Going to keep a running list here of stuff that looks new:
Utility keys for sale now
Pretty sure I am seeing data drives in places I did not before
Using a lot more fuel than before. I have almost never needed to refuel my thrusters before this.
I am hearing more sounds. I am unsure if this is tied to the sound upgrades or not, but definitely more environmental noise now.
Passenger Geckos now have 3-seater couch chairs for easier removal
Now if you melt the blocks between the pipes and the thrusters without using a key or the manual toggles, the reactor goes into overload.
Also, I swear this cargo gecko has a layout I have never seen before... but I haven't done a ton of cargos before. Do they come without nacelles and I just never noticed?
Okay yes, I am definitely seeing Gecko layouts I have never seen before.
-edit-
Fuses are still super deadly if you aren't anchored to something.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
0
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
Yeah fuel was irrelevant before. It makes sense for it to not be. And you can fill it up the same ways you can O2 so it shouldn't be a big hassle.
One upgrade I have yet to do is the recharge O2 one. I spend so little time in a pressurized atmosphere, it doesn't really seem worth much.
It's also a very slow recharge.
I am updating that list above as I find stuff but important one here.
Now if you melt the blocks between the pipes and the thrusters without using a key or the manual toggles, the reactor goes into overload.
There's no workaround for Geckos now. You use a key, or you risk the manual disconnect and the resulting plasma leak. (which is not so bad if you get rid of fuel pods in the back first). Since you can buy keys now, it's not really a big deal.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
0
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
We are excited to release our first post-EA update! As we announced this week, the new update is based entirely on the excellent community feedback we have received so far.
We are committed to answering and considering all community questions, feedback, and inquiries. A big thank you to all the space cutters out there who have chosen to share their views and experiences at Lynx Corp with us!
Check out our 0.1.2 patch log below:
Languages and leaderboard
Added UI and Subtitle Localization (Spanish, Italian and Brazillian Portuguese). The game will automatically launch in the same language as your Steam OS.
Language selection is now available through Steam language preferences rather than in game options.
Added Leaderboard data for campaign leaderboard. You can check it out directly here!
Quality of Life
Made major improvements to UI scaling in support of non-1920x1080 resolutions including 4k and 21:9 ultra wide resolutions.
Numerous small quality of life improvements
Enabled secondary key functions for all right mouse button abilities
Added right and left mouse button functionality to cycle through scan modes
Made improvements to surround sound mix
Added touch transfer to waste disposal unit pipes
Improvements to clarify tutorial instructions
HUD now shows an object's individual mass alongside the total mass of everything to which it is attached.
Bugs
Stomped several nasty crashes
Squashed over 120 pesky bugs.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
did you pull the coolant cartridges out of the ecu and all the pods from the bow crawlspace?
I turned off the thruster pipes with a key, then went and pulled the pods out of the ECU. Then the reactor went immediately into meltdown.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
0
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
hmm, that's good to know
0
Tynnanseldom correct, never unsureRegistered Userregular
I haven't played the new patch so I don't know how it feels firsthand, but I like the idea that reactors *should* be scary. They were a bit easy to manage before.
+3
webguy20I spend too much time on the InternetRegistered Userregular
I haven't played the new patch so I don't know how it feels firsthand, but I like the idea that reactors *should* be scary. They were a bit easy to manage before.
Yea, i want to feel like alien. Give me red flashing lights and an ominous countdown as I race aft after turning off the safeties in the cockpit. God help me if I forgot to cut an exit hole first.
I haven't played the new patch so I don't know how it feels firsthand, but I like the idea that reactors *should* be scary. They were a bit easy to manage before.
Yea, i want to feel like alien. Give me red flashing lights and an ominous countdown as I race aft after turning off the safeties in the cockpit. God help me if I forgot to cut an exit hole first.
God will not save you. Only LYNX will save you.
(Well, restore you from backup. Same thing.)
+3
Tynnanseldom correct, never unsureRegistered Userregular
On passenger Geckos I was basically removing the reactor as soon as the aft hull was disconnected. Just cut a few tubes and casually shwoop it down to the barge with a tether. Half the time you don't even need to remove any more panels from the reactor housing since the barge might see it through the panels. I want the reactor to be the second-to-last system I have to remove (only before the cooling system). Maybe add a bunch of fragile bits and bobs to the reactor housing that make it hard to tether, or maybe force me to surgically extract the entire cooling system and fire the entire assembly down to the barge? As long as the barge recognizes it as a successful reward, that'd be pretty neat.
They could do those things higher reactor classes, since it's also good to have a stepwise learning process.
I have also run into some pressure changes. Specifically a cargo gecko where the front cabin was pressurized and the door control didn't work.
Presumably that means the solution is to keep the main bay under pressure until you can remove the door, because depressurizing it also launched a hard crate into the reactor control console and... boom.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I pulled the 3 coolant canisters just fine. No overload.
Severing the pipe on the back of the ECU now caused it to spray coolant everywhere and break some walls.
When I pulled the ECU itself, the reactor went critical. I had to make some panic cuts through the lower piping and then tethered the core to the barge.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
0
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
cutting the pipe did that before even if you pulled out the canisters
cutting the pipe did that before even if you pulled out the canisters
you have to melt it with the spot beam
I always did fine if I severed it on the inside, between the ECU and the wall.
I also discovered that if you use the spot beam to remove one of the connectors around that back/pass-through wall, you can see the blue lights that indicate a pipe is full. But on the edge of the wall instead.
Edit: This was all pre-patch, haven't played it since.
Ginger MijangoDon't you open thatTrap Door!Registered Userregular
Just ran into a bug with fuel canister, after grabbing it it decided it was in fact not where i was looking, but a hundred meters away before changing its mind again and flying right back up into the arse end of the ship and exploding.
I've noticed the fuses now get faster ticks after you take out the first and second ones, they still launch themselves when you try to grab them
I like the meltdowns with the bigger reactors with all the panelling falling off as it melts down further.
Just ran into a bug with fuel canister, after grabbing it it decided it was in fact not where i was looking, but a hundred meters away before changing its mind again and flying right back up into the arse end of the ship and exploding.
I've noticed the fuses now get faster ticks after you take out the first and second ones, they still launch themselves when you try to grab them
I like the meltdowns with the bigger reactors with all the panelling falling off as it melts down further.
The energy coming off the reactor effectively disintegrates things. I've had it basically fillet the front of a gecko before, slicing up plating that my saw can't touch.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
After playing around with it some more, I think I can confirm... it's not the ECU. It's when you have shut down both systems of pipes leading to the reactor. It doesn't matter what order you do it in. So if you empty the ECU first, it will start the countdown the instant you turn the key to flush the thruster pipes, and vice versa.
So safest bet is to wait and do the reactor 2nd to last. OR, you could see if you can remove the reactor side panels and the top plate while it's still mounted, and pull it out the top/back the way you would on a Mackerel.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
You can always remove the floor on Mackerels and tether the reactor directly to the barge!
What I've been trying to do is get a handle on how to remove the hull on Geckos before getting to the fuel and coolant canisters, thrusters, power cell, and reactor. Ideally I'd do it without splitting off every single nanocarbon panel into its own square, but trial and error by myself hasn't yet produced a method.
+1
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
I don't think you'll be able to do that before they make the upgraded splitsaw not scrap any nanocarbon panels it cuts
0
Tynnanseldom correct, never unsureRegistered Userregular
You can always remove the floor on Mackerels and tether the reactor directly to the barge!
What I've been trying to do is get a handle on how to remove the hull on Geckos before getting to the fuel and coolant canisters, thrusters, power cell, and reactor. Ideally I'd do it without splitting off every single nanocarbon panel into its own square, but trial and error by myself hasn't yet produced a method.
With Geckos (pre-patch), I would start by depressurizing the cabin and then exiting the cabin into the crawlspace through the room next to the one with the reactor control console. Zapping the cut points in the crawlspace frees up those hull panels, and if you want access to the fuel and thrusters you can focus on those cut points first. The nanocarbon hull tends to split off into pretty reasonable chunks when I do that.
So get yourself used to keeping the coolant lines going until you remove the reactor.
-edit-
You CAN remove fuel line flow without spending a key still, though, it turns out. You just need to melt the purple blocks BEFORE you disable the coolant. That's why I thought it was triggering the reactor, it turns out.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
+1
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
what I want to know is, how do I get the reactor to start meltdown with all of the timer pips intact
You can always remove the floor on Mackerels and tether the reactor directly to the barge!
What I've been trying to do is get a handle on how to remove the hull on Geckos before getting to the fuel and coolant canisters, thrusters, power cell, and reactor. Ideally I'd do it without splitting off every single nanocarbon panel into its own square, but trial and error by myself hasn't yet produced a method.
With Geckos (pre-patch), I would start by depressurizing the cabin and then exiting the cabin into the crawlspace through the room next to the one with the reactor control console. Zapping the cut points in the crawlspace frees up those hull panels, and if you want access to the fuel and thrusters you can focus on those cut points first. The nanocarbon hull tends to split off into pretty reasonable chunks when I do that.
Yes, this is what I've been going for, but knowing which cut points to remove to free up just the tail has been more difficult than I'd figured. I just finished a Gecko that I had sort of managed to do that with by removing all the cut points in the crawl space, but then I destroyed the reactor with a fuel canister. What I was specifically looking for were the exact cut points to remove the entire back casing so I can tether it to the wall without touching any cut points further up the ship.
The major problem I have been having is separating the ECU from the wall without causing a frosty explosion. Next I think I will just cut around the connection since the only time the connection didn't explode was the very first time. Sometimes it explodes and I still have an ECU to send to the barge and other times it just disintegrates.
The major problem I have been having is separating the ECU from the wall without causing a frosty explosion. Next I think I will just cut around the connection since the only time the connection didn't explode was the very first time. Sometimes it explodes and I still have an ECU to send to the barge and other times it just disintegrates.
Think of the wall itself as a very thin and wide pipe, that never flushes its coolant.
Only safe way to remove the ECU is to melt the bracket connecting it to the wall. Melt, not cut.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Ah, thanks for the explanation on how reactors work now. Lost the ass end of two different Geckoes trying to piece this together.
Tell you what, the double and triple chair items are a godsend. Also does anyone else think that they adjusted the salvage values for some items? I swear I'm getting much more cash for nanocarbon than pre-patch.
0
Tynnanseldom correct, never unsureRegistered Userregular
You can always remove the floor on Mackerels and tether the reactor directly to the barge!
What I've been trying to do is get a handle on how to remove the hull on Geckos before getting to the fuel and coolant canisters, thrusters, power cell, and reactor. Ideally I'd do it without splitting off every single nanocarbon panel into its own square, but trial and error by myself hasn't yet produced a method.
With Geckos (pre-patch), I would start by depressurizing the cabin and then exiting the cabin into the crawlspace through the room next to the one with the reactor control console. Zapping the cut points in the crawlspace frees up those hull panels, and if you want access to the fuel and thrusters you can focus on those cut points first. The nanocarbon hull tends to split off into pretty reasonable chunks when I do that.
Yes, this is what I've been going for, but knowing which cut points to remove to free up just the tail has been more difficult than I'd figured. I just finished a Gecko that I had sort of managed to do that with by removing all the cut points in the crawl space, but then I destroyed the reactor with a fuel canister. What I was specifically looking for were the exact cut points to remove the entire back casing so I can tether it to the wall without touching any cut points further up the ship.
@Kristmas Kthulhu I just went in and tested this out. There are four clusters of cut points along the dorsal and ventral keels, which are circled here. I also removed the nacelles and hit the panels to disconnect the thrusters, since I'd be doing that anyway. The aft hull is in three <10 000 kg segments once those four clusters are cut.
*I bet there's a subset of those I've circled that aren't strictly necessary to cut, since they connect to the hull panels just forward of the engine bay, but I cut them anyway since they were right there.
Tynnan on
+1
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
yeah that should do it, I pull off the tail end of the ship without doing the rest of it all the time
You can always remove the floor on Mackerels and tether the reactor directly to the barge!
What I've been trying to do is get a handle on how to remove the hull on Geckos before getting to the fuel and coolant canisters, thrusters, power cell, and reactor. Ideally I'd do it without splitting off every single nanocarbon panel into its own square, but trial and error by myself hasn't yet produced a method.
With Geckos (pre-patch), I would start by depressurizing the cabin and then exiting the cabin into the crawlspace through the room next to the one with the reactor control console. Zapping the cut points in the crawlspace frees up those hull panels, and if you want access to the fuel and thrusters you can focus on those cut points first. The nanocarbon hull tends to split off into pretty reasonable chunks when I do that.
Yes, this is what I've been going for, but knowing which cut points to remove to free up just the tail has been more difficult than I'd figured. I just finished a Gecko that I had sort of managed to do that with by removing all the cut points in the crawl space, but then I destroyed the reactor with a fuel canister. What I was specifically looking for were the exact cut points to remove the entire back casing so I can tether it to the wall without touching any cut points further up the ship.
@Kristmas Kthulhu I just went in and tested this out. There are four clusters of cut points along the dorsal and ventral keels, which are circled here. I also removed the nacelles and hit the panels to disconnect the thrusters, since I'd be doing that anyway. The aft hull is in three <10 000 kg segments once those four clusters are cut.
*I bet there's a subset of those I've circled that aren't strictly necessary to cut, since they connect to the hull panels just forward of the engine bay, but I cut them anyway since they were right there.
THANK YOU! This is exactly what I was looking for! Diagrams and all very much appreciated!
I should note, the back end of cargo gecko can sometimes be very different, at least. I just did a layout where the whole aft section was basically one giant piece. First time I've run across that.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
A change to the barge would be nice so that after a few shifts working on a single vessel we have fewer items bounce off it. Having to dive down to the Barge just to track down an Airlock Panel or a Computer that didn't get accepted is not a fun thing.
(With fuses I have started doing the thing where I grab the panel it comes from before releasing it and then just turning myself so I can grab it. Seems like not moving around is keeping me from being killed by a fuse.)
And the fuses are worth enough that you can buy the keys and not worry about having to manually flush the fuel lines.
I have one ECU left to collect with my current Cert I think after that I am going to spend some time stripping down smaller vessels for a change of scenery. Sure the LT pay isn't as good from those Work Orders but I don't have to fire dozens of Electronics and Mechanical things into the Barge. Once when trying to remove the ECU from the wall it exploded on me and I couldn't find it. It either flew away from me or evaporated.
Posts
it doesn't stop working but it does make some unpleasant sounds and heat up a lot faster
Also, I swear this cargo gecko has a layout I have never seen before... but I haven't done a ton of cargos before. Do they come without nacelles and I just never noticed?
Okay yes, I am definitely seeing Gecko layouts I have never seen before.
-edit-
Fuses are still super deadly if you aren't anchored to something.
The harder the rain, honey, the sweeter the sun.
One upgrade I have yet to do is the recharge O2 one. I spend so little time in a pressurized atmosphere, it doesn't really seem worth much.
They still work, but slowly.
It's also a very slow recharge.
I am updating that list above as I find stuff but important one here.
Now if you melt the blocks between the pipes and the thrusters without using a key or the manual toggles, the reactor goes into overload.
There's no workaround for Geckos now. You use a key, or you risk the manual disconnect and the resulting plasma leak. (which is not so bad if you get rid of fuel pods in the back first). Since you can buy keys now, it's not really a big deal.
The harder the rain, honey, the sweeter the sun.
The harder the rain, honey, the sweeter the sun.
It's looking like for Gecko they might want you to have to scramble to get that thing out in time. Granted, Gecko reactors take longer to go critical.
The harder the rain, honey, the sweeter the sun.
I turned off the thruster pipes with a key, then went and pulled the pods out of the ECU. Then the reactor went immediately into meltdown.
The harder the rain, honey, the sweeter the sun.
Yea, i want to feel like alien. Give me red flashing lights and an ominous countdown as I race aft after turning off the safeties in the cockpit. God help me if I forgot to cut an exit hole first.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
God will not save you. Only LYNX will save you.
(Well, restore you from backup. Same thing.)
They could do those things higher reactor classes, since it's also good to have a stepwise learning process.
Presumably that means the solution is to keep the main bay under pressure until you can remove the door, because depressurizing it also launched a hard crate into the reactor control console and... boom.
The harder the rain, honey, the sweeter the sun.
The harder the rain, honey, the sweeter the sun.
you have to melt it with the spot beam
I always did fine if I severed it on the inside, between the ECU and the wall.
I also discovered that if you use the spot beam to remove one of the connectors around that back/pass-through wall, you can see the blue lights that indicate a pipe is full. But on the edge of the wall instead.
Edit: This was all pre-patch, haven't played it since.
I've noticed the fuses now get faster ticks after you take out the first and second ones, they still launch themselves when you try to grab them
I like the meltdowns with the bigger reactors with all the panelling falling off as it melts down further.
The energy coming off the reactor effectively disintegrates things. I've had it basically fillet the front of a gecko before, slicing up plating that my saw can't touch.
The harder the rain, honey, the sweeter the sun.
So safest bet is to wait and do the reactor 2nd to last. OR, you could see if you can remove the reactor side panels and the top plate while it's still mounted, and pull it out the top/back the way you would on a Mackerel.
The harder the rain, honey, the sweeter the sun.
What I've been trying to do is get a handle on how to remove the hull on Geckos before getting to the fuel and coolant canisters, thrusters, power cell, and reactor. Ideally I'd do it without splitting off every single nanocarbon panel into its own square, but trial and error by myself hasn't yet produced a method.
With Geckos (pre-patch), I would start by depressurizing the cabin and then exiting the cabin into the crawlspace through the room next to the one with the reactor control console. Zapping the cut points in the crawlspace frees up those hull panels, and if you want access to the fuel and thrusters you can focus on those cut points first. The nanocarbon hull tends to split off into pretty reasonable chunks when I do that.
So get yourself used to keeping the coolant lines going until you remove the reactor.
-edit-
You CAN remove fuel line flow without spending a key still, though, it turns out. You just need to melt the purple blocks BEFORE you disable the coolant. That's why I thought it was triggering the reactor, it turns out.
The harder the rain, honey, the sweeter the sun.
Yes, this is what I've been going for, but knowing which cut points to remove to free up just the tail has been more difficult than I'd figured. I just finished a Gecko that I had sort of managed to do that with by removing all the cut points in the crawl space, but then I destroyed the reactor with a fuel canister. What I was specifically looking for were the exact cut points to remove the entire back casing so I can tether it to the wall without touching any cut points further up the ship.
Think of the wall itself as a very thin and wide pipe, that never flushes its coolant.
Only safe way to remove the ECU is to melt the bracket connecting it to the wall. Melt, not cut.
The harder the rain, honey, the sweeter the sun.
Tell you what, the double and triple chair items are a godsend. Also does anyone else think that they adjusted the salvage values for some items? I swear I'm getting much more cash for nanocarbon than pre-patch.
@Kristmas Kthulhu I just went in and tested this out. There are four clusters of cut points along the dorsal and ventral keels, which are circled here. I also removed the nacelles and hit the panels to disconnect the thrusters, since I'd be doing that anyway. The aft hull is in three <10 000 kg segments once those four clusters are cut.
*I bet there's a subset of those I've circled that aren't strictly necessary to cut, since they connect to the hull panels just forward of the engine bay, but I cut them anyway since they were right there.
THANK YOU! This is exactly what I was looking for! Diagrams and all very much appreciated!
The harder the rain, honey, the sweeter the sun.
(With fuses I have started doing the thing where I grab the panel it comes from before releasing it and then just turning myself so I can grab it. Seems like not moving around is keeping me from being killed by a fuse.)
And the fuses are worth enough that you can buy the keys and not worry about having to manually flush the fuel lines.
The harder the rain, honey, the sweeter the sun.