Here are my reasonable ideas for the upcoming update, and I really do think they will be useful.
:bulb Energy Drain when item is used. I want not only certain options to have it, but the object in general to have an energy drain each time it used. This way it'd be possible to have an item that doesn't vanish but does cost you energy for each of its uses. This would have many applications.
:bulb Timing bar when item is used. This will work exactly the same as the combination timing bar does, except when the bar expires the effect of the item's use takes place. This would effectively create a way to limit alot of things time wise so they couldn't be done over and over again as fast as someone could click.
:bulb Item cost when item is used. Rather than energy being drained you could sacrifice the item of your choice everytime the Item was used. This would give items the same kind of functionality that weapons already have.
:bulb Precise Creature Placement. Placing creatures precisely would allow for alot of options, like setting up creatures to specifically guard a certain area or even to hide something beneath them if they're big enough.
:bulb If at all possible, a way to make a Plot Object expire after a time, this way you could possibly give a more practical use for dispense item, and dispense plot object events. The plot object that is spawned or even the one that does the spawning could vanish after a time. So lets say you've got a Rotten Fungus for example, and every so often it spawns 3 spore beds, after a time maybe 3-4 seconds the spore beds would expire, so they don't HAVE to have any kind of contact with the player. I think this should be possible since Plot Objects can be destoyed in other ways, making them be destroyed on a timer shouldn't be too difficult at all.
:bulb Creatures die upon shooting first shot. I suppose this could be tacked on to die's after how many seconds, but I think it'd probably be better as a simple toggle. This may sound really stupid. But what if a creature's only purpose is to be a tracking missle, than you really don't need it alive once its done its damage. Like boom the missle hit, but wait its still there.. Anyways the main logic for this is to make creatures that act as weapons. It could be even more open ended if it was set to how many shots it could shoot before dying.
:bulb New AI for Creature that totally ignores anything but killing the enemy. It would basically be like Hunter, but like the old Hunter and it would just go off and try to find something to kill, using this AI it'd rest in one spot alot less and track the player for longer periods of time. As a friendly creature it would not follow you at all, it will simply try to kill, which if you want the perfect AI for a tracking missle, thats all you need, is the pure desire to hunt and kill and nothing else. This would work great with the above request obviously and they do go hand in hand. I don't see this as a one use AI as making several enemy creatures with this AI would create a great mix of passively aggressive and fully aggressive creatures, since the hunters currently are passive aggressive.
Thats it for my requests for now, I believe all of these to not only be possible, but within reason as well, I also promise to make use of them in the Expansion if they're added, and what greater encouragement do you need than that