Also I find everything very beautifully designed!
Stranded III Dev. Blog - Comments
Hurri04 (the German version works better) and get ideas from that, but of course extend on that, as it is fairly simple.
Sabowulf, Hah! I was using an IRC client built into CS2D and told DC to create Stranded III. I don't remember what he answered, but right on the next day the "Stranded III" page on unrealsoftware.de appeared. Here's a chance that nobody would even believe me but I have only one friend who can confirm I'm not lying.
DC. You could also add options to allow a certain amount of randomness in scale, color, and rotation respectively every time you put something down (so you don't have to change things afterwards, and because it would make things look less homogenous) hopefully without causing too much performance loss. Also, another idea that struck me is the possibility for objects to be co-dependent, for example, a house which has the door as a separate entity (because it saves space and makes so you can't open the door from behind the house) and when the house is moved or scaled, the door is as well. When the house is deleted, so is the door. Having the choice to do this one or both directions (ex. house deleted deletes door, but door doesn't delete the house, it just leaves a house without a door. Or have the door delete the house as well) would open up a lot of flexibility. This just makes sense, as it fixes lots of problems, saves space, and improves flexibility (for example, re-using the same door on another house, or even making houses made of multiple objects) and could even be extended on by using the same system for building in-game, to be able to make modular and customizable structures. This additionally opens up the possibility of having an editor where you can make things ("structure") out of objects, which is saved as all coordinates, scale, and rotation values for objects.
ModJuicer: Thanks for the feedback!
thanks for the ideas! 
ModJuicer: Interesting idea... key combinations actually already exist and can also be displayed by the control info UI. Right now they are only used in editor though and they are also fully hard coded so they aren't accessible via Lua.

Grekklek: Hopefully he finds some cool AI/ML techniques that can actually be implemented in Stranded 3 without blowing everything up.
Grekklek: Natives and other NPCs are planned. They won't have "real" AI though. Just simple state machines like in Stranded II. They will be a bit more complex though which should also make them look a bit smarter.
StirlizZ-Fapicon: thanks
ModJuicer: Thanks again for the great input and sorry that I don't manage to comment on all of this!
(this still only uses radial brushes though. It can however fill with a specific object, a list of object with chances & rules, or even a defined fill logic for a biome. so you can basically fill any area of the map like a specific biome would be filled)
DC: I think what
Grekklek is talking about is the somewhat confusing way map navigation works on Stranded II. When I re-downloaded it (when I was 11, after remembering how much fun it was back when I was 4-5 years old) it took me several days to figure out that you had to right click and hold to change the angle of the camera in editor. I figured it out eventually, but if you think of a more intuitive way to do it in Stranded III it would probably be easier for newbies to use.
T-69:
I chose the stylized turd because it's a well known icon/emoji that is easily recognized by everyone. I don't see problems with this as long as there is no other shit related state. You are of course right that "watery excrement" would be more accurate - but it would also be harder to recognize what it is.