Your comments

I decided to make the red light source not project shadows in order to gain a small performance bump, but placing representation of a red light source would be a good fix for the light being visible in the airlock.

Just have to check a few things to rule out other possibilities.


  1. Did you check that your oxygen tanks are not broken?
  2. Were you on EVA at night? Production of all exterior modules is reduced at night to reduce the electricity consumption.
  3. Was there water available to provide for the production of oxygen?

There should be nothing in the code that would require you to be near the hab in order for it to produce oxygen. If that were the case all the other modules should be exhibiting this problem since they are all treated very similarly in the code.

Found another issue that can cause this bug and I believe that it has been fixed for the next update now as well. I might put this fix out before the next major update since it's a fairly significant bug.

I actually agree that it is a bit too forgiving right now, so I've changed the slope speed and jump movement similar to your recommendations. Will be in the next update.

This is actually pretty close to how it functions right now. You are more susceptible to exhaustion and dehydration when you don't maintain a reasonable calorie intake per day. That's kind of how I think I want it to function. Not eating anything will definitely lead to an eventual death, but I think it's more interesting to have starvation work more as a modifier for other gameplay systems. I can add to this more in the future, like by having crafting take more time if you are low on calories.

If you experience this again after sleeping hold on to your save file so I can review it. I can probably pinpoint the problem without it, but that would be helpful. Thanks.

Interesting. Well, the effect is composed of many large-scale particles that are blowing with the wind. Perhaps the brightness/density changes are a result of individual particles that are moving too quickly past your viewpoint? This is obviously an even more exaggerated timeframe, but does the effect look similar in your game to the way it's shown in this timelapse video? 

Basically, the brightness and density of the storm is relative to your location to the storm's epicenter. So in order to get the sense of relief you felt when the storm lifted I have to have the epicenter move at a certain pace, and that pace will determine how quickly the transition occurs. 

There are now status indicators on the walls of the habs. They do not currently sound an alarm, but the status of the various exterior modules should be much more obvious while in the hab. I may add alarms in the future if deemed necessary.

Turns out there was actually a bug causing faster than intended death due to starvation. This will be fixed in an update soon to reflect the intended 7-9 days to die from starvation.