Your comments

The next update will no longer have a complete fade to black. It will fade partially and you can see the time-of-day progress quickly (shadows move, time in HUD, etc). 

That's a great idea. Not sure why I didn't do that in the first place.

There is a range check first. Then it checks to see if the object is within the camera bounds. Then it checks if there is anything between you and the object that would be obscuring your view like the terrain or a large rock, which is why there is a raycast. Then if all of those things are satisfied, it has a delay after which it checks all of those things a second time to ensure you are still looking at the object, implying that you have actually noticed the object and not just glanced your view past the object. Maybe a bit overkill, but it makes more sense for the story mode when Jessica may comment on the things she finds, so I had to make sure that the player is actually aware of the same thing Jessica is talking about when it triggers.

Forgot to mark this as completed a while back. At least between music and all other sfx.

Actually, scout rovers are not considered "primary objectives" and have never been added to the map automatically. Primary Objectives are separated by their ability to hold oxygen filled containers, effectively making them exploration checkpoints. I think I fixed the issue with drill rovers though. Will be in next update.

Holy hell... I think I finally figured at least part of this bug out. It wasn't a save issue. It was a vision raycast issue. When the drill rover is on almost completely flat terrain the view collider is just below the center point of the rover itself which is where the raycast targets, so the player technically doesn't "see" the rover. On sites where the drill rover is on a slant the view collider is tilted enough to be in the raycast path for vision so with those sites it is discoverable. I'm guessing that some sites are close enough to the tilt threshold that it might be "visible" only from specific viewing angles. I just moved the view collider up and applied that to all drill rover sites so that hopefully this should no longer be an issue. This seems separate from the moving map objective issue that should have been fixed previously. I'll check the scout rover locations now since AlpineHiker03 said some of those were undiscoverable also.


EDIT: Actually, scout rovers are not considered "primary objectives" and have never been added to the map automatically. Primary Objectives are separated by their ability to hold oxygen filled containers, effectively making them exploration checkpoints.

Good catch. This was probably a result of the partial rework I did to revise charging rates, etc. I'll take a look.

Well, the way the water bottles currently work in the hab storage should not be impacting the storage space. But I see your point about needing more space in general.

Hmm, okay. There is nothing in the stat tables that should be making that much of a difference, so it might be somewhere in the code instead. I'll take a look.