Bugs with Soap/Soaper:
1) Soaper's job is "Soaper", not "Soap Making" or "Soaping"
2) Soaper won't make soap from Lye that is not in a stockpile and not tasked for anything else; in short will only use lye from buckets or barrels in a stockpile. Forbidding and unforbidding was tried, we're talking 23 lye here; only when moved to a stockpile did soapmaking begin.
Bugs with
Adamantine:
1) Adamantine Caps made as armor at a (magma) forge require Adamantine Cloth, but the quality modifiers of the cloth and dye disappear when the armor Cap is made. The Cap is still treated as normal armor. Untested with non-magma; didn't feel it was necessary.
2) There is no such thing as a non-armor adamantine Hat or Cap.
Cage Bugs:
1) When multiple untamed but not hostile creatures are marked for a cage, only one can be assigned to the job "Large/Small Creature Caging" at a time; the rest are marked with the job "Release Large/Small Creature" and dwarves can be assigned the job to release them. This resulted in loose vermin and loose Giant Cave Swallowmen. The loose vermin were never removed from menus, but the tasks for caging them were removed with "Nothing to Cage". Dwarves continued to chase the large free creatures around until the job was manually removed, with spam of job cancellation "XXX cancels Large Creature Caging: interrupted by Giant Caveswallowman." and alternate chasing/fleeing behavior.
From what I have seen the same thing occurs with Hostile creatures except that the job to Cage/Pit them is the only one actually assigned; the "Release Large Animal" jobs remain Inactive until it is that creature's turn to be assigned a "Pit/Pond Large Creature" or "Large Creature Caging" job.
Strange behaviors or Bugs with Pit/Pond hostiles:
1) Countess assigned job to Pit/Pond hostile from cage adjacent to pit, other hostile behind locked door in pit below interrupted task. Before being interrupted, Countess had grabbed task hostile and now continued to drag him around until finished fleeing from enemy no longer in view. Then "cancels Handling Large Creature: Needs empty cage." Still in room with empty built cages. Then, still dragging hostile, finally throws him into Pit with other hostile.
Not sure how this should be handled, but it is my opinion that Pit/Pond hostile and/or untamed should not be interrupted by hostiles and/or untamed, or perhaps by hostiles to which a path does not exist. Given that a path does exist: dwarf should release task hostile and attempt to flee, rather than slowly dragging a hostile along with them. Depending on programing difficulty, dwarfs might always flee from enemies carrying ranged weapons or with ranged attacks. It would be optimum if these features could be implemented together for all dwarves at all times.
The suggested fix/feature takes it for granted that dwarves have moderate intelligence; such as prairie dogs who chatter a warning to friends and flee from a human with a gun.
2) The job for Pit/Pond is "Pit/Pond Large Animal", rather than "Pit Large Creature".
3) More than one creature cannot be moved to a Pit or assigned the job "Pit/Pond Large Animal" at a time, though all will be assigned the job "Release Large Creature".
4) Sometimes the job "Release Large Creature" remains active when a hostile is pitted and not killed, resulting in a slow spam of cancellation: "XXX cancels Releasing Large Creature: Animal inaccessible."
MODDED
HFS bug:
Chained orc killed Demon (leader) attempting to butcher it in area of Glowing Pit. Carvings from that point on depict the release of said never-released demon by careless miners in year 203.
Non-modded bug: sneaking demons cause massive lag even if they have no path to take outside of their pit. Suggest performing check for paths only when tile in section (block/square whatever it's called) containing HFS is altered.
Ice bugs:
1) Dwarves attempt obtain water from heated source via adjacent (frozen) tile above source as normally, resulting in infinite drain of water source and infinite stack of light blue "Ice" on floor under dwarf. Suggest water in buckets be protected? Not an insurmountable bug, just needs to be known.Known.2) Tiles heated via overhead magma after construction (floodgate) is placed remain freezing, causing water passing through opened floodgate to freeze as a mine-able square, no matter how many times cleared or now long magma remains. Suggest temperature check upon building/mechanism activation.
And finally, the one truly questionable (bug?):
Stay Inside means stay subterranean. Why not Inside? It very much complicates tasks such as pulling Inside levers, et cetera during a siege. If it is as intended, it should read "Stay Underground". I would personally love to have both commands. I realize that it is a cross-over from 2d, but oddly it's not on the bug list.Answered.