All items have a "normal" priority unless otherwise noted in parentheses after it:

* Eliminate the animal linked list. Put a pointer (AnimalType *animal) in the terrain. Then you 'g_malloc' when a new animal is placed in there, and then you g_free and set it to NULL when an animal no longer exists there. Should be same memory consumption - but it should speed up a TON of stuff :) (traversing a linked list sequentially - yuck!)
	NOTE: I already tried doing this. There is something fundamentally flaws with this though :P It 'could' work if somebody could tell me how go through 'x' to 'y' non-seuqntially (i.e. to go from '1' to '5' randomly like 4,2,1,5,3). The problem is going through the rows and columns sequentially ends up with the animals 'tending' to go to one of 'sides'. I don't FULL understand the problem myself - but thats how it is.

* Create a generic function to figure out the xml_path

* Re-draw only the exposed area (look at Eye of Gnome - has good functions for this). (priority low).

* Handle the increase/decrease of food from the terrain

* Animal consumption of food from terrain

* Save settings in a "config" file and load from there on startup (instead of default) if "config" file doesn't exist use the defaults :) (very low priority)

* Eliminate random movement and make animals move INTELIGENTLY (towards FOOD)
