Hardspace:Shipbreaker Salvage-all

Teaser for the next ship class:

LYNX Corp. has acquired the salvage rights to a new line of decommissioned ships! Say hello to the Helix Industries Javelin-Class starship. These vessels leverage a system of highly-modular radial segments in their construction, providing for a large variety of sizes and functions. Unlike other ship designs, the Javelin has many externally exposed components and subsystems, the extraction of which will require becoming familiar with the Javelin’s network of external support structures.

Interior space on Javelin-Class ships is limited, and maneuverability can be challenging. Cutters are encouraged to read up on the effects of extreme claustrophobia and the recommended breathing exercises. Always be sure to have an escape route planned while working inside these ships; you may need to get out in a hurry.

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The next ship is released today!

Along with a third tool.

Woah! Whats the new tool?

Edit; As usual I feel stupid asking an easily Googlable question and answer it myself:

New Tool Available: The Demo Charge
Place multiple charges for an elaborate demo sequence
Performs powerful cuts on nearly any material

Here's a video with info on the new ship type and demo charges if you want to see them in action:

Enjoyed what I played of this earlier in the year, but decided to shelve it until it was more finished. My biggest early access gripe was that I could take apart some of the ship, end my shift and shut the game down, but then I couldn't continue on the same ship next time I wanted to play. Has that now been implemented?

Cheers.

It has not. They apparently coded themselves into a bit of a corner with that one, fixing it is going to be a lot of work but they recognized the desire to do so.

Its not as critical as it first seems though. You dont get penalized for failing to 'complete' a ship. The first ship class can be completely stripped in one shift after you get comfortable with the controls, the 2nd in 2, so you can sort of bite off what you expect to be able to chew in a session.

Now that they've fixed the major physics bugs and have 4 major ship classes to play with I'd be comfortable recommending the game to anyone even though its still Early Access. There's a lot to do and its a completely unique game.

This Javelin design is awesome. That concept art above shows 13 variants, looks like they cross all player levels, though the one Im doing now isnt any of those, its a small heavy cargo with a single Class 1 thruster and a huge fuel tank.

Lots and lots of cut points and some even specifically designed for demo charges.

I second the love for the new ship. It’s the most complex design yet, and some of the higher-rank versions are massive.

I’m not as hot on the demo charges. The hit box for the cut doesn’t always seem to match the grid guide that displays when you place it and I’ve accidentally destroyed things that looked to be safe. Even worse, the charge also imparts momentum upon detonation which far too frequently leads to the whole ship moving and pieces flying off in random directions.

Also, this could have been a dumb holiday update and I'm quite thankful it's not.

They did do a great job with their 'halloween' content but I dont think there's an in-world winter themed anything I'd be happy with.

So, I think the only big thing I have a problem with is evacuating the atmosphere from the ship properly. I get confused trying to figure out when to open doors and use the atmo controls. I tend to activate it after opening a few doors but then some will close when I activate so when I open them again I get uncontrolled venting, stuff flying around, often some major damage, sometimes catastrophic.

Any advice here?

Nothing negative happens if time runs out on a shift vice me getting back to the hab before time expires, is that correct? Thanks!

ruhk wrote:

I second the love for the new ship. It’s the most complex design yet, and some of the higher-rank versions are massive.

I’m not as hot on the demo charges. The hit box for the cut doesn’t always seem to match the grid guide that displays when you place it and I’ve accidentally destroyed things that looked to be safe. Even worse, the charge also imparts momentum upon detonation which far too frequently leads to the whole ship moving and pieces flying off in random directions.

I picked a hard Javelin job. It was a refueling variant, and it stretched all the way from the Master Jack to the back of the bay. It had 27 of those giant fuel tanks.

The demo charges replace the highest level of the cutter, which was removed. A lot of people, including me, skipped getting it. Not having it cut through nanocarbon lets you zip through a ship and hit the cut points without worrying about it going to far.

From what I've seen, the grid for the demo charges shows you the plane it's going to cut, but it acts like the cutter, and the cut will extend to the first joint it reaches. Aside from the grid, it also has the properties of anything else that explodes in the game, although they don't seem to shatter nanocarbon. Depending on what I'm taking apart, an ion ring for example, I'll place them on the outside rather than the inside of the ring.

The momentum can make things more difficult, but I like it. The charges go off in the order that you place them, so I've used it a few times to send parts straight down to the barge. Most of the time though, I switch to the grapple as soon as I start the detonation, and grab the piece when the last charge goes off and separates it.

polypusher wrote:

So, I think the only big thing I have a problem with is evacuating the atmosphere from the ship properly. I get confused trying to figure out when to open doors and use the atmo controls. I tend to activate it after opening a few doors but then some will close when I activate so when I open them again I get uncontrolled venting, stuff flying around, often some major damage, sometimes catastrophic.

Any advice here?

It would be nice if you could open up everything internally and the depressurize the whole ship, but alas, that's not how it works. For Geckos, which can have quite a few internal compartments, it seems like which ones are pressurized is randomized at the start.

The atmo controls aren't "linked" in any way. So if you have two adjoining pressurized compartments, and you depressurize one, the door between them will shut to keep the other one pressurized. Think of it as a safety feature of a ship's normal operation, to keep pressure if a compartment is breached. But a safety feature of normal operation is a bit of a nuisance for salvagers. You're now forced to open the doors between the compartments to depressurize the next one. While small unsecured items like bottles and food packs that get thrown around will be destroyed, pretty much everything else will be OK, and it's better than cutting into a pressurized compartment.

I typically work through the interior early on and make sure everything is depressurized, including the space between the inner and outer hull. Every now and then I'll miss a small side compartment, but by the time I'm cutting up the interior, there's not a whole lot left, so an explosive decompression doesn't destroy much.

karmajay wrote:

Nothing negative happens if time runs out on a shift vice me getting back to the hab before time expires, is that correct? Thanks!

Nope. I'll work a shift up until the last second. The only time I re-enter the hab before time is up is when I'm done salvaging everything.

deftly wrote:

It would be nice if you could open up everything internally and the depressurize the whole ship, but alas, that's not how it works. For Geckos, which can have quite a few internal compartments, it seems like which ones are pressurized is randomized at the start.

You totally can do this. Just make a single cut in doorframes after you open them as you initially travel through the ship. It prevents the doors from closing when the atmosphere cycles and let’s you re- or depressurize every compartment you’ve already traveled through as you make your way through the ship. No more explosive decompression!

ruhk wrote:
deftly wrote:

It would be nice if you could open up everything internally and the depressurize the whole ship, but alas, that's not how it works. For Geckos, which can have quite a few internal compartments, it seems like which ones are pressurized is randomized at the start.

You totally can do this. Just make a single cut in doorframes after you open them as you initially travel through the ship. It prevents the doors from closing when the atmosphere cycles and let’s you re- or depressurize every compartment you’ve already traveled through as you make your way through the ship. No more explosive decompression!

Brilliant!

Slight correction to my previous post- cutting door frames used to prevent doors from closing, but I was just playing and looks like that might have changed in a recent patch. They do close now, but the cut will prevent the door from creating a seal. Still works, just not as well as it used to.

But then I can't play Aliens and use the magnetic gloves to hand-walk myself into the decompressing compartment! I seriously do this every time even though it's pointless.

I'm really liking the Javs. This was the end of my last shift on a long refueling one, where I had 3 separate segments of fuel tanks through the middle - 3 tanks inside each section in the framework, then 2-3 tanks on each cardinal axis off the frame rails.

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I've been trying out the weekly races lately. I managed to get 4th this week. It'll probably go down though as the week goes on.

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New update available

Hello Shipbreakers!

Our new update is now available! Start your new shift to discover the brand new barge revamp as well as our new railgate and bay animation sequence!
Community Feedback Barge Revamp[
Barge is deeper and can accept more objects
Clears between shifts for max efficiency

Community Participation Winning Narrative Log Contest Entry Added
It’s somewhere….

Railgate Launch Sequence
Railgate will periodically launch ships deep into the solar system

Demo Charge Durability Effects Added
Detonator will become faulty over time

Bay Startup Sequence
Barge, Furnace and Processor activate when Shift begins

Important Notice
The next update (0.4.0) will include Act 1 of the Story, as well as completely overhauled Certification and Work Order systems.These changes will come with a complete Progression reset! Check out the Steam Discussions for more info.

The barge updates are probably the most significant for me, and learning that we're getting a progression reset along with part 1 of the story with the next major update.

Oh snap - I’ve been covid-ified just in time!

...maybe not. Hard to focus- just took me over 18 hours to finish a 2 hour movie. Don’t think video games are in the cards right now.

Decided to fire this up after a few months off and immediately remembered why I enjoyed this so much to begin with. Can just get lost in breaking up a ship and while there are a lot of variants (I just got to the "Hard" level), even when its the same ship, just trying different ways to be efficient is quite enjoyable.

Question, are folks playing with controller or M&K? I always go into first person games with M&K but I feel like in full zero G 3D space I find my hands contorting in very unnatural ways to get me turned around the right way. Also I'm probably over-reliant on holding the "brake" (left control by default) which adds more stress to my wrists.

Carlbear95 wrote:

Decided to fire this up after a few months off and immediately remembered why I enjoyed this so much to begin with. Can just get lost in breaking up a ship and while there are a lot of variants (I just got to the "Hard" level), even when its the same ship, just trying different ways to be efficient is quite enjoyable.

Question, are folks playing with controller or M&K? I always go into first person games with M&K but I feel like in full zero G 3D space I find my hands contorting in very unnatural ways to get me turned around the right way. Also I'm probably over-reliant on holding the "brake" (left control by default) which adds more stress to my wrists.

M+K.

I've been hitting Q+E for brakes - didn't even realize that CTRL also did it. Certainly less of a contorted reach.

I usually go for controller when offered the option but I had a much harder time controlling my rotational momentum and precision pointing with a controller than with M&K, so thats how I play this one.

I'm playing mouse and keyboard. I've never had good luck with first person and controllers.

I was playing controller before and when I tried to jump back in M+K I was very confused. I'll either have to relearn or get the controller back in here.