Time for more suggestions that will never be implemented!
-With sufficient materials and skill, functional and useful player made (or just player-activated) long range teleporters.
-Unique mobs for siege and assault on heavily fortified player bases.
There's hypothetically unlimited resources in the game, as once you reach the edge of the map it just rolls not-seamlessly into another. You will, however, spend more and more time traveling further and further to gather non-renewable supplies. There's an increasing amount of time where you are just holding cruise control wishing your computer could render this faster as nothing is happening. As it is in the current game, I always end up a roadwarrior nomad with no base but my custom death-truck cargo hauler because there is little to no point in settling down anywhere. It's a damned shame too, because there's lots of cool new stuff being added with custom walls and fortifications, and there is a LOT of potential for more fort building in a post-apoc simulation.
Given there is teleportation technology in the game, I don't think it's very far-fetched you could find a working long-range teleportation system in a super-lab somewhere. Since it would be boring if you HAD to ALWAYS set up fort in or near a Lab with one instead of anywhere you damn well please, I think the player should be able to dismantle and move it, or build a small teleporter that can "tap" into the big one once it's reactivated. So once the player has found and activated or at least moved one, then they could use it. I'm thinking some kind of bionic or portable device that would return the player to the "home" portal, and beacons of sorts that the player could set up out in the field to teleport to. Give the return teleport device/bionic like a 10+ minute charge up time so you can't just blip away from a hulk's fist, and the field beacon teleporters would require you to actually reach the location first to set it up before you could just teleport there. Give using it a risk with the teleportation sickness and resulting fungal infection and massive power requirements and I don't think it will be too overpowered.
Now that it's actually feasible to shack up somewhere with an actual permanent base, the game needs more things that make this worthwhile. Right now the only real benefit of not being a nomad is not having to pack and unpack everything. Crazy shit needs to happen if you stay too long that actually requires nutjob fortifications and traps. I'm thinking custom mobs that only spawn around an actively used teleportation base. Maybe local fungal intrusions or fungal towers that pop up a few tiles away overnight. As it is, I actually INTENTIONALLY set up base in Triffid or Fungaloid territory JUST to be able to have a cool base with defenses that's actually used. I'd rather the game just threw shit at me rather than me having to find said shit if I'm looking for trouble when I've amassed such a pile of resources I realize there's nothing left to do in the game.
Really need new NPC features to go with this, like raiding AI survivors, putting friendly AI on guard duty, and simple things like AI food requirements and farming... but I think that's just asking for buggier NPCs.