Hardspace:Shipbreaker Salvage-all

The economy of being in massive debt is interesting. In most games you'd be looking at an ever growing savings pile as a negative, there's nothing to spend the money on at some point in most games so money becomes meaningless.

Here money starts out meaningless. You're in so much debt and you can't actually USE money for anything! You sold your soul to the company store, so to speak, so you just watch the giant red number slowly get meaninglessly smaller.

ruhk wrote:

I haven’t tried it yet because I usually don’t bother with furniture unless it’s convenient or in the work order, but I don’t see why you couldn’t just cut out the whole floor of the passenger area at once and send it down to the barge with the chairs attached. The split saw prioritizes floor and wall panels over the girders, but once you make a panel cut you can then cut the girder itself and take out large, multi-panel chunks of flooring/walls

I just tried this. It almost went well. I had about 18 seats attached to a huge aluminum floor and tethered it down to the barge. When the Barge locked it down, it was at a bit of an angle. 11 of them gave me credit, the others are sort of locked down and I can't rip them off to claim them. Its something but I might be risking failing that work order depending on how many extras there are.

Edit: Actually the extras I COULD detach and score, they just arent easy to identify

The massive debt is fun. I was over the moon the day I finally bought my own helmet and could stop paying to rent one.

Mr Bismarck wrote:

The massive debt is fun. I was over the moon the day I finally bought my own helmet and could stop paying to rent one.

the one in your profile pic?

There's still some stuff missing. I still have no idea what the number of days in the ship claiming screen actually means.

Generally ignore aluminum. In a level 3 ship, there's about $50 grand worth of aluminum in the ship altogether. If I've got the time, I'll try and chop out the airlock and separate the frame to throw in the furnace, but I think the nanocarbon panel on the airlock is worth about as much as the aluminum in the entire frame.

Prioritize stripping out all the barge salvage, which is generally higher value than other non-big-ticket items. Particularly electronics, and, for some reason, door valves. Door valves self-destruct in the barge about 50% of the time for me.

Going into a new ship you have to hunt down the various shut off valves before you can really get to work. I really wish the scanner was more useful for things like this. I've upgraded it several times, and I haven't really noticed any difference in the info it provides.

I've tried using the grapple to pull myself to a nearby surface and damn near reached escape velocity. My thrusters were barely able to bring me back to base before I ran out of oxygen/fuel. Fair warning. The better use for that function is to pull things to you. I don't remember if the tutorial talks about this, but I had forgotten about it. Makes stripping cockpits a lot easier.

On my second Gecko and f*ck chairs. Not worth spending all your time ripping them out other than to get them out of the way. Chairs seem to be at the baseline minimum viable price point where it's worth doing if you have the time, but not nearly profitable enough to spend more than a minute or so.

Basic oxygen upgrade is a must have, followed by basic thruster upgrade. After my second cutter upgrade, I'm not sure why I would upgrade it any further? I've pretty much got the range I need. Anything more is just going to get me in trouble.

Still haven't figured out how I'm supposed to clear the coolant lines on the Gecko. I thought pulling the coolant out of the ECU might do it, but doesn't seem to.

I'm constantly confusing push and pull on my grapple, usually at the least convenient times possible. The last time I did this I launched myself directly into the furnace.

The number of days next to each ship listing is the number of days that ship will be available to claim before it’s replaced in the catalogue. Not super useful unless there are multiple ships with good stats.

kazooka wrote:

I've tried using the grapple to pull myself to a nearby surface and damn near reached escape velocity. My thrusters were barely able to bring me back to base before I ran out of oxygen/fuel. Fair warning. The better use for that function is to pull things to you. I don't remember if the tutorial talks about this, but I had forgotten about it. Makes stripping cockpits a lot easier.

You certainly shouldn't just press down RMB and go, you need to use it to pull you to a better speed than your thrusters and then up/down yourself to get where you're going. Once I have the front off a Gecko I can get from the Jack platform to the reactor room with one wind of the grapple.

Using it to pull objects to you is great too though. Especially the coolant tanks from the very front of the Gecko. You can do it when you've only got one side off, by detaching them and then gently tugging them your way through the gap, before you space blast them down into the barge.

kazooka wrote:

Still haven't figured out how I'm supposed to clear the coolant lines on the Gecko. I thought pulling the coolant out of the ECU might do it, but doesn't seem to.

I think I had this problem exactly backwards to you - I had pulled the coolant tanks out of the front of the Gecko, but then forgot about the tanks under the ECU panel and this happened. I'm so glad I got the suit upgrade that synthesises sound so I could hear that.

The less... elegant method is to find a piece of coolant pipe that's out of the way, get a jagged piece of the ship and fire that at the coolant pipe using the grapple. You can poke a hole in the pipe and it'll quietly vent itself without flash freezing anything spicy, like the reactor.

Mr Bismarck wrote:
kazooka wrote:

I've tried using the grapple to pull myself to a nearby surface and damn near reached escape velocity. My thrusters were barely able to bring me back to base before I ran out of oxygen/fuel. Fair warning. The better use for that function is to pull things to you. I don't remember if the tutorial talks about this, but I had forgotten about it. Makes stripping cockpits a lot easier.

You certainly shouldn't just press down RMB and go, you need to use it to pull you to a better speed than your thrusters and then up/down yourself to get where you're going. Once I have the front off a Gecko I can get from the Jack platform to the reactor room with one wind of the grapple.

Using it to pull objects to you is great too though. Especially the coolant tanks from the very front of the Gecko. You can do it when you've only got one side off, by detaching them and then gently tugging them your way through the gap, before you space blast them down into the barge.

It's real tricky to judge how fast you're going with the grapple. The thing with the thrusters is that you know you can come to a stop by just turning around and applying the exact same thrust. The grapple is able to propel you MUCH faster than you could normally fly.

kazooka wrote:

Still haven't figured out how I'm supposed to clear the coolant lines on the Gecko. I thought pulling the coolant out of the ECU might do it, but doesn't seem to.

I think I had this problem exactly backwards to you - I had pulled the coolant tanks out of the front of the Gecko, but then forgot about the tanks under the ECU panel and this happened. I'm so glad I got the suit upgrade that synthesises sound so I could hear that.

literal OMG.

The thing this game is missing, and I think you see the, err, cut points where it's about to be installed, is something that penalizes you for screwing up in more than bright flashing colors. Like financial penalties for not meeting your work list in the proper time, or not cutting down enough of the ship before trading it out for a fresh one.

The less... elegant method is to find a piece of coolant pipe that's out of the way, get a jagged piece of the ship and fire that at the coolant pipe using the grapple. You can poke a hole in the pipe and it'll quietly vent itself without flash freezing anything spicy, like the reactor.

Yeah, with everything else there's been a switch or something that you hit before you start venting things.

Mr Bismark wrote:
kazooka wrote:

Still haven't figured out how I'm supposed to clear the coolant lines on the Gecko. I thought pulling the coolant out of the ECU might do it, but doesn't seem to.

I think I had this problem exactly backwards to you - I had pulled the coolant tanks out of the front of the Gecko, but then forgot about the tanks under the ECU panel and this happened. I'm so glad I got the suit upgrade that synthesises sound so I could hear that.

The less... elegant method is to find a piece of coolant pipe that's out of the way, get a jagged piece of the ship and fire that at the coolant pipe using the grapple. You can poke a hole in the pipe and it'll quietly vent itself without flash freezing anything spicy, like the reactor.

Turns out that there's a third coolant tank in the ECU, hiding way in the back. Once that's out, the lines clear.

I'm not so sure that the independent cooling tanks power the cooling system on their own.

One of the loading screen hints gave me some really useful information- when you're grappling towards something, press Z and X to hold up your hands and prevent face-braking. Saves me a lot of trouble when I need to zip around before and after resupplying oxygen.

polypusher wrote:

The economy of being in massive debt is interesting.

It works for Animal Crossing.

Only you get to personify your cruel debt holder in the evil Tom Nook.

I'm having a lot of fun with this, but I'm never quite sure when I need/should deploy the cutter. Like the little rectangular Titanium(?) spacers on a lot of the interior aluminum panels. It FEELS like maybe they're not worth carving out, but maybe I just haven't found the right angle of approach yet.

I pulled up the Freeplay mode last night and did some experimenting. Lots of neat little details that I wasn't noticing or didn't spawn in the tutorial Gecko.

There do seem to be some odd things I couldn't work out. Like how to pull the cockpit glass out of the frame. I tried carving the borders, but it never released. I could see that it wasn't attached anywhere, but it just never floated free.

I did manage to get the glass out of the cockpit on that first ship, but it took a lot of messing around. Gets back to my gripe that I've had a hard time telling if something's actually cut loose, and if not, what's still holding it. Unlike in real life, you can't push on it to see if it's a little or a lot loose.

There definitely seem to be some 'invisible' connectors. On the Gecko I dismantled last night there was a Nanomumble plate directly below the cockpit nose. Visually there was nothing connecting it to the frame anymore but it did not float free until I carved the edge of the panel floating directly above it.

Rezzy wrote:

I'm having a lot of fun with this, but I'm never quite sure when I need/should deploy the cutter. Like the little rectangular Titanium(?) spacers on a lot of the interior aluminum panels. It FEELS like maybe they're not worth carving out, but maybe I just haven't found the right angle of approach yet.

I pulled up the Freeplay mode last night and did some experimenting. Lots of neat little details that I wasn't noticing or didn't spawn in the tutorial Gecko.

There do seem to be some odd things I couldn't work out. Like how to pull the cockpit glass out of the frame. I tried carving the borders, but it never released. I could see that it wasn't attached anywhere, but it just never floated free.

It's pretty easy to figure out from the tally at the end of each shift what is and isn't important. Generally, anything bulk metal/material isn't worth it unless it's in ship-sized chunks. I vaporize aluminum panels semi-regularly to get better access to things like ECUs. Part of the appeal of the game is making that judgement for yourself. For instance, it may not be very cost effective to strip out all the chairs depending on how fast you can do it. I eventually developed a technique where I peeled the floor back and popped off twenty or so chairs one after the other, then shotgunned them into the barge, not totally paying attention as to whether they stuck or not. (The barge, btw, needs some coding work. I find about 1 in 4 door panels just don't stick, no matter where/how they're placed. A lot of them go sailing through the barge, presumably into Earth's upper atmosphere.) But if I were in a position where I had to maneuver each chair out of a hallway and through an airlock, I'd just melt down the whole thing.

I haven't noticed any real invisible connectors. Sometimes the furniture will keep things stuck in place. I like to cut the cockpit section out from the hull section, and I have to unfasten all the storage containers before it actually separates. (It's easier to separate out the cockpit by detaching it further back where the aluminum frame can be vaporized with the stinger, rather than taking the time to line up your cutter. But this is a case where I feel like the easier access to the cockpit m/e components is worth the trouble.)

To put an answer on the end of this already rambling answer: I use the cutter for access, not for salvage. It's usually far faster to vaporize something with the stinger than to cut out a panel for access. And anything you can vaporize with the stinger usually sums up to a couple grand worth of credits, if even that.

polypusher wrote:

The economy of being in massive debt is interesting. In most games you'd be looking at an ever growing savings pile as a negative, there's nothing to spend the money on at some point in most games so money becomes meaningless.

Here money starts out meaningless. You're in so much debt and you can't actually USE money for anything! You sold your soul to the company store, so to speak, so you just watch the giant red number slowly get meaninglessly smaller.

"Mr Bismarck wrote:

Bon Vivant and International Layabout
The massive debt is fun. I was over the moon the day I finally bought my own helmet and could stop paying to rent one.

Didn't have much time with this when I purchased late last week, but I got to jump back in for a bit this afternoon. Took me a little bit, but I finally figured out how to get inside the tutorial cargo box to take it all apart and I'm rich beeyo….!

Oh, wait.

IMAGE(https://i.imgur.com/G3SaEdd.jpg)

HAHAHA! I was distracted and forgot I was in campaign mode instead of free play. As I'm slowly peeling away the floor plates: Cutter, you've got about five minutes left.
Fuuuu
Then I started rushing, fumbled the reactor which decided to melt down, but still had enough of the wreckage to complete the other tasks with 8 seconds to spare. I made $511K and my daily bill is $499k, brutal!

There’s really no need to rush through the work order, you can stick with the same ship for as many shifts as you want, and even the smallest ships have enough to clear the minimum daily fees for multiple shifts.
Not that it’s really that penalizing to come in under the daily fees, you’re already so far in debt that money is essentially meaningless.

I finally got down under $950,000,000 owed to Lynx and I'm a couple work orders away from being able to buy my own suit, which will help with the daily costs.

Really the most dangerous moments for me now are when I first get inside the ship and start cracking doors. I inevitably find one with pressure and end up firing a package or a data brick through the back of my head. Once I get into the crawl spaces I have my game face on and I've actually gone a whole day without setting off any nukes.

I might trigger the next reactor just as celebratory fireworks.

ruhk wrote:

Not that it’s really that penalizing to come in under the daily fees, you’re already so far in debt that money is essentially meaningless.

Yeah that's one of my slight issues with the game, the "goal" seems so impossible that it is irrelevant.

Gameplay-wise, its the flaming power supply thing thats messing me up more regularly than the reactors

LondonLoo wrote:
ruhk wrote:

Not that it’s really that penalizing to come in under the daily fees, you’re already so far in debt that money is essentially meaningless.

Yeah that's one of my slight issues with the game, the "goal" seems so impossible that it is irrelevant.

Gameplay-wise, its the flaming power supply thing thats messing me up more regularly than the reactors

There are ways around every hazard- except for fuses, those are apparently bugged and can sometimes shock or kill you even if you go through the correct procedures to disable them.

My favourite bug right now is after you disconnect the door panels and carry them outside: If they're too close when you try to "F" them down into the barge you will reach out and turn the handles instead and the door they were connected to will actually open or close as a result.

WiFi door handles!

Also, my Shipbreaking career in one image...

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

A big ole thumbs up in front of an electrical fire.

"Please do not lick the Salvage Bay."
I just watched the Tips and Tricks trailer and... I forgot that I could reel in things. *shame*

Edit: I snuck in a couple of shifts between classes. Okay, I can totally see now how face-planting is a thing. That grappler gets you moving quick! I think I got so paranoid about using up my tethers that I never even tried right-clicking while grappling something. Fun! Slowly moving my way up to rank 5. I think I just need to clear two million credits.
I also realized that I was playing at 1080p. Bumped it up to 1440 and 120Hz and haven't regretted it yet.

Logged in this afternoon to find out I had been reset to the beginning of the first tutorial... not too big of deal as I had just completed salvaging the training barge during my last run yesterday afternoon. However, when it asks me to salvage the barge's nacelles, I cut the supports and then I can't move them.

I actually noticed an issue with this when I did it last, but it finally broke free on it's on and the second nacelle went right away. This time, neither nacelle moves at all no matter how I try to drag it with the tether, push, pull, smash into... I've reset the game multiple times and searched online forums and haven't found anything mentioning similar issues.

Any ideas?

vypre wrote:

Any ideas?

What weight do you see in the Grappler UI when you target the nacelle? If the weight doesn't change when moving between the nacelle and the main bulk of the ship then it is still considered attached somehow.

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.

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 do remember a glitchy situation where I had finished a shift during the tutorial but apparently exited before it 'took' and was dropped back to the start of the 'day' but with all the tasks complete. Are there any hints in your task list that might point you to what you need to accomplish to 'unlock' normal progression?

Just spitballing here.

Rezzy wrote:

I do remember a glitchy situation where I had finished a shift during the tutorial but apparently exited before it 'took' and was dropped back to the start of the 'day' but with all the tasks complete. Are there any hints in your task list that might point you to what you need to accomplish to 'unlock' normal progression?

Just spitballing here.

Yeah, it’s telling me to salvage the nacelles. I’ve cut the mount points and can’t move them.

IMAGE(https://i.imgur.com/Ryr8CzT.jpg)

Rezzy wrote:

What weight do you see in the Grappler UI when you target the nacelle? If the weight doesn't change when moving between the nacelle and the main bulk of the ship then it is still considered attached somehow.

Weight for Nacelles is 780kg. Main body is over 5000kg.