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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>http://www.bay12games.com/dwarves/mantisbt/</docs><link>http://www.bay12games.com/dwarves/mantisbt/</link><description><![CDATA[Dwarf Fortress Bug Tracker - Issues]]></description><title>Dwarf Fortress Bug Tracker - Issues</title><image><title>Dwarf Fortress Bug Tracker - Issues</title><url>http://www.bay12games.com/dwarves/mantisbt/images/mantis_logo_button.gif</url><link>http://www.bay12games.com/dwarves/mantisbt/</link><description><![CDATA[Dwarf Fortress Bug Tracker - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0006327: Game crashes on startup</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6327</link><description><![CDATA[Yesterday, DF worked fine.&lt;br /&gt;
Today, I attempt to open it, and it crashes in Terminal before even opening.]]></description><category>Technical -- General</category><pubDate>Thu, 23 May 2013 15:30:42 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6327</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6327#bugnotes</comments></item><item><title>0006326: Pressing e (equipment) with selected non-squad member causes segfault</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6326</link><description><![CDATA[Hitting e with non-squad member causes crashing game.]]></description><category>Dwarf Mode -- Interface, Military Screen</category><pubDate>Wed, 22 May 2013 11:32:28 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6326</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6326#bugnotes</comments></item><item><title>0002493: Cannot melt metal chests</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=2493</link><description><![CDATA[Designating metal chests for melting at a smelter will endlessly burn charcoal but not melt the item.]]></description><category>Dwarf Mode -- Jobs, Smelting</category><pubDate>Mon, 20 May 2013 17:30:10 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=2493</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=2493#bugnotes</comments></item><item><title>0006325: Reclaiming Crash/Freeze</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6325</link><description><![CDATA[Building a fort in an Evil Biome is fun and challenging, this one also had profane vapors! which make husks, and those produce a lot of Fun. After about 8 reclaim attempts, the dwarves survived long enough to build a working drawbridge to protect the fortress. After each reclaim, the number of items scattered and leather buildup was growing steadily. But upon the next reclaim attempt, the game was frozen. it would refuse to run and/or crash. Prior to this I only used the Mayday tileset as a mod. &lt;br /&gt;
&lt;br /&gt;
I installed DFhack to clean up everything, delete the extra items/leather/junk. &lt;br /&gt;
while the game was no longer completely frozen, it still moved at such a slow pace that the game was essentially unplayable. &lt;br /&gt;
&lt;br /&gt;
Attempting to have an adventurer travel into the fortress results in the game locking up or crashing.]]></description><category>Dwarf Mode -- Reclaim</category><pubDate>Mon, 20 May 2013 15:28:05 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6325</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6325#bugnotes</comments></item><item><title>0000114: Kill orders not cleared after completion</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=114</link><description><![CDATA[I ordered a squad to kill a troll, which they did, but then they just stood around the area keeping the &quot;Kill Troll&quot; order active.  I'm assuming they should cancel it once the troll is dead.]]></description><category>Dwarf Mode -- Jobs, Military</category><pubDate>Mon, 20 May 2013 05:53:47 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=114</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=114#bugnotes</comments></item><item><title>0001677: Exotic pets do not breed</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677</link><description><![CDATA[I bought a pair of tame warthogs from elves, male and female. They have been roaming free in the fort for years and there hasn't been a single piglet.&lt;br /&gt;
&lt;br /&gt;
Likewise in an earlier fort (in .01) I bought giant leopards and tigers and such, and they did not reproduce either.]]></description><category>Dwarf Mode -- Pets</category><pubDate>Mon, 20 May 2013 05:53:26 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677#bugnotes</comments></item><item><title>0006277: Frame rate cap can't be increased after decreasing it below 10 FPS (using in-game keystrokes)</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6277</link><description><![CDATA[After decreasing the frame rate cap below 10, it isn't possible to raise it again. This limits the frame rate to 9 FPS, with no way of changing it without restarting the game.]]></description><category>General</category><pubDate>Sun, 19 May 2013 14:01:25 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6277</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6277#bugnotes</comments></item><item><title>0003722: Falling damage blocked/deflected by armor results in malformed combat announcements</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=3722</link><description><![CDATA[I had a military dwarf fight a buzzard, the dwarf jumped away from it's attack and fell down some stories, breaking his neck. Looked in the combat log, which said, among the standard &quot;...taking the full force of the impact...&quot;, as well:&lt;br /&gt;
&quot;it The Recruit in the body part, but the attack is deflected by The Recruit's (iron breastplate)!&quot;]]></description><category>Combat -- General</category><pubDate>Sat, 18 May 2013 15:17:27 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=3722</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=3722#bugnotes</comments></item><item><title>0006324: DF Generates "Marked x items for Trade Message"</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6324</link><description><![CDATA[First year of Fortress.&lt;br /&gt;
Dwarven Carvan in Autumn.&lt;br /&gt;
&lt;br /&gt;
I did not trade much since I did not made much to trade. But I gave them some barrels.&lt;br /&gt;
&lt;br /&gt;
After I finished trading, I get the message at the bottom of the screen &quot;Marked 10 items for trade&quot;. I checked - 10 of my bituminous coal was so marked.&lt;br /&gt;
I unmarked those.&lt;br /&gt;
&lt;br /&gt;
I now get the message Marked 1 item for trade every couple of minutes.&lt;br /&gt;
&lt;br /&gt;
Help.]]></description><category>Dwarf Mode -- Trade</category><pubDate>Fri, 17 May 2013 03:18:41 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6324</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6324#bugnotes</comments></item><item><title>0006322: Being thrown off bridge results in improperly formatted "combat report"</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6322</link><description><![CDATA[I retracted a bridge with a dwarf standing on it.&lt;br /&gt;
&lt;br /&gt;
I then got the following combat report:&lt;br /&gt;
&lt;br /&gt;
&quot;It The Farmer in the body part but the attack is deflected......&quot;&lt;br /&gt;
&lt;br /&gt;
Maybe the farmer fell or something like that........]]></description><category>Typos/Grammar</category><pubDate>Thu, 16 May 2013 04:45:33 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6322</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6322#bugnotes</comments></item><item><title>0005964: Haulers carry (heavy) full bin to pickup single item (lighter)</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=5964</link><description><![CDATA[I love the bin/barrel hauling, but it has some rough edges.  This is a bug report with suggestions -- the bug (IMO) is that they carry around heavy containers to pick up light objects.&lt;br /&gt;
&lt;br /&gt;
Dwarves often carry a full, heavy bin to pick up a single lighter item.  This is most annoying when they do it with bins full of lead bars.  It is also noticeable that they usually take a bin to pick up a single sock, or a barrel to pick up a single fish.  Worst case, 10 dwarves pick up 10 not-quite full containers from the same stockpile to pick up 10 individual lighter items close to each other, instead of one dwarf carrying around a single bin.&lt;br /&gt;
&lt;br /&gt;
Another annoying thing about this is when traders come, a bunch of bins/barrels which you want to take to the trade depot are being carried around picking up items.&lt;br /&gt;
&lt;br /&gt;
Some suggestions come to mind:&lt;br /&gt;
&lt;br /&gt;
1.  Assign hauling jobs every Nth tick to let them be batched up more and optimize according to weight and space.  Maybe only use a container when several items can be optimized into a hauling run.  If this is already being done, increase N a little bit.  :D  Side benefit:  dwarves can immediately use a new item for a few ticks, instead of waiting for it to be hauled.&lt;br /&gt;
&lt;br /&gt;
2.  Don't carry a heavier container to pick up a lighter object.  Either use an empty/lighter container or no container at all.&lt;br /&gt;
&lt;br /&gt;
3.  Assign only empty bins to hauling jobs.  When the dwarf arrives at the stockpile redistribute items to their appropriate containers.  If this empties the bin use it again for hauling, if not empty then drop in stockpile.  Yes, this will result in #bins used exceeding stockpile size, maybe drop it on a nearby tile causing clutter.  ;)]]></description><category>Dwarf Mode -- Jobs, Hauling</category><pubDate>Thu, 16 May 2013 03:33:48 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=5964</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=5964#bugnotes</comments></item><item><title>0006323: Dwarves add bins to stockpiles but do not add items in bins</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6323</link><description><![CDATA[I have a coke stockpile set to accept only that with size 9 tiles. &lt;br /&gt;
&lt;br /&gt;
It has 7 bins added to it by the dwarves. But they have not put the coke in the bins.&lt;br /&gt;
&lt;br /&gt;
I think they only add stuff to bins when they take the bin with them.&lt;br /&gt;
&lt;br /&gt;
There should be a &quot;re-organise&quot; option in a stockpile set to ON/OFF which makes dwarves shuffle the items to use fewer barrels.&lt;br /&gt;
&lt;br /&gt;
It will also prevent this from happening.]]></description><category>Dwarf Mode -- Stockpiles</category><pubDate>Thu, 16 May 2013 03:28:14 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6323</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6323#bugnotes</comments></item><item><title>0006317: Merge Units and Jobs Screen</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6317</link><description><![CDATA[Would it be possible to merge the (U)nits screen and the (J)obs screen. There is not much difference between the two screens.&lt;br /&gt;
&lt;br /&gt;
This would reduce one screen.&lt;br /&gt;
&lt;br /&gt;
You would need to:&lt;br /&gt;
1. Add a task description column to the units screen.&lt;br /&gt;
2. Then you just need to add a toggle button at the bottom to toggle between Jobs view and Units.]]></description><category>Dwarf Mode -- Interface, Unit View</category><pubDate>Thu, 16 May 2013 02:18:20 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6317</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6317#bugnotes</comments></item><item><title>0006318: Add Wheelbarrow support (optionally) for Stone Trap Set up</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6318</link><description><![CDATA[As in when the stone is being hauled.]]></description><category>Dwarf Mode -- Jobs, Hauling</category><pubDate>Thu, 16 May 2013 02:17:17 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6318</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6318#bugnotes</comments></item><item><title>0006319: Implement Labour Toggle for Pen/Pasture Animal set to on or off</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6319</link><description><![CDATA[Like the other labours can be toggled]]></description><category>Dwarf Mode -- Jobs, Animal Handling</category><pubDate>Thu, 16 May 2013 02:14:27 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6319</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6319#bugnotes</comments></item><item><title>0006320: Parametrisation for Immigration</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6320</link><description><![CDATA[To be set at the start of the embark by user, and then changed once every season or when the dwarver carvan / liason comes:&lt;br /&gt;
&lt;br /&gt;
1. Immigration flow: 1 to 5 (Multiplies current immigration values by 0.5 / 0.75 / 1 / 1.25 / 1.5 etc)&lt;br /&gt;
&lt;br /&gt;
2. Immigration Tilt towards military  / balanced / non-military:]]></description><category>Dwarf Mode -- Immigration</category><pubDate>Thu, 16 May 2013 02:10:52 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6320</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6320#bugnotes</comments></item><item><title>0006321: Soldier Squad Immigration Option</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6321</link><description><![CDATA[This can be implemented as a part of Embark Scenarios:&lt;br /&gt;
&lt;br /&gt;
Trained soldier squads (Breakup decided by user) sent by home dwarven civilisation.&lt;br /&gt;
Soldiers will arrive &quot;with equipment&quot;.&lt;br /&gt;
&lt;br /&gt;
This may make the game easy - but will be useful for new people for the first few fortresses, and will enable people to set up their fortress in tougher / more savage / more evil areas.&lt;br /&gt;
&lt;br /&gt;
Option to set this off for hardcore players]]></description><category>Dwarf Mode -- Immigration</category><pubDate>Thu, 16 May 2013 02:09:56 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6321</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6321#bugnotes</comments></item><item><title>0006316: Error on attempted startup, user error in knowledge base.</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6316</link><description><![CDATA[I recently got a new laptop, and I don't have any internet access with it yet, but of course the very first thing I want to do is to download DF and see how many dwarves its capable of running with until the FPS is lower than HFS - lower than the fort's productivity in a booze shortage - lower, I say, than the mood of a cat lover in a fully sustainable fortress.&lt;br /&gt;
I downloaded a version for windows onto my external HD using one of the macs in the lab (I made sure it was the windows version I DLed.  It was mirror 2 of the SDL versions, if that matters).  Also for reference, the mac version works just fine on the mac that I used as the go-between, but that's not this version anyway so irrelevant.&lt;br /&gt;
Anyway, so I brought the external over and copied and pasted the file onto the 'desktop' and opened it, and it had the cute little DF icon with it's 9MB game file waiting for me to click it to assume godhood over a motley set of dwarves.  I click on it... and immediately get this error: &lt;br /&gt;
&quot;One of the compressed files on disk has errors on it.  Restore from backup if you are able.&quot;&lt;br /&gt;
So I came online to find a solution.&lt;br /&gt;
First, I tried re-downloading, in case that was indeed just a corrupt file, but that didn't seem to help.  &lt;br /&gt;
Second, I came to the forums, and found that supposedly a similar problem can be fixed by running in a different compatibility mode.  I tried each possible mode, including each possible mode with reduced color settings, to no avail.  The only difference is that some modes specifically ask if I Im sure I would like to run the program, forcing me to click 'run' at which point it gives the error, while some modes just try to run it and give the error.&lt;br /&gt;
Third, it seems that file saves, when corrupted due to compression on 64bit systems, give this error.  As such, I went into the init and disabled save compression, as is recommended when one starts to have save corruption issues, even though I have no save files (I have yet to successfully run the program on this computer, so surely couldn't generate any such files yet, but I figured it was worth a shot since my current computer knowledge, having been away for so long, is mediocre at best so I am low on options/things to try).  This had no effect.]]></description><category>Technical -- General</category><pubDate>Wed, 15 May 2013 21:57:24 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6316</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6316#bugnotes</comments></item><item><title>0006011: MAC: DF crashes on launch on MacOS X 10.8 "Mountain Lion" Developer Preview</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6011</link><description><![CDATA[Trying to launch DF on the developer preview of 10.8 crashes immediately:&lt;br /&gt;
&lt;br /&gt;
toucan:~ peterb$ /Games/Dwarf\ Fortress/df ; exit;&lt;br /&gt;
Loading bindings from data/init/interface.txt&lt;br /&gt;
/Games/Dwarf Fortress/df: line 12: 12286 Bus error: 10           ./dwarfort.exe&lt;br /&gt;
&lt;br /&gt;
Process:         dwarfort.exe [12286]&lt;br /&gt;
Path:            /Users/USER/*/dwarfort.exe&lt;br /&gt;
Identifier:      dwarfort.exe&lt;br /&gt;
Version:         ???&lt;br /&gt;
Code Type:       X86 (Native)&lt;br /&gt;
Parent Process:  sh [12268]&lt;br /&gt;
User ID:         501&lt;br /&gt;
&lt;br /&gt;
Date/Time:       2012-06-11 20:08:40.118 -0400&lt;br /&gt;
OS Version:      Mac OS X 10.8 (12A239)&lt;br /&gt;
Report Version:  10&lt;br /&gt;
&lt;br /&gt;
Interval Since Last Report:          49070 sec&lt;br /&gt;
Crashes Since Last Report:           6&lt;br /&gt;
Per-App Crashes Since Last Report:   6&lt;br /&gt;
Anonymous UUID:                      08CC6C5B-4015-4C32-BB74-10852337BB31&lt;br /&gt;
&lt;br /&gt;
Crashed Thread:  1&lt;br /&gt;
&lt;br /&gt;
Exception Type:  EXC_CRASH (SIGBUS)&lt;br /&gt;
Exception Codes: 0x0000000000000000, 0x0000000000000000&lt;br /&gt;
&lt;br /&gt;
Thread 0:: Dispatch queue: com.apple.main-thread&lt;br /&gt;
0   libgcc_s.1.dylib              	0x01c40949 _Unwind_GetRegionStart + 9&lt;br /&gt;
1   libstdc++.6.dylib             	0x01b4ae58 base_of_encoded_value(unsigned char, _Unwind_Context*) + 88&lt;br /&gt;
&lt;br /&gt;
Thread 1 Crashed:&lt;br /&gt;
0   libsystem_kernel.dylib        	0x957c70ee __workq_kernreturn + 10&lt;br /&gt;
1   libsystem_c.dylib             	0x919357cc _pthread_workq_return + 45&lt;br /&gt;
2   libsystem_c.dylib             	0x91935599 _pthread_wqthread + 448&lt;br /&gt;
3   libsystem_c.dylib             	0x9191d44a start_wqthread + 30]]></description><category>Technical -- General</category><pubDate>Tue, 14 May 2013 02:58:42 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6011</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6011#bugnotes</comments></item><item><title>0006015: Reclaiming multiple times gradually slows the game down, leather starts to appear</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6015</link><description><![CDATA[I have a fort I lost multiple times to whatever reasons. After about ten attempts at getting it to stand I noticed that the average FPS was 60 for some reason. After a couple more times it was finally 4, then 0, then the game was almost completely frozen. Every frame took seconds to process.&lt;br /&gt;
&lt;br /&gt;
I replicated this 3 more times with a pristine site, and every time leather started to appear all over the landscape. My last attempt, which was done with an embarking party without any items at all, the leather count on the map still reached 2000 according to the stocks screen.]]></description><category>Dwarf Mode -- Reclaim</category><pubDate>Fri, 10 May 2013 10:06:20 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6015</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6015#bugnotes</comments></item><item><title>0006033: Areas once covered in magma seemingly not being cleared for pathfinding across</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6033</link><description><![CDATA[The problem itself is that some squares that have been full of magma seem to be retaining the impassable flag that stops dwarfs pathing through magma.&lt;br /&gt;
&lt;br /&gt;
This was noticed by me as I was attempting to build a staircase down into a drained volcano, and later in the same save, when attempting to build a wall in a tunnel previously filled 7/7 with magma. Reflooding the area seems to have no effect, neither does building constructions around it.]]></description><category>Dwarf Mode -- Flows</category><pubDate>Thu, 09 May 2013 11:52:26 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6033</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6033#bugnotes</comments></item><item><title>0006315: Place Item in Tomb - Item Inaccessible</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6315</link><description><![CDATA[Job cancellation spam relating to placing items in tomb.]]></description><category>Dwarf Mode -- Jobs, Burial</category><pubDate>Thu, 09 May 2013 06:45:24 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6315</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6315#bugnotes</comments></item><item><title>0005793: Place Item in Tomb - Item Inaccessible</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=5793</link><description><![CDATA[Job cancellation spam relating to finding a right foot that is nowhere to be found. I believe the stream washed it off the map. I am using the Masterwork mod, but I'm not sure if that's interfering with it at all.]]></description><category>Dwarf Mode -- Jobs, Burial</category><pubDate>Thu, 09 May 2013 06:42:28 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=5793</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=5793#bugnotes</comments></item><item><title>0006313: Removing any floor bordering a stockpile causes stockpile to empty.</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6313</link><description><![CDATA[I was trying to build a structure over the gap where some rivers meet, out of green glass.  Eventually, I used the platform I had produced to hold a food stockpile.  I needed to rearrange the floor bordering the stockpile into some upward stairs, but didn't want to lose the green glass, so started building under it (was going to be doing so at some point anyway), so may as well use it to catch the falling bars).  As soon as the floor tile bordering the stockpile was removed, however, everything in the pile disappeared.  I at first thought 'oh shoot, I thought I had made sure there could be no cave-ins there'... but it wasn't a cave-in.  The floor was still there.  It was merely everything in the stockpile that was gone (and all tasks associated with the items then failed because the 'item was misplaced').  I wondered what was going on, but my dwarves quickly put a few more items in the stockpile, while I checked far below in the river in case they had somehow fallen through the blocks (which it did not)... and then I got to see it: just as the next two blocks were removed, each time everything in the pile was destroyed - disappeared forever.  Finally, I did an experiment.  I waited, and designated another tile adjacent to the stockpile for removal (albeit at a 45* angle from a corner of the stockpile).  It worked: the stockpile emptied, and all tasks associated with all the items that disappeared failed.  It's a nice reproducible bug.]]></description><category>General</category><pubDate>Wed, 08 May 2013 05:09:17 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6313</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6313#bugnotes</comments></item><item><title>0006147: Not found: data/art/curses_640x300.png</title><author></author><link>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6147</link><description><![CDATA[My friend is trying to run a fresh copy of 34.11. However, it always prompts for fullscreen and then gives the error &quot;Not found: data/art/curses_640x300.png&quot;.&lt;br /&gt;
&lt;br /&gt;
The file exists and is in the correct directory.]]></description><category>Technical -- General</category><pubDate>Wed, 08 May 2013 01:19:31 -0700</pubDate><guid>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6147</guid><comments>http://www.bay12games.com/dwarves/mantisbt/view.php?id=6147#bugnotes</comments></item></channel></rss>
