This ended up being far longer than I originally thought, I just kept coming up with things.
Structure:
-Concertainers (
http://en.wikipedia.org/wiki/Hesco_bastion)
Perhaps listed as "Reinforced Sandbag wall," blocks vision, movement, and gunfire like a regular wall, does not contain a power conduit, does not roof an area when enclosed.
-Dirt and sand flooring
What it says on the box. Perhaps a pick and additional construction time is required if replacing a stone or concrete floor.
-Manual roofing tool
Lets you designate an area to be roofed, requires construction time and pillars (in the form of single wall sections) for support. Reduces the chance of whatever is underneath being affected by weather (nutrient paste dispenser, I'm looking at you), but does not remove it entirely.
-Wind turbine
Makes less power than a solar plant, but works day and night, an alternative to geothermal if no vents are available nearby.
-Incinerator
Requires massive amounts of electricity, destroys whatever is put inside after a time, including debris. Incinerating a body serves as closure, cancelling out any "I saw a body" mood effects. Can only work on one item at a time.
New gun turret types:
-Advanced Turret
Medium range, medium damage, low fire rate (a sniper tower, but not on nearly the same level as the M24)
-Heavily armored turret
Noticeably higher health, but much higher material cost, also affected by Turret armor research (see below)
-Manned turret
Functions only when someone is inside, higher accuracy than an auto-turret, but can be turned against you if a raider gets inside.
-Fire based tower (more like a flamethrower than Molotov cocktails) Terribly damaging, fear inducing, but very short range, and dangerous to anyone nearby while firing. Anyone. Significantly larger explosion radius than other towers when destroyed.
Objects/items:
-Placeable bushes, flowers, and trees/cacti
Serves the same purpose as a flower pot, but outdoors, and doesn't require (frequent) maintenance.
-Target Dummy
Gives colonists something to practice their aim on other than Muffalo, has lots of health, but will need to be replaced occasionally.
-Melee weapons
A metal pipe, pointed stick, even a banana*, but some way to improve melee damage, could make guns more rare and valuable if some raiders come equipped with them as well.
*Monty Python, self defense against fruit.
Fire control:
-Fire cabinet
Re-tooled equipment rack, contains the tools listed below.
-Fire extinguisher
Equipped as a weapon, makes colonist more effective while fighting fires, entirely useless for combat though.
-Turnout gear
Also equipped like a weapon, makes colonist fire-proof, good for rescuing other colonists trapped in fire. Possibly slows movement speed, so it shouldn't be worn all the time.
-Fire should probably be more of an issue if these are implemented, spreads faster, much harder to beat out by hand, starts more frequently from faulty machines and power conduit.
Research:
-Turret armor
Each level increases health slightly, costs metal as well as time to research, each tier costs more than the last.
-Electrical efficiency
Power plants make slightly more power, and batteries store more.
Behavior:
-Recreational activities, painting, reading, radio?, actively socializing. Gives colonists something to do that improves their mood, perhaps too long without recreation could be enough to cause a breakdown on its own. Each activity has different effects for each colonist, based on traits.
-Several levels of mental breakdown, the "kill everyone" breakdown, run away (can still be arrested and convinced though), fetal position (requires rescuing, bed time, and a doctor to become active), again, based on traits.
-Improved path finding, do chores based on walking distance, not "as the crow flies." I've had colonists walk all the way around a mountain to get food, walking past metal, because the food was technically closer to where they were when they selected the task. Also improve efficiency, when a miner finishes and heads for bed, have him carry an armful of metal to the stockpile if he is also a hauler.
-Separate Hauling and Dumping tasks, hauling brings in supplies, dumping gets rid of debris and the like.
-Deny areas to certain colonists, my haulers usually end up running between my hydroponics building and stockpile, not collecting the metal someone else has mined, because the food is closer to the stockpile.
-Panic button, allows you to designate a "retreat" and a "muster" area, and assign each colonist to one of the two. Hitting the button immediately sends all colonists to their assigned areas, protecting the unarmed ones from raiders, and summoning the armed ones to defend the colony.
I know cooking and actual medical attention are already in the works, so I wont mention those.
Side note to Tynan:
I program buildings, not games, but it has been my experience that most people have absolutely no idea what four hours of programming means in terms of results. I don't know how much work each of these suggestions means for you, they just seem simple to me (alright not the behaviors section, most of that is pretty major).