Hardspace:Shipbreaker Salvage-all

Fixing return to hab and game over screen being open at the same time

I feel like I should be upset about this, but my new body doesn't get as worked up about things like that as it used to, I think. I remember getting upset, and... loving? But I'm sure I'll see my adorable daughter, Lynx, soon. I would do anything for her. One more shift.

Edit: The update seems to have broken the comms page for me. Need to decrypt a message, but I can't select the top of the list. As soon as I try it scrolls me all the way to the bottom. Weird. Also, it might just be some faulty memory, but it FEELS like my daily costs have gone up. I swear they were just under half a mil and I just paid over 520K.

Did you die during that shift? Or maybe they added any in-session purchases to that screen?

I did not die, I'm about to run another shift and will report back. The only thing I would have bought is air, and you can't tell me that one air-refill costs more than the reduction of all the gear I own (helmet, suit, thrusters, scanner)

Resurrection Fee 0.00
Interest 86311.87
Bay Lease 50000.00
Bay Transportation Fees 10000.00
Cutter Rental 120000.00
Grapple Rental 90000.00
Hab Rent 12500.00
Hab Utilities 2500.00

Displayed Total - 521311.87
(Actual Total 371311.87)

Edit: Someone else has reported the issue on the Discord, and there is a Master jack exit issue too.
Let's see if this new version gets a hotfix!

Edit2: Watching bug reports coming in. Someone has tested a bit and it seems the resurrection fee is being applied to all shifts even though it isn't listing it.

Posted yesterday:
Daily Fee Irregularities - Upcoming Hotfix
Greetings @everyone

It's not uncommon for bugs to manifest in LYNX software due entirely to large quantities of electromagnetic radiation. Rest assured that these bugs are definitely not a result of engineering errors. The Technology Department will be issuing a remote fix shortly.

Note that LYNX is not responsible for accounting errors which are the result of natural phenomena.

[Thank you for letting us know about this problem! We have a Hotfix coming in for it soon!
- BBI Dev Team]

Not familiar with that bug, but if it’s randomly overcharging they should leave it in- Lynx would definitely try to take advantage of workers that way and write it off as a software bug they’re “looking into.”

They just hotfixed the erroneous cloning fees (and nothing else, thats fine, just pointing out that there's nothing more to see unless you care about translation polish)

They're planning a content release for August
* Stargazer, a new ship based on the Gecko frame that's built for exploration. It'll have its own layout and challenges and some new components
* something about giving the cutter a voice

I crossed under 800 million spacebucks owed today. At this rate I'll be out of the red in like a year (Still quite enjoying this, even with the sometimes irritating physics bugs that blow up half the ship)

polypusher wrote:

I crossed under 800 million spacebucks owed today. At this rate I'll be out of the red in like a year (Still quite enjoying this, even with the sometimes irritating physics bugs that blow up half the ship)

Between this and Ooblets I am prepared to revise my opinion about Early Access games. Regardless of what happens development wise, I have gotten my money's worth and then some out of these releases.

I regret my comment about the physics. The game decided to punish me. A fuel barrel I plucked off the hull went absolutely nuts and blew up a LOT of stuff!

Im sitting at Rank 8, with all my certification requirements done except I need 60 (!) work order objectives more to complete. Im basically past the current end game content but Im loving the grind anyway so I'll try to see if there's anything new in Rank 9.

I've 'learned' to only pull barrels once everything I care about is clear. I have less anxiety about pulling the reactor out of a Gecko.

I can sort of 'see the code' here and a couple of ways to mitigate it. You can stop 'pulling' the barrel off the hull right before it pops, then click it again 'gently' til it breaks free. If you're pointing as close to its center as possible I've had good luck detaching them without the kraken coming in.

I think at the moment of detaching, the game is mathing out a vector to apply motion to the detached item by drawing a line between the item and your cursor or some part of the beam. Something can make the math f*ck up and it goes off at lightspeed. Probably forgot to carry the 1

Edit: (Just tested and you can no longer grapple something while holding on.)

There was also a trick where you could hold on to the barrel and apply your brakes while detaching. Haven't tried that since the last patch though, so maybe that doesn't work anymore.

Rezzy wrote:

Between this and Ooblets I am prepared to revise my opinion about Early Access games. Regardless of what happens development wise, I have gotten my money's worth and then some out of these releases.

For me it's Factorio, and Satisfactory. I have more hours in both of those games than I do in just about every other game in my Steam library. By a lot. I can definitely see this game joining them, too.

Update announcement posted a little while ago:
Highlights:
Open Shift will get O2 consumption toggle.
More Mackerel Variations and new layouts to shuffle Reactor/Power-Cell/Coolant locations.

No mention of bugs or physics fixes, but here's hoping.

On the Gecko I have found a pretty consistent way to freak out the physics.
Peel off the outside layers and separate the cockpit section by burning the outside of the frame with the stinger. Tether the cockpit to the "name of thing eludes me" buoy(?) to open up the gap.
Once the tether is done pulling and everything is settled pretty much anything you try to grapple out of the cockpit corridor will freak out and snap to a perpendicular angle once free. Lots of fun to rip all the bins off the walls and watch them fight it out.

r013nt0 wrote:
Rezzy wrote:

Between this and Ooblets I am prepared to revise my opinion about Early Access games. Regardless of what happens development wise, I have gotten my money's worth and then some out of these releases.

For me it's Factorio, and Satisfactory. I have more hours in both of those games than I do in just about every other game in my Steam library. By a lot. I can definitely see this game joining them, too.

It seems that key to a successful ER process is to have the core gameplay loop rock solid at soft-launch, and that goes well with building/sandbox games. In addition to those already mentioned, I'd add Kerbal Space Program, Oxygen Not Included, Prison Architect, and of course good ol' Minecraft.

I guess I've been lucky and not run into too many really crazy physics bugs. Usually I pull fuel tanks early; my perhaps incorrect idea is to roll up fuel lines from each end to minimize later kaboomage. This is probably incorrect but it *seems* right. It does result in sending them away sooner rather than later which is helpful.

Rezzy wrote:

Update announcement posted a little while ago:
Highlights:
Open Shift will get O2 consumption toggle.
More Mackerel Variations and new layouts to shuffle Reactor/Power-Cell/Coolant locations.

No mention of bugs or physics fixes, but here's hoping.

On the Gecko I have found a pretty consistent way to freak out the physics.
Peel off the outside layers and separate the cockpit section by burning the outside of the frame with the stinger. Tether the cockpit to the "name of thing eludes me" buoy(?) to open up the gap.
Once the tether is done pulling and everything is settled pretty much anything you try to grapple out of the cockpit corridor will freak out and snap to a perpendicular angle once free. Lots of fun to rip all the bins off the walls and watch them fight it out. :)

I noticed the same thing... basically doing the exact same thing. I like to pull the cockpit out and at an angle so that I can pull everything inside to me, then look down and thump it to the barge. However, it seems that if you pull the outer shell away from it's starting point that items on/inside it glitch out and act as though they're trying to get to their starting position. I have the same issue with fuel canisters in the back, which has caused several explosions/meltdowns for me.

From my own experience with Early Access Games, the ones that seem to have the best go of it seem to almost exclusively be sandbox games that allow you to destroy and/or build/craft/create.

New patch is live. Lots of fixes listed! Might sneak a session if the kids cooperate.

They made the front and rear hull segments of the Gecko a bit smaller, which makes those easier to salvage.
So far no fuel barrel Kraken, but Im being super careful.

I started a new transport Mackerel and ran two shifts on it. No interior walls, exposed fuel pipes and cargo stacked in the crawl spaces. The Cargo Hatch and some named cargo items showed up on the Work Order list. Some of the debris inside was salvageable which was a neat change. Simple changes but it felt good. It also felt like it ran a little smoother, but I've been stripping the more complex Geckos pretty much exclusively recently, so it might just be a scale issue. Couple of meetings before I can reasonably sneak another shift to test.

No mishaps with the grappler, but a few of the things I sent to the barge were still bouncing off.

Incoming new ship! Announcement: HERE

IMAGE(https://forums.focus-home.com/assets/uploads/files/1596098593370-with-logo.jpg)

Hello LYNXCorp family!

LYNX Corp’s Materials Acquisition Department has been working hard on finding new ships to keep our Cutters active, ready to grow, and become a real asset to the company.

Introducing a brand new Gecko-class ship type releasing soon! LYNX is happy to work with our incredible team of Cutters, to provide top-tier recycled materials and components for use across the Solar System!

This new challenging ship type will enable our Cutters real talents to shine, and showcase the high standards of work ethic, safety, discipline and creativity they bring every day on the job.

IMAGE(https://forums.focus-home.com/assets/uploads/files/1596098610978-science-gecko-exterior-1-with-logo.jpg)

Stargazer, a model for the boldest Cutters out there!

This new Gecko-class ship type was originally used for deep space research and surveying. Employees will be thrilled to work hard on our first science ship!

Be on the lookout for data logs of former scientists who dedicated their life to long-term research trips in the deep, uncivilized parts of the Solar System. We advise our employees to be aware that listening to these logs may induce states of nostalgia and/or melancholia, which can affect work performance.

IMAGE(https://forums.focus-home.com/assets/uploads/files/1596098639091-science-gecko-exterior-3-with-logo.jpg)

Be mindful of objects found in these Stargazers, as some are more dangerous than usual. We advise all workers to be careful when handling highly explosive hydroponic research pods or huge solar arrays.

The Stargazer’s uniqueness is striking, as it is structured quite differently from other Gecko-class ships! An expert eye will be quick to notice how long and thin it is, in contrast to the usually wide Gecko profile. Keen-eyed cutters will spot right away that the Reactor, Power Generator and Environmental Control Unit sit in the middle of the ship, making Reactor extractions potentially far more dangerous.

IMAGE(https://forums.focus-home.com/assets/uploads/files/1596098655099-science-gecko-interior-with-logo.jpg)

Thank you to our incredible employees for making LYNX a standard name in the ongoing expansion of industry throughout the Solar System, and helping us “Pave the Way to the Galaxy”, one shift at a time!

Best,

LYNX Corp

New update is out with the new Science vessel and some upgraded cut-points that require some different puzzle solving techniques.

https://store.steampowered.com/newsh...

Im not sure what rank the new Stargazer is. Im 8 and its not in any of my available ships. Im about to hit 9 in 1 or 2 more jobs so I'll report back.

Still existing bugs: Squirrely detached fuel/coolant tanks and the black blob

Oh hey folks, this has been totally my jam.

IMAGE(https://cdn.focus-home.com/admin/games/hardspace:_shipbreaker/forum/header.jpg)

Update 0.1.5

Greetings Cutters,

We are back this week with an important update bringing to you the new Science Gecko, Traditional Chinese localization as well as Configurable Gamepad binding. Cutters will also be happy to know that their helmet has been scrubbed so well by our LYNX Chief Visibility Officer that they will be able to enjoy brand new volumetric light inside ships.

Expert Cutters will be quick to notice new structural protectors appearing on ships. Of the many rigors placed on a ship as it travels through space, extreme temperature fluctuations and good old wear n’ tear are considerable challenges for any vessel’s key structural elements. To help keep a ship in one piece, sometimes structural Cut Points are outfitted with a Cut Guard. This condensed foam compound keeps a Cut Point’s temperature and humidity level consistent and manageable.

⚠️ LYNX advises Cutters to use caution, as Cut Guards are resistant to the heat of the Laser Cutter. However, they are highly combustible, and will burn for a considerable amount of time if ignited. The recommended salvage process is to break apart the Cut Guard with a heavy impact in order to expose the Cut Point underneath.

IMAGE(https://s7.gifyu.com/images/ezgif.com-video-to-gif-11056e6039b6dc2b1f.gif)

Discover what Lynx Corp is bringing to you today:
- “Stargazer” Gecko-class Research Vessel ship-type added
- Structural Cutpoints are now sometimes covered by Cut Guards
- Made of heat-resistant foam; Cut Guards protect against heat, but not impacts
- Gamepad Rebinding added
- Ship lighting updated with Volumetric and HDR properties
- Traditional Chinese added to language options

Check out our full changelog to discover what our team worked on those last few weeks:

Full Patch Notes
- “Stargazer” Gecko-class Research ship-type added
- Gamepad Control Customization added to the Customize Controls screen
- Cut Guards added; can appear overtop of Cut Points, especially in harder difficulties
- Traditional Chinese Language option added* In-ship lighting updated to use Volumetric and HDR color properties
- Added confirmation sfx when successfully rebinding a key
- Added voice limiting to data drive beeps to avoid overlapping beeps when playing a new data drive
- Controls can now be set to “None” in the Customize Controls screen
- Audio Player moved to its own floating window in the Hab Screen
- Progress Bar added to Audio Player in the Hab Screen and the HUD
- The Laser Cutter now visibly begins to overheat
- Improved the behaviour of the profile cards on the profile selection screen
- “Back” button prompt added to Kiosk
- Added scroll over sfx to Continue Shift and Ship Selection buttons
- Adding new suit bump sfx
- Added physics collision sfx when player hits shipping containers in pressurized space
- Reinforcement Beams in the Mackerel have had their textures updated
- BUG: Fixed the incorrect “Select” prompt in the Pause Menu Customize Controls screen
- BUG: Fixed a heat sink that could spawn clipping into a cut point in the Industrial Cargo Gecko
- BUG: Removed the door sfx when shifts end via time running out
- BUG: Fix for reactor immediately exploding upon entering meltdown state.
- BUG: Fixed an issue where doors could be cut several times and have the cut segments salvaged
- BUG: Fixed an issue where electrical explosions would shatter panels
- BUG: Fixed an issue where Mackerel’s could spawn with multiple lights in the same position
- BUG: Various fixes to button prompts not updating correctly based on input-type
- BUG: Fixed an issue where the tutorial “Tether” prompt wouldn’t appear after quitting and resuming
- BUG: Ship “role” now properly displayed on the available ships in the catalog
- BUG: Fixed a bug where some work order objectives would fail if the object required was part of another objective
- BUG: Fix for Options Headers not updating correctly when changing languages
- BUG: Fixed audible click when clicking the button to repair equipment
- BUG: Removed extra click when changing options with mouse
- BUG: Corrected some issues of Gecko hallways bins showing up as “Object”
- BUG: Fixed the beams in the first tutorial ship to fall in line with updated Mackerel. This corrects errors of missing cut points and beams.
- BUG: Tutorial ships now has a proper role and shouldn't just give the default 'unassigned role' notice
- BUG: Fixed being able to open the homepage while on the incorrect screens in the front end
- BUG: Fixed overlapping characters in the Daily Fees Screen

I did end up getting a Stargazer in Rank 6, just not the first or second times I went looking for a new ship after the patch.

Edit: and oh boy, I caused a reactor meltdown by toggling an atmosphere regulator. Got to be more careful!

I'm hoping I can sneak a session today. Haven't taken the time to play recently with work, classes, and trying to undo some of the sleep deprivation.

I like the new ship but the game seems to run a lot worse since the patch.

I'm glad you said that. My coworker upgraded her PC and gave me her motherboard and RAM. I finally got around to swapping them in this morning.

Loaded the game up today for the first time in a couple weeks and it ran like crap. I was worried I missed some kind of setting or something.