I could have sworn your thruster fuel level persisted between shifts the other day but now it looks like it's topped up the same as oxygen and tethers. Am I going mad or have they changed it?
I could have sworn your thruster fuel level persisted between shifts the other day but now it looks like it's topped up the same as oxygen and tethers. Am I going mad or have they changed it?
AFAIK it's always refilled.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Oh it's not been a huge concern, and I've been using that trick to varying degrees of success. Sometimes well and sometimes deciding the visor of the helmet is overrated.
In other news I finally had a successful Gecko salvage hitting all the work orders and getting the reactor out all in the proper order albeit a bit of rushed hack and slash on the coolant pipes once the ECU was disconnected. The reactor plates and reactor all tethered down to the barge as one mass which mean a bit of grappling was required to register the reactor but it's all good.
And I had no explosions bar a couple fuses slamming me into the hull. Even with trying the grab the ship and fuse at same time. I did find I had a couple decompressions when heading into the fore corridor and cockpit as the door controls wouldn't work so I just had to melt the doors out but nothing got damaged.
I didn't bother with pulling all the lockers and stuff out of the cockpit, just slung the whole lot into the processor. It's a bit fiddly. Some sort of tether net would be handy.
0
Ginger MijangoDon't you open thatTrap Door!Registered Userregular
Fuel ceased being of any concern as soon as I learned you can move around by grappling onto something sturdy and reeling yourself in.
from the Hub, turn around, grapple the hub, hold down charge and release to fire yourself at the ship. This also works with heavy chunks of hull and firing yourself into the Furnace.
I could have sworn your thruster fuel level persisted between shifts the other day but now it looks like it's topped up the same as oxygen and tethers. Am I going mad or have they changed it?
AFAIK it's always refilled.
I think there was a patch where this wasn't true, and it would persist across shifts
Oh it's not been a huge concern, and I've been using that trick to varying degrees of success. Sometimes well and sometimes deciding the visor of the helmet is overrated.
In other news I finally had a successful Gecko salvage hitting all the work orders and getting the reactor out all in the proper order albeit a bit of rushed hack and slash on the coolant pipes once the ECU was disconnected. The reactor plates and reactor all tethered down to the barge as one mass which mean a bit of grappling was required to register the reactor but it's all good.
And I had no explosions bar a couple fuses slamming me into the hull. Even with trying the grab the ship and fuse at same time. I did find I had a couple decompressions when heading into the fore corridor and cockpit as the door controls wouldn't work so I just had to melt the doors out but nothing got damaged.
I didn't bother with pulling all the lockers and stuff out of the cockpit, just slung the whole lot into the processor. It's a bit fiddly. Some sort of tether net would be handy.
At the end of my first Gecko I did the same thing and just dumped the whole cockpit into the processor. Don't see doing it any different next time unless I have a work order to complete.
Oh it's not been a huge concern, and I've been using that trick to varying degrees of success. Sometimes well and sometimes deciding the visor of the helmet is overrated.
In other news I finally had a successful Gecko salvage hitting all the work orders and getting the reactor out all in the proper order albeit a bit of rushed hack and slash on the coolant pipes once the ECU was disconnected. The reactor plates and reactor all tethered down to the barge as one mass which mean a bit of grappling was required to register the reactor but it's all good.
And I had no explosions bar a couple fuses slamming me into the hull. Even with trying the grab the ship and fuse at same time. I did find I had a couple decompressions when heading into the fore corridor and cockpit as the door controls wouldn't work so I just had to melt the doors out but nothing got damaged.
I didn't bother with pulling all the lockers and stuff out of the cockpit, just slung the whole lot into the processor. It's a bit fiddly. Some sort of tether net would be handy.
I realized that the Fuses were killing me if I moved between hitting the switch and grabbing the fuse. If I just moved my mouse around until I could grab it I was fine. So now I have been able to grab every fuse without issue and use that money to pay for a Utility key if I haven't found one by the end of my first shift.
Harder work orders require more items go to the Barge. The cockpit is one of the last things I deal with since it is a good location to pull electronics and storage from.
edit: I hit Rank 9 yesterday, and 150 Electronics, Mechanicals and 100,000 kg of Metal will be finished long before I reach 175 Work Order Objectives.
Fuses are still buggy as hell with a physics issue. Safest way to get them is grab them while using a hand to attach to the hull. They can't throw you around then.
Some work orders do specifically ask for storage at higher difficulties, so you'll need to start clearing cockpits eventually.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I've had a decent time with Gecko cockpits by freeing everything (except door and atmo) from the walls during my initial pass, while the interior is still pressurized. Later, I'll separate the cockpit from the body by cutting 4 beams around where the cockpit joins the body (the beams with black and yellow markings on them) and tethering the whole 10Mg chunk that is the bonded nanocarbon and aluminum of the cockpit toward the master jack. The loose stuff inside tends to drift lazily out the back as it's dragged forward.
One does have to be extra careful about how one depressurizes the ship, though.
0
MrMonroepassed outon the floor nowRegistered Userregular
Yeah the Geckos are a bit overwhelming at first. I hope you found a few Utility Keys while working in the Mackerels.
I have a few leftovers, and even found one in this guy. Unfortunately I can't tell where I'm supposed to use them!
On the forward end of each thruster (three, in the Gecko tail section) there is a handle that disconnects the thruster from its fuel. Without a key, turning this handle sometimes causes fire to sprout from the connection, endangering any nearby flammable material.
Before you turn off the electronics you will find a computer station that will accept a key. It flushes the fuel so that you can disconnect the thrusters without causing an accident. In the Industrial Geckos I find it on the walkway between the two entrances in front of the Reactor, or on the Transports they tend to be in the middle compartment in front of the reactor between the room with the ECU and the room that lets you get into the crawlspace. Also in front of the reactor.
+2
MrMonroepassed outon the floor nowRegistered Userregular
Before you turn off the electronics you will find a computer station that will accept a key. It flushes the fuel so that you can disconnect the thrusters without causing an accident. In the Industrial Geckos I find it on the walkway between the two entrances in front of the Reactor, or on the Transports they tend to be in the middle compartment in front of the reactor between the room with the ECU and the room that lets you get into the crawlspace. Also in front of the reactor.
and sometimes there's more than one computer terminal with an obvious keyhole in it, apparently, but now I've found the right one
Fuses are still buggy as hell with a physics issue. Safest way to get them is grab them while using a hand to attach to the hull. They can't throw you around then.
Some work orders do specifically ask for storage at higher difficulties, so you'll need to start clearing cockpits eventually.
Yeah that's what I've been trying. On this ship it worked for two of them but not number three. Unless my little finger slipped off X/Z, which is possible. I look forward to being able to change the key bindings.
Fuses are still buggy as hell with a physics issue. Safest way to get them is grab them while using a hand to attach to the hull. They can't throw you around then.
Some work orders do specifically ask for storage at higher difficulties, so you'll need to start clearing cockpits eventually.
Yeah that's what I've been trying. On this ship it worked for two of them but not number three. Unless my little finger slipped off X/Z, which is possible. I look forward to being able to change the key bindings.
It's possible one was ejected while the circuit was active maybe? I always have trouble with the third, since they speed up.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
The one time I was killed while trying to pick a fuse up I had cleared part of the ship and then the fuse got loose and I chased after it, I grabbed the fuse and then my face mask exploded and then I died. It wasn't like the time I pulled a Door Console into my helmet and my face shield smashed but I had time to race to the HAB.
And now I make sure I am still, release the fuse, move my mouse to grab the fuse. So far the only times I have had issues after releasing the Fuse is if I hit a key that triggers the thrusters before I hit F to grab the Fuse.
One thing I noticed playing today is that since grabbing the rank 9 upgrade for my thruster fuel, the first shift of a play session has less then full fuel.
the game crashing with 12 seconds left on a job after i was mostly just screwing around throwing the little bits of cutter scraps into the furnace and everything else was processed is extremely demoralizing.
early access i know but oof.
edit: argh crashed again, is this a known issue? the zen enjoyment of turning a ship into empty space in 15 minutes or less is sort of lost when i constantly lose progress.
geckos are hideously complicated. i kinda wish there was a space between mackerals which i can more or less do in my sleep, and geckos, where i cause a massive explosion more times than not.
You can always remove the floor on Mackerels and tether the reactor directly to the barge!
I did this, and congratulated myself. Then the floor plate flipped around on its way down and hit sideways and the reactor fell over. Then I noticed that the barge had a bunch of red squares around the reactor. Then I noticed beeping and a red warning triangle.
I skedaddled back to my HAB and ended the shift just then and there; the transparent background of my score screen a bright white flash from the reactor explosion, frozen in time.
I assume this is not strictly the correct way to extract the reactor.
geckos are hideously complicated. i kinda wish there was a space between mackerals which i can more or less do in my sleep, and geckos, where i cause a massive explosion more times than not.
The trick with Geckos (well, at least the first model) is to hull them first, then begin dissecting their internals. It's a lot easier to gut them once the hull is gone.
geckos are hideously complicated. i kinda wish there was a space between mackerals which i can more or less do in my sleep, and geckos, where i cause a massive explosion more times than not.
The trick with Geckos (well, at least the first model) is to hull them first, then begin dissecting their internals. It's a lot easier to gut them once the hull is gone.
Yeah, after depressurizing, I cut through up by the entryway and just cut every hull attachment and spend most of the first two shifts getting the outside done.
I will pull the fuses before I start sending the Hull to the Processor. That way the Fuse stops at the inside of the hull and I can grab them without having to chase them down. (Which has killed me.)
I watched a streamer loosen up everything in the cockpit before cutting that away from the ship and sending it up to a Jack leaving all the bits in an easier to manage pile of items. I started doing that and found it way less time consuming then pulling every item out individually.
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:
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
Most notable is an Open Shift mode, with the shift timer and oxygen drain removed. It will have separate leaderboards.
Also there's a keybind editing option out of game, with in-game coming later.
Glad to see invert Y axis not saving is fixed. Having to set that every time I ran the game was annoying.
"Removing Health from all Nanocarbon panels so they don't turn into scrap when cut"
Does this mean the level 9 Splitsaw upgrade no longer ruins nanocarbon?
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:
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
Most notable is an Open Shift mode, with the shift timer and oxygen drain removed. It will have separate leaderboards.
Also there's a keybind editing option out of game, with in-game coming later.
Glad to see invert Y axis not saving is fixed. Having to set that every time I ran the game was annoying.
"Removing Health from all Nanocarbon panels so they don't turn into scrap when cut" Does this mean the level 9 Splitsaw upgrade no longer ruins nanocarbon?
I don't see it listed here but the panels around Class II Reactors no longer seem to go flying when you pull them now.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
0
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
I haven’t cut apart Mackerels since first release. Did they make these things way easier to separate? When I first did them I had a hell of a time getting the front and the very back off from the rest of the hull. Now I cut four points on each and they just tether away super easy!
I wonder if it's a mistake to have the first mode in the list be the un-timed one. I feel like hte game would get pretty old in a hurry without the push to get faster/better. The mode SHOULD be there for those who want it for sure, but you should guide people to the probable best experience too, not make them choose/make their own game without having played it.
Also with all the rez/hz options that desperately needs to be a drop down.
I kind of feel both ways about the untimed mode. I like the challenge of setting up big paydays by doing the work necessary to prep a ship for reactor and drive yanks and such. It also provides natural stopping points whenever they get around to actually saving your ships between play sessions.
And then also just let me scrap this whole dang thing at my own pace.
I kind of feel both ways about the untimed mode. I like the challenge of setting up big paydays by doing the work necessary to prep a ship for reactor and drive yanks and such. It also provides natural stopping points whenever they get around to actually saving your ships between play sessions.
And then also just let me scrap this whole dang thing at my own pace.
For sure they should HAVE both modes, hell just for testing graphics settings I loved just going into the free play, tossing tethers on everything and just going BRAAAP with an upgraded cutter and watching the frames chug as things blew up and flew away.
But the fact is that MOST people are going to play the first thing you give them, and make up their whole mind that way. If you give them the unlimited version with the OPTION to move to the harder more limited one, a lot won't, and I'm not coming at this from a "lol real gamerz" thing, but in terms of player retention. I feel like the more open mode is more a toy, and the timed limited one is more of a game (both are great) and the latter would help long term player retention vs just playing a bit and being done with it.
So just a "game design" discussion, I 100% support games with options that make them accessible and fun for everyone, and everyone should play their way. I'm also biased because I did the onboarding when it was still limited, and liked it. (I also don't actually know that a new player gets pushed to the more open version, I just saw it was to the left of my game now)
There is unlikely to be a save system that preserves ships in progress. As soon as you start breaking stuff apart, it gets very hard to save all that information in a reasonable-size save file.
I was confused when I first opened the game up and noticed there was a campaign mode that was basically a free play mode that you progress through. I had gotten so used to opening the far left option that I nearly started a new game by accident.
The change to the look of the fuel pipe connections stood out on a medium Mackerel, I haven't tried a hard one yet.
I am currently at the 9th level and hadn't considered trying the zero clone mode since it wasn't unlocked for me until they changed when that mode unlocked with this update. I have now started a zero clone mode save and am wondering how far in I can get before I get careless and kill myself by pulling something into my facemask too quickly.
0
webguy20I spend too much time on the InternetRegistered Userregular
There is unlikely to be a save system that preserves ships in progress. As soon as you start breaking stuff apart, it gets very hard to save all that information in a reasonable-size save file.
Even if you could, apparently the physics code has weird object interactions when you try to load everything in from a save.
Posts
AFAIK it's always refilled.
The harder the rain, honey, the sweeter the sun.
In other news I finally had a successful Gecko salvage hitting all the work orders and getting the reactor out all in the proper order albeit a bit of rushed hack and slash on the coolant pipes once the ECU was disconnected. The reactor plates and reactor all tethered down to the barge as one mass which mean a bit of grappling was required to register the reactor but it's all good.
And I had no explosions bar a couple fuses slamming me into the hull. Even with trying the grab the ship and fuse at same time. I did find I had a couple decompressions when heading into the fore corridor and cockpit as the door controls wouldn't work so I just had to melt the doors out but nothing got damaged.
I didn't bother with pulling all the lockers and stuff out of the cockpit, just slung the whole lot into the processor. It's a bit fiddly. Some sort of tether net would be handy.
from the Hub, turn around, grapple the hub, hold down charge and release to fire yourself at the ship. This also works with heavy chunks of hull and firing yourself into the Furnace.
I think there was a patch where this wasn't true, and it would persist across shifts
At the end of my first Gecko I did the same thing and just dumped the whole cockpit into the processor. Don't see doing it any different next time unless I have a work order to complete.
I realized that the Fuses were killing me if I moved between hitting the switch and grabbing the fuse. If I just moved my mouse around until I could grab it I was fine. So now I have been able to grab every fuse without issue and use that money to pay for a Utility key if I haven't found one by the end of my first shift.
Harder work orders require more items go to the Barge. The cockpit is one of the last things I deal with since it is a good location to pull electronics and storage from.
edit: I hit Rank 9 yesterday, and 150 Electronics, Mechanicals and 100,000 kg of Metal will be finished long before I reach 175 Work Order Objectives.
Some work orders do specifically ask for storage at higher difficulties, so you'll need to start clearing cockpits eventually.
The harder the rain, honey, the sweeter the sun.
One does have to be extra careful about how one depressurizes the ship, though.
I have a few leftovers, and even found one in this guy. Unfortunately I can't tell where I'm supposed to use them!
On the forward end of each thruster (three, in the Gecko tail section) there is a handle that disconnects the thruster from its fuel. Without a key, turning this handle sometimes causes fire to sprout from the connection, endangering any nearby flammable material.
and sometimes there's more than one computer terminal with an obvious keyhole in it, apparently, but now I've found the right one
Yeah that's what I've been trying. On this ship it worked for two of them but not number three. Unless my little finger slipped off X/Z, which is possible. I look forward to being able to change the key bindings.
It's possible one was ejected while the circuit was active maybe? I always have trouble with the third, since they speed up.
The harder the rain, honey, the sweeter the sun.
And now I make sure I am still, release the fuse, move my mouse to grab the fuse. So far the only times I have had issues after releasing the Fuse is if I hit a key that triggers the thrusters before I hit F to grab the Fuse.
One thing I noticed playing today is that since grabbing the rank 9 upgrade for my thruster fuel, the first shift of a play session has less then full fuel.
early access i know but oof.
edit: argh crashed again, is this a known issue? the zen enjoyment of turning a ship into empty space in 15 minutes or less is sort of lost when i constantly lose progress.
I did this, and congratulated myself. Then the floor plate flipped around on its way down and hit sideways and the reactor fell over. Then I noticed that the barge had a bunch of red squares around the reactor. Then I noticed beeping and a red warning triangle.
I skedaddled back to my HAB and ended the shift just then and there; the transparent background of my score screen a bright white flash from the reactor explosion, frozen in time.
I assume this is not strictly the correct way to extract the reactor.
The trick with Geckos (well, at least the first model) is to hull them first, then begin dissecting their internals. It's a lot easier to gut them once the hull is gone.
Yeah, after depressurizing, I cut through up by the entryway and just cut every hull attachment and spend most of the first two shifts getting the outside done.
I watched a streamer loosen up everything in the cockpit before cutting that away from the ship and sending it up to a Jack leaving all the bits in an easier to manage pile of items. I started doing that and found it way less time consuming then pulling every item out individually.
https://store.steampowered.com/newshub/app/1161580/view/2534912799812906198
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:
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
Most notable is an Open Shift mode, with the shift timer and oxygen drain removed. It will have separate leaderboards.
Also there's a keybind editing option out of game, with in-game coming later.
Glad to see invert Y axis not saving is fixed. Having to set that every time I ran the game was annoying.
"Removing Health from all Nanocarbon panels so they don't turn into scrap when cut"
Does this mean the level 9 Splitsaw upgrade no longer ruins nanocarbon?
Sounds like yes.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
The harder the rain, honey, the sweeter the sun.
Also, the hull cutter upgrade is actually worth getting now.
Not seeing any significant changes.
I don't see it listed here but the panels around Class II Reactors no longer seem to go flying when you pull them now.
The harder the rain, honey, the sweeter the sun.
Also with all the rez/hz options that desperately needs to be a drop down.
And then also just let me scrap this whole dang thing at my own pace.
The harder the rain, honey, the sweeter the sun.
For sure they should HAVE both modes, hell just for testing graphics settings I loved just going into the free play, tossing tethers on everything and just going BRAAAP with an upgraded cutter and watching the frames chug as things blew up and flew away.
But the fact is that MOST people are going to play the first thing you give them, and make up their whole mind that way. If you give them the unlimited version with the OPTION to move to the harder more limited one, a lot won't, and I'm not coming at this from a "lol real gamerz" thing, but in terms of player retention. I feel like the more open mode is more a toy, and the timed limited one is more of a game (both are great) and the latter would help long term player retention vs just playing a bit and being done with it.
So just a "game design" discussion, I 100% support games with options that make them accessible and fun for everyone, and everyone should play their way. I'm also biased because I did the onboarding when it was still limited, and liked it. (I also don't actually know that a new player gets pushed to the more open version, I just saw it was to the left of my game now)
The change to the look of the fuel pipe connections stood out on a medium Mackerel, I haven't tried a hard one yet.
I am currently at the 9th level and hadn't considered trying the zero clone mode since it wasn't unlocked for me until they changed when that mode unlocked with this update. I have now started a zero clone mode save and am wondering how far in I can get before I get careless and kill myself by pulling something into my facemask too quickly.
Even if you could, apparently the physics code has weird object interactions when you try to load everything in from a save.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981