- [POP_RATIO:0] - Broken
COMMENTS:is the wrong term for it more of [POP_RATIO:0] is the same as leaving it off (exempt) thus since DF needs a number for the ratio magic that sets what caste is created it automatically sets it to a default value
WORK AROUND: [POP_RATIO:1] and settting other castes that are surpose to be common to a range of 10000-500000
- Barrels can't fit 25 stack/units of liquid, altho vanilla reactions (hardcoded) can fill them 25+
COMMENTS: I'll have to add I found I couldn't place 20 units of WATER inside a barrel so 25 might not be the actual cap.
- Several tokens are restricted to several types. For example Material_template for muscle includes [ROTS][GENERATES_MIASMA][EDIBLE_VERMIN], which works, but Material_template for stone wont accept [ROTS][GENERATES_MIASMA][EDIBLE_VERMIN].
Extra Comments: I'd say stone will accept those tokens however only food related and corpse items will actually use these (MEAT,CORPSEPIECE,CORPSE,??PLANT??,??DRINK??) since BOULDER or BAR, etc are not food they don't rot or be eaten (tested with rotting metal, metal MEAT rotted but metal ammo did not).
- Stockpiling issues. Stone weapons are stockpiled, Stone ammo is not. Stone furniture is not stockpiled either.
COMMENTS: Pretty sure you can stockpile stone furniture, ammo can't you correct and weapons yes (obsidian swords or any sword made from a sharp stone)
- CE_ADD_TAG can only add a small selection of tags. Why not all creature tokens? It seems odd to be able to add webbing or firebreathing, but not webimmunity or fireimmunity.
THEORY: I'm assuming that only certain tags can be added/removed because those tags are targets for interactions (altho i'm sure webimmune and fireimmune would make sense (can't target fire breath on a fire immune creature))
COMMENTS: Webbing and Fire breathing are not given through CE_ADD_TAG, it's the CE_CAN_DO_INTERACTION + CDI_INTERACTION.
- REAGENT:A:1:MEAT:NONE:NONE:HEART, and any other organ-token is broken. This reaction would accept any heart, but also any other organ, even meat from muscles.
WORKAROUND: goto the material templates for the organs and add REACTION_CLASS:<organ_name>] and use: [REAGENT:organ:1:MEAT:NONE:NONE:NONE][REACTION_CLASS:<organ_name>]
Also I think for categories there should at least be:
STOCKPILE - issues of that could be fixed by having an "other" category in stockpiles (takes Items that don't fit the material filters)
PROFESSION - Jobs, skills, and other things that are done, but don't have a profession tied to them MAGIC_NATURE, KNAPPING
JOBS - barrows confusing custom reactions
REACTION - stacks are consumed completely instead of just x amount defined in custom reactions
this one isn't really needed as there is a suggestion board/thread.
SUGGESTION - add CLEAN to the designation menu (and can be used like digging/tree felling, targets contaminates (floor and wall))
I'll slap some categories on current issues:
Pop_Ratio:0 is broken.
PROFESSION-MAGIC_NATURE has no profession, therefore the profession name cannot be changed.
PROFESSION-Knapping has no labor/profession in fortress mode.
REACTION-Barrels cant fit 25 units of liquid, although the vanilla still reaction can fill them with 25 or more drinks.
PRODUCT:CREATURE:NONE:DWARF:MALE, alongside any other creature creation crashes the game.
Item_Tools have a tilenumber, but all other Item_ have none. (weapons, ammo, armor, toys)
Grasses and Creatures have a ALT_TILE, but Trees/Plants have none. Neither do Inorganics.
Several tokens are restricted to several types. For example Material_template for muscle includes [ROTS][GENERATES_MIASMA][EDIBLE_VERMIN], which works, but Material_template for stone wont accept [ROTS][GENERATES_MIASMA][EDIBLE_VERMIN].
STOCKPILE -Stockpiling issues. Stone weapons are stockpiled, Stone ammo is not. Stone furniture is not stockpiled either.
STOCKPILE -Same for Gems. Gems are stockpiled, Gem crafts are stockpiled, but other gem furniture, armor or weapons is not.
CE_ADD_TAG can only add a small selection of tags. Why not all creature tokens? It seems odd to be able to add webbing or firebreathing, but not webimmunity or fireimmunity.
REACTION -REAGENT:A:1:MEAT:NONE:NONE:HEART, and any other organ-token is broken. This reaction would accept any heart, but also any other organ, even meat from muscles.
REACTION -Bone-Stacks (among other stacks) are always entirely used up, instead one by one. 1 bone gives as many products as 100 bones in one stack, disregarding the prodcut amount (always 1)
JOBS/REACTION -Reactions cannot find reagents that are in bags that are stored inside barrels/pots/bins.
JOBS/REACTION -Custom reactions cannot find reagents that are stored in another burrow, even if the burrow is not active.
Stuff to Contribute:
ODDITY-Fingers, facial features, toes, ears, etc. Are not protected by armor, a workaround would be adding LIMB to them but that will allow them to be useable to wrestle with (facial features not 100% sure since they are attached to a HEAD not an UPPERBODY) exclude toes since they connect to a LOWERBODY
BUGS-CRAZED causes loyalty cascades, when it might be better to make it breach the ETHIC attack entity member and be considered a crime. Or at least have the actions done under the guise of "I wasn't in control of myself" like OPPOSED_TO_LIFE (I think that prevents loyalty cascade)
ODDITY/?BUG?-IMMOBILE prevents the creature from breeding due to not being able to "path" to a mate thus breaking the current reproduction code (only noted in fortress mode)
BUGS-A custom reaction that uses a DRINK as a reagent will crash the game if another dwarf wishes to drink from said container for that reagent (Job conflict)
ODDITY-trying to use BP_RELATION to wrap a body part around an external one (arms, legs, chest, etc) doesn't work (however internal or embedded and such body parts can have another part wrapped around it)
STOCKPILE-items made from Tallow (or any organic material) will not be stockpiled correctly, WORKAROUND create an inorganic or a cloth-like material in a creature that doesn't exsist (or all creatures) that has similar properties/values to tallow which should allow it to be stockpiled (INORGANIC with IS_STONE works well for tools)
ODDITY/BUG-Fireimmune and FireimmuneSuper don't grant fire immunity anymore (due to material/tissue crossover) quite possibly only effects the AI (will ignore hot locations instead of avoid them, ignore meaning they will walk through it)
ODDITY- too much drowsiness can make a creature go insane (stark, berserk, melancholy), code that makes merchants go nuts
ODDITY/BUG- CE_PARALYSIS says it accepts a target in the wiki, but still effects the entire creature (unless an issue with too high of a SEV in my tests)
ODDITY- all WEATHER_xxxx material emissions are REGION interaction only
ODDITY- can only have two seperate hostile civs (they hate each other) with languages using ITEM_THIEF and BABYSNATCHER in the entities (one tag in one, the other in the second)
WORKAROUND: all creatures lacking CAN_SPEAK will be hostile no matter what (no allies) but will lack names, UTTERANCES can be added to allow for names but will be hostile like a civ lacking CAN_SPEAK.