Firstly, don't assume I will finish any of these. I'll announce it if I get anywhere.
Before anyone cries "BUT THAT'S NOT POSSIBRU," calm down. I've got a decompiler open in the other window, and am studying underlying functions within the exe. Any result of my tampering would be unstable, buggy, and likely cause frequent crashes. I know.
With that said:
Hello! I've lurked around for quite a few years, only releasing a few simplistic mods. My preferred modding method is directly editing what I'm not supposed to. I've been busy modding other games like Superhot MCD (ZA WARUDO mod) and Exanima (Playable ogre, inventory editor), and haven't made any hard-coded mods for DF yet. I just want an idea of what the community wants, so if anything happens to work out, I know what to focus on. I already have an idea of how I'll do most of these, so here's a quick summary.
LIQUID BLOOD Pretty simple, actually. After I find the definitions for water, I just need to copy it, rename the new functions, and set it to be destroyed by water/magma. Getting it to spawn from damaged creatures would require adding a new token, but w/e. It'd get a little wonky if you dropped a bucket of water in a blood pit, but it'd be a start.
LIQUID OIL: This is more or less the same as above, except being what basically would amount to flammable water.
GUNPOWDER: Recipe of saltpeter + charcoal to keep things simple. Changing how it reacts when burned is difficult, so my plan is to create a custom "workshop" that causes a "cave-in" when destroyed. Adding a burning dust variant would be the easiest part.
BASIC SPELLS: I have this half working even without modding the exe directly, but it doesn't like fortress mode currently.
Other suggestions are welcome.