Your comments

Actually, I'm not quite sure what the status panel shows when moving between habitats, but it is not correct.


I went from a fully functional Hab to a fully unpowered one, and the status panel in the unpowered one showed Electrical as green and the other 3 as yellow, even though if it had indeed showed the status from the one where I came from, all 4 should have been green (it was still daytime so none of the units should've been running on local power at that time).


However, I think when I entered this habitat the first time (several days ago) the 1x green 3x yellow was about right, so somehow it currently shows the state in which the previous hab was at the time of the previous visit to this hab...?

I'm starting to think that it's indeed only due to a number of unfortunate concidences, and not some fundamental and unintended change.


One factor is that I just recently (a few days ago) filled all filter and hose slots, and until then I was running with only the minimum required. So prior to that point, I was getting less than I'm getting now, so I was effectively losing oxygen over time during that period due to lower than "nominal" production rate.


And another is that I appear to have been very unlucky with resource cache location and content randomization in my current game. I've explored maybe 2/5th of the map (roughly the Northern half) so far and I've hardly found anything. 5, maybe 6 white locations (including the escape pod, which doesn't really count) and about the same amount of blues, most of them containing only components and materials, but hardly any consumables (I'm actually starting to get low on food too, that's what made me start thinking in this direction). Normally I find filled canisters at least every other trip, which contributes significantly to maintain oxygen reserves (as such trips sort of pay for themselves in terms of oxygen use), while this time I think I found maybe 6 total (2 x 3) out of at least 6-7 trips, so compared to what I got used to seeing in previous games (there was one where almost every other white site was a Remote Outpost, which always has 3 canisters each), this time I'm missing at least 150-300L coming in in the form of pre-filled canisters.

Oxygen tanks are fine, I have two installed at the moment, and I'm not losing producion due to the capacity being filled up and the excess being lost as that never happened in 0.59 so far, while it did occasionally before, eventually even when I had 4 tanks installed.


During long distance EVAs, there are almost 2 full daylight cycles before I get back; I head out before dawn and get back late afternoon on the next day, so the hab has time to work without any consumption, even taking the reduced rate at night into account.


Water reserves are always (near) capped, I occasionally turn the water reclaimer off to save power, but not longer than a day.


Actually, if I take the 6L / hour day time production rate, not knowing exactly how much is produced at night, that would mean maybe about 150-160L produced in close to two days. During the same time, I use up about 3-4 canisters on EVA, so that's also 150-200L, which means that the current production rate is in fact not enough, or rather, it is just barely enough. Previously, there was a notable excess; I'm pretty sure of that since as my previous games have progressed, I gradually had to add more tanks to the reoxygenator to avoid it becoming capped while I'm away and I also filled and stored plenty of canisters with the excess on top of that. But if the rate was not changed, and production happens when it should, I have no idea where the excess did come from before and why it doesn't appear to be there anymore.

I'm not quite sure what the OP may refer to. As far as visual intensity, I've noticed 2 distinct effects in play:


#1 - The movement of the storm itself, which causes all effects to become more/less intense slowly, over a period of several days, or as the player walks into/out of a storm area.


#2 - Local dust density fluctuations, causing the sky to briefly (a few seconds) become slightly darker or brighter than the "overall" light level in the area (but never completely clear, the effects are still visible), sometimes accompanied by a visibility distance change of the same duration. Maybe the range of these fluctuations could be narrowed a bit to avoid changes of extreme differences, for example if randomness happens to result in going from a maxium density reduction state right to a maximum density increase state without stopping at any middle point closer to normal levels; which would indeed be visible as going from a very bright to a very dark state in a matter of seconds.


To me, borh of these effects feel "natural" both in speed and duration, and I haven't noticed any other (anomalous) kind of intensity change so far, since the flickering issue has been addressed.

I'm not sure if you actually climb as fast as you walk on even terrain, at least I feel there's a notable movement speed difference between differently sloped terrains. Making it more emphasized as the steepness increases could make sense tho.

I'd say 7-9 days would be way too long, especially now with the pop tent and remote outposts (and even more so once there will be drivable vehicles), but maybe 4-5 days could be a good middle ground between "unrealistically" short and so long that you don't have to worry about it at all.


Even the current 2 days or so works quite well as far as gameplay goes, except for the part where it feels way too short a time to effectively starve to death after.


One of my major gripes with a certain other survival game is that because of how the vitals interact and define the character's health, the player can completely ignore any one of the 4 vital stats there indefinitely, and somehow stay alive without, say, ever eating. Something like that should be avoided, as it feels really wrong.

Right, I'm, 99% sure I did pick up a stand alone plan for it in addition to having found filled canisters prior to that which already enabled making filled canisters.


Yes, I'd say it doesn't really make sense to have a "plan" for filling canisters, so removing it alltogether should work.

Unless the fix requires a new game to take effect (which I didn't start for 0.59.1), this doesn't appear to have been fixed. I can still fill canisters with less than 50L in the reserve in 0.59.1; the crafting plan for the filled canister doesn't disappear from the list like it used to when there's not enough reserve oxygen.

I'm sort of reopening this, as in 0.59 crafting a canister is possible even when you have less than 50 L left in the reserve, down to any non-zero value. When you fill a canister with less than the required amount, you'll still get a full 50 L canister, creating oxygen out of nowhere, and the Hab reserves will show a value around 4.5-4.8 L if checked immediately after having filled one.


When there's more than 50 L in the reserve, the correct amount gets removed.

It may be an important factor that I get this in a situation where the game resolution is set to lower (1280x960) than the OS desktop (1280x1024) so after Alt-Tabbing it changes upwards. It's possible that this happens only in this case (lower->higher) and you may have tested in other situations.