(need to review the messages to make sure this is not hinted at)
- I arrived at the single tube south of the pod without a flashlight and thought I got everything, but I overlooked the habitat tool in the darkness of the tube.  With no way to know what I had missed, I struggled for quite awhile without a habitat tool and ifnally resorted to youtube to send me back there to scan the habitat tool.  there wasn't even a bouy there to give me a hint that the location was important, and it would have takem me a very long time to find it again without youtube.  I enjoy the exploration aspect of the game, but repeatedly requiring random chance to continue the game is frustrating game design.

- the original Subnautica had slower paced radio messages, and I didn't get markers on the map until I had played the recordings.  It felt like there was increasing level of difficulty laid out for me.  I could go to the new spot on the map and thorougly check it, then go back to the radio and play the next message.  I didn't have to write down which places I'd visited.  Now I get a steady stream of new spots to visit, and they've bene piling up because it took me awhile to get the habitat tool and I wasn't able to get prepared.  Now that I have a habitat I have like 10 markers to visit, in no particular order. and I don't think I can hide any of those markers?  so the gameplay has lost structure and I have no clear idea of which task to do next.  I would suggest a way to only trigger the next artifact "discovery" to occur after a set amount of time AFTER I have visited the previous one.  Changing the color of the artifact after I've visited it would also be helpful, so when I get a bunch already visited I can easily tell which one I have not visited yet.

- I imagine it's too late for this but I'll say it anyway, the marker bouys are awkward to use.  They need to be manageable without physically visiting them.  I should be able to at least rename them remotely.  There needs to be some sort of improvement in selecting and grouping them.  I remember in subnautica having placed MANY bouys around because of the lack of a map, and it became so cluttred it was unusable. I had close to 100 bouys out and it was very difficult to spot the bouy I needed due to all the overlaping names on the first person view.  Scrolling through pages and pages of (unsorted!) bouys to change the color was a headache.

- new recipe: (dead?) battery and one (or two) ribbon plants -> fully charged battery.  not so much of a problem now since the charger is given for free, but would still be helpful.  I knew to use dead batteries when making new tools, but that's not a trick everyone will figure out on their own

- add a short range marker on floating storage boxes.  have it only show up if you're within say 50 meters.  otherwise they're a real pain to find in the dark.

- add a way to recycle chests and dead batteries for their resources  Maybe add that as a function of the fabricator?  add a recycle menu to recycle specific objects?  Play the fabrication animation in reverse?  that would look awesome!  add a reverse sound effect too!

+ your adding "running lights" to base modules was a GRET idea, it's functional and looks awesome

- "30 seconds of oxygen remaining" messages are still unrelable.  The failures seem to be situational, I've been lost in a cave with 02 plants and gotten a warning consistently 10 times in a row while trying to find the exit, and I've been in the open at 200m gathering materials and gotten "OXYGEN!" *three times in a row* with no 30 second warnings.  I haven't figured out the instigator or pattern - maybe some sound effects (nodules breaking) prevent the 30 second warning from playing?  This should be a HIGH priority bugfix.  This was a problem in Subnautica too, though not as frequent?

- add a sound effect ("Ding!" or a metalic clink of a tank) when the O2 tank is fully refilled.  Several times I've come up and failed to get a full top-off before heading back down.  Some other sound effect or warning would be helpful for "you forgot to refull your OTHER tank, and it's EMPTY!" (this is often a FATAL mistake)  Maybe make a warning sound 10 seconds after submerting with any of your tanks empty?  Or maybe a hisss when the tank is filling, and a "shump" or "thump" when it finishes filling?

- f emergency floation devices are in subsero, and haven't been adjusted, they need it.  IRL activating one doesn't take you up 50 feet, it takes you to the SURFACE, regardless of distance.  And only getting 10 seconds of air from one is amost completely useless, as it takes time to select and activate it, AND you have to stop swimming to fiddle with it.  If you're determined to stick with 10 seconds, make it AUTO activate when your O2 hits zero. I suppose you could require it to be in one of your five slots, but I could see that being useful anywhere in your inventory.  Imagine having a place you can't reach yet, so you put 4 in your inventory to get an extra 40 seconds of travel time dowm to that sanctuary?  or as an emergency meaure when cave exploring?

- the air pump and pipe have no possible use once you've built a glider or truck.  do they ever get used in a real game?  I remember building a long air line into the mushroom cave in subnautica, but that's because I was having problems finding a seaglider.  Maybe retire it?

- when I have a module on the truck, I can stop the truck and it powers down, and I'm standing in the cockpit.  I assume while it's running (even when idle with the light off) it consumes power?  why can't I stay in the truck without driving it if there are no modules on it?

TIMES I GOT STUCK ENOUGH TO SEEK HELP ONLINE:

- went for quite awhile without a habitat tool, I finally went online to find where I could get one, and was directed back to the dark tube in the twisty briges.  I thought I'd scanned everything there, but I had missed the tool in the dark tube.  Not sure how you could improve my chances of not missing this essential tool, but if your game stalls until you find it, it's extremely easy to overlook (I'd been there several times!) and I encountered no in-game hint as to where it is.  By this point I had blueprints for many things and my lifepod was surruounded by many storage lockers, so I was able to assemble a nice base and get renewable food growing immediately after finding it.

- I spent quite some time wandering around looking for a snowstalker to get some fur from.  In previus plays the stalkers were all over the place, but I searched several of the tundras in vane looking for even one, wondering if I was even on the right island.  I went online and found guides to where they USED to be, but already knew they weren't there.  I finally just wantered aimlessly a long time and encountered one that was dead-set on killing me.  I'm not sure how I survived as many attacks as I did, but I finally got the fur I needed to be able to walk more than 60 feet in the open.  You really cranked up the storm frequency and the warning is so short that I barely have time enough to build a tube and a hatch before I freeze to death without fur!  I'd fire your weatherman for giving me only a 5 second warning before a hailstorm hits.

11 gold
10 diamond
14 magnetite (by far the most valuable to me)
and I left at least 1 magnetite, 2 gold, and 2 diamond behind because I was out of space