This happened to me from time to time but only now did I manage to figure out why/how.
If you open a maintenance door, then move away slowly from the open access panel sideways in such way that one of the doors get out of "reach" sooner than the other (or rather, one of them gets out of range while the other doesn't yet), then that half of the door will close, but the other one will stay open.
If you then reapproach the panel in this state, it will only be half open, and left clicking on it will only switch which side is open and which is closed, but does not properly open both sides at the same time. You have to completely get out of reach of the system unit to allow both doors to close on their own to be able to properly open the panel again by left clicking.
The doors probably should not detect proximity independently, but tied to a single trigger which opens/closes both of them at the same time depending on if the player is in/out of range. I don't see any real reason/need for them to move independently (unless for some artistic reason so that the two sides wouldn't move always completely in sync).
I saw you post somewhere about wanting to add more clues into where to find things.
Perhaps you could add lights on top of waystats, that'd slowly blink (once each 30s or so). I can easily imagine something like that added to a waystat in real life to help with manual navigation (and on a separate, always-on power group so that it's easier to find back the waystat in case of a power failure - which seems to miraculously have happened to all waystats in the game ;) ).
This would also give you some incentive to climb the nearest hilltop on particularly clear nights and just stare in the distance waiting for that one small flash that could indicate an undiscovered waystat.
It should also not be too hard to implement, you'd probably only have to add a blinking light to your waystat prefab, and perhaps write a few lines of code for the light's visibility in different weather.
I don't classify this as a bug as it isn't necessarily one, more like an inconsistency that would be nice to get addressed.
When you repair system components, your suit oxygen and power levels are drained based on how long the "repair blackout" lasted. However, when you have a portable solar panel equipped, it does not increase the suit power level in a similar manner during the repair period.
This can rob you of several hours of daylight which you could utilize to charge your suit while working on maintenance (during which activity the "cannot run" penalty has less impact on you anyway), instead of having to draw power from the hab reserves before/after the activity.
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.
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