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
- Req401, PREMATURE TRADE SCREEN EXITS, (Future): It's easy to skip out of the trade agreement screens without knowing what happened.
- Req402, SAVE TO MAIN MENU TRANSITION, (Future): Need a prompt after save has completely successfully, and it should finish cleaning before asking you to press the key.
- Req403, DAMBLOCK OPTS, (Future): There are some optimizations that can be made to the damage blocking calculations.
- Req404, STILL BARRELS, (Future): If a booze stockpile contains empty barrels, a brewing job should be able to use them for storage.
- Req405, VERMIN TRACKING, (Future): There are some problems with the accounting of vermin populations.
- Req406, PUT ON YOUR MASK BEFORE ASSISTING THE CHILD NEXT TO YOU, (Future): Parents can die from thirst seeking their infants. It might help them to prioritize if they are dehydrated.
- Req407, RECLAIM STACKS, (Future): On reclaim, some of the container emptying procedures can be very annoying, especially if there are tons of coin piles.
- Req408, DOMESTICATION AND ENTITY DEFS, (Future): The "common domestic" state of animals should be in part an entity property, rather than solely a creature property.
- Req409, BAG RESERVES, (Future): The ability to reserve bags for uses other than seed storage would be useful.
- Req410, KITCHEN ISSUES, (Future): It would be useful to have kitchen options for items that you don't necessarily have in stock at the moment, and there's an issue with needing milk's cook setting active to make cheese.
- Req411, ZOOMING AROUND, (Future): It would be useful to have more ways to get between object screens and zooming to objects between all of the views.
- Req412, DROWSINESS VS. KNOCKOUTS, (Future): Dwarves can having drowsiness problems if they are KO'd for long periods of time.
- Req413, PAIRED ITEMS ON ARMOR STANDS, (Future): Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
- Req414, EQUIPMENT STORAGE, (Future): Need to salvage some armor stand/weapon rack storage code for use by soldiers.
- Req415, SCHEDULING ISSUES, (Future): There are some minor adventure mode town schedule issues that need addressing.
- Req416, PAIRED IMPROVEMENTS, (Future): For the most part, improvements on pregenerated paired items should be made identical.
- Req417, "WATER"SKINS?, (Future): Military dwarves should be apt to carry booze instead of water.
- Req418, WEIGHT AND VALUE PROBLEMS, (Future): There are a lot of inconsistencies with weight and value numbers in the raws.
- Req419, PRICE SETTER STORAGE, (Future): Technical issue with price setter storage.
- Req420, DRINK JOB CONNECTION CHECKS, (Future): Some drink jobs don't check connectivity correctly.
- Req421, BUILDING NAMES, (Future): Custom names for buildings. For stockpiles they can be inherited by containers.
- Req422, ROCKY ROAD, (Future): Road building can be annoying on rocky maps.
- Req423, WEALTH OVERCOUNTS, (Future): Held/worn items are counted too much toward fortress wealth.
- Req424, PLANTING CANCELLATIONS, (Future): Farming plots that are set to fallow won't cancel their jobs if there's even a single seed planted. There are also issues with cancellation for redded out plants.
- Req425, DWARVEN WAGONS, Completed: Dwarves have wagons, so they should use them to trade.
- Req426, WATERFALL EDGES, (Future): Waterfalls have an issue where water at the bottom can potentially flow up off the edge into the unallocated void.
- Req427, ELITE SOLDIER SETTINGS, (Future): You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
- Req428, TASK PRIORITIES, (Future): It should be easier to single out a dwarf as the only one permitted to perform a task, or to give that dwarf higher priority for the task.
- Req429, FARM SETTINGS LOST, (Future): It can destroy preset crop selections for future seasons when there's a problem with the current season.
- Req430, JOB POSSIBILITIES DISPLAYED, (Future): When adding jobs to workshops, it should be more clear which jobs could actually be completed at that time.
- Req431, EQUIPMENT CLEANING, (Future): You need to be able to clean off dirty equipment, both modes. You might need to use grass or some kind of intermediate object/liquid to avoid getting more dirty.
- Req432, SETUP SCREEN CHANGES, (Future): Various minor changes to the dwarf mode setup screen. It should be easier to see the skills of the dwarves you are bringing and you should have more of an idea what the equipment you are bringing it for. It should update the profession names of dwarves as you change their skills.
- Req433, FLOATING, (Future): Objects with proper densities should float in liquids. This should also apply to swimming creatures.
- Req434, MESSAGE CONTROL, (Future): All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
- Req435, SETTINGS FOR BASIC JOBS, (Future): There should be specific labor list settings for jobs like harvesting, level pulling and depot hauls that all dwarves do.
- Req436, EQUIPMENT DISPOSAL, (Future): There should be more standing orders for how unusable clothing, armor and other equipment are handled to expedite siege cleaning and the disposal of old clothes.
- Req437, ASHERY SKILLS, (Future): Potash-making from lye should be skillless, and ideally you'd just set the stuff to evaporate. The ash to potash job should give lye-making skill.
- Req438, REFERENCE UPDATE, (Future): Some internal references should be stored differently.
- Req439, FISHERY AUTOMATION, (Future): The fishery (and other workshops) should have automation features.
- Req440, TRAVELER OUTFITS, (Future): Sometimes it fails to update the clothing of people that have traveled to another town to account for temperature.
- Req441, CHILDREN AND GROWTH, (Future): Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
- Req442, SHOPKEEPERS AND THEIR INVENTORY, (Future): Owners of dwarf mode shops aren't tied closely enough to their wares, even though they pay for them.
- Req443, UNIT-JOB SCREEN IMPROVEMENTS, (Future): The unit-job screen should be improved in myriad ways, though the options people have requested are too numerous to fit in a simple screen.
- Req444, FLEEING SOLDIER AI, (Future): Fleeing soldiers don't cope well with not being able to reach their exit location.
- Req445, INJURED HUNTERS, (Future): Injured hunters should not attempt to hunt in general.
- Req446, COOKING SELECTION ISSUE, (Future): Cooking had an issue where it selected a barrel and the object inside of it.
- Req447, PRESERVING VALUABLE STONES, Completed: There should be a way to stop valuable stones like obsidian from being used in general stoneworking jobs.
- Req448, INTERRUPTED JOB DURATIONS, (Future): Issue with job durations versus interruptions.
- Req449, BARRACKS ASSIGNMENTS, (Future): Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
- Req450, USEFUL BREAKS, (Future): Dwarves should actively pursue non-work related activities while they are taking breaks.
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