As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/

Wait, this isn't a Homeworld game? [Hardspace: Shipbreaker]

135678

Posts

  • ShortyShorty touching the meat Intergalactic Cool CourtRegistered User regular
    I think I've taken my cutter down to 0

    it doesn't stop working but it does make some unpleasant sounds and heat up a lot faster

  • Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    They fixed high resolutions and the UI!

    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork (XBox) Timspork


    webguy20Kristmas KthulhuIronKnuckle's Ghost
  • MuddBuddMuddBudd Registered User regular
    edited June 2020
    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.
  • ShortyShorty touching the meat Intergalactic Cool CourtRegistered User regular
    yes they came without nacelles before

  • captainkcaptaink TexasRegistered User regular
    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.

    Kristmas Kthulhu
  • ZxerolZxerol for the smaller pieces, my shovel wouldn't do so i took off my boot and used my shoeRegistered User regular
    Mulletude wrote: »
    What does repairing your tools actually do? They don't just stop working at 0%, but do they take longer or anything?

    Curious about this as well. Just assumed they quit working at 0

    They still work, but slowly.

  • MuddBuddMuddBudd Registered User regular
    edited June 2020
    captaink wrote: »
    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.
  • ShortyShorty touching the meat Intergalactic Cool CourtRegistered User regular
    being able to buy keys is a big deal

    Kristmas Kthulhu
  • MuddBuddMuddBudd Registered User regular
    edited June 2020
    Found some patch notes:
    Dear Lynx Corp Talent Pool,

    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.
    Kristmas Kthulhu
  • MuddBuddMuddBudd Registered User regular
    Hmm... disabling the coolant also triggered a reactor meltdown for me. Even after turning off the thruster lines.

    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.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • ShortyShorty touching the meat Intergalactic Cool CourtRegistered User regular
    did you pull the coolant cartridges out of the ecu and all the pods from the bow crawlspace?

  • MuddBuddMuddBudd Registered User regular
    Shorty wrote: »
    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.
  • ShortyShorty touching the meat Intergalactic Cool CourtRegistered User regular
    hmm, that's good to know

  • TynnanTynnan seldom correct, never unsure Registered User regular
    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.

    Kristmas KthulhuLibrarian's ghostwebguy20
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    edited June 2020
    Tynnan wrote: »
    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.

    webguy20 on
    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
    Kristmas KthulhuFrem
  • Commander ZoomCommander Zoom Registered User regular
    webguy20 wrote: »
    Tynnan wrote: »
    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.)

    webguy20TynnanKristmas Kthulhu
  • TynnanTynnan seldom correct, never unsure Registered User regular
    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.

  • MuddBuddMuddBudd Registered User regular
    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.
    Kristmas Kthulhuwebguy20
  • MuddBuddMuddBudd Registered User regular
    From Reddit, other experiences with the ECU:
    The ECU has definitely changed.

    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.
  • ShortyShorty touching the meat Intergalactic Cool CourtRegistered User regular
    cutting the pipe did that before even if you pulled out the canisters

    you have to melt it with the spot beam

  • captainkcaptaink TexasRegistered User regular
    edited June 2020
    Shorty wrote: »
    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.

    captaink on
    Shorty
  • Ginger MijangoGinger Mijango Don't you open that Trap Door!Registered User regular
    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.

    webguy20
  • MuddBuddMuddBudd Registered User regular
    edited June 2020
    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.
    Shorty
  • MuddBuddMuddBudd Registered User regular
    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.
    Kristmas Kthulhu
  • Kristmas KthulhuKristmas Kthulhu Registered User regular
    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.

    JayKaos
  • ShortyShorty touching the meat Intergalactic Cool CourtRegistered User regular
    I don't think you'll be able to do that before they make the upgraded splitsaw not scrap any nanocarbon panels it cuts

  • TynnanTynnan seldom correct, never unsure Registered User regular
    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.

    Kristmas Kthulhu
  • MuddBuddMuddBudd Registered User regular
    edited June 2020
    We have clarification:

    qC0xTFD.png

    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.
    Kristmas Kthulhu
  • ShortyShorty touching the meat Intergalactic Cool CourtRegistered User regular
    what I want to know is, how do I get the reactor to start meltdown with all of the timer pips intact

  • Kristmas KthulhuKristmas Kthulhu Registered User regular
    edited June 2020
    Tynnan wrote: »
    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 on
  • SegSeg Registered User regular
    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.

  • MuddBuddMuddBudd Registered User regular
    Seg wrote: »
    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.
    Shorty
  • IronKnuckle's GhostIronKnuckle's Ghost Registered User regular
    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.

  • TynnanTynnan seldom correct, never unsure Registered User regular
    edited June 2020
    Tynnan wrote: »
    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.

    2w97q79gyvpl.jpg

    Tynnan on
    Kristmas Kthulhu
  • ShortyShorty touching the meat Intergalactic Cool CourtRegistered User regular
    yeah that should do it, I pull off the tail end of the ship without doing the rest of it all the time

  • Kristmas KthulhuKristmas Kthulhu Registered User regular
    Tynnan wrote: »
    Tynnan wrote: »
    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.

    2w97q79gyvpl.jpg

    THANK YOU! This is exactly what I was looking for! Diagrams and all very much appreciated!

    Tynnan
  • MuddBuddMuddBudd Registered User regular
    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.
  • SegSeg Registered User regular
    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.

    Shorty
  • MuddBuddMuddBudd Registered User regular
    Honestly there should be a second barge. Above the ship. You know, the side all the cargo doors are on.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
    Kristmas KthulhuShorty
  • SegSeg Registered User regular
    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.

Sign In or Register to comment.