After a while of playing I find the "routine maintenance" of the habitat units to be not as fun as you might imagine. :-) It would be nice if there was just a list of the slots that can be maintained/repaired with a time next to each and I could just select the ones I want to fix. For example:
Fuze 1 Slot: 63%, Empty :: [ ] Repair or [ ] Repair and add Fuze - 14 min
Fuze 2 Slot: 78%, Full :: [ ] Repair - 9 min
Having to click each repeatedly is not as enjoyable as exploring. I know I have to do my chores but since the time is deducted for doing the work i feel that is enough of a "penalty".
In certain cases, it's possible to get stuck in the closing habitat door. See attached screenshots.
I have been able to reproduce this. To get stuck, close the door (or wait for it to close automatically) and then walk through the door opening. Press e to open the datapad just as you're about to be pushed away by the closing door. The opening of the datapad causes the pushing away to fail, and you're left inside the door and unable to move. It is possible to open the door afterwards, but you remain stuck. It might require a few attempts.
Minor bug as it requires you to press the wrong button at the wrong place at the wrong time, but still it happened to me by accident the first time.
Something I noticed when walking around. My fear of dying in-game has been calories, and less with hydration, though I just found radiation. I have no fear of walking around in the dark. As my calories drop dangerously low, I find that I set a marker to the HAB, aim and auto-walk and/or run to "beat the clock". Possibly adding hazards, such as falling, un-passable dangerous terrain, (of course, weather, which is already planned), EVA malfunction or puncture/tear (w/ ability to repair), meteorites, cold, and other hazards could add to the experience.
Once I figured out caloric management, the rest is pretty easy. At first, I also thought food/water consumption was too fast, but I hardly had any resources. Once I discovered that there are plenty of resources available ( and in some sense, too much available), it made the rest of my play "easy".
I think the sandbox should be more difficult due to the harsh conditions of real life Mars.
I felt similar experience trying to reorganize solar panels. turns out when you repair the slot, the item can no longer be removed until the slot goes down a bit in "failure" so at 99% I cannot take out a heating element, but if I go to bed get up and go get it in the morning at say 94% rather than repair slot, I can do it.
took me a while to figure it out. I was scrapping a hab to move to another one.
Getting a broken, but salvageable component (yielding less materials) instead of nothing when fixing a broken slot has been on my "pending suggestions" list for a while now. I always thought that it's weird how a broken component just vanishes into thin air when removed, or gets discarded as a whole in a situation where every bit of salvageable material should count.
The description for the 50K achievement says "20K"
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