Your comments

I'm pretty sure it's related to the way that PRTs load in after exiting. It's a difficult issue that I thought I solved previously, but I'll revisit it.

I haven't changed anything with how health is calculated in a very long time. It has always been instant for each of the main categories, but overall health impact (organ integrity) is more permanent. Personally I feel like it might be too confusing for players that are used to more traditional survival games to not get some kind of feedback after eating/drinking/sleeping. I'm not sure what a good compromise might look like, but for right now this is a low priority compared to some other features I'm working on. I may return to it later.

I think this has something to do with PRTs. Can you confirm for me if there is a PRT within roughly the area around the habitat?

They are fairly well randomized so that could just be your luck, but generally speaking they are not dependent on your computer. Some scenarios could make them more difficult to see at a distance, but they are spawned with the same parameters for everyone, but those parameters have a large degree of randomization.

I could try making them slightly more common, but I still would like them to be relatively rare.

Found and fixed the issue. Was related to when I added the ability to salvage broken components.

I think I've got this fixed. I know it's annoying for several new players so I'll try to get a quick patch out soon.

The only reason I did that was to ensure that new players check that back door to see that it is capable of storing items. Otherwise they might go straight to driving it and assume that it's just a vehicle and nothing else. I know the interaction label pops up if you walk past the back door too, but some still might miss that. From a minimalism aspect I kind of agree with you, but I'd rather just be overly obvious for new players just to be safe.

There are some interlinked properties there on the vitals screen. The intent is to show a holistic overview of current player health and to have some variability to stats so that they are not just a literal health bar. Basically, from a very simple biology level the stats listed under each category are most related to that category, but each individual stat is linked to other things like dehydration or starvation as they would be in an actual human. If it just went straight from top to bottom in color changing and severity then at that point it's pretty much just a health bar by a different name. I'd like it if players saw that information and thought about how each real metric would be something an actual astronaut might need to monitor and carefully consider when planning their diet. As with many things in the game, the idea is to allude to the reality of something without getting bogged down in the details. At the end of the day, it's still "Lots of orange/red = Bad", but it's presented in a way to hopefully inspire a form of role-playing.