Naw, it's fine, I caught it. I accidentally didn't capitalize a letter in the PERMITTED_REACTION bit, so it's fixed.
Okay, every monster should now be appropriately weak and strong against the corresponding elemental steels and should have a good deal of their White and Black magic allocated. This should make encounters with them interesting. Reflect has also been implemented - it adds SYN_CLASS:REFLECT, which all other spells have been forbidden from targeting. It also should target anything - friendlies when not actively fighting, and enemies during battle so you can stop a monster from buffing itself. (This will probably make summoner companions even more stupid, but oh well). CDI:VERBAL is also implemented across the board - of course, this means that non-speaking monsters won't give a crap if you cast Silence on them, unfortunately, but it will stop some monsters and either a black mage or a summoner in their tracks. There are a lot of Fire-using monsters, the world ought to burn nicely.
Also fixed glasswear so it should show up properly as glass. Glasswear can be made at a Gem Refinery with the Glassmaking skill - it will turn rough glass into a random item of the corresponding type you make - for example, "Make Glass Headwear" might randomly produce a glass helm, hat, or barrette or such. (I also added a few items from FF9, such as hairpins, buckles, and anklets).
I'm also working on some background stuff, such as trying to make dream potion funny without dehydrating your genomes to death (it was a vicious cycle, we'll put it that way) and still working with some ice cream issues and such.
The Greenhouse and Water Pump work as such:
-Build a Water Pump with a mechanism and a pipe section. You can draw a bucket of water from the pump, which gives you a bucket of water. (There's no way to require a building to be built over water, so just use your imagination or build it over your cistern for flavor).
-A Greenhouse requires 10 glass blocks and a 9x9 space. You can do three things at the greenhouse: Plant Seed, Tend Plant, and Mulch Plant.
-Plant Seed takes a bucket of water, a bar of potash for fertilizer, and a seed to create a "seedling".
-Once you have a seedling, "Tend Plant" will be automatically queued if you have water and a seedling available. It has a 10% chance of producing a plant of the corresponding seed (I hope, I haven't tested it thoroughly yet). The seedling is saved, so you theoretically only need 1 seedling of each plant.
-Mulch Plant takes a seedling and turns it into a bar of potash for further growing.
This should allow you to grow plants despite any biome you're currently on or even despite the season, critical for the tundra and tropical plants that often are very specific.
I've also added an "Extract Ore" reaction to the Gem Refinery. You should be able to take 1 boulder of any kind and turn it into 3 Ores, which is pretty critical for the element industry, since you'll need a lot of them. (To make a single unit of firesteel without natural topazes on your map, you'll need 100 ores!) The boulder is a placeholder for now - I'd eventually like a more renewable resource, perhaps magma will be used. For now we'll use rocks though.
I'm working out how to make the Aero/Aera/Aeroga line of spells - TRAILING_DUST_FLOW will be used, but I'm otherwise unsure of how to intensify them appropriately for each level aside from MATERIAL_FORCE_MULTIPLIERS for every creature weak to Wind. Suggestions on how to implement Thunder spells are also welcome.