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DikbutDaGrate Regular User Dec 05, 2022, 11:04:09 pm 17 3
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1  Vampire Clan Bloodlines Oct 30, 2025 0.85 3 Unrated 51 299.2 KB 0
2  Spookyfort VI - End of dikbutdagrate's turn Oct 09, 2025 0.58 14 Unrated 51 44.39 MB 0
3  kakihara's save - "fixed" Oct 03, 2025 0.46 14 Unrated 58 66.85 MB 0
4  The Museum IV - Turn 5 - Complete Sep 22, 2025 0.36 15 Unrated 94 98.14 MB 0
5  Baja Blast Flavored Titanium & Random Metals Sep 10, 2025 1.04 95 Unrated 681 542.1 KB 1
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11  Debugged Save Fineus Aug 22, 2023 0.09 69 Unrated 334 63.24 MB 0
12  Debugged save Banana Unlimited Aug 19, 2023 0.1 79 Unrated 356 35.02 MB 0
13  language_GREMLIN.txt Aug 19, 2023 0.07 57 Unrated 450 54.5 KB 0
14  RumCrusher 1.0 Jul 26, 2023 0.11 93 Unrated 603 2.96 MB 0
15  Plague and Pestilence: Lice and Other Pleasantries Jun 10, 2023 0.09 78 Unrated 648 12.2 KB 0
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17  FriendlyTreason - Winter of 239 Jan 21, 2023 0.05 49 Unrated 429 38.93 MB 0
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IP: logged
 Baja Blast Flavored Titanium & (v37)  » posted under Baja Blast Flavored Titanium & Random Metals on Aug 04, 2025, 02:45:12 pm
Changelog:

v27 : 8/4/2025
Fixed procedural alloy reactions from only appearing in adventure mode.

v29 : 8/4/2025
Fixed procedural alloy smelting reactions from appearing only from within the general work order menu, and will now appear at smelter building menus.

v31 : 8/4/2025
Procedural metal alloy reactions no longer produce puddles of magma, and now produce the procedural metal alloy bars as intended.

v32 : 8/4/2025
Reloading saves no longer triggers a crash to desktop in some cases, due to missing matgloss data of inorganic metal alloys.

v34 : 8/5/2025
Prior fix only solved half the of the issue. As of v34 the CTD bug on reloading a save has been completely fixed. All features within the mod now work as intended.

v35 : 8/6/2025
Procedural methods for generating compressive impact and fracture values of materials have been improved, resulting in a wider spectrum of material properties. (The majority of prior materials had compressive impact and fracture values which were hilariously low.)

v37 : 8/6/2025
Procedural methods for generating compressive impact and fracture values of materials have been improved, again. Non-magma safe anvils will no longer appear upon embark, preventing the user from being able to build a forge.

v40 : 8/28/2025
Caravans will no longer show up with flaming hot crossbow bolts, setting everything on fire (I think?)
Procedural ores which smelt into a metal which is liquid at room temperature can now be used to make drinks at a still. These metal drinks feature syndromes. (BEWARE: "Think before you drink", or you know, don't - and find out what happens!)

v41 : 8/31/2025
Procedural materials which emit strange temperatures will no longer appear in caravans, or as armor or weapons on guests. This is to prevent them from melting and/or freezing themselves.

v42 : 9/10/2025
Drinks made from metal ore should be available a bit more often. Perpetually ever-frozen materials are now 5x rarer than their ever-burning counterparts.
comment last edited by DikbutDaGrate on Sep 10, 2025, 10:48:11 pm
bananaunlimited wrote:
DikbutDaGrate wrote:
https://dffd.bay12games.com/file.php?id=16815

Heres the debugged save.
Currently 17 days ahead of the previous save.

What was the problem?

Something to do with some bugged units that were revealed via DFhack's reveal command.
The specific units were magma crabs.
https://dffd.bay12games.com/file.php?id=16815

Heres the debugged save.
Currently 17 days ahead of the previous save.
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