Hardspace:Shipbreaker Salvage-all

I've run into a weird blackout bug a few times now. Usually happens when I'm pulling the thruster out of a Mackerel. Sometimes it goes away if I go in and out of the ship a few times, but this last time it persisted into a second shift which was crazy annoying. Basically the center of the screen washes out with black, like a fog effect that goes away at the edges if you keep moving. Like you're clipped into something.

Earned my rank six and am saving up to start buying my own equipment.

I'm still not using the visor enough. I kind of enjoy cracking open the interior hull to see what goodies I reveal. Again, pretty sure the higher tiers will punish me for this... oh well.

I am finding that with upgraded thrusters I'm losing control by building up too much momentum a lot more. Using keyboard controls, so fine-tuning a diagonal approach with any finesse is a little tricky.

Rezzy wrote:

I've run into a weird blackout bug a few times now. Usually happens when I'm pulling the thruster out of a Mackerel. Sometimes it goes away if I go in and out of the ship a few times, but this last time it persisted into a second shift which was crazy annoying. Basically the center of the screen washes out with black, like a fog effect that goes away at the edges if you keep moving. Like you're clipped into something.

I had this happen a few minutes into the first tutorial, which wasn't a good sign, but it hasn't happened to me since. I didn't find out until afterwards, but it's a known issue, and there's a workaround you can try:

There is a known rendering issue where a "black blob" expands from the skybox and clouds the player's view. If the player stays in one spot and spins around rapidly on the left-to-right axis (instead of rolling), this will temporarily fix the issue.

I spent an hour and a half pulling apart a Gecko in Freeplay last night. Buckets, this stuff gets complex fast!

At one point I triggered the reactor meltdown and I stared at the housing trying to figure out how to even begin pulling it cleanly. A densely packed chamber of glass and pipes surrounded by giant hull plates. Ultimately I used my cutter to slash away at the bottom of the chamber until it let me grab the whole thing and jettison it to the barge. Explosion averted. I'm trying to visualize the steps to try doing it in 15 minute shifts with resource reloads and finite tethers and sheesh. Luckily there's lots of other stuff to pull out.

I do wish there was a little more guidance about what actions trigger system failures. At some point all the switches in the craft stopped working and that seemed to include the flow controls on the pipes.

I have thought about that too, wanting some guidance and hints about how to more effectively dismantle things. On the other hand though, first, it's fun to sort of puzzle it out on my own. I think I've once managed to extract a Gecko reactor safely without a key for the computer and that was satisfying, but there's enough mystery there that I haven't reproduced that success. Second, we're not playing an engineer who understands these systems. We're a shmo with a cutter.

It's ultimately going to be easier for the game developers to put in more content if they're not worried about making the user fully understand everything. Im ok with consulting guides and some explosive trial and error, so I sort of hope they ignore those of us wanting more in-game hints and keep on building new ships, new ship varieties, and putting in some more hazards.

If you pull the power unit, then all the electronic ways to control things stop working. It's a good idea to use your keys to flush fuel before you pull the spicy electricity bucket.

Opening an airlock and seeing a row of repair kits and oxygen tanks gives me an honest to goodness dopamine hit.

I love that I can schedule a shift in-between meetings. That time-limit adds just enough urgency and focus to a game that would otherwise get samey very quickly.

Rezzy wrote:

Opening an airlock and seeing a row of repair kits and oxygen tanks gives me an honest to goodness dopamine hit.

No kidding. This moment was like christmas.

IMAGE(https://i.imgur.com/fbukLZ1.png)

Has anyone figured out a graceful way to extract the airlock from a hull? Right now I'm cutting through the inside walls of the airlock to gain entrance to the crawlspaces, but when I'm done I still have that hull plate attached to the frame and I alternate sending it to the furnace or the processor.

Am I missing a simple cut that could cleanly separate those components?

I just don't bother and throw it all into a processor (after grabbing the control panels for the barge. Combined they alone can make up for your cutter rental). You lose far less with the stuff that's marked for a furnace than you would throwing it in the furnace.

There's a live Voice AMA with the Devs today on their Discord channel. 1PM PDT/8PM UTC.

Shipbreaker Discord: here

Rezzy wrote:

Has anyone figured out a graceful way to extract the airlock from a hull? Right now I'm cutting through the inside walls of the airlock to gain entrance to the crawlspaces, but when I'm done I still have that hull plate attached to the frame and I alternate sending it to the furnace or the processor.

Am I missing a simple cut that could cleanly separate those components?

I suppose you're looking for solutions that don't involve a fuel tank and a cutting laser at range?

kazooka wrote:

I suppose you're looking for solutions that don't involve a fuel tank and a cutting laser at range?

That poor Buffalo!

Just cleared three successful shifts on a Gecko. The only task I didn't finish was the metal salvage and that's because the game screwed me not once, but twice, with the furnace grabbing large sections as I was trying to guide them towards the front of the bay for processing. Then the last giant section got snagged on an airlock with the final countdown going and I walked away.

So do the keys you find persist between sessions? I scoured that ship and swear I never found one, but when I toggled the fuel shut-off my player reached out with a key.
I'm glad people have mentioned the coolant triggering a meltdown. I prepared a hole before touching the ECU and was able to snag the reactor with minimal fuss.

Purchased my Helmet and slowly working up towards Rank 8.

Edit: Oh hey, Discord AMA is live.

kazooka wrote:
Rezzy wrote:

Has anyone figured out a graceful way to extract the airlock from a hull?

Am I missing a simple cut that could cleanly separate those components?

I suppose you're looking for solutions that don't involve a fuel tank and a cutting laser at range?

I think that would stretch the clarifying "cleanly separate" a bit...

Rezzy wrote:

So do the keys you find persist between sessions? I scoured that ship and swear I never found one, but when I toggled the fuel shut-off my player reached out with a key.

They do. I looked at my inventory and noticed I had eight of them stored up. I'd thought until then that they were unique to the ship.

You can also buy utility keys from the Jack. Although they are expensive.

Mr Bismarck wrote:

You can also buy utility keys from the Jack. Although they are expensive.

That must be a feature they put in in the last patch. It wasn't there while I was playing. I'm glad they did it, it was a huge nuisance when you started running out of the keys from your starter ships.

Nuked two Geckos in a row and lived.
The first one I accidentally nicked one of the pipes running to the reactor after upgrading the cutter and trying to tear out the outside panels. Everything started exploding and then I couldn't get enough of the rubble out of the way to get a clean pull on the reactor.

The second one I got down to the barge but the casing stopped it from registering, which I failed to notice until it was too late. I remember seeing the damage indicator, but something 'reactor' related had registered so I moved on. I was ripping out the computers by the cockpit when suddenly everything went white.

Lessons I learned...
Never cut towards something you want to salvage.
Your UI is trying to help you, don't ignore something that looks weird.
Check your work orders!

Edit: oh, and having a funny panel show on the other monitor is probably too much of a distraction.

Ooh! I just had my second death. I guess there is a bug when picking up fuses. Some kind of strange transfer of kinetic energy. Picked up a fuse and found myself catapulted into the inside of the Gecko, breaking my helmet. Trying to orient myself and crawl out of the fuselage while rapidly losing oxygen I died just as I triggered the prompt to enter my habitat. The death message was overlaid on the Press E to end shift screen. Frustrating.
The good news is that I have now achieved Rank 8 (I think).

Sitting at 12,404th place on the Leaderboards and I just found where I could see overall stats! (Hover over your name on the listing)
1,187,266 Kg of Salvage
20 Suit damage
1,655 Health damage
506 Barge items
153 Furnace items
294 Process. items

While using 51,848 L of 02
6,734 L of Fuel
and 674 Tethers.

Clearing a Medium grade Gecko is taking me around three shifts.
The first to clear paths, vent cabins, find the key, and prep the high-value target extractions. I try to grab the nacelles and thrusters and then start cutting as many of the internal connectors as I can.
The second to start processing the outside panels and finish cracking open the bottom of the ship for easier barge access. This is where I grab the Reactor, ECU, and Generator and start clearing out the inside cabins.
The third shift is for cleanup, metals, finishing up the mechanical and electrical work orders.

I learned today that you can actually peel off giant sections of the aluminum ceiling by using the stinger to carve the supports in a large outline. Using the cutter seems to generate lots of shavings instead of clean panels. I wonder how long it would take to loosen all the chairs so that I can do the same to the floor.

Has anyone found any good approaches that might not be obvious?
This video, while out of date for the 'cutting cooling starts the meltdown' change, was very informative!

I'm going to keep bumping this thread because gosh darn it I'm still having a lot of fun with this game!

I've just finished carving up my first industrial Gecko and I'm really glad I got comfortable with the regular versions before diving in. Now I'm curious what the Really Hard tier adds. Fuses are still out to kill me. I had to end my second shift early thanks to a leaky helmet after trying to pocket one. I keep forgetting to check how much I actually gain by collecting them.

My first $100,000,000 are paid off. Can the other $900M be far behind?

Rezzy wrote:

I've just finished carving up my first industrial Gecko and I'm really glad I got comfortable with the regular versions before diving in. Now I'm curious what the Really Hard tier adds. Fuses are still out to kill me. I had to end my second shift early thanks to a leaky helmet after trying to pocket one. I keep forgetting to check how much I actually gain by collecting them.

Fuses have been bugged since release- they’re supposed to be safe to collect if you eject them correctly but instead they are doing a random amount of damage.

I had an interesting bug myself the other day while working on a heavy transport. I got distracted while going through my normal first shift routine and forgot to depressurize the bridge/cockpit/whatever. During second shift I went to cut that section free from the fore rooms and triggered a depressurization event... that wouldn’t stop. I fully cut free the bridge area and the force of the air spilling out of it started slowly pushing it towards the Hab. I tried tethering it to the back wall so I could clear out the interior before it escaped but as soon as the tether attached the entire section rocketed forward at high speed, glancing off the hab before getting stuck on the right wall of the station. It was the fastest I’ve seen such a big chunk of ship move.

Really hard ships don’t seem to add much beyond extra hazards. I was a little disappointed when I ranked up and the ships had almost identical designs as the previous class.

Apparently the fuses bug is positional. The amount of force imparted onto the player is related to the distance the fuse has traveled from its original position in the mount. Releasing the fuse, grappling it close, and then collecting it is 'safe.' Though when I tried it the fuses decided to piss off in a random direction after I interacted with them and I (again) forgot to check if they had been credited to me. Meh...
Thanks for tempering my disappointment, ruhk! Knowing that the increased difficulty is in the work orders softened the blow.

I am still taking around three shifts to clear all the work orders for a Gecko but now I'm not really seeing an easy way to optimize that for the Hard goals. Chucking 60+ items to the barge takes time, especially since half of them will bounce or blow up if they hit the wrong thing on the way down.

Speaking of, I do get a small modicum of pleasure from seeing stuff from previous shifts start exploding in the barge. Hahaha! That check has already been cashed, suckers!

Peeling off floors and ceilings in giant chunks has become my new fun.

So if, like me, you got deep into this but wanted to wait for the release before you went all in, I have a substitute while you wait: Car Mechanic 2018.

Even though it's doing almost the exact opposite of Shipbreaker, it's somehow scratching the exact same itch for me.

I've actually owned CM 2018 for a while and that's not a bad idea. I just loaded it back up and found that the two free DLC's (Garage customization and Tuning) were not installed. The way to install them is to go to their DLC pages and click Download, which will then run the game. Then you have to exit the game and do the same thing for the other one to show it as Installed. A little weird, but whatever.

Unfortunately even with most being under $5 right now, none of the other DLC's seem worth picking up.

I actually loved the earlier version. I hate to continue the derail, but is there any meaningful progression in the new one? The 2015 was a bit of a mess with weird garage features locked behind dlc.

Mostly it's just less of a mess. It's still a little clunky but not as bad as 2015. There are garage DLC's but they're free, you just have to go through what I went through above. The only paid DLC packs are for specific manufacturers and they're only 1-4 cars each, which seems a bit of a ripoff but thankfully easily ignored.

The only paid DLC items are the speed track and the off-road track. The speed track is included with the Plymouth DLC and gives you a timed drag strip. The drag strip, to me, verges on necessary, because it's really the only way to measure your car's actual performance (with the race track and abandoned airport a little too unstructured for good measurements). Other than that, nothing seems that gated to me.

As far as progression, there's a very grindy skill tree that gates most of your garage behind car repairs. Things like repairing body work or visiting the car auction can take a lot of XP before you're given access.

I won't claim that it's a perfect game, but there is something very compelling about it.

A reactor I harvested and got credits for in the first shift just started melting down in the barge during the second shift.
My timer ended with two red pips left. Leaving it running so I can start a third shift after lunch and see if the countdown continues!

Edit: It did and it went boom a few seconds into my third shift. I tried recording with W10 Game bar, and then got a work ping so the last 10 minutes were recording just sitting on the pause menu. Professional! Will see if I can trim it into a gif or something else web friendly.

Edit: Screw it. Here's the Youtube Version.

Key rebinding added with today's patch.

How to: Gamefile Key rebinding
Hello everyone,

Following community feedback, we’ve decided to let players change keyboard bindings. Scroll down to discover how to do it yourself!

We are currently working on in-game rebinding. It should be available quite soon!

This approach is handy for anyone eager to start their ship scavenging adventure.

To rebind your keyboard, follow these simple steps:
To generate the user_config file and its rebinding fields, run the game and open the Options window from either the front end or the pause screen.

Save from the Options window at least once.

You should now either have a user_config file in the same folder as the game executable, or an updated existing one.

Quit the game and open the user_config file.

Scroll down and edit any of the current bindings you want to rebind in [Configurable Movement Controls], [Configurable Scanner Controls], [Configurable Grapple Controls], [Configurable Cutter Controls], [Configurable Misc Controls], and [Configurable Menu Controls].

For example, you can rebind forward movement from the W key to the K key by changing "01a) ThrustMoveForwardPrimary=W" to "01a) ThrustMoveForwardPrimary=K".

Find the list of all possible keys and mouse inputs in Data/RebindingOptions.txt.

Save the user_config file with your changes.

Run the game.

You are now ready to start your new shift at work!

Update 0.1.3 notes:

Greetings Cutters!

We are back with a new update featuring a lot of bug fixes and quality of life improvements as well as our take on addressing a “timely” request that some verify passionate players have been asking for!

We are incredibly grateful for all of the quality feedback and thoughtful suggestions our community has shared with us! Please keep it coming! We’ve only just begun our journey through Early Access and we are already seeing the game grow and evolve.

For our Players that have requested the option to play in a more “chill & zen-like” manner, we have just implemented a new “Open Shift” difficulty option for our Campaign mode where you can work WITHOUT a shift timer and unlimited oxygen.

You will find it alongside our Standard, Limited Revives, and No Revives difficulty options in the Main Menu and it will feature its very own dedicated Leaderboard.

Check out what our 0.1.3 update brings to the table:

● “Open Shift” Mode Added
It’s a full campaign with Shift Timer and the Oxygen Drain removed. Players can enjoy scavenging without any time pressure.

● Key Bindings have been added to User_Config.txt
In-Game key rebinding is coming soon! To change the binding yourself, read our How To.

● Improvements & bug fixes, and Habitation Unit air supply refreshed!

Lynx Corporation is working hard on improving daily life for its employees. Feedback and suggestions can be sent to our HR team directly through our official discord, our official forum, as well as the Steam discussion.

For Shipbreakers looking for more info, Lynx Corp is happy to provide a detailed version of these patch notes, free of charge:

Spoiler: Detailed notes for Update 0.1.3

Bug Fixes
Fix for fuse release bug that used to force players downward or forward at high speed.
Fix resurrection cost being multiplied by # of deaths twice
Fix exploding pipes becoming infinitely burning when cut
Fix "Also Hide Helmet" option to display and navigate correctly
Fixing return to hab and game over screen being open at the same time
Fixed several issues related to soft crate positions.
Fixed a bug where the hoist of a hoist truck would LOD super aggressively.

Audio
Fix missing furnace object melt sound.
Fix inaccuracies in VO lines relating to medical kits and cert upgrades.
Add Cert ui notifications and fix up audio notifications / Certification Goal and Level VO and Notifications
Added sound when upgrade confirmation pop up closes
Fix weaver static not going away when speech gets cancelled.
Fixed NIS cancelling speech when it shouldn't

Art
Updating all equipment upgrade thumbnail art
Adding Casual Mode icon and updating quality of other difficulty mode icons
Light bleed fixed

SFX
Adding pause state transition sfx
Adding low boom when pausing

MISC
Don't start the shift timer in the HAB when a popup displays
Setting "No Revive" mode to unlock at Rank 4 like "Limited Revive" mode
Class I thrusters will now be destroyed if they are cut anywhere.
Differentiate between pressing and holding the Work Order button
Removing Health from all Nanocarbon panels so they don't turn into scrap when cut
More robust subtitles for long length and language specific punctuation
Fix for ECU wall still exploding with cryo after the flow has stopped.
Open Shift mode implementation.
Adding Ship Cut Points and Sleeve.
Added the Mackerel Structural Beams
Configurable Keyboard via user_config
List of key binding options
Add Open Shift mode for the online leaderboard service
Menus in comms & data scroll automatically when selection goes outside boundaries.
Enable Data Collection is no longer reset to default
Fixed invert x & y not applying on launch
Add option to Disable Inputs While Game Is In Background to the Options Menu
Makes intro text skippable if you've played before (Spacebar / A button)
Fixes hud part mass being weird.
Auto select last selected button on several popups
Better equipment screen selection
Fixed an issue where static sfx did not end when it should.
Move scanner tooltip up in the hud to make room for the tutorial tooltip that gives instructions while in scanmode
Fix - Thrusters and chairs have a new Extreme Fragile vitality asset which prevents the player from shaving just a little bit of it off and salvaging it separately.
UI Control fixes
Adding functionality to duck scroll over events when clicking in the HAB
Added back button when declining for entering HAB and quitting shift
Various UI sfx fixes to the HAB ship select screen to clean it up
Correcting room volumes in the back of the Commercial Transport Gecko.
Block interacting while cutting so player can't collect something that is dissolving
Added some Fail States for the tutorial
Add certification quota to front page HAB menu.

Localization and Texts
Update release version number
omni pipe junction box re-textured to have cut language and emissive indicator
Added descriptions for each difficulty mode (Not localized)
Fixing text formatting in narrative assets
fixed speech cancelling at weird times
Difficulty Text Spacing on profile selection screen
Scanner Tooltip Category loc spacing fix
Changed Work Order Status Text to be Loc'd

Looks like they fixed fuses too.

Just popping in to say that I picked this game up after watching Vinny from Giant Bomb play it and it is a blast.

carry on.