This! I want this to be taken seriously by Red because it takes advantage of the vast world that would otherwise feel empty.
1) I would love it if you could build shelters for NPCs, then flagging it or guiding an NPC villager to live there. Even wandering NPCs. It's something I'm trying to push Red into because it would help is game greatly. He's too shy and hesitant on this though.....
2) If it's something simple like with Minecraft's "Littlemaids" mod (Never played with, yet wanted to), then I agree. If it's to tend with 'chore' type tasks, then yes. Anything to do with farming, cooking, or fishing. People shall have issues with mining.
3) I would love it if you can tame cats, dog, horses, camel,s and even foxes. I really want to tame an animal companion being fox types. They should not warp to you in any manner........
4) Exploring on horses & camels shall be the most fun. I love that Bonus if you add Mooses as ridable entities, even giving all three supply bags on the saddles.
5) Breeding farm animals is something that I'm sure is planned. Have to wait on this. I agree.
6) You know, I'm curious how chickens shall behave in Rising World. How are they going to pop out eggs, and similar. It's going to happen, yet curious how.
7) I've also been trying to nudge Red into this strongly with him now considering NPC villages. For scenic it's something he's hesitant on. For server admin sie we've been giving 'NPC Traders' to place and customize once they're added in. Adding lively civilizations & settlements would be a great bonus to the game to the game, more so if you can trade with them in that 'supply & demand' manner. No economy, just item bartering. Auto-protection to NPCs eh? That's something that might have to be done through mods. It sounds neat though with me curious to see how and where the NPCs would build. Rimworld & 'Timber & Stone' being two games to use as inspiration.
9) When we're given those ''Construction plans' to save our creations then the NPCs can use those as inspiration to build stuff with. Just selecting & choosing, even scanning the scenery to make things 'fit'. If they're coded to make use of the construction plan then they'll be fun to mess with. Granted, players go wild so structures won't meld with one another in appearance. I'm sure there is a way, if Red can give them defaults to work with in that RTS type manner.
10) Would be neat
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From this, I strongly still want Red to consider adding living NPC settlements, NPC followers (just follow & do combat with; bonus being fishing and tedious tasks, that does not include mining), along with being able to assign the NPCs with their own home. Not building and they enter, but befriending and setting the structure you built for them.
Having wandering adventurers, scavengers, and other sorts of NPCs to play with that wander the land would liven the world up. You're just exploring the world to stumble across a hungry camper next to a camp fire, or someone fishing. Random things like that would make the world a tiny bit more lively. Having neutral humans and humanoids would make the world feel more lively, but of course needing to be scaled with 1 per biome at a time. If it's too common then that makes it too populated. Fun trying to find balances . If we can befriend one, or some of these then I can happily populate my world. They don't have to do much from then on. I'll at the least expect them to just aimlessly wander around like other NPCs in other games. They would however have to tend to their food & water, thus needing their own set of supplies.
I can already see this being nudged into 'Rimworld' with how you have to keep a steady stockpile. I wouldn't mind trying to keep both myself and others alive. I'm a farmer player. A hoarder, a builder.
[My bit seems like a mod idea in the end, but I still want Red to explore it. I guess I should have fun with it in a mod in the way I enjoyed Skyrim's wandering NPCs. It's simply a waste of unlimited space not to take advantage of it.]