CORE COMPONENTS:
1-20,
21-40,
41-60
REQUIRED THINGS, OLD BUGS AND PRIORITY REQUESTS:
1-50,
51-100,
101-150,
151-200,
201-250,
251-300,
301-350,
351-400,
401-450,
451-500,
501-550,
551-600
- Req351, PET INFO CRASH, Completed: There was a crash related to null pet and owner pointers inside some pet info.
- Req352, TEMPERATURE FLOW SLAYERS, (Future): Dragons and other flow-creating creatures aren't credited properly for kills via temperature.
- Req353, PROJECTILES AND FLOWS, (Future): Some projectiles survive environmental effects unaffected.
- Req354, DIAGONAL FLOW PATHS, (Future): Diagonal-tending dragonfire has a tendency to wrap backward.
- Req355, LIQUID CREATURE SUPPORT, (Future): Some creatures like magma men need better support for extreme temperature effects to work properly for them.
- Req356, GRASS-TREE BURN SPEEDS, (Future): Grass and trees undergo different burn-speed transformations between dwarf mode and adventure mode, leading to unwarranted mode differences.
- Req357, FIRE AND TEMPERATURE, (Future): In some flow and map square situations, items are still burned away immediately instead of using temperature to affect them.
- Req358, CONTAMINANT MATERIALS, (Future): Contaminant materials need to be tracked more carefully.
- Req359, CONTAMINANT TEMPERATURE EFFECTS, (Future): Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
- Req360, TEMPERATURE AND ROTTING, (Future): The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.
- Req361, CORE TEMPERATURE VS EXTREMITIES, (Future): Frostbite doesn't work properly now, because temperatures are fairly uniform, even in homeotherms.
- Req362, CREATURE SUBTYPES AND TEMPERATURE, (Future): The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
- Req363, VERMIN AND TEMPERATURE, (Future): Vermin are currently unaffected by temperature and flows.
- Req364, VENOM... BARRELS?, (Future): Traders bring venom in barrels instead of vials. This might be excessive.
- Req365, AGGRESSIVE SAPLING GROWTH, (Future): Saplings seem to show up all over the place, including under lava or water. Might be handled.
- Req366, DISTANT OFFICERS, (Future): It will often select the worst possible officer for a case. It should consider distance issues, for example.
- Req367, LOST FOOD, (Future): The eat job sometimes loses control over the munchy's location.
- Req368, THE WELL BUCKET AND MAGMA, (Future): The well bucket is not affected by local temperatures as it should be when it descends.
- Req369, MISSING UNIFORM, (Future): When resetting clothing for temperature conditions, it can destroy guard uniforms.
- Req370, EATING IN STRANGE ROOMS, (Future): The dwarves exhibit a propensity for eating in odd rooms when more appropriate rooms are available.
- Req371, AXE USE DEACTIVATED, (Future): Deactivating squads can do strange things to axe use preference.
- Req372, TANTRUM EXHAUSTION, (Future): Dwarves throwing tantrums might get a bit tired of what they are doing, especially if they are injured. They shouldn't destroy their beds when they are trying to sleep unless they are in a particularly bad mood.
- Req373, RAMP WALLS, Completed: There are some inconsistencies with ramp use regarding whether or not an adjacent wall is needed.
- Req374, PET CAP, (Future): Evaluate alternatives to the 50 per type animal cap.
- Req375, OTHER CAVES, (Future): Need to use some rock outcrops to add caves to soil heavy environments (or tighten soil with roots).
- Req376, ADV MODE LIGHTING PROBLEMS, (Future): There are some problems with adventure mode lighting versus lower fluids and the memory map in open spaces.
- Req377, AMAZING VERMIN ENTRY, (Future): Eater vermin from map features can get into things that are impossible to get into.
- Req378, LACK OF FLUID MIXING IN CONTAINERS, (Future): It lets you have for instance "water" and "stagnant water" as distinct items in your flask, and you can also fill up your backpack with water without getting other objects wet and without leakage.
- Req379, TRAILS AND ROADS, (Future): There should be trails and roads all over the place in civilized areas.
- Req380, AREA DIFFICULTIES, (Future): There need to be some more additions to challenging areas and perhaps a little more work on making calm areas calm.
- Req381, MOOD WORKSHOP, (Future): There should be additional indicators of which workshop has been taken over by a mood dwarf.
- Req382, OFFER CONFIRMATION, (Future): A confirmation might be helpful for making offerings in the depot.
- Req383, RAW FISH NAME, (Future): Raw fish might need to be renamed for clarity
- Req384, BUILDING JOB CHECKS, (Future): Need to look into how often buildings do job checks and when they reset their counters.
- Req385, HAUL JOB OVERRIDES, (Future): Workshop jobs should remove haul tasks from items within them if the item is applicable for the job.
- Req386, PERSISTENT CURSOR POSITION, (Future): There are some mode changes in dwarf mode where the cursor position should persist.
- Req387, TOTAL PROFESSION NUMBERS, (Future): There should be a way to view the total numbers enabled for each labor list item.
- Req388, ROOM QUALITY DISPLAY, (Future): There should be an easier way to view the quality of a room.
- Req389, PERSONAL ROOM TRAFFIC, (Future): Dwarves should probably get upset if a bunch of dwarves walk through their rooms while they are around to notice.
- Req390, JOB INFORMATION, (Future): You should be able to view more information about jobs so that you can better understand how to complete them and what you have available to do so.
- Req391, WOUNDED BABY CARE, (Future): Mothers don't care if their babies are wounded, even if they are being carried at the time.
- Req392, HAULING ORDERS, (Future): More ways to control hauling orders, so important corpses can be picked up and lone bolts can be ignored.
- Req393, MINING SKILL SETTINGS, (Future): There are situations where it would be nice to have the ability to set skill threshholds for gem/ore mining jobs.
- Req394, VARIOUS COMPENSATION METHODS, (Future): Certain jobs should pay by the hour instead of by the job (or by other factors). Examples include hauling and pump operation.
- Req395, HOLDING ARTIFACTS, (Future): There seems to be something a bit loopy with how artifact keep/drop/hide decisions are made. They can hold on to an object for a very long time without committing to anything. Even if a dwarf chooses to keep an artifact, it shouldn't just walk around with a floodgate or something.
- Req396, OBSTACLE HANDLING FOR BUILDERS AND MINERS, (Future): When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in.
- Req397, ERRONEOUS CAGED UNIT DEATHS, (Future): A container item that is destroyed can kill units, even if the unit itself is resistant to the destroyer of the item (magma for example).
- Req398, PLATE/CHAIN LAYERING VS. ARMOR LEVEL, (Future): Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
- Req399, DIRT ROADS ON ICE, (Future): When roads are built over ice, trampled dirt can be created spontaneously.
- Req400, DYED CLOTH STOCKPILE SEPARATION, (Future): The ability to separate dyed and undyed cloth in stockpiles can be useful for speeding up production.
BLOATS:
1-50,
51-100,
101-150,
151-200,
201-250,
251-300,
301-350,
351-400
POWER GOALS:
1-50,
51-100,
101-150