Seeds and barrels are actually mostly fixed - my dwarves are doing a reasonable job of keeping seeds in a reasonable number of bags right now :-)
As far as an actual BUG, rather than an important missing feature, It's a lot harder to say. Maybe the U-Bend bug?
As for a missing feature that's important enough to be called a bug, how about adding a simply short range pathfinding algorithm for wandering monsters? After all, a wandering monster doesn't need to worry about actually getting to point x, since it IS just wandering around, after all. All it needs to worry about is making sure it doesn't get stuck walking into a wall, and that it doesn't end up mostly walking back and forth over the same few tiles most of the time. This is quite easy to do, since all you have to do is pick a direction, and each turn, have the creature attempt to move in that direction, as well as pick a new direction close to the previous direction. If it hits an obstacle it picks an entirenly new direction, better yet, it should pick the direction closet to its previous direction that it can move in without being blocked (so it doesn't end up ping-ponging off of trees so badly), but otherwise it sticks close to going the same direction is was the previous turn. I know that this algorithm produces a nice result, since I implemented it on my calculator a long time ago in order to draw squiggles:-) It's also nicely tweakable - if you want the creature to wander around in tightish circles, you give let is change its direction by a large amount each turn. For a creature that goes more or less straight, only allow it to change its direction of movement by a small amount each turn. Since this will require granularity better than 8 directions, it needs to store a higher resolution direction. If, for instance, the direction was, say, north-northeast, then it would actually physically move north 50% of the time, and northeast 50% of the time, but the more precise internal direction would let it change directions gradually, rather than too sharply. In addition, it would be easy to adjust this so wild animals no longer take shortcuts through your fort (they would simply consider it blocked for wandering pathfinding purposes, unless they had already gotten indoors (by chasing a dwarf, or whatever) in which case, they would be allowed to pick indoor tiles until they got outdoors again). The important point is that this algorithm is far, far faster than using a full pathfinding algorithm, and for monsters that are just wandering around after all, will produce perfectly good results (better, likely, since they won't try to go halfway around the map to get to the square on the opposite side of a ledge!), without killing your CPU. Naturally, if the creature in question becomes "active" (sees a dwarf to chase, needs to run away from something, etc.), it would just switch to the old pathing until its immediate problem is dealt with.
[ January 17, 2008: Message edited by: Keldor ]