Hardspace:Shipbreaker Salvage-all

I don’t know exactly what makes it harder for me to track, but the new HUD has me constantly running out of oxygen and making panicked runs back to the terminal. They should have a big notice flash across the screen when I hit 10% or something because I just don’t notice the current signs when I’m in the middle of something until it’s completely run out.

Some of that is probably because you're starting over without O2 upgrades, so you're running out more often too.

You get 2 audio warnings and a (tiny) flashing bit, and heavy panicked breathing that I think comes with intensifying music too.

That's probably not enough visual though. They could fog your visor or something.

I tend to also leave it to the last second and perform a lasso pull-in drive-by-and-activate-the-kiosk-at-high-speed.. maneuver

I tend to play either listening to podcasts or watching something, so I don’t hear the audio cues. There’s usually a shout out from either the foreman or your suit but the message only shows on screen for a couple seconds and tends to blend in with every other message that displays. Even in the early game I never came close to suffocation until this patch, there’s just something about how the hud is setup now that I don’t notice my air is getting low until it’s completely gone and the character starts flailing. I’ve probably died more times from suffocation since the patch than all other deaths until this point.

polypusher wrote:

I'm up to Rank 7, still no sign of a detailed work order but the replacement system with tiered unlocks as you pull the ship apart is pretty challenging. Mess up something valuable and you'll never get Tier 3 which seems to have a LOT of the tokens.

Even doing a good job but getting lazy and throwing a big thing in the processor when a lot of the frame should go in the furnace is turning out to be a mistake.

I'm pretty sure they got rid of the work order system. I believe they said that people were just doing the work orders and ignoring everything else. This system kind of forces you to salvage the whole ship.

Norfair wrote:
polypusher wrote:

I'm up to Rank 7, still no sign of a detailed work order but the replacement system with tiered unlocks as you pull the ship apart is pretty challenging. Mess up something valuable and you'll never get Tier 3 which seems to have a LOT of the tokens.

Even doing a good job but getting lazy and throwing a big thing in the processor when a lot of the frame should go in the furnace is turning out to be a mistake.

I'm pretty sure they got rid of the work order system. I believe they said that people were just doing the work orders and ignoring everything else. This system kind of forces you to salvage the whole ship.

I'm really liking that change, at least so far on the smaller ships. I like the focus on slowly breaking down the whole thing and having the bar show that progress and not just surgically removing a target. Although that would be a nice change of pace if they manage to work that into the story (which would be easy). A nice way to change up gameplay.

Carlbear95 wrote:

Heh, I forgot how slow you are at the start of the game, and how little oxygen/fuel you have. I don't remember ever running out of fuel before the update, nor do I remember # of tethers being persistent between shifts when continuing on a ship (I thought they reset overnight). If those are changes I'm fine with it as it makes resource management more interesting, instead of just worrying about O2.

Not sure if I'm as big a fan of getting rid of the workorders. At the end its probably going to be pretty similar as far as not just processing or incinerating everything, but I kinda liked having to specifically get X # of computers or storage components or thrusters. I don't think I've seen a "Salvage Goal" yet as the notes mention, so maybe that will bring back some of the old system.

All of your tethers/oxy/fuel reset between shifts before. I like it better this way. Being exploited for every cent by my corporate overlords feels right, even though it costs more.

I miss the work orders too. I wouldn't mind seeing a mixed system.

ruhk wrote:

I don’t know exactly what makes it harder for me to track, but the new HUD has me constantly running out of oxygen and making panicked runs back to the terminal. They should have a big notice flash across the screen when I hit 10% or something because I just don’t notice the current signs when I’m in the middle of something until it’s completely run out.

Jonman wrote:

Some of that is probably because you're starting over without O2 upgrades, so you're running out more often too.

I'm having the same problem. And I used to do a lot of RACEs too, which gave you different upgrade configurations, and sometimes a 30-minute shift for larger ships. I can't put my finger on exactly what's missing, but after a few deaths and close calls, I think I'm becoming more attuned to the new indicators.

Norfair wrote:

I'm pretty sure they got rid of the work order system. I believe they said that people were just doing the work orders and ignoring everything else. This system kind of forces you to salvage the whole ship.

Yep, there were some indications earlier in the thread that maybe the system comes back in later. It doesnt seem like it.

I'm Rank 11 now.
I'm finding the current progression pretty slow. I've done at least 20 ships and I'm still on Mackerel variants and the smallest Javelin. They're layering in new systems rather slowly, which is fine I suppose, like coolant was just added at rank 11.

I missed Tier 3 salvage reward on a ship yesterday by a peanut. The failure bar and the successfully salvaged bar were both RIGHT AT the 3rd hash where 110 LTs were at stake. I scoured the bay visually and with the scanner, got every little scrap and light and panel and when I was positive nothing remained, I was just stuck there with nothing left to salvage and neither passing nor failing that mark. I suspect something missed the barge and tumbled down to Earth. Make everything count folks! If you have an accident and dont have a ton of wiggle room in the Failure category, get real careful with what you put where. Grabbing a big chunk of ship that's mostly processor will still burn up a bunch of stuff that should have gone in the furnace, or like lights that need to go in the barge.

I'm still loving this game. The novelness of doing something intricate and non-violent isn't wearing off. I am hoping this spawns a new mini-genre (like Factorio-likes) I would love to, for example, play a multiplayer or VR (or both!) version of this. A version that ties into the Eve universe would be really cool too. This has a lot in common with a game I always wanted to make that had a Firefly first episode vibe, where they're carefully salvaging goodies from a derelict. You'd explore dead ships in a variety of disrepair conditions and you'd have to find solutions to various mechanical, electrical, engineering, ship system, and security problems in order to retrieve the most valuable stuff.

I thought of a way to mix in the Work Order system again. As part of the story, LYNX just keeps crushing you with more and more debt as it starts to become clear you're working you way out of the hole, so you and your fellow cutters start finding a way to secretly rebuild a ship in order to escape to the Jovian system. You'd probably start by identifying and carefully salvaging a few bits that are more valuable on the black market than LYNX is willing to credit you for, then that evolves into stashing away a working reactor, fuel, coolant, cockpit, and engines and put it all together to escape.

polypusher wrote:

you and your fellow cutters start finding a way to secretly rebuild a ship in order to escape to the Jovian system. You'd probably start by identifying and carefully salvaging a few bits that are more valuable on the black market than LYNX is willing to credit you for, then that evolves into stashing away a working reactor, fuel, coolant, cockpit, and engines and put it all together to escape.

I actually started a short story on exactly this premise.

Spoiler: The ''surprise'' twist ending!

You successfully escape and when you land on the planet you're greeted by.... fifteen other versions of you.

It turns out every time you escape LYNX just clone a new you and load the debt of the ship you stole onto your account.

Mr Bismarck wrote:
polypusher wrote:

you and your fellow cutters start finding a way to secretly rebuild a ship in order to escape to the Jovian system. You'd probably start by identifying and carefully salvaging a few bits that are more valuable on the black market than LYNX is willing to credit you for, then that evolves into stashing away a working reactor, fuel, coolant, cockpit, and engines and put it all together to escape.

I actually started a short story on exactly this premise.

Spoiler: The ''surprise'' twist ending!

You successfully escape and when you land on the planet you're greeted by.... fifteen other versions of you.

It turns out every time you escape LYNX just clone a new you and load the debt of the ship you stole onto your account.

Awesome! I'd read that.

Has anyone seen any info about the console release of this? I can’t see any update since last summer and there’s nothing I can find on their website.

Happy Dave wrote:

Has anyone seen any info about the console release of this? I can’t see any update since last summer and there’s nothing I can find on their website.

Nothing more than “console releases are planned for a later date.

https://www.gamespress.com/Hardspace...

I mean, PC release hasn't even happened yet.

Wouldn't expect news of a console port until the game's at least nearing v1.0 on PC.

Basically all AA developers leave console release on the table but they don't take it seriously until the game is 'done'. Odds are good they're making choices right now that are going to make porting much harder later and they don't even know it.

Its not as bad as 'we might add multiplayer later' but it's close (to my knowledge they've never said that about Shipbreaker, just a thing naive devs say)

polypusher wrote:

Basically all AA developers leave console release on the table but they don't take it seriously until the game is 'done'. Odds are good they're making choices right now that are going to make porting much harder later and they don't even know it.

Its not as bad as 'we might add multiplayer later' but it's close (to my knowledge they've never said that about Shipbreaker, just a thing naive devs say)

To further this, a big part depends on whether the developer has a publisher. If there's a publisher, they can handle/pay for ports and organizing certification. Without a publisher, developers almost always leave porting until the game is near release and can move members of the team over to the port.

This does have a publisher so I expect console ports to be announced closer to release.

Upcoming 0.5.0 Update - The Pretty Rad Update
Hello Cutters!

We are nearing the release of our 0.5.0 update and some exciting things are coming to the game! Here’s everything you can expect from this Pretty Rad Update.

  • New Element: Radiation
  • HAB Screen Updates
  • Weekly Race Updates
  • Sticker Collection V2
  • Javelin Updates
Spoiler:

/// New Element: Radiation
This update introduces a new element into the mix of hazards players can encounter in the salvage yard: Radiation. We’ve planned on including radiation for a long time now, as an appropriate staple of any good space game. Players can encounter Radiation Filters in ships with Hazard Level 6 and above, starting at Certification Rank 9.

Radiation Filters appear in wall-sized Containment Units, and can be extracted from the ship’s interior or the crawl space. Filters are extremely fragile; even small bumps and damage can cause them to drop a cloud of Radioactive Particulate, which damages organic matter and electronics upon contact. If a cloud comes into contact with fire or heat (such as, say, the beam of your cutter) it will agitate the particulate cloud, making it more dangerous for a short period of time. The clouds expand slowly over time, meaning they are best dealt with early. They can be neutralized with coolant (though chucking a coolant tank at one can be a dangerous maneuver itself), otherwise they dissipate naturally over a very long period of time.

Our goal with this element was to create spatial challenges through it’s placement, and to have players think on their feet and adjust their path through a ship depending on changing circumstances. We also wanted to create an element that did not have a binary state of catastrophic failure or perfect salvage, and provide more of an escalation of danger.

Rad!

/// HAB Screen Updates
As a follow-up from the previous update which saw an overhaul of the entire HUD screen for the game, 0.5.0 now continues this work with an overhaul of the HAB screens. A lot of the UI overhauls play into other features we are working on at the moment for future updates, so we aim to unify the style of the UI across the board and improve usability flows, especially for screens with a lot of information. We’re also preparing these screens for integration into the 3D HAB scene in a future update.

Pretty!

/// Weekly R.A.C.E Update
We are interested in trying out a new cadence for the Weekly R.A.C.E by renaming it to Cutter’s Challenge and making it a daily race instead. This is an experimental change and we’d like to hear feedback from the racer community about this cadence!

Rad!

/// Sticker Collection V2
The 0.5.0 update comes with a small update to our sticker collection, introducing Sticker Collection v2! Most Stickers now have a Holographic variant that can be unlocked by collecting a certain amount of a regular sticker and then upgrading it to the Holographic version.

Pretty AND Rad!

/// Javelin Improvements
With our changes to the flow of the campaign and the progression system, we are closely listening to player feedback. Aside from tweaking the pace of tool updates and speed of progression as part of the Early Access process, we are looking to give all of our existing ship classes a pass as well. In the previous update we made a ton of gameplay improvements to the Mackerel ships, and in this update we started improvements on the Javelins.

Our goal was to include a lot of quality of life improvements on salvaging of a Javelin, making them easier to understand in the earlier stages of the game and reserving complexity for the higher hazard levels. We mainly made changes to the way earlier Javelin Rings are salvaged to provide a smoother transition from Mackerel ships into larger ships. We have removed some cut points we have deemed unnecessary, simplified and clarified the way the rings and interior is meant to be approached, and reduced the amount of cargo crates that can spawn on the outside of Javelins.

Rad(ial!)

As always, we also addressed some smaller bugs and quality of life concerns with the game and progression flow, as well as working on crashes and performance improvements.

One major fix: The game should no longer crash when throwing large, complex salvage into the furnace!

Please continue to share your thoughts and feelings on the update with us, your feedback is invaluable to our work. The best place to engage with us is through our Discord, but we also read Steam forums and reviews.

Have fun out there, and we’ll see you in the yard!

The Shipbreaker Dev Team

Nice. Totally agree with their take on redoing the javelins. The Mackerels were "fun" to dismantle. Since the patch, I avoided the Javelins as they were just too big early on. Javelins were fine pre 0.4 patch because by the time they were introduced I was basically maxed out, but seeing them now so early I just ignored them.

I like the radiation idea because I was getting a bit tired of difficulty-by-atmosphere-regulator.

As I went up the levels 90% of the difficulty came from broken Atmos regulators meaning I had to choose how to vent the ship, frequently With Hilarious Results™.

It'll be nice to have something else ruin my life instead.

Well that was quick, the 0.5.0 update is out.

Okay this has been bothering me for months now- is there a more efficient way of detaching the central fuel tank on a javelin from the piping that leads to the thrusters? There are decals on the funnel bit that implies there’s a way to detach stuff without cutting, but after multiple attempts/explosions I’ve decided that they’re likely just decorative. Is the only way just to individually cut through the pipes and leave everything else attached to the tank?

ruhk wrote:

Okay this has been bothering me for months now- is there a more efficient way of detaching the central fuel tank on a javelin from the piping that leads to the thrusters? There are decals on the funnel bit that implies there’s a way to detach stuff without cutting, but after multiple attempts/explosions I’ve decided that they’re likely just decorative. Is the only way just to individually cut through the pipes and leave everything else attached to the tank?

Once you flush the fuel, you can cut through the pipe adjacent to the tank. Then you can use the grapple to detach it from the smaller tank section. Even by itself, it's still a little to large to fit through the frame. I usually just cut one strut out, then it slides right out. (Note: I haven't tried a Javelin since the 0.5.0 patch.)

On a side note, I've run into a couple of annoying bugs. Nothing major, but I had the entire cockpit of a Mackerel pull itself into the processor with no tethers. It seems like a worse version of an 0.4.0 bug I've run into, where objects that have been cut up are still somehow "connected". This isn't just missing a tiny spot where pieces were joined. With the Mackerel cockpit, I had cut out the door, which then bounced around like it was massless. I sent the door into the processor, then a few seconds later, the cockpit started accelerating towards the processor (with me inside it, lol). The other bug was that the Kiosk interface suddenly stopped responding to mouse clicks, but the keyboard still worked (which I figured out right before I suffocated).

This used to work but doesn’t now.

Now there is a square section attached to the Oreo on the end of the fuel tank you can burn off and then just move it to the barge.

I guess my specific question is how to remove the funnel section that has the fuel switch from the tank itself. Every single time I try to cut it after flushing the pipes it causes the fuel tank to explode, no matter where or how I try to cut it or how long I wait after flushing the pipes. Every. Single. Time. The pipes I can cut fine but I always end up having to send the tank to the barge with that funnel section still attached because every attempt to detach it causes an explosion.

Has anyone figured out how to take off the "containment unit" for the new radiation obstacles? Its fairly straightforward to remove one or both covering panels, cut out the filter, and then send the actual filter to the barge. After doing all of that though you are left with 4 walls of a "Containment Unit" that can go into the processor, but its basically embedded into the wall of the ship. Its similar to the "reactor clamp" or whatever they are called. For the latter though you are able to basically cut it out of the wall and send it to the processor. You lose a few bucks for the aluminum stuck to it, but whatever. For the radiation containment unit, the wall its attached to is completely uncuttable, and its actually quite a bit of mass you are losing out on.

Another bug I noticed, in the Mackerels (I think?) where the cockpit is on the side of the ship, no matter what you do with the pressurization and the doors, the cockpit is always considered "Pressurized". As you pass through the hall that connects the ship to the cockpit you'll see the pressurization change in your HUD.

Carlbear95 wrote:

Has anyone figured out how to take off the "containment unit" for the new radiation obstacles? Its fairly straightforward to remove one or both covering panels, cut out the filter, and then send the actual filter to the barge. After doing all of that though you are left with 4 walls of a "Containment Unit" that can go into the processor, but its basically embedded into the wall of the ship. Its similar to the "reactor clamp" or whatever they are called. For the latter though you are able to basically cut it out of the wall and send it to the processor. You lose a few bucks for the aluminum stuck to it, but whatever. For the radiation containment unit, the wall its attached to is completely uncuttable, and its actually quite a bit of mass you are losing out on.

Another bug I noticed, in the Mackerels (I think?) where the cockpit is on the side of the ship, no matter what you do with the pressurization and the doors, the cockpit is always considered "Pressurized". As you pass through the hall that connects the ship to the cockpit you'll see the pressurization change in your HUD.

The containment unit section is annoying to separate from the aluminum frame, but it is also surprisingly massive. On multiple occasions I thought it wasn't cut away, but it actually was. I just couldn't couldn't move it with my grapple, I had to tether it to the processor.

Those are the Javelins with the side-cockpit, and I've seen the same bug. I've also seen similar issues in other locations on other ships. I think they regressed a bug with how pressurization works. When this happened to me yesterday, instead of taking it apart from the inside like I usually do, I just cut the two external cut-points holding the cockpit to the main hull. The whole cockpit pulled away and stayed pressurized, despite there being a hole in the side. I then removed all the interior cockpit components through the hole and chucked the whole exterior into the processor. The aluminum and glass got wasted, but it was easier than dealing with the mess from a decompression.

deftly wrote:

The containment unit section is annoying to separate from the aluminum frame, but it is also surprisingly massive. On multiple occasions I thought it wasn't cut away, but it actually was. I just couldn't couldn't move it with my grapple, I had to tether it to the processor.

How do you separate it? Do you have to cut the entire wall panel off? Is it already separated and I just have to tether it?

If it's in the side of the ship you can cut away the frame around it - four long beams and then the small square in each corner. Make sure there isn't a computer or table on the other side of the wall trying to convince it it's still part of the ship.

I was looking all over for a cut point I'd missed trying to move one, only to find that inside the ship was a poster covering the seam. Soon as I popped the poster off I could move the containment section.

I'll take another look. I could have sworn I was looking for those same "seams" but couldn't find it, but I may not have been looking hard enough.

Carlbear95 wrote:

Has anyone figured out how to take off the "containment unit" for the new radiation obstacles? Its fairly straightforward to remove one or both covering panels, cut out the filter, and then send the actual filter to the barge. After doing all of that though you are left with 4 walls of a "Containment Unit" that can go into the processor, but its basically embedded into the wall of the ship. Its similar to the "reactor clamp" or whatever they are called. For the latter though you are able to basically cut it out of the wall and send it to the processor. You lose a few bucks for the aluminum stuck to it, but whatever. For the radiation containment unit, the wall its attached to is completely uncuttable, and its actually quite a bit of mass you are losing out on.

Just cut the square corner pieces of the wall that surround it and send the whole thing to the processor.

IMAGE(https://i.imgur.com/HTn0NQT.png)

You can also use this method to remove the cockpit from Geckos in one piece and taking the ECU out of the Javelins and Geckos in one piece without exploding anything.

Decided to jump back in and just finished the tutorial (I unlocked new ships before the barge turned on and thought maybe the game had glitched since I couldn't properly salvage all the bits yet).
The physics seem pretty solid now.
My last run I did have a thing where the tutorial script ran over one of the new inhabitants 'checking in.' And just before that a sequence where the script audio didn't play, but the subtitles played.

After one mission the screen just froze, but at least my progress was saved.
Starting the game up froze a couple of times, this morning even requiring a reboot.

That said, I woke up with the music in my head this morning and I patiently waited for the restart so I could run another shift. Still feels good!