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###################################### TO DO LIST FOR 1.5 #########################################
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###################################### FEATURES #########################################
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Add wanderers friend
Add blacksmiths friend
Add deons witchery mod
Add Additional Animal Sounds
All of the above are adventure mode only, should not interfere with bugfixing/balancing in fortress mode
Install and test the new: Mouse Fortress. If it works, add it to GUI.
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##################################### BALANCING #########################################
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Turrets arrive with migrants. Landmines arrive with migrants.
- I will give the weakest mine/turret a high pop-ratio, and all others a pop ratio of 0. This way only the weakest version
should arrive with migrants, and the expensive one you have to buy.
Bricks being created as rocks, and then getting carved into blocks, which then get made into bricks again...
- I will change the reaction to accept only boulders to brun brick "blocks"
Stonecutter workshop has annoying profession requirements. e.g. rock spike requires mechanics. This makes setting up workshop
profiles a bit more awkward.
- Stonecutter is a copy from genesis, I will change it to mason/stonecrafters, as appropriate.
Can cut some weird stone types like bricks.
- Untested by me, will have a look. If fixable, it will be easy to fix.
Beginners Embark could be better
- Will check
Better more detailed manual
- Will try
(fix "Metakworking Guide" in manual as well, typo)
Furniture Workshop mostly useless
- I think about removing the material beds/dismantling of wooden items, and move the 3 useful reactions, wooden mech, quern,
millstone to the craftsdwarf. this would also mean I can remove the Furniture workshop.
Crematorium bruns useful refues as well to real refuse
- Might seperate it, to: Burn Vermin, Burn refuse(useless), Burn refuse(all)
Redo the paper/skin/leather vellums for libraries
- Just better naming to make them more obvious to the player
Custom pig tail to oil reaction
- Added to millstone and quern
Grinding bonemeal also accepts remains.
- Feature, but some remains might seem unrealistic. Bird, yes, roach, no. Undecided about it.
Simple minerals will cause worlds without iron, only affects standart worldgen.
- Will mod it a bit, to include more iron bearing ores then.
Renamde most reaction names, since truetype allows more space
- This will make it easier to understand reaction needs/does what.
Make Undead Zombie Civ actually undead
- Just adding "opposed to life" and "not_living" should do it.
Add a NON_FREEZING tag to all insects.
- Currently you are attacked by bees/hornet in the snow. doe.
Add a huge selection of pref-strings to the new additions.
- All vanilla creatures have 5 prefstrings in this mod, so the new ones should have some as well.
Make all above ground plants grow NOT in winter
Make all above ground plants need 1 season (~1000) to grow
- Optional, for harder farming. Currently everything grows in all seasons.
Remove "dwarven things" from drow caravan
- Will probably be very difficult, but hope it will work.
Add drow diplomat
- Should be an easy fix, just copy the human noble for it
Add custom materials for all civs, since the "darklight iron" test for drows was succesful
Rebalance occurence of warpstone
Rebalance occurence and/or strength of coal dust
Add a high population number and the ubiquitous tag to:
All new sponsorship animals.
As well as: lassi, giant gargoyles, spirit ravens, faedogs, pegasi, rattlesnakes, raptors, forest spiders, dragon raptors,
brook trolls
Give all elven warbeasts a population number of 0, a freq of 0 and no active seasons.
- Maybe this restricts them from being brought in sieges, while still being able to be traded. Needs testing.
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################################ BUGS OUTSTANDING ##########################################
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Plants, e.g. plump helmet/pig tail, appearing twice in stockpiles menu. Only one of them works for stocking plants though.
- This is a feature, one of them is the royal version for the royal drinks. Should rename them to avoid confusion.
Golem reaction only transforms standart dwarves, no caste-members.
- Easy to fix, just add the castes as syn_affected_creatures
Armored pets leave animal_mat:steel, useless.
- They should leave steel bars upon butchery, or the complete pet armor.
Animal thread is not recognized for cloth, leading to insane moody dwarves.
- Hey, guess everyone who read the thread knows about this one
Bonemeal doesn't seem to be able to go into any stockpiles.
- Needs testing. Is a boulder/inorganic mat, should go to stone stockpile
Beach nut flour, acorn flour: neither have breads.
- Will check. Same goes for all sugar/candy mats. I only modded the vanilla sweetpod, not the Flora/Fauna additions.
On the seeds stockpile, third from the end (between cashew nuts and thorn apples) is a blank line.
- Will check FloraFauna plants for proper naming.
Drow brought me "finch n/a barrel".
- I will check the new creatures/FloraFauna creatures for blood then.
On embark screen under Powder: Muck Root oil.
- Should be muck root powder obviously.
Check the entire timberyard, got some reports. Proper seed naming as well.
- Will go through every reaction in fortress mode, with tweaked growtimes on the farm trees.
Report: timberyard refine ironbark/netherwood - nameless seeds. Nethercap not in indoor farms selectable.
Raised corpses by necromancer are always hostile.
- Unsure if it can be fixed, but will try. Otherwise I will call it a feature
Adventure Mode Bugs:
- Add"adventure compatibility" button in the launcher?
- Your caracter doesn't wear any clothes
- Only dwarf are affected by thirst and hunger, humans, elves... etc are not affected
- Activate traps in init file
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############### ERROR LOGS POSTED BY USERS ##########################################
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Duplicate Object: creature TAPIR
Duplicate Object: creature WEASEL
*** Error(s) found in the file "data/save/region1/raw/objects/creature_ff.txt"
BANDICOOT_MAN_FF:GO_TO_TAG could not find target, setting to end:
ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL
ZOO_MAMMAL_BABOON:Unrecognized Creature Caste Body Token: 5TOES_FQ_REG_FINGERS
ZOO_MAMMAL_BABOON:Unrecognized Creature Caste Body Token: 5TOES_RQ_REG_ANON
ZOO_MAMMAL_BABOON:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
ZOO_MAMMAL_BABOON:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) finalizing the creature BEETLE_GIANT
Unrecognized Color Token: 1
Unrecognized Color Token: 1
Unrecognized Color Token: 1
Unrecognized Color Token: 1
Unrecognized Color Token: 1
Unrecognized Color Token: 1
*** Error(s) finalizing the creature BIRD_CRESTED_OWL_FF
Unrecognized Color Token: 1
Unrecognized Color Token: 1
*** Error(s) finalizing the creature BIRD_HORNED_OWL_FF
Unrecognized Color Token: 1
Unrecognized Color Token: 1
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity trapcomp token: ITEM_BATTERING_RAM
Unrecognized entity trapcomp token: ITEM_BATTERING_STAKE
Unrecognized entity trapcomp token: ITEM_TRAPCOMP_RAZORWIRE
Unit has misaligned body modifiers. Adjusting.