Your comments

I certainly admit that this would likely improve the situation, but it would indeed be a massive undertaking, likely requiring at least a couple months of dev time to implement. Almost everything in the game code is built upon the understanding that there are 16 distinct terrain tiles. Reauthoring the map itself would certainly take a long time, but just refactoring the code to accommodate a larger number of tiles has my brain swimming at the scope of it. Not something I can likely tackle at this stage of development. I really want to shift more focus to adding more gameplay features rathering than making minor improvements to performance.

It looks like this is just an artifact of how the lighting effects work. They are basically tied to your helmet. They are the dust glare and sun shaft effects that you can only see with your helmet on, so whenever you are indoors or have your helmet off those effects get turned off regardless of your settings. It probably doesn't need to be printed to the log every time, but that's just how it is right now.

Yeah, that's actually pretty close to a solution I have in mind. Basically I want to eventually have a coroutine that enables each game object in the scene one at a time, one per frame. This would probably completely eliminate the load, but the way each sector is built right now is very complicated to do such a coroutine. So yes, it is something I would like to do, but it could cause all kinds of problems. I'll look at it again before the final release for sure.

That freeze is currently unavoidable. It happens regardless of your mode of locomotion. You should see the same screen even while exploring on foot, though obviously much less often since you are traveling much more slowly. This is as you guessed, where the map is loading in sectors. 16 of them to be precise. This is just how I have to do it with Unity, though there may be some small changes I can make to have the load be quicker. Unity's options for multithreading for loading are limited. Trust me, it's one of those things that I absolutely wish I could fix. The amount of work required to fix it versus the benefit puts this pretty low on the priority list.

Eh, it really depends. I basically just put time towards whatever interests me for development and right now that's bug fixes. Your bug reports are very thorough and so that makes them easy to target and finish quickly. There are plenty of older bugs or smaller change requests that are just more ambiguous and difficult to complete quickly.

Got it figured out. It was related to the update that was made recently that allowed you to remove broken components and use them for salvage. Fix will be in the next update. Thanks again!

Hmm, yeah, there might be something weird going on there. I'll take a look.

You are awesome! This is precisely the kind of feedback and reporting that helps me get fixes done faster and that means more time spent working on additional content. I'll try to get this fix done today. Thanks!

It's funny, because I actually was just using that save to try and test it, but I was not able to recreate the problem with it. So perhaps there is something more specific happening here. If you get a chance to test that save file again see if you can give me the exact steps to replicate the issue. Thanks!

Do you by chance have a save file where you can reliably replicate this issue? I noticed this happen for me the other day also, but it wasn't in a save game situation so I wasn't able to recreate the issue again. I need to be able to have it happen reliably so I can review the conditions that would cause it. I'll keep checking, but let me know if you have a save file I could use. For example, every time you load the game you can walk outside the hab and remove the 3rd fuse from the water reclaimer and it causes the bug every time.