0
Fixed
Mr. Fusion 2 weeks ago in Gameplay • updated by MarsWalker 2 weeks ago 5

Not sure if it would count as a bug, but it is a confusing change from the previous version: the Electrical system reports being Offline both on its display panel and on the Hab status displays (in red text on the Hab status screen) when it's turned on, has no component failures and has enough components to function, only it does not have sufficient power input, eg. during dusk/night/dawn.


In 0.57 this state was reported as something like "online but not meeting demand" in yellow, which was more descriptive of the state it is in. It is online, only it currently doesn't collect power but still serves the rest of the systems from the reserve batteries.

0
Fixed
Mr. Fusion 2 weeks ago in Gameplay • updated by Tyler Owen (Lead Developer) 2 weeks ago 1

When you reopen (or switch while left open after setting the waypoint) the Datapad to any of its screens after a waypoint has been set from a photo, the waypoint selection gets reset to the center of the map and the compass diamond also changes accordingly.


Actually, it also happens with the custom waypoint: once set, reopening the Datapad resets it to the center of the map as well.

0
Could not replicate
Lillian Winter 2 weeks ago in Gameplay • updated by Tyler Owen (Lead Developer) 2 weeks ago 2

I had just started a new game to test out the updates I've missed recently. Upon reaching habitat alpha, and testing the systems, I ran into an immediate problem that would force me to start a new game.

The oxygenator had only one storage tank, and so did the water reclaimer. That isn't a problem on its own, however..

The water reclaimer's storage tank was broken from the start, rendering the entire module non-functional.

0
Fixed
Mr. Fusion 3 weeks ago in Gameplay • updated by Tyler Owen (Lead Developer) 1 week ago 7

Under certain circumstances, the "Manage suit" display, when accessed from the exterior version of the airlock room may show Hab resource levels from another, previously visited Hab instead of the one the player is currently interacting with.


Here's what I did when I noticed it:

  1. Go to a Hab other than you are starting from and will return in the end to check the issue. (That other Hab may sldo need to be offline, mine was in this specific case, and didn't test if online/offline status makes a difference or not.)
  2. Enter that other hab to the interior version, then exit again. During exiting, note the reserve power and oxygen levels when you are presented with the EVA prep screen.
  3. Go back to the initial Hab, go into the airlock room but do not enter the hab interior.
  4. Interact with either Hab status screens, and note the power and oxygen levels displayed on the "summary" screen (the one that shows all system states).
  5. From the summary screen, open the Manage suit screen.
  6. Here you should see different Hab reserve oxygen and power levels than what the summary screen showed, and the levels shown in the Manage suit screen should be the same what you saw on this screen when exited from the "other" Hab in step #2. Transferring resources between suit and Hab here also uses these incorrect values (as in, they do not update to what they should be for this Hab), and you may actually be interacting with the previous habitat "remotely" instead of the one you're at (haven't tested this yet).
  7. When you enter the Hab interior, interacting with the status screen there will show the correct values on the Manage suit screen. If you exit to the exterior version of the airlock, it will now also show the values for this Hab, not the previously visited one.
0
Fixed
wrongwayjerry 3 weeks ago in Gameplay • updated by Tyler Owen (Lead Developer) 3 weeks ago 2

Entering a habitat with the scanner on causes blue squares to appear on the 3 inventory locations within the habitat. Bringing up the datapad and dismissing it removes the squares.

0
Completed
wrongwayjerry 3 weeks ago in Gameplay • updated by Tyler Owen (Lead Developer) 3 weeks ago 2

It would be nice if the coordinates updated on the datapad while moving the cursor around.

0
Fixed
Mr. Fusion 4 weeks ago in Gameplay • updated by Tyler Owen (Lead Developer) 3 weeks ago 3

Apparently Hab reserve power is not getting charged according to how much time went by when you rest during daytime. This is especially a problem when you take a longer rest period that starts before sunrise and (with possible short breaks) ends after sunset, since you may end up running out of power during the night. (And while I havent specifically paid attention to it this time, but it may actually be true for the water and oxygen production too.)


I'm not sure if it's a factor in this, but I noticed this to happen with a Hab at which the Electrical system is powered only by an RTG but no solar panels, while the rest of the systems are powered by a sufficient amount of panels. It may also worth noting that while an RTG should be generating elecrticity regardless of time of day, it appears to follow the same daylight cycle the solar panels do, as the Electrical subsystem switches to not charging/not meeting demand mode at sunset as if it was powered by solar panels, despite being actually powered by an RTG.

0
Fixed
wrongwayjerry 4 weeks ago in Gameplay • updated by Tyler Owen (Lead Developer) 4 weeks ago 1

I often use sleep set to 0 to save my game without burning resources such as food and water. When i scroll the time down from 6 hours to 0 it goes from .5 hours to 24. Then when i increase the time 24 will switch to 0. I would like the ability to go to 0 when decreasing also.

0
Answered
Mr. Fusion 4 weeks ago in Gameplay • updated by Tyler Owen (Lead Developer) 4 weeks ago 4

I felt something being off for a while now regarding exhaustion levels, and after a series of long exploration trips I figured out what it was: Exhaustion level apparently gets significantly improved/reset every time (eg. from Rested/Below Normal.../Below Normal.. to Well Rested/Normal.../Normal...) when eating anything, not even up to full calories count, essentially negating the need to rest for any other purpose than saving the game.


Is this an intended behaviour? If it is, what's the reasoning behind it?

0
Under review
wrongwayjerry 4 weeks ago in Gameplay • updated by Tyler Owen (Lead Developer) 4 weeks ago 5

I tried to add water to the habitat consumables and i was given a message indicating that the water reserves were full (or something to that effect). It was a little confusing at first since the inventory had space. I think it is because water is represented as a bottle icon and I assumed it was discrete units and not just a "representation" of volume. Maybe change the icon to a water drop or maybe represent water differently within the habitat inventory management system. Not a big deal - just a suggestion.