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Author Topic: Dwarf Fortress 0.40.17 Released  (Read 14472 times)

eliana

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Re: Dwarf Fortress 0.40.17 Released
« Reply #15 on: November 20, 2014, 08:35:53 am »

Just so you know you can't smelt ores in this version. They don't appear in the smeltery anymore.
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smjjames

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Re: Dwarf Fortress 0.40.17 Released
« Reply #16 on: November 20, 2014, 08:37:43 am »

Just so you know you can't smelt ores in this version. They don't appear in the smeltery anymore.

Then submit a bug report with a save included.
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Sheo

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Re: Dwarf Fortress 0.40.17 Released
« Reply #17 on: November 20, 2014, 09:43:57 am »

Hey Toady, lately a weird thing has been happening where when I'm going around Adventurer mode, often times the edge of where I'm walking to will just cave-in spontaneously and take a few seconds to reform. It happens with some frequency, is it a world gen issue?

Also, Dark Pits are still empty, has anyone ever had success actually finding goblins in them?
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smjjames

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Re: Dwarf Fortress 0.40.17 Released
« Reply #18 on: November 20, 2014, 10:14:46 am »

Hey Toady, lately a weird thing has been happening where when I'm going around Adventurer mode, often times the edge of where I'm walking to will just cave-in spontaneously and take a few seconds to reform. It happens with some frequency, is it a world gen issue?

Also, Dark Pits are still empty, has anyone ever had success actually finding goblins in them?

I've had plenty with goblins in them, maybe you're just getting unlucky and getting dark pits that have been conquered?

They generally reside in the top of tne towers and there are very few in the residential areas below.
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Footkerchief

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Re: Dwarf Fortress 0.40.17 Released
« Reply #19 on: November 20, 2014, 11:43:49 am »

Just so you know you can't smelt ores in this version. They don't appear in the smeltery anymore.

Then submit a bug report with a save included.

There's a bug report here -- please post further findings at that link.
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Toady One

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Re: Dwarf Fortress 0.40.17 Released
« Reply #20 on: November 20, 2014, 01:34:49 pm »

Yeah, the flag optimizations brought forth a compiler issue in windows.  Hopefully the workaround won't introduce new problems.  I'll post a new version later today.
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