Hardspace:Shipbreaker Salvage-all

Unregard, I guess. Was just at the start so I'm deleting the profile and trying again. Was just trying to figure out if I was missing something - particularly since I had an initial hiccup with it yesterday.

Sidenote: just created a Shipbreaker voice channel in the GWJ Discord.

Deleting profile worked and I figured out the issue. When it reset my progress, it didn't remove my splitsaw and was counting it as a successful work order task when I equipped it. Likewise, visually everything was showing the nacelles were disconnected when I used it to cut, but something in the game failed and it wouldn't let me move them.

vypre wrote:
ruhk wrote:

Sometimes if something is attached to the hull near another object the game counts it as an anchor point. Check fuel or coolant tanks, pipes, lights in the general vicinity.

This is on the tutorial cargo vessel - nothing like that there. The nacelles are attached by a single contact point.

I think this is just the way you worded this, but there are two cut points on each nacelle.

They really need to add the ability to call in a new barge, or at least refresh it between shifts. Apparently it can only hold a set number of items and on the larger ships it really starts to be a crapshoot whether it will “grab” an item you send down or whether the item will bounce off or hit something flammable and cause an explosion.

ruhk wrote:

They really need to add the ability to call in a new barge, or at least refresh it between shifts. Apparently it can only hold a set number of items and on the larger ships it really starts to be a crapshoot whether it will “grab” an item you send down or whether the item will bounce off or hit something flammable and cause an explosion.

I’m on the devs Discord. I’ll see if this has been brought up.

Just FYI, the devs are pretty open to feedback and already adding a number of suggested changes and features on the next update. If there’s something you think can be improved, fixed, added, etc., I highly recommend jumping on the Discord and letting them know. Or if you’d prefer, send me a PM with your comments and I’ll happily pass them on for you.

(...and no, I’m not associated with the project.)

Shipbreaker Discord: Here

vypre wrote:

If there’s something you think can be improved, fixed, added, etc., I highly recommend jumping on the Discord and letting them know.

I jumped on the Discord earlier but haven't really done a deep dive yet.
I've had a few things bounce off the barge to great frustration. I wonder how hard it would be to add some depth to the barge and just have things gently sink, like into a jello once scanned and credited.

Rezzy wrote:
vypre wrote:

If there’s something you think can be improved, fixed, added, etc., I highly recommend jumping on the Discord and letting them know.

I jumped on the Discord earlier but haven't really done a deep dive yet.
I've had a few things bounce off the barge to great frustration. I wonder how hard it would be to add some depth to the barge and just have things gently sink, like into a jello once scanned and credited.

I've made game prototypes in Unity. That would be trivial, like 1 line of code (at least for the bare function, no error checking) I dont think I've had anything bounce off the barge if it didnt hit something at the top of the barge... pool. Having stuff slowly sink deeper once credited would be nice. This would also help score things you take in chunks, like the Gecko reactor, or a huge aluminum plate with a dozen seats attached.

I noticed there's a ship in the Tips and Tricks trailer they put out that I haven't seen. Im at Rank 8 so maybe its at 9 or 10 or maybe its one they're working on. Its HUGE

Well Ruhk’s suggestion kicked off quite the discussion. Everyone in the Discord seems to be in agreement that something should be done, but some believe allowing you to request a new barge should be a trade-off that requires you to pay for the new barge or something to maintain one of the challenges of working on larger ship salvages.

Mid-salvage game saves are a big discussion right now too as nobody likes to lose their progress between shifts if they have to logoff. Apparently the devs have said they’re working on it, but save files have been reaching almost 2GB and taking 10+ mins in some cases.

I'm at level 8, and I think I'm putting things on hold until the future. Not because I've stopped enjoying the game, but because it sure feels like progression past this point is going to be a bit of a slog, and I don't want to burn myself out before the final release. As far as I can tell from the release notes, it doesn't look like there's anything beyond the Gecko in the current build. Maybe that tips and tricks video was made with a ship that they'll release in the future.

vypre wrote:

Well Ruhk’s suggestion kicked off quite the discussion. Everyone in the Discord seems to be in agreement that something should be done, but some believe allowing you to request a new barge should be a trade-off that requires you to pay for the new barge or something to maintain one of the challenges of working on larger ship salvages.

I think that's a really good idea. That said, some things just aren't that "sticky", and have a chance of not catching even if the barge is empty.

Mid-salvage game saves are a big discussion right now too as nobody likes to lose their progress between shifts if they have to logoff. Apparently the devs have said they’re working on it, but save files have been reaching almost 2GB and taking 10+ mins in some cases.

That just sounds like a programming issue. I've seen far more complicated games that haven't had these problems.

Lynx Employee Handbook
Facility Information
The processor is named after Eugene L. Processor, who invented the Furnace.

It's content like this that makes me happy I decided to buy and play this despite my staggering backlog pile.

kazooka wrote:
Mid-salvage game saves are a big discussion right now too as nobody likes to lose their progress between shifts if they have to logoff. Apparently the devs have said they’re working on it, but save files have been reaching almost 2GB and taking 10+ mins in some cases.

That just sounds like a programming issue. I've seen far more complicated games that haven't had these problems.

The game is still very much in Early Access. Give them time. It's just a matter of prioritization.

Ruhk, are you able to post a screenshot of a full barge? People on the dev Discord are asking...

kazooka wrote:

...some things just aren't that "sticky", and have a chance of not catching even if the barge is empty.

That was being discussed - and hopefully addressed - as well.

The barge clearly has a cycle where it sort of checks if there is anything new in it that it should grab. Probably every X frames or seconds. This is would be tuned to not lock anything TOO quickly and therefore miss out on connected bits, imagine it locking 2 containers attached to each other instantly in such a way that the 2nd one didnt get counted at all.

If something is moving fast enough, the object will enter, bounce, and exit before that check occurs.

That's how I picture bounce-offs to work when they dont strictly collide with something in front of the plane/volume where it's checking.

Adding a 'sink in' effect, making sure its checking things that are sinking in for connected parts, and making the check cycle faster might resolve both issues.

Oh, and the update was just posted: https://steamcommunity.com/games/116...

Languages and leaderboard
Added UI and Subtitle Localization (Spanish, Italian and Brazillian Portuguese). The game will automatically launch in the same language as your Steam OS.
Language selection is now available through Steam language preferences rather than in game options.
Added Leaderboard data for campaign leaderboard. You can check it out directly here!

Quality of Life
Made major improvements to UI scaling in support of non-1920x1080 resolutions including 4k and 21:9 ultra wide resolutions.
Numerous small quality of life improvements
Enabled secondary key functions for all right mouse button abilities
Added right and left mouse button functionality to cycle through scan modes
Made improvements to surround sound mix
Added touch transfer to waste disposal unit pipes
Improvements to clarify tutorial instructions
HUD now shows an object's individual mass alongside the total mass of everything to which it is attached.

Bugs
Stomped several nasty crashes
Squashed over 120 pesky bugs

The UI/resolution fix is probably the most important one for most people.

polypusher wrote:

Improvements to clarify tutorial instructions

Hopefully that addresses the frustration I had at the very beginning of the tutorial. I'm really not very far past that, honestly; I might restart just to check that out again.

polypusher wrote:

HUD now shows an object's individual mass alongside the total mass of everything to which it is attached.

Ooh, that's a nice feature! No more looking back and forth at the bulk vs the one item being worked on.

I looked at the leaderboard data. Someone has killed themselves 38 times, which makes me feel a lot better about my few accidental explosions.

Mr Bismarck wrote:

I looked at the leaderboard data. Someone has killed themselves 38 times, which makes me feel a lot better about my few accidental explosions.

There was someone on the Discord a couple days ago that said he was doing a stream of him finding ways to break the game. Wonder if it was the same person?

I picked this up and I'm loving it, but the control rebinding can't come soon enough. I still revert to muscle memory in bad situations, and that often makes them worse, lol.

I might try using my using my Thrustmaster utility and binding all the keys to my HOTAS.

Most of the tips people mentioned that aren't in the in-game tutorial are covered in the online videos.

Playlist here: https://www.youtube.com/playlist?list=PLjbma_6dYNT0AgiO0Ad25j5uD0r9bHzf6

Or all the videos embedded in the spoiler:

Spoiler:

Here's a couple more vignettes from that playlist that aren't technically tutorials:

I thought it was neat that it started off as "Tomb Raider in space". That still sounds like a good idea for a game.

It's not often that you get to experience an entirely new genre of a medium. Sure, it's all elements of FPSes, 6DOF flying, puzzle games, a bit of RPG progression, but I don't think they've ever been combined this way before. The closest I can think is maybe mining in some space games, but it doesn't come close to the complexity.

deftly wrote:

STUFF

Well f*ck. The cabin depressurized and there goes my productivity...

The music in the game is awesome. I love the way it blends into a more intense version of the track when danger nears

Rezzy wrote:
deftly wrote:

STUFF

Well f*ck. The cabin depressurized and there goes my productivity...

I just finished the first shift of the first real ship night before last. The first part of that mission has you climb in the airlock, stabilize pressure, jettison the air in the cabin, etc. before kicking you off to work on your own. When I start back up for my second shift - hopefully this afternoon - it warned me I will have to start worrying about shift times, suit air, etc.

Is there a reason to keep the cabin pressurized? Other than accidental rapid decompression, are there any other risks?

Not a great reason to. If you can find a way to work a while in a pressurized cabin there's a suit upgrade that pulls in some of that air to constantly regenerate your O2. I've never gotten used to doing that, Im at Rank 8 and pretty much decompress everything as soon as I can.

Yeah, once you get the O2 tank upgrade, you only have to return to the main jack once a shift, and it's really not more of a time sink than setting up some sort of airlock situation where you spend almost as much time regenerating oxygen. Honestly, one of the things that needs some attention is the balance on upgrades.

With small ships you should definitely depressurize as fast as possible and then start ripping the ship apart. The upgrade to resupply from cabin air is pretty pointless as it should only take about 15-30 seconds to get in and depressurize the ship.

I normally start with the bottom of the ship so I can pull cargo and the power generator out then start working on clearing the work order out as fast as possible. I can strip one easily within a single shift with resupplying my O2 halfway through.

Now that I'm in the next size up (I think I'm rank 8 as well) I finally took the upgrade to replenish O2 from cabin air. I'm spending more time inside before depressurization because I'm sorting through things and going through to make sure I don't trigger rapid decompression... so, in theory, I should now be pretty much topped off by the time I have it depressurized instead of having to go back and resupply before stripping the ship.

One thing I've had to come to terms with is that I feel like I should strip the entire ship, and it's really inefficient to do so. The smaller ships I can, literally, salvage the entire thing. But it's not worth the time to do it. Now I'm sticking very strictly to the work order and only doing extra stuff that counts towards certification.

One of the level 8 ships has the entire nano-carbon stern as a solid piece. You can salvage it, and the recovery cost for doing so is close to a million credits, but due to the weight and location, it takes almost the entire shift, and everything has to be cleared out of the way, and it takes about three full refills of 25 tethers. It sure doesn't feel very time-efficient. (Probably anything you do that is not working towards your next certification level or stripping things out of the way to get to the reactor isn't actually that efficient.) It also just isn't very fun. The systems aren't set up to deal with objects that large, and processing it is so slow that it just feels like being penalized for choosing the wrong ship.

I haven't been following the devs close enough to know if they're planning on putting in penalties for missing work orders or not salvaging enough of the ship, but I assume that's where they're going with this.

kazooka wrote:

One of the level 8 ships has the entire nano-carbon stern as a solid piece. You can salvage it, and the recovery cost for doing so is close to a million credits, but due to the weight and location, it takes almost the entire shift, and everything has to be cleared out of the way, and it takes about three full refills of 25 tethers.

Something like this is what finally broke me from trying to salvage everything. On the tier 7 ships the back is three pieces with a thruster and two fuel barrels each. I was trying to get all that non-carbon but it's WAY more efficient to just do a tether each and have them pulled to the back of the bay. If you try to salvage them it'll take forever and half the time it'll get pulled into the furnace anyway.

I really like that the game lets you pick from previous ship tiers and doesn't force you into the higher ones right away. I've found a groove on the earlier ships and am getting more comfortable with my slightly upgraded tools and remembering to use my hands to steady myself instead of the thrusters. (though I still jam on the Stop control automatically half of the time). Bumping up the number of tethers in a batch is probably the upgrade that sees the most benefit right away. Those outside panels are cumbersome to shepherd into the right bay.
Currently I'm going into a tear-down blind so my next step is to use the visor for planning. I found the visor was too distracting on the early ships because the "ok, but how do I GET to that" wasn't clear yet. So I just want to state for the record that I LOVE games that let you fap around in their playground and see success even if you're not following their direct plan for all the tools.
I'm sure the next tier of ships will begin punishing me for this approach, so I'm going to ease into them... which the game doesn't seem to have a problem with. <3
Also, I have been playing single shifts between work, so the game gets closed out and the current ship lost regardless of teardown state. I'm not sure I'll enjoy getting penalized for wanting to start with a clean slate for my next session. If saving ship states becomes a thing I would love to see a secondary bay or something where you can store and strip the leftover carcasses with slightly lower returns. Maybe a side-hustle style thing to get some contraband amenities for your hab.

Rezzy wrote:

Maybe a side-hustle style thing to get some contraband amenities for your hab. :)

I was thinking about how it could be fun to slip a little portal in, with a slowly emerging secret objective to escape. While tearing things down you'd also learn a bit about how they work and you could find a way to hide some key working components you need, a little at a time, to eventually repair and steal a ship to escape.

It's not very nice to the family you're leaving on Earth, but it adds some fun mechanics.

Lynx probably wouldn't even care you'd escaped. They'd just clone a new you and bill you for the ship you took.

I didn't realise the new patch made it so the reactor starts to go the second you pull the last coolant tank. I like it, but it did trip me up the first time, as I'd just gotten used to pulling all of them as one of the first things I did.

Yeah that caught me off guard too, same happens if you rupture a coolant pipe. Gecko reactors were too easy before.

Sadly, physics bugs with attached items are still pretty rampant. I pulled a gas barrel with my back to the reactor. The barrel flipped out, hit the reactor, vaporized me.