Reported Bugs
There are 876 reported bugs, 337 of which are still to be resolved. If a bug isn't listed here, you can report it at The DF Bug Reports Forum.
Color Key: Open - Partial/Delayed (notes) - Fixed (version) - Closed (reason)
- 000262
□
[adventure mode][ai][milling]
adventure mode creatures mill around outside and freeze to death
- 000281
▪ (0.23.125.23a)
[adventure mode][ai][party]
npcs which come with you to a wilderness square with a cave will mill around outside and not walk into the cave itself
- 000277
▪ (0.27.169.32a)
[adventure mode][buildings]
in adventure mode, if your guy is amphibious or can swim and walks on a flooded bridge over a chasm or the magma, it drops you in
- 000280
▨ (didn't reproduce)
[adventure mode][buildings]
adventurer burned down shop door and died, next adventurer couldn't walk through empty space
- 000714
▪ (0.27.176.38a)
[adventure mode][character creation]
(Report) starting a kobold adventurer and customizing last name crashes the game
- 000001
□
[adventure mode][combat]
cannot block fireballs in any way right now
- 000212
▨ (doesn't reproduce, possibly thrown?)
[adventure mode][combat]
an adventurer shot water from the waterskin using a crossbow
- 000279
▣ (parried part handled, but they don't wake up yet)
[adventure mode][combat]
sleeping kobold parried a shot and breaking his kneecaps didn't wake him up
- 000382
□
[adventure mode][combat]
adv mode buddy stole the stuck-in halberd that was in a giant and swiped it out of adv's hands
- 000385
▨ (doesn't reproduce)
[adventure mode][combat]
attacked merchant without confirmation appearing
- 000396
□
[adventure mode][combat]
cougar pulled out and dropped a stuckin quite easily
- 000424
□
[adventure mode][combat]
you can't attack unconscious creatures without a dialogue box appearing first, possibly related to Bug425
- 000751
▪ (0.27.176.38b)
[adventure mode][combat]
(Report) elves fight wildlife in adventure mode
- 000489
▪ (0.27.169.33f)
[adventure mode][conversation]
people don't talk about surrounding animals in adv mode
- 000724
▪ (0.27.176.38a)
[adventure mode][conversation]
(Report) grandmother also mentioned as uncle
- 000835
▪ (Next Version)
[adventure mode][conversation]
(Report) you can have full conversations with babies in adv mode
- 000457
▪ (0.27.176.38a)
[adventure mode][crime]
if you have stolen property, you can never travel again, no matter how far you go
- 000758
▨ (doesn't reproduce)
[adventure mode][crime]
(Report) crashes when you save with stolen property in your possession
- 000780
□
[adventure mode][crime]
(Report) town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body
- 000002
□
[adventure mode][display]
allow adjustment of speed of adv mode flying objects -- projectiles too fast
- 000003
□
[adventure mode][display]
memory stairways occasionally obscured by the flashing stuff
- 000414
▪ (Next Version)
[adventure mode][display]
when it does text wrap in conversations, it can leave a space after a period at the beginning of a new line
- 000417
▪ (Next Version)
[adventure mode][display]
the rain drop tile/coloration sometimes gets stuck in adventure mode and persists on the ground
- 000695
▪ (0.27.176.38a)
[adventure mode][display]
the adv mode site minimap does not work properly on sites that aren't 3x3 on the world square's map
- 000805
▪ (Next Version)
[adventure mode][display]
(Report) detailed walls sometimes display connections when they shouldn't
- 000217
▪ (Next Version)
[adventure mode][eating]
the eating revulsion factor is not applied to objects like mud if you are carrying them
- 000272
▪ (0.22.123.23a)
[adventure mode][environment]
fixed bug that made adventure mode rivers stay still
- 000289
▪ (0.27.169.32a)
[adventure mode][environment]
glacier melted during random adventure mode encounter and left adventurer stranded on a single square of mud surrounded by water
- 000346
▪ (0.27.169.33f)
[adventure mode][environment]
get two skulls and two sets of bones from burned elf corpses in adventure mode sometimes
- 000627
□
[adventure mode][environment]
vermin not frequent enough in adventure mode
- 000634
□
[adventure mode][environment]
jumping into water while on fire resulted in steamy death
- 000645
▪ (Next Version)
[adventure mode][environment]
snow was generated on the bottom of the ocean
- 000004
□
[adventure mode][inventory]
some mechanism for swapping grasps, getting a weapon to the favored hand specifically
- 000148
▪ (0.22.123.23a)
[adventure mode][inventory]
stuffed item should drop if it has no stuffing place
- 000181
▪ (Next Version)
[adventure mode][inventory]
if you put a backpack that is inside another pack into that pack, it locks
- 000626
□
[adventure mode][inventory]
various problems with items being held by multiple grasps from wrestling
- 000639
□
[adventure mode][inventory]
adventurer inventory does not have proper temperature when you arrive at a new site
- 000005
▪ (Next Version)
[adventure mode][movement]
the demon fell into a chasm after killing adventurer
- 000006
▪ (0.27.169.32a)
[adventure mode][movement]
walking into a wall shouldn't pass time, but should say what is blocking instead
- 000329
▨ (doesn't reproduce)
[adventure mode][movement]
evaded a charge and jumped up a level
- 000386
▪ (Next Version)
[adventure mode][movement]
you can sleep while swimming
- 000455
□
[adventure mode][movement]
you can crawl, put items into your backpack, and throw things all with a broken upper spine
- 000530
▨ (doesn't reproduce)
[adventure mode][movement]
if you charge to the map edge, the map doesn't update until you move normally
- 000699
□
[adventure mode][movement]
(Report) cannot use alt movement in adv mode to go down stairs into water-filled areas
- 000866
□
[adventure mode][movement]
(Report) swimming adventurer was unable to move in river as it became more shallow
- 000694
▪ (0.27.176.38a)
[adventure mode][retirement]
need to handle player retiring while holding store property
- 000723
▨ (doesn't reproduce)
[adventure mode][retirement]
(Report) retired -> quit df -> unretired adventurer lost all equipment/clothing
- 000007
▪ (0.27.169.32a)
[adventure mode][sites]
swamps in ruins cause blockages
- 000008
▪ (0.27.176.38a)
[adventure mode][sites]
items were placed on closed doors
- 000408
▪ (0.27.169.33f)
[adventure mode][sites]
it set the subterranean flag above adv mode dwarf fortress entrances
- 000666
▪ (Next Version)
[adventure mode][sites]
(Report) large gem in goblin fortress created without a material type, humans also brought one to fortress
- 000722
▨ (doesn't reproduce)
[adventure mode][sleep]
(Report) after saving while sleeping in adv mode, locked up on load
- 000176
▪ (0.22.120.23a)
[adventure mode][stealth]
sleeping guys can spot sneakers in adv mode
- 000847
▪ (Next Version)
[adventure mode][stealth]
(Report) can sneak on the first turn of an ambush regardless of enemy position
- 000009
□
[adventure mode][town]
merchant phrasing for attempted body part or corpse sale should be improved
- 000010
▪ (Next Version)
[adventure mode][town]
certain essential items like ammunition are not available
- 000011
□
[adventure mode][town]
there should be an easy way to pass people without going to the ground
- 000012
▪ (0.22.123.23a)
[adventure mode][town]
it is legal to eat food that belongs to a shop
- 000169
▪ (0.27.169.32a)
[adventure mode][town]
a swamp can block an alley way and entrance in adventure mode
- 000255
▪ (0.22.123.23a)
[adventure mode][town]
you can retire in a town when you are its enemy, causing a civil war if you then visit later
- 000257
▪ (0.22.121.23a)
[adventure mode][town]
burning shop tables in adventure mode crashes the game when the site is offloaded
- 000267
□
[adventure mode][town]
king/queen and consort unequipped when encountered in adventure mode
- 000406
□
[adventure mode][town]
got a civ zone home #: null unit assignment (id #) error after retire and restarting a few times
- 000693
□
[adventure mode][town]
pretty much nobody in town finishes their meal during breakfast if they start late, and if they are interrupted during hauling they'll carry it around
- 000721
▪ (0.27.176.38a)
[adventure mode][town]
(Report) minimap does not support Nx1 or 1xN buildings
- 000852
□
[adventure mode][town]
(Report) ramp not generated for underground mead hall entrance
- 000478
▪ (Next Version)
[adventure mode][trade]
crashed during bartering with merchant in adv mode
- 000717
▪ (0.27.176.38b)
[adventure mode][trade]
(Report) can sell vermin to adventure mode shops repeatedly
- 000182
□
[adventure mode][traps]
getting caught in an adventure mode cage trap freezes the game
- 000853
□
[adventure mode][traps]
even if they are turned on, adventurer mode traps do not work
- 000484
▪ (0.27.169.33f)
[adventure mode][travel]
ambushes no longer happen in adventure mode
- 000715
▪ (0.27.176.38b)
[art] (Report) engravings of an artifact had many different symbols
- 000716
▪ (0.27.176.38b)
[art] (Report) temple had engravings of events that happened well after it was constructed
- 000540
▪ (0.27.169.33e)
[cave-ins] magnetite became yellow sand after collapse
- 000579
□
[cave-ins] (Report) there are problems with dropping a chunk of glacier down into a rock level
- 000749
□
[cave-ins] (Report) upward stairs and supports placed in non-supporting adjacent positions stop cave collapses
- 000864
□
[cave-ins] (Report) anthills remain hanging in the air after cave-ins
- 000807
□
[combat] (Report) stuck-in weapon occasionally disappears completely after possession is lost
- 000535
□
[contaminants] contaminants on severed body parts still remain with a creature
- 000013
▪ (0.22.123.23a)
[creatures] need gender based names
- 000014
▪ (0.22.120.23a)
[creatures] "ITEMCORPSE" subtype is not processed
- 000371
▪ (0.27.169.33e)
[creatures] spine/neck are removed from skeletons
- 000446
▪ (0.27.169.33e)
[creatures] jellyfish have bones
- 000499
▪ (0.27.169.33e)
[creatures] many fish have a number of inappropriate parts, like lungs and breath-related throats
- 000592
□
[creatures] (Report) dead iron men sometimes fail to leave statues when they should
- 000597
▪ (Next Version)
[creatures] (Report) flying creatures give birth in midair, leading to tragedy
- 000622
□
[creatures] beached vermin move around and fail to die
- 000624
□
[creatures] untame vermin that escape don't rejoin the population
- 000652
□
[creatures] (Report) FIREIMMUNE is broken
- 000669
▪ (Next Version)
[creatures] blood can be dropped in open space (if a bleeding creature falls, etc.)
- 000790
▪ (Next Version)
[creatures] (Report) body glosses which contain the word being replaced lock up the game
- 000796
□
[creatures] (Report) satyrs brain turns off after escaping from a cage
- 000802
□
[creatures] (Report) snakemen can get through fortifications
- 000617
▪ (0.27.176.38b)
[dwarf mode][artifacts]
can't place artifacts as buildings or use them as mechanisms in traps
- 000737
▪ (0.27.176.38b)
[dwarf mode][artifacts]
(Report) frame rate drops after a dwarf creates an artifact and increases when they die
- 000022
▪ (0.22.123.23a)
[dwarf mode][buildings]
furnaces never clutter
- 000023
▪ (0.22.123.23a)
[dwarf mode][buildings]
farm plots, ponds and other such buildings will fill out into rectangles upon reclaim, covering even the walls
- 000024
▪ (0.22.123.23a)
[dwarf mode][buildings]
raised bridges only block artificial floods, but not projectiles or natural floods, windows are broken as well
- 000025
▪ (0.22.123.23a)
[dwarf mode][buildings]
loom/butcher should still be able to autoqueue when there are different sorts of suspended jobs there
- 000026
▪ (0.22.123.23a)
[dwarf mode][buildings]
should be able to turn off loom/butcher automation
- 000027
▪ (0.22.123.23a)
[dwarf mode][buildings]
king kept all room assignments after falling into a chasm
- 000028
▪ (0.22.123.23a)
[dwarf mode][buildings]
can queue stone roads to create dirt roads by immediately stopping the construction
- 000029
▨ (doesn't reproduce)
[dwarf mode][buildings]
reclaim made bridges drown people that walked on them, adventurer was unable to use them at all
- 000150
▪ (0.22.123.23a)
[dwarf mode][buildings]
clothing shops shouldn't stock unwearable items
- 000158
▪ (0.22.123.23a)
[dwarf mode][buildings]
cage traps don't update color properly
- 000179
▪ (0.22.123.23a)
[dwarf mode][buildings]
magma man dies in weapon trap and obsidian stuck in trap, but trap not jammed or clean
- 000186
▨ (only one of the 3 components needs to be destroyed)
[dwarf mode][buildings]
siege engines destroyed by tantruming dwarves drop XXballista partsXX
- 000195
▪ (0.22.120.23a)
[dwarf mode][buildings]
dyed items that are placed as buildings are not displayed with the correct color
- 000243
▪ (0.22.123.23a)
[dwarf mode][buildings]
shows many channels in k view for channels that are connected to other channels
- 000248
▪ (0.22.123.23a)
[dwarf mode][buildings]
destroyed buildings like bridges leave behind mud and blood, even over impossible surfaces
- 000285
▪ (0.27.169.32a)
[dwarf mode][buildings]
dwarves standing on statues and similar buildings become stuck in many situations
- 000325
▪ (0.27.169.32a)
[dwarf mode][buildings]
pathfinding seem confused by windows -- they bump into them and stop what they are doing sometimes
- 000338
▪ (0.27.169.33e)
[dwarf mode][buildings]
butcher's shops claimed by mood still generates auto tasks
- 000369
▪ (0.27.169.33f)
[dwarf mode][buildings]
when fire spreads over filled coffins, the corpses inside catch on fire, and the bones pop out of the coffin
- 000398
□
[dwarf mode][buildings]
animal traps/grates/archery targets/etc. remain floating in the air if you build them off a bridge and remove the bridge (or dig out the ground or remove constructions)
- 000400
□
[dwarf mode][buildings]
animal traps have trouble with ocean fish and sometimes catch from other areas
- 000467
□
[dwarf mode][buildings]
wagons fall into lava/chasm/other hazards at the beginning
- 000495
▪ (0.27.169.33e)
[dwarf mode][buildings]
bolts can pass through archery targets
- 000515
▨ (doesn't reproduce)
[dwarf mode][buildings]
removed wall grate left behind residual 'building present' message
- 000548
▨ (doesn't reproduce)
[dwarf mode][buildings]
dismantled water wheel blocked center tile
- 000559
▨ (doesn't reproduce)
[dwarf mode][buildings]
stopping a furniture construction placed the item on the ground but it was not visible from 'k'
- 000593
□
[dwarf mode][buildings]
(Report) doors do not come down when constructions next to them are removed
- 000610
▪ (Next Version)
[dwarf mode][buildings]
color of gray stone and dark stone furniture is inverted
- 000660
▨ (doesn't reproduce)
[dwarf mode][buildings]
(Report) former pump causes dangerous terrain message
- 000680
□
[dwarf mode][buildings]
(Report,Report) unit projectiles go through wall grates, flows push units through bars
- 000719
□
[dwarf mode][buildings]
(Report) building a farm on soil that was collapsed into a rock layer replaces the soil with rock
- 000773
▪ (Next Version)
[dwarf mode][buildings]
(Report) after flinging items with bridges, some of the items ended up stuck in midair
- 000854
□
[dwarf mode][buildings]
(Report) bridge dropped over a ramp stops bridge squares from being walkable
- 000870
□
[dwarf mode][buildings]
(Report) bridges can remain hanging in the air after floor removal
- 000876
□
[dwarf mode][buildings]
(Report) triggered bridges can sometimes crash the game
- 000750
▪ (0.27.176.38b)
[dwarf mode][buildings][cages and chains]
(Report) chained animals can go down stairs and around under their chains
- 000392
□
[dwarf mode][buildings][machines]
(Report) even after frozen gear assembly is removed, machine frozen state not updated, and frozen parts can start moving
- 000397
□
[dwarf mode][buildings][machines]
obsidian over your machines won't stop them
- 000509
▪ (0.27.176.38a)
[dwarf mode][buildings][machines]
magma pumping requires source square at least 2 elevations deep
- 000512
□
[dwarf mode][buildings][machines]
replacing a gear failed to connect up a machines power
- 000532
□
[dwarf mode][buildings][machines]
dwarves can build machines in the air as long as there is a supporting machine waiting to be constructed
- 000590
▨ (doesn't reproduce)
[dwarf mode][buildings][machines]
windmills built on existing gear assemblies don't work
- 000839
□
[dwarf mode][buildings][machines]
(Report) pressure plate stops working in low water situation
- 000841
▪ (Next Version)
[dwarf mode][buildings][machines]
(Report) rock stays stuck one Z level above raised bridge tiles when the bridge is lowered
- 000030
▪ (0.22.123.23a)
[dwarf mode][combat]
creatures just leave stuck-ins in their bodies, even when danger passes
- 000031
▪ (0.22.123.23a)
[dwarf mode][combat]
whips stick in wounds
- 000032
□
[dwarf mode][combat]
when an archer is far from a fortification and fails a shot-line test, their brains turn off
- 000033
□
[dwarf mode][combat]
having your bow grabbed doesn't affect ability to shoot somebody
- 000034
□
[dwarf mode][combat]
sometimes attack an enemy while you're on a staircase above it can lead to you going down multiple floors when you charge
- 000035
□
[dwarf mode][combat]
you can't hit prone opponents with thrown objects while you are sneaking
- 000036
▪ (0.22.120.23a)
[dwarf mode][combat]
flying dead corpses still show the flashing ko symbol
- 000037
□
[dwarf mode][combat]
missing limbs make permanent rest jobs, this must be handled when the shadow limb pain is corrected
- 000038
□
[dwarf mode][combat]
you get wrestling skill by pinching unconscious people
- 000039
□
[dwarf mode][combat]
melee opponents shouldn't scare siege operators through fortifications
- 000319
▪ (0.27.169.32a)
[dwarf mode][combat]
caravan guard on other side of river kept trying to attack ground hogs that became trapped a central island after ice melted
- 000362
□
[dwarf mode][combat]
very highly skilled throwers and siege operators send projectiles the wrong direction
- 000425
□
[dwarf mode][combat]
dwarves refuse to target unconscious creatures, possibly related to Bug424
- 000447
▪ (0.27.169.33b)
[dwarf mode][combat]
archers can fire horizontally when targeting creatures on a differnet z level
- 000458
▪ (0.27.169.33f)
[dwarf mode][combat]
sieging goblins don't try to attack
- 000661
□
[dwarf mode][combat]
(Report) wrestling with wagon riders persists after the wagon moves away
- 000757
□
[dwarf mode][combat]
(Report) building destroyer creatures need to respect entity affiliations/friendships
- 000436
□
[dwarf mode][constructions]
bridges allow you to build adjacent constructions in the air but don't support them
- 000437
▪ (Next Version)
[dwarf mode][constructions]
walls constructed over ground debris display as debris
- 000438
□
[dwarf mode][constructions]
dwarves can't build constructions from diagonal directions
- 000472
□
[dwarf mode][constructions]
collapsing a building can leave a line of floating downward ramp symbols
- 000040
▪ (0.22.120.23a)
[dwarf mode][creatures]
there was a miserable zombie alligator and a fire imp went stark raving mad after a fight
- 000041
□
[dwarf mode][creatures]
creatures escape from cages when brought to the depot sometimes
- 000042
▪ (0.22.120.23a)
[dwarf mode][creatures]
the drowning flag is maintained indefinitely on caged creatures
- 000043
▪ (0.22.120.23b)
[dwarf mode][creatures]
children in bags made copies of themselves
- 000170
▪ (0.22.120.23a)
[dwarf mode][creatures]
"Stray Mandrill (tame) has given birth to .", and then the children breed
- 000184
□
[dwarf mode][creatures]
animals locked in a room lag the game heavily from path-finding
- 000303
▨ (doesn't reproduce)
[dwarf mode][creatures]
a goblin located during an ambush appeared as a solid brown square
- 000405
□
[dwarf mode][creatures]
stronger pool vs. river vs. lake vs. ocean checks needed for large fish, fishing, vermin generation
- 000407
□
[dwarf mode][creatures]
path fail errors from "path goal owner", "invalid goal" and "path goal seek station flood, invalid station", also loop path fails from "seek station, station invalid"
- 000465
▨ (doesn't reproduce)
[dwarf mode][creatures]
had "many fluffy wamblers" despite lack of MICRO tag
- 000470
▪ (0.27.169.33e)
[dwarf mode][creatures]
animals seeking their masters (and others) ignore that they are chained
- 000482
□
[dwarf mode][creatures]
animals that can swim but shouldn't be happy doing so, like dogs, are happy to chill out and give birth in the river
- 000504
▨ (doesn't reproduce)
[dwarf mode][creatures]
there was blood splattered on the pancreas
- 000505
□
[dwarf mode][creatures]
an ettin in a cave settled by dwarves was marked as "visiting"
- 000513
□
[dwarf mode][creatures]
flies swarmed around a rotting corpse in magma
- 000452
▪ (0.27.169.33c)
[dwarf mode][diplomacy]
liaison is unable to leave the map if underground
- 000501
□
[dwarf mode][diplomacy]
insane liaison made if off the edge of the screen, then came back insane next year
- 000549
□
[dwarf mode][diplomacy]
on break mayor conducted a meeting without changing 'on break' text
- 000589
□
[dwarf mode][diplomacy]
(Report) unconscious dwarves conduct meetings, and the meetings don't advance while they are doing this
- 000621
□
[dwarf mode][diplomacy]
liaison leaves immediately if leader is in a strange mood
- 000736
▪ (0.27.176.38b)
[dwarf mode][diplomacy]
(Report) liaison does not come with merchants in 33g to 38a save
- 000832
▪ (Next Version)
[dwarf mode][diplomacy]
(Report) dwarf with legendary negotiation skills lost 36 trees from 100 after discussing the tree cap
- 000373
□
[dwarf mode][economics]
right when pricing starts up, it can show the blank prices for a short time
- 000451
□
[dwarf mode][economics]
improved bolts become too valuable
- 000498
□
[dwarf mode][economics]
Receive job pay: NULL JOB wound up in the errorlog, possibly related to crash
- 000573
▪ (0.27.169.33e)
[dwarf mode][economics]
(Report) when economy is on, can't assign required rooms to appointees
- 000692
▪ (0.27.176.38a)
[dwarf mode][economics]
(Report) rents aren't reset when rooms are resized
- 000744
▪ (0.27.176.38b)
[dwarf mode][economics]
(Report) new furniture placements in rooms don't reset rent
- 000856
□
[dwarf mode][economics]
(Report) containers with objects in them are worth less than empty containers
- 000874
□
[dwarf mode][economics]
(Report) once economy starts, prices for some objects can be inflated by hundreds of times for no reason
- 000044
▪ (0.27.169.32a)
[dwarf mode][environment]
it talks about river ice thinning even if there's no river
- 000152
▪ (0.27.169.32a)
[dwarf mode][environment]
if the map changes to the debris icon, it can remove a channel somehow, might be related to young trees getting caught in a channel
- 000161
▪ (0.27.169.32a)
[dwarf mode][environment]
blasting holes in the ice with a catapult can confuse path-finding
- 000223
▪ (0.22.120.23a)
[dwarf mode][environment]
once dwarves reveal a hidden web, it keeps happening over and over
- 000227
▪ (0.27.169.32a)
[dwarf mode][environment]
buildings on glaciers are not destroyed when the ice below them is lava'd into water
- 000230
▪ (0.22.120.23b)
[dwarf mode][environment]
an entire glacial map melted in the summer
- 000235
▪ (0.27.169.32a)
[dwarf mode][environment]
created river/mud squares do not re-freeze
- 000263
▪ (0.22.121.23b)
[dwarf mode][environment]
dry mud squares steam when near fire, sand too
- 000310
□
[dwarf mode][environment]
seeds and other items are destroyed by rain when held by units
- 000315
▪ (0.27.169.32a)
[dwarf mode][environment]
yellow rain in deserts
- 000332
▪ (0.27.169.32a)
[dwarf mode][environment]
two "Mud" squares appeared in the middle of the cave river
- 000383
□
[dwarf mode][environment]
ice boulder that fell into a non-freezing area turned into water but was still a boulder item, ice constructions also turn to water without melting
- 000418
▪ (Next Version)
[dwarf mode][environment]
it places improper mineral inclusions in the soil right above the beach level
- 000427
▪ (0.27.176.38a)
[dwarf mode][environment]
in evil regions with dead vegetation, saplings spring up and die instantly
- 000434
▪ (0.27.169.33f)
[dwarf mode][environment]
barrels/wood burned for a year and then the fire went out and everything was fine
- 000439
▪ (0.27.169.33e)
[dwarf mode][environment]
volcano had peat wall, and magma doesn't set trees on fire
- 000462
▪ (0.27.176.38a)
[dwarf mode][environment]
most submerged vegetation + grass should die
- 000480
□
[dwarf mode][environment]
ant colonies start on frozen brook squares/glaciers/etc., as long as glacier isn't only biome
- 000487
▪ (0.27.169.33e)
[dwarf mode][environment]
cave-in over volcano caused by pond placed over volcano
- 000502
▪ (0.27.169.33e)
[dwarf mode][environment]
subterranean/dark state can be preserved in channels by building a roof first
- 000521
▪ (0.27.169.33f)
[dwarf mode][environment]
burning axle buildings did not damage wood
- 000578
□
[dwarf mode][environment]
(Report) snow doesn't melt if you cover it up with a roof
- 000582
▪ (0.27.169.33f)
[dwarf mode][environment]
(Report) the bottom of magma lakes is open space instead of being floor
- 000583
▪ (0.27.169.33f)
[dwarf mode][environment]
(Report) above ground designations not assigned properly
- 000598
▨ (doesn't reproduce)
[dwarf mode][environment]
(Report) brook water marked as subterranean
- 000600
▪ (0.27.169.33g)
[dwarf mode][environment]
(Report) constructions cause irregular behavior with light/subterranean designations
- 000612
□
[dwarf mode][environment]
(Report) when it creates walls for rivers, it doesn't place walls under the center
- 000614
▪ (Next Version)
[dwarf mode][environment]
if a plant appears over an engraved floor, it doesn't remove the engraving object
- 000629
▪ (Next Version)
[dwarf mode][environment]
rain doesn't undry grass correctly and pools don't fill
- 000638
□
[dwarf mode][environment]
large ocean creatures unable to enter the play area
- 000045
▪ (0.27.169.32a)
[dwarf mode][flows]
river can source water in an aqueduct through the floor
- 000046
▪ (0.27.169.32a)
[dwarf mode][flows]
removing a bridge can cause incorrect floods
- 000047
▪ (0.27.169.32a)
[dwarf mode][flows]
a water flow went through a full magma channel and flooded into the lava river
- 000048
▨ (doesn't reproduce)
[dwarf mode][flows]
miasma cleans blood off the walls and floors
- 000049
▪ (0.27.169.32a)
[dwarf mode][flows]
if you remove a full aqueduct it floods both sides of the map
- 000050
▪ (0.27.169.32a)
[dwarf mode][flows]
magma will clear blood out of a channel, but if somebody dies in a filled channel, it leaves the blood. the corpses might not burn up in lava waves, and many other objects seem to stay as well including turtle shells
- 000051
▪ (0.27.169.32a)
[dwarf mode][flows]
door destruction and closure makes flows go crazy
- 000052
▪ (0.27.169.32a)
[dwarf mode][flows]
an active water flow beneath the low part of an aqueduct will flood up into it
- 000053
▪ (0.27.169.32a)
[dwarf mode][flows]
cannot build a lava aqueduct across a full water channel without problems
- 000180
▪ (0.27.169.32a)
[dwarf mode][flows]
aqueducts outside that are filled don't flood, it just stops
- 000232
▪ (0.27.169.32a)
[dwarf mode][flows]
water flows under bridges push dwarves
- 000236
▪ (0.27.169.32a)
[dwarf mode][flows]
water does not flow over glaciers
- 000237
▪ (0.27.169.32a)
[dwarf mode][flows]
a channel flooded with lava through a glacier leaves open river squares and an empty channel
- 000256
▪ (0.22.121.23a)
[dwarf mode][flows]
opening a floodgate by the lava crashes the game
- 000278
▨ (doesn't reproduce)
[dwarf mode][flows]
overflowing cave river destroyed bridge
- 000288
▪ (0.27.169.32a)
[dwarf mode][flows]
natural flood water does not interact with magma in channels
- 000290
▪ (0.27.169.32a)
[dwarf mode][flows]
dwarves do not drown when standing in a water-filled channel where a raised bridge would lower
- 000292
▪ (0.27.169.32a)
[dwarf mode][flows]
lava can somehow be sourced without being connected to the magma river, and magma connected lava can be cleared
- 000293
▪ (0.23.125.23a)
[dwarf mode][flows]
flooding an area leads to a permanent slowdown
- 000295
▪ (0.27.169.32a)
[dwarf mode][flows]
cancelling the placement of doors/bridges/etc. that haven't even been placed yet cancels flooding from their square
- 000324
▪ (0.27.169.32a)
[dwarf mode][flows]
you can still designate channels as ponds even after they are connected to magma
- 000326
▪ (0.27.169.32a)
[dwarf mode][flows]
if a magma flood kills a tower cap, the square is turned to ash and the flood stops
- 000328
▨ (doesn't reproduce)
[dwarf mode][flows]
it's possible to block a flood simply by queuing a floodgate
- 000339
▪ (0.27.169.32a)
[dwarf mode][flows]
bridges become disallowed over channel after a sequence of bridge builds and floods involving a channel
- 000402
□
[dwarf mode][flows]
if you throw a wooden cage in a swamp pool, the occupants don't drown
- 000404
□
[dwarf mode][flows]
once a flow situation becomes static, pressure seems to hard to restart even after digging
- 000440
▪ (0.27.176.38a)
[dwarf mode][flows]
buildings/stockpiles/roads disappear when shallow water freezes/thaws over them
- 000461
▪ (0.27.169.33b)
[dwarf mode][flows]
dwarves get very confused in water and fail to escape properly
- 000493
▪ (0.27.176.38a)
[dwarf mode][flows]
screw pumps are capable of generating water when the setup includes a loop
- 000508
□
[dwarf mode][flows]
flooding over a full pond will kill the fish inside
- 000519
▪ (0.27.169.33f)
[dwarf mode][flows]
ocean waves drop fresh water
- 000525
□
[dwarf mode][flows]
items that were pushed around by water didn't show up with look command
- 000526
□
[dwarf mode][flows]
if water freezes over a construction site, the building survives and can still be built
- 000609
□
[dwarf mode][flows]
aquifers drain lakes
- 000632
□
[dwarf mode][flows]
(Report) creatures associated to submerged wagon did not drown
- 000665
□
[dwarf mode][flows]
(Report) frozen shrubs display incorrectly upon thaw
- 000675
□
[dwarf mode][flows]
(Report) caved-in brook tiles suck up water
- 000687
▪ (Next Version)
[dwarf mode][flows]
(Report) you can drain the ocean into an aquifer
- 000726
□
[dwarf mode][flows]
(Report) building a floor out into the ocean causes waves to act strangely
- 000770
□
[dwarf mode][flows]
(Report) water falls through lowered bridge
- 000370
▪ (0.27.169.33c)
[dwarf mode][idle behavior]
children follow their mothers around even after entering adulthood
- 000433
▪ (0.27.169.33c)
[dwarf mode][idle behavior]
dwarves that are supposed to stay inside attempt to wander back to the wagon and get stuck
- 000476
▪ (0.27.169.33c)
[dwarf mode][idle behavior]
35 of 40 dwarves were partying at once for a very long time
- 000616
□
[dwarf mode][idle behavior]
a kidnapped child did not attempt to leave a seed bag, but eeked out some sort of existence there
- 000631
□
[dwarf mode][idle behavior]
(Report) forbidding pet passage through the door of an enclosure creates lag
- 000743
▪ (0.27.176.38b)
[dwarf mode][idle behavior]
(Report) dwarves can gain conversation skills when game is paused
- 000473
□
[dwarf mode][interface]
FPS counter hides menus on some screens
- 000054
▪ (0.27.169.33c)
[dwarf mode][interface][animals]
stray war dogs seem to drift in and out of the animal screen
- 000342
▪ (0.27.169.33c)
[dwarf mode][interface][animals]
war dogs do not show up in the animal list on reload
- 000536
□
[dwarf mode][interface][animals]
exotic animals that are already tame should be available on pet screen
- 000584
▪ (0.27.169.33f)
[dwarf mode][interface][animals]
(Report) work animals can appear in the pet list twice right after being trained
- 000055
▨ (doesn't reproduce)
[dwarf mode][interface][announcements]
ratmen sprung from ambush messages appearing multiple times
- 000429
▨ (doesn't reproduce, save would be useful)
[dwarf mode][interface][announcements]
game froze up after pressing 'a' for announcements
- 000517
▪ (0.27.169.33e)
[dwarf mode][interface][announcements]
"The (dwarf name) has organized a party at..."
- 000601
□
[dwarf mode][interface][announcements]
(Report) "(name) is now a guard" message given when a dwarf is removed from the guard
- 000623
□
[dwarf mode][interface][announcements]
"ratman is no longer enraged." missing article
- 000679
□
[dwarf mode][interface][announcements]
(Report) custom profession "cook&brewer" shows up as "cookrewer" in announcements
- 000709
▪ (0.27.176.38b)
[dwarf mode][interface][announcements]
(Report) incorrect message for thief discovery
- 000057
▪ (0.22.123.23a)
[dwarf mode][interface][announcements][message spam]
trap loading job (unavailable ammo, path find cancellations) message spam
- 000058
▪ (0.22.123.23a)
[dwarf mode][interface][announcements][message spam]
construct building can't find way to component
- 000059
▪ (0.22.123.23a)
[dwarf mode][interface][announcements][message spam]
capture live fish: needs animal trap
- 000060
▪ (0.22.123.23a)
[dwarf mode][interface][announcements][message spam]
give water job: need empty bucket, also true of fill/empty pond job if you don't have a bucket, also filling aquariums
- 000061
▪ (0.22.123.23a)
[dwarf mode][interface][announcements][message spam]
during an eat job, the room became locked, and the guy kept trying to get there
- 000062
▪ (0.22.123.23a)
[dwarf mode][interface][announcements][message spam]
hunt for small creature failed to path find
- 000063
▪ (0.22.123.23a)
[dwarf mode][interface][announcements][message spam]
attempting to load ballista if you don't have an arrow
- 000064
▪ (0.22.123.23a)
[dwarf mode][interface][announcements][message spam]
connect a lever to a floodgate they can't reach
- 000065
▪ (0.22.123.23a)
[dwarf mode][interface][announcements][message spam]
chasming breaks because they try to go to nearby inaccessible areas
- 000066
▪ (0.22.120.23a)
[dwarf mode][interface][announcements][message spam]
spider and web got on workshop square, path spam from loom collect job
- 000067
▪ (0.22.123.23a)
[dwarf mode][interface][announcements][message spam]
path errors from disconnection by tower cap
- 000068
▪ (0.22.123.23a)
[dwarf mode][interface][announcements][message spam]
guy was stuck on the river island and trying to drink and spamming
- 000231
▪ (0.22.120.23b)
[dwarf mode][interface][announcements][message spam]
loom "needs undisturbed web" spam -- it keeps recreating the job
- 000274
▪ (0.22.123.23a)
[dwarf mode][interface][announcements][message spam]
"X cancels store item in stockpile: drop off inaccessible", X is in prison with a beer barrel
- 000335
▪ (Next Version)
[dwarf mode][interface][announcements][message spam]
failed task message spam from flooding part of a food stockpile
- 000366
▪ (Next Version)
[dwarf mode][interface][announcements][message spam]
beat criminal: cannot find path was spamming
- 000419
□
[dwarf mode][interface][announcements][message spam]
gives several cave-in messages as a floor falls step by step down a magma pipe
- 000560
▪ (0.27.176.38a)
[dwarf mode][interface][announcements][message spam]
(Report) cleaning jobs are made for inaccessible areas, causing cancel messages, including molten magma
- 000647
□
[dwarf mode][interface][announcements][message spam]
(Report) trying to release (tame/untame) vermin without animal traps leads to spam
- 000767
▪ (Next Version)
[dwarf mode][interface][announcements][message spam]
(Report) dwarves spam path-finding errors when trying to slaughter animals
- 000469
▨ (this happens when building site fails to path to item, saves welcome)
[dwarf mode][interface][building construction]
building construction reports negative distances to objects
- 000471
▨ (doesn't reproduce)
[dwarf mode][interface][building construction]
building construction interface reported the wrong distance for a rock in a tunnel under a proposed road
- 000485
▪ (0.27.169.33f)
[dwarf mode][interface][building construction]
you can build a hatch inside a human building's wall
- 000537
▪ (0.27.169.33f)
[dwarf mode][interface][building construction]
end game magma doesn't always enable magma forge options
- 000552
▪ (0.27.169.33b)
[dwarf mode][interface][building construction]
it allows roads to be built on ramps and stairways, which destroys them
- 000555
▪ (0.27.169.33e)
[dwarf mode][interface][building construction]
cage containing goblin thief showed up as empty on construction screen
- 000859
□
[dwarf mode][interface][building construction]
(Report) a partially completed suspended building removal can be instantly removed when construction restarts
- 000781
▪ (Next Version)
[dwarf mode][interface][burial]
(Report) init options for pet burial not respected by freed tombs
- 000546
▪ (0.27.169.33e)
[dwarf mode][interface][cages and chains]
trader's animals appear in cage list
- 000688
▪ (Next Version)
[dwarf mode][interface][cages and chains]
(Report) cage list entries print under instructions if list is long enough
- 000730
▪ (0.27.176.38a)
[dwarf mode][interface][civilizations]
(Report) civilization screen has serious speed issue compared to other simple screens
- 000556
▪ (0.27.169.33e)
[dwarf mode][interface][currency]
currency screen lumps all coin types into silver
- 000875
□
[dwarf mode][interface][depot access]
(Report) unallocated underground areas flash the depot access symbols
- 000149
▪ (0.22.120.23a)
[dwarf mode][interface][designations]
fortification flashes "A" when you dig it
- 000428
▪ (0.27.169.33e)
[dwarf mode][interface][designations]
when dead trees are designated for cutting they flash between dead and live tree icon
- 000464
▪ (0.27.169.33e)
[dwarf mode][interface][designations]
warm stone warnings do not happen diagonally
- 000522
▪ (0.27.169.33e)
[dwarf mode][interface][designations]
flashing ramp designations give away types of hidden terrain
- 000748
▪ (Next Version)
[dwarf mode][interface][designations]
(Report) designating a smooth wall to be mined makes it look unsmooth
- 000768
□
[dwarf mode][interface][designations]
(Report) cat adoptions and meetings can occur while the game is paused during mining designations
- 000868
□
[dwarf mode][interface][designations]
(Report) ramps designated for removal display their stone symbol instead of something rampish
- 000154
□
[dwarf mode][interface][embark]
music starts when you view their profiles from embark setup
- 000301
▪ (0.23.125.23a)
[dwarf mode][interface][embark]
"n" doesn't work if you are in the pet column during embark
- 000409
□
[dwarf mode][interface][embark]
region image in middle of embark screen of evil forest had different tree pics than exported version
- 000459
▪ (Next Version)
[dwarf mode][interface][embark]
in the embark screen, changing the civilization will resize your local area
- 000475
▪ (Next Version)
[dwarf mode][interface][embark]
name spills passed point values on item selection screen
- 000580
▪ (0.27.169.33f)
[dwarf mode][interface][embark]
(Report) the colors on the cliff indicator don't match with the numbers
- 000603
▪ (Next Version)
[dwarf mode][interface][embark]
(Report) on embark, silk cloth is placed in the Cloth (Plant) category
- 000656
□
[dwarf mode][interface][embark]
(Report) large default selection area confuses embark selector
- 000703
▪ (0.27.176.38a)
[dwarf mode][interface][embark]
(Report) stream can occur in embark text throughout the world but does not appear in map
- 000732
▪ (0.27.176.38b)
[dwarf mode][interface][embark]
(Report) aquifer invisible on embark screen
- 000746
▪ (0.27.176.38b)
[dwarf mode][interface][embark]
(Report) geological layers on ocean floor can act strangely
- 000865
□
[dwarf mode][interface][embark]
(Report) aquifer shown on embark screen does not show up in play
- 000200
▪ (0.22.120.23a)
[dwarf mode][interface][farm plots]
if you have more than ten plants, farm scrolling does not work properly
- 000516
▪ (0.27.169.33e)
[dwarf mode][interface][farm plots]
farms still reset to fallow except the autumn stuff outside
- 000056
▪ (0.27.169.32a)
[dwarf mode][interface][main view]
you can see webs in hidden squares sometimes, and batmen
- 000268
▪ (0.22.123.23a)
[dwarf mode][interface][main view]
minimap shows glacier as water
- 000413
□
[dwarf mode][interface][main view]
when looking from above, can see terrain dots through hatches/bridges/other buildings
- 000415
▪ (Next Version)
[dwarf mode][interface][main view]
the dyer's workshop tiles appeared the wrong color when constructed on snow
- 000510
□
[dwarf mode][interface][main view]
hotkeys don't function properly when the yellow 'X' cursor is up
- 000569
▪ (0.27.169.33e)
[dwarf mode][interface][main view]
(Report) winter trees flash backward icon when designated for chop
- 000591
▪ (0.27.169.33f)
[dwarf mode][interface][main view]
(Report) people in meetings are counted as idlers
- 000755
□
[dwarf mode][interface][main view]
(Report) it unpauses inappropriately after entering view mode
- 000800
▪ (Next Version)
[dwarf mode][interface][main view]
(Report) ammo debris not shown on ramps, but changes ramp color
- 000858
▪ (Next Version)
[dwarf mode][interface][main view]
(Report) smooth stone floors only display the word smooth for layered stone
- 000188
□
[dwarf mode][interface][manager]
making many mandates for the same shop leads to uneven queueing
- 000260
▪ (0.22.121.23a)
[dwarf mode][interface][manager]
make totem jobs don't go from manager to workshops
- 000351
▪ (0.27.169.32a)
[dwarf mode][interface][manager]
manager screen offers two different wooden bins
- 000390
▪ (0.27.169.33e)
[dwarf mode][interface][manager]
glass trap comps, glass tubes, wooden blocks and metal crossbow aren't on manager screen
- 000542
▪ (0.27.169.33e)
[dwarf mode][interface][manager]
all the assemble ballista arrow jobs are wooden on manager screen
- 000830
▪ (Next Version)
[dwarf mode][interface][manager]
(Report) jobs for glass furnaces won't be placed in queue from the manager
- 000831
□
[dwarf mode][interface][manager]
(Report) can't weave adamantine cloth from manager and cloth stockpiles don't have adamantine cloth/thread options
- 000845
▪ (Next Version)
[dwarf mode][interface][manager]
(Report) higher priority unapproved work orders are reduced first if another approved work order of the same type exists
- 000106
▪ (0.27.169.33e)
[dwarf mode][interface][military command chain]
if you put somebody listed above the leader under the leader, the marker goes to the wrong dwarf
- 000741
▪ (0.27.176.38b)
[dwarf mode][interface][rooms]
(Report) bottom 3 rooms on room list are selectable but hidden by menu options
- 000387
▪ (0.27.176.38a)
[dwarf mode][interface][squads]
squad selection does consider the z direction properly
- 000399
▨ (doesn't reproduce)
[dwarf mode][interface][squads]
couldn't select a single recruit until other squads were made
- 000728
▪ (0.27.176.38a)
[dwarf mode][interface][squads]
squad named translated to "Of Panting" but had Ase:n Lerom as dwarven name
- 000163
□
[dwarf mode][interface][status]
cookable extracts are not counted as "other" food, not that those categories are good anyway
- 000261
▪ (0.22.121.23b)
[dwarf mode][interface][status]
peasants appear as "s" on the status screen
- 000193
▪ (0.22.120.23a)
[dwarf mode][interface][stockpiles]
if you reduce the size of a stockpile, the max bin size stays up at the old size and can be set to the old size
- 000201
▪ (0.22.120.23a)
[dwarf mode][interface][stockpiles]
adamantine strands don't appear in the cloth stockpile settings
- 000394
□
[dwarf mode][interface][stockpiles]
there's no option to store ice boulders in the stone or any other stockpile
- 000511
□
[dwarf mode][interface][stockpiles]
wooden blocks are missing from custom stockpile list
- 000557
□
[dwarf mode][interface][stockpiles]
stockpile screen does not group adamantine properly
- 000151
□
[dwarf mode][interface][stocks]
caravan guys' stuff should be marked in stocks
- 000185
▪ (0.27.169.32a)
[dwarf mode][interface][stocks]
the obsolete shirt/cloak type shouldn't appear in the stocks screen
- 000271
□
[dwarf mode][interface][stocks]
item corpse and tree-based ash are separated on the stocks screen
- 000531
□
[dwarf mode][interface][stocks]
stocks screen shows hidden spider web items (and other hidden objects)
- 000547
□
[dwarf mode][interface][tasks]
no option at jeweler to cut clear/crystal glass
- 000069
▪ (0.22.120.23a)
[dwarf mode][interface][text]
the current plural of ruby is rubys
- 000070
▪ (0.22.123.23a)
[dwarf mode][interface][text]
capitalization for customized names is off
- 000071
▪ (0.22.123.23a)
[dwarf mode][interface][text]
making charcoal turns "metalsmiths" into "farmers" over time
- 000153
▪ (0.27.173.38a)
[dwarf mode][interface][text]
they dyed "three enormous corkscrews ." on their stuff
- 000159
▪ (0.22.123.23a)
[dwarf mode][interface][text]
"Mace Lordhuman Guard" when talking to a really skilled guard
- 000199
▪ (0.22.120.23a)
[dwarf mode][interface][text]
cheese (and other item) names didn't reflect that they were rotten
- 000283
▪ (0.23.125.23a)
[dwarf mode][interface][text]
" were unable to complete (building)." There is a missing subject.
- 000388
▪ (Next Version)
[dwarf mode][interface][text]
all young animal names get capitalized
- 000395
□
[dwarf mode][interface][text]
it says "water" instead of ice during construction selection and in the look screen
- 000421
▪ (0.27.169.33c)
[dwarf mode][interface][text]
it says "Muddy a stack of driftwood"
- 000441
▪ (0.27.169.33e)
[dwarf mode][interface][text]
engraving: finely-designed image of a "Tower-cap tree"
- 000782
▪ (Next Version)
[dwarf mode][interface][text]
(Report) scroll bars that display a one line overflow have an incorrect gap at the bottom
- 000072
□
[dwarf mode][interface][trade]
food inside prepared meal barrels not displayed in the trade screen
- 000213
▪ (0.22.121.23b)
[dwarf mode][interface][trade]
elven merchant response to an offering isn't wrapped properly
- 000306
▪ (0.23.125.23a)
[dwarf mode][interface][trade]
it uses incorrect gender titles in the trade screen dialogues
- 000307
▪ (0.23.125.23a)
[dwarf mode][interface][trade]
the elven trader dialogue has wrapping problems
- 000073
▨ (doesn't reproduce)
[dwarf mode][interface][unit profiles]
there was a crash looking at a baby's profile
- 000761
▪ (Next Version)
[dwarf mode][interface][unit profiles]
(Report) a thought was just a blank pronoun
- 000762
□
[dwarf mode][interface][unit profiles]
(Report) can view the thoughts of the dead from the relationships screen
- 000416
▪ (0.27.176.38a)
[dwarf mode][interface][unit view]
a creature has a " covering" (missing material)
- 000430
▪ (0.27.169.33b)
[dwarf mode][interface][unit view]
game crashes when cycling through units with 'v'
- 000804
▪ (Next Version)
[dwarf mode][interface][unit view]
it'll just say "fourth finger," instead of something like "fourth finger, right hand"
- 000074
□
[dwarf mode][interface][unit-job screen]
job names are too long and print under to the other side of "inactive"
- 000075
□
[dwarf mode][interface][unit-job screen]
remove cre lights up on some jobs, but it won't remove
- 000218
▪ (0.22.121.23b)
[dwarf mode][interface][unit-job screen]
the king/queen and consort are unusually placed on the 'u' screen
- 000251
▨ (doesn't reproduce)
[dwarf mode][interface][unit-job screen]
snakemen do not appear in the unit list after being spotted
- 000368
□
[dwarf mode][interface][unit-job screen]
creatures that die while being on fire show up on the unit screen as being on fire forever
- 000545
□
[dwarf mode][interface][unit-job screen]
creatures that die in unexposed cave features should not be listed on the unit screen
- 000619
□
[dwarf mode][interface][unit-job screen]
zoom from unit list doesn't always go to correct unit if there's a stack
- 000822
▪ (Next Version)
[dwarf mode][interface][unit-job screen]
(Report) crashed when looking at a titan from 'u' screen
- 000523
□
[dwarf mode][interface][visualize]
visualizer is broken in fullscreen or when blackspace is on
- 000183
▪ (0.22.123.23a)
[dwarf mode][interface][workshop profile]
clean work profile entry after a guy dies
- 000246
▪ (0.22.123.23a)
[dwarf mode][invasions]
trolls wear narrow clothing
- 000247
▪ (0.22.123.23a)
[dwarf mode][invasions]
goblins drop narrow quivers
- 000249
▪ (0.22.121.23b)
[dwarf mode][invasions]
it puts "a" in front of artifact names when a thief steals one
- 000291
□
[dwarf mode][invasions]
kobold thieves were ambushed and killed by kobold bowmen
- 000354
□
[dwarf mode][invasions]
trolls that were refused entry by a moat failed to flee when the siege was broken
- 000363
□
[dwarf mode][invasions]
siege flag never went away
- 000630
□
[dwarf mode][invasions]
kobold thief in mid-level water unable to leave map
- 000655
□
[dwarf mode][invasions]
invaders coming to cold environments wear extra clothing that not surrounded by ()
- 000760
□
[dwarf mode][invasions]
(Report) goblin snatchers don't care if children grow up while they are there
- 000076
▪ (0.23.125.23a)
[dwarf mode][items]
water rots
- 000077
□
[dwarf mode][items]
need a way to empty bones/spawn/corpses out of a cage
- 000078
▪ (0.27.169.33f)
[dwarf mode][items]
dwarves sometimes wander up to the top left when pathing fails, various items appear up there
- 000178
□
[dwarf mode][items]
(Report) when cage traps are consumed by lava, the corpses of the dead go to capture location
- 000215
▪ (0.22.120.23a)
[dwarf mode][items]
artifacts using masterpiece cloth cause art defacement
- 000286
▨ (the modifier was applied)
[dwarf mode][items]
tallow soap does not use the creature modifier to determine the value of the soap
- 000348
▪ (0.27.169.33f)
[dwarf mode][items]
dwarves refuse to eat indoor food, and then all of it disappears and bones and shells appear at the upper left of the map
- 000367
▪ (0.27.169.33f)
[dwarf mode][items]
a pile of silk clothing burned for a year, and they rarely catch on fire
- 000372
□
[dwarf mode][items]
residual item information left over chasm after a unit fell in
- 000432
□
[dwarf mode][items]
(Report) bones pop out of coffins
- 000444
▪ (0.27.169.33f)
[dwarf mode][items]
ingredient value doesn't factor into value of cooked foods
- 000567
□
[dwarf mode][items]
(Report) goblin cloaks duplicated when the corpses were dumped into pits
- 000595
□
[dwarf mode][items]
molten rock items visible from stocks screen but not in the channel after zoom
- 000641
▣ (a save before this happens would be useful)
[dwarf mode][items]
molten rock disappears from tile but can still zoom to if from stocks screen
- 000663
▪ (0.27.176.38b)
[dwarf mode][items]
(Report) when caged goblin dies, items appear at cage trap
- 000713
□
[dwarf mode][items]
(Report) items can disappear when ice melts after being imbedded
- 000720
▪ (0.27.176.38a)
[dwarf mode][items]
(Report) batman corpse stuck in midair above tree after tree is cut down
- 000846
□
[dwarf mode][items]
(Report) after reclaim, dog corpses on former stockpile do not rot
- 000646
□
[dwarf mode][jobs]
children too many intense jobs, rather than just little helpful jobs
- 000391
▪ (0.27.176.38a)
[dwarf mode][jobs][activity zones]
dwarf tries to fill pond from same activity zone as water source
- 000497
▪ (0.27.176.38a)
[dwarf mode][jobs][activity zones]
if a pond activity zone contains many separate ponds, dwarves won't necessarily fill them all
- 000079
□
[dwarf mode][jobs][animal handling]
cage animal and butcher animal can be made to fight over the movement of an animal
- 000080
▪ (0.22.123.23a)
[dwarf mode][jobs][animal handling]
all purring maggots are treated as butcherable corpses
- 000165
□
[dwarf mode][jobs][animal handling]
the butcher will still butcher a dog that has since been designated for training
- 000166
□
[dwarf mode][jobs][animal handling]
the stray dogs are not trained out of a wooden cage
- 000167
□
[dwarf mode][jobs][animal handling]
the trainer doesn't give a message when there are no dogs to train and a dog fails
- 000168
▪ (0.22.120.23a)
[dwarf mode][jobs][animal handling]
the animal trainer trains pet dogs for war
- 000177
□
[dwarf mode][jobs][animal handling]
if you remove a chain building with an animal attached, the chain stays with the animal
- 000214
▪ (0.22.121.23b)
[dwarf mode][jobs][animal handling]
it lets you view animal profiles (which are blank) from the cage list, observed to be tame animals only
- 000318
□
[dwarf mode][jobs][animal handling]
Animal Caretaker skill is used even when a dwarf is critically wounded and resting in bed
- 000321
▪ (0.27.169.33b)
[dwarf mode][jobs][animal handling]
live purring maggots are fed to animals to be tamed and eaten by their milkers, also live animals from ponds
- 000327
□
[dwarf mode][jobs][animal handling]
it lets you select merchant animals on the cage assignment list
- 000357
□
[dwarf mode][jobs][animal handling]
tame animals that have a title from killing your dwarves or have otherwise attacked your dwarves are still civ enemies and attack
- 000492
□
[dwarf mode][jobs][animal handling]
(Report) animal taming job on repeat attempted to tame the same animal repeatedly
- 000553
□
[dwarf mode][jobs][animal handling]
war dogs can be trained rapidly
- 000640
□
[dwarf mode][jobs][animal handling]
pit/pond jobs don't check for connectivity
- 000081
▪ (0.27.169.32a)
[dwarf mode][jobs][building construction and destruction]
removing certain aqueducts can cause improper flooding
- 000082
▪ (0.27.169.32a)
[dwarf mode][jobs][building construction and destruction]
dwarf built a window on top of himself and could not move
- 000083
□
[dwarf mode][jobs][building construction and destruction]
when you take apart a bridge or cancel construction, it should put all the materials in your square instead
- 000084
▪ (0.27.169.32a)
[dwarf mode][jobs][building construction and destruction]
if you leave items on a building and then destroy it, they aren't ground checked
- 000254
▪ (0.27.169.32a)
[dwarf mode][jobs][building construction and destruction]
if you dig out vegetation by making a channel, lava will destroy the channel when crossing that location
- 000340
▪ (0.27.169.32a)
[dwarf mode][jobs][building construction and destruction]
people who cannot access building materials take jobs
- 000435
□
[dwarf mode][jobs][building construction and destruction]
burned wood was selectable for buildings but they wouldn't use it
- 000449
□