Features in my very own order of priority:
- setMaterial - would enable all kinds of funky stuff
- room interaction - like finding location of prisoner cell or finding a deliveries room
- new materials - this is limited to one mod now, but I'm guessing this might be hard from a graphics engine perspective
- documentation of statusEffects on prisoners - rather tedious to research manually
- enable new staff that can be assigned to jobs
- JobCompleted could take an argument for worker
- NeedUsed(user) to interact with users of need providers
- NavigateCompleted(object) / NavigateAborted(object, reason) - to make it easier to interact with moving objects
- destructor method - like a reverse Create to clean up things
- defined electricity use
- enable import of lua scripts
Bugs or thereabouts:
- autoorder turn off - it makes logistics difficult when all jobs have their material requirements auto-fulfilled even when I don't want them to be
- maxStackSize is not a hard limit - workers can stack items far higher than the max defined
- Game.TimeInDay - difficult to make timed events happen regularly when you don't know how much time is in a day
- multiple jobs on same square - now they replace each other, again making logistics difficult
- CTD on doing item.variable when item does not exist (Object.GetProperty returns nil instead of crashing)
- CTD on doing error() inside item that does no longer exist
Things that have been fixed recently (I do notice
- consume variable on needs fixed to actually consume item (will allow me to release the only mod I was never able to finish!)
- access to nested variables
- easier variable syntax
- deletion of self
- CTD when deleting object with an open debug window



