a few things i can think of are some type transportation ... food groth ... ability to see the map better after you have been there sort like a water mark on a map so you know where you have been
I'm looking everywhere and no matter what I Salvage, I never get any Wires! I'm down to 1 Hab because while I was gone, the other two went to 0% and so the Wires were broken... Luckily I caught Hab Bravo in time and have exactly 3 wires on it... Any help would be much appreciated!
I think it would both feel more natural and help navigation while keeping the Datapad open if when moving it was slightly lowered from the centered position it is when standing still, so that the bottom edge of the screen itself would get aligned with the bottom edge of the helmet visor. This way the entire screen would still be viewable, but you could "lower your head" and peek ahead above the upper edge of the Datapad's frame to see where you are going.
A clearer indication of how critical the vitals are, or rather, when do the levels become actually life threatening would be nice as currently it's not really clear. Several times I had all 3 lines in both hunger and thirst being deep red for quite some time and still didn't die as apparently there's still some margin after that, but it's not clear how big is it and how can you tell how much time you have left.
What also seems confusing/inconsistent is the "Organ Integrity" line in the Exposure section as it doesn't seem to be linked to anything and feels to be just changing randomly.
What would make sense (to me, at any rate) is that first the hunger/thirst/exhaustion stats start dropping line by line, slightly influencing the organ integrity stat. Then, once say 2 of the 3 categories have reached the "all 3 lines red" state, organ integrity would also start dropping rapidly, and when that reaches red, you WILL die. If during this final stage you can get the number of red lines from 6 (3 x 2 categories) to 5 or less (even if just slighty above, to orange) by eating/drinking/sleeping, organ integrity stops dropping, and if you have more green lines than red, organ integrity slowly starts gettng back towards green too, up to the "average" condition of the rest of the stats.
Radiation exposure and low core temperature, on the other hand, would directly lower organ integrity (below what the other vitals set it to), so that you can die of hypothermia or a fatal dose of radiation even when your other vitals are in the green.
I found 2 sites so far which contained 3 deployed (standing on tripod or opened and on the ground) solar panels, a large, a medium and a portable one. However, the scanner doesn't pick them up / mark them with the blue rectangle marker like it did with all other "non critical" sites I found so far.
While it could be argued that they are somewhat easy to spot, but that would also be true for the "buried RTG" site due to the tall and very visile warning flag (I spotted that one a lot sooner than the scanner), yet, that one is picked up by the scanner white these panels aren't, so I'd call it an issue.
The description of the portable solar panel says it prevents running when equipped and gets unequipped when entering a Hab. However, currently neither of those happens, so either the description needs to be updated if the current behaviour is intentional, or the item needs to be fixed if it should work as the description says.
The portable solar panel should start charging 1 hour later (07:00 instead of 06:00) and stop charging 1 hour sooner (17:00 instead of 18:00) as currently it already starts charging when there's just barely some light on the sky and still charges when it's already gotten practically dark. Yes, we're 15(?) years into the future, but I doubt we'd get super-efficient photovoltaic cells by then which can provide a charge with the faintest hint of sunlight.
I found a "downed satellite" cache location, which, in addition to various parts and materials, also contained food and tools, which doesn't make sense. The spawned item selection of this cache should be adjusted to contain only items which make sense for what it is (parts and materials, but not food, water, oxigen etc.).
If there are any similar "themed" caches where one or the other item category wouldn't make sense, they should be adjusted too.
A small storage space in the airlock room, accessible both in the indoors and outdoors version of the room, would be nice to store a few spare parts and other resources. Maybe 15-20 kgs capacity, accessible by interacting with those lockers by the wall. It could save time in those situations where you need to step inside (and wait out the load time) only to quickly pick something up from the indoors storage, then go out again (and wait out the even longer loading time).
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