suggestions
Auto-highlight mission location
Contracts vs Trade Items
Max weight button for selling items
Max amount in storage
Drone Options
Container options
Renaming mining processes and resources
Preferred Input
Internal Resource Storage in Expedition/Flight Control Center for queued contracts/missions
The safety of the surface should be made clear to the player
repair resource should always be also used during the construction
Fixing cargo pod logistics - shipping efficiency of scale is backwards
Change color of load bar when item is satisfied
Increase Aluminum Spawn
Large Storage containers
Give a raise to the person(s) who made/produced the music
Auto input/output assignments during edits
Drone logic : Rare earth minerals transportation should take precedence over regolith at same prio
'Charge Now' button for drones
Battery Reserve needed for Night
Slag
Add a Number Field to Logistics
Cargo Trucks Auto Return
Slag Fields
low hanging fruits QoL after first 10h...
List of Features that would be useful and improvements for current features. (My opinion)
Ice mining station in shaded crater
MK 1 underground conveyor not needed for mk 2
Water recovery
Daisy-chain Cargo Truck missions
Don't blur out the resource "header" in dialog
Deleting things
Conveyor not working
A few things have come up in my playthrough that would be good QoL+ ideas before v1.0.
Belts rework
QOL Regarding Conveyors
Allow Multiple transports for an expedition.
A few ideas from Opa_76
Repairs
Blueprints of some sort
More streamlined contract materials options
Colonist work assignments
Conveyor "door" through walls, turn off work spots
Cleaning Mode
Build drones
Flight center priority
Isolated power supply
Give users the ability to name building, especially Cargo Docks
Automatic geological exploration option for the rover scout
"urgent contract" markers