23 | Campfire renewal logic checks coordinates incorrectly | |
| 0006378 | | Creatures | minor | | 2014-07-23 | Ducks and geese have wrong category for rooting around | |
| 0006581 | 1 | Technical -- General | trivial | | 2014-07-23 | Incorrect Version Listed in the Help Menu | 1) Enter either Dwarf Fortress mode or Adventure mode
2) Press ?
3) Press Technical |
| 0003295 | 14 | Dwarf Mode -- Trade | minor | | 2014-07-23 | Elves don't have diplomats/liaisons | |
| 0004390 | | Creatures | minor | | 2014-07-23 | Random creature spine body part lacks [CONNECTOR] tag | |
| 0006298 | | Creatures | trivial | | 2014-07-23 | King cobra men use wrong creature variations | |
| 0007002 | | Creatures | trivial | | 2014-07-23 | Snake men have legs | |
| 0001097 | 1 | Typos/Grammar | text | | 2014-07-23 | Minor grammar bug in personality, picture included | |
| 0006826 | | Typos/Grammar | text | | 2014-07-23 | Typo in dragon description | |
| 0000048 | 27 | Dwarf Mode -- Trade | minor | | 2014-07-23 | Elves bring tame tigermen in cages because they have [PET] and [PETVALUE:x] | Receive elf caravan. Scroll through cages to see if they brought one. |
| 0007136 | 1 | Creatures | minor | | 2014-07-23 | jumping spiders have a duplicate HOMEOTHERM tag | Scroll through the jumping spider raw entry. |
| 0006743 | 1 | Typos/Grammar | text | | 2014-07-23 | "he respect perseverence" in Thoughts/Preferences | |
| 0007135 | 1 | Typos/Grammar | minor | | 2014-07-23 | Typo in dwarf's personality: "He easily changes himself mind..." | |
| 0006731 | 3 | Typos/Grammar | text | | 2014-07-23 | Incorrect plurals due to STP | |
| 0005782 | 5 | Dwarf Mode -- Pets | minor | | 2014-07-23 | Crundles lack [CHILD] tag, eggs don't hatch | 1. Get crundles.
2. Try to make the females hatch eggs.
3. Fail.
The save is made just after the first crundlehen went completely wild. Navigate to the second level of the fort, the nests are a bit south of the meeting room. |
| 0006119 | | Creatures | minor | | 2014-07-23 | Giant Tortoise and Desert Tortoise missing [LARGE_ROAMING] | |
| 0004296 | 4 | Geology | trivial | | 2014-07-23 | Tanzanite should occur in metamorphic layers, not gabbro. | Examine inorganic_stone_gem.txt, search for tanzanite. |
| 0005759 | 1 | Dwarf Mode -- Reclaim | trivial | | 2014-07-23 | Children who gain skills will have planting labor enabled if they migrate to a second fortress | Start a fortress on a world with about 12 years of history, grow crops, wait for children to harvest plants(They may need to harvest enough to get novice planter, not just dabbler), abandon fort, settle another, wait for them to migrate in. |
| 0006069 | | Creatures | minor | | 2014-07-23 | Eyelash tissue modifiers not applied properly | |
| 0005863 | | Creatures | minor | | 2014-07-23 | Horseshoe crabs don't have blue blood | |
| 0006395 | | Creatures | minor | | 2014-07-23 | Squid raws missing [SELECT_CASTE:ALL] | |
| 0005862 | 1 | Typos/Grammar | minor | | 2014-07-23 | Giant armadillo caste names are backwards | |
| 0006006 | | Creatures | text | | 2014-07-23 | Stoat caste names reversed | |
| 0006308 | 1 | Typos/Grammar | text | | 2014-07-23 | Typo in tapir description | |
| 0005818 | 4 | Dwarf Mode -- Jobs, General | minor | | 2014-07-23 | Jobs using casts, tools, slabs, or food storage containers look too hard for items | |
| 0005971 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | minor | | 2014-07-23 | Fat dwarves eating causes lag. | Set units to 1000000 fat and activate their digestion counter (the one incremented when eating/drinking non-water). |
| 0005703 | 17 | Dwarf Mode -- Jobs, Fishing | minor | | 2014-07-23 | Underground lake, despite having fish, is always reported as "there is nothing to catch" | |
| 0001577 | 12 | Dwarf Mode -- Jobs, Military | minor | | 2014-07-23 | High Master Hammerdwarf gets labeled as plain "Hammerdwarf" rather than "Hammerlord" when put back on duty | Bring some dwarves to axe/hammer/...lord job, put his squad inactive, wait some time, bring it back to active. |
| 0001482 | 9 | Creatures | minor | | 2014-07-23 | Children that gain professional skills still grow up to be Peasants | 1)have children
2)have a farm
3)wait for children to grow to adults |
| 0007587 | 8 | Dwarf Mode -- Jobs, Hunting | major | resolved (user6) | 2014-07-23 | Hunter not hunting birds | Get a dwarf with hunting skill
Unassign them from hunting, observe them going to a stockpile to leave their equipment (crossbow, bolts)
Enable hunting, observe that they pick up both crossbow and bolts but bolts are not shown in inventory. |
| 0000872 | 4 | Dwarf Mode -- Jobs, Healthcare | minor | | 2014-07-23 | Children growing up to peasants do not have healthcare labors set. | Get a child, wait for it to grow up. |
| 0003100 | 14 | Dwarf Mode -- Military | minor | | 2014-07-23 | Military dwarves turn off all of their labors when becoming heroes | |
| 0000950 | 17 | Dwarf Mode -- Interface, Announcements | minor | | 2014-07-23 | No annoucement when new Mayor is elected. | |
| 0001047 | 18 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2014-07-23 | Butchered cats only produce skulls, possibly related to aging while caged | 1. build butchery.
2. Make a dude a butcher
3. Mark mangy feline for slaughter. |
| 0002493 | 9 | Dwarf Mode -- Jobs, Smelting | minor | | 2014-07-23 | Cannot melt metal chests | |
| 0006364 | 3 | Combat -- General | minor | | 2014-07-23 | Weight fraction not considered when calculating weapon velocities | A melee weapon of weight 0.999999 has roughly 2x the momentum of a weapon of weight 1.000001
A melee weapon of weight 1.999999 has roughly 1.5x the momentum of a weapon of weight 2.000001
Etc.
I discovered the bug through various experiments in the arena, but Toady should be able to debug the numbers directly. |
| 0005569 | 6 | Dwarf Mode -- Stockpiles | minor | | 2014-07-23 | Stone globs (generated by magma crabs) get stored in food stockpiles | |
| 0005739 | 6 | Dwarf Mode -- Stockpiles | minor | | 2014-07-23 | Stockpile settings for cloth are broken if adamantine cloth is permitted | Have two stockpiles, a lot of cloth and thread in bins, and some adamantine strands. Set one stockpile to forbid adamantine strands and cloth but allow the rest of the cloth category. Do the opposite for the other stockpile.
Dwarves will store adamantine strands in the wrong stockpile.
Have the adamantine strand stockpile take from the regular stockpile.
Dwarves will start moving bins of regular cloth to the adamantine stockpile. |
| 0006440 | 2 | Artistic Images (engravings etc) | minor | | 2014-07-23 | Art facet modifiers not properly applied for creature images, casting wrong pointer | |
| 0006116 | 1 | Creatures | minor | | 2014-07-23 | Fish in aquariums interfere with vermin behavior checks | |
| 0003759 | 8 | Dwarf Mode -- Trade | minor | | 2014-07-23 | Dwarven caravan brought silver crossbow, ITEMS_WEAPON_RANGED ignored in world gen? | Reload the game just before the caravan arrives over and over again, the year after requesting crossbows, if it's not a world specific issue it should happen eventually. |
| 0006117 | 5 | Creatures | minor | | 2014-07-23 | Vermin can only escape from artifact animal traps | |
| 0007586 | 3 | Dwarf Mode -- Interface, General | text | resolved (user6) | 2014-07-23 | Dwarf cancels Brew drink from plant: Needs unrotten DRINK_MAT-producing plants. | Assign a work order without required plants. |
| 0001522 | 8 | Dwarf Mode -- Pets | minor | new | 2014-07-23 | Stray kitten corpse not rotting | |
| 0003357 | 6 | Creatures | minor | new | 2014-07-23 | Dogs give more edible material than cows; cows have strange meat/fat proportions | |
| 0003993 | 17 | Dwarf Mode -- Jobs, Cooking and Food | minor | new | 2014-07-23 | Cavies and rabbits produce no meat when slaughtered, but caravan still brings rabbit meat | |
| 0004835 | 1 | Dwarf Mode -- Military | major | new | 2014-07-23 | Most military stuck in "Individual Combat Training" | |
| 0000858 | 4 | Creatures | feature | | 2014-07-23 | Livestock strangely agressive. | Embark in an area with dangerous wildlife, bring some cows\horses. If they attack, your livestock will fight back aggressively, rather than flee. |
| 0000924 | 5 | Adventure Mode -- Quests | minor | | 2014-07-23 | Townsfolk suggest getting quests from the dead | kill questgivers
ask townsfolk for 'service' |
| 0000540 | 2 | Adventure Mode -- Eating/Drinking | minor | resolved (user6) | 2014-07-23 | Adventurer can't eat anything when the ambient temperature is "burning" | find somewhere where the temperature is described as burning then try to eat somthing |
| 0003744 | 3 | Dwarf Mode -- Environment | minor | new | 2014-07-23 | Suitably small large creatures are not damaged by magma | |
| 0007583 | | World Generation -- Constructions | minor | resolved (user6) | 2014-07-23 | Worldgen dwarves dig fortress directly through a magma pool, neglect to build walls | Worldgen params uploaded to http://dffd.wimbli.com/file.php?id=9122
Generate world in DF 0.40.03
Fortress will be abandoned in year 2, following a dragon attack. |
| 0000809 | 10 | Adventure Mode -- Conversation | minor | | 2014-07-23 | Administrator suggests finding himself | Finding a dwarf administrator that leads a town (possibly a conquered one?)
I saved the game right next to the administrator and moved the save to a separate folder, where it can stay until and if it will be needed to squash the bug.
This happened in Deon's Genesis mod v.0.86, but he hasn't touched the dwarven raws . |
| 0007579 | | Adventure Mode -- Buildings | major | resolved (user6) | 2014-07-23 | Inescapable, empty fortress | Create a dwarven character in adventure mode, try to escape your starting point. |
| 0007584 | | Cave-ins | minor | resolved (user6) | 2014-07-23 | Furrowing ground around roots can trigger a cave-in | |
| 0007575 | 1 | General | crash | new | 2014-07-22 | Early autumn crash at specific time | Play this save for about 5 days, CTD
http://dffd.wimbli.com/file.php?id=9120 |
| 0005665 | 7 | Dwarf Mode -- Immigration | minor | | 2014-07-22 | non-historical figures have 1 granite birthdays | |
| 0005091 | 7 | Dwarf Mode -- Interface, Animals | minor | | 2014-07-22 | Pasture interface display error | 1) Build a pasture.
2) i -> mouse over pasture -> N
3) move selection highlight up and down the list of animals and view the display bug.
|
| 0006932 | 2 | Adventure Mode -- Buildings | trivial | resolved (user6) | 2014-07-22 | Bridges in elf sites made of "rock blocks" | Go to any elven forest retreat with a river running through it and look at the bridge. |
| 0007564 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-07-22 | Deconstructing "rock block floor" leaves pools of magma | Deconstruct a rock block floor after reclaiming a worldgen fort. Simple as that. |
| 0007489 | 4 | Dwarf Mode -- Interface, Cages and Chains | minor | resolved (user6) | 2014-07-22 | Caged Flying Squirrel (tame) doesn't show up in Pen/Pasture | 1. Purchase a flying squirrel (or any elvish trained animal, I'm not sure it's restricted to the flying squirrels.)
2. Attempt to Pen/Pasture it, won't be there
3. Attempt to sentence it to death, Z-menu or V. Nada.
4. Rinse and repeat with non-attached Stockpile-Pasture after reading 34.x issue. Nope.
Saved game: http://dffd.wimbli.com/file.php?id=9071 |
| 0007573 | | Adventure Mode -- General | minor | resolved (user11) | 2014-07-22 | Human Necromancer Companion murdered by his own summons. | Find human Necromancer.
Ask him to Join you.
Kill something. |
| 0007322 | 1 | World Generation -- General | minor | new | 2014-07-22 | Cities with animals but no civilizations | Generate a world with low pop cap, but high site and civ caps. |
| 0007569 | | Arena | text | resolved (user11) | 2014-07-22 | Butcher option in arena says "butchertree" | |
| 0007535 | 5 | Dwarf Mode -- Environment | minor | | 2014-07-22 | Underground trees grow through ground, other weirdness. | |
| 0007540 | 3 | Vegetation | minor | | 2014-07-22 | Trees growing inside constructed walls | Build walls in the way I did, wait for a tree to grow just outside |
| 0007060 | 7 | Adventure Mode -- Sites | major | | 2014-07-22 | Goblins and humans from other civilisations live in dwarf fortresses and fight against each other | Start as a dwarven adventurer, but have not tried in an other world yet. |
| 0006948 | | Dwarf Mode -- Buildings, General | minor | new | 2014-07-22 | Trees supporting adjacent constructions is inconsistent | Build a stair case next to a tree, supported on the ground. Remove the support. |
| 0007566 | 5 | Dwarf Mode -- Jobs, Designations | minor | resolved (user11) | 2014-07-22 | Miner stuck with dig in the corner probably a pathfinding problem | I don't really know |
| 0006847 | 2 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | major | resolved (user11) | 2014-07-22 | Dwarves do not plant crops after first crop cycle. | Create farm plots underground. Grow whatever is available to grow in them. (The menu changes now depending on the current season -- you can only set whatever is available at your CURRENT time, so if you try to set something for summer it still gives the spring crops -- I think someone's reported this bug already.)
Then just wait! By the time the first batch of crops is harvested, your farm plots are going unused and you have nothing to brew. Sit back and enjoy the carnage! |
| 0007551 | 6 | Dwarf Mode -- Stockpiles | minor | | 2014-07-22 | Wood stockpiles don't work | Create wood stock pile. Create another. Create a few more. Watch as nothing happens. Dorfs ignore them. |
| 0007563 | 1 | Dwarf Mode -- Environment | minor | resolved (user11) | 2014-07-22 | *Something has Collapsed on the Surface* | (not tried to reproduce) |
| 0007486 | 2 | Dwarf Mode -- Jobs, Fishing | major | resolved (user11) | 2014-07-22 | Fisherdwarf stuck | |
| 0006189 | 8 | Dwarf Mode -- Interface, Depot Access | major | acknowledged (user6) | 2014-07-22 | Wagons of different races cannot pass each other. | Build a depot with one entrance that guarantees two caravans of different races are going to collide going to/from it, and ensure there are two caravans of different races trying to leave/visit the depot at the exact same time.
|
| 0007565 | 2 | Adventure Mode -- General | minor | new | 2014-07-22 | Returned in my fortress in Adv Mode and found Wagon resting on the bed in hospital | 1) Leave your fortress with hospital after robbing merchants with wagons
2) Visit your fortress in Adv Mode
3) Visit your hospital and found wagon there |
| 0007567 | 1 | Dwarf Mode -- Embark/Setup | minor | new | 2014-07-22 | Aquifer Reporting on Site Selecting Screen seems off | Search a map for sites without an aquifer. Move around one of the found sites with the UHKM keys |
| 0005574 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2014-07-22 | Spam when Sheriff/Hammerer tries to mete out justice: "cancels Handle Large Creature: Animal inaccessible" | |
| 0006658 | 2 | Dwarf Mode -- Jobs, Animal Handling | major | assigned (user6) | 2014-07-22 | Dwarf passes over stream. Perpetually wants to handle a large animal | I'm not sure what caused the lockup. It was either crossing the stream or a large creature passing by my zone. |
| 0006713 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-07-22 | Game crash when bringing up build menu. | |
| 0007344 | 8 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2014-07-22 | Unable to brew plump helmets / unable to toggle "brew" in status->kitchen |
https://drive.google.com/file/d/0B_LCjDVpqLuWZEZ1dGZoYndJbFE/edit?usp=sharing |
| 0007396 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user6) | 2014-07-22 | Mason refuses job/ walls/ wall | |
| 0006927 | 2 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-22 | Crash when replying to lord/lady in mead hall interrupting you when trying to sleep. | Go to mead hall's front room. Sleep. When lord/lady interrupts you, press [k] and try asking them if you can stay for a day. |
| 0007232 | 3 | Adventure Mode -- Character Creation | crash | resolved (user6) | 2014-07-22 | Creating a human outsider at human tower crashes/infinite loops the game | 1. Create human outsider at human tower |
| 0007040 | 5 | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2014-07-22 | Dwarf Stuck In Place | |
| 0007279 | 1 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2014-07-22 | Dwarves ignore changes to settings in preexisting stockpiles | Make a stockpile with custom settings disallowing certain items, then change the settings to allow those items. |
| 0006638 | 2 | Adventure Mode -- General | crash | resolved (user6) | 2014-07-22 | Random crash when just started and walking around with custom creature | Don't know, it seems like random |
| 0006656 | 4 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-22 | Crash when greeting anyone. | 1. Gen world.
2. Create adventurer.
3. Talk to your deity or some townsfolk or something.
4. Select the option to not skip the greeting. |
| 0007247 | 2 | Adventure Mode -- Sites | minor | resolved (user6) | 2014-07-22 | Spider webs found inside human keep | |
| 0007079 | 6 | Adventure Mode -- General | crash | resolved (user6) | 2014-07-22 | Game crashes after few steps killing the elf master of goblin civilization | |
| 0007155 | 1 | Adventure Mode -- Travel | crash | resolved (user6) | 2014-07-22 | Game crashes during fast travel at nightfall | I will put a savegame at DFFD with the tracking number.
Game is in late evening. If I load and run around until night falls, the game crashes every time. |
| 0006576 | 3 | Adventure Mode -- Travel | crash | | 2014-07-22 | Crash while sleeping/waiting in Adv Mode | Just let the day become night in adventure mode |
| 0007522 | 2 | Adventure Mode -- Sites | minor | new | 2014-07-22 | a dwarf fortress made of as much dwarves as there are goblins | |
| 0007219 | 3 | Technical -- General | minor | assigned (user6) | 2014-07-22 | 29 Dwarves, fps dropped suddenly | load save at http://dffd.wimbli.com/file.php?id=8942 and it dropps immedietly |
| 0006908 | 5 | Adventure Mode -- Sleep | crash | resolved (user6) | 2014-07-22 | Choosing to sleep until dawn crashes game | |
| 0007092 | 3 | Adventure Mode -- Inventory | major | resolved (user6) | 2014-07-22 | Weapons are duplicated with 'q' option | 1) Have 2 items in hands
2) Remove with 'q'
3) Check inventory
- At this point, I've had only 2 items on my Adventurer + number of bloody stuff
4) Press 'q' one more time
- At this point, I've had 4 items in 'strapped to body' state with no weapons in hands
|
| 0007014 | 5 | Adventure Mode -- Reactions | tweak | resolved (user6) | 2014-07-22 | Pig Tails and Cave Wheat not growable? | Start a dwarf fortress game, bring along some pig tail/cave wheat seeds, build an underground farm. |
| 0007023 | 5 | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2014-07-22 | Switching item pages with * and / switches z-levels instead | Build craft workshop.
Start choosing orders and try to press *.
You appear one z-level higher and the workshop is deselected. |
| 0006890 | 2 | Miscellaneous Crashes | crash | resolved (user6) | 2014-07-22 | Constantly increasing memory usage followed by crash | Turn on application.
Monitor memory usage periodically.
You do NOT need to be embarked, can be reproduced in the main menu. |
| 0006589 | 2 | Dwarf Mode -- Jobs, Animal Handling | major | resolved (user6) | 2014-07-22 | Training wardogs break others. | |
| 0007144 | 1 | Adventure Mode -- Travel | crash | resolved (user1294) | 2014-07-22 | Necromancer - Fast Travel Crash | Become a necromancer, attempt to use fast travel system. |
| 0006787 | 4 | Adventure Mode -- Travel | crash | resolved (user6) | 2014-07-22 | Crash when necromancer tries to fast travel | |
| 0006720 | 4 | Adventure Mode -- Travel | crash | resolved (user6) | 2014-07-22 | Crashes on (T)ravel menu when pressing "d" to stop. | |
| 0006721 | 2 | Dwarf Mode -- Reclaim | crash | resolved (user6) | 2014-07-22 | Game crashes while revealing map of reclaimed dwarf ruins | Unknown. Happens every time in my fort. No idea what makes it unique. |
| 0006722 | 3 | Dwarf Mode -- Nobles | major | resolved (user6) | 2014-07-22 | Manager climbs a tree instead of going to office when management jobs are assigned. | Create a dwarf with Appraisal, Broker and Bookkeeper skill, assign the tree tasks to him and give him an office. |
| 0001822 | 1 | Arena | minor | | 2014-07-22 | Obsidian walls hang from non-existent ceiling in Arena Mode | Spawn water, then magma (w and l) on the top z-level in arena mode, you will not get an announcement that "a section of the cavern has collapsed" and the wall will stay hanging. |
| 0006744 | | Legends Mode -- Map Export | minor | resolved (user6) | 2014-07-22 | game stops while exporting detailed map | load save in legends mode, and attempt to export biome+site or Structure/feilds/roads/etc. detailed map |
| 0007558 | | Adventure Mode -- Conversation | tweak | new | 2014-07-22 | NPC asks me where the forces are of a group | I don't have a clue. This has never happened before. I'm including the entire gamelog.txt (as far as that conversation) just in case it helps. |
| 0007088 | 3 | Adventure Mode -- Movement | crash | | 2014-07-22 | Crash While Moving North Towards Sewer Access. | 1. Load save
2. Move north and attempt to enter the sewer.
3. Admire <<*Game_Crash*>> |
| 0007549 | 3 | Dwarf Mode -- Buildings, General | minor | | 2014-07-22 | Z-level shifting causing Tower-caps punching through to the surface | |
| 0007557 | | Adventure Mode -- Movement | tweak | new | 2014-07-22 | "You have discovered an expansive cavern" message while walking in fortress in Adv. mode | I guess walk around dwarven fortresses. It's bound to happen again eventually. |
| 0007545 | | Dwarf Mode -- Environment | major | resolved (user6) | 2014-07-21 | Newly grown saplings keep collapsing | |
| 0007550 | | Dwarf Mode -- Immigration | major | resolved (user6) | 2014-07-21 | Immigrant are not reaching fortress | Waiting for more migrant waves |
| 0006504 | | Dwarf Mode -- Interface, General | minor | new | 2014-07-21 | Ground relative z level indicator uses pre-erosion ground level instead of current ground level | 1. Load the attached save.
2. Select any mode that displays the map cursor.
3. Move the cursor to ground level at the southwest corner of the moat.
4. Move the cursor along the moat to the southeast corner.
Observed:
The displayed ground relative z level shows -1 when the cursor is in the area where the soil has eroded.
Expected:
The displayed ground relative z level shows 0 along the entire length of the south side of the moat. |
| 0000532 | 5 | Combat -- General | minor | | 2014-07-21 | The fighter skill appears to have a negative affect. | Arena testing of any identical creatures/groups, with one having the Fighter skill and one not having it, will usually end up with the non-fighters the victor. |
| 0007539 | 4 | Dwarf Mode -- Interface, General | minor | | 2014-07-21 | Dwarves do not need water | Build a well. Nobody will go there. |
| 0007542 | 1 | Dwarf Mode -- Skills and Professions | minor | resolved (user1294) | 2014-07-21 | Everyone gains Grower | |
| 0007538 | | Adventure Mode -- AI | tweak | resolved (user6) | 2014-07-21 | Companion will not attack with exchanged weapon | |
| 0007507 | 2 | Dwarf Mode -- Stockpiles | trivial | resolved (user6) | 2014-07-21 | Items stored in containers unavailable for usage | >have items stored in containers>try to use items |
| 0007537 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | | 2014-07-21 | Removing ice in murky pool by channeling create "murky pool" floor looking like dirt | - Embark in place with water freeze in winter, but melt in summer.
- channel murky pool in winter - some tiles under ice are still named "ice"
- wait for melting
Now "ice tiles" melted to dirt looking "murky pool" tiles with no deep, and no open space above. |
| 0007133 | 4 | Dwarf Mode -- Trade | minor | | 2014-07-21 | Caravan disappeared | Expect another caravan? I will play some more and will save just before the next caravan arrive. In case of the save being useful. |
| 0005421 | 2 | Adventure Mode -- Environment | major | new | 2014-07-21 | Adventurer flight empairment | Get an adventurer race with the capability to fly, and reach between 2-5 Z levels off the ground, then proceed to fly for a variable period of time and it will begin to occur. |
| 0007534 | 1 | Dwarf Mode -- Jobs, Sleeping | trivial | resolved (user1294) | 2014-07-21 | Sleep 'walking' dwarf | |
| 0007528 | 3 | Adventure Mode -- Environment | minor | resolved (user1294) | 2014-07-21 | Strange ice chunks/walls appearing while walking on frozen arctic ocean. | Just keep walking..... |
| 0004179 | 16 | Adventure Mode -- Sites | minor | resolved (user1294) | 2014-07-21 | Castles are always empty or populated with wild life (animals) | Play adventure mode, visit a castle |
| 0007532 | | Dwarf Mode -- Rooms | minor | resolved (user6) | 2014-07-20 | Dug out areas take the stone type of the layer, not what they were dug out of | Find a vein or other incursion in a rock layer.
Dig it out.
Use k to look at the resulting space. |
| 0007531 | | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-07-20 | Cannot talk to specific individuals after shouting out to the entire room. | Pretty much self-explanatory. |
| 0007514 | 3 | Adventure Mode -- Sites | major | new | 2014-07-20 | Vault mobs disappear after I leave site and return | |
| 0006733 | 5 | Miscellaneous Crashes | crash | | 2014-07-20 | Dwarf Mode Malloc Crash, no obvious trigger, stacktrace provided, no save file. | Unknown. |
| 0007523 | 3 | Adventure Mode -- Travel | crash | resolved (user11) | 2014-07-20 | Travel then Q crash | |
| 0007517 | 6 | Dwarf Mode -- Interface, Kitchen | minor | resolved (user11) | 2014-07-20 | Unable to brew booze | |
| 0006976 | 6 | Technical -- General | minor | | 2014-07-20 | Repeating error "cie: 24" in errorlog.txt with single digit FPS | |
| 0007525 | | Vegetation | minor | new | 2014-07-20 | Growing trees injure nearby creatures; can lift creatures into branches | 1. Set meeting area near sapling
2. Ensure several creatures are nearby
3. Wait for tree to grow |
| 0007500 | 3 | Dwarf Mode -- Jobs, Cooking and Food | major | resolved (user11) | 2014-07-20 | Fat Not Being Rendered | Butcher an animal that will produce fat and have a kitchen built. |
| 0007490 | 3 | Adventure Mode -- Town | minor | assigned (user6) | 2014-07-20 | No occupying forces in occupied sites. | Go to an occupied town and search the occupying force. |
| 0007520 | 2 | Dwarf Mode -- Environment | major | resolved (user1294) | 2014-07-20 | Unexpected cave-in creates clouds of boiling magma and sand where there should be none | 1) Trigger a cave-in in the obsidian layer on the western edge of the map.
2) Spot boiling magma in combat reports.
3) Wonder how it got there. |
| 0007499 | 3 | Dwarf Mode -- Interface, Depot Access | minor | resolved (user11) | 2014-07-20 | Traders appear at Depot despite it being inaccessible | |
| 0007518 | | Dwarf Mode -- Reclaim | minor | new | 2014-07-20 | Doors in reclaimed ruin have associated "zone" in buildings list | |
| 0007516 | 2 | Dwarf Mode -- Immigration | minor | resolved (user11) | 2014-07-20 | Hostile migrants | |
| 0007318 | 3 | Miscellaneous Crashes | crash | feedback (user6) | 2014-07-20 | Crash with "terminate called after throwing an instance of 'std::bad_alloc'" | I was able to reproduce once, but I don't know what caused it, so I'm not sure I could reproduce in general. |
| 0007512 | 2 | Dwarf Mode -- Immigration | minor | assigned (user6) | 2014-07-20 | Second Migration Wave did not come | |
| 0007515 | 1 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user1294) | 2014-07-20 | Animal Trainers Fail to train animals | Embark with some untrained dogs and an animal trainer.
Place a 3x3 animal-training zone twenty-ish tiles to the NE of the wagon. (I believe a 1x1 animal-training zone would always yield this behavior, although in that case it may be intentional).
Status > Animals > Select war training for all of the dogs.
Observe hundreds of red error messages. |
| 0006996 | 4 | Adventure Mode -- General | tweak | | 2014-07-20 | Events and groups in the "Q" menu use the same hotkey. | |
| 0007508 | 2 | Dwarf Mode -- Flows | minor | new | 2014-07-20 | Several Weird Flow problems observed | |
| 0003812 | 10 | Miscellaneous Crashes | crash | resolved (user6) | 2014-07-20 | Reproducible Fortress Mode crash | Load the save located at http://dffd.wimbli.com/file.php?id=3557
Pull the lever to the east, near the waterwheels. Unpause. Shortly afterward, the game crashes. |
| 0002728 | 5 | Miscellaneous Crashes | minor | resolved (user6) | 2014-07-20 | Crash while fighting undead animals | 1. load this file http://dffd.wimbli.com/file.php?id=2712
2. unpause it. |
| 0004901 | 4 | Undeath | crash | resolved (user6) | 2014-07-20 | Zombie Flesh Balls crash game when fought | Load the save. It should be zoomed on the bottom Z-layer.
Wait for a dwarf to break down the wall and the squad to arrive. Have the army fight the zombie flesh balls.
Should take about 45 seconds total to crash. |
| 0005763 | 2 | Dwarf Mode -- Immigration | minor | new | 2014-07-20 | Some immigrants arrive without their "upper body parts" | |
| 0004226 | 1 | Dwarf Mode -- Interface, Unit View | major | resolved (user6) | 2014-07-20 | Dead dwarf *gone*, not buried | |
| 0004986 | 6 | Undeath | minor | resolved (user6) | 2014-07-20 | Can't view kill lists of non-citizens (e.g. ghosts) | using the option to View the creature from the units menu simply brings up a description page saying "A short, sturdy creature fond of drink and industry. His/Her upper body is gone." |
| 0003448 | 10 | Dwarf Mode -- Invasions | crash | resolved (user6) | 2014-07-20 | saving after siege has ended always results in crash (both auto and manual) (with save) | Has only happened to me on this fort. Load the save and wait until the siege is through which should be in few days. Then try saving or letting it auto-save. |
| 0005729 | 6 | World Generation -- General | crash | resolved (user6) | 2014-07-20 | Crash during world gen | |
| 0005250 | 3 | Adventure Mode -- Travel | crash | resolved (user6) | 2014-07-20 | Game crashes when adventurer is ambushed | I don't know why this particular world is effected, but if you end up in this situation just run around in the wilderness until the game crashes.
Here is the save: http://dffd.wimbli.com/file.php?id=5580 |
| 0007506 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2014-07-20 | Buckets, splint, crutch not availables because of Hospital (used in a task) | save:
http://dffd.wimbli.com/file.php?id=9076 |
| 0007479 | 1 | Technical -- Input/Keybinding/Macros | major | new | 2014-07-20 | Switching languages breaks Ctrl key | It just happened. |
| 0007510 | 1 | Dwarf Mode -- Jobs, Military | major | feedback (user6) | 2014-07-20 | demonstrations are not working as they should | |
| 0007450 | 2 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2014-07-20 | Blood and Tears Won't Store Anywhere | |
| 0007509 | 1 | Dwarf Mode -- Immigration | minor | resolved (user1294) | 2014-07-20 | Immigrant mother leaves baby to crawl to fort | |
| 0007505 | 3 | Dwarf Mode -- Environment | minor | resolved (user1294) | 2014-07-20 | Bugbat has given birth to bugbat pups | Probably just create a new fort and hope for pregnant underground beasts. |
| 0007496 | | Dwarf Mode -- Interface, Main View | minor | new | 2014-07-20 | Projected constructions look completely black when on a dirty snow | 1. Start a fortress on a snow
2. More walking around
3. Order a construction on a messy snow |
| 0000917 | 3 | Adventure Mode -- Combat | crash | | 2014-07-19 | Attempting to remove a stuck-in with no [GRASP] part crashes game | 1. Start playing as creature without [GRASP] part (eg dragon)
2. Get something stuck in (bolts are a good choice, but works with anything)
3. Use "I" and select object, and attempt to remove object |
| 0007460 | 2 | Creatures | minor | resolved (user6) | 2014-07-19 | CURIOUSBEASTs aren't thieving | |
| 0006529 | 1 | Adventure Mode -- Conversation | crash | | 2014-07-19 | Starting a conversation with no one around causes crash | Go somewhere where there is nobody to talk to.
-> Open talk menu
-> Greet listeners
-> crash. |
| 0007501 | 1 | Adventure Mode -- Conversation | crash | new | 2014-07-19 | Crash when asking fighting goblin about troubles, receiving no response, then continuing the conversation | |
| 0000398 | 15 | Vegetation | minor | | 2014-07-19 | Underground plants do not grow correctly across different types of soil. | breach underground cavern, dig large room in a soil layer that has a floor containing two types of soil, make sure the room is never exposed to sunlight. |
| 0007348 | 4 | Adventure Mode -- Character Creation | crash | resolved (user6) | 2014-07-19 | Crashes with Human Outsider | Begin a game of Adventure Mode.
Select "Human Outsider", choose your stats.
Enter the game. |
| 0007502 | | Dwarf Mode -- Interface, Announcements | minor | resolved (user11) | 2014-07-19 | Sparring reports are placed into combat report instead | Put a barrack and command militia to train there.
May be random. |
| 0007493 | 2 | Dwarf Mode -- Environment | minor | new | 2014-07-19 | choppy lag after a few months | playing fortress mode for more than two months. |
| 0005258 | | Dwarf Mode -- Immigration | minor | resolved (user6) | 2014-07-19 | Immigrant babies from previous fort don't get picked up | |
| 0007465 | 3 | Adventure Mode -- Reactions | minor | resolved (user6) | 2014-07-19 | not able to reanimate sentients. | become necromancer, kill human, attempt to raise. |
| 0006794 | 5 | Undeath | minor | resolved (user6) | 2014-07-19 | Necromancers do not reanimate mangled or mutilated corpses | Find or become a necromancer. Try to reanimate a mutilated corpse. |
| 0007497 | | Legends Mode -- General | minor | resolved (user6) | 2014-07-19 | Attacker number is not correct in Legends mode | Get a siege, capture some goblins and take a look in Legend-mode. |
| 0007495 | | Dwarf Mode -- Invasions | minor | new | 2014-07-19 | Human civilisation attacks without reason, most attackers flee immediately, but merchants arrive next year | No idea |
| 0007494 | | Adventure Mode -- Combat | minor | new | 2014-07-19 | Former Marksdwarves stuck | Have marksdwarves shoot an enemy from a wall, cancel the move orders.
You might have to mess around with the squad positions, like assigning some other dwarf as the militia commander and putting the militia commander as a normal squad member. |
| 0007491 | | Adventure Mode -- Combat | trivial | new | 2014-07-19 | Creatures with no GRASP can pull out stuck-ins | Go to arena
Make a ranged combatant and a giant sponge
Let the ranger shoot at the sponge until a bolt is stuck in
Pull out the stuck-in bolt |
| 0007492 | 1 | Adventure Mode -- Crime | minor | new | 2014-07-19 | Bandit gang member seem to be friends with town population | Go into a dungeon and kill a overlord or a chief and report this as a rumor. |
| 0007484 | 3 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2014-07-19 | Character got stuck wanting to gather plants. | I have no idea how to reproduce this, but it might be possible to find the bug anyways by looking at the source code; this behavior reminded me of the old problem with beekeeping, where if multiple beekeepers were present and tried to work with the same hive, the second and later ones would get stuck on the relevant hive-management command and potentially die of thirst if not micromanaged clear of the problem.
I do think that I had multiple herbalists present when this was active, and I was doing some surface construction, maybe surface woodcutting; could it be that the herb the character was pathing to was destroyed somehow? |
| 0006779 | 1 | Adventure Mode -- Travel | minor | new | 2014-07-19 | Night Creature companions cause ambush notices on travel | |
| 0007488 | 2 | Adventure Mode -- Sites | minor | resolved (user6) | 2014-07-19 | river discontinued near dark pits | |
| 0007487 | 1 | Adventure Mode -- Environment | minor | resolved (user1294) | 2014-07-19 | Bogeymen attacking populated mound in dwarf site. | |
| 0007485 | 1 | Adventure Mode -- Travel | minor | new | 2014-07-19 | Choppy lag during fast travel | Just open save and enter fast travel. |
| 0007061 | 1 | Dwarf Mode -- Jobs, Sleeping | minor | resolved (user6) | 2014-07-19 | Asleep dwarf is still moving - sleepwalking? | Load this .rar'd save (after uncompressing it) :
http://dffd.wimbli.com/file.php?id=8869 |
| 0007483 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2014-07-19 | Implicit floors above a constructed wall aren't created if a tree already occupies the tile. | Build a wall where part of a tree is one Z-level up from it, then cut the tree down. The floor on the next Z-level up, which ought to be generated when you build a wall, isn't there. New construction in the tile works, though. |
| 0006734 | 3 | Adventure Mode -- General | minor | resolved (user6) | 2014-07-19 | Travel Heals injuries | |
| 0007477 | | Adventure Mode -- Sites | minor | new | 2014-07-19 | Old Memorial slab records date tomb guardian was killed by me, instead of original date of death | |
| 0007464 | 3 | World Generation -- Constructions | minor | resolved (user6) | 2014-07-19 | Cluster of 8 worldgen tombs | |
| 0007478 | 1 | Adventure Mode -- Travel | major | resolved (user6) | 2014-07-19 | Fast travel heals all wounds other than severed limbs | 1. Wound someone
2. Check their description and look at the wounds
4. Use fast travel
5. Check the person's description and wounds again
6. Everything other than severed limbs will be healed |
| 0005195 | 2 | Combat -- Stuck-ins | major | | 2014-07-19 | invincible zombie swan | |
| 0005312 | 10 | Undeath | tweak | | 2014-07-19 | Undead reanimate too quickly | |
| 0007480 | 1 | Dwarf Mode -- Moods | minor | resolved (user1294) | 2014-07-19 | Strange mood teleporting items | |
| 0007475 | | World Generation -- Constructions | minor | new | 2014-07-19 | Ruins: hallway turns into extended slope which ends in open cavern | |
| 0007474 | | World Generation -- Constructions | minor | new | 2014-07-19 | Road that doesn't lead to building entrace | |
| 0007472 | | Dwarf Mode -- Jobs, Designations | minor | new | 2014-07-18 | Chopping trees above ground level leaves soil floating in air. | 1. Designate a higher than ground level part of a tree to be cut.
2. Make sure dwarves can path to the spot. (Either a tree next to a hill or build stairs so the branches are reachable.)
3. Wait for the tree to be cut down. |
| 0007470 | 1 | World Generation -- General | crash | resolved (user6) | 2014-07-18 | Game crashes upon trying to enter a world after world generation | Try to create a world, game will crash at the end |
| 0007466 | 2 | Adventure Mode -- Travel | minor | new | 2014-07-18 | Can't travel into a tomb complex, but can initiate travel from inside it | |
| 0007469 | | Adventure Mode -- Quests | crash | resolved (user6) | 2014-07-18 | Crash when trying to access quest logs | |
| 0007468 | | Adventure Mode -- Sites | minor | resolved (user6) | 2014-07-18 | Generated sites use thrones rather than anvils for forges | Visit a generated dwarf fort in adventure mode, or reclaim a generated fort in dwarf mode. |
| 0007254 | 4 | Adventure Mode -- General | minor | feedback (user6) | 2014-07-18 | Bogeymen never come out | |
| 0002916 | 4 | Dwarf Mode -- Diplomacy | minor | new | 2014-07-18 | Diplomat leaves unhappy if expedition leader is replaced | |
| 0007463 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-07-18 | Feather tree egg yolk [5] in depot | Unknown. |
| 0000672 | 4 | Dwarf Mode -- Nobles | minor | new | 2014-07-18 | Disabled/unconscious nobles can't meet liasons | Have (by trial and error) made three expedition leaders unable to stand (tried others but they died from fighting or in recovery afterward) and results are identical. |
| 0007434 | 3 | Dwarf Mode -- Invasions | minor | new | 2014-07-18 | Werecreatures become friendly on reverting to human form | |
| 0007453 | | Pathfinding | minor | new | 2014-07-18 | Dwarves will not climb to return to burrow | Create a burrow that's easy to climb to, but can't be reached without climbing
Put a dwarf in the burrow
Watch it not find its way to the burrow |
| 0007205 | 4 | Dwarf Mode -- Buildings, General | minor | assigned (user6) | 2014-07-18 | Trees disappear when leaves built on | 1. Build walls on z=1 under the tree. Walls on z=1 cause floors on z=2. Build wall elsewhere for comparison - not under tree.
2. Build next to a tree (a tile or two away from the widest expanse of its leaves), say a staircase, up to z=2. Doesn't need to be anywhere near the walls or anything, just out in the open is fine.
3. On z=2, from the stairs, build floors over to the tree, and 'into' the tree, such that a floor would replace a square of the tree's leaves.
4. Watch as the tree disappears, and as the walls under the tree on z=1 have no tops - where there would be floors due to them is 'open space'. |
| 0005732 | 17 | World Generation -- General | major | | 2014-07-18 | Site finder doesn't see flux/coal if metal ores are present | 1. Generate new world
2. use the site finder and search for flux stone
3. all the map is goind to be marked without flux
|
| 0007459 | 1 | Dwarf Mode -- Jobs, General | tweak | resolved (user6) | 2014-07-18 | Logs from chopped tree land in water. | |
| 0007458 | | Adventure Mode -- AI | major | resolved (user6) | 2014-07-18 | marching armies in adventure mode stay asleep while sieging | find a rumor of an army marching towards something, travel to the tents, see everyone sleeping. |
| 0006278 | 7 | Creatures | minor | | 2014-07-18 | Speedy giant snails. | Get a giant snail in view, and unpause. |
| 0007457 | 1 | Adventure Mode -- General | minor | new | 2014-07-18 | Crash to desktop on load | |
| 0007455 | 1 | Adventure Mode -- Movement | minor | resolved (user1294) | 2014-07-18 | Crutch issue | I got a crutch again and it did the same thing |
| 0007454 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user1294) | 2014-07-18 | Dwarves move onto tiles to build walls on them, blocking themselves off | Order the construction of a wall anywhere. Sometimes goes away after a few new orders to un-suspend, but not reliably. Guaranteed to happen if the dwarf goes up a ramp immediately before reaching the building site. |
| 0006524 | 7 | Adventure Mode -- Conversation | crash | | 2014-07-18 | Crash when talking to deity | |
| 0006681 | 16 | Technical -- General | crash | | 2014-07-18 | Autosave causes save corruption and crashes on load | |
| 0000449 | 14 | Dwarf Mode -- Combat | minor | | 2014-07-18 | Strangling/strangulation doesn't kill people who are already unconscious for other reasons | |
| 0006869 | 1 | Typos/Grammar | minor | | 2014-07-18 | "He is very flinsy" | |
| 0007421 | 1 | Adventure Mode -- Conversation | minor | new | 2014-07-18 | Dwarf camp where no one knows any directions | |
| 0004312 | 3 | Creatures | minor | | 2014-07-18 | Creatures using variations fail to redefine SPEED or SWIM_SPEED | |
| 0006848 | 3 | Adventure Mode -- Combat | crash | new | 2014-07-18 | bad_alloc, ABRT while attacking troll | |
| 0006916 | 1 | Adventure Mode -- Combat | crash | resolved (user6) | 2014-07-18 | Crash in adventure mode as soon as attacked by Bogeymen | |
| 0007271 | 2 | Dwarf Mode -- Abandonment of Fort | crash | resolved (user6) | 2014-07-18 | New fort crashes after retiring previous fort | Retire fort
select 'play now' from dropdown menu,
select embark point and embark new fort
hit spacebar to unpause |
| 0003398 | | Dwarf Mode -- Interface, Stockpiles | tweak | new | 2014-07-18 | Frozen milk and blood barrels cannot be stored | Embark with milk to a cold/freezing climate. Or trade for milk/blood after the fall freeze. |
| 0007063 | 7 | Combat -- General | minor | | 2014-07-18 | AI prefer punching and kicking to using weapons, even as weaponmasters | 1.Enter arena
2.Create two independent humanoids (humans, goblins, dwarves, etc.) armed with any weapon and give them grandmaster skill in that weapon, nothing else
3.Watch the fight unfold tick by tick.
4.Note how often these weaponmasters prefer to punch and kick, despite how they have no skill in it whatsoever. |
| 0006770 | 3 | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-07-18 | New adventurers start out with list of rumors/incidents to tell | |
| 0007265 | 4 | Adventure Mode -- General | minor | new | 2014-07-18 | Conversation filter does not match kill/conflict summaries | 1) Kill a creature, noting the name
2) Start a conversation with someone, and select to talk about a specific rumour or incident
3) Type in the name of the killed creature as a filter
Some attacks will be highlighted because they have matched the creature name, others will not |
| 0007443 | | Map Features | minor | resolved (user6) | 2014-07-18 | Mushroom trees grow in water in caverns | |
| 0003088 | 1 | Dwarf Mode -- Jobs, Items | trivial | new | 2014-07-18 | Blood in barrels cannot be dumped | Bring blood with you on embark, or buy blood from traders. Attempt to dump from stockpile screen. |
| 0007437 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user6) | 2014-07-18 | Dwarves get unhappy thought from dead enemy | 1. Get military dwarves
2. Have them kill something. I assume it has to be a sentient something, not an animal.
3. Check thoughts. |
| 0007236 | 5 | Dwarf Mode -- Environment | minor | | 2014-07-18 | Trees don't regrow - env. covered in live/dead saplings | |
| 0007436 | 2 | Dwarf Mode -- Jobs, Designations | trivial | resolved (user6) | 2014-07-18 | Stone detailer attempts to climb down through hole that's been covered by a workshop | Not sure. I've uploaded a save: http://dffd.wimbli.com/file.php?id=9045 |
| 0007432 | 3 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user6) | 2014-07-18 | Strawberries and Cranberries are a spice | Put 40.xx - new berries in a bag in a barrel. |
| 0007446 | | Adventure Mode -- General | minor | resolved (user6) | 2014-07-18 | keyboard glitches | |
| 0007379 | 2 | World Generation -- Constructions | minor | assigned (user6) | 2014-07-18 | Buildings have inaccessible rooms because of missing doors | happened with catacomb under keep and tomb |
| 0002123 | 3 | Dwarf Mode -- Interface, Unit View | minor | | 2014-07-18 | Job Labour Assignments remembering sub-category instead | 1: [V]iew a dwarf
2: Select their [p]references, and then [l]abour
3: Mining is the first menu selection
4: Move down to Farming/Related using [+]
5: Press <enter> to select that sub-category
6: Butchery is now, correctly, selected
7: Move down to Farming using [+]
8: Press <esc> to return to the labour category menu
9: Notice that Farming was the 3rd option in the sub-category menu. Now that you have moved back to the labour category menu, the 3rd option is selected: stoneworking.
In step 7 if you instead select Milking (14th) or Cooking (15th) option, after you return to the labour category menu the 14th or 15th labour option is selected. However, the labour menu is empty in the 14th and 15th position and pressing enter at this point produces a crash to desktop as no labour has been selected.
Moving from the 14th or 15th option in the labour menu will correctly return to the top or bottom of the list (1st or 13th option). |
| 0007445 | 2 | Adventure Mode -- Inventory | minor | new | 2014-07-18 | Alt+Y does not work on Ubuntu Unity (try Alt+Z or rebinding) | Adventure mode
A for attack
try to confirm. |
| 0007334 | 5 | Adventure Mode -- Sleep | minor | resolved (user6) | 2014-07-18 | Random tiredness in adventure mode | |
| 0007449 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-07-18 | Dwarf Mode: Ravens smash into cliffs | Embark on a site with cliffs and ravens. |
| 0007338 | 10 | Dwarf Mode -- Items | minor | assigned (user11) | 2014-07-18 | Random rough gems lying about in the caverns | |
| 0007343 | 1 | Dwarf Mode -- Interface, Announcements | trivial | new | 2014-07-18 | Typo/syntax errors in Still announcements | just order a series of jobs at the still and have a limited supply of the required materials for the jobs. (also need a brewer) |
| 0000023 | 17 | Combat -- General | minor | | 2014-07-18 | Bite attacks frequently glance away or are generally ineffective | make alligators fight each other :P |
| 0002763 | 7 | Miscellaneous Crashes | crash | new | 2014-07-17 | Crash when dust/gas attack used by titan / forgotten beast / demon | Wait some minutes until titan appears (happened 2 times of 2) |
| 0007438 | 2 | Adventure Mode -- Travel | feature | resolved (user11) | 2014-07-17 | Feature request - Bogeymen not spawning if sleeping next to a campfire | N/A, feature request |
| 0007442 | | Map Features | minor | resolved (user11) | 2014-07-17 | Ant colony generated over ice, but remained when the river thawed | |
| 0006789 | 1 | Dwarf Mode -- Embark/Setup | minor | new | 2014-07-17 | Embark: surface garden vegetables seeds not available | |
| 0007395 | 7 | Dwarf Mode -- Idle Behavior | minor | new | 2014-07-17 | Dwarf appears to be floating/ hovering/ flying/ climbing the wall laterally | |
| 0007426 | 1 | Adventure Mode -- General | minor | new | 2014-07-17 | Track skill gained too easily | |
| 0007429 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-07-17 | Treed trader won't come down, can't trade | 1) Wait for traders to arrive.
2) Have trees handy.
3) Have one leading a pack animal be overcome by terror.
4) If you're lucky, he will escape up a tree. |
| 0007430 | 1 | Creatures | major | resolved (user6) | 2014-07-17 | Random Mangled Falling Dwarf | Not yet able to reproduce, probably random. |
| 0007431 | 1 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2014-07-17 | Dwarf made King in a 16 dwarf fort. | |
| 0007127 | 2 | Map Features | minor | | 2014-07-17 | Chopping down trees that overhang constructed walls removes the floor from top of walls | 1. Build a wall under a tree, so that the z-level immediately above the wall contains branches/twigs/leaves.
2. Cut down the tree. |
| 0006921 | 2 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2014-07-17 | Farmers planting seeds that disappear | difficult since it requires another glitch to happen first... but
1. build farm underground - grow anything but plump helms or dimple cups
2. encounter the bug with seasonal problems
3. make sure you still have the seeds for the original crop, and watch your dwarves plant them, then disappear |
| 0007425 | | Adventure Mode -- Buildings | minor | resolved (user11) | 2014-07-17 | spawned in closed mountain hall | |
| 0007342 | 2 | World Generation -- General | minor | resolved (user11) | 2014-07-17 | with orographic precipitation turned on rainfall is influenced by drainage, even over oceans | create a world with rainfall min and max set to 50, variance set to 0 and orographic precipitation turned on. (elevation should also be as flat as possible to eliminate influence of mountains)
export drainage and rainfall maps.
compare results |
| 0007424 | | Dwarf Mode -- Embark/Setup | major | new | 2014-07-17 | Embark as a new dwarven civ when one already exists | Might be related to all the other empty civ list bugs reported recently? |
| 0007422 | | Adventure Mode -- Sites | crash | resolved (user6) | 2014-07-17 | DF crashes when loading a retired fortress site. | Retire a fortress, attempt to begin an adventurer there. Or travel to the retired fortress. |
| 0007418 | 1 | Adventure Mode -- Combat | minor | resolved (user11) | 2014-07-17 | Undead not attacking a human outsider adventurer | I was unable to reproduce this, travelling back to the same tower later with some new companions (dwarfs this time) I was promptly ripped to shreds as you would expect. Posting this report to see if anyone else has experienced the same thing. |
| 0007420 | 1 | Dwarf Mode -- Environment | minor | resolved (user1294) | 2014-07-17 | Tree will disappear when a channel is dug into its root. | Dig a channel on a root. |
| 0002599 | 4 | Dwarf Mode -- Environment | minor | new | 2014-07-17 | Mist appears indoors when tapping ocean for well | 1. Drill a straight corridor underground, adjoining the area where waves are breaking on shore 1 z-level above. Door it off so you can flood the area.
2. Dig out a space directly above the end of this corridor.
3. flood the corridor by tapping the ocean, and wait. You should see mist in the dug-out area above the corridor.
If you don't understand that paragraph, see http://www.mediafire.com/imgbnc.php/afffe0302ec0de994416203ede74a3466g.jpg for how i set up my corridor (coast that gets tides is above it) |
| 0007415 | | Dwarf Mode -- Thoughts and Preferences | text | resolved (user11) | 2014-07-17 | tea wood wood | |
| 0007414 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-07-17 | Traders not going to trade depot after getting horrified | Have any scary sort of wild animal in the traders' path when they come (you could cage one and then release it, if necessary). |
| 0007413 | 3 | Adventure Mode -- Travel | minor | resolved (user6) | 2014-07-17 | Broken Day-Night Cycle on Fast Travel | |
| 0000032 | 3 | World Generation -- Constructions | minor | | 2014-07-17 | World gen mountain halls / dwarf pits don't branch out from their "stairwell" | This is probably enough, the initial few lines of region1-world_gen_param.txt:
Created in DF v0.31.01.
[WORLD_GEN]
[TITLE:POCKET ISLAND]
[SEED:3342822500]
[HISTORY_SEED:178886794]
[NAME_SEED:3048367976]
[CREATURE_SEED:1479569598] |
| 0002984 | 4 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | resolved (user6) | 2014-07-17 | Mass reports of minerals and gems found in cavern | Doesn't happen immediately upon discovery of cavern. I start mining the caverns from the top down (channeling out the ceiling above rock columns). |
| 0006752 | 1 | World Generation -- General | major | new | 2014-07-17 | Hang when generating world with long history | On Dwarf Fortress 0.40.01 for Linux, unmodded, create a new world. World size: Large, History: Very Long, Number of civilizations: Very High, Maximum number of sites: Very High, Number of Beasts: Very High, Natural Savagery: Very High, Mineral Occurrence: Frequent. No advanced parameters. |
| 0007411 | 1 | Dwarf Mode -- Environment | trivial | resolved (user1294) | 2014-07-17 | Announces births of creatures in unexplored caverns. | Would be rather hard to reproduce as it seems fairly random. |
| 0007409 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-07-17 | Wagon got stuck before entering depot, trade impossible. | |
| 0007410 | | Dwarf Mode -- Justice | feature | resolved (user6) | 2014-07-17 | Ghosts report crimes | |
| 0007408 | 3 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2014-07-17 | Noble demands rose gold bed. | |
| 0005226 | 1 | Undeath | minor | new | 2014-07-16 | Embarking on a terrifying region sometimes turns entire party into mist thralls due to rain effects. | |
| 0007403 | 2 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user11) | 2014-07-16 | Animals teleport back to their handler when being led around. | |
| 0007405 | | Dwarf Mode -- Interface, Announcements | minor | resolved (user11) | 2014-07-16 | Underground creature birth announcement in the gamelog | |
| 0007406 | | Dwarf Mode -- Interface, Unit View | minor | resolved (user11) | 2014-07-16 | unrevealed units are marked as missing when they die | |
| 0007401 | | Adventure Mode -- Quests | minor | new | 2014-07-16 | Forest retreat is north of its location on the map | * Continue playing the save file.
* Go to (Q)uests screen
* Go to (s)ites section
* Select the option "Pearlembraces"
* Press (z) to show in the map the selected zone and where you are. Here you should be out of the zone marked as such.
* Get out of that screen and talk (k) to an elf.
* Ask him for directions to Pearlembraces and he will say that "We are in Pearlembraces". |
| 0007275 | 4 | Dwarf Mode -- Environment | minor | assigned (user6) | 2014-07-16 | Creatures spawn floating en masse above water | |
| 0007400 | 1 | Adventure Mode -- Combat | minor | resolved (user11) | 2014-07-16 | Necromancer companion summons hostile undead | |
| 0007365 | 3 | Material Properties | minor | resolved (user6) | 2014-07-16 | Roads made of "rock blocks" | Generate world with history long enough
Reclaim a ruin
Look for rocky road
Order to remove a few tiles, enjoy magma pools. |
| 0007323 | 10 | Technical -- General | crash | | 2014-07-16 | Unknown crash in autumn of first year | |
| 0007397 | 1 | Dwarf Mode -- Interface, Unit View | minor | resolved (user6) | 2014-07-16 | Falling unit can not be selected with 'v' key | |
| 0007394 | | Technical -- Saving/Loading | crash | new | 2014-07-16 | Crash on load, hangs on "Loading World Information" or "Loading Tracking Information" | Load save, region1.
Load save, region1-win-552 |
| 0007393 | 1 | Adventure Mode -- General | major | resolved (user6) | 2014-07-16 | Crashes when I visit a retired fortress | 1) Create world. (I used Pocket, Short history, Very high civ #, Very high beast #, Very high savagery, rare mineral)
2) Start Dwarf Fortress game. Place outpost right next to goblin fortress or other "evil" site. Use auto-embark.
3) Immediately retire fortress through the ESC menu.
4) Start Adventurer game. Try to get an adventurer start location near to the Dwarf Fortress outpost. I set my adventurer as a demi-god, high master axedwarf or swordsman, highest strength, agility, etc., just to make surviving easier.
5) Navigate to the outpost location. |
| 0007363 | 2 | Pathfinding | major | resolved (user6) | 2014-07-16 | Dwarwes stuck when you build walls on their path. | Build a wall on someones path while this someone doing some work. |
| 0007359 | 3 | Technical -- General | crash | resolved (user6) | 2014-07-16 | Crashes near end of autumn | Keep playing and it should happen before winter arrives. |
| 0007384 | 3 | Adventure Mode -- Conversation | minor | new | 2014-07-16 | Able to claim site for yourself, while just talking to deity | - Create adventurer with background with deity
- Talk to deity, claim site
- Retire adventurer |
| 0007391 | | Adventure Mode -- Sleep | minor | resolved (user6) | 2014-07-16 | NPC's sleep forever | |
| 0007392 | | Dwarf Mode -- Reclaim | minor | resolved (user11) | 2014-07-16 | Previously revealed areas hidden after unretiring | Retire a fortress, then unretire it. |
| 0007388 | | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2014-07-16 | Ceiling of wood walls shows as open space after cutting down adjacent tree | Build 3 walls adjacent to a tree trunk on 'ground level' |
| 0001243 | 5 | Dwarf Mode -- Embark/Setup | minor | new | 2014-07-16 | Wagon starts on frozen river, shortly before river thaws. | Embark in area with river in middle. Sometimes. |
| 0007386 | 1 | Legends Mode -- Historical Figures | trivial | new | 2014-07-16 | Wagons gain historical figure status when destroyed? | Start a fortress, destroy the wagon, retire and check legends mode. |
| 0007383 | | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user6) | 2014-07-16 | teleporting items to deconstructing building | - Reclaim worldgen fortress ruin
- Create food stockpile
- Designate "remove construction" of floor tile about 0000010:0000005-10 tiles away
- When dwarf finishes the deconstruction, and stone block appears - some of the food barrels teleport from stockpile to that stone block tile. |
| 0006882 | 4 | Adventure Mode -- Travel | minor | new | 2014-07-16 | Dark Fortress denizen adventurers unable to travel in dark fortresses. | |
| 0005676 | 3 | Pathfinding | major | new | 2014-07-16 | Dwarves Fail to Respect Burrows When Fleeing Enemy | |
| 0007373 | | Pathfinding | major | resolved (user6) | 2014-07-16 | Strange mood in tree will tank FPS | Have a dwarf enter a strange mood (a fey mood, specifically?) then climb a tree
Or vice versa |
| 0007377 | 3 | Creatures | minor | new | 2014-07-16 | Creatures with extreme sizes sometimes spawn with low mass and attacks pass through them -- overflow? | In the arena (easiest to find)
1. Spawn a giant sperm whale.
2. Spawn anything else.
3. Control the non-giant creature and attack the giant sperm whale. It should produce the bug, but this does not happen all the time. |
| 0006617 | 10 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-07-16 | Immediate crash after loading and unpausing dwarf mode save | Load the save, unpause and it should crash within a second. |
| 0007380 | 2 | Dwarf Mode -- Immigration | minor | resolved (user11) | 2014-07-16 | Immigrants arriving hostile | Wait for an immigration wave. I'm not sure how frequent it is. |
| 0007378 | 1 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-07-16 | Some walls have 'open space' above them | Make blocks, build 3x3 rooms surrounded by block walls (andesite in my case, but may not be andesite specific) ... continue until some have open space above them. |
| 0007033 | 1 | Dwarf Mode -- Reclaim | trivial | new | 2014-07-16 | Some Unexposed Stone is Smooth in Reclaimed Worldgen Fortresses | 1. Reclaim a worldgen fortress
2. Mine into the side of a reclaimed room |
| 0007376 | | Adventure Mode -- Combat | minor | new | 2014-07-16 | Wrestling opponents after targeted charge attack causes repeated charge attacks | Create an Outsider adventurer, he will spawn with a spear and a dagger.
Drop the spear, creating a free grasp.
Walk up to anyone, and Shift+A a nonlethal attack on them, using for instance a kick, and make sure to use the 'y' Charge option.
Now Shift+A again, and select Wrestle. Use your free hand to grab the opponent by any bodypart.
Wait until the opponent stands up, then try to throw him with your grasp, or gouge an eye, or do any other wrestling move. You will instead do a random melee attack and charge at him again. |
| 0007372 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user1294) | 2014-07-16 | Imprisoned parents seek inaccessible children, causing job-cancel-spam | Imprison someone who is parent to an infant. |
| 0007341 | 2 | Adventure Mode -- General | minor | assigned (user6) | 2014-07-16 | Unable to scroll in some menus | Start Adventure mode and collect enough items in order to have to scroll to see them all. |
| 0007371 | | Reactions | minor | new | 2014-07-15 | Dwarves do not defend themselves against tantrummers. | Drown a bunch of dwarfs and watch the hilarity. |
| 0007366 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user11) | 2014-07-15 | Craftsdwarfs' workshop built by engraver | Turn off all dwarves stonecrafting, woodcrafting and bonecarving.
Make sure someone has engraving turned on.
Order the construction of a craftsdwarfs' workshop.
See who shows up to build it.
|
| 0007368 | | Dwarf Mode -- Diplomacy | minor | new | 2014-07-15 | Liaison shares news from half an hour ago, has been here for days | |
| 0007367 | | Adventure Mode -- Buildings | minor | new | 2014-07-15 | Site well found deconstructed | |
| 0007325 | 3 | Dwarf Mode -- Buildings, General | minor | resolved (user1294) | 2014-07-15 | Unable to build wall due to "Creature blocking site" | |
| 0007362 | | Dwarf Mode -- Jobs, Animal Handling | major | resolved (user11) | 2014-07-15 | Cannot tame dogs for war because of "no creature" while trainer stands near it | Play some time with fort. Assign animal training zone and prooced through: z-animals-w to train dogs. And trainer will come with dog to this zone and then spam announce messages "cancels train, no creature" |
| 0006679 | 4 | Adventure Mode -- Conversation | major | acknowledged (user11) | 2014-07-15 | Only one person can hear you shouting | In arena mode, spawn some sentients creature, take control of one of them and shout. |
| 0003382 | 13 | Dwarf Mode -- Interface, Notes/Points/Routes | block | | 2014-07-15 | Game becomes unresponsive after attempting to name a Note. | |
| 0007336 | 3 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2014-07-15 | Cannot use 'Give from Stockpile' with a Mechanics shop | |
| 0007337 | 7 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user11) | 2014-07-15 | No new seeds | Brew Plump helmets, process pig tails and process quarry bushes to bag. |
| 0007358 | 1 | Vegetation | minor | resolved (user6) | 2014-07-15 | Walls built under felled trees have no floors above them | 1. Build a wall under a tree canopy, such that the floor ( 1 z level up ) is occupied by part of the tree
2. Cut down that tree
3. There won't be a floor above that wall. |
| 0007354 | | Creatures | trivial | new | 2014-07-15 | Pack of wolves spawned on top of vault | 1. Get up on top of a vault.
2. Get lucky and have animals spawn on top. |
| 0007355 | | Adventure Mode -- AI | minor | resolved (user6) | 2014-07-15 | Beast men talking | Talk to some beast men. |
| 0007353 | | Dwarf Mode -- Reclaim | major | resolved (user6) | 2014-07-15 | Dwarf randomly becomes king... in a fort with 14 dwarves | 1. Create fort
2. Be lucky |
| 0007352 | 1 | Vegetation | minor | resolved (user6) | 2014-07-15 | Muskmelon vines give muskmelon vines, not muskmelons | 1) Plant muskmelon seeds.
2) Dwarf harvests muskmelon vines.
3) No new muskmelons appear in kitchen inventory, and only muskmelon vines get collected in plant barrels. |
| 0007210 | 6 | Dwarf Mode -- Buildings, General | minor | assigned (user6) | 2014-07-15 | Deconstructing Trade Depot | |
| 0007350 | 1 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2014-07-15 | Metal ore vanished from stockpile | |
| 0005469 | 4 | Adventure Mode -- Inventory | minor | new | 2014-07-15 | Found a castle where books duplicate themselves | Get the following save:
http://dffd.wimbli.com/file.php?id=5706
My character is now looking at three books lying on the ground. I already have all three of them in my backpack though! If you walk around the fortress, you will find more copies. |
| 0005363 | 4 | Dwarf Mode -- Reclaim | minor | new | 2014-07-15 | Artifact Cage Exists in Two Places After Reclaim | |
| 0007347 | | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user6) | 2014-07-15 | No scrolling on plant list | Have a fortress with a tonne of different outdoors plants. Once you have more than your resolution will allow you will not be able to see the remaining plants. |
| 0007346 | | Adventure Mode -- AI | minor | resolved (user6) | 2014-07-15 | Night creature doesn't seem to acknowledge that it is being attacked | |
| 0006915 | 9 | Adventure Mode -- General | major | | 2014-07-15 | Crash when starting adventurer in retired fortress | 1. Select Adventure Mode
2. Create your dwarf.
3. Redo the background until your character hails from a fortress you recently retired.
4. Crash :D |
| 0007324 | 3 | Dwarf Mode -- Trade | crash | assigned (user6) | 2014-07-15 | Crash on arrival of Autumn caravan | Played the game normally up until autumn. Vanilla DF graphics no use of any additional tools. |
| 0007332 | 1 | Adventure Mode -- Sites | crash | new | 2014-07-15 | Game crashes when trying to recenter on a site in adventure log/information UI | Load the save, press 'Q' to call the adventure log, press 's' to switch to the world map, find Caverndust (should be the first one), press 'z' to recenter. The game will crash. Or move out of the site and try to travel away in the travelling map. The game will crash after a few steps. |
| 0007248 | 4 | Dwarf Mode -- Embark/Setup | crash | | 2014-07-15 | Crash a few ticks after embark | Load the save from https://www.dropbox.com/s/qvq2ht0v2j0t2xq/region1.zip and hit spacebar |
| 0006843 | | Adventure Mode -- Travel | crash | | 2014-07-15 | Crash when adventurer visits or gets near retired player fortress. | Create a dwarf fortress.
Retire it.
Create adventurer from other civilization.
Visit retired fortress.
|
| 0007335 | | Dwarf Mode -- Interface, Farm Plots | tweak | resolved (user11) | 2014-07-15 | Plant lists too long | |
| 0007299 | 5 | Dwarf Mode -- Pets | minor | resolved (user11) | 2014-07-15 | Ducks and shellfish? | They wont stop |
| 0007329 | 4 | Legends Mode -- Historical Figures | minor | resolved (user11) | 2014-07-15 | ... became an unknown civiliation | im not sure, but i guess this will do the trick:
1: Become a lord
2: Make someone a hearthsperson
3: Retire
4: Look at the person in legend mode |
| 0007340 | | Dwarf Mode -- Interface, Text | text | resolved (user11) | 2014-07-15 | "He personally respect perseverance" | Just look around, I guess? I've seen it on two separate dwarves now. |
| 0007339 | 1 | Pathfinding | minor | resolved (user1294) | 2014-07-15 | Dwarves wounding themselves on completely uneeded tree stunts in fortress mode | Press R to check combat report, select the woodcutter and see his combat steps and press Z to see location : a tree
same for fish cleaner, he's on the bottom of a tree.
note the dead bird that fell from the sky too, but i think someone already reported flying creatures being bugged |
| 0003605 | 2 | Adventure Mode -- Stealth | minor | | 2014-07-15 | Party unjoins when sneaking player is spotted | Recruit some party members, move next to a camp or a lair, sneak, let an enemy spot you. |
| 0007148 | 1 | Adventure Mode -- Sites | crash | resolved (user6) | 2014-07-15 | DF crash when walking near this Vault | |
| 0007272 | | Adventure Mode -- Environment | minor | resolved (user6) | 2014-07-15 | 'Water [7/7]' and 'A pool of water' in same place. | |
| 0007270 | 1 | Adventure Mode -- AI | minor | resolved (user6) | 2014-07-15 | "Just now I attacked me." | |
| 0000178 | 9 | Adventure Mode -- Stealth | minor | | 2014-07-15 | Megabeasts and other creatures ignore sneaking.... | Hide from a Megabeast or the creature(s) in a random travel encounter and they will still path to and fight you. But hiding and sneaking seems to work correctly on other native populations in both cases. |
| 0000975 | 2 | Dwarf Mode -- Invasions | minor | new | 2014-07-15 | Animals steal items from stealthed invaders | Embark somewhere with macaques, wait for an ambush, and hope the two run into each other at some point. |
| 0003787 | 3 | Dwarf Mode -- Invasions | minor | resolved (user6) | 2014-07-15 | unknown thief steals all arrows out of goblin siege commander's quiver | I guess I could load up the last seasonal save and simply see if it happens again.
|
| 0006457 | 5 | Adventure Mode -- AI | minor | | 2014-07-15 | Adventurers from entities with LOCAL_BANDITRY token can attack peaceful villagers without confirmation | 1. Add [ADVENTURE_TIER:4] to the goblin entity's tokens.
2. Generate a new world with this modification in effect.
3. Start an adventurer from the modded civilization.
4. Upon appearing in town, converse with the locals to verify they are initially peaceful.
5. Attempt to move-attack the locals. Cue getting mobbed.
5a. Alternatively, attempt an aimed attack against said locals, and observe that it doesn't ask you if you're sure. Cue getting mobbed again. |
| 0007327 | | Adventure Mode -- Inventory | minor | new | 2014-07-15 | Getting propelled by blows is not affected by weight of inventory | 1) Add some weight to to-be-punched creature
2) Try to punch it
Expected:
Weight affects the punch results
Real:
no effect, creature is propelled on same distance regardless of weight. |
| 0007214 | | Adventure Mode -- Travel | crash | resolved (user6) | 2014-07-15 | Crash while walking | Just walk around a bit |
| 0007326 | | Dwarf Mode -- Economics | trivial | new | 2014-07-15 | "Powder" is a confusing and nonsensical category to set export prices for | |
| 0007058 | 1 | Adventure Mode -- Trade | minor | resolved (user6) | 2014-07-15 | ask/offer system doesnt detect coins | trade with anyone with coins. |
| 0007331 | 1 | Adventure Mode -- Combat | minor | resolved (user6) | 2014-07-15 | Strange happenings when finding a lair | |
| 0007328 | | Adventure Mode -- Conversation | trivial | new | 2014-07-15 | Merchants shout out the size of clothing relative to the player | Elf marketplaces tend to sell clothes. |
| 0007314 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2014-07-15 | Dwarves are struck by horror before body is "noticed" | Get a dwarf in a large room far across from a dwarf who's about to die, and kill that second dwarf. I've reproduced it twice. No save this time, though - I'm having trouble uploading (connection issues). |
| 0007319 | | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user6) | 2014-07-14 | "animal trainer cancels stray dog to hunt: no creature" spam | train some dogs |
| 0007320 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user6) | 2014-07-14 | Removing a construction causes all nearby items to teleport to the deconstructor | Dig out an area so it has a bunch of stone lying around.
Construct a wall near the middle of the stones.
Set the wall to be removed.
Wait for the dwarf to finish the job.
Observe all the surrounding items teleport to where the dwarf was standing when they were removing the construction.
|
| 0006235 | 6 | Dwarf Mode -- Justice | minor | | 2014-07-14 | Report Crimes jobs generated and taken, but never completed | Induce a tantrum setting where there are fist-fights/murders/building destruction and follow witnesses to the sheriff/captain of the guard. |
| 0007317 | | Dwarf Mode -- Trade | minor | resolved (user11) | 2014-07-14 | feather tree egg yolk [5] appeared in my tradable items | |
| 0007305 | 8 | Dwarf Mode -- Trade | major | resolved (user6) | 2014-07-14 | Caravan arrives dead. | |
| 0007045 | 5 | Adventure Mode -- Movement | crash | resolved (user6) | 2014-07-14 | Crash on world map, moving next to dark pits | 1. Proceed to dark pit.
2. Do not enter.
3. Move along dark pit.
4. Have Fun restarting the game. |
| 0007164 | 2 | Adventure Mode -- Movement | minor | resolved (user6) | 2014-07-14 | Lighting branches on fire makes it impossible to travel below them | Light a branch on fire then try to walk below it |
| 0007315 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user6) | 2014-07-14 | Unable to train war dogs | Generated a new world with new fort, was able to train war dogs. I.e., unable to reproduce. |
| 0007316 | | Adventure Mode -- AI | minor | resolved (user6) | 2014-07-14 | Willing Companion murders me | 1.Get hated
2.Find companion
3.Get murdered
4.???
5.Profit |
| 0007312 | 1 | Adventure Mode -- Character Creation | crash | resolved (user6) | 2014-07-14 | Attempted to create an adventure that had their background starting in on of my retired fortresses. | Retire a fortress and then select an adventurer character, cycling through backgrounds until the character is from the retired fortress, then hit enter. |
| 0007310 | | Dwarf Mode -- Pets | minor | resolved (user6) | 2014-07-14 | Animals not being trained | Assign a dog to be trained. |
| 0007307 | | Creatures | tweak | resolved (user6) | 2014-07-14 | Fortress mode: Animals cease movement | Start a Fortress that has animals. I know that it happens with flying, (unsure of the probability of occurrence) not sure about land animals. If requested, I can post a save. |
| 0007000 | 5 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user6) | 2014-07-14 | Smelting jobs ignored | |
| 0007303 | 2 | Miscellaneous Crashes | crash | new | 2014-07-14 | Dwarf mode crash for unknown reason | |
| 0007260 | 8 | Dwarf Mode -- Military | major | resolved (user6) | 2014-07-14 | Militia will not pick up armor | Create a new fortress, prepare carefully.
Give one dwarf skilled axedwarf, competent dodger, novice shield user and novice armor user.
Add one copper battle axe, one copper breastplate, one copper helm, one copper greaves, two copper gauntlets, and two copper high boots to your equipment.
Embark, make that dwarf militia commander and create a squad.
Assign the specific equipment you carried to that dwarf.
Order the squad to attack something or patrol somewhere.
He will not pick up the equipment. |
| 0007300 | | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user11) | 2014-07-14 | When I [Q] over a farm plot, the "Remove Building" & "Done" options are rendered over the plant list. | |
| 0007302 | | Dwarf Mode -- Nobles | minor | resolved (user11) | 2014-07-14 | Dwarf appointed King with no warning | |
| 0007301 | 1 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2014-07-14 | King appears with no warning | Maybe make a chair in fortress mode and try to assign it to someone? This occurred almost immediately after spring had begun. |
| 0007298 | | Dwarf Mode -- Trade | major | resolved (user6) | 2014-07-14 | Many times, the trader will simply not go to the depot. | |
| 0007291 | | General | minor | resolved (user6) | 2014-07-14 | Cut down trees falling onto build walls destroy top of wall floor. | Build walls round tree, cut down tree. check were logs land for floor or open space.
If open space, count logs on top of wall, then deconstruct. |
| 0007289 | | Adventure Mode -- Conversation | text | resolved (user6) | 2014-07-14 | Tell me about this dungeonthese sewersthese catacombs. | 1. Go to a dungeon, sewer, or catacomb.
2. Find someone willing to talk with you (or bring along someone).
3. Talk to them.
4. If you are in the structure then an option should appear "Ask about the structure you are in"
5. Player character should say the offending line. |
| 0007237 | 2 | Miscellaneous Crashes | major | assigned (user6) | 2014-07-14 | [R] View Rooms / Buildings led to crash | select [R] View Rooms / Buildings |
| 0007287 | | Dwarf Mode -- Embark/Setup | minor | new | 2014-07-14 | Embark wagon spawned across river from dwarves | |
| 0006039 | 3 | Dwarf Mode -- Military | minor | new | 2014-07-14 | Soldiers do not replace tattered clothing that is part of a uniform | Assign a uniform to a squad which contains clothing items that are susceptible to normal wear decay. Wait. |
| 0007286 | | Creatures | minor | resolved (user6) | 2014-07-14 | Buzzards sometimes suicidally dive-bomb into the ground, instantly killing themselves as a result; corpses not butchurable | (1) Create a fortress in a Temperate Sand Desert biome- possibly sharing area with a Mountain biome or a waterfall.
(2) Wait for the buzzard mass-suicides to begin |
| 0006804 | 10 | Civilizations/Entities -- Populations | minor | | 2014-07-14 | Human overpopulation | Standard wordgen parameters, but small world size. 1 of 5 generated worlds on my pc represents this problem in one way or another. |
| 0007154 | 1 | Adventure Mode -- Sites | minor | | 2014-07-14 | Maxed-out animal populations cause lag in dwarf/goblin sites | 1. Generate a world.
2. Export map/gen info in legends mode.
3. Create an adventurer and visit a fortress/dark fortress (haven't verified this happening in any other site types)
4. Retire and export map/gen info again and compare site populations. |
| 0000417 | 15 | Dwarf Mode -- Jobs, Equipment | minor | new | 2014-07-14 | Axedwarf with missing hand wields shield and axe in same hand. | - Chop off a soldier's hand, where the soldier is assigned a shield and weapon |
| 0006463 | 12 | Technical -- Saving/Loading | crash | assigned (user6) | 2014-07-14 | Crash on save, does not save | save, auto save, or quick save |
| 0006694 | 1 | Adventure Mode -- Town | minor | resolved (user11) | 2014-07-14 | Elves produce clothes too big for themselves. | Check the treehouses and such of a Forest Retreat. |
| 0007020 | 1 | Adventure Mode -- Movement | minor | resolved (user6) | 2014-07-14 | Climbing sometimes just doesn't work. | Just try to climb, it'll happen very rarely. |
| 0007034 | 2 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-07-14 | Segmentation fault when worldgen begins to save world. | Generate a world of any size. Finish generation at any point and proceed to saving the region files. |
| 0006572 | 3 | Technical -- General | crash | resolved (user6) | 2014-07-14 | Crash on second time loading world | |
| 0006951 | 1 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-14 | Crash when shouting while blind | |
| 0006827 | 5 | Miscellaneous Crashes | crash | resolved (user11) | 2014-07-14 | This save crashes a few seconds after loading it | |
| 0006816 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-07-14 | Some plants disappear when gathered | Designate blue berries or grapes to be gathered, wait for your dwarf to gather the plant and return it to a stockpile then view your kitchen in the 'z' menu. Searching the stockpile manually should also reveal that the plant is not there. |
| 0006582 | 1 | Adventure Mode -- Travel | minor | resolved (user6) | 2014-07-14 | Attempting to fast travel while in a tree outputs "You must move away from the water [...]" | -> Climb onto a tree, ideally onto the very top.
-> Fast travel. |
| 0006631 | 1 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-07-14 | Instant Crash on "unpause" in dwarf mode | Load game. Unpause. Instant Crash. |
| 0007263 | 2 | Dwarf Mode -- Abandonment of Fort | crash | resolved (user6) | 2014-07-14 | Game crashes when trying to unretire fort reclaimed by AI | Unretire "reclaimed" fortress that was reclaimed during world gen or calendar event generation thing |
| 0007268 | | Dwarf Mode -- Jobs, Hauling | trivial | resolved (user6) | 2014-07-14 | Hauled Wheelbarrow displayed under objects on ground. | Assign wheelbarrow to stockpile. Watch as it is used. |
| 0005963 | 1 | Dwarf Mode -- Interface, Main View | tweak | new | 2014-07-14 | Wheelbarrows that are being pushed take color from ground spatters/items if any are present | 1. Get some colorful blood/vomit/ichor on the ground.
2. Have haulers move wheelbarrows over the area.
3. Observe the wheelbarrow color. |
| 0007266 | | Technical -- Input/Keybinding/Macros | major | resolved (user6) | 2014-07-14 | Navigation keys stick | Play for a bit, and watch as you cannot do anything anymore because the keys stick. |
| 0001697 | 14 | Dwarf Mode -- Diplomacy | minor | | 2014-07-14 | While paused, placing designations causes cat adoptions, martial trances, liaison meeting/negotiations | |
| 0006565 | 3 | Dwarf Mode -- Idle Behavior | crash | resolved (user6) | 2014-07-14 | Crash for unknown reason while game simply running in the background unattended | 1) Reclaim the fort "athelkol."
2) Let the game run on its own without doing anything for ~ 2 minutes.
3) Game should crash. |
| 0007160 | 2 | Adventure Mode -- General | crash | resolved (user6) | 2014-07-14 | Reliable crash bug | Move SW to where all the 'drunks' are milling around. Try to sleep in there or just walk among them inside the room and so far I can't do that without a crash. |
| 0007280 | | Miscellaneous Crashes | crash | resolved (user6) | 2014-07-14 | crash in object testing arena when useing equipment | 1. run dwarf fortress
2. open object testing arena
3. create two dwarves on teams 1 and 2 with iron daggers
4. unpause and allow them to fight for a few seconds, (moral and fear is on)
5. pause and view units.
6. view different tabs under units until crash.
7. if it has not crashed yet, repeat steps 4 through 7. |
| 0007281 | 1 | Adventure Mode -- Sites | minor | resolved (user6) | 2014-07-14 | heavy lag in goblin site in pocket world | |
| 0005283 | 13 | World Generation -- General | crash | | 2014-07-14 | Crash upon accepting/saving a generated world when old-version saves are present | From main menu, go to "Create New World!", select any of the standard options, and press "enter" to accept the generated map. |
| 0006939 | 1 | Adventure Mode -- Conversation | tweak | resolved (user6) | 2014-07-14 | Night creatures and demons in disguise betray themselves too easily | Hard to reproduce, because you must found someone that you know he's a vampire without revealing his real identity (by directly accusing him, for example). You must also know his real name. Once you found someone like this, ask him about the wereabout of his real identity. He will tell you that it's him, but still show up as his false identity. |
| 0005164 | 4 | Adventure Mode -- Crime | minor | | 2014-07-14 | Vampiric gang leaders attack their own gang and are friendly toward the player | |
| 0007273 | 1 | Adventure Mode -- Sleep | tweak | resolved (user6) | 2014-07-14 | wait command not working in houses etc in presence of someone | Go in a house in daytime and try to wait for an hour.
|
| 0007278 | | Dwarf Mode -- Interface, Unit View | minor | resolved (user6) | 2014-07-14 | dead crow men are listed as missing, even though their corpses are in plain view | |
| 0007269 | 1 | Adventure Mode -- Sleep | major | resolved (user1294) | 2014-07-14 | Bogeyman attack randomly when sleeping in a populated dwarven hillock | |
| 0007264 | 1 | Adventure Mode -- AI | minor | resolved (user11) | 2014-07-14 | Necromancer companion attacked by his own raised undead | |
| 0007001 | 1 | Dwarf Mode -- Immigration | minor | new | 2014-07-14 | Early siege, stuck at map edge | |
| 0003968 | 5 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-07-13 | Crash on loading a map for embarking (after overwriting 31.18 with 31.19) | Install 0.31.18, overwrite it with 0.31.19, make a world, and try to do a quick embark with an area sized 5x5. Screen will crash (>5) or freeze (using standards). |
| 0007252 | 4 | World Generation -- General | crash | resolved (user6) | 2014-07-13 | crash during or right after "offloading" after accepting generated world | |
| 0007230 | 4 | Adventure Mode -- Character Creation | crash | resolved (user11) | 2014-07-13 | Crash when creating new adventurer |
- Play "Adventurer" mode.
- Select a Demigod Dwarf of Kib Lûk.
- Maximize Strength, Agility, Toughness, and Hammerdwarf.
- Select "Locally Important".
- Continue and notice that Dwarf Fortress hangs and eventually crashes.
|
| 0002188 | 17 | Adventure Mode -- Eating/Drinking | minor | new | 2014-07-13 | Adventurers can be simultaneously starving and too full (of either water or food) to eat | |
| 0006651 | 2 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-07-13 | Merchant Wagons Collapsing | |
| 0007224 | 3 | Adventure Mode -- AI | minor | new | 2014-07-13 | Undead predators hunt night creatures | 1. Get cloud-husked
2. Get ambushed by wolves |
| 0007257 | | Dwarf Mode -- Flows | minor | new | 2014-07-13 | Trees that are standing in water leave an air tile behind that the water will not fill. | Chop a tree in water. |
| 0007255 | 2 | Adventure Mode -- Inventory | trivial | resolved (user6) | 2014-07-13 | Dwarf adventurer constantly covered in elf blood for no reason | |
| 0006764 | 1 | Adventure Mode -- Sites | minor | new | 2014-07-13 | Mummies won't rise from graves | Explore a tomb. Notice the lack of mummy. |
| 0004898 | 3 | Dwarf Mode -- Environment | block | resolved (user6) | 2014-07-13 | Cavern collapse causes message spamming | |
| 0001062 | 14 | Title Screen | minor | | 2014-07-13 | Blank screen, but sound | - Start DF. |
| 0005648 | 1 | General | major | resolved (user6) | 2014-07-13 | Game Won't Start on Mac | |
| 0007251 | 2 | Adventure Mode -- Sites | text | resolved (user6) | 2014-07-13 | Human site leader has the title "first indignation" | |
| 0006900 | | Miscellaneous Crashes | crash | resolved (user6) | 2014-07-13 | World Gen Reclaim Crash- a few seconds after unpausing | Load game, unpause, wait 10 seconds. |
| 0007152 | 9 | Technical -- Input/Keybinding/Macros | major | resolved (user6) | 2014-07-13 | Macroses do not work | Just do it |
| 0007245 | | World Generation -- General | minor | resolved (user6) | 2014-07-13 | Human population vastly exceeding the population cap | |
| 0007246 | | Adventure Mode -- Sites | major | resolved (user6) | 2014-07-13 | Non-Human civilization sites have human-sized armor | |
| 0007244 | | Adventure Mode -- Buildings | minor | resolved (user6) | 2014-07-13 | Adventure Mode: Start out trapped in a dwarven fortress, no exit. | Start adventure mode as a dwarf. |
| 0007241 | 2 | World Generation -- General | minor | resolved (user6) | 2014-07-13 | Finder cannot find flux stone | Generate world.
Plays in dwarf mode.
Attempt to find a site with flux stone.
Zero results. |
| 0005752 | 4 | Adventure Mode -- Town | crash | resolved (user6) | 2014-07-13 | Segfault entering populated areas of the capital | 1. Load adventure mode game, travel to capital.
|
| 0007242 | | Adventure Mode -- Travel | minor | resolved (user6) | 2014-07-13 | Leaving fast travel on top of buildings. | >Fast Travel into a town.
>End Fast Travel
>You may have found yourself on the roof. |
| 0007243 | | Adventure Mode -- Travel | tweak | resolved (user6) | 2014-07-13 | Travel occasionally makes you stop in a tree | |
| 0000957 | 10 | Dwarf Mode -- Invasions | minor | new | 2014-07-13 | Invading trolls arrive with civilian professions | |
| 0007233 | 6 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-07-13 | Fruits, leaves and other stuff produced by trees are not carried by water flow | Embark on a heavily forested map with a river and wait for mid-autumn. |
| 0007209 | 4 | Dwarf Mode -- Idle Behavior | major | new | 2014-07-13 | Dwarves climb through well and get stuck | The fort is about two years old, I haven't attempted to reproduce. |
| 0007239 | 1 | Technical -- General | minor | resolved (user11) | 2014-07-13 | Clean baby error log | Start DF |
| 0007055 | 3 | Dwarf Mode -- Idle Behavior | tweak | new | 2014-07-13 | AI doesn't use Climbing to stop falls | In Arena Mode:
Spawn a climbing- and learning-capable creature(a dwarf, for instance) with a high Climbing skill several Z-levels up in the air next to a wall.
The creature falls, even though its skills were more than sufficient to save itself.
After it hits the ground, no additional skill points in Climbing are gained. This indicates that the creature did not make any attempts, even failed ones, to hold nearby walls, as each attempt yields 10 points. |
| 0007235 | 2 | Legends Mode -- Historical Figures | text | resolved (user6) | 2014-07-13 | duplicate "began wandering the wilds" | Generated another world, the same happens there |
| 0007234 | 2 | Adventure Mode -- Buildings | minor | resolved (user6) | 2014-07-13 | Farm plots in a mixture of light and dark allow full planting range. | Build farm plot underground that is on both light and dark type land. |
| 0001881 | 2 | Dwarf Mode -- Flows | minor | new | 2014-07-13 | Blood in water flows "upsteam" (to higher water numbers) | |
| 0007231 | | Typos/Grammar | text | resolved (user6) | 2014-07-13 | A typo in arena mode. | 1. Go into an arena.
2. Spawn a mob and kill it.
3. Place your cursor on the corpse, and look at the key chart on the right. |
| 0006872 | 2 | Miscellaneous Crashes | major | resolved (user6) | 2014-07-13 | Crash after creating new adventurer | |
| 0007228 | | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-07-13 | Can't walk on top of walls that originally were part of the canopy | 1. Create wall near tree
2. Chop down tree
3. Examine where the tree once was |
| 0007229 | | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2014-07-13 | Dwarf dies soon after embark from impact damage | I have been trying to embark in heavily forested areas by trees, but so far I am unable to reproduce. |
| 0006671 | 4 | Pathfinding | major | resolved (user6) | 2014-07-13 | Dwarves stuck on ramps. | Purchased a new pick from the caravan, made a new dwarf a miner. Dug new ramps to get down to the same level because he wouldn't use the old one. He dug down to where the dead bodies were, went back up to 125, and is stuck there starving to death.
Attempted to get other dwarves to build, smooth, collect, and dump from 125 to no avail. |
| 0007145 | | Dwarf Mode -- Interface, Main View | crash | resolved (user6) | 2014-07-13 | Crash When Moving the Window | Press tab after not saving for a couple hours. Complete a project and receive a good migrant for bonus points. It has occurred twice now, but seems to be random. I tried pressing tab repeatedly for several minutes but I can not reliably reproduce the crash. |
| 0007109 | 3 | Miscellaneous Crashes | crash | resolved (user11) | 2014-07-13 | Fortress consistently crashes around Timber (late autumn) 27 or 28 | -Download save file
-Continue playing the Dwarf Mode save
-Unpause and wait 12-15 seconds |
| 0007112 | 1 | Dwarf Mode -- Interface, Main View | crash | resolved (user11) | 2014-07-13 | Tab screen(s) causing crashes. | Press tab twice on the save. |
| 0007089 | 4 | Miscellaneous Crashes | crash | | 2014-07-13 | Crash shortly after loading a save in dwarf mode [Local/Tab Map, exception c0000005] | |
| 0007218 | 1 | Technical -- General | crash | resolved (user6) | 2014-07-13 | Game consistently crashing in DF mode | Just load my save game and unpause. Wait a minute or two (I think until the caravan arrives) and the game will crash. I was able to reproduce the crash 100% of the time on my computer. I've even restarted my computer to test. |
| 0007199 | 1 | Dwarf Mode -- Environment | crash | resolved (user6) | 2014-07-13 | Game crashes when leaves starts falling. | 1. download http://dffd.wimbli.com/file.php?id=8931
2. load save
3. wait few seconds
4. game crash |
| 0006571 | 18 | Dwarf Mode -- Immigration | minor | | 2014-07-13 | Large influx of babies from multiple civilizations, eventually causes crash | Unknown. Perhaps given enough time in an embark? |
| 0006699 | 6 | Dwarf Mode -- Moods | crash | | 2014-07-13 | y: Relationships crashes | Wait for a strange mood.
Try to see the relationship of this dwarf when he is blocked on a Craftdwarf's workshop for lack of Bone. |
| 0007215 | | Adventure Mode -- Town | minor | resolved (user6) | 2014-07-13 | heavy slowdown in a pocket world hillock area | |
| 0007225 | | Adventure Mode -- Movement | minor | new | 2014-07-13 | Need a grasp to initiate climbing, but injuries don't interrupt the hold | 1. Find a tree
2. Climb it until you are "In air"
3. Put items into both of your hands |
| 0006782 | 2 | Adventure Mode -- General | minor | new | 2014-07-13 | Skill Advancement Oddities | |
| 0004187 | 5 | General | minor | resolved (user6) | 2014-07-13 | hunters level up quickly | |
| 0007066 | 2 | Pathfinding | minor | new | 2014-07-13 | Depressed dwarf climbs down cliff, gets stuck, other dwarves join | |
| 0007200 | 2 | World Generation -- General | block | resolved (user6) | 2014-07-13 | World gen freeze | |
| 0007222 | 1 | World Generation -- General | minor | resolved (user6) | 2014-07-13 | Freeze up when generating medium size world with custom advanced parameters | Try to generate this world:
[WORLD_GEN]
[TITLE:CUSTOM WORLD]
[SEED:sUdH8LCQXJSwG4LPOTx1]
[HISTORY_SEED:b27IUJfVoRpVGBohjzbd]
[NAME_SEED:GsA4kQg8aQMgamcguy2U]
[CREATURE_SEED:Ce2NbjOUcLcEROUAShfQ]
[DIM:129:129]
[EMBARK_POINTS:1324]
[END_YEAR:8196]
[BEAST_END_YEAR:256:75]
[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:5:512:256:1:1:128]
[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:2:1:1:1:1:128]
[VOLCANISM_FREQUENCY:2:1:1:1:1:128]
[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:128:512:64]
[EVIL_SQ_COUNTS:128:512:64]
[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:128]
[NON_MOUNTAIN_CAVE_MIN:256]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:16384]
[SITE_CAP:2048]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:4000:1056:264]
[RAIN_RANGES:528:1056:528]
[DRAINAGE_RANGES:528:1056:528]
[SAVAGERY_RANGES:528:1056:528]
[VOLCANISM_RANGES:528:1056:528] |
| 0006958 | | World Generation -- General | crash | resolved (user6) | 2014-07-13 | Generating into The Age of Death causes crash | Generate a world until you hit Age of Death. |
| 0002439 | 6 | Dwarf Mode -- Military | minor | new | 2014-07-13 | Military dwarves are automatically dismissed and re-drafted each month, leading to a guaranteed bad thought | Have a military on duty in back-to-back months. |
| 0007220 | 4 | Dwarf Mode -- Military | minor | new | 2014-07-13 | When cancelling station order, squad members don't resume training | 1.Create a squad
2.Give them order to station somewhere
3.Cancel order
4.???
5.PROFIT
(May require to repeat step 2 and 3 couple(dozen) of times) |
| 0007221 | 2 | Adventure Mode -- Retirement | block | resolved (user6) | 2014-07-13 | Unretired adventurer has duplicate and is underground | |
| 0007193 | 5 | Adventure Mode -- AI | minor | assigned (user6) | 2014-07-13 | Endless hostages at evil fort | I have the save file in which if I knew how to uphold I would. But basiclly, ask around about people who were kidnapped, go to the place, look for prisoners and rescue them, they all become children. |
| 0006353 | 2 | Dwarf Mode -- Trade | minor | new | 2014-07-13 | Broker double amputee will not trade at depot | 1. Assign a dwarf with no hands as broker.
2. Request broker at depot. |
| 0007213 | 3 | Dwarf Mode -- Jobs, Equipment | minor | assigned (user6) | 2014-07-13 | Babies become children and remain frozen with pickup equipment job | |
| 0007195 | 2 | Miscellaneous Crashes | major | resolved (user6) | 2014-07-13 | Fortress mode crashed after about 3 minutes. | I selected a site, deconstructed the wagon, dug some tunnels. There was an overhang which I set to channel away. That's about it .. crash. |
| 0006853 | 2 | Adventure Mode -- Sleep | minor | resolved (user6) | 2014-07-13 | Trade depot rotated during the night | |
| 0006522 | 8 | Dwarf Mode -- Trade | major | resolved (user6) | 2014-07-13 | Trade depot "deconstructs itself" after trading | 1. Move objects to the trade depot to trade.
2. Trade with the merchants
3. Move your remaining objects back
4. Voila, auto-deconstructing trade depot |
| 0004878 | 5 | Dwarf Mode -- Trade | major | resolved (user6) | 2014-07-13 | Trade depot spontaneously deconstructs (modded creatures causing temperature damage?) | |
| 0006254 | 4 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-07-13 | Save/Load depot failure | |
| 0007217 | 1 | Creatures | minor | new | 2014-07-13 | Cats fall out of trees and injure themselves | Embark in a forest biome with a bunch of cats. Unpause game. Wait for cats to fall out of trees. |
| 0007122 | 1 | World Generation -- Constructions | minor | resolved (user6) | 2014-07-13 | Outdoor keeps do not get built | |
| 0006761 | 3 | Dwarf Mode -- Interface, Unit View | crash | | 2014-07-13 | Crash when trying to look at the Relationships screen of dwarves migrated from a retired fortress | 1. Created a fortress
2. Retired the fortress (Not abandoned)
3. Created a new fortress (same civ)
4. Get a migrant from the old fortress
5. Open the infoscreen of the unit (v - z)
6. Open the relationscreen (r)
7. Crash to Desktop
|
| 0007176 | | Adventure Mode -- Conversation | minor | new | 2014-07-13 | Companions continue conversation after travelling out of range | 1. Go to a town's fort, get close enough to someone that companions start a conversation
2. Move into the catacombs underneath
3. Companions continue conversation |
| 0004680 | 4 | Civilizations/Entities -- Populations | minor | new | 2014-07-13 | Human member of goblin civilization keeps his human civ membership | I will provide a save. The human's name is Ngom Seducedglaciers. His goblin civs are called The Ignoble Spiders and The Midnight of Light, but he is also a member of The Heavenly Realms, a human entity.
My game is slightly modded, but I only added stuff (creatures, items etc.) and didn't chance the original objects, so I supposed this is unrelated. |
| 0006840 | | World Generation -- General | major | resolved (user6) | 2014-07-13 | Age of Death hangs the game up | World gen parameters: Small, Very long, Very high, Very high, Medium, Medium, Sparse. |
| 0000518 | 3 | Creatures | minor | new | 2014-07-13 | Bloodless creatures dropped in magma report their body parts are bleeding " " | Drop a grimeling or blizzard man into magma, wait a few seconds, then view it. |
| 0006763 | | World Generation -- General | major | resolved (user6) | 2014-07-13 | Hang during worldgen, apparently busywaiting for a semaphore? | |
| 0007140 | | Pathfinding | minor | new | 2014-07-13 | Flying dwarf | |
| 0007203 | | Adventure Mode -- Movement | minor | new | 2014-07-13 | Thin branches prevent deliberate falling | |
| 0007196 | 2 | Adventure Mode -- Combat | major | resolved (user6) | 2014-07-13 | Adv Mode Combat Armor Not doing squat inregards to wrestling | Create a person in full plate armor with supporting clothing like chain mail and such.
Create another person to battle.
Grab appendages covered by the armor and proceed to toss them around like a rag doll. |
| 0007194 | 4 | Technical -- Saving/Loading | major | resolved (user6) | 2014-07-13 | Wrong Size on loading saved game | 1.Start a new DF mode world.
2. Change the embark size with "U" and "K" to make the embark area larger than default
3. save the game (I save the game straight after starting it)
4. play for a while
5. quit out of dwarf fortress
(in my case it was quit out from a crash)
6. restart dwarf fortress
7. click on continue and select the world save that you have just been playing
8. scroll around the map
9. you'll notice that you can no longer scroll out to where you had. ie: passed the standard embark size |
| 0007211 | | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-07-13 | Removal of constructed wall created unusable black tile | Load save
Wait a little until water is frozen
Deconstruct the second bottom block from the left (see the screenshot)
Remove upward ramp (it was called Unusable glacial ramp)
Black square appears, you can't build anything there |
| 0007172 | 3 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2014-07-13 | Migrant message comes up but there are no migrants. | |
| 0007146 | | Dwarf Mode -- Reclaim | minor | new | 2014-07-13 | Expedition Leader can have left the fort upon unretire, blanking out nobles screen. | Creature fort, retire temporarily, and unretire until your expedition leader has wandered away. |
| 0007207 | 5 | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user6) | 2014-07-13 | Farms only display for planting what is available in the current season for all seasons. | see above: look at farm plots in a given season. |
| 0007158 | | Dwarf Mode -- Trade | minor | new | 2014-07-13 | Minecarts assigned to a hauling route can be brought to the depot | 1) Build track stop and minecart(s).
2) Create a hauling route, and assign a minecart to it.
3) Build trade depot; wait for merchants.
4) Mark minecarts to be brought to the depot. |
| 0007202 | 2 | Dwarf Mode -- Interface, Embark | minor | resolved (user6) | 2014-07-13 | Making a Miner/Woodcutter on embark prevents dwarf from woodcutting. | Prepare carefully for journey
Make dwarf with miner and woodcutter skill
purchase both a pick and axe
embark
assign mining job __\ I'm not sure if you have to assign the mining job
assign woodcutter job / first to reproduce. |
| 0007198 | 3 | Dwarf Mode -- Immigration | major | resolved (user1294) | 2014-07-13 | Migrants arrive hostile to player civ | |
| 0007157 | 1 | Adventure Mode -- Travel | minor | new | 2014-07-13 | Town population oddness in adventurer fast travel. | |
| 0007169 | 3 | Adventure Mode -- General | minor | resolved (user6) | 2014-07-13 | Going to adventurer corpse with another adventurer yeilds different items | Die as a clothed or armored adventurer, and then go to the corpse. |
| 0007187 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2014-07-13 | Quarry bushes don't produce seeds | |
| 0007190 | 1 | Dwarf Mode -- Jobs, Designations | minor | new | 2014-07-13 | Miners pace when thirsty | - Set a water source at a high Z level.
- Dig deep down (I went about 160 z levels apart, total of about 250 tiles from water source to bottom of shaft)
- Designate something to be dug deep
- Wait for miners to get thirsty |
| 0007186 | | Dwarf Mode -- Jobs, Healthcare | minor | new | 2014-07-13 | Lethal bleeding from getting teeth knocked out | Get a dwarf's teeth knocked out and wait a while. |
| 0001523 | 2 | Combat -- Wrestling | trivial | | 2014-07-13 | Knocked out teeth dont bleed | |
| 0007189 | 1 | World Generation -- General | text | resolved (user6) | 2014-07-13 | age of famiNe! (age of famiMe) | generate a world as many times as necessary for an age of famine to occur. (unless every world goes through this age... i feel as though i have witness some differences in age names from world to world.) |
| 0007184 | | Adventure Mode -- Retirement | major | new | 2014-07-13 | Lady of a capital and 4 other cities, after retiring, resides solely in the air; she is flying and unplayable | Upon re-retiring and then re-un-retiring, any number of times, she was in the same position despite time having passed, every time. Several attempts to conquer this much with another adventurer have ended in gory failure. |
| 0003386 | 3 | Miscellaneous Crashes | crash | resolved (user6) | 2014-07-13 | SEGV when walking (adventure mode) | |
| 0007191 | | Adventure Mode -- Town | major | resolved (user6) | 2014-07-13 | extreme lag in towns | find a nice big city, and walk through it. |
| 0007188 | | Adventure Mode -- Sites | minor | resolved (user6) | 2014-07-13 | Forts generated without exits | Keep generating inside forts, you'll probably find it eventually. |
| 0003642 | 2 | Adventure Mode -- Stealth | minor | | 2014-07-13 | Notable foes say "Prepare to die!" even if they don't notice you | |
| 0000391 | 5 | Adventure Mode -- Conversation | minor | | 2014-07-13 | Notable Enemies constantly declaring their "Prepare to die" speeches | |
| 0007182 | 2 | Adventure Mode -- Reactions | minor | resolved (user6) | 2014-07-12 | Creating Sharp Rocks does not work if Rock is equipped in Left Hand | Have multiple rocks in inventory. [r]emove 1 rock to equip it, check [i]nventory to see if the rock is equipped in the Left Hand. Go to Actions screen [x] and try to Make Sharp Rock under [c]reate menu. Upon selecting the rock to sharpen, the screen will not change back to the World screen as it should. |
| 0007179 | 3 | Adventure Mode -- Sleep | minor | resolved (user6) | 2014-07-12 | Sleeping next to the lakeshore causes a crash | 1. Load Save.
2. Sleep for 5 or more hours. |
| 0007175 | | Adventure Mode -- Sites | tweak | new | 2014-07-12 | Goblin sites have furniture inside bags and coffers | |
| 0007183 | 1 | Adventure Mode -- Conversation | tweak | resolved (user6) | 2014-07-12 | When spreading rumors, place most recent occurrances at the top of the list | 1. Have an adventurer do things
2. Start a conversation and choose spread a rumor |
| 0007177 | | Civilizations/Entities -- Populations | minor | new | 2014-07-12 | Wandering dwarves settle in abandoned fortress without marking it as reinhabited | Check the legends entry for fortresses that have been abandoned for a few centuries and look to see if any dwarves settled there after they fell, then reclaim them and send a dwarf to look around the ruins or visit in adventure mode. |
| 0006475 | 3 | Dwarf Mode -- Idle Behavior | minor | resolved (user11) | 2014-07-12 | Old acquaintances forgotten based on wrong criteria | |
| 0007168 | | Dwarf Mode -- Interface, Unit Profiles | minor | resolved (user11) | 2014-07-12 | Dwarf worships the same god twice. | |
| 0003677 | 4 | Items | minor | new | 2014-07-12 | Ammunition too large/heavy | |
| 0007167 | 1 | Items | minor | resolved (user11) | 2014-07-12 | Stacks of arrows and bolts are overbearingly heavy. | |
| 0007166 | | Dwarf Mode -- Immigration | major | resolved (user11) | 2014-07-12 | Migrants to fortress are listed as hostile and stuck at map edge, similar to the trader bug. | Let a fortress run until migrants arrive and a dwarf is listed as hostile. |
| 0006888 | 1 | Arena | crash | resolved (user6) | 2014-07-12 | Game crashes when viewing unit preferences in Arena mode | 1. Open Dwarf Fortress, open arena mode in the default map.
2. Create a Human Female creature (Other species/genders not tried), skill it to grandmaster in which ever skills are appropriate, and armour it with steel.
3. After creation, press 'v' to view units, select your creature and press 'p' to view preferences.
4. Enjoy your CTD? |
| 0007165 | | Miscellaneous Crashes | crash | resolved (user11) | 2014-07-12 | Checking my Captain of the Guard's relationships crashes the game. | - Go to unit list.
- Check Asen (my Captain of the Guard)
- Relationships
- Crash
(Other dwarves are also affected, but I have not checked them all just yet.) |
| 0007047 | 2 | Technical -- General | crash | assigned (user6) | 2014-07-12 | crash after hd starting up | Keeping playing until i happens again ? Or is there a way to force the disk to enter sleep mode ? |
| 0007162 | | Adventure Mode -- Travel | minor | new | 2014-07-12 | Some groups don't travel unless you are at the local level with them. | |
| 0007011 | 1 | Adventure Mode -- Sleep | crash | | 2014-07-12 | Sleeping on tree crash near goblin site | |
| 0007102 | 2 | Adventure Mode -- General | crash | | 2014-07-12 | Adventure mode crash shortly after loading | From the above save file, a couple of ways to get a crash that always worked for me:
Sleep/rest for 1 hour
Fast travel to the mead hall (I went to the center square) to the northwest, then waste some time on the local map (between 1 and 1.5 laps around the mead hall is enough for me) |
| 0006992 | 3 | Adventure Mode -- Travel | crash | | 2014-07-12 | Crash on travel screen | 1. Download save: http://dffd.wimbli.com/file.php?id=8847
2. Attempt to fast travel. |
| 0007081 | 6 | Adventure Mode -- Travel | crash | | 2014-07-12 | Crash when Moving/Travelling | 1)
Use that save:
https://www.dropbox.com/s/l7p9n47rhob4tir/region1.7z (LZMA2)
2)
using fast travel: Move 3 steps est
using normal travel: Move 14 steps est or south
3) crash |
| 0007131 | 1 | Adventure Mode -- Sleep | crash | | 2014-07-12 | Game crashes when trying to sleep | load the save, and try to sleep. the travelling map will appear and after the progress bar going a bit the game will crash |
| 0007159 | | Adventure Mode -- Travel | minor | new | 2014-07-12 | Bandits attack town on inacessible island, retaliating army stops at the sea. | |
| 0005418 | 6 | Dwarf Mode -- Trade | major | acknowledged (user11) | 2014-07-12 | Members of caravans lost on approach causes caravan to get stuck at depot with "no merchants trading" | |
| 0007153 | | Civilizations/Entities -- General | minor | resolved (user6) | 2014-07-12 | Winter has come...with allot of visiting babies. | Looks like when I reloaded the game, the babies replicated/doubled? |
| 0007151 | | Dwarf Mode -- Reclaim | crash | new | 2014-07-12 | Abandoned fortresses reclaimed by NPCs during pre-play world simulation crash when "unretired" | Generate a world old enough for forts to be abandoned, then attempt to unretire any that are reclaimed during simulation.
May take a few world attempts given the small two-week window of opportunity for NPCs to reclaim. |
| 0007149 | | Adventure Mode -- Combat | minor | new | 2014-07-12 | Non-lethal AI uses joint locks that accomplish nothing | |
| 0007143 | 3 | Undeath | minor | assigned (user6) | 2014-07-12 | Unable to catch vampirism from retired adventurer vampire. | |
| 0006652 | 6 | General | crash | resolved (user6) | 2014-07-12 | Unpausing after loading a save game causes crash | Save and exit game. Load file and unpause. |
| 0007147 | | Dwarf Mode -- Items | minor | resolved (user11) | 2014-07-12 | Stockpiled food teleporting | Have a food stockpile somewhat near constructed walls.
Build a wall.
Destroy said wall.
After the destruction, some items of the stockpile will teleport to the dwarf |
| 0006790 | 3 | Miscellaneous Crashes | crash | resolved (user11) | 2014-07-12 | Crash loading save | http://dffd.wimbli.com/file.php?id=8807
Load save. :) Will crash before getting into the game. |
| 0006661 | 5 | Miscellaneous Crashes | crash | resolved (user11) | 2014-07-12 | Crash when loading [Fortress Mode / Cultural Identities] | 'Continue playing' this save from the main menu. |
| 0006687 | 3 | Technical -- General | crash | resolved (user11) | 2014-07-12 | Game won't load saved world [Fortress Mode / Agreements] | Save and exit game. Relaunch and load existing map. |
| 0006624 | 4 | General | crash | resolved (user6) | 2014-07-12 | Crash on loading save file in Fortress mode (Track Information) | |
| 0006728 | 2 | Technical -- Saving/Loading | minor | resolved (user6) | 2014-07-12 | Crash on reload of saved Fortress | |
| 0006783 | 6 | Miscellaneous Crashes | crash | resolved (user11) | 2014-07-12 | Crash during load [Fortress Mode / Army Controllers] | load the fort |
| 0006824 | 3 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-07-12 | Crash on loading old save (child of 0006681?) | - Create a world, start in Fortress Mode, save.
- Create a new world, start in Fortress Mode, save.
- try to load the first Fortress results in crash |
| 0006738 | 3 | Dwarf Mode -- Reclaim | crash | acknowledged (user11) | 2014-07-12 | Crash on unpausing [Worldgen Reclaim] | Reclaim a site with dwarfs already in residence. |
| 0006629 | 2 | Miscellaneous Crashes | crash | resolved (user11) | 2014-07-12 | Game crashes on Load world [Fortress Mode / History] | See description |
| 0006858 | 1 | Miscellaneous Crashes | crash | resolved (user11) | 2014-07-12 | crash while "loading civilized populations..." | Start playing my region1 ->
Dwarf Fortress or Adventure Mode or Legends ->
crash after loading coin information right at loading civilized population |
| 0006606 | 1 | Dwarf Mode -- Abandonment of Fort | crash | resolved (user11) | 2014-07-12 | starting a new game in a world with a retired (not abandoned) fort causes a crash | 1. Embark onto a new world
2. Retire (don't abandon) the fortress
3. Try to start a new game on that world
4. Crash |
| 0006639 | 2 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user11) | 2014-07-12 | Dwarves won't stockpile wood | Try to make a stockpile for wood and see what happens :) |
| 0007142 | 1 | Adventure Mode -- AI | minor | resolved (user6) | 2014-07-12 | Traveling stranger does not stop after agreeing to join the party | I haven't been able to find myself in a similar circumstance again, but I suspect finding a person mid-travel and inviting the person to your party will yield similar results. |
| 0006536 | 2 | Adventure Mode -- General | crash | resolved (user6) | 2014-07-12 | Sudden huge lag then crash | |
| 0007141 | | Dwarf Mode -- Reclaim | minor | resolved (user6) | 2014-07-12 | Massive FPS Drop upon Unretiring Fortress | 1) Found Fort
2) Retire Fort
3) Reclaim Fort |
| 0007139 | | Technical -- Saving/Loading | crash | new | 2014-07-12 | Crash when loading fortress | Load the fortress in the zip:
http://www.fileswap.com/dl/VKrqwKf75R/ |
| 0007137 | | Dwarf Mode -- Interface, Unit Profiles | crash | resolved (user6) | 2014-07-12 | Crash related to the relationships screen | |
| 0007138 | 2 | Dwarf Mode -- Interface, Farm Plots | major | resolved (user6) | 2014-07-12 | Farm plots don't show seasonal crops. | 1. Create Farm Plot.
2. Open Farm Plot Menu
3. Check Seasonal crop availability
4. They are the same.
5. Wait for season to pass.
6. Check Seasonal crop availability
7. They are changed to this Season crops. |
| 0006767 | | Adventure Mode -- Travel | crash | resolved (user6) | 2014-07-12 | Fast Travel Near Settlements Causes Crashes | 1. Generate an adventurer
2. Fast Travel near a settlement of any sort
3. Wait for a crash window to hit |
| 0006633 | 2 | Dwarf Mode -- Environment | crash | resolved (user6) | 2014-07-12 | Floating point crash | Load save. Wait 10s. |
| 0006876 | 1 | Miscellaneous Crashes | major | resolved (user6) | 2014-07-12 | Hit escape, while i went to the kitchen, when i cam back and continued, the game crashed. | Hit escape, wait for a while then continue. |
| 0006693 | 1 | Adventure Mode -- Sleep | crash | resolved (user6) | 2014-07-12 | Crash when sleeping... after attacking people ? | 1. Get into a town.
2. Attack a bunch of random people. I guess having the some yellow "!" is the important part.
2,5. Get on top of a house (most likely unrelated to bug)
3. Go to sleep.
|
| 0006901 | 1 | Adventure Mode -- Sleep | crash | resolved (user6) | 2014-07-12 | Crash when sleeping on a river map tile | |
| 0006745 | | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2014-07-12 | When a tree is felled, there is no floor above a wall that was constructed under its crown | Build a wall directly under tree crown tiles. Fell the associated tree. |
| 0006796 | 3 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2014-07-12 | Floors not appearing on top of constructed walls | Built in caverns, may have some thing related to that. Just construct a wall out of blocks, in this case granite or marble. Does not occur all the time, only in random patches, some walls work fine, some don't |
| 0007134 | | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2014-07-12 | Stealing hospital supplies from caravan | |
| 0003561 | 4 | Adventure Mode -- Combat | minor | | 2014-07-12 | Wild animals become friendly/neutral when unconscious | Just try an aimed attack to it and look that the game shows a friendly unit warning message. |
| 0006086 | 4 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-07-12 | Last trader wagon is much slower than others, cannot trade | |
| 0007120 | 2 | Adventure Mode -- Combat | major | resolved (user6) | 2014-07-12 | Adventurer wounds heal overnight. | 1) Start an adventurer
2) Fall off a cliff and survive
3) Sleep |
| 0006923 | 1 | Adventure Mode -- Travel | crash | resolved (user6) | 2014-07-12 | game crashes while during travel. | i have yet to try, but i'm assuming that you just travel until night. |
| 0006875 | 1 | Adventure Mode -- General | crash | resolved (user6) | 2014-07-12 | Crash in adventure mode at a certain time - caused by world event? | Load the adventure mode savegame and let some time pass. Either by pressing the . key a few (0000024:0000020) times, moving a few squares, sleeping, waiting, using the travel map or probably anything else that takes time... |
| 0007101 | 3 | Adventure Mode -- Travel | crash | resolved (user6) | 2014-07-12 | Game crashes when travelling in fast travel. | |
| 0007095 | | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-07-12 | No floors over walls ( related to trees) | -Build a Wall under a tree.
-Chop down the tree.
-Go on Z level up to check the bug. |
| 0007076 | 1 | Adventure Mode -- Character Creation | crash | resolved (user6) | 2014-07-12 | Cannot run the game | |
| 0007124 | 1 | Technical -- General | crash | resolved (user6) | 2014-07-12 | Crash on startup | Open game and load the save. |
| 0007126 | 2 | Dwarf Mode -- Thoughts and Preferences | crash | resolved (user6) | 2014-07-12 | CTTD upon trying to open (r)elationship screen of a dwarf | 1: start fort
2: wait migrants to come
3: Check relationship of a dwarf
|
| 0007129 | 1 | Creatures | minor | resolved (user6) | 2014-07-12 | unseen bugbats message | I have not tried to reproduce it, but I've got 4 seperate messages so far |
| 0000661 | | Dwarf Mode -- Interface, Announcements | tweak | new | 2014-07-12 | Throwing a tantrum while asleep | Having a tantrum spiral while everyone is tired. |
| 0006192 | 1 | Legends Mode -- History Export | text | | 2014-07-12 | Text export calls all lair creatures outcasts | |
| 0007116 | 1 | Adventure Mode -- Environment | minor | new | 2014-07-12 | River at higher altitude interrupted by hillside resulting in ungenerated lake | |
| 0007114 | 1 | Dwarf Mode -- Reclaim | minor | new | 2014-07-12 | Inherited melting flag not shown/cleared correctly on reclaimed fort objects |
1. Bring lots of metal items to a new fort
2. Flag them up for melting
3. Abandon fort
4. Reclaim fort, collect up some of those items
5. Discover that they are not usable
6. Notice that d-f-m paints them red but no melt flag is shown on loo(k) view
7. Toggle melt twice on an object and it becomes usable again. |
| 0007006 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user11) | 2014-07-11 | Mason built into a wall by another mason | |
| 0006701 | 2 | World Generation -- General | crash | resolved (user6) | 2014-07-11 | When offloading units (post world gen), crash with undefined symbol: _ZN17file_compressorst15set_buffer_infoEPclS0_l | Create a new world, wait for finish (or press ESC after a few worldgen years pass), press enter to accept the generated world, wait for the "offloading units" counter to get to about 2000. Crash. |
| 0007082 | | Pathfinding | major | resolved (user6) | 2014-07-11 | Traders being suicidical | |
| 0000065 | 10 | Dwarf Mode -- Interface, Trade | minor | | 2014-07-11 | Mugs not a category in "Bring to trade depot" menu | 1. Produce some mugs.
2. Construct a trade depot.
3. Wait for caravan to arrive.
4. Open Bring to Trade Depot screen.
5. Mugs can only be found under the "all" category. |
| 0006751 | 1 | Adventure Mode -- Travel | tweak | new | 2014-07-11 | Exiting world map on top of a tree | Fast travel to various forest tiles, it'll happen eventually. |
| 0007104 | 2 | Adventure Mode -- Travel | minor | resolved (user11) | 2014-07-11 | Fast Travel Results landing on top of tree. | 1)Fast travel to different location away from tree top issue.
2)Fast travel back to location where tree top issue occurred, still an issue.
3)Fast travel to area near river and stop fast traveling, get pushed to tile where I am stuck on top of treetop.
4)Reload game. Repeat steps 1-3 with variation in where I get pushed.
I haven't managed to reproduce it in other worlds. |
| 0007093 | | Creatures | minor | resolved (user6) | 2014-07-11 | Flying creatures stuck in the skies, possibly causing massive FPS drops due to broken pathfinding | |
| 0007100 | 1 | Adventure Mode -- Movement | minor | resolved (user6) | 2014-07-11 | Thrips man keeps flying even though one of it's wings is destroyed | |
| 0007103 | 3 | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user6) | 2014-07-11 | Pig tail | |
| 0007097 | | Adventure Mode -- AI | minor | resolved (user6) | 2014-07-11 | Adventurer acting like he has crutch, even after dropping it. | |
| 0007105 | 1 | Adventure Mode -- Movement | minor | resolved (user6) | 2014-07-11 | Adventurers uses a crutch whenever they find one | |
| 0006654 | 4 | Adventure Mode -- Travel | minor | | 2014-07-11 | Indefinite hang fast-traveling from (or sleeping in) necromancer tower | * Wander up to a tower
* wander far enough away for [T]ravel to not say "get out of this site"
* Hit T - immediately unresponsive. |
| 0006866 | | Adventure Mode -- Travel | crash | resolved (user6) | 2014-07-11 | When moving toward hostile site in fast travel, there is often a crash. | |
| 0006965 | | Adventure Mode -- Movement | minor | new | 2014-07-11 | Standing/walking creatures w/ [FLIER] can only change flying speed in sneak menu while on ground. | Assume control of any creature with the [FLIER] token and attempt to change walking speed while on the ground. |
| 0007094 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user11) | 2014-07-11 | Disappearing Rock Nuts | Start a fortress. Bring rock nuts.
Plant and harvest quarry bushes from rock nuts.
Process plants to bag. |
| 0007080 | 2 | Adventure Mode -- Stealth | minor | new | 2014-07-11 | Game crashes when I move after stealth combat | load my save game
turn stealth off or leave on
move a couple of steps in any direction |
| 0007086 | 3 | Adventure Mode -- Inventory | minor | resolved (user1294) | 2014-07-11 | Sometimes cannot 'p'ut items into backback from hands, but can from ground. | Save file:
http://dffd.wimbli.com/file.php?id=8881
1. Hit p and try to put one of the rocks in my hands into the backpack. It claims there is no suitable container.
2. Hit g and pick up a rock from the ground. It goes into the backpack without any issues. |
| 0007091 | 1 | Legends Mode -- General | minor | resolved (user1294) | 2014-07-11 | "began wandering the wilds" spam in legends | 1.) Make an adventurer
2.) Adventure
3.) Check legends. |
| 0006696 | 7 | Adventure Mode -- Retirement | major | | 2014-07-11 | Unretiring adventurer causes character to be stuck inside rock | 1. Generate new world
2. Start new adventurer
3. Retire the adventurer
4. Unretire him
5. Stuck |
| 0007090 | 2 | Miscellaneous Crashes | crash | resolved (user11) | 2014-07-11 | Baby invasion and tab crash | load fort, press tab |
| 0006683 | 2 | Dwarf Mode -- Embark/Setup | minor | resolved (user11) | 2014-07-11 | Queen part of starting seven | |
| 0006877 | | Dwarf Mode -- Embark/Setup | minor | resolved (user11) | 2014-07-11 | Embarked on a new pocket world, one of my dwarves was the queen | Have yet to try to reproduce. |
| 0007052 | 3 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2014-07-11 | Architect turned into the queen | |
| 0006771 | 6 | Adventure Mode -- Conversation | crash | | 2014-07-11 | Asking the dwarves in a fortress about their trade partners causes the game to crash | Ask a dwarf in a random generated fortress who their trade partners are! |
| 0006555 | 7 | Adventure Mode -- Character Creation | crash | | 2014-07-11 | Crash on calendar screen while attempting to create new adventurer after previous adventurer gives in/dies | I tried to reproduce it but was not able to exactly replicate the scenario. I just ran out and gave in to starvation. It successfully created another adventurer after that. Possibly unrelated to my actions. |
| 0007087 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user11) | 2014-07-11 | Cancels train Stray Dog (War); animal not found | |
| 0007078 | 1 | Adventure Mode -- Conversation | crash | resolved (user11) | 2014-07-11 | Game crashes after asking elf goblin civilization members about trade routes and surrounding areas | Talk to elf goblin civilization member |
| 0006642 | 3 | Adventure Mode -- Retirement | minor | | 2014-07-11 | After un-retiring, adventurer is overcome by grief | Create an adventurer, kill a ton of people in your home town, become ruler of your home town through force, and take control of him/her again. |
| 0006792 | 2 | Adventure Mode -- Retirement | minor | | 2014-07-11 | Using a retired adventurer spawns a clone | Unknown. Retiring and restarting should work. |
| 0006812 | 1 | Adventure Mode -- Retirement | major | | 2014-07-11 | Adventure mode out of retirement adventurer break game | |
| 0006897 | 1 | Adventure Mode -- General | major | | 2014-07-11 | Adventurer constantly teleports between two locations on unretire. | 1: Make adventurer[Not tested with any race besides human.]
2: Move outside of the building you started at.
3: Retire your adventurer.
4: Unretire your adventurer.
5: Watch the toggling effect. |
| 0006864 | 2 | Miscellaneous Crashes | crash | resolved (user6) | 2014-07-11 | Segfault after unpausing saved game in Dwarf Mode | Continue dwarf mode game from
http://dffd.wimbli.com/file.php?id=8808
Then, unpause and wait a few seconds |
| 0006995 | 2 | Adventure Mode -- Character Creation | crash | | 2014-07-11 | Crash in adventure mode on dead world after trying to create 3rd adventurer | -Create world where only undead and goblins exist,
-Create a adv that spawns near a necro tower.
-get adv killed, and then get a second adv killed by tower.
-create third adv
-crash after choosing stats and name. |
| 0007077 | | General | minor | new | 2014-07-11 | Crash after Abandoning a Dwarf mode start | |
| 0007074 | | Adventure Mode -- Movement | minor | new | 2014-07-11 | Adventurers get prompts for grab reactions while unconscious | Open up the arena. Spawn a dwarf with a minecart just north of the grassy area.
Take control of the dwarf.
Drop the minecart. Ride the minecart, push it off toward south.
As you ride the minecart, keep pushing it south for each turn.
If you did it right, you'll hit the wall at a pretty high speed and get launched into the fortification.
Now you get grab prompts. Try to grab in any direction. Your dwarf is unskilled, he'll fail and go unconscious.
Done! Your unconscious dwarf is flying through the fortifications, getting grab prompts along the way. |
| 0007073 | | Adventure Mode -- Environment | minor | new | 2014-07-11 | Burnt grass regenerates too fast. | Put fire in grass, let it spread, wait or sleep in the local. |
| 0007072 | | Adventure Mode -- General | crash | resolved (user6) | 2014-07-11 | Crash on calendar when starting new adventurer | Load the save found in the zip at http://dffd.wimbli.com/file.php?id=8876 and try starting an adventurer. |
| 0001160 | 6 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2014-07-11 | Chitin is now useless? | |
| 0007070 | | Combat -- General | trivial | resolved (user6) | 2014-07-11 | Severing a head at the neck results in dropping a neck | Slice someone's head off at the neck. :D |
| 0007069 | | Dwarf Mode -- Environment | major | resolved (user6) | 2014-07-11 | causing cave-ins injures nearby dwarves (with magma?) | mine a 3 by 3 by 3 block and cause it to cave in with the dwarf cutting the last tile not standing on the falling tiles. |
| 0006786 | 3 | Miscellaneous Crashes | crash | resolved (user11) | 2014-07-11 | Crashes loading fortress [Fortress Mode / World Info] | 1: Load provided save
Expected outcome: save loads.
Observed outcome: progress indicators reach as far as "Loading world information", then Dwarf Fortress segfaults. |
| 0006609 | 7 | Technical -- General | crash | resolved (user6) | 2014-07-11 | Dwarf Mode frequently crashes shortly after loading a saved game | 1)Save game
2)Load game
3)Wait for crash
(sometimes steps 1 through 3 must be repeated but i have yet to find a fortress that i cannot reproduce this on) |
| 0006567 | 5 | General | crash | resolved (user11) | 2014-07-11 | Game crashes randomly during play, no identifiable trigger event | |
| 0006802 | 2 | Technical -- General | crash | resolved (user6) | 2014-07-11 | Crash occurrs 10 seconds after loading save | Load included save. Wait roughly 10 seconds. |
| 0006839 | 2 | Miscellaneous Crashes | crash | resolved (user11) | 2014-07-11 | Crash during load [Fortress Mode / Formations] | |
| 0006746 | 1 | Technical -- General | crash | resolved (user11) | 2014-07-11 | Game crashes whenever I load the save of my fortress | Just load the fortress and unpause. |
| 0006809 | 2 | Miscellaneous Crashes | crash | resolved (user6) | 2014-07-11 | Crash on unpause after loading [Fortress Mode / c0000094 Divide By Zero] | Load the save, unpause. |
| 0006881 | 3 | General | crash | resolved (user6) | 2014-07-11 | crash after fortress load | load the fort and let it run for a little bit |
| 0006760 | 2 | Dwarf Mode -- Idle Behavior | crash | resolved (user6) | 2014-07-11 | CTD -- After embark, crash within 3-5 seconds | http://dffd.wimbli.com/file.php?id=8776
Load the game, unpause, wait till the dwarves hit the embark site. |
| 0007065 | | Vegetation | minor | new | 2014-07-11 | Trees growing on rocky ground have no roots | 1. Find tree growing on rocky ground (mudstone, for example).
2. Dig beneath it.
Actual: No roots.
Expected: Roots. |
| 0007064 | 2 | Adventure Mode -- Sites | crash | resolved (user6) | 2014-07-11 | Starting adventurer in civ of only player fort crashes game | 1. Generate a pocket world with no dwarf civ.
2. Create a dwarf fortress.
3. Retire the fortress.
4. Create an adventurer of the new civilization. |
| 0003426 | 3 | Combat -- Wrestling | minor | | 2014-07-11 | Bare-hands strangulation results in bloodfest | Create two equal humanoids in Arena mode with no armor or weapons and base skills. Possess one, wrestle, grab throat (with whatever body part seems convenient), choke hold, strangle exactly one time. View other creature's status, especially the gashed open neck region and the steady flow of blood from it. |
| 0007050 | 1 | Adventure Mode -- Character Creation | crash | resolved (user6) | 2014-07-11 | Crash when creating adventurer | |
| 0007005 | 1 | Adventure Mode -- Retirement | crash | resolved (user6) | 2014-07-11 | Crash when starting adventurer. | |
| 0007004 | 1 | Adventure Mode -- Character Creation | minor | resolved (user6) | 2014-07-11 | Starting a game in Adventure mode causes it to crash. | -Open this game
-Start Adventure Mode |
| 0007035 | 1 | Creatures | text | resolved (user6) | 2014-07-11 | Demons shout that they're horrified of death while killing everyone | In Fortress mode reach HFS and read battle log. |
| 0007057 | 1 | Adventure Mode -- Display | minor | resolved (user6) | 2014-07-11 | Lion recruit | get ambushed by a lion while fast travelling |
| 0007028 | | Creatures | trivial | resolved (user6) | 2014-07-11 | Keas will steal items and not leave the embark site. | Have a kea steal an item, perhaps. |
| 0007018 | 2 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-07-11 | CTD on "accept" in world gen | I put the parameters under additional informations |
| 0006806 | 4 | Technical -- General | minor | resolved (user6) | 2014-07-11 | Crash after creating the world | 1. Launch game in PRINT_MODE: TEXT (unsure if relevant)
2. Create new world! World size: medium, History: medium, number of civilizations: medium, number of sites: medium, number of beasts: medium, natural savagery: medium, mineral occurence: Frequent
3. Accept the world
4. terminate called after throwing an instance of 'std::length_error'
what(): vector::_M_fill_insert
Aborted
|
| 0007054 | | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user6) | 2014-07-11 | changeing between seasons on Farmplot | |
| 0007038 | | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2014-07-11 | Wood instruments dont appear in craftsdwarf workshop | |
| 0002931 | 3 | Dwarf Mode -- Diplomacy | minor | resolved (user11) | 2014-07-11 | New (additional) liaison every year | |
| 0002892 | 12 | Dwarf Mode -- Trade | minor | | 2014-07-11 | Different liaison every year | |
| 0007037 | 1 | Combat -- General | minor | resolved (user1294) | 2014-07-11 | Creatures can fly with a mangled wing | |
| 0007049 | | Adventure Mode -- General | tweak | new | 2014-07-11 | Dwarf and Elf adventurers leave Human-sized footprints | Start adventure as a Dwarf or Elf, walk a few steps, K to check your tracks. |
| 0002854 | 2 | Adventure Mode -- Conversation | minor | | 2014-07-11 | Duty-bound drunks: "I'm sorry. My duty is here." | Ask a drunk to follow you |
| 0003268 | 3 | Adventure Mode -- Stealth | tweak | | 2014-07-11 | Items thrown while hiding will never hit. | Create an adventurer with some skill in Ambushing and Throwing, obtain a throwable item, go into the wilderness, hide, get close to an animal which is standing up, and throw the object in the square the animal is occupying. |
| 0005247 | 9 | Adventure Mode -- Combat | minor | | 2014-07-11 | Can't shoot prone targets while sneaking | Shoot at a prone/on ground creature |
| 0007044 | | Technical -- General | minor | new | 2014-07-11 | Launch failed with some errors (libstdc++, glibc and gtk2-oxygen) | start the game
/.df |
| 0007042 | 1 | World Generation -- Constructions | feature | resolved (user1294) | 2014-07-11 | Huge amounts of necromancer towers | |
| 0007039 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user1294) | 2014-07-11 | Animal Trainer cannot find animal to train. | z > Animals tab.
Select war or hunting enabled animal.
Do not specifically select trainer but keep the default Any Trainer enabled.
Error announcement should commence.
To verify, go back to z > Animals and select a specific trainer. Trainer should now find the animal, complete training as expected. |
| 0007036 | 1 | Adventure Mode -- Retirement | major | resolved (user1294) | 2014-07-11 | Adventurer was duplicated was duplicated after unretiring | I assume that the cause was that I was lady of both a cave and a hamlet, especially since the npc part seemed to prioritize going to the one of the places I was lady while I was in the other place, but CTD has been preventing me from proving this. |
| 0007024 | 2 | Adventure Mode -- Inventory | minor | resolved (user11) | 2014-07-11 | Sentients' meat cannot be dropped and picked back up. | 1) Kill a sentient
2) Butcher body with sharp object
3) Pick up meat
4) Drop it somewhere
5) Feel an instant twinge of regret for being so wasteful |
| 0007030 | 3 | Dwarf Mode -- Pets | minor | resolved (user11) | 2014-07-11 | Cats are legendary climbers | Have cats anywhere and check their skills. |
| 0007025 | | Civilizations/Entities -- Populations | major | new | 2014-07-10 | Kobold civilizations have low life expectency | World generation |
| 0007026 | | Adventure Mode -- Town | minor | resolved (user6) | 2014-07-10 | Bogeymen appearing in dwarf hillock at night | |
| 0006685 | 1 | Adventure Mode -- AI | minor | new | 2014-07-10 | Companions are getting robbed while the player just watches. | Gather a companion(s). Head to a place where robberies tend to happen. Companion MAY get mugged. |
| 0007021 | | Adventure Mode -- AI | text | resolved (user6) | 2014-07-10 | Enemies speak to you like you're friendly | Get ambushed, and shout out. They will speak to you as if you're a friendly. |
| 0007019 | | Adventure Mode -- Environment | tweak | resolved (user6) | 2014-07-10 | Bodies improperly described as being "in a pile of vomit". | 1) Kill someone/make them bleed without making them nauseous.
2) Look at the tile they are in. |
| 0006620 | 2 | Title Screen | minor | resolved (user6) | 2014-07-10 | Intro scene broken when resizing window | Start DF, resize window |
| 0007016 | 1 | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-07-10 | Possible conversational incoherance regarding a brawl. | |
| 0007017 | | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-07-10 | Floor Tiles not reflecting the tile dug out. | Have not reproduced yet. |
| 0007012 | 2 | Combat -- General | major | new | 2014-07-10 | Armor practically ignored by stronger blunt attacks | Use blunt attacks against armored targets, compare with non-blunt attacks. |
| 0007010 | 1 | Cave-ins | minor | resolved (user6) | 2014-07-10 | Cave-in not occurring when I'm pretty sure it should | |
| 0006895 | 2 | Adventure Mode -- Conversation | minor | new | 2014-07-10 | Unable to begin regular conversation with shouting target | 1. Find a person
2. Begin shouting
3. Attempt to talk normally to the person you're shouting to. |
| 0006205 | 3 | Dwarf Mode -- Invasions | minor | new | 2014-07-10 | When siege tries to spawn in a 1x1 wide patch of land, siegers spawn sequentially. | 1) Embark on a heavily forested area with a freshwater lake or non-passable stream.
2) Play for a very, very long time until a siege happens to spawn in a single blocked-off tile, that is, one with no valid movement options in the 8 surrounding tiles. |
| 0007008 | | Adventure Mode -- General | minor | new | 2014-07-10 | Becoming a vampire does not double your stats | Start an adventurer and track down a vampire (legends .xml dump helps with this - also, they tend to become law-givers or otherwise gravitate towards positions of authority) then drink some of their blood. You will become a vampire but none of your stats will be doubled. |
| 0007007 | | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-07-10 | Grasshoper men's name doesn't exist | |
| 0006999 | 1 | Technical -- General | major | resolved (user6) | 2014-07-10 | LOW FPS | Constant |
| 0006998 | | Adventure Mode -- Travel | minor | resolved (user6) | 2014-07-10 | Can't travel through dark pits. | |
| 0007003 | 1 | Typos/Grammar | text | new | 2014-07-10 | This person is one of the hearthperson | |
| 0006990 | 4 | Adventure Mode -- General | crash | resolved (user6) | 2014-07-10 | game crashes on calendar. | it seems to be starting up adventure mode when you've retired a previous adventurer. |
| 0006991 | 1 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-10 | Crash when asking about trade partners | Ask anyone about the site's trade partners and the game crashes. |
| 0006993 | | Combat -- General | minor | new | 2014-07-10 | Naked creature trains 'Armor User' while being beaten | |
| 0006988 | | Adventure Mode -- AI | minor | new | 2014-07-10 | hearthpeople are disobedient and confused. | ask a non companion hearthperson to join you in an insurrection. |
| 0006668 | 2 | Dwarf Mode -- Jobs, Cooking and Food | major | resolved (user6) | 2014-07-10 | Dwarves are not harvesting plants from fields | 1. Setup new farm plot
2. Assign plump helmets.
3. Wait for crops to grow. |
| 0006487 | 1 | Adventure Mode -- General | crash | resolved (user1294) | 2014-07-10 | game crashes in adventure mode | fast travel or slow travel to a quest area (in this case a bandit camp in the NE) and the game crashes. |
| 0006468 | 1 | Dwarf Mode -- Interface, Military Screen | crash | resolved (user11) | 2014-07-10 | e in military screen crashes | 1. m
2. select an active squad
3. move selection right to select a dorf to replace someone from the squad (→ →)
4. e
5. ???
6. happy easter |
| 0002570 | 12 | Dwarf Mode -- Nobles | minor | acknowledged (user11) | 2014-07-10 | Baroness is elected as mayor | |
| 0003436 | 1 | Legends Mode -- Historical Figures | crash | resolved (user11) | 2014-07-10 | Legends crashes after scrolling a certain number of pages | Generate a world with more than 10000 historical figures. Scroll through the list. Somewhere on the titans list it locks up. |
| 0003273 | 2 | Dwarf Mode -- Jobs, Military | minor | resolved (user11) | 2014-07-10 | Axedwarf mislabled | |
| 0006515 | 5 | Dwarf Mode -- Economics | minor | resolved (user6) | 2014-07-10 | Elf Merchants walk back and forth from depot after trading | |
| 0006499 | 2 | Miscellaneous Crashes | crash | resolved (user6) | 2014-07-10 | DF crashes at a random moment soon after continuing the game | 1. Load the game
2. Wait 5-30 days
3. Crash |
| 0006880 | 1 | Dwarf Mode -- Buildings, General | minor | new | 2014-07-10 | Can collect sand from under constructed floors. | -Build floors over sand.
-Designate a zone over it.
-Select it as a zone to gather sand from.
-That's it. |
| 0006986 | | Dwarf Mode -- Immigration | minor | resolved (user6) | 2014-07-10 | Migrants arriving as "Hostile" | |
| 0006984 | | Adventure Mode -- Conversation | minor | resolved (user11) | 2014-07-10 | Game crashes when i ask people in the fort "Ask about this sites neighbors and trade partners" | Go to any dwarven fort and ask someone about neighbours and trade partners. |
| 0006982 | 1 | World Generation -- Wars | minor | resolved (user11) | 2014-07-10 | Invasions are always successful | 1. Generate a world
2. Either watch as goblins take over the world or go into legends mode and make a futile attempt to find failed invasions mentioned |
| 0006983 | | Dwarf Mode -- Interface, Announcements | minor | new | 2014-07-10 | No announcement when miners stop mining due to encountering semi-molten rock | |
| 0006859 | 1 | Adventure Mode -- Sites | major | resolved (user11) | 2014-07-10 | Crash when traveling from necromancer towers | Simply visit a necromancer tower and try to travel, the game will freeze. You have to be inside the site for this to happen, if you leave the site the bug will no longer occur. |
| 0006894 | | Adventure Mode -- Travel | crash | resolved (user11) | 2014-07-10 | Game hangs when trying to fast travel from tower, or from sleeping | Have tried several times with the same results. |
| 0006675 | 3 | Dwarf Mode -- Jobs, Building Construction and Destruction | feature | resolved (user6) | 2014-07-10 | Wood choppers cut from tops of trees | 1. Designate a area of trees to be chopped that includes a section of the tree that isn't the base
2. Wait for wood cutter to chop tree down
3. Watch as the wood cutter experiences great amounts of !!FUN!! |
| 0006978 | 1 | Adventure Mode -- Movement | minor | resolved (user6) | 2014-07-10 | Birds with pulped wings can still fly | Pulp some wings, wait for their owners to fly away. |
| 0006979 | 2 | World Generation -- Parameters | crash | resolved (user6) | 2014-07-10 | Game locks when generating medium/large worlds with 2 complete edge oceans | Edit any of the medium/large worlds (or make a custom world with each side 129 or bigger) to have 2 complete edge oceans and try to world gen. |
| 0006980 | | Adventure Mode -- Combat | minor | resolved (user6) | 2014-07-10 | Item duplication | Grab a piece of equipment with your 2 hands them jump away |
| 0006981 | | Adventure Mode -- Sites | major | resolved (user6) | 2014-07-10 | Disconnected Dwarf Sites | Unknown - I will upload a save once back at my home machine. |
| 0006974 | 1 | Adventure Mode -- General | crash | resolved (user6) | 2014-07-10 | game crashes while waiting. | i am unable to reproduce this crash. |
| 0006973 | 1 | Adventure Mode -- AI | minor | new | 2014-07-10 | People do not react when you light fires underneath them. | 1) Find a dwarf, elf, human, or whatever.
2) Make sure they are standing on a plant which you can ignite
3) Ignite the plant - you may also wish to make camp fires around them, or put up something that impedes movement. Not that they will actually try to move on account of the fire.
4) Wait around for a bit.
5) Take joy in the screams of grief and horror. |
| 0006971 | 1 | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-07-10 | Dwarven king doesn't care about ruler of site | |
| 0006969 | | Adventure Mode -- AI | minor | resolved (user11) | 2014-07-10 | traveling people accept companionship and then continue their journey. | i will add notes when i've tried it again. |
| 0006967 | 1 | Technical -- Saving/Loading | trivial | resolved (user6) | 2014-07-10 | Text is not centered | 1) Set autosave to SEASONAL.
2) Start playing.
3) Resize window via maximize button.
4) Wait for autosave to happen. |
| 0006964 | 2 | Adventure Mode -- General | minor | resolved (user6) | 2014-07-10 | Dwarf adventurer starts out in middle of fortress, not near it's entrance | |
| 0006968 | | Adventure Mode -- Sites | minor | new | 2014-07-10 | Malformed bedroom in pre-gen'd fortress | |
| 0006963 | 2 | Adventure Mode -- Character Creation | minor | assigned (user6) | 2014-07-10 | Apparently many times I start in a Fortress that is also a tower. | Start in Adv Mode as a dwarf. If you do this a few times and ask around you may find out that you are in a tower. |
| 0006817 | | Typos/Grammar | text | | 2014-07-10 | "Behold, mortal. I am a diving being." | 1. In adventure mode, wait for someone to talk to you.
2. Press <k> and select that person.
3. Choose "Reply to greeting (impersonation)". |
| 0006962 | 1 | Items | minor | resolved (user6) | 2014-07-10 | Able to take dwarf owned items off the ground in Adv mode. | Start a game as a dwarf and take items in other dwarves rooms. |
| 0001134 | 3 | Dwarf Mode -- Environment | minor | new | 2014-07-10 | Fires don't spread to trees/shrubs and don't do enough damage | |
| 0002327 | 25 | Combat -- General | major | | 2014-07-10 | Blunt weapons extremely ineffective, extended single combat with groundhog | Send a hammerer after a small and insignificant creature. Watch him flail at it for pages and pages of combat.
Or send hammerdwarves after a goblin thief. Watch them bat ineffectively at it. |
| 0004041 | | Dwarf Mode -- Environment | minor | new | 2014-07-10 | Grass near magma does not ignite | 1. Apply magma to grass. |
| 0006961 | | Adventure Mode -- Trade | minor | new | 2014-07-10 | Able to trade for military dwarves weapons that they are using. | Start a game, be a dwarf. Have enough items to trade for their weapon. Trade for it. |
| 0006959 | 1 | General | major | resolved (user6) | 2014-07-10 | Game runs one cpu core at maximum load, even when in Pause mode | Pause a game, watch htop/gkrellm/top/whatever you use to view your cpu load |
| 0006957 | | Adventure Mode -- Buildings | minor | new | 2014-07-10 | Abandoned fortresses contain no treasure | Look for treasure in uninhabited/abandoned sites. Try inhabited keeps and temples too. |
| 0006956 | | Adventure Mode -- Character Creation | crash | resolved (user6) | 2014-07-10 | Game Freezes on calendar screen when trying to create an adventurer. | |
| 0006669 | 2 | Adventure Mode -- Movement | minor | | 2014-07-10 | Game freezes on entering ocean. | Go to sea, try to swim. |
| 0006569 | 4 | Adventure Mode -- Conversation | crash | | 2014-07-10 | Crash when asking about the location/position of forces | |
| 0006659 | 1 | Dwarf Mode -- Jobs, Cooking and Food | minor | | 2014-07-10 | Quarry Bush Leaves not cookable | |
| 0006953 | | Adventure Mode -- Movement | trivial | new | 2014-07-10 | Jumping doesn't leave tracks. | |
| 0006952 | | Adventure Mode -- Display | minor | new | 2014-07-10 | "Strongest odors" in tracking window in fast travel cuts off top line of compass rose | Fast travel
Display tracking information
Stand with at least one direction impossible to move. |
| 0006902 | 2 | Dwarf Mode -- Interface, Building Construction | crash | assigned (user6) | 2014-07-10 | sturgeon and bugbats cause irregular crashes when pressing Build key | Usually occurs when pressing the Build key in Fortress Mode after a while, but is an inconsistent issue. Can happen both when paused and unpaused. |
| 0006950 | | Adventure Mode -- Combat | minor | new | 2014-07-10 | After waking up from unconsciousness, people revert to peaceful | Just knock someone uncounsious and wait for him to wake up. Seems to doesn't work in arena. |
| 0006937 | | Adventure Mode -- AI | minor | resolved (user6) | 2014-07-10 | Companions run away after joining you | Recruit someone as a companion. |
| 0006928 | 3 | Adventure Mode -- Environment | minor | resolved (user6) | 2014-07-10 | Undead die when being encased in ice | Be a vampire and go into water and wait for it to freeze. |
| 0006931 | 2 | Adventure Mode -- Movement | minor | resolved (user6) | 2014-07-10 | Game hangs when swimming | It keeps happening. |
| 0006944 | 1 | Adventure Mode -- AI | minor | resolved (user6) | 2014-07-10 | Asking traveling people in armies to join you doesn't stop them | 1. Ask a person who is currently travelling together with an army to join you.
2. Person(should)accept.
3. Person continues on their journey.
|
| 0006946 | | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-10 | Crash when asking about my own group | Don't know if you can reproduce it. |
| 0006947 | | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user6) | 2014-07-10 | Dwarfs try and fail to construct in tiles occupied by branches | Order an up/down stair through a tree. |
| 0006943 | 1 | Adventure Mode -- AI | minor | resolved (user11) | 2014-07-10 | Found a Giant Lion Recruit in the woods | |
| 0006925 | | Dwarf Mode -- Jobs, Designations | minor | resolved (user11) | 2014-07-10 | All mined out stone constructions are made of one kind of stone | 1. Mine a few types of stone
2. Look at the tile you just mined
3. Note that the material of whatever was mined out is all the same and not what it should be |
| 0006929 | 1 | Adventure Mode -- AI | major | resolved (user11) | 2014-07-10 | Necromancer killed by undead in their own tower | |
| 0006833 | 4 | Dwarf Mode -- Interface, Manager | minor | resolved (user11) | 2014-07-10 | Manager's work order screen missing "Validated" column | Name a manager, assign a chair, schedule jobs. |
| 0006936 | 1 | Adventure Mode -- Town | major | resolved (user11) | 2014-07-10 | Staying in a house for the night still yeilds boogymen | Enter a dwarven hillocks,
ask to stay for the night in one of the outer houses of the town ( inner houses MAY still do this ),
finally sleep till dawn,
if the bug happens you will likely be dead before the stunned period of waking up is over. |
| 0006935 | | Dwarf Mode -- Combat | major | new | 2014-07-10 | Random occurances of creatures being horrified | Start a fort, chop down a lot of trees, wait for the elves. |
| 0006730 | 2 | Adventure Mode -- Combat | minor | new | 2014-07-10 | Wrestling action requires additional unprompted keypress | As an adventurer, use the advanced attack menu when adjacent to a target and select the wrestle option. After selecting any attack sequence, nothing will happen. Pressing the Enter key will cause the attack to take place. Pressing the advanced attack key again (before pressing Enter) will allow a different attack to be chosen and the first wrestle will be 'forgotten' |
| 0006917 | 1 | Cave-ins | minor | resolved (user6) | 2014-07-09 | Large cave-ins create "unusable downward slope" in open space tiles. | 1) Embark on a mountain
2) Cause a cave-in |
| 0006914 | 1 | Dwarf Mode -- Trade | minor | resolved (user11) | 2014-07-09 | Gems unaccessable after recieving from trade | 1. Build depot
2. Have Gem stockpile built
3. Buy gems from trader
|
| 0006885 | 3 | Adventure Mode -- General | crash | resolved (user6) | 2014-07-09 | game crashes while loading world. | i dont really know. |
| 0006918 | 1 | Adventure Mode -- Movement | major | resolved (user6) | 2014-07-09 | Game freezes when going down ramps in the ocean | Go down a ramp in the ocean |
| 0006922 | | Adventure Mode -- Movement | minor | new | 2014-07-09 | Carrying capacity incorrect after transforming and then returning to normal | 1. Spawn a creature in the arena with a container (I used a steel pot) and a large number of heavy items (I used 12 iron warhammers)
2. Assume control of the creature and place the heavy items inside the container until the creature's speed begins to slow down. Put down the container to return the speed to normal.
3. Consume the syndrome-causing drink and wait for the creature to transform, then return to it's original form.
4. Pick up the container again, and note that the speed reduction is much greater than it originally was. |
| 0006919 | 1 | Adventure Mode -- AI | major | resolved (user6) | 2014-07-09 | AI controlled creatures do not react to being sneak attacked. | Easy way:
1.) Open up the arena
2.) Spawn in 2 humans
3.) Control one, sneak, attack the other one
Hard way:
1.) Roll up a new adventurer (preferrably with ambusher)
2.) Find a suitable target
3.) Sneak, attack, repeat |
| 0006912 | 3 | Dwarf Mode -- Embark/Setup | major | resolved (user6) | 2014-07-09 | Embark without wagon. | 1) Create world
2) Embark in a mountainous area |
| 0006911 | 1 | Adventure Mode -- General | crash | resolved (user6) | 2014-07-09 | Game Crashes during calendar screen for adventure mode | |
| 0006910 | 1 | Dwarf Mode -- Embark/Setup | crash | new | 2014-07-09 | Crash when embarking on dwarven 'camp' | 1) Choose fortress mode
2) Make 'The Matched Pages' your active civilization [to easier find the camp]
3) Move embark rectangle over the encampment
4) Use any preparations and embark
5) Crash on attempting to advance |
| 0006909 | | Pathfinding | major | resolved (user6) | 2014-07-09 | Fortressmode pathing in the woods, it's raining dwarves | embark in the woods, cut down some trees, wait. |
| 0006883 | | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2014-07-09 | Dwarves falling randomly on the map surface | Embark on a new area and observe. |
| 0006525 | 2 | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-07-09 | Attempting to greet your god crashes the game | Start a new conversation with your god
Greet listener |
| 0006906 | 9 | Dwarf Mode -- Jobs, Eating/Drinking | major | resolved (user6) | 2014-07-09 | Anorexic Characters Always Die | Don't eat. Wait. |
| 0006711 | | Legends Mode -- Historical Figures | text | new | 2014-07-09 | All Entity Squad Links are the same in legends mode | Generate a large world, 100 year limit.
Export XML
Find a historical figure with an entity_squad_link item.
Regardless of the position listed there they will show in legends as "lieutenant" and the start_year in xml and in legends will match 100. |
| 0006899 | 1 | Technical -- Input/Keybinding/Macros | text | resolved (user6) | 2014-07-09 | Modifier keys don't process correctly in text mode | |
| 0006907 | 1 | Adventure Mode -- Movement | minor | resolved (user6) | 2014-07-09 | Adventurer descending into water causes game to stop responding | |
| 0006905 | | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2014-07-09 | quarry bush leaves not in kitchen list | |
| 0002914 | 6 | Adventure Mode -- Stealth | minor | resolved (user6) | 2014-07-09 | Sometimes attacking creatures while sneaking will not break you out of sneak mode | |
| 0006884 | 2 | Combat -- Stuck-ins | major | new | 2014-07-09 | Weapons lodged/stuck in wounds are never pulled out. | 1) Start up Arena mode
2) Spawn two humans, one with a sword
3) Assume control and force one with the sword to stab the other so that the sword sticks in the wound
4) Release control, and watch as they punch the other human repeatedly rather than pull the sword out |
| 0005161 | 7 | World Generation -- General | crash | | 2014-07-09 | Game crashed during world generation | Generate a world using these settings:
Size: Medium
History: Long
Civs: Medium
Sites: High
Beasts: High
Savagery: Medium
Minerals: Sparse |
| 0005048 | 26 | Adventure Mode -- Conversation | crash | | 2014-07-09 | Crash when greeting/talking to villager (access violation) | Load game. Open door. Greet Lar Thilikamca, the great game crasher. I hate Lar. |
| 0005053 | 20 | World Generation -- General | crash | resolved (user6) | 2014-07-09 | Crash at the end of worldgen | Seems to happen all the time. |
| 0006892 | 3 | Combat -- General | tweak | resolved (user6) | 2014-07-09 | Bone pain vs all other pain | Break a bone |
| 0006887 | | Dwarf Mode -- Embark/Setup | crash | new | 2014-07-09 | Crash on unpause in evil region | Unpause the game.
Embark is on the river in the part of the evil area in the northeast that has no saltwater. |
| 0006886 | 1 | Adventure Mode -- Retirement | major | resolved (user11) | 2014-07-09 | Charachter bugs and crashes when un-retiring | retire and un-retire a adventure, something similar should happen |
| 0006879 | 2 | General | crash | resolved (user11) | 2014-07-09 | Tileset does not load | load game |
| 0006793 | 3 | Adventure Mode -- Travel | crash | new | 2014-07-09 | Game randomly crashes when exploring cavern roads | Wander around the underground roads for a while. eventually the game will crash randomly. |
| 0006855 | | Adventure Mode -- Conversation | minor | resolved (user11) | 2014-07-09 | asking the whereabouts of myself | get involved in an incident, bring it up in a conversation. |
| 0006873 | | Dwarf Mode -- Military | major | new | 2014-07-09 | army goes over-exerted and and then unconscious | send people to fight, it should happen pretty quickly |
| 0006538 | 3 | Adventure Mode -- Combat | crash | | 2014-07-09 | Crashed while blocking in arena mode | |
| 0006865 | | Dwarf Mode -- Jobs, General | major | resolved (user11) | 2014-07-09 | Trader will not go to depot | Assign a trader.
Set 'trader requested at depot'
Set 'only broker may trade'
Wait. |
| 0006863 | 2 | Combat -- General | crash | resolved (user11) | 2014-07-09 | Crash when blocking with shield | |
| 0006861 | 1 | Typos/Grammar | minor | resolved (user1294) | 2014-07-09 | When greeting (impersonation), you can claim to be a "diving" being | |
| 0006857 | 1 | Adventure Mode -- Conversation | crash | resolved (user1294) | 2014-07-09 | Asked an elf bowman about the Civ's neighbor's and trade, game crashed | |
| 0006653 | 2 | Adventure Mode -- General | tweak | | 2014-07-09 | Displaying tracks is bound to k instead of K | Press capital K, nothing happens.
Check the key bindings, Display Tracks is bound to k. |
| 0006845 | 1 | Dwarf Mode -- Thoughts and Preferences | major | new | 2014-07-09 | Dwarves use weapons while tantruming, with lethal results | |
| 0006850 | | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-09 | Talking to diety causes segfault | Greet a known deity. |
| 0006851 | 1 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-09 | Shouting to everybody may crash the game | |
| 0005511 | 5 | Undeath | minor | | 2014-07-09 | Undead/zombies/reanimated survive magma and fire indefinitely | Set an undead creature on fire |
| 0006846 | | Adventure Mode -- AI | minor | resolved (user6) | 2014-07-09 | Citizens will iqnore a called out Vampire | |
| 0006844 | | General | crash | new | 2014-07-09 | Fort crashes like clockwork every 8th of Malachite | |
| 0006823 | 2 | Dwarf Mode -- Interface, Stockpiles | text | resolved (user1294) | 2014-07-09 | In Custom Stockpile Settings, plants appear twice or thrice. | Customize a stockpile (p > t), select Food > Plants and note the duplicates. |
| 0006830 | 1 | Adventure Mode -- Travel | crash | new | 2014-07-09 | Crash on loading chunk | Could not reproduce due to other crashes occur before this one. |
| 0006834 | 1 | Dwarf Mode -- Jobs, Animal Handling | major | resolved (user11) | 2014-07-09 | Cannot train any animals (war dog, semi-wild animal) | Embark with stray dog, draw training zone, train war.
Tame animal in cage trap, assing trainer, free from cage, wait. |
| 0006825 | 2 | Technical -- Saving/Loading | crash | resolved (user11) | 2014-07-09 | Game Crashes when selecting continue playing | |
| 0003409 | 10 | Map Features | minor | | 2014-07-09 | Goblin and dwarf sites often not showing on map | |
| 0006831 | | Cave-ins | minor | new | 2014-07-09 | Trees spawned in mid-air create a blob of red sand on the floor. | Go to arena mode, place a tree in mid-air over any surface. Unpause and observe. |
| 0006832 | | Vegetation | minor | resolved (user6) | 2014-07-09 | Trees and tree roots disappear when roots are mined or channeled into. | Command a miner to dig into tree roots, or channel into them from above. |
| 0006622 | 2 | Adventure Mode -- AI | minor | new | 2014-07-09 | Necromancer paths straight out of Tower | I didn't do anything except appear at the tower. |
| 0006828 | | Adventure Mode -- Environment | minor | resolved (user6) | 2014-07-09 | Random message something has collapsed on the surface pauses the game | Random |
| 0006797 | 1 | Adventure Mode -- Movement | major | resolved (user6) | 2014-07-09 | stuck while trying to swim in the sea | Go to the sea shore, swim out of shallows to where the water gets deeper. |
| 0006821 | | Adventure Mode -- Movement | minor | resolved (user6) | 2014-07-09 | Swimming over ramp takes literally forever | Swim in the ocean, far enough that there will be a drop so that the ocean is two z-levels high. Wait. |
| 0006718 | 1 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2014-07-09 | New dwarves take impact damage on arrival. One died. | |
| 0006788 | | Adventure Mode -- Combat | minor | resolved (user6) | 2014-07-09 | hostile creatures are considered friendly. | this ones pretty self explanatory. |
| 0006805 | | General | text | new | 2014-07-09 | When looking at someone, status effects overrides coatings | In arena mode, spawn two creatures, take control of one of them and attack the other until it gets coated in blood and on the ground. Then, look at it. |
| 0006803 | | Adventure Mode -- AI | minor | resolved (user6) | 2014-07-09 | Vampires avoid conflict | 1. Get a quest to kill a vampire.
2. Find where the vampire is supposed to be.
3. Observe movements before accusing (possibly detecting cavern creatures?)
4. Accuse and they will run away and likely end up climbing house walls. |
| 0006820 | 1 | Adventure Mode -- AI | minor | resolved (user6) | 2014-07-09 | AI is a little easy to scare... | |
| 0006818 | 1 | Adventure Mode -- Conversation | minor | resolved (user1294) | 2014-07-09 | Crash when greeting Deity | |
| 0006795 | 2 | Dwarf Mode -- Embark/Setup | feature | resolved (user1294) | 2014-07-09 | Search for saltwater in site finder | |
| 0006814 | 1 | Adventure Mode -- Town | minor | resolved (user1294) | 2014-07-09 | Bogeyman attack when sleeping in a Dwarven Hillock | Sleep in a hillock |
| 0006813 | 2 | Dwarf Mode -- Immigration | minor | resolved (user1294) | 2014-07-09 | Babies appearing in Units - Other | |
| 0006811 | | Adventure Mode -- Environment | minor | new | 2014-07-09 | Dismembering or killing over snow removes snow | Fight over a snowy ground, presumably non-mountain.
|
| 0006777 | 1 | Dwarf Mode -- Embark/Setup | feature | resolved (user6) | 2014-07-08 | Show progress bar between approving embark and regaining control | |
| 0006785 | | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-08 | When asking about troop positions as town ruler, game crashes | Ask the swordsman in the provided save about the ruler, and ask about their troop positions. The game crashes.
http://dffd.wimbli.com/file.php?id=8780 |
| 0006781 | 1 | Adventure Mode -- AI | trivial | resolved (user6) | 2014-07-08 | AI thinks injuring them is "inevitable" | 1. Sneak
2. Find someone sleeping
3. Cut off their foot/hand/anything
4. Wait till they wake up
5. Confess |
| 0006778 | | Sites | minor | new | 2014-07-08 | Random above ground cave-in at elven tree market | |
| 0006775 | | Adventure Mode -- Environment | trivial | new | 2014-07-08 | Clay and sand aren't stored in Inventory while empty-handed. | 1. Start Adventure Mode.
2. Go to a clay/sand patch near your starting position.
3. Sheath weapons.
4. [G]et sand or clay. |
| 0006773 | 1 | Dwarf Mode -- Embark/Setup | tweak | new | 2014-07-08 | Music on embark screen only turns on when viewing/customizing dwarfs | 1. Start a new dwarf fortress game.
2. prepare for the journey carefully.
3. press [c] or [v] when viewing your dwarfs in the embark screen, and music will turn on.
4. Press [ESC] and the music will turn off. |
| 0006768 | | Adventure Mode -- Travel | crash | new | 2014-07-08 | Crash while fast traveling away from castle mound | |
| 0006739 | 4 | General | crash | | 2014-07-08 | Tileset not found | Download
Extract
./df |
| 0006765 | | Technical -- Input/Keybinding/Macros | major | new | 2014-07-08 | Adventure Mode - Cannot Exit Stat Screen | Possible, reproduction unsuccessful so far:
1. Press Ctrl + u
2. Press z
3. Alt + Tab
4. Return to Dwarf Fortress
5. Stuck in stat screen |
| 0006742 | 2 | Dwarf Mode -- Interface, Text | text | resolved (user6) | 2014-07-08 | Text gaps in thoughts | |
| 0006698 | 2 | Arena | minor | resolved (user6) | 2014-07-08 | Cannot "unassume" control of creature after death in Arena | 1: Assume control of creature in Object Testing Arena
2: Die |
| 0006759 | | World Generation -- General | crash | new | 2014-07-08 | Updating history crashes after retiring fortress | |
| 0006755 | | Technical -- General | minor | resolved (user6) | 2014-07-08 | extremely long "world updating" times | |
| 0006753 | 1 | Adventure Mode -- Buildings | minor | resolved (user6) | 2014-07-08 | Some Dwarven Hillocks are completely underground! | Start out adventure mode as a dwarf and it happens sometimes |
| 0006762 | | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-08 | Crash when asking about location of a entities forces | Recruit a (foreign?) follower to join you
Ask him the location of the troops of his town. |
| 0006754 | | Adventure Mode -- Conversation | minor | new | 2014-07-08 | NPCs greet each other as if they've never met. | |
| 0006747 | | Adventure Mode -- Conversation | minor | resolved (user11) | 2014-07-08 | NPCs don't know where you are | 1:Spread rumour/summarise a conflict about yourself (such as being attacked by a raven) to an NPC
2:Wait for that npc to repeat it to you
3:Ask where the subject of the rumour (you) may be found
4.They don't know |
| 0003589 | 6 | Adventure Mode -- Travel | minor | new | 2014-07-08 | Can't travel along mountain roads/rivers | |
| 0006740 | | Adventure Mode -- Travel | minor | | 2014-07-08 | Cannot fast travel on roads in mountains | Try to fast travel on a road in a mountain. |
| 0006736 | 1 | Dwarf Mode -- Interface, Announcements | minor | resolved (user6) | 2014-07-08 | DRINK_MAT appears in cancel brew drink text | run out of plants with brew job active |
| 0003943 | 7 | Adventure Mode -- General | minor | resolved (user6) | 2014-07-08 | Severed body parts eventually disappear from wound list | |
| 0006735 | | Adventure Mode -- Conversation | minor | | 2014-07-08 | Praying to God crashes game | 1.Start adventure mode
2.Create any diety-level dwarf with any attributes
3.Spawn as guard in mountain home
4.Close out opening menus
5.Press 'k' to talk and select your diety
6.Select 'Greet Listener'
7.Crash |
| 0006727 | 1 | Dwarf Mode -- Jobs, Items | minor | | 2014-07-08 | Crafting certain items from bone uses entire stack rather than individual bones. | |
| 0006725 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user11) | 2014-07-08 | Mason suspend wall construction because of his odd self behaviour | |
| 0006723 | | Adventure Mode -- General | crash | new | 2014-07-08 | Crashes when approaching giraffes | |
| 0006700 | 1 | Adventure Mode -- Combat | trivial | resolved (user1294) | 2014-07-08 | biting in two different places | 1. go bite someone in the head
2. bite again in the foot
3. marvel as your jaw unhinges itself |
| 0006707 | 2 | Adventure Mode -- Inventory | minor | new | 2014-07-08 | Having a crutch equipped interacts strangely with sheathing | Find crutch
Use crutch |
| 0006689 | 1 | Adventure Mode -- Combat | minor | resolved (user6) | 2014-07-08 | Enemies don't react | The issue is random |
| 0006587 | 2 | Dwarf Mode -- Reclaim | minor | resolved (user6) | 2014-07-08 | Anvils are Thrones | Reclaim a historical ruin with Metalsmith Forges, check their contents. |
| 0006703 | | Technical -- Saving/Loading | crash | resolved (user6) | 2014-07-08 | Segmentation fault on world load after retiring a saved fort | Create a world,
start a fortress,
save the fortress,
load the fortress,
retire the fortress,
attempt to open the world the fortress is in. |
| 0006695 | | Dwarf Mode -- Immigration | minor | resolved (user6) | 2014-07-08 | Immigrants becoming hostile after arrival | |
| 0006697 | 1 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-08 | Crash when greeting deity in mountainhomes | |
| 0006702 | | Dwarf Mode -- Invasions | minor | resolved (user6) | 2014-07-08 | Fort gets sieged by invisible friendly elf/human babies | |
| 0000775 | 1 | Arena | minor | new | 2014-07-08 | Arena mode unresponsive when controlling unconscious creature. | |
| 0006608 | 1 | Adventure Mode -- Sites | minor | resolved (user11) | 2014-07-08 | Mounds on hill site do not protect you from bogeymen | 1. Find a hill site.
2. Find a mound somewhere on the site and enter it.
3. Ask to stay the night and wait until nighttime.
4. Watch as bogeymen spawn and don't go away until you kill them or daylight comes; entering or exiting the building has no effect. |
| 0006690 | 2 | Adventure Mode -- AI | minor | resolved (user11) | 2014-07-08 | Bogeymen appear when I sleep in dwarven houses and elven treehouses | |
| 0006688 | | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user11) | 2014-07-08 | After Milking/Shearing an animal, dwarf attempts to both Haul and take on next job at workshop leading to cancellation | Build a workshop > have shearable/milkable creature > set up milk/shear job > set up additional job |
| 0006686 | 1 | Dwarf Mode -- Interface, Unit View | minor | resolved (user11) | 2014-07-08 | Demon of Flame shown as missing | |
| 0006082 | 9 | Dwarf Mode -- Jobs, Hauling | major | resolved (user11) | 2014-07-08 | Only one dwarf is hauling stone. (With lots of other idle dwarfs around.) | |
| 0006682 | 1 | Adventure Mode -- Conversation | crash | resolved (user11) | 2014-07-08 | crash when try to talk with a deity | press k to chat choose the deity, then greet -> crash |
| 0006649 | | Adventure Mode -- Combat | crash | resolved (user6) | 2014-07-08 | Defense Action crash | |
| 0006674 | | Adventure Mode -- Character Creation | crash | resolved (user6) | 2014-07-08 | Creating another adventurer after ending one in the same region causes a crash | Generate a region
Create an adventurer and finish its game (dying, retiring, etc)
Attempt to enter adventure mode in the same region |
| 0006673 | | Dwarf Mode -- Military | minor | new | 2014-07-08 | "Overwhelmed by horror" during training | - Start new fort and appoint dwarf as military commander
- Assign him a weapon and set his squad to Active/Training
- Wait until he becomes scared of his own training |
| 0006527 | 3 | Arena | minor | new | 2014-07-08 | Creatures Spawn With Tears | Just spawn a creature in arena mode. |
| 0006678 | | Adventure Mode -- Combat | crash | resolved (user6) | 2014-07-08 | Crash on combat when blocking | |
| 0006672 | 1 | Adventure Mode -- Movement | crash | resolved (user6) | 2014-07-08 | Game crashes when swimming | |
| 0006615 | 6 | Technical -- General | crash | resolved (user6) | 2014-07-08 | Game crashes on calendar trying to create adventurer | I'm not sure how to reproduce with a fresh game, only crashed after a time with mine. Always does it now, haven't attempted to gen a new world just yet. |
| 0006657 | | Adventure Mode -- AI | minor | new | 2014-07-08 | Macedwarf continually spits on a sleeping priest | |
| 0006546 | 2 | Adventure Mode -- Sleep | minor | assigned (user6) | 2014-07-08 | After sleeping in tree, cannot move or stand up because companion is standing on top | 1. Get a companion
2. Go to sleep in a tree
3. wake up |
| 0006670 | 2 | Adventure Mode -- Travel | minor | resolved (user6) | 2014-07-08 | Adventurer drops food after using fast travel | The issue is random. |
| 0006664 | | Creatures | minor | new | 2014-07-08 | COPY_TAGS_FROM modding error causes crash without error messages | Put this in a creature file other than creature_standard.txt:
[CREATURE:COLOSSUS_BLACK_BRONZE]
[COPY_TAGS_FROM:COLOSSUS_BRONZE]
[CV_CONVERT_TAG]
[CVCT_MASTER:TISSUE]
[CVCT_TARGET:BRONZE]
[CVCT_REPLACEMENT:BLACK_BRONZE]
[CV_CONVERT_TAG]
[CVCT_MASTER:TISSUE_NAME]
[CVCT_TARGET:bronze]
[CVCT_REPLACEMENT:black bronze]
[CV_CONVERT_TAG]
[CVCT_MASTER:TISSUE_MATERIAL]
[CVCT_TARGET:BRONZE]
[CVCT_REPLACEMENT:BLACK_BRONZE]
[CV_CONVERT_TAG]
[CVCT_MASTER:TISSUE_LAYER]
[CVCT_TARGET:BRONZE]
[CVCT_REPLACEMENT:BLACK_BRONZE]
[CV_CONVERT_TAG]
[CVCT_MASTER:ITEMCORPSE]
[CVCT_TARGET:BRONZE]
[CVCT_REPLACEMENT:BLACK_BRONZE]
[GO_TO_END]
[SELECT_CASTE:ALL]
[CASTE_NAME:black bronze colossus:black bronze colossuses:black bronze colossus]
[DESCRIPTION:A near perfect copy of a bronze colossus, for debugging]
Start up arena mode, try to create a black bronze colossus, and watch the game crash. |
| 0006662 | | Dwarf Mode -- Embark/Setup | crash | new | 2014-07-08 | Game crashes when attempting to embark on a cave where human bandits dwell. | 1. Find a cave occupied by bandits
2. Embark |
| 0006660 | 1 | Reactions | major | | 2014-07-08 | Faulty quarry bush raws makes the processed leaves inedible and ignored | 1.) Acquire quarry bushes.
2.) Process them for their leaves with the new reaction in the farmer's workshop.
3.) Note the absence of said leaves in the kitchen menu. They are also ignored by haulers. |
| 0006613 | 4 | Dwarf Mode -- Interface, Farm Plots | minor | | 2014-07-08 | Farm plots only allow plant selections from current seaons | Build farm plot and designate seed types. |
| 0006648 | 2 | Sites | minor | | 2014-07-08 | Baby Invasion | |
| 0006644 | 2 | Adventure Mode -- Inventory | minor | resolved (user1294) | 2014-07-08 | Clothing in dwarf sites is large | Go to a dwarven site with cabinets, and (l)ook inside them |
| 0006655 | 2 | Adventure Mode -- General | minor | resolved (user1294) | 2014-07-08 | tracvk is bound to teh same key as talk and is therefore unusable. | press k
It doesnt track, it just talks. |
| 0006599 | 3 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user1294) | 2014-07-08 | Removing a construciton (in this case a wall) causes all items, including stones, to be teleported to an adjacent tile | After the dwarves moved the items back to their stockpile(s), I ordered them to deconstruct another wall. As soon as it finished, again all items were teleported, this time to the tile north of that particular wall, which wasn't built in the same spot |
| 0006640 | 2 | Dwarf Mode -- Interface, Farm Plots | minor | | 2014-07-08 | Unable to change seasons in farming plot settings. | |
| 0006641 | 1 | General | minor | | 2014-07-08 | Deprecated Function and Library Warning | Execute df shell script. |
| 0006650 | 1 | Adventure Mode -- Conversation | crash | | 2014-07-08 | Tried talking to god | |
| 0006594 | 1 | Adventure Mode -- Movement | minor | resolved (user6) | 2014-07-08 | Adventurer unable to stand up. | |
| 0006611 | | Fire | minor | new | 2014-07-08 | Fire itself does no damage. | 1) Start up arena mode
2) Set global temperature to dragonfire for one step, then back to warm
3) Place a creature on the burning grass |
| 0006628 | 2 | Pathfinding | minor | resolved (user6) | 2014-07-08 | Birds (and other fliers) fall from the sky under trees |
Play dwarf mode in a forested area while wild animal flyers are about.
This has happened both with wren women and vultures so far.
|
| 0006637 | 1 | Dwarf Mode -- Jobs, Designations | crash | resolved (user6) | 2014-07-08 | Crash while cutting tree | |
| 0006595 | 1 | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2014-07-08 | Dead/Missing menu includes wrong creatures. | 1) Create a fortress
2) Wait for a month or two, and check the dead/missing page |
| 0006607 | 1 | Adventure Mode -- Display | crash | resolved (user6) | 2014-07-08 | Adventure Mode [Q] Log crash | 1. Create any adventurer
2. Start fast traveling with [T]
3. Save and quit the game without leaving the fast travel screen
4. Load the game
5. Game loads and player is still in fast travel.
6. Hit [Q] without leaving the fast travel screen
7. crash the game |
| 0006605 | 1 | Adventure Mode -- General | minor | resolved (user6) | 2014-07-08 | Updating World in Adventure Mode takes too much time | - Generate the world with default setting
- Select Start Playing and then select Adventurer |
| 0006570 | 2 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-08 | Asking common people about the position of forces results in crash | Be an adventurer and inquire about the site's force positions to some regular unranked person (eg a random thresher). |
| 0006593 | | Adventure Mode -- Combat | crash | resolved (user6) | 2014-07-08 | Active blocking causes CTD | Engage someone in combat, wait until the option to block appears, block. |
| 0006583 | | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-08 | When entered own greeting game crashed | |
| 0006626 | | Creatures | minor | resolved (user6) | 2014-07-08 | Flying creatures keep exploding into pieces and dying: Are they crashing into trees? | Embark on heavily forested area where there are flying creatures and just wait. Eventually one of them will probably drop dead. |
| 0006632 | | Adventure Mode -- Combat | crash | resolved (user6) | 2014-07-08 | Blocking attacks with shield causes crash | 1. Get into combat
2. Aim attack when an enemy is preparing to attack or move
3. Press block command
4. Crash |
| 0006630 | 2 | Arena | minor | resolved (user6) | 2014-07-08 | Setting temperature to absolute zero and freezing creatures destroys their bodies | 1. Make shit
2. Freeze it |
| 0006612 | 1 | Fire | major | resolved (user6) | 2014-07-08 | Magma does not set grass on fire. | 1) Start up arena mode
2) Place lava on grass |
| 0006526 | 1 | Dwarf Mode -- Jobs, Designations | minor | new | 2014-07-08 | Tree cutting reveals tiles. | Designate tree near river to be cut down.
When it's cut, look on the z-level below. |
| 0006614 | 1 | Adventure Mode -- General | feature | resolved (user1294) | 2014-07-08 | NPC mountain homes have clothing too large for dwarves | 1. Create adventure. quickest would be a dwarf to start in the mountain homes.
2. go to mountain homes
3. find a bedroom
4. check the cabinet's contents |
| 0006602 | 1 | Adventure Mode -- Conversation | trivial | resolved (user1294) | 2014-07-08 | All sentient animals when greeted have TRANS_NAME] | |
| 0006601 | 1 | Adventure Mode -- Conversation | crash | resolved (user1294) | 2014-07-08 | Crash on calling out and greeting listener with nobody to hear | 1. Go to secluded place, with nobody around to hear
2. Press k and select shout out to everybody
3. Greet Listener
4. Crash |
| 0006575 | 2 | Adventure Mode -- Conversation | crash | resolved (user1294) | 2014-07-08 | Crash when initiating conversation with diety | 1) Start a new adventure character
2) Speak to someone a few times
3) Choose to start another conversation
Note: The only options are to shout to everyone or speak to your diety
4) Choose to speak to your diety
5) Choose to greet the listener
6) FUN! |
| 0006574 | 2 | Adventure Mode -- Conversation | crash | resolved (user1294) | 2014-07-08 | If an adventurer shouts and nobody is around to hear it, the game makes a crash | Be an adventurer
Walk out in the middle of the wilderness where no one will be
Try to shout conversations |
| 0006573 | 2 | Adventure Mode -- Conversation | crash | resolved (user1294) | 2014-07-08 | Shouting a greeting crashes when there's nobody to talk to | Create an adventurer
Walk outside until no NPCs are visible
Talk - Shout out to everybody - Greet Listener |
| 0006598 | 5 | Adventure Mode -- Conversation | crash | resolved (user1294) | 2014-07-08 | When talking to deity, game immediately crashes. | 1. Press K
2. Greet _____, Deity
3. Successful (?) greeting, press K again
4. Attempt to talk to _____, Deity
5. Experience "Dwarf Fortress.exe has stopped working"
6. Repeat |
| 0006616 | 2 | Adventure Mode -- Conversation | crash | resolved (user1294) | 2014-07-08 | Talking to a deity makes the game crash | Start a new game, get a good background as demigod, press k, talk to the deity, wait for the game to crash. |
| 0006579 | 2 | Adventure Mode -- Conversation | crash | resolved (user1294) | 2014-07-08 | Crash when greeting deity | 1.) Hit 'K' to open conversation menu
2.) Select the Deity your character worships
3.) Select 'Greet listener.' |
| 0006604 | 1 | Technical -- General | crash | new | 2014-07-08 | Crashing with "Segmentation fault" message | I have a save in which the bug occurs right after unpausing (saved little time after trading). And in a backup save (prior to the arrival of the caravan) the problem also occurs [sometime] after trading.
To send a save I'd put it in the 'cloud'? |
| 0006603 | | Adventure Mode -- Sites | minor | new | 2014-07-08 | Bedrooms in generated Dwarf Fortresses lack beds, but have cabinets. | 1) Start adventure mode
2) Spawn in a dwarf fortress as a dwarf
3) Enter a bedroom |
| 0006554 | 1 | Adventure Mode -- AI | minor | new | 2014-07-07 | Dwarves try and fail to climb fortress walls. | |
| 0000440 | 7 | Adventure Mode -- Town | minor | | 2014-07-07 | Humans die of old age after end of world gen; corpses lay around town | Has occurred only on a single world. Not tested. |
| 0006568 | | Dwarf Mode -- Interface, Unit-Job Screen | minor | new | 2014-07-07 | Permitted jobs tags don't work in a new way -- different from previous versions | 1) Remove a job permission entity tag
2) Can still assign that job points in embark, as well as turn it on in game.
If removing all jobs in a category, they all disappear and cannot be assigned points or turned on/off. |
| 0000937 | 4 | Map Features | major | | 2014-07-07 | Aquifer generation does not seem to be respecting mountains/elevations; conglomerate layers related? | |
| 0006564 | | Adventure Mode -- General | major | resolved (user6) | 2014-07-07 | not being able to pass loading screen... | maybe try adventure mode? |
| 0006561 | 1 | Adventure Mode -- Quests | crash | resolved (user6) | 2014-07-07 | Game crashes when log is viewed | While in travel mode view the log with 'Q' Seems to be random however. |
| 0006557 | | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-07 | Upon attempting a conversation with deity, Dwarf Fortress crashed | |
| 0006552 | 1 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-07 | Shouting with no listeners around crashes the game | (Fast) travel to a remote location. Attempt to shout ("k") and choosing any conversation option will result in a game crash. (Exact radius for potential listeners unknown, so may cause crashes in populated areas as well if nobody happens to be close enough to hear the shouting.) |
| 0006559 | | Adventure Mode -- Combat | crash | resolved (user6) | 2014-07-07 | Crash when manually blocking | Easy to reproduce.
When in combat with certain enemies (melee weapon types or wrestlers, I believe) pressing Shift+A and selecting the "Block" option will crash the game.
Reproduced with a lasher, a spearman, and a Gloom Monster creature of the night.
All result in instant crashes. |
| 0006539 | 1 | Adventure Mode -- General | crash | resolved (user6) | 2014-07-07 | Calender screen causes the game to crash in Adventure Mode | Generate a world and begin adventure mode |
| 0006542 | | Arena | crash | resolved (user6) | 2014-07-07 | Blocking Causes Crashes | I tested this again with the same setup but swapped the adamantine shield for a steel shield to test whether the shields were the issue, and got the same results each time; blocking with either an adamantine or steel shield in hand (and I seem to be unable to produce a block option without a shield) causes the game to crash instantly. Dodging seems perfectly functional but blocking specifically is game-breaking. |
| 0006528 | 1 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-07 | Greeting a deity crashes the game. | 1. Start an adventure mode game.
2. Start a conversation.
3. Select your deity.
4. Select the greeting option. |
| 0006533 | 1 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-07 | Crash When Attempting to Talk to Diety | Open conversation menu
Attempt to talk to diety |
| 0006531 | 1 | Adventure Mode -- Conversation | crash | resolved (user6) | 2014-07-07 | Crash when greeting God | Greet your god. |
| 0006354 | 3 | Undeath | minor | acknowledged (user6) | 2014-07-07 | Ghosts continue taking jobs | Embark with a whole bunch of dogs, on an infinite fish biome. Train up a bunch of dwarves in animal training and fishing. Make sure that they all have at least Novice skill, and that the labors are enabled at the time of death.
Atom smash them all.
Wait for ghosts, and hope that one exhibits this behavior. |
| 0003469 | 2 | Dwarf Mode -- Military | minor | acknowledged (user6) | 2014-07-06 | Military orders are uninterruptable | Create a squad, station it on one side of the map, wait a brief moment, then station it on the other side of the map. |
| 0006478 | 2 | Dwarf Mode -- Diplomacy | minor | acknowledged (user6) | 2014-07-06 | Merchants sometimes refuse to leave map when they cannot reach depot initially. | 1. Have a depot (mine was underground on a clear 3-wide path).
2. Construct a bridge that can be used to block access (mine was a raising bridge)
3. Sever access BEFORE a caravan arrives. (I raised the bridge.)
4. Wait for merchants to arrive. (My merchants were elves.)
5. Merchants loiter at the edge of the map, complaining about no depot.
6. Merchants never leave, eventually going mad (bserserk or melancholy). |
| 0006521 | 2 | Flows | minor | resolved (user1294) | 2014-07-05 | things in same place, same time | don't know how |
| 0006520 | 1 | Combat -- General | major | resolved (user6) | 2014-07-04 | Dingos not dying | never tried |
| 0006516 | 4 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user6) | 2014-07-01 | Wall unable to be built in a specific tile. | Easy enough to do. Can build a new wall or try to resume construction of the suspended wall. |
| 0006509 | 10 | Technical -- General | block | resolved (user6) | 2014-07-01 | When trying to launch vanilla DF, nothing happens | 1. Open dwarf fortress application |
| 0006514 | 3 | Legends Mode -- General | minor | new | 2014-07-01 | Site Died event is not listed in events for a Site | Generate a world with a "site died" event viewable in the exported xml.
Find matching Site
Search for site in Legends mode.
No mention that the site died. |
| 0005203 | 5 | Dwarf Mode -- Justice | minor | new | 2014-07-01 | Dwarf dying from justice beating generates a "has been found dead" report | My best guess is that this has something to do with the guard captain being a vampire. The justice took place in a crowded hallway, in case that matters. |
| 0006519 | 2 | Dwarf Mode -- Military | major | resolved (user11) | 2014-07-01 | Dwarves not equipping steel armor/weapons | No idea |
| 0005473 | | Adventure Mode -- Travel | minor | new | 2014-06-28 | Syndrome START and END values are completely ignored when travel is initiated | 1. Make an interaction that gives the user a CAN_DO_INTERACTION effect that gives the user another interaction with a START value of at least 86400.
2. Enter fast travel.
3. Move one space.
4. Exit fast travel.
5. Enter "acquired power" menu under the "x" menu and the second interaction should be there. |
| 0006513 | 2 | Dwarf Mode -- Trade | minor | resolved (user1294) | 2014-06-24 | Building / Removing Trade Depot while trading give free items | 1- Build a Trade Depot
2- Wait a Caravan to come
3a- Once a Caravan have unload a their goods, Build a second Trade Depot.
3b- (Trade goods, because trade is necessary for good relation :) )
4- Once the Second Trade Depot is build, Remove the first one.
5- All the goods the Caravan have unload on the first Trade Depot won't be take back by them and they will move straight away to the Second Trade Depot.
6- Watch your Dwarves process thoses goods to your nearest Stockpiles.
7- You are now the owner of a full caravan goods with no effort... shame on you! |
| 0005657 | 3 | Adventure Mode -- General | crash | new | 2014-06-22 | Save File corruption (?) after retiring handicapped adventurer | Select 'Start Playing'
Select this save
Select 'Adventurer'
|
| 0000286 | 5 | Dwarf Mode -- Interface, Unit-Job Screen | minor | | 2014-06-22 | Removing one permitted job for entity causes whole labor category to disappear | 1. Turn on CIV_CONTROLLABLE on a race without some of the labors in a category (other than Mining and Other Jobs), but with some too.
2. Embark with that civ
3. View the labor pref menu ([v][p][l]) |
| 0006508 | 1 | Technical -- General | major | resolved (user6) | 2014-06-17 | DF installation has killed my laptop | I clicked the download button at http://www.bay12games.com/dwarves/ |
| 0006507 | 2 | Dwarf Mode -- Trade | trivial | resolved (user1294) | 2014-06-16 | Wagon moved at super speed | |
| 0006506 | 7 | General | crash | resolved (user6) | 2014-06-15 | Tileset not found: data/art/curses_640_300.png | 1. Download 0.34.11 sdl from official site
2. Unpack
3. Launch df script from main folder. |
| 0006505 | 3 | Dwarf Mode -- Transport/Hauling | tweak | resolved (user6) | 2014-06-15 | Ice is not dumped to "Garbage dump" area | 1) Mine some ice
2) Create a garbage dump area
3) Mark mined ice to dump it
Nobody will carry ice to dump area |
| 0006501 | 1 | Technical -- Sound | minor | resolved (user6) | 2014-06-10 | No Sound; possibly an OpenAL Symlink issue | Download the Linux distribution of the game, extract the folder in the archive to a directory on your computer, and attempt to run the df script from the command line. |
| 0006503 | 2 | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-06-10 | Minotaur strangles dwarf under water during three months and counting | I'm not sure how to reproduce it once again. I suppose you could try to make a Minotaur chase a Dwarf near a River, expecting them to fall into it. However, I don't know if the Minotaur would proceed to strangle or beat him once they're there. |
| 0001951 | 5 | Adventure Mode -- General | minor | new | 2014-06-10 | Delay between performing wrestling move and time advancing | Spawn a strong creature (e.g. dragon) and a weak creature capable of wrestling (e.g. a dwarf). Assume control of the weak creature, then repeatedly attempt to wrestle using the [A] menu. |
| 0006502 | 2 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user1294) | 2014-06-09 | Items instantly teleporting when blocking wall deconstructed | This bug reproduced every time i construct and deconstruct the wall in the same place. The wall was built from block.
Please email me if the bug is untrivial to reproduce as i ripped the save file for that purpose.
Basically the room looked like this:
#######
##<####
##.####
##O####
#...###
#.....#
#...I.#
#.....#
#...###
#...###
#...###
#.....#
#...I.#
#.....#
#...###
#...###
#...###
#.....#
#...I.#
#.....#
#...###
#...###
#...###
#.....#
#...I.#
#.....#
#...###
#...###
#######
|
| 0003059 | 9 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2014-06-05 | Animals that are civ enemies can be tamed, but keep acting like enemies | wait for an invasion with trainable mounts, capture some in cage traps, tame them, order them moved to a pit |
| 0006496 | | Adventure Mode -- AI | minor | resolved (user6) | 2014-06-02 | Companions become normal soldiers when I sneak | |
| 0006495 | 1 | Adventure Mode -- Combat | minor | resolved (user6) | 2014-06-02 | My legendary spear elf is unable to hit anything | |
| 0006485 | 4 | Title Screen | crash | resolved (user6) | 2014-06-02 | Crashing when I try to load! | 1. Open DF
2. Select "Continue Playing"
3. Load save game given above |
| 0006473 | | Legends Mode -- Historical Maps | minor | new | 2014-06-02 | Historical maps always show all constructions in final state | Generate a map
Check out the year 1 historical map |
| 0006470 | 4 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user11) | 2014-06-01 | Armorsmith attempts job with too few wafers, wafers dissappear. | Attempt to forge an adamantine mail shirt with less than 6 wafers available. |
| 0006493 | 1 | Dwarf Mode -- Transport/Hauling | crash | resolved (user1294) | 2014-06-01 | Stopped working while defining hauling stops | |
| 0006480 | 3 | Dwarf Mode -- Flows | minor | resolved (user11) | 2014-05-30 | 2x2 column of water with bottom at zlevel -17 won't fill up past zlevel 0 | you'd need to have a map that goes below -1, not sure how to reliably get one. But then just channel down there and try to flood it with water (make sure the water can't get off the edge of the map somehow.) |
| 0006489 | 2 | Creatures | text | resolved (user11) | 2014-05-29 | Missing body parts have scars | |
| 0006491 | 5 | Adventure Mode -- General | major | resolved (user1294) | 2014-05-28 | Unusual number animals appearing near werebeast lairs freezes the game constantly | Visit a werebeast's lair during (any?) moon phase. |
| 0006492 | 2 | Dwarf Mode -- Abandonment of Fort | minor | resolved (user1294) | 2014-05-28 | When you reclaim a fort with goblins in it they will be friendly | Abandon while in a siege, reclaim and you have a siege worth of guards |
| 0006488 | 1 | Dwarf Mode -- Environment | trivial | resolved (user1294) | 2014-05-24 | Minor collapse of soil on the surface contains "cloud of boiling magma" | |
| 0001074 | 20 | Pathfinding | minor | new | 2014-05-19 | Dwarves choose far-away stones instead of nearby ones | Build a workshop that uses stone to make goods. Make a stone stockpile next to it. Set the workshop on repeat, then on the other side of the fort start your miner digging. The dwarves using the workshop will ignore the nearby materials to gather newly mined stone. |
| 0006467 | 3 | Projectiles | minor | new | 2014-05-10 | Falling damage before obstacle report | Build a bridge or grate into a nice open area 2-z above the ground. Build an unsupported floor off the end of that. Follow the flying dwarf.
I haven't had time to reproduce yet, will get to it later. |
| 0006481 | | Material Properties | minor | new | 2014-05-08 | Adamantine clothing wears out at same rate as cloth/leather | |
| 0006479 | 1 | Undeath | feature | resolved (user1294) | 2014-05-02 | Vampire mayor revealed by statue | 1. Have a vampire immigrate
2. Have them elected mayor *OR* appoint them to any position where engravings/statues/figurines will be made in their honor
3. Examine statues/figurines for the relevant event with the wrong name attached |
| 0005855 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2014-05-02 | Two injured dwarves placed on same bed, care for only one. | |
| 0000871 | 8 | Dwarf Mode -- Trade | minor | new | 2014-05-01 | Traders/merchants go crazy (berserk/insane/melancholy) if trade depot doesn't exist when they arrive | Wait for traders, build depot after traders have arrived.
Only tried this on one fortress. |
| 0006477 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2014-04-30 | dwarves prefer to dye unusable thread | 1. Slaughter an animal with hair that cannot be sheared.
2. Set farmer's workshop to spin thread.
3. Set dye workshop to dye thread on repeat.
4. Set preferences to loom dyed thread only.
5. Set preferences to use dyed cloth only.
6. Watch as the worthless hair thread is dyed instead of the actual useful thread. |
| 0006476 | 3 | Dwarf Mode -- Interface, Unit Profiles | minor | resolved (user11) | 2014-04-30 | Migrant is married to a dwarf that doesn't live at the fortress and may not even exist. | View unit profile for my hammerdwarf, view thoughts, "married to Sarvesh Beaktongs", view unit list, no Sarvesh Beaktongs, alive or dead. |
| 0006471 | 6 | Dwarf Mode -- Abandonment of Fort | crash | resolved (user11) | 2014-04-27 | Stop of working only if Abanbon, sucumb (or any FUN) | |
| 0006367 | 5 | Adventure Mode -- Conversation | crash | resolved (user11) | 2014-04-25 | Crash if you talk too much | |
| 0003918 | 10 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user11) | 2014-04-21 | Dwarves harly ever befriend each other or get married | |
| 0006155 | 3 | Dwarf Mode -- Embark/Setup | minor | resolved (user11) | 2014-04-21 | brook/stream names generation is broken | Create new world > play dwarf fortress mode > browse. |
| 0000617 | 5 | Dwarf Mode -- Military | minor | resolved (user6) | 2014-04-21 | Material preference on military dwarves doesn't work correctly. | |
| 0006469 | 2 | Creatures | minor | resolved (user11) | 2014-04-20 | More vomit thrown up than possible | Attack a mountain goat in the stomach? |
| 0003539 | 5 | Dwarf Mode -- Traps | minor | resolved (user11) | 2014-04-20 | Dwarfs cannot move through stone fall traps | My method was simple. I ended up with a 3 by 3 series of stone fall traps with a wall on each side outdoors - this was the only way into my fort. My mechanic, having constructed a third layer of stone fall traps, then proceeded to hang out outside. I could not stop this behavior until I destroyed a wall leading into my fort, at which point he rushed in to satisfy his thirst through that hole. |
| 0006326 | 2 | Dwarf Mode -- Interface, Military Screen | crash | resolved (user11) | 2014-04-20 | Pressing e (equipment) with selected non-squad member causes segfault | Press m (military)
Press right right right (select non-squad member)
Press e (equipment) |
| 0006304 | 3 | Dwarf Mode -- Interface, Unit View | trivial | resolved (user6) | 2014-04-19 | Falling creatures are temporarily unviewable | |
| 0006431 | 5 | Dwarf Mode -- Jobs, Smelting | crash | acknowledged (user6) | 2014-04-18 | Crash when mass-melting items via stocks menu | Load save game and press play. |
| 0006466 | 4 | Technical -- General | crash | resolved (user11) | 2014-04-18 | Crash from invalid melt designations | Savegame:
( http://dffd.wimbli.com/file.php?id=8528 )
Load save
Unpause game
Wait for up to 60 seconds |
| 0003369 | | Dwarf Mode -- Nobles | trivial | acknowledged (user11) | 2014-04-15 | Baron's title is shown as "a barony" on Nobles screen, count's shows up as "a county" | 1) Get a baron or baroness (see 0000519 for workarounds)
2) Press n |
| 0003616 | | Creatures | minor | new | 2014-04-15 | Non-swimming creatures migrate into flooded cavern, get stuck | |
| 0003700 | 6 | Pathfinding | minor | acknowledged (user11) | 2014-04-14 | Swimming beasts do not path toward targets? | |
| 0003203 | 3 | Pathfinding | minor | resolved (user11) | 2014-04-14 | forgotten beasts getting stuck in underground pond | see save file |
| 0001251 | 6 | Creatures | minor | resolved (user11) | 2014-04-14 | Killing a yeti always causes a new yeti to immediately spawn | 1) Embark on a 3x3 flat snow covered area (I have a save if necessary)
2) Look for surface yeti's (I haven't tried other creatures)
3) Kill it and check the map for the respawns.
|
| 0004523 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | acknowledged (user11) | 2014-04-13 | Bedridden mangled dwarf permanently unconscious, doesn't require nourishment | 1. Load up save.
2. Locate only living dwarf.
3. He doesn't need food or water.
4. Unpause to crash the game. |
| 0001285 | 3 | Dwarf Mode -- Trade | minor | acknowledged (user11) | 2014-04-13 | Figurine motifs do not influence value during trade | Produce a lot of crafts and decorate a lot of crafts and trade with merchants looking for decorated items with unusual values. Compare those with the values of figurines with the same motif depicted. |
| 0006465 | 1 | Adventure Mode -- Combat | crash | resolved (user6) | 2014-04-12 | Too many combat messages at once freeze the game | Go to an area where there are several enemies onscreen at once.
Wait until they all go into attack mode.
FREEZE! |
| 0000330 | 12 | Pathfinding | minor | new | 2014-04-09 | Broker won't come to the depot | This happens whether or not only the broker or anyone may trade. Upon suspending all other jobs, the broker is listed as No Job and still won't come to the depot. Other non-broker dwarves trade successfully when anyone may trade. |
| 0006464 | 1 | Dwarf Mode -- Transport/Hauling | minor | resolved (user6) | 2014-04-09 | Merchants forget how wagons move | 1. Build an above-ground trading post
2. Wait for a merchant and his wagon
3. Build a moat around the trading post (liquid or not doesn't matter)
4. Quickly make a bridge wide enough for the wagon to cross out of any material
5. Wait until the trader has packed up and is trying to leave
6. See if he even moves |
| 0006462 | 5 | Dwarf Mode -- Interface, Animals | trivial | resolved (user11) | 2014-04-05 | Listing duplication error | |
| 0003655 | 2 | World Generation -- Beasts | minor | acknowledged (user11) | 2014-03-30 | Integer overflow causes Null Pop Num error when creating worlds using very high beast pop cap | 1) Change [POPULATION_NUMBER:<min>:<max>] of as many creatures as possible to 10000x fold i.e. 20:50 -> 20000:50000
2) Start DF, create a new world
3) Check error log |
| 0005349 | 8 | Creatures | crash | acknowledged (user11) | 2014-03-30 | Body transformation descriptions crash the game | Download mod here: http://dffd.wimbli.com/file.php?id=5640
Start Object Testing arena
Make a Druid human, elf, or dwarf (either gender, crashes were mostly on human females)
Shapeshift to cougar
View your own description, or crash. If it works properly, return to step 3. |
| 0005471 | 4 | Adventure Mode -- Inventory | minor | resolved (user6) | 2014-03-29 | Can move water to backpack from containers on floor | |
| 0001069 | 1 | Adventure Mode -- Inventory | minor | resolved (user11) | 2014-03-29 | (g)et treats liquids as solid object in adventure mode | Make an adventurer, find a pool of blood or spilled booze. Get it with g. |
| 0000592 | 1 | Dwarf Mode -- Skills and Professions | minor | new | 2014-03-29 | Building roads doesn't require masonry, but gives skill increases (after it's designed). | |
| 0003287 | 1 | Dwarf Mode -- Jobs, General | minor | resolved (user11) | 2014-03-29 | Job manager mixes up materials? | Create two jobs in the job manager screen. Both for the same item, but of different materials and different numbers.
E.g.:
JOB A) forge 1 gold statue
JOB B) make 3 rock statues
RESULT: 1 rock statue, 3 gold statues (alerts, in my case, telling me that there were not enough gold bars) |
| 0003378 | 2 | Dwarf Mode -- Abandonment of Fort | major | resolved (user11) | 2014-03-29 | Everything reset after embark on previous location | Embark, dig, abandon, embark on the same location (not reclaim), play until the weather changes. |
| 0002987 | 1 | Dwarf Mode -- Interface, Unit View | crash | feedback (user11) | 2014-03-29 | Crash when viewing single creature | 1. Load the save from DFFD: http://dffd.wimbli.com/file.php?id=2923
2. Press 'u'.
3. Scroll down two pages and select 'Stray Mule (Tame)'.
4. Press 'v'.
|
| 0001766 | 3 | Dwarf Mode -- Environment | trivial | resolved (user11) | 2014-03-29 | Water causes bleeding | Allow water to reach new places. |
| 0006172 | 1 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2014-03-29 | Keep a liaison waiting long enough and you can have 2 barons | If the mayor is extremely busy, he can go a whole year without having a chance to meet with the liaison. By that time, another liaison will have shown up. If this happens when your fortress has just become eligible to become a barony, the first liaison (when he finally gets a moment with the mayor) will ask for recommendations for baron. If the second liaison manages to get a meeting before the first leaves the screen, he will also ask for a recommendation. Recommend two different dwarves and you will soon have two different barons. |
| 0005687 | 12 | Dwarf Mode -- Trade | major | acknowledged (user11) | 2014-03-29 | Dwarven caravan arrives before humans leave, get "No merchants trading" entire time dwarven caravan is around | Download the save, order the broker to the depot and let it run.
I'm not sure what it takes to make this happen on a fresh save, because I'm pretty sure I've had a new caravan arrive while an old one was still at the depot before, and not had problems. |
| 0003706 | 2 | Dwarf Mode -- Diplomacy | minor | acknowledged (user6) | 2014-03-27 | Diplomats/liaisons meet with mayor instead of highest-ranking noble | |
| 0005019 | 1 | Init Options | minor | | 2014-03-26 | [POPULATION_CAP] Not Working | |
| 0003520 | 2 | Dwarf Mode -- Immigration | minor | | 2014-03-26 | POPULATION_CAP setting in d_init.txt is not respected by migrants when set from 0-7 | Set POPULATION_CAP to any value between 0-7. Wait for migrants to show up. |
| 0000643 | 12 | Dwarf Mode -- Immigration | major | resolved (user11) | 2014-03-26 | Migrants show up, even though [POPULATION_CAP:7] is set before embarking on fortress | Set [POPULATION_CAP:7] in init.txt, fire up dwarf fortress and embark on a new fortress. In the two forts I've tested they've shown up in summer. Dug in like normal, making crafts to raise value, to make sure attracted dwarves (not quite sure the criteria is, so made rock crafts and dug a bunch). |
| 0000842 | 3 | Dwarf Mode -- Interface, Animals | minor | feedback (user11) | 2014-03-25 | Primitive civ creatures become friendly upon receiving names | Allow animal-men to gain names (I believe they received them from killing a great number of military dwarves). |
| 0004673 | 2 | World Generation -- General | crash | resolved (user11) | 2014-03-25 | Crash while trying to Import wolrd for Fortress mode. | Try load save to play Fortress mode. Even after short trip to adventure. |
| 0001209 | 5 | Creatures | trivial | feedback (user11) | 2014-03-25 | Hyperspeed Rat, other vermin | Only seems to have happened with this one rat. |
| 0002231 | 5 | Flows | minor | resolved (user6) | 2014-03-25 | Water does not flow vertically through a fortification | Build a vertical channel spanning several z-levels. Construct a fortification somewhere above the bottom level. Divert water into the top of the channel. Watch the water run out on the floor where you built the fortification, rather than flowing through to the bottom of the channel. |
| 0001284 | 10 | Adventure Mode -- Town | minor | | 2014-03-25 | Some shops have their cash for sale | |
| 0002264 | 16 | Adventure Mode -- Travel | minor | | 2014-03-25 | Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature | I've uploaded the save to http://dffd.wimbli.com/file.php?id=2480 if it's of any help.
I had modded goblins (and kobolds) to be playable in Adv Mode, by adding the [INDIV_CONTROLLABLE] tag, with no other raw modifications. The save originates from .03 I think. The square I was traveling from was an ocean square, as I had just been visiting the shore for a little swim. |
| 0002486 | 15 | Dwarf Mode -- Military | minor | | 2014-03-25 | Soldiers don't eat from backpacks while on duty | |
| 0003201 | 5 | Dwarf Mode -- Interface, Squad Schedule | crash | resolved (user6) | 2014-03-25 | Crash on schedule screen when scrolling squads. | Have 4 squads.
Highlight 2nd squad, first month.
Press tab.
Press '+' twice or '-' twice to scroll squads, so you don't see the squad, which orders you have highlighted.
Press tab.
CRASH! |
| 0000750 | 2 | World Generation -- Constructions | trivial | new | 2014-03-25 | Underground bridges in world gen tunnels are "Inside, Light, Above Ground" | Walk in a tunnel. |
| 0000185 | 3 | Pathfinding | minor | resolved (user11) | 2014-03-25 | Dwarves (miners at least) with job pathfinding to same square get stuck | |
| 0004051 | 2 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2014-03-25 | Noble stuck in pathfinding loop when trying to eat | |
| 0003257 | 14 | Dwarf Mode -- Embark/Setup | minor | acknowledged (user6) | 2014-03-24 | Embarking on both a good and evil biome with same savagery prevents evil creatures from spawning | Embark in a area that is half good and evil and you will see only one of the biomes seems to take effect of the area. no Undead creatures or plants. but you will see the good biome listed animals will spawn. |
| 0001898 | 10 | Dwarf Mode -- Flows | major | resolved (user6) | 2014-03-23 | Instantaneous Flooding | I reloaded the game at my last auto-save and set up a reproducable save point a few seconds before the miner starts to mine into the ocean.
1. Download the save game from below.
2. Unpause the game, if needed.
3. The miner is already on the way to the dig site and will break through to the ocean shortly. |
| 0003004 | | Dwarf Mode -- Flows | minor | resolved (user6) | 2014-03-23 | Draining ocean into cave causes instant pressure drain | |
| 0006460 | 2 | Dwarf Mode -- Moods | minor | resolved (user6) | 2014-03-23 | Possessed dwarf has all building requirements but wont start artifact | |
| 0006401 | 1 | Legends Mode -- Display | minor | new | 2014-03-20 | Legends mode HF viewer does not honor [TRUETYPE:YES] | * Set [TRUETYPE:YES] in data/init/init.txt
* Open legends mode on a world
* Choose "Historical figures"
* Select any historical figure |
| 0006459 | 2 | Contaminants/Spatter | minor | resolved (user6) | 2014-03-20 | blood/contaminant on lost body part leads to repeated "clean self" tasks | |
| 0003465 | 2 | Dwarf Mode -- Buildings, Machines | trivial | new | 2014-03-19 | Inactive windmills still show turning animation | Built a windmill. Attach gears, pumps, and other devices to it until the load exceeds the amount of power the windmill generates. Observe that the attacked devices cease their active animation, but the windmill still shows the active animation. |
| 0006458 | | Adventure Mode -- AI | minor | resolved (user11) | 2014-03-18 | Sea monsters spawn on beach while sleep | Get to a place were sea monsters spawn.
Sleep on the beach.
or
Load my saved game.
sleep while a sea monster spawns.
See him drawn without water. |
| 0006454 | | Technical -- Input/Keybinding/Macros | minor | new | 2014-03-12 | "Macro, break" keybinding (MACRO_BREAK) does nothing | |
| 0006374 | 4 | Technical -- General | minor | new | 2014-03-12 | SDL library needs updating -- Alt-tabbing sometimes locks mouse cursor in upper left corner of screen | 1. Alt tab from the game
2. Try to click anything, or get back into the game
3. Continue alt-tabbing until the issue appears |
| 0000920 | 2 | Dwarf Mode -- Environment | minor | acknowledged (user6) | 2014-03-10 | Small pools of ocean produce waves and mist | I haven't tried to reproduce this due to the low probability of finding a patch of orphaned ocean. |
| 0002566 | 13 | Technical -- General | block | resolved (user6) | 2014-03-08 | OSX version contains dwarfort.exe with no instructions to run 'df' script | |
| 0006450 | 2 | Dwarf Mode -- Jobs, Items | minor | resolved (user6) | 2014-03-03 | Can't melt furniture | |
| 0006448 | 5 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2014-02-27 | After losing election, former mayor gets unhappy thought from unfulfilled mandate | run a fort until a mayor makes a mandate just before being voted out. |
| 0006243 | 1 | Dwarf Mode -- Nobles | minor | acknowledged (user6) | 2014-02-27 | Monarch not spawning into new mountainhome, despite entourage coming | Unknown. I do not possess a save from before mountainhome status. |
| 0005753 | 3 | Dwarf Mode -- Interface, Unit View | minor | resolved (user6) | 2014-02-26 | It is impossible to view creatures on dead/missing list | |
| 0005261 | 4 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-02-25 | magma smelters won't make alloys - require fuel | Set up a magma smelter and try and make an alloy. |
| 0005621 | 1 | World Generation -- Beasts | minor | new | 2014-02-24 | megabeasts die in world gen way to often | 1.generate a world with a long history
2.view legends
3.Notice that nearly every single mega beast is dead. |
| 0006447 | 3 | Dwarf Mode -- Embark/Setup | tweak | resolved (user6) | 2014-02-24 | Strand Extraction not appearing as choice in job skills for dwarves in embark screen | Simply create a world, edit embark preparations and scroll the list of skills to give to the dwarves. It will not be in the list (unless, for some reason, "Strand Extraction" is not named the same in that list. |
| 0006446 | | Dwarf Mode -- Pets | minor | acknowledged (user6) | 2014-02-24 | Birds claim nest boxes behind tightly closed doors | |
| 0006443 | 2 | Dwarf Mode -- Pets | minor | resolved (user6) | 2014-02-22 | Immigrant's billy goat starves, then stops starving and does not died from starving | Not sure, but supposedly:
1)Have an immigrant with his or her own herbivore creature.
2)Assign a creature to some pasture, on the bare stone floor (no herb or fungus!).
3)See as it starts and stops starving |
| 0002171 | 7 | Dwarf Mode -- Interface, Text | minor | | 2014-02-21 | Text in inventory screen overlaps with map panel. | From Fortress Mode:
1. Use [Tab] to set the display mode to show the main panel, hotkey panel and the map panel.
2. [v]iew a creature.
3. Open their [i]nventory.
|
| 0006428 | 4 | TrueType | crash | resolved (user6) | 2014-02-20 | Adventure Mode crashes after character creation when TrueType is enabled | Start adventure mode, create a character like normal, press enter to go. |
| 0006439 | 6 | Technical -- General | crash | resolved (user6) | 2014-02-19 | The game seems to crash on a fixed rate. | Just let the fort run for about a minute or so. |
| 0006433 | 4 | Adventure Mode -- Traps | minor | new | 2014-02-19 | Unsealing HFS in Adventurer mode does not spawn inhabitants? | |
| 0005779 | 1 | Dwarf Mode -- Combat | text | new | 2014-02-19 | Magma crabs and giant cave spiders have rapid-fire interactions | |
| 0006330 | | Dwarf Mode -- Environment | minor | new | 2014-02-19 | Wall removal leads to permanent ice ground | See above |
| 0006438 | 1 | Adventure Mode -- Travel | minor | acknowledged (user6) | 2014-02-19 | When a body transformation ends during fast travel, carried items become hauled | Become a werebeast, or just mod in an interaction that involves a CE_BODY_TRANSFORMATION that has an END time, then fast-travel. |
| 0000344 | 10 | Combat -- General | minor | | 2014-02-18 | Knockback/"propelled away by the force of the blow" only happens rarely (same with throwing creatures any distance) | Just equip a warrior with a weapon that in theory should send creatures flying. Add an enemy. Watch. |
| 0006435 | 4 | Creatures | minor | new | 2014-02-17 | DISPLAY_COLOR can't be overridden in creature raws | * Open the blood man raws
* Remove [ARENA_RESTRICTED]
* Add [DISPLAY_COLOR:1:0:0] under [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
* Spawn some in the arena
* See what colour severed parts and the pools left behind are |
| 0003233 | 3 | Dwarf Mode -- Environment | major | resolved (user6) | 2014-02-17 | When embarking in an area with 2 very different biomes, area savagery is ignored | Embark on an area with two very different biomes, say a mountain biome and swamp biome, with both on untamed wilds. |
| 0006437 | 1 | Dwarf Mode -- Flows | minor | resolved (user6) | 2014-02-17 | Still magma doesn't keep ice thawed | I have a save file set up to demonstrate this. It uses magma to heat a chamber full of water. There is a room with a row of levers to control everything. The numbers in the instructions bellow refer to them from left to right. Hit F2 to bring you back to the levers.
* Download this save and start it up:
https://dl.dropboxusercontent.com/u/14508972/region1.zip
* Pull the 2nd and 3rd levers
* Pull the 4th lever and once the room is full of water pull it again
* Pull the 2nd and 3rd levers
* Once the ice has set pull the 1st, 2nd, and 3rd levers
* The ice will all melt, but if you wait a while it freezes again despite the magma |
| 0001610 | 7 | Map Features | minor | resolved (user6) | 2014-02-17 | Buggy volcano - warm stone flag not properly placed on tiles around volcano | Generate the world according to the parameters below.
Embark on the location in the image below.
Go to the designation menu and investigate tiles surrounding the volcano. |
| 0004762 | 4 | Map Features | minor | resolved (user6) | 2014-02-17 | Magma draining from volcano | embark on a cold volcano. wait until the ice melts. wait? |
| 0006222 | 4 | Typos/Grammar | tweak | new | 2014-02-17 | "Midnight Blue" displayed as light blue | |
| 0006436 | 1 | Items | minor | resolved (user6) | 2014-02-17 | Items frozen into ice which then melts vanish until the tile is re-frozen and mined | I have a save file set up to demonstrate this. It uses magma to heat a chamber full of water. There is a room with a row of levers to control everything. The numbers in the instructions bellow refer to them from left to right. Hit F2 to bring you back to the levers.
* Download this save and start it up:
https://dl.dropboxusercontent.com/u/14508972/region1.zip
* Notice the boulders in the room with the floodgates
* Pull the 2nd and 3rd levers
* Pull the 4th lever and once the room is full of water pull it again
* Pull the 2nd and 3rd levers
* Once the ice has set pull the 2nd and 3rd levers
* In the water there will be no boulders any more
* Pull the 2nd and 3rd levers
* Mine the tiles out and the boulders will reappear
|
| 0006434 | 2 | Combat -- General | minor | new | 2014-02-16 | Severed single tissue parts often strangely named | Remove [ARENA_RESTRICTED] from mud men and stage some fights in the arena. |
| 0000200 | 1 | Creatures | trivial | new | 2014-02-16 | Butchered tame animals produce badly named "stray elephant nervous tissue" etc | Capture a tameable animal in a cage trap.
Tame it.
Mark it for butchering, wait for it to be slaughtered.
Look at the resulting items in the butchery. |
| 0004731 | 6 | Dwarf Mode -- Items | major | new | 2014-02-13 | Dwarf kills Fire Imp with short sword -> Hot sword melts fat and never cools down! | Kill a Fire Imp with a weapon.
Watch Urist die.
Save available if necessary |
| 0006217 | | Contaminants/Spatter | minor | new | 2014-02-12 | Fixed-temperature contaminants do not heat up body parts? | reaction_other
[OBJECT:REACTION]
[REACTION:MAKE_TEST_1]
[NAME:make magma blocks]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:BLOCKS:NONE:INORGANIC:NONE]
[SKILL:KNAPPING]
Create blocks, take a step. |
| 0000476 | 3 | Typos/Grammar | text | new | 2014-02-11 | Boiling blood improperly named | In Arena mode, allow two creatures to fight and bleed a bit, then spawn a dragon and get it to breathe fire. |
| 0006430 | 1 | Cave-ins | minor | new | 2014-02-08 | Piston splits in half. | Create a piston with the same layout as mine and drop it. |
| 0002267 | 7 | Dwarf Mode -- Interface, Announcements | minor | acknowledged (user6) | 2014-02-07 | Martial trances can be triggered by distant and invisible underground creatures | |
| 0000783 | 9 | Dwarf Mode -- Trade | trivial | acknowledged (user6) | 2014-02-05 | Elves buy and sell products with IMPLIES_ANIMAL_KILL due to JUSTIFIED_IF_SELF_DEFENSE | |
| 0005728 | 5 | Dwarf Mode -- Jobs, Animal Handling | minor | acknowledged (user6) | 2014-02-04 | Captured mounts leave animals list after first training, cannot be retrained. | I'm just guessing here:
1) Capture mounts (giant toad, for sure).
2) Train them.
3) See if they're still on the animals list for maintenance training?
4) If they are still there, perhaps swap them between cage and chain restraint in different training zones? |
| 0006426 | | Dwarf Mode -- Justice | trivial | new | 2014-02-03 | King sentenced to beating after duke's production order was not satisfied | Have not tried. |
| 0002562 | 5 | Adventure Mode -- Inventory | minor | acknowledged (user6) | 2014-02-03 | Infinite backpack when picking things up. | Pick up an item with a full backpack. |
| 0005555 | 7 | Dwarf Mode -- Pets | minor | new | 2014-02-01 | War dogs ignore "tightly closed" and forbidden doors (walk through them, then can´t find back). | I have yet to try to reproduce that on another map, but I watched it happen multiple times in my current fort. |
| 0001503 | 7 | Dwarf Mode -- Environment | minor | new | 2014-01-31 | Water fall into lava creates endless 'cavein' messages | Dig a channel down to a lava pit, with a murky pool at the top. Let the water fall several z levels to it. |
| 0006424 | 5 | Technical -- Saving/Loading | major | resolved (user6) | 2014-01-31 | Game doesn't show anything on the screen after loading uncompressed save | |
| 0006425 | 1 | Technical -- Saving/Loading | major | resolved (user6) | 2014-01-30 | Saved games can be further compressed tenfolds. | |
| 0006423 | | Dwarf Mode -- Stockpiles | minor | acknowledged (user6) | 2014-01-29 | Deconstructing the floor under a stockpile doesn't remove the stockpile | Place a stockpile over a constructed floor that's built over open space. Designate the constructed floor for removal. Marvel at the stockpile's continued existence. |
| 0006256 | 4 | Dwarf Mode -- Items | crash | resolved (user6) | 2014-01-29 | Placing cabinets causes system crash. | Place cabinets, crash. |
| 0000510 | 6 | Projectiles | minor | new | 2014-01-29 | Striking with stacked ammo gives a momentum bonus but no contact area penalty | Arena mode: Bowdwarf with grandmaster archer & bow skills and wooden bow w/ 100 iron arrows vs fully iron armored dwarf. |
| 0002225 | 7 | Dwarf Mode -- Military | minor | new | 2014-01-29 | Unskilled dwarf prefers to fight with shield instead of axe | Equip untrained dwarves with battle axes and let them fight in the arena. |
| 0004687 | | Dwarf Mode -- Interface, Stocks | minor | new | 2014-01-29 | Butchered body parts counted by stack, not sums of stacks | |
| 0006170 | | Dwarf Mode -- Stockpiles | minor | new | 2014-01-29 | no way to keep werebeast corpse, body parts, out of refuse stockpile | Obviously to test this requires a were-beast to arrive and be killed. Assuming that happens:
- wait for were-corpse to be carried to general refuse pile
- create bones-only pile pulling from refuse pile
- watch corpse and any separated parts get carried to bones pile
- create 3rd pile with refuse enabled, but all refuse options off. Set it to pull from the bones pile
- watch corpse and separated bits get carried to all-options-off refuse pile.
Workaround: create an extra aboveground refuse stockpile to pull from all indoor refuse piles to keep werebeast corpses out of them. Turn off all refuse options (and, potentially, set the "anywhere" option to "Will Take From Links Only") to keep normal corpses and other trash out of this were-sink.
Simpler workaround: manually dump any were-corpses and were-parts out of indoor stockpiles.
Simplest workaround: If killed above-ground, forbid were-corpses and were-parts before they get picked up. |
| 0003401 | 4 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2014-01-29 | Forgotten Beast Bones going into wrong stockpile | |
| 0004950 | 1 | Creatures | minor | resolved (user6) | 2014-01-29 | butchered crundle produces no horn | |
| 0003435 | 1 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-01-28 | generated world segfaults every time when starting dwarf mode, before reaching embark map | Open world, attempt to Start Playing in Dwarf Fortress mode. |
| 0004844 | 8 | Miscellaneous Crashes | crash | resolved (user6) | 2014-01-28 | Constant freeze-ups in Win7 Pro 64-bit | unzipped DF 31.25 zip into a directory on HDD
launched DF by double clicking the EXE
that's it |
| 0003843 | 3 | Dwarf Mode -- Immigration | crash | new | 2014-01-28 | Second spring (first after embark) migrants crash the game. | Download this bugged save game : http://dffd.wimbli.com/file.php?id=3603 and simply play until migrants arrive, unpause, and crash. |
| 0004480 | 5 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-01-28 | Crash or hang when embark has 3+ biomes | After loading my region from http://dffd.wimbli.com/download.php?id=4166&f=region12_crash.zip
go to the location in the picture included with the save (yes its 4X5).
Embark either using the play now option or prepare carefully.
If using the prepare carefully option press the 'e' key to actually embark.
Watch memory usage increase until it crashes (it may take some time).
|
| 0004804 | 2 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-01-27 | DF crashes upon Embark every time | Start game, choose world, select site, embark. |
| 0003754 | 4 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-01-27 | Crashes on embark screen when choosing place | save here http://dffd.wimbli.com/file.php?id=3498
start new fortress
make some shift-up steps from default location
|
| 0004433 | 1 | Undeath | feature | resolved (user6) | 2014-01-27 | Pets follow their masters around after death | |
| 0003730 | | Dwarf Mode -- Invasions | minor | resolved (user6) | 2014-01-27 | Kobold thieves don't run from goblin ambushers. | Uncover a thief and wait for them to rush blindly to their death at goblin hands. |
| 0003650 | 1 | Dwarf Mode -- Interface, Unit View | minor | resolved (user6) | 2014-01-27 | Ghost tiles overriden by professions | Have any ghost of a dwarf with a profession. |
| 0000998 | 8 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2014-01-27 | Dwarf tries to butcher skeleton | |
| 0003379 | | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2014-01-27 | butchering rotten stuff | |
| 0003581 | | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-01-27 | Wound wont heal | |
| 0003756 | 4 | Adventure Mode -- Combat | major | resolved (user6) | 2014-01-27 | Nail tissue never heals, causes problems | |
| 0003333 | 1 | Dwarf Mode -- Military | tweak | resolved (user6) | 2014-01-27 | Sparring broken / annoying demonstrations | Set a big squad (more than 5) to train all year in a random barracks and see what happens.
|
| 0003536 | | Adventure Mode -- Stealth | minor | new | 2014-01-27 | Party members prohibit sneaking if they can see you | |
| 0002177 | 1 | Dwarf Mode -- Buildings, General | trivial | resolved (user6) | 2014-01-27 | Digging out ice tile underneath outdoor Well destroys well | Outdoor well during winter with access tunnel underneath. Send dorf to dig ice underneath it. |
| 0002456 | | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2014-01-27 | Down stair can be dug below another down stair | Designate a down stair to be dug
Designate a down stair to be dug a level below.
Both down stairs will be dug out. |
| 0000245 | 5 | Combat -- General | text | resolved (user6) | 2014-01-27 | Combat reports: gripping done by mouth listed as "tooth" | |
| 0003155 | 5 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2014-01-27 | No liaisons after the arrival of the monarch. | Get the monarch to arrive and see if liaisons continue to show. It might also require having a dead count; this occurred in the same game as 0003901. |
| 0003150 | 2 | Creatures | minor | new | 2014-01-27 | Merchants terrified of raccoons | |
| 0001646 | 1 | Adventure Mode -- Conversation | minor | resolved (user6) | 2014-01-27 | Met a 20 year old "Child" in adventure mode | |
| 0005065 | 3 | Adventure Mode -- Eating/Drinking | major | resolved (user6) | 2014-01-27 | Thirst/hunger seem to be shared | Become very hungry and thirsty
Eat or drink one of them away
Try to do the same to the other. |
| 0001086 | 2 | Dwarf Mode -- Idle Behavior | minor | new | 2014-01-27 | Dwarves can die of dehydration while drinking | Difficult :) It requires a very precise timing. |
| 0001543 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-01-27 | No diagnosis performed, wounded yet immortal dwarves. | |
| 0001546 | 5 | Legends Mode -- History Export | feature | resolved (user6) | 2014-01-27 | Forgotten beasts export | |
| 0001184 | 2 | Dwarf Mode -- Invasions | minor | resolved (user6) | 2014-01-27 | Enemy civ brings war mounts during an invasion despite having no animal use tags in entity file | |
| 0001146 | 2 | Dwarf Mode -- Trade | minor | new | 2014-01-27 | Human traders have OCD: Must wash constantly, taking forever to leave | |
| 0001616 | 3 | World Generation -- Parameters | major | resolved (user6) | 2014-01-27 | worldgen stops at megabeast check | 1: go to generate world with parameters.
2: select smaller or pocket region.
3: go to advanced, note end year and megabeast check start.
4: generate world, compare stop year with earlier noted numbers. |
| 0000765 | 6 | Dwarf Mode -- Jobs, Childcare | minor | new | 2014-01-27 | Parents spam cancellation messages when babies are outside burrow | |
| 0002468 | 4 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | resolved (user6) | 2014-01-27 | Seeking inaccessible infant | |
| 0001350 | 2 | Dwarf Mode -- Interface, Trade | major | | 2014-01-27 | DF mouse icon leaves a never ending trail on the liason screen where you are shown the civ's wealth | |
| 0000772 | 3 | Miscellaneous Crashes | crash | resolved (user6) | 2014-01-27 | Game crashed in Dwarf Mode - Old fortress | |
| 0003008 | | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | new | 2014-01-27 | Deconstructing an up stair hanging down from a down stair results in the dwarf falling from that tile upon completion. | Build stairway down into a chasm out of any material(s). Deconstruct an up stair. |
| 0004778 | 1 | Adventure Mode -- AI | minor | | 2014-01-27 | Miners fall to their death because they so stupid | 1. dig a channel
2. dig another channel above first channel
|
| 0002896 | | Dwarf Mode -- Jobs, Military | minor | new | 2014-01-27 | Military Dwarves have no friends! | |
| 0002085 | 1 | Dwarf Mode -- Jobs, Childcare | minor | new | 2014-01-27 | Mother sleeps through childbirth | 1. Have a breeding pair of dwarves.
2. Make the female sleep.
3. Make the female give birth while she's asleep.
Haven't tried reproducing this. |
| 0002943 | 1 | Dwarf Mode -- Jobs, Military | minor | resolved (user6) | 2014-01-27 | Some dwarves do not get drafted | Seems to happen at random. |
| 0003396 | 3 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user6) | 2014-01-27 | unconscious escapee still chasing | Release a hostile or invader with combatants ready, watch it follow the releaser, without attempting to strike even if still wielding the weapon it was captured with. |
| 0002933 | 1 | Dwarf Mode -- Abandonment of Fort | tweak | resolved (user6) | 2014-01-27 | Abandoning falsely warns that all saves will be deleted | |
| 0002811 | 3 | Dwarf Mode -- Jobs, Designations | crash | resolved (user6) | 2014-01-27 | Mouse designations fail intermitantly, sometimes crashes | Try mouse designating a lot and it will happen eventually. |
| 0002655 | 4 | Dwarf Mode -- Military | major | new | 2014-01-27 | Military dwarfs assigned to kill order never reach combat due to thirst | I have seen this behavior in multiple forts when i have asked my military dorfs to cover considerable ground to their target. |
| 0002076 | 1 | Dwarf Mode -- Trade | trivial | resolved (user6) | 2014-01-27 | Negative Value Water | |
| 0002098 | 4 | Creatures | major | resolved (user6) | 2014-01-27 | Being shook around by creatures severs nerves too often | |
| 0002116 | | Combat -- Stuck-ins | trivial | new | 2014-01-27 | Weapons stuck in can be pulled out while sleeping. | |
| 0002234 | 2 | Cave-ins | minor | resolved (user6) | 2014-01-27 | Wall caved in over a tile where blowdart landed showed symbol of missed projectile | Let a projectile land on a tile, and then drop a natural wall onto it from above. |
| 0002272 | | Dwarf Mode -- Environment | major | new | 2014-01-27 | Issues with Arctic Oceans | Generate a World
Embark on a site containing an Artic Ocean |
| 0004215 | | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-01-27 | Cold/Freezing Oceans... Frozen. | |
| 0002288 | 1 | Dwarf Mode -- Pets | minor | resolved (user6) | 2014-01-27 | war animal running to the meeting area and back to their owner very often | station militia at any point
assign a war animal
wait for it to run away and come back again and again
or watch my save ( http://dffd.wimbli.com/file.php?id=2491 ):
the war dog Ablel Katakdoren is on its way back to the meeting area, will stay for a few seconds, run back to its owner, will stay for a few seconds, run to the meeting area and so on... |
| 0002346 | 1 | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-01-27 | Reports show that cloak protects face | Just look through some combat reports. |
| 0002505 | 5 | Dwarf Mode -- Jobs, Activity Zones | minor | new | 2014-01-27 | Pond Zone fill-job cancelations and unusable buckets resulting from iced-over, but full, outdoor pond | 1) Fill a pond before the winter freeze.
2) Wait for fill jobs and the attendant job cancelations to be generated.
3) Check the location of the canceled job and observe full bucket that will never be used again. |
| 0001316 | 2 | Arena | crash | resolved (user6) | 2014-01-27 | Crash when exiting creature control in Arena mode (Legacy versions only) | Create dueling dwarves in arena mode, pause, individually control the winners to within targeting range, exit creature control and unpause to let them fight. After a dozen or so times of doing this it eventually crashes at the unpause. |
| 0000278 | 6 | Arena | crash | resolved (user6) | 2014-01-27 | Game crashed when exiting from Arena mode | |
| 0002573 | 2 | Miscellaneous Crashes | minor | resolved (user6) | 2014-01-27 | Crash when exiting arena mode | |
| 0000618 | 9 | Dwarf Mode -- Reclaim | minor | new | 2014-01-27 | Caged goblins are freed after reclaiming | |
| 0001740 | 2 | Dwarf Mode -- Combat | minor | new | 2014-01-27 | Civilian sleeps through skeletal fox attack | |
| 0003239 | 2 | Adventure Mode -- Crime | major | | 2014-01-27 | Nameless NPCs don't care if you kill them | Go to a settlement in Adventure Mode.
Kill an unnamed NPC.
Talk to an unnamed NPC.
Attack the newly named NPC. |
| 0001409 | 1 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user6) | 2014-01-27 | Dwarves confusedly keeps taking water out and putting it back in the same water source | As the following says. You need to A) Place Zones, B) Turn on Water Source, and Pit/Pond with it set on Pond, and C) Have buckets ready so they start filling. They'll then soon start playing with the water via bucket spam. |
| 0003508 | 2 | Dwarf Mode -- Nobles | tweak | resolved (user6) | 2014-01-27 | Militia captain cannot be replaced if militia commander is vacant | 1. Appoint a militia commander.
2. Appoint a militia captain.
3. De-appoint the militia commander.
4. See that you cannot de-appoint the militia captain if there is a vacancy for the militia commander. |
| 0004918 | 1 | Adventure Mode -- General | feature | resolved (user6) | 2014-01-27 | Demon prisoner/companion recruitment oddity | |
| 0006325 | 1 | Dwarf Mode -- Reclaim | crash | resolved (user6) | 2014-01-27 | Reclaiming Crash/Freeze | Start a fort, abandon or fall into ruin. repeat multiple times.
Between the items scattering, and the spawning of leather, the game will grind to a halt, if not crash upon unpausing and trying to run the game. |
| 0003585 | 2 | Dwarf Mode -- Reclaim | minor | resolved (user6) | 2014-01-27 | Reclaim other civ's forts? | Use .17 and Mixmod. Gen a few worlds. You should at least find a few non-player sites to be reclaimed. |
| 0003278 | 2 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-01-27 | Miasma not generated under Constructed Floors | Build a roof of constructed floors and place a refuse under it. |
| 0003934 | | Adventure Mode -- General | crash | resolved (user6) | 2014-01-27 | Game crashes on embark in adventure mode | Embark in adventure mode under Linux |
| 0003930 | 2 | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-01-27 | Caravan guard seemingly unkillable | occuring in current game....first attempt |
| 0005962 | 4 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-01-27 | dwarves stuck in a loop going to recover wounded, interrupted by the dwarf who's wounded | |
| 0004548 | 1 | Dwarf Mode -- Buildings, General | crash | new | 2014-01-27 | Lowering a drawbridge at the top z-level causes a segmentation fault | |
| 0003904 | 2 | Undeath | minor | resolved (user6) | 2014-01-27 | Ghost appeared even with coffin | |
| 0004659 | 5 | Adventure Mode -- Combat | minor | resolved (user6) | 2014-01-27 | Ghosts are too strong | Just come to abandoned fortress with ghosts by adventurer. |
| 0001988 | 7 | Dwarf Mode -- Items | minor | resolved (user6) | 2014-01-27 | Dwarven Sugar lies in stacks on the kitchen floor | Not 100% sure. |
| 0003515 | | Dwarf Mode -- Items | minor | new | 2014-01-27 | Severed limbs of living dorfs are left alone | 1. In Fortress Mode, sever a dorf's limb.
2. Have them survive for an extended period.
3. Watch as the severed limb rots where it is, ignored by everyone. |
| 0003964 | 3 | Adventure Mode -- Reactions | minor | resolved (user6) | 2014-01-27 | Rabbits can't be butchered in Adv Mode | |
| 0000487 | 3 | World Generation -- Parameters | major | new | 2014-01-27 | Number of volcanoes is not affected by vulcanism, only by the minimum | Set minimum vulcanism to 99, maximum vulcanism to 100, minimum number of volcanoes to zero.
Should generate a world filled with Basalt, Obsidian, etc, but with no volcanoes.
It even works with min vulcanism 100, max vulcanism 100. |
| 0003439 | 4 | Technical -- General | minor | resolved (user6) | 2014-01-27 | curses_800x600.png is squished to half height (see 0002628) | Change font size setting in init.txt to:
[FONT:curses_800x600.png]
or
[FONT:curses_800x600.bmp]
Observe window size compared to doing the same change with older versions.
|
| 0003103 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2014-01-27 | Dwarves won't treat new infections | Get a dwarf with lots of wounds, e.g. by having a goblin with a hammer pound him repeatedly.
Have him diagnosed
Watch new infections arise after a while as he's being treated for his multitude of injuries. |
| 0006070 | 2 | Dwarf Mode -- Military | major | new | 2014-01-27 | Marksdwarves are confused about whether they're active or not | When you load up, Go to the squads and cancel there station
Fastdwarf will speed up the process
This will make them form up in that general area
To the right is the archery range, The lever to the south the opens the bridges to block the targets(I thought it would be a good idea to force my archers to go to other barracks's)
After they assemble, Turn them to inactive. Most of them will rush towards the ranges. some will stand there for a while, and the guy to the north sitting in a stockpile will sit there and enjoy his drink and not move.
Activate the squad, And After they empty the quivers. They will reassemble in the middle area.. Or if you turn the squad inactive they will spread out around the fortress.
|
| 0003131 | 1 | General | minor | resolved (user6) | 2014-01-27 | Forgotten Beast occupies same tile as tree in water, cannot be shot | Load this save.
http://www.heelychat.com/untouchablefb.zip |
| 0001455 | 5 | Dwarf Mode -- Interface, Standing Orders | minor | resolved (user6) | 2014-01-27 | Auto-web collection set to 'off' not working | |
| 0001891 | 2 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2014-01-27 | Getting profession updates, but not changing titles | |
| 0001737 | 2 | Technical -- General | minor | resolved (user6) | 2014-01-27 | Unknown runtime error | |
| 0000893 | 7 | Dwarf Mode -- Flows | minor | resolved (user6) | 2014-01-27 | faillure to flood | 1: dig underground tunnels from murky pool, to site for well
2: build the well, on the same z-level as the pool.
3: wait several years for the pool to fill. |
| 0001177 | 6 | Dwarf Mode -- Flows | minor | new | 2014-01-27 | pressurized water starts flowing, then stops | I've got a save file available. Turning on and off the floodgate at the stream level makes it work temporarily. Go to level 140 and pull the left-most lever in the room by itself. |
| 0001643 | | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-01-27 | Dwarves choose to do hauling/collecting jobs furthest away | Start a fortress and dig out a tunnel a fair distance away from the wagon. Pause the game and designate a garbage pit. Designate all the mined stone to be dumped. Create a large stockpile near the wagon and set it to allow everything. A dwarf will walk to the mine, throw away a stone, then walk all the way across the map to the wagon and transfer a single item, then walk all the way back to the mine to discard another stone, etc. |
| 0002235 | 2 | Dwarf Mode -- Transport/Hauling | minor | resolved (user6) | 2014-01-27 | Brewer retrives plants from far-away stockpiles. | I haven't tried to reproduce this in a controlled manner but it has happened on several forts. Create a Still with a plant stockpile next to it. A good distance away on the XY plane, 1 z-level down, create another plant stockpile. Watch as he takes the scenic route. |
| 0000165 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-01-27 | Dwarves in hospital beds "fall out" and stay on the ground. | |
| 0002785 | 5 | Dwarf Mode -- Environment | minor | new | 2014-01-27 | Tree grows suddenly on top of constructed wall | ? |
| 0004529 | 3 | Dwarf Mode -- Stockpiles | minor | new | 2014-01-27 | Removing old stockpiles causes underground tree saplings underneath them to mature instantly. | Place a stockpile over a patch of underground soil.
Discover the cavern layers to underground plants start growing inside your fortress.
Remove the stockpile several years later.
Watch fully mature trees spring up. |
| 0001724 | 2 | Dwarf Mode -- Environment | tweak | resolved (user6) | 2014-01-27 | Underground plants keep growing on soil floors after the wall below is removed | Find two overlapping soil layers. Dig out upper layer, and pierce caverns. Dig out lower layer, undermining soil of upper layer. Plants will continue to spawn on upper layer, and existing plants will be unharmed. |
| 0003503 | 1 | Dwarf Mode -- Invasions | minor | resolved (user6) | 2014-01-27 | Goblin stuck in tree | |
| 0001754 | 1 | Dwarf Mode -- Military | major | new | 2014-01-27 | Creatures and items fall through up/down stairs | In design like this
5 + <-- object here
4
3 X
2 X
1 X
0 +
Stuff (esp. dorfs) standing/lying on the tile at level 5 will fall down to level 0 if floor is gone. |
| 0001778 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-01-27 | Mason Workshop Deconstructs By Itself | Embark on a map with no econ stone exposed/available.
Build a mason workshop.
Assign job item to the workshop.
Assign mason labor to a dorf. |
| 0000934 | 1 | Combat -- General | trivial | resolved (user6) | 2014-01-27 | Adventurer was punched in the mouth from behind | |
| 0000936 | 3 | Arena | minor | new | 2014-01-27 | Non-homeotherm creatures melt when placed on floor above magma | Place a saltwater crocodile, or alligator on the walkways above the magma, in the top left quadrant in arena mode. |
| 0001847 | 1 | Arena | minor | | 2014-01-27 | ranged weapons made out of materials other than wood are not available in arena mode | |
| 0002510 | 2 | Combat -- Target Selection | minor | resolved (user6) | 2014-01-27 | Dwarven children too aggressive | |
| 0005707 | 2 | General | minor | resolved (user6) | 2014-01-27 | When a dwarf falls a z-level into water, she drops the baby. And can't seem to pick it back up | from http://www.bay12forums.com/smf/index.php?topic=105641.msg3131246#msg3131246
[code]
Z = 1. Entry.
OOOOO
O>DXO
OOOOO
Z = 0. Tunnel.
OOOOOOOOOOOOOOOOO
O<+++++++++++++HO
OOOOOOOOOOOOOOOOO
Z = -1. Babby room.
OOOOOOOOOOOOOOOOO
O++++++++++++++VO
O+++++++++++++++O
OOOOOOOOOOOOOOOOO
O = Wall
D = Door
> = Dwarfs Enter Here
X = Dwarves walk down the stairs to enter tunnel, water flows from above.
< = Dwarf Exit Stairs
H = Lever-linked floor hatch.
V = Unlinked grate to drainage system.
[/code]
Step 1. Draft caring mothers into a squad, and station them in tunnel.
Step 2. Lock door.
Step 3. Send a burst of water down the shaft, enough to separate babies from mothers.
Step 4. Unlock door, station mothers outside while leaving babies in tunnel.
Step 5. Lock door again.
Step 6. Open floor grate.
Step 7. Send water back down shaft, straining all babies into baby room.
|
| 0001824 | | Arena | minor | resolved (user6) | 2014-01-27 | Rock blocks can contain "rock coating" | Drop some obsidian walls in the magma through the floor in the arena part which is suspended above the magma. Hope some rocks land on the floor, and examine them with k and enter to view them. |
| 0001957 | 1 | Typos/Grammar | minor | acknowledged (user6) | 2014-01-27 | Engraved floor description claims it's "on the wall" or omits location | engrave in stone |
| 0001936 | 2 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2014-01-27 | Dig Designation under Channel removing Ramp | 1. Set a channel designation on a tile.
2. Set a dig designation on the tile just below it.
3. Watch as your miner digs the channel, then removes the ramp, trapping himself to die of dehydration. |
| 0001338 | 4 | Throwing/Shooting | minor | acknowledged (user6) | 2014-01-27 | Ranged combatants receive blood splatters when shooting far away targets | 1) Start Arena mode.
2) Make some melee happen between Teams 1 and 2 so you have stationary targets.
3) Create some archers with bows or crossbows and e.g. Steel ammunition for Team 3 at a long distance away from the Team 1&2 targets.
4) As a control test, also create blowgunners in Team 3 to stand beside the bowmen and crossbowmen.
5) Watch as Team 3 receive blood splatters only for the bow/crossbow users.
Step 2 is optional, this is reproducible with targets that are not engaged with anything else, though you have to be quick to look at your shooters' inventory before the targets close in to melee them. |
| 0003217 | 1 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2014-01-27 | Forbidding base artifact material results in Iron item. | |
| 0001359 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2014-01-27 | Doctors in burrows cannot drop supplies without proper stockpiles | Put a doctor in a burrow without access to cloth stockpiles and have them suture or bandage an injured dwarf. |
| 0006260 | 1 | Dwarf Mode -- Moods | minor | new | 2014-01-27 | Hospital activity zone interferes with strange mood cloth item collection | Build a bunch of workshops inside a hospital zone, wait for moody dwarf needing cloth to claim one. |
| 0000788 | 10 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-01-27 | Traded raw clear/crystal glass not appearing at Jeweler's Workshop, although green glass does | |
| 0003311 | 3 | Dwarf Mode -- Moods | minor | resolved (user6) | 2014-01-27 | Resting/unconscious dwarf goes moody | Injure a lot of dwarves. Wait for (or debug trigger) a mood while they are resting |
| 0003899 | 3 | Dwarf Mode -- Moods | minor | new | 2014-01-27 | Non-Bone Artifact Missing Components | Haven't had a chance to retry, but its easy to repro:
Forbid items as the dwarf walks to retrieve them, unforbid the items after he has deposited the item at the workshop. Rinse, repeat. |
| 0003368 | 2 | Dwarf Mode -- Stockpiles | trivial | resolved (user6) | 2014-01-27 | Stacks and single goblin bones go to different stockpiles. | Configure two stockpiles, one to receive only corpses, one only bones.
Get some goblin bones; the the easiest way is probably to drop one from sufficient height that it'll blow apart and then waiting for the bits to rot.
Craft some bone items. |
| 0000159 | 16 | Dwarf Mode -- Moods | major | resolved (user6) | 2014-01-27 | Mood failed because dwarf cannot find needed material | |
| 0002924 | 13 | Dwarf Mode -- Moods | tweak | new | 2014-01-27 | Moody dwarf has inconsistent display of quantities for primary vs. decorative items | |
| 0006214 | 1 | Dwarf Mode -- Moods | minor | resolved (user6) | 2014-01-27 | Moody dwarf will not used items from minecarts | |
| 0001457 | 4 | Dwarf Mode -- Moods | minor | new | 2014-01-27 | Strange mood dwarves only collect items in order | |
| 0001393 | 3 | Technical -- General | minor | resolved (user6) | 2014-01-27 | After quitting the game, dwarfort.exe process remains running in the background until killed via Task Manager | Start the game. Load up a fortress game. Quit. Wait a few minutes then check task manager. |
| 0001569 | | Technical -- General | minor | resolved (user6) | 2014-01-27 | After quitting, DF hangs without closing. | 1) Start DF
2) Play for awhile, particularly Fortress Mode
3) Save, and return to main menu.
4) Select 'Quit' |
| 0004232 | 2 | Map Features | minor | new | 2014-01-27 | Aquifer on mountainous maps | Pick a rocky embark site. Try to dig through all the aquifers from the highest above-ground level. |
| 0001308 | | Dwarf Mode -- Military | minor | resolved (user6) | 2014-01-27 | Station commands use inexact positions | |
| 0001408 | 2 | Dwarf Mode -- Combat | major | resolved (user6) | 2014-01-27 | move/station order makes soldiers spread in an unusable pattern, too wide basically | |
| 0001327 | 4 | Dwarf Mode -- Jobs, General | minor | resolved (user6) | 2014-01-27 | Smelter reactions with undefined rocks | |
| 0001212 | 1 | Map Features | minor | resolved (user6) | 2014-01-27 | Invisible water stopping force-field | No idea, I look around underground as an adventurer long enough and eventually find it in every world I have genned. |
| 0001215 | 7 | Adventure Mode -- Environment | minor | resolved (user6) | 2014-01-27 | Magma Sea interacts strangely with the underground | Don't know. Generate a world and try to get an adventurer down that far. |
| 0000891 | 3 | Pathfinding | major | resolved (user6) | 2014-01-27 | New HFS pathing troubles; ends up in a pathing "freeze" | |
| 0001247 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | trivial | new | 2014-01-27 | Tantrumers can topple buildings even with both hands/grasps broken | |
| 0003597 | 1 | Adventure Mode -- Quests | minor | new | 2014-01-27 | [LOCAL_BANDITRY] bandits are targets of own civ's bandit quests | easiest method:
Allow goblins to become adventurers.
Play a goblin adventurer and go and take out a group of bandits they complain about.
Return to goblin quest-givers.
Be killed for your treachery. |
| 0001260 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-01-27 | Salt water given to a resting dwarf | I have not explicitly tried to reproduce this, though it doesn't seem like something that would be a fluke. This may also allow them to drink directly from the well, but again, I haven't tried this. |
| 0001235 | 4 | Technical -- General | tweak | new | 2014-01-27 | No errorlog when custom reaction specifies invalid building | |
| 0001028 | 21 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2014-01-27 | Elven caravan somehow arrives at Island Fort, doesn't show up on civ screen | I suspect this bug occurs whenever you embark on an island location with no connection to the mainland. |
| 0001130 | 1 | Dwarf Mode -- Diplomacy | minor | resolved (user6) | 2014-01-27 | Liaison departs immediately upon arrival | |
| 0000981 | 2 | Dwarf Mode -- Interface, Announcements | trivial | resolved (user6) | 2014-01-27 | Weather changes go unannounced. | |
| 0000935 | | Dwarf Mode -- Idle Behavior | minor | new | 2014-01-27 | Custom creatures in fortress mode with the "secretion" tag constantly go clean themselves | Add a secretion material to dwarves (ie. a slime template) and set them with a secretion to any of their body parts. They will race off to clean themselves constantly and get re-covered in it. |
| 0003212 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-01-27 | Return patient to the hospital gets new diagnosis but no new treatment | Injure a dwarf, patch him up in the hospital and send him away, injure him again. |
| 0004009 | 6 | World Generation -- General | crash | resolved (user6) | 2014-01-27 | World Gen Crash | I didn't attempt to reproduce because I don't know how to rerun the Create A World parameters with the same seed. |
| 0003972 | 10 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-01-27 | Crash at embark across a wide swath of the world (savage embark?) | Simply embark anywhere in the general region of the area indicated in the image - the savage swamps and forests in the area all cause crashes at embark. |
| 0003621 | 4 | Dwarf Mode -- Thoughts and Preferences | crash | resolved (user6) | 2014-01-27 | Opening Thoughts and Prefernces Crashes game | Open Thoughts and Preferences |
| 0000587 | 7 | Arena | minor | | 2014-01-27 | Temperatures effects are not working properly. | Control a creature and press 'P' in arena mode. This will show scorching (maybe not at first, but definitely after the items below start kind-of working.
Create a material, as described in the problem description. The material needs the [IS_METAL] and maybe [ITEMS_AMMO] tags, so as to appear in the selection list.
Create a creature with a stack of ammunition made of this material. Control the creature and throw some of the items, pick them up, throw some more etc. |
| 0000609 | 15 | Dwarf Mode -- Items | minor | resolved (user6) | 2014-01-27 | newly produced plant fiber sock designated for melting | no idea |
| 0000770 | 4 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-01-27 | Resting dwarves tasked to recover wounded | |
| 0001057 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-01-27 | wounded dwarf gets stuck with "recover wounded" job even after death | |
| 0001174 | 12 | Dwarf Mode -- Jobs, Military | minor | resolved (user6) | 2014-01-27 | Dwarf is stuck doing non-cancelable tasks | |
| 0005433 | 1 | Dwarf Mode -- Combat | crash | resolved (user6) | 2014-01-27 | Crash when issuing kill command on necromancer. | Select any military squad, select (K)Attack, select the Dwarf Potash Maker Necromancer (on the west side under the river bend close to the map edge) to be killed. Crash! |
| 0001421 | 3 | Dwarf Mode -- Buildings, General | crash | resolved (user6) | 2014-01-27 | Military related crash - barracks destruction also possible | load that save |
| 0005916 | 3 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2014-01-27 | Stockpile must give resources to a workshop to have its contents used | |
| 0006392 | 1 | World Generation -- General | minor | new | 2014-01-27 | Water in 2nd cavern is missing in 'chunk' above demon temple on embark. | A slight note in reproducibility, this is the first time I've embarked on a demon fort, so I don't know whether it's reproducible in other embark sites, but it's there every time I embark on this.
Here is the save with the view centered on it: http://dffd.wimbli.com/file.php?id=8175 Just unpause. |
| 0004779 | 4 | Technical -- General | minor | new | 2014-01-27 | FPS different on different z-levels | No. Idea. Man. |
| 0001655 | 4 | Pathfinding | major | | 2014-01-27 | Demons always path to top levels of tube | Breach the tube close to it's base. |
| 0003584 | 5 | World Generation -- General | crash | resolved (user6) | 2014-01-27 | Worldgen crashed with these parameters: | |
| 0000801 | 2 | Dwarf Mode -- Buildings, General | major | | 2014-01-27 | Forges don't care if bars have a small PRODUCT_DIMENSION | Create a custom reaction with:
[PRODUCT:100:1:BAR:NONE:METAL:IRON][PRODUCT_DIMENSION:50]
and another with
[REAGENT:A:10:BAR:NONE:METAL:IRON]
[PRODUCT:100:3:TOY:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
A bar made with the first custom reaction can be used at a forge with no problem, even though it's only 1/3 the size of normal bars that come from a smelter, using the METAL_ORE value of it.
If a bar made with the first reaction is then used with the second, the result is that there are 15 TOYs of various subtypes in the shop, instead of just 1. |
| 0004027 | 7 | Vegetation | minor | resolved (user6) | 2014-01-27 | Cave moss and other grasses get generated in fake-looking 16x16 squares | Embark on a new site, dig down to a cave and look at the cave moss. You'll see what I mean. |
| 0001644 | 3 | Dwarf Mode -- Interface, Military Screen | minor | resolved (user6) | 2014-01-27 | Unassigning squad leader in nobles screen causes hard crash when entering military screen | Create a squad (by whatever desired means).
Remove squad leader via the nobles' screen.
Open the military screen. |
| 0005593 | 1 | Adventure Mode -- Environment | minor | resolved (user6) | 2014-01-26 | Water taken from well instantly freezes, can't be thawed | |
| 0005352 | 1 | Adventure Mode -- Quests | minor | resolved (user6) | 2014-01-26 | Giant lions in lairs are nameless until quest is given | |
| 0005490 | | Adventure Mode -- Quests | minor | resolved (user6) | 2014-01-26 | Getting quest from religious leader takes more reputation than from non-religious leader | |
| 0001157 | 2 | Adventure Mode -- Conversation | text | resolved (user6) | 2014-01-26 | Keep in current town described as "there" | |
| 0005674 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user6) | 2014-01-26 | Can prefer to eat non-butcherable vermin | |
| 0003578 | 2 | Adventure Mode -- Sites | trivial | new | 2014-01-26 | Cherry opal quern in monster lair | |
| 0003577 | 1 | Combat -- Stuck-ins | minor | resolved (user6) | 2014-01-26 | Can get stuck-ins on hill titan made from salt | |
| 0004735 | 3 | Creatures | minor | resolved (user6) | 2014-01-26 | Bumblebees not hiveable, but make food and drink | |
| 0005506 | 2 | Legends Mode -- General | minor | resolved (user6) | 2014-01-26 | Books bound in weird substances | |
| 0004711 | 3 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user6) | 2014-01-26 | Hunter dumps corpse on bed instead of corpse stockpile | |
| 0004747 | 3 | Reactions | minor | resolved (user6) | 2014-01-26 | Soap making can't use tallow left in kitchen | |
| 0004714 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2014-01-26 | "Plant Seeds" jobs take too long to find grower | |
| 0004734 | | Dwarf Mode -- Items | minor | new | 2014-01-26 | Can steal liaison's clothes via dumping | |
| 0005527 | 4 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-01-26 | Can make gem windows from cut stone | |
| 0005606 | | Adventure Mode -- Town | minor | resolved (user6) | 2014-01-26 | Not enough variety in dungeon/catacomb treasures | |
| 0005608 | | Adventure Mode -- AI | minor | resolved (user6) | 2014-01-26 | Necromancers outrun and leave behind zombies | |
| 0005787 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user6) | 2014-01-26 | Missing dwarves cause no negative thoughts | |
| 0005230 | 2 | Weather | minor | resolved (user6) | 2014-01-26 | Blood snow that contaminates well results in message spam | |
| 0001556 | | Reactions | tweak | new | 2014-01-26 | If a MATERIAL_REACTION_PRODUCT references a nonexistent mat in LOCAL_CREATURE_MAT, it silently picks another mat (no errorlog) | |
| 0001586 | 9 | Creatures | minor | new | 2014-01-26 | Giantess killing her newborn | Embark on cave. Wait for giant romance to do its magic. |
| 0000265 | 1 | Geology | minor | resolved (user6) | 2014-01-26 | Semi-molten rock problem | Channel into semi-molten rock. |
| 0000708 | | Geology | minor | new | 2014-01-26 | Slade and semi-molten rock can be channeled, although walls cannot be destroyed | This should be trivial to reproduce simply by designating channels in the temple, and perhaps the underworld. |
| 0000100 | 7 | Dwarf Mode -- Flows | major | resolved (user6) | 2014-01-26 | Water does not cool semi-molten rock | Dig way down to semi-molten rock. Pipe nice cool refreshing water down to this level and douse the rock. |
| 0002411 | 2 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-01-26 | Volcano that pierces water cavern layer will drain into magma sea plus cave-ins. | Turn up the volcano amount in world gen and embark at a location with a volcano. |
| 0003310 | | Map Features | minor | resolved (user6) | 2014-01-26 | areas of semimolten rock and magma sea intersect with higher geological features in a very rectilinear manner. | ? |
| 0001444 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-01-26 | Unrevealed new HFS material and semi-molten rock tiles can be mined out with ramps. | 1. Clear an area directly above an unrevealed tile of slade or semi-molten rock.
2. Designate a ramp to be mined on that tile.
3. Wait for it to be mined out. |
| 0000314 | 2 | Technical -- General | minor | new | 2014-01-26 | Key bindings screen and other screens fail to give any feedback after successful exporting text | |
| 0004684 | 4 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-01-26 | Bugged area appeared in cavern while playing. | Unknown. Playing through from a save 14 in-game days earlier didn't do it. Possibly a read/write error while I was designating? |
| 0000248 | 1 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2014-01-26 | Default administrators not filled in at game start | |
| 0005893 | 12 | Fire | minor | resolved (user6) | 2014-01-26 | Magma occasionally fails to destroy utterly flammable items, see description and save for list | submerge creatures (dwarves probably) in magma.
look for weirdness. |
| 0005828 | 2 | Dwarf Mode -- Moods | minor | new | 2014-01-26 | Injured military dwarf with strange mood is pacing back and forth after claiming workshop | |
| 0006038 | | Dwarf Mode -- Military | minor | new | 2014-01-26 | Frozen water doesn't get dumped from flasks | Freezing biome, soldiers spending their time outside, water in waterskins. |
| 0003182 | 1 | Dwarf Mode -- Idle Behavior | minor | new | 2014-01-26 | Parties cause lag | Make a bunch of 'meeting hall' rooms, watch your FPS decrease significantly with each new party thrown. |
| 0004702 | | Adventure Mode -- General | minor | resolved (user6) | 2014-01-26 | Some companions counted twice on [c] list |
How to reproduce: 1) Get companion, they show up on the list. 2) lose companion, companion disappears from list. 3) Find companion again in a village shop, where they are flashing like a party member, but act like a trader. 4) Ask companion to join you again. 5) Companion agrees, and is listed twice. 6) Getting companion killed removes both instances from list. |
| 0005629 | 6 | Dwarf Mode -- Invasions | minor | resolved (user6) | 2014-01-26 | massive drop in FPS, seemingly related to INVADERS:YES setting in d_init.txt | The lagging can be reproduced (for my current world) by changing the INVADERS setting from NO to YES in the d_init.txt file.
I did not test yet if there is something wrong with the world itself; gonna check if it happens on another embark on the same world, too. |
| 0003594 | 2 | Adventure Mode -- Quests | major | resolved (user6) | 2014-01-26 | Adventure mode zombie kills for quests are not recognized | Get a quest to kill a zombie monster (Like a dragon), kill it. It turns to dust but the quest is not completed, it still tells you to kill that creature. |
| 0005616 | 1 | Undeath | minor | new | 2014-01-26 | Husks/Zombies still gain skills and name equipment | |
| 0005615 | | Undeath | minor | resolved (user6) | 2014-01-26 | Husks/Zombies still name equipment | |
| 0005428 | 2 | Undeath | minor | new | 2014-01-26 | Undead invaders recieve burial | Create a fortress near a necromancer tower and get beseiged by undead. Re-kill the invaders and then build some burial receptacles. |
| 0004436 | 6 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-01-26 | Crash when Embarking on Lakes | Find a lake. Try to embark on part of it. Try to embark on more of it, less of it, move the embark area around. |
| 0005151 | 3 | Creatures | minor | resolved (user6) | 2014-01-26 | Mist Thralls are nigh unkillable. | Embark on an evil biome, hope the mist makes a thrall. |
| 0006149 | 4 | World Generation -- General | major | resolved (user6) | 2014-01-26 | No Coal in Large world | |
| 0006162 | 8 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2014-01-26 | embark on world with joyous and terrifying in same embark, terrifying not producing trees or plants | 1. create world with advanced parameters change savagery x and y to 3200 each
adjust desired good and evil chances in large subregion to 15000,
change max subregions to 5000,
2. create world and find an embark with joyous wilds woodland next to terrifying woodland.
3. embark |
| 0005012 | | Creatures | minor | new | 2014-01-26 | Blizzard men in cages will burn forever | Trap Blizzard Men in cages and let magma fill the chamber they're in.
Trap Blizzard men in a room with no cages, and fill it with magma. |
| 0002108 | 5 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-01-26 | Crashes when loading save | Uploaded the save file to the DF file depot. Seems to crash consistently.
http://dffd.wimbli.com/file.php?id=2428 |
| 0002990 | | Technical -- Saving/Loading | crash | resolved (user6) | 2014-01-26 | Load fails after being *paused* overnight | Leave DwarfFortress open, but paused overnight and then try to load a save game. |
| 0003231 | 1 | World Generation -- General | crash | resolved (user6) | 2014-01-26 | Worldgen Crash | 1. Start generating a new world
2. Wait for world to generate
3. Crash during generation |
| 0003550 | | Miscellaneous Crashes | crash | resolved (user6) | 2014-01-26 | Segfault during Worldgen | Start DF. Gen world. Crash. |
| 0003562 | | Adventure Mode -- Combat | minor | new | 2014-01-26 | Gut injury causes nonstop vomiting even after healing | Get in a fight and get a arrrow to the "Guts" even after travel and its scarred over you should still be vomiting and "Guts" will show up as yellow on the wounds screen |
| 0001112 | 3 | Dwarf Mode -- Invasions | trivial | resolved (user6) | 2014-01-26 | goblin swordsman shows up equipped with <iron bow> | |
| 0000395 | 1 | Dwarf Mode -- Interface, Military Screen | minor | new | 2014-01-26 | Can assign specific uniform items that are already assigned to the same dwarf (or someone else) | Go to military menu. Go to equip. Attempt to assign specific gloves and boots to a dwarf. |
| 0001313 | 2 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2014-01-26 | Tantruming dwarf "enjoyed starting a fist fight" after using weapon to kill someone | 1. Set a captain of the militia, equip him with a weapon, and get him unhappy
2. Wait until he tantrums, and hope he starts a fist fight
3. Watch as he slaughters the closest dwarf
|
| 0001846 | 6 | Throwing/Shooting | minor | resolved (user6) | 2014-01-26 | ranged weapon projectile attacks don't use specified 'strike' verb in log | 1) equip a dwarf with a crossbow and bolts
2) give him something to shoot at
3) look at the combat report |
| 0002012 | 2 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user6) | 2014-01-26 | caged goblins get stronger over time | |
| 0003105 | 5 | Dwarf Mode -- Military | minor | new | 2014-01-26 | Setting material values to defaul uniforms results in strangeness. | Choose a default uniform, change material values, have fun. |
| 0006261 | | Dwarf Mode -- Military | minor | resolved (user6) | 2014-01-26 | Dwarf trying to pick up unavailable equipment gets stuck on Pickup Equipment order | Assign a dwarf a specific weapon type, but have that weapon type unavailable for use because all examples are already in use throughout the fort |
| 0000892 | 15 | Dwarf Mode -- Jobs, Equipment | major | | 2014-01-26 | Undrafted dwarves keep carrying equipment, soldiers get assigned items being worn by someone else (who refuses to drop them) | 1. Draft some soldiers.
2. Assign uniforms, wait for specific items to be assigned.
3. Look what items a specific dwarf has.
3. Remove the dwarf from the squad
4. Don't unpause! (not sure if it makes a difference, I'm just describing how I did it)
5. Select a replacement for the same position.
6. Check his specific items. |
| 0006084 | 3 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2014-01-26 | Miner dont run after mining into hot rock | Find some lava. Dig to it until th last square . Clear out. Designate dig on the last square. Miner go in and dig. He dont run. He died |
| 0000414 | 7 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2014-01-26 | Hospital Stored Buckets Not Used | Hospital zone with at least 1 stored bucket, injured dwarf who is thirsty. |
| 0000450 | | World Generation -- Beasts | minor | resolved (user6) | 2014-01-26 | Forgottoen beast mistmatch between spheres and body substance | |
| 0000458 | 1 | Dwarf Mode -- Interface, Announcements | minor | resolved (user6) | 2014-01-26 | STRUCK_ECONOMIC_MINERAL doesn't include gems | |
| 0002140 | 4 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2014-01-26 | Items are hauled to bins before the bins are installed into the correct stockpile. | Created or modify a stockpile to place items in bins. |
| 0001779 | 9 | Dwarf Mode -- Buildings, Machines | minor | new | 2014-01-26 | Haulers can disrupt building of pumps by hauling tasked items to stockpiles | 1) Order a many-layered pump stack to be created
2) add a stockpile for storing pump stack components (pipes, blocks, and/or enormous corkscrews)
3) wait for massive deconstruction |
| 0003389 | 3 | Dwarf Mode -- Stockpiles | trivial | resolved (user6) | 2014-01-26 | Food barrels in furniture stockpile | fill food stockpile? have barrels in furniture stockpile? produce food? |
| 0004049 | 1 | Dwarf Mode -- Items | minor | resolved (user6) | 2014-01-26 | Doe Rabbit/Buck Rabbit corpse not rotting | |
| 0006066 | 1 | Dwarf Mode -- Jobs, Items | minor | new | 2014-01-26 | Killers fail to claim skull totems as trophies | |
| 0003885 | 5 | Pathfinding | major | resolved (user6) | 2014-01-26 | Flying forgotten beast can path through unpathable places | Not sure. I think the being must be a flier; you must then have one open path between it and you. Close the path, then open another one (through mining). |
| 0006113 | 4 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2014-01-26 | dwarves will butcher a dead dwarf then bury the food products | edit ethics as follows
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:APPALLING]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[WILL_ACCEPT_TRIBUTE] |
| 0005246 | 2 | Dwarf Mode -- Immigration | minor | new | 2014-01-26 | vampire immigrated to fort as "friendly" rather than citizen | |
| 0001553 | 21 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-01-26 | Aluminum not available to all dwarven civs | Play a dwarf fort. Get a caravan. No aluminum on the trade select screen. |
| 0001544 | 1 | Undeath | minor | | 2014-01-26 | Skeletal cyclops described as very muscular, narrow ears, etc | |
| 0002796 | 19 | Dwarf Mode -- Jobs, Military | major | | 2014-01-26 | Soldiers often cannot follow their orders. | Try ordering a squad of 3-5 soldiers to kill some wild animals outside, or try enabling the active/training status of a marksdwarf and wait for it to appear (in my case he shot a few dozen bolts before starting to get this problem) |
| 0001311 | 11 | World Generation -- General | major | | 2014-01-26 | World has caverns but one of the several dwarven civs doesn't have access to seeds/plants/drinks | Seems random, and not related to no-caverns. |
| 0002219 | 6 | Dwarf Mode -- Artifacts | minor | new | 2014-01-26 | Legends says stolen artifact "was lost in an unknown site" | |
| 0004983 | 8 | Dwarf Mode -- Invasions | crash | | 2014-01-26 | Crash occurs when Forgotten Beast cannot path into fort | - breach Caverns
- floor over Cavern entrance
- wait for Forgotten beast
OR
- dig Cavern entrance outside a moated drawbrisdge
- wait for FB
- raise bridges so FB cannot enter the fort and wait for it to kill everything outside |
| 0001880 | 3 | Arena | minor | | 2014-01-26 | Gaseous secretions in arena mode cease when assuming control of a creature | Add the creature below to your raws, start arena mode, and place one of them. Watch their secretions go off.
Place another creature, and assume control of it. Walk around a bit and notice the secretions of the other creatures have stopped.
Return to arena mode, see that the secretions still don't work.
Place another of the creatures, and see that its secretions don't work either. |
| 0001542 | 3 | Adventure Mode -- Display | minor | resolved (user6) | 2014-01-26 | Zombie miasma does not display in adventure mode | |
| 0004706 | 5 | Adventure Mode -- Buildings | minor | | 2014-01-26 | Buildings appear to be incorrectly placed. | |
| 0001459 | 2 | World Generation -- Constructions | minor | resolved (user6) | 2014-01-26 | Roads constructed in world gen don't handle slopes well | |
| 0000687 | 6 | World Generation -- Constructions | minor | | 2014-01-26 | Bridges on world gen roads connect strangely | Generate a world and follow a road into a hilly area as an adventurer. |
| 0001601 | 1 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2014-01-26 | Site finder region map lies | Use the Medium Island world generation parameters, modified to use the following fixed seeds.
SEED: 631736448
HISTORY_SEED:656968774
NAME_SEED:1936735574
CREATURE_SEED:2273313248
Go into the site finder, and find the NPC dwarven fort Alekmosus. It's on the fifth grid from left, and seventh grid from the bottom on the global map. Close to the left is a ruin, Zomuslosm.
Several of the worldmap grids above these two sites, are light green tau, quote, n, and intersection symbols. These suggest the presence of hill and shrubland biomes.
However, most of these squares are all forest, on the Local map. |
| 0001722 | 4 | Dwarf Mode -- Interface, Embark | trivial | resolved (user6) | 2014-01-26 | Embark screen biome view can include separate biomes that are apparently identical | |
| 0006224 | | General | minor | new | 2014-01-25 | Minecart collisions with creatures sometimes create impassable tiles. | Ride a minecart and ram a creature. Maybe the rammed creature must skid along the ground instead of getting launched? I'm not sure. |
| 0005046 | 3 | Material Properties | tweak | | 2014-01-25 | Bloodstone is green, not red. | |
| 0006089 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-01-25 | Caravan Stuck If Path Removed During Trade | Attract a caravan, create a skirt wall that removes valid pathways, mow down pathway, watch. |
| 0004561 | 2 | Dwarf Mode -- Trade | major | new | 2014-01-25 | Newly built wall freezes caravan, even after it's removed | 1. Build a fortress with 2 long, narrow entryways. Where each entryway connects to the room containing your Trade Depot, include some means of blocking the way. A drawbridge is probably best.
2. Channel every other square in the entryways, to insure that merchants are constantly going up and down ramps as they walk through the entryways. I have a hunch that it is important to have the last merchant and his horse on different Z-levels when you block off the entryway.
3. When the caravan comes, wait for at least 1 merchant and his horse to go through the doorway. When at least one merchant has gone through (along with his horse) and at least 1 merchant and his horse are still in the bumpy entryway, close the door (or drawbridge, or floodgate, or wall, or whatever).
4. At this point, the merchant should refuse to re-path, and just stop in his tracks, and stay stopped even if you open the door/bridge/whatever. If the bug doesn't happen, try looking at my save to see if there's some factor I overlooked.
5. Optionally, try out the workaround for this bug, which involves digging or channeling to make the merchant or his horse (whichever is higher up) fall down a Z-level so that they are both on the same Z-level. |
| 0002669 | 2 | Dwarf Mode -- Nobles | minor | resolved (user1294) | 2014-01-25 | Game crashed when assigning broker | |
| 0003172 | 1 | Sites | minor | resolved (user1294) | 2014-01-25 | Rotting things inside a dark fortress produce no miasma. | 1. Embark on a ruined dark fortress.
2. Build a butcher shop inside the dark fortress.
3. Butcher an animal and let it rot. |
| 0001578 | 4 | Dwarf Mode -- Jobs, Mechanisms | minor | resolved (user1294) | 2014-01-25 | Dwarf Mechanic cannot link Water Pressure Plate to Drawbridge | Believe I have a save if necessary to see. Plate is confined in a small place directly next to the bridge. |
| 0003009 | 2 | Technical -- Saving/Loading | crash | resolved (user6) | 2014-01-24 | Game crashes upon loading saved "Reclaim Fortress" game | 1. Reclaim a fortress
2. Save
3. Attempt to reload |
| 0003406 | 1 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2014-01-24 | Game crashes when selecting an embark location | Download game. Select Start Playing From the menu. Select the map And selct dwarf fortress. Scroll the region down. |
| 0004082 | 5 | Dwarf Mode -- Interface, Designations | crash | resolved (user6) | 2014-01-24 | Crash during building designation | Have economic building materials available.
Designate any building.
Crash. |
| 0006419 | 5 | Dwarf Mode -- Buildings, Machines | block | resolved (user6) | 2014-01-23 | Levers - cannot choose object to link, screen moves | |
| 0006418 | 2 | Dwarf Mode -- Transport/Hauling | trivial | resolved (user6) | 2014-01-23 | "Load vehicle" job generated by minecarts sometimes siezes trade goods | Set up a ton of minecart stops, wait for traders? |
| 0002847 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2014-01-22 | Unconscious leader dwarf bugs out outpost liason | In description. |
| 0001488 | 3 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2014-01-22 | Cleaning Weapontrap... Job vanished after forbidding and reclaiming trap | 1. Build a weapon trap
2. Let goblins activate the trap until it is stuck and requires cleaning
3. Forbid the weapon trap and everything else via zone-forbid ([d]->[b]->[f])
4. Reclaim via zone reclaim ([d]->[b]->[c])
5. No cleaning job will be visible and the trap remains deactivated |
| 0000235 | 8 | Dwarf Mode -- Jobs, Designations | major | resolved (user6) | 2014-01-22 | Stuck Dwarfs Cause Problems | Start a game with two miners. Dig two 3x3 rooms underground with an upward ramp in the center and no other exits. One miner should become trapped in each room. The moment one of them is trapped, problems should begin. |
| 0000520 | 2 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2014-01-22 | Wagon ended up in cave on embarkation | Have not tried to reproduce, but it should be easy enough to try embarking on multiple caves. |
| 0000800 | 7 | Dwarf Mode -- Combat | minor | acknowledged (user6) | 2014-01-22 | Squad attack pathfinding lags behind target movement | |
| 0002399 | 3 | Dwarf Mode -- Buildings, Cages and Chains | crash | resolved (user6) | 2014-01-22 | Game paused to announce that goblin thief was caught in trap, then crashed after resuming | |
| 0002946 | 3 | Dwarf Mode -- Military | major | resolved (user6) | 2014-01-22 | Crossbow dwarfs prefer melee | |
| 0001713 | 5 | Combat -- Target Selection | minor | resolved (user6) | 2014-01-22 | Berserk Dorf in Hospital Zone can't be attacked by squad. | |
| 0002714 | 3 | Dwarf Mode -- Nobles | tweak | acknowledged (user6) | 2014-01-22 | gender tag in custom noble position does not work | add [GENDER:MALE] tag to baron and higher positions and wait for barony request. |
| 0002960 | 5 | Dwarf Mode -- Nobles | major | acknowledged (user6) | 2014-01-22 | deceased Baron not replaced | -Let your Baron die
-wait forever |
| 0001934 | 7 | Dwarf Mode -- Interface, Designations | minor | resolved (user6) | 2014-01-22 | Brook flashes like warm stone and can be desinated to be dug | |
| 0002374 | 3 | Dwarf Mode -- Jobs, Mechanisms | trivial | resolved (user6) | 2014-01-22 | Dwarves continue to attempt to load inactive ballista after ammo is depleted | |
| 0002023 | 6 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2014-01-22 | dead expedition leader precludes visits by dwarven caravans | Haven't tried to reproduce. |
| 0006203 | 5 | Dwarf Mode -- Nobles | minor | new | 2014-01-22 | Baron got possessed, diplomat raising the status of my lands left, noble position disappeared. | So, in order of events:
1) Diplomacy screen saying that I've been raised to 'county' status.
2) Urist McBaron has been possessed!
3) A diplomat has left unhappy.
4) Now the baron doesn't appear on the noble screen, but he does issue mandates. |
| 0001743 | 7 | Dwarf Mode -- Nobles | minor | new | 2014-01-22 | baron got won't come back from his break and his position can't be replaced | unknown |
| 0004730 | 3 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2014-01-22 | Noble consort permanently on break | Appoint a single dwarf; let him/her marry; try to get them to work. |
| 0003424 | | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2014-01-22 | Mayor noble stuck "On Break" | |
| 0002165 | 3 | Dwarf Mode -- Interface, Military Screen | major | resolved (user6) | 2014-01-22 | Military Screen - Forgetting Designations | |
| 0003214 | 5 | Dwarf Mode -- Military | minor | resolved (user6) | 2014-01-22 | All dwarves unassigned from squads during game loading | I have no idea. I had previously loaded a different fort before loading the one in question, although I tried switching forts again, but the same problem did not happen. |
| 0003788 | 1 | Dwarf Mode -- Jobs, Military | major | resolved (user6) | 2014-01-22 | Military dissapears | 1. Make militia commander.
2. Assign it a squad and squad members.
3. Leave the screen and play a bit.
4. Go back into military screen. |
| 0004099 | 4 | Dwarf Mode -- Interface, Military Screen | major | | 2014-01-22 | Missing dwarfs in squad screen | |
| 0004604 | 1 | Dwarf Mode -- Military | minor | new | 2014-01-22 | military squad isn't being assigned bolts | Unknown. |
| 0006332 | 1 | Dwarf Mode -- Military | trivial | resolved (user6) | 2014-01-22 | Dwarves' skills appearing as "Competent skilled" on military screen | * Assign a captain of the guard if you don't have one already.
* Fill a slot in the captain of the guard's squad with a dwarf that was already in another squad.
* Go to the now-vacated slot in that dwarf's original squad. Scroll through the list of candidates until you spot someone with "(level) skilled" for their relevant skill.
I've only tried this in the save where I first noticed it, but I was able to reproduce it in that save. |
| 0000925 | 5 | Dwarf Mode -- Combat | minor | resolved (user6) | 2014-01-22 | Dwaarves go into combat using first weapon, not first non-training weapon | Set up the order of weapons in the military/equip screen, send dwarves into combat, view the report. (Have only tried in dwarf mode, not arena.) |
| 0004290 | | Dwarf Mode -- Interface, Military Screen | minor | resolved (user6) | 2014-01-22 | "Individual Choice" melee weapon results in a mixed squad that won't fit on the screen | |
| 0002679 | 4 | Miscellaneous Crashes | crash | resolved (user6) | 2014-01-22 | Crash on entering thoughts and preferences of specific dwarves, Wine-only | using WINE, view the T&P of Metob Odomkel (along with various other dwarves)
Uploaded save:
http://dffd.wimbli.com/file.php?id=2676 |
| 0001031 | 7 | Dwarf Mode -- Environment | minor | new | 2014-01-22 | Scorching hot biome claims to be "heavily forested" but has no trees | |
| 0004526 | 1 | Dwarf Mode -- Invasions | minor | resolved (user6) | 2014-01-22 | Goblins fighting each other during a siege | |
| 0004295 | 1 | Dwarf Mode -- Flows | minor | resolved (user6) | 2014-01-22 | Lava flow on ocean causes strange cave-ins | 1. Embark on a site with both a volcano and a lake or ocean.
2. Make a ditch and/or parallel walls to guide lava down to the water (if you don't do this, it will spread out too much and never make it all the way down.)
3. Make a hole in the side of the volcano to let lava flow downhill to the water.
4. Wait for lava to flow and cause cave-ins.
Alternately, you could pump water into the volcano, creating obsidian there that crashes to the bottom of the magma sea. |
| 0004284 | 2 | Dwarf Mode -- Interface, Trade | minor | resolved (user6) | 2014-01-22 | Windows and pipes have no category on the Move Goods screen | |
| 0004278 | 1 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2014-01-22 | Stockpiles hide stairs | |
| 0004527 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2014-01-22 | Miners don't fully respect burrows | 1. Make a burrow.
2. Make a one-square mining designation that is outside of the burrow.
3. When a miner takes on that job, immediately assign him to the burrow.
4. Notice that the miner doesn't cancel his job, and just keeps on walking to the designation. |
| 0004528 | 1 | Dwarf Mode -- Invasions | trivial | resolved (user6) | 2014-01-22 | No male ogres in sieges | |
| 0004283 | 2 | Dwarf Mode -- Jobs, Burial | major | resolved (user6) | 2014-01-22 | Non-existent corpses are assigned to coffins | 1. Make a dwarf fall into a volcano, possibly by having him deconstruct part of a 1-tile wide walkway while he is standing on it.
2. Make a dwarf die by any means that leaves a retrievable corpse.
3. Make, engrave, and build a memorial slab for Urist McMelted.
4. Build a coffin and allow it for burial.
5. Notice that Urist McMelted gets the coffin even though his corpse doesn't even exist anymore. If you keep deconstructing the coffin and rebuilding it, he will keep getting it. |
| 0004062 | 9 | Dwarf Mode -- Jobs, Military | minor | resolved (user6) | 2014-01-22 | Hunters who are also in the military don't train or pick up equipment | 1. Have Hunters in fortress.
2. Make a squad with Hunters in it, all melee.
3. Assign squad a schedule, barracks and equipment.
4. Hunters never train, act like civilians, don't carry weapons. |
| 0003946 | 8 | Dwarf Mode -- Artifacts | crash | | 2014-01-22 | Completion of artifact results in crash | http://dffd.wimbli.com/file.php?id=3786
load save,
butcher donkey, (moody dwarf is waiting for bones)
wait for artifact. |
| 0004605 | 7 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user6) | 2014-01-22 | Hunter refuses to collect ammunition. | Hunter runs out of bolts.
Simply switches to no job and will not re-equip bolts. |
| 0001570 | 12 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2014-01-22 | Buckets quantum stockpile in hostpital from repeat suturing - become unusable | |
| 0005838 | 1 | Miscellaneous Crashes | crash | resolved (user6) | 2014-01-22 | Crash to Desktop on Transformation with Multiple Syndromes | At the end of the definition for DWARF, add the following tags:
[SELECT_MATERIAL:BLOOD]
[STATE_COLOR:ALL:LEMON]
[SYNDROME]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:DWARF:MALE]
[SYN_IMMUNE_CREATURE:DWARF:FEMALE]
[SYN_CONTACT]
[SYN_INJECTED]
[SYN_INHALED]
[SYN_INGESTED]
[CE_BLEEDING:SEV:1:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0]
[SYNDROME]
[SYN_AFFECTED_CREATURE:DWARF:MALE]
[SYN_AFFECTED_CREATURE:DWARF:FEMALE]
[SYN_CONTACT]
[SYN_INJECTED]
[SYN_INHALED]
[SYN_INGESTED]
[CE_ADD_TAG:NOBREATHE:START:0]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:1000]
[CE:CREATURE:GIANT_SPONGE:DEFAULT]
[TISSUE:POISON_TISSUE]
[TISSUE_NAME:poison:poison]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[TISSUE_MAT_STATE:GAS]
MUSCULAR]
FUNCTIONAL]
STRUCTURAL]
[RELATIVE_THICKNESS:1]
CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LEAKS]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:POISON_TISSUE]
Then go to arena mode and create a dozen or so independent dwarves (to be sure). After they kill each other for a while, the game will crash. |
| 0005543 | | Combat -- General | minor | new | 2014-01-22 | If you rupture a creature with a liquid tissue layer it spills to the ground without leaving any on the creature. | Give the following to dwarves:
[USE_MATERIAL_TEMPLATE:LIQUID:BLOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen juice]
[STATE_NAME_ADJ:ALL_SOLID:frozen juice]
[STATE_NAME:LIQUID:juice]
[STATE_NAME_ADJ:LIQUID:juice]
[STATE_NAME:GAS:boiling juice]
[STATE_NAME_ADJ:GAS:boiling juice]
[STATE_COLOR:ALL:YELLOW]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:nasty cough]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_COUGH_BLOOD:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:1000]
[TISSUE:LIQUID]
[TISSUE_NAME:juice:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:LIQUID]
[TISSUE_MAT_STATE:LIQUID]
[RELATIVE_THICKNESS:50]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER_UNDER:BY_TOKEN:UB:LIQUID]
Then spawn one in the arena and a second and keep hitting him in the chest until the juice spills out. If you look at him you'll notice he has none on him but will likely have some of both his and your blood. |
| 0002343 | 6 | Dwarf Mode -- Interface, Animals | minor | resolved (user6) | 2014-01-22 | Rat remains are labeled as "rat " | |
| 0001801 | 9 | Creatures | minor | resolved (user6) | 2014-01-22 | ALL wild animals and other creatures try to move into the fortress too much | |
| 0002039 | 3 | Dwarf Mode -- Interface, Stocks | minor | | 2014-01-22 | Dwarf Graphics persist on stock screen | Start in graphics mode. Get dwarves onscreen. Switch to the stocks screen. |
| 0001363 | 6 | Adventure Mode -- Sites | minor | resolved (user6) | 2014-01-22 | Cavern discovery announcement after already in cavern | |
| 0001753 | 2 | Dwarf Mode -- Military | minor | resolved (user6) | 2014-01-21 | Stationed by alert dwarfs ignore ranged attacks | |
| 0002744 | | General | crash | new | 2014-01-21 | Game Crashes in Arena mode if Wagon does not exist | |
| 0002809 | | Dwarf Mode -- Embark/Setup | minor | new | 2014-01-21 | Skills show 'man' instead of 'dwarf' when preparing for embark | |
| 0002791 | 2 | Technical -- General | minor | resolved (user6) | 2014-01-21 | Linux - df script has same name as common unix/linux command | not a problem yet. |
| 0002947 | 2 | Dwarf Mode -- Military | major | resolved (user6) | 2014-01-21 | Dwarves will not attack cyclopes | |
| 0003039 | 1 | Dwarf Mode -- Interface, Stocks | minor | resolved (user6) | 2014-01-21 | Forbidden items are counted in stocks screen | Make a fort, dont lower the drawbridge when a caravan arrives, let them die and now you have lots of items on the surface that are counted in your stocks. |
| 0003067 | 3 | Dwarf Mode -- Combat | major | resolved (user6) | 2014-01-21 | Axedwarves use shield as their primary weapon in combat | |
| 0004824 | 5 | Legends Mode -- Map Export | minor | new | 2014-01-21 | DF doesn't notice if "export image/info" fails due to file system permissions etc | 1) Generate a world (any parameters).
2) When it finishes, hit 'p'.
Expected result:
A map image and some text files with generation parameters appear in the directory with the Dwarf Fortress executable.
Actual result:
Nothing happens. |
| 0004214 | 3 | Flows | crash | resolved (user6) | 2014-01-21 | Underwater Volcano Crashes | |
| 0006314 | 2 | World Generation -- General | crash | resolved (user6) | 2014-01-21 | CTD after attempting to create a large world with 1050 year history on normal world gen. | 1. Launch DF
2. Select Create New World! and press enter.
3. Push esc to continue.
4. Set World Size: Large
History: Very Long
Natural Savagery: Low
Mineral Occurance: Frequent
5. Press y to accept the conditions.
6 After generation is complete, push enter to accept and then crash. |
| 0005952 | 6 | General | minor | new | 2014-01-21 | Interface does not resize when window is rapidly resized | 1. Launch df
2. Resize window |
| 0004713 | 6 | Dwarf Mode -- Buildings, General | minor | new | 2014-01-21 | Bridges ignored by building destroyers | |
| 0004191 | 9 | Dwarf Mode -- Jobs, Cancellation and Suspension | major | resolved (user6) | 2014-01-21 | job item lost or destroyed, beekeeping fail | |
| 0002564 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-01-21 | Dug ice, roofed over -- stays "murky pond" | Embark in area that seasonally freezes
Dig out a pond while it is frozen (*)
Floor over the open space (unknown if this step is required to show the "problem")
Try to use the space -- discover it still shows murky pond. At minimum it won't take a stockpile designation.
(*) Optionally, have fun with building an above ground ice structure that does not melt even in the hottest part of summer. |
| 0000652 | 4 | Dwarf Mode -- Buildings, General | minor | new | 2014-01-21 | Ice buildings vanish in areas that should be sufficiently cold | |
| 0005976 | 3 | Dwarf Mode -- Jobs, Cooking and Food | trivial | resolved (user6) | 2014-01-21 | Bug with modded edible powder in bags | [REACTION:RHENAYAS_ROCK_SALT_GRIND]
[NAME:mill rocksalt to powder]
[BUILDING:QUERN:CUSTOM_R]
[BUILDING:MILLSTONE:CUSTOM_R]
[REAGENT:rocksalt:1:BOULDER:NONE:INORGANIC:ROCK_SALT]
[REAGENT:bag:1:BOX:NONE:NONE:NONE]
[EMPTY]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:ROCK_SALT]
[PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:MILLING]
[REACTION:RHENAYAS_ROCK_SALT_REFINE]
[NAME:refine rocksalt powder to salt]
[BUILDING:RHENAYAS_ALCHEMISTS_WORKSHOP:CUSTOM_S]
[REAGENT:rocksalt:150:POWDER_MISC:NONE:INORGANIC:ROCK_SALT]
[REAGENT:bag:1:BOX:NONE:NONE:NONE]
[CONTAINS:rocksalt]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:POWDER_MISC:NONE:INORGANIC:RHENAYAS_SALT]
[PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:ALCHEMY]
and from inorganic:
[INORGANIC:RHENAYAS_SALT]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:table salt][DISPLAY_COLOR:7:7:1][TILE:'#']
[MELTING_POINT:11442]
[BOILING_POINT:12637]
[SOLID_DENSITY:2170]
[HARDENS_WITH_WATER:INORGANIC:ROCK_SALT]
[EDIBLE_COOKED]
[POWDER_MISC_CREATURE] |
| 0000709 | 1 | Cave-ins | minor | resolved (user6) | 2014-01-21 | [SPOILERS] Loose HFS material sitting in the HFS | You could probably reproduce this eventually by embarking on different sites, checking the "Rooms" screen to see if the adamantine sword is there (to make sure you have a temple), and then running a reveal utility on the map to check for any oddities. |
| 0001383 | 1 | Dwarf Mode -- Interface, Main View | text | resolved (user6) | 2014-01-21 | Constructions made from rough stone described as "block" | |
| 0002013 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2014-01-21 | Shrubs and underground trees grow on muddied smooth stone floors. | Make an underground reservoir. Fill with water. Have the underground discovered. Wait. |
| 0003817 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2014-01-21 | 'q'-ing over kitchen and smelter can cause lag | 1) Create fortress and dig a whole lot (or request my save!)
2) Along the way, build walls, select the kitchen and smelter...
3) Compare performance drop as the fortress grows in population and total objects. |
| 0004286 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user6) | 2014-01-21 | Removing a well makes water undrinkable even if it was drinkable before the well was built | 1. Near an undrinkable pond, create a minimal water tank consisting of a constructed floor, 7 constructed walls, and the business end of a screw pump. Of course, the other end of the pump must be next to, and facing towards, the pond.
2. Build a ramp so that dwarves can walk on top of the wall.
3. Operate the pump to fill the tank.
4. Notice that you can place a valid Water Source zone over the water in the tank.
5. Build a well on top of the tank.
6. Deconstruct the well.
7. Notice that the top of the tank is no longer a valid water source. |
| 0001007 | 7 | Dwarf Mode -- Buildings, General | minor | new | 2014-01-21 | Wells become unusable after being used for anything other than drinking | |
| 0003324 | 2 | Dwarf Mode -- Jobs, Cleaning | minor | resolved (user6) | 2014-01-21 | Military Cleaning loops | Create a well, let your military fight a lot to get some coverings, get them all to be idle, so they have time and start cleaning themselves. |
| 0000213 | 12 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2014-01-21 | Strange Farm Plot activity | |
| 0001463 | 15 | Pathfinding | minor | new | 2014-01-21 | Dwarves prioritize tasks oddly | Dig down several Z-levels to a space with solid stone. Dig a triangular space, then select one tile along the edge of each space.
Then, set any space near the dwarf, then the eastern point of the triangle. The dwarf will bypass the nearby space (so long as it's less west-ward) to go down howevermany levels and dig out triangle. |
| 0006120 | 3 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2014-01-21 | Items appear in bulk in wrong stockpile. Possible connection to Minecarts. | |
| 0005358 | 5 | Adventure Mode -- Travel | minor | | 2014-01-20 | Rivers in Quick Travel Mode sometimes don't show up when changing to normal travel mode | Use Quick Travel to travel to a river
Change to normal travel mode in order to cross it
Check whether river is there or not |
| 0002912 | 3 | Dwarf Mode -- Interface, Farm Plots | minor | new | 2014-01-20 | Underground farms unplantable if they are made wet after being exposed to light | Channel a small plot into the ground, designate it as a pit or move water into it in some way. Now try and build a farm, you will not be able to.
but if instead you dig 1-z level below ground, and clear a space. Then irrigate it (either through an underground river or by digging a small (1x1) channel on top and to the side and designate it as a pond. Now build the farm (you must build the farm before the next step)
Now channel out the roof of the farm. The farm works fine as an overground farm.
If you channel out the roof before then you cannot place the farm. |
| 0004622 | 5 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2014-01-20 | Dwarves carried through water on the way to the hospital are never cleaned by the doctor, die of infection | Force dwarfs to go through a pit of 3/7 or 2/7 water to get to your hospital. Injure a dwarf. The dwarf with then walk (or be carried) to the hospital and be cleaned by the water in the pit. The doctor will diagnose him, and start treatment without ever washing him. He will probably die of infection. |
| 0006316 | 1 | Technical -- General | block | resolved (user6) | 2014-01-20 | Error on attempted startup, user error in knowledge base. | 1. Buy a new laptop. It must have windows 8 64 bit.
2. DL DF to EX HD, transfer to new laptop.
3. Try to run program. See above for further details. |
| 0003923 | 7 | Miscellaneous Crashes | crash | resolved (user6) | 2014-01-20 | Crash on Save before Cleanup | Let run for a few ticks, Pause, Save
My only guess as to cause would be heavy use of Dwarf Therapist (0.6.7). I change lots of labors quite often. |
| 0000796 | 3 | Pathfinding | minor | resolved (user6) | 2014-01-20 | Pathfinding fixates on nearest water source, even if water source is in an unavailable area. | Build near one water source, arrange things so it is unreachable, make a second water source further away from your dwarves than the first one, watch them go insane ignoring the accessible one to throw themselves against walls over and over, futiely scrabling against the cold, unyielding stone, crying softly because it's so close and they just can't reach it. |
| 0004271 | 3 | Technical -- General | crash | resolved (user6) | 2014-01-20 | Dwarf Fortress makes Windows Vista crash on shutdown | |
| 0000657 | 5 | Adventure Mode -- Combat | minor | | 2014-01-20 | Weapon skills don't increase when attacking prone (conscious) targets | Play an adventurer and drop any weapons and proceed to attack a foe. Notice no increase in offensive skills. |
| 0002881 | 5 | Creatures | minor | resolved (user6) | 2014-01-20 | Roaming fun beast is easily distracted and unable to move out of corridor | |
| 0004053 | 10 | Dwarf Mode -- Interface, Main View | major | new | 2014-01-20 | Encountering extensive lag during gameplay | Do not know, other then extensive gameplay. My dwarves were busily building walls and dumping rocks, but there wasn't a 1/1 correlation there (as lag seemed to occur at other times and sometimes did not occur when they were carrying out these tasks. My entire original fortress attempt with .19 had no discernible lag.) |
| 0000637 | 11 | Weather | trivial | resolved (user6) | 2014-01-20 | Snow flickers during season change | Have a snow storm in late winter that lasts till spring transitions and watch the ground for snow accumulation. |
| 0006417 | | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | new | 2014-01-20 | Ghosts count as creatures that block constructions | Attempt to complete a construction while a ghost stands in the same tile. Note your repeated failure.
http://dffd.wimbli.com/file.php?id=8346 is the save where I noticed the behavior, given for ease of reproduction. After making this save I managed to reproduce this behavior before the ghost moved again, but someone else opening the save might see the ghost move too soon. |
| 0006413 | 1 | Pathfinding | crash | resolved (user6) | 2014-01-18 | Crash caused by pathfinding issue | |
| 0006399 | 1 | Dwarf Mode -- Jobs, Items | minor | resolved (user6) | 2014-01-17 | Mechanic not recognizing tables for use in traction benches | build a hospital zone, place a table in the zone then attempt to make a traction bench with a different table
|
| 0006406 | 2 | Dwarf Mode -- Justice | minor | new | 2014-01-17 | Criminal sentenced to jail followed by hammerstrikes, hammerer does repeated cage/uncage | http://dffd.wimbli.com/file.php?id=8312
Push F2 to follow the vampire. |
| 0002025 | | Dwarf Mode -- Stockpiles | trivial | new | 2014-01-17 | Several vermin creatures have fat but not tallow | |
| 0000405 | 1 | Creatures | trivial | | 2014-01-17 | ambiguity with strangler's eyes | |
| 0000424 | 3 | Typos/Grammar | text | | 2014-01-17 | Gypsum Reaction Information is Incorrect. | Select Gypsum with K > Look around.
Enter to select gypsum
Enter to view selected
Read bottom left "Takes Place at Smelter"
|
| 0000436 | 6 | Creatures | minor | | 2014-01-17 | Voracious Cave Crawler don't move or attack | It wasn't in the list of creatures of the Arena, so I couldn't rerpoduce it. Maybe if I find another. |
| 0000573 | 1 | Combat -- General | minor | | 2014-01-17 | The "contact area" for the pommel strike of the short sword is 1000, whereas every other sword is 100. | |
| 0000768 | 3 | Technical -- General | trivial | | 2014-01-17 | In world_gen.txt [CAVE_MIN_SIZE:#] is repeated. | Create new world gen recipe, change cave_min_size, save, Open world_gen.txt, type in a value of 2500 for cave_min_size, go back into the world gen editor, open it, save it. Not sure if it was there from the get-go, but it's in my world_gen.txt now. :-/ |
| 0000946 | 1 | Dwarf Mode -- Items | tweak | | 2014-01-17 | Incorrect Quarry Bush Leaf tile/color entry | |
| 0001390 | 1 | Creatures | trivial | | 2014-01-17 | Discrepancy between Crundle description and body plan | |
| 0001555 | 1 | Creatures | trivial | | 2014-01-17 | Giant desert scorpion doesn't use the chitin body detail plans | |
| 0001702 | 2 | Creatures | tweak | | 2014-01-17 | Cave Swallow People description not matching body | Create in Arena Mode. |
| 0001770 | 3 | Creatures | minor | | 2014-01-17 | Fire imp goo freezes even in magma | |
| 0001840 | 1 | Creatures | tweak | | 2014-01-17 | Elephant description says "When angered, it will attack with its long tusks" but tusk attack has ATTACK_PRIORITY:SECOND | |
| 0001923 | 1 | Creatures | minor | | 2014-01-17 | Amethyst man produces wrong remains? | |
| 0001949 | 1 | Typos/Grammar | text | | 2014-01-17 | Command Line.txt Typo, no dwarfort.exe | |
| 0002124 | 1 | Dwarf Mode -- Interface, Unit Profiles | trivial | | 2014-01-17 | Soap maker labor inconsistently named | |
| 0002190 | 1 | Typos/Grammar | text | | 2014-01-17 | Typo in Animals stockpile submenu option: "Empty Animals Traps" | |
| 0002339 | 2 | Typos/Grammar | minor | | 2014-01-17 | Cyclops description typo | |
| 0002652 | 6 | Material Properties | minor | | 2014-01-17 | Sterling silver has no bending values | Look in inorganic_metal.txt. |
| 0002671 | 1 | Creatures | trivial | | 2014-01-17 | Tigerman does not have ears | |
| 0002701 | 1 | Creatures | trivial | | 2014-01-17 | Olms do not have tails. | |
| 0002789 | 1 | Creatures | trivial | | 2014-01-17 | rhesus macaque lacks tail | |
| 0002810 | 1 | Creatures | minor | | 2014-01-17 | Fire Snakes have [MUNDANE] token | |
| 0002863 | 1 | Typos/Grammar | minor | | 2014-01-17 | Typo in "No civilizations available" world gen error | Delete all civilized creatures from the raws and gen a world. Wait a bit. Read the error message. |
| 0002864 | 4 | Creatures | minor | | 2014-01-17 | Stranglers have no gender specified. 50 year lifespan. | |
| 0002886 | 2 | Creatures | text | | 2014-01-17 | Grimeling has extra tags | |
| 0002902 | 1 | Typos/Grammar | minor | | 2014-01-17 | Chincilla should be Chinchilla. | Regen until you end up with a chincilla demon/brute/feind/whatever. May show up as some color named demon. |
| 0002944 | 2 | Dwarf Mode -- Buildings, General | tweak | | 2014-01-17 | Soap maker's workshop has no impassable tiles | |
| 0003174 | 3 | Creatures | tweak | | 2014-01-17 | Antmen reach max age before adulthood | |
| 0003242 | 1 | Init Options | minor | | 2014-01-17 | Bad URL in init.txt for tilesets | |
| 0003299 | 1 | Animal Populations | trivial | | 2014-01-17 | Blind cave bears have front toes on both front and rear feet | Edit the creature_next_underground.txt and remove the ARENA_RESTRICTED tag from blind cave bears. Go into the testing arena and create a blind cave bear and a bunch of cats or something. Note that as the blind cave bear's toes get nibbled off they're all referred to as front toes, not rear toes. |
| 0002788 | 3 | Creatures | trivial | | 2014-01-17 | Fluffy Wamblers have no mouths | |
| 0001499 | 2 | Animal Populations | minor | | 2014-01-17 | Some new underground creatures do not spawn | |
| 0003078 | 2 | Creatures | trivial | | 2014-01-17 | Tigermen have no ribcages | look in the raw file |
| 0001280 | 17 | Dwarf Mode -- Items | major | | 2014-01-17 | Withered plants don't disappear, due to plant material lacking ROTS | 1. Have lots of unstockpiled plants
2. Wait and notice they don't ever wither |
| 0001838 | 4 | Dwarf Mode -- Interface, Animals | minor | new | 2014-01-17 | Elephant reproduction rate | |
| 0003984 | | Creatures | minor | | 2014-01-17 | Open tag in creature_next_underground | Look in the raws |
| 0003997 | 2 | Material Properties | text | | 2014-01-17 | Egg yolk has wrong adjective in solid state, is called "egg white" | |
| 0004095 | 2 | Creatures | minor | new | 2014-01-17 | Birds have unconnected arm joints; merpeople and serpent men have unconnected leg joints | |
| 0003728 | | Typos/Grammar | minor | | 2014-01-17 | Verb forms of "bewitch" misspelled as "betwitch" | |
| 0004094 | | Creatures | minor | | 2014-01-17 | Typo in body_default - RODENT_TEETH missing closing brackets | |
| 0004096 | | Creatures | minor | | 2014-01-17 | Missing ] in Amphibian Man skin descriptor token | |
| 0003534 | | Typos/Grammar | text | | 2014-01-17 | Mannerism typo, "...she he tells stories without any real point" | |
| 0003836 | | Animal Populations | trivial | | 2014-01-17 | Cougars lack mountain biome indicated in their description | |
| 0003620 | 4 | Creatures | minor | | 2014-01-17 | Typos/Grammar issues in Raccoon, Blind Cave Ogre, Bat Man and Giant Cave Spider descriptions | Look in the raws. |
| 0000654 | 1 | Creatures | minor | | 2014-01-17 | Phantom spider bites do nothing? | Embark in an evil forest containing phantom spiders, find a phantom spider, station some dwarves around it, then wait until somebody gets bitten. |
| 0002154 | | Creatures | trivial | | 2014-01-17 | Raws for Deer are lacking a horn/antler tag | |
| 0001971 | | Creatures | minor | | 2014-01-17 | Some fish descriptions contradict their biomes | |
| 0001969 | | Creatures | trivial | | 2014-01-17 | Bullheads' scales are all the same color | 1) Navigate to ../raw/objects/creature_small_riverlake.txt.
2) For each of the three bullheads (brown, yellow, black), notice that
[TL_COLOR_MODIFIER:BROWN:1] appears under [SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]. |
| 0000849 | 2 | Animal Populations | minor | | 2014-01-17 | [minor spoilers] blind creatures in Adv. Mode don't fight back unless you wrestle them | |
| 0001143 | | Creatures | text | | 2014-01-17 | BODY_HAIR_TISSUE_LAYERS doesn't apply the tissue layer to wings | |
| 0000116 | 1 | Typos/Grammar | text | | 2014-01-17 | typo in Soldier Preferences manual page | The Manual (?) > Your First Outpost > Defending the Fortress > Setting Soldier Preferences |
| 0000199 | 2 | Typos/Grammar | minor | | 2014-01-17 | Manual still mentions "large expeditionary force" for reclaiming fortress | Embark normally. Have all your dwarves jump into a volcano or something. Start a new game and [R]eclaim. Select 'Prepare for the journey carefully'. The old version will show dwarves with military skills, arranged into colour coded groups, whereas the new will behave as though it were a not a reclaimation. |
| 0003612 | 3 | Civilizations/Entities -- General | minor | | 2014-01-17 | Banditry default leads to rampant dwarf/elf banditry | Export the general info of any generated world and check the site file for the population of all camps. |
| 0001772 | 2 | Dwarf Mode -- Interface, Unit-Job Screen | trivial | | 2014-01-17 | Zooming from unit/job list can select other unit on same tile | |
| 0001032 | 4 | Creatures | tweak | | 2014-01-17 | ALL primates have front and back legs (with accompanying feet), no arms or hands, yet have fingers, somewhere. | Go to arena (or look at them in adventure mode or fort mode if you encounter any), place down a primate and make some critter capable of wrestling. Take control of whatever secondary critter you used and look at the wrestling option screen. |
| 0004134 | 4 | Typos/Grammar | text | | 2014-01-17 | New sound abilities have typo | N/A |
| 0004108 | | Creatures | minor | new | 2014-01-17 | Mussels and oysters lack any material based on PEARL_TEMPLATE, despite having the [PEARL] token | |
| 0003962 | | Creatures | text | new | 2014-01-17 | Insects such as bees listed as having two wings when they should have four. | |
| 0004314 | | Creatures | tweak | | 2014-01-17 | RODENT MAN has no teeth | |
| 0004323 | 1 | Creatures | trivial | | 2014-01-17 | Penguins' wings are more properly termed "flippers" | Tap-dancing steps. Into the Raws. |
| 0002259 | 4 | Creatures | tweak | | 2014-01-17 | Reptile Men do not have teeth | |
| 0004337 | 1 | Creatures | text | | 2014-01-17 | no penguin has the [MUNDANE] token. | |
| 0004169 | | Dwarf Mode -- Jobs, General | trivial | | 2014-01-17 | In kiln clay crafts and statues set to 's' key | |
| 0004347 | | Creatures | tweak | | 2014-01-17 | Rodent men don't use their new teeth to bite. | |
| 0004348 | | Creatures | tweak | | 2014-01-17 | Dragon and Hydra have natural skills that they can't use | |
| 0002628 | 2 | Technical -- General | minor | | 2014-01-17 | curses_800x600.png is stretched to double height | |
| 0003350 | 2 | Dwarf Mode -- Items | minor | new | 2014-01-17 | Cartilage never decays | Start Fortress mode.
Define an indoor refuse pile which accepts only animal parts.
Butcher/Slaughter some animals either from tame livestock or hunting.
Wait. |
| 0005051 | 5 | Dwarf Mode -- Environment | major | | 2014-01-17 | Giant mosquitoes don't stop spawning -- 172 on map | |
| 0004434 | | Creatures | minor | | 2014-01-17 | Several tags added to 'GIANT' creature entries are not removed by the 'GIANT' template, resulting in duplicates | |
| 0000118 | 3 | Typos/Grammar | text | | 2014-01-17 | typo in Nobles and Administrators manual page | The Manual (?) > The Many Menus > Noble Specifics: scroll to Requirements |
| 0003637 | | Creatures | trivial | | 2014-01-17 | Ampbibian Men reach adulthood after min death by age | |
| 0004753 | 1 | Creatures | minor | | 2014-01-17 | Rodent men have no skin | |
| 0004667 | | Typos/Grammar | trivial | | 2014-01-17 | Rabbit description is false; rabbits are not rodents | Just check the raws. |
| 0004506 | 2 | Creatures | minor | | 2014-01-17 | Cave lobsters produce no shell when processed | |
| 0006274 | 2 | Dwarf Mode -- Interface, Trade | minor | new | 2014-01-17 | Both llama casts have same [CASTE_NAME] tag | Haven't tried, but here's a guess:
1. Start a new fort
2. Make sure you build an accessible trade depot
3. Wait for the dwarven caravan to arrive in autumn. It should come with an outpost liaison.
4. Allow your trader dwarf to meet with the liaison.
5. On the negotiation screen, go down to "Pets" and look at llamas.
"Llama" is listed twice. Just above it is listed "Yak Cow" and "Yak Bull". |
| 0004547 | 1 | Creatures | minor | | 2014-01-17 | Unicorn raws missing [SELECT_CASTE:ALL] | |
| 0004431 | | Creatures | minor | | 2014-01-17 | Iron men and mud men have malformed UNDERGROUND_DEPTH | |
| 0004429 | | Creatures | trivial | | 2014-01-17 | Plural of reindeer should be 'reindeer' | |
| 0004428 | 2 | Creatures | minor | | 2014-01-17 | Blue peafowl use COLOR instead of CASTE_COLOR, resulting in both genders being same color | |
| 0004136 | | Typos/Grammar | text | | 2014-01-17 | typo in Animal Trap Menu manual page | The Manual (?) > Your First Outpost > Making Crafts > Creating Building Tasks > Animal Trap Menu |
| 0004137 | | Typos/Grammar | text | | 2014-01-17 | Manual still mentions "alchemist's lab" for producing soap | The Manual (?) > Your First Outpost > Making Crafts § Soap |
| 0004140 | | Typos/Grammar | text | | 2014-01-17 | typo in Building Clutter manual page | The Manual (?) > Your First Outpost > Help With Specific Menus > Building Item Specifics > Building Clutter |
| 0004141 | | Typos/Grammar | text | | 2014-01-17 | Manual still mentions "cliff face" for going outdoors | The Manual (?) > Your First Outpost > Help With Specific Menus > Standing Order Specifics § Outdoors |
| 0004142 | | Typos/Grammar | text | | 2014-01-17 | typo in Room/Building List manual page | The Manual (?) > Your First Outpost > Help With Specific Menus > Room List Specifics § Description ¶ 5 |
| 0004131 | | Typos/Grammar | text | | 2014-01-17 | typo in Making Crafts manual page | The Manual (?) > Your First Outpost > Making Crafts |
| 0004928 | | Language | trivial | | 2014-01-17 | Word SQUASH is in symbol MAGIC | |
| 0005122 | | Adventure Mode -- General | text | | 2014-01-17 | Outdated adventure mode help text | |
| 0005314 | 1 | General | minor | | 2014-01-17 | In material_template_default.txt [MATERIAL_TEMPLATE:GIZZARD_TEMPLATE] has [BUTCHER_SPECIAL:MEAT:NONE] twice. | |
| 0005408 | | Typos/Grammar | text | | 2014-01-17 | Typo in description for Red Panda | Find red panda. Look at it.
Alternatively, check the raws -- it's in creature_large_temperate.txt. |
| 0005464 | | Typos/Grammar | text | | 2014-01-17 | Giant desert scorpion is an arachnid not an insect. | |
| 0005338 | | Civilizations/Entities -- General | minor | | 2014-01-17 | Thralled elves still at peace with wildlife | Adventure mode as an elf
Find an enthralling cloud
Get thralled
Find an animal
Look at how much it doesn't want to kill you |
| 0005590 | | Creatures | text | | 2014-01-17 | Giant Bushtit prefstring talks about small size. | |
| 0005588 | | Creatures | tweak | | 2014-01-17 | Weasels probably shouldn't be found on glaciers. | Raws, embark on a glacier. |
| 0005585 | 1 | Creatures | tweak | | 2014-01-17 | Great barracudas should have and use teeth | Raws. |
| 0005582 | 3 | Creatures | trivial | | 2014-01-17 | Blacktip and whitetip reef sharks have capitalized tiles but small size | Raws. |
| 0005531 | | Creatures | minor | | 2014-01-17 | Legless pinniped animal men have kick attacks | check the raws |
| 0004432 | | Creatures | tweak | | 2014-01-17 | Many animal men don't use hands/legs to fight. | |
| 0005730 | | Typos/Grammar | major | | 2014-01-17 | Typo in c_variation_default - ATTACL instead of ATTACK in 2 tags | N/A |
| 0003120 | 5 | Dwarf Mode -- Items | minor | | 2014-01-17 | No way to produce toys/instruments without HARD_MAT (e.g. drums and puzzle boxes) | |
| 0006123 | 2 | Typos/Grammar | minor | resolved (user1294) | 2014-01-17 | Naming inconsistencies in creature raws | read the creature raws |
| 0005455 | 3 | Typos/Grammar | text | | 2014-01-17 | Muskox have grey hair but it should be black | |
| 0000197 | 25 | Dwarf Mode -- Trade | major | | 2014-01-17 | No wagons in trader/merchant caravans | |
| 0000073 | 14 | Dwarf Mode -- Interface, Status | minor | | 2014-01-17 | cannot disable the use of obsidian in the z->stone screen | disable all stones, if obsidian is available, the mason will use that for his jobs. |
| 0000068 | 8 | Dwarf Mode -- Interface, Standing Orders | minor | | 2014-01-17 | 'Auto Fishery' and 'Auto Kitchen' workshop orders toggled with 'Auto Butcher' | Choose [o]rders > [W]orkshop orders.
Press [f] and note that it does not toggle 'Auto Fishery'
Press [k] and note that it does not toggle 'Auto Kitchen'
Press [b] and note that in addition to correctly toggling 'Auto Butcher' it also incorrectly toggles the other two. |
| 0000130 | 22 | Dwarf Mode -- Jobs, Items | minor | | 2014-01-17 | Forge jobs always use only a single bar | |
| 0001332 | 19 | Dwarf Mode -- Buildings, General | trivial | | 2014-01-17 | Olivine doors look like gems | 1: make a masterwork stone door. (my version used olivine)
2: build door |
| 0004573 | 7 | Reactions | minor | | 2014-01-17 | [MAGMA_BUILD_SAFE] reaction token does not work properly | reaction_test
[OBJECT:REACTION]
[REACTION:MAKE_STUFF]
[NAME:make items]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SANDSTONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MUDSTONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SHALE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:ROCK_SALT]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:LIMESTONE]
[PRODUCT:100:1:BAR:NONE:INORGANIC:COPPER]
[PRODUCT:100:1:BAR:NONE:INORGANIC:SILVER]
[PRODUCT:100:1:BAR:NONE:INORGANIC:GOLD]
[PRODUCT:100:1:BAR:NONE:INORGANIC:PLATINUM]
[PRODUCT:100:1:BAR:NONE:INORGANIC:ZINC]
[SKILL:MAGIC_NATURE]
[REACTION:USE_MAGMA_SAFE]
[NAME:use magma-safe material]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:NONE:NONE:NONE:NONE][MAGMA_BUILD_SAFE][BUILDMAT]
[SKILL:MAGIC_NATURE] |
| 0004828 | 4 | Dwarf Mode -- Invasions | minor | new | 2014-01-15 | Goblin general shows up unarmed | Didn't really try; first time getting a worldgen character in an invasion. |
| 0003089 | 4 | Dwarf Mode -- Trade | minor | | 2014-01-15 | Human caravan sending diplomat instead of merchant noble | |
| 0005545 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2014-01-13 | Hammerer cancels punishment - Prisoner starves | Get a prisoner who is supposed to receive a hammering. Make it so the job is cancelled or cannot be carried out properly. Wait. |
| 0001538 | 14 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2014-01-12 | Dwarves constantly spam "cancels Release Small Creature: Need empty trap." | 1) Build a cage
2) Assign vermin to cage
if no spam:
3) Un-assign vermin to cage |
| 0006396 | 2 | Adventure Mode -- General | minor | new | 2014-01-07 | Adventurer suicides in volcano, Legends reports he died of a blowgun dart. | Fortress mode, build stairs up a volcano. Adventure mode: go there and jump in it. |
| 0006405 | 2 | Legends Mode -- Display | minor | new | 2014-01-07 | Impersonator's autobiography attributed to both identities in different sentences | unknown, but here's my save: http://dffd.wimbli.com/file.php?id=8290
I've seen this happen before with non-modded DF as well. |
| 0003891 | 4 | Adventure Mode -- Movement | minor | resolved (user6) | 2014-01-07 | walking around is interuptted by freezes | I don't know the root cause so I couldn't tell you how to reproduce |
| 0006404 | 2 | Dwarf Mode -- Interface, Building Construction | minor | resolved (user11) | 2014-01-05 | Negative values reported for materials vs positive values | try to build a wall |
| 0006402 | 2 | Legends Mode -- Historical Figures | minor | resolved (user1294) | 2014-01-05 | figures associated with all spheres | I generated the world using masterwork's Blesses Serra generator.
http://dffd.wimbli.com/file.php?id=8290 |
| 0005746 | 2 | Dwarf Mode -- Invasions | minor | new | 2014-01-03 | Weregoated dwarf destroys workshoop after switching to dwarf form, without any kind of message | save: affected dwarf is nicknamed "Carpenter weregoat" http://dffd.wimbli.com/submit.php?action=message&fid=6062 |
| 0006400 | 1 | Sites | major | resolved (user6) | 2014-01-03 | Creature and leather duplication on reclaim or revisit | Works in either fortress, or adventure mode (in a site?). Leave leather (not already crafted) lying around or in a stockpile, and pick a moment to stop the game when there are plenty of animals on site to accelerate the effect. (numbers are still a little random, so sometimes it takes a few re-tries). Abandon fortress or give in to starvation, then return to the location, in either fort or adventure mode. Re-abandon maybe 5-10 times. 15 if you're really lucky. |
| 0006398 | 3 | World Generation -- General | minor | resolved (user6) | 2014-01-03 | Bugged biome savefile | Open savefile, play. |
| 0006315 | 1 | Dwarf Mode -- Jobs, Burial | minor | resolved (user11) | 2013-12-11 | Place Item in Tomb - Item Inaccessible | After a goblin attack several of my dwarves are trying to put stuff into Coffins but aren't allowed.
Same issue as in http://www.bay12games.com/dwarves/mantisbt/view.php?id=5793
|
| 0003876 | | Pathfinding | minor | new | 2013-12-07 | Wild animals keep trying to follow their cage-trapped companions | Build a small number of cage traps (2) in an area animals frequent and have dwarves constantly clear away captives and reset the traps. |
| 0005986 | 11 | Dwarf Mode -- Interface, Designations | major | new | 2013-12-07 | Designating large areas for smoothing slows game to a crawl | Select large area to smooth. |
| 0006383 | 8 | Combat -- General | minor | new | 2013-12-02 | Marksdwarfs can't hit certain Goblins at map edge when no path to them exists | >Build a multiple z level moat as close to map edge as possible.
>Let trees grow on that side.
>Make/wait for invasion to happen on that side.
>Shoot at invaders with marksdwarfs |
| 0005242 | 3 | Adventure Mode -- Crime | minor | new | 2013-11-29 | Free to steal: warehouse goods, keep equipment, domestic food | Go into a town and quick-travel until your notable structures list has "Warehouse" on it in white (not sure if every town has a warehouse or not), pick up items, carry them out, then talk to someone in town to show they aren't hostile. |
| 0002516 | 17 | Adventure Mode -- Environment | major | resolved (user11) | 2013-11-25 | Its always too cold | |
| 0003618 | 6 | Combat -- General | minor | | 2013-11-20 | Impossible to knock out an opponant with a head injury without killing them. | Target the head. |
| 0006388 | 2 | Dwarf Mode -- Nobles | minor | new | 2013-11-15 | On nobles screen, production mandates can be hidden by demands and export restrictions | |
| 0006385 | 6 | Adventure Mode -- Sites | minor | resolved (user6) | 2013-11-11 | Necromancer slabs nowhere to be found | |
| 0006068 | 4 | Dwarf Mode -- Transport/Hauling | minor | new | 2013-11-01 | Minecarts falling onto a floor injure creatures directly below the floor | Dig a shaft, 3 z-levels deep, one tile wide.
Build a floor in the middle and pasture an animal at the bottom like so.
__ __
|_|
|a|
Drop a minecart into the shaft. Even though it lands on the floor, the animal gets injured. |
| 0000784 | 1 | Dwarf Mode -- Moods | minor | new | 2013-10-30 | Dwarf was murdered during fell mood, clothes weren't properly forbidden | Wait for a dwarf to enter a fell mood and murder someone. |
| 0006386 | | Dwarf Mode -- Rooms | minor | new | 2013-10-30 | Assigned Statues, Showing Correctly On Room List, Not Displayed Under Holdings For Dwarf | |
| 0006384 | 1 | Vegetation | minor | resolved (user6) | 2013-10-29 | Large area of plain 'grass' deep underground | |
| 0006381 | 4 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user1294) | 2013-10-15 | Dwarves stand on top of some walls when constructing, then cancel/suspend do to blocking their own site | I have not tried to reproduce this in a different file or in different locations. In the specific sites in question it was pretty persistent though. |
| 0002484 | 2 | World Generation -- Beasts | text | new | 2013-10-07 | Eight-legged quadruped | Generate a world. Look through its forgotten beasts. |
| 0001833 | 7 | Dwarf Mode -- Jobs, Hauling | major | new | 2013-10-02 | Urist McHauler cancels store item in bin: Job item misplaced | produce many bins and watch the dwarfes trying to store items in then even if the bins are on the wrong stockpile. |
| 0005633 | 1 | World Generation -- General | minor | new | 2013-09-30 | TITLE Changes Large Region History, Also Something Else Unknown | If you want to try your luck, here is the parameter set.
Created in DF v0.34.05.
[WORLD_GEN]
[TITLE:LARGE REGION]
[SEED:iyeAcSaQm4qm08G8yusa]
[HISTORY_SEED:ikEOemWC2mUGsoCk6yoY]
[NAME_SEED:Sk2kk6yM2keKgK2ikKem]
[CREATURE_SEED:MAacEO2KGqCcEYi08oss]
[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:0:100:400:400]
[TEMPERATURE:25:75:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:0:100:400:400]
[SAVAGERY:0:100:400:400]
[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:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:2500]
[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:15]
[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: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:100]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1500]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:8256:16512:8256]
[RAIN_RANGES:8256:16512:8256]
[DRAINAGE_RANGES:8256:16512:8256]
[SAVAGERY_RANGES:8256:16512:8256]
[VOLCANISM_RANGES:8256:16512:8256]
|
| 0006377 | 2 | Contaminants/Spatter | minor | new | 2013-09-28 | Sudden suffocations on load from beast syndrome | Save file is here: http://dffd.wimbli.com/file.php?id=8006
Just load it up, unpause, and wait about 30 seconds or so. |
| 0006376 | 3 | Weather | trivial | new | 2013-09-26 | Odd weather pattern for desert/badlands biome | 1. Embark on a badlands or other arid biome.
2. Just observe what the weather is over a few years, 2 or 3 years should be enough.
It's very hit and miss, though I could upload the save or put it up on DFFD. |
| 0006375 | 1 | Dwarf Mode -- Transport/Hauling | crash | resolved (user6) | 2013-09-24 | Crash when removing a stop from a route | 1. Open [h]auling menu.
2. Remove Route 6 > Stop 1.
3. Close menu and unpause. |
| 0005300 | 7 | Dwarf Mode -- Justice | minor | new | 2013-09-23 | "No weapon for execution" when Hammerer is in military squad | |
| 0003367 | 2 | Init Options | feature | resolved (user6) | 2013-09-23 | Game not centered in fullscreen; resizing window doesn't scale game. | Run game. |
| 0005951 | 5 | General | crash | resolved (user6) | 2013-09-23 | Loading a specific save file crashes the game | |
| 0002976 | 3 | Dwarf Mode -- Invasions | minor | new | 2013-09-23 | Goblin siege spawns on wrong side of river | |
| 0006237 | 1 | Dwarf Mode -- Traps | crash | resolved (user6) | 2013-09-23 | Crash on cage trap (Goblin Ambush 0000001) | |
| 0006241 | 1 | Technical -- Saving/Loading | crash | resolved (user6) | 2013-09-23 | Game crashes loading savegame | |
| 0005451 | 6 | Dwarf Mode -- Interface, Text | crash | | 2013-09-23 | TrueType crash on the "your settlement has crumbled to its end" screen | Embark on a location
Make sure Truetype is on
Intentionally suicide your dorfs
|
| 0006030 | 3 | Dwarf Mode -- Jobs, Assignment of Jobs | major | resolved (user6) | 2013-09-23 | Dwarfs won't mine or cut down trees | |
| 0005958 | 2 | Combat -- Wrestling | feature | resolved (user6) | 2013-09-23 | Death during sparring | |
| 0005965 | 5 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2013-09-23 | Difficulty mining stairs from below | |
| 0006371 | 3 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user6) | 2013-09-23 | "Make adamantine wafers" not assigned by manager, not available at smelters | 1. Load the http://dffd.wimbli.com/file.php?id=7966
2. Check the manager screen for the "Make adamantine wafers" jobs
3. Note that they are never assigned to the magma smelters which can be found with hotkey F6
|
| 0006194 | 8 | Dwarf Mode -- Nobles | major | resolved (user6) | 2013-09-22 | dwarves being murdered | have a mandate fail to complete |
| 0006340 | | Dwarf Mode -- Interface, Text | text | new | 2013-09-22 | "The Bull Bull calf is fighting!" | Send your military out to kill a bull calf, or just overcrowd a pasture until animals start to fight. Check the reports screen. |
| 0003198 | 12 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2013-09-22 | Surgeons initiate surgery but never perform | Set up a hospital with beds and tables and everything arranged appropriately, and have a dwarf sustain an injury that requires surgery. |
| 0004098 | 3 | Dwarf Mode -- Interface, Embark | minor | resolved (user6) | 2013-09-22 | Unable to use '+' key to assign skills to dwarves in 'prepare carefully' screen | Launch Dwarf Fortress, select a new embark location, and select 'prepare for the journey carefully.' |
| 0003896 | 3 | Adventure Mode -- General | minor | new | 2013-09-22 | Member of adventurer's civ gives quest to kill own civ member. | |
| 0003991 | 4 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2013-09-22 | Gaps in food stockpiles. | |
| 0006356 | 2 | Dwarf Mode -- Jobs, Eating/Drinking | major | new | 2013-09-22 | Miners mine to exclusion of drinking | I am reporting it now despite not reproducing it yet, but presumably the method should be easy:
Designate a large area to be mined out, such that the miners will die of thirst long before the area is completed unless they drink. Mine didn't drink - the task seems to have been of lower priority compared to 'dig'. |
| 0004979 | 6 | Items | minor | | 2013-09-22 | Tool weight ignores [SIZE] | |
| 0004865 | 4 | Undeath | minor | resolved (user6) | 2013-09-22 | Miasma producing "Pale" Ghost | Have a ghost, see if he rots? |
| 0006357 | 2 | Adventure Mode -- General | trivial | new | 2013-09-22 | Adventurer title stops updating after the first "Legendary" weapon skill | 1. Become legendary in skill 1
2. Become bigger legendary in skill 2 |
| 0003391 | 4 | Dwarf Mode -- Invasions | minor | new | 2013-09-22 | Building destroyers target floor grates, destroy their own route into the fortress | |
| 0006369 | 5 | Adventure Mode -- Town | crash | resolved (user6) | 2013-09-22 | When entering town, crashes every time | Load save file. Move 1 square left. Press ">". Crash. |
| 0006372 | 2 | Technical -- Input/Keybinding/Macros | minor | resolved (user1294) | 2013-09-13 | key_hold_ms ignored | Set key_hold_ms to a large number (1000)
Set key_repeat_ms to a small number (25)
Start game.
Hold key in main menu (or any other menu or text field or map scroll). Observe no 1000ms delay before keystroke is repeated.
Reverse small and large settings for hold and repeat; observe large delay for first and all repeats.
|
| 0006370 | 1 | Technical -- Rendering | minor | resolved (user1294) | 2013-09-13 | Artifacts/fonts/tiles appearing on MacBook Pro with Retina | Simply run the game with PRINT_MODE:STANDARD |
| 0006337 | 3 | Dwarf Mode -- Justice | minor | new | 2013-08-19 | Objects in room (Specifically Justice and Hospitals) are used incorrectly based on designation | Make a 3x3 room with a chain in the middle.
Set the room for justice.
Add a bed, table and adjacent chair.
Watch as a dwarf who has been locked up sits there, able to use the bed and chair\table as needed but watch as everyone else also uses it. |
| 0003210 | 3 | Dwarf Mode -- Military | minor | resolved (user11) | 2013-08-14 | Restoring save results in squad members missing in interface | Make a squad with five dwarves
Order the squad to move
Exit the game
Make a backup of the /save folder
Rename the existing /save folder
Rename the backup to '/save'
Start the game
Load the appropriate game
Go to the military screen
Check the squads
Observe that only the squad leader is listed, and that all other slots are "AVAILABLE"
Give the squad an order
Observe that all five dwarves respond |
| 0006236 | 4 | Technical -- Saving/Loading | major | resolved (user1294) | 2013-08-12 | Never Loading | Make a game, save it, and load it. |
| 0006366 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user1294) | 2013-08-12 | Deconstructed wall materials vanishing | |
| 0001122 | 2 | Adventure Mode -- Sites | trivial | new | 2013-07-29 | Cave loot drinks are not in a container... | Find a cave that has loot. Most of these, I recall, were associated with giant quests. |
| 0006360 | 2 | Dwarf Mode -- Pets | minor | resolved (user1294) | 2013-07-28 | Animals assigned to chains are not unassigned from pen/pasture | Assign an animal to a training zone pen/pasture
Assign same animal to a chain
watch dwarves waste time dragging it all over your fort |
| 0006359 | 3 | Cave-ins | minor | resolved (user1294) | 2013-07-23 | caved in soil changes soil type | controlled cave in of multi-material, multi-layer soil |
| 0006355 | | Creatures | minor | new | 2013-07-09 | ANY_HARD_STONE in extra butchery object tags work badly when defined after castes are defined | Add the creature below to your raws, put a male and a female into the arena against a bronze colossus. Butcher the corpses, and check the yields. |
| 0003658 | 4 | Dwarf Mode -- Flows | minor | new | 2013-07-08 | Outdoor water does not evaporate | All you have to do is get some water on the ground outside. |
| 0004897 | 4 | Dwarf Mode -- Items | minor | new | 2013-07-03 | Large pots not very large | |
| 0003736 | 3 | Dwarf Mode -- Embark/Setup | minor | new | 2013-07-03 | Can purchase impossible wooden trap components on embark | |
| 0006350 | 1 | Dwarf Mode -- Embark/Setup | trivial | resolved (user1294) | 2013-06-30 | Civ has no iron bars or iron ores but has access to steel and pig iron | Gen a world and just keep looking until you run into a civ with no iron.
This is the first time I have encountered this situation so it is likely uncommon. |
| 0006349 | 1 | Dwarf Mode -- Environment | minor | resolved (user1294) | 2013-06-29 | outside mud doesn't count as soil | |
| 0006348 | 2 | Technical -- Saving/Loading | crash | resolved (user11) | 2013-06-25 | Crashes on loading/unpausing | |
| 0006345 | 2 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user1294) | 2013-06-23 | Overstocking hospital and theft from caravan | |
| 0006338 | 3 | Dwarf Mode -- Jobs, Assignment of Jobs | tweak | resolved (user11) | 2013-06-22 | Only one dwarf collects webs | Set collect webs on repeat. |
| 0004650 | 6 | Technical -- Saving/Loading | major | resolved (user1294) | 2013-06-21 | My worlds are deleting themselves | All the worlds I've created so far (and thus, all the ones affected by the bug) were Large worlds with Frequent minerals. Apart from that, all the other settings were as standard (With the exception of one, which had a Long history). Close the game for any reason and it's gone. |
| 0005163 | 5 | Title Screen | crash | resolved (user1294) | 2013-06-21 | I get a crash saying; Missing material template: GIZZARD_TEMPLATE | Start up Dwarf fortress.
Select continue playing.
press enter.
Game should crash.
|
| 0004216 | 5 | World Generation -- Beasts | minor | resolved (user1294) | 2013-06-21 | Savage undergrounders eat abovegrounders during world gen | generate a world
check legends |
| 0005177 | 4 | Miscellaneous Crashes | crash | | 2013-06-21 | Crash to desktop, unknown reason | Load the save, unpause and wait a few seconds |
| 0006342 | 5 | Dwarf Mode -- Buildings, General | minor | resolved (user1294) | 2013-06-21 | Lever will not link to bridge | I try to link a bridge to the lever outside near the wall or in my dining hall. Neither works. It's like the bridges are not there. |
| 0006341 | 2 | Dwarf Mode -- Environment | major | resolved (user1294) | 2013-06-17 | Ridiculous amount of contaminants regenerates endlessly | |
| 0006087 | 4 | Dwarf Mode -- Jobs, Constructions (walls etc) | trivial | resolved (user1294) | 2013-06-16 | Small bridge designations show up with wrong tiles | Designate any small bridge (dimensions listed above). |
| 0006323 | 2 | Dwarf Mode -- Stockpiles | major | new | 2013-06-15 | Dwarves add bins to stockpiles but do not add items in bins | |
| 0002217 | 2 | Dwarf Mode -- Stockpiles | minor | new | 2013-06-14 | 1x1 food/drink stockpiles always fill their only tile with an empty barrel | Create a 1-tile food stockpile and restrict it to only drinks. |
| 0003866 | 8 | Dwarf Mode -- Environment | minor | new | 2013-06-14 | Tree Blocking Lava | Grow a tree in the way of a lava flow |
| 0003138 | 3 | Dwarf Mode -- Jobs, Burial | minor | new | 2013-06-13 | Dead dwarf assigned unpathable coffin | |
| 0003942 | 31 | Dwarf Mode -- Economics | major | | 2013-06-07 | Dwarves owning broken clothing. Clothes don't rot, ANNIHILATES FPS. | Start fortress with dwarves with clothing. increase population to 200 before clothes break. Good FPS.
Wait until clothes break. Shit FPS.
Start another fortress with the dwarven civ not wearing clothes. Good FPS no matter what. |
| 0005077 | 11 | Dwarf Mode -- Embark/Setup | crash | | 2013-06-07 | Browsing world gen map causes corrupted feature files | Load it up, go to the middle of the Indigo Seas, located on the left side of middle-map. Crash will not occur on edges, only when you go deeper inside. |
| 0002713 | 7 | World Generation -- General | major | resolved (user6) | 2013-06-07 | Massive aboveground adamantine spire, dwarves ignore designations, sometimes crashes | I've used my own worldgen info the re-make the world. The cave-in does not happen and the spire does not exist. :( |
| 0003319 | 9 | Geology | major | resolved (user6) | 2013-06-07 | Hell Merged with Cavern Layer and Magma Sea | [WORLD_GEN]
[TITLE:ALEX REGION]
[DIM:129:129]
[EMBARK_POINTS:1274]
[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:45:65:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:600:600]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:4:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:4]
[TEMPERATURE_FREQUENCY:1:1:3:3:3:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:4]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:25:503:503]
[PEAK_NUMBER_MIN:12]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:30]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:520:2:2]
[REGION_COUNTS:MOUNTAINS:2080:2:2]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:2080:2:2]
[REGION_COUNTS:HILLS:2080:2:2]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5500]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:20]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:20]
[CAVERN_LAYER_WATER_MAX:80]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:25]
[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_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2080:4160:2080]
[RAIN_RANGES:2080:3160:1040]
[DRAINAGE_RANGES:1040:3160:2080]
[SAVAGERY_RANGES:2080:3160:2080]
[VOLCANISM_RANGES:0:0:2080]
|
| 0006307 | 2 | Undeath | minor | new | 2013-06-07 | Fish corpse walks on land and attacks fort. | |
| 0000741 | 6 | Dwarf Mode -- Interface, Cages and Chains | minor | new | 2013-06-02 | Captive hostile dwarves (including necromancers/undead) cannot be assigned to cages or chains. | Get an ambush led by a hostile dwarf, capture him in a cage trap. |
| 0006335 | 1 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user1294) | 2013-06-02 | Undead Dwarves Brought by Necromancer Count as Dwarves for Cage/Pit/ect. purposes | 1. Have ready a battery of cage traps, enough to stop a necromancer's horde.
2. Have a necromancer's horde attack, and it must include undead dwarves.
3. Capture any number of the necromancer's dwarves.
4. Try to work with them as caged creatures. You can't from what I've found. |
| 0006333 | | Technical -- Input/Keybinding/Macros | minor | new | 2013-05-29 | Each of two one-step macros work individually; their concatenation doesn't. | 1. put the following three macros in data/init/macros
2. 'q' on a stockpile
3. load and play bug2maca0 - barrels go to zero
4. load and play bug2maca1 - you get to the stockpile settings
5. ESC out, 'R' to max barrels
6. load and play bug2maca2 - nothing happens
bug2maca0
BUILDJOB_STOCKPILE_BARREL_ZERO
End of group
End of macro
bug2maca1
BUILDJOB_STOCKPILE_SETTINGS
End of group
End of macro
bug2maca2
BUILDJOB_STOCKPILE_BARREL_ZERO
End of group
BUILDJOB_STOCKPILE_SETTINGS
End of group
End of macro
|
| 0006329 | | Adventure Mode -- Town | minor | new | 2013-05-24 | Inaccessible sewers - impossible quest | You would probably need to get unlucky when you get a quest for something that is located in a sewer to get this for yourselves. |
| 0006328 | | Dwarf Mode -- Buildings, Machines | minor | new | 2013-05-23 | Job to link bridge completely restarted after interruption | 1. Assign a link job at a lever (observed with a bridge, possibly affects other devices as well)
2. Allow first mechanism to be installed
3. Interrupt installation of second mechanism
4. Unsuspend link job and observe the responsible mechanic
I'm not sure if this can be reproduced by simply suspending the job from the lever's 'q' screen. |
| 0000114 | 10 | Dwarf Mode -- Jobs, Military | minor | | 2013-05-20 | Kill orders not cleared after completion | Select a [s]quad, [k] attack and select a target creature. After the creature is dead, the order will remain active. |
| 0006324 | 2 | Dwarf Mode -- Trade | minor | resolved (user1294) | 2013-05-17 | DF Generates "Marked x items for Trade Message" | |
| 0006322 | 1 | Typos/Grammar | minor | resolved (user1294) | 2013-05-16 | Being thrown off bridge results in improperly formatted "combat report" | |
| 0006317 | 1 | Dwarf Mode -- Interface, Unit View | tweak | resolved (user1294) | 2013-05-16 | Merge Units and Jobs Screen | Check DF Interface |
| 0006318 | 1 | Dwarf Mode -- Jobs, Hauling | feature | resolved (user1294) | 2013-05-16 | Add Wheelbarrow support (optionally) for Stone Trap Set up | Set up a stone trap -the mechanic drags the stone manually. |
| 0006319 | 1 | Dwarf Mode -- Jobs, Animal Handling | tweak | resolved (user1294) | 2013-05-16 | Implement Labour Toggle for Pen/Pasture Animal set to on or off | |
| 0006320 | 1 | Dwarf Mode -- Immigration | feature | resolved (user1294) | 2013-05-16 | Parametrisation for Immigration | |
| 0006321 | 1 | Dwarf Mode -- Immigration | feature | resolved (user1294) | 2013-05-16 | Soldier Squad Immigration Option | |
| 0006011 | 4 | Technical -- General | crash | new | 2013-05-14 | MAC: DF crashes on launch on MacOS X 10.8 "Mountain Lion" Developer Preview | Just try to launch the app. |
| 0005793 | 4 | Dwarf Mode -- Jobs, Burial | minor | resolved (user6) | 2013-05-09 | Place Item in Tomb - Item Inaccessible | I believe it went something like this:
1) Have a dwarf lose a right foot
2) Have the right foot wash off the map in a stream
3) Place rest of dwarf in tomb |
| 0006313 | 4 | General | major | resolved (user1294) | 2013-05-08 | Removing any floor bordering a stockpile causes stockpile to empty. | I haven't tried it in other circumstances, but the specifics are provided in the description: have a structure, have a stockpile on the structure, then remove a floor tile (that's all I tried) directly next to the stockpile. It should reproduce nicely. This was in the open, by the way, in case it matters, not inside. As mentioned, all of the structure was entirely green glass, though I doubt that matters for reproducibility (but haven't tested it). |
| 0006312 | 1 | Dwarf Mode -- Interface, Rooms | minor | resolved (user1294) | 2013-05-01 | Elven king of Dwarves cannot be assigned rooms | I have a save, you can check the Bedroom, Throne room and Dining room at F2 a few clicks to the left.
Save URL is http://dffd.wimbli.com/file.php?id=7612 |
| 0006309 | | Dwarf Mode -- Stockpiles | minor | new | 2013-04-14 | Stockpile settings provide info the player shouldn't have access to | |
| 0003737 | 1 | Adventure Mode -- Sites | minor | new | 2013-04-13 | Adventurers don't remember what human towns or fortresses look like | |
| 0006226 | 1 | Map Features | major | new | 2013-04-10 | Highway to hell | Random bug.
Here is a save with one: http://dffd.wimbli.com/file.php?id=7047 |
| 0006291 | | Dwarf Mode -- Interface, Unit View | major | new | 2013-04-10 | History of nicknamed vampires' deities reveal that they were cursed | |
| 0006302 | 2 | Adventure Mode -- Sites | crash | resolved (user11) | 2013-04-09 | Site Crash | Try to enter the fortress Tomesfire in Adventure Mode from any direction. |
| 0006303 | | Items | tweak | new | 2013-04-09 | The elastic properties for steel, bronze, and brass are physically impossible. | |
| 0006300 | 1 | Dwarf Mode -- Interface, Announcements | minor | resolved (user1294) | 2013-03-25 | Clouds of stone dust labled as boiling magma in combat reports | |
| 0003442 | 3 | Civilizations/Entities -- General | minor | | 2013-03-09 | Sieges send their animal tamer(s), no more siege mounts afterwards | |
| 0006191 | | Dwarf Mode -- Nobles | minor | new | 2013-03-09 | Discovering Adamantine does not attract King | |
| 0003183 | 1 | Dwarf Mode -- Military | crash | | 2013-03-08 | Crash after modifying uniform in Military screen | Believed to be:
- allow squad to get into combat with a hostile
- modify squad equipment in the military screen
- ???
- crash |
| 0004117 | 1 | Dwarf Mode -- Interface, Military Screen | crash | | 2013-03-08 | Game Crashes after leaving military screen if uniform containing gloves is assigned. | 1. Open Military screen
2. Assign a unit or squad any uniform that contains gloves
3. Leave the Military screen |
| 0003359 | 4 | Dwarf Mode -- Pets | minor | new | 2013-03-08 | Caged kittens sometimes adopt dwarves | Place all kittens in cage immediately after birth. Wait. |
| 0005092 | 4 | Adventure Mode -- Character Creation | minor | resolved (user11) | 2013-03-08 | Adventurer started with a silver saber | |
| 0005514 | 5 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user11) | 2013-03-07 | Stones without MELTING_POINT can't be used to make magma buildings | |
| 0000432 | 5 | Dwarf Mode -- Military | minor | | 2013-03-07 | Soldiers do not consistently carry backpacks/flasks/quivers | - Have a military. See how many of them equip flasks and backpacks. |
| 0003488 | 1 | Dwarf Mode -- Jobs, Military | minor | resolved (user11) | 2013-03-07 | some dwarfes never pick up flasks/waterskins/backpacks/quivers | |
| 0005786 | 6 | Dwarf Mode -- Jobs, Equipment | major | | 2013-03-07 | Dwarf not wearing owned clothing, produces bad thoughts | |
| 0005583 | 4 | Dwarf Mode -- Trade | minor | resolved (user11) | 2013-03-06 | If your parent civilization is generated with only non-dwarven leaders, traders from dwarven caravans will be unable to go home. | Since I cannot control the properties of civilizations created at world gen, I cannot confirm whether or not this bug applies only to dwarven caravans - it may apply to caravans of other civilizations if their leaders are also of a different race. Someone with either advanced modding experience or developer tools would be the ones to reproduce this. |
| 0006297 | | Adventure Mode -- Display | minor | resolved (user1294) | 2013-03-06 | Arrows, severed body parts, and any flying projectiles aren't animated. | Simply download Dwarf Fortress (0.34.11) and start playing Adventure Mode. You will notice that throwing anything, flying severed body part, or any form of flying shots will just appear at its destination instead of flying through the air... The bug can be reproduced in Legacy or SDL without altering anything. |
| 0004862 | 2 | Adventure Mode -- Display | minor | new | 2013-03-05 | Projectile animations do not work. | Throw or fire something. |
| 0005837 | 1 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2013-03-04 | Baron(ess) dies, yet can continue to be Elevated all the way to Mountainhome with no new nobles appointed. | Unknown, other than Noble dying. |
| 0003091 | 1 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2013-03-04 | Insanity strips nobility, results in no title inheritance after eventual death (Baron/Count/Duke) | Reproduction would be difficult, to say the least. You would need a Baron, Count, Duke or King with a child (possibly a mature child) and you would need to drive them insane either from a failed mood or poor morale. It would be no small feat to do. |
| 0002634 | 4 | Dwarf Mode -- Military | minor | resolved (user11) | 2013-03-04 | Multiple dwarves treated as same squad candidate | |
| 0003137 | 3 | Dwarf Mode -- Interface, Military Screen | minor | resolved (user11) | 2013-03-04 | Speardwarf's skill level listed incorrectly on military screen | |
| 0003686 | 2 | Dwarf Mode -- Interface, Military Screen | minor | | 2013-03-04 | Dwarf is 'Not Wrestler' as Candidate, 'Novice Wrestler' as Squad Member. Plus Bonus Feedback!!! | |
| 0003222 | | Creatures | minor | new | 2013-03-04 | Alligators have no skin, only scales | |
| 0002246 | 2 | Dwarf Mode -- Immigration | minor | | 2013-03-04 | Immigrant masons have engraving turned on | Make a fort.
Wait for an immigrant with skill in masonry. |
| 0000732 | 1 | Dwarf Mode -- Environment | minor | resolved (user11) | 2013-03-04 | Channeling into brook tiles produces ramps | embark on a map with a brook, channel into the surface |
| 0001492 | 3 | Dwarf Mode -- Stockpiles | minor | | 2013-03-04 | leather quivers are stored in finished goods stockpile ; Dwarfes with hunting/ military ignore them | |
| 0002174 | 5 | Adventure Mode -- General | trivial | resolved (user11) | 2013-03-04 | broken rib needs setting | |
| 0001223 | 4 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user11) | 2013-03-04 | Caging a creature is done by one dwarf only | Issue cage animal order
???
Watch as your miner drops the mining jobs and runs 200 tiles to cage it |
| 0001199 | 24 | Dwarf Mode -- Jobs, General | minor | resolved (user11) | 2013-03-04 | Miners have "no job" even with digging assigned next to them Carpenter same | |
| 0006266 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2013-03-03 | Deconstructed constructions creating more materials than they were constructed out of. | |
| 0006296 | | Dwarf Mode -- Transport/Hauling | minor | new | 2013-02-27 | Minecarts' initial velocity is not affected by weight, when pushed or launched from rollers. | 1. Create a route and a stop.
2a. Construct a roller with power supply on top of the stop.
2b. Set departure condition to "Push ... immediately when empty of desired items".
3. Assign an empty feather tree minecart (lightest load possible) to to the stop and remember the traveled distance.
4. Move the feather tree minecart to the different stop.
4. Assign a platinum minecart filled with platinum nuggets (heaviest load possible) to to the same stop and compare the distance it went with the feather tree one. |
| 0006293 | 3 | Technical -- General | block | resolved (user11) | 2013-02-20 | Cannot unzip archive | I guess if you have the exact same system as I do, it might reproduce. I only have 1 system. |
| 0006292 | 1 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user1294) | 2013-02-19 | Dwarves are scared of wild ducks | Have a properly equipped hunter go hunting while there are ducks on the map. |
| 0006290 | 2 | Dwarf Mode -- Stockpiles | minor | resolved (user11) | 2013-02-04 | Metal thread stockpiles accept any thread | Create a new stockpile (any type) DO NOT UNPAUSE
Go into the settings with [q] (or [p]-[t] BEFORE creating the stockpile) and disable everything except Cloth>Metal thread
|
| 0006289 | | Adventure Mode -- Buildings | minor | new | 2013-02-02 | Staircase to dungeon does not spawn; a door is on that tile instead | Have it happen by chance. |
| 0006288 | | Dwarf Mode -- Combat | minor | new | 2013-01-30 | Goblins and zombies don't attack each other when uncaged | Capture goblins and zombies. Put them into a room and connect the cages to levers, then pull the levers. They will wander aimlessly and not attack each other in the room. |
| 0006286 | | Combat -- General | minor | new | 2013-01-27 | Marksdwarves won't use targets, rarely shoot in combat | http://www.mediafire.com/download.php?kjj242e6yaw3qld
In the lower right of the main level is a barracks, archer area. Fiddle with it if you please and they will remain bugged out. |
| 0006285 | | Dwarf Mode -- Items | minor | new | 2013-01-23 | [SPOILER] Can't equip dwarf with upright spoiler weapon | In my save:
Locate slade temple (hotkey F5)
Deconstruct the sword (the hole is covered with hatch, so no demon invasion. Also, the hell is already revealed.)
Try to assign this sword to anyone through military equip screen, specific weapon section - can't locate it in list
Assign any 2h sword to someone through military equip screen - watch the soldier picking some goblinite 2h sword
Set the material 2h sword to adamantine - watch the soldier picking nothing. |
| 0006284 | 3 | Pathfinding | minor | resolved (user1294) | 2013-01-21 | Dwarf acts as if there is no food, and is trapped. | I am unsure on how to reproduce this, since it seems random.
http://dffd.wimbli.com/file.php?id=7325 |
| 0006280 | | Civilizations/Entities -- General | minor | new | 2013-01-15 | Modifying raws doesn't respect lower boundary | Modify creature_standard.txt trait info, use either simple_embark or startdwarf to start with a large # of dwarf's, use Dwarf Therapist to view the traits to verify. |
| 0006279 | 1 | Dwarf Mode -- Jobs, Smelting | minor | new | 2013-01-15 | Steel industry uses up too much flux | Find a flux layer, acquire iron bars and coal, set up a sizeable steel industry and have your miners keep it supplied with flux, take note how how much flux you have to mine out in the process. |
| 0006269 | 3 | Dwarf Mode -- Jobs, Equipment | minor | resolved (user6) | 2013-01-09 | Ammo Material Prefering | Get some (foreign?)metal bolts and see your archer stop using the wooden bolts. |
| 0006275 | 1 | Dwarf Mode -- Interface, Text | minor | resolved (user11) | 2013-01-06 | Meal ingredients listed as "minced" that don't make sense | Not tried, but it seems obvious: Grow cave wheat, mill it into flour, and make meals from it. Then examine the meals produced. |
| 0006276 | 1 | Creatures | minor | resolved (user11) | 2013-01-06 | Dwarves can like body parts of animals that don't have them | |
| 0001823 | 8 | Arena | minor | new | 2013-01-03 | In arena, magma can appear as object and become laced with magma and magmaproof stones. | Presumably: drop obsidian walls through the floor above the magma. |
| 0004084 | 15 | Dwarf Mode -- Military | major | new | 2013-01-02 | After using their first set of bolts, crossbowmen won't pick up more ammo | |
| 0006058 | | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2013-01-01 | Dwarves get stuck when trying to eat from minecart. | |
| 0006270 | | Combat -- General | minor | new | 2012-12-31 | Impossible to penetrate chain mail with edged attack, unlike plate | In arena mode:
1) Generate a creature with a chain mail shirt.
2) Generate a powerful creature (e.g. minotaur with full skills) using an edged weapon of the same metal as the chain mail.
3) Strike creature 0000001 repeatedly in the torso.
4) Notice how each and every hit does only bruises, and, at best, broken bones.
Now try with plate armor.
5) Generate creature with a breastplate and no chain mail underneath.
6) Same as point 2.
7) Same as point 3.
4) Notice how some hits penetrate the armor, tear tissues and cause bleeding. |
| 0003978 | 15 | Dwarf Mode -- Interface, Announcements | trivial | new | 2012-12-26 | Render Fat Cancellation: needs unrotten FAT RENDER_MAT-producing glob | Presumably have auto-rendering of fat turned on and wait for it to be all turned in to tallow (will check it out more). |
| 0000313 | 3 | Adventure Mode -- Inventory | major | | 2012-12-25 | Player can carry infinite amounts of weight | Carry stuff |
| 0000698 | 4 | Dwarf Mode -- Interface, Military Screen | minor | new | 2012-12-25 | Mouse does not work on bottom row of top of uniforms page | 1) Open the military screen of any fort.
2) Click around with the mouse and notice that the military screen can actually be operated via the mouse.
3) Try clicking on the "M: Material C: Color r: Over clthng m: Partial matches" row on the uniforms page and notice no response. |
| 0003845 | 3 | Adventure Mode -- AI | major | resolved (user11) | 2012-12-25 | Strange party and bogeyman behavior. | |
| 0005045 | 2 | Technical -- General | crash | resolved (user11) | 2012-12-25 | Zooming out with the mouse wheel causes crash | Start a game in a non-maximised window. After it starts zoom out all the way. |
| 0003433 | 2 | Dwarf Mode -- Interface, Military Screen | minor | resolved (user11) | 2012-12-25 | deleted uniform are not really deleted | create an uniform, delete the create uniform, create a squad, the uniform will be there. |
| 0005289 | 2 | Dwarf Mode -- Interface, Designations | minor | resolved (user11) | 2012-12-25 | Burrow location ignored - all units standing on a lever | |
| 0005199 | 3 | Dwarf Mode -- Abandonment of Fort | crash | resolved (user11) | 2012-12-25 | Buggy artifacts make it impossible to enter/reclaim a player-made fortress | Make fortress, make artifact. Abandon, leaving artifact behind. Try to reclaim. |
| 0005533 | 2 | World Generation -- General | minor | resolved (user11) | 2012-12-25 | Worldgen Crash | |
| 0003826 | 16 | General | crash | resolved (user6) | 2012-12-25 | Sudden, random crashes. | |
| 0004880 | 1 | Technical -- Saving/Loading | crash | resolved (user6) | 2012-12-25 | Game crashes when loading save | |
| 0005323 | 18 | Adventure Mode -- Travel | crash | resolved (user6) | 2012-12-25 | Entering Fast Travel Causes Crash | 1) Load save.
2) Shift+T.
3) Crash. |
| 0004833 | 16 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2012-12-25 | When embarking, crashes when memory use reaches 2GB. | Use save at:
http://dffd.wimbli.com/file.php?id=4848
Embark on position show here:
http://img4.imageshack.us/img4/4194/crashloc.png
I used finder with No Aquifer, Multi shallow metals, Multi deep metals.
Chose overlapping area as shown in screenshot.
I use DFVIDTUTS2011 (or whatever it's called) starting kit.
|
| 0005567 | 4 | General | crash | resolved (user6) | 2012-12-25 | DEP Crash | I have no idea. I can't reproduce it because my save file was deleted. The world remains, but that is it. |
| 0005566 | 4 | Dwarf Mode -- Buildings, Machines | minor | resolved (user6) | 2012-12-25 | Unable to connect Z-axle to Y-axle | |
| 0005656 | 4 | Technical -- General | crash | resolved (user6) | 2012-12-25 | Crash upon startup of the dwarf fortress client, missing files? | Download latest version of dwarf fortress, run the client with it installed like I do with the other versions. |
| 0005641 | 2 | Dwarf Mode -- Trade | minor | resolved (user6) | 2012-12-25 | Wagon issue on reclaim | Build fort with bridge access as only entrance
Lose fort
*Possibly raise bridge in adventure mode?
Reclaim. |
| 0004218 | 3 | Pathfinding | minor | resolved (user6) | 2012-12-25 | Creatures getting stuck on top of inaccessible/unreachable walls | Build a bunch of walls, preferably near a crowded area so there's lots of chances to show the glitch. Don't provide stairs to get down, or you may not catch it. |
| 0004799 | 4 | Dwarf Mode -- Jobs, General | minor | resolved (user6) | 2012-12-25 | Carpenter won't use carpenter's workshop that he built | Unknown |
| 0004485 | 10 | Dwarf Mode -- Interface, Building Construction | crash | resolved (user6) | 2012-12-25 | Game crashes when using expanded menu to place statues | I will upload the savegame that I'm having trouble with. The crash can be replicated by by simply pressing 'b' -> 's' -> Enter -> 'x' |
| 0001331 | 3 | Adventure Mode -- General | minor | resolved (user6) | 2012-12-25 | Cave + "Where do you want to go?" + creature = nothing | |
| 0005796 | 4 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user11) | 2012-12-25 | Bringing out all plump helmet to random spot | |
| 0002731 | 8 | General | trivial | resolved (user6) | 2012-12-25 | random crash opon save. | |
| 0001083 | 8 | Dwarf Mode -- Trade | minor | | 2012-12-25 | Dwarves with worn-out clothes steal replacement clothes from merchants | Run a fort long enough for the dwarves clothes to reach the XXSocksXX stage, then wait for a caravan carrying clothing to arrive. This bug may occur automatically when dwarven babies reach childhood or when dwarven children reach adulthood. |
| 0003908 | 4 | Adventure Mode -- Combat | minor | resolved (user6) | 2012-12-25 | Hitting person with silver maul is far weaker than just punching him | Get a hammerman and beat up a target. Get a striker and punch a target. Compare damage. |
| 0005550 | 5 | Creatures | minor | resolved (user6) | 2012-12-25 | Bandit leader claims himself in kill list, Legends disagrees | |
| 0005387 | 4 | Dwarf Mode -- Idle Behavior | major | resolved (user6) | 2012-12-25 | Dwarf refuses to move until death | I can reproduce it myself by just playing, but without knowing what is specifically causing it I am unable to truely replicate the instance in explanation. |
| 0005534 | 2 | Dwarf Mode -- Interface, Trade | minor | resolved (user6) | 2012-12-25 | Traders stop leaving the map | Make a small embark and start the fort very close to the map edges, and make the embark over a civilization built road. Continue to trade until traders stop leaving of their own volition. |
| 0005537 | 4 | Adventure Mode -- General | crash | resolved (user6) | 2012-12-25 | Reproducible Adv. Mode crash - on "zoom in" and "out" (general key binding) | Just use the keys to Zoom In and Out from the "General" Keybindings menu. Game will freeze almost immediately.
<start example>
Resizing font to 12x18
Resizing font to 14x21
Resizing font to 16x24
src/g_src/ttf_manager.cpp:139: failed assertion `pixel_width >= ttf_width'
/Users/~my~name~here~/Desktop/df_osx/df: line 12: 4009 Abort trap ./dwarfort.exe
logout
</ example>
|
| 0005869 | 2 | Dwarf Mode -- Trade | minor | resolved (user11) | 2012-12-25 | Endless representative trade | |
| 0005852 | 3 | Technical -- Rendering | crash | | 2012-12-25 | Chrash on too far zoom out | zoom out with scroll wheel |
| 0005864 | 3 | Technical -- Saving/Loading | major | resolved (user6) | 2012-12-25 | game won't save | save game exit, start game again and the save won't be there |
| 0001645 | 2 | Legends Mode -- Historical Figures | minor | | 2012-12-25 | All events in adventure mode occur in early spring | Step 1: Make an adventurer.
Step 2: Check the date.
Step 3: If not in Granite, proceed to step 5.
Step 4: Wander around until the date is no longer in Granite.
Step 5: Die.
Step 6: View your adventurer's entry in the Historical Figures portion of the Legends screen. |
| 0005943 | 4 | Dwarf Mode -- Transport/Hauling | trivial | resolved (user6) | 2012-12-25 | A single stone is being completely ignored. | |
| 0004305 | 6 | Dwarf Mode -- Jobs, Equipment | major | resolved (user6) | 2012-12-25 | Equipment mismatch error message means nothing. | Assign equipment to dwarves and wait. I don't know how to reproduce specifically because the message is so generic. |
| 0006020 | 7 | Dwarf Mode -- Transport/Hauling | minor | resolved (user6) | 2012-12-25 | Cannot dump mudstone | Go to stocks menu -> go to stones list -> press d to dump the mudstone, and it won't be marked as D
Or:
Go to designations menu -> press b for building properties -> press d to mark items for dumping -> dwarves won't even try to move designated mudstone |
| 0004425 | 13 | World Generation -- General | major | resolved (user6) | 2012-12-25 | No lignite or bioluminous coal | Generate new world |
| 0006104 | 6 | Dwarf Mode -- Interface, Tasks | minor | resolved (user1294) | 2012-12-25 | Pig iron bars option redded out, but I can produce them by queuing them in the manager screen | Try to smelt a pig iron bar with a magma furnace |
| 0005934 | 2 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2012-12-25 | Skins rot in refuse stockpile | |
| 0006183 | 2 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user11) | 2012-12-25 | Taming small animals requires a log | |
| 0005013 | 17 | Dwarf Mode -- Interface, Building Construction | tweak | new | 2012-12-25 | Some movement-blocking buildings (windows) can be built diagonally, others (statues) can't | See description |
| 0006022 | 3 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2012-12-25 | Woodcrafter cancels Report Crime: Too injured. (message spam) | 1) Injure a dwarf's hands ("ability to grasp lost" presumably important)
2) Have aforementioned dwarf witness a crime
3) Watch the beautiful red announcement spam |
| 0003704 | 2 | Dwarf Mode -- Interface, Stocks | text | | 2012-12-25 | Slabs appear twice in Stocks screen | |
| 0005147 | 2 | Adventure Mode -- Buildings | minor | | 2012-12-25 | worldgen bridge creates large square pit to caverns | Presumably has a random (small) chance of ocurring on any worldgen bridge whenever a world is created.
For demonstration purposes, world has been uploaded: http://dffd.wimbli.com/file.php?id=5525
Primary savegame features an adventurer standing next to the pit. |
| 0006267 | | Creatures | crash | new | 2012-12-23 | Creature variations crash when trying to remove multiple tokens from the end of a creature entry | In creature_birds_new.txt, move the DESCRIPTION and PREFSTRING of BIRD_CROW to the end of its raw entry, then enter the object testing arena. |
| 0005114 | 7 | Technical -- Saving/Loading | crash | | 2012-12-19 | Segfault/crash when trying to save game in both Fortress and Adventure modes | |
| 0006265 | 2 | Creatures | minor | resolved (user1294) | 2012-12-17 | Beehives float in midair after ice thaw | - Embark in Temperate Biome with lake that can freeze.
- Wait until lake is frozen
- Bees might set up a beehive on the lake (my lake is 1/3 of the map, so a good probability)
- Wait for lake to thaw
- See the hive still floating in midair where it was constructed |
| 0005472 | | Material Properties | tweak | new | 2012-12-16 | Hardcoded materials (mud, water) have unrealistic properties | Remove ARENA_RESTRICTED from mud men in the raws.
Spawn a mud man in the arena.
Spawn a different creature and posses them.
Strike the mud man and see the combat reports. |
| 0006264 | | Adventure Mode -- Town | trivial | new | 2012-12-14 | Can't walk up a ramp in catacombs | |
| 0006263 | | World Generation -- Parameters | minor | new | 2012-12-13 | elevation x-variance used for both x and y directions | Generate worlds with different values for x and y variance, and export the elevation maps. Observe that only the x-value affects anything. |
| 0001150 | 4 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user1294) | 2012-12-12 | Dwarf tame same animal over and over if "Tame large animal" put on repeat, food accumulates in cage | Catch wild animal in cage trap
Select Tame Large Animal from Kennel workshop menu
Select an animal from the list
Put Tame Large Animal order on Repeat |
| 0005456 | 12 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user1294) | 2012-12-07 | Dwarves won't haul or dump food/drink brought on embark | Embark anywhere, and bring food and alcohol.
Designate a stockpile/dump site and try to get it hauled or dumped
Watch as the dwarves claim they have "no job" and dash outside to do all of their eating or drinking.
After all embarked food/drink has been consumed, everything works normally. |
| 0000224 | 9 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user1294) | 2012-12-04 | "Train a war dog" actually trains other creatures too | Cage and tame a wild animal - tested with elephants.
Then put "Train a war dog" on repeat in the kennels, and eventually it'll start training war elephants etc. |
| 0006259 | 1 | Dwarf Mode -- Transport/Hauling | minor | new | 2012-11-28 | Muddied Carved Upwards Track Ramps grow moss and loose the track. | dig upwards ramp underground
carve track along and up the ramp to the next level
get the carved track muddy
wait for fungus or moss to grow (discover caverns)
track disappears from ramp.
|
| 0005878 | 16 | Dwarf Mode -- Jobs, Hauling | major | | 2012-11-27 | Dwarves sent to farm plot to "Harvest Plants", then sent away with "No Job" | |
| 0003453 | 18 | Dwarf Mode -- Nobles | minor | | 2012-11-27 | Baron/etc. cannot appoint baron-appointed nobles, such as the Tax Collector | |
| 0000231 | 24 | Dwarf Mode -- Buildings, General | major | | 2012-11-27 | Body parts from large creatures (bones, meat, leather, tusks, etc) slow workshops down due to clutter | |
| 0004046 | 8 | Civilizations/Entities -- Populations | major | | 2012-11-27 | All/Most intelligent creatures are dead. | |
| 0004025 | 16 | World Generation -- General | major | | 2012-11-27 | Kobolds still starving to death early in world gen | Generate a world and look over Legends mode |
| 0003659 | 7 | Dwarf Mode -- Embark/Setup | major | resolved (user6) | 2012-11-26 | Cannot embark | Go to square with cave/river
Attempt to embark in a way that includes both of them in your embark square.
Play now.
Rage at freeze.
=( |
| 0006258 | 1 | Dwarf Mode -- Stockpiles | minor | new | 2012-11-26 | Goods made from inorganic [LEATHER] materials not stockpiled | |
| 0006255 | 1 | World Generation -- Beasts | minor | resolved (user11) | 2012-11-24 | Forgotten Beast attack loads... a dwarven peasant | ? |
| 0006253 | 3 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user1294) | 2012-11-20 | Bones and shells produced in fisheries/butcheries are treated as forbidden | - Embark
- Create a fishery and a refuse stockpile and start fishing.
- Have dwarves clean a few things that were fished out. You will probably have a couple mussel shells stuck in there almost immediately. |
| 0006252 | | Creatures | minor | new | 2012-11-19 | Snakes have too many lungs | |
| 0006140 | 1 | Dwarf Mode -- Nobles | minor | | 2012-11-18 | Message says the king and his suite have arrived, but the king doesn't show up. | |
| 0006251 | 1 | Dwarf Mode -- Interface, Animals | text | resolved (user1294) | 2012-11-18 | Badger boar leaves "right eye tooth" | |
| 0006245 | 2 | Dwarf Mode -- Trade | minor | resolved (user11) | 2012-11-17 | Holding Shift+Enter does not "repeat key" when trading | 1) Go to the trade menu
2) Press and hold shift+enter and note that it does not repeat. |
| 0002800 | 1 | Dwarf Mode -- Jobs, Cooking and Food | text | new | 2012-11-16 | "Dwarf cancels extract from plants: Needs unrotten extract-bearing plant plants" | Queue an "Extract plant essence" job from the still without having the required materials in stock. |
| 0006248 | 1 | Creatures | trivial | resolved (user11) | 2012-11-15 | Raws for mongoose lack immunity to snake venom | N/A |
| 0006246 | | Adventure Mode -- Reactions | minor | new | 2012-11-15 | Adventurer Reactions can consume vehicles | reaction_test
[OBJECT:REACTION]
[REACTION:MAKE_MINECART]
[NAME:make minecart]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINECART:INORGANIC:STEEL]
[SKILL:KNAPPING]
[REACTION:DESTROY_MINECART]
[NAME:destroy minecart]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOOL:ITEM_TOOL_MINECART:INORGANIC:STEEL]
[SKILL:KNAPPING]
|
| 0006244 | 1 | Adventure Mode -- General | feature | | 2012-11-14 | Feature Request | 1) Die
2) hit escape
3) select "load from last save" |
| 0006239 | 1 | Dwarf Mode -- Jobs, Designations | minor | | 2012-11-07 | Dwarves occasionally stand on the tile they are channeling, causing them to fall | Reproducing this event takes a while, as it only happens occasionally. Here is how I discovered it:
Dig out a large square one z-level above magma. Designate a single line of tiles to be channeled along the far wall from your entrance to the square. Repeatedly channel lines until you see a puff of smoke. This has been a miner falling into magma.
VVVVVVVV
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OOOOOOOO
OO
OO
O = Dug-out square with 2-tile entrance
V = Tiles designated for channeling. Repeat this designation lower and lower until miners fall. |
| 0006240 | | Creatures | minor | new | 2012-11-05 | Civilian alerts restricted to burrows preclude grazing outside those burrows | 1. Create a pasture over edible ground cover
2. Create a burrow and link it to a civilian alert. (Not known whether the burrow can overlap the pasture without affecting the result)
3. Activate the alert and wait a month |
| 0006238 | | Dwarf Mode -- Buildings, General | minor | new | 2012-11-02 | constructed floor disappears, and re-appears after saveload | Try letting a fort with mist generator run for 30 years. |
| 0002878 | 2 | Dwarf Mode -- Invasions | minor | new | 2012-10-30 | siegers' mounts breed, siegers proceed to kill the offspring | Annoy a human civ with access to mounts into sieging you, close the doors, wait |
| 0006234 | | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2012-10-28 | clean self job for dwarf with no ability to grasp | Break both of a dwarf's hands. No sensory or motor nerve damage, just normal breaks / compound fractures.
Wait for infection (not sure if this is nescessary to create the clean self job later)
Allow the doctors to treat the patient. My doctors used casts, not splints, if that matters.
When the patient is released from hospital, is will still have lost the ability to grasp until the broken arms heal. If you have soap, the patient should now show you the symptoms mentioned above |
| 0006232 | 1 | Miscellaneous Crashes | crash | resolved (user11) | 2012-10-24 | nemesis unit load failed | unsure |
| 0006229 | 3 | Creatures | minor | resolved (user1294) | 2012-10-23 | Giant Armadillos have incorrect sex castes | Encounter a Giant Armadillo. Elves can import tame ones in vanilla. |
| 0006231 | | Dwarf Mode -- Jobs, Items | minor | new | 2012-10-22 | Inconsistencies between metal costs and adamantine costs | |
| 0006228 | 1 | Adventure Mode -- Movement | minor | resolved (user11) | 2012-10-20 | Adventurer lost to surprise freeze | Wander around near night and try to cross cool temperate rivers. |
| 0006227 | 2 | Dwarf Mode -- Jobs, General | tweak | resolved (user11) | 2012-10-19 | ITEM_AMMO cannot be asigned [HARD_MAT],[METAL] or [HARD] | add [HARD_MAT],[METAL] or [HARD] to any one of DFs vanilla ammunition raws the error log will update with unknown material. |
| 0006225 | | Dwarf Mode -- Jobs, Designations | minor | new | 2012-10-17 | removing walls designated for fortification smoothing causes floorleft behind to be smoothed | Construct a wall of any length of any material.
Once the wall is completed designate it for deconstruction.
Wait until the dwarfs have begun to arrive at the wall.
Designate the wall to be smoothed into fortifications( it will not removed the deconstruction order ).
When the dwarfs finish deconstructing the wall a dwarf with the engraver job
Enabled will come and begin smoothing the floor where the wall was resulting in smooth stone floor tiles. |
| 0003054 | 1 | Vegetation | minor | new | 2012-10-17 | Floating ant hills and bee hives above rivers/ponds/brooks/waterways | |
| 0005172 | 6 | Dwarf Mode -- Justice | minor | new | 2012-10-17 | Hammering gets downgraded to beating if no restraint (rope/chain) has been built | 1. Wait for vampire immigrant to appear and murder
2. Accuse a dwarf (preferably the guilty party) of the murder
3. Watch a light sentence be administered by the justice system |
| 0006223 | 3 | Dwarf Mode -- Items | minor | resolved (user1294) | 2012-10-14 | Spontanious item compaction. | |
| 0005271 | 4 | Dwarf Mode -- Embark/Setup | crash | | 2012-10-09 | Segmentation Fault when Embarking in PRINT_MODE:TEXT | |
| 0006219 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2012-10-04 | Minecart hauling times are occasionally ignored | easiest:
set up a minecart to be pushed every 7 days, every so often they will miss a week.
a more extreme test would be to set up a cart to go at 28(a month) or even 84(a season) days. The cartis about a quarter of the time ignored by the dwarfs until the next push. |
| 0006103 | 3 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user11) | 2012-10-04 | Flying insect swarms cause build job suspension | Build (b-C-w or b-C-F) a wall or fortification in an area where flying insects swarm; if the timing is such that the dwarf with the job is near the tile when it is occupied by the swarm, job will be suspended.
It is a rare instance, due to the unusual timing, but can be reproduced with patience and "luck". |
| 0002861 | 5 | Technical -- Saving/Loading | crash | resolved (user11) | 2012-10-03 | Saved successfully; but crashes while loading. | Copy the save folder into DF, after deleting the pre-existing one. Load the fortress. The aforementioned save can be downloaded from http://dffd.wimbli.com/file.php?id=2834 |
| 0006216 | 1 | Dwarf Mode -- Interface, Burial | minor | resolved (user11) | 2012-10-03 | Ghost appearing despite being buried | Dunno |
| 0006215 | 3 | Dwarf Mode -- Jobs, Designations | minor | resolved (user11) | 2012-10-03 | Mining designations disappear | In the attached save, go to hotkey Shift+F1.
Repeat the following:
1) Designate some mining (I was doing so on the ores & gems)
2) Go up a level (I skipped levels with no gems/ores)
Until you reach the top of the up/down stair shaft.
Let the game run for a bit, go do things as normal.
After a little bit come back and check on your designations.
One or two of the levels may have been mined properly, but the other mining designations will vanish.
I have tried sitting and watching a designation, but every time I've done so dwarves come mine it out. (Only tried twice) |
| 0006213 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2012-10-01 | Milker uses buckets from non-linked workshop for milking job | |
| 0004996 | 4 | Dwarf Mode -- Transport/Hauling | crash | resolved (user11) | 2012-09-30 | Crash at set point (occurred twice prior to this report) | Load save file, do whatever until ~ 20 minutes have ellapsed. |
| 0005842 | 6 | Dwarf Mode -- Jobs, General | minor | resolved (user11) | 2012-09-30 | Clothier cancels job, but cloth is available | |
| 0006210 | 3 | Dwarf Mode -- Jobs, Hauling | crash | resolved (user11) | 2012-09-30 | Crash when deleting hauling route stop | Save game: http://dffd.wimbli.com/file.php?id=6965
Under [h] hauling routes go to any of the "Dragonstone" routes towards the bottom of the list (eg "GR Dragonstone L137" - about 13 routes from the bottom). Delete "Stop 1". <ESC> out of Hauling and Unpause. Game crashes.
If you Unassign the minecart from "Stop 1" before deleting it, the game does not crash. |
| 0002008 | 14 | Dwarf Mode -- Jobs, Hauling | minor | | 2012-09-30 | Dumping owned rotten food don't work | |
| 0006209 | 2 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2012-09-30 | dwarves letting food rot to favor other hauling jobs | butcher several animals at once or buy a large quantity of food from caravan
have other items need to be hauled as well
watch as the food you just bought sits and rots as dwarves worry about picking up equipment or hauling wood stone etc |
| 0006212 | | Dwarf Mode -- Items | minor | new | 2012-09-30 | Melting/freezing items lose some of their flags | |
| 0004914 | 1 | Dwarf Mode -- Items | minor | new | 2012-09-30 | Flasks not named/stockpiled according to contents | |
| 0000697 | 8 | Dwarf Mode -- Combat | major | new | 2012-09-26 | Invincible Dwarves with Speed-Heal | |
| 0004803 | 7 | Dwarf Mode -- Moods | minor | new | 2012-09-26 | Moody dwarves not satisfied by imported/purchased/traded glass/metal | |
| 0000570 | 5 | Dwarf Mode -- Interface, General | minor | new | 2012-09-20 | Building List : "View building information screen" and "Swap right panel" are always blank. | 1. SHIFT+R
2. ENTER
or
1. SHIFT+R
2. TAB |
| 0006195 | 2 | Dwarf Mode -- Pets | major | resolved (user6) | 2012-09-17 | Pet vermin are getting hunted after adopting | Get some dwarves with preference for vermin
Get some tame vermin of this type
Get some vermin-hunting animals roaming around
Let dwarf adopt vermin and meet the vermin hunter |
| 0006197 | 6 | Technical -- General | block | resolved (user6) | 2012-09-17 | Crash in Fortress Mode | Load provided save, unpause, wait a few seconds. |
| 0006199 | 3 | Dwarf Mode -- Interface, Tasks | major | resolved (user1294) | 2012-09-17 | Miners stop responding to mining designations | |
| 0006201 | 1 | Dwarf Mode -- Stockpiles | minor | resolved (user1294) | 2012-09-17 | Cloth Stockpiles Do Not Distinguish Between Plant, Yarn, and Silk Cloth | 1. Embark with plant, yarn, and silk cloth.
2. Create 3 separate stockpiles for each type.
3. Watch all cloth get stored and mixed up with no rhyme or reason. |
| 0006200 | 1 | Dwarf Mode -- Jobs, Designations | minor | new | 2012-09-16 | Dwarf carves out engraved rough floor | I guess channel a whole lot of area and get lucky? I truly don't know. |
| 0006198 | | Dwarf Mode -- Trade | minor | new | 2012-09-15 | [MOD] DF freezes around merchant arriving time with no errorlog.txt or apparent problems. | Download the following save file:
http://dffd.wimbli.com/file.php?id=6921
When you run it (on 0.34.11) the merchants are already unloading, but in this case buzzards do not let them.
After 1-3 minutes the game will freeze. It's 100% case. |
| 0005196 | 1 | Adventure Mode -- Sites | crash | resolved (user6) | 2012-09-14 | Crash when trying to re-enter temple after engaging mummy | Engage mummy
Escape
Retire
Return to original site |
| 0006126 | | Adventure Mode -- General | minor | resolved (user6) | 2012-09-14 | Disappearing mummies | This doesn't seem to happen all the time. Tested in mummies in town catacombs. |
| 0006093 | 1 | General | crash | resolved (user6) | 2012-09-11 | Crash in Fortress mode | Play for a while... |
| 0006080 | 2 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2012-09-11 | Dwarves not storing barrels with alcohol | Embark with drink or brew drinks at still. |
| 0006112 | 11 | Technical -- Rendering | major | resolved (user6) | 2012-09-11 | weird visual flashes on screen sometimes causing unplayable conditions | load dwarf fortress and wait, most times issue occurs in menu screens and trade menus |
| 0006111 | 4 | Dwarf Mode -- Items | minor | resolved (user6) | 2012-09-11 | dwarves not using materials for crafting | kill an animal or have the animal lose teeth or horns or any other biological medium used for crafting. |
| 0006131 | 3 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2012-09-11 | Dwarfs do no use bins for anything | |
| 0006171 | 4 | Dwarf Mode -- Military | minor | resolved (user6) | 2012-09-11 | Activating alert with burrow causes civilians assigned to burrows to stop respecting the latter. | Assign a civilian dwarf to a burrow (preferably with a workbench and a few job orders but no materials) and tie another (preferably much larger and with materials) burrow to a civilian alert. Activate the alert, and watch your burrowed civilian stroll out of his original burrow like it never existed. |
| 0006179 | | Adventure Mode -- Quests | major | new | 2012-09-11 | Boss Not Generated In Dungeon | 1. Download and fire up savegame.
2. Head east toward keep.
3. Spend next 2 hours looking for phantom boss. |
| 0001869 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2012-09-11 | Plants in farm vanished when season changed | Plant something on a farm shortly before the crop goes out of season. |
| 0006059 | 2 | Dwarf Mode -- Abandonment of Fort | crash | resolved (user6) | 2012-09-11 | Crash on abandon | |
| 0006186 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2012-09-11 | forbidding (d-->b-->f) depot and items causes traders to leave them behind | |
| 0006187 | 3 | Technical -- Saving/Loading | crash | new | 2012-09-11 | Linux version fails to read raw files with uppercase characters in filename | |
| 0005313 | 2 | Sites | major | resolved (user1294) | 2012-09-11 | No magma sea, rectangular molten rock tower visible from embark | wimbli.com Isn't letting me confirm my account so I uploaded it to http://sharesend.com/oxln0 instead. could someone with an account to file depot download it and re-post it on file depot for me? (within 60 days please) |
| 0006190 | | Legends Mode -- General | minor | new | 2012-09-11 | Modded curse results in false wound descriptions/crashes in Legends mode | Have a curse that permanently turns a creature into another one, and generate a world. |
| 0006165 | 1 | Dwarf Mode -- Interface, Animals | minor | new | 2012-09-10 | Nesting interferes with training, causing dwarves to die and animals to go wild. | Capture a wild egg laying animal, a giant sparrow for instance (I got lucky and caught males and females). Tame them (to semi-wild and trained in this case) and set up nest boxes. The females will go and lay eggs, the dwarf will stand in the training area waiting for the sparrow to come to him till he dies, and the sparrow will sit on the nest box till it becomes wild (and immune to all traps). |
| 0005642 | 4 | Dwarf Mode -- Rooms | feature | new | 2012-09-09 | vampires never claim bedrooms | |
| 0004550 | 6 | Combat -- General | major | new | 2012-09-09 | Dodging into river/lava/from cliff etc | Fight near river. |
| 0006141 | 5 | Dwarf Mode -- Trade | minor | new | 2012-09-08 | Death of a single merchant prevents a caravan from trading | Allow one or more merchants of an incoming caravan to be killed by a siege or raiders. |
| 0006188 | 4 | Artistic Images (engravings etc) | minor | resolved (user1294) | 2012-09-07 | Engraving on block floor and open space. | |
| 0001536 | 4 | Dwarf Mode -- Military | minor | new | 2012-09-03 | Military will not path to flying creatures with kill order | Find a flying creature, wait until it's in mid-air, and issue a kill order against it. |
| 0006181 | 5 | Dwarf Mode -- Interface, Animals | minor | resolved (user1294) | 2012-08-30 | water buffalos starving to death no matter the size of the pasture | put water buffalo in a max size pasture |
| 0006182 | 2 | Dwarf Mode -- Stockpiles | major | resolved (user1294) | 2012-08-30 | Wall deconstruction causes stockpile teleportation | Get file from http://dffd.wimbli.com/file.php?id=6846
See Description |
| 0006178 | 1 | Dwarf Mode -- Interface, Cages and Chains | minor | resolved (user1294) | 2012-08-28 | Chain + pasture problems | Designate a pasture zone
Pasture an animal
Build a restraint
Restrain the animal |
| 0006175 | 1 | Dwarf Mode -- Traps | minor | new | 2012-08-28 | Children do not trigger citizen enabled pressure plates set to lowest weight | Set a plate to lowest weigh with activated by citizens enabled.
Attach to adjacent hatch to make a one way gate.
Choose your path carefully so that there is something that children will want to wander into but all other paths are closed (for instance, a cavern or outside the walls or a pit full of bronze colossi).
Marvel in wonderment as the hatch prevents cats and ducks from passing, yet allows children of 11 to wander to their certain doom. |
| 0005766 | 1 | Adventure Mode -- Eating/Drinking | minor | new | 2012-08-27 | Adventurer speed/weight not recalculated after eating from stacks of food | Savegame: http://dffd.wimbli.com/file.php?id=6080
The adventurer is sitting in town with a stack of 90 plump helmets in his inventory.
Speed without plump helmets: 1187
Speed before eating: 1118
Speed after eating 3 plump helmets: 1118
Speed after dropping 87 remaining: 1187
Speed after picking up 87 remaining: 1121 |
| 0006174 | 1 | Map Features | minor | new | 2012-08-27 | revealed sites stay revealed for all subsequent forts and adventurers | talk to anyone and request surroundings until a bunch of camps and lairs are revealed on the map. Die or retire. Embark screens and other adventurers' maps will show these sites |
| 0005811 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2012-08-25 | Dwarves repeatedly cancelling auto-butcher task | |
| 0006173 | 4 | Dwarf Mode -- Immigration | major | new | 2012-08-25 | Immigrants (from abandoned fort) are friendly, but cannot be assigned labours/viewed in manager screen | |
| 0000841 | 5 | Dwarf Mode -- Artifacts | trivial | new | 2012-08-19 | Reclaimed artifacts infinitely tradeable | Reclaim site with artifacts. Trade! |
| 0006169 | 4 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user1294) | 2012-08-17 | Mason stands on top of wall being constructed, suspends construction | Have a dwarf construct a wall in a place that's occupied by another creature, so that the construction is suspended. Move away the creature and unsuspend the construction. |
| 0004608 | 5 | Technical -- Saving/Loading | crash | | 2012-08-14 | Save crashes at same place about 2 minutes after loading | Load the game.
Unpause the game.
Wait. |
| 0006166 | 3 | Dwarf Mode -- Jobs, General | minor | resolved (user11) | 2012-08-14 | Dwarf stuck on "Attend Meeting", follows another dwarf everywhere | |
| 0006164 | | Technical -- Saving/Loading | crash | new | 2012-08-14 | Loading saved game throws a Visual C++ Runtime Error | 1) Install linked saved game.
2) launch DF
3) Load saved game. |
| 0004639 | 7 | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2012-08-13 | Dwarves prefer to drink the newest booze, resulting in grabbing barrels from the still instead of the stockpile | Build a still. Build a booze stockpile next to it. Fill booze stockpile with booze. Watch thirsty dwarves descend on the still, leaving 50+ barrels of stockpiled booze untouched. |
| 0006163 | | Vegetation | minor | new | 2012-08-12 | Surface Grass Grows in Vegetation-Free Desert | Produce a new world; larger ones are better.
Embark on a sand desert with no vegetation, with a miner and pick.
Channel out a large, contiguous area (I used 21x21) and watch grass grow. |
| 0003282 | 2 | Dwarf Mode -- Items | minor | new | 2012-08-10 | Merchants' stuff does not default to forbidden, despite settings, upon their death | Forbid all items, Let lots of merchants die, still get other death items that are not forbidden. Get dorfs into trouble because they jump into rivers to get them.
|
| 0006159 | | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | new | 2012-08-09 | Unable to encrust weapons with gems | 1) Obtain cut gems.
2) Obtain non-artifact weapons.
3) As necessary, forbid other crafts so that only weapons are available.
4) Order finished goods encrusted with gems. Job fails. |
| 0006156 | 5 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user1294) | 2012-08-09 | hunted animals not being butchered | 1. have hunter hunt
2. return kill to refuse pile
3. wait and see if butcher will butcher remains |
| 0006154 | 1 | Dwarf Mode -- Trade | minor | new | 2012-08-08 | Mass claim item causes caravan items to be moved to stockpile, yet remaining inaccessible | Build a Trade Depot, wait for caravan to arrive. d-b-(c)laim area that includes the depot. |
| 0006153 | 2 | Dwarf Mode -- Interface, Cages and Chains | minor | resolved (user1294) | 2012-08-07 | Removing bodies from cages is tedious. | |
| 0006152 | 3 | Dwarf Mode -- Jobs, Eating/Drinking | major | new | 2012-08-07 | Dwarves not bothering to go eat or drink | I am thinking this has something to do with my food stockpiles being on the first underground level right below the surface and its too far for the dwarves to travel. |
| 0005957 | 2 | Dwarf Mode -- Stockpiles | minor | new | 2012-08-07 | Stockpile with bins taking items from no bin stockpiles. | Make a stockpile with no bins.
Allow dwarves to haul items to it.
Create another stockpile with bins allowed.
Wait for a bin carrying dwarf to steal items from the first stockpile and put them in the 2nd one's bins. |
| 0006148 | 1 | Dwarf Mode -- Jobs, Designations | minor | new | 2012-08-05 | Channeled stone falls into constructed wall below | |
| 0006150 | 1 | Technical -- Input/Keybinding/Macros | minor | new | 2012-08-05 | Most keys become unresponsive for a while after using New Order on the manager screen | Go into the new order screen and add some jobs, then exit. Pressing q or m or other keys sometimes wont work after doing this. |
| 0006146 | | Adventure Mode -- Retirement | minor | new | 2012-08-03 | Elf retires in village - play again with him and got attacked by wildlife | 1. Start adventure as an elf
2. retire in human village
3. start again with the retired elf and go into wildness
4. animals will flee and/or attack you |
| 0006145 | 2 | Contaminants/Spatter | minor | new | 2012-08-02 | Internal contaminants | |
| 0006144 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2012-08-01 | Dwarfs will abandon barrels and bins randomly | |
| 0006137 | 2 | Dwarf Mode -- Buildings, General | minor | | 2012-07-31 | removing constructed floor bungles nearby stockpiles | [B]uild [f]looring, put some stockpiles of stuff there, and remove some tiles of flooring near the stockpiles. |
| 0006143 | 1 | Dwarf Mode -- Interface, Stockpiles | tweak | | 2012-07-31 | Stockpile filter for XXclothesXX? | |
| 0006134 | 5 | Adventure Mode -- Town | minor | new | 2012-07-30 | Dead from Catacombs on surface, dead animals | |
| 0006138 | 3 | World Generation -- Beasts | crash | resolved (user1294) | 2012-07-29 | Forgotten beast world crash on load | Random |
| 0006139 | 2 | Undeath | major | resolved (user1294) | 2012-07-29 | Murderous Ghost - Unable to find corpse, cannot engrave. | |
| 0006136 | 2 | Adventure Mode -- General | minor | resolved (user11) | 2012-07-29 | Roaches are apparently leather? | Disturb roaches? |
| 0006135 | 4 | Dwarf Mode -- Nobles | minor | resolved (user1294) | 2012-07-27 | Vampire King/Queen can't be assigned room/items | Become the Mountainhome of a dwarven civilization that has a vampire for a monarch, I suppose. |
| 0006133 | 3 | Dwarf Mode -- Traps | major | resolved (user1294) | 2012-07-27 | Can't build Large Serrated Disc weapon traps with discs in bins. | |
| 0006132 | 1 | Contaminants/Spatter | trivial | resolved (user1294) | 2012-07-25 | just a simple question about werebeast blood spatter in a well | |
| 0006127 | 4 | Dwarf Mode -- Military | minor | resolved (user1294) | 2012-07-24 | after killing werecreature, military is attacked by dogs/citizens, loyalty cascade?, lycanthropy? | build a fort with it's military ready. Continue taking in all migrants until you experience an outbreak of lycanthropy.
When you find a were creature, tell your mildwarfs to kill it.
This may not be an every time situation, but may require specific timing.
Perhaps Dwarves becoming werecreatures in plain view are not causing all normal dwarves to change sides against them? |
| 0006129 | 1 | Reactions | minor | new | 2012-07-24 | Cannot specify COAL:NONE, only COAL:NO_MATGLOSS | |
| 0006121 | 3 | Dwarf Mode -- Traps | minor | resolved (user1294) | 2012-07-23 | dwarves and tame animals being caught in traps | have a 1 tile walkway over weapon traps and cage traps eventually someone will get captured or killed |
| 0006122 | 3 | Dwarf Mode -- Nobles | major | resolved (user1294) | 2012-07-23 | Noble screen blank after melancholy leader dies | |
| 0006124 | | Technical -- Input/Keybinding/Macros | minor | new | 2012-07-23 | home/end not bound to up+left/down+left | derp, press home or end. :) |
| 0006118 | 2 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user1294) | 2012-07-22 | Smelter unable to smelt anything when stockpile is assigned to it | Build a furnace and a stone stockpile nearby with ores and coal in it. Try to smelt anything. |
| 0003043 | 7 | Dwarf Mode -- Trade | feature | new | 2012-07-21 | No furniture option in trade | 1. Trade
2. Search for Furniture forever |
| 0006115 | 1 | World Generation -- General | minor | | 2012-07-21 | Materials dependant on materials not available are not selected properly | 1. generate a world without iron producing stones.
2. trade for steel/pig iron items, but not iron |
| 0006110 | 2 | Artistic Images (engravings etc) | minor | resolved (user1294) | 2012-07-20 | Names are sometimes incorrect in engravings | Get some dwarfs to do some significant things. I personally got one of my dwarfs to kill 30+ goblins/various creatures.
Engrave lots of walls and floors
Scrutinize their work for mentions of said dwarfs/events and cross reference |
| 0006109 | 1 | Technical -- Saving/Loading | major | | 2012-07-19 | Cannot save while using Lazy Newb Pack | |
| 0006105 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2012-07-19 | Marksdwarves getting constant equipment mismatches | A save is loaded here, zipped with the problem:
http://dffd.wimbli.com/file.php?id=6684
|
| 0006101 | 2 | Dwarf Mode -- Military | major | | 2012-07-19 | Military dwarves won't pickup helmets and high boots | - Define a uniform with all steel equipment (breastplate, greaves, high boots, gauntlets, helm, shield, indiv. choice weapon)
- Create a squad, assign the aforementioned uniform to the squad
Dwarves will pick up everything but boots and helms. |
| 0006106 | 3 | Dwarf Mode -- Interface, Announcements | feature | | 2012-07-19 | Equipment Mismatch cancellations should be more verbose | |
| 0004380 | 10 | Dwarf Mode -- Stockpiles | minor | new | 2012-07-17 | Stockpile options don't work for cloth | Put cloth bins on the floor (remove stockpile under it)
build 3 stockpiles (1 with only cloth(Plant) acctivated; 1 with only cloth(Silk) acctivated ; 1 with only cloth(Yarn) activated)
Unpause.
Dwarves will move bins in wrong stockpiles |
| 0006099 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user1294) | 2012-07-17 | Dwarf stands on wall's construction site, cancels building | |
| 0006092 | 4 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user1294) | 2012-07-16 | Can only grow five kinds of outdoor plants | I haven't tried to reproduce, but just collect seven outdoor berry seeds. You should only be able to grow five. |
| 0006095 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user1294) | 2012-07-16 | Deconstruction of floor over lava pit causes black hole. | I have the save file, i saved right before i deconstructed the floor.
When you load the save, you should see a large stockpile and small rooms with a magma forge and some furnaces, go into the deconstruction menu and remove the single tile of constructed floor adjacent to my only magma forge.
When i exited the game and reloaded the same thing happened to all the items. |
| 0006094 | | Dwarf Mode -- Interface, Unit View | minor | new | 2012-07-15 | Assign trained animal screen display buggy | Tame, buy, or embark at least 15 dogs or other work creatures, type "v", "p", "e", select a dwarf: the 15th and 16th animals names are partially hidden, and the next are under the help lines.
Then for the second problem, assign some animals to the dwarf, and move the cursor to another dwarf, with a different number of animals assigned: the displayed number of animals does not change. Then without moving the cursor, type "p","e" again, and the number is updated.
Even better, when the wrong number is displayed, if you add an animal, it is incremented (i.e. if 2 animals are announced, but zero are assigned, if you add one, the display will say he has 3 instead of 1). |
| 0006083 | 3 | Map Features | minor | new | 2012-07-13 | Water depth numbers missing on road tiles | * edit d_init.txt to
[SHOW_FLOW_AMOUNTS:YES]
* flood some finished paved road, unfinished paved road, finished dirt road, unfinished dirt road, and bare soil/rock.
* observe |
| 0006090 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user1294) | 2012-07-13 | Captured siege animals disappear from animal screen after taming | 1. Get siege with lots of fun
2. Capture the animals
3. train them
4. they vanish from animals screen
(5. bind them to restraint in a training area and job gets cancelled) |
| 0006016 | 3 | Dwarf Mode -- Nobles | trivial | resolved (user6) | 2012-07-08 | King/Queen isn't being replaced. | Have a vampire monarch that has lived beyond the lifespan of their children and then kill them in fortress mode. |
| 0006079 | | Dwarf Mode -- Abandonment of Fort | minor | new | 2012-07-08 | Reclaimed fort got "friendly" merchant and "deceased" wagons | Make Depot
Wait for caravan
Abandon fortress
Reclaim fortress |
| 0006035 | 2 | Creatures | minor | new | 2012-07-08 | Titan camping the front gates. | |
| 0006077 | 2 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user1294) | 2012-07-08 | Dwarf gets in his own way while constructing wall | |
| 0006064 | 1 | Dwarf Mode -- Idle Behavior | minor | | 2012-07-06 | Dwraf sleep while drowning | It appear to be random as another drwaf also fall asleep inwater but it only6high in ther so he survive |
| 0006075 | 1 | Dwarf Mode -- Buildings, General | minor | | 2012-07-06 | Well deconstructs when frozen | Build well in outdoor biome prone to winter freezing |
| 0006073 | | Dwarf Mode -- Transport/Hauling | minor | new | 2012-07-06 | Dwarves will not take items out of bin to load minecart | Create stockpile that contains a mix of items, for instance, all stone blocks.
Link it to a minecart stop and set the stop to load a particular type of block.
Dwarves will only load loose blocks of the specified type, or bins that contain ONLY the specified type of block. Bins containing multiple types of blocks will not be touched, not even to remove the desired type. |
| 0003683 | 2 | Adventure Mode -- AI | minor | new | 2012-07-06 | Friendly and hire-able bandits want you to kill their own boss | |
| 0002263 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2012-07-06 | Dwarves suspend jobs when near/in line of sight of melee enemy even if that enemy can not reach them | |
| 0006071 | 1 | Adventure Mode -- Conversation | text | resolved (user1294) | 2012-07-05 | Wolverine People are all named TRANS_NAME] | Find a wolverine person. Talk to them. |
| 0001376 | 10 | World Generation -- General | minor | | 2012-07-05 | Presence of saltwater marsh causes mountain brooks/pools to become salty | |
| 0004923 | 4 | Dwarf Mode -- Jobs, Cancellation and Suspension | major | new | 2012-07-05 | Enemies unable to act still scare dwarves into cancelling jobs | |
| 0006065 | 2 | Dwarf Mode -- Buildings, General | major | resolved (user1294) | 2012-07-04 | Deconstructing construction can teleport items nearby | Build floor, fortification or wall, then deconstruct. |
| 0002440 | 26 | Dwarf Mode -- Embark/Setup | minor | | 2012-07-01 | Flux is ignored in the Site Finder | It seems to occur randomly, but is not uncommon. |
| 0006063 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2012-06-30 | Filling container from items on floor does not properly respect container capacity | 1. Embark with 1000 seeds and 1 empty bag.
2. Observe that each bag has 300 seeds in it. This is seemingly normal, based on seeds having a volume of 10 and bags having a capacity of 3000 (equivalent to [CONTAINER_CAPACITY:30000]).
3. Remove all of the seeds from their bags. I did this using DFHack to set the item's wear to an extremely high value, causing it to immediately disintegrate.
4. Create a 1-tile food stockpile.
5. Observe as a dwarf picks up the empty bag and stuffs all 1000 seeds into it. |
| 0006062 | 1 | Creatures | major | new | 2012-06-28 | Water creatures swim up into 1/7 water tiles, come crashing down | Set high cavern water level in world generation
Generate new world
Embark in area with a river
Connect the river to the cavern
Follow one of the "active" water creatures |
| 0006061 | 1 | Projectiles | minor | new | 2012-06-28 | Light dropped objects hit too hard | Designate a garbage drop zone above cat's pasture and observe Worms Armageddon. |
| 0006056 | | Dwarf Mode -- Transport/Hauling | minor | new | 2012-06-27 | Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door | Build a door over a piece of track which has a guided route on it. |
| 0006053 | 3 | Dwarf Mode -- Items | major | resolved (user6) | 2012-06-25 | Masterwork wooden bolts cause art defacement penalties when broken during hunting. | Set one woodcrafter with only the task of woodcrafting.
Provide wood, set crafting facility to create bolts.
Let hunters use those bolts for hunting (possibly recruits as well, have not tested that route yet.)
Watch for art defacement thoughts in the woodcrafter once he/she starts producing masterwork bolts. |
| 0002036 | 13 | Dwarf Mode -- Nobles | major | resolved (user11) | 2012-06-24 | Dungeon Master doesn't allow taming/training of exotic pets/mounts | 1. Open entity_default.txt in raws and add [APPOINTED_BY:MAYOR] to dungeon master.
2. Generate a new world.
3. Play a fort until you get a mayor. Buy exotic pets from elves and trap a few in the process. Mandrills, grizzly bears, lions, deer, foxes...
4. Appoint a dungeon master.
5. Check tamable animal list in a kennel, or what is listed in Z-animals.
6. Observe no change.
|
| 0006052 | | Dwarf Mode -- Items | minor | new | 2012-06-24 | Merchants can bring pouches made of metal | Hope the merchants bring pouches (Humans and possibly dwarves)
They can not be requested from the dwarves. |
| 0006050 | 3 | Dwarf Mode -- Environment | minor | new | 2012-06-24 | 1/7 water never dries | I dug down by carving out a rectangular section of earth and dropping it on the aquifer, and there were three aquifer layers. The whole aquifer might be a red herring, though; some of the water from the surface pool that I dug out has also been sloshing around for quite some time now. World generated in .34.11, unmodded. |
| 0006051 | | Dwarf Mode -- Pets | major | new | 2012-06-24 | loyality cascade after killing trained cave crocodile mount from siege. | * get a mount from goalin siege
* ?make sure that it did'nt kill any dwarves?
* train it
* pasture it somewhere
* order your military to kill/move somewhere near it
* enyoy |
| 0005635 | 1 | Dwarf Mode -- Jobs, Items | minor | new | 2012-06-23 | Weapon kill list ignores vampire identities | |
| 0006049 | 1 | Dwarf Mode -- Economics | feature | resolved (user1294) | 2012-06-23 | Producing gauntlet and melting it recovers 120% of used metal | |
| 0006046 | 1 | Dwarf Mode -- Items | minor | resolved (user6) | 2012-06-21 | Items teleport ontop of a restrain after removing a wall below it. | Rebuild the wall, then remove it |
| 0006047 | 2 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2012-06-21 | Migrants have nicknames from dwarves at my fortress | |
| 0006043 | | Dwarf Mode -- Items | minor | resolved (user6) | 2012-06-21 | Non-citizen death items forbidden despite standing orders to claim | 1. Set "Claim other death items" in standing orders (O -> F).
2. Kill a non-citizen, i.e. trader or invader.
3. Check death site of slain non-citizen, observe forbidden clothing pile. |
| 0006045 | 1 | Dwarf Mode -- Transport/Hauling | major | resolved (user6) | 2012-06-21 | Hauling jobs take entire bin of cloth/thread to pick up a single cloth/thread, triggering multiple "can't find item" job cancels | 1) Have only enough cloth for one bin, and only enough thread for one bin (worse if the cloth and thread are all in the same bin).
2) Setup farmer's workshops and looms and clothiers to produce and use cloth and thread.
3) Watch as haulers take the entire stock of cloth/thread in a bin to go retrieve a single additional cloth/thread, causing mass job cancellations in your textile industry, making you wonder why on earth no one can find any cloth/thread when your stocks list indicates you have plenty.
4) Don't blame the hospitals automatically. |
| 0006044 | | Dwarf Mode -- Buildings, Cages and Chains | minor | new | 2012-06-20 | Chains near stairs allow odd movement options for chained creatures | Chain a creature near a stair and wait for it to move to a logically unreachable spot. |
| 0006041 | 1 | Dwarf Mode -- Interface, Standing Orders | major | resolved (user1294) | 2012-06-20 | standing order>forbid>select everything does not forbid items dropped by caravans | In standing orders, forbid everything.
Wait for goblins to attack at the same time as caravans.
When caravans get killed, look on the corpses and find whole wagons full of non-forbidden goods. |
| 0006009 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user6) | 2012-06-20 | Masons stand on wall they are constructing despite free tile in cardinal direction | |
| 0006018 | 6 | Dwarf Mode -- Buildings, General | minor | new | 2012-06-19 | Ghost claims bedroom of living spouse | 1) Have a dwarf with a spouse die.
2) Assign the surviving member of the pair a bedroom
3) Check the room assignment data |
| 0006036 | 1 | World Generation -- Beasts | crash | resolved (user6) | 2012-06-19 | crash on world generation | |
| 0006037 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user1294) | 2012-06-19 | Building walls/corners not possible -> Creature occupying site | try to build a square |
| 0005158 | 17 | Dwarf Mode -- Jobs, Hunting | major | | 2012-06-19 | Dwarves try to cross the edge of waterfalls because water is shallower there, get swept over | |
| 0006034 | 2 | Dwarf Mode -- Trade | minor | resolved (user1294) | 2012-06-18 | Dwarves stealing from caravans | have a hospital without cloth and wait for a dwarven caravan to arrive. |
| 0006032 | 1 | Adventure Mode -- Movement | minor | resolved (user1294) | 2012-06-17 | Crutchless crutch-walking with container | Begin Adventure Mode.
Come across a crutch and a backpack.
Wear the backpack.
Hold the crutch. Speed should reduce.
Put the crutch in the backpack with 'p'. Speed stays the same.
Drop the crutch directly from the backpack with 'd'. Speed stays low and walking now increments crutchwalker ranks.
This can be unset by holding the crutch in one of your character's hands and dropping it. |
| 0006028 | 2 | Dwarf Mode -- Invasions | minor | resolved (user6) | 2012-06-16 | A caravan showed immediately after a goblin seige, and the goblins stood there without attacking. | Get lucky? |
| 0006029 | | Dwarf Mode -- Thoughts and Preferences | trivial | new | 2012-06-16 | Typo in dwarf personality | Have a dwarf with the 'tells stories when he's bored' thing. |
| 0006024 | 2 | Dwarf Mode -- Interface, Embark | minor | resolved (user6) | 2012-06-15 | Searching for Flux via "Find desired location" on world with minerals set to "everywhere" | - Generate world with "Mineral Occurrence" set to "Everywhere"
- Start a new game to access "Choose Fortress Location" screen
- perform "Find Desired Location" search
- I used the following settings each time:
X Dimension: 4
Y Dimension: 4
Savagery: Low
Evil: N/A
Elevation: N/A
Temperature: Medium
Rain: N/A
Drainage: N/A
Flux Stone: Yes
Aquifer: No
River: Yes
Shallow Metal: Multiple
Deep Metal: Multiple
Soil: <= Some
Clay: N/A |
| 0006023 | 1 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2012-06-15 | Wagons have clipped into constructed walls | |
| 0006021 | 6 | Dwarf Mode -- Moods | minor | resolved (user6) | 2012-06-15 | Dwarf gets incinerated before\after finishing artifact | |
| 0005814 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2012-06-15 | Fireproof Dwarves Refuse to Eat | Add the tags to the end of the definition of DWARF in the raws in creature_standard.txt, then create a world and embark anywhere. Within a few seasons, they should start dying. Other signs will be present earlier, such as hunting for vermin. |
| 0006025 | 1 | Dwarf Mode -- Jobs, Designations | minor | resolved (user1294) | 2012-06-15 | Legendary miner often doesn't leave ore when digging out veins | |
| 0005932 | 6 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2012-06-14 | Distance to available stone is negative | No idea. |
| 0006013 | 9 | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user6) | 2012-06-14 | No seeds available for "outsdoor" farm plot despite the stone floor being muddy and seeds in stock | Channel farm plot.
Irrigate farm plot to ensure stone floor is muddy.
place floor above farm plot. (maybe required, i do it for safety didn't help my issue deleting floors)
problem surfaces
the area I'm putting these in is next to a mountain biome which, despite this being flat land outside the mountainous region of my embark locale, might be the underlying cause. However, in a previous game I could do this after channeling into the top of a mountain so...I dunno. |
| 0006017 | 1 | Dwarf Mode -- Jobs, General | tweak | resolved (user6) | 2012-06-14 | Masterpieces are spammy | Get some decent crafters, let them craft. |
| 0004135 | 4 | Dwarf Mode -- Stockpiles | minor | | 2012-06-14 | Large pots are placed in furniture stockpiles regardless of settings. | 1. Make some large pots.
2. Make a furniture stockpile with all furniture disabled
3. Dwarfs will put pots into the stockpile. |
| 0006019 | | Dwarf Mode -- Immigration | major | new | 2012-06-14 | Dwarf Mode migrants appear as friendly, uncontrollable units with modded dwarf entity | 1: Mod the game so that the dwarf mode race has towns. I changed the dwarven entity to have "city" as the default site.
2: gen a world.
3: Visit towns of the civilization you intend to use in dwarf mode as an adventurer. I genned a 5 year world which had 2 town making visiting both of them easier. You do not need to visit all the towns, just some of them.
4: Retire or otherwise end your adventure.
5: Start a fort and wait for immigrants. |
| 0006014 | 2 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2012-06-12 | Didn't leveld to legendary after mood | Mood is hard to reproduce but raw files editing could do it I guess |
| 0006010 | | World Generation -- General | minor | new | 2012-06-11 | World generator not using seed values from -gen commandline. | 1. Unzip a fresh, verified, download of version 0.34.11.
2. Open the extracted folder with some kind of terminal or prompt.
3. Execute the following command.
"Dwarf Fortress.exe" -gen 1 ASIMPLESEED1 "POCKET ISLAND"
4. Open region-1-world_gen_param.txt
5. Observe how there is a NULL value or random character for all seeds. |
| 0005928 | | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2012-06-11 | Injured dwarf not taken to hospital, stuck in place with "no job" | Sadly, I do not have any saves with stuck dwarfs (the first subject was dead and the second had been resolved before I saved the game). However, in the second case, I noticed that there was an empty bed in my (rather small) hospital that was not filled, despite quite a few dwarfs having been injured. I decided to deconstruct the bed to see what happened. Upon doing so, a job cancellation notification popped up, indicating that my countess had cancelled a "Recover wounded" job, despite such a job not appearing in the [j]obs menu. I suspect that the freezing in place of the stuck dwarf was due to the countess having "claimed" him for recovery, but her status as a noble was preventing her from actually bringing him to the hospital. When I replaced the bed soon afterwards, he remained stuck, and deconstructing the bed once again produced another cancellation message from the countess. Replacing the bed yet again resulted in one of my ordinary workers taking the injured dwarf to the hospital. |
| 0005917 | 2 | Dwarf Mode -- Interface, Designations | minor | resolved (user6) | 2012-06-11 | Dwarves will not channel anything. Since update. | Designate to channel anywhere and miners will not dig. May just be something wrong on my game. |
| 0006007 | 1 | Dwarf Mode -- Jobs, Military | minor | resolved (user6) | 2012-06-11 | Military dwaves equipt wrong bolts for training | Create archery squad, barracks, and archery target, assign proper equipment. Include metal bolts for combat, and bone bolts for training. The dwarf will equip the metal bolts in the quiver and be unable to fire them at the archery target. I did it with only one dwarf in the squad. |
| 0006005 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | | 2012-06-10 | dertroying stone wall teleports items from stockpile | dertroy a stone wall near stockpile |
| 0006001 | 2 | Dwarf Mode -- Combat | minor | resolved (user6) | 2012-06-10 | Dwarves in Fortress mode not switching to a backup weapon | 1) Equip your dwarf with a crossbow and a short sword.
2) Send it into battle with no crossbow bolts.
3) Watch it fail basic logic, hard. |
| 0005997 | 3 | Dwarf Mode -- Jobs, Eating/Drinking | major | new | 2012-06-10 | Dwarves, pathfinding issue when eating? Walking constantly back and forth in a "V' shape. | No idea, sorry! |
| 0005993 | | Dwarf Mode -- Transport/Hauling | crash | resolved (user6) | 2012-06-10 | Game crashes when promoting stops in hauling menu | 1. Create route
2. Create 2 stops, promote in any order-everything is ok
3. Now add third stop to route. Try to promote stops-they will move higher in list then route. If you try to promote stop that first at the list after previous actions and there are other stops above related route-game crashes. |
| 0005998 | 1 | Dwarf Mode -- Transport/Hauling | crash | resolved (user6) | 2012-06-10 | Crash when promoting stops above route name | 1.Create a route with 10 stops in a complex loop.
4.Create a new stop between 0000003 and 0000004
5.Promote stop 0000011 buy pressing the "p" one more then needed.
4.Crash |
| 0005995 | 2 | Technical -- General | crash | resolved (user6) | 2012-06-10 | Game crash after breaching hell | Have a fort breach hell and have a caravan arrive after multiple demons have spawned. |
| 0002648 | 4 | Combat -- General | minor | resolved (user6) | 2012-06-10 | Marksdwarves refuse to train at archery range if they have more than specified ammo | Have dwarf equip more training arrows than specified at (m)ilitary menu. |
| 0005209 | 1 | Dwarf Mode -- Items | minor | new | 2012-06-10 | Statue refers to vampire by her real name, identifes her as vampire. | |
| 0006000 | 1 | Dwarf Mode -- Justice | minor | | 2012-06-09 | Dwarves' creations name perpetrators of unsolved murders | |
| 0005182 | 2 | Adventure Mode -- General | major | resolved (user6) | 2012-06-09 | Duplicate people in Adventure mode | 1. Go to a fortress
2. Recruit some soldiers
3. Go away from fortress
4. Go to the Travel mode
5. Travel around a little
6. Kill people(?)
7. Go back to the same fortress
8. You see a duplicate of your recruits |
| 0001161 | 6 | Dwarf Mode -- Combat | major | resolved (user6) | 2012-06-08 | Soldier fight with training weapons even with real ones equipped | 1) Equip a squad (or just one dwarf) with training and real weapons.
2) Find something to kill.
3) Order the dwarf to kill it.
4) Check logs. |
| 0004504 | 5 | Dwarf Mode -- Stockpiles | minor | new | 2012-06-08 | Military and civilian dwarves will indefinitly move armor about. | 1. Make a squad
2. Assign uniform
3. Make armor
4. Have an armor stockpile. |
| 0003643 | 9 | Dwarf Mode -- Military | minor | new | 2012-06-08 | Dead soldier's equipment bugs up | Armor several soldiers
Get them killed
Get the same number of replacement soldiers, watch some of them not pick up their share of the old armor/watch the equipment become unusable. |
| 0005987 | 5 | World Generation -- General | tweak | resolved (user1294) | 2012-06-07 | Standard Mineral Count -- Low Minerals | Make a new world set minerals to everywhere. Dig a great deal. Marvel at the infrequency of stone.
Make an advanced world. Set mineral count to 100, dig a great deal. Marvel at the infrequency of stone. |
| 0005896 | 1 | Dwarf Mode -- Jobs, Childcare | minor | new | 2012-06-07 | Modded Civ with natural skill provides working children | |
| 0005989 | 1 | Dwarf Mode -- Invasions | minor | new | 2012-06-06 | Undead partial skeleton duplicates | A save shortly before the skeletons get reanimated is available here: http://dffd.wimbli.com/file.php?id=6427 |
| 0005907 | 5 | Dwarf Mode -- Jobs, Constructions (walls etc) | major | | 2012-06-06 | Deconstruction results in falling blocks injuring dwarves | |
| 0001119 | 31 | Dwarf Mode -- Flows | crash | | 2012-06-05 | When Designating a Zone through Flow or Floor Flow, crashes when attempting to cancel using ESC key. | Press I key, set zone selection type to flow or floor flow, press enter to begin designating zone area, then press escape, game will crash. |
| 0001301 | 5 | Dwarf Mode -- Military | minor | | 2012-06-04 | Squad go off-duty if you give them a move order they can't fulfill (can't find path) | - Create a squad
- Order the squad to move somewhere impossible
- See them become Civilians |
| 0002686 | 19 | Dwarf Mode -- Reclaim | major | | 2012-06-04 | Consistent crash on reclaim | Create a fort then abandon it. Try to Reclaim, results in crash. |
| 0002077 | 6 | Adventure Mode -- Conversation | crash | resolved (user6) | 2012-06-04 | crash talking to a deity | |
| 0005983 | 4 | Dwarf Mode -- Flows | minor | | 2012-06-04 | flood gates "blasted out" by pressure | |
| 0003011 | 1 | World Generation -- General | minor | | 2012-06-04 | Command line mode incorrectly handles spaces in parameter profile names | Open a Command Prompt
CD to correct directory
Try: "Dwarf Fortress.exe" -gen 99 RANDOM "POCKET REGION"
or Try: "Dwarf Fortress.exe" -gen 99 RANDOM POCKET REGION |
| 0001000 | 5 | Dwarf Mode -- Military | major | | 2012-06-04 | Militia commander grabs all new weapons in the same hand. | |
| 0005485 | 6 | Dwarf Mode -- Interface, Military Screen | minor | | 2012-06-03 | Assigning "specific weapon / armor" doesn't show which items are already assigned. | Lets assume you want to assign five specific Steel Axes to five Axedwarves using "specific weapon" assignment. Assume these axes have some special decoration or quality so you can't simply assign steel axe to everyone using uniform.
So you select first dwarf, select "specific weapon", see a list containing 5 steel axes, assign the FIRST one from the list.
For second dwarf you assign the SECOND axe from the list.
What may happen:
* Things went wrong, the second dwarf got the same axe the first dwarf got, so the first dwarf now has no axe assigned.
Now you try to assign an axe to first dwarf again. Again things may go wrong.
* Assuming things didn't go wrong and the second dwarf got different axe - no problem, but for next dwarf it goes wrong again, et cetera... |
| 0004932 | 3 | Dwarf Mode -- Military | major | | 2012-06-03 | Dwarves try to equip armor in order of its production instead of in order specified by uniform | Look above. |
| 0005748 | 13 | Dwarf Mode -- Jobs, Childcare | minor | | 2012-06-03 | Children Still Tantruming/Going Berserk at Age 2 Over Clothing | |
| 0003013 | 1 | World Generation -- General | minor | | 2012-06-03 | world_graphic*.bmp files generated only in command line mode | |
| 0002241 | 3 | World Generation -- General | minor | | 2012-06-03 | Command line option issues | Browse to DF-folder in cmd.exe, enter command:
"Dwarf Fortress.exe" -gen [N] RANDOM TINY
where [N] is any free region number. |
| 0001664 | 7 | Dwarf Mode -- Items | minor | | 2012-06-03 | Weapons stuck in an enemy's corpse become auto-forbidden even if a dwarf is still wielding the weapon | Have a standing army with weapons that can get stuck.
Let them kill some invaders.
Check their inventory. |
| 0005984 | | Dwarf Mode -- Immigration | minor | | 2012-06-03 | Immigrant dwarves despite no dwarves left alive in world | |
| 0005982 | 1 | Dwarf Mode -- Traps | minor | | 2012-06-03 | Pressure plates dont let wagons to pass throught them | Dig or make a path (usable by wagons) to a Depot then put pressure plates; they stop the wagons |
| 0005981 | 1 | Dwarf Mode -- Items | minor | resolved (user1294) | 2012-06-03 | Basalt globs taken to food stockpile | Get a volcano with magma crabs, let them shoot at your wildlife and wait until it miss, so the glob will hit the ground. |
| 0005979 | 1 | Dwarf Mode -- Stockpiles | minor | resolved (user1294) | 2012-06-03 | Stockpile/ workshop problem | |
| 0005831 | 3 | Dwarf Mode -- Interface, Cages and Chains | minor | resolved (user1294) | 2012-06-02 | caged creatures die when moved by building cage | have something fall unconsicous or stunned on your trap then construct the trap with b menu |
| 0003416 | 5 | Dwarf Mode -- Military | major | resolved (user6) | 2012-06-02 | Soldiers repeatedly head to order, then return to stockpile | Assign squad equipment, all available armour in steel, and a leather dress, and assign training or squad orders |
| 0005977 | 2 | Dwarf Mode -- Items | minor | resolved (user6) | 2012-06-02 | Bolts used in hunting marked forbidden | |
| 0005975 | 1 | Dwarf Mode -- Nobles | minor | resolved (user1294) | 2012-06-01 | The assign nobles screen blanks out when all adults are dead, but children still survive. | Regular fort - everyone dies save for a child (maybe just one?) - Check the nobles screen. |
| 0001941 | 8 | Dwarf Mode -- Jobs, Healthcare | major | new | 2012-06-01 | Unconcious dwarf in hospital has "soldier" as status and isn't being healed | |
| 0005972 | 2 | Dwarf Mode -- Flows | tweak | new | 2012-05-31 | River refills to 7/7 at midwinter instead of either freezing or doing nothing | |
| 0004708 | 4 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2012-05-31 | Offered to become a Barony every season, but no Baron was ever appointed | |
| 0003509 | 4 | World Generation -- General | crash | resolved (user6) | 2012-05-31 | Worldgen crashes while placing civilizations | |
| 0003179 | 4 | World Generation -- General | crash | resolved (user6) | 2012-05-31 | Generating worlds in sequence causes game crash | Load game
Select "Create New World"
Worldgen happens
Start playing that new world in Dwarf Fortress Mode
Look around the embark screen
Abort the game
Select "Create New World"
Worldgen attempts to happen, but will crash when attempting to place civilizations |
| 0005974 | | World Generation -- General | minor | new | 2012-05-31 | Seeds do not generate same worlds between different OSs | 1) Generate a world using WORLD_GEN parameters in Additional Information
2) Compare with http://dffd.wimbli.com/file.php?id=6382 |
| 0004181 | 3 | Adventure Mode -- Sleep | minor | | 2012-05-31 | Sleeping on a melting iceberg results in waking up as a demon or other underground creature. | Walk out on a frozen ocean, near a biome boundary, until you reach water. if you try walking back, and reach water again, you are on a free-floating iceberg.
Sleeping now will result in waking up as a demon or other underground creature. |
| 0001998 | 4 | Dwarf Mode -- Interface, Military Screen | minor | | 2012-05-31 | Player can't set the more generic uniform options, like "any headgear" | |
| 0005741 | 7 | Dwarf Mode -- Military | major | | 2012-05-31 | Boots don't count as shoes, military gets bad thoughts | Set up military. Get targets built and ammunition made. Set marksdwarves to practice at targets. Wait a while. Watch marksdwarves go insane. |
| 0004850 | 4 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2012-05-30 | Injured Dwarves who are unable to stand are not recovered unless unconscious | 1) Have a dwarf injured just in the feet such that he cannot stand.
2) Dwarf gets "needs diagnosis" note, but is not recovered unless unconscious. |
| 0005970 | | Projectiles | minor | new | 2012-05-30 | Creature goes through solid wall when at high speed | Enter the arena, spawn creatures with a mine-cart on the southern end the the path over the water (I used cats and platinum mine-carts, not sure if it makes a difference), accelerate to the north as much as possible. After 3-4 mine-carts stack up against the wall inside the lava area pyramid, you should fly through the pyramid's walls and land on the outside (or, more likely, your corpse will). |
| 0005922 | 2 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user6) | 2012-05-29 | Walls permitted on top of oaken floors | Build wooden floors, some with oak. Build walls on top and observe which woods are valid areas. |
| 0005968 | 1 | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2012-05-29 | No confirmation on removing burrows | create burrow, remove burrow. |
| 0004100 | 7 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2012-05-29 | Burrows disappear | |
| 0005967 | 2 | Dwarf Mode -- Invasions | minor | new | 2012-05-29 | A pending but delayed werebeast arrival causes lag. | Download this save: http://dffd.wimbli.com/file.php?id=5941, and let it run for a few minutes. Since it is revealed, the lag will be very visible. |
| 0005966 | 1 | Dwarf Mode -- Environment | minor | new | 2012-05-28 | An error in Aquifer placement code. | 1) Gen a new world (I used a small region)
2) Go to site finder, search for Soil: Little, and Aquifer: Yes.
3) Embark on an area containing only one kind of biome containing the aquifer, and dig. (this is to ensure you are not merely missing the biome the aquifer is contained within)
3a) Please note I used DFHack's reveal function to double check I was not merely unlucky with my exploratory shafts.
Unless you dig into sandstone or conglomerate as your top stone layer, you will almost never actually encounter an aquifer, despite receiving an embark warning of one, and it being listed in the site finder. |
| 0004133 | 14 | Vegetation | minor | | 2012-05-28 | Good/evil plants/trees don't appear (feather trees, glumprongs, sliver barbs, and sun berries) | Embark in biome, where these trees must exist (good/evil, non-freesing, having living above-ground trees). |
| 0000519 | 78 | Dwarf Mode -- Nobles | minor | | 2012-05-28 | Liaison doesn't offer baron/count/duke options unless meeting occurs after caravan leaves | Meet the noble requirements specified in the raws. |
| 0005960 | 11 | Technical -- Saving/Loading | major | | 2012-05-28 | Whenever i've saved on dwarf fortress, firstly 0.34.9 and secondly with the lazy newb pack on 0.34.07 it has been deleted | Load a game, embark, get to the stage where you're actually commanding dwarfs etc, save and quit, exit, and open again. |
| 0005961 | | Dwarf Mode -- Invasions | minor | new | 2012-05-28 | Reanimated parts gets a coffin each | |
| 0005939 | 3 | Dwarf Mode -- Jobs, Hauling | minor | | 2012-05-28 | Dwarves do not put empty bags into minecart, instead drop them on the same tile | |
| 0005959 | 3 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2012-05-27 | haulers carry bins/barrels to item instead of vice versa | |
| 0005948 | 1 | Dwarf Mode -- Jobs, Hauling | crash | | 2012-05-27 | Detaching container from a Store In Bin/Barrel job causes crash in combining code. | Ensure there are many pending items to store that suddenly get the opportunity; wait until a suitable combined job is in progress, and forbid the container. As soon as the code tries to stockpile another item, it will crash. |
| 0005929 | 4 | Dwarf Mode -- Transport/Hauling | minor | | 2012-05-27 | Dwarves do not ride minecarts when there is no access to destination stop. | 1) Dig two rooms and connect them with a tunnel. Carve a track in the tunnel. Build track stops at the beginning and the end of a track.
2) Build a door in a middle of a track. Build two pressure plates like this: PP__D__PP. Connect them to the door.
3) Set a route with two stops - the first one with "ride always", the second with "push always" and opposite destination (I don`t think any orders for the second stop are needed to reproduce the bug, but you may need them to get the minecart back later).
4) Check that dwarves do have access to the first room and there is no other access from first room to second except through the tunnel.
5) Assign a minecart to the route. Watch it to be brought to the first stop. And nobody will try to ride it unless you create an access between rooms (dig another tunnel, for example) or just remove the second stop from the route. |
| 0005946 | | World Generation -- Parameters | tweak | | 2012-05-27 | Random seeds too large to type in. | Attempt to enter a seed for world generation. |
| 0005931 | | Dwarf Mode -- Military | major | | 2012-05-27 | Trying to renaming a noble in a military screen make DF stop responding | 1) Assign militia commander or an other milita noble
2) Go to a military screen, "positions" tab
3) Highlight a noble on a "Squads/Leaders" column
4) press Shift + N
5) DF stops responding |
| 0005937 | 10 | Dwarf Mode -- Jobs, Hauling | crash | | 2012-05-27 | Hauler with bin wanders in circles | |
| 0005955 | 4 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2012-05-26 | Baron Dissappears on Loading | Unknown |
| 0005956 | | Dwarf Mode -- Nobles | minor | new | 2012-05-26 | New manager will not "manage work orders" until a new job is added in the job manager | Haven't attempted a reproduction, but the most likely way would be to:
1) Have a fort with enough dwarfs to require a manager dwarf for job orders.
2) Add jobs to the job manager.
3) Change to a new manager via the nobles screen and give him a required throne room.
4) Watch as the new manager does not "manage work orders" until you add a new job. |
| 0005953 | 2 | Dwarf Mode -- Jobs, Burial | major | resolved (user6) | 2012-05-26 | Slabs cannot be engraved. | Load save, and attempt to engrave a slab at any crafts shop. (There is even a convenient ghost) The job will cancel claiming no slabs are available. There are actually a little over a dozen.
|
| 0005954 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user6) | 2012-05-26 | Deconstructing constructions from below injures dwarf | Build up stairs and matching down stairs, then deconstruct the downstairs and watch for the combat log. |
| 0002419 | | Combat -- General | major | | 2012-05-25 | Regeneration during combat | |
| 0005950 | 1 | Dwarf Mode -- Interface, Designations | minor | resolved (user6) | 2012-05-24 | when i designate trees to be cut the job is not in the job list | unknown |
| 0005881 | 1 | Arena | minor | new | 2012-05-24 | Can't exit arena after being webbed | Spawn 1 GCS and one dragon
Get away from it a let it web you.
|
| 0005949 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2012-05-24 | Traps block Wagon access to Depot, otherwise OK | 1) Build a Trade Depot
2) Check accessibility to the Depot
3) Build Cage traps around the Trade Depot
4) Check accessibility to the Depot again: it should have changed due to the newly built traps. |
| 0005947 | 1 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2012-05-24 | no 'recover wounded' job for injured, conscious dwarf | have someone injured, but not unconscious. mine was injured during a seige. |
| 0005944 | 1 | Dwarf Mode -- Trade | minor | | 2012-05-23 | Dwarfs wagon-jacking hospital cloth from moving caravan wagons | |
| 0005412 | 2 | Undeath | major | new | 2012-05-23 | Loyalty cascade from killing yak cow mist zombie | |
| 0005941 | 1 | Dwarf Mode -- Trade | minor | | 2012-05-22 | Dwarves rob caravan of cloth | |
| 0005936 | 2 | Dwarf Mode -- Buildings, Machines | major | new | 2012-05-22 | Rollers can only be built on ramps with adjacent gear assembly, but don't deconstruct when gear assembly is removed | build a track ramp,
try placing a roller over it
it doesnt work no matter the roller lenght |
| 0005938 | 1 | Dwarf Mode -- Pets | minor | resolved (user1294) | 2012-05-22 | Wardogs assigned to soldiers follow civilian alerts | |
| 0003484 | 1 | Dwarf Mode -- Interface, Status | minor | new | 2012-05-21 | Dizziness doesn't show up correctly on diagnosis screen | |
| 0005624 | 2 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user6) | 2012-05-20 | Iron floor bars change to pick-up item when exposed to magma | |
| 0004669 | 5 | Items | minor | resolved (user6) | 2012-05-20 | Dropped item ignored by dwarves | 1. Get a rhesus macaque steal an object from you
2. Kill the macaque
3. The object dropped can't be used or hauled by dwarves. |
| 0000826 | 7 | Dwarf Mode -- Jobs, Designations | major | resolved (user6) | 2012-05-20 | Dwarves channel out from under selves and fall | Designate an area for channeling that has nothing below it and no way up from the right side. |
| 0001786 | | Dwarf Mode -- Environment | minor | resolved (user6) | 2012-05-20 | Magma doesn't keep melted ice liquid. | Pump magma under a frozen pool in a freezing biome. |
| 0000690 | | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2012-05-20 | Stuck Miner: magma channel | Repeatedly sticks when digging in this pattern, occasionally sticks when digging from other sides in different channel shapes. |
| 0005919 | | Dwarf Mode -- Invasions | minor | new | 2012-05-20 | Certain types of invading units remain post-siege, accumulating unaggressively at a specific spot | |
| 0002950 | 2 | Pathfinding | minor | resolved (user6) | 2012-05-20 | Infinite AI loop involving interruptions | It takes a very specific set of circumstances to make this bug appear, but it's always reproducible with this save.
http://www.heelychat.com/dwarfloop.zip |
| 0005920 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2012-05-20 | Tame animals and dwarves create cancellations. | |
| 0005930 | 4 | Dwarf Mode -- Immigration | minor | resolved (user1294) | 2012-05-20 | Traders migrating and standing at edge of map. | Generate a world (I've been using the quick gen with Small/Medium, Low Civ, Low Places, High Beast, High Savagery, and minerals one step below everywhere), start a fort and wait on immigrant waves, usually on the 3rd/4th wave at least.
|
| 0005924 | 3 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user1294) | 2012-05-20 | Minecarts get launched off tracks at route stops | |
| 0005809 | 2 | Dwarf Mode -- Stockpiles | minor | | 2012-05-20 | Milk buckets not transferred to barrels sometimes | |
| 0005915 | 2 | Dwarf Mode -- Stockpiles | minor | | 2012-05-20 | Lye Buckets Being Stored In Barrels | |
| 0005926 | | Adventure Mode -- Stealth | minor | resolved (user1294) | 2012-05-20 | Followers stop Following after coming out of Stealth | Recruit some Followers and have them follow you, start sneaking. Run around to some mobs in a Human Town Dungeon, have them spot you. Followers stop following you, they will attack hostile creatures but when you talk to them, they have the Join option in the talking menu. |
| 0002770 | 1 | Dwarf Mode -- Items | text | new | 2012-05-19 | Renaming a dwarf after a statue has been made of him yields inconsistent results | 1) Create several statues or engravings until one of them ends up being an image of one of your dwarves. (Might also work with pets).
2) Rename the dwarf who was the model for the statue/engraving.
3) Check the statue/engraving again. See if the name ("statue of ____") is still consistent with the description ("The item is a/an ... image of ____"). |
| 0005923 | 3 | Dwarf Mode -- Jobs, Hauling | minor | | 2012-05-19 | De-assigned minecarts aren't freed up | 1. Craft a minecart
2. Build a track+track stop
3. Create a route, and assign the minecart to it
4. Unassign the minecart, or assign a different one.
|
| 0005908 | 9 | Items | minor | resolved (user6) | 2012-05-19 | Minecarts and wheelbarrows dissapearing off the build menu | |
| 0004599 | 2 | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2012-05-19 | [shift]+[8], AKA asterisk, does not act as expected in multipage lists | in game, use 't' to view items in a cluttered building
or
use 'k' and go to a well used dump square
or
use 'q' 'a' on a building with multiple page job menu (forge works)
while viewing the list attempt to use [shift]+[8] to produce an '*' asterisk.
Note it is a menu control on other menus similar to page down. |
| 0005918 | | Combat -- General | trivial | new | 2012-05-19 | Compound fractures seem backwards from real life | 1. Enter the arena, spawn an armed dwarf or several
2. Assume control of one, bust some spines and fingers, hack up limb bones with slashing attacks
3. Assume control of a victim, immediately press Z to check the health sheet. Note how compound fractures only happen with smashed nails or severed spinal cords |
| 0005914 | 4 | Dwarf Mode -- Transport/Hauling | minor | resolved (user6) | 2012-05-18 | Dwarves won't guide a cart along a route that returns to its starting point in one hop | create a track where end and beginning meet and do the regular route settings, you can set to repeat "allways" |
| 0005913 | 4 | Cave-ins | text | resolved (user6) | 2012-05-18 | Combat Log appears to think water is magma | Cave in an aquifer with the piston method, have a miner standing on the top of the piston, check combat log. |
| 0005911 | | Dwarf Mode -- Buildings, Machines | minor | | 2012-05-18 | Rollers accelerate carts that are not in contact with the roller | "When a minecart goes over a roller it accelerates not just the cart in question, but all carts on any tracks, accelerating them in the same direction.
This save is a simple setup with two tracks. The East/West route is already activated. To demonstrate the bug, set the North/South route's stop to "push when empty". The cart that reaches the rollers first should cause the other to derail"
http://dffd.wimbli.com/file.php?id=6324 |
| 0004553 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2012-05-17 | Extra dwarves stuck in hospital beds | |
| 0005680 | | Undeath | minor | resolved (user6) | 2012-05-17 | Undead dwarves in cages impossible to pit | Set cage traps.
Wait for a siege of the undead.
Designate a pit using activity zones.
Select "Set Pit/Pond Information," which lists non-dwarven creatures within your control. Undead dwarves are not listed. |
| 0005910 | 1 | Cave-ins | crash | resolved (user6) | 2012-05-17 | Cave-in causes crash | I reloaded the last auto-save and tried to remove the tile again, and the second time, it worked. But...
"The Dwarven Child is caught in a burst of clay!
The Dwarven Child is caught in a cloud of boiling magma!"
Not the first time some magma mist appeared after a cave-in in this version though, so I'd guess it's another issue. |
| 0005901 | 2 | Creatures | minor | resolved (user6) | 2012-05-17 | Can't put Dwarf Necromancers or zombies in pits. | |
| 0005909 | | Dwarf Mode -- Jobs, Burial | minor | resolved (user6) | 2012-05-17 | Dwarf Corpses fill up all the coffins | |
| 0004944 | 4 | Dwarf Mode -- Interface, Building Construction | minor | resolved (user6) | 2012-05-17 | Up/Down Stairs Always Cause Cave-In When Deconstructed | 1. Build an up stairway.
2. On Z+1, build an up/down stairway.
3. Deconstruct it. |
| 0005902 | 1 | Dwarf Mode -- Jobs, Smelting | trivial | resolved (user1294) | 2012-05-17 | First "melt metal object" job produces nothing | |
| 0005906 | 2 | Dwarf Mode -- Jobs, Hauling | tweak | resolved (user1294) | 2012-05-17 | Plant gathering and hauling uses extra gathering step with containers | Occurs whenever a container is available. |
| 0005905 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user1294) | 2012-05-17 | Dwarf with "Clean Patient" job lasting forever | Retried with other dwarfs, same result |
| 0005867 | 2 | Adventure Mode -- Movement | minor | new | 2012-05-16 | Direction of movement changes major river depth | Enter major river
Go upstream
go downstream |
| 0005897 | 5 | Dwarf Mode -- Flows | minor | resolved (user6) | 2012-05-16 | Flows no longer push creatures | |
| 0005898 | 1 | Adventure Mode -- Travel | minor | | 2012-05-16 | Fast travel while inside of minecart makes it invisible | Spawn a minecart through a reaction in adventure mode. Hop in. Fast travel. Go back to the local map. |
| 0005899 | | Adventure Mode -- Movement | crash | | 2012-05-16 | Picking up the minecart you're riding causes crash | |
| 0005900 | | Dwarf Mode -- Jobs, Smelting | minor | | 2012-05-16 | Coal smelting yields too low | |
| 0005873 | 4 | Dwarf Mode -- Nobles | major | resolved (user6) | 2012-05-16 | Baron is not arriving even with requirements | Play DF, have the requirements, wait...
No baron still. |
| 0005888 | 1 | Dwarf Mode -- Embark/Setup | minor | | 2012-05-16 | Stone wheelbarrows available on embark but not in game | During embark preparation, search for wheelbarrows; stone variations as available to the embark civilization will be available for selection. Once in game, there is no workshop reaction to create a stone wheelbarrow, however. |
| 0005887 | | Dwarf Mode -- Stockpiles | minor | | 2012-05-16 | No stockpile option for minecarts | |
| 0005886 | 1 | Dwarf Mode -- Transport/Hauling | minor | | 2012-05-15 | Route Creation Menu falls off screen. | Create a route or two with many stops
Place stops until there's more than fit in the menu box. |
| 0005892 | | Dwarf Mode -- Interface, Main View | minor | | 2012-05-15 | Look cursor displays minecarts incorrectly when over rollers | |
| 0005890 | 1 | Technical -- Saving/Loading | minor | | 2012-05-15 | The 'next vehicle id' is initialized with garbage on upgrade from 0.34.07 | Open an old save, look at variables in memory. |
| 0005894 | 2 | Dwarf Mode -- Buildings, Machines | minor | | 2012-05-15 | Rollers sometimes keep working even when powered off | |
| 0005764 | | Dwarf Mode -- Items | minor | resolved (user6) | 2012-05-15 | Vaporized dwarf's !!clothing!! is still on my stocks list after years submerged in magma. | |
| 0005885 | 1 | Dwarf Mode -- Interface, Embark | minor | resolved (user6) | 2012-05-15 | Site finder can't find flux | |
| 0005879 | 5 | Dwarf Mode -- Jobs, Hauling | minor | | 2012-05-15 | Wheelbarrow gets stuck on wall | Construct wall in path of wheelbarrow. If the wheelbarrow passes over it just when the wall is constructed, it will get stuck. |
| 0005883 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | tweak | new | 2012-05-14 | Stone-Fall traps load slowly | Designate a stone-fall trap, then watch the mechanic. |
| 0001860 | 3 | Dwarf Mode -- Items | minor | | 2012-05-14 | Metal blocks weigh more than bars of the same metal | Get some platinum bars - note that they weigh 42Γ.
Forge them into blocks - note that they weigh 53Γ, which is 11Γ heavier than the bars used to make them. |
| 0001862 | 6 | Dwarf Mode -- Items | minor | new | 2012-05-14 | Weight discrepancy between boulders and blocks/bars | |
| 0005880 | 3 | Dwarf Mode -- Interface, Burial | minor | new | 2012-05-14 | Wagons appear in list of deceased for slab engraving (craftdwarf workshop) | |
| 0005713 | 1 | Adventure Mode -- Movement | trivial | new | 2012-05-14 | Alt-move involving water is required sporadically and inconsistently | - Swim up and down a river/stream for a long time
- Attempt to move into water here and there until the game lets you enter water without alt-move |
| 0004874 | | Combat -- General | trivial | new | 2012-05-14 | Brain "completely impaired" by syndrome, but creature can still move/fight | Create or mod a creature for giving a syndrome impairing the brain like this:
[CE_IMPAIR_FUNCTION:SEV:100:RESISTABLE:PROB:100:BP:BY_TYPE:THOUGHT:ALL:START:0:PEAK:30:END:1200]
For example modding a Giant Desert Scorpion to have:
[SYNDROME]
[SYN_NAME:giant desert scorpion sting]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SCORPION_DESERT_GIANT:ALL]
[SYN_INJECTED]
[CE_IMPAIR_FUNCTION:SEV:100:RESISTABLE:PROB:100:BP:BY_TYPE:THOUGHT:ALL:START:0:PEAK:30:END:1200]
Then test it against a creature in the arena. The brain will be affected quickly, but death will only occur by suffocation. |
| 0004809 | 2 | World Generation -- General | minor | resolved (user6) | 2012-05-14 | WorldGen Error/Crash | I guess if you generate enough maps... |
| 0005845 | 4 | Adventure Mode -- Inventory | minor | resolved (user6) | 2012-05-14 | Player can't equip adamantine gauntlets | Get adamantine gauntlets and try to wear them |
| 0005839 | | Dwarf Mode -- Interface, Unit-Job Screen | minor | resolved (user6) | 2012-05-14 | Non-correct amount of assigned animals | Have more then one dwarf and assignable animal. Assign one animal to one dwarf and without toggling of assigning screen of unit assing another one animal to another dwarf. Counter will show you "2 war beasts assigned@ though you did only one. After updating screen (like pressing "p"-"e") counter is corect. |
| 0005849 | | Init Options | minor | new | 2012-05-14 | FPS_CAP also limits G_FPS_CAP causing problems with the UI at low caps | Just set FPS_CAP to 1 and G_FPS_CAP to something sensible, like 25, and start fortress mode, designating traffic areas and the like in pause mode |
| 0005841 | 2 | Dwarf Mode -- Interface, Designations | minor | resolved (user6) | 2012-05-14 | Mouse never works in lower parts of the screen | try to designate anything in the bottom 4-6 tiles(Y wise) of the screen with a mouse, it will not designate. |
| 0005847 | 2 | Dwarf Mode -- Interface, Main View | minor | resolved (user6) | 2012-05-14 | Fire Imp Flicker on Dwarves after killing Imps | Kill a fire imp. |
| 0005860 | 1 | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user6) | 2012-05-14 | Farm Plot Error | Only happened on one embarkation |
| 0005861 | | World Generation -- General | crash | resolved (user6) | 2012-05-14 | Crashes after generating a new world | Generate a world, press "y"... |
| 0005865 | 2 | Adventure Mode -- Quests | minor | resolved (user6) | 2012-05-14 | Kills by Undead Minions Not Recognized | Have undead minions kill a quest target, try to turn in quest. |
| 0005866 | 2 | Pathfinding | major | | 2012-05-14 | Blocked path at a slope | Load the game, you'll see that dwarfs will be able to go to the lvl x but not to lvl x-1. (all the stones on lvl x-1 are set to be dumped but no one comes)
http://dffd.wimbli.com/file.php?id=6276
|
| 0004871 | 1 | Dwarf Mode -- Nobles | major | resolved (user6) | 2012-05-14 | Blank Nobles Screen | Eh... quite difficult. Have your last surviving dwarf go crazy just before migrants arrive. |
| 0005874 | 1 | Dwarf Mode -- Jobs, Cooking and Food | trivial | resolved (user1294) | 2012-05-14 | Butchering a turkey leg only results in bones | |
| 0005875 | 1 | Dwarf Mode -- Environment | major | resolved (user1294) | 2012-05-14 | Dwarves ignore dangers of water | Have a river that terminates in another river at a waterfall. Wait for a caravan to exit through it.
-> Dead caravan at bottom of waterfall, goods scattered between lower river and upper river.
-> Dwarves attempt to get goods in upper river -> dead at bottom of waterfall |
| 0005876 | 2 | Adventure Mode -- Trade | minor | resolved (user1294) | 2012-05-14 | Destroy trade depot, get everything | Wait for caravan
Destroy trade depot |
| 0005870 | | Dwarf Mode -- Thoughts and Preferences | major | resolved (user1294) | 2012-05-12 | Children going insane from lack of clothing. | Play fortress mode. Eventually the dwarves will start having babies who will grow up into children, which is where this problem comes into play. |
| 0005823 | 3 | Dwarf Mode -- Interface, Text | text | | 2012-05-12 | Font Degradation | Play the game normally. Switching screens and scrolling through lists will generally cause this to happen after a while. Usually less than 10 minutes into the game. |
| 0005868 | | Dwarf Mode -- Immigration | minor | resolved (user1294) | 2012-05-09 | Received foreign traders in migrant wave | |
| 0005102 | 14 | World Generation -- General | major | new | 2012-05-05 | Sewers inhabitants hanging out underwater near outflows (some of them stuck to walls) | |
| 0005856 | 6 | Dwarf Mode -- Moods | minor | resolved (user6) | 2012-05-05 | Secretive blacksmith is demanding wagon 'bones' | |
| 0005858 | 2 | Dwarf Mode -- Military | major | new | 2012-05-02 | Military sitting around in armor stockpile despite having orders | N/A |
| 0005857 | 2 | Dwarf Mode -- Buildings, Cages and Chains | minor | new | 2012-05-01 | Can't built restraint using rope if no chains are available | 1. Stock fortress with ropes but not chains.
2. Attempt to build a restraint using a rope.
3. Observe the message stating that no chains are available.
4. Build a chain at a workshop.
5. Repeat step 2.
6. Observe that ropes can now be used to build restraints. |
| 0005791 | | Dwarf Mode -- Justice | minor | resolved (user6) | 2012-05-01 | Jailed dwarves not cancelling jobs | |
| 0005436 | 1 | Dwarf Mode -- Justice | minor | new | 2012-05-01 | Beaten criminal keeps job designation, doesn't move on | |
| 0005833 | | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2012-05-01 | Vampire dwarf idles on job after labor turned off during justice | Possibly the same as in the description. |
| 0005827 | 2 | Dwarf Mode -- Invasions | minor | resolved (user6) | 2012-05-01 | a human immigrated into my dwarf fortress | |
| 0005853 | 1 | Dwarf Mode -- Buildings, General | minor | new | 2012-04-30 | Bridge Support logic incorrect for left corners | |
| 0005851 | 2 | Creatures | minor | resolved (user1294) | 2012-04-30 | Two megabeasts? | |
| 0005850 | 1 | Dwarf Mode -- Thoughts and Preferences | tweak | new | 2012-04-29 | Dwarf with insanely low preference raw value (-28212) | Unable to reproduce, perhaps bug in dwarf generation? |
| 0005848 | 2 | Dwarf Mode -- Jobs, Cleaning | minor | resolved (user1294) | 2012-04-29 | Dwarf with hand amputated can't remove contaminants from missing hand with Clean Self | |
| 0005846 | | Dwarf Mode -- Environment | tweak | resolved (user1294) | 2012-04-28 | Dwarf's falling into magma survive for multiple Z-levels | |
| 0005840 | 2 | Dwarf Mode -- Reclaim | major | new | 2012-04-25 | Reclaim open area issue | Dig a moat, partially(?) fill with magma, abandon fort, reclaim, watch dwarves in cats walk/run across the moat as if crossing a brook or stream. |
| 0005834 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2012-04-24 | Previously injured dwarf healed by turning into a werecreature still requires healthcare | 1. Get a dwarf injured and cursed by a werecreature.
2. Make sure the dwarf isn't healed completely in a month.
3. Get the dwarf healed by turning into a werecreature.
4. The dwarf still requires healthcare.
|
| 0005832 | 1 | Dwarf Mode -- Jobs, Hauling | minor | | 2012-04-24 | Dwarves will steal from merchants to fill hospital containers. | Zone a hospital in an area with a chest while a caravan is present. |
| 0000110 | 24 | Dwarf Mode -- Immigration | major | | 2012-04-23 | Migrant hunters/miners/woodcutters can arrive with labors disabled, causing them to drop equipment | Check migrant waves...also occurs on initial seven if memory serves right |
| 0003399 | 12 | Dwarf Mode -- Economics | minor | resolved (user6) | 2012-04-23 | Trader doesn't want to work | Play as normal, and see how it goes. |
| 0005825 | 1 | Dwarf Mode -- Idle Behavior | tweak | resolved (user6) | 2012-04-23 | Soldier (Unreachable location) or as Civilian (Idle) and stands still. | |
| 0005826 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2012-04-23 | Seasonal change - no more trade option at Depot to trade | • have them arrive shortly before Winter and see the trade option disappear as soon as Winter arrives
• don't trade until seasonal change |
| 0005824 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2012-04-21 | Wounded dwarves immobile | Sometimes happens when two dwarves are wounded simultaneously. Maybe. |
| 0001852 | 8 | Undeath | minor | | 2012-04-21 | [SPOILERS] HFS creatures rot away, so I don't have to do anything | 1. Reveal the pyramid.
2. Wait |
| 0005820 | 1 | Dwarf Mode -- Interface, Burial | minor | resolved (user6) | 2012-04-21 | Ghosts in jail cannot be removed | 1. Jail dwarf
2. Let dwarf die in jail |
| 0001795 | 10 | Dwarf Mode -- Stockpiles | minor | new | 2012-04-18 | Dwarves are unable to take items from bins when the stockpile setting are changed | |
| 0003121 | 15 | Dwarf Mode -- Invasions | feature | new | 2012-04-17 | Goblin invaders spawn inside fortress | replace the pet:exotic tags with pet???
thats the only thing i did.
i simply have no clue how i triggered it. |
| 0002948 | 9 | Creatures | minor | new | 2012-04-17 | Stone hauling/construction doesn't increase strength | set dwarves to move rock only. Watch him/her pile on the pounds. Create a mason, have him build walls. Watch him quickly transform into a weeble. |
| 0005817 | 3 | Creatures | minor | resolved (user6) | 2012-04-17 | Standing traders | |
| 0005815 | 6 | Dwarf Mode -- Military | major | new | 2012-04-15 | Loyalty cascade sparked by military killing captured goblins | |
| 0000803 | 38 | Dwarf Mode -- Skills and Professions | minor | | 2012-04-14 | Civilian jobs don't use attributes, so civilians all get weak over time | Play for awhile, note attributes from time to time. (I have not used military dwarves yet in the new version, nor health care, but I've used just about all the other skills). |
| 0000093 | 36 | Dwarf Mode -- Jobs, Items | minor | | 2012-04-14 | Flasks/waterskins/goblets made of wrong material (non-magma forges only?) | Make iron flasks in the metalsmith's forge. |
| 0003347 | 5 | Dwarf Mode -- Diplomacy | minor | new | 2012-04-14 | Demonic diplomat emits noxious secretions and kills dwarves | |
| 0000596 | 43 | Dwarf Mode -- Diplomacy | feature | | 2012-04-14 | Humans' Diplomat is a demon, destroys all constructions it passes by, never initiates meeting | Requires neighboring civs and worldgen to go a particular way; random chance.
1) Have a trading relationship with a civ that contains a demon
2) Have that civ decide to send demon as diplomat |
| 0000530 | 5 | Dwarf Mode -- Military | minor | new | 2012-04-14 | Soldier continues service after going insane | |
| 0000319 | 2 | Dwarf Mode -- Military | trivial | | 2012-04-14 | Militia commander/captain positions are assignable on the nobles screen, but silently change back | Create a squad from the 'm'ilitary screen.
Go to the 'n'obles screen, note the militia commander is assigned to the squad leader.
'r'eplace the militia commander with some other dwarf.
Unpause, wait a bit, go back to 'n'obles, the other dwarf is still assigned.
Go to the 'm'ilitary screen, note that the actual squad leader has not changed.
Go to the 'n'obles screen, note that the militia commander has reset back to the real squad leader again. |
| 0000208 | 1 | Dwarf Mode -- Military | trivial | resolved (user6) | 2012-04-14 | crazy dwarves gain skills from demonstrations | |
| 0000422 | 17 | Dwarf Mode -- Military | major | resolved (user6) | 2012-04-14 | Some available weapons don't show up in uniform/equipment | restarted DF, currently in process of creating another adamantine weapon. |
| 0005805 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2012-04-13 | King consort necromancer doesn't get along with other dwarves (interrupt each other's jobs, can be ordered to attack) | 1) Have necromancer arrive as king/queen consort
2) Get him close to other dwarves. |
| 0005557 | 2 | Adventure Mode -- Quests | minor | new | 2012-04-13 | Necromancer adventurer gets buggy quest to re-kill a titan he already killed and reanimated | |
| 0005731 | | Adventure Mode -- Retirement | minor | new | 2012-04-13 | Hungerless necromancer adventurer is still given option to Give in to Starvation | Create an adventurer, find a book/slab with the "Secrets of Life and Death". Do not eat, then attempt to retire in wilderness. |
| 0005802 | 6 | Dwarf Mode -- Embark/Setup | major | resolved (user6) | 2012-04-13 | No Crossbows for Ambushers at embark | 1) Embark anywhere.
2) Take any dwarf (all seven, even) give them Proficient Ambusher (and nothing else to ensure there are no competing jobs. I have tried both with and without competing military skills)
3) Finish embarking.
4) Go to stocks screen.
5) Marvel at the fact that you have no crossbows listed in your weapons, and no ammo available.
6) For completeness, go to military screen, create a squad and attempt to assign any specific armors. There are none. |
| 0004588 | 3 | Dwarf Mode -- Interface, Standing Orders | trivial | resolved (user11) | 2012-04-13 | Ilral artobastein cancels place item in tomb. Could not find path. | |
| 0004610 | 5 | Dwarf Mode -- Items | major | resolved (user11) | 2012-04-13 | place item in tomb | |
| 0003380 | 3 | Technical -- Rendering | minor | resolved (user6) | 2012-04-13 | drastic resolution change in .15 and .16 | Open dwarf fortress. Press F11 to fullscreen. It's big. |
| 0005807 | 1 | Adventure Mode -- Eating/Drinking | minor | resolved (user6) | 2012-04-13 | Adventure mode vampires get no benefit from drinking non-living blood | 1. Become a vampire
2. Pick up some blood
3. Wait until thirsty
4. Drink the blood
|
| 0005808 | 1 | Adventure Mode -- Combat | minor | new | 2012-04-13 | Armadillos invulnerable to axes and bogeymen | |
| 0005800 | 2 | Undeath | minor | resolved (user6) | 2012-04-12 | Dwarf not reporting death | |
| 0005795 | 5 | Technical -- Saving/Loading | major | resolved (user6) | 2012-04-12 | In version 34.05 and 34.06 I have started a fort, saved, and then DF crashes when I try to load the save. | I started a new 34.06, embarked, saved, loaded, quit the game and restarted, loaded, and it worked fine. So the save does not immediately corrupt. |
| 0005804 | | World Generation -- Parameters | major | new | 2012-04-12 | MAX_POP_NUMBER Entity token does not seem to work | 1) Set any entity MAX_POP_NUMBER to any number you wish.
2) Generate a world with [TOTAL_CIV_POPULATION:-1] and [SITE_CAP:-1]
|
| 0001319 | 23 | Pathfinding | minor | | 2012-04-11 | Pathfinding problems after lowest cavern layer is breached | This seems to happen randomly to certain pieces of raw adamantine in tight spaces around magma. I've played previous games where this didn't happen. Could be specific to 31.03 due to the path finding fix. |
| 0001506 | 3 | Pathfinding | minor | resolved (user6) | 2012-04-11 | Dwarves return to lowest z level | Using several miners, dig a deep, thin tunnel, then see if they respond to orders to return. |
| 0000041 | 5 | Adventure Mode -- Display | minor | resolved (user6) | 2012-04-11 | Missing month in adventure mode | Checking the date with shift+d |
| 0002894 | 8 | Dwarf Mode -- Invasions | minor | new | 2012-04-11 | Goblin master thieves get caught by traps | Have a goblin master thief walk into any trap. |
| 0004219 | 3 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2012-04-11 | Sheriff cancels X: Handling dangerous creature | Don't know - it just happened. Will attach a save if I see how to do it... |
| 0000785 | 3 | Pathfinding | minor | resolved (user6) | 2012-04-11 | dorfs ignore restricted path zones when mining/digging | |
| 0001410 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2012-04-11 | Injured Soldiers Never Recover | Have dwarven soldiers get injured, then sent to a designated hospital. |
| 0004145 | 4 | Dwarf Mode -- Idle Behavior | trivial | new | 2012-04-11 | Magma-fall (magma waterfall) doesn't injure dwarves | Build a Magmafall in a high traffic area, Watch the Dorfs not care and Drop things. |
| 0005772 | 7 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2012-04-11 | Sand bags with one sand each | |
| 0005794 | 3 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2012-04-11 | Dwarfs Not Storing Items in Containers | |
| 0005801 | | Dwarf Mode -- Combat | trivial | resolved (user6) | 2012-04-11 | Wrestling moves? Grabbing with leg parts | Just get into a fight and check out the grabs. |
| 0005785 | 1 | Contaminants/Spatter | minor | new | 2012-04-11 | Blood accumulates in the air above slopes | Injure enemies wile they are standing on or near upward slopes. Blood will accumulate on the downward slope and never on the upward slope. Rain will never wash the blood off of the downward slope. |
| 0005798 | 3 | Dwarf Mode -- Items | trivial | resolved (user1294) | 2012-04-11 | Demons and some dwarves carry 2000 + pieces of jeweley | |
| 0005797 | | Dwarf Mode -- Items | major | new | 2012-04-10 | Pathing issues | |
| 0005034 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2012-04-10 | River above open space | |
| 0002093 | 8 | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2012-04-08 | Dwarf floating/flying in midair after channeling | ? |
| 0002952 | 3 | Dwarf Mode -- Invasions | minor | resolved (user6) | 2012-04-08 | Goblin stuck in midair, causing endless siege | 1. Create multi z-level pit.
2. Drop lots of goblins down the pit repeatedly until one of them gets stuck. |
| 0002600 | 9 | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2012-04-08 | Dwarf not willing to move after falling | |
| 0002462 | 3 | Cave-ins | major | resolved (user6) | 2012-04-08 | Collision with open space/channeling mishap | |
| 0003475 | 1 | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2012-04-08 | Dwarf left floating after bridge removed | |
| 0005558 | 8 | Miscellaneous Crashes | crash | resolved (user6) | 2012-04-08 | Crash in Dwarf mode | |
| 0005788 | | Adventure Mode -- Inventory | minor | resolved (user6) | 2012-04-08 | Removed item stays in hand | Remove item |
| 0005784 | 1 | Creatures | minor | resolved (user6) | 2012-04-08 | Kea birds steal inapropriate size objects | Embark in tropical biome area.
Make stockpile on surface with such heavy objects.
Wait for kea to appear. |
| 0002646 | 4 | Dwarf Mode -- Military | major | resolved (user6) | 2012-04-08 | Marksdwarves will train, inexplicably stop training even though labor shows "archery training." | Have marksdwarves successfully training, wait until it happens. Happened when they went to either fill their flasks with booze or get a drink for me. |
| 0005790 | 1 | Dwarf Mode -- Environment | tweak | resolved (user11) | 2012-04-08 | Hive spawns on snowed on ice. Ice melts. | If you really need a test gen and embark, ask me. |
| 0000622 | 7 | Dwarf Mode -- Diplomacy | minor | new | 2012-04-08 | Diplomat leaves unhappy if expedition leader gets a mood while doing talks | Wait for your trader/leader to get a mood while talking to a diplomat. |
| 0005781 | | Dwarf Mode -- Jobs, Hunting | minor | new | 2012-04-07 | Hunter bugged on bolt pickup loop | Has happened in many fort's i've had where i have both hunters and military, but unsure how to consistently reproduce it. |
| 0005783 | 1 | Dwarf Mode -- Military | minor | new | 2012-04-07 | Squad guy has 7 quivers, stood still with Pickup Equipment job for ages over finished goods stockpile | |
| 0000142 | 13 | Map Features | feature | new | 2012-04-06 | Volcanoes' left sides can protrude buggily above slopes -- height check not symmetrical? | |
| 0005762 | 3 | Dwarf Mode -- Justice | minor | resolved (user6) | 2012-04-06 | Vampire kills four, gets convicted, sentenced to beating (also, spouse not reporting murder he saw) | 1. Load save.
2. View justice screen, see mis-sentenced vampire mason. |
| 0003524 | 2 | Dwarf Mode -- Environment | minor | new | 2012-04-06 | Liaison, caravan appear in middle of embark after walling off edges | Build raising drawbridges on every edge tile of the map. Link them all to a lever and pull the lever. Wait. This seems to be a rare bug, this is first embark site I've seen it happen on. |
| 0003189 | | Flows | tweak | new | 2012-04-06 | Water accumulates on magma flow tile if you try long enough | |
| 0001585 | 14 | Dwarf Mode -- Flows | minor | resolved (user6) | 2012-04-06 | Can't create obsidian on magma flow tiles | Kind of a pain.. Set up a system where you cover magma in water to create obsidian, dig into it, channel down, let in more water, dig in, channel down, etc. - until you find the final layer of magma. Then try and pour water into it. |
| 0001373 | 2 | World Generation -- General | trivial | | 2012-04-06 | Kobolds almost never generated on Island regions | |
| 0005202 | | World Generation -- Beasts | minor | new | 2012-04-06 | Lairs are spawning in rectilinear lines | I've encountered this in some form with adventurers in all of the worlds I've generated with this version. I used custom parameters but didn't change any of the monster parameters. Usually I find them by accepting a lot of night creature hunting quests and going to the lairs and accidentally bumping into more lairs. |
| 0003032 | 2 | Dwarf Mode -- Immigration | major | resolved (user6) | 2012-04-06 | migrants arriving in unaccessible area | Walled off all access to river from one edge of map to provide safe haven for fisherman. Wait for migrants. |
| 0002332 | 12 | Dwarf Mode -- Invasions | major | new | 2012-04-06 | Goblin invaders not attacking open fortress on opposite side of map | No idea. something to do with path finding, not sure what exactly. |
| 0003142 | 3 | Dwarf Mode -- Invasions | minor | resolved (user6) | 2012-04-06 | Goblin Invasion Spawned a few goblins hovering in air | |
| 0003104 | 2 | Dwarf Mode -- Jobs, Healthcare | tweak | resolved (user6) | 2012-04-06 | Suturing and wound dressing | get an injured dwarf with lots of wound dressing/suturing treatments. |
| 0005776 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2012-04-06 | Merchant wagon with merchants & work animal pass thru a wall | |
| 0005778 | 1 | Creatures | minor | resolved (user6) | 2012-04-06 | Animals grow too fast OR butchery doesn't take actual creature size into account | get a baby animal that's considerably smaller than the adult version, butcher a baby and an adult. |
| 0005777 | 2 | Dwarf Mode -- Pets | minor | new | 2012-04-05 | Tame Gremlins Mark Doors as Taken | Examine a door after a Gremlin is led through, and before a Dwarf can retake it. The door will be taken. |
| 0005751 | 5 | Dwarf Mode -- Diplomacy | minor | resolved (user6) | 2012-04-05 | Militia commander / Baron stuck on "Conduct Meeting" | |
| 0005775 | | Dwarf Mode -- Thoughts and Preferences | minor | new | 2012-04-05 | Modded creatures have unhappy thoughts from a lack of clothing in civilization | 1. Create a playable entity that lacks either shoes, pants, shirts, etc.
2. Generate a world with that entity.
3. Run Fortress Mode
4. Play for a few minutes, creatures begin getting quite unhappy over a lack of a type of clothing their civilization never had in the first place. |
| 0002097 | 4 | Dwarf Mode -- Stockpiles | crash | resolved (user6) | 2012-04-05 | After removing a refuse pile the game unexpectedly quits. | |
| 0001326 | 3 | Dwarf Mode -- Reclaim | minor | resolved (user11) | 2012-04-05 | Cannot Plant Sunberry Seeds | |
| 0004489 | 8 | Dwarf Mode -- Reclaim | minor | new | 2012-04-05 | Stolen seeds not cookable after reclaiming fortress | Happened after reclaim. |
| 0004776 | 2 | Dwarf Mode -- Pets | minor | new | 2012-04-05 | Tame flying animals won't fly. | Buy a tamed giant eagle from the caravan and watch it not fly. |
| 0004834 | 3 | Dwarf Mode -- Combat | minor | new | 2012-04-04 | Forgotten Beast damages self with dust attack. | I have not reproduced this, but I imagine that one would only have to engage a Forgotten Beast that has a dust attack in a tight space. |
| 0005771 | 3 | Dwarf Mode -- Stockpiles | tweak | new | 2012-04-04 | Finished goods stockpiles do not accept hair and nail crafts | Wait for an immigrant with Hair or Nail crafts, arrange his death. If the crafts he drops are not claimed, they will continue to lie on the floor. |
| 0005770 | 5 | Dwarf Mode -- Nobles | feature | resolved (user6) | 2012-04-04 | Countess sends her own lover to jail for violation of production mandate | Get a dwarf promoted to nobility in a small fort (mine's only 20 dwarves), then ignore their mandates? |
| 0005769 | 1 | Adventure Mode -- Movement | minor | new | 2012-04-04 | Adventure Mode speed loss bug on new character after gaining a few skills | Load the Copy of Region8 save in DF, move a few squares in any direction, and watch speed fall from 2057 to 1485. No message or reason that this has happened is given in game. |
| 0001698 | 8 | Dwarf Mode -- Diplomacy | major | resolved (user11) | 2012-04-03 | Diplomat not leaving after conversations end | |
| 0005767 | 1 | Dwarf Mode -- Interface, Trade | feature | resolved (user11) | 2012-04-03 | Major trade deals threaten to give RSI to player | N/A. |
| 0002113 | 3 | Dwarf Mode -- Interface, Trade | minor | resolved (user11) | 2012-04-03 | traders and pathing | |
| 0003647 | | Dwarf Mode -- Trade | major | | 2012-04-03 | Trade Caravan Arrives VERY Late in Season - Leaves Before Unloaded | |
| 0005370 | 2 | Dwarf Mode -- Justice | minor | new | 2012-04-03 | Jailed criminal gets mood upon end of sentence, not freed | |
| 0000995 | 1 | Dwarf Mode -- Interface, Military Screen | minor | resolved (user11) | 2012-04-03 | Legendary military dwarves remain standard weapondwarves. | Have a dwarf with higher fighting/dodging(?)/striking(?) skill than weapon skill |
| 0005510 | 4 | Adventure Mode -- Movement | minor | resolved (user6) | 2012-04-03 | Character not moving to river | |
| 0005760 | | Dwarf Mode -- Invasions | minor | new | 2012-04-03 | Werecreature Dead, No Messages | |
| 0002290 | 2 | Dwarf Mode -- Military | minor | new | 2012-04-02 | Dwarves locked in combat will not stop fighting to drink | |
| 0000916 | 2 | Dwarf Mode -- Jobs, Military | minor | resolved (user6) | 2012-04-02 | Military-only dwarves get unhappy | On initial embark, give 3+ dwarves ten points of military skills, and form them into a squad.
Put a burrow somewhere, and a barracks somewhere else.
Create a new alert level, and set the orders to "at least 2 guard the burrow" all year.
Let the dwarves cycle in and out of guard duty until they start flashing red. |
| 0000734 | 7 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2012-04-02 | Chief medical dwarf does not treat wounded. | |
| 0005749 | 4 | Dwarf Mode -- Jobs, Activity Zones | minor | new | 2012-04-02 | Underground canal connected to ocean not valid fishing zone | embark near ocean cliff, dig out a room at sea level, make a wide channel in the room and tunnel to the ocean. Channel out last blocks at the beach. Now try to set zone. |
| 0002750 | 11 | Technical -- Rendering | crash | | 2012-04-02 | Crash when zooming in Windowed mode (TrueType related) | Just open the game in the windowed mode, go to the dwarf fortress mode and unzoom with a roll up until the game crash. |
| 0000364 | 2 | Dwarf Mode -- Environment | minor | resolved (user6) | 2012-04-02 | Brook flowing over empty space | It's been a little while... if someone could let me know how to extract my seed and embark location, I'll add them here and you'll be able to reproduce the weirdness. |
| 0000767 | 7 | Map Features | minor | resolved (user6) | 2012-04-02 | Tiles are generated above sky limits | World gen max/min size 2500 caves, set the sky to 3, chance. |
| 0005754 | | Dwarf Mode -- Thoughts and Preferences | minor | new | 2012-04-02 | Dwarf without listed thoughts but is miserable | |
| 0001938 | 1 | Dwarf Mode -- Embark/Setup | trivial | new | 2012-04-02 | Embark screen uses inconsistent integer size for dwarves' 1-10 skill points | |
| 0003850 | 2 | Dwarf Mode -- Environment | minor | new | 2012-04-02 | Ice bug - constructions are not melting | Embark in temperate climate.
Build ice walls during winter
Wait for summer. |
| 0000798 | 3 | Dwarf Mode -- Buildings, General | minor | new | 2012-04-02 | Wooden door not destroyed by magma in same tile | |
| 0000470 | 5 | Pathfinding | major | resolved (user6) | 2012-04-02 | Up/down stairs break pathfinding. | dig a series of up/down stairs, so that dwarves can use them to move between z levels. make a room at the bottom z level and put something in there so your dwarves have a reason to go there, then replace the bottom up/down stair with an up stair. Dwarves trying to use the staircase will generate massive pathfinding spam, game dies a slow death, etcetera. |
| 0001566 | 11 | Pathfinding | major | resolved (user6) | 2012-04-02 | Constructed Up-Down Stairs over Natural Downstairs render "Down" an Invalid Path | Dig up-down stairs.
Remove with [d][z].
Build up-down stairs on top of a natural downstair.
Attempt to get a path from top to bottom |
| 0005757 | 1 | Flows | minor | resolved (user6) | 2012-04-02 | Murky pool spreading its murkiness | Join a murky pool to a brook |
| 0005756 | | Adventure Mode -- General | minor | new | 2012-04-02 | Reanimated Corpses are listed as companions more than once. | Animate a corpse - get it killed - animate it again. |
| 0001877 | 3 | Dwarf Mode -- Buildings, Machines | minor | new | 2012-04-02 | Hanging Waterwheel | 1. Build axle
2. Build connected waterwheel
3. (May be unnecessary)Design waterwheel
4. Destroy axle
5. Build waterwheel
6. ???
7. Profit |
| 0005750 | 1 | Dwarf Mode -- Interface, Stocks | tweak | resolved (user11) | 2012-04-01 | Cloth/thread being used in the hospitol is not distinguished from unused cloth in the stock lists | Make a cloth or thread stockpile. Check stocks.
Create a hospital with coffers or chests for storage.
Wait for the Dwarves to store some of the cloth or thread in the hospital.
Check the stocks again. They should be the same. |
| 0003173 | 4 | Sites | minor | resolved (user6) | 2012-04-01 | Remains and body parts don't get hauled from within a dark fortress. | 1. Embark on a ruined dark fortress.
2. Build a butcher shop inside the dark fortress.
3. Designate a refuse stockpile and a dump.
4. Butcher an animal.
5. Attempt to dump a body part from butchered animal.
or
1. Embark on a ruined dark fortress with a cat.
2. Designate a dump zone.
3. Attempt to dump remains left inside the dark fortress. |
| 0003072 | 7 | Miscellaneous Crashes | minor | resolved (user6) | 2012-04-01 | Reproducible segmentation fault when choosing fortress location | Unpack df_31_12_linux.tar.bz2 and extract the world into the data/save folder. Start DF, start a new game in Dwarf Fortress mode and try to scroll down on the map. DF should crash about halfway down. |
| 0005747 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user1294) | 2012-04-01 | Kennel only shows that two functions are available, the other three have disappeared. | Rebuilt the kennels multiple times in different locations on different worlds and saves. |
| 0005745 | | General | minor | new | 2012-04-01 | Werethings hunger/thirst status is reset on transformation | |
| 0004790 | | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2012-04-01 | Cloth stockpiles ignoring preferences | Did not attempt. |
| 0005492 | | Dwarf Mode -- Stockpiles | major | resolved (user1294) | 2012-04-01 | Dwarves putting Pig tails on prohibited stock pile | Make a stockpile allow thread (metal)
forbid all other threads
make some pigtail threads
|
| 0004473 | 3 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2012-04-01 | Stockpiles ignore settings for adamantine/metal cloth/thread | Create 2 stockpiles for cloth. Edit other to only allow Adamantine threads and cloth and the other to only allow all else. Extract Adamantine threads. Adamintine threads will be stored to the stockpile that doesn't allow Adamantine threads. |
| 0004913 | | Dwarf Mode -- Stockpiles | minor | resolved (user1294) | 2012-04-01 | metal cloth stockpiles accept non-metal cloth | 1. stockpile, enable metal cloth & metal thread, disable everything else
2. metal extracting industry, rope reeds industry, wool industry, bins
3. have a number of stockpiles that accept non-metal cloth and non-metal threads only
4. stockpile from p.1 gets filled with non-metal cloth & non-metal thread bins soon |
| 0004788 | 2 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2012-04-01 | Dwarves ignore thread type when storing thread in a thread stockpile. (Thread (Metal) option not working) | |
| 0005737 | 2 | Miscellaneous Crashes | crash | resolved (user6) | 2012-04-01 | Error report when I try to quit from the main menu. | 1. install Phoebus (or any tileset with [GRAPHICS:YES] in init.txt)
2. choose "Create New World" at the main menu
3. press ESC to bypass the "welcome to the alpha" screen
4. press ESC again to go back to the main menu
5. choose Quit at the main menu |
| 0005744 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user1294) | 2012-04-01 | Giant Crature wool | 1. Kill and butcher a giant critter
2. Spin thread from hair
3. Forbid all yarn except the giant creature one
4. Try to weave cloth from this thread. Weavers will refuse to do that. |
| 0005055 | 4 | Adventure Mode -- General | major | | 2012-04-01 | Vampires have too much jewelry from their victims | Kill a vampire with a long kill list. |
| 0005742 | 2 | Map Features | tweak | resolved (user1294) | 2012-04-01 | DFhack reveal command bug | 1.Turn on reveal in the DFhack console when in a world
2.leave it on and exit the game
3.Come back to the world and it should still be revealed |
| 0002926 | 3 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2012-03-31 | Area of open sky cannot be built on as "Building present" | I guess it's random? |
| 0001647 | 4 | Dwarf Mode -- Military | crash | resolved (user6) | 2012-03-31 | Attempting to open Military Screen Causes Crash | |
| 0005738 | 1 | Dwarf Mode -- Combat | minor | resolved (user6) | 2012-03-31 | Zombies do not attack Dwarf Vampires | Get a fort with a vampire.
Get a zombie attack.
Watch as all dwarves expect your vampires are killed. |
| 0000606 | 2 | Technical -- General | minor | resolved (user6) | 2012-03-31 | Memory issue? | |
| 0005736 | 1 | Adventure Mode -- Combat | minor | resolved (user6) | 2012-03-31 | Raised skeletons have "muscle" | Attack a skeletal creature (with a blunt weapon), view combat log |
| 0005735 | 1 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user1294) | 2012-03-31 | Prisoner dehydrated and not given water | Load the save and unpause. Prisoner is in the middle of the screen. |
| 0005733 | | Dwarf Mode -- Environment | minor | new | 2012-03-30 | Framerate drops when volcano is on-screen, recovers when volcano is off-screen again | Using the save file located at http://dffd.wimbli.com/file.php?id=6042, simply unpause the game, and scroll the volcano on/off screen. |
| 0002007 | 1 | Sites | minor | resolved (user6) | 2012-03-30 | Embarking on a dark fortress (abondonded) makes setting meeting areas impossible above ground. (AI meet areas) | |
| 0004207 | 53 | Dwarf Mode -- Environment | major | | 2012-03-30 | Inescapable, inevitable, intolerable lag | This is how most of my forts progress:
* Dig in near the wagon.
* Build communal sleeping and dining space for my dwarfs.
* As quickly as possible, make enough stockpile space to store the contents of the wagon.
* Secure the entrance to my fort with many traps, or at least make it sealable.
(At this point, my framerate is fine. If I wait forever, so dozens of migrants come and my population nears 200, my framerate REMAINS fine.)
* Dig out individual living quarters (6 tiles) for my dwarves. This causes my framerate to precipitously drop. Even digging out quarters for 30 dwarves can trigger a framerate drop into the unplayable range.
This also happens if I replace the word "dig" in the last step with the word "build." |
| 0000160 | 5 | Vegetation | minor | resolved (user6) | 2012-03-30 | Subterranean plants grow on any underground soil | Dig out an area underground in a soil layer
Break into underground cavern
Underground crops will begin growing wildly in any subterranean section that is either soil (clay, sand, etc) or muddied (stone or soil). |
| 0003690 | 7 | Adventure Mode -- Travel | minor | | 2012-03-30 | While traveling player is teleported into holes/dry murky pools due to ambushes | |
| 0002593 | 2 | Dwarf Mode -- Jobs, Items | major | resolved (user6) | 2012-03-30 | Item Stockpile bug | |
| 0001690 | 2 | Cave-ins | major | resolved (user6) | 2012-03-30 | Embark Cave-in causes permanent performance loss (and excessive Architectural Wealth) | |
| 0000999 | 11 | Dwarf Mode -- Moods | minor | resolved (user6) | 2012-03-30 | Migrant child enters map with a mood | |
| 0003573 | 1 | Adventure Mode -- Travel | minor | resolved (user6) | 2012-03-30 | Exiting travel mode can sometimes put you in dried-out ponds | |
| 0003790 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user6) | 2012-03-30 | Have food, have 100% accurate count on bookeper, but z menu shows no food on first menu. | |
| 0004410 | 2 | Dwarf Mode -- Jobs, Hauling | major | resolved (user6) | 2012-03-30 | Spam of not being able to reach clay | First there was a clay zone outside, I locked my dwarves underground int he fort with a clay zone inside, and clay collection was working fine. Now when I opened the gate, they all rushed out to get clay outside. So I removed the zone outside, and now they refuse to use the inside ones and spam about not being able to reach area.
Not tried to reproduce this yet. |
| 0000847 | 3 | Dwarf Mode -- Buildings, Machines | minor | resolved (user6) | 2012-03-30 | Flood gates disappear, yet still work. | Build floodgate, link to lever, start water running through floodgate, close floodgate. |
| 0000594 | 2 | Geology | minor | resolved (user6) | 2012-03-30 | Embarked on a crazy volcano tile, have found no raw gems | I can send the save file. I saved at the very start before I started digging or my current save file with the mood I can't fulfill due to no raw gems. |
| 0004856 | 3 | Dwarf Mode -- Combat | minor | new | 2012-03-30 | Immortal Dwarf (... Yet unconcious) | |
| 0004299 | 6 | Dwarf Mode -- Interface, Announcements | minor | new | 2012-03-30 | Some events can't be zoomed to even though they have a definite location | |
| 0004251 | 1 | Dwarf Mode -- Flows | major | new | 2012-03-30 | Ocean drains off one edge of the map | |
| 0003708 | 20 | Undeath | minor | | 2012-03-30 | Ghost names that can't be engraved on a slab and nameless slab engravings | |
| 0001189 | 11 | Pathfinding | minor | new | 2012-03-30 | Magma men can path through impassible workshop tiles. | See above. Find magma, dig a 3x3 room, channel a tile out to give the room access to the magma layer beneath, build a workshop so that the impassible tile that dwarves cannot travel through is located above the channeled out tile, wait. |
| 0004953 | 3 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2012-03-30 | "happy to be free" after succesful kidnapping by goblin | |
| 0000773 | 4 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2012-03-29 | Furniture get dumped after deconstruction when mass designation is used. | Build a piece of furniture and place it.
Set a dump from the activity area menu.
Use mass designation dump (d->b->d) to select an area that includes the piece of furniture.
Deconstruct the furniture. |
| 0001721 | 7 | Map Features | minor | resolved (user6) | 2012-03-29 | Straight, rectilinear cliff edges | |
| 0001630 | 5 | Contaminants/Spatter | minor | resolved (user6) | 2012-03-29 | Dwarves never clean walls | 1) get a bloody wall with no bloody floor tile nearby, inside (outdoor tiles are never cleaned currently)
2)watch it stay bloody forever. |
| 0001626 | 2 | Dwarf Mode -- Jobs, Childcare | minor | resolved (user6) | 2012-03-29 | Woodcutter mothers have issues | Woodcutter with baby in arms, trees need cutting. |
| 0001711 | 3 | Pathfinding | minor | resolved (user6) | 2012-03-29 | Miners Won't Path When Magma in Tunnel 2 Z-levels Below | 1. Dig vertical stairway directly down into the opening of an adamantine tube. (I did this in a world with zero demon species in world gen.)
2. Breach adamantine tube at lowest level of magma so magma falls down the tube into Hell.
3. Attempt to designate digging to breach the tube one level up from that, and 2 levels up - the dwarves won't path to it.
4. Attempt to designate the stairs on these levels to have hatches or floors built on them - they would report as inaccessible if this bug is reproducible. |
| 0005347 | 3 | Adventure Mode -- General | major | new | 2012-03-29 | Saving freezes mummies and makes them invisible | 1) Enter tomb.
2) Go far enough in to ensure he's up and moving (I believe taking any item from in the tomb is sufficient)
3) Save
If you want to be able to SEE that you've reproduced it, wait until he's visible and do the same, you'll be able to confirm quite clearly that there suddenly is an invisible impassible man where the mummy once was upon reload. |
| 0001489 | 14 | Items | minor | | 2012-03-29 | Super clutter with one elephant tusk | I basically told a craftdwarfs workshop to produce ivory crafts 3x form the workshop menu. If it helps, the workshop is outside and was taken by a secretive dwarf prior to assigning the task. And the craftdwarf is a competent bonecrafter. |
| 0005286 | 4 | Dwarf Mode -- Interface, Stockpiles | minor | | 2012-03-29 | Some stone types cannot be disabled in z-stones menu | |
| 0000482 | 13 | Dwarf Mode -- Interface, Animals | minor | | 2012-03-29 | Tame exotic pets don't show up in the Animals screen | 1. Purchase animals from elves.
2. Attempt to butcher them using the Animals section of the z-screen. |
| 0005727 | | Dwarf Mode -- Interface, Unit Profiles | minor | new | 2012-03-29 | Changing nickname of kidnapped childred is possible but does not propagate to relevant relationship screens in a proper way | *Go to relationship screen of unit related to kidnapped child
*(v)iew overview of children
*(y) customize
*change nickname
*leave customize screen
*leave overview of children
- nickname is not updated |
| 0000152 | 3 | Dwarf Mode -- Interface, Status | trivial | | 2012-03-29 | Display on medical history shows date as '0st' | Difficult to reproduce.
1) [v]iew dwarf;
2) [z] status;
3) [h]ealth;
4) scroll to history. |
| 0005725 | 2 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2012-03-29 | Plants and seeds created by reactions are not plantable. | Make Custom Reaction where result is a plant. F.or example
[REACTION:MAKE_PLUMP_HELMET]
[NAME:make plump helmet]
[BUILDING:KITCHEN:CUSTOM_SHIFT_B]
[PRODUCT:100:1:PLANT:MUSHROOM_HELMET_PLUMP:PLANT_MAT:MUSHROOM_HELMET_PLUMP:PLANT]
Embark without plump helmet spawn
Perform Reaction
Consume Result, note that a seed is produced
Attempt to plant seed, note that plump helmet is not on plant list.
Import plump helmet from caravan
Observe that it is not possible to plant resulting seeds. |
| 0001878 | 3 | Dwarf Mode -- Trade | major | new | 2012-03-29 | Trader lose all their goods on the ground if running through oscillating water | build trade depot, make way in through oscillating water with 1/7 and a few 2/7. |
| 0004422 | 4 | Undeath | minor | | 2012-03-29 | Historical Undeads can die of old age | Generate a world, verify undead historical beasts. |
| 0004277 | 1 | Dwarf Mode -- Interface, General | text | | 2012-03-29 | Bull cages are called cow cages | |
| 0000099 | 31 | Dwarf Mode -- Moods | minor | | 2012-03-29 | Fey dwarf screams for 'rock bars'. | Reproduction is difficult - you have to have a dwarf enter a mood related to the smithing skills. If you don't have metal bars available, you will receive this message from the dwarf. |
| 0005600 | | Creatures | minor | | 2012-03-29 | Minor inconsistencies in c_variation_default | n/a |
| 0005601 | | Creatures | minor | | 2012-03-29 | SPONGE_MAN has improper body shape conversion | |
| 0005639 | 1 | Creatures | minor | | 2012-03-29 | Rats have [:GENERAL_POISON] instead of [CREATURE_CLASS:GENERAL_POISON] | View CREATURE:RAT in creature_small_mammals.txt. |
| 0000078 | 3 | Dwarf Mode -- Interface, Unit Profiles | tweak | | 2012-03-29 | Kills list contains multiple redundant/identical-looking entries for different genders/castes (without gender symbol) | |
| 0001072 | 8 | Dwarf Mode -- Interface, Stocks | minor | | 2012-03-29 | Double Entry Raw Turtles STOCK SCREEN (.03) | first world gen of .03 |
| 0001437 | 7 | Dwarf Mode -- Interface, Announcements | minor | | 2012-03-29 | Year in announcement date is always current year | Wait for spring
Check announcements |
| 0000665 | | Dwarf Mode -- Interface, Announcements | trivial | | 2012-03-29 | Seasons announced before the 1st day of the month | Play until a season change.
[a]nnouncemnts.
Select the season change announcement.
Observe date in lower right of screen. |
| 0004405 | 1 | Undeath | minor | | 2012-03-29 | Ghosts can die of old age and dwarves who die of old age evidently cannot become ghosts. | For Toady: check source code (I assume that it is "design bug" and there is no special case for death from old age for ghosts) |
| 0001609 | 10 | Dwarf Mode -- Immigration | minor | | 2012-03-28 | Immigrant dwarves' skills often don't match their job settings | look at immigrant skills for a few dozen immigrants, I normally see one liar at least every 20 immigrants. |
| 0003877 | | Dwarf Mode -- Jobs, Equipment | minor | | 2012-03-28 | Carpenters Always Have Axes | |
| 0000124 | 2 | Dwarf Mode -- Immigration | minor | | 2012-03-28 | Immigrant farmer arrives with all farming labors enabled. | Receive immigrants? |
| 0001486 | 6 | Dwarf Mode -- Immigration | minor | | 2012-03-28 | Immigrant arrives with all farming skills, and all farming labors enabled | Good luck |
| 0005724 | | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | new | 2012-03-28 | Large stone/earthenware pots are treated as finished goods for jewellery encrusting | Build jeweller's shop near a stockpile of unglazed pottery pots. Queue jobs to encrust finished goods with cut glass. |
| 0005206 | 6 | World Generation -- General | minor | resolved (user6) | 2012-03-28 | Game closes itself down after world generation is completed | |
| 0005721 | 1 | Creatures | minor | resolved (user6) | 2012-03-28 | Rattlesnakes and copperheads do not lay eggs | Just have a look at the raws |
| 0004940 | 7 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2012-03-28 | Crash on embark | embark on place marked on this map: http://www.img.ie/images/82104.png
use Play now! or special profile
crash |
| 0003909 | 3 | Dwarf Mode -- Jobs, Eating/Drinking | major | resolved (user6) | 2012-03-28 | [EDIBLE_RAW] - hardcoded into default plants? | modd out [EDIBLE_RAW] |
| 0004494 | 2 | Dwarf Mode -- Reclaim | minor | resolved (user6) | 2012-03-28 | Peaceful siege in reclaimed fort - or - liaison killed by peaceful creature | |
| 0004005 | 23 | Items | major | resolved (user6) | 2012-03-28 | Game no longer provides seeds either on embark or caravan | install 31.19
make new world
embark
there shouldn't be any options for seeds
wait for caravan
they should have no seeds |
| 0005595 | 4 | Reactions | minor | | 2012-03-28 | Undead dwarf contracted were-chameleon curse. | |
| 0005720 | 1 | General | minor | resolved (user6) | 2012-03-28 | Dwarves are using accessible dangerous tiles | |
| 0003028 | | Dwarf Mode -- Combat | tweak | new | 2012-03-28 | Marksdwarves don't carry enough ammunition into combat. | Assign Dorfs crossbows, assign ammunition, have quivers available, make archery range, set alert to Active/Training, then order the squad to kill something after firing most of their ammunition on the archery range.
|
| 0005678 | 2 | Undeath | minor | | 2012-03-28 | ghostly dwarves can't be memorialized | see above |
| 0005690 | 2 | Combat -- Target Selection | minor | | 2012-03-28 | Interactions do not recognize valid targets when CE_ADD_TAG is used. | Add the following raws to an interaction file:
[INTERACTION:SELF_ADD_REMOVE_TAG]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:target]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:add/remove tags]
[CE_ADD_TAG:MISCHIEVOUS:START:0]
[CE_REMOVE_TAG:TRANCES:START:0]
[INTERACTION:TEST_ADD_TAG]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:target]
[IT_REQUIRES:MISCHIEVOUS]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:EXPOSE_LFR]
[SYN_NAME:add tag test result]
[CE_DISPLAY_NAME:NAME:(added):(added):test:START:0]
[INTERACTION:TEST_REMOVE_TAG]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:target]
[IT_FORBIDDEN:TRANCES]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:EXPOSE_LFR]
[SYN_NAME:remove tag test result]
[CE_DISPLAY_NAME:NAME:(removed):(removed):test:START:0]
...
Add the following to dwarves:
[CAN_DO_INTERACTION:SELF_ADD_REMOVE_TAG]
[CDI:ADV_NAME:Add mischievous, remove trances]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:1]
[CDI:WAIT_PERIOD:5]
[CAN_DO_INTERACTION:TEST_ADD_TAG]
[CDI:ADV_NAME:Test for mischievous addition]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:5]
[CAN_DO_INTERACTION:TEST_REMOVE_TAG]
[CDI:ADV_NAME:Test for trances removal]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:5]
...
Open up arena or adventure mode, control a dwarf, and use the interactions in descending order. Even though the MISCHIEVOUS tag was added and the TRANCES tag was removed (using CE_ADD_TAG and CE_REMOVE_TAG) by the first interaction, the second and third interactions fail to recognize the change. |
| 0005704 | | Adventure Mode -- AI | minor | | 2012-03-28 | Vampires who have been scouts brag about murders they committed while scouting. | Load the attached save file. The bowyer (flashing yellow U) is a vampire. Talk to him, then repeatedly ask about his profession. He should eventually tell you about his time as a scout, in which he killed several hundred humans and dwarves across various locations. |
| 0005603 | | Adventure Mode -- Conversation | minor | | 2012-03-28 | Vampires asked about their profession will talk about huge number of sentient being kills. | Talk to a "disguised" vampire, and ask them about their profession repeatedly. |
| 0005594 | 1 | Dwarf Mode -- Pets | minor | | 2012-03-28 | Dwarves attempt to pasture undead animals | Settle in evil area
Pasture some animals outside
Keep dwarves inside, so that there are any non-thralled dwarves
Wait for thralling weather effect |
| 0005698 | | Dwarf Mode -- Pets | minor | | 2012-03-28 | Dwarves try to uncage undead pets, but fail | 1. Embark in an evil biome with a war dog
2. Assign the dog to any dwarf
3. Pasture the dog
4. Surround the pasture with loaded cage traps
5. Wait for the husk cloud
6. Disable any jobs on the owner dwarf, so that he has free time
7. Dwarf will now try to free his husky |
| 0000680 | 6 | Dwarf Mode -- Military | trivial | new | 2012-03-28 | Picks are listed as (foreign) in the military equipment screens | |
| 0003859 | 4 | Dwarf Mode -- Jobs, Equipment | minor | resolved (user6) | 2012-03-28 | Military refuses to equip gloves/gauntlets. | Try to start a military I guess? |
| 0002127 | 4 | Dwarf Mode -- Stockpiles | minor | new | 2012-03-28 | Picks stored in stock pile will not be equipped by those with mining job enable and mining area designated. | Have dorfs enable mining, then have them with picks go mine for a bit, then ask them to go haul. Then designate a stockpile for weapons, and let the picks get stored, then get the miners interested in mining. |
| 0004236 | 4 | Dwarf Mode -- Military | major | new | 2012-03-28 | Miner-Military will not discard old picks; 'cannot follow orders' | Draft some warriors, equip them with picks and enable their mining labor. Release their squad to civillian duty and have them mine a tile or two after depositing their uniform in the stockpile. Re-instate their squad and see if they are able to collect their gear. |
| 0002959 | 9 | Dwarf Mode -- Interface, Military Screen | minor | new | 2012-03-27 | Equipment picked up to perform a job does not show on military screen. | |
| 0005717 | 2 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2012-03-27 | Urist McAxedwarf cancels Rest; Interrupted by Goblin Bowman | |
| 0005503 | 10 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2012-03-27 | Dwarves wounded by forgotten beast won't rest | |
| 0005714 | 2 | Technical -- Saving/Loading | major | new | 2012-03-27 | When reloading DF mode save, game does not respect whether syndrome symptoms with a PROB of less than 100 are actually in effect | Load the following save file:
http://dffd.wimbli.com/file.php?id=6013
and let it run for a bit until a sizable portion of the dwarves and livestock are flashing a green '!' over a yellow background, indicating that they have contracted the region's syndrome. One or two of the affected may go berserk, but not all of them. Each of the affected creatures will have recieved different stat changes as a result of the syndrome having multiple CE_PHYS_ATT_CHANGE tags, each with a chance of activating.
Afterwards, save and reload. ALL of the syndrome's effects will be active on all of the affected creatures -- most notably CE_ADD_TAG:CRAZED -- regardless of whether they were affected by each symptom before saving. |
| 0005718 | 1 | Dwarf Mode -- Interface, Stocks | feature | resolved (user6) | 2012-03-27 | Z-stocks screen: thoughts for enhancements... | N/A. This is an enhancement request. |
| 0005715 | | Dwarf Mode -- Immigration | minor | resolved (user1294) | 2012-03-27 | new migrants drop their crafted items at the edge of the map | |
| 0003611 | 5 | Dwarf Mode -- Buildings, General | minor | | 2012-03-27 | Memorial slab with no name. | |
| 0005130 | 11 | Dwarf Mode -- Moods | minor | | 2012-03-27 | Magma-destroyed corpses are always "missing," can't carve slab to prevent ghosts | Arrange a death-by-magma of one dwarf, out of sight of other dwarves and watch. |
| 0005695 | | Dwarf Mode -- Interface, Animals | minor | | 2012-03-27 | "Overall Training" tab of Animals screen starts out empty | |
| 0005563 | 5 | Miscellaneous Crashes | crash | | 2012-03-27 | Adventurer Mode crashing in sleep, fast travel | |
| 0005599 | 7 | Legends Mode -- Map Export | minor | | 2012-03-27 | Crash when exporting detailed map in legends mode | Load save in legends mode. press "d" to export map, chose to export "standard biome + site map". Game crashes at 72 done each time. |
| 0005697 | 5 | Dwarf Mode -- Immigration | trivial | | 2012-03-27 | migrants arrived and leave jewelry on the ground | Vampires in the migrants is a total random events, I imagine ? |
| 0005701 | 4 | Dwarf Mode -- Pets | minor | | 2012-03-27 | Domesticated egg-layers have semi-wild children | Hatch turkey eggs |
| 0005716 | 2 | Dwarf Mode -- Artifacts | trivial | resolved (user1294) | 2012-03-27 | A failed mood dwarf is credited with his artifact on his tombstone | |
| 0005692 | 2 | Technical -- Saving/Loading | crash | | 2012-03-26 | 34.05 Adv Mode save crashes on load in 34.06 | |
| 0005654 | 1 | Adventure Mode -- Buildings | minor | | 2012-03-26 | Human cities use wrong civzone types? | |
| 0005644 | 2 | Dwarf Mode -- Interface, Unit Profiles | minor | | 2012-03-26 | Some mannerism strings have static male pronouns that cause gender mismatches | |
| 0005699 | | Dwarf Mode -- Moods | minor | | 2012-03-26 | Strange Mood dwarves continue leading animals | |
| 0005705 | 1 | Dwarf Mode -- Jobs, Childcare | major | | 2012-03-26 | dwarf children die from embarassment at not being dressed at age 2 | Haven't retried, but I've never run short of clothing before or had children go insane because they weren't dressed under 0.34.5 or earlier versions. Checking stocks, I might have been low on legwear (maybe?), but I had 350 headwear and 700+ handwear/footwear, and not forbidden.
By the time this fortress grew to max size of 200 with 60 children (surviving), 10 dwarf children had died (or 9 + the baby). When the first Vile Force of Darkness showed up, I only lost two adults... |
| 0005584 | 1 | Arena | crash | | 2012-03-26 | Ant man creatures immediately crash game upon trying to be created as Werebeasts in Object Testing Arena | 1. Start up DF (of course :P)
2. Select Object Testing Arena
3. Hit k
4. Hit c
5. Scroll down to any ant person
6. Hit u until it says Werebeast in the bottom right hand corner of the screen
7. Hit enter
8. Watch as DF crashes and dies. |
| 0005627 | 1 | Creatures | crash | | 2012-03-26 | Crashes when transforming into werebeast | Load save game, wait until the lunar cycle hits. I got the save to within 1-2 dwarf days but it might take a bit since its a huge fort. |
| 0002794 | 8 | Pathfinding | major | new | 2012-03-26 | Miners take a long time to start digging upward stairs/ramps | See http://dffd.wimbli.com/file.php?id=2790 |
| 0004118 | 10 | Creatures | minor | new | 2012-03-26 | Flame titan dives into murky pool, evaporates all the water, gets stuck | Random. I suspect the mob had some strange combination of traits like swimming, and flaming which allowed it to enter the pool and then evaporate it. |
| 0004389 | 2 | Dwarf Mode -- Military | minor | new | 2012-03-26 | Military dwarf claims weapon from injured squadmate, weapon now assigned to both dwarves | Load save from http://dffd.wimbli.com/file.php?id=4078.
The squad leader is Meng, the other dwarf (4th position) is Lor. Amthusest is in both dwarves uniform assignments. |
| 0003911 | 3 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user6) | 2012-03-26 | Message spam: Urist McDwarf cancels Handle Large Creature: Animal inaccessible. |
Very bad luck, I suppose:
Confine population into a burrow while having 'cage large creature' jobs going. It takes quite precise timing: creatures in cages are not apparently considered to be inside a burrow.
|
| 0005710 | 1 | Combat -- General | minor | resolved (user6) | 2012-03-26 | animal dodged onto the impassable square of the workshop | 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. |
| 0004077 | 12 | Dwarf Mode -- Jobs, Military | major | new | 2012-03-26 | Military dwarves leave claimed equipment in the field. | |
| 0002761 | 14 | Dwarf Mode -- Jobs, Military | minor | new | 2012-03-26 | With "Replace clothing" turned off, soldier tries to equip breastplate, freezes because he's wearing too much | Have a mood dwarf claim the forge just when a soldier is picking up the plate armor from it |
| 0000756 | 3 | Dwarf Mode -- Jobs, Hauling | minor | new | 2012-03-26 | Haulers try to store clothing dropped by militia, mass confusion ensues | Start a militia. Probably assign them metal armor but don't actually have any on hand. Wait for their clothing to start to rot then give them some direct orders. Be sure to have a finished goods stockpile and probably some bins. This may somewhat be related to pathing issues so toggling a front gate on and off while they're outside and coming off duty might trigger them to throw their clothing on the ground. |
| 0005706 | 2 | Dwarf Mode -- Items | minor | resolved (user6) | 2012-03-25 | Migrants arrive and leave all jewlery at the door | |
| 0003232 | 2 | TrueType | text | | 2012-03-25 | When using TrueType, highlighted names on the unit list are the same color as highlight bar | |
| 0005702 | | Legends Mode -- Historical Figures | tweak | new | 2012-03-25 | Ages of Children of Living Monarchs (both Immortal and Mortal) Do Not Display Deaths | |
| 0000818 | 10 | Dwarf Mode -- Combat | minor | new | 2012-03-24 | Ballista bolts glance off ordinary clothes | |
| 0005386 | 1 | Dwarf Mode -- Nobles | minor | new | 2012-03-24 | Imprisoned Vampire Elected Mayor | Have an imprisoned vampire. Get him elected to mayor. |
| 0003066 | 6 | Dwarf Mode -- Jobs, Hauling | major | resolved (user11) | 2012-03-23 | Dwarfs wont take lye to barrel | make lye try to put in stockpile |
| 0002369 | 12 | Dwarf Mode -- Jobs, Equipment | minor | resolved (user6) | 2012-03-23 | Large (oversized) equipment still gets assigned to empty squad positions | |
| 0005611 | 1 | Adventure Mode -- Town | major | new | 2012-03-23 | Cities overwhelmingly build textile industry shops, almost never wood, stone, or metal-related shops | Make an adventurer, and travel to a large city.
Here are a pair of saves in cities with a large number of shops:
http://dffd.wimbli.com/file.php?id=5842
http://dffd.wimbli.com/file.php?id=5843 |
| 0005691 | 1 | Dwarf Mode -- Skills and Professions | feature | resolved (user6) | 2012-03-22 | Vampire skill lists often make them obvious | Be paranoid. Very paranoid. |
| 0005686 | 2 | Cave-ins | minor | new | 2012-03-22 | Cave-in dust from constructions does not use the contruction material. | build a construction of a material different from the surrounding layer. let it collapse. The dust cloud will be of the material of the surrounding layer, not of the construction itself. |
| 0004975 | | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user11) | 2012-03-22 | Adding a dwarf handling a dangerous creature to a burrow spams announcements so fast my system slows down | MAke a burrow, assign a special sort of dwarf |
| 0005572 | 5 | Undeath | minor | new | 2012-03-22 | adventure mode vampirism still causes speed drop | |
| 0005689 | 6 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user11) | 2012-03-22 | Gem cutters won't cut gems, won't leave their workshops, die of thirst | |
| 0005688 | | Dwarf Mode -- Trade | minor | new | 2012-03-22 | Amphibious trader leading a non-amphibious pack animal will path underwater to trade depot, drowning the mount | |
| 0002609 | 5 | Dwarf Mode -- Buildings, General | major | | 2012-03-22 | Dwarves trapped by impassable tiles of workshops | Mine out any 3x3 square with a space for a door, and build a workshop in the space. Once completed, Urist McBuilder will remain in the workshop's 3x3 space until it is deconstructed or he dies. |
| 0004006 | 2 | Pathfinding | major | | 2012-03-22 | Dwarves stuck in workshops, unable to find path through specific parts of workshop | Build a Jewelers workshop, surrounded by walls on all sides, with one free open square (floor) in the central part of the western side of the workshop. Same for a Bowyers shop save that the floor tile is on the central part of the western side instead.
When a Dwarf goes in to build the workshop they will be unable to leave. |
| 0003862 | 3 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user11) | 2012-03-22 | Dwarves won't walk through workshops to build walls. | Download my save(link in additional info), use phoebus v03 for 0.31.18(i think you have to since that's what i am using, i'm not sure tho), remove all the "construct statue" jobs from the mason's workshop and press f3 to see where the wall is ordered to be built. Mason will sit with "no job". Haven't tried reproducing on other embarks tho, i might do that soon. |
| 0004613 | 3 | Dwarf Mode -- Jobs, Burial | minor | | 2012-03-22 | Dwarfs didnt burial Jeweler's corpse when he died in Jeweller Shop at work. | assign repeat cut gems, and wait for death of jeweller. |
| 0005650 | 3 | Adventure Mode -- Movement | minor | resolved (user6) | 2012-03-22 | Speed drops down at 600 / No change when crouching | I have not tried to reproduce. |
| 0004556 | 2 | Dwarf Mode -- Trade | tweak | new | 2012-03-21 | Merchants left through east border, guards through west border of map | ? |
| 0000926 | 15 | Dwarf Mode -- Invasions | minor | new | 2012-03-21 | Amphibian invader mounts drown their riders | |
| 0003667 | 4 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2012-03-21 | Can't tame purring maggots with embark meat, needs meat produced on map | |
| 0005637 | 1 | Technical -- General | major | resolved (user6) | 2012-03-21 | Large quantities of objects appear to degrade FPS even after they are removed from the play area | Have naked (as in remove clothing from the raws) dwarves with as limited a set of loose items on the map as possible, and wait for caravans or invaders to come in. FPS experiences permanent drops even when all items leave the map.
For a more dramatic difference, attempt to change the cargo-capacity of wagons and beasts of burden by an order of magnitude or two. Even after all items are off the map or atom-smashed, there is permanent decay in FPS. |
| 0005684 | 1 | Adventure Mode -- Combat | minor | resolved (user6) | 2012-03-21 | Throwing ammunition is far too effective in adventure mode | 1) Increase throwing skill to legendary (may not even be necessary).
2) Throw arrows at someone. |
| 0005669 | 2 | Dwarf Mode -- Trade | tweak | new | 2012-03-21 | All races are described as "no trade on embark", dwarven caravan is not appearing, but liaison appears | |
| 0001302 | 8 | Dwarf Mode -- Military | minor | new | 2012-03-20 | Civilian dwarves take Squad equipment from Barrack to store it into StockPile | |
| 0005682 | | Creatures | minor | resolved (user1294) | 2012-03-20 | Bad token on rat | |
| 0005660 | 3 | Dwarf Mode -- Nobles | minor | new | 2012-03-19 | Vampire queen arrives with no (or partial) false identity | |
| 0000860 | 8 | Dwarf Mode -- Interface, Squad Control | minor | new | 2012-03-19 | Unable to (s)quad-(k)ill an aggressive-but-tamed named elephant. | |
| 0005681 | 2 | World Generation -- General | trivial | resolved (user1294) | 2012-03-19 | 700+ year old vampire king | Gen a world in which a vampire and perhaps a necromancer gets a civ title. |
| 0004381 | | Dwarf Mode -- Environment | minor | resolved (user6) | 2012-03-19 | Dwarves somehow end up on unreachable walls, unable to get down. | Seems random |
| 0005666 | | Dwarf Mode -- Thoughts and Preferences | text | resolved (user6) | 2012-03-19 | gender mismatch in thoughts/pref screen | |
| 0005646 | 4 | Dwarf Mode -- Interface, Animals | minor | new | 2012-03-19 | Tame cyclops/minotaur have kids, which then starve | |
| 0005667 | | Dwarf Mode -- Jobs, Constructions (walls etc) | major | new | 2012-03-19 | Dwarves Refuse to Construct Wall if Preferred Location is Outside Burrow | 1. Define a burrow.
2. Set civilian alert to use the burrow.
3. Request a wall be built on the northern edge of the burrow.
Dwarves will not build it unless they are allowed to come in from the north. |
| 0005671 | 1 | Init Options | minor | resolved (user6) | 2012-03-19 | FPS is showing bogus values during pause | |
| 0005672 | 1 | Creatures | major | resolved (user6) | 2012-03-19 | Fighting off deadly resurrected fingers, skin, ect | -Embark in haunted biome
-get something to die (swords seem to work best for the multiplier)
-wait |
| 0005673 | 9 | Dwarf Mode -- Items | minor | resolved (user6) | 2012-03-19 | disturbed or unfertilized eggs stay in nestbox forever, prevent laying of new fertilized eggs | - get an egg-laying creature and a nestbox
- either let it lay some eggs without a male present or have a dwarf disturb the incubation to make sure the eggs won't hatch
- watch the creature sit on the nestbox full of dead eggs until it dies of old age |
| 0005679 | 2 | Dwarf Mode -- Jobs, Burial | minor | resolved (user6) | 2012-03-19 | dwarf zombies from necromancer sieges retain citizenship | 1. embark in a site close to a tower
2. get sieged by dwarven zombies which are citizens of your civilization
3. win
|
| 0004817 | 6 | Technical -- Sound | crash | resolved (user6) | 2012-03-19 | Game crashes with sound on at loss (fortress mode) | Play game with sound? |
| 0005675 | 11 | Map Features | major | resolved (user6) | 2012-03-19 | River Downramps Have No Corresponding Upramps | Look at a downramp you have carved yourself, with channelling. There is an upramp below it. Now look at all of the apparent ramps along a rivershore. There are only downramps, and no upramps below. |
| 0002884 | 4 | Items | minor | | 2012-03-19 | cancels store owned item: item inaccessible [every 5 seconds] | Couldn't find a way to reproduce. |
| 0002479 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2012-03-19 | Imprisoned dwarf "cancels Store Owned Item: Item inaccessible" about once/day | |
| 0001020 | 2 | Dwarf Mode -- Jobs, General | minor | | 2012-03-19 | Children spam cancellations when trying to claim clothing | Sever both arms on a soldier, then make them live and try to equip a weapon. Children exhibit the behavior randomly. Do not know how to reproduce child error. |
| 0000306 | 20 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | | 2012-03-19 | Injured soldier tries to pick up equipment with broken arms- message spam | - Break an equipment-assigned soldier's arms |
| 0005429 | 19 | Technical -- Rendering | major | | 2012-03-19 | Memory leak in VBO renderer | Run in VBO mode, observe memory usage. |
| 0002632 | 3 | Adventure Mode -- Inventory | major | | 2012-03-19 | Adventurer can wear 3 tunics 2 hoods 2 cloaks | Adventurer kills and loots townsfolk to attempt wearing lots of clothes. |
| 0001002 | | Dwarf Mode -- Items | minor | | 2012-03-19 | Clothes lost by civilian Dwarves while fighting are not put back on. | |
| 0003824 | 1 | Dwarf Mode -- Jobs, Equipment | minor | | 2012-03-19 | After disbanding, military dwarves won't put their civilian clothing back on | Embark with a full set of metal armour, draft a dwarf using the armour, wait until they pick all the items and watch as they drop their old shoes, then undraft them and watch how they never put the shoes back on. |
| 0003716 | 8 | Dwarf Mode -- Items | minor | | 2012-03-19 | Every single dwarf is wearing a dress | |
| 0003705 | 7 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2012-03-18 | Worldgen dwarves (monarchs, kings, queens) have no material preferences | |
| 0004798 | 3 | Dwarf Mode -- Stockpiles | minor | resolved (user11) | 2012-03-18 | Cloth in bins can't be used? | Follow description. |
| 0005668 | 2 | Title Screen | feature | | 2012-03-18 | Freeze on "start playing" after deleting entire "save" folder while DF is running | Generate world, generate world, start playing, save fortress, go to main menu, delete "save folder", try to continue playing (OK - error message from DF), try to start playing, select (now deleted) folder - frozen DF. |
| 0005670 | 1 | Init Options | minor | resolved (user1294) | 2012-03-18 | Uncapped FPS is showing bogus values during pause | |
| 0000448 | 14 | Dwarf Mode -- Jobs, Constructions (walls etc) | major | resolved (user6) | 2012-03-17 | Dwarves wall themselves in, can't be prevented | Dig out a north-south tunnel.
Dig out an accessway leading east and then out from the north end of this tunnel.
Channel out the second tile from the north and ensure there is no ramp.
Order walls to be built on both the northern tile of the tunnel and the tile immediately to its east, the first tile of the temporary accessway. Suspend the one in the tunnel proper.
Watch as a mason stands on the suspended wall and walls himself in. |
| 0001899 | 13 | Technical -- General | crash | | 2012-03-17 | Game locks up for 30 min during seasonal temperature shift | 1. Load save from http://dffd.wimbli.com/file.php?id=2357
2. Unpause, then to anything or nothing.
3. Crash. |
| 0005662 | 1 | Dwarf Mode -- Buildings, General | minor | new | 2012-03-17 | Children + livestock fight and dodge into well | Have plenty of livestock (and possibly children) freely milling around fortress. Define SMALL meeting hall from well. Animals + children should congregate around well and fight due to lack of room. Some of them will probably dodge and fall into the well. |
| 0003071 | 4 | Material Properties | minor | | 2012-03-17 | All hardcoded materials (glass etc) have uninitialized MAX_EDGE and ABSORPTION and crappy yield/fracture/strain values | |
| 0000157 | 16 | Dwarf Mode -- Stockpiles | minor | | 2012-03-17 | Stockpile settings "metal" category includes stones, gems, soil and other inorganics | Create a finished goods stockpile
Forbid metals in that stockpile
Create stone finished goods
Dwarves do not haul stone finished goods to that stockpile |
| 0000681 | 16 | Dwarf Mode -- Jobs, Healthcare | major | | 2012-03-17 | Legless/footless dwarfs are ignored by healthcare | 1. Sever off leg or foot of any dwarf
2. Watch him lying in hospital for many years, doing nothing |
| 0003762 | 16 | TrueType | crash | | 2012-03-17 | Crash on moving (k) cursor over certain spatters with TrueType (long names?) | Kill uninvited guest like a minotaur. Move (k) cursor over one of the 8 tiles surrounding the corpse, one causes CTD. Using Ironhand v0.494 tileset. |
| 0000040 | 20 | Dwarf Mode -- Jobs, Items | minor | | 2012-03-17 | "Dwarf cancels Make Cloth Item : Needs 10000 plant cloth" | Try building a Clothier's Shop and order any cloth item. Might work only if there's no cloth available. |
| 0005663 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2012-03-17 | Smashed apart toenail never heals | |
| 0005099 | 1 | World Generation -- Parameters | crash | resolved (user6) | 2012-03-17 | Worldgen hangs at 'Setting Temperature' with 2,3 set for Minimum Complete Edge Oceans | |
| 0005661 | 3 | Dwarf Mode -- Interface, Unit Profiles | minor | resolved (user6) | 2012-03-17 | shift-toggling woodworking labours untoggles mining labour | Toggle the mining labour on for a dwarf. Toggle the whole woodworking cathegory with Shift + Enter. This should toggle mining off again. |
| 0005513 | 2 | Dwarf Mode -- Jobs, Hauling | major | resolved (user6) | 2012-03-17 | Dwarves will not harvest crops | 1.make a farm plot
2.wait
3.???
4.experience bug |
| 0005664 | 2 | Legends Mode -- Map Export | crash | resolved (user6) | 2012-03-17 | segfault when exporting map in text mode | 1. Change [PRINT_MODE:2D] to [PRINT_MODE:TEXT] in data/init/init.txt
2. Export a map from either world gen or legends. |
| 0005647 | 1 | Adventure Mode -- Environment | minor | new | 2012-03-17 | Glacial walls and bottomless gaps | Unknown
|
| 0003527 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2012-03-16 | Farm Plots providing above/below-ground planting | Prepare an underground area for farming (mining, clearing, muddying, etc.)
Expose at least one square to light.
Build a farm plot that incorporates the "Light" square with a "Dark" square. |
| 0001220 | 10 | Combat -- General | minor | new | 2012-03-16 | Combat log for creatures doesn't record the creature's death. | This has pretty much been the case in all the combat logs I've seen for dead creatures but I haven't looked at enough of them to be sure it happens all the time. |
| 0005651 | 2 | Dwarf Mode -- Combat | major | resolved (user6) | 2012-03-16 | Necromances raise byproducts of butchery, many parts invincible. | 1. Embark near necromancer tower
2. Butcher one starting animal or any other that produces something like hair.
3. Wait for necromancers. |
| 0005655 | 1 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2012-03-16 | Migrants with missing limbs handled as if the injury was fresh. | |
| 0005658 | | Dwarf Mode -- Interface, Burial | minor | resolved (user6) | 2012-03-16 | Vampire ghost can't be put to rest | 1. Put vampire in cage
2. Toss vampire into magma
Probably doesn't have to be a vampire, just anything in a cage that's killed while inside the cage |
| 0005160 | 4 | Dwarf Mode -- Jobs, Animal Handling | major | resolved (user6) | 2012-03-16 | Pastures do not work! | mark an animal to a pasture then watch the spam come at you |
| 0005649 | | Dwarf Mode -- Jobs, Eating/Drinking | major | new | 2012-03-15 | Miner keeps moving to tables hauling food, but never eats | http://dffd.wimbli.com/file.php?id=5894
This save shows the behaviour, he is the first name in the unit list. |
| 0001011 | 8 | Items | minor | | 2012-03-15 | Object testing arena, creature creation, footwear handling weirdness | In the object testing arena, add two chausses + a pair of high boots, shoes or sandles as specified to a dwarf/human(haven't tested others) and you should drop something. Check inventory to confirm. |
| 0004333 | 4 | Dwarf Mode -- Military | minor | | 2012-03-15 | Uniforms with socks sometimes end up on same foot | |
| 0005054 | | Adventure Mode -- Inventory | minor | | 2012-03-15 | Adventurer wearing one sock prefers to put second sock on same foot | Download save: http://dffd.wimbli.com/file.php?id=5484
[i] to observe 'llama wool sock' on right foot
[w] + [m] to wear the second sock
[i] to observe both socks on right foot |
| 0001396 | 4 | Dwarf Mode -- Items | minor | | 2012-03-15 | Children claim clothes they cannot/will not wear or store in rooms | Have fort.
Have children.
Have deaths of non-fortress humanoids who drop clothing.
Unforbid that clothing. |
| 0005029 | 2 | Dwarf Mode -- Jobs, Items | minor | | 2012-03-15 | Tool forging ignores MATERIAL_SIZE | |
| 0001649 | 3 | Dwarf Mode -- Diplomacy | crash | resolved (user6) | 2012-03-14 | Game Crashes When Diplomat is Unhappy | |
| 0003158 | 1 | Dwarf Mode -- Jobs, Military | minor | resolved (user6) | 2012-03-14 | Military profession of mayor interfering with him holding meeting | |
| 0002368 | 2 | Dwarf Mode -- Diplomacy | minor | resolved (user6) | 2012-03-14 | Constant Meeting | |
| 0005640 | 2 | Dwarf Mode -- Jobs, Items | minor | resolved (user6) | 2012-03-14 | Mason won't use Chalk for building furniture like they used to. | |
| 0005581 | 2 | Dwarf Mode -- Military | major | new | 2012-03-14 | Military interrupt civilian jobs as though hostile | |
| 0005643 | 2 | Dwarf Mode -- Jobs, Mechanisms | minor | resolved (user6) | 2012-03-14 | It is possible to request multiple linking to the same bridge from single lever | Situation
There is a bridge, multiple mechanisms and single lever.
Situation a)
*Add new task from q menu for level, link bridge
*Wait for completion of job
*Add new task from q menu for level, link bridge results in "there is nothing that can be linked up"
Situation b)
*Add new task from q menu for level, link bridge
*...
*Add new task from q menu for level, link bridge
(there are 10 slots so it is possible to queue 10 jobs)
|
| 0001733 | 4 | Dwarf Mode -- Buildings, Machines | minor | resolved (user6) | 2012-03-14 | Drawbridges refuse to be linked to levers | -Build a bridge
-Build a lever
-Attempt to link one to the other |
| 0003060 | | Dwarf Mode -- Traps | minor | new | 2012-03-14 | dwarf bats an upright spike trap's spike out of the air | Create spike trap. Trigger. Repeat. (I would assume.) |
| 0005638 | 1 | Init Options | minor | | 2012-03-13 | Population Cap is Set, but Dwarves Still Migrate to the Fortress | |
| 0005129 | 7 | Miscellaneous Crashes | crash | resolved (user11) | 2012-03-13 | Dwarf fortress mode crashes around the second spring/summer | Play dwarf fortress mode on mac for long enough and it will crash. |
| 0004691 | 4 | Dwarf Mode -- Interface, Main View | minor | resolved (user6) | 2012-03-13 | Lowest possible z-level has positive absolute depth | |
| 0005362 | 2 | Dwarf Mode -- Environment | major | resolved (user6) | 2012-03-13 | Dwarf Fortress drops to 1/2 of previous fps after digging large exploratory tunnel | Embark on 6x6, play a little, then dig down and dig a long tunnel. Only rarely works to reproduce. |
| 0005636 | 2 | Adventure Mode -- AI | minor | resolved (user6) | 2012-03-13 | Some problems with curses (from mummies). | |
| 0005631 | 1 | Dwarf Mode -- Traps | minor | new | 2012-03-13 | Hatches linked to pressure plate out of sync | Just build the device, I suppose.
Details that led to the situation are unknown; this system was constructed in a very ordinary manner. This is the first trap of this type I've built in 0.34.05.
|
| 0005632 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2012-03-13 | Dwarfs placed in Traction Benches do no wake up untill Traction Bench is removed. | Injure a dwarf, have it placed in a traction bench using Healthcare, and wait till its fully healed, and see if dwarf wakes up on its own. |
| 0005630 | | Dwarf Mode -- Interface, Status | trivial | new | 2012-03-13 | population count in the z-status screen will display an accurate count even before a death is discovered | |
| 0005056 | 9 | Technical -- Rendering | minor | resolved (user6) | 2012-03-13 | Can't resize windowed mode with PRINT_MODE:2D | Try to resize the window, and see it not work. |
| 0005609 | 1 | Adventure Mode -- AI | minor | resolved (user6) | 2012-03-13 | Zombies not hostile to vampire adventurers | |
| 0005622 | 17 | Technical -- General | crash | | 2012-03-12 | Crash on large embark - memory related | Update Windows from the taskbar,
Wait five minutes in the Embark Screen,
Before it pops up, start the Embark. This has to be timed perfectly, otherwise
the message will show up before/after the embark load has completed.
Dwarf Fortress will now be unable to embark and will freeze on attempt. |
| 0001305 | 2 | Dwarf Mode -- Combat | minor | new | 2012-03-12 | dwarf babies carried by soldier mothers join in the fighting | Have a soldier carrying an infant.
Have her go fight(possibly wrestle?) an alligator or something(in my case a forgotten beast)
Read the alligator's combat report. |
| 0005626 | 1 | Items | minor | new | 2012-03-12 | Stack weight wraps (or other weirdness) | get a stack of 10 giant wren eggs, and one of 4 giant wren eggs. Or, I assume, any other stack of items that's heavy enough in total. |
| 0005604 | 2 | Dwarf Mode -- Environment | trivial | resolved (user6) | 2012-03-11 | Channeling brook produces stone | Tried it in several places on one map - will start trying on other maps/worlds soon. |
| 0005610 | 1 | Adventure Mode -- Quests | minor | resolved (user6) | 2012-03-11 | Necromancers given as beginning level quest target | |
| 0005607 | 5 | Adventure Mode -- Sites | minor | new | 2012-03-11 | Double river | |
| 0005617 | | Adventure Mode -- Inventory | minor | resolved (user11) | 2012-03-11 | Can multiply water by dumping in on the ground | |
| 0005618 | 1 | Adventure Mode -- Town | minor | new | 2012-03-11 | Civilians instead of military on top of city battlements | |
| 0005620 | 1 | Dwarf Mode -- Immigration | tweak | | 2012-03-11 | Traders arrive with migrants and block them | hm.. wait for a migrants? |
| 0005614 | 1 | Undeath | minor | | 2012-03-11 | Corpses/creatures in water disappear when water freezes | Trap creature in water/put corpse in water that freezes in winter. |
| 0005612 | 1 | Dwarf Mode -- Immigration | minor | | 2012-03-11 | Migrant Traders | wait for a migration wave... i'd say i get one every 2nd or 3rd wave. |
| 0001432 | 2 | Dwarf Mode -- Trade | minor | | 2012-03-11 | Elves sell you vermin in cages. Cages don't say that they are occupied by vermin. | Wait for the elf caravan to arrive and check the 'empty' cages they bring. |
| 0000415 | 4 | Dwarf Mode -- Trade | minor | | 2012-03-11 | Merchants' unpurchased small creatures can be placed in cages | Wait for merchants to arrive with small tamed creatures. Assign the creatures to a built cage. |
| 0003388 | 4 | Dwarf Mode -- Buildings, Cages and Chains | minor | | 2012-03-11 | Traded vermin are unadoptable | Buy empty cages from elves, might contain tamed vermin. |
| 0005497 | 6 | TrueType | crash | | 2012-03-11 | Trying to change volume with TrueType active crashes game | -Activate TrueType.
-Hit (esc).
-Select Music and Sound. |
| 0005605 | 1 | Adventure Mode -- Town | minor | new | 2012-03-10 | Abandoned shop puts holes in wall of non-abandoned shop | |
| 0005596 | 2 | Dwarf Mode -- Interface, Building Construction | minor | resolved (user6) | 2012-03-10 | Slabs Not Placing With Alt-s | |
| 0005577 | 1 | Adventure Mode -- Trade | minor | resolved (user6) | 2012-03-10 | Shops do not sell gear appropriate for their civilization | In the raw entity_default.txt change DEFAULT_SITE_TYPE and LIKES_SITE both to city for the Mountain and / or Forest civilizations. Generate a world that is large and old enough to have major cities, and go find one as an adventurer. |
| 0005597 | | Combat -- General | minor | resolved (user6) | 2012-03-10 | Scratching attacks still possible with disabled limbs. | Get a broken arm.
Try and make a scratch attack with that limb. |
| 0003640 | 5 | Artistic Images (engravings etc) | trivial | new | 2012-03-09 | Engraved slab contains mention artifact not created | Let one of your moody dwarves die, then make a slab for him/her, then check the slab's description. |
| 0000555 | 5 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user11) | 2012-03-09 | Can't build farmplots above ground on soil, 'mud required for underground farm 'msg received | |
| 0005571 | 3 | Dwarf Mode -- Interface, Farm Plots | major | resolved (user11) | 2012-03-09 | Outside farm plots don't work | Try to create a farm plot over grass |
| 0005381 | 5 | Technical -- Input/Keybinding/Macros | minor | | 2012-03-09 | Adventure mode repeated "north-south" macro not working properly | |
| 0005592 | | Dwarf Mode -- Invasions | minor | new | 2012-03-09 | Invasion captain stuck in infinte movement loop. | |
| 0005591 | | Pathfinding | minor | new | 2012-03-09 | Caravan paths through shallow lake and drowns | |
| 0005139 | 4 | Undeath | major | new | 2012-03-09 | Fish cleaners getting interrupted by undead mussel shells | 1.1) embark on a haunted biome
1.2) have a dwarf killed
1.3) place a coffin, allow for burial
1.4) kill the dwarf's corpse once it rises
1.5) place a coffin, allow for burial
etc
2.1) embark on a haunted biome that has mussels
2.2) build fishery workshop
2.3) catch mussels
2.4) watch the job interruption messages
2.5) check the undead units screen once you get a mussel shell interrupt |
| 0003234 | 6 | Dwarf Mode -- Interface, Unit View | text | | 2012-03-09 | Customize Profession Name says "Customize Nickname: Customize Profession Name" | |
| 0005589 | 1 | Technical -- Rendering | minor | resolved (user1294) | 2012-03-09 | HFS inexplicably visible (modded game) | Make a designation where an eerie glowing pit is. The pit will become visible. |
| 0005587 | | Dwarf Mode -- Embark/Setup | minor | resolved (user1294) | 2012-03-09 | Fish do not have gender specified, making it look like there is an extra copy of each fish on embark. | 1. Find a location preferably ontop of a cave with a big scary demon in it
2. Press e
3. Choose "Prepare for the journey carefully" and hit tab
4. Hit n
5. Scroll down to "Fish"
6. Look at what seems to be fish duplicates, if you didn't know any better. |
| 0005586 | | Dwarf Mode -- Embark/Setup | minor | resolved (user1294) | 2012-03-08 | Embark Preparations Not Complete, No Cave Lobster, No Cave Fish, No Pond Turtle, but able to select them in Fish menu | 1. Choose a location
2. Hit e
3. Choose "Prepare for the journey carefully" and hit tab
4. Add a fish to embark item list
5. Save list
6. Somehow get out of actually embarking
7. Choose another location
8. Hit e again
9. Choose the saved list
10. Hope you have luck as bad as mine
11. Watch as embark preparations are not complete |
| 0005560 | 2 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2012-03-08 | "Presser" dwarves arrive with no skills, in huge volumes. | Make a new fortress, and wait for migrants to come. |
| 0005439 | 5 | Technical -- General | minor | | 2012-03-08 | ctrl U stalls the game when too many numbers are put into it | ctrl u
type lots of numbers
wait for the game to respond again :D |
| 0005127 | 7 | Legends Mode -- History Export | crash | | 2012-03-08 | Segmentation fault when exporting map/gen info with PRINT_MODE:TEXT | 1. Generate world using default basic settings
2. Play in Legends mode
3. Export map/gen info |
| 0005126 | 5 | Technical -- Rendering | crash | | 2012-03-08 | Crash when view civs in legends mode (color pairs) | 1. Use TEXT rendering mode
2. Generate a world using default simple settings
3. Play in Legends mode
4. View civilizations
5. Scroll to the bottom of the list |
| 0001591 | 11 | Dwarf Mode -- Moods | crash | | 2012-03-08 | Fey Mood dwarf refuses to collect required materials and crashes game upon going Berserk. | |
| 0005579 | | Dwarf Mode -- Nobles | major | resolved (user1294) | 2012-03-08 | Nobles completely disabled | Simply have only children alive in a fort and wait for migrants |
| 0005523 | 9 | Dwarf Mode -- Jobs, Smelting | major | resolved (user11) | 2012-03-08 | Charcoal not considered fuel for smelters? | |
| 0000051 | 44 | Cave-ins | minor | resolved (user6) | 2012-03-07 | Cavern collapse at embark | Seeds from the game log:
Generating world using parameter set SMALLER REGION
Seed: 881700428
History Seed: 2811299488
Name Seed: 3374574052
Creature Seed: 3625186708
** Starting New Outpost **
A section of the cavern has collapsed!
I embarked on the only volcano on the map, putting it in the lower left of a 3x3 embark. Initial view should put you very close to it. |
| 0005501 | 2 | Adventure Mode -- Town | minor | new | 2012-03-07 | 34.01 Towns cluttered with Tables , now 34.03 Towns Cluttered with overstocked abandoned shops + minor town bugs. | Just visit a town with enough Abandoned shops (my world age was 650) and it should be pretty easy to spot the problems. |
| 0005573 | 1 | Pathfinding | minor | | 2012-03-07 | When several are available, dwarves don't always choose the closest possible job tile | Order a dwarf to dig a wall than can be mined from the south and the north, he will tend to dig the north side, even if he is located one tile away to the south. |
| 0004591 | 5 | Dwarf Mode -- Pets | minor | resolved (user6) | 2012-03-07 | Tame dragon still aggressive, despite never attacking anything before being tamed. | Genned two different worlds and made forts in them. Caught and tamed a dragon in each. |
| 0005568 | | Dwarf Mode -- Immigration | trivial | new | 2012-03-07 | Migrant wave won't enter map unless ghost is put to rest | I have a save after the migrant wave was announced where the migrants will never zone in, but I'd be unsure how to produce the same effect in a normal game. |
| 0003963 | 20 | World Generation -- General | minor | | 2012-03-07 | World Generation too slow | Generate a Medium World. |
| 0001369 | 7 | Pathfinding | minor | resolved (user6) | 2012-03-07 | Could not find path gathering cave spider webs in the undergrounds | relocation of the loom gives the same effect |
| 0005565 | 1 | Dwarf Mode -- Skills and Professions | minor | resolved (user1294) | 2012-03-07 | Vampire customized profession did not change | |
| 0005564 | | Adventure Mode -- Environment | tweak | resolved (user6) | 2012-03-06 | Campfires do not extinguish when indoors | Build a campfire inside a lair.
Wait for it to not burn out. |
| 0005562 | 3 | Adventure Mode -- Quests | major | resolved (user6) | 2012-03-06 | New instance of loyalty cascade-inducing quest target | Savegame provided with me standing next to the goblin overlord, savescummed to before I attacked her to check if it caused a loyalty cascade.
Save: http://dffd.wimbli.com/file.php?id=5799 |
| 0004385 | 2 | Adventure Mode -- Sites | crash | resolved (user6) | 2012-03-06 | The Underworld has Collapsed. | |
| 0003884 | 2 | Adventure Mode -- Travel | crash | resolved (user6) | 2012-03-06 | Consistent adventurer travel mode crash | Download zipped save from here: http://dffd.wimbli.com/file.php?id=3686
1) Load the region. Our hero should already be in travel mode.
2) Take one step to the right.
3) Crash
The game also crashes if you try to turn off the map (press m after loading).
|
| 0005064 | 6 | Adventure Mode -- Quests | major | | 2012-03-06 | Outcast criminals live in town houses, keep old civ memberships, cause loyalty cascades | http://dffd.wimbli.com/file.php?id=5490
savegame
An example is then human Uso Soothetaken. Head of the criminal group "The Ferocious Claws" but also member of "The Fellowship of Teachers" and "The League of Circumstances", both legitimate human civilizations. |
| 0005561 | 1 | Technical -- Saving/Loading | crash | resolved (user6) | 2012-03-06 | missing creature body definition: rcp_eyelids | |
| 0005047 | 12 | Adventure Mode -- Sleep | minor | | 2012-03-06 | Sleep in building/house; wake up outside or on roof | Go to a big city, ask one of the npcs in a building to let you sleep there, and go to sleep. |
| 0005444 | 6 | Technical -- Input/Keybinding/Macros | minor | resolved (user11) | 2012-03-06 | ESC doesn't work in DF | it just doesn't work ingame. |
| 0005268 | 3 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2012-03-06 | Crash on Embark | Just choose a location and embark. |
| 0005223 | 5 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2012-03-06 | Crash when embarking | |
| 0005499 | 3 | Dwarf Mode -- Interface, Stockpiles | major | resolved (user6) | 2012-03-06 | No clay in stone storage | Make a stone stockpile and admire the zero options for clay! |
| 0005187 | 2 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2012-03-06 | Embarking in a specific area causes a non recoverable lock up | open up world (region 4 located here http://dffd.wimbli.com/file.php?id=5543)
go to 6 blocks from the left 7 blocks from the top, there is a volcano named the torch of crescents located next to a freshwater lake and a river. (location shown here http://dffd.wimbli.com/file.php?id=5544)
embark there with any or no preparations and the game locks up and never makes it to the "strike the earth" screen. |
| 0005269 | 9 | World Generation -- Beasts | minor | | 2012-03-06 | Worldgen has alarmingly high rate of monster rampages and extremely high monarch mortality rate | Simply gen a world and use legends mode. Legends viewing software may make actually finding concrete numbers more easy, however. |
| 0003723 | | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2012-03-06 | Crash after worldgen | seems to happen randomly, only way to reproduce would be brute force, simply generating a lot of worlds and seeing if it crashes while any are saving. |
| 0004440 | 3 | Adventure Mode -- Quests | crash | resolved (user6) | 2012-03-06 | Adv Mode crash upon reporting deeds | ask for services, do the quest, and report dead. |
| 0003835 | | Dwarf Mode -- Jobs, Cancellation and Suspension | major | resolved (user11) | 2012-03-06 | Dwarf tried to collect thread and then cancels task: "unable to find path" | Build loom with access to CS and GCS thread. |
| 0001336 | 9 | Pathfinding | minor | resolved (user6) | 2012-03-06 | Pathfinding problems when hit caves or cavern | |
| 0004840 | 1 | World Generation -- General | minor | resolved (user1294) | 2012-03-06 | giant square hole on embark to hfs | |
| 0003101 | 5 | Map Features | major | resolved (user6) | 2012-03-06 | Square pit all the way down | |
| 0003775 | 2 | World Generation -- General | minor | resolved (user6) | 2012-03-06 | World gen problems | It was completely random |
| 0003356 | 7 | Dwarf Mode -- Embark/Setup | major | resolved (user6) | 2012-03-06 | Embarked on a mountain of Slade, with Eerie Pits immediately revealed. | ??? |
| 0002268 | 4 | Dwarf Mode -- Environment | major | resolved (user6) | 2012-03-06 | Cavern Lake Placement Error - Crossed Layers | Unknown; high cavernousness and/or cave water settings? |
| 0005306 | 2 | Map Features | major | resolved (user6) | 2012-03-06 | A new embark site has lava in the sky, cavern collapsed, game hangs up | Just load the game. I embarked on the same location twice and it was the exact same. |
| 0004163 | 1 | World Generation -- General | major | resolved (user6) | 2012-03-06 | World gen doing crazy things with cavern placement. | I have no idea, I think I got (un)lucky. |
| 0004791 | 1 | World Generation -- General | major | resolved (user6) | 2012-03-06 | Cavern layer in the sky, collapse on embark. | Unfortunately I don't have the world seeds (are they saved somewhere for debugging?), but it was with the simplified world gen with the following parameters:
Small World
Short history
Very High Civs
High Sites
Very High Beasts
Very High Savagery
Sparse Minerals
I seem to get it most times I try to embark on an intersection of multiple (more than two) biomes, in places with high savagery, and a river, but that might just be me making random associations.
I'm using some raw edits which shouldn't affect this, and the LNP with Phoebus v21. |
| 0000495 | 15 | Cave-ins | block | resolved (user6) | 2012-03-06 | Massive embark cave-in causes game to lock up for 10+ minutes | 1. Load included world save file.
http://gau.twinight.net/dwarf%20fortress/Embark%20Screen%20Lockup%20World.rar
2. Start new fortress
3. Embark on location shown on
http://gau.twinight.net/dwarf%20fortress/Embark%20Lockup%20Location.png
4. Press "Play Now!"
5. Strike the earth, press enter... game locks up? |
| 0000590 | 4 | Cave-ins | minor | resolved (user6) | 2012-03-06 | Cavern Collapse on load | Seems to be fairly random, only seems to happen on loading a save and doesnt always happen. |
| 0003005 | 1 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2012-03-06 | Lockup re "Midmap effective coordinate check out of bounds" | Run around the embark site selection map (hold down arrow keys, moving the marker all over the place). |
| 0005549 | 2 | Technical -- General | crash | | 2012-03-06 | Game crashes from traders bringing seeds in wool bags | 1. Place the region into your save folder on version 0.34.04 as per normal copying
2. Load the game and allow it to progress
3. After approximately 10-15 seconds, the game will crash
|
| 0005554 | 2 | Dwarf Mode -- Immigration | minor | new | 2012-03-06 | Maimed historical figures immigrate to fortress (without crutches) | It's not very often and appears to happen on random. Observed twice in two different games. |
| 0005559 | | Creatures | minor | resolved (user6) | 2012-03-06 | Zombies don't die in magma | |
| 0001041 | 3 | Dwarf Mode -- Interface, Announcements | minor | new | 2012-03-06 | Several announcements still not setting location properly | |
| 0005441 | 1 | Dwarf Mode -- Diplomacy | minor | new | 2012-03-06 | Modded Civ with Flee/Hide Interaction triggers Ambush pause with diplomat | * Add a fleeing interaction to a Civ that trades with you (or play as them and have diplomat)
* watch diplomat running near wildlife/into thiefs or snatchers etc
* get annoyed by pause screen for no reason |
| 0000608 | 3 | Arena | minor | resolved (user6) | 2012-03-05 | Syndromes completely cease progress after viewing status screen | Mod helmet snake to be spawnable in arena
In arena mode, spawn human, spawn helmet snake
As soon as helmet snake bites human and injects venom, kill snake by putting water , then magma on its tile in that order.
View status screen of human, note turn number of syndrome
Exit status screen, resume game for a period of time, then view status screen again.
Turn number of syndrome should be the same |
| 0005426 | 11 | Dwarf Mode -- Invasions | crash | | 2012-03-05 | Reanimating undead causes crash | Embark in an area with a tower nearby. Wait a couple years after the first undead walk. Corpses reanimate and the game crashes. Check gamelog.txt to confirm because you may not get any message about it or see it. |
| 0005556 | 6 | Dwarf Mode -- Idle Behavior | major | | 2012-03-05 | Massive amount of dwarf suddenly stuck to Idle | |
| 0003483 | 2 | Dwarf Mode -- Interface, Unit View | crash | resolved (user6) | 2012-03-05 | Certain crash when using "v" key to view certain creatures inventory. | Upon loading, go to the inventory of CAT on the staircase in the bottom right of the window and it seems to crash every time now. |
| 0004522 | 7 | Dwarf Mode -- Military | minor | resolved (user6) | 2012-03-05 | Military equip seems to work for the most part but is not thourough. | 1) Create uniform that goes as this.
s. mail shirt
s. mail shirt
s. mail shirt
s. breastplate
cloaks
cloaks
cloaks
cloaks
cloaks
cloaks
s.caps
s.caps
s.helm
trousers
s.greaves
trousers
mittens
s.gauntlets
socks
s. high boots
shields
s.pick
2) Tell Urist McNopants that he needs to stop running around naked and go to war/stand in the corner under military order.
3) Witness Urist McNopants' creative spirit. |
| 0004676 | 13 | Vegetation | minor | resolved (user6) | 2012-03-05 | Upgraded fort from 0.31.18, no more surface plant growth | |
| 0004869 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2012-03-05 | Immobilized dwarves not taken to hospital | |
| 0004905 | 9 | Technical -- Input/Keybinding/Macros | major | resolved (user6) | 2012-03-05 | ctrl key doesn't seem to work | Run 31.25 on a Unbuntu Linux laptop and try any action that requires a control character. |
| 0005026 | 3 | Dwarf Mode -- Items | crash | resolved (user6) | 2012-03-05 | Game crashes when going into inventory | Start the game, find the dwarf nicknamed "Matt", open his inventory. |
| 0005027 | 2 | Dwarf Mode -- Combat | minor | resolved (user6) | 2012-03-05 | Eternal Strangulation | |
| 0005028 | 5 | Dwarf Mode -- Interface, Designations | major | resolved (user6) | 2012-03-05 | manuvering the designation menu causes controls to lock up | ???
Spam the "D" button just before a liason is about to take off?? You could pause and save before he takes off, then move the game ahead one frame at a time saving every ten steps or so. When they leave force quit the game to re-load a few frames earlier for faster testing. |
| 0005041 | 2 | Dwarf Mode -- Military | major | resolved (user6) | 2012-03-05 | Unable to train | Form 2-3 naked squad, ordered to attack entity. Disband squads, make new squad with members from the disbanded squads. |
| 0005073 | 2 | World Generation -- General | crash | resolved (user6) | 2012-03-05 | Create New World Crash | Begin by creating a new world, set your parameters, continue thorugh steps. Press u to accept the final world, crash game. |
| 0005094 | 4 | Technical -- Saving/Loading | crash | resolved (user6) | 2012-03-05 | Fort mode crash when attempting to save | 1) Embark Anywhere (play now, prepare, matters not)
2) Save Game
3) Crash |
| 0005118 | 7 | Dwarf Mode -- Jobs, Designations | minor | | 2012-03-05 | Can reveal hell by designating across z-levels which include eerie glowing pits | 1. Embark anywhere
2. Designate up/down stairs from surface to very bottom of map using the new across-z-level designation system.
3. (Small portion of hell revealed here)
4. Abandon fortress
5. Reclaim fortress
6. (More of hell is revealed, horrifying screams, demons released, and adamantite tubes revealed) |
| 0005303 | 4 | World Generation -- General | crash | resolved (user6) | 2012-03-05 | Dwarf Fortress Crashes upon Accepting World Generation. | |
| 0005380 | 6 | Contaminants/Spatter | minor | resolved (user6) | 2012-03-05 | Dwarves with the cleaning task enabled never clean up blood. | Kill something with a squad or stone-fall trap, the blood will never disappear. |
| 0005457 | 5 | Creatures | major | resolved (user6) | 2012-03-05 | Swarm of 188 Giant mosquitoes | |
| 0005477 | 4 | Pathfinding | major | resolved (user6) | 2012-03-05 | Pathfinding issues when digging Ramp downwards | Make the following ramp stayrway down insted of up/down
#= Random wall
2= Down ward ramp
3= Upward ramp
_= Floor
################################
####################0000002##########
####################0000002##########
####################0000002##########
####################0000002##########
################################
################################
###############2_____3##########
###############2_____3##########
###############2_____3##########
###############2_____3##########
################################
################################
###############3_____2##########
###############3_____2##########
###############3_____2##########
###############2_____2##########
################################
################################
###############2_____3##########
###############2_____3##########
###############2_____3##########
###############2_____3##########
################################
################################
###############3_____2##########
###############3_____2##########
###############3_____2##########
###############3_____2##########
################################
########################################
###############2______________##########
###############2______________##########
###############2______________##########
###############2______________##########
######################################## |
| 0005208 | 4 | Adventure Mode -- Quests | minor | new | 2012-03-05 | Quest directions for vampire leads to wrong part of town | |
| 0001438 | 3 | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2012-03-05 | Dwarves don't drink from water zones when 'zone-only drinking' is set | |
| 0005308 | 4 | World Generation -- General | tweak | resolved (user6) | 2012-03-05 | Unable to find Iron and Flux in the same area. | Generate a world, try to find a decent embark spot with iron and flux (at 2x2 area) |
| 0002279 | | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2012-03-05 | Punished Dwarf Ignored by Medical Staff | Have a dwarf beaten to unconsciousness as a punishment. (Probably easy enough to do by ignoring mandates and having no chains, and give the captain of the guard a nice blunt weapon). |
| 0002080 | | Dwarf Mode -- Justice | minor | new | 2012-03-05 | Beaten dwarf ignores wounds | Appoint noble, but not guard captain. Ignore production mandate. Ignore sentence for a long time (don't know if this is necessary but its what I did -- I ignored the sentence much longer than the sentence itself), don't create a jail.
Appoint a captain of the guard, he schedules 'beat criminal'. Criminal gets beaten, has wounds, doesn't go rest, takes on other jobs (e.g. hauling). |
| 0000351 | 23 | Dwarf Mode -- Jobs, Healthcare | minor | | 2012-03-05 | Injured dwarf dies of thirst despite many idle healthcare workers and available water/buckets/etc | |
| 0001842 | 5 | Dwarf Mode -- Jobs, Childcare | minor | new | 2012-03-05 | Apparently babies aren't cared for when mothers are in hospital | |
| 0004873 | | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user6) | 2012-03-05 | Injured Dwarf refuses to eat/drink | |
| 0004830 | 6 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2012-03-05 | Dwarves in Hospital die of Dehyrdration / Starvation | |
| 0004490 | 5 | Dwarf Mode -- Rooms | block | resolved (user6) | 2012-03-05 | Game crashes when scrolling bedroom assignments - TrueType crash due to dwarf name | 1) Download my savegame, or manage to get a dwarf in a cage in a buggy way (he was unconsicous so he was trapped normally, but he sort of died after that and it is now in the twilight zone). Link to my savegame on dffd here : http://dffd.wimbli.com/file.php?id=4180
2) Try to assign a bedroom and scroll down the list |
| 0003882 | 5 | Dwarf Mode -- Combat | minor | new | 2012-03-05 | Caged creatures are valid targets for kill orders | Cage creature, fail to kill it via s-k-l |
| 0001864 | 4 | Dwarf Mode -- Interface, Trade | minor | resolved (user6) | 2012-03-05 | Elven caravan becomes overburdened after save/load. | Reproduction is problematic. I'm using some pretty seriously modded raws, but I haven't touched elves or elephants. Although come to think of it I did insert CARRY_CAPACITY onto all the pack animals.
Here is what I did.
1)Wait for an (elven?) caravan to arrive and start trading.
2)Trade a few items for a few items. (i traded some leather crafts and some leather armor hunters had arrived with)
3)(auto?)Save.
4)Reload.
5)Check caravan carrying capacity to see if its overburdened. |
| 0002453 | | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2012-03-05 | A dwarf with cut hand cannot move and dies of hunger | |
| 0005553 | 3 | Dwarf Mode -- Embark/Setup | crash | resolved (user1294) | 2012-03-05 | Game crashes when starting the "Reclaim" mode | |
| 0005552 | 1 | Creatures | tweak | resolved (user1294) | 2012-03-05 | Naked Mole Dogs have pain receptors in skin | |
| 0005507 | 4 | World Generation -- General | minor | | 2012-03-05 | Necromancer bandit leader | |
| 0005520 | 1 | Dwarf Mode -- Jobs, Burial | major | | 2012-03-05 | Vampires memorial name doesn't match alias | kill a vampire and leave no body
look at the memorial engraving list
|
| 0005474 | 1 | Adventure Mode -- Sites | minor | | 2012-03-05 | Weird tomb | |
| 0005481 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | crash | | 2012-03-05 | Un-suspending construction of coffers causes crash | Using the save here:
http://dffd.wimbli.com/file.php?id=5716
without unpausing the game, un-suspend all the bags and coffers visible on the screen (they are in the centre of the three-tile rooms). Game crashes 100% for me. Un-suspending everything, or waiting a few seconds then doing it, will not crash. |
| 0005517 | 1 | Miscellaneous Crashes | crash | | 2012-03-05 | Fortress mode Crash | |
| 0005236 | | Dwarf Mode -- Thoughts and Preferences | minor | | 2012-03-05 | Dwarves get unhappy thought for dead relative/friend while body is still missing | Get a dwarf with friends killed and before his body is found, check his friends thought. |
| 0005052 | 2 | Adventure Mode -- Buildings | minor | | 2012-03-05 | Abandoned houses keep their cabinets and bags full of itens | Go to a large town. |
| 0003553 | 8 | Adventure Mode -- Sites | minor | new | 2012-03-04 | Hostile naked wrestlers in multiple castles | Save included here: http://dffd.wimbli.com/file.php?id=3389
Steps:
1. Enter Fort to the west.
2. Get face smashed in by angry wrestler. |
| 0005068 | 2 | Adventure Mode -- Reactions | minor | | 2012-03-04 | Butchering remains named oddly | |
| 0005548 | 1 | Dwarf Mode -- Skills and Professions | minor | | 2012-03-04 | vampire nicknames and profession names don't show. | find a vampire in fortress mode, set his nickname/profession name to something, leave the window, look at how his name hasn't changed
alternatively you can just give ALL the migrants some nicknames and find the vampires that way. |
| 0005541 | 3 | Adventure Mode -- Inventory | minor | resolved (user1294) | 2012-03-04 | Coins disappear when [d]ropped. | Get a pouch, [d]rop the coins. |
| 0005539 | 2 | Creatures | trivial | resolved (user6) | 2012-03-04 | Nonsensical Forgotten Beast Description "Emaciated Blob" | -Happens at World Gen.-
|
| 0005547 | 2 | Dwarf Mode -- Items | minor | | 2012-03-04 | "claim other death items" does not work properly | Right after creation of the world set this option to "Claim other death items" and wait for the first goblin thief/snatcher, then kill him. |
| 0003339 | 5 | Civilizations/Entities -- General | minor | | 2012-03-04 | Queen of the elves is a man. | Generate a world with default raws - there are bound to be a few male queens. |
| 0004149 | 4 | Dwarf Mode -- Items | minor | | 2012-03-04 | Glass pots cannot be used for brewing/storing. | Forge a glass pot then issue a brewing task with no other barrels/pots available. |
| 0002852 | 8 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2012-03-04 | A long dead goblin becomes militia commander; entire squad empty afterwards | |
| 0002203 | 5 | Dwarf Mode -- Embark/Setup | minor | | 2012-03-04 | Embark only gives you one wagon puller animal | prepare carefully before embark, remove all the animals, emabrk |
| 0003352 | 7 | Dwarf Mode -- Items | trivial | | 2012-03-04 | Animal hair has no use | Start Fortress mode.
Define an indoor refuse pile which accepts only animal parts.
Butcher/Slaughter some animals either from tame livestock or hunting. |
| 0001227 | 5 | Adventure Mode -- Sites | minor | resolved (user6) | 2012-03-04 | Some world gen mountains halls are inaccessible, possibly caused by erosion | 1.Generate world with following parameters:
LARGE REGION
Seed: 3894293870
History Seed: 2262357010
Name Seed: 3735191706
Creature Seed: 2116295528
2. Visit some generated mountain halls as an adventurer. |
| 0001716 | 3 | Dwarf Mode -- Interface, Embark | minor | resolved (user6) | 2012-03-04 | Changing embark site changes resourses in same biome | |
| 0003607 | 7 | Dwarf Mode -- Environment | minor | | 2012-03-04 | Cavern layer has water but no plants | unknown, it's happening to some but not everyone |
| 0000030 | 6 | Dwarf Mode -- Embark/Setup | minor | | 2012-03-04 | The site finder does not respect Aquifer: NO | The following settings were used on the search
X Dimension 4
Y Dimension 4
Flux Stone YES
Aquifer NO
River YES
All others were N/A
From GAMELOG.TXT
Generating world using parameter set MEDIUM ISLAND
Seed: 4077085236
History Seed: 26596064
Name Seed: 67017257
Creature Seed: 835311883 |
| 0003229 | 3 | TrueType | crash | resolved (user6) | 2012-03-04 | Crash when navigating over a particular region of the world in preparation for embarking (TrueType) | 1. Load this world in Dwarf Fortress.
2. Use arrow keys to navigate through the illustrated region (The Problematic Plain, heh). It isn't a particular tile, it occurs anywhere within a 5-6 region tile radius of the screenshot, but I have reproduced this eight times in eight tries. |
| 0004217 | 5 | Adventure Mode -- General | minor | resolved (user6) | 2012-03-04 | Adventurer Stuck in Pool, Can't travel because of non-existent boogeymen | This might take a little creativity and luck. The way this happened was i was running from some boogey-men, then one of them charged me, i landed into the pool, killed the two nearby, then no more came. The poor adventurer can't climb out of the pool, nor can he travel because 'you are still surrounded by cackling' |
| 0003149 | 2 | Creatures | minor | | 2012-03-04 | Randomized creatures with "beware its webs" don't actually have webs | |
| 0005542 | 1 | Dwarf Mode -- Trade | tweak | resolved (user11) | 2012-03-04 | Wagons Bypass Sites When Drawbridge Is Raised | 1. Create a trade depot underground, with a 3-tile-or-wider tunnel to it.
2. Build a drawbridge in between the depot and tunnel entrance.
3. After making sure the depot is marked as accessible, raise/retract the bridge.
4. Wait for caravans to arrive and note the error message. |
| 0005538 | | Dwarf Mode -- Military | minor | resolved (user1294) | 2012-03-04 | Military Dwarves Spam Upset-About-Relieved Duty | In general:
1) Embark with weapons and military training
2) Setup military to train all-year-round
3) Watch as they get periodic unhappy thoughts "upset about relieved from duty"
In the linked save:
1) Open the saved game and check the axedwarves happiness and thoughts
2) Let the game run (if migrants arrive just press the hotkeys to go back)
3) At the first of the month, both axedwarves get "relieved from duty" even though they are scheduled forever. |
| 0005535 | 9 | Technical -- Rendering | crash | | 2012-03-04 | Resizing window causes freeze with GeForce 295.73 drivers | Game runs fine until I resize the window. Does not matter what screen I'm on, it's the resizing itself that causes the freeze. It does not actually crash and needs to be closed via the task manager. |
| 0005159 | 2 | Adventure Mode -- Travel | minor | | 2012-03-04 | Ambushed by a barn owl while traveling in Adventure Mode. | |
| 0005248 | 1 | Adventure Mode -- Reactions | minor | | 2012-03-04 | Raised bogeymen corpses limit fast travel/sleep | Kill some bogeymen, WITHOUT killing the last one. Raise these corpses before they turn into smoke. Kill the last bogeyman (raising optional), then try to leave the site. SURPRISE, you can't.
Slaughter your undead bogeys and you can fast travel again |
| 0005070 | 3 | Legends Mode -- Historical Figures | minor | | 2012-03-04 | Creatures that are already vampires can get cursed with vampirism a second time | Gen world, scan gods for curses used. |
| 0005463 | 5 | Dwarf Mode -- Invasions | major | | 2012-03-04 | Dwarf necromancers that die during siege come back as ghostly, unremovable necromancers | 1) Create a fort in Fortress mode
2) Get besieged by the walking dead
3) Kill a dwarf necromancer
4) Destroy the body (toss into magma or whatever)
5) In a year or so, the Ghostly (trade) Necromancer will rise and begin animating a butcher's shop full of teeth and skins and your catacombs.
|
| 0005326 | 6 | Undeath | minor | | 2012-03-04 | Ghost of vampires still drink blood | Kill a vampire and hope he comes back as a ghost. Watch your sleeping area closely. |
| 0005468 | | Adventure Mode -- Trade | minor | | 2012-03-04 | Bought items placed in most recently equipped container, even if it's a quiver/waterskin/etc | |
| 0005414 | 2 | Adventure Mode -- Display | minor | | 2012-03-04 | page 10 of the companion list breaks. | have too many companions, easiest to do with necromancy. |
| 0005413 | 1 | Adventure Mode -- Reactions | tweak | | 2012-03-04 | necromancy corpse raise list wont change pages. | make a necromancer
kill a lot of stuff
pile it all on one space, or hold it all
use animate corpse and target the location
try and page through the list. |
| 0005460 | 9 | Dwarf Mode -- Justice | minor | | 2012-03-04 | Vampire accuses baby of killing victim | Just be really lucky after a vampire drains a victim. |
| 0005440 | | Undeath | minor | | 2012-03-04 | Undead cat can adopt dwarf | |
| 0005382 | 2 | Dwarf Mode -- Environment | crash | | 2012-03-04 | A zombie hand in freezing water is consistently crashing the game. | Download the save and see for yourself, it will crash after a few seconds :P |
| 0005447 | 1 | Dwarf Mode -- Trade | crash | | 2012-03-04 | Crash on caravan arrival | Load this save and wait about a minute
http://dffd.wimbli.com/file.php?id=5695 |
| 0002352 | 6 | Dwarf Mode -- Environment | major | resolved (user6) | 2012-03-03 | Seasonal ice melting hangs game for a ridiculously long time | Play on a temperate ocean map. |
| 0001563 | 8 | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user6) | 2012-03-03 | Fish are ALWAYS flagged and removed at embark even if they are available | 1. save an embark profile including as many different types of fish as possible.
2. start a new fortress using this saved profile
3. look over the warning screen and notice all types of fish are flagged.
4. look at the new items list and try to add fish, some or all of the fish are likely to be available. |
| 0005400 | 3 | Technical -- Rendering | crash | | 2012-03-03 | Resizing window causes freeze with GeForce 295.73 drivers | - Have my setup (Nvidia gpu + 295.73 drivers + Win7 64bit)
- Run game in FRAME_BUFFER or STANDARD rendering mode
- Try to resize window
|
| 0005434 | 5 | Dwarf Mode -- Combat | crash | | 2012-03-03 | DF Crashes on path fail | I have no idea |
| 0003738 | 2 | Creatures | minor | | 2012-03-03 | Night creatures with more/less than two eyes have two eyelids | Find a night creature and look at its description, then try to (A)im a shot and look at its body parts. |
| 0003402 | 1 | Creatures | trivial | | 2012-03-03 | Random eyeless creatures can have eyelids. | Generate a world with uncompressed saves, or use Quietust's beastextract script ( http://df.magmawiki.com/index.php/User:Quietust/beastextract.php ), find a blind or eyeless creature, and check its body parts. |
| 0001588 | 4 | Creatures | trivial | | 2012-03-03 | Forgotten Beast with 1 eye and 2 eyelids | |
| 0005392 | 1 | Creatures | minor | | 2012-03-03 | Eyelids not properly associated with eyes? | |
| 0003134 | 4 | Dwarf Mode -- Stockpiles | major | resolved (user11) | 2012-03-03 | Dwarves don't stockpile properly | |
| 0003719 | 6 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2012-03-03 | Food will not move to stocks | Unknown |
| 0005402 | 6 | Dwarf Mode -- Jobs, Hauling | major | resolved (user6) | 2012-03-03 | dwarves will not haul food to stockpiles | Not sure what triggers it, but I have a savefile I can upload. |
| 0002836 | 5 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2012-03-03 | Food stockpile only accepts 1 barrel | |
| 0005526 | 2 | Dwarf Mode -- Jobs, Items | minor | resolved (user11) | 2012-03-03 | Jeweler can cut native metal | |
| 0004695 | 5 | Dwarf Mode -- Jobs, Cleaning | minor | new | 2012-03-03 | Clean self loop (soap) | You need a really crippled dwarf to reproduce this. No arms will do it, or motor nerve damage to both hands. I have always been able to spot this bug sooner or later with a suitably injured dwarf so bug could count as 'always reproducable' however does not always happen immediately and is hard to spot |
| 0005525 | 5 | World Generation -- General | crash | | 2012-03-03 | Game crashes when accepting a generated world - SDL and memory related | |
| 0004888 | 2 | Technical -- Saving/Loading | crash | | 2012-03-03 | Game crash when loading save - out of memory? | Dwarf Fortress.exe -> continue game -> save file -> crash |
| 0003959 | 3 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | major | | 2012-03-02 | Penned Animals Get Fought Over For Shearing, Butchering, Etc. | -Set pen.
-Place sheep inside pen.
-place farmworkshop a distance away
-Wait til sheep has hair to be sheared off.
-start shear job in farmerworkshop (2 idle dwarves are required, one to shear and one to bring it back)
-enjoy dwarven tug-o-war
|
| 0003982 | 8 | Dwarf Mode -- Buildings, General | minor | | 2012-03-02 | Outside Nest Boxes Claimed by Wild Animals | Place nest box outside in biome with giant eagles. |
| 0003985 | 2 | Dwarf Mode -- Pets | minor | | 2012-03-02 | Pets That Are Also [Grazer] Die Of Starvation | Receive immigrant or make a grazer pet available to be adopted. |
| 0000439 | 5 | Dwarf Mode -- Stockpiles | minor | | 2012-03-02 | Wood Blocks cannot be stockpiled | Build a carpenter's shop.
Build a wooden block.
Make a bar/block stockpile.
Go into the stockpile settings.
No option for Wood exists. |
| 0000583 | 6 | Dwarf Mode -- Stockpiles | minor | | 2012-03-02 | Cannot Use Stockpile Settings to isolate Rock Blocks | |
| 0000828 | 30 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2012-03-02 | Dwarves will not haul cages to animal stock pile. | Place an animal stock pile down anywhere, and have cages ready to be stockpiled. |
| 0003941 | 3 | Dwarf Mode -- Traps | minor | resolved (user11) | 2012-03-02 | Weapon traps are killing friendly animals | Honestly not sure what triggered this. |
| 0003301 | 5 | Dwarf Mode -- Items | major | resolved (user11) | 2012-03-02 | Unusable Items of Dead Dwarves | Let some dwarves get killed outside while forbidding to gather their corpses and belongings, after redoing this and un-forbidding those items, they will sometimes still not be claimed back. |
| 0002985 | 3 | Dwarf Mode -- Moods | minor | resolved (user11) | 2012-03-02 | Posessed dwarf ignoring stocked items | |
| 0004651 | 3 | Adventure Mode -- AI | minor | resolved (user11) | 2012-03-02 | companions reduce to 3 on sleep | |
| 0004821 | 2 | Adventure Mode -- AI | minor | resolved (user11) | 2012-03-02 | Miners Stuck inside the earth | |
| 0003848 | 4 | Adventure Mode -- Town | major | resolved (user11) | 2012-03-02 | Consistent CTD around shops in adventure mode | With Linux SDL version, this is how I encountered the crashes:
1) Find town with shop.
2) Travel to town with fast travel.
3) Exit out of Fast Travel on the town tile with shop.
4) Attempt to either walk into shop or walk out of the shop tile area.
5) ???
6) CRASH!
Walking around towns without shops seems to not incur the crashing behaviour. |
| 0005025 | 1 | Dwarf Mode -- Economics | crash | resolved (user11) | 2012-03-02 | Crash On Caravan Arrival | Load map. Wait 30 seconds or less. |
| 0002302 | 8 | Technical -- General | crash | | 2012-03-02 | A Reproducible crash with save, | The save starts right after the last of a few goblin raids got caught in the cage traps, an elf caravan got caught in the middle, they all escaped except for one elf and his pack warthog who ended up getting stuck inside my fort for long time while I delt with it. Now about 30 seconds after I load, the elf and warthog either goes berserk or melancholy.
The crash always seems to follow about 30 seconds later if the elf goes into melancholy, which seems about a 50/50 chance? But if the elf enrages instead, it takes several minutes instead of about 30 seconds.
I am guessing though, Even if I make my new squad active and kill them both, it still seems to crash shortly after. |
| 0003186 | 13 | Dwarf Mode -- Buildings, General | crash | resolved (user6) | 2012-03-02 | Glass Walls Cause Crashes | Make a room and use Raw Green Glass Windows as a wall. May need to have the wall be outside. |
| 0003925 | 2 | Combat -- Wrestling | minor | resolved (user6) | 2012-03-02 | Grasping with upper arms despite "Ability to grasp lost" and having no hands on upper arms! | load save, check combat report. set Sazir Bimthosbut to attack something for fresh hilarity |
| 0003974 | 8 | Dwarf Mode -- Stockpiles | minor | | 2012-03-02 | Unable to place Nest Box | |
| 0003463 | 4 | Dwarf Mode -- Military | crash | resolved (user11) | 2012-03-02 | Squads contain invisible members, Squad screen and Military screen show different member counts | look at military and squad screens. Check out floodgates with lever attach to see buggy and leaking ones. Magma flow to lake.
|
| 0002935 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | | 2012-03-02 | Immobile injured dwarf left to rest on floor | Mangle a dwarf's leg.
Set up a hospital zone.
Put a bed in it. |
| 0003080 | 11 | Dwarf Mode -- Jobs, Healthcare | major | | 2012-03-02 | Surgeon cancels surgery: patient not resting | |
| 0001304 | 5 | Miscellaneous Crashes | crash | resolved (user11) | 2012-03-02 | Crash out of the blue | Unknown; most likely a case of getting two mayors and a diplomat. No migrants showed up that season.
Can upload save if needed, but it takes almost a season of playing until the game crashes, if it happens (marked always because it happened two times out of two).
|
| 0000827 | 8 | Technical -- Saving/Loading | crash | | 2012-03-02 | Crash on save or abandonment of Fortress | Attempt to save specific save again. I do not lose any data, I double-triple checked, just in case. The save seems fine, but does not want to 'unload' from the game. |
| 0003651 | 17 | Undeath | major | | 2012-03-02 | Ghost appearing/disappearing causes a massive slowdown | Have a ghost on your map. |
| 0003117 | 9 | Dwarf Mode -- Transport/Hauling | minor | | 2012-03-02 | Building materials are not available past ramps | Carve out channels to create ramps going to a stockpile of stones.
Forbid all stones not in that stockpile.
Remove all access to the stockpile except for the ramps that have been carved out.
Try to build something on the other side of the ramps. |
| 0004034 | 18 | Geology | major | | 2012-03-02 | Metal is scarce | |
| 0003831 | 10 | Dwarf Mode -- Idle Behavior | major | resolved (user6) | 2012-03-02 | Start a new fort, dwarves all idle. No work at all. | Un-zip save file, put in save folder.
Open save game, un-pause. |
| 0005072 | 7 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2012-03-02 | Removing designations doesn't cancel jobs that have already been claimed by dwarves | 1) Designate square to be dug out
2) Wait until a miner is on the way
3) Undesignate the square
4) Watch as the square is dug out anyhow |
| 0005529 | 2 | Dwarf Mode -- Artifacts | minor | resolved (user11) | 2012-03-02 | Artifacts made of gems cannot be put into stockpiles | Make artifact out of a gem
Watch it sit in the jeweler's workshop despite all of your stockpiles |
| 0005528 | 2 | Adventure Mode -- General | minor | | 2012-03-02 | Generic templates | 1. Add ability to create default presets.
2. Block way to delete default presets.
|
| 0005229 | 2 | Adventure Mode -- Buildings | minor | new | 2012-03-02 | Walls made of pillars on second floor of two-story block | |
| 0005487 | 3 | World Generation -- General | major | new | 2012-03-01 | World Gen/Embark oddities. | |
| 0005524 | | Dwarf Mode -- Moods | minor | | 2012-03-01 | Diplomat unhappy about leaders mood | |
| 0004012 | 2 | World Generation -- General | crash | resolved (user6) | 2012-03-01 | Seg fault during world gen | Tried using the seeds shown below with "advanced" world gen, medium island, 250 years of history, but it didn't crash. Maybe I have to change some other setting to match what "create world now" sets. Or maybe it's just not reproducible. |
| 0005519 | | Creatures | minor | new | 2012-03-01 | Interaction wait periods carry over to different interactions available after body transformations | Create two creatures, each with an available interaction. Make sure one of these interactions transforms you into the other creature and has a long waiting period. Upon transformation, the new creature's interaction will also be locked out. |
| 0005518 | 2 | Legends Mode -- General | major | resolved (user1294) | 2012-03-01 | Simultaneously using legends mode and adventure mode might lead to save file problems | |
| 0005361 | 3 | Adventure Mode -- Town | minor | resolved (user6) | 2012-02-29 | Armor shop had nothing but copper boots | |
| 0005509 | 3 | Adventure Mode -- Quests | minor | resolved (user6) | 2012-02-29 | No bandits at bandit camp, they ambushed me | 1. Get a quest
2. Do not go to the quest location
3. Camp near them
4. They will ambush you, not always
5. Quest complete |
| 0005498 | 4 | Legends Mode -- Map Export | crash | | 2012-02-28 | Lock/crash from attempting to export map twice after world generation | - Generate a world with any parameters or load an existing world in Legends Mode.
- After world gen or in Legends mode, tap (p) to export an image of the map.
- Tap (p) a second time. |
| 0005495 | 3 | Dwarf Mode -- Interface, Unit View | crash | resolved (user6) | 2012-02-28 | Attempting to view dead minotaur causes crash | kill a minotaur
try to view the units corpse and loot
|
| 0001434 | 13 | Miscellaneous Crashes | crash | resolved (user11) | 2012-02-28 | Crash for no apparent reason with save | Unpause the game - within 1-2 in game days, the game should crash. |
| 0002299 | 16 | Technical -- General | crash | | 2012-02-28 | Unhandled Win 32 Exception crash in Fortress mode, also crashes on attempts to reclaim. | 1) Download the save
2) Load the save
3) You crash with a messge "An unhandled win32 exception occurred in Dwarf Fotress.exe" almost (2-3 seconds) immediately after pressing space
|
| 0005504 | | Adventure Mode -- Movement | trivial | new | 2012-02-28 | Adventurer can't use Alt+move to jump into a well | Walk up against a well in every possible way. |
| 0005505 | 1 | Dwarf Mode -- Invasions | major | resolved (user6) | 2012-02-28 | Invader mounts afraid of combat, take riders along for the ride. | |
| 0003832 | 2 | Dwarf Mode -- Invasions | minor | resolved (user11) | 2012-02-28 | Humans are cowards | |
| 0005502 | 2 | World Generation -- General | major | | 2012-02-28 | After World Gen, the game crashes | 1. Start a world gen
2. wait for it to end or stop it with Enter/esc
3. Press "enter" to continue
4. the game stops responding and then throws a "unhandeled Win32 exception" error. |
| 0005500 | | World Generation -- General | crash | resolved (user6) | 2012-02-28 | World Generation crashes on save if data has been exported | -Start the game.
-Select either "Create New World!" or "Design New World with Advanced Parameters".
-Choose any valid parameters.
-Allow the world generation to halt, either by exhausting the allocated historical span or pausing it and choosing "Use the world as it currently exists".
*The deciding factor in the occurrence of this bug is as follows:*
-Press 'p', issuing the "Export image/info" command.
-Press 'Enter', issuing the "Accept" command. |
| 0005493 | 2 | Adventure Mode -- Sites | minor | new | 2012-02-28 | Keep with civilians living in it | |
| 0005496 | | Dwarf Mode -- Combat | trivial | resolved (user6) | 2012-02-28 | Teeth multiply? | sever a tooth and have it fly off in an arc? |
| 0005087 | 3 | Dwarf Mode -- Justice | minor | new | 2012-02-28 | Soldiers will not attack a vampire that is in-progress of sucking a sleeping dwarf dry | Station military next to a vampire that is in progress of sucking blood in fortress mode |
| 0005319 | 7 | Legends Mode -- Historical Figures | minor | | 2012-02-28 | Vampire simultaneously chieftess of one entity and law-giver of another | |
| 0005273 | 2 | World Generation -- Parameters | crash | | 2012-02-28 | Cull Hist Figs crashes World Gen. | Select Design New World With Advanced Parameters, select any world size, set Cull Historical Figures to Yes, and generate the world.
For small worlds set the mega-beast check % to -1 to run enough history to encounter bug. |
| 0005104 | 3 | World Generation -- General | minor | | 2012-02-28 | In worldgen, Age of Legends briefly reverts to Age of Myth | Happens most of the time with the default settings in "Create New World!" |
| 0002868 | 1 | Dwarf Mode -- Interface, Military Screen | major | resolved (user6) | 2012-02-28 | cannot issue orders to military dwarves at schedules screen | (m) military
select appropriate squad.
(a) alerts - activate squad (this doenst seem to effect the problem-but just in case)
(s) schedule
(o) issue orders
(o-o-o-o) any orders selected, on selected soldiers
(*/) number of soldiers min/max etc
(shift+enter) to save
all reverts back to training, no changes accepted |
| 0001321 | 7 | Dwarf Mode -- Interface, Squad Schedule | major | resolved (user6) | 2012-02-28 | Squad Schedule cannot be edited, or given new orders | |
| 0003672 | 2 | Adventure Mode -- Combat | major | resolved (user6) | 2012-02-28 | on military schedule, cant save new orders | -Create a squad
-Go to schedule
-Change any of the orders as usual
-Try to save |
| 0003673 | 2 | Dwarf Mode -- Interface, Military Screen | major | resolved (user6) | 2012-02-28 | on military schedule, cant save new orders |
-Create a squad
-Go to schedule
-Change any of the orders as usual
-Try to save |
| 0005446 | 2 | TrueType | crash | | 2012-02-28 | Crash when using TrueType, always happens when text runs off the screen. | See Description for example |
| 0005484 | 3 | Miscellaneous Crashes | crash | | 2012-02-28 | Crash when viewing minotaur corpse | See Description |
| 0005488 | 5 | Adventure Mode -- Travel | minor | new | 2012-02-28 | Spurious "get away from obstructions" message | |
| 0000595 | 1 | Dwarf Mode -- Environment | trivial | new | 2012-02-27 | Cave spider silk webs are suspended in mid-air above a deep pit with lava. | |
| 0005491 | | Adventure Mode -- Town | minor | new | 2012-02-27 | Weird catacomb entrance | |
| 0005489 | 1 | Adventure Mode -- Quests | minor | resolved (user6) | 2012-02-27 | "Criminal mastermind" hiding in a woven clothing shop, killing shopkeeeper | |
| 0001613 | 1 | Dwarf Mode -- Interface, Squad Control | minor | resolved (user6) | 2012-02-27 | already used equipment shows up in squad equipment screen | 1. generate some items of the same type and quality (eg. iron breastplates by the same armorer)
2. switch to the squad screen
3. add a squad with just the captain
4. select one of the above built specific equip for the dwarf
5. add another dwarf and try to guess which equipment ist yet to use and which not |
| 0005486 | | General | crash | resolved (user6) | 2012-02-27 | Nemesis Unit Load Failed | |
| 0005454 | 4 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2012-02-27 | Harvest plants not affected by burrows | Define a burrow that doesn't include the farm plot, and add a dwarf to it.
Wait for the crop to be ready for harvest.
Observed: dwarf assigned to burrow harvests plants
Expected: dwarf assigned to burrow doesn't harvest plants |
| 0005482 | 1 | Dwarf Mode -- Interface, Unit Profiles | trivial | resolved (user6) | 2012-02-27 | Incorrect spouse grammar | |
| 0005483 | | Creatures | minor | resolved (user6) | 2012-02-27 | Non-flying critters in sky | Play
Look in sky periodically |
| 0005466 | | Creatures | minor | resolved (user6) | 2012-02-27 | Werecreatures appear in non-monstrous form(?) | Wait an arbitary amount of time. |
| 0005479 | | Dwarf Mode -- Thoughts and Preferences | minor | | 2012-02-27 | Vampires suffer alcohol withdrawal | Get vampire, watch vampire productivity drop through floor. |
| 0005476 | 1 | Creatures | minor | new | 2012-02-26 | You can't butcher vermin but you can buy goods that require it. | |
| 0004493 | 8 | World Generation -- General | minor | | 2012-02-26 | Turtles only appear in island worlds | |
| 0005475 | 2 | Adventure Mode -- Sites | minor | resolved (user6) | 2012-02-26 | Keep with hostile nameless wrestlers and no leader | |
| 0005337 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | major | new | 2012-02-26 | Ordering military to kill were-dwarf results in loyalty cascade | |
| 0005467 | 1 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2012-02-26 | saved embark profiles don't find fish or turtles despite those being available to the civ chosen | save an embark profile that includes any of cave fish, cave lobster or pond turtle. Try to embark using that profile with a civ that has access to these food items. |
| 0005298 | 1 | World Generation -- General | minor | new | 2012-02-26 | Necromancers of races that can't speak (modded) | Have a civilized race that builds sites, but lacks CAN_SPEAK |
| 0005448 | 1 | Civilizations/Entities -- General | major | resolved (user1294) | 2012-02-26 | Loyalty cascade from killing a werebeast dwarf while not transformed | |
| 0000782 | 27 | Dwarf Mode -- Nobles | minor | | 2012-02-26 | [SPOILERS] Mayor mandates items of HFS material | |
| 0001346 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2012-02-26 | Adamantine thread used for suturing. | Have adamantine thread in stock and room in the hospital stockpile. |
| 0005465 | | World Generation -- Constructions | minor | new | 2012-02-26 | Necromancer towers in hilly terrains can have buggy entrances or doors. | |
| 0002090 | 3 | Dwarf Mode -- Interface, Trade | minor | new | 2012-02-26 | Traders get attacked, proceed to depot, unload goods, and leave without packing it back up | 1. Have an ambush attack a caravan but survive once you kill the ambush.
2. Trade with caravan.
3. Wait for them to leave. |
| 0001036 | 5 | Dwarf Mode -- Trade | minor | resolved (user6) | 2012-02-26 | "Accessible" underground depot -> traders stay at map edge | 1) Break into a cavern and locate a part of it which goes off the edge of the map (walkable floor right next to the edge)
2) Build a trade depot in the cavern close to the edge, and use the "depot accessible" command to make sure that it's accessible. You should see green "W"s leading from the depot to the cavern's map edge.
3) Seal off the cavern so that it's inaccessible from the surface.
4) Wait for traders to arrive. They'll spawn on the edge of the map on the surface, and then just sit there. |
| 0005461 | 1 | Dwarf Mode -- Interface, Unit View | crash | resolved (user6) | 2012-02-26 | Crash when using Zoom-cre from Units list | |
| 0005459 | 4 | Dwarf Mode -- Environment | minor | resolved (user6) | 2012-02-26 | Dead inoperable tiles created when carving ice | Well, not sure... I carved channels into a frozen river; put down rock floor initially, but tore them out in favor of deepening the moat another z-level... and which point a handful of consecutive tiles became null. |
| 0002698 | 5 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user6) | 2012-02-26 | Caged animals player gains through merchant death cannot be freed | 1. Merchants bring caged animals.
2. Merchant gets killed in ambush.
3. Build dead merchant owned caged creature somewhere as a free standing cage.
4. "Unassign" creature
5. Watch dwarf run to get free cage, put unassigned animal into this cage, possibly return the caged animal in its new cage to animal stockpile if room in stockpile.
Note: player can assign and free his own animals to cages, freeing them at will. But animals one gains through merchant death cannot be freed through normal "unassign caged animal".
|
| 0001024 | 2 | Dwarf Mode -- Trade | minor | new | 2012-02-26 | Elves continuously emptying and filling their pack animals at the trade depot | |
| 0000996 | 6 | Dwarf Mode -- Trade | minor | new | 2012-02-26 | Wounded Elf trader steals soap | Produce soap.
Wound an elf non-fatally.
Said elf should have blood spattered on their body. |
| 0003407 | 1 | Dwarf Mode -- Trade | minor | new | 2012-02-26 | Caravan guards follow merchants poorly | |
| 0002895 | 8 | Dwarf Mode -- Environment | minor | new | 2012-02-26 | Caravan guards hang around as "Friendly" after the merchants leave | Play dwarf mode until you see a friendly guy in the units list near the border of the map. |
| 0003526 | 4 | Dwarf Mode -- Economics | minor | | 2012-02-26 | Trader Mental Illness | I'm not sure how to try this other than keep observing caravans on other profiles to see if it happens to them too. |
| 0003494 | 3 | Dwarf Mode -- Idle Behavior | major | resolved (user6) | 2012-02-26 | Trader refuses to leave when no trade depot is ever built | I'm not sure. |
| 0005191 | | Dwarf Mode -- Trade | major | resolved (user6) | 2012-02-26 | If merchants arrive and no trade depot is built for them, they go crazy instead of leaving | I have not tried, but presumably just don't build a trade depot in your first year. |
| 0001508 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2012-02-26 | Traders go crazy if no Depot is available | Start a map. Don't built a depot. Insanity ensues. |
| 0001118 | 4 | Combat -- Wrestling | minor | new | 2012-02-26 | Giant throws Dwarf, hits self | Start tossing around dwarfs in the arena as a giant. Sometimes you'll throw the dwarf by the part with your part, and then it will slam into you, knocking the both of you prone. |
| 0005453 | 2 | Creatures | trivial | resolved (user6) | 2012-02-26 | Skunks have no stink spray | Just see the skunk raws in creature_temperate_new.txt
|
| 0000545 | 23 | Dwarf Mode -- Trade | major | resolved (user6) | 2012-02-26 | NO dwarven caravans! | Play a game, and wait...and wait... |
| 0005445 | 3 | Items | trivial | resolved (user6) | 2012-02-26 | Spears have a minimum size requirement of 5000 but training spears have a minimum size requirement of 42500. | |
| 0005450 | 1 | Dwarf Mode -- Environment | minor | new | 2012-02-26 | Invisible evil mist | Not sure |
| 0004318 | 5 | Dwarf Mode -- Items | minor | | 2012-02-26 | Fill pond job causes dwarves to fill a bucket with thousands of units of water, work slowly. | Dig a hole, make it a pond. Make a bucket, make a well, watch as dwarves slow to a crawl from the massive amounts of water in their buckets. |
| 0005156 | 6 | Undeath | trivial | | 2012-02-25 | Gloom husk cats give birth to normal kittens, then attack them | Get cats of both genders on a map known to spawn undeath-causing clouds
Pasture the female cat outside
Wait for the cloud
Wait for kittens |
| 0005108 | 1 | Adventure Mode -- Buildings | minor | | 2012-02-25 | Items can't be taken out of built cabinets in Adv Mode | Find an abandoned shop, maybe a normal one will work too; go to a cabinet and try to get anything out of it. |
| 0005442 | | Dwarf Mode -- Trade | minor | new | 2012-02-25 | Traders leaving map with their own caged Animal triggers snatcher pause | |
| 0003587 | 3 | Adventure Mode -- Town | minor | resolved (user6) | 2012-02-25 | Store inventories completely gone upon return to town. | |
| 0003582 | 6 | Adventure Mode -- Inventory | minor | resolved (user6) | 2012-02-25 | Two weapons disappear from inventory mysteriously. | |
| 0004173 | 1 | Dwarf Mode -- Interface, Stocks | minor | | 2012-02-25 | Kaolinite is not listed as economic stone, despite being used for porcelain | |
| 0005427 | 4 | Technical -- Saving/Loading | major | resolved (user6) | 2012-02-24 | game freezes when I save | All I have to do is start a game, and then try to save, and it will freeze every time. I don't know if there are other contributing factors. |
| 0005224 | 2 | Adventure Mode -- Quests | minor | new | 2012-02-24 | Werecreatures and vampires are found naked in their lairs | |
| 0005438 | 1 | Title Screen | crash | resolved (user6) | 2012-02-24 | Crash when pressing ESC to skip intro Movie | Start game.
Press Esc.
Random crash. |
| 0005435 | 1 | Adventure Mode -- General | minor | | 2012-02-24 | Cloned companions recruited at forts | I've only tested this with the initial fort I recruited my companions; however, it seems leaving said fort for several days and allowing it to be repopulated with guards spawns the same characters over and over. |
| 0004657 | 5 | Creatures | minor | resolved (user6) | 2012-02-24 | Zombies do not leave any corpse, body parts or blood and do not count as kills. | Just embark in a terrifying/sinister area and all zombie versions of creatures have this problem (Zombie Elephants, Zombie Groundhogs, Zombie Badgermen, Zombie Tigerfish, Zombie Stingray and Zombie Giant Cougar are the ones I encountered in the 3 fortresses I made to see if it would reproduce.) |
| 0005178 | 4 | TrueType | minor | resolved (user6) | 2012-02-24 | Selection Bar Obscures Selected Name | |
| 0003355 | 4 | Creatures | minor | | 2012-02-24 | [FIREBREATH]-Attacks have no effect on enemy creature | Start the arena, create a fire imp, create another creature that is hostile to it, wait till the imp breaths fire, see how its enemy is unharmed by it. |
| 0005416 | 2 | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2012-02-24 | Dwarves assigned to burrow will NOT leave burrow even when inactive | Create a burrow covering your fortress, but NOT the outside world. Assign your entire population to this burrow. They WILL remain indoors for the siege/raid, but they won't ever leave... |
| 0005171 | 7 | Dwarf Mode -- Justice | minor | new | 2012-02-24 | Ghost able to act as witness to crime (Vampire kill). | Kill dwarf (vampire speciffic?) let him loiter and witness a crime.
Also remember to place your bets on the lottery. |
| 0005430 | 4 | Adventure Mode -- General | minor | resolved (user6) | 2012-02-24 | two more necromancy bugs | reanimate a body, kill it, re-reanimate it
this one is an !ALWAYS!
unless you travel from where the body was killed and return.
reanimate ALL the bodies, travel for a wile, leave travel
seems theres a high chance of a clown chasin you down when you leave travel with 200+ zombies.
this one is more of a !RANDOM!. |
| 0005318 | 3 | Adventure Mode -- Town | minor | new | 2012-02-24 | Outcast criminals living directly below lords etc. in the keep | Explore the castles lower levels. They might not be there very often. |
| 0005390 | 5 | Dwarf Mode -- Interface, Designations | major | resolved (user6) | 2012-02-24 | Digging Upward Ramp makes dwarf go nuts. | Go any amount of z-levels under surface level,
(d)esignate
upward (r)amp
go up a level and see designated upward ramp where you ordered it on level below. |
| 0005420 | 2 | General | crash | | 2012-02-24 | Unexplained crash to desktop | dunno |
| 0005259 | 2 | Dwarf Mode -- Immigration | tweak | | 2012-02-24 | Soldier dwarf from previous fort arrives active, but not part of squad | |
| 0005221 | 3 | Dwarf Mode -- Immigration | trivial | | 2012-02-24 | Royal family (minus the actual monarch) arrive as normal migrants | |
| 0005328 | 2 | Dwarf Mode -- Immigration | major | | 2012-02-24 | Ghosts can immigrate from past fortresses | No idea. |
| 0005078 | 4 | Undeath | minor | | 2012-02-24 | Zombies re-animated multiple times, resulting in malformed creature/corpse names | 1. Load save.
2. Kill a zombie.
3. Kill the same zombie, again. |
| 0005111 | 3 | Adventure Mode -- General | minor | | 2012-02-24 | Some player raised zombies are hostile to player and other friendly zombies | Download the attached save and raise all the corpses and body parts in sight (x-p-animate corpse). |
| 0005089 | 2 | Adventure Mode -- Combat | minor | | 2012-02-24 | Re-raised (flaming?) corpses in tomb instantly bleed to death | Play an adventurer (possibly a dragon)
Light a lot of animated dead on fire (possibly with dragonfire)
Kill them in the presence of a mummy (possibly other necromantics too)
Watch the mummy try to resurrect them only to have them all instantly bleed to death |
| 0005101 | 1 | Adventure Mode -- Eating/Drinking | major | | 2012-02-24 | Companions get hungry/starving and thirsty/dehydrated, no way to feed them | |
| 0005425 | 2 | Dwarf Mode -- Embark/Setup | major | resolved (user6) | 2012-02-23 | regions beyond region 1 not selectable and other worldgen weirdness | no idea |
| 0005424 | | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2012-02-23 | No Iron Anvil in setup screen? | |
| 0005423 | 1 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2012-02-23 | Immediate crash upon selecting world and going to the site finder screen | Load Dwarf Fortress(with this world)
Select this world
Go to Dwarf mode and try to access site finder |
| 0005422 | | Dwarf Mode -- Environment | minor | resolved (user6) | 2012-02-23 | cave-in upon embark | |
| 0003849 | 2 | Dwarf Mode -- Interface, Stockpiles | major | new | 2012-02-23 | Ice bug - stockpiling | Mine ice, then fail to stockpile it. |
| 0005194 | 2 | Adventure Mode -- Buildings | minor | new | 2012-02-23 | Some sewer grates have ramps underneath | |
| 0005419 | 3 | Dwarf Mode -- Interface, Designations | major | resolved (user6) | 2012-02-23 | Won't mine at the designated tiles all of the sudden | No idea |
| 0005050 | 11 | Technical -- Rendering | minor | | 2012-02-23 | Adv Mode "get" menu not refreshing properly with TrueType | Create an adventurer and push the "g" button to open the "Get/Ground" menu in place where the menu would have multiple pages and then use "/" or "*" to change the page. You should notice the ghosting of the previous page "under" or behind the new page's contents. |
| 0005417 | 1 | Dwarf Mode -- Interface, Standing Orders | minor | resolved (user6) | 2012-02-23 | Orders->Forbid->Claim other death items not honored | |
| 0005415 | | Adventure Mode -- Inventory | minor | resolved (user6) | 2012-02-23 | looting necromancer books then dying then grabbing them with a new adventurer = copies of all necro books | |
| 0004570 | 5 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user6) | 2012-02-23 | Hunter will crawl in ambush mode unable to reach fast animals (badgers) | Hunt badgers |
| 0004592 | | Dwarf Mode -- Embark/Setup | trivial | new | 2012-02-23 | Embark wagon/barrels ignore world; got black-cap barrels without caverns | Embark with 3000 units of meat in world without caverns. |
| 0005405 | | Dwarf Mode -- Embark/Setup | trivial | resolved (user6) | 2012-02-23 | Embarked wood items are built from trees the Mountainhomes don't have | |
| 0004375 | 7 | Adventure Mode -- Town | block | resolved (user6) | 2012-02-23 | Dwarven Town is in Hell. Huge lag makes game unplayable. | I have no idea. |
| 0005043 | 5 | Adventure Mode -- Environment | major | resolved (user6) | 2012-02-23 | Human city inside of sand cavern | None yet, will use the same world and attempt to recreate in the future. |
| 0005409 | 1 | World Generation -- General | minor | new | 2012-02-23 | Vampire abducted by Night Creature | Worldgen until monster chooses a vampire as a victim. |
| 0005410 | | Adventure Mode -- General | minor | resolved (user1294) | 2012-02-23 | Huge Lag spikes in some areas of towns, lots of abandoned housing, almost impossible to travel in area. | Generate a Medium sized world, 250y age.
Travel to the shopping district of a large town.
|
| 0005407 | | Dwarf Mode -- Interface, Announcements | minor | resolved (user11) | 2012-02-22 | Combat reports don't tell when a creature dies | Kill a critter. |
| 0005406 | | Dwarf Mode -- Abandonment of Fort | minor | new | 2012-02-22 | After abandoning a fortress, the dwarves will still be there in adventure mode | Embark on a small area, abandon the site, go there with an adventurer, and say hi to the first dwarf you see!
Then kill yourself, reclaim, and notice how that all the dwarves from the last embark are still on the unit list. |
| 0005404 | | Dwarf Mode -- Interface, Status | major | resolved (user6) | 2012-02-22 | missing dwarfs with destroyed corses and ghosts can not have a slab engraved for them | Drop a dwarf into the magma sea. wait till A-he's marked as missing and B-his ghosts shows up.
You will not be able to memorialize the ghost due to the fact the corpse is now completely gone and he will be permanently marked as missing. |
| 0005401 | 3 | Miscellaneous Crashes | crash | resolved (user6) | 2012-02-22 | Crash on attempt to enter Dwarf Mode | Start playing in Fortress mode, embark in adventure mode. Legends is fine. |
| 0002100 | 2 | Combat -- Stuck-ins | minor | resolved (user6) | 2012-02-22 | A pike was stuck in a tiger's shattered tooth. | |
| 0005403 | 1 | Dwarf Mode -- Military | major | new | 2012-02-22 | When stationed, marksdwarves refuse to fire training ammo, but don't grab combat ammo either | Precondition:
- Have both wooden and metal bolts on a stack at the barrack.
- Set 'Squad Eq' on the barrack.
- Some dwarves are not equiped with metal bolts yet.
Execution:
***Adding new ammunition type:
'm' -> 'f' -> 'c' -> 'Choose ammunition (bolt)' -> 'Select the new item' -> 'M' -> 'Select metal' (do the same for Wood)
***Setting training and combar bolts:
'm' -> 'f' -> 'Choose squad' -> 'choose item' -> 'C' for "use in combat" OR 'T' for "Use in training" (set Wooden bolts for training and Metal bolts for combat)
***Stationing the dwarves:
's' -> 'Choose the squad' -> 'm' -> 'Choose the place to sation and ENTER'
Expected Result:
When stationing the marksmans squad, The dwarves who are not yet equiped with metal bolts go to the stack and pickup them and then go to station.
Actual result:
When stationing the marksmans squad, the dwarves who are yet not equiped with metal bolts go to station without them, as a result, tey don't fire at all (even using wooden bolts, because they are forbiden to do so). |
| 0005143 | 2 | Adventure Mode -- Reactions | tweak | new | 2012-02-22 | campfires aren't affected by gravity | find a river, make a campfire on it, wait for the ice to melt. |
| 0005366 | 4 | Technical -- Input/Keybinding/Macros | minor | | 2012-02-22 | Bizarre macro behavior | Hit ctrl-r to create a macro and put in some basic commands, hit ctrl-s to save it. Note that the recording indicator is still on. Hold ctrl-p to play the macro afterwards. Note how the game is now simultaneously recording and playing the macro.
This can cause the game to go out of control, as the macro system seems to record and play itself repeatedly. A quick tap of the play button will often stop playing after a moment, but when the play button is held for a few seconds it seems to snowball out of control quickly. |
| 0002191 | 10 | Adventure Mode -- Combat | major | new | 2012-02-22 | Rolls for wrestling moves are too all-or-nothing | |
| 0005079 | 3 | General | major | resolved (user6) | 2012-02-22 | FPS crash | |
| 0005399 | 1 | Title Screen | crash | resolved (user6) | 2012-02-22 | DF Crash in opening sequence. | I have absolutely no idea. |
| 0005398 | 1 | Dwarf Mode -- Trade | minor | resolved (user1294) | 2012-02-22 | Caravan arrives, bypasses inaccessible site, and unloads anyways | |
| 0005384 | 4 | Dwarf Mode -- Idle Behavior | minor | new | 2012-02-22 | Widespread starvation causes lag from dwarves searching for food too often | 1. Get a large population.
2. Stop making food.
3. Wait. |
| 0005377 | 3 | Adventure Mode -- AI | minor | new | 2012-02-22 | Pouches can't be worn by player | go around towns looking at the higher-ups equip lists, your bound to find one. |
| 0005331 | 2 | World Generation -- Constructions | minor | new | 2012-02-22 | Bridge goes halfway across river and then just ends | |
| 0005367 | 2 | Cave-ins | major | resolved (user6) | 2012-02-22 | cavern cavein on world gen/starting as an adventurer. | |
| 0003110 | 4 | Contaminants/Spatter | minor | resolved (user6) | 2012-02-22 | Blood pools/splatterings/smears spontaneous apperance | |
| 0002044 | 5 | Contaminants/Spatter | minor | resolved (user6) | 2012-02-22 | Poisons spread too much, result is mass chaos and death | |
| 0005396 | | Dwarf Mode -- Nobles | minor | resolved (user1294) | 2012-02-22 | Queen/King Consort Arriving Oddly | Occurs sometimes during migration. |
| 0005395 | | World Generation -- General | crash | resolved (user6) | 2012-02-22 | World Gen Crash | Create new world>accept world once it has finished generating>when going back to menu, it says, "Dwarf fortress has encountered an error and needs to close" |
| 0004563 | 1 | Dwarf Mode -- Jobs, Cleaning | minor | new | 2012-02-22 | Dwarves use soap from hospital for bathing |
1. Have hospital and soap stocked in.
2. Have bloody mess. A goblin death tower works quite well. Animals walking in the rain spread mess around quite effectively.
3. Have a water source: a well or a designated zone.
4. Watch dwarfs enjoy their soapy baths at the well.
5. Wonder where all the soap vanished from hospital.
|
| 0003181 | 1 | Dwarf Mode -- Buildings, General | minor | new | 2012-02-22 | caveins leave splatters on open space of not built stuff | |
| 0000634 | 2 | Dwarf Mode -- Military | major | new | 2012-02-22 | Squad is too busy training, ignores kill order | |
| 0003051 | 4 | Dwarf Mode -- Jobs, General | major | resolved (user6) | 2012-02-22 | Dwarves can't use workshops -- workshops are forbidden but not marked as such | Making a rope restraint room and assigning a camel to it, or forbidding the use of stones that have also been used to build workshops? |
| 0002973 | | Dwarf Mode -- Moods | minor | | 2012-02-22 | dwarf went insane despite having "begun a mysterious construction" more than a month earlier | |
| 0002969 | 3 | Dwarf Mode -- Moods | minor | resolved (user6) | 2012-02-22 | Dwarf never finishes construction after starting: Goes berserk. | Perhaps have a dwarf become possessed and see whether a cluttered workshop makes his construction take too long. |
| 0005388 | | Dwarf Mode -- Interface, Burial | minor | resolved (user6) | 2012-02-22 | Berzerk Dwarf removed from civ doesn't receive burial | |
| 0004514 | 1 | Dwarf Mode -- Items | minor | resolved (user6) | 2012-02-22 | Dwarf disappears, listed as dead in units screen. | |
| 0005389 | 1 | Adventure Mode -- Town | major | resolved (user6) | 2012-02-22 | Massive slowdown in a certain town | Save included, the adventurer is in said town, so just fire it up. |
| 0005281 | 2 | Adventure Mode -- General | major | resolved (user6) | 2012-02-22 | Massive Lag outside Keep in Town | Unknown if this affects other worlds, but it makes this particular one unplayable. |
| 0002529 | 5 | Animal Populations | major | | 2012-02-22 | Repeatedly visiting town/site causes animals to accumulate | I have not tried to reproduce that behavior with another region and character but is always does the same thing for my current one. |
| 0005364 | 3 | Typos/Grammar | trivial | resolved (user6) | 2012-02-22 | Whale/carp can stand up | |
| 0005379 | 1 | Dwarf Mode -- Trade | major | | 2012-02-22 | A wagon is parked at trade depot- won't leave. | I'm not sure what is causing the issue. Perhaps having two depots? |
| 0004343 | 2 | Dwarf Mode -- Interface, Unit View | text | | 2012-02-22 | Unnamed notable creatures are displayed weird in unit view kill list | 1. Get a animal man companion in adventure mode.
2. Kill it.
3. Look at your kill list. |
| 0005391 | | Typos/Grammar | minor | resolved (user1294) | 2012-02-22 | Months now have a 0st day. | |
| 0003227 | 4 | Dwarf Mode -- Jobs, Military | minor | resolved (user1294) | 2012-02-22 | Military dwarves can lose job prefs | |
| 0004297 | 6 | Dwarf Mode -- Trade | major | resolved (user6) | 2012-02-22 | Making requests results in a caravan carrying almost nothing | |
| 0000833 | 23 | Projectiles | minor | resolved (user6) | 2012-02-22 | Adamantine bolts do less damage, bolts ineffective in general | Easily tested with bowdwarf equipped with Adamantine bolts in arena mode. |
| 0005329 | 3 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2012-02-22 | "Put Item In Tomb" Solo Job | Have a dwarf die with a tomb, watch the slow collection of his possessions. |
| 0005375 | 1 | Adventure Mode -- Inventory | minor | resolved (user6) | 2012-02-21 | crossbow/bowman companions | |
| 0003890 | 4 | Adventure Mode -- Combat | minor | resolved (user6) | 2012-02-21 | One-armed bowman can still fire projectiles | |
| 0005385 | | Adventure Mode -- Sleep | minor | resolved (user6) | 2012-02-21 | Waking up in another location | Sleep in a town/hamlet. |
| 0005383 | | Dwarf Mode -- Environment | minor | resolved (user6) | 2012-02-21 | Dwarves falling off waterfalls | |
| 0005378 | 1 | Dwarf Mode -- Buildings, General | minor | new | 2012-02-21 | Dwarves will swim across river to finish a bridge | Build a 1-tile Constructed Floor bridge across a river, one bigger than a brook. Watch when the dwarf builds the last tile. |
| 0005374 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user1294) | 2012-02-21 | Cat adopts dwarf. | No idea |
| 0005376 | | Dwarf Mode -- Interface, Burial | minor | new | 2012-02-21 | Engraving memorials causes the menu to get stuck | 1. Let one or more dwarves die
2. Build a slab
3. Go to craftshop
4. a - Alt+s - enter
5. a |
| 0005136 | 13 | Miscellaneous Crashes | crash | resolved (user6) | 2012-02-21 | Adventure mode crashes immediately after starting | As above. |
| 0002676 | 11 | Creatures | minor | new | 2012-02-21 | Fatty tissue has same melting point as rendered fat/tallow, which is far too low | Is always the case. Effects may be observed by submerging an animal in magma or otherwise subjecting them to a source of high heat: Often, the fatty tissue has melted out of the creature before (m)any other wounds have developed. |
| 0005371 | | Dwarf Mode -- Interface, Trade | trivial | new | 2012-02-21 | In trade requests screen, yarn goods are grouped differently than other textiles | |
| 0005365 | 3 | World Generation -- General | major | resolved (user6) | 2012-02-21 | Adamantine Spire, Lava Mountain, Cavern Collapses | |
| 0005372 | | Adventure Mode -- General | minor | resolved (user6) | 2012-02-21 | Duplicate followers in Adventure Mode | Look north a little bit. There's two of them. |
| 0005309 | 2 | Technical -- General | crash | resolved (user6) | 2012-02-21 | Segmentation fault on start, Ubuntu | |
| 0005369 | | Dwarf Mode -- Immigration | minor | resolved (user6) | 2012-02-21 | Strange 'Trader' appearance with migrants | Get a migrant wave |
| 0004603 | 5 | Adventure Mode -- Inventory | minor | resolved (user6) | 2012-02-21 | Waterskin can be filled with 1800 units of water | Take empty waterskin. Go to a river. Fill waterskin. |
| 0005355 | 2 | Dwarf Mode -- Interface, Burial | minor | resolved (user6) | 2012-02-21 | Dwarves bury missing corpses as normal | Send a tame animal to it's death somewhere far away and isolated and wait for the announcement that it has gone missing. Open the area back up to your haulers and watch as a dorf goes up to the corpse to drag it away and is surprised by the fact that it's dead. |
| 0004377 | 7 | Dwarf Mode -- Military | minor | new | 2012-02-21 | Marksdwarves that are forced prone (e.g. by another creature walking over them) don't get up until their quiver is empty | Not sure. |
| 0001765 | 3 | Pathfinding | trivial | resolved (user6) | 2012-02-21 | Ramps without an adjacent wall are unusable | Dig a hole, I assume. |
| 0003583 | 6 | Pathfinding | minor | resolved (user6) | 2012-02-21 | Ramps without adjacent wall tiles will not allow pathing onto bridge | Attempt job at carpenter's workshop or wood furnace. |
| 0005071 | 2 | Dwarf Mode -- Jobs, General | minor | resolved (user6) | 2012-02-21 | Miner refusing to work | |
| 0002828 | 9 | Pathfinding | major | resolved (user6) | 2012-02-21 | dwarves don't find a path if they have to walk over a ramp | dig a row of ramps over a hallway, get one dwarf stuck on one side and give him reason to try to get to the other side |
| 0005353 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2012-02-21 | Dwarves not pathing up some constructed ramps | |
| 0002164 | 2 | Pathfinding | major | resolved (user6) | 2012-02-21 | Miners won't path back up a ramp they created by channeling, must use stairs | Designate a channel
Designate mining away from lower Z level portion of channel |
| 0005125 | 5 | Dwarf Mode -- Justice | minor | | 2012-02-21 | guilty party accusing non-sentients of a crime | I imagine this will come down to dumb luck. |
| 0005140 | 5 | Dwarf Mode -- Justice | minor | | 2012-02-21 | False identity of vampire overrides nicknames | http://dffd.wimbli.com/file.php?id=5522
savegame
The Potash Maker Zaneg Mafollilum is a vampire. Try giving her a nickname - her name will stay Zaneg Mafollilum. |
| 0003049 | 7 | Dwarf Mode -- Buildings, Machines | minor | new | 2012-02-21 | Linked doors cannot be re-linked if lever is removed/destroyed | 1) Build a door
2) Build a lever
3) Link the lever to the door
4) Pull the lever
5) Destroy the lever |
| 0002294 | 17 | Dwarf Mode -- Combat | major | resolved (user6) | 2012-02-21 | Attack speed/rate of goblins too high | Fight goblins, and look at the combat reports. |
| 0005350 | 3 | Dwarf Mode -- Trade | minor | resolved (user6) | 2012-02-21 | While caravan is at the fortress, stones are unusable as building materials | Have not tried yet, will check with next available caravan. |
| 0003814 | 1 | Miscellaneous Crashes | crash | resolved (user6) | 2012-02-21 | Runtime Error game crash | |
| 0005284 | 5 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2012-02-21 | Crash on Embark | Generate World
Select Site
Embark!
Crash!?! |
| 0002120 | 10 | Dwarf Mode -- Jobs, Item Improvements/Decorations | tweak | resolved (user6) | 2012-02-21 | Engraving probabilities are off - the new images are far too common | |
| 0004924 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2012-02-21 | Preferences are ignoring world; dwarf likes goblin-cap wood in world without caverns | Generate world without caverns, wait
save: http://dffd.wimbli.com/file.php?id=5063 - dwarf with "GOBLIN CAP LOVER" nickname |
| 0005244 | 2 | Adventure Mode -- Buildings | minor | | 2012-02-21 | Tomb hoards contain very few weapons | |
| 0005325 | 1 | Adventure Mode -- Reactions | minor | | 2012-02-21 | Cannot butcher horseshoe crab | Kill horseshoe crab. Try to butcher it. Be sad. |
| 0005231 | 1 | Adventure Mode -- Eating/Drinking | minor | | 2012-02-21 | Drinking blood as vampire causes permanent speed loss | 1. Become vampire by drinking a vampire's blood.
2. Get some creature to pained or unconscious status and drain its blood. |
| 0005169 | 2 | Dwarf Mode -- Military | major | | 2012-02-21 | Marksdwarves will not train on archery targets | Load the following fortress: http://dffd.wimbli.com/file.php?id=5533
This fortress was set up specifically to test archery training. It includes two archery targets, a barracks, seven quivers, seven copper crossbows, and several hundred wooden and copper bolts. All that is left is setting up the military.
However, it is impossible to get marksdorfs to train on the targets. |
| 0005321 | 4 | Adventure Mode -- AI | minor | | 2012-02-21 | Human vampire law-giver attacked before being accused | |
| 0005359 | | Dwarf Mode -- Jobs, Designations | major | resolved (user1294) | 2012-02-21 | Designating a long, vertical up/down stairs reveals eerie glowing pits | I use a salad of raw mods (manually replacing [pet_exotic] with [pet], fortress defense with SOME non absurd races, adding display case from genesis), so i left the world in DFFD with embark instructions of where to embark and dig: http://dffd.wimbli.com/file.php?id=5642
|
| 0005360 | | Creatures | trivial | resolved (user1294) | 2012-02-21 | Black mamba leaves 22 teeth (not counting fangs) on battle | |
| 0005322 | 1 | General | minor | | 2012-02-21 | Syndromes and interactions use "LIKESFIGHTING" instead of "LIKES_FIGHTING" | |
| 0002839 | 1 | Technical -- General | minor | new | 2012-02-20 | some files are opened read-write that should be opened read-only | data/help/* and data/dipscript/* files are ALWAYS opened read-write. This can be observed by wandering the help system briefly. |
| 0001225 | 3 | Dwarf Mode -- Interface, General | minor | | 2012-02-20 | "u: Unit List" not on side menu | |
| 0001113 | 7 | Combat -- Stuck-ins | minor | new | 2012-02-20 | Blunt weapons/objects/shields can get stuck-in | Set up a large arena free-for-all, no armor and blunt weapons. Sift through the combat reports; you should have some stuck-ins here and there. |
| 0003209 | 3 | Combat -- General | major | resolved (user6) | 2012-02-20 | Bludgeoning weapons and upright spikes still fail to kill anything except on a critical strike to the brain | Reproducible in any combat scenario where blunt weapons (including fists) are involved, though unarmed wrestlers occasionally choke their enemies to death - which results in the 'X has bled to death' announcement. |
| 0003025 | | Adventure Mode -- Combat | minor | resolved (user6) | 2012-02-20 | Iron axe cannot pierce cave spider silk clothes | |
| 0004544 | | Dwarf Mode -- Environment | tweak | new | 2012-02-20 | Ocean waves generate on and propagate over constructed floors, etc | |
| 0002718 | 2 | Dwarf Mode -- Justice | major | new | 2012-02-20 | Chained dwarf hauling item refuses to drop it, preventing him from interacting with other objects. | Have someone who is hauling an item arrested. |
| 0001712 | 1 | Dwarf Mode -- Nobles | major | new | 2012-02-20 | Injured expedition leader dies of thirst during meeting | |
| 0000311 | 5 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | trivial | resolved (user6) | 2012-02-20 | "Dwarf mode" currently controlled race cannot milk it's own kind. | Add in the proper tags for milk, to your race.
A quick way to test is to copy them from the normal cows, and paste it into the dwarves.
When you run the game, they will be unable to find a milk-able creature. Other then the normal animals you brought with you. |
| 0001641 | 3 | Dwarf Mode -- Trade | minor | resolved (user6) | 2012-02-20 | Elf merchant not drowning in 7/7 water with grate overhead | |
| 0001474 | 6 | Dwarf Mode -- Items | trivial | resolved (user6) | 2012-02-20 | Dying of thirst = partial skeleton | have dwarf die of thirst
watch him rot
check his skeleton |
| 0002362 | 2 | World Generation -- Parameters | minor | resolved (user6) | 2012-02-20 | On Parameter Editing Screen, most texts fade to black if left to idle | I tried it again at home on an XP computer but so far have not been able to get a repeat performance. I don't know if its OS related - the only OTHER thing that was remarkable about the situation where it happened was I initially downloaded the "small" version, had heaps of problems with "file not found data/art/mouse.png" etc even though they were all there, so I unzipped the large version over the top of the small version (leaving init.txt the same) and it all started working fine (apart from the fadeouts).
When I tried to reproduce it at home I just used the large version. |
| 0002397 | 4 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2012-02-20 | Dwarf crushed by bridge keeps "no health problems" status in health screen | 1. Build bridge and connect it with lever
2. Put dwarf on bridge
3. Close bridge and CRUSH HIM ( ouch!!! )
4. In list of creatures, where dwarf is reported deceased view his info and health |
| 0002482 | 1 | Dwarf Mode -- Interface, Building Construction | minor | resolved (user6) | 2012-02-20 | Roads block trap construction | |
| 0000131 | 6 | Combat -- General | text | resolved (user6) | 2012-02-20 | His eye/lung is broken. (debatable issue) | |
| 0002577 | 1 | Miscellaneous Crashes | crash | resolved (user6) | 2012-02-20 | Random crashing | Play Dwarf Fortress.
Wait an unknown amount of time.
??????
Crash.
Wish I had saved more recently. |
| 0002578 | 2 | Adventure Mode -- Conversation | crash | resolved (user6) | 2012-02-20 | "failed assertion `fg >= 0 && fg < 16'", reproducible crash on OSX | -Start an adventurer in a town near evil terrain
-Ask about the surroundings
-When they mention a "place of great evil", the game will crash |
| 0001830 | 1 | Movies -- Recording | minor | resolved (user6) | 2012-02-20 | Record Movie Cuts Off Halfway Through Long Movie | |
| 0003485 | | Technical -- General | block | resolved (user6) | 2012-02-20 | Dwarf fort won't open. | Open the "df" script. |
| 0000050 | 2 | Contaminants/Spatter | text | resolved (user6) | 2012-02-20 | "a dusting of mud" implies dry mud | Dig out a room. Channel a hole in the ceiling, and mark the hole as a pond to be filled. Wait for some water to be poured in the hole, then loo[k] at the muddied tiles. |
| 0002130 | 3 | Technical -- Sound | minor | resolved (user6) | 2012-02-20 | SOUND:YES consumes excessive CPU (runaway thread?) | |
| 0002856 | 1 | Dwarf Mode -- Interface, Designations | minor | resolved (user6) | 2012-02-20 | Mouse clicks sometimes not registered when designating outside standard 'resolution' | 1- Set DF's windowedx & -y larger than normal in the init.txt
2- Start DF Windowed (also through changing init.txt)
3- Load save
4- Without changing window size, try designating dig-area through [d][d] |
| 0003318 | 2 | Adventure Mode -- Movement | trivial | resolved (user6) | 2012-02-20 | "Prone" vulture doesn't fall | Hit a vulture flying above your head hard enough to knock it prone. |
| 0005137 | 1 | Adventure Mode -- AI | minor | | 2012-02-20 | Goblin in human towns will attack the player and make the townsfolk angry to the player | |
| 0005132 | | Creatures | minor | | 2012-02-20 | Horseshoe crab men, can't walk, can't attack | Enter arena, spawn a horseshoe crab man. |
| 0005254 | 2 | Creatures | trivial | | 2012-02-20 | Only one member of a flock of Giant Keas steals an item, then the entire flock, except the thief, returns for more. | |
| 0003132 | 1 | Miscellaneous Crashes | crash | new | 2012-02-20 | Freezes on load | Load the save on a mac running 10.5.8. |
| 0003305 | 4 | Technical -- Saving/Loading | minor | resolved (user6) | 2012-02-20 | Abandon the Fortress does nothing | |
| 0005344 | | World Generation -- General | major | resolved (user6) | 2012-02-20 | World Generation effectively halts or slows down to unacceptable levels for long histories | Create a world with a long history or any number past about 300 years in a custom profile and you'll watch the generator grind to a near halt. If you change the werebeast curse parameter to 0 the world will slow down after an initial burst then stay stable for the rest of the generation.
Vampirism does not exhibit a noticeable impact because it does not grow exponentially (or in theory even more). Continued for 1000 years it ends up being a lot of werewolves not to mention all the processing all the material surrounding the attacks. |
| 0005342 | | General | crash | resolved (user6) | 2012-02-20 | Game crashes | i dont know how to reproduce but it happened twice so far. |
| 0002432 | 15 | World Generation -- General | crash | resolved (user6) | 2012-02-20 | Worldgen crash while Placing Civilizations: Impoverished Word Selector | |
| 0005343 | 1 | World Generation -- Constructions | major | resolved (user6) | 2012-02-20 | 3/4 of the map is a big hole going straight to hell. | I have no idea how to reproduce this. |
| 0002463 | 9 | World Generation -- General | minor | resolved (user6) | 2012-02-20 | Reproducible crash on worldgen | 1. Create a new "MEDIUM REGION"
2. Start a new game in Dwarf Mode
3. Browse across the entire map - pattern doesn't appear to matter, but getting all around the map does seem to matter.
4. Escape out, abort game
5. Create a new "MEDIUM REGION"
6. Crash before civ placement |
| 0005339 | | Adventure Mode -- Reactions | minor | resolved (user6) | 2012-02-20 | quest to kill outlaw in town result in being guilty of crime | |
| 0005279 | 4 | World Generation -- Parameters | major | resolved (user6) | 2012-02-20 | Insane amount of Z level depth in lowland areas. | emabrk in lowland/aquifer area and if lucky(unlucky) try to hit bottom. |
| 0005340 | | Map Features | minor | new | 2012-02-20 | River deltas don't have ramps | |
| 0005302 | 8 | Dwarf Mode -- Jobs, Assignment of Jobs | major | resolved (user6) | 2012-02-20 | Dwarves refuse to do any labor/task besides fish | Create world, emabark. |
| 0005336 | 2 | Dwarf Mode -- Buildings, General | major | | 2012-02-20 | Smelter breaks and will not allow any jobs to be queued | Build Smelter
Build Wood Furnace
Make 10 charcoal
Create a "create coke from bituminous coal" job on repeat
Cancel job after some or all charcoal is consumed
Destroy wood furnace.(might be optional)
Smelter(s) will no longer take any job of any sort. |
| 0003895 | | World Generation -- Beasts | feature | resolved (user6) | 2012-02-20 | Cave dragon - wings | |
| 0005333 | 7 | Dwarf Mode -- Jobs, Designations | major | resolved (user6) | 2012-02-20 | Up/Down Stairways carved from the Designation Menu only expose lower level, never upper level. | Designate Up/Down Stairs to be carved, wait for excarvation to complete, try to go on one z-level above the stairs |
| 0005335 | | Dwarf Mode -- Interface, Stocks | major | resolved (user6) | 2012-02-20 | Z-stones menu only lists a few stones | Z --> Stones tab. |
| 0002819 | 1 | Dwarf Mode -- Jobs, General | minor | resolved (user6) | 2012-02-20 | Dwarves won't dig upward ramps inside their burrow | |
| 0005334 | 1 | Dwarf Mode -- Reclaim | crash | resolved (user6) | 2012-02-20 | Crash on removing reclaimed floodgate when in Reclaim Fortress mode | Repro:
1. Load up world from: http://www.woofiles.com/dl-286859-27r3vKYL-save.zip
2. Select the only available site possible for reclaim (North-West from initial map coordinates)
3. Reclaim it with default embark profile
4. Upon start, claim all four visible floodgated in the fortress entrance with [t] and then [f] on all of their building parts
5. After reclaiming them, select all four to be removed ([q] -> [x])
6. Observe as the game crashes (5 out of 5) when removing second row of the floodgates |
| 0005074 | 6 | Dwarf Mode -- Interface, Designations | minor | | 2012-02-20 | Mouse click while designating sets mark like enter does | |
| 0005154 | 2 | Dwarf Mode -- Interface, Designations | minor | resolved (user6) | 2012-02-20 | Designations start when they are not supposed to if you designate with a mouse | Hit d, designate anything with a mouse click, move keyboard cursor with an arrow key, observe flashing tile you did not want. It will act like you hit enter once and starts the first part of a designation. |
| 0005332 | 1 | Adventure Mode -- Town | minor | resolved (user1294) | 2012-02-20 | cavern men in the sewers | find some cavern people in the town sewers
kill them
leave
come back
profit? |
| 0005330 | 1 | Undeath | minor | resolved (user1294) | 2012-02-20 | Noxious Cloud/Smoke Thralls having children | Embark in evil biome
lock the doors so migrants remain on the surface
wait for them to become thralls
wait for them to give birth
profit? |
| 0003955 | | Dwarf Mode -- Interface, Tasks | minor | new | 2012-02-20 | Text overflow | Select press honey from screw press (red state) |
| 0001885 | | Dwarf Mode -- Traps | minor | new | 2012-02-20 | Melted cage traps are not reloaded | 1) Build field of cage traps, including several made of zinc and/or lead. Ideally, some should also be made of sterner stuff, in order to actually contain the dragon afterwards. Foolishly tie up guard dogs behind the field.
2) Receive dragon. This step is why I have not yet reproduced the bug.
3) Dragon breathes fire at guard dogs. This may or may not happen; I've actually had two dragons in this fort, and the first one dutifully walked right into the traps without breathing any fire.
4) Stand back while your entranceway burns.
5) Check traps with "T". Observe globs of metal. |
| 0001342 | 2 | Dwarf Mode -- Transport/Hauling | minor | new | 2012-02-20 | Dorfs get scared when hauling Goblin Thieves | 1) Build a cage trap
2) Catch a Goblin Thief
3) Build an empty cage and try to assign the Gobo Thief to it, watch as it scares the dorf and breaks free |
| 0004486 | 1 | Adventure Mode -- AI | tweak | new | 2012-02-20 | Dwarf tries to "attend meeting" with siege operator, stands on ballista set to "fire at will," gets injured | Mayor as active siege operator + sad dwarf |
| 0005327 | | World Generation -- Parameters | major | new | 2012-02-19 | Mesh weighted ranges don't respect min/max values | Create a world using advanced parameters.
Set:
Minimum Elevation to 1.
Maximum Elevation to 200.
Elevation Mesh Size to a positive number e.g. 4 x 4.
Elevation Weighted Range (0-20) to a positive number e.g. 1.
All other Elevation Weighted Range values to "None".
Note that you will still get a fair amount of dry land, albeit less than normal, even though 20% of 200 is under sea level. |
| 0005324 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2012-02-19 | Bed construction suspended, unsuspended, immediately built | N/A - I don't know how to get it to suspend construction of a bed due to item blocking site. Usually they move the stone. |
| 0005301 | 3 | Adventure Mode -- General | crash | resolved (user6) | 2012-02-19 | Crash | Try to enter adventure mode. |
| 0005315 | 1 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2012-02-19 | a dying dwarf from abandoned fortress is an immigrant | Presumably - start a new fortress, make it so that a dwarf receives a wound that is going to kill him very soon (heavy bleeding, inability to breathe) and abandon the fortress. Start a new fortress and wait for him to immigrate. |
| 0005320 | | Adventure Mode -- Town | minor | resolved (user6) | 2012-02-19 | Duplicate guards to replace old ones | Recruit guards at a castle.
Leave and don't return for several days.
Return to where you found the guard. |
| 0005238 | 3 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2012-02-19 | Crash on embark | Try starting a new fort. Not sure what other steps to reproduce. Dwarf Therapist was running in the background, but not connected. DT v. 0.6.11 |
| 0003518 | 2 | Creatures | minor | new | 2012-02-19 | Randomly generated beasts can be caught by thick webs | |
| 0005317 | 2 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2012-02-19 | Lone trader shows up in the middle of a group of immigrants | |
| 0004961 | 1 | Dwarf Mode -- Interface, Animals | minor | resolved (user6) | 2012-02-19 | freeze/crash by overload of blood splatter in inventory on wardogs | Use creature view and check inventory on any wardog (though I suppose any creature) that has survived a number of encounters. |
| 0004697 | 5 | Dwarf Mode -- Environment | minor | resolved (user6) | 2012-02-19 | Miasma without a source | Unknown |
| 0003024 | 9 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2012-02-19 | Custom Stockpile without primary settings will never be used | |
| 0005304 | 8 | Adventure Mode -- Travel | major | resolved (user6) | 2012-02-19 | Drowning companions are doomed by fast travel | Recruit a lot of people, see them dissapearing |
| 0005310 | 1 | Adventure Mode -- Combat | minor | resolved (user6) | 2012-02-19 | Aimed attack dialog moves around | |
| 0005311 | | Flows | minor | new | 2012-02-19 | Brooks still performing oddly on elevation changes in 34.02 | Pretty much just follow a river along until you reach an elevation change. |
| 0005307 | 1 | Dwarf Mode -- Jobs, Items | minor | resolved (user11) | 2012-02-19 | Workshops are regarding all thread as "used", even when it's in a stockpile right next to the workshop | |
| 0005240 | 2 | Dwarf Mode -- Buildings, General | major | resolved (user11) | 2012-02-19 | Bed assigns itself to multiple dwarfs. | Have at least 50 dwarfs, and build a bed for each. They do not have to be in separate rooms, although it would be ideal. Assign a bed to each dwarf. If you are (un)lucky, at least one of the beds will reproduce this error.
Another possible way to reproduce this error, although I have yet to attempt it, would be to have two dwarfs and assign them both to one bed. After that, they will be considered a duo and always assigned to the same bed. |
| 0005305 | 1 | Undeath | minor | new | 2012-02-19 | Reanimated ocean creatures accompany the player around | 1. Stumble upon a shored fish. (This is quite random, possibly a bug.)
2. Animate it's corpse.
|
| 0005288 | 6 | Dwarf Mode -- Jobs, Machines | minor | new | 2012-02-19 | Water Wheels do not generate any power at all | - Make a floor across a river with a water wheel built on it and another built next to it over the river
- Make a water wheel on the ground next to a river and build another one or an additional machine (pump, ect) next to it over the river |
| 0005276 | 1 | Legends Mode -- Historical Figures | minor | new | 2012-02-19 | "Ghostly" title is retroactive | |
| 0003563 | | Artistic Images (engravings etc) | trivial | new | 2012-02-19 | When entity members become night creatures, their title changes retroactively in art etc. | |
| 0005215 | 5 | Dwarf Mode -- Reclaim | crash | resolved (user6) | 2012-02-19 | Crash to Desktop when reclaiming | Chose to reclaim the only fortress on the save. Then select to reclaim the only fortress. Then choose to Play with the default expedition settings. The crash will come after the introductory story screen. |
| 0005292 | | Typos/Grammar | text | new | 2012-02-19 | Evil snow is described as "snowing dwarf frozen blood" | |
| 0005294 | | Pathfinding | major | resolved (user6) | 2012-02-19 | Dwarves gleefully walk into rivers | 1) Embark with a river (not a brook)
2) Designate a job (cut a tree, build something) on the far side from your dwarves
3) Watch as whoever takes the job jumps in the river and probably drowns
3a) Bonus points if you have a natural waterfall and you're trying this upstream from it |
| 0005128 | 3 | Adventure Mode -- Travel | crash | | 2012-02-19 | Crash to desktop when approaching lairs | |
| 0005200 | 4 | Adventure Mode -- Sites | crash | resolved (user6) | 2012-02-19 | Entering a specific camp for a quest crashes the game. | Go West for about 2 minutes. (or 30sec, depends on gamespeed :) |
| 0005293 | | Dwarf Mode -- Military | minor | resolved (user1294) | 2012-02-19 | Dwarf from previous fort immigrates, is still in military | Have a military dwarf from a previous fort show up. |
| 0005296 | 2 | Adventure Mode -- General | minor | resolved (user1294) | 2012-02-19 | Vampire hordes trinkets in one hand? | Theoretically, if this can be reproduced, you should find any vampire with a significant number of kills (this one had over two thousand), kill it/stab it in the arm, and see if it drops the same number of things. |
| 0005277 | 1 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user6) | 2012-02-19 | Smelter not recognizing fuel, interference from burrow | have no bar/block stockpile, define burrow, build smelter in said burrow, make charcoal and put a bar/block stockpile outside of the burrow, store charcoal in stockpile, check smelter menu, if it does not recognize that you have fuel then extend the burrow to include the bar/block stockpile. |
| 0005197 | 4 | Dwarf Mode -- Jobs, Cancellation and Suspension | major | resolved (user6) | 2012-02-19 | Beekeeper job cancelation spam | - Haven't attempted on new map yet -
Build hives, have dwarf assigned to beekeeping, wait. |
| 0005272 | | Adventure Mode -- Travel | minor | new | 2012-02-19 | Borders between sewers and dungeons considered above-ground | 1. Go to a town's keep.
2. Go down the stairs into the dungeon (it's seems easier to go from dungeons to sewer than the other way around).
3. Search around the upper levels for side paths that go far away from under the keep until you're in a recognizable sewer tunnel.
4. Go back in forth from one or the other while looking at your location display.
5. When the display has the name of the town, hit [T] |
| 0005274 | 1 | Reactions | minor | resolved (user6) | 2012-02-19 | Reaction Uses Product instead of new Reagent | [REACTION:OBSIDIAN_BOULDER_WSTONE]
[NAME:make obsidian using stone]
[BUILDING:OBSIDIAN_FACTORY:NONE]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:2:BOULDER:NONE:INORGANIC:OBSIDIAN]
[SKILL:SMELT] |
| 0005295 | | Adventure Mode -- AI | minor | new | 2012-02-19 | Companions fire ranged weapons while trying to cross river, results in easily avoidable drowning | Recruit every NPC archer you find, head to rivers. Find an animal in the river and try to swim across. The AI hates animals and should shoot at them first chance it gets; if you're lucky, they'll follow you into the river and then start shooting. |
| 0005287 | | Dwarf Mode -- Pets | minor | new | 2012-02-18 | Hunting and war animals assigned to a dwarf will frequently return to the meeting zone/wagon | - Embark with a hunting dog
- Send out a dwarf to hunt
- Assign the hunting dog to him
- Watch the dog run back to the wagon while the hunter gets mauled to death |
| 0005280 | 4 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user11) | 2012-02-18 | When space runs out, crops are left to whither in the field | I included the save file if you want to see it in action, but I've noticed it twice when:
1. You have plants ready to be harvested (In this save, Plump Helmets)
2. Food stockpile is completely full
3. Dwarfs go to harvest the plants, but have no place to take them to
4. Realize that you didn't get the barrel industry going fast enough, add more food storage space
5. Watch the food rot in the fields while dwarfs sit idle and do nothing.
6. Check the job list, and realize hauling them to the stockpile isn't there.
|
| 0005285 | 2 | Creatures | minor | | 2012-02-18 | Flying lungfish | |
| 0005282 | | Adventure Mode -- Town | major | new | 2012-02-18 | Rivers flooding human village | I have uploaded a save to DFFD. Get a front-row seat view of the surprise irrigation.
http://dffd.wimbli.com/file.php?id=5595 |
| 0001517 | | Dwarf Mode -- Interface, Building Construction | minor | resolved (user6) | 2012-02-18 | When naming Burrows, the only numbers allowed are '5' and '0' | Create a burrow
Set Custom name
Attempt to use 1-4 or 6-9 in the name. |
| 0001906 | 6 | Dwarf Mode -- Artifacts | tweak | new | 2012-02-18 | Artifact created with image of itself | |
| 0005262 | 3 | Adventure Mode -- General | minor | | 2012-02-18 | Duplicate companion | |
| 0005266 | 1 | Dwarf Mode -- Interface, Stocks | minor | | 2012-02-18 | Kaolinite can't be preserved for pottery in z->stone | Doesn't appear in the menu. |
| 0005264 | 1 | Dwarf Mode -- Immigration | major | | 2012-02-18 | Population Cap Not Working | Set the pop-cap to anything; there is a lot of confusion and false advertising here, such as that the first two caravans matter or that after you have reached a certain amount of population, the migrants will stop arriving. Both of these are untrue - migrants will come regardless of population-cap, current in-game population (does this continue with 200+ citizens?), and created wealth. |
| 0005185 | 4 | Technical -- Rendering | major | resolved (user6) | 2012-02-18 | Crash on load | |
| 0005257 | 3 | World Generation -- General | major | resolved (user1294) | 2012-02-18 | DF Doesn't use more than 25% CPU on Intel i5 processor | Generate a new world |
| 0005256 | 1 | Dwarf Mode -- Interface, Designations | minor | resolved (user1294) | 2012-02-18 | Designating vertically down to the lowest level reveals nearby eerie glowing pits | Designate down stairs on surface. Make a single designation of up/down stairs from the first underground layer to the bottom layer. |
| 0005255 | 2 | Dwarf Mode -- Flows | minor | resolved (user1294) | 2012-02-18 | Magma will not enter tiles with a tree, trees surrounded in magma tiles do not burn | Flood tree-containing area with magma |
| 0005251 | 1 | Adventure Mode -- Sleep | minor | new | 2012-02-18 | Sea creatures teleport on land to "attack" while adventurer sleeps on beach, then suffocate | Head down to the beach, make sure you have bogeymen turned off so you don't get pulled apart, sleep for however long. You'll be pulled out of sleep by an angry, floppy dying shark or sea serpent or what-have-you. Then throw a sea serpent burger barbeque for hundreds of neighbours. |
| 0005243 | 2 | Dwarf Mode -- Interface, Designations | minor | resolved (user6) | 2012-02-17 | Mouse designation oddity causes block selection where it's not expected | See description |
| 0005241 | | Adventure Mode -- Movement | trivial | resolved (user6) | 2012-02-17 | Grates above ramps require alt-move to step over | Wander around a city with a sewer, going over the grates until you find one you can't normal move over, and look down it to see if that's the reason. |
| 0005239 | | Flows | minor | resolved (user6) | 2012-02-17 | Stagnant water in rivers... | |
| 0003713 | 12 | TrueType | crash | | 2012-02-17 | DF crashes when attempting to use Aimed attacks when using truetype display in Linux | *Start with any install of Df.
*Check that Truetype is on in init.txt.
*Start adventure mode.
*Get into combat.
*"A" to bring up the Aimed attack target selection.
*On selecting a target( "a" ), Game will crash. |
| 0000974 | 7 | Legends Mode -- General | minor | | 2012-02-17 | Worldgen civs create LOTS of bridges, filling up half of the total worldgen events for a civ entry. | Just create a world and look at the civ entry of any medium-large civ (except for elves, which don't build roads). |
| 0003774 | 4 | Adventure Mode -- Trade | minor | | 2012-02-17 | General stores empty out their containers when offloading site | |
| 0005082 | 1 | Dwarf Mode -- Reclaim | block | | 2012-02-17 | Reclaim immediately results in crumbled fortress | Try to reclaim the only fort of the region.
|
| 0005150 | 3 | Dwarf Mode -- Abandonment of Fort | major | | 2012-02-17 | Reclaiming with unfinished buildings causes cancellation spam. | designate some workshops to be built, abadon fortress, and reclaim. |
| 0003272 | 4 | Dwarf Mode -- Interface, Unit Profiles | minor | | 2012-02-17 | Birth month of child incorrectly displayed. | Unknown. |
| 0005201 | 3 | Dwarf Mode -- Items | minor | | 2012-02-17 | Glazing an item gives it a "cut" like it was a gem | Craft a glazeable item, then try to glaze it, and read its description. |
| 0004625 | 1 | Creatures | minor | | 2012-02-17 | Casteless creatures report tissue colors as amber | Spawn a fire imp in the arena, and look at its description. |
| 0005237 | | Dwarf Mode -- Immigration | minor | resolved (user1294) | 2012-02-17 | Trader migrants not part of the fort | Hard to say. If they were simply migrants with their best skill as a trader one, we'd have no control over it. |
| 0004854 | 3 | Dwarf Mode -- Jobs, Designations | minor | | 2012-02-17 | Dwarfs given a job via designation which is then canceled still walk to designated area if they have nothing better to do. | Designate a space to be mined or a tree to be cut down. Wait for a dwarf to take the job, then remove the designation. Only works when the dwarf isn't hungry etc, and there are no inactive hauling or dumping jobs. |
| 0005081 | 1 | Dwarf Mode -- Jobs, Designations | major | | 2012-02-17 | Cannot cancel unaccessible "Remove Trees" | Designate "Remove Trees" in an unaccessible place (maybe only across a river) |
| 0005086 | 2 | Dwarf Mode -- Interface, Stocks | minor | | 2012-02-17 | Frozen evil rain/fumes on stone stock menu | Always |
| 0002793 | 2 | Dwarf Mode -- Interface, Status | minor | | 2012-02-17 | Z-Stones menu includes metals, can be toggled as economic | |
| 0005134 | 2 | Adventure Mode -- Trade | trivial | | 2012-02-17 | Misplaced "and" in money transactions | |
| 0005210 | 1 | Adventure Mode -- Travel | minor | | 2012-02-17 | Dehydrated companions prevent fast travel and sleep | Recruit a companion, sleep for three days. Further attempts at sleep should end instantly. |
| 0005235 | 1 | Dwarf Mode -- Combat | minor | resolved (user6) | 2012-02-17 | Marksdwarves refuse to practice archery | 1) outfit a dwarf with the necessary equipment and assign him properly
2) build an archery target and assign his squad to it
3) watch as nothing happens |
| 0005233 | 1 | Adventure Mode -- Conversation | crash | | 2012-02-17 | Crash when trying to talk. | 1) Create a character
2) Find a friendly NPC
3) Begin conversation
4) Attempt to use the 'greet' option. |
| 0005228 | 1 | Weather | minor | | 2012-02-17 | Evil rains occasionally carry more serious mist effects. | |
| 0005213 | 3 | Civilizations/Entities -- General | major | new | 2012-02-17 | Ocean (and presumably lake) biome support for entities does not result in valid behavior | |
| 0005218 | | Technical -- Saving/Loading | crash | resolved (user6) | 2012-02-17 | Crash on first save after embark | Try this:
Gen a world
embark in a location, play for a while (including saving and reentering)
abandon that fortress
close and restart DF
"start playing" dwarf mode in the same worldgen at a new location
see if you can save |
| 0005217 | 1 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2012-02-17 | Always crash when saving | Embark at any location. Attempt to save game. |
| 0005222 | | Adventure Mode -- General | minor | resolved (user6) | 2012-02-17 | Adventure mode is generating duplicate historical figures | Start an adventurer, go to the nearest major city, explore the dungeons.
or
Start an adventurer, gain a reputation, recruit peasants. |
| 0005220 | | Dwarf Mode -- Jobs, General | minor | resolved (user6) | 2012-02-17 | Cannot unset a mining designation if a dwarf claims the job | Set a tile to be mined, let a dwarf claim that job, and try to unset it. |
| 0005212 | 3 | World Generation -- General | crash | | 2012-02-17 | DF Segfaults on trying to accept generated world | Generate a new world. Hit Enter to accept it. |
| 0005211 | | Adventure Mode -- Buildings | minor | resolved (user6) | 2012-02-17 | Sewers and catacombs made of generic "Rock Blocks" | Generate a world, go into adventure mode, go into the sewers, catacombs, or dungeon under the keep in a town. In all examples I've observed the walls and floor are made out of generic rock blocks, instead of an actual material. |
| 0005149 | 1 | Adventure Mode -- Trade | minor | new | 2012-02-17 | Leather shops and cloth shops in towns are always empty | |
| 0005216 | | Adventure Mode -- Inventory | minor | resolved (user1294) | 2012-02-17 | Artifact books produce duplicates in inventory | Aquire books, leave in inventory (does not seem to matter if they are in a container), fast travel (?), a copy of the book appears in your hands. |
| 0005214 | 3 | Dwarf Mode -- Interface, Designations | minor | | 2012-02-17 | 'Remove Desgination' Fails on Taken Construct Jobs | 1. Build a wall or floor.
2. Set it to be removed from the designation screen.
3. When a Dwarf is in the process of removing it, attempt to use the 'Remove Designation' designation to prevent him from doing so. |
| 0005180 | 4 | Creatures | minor | resolved (user6) | 2012-02-16 | Voracious cave crawlers melt in water | take control of Voracious cave crawler in arena mode and jump in water |
| 0005204 | 1 | Creatures | minor | | 2012-02-16 | Teeth exploding from adder man's mouth | 1) Set up a few Adder men in arena mode with biter skill above novice
2) Let them fight
3) Watch for teeth. It doesn't happen -all- the time, but I have managed to reproduce it. |
| 0001484 | 5 | Dwarf Mode -- Economics | minor | | 2012-02-16 | Item MATERIAL_SIZE may be off by a factor of 150 | |
| 0001125 | 1 | Dwarf Mode -- Interface, Announcements | tweak | | 2012-02-16 | Furnace Operator cancels make pig iron bars: Needs 150 refined coal | |
| 0000561 | 3 | Dwarf Mode -- Jobs, Smelting | minor | | 2012-02-16 | running out of strands when smelting adamantine wafers gives "needs 15000 adamantine strands" | I used a magma furnace, unsure if that is important, get some adamantine strands through strand extraction and then set the "Make Adamantine Wafer" job to repeat, wait until there are not enough strands and the message should appear. |
| 0000328 | 2 | Dwarf Mode -- Interface, Announcements | trivial | | 2012-02-16 | Weaver cancels Weave Thread into Cloth: Needs 15000 collected plant thread. | |
| 0000063 | 14 | Dwarf Mode -- Jobs, Items | trivial | | 2012-02-16 | Steel Bar Cancel - 150 Iron Bars | |
| 0002589 | 5 | Dwarf Mode -- Buildings, General | minor | | 2012-02-16 | Metal doors look like wood/stone doors after being placed. | Make a metal door and place it somewhere. |
| 0003099 | 3 | Dwarf Mode -- Items | trivial | | 2012-02-16 | Metal cages/floodgates/etc. show up with colors backwards | |
| 0005057 | 5 | Adventure Mode -- Travel | crash | | 2012-02-16 | Adventure Mode random fast travel crash | Load save, start traveling. There is a chance of encountering undead wolves, and there seems to be an equal chance of a crash. |
| 0005198 | 2 | Dwarf Mode -- Idle Behavior | minor | new | 2012-02-16 | Civilian hoarding food in his room | No idea, his description shows nothing unusual. |
| 0001017 | 3 | Dwarf Mode -- Items | minor | resolved (user11) | 2012-02-16 | Dwarves leave food in their rooms | Assign rooms to dwarves, wait and observe. |
| 0003471 | 3 | Dwarf Mode -- Military | minor | new | 2012-02-16 | Military dwarves claim new rations instead of retrieving previously dropped ones | |
| 0003601 | 10 | Technical -- General | crash | resolved (user6) | 2012-02-16 | 0.31.17 breaks compatibility with Windows XP SP1 | |
| 0005193 | 2 | Technical -- General | block | resolved (user6) | 2012-02-16 | "Dwarf Fortress.exe is not a valid Win32 application." | Attempt to start Dwarf Fortress. |
| 0003377 | | Map Features | minor | resolved (user6) | 2012-02-16 | world exists only as pillars | Save located at: http://dffd.wimbli.com/file.php?id=3229
Recommend pause on load, because once it starts the first step it locks up. |
| 0005192 | | Dwarf Mode -- Interface, Text | text | resolved (user6) | 2012-02-16 | Named corpses sometimes have their name shown twice | |
| 0000701 | 1 | Combat -- General | minor | new | 2012-02-16 | When a numbered tooth is knocked out, all the other teeth in its "numbering group" can no longer be used for biting attacks | |
| 0001043 | | Dwarf Mode -- Interface, Text | text | resolved (user6) | 2012-02-16 | Grammar error in dwarf attribute description | |
| 0000748 | 2 | Adventure Mode -- Environment | minor | resolved (user6) | 2012-02-16 | Tunnel problems at goblin towers | Find a goblin tower with a tunnel junction. |
| 0001696 | 6 | Dwarf Mode -- Traps | major | new | 2012-02-16 | creature fled before being thrown into pit - gets freed by dwarfes everytime it is being cagetrapped again | look at the above course of action. Can be reproduced as many times as you want. |
| 0004580 | 11 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2012-02-16 | Certain cages can't be used to reload cage traps | |
| 0003703 | 12 | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2012-02-16 | After killing a kobold thief my axedwarf's current job is still "Kill Name, kobold thief" and won't change. | Screenshot:
http://b.imagehost.org/0272/kill.jpg |
| 0005190 | 1 | Legends Mode -- Historical Figures | tweak | resolved (user6) | 2012-02-16 | vampire civ leaders spam positions | |
| 0005188 | | Dwarf Mode -- Interface, Unit View | minor | resolved (user6) | 2012-02-16 | Nicknames and profession names wont change | Try to change the nickname and profession but it does not show change |
| 0005183 | 1 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2012-02-16 | Cannot build stairs on constructed floor: construction present | build stairs on floor |
| 0005181 | | Undeath | text | resolved (user6) | 2012-02-16 | dead animated corpses called x corpse's corpse | - |
| 0005176 | | Contaminants/Spatter | trivial | resolved (user6) | 2012-02-16 | Creature has evil soot coating on body part that is gone. | View the northern Yak Cow's inventory. |
| 0005179 | 1 | Creatures | minor | resolved (user6) | 2012-02-16 | Giant mosquitoe Spam | not tried |
| 0005175 | | Adventure Mode -- Environment | minor | new | 2012-02-16 | "Many large roaches disturbed" on each step = insurmountable lag | Open this save: http://dffd.wimbli.com/file.php?id=5536
|
| 0005174 | 1 | Adventure Mode -- General | crash | resolved (user6) | 2012-02-16 | Adventure mode crashing upon exit | start a game of adventure mode. hit escape. choose to exit the game. watch it crash.
|
| 0003644 | 1 | Adventure Mode -- Sleep | minor | resolved (user6) | 2012-02-16 | ADVENTURE MODE: Attempting to sleep causes NPC conversation when NPC is asleep | 1. Start adventure mode
2. When it is night, enter an occupied dwelling with sleeping NPCs
3. Attempt to sleep until dawn
|
| 0005173 | 2 | Adventure Mode -- General | major | resolved (user6) | 2012-02-16 | DF crashing when i exit adventure mode | start a game of adventure mode. hit escape. choose to exit the game. watch it crash. |
| 0005157 | | Adventure Mode -- Sleep | minor | resolved (user6) | 2012-02-16 | Went to sleep in a house. Woke up on the roof. | |
| 0005146 | 4 | Adventure Mode -- Inventory | minor | resolved (user6) | 2012-02-16 | Books in Adventure Mode appear both on ground and in inventory | Pick up a book in a large castle. Walk a suitably long distance away. Come back. The book is still in your inventory, but there's also a book still sitting in the original location.
I don't know the exact details - these books were stored in high towers, and it was possible for me to walk down a z-level, go through the wall to the other book's location five towers down, and go up a level, and alternate finding phantom books. |
| 0005166 | 1 | Dwarf Mode -- Interface, Unit View | minor | new | 2012-02-16 | Cannot (v)iew details of a creature that is dead/missing | Wait for a dwarf to die or go missing, go to the (u)nits screen, scroll right to the dead/missing list and try to (c) or (v) on the dwarf. |
| 0005167 | 4 | Technical -- Saving/Loading | crash | resolved (user6) | 2012-02-16 | Saving game makes always crash | Saving game makes always crash so there is not need to more steps to reproduce it. |
| 0005165 | 2 | Dwarf Mode -- Reclaim | minor | new | 2012-02-16 | dwarf in previous game is found dead after reclaim | |
| 0005170 | | Dwarf Mode -- Interface, Unit Profiles | minor | new | 2012-02-16 | Vampire lists all former entity affiliations | |
| 0005153 | 1 | Adventure Mode -- Conversation | trivial | resolved (user6) | 2012-02-15 | Adventure Mode NPCs greet with incorrect surname | Talk to a villager -> greet.
Top of the screen says "Talking to Merchant Uram Uthraethra"
Uram Uthraethra, Merchant: Hello dwarf, I am Uram Sculptureislands.
(your names may vary) |
| 0005145 | 1 | Civilizations/Entities -- General | minor | resolved (user6) | 2012-02-15 | Animal men adventurers can't pick objects up | |
| 0005123 | 3 | Adventure Mode -- General | crash | resolved (user6) | 2012-02-15 | Adventure Mode crashes (segmentation fault) when trying to save in Adventure mode. | 1) Start game in my Pocket-sized world.
2) Start as a human in the first civ.
3) Assign any skills.
4) Save.
Send me an email if you want the save file. |
| 0005152 | | Adventure Mode -- General | minor | resolved (user6) | 2012-02-15 | respawn on roof | |
| 0005103 | 1 | Adventure Mode -- Buildings | minor | new | 2012-02-15 | Hamlets' wells get deconstructed by ice | As of now I have only found one, but presumably visit a town or hamlet when the temperature is below freezing and find its well. |
| 0005144 | 1 | Fire | minor | resolved (user6) | 2012-02-15 | Fire can't burn wooden buildings | |
| 0005142 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2012-02-15 | Giant Mosquitos sucking life from frame-rate. | Strike the earth near a warm/hot |
| 0005141 | | Dwarf Mode -- Jobs, Designations | major | resolved (user6) | 2012-02-15 | Eerie Glowing Pits revealed when designated over them | place a miner-involved designation(dig for instance) in an unrevealed hell layer. |
| 0004449 | 8 | Dwarf Mode -- Interface, Stockpiles | minor | | 2012-02-15 | Iron missing from material options for weapon stockpiles | Attempt to create a weapon stockpile that includes (or excludes) specifically iron weapons. The option does not exist. |
| 0001783 | 5 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2012-02-15 | Embarked with sand... in "Cat Skin Chest" | Embark with as much sand as possible.
Check for "boxes" instead of "bags" |
| 0001888 | 2 | Dwarf Mode -- Transport/Hauling | minor | resolved (user6) | 2012-02-15 | Sand bought at embark sometimes ends up in "chitin chest" | Drop the creature_domestic_cf.txt file from Mephansteras's Civilization Forge 2.02 into the raw/object folder (makes it more likely for this to be reproduced), then take a bunch of sand with you. One or two of the lots of sand will be in chitin chests. Designate a furniture stockpile. They no move! |
| 0005058 | 2 | World Generation -- General | minor | resolved (user6) | 2012-02-15 | Never Ending(and constant freezing) World Generation | Set everything to max
Large worlds
Long History
Resources Everywhere
|
| 0005131 | 2 | World Generation -- General | crash | resolved (user6) | 2012-02-15 | Crash after world gen | Generate a world using any parameters
Accept using y key |
| 0005135 | | Creatures | minor | new | 2012-02-15 | Crabs yield 11 meat with max size 8000, wolves yield 12 meat with max size 40000 | Kill a crab. |
| 0005076 | 4 | Adventure Mode -- Trade | minor | resolved (user1294) | 2012-02-15 | currency does not appear when trading for currency | |
| 0005042 | 4 | Technical -- General | crash | resolved (user6) | 2012-02-15 | Consistent crash | Just play that long :\ |
| 0004213 | 1 | Dwarf Mode -- Items | trivial | new | 2012-02-15 | Stone pots weigh less than wooden barrels. | |
| 0004985 | 2 | Creatures | text | new | 2012-02-15 | Missing/inaccurate attribute text for very low and very high attributes | Give male dwarves [PHYS_ATT_RANGE:STRENGTH:0:100:200:300:400:450:500]
Give female dwarves [PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]
Create a new world and embark. Connect runesmith.
Observe text ingame and runesmith numbers out of game for each dwarf. |
| 0004334 | 1 | World Generation -- General | minor | | 2012-02-15 | No hunters of great beasts in worldgen despite BEAST_HUNTER tag | |
| 0005120 | | Dwarf Mode -- Jobs, Designations | major | resolved (user6) | 2012-02-15 | After a mining designation is accepted, it can not be cancelled. | Have at least one idle miner, and designate a location for mining. When a square starts to flash, attempt to cancel the designated digging spots. |
| 0003417 | 5 | World Generation -- General | crash | resolved (user6) | 2012-02-15 | Crash On World Generation After editing init.txt. | Edit init.txt file
Start up Game.
Using tile set from, http://github.com/rofl0r/df-mayday
Start up world generation and then crashes. |
| 0000292 | 14 | Weather | minor | new | 2012-02-15 | Murky pools in some regions dry up before they can refill | Dependent on region? |
| 0004503 | 1 | Combat -- Wrestling | minor | new | 2012-02-15 | Each tooth can latch onto a separate enemy body part | Make 2 creatures in arena mode, one with skilled biting stuff and assume control of this unit.
Use bite attack several times on various body parts and get latched on each time with a different tooth.
Shake your head to hurt a different body part each time without ever losing grab with the mouth on the whole enemy. |
| 0005117 | | Combat -- General | minor | resolved (user6) | 2012-02-15 | Teeth latch on seperately | Creating a creature with multiple teeth (for example Human or Python) in Object testing mode and placing one or several easy to hit creatures around it.
Assuming control of the first creature and only using bite as attack aiming at different limbs. |
| 0004584 | 10 | Dwarf Mode -- Environment | minor | resolved (user6) | 2012-02-15 | Blood rain | |
| 0005116 | | Dwarf Mode -- Military | major | resolved (user6) | 2012-02-15 | Militia chasing wrong enemy | Make a militia, order them to kill a particular target on a map filled with other potential targets closer by. |
| 0002371 | 11 | Technical -- General | major | | 2012-02-15 | OpenGL Drawing Artifacts | Run the game with any OpenGL display mode. |
| 0002312 | 14 | Miscellaneous Crashes | minor | | 2012-02-15 | game crashes whilst starting | Just run it on this machine |
| 0002121 | 18 | Technical -- General | minor | | 2012-02-15 | Screen flicker when switching menus. | Start a game on 0.31.04, open a menu. |
| 0005109 | 1 | Dwarf Mode -- Items | minor | resolved (user6) | 2012-02-15 | Jeweler's workshop allows cutting of non-gem items. | As far as I know, no steps are needed beyond building the structure and having one of the items. |
| 0005115 | | Dwarf Mode -- Items | minor | resolved (user6) | 2012-02-15 | Jewelers workshop will cut any stone as a gem. | |
| 0005096 | 1 | World Generation -- General | minor | resolved (user6) | 2012-02-15 | World Gen takes a long time | Create New World! > [Use above settings] > y:Go!
|
| 0005107 | 1 | Dwarf Mode -- Jobs, Designations | major | resolved (user6) | 2012-02-15 | Designated tiles to mine, even after cancelling them, makes the miner dig the tile. | |
| 0004769 | 2 | Items | minor | | 2012-02-15 | A stack's weight doesn't decrease when items are removed | Start an adventurer with skills in bow or crossbow. Check the weight of the stack of ammo you start with. Fire most of them, and check again. |
| 0005112 | | Dwarf Mode -- Invasions | minor | resolved (user1294) | 2012-02-15 | Underground Animal People become non-hostile after getting a kill | |
| 0001589 | 8 | Dwarf Mode -- Environment | trivial | new | 2012-02-15 | Constructed walls/floors do not block light | Channel a tile, then build a wall or floor there. |
| 0005100 | | Dwarf Mode -- Artifacts | tweak | new | 2012-02-14 | Untitled the rhinoceros | Find an engraving or artifact with drawings of animals on them. |
| 0005095 | 1 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2012-02-14 | Trade Depot gives all items for free (sorta) | Build trade depot
Caravan arrives
Put items to trade in depot
Pause and have a dwarf remove the depot
|
| 0005093 | | Adventure Mode -- Conversation | crash | resolved (user6) | 2012-02-14 | select villager with k, select "greet", game crash | begin character, move to a villager, press k, select a villager for conversation, select greet, hit enter. - game then crashes. I've tried this 3 times with the same result. |
| 0005083 | | Miscellaneous Crashes | crash | resolved (user6) | 2012-02-14 | Worldgen crash | |
| 0005085 | 2 | Adventure Mode -- Conversation | crash | resolved (user6) | 2012-02-14 | Adventure mode crashes upon beginning a conversation | Go up to NPC.
Talk to them.
Choose "Greet".
|
| 0003249 | 2 | Adventure Mode -- Sites | crash | resolved (user6) | 2012-02-14 | Crash using zoom to site feature in adventure mode quest screen. | Adventure Mode. Press Q. Press down and then z over and over. |
| 0005080 | | Adventure Mode -- Town | minor | new | 2012-02-14 | Merchants stay at their market stalls all the time, fight bogeymen at night | Go to merchant stall in daytime, wait until night. |
| 0005066 | 1 | Adventure Mode -- Quests | minor | new | 2012-02-14 | Zooming to quest does not magnify map | |
| 0005067 | | Adventure Mode -- Travel | minor | new | 2012-02-14 | Exiting fast travel in a city can place you in inaccessible locations | |
| 0004083 | 5 | Civilizations/Entities -- Populations | minor | | 2012-02-14 | Other races migrate to major sites, but are not there in adventure mode | Generate a world long enough that it develops at least one town. |
| 0005069 | 1 | Civilizations/Entities -- General | minor | resolved (user1294) | 2012-02-14 | Children don't inherit either parents' last name | Generate a world, look at a historical figure, look at the related historical figures' last names. |
| 0005059 | | Undeath | minor | new | 2012-02-14 | Animated corpses can't be "killed" with fire damage alone | 1. Copy raw\interaction examples into raw\objects,
2. Go into arena mode,
3. Create, and test. |
| 0005049 | | Adventure Mode -- AI | crash | resolved (user1294) | 2012-02-14 | Adventure Mode Crash | Choose the same Civilization and talked to the first person I saw, It crashed 2/3 times. |
| 0003547 | 3 | Adventure Mode -- Environment | minor | new | 2012-02-14 | Cannot see the sky while on a dirt road | Find a town, find a dirt road, stand on the road, try to view the weather ('W'). |
| 0003082 | 8 | Technical -- Saving/Loading | minor | resolved (user6) | 2012-02-13 | Use of the auto-save and auto-backup features results in save folders with confusing, ridiculously long titles. | Play with autosave and autobackup enabled. After it performs an autosave, exit the game and load it. Play until it autosaves again and verify. Should be 100% repeatable. |
| 0005044 | 1 | Technical -- Saving/Loading | minor | resolved (user6) | 2012-02-13 | Saving with backups is confusing - to say the least | Turn on seasonal update.
Turn on backup
Save before exiting (After running a year) |
| 0000838 | 4 | Contaminants/Spatter | minor | new | 2012-02-11 | High-flying severed body parts can leave spatters in midair | build 15 z level high tower. Build a six or so z level high square around the spot prisoners would hit the floor if thrown from the top of the tower. Throw prisoners from the top of the tower. Observe magical floating blood puddles that hang in midair forever. |
| 0001581 | 16 | Dwarf Mode -- Jobs, Burial | minor | resolved (user11) | 2012-02-10 | "Misplaced" dwarf corpse ignored instead of buried. | 1) Kill a dwarf.
2) Build a coffin and designate it for burial.
3) Let Urist McScrewUp do it wrong.
4) Make all of your dwarves cry as they see a rotting corpse every time they want a drink. |
| 0000902 | 1 | Combat -- General | trivial | new | 2012-02-10 | Attacked creature 'dodges' into same square as attacker, remains standing. | Fight against an opponent with relatively high skill in dodging. Fighting in an enclosed area with few alternative dodge exits may or may not help. |
| 0004829 | 3 | Dwarf Mode -- Nobles | major | resolved (user11) | 2012-02-08 | Count keeps complaining about pretentious sleeping/burial/etc | The savegame (zipped it): http://www.sapsat.de/kasrakust.zip |
| 0005040 | 2 | Dwarf Mode -- Trade | minor | new | 2012-02-07 | Long-gone caravan 'will be leaving soon'. | 1. Get caravan ambushed.
2. Rescue caravan, but so that something gets killed/goes insane.
3. Move goods to depot while caravan is still 'live'. (optional?)
4. Watch merchants stop by at the depot long enough to unload/reload. May be caused by first caravan merchants already unloading.
5. Keep playing for another half season or so up to 'natural' caravan departure time.
|
| 0005039 | 1 | Technical -- General | minor | new | 2012-02-02 | black space option does nothing | Try setting the resolution to anything other than what you have it set for windows. Changing the black space option to NO does not cause the view to stretch. |
| 0005038 | 1 | Dwarf Mode -- Justice | minor | new | 2012-02-01 | Hammerer with attached named crossbow weapon beats prisoner forever | Mod your entity file to make the hammerer manually appointed. Give your hammerer a crossbow. Let him score enough kills to become attached and give the crossbow a name. Fail enough mandates for justice to occur and a sentence of hammer strokes to be assigned. Watch as your hammerer never stops beating his victim. |
| 0005037 | 1 | Adventure Mode -- Inventory | trivial | | 2012-02-01 | inventory of a creature reports material coatings on severed body parts | chop off body parts and check creature inventory. |
| 0005035 | 2 | World Generation -- Beasts | minor | resolved (user1294) | 2012-01-29 | A Forgotten Beast arrived regardless of worldgen parameters - FBs were set to zero/off | |
| 0005033 | | Dwarf Mode -- Combat | major | new | 2012-01-28 | Marksdwarves fire in wrong direction | Load the save file in the link below and watch as the marksdwarves shoot "at" the goblin thief on the surface. I have seen it at least twice in this fortress, and both times the dwarves shot in the same general direction while standing in the same general area.
http://dffd.wimbli.com/file.php?id=5403
|
| 0004688 | | Dwarf Mode -- Jobs, Hunting | minor | new | 2012-01-27 | Hunting dogs do not help their hunter to take down prey | Assign a hunting dog to a hunter. Have hunter go hunting. Observe dog behavior once the hunter is in range of some game. |
| 0005032 | | Dwarf Mode -- Jobs, Military | major | new | 2012-01-27 | Dwarves when go to active training consider themselves active and will engage wildlife on the way | Set some dwarves to a squad, set them to train about half the time. Also Set said dwarves to wood collecting duty. Wait for some time until their wood collecting task is interrupted by wild life, the dwarf now have a change to choose to go train, flip to militia mod, fight said animal barehanded and get themselves killed. |
| 0004205 | 7 | Dwarf Mode -- Environment | major | new | 2012-01-26 | Temperate Heavy Forested biome contains only Willows | I have no idea. It might be a problem with the site, with world gen, with biomes... I'll try to embark somewhere similar to check. |
| 0004966 | 1 | Dwarf Mode -- Interface, Main View | block | resolved (user6) | 2012-01-26 | After I select continue, I get an essentially blank screen | I use the Lazy Newb Pack GUI to get to the first |
| 0001912 | 6 | Technical -- Rendering | trivial | resolved (user6) | 2012-01-25 | Intro movie plays too fast on Mac OSX | Mac version of DF, with greater capability then Toady Mini and watch the initial movie. |
| 0003364 | 1 | Typos/Grammar | minor | resolved (user6) | 2012-01-25 | Typo in announcements.txt | |
| 0005030 | 2 | Technical -- General | crash | resolved (user6) | 2012-01-24 | Game crashes immediately. | 1. download the most recent version of DF
2. try to open it |
| 0001825 | 2 | Arena | text | new | 2012-01-22 | Zombies are "burning alive" | Drop a zombie in magma and take control of him. |
| 0003498 | | Material Properties | minor | new | 2012-01-22 | Some hardcoded materials are unrealistically immune to heat/cold | |
| 0004461 | 3 | Map Features | crash | | 2012-01-20 | crash when zoomed all the way out | 1. Run in windowed, auto-resize on, Ironhand, TrueType
2. Open save of a medium sized map view
3. Zoom out with mouse scroll wheel
4. Dwarf Fortress.exe has stopped working. |
| 0004754 | 5 | Dwarf Mode -- Combat | crash | resolved (user11) | 2012-01-20 | Any time a specific dwarf dies, the game crashes | Kill Udib, The Trussed Chaos of Machines in any way. It's been proven from him losing to nastier Forgotten Beasts (ones with Dust or Fire attacks) and happened when i killed him with a magma bath as a control test |
| 0003842 | 5 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2012-01-18 | Artifact Weapons do not contribute to weaponskill improvements | |
| 0004265 | 2 | Dwarf Mode -- Flows | minor | | 2012-01-18 | Dwarves in very shallow magma make no attempt to escape | Tunnel into the core of a volcano, making a tunnel at least 10 steps long. |
| 0004645 | 6 | Dwarf Mode -- Transport/Hauling | major | resolved (user11) | 2012-01-17 | After long time fighting with many death some items are unusable | |
| 0005024 | 1 | Dwarf Mode -- Jobs, Fishing | minor | resolved (user1294) | 2012-01-15 | Can't fish: tell me that I need an empty trap | |
| 0005023 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2012-01-14 | Stung by bee, recover wounded | |
| 0005022 | | Combat -- Wrestling | major | new | 2012-01-13 | You can charge at an enemy who's grasping you, and attack them with the grasped body part | Create 2 dwarves in arena without weapons and maybe some wrestling skill. Read reports. |
| 0002591 | | Dwarf Mode -- Military | major | resolved (user6) | 2012-01-13 | Military will not totaly activate | |
| 0002370 | 4 | Combat -- Wrestling | minor | resolved (user6) | 2012-01-13 | AI - combatans always attack wrestlers first which makes them harmless | |
| 0003334 | 1 | Dwarf Mode -- Combat | minor | resolved (user6) | 2012-01-13 | Dwarves wrestling by grabbing hold of opponent's teeth. | |
| 0005020 | 6 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user6) | 2012-01-12 | Hunter looping on Store item in bin, Pickup Equipment, rinse/repeat | I actually have no idea. I embarked without a hunter so I started off with no hunting and that turned out to be a comforting certainty for the rest of my fort's life: no-one has ever started hunting in spite of thousands of available bolts and arrows and a ton of quivers, crossbows and bows available. So I guess just do everything right for your hunters and see if they start to loop |
| 0003906 | 2 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user6) | 2012-01-12 | Hunter in Squad Does Not Hunt | 1. Get a hunter.
2. Assign it to a squad. |
| 0000471 | 6 | World Generation -- Wars | crash | resolved (user6) | 2012-01-12 | Large Worlds often cause crashing, graphical corruption | Generate larger worlds, or use default 'Create Now' option on main screen.
Occurs roughly 1 in 8 times. |
| 0000046 | 10 | Technical -- General | major | resolved (user6) | 2012-01-12 | After "Create New World Now!", there was a memory leak and process left running after quitting. | 1. Create new world now! (posted gen)
2. 'd' export
3. 'enter' accept
4. notice process with 1.4gb
5. quit
6. notice process still in process list at 1.4gb |
| 0005018 | 1 | Dwarf Mode -- Environment | minor | | 2012-01-12 | Mysterious levitating ant colony on a river | |
| 0005017 | 1 | Dwarf Mode -- Jobs, Childcare | minor | resolved (user1294) | 2012-01-11 | Fever never goes away | I think the effects of forgotten beast poisonous gas are random or that there are several forgotten beast effects called poison gas so i don't know |
| 0003154 | 10 | Dwarf Mode -- Moods | trivial | resolved (user11) | 2012-01-11 | Corrupt soldier mood: 32767 | |
| 0004868 | 2 | Dwarf Mode -- Economics | minor | resolved (user6) | 2012-01-11 | Alpaca wool is the same cost as other wool | Constant |
| 0005015 | 1 | Dwarf Mode -- Interface, Text | text | resolved (user1294) | 2012-01-10 | Dwarves admire their "own fine cabinet" with pronoun omitted | Get one dwarf something nice and wait for him to admire it. It will say he admired own fine whatever lately not that he admired -his- own fine something lately. WTF that's really all there is to it |
| 0005010 | 2 | Dwarf Mode -- Jobs, Items | minor | resolved (user11) | 2012-01-09 | Can't Make Tin Shields With Tin Bars Available | Get some tin bars. Have a dwarf make them into shields. The dwarf complains "there are no tin bars." I'm using a Zelda mod, so that can be the problem. |
| 0003875 | 1 | Dwarf Mode -- Flows | minor | new | 2012-01-08 | Stuck flows causes stuck creatures | Drain water, let the refilling/flow occur naturally. After some time (unsure of how long) the water flow will cease to move, even when water less than 7/7 is present. |
| 0003902 | 10 | Dwarf Mode -- Transport/Hauling | major | resolved (user11) | 2012-01-08 | Dwarf teleports into cavern | |
| 0005009 | 1 | Dwarf Mode -- Items | tweak | resolved (user11) | 2012-01-08 | This mace killed two dwarves in either d.164 or 165, you can't tell which | You could reproduce this by letting a goblin kill a dwarf or two then viewing his weapon if i'm right |
| 0000548 | 10 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user11) | 2012-01-08 | Smelting steel and pig iron requires 2 pieces of coal per operation | |
| 0004340 | 3 | Technical -- Sound | minor | | 2012-01-08 | Loud crackling and hissing sound from speakers when playing in maximized window | |
| 0000855 | 3 | Dwarf Mode -- Trade | minor | | 2012-01-07 | Traders bring training weapons made of ludicrous materials | |
| 0004125 | 2 | Dwarf Mode -- Embark/Setup | minor | resolved (user11) | 2012-01-07 | Problem with Anvil | |
| 0003218 | 5 | Dwarf Mode -- Traps | major | resolved (user11) | 2012-01-07 | Dwarves trigger cage traps when fainting on them, are not being fed or released after unassigning when cage is built | 1.) build and load cage trap
2.) have dwarf stand on it
3.) have dwarf faint
4.) ???
5.) PROFIT |
| 0004929 | 4 | Dwarf Mode -- Interface, Stockpiles | trivial | resolved (user11) | 2012-01-06 | Dwarves don't bring cages to stockpiles. | Unknown; It occurs randomly, but in my save appears to occur late game. It might have something to do with multiple stockpiles of the same type set to accept empty cages, and only one (not completely full) stockpile to accept the full ones. |
| 0004738 | | Adventure Mode -- Combat | minor | resolved (user11) | 2012-01-06 | Neutral non-agressive animals can't be hunted at range. | Start an adventurer with ambusher, throwing and archery, pick up a few dozen stones. Go to a wild world map tile, stealth and find some innocent woodland critter, get as close as you can without dropping stealth and start lobbing rocks. Watch as none hit. |
| 0003126 | 3 | Dwarf Mode -- Invasions | crash | resolved (user6) | 2012-01-06 | crash after a forgotten beast spawn | |
| 0005008 | 3 | Technical -- General | crash | resolved (user6) | 2012-01-06 | 100% reproducible CTD when viewing inventory of dwarves | save game:
http://www.krauselabs.net/dump/dfsave.zip
v > select kumil sazirtad or dumed in particular or a few others of the large name dwarves > go to inventory...
immediate CTD
or
try to go to the next inventory page, immediate CTD |
| 0005007 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user11) | 2012-01-05 | Dwarves move animals to Pen/Pastures even when animal hauling is not their job | 1. Have an animal (preferably assigned War Dog) outside of a pen/pasture, but assigned to the pen/pasture
2. Have a Chief Medical Dwarf with "Diagnosis" only set as their job
3. Have injured Dwarves in the hospital (probably optional)
4. Have no other dwarves around to move the dog |
| 0005006 | 1 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2012-01-05 | Region Embark Crash | |
| 0005005 | 1 | Dwarf Mode -- Immigration | minor | resolved (user11) | 2012-01-03 | Dwarves with strange extra artifact-like names | No clue |
| 0005004 | | Dwarf Mode -- Environment | minor | resolved (user11) | 2012-01-02 | Inside Fortresses Gain Cavern Features When breaking to caverns | -Dig Down to a cavern and breach it.
-Watch as your fortress grows cavern features. |
| 0005002 | | Creatures | tweak | resolved (user6) | 2012-01-02 | Creatures with the [EQUIPS] tag may use non-weapon items as weapons | Not entirely sure. Capture an unarmed creature with the [EQUIPS] tag and place it in an area with many useless items littered around such as socks, boots, ect. You may need to throw in something it can target to trigger it's aggression. |
| 0005003 | 2 | General | minor | resolved (user6) | 2012-01-02 | Some Maps Run Super Fast - Some Super Slow | Not sure! |
| 0005001 | 2 | Dwarf Mode -- Combat | tweak | resolved (user6) | 2012-01-02 | Invaders are unable to throw | Capture armed goblin
Pit into room with walls made of fortifications
Watch as they run in circles
Command marksdwarves to open fire |
| 0002464 | 3 | Dwarf Mode -- Environment | minor | new | 2011-12-28 | Murky Pond instantly refilled | |
| 0004999 | 2 | Contaminants/Spatter | trivial | | 2011-12-27 | Dwarf with missing limb lists contaminant on limb in inventory screen. | 1. Cause amputation (preferably leg so they'll crawl around.)
2. Dunk in fluids.
3. See if fluids appear in inventory as a contaminant on the missing body part. |
| 0004998 | 2 | Dwarf Mode -- Reclaim | crash | resolved (user11) | 2011-12-26 | Fortress can be abandoned but not reclaimed | Load game, abandon, reclaim |
| 0004997 | | Dwarf Mode -- Interface, Unit-Job Screen | minor | resolved (user11) | 2011-12-26 | All deceased beings in Units screen show a missing upper body in view-cre | Hit u, scroll down to deceased beings, hit v |
| 0004995 | 1 | Dwarf Mode -- Environment | minor | resolved (user1294) | 2011-12-25 | Ant colony over water | |
| 0004555 | 4 | Weather | minor | new | 2011-12-24 | Snow does not stop bushfires | Embark on taiga, start a grassfire or forest fire using Bonfire Mod. Snow-covered grasses burn like there was no snow. |
| 0003949 | 13 | Dwarf Mode -- Environment | major | resolved (user11) | 2011-12-24 | World gets flooded when migrants arrive. | Play like a newbie:
Designate mining
Make stockpiles for everything
Create like, 8 workshops and have no idea how to use them
Make beds, chairs, cabinets, tables
Make rooms with the beds and tables
Keep idlers under 3 at all times
Continue to produce wooden crafts, gems and other things
Wait for migrants to arrive |
| 0004994 | 3 | Technical -- Saving/Loading | minor | resolved (user1294) | 2011-12-24 | Crashes after about an hour | Download http://ansistego.sf.net/dibesherib_crazygorge_save.tar.gz
Run for an hour with debug symbols
Where does it crash? |
| 0004989 | 15 | Technical -- Saving/Loading | minor | resolved (user6) | 2011-12-24 | Segfault on Reclaim (or "My savefile is corrupted, and I loved it") | Load up my game, unpause, run it for half an hour or somewhat less. Or, abandon it and try to reclaim. IF you -cannot- reproduce the bug I'd like to know what you did and to try your copy of the save |
| 0004993 | | Technical -- General | crash | resolved (user11) | 2011-12-22 | Dwarf Fortress will not open in Lion | This occurs with both 31.25 and 31.22 on every Lion computer I have access to (one Mac Mini, one newer iMac, and one four-year-old iMac). I have no idea if this is just a problem with my computers or if this would happen on other OS Lion computers. On a computer running 10.6, DF runs perfectly fine. |
| 0003328 | 5 | Adventure Mode -- Town | minor | resolved (user11) | 2011-12-22 | Towns won't show up! | |
| 0001298 | 6 | Dwarf Mode -- Interface, Squad Control | crash | resolved (user11) | 2011-12-22 | Game crash when entering squad menu (possible cause too many items in stocks menu? or site?) | Have over 10,000 Items on site? |
| 0004990 | 6 | Dwarf Mode -- Buildings, General | crash | resolved (user6) | 2011-12-22 | Trying to build a statue leads to a crash | b-alt+s enter enter
May I provide you my current savegame file for that? (I made a backup)
BR,
Frank |
| 0004992 | 1 | Technical -- General | major | resolved (user6) | 2011-12-22 | Won't run | |
| 0004820 | 4 | General | minor | resolved (user6) | 2011-12-22 | Segfault during Saving (when in Dropbox Folder) | Install Dropbox, move DF into dropbox. Play and Save a fortress. |
| 0004991 | 4 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user11) | 2011-12-22 | Dwarf cancels job: Needs refined coal | Use manager to forge at least 2 items at magma forge.
Have not tested in other regions. |
| 0003632 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2011-12-21 | Severed Arteries are untreated. | |
| 0004031 | 6 | Vegetation | major | | 2011-12-21 | Grass does not grow back. | Get Grazers |
| 0003957 | 13 | Dwarf Mode -- Environment | feature | | 2011-12-21 | Normal grass can grow underground | -dig underground chamber in soil, wait |
| 0004988 | 1 | Dwarf Mode -- Invasions | tweak | resolved (user1294) | 2011-12-20 | "Quadruped" type forgotten beasts can be characterized by having other than four legs | Look carefully at quadrupeds. How many legs do they have really |
| 0004987 | 5 | Typos/Grammar | minor | resolved (user6) | 2011-12-20 | Wrong surnames om engraved walls (and possibly artifacts) | It happens systematically |
| 0004495 | 1 | Dwarf Mode -- Reclaim | minor | resolved (user1294) | 2011-12-18 | The ghost won't go away | |
| 0004984 | 1 | Creatures | minor | resolved (user1294) | 2011-12-17 | NECK_SPINE nervous tissue damage not disabling ability to stand | Go into arena mode, spawn a giraffe, and attack its neck until the nervous tissue is damaged. It will still be able to stand and attack with its stance bodyparts. |
| 0004981 | 4 | Miscellaneous Crashes | crash | resolved (user11) | 2011-12-15 | Game crash because of refuse hauling | |
| 0004982 | 4 | Miscellaneous Crashes | crash | | 2011-12-15 | DF Crashes whilst viewing a unit | |
| 0003572 | 1 | Adventure Mode -- Display | minor | resolved (user11) | 2011-12-11 | World map: town split into town and hamlet | |
| 0003501 | 3 | Adventure Mode -- Town | major | resolved (user11) | 2011-12-11 | ALL the towns in my game are experiencing a major problem. | I did absolutely nothing. I just started adventure mode in game and it never worked right. |
| 0003666 | 5 | Adventure Mode -- Town | minor | resolved (user11) | 2011-12-11 | Multiple merchants in a single shop | Walk in a human town, visit a shop. |
| 0003486 | 4 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user11) | 2011-12-11 | custom stockpile with food/plant drinks only is not the same as food stockpile with food/plant drinks | see above |
| 0004690 | 7 | Dwarf Mode -- Flows | minor | new | 2011-12-11 | Water not stackable above 8 - 9 tiles | Design large tank with several z-level high walls. Connect several screw pumps to a nearby river and feed them into the tank. Activate screw pumps and wait for first level to fill up. Second level will not fill, despite the pumps dropping the water from above and the water unable to escape. |
| 0002988 | 6 | Dwarf Mode -- Reclaim | crash | resolved (user11) | 2011-12-11 | Game crashes with an error when I reclaim | |
| 0002118 | 6 | Dwarf Mode -- Interface, Announcements | minor | resolved (user11) | 2011-12-11 | Axelord guarding dwarf caravan gets "has arrived" announcement before the caravan itself | |
| 0000628 | 3 | Dwarf Mode -- Invasions | crash | resolved (user11) | 2011-12-11 | Crash while under attack by HFS | Break into hell to check if demon pathing causes the low fps, make a LOT of unhappy dwarves who keep trying to rest but get interrupted. |
| 0003873 | 5 | Pathfinding | minor | resolved (user11) | 2011-12-11 | dwarves will stop pathing through stairs in obsidan | A. put stairs through cast obsidian
B. put a meeting zone, dig designation or build order at the bottom of the stairs. |
| 0004621 | 4 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2011-12-11 | Dorfs won't dump items which are on constructions | |
| 0004887 | 6 | Dwarf Mode -- Interface, Unit View | crash | resolved (user11) | 2011-12-11 | Crashing in Unit View | Enter unit view and watch around. |
| 0004627 | 5 | Dwarf Mode -- Embark/Setup | major | resolved (user11) | 2011-12-11 | Dwarfes not willing to dig since embark | I can provide savegame. Saving and loading game doesn't help. |
| 0004789 | 3 | Dwarf Mode -- Interface, Designations | major | resolved (user11) | 2011-12-11 | Can't designate mining except at top of map | When I saved and exited and restarted it worked again. |
| 0004487 | 3 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user11) | 2011-12-11 | Animal handling will be retried too often - what with inaccessible animals results in cancel spam an huge FPS drop | Animals + burrow without access to animals + alert => FPS drop from 200 to 20 |
| 0004890 | 3 | Adventure Mode -- AI | major | resolved (user11) | 2011-12-11 | Woodcutters can't find path. | I have heard from imageboards that someone had the same issue with Hunters. |
| 0004911 | 5 | Miscellaneous Crashes | crash | resolved (user11) | 2011-12-11 | Crash on startup | |
| 0004538 | 5 | Technical -- Saving/Loading | crash | resolved (user11) | 2011-12-11 | Dwarf Mode save loading crash | Attempt to load a save file of Dwarf Mode. Does not always occur, but has high probability. |
| 0004978 | 5 | Dwarf Mode -- Jobs, General | minor | resolved (user1294) | 2011-12-10 | Beekeepers always have 0 experience | Try to train some beekeepers they don't seem to get xp from doing anything |
| 0004781 | 2 | Combat -- Target Selection | crash | | 2011-12-10 | Forgotten Beast makes DF crashes after killed. | |
| 0004629 | 2 | Miscellaneous Crashes | crash | | 2011-12-10 | Crash on second spout of dragonfire | Load the save and wait a few seconds for it to CTD. |
| 0004710 | 2 | Adventure Mode -- Movement | minor | | 2011-12-10 | Ability to walk over open space | |
| 0004360 | 2 | Adventure Mode -- Buildings | crash | | 2011-12-10 | Sleeping in a shop in Town crashes game | |
| 0004042 | 2 | Technical -- Rendering | major | | 2011-12-10 | print_mode:text (ncurses) rendering "sitcky" | Aside from the operating system and version, I downloaded the SDL dependencies myself, as I don't have administrator privileges on the machine I'm running. I don't think this is the issue, however (I don't think they're even being used). I might do a little more testing in different df versions, or different Linux distros, but at the moment is seems just broken. Upon reporting these errors, I am ssh'ed in, but the error occurs while running locally too.
I have the most recent version of the ncurses library.
|
| 0003177 | 3 | General | crash | | 2011-12-10 | Random black screen / lock | I just play for a while and it dies randomly. |
| 0004267 | 2 | Dwarf Mode -- Trade | minor | | 2011-12-09 | Caravan left early and left all merchandise behind, but still "traded" while leaving | |
| 0004298 | 2 | Dwarf Mode -- Interface, Military Screen | minor | | 2011-12-09 | Dead squads are not removed from squad list, instead leaving an annoying placeholder | |
| 0001843 | 2 | Dwarf Mode -- Military | minor | | 2011-12-09 | Civilian dwarves restricted to burrow even when alert is canceled | create burrow
set tasks outside of burrow
activate alert
deactivate alert |
| 0002994 | 2 | Dwarf Mode -- Military | minor | | 2011-12-09 | Squad set to "defend burrows" train instead | I haven't tried to reproduce this, but I did do the following to have this bug occur:
1. Have a squad with more than one dwarf. Make sure this squad is in Active/Training and that the barracks they train at has [q] and [t] toggled on.
2. Create a new alert.
3. Make a schedule for this new alert: Defend burrows, choose a burrow, copy and paste the orders for each month.
4. Set the squad to this newly create alert.
5. The above problem occurs. |
| 0004976 | 3 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user11) | 2011-12-09 | Having bees underground by putting channels to the sun above them screwed up dwarf pathfinding on the way to do colony tasks | See summary I guess |
| 0004919 | 2 | Undeath | minor | resolved (user11) | 2011-12-08 | Ghost repeatedly topples tomb, nothing happens. | |
| 0004921 | 4 | Miscellaneous Crashes | crash | resolved (user11) | 2011-12-08 | Random crashes that take my computer with it | |
| 0004956 | 4 | Creatures | minor | resolved (user11) | 2011-12-08 | CASTE_ALTTILE does not work. | |
| 0004977 | 2 | Dwarf Mode -- Combat | major | resolved (user11) | 2011-12-08 | Dwarfs started attacking each other | issue a kill multiple order and then cancel it. |
| 0004920 | 2 | Technical -- General | crash | resolved (user6) | 2011-12-07 | Random crash | |
| 0004917 | 2 | Dwarf Mode -- Buildings, General | trivial | resolved (user6) | 2011-12-07 | Cannot build stairs on Glowing Pits | Build a staircase down from above into a Glowing Pit and try to put an Up Staircase at the very bottom on the actual Glowing Pit. It will say "Blocked" despite there being an up/down staircase above it. |
| 0004907 | 3 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user6) | 2011-12-07 | Dwarves will not stock soap in hospital. Non glob-to-bar error. | |
| 0004912 | | Map Features | major | new | 2011-12-07 | Placing farm plot on hidden areas allows detection of underground plants | After embark, b-p, make max width and height and go down. Your farm plot will change shape, if there are any caverns or other farmable features on this z-level in this place. |
| 0004931 | 2 | Dwarf Mode -- Jobs, Equipment | trivial | resolved (user6) | 2011-12-07 | Woodcutter's child cutting trees without axe | |
| 0004926 | 3 | Dwarf Mode -- Invasions | minor | new | 2011-12-07 | Forgotten beasts arrive in the Underworld | 1. Become eligible for Forgotten Beast invasions
2. Discover Hell
3. Wait |
| 0004934 | 4 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user6) | 2011-12-07 | Dwarves will starve/die of thirst rather than attempt to path through even a single tile of deep water. | |
| 0004941 | 3 | Dwarf Mode -- Environment | major | new | 2011-12-07 | Infinite Cave-In Loop in glacier | Drop Ice walls one layer onto stone in glacier biome using cave-ins. |
| 0004958 | 2 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2011-12-07 | Crashes when I try to embark. | Retried twice with the same settings, then with a new civ, then with a fresh installation of LNP. |
| 0004960 | 6 | Technical -- Saving/Loading | crash | resolved (user6) | 2011-12-07 | Crash while loading save with message "Missing plant gloss:[blank]" | Attempt to load save. Crash every time. |
| 0004974 | 3 | Dwarf Mode -- Military | minor | | 2011-12-04 | A massacre of my entire fortress by my military because of a kill order. | |
| 0004964 | 10 | Dwarf Mode -- Jobs, Constructions (walls etc) | major | resolved (user6) | 2011-11-29 | Marble not recognized | This seems to be happening right from the start.
I tried abandoning, then reclaiming (it was a good site), with no effect. Tried starting a new site nearby with same results. Used third party utility to find marble elsewhere in the world; still not recognized.
Am currently generating a new world to attempt to solve the problem. |
| 0004564 | 3 | Adventure Mode -- General | crash | resolved (user6) | 2011-11-29 | Hit "c" in adventure mode: Segmentation fault. | Start DF2 (preferrable from terminal to see the resulting error message).
Create or load an Adventure character.
Hit "c". |
| 0004970 | 6 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2011-11-29 | demands fine pewter slab in office | a *very* long wait. |
| 0004967 | 5 | Fire | major | resolved (user11) | 2011-11-26 | Dwarves randomly die of sudden bleeding to death from their feet... | Can only reproduce by same file, as I don't have vanilla DF... though actually, now that the game saves all associated raws, I COULD send one a file if they desire. |
| 0004957 | 2 | Technical -- General | crash | resolved (user11) | 2011-11-25 | Crashes on startup due to incompatible libpng error [Linux] | Launch the game |
| 0004965 | 5 | Dwarf Mode -- Trade | major | resolved (user11) | 2011-11-25 | Paved roads prevent traders and diplomats from leaving map edge | Just build a paved road in front of your fortress. |
| 0004968 | 1 | Dwarf Mode -- Interface, Trade | minor | | 2011-11-24 | Removing trade depot transfers ownership of all items to player | Presumably, wait til a trader is there, remove the building, etc. |
| 0004952 | 5 | Dwarf Mode -- Pets | minor | resolved (user1294) | 2011-11-24 | Animals stop breeding after reaching population of 50 | |
| 0004963 | 1 | Dwarf Mode -- Jobs, Assignment of Jobs | trivial | resolved (user11) | 2011-11-22 | rusty skill not counted in workshop profile job assignment | |
| 0004959 | 6 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | major | resolved (user1294) | 2011-11-17 | cant shear creatures - "no creature" message | |
| 0004955 | 1 | Dwarf Mode -- Jobs, Activity Zones | minor | new | 2011-11-10 | Pitted animals cannot be re-pitted | 1. capture some gobbos in cage traps.
2. disarm them.
3. throw them into a pit.
4. allow them to escape into more cage traps
5. attempt to pit them again. |
| 0004954 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2011-11-10 | creating useless space that is permenately blocked | see above. |
| 0003431 | 7 | Dwarf Mode -- Interface, Announcements | major | resolved (user6) | 2011-11-08 | Abduction of Baby Not Announced | |
| 0004439 | 4 | Dwarf Mode -- Jobs, Smelting | major | resolved (user11) | 2011-11-06 | Crash during smelting work | testing repeatability now |
| 0004949 | 5 | Dwarf Mode -- Moods | minor | | 2011-11-06 | Mining pick dropped from moody dwarf is unusable | 1. have a miner become 'peculiarly secretive'
2. when he claims a shop, go into his inventory and forbid his pick (or dump, but i think it was forbid)
3. after the pick is placed in a stockpile, have another dwarf enable mining, and designate an area to mine
4. observe no dwarf picking up the pick
|
| 0004948 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user11) | 2011-11-04 | Some dwarves don't eat - instead they wander around choosing a chair | |
| 0004946 | 2 | Dwarf Mode -- Jobs, Smelting | minor | | 2011-11-04 | Smelting sterling silver recipe | |
| 0004947 | 2 | Dwarf Mode -- Abandonment of Fort | feature | | 2011-11-04 | Basic features missing | |
| 0004945 | 3 | Dwarf Mode -- Embark/Setup | minor | resolved (user11) | 2011-11-02 | Value 0 item exists at embark. | I assume just embarking and maybe looking for Cubed Drathla Spleen? |
| 0003900 | 2 | World Generation -- General | crash | resolved (user1294) | 2011-10-29 | Crash of worldgen [during history run in year 63] - modded game | - advanced world generation
- DEFENCE! set
- 11 rejects
- DF crashes in year 63, during history run. |
| 0001064 | 5 | Dwarf Mode -- Immigration | minor | resolved (user11) | 2011-10-29 | Immigrant Hunters arrive carrying one boot. | |
| 0004641 | 3 | General | crash | resolved (user11) | 2011-10-29 | Game isn't starting | |
| 0001098 | 2 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | resolved (user11) | 2011-10-27 | Job cancellation loop at the edge of a burrow | Designate burrow, restrict miners to it, designate square to be mined so that the dwarves have to stand outside the burrow to mine it. |
| 0001261 | 1 | Dwarf Mode -- Artifacts | minor | new | 2011-10-26 | Dwarf doesn't mind artifact theft | Leave artifacts outside. Wait for thieves or rhesus macaque. |
| 0004939 | 2 | Dwarf Mode -- Trade | minor | resolved (user1294) | 2011-10-26 | Cannot request iron from the dwarven caravan but can request pig iron and steel. | When making requests of the dwarven caravan check the metals section and see if iron and its alloys are all listed. |
| 0004935 | 3 | Dwarf Mode -- Invasions | major | resolved (user11) | 2011-10-26 | Sieges with [FLIER] tag will sit on the edge of map | Wait for siege with [FLIER] tag (in vanilia - goblins on bats/eagles) |
| 0004938 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2011-10-25 | Multiple dwarves pick same bed in hospital, one dies of thirst | |
| 0003116 | 3 | Dwarf Mode -- Military | minor | new | 2011-10-23 | Soldier equipped vial of extract (golden salve) as waterskin, then added alcohol to it | |
| 0004900 | 6 | Dwarf Mode -- Embark/Setup | crash | resolved (user11) | 2011-10-23 | Crash when preparing to embark | |
| 0004936 | 3 | Dwarf Mode -- Combat | minor | resolved (user11) | 2011-10-23 | Bucklers get stuck in enemies | assign bucklers to melee dwarves, and send in the macaques |
| 0004806 | 3 | Dwarf Mode -- Buildings, General | minor | new | 2011-10-22 | Non-empty buckets can be used to construct ashery and well | |
| 0003777 | 9 | Creatures | minor | resolved (user6) | 2011-10-20 | One of these Leopards will die of old age, which will it be? | |
| 0004908 | 5 | Miscellaneous Crashes | minor | resolved (user11) | 2011-10-19 | Game crashes on save | |
| 0001076 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | | 2011-10-19 | 2 dwarves in hospital died of dehydration. | |
| 0003932 | 5 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user11) | 2011-10-18 | Dwarves refuse to eat food due to buggy dining room. | I am not sure, but the dining room in question was built early on in the game, so that I built some doors and a Depot within its designated space. |
| 0004620 | 6 | Dwarf Mode -- Embark/Setup | minor | resolved (user11) | 2011-10-18 | Embark froze game in heavy forested site | Unable to reproduce, yet worth reporting |
| 0000694 | 1 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2011-10-18 | Dwarf hauls bucket from previos task (Fill pond ) while executing next task - manage stockpile records | |
| 0004447 | 5 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user11) | 2011-10-18 | Wells are dry which shouldn't be. | build wells two spaces above a stream. |
| 0004930 | 3 | Dwarf Mode -- Jobs, General | tweak | new | 2011-10-16 | Fishing takes precendence over all other tasks | Find a map with fish, turn on fishing tasks, set other tasks while fishing remains on. Until the fish are gone the dwarf won't perform the other tasks. |
| 0004612 | 4 | General | major | resolved (user11) | 2011-10-15 | Game can be paused, not unpaused. | |
| 0004227 | 3 | Dwarf Mode -- Jobs, Designations | major | resolved (user11) | 2011-10-15 | Odd Digging Designation Bug | |
| 0001817 | 8 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2011-10-15 | Nobles issue mandates for raw adamantine items | |
| 0002416 | 2 | Dwarf Mode -- Jobs, Designations | minor | new | 2011-10-15 | For jobs on edge of burrow, dwarves get stuck trying to complete the job from outside the burrow | 1) Establish a generalized Burrow.
2) Set an alert that limits all civilians to that burrow, then put the fortress on that alert.
3) Designate an area for digging or engraving on the edge of that burrow, but within its borders.
4) Watch dwarf go to a tile adjacent to the designated job tile that is outside of the burrow, and get stuck on the job without completing it.
Obviously, this won't occur if the tile the dwarf AI chooses to do the job from is within the burrow. |
| 0004922 | 4 | Dwarf Mode -- Stockpiles | minor | resolved (user1294) | 2011-10-14 | Dwarves Will Not Move Trolls to Specific Stockpile | Others in the thread had the same problem when they downloaded the save file. However, I cannot identify *how* to properly reproduce it - it is random. |
| 0003106 | 25 | Dwarf Mode -- Military | major | | 2011-10-13 | Marksdwarves cannot equip ammunition stored in bins | Make an ammo stockpile large enough to hold all of your ammunition with enough bins to store all of it. Ensure that all of the ammo makes it into bins. Form a squad of marksdwarves, give them all necessary equipment, assign ammo you have plenty of and set them to train. Observe the marksdwarves as they wander around your fort with Soldier (Cannot follow order) and no ammunition in their quivers. Set a workshop to produce new ammo and watch your whole squad rush to it to equip the fresh bolts.
I have not tried to reproduce this yet due to how much of a pain it was to fix in the first place. Mass dumping the ammo stockpile then unforbidding the dumped bolts resulted in thousands of dump and haul jobs and I just don't want to do that again; better to test it on a smaller scale, IMO. |
| 0004515 | 4 | Dwarf Mode -- Interface, Unit Profiles | trivial | resolved (user11) | 2011-10-13 | Manager does not move down in unit list to area where other "purple" people are listed | |
| 0003228 | 17 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2011-10-11 | Recieved migrant message "Migrants brave this terrifying place..." despite no deaths. | |
| 0004916 | 2 | Dwarf Mode -- Buildings, General | minor | new | 2011-10-07 | When removing retractable bridges, land remains underneath | I guess dig a pit, setup some retractable bridges over it. Then remove the bridges. |
| 0004586 | 3 | Adventure Mode -- Combat | crash | resolved (user1294) | 2011-10-04 | Select target after pressing [A] to initiate a specific attack. Segmentation fault. | Load or create an adventurer target.
Move within range of an attackable target.
Hit "A".
Choose one of the options (doesn't matter which in case there are multiple)
Segfault occurs. |
| 0004909 | 2 | Dwarf Mode -- Interface, Unit-Job Screen | feature | resolved (user11) | 2011-09-29 | Unit Screen sorting gives me migraines | |
| 0004861 | 2 | Dwarf Mode -- Jobs, Equipment | feature | resolved (user11) | 2011-09-29 | Make dwarfs prefer to pickup weapons/armour with prior attachment | Dwarf grows attached to Sharp Spikey Sword of DOOM!
change uniform - still allows for said sword.
Dwarf drops current uniform, including said sword.
Dwarf picks up unknown boring short sword.
Dwarf is unhappy with useless weapon and dreams of better days. |
| 0004910 | 1 | Undeath | minor | resolved (user11) | 2011-09-29 | Ghosts of outpost liaisons past | Don't have a trade depot in time for the first caravan and eventually the outpost liaison will get melancholy and eventually die and become a ghost. |
| 0001494 | 5 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2011-09-29 | injured dwarf 'cannot stand' too tough to rest but can't move. | 1) Have a really tough dwarf
2) Impair his ability to walk
3) Watch him refuse to be rescued and die of thirst. |
| 0004906 | 4 | Dwarf Mode -- Interface, Tasks | minor | resolved (user11) | 2011-09-27 | Named item unable to be equiped/dumped | |
| 0004846 | 3 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user11) | 2011-09-16 | Noble with office cancels job "update stockpile records: need office" | |
| 0004895 | 4 | Dwarf Mode -- Diplomacy | minor | resolved (user11) | 2011-09-12 | Two diplomats at once | you got me.. |
| 0004893 | 2 | Dwarf Mode -- Military | major | resolved (user11) | 2011-09-12 | "Soldier (Cannot follow order)" Status for military dwarves on duty after canceling "move" order that could not be completed. | Create squad, assign them to a room with a tiny entrance that is too small multiple times, then cancel the order. |
| 0004894 | 1 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2011-09-12 | Free Items at Depot | |
| 0004892 | 1 | Dwarf Mode -- Military | trivial | resolved (user1294) | 2011-09-12 | Military will not cancel "kill" order | have a military squad
push S
push K
scroll over a creature(Mooseman)
push enter
wait until creature dies and then the dwarves will just slink around the corpse. |
| 0004891 | 2 | Dwarf Mode -- Buildings, General | crash | resolved (user11) | 2011-09-12 | Game crash when scrolling over a bed using the Q selection | This is isolated. |
| 0004889 | 4 | Dwarf Mode -- Combat | minor | resolved (user1294) | 2011-09-11 | Loyalty cascade in 0.31.25 | |
| 0004882 | 4 | General | block | resolved (user11) | 2011-09-07 | Alright so I am unable to run the DwarfFortress.exe program | |
| 0004875 | 1 | Dwarf Mode -- Jobs, Childcare | minor | resolved (user1294) | 2011-09-03 | Imprisoned mothers cannot reach their infants: message spam | 1. Build restraint, use it for justice
2. Have mother of infant commit crime (tricky)
3. observe message spam |
| 0004876 | 1 | Pathfinding | minor | resolved (user1294) | 2011-09-03 | Dwarves have difficulty pathing to webs in the caverns | 1. create a long-ish path from the loom to the caverns
2. observe message spam. |
| 0004825 | 4 | Creatures | minor | new | 2011-09-01 | capybara herd stuck in place until captured/tamed member slaughtered | - embark on biome suitable for capybara
- build cage trap
- wait for capybara pack
- drive into cage trap |
| 0004870 | 2 | Dwarf Mode -- Pets | minor | | 2011-08-30 | Cats adopt dwarves while paused. | |
| 0004867 | 3 | Dwarf Mode -- Jobs, General | minor | resolved (user11) | 2011-08-30 | Strange behaviour when installing colony in hive | Happens randomly when dwarf is assigned 'install colony task'. |
| 0004866 | 2 | Geology | minor | resolved (user11) | 2011-08-30 | Unmined galena and marble look the same | |
| 0004858 | 2 | Dwarf Mode -- Interface, Notes/Points/Routes | minor | | 2011-08-27 | Backspace adds a backspace character to burrow names | Create a burrow (w, a)
Name the burrow (n)
Press backspace |
| 0004115 | 4 | Dwarf Mode -- Rooms | minor | new | 2011-08-27 | Dwarves eat in whatever chair seems convenient, then complain about a lack of dining tables | - Build adjacent pairs of tables and chairs.
- Designate the surrounding area as a dining room from one of the tables, assigned to nobody.
- Build chairs elsewhere, without the adjacent tables.
- Provide food that's nearer to the non-dining-room chairs (unknown if this qualification is requisite, but this was the arrangement in the environment under which I observed the bug).
Effect:
- Dwarf with no complaints will eventually bring food to a non-dining-room chair.
- Dwarf eats at the chair.
- Dwarf leaves with a new complaint about the lack of dining tables. |
| 0004859 | 1 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | resolved (user1294) | 2011-08-26 | Severely wounded baby carried around by mother on menial jobs, no 'recover wounded' task | |
| 0004860 | | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user1294) | 2011-08-26 | Iron NOT listed within weapons/trap comps materials list | Create stockpile for weapons/trap comps
check settings for stock pile
check materials
Find IRON is not listed as allowed material. |
| 0002777 | 3 | Cave-ins | crash | new | 2011-08-25 | Crash while collapsing cavern onto Demons | |
| 0003530 | 1 | Technical -- Input/Keybinding/Macros | major | new | 2011-08-24 | When reassigning keybindings if you assign leave screen and change keybinding to the same key you can't do anything. | Change leave screen to k.
|
| 0004848 | 2 | Dwarf Mode -- Jobs, Healthcare | major | new | 2011-08-22 | Dwarf walks back and forth while recovering wounded. | Have not tried, and I've never seen it before. |
| 0004853 | 2 | Dwarf Mode -- Stockpiles | minor | resolved (user11) | 2011-08-22 | Drink only stockpiles accept prepared food barrels | Build a small food stockpile, set it to only contain drinks and set your kitchen to produce meals. Wait for a few months, see that it's filled with prepared food. |
| 0004852 | 1 | Dwarf Mode -- Flows | minor | new | 2011-08-22 | Two rivers, only one of them flows | Embark on a site with two river/brook sources, build water wheel on each river bank and/or look for outflow of river at map edge |
| 0004640 | 4 | Dwarf Mode -- Military | major | resolved (user11) | 2011-08-21 | Military units will not equip gear | Assign a dwarf to a military squad. Assign them gear that you have available in a stockpile. |
| 0004849 | 5 | Dwarf Mode -- Nobles | crash | resolved (user11) | 2011-08-21 | Dead captain of the guard, can not reassign or change squad | -reassign new captain in the noble screen: crash
-reassign new captain in squad position 0000001: crash
-disband squad in the military screen:crash
-remove single dwarf from squad in the military screen: crash |
| 0004845 | 1 | Cave-ins | block | new | 2011-08-20 | Freezing oceanic water causes cave-ins and makes the game freeze too | - Generate small islands using http://www.bay12forums.com/smf/index.php?topic=91141.0
- Embark on a whole island where the weather is cold enough to make the ocean freeze part of the year
- Wait until winter is upon you |
| 0004839 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2011-08-19 | No Creature error when shearing | |
| 0004813 | 7 | Dwarf Mode -- Buildings, General | minor | resolved (user1294) | 2011-08-18 | Item build orders in Workshops not being executed | |
| 0004841 | 1 | Adventure Mode -- Inventory | major | resolved (user1294) | 2011-08-18 | coins stacks randomly creating a lot of piles in inventory | sell items, or grap coins from ground |
| 0004818 | 8 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user1294) | 2011-08-18 | Make adamantine wafers does not appear in smelter | |
| 0004837 | 3 | Dwarf Mode -- Items | crash | resolved (user11) | 2011-08-17 | Using "k" on a specific tile results always to crash | Easy and always reproducable.
Simply use "k" on this specific tile. |
| 0004836 | 1 | Miscellaneous Crashes | crash | resolved (user11) | 2011-08-17 | Falling Fire Man crashes game | Drop a Fire Man in the arena from at least 2 z-levels in the air. Watch the game crash. |
| 0004831 | 3 | Dwarf Mode -- Interface, Military Screen | minor | resolved (user11) | 2011-08-16 | Weapon attachments do not respect changes to military position (forbidden due to stuck-in) | 1) Make a military dwarf, assign him or her a weapon
2) Wait until he or she grows attached to that weapon
3) Remove the dwarf from his squad and replace him or her. The replacement will never pick up a weapon. |
| 0004832 | 1 | World Generation -- General | major | resolved (user6) | 2011-08-16 | All civilizations in generated world are of non-intelligent cavern creature types. | size: pocket
history: very short
civs: medium
sites: medium
beasts: high
savage: high
mineral: frequent
seems to happen consistently
to see the crash, try entering a lair with a cave crocodile character. You should encounter it somewhere along the way. |
| 0004812 | 5 | Technical -- Saving/Loading | major | resolved (user6) | 2011-08-15 | Save file duplication instead of writing | For me currently, I can reproduce it every time I try to load one of my recent saves. |
| 0004827 | 1 | Geology | minor | resolved (user1294) | 2011-08-14 | Alexandrite gems don't change color in sunlight! | |
| 0004826 | 1 | Dwarf Mode -- Nobles | minor | resolved (user1294) | 2011-08-14 | Queen is tame human | |
| 0004466 | 2 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user6) | 2011-08-13 | Dwarves taking very long time to drink | |
| 0004823 | 1 | Combat -- Stuck-ins | minor | resolved (user1294) | 2011-08-13 | Dwarves seems to be forever stuck in combat in some situations (particularly blunt weapons ) and does not kill the target. | Equip Squad with full armor and Wooden Training swords.
Attack an strong ( Troll / Blizzard Man ) unarmed / unarmored opponent and it will eventually happen that it won't die by the wounds it suffers even when the whole body is fully broken.
Combining the use of cage traps, disarming and then pitting the enemy into your squads hand is an effective way to reproduce this problem. |
| 0004810 | 2 | Artistic Images (engravings etc) | trivial | new | 2011-08-12 | Civilization symbol engraving descriptions can show both "design" and "crafting" quality; other engravings do not | - Assign a low- or un-skilled dwarf the "Engraving/Stone detailing" labor (a high-skilled dwarf is less likely to carve generic symbols)
- Designate a large smoothed area for engraving
- Toggle engravings to be un-hidden (if necessary).
- Examine descriptions of the most frequent symbols |
| 0004822 | | Dwarf Mode -- Jobs, Designations | minor | resolved (user1294) | 2011-08-12 | Overlap problem between downward staircase designations and smoothing the floor | Designate an area to be smoothed (perhaps large so they don't get to it quickly).
Designate a downward stair and wait for it to be dug.
Wait for the smoothing to happen (or lessen the area).
Observe nonexistent staircase. |
| 0004559 | 2 | Dwarf Mode -- Stockpiles | minor | new | 2011-08-12 | Stockpile "take from" options unset after save. | |
| 0004819 | 1 | Dwarf Mode -- Environment | minor | resolved (user1294) | 2011-08-12 | "Is caught in a cloud of boiling magma" | |
| 0004816 | 1 | Dwarf Mode -- Jobs, Fishing | trivial | resolved (user6) | 2011-08-10 | Fisherdwarf cancels fish: interrupted by fish | |
| 0004189 | 1 | Dwarf Mode -- Interface, Unit-Job Screen | minor | resolved (user1294) | 2011-08-10 | Cannot cancel 'Store Item in Bin' in (U)nits screen using (R)emove creature from task | Find a job on the list with the 'Store Item in Bin' job. (R)emove is active (white) but won't work. |
| 0003341 | 2 | Creatures | minor | new | 2011-08-10 | [VERMIN_GROUNDER] tagged Vermin Flying off ground. | |
| 0004815 | | Adventure Mode -- Conversation | trivial | resolved (user11) | 2011-08-08 | megabeasts keep re-introducing themselves. | 1.)attack colossus that is right next you you
2.)repeat until he announces himself
3.)keep repeating until he announces himself AGAIN |
| 0004773 | 3 | Dwarf Mode -- Buildings, General | minor | new | 2011-08-08 | Ghosts obstruct doors | Difficult, since you can't control ghosts.
a) Kill lots of dwarves and don't bury them
b) Build lots of doors |
| 0004805 | | Contaminants/Spatter | minor | new | 2011-08-08 | Contaminants not washed off of items dropped into static water via retracting bridge | Fill a trench with water. Build a retracting bridge over that trench. Dump contaminated items onto the bridge via making a garbage dump one z level above the bridge. Retract the bridge. Examine items dropped into the water. |
| 0004811 | | Dwarf Mode -- Jobs, Designations | trivial | resolved (user11) | 2011-08-08 | "Remove up Stairs/ramps" highlites unrevealed ramps | highlite unrevealed known cavern layer with "remove up stairs/ramps" |
| 0000194 | 31 | Dwarf Mode -- Jobs, Healthcare | minor | | 2011-08-07 | Hospital does not stock plaster powder, and doctors won't use stockpiled plaster to set bones | Create a hospital zone and use a kiln to make plaster powder. Set the hospital zone to store plaster powder and make sure there are bags and chests constructed in the zone. |
| 0000318 | 26 | Dwarf Mode -- Jobs, Healthcare | minor | | 2011-08-07 | Surgery job never completes | |
| 0004808 | 1 | Religion | trivial | resolved (user1294) | 2011-08-07 | Faithful and casual worshiper of the same god | |
| 0004445 | | Dwarf Mode -- Combat | crash | resolved (user1294) | 2011-08-07 | Game crashes when the "body" or "upper body" has tissue breaking off | Somehow launch a creature, consisting of a fragile and poorly coherent material (salt, soot...), into an obstacle with significant force. Most likely to happen during a cave-in, since dwarfs are unlikely to send a demon flying by own power. |
| 0004482 | 8 | Technical -- Saving/Loading | crash | resolved (user1294) | 2011-08-07 | My save file crashes when loading [Fatal Error] "Missing Word Definition" :( | |
| 0000169 | 12 | Dwarf Mode -- Stockpiles | minor | new | 2011-08-05 | Dwarves don't respect stockpile sub-settings | Create a food stockpile. Disable various kinds of food from the stockpile. Dwarves will carry those kinds of food to the stockpile anyway. |
| 0000221 | 9 | Dwarf Mode -- Jobs, Items | minor | | 2011-08-04 | Making leather waterskins actually produces no-material flasks | |
| 0004196 | 2 | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2011-08-04 | Dwarf dances around table with food, but doesn't sit down | It's weird. He's nobody particular. Two others with same type of dogs attached eat fine. |
| 0003969 | 2 | Dwarf Mode -- Thoughts and Preferences | text | resolved (user1294) | 2011-08-04 | Word "loaded" has accidentally been put in description. | |
| 0003428 | 1 | Adventure Mode -- Reactions | minor | | 2011-08-04 | Adventure mode armor and clothing reactions product static size Large clothing | |
| 0004802 | 1 | General | block | resolved (user11) | 2011-08-03 | Mac OSX Lion Startup Failure | I know that it breaks every time I launch it on my system, haven't had any other system to test it on. |
| 0004801 | 1 | Dwarf Mode -- Interface, Tasks | tweak | resolved (user6) | 2011-08-03 | Encrust Gems Allowed When Gem Not Available | Find a uncut gem, build a Jeweler's workshop, attempt to encrust item with it. |
| 0004800 | | Dwarf Mode -- Jobs, Items | minor | resolved (user1294) | 2011-08-03 | One yak skull (perhaps others) clutters crafter's shop to *CLT* | try to craft a totem using a yak or similar skull |
| 0001516 | 2 | Dwarf Mode -- Jobs, Designations | minor | new | 2011-08-02 | Cannot channel under rased bridge. | Create bridge, connect to leaver, raise. attempt to channel where the bridge was. |
| 0004775 | 4 | General | crash | resolved (user11) | 2011-08-02 | Crashes on startup on Lion | Try to launch df under OS X Lion |
| 0004797 | 1 | Dwarf Mode -- Jobs, Military | minor | resolved (user11) | 2011-08-01 | Military dorf prioritizing 'Sleep' over 'Drink' | |
| 0003740 | 2 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user11) | 2011-08-01 | dwarves on Patrol do not drink | Create militia.
Set dwarves to patrol
wait until they get thirsty |
| 0004557 | | Dwarf Mode -- Interface, Embark | tweak | resolved (user1294) | 2011-08-01 | Player is not warned on embark about playing as dead civilisation | |
| 0002630 | 4 | Adventure Mode -- Reactions | minor | | 2011-08-01 | Adventure mode reactions ignore material reaction product requirements for reagents. | 1. Copy the TAN_A_HIDE reaction from reaction_other and alter it to an adventure mode reaction.
2. Attempt to tan a skin in Adventure mode.
3. Discover that you can use any bodypart belonging to the creature. |
| 0004796 | | Dwarf Mode -- Buildings, General | trivial | new | 2011-08-01 | Lowered bridge not visible in channeled squares one z level above | 1. Mine a channel two levels deep
2. Build a bridge one z level below the top of the channel
3. Go to the z level above the bridge |
| 0004794 | 3 | Dwarf Mode -- Abandonment of Fort | feature | resolved (user11) | 2011-07-31 | Smelter wont' accept marble as a flux stone | |
| 0004795 | | Dwarf Mode -- Military | minor | resolved (user11) | 2011-07-31 | When choosing candidates for the military, display of 'relevant skills' is buggy and nearly useless | - hit 'm'
- create squads, at least one of which uses the default 'archer' uniform
- be frustrated |
| 0000780 | 8 | Technical -- Input/Keybinding/Macros | minor | | 2011-07-31 | Native language Keyboard cannot be changed | |
| 0001208 | 2 | Contaminants/Spatter | minor | | 2011-07-31 | Contaminant damage inconsistenly applied, kills creatures on reload. | 31.01 save where infected creatures will die on reload is here:
http://dffd.wimbli.com/file.php?id=2117 |
| 0001252 | 9 | Dwarf Mode -- Combat | minor | | 2011-07-31 | Military Moat Dance | No idea. It's happened twice now with different entrances and different targets. The fortress has two 3-tile wide approaches that bridge a moat and no sooner do they cross the moat then they turn back. The behavior is extremely similar to the old entrance dance that dwarfs would do when you had tasked them to stay inside, except here the trigger point seems to be the moat. They've already walked 30 tiles outside to get to that point. Sometimes they will cross the moat, go 3-4 tiles, and then return. Sometimes they return while they'e still over the moat.
I have no idea how to get them past the moat. It doesn't happen every time, however. I have sent the military past the moat successfully at least once.
Regular workers appear unaffected - they wander across the moat without issue. My only guess is a pathing issue unique to active soldiers. |
| 0001100 | 5 | Dwarf Mode -- Interface, General | minor | | 2011-07-31 | animals show up on z-health screen for diagnosis (D), are not diagnosed, are not removed when healed (or dead?) | have an animal wounded |
| 0003290 | 5 | Dwarf Mode -- Buildings, General | minor | | 2011-07-31 | Building a Magma Smelter one floor above existing Magma Smelter impossible | Not tried till now, haven't found a suitable place to redo the mistake. |
| 0002063 | 3 | Adventure Mode -- Environment | major | | 2011-07-31 | Burning trees near ice lags game | Find frozen pond with tree/burnable plant nearby, set fire to tree/burnable plant, attempt to move. |
| 0001487 | 1 | Dwarf Mode -- Environment | minor | resolved (user11) | 2011-07-31 | Icing of the river makes objects within the water disappear | 1. Choose a temperate Biome with a river that in winter turns to ice
2. Throw a goblin into the river and let him drown
3. Check to see that the corpse stays at the same place and doesn´t drift due to current
4. Wait for the river to turn to ice
5. Check if the gbolins corpse still is there |
| 0000834 | 3 | Dwarf Mode -- Combat | crash | resolved (user11) | 2011-07-31 | Blue Screen of Death During Combat between Training Weapon-equipped Dwarves & a berserking mooder | I have not attempted to reproduce the error (mostly because I don't really feel like intentionally crashing my whole system again). |
| 0003256 | 6 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user11) | 2011-07-29 | Dwarves refuse to remove bridge | |
| 0004670 | 3 | Dwarf Mode -- Idle Behavior | major | resolved (user11) | 2011-07-29 | perfectly fine miner decides that he dosn't want to eat, drink or work and dies | None, though the same seems to be happening to my mason during construction of a tower |
| 0004543 | 6 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user11) | 2011-07-29 | I cant build coins or chains | order form forge job to build chain or coins |
| 0004569 | 4 | Dwarf Mode -- Invasions | major | resolved (user6) | 2011-07-28 | demons - way too early | |
| 0004478 | 5 | Adventure Mode -- Inventory | major | resolved (user6) | 2011-07-28 | Coins not valuated propery in Adv Mode (probably from a different civ) | |
| 0004785 | 6 | Dwarf Mode -- Buildings, General | crash | resolved (user6) | 2011-07-28 | Crash when building things | If you tell me where the save files are, I can upload my save file and tell you how to build something that makes it crash for me. (I looked in data/save/current, but that folder is empty.) |
| 0004246 | 2 | Technical -- Saving/Loading | major | | 2011-07-28 | Game is not saving when asked to | It'd the same every time. |
| 0004737 | 4 | Dwarf Mode -- Jobs, Cleaning | major | resolved (user6) | 2011-07-28 | Dwarves ignore rotting dog corpse | |
| 0004566 | 2 | Technical -- Saving/Loading | major | resolved (user6) | 2011-07-28 | Closing DF erases Save? | 1: Worldgen
2: Exit DF
3: Erased Save |
| 0004763 | | Dwarf Mode -- Nobles | minor | new | 2011-07-28 | Nobles with multiple bedrooms gain unhappy though from sleeping in inferior one | Give a dwarf a hovel; simplest cheapest possible room. Ennoble them to a position with minimum room requirements (eg, promote to baron, wait til elected to mayor, etc). Mark them as owner of a new room that meets their requirements, leave their old room assigned to them. Wait for them to sleep in it, which may happen very infrequently but does happen. |
| 0004742 | 2 | Dwarf Mode -- Environment | minor | resolved (user6) | 2011-07-28 | Freezing ice doesn't leave a surface on top of the wall | Dig out an ice wall by channeling or ramp. Get magma nearby, letting the water spread back to the original square. Let the water refreeze. It should result in an ice wall that is missing the floor on the above layer. |
| 0004110 | 1 | Dwarf Mode -- Interface, Burial | minor | resolved (user6) | 2011-07-28 | Pets and trained animals that die of old age are not buried | 19 year old fort, each spring a few animals die of old age, unable to get them properly buried |
| 0004766 | 1 | World Generation -- General | crash | resolved (user6) | 2011-07-28 | libTrash causes Crash during World Gen. | 1. Intall libTrash.
2. Create a new world in DF. |
| 0004772 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2011-07-28 | Dwarf gets sick while handling animal, other dwarfs won't help him to a bed because he is still handling the animal | 1. Have a hospital
2. Have dwarves with the "Recover Wounded" labor enabled
Now for the tricky part:
3. Wait for a forgotten beast with poisonous blood. Kill it and let some of your dwarves walk in it.
4. Assign the infected dwarves to animal hauling and queue up a bunch of jobs hauling large animals from a pasture on one side of your fort to the other
5. Cross your fingers that the FB syndrome will knock dwarves unconscious rather than kill them
6. When a dwarf is knocked unconscious while handling an animal, begins "Rest"ing, and someone else tries to haul him to a bed, you should receive the message "Urist cancels Recover Wounded: Handling Dangerous Animal"
Reproducing the bug might be more easily accomplished by modding in a syndrome with the same effects on a more common creature -- say horses -- slaughtering them and then assigning animal haulers to haul animals back and forth across the blood-stained ground. |
| 0004582 | 3 | Dwarf Mode -- Jobs, Smelting | trivial | resolved (user6) | 2011-07-28 | Smelters unable to produce pig iron or steel even with materials | make a bar stockpile outside an inactive burrow, generate iron bars, see if they can make pig iron with all ingredients inside sotckpile. |
| 0004782 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2011-07-28 | Reasonably healthy dwarf stuck "in traction" for impossibly long time | Injure a dwarf twice in the same extremity and get unlucky... ? Or maybe there's something preventing casts from being removed? There is no cast in his inventory, though. |
| 0004784 | 2 | General | major | resolved (user6) | 2011-07-28 | Zip file invalid cannot open program | |
| 0004768 | | General | crash | new | 2011-07-27 | DF crashes before fully loading. Something about a missing symbol. | |
| 0004777 | 3 | General | crash | resolved (user11) | 2011-07-27 | Dwarf Fortress cannot start on Mac OS X Lion | |
| 0002132 | 6 | Dwarf Mode -- Flows | minor | resolved (user11) | 2011-07-27 | Flowing water destroys stone if more than one is present in its path | Create a 1-tile wide long channel with multiple pieces of stone in it and allow water to flow in. |
| 0004401 | 4 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2011-07-27 | Dwarves do not haul skulls and cartilage to the stockpile | |
| 0004787 | 1 | Miscellaneous Crashes | crash | resolved (user11) | 2011-07-27 | Asked for nonexistent texture data crash | 1.Use Irondhand texturepack.
2.Discover caverns.
3.Discover them some more.
4.Crash. |
| 0004786 | | Dwarf Mode -- Stockpiles | minor | resolved (user11) | 2011-07-27 | Iron weapons not handled properly on weapon/trap component stockpiles | Create stockpile. [q]uery->change [s]ettings on the stockpile. [e]nable Weapons/Trap Comps. Observe the list of metals. [f]orbid metals, then allow a random metal (preferably one that you don't actually have any weapons made out of, I guess). Wait for dwarves to stockpile iron weapons on this stockpile. |
| 0004780 | 2 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user11) | 2011-07-24 | Incomplete Stockpile Settings | Create weapon stockpile, "q", "s", goto "Weapons/Trap Components", select "Metal". Voila! No Iron. Dang. |
| 0004774 | 2 | Dwarf Mode -- Flows | major | | 2011-07-22 | Water flowing over a stack of armor makes most of the armor disappear | |
| 0004520 | 4 | Dwarf Mode -- Environment | major | resolved (user11) | 2011-07-19 | Incomplete slopes in caverns | I haven't the faintest what causes this, other than to try the worldgen settings listed below and see if it reoccurs. |
| 0004767 | | Artistic Images (engravings etc) | minor | new | 2011-07-19 | Statue and figurine images do not contribute to Legends mode | Create a world with hidden history and check the status of Legends mode.
Create a bunch of statues and figurines in dwarf mode, look at them, and abandon.
Check the status of Legend mode again, find it unchanged apart from your dwarf fortress and related entities. |
| 0004764 | 8 | Technical -- Saving/Loading | major | resolved (user11) | 2011-07-18 | Manual save not working | Enter a game of DF, save, try to continue and find that you can't. |
| 0004761 | 1 | Dwarf Mode -- Embark/Setup | trivial | new | 2011-07-16 | Pause after "strike the earth" depends on uninitialized memory | Launch df from a bash/sh shell via "MALLOC_PERTURB_=255 ./df", start a new game, embark, hit return at the "strike the earth" screen.
"MALLOC_PERTURB_=255" will cause newly allocated memory to be filled in with 0xFF and newly freed memory to be filled in with 0x00. |
| 0004752 | 1 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user11) | 2011-07-13 | Cannot smelt pig iron at an old smelter | Build a smelter or magma smelter before getting coke; get coke; try to smelt pig iron. |
| 0004749 | 5 | Adventure Mode -- Combat | major | resolved (user11) | 2011-07-12 | Everytime i kill a minotaur the game crashes and closes | this has happened in three games and two seperate worlds. i have killed a minotaur without it crashing once. |
| 0001977 | 7 | Dwarf Mode -- Jobs, Healthcare | trivial | new | 2011-07-11 | Injured internal organs are dressed by medic | 1- Get a dwarf into the hospital with several internal bits damaged.
2- Let McHouse diagnose the victim.
3- View treatment plans for internals. |
| 0004748 | | Adventure Mode -- AI | minor | new | 2011-07-11 | Bogeymen attack sleeping humans inside house (bogeyman home invasion) | See above. |
| 0004744 | 3 | Miscellaneous Crashes | crash | resolved (user11) | 2011-07-11 | Crash from path failure | |
| 0002311 | 8 | Dwarf Mode -- Interface, Stocks | crash | resolved (user11) | 2011-07-10 | Crash when looking at 'liquid' in Stocks | No idea. |
| 0004745 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | feature | resolved (user11) | 2011-07-09 | The MASON & CARPENTER skills should NOT be used for constructions. | My example?
Have 4 MASON workshops doing furnitures on repeat.
Have 20 people with MASON skill enable.
Build 200 Blocks worth of WALLS and/or FLOOR.
Nobody's going to do furniture unless you are lucky or until the WALLS/FLOORS are done. |
| 0004420 | 6 | Pathfinding | minor | new | 2011-07-09 | Dwarf refuses to dig | Dont know how to reproduce, unless you try it yourself with the version I have. |
| 0004575 | 4 | Dwarf Mode -- Jobs, General | minor | resolved (user11) | 2011-07-09 | Burrows glitch | -Mine a burrow.
-Create burrow.
-Complete with door.
- Assign dwarves
- Activate burrow.
- Wait for dwarves to enter.
- Deactivate burrow.
- Watch a cultlike following of starvation. |
| 0004397 | 3 | Dwarf Mode -- Invasions | crash | new | 2011-07-09 | disembodied goblins crashing my fort | http://dffd.wimbli.com/file.php?id=4088 upload and continue the saved fort. Ambushes should occur as the Caravan is leaving. |
| 0002178 | 4 | Dwarf Mode -- Jobs, Assignment of Jobs | major | resolved (user11) | 2011-07-09 | Dwarves ignore "Collect Sand" order | 1. Load [url]http://dffd.wimbli.com/file.php?id=2453[/url]
2. Press q, and the cursor will start centered over a magma glass furnace.
3. Add the following tasks: "Collect Sand/R", "Make Clear Glass Blocks/R"
4. Wait a while, and notice that no dwarves get assigned to the first job.
5. Remove those tasks, and add them in the reverse order ("Make Clear Glass Blocks/R", "Collect Sand/R")
6. Notice that a dwarf gets assigned to the first job after a short delay. Additionally, notice that after the dwarf finishes making clear glass blocks, they do get assigned to the following "Collect Sand/R" job. |
| 0003362 | 3 | Creatures | trivial | resolved (user11) | 2011-07-09 | [FLIER] is unnecessary in body parts | 1) Delete [FLIER] from all body parts.
2) Go to the arena and make e.g. a cave swallow man in the air.
3) Watch as he does not fall to his death.
1) Add [FLIER] to the definition of a creature without any [FLIER] body parts (e.g. a dog).
2) Go to the arena and make that creature.
3) Watch as it can somehow fly.
1) Delete [FLIER] from a creature definition, but let it keep its wings.
2) Make the creature in the arena.
3) Watch as it falls, even though it has wings. |
| 0003302 | 1 | Dwarf Mode -- Reclaim | major | resolved (user11) | 2011-07-08 | Dwarf cancels Eat: Cannot Find Path spamming | 1. Make a fortress
2. Make prepared meals
3. Have an unreachable area (walled off underground cave, in my instance)
4. Abandon fortress
5. Reclaim |
| 0004598 | 3 | Dwarf Mode -- Items | crash | resolved (user11) | 2011-07-08 | Game crash when viewing units items or ground items (often after invasion) | use look or view post battle |
| 0004743 | 2 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2011-07-08 | Dwarves wont haul wood | |
| 0004739 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2011-07-06 | Moody dwarf still dragging sheep | Don't know how to reproduce it with a new game (best guess: get a lot of animals for slaughter, a lot of butcher shops, put the animals and the butcher jobs as far apart as possible to maximize animal hauling time, set each dwarf to only have the butcher job and wait for one of them to get a mood while hauling an animal), but I captured a save just after the mood happened and I noticed he was still hauling the sheep.
The save is more or less centered on the moody dwarf, and if you go into the alerts you can see him canceling the slaughter job and entering a mood.
http://dffd.wimbli.com/file.php?id=4633 |
| 0004736 | 2 | Dwarf Mode -- Items | minor | new | 2011-07-05 | Lags when no food and message flood. | |
| 0004724 | 4 | Dwarf Mode -- Jobs, Assignment of Jobs | major | resolved (user11) | 2011-07-03 | Lazy workers? | 1.) Select Dwarf
2.) Go to preferences
3.) Go to labors
4.) Metalsmithing
5.) Enable the furnace option. |
| 0004732 | 1 | Dwarf Mode -- Environment | minor | | 2011-07-03 | Discodesert | Replace all [AQUIFER] with [AQUIFER in inorganic_stone_*, generate world, embark on desert, go funky. |
| 0004733 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | major | | 2011-07-03 | Injured dwarf claims all of fortress' food | |
| 0004722 | 3 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user11) | 2011-07-02 | Can't build wall | Not sure how to reproduce |
| 0004728 | 8 | Dwarf Mode -- Jobs, Building Construction and Destruction | major | resolved (user11) | 2011-07-02 | Dwarfs refusing to bring stone outside | trying to build something outside with stone. |
| 0004571 | 3 | Contaminants/Spatter | crash | | 2011-07-02 | Crash when viewing inventories of blood-splattered creatures | - Have a creature get blood splattered on them
- Check their inventory |
| 0004727 | 1 | Dwarf Mode -- Moods | minor | new | 2011-07-01 | When a imprissioned dwarf goes under a mood, the dwarf is releaved of punishment and is released. | 1) Have dwarf get into trouble
2) Have dwarf imprisoned ON CHAIN (this is how it happened to me, I think having the dwarf caged will have mood never happen)
3) Wait for random mood to happen |
| 0004726 | 3 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | | 2011-06-30 | Magma forges not being built despite available metalsmiths | This looks like a isolated occurrence as of now. If anybody has a similar problem, comment on this issue. |
| 0004725 | 2 | Dwarf Mode -- Pets | minor | resolved (user11) | 2011-06-30 | Aquatic Kittens in vanilla .25 | Open the save at http://dffd.wimbli.com/file.php?id=4596, look in the weird mix of water, obsidian, and magma. You will see kitten bits from one unfortunate kitten, and another kitten chilling in 7 deep water. While looking at that kitten's wounds screen for about 5 minutes while the game was running, there was never a mention of the kitten drowning.
There's a screenshot of what I saw as well, on the off chance that it's not reproduceable on another machine. I did save, reload, and verify the kitten was still not drowning. |
| 0004723 | 5 | Items | minor | resolved (user11) | 2011-06-30 | Limestone float in air | |
| 0004525 | | Dwarf Mode -- Environment | minor | resolved (user11) | 2011-06-28 | Bee colonies appear in 6/7 water | |
| 0004551 | 2 | Dwarf Mode -- Jobs, Burial | minor | resolved (user11) | 2011-06-28 | Body at bottom of pond dissapears when pond is drained | Get someone killed into a pond.
Drain it by tunneling into a nearby hillside.
|
| 0004576 | 7 | Dwarf Mode -- Interface, Unit View | crash | resolved (user11) | 2011-06-28 | Game crashes when attempting to view inventory of some military dwarves. | 1. Download save file http://depositfiles.com/files/k2i75saa6
2. Play said save file.
3. Find a note called "Bug around here"
4. [V]iew [i]nventory of units in that room. Just go around looking.
5. Sooner or later you get a crash. |
| 0004581 | 2 | Dwarf Mode -- Interface, Animals | minor | resolved (user11) | 2011-06-28 | dragons apparently can't fly? | I have a save if anyone wants to give it a whirl. |
| 0004596 | 2 | Dwarf Mode -- Items | crash | resolved (user11) | 2011-06-28 | Removing vanilla weapons eventually crashes game | Remove old weapons (short sword, mace, etc.), add new ones, eventual crash. Forming a squad and assigning them "individual choice" for weapons will often make the crash happen faster. |
| 0004638 | 3 | Dwarf Mode -- Rooms | minor | resolved (user11) | 2011-06-28 | Dwarves ignore dining rooms. | |
| 0004642 | 3 | Technical -- Saving/Loading | major | resolved (user11) | 2011-06-28 | Saving issue while forcefully closing down Dwarf Fortrress | |
| 0004643 | 6 | Dwarf Mode -- Interface, Unit Profiles | crash | resolved (user11) | 2011-06-28 | Viewing A Unit With Blood Spatter Kills Game | Let some Dwarf fight an enemy. After a serious attack, view the enemy using "v". The game will crash, and you'll notice every time that you've got a blood covered creature... |
| 0004644 | 5 | Dwarf Mode -- Interface, General | minor | resolved (user11) | 2011-06-28 | Trees, shrubs and bugs are displayed as É, ä and the like. | |
| 0004648 | 3 | Miscellaneous Crashes | crash | resolved (user11) | 2011-06-28 | Crash / Freeze / Lockup on Spring 28 | Place the following save game in your saves directory:
http://dffd.wimbli.com/file.php?id=4405
Load the save game.
Let it run for a few (in game) days. It freezes for me. |
| 0004660 | 6 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user11) | 2011-06-28 | Booze quality not working properly | |
| 0004678 | 3 | Dwarf Mode -- Interface, Building Construction | text | resolved (user11) | 2011-06-28 | Floodgate reads "Needs no Special Profession" | |
| 0004683 | 4 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user11) | 2011-06-28 | "Can't reach site" cancellation, really due to clutter | Obtain the save from ftp://talamasca.ocis.net/pub/michael/transient/reachsite.zip
Load the save and un-suspend the door, the left one in the "cross" structure under the river. (Another door is locked trapping a worker nearby, but this is not necessary to trigger the bug.) The error will appear shortly. |
| 0004679 | 2 | Dwarf Mode -- Moods | minor | resolved (user11) | 2011-06-28 | Grand Master Wax Worker enters fay mood and makes bone artifact instead of Wax. | |
| 0004685 | 1 | Creatures | feature | resolved (user11) | 2011-06-28 | Deer and Elk should probably have specific caste names | |
| 0004701 | 2 | Dwarf Mode -- Interface, Unit View | minor | resolved (user11) | 2011-06-28 | One (possibly more) dwarves have nothing listed after their name in unit view. | Start a fortress :P |
| 0004707 | 2 | Dwarf Mode -- Embark/Setup | trivial | resolved (user11) | 2011-06-28 | Dwarves turn into alligators??? | |
| 0003878 | 1 | Dwarf Mode -- Interface, Stocks | minor | resolved (user11) | 2011-06-28 | skipping catagory | gather around 1000 stones of varying types
access stocks screen and proceed line by line to the stone catagory
there's a random chance it will skip it |
| 0004672 | 1 | Dwarf Mode -- Interface, Stocks | minor | resolved (user11) | 2011-06-28 | Displaying stone in the stock menu causes major slowdown | Mine like a fool, then display the stone stocks in the stone menu (z menu) |
| 0004721 | 7 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2011-06-28 | Manager/Broker request meager office even though he has one already | I have tried several things. I changed the office size to 1 tile to effectively giving him a meager office, but that didn't work. I tryed to assign another dwarf as manager, giving him a meager office (using another throne setted up in other room) but he requested a meager office too. In his holdings he shows a meager office and requires a meager office. If i disable the bookkeeping and the manager for my expedition leader he demands nothing, so the problem is not related to being a broker. If i enable either manager or bookkeeping he complains and sais he has no office. |
| 0004718 | 3 | Dwarf Mode -- Combat | minor | resolved (user11) | 2011-06-28 | Axe lord kills everyone in his path, without being tantruming ... | |
| 0004716 | | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user11) | 2011-06-28 | Iron metal not selectable in Weapon stockpile | create weapon stockpile, go to its settings, weapons->metal->no iron above gold |
| 0000642 | 4 | Dwarf Mode -- Jobs, General | tweak | new | 2011-06-28 | Garbage Dump Quantum Stockpile | Create a garbage dump on flat ground.
Designate multiple objects for dumping.
Observe. |
| 0004720 | 1 | Dwarf Mode -- Buildings, Cages and Chains | minor | | 2011-06-26 | Animals assigned to a pasture and to a restraint rotate between the two | 1. Assign an animal to a pasture
2. Assign the same animal to a rope/chain/restraint
3. Watch as the animal is taken back and forth between the pasture and the restraint |
| 0004719 | 3 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | | 2011-06-25 | Build wall, some designated tiles are never built | |
| 0004717 | 2 | Dwarf Mode -- Immigration | minor | | 2011-06-24 | No new duke when immigration cap reached. | |
| 0004715 | 1 | Dwarf Mode -- Jobs, General | minor | | 2011-06-24 | Miners sometimes prefers to dig from a far side | Dig two horisontal corridors some tiles away from each other. Then try to dig a shortcut between them. When miners start the work from bottom corridor, they always walk to a top corridor to dig a last stone even if corridors are connected far away. Stupid decision. |
| 0004712 | | Dwarf Mode -- Moods | minor | new | 2011-06-23 | Children have Moods WAY too often | No idea, save to have children. |
| 0003987 | 1 | Dwarf Mode -- Interface, Kitchen | minor | new | 2011-06-20 | Rock nut paste shows in kitchen menu as just "Rock Nut" | |
| 0004705 | 1 | Dwarf Mode -- Trade | minor | | 2011-06-17 | Trade depot stealing (bug?) | 1) Build a trade depot with (any) materials. (I tested it with claystones)
2) Wait for the caravans.
3) If they are here, let them unload their goods.
4) Demolish your trade depot.
5) Let your dwarves steal their stuff, while they do nothing.
6) They'll leave, then some few months again, they'll come back again.
REPEAT |
| 0004703 | 1 | Dwarf Mode -- Jobs, Hauling | minor | new | 2011-06-17 | Modded creature forever haul item | Make a creature that uses quadruped and put grasp on any part of the part of the body, make this the main body of a dwarf, start a dwarf fotress, cut down a tree, make a wood stockpile, the "dwarf" will end up having the log of wood hauled but it wont place it into the stockpile or drop it after the job is over with. The dwarf will make items fine as long as the item that is carried is placed into a building. |
| 0004704 | 1 | Dwarf Mode -- Justice | minor | | 2011-06-17 | Violation of Production Order - assignment of violator | it is rather difficult to reproduce :) |
| 0003437 | 3 | Fire | minor | new | 2011-06-16 | Large gems on fire burn for several months, producing lots of smoke | Drop a large diamond in magma. |
| 0004578 | 5 | Typos/Grammar | text | new | 2011-06-14 | Glazing typo | |
| 0004700 | 1 | Technical -- General | trivial | new | 2011-06-14 | Init script handles symlinks poorly | Create a symlink to the "df" script, e.g. ...
1) cd /usr/bin
2) ln -s {path to df}/df dwarffortress
... then try to run it.
3) dwarffortress |
| 0001558 | 1 | Dwarf Mode -- Environment | minor | new | 2011-06-13 | When water freezes/thaws on a ramp tile, upward ramp is left without corresponding downward ramp | |
| 0004699 | 5 | Dwarf Mode -- Buildings, General | crash | resolved (user11) | 2011-06-13 | Game crashes when looking at bed | Load save game
hospital on lvl 4. Bottom right bed (it's red in ironhand).
If you 'look around' [k] on that bed, it crashes the game. |
| 0004698 | | Dwarf Mode -- Environment | minor | resolved (user11) | 2011-06-12 | Freezing causes downward slopes to disappear. | Channel around a murky pool making sure the water does not dry before winter, when it freezes and becomes liquid in spring the downward slope will be missing, but the upward one remains! |
| 0004696 | 9 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | new | 2011-06-12 | Injured dwarf spam canceled job | |
| 0001460 | 4 | Projectiles | minor | new | 2011-06-09 | Missed arrows never dissapear | |
| 0004694 | 1 | Projectiles | minor | resolved (user11) | 2011-06-09 | Fired bolts/arrows/catapult projectiles never go away | Have a fort. Attack invaders (or be attacked by invaders) with bolts or arrows. Observe the unchanging broken bolts. |
| 0004693 | 1 | Dwarf Mode -- Buildings, General | trivial | resolved (user11) | 2011-06-09 | Construction removed from under built statue. | |
| 0004033 | 8 | Dwarf Mode -- Interface, Unit Profiles | minor | resolved (user11) | 2011-06-09 | automatic adding new part of name for dwarf (after interesting kill) is erasing custom nickname | - make military
- nickname them
- after a few fights dwarfs will earn longer names and lose nicknames |
| 0002373 | 24 | Dwarf Mode -- Items | minor | resolved (user11) | 2011-06-08 | Dwarf with nerve damage in leg never gets crutch, stays in bed forever | Sever the biceps fenorus of a dwarven leg and then watch him or her never walk again. |
| 0000810 | 4 | Dwarf Mode -- Jobs, Assignment of Jobs | crash | resolved (user11) | 2011-06-08 | Crash upon changing "Broker required" to "Anyone can trade" | |
| 0004462 | 8 | Miscellaneous Crashes | crash | resolved (user11) | 2011-06-08 | Game crashes after 26 seconds | Saved game uploaded to http://dffd.wimbli.com/file.php?id=4143
Load game, unpause, wait for 26 seconds. |
| 0004681 | | Dwarf Mode -- Moods | minor | new | 2011-06-05 | Ghosts killed during Fell Mood | |
| 0003246 | 6 | TrueType | minor | | 2011-06-04 | TrueType: Some dwarves' names are cut off at diacritics, other diacritics are turned into blocks | |
| 0004682 | 1 | Dwarf Mode -- Embark/Setup | minor | | 2011-05-31 | Search feature says there is NO flux stone, but was there when I embarked | Flux = Yes in site finder and select a spot that does not have it listed |
| 0004178 | 7 | Dwarf Mode -- Interface, Embark | minor | new | 2011-05-31 | Local pane of embark map sometimes hides volcanos | Generate a world with volcanoes. Navigate over one of them in the Region map. Some of them will not appear in the Local map. |
| 0004675 | 4 | Dwarf Mode -- Moods | minor | | 2011-05-27 | Mood Creates Miner | |
| 0004668 | 3 | Dwarf Mode -- Interface, Stockpiles | minor | | 2011-05-25 | Forgotten Beast butchered items don't go into correct stockpiles | |
| 0004666 | 2 | Adventure Mode -- AI | minor | | 2011-05-25 | Heroes Reputation Does Not Carry Over Retirement | Start a character, complete some quests, get several soldiers, retire then restart playing
If that fails, retire first then play two more characters, the first who dies and the second who retires as well. |
| 0003823 | 1 | Dwarf Mode -- Nobles | minor | new | 2011-05-24 | Noble consorts have no room requirements, don't show up in Nobles screen | |
| 0004661 | 3 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2011-05-23 | Booze price effects thoughts only for preferred booze | |
| 0004664 | 2 | Dwarf Mode -- Nobles | minor | resolved (user11) | 2011-05-23 | Ducal Bride Not Elevated | |
| 0004662 | 3 | Dwarf Mode -- Pets | minor | | 2011-05-23 | Dogs kill each other | Take 10 dogs. Put them into a 1x1 pit. Wait. |
| 0004479 | 4 | Technical -- Input/Keybinding/Macros | minor | new | 2011-05-22 | Problem loading macros | |
| 0004655 | 3 | Arena | minor | | 2011-05-20 | dust from cave-in has random material + buggy cave-in. update to 0004653 | Modify the lower left tower on the castle as such.
Z=3
##############
###PPPPPPPP###
###PR####RP###
###P.#..#.P###
###P......P###
###P....#.P###
###P.#..#.P###
###PR....RP###
#PPPFFFFFFPPP#
#P..........P#
#P++++++++++P#
Z=4
#P##########P#
#P##########P#
#P++++++++++P#
Use water+lave to form a row of stone directly above #PPPFFFFFFPPP#, filling in the open spaces on the above row between the two walls. This causes a cave-in which produces the dust. |
| 0004653 | 3 | Arena | minor | | 2011-05-20 | dust from cave-in has random material | I was unable to reproduce this as I am unsure as to what situation results in the creation of rock dust from a cave-in. Other cave-ins created to try to duplicate this did not produce any dust. |
| 0004652 | 8 | Dwarf Mode -- Trade | minor | new | 2011-05-20 | Elves happily trade for glazed earthenware goods | -- Haul glazed earthenware goods to depot.
-- Exchange them for exotic beasts.
-- Laugh at the elves as they ride their yaks into the sunset, preferably using the Eric Cartman "You just ate your parents!" voice. |
| 0004656 | 1 | Pathfinding | minor | new | 2011-05-20 | Thawing stream or drinking from it causes job cancellation due to pathfinding loop | Have a dwarf on a stream tile that another dwarf tries to drink from, or possibly just when spring rolls around. |
| 0004654 | | World Generation -- Parameters | major | new | 2011-05-20 | Issue with deployment of sediment layer in world generating via advanced world generator | generating world with "Z levels above ground" value 1 and value 100 on same prebuild map, check couple highest mountains on deployment of sediment layer.
1 = more or less, all embark sites
100 = more or less, nowhere |
| 0004649 | 3 | Dwarf Mode -- Military | feature | new | 2011-05-19 | Military dwarves suspend throwing a tantrum to train | 1. Cause active soldier to tantrum
2. Watch as soldier goes to train anyway |
| 0004628 | 3 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2011-05-17 | "Collect clay" jobs on repeat generate infinite cancellation spam | Either have a clay collection job on repeat where the collection area can and will grow thick grass, OR download the save at http://dffd.wimbli.com/file.php?id=4358 |
| 0003870 | 2 | Combat -- General | minor | new | 2011-05-17 | BP_RELATION around upperbody have no effect | http://www.bay12forums.com/smf/index.php?topic=74480.0 - here some description
|
| 0004636 | 2 | Adventure Mode -- Retirement | minor | | 2011-05-14 | Retirement resets adventurer reputation | |
| 0004182 | 6 | Creatures | trivial | new | 2011-05-14 | Wild bee colonies will form on frozen ponds | Watch for bees during the winter, one might appear on a frozen water surface. |
| 0004632 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2011-05-12 | Injured but conscious dwarf not going to hospital | |
| 0004631 | 5 | Dwarf Mode -- Military | tweak | | 2011-05-12 | Unable to set clothes material to adamantine when equipping the miliraty (i.e. making uniform) | Try to set adamantine cloaks (for example) in the equipment or uniform menu of the military screen. |
| 0004633 | 5 | Creatures | tweak | | 2011-05-12 | Giant in cage trap | Build cage traps and wait for the giant to come! |
| 0004634 | 1 | Vegetation | trivial | | 2011-05-12 | Bee colonies on ice | Wait for winter to come in a temperate embark where rivers freeze. |
| 0004519 | 3 | Dwarf Mode -- Jobs, Activity Zones | minor | new | 2011-05-12 | Invisible invaders (goblin snatchers/theives, trolls, etc) show up on pasture menu | |
| 0004626 | 1 | Pathfinding | minor | new | 2011-05-10 | Construction of wall disrupted pathing for secretive mood, fixed by save/reload | I haven't tried to replicate this myself, but more than likely you would need to have a wall built either while a dwarf in a mood is attempting to make his way to the workshop or have a wall built in his path as he is trying to cross that particular path. I'm guessing any object will do (fortifation or impassable object). |
| 0004624 | | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2011-05-09 | Dwarf knocked into impassable workshop tile on death, can't be buried, haunting ensues. | |
| 0003853 | 6 | World Generation -- Beasts | minor | resolved (user6) | 2011-05-08 | Custom night creatures can appear as Outdoor Animal Populations | |
| 0001148 | 4 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2011-05-08 | Hospital beds holding patients past healed; must deconstruct to free | |
| 0004618 | | World Generation -- General | crash | new | 2011-05-07 | Adding to minimum volcanoes causes a crash during world gen | |
| 0003986 | 5 | Dwarf Mode -- Stockpiles | minor | | 2011-05-07 | Large pots can hold infinite amounts of food (prepared meals and plants) | |
| 0004614 | 5 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user6) | 2011-05-07 | Cook gains unhappy thought from 'artwork defacement' when meal is eaten | Unsure, wait for masterpiece meals to get consumed? |
| 0004615 | 4 | General | block | resolved (user6) | 2011-05-07 | SDL. Game freezing on startup. Issues with firewall | Install Comodo Firewall;) Change init file to go fullscreen.
wasn't confirmed with other firewalls. |
| 0004617 | | Combat -- Target Selection | minor | new | 2011-05-07 | Archers/marksdwarves won't shoot through traffic zone | Designate limited traffic zone
Place enemy behind it
Try to attack this enemy wit hranged weapon.
Nothing will happen.
As soon as traffic zone removed - dwarves start firing upon target. |
| 0004607 | | Dwarf Mode -- Flows | minor | new | 2011-05-03 | Freezing causes water around freezing point to disappear | |
| 0004606 | 3 | Dwarf Mode -- Military | major | | 2011-05-03 | Militia attempting to kill own civilians after killing caravan. | Get a trading caravan to come to your fort. Slaughter them personally. See what happens. |
| 0004602 | 1 | Dwarf Mode -- Embark/Setup | block | | 2011-05-01 | Embark starts with 0 fps, caverns caving in, and lava pouring everywhere | Embark anywhere - biome, etc doesn't seem to matter. |
| 0004601 | 2 | Dwarf Mode -- Embark/Setup | major | | 2011-05-01 | Search feature says there is flux stone, but none found when I embark | |
| 0004597 | 2 | Throwing/Shooting | minor | new | 2011-04-30 | Stones fired by catapult are not forbidden even when "Forbid used ammunition" is enabled | Build a catapult.
Fire stones. |
| 0004595 | 2 | Dwarf Mode -- Interface, Animals | feature | | 2011-04-29 | Train war animal menu confusion | |
| 0004594 | | Dwarf Mode -- Jobs, Healthcare | major | | 2011-04-29 | injured dwarf spams "too injured to pick up item" | |
| 0004589 | 1 | Dwarf Mode -- Justice | minor | new | 2011-04-28 | Queen has been placed in prison | |
| 0004579 | 1 | Reactions | minor | new | 2011-04-26 | Making CRAFTS:NONE does not give experience | [REACTION:MAKE_ITEM_1]
[NAME:make item 1]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:STATUE:NONE:INORGANIC:CERAMIC_PORCELAIN]
[SKILL:POTTERY]
[REACTION:MAKE_ITEM_2]
[NAME:make item 2]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:CRAFTS:NONE:INORGANIC:CERAMIC_PORCELAIN]
[SKILL:POTTERY]
The 1st reaction gives 30 points of Pottery experience, but the 2nd reaction gives no experience at all. |
| 0004568 | 1 | Dwarf Mode -- Interface, Text | text | | 2011-04-24 | patient diagnosed on 0st Granite | ? |
| 0004565 | 1 | Dwarf Mode -- Jobs, Items | tweak | new | 2011-04-23 | with overlapping rooms "store owned item" wont work | |
| 0004567 | | Combat -- General | text | | 2011-04-23 | The dog child is fighting. | |
| 0004558 | 1 | Dwarf Mode -- Jobs, Healthcare | major | new | 2011-04-22 | Waiting For Crutch Lag | |
| 0000459 | 7 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | | 2011-04-21 | Webbed injured dwarf unable to rest and thus cannot be diagnosed/hospitalised | |
| 0004539 | 2 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2011-04-18 | egg biscuits won't go in stockpile barrels | 1) Get hen
2) Get hen egg
3) Cook hen egg
4) ???
5) Profit!!! |
| 0004546 | 2 | Dwarf Mode -- Interface, Burial | minor | | 2011-04-18 | Dead dwarf claims coffin as tomb | 1 get a(several (the more the merrier)) dwarf to die
2 place a burial rectangular
3 prevent dwarf from burring (use whatever you like consider forgotten beasts or just a door and forbid)
4 your ghost should start claiming the coffin after some time (trough they don't always do this). |
| 0004545 | 3 | Dwarf Mode -- Nobles | minor | | 2011-04-18 | 76 population and still no mayor | Build a fort (not sure if the mods are behind this one.)
Play to 50+ population.
Check your nobles screen. |
| 0004542 | | Adventure Mode -- AI | minor | new | 2011-04-17 | Aquatic Creatures ambush by land, drown themselves | |
| 0004537 | | Dwarf Mode -- Pets | minor | new | 2011-04-16 | Egg-layers won't claim nest boxes if meeting zone is assigned | Embark with some hens, designate a meeting zone with "I", then build them some nest boxes. They will not claim them. |
| 0004535 | | Contaminants/Spatter | minor | resolved (user6) | 2011-04-15 | Toxic Extract Mixing with blood splatter = Toxic Blood | |
| 0004534 | | Dwarf Mode -- Interface, Unit View | minor | resolved (user6) | 2011-04-15 | Siege operator skill is listed under c: Combat options | Train a dwarf as a siege operator. Toggle the combat and labor options to show/hide their skill. Note that the *skill level* siege operator is with the combat options. |
| 0004524 | 7 | Dwarf Mode -- Buildings, General | minor | | 2011-04-15 | Tasks in workshops ignored | N/A |
| 0001023 | 39 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2011-04-15 | People picking up soap, getting "cancels Clean Self: Area inaccessible", then dropping it | |
| 0001167 | 7 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2011-04-14 | Not Recovering Wounded | |
| 0004302 | 1 | Dwarf Mode -- Reclaim | major | new | 2011-04-14 | FB aboveground on reclaim | |
| 0004517 | | Contaminants/Spatter | trivial | resolved (user6) | 2011-04-14 | Unable to clean bloodstains from non-external body areas. | Give a dwarf an internal injury that leaves a bloodstain. |
| 0004518 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2011-04-14 | Dwarf falling unconscious before reaching bed is ignored by healthcare | |
| 0004516 | 1 | Dwarf Mode -- Interface, Notes/Points/Routes | major | resolved (user6) | 2011-04-14 | Semi-locked state while using Notes/Points/Routes | |
| 0004513 | 2 | Dwarf Mode -- Interface, Stocks | minor | resolved (user6) | 2011-04-13 | Performance issues after mining 100 000+ stone | |
| 0004507 | 2 | Dwarf Mode -- Items | minor | resolved (user6) | 2011-04-13 | Jugs spill contents if reaction tells it to hold more than one item | I have a save with the problem in action right here:
http://dffd.wimbli.com/file.php?id=4205
(Try not to track too much zinc powder...)
|
| 0004511 | 1 | Material Properties | trivial | resolved (user6) | 2011-04-13 | Redundant state descriptions in glaze materials | |
| 0004512 | 4 | Dwarf Mode -- Interface, Manager | minor | resolved (user6) | 2011-04-13 | "Make Soap" options not available in manager or workshop | |
| 0004419 | 1 | Creatures | tweak | new | 2011-04-13 | Random creatures can be made of glazes | |
| 0004510 | 1 | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2011-04-13 | Display of reaction inputs/outputs contains tokens. | |
| 0004509 | | Dwarf Mode -- Buildings, General | minor | new | 2011-04-12 | Memorial Engraving Jobs include Migrants not yet on the map. | 1. Build a Craftsdwarf's workshop
2. Wait for a migration wave
3. Pause at the beginning of the Migration wave.
4. Check the Engrave slab job list. (Alt-s)
Migrants not yet on the map should show up in the list. |
| 0001861 | 2 | Contaminants/Spatter | minor | new | 2011-04-12 | Pools of blood and stuff on floor grates and bars |
1. Build a well surrounded by grates/bars/statues. Statues are to block approaching the well from solid floor squares.
2. Wait for mess to happen so that inhabitants get dirty and go clean themselves.
3. Watch pools of various blood/goo/ichor etc form on the bars/grates.
|
| 0004353 | 3 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2011-04-12 | Some items in finished goods stockpile can't be moved | -build a big finished goods stockpile
-kill some goblins
-reclaim goblin items (d-b-c)
-let dwarves loot
-build bins, try to delete stockpile, move all items to dump, |
| 0004483 | 6 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user6) | 2011-04-11 | Non-Existent creature occupying space - cannot build | No Idea |
| 0004499 | 1 | Dwarf Mode -- Interface, Burial | minor | resolved (user6) | 2011-04-11 | Missing creature names in memorial slab list in workshop | 1. Load save.
2. Go to a Craftsdwarf's Workshop.
3. Go to the slab engraving menu.
4. Scroll down until some are eerily missing. |
| 0004496 | 1 | Dwarf Mode -- Artifacts | major | | 2011-04-11 | reclaimed artifacts appears sellable but won't complete trade | create a fortress wait for an artifact to be created, store it in a bin and abandon your fortress to then reclaim it, bring the bin with the artifact to your trade depot on the first merchant visit and you should get the same bug |
| 0004497 | 3 | Pathfinding | trivial | | 2011-04-11 | Dwarf child vanishes into thin air, only to reappear later. | Might have something to do with ambushes cancelling the sleep of a child. Otherwise, no idea. At all. This left me baffled. |
| 0003260 | 4 | Dwarf Mode -- Jobs, Cooking and Food | major | resolved (user11) | 2011-04-10 | Plants are not recognized as cookable/brewable. | It happens randomly. I only encountered that because I ran out of food.
Last game, I had a door stuck in a stockpile in the same way.
|
| 0004488 | 2 | Legends Mode -- Historical Figures | tweak | resolved (user6) | 2011-04-10 | Abducted Historical Figures lose their previous race | 1. Gen a world with nightcreatures
2. Wait until (or force) a night creature abducts an important leader of one of the civilizations.
3. Go into legends.
4. The civ will have history / make carvings of a Night Creature Spouse leader, rather than a member of their own civ. |
| 0003952 | 1 | World Generation -- General | trivial | new | 2011-04-10 | Historical figures will only be named if they ascend to a position of power and associated woes | Simply generate a world and go into legends mode. |
| 0004484 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | new | 2011-04-09 | Dwarf can remove stairs above him but not below him | Build stairs like:
XffffW (z level 4)
X W (z level 3)
X W (z level 2)
W (z level 1)
Remove stairs from z level 2 |
| 0004481 | | Dwarf Mode -- Nobles | minor | resolved (user6) | 2011-04-09 | Former Captain of the guard continues to beat criminals | |
| 0004476 | 1 | Dwarf Mode -- Interface, Squad Control | minor | resolved (user6) | 2011-04-09 | Inactive squads continue training | |
| 0004474 | 3 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2011-04-09 | Dwarf creates stone earring and becomes legendary engraver. | |
| 0002903 | 4 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2011-04-09 | Dwarves stop hauling dump items to dump zone | |
| 0003844 | 5 | World Generation -- Parameters | major | resolved (user6) | 2011-04-09 | changing Above Ground (LEVELS_ABOVE_GROUND) results in unability to create world | Change LEVELS_ABOVE_GROUND in advanced worldgen, produce world, look at reject counter going up |
| 0004477 | | Dwarf Mode -- Jobs, Healthcare | minor | new | 2011-04-09 | Sometimes the diagnosis is repeated many times | |
| 0002850 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2011-04-08 | Soldier with slight injuries refuses to be treated | |
| 0000027 | 12 | Dwarf Mode -- Interface, Standing Orders | minor | | 2011-04-08 | Auto loom/weave thread not working. | |
| 0004467 | 2 | Init Options | trivial | new | 2011-04-08 | GRASS_TILES is ignored when VARIED_GROUND_TILES option is set to NO | |
| 0004468 | 2 | Dwarf Mode -- Pets | minor | resolved (user6) | 2011-04-07 | Tame, well-fed animals keep attacking dwarfs | Danged if I know, this is the first time I've seen it happen. These are the dogs I embarked with, and the puppies they've had. The jaguar is a purchase from an elf caravan. |
| 0003801 | 7 | Dwarf Mode -- Interface, Farm Plots | minor | | 2011-04-07 | Muddied tiles not farmable. | place farm plots in muddied above ground area, observe planting (if not receiving the "no seeds available" error already) |
| 0000673 | 7 | Dwarf Mode -- Embark/Setup | feature | resolved (user6) | 2011-04-07 | On embark screen neighbours are listed as 'No Trade' without apparent reason | Gen a world. Tab to the Neighbours panel and start looking. There will be areas where the various civilizations there will be listed as 'No Trade'. Some of these areas will seem reasonable, such as no one wanting to visit your fort in the terrifying desert of bloody death. Some of them will be nonsensical, such as the humans refusing to visit you in the forest three squares south of their civilization, but being perfectly happy if you move to the hellish swamps of despair, fifty squares to the east. |
| 0004465 | 3 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2011-04-07 | Single hides clutter tanners shop causing slow reactions | Butcher some animals
have a tanner's workshop
Watch the dwarf take the hide to the tanner's workshop.
Note the clutter level |
| 0002349 | 2 | Dwarf Mode -- Interface, Announcements: Message Spam | trivial | resolved (user6) | 2011-04-07 | So & So has become a ______ | |
| 0000845 | 14 | Dwarf Mode -- Moods | minor | | 2011-04-07 | Fey mood dwarf desires "body parts," meaning bones, shell, leather, etc. | Presumably random with enough luck. |
| 0001915 | 39 | Dwarf Mode -- Buildings, General | minor | | 2011-04-07 | 'link a building to a trigger' or 'lever' list does not center on the selected building | 1) make few bridges
2) make a lever or pressure plate
3) try to link it to the bridges
4) observe |
| 0000823 | 10 | Dwarf Mode -- Interface, Manager | minor | | 2011-04-07 | "Native" ores use METAL_TEMPLATE, can supposedly be used for "sharp blades" and studding (doesn't work) | 1. Embark with an anvil, a rock, some nuggets of one of the above ores, and a dwarf with Metal crafting skill.
2. Assign the Manager position to some dwarf.
3. Build a metalsmith's forge.
4. Using the job manager, enqueue a task to "Stud with native [ore]", for whatever ore was brought during embark. |
| 0002627 | 35 | Dwarf Mode -- Jobs, Healthcare | major | | 2011-04-07 | Dwarves cannot collect water for "Apply cast" job | http://dffd.wimbli.com/file.php?id=2656
F8 goes to the well. You can see the dwarf sitting there with Apply Cast as current job, bucket in hand. |
| 0000668 | 5 | Dwarf Mode -- Interface, Announcements | minor | | 2011-04-07 | Unbreached underground areas still generate certain announcements | |
| 0004460 | | Vegetation | trivial | new | 2011-04-07 | Underwater trees- not just for caverns anymore! | Embark somewhere with a lake.
If there's trees in it, we ran into the same bug. |
| 0004463 | | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2011-04-07 | Embark requirement for Flux Stone ignored | In my testing, I was using the following search parameters:
X: 3
Y: 3
Flux: Yes
Aquifer: No
River: Yes
Shallow Metal: Yes
Deep Metal: Yes
Clay: Yes
* Find a suitable site
* Embark
* DFReveal
* DFProspector > Minerals.txt
* Search Minerals.txt for flux stones |
| 0003171 | 1 | Sites | minor | resolved (user11) | 2011-04-06 | Obsidian mined from a Dark Fortress is unuseable. | 1. Embark on a ruined dark fortress.
2. Mine obsidian.
3. Attempt to build something. |
| 0001729 | 2 | Dwarf Mode -- Environment | minor | resolved (user6) | 2011-04-06 | Goblin Obsidian not useable? | Embark on a goblin fortress. Mine out goblin obsidian. Try to use it - oh look, you can't. |
| 0004399 | 3 | Creatures | minor | resolved (user6) | 2011-04-06 | Honey badgers and capybaras cannot be butchered | |
| 0002047 | 9 | Miscellaneous Crashes | crash | resolved (user11) | 2011-04-06 | Game crashes around season change | Load my save.
Wait.
Just wait. |
| 0004054 | 19 | Dwarf Mode -- Stockpiles | minor | | 2011-04-06 | Food stockpiles refuse to use barrels. | |
| 0003001 | 7 | Technical -- Saving/Loading | minor | resolved (user6) | 2011-04-06 | Loading and saving much slower than in 40d (Mac) | |
| 0003731 | 3 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user6) | 2011-04-06 | A single dwarf suddenly claimed ownership of all available food | No reliable steps. |
| 0003083 | 5 | Dwarf Mode -- Invasions | minor | new | 2011-04-06 | Invader dies in cage, items disappear? | Wound invader before he gets caught in cage, try weapon traps then cage traps. Wait till invader dies, then see if you can find the items... |
| 0004457 | 1 | Dwarf Mode -- Interface, Kitchen | minor | | 2011-04-06 | Can't render fat: Needs unrotten FAT RENDER_MAT-producing glob | Slaughter animal, try to render fat, fail. |
| 0004442 | 2 | Dwarf Mode -- Military | major | resolved (user6) | 2011-04-06 | Dual wielding... no, wielding 7 weapons with one hand. | make a bunch of weapons. wield 'specific weapon' in uniforms. Assign as many as you want, he'll pick them up and wield them. |
| 0004287 | 14 | Miscellaneous Crashes | crash | resolved (user6) | 2011-04-06 | Inexplicable, yet reproducible, crash | Load up the save file at http://dffd.wimbli.com/file.php?id=4009 and allow it to run for a while. It will crash after a few IG days, maybe a few IG weeks. |
| 0004159 | 4 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user11) | 2011-04-06 | Dwarves sometimes waste flux | unclear. Working on it. |
| 0001380 | 4 | Dwarf Mode -- Trade | crash | resolved (user11) | 2011-04-06 | Crash perhaps caused by broker or caravan weirdness | There were wild Draltha running around my fortress at the time, which may have had something to do with it. I'm not sure the elf caravan was quite off the map either, it was still loading when the humans showed up and I had to save/load to hurry it along. The humans arrive at the depot while the elves are still there, but the elves leave right away. |
| 0000766 | 1 | Dwarf Mode -- Trade | minor | resolved (user11) | 2011-04-06 | Caravan animal sits down outside depot, elven caravan never finishes unloading | |
| 0003913 | 5 | Dwarf Mode -- Trade | minor | resolved (user11) | 2011-04-06 | Outpost liason negotiations progress while the game is paused | This game was saved just after the dialog in the description. It should be focused on the mining plot I was doing while the liason talked.
If this is reproduceable, it should be possible to make it happen in any fort by pausing the game just after the liason starts negotiating and waiting. |
| 0003914 | 3 | Dwarf Mode -- Embark/Setup | crash | resolved (user11) | 2011-04-06 | Repeatable crash on embark, completely unable to play. | Embarking, period. |
| 0004086 | 6 | Flows | minor | resolved (user11) | 2011-04-06 | Instant Flood | |
| 0001866 | 6 | Dwarf Mode -- Abandonment of Fort | crash | resolved (user6) | 2011-04-05 | When my last dwarf dies, the game crashes. | |
| 0000991 | 4 | Dwarf Mode -- Abandonment of Fort | crash | resolved (user6) | 2011-04-05 | Crash when final dwarf dies | Load the attached save (see notes in a minute)
Unpause, watch the last guy run into the demons and die.
Unpause again if necessary, game crashes, final fortress death is not saved. |
| 0004454 | | Vegetation | trivial | new | 2011-04-05 | Vegetation instant growth in soil layer 1 tile underground | Ensure you have an upper soil layer right underground , mine down to cavern , watch how the fungi spreads and infects the uppermost caverns in a really fast way. |
| 0002019 | 8 | Dwarf Mode -- Jobs, Fishing | minor | resolved (user6) | 2011-04-05 | Fisherdwarves only catch mussels and turtles | 1. Get a fortress with water.
2. Fish.
3. Pay attention to what gets caught. |
| 0004452 | 2 | Sites | minor | resolved (user6) | 2011-04-05 | Good regions NEVER have flux | Search
Site finder : Flux - Yes. River - Yes. Shallow Metals - Multiple. Deep metals - Multiple. Soil - Deep. Clay - Yes. Evil - Low
Pick an appropriate 'good' spot based on this, use prospector, see there is no flux on your list of minerals. |
| 0004017 | 1 | Technical -- General | block | resolved (user6) | 2011-04-05 | PRINT_MODE:TEXT does not work | |
| 0001255 | 9 | Dwarf Mode -- Combat | crash | | 2011-04-05 | Crash, caused either by human siege or battling forgotten beast | Not sure, but so far, all my reloads are crashing. Will upload save. |
| 0002596 | 4 | Typos/Grammar | text | new | 2011-04-05 | Named weapons: "You ... the ... with your Mapi Cafu", corpses: "You ... the ... with your Urist's corpse" | Get a named weapon (fortresses work well)
Attack enemies |
| 0004443 | 1 | Dwarf Mode -- Combat | minor | resolved (user11) | 2011-04-05 | hooved animals grasping | 1) multiple hooved animals in one pasture
2) wait for combat due to tile cohabitation
3) check logs |
| 0004448 | 1 | Dwarf Mode -- Embark/Setup | minor | | 2011-04-04 | Embark wagon occurs on frozen river | Select an embark in a temperate zone with a river. The more rivers, the greater chance of this occurring. It is, of course, random. |
| 0003559 | 1 | Technical -- Saving/Loading | crash | resolved (user6) | 2011-04-04 | Game crashes on save in Dwarf Mode | Gen world.
Embark.
Save and exit. |
| 0002545 | 8 | Dwarf Mode -- Trade | minor | new | 2011-04-04 | Traders won't accept stolen goods from a different civilization, but will request those goods in a counteroffer | |
| 0004307 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2011-04-04 | Traders suggest stolen goods in counteroffer | |
| 0003236 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2011-04-03 | Elves accept items with [IMPLIES_ANIMAL_KILL] | Attempting to trade elves any animal products |
| 0001089 | 2 | Combat -- General | text | resolved (user6) | 2011-04-03 | Zombies bleed? | Fight some zombies in arena. |
| 0001168 | 2 | Dwarf Mode -- Traps | minor | new | 2011-04-03 | Unconscious dwarves trigger traps | |
| 0001564 | 7 | Dwarf Mode -- Moods | minor | | 2011-04-03 | Fey dwarf claims workshop and begins wandering aimlessly. | Not sure. Definitely require an unhappy, traumatized dwarf and a tanner's shop. |
| 0004438 | 1 | Dwarf Mode -- Jobs, Hunting | major | resolved (user6) | 2011-04-03 | Hunters cancel hunt: No path after accessing first cavern | -Dig stairs into first cavern level
-Wait to see if hunters become functionally retarded |
| 0003893 | 14 | Miscellaneous Crashes | crash | resolved (user6) | 2011-04-03 | Full game crash | |
| 0004437 | 1 | Dwarf Mode -- Interface, General | feature | resolved (user6) | 2011-04-03 | Engravings give no indication as to what side of the wall they are engraved on. | |
| 0001995 | | Dwarf Mode -- Military | minor | new | 2011-04-03 | No way to specify woven adamantine clothing in uniforms | |
| 0004435 | 1 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2011-04-03 | Beekeepers Stuck at Map Edge | Build Hive, Place Hive, Have Farmers gather bees, Watch as some Farmers get stuck at map's edge unable to complete job. |
| 0004427 | 2 | Dwarf Mode -- Environment | major | new | 2011-04-02 | Murky pools yield infinite amount of water. | Breach a murky pool and let it flow around outside. Perhaps the lake or biome is responsible. I'll learn exactly what biome tomorrow. |
| 0004426 | | Dwarf Mode -- Interface, General | minor | resolved (user11) | 2011-04-01 | Unit list button missing from the always displayed key guide | |
| 0004423 | 3 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user6) | 2011-04-01 | Badger left rotting in the sun, missing from corpse stockpile | kill a badger, see it left rotting in the sun, or attached the related save. |
| 0004418 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2011-04-01 | Clutter from wool, sheared from one animal | |
| 0000517 | 3 | Init Options | major | resolved (user6) | 2011-04-01 | [SHOW_EMBARK_TUNNEL:ALWAYS] acts as [SHOW_EMBARK_TUNNEL:NO] | 1. Set [SHOW_EMBARK_TUNNEL:] to ALWAYS
2. Begin new game
3. Try using the site finder |
| 0004407 | 2 | Dwarf Mode -- Interface, Designations | minor | resolved (user6) | 2011-04-01 | Mouse doesn't work for some designations | Turn on full screen mode in init, go down a handful of z levels, try to designate the whole screen for digging by mouse. |
| 0004032 | 1 | Civilizations/Entities -- General | major | resolved (user6) | 2011-04-01 | Civilization without capitol | |
| 0004421 | 2 | Vegetation | minor | resolved (user6) | 2011-04-01 | Sun Berries not extant | Embark on a good region with proper conditions for bushes to grow. Bring 7 proficient herbalists. Designate the whole map to be picked clean of herbs. Wait a half hour, check the Kitchen menu to see if any Sun Berries were picked. |
| 0000742 | | Dwarf Mode -- Interface, Manager | minor | resolved (user6) | 2011-04-01 | Cannot cancel Manager New Job in quantity specification | |
| 0004417 | 2 | World Generation -- General | minor | new | 2011-04-01 | Site positions with REQUIRES_POPULATION work spottily in World Gen | Add the following entity position to humans, and generate a world:
[POSITION:MAYOR]
[NAME:mayor:mayors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:125]
[RULES_FROM_LOCATION]
[ELECTED]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[EXPORTED_IN_LEGENDS]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
|
| 0000877 | 3 | Reactions | minor | new | 2011-04-01 | bones/corpses not produced through reactions | Add a reaction that should produce bone:
[REACTION:DESTROY_VERMIN]
[NAME:process vermin remains]
[BUILDING:KITCHEN:CUSTOM_V]
[REAGENT:A:1:REMAINS:NONE:NONE:NONE]
[PRODUCT:100:1:CORPSEPIECE:BONE:CREATURE_MAT:CAT:BONE]
[SKILL:DISSECT_VERMIN]
[AUTOMATIC]
Notice that while reaction does show up in the appropriate building, the reaction simply consumes the reagent without producing anything. |
| 0000886 | 4 | Contaminants/Spatter | minor | resolved (user6) | 2011-04-01 | Teleporting piles of peat mud and blood. | |
| 0000659 | | Combat -- General | minor | new | 2011-04-01 | Dwarves use scratching attacks even if the hand is too injured to punch with | |
| 0000682 | 3 | Dwarf Mode -- Flows | minor | new | 2011-04-01 | Dropping large batch of ice into the stone layer (embarked on a glacier) didn't melt all the water at once. | 1. Embark on glacier
- Tough to survive sometimes. I had 6 picks, a speardwarf and some war dogs assigned to survive the undead polar bear attack.
2. 33x33 room with 31x31 channeled out in the middle
3. Drop a 29x29 block of ice in the middle. |
| 0004388 | 6 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user11) | 2011-04-01 | Animals dying in cages leave corpses, which cannot be used or removed | 1) Put a grazing animal in a cage
2) Wait until animal dies |
| 0000542 | 4 | Dwarf Mode -- Buildings, General | crash | resolved (user6) | 2011-04-01 | Deconstructing a coffer that is assigned to a dwarf causes a crash | Build a coffer, make it into a barracks/armory, assign it to a dwarf (In my case, it was a hunter and hunters had been assigned ammo. Said ammo was still in the general ammo stockpile), then mark it for removal. The game crashes soon afterwards. Possibly only when you attempt to reuse the container. |
| 0001529 | 8 | Dwarf Mode -- Military | crash | resolved (user6) | 2011-04-01 | remove military cabinet and game crashed to desktop | |
| 0001080 | 3 | Dwarf Mode -- Embark/Setup | minor | resolved (user11) | 2011-04-01 | Embark to Zone Containing Goblin Structures Had No Dwarves | |
| 0001010 | 2 | Dwarf Mode -- Interface, Stocks | text | resolved (user11) | 2011-04-01 | "Giant Toad Meat" displays as "Goblin Meat" in the initial view on the Stocks menu. | 1. Kill a giant toad.
2. Butcher a giant toad.
3. Press 'z' to access the Status menu.
4. Select 'Stocks.'
5. Observe the 'goblin meat' entry on the meat section of the Stocks screen.
6. Press 'Tab' to change modes.
7. Notice that the 'goblin meat' entry changes to 'giant toad meat.' |
| 0004416 | 2 | Dwarf Mode -- Moods | minor | new | 2011-04-01 | Mood requires yarn cloth, but sheep do not exist | Make a world in 0.31.18 and move it over to 0.31.25. Wait for a mood that requires yarn cloth.
Probably would also happen in pure 0.31.25 worlds if you had a mod with no sheep. |
| 0001253 | 12 | Dwarf Mode -- Buildings, General | major | resolved (user11) | 2011-04-01 | Not all stone mined is available for construction and workshop usage | 1) Embark on 3x3 arctic map
2) Dig up different stone types
3) Check available construction materials when building mason's workshop
4) Forbid all stones but a specific type from the second list
5) Request construction of a door
6) Unforbid a stone type from first list
7) Request construction of another door |
| 0004414 | 2 | Dwarf Mode -- Jobs, General | minor | resolved (user11) | 2011-04-01 | Several map tiles inaccessible, items in them unusable, cannot build workshop on tile | Load save from http://dffd.wimbli.com/file.php?id=4103
Zoom using F8, tiles are immediately to the right of Jeweler's workshop, containing an iron armor stand and weapons rack. The stand and rack are set to be built in the hallway just outside the workshop, and despite several idle dwarves, will never be built.
If you cancel the building designation and order the jeweler's shop to encrust furniture, the stand and rack will never be picked (despite being right next to workshop.
If you demolish the jewelers workshop, remove the stockpile in the 3x3 area to the right, and try to build a new workshop in that 3x3 area, it will never be built (despite having two dwarves with only gem labors enabled). |
| 0004413 | 6 | Dwarf Mode -- Jobs, Eating/Drinking | major | resolved (user11) | 2011-03-31 | Dwarf cancels Brewing | 1. Have enough Plants & Barrels.
2. Order a Still to brew a drink.
3. Wait for the Dwarf to start brewing. |
| 0004079 | 2 | Dwarf Mode -- Buildings, General | trivial | resolved (user11) | 2011-03-31 | Dorfs not moveing stones out of the way when constructing buildings | Start a fort, Dig up some rocks, Designate a large C-Menu construction using all of the material the rocks are made of to guarantee that they are all designated to be used, then try to build something on top of them, with a different material. |
| 0003248 | 2 | Dwarf Mode -- Immigration | minor | resolved (user11) | 2011-03-31 | Saving/resuming stops immigration wave | Save the game at the start of a season (autosave). Let the game run until you get an immigration wave, then reload the autosave. Save the game again a few days before the date when the immigration wave happened first time.
In most cases, the wave will not happen at all in that season. |
| 0004292 | 4 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user11) | 2011-03-31 | Dwarves complain that there is no well when there actually is, and dwarves are drinking from it | 1. Build a well.
2. Have lots of dwarves, and run out of booze. |
| 0004257 | 2 | Dwarf Mode -- Environment | major | resolved (user6) | 2011-03-31 | Infinite Cave-In Loop makes a fortress unplayable, even on reclaim | 1. Embark on a site with a glacier at least 4 Z-levels thick.
2. Cause a cave-in underground where you drop a section of ice that is at least 2x2x2. The bottom layer of this slab of ice should be partly ice and partly stone, and the other layer(s) should be purely ice. And it must land on a stone floor.
3. Dig away the stone wall that remains from the caved-in material.
4. Suffer a horrible neverending loop of cave-ins.
5. Optionally, Reclaim Fortress and observe that this horrible problem persists. |
| 0004282 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | resolved (user6) | 2011-03-31 | It says "item blocking site" when there is no item there | Build walls in places with items, especially where there are multiple items on a square. |
| 0004262 | 2 | Dwarf Mode -- Jobs, Items | major | resolved (user6) | 2011-03-31 | Charcoal counts as "refined coal" only at furnaces, not at forge | Try to forge something when you have charcoal but not coke. |
| 0004260 | 2 | Dwarf Mode -- Environment | minor | resolved (user6) | 2011-03-31 | Floor glitches occur when ice falls and melts in a cave-in | 1. Embark on a site with a glacier that is multiple Z-levels thick (because you need to leave a roof of ice over the place where the cave-in occurs).
2. Cause a cave-in where ice falls and lands on a stone floor, thus melting. I dropped a 6x6 area of ice that was only one Z-level thick.
This bug may be dependent on whether there was originally ice in the Z-level where the magical floating floor of ice forms. So don't dig the pit any deeper than necessary to get a stone floor. |
| 0004336 | 6 | Dwarf Mode -- Invasions | minor | resolved (user6) | 2011-03-31 | Several goblin ambushes occurring simultaneously instead of siege | |
| 0004228 | 3 | Adventure Mode -- Display | text | resolved (user6) | 2011-03-31 | Similar entries in the kills list doesn't stacks. | |
| 0004157 | 8 | Dwarf Mode -- Trade | minor | resolved (user11) | 2011-03-31 | Traders can trade, even when trade depot says no | |
| 0003810 | 3 | Legends Mode -- Map Export | minor | resolved (user11) | 2011-03-31 | Detailed map uses shades of navy blue where the map should be grey | |
| 0003157 | 3 | Dwarf Mode -- Interface, Unit Profiles | minor | resolved (user11) | 2011-03-31 | Bad data and crash in units' healthcare history | |
| 0000650 | 8 | Dwarf Mode -- Jobs, Healthcare | crash | | 2011-03-31 | Crash at Health Care Screen | It only happens after the dwarf in question was dignosed. He had his two feets rooting and the Diagnoser thought it would need a surgery. When you click in the name of the dwarf to see his health info, through the Health Care screen, the game crashes. Did not try to acess the health info of the dwarf through the other way. |
| 0004412 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2011-03-31 | Wounded left unatended after being brought to bed in hospital | 1) Injure Dwarf
2) Transport to Hospital
3) Medic Chief has a baby
4) Patient gets ignored and dies. |
| 0000832 | 2 | Dwarf Mode -- Buildings, Machines | minor | resolved (user6) | 2011-03-31 | Animals clean themselves at the well | Make well. Breed kittens. Lock them in, watch. |
| 0000274 | 1 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | resolved (user6) | 2011-03-31 | Can't order metal crutches/splints at workshop, works fine from manager | |
| 0004404 | 8 | Dwarf Mode -- Jobs, General | minor | resolved (user6) | 2011-03-31 | Some plants (blade weed) produce seeds when milled, others (dimple cups) don't (due to seed cap/limit) | Make and power a millstone, have a miller grind something into flour. |
| 0001149 | 1 | Dwarf Mode -- Jobs, Hauling | minor | | 2011-03-31 | dwarves ignore refuse pile settings for vermin corpses | 1> Start up (or load) a fortress with a type of vermin/vermin corpse in abundance. Cats make things go faster.
2> Set up a refuse stockpile that only accepts a single type of remains. It doesn't matter what animal (I specifically had a Rat remains stockpile in my most recent experience with this problem). Fewer refuse stockpiles will make this obvious faster.
3> Watch what vermin corpses dwarves bring to the stockpile. If you haven't had a refuse stockpile before, but have had cats awhile, expect a huge influx of random vermin corpses dumped into your stockpile. |
| 0000171 | 4 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2011-03-31 | Dwarf cancels make <metal> bars (use ore): Needs "stones" | 1. Set a smelting job on repeat.
2. Wait until out of ingredients.
3. Be confused as to which stones you need. |
| 0000205 | 2 | Typos/Grammar | text | new | 2011-03-31 | Inconsistent capitalization of noble profession names | |
| 0000410 | 10 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2011-03-31 | Creatures get fought over by dwarves trying to milk and cage them | 1. Cage creature
2. Add milk creature job at farmers workshop |
| 0003235 | 1 | Dwarf Mode -- Immigration | trivial | resolved (user11) | 2011-03-31 | Legendary hammerdwarf on first migrant wave | |
| 0004395 | 5 | World Generation -- General | crash | resolved (user11) | 2011-03-31 | Worldgen crash (modded, chosen seed, file on dffd) | Roll medium region with the raws and settings and seed numbers I've provided. Crash on year 58.
http://dffd.wimbli.com/file.php?id=4085 |
| 0004402 | 2 | Creatures | minor | resolved (user11) | 2011-03-31 | Tame animals in pastures attack each other | |
| 0004400 | | Dwarf Mode -- Jobs, Items | minor | resolved (user6) | 2011-03-31 | Bone crafting problem with stacks | |
| 0004391 | | Dwarf Mode -- Artifacts | text | new | 2011-03-31 | Attachment to Artifacts doesnt show artifact name. | equip someone with artifact weapon/armor.. wait for attachment |
| 0003638 | 4 | Dwarf Mode -- Interface, General | minor | new | 2011-03-30 | Raw gems don't appear in jeweler's workshop unless cut ones are available | I haven't tried building another cavern fort to see if this happens, if its location is even part of the problem. |
| 0004316 | 10 | Legends Mode -- Historical Figures | minor | new | 2011-03-30 | Historical figures "never married" if they (or their spouse) became the spouse of a night creature | |
| 0004396 | | Dwarf Mode -- Justice | minor | new | 2011-03-30 | Release of prisoner fails with : job canceled "Unchain Animal : Wrong Justice state." | |
| 0004357 | 5 | Technical -- General | crash | | 2011-03-30 | Embark instant crash (modded) | |
| 0001462 | 2 | Dwarf Mode -- Flows | major | resolved (user6) | 2011-03-30 | Ice thawing triggers massive lag | Have a partially filled lake with ramps on the sides freeze and thaw. |
| 0004392 | | Technical -- General | feature | resolved (user6) | 2011-03-30 | Please add burrow deletion confirmation | Make a burrow. Press d. |
| 0004393 | | Adventure Mode -- Sites | minor | resolved (user6) | 2011-03-30 | Bone meal 'floor' | No idea. Save attached. Bone meal floor is right under adventurer.
http://dffd.wimbli.com/file.php?id=4084 |
| 0004382 | 5 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user6) | 2011-03-30 | Dwarves will not pull water from source OTHER then well | I do not know how to produce this. It does not seem to be provoked. |
| 0004272 | 2 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user6) | 2011-03-30 | Idle dwarves don't go to burrows | 1. Create a burrow.
2. Create a meeting area in that burrow.
3. Assign an idle dwarf to that burrow.
4. Notice that nothing happens. |
| 0004263 | 3 | Dwarf Mode -- Reclaim | major | resolved (user6) | 2011-03-30 | Reclaiming a fortress destroys cave mud and aquifers | Reclaim a fortress with an aquifer. |
| 0001176 | 2 | Cave-ins | minor | new | 2011-03-30 | Ice Cave-ins for water in Glaciers producing odd results. | Embark on a glacier with 4 z-levels of ice.
Dig down from the surface and mine out an area you intend to drop.
Dig out the outer edges of it (leaving the center intact, of course) all the way down until you hit rock as the floor.
Dig out two levels below that, using channels.
Go back up and cut free the ice block. Watch resulting cave in. |
| 0003338 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2011-03-30 | Molten ice becomes "water" like an item instead of real water | I have not tried to reproduce it, but i think it would work to get a map were the water is part time frozen and see wat happens when it melts in a channel. |
| 0004384 | 7 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user11) | 2011-03-30 | Hunters kill animals which cannot be butchered | Set a hunter to hunt on a map where the only wild animals are rabbits. |
| 0001850 | 4 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user11) | 2011-03-29 | Cage will not be deconstructed after dead goblin | Have a bleeding hostile trigger a cage trap, let them bleed to death, construct cage building from it, see if it will deconstruct. |
| 0004387 | | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2011-03-29 | Jeweler's Workshop Doesn't Acknowledge Existance of Diamonds | |
| 0004386 | | Combat -- General | minor | resolved (user11) | 2011-03-29 | Infinite Loop of "Pickup equipment" | |
| 0001201 | 10 | Dwarf Mode -- Pets | tweak | resolved (user6) | 2011-03-29 | Cat adopts dwarf while game paused | Embark with a cat and a dwarf who likes cats. |
| 0004383 | 5 | Dwarf Mode -- Buildings, General | crash | resolved (user11) | 2011-03-29 | Crash on selecting barracks with TrueType | Select a barracks, any barracks. |
| 0001472 | | Dwarf Mode -- Interface, Military Screen | trivial | new | 2011-03-29 | Squads with more than 3 weapon types will display poorly on top of military screen | |
| 0004220 | 2 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2011-03-29 | Wax Worker doesn't show his job in general info | Get a wax worker and check his info |
| 0004376 | | Dwarf Mode -- Interface, Text | text | resolved (user6) | 2011-03-28 | Improper date at Health Care Screen | |
| 0000469 | 4 | Dwarf Mode -- Items | minor | | 2011-03-28 | Harvested plants left in field do not decay, allowing laborless quantum stockpiling of plants | Farm without any plant stockpiles. |
| 0002977 | 2 | Technical -- Rendering | trivial | new | 2011-03-28 | Alternate zoom nonfunctional | 1. Run game
2. Hit CTRL+F10
3. Notice that the zoom function fails to change
3. Weep for the lack of alternate zoom |
| 0004374 | 1 | Dwarf Mode -- Interface, Stocks | tweak | new | 2011-03-28 | In z menu stocks section totems grouped by animal name, but lack of it in brief description | |
| 0004373 | | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2011-03-28 | Bugged miner is stuck on "atttend meeting" | |
| 0004371 | 1 | Dwarf Mode -- Items | minor | new | 2011-03-28 | bag found with 3 dwarven sugar and 1 dimple dye in it | I don't know how it occurred to attempt reproduction. |
| 0004368 | 1 | Miscellaneous Crashes | crash | | 2011-03-28 | Fortress crashes in mid spring, second year | Load this save (http://dffd.wimbli.com/file.php?id=4059). Resume. Wait a little while. |
| 0004369 | 3 | Miscellaneous Crashes | crash | resolved (user6) | 2011-03-28 | Blood Spatter Causing Crashes | 1. Load attached saved game.
2. Go to dining hall (should be a few screen-spans south of where it's saved and filled with turkeys).
3. Look at one of the kittens' inventories.
4. Crash.
Alternatively
1. Load the attached saved game.
2. Go to the surface level.
3. Look at the lower-right-most floor hatch into my fort with the cursor.
4. Crash. |
| 0004361 | | Dwarf Mode -- Jobs, Healthcare | minor | | 2011-03-28 | Dwarves with old injuries returned to rest in hospital with no scheduled treatment | Injured dwarves in 31.18 refuse full treatment and go back to work still injured.
Upgrade to 31.22 then 31.23 and they go back to resting in hospital, but receive no diagnosis or treatment. |
| 0003267 | 13 | General | major | resolved (user6) | 2011-03-27 | Blood spatter = steady FPS loss | Play the fort, get wounds on a bunch of animals and dwarves that bleed everywhere. Wait a couple of years and watch steady FPS loss get worse and worse and worse as everything is getting spattered by blood and vomit and whatnot until your entire fort is unplayably slow no matter how you build it, how big an area you started with or if you kill and cage all your pets and wildlife.
|
| 0004358 | 1 | World Generation -- General | crash | | 2011-03-27 | Many civilisations will crash worldgen | -download FD mod ( http://www.bay12forums.com/smf/index.php?topic=62874.0 )
-Create new world!
-change "number of civilisations" to very high
-start worldgen
OR
-download my modded DF ( http://dffd.wimbli.com/file.php?id=4049 )
-Create new world!
-change "number of civilisations" to very high
-start worldgen
|
| 0003107 | 1 | Dwarf Mode -- Pets | minor | resolved (user6) | 2011-03-27 | Pets Adopting Dwarves While Paused | 1. Generate the world.
2. Embark with any gear and dwarves.
3. Pause game and wait for about an hour just to make sure.
4. Check announcements. |
| 0003753 | | Dwarf Mode -- Pets | minor | resolved (user6) | 2011-03-27 | Some events still trigger while game is paused | The game seems to do the check whenever something is designated especially the mass forbid/reclaim designations. |
| 0004364 | 1 | Dwarf Mode -- Trade | minor | | 2011-03-27 | obsidian short swords offend elves | Make rock short swords. Wait for elves. Trade to elves. |
| 0004315 | 1 | Flows | major | | 2011-03-27 | Water causes deletion of ramps and stairs submerged inside (possibly due to grass) | Dig into a water source allowing it to fill into a channel made of ramps or stairs. Allow grass to grow in the water. Watch as ramps slowly disappear over a few minutes. |
| 0004362 | | Creatures | tweak | | 2011-03-27 | 0004348 also applies to cave dragons | |
| 0004359 | 1 | Dwarf Mode -- Interface, Unit View | feature | resolved (user6) | 2011-03-27 | Make unit names searchable | |
| 0004355 | 2 | Adventure Mode -- Trade | minor | resolved (user11) | 2011-03-27 | Human traders leave through caverns | 1. Build depot.
2. Wait for traders.
3. Forbid all routes leading to edges of the map above ground.
4. Wait for traders to leave through caverns. |
| 0004345 | | Creatures | minor | | 2011-03-27 | Giraffes have two body parts with ID "NECK" (from NECK and NECK_SPINE) | |
| 0004151 | 18 | Vegetation | minor | | 2011-03-27 | Bamboo flickers because the ALT_PERIOD value isn't being defaulted properly | 1. Load save.
2. Navigate to outdoors.
3. Wait a while looking at the grass. |
| 0004350 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | | 2011-03-27 | Endless loop of evaluation and traction, no progress made on healing. | Not sure what the cause is- I think it is related to overlapping fractures or compound fractures somehow, so try to induce those injuries and see if they are healed. |
| 0004351 | 5 | Technical -- Saving/Loading | crash | resolved (user6) | 2011-03-26 | While trying to start playing on some worlds, or when loading some save games, reproducible crash | |
| 0004346 | 1 | Dwarf Mode -- Interface, Manager | trivial | resolved (user11) | 2011-03-26 | "Construct Rock Chest" option is missing in the manager screen. | |
| 0004254 | 10 | Dwarf Mode -- Moods | block | resolved (user6) | 2011-03-26 | Dwarf with mood sulks in his bedroom instead of creating artifact | either
1) Develop a mood while sleeping
or
2) Develop a mood for which there is no existing workshop
or
both |
| 0002806 | 24 | Dwarf Mode -- Artifacts | minor | | 2011-03-26 | Bone Artifacts Missing Decorations and Materials | Have a moody bone carver. |
| 0004344 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2011-03-26 | Healthy dwarves rest in hospital and die from thirst | |
| 0004192 | 6 | Dwarf Mode -- Immigration | crash | resolved (user11) | 2011-03-26 | Program Crashes ?Perhaps immigration bug? | download the save, open it up and unpause it |
| 0003675 | 4 | Technical -- Saving/Loading | minor | resolved (user11) | 2011-03-26 | CTD when reloading after save | |
| 0004076 | 4 | Dwarf Mode -- Immigration | minor | resolved (user11) | 2011-03-26 | Cloned dwarf | |
| 0001984 | 5 | Technical -- General | crash | resolved (user11) | 2011-03-26 | Crash during simulation with no user input | Load linked save. Unpause. Wait. |
| 0000781 | 5 | Dwarf Mode -- Jobs, Hauling | crash | resolved (user11) | 2011-03-26 | DF crashes when partial pet skeleton is picked up | Let dismembered named pet corpse rot to a skeleton and then attempt to haul. |
| 0004087 | 4 | Dwarf Mode -- Stockpiles | minor | | 2011-03-26 | Dwarfs keep moving large stone pots into new stockpiles. | 1. Make a food stockpile, and some large pots.
2. Hopefully dwarfs will eventually start using pots for food storage.
3. Build a new food stockpile. |
| 0000825 | 14 | Dwarf Mode -- Jobs, Healthcare | minor | | 2011-03-26 | Unwounded dwarves lie unconsious in hospital | Happened on two separate saves so far. Reproducibility uncertain, except for wounding dwarves. |
| 0001761 | 4 | Dwarf Mode -- Jobs, General | minor | resolved (user11) | 2011-03-26 | Promoting a new job over a repeated task causes dwarf to ignore | |
| 0004244 | 3 | Combat -- Target Selection | major | | 2011-03-26 | Goblin ambush squads target each other | 1. Develop fortress susceptible to large ambushes.
2. Wait for large ambush.
3. See nearby squads bicker lethally while your dwarves watch in amusement from afar. |
| 0001114 | 15 | Miscellaneous Crashes | crash | resolved (user11) | 2011-03-26 | Unknown event causes crash | Unknown event causes crash.
Load the save and wait a couple turns. |
| 0003385 | | TrueType | crash | resolved (user11) | 2011-03-25 | artifact list crashes when TrueType font used | |
| 0004331 | 9 | Dwarf Mode -- Interface, Embark | major | | 2011-03-25 | Game crashes on embark every time | Start game in new world, go to embark screen. Select any location and assign skills and items to the embark group. Go to embark, and the "strike the earth" announcement appears as normal. Press esc key to exit announcement. Game crashes. |
| 0004325 | 4 | Dwarf Mode -- Jobs, Sleeping | minor | | 2011-03-25 | Dwarf knocked unconcious continues to remain unconcious-removes bed and he walks around for a bit before returning to bed to slp | |
| 0004341 | | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user6) | 2011-03-25 | Some animal byproducts overclutter anything they placed in. | Butcher horse, try tan hide/use bones. |
| 0004339 | 2 | Creatures | tweak | resolved (user6) | 2011-03-25 | Reptile men still don't have teeth/don't have teeth again. | Look in the raws and do some investigating/deduction. |
| 0004338 | | Dwarf Mode -- Immigration | minor | resolved (user11) | 2011-03-25 | Child Immigrants come in with incorrect age for child category. | |
| 0004335 | | Dwarf Mode -- Environment | minor | resolved (user6) | 2011-03-25 | Cave with broken half-slopes | |
| 0004321 | 4 | Dwarf Mode -- Embark/Setup | minor | | 2011-03-25 | NATURAL_SKILL no longer starts units at the specified skill level | give a controllable civ creature some natural_skill and embark with them |
| 0004332 | | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2011-03-25 | Uninjured Dwarves resting | |
| 0004330 | | Dwarf Mode -- Interface, Military Screen | minor | resolved (user6) | 2011-03-25 | Adamantine Clothing missing from Uniform Screen | |
| 0004326 | 3 | Creatures | minor | | 2011-03-25 | Some 'Giant' creatures aren't very big at all. | Look in the Raws and do a little math. Pit the critters against dwarves in testing arena. |
| 0004327 | 2 | Dwarf Mode -- Stockpiles | minor | | 2011-03-25 | Hospital Stockpiling still broken | |
| 0004329 | 1 | Animal Populations | minor | | 2011-03-25 | River biomes do not add to animal populations | |
| 0004328 | | Civilizations/Entities -- General | minor | | 2011-03-25 | Rodent men not part of SUBTERRANEAN_ANIMAL_PEOPLES entity | |
| 0004319 | | Dwarf Mode -- Stockpiles | minor | | 2011-03-25 | stockpile setting interference between furniture and ammo | embark, create a ammo stockpile, enter in the stock pile setting
navigate to ammo -> other materials, see wood & bone missing.
enable furniture & siege ammo
navigate to ammo -> other materials, see wood & bone available to be selected.
|
| 0004320 | 9 | Dwarf Mode -- Jobs, Healthcare | minor | | 2011-03-25 | Dwarves come to hospital to Rest without injuries (and also endless tooth surgery) | 1. Load save.
2. F2 takes you to the hospital area.
3. Some dwarves are resting, rather than sleeping, but show no wounds.
4. The surgeon endlessly does surgery on a dwarf with a missing tooth. |
| 0004324 | | Dwarf Mode -- Interface, Embark | minor | resolved (user6) | 2011-03-24 | Finder fails to search entire map | Create a custom world that is not square. ([DIM:129:65])
Generate that custom world, and initiate a Dwarf Fortress mode game.
Use the site finder in the embark location screen to locate any arbitrary parameters you want.
Watch as the site finder only searches a portion of the map roughly or exactly equal to the lesser map dimension ([DIM:129:65] will make the finder only search 65 world tiles across the 129 world tile distance) thus leaving a possibly huge portion of the map entirely unsearched... Forcing the player with fewer starting map options then he should have. |
| 0004322 | 1 | Dwarf Mode -- Jobs, General | minor | resolved (user6) | 2011-03-24 | carpenter won't make wooden animal trap | make world & try to make wooden animal trap at carpenter shop. |
| 0004317 | | Technical -- Rendering | minor | new | 2011-03-24 | CGDisplayIsCaptured messages to console | Gain/lose focus on the window and maybe it'll print a bunch of messages out. |
| 0003555 | 33 | Miscellaneous Crashes | crash | | 2011-03-24 | Escaping units with kill orders on them cause segmentation fault on Linux/Mac | 1. Create world, embark, begin regular play.
2. Wait until a kobold thief is spotted and it runs for the map edge.
3. Select a military squad and set kill order on thief. (You may want to give the thief a lead depending on your military)
4. If the thief reaches the map edge and 'escapes' the game segmentation faults. |
| 0000696 | 4 | Dwarf Mode -- Interface, Stockpiles | feature | resolved (user6) | 2011-03-24 | Adamantine strands&cloth are not included in the stockpile options | |
| 0002737 | 4 | Dwarf Mode -- Interface, Stockpiles | tweak | | 2011-03-24 | Cloth stockpile settings lack option for metal clothing | |
| 0000710 | 3 | Dwarf Mode -- Interface, Unit View | trivial | resolved (user11) | 2011-03-23 | Treatment history has an empty entry | |
| 0004313 | 1 | Miscellaneous Crashes | crash | resolved (user6) | 2011-03-23 | Crash when asking for quests from townsfolk/reporting deeds | World adventured in: 1000 year history, maximum size, no sheer cliff erosion, maximum elevation variance, high mineral availability. One fortress made and soon abandoned.
Create an adventurer (all of them have been human, so far), complete some quests, and it will happen soon enough. |
| 0002736 | 1 | Technical -- General | minor | | 2011-03-23 | Download includes unnecessary Thumbs.db files | |
| 0002813 | 16 | Dwarf Mode -- Combat | major | | 2011-03-23 | Glass weapons (in traps) are comically ineffective | |
| 0003285 | 4 | Dwarf Mode -- Interface, Military Screen | minor | | 2011-03-23 | Different Squad showing up | |
| 0001056 | | Dwarf Mode -- Embark/Setup | minor | | 2011-03-23 | Activities Carry Over From One World to the Next | 1) Create a fortress and save the embark setup
2) Create a squad
3) Give them an immediate attack order
4) Exit back to the start menu and generate a new region
5) Use the saved embark setup and start the game
6) Profit? |
| 0000888 | 6 | Pathfinding | crash | | 2011-03-23 | Crash when creating a burrow with no area designated and adding dwarves. | See DoctorZuber's note
A short, reproducible crash method is appended here
---
1. (w) (a) create burrow, define nothing
2. (esc) leave the screen
3. (m) (a) go to alerts
4. assign the alert to the burrow
5. crash |
| 0003910 | 2 | Dwarf Mode -- Interface, Military Screen | crash | | 2011-03-23 | upon attempting to modify/delete/use an alert for a single burrow, game crashes | (will supply save file via some kind of file upload site if necessary.) |
| 0003833 | 3 | Dwarf Mode -- Military | crash | | 2011-03-23 | Applying burrow to active alert crashes game. | 1. Create burrow.
2. Enter military menu, alert sub-menu.
3. Assign Civilians to alert state.
4. Assign a burrow to alert state.
5. Esc to leave.
6. Crash. |
| 0002525 | 1 | Dwarf Mode -- Military | minor | | 2011-03-23 | Crash when all regions removed from defended burrow | Create a burrow with some tiles.
Schedule a squad to the defend the burrow.
Edit the burrow and remove all tiles from it (don't delete it, but leave it empty). |
| 0001519 | 13 | Dwarf Mode -- Jobs, Hauling | minor | | 2011-03-23 | Bars not being stockpiled because haulers are waiting to haul inaccessible items outside the fortress | Load up the save. It seems like if this is a bug it is very rare and random. No repeatability. |
| 0004253 | 6 | World Generation -- General | minor | new | 2011-03-23 | Embark areas with water always have minimal number of z-levels |
1. Generate a world.
2. Embark on a stream/river/major river/lake
3. Go down as far as the game allows.
4. Observe the Z-level.
5. Compare the results to an embark area with no river.
|
| 0000191 | 9 | Dwarf Mode -- Jobs, Healthcare | minor | | 2011-03-22 | Hospital stores more materials than assigned. | |
| 0004308 | 2 | Dwarf Mode -- Jobs, Animal Handling | major | | 2011-03-22 | Units list incorrectly displays goblin prisoners as "Invaders" while they are being moved | |
| 0004165 | 11 | Adventure Mode -- Quests | crash | | 2011-03-22 | Game crashes when I try to recieve a quest or report creature's death. | |
| 0003529 | 7 | World Generation -- Beasts | minor | | 2011-03-22 | No normal historical beasts, and no non-mega beast rampages | Check the history of any world generated in the recent versions. |
| 0004306 | 2 | Dwarf Mode -- Transport/Hauling | minor | resolved (user6) | 2011-03-22 | Moving animal cage to trade depot results in animal being released. | |
| 0004124 | 8 | Dwarf Mode -- Interface, Designations | minor | new | 2011-03-22 | Inaccurate "wall" reference when viewing floor detail. | Dig into rock and designate an area to be smoothed and then engraved. Once a few floor tiles are finished, go into the "looK around" menu and put the cursor on an engraved floor tile. Hit Enter for the dscription. |
| 0004304 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2011-03-22 | Human caravan is glitchy | Here is a screenshot of the "liquid":
http://dffd.wimbli.com/file.php?id=4015
Here is a save file where the caravan guard won't leave:
http://dffd.wimbli.com/file.php?id=4016 |
| 0004303 | 1 | General | major | resolved (user6) | 2011-03-22 | Dwarf Fortress NEEDS alphabetization | |
| 0004301 | 2 | Dwarf Mode -- Jobs, General | minor | resolved (user6) | 2011-03-22 | Entity_default.txt typo causing soap making to be impossible. | |
| 0004300 | 1 | Contaminants/Spatter | minor | resolved (user11) | 2011-03-21 | Stains and spills have infinite substance | |
| 0001797 | 6 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2011-03-21 | Dwarves play tug of war with caged animals marked for slaughter | This is a random bug because it's all about timing - you need a dwarf to be leading an animal to the butchers, and a dwarf who, right at that moment, moves to the next task on his list, to cage an animal wandering around the fort. The second dwarf needs to be able to get to the butcher and start a tug of war with him over the animal before it gets to the butchers shop as well. |
| 0000359 | 20 | Dwarf Mode -- Artifacts | minor | | 2011-03-21 | Artifacts that use bone/shell turn into iron figurines | |
| 0003976 | 9 | Reactions | minor | | 2011-03-21 | Masons/mechanics can make "stone" items from lumps of clay | |
| 0004293 | | Reactions | major | resolved (user6) | 2011-03-21 | Unsolid fortifications? | Wait for the river to thaw and watch the goblins nearby.
http://dffd.wimbli.com/file.php?id=4011 |
| 0004291 | 1 | Dwarf Mode -- Interface, Stocks | minor | resolved (user6) | 2011-03-21 | Body Parts and Corpses need to have multiple subcategories, but don't | |
| 0004288 | 2 | Dwarf Mode -- Interface, Military Screen | major | resolved (user11) | 2011-03-21 | Military screen doesn't show enough information on dwarves, resulting in the drafting of new mothers and cripples | |
| 0004289 | 1 | Dwarf Mode -- Interface, Military Screen | minor | resolved (user6) | 2011-03-21 | You can't choose general things like "headwear" in your uniform templates | |
| 0001173 | 11 | Dwarf Mode -- Jobs, Designations | minor | | 2011-03-21 | Dwarves refuse to haul accessible items until they've hauled ones that are currently inaccessible | - wall two sections of the map off from each other with dwarves in each
- designate items for dumping and a garbage dump zone in section A, let the game generate jobs for it
- kill off the dwarves in section A
- try getting anything dumped in section B |
| 0004285 | 1 | Dwarf Mode -- Interface, Stocks | minor | resolved (user6) | 2011-03-21 | Stocks screen includes unseen and unseeable items | |
| 0001673 | 10 | Dwarf Mode -- Jobs, Cancellation and Suspension | tweak | resolved (user6) | 2011-03-21 | Dwarves suspend contruction of Wall "item blocking site" | |
| 0004281 | 1 | World Generation -- General | minor | resolved (user6) | 2011-03-21 | Oceanside embark sites contain only saltwater pools regardless of elevation | |
| 0004256 | | General | minor | resolved (user6) | 2011-03-21 | Missing help file | Go to the help screen on Obtaining Food, then try to go to Setting Soldier Professions from there. |
| 0003772 | | Dwarf Mode -- Jobs, Fishing | major | new | 2011-03-21 | "Text generation failed" in manual when attempting to read "Setting Soldier Professions" | |
| 0004261 | | Dwarf Mode -- Combat | text | resolved (user6) | 2011-03-21 | Combat reports say that a "dog child" is fighting, instead of a "puppy". | Embark with many puppies in an area with dangerous wildlife. |
| 0004280 | 2 | General | minor | resolved (user6) | 2011-03-21 | Help, my foot is thirsty! | |
| 0004279 | 1 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | resolved (user6) | 2011-03-21 | Assigning a hauler to a burrow freezes him and generates endless messages | |
| 0004273 | 2 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2011-03-21 | Dwarves won't dump items that are outside | |
| 0004276 | 1 | Dwarf Mode -- Interface, General | text | resolved (user6) | 2011-03-21 | Floor engraving are called "wall" engravings | |
| 0004275 | 2 | Dwarf Mode -- Abandonment of Fort | trivial | resolved (user6) | 2011-03-21 | Abandoning a fortress is annoying because I have to press Enter | |
| 0004269 | 1 | Dwarf Mode -- Items | minor | resolved (user6) | 2011-03-21 | Dwarves don't use weapon racks | 1. Build a weapon rack, but don't make it into a barracks.
2. Have a dwarf with a weapon.
3. If it's military dwarf, take him off duty. Otherwise, disable the hunting, mining, or woodcutting labor. |
| 0004268 | 1 | Dwarf Mode -- Items | minor | resolved (user6) | 2011-03-21 | Vials contain 2 different kinds of liquid, and contents are not shown | Have vials with golden salve in them. Forbid empty vials and waterskins. Order dwarves to go on military duty and take drinks with them. |
| 0004274 | 1 | Dwarf Mode -- Thoughts and Preferences | trivial | resolved (user6) | 2011-03-21 | She worships him twice as much | Just play for a long time and check the Thoughts and Preferences on every single dwarf. |
| 0004270 | 1 | Dwarf Mode -- Embark/Setup | crash | | 2011-03-21 | Dwarf Fortress freezes forever | Embark on a really large site.
The only things unusual about my embark site are: It is entirely in Cold and Freezing biomes, including a glacier, and the glacier biome contains a volcano. |
| 0004266 | 1 | Dwarf Mode -- Economics | major | | 2011-03-21 | Obsidian can't be used at the Mason's workshop | |
| 0004264 | 1 | Dwarf Mode -- Thoughts and Preferences | text | | 2011-03-21 | Newborn babies have beards, worship gods, and have favorite foods | |
| 0004258 | 1 | Dwarf Mode -- Embark/Setup | minor | | 2011-03-21 | Wagon breaks when embarking | Embark on a mountain. It seems that there is some randomness in the positioning of the wagon, so it may take multiple tries to cause this problem. For example, when I abandoned this fortress (for unrelated reasons) and reclaimed it, my wagon was on a flat area and did not break. |
| 0004259 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | | 2011-03-21 | Wood blocks and ice have no category for stockpiles | |
| 0004154 | 2 | Dwarf Mode -- Items | minor | | 2011-03-21 | Glass and porcelain pots, even ones that contain booze, don't show up in Trade Depot list | |
| 0004170 | 2 | Dwarf Mode -- Jobs, Cooking and Food | minor | | 2011-03-21 | fine and lavish meals only use two ingrediants | 1. Acquire at least 3 stacks of cookable ingredients.
2. Order a dwarf to "cook fine meal" or "cook lavish meal"
3. The dwarf grabs two ingredients, and begins cooking. |
| 0004050 | 3 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2011-03-21 | Plants stored in large glass pots are not used by jobs, and other irregularities with pots | |
| 0004255 | | Dwarf Mode -- Invasions | major | resolved (user11) | 2011-03-20 | Goblins attack each other on entering map | No idea. It just happened on its own as far as I can tell. |
| 0004245 | 7 | Dwarf Mode -- Buildings, General | trivial | new | 2011-03-20 | CORPSE and CORPSEPIECE as a reagent seems to use many items. | Create a custom workshop with a reaction that uses corpses.
|
| 0001269 | 8 | Dwarf Mode -- Jobs, General | text | resolved (user11) | 2011-03-20 | [Dwarf] cancels [job]: needs [something] | The only things I changed in the init.txt were AUTOSAVE (to seasonal), tiles size (to 12x12), the showing of liquid level, and that's all. No mods being used at all. |
| 0004252 | 1 | Dwarf Mode -- Interface, Burial | minor | resolved (user11) | 2011-03-20 | Restless spirit unable to be put to rest. | Try to engrave a memorial slab for the ghostly furnace operator. |
| 0004250 | | Adventure Mode -- Quests | crash | resolved (user6) | 2011-03-20 | Game crashes upon requesting a quest | Can't tell for sure. This is the first time this has happened. I'd say create a demigod character in an old, large world and try questing in places other than the starter area? |
| 0003755 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | | 2011-03-20 | If dwarf is not properly taken to hospital, dwarves with recover wounded will drag back to bed during surgery | |
| 0000237 | 3 | Dwarf Mode -- Jobs, Eating/Drinking | major | resolved (user6) | 2011-03-19 | Dwarfs Starve Trying to Eat Trader's Food | |
| 0001989 | 3 | Dwarf Mode -- Stockpiles | trivial | | 2011-03-19 | In stockpile settings, forbidding subcategories leaves some items highlighted | 1) Enter stockpile settings.
2) 'e'nable and 'f'orbid as in the Description field above. |
| 0000147 | 3 | Dwarf Mode -- Interface, Civilization/World Info | minor | | 2011-03-19 | The Civilziation screen can spoil certain underground features | I have not tried to reproduce, however I imagine this would happen in any area with an underground civ |
| 0000730 | 2 | Dwarf Mode -- Military | minor | | 2011-03-19 | Injured dwarf never carried to hospital | |
| 0004239 | 1 | Legends Mode -- Historical Figures | text | | 2011-03-19 | Nameless notable creatures produce ugly " , "" "-entries in historical-figures-list | 1. Get sieged by goblins that bring trolls OR kill a merchant's pack animal OR get animal people to join you on your quest in adventure mode and end the game before they get any kills.
2. Seek out their entries in legend mode. |
| 0004221 | 1 | Adventure Mode -- Reactions | minor | | 2011-03-19 | Adventure mode reactions no longer create quality items | |
| 0002412 | 5 | Dwarf Mode -- Interface, Designations | crash | | 2011-03-19 | Crash when removing burrow | 1) Go to burrows menu
2) Delete all citizens from "my fortress"
3) Get a complete crash |
| 0000037 | 2 | Adventure Mode -- General | minor | | 2011-03-19 | Underground area names are mangled in adventurer mode "adventurer log" screen | |
| 0004248 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2011-03-19 | Glumprongs? Sliverbarbs? | Embark on a haunted, terrifying or sinister location. |
| 0004247 | 1 | Dwarf Mode -- Immigration | minor | | 2011-03-19 | population cap ignored | set the population cap to 13 or 24 and watch the waves of dwarfs arrive |
| 0004000 | 1 | Dwarf Mode -- Jobs, Designations | minor | | 2011-03-19 | Dwarf Digging Priority ignores depth | channel a moat of 3 width (make a donut for instance)
Go down a level
channel the same moat
Watch in horror... |
| 0000604 | 4 | Dwarf Mode -- Jobs, Items | minor | | 2011-03-18 | Make Shell Crafts uses Wood | Add the "Make Shell Crafts" job to the craftdwarf's workshop queue. |
| 0004243 | 2 | Dwarf Mode -- Invasions | major | | 2011-03-17 | Trolls can't break down doors | 1. Load save.
2. See trolls arranged by the doors, failing to break them down. |
| 0004200 | 4 | Dwarf Mode -- Invasions | major | new | 2011-03-17 | Goblins on mounts cannot pass forbidden doors | 1. Load save.
2. See goblins try to enter unsuccessfully.
3. Unforbid one of the doors.
4. Goblins can now move in! |
| 0004242 | | Vegetation | minor | new | 2011-03-17 | Custom mountain plants only appear at biome edges | |
| 0004241 | 6 | Miscellaneous Crashes | block | resolved (user6) | 2011-03-17 | game blocks after 15s into this save | |
| 0003422 | 1 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user11) | 2011-03-16 | Injured dwarves are not recovered | |
| 0003699 | 3 | Technical -- Saving/Loading | crash | | 2011-03-16 | Game Save is corrupted | Random / have not been able to pinpoint cause |
| 0004240 | | Dwarf Mode -- Combat | crash | resolved (user6) | 2011-03-16 | "Segmentation fault" when military dwarf's target goes off map. | Have a target running off map, order to kill it. |
| 0004238 | 2 | Dwarf Mode -- Flows | major | resolved (user6) | 2011-03-16 | Brook kills my miner | Channel down on the walls bordering a brook. Then try to remove upward ramp. |
| 0004237 | 3 | Adventure Mode -- Inventory | minor | resolved (user6) | 2011-03-16 | Battle axe changing sizes in Adventure Mode | 1. Embark and abandon a fortress with dwarf-sized weaponry.
2. Start an Adventure, loot the weapons.
3. Travel and sleep.
4. Check the weapons. |
| 0002257 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2011-03-15 | Freezing ice atom-smashes constructed Fortifications. | Build Fortifications into a river passing through your fort when water freezes in winter. |
| 0001293 | 6 | Adventure Mode -- Eating/Drinking | trivial | resolved (user6) | 2011-03-15 | Eating not working properly for adventurers without a grasp tag (Might be intended as adventurers usually have the grasp tag) | Either set up some animal as an adventurer in adventure mode or go to Arena mode.
In Arena mode, create some easily killable creature(s) and kill them however you want, then create a bunch of other critters and make them on the same team so they don't annhilate each other, possess one of them, try to eat the food. |
| 0000987 | 4 | Arena | crash | resolved (user6) | 2011-03-15 | Arena mode crashing when I re-enter arena mode | |
| 0001913 | 4 | General | major | | 2011-03-15 | Resizing produces blank screen during setup | Open Dwarf Fortress, resize window during open animation sequence to see it go blank and then reappear at points during the animation or at main menu. Resize the main menu to see the screen go black and not return. |
| 0001218 | 6 | Dwarf Mode -- Interface, Unit-Job Screen | minor | resolved (user6) | 2011-03-15 | Dead dwarves that died while resting continue to have the "Rest" job in the Unit Job screen | |
| 0002579 | 2 | Combat -- Target Selection | major | | 2011-03-15 | Dwarves attack Dwarven caravan. May have had accident. | to reproduce...
Send a group of assorted meeleers to fight the goblins after allowing them to fight with the caravan guard? maybe?
|
| 0002743 | 2 | Dwarf Mode -- Moods | minor | resolved (user6) | 2011-03-15 | Gem setter not claiming workshop. | load save game.
http://dffd.wimbli.com/file.php?id=2717 |
| 0002472 | 2 | Dwarf Mode -- Stockpiles | minor | | 2011-03-15 | Food stockpiles wont accept food | Designate food stockpile, watch dwarves take no action. |
| 0003365 | 4 | Dwarf Mode -- Interface, Main View | minor | | 2011-03-15 | Game display delays(not pauses) for a short period every second or so | Happens while not paused on dwarf display. Using DF+ tileset with 31.15. No mods. |
| 0003617 | 2 | Dwarf Mode -- Environment | trivial | resolved (user6) | 2011-03-15 | Shrubs and Trees grow in non muddy soil after breaking into the cavern | Dig through some soil underground, then breach the cavern, and wait |
| 0003292 | 7 | Dwarf Mode -- Immigration | tweak | | 2011-03-15 | baby immigrated -- no parentage | |
| 0003329 | 1 | Dwarf Mode -- Jobs, Military | minor | | 2011-03-15 | "foo cancels Pickup Equipment: Equipment mismatch" still present in .14 with marksdwarves | In the ammo settings, set both the hunter ammo to use wood bolts and the squad to use wood bolts. Set a dwarf to be both a hunter and a member of the squad. Watch him try to grab the wrong bolts, realize they're the wrong bolts, spam the message, then try to grab them again. |
| 0002723 | 3 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2011-03-15 | building a wall over an up stair in ice, removing it, then removing the up stair makes void, blocked tiles | 1) Embark on a glacier for ample ice layers. Not sure if this is required.
2) Dig up stairs into an ice layer.
3) build a wall/pillar on an up stair.
4) remove the wall/pillar, up stairs remain
5) remove up stair/ramps on the tiles occupied by the wall/pillar |
| 0002187 | 4 | Adventure Mode -- Eating/Drinking | trivial | new | 2011-03-15 | Traveling makes all adventurers "incredibly skinny" | |
| 0004234 | | Dwarf Mode -- Interface, Announcements | minor | new | 2011-03-15 | When reactions are cancelled due to missing reagents, the first reagent is always the one that gets reported as missing | embark with a copper nugget and a jet stone, build a smelter out of the stone, queue a smelt copper ore job and see the cancellation message:
xxx cancel smeet native copper ore: needs copper nuggets |
| 0004233 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2011-03-15 | Honeycomb press cancellation typo/weirdness | |
| 0004231 | 7 | General | major | resolved (user6) | 2011-03-15 | Grass does not grow back | |
| 0004225 | 1 | Adventure Mode -- Combat | major | resolved (user6) | 2011-03-14 | Long idle after crossbow shot. | |
| 0000507 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2011-03-14 | Removing a ramp removes mud, and if there is still water you have to wait until it dries to rewet to get more mud. | 1. Flood area with a ramp
2. Remove ramp at 1/7
3. Notice mud gone.
4. Reflood before it evaporates.
5. Still no mud.
6. Let dry.
7. Reflood. |
| 0001806 | 5 | Dwarf Mode -- Military | minor | | 2011-03-14 | Non-cancelled kill orders persist into newly generated world and fortress. | Create squad.
Order squad to kill creature.
Abandon fortress without canceling orders.
Either create new world and fortress, or possibly even simply a new fortress or even a saved one.
Create squad. |
| 0000285 | 3 | Dwarf Mode -- Moods | minor | | 2011-03-14 | Moody dwarves won't use magma forges (or magma glass furnaces), insist on non-magma ones | |
| 0002389 | 7 | Typos/Grammar | text | resolved (user6) | 2011-03-13 | Arsenal Dwarf needs indefinite article- Adventure Mode | |
| 0000005 | 1 | Legends Mode -- Display | minor | | 2011-03-13 | Underground region names display badly in Legends | |
| 0003250 | 1 | Combat -- General | crash | resolved (user6) | 2011-03-13 | crash when creature uses gas attack | http://dffd.wimbli.com/file.php?id=3121
load save and observe |
| 0004210 | 3 | Miscellaneous Crashes | crash | resolved (user6) | 2011-03-13 | Forgotten beast breath dust attack crashes DF | This save file has a military party ready to engage just a bit ESE (and 2 z-levels down) from the beast. Selecting squad 'b' and directing them to kill the only forgotten beast on the list will get you there.
Once the FB breathes dust, the crash will happen. I've seen it running both in real time and stepping through paused. |
| 0004211 | 6 | Dwarf Mode -- Items | minor | resolved (user6) | 2011-03-13 | Honeycombs are improveable | 1) Build hive
2) Collect honeycomb.
3) Decorate with something until honeycomb is picked up. |
| 0001165 | 1 | Adventure Mode -- General | minor | | 2011-03-13 | Shift A menu shows targets that are not anywhere within view, and are attackable. Save included. | Bring up the shift-A attack menu after loading the save. You'll see three humans that are listed as attackable despite them not being within view, let alone within melee range. |
| 0000693 | 2 | Adventure Mode -- Combat | major | | 2011-03-13 | Multiple simultaneous bugs. | Er, I'm clueless, but I've noticed a number of similar reports, and was hoping to contribute in order to make it more clear what is causing the problem. |
| 0000464 | 2 | Combat -- Target Selection | major | | 2011-03-13 | Dwarf killed 10z levels away | |
| 0002437 | 4 | Dwarf Mode -- Jobs, Healthcare | minor | | 2011-03-13 | Immobilized injured dwarfs are not rescued if not unconscious | 1. Break someone's leg
2. If he falls unconscious and is rescued, remove his bed so he stops resting.
3. Once he is not unconscious, he will stick to 'No job' and slowly die of starvation. |
| 0004212 | 1 | Dwarf Mode -- Environment | minor | resolved (user11) | 2011-03-13 | Bee hives float on the ocean | Embarking on any temperate or colder climate with bees should do the trick. |
| 0003917 | 5 | Miscellaneous Crashes | crash | resolved (user11) | 2011-03-13 | Crash of unknown providence | |
| 0002862 | 4 | Dwarf Mode -- Buildings, Machines | major | resolved (user11) | 2011-03-13 | Gear assemblies linked to a lever re-activate on their own after being deactivated with the lever | Build a pump and a windmill, connect the two with at least one gear assembly (and maybe some axles), link the gear assembly to a lever, pull the lever. |
| 0004150 | 3 | Dwarf Mode -- Military | minor | resolved (user11) | 2011-03-13 | Dwarf equips non-metal equipment | |
| 0004208 | 3 | Dwarf Mode -- Embark/Setup | major | resolved (user11) | 2011-03-13 | Random change in available points to spend upon embark disallows proper play | 1.Create new world
2.Start playing
3.Find ideal starting point
4.Embark
Result: Points:70 |
| 0003939 | 4 | Dwarf Mode -- Interface, General | minor | | 2011-03-13 | Blank Health History | |
| 0003176 | 1 | Adventure Mode -- General | trivial | | 2011-03-13 | Alerted to webbing on creatures which aren't here. | |
| 0000321 | | Dwarf Mode -- Interface, Civilization/World Info | text | | 2011-03-13 | Unnamed civilizations displayed badly on civ detail screen: , "", <race> | |
| 0000909 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | | 2011-03-13 | Stockpile leather list displays entries for creatures yet to be discovered | Designate a stockpile in a newly generated world, and scroll up on the first screen of specific leather types to see your personal list of hated foes. |
| 0002221 | 1 | Items | minor | | 2011-03-13 | No-material flasks don't go in Finished Goods stockpiles | 1. Make leather water skin at Leather Works.
2. Set up a Finished Good stockpile set only to flasks, with all other options permitted. |
| 0002194 | 13 | Dwarf Mode -- Buildings, General | minor | | 2011-03-13 | Leather Work Shop Always Makes Flasks. | Not sure, havent tried to reproduce it, will if necessary. |
| 0004206 | 1 | Dwarf Mode -- Pets | minor | resolved (user11) | 2011-03-13 | Work animals don't get buried and cause negative thoughts | 1. Assign a war animal to a dwarf.
2. Have the animal die.
3. Animal doesn't get a grave, and the dwarf gets a "rotted pet" negative thought. |
| 0001704 | 13 | Dwarf Mode -- Stockpiles | minor | | 2011-03-13 | Toggle for "fresh raw hides" in refuse stockpile doesn't work | |
| 0001464 | 3 | Dwarf Mode -- Stockpiles | trivial | | 2011-03-13 | Dwarves fail to store ballista bolts in siege ammo stockpile. | Make a stockpile that accepts siege ammo only, and make some siege ammo. |
| 0002663 | 4 | Technical -- General | block | resolved (user11) | 2011-03-13 | Tileset not found: curses_640x300.png | Attempt to run df standalone or in terminal. |
| 0000960 | 3 | Dwarf Mode -- Interface, Stockpiles | minor | | 2011-03-13 | in food-stockpile menu, sub-item of 'leaves' is rock nuts - should be quarry bush leaves | make food stockpile, q, hover over pile, s, move into sub menu 'food-leaves' |
| 0000624 | 13 | Adventure Mode -- Travel | minor | resolved (user11) | 2011-03-13 | Something is wrong with the adventurer encounter code when traveling | This has occurred with several worlds with varying degrees of severity. Some the encounters are just "Rare", while others I never see any spawns. |
| 0004197 | 6 | Technical -- Saving/Loading | major | | 2011-03-12 | Saves not "saving" | Dowload win.rar dowload dwarf fortress make a world do anything at all save and turn dwarf fortress off then turn it back on and see if the save saved |
| 0004209 | 3 | Dwarf Mode -- Interface, Announcements | feature | | 2011-03-12 | The "Urist has created a masterpiece" should name the item | Wait until someone makes a masterpiece item, and then try to figure out what it was. |
| 0004168 | 3 | Dwarf Mode -- Interface, Unit View | minor | new | 2011-03-12 | Immigrant children - same father, no mother, not related | Pure probability, need to get a migrant wave with a father of multiple kids but no mom. |
| 0002829 | 4 | Miscellaneous Crashes | minor | resolved (user11) | 2011-03-12 | Crash | Just let it run, it crash after few minutes |
| 0004152 | 2 | Dwarf Mode -- Pets | minor | | 2011-03-12 | Hens lay eggs once, then unclaim boxes, never lay eggs again | 1. Load save.
2. Watch hens not lay eggs.
3. Check that nest boxes are unclaimed. |
| 0004202 | | Dwarf Mode -- Jobs, Items | minor | | 2011-03-12 | Large stacks of bones cause ungodly clutter in workshops | 1. Load save.
2. Navigate to craftsdwarfs' workshops.
3. See that they are ☼CLT☼ with the huge stacks of bone in them. |
| 0004201 | 3 | Dwarf Mode -- Items | trivial | new | 2011-03-12 | lye and custom reaction mats in buckets not tagged | |
| 0004055 | 2 | Dwarf Mode -- Nobles | major | resolved (user11) | 2011-03-12 | Manager with office complains of needing office | Removed office from noble. Replaced office. Bug.
Reset from maximum accuracy, no bug. To Max accuracy, bug.
Removed office, saved, reloaded, added office, bug. |
| 0003805 | 4 | Dwarf Mode -- Buildings, General | minor | new | 2011-03-12 | Engraved tiles over fortifictations leave engraved open space tiles when walls below are removed | |
| 0001890 | 8 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user11) | 2011-03-12 | Can't milk caged donkeys | |
| 0003739 | 4 | Dwarf Mode -- Jobs, Designations | minor | resolved (user11) | 2011-03-12 | War Dogs can Channel | War Dogs were chained up to a restraint and were able to channel adjacent squares after designation to be channeled. |
| 0000445 | 10 | Dwarf Mode -- Jobs, Items | minor | | 2011-03-12 | Native silver + stone crafter -> large native silver | Have stone crafter make crafts out of native silver. |
| 0001379 | 4 | Dwarf Mode -- Items | text | | 2011-03-12 | Traders brought me a -large native gold- . | Only saw this once at the trade depot. |
| 0004174 | 3 | Dwarf Mode -- Items | minor | | 2011-03-12 | When channeling removes two tiles at once, only the lower one generates a stone/gem | |
| 0004204 | | Dwarf Mode -- Moods | minor | resolved (user11) | 2011-03-12 | Bone stacks break artifact composition | 1. Have a dwarf go moody and bring a stack of something among other things to make an artifact.
2. Get a one-material-only artifact. |
| 0004203 | | Dwarf Mode -- Moods | minor | new | 2011-03-12 | Dwarf enters strange mood while bringing animal to be slaughtered | |
| 0004198 | | Dwarf Mode -- Combat | minor | new | 2011-03-12 | Forgotten Beast spams caught in magma | |
| 0004199 | | Dwarf Mode -- Combat | crash | resolved (user11) | 2011-03-12 | df crashed after ambush left the map | I have no idea, sadly. |
| 0004195 | 1 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | resolved (user11) | 2011-03-11 | Cancels clean self area inaccessible "Trying to clean an inside bodypart" | |
| 0001883 | 5 | Dwarf Mode -- Jobs, General | minor | new | 2011-03-11 | Dwarf trying to do two jobs at once | I have no idea what caused this, but have copied the save file exhibiting it. Will try to upload it soon. |
| 0004194 | | Miscellaneous Crashes | crash | resolved (user11) | 2011-03-11 | Clean crash to desktop whenever a goblin flees the screen | |
| 0004193 | | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2011-03-11 | Large pots have seemingly unlimited capacity for prepared food | 1. Load save.
2. From the stockpile screen, locate any prepared meal.
3. View the large copper pot, see that there are in excess of 80 stacks of food in it. |
| 0002152 | 4 | Dwarf Mode -- Jobs, General | minor | resolved (user11) | 2011-03-11 | Jobs screen still shows dead dwarfs after massacre (57/60 dwarfs dead) | |
| 0001323 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | new | 2011-03-11 | concatenation of preferences generates ambiguous grammar | |
| 0003711 | 4 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user11) | 2011-03-10 | Dwarf will cancel eating and drinking for no reason stating that another dwarf interrupted it. | Unknown due to complete randomness. |
| 0004190 | | Dwarf Mode -- Moods | minor | resolved (user11) | 2011-03-10 | Dwarf won't claim craftdwarfshop | It is completely random |
| 0001303 | 4 | Dwarf Mode -- Items | minor | new | 2011-03-10 | Sand bags worth less than empty bags | |
| 0001796 | 5 | Dwarf Mode -- Stockpiles | trivial | resolved (user6) | 2011-03-10 | Barrel-only furniture stockpiles are including bags of sand | Create a custom stockpile, forbid all furniture types, and then allow only barrels. |
| 0000219 | 31 | Reactions | major | resolved (user6) | 2011-03-10 | Smelting reaction ingredients/products change during gameplay, possibly Wine-specific | ??? |
| 0004186 | | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2011-03-10 | Clay statue and clay crafts both use same shortcut key, s | Build a kiln or magma kiln. |
| 0004185 | | Adventure Mode -- Conversation | crash | resolved (user6) | 2011-03-10 | Random Adv. Crashes | Just take quests. Crashes occur when asking or reporting. |
| 0004184 | 2 | General | minor | resolved (user6) | 2011-03-10 | Infinite-storage pots | |
| 0004183 | | Dwarf Mode -- Stockpiles | minor | new | 2011-03-10 | No way to prevent plaster powder bags from being stored in furniture stockpiles | |
| 0003291 | 2 | Dwarf Mode -- Interface, Stocks | minor | | 2011-03-10 | stocks & fortune telling | open above a cavern and look at stocks -- you see items your dwarves shouldn't know about. |
| 0001717 | | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2011-03-10 | Bringing sand bags is exploit or bug | |
| 0004167 | | Legends Mode -- Historical Figures | minor | new | 2011-03-10 | Legends shows world gen power-seizers creating the same position every few years | |
| 0003994 | 2 | Dwarf Mode -- Jobs, Cooking and Food | minor | new | 2011-03-10 | Cooking eggs creates extreme kitchen clutter | |
| 0000222 | 7 | Pathfinding | minor | resolved (user6) | 2011-03-09 | Finding open route through mechanisms broken | Trap dwarves via building mechanisms. Tunnel a very very long route around to them. Watch them walk out through the gears. |
| 0001428 | 9 | Technical -- General | crash | | 2011-03-09 | Backup raws files (*.txt~, *.txt.bak) get parsed, causing mismatched IDs and crashes | 1) Legends mode
2) Sites
3) Choose the last "Mountain Halls" in the sites list (Rigothmor)
4) ...
5) Profit! |
| 0000419 | 6 | Combat -- General | minor | | 2011-03-09 | Can attack creatures in melee across several Z levels | |
| 0000504 | 4 | Adventure Mode -- Character Creation | minor | | 2011-03-09 | Adventurer attributes start too high | Create an adventurer, check attributes. Stats should reflect Superhuman attributes or at the very least Superior attributes. |
| 0002840 | 15 | Dwarf Mode -- Military | minor | | 2011-03-09 | Marksdwarves use wrong bolts when training | set ammunition to :
- Copper Bolts for "C"
- Bone Bolts for "CT"
give Bone and Copper bolts to your Marksdwarf, he must have both in his quiver.
order him to train on a range.
He will use the Copper bolts. |
| 0004176 | | Dwarf Mode -- Items | minor | resolved (user6) | 2011-03-09 | Pots appear to hold an infinite amount of food. | Use pots for food storage. |
| 0004175 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | major | resolved (user6) | 2011-03-09 | Can't build beds | |
| 0000918 | 2 | Vegetation | crash | new | 2011-03-09 | Hang on embark if shrub frequency calculations are screwed up (0.31.02) | 1a) Before generating a new world, modify all of the underground crops to [FREQUENCY:0]
1b) Before generating a new world, remove all of the underground crops but one.
2) Generate a new world.
3) Choose any site which will have caverns (which should be any embarkable site)
4) Choose "Prepare carefully" or a prepared embark profile. The perparation interface should work fine.
5) Press 'e' to embark. The game will freeze, chewing up CPU time, without the screen changing (never gets to the "strike the earth" screen) |
| 0003613 | 1 | World Generation -- General | minor | new | 2011-03-09 | Temperate grasslands in polar region | |
| 0000737 | 7 | Dwarf Mode -- Immigration | minor | | 2011-03-09 | Migrant hunters (with hunting labor enabled) haul their quiver to a stockpile and then pick up another one | Place finished goods stockpile.
Get hunter immigrant. |
| 0003123 | 1 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user11) | 2011-03-09 | (Treatment) Dwarf has no health insurance | |
| 0002860 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2011-03-09 | Dwarf missing left leg receives sutures and has bone set in fourth toe, left foot | I don't have the log, but I'm betting she still had her left leg when her foot was injured, so the injury stuck around even after her leg was lost. |
| 0000028 | 12 | Technical -- General | minor | | 2011-03-09 | Scrolling keys lock up! | Just i have to move the view around with using numpad to get it happen pretty soon... |
| 0004109 | 3 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2011-03-09 | Stoneware hive cannot be built. | Make stoneware hive, try to place it. |
| 0002962 | 18 | Dwarf Mode -- Interface, Stockpiles | major | resolved (user6) | 2011-03-09 | Bins? Barrels? Who needs 'em?! | |
| 0000254 | 1 | Dwarf Mode -- Stockpiles | minor | | 2011-03-09 | Food stockpiles accept trees/wood | |
| 0000475 | 7 | Dwarf Mode -- Stockpiles | trivial | | 2011-03-09 | Custom Food -> Plants stockpile has invisible item, because "plump helmet man tissue" uses creature name instead of plant name | [p]ile;
[t] Custom Settings;
Select Food;
[e]nable;
Select Plants;
Scroll down past Palm at end of list towards top of list or scroll up past Plump Helmet at top of list towards end of list.
|
| 0002972 | 1 | Dwarf Mode -- Interface, Military Screen | minor | | 2011-03-09 | Can't select wooden/bone crossbows in uniform screen | Military screen, both uniforms or equipment screen will do. (W)eapons, add crossbow, select (M)aterial. No wood. |
| 0004171 | | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user11) | 2011-03-09 | attempting to cook with eggs rapidly clutters kitchen | 1. Forbid all cooking ingredients other than eggs.
2. Assign a meal to be cooked.
3. Watch the kitchen jump up to cluttered with very few eggs. |
| 0004172 | | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user11) | 2011-03-09 | Turkeys yield no meat | Raise turkey from an egg and slaughter it. |
| 0003195 | 3 | Technical -- Saving/Loading | major | resolved (user6) | 2011-03-08 | Manual save auto-deletes itself | |
| 0004092 | 3 | Weather | minor | resolved (user6) | 2011-03-08 | Water freezes to ice even when Inside | Find or create some water exposed to the air. Roof it over. Observe which parts of it freeze and which do not. |
| 0004161 | 3 | Dwarf Mode -- Environment | minor | new | 2011-03-08 | collapsed ice becomes water with a covering of ice | 1. Channel completely around a murky pool, keep the pool and the walls around it intact so the entire pool can drop intact. Be sure not to channel the final tile until later.
2. Dig out all the ground under a murky pool.
3. Wait for winter for the pool to freeze.
4. Dig out the final tile to collapse the murky pool down one level.
5. Observe strangeness. |
| 0004166 | 1 | Adventure Mode -- Environment | minor | resolved (user6) | 2011-03-08 | Subterranean creatures randomly appear on surface. | |
| 0001325 | 3 | Adventure Mode -- Sites | minor | resolved (user6) | 2011-03-08 | Cave entrance with finished goods loot, GCS web on surface | |
| 0001270 | | Creatures | minor | new | 2011-03-08 | Depth 3 cavern vermin on surface [spoilers] (adventure mode) | I have no idea if any of this has any relevance to the bug, since I haven't tried to reproduce it, but here are some unusual aspects of the game leading up to the bug:
1) In another game, started as a human adventurer in a human town, and on the "Q" screen I cycled through "the depths of the world" until I found one which was very close to the starting town.
2) Quit the game, erased the save directory, and started a new game from a backup of the region1 folder from before starting the adventuring game. Embarked in the square where the "depths of the world" had been shown, with the embark area filling up the entire map. Ran into the "cavern collapses on embark" bug.
3) Re-embarked on the same square, but with a 4x4 embark area over the place where the collapse happened, and dug down to the collapse point. Found a made-out-of-slade structure (temple?)
4) Abandoned the fortress and started an adventurer game, so my adventurer could easily get down to the slade structure.
5) Went down into the slade structure, picked up the upright masterwork adamantine sabre, went down to the glowing pits, and then came back to the surface since I couldn't go any deeper.
6) Went back to the human town to sell the piece of leather I'd found in the slade structure. The shop-keeper wasn't in, so I started sneaking and crawling on the ground at the same time to make time pass quickly until the shop-keeper came back.
7) Noticed the creepy crawler in the shop. |
| 0004156 | 8 | Init Options | major | resolved (user6) | 2011-03-08 | STANDARD print mode does not display anything | Set print mode to STANDARD, start game. |
| 0003954 | 3 | Dwarf Mode -- Jobs, Mechanisms | crash | resolved (user6) | 2011-03-08 | Game Crash caused by ordering a lever to be connected to a floodgate. | Both lever and floodgate are made from claystone and some distance apart, same Z-level. |
| 0004162 | | Dwarf Mode -- Invasions | major | resolved (user11) | 2011-03-08 | Goblin (especially mounted) invaders behaving strangely | 1. Load save.
2. Behold goblins everywhere, not doing anything much. |
| 0004018 | 7 | Dwarf Mode -- Pets | major | | 2011-03-08 | Grazing animals don't spread out in pasture zone, starve to death as a result | 1) Designate a huge pasture zone and assign animals to it.
2) Check back a couple months later to see if they're grazing evenly or they're hovering around one specific location and starving themselves out. |
| 0004097 | 1 | Dwarf Mode -- Interface, Unit Profiles | text | resolved (user6) | 2011-03-08 | Rusty Dwarves Retain Proffesion Name | Get a dwarf with some skill and tell him to do something else for a while. |
| 0004104 | 3 | Dwarf Mode -- Items | crash | resolved (user11) | 2011-03-08 | Bugged item selection | Load this up; you don't need to unpause it. Go to item view mode, using k, and move the cursor over the bolt that's on the NE corner of the stairs. It will CTD, saying this in the terminal output:
"Asked for nonexistent texture data
Segmentation fault" |
| 0004085 | 11 | Dwarf Mode -- Idle Behavior | crash | resolved (user6) | 2011-03-08 | Crash to desktop--seemingly random but reproducible | Just load the save and wait. I don't know if the crash is system/os dependent. |
| 0004130 | 17 | Miscellaneous Crashes | crash | | 2011-03-08 | Digging/mining (in soil?) causes crash on non-Windows systems | 1. Load save.
2. Wait a minute or so. |
| 0004160 | 1 | General | crash | resolved (user6) | 2011-03-07 | Segmentation Fault During Dwarf Mode | Simply play on a freshly generated world in .20 |
| 0003886 | | Creatures | feature | new | 2011-03-07 | Animals/pets with [CAN_SPEAK] need food, drink and sleep | Add [CAN_SPEAK] to dog, embark with at least one, chain them up and watch as they try to eat/drink etc. Butcher one and check z-kitchen to see "dog meat" not being there. |
| 0004158 | | Dwarf Mode -- Invasions | crash | resolved (user6) | 2011-03-07 | Game crashes when hostile enemies fleeing the map. | Wait for an invader, chase him away. This have happened with elves, kobolds and goblers on different worlds of different size and different settings. One kidnapper made of with a child when this bug was encountered. |
| 0004155 | 2 | Dwarf Mode -- Artifacts | major | | 2011-03-07 | Artifacts have incorrect ingredients | |
| 0004129 | 4 | Adventure Mode -- Conversation | crash | | 2011-03-06 | Talking/conversation in Adv. Mode causes crash | Talk to someone. Select Greet.
|
| 0000036 | 48 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2011-03-06 | Channeling creates ramps | Order your dwarves to channel out an area. Any area. |
| 0002273 | 9 | Dwarf Mode -- Interface, Stocks | minor | | 2011-03-06 | Cave fish named as "angelshark" or "blue shark" in Stocks group name | |
| 0004148 | 6 | Technical -- General | major | resolved (user6) | 2011-03-06 | Window/Fullscreen won't resize graphics | Re-downloaded v0.31.20 and re-extracted fresh multiple times, ran on my multiple-monitor setup XP SP3 nVidia card, on a removable hard drive, internal hard drive, on a second single-monitor XP SP2 machine with an ATI card. Played with all init settings involving resizing and window resolution, doesn't change displayed game graphics, merely the size of the window. |
| 0004144 | 2 | Typos/Grammar | text | resolved (user6) | 2011-03-06 | Manual still mentions "November 2010" as month of last release | The Manual (?) |
| 0004143 | | Dwarf Mode -- Jobs, General | crash | resolved (user6) | 2011-03-06 | Seg fault shortly after embark | Wish I knew. |
| 0004126 | 4 | Dwarf Mode -- Environment | crash | resolved (user6) | 2011-03-06 | Game crashes every time within a minute of embarking | Download mac version;
Adjust inits to include phoebus graphic tileset
copy over phoebus animal graphics
copy over language object file
create a world
select an embark point
send your miners to start carving out initial foundation (I use channel carving heavily, so try that too) |
| 0004128 | 1 | Dwarf Mode -- Economics | minor | resolved (user6) | 2011-03-06 | Price not displayed | |
| 0000095 | 23 | Dwarf Mode -- Stockpiles | minor | | 2011-03-06 | Refuse stockpile settings missing bones, shells | * Create a refuse pile.
* Open the refuse stockpile's settings and navigate to the "Item Types" dialog. |
| 0000578 | 10 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2011-03-05 | Dump Orders Ignored | Designate an area for dumping. Butcher an animal with hair. Mark the hair for dumping. Dumping cartilage doesn't work, either. |
| 0004123 | | Contaminants/Spatter | minor | resolved (user6) | 2011-03-05 | Contaminants stuck in open space | Simply look around a bit in your messier areas, odds are good you have some spatter in open space on your map too. |
| 0004121 | 1 | Dwarf Mode -- Items | minor | resolved (user6) | 2011-03-05 | Glazings of unusual material appear through random decoration and from traders | Check decorations on foreign items, and decorate objects until this is seen. |
| 0003808 | | Dwarf Mode -- Buildings, Machines | trivial | new | 2011-03-05 | Siege engines always yellow/brown, regardless of type of wood used | |
| 0003937 | 6 | Combat -- General | minor | resolved (user11) | 2011-03-05 | Dwarves and pets suffocating from spontaneous injuries | |
| 0004120 | | Material Properties | minor | new | 2011-03-05 | ITEMS_SOFT permits making siege engine parts? | |
| 0003045 | 5 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user11) | 2011-03-05 | Wood burners does not recognize wood Stockpiles within burrow limit. | |
| 0003384 | 5 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2011-03-05 | Stockpile is being ignored | unsure |
| 0003423 | 6 | Dwarf Mode -- Military | minor | resolved (user11) | 2011-03-05 | MIlitary dwarves went 'insane' started killing civilians | |
| 0003747 | 2 | Dwarf Mode -- Military | crash | resolved (user11) | 2011-03-05 | crash upon inventory opening of Soldier (cannot follow orders) | run the fortress in the save, wait a little while 'til the above message is displayed, then attempt to open military commander's inventory. |
| 0004119 | 3 | Dwarf Mode -- Interface, Unit View | minor | resolved (user11) | 2011-03-05 | Health not shown | |
| 0003152 | 2 | Dwarf Mode -- Military | minor | new | 2011-03-05 | Off-duty military dwarves go outside to perform civilian tasks during a civilian alert with a burrows restriction. | Create an alert with an assigned burrow. Set the civilian alert to that alert. Do not set any squads to that alert, just leave them on the alert that has them inactive (because you don't want them leaving the burrow to defend it; you want them to stay inside the burrow doing their civilian tasks). Non-military civilians will not leave the burrow, but off-duty military will continue doing their regular civilian jobs without regard to the burrow restriction. |
| 0000172 | 8 | Dwarf Mode -- Jobs, Animal Handling | major | | 2011-03-04 | Animal traps catch animals, remain on map, but are now unusable. | 1. Lay a wooden animal trap
2. Bait it with fish
3. Repeat until you catch something.
4. The Dwarf who finds it will fall asleep (Bug 0000001?)
5. The Dwarf will wake up and walk away, leaving it to be removed by someone else.
6. Another dwarf will come to remove the trap, removing it's 'tasks' but leaving both the animal caught and the trap itself, with no way to interact with the trap. (Bug 0000002?) |
| 0004116 | | Dwarf Mode -- Interface, Animals | minor | resolved (user6) | 2011-03-04 | Duck attack | |
| 0004114 | | Items | minor | new | 2011-03-03 | Large edible objects (such as roc eggs) only add a single unit to prepared food stack | Capture a female roc. Get her to lay an egg in a nesting box. Retrieve the egg (admittedly, not easy). Have the cook prepare a meal using the egg as an ingredient. This makes a roc egg farm useless, since you get far less food out than a single turkey would provide in eggs. |
| 0003977 | 1 | Vegetation | trivial | | 2011-03-03 | Grass tiles cause annoying flashing on ramps | |
| 0004004 | 2 | Creatures | crash | | 2011-03-03 | Using LAYS_UNUSUAL_EGGS causes crash | |
| 0002625 | 3 | Dwarf Mode -- Military | major | resolved (user6) | 2011-03-03 | Archer's refuse to use ammunition. | On military screen:
Make a squad, equip with bows and quivers.
Assign wooden arrows to squad for training and combat.
Then either:
Build an archery target and assign it to the squad, set it for training.
Then set their schedule to inactive/training on the squad menu.
Watch them perform individual combat drills and never once use the archery target for its intended purpose.
OR:
Assign kill order to squad targeting a random creature on the map, watch them go and bludgeon the creature to death with their bows and never once contemplate what that stringy part is for.
|
| 0001856 | 7 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2011-03-03 | Despite having access to magma, mood dwarf refuses to use Magma Glass furnace, requires Glass Furnace | very hard...
1) hit magma
2) have a glassmaker or smelter or smith mood dwarf
3) dwarf will sometimes refuse to use magma building, requiring the regular version |
| 0003983 | 14 | Dwarf Mode -- Jobs, Cooking and Food | minor | | 2011-03-03 | Can't make mead -- job can't find honey when it's stockpiled? | |
| 0004112 | 1 | Adventure Mode -- Movement | minor | resolved (user6) | 2011-03-03 | Ambush turned my Dwarf into a Cave Crocodile | |
| 0001384 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2011-03-03 | Stones from removed construction fall into fortifications | 1) Construct a fortification (b>C>F)
2) Construct a floor on top of it.
3) Remove the constructed floor (d>n) |
| 0004111 | | Dwarf Mode -- Military | major | new | 2011-03-03 | Dwarves Don't Shoot Through Grates | |
| 0001470 | 3 | Creatures | major | resolved (user6) | 2011-03-03 | canceled action: interrupted by forgotton beast | make sure you have absolutly no access to the caverns from your fort. Wait for a forgotton beast to show up near a stairwell. |
| 0003026 | 5 | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | resolved (user6) | 2011-03-03 | Constructing fortifications sometimes places down stairs instead | Random, although seems to happen after I place one construction and move straight on to the next without leaving the construction menu. |
| 0004093 | 6 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2011-03-03 | Sheep, once shorn, cannot be shorn a second time | Get sheep.
Shear sheep.
Wait.
Try to shear sheep again. |
| 0004044 | 1 | Dwarf Mode -- Jobs, Cooking and Food | minor | | 2011-03-03 | Quern cannot grind rock nuts to paste if they are stockpiled | Make a food stockpile that can accept seeds. Get some rock nuts, and wait until they're in the stockpile. Make a quern, then build the quern workshop. Attempt to tell the quern to mill the rock nuts. |
| 0004043 | 1 | Dwarf Mode -- Jobs, General | minor | | 2011-03-03 | Making soap from tallow fails if lye is stockpiled | Make a food stockpile, and don't disallow lye in it. Get some lye barrels from the dwarven civ. Get some tallow. Attempt to make soap, while the lye is stockpiled. |
| 0002248 | 3 | Creatures | text | | 2011-03-03 | Serpent Men can Kick | |
| 0003017 | 3 | Technical -- General | crash | resolved (user11) | 2011-03-03 | C++ Runtime Error | |
| 0003251 | 4 | Dwarf Mode -- Moods | minor | | 2011-03-02 | Unskilled worker enterys fey mood doesn't gain any skill | Have a no-mood skillset on a dwarf, hope he gets mooded? |
| 0001266 | 3 | Dwarf Mode -- Flows | minor | new | 2011-03-02 | Pumping magma drops FPS by an order of magnitude | (see file description) |
| 0003408 | 3 | Dwarf Mode -- Trade | minor | new | 2011-03-02 | Human merchants bring raw clear/crystal glass despite not having access to pearlash | |
| 0002999 | 1 | Dwarf Mode -- Combat | major | new | 2011-03-02 | Goblin shoots ineffectually at caged (berserk) elf diplomat | |
| 0002779 | | Dwarf Mode -- Moods | minor | | 2011-03-02 | mood dwarf does not accept magma glass furnace | glassmaker dwarf mood with no workshop -> build magma glass furnace -> build normal glass furnace |
| 0002304 | 3 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2011-03-02 | Strange mood dwarves ignore magma glass furnance | |
| 0002872 | 8 | General | trivial | new | 2011-03-02 | Dwarf child walking around with intestines outside of body -- disembowelment not fatal | Make a goblin/other enemy to cut one of the dwarfs open I suppose. |
| 0004058 | 2 | Creatures | minor | new | 2011-03-02 | Forgotten Beasts/Demons of certain materials are far too weak. | |
| 0003975 | 8 | Dwarf Mode -- Stockpiles | minor | | 2011-03-02 | Unable to use Large stone pots as barrels | |
| 0004107 | | Dwarf Mode -- Invasions | tweak | resolved (user11) | 2011-03-02 | Allignment problem with humans living with goblins | |
| 0003641 | 3 | Init Options | tweak | resolved (user11) | 2011-03-01 | Can't resize the playing window | |
| 0004102 | 1 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2011-03-01 | Cannot add points to skills for dwarves in Prepare for journey carefully sections | none |
| 0004101 | | Dwarf Mode -- Pets | minor | new | 2011-03-01 | Hive contains "heavily worn", "mangled" XX live honeybees XX after a fire | Set your hives on fire.
???
Profit! |
| 0003552 | 4 | Adventure Mode -- Quests | minor | new | 2011-02-28 | Quest target not present at designated site. | |
| 0002255 | 1 | Adventure Mode -- General | minor | | 2011-02-28 | Quest tasks remain even after quest giver is killed | Talk to a warlord, get a quest, then attack and kill the warlord. In the [Q] screen, the tasks list continues to list the quest you got, and if you go kill the listed creature, it will change to "Report Death of [creature]" even though this is impossible. |
| 0000641 | 2 | Dwarf Mode -- Interface, Rooms | minor | new | 2011-02-28 | Couples Share Rooms: Except Offices | Build a chair.
Make it a room.
Assign it to one dwarf who is married to another. |
| 0002442 | 5 | Dwarf Mode -- Rooms | minor | new | 2011-02-28 | Spouse room assignments behave strangely when spouses have different burrow assignments | |
| 0001077 | 5 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2011-02-28 | Extremely wounded dwarf won't stay in bed | |
| 0003455 | | Dwarf Mode -- Combat | minor | new | 2011-02-28 | Mixed Marksdwarf/Bowdwarf Squad: leader (marksdwarf) carries both bolts and arrows. | unknown. |
| 0002961 | 2 | Dwarf Mode -- Military | major | resolved (user6) | 2011-02-28 | Ranged problems with ammonition | -Set a squad of five crossbowmen to active/training
-produce 2xIron Bolt, 3x Bone Bolt, 3x Wooden Bolt
-Set Iron Bolts for Combat only, Bone + Wooden Bolts for Combat+Training.
Observe what they do in Training and then their behavior in Combat.
|
| 0002749 | 4 | Dwarf Mode -- Military | minor | | 2011-02-28 | Dwarves assign themselves forbiden ammo | |
| 0001473 | 13 | Dwarf Mode -- Military | minor | resolved (user6) | 2011-02-28 | Owned items interfere with military assignments | Assign dwarves normal clothing as part of their uniform? |
| 0004088 | 2 | Dwarf Mode -- Stockpiles | trivial | new | 2011-02-28 | Egg pots with mixed egg types display as "[first egg type] pot" instead of "egg pot" | 1. Get food stockpile with pots.
2. Get some eggs.
|
| 0004045 | 2 | Dwarf Mode -- Jobs, General | minor | | 2011-02-28 | Screw press can't press if jug is in stockpile | Make clay jug. Glaze it. Make rock nut paste. Allow both of them to be stockpiled in the normal manner. Attempt to press oil from the rock nut paste. |
| 0000538 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2011-02-28 | Dwarves steal thread from caravans to fill hospital stocks | |
| 0004056 | 5 | Dwarf Mode -- Pets | minor | | 2011-02-28 | Deconstructing nest box prevents hen from re-nesting | 1. Have a tame hen.
2. Construct a nest box.
3. Have hen occupy it.
4. Deconstruct it.
5. Build another nest box.
6. Hen goes over, does not sit down, goes to meeting hall. |
| 0004090 | 2 | Reactions | minor | | 2011-02-28 | COVERED incorrectly applies glaze for some materials | |
| 0004035 | 5 | Dwarf Mode -- Jobs, Smelting | tweak | | 2011-02-28 | Several impossible reactions listed in Smelter workshops | Build smelter, check the task list of the workshop. |
| 0004048 | | Dwarf Mode -- Buildings, Cages and Chains | minor | | 2011-02-28 | Placing captured live rats in cage results in rat-splosion | Capture several rats with animal traps and store within a cage |
| 0004037 | 1 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | | 2011-02-28 | Ash glazing does not use up the ash | 1. Make Ash
2. Make Clay Product
2. Glaze it |
| 0004052 | | Dwarf Mode -- Interface, Stocks | text | | 2011-02-28 | "giant cave swallow egg" show as "great barracuda egg" in Stocks screen | |
| 0004069 | 1 | Dwarf Mode -- Interface, Unit View | trivial | | 2011-02-28 | Dwarves with newly added professions (Shearer, Spinner, Glazer, Presser, etc) are misplaced in unit list | |
| 0004074 | | Dwarf Mode -- Interface, Manager | trivial | | 2011-02-28 | No option to make Yarn Rope in Manager screen | Go to the job management screen. Search for 'YARN'. Note that "Make yard Rope" does not show up, although "Make yarn <foo>" for many other things shows up. Search for 'ROPE' Note that "Make cloth Rope" and "Make silk Rope" are there, but not "Make yarn Rope". Then exit the management screen, go and query the Clothier's Shop directly, press 'y' for Yarn, and note that 'Make yard Rope' is indeed an option. |
| 0003999 | 4 | Dwarf Mode -- Artifacts | minor | | 2011-02-28 | Artifact "glazed with gneissreindeer leather" | |
| 0004022 | 1 | Dwarf Mode -- Jobs, Item Improvements/Decorations | tweak | | 2011-02-28 | Caravan brought wooden barrel glazed with sheep bone | Check caravan goods, or mass-glaze objects. |
| 0004089 | 1 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2011-02-28 | Duke demanding lay pewter bed | Wait for a noble to ask the impossible. Notice that it is impossible. |
| 0004081 | 5 | Dwarf Mode -- Jobs, Animal Handling | major | | 2011-02-27 | Tamed animals start fights in meeting zones. | Take animals with you, make a meeting zone in some tunnel, let animals and dwarves gather, wait and check battle logs after some time. |
| 0004075 | 1 | Dwarf Mode -- Artifacts | minor | | 2011-02-27 | Moody dwarf will not claim magma forge but will claim metalsmiths forge. | |
| 0004080 | 1 | Dwarf Mode -- Invasions | major | new | 2011-02-27 | Goblins bring demon with them, start shooting at it | 1. Load up save.
2. Watch goblins hunting their demon. |
| 0003425 | 4 | Technical -- Saving/Loading | crash | resolved (user11) | 2011-02-27 | Dead Ettin murdered my save. | It is perfectly reproducable currently, at least within my savegame, considering it has crashed the last ten odd times I tried to unpause. |
| 0004007 | 4 | Items | minor | | 2011-02-27 | Glazed weapons act as containers | |
| 0004078 | 1 | Creatures | minor | resolved (user11) | 2011-02-26 | "bat Remains" is categorized as "milkfish" under Stocks | |
| 0000275 | 14 | Dwarf Mode -- Jobs, Items | minor | | 2011-02-26 | After queuing silk item at clothier's shop, "Make unknown material Crafts" at craftsdwarf's workshop | See 0000275:0005488 |
| 0004021 | 1 | Dwarf Mode -- Buildings, General | minor | | 2011-02-26 | Bird claims multiple nest boxes but uses none | 1. Make and place a nest box.
2. Wait for a bird to claim it.
3. Deconstruct the nest while the bird sits on it.
4. Place one or more nest boxes again (old or new doesn't matter). |
| 0003373 | 4 | Technical -- General | crash | resolved (user11) | 2011-02-26 | Animal Inventory crash | http://www.mediafire.com/?bfdbmwgsjxstwbw
Navigate to surface.
Use v on raccoon
Go to inventory
CRASH |
| 0003467 | 8 | Dwarf Mode -- Jobs, Burial | minor | resolved (user11) | 2011-02-26 | Corpses teleport into coffins without dwarves having to haul them. | |
| 0004073 | | Dwarf Mode -- Environment | minor | new | 2011-02-26 | Exploration reveal weirdness | |
| 0000261 | 4 | Dwarf Mode -- Military | minor | resolved (user11) | 2011-02-25 | Sheriff punishes recruits for damage during training | Have a Sheriff
Have sparring soldiers.
Have Soldier A damage Soldier B.
Watch Soldier A get punished. |
| 0004059 | 3 | Dwarf Mode -- Interface, Unit Profiles | crash | resolved (user11) | 2011-02-25 | Crashing at random, mostly on unit inventory | Wait for battle and try to do multiple things. Make last minute traps, dig away extra ramps, realize your bridge doesn't actually raise up like you thought it did because you didn't notice the "way" option on creation, check dwarves' inventory and go up to scroll through, instead of down. |
| 0001267 | 8 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2011-02-25 | Dwarves won't dump/haul certain items | Dig out a flat area, leaving some rocks behind in the way. Designate a (draw) bridge for building in the flat area, using some other material. Wait for architect to move the rocks out of the way. |
| 0003929 | 4 | Items | minor | resolved (user6) | 2011-02-25 | Corpses / body parts does not rot | |
| 0003919 | 3 | Dwarf Mode -- Interface, Stockpiles | crash | resolved (user11) | 2011-02-25 | Crashes when viewing Extract (Animal) in stockpile | 1. Load up game
2. Go to any stockpile. Enable food if it isn't already.
4. Navigate Food > Extract (Animal)
5. Crash
|
| 0002415 | 3 | Dwarf Mode -- Military | minor | resolved (user11) | 2011-02-25 | Plagued by random crashes in .08 | |
| 0001105 | 6 | Dwarf Mode -- Military | crash | resolved (user11) | 2011-02-25 | Selecting individual in second squad to give orders freezes game on re-entry to squad menu | |
| 0001501 | 7 | Dwarf Mode -- Interface, Trade | major | resolved (user11) | 2011-02-25 | Finished goods are missing from the "Bring to Depot" screen and cage traps aren't being refilled. | |
| 0001104 | 13 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2011-02-25 | Unable to build well with rope? | 1. Create a suitable site for a well
2. Ensure you have no metal chains.
3. Attempt to build a well.
|
| 0003115 | 16 | Creatures | minor | resolved (user11) | 2011-02-25 | A Bear Cub and a Bear, both Tamed, Inexplicably Bled to Death Without Being in Combat | |
| 0004070 | 2 | Adventure Mode -- Travel | major | | 2011-02-24 | Ambush can cause traveling adventurer to end up in dry murky pool | |
| 0004071 | | Dwarf Mode -- Environment | minor | resolved (user11) | 2011-02-24 | Grass Ramps Flicker | Embark on a hilly grassy area. |
| 0002258 | 4 | Dwarf Mode -- Environment | minor | new | 2011-02-24 | Murky pools not refilling with rain | Drain a pool, and wait for it to rain. |
| 0003346 | 4 | Adventure Mode -- Environment | major | resolved (user6) | 2011-02-24 | Can not get out of rivers | Go to a river, find an enemy, get pused into the river, try to get out of the river. |
| 0004063 | 13 | Dwarf Mode -- Transport/Hauling | major | resolved (user6) | 2011-02-24 | Creatures often Unbutcherable | Kill something other than by hunting or slaughtering. |
| 0004068 | 2 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2011-02-24 | The plaster cast water collecting bug | Just get a dwarf that needs a cast and watch it happen for yourself. |
| 0001759 | 3 | Typos/Grammar | trivial | new | 2011-02-24 | Dwarf has created Taron Merig, a ashen crossbow (should be "an") | |
| 0004066 | 2 | World Generation -- General | minor | new | 2011-02-24 | Melting Heads | Increase the Heat range to 75-500 and then embark or adventure on a hotter Part of the world |
| 0000905 | 2 | Combat -- General | minor | resolved (user6) | 2011-02-24 | Dwarves/Some other creatures in Magma bleed to death | Dropping animals in magma. |
| 0000295 | 1 | Typos/Grammar | text | new | 2011-02-23 | <Dwarf> has created <Artifact>, *a marble mechanisms* | |
| 0004064 | 2 | Technical -- General | tweak | resolved (user11) | 2011-02-23 | Website problem: � on http://www.bay12games.com/media/df_talk_7_transcript_2.html | Use this link: http://www.bay12games.com/media/df_talk_7_transcript_2.html |
| 0004061 | | Typos/Grammar | minor | resolved (user11) | 2011-02-23 | "a barony" displayed in Nobles screen instead of "baron" | 1. Get baron.
2. Open up Nobles screen. |
| 0004060 | | Vegetation | minor | resolved (user11) | 2011-02-23 | Surface grass grows on underground soil | 1. Mine out soil.
2. Grass grows. |
| 0004040 | 3 | Vegetation | trivial | resolved (user11) | 2011-02-22 | Deep Trees Grow in Shallow Soil Once Their Cave is Breached | |
| 0003482 | 9 | Dwarf Mode -- Jobs, Hunting | major | resolved (user6) | 2011-02-22 | Blood splatter prevents butchering | Kill an animal in any way which causes it to bleed on itself. |
| 0004057 | 1 | Dwarf Mode -- Environment | trivial | new | 2011-02-22 | Freezing rain | Rain in a frozen biome on a drained lake. |
| 0003979 | 6 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2011-02-22 | Hives immediately fill with thousands of bees. | Build stone hives, and place them. Wait for a bit and check back on em. |
| 0003965 | 3 | World Generation -- Beasts | minor | | 2011-02-22 | Megabeasts killed still living through world gen | Generate a world, look for a killed megabeast |
| 0002377 | 10 | Dwarf Mode -- Items | minor | new | 2011-02-22 | Corpse pieces that are non-processable for ethical reasons don't disappear | kill anything
wait a few years
corpses won't rot |
| 0003960 | 1 | Dwarf Mode -- Interface, Stockpiles | feature | | 2011-02-22 | No ability to set stockpiles to deal with clay | Choose stone stockpile, dig up clay. |
| 0003988 | | Dwarf Mode -- Stockpiles | minor | | 2011-02-22 | No option for "wax" in crafts stockpile, wax amulets have no place to go | |
| 0003989 | 3 | Dwarf Mode -- Jobs, Cleaning | minor | | 2011-02-22 | When wax cakes placed in stockpile, dwarves try to to clean them up | 1) Download the linked save and extract it to DF's save folder
2) 't' over the screw press to see two wax cakes, then unpause and follow them when they are hauled to the stockpile two z-levels above.
3) When a wax cake is dropped on the stockpile, one of the idlers will quickly move over it and clean it, destroying the wax cake.
(There is a honeycomb sitting around that can be pressed if you want to see this again.) |
| 0003992 | 4 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | major | | 2011-02-22 | Beehives give extreme wealth | start a fort/ have a broker with you.
chop wood/mine stone
make hive
fill it.
have a look at the wealth amount.
/Fun. (TM) |
| 0004011 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | | 2011-02-22 | Alpaca Wool not treated as Wool | 1. Shear some Alpacas
2. [S]pin some yarn at the Farmer's Workshop |
| 0000660 | 15 | Dwarf Mode -- Trade | major | resolved (user11) | 2011-02-22 | No trade caravan wagons | |
| 0002817 | 9 | Dwarf Mode -- Jobs, Items | minor | | 2011-02-22 | Making glass vials results in flasks of the wrong material | Make green/clear glass vials on a normal glass furnace or clear glass vials on a magma furnace. |
| 0003241 | 11 | Dwarf Mode -- Immigration | major | | 2011-02-21 | Two humans arrived in second immigration wave | |
| 0004047 | 5 | Dwarf Mode -- Embark/Setup | major | resolved (user11) | 2011-02-21 | Site finder giving false readings, possibly tied in with the embark crash issue recently posted in 3972. | Simply gen a world under default settings, specify the site finder options stated above, and wait for a full finer run, then browse all the sites, noting each false positive. |
| 0003639 | 1 | Adventure Mode -- Environment | minor | resolved (user6) | 2011-02-21 | Fires do not spread to vegetation | Just go into a field when there's crops around and start setting fires. |
| 0000721 | 49 | Adventure Mode -- Combat | major | | 2011-02-20 | Mortal wounds frequently don't kill, hearts/throats barely bleed, disembowelment rare | Find a creature and keep attacking him untill his heart gets red.
Then wait and in the L menu you can see that the bleedings syopped even though he should be dead. |
| 0004039 | | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user11) | 2011-02-20 | Stranges render fat message | |
| 0004038 | | Geology | minor | resolved (user11) | 2011-02-20 | Cavern collapsed spam on magma over water | |
| 0004036 | 1 | Dwarf Mode -- Pets | minor | resolved (user11) | 2011-02-20 | Pet Grazers get hungry | Give a dwarf a grazer as a pet. For quickest results, you could use a water buffalo. Leave the dwarf indoors on rock at all times. |
| 0003990 | 3 | Dwarf Mode -- Jobs, General | minor | | 2011-02-20 | Bumblebees become honey bees when moved to a hive | |
| 0004003 | 2 | Reactions | minor | | 2011-02-20 | Cannot make bumblebee mead | |
| 0003995 | 1 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | | 2011-02-20 | Honeycombs get encrusted with jewels | |
| 0004008 | 2 | Dwarf Mode -- Interface, Animals | minor | | 2011-02-20 | Penned Animals Interface Does Not Indicate If Animals Are Penned Elsewhere | |
| 0003980 | 2 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2011-02-20 | Able to put Live Honey Bees in pasture | |
| 0004016 | 2 | Dwarf Mode -- Skills and Professions | minor | | 2011-02-20 | Legendary Potter making sub-par earthenware statues but legendary crafts | 1) Get or train a legendary potter.
2) Spam some earthenware clay statues.
3) Spam some earthenware clay crafts.
4) Compare the range of item qualities on these products. |
| 0003996 | 1 | Civilizations/Entities -- Populations | minor | | 2011-02-20 | world_sites_and_pops.txt lists all domestic animals at each site, even if the population is 0 | 1) export world map
2) see region1-world_sites_and_pops.txt |
| 0004030 | | Dwarf Mode -- Buildings, Cages and Chains | minor | new | 2011-02-19 | Live Vermin stolen from cages by buzzards or vultures | a) Embark without food/drink, and where wild buzzards/vultures are present.
Trap a vermin in an animal trap and assign it to a built cage.
A buzzard or vulture will charge towards the cage and steal the vermin.
b) Embark without food/drink, and where wild buzzards/vultures are present.
Build a cage and then a beehive.
After the beekeeper has taken the bees from the wild colony, but before the bees are placed in the hive, assign the bees to the cage.
A dwarf will intercept the beekeeper and transfer the bees to the cage.
A buzzard or vulture will charge towards the cage and steal the bees[10000]. They do not appear to steal from the hive directly. |
| 0004029 | 1 | Adventure Mode -- Combat | major | resolved (user11) | 2011-02-19 | Flying and attempting combat with a creature directly beneath you allows you to attack any creature in that tile any z-level. | Create a flying race, while flying attempt combat with Shift-A. If there is a creature below you, you can attack it. |
| 0004028 | | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user11) | 2011-02-19 | Dwarves pulling animals to 2 places simultaneously | Set shearing on repeat in workshop.
Have sheep assigned to pasture.
Have at least one idle dwarf. |
| 0004026 | 3 | Dwarf Mode -- Thoughts and Preferences | trivial | resolved (user11) | 2011-02-19 | A dwarf who arrived in an immigrant wave worships the same god twice | |
| 0004019 | 1 | Reactions | trivial | | 2011-02-19 | reaction_other.txt documentation for IMPROVEMENT does not mention BANDS | |
| 0003967 | | Creatures | trivial | | 2011-02-19 | Rhinoceros horns are misaligned | |
| 0003970 | | Dwarf Mode -- Interface, Workshop Profiles | minor | | 2011-02-19 | Kiln uses same button for Clay collection and making jugs | |
| 0004001 | | Undeath | minor | | 2011-02-19 | Zombie hens claiming nests and laying "regular" eggs | |
| 0004015 | 3 | Dwarf Mode -- Jobs, Smelting | major | | 2011-02-19 | the smelter does not have the melt metal object job | |
| 0003897 | 4 | Dwarf Mode -- Interface, Stocks | minor | | 2011-02-19 | Cave spider remains called whitetip reef shark in stocks screen. | |
| 0004024 | 2 | Dwarf Mode -- Interface, Stocks | trivial | | 2011-02-19 | Perch listed as Water Buffalo | Happens whenever my fisherdwarves harvest perch. |
| 0004023 | | Dwarf Mode -- Items | minor | resolved (user11) | 2011-02-18 | Mechanisms out of dirt | Have collected clay and make mechanisms at the mechanics workshop. |
| 0004020 | 1 | Dwarf Mode -- Pets | major | resolved (user11) | 2011-02-18 | Pets with Grazer tag starving | Wait for a dwarf to get a pet sheep or whatever. |
| 0002877 | 2 | Dwarf Mode -- Skills and Professions | minor | | 2011-02-18 | SKILL_RATES token does not handle none/0 values properly. | |
| 0004010 | 1 | Dwarf Mode -- Jobs, Activity Zones | tweak | new | 2011-02-18 | Dwarves won't fill ponds from murky pools in salt water areas | |
| 0004002 | 1 | Dwarf Mode -- Interface, Animals | minor | resolved (user11) | 2011-02-18 | Wild birds laying eggs in nest boxes. | Have a wild bird population on the map. Build a spare nest box, witch you leave unoccupied. watch wild birds come to you. |
| 0003971 | 2 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user11) | 2011-02-17 | Penned animal "rescued" from slaughter | Have an animal in a pen. Designate him for slaughter. Wait for the butcher to come, and then watch them rip the animal from each other's hands. |
| 0003669 | 1 | Dwarf Mode -- Stockpiles | trivial | | 2011-02-17 | Stockpile error | Just look in stockpile bar/block. |
| 0003998 | 1 | Dwarf Mode -- Interface, Announcements | feature | | 2011-02-17 | useless "Digging designation canceled" | dig over/under magma/water |
| 0000304 | 8 | Dwarf Mode -- Jobs, Equipment | minor | | 2011-02-17 | Equipment assignments don't respect handedness (gauntlets) | - Make a squad
- Forge some gauntlets
- Have an Arsenal Dwarf
- Assign a uniform including gauntlets (in my case with Exact Match)
- Watch the equipment assignments |
| 0003415 | 5 | TrueType | minor | resolved (user6) | 2011-02-16 | Dwarf name frequently announced in red, with no additional information | |
| 0003973 | 2 | Dwarf Mode -- Items | minor | | 2011-02-16 | Wood Blocks Still Are Not Blocks for the purpose of putting into a stockpile. | Build a Carpentry Workshop
Make it build a wooden block
Watch it sit there causing clutter
OR
Go to stockpile settings > Bars/Blocks and notice that wood blocks don't seem to fit into any category.
4. Profit? |
| 0003966 | 1 | Undeath | minor | | 2011-02-16 | Skeletal animals bleed | |
| 0003956 | 2 | General | major | | 2011-02-16 | Secondary Selector not working | Load Linux version, attempt to use Secondary Selector. |
| 0003863 | 2 | Dwarf Mode -- Interface, Building Construction | minor | resolved (user6) | 2011-02-15 | misleading message for tile blocked by stockpile | create stockpile
produce furniture (table for example)
(b)uilding
(t)able
move cursor over stockpile tile |
| 0003953 | 1 | Undeath | minor | new | 2011-02-15 | Dead dwarf becomes ghost twice, and ceases to exist | Get a ghost.
Build a monument to them.
Remove monument, and wait. |
| 0003951 | 3 | Dwarf Mode -- Flows | minor | | 2011-02-14 | Incorrect hydrodynamics | |
| 0003948 | 1 | Dwarf Mode -- Embark/Setup | feature | | 2011-02-13 | No easy way to find a "curious underground structure" when embarking (possible spoilers) | |
| 0002028 | 1 | Dwarf Mode -- Items | minor | resolved (user11) | 2011-02-12 | Soldiers' weapons become forbidden, probably because they're stuck in an enemy when the enemy dies | Not sure, i *think* it might be connected to the fact that if a weapon is lodged into a wound on an enemy, it becomes part of that inventory for a short while.
If the enemies stuff is forbidden (in the orders menu), so becomes that weapon.
So far happened to battle axes, short swords and spears for me. |
| 0003944 | 3 | Dwarf Mode -- Items | crash | | 2011-02-11 | Complete crash when using K (look around) on dropped megabeast items | Have reproduced a few times using saves, but still happens every time. |
| 0002678 | 2 | Dwarf Mode -- Rooms | minor | new | 2011-02-08 | Stocking of hospitals is inconsistent, (often crutches, splints won't be stocked). | Place a hospital zone, build containers, see them get filled.
Take away the hospital zone and containers.
Set up the hospital zone and containers again.
See that crutches or splints won't get placed in the containers like last time. |
| 0003938 | 3 | Dwarf Mode -- Interface, Designations | minor | resolved (user11) | 2011-02-07 | Dwarves not working with Butchery clutter | Build a butchery, Slaugher any animal. |
| 0003537 | 1 | Title Screen | crash | resolved (user11) | 2011-02-07 | Crashed on BEYOND Q- | Couldn't. Could just be a first boot issue |
| 0003936 | 3 | Dwarf Mode -- Flows | crash | resolved (user11) | 2011-02-07 | Pump stack leads to game crash | In my game, I flip a switch to start filling a reservoir and the game will crash every time after a few seconds of filling.
The save is uploaded on DFFD:
http://dffd.wimbli.com/file.php?id=3770
To reproduce:
By the meeting hall there are a few lever rooms. The second from the meeting hall controls the water areas, and the second lever on the left (going from the top down) will activate the pump stack, and a few seconds after that the game crashes. |
| 0002256 | 2 | Init Options | minor | resolved (user6) | 2011-02-06 | Screen size | |
| 0003058 | 6 | Dwarf Mode -- Stockpiles | minor | resolved (user11) | 2011-02-06 | Food stored in Finished Goods storage area. | |
| 0003053 | 3 | Combat -- General | minor | resolved (user11) | 2011-02-06 | Lodging a weapon into a wound makes it forbidden. | |
| 0003880 | 7 | General | major | resolved (user11) | 2011-02-06 | menu opening/cursor spawning options will not work | |
| 0003820 | 15 | Dwarf Mode -- Moods | minor | new | 2011-02-06 | Possessed Dwarf Claims Mason's Workshop and a Raw Gem, Starts Construction But Never Completes | |
| 0001188 | 3 | Adventure Mode -- Town | minor | resolved (user11) | 2011-02-06 | Town inhabitants drop food on ground | Wander around an inhabited town for a while, then use travel mode to wander in the wilderness for a while, then wander in the town for a while, repeat; should eventually show up.
Factors that might be an influence:
1) Looking around the path from the houses to the mead hall.
2) Entering the town from the wilderness during or shortly after a meal time. |
| 0002274 | 2 | Combat -- General | trivial | | 2011-02-05 | Sieging "Goblin Blowgunner" carrying equipment of an elite bowman | |
| 0001060 | 5 | Combat -- General | tweak | | 2011-02-05 | Toes, fingers, ears, cheeks, etc. are not protected by armor. | Clad yourself in armor and fight for a while. |
| 0003238 | 4 | Dwarf Mode -- Interface, Trade | minor | resolved (user6) | 2011-02-05 | Missing the hotkey/toggle to sort trade goods by distance/value | 1. [q] Trade Depot
2. [g]
|
| 0003839 | 8 | Adventure Mode -- Eating/Drinking | minor | resolved (user6) | 2011-02-05 | Barrels of alcohol left all over the place. | |
| 0002937 | 3 | Adventure Mode -- Buildings | minor | | 2011-02-05 | Dwarves don't use wells properly. | |
| 0001597 | 8 | Miscellaneous Crashes | crash | resolved (user11) | 2011-02-05 | Repeatable crash, unknown cause | 1) Load the save
2) Step forward seven frames, or just unpause
3) Crash! |
| 0001366 | 3 | Adventure Mode -- Combat | minor | | 2011-02-05 | Monsters sometimes won't pursue adventurers | |
| 0003761 | 3 | Dwarf Mode -- Moods | minor | | 2011-02-05 | Never ending strange; keeps grabbing materials | |
| 0001587 | 2 | Dwarf Mode -- Moods | minor | | 2011-02-05 | Dwarves that go into a mood endlessly pick up wood and bring it back to the workshop they claimed. | Have not tried yet. |
| 0003343 | 2 | Dwarf Mode -- Moods | minor | | 2011-02-05 | Moody dwarf assigned to burrow collects one material infinitely until un-assigned from burrow. | - Get moody dwarf that is assigned to very small burrow (food stockpile, workshop, bedroom only)
- Wait for dwarf to collect tons of resources
- Un-assign from burrow
- Receive crazy artifact.
OR
Dwarf dies of hunger (probably?) before finishing mood. |
| 0003834 | 1 | Dwarf Mode -- Military | tweak | | 2011-02-05 | Elite Marksdwarves lose elite status when unstationed | Get a Dwarf, shove a crossbow in his hands, wait until he reaches elite status. Tell him to kill something (so he reaches elite status), then cancel, and when you tell him to station again he'll return to the original marksdwarf. |
| 0003816 | 3 | Dwarf Mode -- Embark/Setup | crash | | 2011-02-05 | Reproducible Crash on Embark | Specific to save game, reproduces consistently. |
| 0003671 | 3 | Adventure Mode -- Character Creation | minor | | 2011-02-05 | No human civ makes human outsider freeze | |
| 0003400 | 3 | Dwarf Mode -- Buildings, General | minor | | 2011-02-05 | Deconstructing an upwards stairs, causes ceiling below to collapse | http://dffd.wimbli.com/file.php?id=3248
Download the save here. Look for a route named 'Collapse Roof' and center on it. Deconstruct the stair the point is on, and the roof should collapse. |
| 0003281 | 3 | World Generation -- General | crash | | 2011-02-05 | Spontaneous crash during worldgen | |
| 0002920 | 3 | Technical -- Saving/Loading | crash | | 2011-02-05 | Crash after game save | In Dwarf fortress mode save the game. |
| 0003933 | | Combat -- Target Selection | crash | resolved (user11) | 2011-02-05 | Game will crash when having a military squad target a creature and the creature walks off edge of map | Select an available military squad. Give a direct order to kill a specific creature (hotkey k).
Watch creature walk off map and game will crash. |
| 0002363 | 6 | Sites | minor | resolved (user11) | 2011-02-05 | Ghost town - intact hovels in ruin still contain full food barrels | [WORLD_GEN]
[TITLE:MEDIUM REGION]
[SEED:1741755520]
[HISTORY_SEED:2113005056]
[NAME_SEED:3984360192]
[CREATURE_SEED:3989950208]
[DIM:129:129]
[EMBARK_POINTS:1274]
[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:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:25:251:503]
[PEAK_NUMBER_MIN:12]
[PARTIAL_OCEAN_EDGE_MIN:1]
[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:2080:2:2]
[REGION_COUNTS:OCEAN:2080:1:1]
[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: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_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:15000]
[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]
The ruin in question, "Licooñec", is at the center of the world map, immediately to the left of the cave "Totsnostgozru" (which isn't actually there). |
| 0001171 | 4 | Dwarf Mode -- Items | tweak | resolved (user11) | 2011-02-05 | Display bug viewing smelter reactions | Generate a world and start a fortress game. Prepare carefully, selecting a copper bar to take with you on embark.
On arrival at the site, use the T key on the wagon to inspect its contents and select the copper bar. Then scroll down to the 'make bronze bars (use bars)' reaction and press Enter to 'View selected' |
| 0000451 | 3 | Reactions | text | | 2011-02-05 | Reactions screen product list duplicates the last reagent | |
| 0000460 | 4 | Dwarf Mode -- Stockpiles | minor | resolved (user11) | 2011-02-05 | Finished Goods stockpile - Armor VS BODY-wear | Have finished wearable goods and finished armor goods
Make 2 stockpiles.
Make one [Finished Goods -> Type -> Armor]
Make the other [Finished Goods -> Type -> footwear,headwear,handwear,legwear] |
| 0001658 | 2 | Dwarf Mode -- Environment | crash | resolved (user11) | 2011-02-05 | Crash after a set amount of time. | 1) Load the game
2) Wait a while
3) Optional: Yell at the damn game for ruining a good fort. |
| 0003931 | 1 | Technical -- General | major | | 2011-02-04 | Haunting Dwarf Ghost couses Game Stuttering | Kill a dwarf dont give him a burial let his corpse rot for a while until his ghost comes.
Then the game stuttering should begin.
|
| 0003381 | 5 | Technical -- General | crash | resolved (user11) | 2011-02-04 | Crash when viewing item name that is too long to display on screen | http://dl.dropbox.com/u/877292/region1.zip
Thats the save file.
To reproduce I just need to load the game then find the creature outside the main gate (on the highest level of the fort, out in the open) next to the trade depot on the left. Either look at the blood or the corpse. Insta crash! |
| 0003928 | 2 | Adventure Mode -- Eating/Drinking | major | | 2011-02-04 | When the dwarves will be able to relieve themselves? | |
| 0003927 | | Dwarf Mode -- Trade | feature | | 2011-02-04 | Caravan's goods become ours when we are removing the Trade Depot | |
| 0003926 | | Material Properties | minor | | 2011-02-03 | magma steam from collapse | |
| 0003924 | | Material Properties | trivial | new | 2011-02-03 | There are two types of Steam? | |
| 0003916 | 1 | General | minor | resolved (user11) | 2011-02-03 | Bizarre intermittent lag, possibly due to ghosts (save provided) | |
| 0003921 | | Dwarf Mode -- Immigration | major | resolved (user11) | 2011-02-03 | Immigration not obeying population cap | Use my save, wait for immigration will always come even if changes to the d_init file is made. |
| 0003920 | | Artistic Images (engravings etc) | text | new | 2011-02-02 | Sculpted ice floor has the text showing it as a wall. | engrave an ice floor, press k, look at its description and read. |
| 0003668 | 2 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2011-01-26 | Milked purring maggots left inside workshop | |
| 0003907 | 5 | Dwarf Mode -- Environment | minor | new | 2011-01-26 | Wall collapsed even with support, left floating downward slope beside still standing wall | This was an unusual collapse. I have not tried to reproduce it. It may be related to the fact that I dug out in a delta where a water source started. |
| 0003903 | | Creatures | minor | | 2011-01-23 | Adopted bird constantly escaping from owner | Catch small animal/bird, tame it, allow it to be adopted. |
| 0000651 | 8 | Typos/Grammar | text | new | 2011-01-22 | Compound brain fracture | Hit something in the head in the hammer in Arena mode with a high enough skill. (Note: the brain actually has to be injured, which upon attempts at reproduction, is kind of hard to do!)
Assume control of the hit creature.
Look at the description or health screen.
|
| 0002913 | 4 | Dwarf Mode -- Military | major | resolved (user11) | 2011-01-18 | goblin ambush when traders are arriving causes traders to be flagged as hostile | Set up an ambush to be discovered as merchants are arriving (before unpack begins). Send military to kill invaders, merchants must be between squad and invaders |
| 0003830 | 1 | Dwarf Mode -- Interface, Embark | trivial | resolved (user11) | 2011-01-16 | "Choose Fortress Location" - resizing of fortress size is not remembered | reach "Choose Fortress Location" window
resize embark area (UMKH keys)
move using arrow keys around region
and UMKH resizing is lost |
| 0003894 | 1 | Dwarf Mode -- Military | minor | | 2011-01-16 | Monthly training schedule design causes bad thoughts | Step 1: Take a bunch of peasants with no skills and put them into a squad.
Step 2: Set squad to train 12 months out of the year.
Step 3: ???
Step 4: Unhappy thoughts from drafts and being relieved from duty! |
| 0003892 | 3 | Dwarf Mode -- Jobs, Cleaning | minor | | 2011-01-15 | Dwarves cannot pickup soap from stockpile to clean | make soap, put it in a stockpile. |
| 0002557 | 3 | Dwarf Mode -- Invasions | minor | new | 2011-01-14 | "Your strength has been broken" works even for unseen ambushes | 1) Wait for ambush
2) Abandon the fortress |
| 0003889 | | Adventure Mode -- General | feature | new | 2011-01-14 | Wounds gained in world gen are not accurately displayed on the character. | |
| 0003888 | | Dwarf Mode -- Interface, Stocks | minor | new | 2011-01-14 | Voracious Cave Crawler tooth in wrong stock screen. | |
| 0002605 | 13 | Contaminants/Spatter | minor | new | 2011-01-13 | Creatures bleeding to death after water coverings evaporate from small body parts (toes, lips) | I'm not sure as I have no idea what happened. |
| 0000034 | 41 | Dwarf Mode -- Rooms | minor | | 2011-01-11 | Assigned rooms not respected | Assign an office and bedroom to the expedition leader. Have another bed designated as a room for rent. The expedition leader won't necessarily go to his room to sleep, but may instead sleep in the room available for rent (even if another dwarf has claimed it). |
| 0003879 | 3 | Dwarf Mode -- Military | minor | | 2011-01-09 | Goblins ambush/siege with hostile humans in their squads | Can happen during any siege/ambush where humans are spawned in goblin squad. |
| 0003776 | 3 | Dwarf Mode -- Interface, Text | text | resolved (user11) | 2011-01-07 | Erased Custom name changes entire name of dwarf to "Stinth" | Pick a dwarf
go to customize nickname
type a letter, then erase it. |
| 0000857 | 7 | Dwarf Mode -- Moods | minor | resolved (user11) | 2011-01-07 | Dwarf in strange mood requests rough gems twice, does not take rough gems | |
| 0003693 | 5 | Dwarf Mode -- Interface, Trade | minor | resolved (user11) | 2011-01-06 | Crafts don't show up as an option to trade when moving goods | |
| 0003872 | 2 | Dwarf Mode -- Buildings, Machines | minor | new | 2011-01-06 | Generating power with waterwheels without flow | First of all, you need to build your generator properly
PUMPS ---->
===
WWW%% |
*-*===
WWW = Waterwheel
%% = Pump
=| = Walls
* = Gear
- = Horizontal axle
The hole at the end in the 1x1 encircled destination tile of the pump links to the water under the wheel(The circle is only there to make sure the water does not get spilt). This is important for start up only. As long as the six tiles from the start of the wheel to the pumps destination tile are connected in a way that allows water to flow, this works. Tested with and without fortifications under the pump.
Set up the above, link a lever to the gear connected to the pump.
Now connect the body of water your wheel sits in to a "replenishing" water source (Aquifer, river, large cistern, etc). All you need to do is ensure that the water level averages out to more than 4/7 (I think). just firing it up in a small pool will drop the total water level of the pool and the machine will quickly fail.
Have a dwarf start the pump, wait a few seconds to let the water levels stabilise, and then pull the lever to disconnect the pump. If done correctly the wheel should continue spinning even when the water source fills the pool it is working from to 7/7.
I have a save file I can provide if needed.
This continues to work until the water is forcibly removed (By pump or mining accident, or collapse) or until the wheel is destroyed. You can remove the pump if you like (I do, wood is a valuable resource and I need to conserve corkscrews and pipes).
The pump does not need to draw from under the wheel as in my example. It is just easier to make that way.
Save can be provided upon request. |
| 0003874 | 1 | Dwarf Mode -- Jobs, Animal Handling | minor | | 2011-01-06 | Dwarves fight over animals | Every version of DF for the last year or so since I first noticed it has had this issue. All you need is a cow, a workshop, and a chain. put the meeting place between them, widely separated, and assign a milking job and a chaining job while dwarves with both milking and animal hauling jobs are free, and you will watch a tug-of-war.
|
| 0003871 | 1 | Dwarf Mode -- Jobs, Items | minor | new | 2011-01-06 | Adamantine clothes cancellation claims to only require a single piece of cloth | |
| 0003864 | 2 | Dwarf Mode -- Interface, Squad Control | crash | resolved (user11) | 2011-01-06 | A crash while using the Squad Screen to order a squad to pursue a kobold thief | |
| 0003867 | 3 | Dwarf Mode -- Environment | minor | | 2011-01-04 | no water evaporation | |
| 0003757 | 4 | Dwarf Mode -- Environment | minor | resolved (user6) | 2011-01-03 | Fire does not burn caravan | set heavily forested area outside fort on fire while caravan is in the depot(use magma and no melting point items?) |
| 0003860 | 1 | Dwarf Mode -- Nobles | major | resolved (user11) | 2010-12-31 | Dungeon master never comes | |
| 0003857 | 1 | Dwarf Mode -- Jobs, Eating/Drinking | major | resolved (user6) | 2010-12-30 | Miltia commanda's hog all the food | get squads to train on and off repeatably. |
| 0003858 | | Dwarf Mode -- Invasions | minor | new | 2010-12-30 | Mount keeps up siege | |
| 0003230 | 9 | Dwarf Mode -- Embark/Setup | feature | | 2010-12-30 | Hard to find places to embark due to civ sprawl | |
| 0003856 | 1 | Dwarf Mode -- Items | minor | resolved (user6) | 2010-12-29 | Food left on table rots. Cannot be dumped | ? |
| 0000361 | 18 | Dwarf Mode -- Combat | minor | | 2010-12-28 | Cannot get dwarves to use crossbows properly | 1) Create a military squad.
2) Assign the dwarf/dwarves in that squad crossbows and ammunition.
3) Order the squad to kill something. |
| 0003852 | 1 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2010-12-28 | Surgeons, Bone-setters do not attend to injured dwarves. Dwarves sometimes do not attend to hungry/thirsty patients | 1. Have Injured Dwarves
(2)Optional: Use Burrows for Hospital care. Shouldn't affect anything, but possible. |
| 0003851 | 1 | Dwarf Mode -- Jobs, Sleeping | major | resolved (user6) | 2010-12-28 | Dwarves sometimes never wake up after healing from injuries | 1. Have dwarves sustain major, but recoverable injuries.
2. Have dwarves placed in hospital. |
| 0003847 | | Dwarf Mode -- Combat | crash | resolved (user6) | 2010-12-28 | Crash after ordering attack | The bug occurred in one game and I assumed it was just a bad save or something. I started another game and it happened again. I reloaded the file and tinkered until a new intruder came and tried to attack once more. Again the game crashed. All I have to do is wait for an enemy and order the squad to kill it. Inevitably, the game crashes. |
| 0003476 | 1 | Animal Populations | minor | new | 2010-12-26 | In maps containing multiple land biomes, land creatures don't care which biome they're in | |
| 0001781 | 6 | Animal Populations | major | resolved (user11) | 2010-12-26 | Fish possess abnormal strength | Get a fisherdwarf to fish at any body of water and wait until a carp becomes enraged or something. |
| 0001592 | 4 | Creatures | crash | resolved (user11) | 2010-12-26 | Crash after Edited Raws | Generate a world where dwarf women don't have beards and then start a fort. Edit the raws so women have beards. Game should crash when you get your first immigration wave. |
| 0003841 | | Dwarf Mode -- Interface, Military Screen | crash | resolved (user11) | 2010-12-24 | Crashes when i change uniform. | -Change any uniform
-Leave military menu
-Crash. |
| 0003840 | 1 | Dwarf Mode -- Combat | crash | | 2010-12-24 | Crash when target creature (target of militia squad) escapes play area | 1. Select random creature to kill via squad-command interface, preferably one that is close to edge of map.
2. Wait until soldiers come close enough to make the creature flee, and pray that it exits the map area by crossing the edge.
It worked with zombie giant eagles, kobold thieves, and mountain goats; so it's not connected to a specific type of creature. |
| 0002966 | 3 | Dwarf Mode -- Trade | minor | resolved (user11) | 2010-12-24 | Human fighters accompanying human merchants did not leave when the merchants left. | |
| 0003818 | 10 | Legends Mode -- History Export | minor | resolved (user11) | 2010-12-24 | Historical Figures don't appear in export, even with cull unimportant figures off | Gen this world:
Created in DF v0.31.18.
[WORLD_GEN]
[TITLE:LARGE REGION]
[SEED:1770215885]
[HISTORY_SEED:2028903343]
[NAME_SEED:2789071286]
[CREATURE_SEED:340806036]
[DIM:257:257]
[EMBARK_POINTS:1275]
[END_YEAR:100]
[BEAST_END_YEAR:300:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:400:400]
[TEMPERATURE:25:75:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:0:100:400:400]
[SAVAGERY:0:100:400:400]
[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:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MEGABEAST_CAP:75]
[SEMIMEGABEAST_CAP:150]
[TITAN_NUMBER:33]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:52]
[NIGHT_CREATURE_NUMBER:52]
[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:15]
[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: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:300]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1500]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:8256:16512:8256]
[RAIN_RANGES:8256:16512:8256]
[DRAINAGE_RANGES:8256:16512:8256]
[SAVAGERY_RANGES:8256:16512:8256]
[VOLCANISM_RANGES:8256:16512:8256]
Export to xml
Find...
<historical_figures>
<historical_figure>
<id>9065</id>
|
| 0000965 | 6 | Miscellaneous Crashes | crash | resolved (user11) | 2010-12-24 | Crash in fortress mode - no specific trigger | |
| 0003156 | 6 | Dwarf Mode -- Moods | minor | resolved (user11) | 2010-12-24 | Legendary Miner refuses to collect materials in Fey Mood | |
| 0003178 | 13 | Dwarf Mode -- Immigration | crash | resolved (user11) | 2010-12-24 | Crashes after migrant wave | Wait for migrant wave |
| 0003661 | 3 | Miscellaneous Crashes | crash | resolved (user6) | 2010-12-24 | Crashes after thieves steal something | So far, it's happened every time I've been aware of a theft, plus once when I am not certain if there was a thief or not. Build a fortress, wait for thieves? |
| 0002997 | 2 | Technical -- General | crash | | 2010-12-24 | malloc memory corruption (heap dump) | Not sure. About four game years in with relatively few issues. |
| 0003822 | 4 | Dwarf Mode -- Nobles | trivial | resolved (user6) | 2010-12-24 | Countess title in the nobles screen is "a county", not countess as expected. | Have a Baron/Baroness promoted and check the title. |
| 0003094 | 3 | Dwarf Mode -- Interface, Tasks | major | resolved (user11) | 2010-12-24 | Dwarfs not getting drinks | |
| 0003784 | 4 | Dwarf Mode -- Interface, Squad Schedule | minor | resolved (user6) | 2010-12-24 | Designating squad to patrol 2 different burrows cause game to crash | 1-Create squad.
2-Create two different burrows.
3-Assign two "patrol burrow" orders to the same squad, one for the first burrow and one for the second burrow.
4-Unpause the game, as the crash seems to happen when the dwarves are thinking about where to patrol.
|
| 0000238 | 2 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | tweak | resolved (user6) | 2010-12-24 | If farm plot's type is changed, dwarves don't harvest old plants | Make farm plot.
Select Plump Helmets (or whatever)
Allow Grower to plant some.
Change to Dimple Cups (or whatever)
Wait.
Watch. |
| 0003815 | 5 | Miscellaneous Crashes | crash | resolved (user11) | 2010-12-20 | Upon reload game stops a few times, results in crash within a few minutes | Load, unpause and wait between one and two minutes. |
| 0003829 | 2 | Dwarf Mode -- Interface, Trade | major | resolved (user11) | 2010-12-20 | Mechants not unloading in Depot | Make a thread depot, wait for merchants to come. |
| 0003828 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user11) | 2010-12-19 | Fat/Tallow | p>t>Food>Fat> |
| 0003827 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user11) | 2010-12-19 | Change the Bags/Boxes Stockpile | p>t>Furniture/Siege Ammo>Boxes and Bags |
| 0002955 | 1 | Legends Mode -- History Export | minor | new | 2010-12-18 | Historical figures are listed in the xml without special characters, but in world history.txt file with special characters | Gen a small world for 100 years.
Export the xml from legends.
Export world gen/param from legends (to get world history txt file)
Find a name in world history file with a special character.
look for that person but replace the special character with something similar, and you'll see it's listed wrong in the xml. |
| 0003532 | | General | block | resolved (user11) | 2010-12-18 | worn blood splatters decrease game performance by 400% | |
| 0003821 | 2 | General | crash | resolved (user6) | 2010-12-16 | Crash after killing Forgotten Beast and looking at ground near the corpse | Kill forgotten beast, press k view ground near corpse |
| 0003819 | 2 | Combat -- General | minor | new | 2010-12-16 | Bolts and arrows miss if target moves in the square they are in. | Best seen with one shooter vs. one melee fighter. Requires some luck to reproduce due to the randomness of movement (when in adjacent squares, creature must move before ammo. Fast unit as melee fighter will make it more likely. |
| 0003813 | 3 | Dwarf Mode -- Jobs, Military | crash | | 2010-12-16 | Game crashes when military is dispatched to attack | Create fortress in DF Mode including a militia
Wait for attack
Send militia to kill attacker |
| 0001037 | 3 | Miscellaneous Crashes | crash | resolved (user11) | 2010-12-14 | game crash/ also spamming forgotten beast enraged | http://dffd.wimbli.com/file.php?id=2075
wait 30 seconds |
| 0002637 | 1 | Dwarf Mode -- Military | minor | resolved (user11) | 2010-12-13 | Dwarfs assigned to squads do not become soldiers | |
| 0000575 | 2 | World Generation -- Parameters | minor | resolved (user11) | 2010-12-13 | "Playable Civilization Required: Yes" Not working | Use this world gen profile (mostly just amount of caves and civs increased):
[WORLD_GEN]
[TITLE:SMALLER REGION]
[DIM:33:33]
[EMBARK_POINTS:1274]
[END_YEAR:1050]
[BEAST_END_YEAR:50:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:102:102]
[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]
[TITAN_NUMBER:0]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:30]
[GOOD_SQ_COUNTS:1:16:0]
[EVIL_SQ_COUNTS:1:20:0]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:40]
[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:6:6]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:10]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:3]
[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:1]
[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:10]
[CAVE_MIN_SIZE:10]
[CAVE_MAX_SIZE:45]
[MOUNTAIN_CAVE_MIN:50]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:12]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:136:272:136]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0] |
| 0003622 | 1 | Dwarf Mode -- Trade | minor | new | 2010-12-12 | Floor hatches over ramps disrupt merchant pack animals | |
| 0003036 | 7 | Dwarf Mode -- Skills and Professions | minor | resolved (user11) | 2010-12-12 | Dwarves losing all skills after squad station cancelled | |
| 0000367 | 1 | Dwarf Mode -- Interface, Designations | trivial | new | 2010-12-12 | Mouse pointer isn't show in fullscreen when defining a burrow | Go fullscreen (F11),
press [w][enter],
click the left mouse button and drag the mouse. |
| 0003660 | 6 | Dwarf Mode -- Idle Behavior | major | resolved (user6) | 2010-12-11 | dwarves don't utilize job equiptment | |
| 0003804 | 4 | Dwarf Mode -- Buildings, Cages and Chains | minor | resolved (user6) | 2010-12-11 | cages cannot be queried, so animals can't be moved between or freed from cages | make some cages and catch an animal, or buy a caged animal from traders. hit q, move cursor over cage. |
| 0000446 | 5 | Dwarf Mode -- Trade | crash | resolved (user11) | 2010-12-11 | Crash when viewing merchants' "unknown plant substance" in depot | Load game.
Go to depot and trade.
Page down twice.
*CRASH* |
| 0003615 | 3 | Dwarf Mode -- Traps | crash | | 2010-12-11 | Enemy touches stone fall trap, game crashes | 1- Build Stone fall trap
2- Wait for some creature to wander into it
3- Crash |
| 0003603 | 3 | Dwarf Mode -- Buildings, Machines | crash | resolved (user6) | 2010-12-11 | Retractable bridge crash | Retract a bridge built over open space while dwarves or goblins stand on it. Possibly, menacing wooden spikes must be placed at the bottom of the z-levels they fall through, impaling them. |
| 0001996 | 5 | Technical -- General | minor | | 2010-12-11 | Key Presses twice on embark screen and in fortress inventory | |
| 0000928 | 8 | Adventure Mode -- Environment | minor | new | 2010-12-11 | Adv. Mode ice tiles don't melt in scorching temperature | Make adventuer.
Find water.
wait till night. |
| 0000443 | 7 | Dwarf Mode -- Jobs, Military | crash | resolved (user11) | 2010-12-11 | Crash editing orders in military | |
| 0002088 | 2 | Adventure Mode -- Combat | minor | new | 2010-12-11 | After defeating an ambush you cant travel for a bit | |
| 0003266 | 4 | Dwarf Mode -- Environment | major | | 2010-12-11 | Can't mine Adamantine | |
| 0001749 | 3 | Technical -- General | crash | resolved (user11) | 2010-12-10 | Save Crashses | Open game, go to continue playing, select newest saved game and then error pop ups in a box behind a black game screen and then crashes. |
| 0003283 | 7 | Technical -- Saving/Loading | major | resolved (user11) | 2010-12-10 | Not saving except for seasonally. | |
| 0002322 | 1 | Miscellaneous Crashes | crash | resolved (user11) | 2010-12-10 | Unknown reproducible crash -- possibly patrolling related? | Situation A:
1) Load game.
2) Unpause.
Situation B:
1) Load game.
2) Taking first military squad ("The Earthen Mists") off Alert "Caution/Patrol."
3) Unpause.
4) Let it play for a while. No problem.
5) Put squad back on "Caution/Patrol" alert.
6) Crash in 10 seconds as Situation A. |
| 0000616 | 6 | Dwarf Mode -- Interface, Stocks | minor | resolved (user11) | 2010-12-10 | dumping booze substracts it from the stocks screen but reclaiming it doesn't add it again. | |
| 0002099 | 6 | Adventure Mode -- Combat | trivial | new | 2010-12-10 | Wounds to stomach, pancreas, etc. don't cause nausea | |
| 0003803 | 3 | Dwarf Mode -- Stockpiles | minor | | 2010-12-10 | Stone stockpiles stop working | |
| 0003800 | | Pathfinding | feature | new | 2010-12-10 | [IMMOBILE_LAND] does nothing unless the creature is also [AQUATIC] and lacks [NOBREATHE] | 1) Add [IMMOBILE_LAND] to cow. Spawn cow in the arena, it move around.
2) Add [AQUATIC] to cow. Spawn cow in the arena, it doesnt move.
3) Remove [AQUATIC] from cow, add [NOBREATHE]. Spawn cow in the arena, it move around.
4) Add back [AQUATIC] to cow. Spawn cow in the arena, it move around. |
| 0000404 | 5 | Legends Mode -- History Export | major | | 2010-12-09 | Legends XML export produces malformed XML | |
| 0003799 | | Legends Mode -- History Export | major | resolved (user6) | 2010-12-09 | Event details missing from XML dump: remove hf entity link | |
| 0003798 | | Legends Mode -- History Export | major | resolved (user6) | 2010-12-09 | Event details missing from XML dump: item stolen | |
| 0003797 | | Legends Mode -- History Export | major | resolved (user6) | 2010-12-09 | Event details missing from XML dump: hf new pet | |
| 0003796 | | Legends Mode -- History Export | major | resolved (user6) | 2010-12-09 | Event details missing from XML dump: creature devoured | |
| 0003795 | | Legends Mode -- History Export | major | resolved (user6) | 2010-12-09 | Event details missing from XML dump: create entity position | |
| 0003794 | | Legends Mode -- History Export | major | resolved (user6) | 2010-12-09 | Event details missing from XML dump: change hf job | |
| 0003793 | | Legends Mode -- History Export | major | resolved (user6) | 2010-12-09 | Event details missing from XML dump: body abused | |
| 0003792 | | Legends Mode -- History Export | major | resolved (user6) | 2010-12-09 | Event details missing from XML dump: add hf hf link | |
| 0003194 | 1 | Dwarf Mode -- Jobs, Military | crash | resolved (user11) | 2010-12-09 | Squad screen crashes game | Simply go to the Squad screen a number of times. It's bound to happen eventually. |
| 0003383 | 3 | Dwarf Mode -- Immigration | minor | resolved (user11) | 2010-12-09 | migrant announcement spotty | |
| 0003050 | 5 | Dwarf Mode -- Jobs, General | major | resolved (user11) | 2010-12-09 | Nobody will do anything as far as I can tell | I'm not sure what triggered it - I had been generating worlds for the last several hours in an attempt to find a specific location when I gave up and simply generated a plain world (without advanced generation parameters). |
| 0001684 | 6 | Dwarf Mode -- Jobs, Hauling | trivial | resolved (user11) | 2010-12-09 | Certain objects (e.g stones) cannot be dumped | It's random |
| 0002918 | 4 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user11) | 2010-12-09 | Hunter stop working | |
| 0002834 | 7 | Dwarf Mode -- Trade | major | resolved (user11) | 2010-12-09 | Human traders never show up, despite very obvious access | |
| 0000291 | 6 | Dwarf Mode -- Items | minor | resolved (user11) | 2010-12-09 | People on break goes streaking | |
| 0003780 | 3 | Technical -- General | major | resolved (user6) | 2010-12-09 | Dwarf Fortress won't install | |
| 0003758 | 8 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2010-12-09 | Dwarf needing lung surgery is not 'rested' when she becomes 'Winded'. | Immoral. |
| 0003694 | 4 | Miscellaneous Crashes | crash | resolved (user6) | 2010-12-09 | Crash during a Goblin Ambush / First real attack on my fortress | Just wait a few seconds, it'll crash! |
| 0000588 | 3 | Arena | minor | resolved (user6) | 2010-12-08 | Some syndrome effects do not work. | Get some poison-using creature to fight a dwarf in arena mode.
|
| 0003789 | | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | new | 2010-12-08 | Trapped Dwarves cannot move in order to remove construction they are standing on. | Dig a ramp leading upwards to a short, dead-end corridor. Smooth the walls of the corridor. Note that the wall above the lower end of the ramp will not be accessible. Build a stone scaffolding out of a nearby rock to smooth it. Dwarf will now be trapped in dead-end corridor. Designate the rough rock to be smoothed. When finished, designate scaffolding to be removed. You will note that only the trapped dwarf can get beside it to remove it, and that the trapped dwarf is not interested in moving. |
| 0003786 | | Dwarf Mode -- Pets | minor | new | 2010-12-07 | War dogs can still be butchered after becoming pets; pets falsely claim "This animal is waiting to be trained" | |
| 0003785 | 2 | Miscellaneous Crashes | crash | resolved (user6) | 2010-12-07 | DF crashes almost every half season, with "700 Bus error" in the terminal | |
| 0003782 | 2 | Dwarf Mode -- Interface, Animals | minor | resolved (user11) | 2010-12-07 | Bought animals are not on the animal list | |
| 0003684 | 2 | Combat -- General | minor | | 2010-12-04 | Marksdwarves will use combat ammo for training | 1) Create a marksdwarves squad
2) Set them to use two types of ammo - metal for combat and wooden for training
3) Set your marksdwarves to defend burrow alert/order. They will equip metal ammo
4) Change alert/order to training. They will go and use metal ammo for training despite explicitly being instructed not to do so.
|
| 0003773 | 1 | Dwarf Mode -- Interface, Military Screen | major | resolved (user6) | 2010-12-04 | the manual: military screen | |
| 0003692 | 1 | Contaminants/Spatter | minor | resolved (user6) | 2010-12-04 | Killed forgotten beast made of mud, collapsed into unnamed "pool of" | |
| 0001657 | 5 | Adventure Mode -- Movement | major | | 2010-12-04 | Controlls suddenly made me move diagonlly with no way to stop. | |
| 0003769 | 2 | General | minor | resolved (user6) | 2010-12-03 | No Memorial for dead caraven guard | |
| 0003351 | 1 | Dwarf Mode -- Interface, Military Screen | trivial | resolved (user6) | 2010-12-03 | Forgotten beast leather is listed multiple times. | Start creating a uniform, and choose the material of anything that can be made of leather.... |
| 0000409 | 2 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user6) | 2010-12-03 | Stockpile Settings: Forgotten Beast Extract | Edit a food stockpile settings under Extract (animal) |
| 0001625 | 3 | Dwarf Mode -- Interface, Stockpiles | trivial | new | 2010-12-03 | duplicate foodpile "savanna titan" entry | Create a Food stockpile, customize its settings, over and down to the Fat category, move to the individual types list, press PageUp three times to get to the titans. You will see:
hill titan tallow
savanna titan fat <-- 1
savanna titan tallow <-- 1
marsh titan fat
marsh titan tallow
mountain titan fat
mountain titan tallow
savanna titan fat <-- 2
savanna titan tallow <-- 2 |
| 0001921 | 3 | Dwarf Mode -- Combat | minor | resolved (user6) | 2010-12-03 | Small oddity in combat when charging. | |
| 0000298 | 5 | Pathfinding | minor | resolved (user6) | 2010-12-03 | Pathfinding won't avoid dangerous items on ground | Find frozen extract.
Place on ground.
Take off shoes.
Walk on it, oblivious to the danger.
Bleed
Die. |
| 0000978 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | new | 2010-12-03 | Rotten body parts don't seem to impair dwarves | |
| 0003678 | 2 | Technical -- General | crash | resolved (user6) | 2010-12-03 | program stops interacting with windows | happens a few seconds after loading |
| 0003750 | 8 | Pathfinding | major | new | 2010-12-03 | Occasional infinite loop, apparently caused by pathfinding | Load the save at http://dffd.wimbli.com/file.php?id=3488
Test history (pardon the random switching of tenses):
After loading and looking around for two to three minutes, freezes and eats 100% CPU; has remained frozen for ten minutes.
I tried again (starting at 6:55). After a minute, the game paused when a
Goblin Snatcher was detected. After another minute, CPU spiked to 100%
and the game stopped responding to input. Error log copied to
errorlog-6.55.txt. After nine minutes, the game still wasn't responding.
Try 3: Loaded, unpaused at 7:07. Game still unfrozen as of 7:15, so I ^C'd it.
Try 4: Loaded, unpaused at 7:17. Froze and spiked to 100% CPU at 7:18,
unfroze a few seconds later. When I looked back at the game at 7:25, it
had stopped responding to input, and it's still not responding to input
as of 8:24.
|
| 0003765 | 2 | Dwarf Mode -- Items | minor | resolved (user6) | 2010-12-02 | Rushing floodwaters in charnel cavern make bodies & parts disappear, cause weird dwarf idling. | 1. Dig long cavern near & beneath large water supply.
2. Construct at least four flood-gated water sources emptying into one end of the cavern. These must be controlled from outside of the cavern.
3. Construct continual automatic pump at the other end, leading to useful water disposal such as aquifer.
4. Designate large refuse stockpile in cavern.
5. Fill with bodies & body parts, greatly decayed, of many enemies.
6. Lock entry door/hatch and turn on water until cavern fills.
7. Turn off water.
8. Look for bodies & body parts; notice that many are missing.
8. Wait until water recedes enough for dwarves to believe they can walk through it.
9. Observe idling behaviour.
10. Unlock door.
11. Observe magic item recovery effect.
|
| 0003609 | | TrueType | crash | | 2010-12-01 | Crash when zoomed far out, with truetype in 2D modes | Set [PRINT_MODE:2D] & [TRUETYPE:YES] zoom all the way out |
| 0003353 | 1 | TrueType | text | resolved (user6) | 2010-12-01 | truetype gender icon missing custom tileset | Downloading the pre installed mayday set for quick access:
http://mayday.w.staszic.waw.pl/df.php |
| 0003608 | 2 | General | crash | resolved (user6) | 2010-12-01 | Bus error crash during goblin ambush | |
| 0003464 | 6 | Miscellaneous Crashes | crash | resolved (user6) | 2010-12-01 | Crashed while playing Dwarf Fortress mode | |
| 0003760 | 2 | General | crash | | 2010-11-30 | Game crashes when kobold thief shows up | |
| 0003745 | 5 | Dwarf Mode -- Combat | minor | resolved (user6) | 2010-11-30 | Dwarves lose nicknames upon killing enemies | 1) Nickname all your military dwarves.
2) Send them out to kill goblins.
3) Note that those who score kills lose their nicknames. |
| 0003507 | 2 | Dwarf Mode -- Pets | minor | new | 2010-11-29 | Pet Cat Eats Pet Roach, Mayhem Does Not Ensue. | You simply can't. |
| 0003751 | | Creatures | minor | | 2010-11-29 | Queen Ant Woman friendly, rest of civ still hostile | No idea, the Spider beast poisoned her during the fight too but she recovered. Not sure what caused it. |
| 0003741 | 9 | Technical -- General | block | | 2010-11-28 | black screen in fullscreen | |
| 0003746 | 2 | Dwarf Mode -- Environment | minor | resolved (user6) | 2010-11-28 | Volcano piercing into flooded cavern. spam of "cavern collapse" messages. | Very unique circumstances. |
| 0003748 | 1 | Dwarf Mode -- Combat | minor | resolved (user6) | 2010-11-28 | Humanoid (perhaps others) units can display biting powers disproportionate to morphology. | |
| 0003749 | 1 | Material Properties | feature | resolved (user6) | 2010-11-28 | Contact poison not transmitted if the poison object is solid | 1) Turn off temperature
2) Mod a venom into weapon grade.
3) Go to the arena, spawn a dwarf with an axe from said venom
4) Start hacking, notice nothing get inflicted with syndrome.
5) Turn on temperature.
6) Go to the arena, spawn a dwarf with an axe from said venom, notice the weapon immediately melt leaving a smear of venom on the dwarf's hand.
7) Start punching, stuff get inflicted with venom as normal.
|
| 0003743 | | Typos/Grammar | tweak | | 2010-11-27 | tiny little grammer thing that bugs me... guts is plural >< | Have a dwarf get hurt, I had a tree fall on mine :D |
| 0001774 | 5 | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2010-11-27 | Ex-military Dwarf hunted vermin and starved himself to death despite having access to food and drink | Not sure. Removal from the military probably caused it, and he was a militia/squad captain. |
| 0002095 | 11 | Adventure Mode -- Movement | minor | | 2010-11-26 | Adv. Mode alt-move sometimes requires multiple attempts to work | |
| 0003727 | 3 | Dwarf Mode -- Items | minor | new | 2010-11-26 | Fooditems visible from stocks screen non existent in food stockpile | Not too sure how this happened. |
| 0003735 | 2 | Dwarf Mode -- Invasions | crash | | 2010-11-26 | When the military is commanded to "kill" a kobold theif, the game crashes when the kobold makes it off the map. | I had a save just before a kobold thief was about to come. Each time the thief would come I would tell my military squad to go kill him. Each time he would make it off the map and the game would crash. Finally, I figured out not to tell my military to kill him and just let him go and the game did not crash. The same thing happened on my previous fortress as well, except I figured it was an instability from taking a .17 save and transferring it to .18. After 2 or 3 times on that save I gave up and just started a new fortress. |
| 0003729 | 1 | Dwarf Mode -- Jobs, Military | crash | resolved (user6) | 2010-11-26 | Turning dwarves into squads crashed the game | |
| 0003375 | 5 | Dwarf Mode -- Embark/Setup | major | | 2010-11-25 | Site finder wastes a lot of time searching through sites after it's found a match | Use the site finder. |
| 0003726 | 1 | Dwarf Mode -- Combat | crash | | 2010-11-24 | Program segfault when dwarf chases kobold thief off screen. | Wait for kobold, chase it off screen. |
| 0003696 | 4 | Combat -- General | crash | | 2010-11-24 | Friendly Fire with Ballista | Step 1)Build a ballista using any kind of balista ammo, aim it at a friendly target.
Step 2)Set fire mode to Fire at Will.
Step 3)Crash |
| 0002151 | 4 | Dwarf Mode -- Nobles | minor | | 2010-11-24 | Mandate for "make native gold items" satisfied merely by mining out ore | |
| 0002807 | 3 | Dwarf Mode -- Embark/Setup | minor | | 2010-11-24 | Embark display of stone layers changes within same biome | |
| 0003219 | 6 | Dwarf Mode -- Environment | minor | resolved (user6) | 2010-11-24 | frozen ramps lack floor. | 1 Embark on an area that freezing during the winter and has water.
2 dig out a few ramps
3 flood the ramps
4 wait till the tiles are frozen, you now have bugged tiles.
For bonus
5 dig (not channel) out these tiles you now have one way ramps. |
| 0003097 | | Dwarf Mode -- Jobs, Items | major | resolved (user11) | 2010-11-23 | Glass vials turns into pearlash flasks and goblets | Create vials, be disappointed. |
| 0003718 | | Dwarf Mode -- Jobs, Hauling | minor | | 2010-11-22 | Bookkeeper hogs the booze | I just sorta saw it happen, turned down the bookkeeping level so she stored the barrel, then turned it back up. A couple months later it happened again. |
| 0003714 | 1 | Adventure Mode -- Sleep | major | resolved (user6) | 2010-11-22 | Sleep teleportation | |
| 0003674 | 8 | Dwarf Mode -- Buildings, General | major | | 2010-11-22 | "Up/Down Stairway" turning into "Downward Stairway" | 1. Build a square of Downward Stairways.
2. Build a square of Up/Down Stairways on the Z-level below the Downward Stairways.
3. Wait until bug happens.
4. Profit. |
| 0003709 | 9 | Dwarf Mode -- Embark/Setup | crash | | 2010-11-21 | Freezes on embark to a specific volcano | These are dependent on the files I will upload and post shortly.
1. Start Fortress Mode
2. Choose Region 2
3. Go to embark location shown by picture
4. Embark however you want, I've already tried embarking with different setups
5. Press enter when it says you traveled from the mountainhomes
6. Crash |
| 0003707 | 5 | Dwarf Mode -- Jobs, Items | minor | resolved (user6) | 2010-11-21 | Dwarf uses many items for artifact, resulting artifact does not have them. | 1) Get a mood dwarf to make an artifact with many materials
2) Repeat until one of them gobbles up the items resulting in a very basic artifact instead of the multi-material awesomeness it should have been. |
| 0003576 | 7 | Dwarf Mode -- Invasions | crash | | 2010-11-21 | Fortress mode game crash due to weapon traps | Load provided save, wait a few minutes. |
| 0003630 | | Dwarf Mode -- Interface, Unit Profiles | crash | resolved (user6) | 2010-11-21 | Crash when entering Thoughts and Preferences screen | |
| 0003193 | 1 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2010-11-21 | Dwarves rarely heal | |
| 0003522 | 2 | Dwarf Mode -- Idle Behavior | minor | | 2010-11-21 | Dwarf stuck in idle mode, starving to death with "No Job" active | |
| 0003606 | 5 | Dwarf Mode -- Combat | crash | | 2010-11-21 | Game crashes when kobold thieves leave map | Have kobold thieves arrive.
Attack, but do not kill.
Allow them to retreat. |
| 0003702 | 1 | Dwarf Mode -- Military | crash | | 2010-11-21 | Crash when squad's target exits map | 1. Get savegame from http://dffd.wimbli.com/file.php?id=3458
2. Find kobold thief, look him running north.
3. When he leaves map - crash. |
| 0003701 | 1 | Dwarf Mode -- Military | minor | | 2010-11-21 | Military dwarfs lose "-lord" status with new month | |
| 0003682 | 2 | Typos/Grammar | text | | 2010-11-21 | Customize Nickname Appears Twice in Embark | Embark, select Prepare for the Journey Carefully, customize the nickname or profession of a starting dwarf. |
| 0003695 | 1 | Dwarf Mode -- Military | crash | | 2010-11-20 | Game crash when NPC leaves edge of map while pursued by military. | Wait for enemy to appear that will run away instead of standing and fighting.
Select squad, set to attack enemy.
Wait and watch as enemy flees to edge of map (in my case the east side, south east corner if that makes any difference).
Crash. |
| 0003698 | 1 | Technical -- Input/Keybinding/Macros | minor | | 2010-11-20 | Delete key does not work intially. | Try to delete any text entered into text fields. |
| 0003691 | | Dwarf Mode -- Buildings, Machines | minor | new | 2010-11-20 | Windmills transmit power through solid floors, but only if the windmill is built first | |
| 0003689 | | Material Properties | minor | new | 2010-11-20 | Removal of [GENERATES_MIASMA] from biomaterials doesnt stop zombies from spewing it. | 1) remove [GENERATES_MIASMA] from all material templates
2) gen a new world with said raw
3) keep on embarking until underground zombies show up, or just embark on a demonic fortress with zombies in it, using DFHack's reveal function to check.
4) Witness the lovely purple haze party. |
| 0003688 | 1 | Dwarf Mode -- Economics | minor | | 2010-11-20 | When given the option to apoint a baron, if you refuse, the liason leaves without discussing trade. | Gear up a fortress to the point where the liason offers to allow you to apoint a baron. Refuse, he will leave immediately without setting up any trade arangements. He will do this every time he arrives from now on. |
| 0003681 | | Dwarf Mode -- Invasions | minor | new | 2010-11-19 | Invading master lashers do not get upgraded equipment | |
| 0003679 | 4 | Dwarf Mode -- Military | crash | | 2010-11-19 | Game Crashes upon entering combat | |
| 0003680 | 1 | Technical -- General | trivial | | 2010-11-19 | add SDL_VIDEO_ALLOW_SCREENSAVER to startup script? | |
| 0000382 | 2 | Adventure Mode -- Combat | trivial | resolved (user6) | 2010-11-19 | "Pinching" rips off body parts, gouging doesn't destroy/remove eyes | Find elf, grab head, mutilate. |
| 0003567 | 3 | Adventure Mode -- Combat | crash | | 2010-11-19 | DF crashes when i attack something | A,a |
| 0002945 | 6 | Dwarf Mode -- Pets | minor | new | 2010-11-18 | Animal trainer selects animal behind pet-impassable door, waits forever for animal to arrive at kennel | |
| 0003665 | 2 | Pathfinding | minor | | 2010-11-18 | Human Caravan departed via Cave 50 levels underground | Just before a caravan leaves the trade depot, mine the last stones between the fortress and the underground cave. |
| 0002096 | 3 | Combat -- Target Selection | trivial | resolved (user6) | 2010-11-18 | Broken necks rarely happen (if at all) | |
| 0000812 | 12 | Civilizations/Entities -- General | minor | | 2010-11-18 | Human civs lack STONE_PREF, only produce bronze items, have no anvils | Mod a human race to be playable.
try to embark with a forge. |
| 0003663 | 2 | Dwarf Mode -- Stockpiles | minor | | 2010-11-18 | Wood stockpile settings lists plants instead woods. | Create a wood stockpile. Press q -> s over it to enter settings. Select wood and press e to enable. Types of plants are listed. |
| 0003656 | | Map Features | trivial | resolved (user6) | 2010-11-17 | Mud Appearing over Deep Pits | |
| 0000352 | 14 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2010-11-17 | Soldier cancels rest, interrupted by troglodyte who's nowhere close | |
| 0000863 | 11 | Dwarf Mode -- Reclaim | minor | | 2010-11-17 | Items that are tasked when fortress is abandoned are still tasked (invisibly) on reclaim, and other reclaim oddities | |
| 0003224 | 1 | Reactions | minor | resolved (user6) | 2010-11-17 | Custom reactions cannot use items inside a container. | 1: Make a custom reaction that uses items that are stored in a bag (like sand or flour or something).
2: Generate your world. (to load reaction from the raws)
3: Try to make your reaction occur (from workshop directly and from manager). |
| 0002598 | 7 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2010-11-17 | Expedition Leader not appointed as Mayor even with 80 population | |
| 0003653 | 2 | Geology | minor | | 2010-11-17 | lava elevator? | |
| 0003654 | 1 | Movies -- Playback | minor | new | 2010-11-17 | Movies recorded in SDL version flash during playback | Record and play back a video in the SDL version 31.18. |
| 0003652 | 3 | Adventure Mode -- Combat | major | resolved (user6) | 2010-11-17 | Phantom Blind Cave Ogre | |
| 0003649 | 3 | Dwarf Mode -- Stockpiles | minor | | 2010-11-17 | Bags of sand included in barrel stockpile | Embark with some sand and some empty barrels. Make a stockpile somewhere and set it to accept only "barrels", leaving quality and materials all allowed. Both empty barrels and bags of sand will be hauled to the stockpile. |
| 0000012 | 5 | Combat -- Wrestling | text | | 2010-11-16 | No text/announcement for joint/limb breaks during wrestling | |
| 0003646 | 1 | Adventure Mode -- General | major | | 2010-11-16 | Stealthing Into Lairs removes companions | 1. Recruit one or more followers
2. Find Night Creature Lair
3. Enter Sneak mode
4. Trigger Night Creature announcement speech "I am so and so, having killed such and such prepare to die"
5. Have followers engage night creature
6. Get spotted
7. Commence combat with night creature, killing it.
8. Find your companions inexplicably bound to the area of the night creature's corpse, and gone from the companion menu. |
| 0003419 | 7 | World Generation -- General | feature | resolved (user6) | 2010-11-16 | Parthenogenesis doesn't work | Create a race with only one [FEMALE] case. Generate a world. Check in legends - they never reproduced. |
| 0003412 | 1 | Dwarf Mode -- Jobs, Healthcare | text | resolved (user6) | 2010-11-16 | Liver fractured | hurt dwarf and cross fingers that liver will get broken |
| 0003405 | | Technical -- General | minor | new | 2010-11-16 | BLACK_SPACE and RESIZABLE always YES | Change either BLACK_SPACE or RESIZABLE to NO |
| 0002209 | 7 | Dwarf Mode -- Rooms | minor | resolved (user6) | 2010-11-16 | Child cancels attend party: no floor space | Has happened several times now. Every time a party has started in that meeting hall. |
| 0003309 | 2 | Dwarf Mode -- Pets | minor | resolved (user6) | 2010-11-16 | Buzzards are "Unbutcherable" | Acquiring a dead Buzzard. Might not happen with tamed ones since they can be set for slaughter in the "score" menu. |
| 0003315 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | new | 2010-11-16 | Chalk coffers placed in box/bag stockpile that only allows cloth/silk/leather | As far as I can tell just make the stockpile above and have coffers. |
| 0003602 | 2 | Adventure Mode -- Conversation | minor | | 2010-11-16 | Adventure Mode Quest Carries Over Between Characters | Start a character, get a quest(probably from law giver) die, remake, go to lawmaker, get a quest. |
| 0002341 | 1 | Adventure Mode -- General | minor | | 2010-11-16 | Elite weapon user professions not race-corrected in some Adv. Mode menus | |
| 0002934 | 1 | Dwarf Mode -- Interface, Text | trivial | | 2010-11-16 | Skilled marksdwarves are titled "Elite Crossbowman" rather than "Crossbowdwarf" | |
| 0002938 | | Adventure Mode -- Conversation | text | | 2010-11-16 | Elite Crossbowman referred to as Wrestler | Talk to an Elite Crossbowman. |
| 0003549 | 2 | Technical -- Rendering | minor | | 2010-11-16 | Blue text hard to read, doesn't respect colors.txt | 1. Change the entries for blue in colors.txt to something like:
[BLUE_R:64]
[BLUE_G:64]
[BLUE_B:228]
2. Restart the game and talk to an NPC. |
| 0003635 | 1 | Dwarf Mode -- Thoughts and Preferences | tweak | resolved (user6) | 2010-11-15 | Drowned dwarf changes in appearance: upper body gone. | Drown a dwarf. |
| 0003634 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2010-11-15 | Dwarves Give Water to Sleeping Companions | Should reproduce when dwarves sleep with others still up. |
| 0003636 | 2 | Combat -- General | minor | resolved (user6) | 2010-11-15 | Mail shirts protect lips, eyelids etc. | 1. Enter arena.
2. Create a creature equipped with mail shirt. Create a high level creature equipped with a weapon.
3. Aim an attack at any of the face parts.
4. Repeat until you hit. |
| 0003598 | | Adventure Mode -- Town | major | resolved (user6) | 2010-11-15 | Picking up coins in a shop lables you as a criminal | Tag your loincloth for trading
Press A, T, T to trade for coinage
Take coins from table
Leave store and walk away a bit |
| 0003633 | | Dwarf Mode -- Jobs, Healthcare | tweak | resolved (user6) | 2010-11-15 | Reluctant Doctors | |
| 0002489 | 7 | Movies -- Recording | major | | 2010-11-15 | Movies will not record | Try recording a movie in arena mode |
| 0003631 | | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2010-11-15 | Seriously Injured Dwarf in Hospital decides to 'Get Provisions'; thereafter acts uninjured | Injure dwarf who is a member of an inactive squad. Wait to see if this happens. |
| 0003512 | 1 | Dwarf Mode -- Immigration | minor | resolved (user6) | 2010-11-15 | Immigrants with non-zero skills arrive without appropriate labours set | 1. Wait for migration wave.
2. Check skills and labours enabled. If they don't match, there you go. |
| 0003513 | 5 | Dwarf Mode -- Combat | minor | resolved (user6) | 2010-11-15 | Helmets may not properly protect Axedwarves from Hammers. | Melee in DF mode with hammer-weilding goblins versus Axedwarves. |
| 0003623 | | Dwarf Mode -- Thoughts and Preferences | minor | new | 2010-11-15 | Happiness from furnutire controlled by value, not quality | |
| 0003619 | 3 | Dwarf Mode -- Transport/Hauling | minor | resolved (user6) | 2010-11-15 | traders slaughter unarmed captives | 1) Capture some goblins or other invaders.
2) Assign them somewhere else when there are traders nearby.
3) Watch as the traders slay the perfectly harmless captive as he goes by. |
| 0003626 | 2 | Arena | minor | resolved (user6) | 2010-11-15 | Dwarves in the arena are equipped with 'small' clothes and armor | 1. Launch arena mode.
2. Create dwarf wearing any clothing or armor item(s).
3. Check his inventory. |
| 0003627 | | Adventure Mode -- Inventory | minor | new | 2010-11-15 | Ambushers are sometimes equipped with two shields | |
| 0003625 | 4 | Adventure Mode -- Movement | minor | | 2010-11-15 | Crutches in bags continue to be used | 1. Hold back in one hand
2. Hold crutch in the other
3. Put crutch in bag
4. Watch as speed remains low and crutch-walking experience continues to raise as you walk. |
| 0003279 | 7 | Dwarf Mode -- Jobs, Mechanisms | minor | | 2010-11-15 | The lever/cage/2 mechanism method for releasing caged creatures destroys 1 mechanism. | Build a lever and a cage, link them through the lever's tasks with 2 mechanisms, activate with a dwarven pull, count remaining items. |
| 0003629 | 2 | Dwarf Mode -- Interface, Tasks | feature | | 2010-11-15 | Display and list current lever-object linkages | |
| 0003628 | 1 | Dwarf Mode -- Interface, Tasks | feature | | 2010-11-15 | Flash selected lever link target to help reduce amgiuity | |
| 0003570 | 1 | Adventure Mode -- General | tweak | | 2010-11-15 | Unarmed Human Soldiers labelled as Blowgunner | Go to some human fortresses and look around at the soldiers. |
| 0002694 | 4 | Items | text | | 2010-11-15 | Twohanded Weapon values are senseless | |
| 0003600 | 1 | Adventure Mode -- Buildings | minor | | 2010-11-15 | Lair hatch covers wear away | Find a lair with a hatch cover, wait around. |
| 0003590 | | Typos/Grammar | minor | | 2010-11-15 | Bad grammar in memorials with mentions of colors | |
| 0003556 | 1 | Adventure Mode -- Conversation | minor | | 2010-11-15 | Bad grammar in quest speech | |
| 0003541 | | Typos/Grammar | trivial | | 2010-11-15 | typo in Adventure Mode Key Bindings manual page | The Manual (?) > The Adventurer's Manual > Key Bindings |
| 0003566 | 2 | Typos/Grammar | text | | 2010-11-15 | typo in Technical manual page | The Manual (?) > Technical |
| 0003551 | 1 | Adventure Mode -- Sites | minor | | 2010-11-15 | Weird human castle | |
| 0003614 | | Dwarf Mode -- Moods | major | | 2010-11-14 | Mood Items Vanish | |
| 0003604 | 2 | Dwarf Mode -- Invasions | crash | | 2010-11-14 | ambushes cause game to crash (maybe) | |
| 0003568 | 1 | Adventure Mode -- Travel | crash | | 2010-11-14 | You can move off the edge of the map, and when you try to stop travelling, the game crashes | Move off edge of map, hit '>' |
| 0003580 | 2 | World Generation -- General | crash | | 2010-11-14 | Worldgen crashes in major mods | 1. Unpack and start any of the mentioned mods (better Genesis because it crashes more often).
2. Generate a world with "advanced parameters", settings "large".
3. It will commonly crash around 200+ years or even earlier. |
| 0003564 | 1 | Miscellaneous Crashes | crash | | 2010-11-14 | 31.16 save crashes after a few minutes in 31.17 | Open up 31.16 save in 31.17, admire the chaos, disorder, and ten bed bound injured dwarves and wait for a crash.
Link to file:
http://dffd.wimbli.com/file.php?id=3395
|
| 0003593 | 3 | Adventure Mode -- Character Creation | major | | 2010-11-14 | Adventurers, NPC's never start with armor | Generate a world, start in adventure mode. |
| 0003543 | 4 | Adventure Mode -- Sleep | minor | | 2010-11-14 | Sleep inside castle walls/tower, wake up stunned | |
| 0003554 | 11 | Dwarf Mode -- Traps | crash | | 2010-11-14 | Game crashes when upright spike traps hit dwarves. | Load this save http://dffd.wimbli.com/file.php?id=3388
Pull the lever on the left twice while the dwarves are in the danger room on the left. |
| 0003574 | 1 | Adventure Mode -- Town | crash | | 2010-11-14 | Crash on entering town | 1) Enter town (>)
2) Leave town (T)
3) In travel mode, go one square south, then one north, back to starting point.
4) Enter town again (>), causing crash. |
| 0003569 | 1 | World Generation -- Constructions | text | | 2010-11-14 | Dark Fortresses are oddly names | |
| 0003332 | 2 | Adventure Mode -- Inventory | minor | | 2010-11-14 | Humans in Farming houses are naked | run to a human farming town and kill humans, look around/pick up stuff from the corpse and see no clothing |
| 0003538 | 1 | Adventure Mode -- Character Creation | crash | | 2010-11-14 | Crash when selecting empty skill list during character creation as human outsider | |
| 0003540 | | Adventure Mode -- Character Creation | crash | | 2010-11-14 | Adventurer Creation Crash [Outsider Skill Menu] | Start Adventurer as "Human Outsider"
When at the Name/Gender screen hit [ESC].
When presented with the Stat/Skill screen hit the left arrow key.
|
| 0003596 | 1 | Dwarf Mode -- Traps | major | | 2010-11-13 | game crash when dwarves exposed to vertical spike traps | build a spike trap around an armour stand. pull lever on repeat. add dwarf to area. |
| 0003599 | | Technical -- Rendering | major | new | 2010-11-13 | Unable to change fullscreen tileset | Try any non-default tileset for fullscreen. |
| 0003579 | 3 | Dwarf Mode -- Jobs, Designations | tweak | | 2010-11-13 | Dwarf wont channel a tile | 1) Station military dwarf
2) Grab a miner and make him channel the tile where soldier is standing
3) Miner wont dig channel provided there is a dwarf standing on this tile |
| 0003591 | 2 | Dwarf Mode -- Traps | major | | 2010-11-13 | segfaults when pulling a lever with repeat (dangerroom) and when an enemy is on a kill order but leaves the map. | |
| 0003595 | | Adventure Mode -- Character Creation | major | | 2010-11-13 | Crash in Chargen when customizing characters | 1. Create a new world.
2. Create a new adventurer.
3. Choose 'Human Outsider' nationality.
4. You will immediately arrive on the Naming screen. Hit ESC to back up.
5. You are now on the point distribution screen. You will notice that there are Attributes listed, as well as a big blank spot on the right side, with the words 'Skill Points: <Points here>)' However, there are NO skills to choose.
6. use the directional keys to shift over to where the Skill list SHOULD be. Game will crash. |
| 0003588 | 1 | Creatures | crash | | 2010-11-13 | "Segmentation fault" when a giant olm walks in weapon trap | There is a saved game in archive. Run it and you will find there is a cage with a giant olm inside and a weapon trap set so that the creature will get in once the lever is pulled. The lever pulling order has already been done, just see the things happen.
|
| 0003586 | | Typos/Grammar | text | | 2010-11-13 | Recursive Names | N/A |
| 0003571 | 4 | Dwarf Mode -- Combat | crash | | 2010-11-13 | Game crashes when training in danger room. | |
| 0003565 | 11 | Dwarf Mode -- Embark/Setup | block | | 2010-11-12 | applying the raw changes for mayday's tileset results in butcherable Dwarfes after worldgen/embark | apply the diff from https://github.com/rofl0r/df-mayday on the linux version, gen a small world and embark. |
| 0003560 | | Adventure Mode -- AI | minor | new | 2010-11-12 | Companion demon, hostile/neutral/friendly confusion | |
| 0003557 | 1 | Adventure Mode -- Movement | minor | new | 2010-11-12 | Adventurer able to throw stuff when 'ability to grasp lost' | 1. Lose the ability to grasp.
2. Try throwing things. |
| 0003546 | 1 | Adventure Mode -- Character Creation | crash | | 2010-11-11 | "Human outsider" crash | Choose "human outsider" on the race/civ menu, hit ESC, then hit right and left. Selecting a different race/civ beforehand will load the table and make the bug harder to reproduce, but backing out to the main menu will reset it. |
| 0000086 | 21 | Dwarf Mode -- Stockpiles | major | | 2010-11-11 | "Take from stockpile" doesn't work, results in dwarves standing around looking confused | |
| 0001708 | 1 | Dwarf Mode -- Trade | minor | new | 2010-11-11 | Can offer imported goods if they are in a domectically produced bin | Make a bin
Import some items (clothes from dead goblins work well)
Put the items in the bin
Bring bin to depot
Select just the bin
Offer it |
| 0003531 | 4 | Dwarf Mode -- Invasions | tweak | new | 2010-11-09 | "A vile force of darkness..." message missing in logfile | |
| 0000305 | 6 | Dwarf Mode -- Interface, Announcements | minor | resolved (user11) | 2010-11-09 | Tantrumer building destruction not announced | - Let a tantrumer destroy a building |
| 0003533 | 1 | Dwarf Mode -- Trade | minor | resolved (user11) | 2010-11-09 | "traders have embarked" message comes ages before actual departure | |
| 0002738 | 6 | Dwarf Mode -- Combat | major | | 2010-11-09 | kill order kill everything on path | |
| 0003528 | | Technical -- General | major | | 2010-11-08 | Removal of all Mining | Dig out a fortress and wait. |
| 0000241 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2010-11-07 | Removed workshops don't remove jobs which never get removed from job screen. | |
| 0003128 | 8 | Dwarf Mode -- Trade | minor | | 2010-11-07 | Caravan Traders lose their goods when you retract them on the bridge. | 1. Traders travel over bridge.
2. Pull Lever.
3. Steal their stuff. |
| 0003456 | 11 | Dwarf Mode -- Jobs, Animal Handling | major | | 2010-11-07 | "Slaughtering" a dwarf insted of the designated animal. | I do remember the same thing happened once before, while a dwarf was in mood waiting for hides and I tried to butcher several animals at once. |
| 0003523 | 1 | Dwarf Mode -- Jobs, General | major | | 2010-11-06 | Miner Cancels Dig: Dangerous Terain and Fortress resets itself. | |
| 0003253 | 2 | General | major | | 2010-11-06 | index?? | |
| 0001465 | 3 | Map Features | major | new | 2010-11-06 | Magma pipe pierces underground caverns and aquifier causing issues. | |
| 0003037 | 7 | Technical -- General | major | | 2010-11-06 | fps is always 4 or lower in fortress mode | - |
| 0000526 | 3 | Dwarf Mode -- Moods | minor | | 2010-11-06 | Possessed military dwarf won't claim workshop | |
| 0000584 | 3 | World Generation -- General | crash | | 2010-11-06 | after abandoning two fortress in the same region that region disappears. | 1. worldgen
2. start a fortress
3. abandon it
4. start a new one in same region
5. abandon it
6. usually the region will now disappear and is no longer playable. if not repeat 2 and 3 until it does.
7. now it will crash when you try and generate a new world. |
| 0001596 | 4 | Dwarf Mode -- Jobs, Smelting | major | | 2010-11-06 | Can't make steel | |
| 0001551 | 4 | Dwarf Mode -- Interface, Military Screen | minor | | 2010-11-06 | equipment not appearing in military equipment list | |
| 0002740 | 3 | Dwarf Mode -- Embark/Setup | minor | | 2010-11-06 | Modifying a saved embark profile gives extra points | Embark on a new fortress mode game and create a new profile (you may or may not need to use up all of your points first). The next time you choose to embark with this profile, edit it, and the warning will come up, giving you extra points. |
| 0002964 | 3 | Dwarf Mode -- Stockpiles | major | | 2010-11-06 | Items on a removed stockpile are ineligable for stockpiling elsewhere | Create a stockpile of a particular type (e.g. furniture)
wait until some items have been place on the stockpile
remove the stockpile from using designations (d, x)
create a stockpile elsewhere for a particular type (e.g. furniture)
idle dwarfs will not move the items from the location of the removed stockpile to the new one. |
| 0001524 | 4 | Dwarf Mode -- Jobs, Designations | crash | | 2010-11-06 | Game crashes when dwraves smooth stone | |
| 0002991 | 4 | Technical -- Saving/Loading | major | | 2010-11-06 | I can't save | |
| 0002941 | 2 | Creatures | trivial | | 2010-11-06 | Forgotten beasts and demons from the HFS can be butchered for ridiculous amounts of meat | Simply kill a forgotten beast or a firefly fiend (the only demon that I've seen butchered), have a working butchers shop and able butcher, and he'll do the rest |
| 0002923 | 2 | Miscellaneous Crashes | minor | | 2010-11-06 | Crash during world gen | Leading up to this, I ran the game, selected the option to create a new world, pressed enter to abort it which ended up aborting 80 times, then returned to the main menu to create a world with parameters, I selected a medium world, started the generation, and then the game froze. |
| 0003366 | 3 | Dwarf Mode -- Interface, Announcements | minor | | 2010-11-06 | Damn dirty elf claims to be my liason from the mountainhomes. | |
| 0003462 | 3 | Dwarf Mode -- Jobs, Items | minor | | 2010-11-06 | Metal floodgate forging orders ignored | 1. Build a metalsmith's forge or magma forge.
2. Enable all metalsmithing labors on a dwarf.
3. Add metal floodgate order to forge queue.
4. Wait.
4a. Use burrow for dwarf limited exclusively to said forge. |
| 0003144 | 8 | Dwarf Mode -- Interface, Announcements: Message Spam | major | | 2010-11-06 | Dwarves constantly being interrupted by each other - major job cancel spam | Not sure. |
| 0001606 | 5 | Technical -- General | minor | | 2010-11-06 | Dwarves start attacking each other immediately after unpausing from loading a particular save | 1.) Load save
2.) Unpause
3.) Watch carnage |
| 0002603 | 2 | Dwarf Mode -- Military | minor | | 2010-11-06 | New squad starts out with random kill order, doesn't show anybody in military screen | 1. ???
2. ???
3. ??? |
| 0003521 | 1 | Dwarf Mode -- Trade | minor | | 2010-11-06 | Deconstructing depot leads to trader goods being appropriated by fortress | 1. Construct two depots.
2. Wait for traders to arrive.
3. Trade with traders.
4. Deconstruct the depot the traders are in.
5. Traders move to other depot, leaving their goods strewn around the site of the old depot. |
| 0003519 | 2 | Technical -- General | crash | | 2010-11-05 | Assign Civs to burrow with no area defined leads to crash | To duplicate this bug:
1) Create a burrow, but do not define an area for it.
2) Pause the game.
3) Using the military interface, select alerts and restrict the civs to the previously defined warren.
4) Unpause the game. Seems to crash within seconds. |
| 0003511 | 3 | Dwarf Mode -- Military | minor | | 2010-11-05 | Weaponmasters' labour settings are cleared | 1. Set dorfs some labour settings.
2. Have dorfs train until they're uber.
3. Check the labour settings when they reach weaponmastery - they now have no labours enabled. |
| 0003514 | | Dwarf Mode -- Interface, Notes/Points/Routes | minor | new | 2010-11-05 | Doubling of Text Cursor Blink | |
| 0003510 | | Creatures | minor | new | 2010-11-04 | Temperature transfer to Forgotten Beast different on each save | |
| 0003505 | 4 | Dwarf Mode -- Environment | major | | 2010-11-04 | Weather Change 'Undug' ground | Just digging in the area and allow it to happen (I can give more information as soon as I get it.) |
| 0003506 | 3 | Dwarf Mode -- Trade | minor | | 2010-11-04 | Merchants' animals can fly after going mad. | 1) Get merchants
2) Make them go mad
3) Have them walk across murky pools |
| 0003492 | 3 | Dwarf Mode -- Skills and Professions | tweak | | 2010-11-03 | Very slow skillups when using a crossbow as a melee weapon | |
| 0003502 | 3 | Dwarf Mode -- Interface, General | minor | | 2010-11-03 | Some controls not working (moving on Z axis) | Restarting the game and computer |
| 0000830 | 4 | Dwarf Mode -- Reclaim | minor | | 2010-11-03 | Reclaim: dwarves don't bury dead from the original fort, old coffins emptied | |
| 0003500 | | Adventure Mode -- Combat | minor | | 2010-11-02 | Atempting to throw an enemy whilst wrestling can shoot them into yourself | Wrestle and enemy
Throw said enemy
Repeat |
| 0003258 | 7 | Dwarf Mode -- Immigration | minor | | 2010-11-02 | "war Peasant" migrant with missing labor screen | |
| 0003387 | 4 | Dwarf Mode -- Embark/Setup | major | resolved (user11) | 2010-11-02 | Dorfs always spawned as feathered armadillos. | Generated a new world with default parameters. World size is large. |
| 0003496 | 2 | Dwarf Mode -- Reclaim | minor | | 2010-11-02 | Items that were assigned to a building that was not completed on last embark are immovable, even when set to dump. | Have a bunch of dwarves die while doing jobs and building stuff, then reclaim. |
| 0003493 | | Dwarf Mode -- Military | major | | 2010-11-01 | kill insane donkey = everyone hostile | build depot
seal caravan in
let them go insane
assign kill order to pack animal with squad
...
profit? |
| 0003491 | 1 | Dwarf Mode -- Jobs, Healthcare | major | new | 2010-10-31 | Wound dressing jobs not being created properly/quickly | |
| 0003489 | 2 | Dwarf Mode -- Jobs, Military | minor | | 2010-10-31 | when assigned training bolts run out, marksdwarves will continue to train with combat-only bolts | |
| 0003490 | | Dwarf Mode -- Jobs, Healthcare | minor | new | 2010-10-31 | wounded dwarfes will continue to work, even when treatment is assigned | |
| 0003481 | 2 | Dwarf Mode -- Items | minor | | 2010-10-29 | Liquid Barrel | |
| 0003479 | 1 | Dwarf Mode -- Jobs, Activity Zones | major | | 2010-10-29 | Zombie Ponds | Crease pond, ie, at edge of cliff. Dwarves will occasionally throw water over edge of cliff. Select inventory of dwarf approaching edge of cliff. Forbid bucket. "Lost or destroyed" message will be recieved. [For the sake of completeness, I should mention that at this point I unforbade that bucket and forbidded all others; I was trying to put a cast on a dwarf, having forgotten that he'd healed and wandered off.] Messages will continue to be received, every so often, in blocks of "times ten" to "times three hundered" or so. Dezone pond. Messages will continue to be received. |
| 0003477 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | trivial | new | 2010-10-28 | milk from animals will not stack in a barrel | Repeatedly milk a large herd of Donkeys/Horses/Cows and store the milk (do not make cheese). |
| 0003473 | 1 | Creatures | minor | | 2010-10-26 | Anti-Gravity Ants | |
| 0003474 | 1 | Adventure Mode -- Combat | minor | | 2010-10-26 | Could attack through 40 z-levels | |
| 0003472 | 3 | General | block | | 2010-10-25 | Dwarf Fortress will not launch | |
| 0003470 | | Dwarf Mode -- Military | minor | new | 2010-10-25 | Ex-military dwarves remain at previous station location | |
| 0003466 | | Dwarf Mode -- Jobs, Healthcare | minor | new | 2010-10-24 | patients ignore injuries when beast sickness goes into remission | Splatter virulence in high traffic area and watch it happen. |
| 0003444 | 3 | Dwarf Mode -- Flows | major | | 2010-10-24 | bugged floodgate, wrong icon, won't stop magmaflow. | |
| 0003460 | | Technical -- Input/Keybinding/Macros | minor | | 2010-10-23 | Scolling out causes problems | Scroll out to max on any fortress |
| 0003458 | 3 | Dwarf Mode -- Interface, Stockpiles | minor | | 2010-10-23 | Blank, permanently selected 'Other Materials' in Ammo Stockpile Settings | |
| 0003457 | 1 | Dwarf Mode -- Combat | minor | | 2010-10-23 | Wrestler becomes legendary after stabbing ettin with spear. | unknown |
| 0003440 | 12 | Dwarf Mode -- Flows | major | | 2010-10-22 | Water does not seek it's own level properly | |
| 0003454 | | Dwarf Mode -- Interface, Unit Profiles | minor | resolved (user11) | 2010-10-22 | Hospital treatment history shows wrong dates | 1. Have a hospital and medic.
2. Injure any dwarf.
3. View the treatment history.
4. If you're lucky, you will find an error. |
| 0003452 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | | 2010-10-22 | Gem and stone types appear after metal types in bar/block stockpile interface. | Create bar/block stockpile. Select as building. Open settings menu. Et cetera. |
| 0003446 | 2 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | major | | 2010-10-21 | Milking a caged creature is not possible, the creature gets kidnapped by another dwarf. | Build an milkable creature cage a few tiles (10-20 or more) away from the farmer's workshop.
Have some idle dwarfes hanging around in between.
Order milking.
Enjoy dwarfen tug-of-war. |
| 0003445 | 3 | Dwarf Mode -- Items | minor | | 2010-10-21 | Obsidian Short sword made of wood? | |
| 0003447 | 2 | Dwarf Mode -- Jobs, Assignment of Jobs | major | | 2010-10-21 | The Master and High Master Metalsmiths do not start forging, blocking the queue. | |
| 0003449 | 2 | Adventure Mode -- Environment | trivial | | 2010-10-21 | Frozen lakes in Adventure Mode have walkable 'open space' around perimeter | |
| 0003443 | 3 | Dwarf Mode -- Interface, Animals | minor | | 2010-10-20 | Hostile underground critter becomes friendly after downing Forgotten Beast and getting a name | I suspect all you'd have to do is let some Hostile/Wild Animal mobs (if wild animals attack forgotten beasts) take down a forgotten beast. The one that gets named will probably be set to Friendly. |
| 0002054 | 7 | General | minor | | 2010-10-17 | random crash - error.log | always crashes from a certain savegame 10 minutes into the game |
| 0003432 | | Dwarf Mode -- Trade | minor | | 2010-10-16 | Building an extra trade depot traps the merchants | While trading, build a second trade depot. |
| 0003429 | | Dwarf Mode -- Combat | minor | | 2010-10-16 | dwarf stuck as webbed, getting hundreds of announcements | |
| 0003430 | | Dwarf Mode -- Diplomacy | minor | | 2010-10-16 | mayor taken by strange mood - diplomat leaves unhappy | |
| 0000751 | 6 | Dwarf Mode -- Jobs, Military | minor | new | 2010-10-14 | 'Minimum' squad requirements functions as 'Exact' | |
| 0003420 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2010-10-13 | Dwarf cancelled job: Needs 10000 bones | Have your dwarves make something for which there arent any materials and watch the message. Or have one stack of bones and try to make bone greaves, or something like that. If you only have one stack of bones, it wont register as having enough material (stack of 13 bones said i needed 2) |
| 0003418 | 2 | Dwarf Mode -- Items | minor | resolved (user11) | 2010-10-13 | Dwarf Equipping Artifact Flask as a Dress?! | |
| 0001207 | 4 | Dwarf Mode -- Moods | minor | resolved (user11) | 2010-10-11 | sudden moodswing | |
| 0000980 | 3 | Dwarf Mode -- Jobs, General | major | resolved (user11) | 2010-10-11 | Jewler unable to find raw materials even if they exist | |
| 0001166 | 2 | Dwarf Mode -- Items | minor | resolved (user11) | 2010-10-11 | Missing/invalid text for dog fat | 1. Slaughter a nameless dog.
2. Loo[k] at the fat directly or via the stocks screen. |
| 0000966 | 3 | Dwarf Mode -- Interface, Manager | minor | resolved (user11) | 2010-10-11 | First word typed on manager new order screen doesn't register | It just happens randomly. It works fine most of the time and I have been unable to find any reason why it fails occasionally. |
| 0003020 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2010-10-11 | Dwarves giving water to random floor tiles? | Doesn't seem to be any specific trigger; you just need to sit and wait to see someone with the 'give water' or 'give food' task and then follow them to see if they're actually giving it to a dwarf. |
| 0003414 | 1 | Artistic Images (engravings etc) | trivial | resolved (user11) | 2010-10-11 | Objects can be engraved with images of themselves | Make a whole bunch of artifacts? I dunno... |
| 0003411 | 2 | Dwarf Mode -- Interface, Status | minor | | 2010-10-11 | Admin/noble dwarf symbol doesn't appear ; spot appears blank | |
| 0003413 | 1 | Dwarf Mode -- Trade | minor | | 2010-10-11 | brewing does not increase value over raw plant in trading | |
| 0003404 | 1 | Dwarf Mode -- Jobs, Healthcare | major | | 2010-10-11 | Injured dwarf repeatedly "brought to rest" | Seems to happen at random, as other times surgery was completed without any difficulties. |
| 0003410 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | | 2010-10-11 | Dwarf refuses surgery | |
| 0000726 | 4 | Dwarf Mode -- Moods | crash | resolved (user11) | 2010-10-11 | Cannot View Thoughts & Prefs | Get a dwarf with a mood. Try looking at his thoughts and preferences. |
| 0003394 | 2 | Dwarf Mode -- Trade | minor | | 2010-10-10 | Trade Depot destructable during trade | 1. Build depot
2. Wait for traders
3. let traders unload
4. remove depot |
| 0003393 | | Dwarf Mode -- Jobs, Equipment | minor | resolved (user11) | 2010-10-09 | Woodcutter chops down trees with wooden practice axe. | Have only wooden practice axe available to potential woodcutter. |
| 0002971 | 3 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2010-10-08 | Dwarves not hauling wood to wood stockpiles | If caused by cutting off wood access, it should be easy to reproduce:
Dig out some underground area, put your wood stockpile there.
Cut a bunch of trees.
Forbid passage through a chokepoint doorway.
(Optional, might be required: Use up all the wood that made it to the stockpile)
Wait a bit for hauling jobs to cycle.
Re-allow the door and see if the wood resumes being hauled.
If caused by enemy sightings by your wood haulers:
Catch a hostile in a cage trap.
Dig channels (and remove the ramps) around a 3x3 section of floor space.
Restrict travel to force pathing past the channels via walls/more channels.
Cut several trees past the channeled section.
"Install" the hostile onto the 3x3 section (via cage+mechanism, dump from above, etc).
Build/enable your wood stockpile to begin the hauling.
Allow ample time to pass for plenty of job cancellations, and shoot the enemy dead.
Observe if further hauling resumes.
|
| 0000325 | 36 | Dwarf Mode -- Trade | minor | | 2010-10-07 | Elves bring hundreds/thousands of items when trading, due to warthogs lacking TRADE_CAPACITY tag | Send an elven caravan away with a decent profit, wait till the next caravan arrives, develop carpal tunnel syndrome buying all the useful stuff. |
| 0003337 | 9 | Dwarf Mode -- Invasions | major | | 2010-10-06 | Goblins don't show up | As per:
http://www.bay12forums.com/smf/index.php?topic=67098.0
Other people seem to be having the same issue. |
| 0003376 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | | 2010-10-06 | Bone carvers get unhappy thoughts when masterful bolts are used | |
| 0003374 | | Dwarf Mode -- Nobles | minor | | 2010-10-05 | Migrant (King) dies of old age when migrating | Not sure. Have an old king and qualify to have him make your place the Mountainhome, I guess. |
| 0001728 | 7 | Dwarf Mode -- Military | major | | 2010-10-04 | Military Refuses to Train | |
| 0003358 | | Dwarf Mode -- Military | minor | new | 2010-10-02 | certain dwarves, when assigned any military job, will act as if stationed. | I have not tried to reproduce this, as I don't want to bug any more of my dwarves. At one point I stationed the dwarves in the armory, but I believe the culprit was when they were locked outside of the danger room they were set to be stationed in. |
| 0003245 | 2 | Creatures | minor | | 2010-10-02 | Magma crabs drown in magma | |
| 0003316 | 4 | Miscellaneous Crashes | crash | | 2010-10-01 | windows: "dwarf fortress has stopped working" | I created a default world, then scrolled directly to the right on "choose fortress location screen". About half way across the world map, it barfs with above message. It does this when I load it, and when I move in another direction, then back to the "problem area". |
| 0002354 | 5 | Dwarf Mode -- Nobles | minor | | 2010-10-01 | Dead Captain of the Guard won't allow replacement | Have a Captain of the Guard die while in office. |
| 0002443 | 3 | Dwarf Mode -- Trade | major | | 2010-10-01 | Trade Caravans don't come. | |
| 0002710 | 2 | Adventure Mode -- Inventory | minor | | 2010-10-01 | Blood carried in a backpack will start to leak after leaving a cave | |
| 0002724 | 2 | Creatures | trivial | | 2010-10-01 | saltwater crocodiles EVERYWHERE | start a game like anywhere |
| 0002726 | 3 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2010-10-01 | Another case of cancel clean self spam | |
| 0002808 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | tweak | | 2010-10-01 | Dwarves cancel construction (farm plot) due to water, even when water has gone | |
| 0002898 | 7 | Dwarf Mode -- Interface, Designations | minor | | 2010-10-01 | CANT REMOVE STAIRS "DOWN" | |
| 0003265 | 4 | General | block | | 2010-10-01 | Launch error: dyld: Library not loaded: /usr/local/lib/libstdc++.6.dylib | 1. Launch df. |
| 0003076 | 4 | Dwarf Mode -- Stockpiles | minor | | 2010-10-01 | Custom Stockpiles don't apply new settings | |
| 0003349 | 1 | World Generation -- Parameters | feature | | 2010-10-01 | Save random seeds after each rejected world. | |
| 0003344 | 3 | Creatures | minor | | 2010-10-01 | Skull and rib materials appear to be unspecified in raws | |
| 0003345 | | Cave-ins | minor | | 2010-09-30 | Cave in warnings on unreveld part of the map | |
| 0003336 | 2 | Dwarf Mode -- Jobs, Eating/Drinking | major | | 2010-09-30 | Dwarves do not eat/drink, even with no job | Game save: http://dffd.wimbli.com/file.php?id=3187 |
| 0003340 | 2 | Dwarf Mode -- Military | trivial | | 2010-09-29 | Axe Lords etc don't automatically turn back into Axe Lords etc when switched off/on duty. | Train to Axe Lords. Turn off Active squad, turn back on. |
| 0003342 | | Dwarf Mode -- Diplomacy | minor | new | 2010-09-29 | liaison doesn't schedule new meeting after finding a meeting zone if no path to mayor was available before | have the mayor inside the fort behind locked doors and a meeting zone outside the fort when the liaison arrives. Wait for the liaison to arrive at the meeting zone (might be optional, not sure). Open the doors. |
| 0003331 | 2 | Dwarf Mode -- Embark/Setup | feature | | 2010-09-28 | Inability to Play | Be me. Start game. Play game. |
| 0003330 | 1 | Dwarf Mode -- Environment | minor | | 2010-09-27 | Ants spawning on frozen river | Download save file HERE: http://dffd.wimbli.com/file.php?id=3178 |
| 0003326 | 3 | Title Screen | minor | | 2010-09-27 | no "quit" | try to quit |
| 0003325 | 1 | Dwarf Mode -- Embark/Setup | minor | new | 2010-09-27 | No doctor on embark with "Play Now" | |
| 0003322 | 1 | Dwarf Mode -- Interface, Designations | tweak | | 2010-09-26 | "X" cursor is often hard to spot when invoked - make a flashing animation so it can immediately be seen | |
| 0003323 | 1 | Dwarf Mode -- Interface, Military Screen | tweak | | 2010-09-26 | keep squad selected when choosing a menu item | |
| 0003314 | 4 | Dwarf Mode -- Interface, Designations | major | | 2010-09-25 | Unable to designate with mouse | |
| 0003275 | 2 | World Generation -- General | major | new | 2010-09-25 | Worldgen Farms on Oceans when Civ Modded to Inhabit Ocean Biome | 1. Paste into PLAINS civ.
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[START_BIOME:ANY_OCEAN]
[START_BIOME:ANY_RIVER]
[START_BIOME:ANY_LAKE]
[START_BIOME:ANY_GRASSLAND]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_OCEAN:3]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:1]
2. Generate world. |
| 0003187 | 3 | Technical -- Rendering | crash | | 2010-09-25 | Crash when using 2D or 2DASYNC print modes and zooming out all the way | Switch your print mode to 2D or 2DASYNC, start df and zoom out. |
| 0003086 | 3 | Dwarf Mode -- Trade | minor | | 2010-09-25 | Traders with building destroyer get confused when getting close to the fortress, slow down incredibly | Add the [BUILDINGDESTROYER:2] tag to an entity creature that'll trade with you. |
| 0003312 | | Dwarf Mode -- Military | minor | new | 2010-09-25 | Guards doesnt use the "LAW_ENFORCE" tagged images | |
| 0003240 | 5 | Dwarf Mode -- Diplomacy | feature | | 2010-09-24 | Everyone represents the mountainhomes | get negotiation message |
| 0002513 | 9 | Miscellaneous Crashes | minor | | 2010-09-24 | Fails to start. | |
| 0003306 | 1 | Dwarf Mode -- Jobs, Cleaning | feature | | 2010-09-24 | Add cleaning job designation | |
| 0003307 | 1 | Dwarf Mode -- Immigration | minor | | 2010-09-24 | Immigrants did not come. | |
| 0002801 | 6 | Adventure Mode -- Reactions | block | resolved (user6) | 2010-09-23 | "You are not that hungry" when trying to butcher sentients | 1:Kill a mega or semimega beast
2:go to butcher it
3:be confused when it says you are not that hungry |
| 0003303 | 1 | Movies -- Recording | minor | | 2010-09-23 | Recording REC keeps blinking | click ; accidentally. |
| 0003300 | 1 | Dwarf Mode -- Interface, Text | text | | 2010-09-23 | "Customize unit" screen has extra text | |
| 0003298 | 4 | Dwarf Mode -- Interface, Unit Profiles | major | | 2010-09-23 | Legendary Metalsmith displays as Legendary Weaponsmith | Game save: http://dffd.wimbli.com/file.php?id=3147 |
| 0003297 | 1 | Dwarf Mode -- Interface, Status | crash | | 2010-09-22 | Crash on 'health' screen after pressing enter on a dwarf for more details | |
| 0000938 | 4 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | | 2010-09-22 | Dwarf unable to build craftsdwarf's workshop | |
| 0000829 | 4 | Adventure Mode -- Sleep | tweak | | 2010-09-22 | Adventurer starved to death while sleeping | Starve yourself then sleep. |
| 0000640 | 3 | Dwarf Mode -- Jobs, General | minor | | 2010-09-22 | Trapped Dwarves cancel jobs to free them. | Trap dwarves with mining or mason labor preference
Designate stone to be mined or wall to be removed
Result:
The dwarves trapped inside with the relevant skills will take the "dig" or "remove construction" job, but then cancel it with the "Could not find path." reason.
|
| 0000400 | 9 | World Generation -- General | crash | | 2010-09-22 | "Export image/info" causes the game to quit | 1. Generate a world.
2. Press [p]. |
| 0003296 | 2 | Dwarf Mode -- Immigration | minor | | 2010-09-22 | Recieved message "No one even considered making the journey to such a cursed death-trap this season" | |
| 0003294 | 2 | Adventure Mode -- Environment | minor | | 2010-09-21 | Walls are not being properly marked as warm stone. | This could be related to window resizing during gameplay but that's just a guess. Otherwise it seems completely random. |
| 0003293 | 2 | Technical -- Sound | minor | new | 2010-09-21 | Dwarf Fortress uses PulseAudio but PulseAudio is not installed. | First of all, Debian installs libsndfile and libopenal to libsndfile.so.1 and libopenal.so.1 respectively, so symlinks are required for DF to load OpenAL at all.
# cd /usr/lib
# ln -s libopenal.so.1 libopenal.so
# ln -s libsndfile.so.1 libsndfile.so
# ldconfig
Once that's done, run ./df and the following should print to the terminal:
Sound devices available:
PulseAudio Software
ALSA Software
OSS Software
Picking PulseAudio Software. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
Initializing OpenAL failed, no sound will be played
In this case ~/.openalrc is correctly configured. |
| 0003289 | 3 | Dwarf Mode -- Embark/Setup | minor | | 2010-09-21 | Colossus at embark | perhaps by starting near a cave and getting (un-)lucky |
| 0003254 | 1 | Dwarf Mode -- Immigration | minor | | 2010-09-21 | A migrant with the profesion "drunk". | Playing the game, waiting for immigrant waves and checking the profession. |
| 0003288 | | Dwarf Mode -- Environment | minor | new | 2010-09-20 | Pumping Aquifer water in tundra produces no potable water, water yes, even with salmon and fishable yes, but not potable water. | |
| 0003286 | 2 | World Generation -- General | minor | | 2010-09-20 | Dwarf Villages fill most available space | Create a new world with standard worldgen parameters. |
| 0003280 | | General | trivial | | 2010-09-19 | Floating ant colonies | Just embark on a area that freezes in the winter |
| 0003276 | 1 | Dwarf Mode -- Buildings, General | major | | 2010-09-19 | Farming ceases to produce crops | Download my saved game, region1.rar from http://www.filedropper.com/region1 |
| 0003277 | 2 | Dwarf Mode -- Jobs, Designations | major | | 2010-09-19 | Unable to designate adamantium for mining | Designate adamantium for mining, fail doing so. |
| 0003271 | 1 | General | block | | 2010-09-18 | DF does not check for available diskspace when saving game | become short on disk space, play a long game, savegame, load game, discover savegame is missing files or is "corrupt," cry.
|
| 0000256 | 17 | Dwarf Mode -- Jobs, Items | minor | | 2010-09-17 | "Make Rock Short Sword" results in wooden short sword | Add the "Make Rock Short Sword" job to the craft shop queue with plenty of wood around. |
| 0003269 | | Dwarf Mode -- Flows | minor | | 2010-09-17 | Dwarf sleeps while drowning. | |
| 0003261 | | Adventure Mode -- Combat | minor | | 2010-09-17 | nameless intelligent entities don't care about being stabbed repeatedly | |
| 0003264 | 1 | Dwarf Mode -- Immigration | minor | | 2010-09-17 | War Peasant? Hunting Peasant? WTF? | |
| 0003255 | 5 | Dwarf Mode -- Moods | major | | 2010-09-16 | Dwarves in moods do not collect any materials | Have a dwarf go into a mood. Don't know what I'm doing wrong. |
| 0001061 | 7 | Dwarf Mode -- Jobs, Healthcare | major | | 2010-09-16 | Injured soldier dwarves interrupted from resting are never able to be treated until interrupting critters killed | |
| 0003247 | 1 | Dwarf Mode -- Jobs, Items | minor | | 2010-09-16 | Rock Swords can use other stone than Obsidian | Make sure Copper is close to craft dwarf workshop
Craft dwarf workshop -> Make Rock Short Sword -> R
See that dwarf will use copper in the construction of the sword.
see that the product of his work is a copper sword. |
| 0003243 | 3 | Pathfinding | major | | 2010-09-15 | Dwarves will not dig designations in specific area | 1. Open this save: http://dffd.wimbli.com/file.php?id=3118
2. In the area you're looking at, try designating some squares, or note the existing designations.
3. Unpause the game.
4. Notice no dwarves come to dig the areas.
5. Verify that there is a path to these areas.
6. Try designating one z-level up.
7. Notice that dwarves will dig there. |
| 0001829 | 8 | Dwarf Mode -- Skills and Professions | minor | | 2010-09-15 | Dwarf skills decrease rapidly without use. | |
| 0000017 | 51 | Technical -- General | major | | 2010-09-15 | Embark starts with no expedition leader, resulting in missing labors and blank nobles screen | Tried several variations at embark, skilled/unskilled dwarves, different areas. So far have been unable to reproduce this bug. |
| 0003220 | 5 | Dwarf Mode -- Jobs, Hauling | minor | new | 2010-09-15 | Dumping sand from stocks->powder makes dwarves remove the sand from the bags | Create shiny new magma glass forge deep underground.
Set up garbage zone near it. Also make it a sand bag stockpile (furniture, block all, 'u' for sand bags). Remove regular garbage zone if any.
Go to 'z' -> stocks -> powder, and mark all the sand for dumping.
Watch in amazement as dwarves bring colorful checkerboard-square piles of sand instead of bags of sand. |
| 0003192 | 1 | Dwarf Mode -- Combat | minor | new | 2010-09-15 | Bronze collossus vs. unconcious dwarf = labor stopage | |
| 0003223 | 1 | Dwarf Mode -- Jobs, Smelting | trivial | | 2010-09-15 | I get the message, "Risen Gubellmill, Soap Maker cancels Make bronze bars (use bars): Needs 150 copper bars." (0 bars are left.) | |
| 0003215 | 1 | Dwarf Mode -- Jobs, Hauling | tweak | | 2010-09-14 | Refuse in a butcher's shop outside is never removed when gather refuse from outside is turned off | Use a butcher's shop outside while "dwarfs gather refuse from outside" is turned off. |
| 0003216 | 1 | General | crash | | 2010-09-14 | crash while defining zone | 1. define a zone (i).
2. select "flow" (e).
3. hit cancel (esc).
4. the game now crashes. |
| 0003124 | 1 | Dwarf Mode -- Military | minor | | 2010-09-13 | Military woodcutter unequips all gear when going off duty | |
| 0003207 | 2 | Dwarf Mode -- Interface, Stocks | minor | new | 2010-09-13 | Sutures don't show up in Z-Stocks | |
| 0003211 | 2 | Dwarf Mode -- Invasions | minor | | 2010-09-13 | Invader's mounts attack and destroy their own children | Wait out a human siege long enough for the invader's mounts to start makin' babies. They'll start savaging their own young, which seems a bit bizarre. Bears are scary! |
| 0003204 | 1 | Dwarf Mode -- Diplomacy | feature | resolved (user11) | 2010-09-12 | Resting Exp. Leader Can't meet with Diplomat | |
| 0003208 | 1 | Dwarf Mode -- Flows | minor | new | 2010-09-11 | Water not made non-static properly | |
| 0003202 | | Dwarf Mode -- Idle Behavior | minor | | 2010-09-11 | Imprisoned parent dwarf spams log with cancellation messages | |
| 0002196 | 12 | Adventure Mode -- General | minor | resolved (user11) | 2010-09-10 | Herds of creatures change type on load | |
| 0003191 | 2 | Dwarf Mode -- Jobs, Mechanisms | minor | | 2010-09-10 | When linking lever to bridge building pointer points wrong bridge. | |
| 0002636 | 5 | Dwarf Mode -- Jobs, Designations | crash | resolved (user11) | 2010-09-09 | Game crashed when trying to smooth a stone for noble | |
| 0003185 | | Dwarf Mode -- Interface, General | crash | resolved (user11) | 2010-09-09 | Game CTD when using zone floor flow option | -Attempt to create a zone
-Switch to floor flow
-Max out floor flow in a room larger then max (not sure if this is necessary but its when i seem to get the most crashes)
-Press escape to back out of zones |
| 0003188 | | Dwarf Mode -- Embark/Setup | minor | new | 2010-09-09 | large embark rectangle covers area outside 'local' region | Generally, any map will have such regions. |
| 0003180 | 1 | Dwarf Mode -- Buildings, General | tweak | | 2010-09-08 | Suspending buildings makes materials unmovable | 1. Build building.
2. Suspend construction. |
| 0000813 | 3 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2010-09-08 | Some workshops don't list all available jobs. | Unknown |
| 0001081 | 10 | Dwarf Mode -- Jobs, Items | minor | new | 2010-09-08 | Shells disappear from inside underground stockpiles (being gnawed by vermin?) | 1) have shells
2) have no shells |
| 0003175 | 1 | Adventure Mode -- General | major | | 2010-09-07 | my bronze colussus adventurer turned into a crundle | idk |
| 0003170 | | Creatures | minor | resolved (user11) | 2010-09-07 | bronze colossus left statue of wrong creature | |
| 0003108 | 1 | Material Properties | minor | | 2010-09-07 | Native metals/raw adamantine have default metal properties | |
| 0003165 | 2 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user6) | 2010-09-07 | Butchering happens instantly for live animals, even elephants | 1. Butcher an animal. Note how long the process takes. Butcher multiple. The action happens instantly.
2. Butcher a skeleton. Note how long the process takes. |
| 0001398 | 12 | Technical -- General | crash | | 2010-09-07 | 100% repeatable crash in fortress mode - hospital related | Load the save (which I hope to attach to this), and then hit "." to take a single step, and the executable will crash.. |
| 0003139 | 3 | Dwarf Mode -- Moods | minor | new | 2010-09-07 | Moody dwarf gained skill but remained rusty | |
| 0003168 | 3 | Dwarf Mode -- Pets | minor | resolved (user11) | 2010-09-07 | Her left Eye Tooth is gone. | |
| 0003112 | 12 | Dwarf Mode -- Nobles | trivial | resolved (user11) | 2010-09-07 | Nobles get unhappy from working | 1) Get a baron
2) Get him do previous labor
3) Watch his mood after 10 days of work (better use Dwarf Therapist) |
| 0000821 | 4 | Geology | minor | | 2010-09-07 | Horn silver uses METAL_TEMPLATE | |
| 0003167 | | Miscellaneous Crashes | crash | resolved (user11) | 2010-09-07 | Crash when viewing health information | |
| 0002831 | 9 | Dwarf Mode -- Diplomacy | minor | | 2010-09-07 | Human/elf diplomat uses Mountainhomes dialogue | |
| 0001639 | 5 | Dwarf Mode -- Combat | minor | | 2010-09-07 | Being enraged spams log | |
| 0001709 | 3 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2010-09-07 | Spamming of rest cancellation | |
| 0000196 | 8 | Dwarf Mode -- Jobs, Healthcare | minor | | 2010-09-07 | Interrupted by x 10000 | Doesn't always occure so not sure. |
| 0000757 | 1 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2010-09-07 | Resting interrupted by attacker across the map | |
| 0000566 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2010-09-07 | Dwarf Spams Rest Cancels On Seeing Creature Through Walls | Take 1 dwarf, injure, place in room next to scary camel. |
| 0003163 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2010-09-06 | Milking large animals at wrong tile of workshop, happens instantaneously | |
| 0002804 | 9 | Miscellaneous Crashes | crash | | 2010-09-06 | Save file that crashes in 15s-20s every time | Load game, un-pause. Wait about 20s. |
| 0002137 | 2 | Dwarf Mode -- Jobs, Eating/Drinking | minor | | 2010-09-06 | Dwarves will not use chairs or Tables if assigned to meeting hall. | Put two sets of chairs and tables in a room. Mark one table as meeting room. |
| 0001309 | 2 | Dwarf Mode -- Jobs, Sleeping | minor | | 2010-09-06 | Dormitories counted as own bedroom. | 1) Build multiple beds in one room.
2) Designate room as bedroom.
3) Do not set as dorm or barracks.
4) Wait till dwarf sleeps and check happiness. |
| 0003162 | | Dwarf Mode -- Interface, Rooms | minor | new | 2010-09-06 | Barracks/Armory/Archery not listed in Room/Building list | Designate a Barracks, Armory, or Archery Range from anything. |
| 0003159 | 2 | Dwarf Mode -- Economics | minor | | 2010-09-05 | Caravans teleport from a Trade Depot to another trade Depot. | |
| 0003153 | 5 | Dwarf Mode -- Buildings, General | major | resolved (user11) | 2010-09-05 | Building floors always results in "job item lost or destroyed" message, removal of floor designation | Build 200+ constructed floors to make above ground/indoor food storage rooms? I've done this before in previous versions of Dwarf Fortress, without incident, though. |
| 0003148 | 3 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2010-09-03 | Cannot smelt steel | |
| 0000689 | 5 | Dwarf Mode -- Jobs, Equipment | major | | 2010-09-02 | All axes seized by military; unable to get an axe to a new woodcutter | |
| 0003136 | 1 | Dwarf Mode -- Interface, General | tweak | resolved (user11) | 2010-09-02 | No graphics for cages, bins, floor plans, etc. on multi-blood-stained floors | |
| 0000357 | 5 | Contaminants/Spatter | tweak | new | 2010-09-02 | some combinations of splatter on objects can generate an empty black tile | |
| 0002967 | 5 | Adventure Mode -- Environment | minor | resolved (user6) | 2010-09-02 | Wait key needs to be pressed constantly to advance time | Just boot up adv mode and find another creature (moving things have the best effect.) and hold . the creature should only move one step per button press or whatever.
Next try holding . the time will simply advance once turn and nothing more.
Smoke from fire is a really good way to demonstrate this. |
| 0000543 | 5 | Dwarf Mode -- Jobs, Assignment of Jobs | major | resolved (user11) | 2010-09-02 | Forge anvil task never becomes active | 1. Build forge
2. Set dwarf to have blacksmithing
3. have metal, coal on hand.
4. add job to forge an iron anvil.
5. Wait. |
| 0003145 | 8 | Dwarf Mode -- Embark/Setup | minor | resolved (user11) | 2010-09-02 | Embarking with Humans In a normal game | Unknown. |
| 0003146 | 2 | Dwarf Mode -- Jobs, General | major | | 2010-09-02 | Dwarves require "rock bars" for fey mood constructions | Happens at random - fey mood dwarf requires "rock bar". |
| 0003141 | 2 | Dwarf Mode -- Jobs, General | minor | resolved (user11) | 2010-09-02 | Glassmakers Forges Unusuable after forbidding stone type used to construct them | |
| 0003135 | | Vegetation | trivial | resolved (user11) | 2010-08-31 | Colony of ants appearing above water. | Embark with a large body of ice with an ant colony on top, and wait for it to thaw. |
| 0003130 | | Typos/Grammar | text | resolved (user11) | 2010-08-31 | Dates are zero indexed | Go to the treatments received screen of a patient. |
| 0003125 | 1 | Dwarf Mode -- Jobs, General | minor | resolved (user11) | 2010-08-30 | Strange Mood - Vanishing Platinum bars | Strange mood - possessed
First item stack of cat bones
5 metal bars (2 traded for, 3 produced on site)
= near worthless artifact -_- |
| 0003122 | 2 | Dwarf Mode -- Jobs, Healthcare | major | | 2010-08-30 | (applying casts) Water is too complex for the dwarven mind. | |
| 0001067 | 5 | Dwarf Mode -- Interface, Squad Control | crash | resolved (user11) | 2010-08-29 | Crash entering squad screen | It will take some time to reach the point I was, I lost some good hours of play. But I had an ambush, did set up one of my squads behind the entrance, and the markdwarves squad behind a fortification. One of them was trying to reach the station the other side of the fortifications, and was killed by the oncoming goblins. I tried to enter the squad screen again, because another marksdwarf was trying to let the sefety of the fortifications, when the game frozed. I had to end the process, it was not responding. So:
1)Give move order to your squads
2)Have one of them killed
3) Try to reach the Squads Screen again.
I will update if it happens again when I hit the same spot.
|
| 0003118 | | Dwarf Mode -- Trade | minor | | 2010-08-29 | Elf liason claims is from the mountainhome. | Just play and have the elven liason talk to the expedition leader.
|
| 0001627 | 9 | Dwarf Mode -- Buildings, General | minor | resolved (user11) | 2010-08-28 | Woodcutters will not cut wood outdoors when they have been completely surrounded and topped by walls/floors | |
| 0001776 | 7 | Dwarf Mode -- Interface, Civilization/World Info | crash | resolved (user11) | 2010-08-28 | Game crashes when attempting to load civilization list | No success reproducing on any other fort. |
| 0002026 | 3 | Technical -- General | crash | resolved (user11) | 2010-08-28 | CTD While defining military | Unsure. I cannot reproduce this. |
| 0003114 | 1 | Dwarf Mode -- Buildings, General | text | | 2010-08-27 | Wrong text when being unable to smelt steel do to lack of iron bars | 1. Have enough to produce two steel bars(Minus one iron bar)
2. Queue two make steel bar jobs at a smelter.
3.When the Furnace Operator reacehs the second make steel bar job, you will get the message. |
| 0003113 | 3 | Dwarf Mode -- Items | minor | resolved (user11) | 2010-08-27 | Dwarves rarely collect, or dump, corpses outside of the fortress | Kill something outside of the fortress. |
| 0001090 | 9 | Dwarf Mode -- Jobs, Cooking and Food | major | resolved (user11) | 2010-08-27 | Dwarves seem to like eating pig tail seeds too much | get pig tail seeds and dwarves, wait |
| 0001537 | 4 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user11) | 2010-08-27 | Doctor diagnosed wrong patient | Haven't tried specifically, but I believe this happened to me before. Watch carefully if an injured dwarf is brought into the hospital when an uninjured one is already sleeping there. |
| 0001548 | 2 | Dwarf Mode -- Military | minor | resolved (user11) | 2010-08-27 | dead dwarf remains on nobles screen | |
| 0000955 | 4 | Dwarf Mode -- Military | crash | resolved (user11) | 2010-08-27 | When I cancel my squad of 4's orders to station near the fort entrance, it crashes in a few seconds. | I don't know? I think it might be something else, but it does it every time I take them off station. Is it some kind of job error? |
| 0001276 | 6 | Dwarf Mode -- Interface, Military Screen | crash | resolved (user11) | 2010-08-27 | Crash on military screen | |
| 0000599 | 6 | Dwarf Mode -- Interface, Military Screen | crash | resolved (user11) | 2010-08-27 | Crash when I hit Plus Key | Continue my latest save in fortress mode, type m to bring up military interface, type plus on the numpad, hit any other key. |
| 0000932 | 1 | Dwarf Mode -- Interface, Rooms | trivial | resolved (user11) | 2010-08-27 | Removed Zones not removed from the Room List | Create a zone, remove it, go to the room list and see it still located there. |
| 0000942 | 3 | Dwarf Mode -- Immigration | minor | resolved (user11) | 2010-08-27 | Migrants arrive from random locations on map | This may be difficult to reproduce. I can think of no determining factors that may have caused this. It happened multiple times in this game, but never in the same spot. |
| 0001231 | 2 | Miscellaneous Crashes | crash | resolved (user11) | 2010-08-26 | Game Crash in Dwarf Mode - Includes Save Game | 1. load save game
http://gau.twinight.net/dwarf%20fortress/crash%20in%205%20seconds.rar
2. unpause game
3. crashes in about 5 seconds? |
| 0002904 | 2 | Miscellaneous Crashes | crash | resolved (user6) | 2010-08-26 | Playing fortress mode, unexpectedly crashed. Don't know why. | Unknown. |
| 0002700 | 8 | Dwarf Mode -- Invasions | major | resolved (user6) | 2010-08-26 | No goblins | |
| 0001454 | 5 | Technical -- General | trivial | | 2010-08-26 | Holding shift when navigating (to navigate faster) is sticky | Press shift+left while placing digging designations. Release left then shift. Cursor will continue to move. (Release shift then left is ok).
To stop cursor from moving, hold the key in the direction with no shift. |
| 0001826 | 4 | Dwarf Mode -- Jobs, Hauling | crash | resolved (user11) | 2010-08-26 | Crash after mass designating items for dumping | Unpause the save, advance one frame or attempt to designate/undesignate anything.
On a broader level, I'd speculate that the effect might be reproduced when ordering dwarfs to move a very high number of stacked objects. |
| 0000913 | 3 | Dwarf Mode -- Military | crash | resolved (user11) | 2010-08-26 | 0.31.02 Crash when squad has training scheduled and you use weapon rack to tell them to train | Load the save file, then:
press q
select weapon rack in barracks
r (make room, oops sorry should've done that before save but ohwell)
press a
press t
press b
press t (this tells both squads to train, since I dont know which one is scheduled it works this way)
press s
press a
press t
press b
press t (puts both squads into Training alert).
now simply unpause and crash will occur shortly after... you can do this in either order, set their alert level and then tell them to train using weapon rack, this will also crash |
| 0002530 | 2 | Cave-ins | minor | | 2010-08-26 | Cave-ins leave ramps | Find a free-standing mountain above-ground, remove the ramps on that level, dig out the entire bottom z-level while leaving the mountain standing on a single support. Attach the support to a lever, pull the lever. |
| 0001819 | 3 | Dwarf Mode -- Jobs, Animal Handling | minor | new | 2010-08-25 | Caging large untamed creature results in infinite chase | Construct at least two cages and a mechanism. Create a cage trap and trap a fox. Make an animal stockpile so the cage is hauled to it. For best results, have the stockpile deep inside the fort. Build the other cage using (b) (j), at least a few squares away from the animal stockpile. Assign the fox to the other cage.
|
| 0003102 | 4 | Fire | minor | | 2010-08-25 | Magma in a volcano does not inflict wounds. | Build a bridge over a volcano
Tell Urist to step on the bridge via burrow
Pull that lever
Watch Urist drown |
| 0003098 | | Dwarf Mode -- Jobs, General | minor | | 2010-08-24 | When told to make rock short sword, dwarf insead makes wooden training sword. | craftsdwarf workshop next to obsidian stockpile, wood available somewhere.
command dwarf to make rock short sword. |
| 0001358 | 4 | Dwarf Mode -- Diplomacy | crash | resolved (user6) | 2010-08-24 | Diplomat arrives dead, stocks -> corpses results in a crash | Go into stocks, go to corpses, and hit tab. |
| 0003096 | 2 | Dwarf Mode -- Moods | minor | resolved (user11) | 2010-08-24 | possesed dwarf does nothing and goes mad. | First time this happened to me. besides letting a dwarf be moody... |
| 0003095 | 3 | Vegetation | minor | resolved (user6) | 2010-08-23 | Ice creates generic "Trees" | Have ice form around a tree. It is possible that this only occurs if that ice has also been mined out; I can't tell yet as I have no control group, but I will update as the digging continues and that changes. |
| 0003093 | 2 | Dwarf Mode -- Interface, Tasks | major | resolved (user11) | 2010-08-23 | linking floodgates shows wrong floodgate | build floodgates, link them to levers |
| 0003062 | 3 | Dwarf Mode -- Diplomacy | crash | resolved (user6) | 2010-08-22 | Hard crash on diplomacy resolution with elves | Loaded save, forbid soap after self-cleaning loop, wait for the usual tree-chopping negotiations. |
| 0003044 | 3 | Technical -- Saving/Loading | minor | resolved (user6) | 2010-08-22 | Autosaving saves twice | |
| 0003087 | 3 | Dwarf Mode -- Buildings, Cages and Chains | minor | | 2010-08-22 | ropes 'vanish' after deconstruction. | build a restraint <b><v> (using a rope)
deconstruct it.
rope is gone. |
| 0003085 | 1 | Dwarf Mode -- Immigration | minor | new | 2010-08-22 | Dwarf with military skills arrives as active military and immediately becomes a peasant | |
| 0002799 | 4 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | resolved (user11) | 2010-08-22 | "Tan a hide" not in tanner's shop "new task" list | open the task list in a tanner's shop
-> when adding a new task the list showing possible tasks is empty |
| 0002507 | 17 | Technical -- Saving/Loading | crash | | 2010-08-22 | blue screen opon saving auto saving or quiting. | random. |
| 0002917 | 4 | Dwarf Mode -- Jobs, Eating/Drinking | minor | new | 2010-08-22 | Dwarfs eat forbidden food | |
| 0003081 | 1 | Contaminants/Spatter | tweak | | 2010-08-21 | persistent toxic splatter from forgotten beasts creates dwarven superfund sites | 1. kill a beast with toxic blood outside
2. have everyone run over it a few times to spread it out
3. watch as all your pets become clouds of miasma |
| 0002936 | 3 | Adventure Mode -- Buildings | minor | | 2010-08-21 | Dwarves don't claim bedrooms properly. | |
| 0003075 | 2 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user6) | 2010-08-21 | Burrow zones sometimes ignored | let the dwarfs collect something inside a burrow, but it must not be reachable by moving only inside the burrow
|
| 0003079 | 1 | Miscellaneous Crashes | minor | resolved (user11) | 2010-08-20 | temporary freeze ups and random crashes | |
| 0003065 | 2 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2010-08-20 | built Floors/walls =/ smoothed stone | Make two rooms
-carve your first room in a mountain or something and smooth it completely including walls
-build the second room outside with b-C-w and b-C-f
You can only engrave in the first room
if you press d-n to remove buildings, only the second room counts as a building, while being physically the same.
Plus you cant built any walls/fortifications inside the second room. |
| 0003073 | 2 | Dwarf Mode -- Interface, Designations | tweak | | 2010-08-20 | Burrow too easy deleted | spend years to designate burrows, delete it by accident |
| 0003068 | 7 | Dwarf Mode -- Jobs, General | major | | 2010-08-20 | dwarves quit working | I think, though could use more testing:
Put working dwarves into military, set civilian alert to active/training and alert back to inactive -> nobody who was in squad works anymore.
Put civilian alert back to active/training, put squad to inactive A. -> Dwarves work trivial item carrying jobs, but not their primary ones.
|
| 0003077 | 1 | Dwarf Mode -- Interface, Cages and Chains | minor | new | 2010-08-20 | Caged creatures dont use graphics when built. | |
| 0002870 | 3 | Dwarf Mode -- Invasions | minor | resolved (user11) | 2010-08-20 | Bronze Colossus die and left unusable Statue | Freeze a bronze colossus. Dig the remains free. Try to build a statue. |
| 0002992 | 3 | Dwarf Mode -- Interface, Main View | minor | resolved (user11) | 2010-08-20 | Cannot move map to the right when in fullscreen | |
| 0002689 | 9 | Dwarf Mode -- Military | tweak | new | 2010-08-20 | Problems with modded entities whose squad leaders have REPLACED_BY | |
| 0003074 | 1 | Dwarf Mode -- Military | major | | 2010-08-20 | Soldiers trapped in interruption cycle due to trapped colossus | have a Colossus attack a fort, causing injuries to the military (most of my injuries were to melee dwarves) and then the colossus must fall into a cage trap. |
| 0003064 | 4 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2010-08-20 | Dwarves won't dump parts of dead goblins, ettins and dogs from my courtyard | |
| 0003056 | 5 | Dwarf Mode -- Buildings, Machines | minor | | 2010-08-19 | Waterwheels deconstruct themselves at random | |
| 0001307 | 6 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | new | 2010-08-19 | Harvesting dwarf assigned to burrow trying to drop off plant outside | |
| 0003069 | 1 | Dwarf Mode -- Embark/Setup | feature | resolved (user11) | 2010-08-19 | Suggestion: make embark search interruptable | |
| 0000299 | | Dwarf Mode -- Interface, Rooms | minor | new | 2010-08-19 | Building/room titles not shown in orders screen | Build or designate a room.
Press q.
Put the cursor over the room.
Observe the lack of title. |
| 0002554 | 6 | Dwarf Mode -- Artifacts | major | resolved (user11) | 2010-08-19 | Stop naming your damn weapon! | Recreate the boot camp scene from Full Metal Jacket. Issue them their weapons and hope they get attached. |
| 0003061 | 2 | Dwarf Mode -- Jobs, Activity Zones | major | | 2010-08-18 | Activity Zone Crashing Game | 1) Press "i"
2) When creating a new activity zone, use "e" to switch to the "flow" or "floor flow" tool.
3) Press "Escape".
4) There you go. One lost save, on the house. |
| 0003048 | 2 | Dwarf Mode -- Interface, Announcements: Message Spam | minor | new | 2010-08-18 | Identical announcements not reliably collated | Cause a single announcement to happen repeatedly. At its simplest:
-Build a workshop.
-Arrange skills or profiles such that only one dwarf will attempt to use this workshop.
-Queue up multiples of a task for which resources are not present.
-Wait for the tasks to be cancelled.
-Do this again.
-If another message happens in between these trials, repeat until it doesn't.
-See that consecutive identical messages aren't being grouped in the <a>nnouncements view.
Or, set a highly-skilled crafter to make mugs/goblets/cups when nothing much else is happening in the fortress. Odds are that there will be sets of x1-x3 "masterpiece" messages, even if several happen in a row without another message between them. |
| 0003057 | 1 | Adventure Mode -- Sleep | feature | resolved (user6) | 2010-08-17 | Suggestion: Have adventurers dream | |
| 0003052 | 5 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user6) | 2010-08-17 | Dwarf being "upset about being relieved from duty" for no reason | |
| 0003055 | 1 | Dwarf Mode -- Trade | text | resolved (user11) | 2010-08-17 | Everyone claims to be from the Mountainhomes | Build trade depot, wait for the different civ's diplomats to come and talk to your mayor. Hilarity ensures. |
| 0003042 | 1 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user6) | 2010-08-16 | Nickel Silver requires 150 Copper Bars | Haven't reproduced yet. |
| 0001129 | 6 | Combat -- General | minor | resolved (user6) | 2010-08-15 | Combatants seldom blown backwards by hits | Go to arena, make a human with a maul and high skill, try some fights - no-one is ever blown back by the hits.
On the other hand a BC will make wrestling throws with quite spectacular results.
|
| 0002983 | 9 | Dwarf Mode -- Military | minor | resolved (user11) | 2010-08-15 | Upon reloading my fortress all military assignements were scrambled. | |
| 0003033 | | Dwarf Mode -- Interface, Text | minor | resolved (user6) | 2010-08-15 | Engraved floors are referred to as walls in the description text. | Have reproduced with half a dozen floor tiles, all the same. |
| 0002919 | 5 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2010-08-14 | Doctor stuck trying to treat caged patient, who dies of thirst | |
| 0003029 | 1 | Creatures | minor | resolved (user11) | 2010-08-14 | animals set for slaughter get adopted | |
| 0003030 | 1 | Dwarf Mode -- Combat | minor | resolved (user11) | 2010-08-14 | marksdwarves using crossbow as club become hammerdwarfs | |
| 0001018 | 2 | Dwarf Mode -- Moods | minor | resolved (user6) | 2010-08-14 | Possessed dwarf will not recognize materials | |
| 0003023 | | Dwarf Mode -- Jobs, Activity Zones | crash | resolved (user6) | 2010-08-14 | crash when sizing hospital zone | |
| 0003016 | 1 | Dwarf Mode -- Buildings, General | trivial | new | 2010-08-14 | Grates disappear; blood on top does not | 1) Build a grate
2) Get stains on it
3) Channel out/deconstruct tiles supporting grate |
| 0002092 | 11 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user6) | 2010-08-14 | Dwarves won't make charcoal unless metal ore is present | Step 1) Start any map. Don't bring any ore.
Step 2) Build a Wood Furnace
Step 3) Chop Wood and tell tell dwarves to burn it.
Step 4) Wait and watch as they do nothing until you mine a piece of ore. I'm not sure if buying one does it too. |
| 0002498 | 6 | Dwarf Mode -- Jobs, Equipment | major | resolved (user6) | 2010-08-14 | Miner refusing to pick up his dropped Copper pick. | |
| 0001532 | 3 | Technical -- General | crash | resolved (user11) | 2010-08-13 | Unknown Crash Bug | Load save and run |
| 0003018 | 7 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user11) | 2010-08-13 | Dwarves ignore some dump orders | |
| 0003021 | | Dwarf Mode -- Jobs, Activity Zones | crash | resolved (user11) | 2010-08-13 | Crash when canceling zone creation | 1. i: Zones
2. e: Flow
3. Enter: Place
4. (changing the size doesn't affect the crash)
5. Escape: Cancel
6. CRASH |
| 0003022 | 1 | Dwarf Mode -- Jobs, Items | minor | resolved (user11) | 2010-08-13 | Coal flasks | Order dwarves to make green glass vials. |
| 0003019 | 1 | Dwarf Mode -- Diplomacy | trivial | resolved (user11) | 2010-08-13 | Human & elf diplomats are from Mountainhomes? | Wait until the human or elf diplomat arrives. |
| 0002776 | 5 | Technical -- General | crash | resolved (user11) | 2010-08-12 | Random crashes. | Not a clue. |
| 0001735 | 10 | Pathfinding | major | new | 2010-08-12 | Dwarves seem restricted to a burrow that does not exist anymore | |
| 0000671 | 2 | Dwarf Mode -- Jobs, Military | major | resolved (user11) | 2010-08-12 | Units dissapear from military assignment screen | Remove and re-add units to a squad |
| 0000485 | 4 | Dwarf Mode -- Transport/Hauling | minor | resolved (user11) | 2010-08-12 | Items on muddy ground don't get dumped | Dig a room, leave the resulting rock.
Pour some water on part of the room.
Dump the entire room.
Watch as only the non-muddied squares are effected. |
| 0001362 | 8 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user11) | 2010-08-12 | crossbows don't do enough damage to camels | Embark on a desert map and attempt to hunt camels. |
| 0001764 | 1 | Dwarf Mode -- Interface, Text | text | resolved (user11) | 2010-08-12 | Last name of family members translated, inconsistent with other info | 1. Find a dwarf that's married to someone, or has children.
2. Go to the "Thoughts and preferences" for said dwarf.
3. Observe text.
|
| 0002693 | 4 | Dwarf Mode -- Nobles | major | resolved (user11) | 2010-08-12 | Military noble positions gone | |
| 0003012 | 1 | Dwarf Mode -- Thoughts and Preferences | minor | resolved (user11) | 2010-08-12 | Too much information on newborn children | Make babies. In-game. |
| 0002335 | 4 | Dwarf Mode -- Military | major | | 2010-08-11 | Squad equipment permanently unusable after disbanding squad (with save) | 1) Start game with a (copper spear) and no other weapons.
2) Create a weapon stockpile; wait for the dwarfs to move the spear into it. (might not be necessary).
3) Create a squad with the "metal armor" uniform. Put one dwarf in it. (From the main game screen, press m, c, down, enter, right, right, enter, escape.
4) Wait for the dwarf to pick up the (copper spear).
5) Go to the military screen, and without closing it, remove the dwarf from his squad and disband the squad. (From the main game screen, press m, right, enter, left, d, escape).
6) Wait for the dwarf to put the (copper spear) back in the stockpile.
7) Create a new squad; the old militia commander will automatically be in it. (m, c, down, enter, escape).
8) The dwarf refuses to pick up the copper spear.
I've seen this bug in a lot of mature fortresses that have (otherwise functional) arsenal dwarfs. There are =steel breastplates= in the armor stockpiles, and the dwarfs end up wearing leather armor because they can't find anything metal. I haven't found a workaround (forbidding/reclaiming the items doesn't work, for example). |
| 0000861 | 11 | Miscellaneous Crashes | crash | resolved (user6) | 2010-08-11 | Game crashes | I can load the save game again and exactly the same thing happens. Also, when I save or abandon this causes the crash right away. |
| 0001858 | 3 | Pathfinding | minor | resolved (user6) | 2010-08-11 | Dwarves cant seem to find path right | Try to dig stairways downwards, and after about 5 or 6 levels, they start ignoring it. Dig farther away from my main area. Masons wont build floors on top level of my building. |
| 0001985 | 6 | Dwarf Mode -- Military | crash | resolved (user11) | 2010-08-11 | Crash when trying to load Military Screen. | 0) Download and unrar: http://www.403forbidden.ca/bug_pages/df_31_04_win.rar
1) Run Dwarf Fortress.exe (or copy the region2 save to your df, running random exe's off the internet and all that)
2) Skip intro using Esc
3) Select 'Continue Playing'
4) Select 'Kikrostmeban, Dwarf Fortress Eden, 603 Folder: region2'
5) Hit 'm' upon loading to bring up the military screen.
6) Crash |
| 0003010 | 1 | World Generation -- General | minor | resolved (user6) | 2010-08-11 | Command line mode requires interaction | Start a Command Prompt.
CD to the correct directory.
Try: "Dwarf Fortress.exe" -gen 99 RANDOM ANYTHING |
| 0000979 | 8 | Technical -- General | crash | resolved (user11) | 2010-08-11 | Crash on month change | Un-pause the save and wait until the day ends and tries to cycle to the next month. |
| 0002996 | 3 | Dwarf Mode -- Moods | minor | resolved (user6) | 2010-08-11 | possessed dwarf takes no workshops | possesed dwarf
build every possible shop ( i only have 1 anvil so I cant build both forges, but built both glass shops jic ) |
| 0001102 | 17 | Dwarf Mode -- Diplomacy | major | | 2010-08-11 | Liaisons/diplomats not replaced | A) Generate a world where the liason of a civ is killed, then embark and wait for caravan. No replacement.
or
B) Kill your liason/diplomat/whatever, wait for replacement. |
| 0003006 | 2 | Dwarf Mode -- Buildings, General | major | resolved (user11) | 2010-08-11 | Lost the ability to use metalsmith's forge | not sure if it can be as you need to probably have an error when saving the game.
i had to go back to an older save and everything worked fine there. but i lost a lot of my work.
|
| 0003003 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2010-08-10 | Dwarves stealing from merchants to fill hospital stockpile | |
| 0003002 | 1 | Dwarf Mode -- Trade | minor | resolved (user6) | 2010-08-10 | All trade caravan goods left on the ground in depot mixup | Build inaccessible depot
wait until a caravan SHOULD show up
build a second depot
determine which one the traders are pathing to and dismantle it
if the depot is dismantled before the caravan gets to it, they MIGHT continue pathing to it and unload where it used to be, or it might require timing the issuance of the dismantle command after pathing is determined and commencing of the dismantling after the traders begin unloading. |
| 0002998 | 1 | Technical -- Saving/Loading | block | resolved (user6) | 2010-08-10 | Savegame corruption - Compressed file error | |
| 0002320 | 4 | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2010-08-10 | PAUSED text not disappearing when exiting Designation mode | See Description. |
| 0002207 | 5 | Technical -- General | trivial | resolved (user6) | 2010-08-10 | Interface does not update, leaving a ghost image of what was there, until the interface is told to resfresh | pause and unpause a few times(probably when exiting a submenu), does not update until paused, and then fixes itself |
| 0002107 | 7 | Adventure Mode -- Movement | crash | resolved (user6) | 2010-08-10 | Game frequantly crashes randomly. | |
| 0002083 | 2 | World Generation -- General | major | resolved (user6) | 2010-08-10 | World Generation overwriting old saves | |
| 0001943 | 9 | Dwarf Mode -- Artifacts | crash | resolved (user6) | 2010-08-10 | (v)iewing artifact description results in crash | I have a seasonal save just seconds before my possessed mason creates the artifact. |
| 0000933 | 7 | Dwarf Mode -- Trade | minor | resolved (user6) | 2010-08-10 | Elven traders leave in confusion, leave all their junk to me | As I'm unsure what triggered this behavior in the first place, I wouldn't know how to reproduce. I will post back here if it happens again next year - provided my fort still exists by then. |
| 0002205 | 2 | Dwarf Mode -- Moods | minor | resolved (user6) | 2010-08-10 | Legendary +5 skills get mooded | |
| 0001886 | 2 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2010-08-10 | crash on "find region" in embark | 1. Start DF
2. Start Playing
3. Dwarf Fortress
4. when prompted to choose fortress location, press 'f'
5. choose some desired params, or just leave it on default.
6. Press ENTER -- CRASH! |
| 0002175 | 6 | Dwarf Mode -- Jobs, Cooking and Food | tweak | resolved (user6) | 2010-08-10 | Cook gains unhappy thought when a "Masterpiece" is eaten. | |
| 0002438 | 5 | Dwarf Mode -- Interface, Stocks | minor | resolved (user6) | 2010-08-10 | Owned tame animals not showing up in stocksscreen | No idea, probably buy caged animals from merchants and try to butcher them, some will not be available. |
| 0002470 | 3 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2010-08-10 | dwarves putting food into non food stock piles | Make a custom stockpile that accepts only lye. Make sure it has barrels available. Make lavish meals. Watch as dwarves pack the food into prepared food barrels and store on stockpile. |
| 0002387 | 6 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2010-08-10 | Forgotten beast is available to bring along on embark screen for 1 point, choosing it then attempting to embark crashes game | Choose "Forgotten beast" on the (3rd, I think) page under the choose items portion of the embark screen
The game crashes when you hit Embark |
| 0002309 | 3 | Weather | minor | resolved (user6) | 2010-08-10 | No Precipitation | |
| 0002244 | 2 | Technical -- General | minor | resolved (user6) | 2010-08-10 | cpu usage irregularities | in windowed mode click the minimize button, or while in full screen mode use alt-tab, either while using task manager to moniter cpu usage. |
| 0002067 | 10 | Technical -- General | minor | resolved (user6) | 2010-08-10 | init's partially ignored. | |
| 0000764 | 5 | Technical -- General | trivial | | 2010-08-10 | Minimizing in windowed mode causes entire window to be blacked out | Open DF, minimize, then maximize.
This has occurred on two systems with drastically different configurations: a laptop on Wind7 off an integrated chip, and a desktop on XP running off of a proper GPU. |
| 0002491 | 3 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2010-08-10 | Aboveground butcher shops get cluttered. | 1: Build a butcher shop on an aboveground tile
2: Define a refuse stockpile on an aboveground tile
3: Butcher a lot of animals |
| 0002167 | 4 | Technical -- General | crash | | 2010-08-10 | Hard lockup on window resize | Start the game, skip the intro, in the menu try to resize the window and wait several seconds. |
| 0002494 | 3 | Technical -- Saving/Loading | major | resolved (user6) | 2010-08-10 | I exited the game by saving, but upon restarting there was no recent save to be found | |
| 0002423 | 1 | Dwarf Mode -- Interface, Stockpiles | crash | resolved (user6) | 2010-08-10 | Crash in Windows SDL upon viewing item descriptions in stockpiles | Hit enter to view description of any item (bin, barrel, singular item...etc, crash ensues. |
| 0000636 | 9 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2010-08-10 | Meat hauling will not carry stacks | Any meat hauling task, especially from butcher shop. |
| 0002427 | 1 | Dwarf Mode -- Interface, Unit View | crash | resolved (user6) | 2010-08-10 | when i hit enter to view a red dwarf or any other the program crashes | red dwarf, hit k to look around, when on top of said red dwarf or any other, hit enter. *crash* |
| 0002451 | 3 | Dwarf Mode -- Skills and Professions | minor | resolved (user6) | 2010-08-10 | Mining is not listed on any dwarfs skills | |
| 0002421 | 4 | General | minor | resolved (user6) | 2010-08-10 | Using the native Linux SDL release v0.31.08 The game crashes on exit | Start the game. Play for a while, or not. Try to quit. |
| 0001485 | 18 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user6) | 2010-08-10 | Toggle to allow (empty) barrels in furniture stockpile doesn't work | |
| 0002483 | 4 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user6) | 2010-08-10 | Can't make coke, need some irrelevant stone | |
| 0000273 | 26 | Dwarf Mode -- Interface, Farm Plots | minor | resolved (user6) | 2010-08-10 | Farms produce less food? | |
| 0002032 | 7 | Technical -- General | major | | 2010-08-10 | Resize of window leads to black screen | Just resize the window |
| 0002538 | 3 | Dwarf Mode -- Interface, Unit View | minor | resolved (user6) | 2010-08-10 | Going from Unit List to Dwarf via "c" does not paint left border on unit display in FRAME_BUFFER mode | |
| 0002541 | 4 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2010-08-10 | Ammunition stockpiles: "Other Materials" in settings show nothing, can't Permit or Forbid | Create an ammo stockpile.
Go into its Settings and attempt to forbid or permit the Other Materials category. |
| 0002211 | 7 | Technical -- General | crash | resolved (user6) | 2010-08-10 | Sudden Shutdown Bug | Attempt to use my computer to play Dwarf Fortress 31.05. Sudden shutdown occurs after a random amount of time, but always within thirty minutes of opening the game application.
|
| 0002558 | 3 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2010-08-10 | Odd Embark Warning | Periodically occurs on embark.
|
| 0002492 | 4 | Miscellaneous Crashes | crash | resolved (user6) | 2010-08-10 | dwarf fortress suddenly quits | |
| 0002407 | 9 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2010-08-10 | Dwarves don't haul metal ore to stockpile anymore | |
| 0002522 | 5 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2010-08-10 | Cancels Surgery: Patien not resting | |
| 0002645 | 3 | Dwarf Mode -- Military | crash | resolved (user6) | 2010-08-10 | Individual assignment station using "s" key results in crash when pushing "s" key after assignment | - Create 2+ squads
- Assign a member or more of squads 'b', 'c', 'd', etc. to a location
- unpause game
- push 's' key |
| 0002654 | 4 | Civilizations/Entities -- General | major | resolved (user6) | 2010-08-10 | Race entities all shuffled about when a small change is made in the raws | First a test to see if the download is not corrupt: Install DF; gen a world and start a fort to see if it all works correctly; your race will be dwarf, your neighbours will be things like elves and humans. Win!
Edit the creature_equipment and creature_domestic trade capacity values, doubling them.
Generate a world - I used a default 'small region' preset but it doesn't seem to matter.
Play in DF mode, enjoy being a forgotten beast or troglodyte or werewolf.
|
| 0002445 | 3 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user6) | 2010-08-10 | pits don't work properly if they're covering the only open space tile of a hole | create a pit zone over a single-tile hole, assign a goblin to it (if that doesn't work: create a 1*X long hole, create the pit over the last tile of it, then make said tile a 1*1 hole by constructing a wall below the open space tile next to it) |
| 0002474 | 8 | Dwarf Mode -- Interface, Squad Control | crash | | 2010-08-10 | Crash when calling the squad screen | Maybe try to use the squad screen near a half revealed cavern. Or try to call the squad screen behind closed linked door with a caged goblin inside. |
| 0002675 | 4 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2010-08-10 | Bookkeeper Will not use Office | No steps have been taken to reproduce it as of yet. |
| 0002656 | 5 | Dwarf Mode -- Jobs, Smelting | minor | resolved (user6) | 2010-08-10 | unknown trigger, but after a period workshops no longer allow me to smelt compounds - steel bronze electrum etc | I am currently unsure as to the trigger. This has happened in every fort i have run sincve 2010 that has lasted more than two or three years and built a significant smelting industry. IN my most recent fort it occured jusdt after mining out some adamintine. |
| 0001262 | 4 | Dwarf Mode -- Economics | minor | resolved (user6) | 2010-08-10 | Eatable Animal Stuff is not linked to Food Hauling | |
| 0001793 | 5 | Dwarf Mode -- Interface, Designations | minor | resolved (user6) | 2010-08-10 | Sometimes designations ([d]) panel takes few minutes to open | |
| 0002148 | 3 | Dwarf Mode -- Interface, Squad Control | crash | resolved (user6) | 2010-08-10 | Giving squads a new order causes crash | 1. Create a squad - I had to use the Windows version for this (see bug 0001925 and duplicates).
2. press 's' to open the squad tab.
3. select a squad.
4. press 'o' to add a new order (this happens whether or not you delete the order that was previously there).
5. crash occurs. |
| 0002243 | 3 | Technical -- Rendering | minor | resolved (user6) | 2010-08-10 | resolution issue | alt-tabbed then alt-tabbed back. |
| 0000123 | 6 | World Generation -- General | crash | resolved (user6) | 2010-08-10 | World Gen Bug | |
| 0002574 | 5 | World Generation -- General | crash | resolved (user6) | 2010-08-10 | World Gen Crash for the Macs | |
| 0002224 | 3 | Dwarf Mode -- Trade | minor | resolved (user6) | 2010-08-10 | Traders Weight Doesn't Decrease by Trading | Trade. Buy things from them
Note how the weight limit doesn't increase. |
| 0002252 | 6 | Technical -- Input/Keybinding/Macros | minor | resolved (user6) | 2010-08-10 | Dwarf fortress does not allow me to assign functions to non-english keyboard buttons | Use keyboard with Norwegian layout |
| 0000335 | 5 | Adventure Mode -- Sites | minor | resolved (user6) | 2010-08-10 | Human towns occur arround goblin towers. | |
| 0000380 | 2 | Adventure Mode -- Movement | minor | resolved (user6) | 2010-08-10 | Adventurer lives in slow motion | |
| 0002392 | 6 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2010-08-10 | Urist McDoctor cancels surgery: must recover wounded! | |
| 0002388 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2010-08-10 | v31.07 Doctors pick up patients to put in traction, then cancel because patient is not resting | Get a dwarf injured that needs traction. Make a hospital zone that has a traction bench. Wait for the bone doctor to try and put him in the traction bench. |
| 0002640 | 7 | Reactions | minor | resolved (user6) | 2010-08-10 | Cant make soap | |
| 0002610 | 5 | Technical -- Saving/Loading | crash | resolved (user6) | 2010-08-10 | Crash during game load, runtime error | Here's one such saved game:
http://www.mediafire.com/?uziz0mtimwm
Here, the world was generated as "medium region", the embark size was 5x5, a volcano was present on site, there was a cavern collapse message immediately after embarking, and there was a named hydra keeping to itself in a map corner. The game lasted for six months before saving. |
| 0002594 | 1 | Cave-ins | minor | resolved (user6) | 2010-08-10 | Small cave ins when I load | |
| 0002473 | 9 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2010-08-10 | Dwarves will walk across unbuilt/not-yet-constructed floors | Build a square of wall, with an access (stairs). Shift up 1 z-level and designate the open area between the walls as a floor to be constructed (b-C-f). Observe as dwarves walk across this open space.
z = 0 z = +1
00000 00000
0...0X 0+++0X
0...0 0+++0
0...0 0+++0
00000 00000 |
| 0002677 | 7 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user6) | 2010-08-10 | Dwarves work themselves to death. | Unknown... try making a large wall and marking it as carve into fortifications. |
| 0002619 | 2 | Combat -- Target Selection | major | resolved (user6) | 2010-08-10 | Squad assigned to kill mechents horse, non-assigned hunter shoots at horse and anyone in sight. | |
| 0002521 | 7 | Combat -- General | minor | resolved (user6) | 2010-08-10 | One dwarf dead and the other dwarfs spine crushed and legs broken but no combat report! | Sorry but I don't have any way of reproducing this, I don't have a save of the game before it happened either. |
| 0000512 | 15 | Dwarf Mode -- Stockpiles | major | resolved (user6) | 2010-08-10 | Dwarfs do not use bins | |
| 0001746 | 2 | Technical -- General | crash | resolved (user6) | 2010-08-10 | Fullscreen cause computer to freeze | |
| 0000970 | 7 | Technical -- General | crash | resolved (user6) | 2010-08-10 | Crash on hitting the Windows Start key in fullscreen | Um. Click the windows key in game? |
| 0002395 | 4 | Dwarf Mode -- Interface, Trade | text | resolved (user6) | 2010-08-10 | Heavy weights printing over value of trade items | |
| 0001927 | 3 | Adventure Mode -- AI | tweak | resolved (user6) | 2010-08-10 | Broken zoom | |
| 0002732 | 6 | Miscellaneous Crashes | crash | | 2010-08-10 | Crash when using [PRINT_MODE:TEXT] | |
| 0001136 | 3 | Technical -- General | tweak | | 2010-08-10 | No mouse in Music and Sound screen when fullscreen. | Fullscreen, Escape Menu, Music and Sound, attempt to utilize mouse. |
| 0000267 | 3 | Dwarf Mode -- Interface, Military Screen | minor | resolved (user6) | 2010-08-10 | Assigning material for weapon deletes selection | Equip squad with crossbow, select material. |
| 0002156 | 8 | Dwarf Mode -- Interface, General | minor | | 2010-08-10 | Artifacts in border/divider column in Fortress Mode main display after opening menus | Hit [k] to look around.
Scroll left or right and observe duplicated graphics to the left of the information pane. |
| 0001496 | 1 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-08-10 | Dwarfs pick up ranged weapon, but won't pick up ammo, if they do they don't shoot | |
| 0001674 | 7 | Dwarf Mode -- Jobs, Equipment | minor | | 2010-08-10 | Dwarves assigned the woodcutting labor won't pick up axes and start cutting | |
| 0002825 | 4 | Dwarf Mode -- Military | crash | resolved (user6) | 2010-08-10 | Continually crashing save | Wait a short time |
| 0001628 | 4 | Init Options | minor | | 2010-08-10 | [MOUSE:NO] fails | Sed designate mining area, and then click on a wall or deep in the mountain. |
| 0000125 | 14 | Miscellaneous Crashes | crash | | 2010-08-10 | Crash when spawning dwarves in arena after playing Fortress Mode | |
| 0002833 | 3 | Dwarf Mode -- Interface, Tasks | minor | resolved (user6) | 2010-08-10 | Linking floodgates (and possibly other items) Z level out of sync with X indicator | Create 3 floodgates on one Z level, and a 4th on another. Try and link a lever to a floodgate and hop through the list.
|
| 0002821 | 3 | Dwarf Mode -- Stockpiles | tweak | resolved (user6) | 2010-08-10 | Marble does not default to being an economic stone. | |
| 0000692 | 6 | Dwarf Mode -- Combat | minor | | 2010-08-10 | Extended Combat with Zombie Giant Eagle | Presumably to go into the arena with a dwarf with no combat skills trained and see how long it takes a Zombie Giant Eagle to kill him. I'm going to guess a long time. |
| 0000025 | 9 | Dwarf Mode -- Interface, Tasks | tweak | resolved (user6) | 2010-08-10 | Multiple smelter reactions have same access key | |
| 0002890 | 3 | Adventure Mode -- Movement | major | resolved (user6) | 2010-08-10 | Game Slows, Non-CPU Issue | Unsure, first time encountering. The issue occured when I entered and exited a particular zone over multiple occasions (possibly more than 12). When the slow down process began, everytime I would reenter the zone it would get a bit more slow. |
| 0002915 | 5 | World Generation -- General | crash | resolved (user6) | 2010-08-10 | The game seg faults every time during world gen. | Unknown as to how to reproduce on other systems. It has never gotten past world gen on mine. |
| 0002681 | 4 | Dwarf Mode -- Interface, Military Screen | major | | 2010-08-10 | Pri/Assignments broken | |
| 0002865 | 4 | Dwarf Mode -- Interface, Text | minor | resolved (user6) | 2010-08-10 | SDL Version shift key for capitals won't work after a while | Play for about 5- 10 minutes then try to use capital letters |
| 0001694 | 9 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2010-08-10 | At least one level of miner required to mine (can't dig untrained) | |
| 0002980 | 5 | Dwarf Mode -- Jobs, Eating/Drinking | major | resolved (user6) | 2010-08-10 | Dwarf cancels give food: no food available | |
| 0002995 | 1 | Items | tweak | resolved (user6) | 2010-08-09 | ADJECTIVE tag is only working for weapons | mod in an euipable item that isnt a weapon with the adjective tag |
| 0002993 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2010-08-09 | Dwarf brings goods to depot; hauling labor disabled | |
| 0002982 | 4 | Dwarf Mode -- Environment | major | new | 2010-08-09 | Dirt caving in on supports will float when the supports are removed | On level -5 I dug out a 2 x 2 room which would be blocked off by the cave in. On the four tiles of this room I built four supports which would catch the initial cave in so that I could cause another one by removing the supports at the pull of a lever. Directly above that on level -4 I dug out another 2 x 2 room. The floor of this room would be hit by the cave in from above and fall with it onto the supports in the room on level -5. Above this room on level -3 I dug a square channel leaving a 2 x 2 section on this center which would be the part that would cave in. Above this on level -2 I again dug a square channel to prepare the cave in. Above this on level -1 I again dug a square channel and inside the square channel I dug out the 2 x 2 section to separate it from the cavern causing it to cave in. It would normally have fallen to the room on level -5 but since I had supports there, it fell on top of the supports and remained on level -4, leaving the supports fully functional. When I pulled a lever to remove all of the supports, the 2 x 2 section of rock remained floating on level -4, although it was completely disconnected from the rest of the cavern. |
| 0002986 | 4 | Dwarf Mode -- Reclaim | minor | resolved (user6) | 2010-08-09 | Items randomly being destroyed after reclaim. | Not tried reproducing it but I think can upload the save somewhere if needed. (It just crashed upon "clearing game objects" after saving) |
| 0002989 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2010-08-09 | Farmers won't farm on a partially wet/partially dry plot | - wet a patch of underground dirt, surrounded by dry dirt
- create a farm plot larger than the wet patch, possibly leaving the top left corner dry.
- set a seasonal planting schedule
- watch farmers not farm. no alerts happen either
|
| 0002254 | 3 | Dwarf Mode -- Interface, Squad Control | crash | | 2010-08-08 | crash after accessing the squad menu | not able to reproduce since pressing the 's' has worked for me hundreds of times. |
| 0002981 | 1 | Dwarf Mode -- Interface, General | trivial | resolved (user6) | 2010-08-08 | 109 pages of 'smears' and 'covered with' on a cow. | *wavery voice* ~Plaaayyyy!~ |
| 0002979 | 2 | Dwarf Mode -- Interface, Animals | major | resolved (user6) | 2010-08-08 | Animals bought from (elven) caravan do not show up in animals screen | Wait for caravan.
Buy animals.
Check (z)>> animals screen. |
| 0000705 | 3 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-08-07 | Squad disbands after defining barracks from archery target or member becoming captain of the guard. | |
| 0002604 | 4 | Miscellaneous Crashes | crash | resolved (user6) | 2010-08-07 | I load my save and in about a minute of running DF crashes. It is always at the same date in fortress time. | Unknown |
| 0000626 | 1 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2010-08-07 | Whip wine flour | 1.grow whip vine outside.
2.mill it
3.Check kitchen menu under "z"(no whip vine)
4.check stock for whip vine flour count.
extra steps
5.Set cook food on repeat
6.check stock again for whip vine flour |
| 0002590 | 2 | Technical -- Saving/Loading | minor | resolved (user6) | 2010-08-07 | Game Crashes on save | |
| 0001926 | 4 | Technical -- Rendering | minor | | 2010-08-07 | Playing intro movies prevents screen resizing in OSX | Only occurs when the screen can be dragged to increase size. Open DF with no init changes, change the screen size, and DF won't change size. |
| 0002055 | 9 | Technical -- Rendering | major | | 2010-08-07 | Linux version won't show more than 25 rows | just start the program attached |
| 0002974 | 1 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-08-07 | Squad Station orders maintained after save, load of older save | Play a fort until an autosave occurs (or save the fort and rename the folder as a separate backup). Create a squad in the curre save the fort, load the autosave/backup. The squad created in the first fort, formed after the autosave/backup was created, will follow their orders even though the squad technically doesn't exist.
For immediate reproducability, see this save collection: http://dffd.wimbli.com/file.php?id=2909
Steps:
Load region3, observe the squad stationed in the entrance hall (center right, one level below the surface).
Note the date is 135 Early Summer
With or without unpausing, save the fort.
Load region3-spr-135, return to the entrance hall (for convenience:
F1 zoom and down one level, bottom right).
Unpause. Five dwarves will switch to military roles, and after about 20 or
30 seconds they will rally in the entrance hall.
The squad they belonged to was given station orders at this location in the
region3 save, but as you can see in the military screen, only one squad
exists and is comprised of only the militia commander |
| 0002975 | | Technical -- Input/Keybinding/Macros | minor | resolved (user6) | 2010-08-07 | Backspace key doesn't work | |
| 0002968 | 5 | Dwarf Mode -- Jobs, Healthcare | major | new | 2010-08-07 | Dwarf recovery problems and dwarves leaving hospital to handle their needs personally, cancelling care | Presumably may happen to wounded dwarves during certain circumstances. Might be irrelevant but both dwarves had broken ribs. Probably related to 0000352 and similar problems. |
| 0002963 | 3 | Dwarf Mode -- Pets | minor | | 2010-08-06 | Crazy cat dwarf | |
| 0002957 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2010-08-05 | "cancels Clean Self: Area inaccessible" | Unforbid soap. Soap will be moved to a stockpile and the spam will start soon after, when a dwarf decides to bathe. Particularly noticeable after battles. |
| 0001599 | 3 | Dwarf Mode -- Buildings, Cages and Chains | minor | new | 2010-08-05 | Creatures in cages never drown | Place a caged creature in an area that can be flooded
Flood the area and see the creature never begins to drown |
| 0002956 | | Adventure Mode -- Buildings | minor | resolved (user6) | 2010-08-05 | Bridges in roads stop in mid-air | |
| 0002953 | 1 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2010-08-05 | Dwarves ignore stone blocks stockpile | |
| 0002873 | 4 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2010-08-05 | Dwarfs not getting any experience from creating artifacts | |
| 0002644 | 19 | Dwarf Mode -- Interface, Manager | major | | 2010-08-04 | Reaction jobs created via manager keep getting re-issued after completion | j, m, q, make coke from bituminous coal (or lignite) (or make brass)
wait for job to finish at smelter
check manager to see that job did not decrement |
| 0002951 | | Dwarf Mode -- Jobs, Sleeping | minor | resolved (user6) | 2010-08-04 | Dwarves will sleep in any bed, even when a room is assigned to them. | It's an epidemic in my fort: half of everyone has "slept without a proper room recently"! I haven't tried starting a new fort and seeing if the problem's there as well. This bug is something easily overlooked, I only found it because there were dwarves sleeping in the hospital who weren't wounded, and I had personally assigned each dwarf his own room. |
| 0002949 | 1 | Dwarf Mode -- Diplomacy | minor | resolved (user6) | 2010-08-04 | Diplomat leaves when expedition leader is replaced | |
| 0002942 | 1 | Dwarf Mode -- Combat | trivial | resolved (user6) | 2010-08-03 | Skeleton kills don't register as kills | Embark somewhere with skeletons. Pit dwarves against them. Observe kill counts. |
| 0001202 | 4 | Dwarf Mode -- Combat | crash | resolved (user6) | 2010-08-03 | Megabeast attack triggers crash | 1) Megabeast arrives!
2) Designate burrow
3) Make burrow target of emergency alert
4) Set civilian alert to emergency burrow
5) Crash |
| 0001244 | 9 | Dwarf Mode -- Transport/Hauling | minor | | 2010-08-03 | Place In Traction is not working | Build hospital with a Traction Bench - get a dwarf smashed up good - enjoy the show |
| 0000076 | 22 | Dwarf Mode -- Jobs, Hunting | minor | | 2010-08-03 | Hunters not hunting | This appears to of happened in 3 of the 4 forts ive tried. i don't know about the first one where it didn't happen becuase i didn't have a hunter. |
| 0002146 | 2 | Dwarf Mode -- Interface, Military Screen | minor | | 2010-08-03 | once assigned ammunition does not clear on delete assignment | Assign ammunition totalling your stock of bolts/arrows to a squad or hunters
Delete that assignment
Reassign to a different task
-> arsenal manager won't assign ammo to different task, unless you produce new ammo
|
| 0000945 | 13 | Dwarf Mode -- Environment | tweak | | 2010-08-03 | Temperature Settings in world gen behaving strangely | -try different temperature settings in worldgen
-try different elevation settings too |
| 0002720 | 4 | Dwarf Mode -- Jobs, Cleaning | minor | resolved (user6) | 2010-08-03 | Spam of announcement menu: Clean self on unreachable places | Blow a load of sticky goo into some dwarf's face, watch them attempt to clean it. |
| 0002906 | 3 | Dwarf Mode -- Jobs, Equipment | major | resolved (user6) | 2010-08-03 | Wood Cutters Behaving Oddly | |
| 0002939 | 1 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-08-03 | wounded marksdwarf cancels rest due to enemy who isn't there anymore | http://dffd.wimbli.com/file.php?id=2890
- watch as the bed gets deconstructed, the dwarf gets recovered and instantly cancels resting, reverting to "soldier" status |
| 0002940 | 2 | Adventure Mode -- Inventory | minor | resolved (user6) | 2010-08-03 | Can't put back in what I've taken out of backpack | 1. take something out of a backpack ('r') so it's in one of your hands
2. try to put it back in ('p')
3. enjoy reading the message
4. drop it
5. pick it up again
6. item put away |
| 0002932 | | Dwarf Mode -- Diplomacy | minor | new | 2010-08-02 | Underground trees count against elf chopping limit | |
| 0000553 | | Dwarf Mode -- Jobs, Hauling | minor | new | 2010-08-02 | Frozen lye (and at least one other frozen liquid) doesn't get hauled to a stockpile. | 1. Start on a glacier with lye.
2. Designate a stockpile that includes lye.
3. It will not be hauled, looking in the barrel shows "Frozen Lye" |
| 0002929 | | Dwarf Mode -- Jobs, Items | minor | | 2010-08-02 | need 10000 plant cloth to make a bag | |
| 0002927 | | Dwarf Mode -- Jobs, Healthcare | major | | 2010-08-02 | Doctors applying a cast to a dwarf with broken bones get stuck at the water source with bucket | Break bones to some dwarves (red color limbs, more=better), stock plaster powder, buckets threads and cloth in hospital. Chances are that doctor will get stuck in loop:
trying to apply cast: filling bucket at water source => dehydrated => drink => apply thread, cloth, plaster powder to broken limb => filling bucket with water => dehydrated ..... |
| 0002925 | 1 | Creatures | feature | resolved (user6) | 2010-08-01 | Cat caught fish leave vermin corpse. This should be unprepared fish item instead. | |
| 0002921 | | Combat -- General | minor | new | 2010-08-01 | After dwarves bleed to death from a venom syndrome, kill credit goes to the last creature that hit them | |
| 0002911 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2010-08-01 | Injured dwarf never gets treatment assigned | |
| 0002746 | 5 | Combat -- General | minor | resolved (user6) | 2010-08-01 | Disembowelment mostly not fatal | |
| 0002909 | 1 | Combat -- General | feature | resolved (user6) | 2010-07-31 | please add names to combat reports | |
| 0002908 | 1 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-07-31 | Recruit spams Cancel Rest because of enemy who is no longer around | |
| 0002858 | 9 | Creatures | minor | resolved (user6) | 2010-07-31 | Animals somehow giving birth with no male | |
| 0002899 | 1 | Dwarf Mode -- Trade | minor | resolved (user11) | 2010-07-30 | Mugs don't appear in the trade screen | I made a lot of mugs on repeat, anywhere from 50-100, I don't think mugs appeared even before then. |
| 0002893 | 6 | Dwarf Mode -- Items | major | resolved (user11) | 2010-07-30 | Upon creating of wooden grate, object is placed in stockpile, then disappears seconds later | Out of the 3 times I have tried, it has happened each time. I set the grate to go to a different stockpile in a separate location, but it still disappears in a few seconds. |
| 0002897 | 1 | Dwarf Mode -- Jobs, Mechanisms | minor | resolved (user6) | 2010-07-30 | Mechanism list not sorted when linking building to a lever | Create some mechanisms, try to link a lever to a door, floodgate, hatch, or other building. |
| 0002891 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user11) | 2010-07-29 | baby died of thirst - mother is in the hospital | |
| 0002586 | 3 | Dwarf Mode -- Military | major | new | 2010-07-29 | Soldiers pick sleeping dwarves as their sparring partners, then either stand around or beat them up | |
| 0002875 | 3 | Dwarf Mode -- Environment | minor | resolved (user6) | 2010-07-29 | Embark on River | |
| 0002885 | 2 | Dwarf Mode -- Jobs, Military | minor | | 2010-07-29 | Military dwarfs spar with sleeping opponents. | 1) Make a squad with 2 or more dwarfs.
2) Make a barracks, build beds inside of it, set the quad to train in it. I did not set the squad to sleep in the barracks.
3) Give the squad the train order. |
| 0002859 | 16 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2010-07-28 | Weave thread cancellation: requires 15k rock thread | |
| 0002883 | 1 | Miscellaneous Crashes | crash | resolved (user6) | 2010-07-28 | Crash on zone placement cancel | |
| 0001612 | 3 | Creatures | minor | resolved (user6) | 2010-07-28 | Forgotten Beast stuck behind wall, prevents any action. | |
| 0002880 | 1 | Technical -- Saving/Loading | crash | resolved (user6) | 2010-07-28 | cleaning game objects, V .12 | I don't know, still seems military related,
my entire military is dead |
| 0002879 | 4 | Dwarf Mode -- Stockpiles | minor | resolved (user11) | 2010-07-28 | No furniture stockpile will accept goods | This is the first time I've seen this, but I've seen a few forum posts mentioning similar weird stockpile behaviour. |
| 0002867 | 2 | Dwarf Mode -- Interface, Squad Schedule | crash | resolved (user6) | 2010-07-28 | Crash inside squad scheduals during siege | ? raise siege, scroll through and rapidly change menus very very quickly?
It seemed to happen when I was pressing keys faster than could be resolved in the squad menu.
Or maybe it just hanged for a minute while I stared on in horror. |
| 0002866 | 3 | Items | minor | resolved (user6) | 2010-07-28 | Steel Helms are becoming forbidden randomly upon military equip. | |
| 0000363 | 2 | Miscellaneous Crashes | crash | | 2010-07-28 | Game crashed in Dwarf Mode | |
| 0000280 | 2 | Miscellaneous Crashes | crash | | 2010-07-28 | Game crashed during adventure mode | http://pastebin.com/QNTAqG6p
Edit: Moved the log to pastebin to save space. |
| 0002876 | | Dwarf Mode -- Diplomacy | feature | | 2010-07-28 | Human civilization diplomat is demonic antelope humanoid | Get random diplomat, who happens to be demonic??? |
| 0002874 | 1 | Dwarf Mode -- Jobs, Items | minor | resolved (user11) | 2010-07-28 | Make clear glass vial produces pearlash flasks | Make clear glass vials. |
| 0000557 | 3 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2010-07-28 | Stone types in embark area duplicated | |
| 0002615 | 2 | Adventure Mode -- Inventory | minor | | 2010-07-28 | Knapping is a free action | |
| 0002228 | 2 | Dwarf Mode -- Items | minor | | 2010-07-28 | Dwarf gets attached to other things then weapons | Should turn up on itself. |
| 0000293 | 4 | Dwarf Mode -- Trade | minor | | 2010-07-28 | Deconstructing trade depot gives you the traders' items | |
| 0001961 | 1 | Dwarf Mode -- Interface, General | tweak | resolved (user6) | 2010-07-28 | Cannot use hotkeys while doing other things | For example
set a hotkey
press k
try to use the hotkey |
| 0000843 | 1 | Dwarf Mode -- Interface, Military Screen | minor | resolved (user6) | 2010-07-28 | Military screens ignore interface.txt SECONDSCROLL_* | Modify SECONDSCROLL_*, visit military screens. |
| 0002871 | 1 | Dwarf Mode -- Immigration | minor | resolved (user11) | 2010-07-28 | Immigrant dwarves drop tools | Get an immigrant with a pick or axe. |
| 0001335 | 6 | Dwarf Mode -- Military | crash | | 2010-07-28 | Military/squad related crash (with save) | 1.get save file from http://dffd.wimbli.com/file.php?id=2159
2.load game
3.wait till winter
4.crash |
| 0002853 | 3 | Dwarf Mode -- Rooms | minor | resolved (user6) | 2010-07-26 | Archery Room doesn't work. | |
| 0000366 | 6 | Technical -- General | major | | 2010-07-26 | Game zooms in after minimize from fullscreen | Start DF in fullscreen mode, minimize, then maximize. |
| 0000625 | 5 | Creatures | minor | | 2010-07-26 | Flesh Balls | |
| 0002857 | 1 | Dwarf Mode -- Jobs, Items | minor | resolved (user6) | 2010-07-26 | Green glass vials are built as coal flasks | Build a glassblower's shop, order at that shop the making of green glass vials, get coal flasks. |
| 0002855 | 1 | Dwarf Mode -- Military | major | resolved (user6) | 2010-07-26 | Dwarf Voluntarily Drowns Self Chasing Creature | Order your military to kill an animal swimming away. Watch the stupid. |
| 0000667 | 12 | Items | minor | | 2010-07-26 | Creature gets attached to item, keeps bestowing new names upon it | Two bronze colossi in Arena mode duking it out, give one of them a sword and wait. |
| 0002846 | 4 | Dwarf Mode -- Trade | major | resolved (user6) | 2010-07-26 | Caged animals at trade depot scare dwarves underground. | Trade post outside.
Tunnel underneath and have dwarves working.
Traders bring scary caged animal.
Bug reproduced. |
| 0000332 | 24 | Dwarf Mode -- Stockpiles | minor | | 2010-07-26 | Raw files parsed in strict alphabetic order in Linux but not Windows, causing ID mismatches for saves moved between systems | |
| 0000706 | 21 | Dwarf Mode -- Interface, Squad Control | crash | | 2010-07-26 | Trying to access the squad screen mid-combat caused a complete game hang | |
| 0002851 | 1 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-07-26 | Dwarfs go off duty at end of month when they shouldn't | Create a squad, set its schedule to Active/Training, and assign it a barracks to train in, then wait for the season to change. |
| 0002844 | | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | | 2010-07-26 | Cancellation spam on release small creature | Have small animal in cage(tame hedgehog in my case), unassign it from cage |
| 0002848 | 1 | Dwarf Mode -- Trade | text | resolved (user6) | 2010-07-25 | Human Representative talks like Dwarven Liason | I didn't really have the time to wait another year and see if it happened again. Sorry. |
| 0002845 | 2 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | trivial | resolved (user6) | 2010-07-25 | Make glass vial produces flask | Build glass furnace, attempt to make glass vials |
| 0002843 | 1 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2010-07-25 | No hauling enabled, tries to haul outside burrow anyway, spams cancellation | |
| 0002841 | 1 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2010-07-25 | Bone artifact loses additional components after completion | Strange mood -> bone artifact -> check input materials and compare with output materials. Difficult to reproduce. |
| 0000263 | 3 | Combat -- General | minor | new | 2010-07-25 | No announcement when fat melts away | |
| 0002838 | 1 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2010-07-25 | auto loom | |
| 0002798 | 6 | Technical -- Rendering | crash | | 2010-07-25 | Crash when switching from Fullscreen to Windowed mode | Launch game in fullscreen mode, and press F11 (or whatever the key has been changed to) |
| 0002835 | 1 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2010-07-25 | Vermin meat available upon embark | |
| 0001021 | 7 | Dwarf Mode -- Invasions | minor | new | 2010-07-25 | Forgotten beast composed of snow -- immune to magma. | |
| 0001158 | 5 | Adventure Mode -- Display | minor | new | 2010-07-25 | Downwards slope symbol sometimes disappears from view | 1) Download and play http://dffd.wimbli.com/file.php?id=2107
2) Seven squares to the east is a dark red (clay loam) downward slope.
3) Step one square to the east and it will disappear. Step one square west back to the starting point and it will re-appear.
4) Step one square west of the starting point and it will also disappear (though not necessarily if it's your first move after re-loading the game). |
| 0002487 | | Dwarf Mode -- Environment | minor | resolved (user6) | 2010-07-25 | Mismatched ramps after digging out ice | |
| 0001572 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2010-07-25 | Underminded spider webs don't fall | |
| 0001982 | | Dwarf Mode -- Jobs, Constructions (walls etc) | minor | new | 2010-07-25 | Carving ice ramp sometimes creates two ramps in the same tile -- one of ice, and of the layer stone | First:
1) Find Ice
2) Channel/Carve Ramp
3) (d) (z) on ramp
4) get new ramp |
| 0002367 | | Combat -- General | feature | resolved (user6) | 2010-07-25 | Injured legs do not affect movement | Attack something and give it grevious leg injuries
It still walks as if nothing happened |
| 0001169 | 5 | Dwarf Mode -- Military | major | new | 2010-07-25 | Soldiers follow enemies into the water, and then drown | 1) Use a wrestler to knock an undead critter into a pond
2) Issue a kill order on said critter
3) Watch as dorfs happily jump to their watery graves |
| 0002803 | 1 | Adventure Mode -- Movement | minor | resolved (user6) | 2010-07-25 | Bridges unwalkable except with Alt | Walk to bridge.
Try to step on without pressing Alt beforehand.
Fail. |
| 0002784 | 6 | Contaminants/Spatter | minor | resolved (user6) | 2010-07-25 | Blood coming back | Well it happens always on my current game but dont know if it would happen in a new world. |
| 0002832 | 2 | Creatures | minor | resolved (user6) | 2010-07-25 | Eight-legged quadruped forgotten beast. | |
| 0002824 | 3 | Dwarf Mode -- Embark/Setup | minor | | 2010-07-25 | Dwarves embark on ice that melts when spring arrives | |
| 0002020 | 1 | Combat -- Wrestling | minor | resolved (user6) | 2010-07-25 | Forgotten beast causes instant legendary fighter/wrestler | 1. Take dorf
2. Apply forgotten beast
|
| 0002822 | 3 | Combat -- Wrestling | minor | resolved (user6) | 2010-07-25 | with one move from dabbling to legendary | |
| 0002823 | 2 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-07-25 | Activated soldiers carrying stockpile stuff out to barracks then back | |
| 0002830 | 2 | Miscellaneous Crashes | crash | resolved (user6) | 2010-07-25 | Crash after 30 seconds of play on linux x64 | Load fortress, unpause, wait for a minute or two. |
| 0002827 | 1 | Creatures | minor | resolved (user6) | 2010-07-25 | Blizzard man has [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] but no ribs | |
| 0002826 | 1 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2010-07-25 | Noble mandates native platinum items | / Random I guess |
| 0002157 | 19 | Dwarf Mode -- Interface, General | minor | | 2010-07-25 | *PAUSED* indicator does not always disappear when game is running, and other display artifacts | Pause action with spacebar. Use d -> i, to indicate stairways to be carved. Press spacebar again. Sometimes this works as intended, sometimes it does not. |
| 0000206 | 14 | Dwarf Mode -- Jobs, Items | minor | | 2010-07-25 | turtle shell crafts not producing | Produce shell crafts using turtle shells in the craftdwarf's workshop. |
| 0002214 | 2 | Dwarf Mode -- Interface, Announcements | text | | 2010-07-25 | Wrong pronoun use in combat logs | I've not noticed this happen anywhere else, so I'm not sure why it happens to my manager. Unfortunately he was unconscious at the time, so I don't know whether it was only the vomit text being effected, or all his combat messages. |
| 0000850 | 2 | Typos/Grammar | text | | 2010-07-25 | Arena combat report refers to viewed creature as "you" | |
| 0002612 | 1 | Dwarf Mode -- Interface, Announcements | minor | | 2010-07-25 | "You have been engulfed in flames" Message | You'd need a FB with fire attack to fight enemies in the fog of war. |
| 0001164 | 2 | Dwarf Mode -- Jobs, Military | major | new | 2010-07-24 | Same dwarves are training every month. | Don't know. This may have happened every time and this is the first time I noticed it. It could be related to the armor bug or any number of things. |
| 0002815 | 2 | Dwarf Mode -- Moods | major | | 2010-07-24 | Successful fey mood does not elevate skill | |
| 0002465 | 1 | Dwarf Mode -- Environment | minor | new | 2010-07-24 | You can build farms on brooks if you muddy them | build a pump next to a brook and pump water "on top" of it.
build a farm on the brook. |
| 0002597 | 3 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2010-07-24 | Dwarves only use part of the farm plot | Appears to happen at random, but placing many usable farm plots might be able to produce it. |
| 0002805 | 1 | Dwarf Mode -- Jobs, Building Construction and Destruction | major | resolved (user6) | 2010-07-24 | Deconstructing Trade Depot | |
| 0002802 | | General | crash | resolved (user6) | 2010-07-24 | Game crashes within 5 Minutes | Load save game, wait. |
| 0002721 | 11 | Dwarf Mode -- Jobs, Equipment | text | | 2010-07-24 | Melee soldiers in mixed squad try to equip bolts, spam "cancels Pickup Equipment: Equipment mismatch" | |
| 0002797 | 2 | Dwarf Mode -- Jobs, Animal Handling | minor | resolved (user6) | 2010-07-23 | dwarfs playing tug of war with animals trying to be milked. | have a animal(its been my horse farm) to be milked and on its way to the workshop set it to a rope restraint. |
| 0001399 | 4 | Dwarf Mode -- Interface, Stocks | major | resolved (user6) | 2010-07-23 | "Native" ores can't be used at mason's shop | Allow Gold and Silver in z-stone. Shut in mason in WS with gold and silver nuggets. Order some tables or w/e.
Message: Needs non-economic rock. |
| 0002792 | 1 | Dwarf Mode -- Jobs, Items | minor | resolved (user11) | 2010-07-23 | This is a large native copper | 1. Get copper nuggets
2. Allow copper nuggets to be used for anything in the z stone screen.
3. Make rock crafts until copper nuggets are used. Probably best to use a stockpile to make sure copper nuggets are the closest stone. |
| 0000284 | 6 | Dwarf Mode -- Jobs, Military | minor | | 2010-07-23 | Military Training: Odd Behavior | I set my militia of 6 dwarves to train (managed to get all the steps) and set it to a minimum of 3 dwarves needed. |
| 0002782 | 1 | Dwarf Mode -- Jobs, Activity Zones | crash | resolved (user6) | 2010-07-23 | Crashes/locks on canceling zone flow-style placement | Go to designate a zone, switch to flow or floor flow (e), press enter to begin placement and then cancel. |
| 0001357 | 6 | Dwarf Mode -- Interface, Announcements: Message Spam | trivial | resolved (user11) | 2010-07-22 | Arsenal dwarf spams "cancels Upgrade Squad Equipment: Need office" if there's no path to office. | 1. Assign an arsenal dwarf and give that dwarf an office.
2. Make some change that would cause them to perform their job (ex. add/remove a squad member)
3. Make it impossible for them to get to their office (ex. forbid the door to it)
4. Get spammed. |
| 0002783 | 1 | Adventure Mode -- Trade | feature | resolved (user6) | 2010-07-22 | Automatically mark unowned inventory items for buying. | |
| 0002685 | 13 | Dwarf Mode -- Jobs, Equipment | minor | | 2010-07-22 | After assigning ammo, squad spams "cancels Pickup Equipment: Equipment mismatch" | It seems pretty consistent once bolts are assigned to a squad (other than hunters). The squad's other equipment includes "crossbow" as a weapon. There are enough quivers for everyone. |
| 0001700 | 2 | Dwarf Mode -- Jobs, Assignment of Jobs | feature | new | 2010-07-22 | Dwarves can start another job while conducting a meeting | Have a meeting going on. Enable a labor for the dwarf conducting a meeting and watch as he/she leaves the meeting for another job. |
| 0000119 | 1 | Typos/Grammar | text | | 2010-07-22 | typo in Command Squads manual page | The Manual (?) > The Many Menus > Command Squad Specifics: read last sentence |
| 0000077 | 1 | Typos/Grammar | text | | 2010-07-22 | typo in Creating Rooms manual page | The Manual (?) > Your First Outpost > Living Quarters > Creating Rooms: scroll to bottom |
| 0002216 | 5 | Animal Populations | trivial | | 2010-07-22 | Two incidents of Cluster_number on Bluefin Tuna | |
| 0002242 | 2 | Creatures | tweak | | 2010-07-22 | Several creatures have duplicate [NATURAL] tags | Open corresponding raw file.
Review specified creature entries. |
| 0002526 | 1 | Creatures | minor | | 2010-07-22 | Giant earthworm not so giant | |
| 0002705 | 1 | Creatures | trivial | | 2010-07-22 | Neither buzzard nor vulture is tagged with [MUNDANE] | |
| 0002350 | 1 | Typos/Grammar | text | | 2010-07-22 | Small typo in description for deer | Examine a deer |
| 0000531 | 2 | Creatures | trivial | | 2010-07-22 | Muskox hair has "skin" for its TLCM_NOUN | Looking in any Musk Ox description. |
| 0000383 | 2 | Creatures | tweak | resolved (user6) | 2010-07-22 | Gorillas don't have any Hands | Arena mode, spawn a gorilla with 4 boots, it will wear them on it's front and rear feet. |
| 0002379 | 3 | Typos/Grammar | text | | 2010-07-22 | Changelog in "file changes.txt" lists the changes for 31.07 under a second "auxiliary file changes for 0.31.06" | |
| 0002781 | 1 | Reactions | minor | resolved (user6) | 2010-07-22 | Native Gold/Silver Ores melted into unusable native gold/silver bars | |
| 0000181 | 10 | Dwarf Mode -- Military | minor | | 2010-07-21 | Soldier gets stuck waiting for a demonstration. | |
| 0002767 | 9 | Dwarf Mode -- Interface, Stockpiles | minor | new | 2010-07-20 | Mass forbid/claim fails to affect some items in containers | Find a cloth stockpile with bins and lots of thread and cloth. Mass forbid, mass claim, and mass forbid again, and many items will not be forbidden. |
| 0002775 | | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2010-07-20 | The Ammo\Metal folder in the Stockpile menu contains all materials | |
| 0002774 | 1 | Dwarf Mode -- Combat | major | resolved (user6) | 2010-07-20 | Crossbows ineffective against trained armor users (goblins) | Haven't tested in the arena but in fortress mode it's pretty easy to reproduce, and it explains why hunters take so long and so much ammo to kill something. (correlates with other bugs) |
| 0001827 | 4 | Dwarf Mode -- Interface, Military Screen | crash | | 2010-07-20 | On military ammo screen, going from "add new item" to "Material" produces crash | |
| 0001110 | 4 | Items | major | | 2010-07-20 | impact yield and impact fracture the same for all metals, unbalances combat | |
| 0001617 | 14 | Dwarf Mode -- Jobs, Military | minor | | 2010-07-20 | Certain dwarves will never train | this is difficult to intentionally reproduce, but I always run into it eventually.
-create a military
-continue adding dwarves
-eventually you will find some who will not train even when equipped/configured identically to other dwarves who train normally. |
| 0000743 | 1 | Dwarf Mode -- Interface, Unit View | major | resolved (user6) | 2010-07-20 | most jobs dont show up, also there is nothing in the noble screen | |
| 0000738 | | Animal Populations | trivial | resolved (user6) | 2010-07-20 | Saltwater Crocodiles | |
| 0000514 | 2 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2010-07-20 | Some squares cannot be designated for mining | |
| 0000719 | 1 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2010-07-20 | "Find desired location" extremly slow | |
| 0001608 | 2 | Dwarf Mode -- Jobs, Eating/Drinking | major | new | 2010-07-20 | Insane dwarf lays claim on all foodstuff, probably trying to get rations | |
| 0001447 | 8 | Dwarf Mode -- Trade | minor | | 2010-07-20 | Gold nuggets weigh 901352 | strike the earth, find gold, trade nugget. |
| 0002772 | 2 | General | crash | resolved (user6) | 2010-07-20 | game crashed when I tried to access a squad | I have no save from that fortress, nor is it likely I'll run into the exact same situation again anytime soon. I'm not sure what caused the crash or if it is reproducable, but since this is a beta I figure it's always a good idea to report crashes, even when you're not sure what caused them. |
| 0001574 | 2 | Dwarf Mode -- Military | minor | | 2010-07-20 | Militia commander stuck in Go to training | |
| 0002771 | 3 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2010-07-20 | Activity Zone Flow Placement Crash | Assuming normal key settings:
Press "i" to set up an activity zone as usual, press enter to place it and then toggle it from rectangular to flow setting by pressing "e" (the order of the steps doesn't matter as long as you end up having a flow-style zone to designate).
From there, hit escape to cancel the zone (before placing it, while still resizing it) and it will produce the crash.
|
| 0002769 | 2 | Dwarf Mode -- Artifacts | minor | | 2010-07-20 | Dwarf got mood, used two piles of Elephant - 57 to put rings of bone and spikes of bone on item | Have a few bone piles sitting around (such as donkey 7). Get dwarf who has a mood and uses bone. Watch it use the whole pile to fill one material slot needed. If it needs more bone, it will get another bone--- or bone pile. Artifact code doesn't seem to care. |
| 0002768 | | Dwarf Mode -- Interface, Manager | minor | resolved (user6) | 2010-07-19 | Making soap fails to subtract from job manager order | Order soap in the job manager and wait. |
| 0002766 | 2 | Geology | minor | | 2010-07-19 | I embarked on a location where it got a cavein, and when I used reveal, saw that there was an UG lake collapsing. | This one is unfortunately, completely random and reqires the player to use reveal to see the smaller ones.
Those that generate tons of lag will make themselves known. |
| 0002765 | 1 | Dwarf Mode -- Interface, Text | minor | resolved (user6) | 2010-07-19 | Delete functions improperly | Hit delete while entering text. Nothing is deleted, and the mountain symbol is added. |
| 0000869 | 6 | Dwarf Mode -- Military | crash | | 2010-07-19 | Game crashes on accessing squad menu with individual dwarf order assigned | Reproduction, atleast in my case, is really easy. Just assign random people to squad 1 and any other squad(s). Then give an individual order to a single dwarf that is not in squad 1. I've tried this on two different saves and been able to reproduce it in both cases identically. You can assign multiple individual orders to squad 1 members and squad wide orders to any squads and the game works fine. But as soon as you assign an individual order to a dwarf from any other squad and try to access squad menu again (game works fine until that) it either freezes(in the case of squad 2) or crashes (in the case of 3&4 that I've reproduced). |
| 0002436 | 2 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2010-07-19 | Memory Leak leads to Runtime error | |
| 0002616 | 9 | Technical -- Sound | minor | | 2010-07-19 | Initializing OpenAL failed, no sound will be played (bundled libsndfile.so doesn't work, system libsndfile does) | |
| 0002635 | 5 | Dwarf Mode -- Jobs, Healthcare | minor | | 2010-07-19 | Medical skills rusting very fast. | |
| 0001993 | 10 | Dwarf Mode -- Military | major | resolved (user6) | 2010-07-19 | Arsenal dwarf not appearing on noble screen | I think that this is an intermittent bug. |
| 0000056 | 1 | Dwarf Mode -- Nobles | trivial | resolved (user6) | 2010-07-19 | No message announced availability of choosing an Arsenal Dwarf | Reach population 20. View 'n'obles screen. Arsenal Dwarf now shows up. |
| 0002620 | 2 | Init Options | minor | | 2010-07-19 | Windowed-mode size in init ignored by F11 | Configure a windowed-mode pixel size significantly smaller than the fullscreen resolution. Boot in windowed mode, and press F11 twice. Notice that the new window is larger than the initial window. |
| 0002760 | | Adventure Mode -- Environment | minor | | 2010-07-19 | bridges in world do not always connect at either end | |
| 0002759 | 1 | Dwarf Mode -- Items | tweak | resolved (user6) | 2010-07-18 | Ordered one got another | |
| 0002758 | 2 | Creatures | trivial | resolved (user6) | 2010-07-18 | Hedgehog has [NATURAL] twice | |
| 0002756 | 3 | Map Features | minor | resolved (user6) | 2010-07-18 | Many Z-levels generated | Generate a world and explore the depth generated by features. |
| 0002757 | 1 | Dwarf Mode -- Interface, Military Screen | crash | resolved (user6) | 2010-07-18 | crash when ineptly assigning ammunition to a uniform. | |
| 0002755 | 1 | Dwarf Mode -- Immigration | minor | | 2010-07-18 | King arrives | Fulfill the criteria for becoming the capital, based on Nobles screen. |
| 0002753 | 1 | Dwarf Mode -- Reclaim | crash | resolved (user6) | 2010-07-18 | crash on reclaim (save attached) | Start dwarf mode.
Reclaim the fortress.
|
| 0002752 | 1 | Map Features | trivial | | 2010-07-18 | Mud on brook tiles | Pump water onto a brook. |
| 0002748 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2010-07-18 | Amputees never "recover" | |
| 0000262 | 18 | Reactions | minor | | 2010-07-18 | Render Fat job not in menu at kitchen, works in manager | 1. Build a kitchen.
2. Slaughter or butcher an animal.
3. Give time for dwarves to store the fat.
4. Access the kitchen menu with q. Render Fat is not available. |
| 0002745 | 2 | Creatures | trivial | resolved (user6) | 2010-07-18 | Bat has [NATURAL] twice | |
| 0002734 | 1 | Technical -- Sound | minor | resolved (user6) | 2010-07-18 | DF fails to load OpenAL | |
| 0002730 | 2 | Dwarf Mode -- Interface, Workshop Profiles | minor | resolved (user6) | 2010-07-18 | Smelting job only designable from job manager menu | First time seeing this, seems to be quite rare. Haven't tried to reproduce. |
| 0002733 | 4 | Miscellaneous Crashes | crash | resolved (user6) | 2010-07-18 | Hangup and black screen | |
| 0002735 | 5 | Technical -- Saving/Loading | minor | | 2010-07-18 | strangely long save folder names | |
| 0002742 | | Dwarf Mode -- Combat | minor | | 2010-07-17 | Kill Orders carry on through new Fortress | |
| 0002741 | 2 | Dwarf Mode -- Interface, Manager | minor | | 2010-07-17 | Jobs queued in the Job Manager not being completed as they are done | Queue the above jobs and watch them as they are completed |
| 0002729 | | World Generation -- Parameters | trivial | resolved (user6) | 2010-07-17 | world_gen.txt has CAVE_MIN_SIZE twice | |
| 0002725 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | | 2010-07-17 | All stone types appear in lists that should only list metal types | |
| 0002722 | 1 | Adventure Mode -- Inventory | tweak | | 2010-07-16 | Adventurer's backpack can carry many corpses | Adventurer kills civ members, or investigates a failed fortress, and picks up corpses into backpack. |
| 0002282 | | Dwarf Mode -- Combat | trivial | resolved (user6) | 2010-07-16 | Zooming to location of Martial Trance = Random location | Get martial trance. Go to announcements. Click z. |
| 0000552 | 1 | Adventure Mode -- Inventory | minor | resolved (user6) | 2010-07-16 | Spilled booze/liquid can be picked up an infinite number of times | Find a cave with creatures that steal food and booze from towns. Ettins are a good example. If you see alcohol on the ground, take some. From there what you do to reproduce can be found in the description. |
| 0002719 | 2 | Dwarf Mode -- Items | minor | resolved (user6) | 2010-07-16 | "Forge Brass Goblet" gives gold goblets. | Grab ingredients for a brass goblet, build forge, forge brass goblet. Enjoy riches. |
| 0001693 | 2 | Dwarf Mode -- Jobs, Items | minor | resolved (user6) | 2010-07-16 | Farmer really likes his pick | |
| 0002717 | | Dwarf Mode -- Jobs, Smelting | minor | resolved (user6) | 2010-07-16 | Orders to smelt bronze through the manager screen repeat to infinity | Order 30 bronze bars to be smelted (using ore) through the manager screen. Watch as your smelters use up all of your ore regardless of how many bars you wanted. |
| 0000084 | 7 | Dwarf Mode -- Military | minor | | 2010-07-16 | Individual choice ranged/melee apparently ignores whether weapon is ranged or melee | Set a dwarf to use a particular weapon, but have others sitting in a nearby stockpile. Watch as your dwarf disregards your choice. |
| 0000081 | 10 | Cave-ins | minor | resolved (user6) | 2010-07-16 | Unknown subterranean collapse at embark | This will be hard to reproduce. |
| 0000098 | 5 | Cave-ins | minor | resolved (user6) | 2010-07-16 | Immediate Cavern Collapse | |
| 0000633 | 3 | Cave-ins | minor | resolved (user6) | 2010-07-16 | Underground caverns cave in on embark. | |
| 0000754 | 1 | Dwarf Mode -- Jobs, General | trivial | | 2010-07-16 | Brass goblets are produced as Iron goblets. | Attempt to make brass goblet at standard forge using 1 brass bar and 1 charcoal. |
| 0000323 | 3 | Dwarf Mode -- Skills and Professions | major | | 2010-07-16 | Teacher skill not rising | |
| 0000544 | 11 | Dwarf Mode -- Jobs, Military | minor | | 2010-07-16 | Dwarves only do "individual combat drills", never sparring or demonstrations | I honestly don't know. The only thing that seems to have caused it is time. |
| 0002716 | 1 | Miscellaneous Crashes | crash | resolved (user6) | 2010-07-15 | Reclaim Impossible | Attempt to any Reclaim Fort |
| 0001703 | 3 | Adventure Mode -- General | minor | resolved (user6) | 2010-07-15 | Settlement chugs to a crawl | |
| 0002650 | 3 | Dwarf Mode -- Pets | minor | | 2010-07-15 | human merchants kill my war dogs | get some war dogs, chain them in front of your depot and wait for a human caravan (while an ambush arrives)?
so far I did not try to reproduce this behavior. |
| 0002711 | | Legends Mode -- Historical Figures | trivial | new | 2010-07-15 | Creatures crushed by drawbridges go down in Legends as having "drowned" | 1. Build a drawbridge over water, link it to a lever.
2. Wait for an AMPHIBIOUS creature to stand under it (dig a hole to the cavern layers, one will come up eventually)
3. Pull the lever!
4. Watch creature squash.
5. Abandon.
6. Go into Legends mode, observe cause of creature's death as "drowning". |
| 0002707 | | Adventure Mode -- AI | minor | resolved (user6) | 2010-07-15 | Sleeping enemies will stay unconscious after being even lightly wounded. Other AI in the room or same bed do not respond either | Attack a sleeping elf/human in their bed during the night |
| 0002708 | | Adventure Mode -- Combat | minor | resolved (user6) | 2010-07-15 | Large objects like pikes can be thrown and embed themselves in small body parts like lips or noses | Throw large items at an enemy and one of them will stick in a ridiculously small body-part like a tooth, toe, thumb, or lip. |
| 0002041 | 2 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user6) | 2010-07-15 | Hunters level incredibly fast, mainly because animals die too slow | embark in warm/moist area and set up a hunting industry. |
| 0001614 | 1 | Dwarf Mode -- Military | minor | | 2010-07-15 | No training in barracks | Define a squad, build a barrack, set dwarves (less than the total number of dwarves in the squad) to training. |
| 0002000 | 4 | Dwarf Mode -- Items | minor | | 2010-07-15 | goblets turn into some type of when finished | build any type of metal goblet. |
| 0001509 | 3 | Dwarf Mode -- Jobs, Items | minor | | 2010-07-15 | Forging copper goblets yields gold goblets | This happens every time as far as I can tell. |
| 0001051 | 1 | Dwarf Mode -- Jobs, Items | minor | | 2010-07-15 | Silver makes iron flasks | 100% of time in my fortress have not tried in different fortresses. |
| 0000922 | 1 | Dwarf Mode -- Jobs, Smelting | minor | | 2010-07-15 | Smelting "Electrum Goblet" leads to "Gold goblet" | 1. Try to smelt electrum into goblets
2. Get gold goblets |
| 0002702 | 3 | Weather | crash | | 2010-07-15 | Game freezes during ocean melting | |
| 0002703 | 2 | Dwarf Mode -- Jobs, General | minor | | 2010-07-15 | Auto Loom Dyed Thread broken | Change [o]rders [W]orkshops to auto [l]oom dyed thread.
Wait and see if loom gets orders while thread is laying around (preferably dyed and undyed). |
| 0002695 | 3 | Dwarf Mode -- Combat | major | resolved (user6) | 2010-07-14 | Marksdwarves still dont shoot | |
| 0002699 | 2 | Dwarf Mode -- Interface, Military Screen | crash | resolved (user6) | 2010-07-14 | When I have a marksdwarf in squad and order him to kill a target and he does, and then i reselect the squad menu, the game crash | |
| 0002692 | 4 | Contaminants/Spatter | minor | | 2010-07-14 | Blood spatter spreads. Forgotten beast blood spreading everywhere killing children. | |
| 0002696 | 1 | Dwarf Mode -- Jobs, Smelting | minor | | 2010-07-14 | Dwarves will make anything out of 1 bar or 1 wafer | Get a bar or wafer, make something with it that should use more then 1 bar or wafer. |
| 0002691 | 1 | Adventure Mode -- General | minor | resolved (user6) | 2010-07-14 | Butchering gives prepared organs | 1. Kill an animal
2. Butcher it (x --> b)
3. Instantly prepared organs, enjoy! |
| 0002690 | 1 | Dwarf Mode -- Interface, Manager | minor | resolved (user6) | 2010-07-14 | make soap job never completes on manager screen | initiate soap producing procedure (ash+rendered fat -> lye -> soap)
|
| 0000864 | 2 | Cave-ins | minor | resolved (user6) | 2010-07-14 | Immediate Collapse on embark, some underground items appear in stocks menu | Not sure? I saved the game straight away and the save file is available if wanted |
| 0001446 | 16 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2010-07-14 | Nobles and Administrators start out blanked upon embark | Well, i have an embark profile, if needed. It will set everything all up for your dwarves to be prepared, if required. Otherwise, if it works this way, you just set all 10 points into EVERY starting dwarf. |
| 0000126 | 7 | General | crash | | 2010-07-13 | Stock screen crash when "glob" is viewed | Save file:
http://dffd.wimbli.com/file.php?id=1964
"z" -> "stocks" -> "glob" |
| 0000648 | 12 | Dwarf Mode -- Interface, Military Screen | minor | | 2010-07-13 | militarydwarves holding many sets of weapons, shields | since this happened, the save I was using was corrupted and unrecoverable with no backups. I will try to reproduce the error in the next fortress I attempt. |
| 0000882 | 3 | Dwarf Mode -- Reclaim | minor | resolved (user6) | 2010-07-13 | On reclaim military won't obtain weapons or armor until arsenal dwarf is assigned | Reclaim Fort, try to assign military uniforms. Try again when arsenal dwarf appointed |
| 0002680 | 1 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-07-13 | Squad continues to train after being told to stop | - Set squad it "Inactive"
- Designate a barracks.
- Use [q], then [t] -> [s] (Train & Squad Eq.)
- Wait for squad to start training.
- Turn off Training and Squad Eq. [t] -> [s]
- Squad keeps training... |
| 0002683 | | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2010-07-13 | Dwarf stole thread from caravan | |
| 0002520 | 9 | Technical -- Sound | major | | 2010-07-13 | While running DF and the music player foobar2000 in the background, the music stutters/hangs randomly for a moment | |
| 0001210 | 1 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2010-07-13 | Weapons not placed in bins; prepared food in stockpile for unprepared fish | |
| 0002674 | 1 | Dwarf Mode -- Interface, Stockpiles | minor | resolved (user6) | 2010-07-13 | Wood and Plants have the same list | 1. Start/Open a Fortress
2. Open custom stockpile settings
3. Go to Wood scroll through
4. Go to Food -> Plants scroll through. |
| 0002672 | 6 | Dwarf Mode -- Buildings, General | major | resolved (user6) | 2010-07-13 | Butcher's workshop only butchering certain nearby corpses | |
| 0001687 | 1 | Dwarf Mode -- Military | minor | | 2010-07-13 | Deleting "individual choice, melee" fails to unassign weapons | 1. Assign "individual choice, melee" to a new military dwarf.
2. Wait for him to equip a weapon.
3. Delete the dwarf's "individual choice, melee" assignment.
4. Observe that the dwarf still retains the weapon, even after enough time has elapsed for the arsenal dwarf to sign off the order. |
| 0002347 | 3 | Dwarf Mode -- Interface, Squad Control | crash | | 2010-07-13 | Crashes upon returning to Squad menu after issuing individual order | With the save provided: (s)quad -> p -> c -> a -> m. Esc out of (s)quad menu, and press (s)quad once more. Crashes at this point everytime for me. |
| 0001414 | 13 | Dwarf Mode -- Jobs, Eating/Drinking | major | resolved (user6) | 2010-07-13 | Dwarves refuse to use water zones, wells - save included | i have no idea completely random it seems |
| 0002670 | 2 | Dwarf Mode -- Combat | minor | | 2010-07-13 | Dwarf mode combat report mimicks Adventure mode combat report | |
| 0002668 | 1 | Dwarf Mode -- Trade | tweak | resolved (user6) | 2010-07-12 | Shells untradable | |
| 0002667 | 1 | Dwarf Mode -- Interface, Manager | tweak | resolved (user6) | 2010-07-12 | Item failed to register as created | |
| 0002665 | 2 | Dwarf Mode -- Jobs, Sleeping | minor | resolved (user6) | 2010-07-12 | Resting dwarf interuppted by goblin archer ghost | Unknown |
| 0002664 | 3 | Dwarf Mode -- Military | major | resolved (user6) | 2010-07-12 | Dwarves stuck in 'go to demonstration' | |
| 0002666 | 2 | Dwarf Mode -- Interface, Animals | minor | resolved (user6) | 2010-07-12 | Animals aren't brought to the grave | Set up tombs, turn on burial and allow pets.
Let a War animal die in chains or assigned. |
| 0002662 | 1 | Dwarf Mode -- Jobs, Assignment of Jobs | minor | resolved (user6) | 2010-07-12 | Custom workshop jobs assigned by the Job Manager are not recorded by the manager | Assign custom workshop job in the Manager, let it finish, note that the job manager still has the task listed as incomplete. |
| 0002661 | 3 | Adventure Mode -- Town | minor | resolved (user6) | 2010-07-12 | Humans putting meals in random places | Go to human town
Stick there until meal-time or something
Watch as fish and spleens pile up |
| 0002528 | 9 | Dwarf Mode -- Jobs, Sleeping | minor | new | 2010-07-12 | Sleeping dwarf begins drowning, doesn't wake up | |
| 0000723 | 45 | Adventure Mode -- Combat | minor | | 2010-07-12 | Projectiles that stick-in bleed until removed, and bleed forever if they stick in cheeks, fingers, etc., with no kill credit | 1. Make an adventuer
2. Kil your own hometown and eventually youl get an injury that wont stop bleeding nomattre how long you wait. |
| 0002660 | 2 | Dwarf Mode -- Interface, Squad Control | crash | resolved (user6) | 2010-07-12 | Crash at attempt to open squad window. Save included. | 1) Press "s" and command them to go somewhere
2) Wait for 4-5 minutes
3) Try to hit "s" again. Sometimes it crashes, sometimes it doesn't
|
| 0002659 | 1 | Dwarf Mode -- Interface, Status | tweak | resolved (user6) | 2010-07-12 | Errors in Status Screen when using Graphics: Nobles/Admins show no icon, All military icons display as masons | Start fortress with GRAPHICS:YES option
Press z to go to Status Screen
Observe the graphical representations of the dwarves on the right side of the screen. |
| 0002658 | 1 | Dwarf Mode -- Interface, Squad Control | crash | resolved (user6) | 2010-07-12 | Crash at attempt to open squad window. | |
| 0002653 | 2 | Adventure Mode -- Reactions | minor | resolved (user6) | 2010-07-12 | Rock Swords aren't created from obsidian | Order the production of a rock sword and wait for the dwarf to finish. |
| 0002647 | 1 | Animal Populations | trivial | | 2010-07-12 | Wolfs have teeth in their eyes | |
| 0002649 | 1 | Dwarf Mode -- Jobs, Sleeping | minor | | 2010-07-12 | Dwarves sleep in wrong rooms | |
| 0002642 | 3 | Dwarf Mode -- Reclaim | crash | resolved (user6) | 2010-07-11 | Crash on Reclaim | |
| 0002643 | 5 | Sites | minor | | 2010-07-11 | Sites that have coordinates (16,16) should have coordinates (16,0) | Gen a world, look for a site that is on the map 16,0 and the xml will have the site location at 16,16 (perhaps?) |
| 0002641 | 2 | Technical -- General | minor | resolved (user6) | 2010-07-11 | Multiple instances of the game can be opened | Open it... TWICE~! |
| 0002639 | | Dwarf Mode -- Interface, Trade | minor | resolved (user6) | 2010-07-11 | Merchants let you steal trade goods | After merchants unload their supplies from trade depot.
De-construct the trade depot and all the merchants goods will be left on the ground. Your dwarves will then take all the items.
|
| 0002638 | | Dwarf Mode -- Moods | minor | | 2010-07-11 | Insane Dwarf continues Training | |
| 0002631 | | Dwarf Mode -- Jobs, Items | minor | | 2010-07-11 | Cant make rock swords | make a stockpile of obsidian next to workshop
order workshop to make rock swords |
| 0002622 | 1 | Technical -- Input/Keybinding/Macros | text | resolved (user6) | 2010-07-11 | Mac: delete (backspace) keypress in text entry fields results in "⌂" character | using OSX, enter any freeform text entry field (custom nickname/profession/search filters/etc.) and hit backspace. Multiple keypresses result in multiple houses. |
| 0002618 | 1 | Dwarf Mode -- Trade | major | | 2010-07-11 | Merchents guards killing all animals in fortress | |
| 0002074 | 9 | Combat -- General | trivial | | 2010-07-11 | Combat text reports bones as "shattered" or "bruised" much more often than "fractured" | Make an adventeurer and get a war hammer (by the way, hammers are too weak in this version)
Then go on a rampage and notice how the skulls and ribs only bruise or shatter. |
| 0002621 | 1 | Dwarf Mode -- Interface, Kitchen | tweak | | 2010-07-11 | Alcohol defaults to being cookable. | |
| 0002623 | 1 | Dwarf Mode -- Jobs, Items | minor | | 2010-07-11 | Leather waterskins are made as "flask" | |
| 0002617 | 3 | Miscellaneous Crashes | minor | | 2010-07-10 | Segfault on quit | |
| 0002613 | 2 | Adventure Mode -- Inventory | crash | | 2010-07-10 | (r)emoving clothing duplicates it, crashes after 3rd attempt | 1. Create Adventurer from an existing civilization
2. Remove your loincloth. Look at your inventory and note that it is both in your hand and on your lower body.
3. Remove your loincloth again. Look at your inventory and note that it is now in *both* hands (one in each) and still on your lower body.
4. Remove your loincloth yet again, and watch the game crash. |
| 0002614 | 14 | Dwarf Mode -- Pets | major | | 2010-07-10 | War animals attack traders at depot | Trade with a civilization, and let your tame animals wander over to the trade depot. Have not duplicated this yet. |
| 0002611 | 1 | Dwarf Mode -- Traps | minor | | 2010-07-10 | Cage traps ignore creature's size | Alter a common wildlife's size to 15 tons (or wait for a megabeast) and wait for it to run into a cage trap. Outdoor walls help guide the victims to the traps. |
| 0002608 | 2 | Pathfinding | minor | | 2010-07-10 | Designate cut trees/plants/etc,, always starting from northwest corner | |
| 0002170 | 8 | Technical -- General | block | | 2010-07-10 | Does not load. Ncurses error | |
| 0001121 | | Dwarf Mode -- Interface, Announcements: Message Spam | minor | new | 2010-07-10 | "Cancels collect sand: job item lost or destroyed" message spam when trying to collect sand in the waves | |
| 0002533 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | new | 2010-07-10 | Collect Sand jobs repeteadly issue job cancellations and do not reselect a different bag if Forbidden | 1) Set a Glass Furnace on Collect Sand, with the job set to repeat.
2) Once the job is active, locate the bag it has reserved, then Forbid it.
3) Observe. |
| 0000534 | 6 | Dwarf Mode -- Military | major | resolved (user6) | 2010-07-10 | After deleting a squad, dwarf still goes to combat drills, won't perform civilian tasks | |
| 0001579 | 19 | Dwarf Mode -- Buildings, Machines | minor | | 2010-07-09 | Obsidian has two melting points, ambigious magma-safeness | Use pumps or channels for magma. Install doors or floodgates (the materials I used so far was mica, bauxite, obsidian, and nickel, so I don't know if the phenomenon is material-specific or universial). Link them to levers(make sure they are magmasafe). Open them and let magma flow through. After a while(it does take a while; in my case it was the time it takes to fill 500+ tiles with 2/7 magma) try closing the door/floodgate system. Or simply just check with the look tool to see if the buildings are still there. |
| 0002238 | 10 | General | minor | | 2010-07-09 | Full screen mode on PPC Mac is a shade of yellow, except where green normally. - OSX | This does not happen in Intel Macs, 10.5. |
| 0002602 | 3 | Init Options | text | resolved (user6) | 2010-07-09 | Init file FPS_CAP description shows old dwarven movement speed | N/A |
| 0000678 | 7 | Dwarf Mode -- Military | trivial | resolved (user6) | 2010-07-09 | Squad abandons shoes when ordered to kill groundhog | |
| 0002601 | 1 | Adventure Mode -- Conversation | crash | resolved (user6) | 2010-07-09 | When talking to deity game crashes | Talk to deity. |
| 0002565 | 1 | Dwarf Mode -- Moods | minor | resolved (user6) | 2010-07-08 | Moody dwarf assigned to burrow collects materials forever. | |
| 0001200 | 7 | Dwarf Mode -- Buildings, General | major | | 2010-07-08 | All custom workshops turn into "Custom Workshop" if they're constructed before saving game | Load the save and the workshops should be transformed. |
| 0000372 | 8 | Reactions | minor | | 2010-07-08 | Soap maker workshop does not have the "make soap" option; via manager works OK | |
| 0000906 | 6 | Dwarf Mode -- Jobs, Items | minor | resolved (user6) | 2010-07-07 | Proficient Armorsmith thinks he's dabbling; produces (no modifer) armor. | |
| 0002405 | 4 | Fire | minor | new | 2010-07-07 | With temperature off, magma burns items, but not creatures | |
| 0001726 | 5 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2010-07-07 | Injured dwarf not resting | |
| 0002584 | 1 | World Generation -- General | minor | resolved (user6) | 2010-07-07 | Goblin-owned sites contain only dwarves | This was a large world, 1025 years, but I bet it could happen on a smaller worldgen, I used default settings. |
| 0002583 | | Dwarf Mode -- Traps | tweak | resolved (user6) | 2010-07-07 | Lever zooms to wrong item in selection screen | Build a lever and several linkable items. Attempt to link the lever to one of them. |
| 0002581 | 1 | World Generation -- General | crash | resolved (user6) | 2010-07-07 | Crash towards end of world generation (OSX) | |
| 0002582 | 2 | Technical -- Saving/Loading | major | resolved (user6) | 2010-07-07 | Cant save | Dunno |
| 0001318 | 4 | Dwarf Mode -- Jobs, Hunting | minor | | 2010-07-07 | Dwarf refuses to hunt | |
| 0002580 | 2 | Dwarf Mode -- Combat | major | resolved (user6) | 2010-07-07 | Ranged Combat/bolt/quiver/reload problems | |
| 0002330 | 2 | Dwarf Mode -- Military | major | new | 2010-07-06 | Dwarfs don't follow squad's schedule when added | - Create a squad with one only one dwarf.
- Give it an alternating "Train-Station-Train" schedule.
- After a few in-game months have passed, add some dwarves to that squad.
- BUG: New dwarfs won't follow that schedule/do nothing ("No Job"). |
| 0002576 | 1 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2010-07-06 | Artifact Input materials do not match Output | |
| 0002575 | 1 | Dwarf Mode -- Interface, Depot Access | major | resolved (user6) | 2010-07-06 | Depot access screen flashing red/green can cause seizures | |
| 0000639 | 2 | Geology | minor | | 2010-07-06 | Some impact elasticity values are clearly wrong | Its an incorrect data entry in the raws |
| 0002551 | 6 | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2010-07-05 | Elvens cancel trade after being offered food in a barrel and broker will not go back to work | have not attempted to reproduce, but i'm guessing offering the elven merchants wooden products and canceling trade might do the trick. |
| 0002253 | 6 | Dwarf Mode -- Trade | minor | resolved (user6) | 2010-07-05 | Elven caravan is empty, has no items to trade | |
| 0002567 | 5 | Dwarf Mode -- Trade | minor | resolved (user6) | 2010-07-05 | Elven Caravan dropping some items | |
| 0002569 | 2 | Dwarf Mode -- Moods | trivial | resolved (user6) | 2010-07-05 | Armorsmith created an iron shield out of 100+ copper&iron bars. Very many images and decorations on shield. Value: 1047600 | Probably involes luck and patience, and the same conditions as described above. |
| 0001084 | 3 | Dwarf Mode -- Moods | major | | 2010-07-05 | Child making artifact, continues gathering materials forever! | |
| 0001009 | 12 | Items | trivial | | 2010-07-05 | Empty bags are too heavy -- cloth bags weigh 30 kg, silk 10 kg | |
| 0000297 | 6 | Items | minor | | 2010-07-05 | Bronze shields, gauntlets and boots weigh less than 1 kilogram | |
| 0001386 | 6 | Items | tweak | | 2010-07-05 | High boots weigh about 1/33 as much as low boots. | Enter arena mode. Equip a creature with one slade high boot and one slade low boot. Compare their weights. |
| 0000752 | 4 | Dwarf Mode -- Combat | major | new | 2010-07-03 | Invaders heal extremely quickly. | |
| 0002553 | 1 | Arena | crash | resolved (user6) | 2010-07-03 | Arena crash-- Create Dwarf | Go into Arena, k to create a dwarf. Instant crash. |
| 0002542 | 4 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2010-07-03 | 2 prisoners, one of those is ignored by feeding/give water and dies of dehydration | |
| 0002552 | | Cave-ins | minor | resolved (user6) | 2010-07-03 | Cave-in causes sand soil layer to change to loamy sand layer. | 1. Dig a big hole under some soil.
2. Cave-in soil. |
| 0002549 | 3 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user6) | 2010-07-03 | Sand Collection Zones | Define an area of Loamy Sand as a sand collection zone, try to collect sand. |
| 0002550 | | Creatures | minor | resolved (user6) | 2010-07-03 | birth announcement for undiscovered creatures | leave an underground civilization undiscovered, wait for one of them to give birth |
| 0002547 | 2 | Dwarf Mode -- Invasions | crash | resolved (user6) | 2010-07-02 | Nemsis load unit failed: crash | ??? |
| 0002546 | 1 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-07-02 | Dwarfs that have been removed from all squads continue to train | since this is the first time i am trying this version i am not sure what the correct steps are to reassign squad leader. i am guessing that changing the squad leader directly caused this problem perhaps? instead of disbanding and recreating a new squad. |
| 0002544 | | Civilizations/Entities -- General | text | resolved (user6) | 2010-07-02 | Unnamed civilizations show , "", <race> when viewing important leaders | View civilizations [c], highligh an unnamed civilization and hit enter |
| 0002543 | 2 | Dwarf Mode -- Artifacts | minor | resolved (user6) | 2010-07-02 | Melancholy dwarf wont commit suicide | |
| 0000461 | | Dwarf Mode -- Interface, Rooms | minor | new | 2010-07-02 | Squads don't respect reassigned barracks if not active | 1. Assign original room to the squad and set it to use for training, sleeping, etc.
2. Wait for squad to go to room and begin training while off-duty.
3. Set the original room to dormitory and set a new room to barracks, then assign the squad to that room and set it to use for training, sleeping, etc. |
| 0002534 | 2 | Dwarf Mode -- Military | minor | new | 2010-07-02 | Barracks don't clear up properly when [F]ree'd | Build bedroom
Set up as barracks
Set a squad to train there, so that the 'T' appears next to the squad.
Free the room
Set the room up again, it'll immediately be set as a barracks and the 'T' is still there. |
| 0002539 | 2 | Dwarf Mode -- Buildings, Cages and Chains | minor | new | 2010-07-01 | Equipment from creatures burned in cages appear at place of cage trap. | Capture a hostile creature who is equipped in a cage trap made of wood. Store creature in a stockpile and strip it (not sure if this step is necessary). Pour magma on cage resulting in burned cage and dead creature. Check original trap location. |
| 0002186 | 4 | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | resolved (user6) | 2010-07-01 | decorate with bone failure | |
| 0002537 | 2 | Dwarf Mode -- Jobs, Items | minor | | 2010-07-01 | Producing silver goblets gives me iron goblets | On a fresh embark,
1. Produce non-silver goblet (or perhaps any non-silver metal object).
2. Attempt to produce silver goblet. |
| 0002536 | 2 | Adventure Mode -- Conversation | minor | | 2010-07-01 | talking to god crasses the game | in adventure mode, go to a temple, find a god, then travel a bit and then talk to the god. it killed the game for me. |
| 0002378 | 17 | Dwarf Mode -- Items | crash | | 2010-07-01 | Crash on viewing anything using K then enter | Press 'k' to view a tile, move cursor to item and press 'Enter' to view. |
| 0002535 | 2 | Technical -- Saving/Loading | minor | resolved (user6) | 2010-07-01 | Strange saving behaviour | Load a seasonal save, save game. |
| 0002532 | 2 | Dwarf Mode -- Items | minor | resolved (user6) | 2010-07-01 | Goblin teeth don't count as "ivory/tooth" | knock a tooth out of a goblin, assign a "make ivory/tooth crafts" job in a craftsdwarf's workshop |
| 0002527 | 6 | Technical -- General | crash | resolved (user6) | 2010-06-30 | Unknown cause - reproducible crash | 1) Load the attached save file
2) Wait 1-2 minutes (at 30-80 fps)
3) It should crash... don't know why. |
| 0002531 | | Dwarf Mode -- Jobs, Item Improvements/Decorations | minor | resolved (user6) | 2010-06-30 | Dwarf uses stack instead of single item for item improvements | Have a stack of items to be encrusted (probably bone)
Encrust the items |
| 0000574 | | Dwarf Mode -- Military | minor | resolved (user6) | 2010-06-30 | Dwarfs do not change back from military icon to civilain | |
| 0000523 | 4 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-06-30 | Dwarf drops sword in order to pick up another | Get a dwarf training using a training sword. Have multiple spare swords. Wait. |
| 0000354 | 2 | Dwarf Mode -- Jobs, General | crash | resolved (user6) | 2010-06-30 | Crash on attempting to slaughter cats in forbidden unbuilt cages | - Forbid unbuilt cages with cats inside?
- Try to butcher them. |
| 0000506 | | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2010-06-30 | swamp whiskey unstockable | make some swamp whiskey |
| 0000488 | 1 | Dwarf Mode -- Items | minor | resolved (user6) | 2010-06-30 | Fungiwood barrels are brown instead of yellow. | Make a fungiwood barrel. See? It's brown! |
| 0000327 | 1 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2010-06-30 | Designating hidden areas | |
| 0000342 | 2 | Dwarf Mode -- Interface, Announcements | crash | resolved (user6) | 2010-06-30 | Crash trying to view reports | I attempted to reproduce it with another animal - an above ground groundhog - to no effect. |
| 0000072 | 1 | Combat -- General | text | resolved (user6) | 2010-06-30 | Oddity in injury description | |
| 0000315 | 1 | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | minor | resolved (user6) | 2010-06-30 | Creating Syrup from Sweet Pods does not create seeds | Use a Farmer's workshop to process plant to barrel when sweet pods are available
Dwarven Syrup is created, but no seeds are left |
| 0000175 | 1 | General | crash | resolved (user6) | 2010-06-30 | Crash when exiting travel mode | |
| 0002084 | 1 | Technical -- General | minor | | 2010-06-30 | ESC on keybindings sub-screen leaves keybinding without saving changes to disk | 1) Start DF and go to the main menu
2) Hit ESC and select keybindings. You see Macros, General, etc.
3) Go into one of the keybindings submenus
4) Hit ESC.
At this point I should be back at the keybindings main screen with Macros, General, Save and Exit. |
| 0002485 | 1 | Init Options | minor | | 2010-06-30 | [MACRO_MS:#] Does not appear to introduce any delay between macro instructions | |
| 0002499 | 1 | Combat -- General | trivial | resolved (user6) | 2010-06-30 | Knockback seems to never happen. | |
| 0000242 | 2 | Combat -- General | minor | resolved (user6) | 2010-06-30 | Weird tissue layers can be bruised during combat | |
| 0000585 | 1 | Combat -- General | tweak | resolved (user6) | 2010-06-30 | Average is not always average. | Generate some alligators or tigermen in the arena, but it also happens in dwarf mode. |
| 0002524 | 3 | Dwarf Mode -- Combat | minor | resolved (user6) | 2010-06-30 | Head injury results in disembowelment | |
| 0002523 | | Dwarf Mode -- Interface, Designations | tweak | new | 2010-06-30 | LEAVESCREEN when designating "Set Traffic" and "Set Item/Building properties" works like LEAVESCREEN_ALL | |
| 0002517 | | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2010-06-29 | Dwarves don't rearrange items in mixed containers | |
| 0002518 | | Combat -- Stuck-ins | minor | | 2010-06-29 | Blunt objects can be stuck in wounds. | Pick up a object in adventure mdoe and try and attack. |
| 0002509 | 5 | Dwarf Mode -- Moods | trivial | new | 2010-06-29 | Permanently unconscious dwarf becomes possessed | |
| 0002511 | 1 | Dwarf Mode -- Interface, Squad Control | crash | resolved (user6) | 2010-06-29 | Assigning orders to dwarves in squads individually causes crash when next attempting to view squads | Form a squad of more than one dwarf.
[s]quads - [p] Select Individuals
Give any number of dwarves an order via individual command versus from the squad level
Leave the squads menu
Attempt to enter [s]quads again, DF freezes |
| 0000150 | 3 | Dwarf Mode -- Moods | minor | new | 2010-06-29 | Active but off duty militiaman receives mood | Reproduction is difficult.
1) Achieve mood conditions;
2) Have active but off-duty militia. |
| 0002508 | | Dwarf Mode -- Interface, Military Screen | minor | resolved (user6) | 2010-06-29 | No "shell" or "bone" position in Uniforms-->Materials for Helms/Greaves/Gauntlets | Add a helm to a uniform, then try to specify a "shell" or "bone" material. |
| 0002504 | 1 | Dwarf Mode -- Moods | minor | resolved (user6) | 2010-06-28 | dwarf in fey mood not collecting materials | |
| 0002501 | 1 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-06-28 | Wrestling/Fighter levels extremely fast | 1. Embark in an evil biome
2. Assign a couple people to military as wrestlers with no armor.
3. Have them wrestle an ogre to death.
4. One of them should be a rather high wrestling/fighter skill. (Probally whichever wrestled it the most) |
| 0002497 | 1 | Adventure Mode -- Combat | minor | resolved (user6) | 2010-06-28 | Kills of skeletal wildlife not on kills page | Dwarf adventurer with sword and shield and metal armor in evil area. |
| 0002496 | 1 | Adventure Mode -- Buildings | major | resolved (user6) | 2010-06-28 | Automatically generated dwarven settlements are empty | Generate a world, play adventurer, explore a dwarven settlement. |
| 0002495 | 2 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-06-28 | 2 out of a squad of 10 dwarves never train, rest of the squad is OK | |
| 0000180 | 1 | Dwarf Mode -- Environment | minor | resolved (user6) | 2010-06-27 | Aquafer freezes without walkable floor | Find a freezing location with a aquafer.
Dig to the aquafer so that it's exposed to the light/outside.
Channel into it.
|
| 0002406 | 2 | Dwarf Mode -- Jobs, Hauling | minor | resolved (user6) | 2010-06-27 | Unmovable items | |
| 0002476 | 6 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2010-06-27 | Infinite Dumping | |
| 0002480 | 3 | Dwarf Mode -- Reclaim | minor | | 2010-06-27 | Reclaimed a fortress, stone stockpiles are unnaccessible. | |
| 0002475 | 9 | Dwarf Mode -- Artifacts | minor | | 2010-06-26 | Mood Dwarf Asks for Stone and Metal Bars Despite Availability | |
| 0002471 | | Dwarf Mode -- Environment | minor | resolved (user6) | 2010-06-25 | Fungiwood grows in midair | |
| 0002467 | 1 | Dwarf Mode -- Embark/Setup | feature | resolved (user6) | 2010-06-25 | Find location | |
| 0002431 | 3 | Dwarf Mode -- Jobs, Healthcare | major | resolved (user6) | 2010-06-25 | Doctor Cancels Surgery: Patient Not Resting | Injure a dwarf as to need surgery. |
| 0002466 | 2 | Dwarf Mode -- Items | minor | | 2010-06-24 | Dwarves have mastered alchemy | |
| 0002461 | | World Generation -- General | major | resolved (user6) | 2010-06-24 | COMPLETE_OCEAN_EDGE_MIN != 0 or 4 causes crash | |
| 0002455 | 3 | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2010-06-24 | Pillars displayed as black | Set your pillar tile to something different. Make a fort (with graphics enabled), build a pillar, save, switch graphics off, change pillar back to O, load fort. |
| 0002232 | 4 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2010-06-24 | 0000141 not entirely resolved. Mayor not always replaced on death. | |
| 0002457 | 1 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2010-06-24 | impossible to take drinks, seeds, plants, or fish during embark preparation on custom world gen map | 1. Generate any custom map using "Design New World with Parameters" (Don't use any of the defaults like "Pocket Island" or "Small Region" or etc. They work for some reason. You have to create your own custom parameters.)
2. Start a game of dwarf fortress on the custom generated map
3. Pick any embark location on the map
4. Select "Prepare for the journey carefully"
5. Attempt to take any drinks, seeds, plants or fish with your dwarfs. It's impossible. |
| 0002458 | | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2010-06-24 | After a while garbage text is left next to the menus | |
| 0002450 | 2 | Dwarf Mode -- Combat | tweak | resolved (user6) | 2010-06-23 | Small war dogs can shake giants and elephants around | Embark on evil
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SHRUBLAND_TROPICAL]
[BIOME:SAVANNA_TROPICAL]
[BIOME:GRASSLAND_TROPICAL]
with many dogs, train the dogs in war, and wait for an ogre to appear. |
| 0002403 | 8 | Dwarf Mode -- Buildings, Machines | minor | resolved (user6) | 2010-06-23 | Vertical axles cannot be resized | Try to build a 4-tile vertical axle. |
| 0002449 | 4 | Fire | minor | | 2010-06-23 | Magma does not burn trees or logs | Find an embark site with a volcano and trees. Dig a tunnel from the magma pipe to the trees. Wait. |
| 0002452 | 2 | Dwarf Mode -- Interface, Text | text | | 2010-06-23 | Dates in healthcare history screen incorrect | |
| 0002446 | 2 | Pathfinding | major | resolved (user6) | 2010-06-23 | Area accessible by stairs with hatches becomes inaccessible. | Dig an area accessible only by up/down stairs. Build hatches on top. Set some tasks in that area. |
| 0002430 | 2 | Dwarf Mode -- Items | minor | resolved (user6) | 2010-06-23 | Item rarity makes item unproduceable | |
| 0002447 | 2 | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2010-06-23 | dwarves only use liquids for cooking if they have no other choice | create two food stockpiles, allow dwarven syrup in the one closer to the kitchen and other cookable food in the one further away. order lavish meals. |
| 0002441 | | Dwarf Mode -- Interface, Text | minor | resolved (user6) | 2010-06-22 | Cannot delete hotkey names | |
| 0002435 | | Dwarf Mode -- Combat | trivial | resolved (user6) | 2010-06-22 | cat Child | |
| 0002434 | 5 | Dwarf Mode -- Buildings, General | major | resolved (user6) | 2010-06-22 | Carpenters won't work in Carpenter's Shop because top job is "Make wooden animal trap" | Build a carpentry workshop, queue some tasks, run out of wood. After getting the out of wood report from the shop, get more wood and queue up some more tasks. They should be ignored by the dwarfs. |
| 0000259 | 2 | Typos/Grammar | text | resolved (user6) | 2010-06-22 | Typos in Arena monster descriptions | Summon monsters in the arena till you find a typo. |
| 0002433 | | Dwarf Mode -- Military | minor | resolved (user6) | 2010-06-22 | dwarves are not removed from squads on death | |
| 0002276 | 2 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2010-06-22 | Unhappy dwarf wakes up surgery patient for meeting, resulting in "Doctor cancels surgery: patient not resting" | Injure your leader
Make dwarves unhappy
Watch surgery not happen |
| 0002428 | | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2010-06-22 | Medical dwarf sutures with adamantium | |
| 0002429 | | Dwarf Mode -- Interface, Announcements | minor | resolved (user6) | 2010-06-22 | Announcements screen shows wrong years | |
| 0002426 | | Dwarf Mode -- Jobs, Sleeping | minor | resolved (user6) | 2010-06-22 | Dwarves don't use their own room for sleeping | Build a bed, create a room from it, assign to a dwarf, build another bed closer to the meeting area said dwarf idles in, wait for him to get tired |
| 0002425 | 1 | Dwarf Mode -- Pets | minor | resolved (user6) | 2010-06-22 | Tame animals that die from falls can't be butchered. | Drop a tame animal from a high fall, it will not be butchered. |
| 0000283 | 3 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2010-06-22 | Crash when searching for an embark location | Start Dwarf Fortress
Start Playing
Dwarf Fortress
Press f for Find Desired Location
Set above values
Do search
Expected:
Finds a site / No site
Actual:
Crash Happens |
| 0001238 | 2 | Dwarf Mode -- Jobs, General | minor | resolved (user6) | 2010-06-22 | Labors taking too long / auto-clutter | Embark in elephant-rich area
Kill elephant
Butcher elephant
Start rendering fat and making bone crafts |
| 0002420 | 2 | General | feature | | 2010-06-22 | No Human Noble Position | |
| 0002418 | 2 | Dwarf Mode -- Traps | minor | resolved (user6) | 2010-06-21 | Giant axe blade and Large serrated disc have equal ATTACK, different HITS | See raws, item_trapcomp.txt |
| 0002417 | 3 | Dwarf Mode -- Artifacts | minor | | 2010-06-21 | Secretive Mood Didn't Increase Skill | |
| 0002048 | 2 | Dwarf Mode -- Buildings, Machines | trivial | resolved (user6) | 2010-06-21 | Linking levers to things | 1. Make a lever.
2. Make two floodgates
3. Attempt to link lever to a floodgate. |
| 0002414 | 1 | Dwarf Mode -- Moods | major | resolved (user6) | 2010-06-21 | My armoursmith became fey, claimed a mason's workshop and gained no levels... | Not sure, but it might be related to me not having a metalsmith's forge (forgot to bring an anvil). |
| 0001924 | | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2010-06-21 | Save mask for embark setup does not process correctly keyboard input | |
| 0001942 | 1 | Combat -- Stuck-ins | minor | new | 2010-06-21 | When merchant enimals drop inventory, they drop even stuck bolts | |
| 0001953 | 1 | Creatures | minor | resolved (user6) | 2010-06-21 | Bronze colossus plural irregular? | |
| 0002029 | 3 | Dwarf Mode -- Embark/Setup | crash | resolved (user6) | 2010-06-21 | Crashes on Embark screen when local selection is moved over a goblin tower | |
| 0002016 | | Contaminants/Spatter | minor | resolved (user6) | 2010-06-21 | Contaminants stack above placed furniture items. OSX | |
| 0002131 | 1 | Dwarf Mode -- Interface, Unit Profiles | crash | resolved (user6) | 2010-06-21 | Attempting to display a specific creature's profile while in windowed mode crash the game. | Download the save game here : http://dffd.wimbli.com/file.php?id=2441
Start the game in windowed, open units screen, try to open the first tame cat's profile. The game should crash. |
| 0000055 | 1 | Dwarf Mode -- Interface, Unit View | tweak | resolved (user6) | 2010-06-21 | VPL labor categories doesn't "remember" your position | |
| 0002162 | 1 | General | minor | resolved (user6) | 2010-06-21 | Mysterious invisible creature on tile | |
| 0002185 | 6 | General | minor | resolved (user6) | 2010-06-21 | Announcement: "Summer has arrived on the calendar" | wait until summer |
| 0002155 | 2 | Legends Mode -- Map Export | crash | | 2010-06-21 | Exporting map/image from world generation/legends results in crash | |
| 0002204 | 3 | Dwarf Mode -- Interface, Announcements | trivial | resolved (user6) | 2010-06-21 | No Announcement For Striking Emerald | Using either reveal.exe or just lots of mining, find emeralds and see if they are announced. |
| 0002247 | 5 | Dwarf Mode -- Environment | major | resolved (user6) | 2010-06-21 | Climate change in 0.31.06 | 1. Load the above save in either 0.31.04 or 0.31.06 and wait until winter.
2. Observe that it only freezes in 0.31.06. |
| 0001956 | 4 | General | major | resolved (user6) | 2010-06-21 | When minimizing DF, the window enlarges about 4x the screen resolution and zooms in then stalls-OSX | OSX build for .31.04, get a to the fortress map then minimize. |
| 0002289 | 2 | Technical -- General | crash | resolved (user6) | 2010-06-21 | Game crashes randomly | |
| 0000239 | 7 | General | crash | resolved (user6) | 2010-06-21 | Winter came, jobs all kept getting cancelled due to inaccessable, then crashed moments later. | Haven't tried but maybe:
1. Trade crafts for food/cloth/leather/anvil.
2. Let Dwarves bring into stockpile.
3. Once finished, winter should arrive around then.
4. See mass job cancellations due to accessibility.
5. See crash. |
| 0002413 | 1 | Dwarf Mode -- Embark/Setup | minor | resolved (user6) | 2010-06-21 | Fish at Embark in profiles | Generate world, embark.
Choose to prepare for the journey carefully
Make a profile that includes any fish (eg cave lobster, cave fish, lungfish)
Save the profile. (embark, play, die, whatever.)
Abandon that game or generate another world
Embark.
Choose to Prepare for the journey carefully, selecting the profile that you made before.
None of the fish will load for the profile, although they are available. |
| 0002045 | 3 | World Generation -- General | minor | resolved (user6) | 2010-06-21 | world gen takes too long | |
| 0002410 | 3 | Dwarf Mode -- Interface, Stocks | minor | resolved (user6) | 2010-06-21 | Fish category in Stocks showing wrong group names but correct detail names | [z] Status;
Select Stocks;
Select Fish;
Observe group names;
[tab] Mode;
Observe detail item names. |
| 0002409 | | Dwarf Mode -- Pets | minor | resolved (user6) | 2010-06-21 | Military War Dogs seem to be using civilian burrow restrictions | |
| 0002408 | 1 | Dwarf Mode -- Skills and Professions | major | | 2010-06-21 | Screw pump operating gives no attribute stat visible on dwarf description | just train them for some time.. |
| 0002402 | 9 | Weather | minor | | 2010-06-21 | COLD Biom not freezing water and dwarves refusing to use it as water source | |
| 0002394 | 16 | Dwarf Mode -- Jobs, Eating/Drinking | minor | resolved (user6) | 2010-06-20 | Dwarves sleeping to death | |
| 0002404 | 1 | Dwarf Mode -- Diplomacy | major | resolved (user6) | 2010-06-20 | Civilizations Vanish after Embark | 1. Start a new Fortress game.
2. Choose a site with access to more than one civilization.
3. Embark.
4. Check the Civilizations screen; it will not list human, elven, or goblin civilizations. |
| 0002401 | 1 | Dwarf Mode -- Interface, Text | major | resolved (user6) | 2010-06-20 | Delete Key workaround broken | Delete the binding to "String: Character 127". Go to a screen to enter any text. Bingo. |
| 0002398 | 2 | Dwarf Mode -- Jobs, Equipment | major | | 2010-06-20 | Dwarf cancels Pickup Equipment: Too injured | I would assume this:
1: Take one military dwarf.
2: Beat him until he can't grasp no more
3: Watch |
| 0002384 | 2 | Dwarf Mode -- Buildings, Cages and Chains | major | resolved (user6) | 2010-06-20 | Dwarves moving caged animals/monsters out of stockpile always results in the creature being released. | Capture a wild animal
Place it in a stockpile
Specify for it to be moved to a Trade Depot, another cage, or any other form of hauling the animal with the exception of building its cage
Animal is released. Untamed animals destory your fortress from the inside out. |
| 0002192 | 4 | Adventure Mode -- AI | trivial | new | 2010-06-20 | Sometimes fighting near beds in towns causes enemies to sleep in mid fight | |
| 0002391 | 3 | Dwarf Mode -- Embark/Setup | feature | resolved (user6) | 2010-06-20 | Embark In Mountains | |
| 0002385 | 1 | Dwarf Mode -- Interface, Status | crash | resolved (user6) | 2010-06-20 | Crash when viewing Dwarves | |
| 0002386 | 1 | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2010-06-20 | Fortress Location: Cannot press Escape during Aquifer warning | |
| 0002390 | 1 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-06-20 | Squad not attacking when told to | Basically having my squad use the kill command, or defend burrow order. |
| 0000112 | 8 | Dwarf Mode -- Interface, Manager | minor | | 2010-06-19 | Ordering a traction bench to be made through the manager doesn't show material types | [j]obs and [m]anager, [q] New Order and type "traction". |
| 0002380 | 8 | Dwarf Mode -- Embark/Setup | minor | | 2010-06-19 | Escape to options menu overrides escaping out of embark warning | 1) Create a world.
2) Embark somewhere that will generate an embark warning (anywhere if [EMBARK_WARNING_ALWAYS:YES] is set)
3) Try to escape out of the embark warning, only to see the options menu, with the embark warning still there when you leave the options menu. |
| 0002383 | 1 | Init Options | trivial | | 2010-06-19 | Inability to return to embark planning if user selects location with an aquifer | Start a new colony
Select an area known to have an aquifer and choose to embark
At prompt identifying the aquifer/lack of stone, press escape |
| 0002381 | 2 | Miscellaneous Crashes | crash | | 2010-06-19 | Crash when examining anything through "Look around" | Embark somewhere
Press k
Move cursor over any object
Press enter
CRASH |
| 0002382 | 2 | Dwarf Mode -- Invasions | minor | | 2010-06-19 | Trolls in sieges listed as civilian professions | Get a siege with trolls, check their profession names |
| 0002376 | 3 | Dwarf Mode -- Trade | minor | resolved (user6) | 2010-06-19 | Offerings in Civ screen and Becoming the Capital screen do not match |
Play forts until you get the 'Becoming the Capital' screen available from nobles screen. Compare 'current offerings' and the offerings in Civ screen.
|
| 0001082 | 1 | Technical -- General | trivial | resolved (user6) | 2010-06-19 | RSS feeds need more than just the most recent entry. | |
| 0002338 | 7 | Miscellaneous Crashes | crash | resolved (user6) | 2010-06-19 | Freeze up while returning to Object Testing Arena (assume control return) | Open Dwarf Fortress, go to Object Testing Arena, create any creature, assume control by pressing k, then press ctrl-a(I think) to return. On resume, it freezes up(Using 100% CPU in the background). |
| 0000020 | 12 | Dwarf Mode -- Interface, Embark | trivial | | 2010-06-19 | Can't use Esc to return to main menu from "Choose Fortress Location" and preparing for embark. | |
| 0002353 | 8 | Dwarf Mode -- Trade | major | resolved (user6) | 2010-06-19 | Traders leaving items behind and/or dwarves taking all of their stuff | Unknown.
|
| 0002366 | 8 | Dwarf Mode -- Artifacts | minor | | 2010-06-18 | Dwarf gains no skill for creating artifact mechanism | |
| 0000343 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2010-06-18 | Expedition leader won't complete "Conduct Meeting" | |
| 0002358 | 6 | Artistic Images (engravings etc) | minor | resolved (user6) | 2010-06-18 | Engraver masterpiece message with (apparently) no masterpiece | |
| 0002365 | 1 | General | major | resolved (user6) | 2010-06-18 | Soap Maker's Workshop reverts to "Custom Workshop" after reloading game | Construct workshop
Save and exit DF
Reload game |
| 0001230 | 4 | Dwarf Mode -- Items | trivial | | 2010-06-18 | Goblin grows 'attached' to a weapon while caged and inactive. | Trap invader in cage trap.
Wait. |
| 0002364 | 3 | Dwarf Mode -- Interface, Cages and Chains | feature | resolved (user6) | 2010-06-17 | Show genders of animals on cage assignment list | |
| 0002265 | 4 | Technical -- General | minor | | 2010-06-17 | Graphics problem - laggy | |
| 0002359 | 5 | Dwarf Mode -- Military | crash | resolved (user6) | 2010-06-17 | Crash in military screen caused by killed squad | I suppose:
1. Have a squad
2. Get all squad members killed
3. Try to select the squad in the military menu
4. ?????
5. CRASH! |
| 0002305 | 4 | Dwarf Mode -- Items | minor | resolved (user6) | 2010-06-16 | Dead dwarf's possessions instantly transferred to another dwarf | Kill a dwarf, inspect their equipment |
| 0002361 | | Dwarf Mode -- Jobs, Farming/Farmer's Workshop | major | resolved (user6) | 2010-06-16 | Planted seeds disappearing at season changes | 1. Build an underground farm plot.
2. Plant a crop that cannot grow in the following season. For example, plant pig tails during autumn.
3. Observe the plot as the season changes to winter. |
| 0001278 | 2 | Dwarf Mode -- Interface, Tasks | minor | resolved (user6) | 2010-06-16 | "render fat" option not available at kitchen if horse fat is the only available fat | |
| 0002356 | 3 | Dwarf Mode -- Diplomacy | minor | resolved (user6) | 2010-06-16 | "Pets" entries in requests window are doubled | |
| 0002355 | 2 | Dwarf Mode -- Diplomacy | minor | new | 2010-06-16 | Diplomat leaves to underground edge of map | |
| 0002351 | | Dwarf Mode -- Items | minor | resolved (user6) | 2010-06-15 | Endless naming of Bronze pickaxe | No idea. Pretty sure you have to get attached, kill more than 70. or atleast a forgotten beast.
Then start naming.
Toady would know. |
| 0002334 | 7 | Technical -- General | major | resolved (user6) | 2010-06-15 | No more autosave? | N/A |
| 0002348 | 3 | Combat -- Stuck-ins | major | | 2010-06-15 | Ocean Steam Titan unkillable, impotent | http://dffd.wimbli.com/file.php?id=2521
|
| 0002072 | 6 | Dwarf Mode -- Interface, General | tweak | | 2010-06-15 | Hitting two keys in quick succession can result in wrong menu being opened | Press 'j'-'m' keys quick enough, try many times |
| 0002344 | 1 | Dwarf Mode -- Jobs, Constructions (walls etc) | major | resolved (user6) | 2010-06-15 | Masons idling despite pending Wall constructions that go unassigned | Not sure. Nothing quick and easy. Build a whole bunch of walls, assign a bunch of other tasks, play for a while, and notice only a certain percentage (half? two-thirds? a third? hard to tell) get built, while the other stay in a seemingly-permanent "Needs Masonry, Construction Inactive" state. |
| 0002345 | 1 | Dwarf Mode -- Interface, Farm Plots | trivial | resolved (user6) | 2010-06-15 | Farm plots build able on glass where water touched. | Build glass floor, run water over it, put farm plot on. |
| 0002342 | 1 | General | minor | resolved (user6) | 2010-06-15 | You can make all weapons&armor from 'native' ores in the arena, and I think there could be a relationship with the rock bars bug | Go to arena, go to creature placement, look at the weapons and stuff. |
| 0002340 | 1 | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2010-06-15 | Dead antmen show up in units list, never met them | |
| 0000536 | 20 | Dwarf Mode -- Jobs, Military | crash | | 2010-06-15 | Crash after unpausing - militia commander's squad info doesn't point back at squad | Contact me at collin.reeser@gmail.com for the save, load it, and unpause. Wait five seconds. Crash. |
| 0002328 | 3 | Dwarf Mode -- Moods | crash | resolved (user6) | 2010-06-15 | Crash when looking into dwarf's mind | Don't know... haven't tried to reproduce yet. Hadn't got the time. |
| 0002337 | 2 | Technical -- General | major | resolved (user6) | 2010-06-15 | Viewing too many issues causes a Mantis error - please limit your filter to 500 results | like above |
| 0002333 | 3 | Dwarf Mode -- Skills and Professions | tweak | resolved (user6) | 2010-06-15 | Lack of dwarf initial social skills is silly | |
| 0001784 | 6 | Dwarf Mode -- Military | crash | | 2010-06-15 | Militia commander causes crash | Edit: Save at http://dffd.wimbli.com/file.php?id=2309
Reproduce: Let the game run.
To resolve, open the military screen and disband the topmost squad (the one with the militia commander in it).
----
No idea, I could send in the savefile if need be. |
| 0001593 | 3 | Dwarf Mode -- Military | crash | | 2010-06-15 | Sleeping Militia Commander causes crash - SAVE INCLUDED | Download and play - http://dffd.wimbli.com/file.php?id=2252 |
| 0000910 | 4 | Dwarf Mode -- Military | crash | | 2010-06-15 | Reproducible crash with save, possibly caused by dwarf who can't be removed from military and gets a mood | Simply wait. |
| 0000452 | 3 | Dwarf Mode -- Military | crash | | 2010-06-15 | Training military dwarf causes crash - Includes Save Game | 1. Load Save Game
2. Wait a few moments
3. ????
4. Profit! |
| 0000384 | 2 | General | crash | | 2010-06-15 | Militia commander causes crash | 1) Load save
2) Wait a about 2 minutes |
| 0000233 | 5 | Dwarf Mode -- Military | crash | | 2010-06-15 | Crash with general "encountered problem" error involving military units. | Edit: Download the save - http://www.megaupload.com/?d=EYBKNQ1W
Unpause
Crash
To resolve crash temporarily, open military menu and replace the militia commander with another dwarf.
---
No idea. I'm not entirely sure why it crashed. I assume it had something to do with me figuring out how to work the military with the barracks and everything. Or it could have been that elephant or liaison bleeding to death(I never actually noticed this until I read the log). I probably should have set autosave up but since I didn't the save is long gone so there's no way to reproduce it. |
| 0000204 | 1 | Dwarf Mode -- Jobs, Military | crash | | 2010-06-15 | Reproducible crash - military related | Download save from: http://dffd.wimbli.com/download.php?id=1969&f=region1-aut-1051.rar
Load the save, unpause and wait a second or two. |
| 0002336 | | Technical -- General | trivial | resolved (user6) | 2010-06-15 | tiles and other characters displayed in 'grey space' between subscreens | |
| 0001271 | 3 | Dwarf Mode -- Items | crash | | 2010-06-15 | Modding in SHELL body part after world generation results in crash | view the contents of the butcher's shop (see file description for location) |
| 0002301 | 4 | Technical -- General | crash | | 2010-06-15 | Crashes when embarking on a new fortress | 1) Start Dwarf Fortress.
2) Embark to a new fortress.
3) Choose location.
4) Wait while it loads...
5) Crash. |
| 0001035 | 5 | Dwarf Mode -- Jobs, Healthcare | minor | | 2010-06-15 | Wounded dwarves in hospital but not in beds die of thirst | |
| 0001263 | 3 | Dwarf Mode -- Jobs, Eating/Drinking | minor | | 2010-06-15 | Injured Dwarves Not Receiving Food/Water | |
| 0001224 | 3 | Dwarf Mode -- Jobs, Healthcare | minor | | 2010-06-15 | Dwarfs ignore the wounded | |
| 0002298 | 2 | Dwarf Mode -- Interface, Military Screen | crash | | 2010-06-15 | crash after trying to access squad members from a non assigne squad | have tried to, but couldn't recreate it, may only exist if the game is running for a while. |
| 0001296 | 3 | Dwarf Mode -- Nobles | tweak | | 2010-06-15 | Expedition leader assigned as the militia commander mysteriously unappoints himself | 1. (n)obles screen
2. Assign expedition leader as the militia commander or captain position
3. wait several seconds
4. recheck the nobles and or military screens and see that the expedition leader has quit his job as a squad leader.
4a. If this fails to occur, just wait a bit longer and check again.
Alternatively (related behavior)
1. Name your expedition leader for clarity (optional)
2. Go to the military screen and start to form a squad
3. when selection position 1, carefully look at the list on the right and see that the expedition leader is not present.
4. Once position 1 is selected, choose a different position and look at the list on the right again to see the expedition leader reappear as available. |
| 0002215 | 2 | Dwarf Mode -- Thoughts and Preferences | crash | | 2010-06-15 | Viewing a dwarf's Thoughts and Preferences causes a crash when viewed with the window maximized | 1. Maximize the game window
2. Hit 'v'
3. Bring the cursor over any dwarf
4. Hit 'z' (might after this step)
5. Hit 'Enter' (Almost certain to crash here)
|
| 0002229 | 5 | Technical -- General | crash | | 2010-06-15 | Unhandled win32 exception | |
| 0002331 | 2 | Dwarf Mode -- Jobs, Cancellation and Suspension | minor | resolved (user6) | 2010-06-14 | Dwarves announce "Digging designation cancelled: damp stone located." even when orders set to "Announce no job cancellations" | Set standing order to "Announce no job cancellations". Dig somewhere damp. |
| 0002321 | 3 | Dwarf Mode -- Environment | trivial | resolved (user6) | 2010-06-14 | Contaminants not saved between sessions. | |
| 0002329 | 1 | Technical -- General | minor | | 2010-06-14 | display corruption with PRINT_MODE:TEXT when attempting display of epsilon character | Build a bowyer's workshop and scroll around a bit. |
| 0000378 | 25 | Dwarf Mode -- Interface, Military Screen | crash | | 2010-06-14 | Crash when selecting specific squad in military screen (daggers) | 1) Download the save here: http://dffd.wimbli.com/file.php?id=1978
2) Enter military screen
3) In the positions tab, try to select the second squad |
| 0002313 | 3 | Dwarf Mode -- Trade | minor | new | 2010-06-14 | Merchant tamed animals not converting to simple tame on merchant insanity | |
| 0000356 | 1 | Combat -- General | major | resolved (user6) | 2010-06-14 | Creatures (especially dwarves) sometimes impossible to kill. | Attack something and wait. |
| 0002326 | 1 | Dwarf Mode -- Environment | major | resolved (user6) | 2010-06-14 | Occasionally, a tile will become completely empty of all items, and count as blocked for building. | This is roughly what I did, I'm not sure exactly what caused it...
There was a square that was an up ramp. It was underwater, and it iced up. While it was iced up, I dug away the ice and removed the ramp. A rock was on that tile, and I needed to build a wall there to prevent my fort from being flooded. No-one would move it despite numerous dump orders and forbidding/unforbidding it, and repeated attempts to build a wall there. After a while, the square showed up as completely empty and when I tried to build a wall there it said 'blocked', but it still had the tile of a stone on it. |
| 0002325 | | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2010-06-14 | 'Render Fat' reaction takes whole stack of fat | Butcher an animal
or
Slay a forgotten beast
or
Hunt for food |
| 0002324 | | Dwarf Mode -- Interface, Stockpiles | trivial | resolved (user6) | 2010-06-14 | Non-visible entry in Stockpile -> Food -> Plants | |
| 0000759 | 2 | Dwarf Mode -- Interface, Announcements | trivial | | 2010-06-14 | Invader announce weapon affinity | Invaders arrive on map and style idle for extended periods. May be difficult to reproduce at random. |
| 0001476 | 1 | Items | trivial | | 2010-06-14 | sneaking invaders grow attached to their weapons | 1. Hope for an ambush
2. Hope for a member of ambush to grow attached to their weapon. |
| 0002319 | 1 | Adventure Mode -- Combat | major | resolved (user6) | 2010-06-13 | Combat in adventure mode is too easy! | Playing adventure mode should show the situation. |
| 0002318 | | Dwarf Mode -- Diplomacy | minor | resolved (user6) | 2010-06-13 | Trade meeting screen continued while game paused | |
| 0002317 | | Dwarf Mode -- Trade | minor | resolved (user6) | 2010-06-13 | Deconstructing Depot = Dwarves take everything in it | 1) Let a caravan unload everything into the Trade Depot
2) Deconstruct the Depot.
3) Profit! (quite literally, this time). |
| 0002314 | 1 | Dwarf Mode -- Jobs, Healthcare | minor | resolved (user6) | 2010-06-13 | Dwarf with broken finger and nose not requiring a diagnosis at all | Not sure, this is the first time it happened to me. I guess you could try getting a soldier with a combat-broken nose and see if it happens. |
| 0002315 | 1 | Dwarf Mode -- Combat | minor | resolved (user6) | 2010-06-13 | Dwarf hit in lower lip with arrow, cuts open artery, bleeds to death from his lip in seconds | Acquire a slashed lip, hope for a critical roll when damaged to get a severed artery. |
| 0002316 | 2 | Dwarf Mode -- Interface, Main View | minor | resolved (user6) | 2010-06-13 | sometimes pause lingers onscreen. | |
| 0000394 | 12 | Dwarf Mode -- Jobs, Equipment | minor | | 2010-06-13 | Military dwarf stuck in Pickup Equipment loop | Assign a new recruit to a squad and only have one item available for each part of his/her uniform (armor, leggings, boots (r/l), helm, gloves (r/l)). The new recruit should go and get all the items and then get stuck looping when picking up the gloves. |
| 0000138 | 16 | Dwarf Mode -- Jobs, Items | major | | 2010-06-13 | Liquid prepared meals melt, kitchen gets cluttered with booze | |
| 0001052 | 3 | Dwarf Mode -- Interface, Stocks | crash | resolved (user6) | 2010-06-13 | Game crashes when viewing 'liquids' in stocks menu | z->stocks->liquids. |
| 0002310 | 2 | Dwarf Mode -- Jobs, Burial | minor | resolved (user6) | 2010-06-13 | Tomb filled, corpse still lying around | |
| 0002308 | 2 | Dwarf Mode -- Stockpiles | minor | resolved (user6) | 2010-06-13 | Bins not being filled | |
| 0000663 | 6 | Dwarf Mode -- Interface, General | minor | resolved (user6) | 2010-06-13 | some workshops pop up a wierd menu when attempting to add a new job | 1) play a fort
2) build things at craftshops and/or forges
3) eventually this will happen to you |
| 0001730 | 6 | Dwarf Mode -- Interface, Tasks | tweak | resolved (user6) | 2010-06-13 | All jobs at Magma Glass Furnace displayed as "Make unknown material (item)" temporarily | Try constructing a new magma glass furnace from dolomite blocks over the single standard top-middle hole with 7/7 magma. Don't pause while it is under construction, and check it with {q} shortly after completion. I really don't know how much of this is necessary to reproduce it, or if it is even worth bothering with, but those are the steps I took.
If it happens with my next forge, I'll be d**n sure to get a screenshot before doing anything. |
| 0002306 | | Dwarf Mode -- Buildings, General | minor | resolved (user6) | 2010-06-13 | Craftdwarf shop lists erroneous tasks after interaction with clothing workshop | Construct a craftdwarf & clothing workshop. Next, select either silk or cloth at the clothing workshop. Scroll to the craftdwarf workshop. It now displays four nonsense tasks. Hitting escape will revert to the normal menu. |
| 0002307 | 1 | Dwarf Mode -- Military | minor | resolved (user6) | 2010-06-13 | Ex-military still training | |
| 0000154 | 6 | Dwarf Mode -- Jobs, Activity Zones | minor | resolved (user6) | 2010-06-13 | Pond zone removed itself leaving forgotten buckets | |
| 0002303 | 1 | Dwarf Mode -- Jobs, Designations | minor | resolved (user6) | 2010-06-13 | Awkward adamantine pathing | Maybe try placing an adamantine vein in the center of an underground magma sea and see if a group of dwarves can carve down through the center of it. |
| 0001419 | 7 | Dwarf Mode -- Combat | crash | resolved (user6) | 2010-06-13 | Crash upon killing salt titan | Haven't tried due to the random roll thing. |
| 0002135 | 10 | Pathfinding | major | resolved (user6) | 2010-06-13 | Incomprehensible pathfinding error - no access to some tiles in an empty room | i have no idea, but i can provide a savegame which has the bug. |
| 0000303 | 20 | Dwarf Mode -- Jobs, Cooking and Food | minor | | 2010-06-13 | Cook gets angered by "art defacement" because liquid meals melt when eaten | (assumed, I haven't tried this)
1. Have a chef make prepared meals.
2. Wait for him to become skilled enough to make masterpieces.
3. Have someone eat a masterpiece prepared meal. |
| 0002300 | | Dwarf Mode -- Skills and Professions | major | resolved (user6) | 2010-06-13 | Migrants with exotic skills | |
| 0000228 | 6 | Dwarf Mode -- Jobs, Items | major | | 2010-06-13 | Prepared roasts revert to component materials on unpause | Before:
http://imgur.com/3og8Y.png
As soon as I unpause the game:
http://imgur.com/P49Ef.png
I will try and upload the save. |
| 0001131 | 2 | Dwarf Mode -- Jobs, Cooking and Food | minor | | 2010-06-13 | Stacks of unbarreled Drinks can end up inside the Kitchen if cooking drink turned off. | Order Dwarf to cook something while cooking a booze type is turned on.
Wait until booze is in kitchen, but Dwarf has not started cooking.
Turn cooking of the booze type in the kitchen off.
???
PROFIT! |
| 0000921 | 3 | Dwarf Mode -- Items | minor | | 2010-06-13 | Alcohol appears as a liquid item rather than drink item | Have not tried - just found these weird liquids not being drunk. |
| 0002297 | 2 | Dwarf Mode -- Artifacts | minor | | 2010-06-13 | Dwarf gets strange mood, never claims the forge. | |
| 0000240 | 6 | Dwarf Mode -- Interface, Kitchen | minor | | 2010-06-13 | Booze/drinks show up twice in kitchen screen | |
| 0000444 | 6 | Dwarf Mode -- Interface, Military Screen | crash | | 2010-06-13 | Crash when attempting to enter military screen | 1. Load save game
2. Press m
|
| 0001442 | 3 | Dwarf Mode -- Interface, Military Screen | crash | | 2010-06-13 | Trading for tame humanoid causes crash when opening military screen | Trade caravan for tame humanoid.
Open military screen.
Crash |
| 0001222 | 4 | Technical -- General | crash | | 2010-06-13 | Reproduceable Military Screen Crash (with savegame) | I do not have exact steps, there could be multiple things that influence this crash.
Generally it occurs after the game crashes sometime during the second year. This is usually the first and only crash I have experienced in this fort.
After reloading the save from whenever I had last saved, opening the military menu will usually cause a crash, a season change may be necessary to induce it, but once it has crashed, attempting to open the menu at the same point again will always reproduce the crash. |
| 0001364 | 3 | Dwarf Mode -- Interface, Military Screen | crash | | 2010-06-13 | Crash when opening military menu. | Unknown cause, however a savegame is available where the game presses upon pressing m. |
| 0001228 | 4 | Dwarf Mode -- Military | crash | | 2010-06-13 | Crashes when I try to go 'm' menu | This has only occurred twice, and both after 2052 autumn came ("It is now Autumn"). I hit the 'm' key and it crashes. |
| 0001063 | 6 | Dwarf Mode -- Interface, Military Screen | crash | | 2010-06-13 | Pressing 'm' to bring up military screen freezes game | Load saved game.
Press the 'm' key. |
| 0001748 | 2 | Dwarf Mode -- Military | crash | | 2010-06-13 | Accessing military screen crashes game, unpausing crashes game, one-step crashes game, | Download save game here: http://dffd.wimbli.com/file.php?id=2299
Let me know if you need anything more, I'm a DF newbie. |
| 0002295 | 2 | Dwarf Mode -- Buildings, Machines | major | new | 2010-06-13 | Removing frozen screw pump causes whole power train to be labeled "Frozen elsewhere" | 1. Connect at least two parts which use power, one of which is a screw pump.
2. Freeze the screw pump's input tile.
3. Dismantle the screw pump, mine out the ice and rebuild it. |
| 0002271 | 6 | Dwarf Mode -- Artifacts | crash | | 2010-06-12 | Screen can be resized to 200+ tiles wide, causing crashes on some menus | Unknown.
Resize a screen and try to [v] the description of an artifact. |
| 0000501 | 5 | Dwarf Mode -- Military | major | | 2010-06-12 | Military dwarfs drop equipment because traders have better | |
| 0000433 | 12 | Dwarf Mode -- Trade | crash | | 2010-06-12 | Elves bring massive caravan and cause game crash | |
| 0001137 | 7 | Pathfinding | minor | | 2010-06-12 | 0000070, negative distance to building materials, still occurs on 0.31.03 | |
| 0002230 | 12 | World Generation -- General | major | resolved (user6) | 2010-06-12 | Persistent crash during WorldGen with certain seed | 1) Use the WorldGen settings in my comment below with seed 28734.
2) Create and let it run (seems to take about 5 or 10 mins to get to the crashing point on my box).
|
| 0002293 | 1 | Animal Populations | major | resolved (user6) | 2010-06-12 | Carps are underpowered | Find a Carp |
| 0001151 | 5 | Dwarf Mode -- Jobs, Hunting | minor | resolved (user6) | 2010-06-12 | if you dont start off with a hunter.. | start a fortress mode game and do not have the hunting job with any dwarf. Then, after you start, give the dwarf the hunting job, and give him his weapons.(copper Crossbow, and copper bolts) after you give him those items he still will not hunt. |
| 0000243 | | Dwarf Mode -- Interface, Squad Control | major | resolved (user6) | 2010-06-12 | Freeze when entering squad menu | Unknown
entering [s]quads |
| 0002287 | 2 | Adventure Mode -- Combat | trivial | | 2010-06-12 | Wrestled wolf has eye tooth | |
| 0000831 | 4 | Dwarf Mode -- Interface, Manager | trivial | | 2010-06-12 | Kidnap shows up as a job in the job manager window | |
| 0000393 | 8 | Dwarf Mode -- Jobs, General | minor | | 2010-06-12 | OVERWROTE JOB: Kidnap BY Clean Self | |
| 0001012 | 3 | Dwarf Mode -- Jobs, Childcare | minor | | 2010-06-12 | kidnap by clean self | Wait until you get a snatcher warning.
Assign children to a burrow using w->c |
| 0000973 | 4 | Dwarf Mode -- Interface, Announcements | trivial | | 2010-06-12 | OVERWROTE JOB: Pickup Equipment BY Rest | |
| 0001257 | 3 | Dwarf Mode -- Idle Behavior | tweak | | 2010-06-11 | Dwarves try to 'complete' Attend Party and refuse to eat, drink, or sleep | Get dwarves to attend party
Watch as dwarves ignore eating/drinking/sleeping |
| 0002281 | | Dwarf Mode -- Interface, General | minor | | 2010-06-11 | Trees, shrubs, saplings get strange symbols after being frozen then thawed | Freeze a tree, shrub or sapling then thaw it. |
| 0001990 | 3 | Legends Mode -- General | trivial | | 2010-06-11 | Key presses register twice when filtering many historical figures in Legends | Start a game in legends mode, Select a category, then hit "f" to filter and begin typing a name. |
| 0000702 | 3 | Dwarf Mode -- Military | minor | | 2010-06-11 | Military dwarf is assigned wrong size ("large") armor | Have large-sized armor available alongside normal-sized armor. Assign armor to be worn by squads - dwarves will sometimes attempt to put on large-size armor (and fail, thus wearing incomplete sets despite having enough proper-sized armor pieces available) |
| 0001686 | 3 | Dwarf Mode -- Trade | minor | resolved (user6) | 2010-06-11 | Exported/gifted food rotting in depot? | |
| 0000074 | 11 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2010-06-11 | Zones not getting cleaned up after removal (persist after save/load too) | 1. Place a zone (pond or dump known)
2. Remove the zone
3. View the zone in the "Building List" |
| 0002277 | 2 | Adventure Mode -- Travel | major | resolved (user6) | 2010-06-11 | Somehow, I transformed into a Draltha while Travelling. | I haven't the faintest idea. |
| 0001845 | 3 | Pathfinding | minor | | 2010-06-11 | Miners stuck in adamatine pipe. | First time it's happened to me, and I can't figure out what the problem is or how to fix or reproduce it. |
| 0002275 | | Dwarf Mode -- Interface, Military Screen | crash | resolved (user6) | 2010-06-11 | Crash when highlighting squad in military screen | Press 'm' to go to military screen.
Press down twice to highlight squad, get crash. |
| 0001467 | 1 | Pathfinding | minor | | 2010-06-11 | Broken pathfinding on demonic tower | 1: Embark on a site with demonic fortress
2: Dig a path to the fortress
3: Abandon the fort
4: Come in as an adventurer, clean up the upper floors from zombies that might be lingering around, go down, steal the adamantine weapon so the glowing floor vanishes.
5: run for your life and then leave adv. mode
6: Reclaim fort
7: Test floors of the demonic fortress for pathing. |
| 0001381 | 1 | Pathfinding | major | | 2010-06-11 | Stairs/Ramps through HFS in the magma layer halts pathfinding (dug out areas too hot for dwarves?) | dig into a pipe (does not have to be HFS) and any ramps or stairs next to the warm wall (outer wall by magma) it will become unuseable |
| 0000807 | 7 | Technical -- General | minor | | 2010-06-10 | Fullscreen doesn't work with non-graphic tilesets, switch mode failed (0.31.02) | Install PTTG tileset (including proper init values).
Run DF.
Get error message. |
| 0000091 | 5 | Technical -- General | minor | resolved (user6) | 2010-06-10 | Windowed Mode Fails on different grid setting | These are the altered init file settings:
[WINDOWED:YES]
(if set to [NO] or [PROMPT] I get "Mode Switch Failed" and get dumped into windowed mode)
[WINDOWEDX:1280]
[WINDOWEDY:1008]
[GRAPHICS_FONT:curses_square_16x16.bmp]
Full screen info.
[FULLSCREENX:1280]
[FULLSCREENY:1008]
[FULLFONT:curses_square_16x16.bmp]
[GRID:80:63]
[FULLGRID:80:63] |
| 0002141 | 3 | Dwarf Mode -- Interface, Main View | trivial | resolved (user6) | 2010-06-10 | Screen needs a lot of Contrast and Bright | Just play the main game with any graphics set |
| 0000516 | 7 | Creatures | minor | | 2010-06-10 | Hydra body has NECK in addition to 7HEADNECKS, giving them two necks per head | Allow a dragon to breathe fire on a hydra - the fire damage is usually enough to injure every part of its body, including each pair of necks. |
| 0002223 | 2 | Typos/Grammar | text | | 2010-06-10 | Typo in "Cancel Clean Self: Area Inaccessable" | |
| 0001545 | 9 | Technical -- General | minor | | 2010-06-10 | Mousepointer discrepancy with display | Probably a hardware issue.
set dimensions of windowed mode to those of fullscreen, start game as windowed, try to designate some mining and observe not-pointed-at tiles being selected. |
| 0002082 | 3 | Title Screen | trivial | | 2010-06-10 | Dwarf Fortress Application Has Default Icon | Look at it in the folder. |
| 0002269 | | Pathfinding | minor | | 2010-06-10 | Dwarf in Prison floods announcements "seeking infant" | Imprison a newborn's mother. |
| 0002266 | | Adventure Mode -- Movement | minor | resolved (user6) | 2010-06-10 | Alt-move is diffucult to use | Try to jump off a building. |
| 0002261 | 2 | Dwarf Mode -- Trade | minor | resolved (user6) | 2010-06-10 | Dwarfs took cloth to fill the hospital from a caravan | Have a hospital, no trade depot, wait for a caravan and have them wait.
Please note I haven't tried to reproduce this, I just found it odd that the dwarves would loot the caravan. |
| 0002249 | 1 | Dwarf Mode -- Jobs, Designations | crash | | 2010-06-10 | Game crash when designing zone in flood mode | 1) press i to design a zone
2) press e to pass in flow mode
3) press enter to select a spot
4) press esc |
| 0002251 | | Dwarf Mode -- Skills and Professions | minor | | 2010-06-10 | Chief Medical dwarf is assigned the post Chief Medical dwarf | Start out with no skill in mining. But skill in another area that defines you with a certain profession.
When you reach the same skill level in mining as your current proffession is you will get the announcement.
|
| 0002240 | | Dwarf Mode -- Interface, Rooms | minor | resolved (user6) | 2010-06-09 | View Rooms/Buildings shows item 92 levels deep | |
| 0002239 | | Dwarf Mode -- Jobs, Cooking and Food | minor | resolved (user6) | 2010-06-09 | Liquor can get stuck outside of the barrel at the kitchen | Not sure how to do it on purpose yet; I will comment with more info if it happens again. |
| 0002237 | | Dwarf Mode -- Jobs, Items | minor | resolved (user6) | 2010-06-09 | Metal goblet transmutation | |
| 0002236 | 1 | Dwarf Mode -- Idle Behavior | minor | resolved (user6) | 2010-06-09 | Militia Commander with OCD | |
| 0000664 | 2 | Creatures | minor | resolved (user6) | 2010-06-09 | Warthogs have no TRADE_CAPACITY leading to empty caravans | |
| 0001426 | 4 | Dwarf Mode -- Military | major | | 2010-06-09 | freshly created squads train in 'civilian mode' | 1) assign a dwarf to militia captain (on the nobles screen)
2) create a squad under him (on the military screen)
3) add squad members
4) give them a barracks to train (I also have 'store individual equip' and 'store squad equip' but not 'sleep' if that matters)
5) do not activate the squad into training mode
6) watch them train anyway in civie mode |
| 0002227 | 2 | Dwarf Mode -- Nobles | minor | resolved (user6) | 2010-06-09 | Slade mandates | |
| 0001526 | 2 | Dwarf Mode -- Military | minor | | 2010-06-09 | Arsenal dwarf assigning caravan guard armor to soldiers | Have your arsenal dwarf hand out armor while there is a caravan on the map. |
| 0002133 | 4 | Technical -- General | crash | | 2010-06-09 | Mysteriously crashes. | |
| 0002040 | 1 | Creatures | tweak | | 2010-06-09 | Some ocean creatures have duplicate [NO_SLEEP] tags | 1) Open raw file creature_small_ocean.txt.
2) Observe duplicate tags as above in Description. |
| 0002038 | | Creatures | tweak | | 2010-06-09 | Monarch Butterfly creature file has duplicate tags | 1) Open raw file creature_insects.txt
2) Observe duplicate tag entries on lines following [DESCRIPTION:] and [CASTE_NAME:] tags. |
| 0002037 | | Creatures | tweak | | 2010-06-09 | Donkey creature file has duplicate [CHILD:1] tags | 1) Open raw file creature_domestic.txt.
2) Observe duplicate tags on line including [GENERAL_CHILD_NAME:] and on line before [DIURNAL]. |
| 0002035 | 1 | Creatures | tweak | | 2010-06-09 | Worm has duplicate [NATURAL] tag. | 1) Open raw file creature_annelids.txt.
2) Observe [NATURAL] tag after line beginning with [SMALL_REMAINS] and at start of following line. |
| 0001930 | 3 | Dwarf Mode -- Interface, Farm Plots | crash | | 2010-06-09 | Selected crop doesn't auto-adjust when changing season, resulting in crash | Build a farm plot. Select Summer. Then move cursor to plump helmet. Select Winter. |
| 0001917 | 10 | General | crash | | 2010-06-09 | Repeatable 31.04/31.03 crash on load - hospital related | Load save. Unpause or advance one timestep. |
| 0001828 | 15 | General | crash | | 2010-06-09 | Crash when doctor cleans patient with almost-depleted bar of soap (size goes negative?) | load the game, unpause it. Wait. |
| 0001802 | 4 | Dwarf Mode -- Interface, Stocks | crash | | 2010-06-09 | Crash on Z>Stocks | load game --> let play for a while (doesnt do it immediately on my save - i tried again (perhaps it's a certain type of glob, then?)) --> Z --> 'stocks' --> *scroll down* --> crash. |
| 0001731 | 2 | Dwarf Mode -- Moods | minor | | 2010-06-09 | Military dwarf successfully completes mood; won't perform civilian tasks when unassigned from military | Have a dwarf that is training enter a strange mood and complete it successfully. |
| 0001705 | 5 | Dwarf Mode -- Trade | major | | 2010-06-09 | Elven merchants came, will not leave. | |
| 0001652 | 1 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2010-06-09 | Setting an animal to a pit then deleting the zone did not remove the job | I have not tried but I would think that:
1.create a pit/pond
2.assign an animal to it
3.delete the zone |
| 0001554 | 17 | Dwarf Mode -- Jobs, Activity Zones | minor | | 2010-06-09 | Items not getting dumped because of invisible, unremovable zones | Not sure. It just happened when I loaded my game today. |
| 0001450 | 5 | Dwarf Mode -- Jobs, Designations | major | | 2010-06-09 | Dwarves will not harvest bushes or cut trees after a period of time. | Play DF for about 20 hours. Maybe more. It is the year 1055, vanilla DF. |
| 0001413 | 5 | Dwarf Mode -- Moods | minor | | 2010-06-09 | Post - Artifact Ex Soldier Dwarf Does Nothing | I honestly have very little idea of how this happened, unfortunately. It wasn't something expected. All I remember is being surprised that he took over a masons shop at all, instead of doing a craftsdwarf shop. |
| 0001401 | 2 | Dwarf Mode -- Interface, Stocks | crash | | 2010-06-09 | Game always crashes while listing Stocks Menu (+save) | http://dffd.wimbli.com/file.php?id=2186
savegame |
| 0001315 | 2 | Creatures | trivial | | 2010-06-09 | Duplicated tags in careature_standard | Just look in the raws. |
| 0001290 | 10 | Dwarf Mode -- Items | major | | 2010-06-09 | Soldiers trying to wear equipment already being worn by invading goblins | |
| 0001289 | 1 | Dwarf Mode -- Military | major | | 2010-06-09 | Dwarves given their choice of weapons will choose ones too big to use | |
| 0001264 | 6 | Dwarf Mode -- Items | crash | | 2010-06-09 | Hospital causes game crash (save included) | 1. Load from the save.
2. Press SPACE to un-pause the game.
3. Do nothing for maybe a minute or so.
4. Observe the crash. |
| 0001248 | 1 | Typos/Grammar | trivial | | 2010-06-09 | Fiery is misspelled "firey" in language files | Its in the language files. |
| 0001195 | 6 | Dwarf Mode -- Trade | minor | | 2010-06-09 | Merchants don't have time to trade | Reproduces with every caravan coming to my land. |
| 0001186 | 2 | Dwarf Mode -- Jobs, Building Construction and Destruction | minor | | 2010-06-09 | Negative distance to building materials | |
| 0000839 | 3 | Dwarf Mode -- Jobs, Healthcare | crash | | 2010-06-09 | Crash when cleaning patient | 1. Load save
2. Unpause or press . to advance time
|
| 0000774 | 8 | Dwarf Mode -- Jobs, Military | major | | 2010-06-09 | if a new weapon of a type used by a training squad is crafted, all sqaud members drop thier weapons | 1) successfully get a squad to train with training swords (a feat in itself, currently)
2)place a weapon stockpile nearby
3) have a carpenter make training swords as the squad trains
4) watch |
| 0000744 | 12 | Dwarf Mode -- Combat | minor | | 2010-06-09 | Wolf bite unable to penetrate silk clothing, due to teeth being only as hard as skin | |
| 0002226 | 2 | Dwarf Mode -- Moods | minor | resolved (user6) | 2010-06-09 | Legendary Miner gets fey mood, does not gain any skills | |
| 0002139 | 1 | Dwarf Mode -- Moods | minor | new | 2010-06-03 | (Fell) moods can be interrupted by drafting | |
| 0001656 | 2 | Adventure Mode -- Display | text | new | 2010-05-27 | When finding adamantine in adventure mode you still get the praise the miners! message. | Make adventurer.
get quest
find cave
explore cave
find adamantine. |
| 0001403 | 2 | Dwarf Mode -- Combat | major | new | 2010-05-18 | Unconscious dwarf not drowning | |
| 0001849 | 2 | Dwarf Mode -- Justice | trivial | new | 2010-05-13 | Tantruming dwarf killed a pet cat, got sentenced for "murder" | |
| 0001634 | 3 | Dwarf Mode -- Trade | minor | new | 2010-05-08 | Dwarves spill gnomeblight when bringing barrel to trade depot | Easiest method is to get a barrel of gnomeblight from the Elves, and try to trade it to the Humans. |
| 0001701 | 3 | Creatures | major | new | 2010-05-06 | HFS Critters attempting to clean self? | |
| 0000151 | 2 | Adventure Mode -- Movement | minor | new | 2010-04-29 | Areas randomly disappearing from memory map when exploring caverns in Adventure mode | Wander around caverns for a while |
| 0000964 | 4 | Dwarf Mode -- Pets | minor | new | 2010-04-26 | Tame bears keep guzzling the fortress' booze | This has only happened in one fortress but it was the only fortress I have seen with tame bears and it happens about once a year but when it happens it can be several times in quick succession. Try making a fortress with tame bears and wait a while and you might be able to reproduce this. |
| 0001039 | 1 | Dwarf Mode -- Interface, Military Screen | tweak | new | 2010-04-26 | Squad reorder does not show in other military modes | |
| 0001521 | 1 | Dwarf Mode -- Justice | minor | new | 2010-04-25 | Soldier on duty while in prison | |
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