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Unless the fix was specific only to the situation when you yourself actively lower the Datapad by pressing the hotkey of the currently open screen or the E key, then it doesn't appear to be fully fixed. You can still break parts of the interaction process (and even the component slots of hab systems) by clicking on the repaired slot during the component slot repair period:


  1. Click on a repairable component slot to bring up the Datapad.
  2. Hit Enter to activate the default Repair Slot button and initiate the repair. Important: only hitting Enter breaks things, using LMB to activate the preselected button (and then trying to click a second time in the next step) prevents the issue from happening.
  3. A moment after the Datapad got lowered, you can click with the left button to hit the component you started the repair on during the repair timer.

The repair will appear to have been completed, but if you interact with the slot again, it will still show the previous percentage. Trying to repair again will give a negative repair time with no actual time being spent. If you check the slot state on the diagnostic screen, it will show as repaired.


However, the slot you clicked on during repair will also get into a "blank" state: try to click on another slot, close the Datapad then click on the "broken" slot again, and you'll see that it shows the status of the other slot you've clicked on. From now on, clicking on the "broken" slot will show information on whatever other slot you clicked on last before coming back to the "broken" slot insetad of what the "broken" slot itself is. You can break as many slots in this manner as you care to, all will behave the same way afterwards.


Depending on timing, the above process may also cause the repair timer to get permanently stuck on the screen, the repair time "darkening" to get permanently stuck on the screen, or the next left click not registering or not bringing up the Datapad.

If you completely removed the coordinate information as part of the renaming, there would be no way to restore them into a state where they would be actually usable again to navigate to previously visited locations even if someone tried.

The full control lock in the OP and the "clickthrough" partial control lock I mentioned are different issues; sorry if I managed to mash them together.


They are similar in their result and they feel as if being caused by input events registering in an unintended order, but while the mouse click version has a clear cause, the one in the OP is not reproduceable on purpose and started to happen only after the control rework so it's related to that.


The full control lock doesn't need mouse input at all, it still happens when only the arrow keys and Enter is used to interact with something in a way that will cause the datapad to get lowered on its own.

That would still mean that once the player has gotten past the time of the progress loss, the photos from the previous session would reappear and become useable again.


How about not deleting the photos themselves, but renaming them to a different naming scheme which the game won't treat as valid datapad photos anymore so they won't ever get loaded? That way the images themselves wouldn't be lost for the player as files, but would not be usable in the game anymore.

The hab status display issue is still present in the public 0.61 version. At one time when I interacted with the status console inside the hab, the status screen came up with the heater's power status line filling the entire screen for a few seconds, then it went back to normal.

I have also encountered a slightly different version of this: I started repairs on a component slot, and it worked as normal, slightly darkened screen during the repair, time accelerated, repairs finished, screen darkening off. Then a few seconds later the darkening came back by itself but I still could move. I interacted with the object I just repaired again but instead of the Datapad coming back up, the full control lock occurred.

Actually, after exiting from the game completely, restarting it then loading such a save will also have the Datapad in the broken state, so it's not some stuck data afterall between leaving and and not leaving the tent. But it does get fixed if the same save is loaded a second time without leaving the tent.

On a related note: when you finish interacting with something and the Datapad starts to get lowered, the "crosshair" with the white circle around it already appears when the Datapad is still up and you can "click through" the Datapad. This has always been the case.


Actually, the partial control lock (Esc and Datapad hotkeys still respond) can be triggered simply by pointing at something which would bring the Datapad up when left clicked (but not clicking on it yet), bringing up the Datapad by either "E" or any hotkey, then dismissing it with either "E" or with the same hotkey and clicking the left button with a small delay (when the crosshair is already visible but the Datapad is still up). The Datapad gets lowered but movement controls remain locked, and the Esc or the "E" key brings up the Datapad which, when dismissed, will unlock the controls.

It seems to be some kind of double input/activation issue which somehow locks the controls in a half here, half there state (the Datapad gets lowered but the movement controls won't get unlocked along with it).


A similar condition can be somewhat reliably triggered by this method:

- Left click on a healthy system slot with a component in it.

- Move the selection to "Remove Component" but also prepare to press the left mouse button.

- Hit Enter to activate the component removal button and just as when the Datapad switches back to the Home screen before being lowered, click with the left button.

- If you got the timing right, the Datapad gets lowered but movement controls and mouse look gets locked.

- If you press the "E" key in this state, the Datapad is brought up with the maintenance screen open as if you had just clicked the component slot again (which you probably did just as the Datapad was being put away).


The only difference here is that hitting Esc will bring the Datapad up and break the control lock, and after this, the first interaction attempt will also just bring the Datapad up with the Home screen instead of opening with what was clicked on.


The issue in the OP is likely a worse variant of this with the Enter keypress being doubled when activating the remove button, instead of an Enter + mouse click "fake" double, and that one irreversibly locks the movement controls but also prevents the Esc key from registering.


The issue in the OP is hard to reproduce: at one time I removed/replaced a component at least 50 times and it didn't happen, at another time I got it after interacting with various components maybe a total of 15 times.

It appears mostly fixed, however, on occasions there are still two clicks per keypress with the selection only moving once, and on rare occasions the selection actually moves twice for a single keypress. It seemed to be the most noticeable when clicking on a system component, then pressing "Left" to move the selection from repair to replace, sometimes resulting in the selection moving twice, to the Menu button in the left side column.


Is the repeat rate/interval of a key being held down set and controlled by the game itself? If so, maybe a slightly longer delay would be needed? I believe there is usually a separate, longer delay before the first repeat to avoid slighly longer single keypresses triggering the repeat, and after this first longer delay the repeat interval is shorter if the key is still held down.