maybe some of my points are fixed in the public beta just released.
inventory handling
- picking up items (e.g. cables) don't stack with the ones on the hotbar.
- missing button to sort inventory to stack all items
- some abandonded tablets didn't stack onto other ones
- withered plants don't stack, fill up inventory, however, growing plants can be stacked.
vehicles
- lights on suit and atv are switched off when mounting/unmounting
- unclear how many oxygen/battery upgrades can be installed on heavy rover, interfaces shows 4 "ACTIVE" buttons,
barely able to see the difference between installed and not installed.
- unclear how much power atv or heavy can be charged with, regarding power and oxygen.
- hangar doesn't have oxygen socket to charge heavy rover
- speed and compass should be visible in FPP and TPP
- vehicles deccelerate to less when forward key is released, should use less power and more require to keep forward key pressed
power
- assigning power on transformator seems to be just tedious, should draw just as much as necessary, probably a priority could be set.
- unused 3D printer still draws energy all the time.
- storage cabinet should not use more power than fridge, probably not use any power at all.
- connectors, corridors feel to need to much power.
- batteries' output depending on current charge feels stupid.
farming
- unclear when plants need to be replanted, stage and growing percentage unclear
- assigned power/water/fertilizer (same as transformator) feels stupid, should draw just as much as necessary
- seems like generating process food out of vegetables is increased if different ingredients are used,
this should be visible in the interface, e.g. show bonus percentage.
- fertilizer and soil is lost if dome is deconstructed.
workbench
- hot air and solder disappear when right-clicking while equipped, save/reload fixes this
- repaired tools can move away from the workbench (maybe related to sand storm outside)
- pressing "take" after repair/upgrade doesn't return to the hotbar
suit
- unclear if suit oxygen is used when inside oxygenized buildings/vehicles, should automatically switch to external oxygen, without need to remove helmet
- or, removing helmet or going through airlock should be prevented if there is no external oxygen
- interface of suit battery charger tedious, ctrl-click should just move between inventory and charging, no intermediate step necessary
other
- constructing buildings shouldn't take longer than repairing them
- getting materials and mechanics experience feels to slow
- hard to differentiate locked and unlocked icons in tech tree (requiring abandoned tablets etc.)
- difficult to exactly place large buildings in FPP or TPP
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