(sorry for my grammar it might be a littel bit for i am german) so i have been goin' through some old blog post i missed on the starboundblog and saw some neat details on the ideas behind the colonies and colonists and the tags on items that create a template in wich certain npcs fit and some don't. so certain houses will only attract certain npcs. and i had a few ideas. -friendly floran hunter (hunts animals and sells raw meats and fish of different sorts) -friendly floran gatherer (gathers plantfibers and cuts down trees, also replants stuff that has been harvested) -friendly human miner (sells mining equipment like bombs, picks, drills and flares) -friendly human/glitch/hylotl soldier (fight mobs that come near the colony and sell non racial weapons and some racial armour) -friendly avian/human/apex scout (sells coordinates for neat planets with high ammounts of minerals) -friendly human/glitch/apex historian (sells books) -friendly penguin dealer (sells extremely random blueprints for anny existing item with a 1-2% chance to sell x5 perfect objects) -friendly hylotl fabric merchant (sells random vanity items) -friendly avian pirate (sells rangedweapons and bombs) -friendly slime enthusiast (has been shown in the post but i wanted to mention him, he should really be a thing ^^) -friendly shroom enthusiast (idk he sells mushroom items) -friendly dna enthusiast (sells dna/gene stuff) -friendly reed entusiast (sells the reeditems) -friendly tar entusiast (sells the taritems) -friendly arctic entusiast (sells the snow and ice items) -friendly rainbow entusiast (sells the rainbowitems) -friendly flower entusiast (sells the floweritems) -friendly sea entusiast (sells the oceanitems like the fruits and plants) and as the last one, -evil/insane apex scientist ( 6% chance every night for his lab to explode, sells boosted stimpacks that last only half as long, has a 10-30% chance of attacking the player when entering his house until he leaves again, sells waepons that are instable and can break like drills but are stronger) DISCLAIMER: thes are all just suggestion and i don't expect the devs to do anny of this! but seeing some of these in the colonial update would be kinda neat even if they are massivly changed from my suggestions. ^^ thx for your attention and have a nice day. (also add some own npcs if you like )
Excellent ideas. To ensure variety, I would like to see NPC attributes be different based not only on the furniture/structure, but also the environment/biome of the planet. The same structure on a different planet could deliver a different NPC personality, job role or look. This could encourage a player to try out different things on different planets. It would also be nice if different colony NPCs offered pets unique to them leading to collecting pets. Thanks for reading. Zardo