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IDProjectCategoryView StatusLast Update
0012759Dwarf FortressDwarf Mode -- Jobs, Generalpublic2025-08-27 09:03
Reporterricky314 Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
Status newResolutionopen 
PlatformSteamOSWindows 10OS Version10.0.183
Product Version50.11 
Summary0012759: Dwarfs get "stranded" whenever walls/floors are built or during mining
DescriptionI'm pretty new to the game (Steam version) and have been playing in a fort for about 7 in game years, where I have been having an issue with dwarfs idling after various jobs. For example, whenever I build a wall anywhere dwarfs will build the wall, and then idle indefinitely unless I save and load the game (i.e. to main menu and back again) at which point all of the dwarfs become unstuck - all of the dwarfs have "No Job" as their status and just stand still. This also happens with floors, in which case the game says that there is no access to materials if I try to place furniture etc. - which again persists until the save is reloaded. With mining, miners will mine any stone that is immediately available but any stone behind it will be ignored, and again I wont be able to place any buildings in the mined out area until reload. This seems to have begun once the population of the fortress reached a certain amount (~ 100), and has gotten worse over time.

I have DFHack installed, which labels all of these dwarfs as "stranded", but I do not think the plugin is causing the issue itself as I have tested with DFHack uninstalled. I have also tried removing all of my burrows which also has no effect. I also tried activating a "civilian alert" with DFHack and these dwarfs would still not move.
Steps To ReproduceI'm not sure how reproduceable the bug is, but I can provide my save file (I'm not sure how best to do this).
Additional InformationI wasnt able to find this issue anywhere else, hence this post, but if it is a known issue any workarounds would be greatly appreciated - even some way of "refreshing" the game without having to reload would be a lifesaver!
Tags50.11, dwarf fortress mode, stuck

Activities

JasonMel

2024-04-15 19:53

reporter   ~0042144

Bugged saves are typically uploaded for sharing at https://dffd.bay12games.com/. You can find this link on the links page of the game's website, https://bay12games.com/dwarves/.

ricky314

2024-04-16 13:39

reporter   ~0042145

Thank you for the info! I have now uploaded the save file: https://dffd.bay12games.com/file.php?id=17058

To reproduce try and build a large wall or floor area in this save and the dwarfs should get stuck, or see elevation 24 where the miners will only mine the closest row of tiles before ignoring the rest

ricky314

2024-04-17 09:38

reporter   ~0042147

Tested this in the beta version (adventure mode update) and the bug still persists

ricky314

2024-04-18 04:57

reporter   ~0042162

Also just realised this link in my post: "... once the population of the fortress reached a certain amount ([LINK])"

Its unintentional, I think its because I used a tilde, I meant to say when my fortress gets to roughly 100 citizens lol

patndave

2025-08-21 01:26

reporter   ~0042845

Last edited: 2025-08-21 17:04

Been playing the steam version for a couple of years and only noticed this starting to occur about a year ago - maybe before that it did happen but I didn't notice it.
It seems to start when I am constructing stairs/floors and there are objects in the way. eg - I have 4, 4-wide staircases about 30 squares apart with 4-wide corridors between them. Think square with 4 wide staircase at each corner. (re)Constructing one of the staircases (as it had breached a cavern, so wasn't complete) seemed to start the problem. Most of the staircase got built before it started. Had to go over each square and force priority to make the staircase complete - then the problem - went away - except it didn't. Because the next thing I then tried to build caused the same problem.

It seem to be that once it occurs, it will keep re-occurring even if you fix the initial problem area.
Fixed the staircase - then it happened on the minecart route (the next build) - finished that, then it happened on the next guildhall.... and so on, and so on.

In my current run I have 75 folks trapped at the top of an complete staircase next to a farm and a still (my first building created at the start). Waited, more came and joined the bunch - tried dismantling the still and suddenly it cleared.....

It does seem to "clear" once whatever it is that is blocking everyone is sorted out - I have seen it happen when I have reorganised my stockpiles. Resizing one stockpile and setting it to a specific item then banning it from another (to make stuff be moved) caused about 40 dwarves to get "stuck"... once everything had been moved they were able to move again....

Update: tried different things - easiest way to get it to trigger is to build/smooth an area without having a limited number of dwarfs - ie everyone is allowed to do everything. Most arrive at the location then get stuck. Once they are stuck it cascades to dwarfs throughout the fortress - obviously unable to path. It also appears in the builder menu - resources won't appear as available - so it is tied to pathing and the system tying itself into loops.

Creating a "construction Crew" with a limited amount of dwarfs seem to help reduce the frequency of the bug appearing. So solution appears to be; manage your labor - make sure you don't have everyone doing everything.

ab9rf

2025-08-27 09:03

reporter   ~0042861

I've just determined that the walkability map is at least sometimes updated incorrectly when a workshop is completed; the tiles the workshop is in as well as all tiles that are within one square, including the Z levels above and below, are at least sometimes disconnected from the walkability map. I have a fort that demonstrates this, including a video illustrating it, a savefile taken while the walkability map is in an improper state, and a Windows process dump file of the Dwarf Fortress process at the time. (The latter is 3.5 GB so I will only upload it on request, and only by direct transfer to Putnam or Tarn as such files can contain personally identifiable information; both of you know how to get in touch with me).

DFHack `:lua world.reindex_pathfinding = 1` sets the `stale_levelmap` flags in `world` to true, causing the engine to dump the map and recompute it, resolves the issue, but the underlying problem is probably in the code that attempts to do a partial update of the pathing map on the completion of the construction of a building. So far I've only seen this for a workshop, but I would not be surprised if it happens for other types of constructed building as well. It also clearly doesn't _always_ happen. My first guess would be a typo in one edge case in the code in question, but that's just a wild-ass guess by a software engineer with 40 years experience :)

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Issue History

Date Modified Username Field Change
2024-04-15 05:53 ricky314 New Issue
2024-04-15 05:53 ricky314 Tag Attached: 50.11
2024-04-15 05:53 ricky314 Tag Attached: dwarf fortress mode
2024-04-15 05:53 ricky314 Tag Attached: stuck
2024-04-15 19:53 JasonMel Note Added: 0042144
2024-04-16 13:39 ricky314 Note Added: 0042145
2024-04-17 09:38 ricky314 Note Added: 0042147
2024-04-18 04:57 ricky314 Note Added: 0042162
2024-08-22 22:20 lethosor Description Updated
2025-08-21 01:26 patndave Note Added: 0042845
2025-08-21 01:28 patndave Note Edited: 0042845
2025-08-21 15:40 patndave Note Edited: 0042845
2025-08-21 17:04 patndave Note Edited: 0042845
2025-08-27 09:03 ab9rf Note Added: 0042861