# BUGS

Here's a summary of the various bugs listed thoughout the manual. Unfortunately, it's not a definitive list and you might encounter more of them. If so, feel free to join the official Discord and check in the Report A Bug channel if someone already reported it.

## [MODS](https://unofficial-dd-manual.gitbook.io/dungeondraft/introduction/first-look/mods-menu) (GRID)

**Version:**\
\&#xNAN;*1.2.0.0 (fixed in 1.2.0.1)*

**Bug description:**\
[Custom Snap](https://unofficial-dd-manual.gitbook.io/dungeondraft/custom-assets-and-mods/some-useful-mods/custom-snap) is packaged with Dungeondraft but doesn't even appear in the mod list unless you have set a custom folder for your mods. Each time you will start Dungeondraft, the mod will be enabled even if you have disabled it before. \
\
As a side effect, the mod will display a **custom grid** the first time you load it, which might confuse you.&#x20;

**Workaround:**

* Install Dungeondraft 1.2.0.1 or higher
* The mod itself can be disabled from the [Settings](https://unofficial-dd-manual.gitbook.io/dungeondraft/all-the-tools/settings-tab), in the Custom Snap Settings tab. You can also just disable the custom grid or change its settings.
* You can also move your mod from the internal mod folder (in the install folder) to your custom mod folder.

***

## [WALLS](https://unofficial-dd-manual.gitbook.io/dungeondraft/all-the-tools/design-tab/wall-tool) & [PORTALS](https://unofficial-dd-manual.gitbook.io/dungeondraft/all-the-tools/design-tab/portal-tool)

**Version:**\
\&#xNAN;*At least from 1.1.0.6 to 1.2.0.1*

**Bug description:**\
[*Editing Points*](https://unofficial-dd-manual.gitbook.io/dungeondraft/all-the-tools/design-tab/wall-tool#editing-wall-points) *on a Wall after placing portals will often result in some weird behavior.*&#x20;

**Workaround:**\
**-** *If the issue is about portals that can't be placed where they should, saving and reopening the map should fix it.*\
*- If the issue is making walls go crazy, remove the portals and edit points again.*\\

***

\
**Version:**\
\&#xNAN;*At least from 1.1.0.6 to 1.2.0.1*

**Bug description:**\
\&#xNAN;*Selecting the X portal then changing to another tool can leave the Portal Tool open.*

**Workaround:**\
\&#xNAN;*Go back to the Portal Tool and select any other portal.*

***

## [WATER](https://unofficial-dd-manual.gitbook.io/dungeondraft/all-the-tools/terrain-tab/water-brush)

**Version:**\
\&#xNAN;*At least up to 1.2.0.1*\
\
**Bug description:**\
\&#xNAN;*If you add **large quantities** of water and/or that your water touches the **edge** of the map, you might experience a **bug** in which the water is all over the place. Unfortunately there’s not much to do about it except reduce your water area. If you really need that much water, look for custom packs containing water patterns or terrain and use them to replace the water tool.*

***

## [COMPARE LEVELS](https://unofficial-dd-manual.gitbook.io/dungeondraft/all-the-tools/settings-tab/level-settings#comparing-levels)

**Version:**\
\&#xNAN;*At least from 1.1.0.6 to 1.2.0.1, probably on older versions too.*\
\
**Bug description:**\
*While being on a map, opening a second map will prevent the Compare Levels feature from working on that second map.*\
\
**Workaround:**\
*Restart Dungeondraft and open the map from the start screen.*

***

## [PREFABS](https://unofficial-dd-manual.gitbook.io/dungeondraft/all-the-tools/prefabs-tool) (COPY)

**Version:**\
\&#xNAN;*At least from 1.1.0.6 to 1.2.0.1*\
\
**Bug description:**\
\&#xNAN;*Copying a prefab results in some odd results. It is better to simply choose the prefab again from the list.*

***

## [PREFABS](https://app.gitbook.com/o/9xLrd8NoBXVKzKP2f63S/s/onbNaZHYfX7cze8ubfnQ/~/changes/122/all-the-tools/prefabs-tool)​ (ROTATION) <a href="#prefabs" id="prefabs"></a>

**Version:**\
\&#xNAN;*At least from 1.1.0.6 to 1.2.0.1*\
\
**Bug description:**\
\&#xNAN;*Selecting several prefabs at once and rotating them with the mouse wheel might rotate the individual assets at a different rate from each other. You'll need to rotate each prefab one by one to avoid that.* \
*It might also happen when you select only one prefab but it's a lot rarer and no replicable steps have been found yet.*

***

## [EXPORT](#export)

**Version:**\
\&#xNAN;*At least from 1.1.0.6 to 1.2.0.1*\
\
**Bug description:**\
*When the Brightness is not set to 100%, the source level's lightsources won't work properly. They will be affected by the Ambient Light even though they shouldn't be. The issue doesn't appear at 100% brightness.*\
\
*Note: The Brightness slider being reversed was also a bug and was fixed in 1.2.0.1*

<figure><img src="https://717747526-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FonbNaZHYfX7cze8ubfnQ%2Fuploads%2FsBhHXJuYIud8fz2IjA4m%2Fezgif-5db7ffc93b20ea.webp?alt=media&#x26;token=a47bd533-7058-4aed-87df-69f28a522a20" alt=""><figcaption></figcaption></figure>
