thanks for the feedback, the data one is not a bug i've seen anywhere before so i'll absolutely have to look into it! the energy one may be an interaction with another part of the UI, for example if the ui overlaps an observation target on the map then the event gets eaten. i am new to godot UI!
the scratched lines are actually supposed to represent a danger zone - if you drop that low, the battery degrades more quickly. real batteries are damaged if you discharge them too much (you might have heard advice to keep your smartphone between 20 and 80% or something along those lines), and this is an _extremely_ important concept for batteries on spacecraft. so, i wanted give the player the option to degrade their battery in the name of science, or play it more safely and keep the battery in good condition.
it sounds like you got an easy spawn with the locations of the observation targets, they are positioned at random so usually you have to move quite a bit. the range on the instrument currently is quite low, but i intend to have multiple instruments on the rover which do different things - one to look at things far away and get a bit of information about them, from which you can then decide if it's worth investigating more closely with a short-range instrument.
i'm definitely planning on having customisable rovers: i want to add different battery compounds, for example, different instruments (as many as possible, real rovers usually fly with a payload of ~10 instruments which are all fairly multipurpose), maybe different locomotion types? a helicopter would be cool. and different power sources - nuclear rovers can run through the night, but might have different disadvantages too. there's a lot of customisation that i can add, i am definitely planning on a tech tree.