bug #1346 - Adamantine thread used for suturing.
The most annoying bug for me is the way corpses and parts of large animals clutter a workshop.I replaced
One to add to the list- lye reaction using water buckets, becoming useless without a workaround.and replaced
I wish Toady could answer the "why did you ignored this terrible bug" with some "you don't know shit about the code or the development plan so go mind your own business" but he is too polite (and he really needs the money).It was intended as "why this bug was omitted from this list", not as "I want all bugs fixed! Now! Urist McPlayer has gone berserk!" (maybe here grammar is broken in way that distorted meaning)
I vote for one not listed: Marksdwarf behavior (failing to reload and walking to the wrong side of the wall)Is it "2697: Military dwarfs won't shoot through fortifications (though hunters will)"?
Worst bug, no seeds from cooking plants.That is a feature.
I'd have to say the worst bug is probably the soldier ant.
I want to vote for 2481 and 3492 simultaneously. It just bothers me that they do that. I actually didn't know doctors ignoring patients was a bug and not a quirk of the AI.In fact, this is both bug and not bug.
Hmmm, the biggest vote getter (Dwarves will claim new clothes when theirs is worn (xClothesx) but not wear it) has not been a problem for me in a long time. I make lots of cabinets, and when I see clothes starting to accumulate in a dwarf's bedroom, I give him another cabinet. I get a few claimed clothes accumulating in the Finished Goods stockpile, but not that much.Well, there are still problems like no protection from deadly blood, FPS loss (bug #3942) and quality of simulation also suffers (everybody running naked).
So, there's the first question: Does Toady take cash in exchange for providing specific bugfixes? (I'll ignore the potential ethical issues (http://i18.tinypic.com/34461wi.jpg) this request presents, for now, and assume that Toady is above such things.)
You may donate with message "I donated as bug #x was fixed" but it is unknown whatever it will result in more/less/the same rate of bugfixes.So, there's the first question: Does Toady take cash in exchange for providing specific bugfixes? (I'll ignore the potential ethical issues (http://i18.tinypic.com/34461wi.jpg) this request presents, for now, and assume that Toady is above such things.)
Nope.
You may donate with message "I donated as bug #x was fixed" but it is unknown whatever it will result in more/less/the same rate of bugfixes.If many people would do it, for sure it would do some kind of pressure of Toady. But I do not think it will happen. From opinions gathered from this forum, I see that majority wants new features. So Toady delivers.
In the meantime though, it causes many more problems than it fixes. For example when trying to keep dwarves out of new (and active) magma canals. I once lost 5 miners in a matter of seconds because they thought to use the magma channel as a walkway, which would not have happened if they'd been actual channels instead of ramps. Unfortunately, without a way to tell your dwarves not to go places, there are sometimes little or no options for counteracting this, and most times it's not apparent that massive fatalities will be a result until it's too late.you can designate areas to restrict access, with traffic zones, but, it's not fool-poof. helpful though
In the meantime though, it causes many more problems than it fixes. For example when trying to keep dwarves out of new (and active) magma canals. I once lost 5 miners in a matter of seconds because they thought to use the magma channel as a walkway, which would not have happened if they'd been actual channels instead of ramps. Unfortunately, without a way to tell your dwarves not to go places, there are sometimes little or no options for counteracting this, and most times it's not apparent that massive fatalities will be a result until it's too late.you can designate areas to restrict access, with traffic zones, but, it's not fool-poof. helpful though
Suspended wall construction? Anyway it is not bug, it is case of "AI is stupid beyond impossible due to unrecognised features, like flooding"In the meantime though, it causes many more problems than it fixes. For example when trying to keep dwarves out of new (and active) magma canals. I once lost 5 miners in a matter of seconds because they thought to use the magma channel as a walkway, which would not have happened if they'd been actual channels instead of ramps. Unfortunately, without a way to tell your dwarves not to go places, there are sometimes little or no options for counteracting this, and most times it's not apparent that massive fatalities will be a result until it's too late.you can designate areas to restrict access, with traffic zones, but, it's not fool-poof. helpful though
In this case it doesn't do much good. We need a way to tell dwarves to not go somewhere. What we have now is a suggestion that it's inconvenient to go there. Again, this is a thing that we've been asking for for a long time.
I used the save from my previous post: http://dffd.wimbli.com/file.php?id=4943 [^]
Items other than clothes can be easily tested using 'autodump destroy'. Unfortunately, it doesn't seem to work on equipped items, so I just copied results from my previous test for comparison.
Step 1: Mark items for dumping.
Step 2: Run 'autodump destroy' in DFHack.
The game starts at 39 FPS (25.64 ms) before each test. Results:
Destroying 1,7 k clothes: 54 FPS (18.51 ms), -7.12 ms
Destroying 1,7 k stone (limestone + gabbro): 40 FPS (25.00 ms), -0.64 ms
Destroying 4,5 k stone (all stone on the map): 42 FPS (23.80 ms), -1.83 ms
It seems that processing clothes takes a lot more time than processing rocks.
The current best example of this is the DF2010 channeling, which is a nerf of the 40d channeling to keep people from quickly making impassible barriers to siegersI think it was done for completely different reason - to make doing big holes in ground easier. It is half-feature, because making many multi-level channel designations at once will end badly. Toady should implement also "always dig highest channels before digging any other". Hell, it is possible to dig in deeper without danger of cave-in with sufficiently intelligent "next tile to dig" choosing algorithm.
at which point the channels will go back to being actual channels instead of down ramps.No, for reasons stated above it will not. If anything, it should be developed further.
In the meantime though, it causes many more problems than it fixes. For example when trying to keep dwarves out of new (and active) magma canals. I once lost 5 miners in a matter of seconds because they thought to use the magma channel as a walkway, which would not have happened if they'd been actual channels instead of ramps. Unfortunately, without a way to tell your dwarves not to go placesThere are restricted areas and burrows, but granted, doing it just for one channel is overkill. They probably should automatically avoid ramp if moving magma is nearby. Treat is as source of Fun. I personally never had this kind of problem.
I don't really mind the clothes problems as much as these:
-my dwarves spend days in the armour stockpile, switching equipment in a constant loop
overall, the military part of the game is THE WORST ugghhhh
What about crystal glass?
The current best example of this is the DF2010 channeling, which is a nerf of the 40d channeling to keep people from quickly making impassible barriers to siegersI think it was done for completely different reason - to make doing big holes in ground easier. It is half-feature, because making many multi-level channel designations at once will end badly. Toady should implement also "always dig highest channels before digging any other". Hell, it is possible to dig in deeper without danger of cave-in with sufficiently intelligent "next tile to dig" choosing algorithm.
Anyway, at least now I can designate whole box instead of many stripes and other annoying micromanagement (assuming there is no digged terrain level below).at which point the channels will go back to being actual channels instead of down ramps.No, for reasons stated above it will not. If anything, it should be developed further.In the meantime though, it causes many more problems than it fixes. For example when trying to keep dwarves out of new (and active) magma canals. I once lost 5 miners in a matter of seconds because they thought to use the magma channel as a walkway, which would not have happened if they'd been actual channels instead of ramps. Unfortunately, without a way to tell your dwarves not to go placesThere are restricted areas and burrows, but granted, doing it just for one channel is overkill. They probably should automatically avoid ramp if moving magma is nearby. Treat is as source of Fun. I personally never had this kind of problem.
-both enemies and my dwarves will sometimes completely ignore unconscious enemies. If issued an order to kill them, they'll just stand next to the target.Are you sure they don't just lack the stones to kill a helpless enemy? Did you check their personalities?
-both enemies and my dwarves will sometimes completely ignore unconscious enemies. If issued an order to kill them, they'll just stand next to the target.Are you sure that it is not "0004856: Immortal Dwarf (... Yet unconcious)" (it may be even immortal puppy/cow/horse)?
Some of these "bugs" listed are not bugs in my opinion. It is a very, very real possibility for warriors to accidentally dodge into a pit. You, as their overmind, need to understand HOW the dwarves' minds work and how to manipulate them into survival. Don't send them against the enemy UNTIL the dwarves will engage them in a place safe for them.Maybe it is intended that legendary dodger will happily hop into magma - but then it may be fixed by closing as "not a bug".
It is a very, very real possibility for warriors to accidentally dodge into a pit.Dogding in wrong direction happens too often. It is because direction of dogde is chosen radomly and dwarves do not try at all to avoid certain directions, if need arise. This - mindless hopping - IS bug.
Not really. It's more like the lack of a feature. A bug would be if there was a system to prevent them from hopping into the adverse conditions, but that feature didn't work right. As it is, Toady hasn't implemented any such mechanism, so there's nothing there to be bugged.It is a very, very real possibility for warriors to accidentally dodge into a pit.Dogding in wrong direction happens too often. It is because direction of dogde is chosen radomly and dwarves do not try at all to avoid certain directions, if need arise. This - mindless hopping - IS bug.
Not really. It's more like the lack of a feature. A bug would be if there was a system to prevent them from hopping into the adverse conditions, but that feature didn't work right. As it is, Toady hasn't implemented any such mechanism, so there's nothing there to be bugged.Hmm, definition of bug and (lack of) feature gets murky here...
It is similar to crutches - skill is prepared (crutch walking/dodging), penalties are implemented ("ability to stand lost"/drowning or injuries after failing) there are certain things that should be used (crutches/traits and attributes). I like to call it "design bug".Not really. It's more like the lack of a feature. A bug would be if there was a system to prevent them from hopping into the adverse conditions, but that feature didn't work right. As it is, Toady hasn't implemented any such mechanism, so there's nothing there to be bugged.Hmm, definition of bug and (lack of) feature gets murky here...
It is similar to crutches - skill is prepared (crutch walking/dodging), penalties are implemented ("ability to stand lost"/drowning or injuries after failing) there are certain things that should be used (crutches/traits and attributes). I like to call it "design bug".Not really. It's more like the lack of a feature. A bug would be if there was a system to prevent them from hopping into the adverse conditions, but that feature didn't work right. As it is, Toady hasn't implemented any such mechanism, so there's nothing there to be bugged.Hmm, definition of bug and (lack of) feature gets murky here...
Yes, but it was reported as bug and closed as fixed ( 0000681: Legless/footless dwarfs are ignored by healthcare ).It is similar to crutches - skill is prepared (crutch walking/dodging), penalties are implemented ("ability to stand lost"/drowning or injuries after failing) there are certain things that should be used (crutches/traits and attributes). I like to call it "design bug".Not really. It's more like the lack of a feature. A bug would be if there was a system to prevent them from hopping into the adverse conditions, but that feature didn't work right. As it is, Toady hasn't implemented any such mechanism, so there's nothing there to be bugged.Hmm, definition of bug and (lack of) feature gets murky here...
Aren't crutches working now?
http://www.bay12games.com/dwarves/mantisbt/view.php?id=4833 is one I'd add. It looks like I can do a 10x10 embark, but 16x16 returns a crash when I hit around 1.9G or so. If I go way over, I crash to the desktop. If I cut it close, I can get to the embark screen and hang forever.Done
There should at least be work to do exception handling to return an out of memory error even if the software must die. Better yet if some form of error checking can prevent a request for data (too large a size) that will blow the memory up. Anyway, much is suggested in the bug report, but this is going to confuse the hell out of newbie people with higher-end machines figuring their Win 7-64 bit 9G memory machine shouldn't have any trouble, then wonder why they get to the embark point and it crashes to the desktop no matter what.
How did you do a 1x1 embark? Pray tell, I want a 30 year old 100 FPS fort already.I used nanofortress (http://www.bay12forums.com/smf/index.php?topic=21601.0) for that. Have to run it while on embarking screen, it forces the embark rectangle to 1x1. It even works in linux under Wine in my case.
Dodging into river/lava/from cliff again this I thought was one of the reasons for the spatial awareness trait, and simulated the death-by-dramatic-fall trope.spatial awareness trait is unused, dodging is completely random (with 4 magma tiles and 4 grass tiles half of creatures will dodge into magma)
I voted the clothing bug. Besides the contagion issue, I've always wanted to build a fortress specializing in clothing production, especially now that we have wool- and hair-based cloth, but if the dwarfs won't wear the fancy raiment they manufacture, kinda disappointing.
Wasn't there some history to this bug, that clothing used to work but it was disabled because it caused some other issues having to do with clutter?
Also, the bug tracker lists it as "resolved," but do marksdwarves now choose the proper bolts assigned for practice? Last I tried, they still weren't distinguishing between bolts assigned for combat and those assigned for practice, but that may have been a few versions ago.
In Software QA, 'Resolved' means the developer has changed the code in an attempt to fix it, but it hasn't been confirmed that the bug is actually fixed.Nah. In this case, only "Resolved" signed by Toady One is worth anything. If it is signed by someone else, then it should be, for example, "Duplicate". Or "Cannot reproduce". Or "Not a bug". Or "Will not be fixed, bite me". Gotta love that even bug tracker have rather bad decisions executed.
That stuff is what "closed" is for.In Software QA, 'Resolved' means the developer has changed the code in an attempt to fix it, but it hasn't been confirmed that the bug is actually fixed.Nah. In this case, only "Resolved" signed by Toady One is worth anything. If it is signed by someone else, then it should be, for example, "Duplicate". Or "Cannot reproduce". Or "Not a bug". Or "Will not be fixed, bite me". Gotta love that even bug tracker have rather bad decisions executed.
I know, I was just mean. My examples, in fact, should apply to Resolution field (that at least is used properly on DF Mantis).Nah. In this case, only "Resolved" signed by Toady One is worth anything. If it is signed by someone else, then it should be, for example, "Duplicate". Or "Cannot reproduce". Or "Not a bug". Or "Will not be fixed, bite me". Gotta love that even bug tracker have rather bad decisions executed.That stuff is what "closed" is for.
The crystal glass bug isn't that bad, considering a fix exists. Granted, said fix involves hex-editing "Dwarf Fortress.exe" by hand, and said fix only works on Windows, but it's a fix nonetheless.It is a bit infuriating to save game, replace DFhack exe with crystalbugfixedexe, make crystal glass, replace crystalbugfixedexe with DFhack exe etc...
There is no cumulative damage so you cannot "saw off" a limb by repeatedly hitting it with a jagged knife.
3rd annoyance award goes to the impossible mandates bug. Sometimes, I get so annoyed I turn of all mandates manually by modding the entity files.
Well, there are still problems like no protection from deadly blood, FPS loss (bug #3942) and quality of simulation also suffers (everybody running naked).
What you refer to is a supplemental global hit points system that at least undead use in addition to usual ways to die. All other damages do not stack.Yes, they stack (why do you think blobs and Bronze Colosuses stopped being unkillable after one certain release?). Hitpoints for undead are separate pseudo-fix that waits for implementation of pulping. One would think that release with Undead Apocalypse(tm) getting so much work and attention would have it implemented. Meh.
All other damages do not stack. If you are not physically able to decapitate a creature with a lucky first hit than no amount of repeated hacking its neck will accomplish it.That was true before mentioned version. Currently nope, BC is killable even with wooden bolts. After few decades of constant pepering. Best marksdwarf training dummy ever.
I had to vote for the military equip system because in my experiences, it's caused the most fort losses. Axedwarf/woodcutters not using the same axe, crossbowdwarfs not using their bolts, and dwarfs simply not wearing their assigned armor. Most the other bugs have work-arounds and the performance drop issues don't apply unless your fort can survive long enough for it to matter without a functioning military.
All of the game bugs that force you to alter or not use a part of the game in order to maintain functionality or your sanity are the worst.
Not wearing new clothes despite dropping xWorn-Outx clothes forcing you to put everyone into a military squad with the uniform clothing of the fortress, the inability to assign a Dungeon Master and forcing you to change all [PET_EXOTIC] to normal [PET] tags (i voted this, because you have to change the raws to fix it; a task that can take a while even with the replace text function) and all the other similar ones are the worst.
Piddly crap like "Dodging into open space" and "adamantine threads for suturing" arn't even bugs, it's either an intentional part of gameplay (all the way back from 2D's chasm and falling-to-death) or something that lacks an interface to control properly (ie: masterpeice cloth being used for dressings)
A bit of a late reply, but if you use the newer version of DFHack (which loads into DF itself in place of SDL.dll), then you can edit the EXE all you want and it won't care.The crystal glass bug isn't that bad, considering a fix exists. Granted, said fix involves hex-editing "Dwarf Fortress.exe" by hand, and said fix only works on Windows, but it's a fix nonetheless.It is a bit infuriating to save game, replace DFhack exe with crystalbugfixedexe, make crystal glass, replace crystalbugfixedexe with DFhack exe etc...
Bug 66 is fixed, Tax Collector is out of the game for now.OK, moved to fixed.
The first cavern layer broke out again, and I put it back again. I turned off material-based mandates for the time being. Checked non-historical zombie kill records, river elevations again, sorted out an issue with how the underworld loads... down to 20 miscellaneous issues.
Wasn't the material mandate also fixed?Quote from: ToadyThe first cavern layer broke out again, and I put it back again. I turned off material-based mandates for the time being. Checked non-historical zombie kill records, river elevations again, sorted out an issue with how the underworld loads... down to 20 miscellaneous issues.
Supposedly fixed in next release, but currently still marked as open:
[...]
bug #535 - Equipping weapons/armor on military is erratic
bug #1451 - Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers)
Supposedly/probably fixed in current/previous releases, but still marked as open:
bug #3708 - Ghost names that can't be engraved on a slab and nameless slab engravings
bug #3685 - Goblin squads invading a fortress will kill their non-goblin squadmates, sparking loyalty cascade
I assumed that this is part of the clothing fixes he is currently working on.Supposedly fixed in next release, but currently still marked as open:
[...]
bug #535 - Equipping weapons/armor on military is erratic
bug #1451 - Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers)
These definitely haven't been fixed yet. The problems there go far beyond clothing.
Huh... I could have sworn I saw a bugfix for the ghost slabbing problem. Also, I assumed that this loyalty cascade problem was probably fixed in v0.34.03 along with the other loyalty cascade problems fixed with bugs #5111 (Some player raised zombies are hostile to player and other friendly zombies), #5137 (Goblin in human towns will attack the player and make the townsfolk angry to the player), and #5319 (Vampire simultaneously chieftess of one entity and law-giver of another), though I could be wrong about that.Supposedly/probably fixed in current/previous releases, but still marked as open:
bug #3708 - Ghost names that can't be engraved on a slab and nameless slab engravings
bug #3685 - Goblin squads invading a fortress will kill their non-goblin squadmates, sparking loyalty cascade
Un-slab-able ghosts have been spotted in 0.34.01+. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3708#c21208) Is there a source on the goblin loyalty cascades being fixed?
Also, I assumed that this loyalty cascade problem was probably fixed in v0.34.03 along with the other loyalty cascade problems fixed with bugs #5111 (Some player raised zombies are hostile to player and other friendly zombies), #5137 (Goblin in human towns will attack the player and make the townsfolk angry to the player), and #5319 (Vampire simultaneously chieftess of one entity and law-giver of another), though I could be wrong about that.
It's possible, although the goblin loyalty cascades in Fort Mode are linked to baby-snatching, unlike those other bugs. It sounds like Toady has to clean up those entity relationship bugs on a case-by-case basis.I was hoping he did something at the entity creation level, where it would check to make sure that the creature isn't a simultaneously member of two mutually hostile civilizations when the creature was created. Doing it at that point, again at any point when an individual's civ membership changes, and then a cleanup of existing figures if two civilizations become hostile, should both prevent loyalty cascades and remove the need to do all of those bugfixes on a case-by-case basis.
Listed twice:Where? In http://www.bay12forums.com/smf/index.php?topic=94802.msg3089089#msg3089089 it is listed only once.
bug #1376 - Presence of saltwater marsh causes mountain brooks/pools to become salty
So are you just gonna start a new 'worst bug' poll after this run of bugfixes is done and the new bugs are found out?Yes, it is a part of my plan.
In the original poll it's both the 18th and the last item.Listed twice:Where? In http://www.bay12forums.com/smf/index.php?topic=94802.msg3089089#msg3089089 it is listed only once.
bug #1376 - Presence of saltwater marsh causes mountain brooks/pools to become salty
In the original poll it's both the 18th and the last item.Listed twice:Where? In http://www.bay12forums.com/smf/index.php?topic=94802.msg3089089#msg3089089 it is listed only once.
bug #1376 - Presence of saltwater marsh causes mountain brooks/pools to become salty
Also, this item is now marked as fixed for the next release:
bug #2481 - Dwarves will claim new clothes when theirs is worn (xClothesx) but not wear it
bug #3942 is not marked as fixed in the bug tracker yet, but I think if he keeps working on clothing bug #535 might be the next to be fixed.Yeah, I added note "(not marked as fixed, but probably fixed or hidden as result of fixing #2481)". In the worst case producing new clothes will be a workaround.
While it isn't a bug as such, and isn't on the tracker, it really bothers me that all creatures give the same amount of leather when butcher. A dog and a whale both yield a single piece of leather after butchery and tanning. I have a hack in place on my custom mods that fixes this, but it's a crude hack and would be better fixed in DF somehow.This one should probably go to eternal suggestion voting (AFAIK almost completely ignored), as it is not a bug.
While it isn't a bug as such, and isn't on the tracker, it really bothers me that all creatures give the same amount of leather when butcher. A dog and a whale both yield a single piece of leather after butchery and tanning. I have a hack in place on my custom mods that fixes this, but it's a crude hack and would be better fixed in DF somehow.Bug #3732 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3732): Butchering a corpse yields only 1 skin, regardless of size
Bug #3732 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3732): Butchering a corpse yields only 1 skin, regardless of size
The trouble is, when you think about it logically, the input/output ratio for materials is pretty messed up all over the show. I mean it takes the same amount of logs to make a table as it takes to make a wooden ring, doesn't it? Seems like a fairly major overhaul of the item reactions would be needed all over to get it working the way it seems it should.
It would be nice for example if Toady modified the charcoal production/use balance, especially with regards to pottery. I mean, you can't make any more constructions with an earthenware brick as you can with a piece of wood, for example; the pottery industry is cool, but totally pointless. This can be fixed with mods easily enough but it feels like something that should be looked at in vanilla.
how about that stagnant water bug
Stagnant water bug getting quite old, eh? Trying to be funny I see!how about that stagnant water bug
yes... this one is getting quite old, i havn't had a fresh water river in quite some time.
Stagnant water bug getting quite old, eh? Trying to be funny I see!how about that stagnant water bug
yes... this one is getting quite old, i havn't had a fresh water river in quite some time.
I hope small carcass butchering gets sorted out like #874 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=874). Some wild animals can't be butchered when shot by a hunter, and you'd kind of wish your hunter would only hunt butcherable animals. But their tame equivalents can. However, its completely opaque to the player what mechanism is there, and you end up thinking the butcher's shop is bugged.
I'd vote to have #2780 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2780) added, fish stocks never regenerating and going extinct after prolonged play. Really annoying to have all my fisherdwarves turn useless and not being able to rely on fishing for food anymore, which I usually rely quite heavily on :>
Why is bug #4025 still on there ?
This one is huge for me:
Bug #5097: Names overwriting text with TrueType
http://www.bay12games.com/dwarves/mantisbt/view.php?id=5097 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5097)
This is my pick for new bug of the year:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=5595 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5595)
In a terrifying biome, a were-creature comes and starts a cycle of infecting undead with lycanthropy, and when they are killed and torn to pieces, the pieces resurrect and heal completely. This creates clones of the were-zombies which eventually also get smashed in combat, creating more clones.
If we're adding bugs...Added to the www.bay12forums.com/smf/index.php?topic=94802.msg3089089#msg3089089
New towns produce extremely limited quantities of wood, stone, and metal, resulting in almost all shops being clothing shops, and essentially no armor or weapons or even furniture shops, and those that do exist having no equipment (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5611).
Old shops and houses are never reclaimed - any worldgen with enough history has almost the entire city consist of "Abandoned Shop"s even though the population is in the thousands - populations live on the roof of the castle, instead (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5263).
Clothing not worn by characters is always made for SIZE 70,000 creatures, meaning that no goods in shops are sized for anything but humans, even when they are dwarves or goblins or any sort of modded creature, and even if you mod human-sized creatures entirely out of the game (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5598).
There's also one about popluation pool characters respawning - so if you clear out a dungeon, the bandit leader you killed will stay dead, but all the minions respawn each time you fast travel or sleep. Likewise, if you murder an entire town (http://www.bay12forums.com/smf/index.php?topic=104868.msg3105522#msg3105522), the peasants just respawn if you step away from town for a little while.
Here we go, mantis is back up...
#5106 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5106) is the bug with cloning worldgen population pool characters. It also results in infinite cloned recruitable companions if they are not historical, incidentally.
I'd also like to put up an oldie of mine - the pain problems. 4590 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4590) - Elephant killed by three hoary marmots when elephant gives in to pain from nibbling, and then slowly bleeds to death over roughly 3 game years.
I am stopping adding new bugs, as now we have 4 more bugs than on previous list. Thanks for submissions!Agreed... there's a difference between adding your biggest pain point bug and just spamming this thread with four or five random bugs.