Some of the white circles which mark various things during the "intro" part of a new game may be visible right from the start, even from inside the still closed escape pod. Out of 4 new game attempts in a row with the Big Storm scenario (between which I've completely exited the game then restarted it) they were visible in 3, marking the Heater, Reoxygenator and Water Reclaimer units before the "intro" has progressed to the point where they should actually appear.
When it this state, the intro will not progress from the "check the status of the systems at the airlock consoles" stage when interacting with the status consoles; the white circles marking the two consoles will disappear but the message will stay on the screen until either of the 3 marked systems (but not Electrical) are turned on, and only then progress to the "turn on the <list of remaining systems>" messages.
This may have something to do with Electrical currently being effectively in "on" state even when turned off: it reports operational state and charges the reserve battery while being turned off (posted as separate report).
1. My HAB was not charged at all and so I slept in my suit, which had enough power and O2, I thought. I only slept for 3 hours and immediately die as soon as I wake up. The "save" should be "before" you sleep, not after you wake up and there should be some kind of warning stating that your suit will not keep you alive if you sleep X long.
2. Also, I came back into a fully functioning HAB, but placed all my O2 and Power into the HAB from the suit while still in the airlock. I immediately go into the HAB, and it says that my suit is not on, but I die of asphyxiation in like 30 seconds. I'm assuming, because it's still reading me as in the suit, with no power and air. I started just leaving a little power and air in the suit when I come in the HABs and haven't had this problem since.
Within the first 6 sols I've had about 7 or 8 fuses fry instantly upon installing and 3 in a row for a way station where I was on a time crunch and didn't have time to now repair a slot at zero integrity. I only wanted to install one at the way station. Is this the norm now? Or is it just my bad luck?
Now that weather stations work I don't see how I can put fuses in them and keep the habitats up and running. If I hang around one habitat too long the others fall into disrepair and I end up using up a lot of components to get them back up and running again. It's like whack a mole. I still feel like things breakdown too fast. Anyway it would be nice to have more fuses, heating elements and wires.
I am pretty sure i found the drill rover and the temporary outpost but i didn't get the achievement.
In the previous version (0.57) there were some drill rover locations that worked and some that did not. I got the achievement when I found a drill rover that actually worked. In the current version they should be fixed so any and all of them should trigger the achievement correctly when discovered for the first time.
There are two kinds of "outposts", the remote and the temporary. Remote Outpost is the one with the pop tent, light stand and possibly some storage crates, and seems to be the more common of the two (I found at least 4 in my latest playthrough). I think I did find a Temporary Outpost in a pre-achievement game, but not yet since then so I'm not sure what that one looks like.
I'd guess what you actually found was a Remote Outpost (for which the achievemenet works, at least did for me) but not any temporary ones yet, just like me.
I was on a really long EVA 10k round trip and i got to the point of dangerous fatigue and i tried stopping for an hour between each hour of walking for the last 2k just to see if that improved anything. I don't think it did. It was hard to tell. It would be nice if stopping would help fatigue - it would allow me to stay out longer.
When i first tried setting a custom way point it didn't work. Then i tried again and it worked. You have to set it once for it to start working.
So I saw the new update and wanted to play again. The Long Dark just launched their story mode and I was pretty much occupied with that lately but want a little break from it now, so this is just the ticket :) So I started a new game but I picked localized storms but does that present any more danger? Because I do want more danger, lol. I'll pick option three...big storms, if option two is pretty mild. But if option two is fairly dangerous as well, I'd like to ease into it before doing the big storms game. Not sure if you'll know what I'm asking or not, lol. Trying to find the correct way of forming the question.
The problem with reporting "offline" while there is no power input but the unit is otherwise functional and thus not needing actual attention is that it's the same reported status as when it is not turned on or is in fact broken and not operational, and thus does need attention.
It was very confusing when I saw that Electrical was "offline" since I was pretty sure I did turn it on and repaired any low component states. Going out again and rechecking, I still didn't find any reason why it would be not operational as reported.
Uniform and more descriptive states would work better, with seperated "state words" representing the three condition category: functionality, power supply, production state.
Functionality: "Offline" (red) when not turned on or inoperative due to broken components that need repairs. "Online" (green) when turned on and does not need immediate repairs. Does not depend on input resource of power availability, strictly on if the unit is functional or not. When offline for any reason, the other two state strings are irrelevant and thus not displayed. In "Online" state the "Online" state word may be omitted as the presence of the other two implies that the unit is functional but may be in a non-producing state, but still may be preferrable to explicitly display online state nonetheless.
Power supply: "Local Power" (green) when local power generation
(panels or RTG) is currently supplying full 100% (or more) power.
"Reserve Power" (yellow) when local power doesn't fully cover the power
requirement and the missing amount is drawn from the reserve battery.
"Power Loss" when no local power nor reserves are available, thus the
unit does not drain nor generate resources (but technically still online
and capable of functioning). If power supply is "Power Loss", then the third status word may be omitted since it is implied that without power the unit cannot produce, but still may be preferrable to explicitly display production state nonetheless.
Production state: "Producing" (green) when input requirements (power or water) are met and output (oxygen, water, reserve battery charge) is being generated. "Not producing" (red) when input requirements are not met, with specifying what is missing, eg. "Not Charging - No Power Input" or "Not producing - No Water Input". For the electrical system, "Not Charging" should be reported only when power input is 0%, for anything higher it should charge, only at lower rate (already implemented).
For example, a functional Electrical system at night would report:
"(Online, )Power Loss(, Not Charging - No Power Input)" (green, red, red)
A functional Water Reclaimer at night:
"(Online, )Reserve Power, Producing" (green, yellow, green)
A functional Reoxygenator with no water available at day:
"(Online, )Local Power, Not Producing - No Water Input" (green, green, red)
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