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What is the worst bug in DF? Current list, including list of fixed bugs: http://www.bay12forums.com/smf/index.php?topic=94802.msg3089089#msg3089089

impossible mandates (slade - bug #782, blue jay tooth etc - bug #1623) due to strange preferences (wagon wood - bug #3676 etc)
- 19 (3.1%)
bug #3169 - Bone carvers suffer art defacement when somebody leaves the map with stuck-in masterpiece bolts
- 2 (0.3%)
bug #524 - Liquid glob material breath attacks come out solid
- 2 (0.3%)
bug #1346 - Adamantine thread used for suturing.
- 13 (2.1%)
bug #2352 - Seasonal ice melting hangs game for a ridiculously long time
- 8 (1.3%)
bug #296 - Pools/smears/spatters of blood, dust and other materials multiply themselves, get tracked around too much
- 25 (4.1%)
bug #425 - Dwarves Not Cleaning Blood
- 14 (2.3%)
bug #2481 - Dwarves will claim new clothes when theirs is worn (xClothesx) but not wear it
- 95 (15.7%)
bug #3453 - Baron/etc. cannot appoint baron-appointed nobles, such as the Dungeon Master
- 66 (10.9%)
bug #4025 - Every kobold starves to death at exactly year 4 in world gen
- 41 (6.8%)
bug #3708 - Ghost names that can't be engraved on a slab and nameless slab engravings
- 18 (3%)
bug #1498 - Crystal glass items can't be made, CRYSTAL_GLASSABLE appears broken
- 9 (1.5%)
bug #1582 - Injured dwarf in bed in stocked hospital ignored by idle doctors
- 30 (4.9%)
bug #231 - Body parts from large creatures (bones, meat, leather, tusks, etc) slow workshops down due to clutter
- 14 (2.3%)
bug #197 - No wagons in trader/merchant caravans
- 8 (1.3%)
bug #3942 - Dwarves owning broken clothing. Clothes don't rot, ANNIHILATES FPS.
- 67 (11%)
bug #3685 - Goblin squads invading a fortress will kill their non-goblin squadmates, sparking loyalty cascade
- 3 (0.5%)
bug #1376 - Presence of saltwater marsh causes mountain brooks/pools to become salty
- 5 (0.8%)
Lye, water and buckets  (bug #1324 - buckets full of water were used to produce lye, bug #4230 - bucket with water inside becomes unusable, bug #1236 - buckets contain lye and water, can't be used for anything)
- 25 (4.1%)
bug #535 - Equipping weapons/armor on military is erratic
- 46 (7.6%)
bug #3898 - Entire Bone Statcks are used in Reactions instead of a single Bone
- 14 (2.3%)
bug #2712 - weapons, especially whips, cut through steel armor like butter
- 27 (4.4%)
bug #4133 - Good/evil plants/trees don't appear (feather trees, glumprongs, sliver barbs, and sun berries)
- 11 (1.8%)
bug #2327 - Blunt weapons extremely ineffective, extended single combat with groundhog
- 14 (2.3%)
bug #4550 - Dodging into river/lava/from cliff etc
- 13 (2.1%)
bug #4552 - Siegers waiting by bodies of dead leaders
- 10 (1.6%)
bug #4833: When embarking, crashes when memory use reaches 2GB.
- 6 (1%)
bug #4856: Immortal Dwarf (... Yet unconcious) [or any other creature]
- 0 (0%)
bug #1609: Immigrant dwarves' skills often don't match their job settings
- 2 (0.3%)

Total Members Voted: 604


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Author Topic: clothes fixed! | old poll results | poll restarted | 344/607 fixed  (Read 39475 times)

Kipi

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Wasn't the material mandate also fixed?

Quote from: Toady
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.
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Room Values - !!SCIENCE!!

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You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kogut

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Wasn't the material mandate also fixed?

Quote from: Toady
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.

OK, moved to fixed
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King Mir

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Bug 1236 was on the devlog as being fixed for .02, fixed on the 16th.

Kogut

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0000231: Body parts from large creatures (bones, meat, leather, tusks, etc) slow workshops down due to clutter fixed! Now I really think that this poll is used in intended way (by Toady to fix important bugs)!
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HiEv

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I know you probably know most of these already, but...

Listed twice:
bug #1376 - Presence of saltwater marsh causes mountain brooks/pools to become salty

Fixed:
bug #4025 - Every kobold starves to death at exactly year 4 in world gen
bug #1498 - Crystal glass items can't be made, CRYSTAL_GLASSABLE appears broken
bug #197 - No wagons in trader/merchant caravans
bug #1324 - buckets full of water were used to produce lye

Fixed in next release and marked as fixed:
bug #3453 - Baron/etc. cannot appoint baron-appointed nobles, such as the Dungeon Master
bug #231 - Body parts from large creatures (bones, meat, leather, tusks, etc) slow workshops down due to clutter
bug #4133 - Good/evil plants/trees don't appear (feather trees, glumprongs, sliver barbs, and sun berries)

Supposedly fixed in next release, but currently still marked as open:
bug #2481 - Dwarves will claim new clothes when theirs is worn (xClothesx) but not wear it
bug #3942 - Dwarves owning broken clothing. Clothes don't rot, ANNIHILATES FPS.
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

Probably not fixed:
impossible mandates (slade - bug #782, blue jay tooth etc - bug #1623) due to strange preferences (wagon wood - bug #3676 etc)
While #782 is listed as "fixed", some people are still seeing impossible mandates (see here), and #1623 and #3676 are still listed as "open".  See also open bug #944 - Baron demands turtle shell door in dining room, and other demands of unattainable item/material combinations.
« Last Edit: March 14, 2012, 09:36:33 pm by HiEv »
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Footkerchief

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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.

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+.  Is there a source on the goblin loyalty cascades being fixed?
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HiEv

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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.
I assumed that this is part of the clothing fixes he is currently working on.

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+.  Is there a source on the goblin loyalty cascades being fixed?
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.
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Footkerchief

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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.
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HiEv

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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.
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Kogut

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Listed twice:
bug #1376 - Presence of saltwater marsh causes mountain brooks/pools to become salty
Where? In http://www.bay12forums.com/smf/index.php?topic=94802.msg3089089#msg3089089 it is listed only once.
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bombzero

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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?
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Kogut

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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.
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bombzero

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Cool, im sure that Toady probably appreciates you doing this, as he certainly seems to be using it.
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HiEv

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Listed twice:
bug #1376 - Presence of saltwater marsh causes mountain brooks/pools to become salty
Where? In http://www.bay12forums.com/smf/index.php?topic=94802.msg3089089#msg3089089 it is listed only once.
In the original poll it's both the 18th and the last item.

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
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Kogut

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Listed twice:
bug #1376 - Presence of saltwater marsh causes mountain brooks/pools to become salty
Where? In http://www.bay12forums.com/smf/index.php?topic=94802.msg3089089#msg3089089 it is listed only once.
In the original poll it's both the 18th and the last item.

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

Fixed, updated. Now 2 top unfixed bugs are:

46 votes
bug #535 - Equipping weapons/armor on military is erratic

30 votes
bug #1582 - Injured dwarf in bed in stocked hospital ignored by idle doctors

full list on old post: http://www.bay12forums.com/smf/index.php?topic=94802.msg3089089#msg3089089
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