Alright guys, I went through the effort and combined all 15 pages of ideas into one spreadsheet. I will try to post it here but the formatting may get borked. There are somewhere around 350 ideas with many being either duplicates, or to vague to really classify as an idea (more food...). The last 3 pages were almost all repeats. Here we go:
Weapons:
baton, battle suit, bean bag gun, c4, catapult, chainsaw, dart/tranq gun x5, EMP Grenade, fire bomb, flame thrower x4, flares, flashbang, fork, hammer, knife, landmines x2, lasso, mechs, melee, molotov coctails, mortar/artillery x2, net gun, neurotoxin, pencil, riot shield, rock, rubber bullets, screwdriver, silenced weps, smoke grenade x2, spikes, stun grenades, tanks, tazer, Traps x2, trip wires, weapon mods
Functional buildings:
3d printer, better battery, Better Solar panels, bigger rack, cemetary, cloning vats, corpse sandbags, crematorium, defense tower/bunker x4, distillery, Early Warning System, Emergency power x3, equipment fabricator, Fire supression, Floodlight, Fridge, garbage pit, hanging light, hardened wire, hotel for travelers x2, incinerator x2, Irrigation, Larger/smaller solar pannel, lightning rod (power source) x2, mass driver, mass grave x3, med bay/bed x4, metal extracter from planet, new generators x2, noise maker, power conduit, power switches x2, recycler, restrooms/showers x2, RF shielding, sewer, smaller paste dispensor, Smelter/grinder/recycler x3, Stasis Pd, Street Lamp, surgery table, Trading Beacon, underground wiring, vapor farms, wash basin, wind turbine x3, ireless power, workbench
Social/Happiness buildings:
1x2 table, AC, Bookshelf, chem lights (no power), colored furniture, colored lights, couch x2, flag pole, gravestones, locker, matrix style learning chairs, more colored carpet, paintings, pictures, planters (more plants) x2, statues, training dummy, TV, wall lamps, weight bench, windows x3
Doors and Walls:
bigger doors x2, reinforced door, blast doors x2, forcefield door, cover (can shoot through), ditch, fancy, fence x3, fire ditch, gate, indoor/powerless x3, outdoor, privacy screen, reinfoced x4, rock, smoothe mined walls
Flaura/Fauna:
carnivor plant x2, catlike animal, chickenlike animal, cultivate existing, dense vegetation, edible x2, feral animal (attacks passives), husbandry, hybrid crops, inquisitive, mechaboom rat, milk bags, more vermin, mounts, mutant (giant) squirrels, pack mentality, piglike animal, rattlesnakes, space fungus x2, The Creep, trees, tribbles
New Traits:
<3 crushes, allergic to animals, cannibal, comedian, dark minded, glutton, Heart condition, high metabolism, infighting, loves animals, low metabolism, night owl x2, potatoeater, pyro, pyrophobic, racism, sadism, short tempered, squemish, workaholic
New Jobs:
assassin, bounty hunter, counsiler, EMT, firefighter
Events/environment:
better colonist chat (sims) x2, boomrats like dead bodies, cave exploration, contract trader, crashed ships x3, Darkness x2, dead decay, dust storm, easter eggs, extreme weather, forgotten rover, giant skeletons on map, interplanet missions, kidnapping, meteor shower x2, more building material, multi day events, pause on event x2, persistant fire, power siphon, raider kills animals, raiders surrendering x2, random ore x2, rough terrain, scavengers, shipping error (random goods), spontanious combustion, teleporting raiders, termites, trader buys all weapons, undiggable rock, weapon breaks, underground chambers
Items:
alcohol, body armor, CB radios, cloaker, derelict spacecraft parts, fire extinguisher x2, First aid kit, Flashlights x5, hover cart (hauling), jetpack, life form scanner, magnetics, mechanical limbs, More Food x2, pointless items, slave chains, sunglasses, robots (one for each task), Unique 'legandary' items, vat grown meat
Misc:
abandonded buildings, ability to change AI mid game, alien tech, auto combat orders, bribe raiders, children, combat log, custom world gen sliders, difficulty slide bar, dismantle objects x2, draft all armed, dumping zone (selectable), fire produces light (solar pannels), force finish building, furniture hauling x2, hair styles, if unarmed and drafted - repair, increased fire fighting distance, increased repair distance, message log, more zones x2, nickname, no stockpile/beds at beginning x3, no travel/work zone, patrol routes x2, Quickdraw start (randomize AI and crew), raider demands, recall to home x2, Research Tree, research/tech based trader x2, ruins on map, schools, teachers, togglable grid for planning