Bugs and possible bugs I have found.
These mainly from v1.04, so before v1.05. I have not had a chance to see if all of these are still occurring or not, since some were single time incidents, although a few things have persisted.
I've got a lot of notes on the subject, some 30 hours of gameplay... and I'm still on phase 6 of my first play through, so there might still be bugs for me to find in phase 7... whenever I get there... (blame the farm/bio lab being more interesting to me than... most other stuff...)
*During a crash in Phase 1, of loosing an hour of progress and needing to 'restart' (it was my first time playing MC:C), I noticed the game, even if it has not saved my progress, does save the state of the Rover. This has resulted in one case of restarting Phase 1 and seeing rover fuel used up during the first attempt was still used up. On a second incident, after which I had to force terminate MC:C (see next bug, basically the game ate my Plibs). I had to hike a few hundred meters to get a rover back. The rover was not where it was when the game had last been saved, it was where it was parked when the game was terminated.
* Relating to the second rover location issue. The Spot Radiation mission popped up for me during Phase 3. I was collecting samples from the meteorite and accidentally picked up the meteorite... I was already carrying the plib, which 'vanished' without a trace and was replaced by the meteorite. (hence force terminating to avoid saving, as I did not want to be without a Plibs for several phases)
* Several occasions where the bio waste containers, which 'had' stuff in them, ended up empty upon reload of a game, with at least one instance I think occurring due to a crash while trying to quit and save. I lost a number of gallons of bio and chemical waste due to this. I have not seen this occur again, partly since I now immediately dump waste into the composter thing when I empty waste from stuff, rather than let them set in the containers.
* While fixing a rover in the garage, the 'adjust' button (for the wrench icon) got 'stuck' on when the option popped up early, the red bar was very short and about gone when I clicked the adjust button, which seemed to remain 'pressed'. When repairs were finally done, the adjust button was still 'activated'. I could not exit the rover service GUI, it stated I had to finish the present action first. I had to force terminate MCC. This occurred a second time when repairing a rover, with the redo button getting stuck, but luckily it 'unstuck' on its own after a few clicks on it.
* I made a meal using mushroom and meat mush, and shortly after did a 'quit, save and reload', the mushroom was back in inventory. I forgot to put it in the notes I made at the time, but I think the game had crashed when doing the 'save and quit' part.
* Minor issue transferring O2 from the main tank to the ELS. The bar shows ELSE was nowhere near full at 100 (I did not realize at the time that was the ELS max). Trying to transfer O2 from the main O2 tank had the ELS button stuck on 'stop'. Clicking stop did nothing, although it wasn't transferring anyways since the ELS O2 was apparently actually full. Reloading after a quit and save apparently fixed the button being stuck on 'stop'.
* The portable lights don't always generate light. Sometimes they work, sometimes the top 'lights up' but no actual light is created. Many cases occured with me using rover lights before parking the rover and turning off its lights, then going to use a portable light. Power goes down, so they are 'on'. I had only one instance of a portable light working right, although I had parked the rover a few dozen meters away from it. The reason I suspect the rover is because the first incident also had the rover lights not making light for a short while. However, the EVA light still worked during that incident. One factor seems to involve the forward and rear light arcs of the rover being close to the light radius of the portable light. The incident the light did work not only had greater distance from the rover, but the light was more to the side of the rover.
* Radiation sometimes drop to 'inside base' levels just standing on the ramp leading to the main airlock outer door. On a related thing, after using the main airlock the enter the base, radiation spiked to outside levels for a brief moment when crossing through the doorway of the inner door.
Possible bugs, description issues, and other out of place things.
* I get the occasional warning about Air Pressure, O2 and CO2 mix, quickly followed by a message saying the levels are okay. My guy takes 9 damage during these incidents. One time occured right after I turned off the power of the EVA gear before taking it off. The other times were in base without EVA gear on. Checking the Air Scrubber shows everything is okay.
* I try to regularly 'stir' the Air Scrubber filter. However, it seems there has been some time since the filter rating has changed at all. I am presently assuming this is less a bug and more the plants handling the job of removing CO2 from the air.
Quick edit: I just remembered that the Air Scrubber filter did break at the start of Phase 6, I had to remove it, fix it, and re-install it. Maybe this issue is a bug?
* After a little to much wear and tear on a rover, the speed bar went red and the top speed got reduced a little (due to skidding down a steep hill in the dark...). After repairing damage in the garage, the rover still had a red speed bar with slight decrease in top speed. It persisted until the end of the phase. The next phase the problem was gone. I am assuming this is less bug and more a limitation of how much can be fixed, even with the rover in the garage.
* Rovers in the garage, opposite side of the wall from the refueling station (but not ones parked on the other side of the barrier in the middle), can be refueled. I am not sure if this is intentional, or if the 'usable' area of the refill station is out of place.
* A few items, like the med bed and water pump, can apparently be interacted with, through the wall, while outside.
I stumbled this upon in v1.05, when was moving close to the walls near the airlock to see if any other spots near it had 'inside' radiation levels. The names of a few things popped up as I was looking at the wall when I moved the cursor, and was able to actually interact with the med bed and water pumps, but not things like the separator or sabatier. Seems to happen with stuff right against the wall. Didn't test to see if the medical desk or other items could also be interacted with.
*When right next to one of the fish tanks, off to the side (where the stuff is on the side), squeezing between the side mounted stuff and the wall and pushing up against the main part of the tank with the water causes water splashing sounds to occur.
* The info for the processor in the bio lab says it can process mushrooms, but rejects them.
* In game volume seems way to low to me, even with settings max. With in game sound settings all max, I still need my speakers up 3x higher than normal to hear things in game at 'normal' levels. This causes issues when the computer makes other sounds (like an Instant Messenger tone).
* Food prep says 'plant' and 'meat', but can handle just 1 plant, or 2 plants. I assume it can also handle 1 or 2 meat. I am guessing this is more of an intended thing that is not well described of what meal prep options there are.
* Right before sunrise, things seem to go 'pitch black'. This is especially noticeable in the base, with only the illuminated buttons being visible. Is this normal?
* Making plastics, the wording in the description confused me a bit at first. When it said 'pre processed', I thought it indicated to use the plants 'before' processing them into food.
Also, is it supposed to be possible to make plastic using just 2 algae, without proper plants?
* Planters seem to loose fertilizer/water even if nothing is planted in them. Due to other factors besides plants?
* A number of items are lacking descriptions... or rather, have descriptions that basically say they have no final descriptions yet.
* Spinning in place in the passenger seat of the rover when looking around. It looks... um... unusual and peculiar...
* Radiation outside seems to be able to be fairly high at night. Is this unusual? Or are there major radiation sources other than the sun?
* While trying to find resources, I was using a rover carrying GPRs with both wide and deep charges due to hilly terrain. Oddly enough, with two wide and one deep charge, the deep charge failed to create a contact with one of the deposits. Altitude differences and GPR placement shows both deposits should have been within the deep charge's range. Due to the two resources practically being next to each other, and the results of the third charge (the second wide), that the deep charge might have been 'on top' of a resource pocket, with the possibility the 'missing' resource hit dot was 'under' the GPR shot dot. A sample drill using two dots did hit high density resources.
*(Edit 2 addition) While trying to zero in the location of some ore with Lithium, I noticed a few spots on the map have no info. It shows the position of where the ground sample was taken, but not of what the ground sample contained, or of the value of the sample. I am guessing this might relate to spotty communications in the area I was taking samples in. Is this a feature that is due to samples are taken when out of radio contact, or a bug?
Suggestions to prevent accidental actions.
* Give a confirmation thing for the Drain option on algae tanks.
Issue with the mccinfo (on site and the MCCSHelp.html)
* Unless I missed it, There is no mention and no pics of the portable weather stations in the MCCSHelp.html included with the game, or the mccinfo page on the MC:C web site.
Edit: Added something I forgot with the air scrubber filter not decreasing.
Edit 2: Added something I noticed with ground samples.