Landing pod storage
I suppose the story will come out some day but the storage empty in the landing pod seems odd. Even an emergency escape pod would likely contain minimal food water and first aid.
Tricked me
Thought I finally found an RTG. Walked up on a flag and buried item.....wasn't an RtG lol ya tricked me. Not gonna spoil it for others though.
Walking Hazards? such as falling.
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.
flashlight indicator on the HUD
It would be nice to have a flashlight "on" indicator on the HUD. I assume it uses suit electricity and I keep forgetting to turn it off when it gets to be day.
Can't remove components immediately after repairing them?
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.
Getting a broken, but salvageable component from failed component slot
Getting a broken, but salvageable component (yielding less materials) instead of nothing when fixing a broken slot has been on my "pending suggestions" list for a while now. I always thought that it's weird how a broken component just vanishes into thin air when removed, or gets discarded as a whole in a situation where every bit of salvageable material should count.
The description for the 50K achievement says "20K"
The description for the 50K achievement says "20K"
I am really enjoying the experience.
I love walking around and exploring. The landscape is really beautiful. I am enjoying the experience of figure out how to survive. Great Work!!
Can't remove components some times
There are times when i am repairing a component and I can remove it and there are times when i can't. I can't figure out the rules of when it should be possible or not. Might be a bug. For example, i was checking on the electrical unit and it said i could remove the wires. I went off and did some other maintenance and when i came back i couldn't remove the wires. No idea why.
When "consuming" an item it would be great if the selection would remain on the item
For example: In most cases I am consuming multiple water items. It would be great if the selection in the item list stays on the water if there are still items left. As it is the selection resets to the top and I have to scroll down to the water to consume more than one. An alternative would be to allow for the option of consuming more than one at a time to avoid having to select the item repeatedly.
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