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
- Req551, LOADED AREA IN OCEAN, (Future): It keeps track of too many Z levels when you swim deep out into the ocean.
- Req552, STUCK AND CAN'T DIG, (Future): Dwarves that get stranded in a pit can't dig out the floor, even if that's the best option.
- Req553, FLOWS VERSUS TREES, (Future): Water and magma should be able to flow passed (and burn for magma) trees.
- Req554, WALLS VERSUS MAGMA, (Future): Constructed and non-constructed walls should be subject to magma. It can't just melt stone though, or the whole map will be affected (since magma currently generates its own heat).
- Req555, MORE EFFECTIVE TRADE AGREEMENTS, (Future): Traders should bring more of your high priority requests. In general, trade agreements can be more specific and interesting.
- Req556, SAVING SOUND OPTIONS, (Future): You should be able to save sound options back to the init file from the sound options menu.
- Req557, FROZEN RIVER SOURCES, (Future): River source squares that are just going to stack water on ice squares shouldn't make water.
- Req558, MORE INFORMATION ABOUT ITEMS IN USE, (Future): Some sort of indication such as TSK for items that are in use from views other than the building item view with more information about what's going on available from the item's screen.
- Req559, POST-EMBARK LOAD INDICATOR, (Future): After getting through the final embark screen, it can leave you hanging for quite a while.
- Req560, WORKSHOP PROFILE CHANGE, (Future): When setting workshop profile dwarves, it would be useful to be able to order the list in various ways (by relevant skills, unit type, whatever).
- Req561, LOCAL WILDERNESS POPULATION REPLENISHMENT, (Future): Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
- Req562, ROOMS FOR APPOINTEES, (Future): Assigning rooms to appointees would help alleviate problems that come up after the mayor's election.
- Req563, CONSORT POSITION, (Future): Need to handle the position of consorts in the case that their spouses die.
- Req564, MORE CUSTOMIZATION FOR UNITS, (Future): You can set their type names, but being able to set colors or custom tiles should also be possible.
- Req565, CAGE CLEANING, (Future): You need to be able to free cages of all the various filth that collects there.
- Req566, SKY AND ICE, (Future): Need to make ice and sky look different, since there are conflicts at night.
- Req567, SMOOTHING AND ENGRAVING SKILLS, (Future): They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.
- Req568, LIMB BLOOD DROPPING, (Future): Bloody limbs that fly up in the air don't drop blood.
- Req569, BETTER TERRAIN ESCAPE, (Future): There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.
- Req570, VEGETATION TEMPERATURE TOLERANCE AND EMBARK READOUT, (Future): It needs to check temperature tolerances for local vegetation in embark, or else the tree/shrub density could be misleading.
- Req571, STANDING IS GOOD, Completed: If a passing cat or something forces a training marksdwarf to the ground, they'll stay on the ground throughout archery practice.
- Req572, PLEASE FORM A LINE, (Future): Activity zone users all stack up on the same square instead of looking normal and standing on square where they can move at full speed.
- Req573, BOOZE THE WOUNDED, (Future): Wounded dwarves should be brought booze in the absence of or even instead of water.
- Req574, BUILDING MECHANISM LOSS, (Future): Triggered buildings that lose mechanisms (via melting etc.) shouldn't collapse, but it should let you know.
- Req575, UNDERWATER PROJECTILES, (Future): Throwing/shooting underwater are currently unrestricted, and projectiles in general should be handled.
- Req576, WANDERING FEATURE POPULATIONS, (Future): Creatures that reside in features and sites (such as subterranean creatures) should probably start and stay in their favored habitat, mostly.
- Req577, AMMO PRICES, (Future): All prices have problems, but improved ammo is especially ridiculous.
- Req578, SAME SQUARE DRINKING, (Future): If you are thirsty and it has been a while on dangerous semi-flooded terrain, you should go ahead and drink instead of being confused.
- Req579, CAGE TRAP CONTROLS, (Future): Need to have more control over cage trap loading to control spam. The load job should suspend if it can't find anything.
- Req580, FLUID TEMPERATURE TRANSFER, (Future): It would be nice if warm water could transfer that temperature to squares that it moves into, for example, but it is potentially very expensive CPU-wise to force more temperature updates.
- Req581, CONTAMINANTS WITH CONTAMINANTS, (Future): It needs to track whether you are covered with salt/filthy water for example.
- Req582, UPWARD DIAGONAL MOVEMENT RATES, (Future): It only applies a speed modifier to horizontal diagonal movement.
- Req583, REWALLING IN WATER, (Future): You should be able to drop some simple constructions down into the water, as long as it's reasonable.
- Req584, MORE CONTROL OVER ROOMS, (Future): You shouldn't have to rely on the room-flow to get things right for you. There's also some issues with being able to set doors as 'internal' before they are built and whether or not constructions should be treated as walls before they are built.
- Req585, SNOWY WORLD GEN MAP, (Future): The map in world generation is always covered with a lot of snow as it thinks it is the beginning of Spring.
- Req586, FORMER ENTITY MEMBER STATUS, (Future): Former entity members need to have that status tracked more explicitly.
- Req587, SUCCESSION, (Future): New leaders need to come into power when the previous entity leader is lost. This happens automatically during world generation, but during play the process needs to be more prolonged most of the time.
- Req588, ADVENTURE MODE TOWN BED USE, (Future): Adventure mode townspeople don't think about beds properly and can often stack many, many people in a bed before they'd think about an available second bed.
- Req589, CONSORT HANDLING, (Future): There are some problems with how consorts are handled/finalized during world generation, and how that ties in to previous jobs that might have held.
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