From an engineering standpoint, the Hab doors are wrong. They seal against the door frame from the outside (moving outwards then sliding aside), which means that the higher internal pressure of the Hab would push them away from the door frame thus weakening the seal. They should seal from the inner side (moving inwards then sliding aside), so that the internal pressure would press them against the door frame, tightening the seal.
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).
When moving stacks of several items between inventory and container, an "All" button would be nice next to the count selector arrows to set the count to the maximum number in the stack instead of having to hit Enter several times when you want to move the entire stack.
The Help and Menu buttons on the left side of the Datapad screen feel really out of place since they invoke functions that are not part of the game world and can be accessed in other ways if needed. Something more useful could be put onto them instead; my candidates would be Navigation and either Vitals or Inventory, so that you can get to those screens fast no matter where you are in the datapad's screen hierarchy.
I started a new game today and after getting all 4 systems working, went inside. Water was producing but always at negative amounts? -.7, then later it went up to -.4 but I was never able to get any O2 producing. I was thinking it was due to negative water. Bottles were being produced. I found this post and restarted the game a couple times. Then water was at 0 and finally started going up, as well as oxygen started being produced. I'm guessing the water being at negative caused no O2 from being generated. On the game restart where the water was not negative anymore, all 30 bottles were gone and it started making them again.
I explain my problem, when I start a game, and I arrive in the shuttle rescue. After doing the test of vision / orientation, the problem is that it stops! No way to get out of the rescue shuttle !!!I explain my problem, when I start a game, and I arrive in the shuttle rescue. After doing the test of vision / orientation, the problem is that it stops! No way to get out of the rescue shuttle !!!
not sure if the update (v0.56) broke something or if it's something else, but suddenly after loading my last save, all the white locations that I discovered have suddenly moved on the map, some to places on the other side of the map I haven't even been yet.
Knowing the distance to the spot you're looking it is very useful when deciding if you have the O2 to travel there. Add a HUD indicator for the distance to whatever terrain is under the HUD marker.
Customer support service by UserEcho