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While I didn't get stuck, a few times I managed to temporarily get inside the geometry of the door as it closes by moving towards the door opening at the same time the door started to close automatically.


In the few instances it happened, I got pushed out from the door volume by a collider only when the door has settled in the closed position, but until then, the point of view was mostly inside the closing door model.


Maybe adding a temporary collider to where the closed door will be, as soon as the door starts to move, in order to block/push the player out of the way and to a safe distance could be a solution?

This issue, at least in parts (locations not being saved or moving between save-load cycles) seems to be reappearing in various post after the 0.57 update. (It is, however, unclear if those cases are continuations of saves from the previous version, and thus the version change causes save incompatibility, or new, stand alone issues with new v0.57 saves.) Someting may have caused a regression or is triggering an as of yet undiscovered root cause of the locations not being saved correctly or getting re-randomized.


Another pass on this, as in-depth as possible, maybe even rethinking the entire save system (and/or the data strucure used to store the location data), as it appears to be somewhat unreliable, could be a good idea at this point.

I kinda wondered about that too, but then I decided that what's in your inventory at start is what was there originally, only the player character took it without you doing so. (I'd consider it unlikely that she would be collecting a random assortment of items and keep them with her during an emergency evacuation and landing.)

The existence of various (currently ineffective) medical items hints at that there might be an injury system coming in the future. Along with that, we may start seeing terrain hazards added in some form and severity, which would be a good/needed addition.


As for the difficulty of the game in its current balance state, I'd call it nonexistent. Playing for the first time ever, I went on for 36 Sols (without death and reload, that is) with no prior experience or knowledge of game mechanisms, and I only stopped there when a now more or less fixed save related issue scrambled most of my previously discovered locations. Had that not happen, I could've continued that game until I run out of all the foodstuff initially spawned into the world and die as a consequence.

Oh, yes... The feeling when you change something and something else, seemingly totally unrelated, breaks for no apparent reason, until you finally figure out how those two things get connected via some interaction chain you never really indended... Highly painful. :)

Food production (greenhouse) is planned for story mode, not sure if it will be added to survival too.


Vehicles are also planned and will be added to survival once completed, if I remember correctly.


You can already find a crafting plan for Pop Tents, which will be deployable field habitats with limited functionality (I'd guess mostly just being able to remove the suit so that you can eat and sleep) once fully implemented.

Getting a broken, but salvageable component (yielding less materials) instead of nothing when fixing a broken slot has been on my "pending suggestions" list for a while now. I always thought that it's weird how a broken component just vanishes into thin air when removed, or gets discarded as a whole in a situation where every bit of salvageable material should count.

While I haven't played the latest version, but no consumption rate changes were indicated in the change log, and my previous play experience showed that it takes between 20-30 in game hours, depending on level of activity, to go from maximum to 0 calories, which is a more than realistic timeframe, meaning that you need to eat a full meal roughly once a day.


What might be somewhat confusing is how to interpret your overall "health" level, which is indicated by the organ integrity readout, not the calories count. You can have maximum calories and hydration and still die if you had previously let your organ integrity degrade to terminal levels (especially if, for example, you have accumulated some radiation exposure), as it reacts in a delayed manner to the other vital factors improving.

#2 is possible by way of taking photos, which then can be set as waypoints.

#1 and #3 has been sugested already and under review/consideration.

Indeed.


Another conveniency (although probably somewhat tricky to implement) inventory feature would be that when you transfer an item between two inventories, once the transfer is complete, the selection wouldn't jump back to the first (top left) item of the inventory, but would stay "near" where the transferred item used to be, say, would move to highlight the next item in relation to where the now transferred item used to be.