Animals spawn food when killed - I've noticed watching LPs that player can bury Muffalo corpses, but other than that and psychotic animals there doesn't seem to be much interaction with wildlife. If animals spawned food on death it could make hunting a source of food. It also sets up for a future introduction of different types of food, like vegetables and meat.
Sims-style speech bubbles - Tynan has written a number of blog entries about game design, and in this one titled "The Simulation Dream" he mentions the effect conversations in The Sims series have on players. Should we use the same kind of thing when Colonists talk to each other, with a speech bubble and some image of the conversation topic inside? That wouldn't have to change any behavior, just display extra graphics.
Chemical/Persistent Fires - Fires that don't extinguish unless a colonist puts them out.
Sims-style speech bubbles - Tynan has written a number of blog entries about game design, and in this one titled "The Simulation Dream" he mentions the effect conversations in The Sims series have on players. Should we use the same kind of thing when Colonists talk to each other, with a speech bubble and some image of the conversation topic inside? That wouldn't have to change any behavior, just display extra graphics.
Chemical/Persistent Fires - Fires that don't extinguish unless a colonist puts them out.