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You can only fill canisters as long as there's enough reserve oxygen left in the habitat (filling one draws 50L from the reserves). Filling 3 draws a total of 150L, and the Reoxygenator usually has a reserve capacity in the 150-300L range unless you add more storage tanks.


So my guess would be that you drained the reserves below 50L, and the crafting plan got temporarily disabled because you had not enough oxygen left to fill another one.


To avoid confusion (assuming indeed this was the reason), some kind of notification would be useful to indicate that not enough oxygen is left to fill more canisters.

That's how Steam works in terms of "hidden" achievements; they're only really hidden (at least globally, they are still hidden on your personal list) for as long as not a single player has managed to earn them. There's nothing a game developer can do about it.


As for the Drill Rover, did you find, by any chance, a bugged location for it? Currently there appears to be a good version of the site which gets discovered when you approach it (and thus awards the achievement) and a bad version that doesn't get added to the map and as a result doesn't trigger the achievement either.

Actually, I'm not entirely sure if it's caused by radiation alone. In my last play seesion I had a pretty similar situation, except this time the accumulated radiation was only around 180, and yet organ integrity behaved rather unpredictably.


Over the course of a long trip (I'd estimate it at least 20 hours, probably a little longer) starting from all vitals being green, organ integrity hardly changed from green/normal during the majority of the time. I got the radiation exposure about half way, and that alone didn't seem to have much impact on it either. But once the calories count dropped to, I'm not sure exactly when it started, I'd say somewhere around 300-ish, organ integrity started dropping like a rock, going from normal to poor in not more than 3 hours, triggering the low vitals alarm, and would've killed me in a few more hours if I'm not lucky enough to be just a little ways from the closest habitat already.


So based on this, it doesn't seem to me that you could go on for 5-7 days without food as on this trip I nearly died in less than 24 hours, with the major factor in it being calories count dropping close to 0, combined with what looked to be only a mild radiation exposure and some exhaustion (rested, all 3 lines being greenish-yellow, same as on many previous trips of similar length, only without organ integrity doing this nosedive at the end). So either radiation has a much stronger effect on organ integrity than what the game tells you, or any radiation combined with low remaining calories causes organ integrity to degrade much faster than intended.


And the even bigger issue is the unpredictable way in which organ integrity appears to behave, not changing for a long time, then once reaching a switching pont of some sort starting to drop so steeply that you hardly have a chance to do something about it unless you happen to be close enough to a habitat.

Another possible location for the non-discoverable Drill Rover is Lat 283.077, Lon -6.5288. It persisted through several save/continue cycles and was never added to map when approached.

And then I could enter and exit several times without the gap ever returning. So sadly, it doesn't appear to be reliably reproduceable and/or may have been some transient issue that did happen once, for whatever reason, but maybe won't ever happen again.

A bit more on this. It seems to be caused by some kind of loading anomaly. I left the "sector" in which the bugged habitat was, went back to another one, entered it, rested, got out, went back to the previously bugged habitat (again passing the sector load line, obviously) and between the previous and the current visit, the floor "solidified" so I could get to the inner door again and enter.

It may not be entirely fixed yet. I just fell through an airlock floor after transitioning from interior to exterior has finished, but did not pass through the terrain itself. I ended up on the ground under the habitat, but luckily didn't get stuck and could walk out (but not back in all the way to the point where I was, so I guess there's some one way clipping involved).


It happened at the East Hab location, LAT 283.094, LON -6.4856


...actually, as it turns out, it's not the transition. I tried to go back inside to test again, but there is a (not visible) gap across the floor: if I walk from the outer door towards the inner door on the exterior version of the airlock room, I fall through the floor a step or two in from the outer door and end up under the habitat but can walk out.


The odd thing is that I could enter the habitat without any problem the first time, but once I exited, that part of the floor became hollow so I can't get back in anymore.

I only have 4 GB RAM (+1 GB video memory) so my system is indeed a bit thin in that department. 64 bit OS.


I mostly reported this because it seemed very specific to this area only, while the game is running fine everywhere else, so I thought it might be caused by some mapping or related issue in this area that's worth looking into.


However now that that has been checked and ruled out, it indeed may be just that there's something about the terrain and other features here that doesn't look different, but is in fact more demanding than the rest of the map and thus causing problems for systems around the minimum requirements.


Another factor could be that the map is a bit more complex here, but not a problem in itself. However, when the habitat and its systems are also present, the increased scene complexity and additional data to be loaded adds just enough extra strain for a weaker system to start struggling here.

And yet another thing from my "pending suggestions" list, although more along the lines for Habitats, not the WayStats, as I think thery are relatively easy to find.


Actually, the Habitats do have a strobe light beacon on the communication mast, but it's not a real light source, and hardly noticeable even from just a few meters. Turning those into actual "fake" (as in, not illuminating anything nor casting shadows) lights that are visible from a huge distance as a bright blinking dot, especially at night, would make sense, even more so if they would be visible from a much greater distance than at which the scanner can detect a habitat.

I have mixed feelings about this.


While on one hand I understand that it can become tiresome to remember what needs to be maintained and then doing it one by one, a "bulk repair" option, regardless of implementation, would reduce the entire maintenance mechanism to a "you have to click this button once a day for some reason" thing, rendering the whole feature pretty much meaningless.


I'm more inclined to consider this as part of the game's setting: not everything an astronaut (regardless if under normal circumstances or stranded on another planet) does is inherently glorious and heroic. There are also all the routine, mundane things they need to do day by day, the same way every time, and this is one of those things.