More, new, hopefully exciting things to do. Some examples already in the pipeline would be the hunter and farming, but there are many other frequently suggested ideas.
Personally? I would love to take some of the pressure off the dev team’s hands if there were tools for the players to develop emergent content. For me, the simplest way to do this would be to have a craftable item that can be placed in player beacons (like a mob spawner) that allows mobs that naturally spawn in the world where the player is building, to spawn inside the plot where it is placed (within the player’s beacon), with the same (or perhaps slightly adjusted) parameters for in-the-wild spawning. No super fast spawns.
This could be crafted with the respective mob trophies, plus whatever else the metrics say needs to be drained from the system (as usual), and of course, only mobs of the varieties and levels appropriate for the planet where the spawner is placed, can spawn, so no spawning say, Mighty Hoppers in Tranquil Worlds, or anywhere else that Hoppers would not naturally spawn. Roadrunners should not have their own spawner.
Additionally, to keep (as much as realistically possible) from having players exploit this, some logic could be added where if a single spawned mob is unable to path to the player, the spawner stops working for X minutes.
That way we could make our own dungeons, and cool dungeons would generate footfall and repeated traffic, players would have a reason to build, explore and adventure in those player-made dungeons, and all involved would be happier. Constant stream of new, emergent content that takes the pressure off the dev team.
I’m pretty excited about the already announced upcoming features, particularly farming. In addition to those, I would also like to see, in order of priority:
1 - pants
2 - Tier 7+ planets and their respective tools and materials
3 - paneled glass meshes that @jesshyland mentioned in a topic I made the other day (one of millions of topics about the exact same thing) - preferably both with and without borders/frames.
4 - ladders
5 - one-way portals so that we can have many input portals leading to a single output portal (those should only work either when placed on the same planet, or even better, within the same settlement if the game logic allows for that). For display purposes the output could round-robin the inputs on a timer. They could be two-way if this was used, but that’s optional to me. The multi-input-per-output part is what would interest me.
6 - Since Oortians have mastered the use of portals, it would be very nice if they figured out a way to use this technology to remotely access storage blocks and such.
Low Priority - If at all possible wider doors (not necessarily making four doors side by side work as if they were two halves but actually larger door models, like garage doors and bunker doors and things of that nature) as well as more varieties for existing doors and assorted furniture (pneumatic versions that automatically open on player proximity, forcefields, hidden doors disguised as regular blocks…)
At some point in the future:
Those flying fortresses looked neat.
Some sort of logic circuit type thing so that we could remotely control doors, spark generators, machines, etc. Would be neat for even more dynamic player made dungeons.
Edit: Iterating on the player-made dungeon idea: spawners could use the meteor scaling system, increasing in difficulty if a group of players is nearby. A beacon-specific scoreboard could be kept for each participating player, with points added for each spawned mob killed, and subtracting (or resetting if it’s a single player) on death or upon leaving the area, and a craftable ‘loot box’ could be placed at the end of the dungeon with scaling rewards also similar to meteors based on planet tier and the score achieved.
Loot could include tools and weapons with completely randomized forge effects (including defects and quirks) with partially consumed durability, or just be similar to meteor drops. An arena variant of the spawner block could also be made (perhaps crafted using all mob-specific spawners as ingredients) which would create random meteor-like portals from which any combination of enemies could spawn, in increasingly more difficult waves, with the reward in the ‘loot box’ for those scaling based on the number of waves defeated.