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Topics - jabbamonkey

#21
Mods / [mod request] Bone items
February 25, 2015, 11:03:39 PM
I'd love to be able to craft items and weapons out of bone.  When animals die on the map, the decay and eventually leave behind a bone corpse. It would be good to make cool things from them...

1. Weapons
2. Furniture
3. Bone statues - that work similar to the Giblet Cage, that scares enemies and frightens prisoners.
4. Tools.

Or, if you want to get really crazy...
5. Golems - If you want to go the fantasy route.
6. Bone decorated robot fires - to strike fear in the enemy (maybe make them a little harder to hit?)
#22
This post contains a large TEXTURE PACK for Rimworld.

Jabbamonkey's Graphic Overhaul (v 1.2.0)
VERSION v1.2.0 (March 14, 2015)

Description:
This is a large, ever-growing texture package for the game.  This post will contain:
1. Core texture replacement
2. Core UI replacement
3. Mod texture replacements
I've been replacing the graphics for some time, and wanted to create a mod/texture thread that contains EVERY texture that I've put together.  This thread will constantly be updated. As I expand on this thread, I will add new graphics and retouch old graphics (based on user suggestions). I will also update the zip files on this page as I go along. 


Author
Jabbamonkey

Download Texture Packs
Core Texture Packs
>>> Download the Core Texture (No UI) <<<
>>> Download the Core UI Texture (Just the UI) <<<

Mod Texture Packs:
Alpha 9
Apothecarius > Textures  |  > Preview | > Mod Page
Caveworld Flora  > Textures  |  > Preview  |  > Mod Page
Glassworks  > Textures  |  > Preview  |  > Mod Page
Haul Priority Designator > Get Images & Preview  |  > Mod Page
Industrialisation > Textures  |  > Preview  |  > Mod Page
M&Co Common > Textures  |  > Preview  |  > Mod Page
M&Co Alert Speakers > Textures  |  > Preview  |  > Mod Page
M&Co Laser Weapons > Textures  |  > Preview  |  > Mod Page
Mechanical Defense  > Textures  |  > Preview  |  > Mod Page
T-CoreCropTweaks  > Textures  |  > Preview  |  > Mod Page
T-ExpandedCloth  > Textures  |  > Preview  |  > Mod Page
T-ExpandedCrops  > Textures  |  > Preview  |  > Mod Page
VeinMiner > Get Images & Preview  |  > Mod Page
Weed > Textures  |  > Preview  |  > Mod Page
Alpha 9 - Textures already included in mod (no need to download textures):
Extended Surgery & Bionics

How to Install:
To install the Core textures:
1. Download and unzip the core textures file (above). You should end up with a folder called "Textures"
3. Paste this new Textures folder into the core folder that exists in your mods folder (for example C:/rimworld/mods/core/).  There should already exists a "Textures" folder - you will be asked to MERGE the two folders. Click 'Yes'. Don't worry, unless you have added any custom graphics yourself, you wont be copying over any files at all (just merging folders, and copying new images over).
For instruction on how to go "back" and "uninstall", see below.

To install Mod textures:
In the instructions below, the name of a mod will be referred to as [modname]. So, for example, the folder for the mod we are talking about will me "Mods/[modname]/"
1. Download and unzip the [modname] textures file (above). You should end up with a folder called "Textures"
2. Paste this new Textures folder into the [modname] folder that exists in your "mods" folder (for example C:/rimworld/mods/[modname]/).  There already exists a Textures folder and it already contains the textures for the mod.  You will be asked to REPLACE these files - if you want to use our new graphics, click "yes".
For instruction on how to go "back" and "uninstall", see below.

How to Uninstall:
To "uninstall" the CORE texture replacement (no UI), you can delete all the files and folders in you Mods/Core/Textures/Things folder, with the exception of the following 3 images.
Core/Textures/Things/Pawn/Animal/MuffaloDessicated_back.png
Core/Textures/Things/Pawn/Animal/MuffaloDessicated_front.png
Core/Textures/Things/Pawn/Animal/MuffaloDessicated_side.png

Note: These 3 images are the ONLY images and folders that should exist in your CORE/TEXTURES folder PRIOR to installing these textures.

To "uninstall" the CORE UI textures ...
(to get rid of the new user interface menu buttons)
Justust delete the "UI" folder in "Mods/Core/Textures/"

To uninstall any mod graphics...
1. Download the original mod
2. Unzip the original mod, and Copy the "Textures" folder from this mod.
3. Paste this new "Textures" folder into the mod's folder (it should be "Mod/[modname]".  It will ask if you want to replace the files in this folder - click yes.

For example, you have the mod Gardening. If you look into your "Mods" folder, you will see a "Gardening" folder. Inside the "Gardening" folder is a "Textures" folder. This is the folder that needs to be replaced. So, when you download the new Gardening mod, and grab the new "Textures", you need to replace the "Mods/Gardening/Textures" folder.   

Updates:
v1.1 - Fixed the Nutrient Dispenser and Organ / Artificial Organ (see details)
v1.2 - Fixed the side Muffalo texture (they shouldn't run backwards now), removed character art from core (still working on this).

Conflicts:
These are just texture replacements, so there shouldn't be any conflicts.

License:
This mod is released under Creative Commons 4.0, meaning you can repackage, redistribute or alter this mod as long as credit is given, for non-commercial purposes.

Screenshots
Here are some screenshots of some of my textures in place... The screenshots below contain both the CORE textures, and some MOD textures. Note: I am working on replacing the core character artwork, so in the screenshots you will see some new character art. These are not final, nor are they ready for release...


Screenshot 1 (kitchen and harvested crops):
 

Screenshot 2 (farming):


Screenshot 3 (workshops):
 

Screenshot 4 (user interface icons):


##################################################

Also view our...
Get our Steel Rock Slag mod, to replace the textures of those items. 
***Steel Rock Slag is a mod, and not a texture replacement, because it required editing the code a bit.

Get the STEEL ROCK SLAG MOD


           

           

           
#23
This post contains a MOD (SteelRockSlag) and some textures for changing the user interface buttons.

Steel Rock Slag
VERSION v1.1 (Feb 24, 2015)

Description:
This mod changes the texture of the Steel, Rock Chunks, and Slag Chunks in the game, and adds more variety.  There were 3 original steel textures, and they were the same color of the stone and slag in the game, making metal hard to find when glancing at the map. So I wanted to change that up a but. I also wanted to change the slag metal, and add some "depth" to the rock chunks (and add more variety again). 

Author
Jabbamonkey
Thanks to skullywag and wastelander for help with the mod issues that I had.

Download
>>> Download the Steel Rock Slag Mod <<<

How to Install:
1.  Download the zip file, and decompress the file (retaining the folder structure).
2. Place the folder SteelRockSlag into your Mod folder.
3. Start RimWorld and then activate the mod.*

* If you activate the mod, and then load a game, the textures may not register. Try restarting after you initially activate the mod.

How to Uninstall:
1. Open Rimworld.
2. Deactivate the Mod
3. (Optional) Delete the SteelRockSlag folder, which should be inside your Mods folder

Conflicting Mod:
Combat Realism conflicts with the Rock and Slag textures (but not with the steel texture). Both edit the same file... so I created a "Combat Realism" version of this mod.
[do not download or activate the original Steel Rock Slag above - follow the instructions below]
1. >>> Download Combat Realism <<< and activate
2. >>> Download Steel Rock Slag CR <<< and activate
3. If you don't already have it, download  EdB Mod Order to organize your mods.  Activate EdB Mod Order then leave the Mod page.
4. Return to the mod page, and now make sure that Steel Rock Slag-CR is loaded AFTER the combat realism mod.
5. Leave the mod page
6. Exit the game.
7. Restart the game.

Industrialisation v0.97 conflicts with this mod. As long as you load THIS mod last (after Industrialisation), then the textures will show up fine. 

License:
This mod is released under Creative Commons 4.0, meaning you can repackage, redistribute or alter this mod as long as credit is given.

Screenshots
Here are some screenshots of some of the rock and steel...

Steel...


Rock Chunks...
 

Slag ...


##################################################
##################################################
##################################################

RETEXTURING OF
User Interface

User interface and graphic modifications have been moved here.
#24
Help / Where to place interface textures?
February 21, 2015, 02:49:04 PM
I'm in the midst of recreating the interface graphics ... however, I don't know where to replace them?  Can someone help me out with the correct texture path?

And, when I have these graphics ready, will I need to edit an Def files?
#25
Bugs / Problem querying contentfinder ...
February 19, 2015, 10:18:41 PM
I was creating a mod, and came across a problem. Wastelander pointed out a bug...
https://ludeon.com/forums/index.php?topic=7299.msg104640#msg104640

To paraphrase (probably incorrectly), they said that the graphic_collection querying the ContentFinder has a problem writing the filename to the Texture2D list. Wastefinder explains the bug clearly in the post above.
#26
Help / Custom Heads Missing in Alpha 8
December 14, 2014, 12:15:57 AM
In Alpha 7, I created custom characters skins for the game. There were some minor issues with the textures, but I thought they looked good. However, since Alpha 8, the heads are now missing from the humanoid characters.  Did the naming convention change?

For example, I have the 3 AVERAGE head components placed in the following directory:

mods/core/texture/things/pawn/humanoid/heads/male/Male_Average_Normal_back.png
mods/core/texture/things/pawn/humanoid/heads/male/Male_Average_Normal_front.png
mods/core/texture/things/pawn/humanoid/heads/male/Male_Average_Normal_side.png

While I have graphics for all the head types, none of the heads are appearing in the game (average_normal, avereage_pointy, average_wide, narrow_normal, narrow_pointy, narrow_wide)

Any ideas?
#27
I created a graphic for a new research table...


However, when you build this table out of wood, all of the whites become brown. So, the computer, the papers and the book are all brown. I took a look at some other mods, and they use masks to hide specific areas from the object color.



The question is, what is the naming convention for these new masks - For both SINGLE and MULTI image files? (I tried ResearchBenchm.png and ResearchBench_m.png but that didn't work) And, does the XML need to be changed in order to incorporate the image mask?

#28
Mods / Where to place new graphic images...
November 05, 2014, 10:39:47 AM
So, I am looking to replace certain graphics ... but can't find the correct folder to put the new graphics in.

I am trying to replace the metal in the game. So, I created 3 metal graphics ...
MetalA.png
MetalB.png
MetalC.png
... and placed them in the following forlder:
Mods/Core/Textures/Things/Items/Resource/Metal/

When I play the game, half of the metal in the game is replaced. Half of the metal still uses the old graphic. I tried restarting the game, but that didn't solve the issue.

Any idea where to place these new metal images?
#29
Mods / New Figure Artwork
October 29, 2014, 04:30:09 PM
I've been working on some new character skins for the game. This is a daunting task, because not only do you need to reskin each character shape (average, fat, thin, female, hulk), but I needed to reskin the outfits/hats as well.

I tested them out, and they look good. There is still some work that needs to be done, but I wanted to get some feedback...  So, take a look and send some suggestions. If you can, please install and let me know how you think they look IN-GAME. 




DOWNLOAD
Below is a link to download the new skins for the game... (for Alpha 7, although I don't predict this changing much)
http://www.amazingdg.com/clients/rimworld/RimworldFigures.zip

HOW TO INSTALL
The zip file contains all the files and directories in the "Humanoids" texture folder. To add these to your game, unzip the file from the link above (be sure to retain the folder directory structure). Once unzipped, you should have a folder called "Humanoid" - add that folder to the following directory...

Mods/Core/Textures/Things/Pawn/

So, for example, the "Male Average Normal Front" image would end up in...
Mods/Core/Textures/Things/Pawn/Humanoid/Heads/Male/Male_Average_Normal_front.png

Unless you have been modding the game yourself, there should be NO "Humanoid folder" in the "Pawn" directory. So, this wont copy over anything in the game's source files.

OTHER MODS THAT WILL CAUSE PROBLEMS
There are some mods that will conflict with these new characters. Any mods that affect apparel/clothing or hats. The mods below will NOT crash the game, or cause any play issue.... but they will make the characters look funny - hats, hair and apparel will not look right.

More Hair - Since the new hair in this mod is incompatible with the new character shapes.
TTMpatch_Apparello - This adds some apparel to the game, which will be incompatible with the new character shapes.

Just deactive any of these mods before installing.

HOW TO UNINSTALL
If you dislike the images, you can just delete the "Humanoid" folder from the "Pawn" directory and restart the game.
#30
Mods / New Graphics For The Game
October 26, 2014, 02:38:21 PM
Here are all the graphics that I've created for the CORE game thus far ... you can view them below, and download them individually ... or just use the attached zip file which contains them ALL:

DOWNLOAD MY
CORE GRAPHICS

http://www.amazingdg.com/clients/rimworld/_Core_Alpha9.zip
The zip file retains the directory structure of the Mods/Core folder ... and ONLY contains textures. Note: The research bench requires one of the DEF files to be changed, in order to allow for masking (see below for instructions).

I'll try and keep these graphics and zip file updated as things are changed in the game. I'm also going to paste graphics for mods I've done below this post...

Place the following images in:
Core/Textures/Things/Building/Misc/

 

Place the following images in:
Core/Textures/Things/Building/Production/
(note: The research bench needs to add some code in order to get the mask to show up. You can get instructions on this post: https://ludeon.com/forums/index.php?topic=7334.msg73365#msg73365)





Place the following images in:
Core/Textures/Things/Item/Meal/



Place the following images in:
Core/Textures/Things/Item/Resource/

*      *     
* These are graphics that don't exist in the game, but I created as extras (feel free to use in your own mods)

Place the following images in:
Core/Textures/Things/Item/Resource/MeatFoodRaw/

      

Place the following images in:
Core/Textures/Things/Item/Resource/PlantFoodRaw/

      

Place the following images in:
Core/Textures/Things/Special/



Place the following images in:
Core/Textures/Things/Pawn/Animal/







Place the following images in:
Core/Textures/Things/Pawn/Effects/

   

Place the following images in:
The following are image for how clothing looks sitting on the map (not worn)
Core/Textures/Things/Pawn/Humanoid/Apparel/Duster/
Core/Textures/Things/Pawn/Humanoid/Apparel/Jacket/
Core/Textures/Things/Pawn/Humanoid/Apparel/ShirtBasic/
Core/Textures/Things/Pawn/Humanoid/Apparel/ShirtButton/
Core/Textures/Things/Pawn/Humanoid/Apparel/TribalA/
Core/Textures/Things/Pawn/Humanoid/Apparel/Various/
Core/Textures/Things/Pawn/Humanoid/Apparel/VestPlate/



MOD STEEL ROCK SLAG

I created a mod that replaces the steel, rock chunks and slag metal in the game (and adds more variety). Mod - Steel Rock Slag

           

           

           


RETEXTURING OF MOD
APOTHECARIUS

I created some new textures for the mod Apothecarius

You can view the textures here: View the Textures<<<

You can download all the textures here:
>>> DOWNLOAD ZIP FILE <<<



RETEXTURING OF MOD
EXTENDED SURGERY AND BIONICS

I created some new textures for the mod Extended Surgery and Bionics

No full zip download for this one (there aren't alot of them).
You can view the textures here:View the Textures



RETEXTURING OF 
USER INTERFACE

I've created some new user interface icons - for most of the menu buttons.

You can view the textures here: View the Textures

You can download all the textures here:
>>> DOWNLOAD ZIP FILE <<<
#31
Help / Create Mod to Replace Core Graphics
October 23, 2014, 09:15:49 AM
Everytime I finish playing the game, I end up recreating one of the graphic elements. At this point, I've replaced a ton of items, and plan of changing others. This is a strictly aesthetic change (since I'm a designer, and not a programmer).

I saw in other posts, that if I wanted to replace core graphics, I just need to place the png graphics in the mods/core folder. For example:
Mods/Core/Textures/Things/Building/Production/TableStonecutter.png
Of, if I wanted to replace the graphics for someone's mod, I would just replace the image in their mod folder.

I want to actually create a mod that will replace these elements (so I can share the graphics with others. Can someone help me with this?  I saw some tutorials online, but they were mainly for creating NEW items ... Can someone show me how to replace one item, and I will run through the rest?

Here is a small taste...

Nutrient Displenser


Butcher Table


Electric Sawmill


Stonecutter Table


All these were created by me. Feel free to use them for your own game. Please ask permission if you want to add these to any mods of your own.
#32
Ideas / Large list of ideas
December 26, 2013, 06:27:56 PM
So, here is a large list of ideas for the game. Some have been mentioned in other threads, but I am going to go a step farther and also explain how they can be used with other changes/ideas. And, thoughts on how they can be implemented.

This is a large list. I know that there are programming constraints, possible performance issues, and some of the items below are BIG tasks ... but hey, it's a WISH list.   :)

1. More Furniture & Buildings - I notice, at this point, that my users get unhappy about alot of things (sleeping outside, seeing dead bodies, etc.), and only food & rest make them happy. So, more options for furnture and entertainment items. Things such as...
    a) Statues - Built with stone, or metal - see below for MORE RESOURCES
    b) Garden Items - Bushes, trees
    c) Wind Generators (2x2) - Generates small amount of power
    d) Space Radar - A radar to notice traders (right now it is automatic)
    e) Planetary Radar - A radar to notice people / raiders on the ground if a fog of war exists (not needed now, since all enemies are viewable).
    f) Crematorium / Mass Grave - To get rid of sooooo many bodies and dead animals that pile up on the map, and create clutter.

2. More Resources
   There is probably a limit to items in the game because of the limit of resources. Using the generic metal to build everything is tough to believe. Here are some suggestions...
     a) Wood / Timber - This would require "farming" trees, but could be used to make furniture, doors and weak walls.
     b) Stone - This could be handled a few ways. Either having a "stone source", like AGE OF EMPIRES. Or by having any rock wall yield stone. If the programmers are worried about clutter (i.e. EVERY wall dropping STONE ... that's ALOT of stone), then there could always be a percentage change a mined wall yields stone. Stone makes stronger walls / doors / furniture.
     c) Iron - Similar to the metal in the game now. There would me iron veins in rock. Iron makes even stronger walls / door / furniture.
     d) Steel - You could built a smelter that makes iron into steel. This would require 2 iron, and possibly some water (if water is added as a resource) and it would yield 1 steel. Steel would make even more stronger walls / doors / furniture.
     e) Gold - Precious metals, like gold / silver / copper could also be used to make walls / doors / furniture. While they are stronger than stone, they would not be stronger than iron or steel. But, they would provide some happiness.
     f) Titanium or Adamantium or "Ludeonium" - Some other stronger metal than steel. Could require steel + some other precious metal to "smelt".
     g) Water - A necessity for life. Water could be found in bodies of water (which would have to be added to maps) or via wells. Wells could be added similar to Geothermal reactors (at set points on the map).
Note: This may require a new job called "smelting" and require a special "workshop" (similar to how the research table works).
     h) Oxygen - Another necessity, and being on an alien planet ... could be scarce. Oxygen could be another "need" like food or sleep. When inside, the need almost immediately disappears. But, while outside, the colonist has difficulty breathing, and will die if exposed for too long.  This would have a good deal of logistics and probably be a pain to troubleshoot ... but could be cool.  It would require...
          A) Some kind of "building" that creates AIR inside (and will connect "air" into other building via the electrical wires that are already implemented in the game).
          B) Items that users can carry (similar to guns) that allow users to breath better. Like a simple breathing mask, an oxygen tank, a special helmet, and eventually a researchable "all purpose breather".  These items would make their need drop much slower... eventually (with the "all purpose breather") getting rid of the need entirely.
          C) A final research item that allows the user to build a TERRI-FORMER ... getting rid of the need throughout the planet.

3. More Wall / Floor choices
     Walls - Right now there is one type of "wall" and a few floor options. The wall is solid, but there should be weaker and stronger options available. If more resources are implemented (see above), then you could have weak WOOD walls, STONE walls, IRON walls, strong STEEL walls and even stronger LUDEONIUM walls (yes, a play off the studio name).  This would be GREAT for doors, especially when invaders arrive. Stronger doors would give more time to get ready inside for invaders.
     Floors - Concrete and stone floor are ok. So are carpets. But, it would be good to have some other options. Wood floors would be cool. Maybe MARBLE (created using a few pieces of stone).

4. Restricted Areas & Alerts
     This request is based on some issues I had with my colonists. I would designate some mining or hauling "outside" my main colony area ... and then raiders would appear. In order to stop my colonists from performing tasks outside of the colony area, I would have to CANCEL all of the tasks outside (to keep my colonists from running into danger). It would be great, similar to dwarf fortress to have an alert system and restricted areas.
     This could work 2 ways.
     a) A complex way would be to create an ALERT system, based on a set of restricted areas (similar to DWARF FORTRESS). This could be a chore and requires a system to be built.
     b) A simpler solution ... right now you can designate a HOME ZOME. You should be able to designate a RESTRICTED ZONE and an ALERT ZONE. The RESTRICTED ZONE would be an area that no colonist could enter (unless chased). The ALERT ZONE would be "activated" only when there is a "Raiders have landed" message.

5. Pathing
     Another issue I've run into is pathing. My colonists aren't so bright. They will run through a large area of slag and debris, rather than taking a shorter/faster way around it. This is a pain ... It would be good to set a path that my colonists SHOULD follow.
     Again, DWARF FORTRESS does this well, allowing you to designate areas of high traffic, normal, low and restricted. In DF, dwarves will go to the high traffic areas, unless they can't (or if their task is in a lower traffic area).  This could help improve a colonies development, speed up your colonists and make players alot happier.  :)

6. Furnace / Disposal / Decay
Another problem I've run into is the growing about of refuse in the land. My colony has a strong wall with plenty of turrets and colonists ... but there are piles of dead animals, slag and rock debris everywhere. It would be good if you could handle this problem more efficiently.
     a). Be able to BURN or permanently DISPOSE of debris.
     b). Once placed in a DUMPING AREA, any debris would DECAY over time.
     c). Or, you could RECYCLE material. A "Recycling Plant" could be added as a research item, and could allow colonists to pull stone / metal or other items from debris.
     d). Dwarf Fortress allows you to CRUSH items using a "bridge" or "crusher". You would not need to code a whole "bridge" system into the game .... You could create a special DUMPING AREA, where you can use a colonist to activate it's "crushing" ability (similar to operating the COMMS CONSOLE). This special dumping area could be researched as a new technology to investigate. 

7. Upgradable Turrets
     I'd like to see more turrets and "traps".  The turret are very limited, have a short life and cause explosions when destroyed.  It would be good to be able to create a few kinds of turrets. Some would be made with different kinds of resources [see above] ... some would have extra armor.  Initial turrets would require ammo (which colonists would need to be told to reload ... similar to directing a user to operate the COMMS CONSOLE). Secondary turrets would be lasers, requiring no ammo. Tertiary turrets would be missile-based ... requiring loading, but being very strong.
     This could be handled several ways. Either, the user can build each type whenever they want (as long as the research has been done to achieve each level). Or, the user creates the initial design, and UPGRADES the turret with more metal when they want to make it stronger.
     a). A) Iron Machine Gun Turret
          B) Iron Armored Turret
          C) Iron Laser Turret
          D) Iron Missile Turret
     b). A) Steel Machine Gun Turret
          B) Steel Armored Turret
          C) Steel Laser Turret
          D) Steel Missile Turret
     c). A) Ludeonium Machine Gun Turret
          B) Ludeonium Armored Turret
          C) Ludeonium Laser Turret
          D) Ludeonium Missile Turret

8. Traps
     The Blasting Charges are nice little things ... but it would be great to have some more advanced mechanisms.
     a) Net / Cage / Pits - Traps for capturing enemies
     b) Automatically exploding Mines - Similar to blasting charges, but with less of a blast radius, and they are activated when an enemy steps on them.
     c) Spike Traps or Weapon Traps - Traps that cause damage
     d) Door Traps - Traps that you could place on doors, causing damage when they are destroyed.

9. Pits / Bridge - One problem I noticed was ... if you had multiple entrances, you were much more vulnerable to attack (you needed security setup as each entrance ... and that's costly with a bunch of turrets). So, it would be good to have pits or bridges that were activated on ALERT, or when raiders were attacking, to "block" or "hide" certain entrances.
     Rather than create a whole bunch of code to "dig pit and build bridge", you could create a new construction for a PIT BRIDGE (2x3). And, when a colonist activates it (similar to a COMMS CONSOLE), the bridge would recede (making it act like a wall). If a colonist activates it again, the bridge would appear again.

10. Farm Fields - Crop options (potatoes, berries, tomatoes, alien fruit)
     Right now the player can just farm potatoes from their farms (note: you can "pick" other food from bushes, but they all end up as generic "food"). It would be good to offer a variety of options for each "farm field", each with good/bad features.
     So, a user would click the farm, and see a radio button list of options. The user would click the option they want to farm. And, next "season," the field would product that crop.
     For examples, potatoes may be a strong food source (i.e. make 30 food per serving), but it takes longer to grow and harvest than other items. Grapes would yield less food (i.e. 10 food per bush), but make the colonists happy. Or, you could have alien crops, that only grow when it rains.
[This item may be excessive, as I think other items would have priority ... but it could add some diversity to the game. And, if you have some other crops, players can always MOD more easily]

11. More Enemies
This one speaks for itself. Raiders are fun and all ... but they get tired after awhile.
     a) Alien Natives - They don't like intruder on their planet.  There could be several "species" / "races" / types
     b) Rare Alien Animals - Boomrats and Muffalos are ok... but what about an Alien Bear. Or a Beholder-type creature. Or maybe a Stone Golem-like creature. There are tons of options.
     c) Thiefs - Creatures that sneak into a colony (with a chance of getting seen when they pass near each colonist), and steal weapons, food and resources.
     d) Robots - Maybe some technology was left by an ancient civilization, and you activated it. Maybe they are robot servants of an alien tribe.

12. Change Levels / Dig Up & Down
     This would obviously require some work. It would be great to build up and down, creating levels. This could let you streamline your colony, find more resources, and give a larger area to explore.  Even if you were only allowed to go up and down ONE LEVEL, that would be cool.

13. A WorldGen would be cool. My maps all look very similar.  Maybe even some different planet art (i.e. instead of green grass and dirt, make it red like mars). Maybe everything is a blue and purple pallete.

14. Better Military - Right now, when you assign a colonist to be a soldier ... he will only do that. If you do not issue any orders, they will just stand there. If issued an order, they will do the order and then just stand their... even if they "go crazy" because their desires are not met.  If a soldier hasn't received an order in a minute, the soldier should eat and sleep if they need it.
     Also, it would be good to have patrols (like in PRISON ARCHITECT).

15. Other items
     a) Harvest animals for food (I heard this was being worked on)
     b) Ability to change colonists names. I notice that women in my colony have male names. And would like to change names according to what they do...  "Mike the Miner"
     c) Workshops to Building weapons, armor, items.
     d) Room Assignments - Which colonist owns which room?  It would be good to know, in order to manage happiness of specific colonists.
     e) Fix Dead Body - Happiness Issue - For a precaution, I have one main entrance to my colony. That colony has several fear cages in front. Whenever a colonist walks by, I get a negative penalty because my colonist saw a dead body. I understand death can be "tramatizing" ... but thing the colonist shouldn't be penalized when it is a strangers body (since the base is more secure). There will probably be a mod to fix this (if the programmers don't see it as important), but it's an issue I'm having.

16. End Game goals
     I saw that "getting off the planet" and building a ship is an end goal ... what about an alternative end goal of "staying on the planet" by completing several goals (these are examples) ...
     a) Must have several key "buildings" built.
     b) Must have a stockpile of 5000 food
     c) Must have a happiness of 80%
     d) Must have 20 colonists
And, most important ... if the user reaches the end goal, the player can CHOOSE to KEEP PLAYING if they want.   :)