Personally I’m pretty sick of vehicle modification. Could use a command “add military composite to all tiles” and then the game would start adding them until no more plates are found nearby. This would go well with auto-eat.
Or better yet, something like “turn this vehicle into THIS vehicle”. Ability to save customized vehicle designs for future games. The game would list the needed parts for any chosen vehicle transformation project while being aware which parts it can use from the old car. If all parts are not found, you’d still have the option to go ahead. An in-game vehicle designer would be great, too - something to play around with to learn the ropes. I suspect it could largely use the current vehicle “editor”, which is the interface with which we normally modify vehicles. It would just use virtual parts and part installations would be instantaneous, while requiring no tools or skills. The vehicle editor could also be a separate executable from the game.
If anything is needed, it’s solving the ‘creature spotted’ pop-up annoyance. Yes, I would like to ignore the distant dog that keeps reappearing in my visual range. No, I would like to do something about that approaching dog. Consider this: "You see a dog in the distance. Stop crafing? (Yes/No/Ignore this creature type/Ignore this creature type unless it approaches)
Ability to upgrade a container without moving the contents. Or rather, skip the chore of moving the items into the new container.
Ability to auto-pick straight into a dragged cart. Also: examine item shelf -> tag items -> “move to dragged cart”
Hotkey for “Reload all carried and worn battery-operated items”. Only for normal batteries, not like plutonium or whatever.
Move liquids between specific tanks within a vehicle.
Cooking is in desperate need for streamlining or more serious changes. The woods soup needs broth, but I have the ingredients for that as well, yet I’m forced to cook the broth first. That sort of backtracking or recursive automation could extend only 1 step. Perhaps more steps with higher INT. Of course the game would have to be aware that if it can craft the broth, is it still able to craft the woods soup? (and so on with all the other multi-step recipes). Also, what to do with failed crafts. Perhaps recursive crafting should only be allowed if the success rate is 100% all the way. Something like eating and cooking are never-ending (recurring) tasks, which is why they should be straightened out as much as possible. Again, favorite recipes, which is what I’ve suggested multiple times. Should be the first tab in the crafing screen.
All this might come down to each of our playstyle. We also get sick of different chores. It comes down to psychology. I believe much of the eating annoyance could be resolved by extending the range of “normal” hunger status, which is between “hungry” and “full”. The “very hungry” state lasts very long in my opinion, so that could be shortened. And I don’t mind eating twice as much to go from “hungry” to “full”. It’s just that seeing the “hungry” appear on the screen so often, that’s what bothers me. Maybe jsonize the hunger statuses? I mean you’d still need the same amount of food per day.