0
Fixed

Last (only) photo in Datapad gets stuck when deleted

Mr. Fusion 7 months ago in Controls • updated by Tyler Owen (Lead Developer) 7 months ago 2

If you delete the last (only) photo in the Photos part of the Datapad, it gets "stuck" on the Photos screen: it's still displayed as if it was an existing photo but the Edit menu no longer works as the photo doesn't actually exit anymore.


Additionally, every time you make a single photo then delete it, the photo counter will get increased but never reset to 0 when the (last) photo is deleted. Eg.: take one photo, it will read 001. Delete it, it will still read 001 even though you have no photos. Take another photo, now it will read 002, even though it's the first and only photo you currently have. Delete it and take another one, now it will be 003, while again actually being the only photo you have.

0
Fixed

Non-electrical components throw sparks when replaced

Mr. Fusion 7 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 7 months ago 1

When replacing non-electrical components like filters or storage tanks while the hab system is powered up, they throw sparks like electrical components would, but they don't actually break (as they shouldn't).


Since the sparks were added as an indicator that you shouldn't replace electrical components while the power is on, for the sake of clear feedback and consistency, it should happen only for those components, not for all of them.


(I know there was a thread about all this somewhere, system repairs and feedback on powered state, but I couldn't find it by any relevant search term I could think of.)

0
Fixed

Heart rate display disappears while jumping

Mr. Fusion 7 months ago in Controls • updated by Tyler Owen (Lead Developer) 7 months ago 2

When the heart rate display is visible, jumping or getting airborne in any other way causes it to disappear for the duration of not being in contact with the ground, then it reappears on touchdown.


It only happens when standing still or walking, but not while running.


(On a side not not related to the issue itself: it could be useful to add a category here for "User Interface" or something similar, since these kinds of issues are not really graphics nor control related, but currently there's no really suitable category for them.)

0
Under review

Tiered navigation onlining by activating WayStats

Mr. Fusion 7 months ago in Gameplay • updated by azhockeynut 6 months ago 4

The current navigation and scanning functionality offers little incentive to discover, activate and maintain WayStats; you need to activate only one and you get the whole navigation package in one go. While the addition of weather monitoring at some later time will make the advanced part (fuse slots and fuses) of it more important, the base function could also benefit from a more gradual bonus approach and some added/extended functionality:


  • No active WayStat: no navigation related functionality at all (no compass, no coordinates, visited locations not marked on map, photos taken not tagged with coordinates, no position tracking on the map, "No nav" text instead of compass), 300 m scan range.
  • 1 WayStat: compass display, Habs and WayStats can be waypoints, 400 m scan range.
  • 2 WayStats: coordinates display, visited "white" locations marked on map, white and photo locations can be waypoints, 550 m scan range.
  • 3 WayStats: position tracking on map, custom location can be placed freely and set as waypoint, 750 m scan range.
  • 4 or more WayStats: distance to "pings" shown in scan mode even for unvisited locations, 1000 m scan range, (visited "blue" locations marked on map?), (scan "pings" immediately marked on map with generic icon without having to actually go there first?).

Additionally, each active WayStat could slightly (maybe by 50 meters, up to 500-600 meters max?) increase the detection range for "blue" locations.

0
Under review

Portable solar panel too powerful

Aladin Kinach 7 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 7 months ago 1

my two cents... again...

Being a survival game, I think the portable solar panel couldn't charge the suit's battery when flashlight or scanner are on, due to the energy used to maintain body temperature (which could be variable depending on the environment temperature).


In other words, the portable solar panel just could charge the suit's battery when no other device is

on.


Maybe around noon it might, due to more incidence of solar energy.

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Under review

Can't use data pad.

firespark1981 7 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 7 months ago 5

Can't use data pad. No matter what I do it just does not respond to the controls and yes I have messed with the settings and tried wasd and arrow keys. All it wants to do is go to the exit button. Why not allow us to use the cursor like all other games.

0
Under review

So much (slow) walking...

Steven 7 months ago in Gameplay • updated 7 months ago 6

I really like this game but the time scale compared to how fast you walk is totally wonky. I just died in a 12+ hour walk over 5 kilometers. A 5k walk should take somewhere under an hour in the real world. Three times that (or 3 hours) would be reasonable while wearing a "space" suit and carrying how much ever gear you have.


I understand the logistics of he the game and the balancing of every thing but come on. 


And automatic waling would be nice.  Currently I jam a screw drive on the W key...

0
Planned

mapping

drkl0rd2000 7 months ago in Controls • updated by Tyler Owen (Lead Developer) 7 months ago 3

Keyboard mapping.  (Ability to remap movement, action and various other key inputs.)

0
Could not replicate

Controll bug

Ritokappa 8 months ago in Controls • updated 7 months ago 6

I can't jump ans sprint while i'm pressing the space bar and shift button

0
Planned

Drop container behaviour

Mr. Fusion 8 months ago in Gameplay • updated by Tyler Owen (Lead Developer) 8 months ago 1

Is it intentional that it's not possible to add items to an existing drop container on the ground?


Some kind of warning would be useful to tell the player that drop containers don't persist between entering and exiting habitats nor between play sessions, so anything stored in them will be lost eventually (unless they should persist and it's actually an issue).


It could aslo be useful if the scanner could detect them as blue sites with the same range limit and behaviour as it does with the "regular" blue sites.