I've read this forum more or less attentively, but could not find what I'll sujest below. So:
1. Slaughtered animals like muffalo drops 1 unit(s) of foodstuff (or more till 5 - it can be depends on combat skill of colonist, who kills an animal). It would be nice to get more "usefull" muffalo.
Maybe later it will more different foodstuff with different nutrition and taste to satisfy colonist's needs.
******Optional*******
for carpet making it will be very nice to use muffalo's wool.
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2. Remove "stockpile area". Instead of it create storage furniture (as an equipment rack, but separately for food and materials. Each has a finite amount of things stored in it. Also, improved food storage furniture(or simply refrigerator) can use electricity to prevent food spoilage). IMHO, this can be very helpfull to plan your own storage according to landscape and colonist's needs.
3. Mining or garden tools and other usefull equipment. I think, it is not very complicate. For example - shovel or pickaxe uses weapon's slot.
4. Workbench. Yes, for crafting tools or even weapons. (so it can be necessary to create new skill = "crafting". Higher skill = higher speed of crafting).
5. Fire extinguisher. Man, yesterday I lose 8 colonists in fire caused by short circuit
. This would not happen again...
1. Slaughtered animals like muffalo drops 1 unit(s) of foodstuff (or more till 5 - it can be depends on combat skill of colonist, who kills an animal). It would be nice to get more "usefull" muffalo.
Maybe later it will more different foodstuff with different nutrition and taste to satisfy colonist's needs.
******Optional*******
for carpet making it will be very nice to use muffalo's wool.

********************
2. Remove "stockpile area". Instead of it create storage furniture (as an equipment rack, but separately for food and materials. Each has a finite amount of things stored in it. Also, improved food storage furniture(or simply refrigerator) can use electricity to prevent food spoilage). IMHO, this can be very helpfull to plan your own storage according to landscape and colonist's needs.
3. Mining or garden tools and other usefull equipment. I think, it is not very complicate. For example - shovel or pickaxe uses weapon's slot.
4. Workbench. Yes, for crafting tools or even weapons. (so it can be necessary to create new skill = "crafting". Higher skill = higher speed of crafting).
5. Fire extinguisher. Man, yesterday I lose 8 colonists in fire caused by short circuit
