# Dwarf Fortress Update 51.07: Easier reconstruction and pet protection - Product: Dwarf Fortress (https://whatsnew.fyi/product/dwarf-fortress) - Vendor: Bay 12 Games - Date: 2025-03-12 - Original notes: https://store.steampowered.com/news/app/975370/view/536596480348127731 - Permalink: https://whatsnew.fyi/product/dwarf-fortress/releases/2025-03-12-update-51.07-easier-reconstruction-and-pet-protec What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Allow use of last material when placing simple one-stage buildings and constructions - **fixed** — Stop land holders without a residence from automatically moving to and gumming up capitals - **fixed** — Animals marked for slaughter and then assigned as war animal pets are now unmarked for slaughter - **fixed** — Stop hidden zones in NPC fortresses on reclaims from clouding information in tomb and dungeon sheets - **changed** — Change work orders terminology from "stone stones" to "stone boulders" and "stones" to "boulders" because they can be made from ice - **added** — Allow ordinary destiny adventurers to start anywhere in their civilization - **fixed** — Handle infinite loop having to do with sites near oceans - **fixed** — Stop unstackable items from stacking in character creation - **fixed** — Display movement blocking announcements during travel properly - **fixed** — Stop FPS display from blocking the speed readout - **fixed** — Stop potential containers from being shown with nonsense directions when placing items - **fixed** — Display classic combat indicators in the correct position - **fixed** — Stop changes to fort mode sound level sliders from affecting adv mode sound levels - **fixed** — Stop projectiles and falling creatures from falling through thin floors if they hit a sideways obstacle first - **fixed** — Stop creatures with multigrasp weapons from being generated with shields - **fixed** — Fix potential troublesome loop involving stone inclusion loops - **fixed** — Set exertion to zero for creatures without exertion - **fixed** — Handle situation where FPS caps could underflow - **fixed** — Fix potential overflow in corpse sizes Hey everyone, It's Alexandra here as we continue along with the routine patches after Adventure Mode release. We have quality of life fixes for Fortress Mode including the new ability to use the previous material when replacing constructions. No need to go back through the menus over and over again! Over in Adventure Mode your speed is now displayed properly. Lots of other adjustment and fixes here as well. So far the lua tests are going smoothly and we are receiving really great feedback. If you're a mod-minded urist and want to play round with the lua update, you can check it out on the Experimental Branch. ##### Release notes for 51.07 **Fortress mode** - Allowed use of last material when placing simple one-stage buildings and constructions - Stopped land holders without a residence from automatically moving to and gumming up capitals - Animals marked for slaughter and then assigned as war animal pets are now unmarked for slaughter - Stopped hidden zones in NPC fortresses on reclaims from clouding information in tomb and dungeon sheets - Work orders: changed "stone stones" to "stone boulders" and "stones" to "boulders", because they can be made from ice **Adventure mode** - Allowed ordinary destiny adventurers to start anywhere in their civilization - Handled infinite loop having to do with sites near oceans - Unstackable items no longer stacked in character creation - Movement blocking announcements are displayed during travel properly - FPS display no longer blocks the speed readout - Potential containers are no longer shown with nonsense directions when placing items - Classic combat indicators are displayed in the correct position - Changes to fort mode sound level sliders no longer affect adv mode sound levels **General updates** - Stopped projectiles and falling creatures from falling through thin floors if they hit a sideways obstacle first - Creatures with multigrasp weapons should no longer be generated with shields - Fixed potential troublesome loop involving stone inclusion loops - Creatures without exertion have their exertion set to zero - Handled situation where FPS caps could underflow - Fixed potential overflow in corpse sizes See you in the next patch, Alexandra