Just had this quick idea that would really suit the game.
Each decorative item / interior design has a value that influences room ambience.
Room ambience affects your mood
Empty rooms that you live in will have a very low ambience and cause a negative affect such as depression which can affect stats and states.
E.g, I had to nab the tarantula tank from the school for my base, items like this should have a very positive ambience rating. Simple crafted storage shouldn't contribute to a positive mental state much.
This could be as simple or as complex as possible, it could go as far as each base and the decorative / functional items that have been placed, create a total ambience rating, but too much of the same objects and too many items in one space will be considered clutter and actually have a negative affect on your survivor.
Maybe a good amount of candles provide positive ambience.
Maybe spending too much time indoors in your base will cause depression or something, and a base with a higher ambience rating will allow you to spend more time indoors.
Maybe frequent walks in the woods is what's needed for a low-ambience base.
Basically what this does, is create a realistic incentive to decorating your base that goes beyond your real world personal preference ๐
This could go even deeper in many ways and basically end up with the player having to consider the interior design of their base ๐