Okay, felt the need to just toss this in a new post so I could more easily format stuff...
Anyways, today, I present to you what happens when I get into what I call a 'kill it with fire!' bug hunting mood... (partly on account I did not sleep well last night...)
Here is my latest bug, typo, and 'missing description' list.
(sorry for duplicates of things I may have mentioned already)
Also, a few other things of note.
Bugs/Possible Bugs
Bug/Feature?: Algae D + Algae D provides plastic like Algae D + Beans/Potato
ChemDesk/Chemistry Station info for it says "Algae D Potatoes or Beans" for needed items, so the wording does not help.
Bug/Wording Mistake?: Bio-Processor says it processes mushrooms and worms, but rejects them.
Bug/Just plain lucky?: I have never needed to use the medicine Dulacine. Or only required due to food poisoning from raw food?
Bug/Feature?: When the mix abruptly 'goes bad' (a bug itself?) damage is instant (9 damage?). Shouldn't there be a brief 'warning' or 'slack' with that feature? Even with a sudden lack of oxygen, there should be a roughly 15 second window anything serious happens (like passing out from no oxygen). Maybe a few quick 'warnings' in the message window (and in the main view) before damage is incurred over a period of time, rather than in chunks of 9 damage?
Bug/Feature?: When repairing something, if the Adjust/Redo check pops up early on (about 1/5-1/4 of the progress bar), selecting the right option causes repair progress to jump to about 2/3-3/4 done. Edit: Forgot to mention that it effectively seems to be a roughly 50% jump in repair progress.
Bug/Feature?: Cannot interact with PVRemote next to the RadStore/Containment
Bug/Feature?: When setting an Auger to 0 depth to retract the drill, it does not turn off when it gets to depth 0.
Bug/Feature?: Sabatier shuts off before Methane is full (O2 will filll to 400, Methane will only fill to slightly over 99.x)
Bug?: The two lights in the garage seem to have a basic 'glowing aura' around them (as if on) when turned off (during day).
Bug? Sometimes when turning on a Water Pump, it immediately goes back to Idle. Exiting the GUI and selecting it again shows it is Running
Bug/Feature?: Right click menu for (Algae) Nutrients shows 'food' (as the item type, I'm guessing)
Bug?: Right click menu, if right clicking to bring up the drop down menu, and then dragging the item into a container, the right click menu bar remains where the item used to be.
Bug/Feature?: Dragging Algae Nutrients into the Algae Tank, or Fish Food into the Fish Tank, has the has it immediately added to the nutrient/food value, without needing to use the 'add' button.
Bug/Feature?: Algae based Edible Meal only fills about 20-25% of the Food bar.
Bug: Portable Light not 'working' normally.
I was was trouble shooting the issue more.
2 connected factors I can find.
#1: If the portable light had been in the rover before being removed from cargo, placed and turned on less than 10m from the rover.
#2: if the rover was moving with its lights on prior to the portable light being removed, placed and turned on.
It appeared that just placing the light, moving the rover near it with lights on (and turning them off after stopping), then turning on the portable light, had it turn on, but the light did not seem as bright as normal. This was before I put the portable light on the rover. The testing was done just outside of the geology hub, it was after 0:00 hours, so still very dark outside).
I had moved a short ways away with the light in the rover before deploying it (rover lights were on during the short drive, turned back off after stopping) and had the portable light produce no visible light. During the testing, short drive without the rover lights on, carrying the light in the rover cargo during the drive before placing it, did seem to cause a lesser effect of the portable light not creating as bright of a light as normal. (things got a little out of order in my notes, I think this occurred before the 'no light at all' thing fully occurred...)
After the test, took the portable light back into the geology hub where I had it stored previously, and tried it again a last time and it then produced light again like it should. This is similar to a previous occurrence, the portable light had stopped producing light, but had worked normally a little after when I had moved it to another location via rover and deployed it about 20-30m away from the rover, rather than within 5m or so like I normally do (I park really close to present/planned work sites).
Edit (extra info): I got to wondering if perhaps the game is getting slightly confused with interactions between 'stationary' and 'mobile' light sources. Like if the portable light shows less or no light because the game still 'thinks' another light source (the rover) is illuminating the area.
Also, how do I recharge a portable light? I tried the drill bench (since the core sample drill can be recharged there) but nothing happened. Also tried EVA Recharge with it in hand with no effect...
Typos, Wording, etc.
Typo?: CommDesk/Communications. Info has some all caps, LAND COMMUNICATIONS, LOCAL, and REMOTE. All capital letters intended?
Typo: Auger. Info, 5th line. 'Use the oer boxes to empty the collection box on the auger'
Typo?: Heater Info. Last line ends with three periods.
Typo?: RadStore/Containment. 'Consainment' instead of 'Containment' in first line. (nice coincidence that the rad bar went yellow on the walk there...)
Wording Confusion: Description for making plastics. Mainly 'pre processed'. Maybe better to just be 'processed'? Some might see 'pre' to mean 'before' processing the plant.
Wording issue, Suggestion: Info for BioDesk/Biology Station says Algae A makes 'compressed food blocks', but instead makes a ready ediblle meal. Maybe the game needs an 'Algae Food Block' item... (can any more items be added to the Freezer GUI?)
Wording issue, Suggestion: Freezer/Food Storage: End of first line, '... MRE cooked packaged food'.
Possible better description for that bit, 'MRE (Meal Ready to Eat), a pre-cooked, packaged food'.
Wording issue, weather towers. I don't quite get the 'place 90 degrees of each other' stuff. Makes me want to put them in a 'square' pattern...
Wording Issue, Worm/Mushroom Beds. Info says 'DO Not over water'. Wouldn't it look better as 'Do Not' or 'DO NOT'?
Wording issue: Power Distribution Unit: Tweak description to include mention of what battery bank powers the external lights?
Wording Issue, Suggestion: Medical Station/MEDICAL DIAGNOSIS STATION: All capital letters intended? Add a bit more info on what it does/how it works/why it is needed?
Wording issue/Punctuation?: LIBS: First line . Missing punctuation after Spectrometer in first line? ("Laser Induced Breakdown Spectrometer Use this device to test rock and dirt samples.")
Wording issue/Punctuation?: RadStore/Containment: Info perhaps needs punctuation (missing a comma or two in the 'second' line?).
Info Suggestion: Bio Waste, add mention of 'gray water' and 'bio solids' for extra detail in the Info? (or is that to much info for the subject?)
Info Suggestion: PLSUnit/EVA Charge: Info does not state where you charge/refill it at.
(I am assuming the Rover refueling point. Never really used the PLS Unit myself. Radiation bar going yellow has me running back to base often enough to not run low on O2/Energy)
Info Suggestion: FuelStation/Fuel: If the PLS is chargeable here, mention it in the Fuel Station info??
Conflicting Info: GprSupply/GPR Supply, the GUI shows ranges for GPR charges, but I had one shot reveal nothing, a message on screen indicated nothing was within 350m. That and ranges I have detected deposits at suggests the GPR shots cover a wider range than what GPR Supply listed ranges are. I missed one deposit that was 72m deep with a wide shot, so the Depth range is apparently as the GPR Supply GUI states for the Wide shots.
Objects and stuff.
Suggestion/Item Management: Ability to do something with Edible Food and (drinking) Water. During testing, I ended up with slots taken up by those while checking stuff... (food was Algae based, so short wait until I could safely eat it... accidentally double clicked drinking water...). Slowed down checking work a little, but nothing crippling.
Suggestion/Object Interaction: Add a name and GUI with Info to the red tool case in the garage? Like mentioning that rovers near it can be repaired better (full repair instead of temp repair) when a Rover is parked near it?
Suggestion/Object Interaction: An option to allow transferring water from the Separator, to the Water Supply, without needing to turn on the Separator
Suggestion/Object Interactions: A 'box' for the WormShroomInv/Bio Storage, so removed worm/mushroom starters/nutrients can be put back if they are accidentally taken out.
Suggestion/Object Interactions: A 'confirmation prompt' of some sort when going to drain an Algae Tank.
Suggestion/Sounds: Add a few sounds for when doing stuff like food prep, or working at the different 'crafting' stations? (making plastics, turning algae into food, etc). Nothing major, just little basic sound effects (bubbling, sizzling/hissing, light hitting/tapping or mixing/stirring type sounds?)
Images/Icon issues/suggestions, etc.
Image Issue/Suggestion: The icons for the fish are a bit to 'colorful'. Would it be possible to find get something a little more 'natural' looking?
Image Issue: I noticed the dark spots in the middle of the Fish Fillet icon is actually 'transparent'.
Image Issue/Suggestion: A bit of color variation (and perhaps secondary markings) might be nice for fertilizers, plastics, and just about anything else that uses the same basic inventory icon.
Model/Texture Issue: Food prep table. I noticed the 'inside' of the bowls and cups have textures, but not the 'outside'. That is, they are 'invisible' on the outside for me. (I have a HIS made Radeon HD 4670 IceQ w/ 512MB RAM)
Model/Collision Issue: Player can clip through the Rover wheels.
Image Suggestion: Minor variations for the icons for the different medicines?
Misc stuff.
Thing of Interest: Outside temp being -7.5.x during the day. Is that unusual?
Thing of Interest: I got a brief speed warning when I started going up a hill (shallow grade at first)
Thing of Interest: Thinking back, I don't think I have seen a single storm since I got to Phase 6. I have seen multiple times where the pressure reading went red and dipped below 0.30 for a short period of time.
Object Access Issue: It is hard to interact with (get the GUI to pop up) the Satellite unit on the base. I have to stand on the side of the path leading to it and be as close as possible to get the GUI to pop up.
Missing Item Description List:
("Information about objects under construction")
Potato, Beans, Zucchini (Plants, Seeds and Raw Food forms)
Mushroom
Bass, Trout, Catfish
Fish Fillet
Frogs
Frog Legs
Fish Eggs (all 4)
Meat Mush/Meat
Algae (A, B, I think also D, but had none right now, used a lot before switching to B. Probably also C)
Algae 'starters'
Processed Minerals (The ones that started in fab storage, and apparently all minerals/elements I have gotten in Phase 6, at least the ones that I checked).
Plastics
Fertilizer, Organic (Fertilizer)
Algae Nutrients
I did not check items in WormShroomInv/Bio Storage, on account I don't think they can be put back when taken out. (hence a suggestion higher up the list to add such an option). I kept some in reserve, just in case, and don't want to waste any. That and could I even use worm/mushroom starters if their respective growing units already have growth in them? I wouldn't want items stuck in my inventory with no way to get rid of them.
Items/Objects with no Info option/button
MRE
Medicines (all four items, Propodine, Dulacine, Radicium, MedPack)
FarmWaterTank/Water Supply
Microwave
Seed Storage (GUI lacks object name)
PlantExtract: Also, GUI interface shows name as PLANT Processor
FishFoodInv
FishEggInv
WTowerStore
Plastic
Water (drink)
Raw Meal
Edible Meal
OxygenTank/Oxygen
FabStore/Object Storage
Geology Desk ('feature' since it pops up the same map as the EVA suit has?)
MechDesk (I guess no surprise, no GUI unless there is an item to test/repair)
PortaLight/Portable Light
OreStore/Ore Stock
OreProcess/Ore Processing
DrillTools/Drill Repair Kit
GprDevice/GPR Unit
GprSupply/GPR Supply
PVMount/PVPanel#
Other stuff...
Where's the... power?
An observation.
Those red light beacon poles marking the safe paths to the comm towers... a pole... with a light... what powers them? Same for the weather stations and portable comms. And the Augers...
The portable lights and core sample drill need to be recharged, why not other items?
At the very least, it would make sense if the models for the portable comm towers, portable weather stations and those little beacon lights to have something like small solar panels or something on them.
EVA testing of power drain and suit temp settings:
Exterior temperatures seem to not affect suit power usage when in the base. Maybe just to little of a difference to drain much power?
Test 1: Suit on in base (temp 18.2), suit temp 4.8
O2: 82.4
Energy: 85.1
Test 2: suit temp 20.2, base temp 20.1 (farm at 20.2, reset heater 1 to the same, forgot in first test)
O2: 80.6
Energy: 83.6
Test 3: Suit temp 4.8, base temp (both heaters) 20.1 (ext temp reading 20.1)
O2: 82.9
Energy: 85.5
It seems regardless of temp, energy usage was mostly the same, except for with high suit temp set close to ext temp, which seems to be. I was mostly moving around during these tests, so O2 usage should have a semi-consistent drain in each test.
In test 1 and 3, O2 usage is roughly 3.2% higher than energy, test 2 is 3.7% higher.
Not sure if this info is useful or not, but I felt it stuck out enough to mention.
Outside energy generally drains faster than O2.
Maybe it's just a non issue and I am straying from 'bug hunt' territory into 'witch hunt' territory...
Edited: Added something (or rather a few things) I forgot, fixed a few (non-game) typos.