Colonist behavior :
*Sadism / "dark minded" : People with this stat are not bothered by dead bodies, or watching people die, and can in fact gain happiness from it. Could also make them more prone to mental breaks of a violent nature, or frightening people around them.
*Animal person: Can have limited control over some animals (yaks, boom squirrels) Not guaranteed, but could for instance convince yaks to haul supplies, or even convince boom squirrels to help in combat on rare occasion. Down side could be wasting food on animals.
*Pyro : Enjoys the sight of fire and flames, seeing them will brighten the persons mood, and perhaps has a combat bonus with fire weapons. may try to play with fire on occasion if on a mental break though. (lighting fires at random)
*Night owl : person prefers being up at night over daytime, has chance of having their mood better for being up late.
Items :
*Fire bombs : similar to demolition charges, but can start fires.
*Fire extinguishers: carry-able items which give a bonus to putting out fires.
*Tranquilizer gun : A weapon with a high chance to take someone alive. Low damage and lower range, but good for capturing alive.
*"hardened" wiring : A much more expensive wiring setup, but is immune to solar flares, and perhaps resistant to explosions / fire.
*Towers / elevated platforms : Provides combat bonus of better aim from high vantage point, as well as being harder to hit. If the tower is destroyed while someone / a turret is inside it, the person / turret dies, or is injured horribly from the fall.