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* DifficultySpike: The jump from the standard Mackerel to the larger variant is fairly tame, since the only difference is slightly increased size and a more complex thruster assembly. The Gecko, on the other hand, is huge by comparison. You're required to decompress multiple rooms, the Class 2 reactor requires a much more complex disassembly process, the hull sections are larger and require additional tethers to get them moving, and it's a bigger time sink in general.

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* AwesomeButImpractical: One of the upgrades allows you to draw oxygen from pressurized areas. This sounds nice, except the first thing you'll do in any ship is vent it of atmosphere to prevent decompression events and other bad interactions.



* DifficultySpike: The jump from the standard Mackerel to the larger variant is fairly tame, since the only difference is slightly increased size and a more complex thruster assembly. The Gecko, on the other hand, is huge by comparison. You're required to decompress multiple rooms, the Class 2 reactor requires a much more complex disassembly process, and in general you'll be spending a lot more time on it.

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* DifficultySpike: The jump from the standard Mackerel to the larger variant is fairly tame, since the only difference is slightly increased size and a more complex thruster assembly. The Gecko, on the other hand, is huge by comparison. You're required to decompress multiple rooms, the Class 2 reactor requires a much more complex disassembly process, the hull sections are larger and in general you'll be spending require additional tethers to get them moving, and it's a lot more bigger time on it.sink in general.



* GoingCritical: Reactors start to melt down as soon as you pull them from their mounting, giving you limited time to get them to the barge.

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* GoingCritical: Reactors start to melt down as soon as you pull them from their mounting, giving you limited time to get them to the barge. The Class 2 version requires a specific sequence to keep it from melting down before you can even get to it.
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* KillItWithIce: Larger ships may have one or more struts covered by heat-resistant cut guards that cannot be melted by the Stinger. To break them, you have to freeze them using coolant. Force pushing an object into them also works, but you have to be careful about what else that object might hit.

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* KillItWithIce: Larger ships may have one or more struts covered by heat-resistant cut guards that cannot be melted by the Stinger. To break them, you have to freeze them using coolant. Force pushing an object into them also works, but you have to be careful about what else that object might hit. If you've unlocked the Charged Push upgrade, a charged shot will break it instantly.
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* DifficultySpike: The jump from the standard Mackerel to the larger variant is fairly tame, since the only difference is slightly increased size and a more complex thruster assembly. The Gecko, on the other hand, is huge by comparison. You're required to decompress multiple rooms, the Class 2 reactor requires a much more complex disassembly process, and in general you'll be spending a lot more time on it.
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* RandomlyGeneratedLevels: While the available ships do have a consistent hull design, the placement of certain objects can change from ship to ship. For example, the larger Mackerel variants can have their reactor placed anywhere from right next to the thruster to the crawlspace next to the cockpit. On Ghost Ships, AI cores can appear nearly anywhere in the vessel, including directly on critical components.
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* SunkCostFallacy:
** The game actually warns you about this. In a standard game, you have 15 minutes per shift to salvage whatever you can of a vessel, after which your daily fees and profits are calculated. The next day, you can choose to continue salvaging whatever you didn't finish the first time, but the game will first give you a prompt warning about efficient use of your time. Depending on how much of the ship you salvaged the first time and whether or not you finished the work order, it may be more profitable to simply abandon the ship and start on a new one.
** By the same token, it may not always be cost effective to correctly sort every bit of salvage. The crew area, for example, is largely furnace scrap with some processor and barge salvage that is not easy to separate in a timely manner. When you're running against the clock, it can be worth it to simply tether the whole thing into the furnace and take the loss on the other components.
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* InterchangeableAntimatterKeys: Utility Keys are used to cut the flow of power from a ship's reactor to its thrusters. These keys have to be found in ships or bought at a moderate fee at the Hab's terminal, but they can appear even if a ship has nothing to use it on. In this case you'll just put them in your pocket and hold onto them until you're working on a ship that does, at which point any of your keys will work in the terminal and you're unable to retrieve them once used.

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* InterchangeableAntimatterKeys: Utility Keys are used to cut the flow of power from a ship's reactor to its thrusters. thrusters, allowing you to detach the latter safely. These keys have to can occasionally be found in ships themselves or bought at a moderate fee at the Hab's terminal, but they terminal if not. They can appear even if a ship has nothing to use it on. In this case case, you'll just put them in your pocket and hold onto them until you're working on a ship that does, at which point any of your keys will work in the terminal and you're unable to retrieve them once used.
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* NothingIsScarier: The Ghosts Ships are devoid of their original crews and passengers with readily apparent evidence of what happened to them. No skeletons, no bodies, nothing. When you start finding helmets inside of them even Weaver chimes in with just how uncomfortable he is by it.

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* NothingIsScarier: The Ghosts Ships are devoid of their original crews and passengers with no readily apparent evidence of what happened to them. No skeletons, no bodies, nothing. When you start finding helmets inside of them even Weaver chimes in with just how uncomfortable he is by it.
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* KillItWithIce: Larger ships may have one or more green struts that cannot be melted by the Stinger. To break them, you have to freeze them using coolant.

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* KillItWithIce: Larger ships may have one or more green struts covered by heat-resistant cut guards that cannot be melted by the Stinger. To break them, you have to freeze them using coolant. Force pushing an object into them also works, but you have to be careful about what else that object might hit.

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** The Free Play mode lets you practice on all the ship types so you can learn to disassemble them safely.



** You drain the coolant from the pipes in Geckos by removing the three small canisters from inside their Enviromental Control Unit's central compartment, but doing so when the fuel lines are already cut or vice versa will immediately trigger the start of a reactor meltdown. Work fast.

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** You drain the coolant from the pipes in Geckos by removing the three small canisters from inside their Enviromental Environmental Control Unit's central compartment, but doing so when the fuel lines are already cut or vice versa will immediately trigger the start of a reactor meltdown. Work fast.


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* KillItWithIce: Larger ships may have one or more green struts that cannot be melted by the Stinger. To break them, you have to freeze them using coolant.
Is there an issue? Send a MessageReason:
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* NothingIsScarier: The Ghosts Ships are devoid of their original crews and passengers with readily apparent evidence of what happened to them. No skeletons, no bodies, nothing. When you start finding helmets inside of them even Weaver chimes in with just how uncomfortable he is by it.


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* OnlySaneMan: Weaver, the man who puts you through your paces as a cutter, is consistently friendly and helpful as you start out going so far as to give you historical rundowns on the type of ship you're working on. Once ghost ships start showing up, in contrast to LYNX's less-than-caring reaction, Weaver is unsettled and upon seeing you find an abandoned helmet his discomfort only grows.

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* BreakableWeapons: Your tools degrade with use. Though they can't completely break, they don't function nearly as well when damaged, so finding or buying repair kits to keep them in top condition will make your a lot job faster and easier.

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* BreakableWeapons: Your tools degrade with use. Though they can't completely break, they don't function nearly as well when damaged, so finding or buying repair kits to keep them in top condition will make your job a lot job faster and easier.



* GrapplingHookPistol: The Grapple/Tether gun fires an energy beam that attaches to whatever you shoot with it. Once you've attached to something, you can pull it in a certain direction by aiming the tether in the direction you want it to go, or reel it towards you. The tether will break if you put too much stress on it or if something interrupts the beam for long enough. Furthermore, there's still relative mass to consider. Heavier objects are harder to move, and if you try to reel them in, it'll be you that gets dragged because your mass is less than that of the target. You can use this on solid structures to pull yourself around as an alternative to using jets (''a la'' BuildingSwing, just in zero G). For heavier objects, you can attach a tether to the object and the location you want it to go, which pulls with much greater force. This is useful for getting rid of heavy hull fragments once you've cut their supports. Finally, there's a "push" function which shoves any object ahead of forward, relative to its mass. You can punt heavier objects like nacelles toward the barge in this fashion, or just quickly chuck lighter items at whatever receptacle they're meant for.



* GrapplingHookPistol: Aside from your Laser Cutter, you have the Grapple/Tether gun. It's mostly used to move things around, but you can also use it to launch yourself around - either by accident (trying to push something much heavier than the gun can handle will push ''you'' instead) or on purpose (''a la'' BuildingSwing, just in zero G). You can also use it to shoot tethers that link things together or pull them towards a certain point; super useful for moving things that are a bit too heavy to push around normally.



* InterfaceScrew: All the time. Your visor can crack (or even breach), your HUD elements can glitch out, and when your scanner unit is worn down it'll frequently glitch out whilst in use.

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* InterfaceScrew: InterfaceScrew:
**
All the time. Your visor can crack (or even breach), your HUD elements can glitch out, and when your scanner unit is worn down it'll frequently glitch out whilst in use.

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** The Grapple's "push" function actually applies to a small area around the target object/along the path you're aiming, allowing you to easily sweep small clusters of debris into the furnace at once rather than grabbing and launching each tiny piece.



* BreakableWeapons: Your tools degrade with use. Though they can't completely break, they don't function nearly as well when damaged.

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* BreakableWeapons: Your tools degrade with use. Though they can't completely break, they don't function nearly as well when damaged.damaged, so finding or buying repair kits to keep them in top condition will make your a lot job faster and easier.



* ColorCodedForYourConvenience: The scanner lights up material with certain colors depending on where it goes or what it does. Primarily, this allows you to identify structural points marked with yellow that can be melted with the Stinger.

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* ColorCodedForYourConvenience: The scanner lights up material with certain colors depending on where it goes or what it does. Primarily, this allows you to identify structural points marked with yellow that can be melted with the Stinger. Likewise, when using the augmented reality/x-ray visor, each mode uses color-coding for each significant type of component in the active mode (for example in 'Objects' mode, general items like walls or switches are yellow, components like fuel and nacelles are orange, cargo containers are green, and resources are pink[[spoiler:, and the AI nodes are ''red'']]).



** Just being in the same ''bay'' as a ghost ship also causes interface screw, along with audio malfunctions. [[spoiler:The glitchiness disappears when all AI Nodes are destroyed.]]



* KillItWithFire: The only way to dispose of the [[spoiler:Machine God's AI Nodes]] is to burn them up with the Stinger/Splitsaw or throw them into the Furnace.



* PuzzleGame: A fairly open ended sandbox, but a large part of the challenge is figuring out the right way to disassemble the ship, without destroying valuable components or tripping something that will blow yourself up. As you progress through more advanced ships, you'll find more intricate, increasingly inter-connected systems that can spell doom for your salvage operation if not tackled in the correct order.

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* PuzzleGame: A fairly open ended sandbox, but a large part of the challenge is figuring out the right way to disassemble the ship, each ship without destroying valuable components or tripping something that will blow yourself up. As you progress through more advanced ships, you'll find more intricate, increasingly inter-connected systems that can spell doom for your salvage operation if not tackled in the correct order.
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* CuttingTheKnot: One of the tricks to successfully salvaging the more volatile components is learning how to move them without setting them off. For example, a reactor will start to melt down if you pull it from its mounting, but you can separate the hull panel it's mounted to and move the whole thing to a save distance first.


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* GoingCritical: Reactors start to melt down as soon as you pull them from their mounting, giving you limited time to get them to the barge.

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* AIIsACrapshoot: Apparently enough of a crapshoot to be illegal under some Earth laws and for [=LYNX=] HR to get twitchy over the ideas of [=AIs=] being involved in an in-universe ''roleplaying game'', evidently. The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by a rogue AI which serve as the first genuinely hostile threat in the game. If left alone the AI is harmless, barring some audio interference. Once sufficiently threatened however, and since LYNX wants them destroyed you ''will'' sooner or later be considered a threat, they are extremely dangerous. They're capable of messing with doors and pressurization allowing them to put you in explosive decompression scenarios that you can't avoid. If even one node is active on a ship they can even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]

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* AIIsACrapshoot: Apparently enough of a crapshoot to be illegal under some Earth laws and for [=LYNX=] HR to get twitchy over the ideas of [=AIs=] being involved in an in-universe ''roleplaying game'', evidently. AIIsACrapshoot:
**
The October update, by sheer coincidence, adds [[spoiler:Ghost update added Ghost Ships, vessels that have been overtaken by a rogue AI which serve as the first genuinely hostile threat in the game. If Existing as small cores attached to various surfaces, they're harmless if left alone but will retaliate if you start destroying them, which you need to do as part of the AI is harmless, barring some audio interference. Once sufficiently threatened however, and since LYNX wants them destroyed you ''will'' sooner or later be considered a threat, they are extremely dangerous. They're capable of messing work order. They can mess with doors and pressurization allowing them the ship's systems to put cause you in explosive decompression scenarios that you can't avoid. If even one node is active on a ship they can even ''trigger harm, from something as simple as venting flame through the life support systems to ''causing a reactor meltdown if meltdown''. It's in your best interests to neutralize as much of the critical systems on the ship as you cut the power can before trying to the thrusters.'']]clear them out.


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* BanOnAI: AI is illegal under some Earth laws and [=LYNX=] HR gets twitchy over the idea of [=AIs=] being involved in an in-universe ''roleplaying game'', evidently. When salvaging AI-controlled ships, AI cores are marked for destruction outright.
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* AIIsACrapshoot: Apparently enough of a crapshoot to be illegal under some Earth laws and for [=LYNX=] HR to get twitchy over the ideas of a AIs being involved in an in-universe ''roleplaying game'', evidently. The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by a rogue AI which serve as the first genuinely hostile threat in the game. If left alone the AI is harmless, barring some audio interference. Once sufficiently threatened however, and since LYNX wants them destroyed you ''will'' sooner or later be considered a threat, they are extremely dangerous. They're capable of messing with doors and pressurization allowing them to put you in explosive decompression scenarios that you can't avoid. If even one node is active on a ship they can even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]

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* AIIsACrapshoot: Apparently enough of a crapshoot to be illegal under some Earth laws and for [=LYNX=] HR to get twitchy over the ideas of a AIs [=AIs=] being involved in an in-universe ''roleplaying game'', evidently. The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by a rogue AI which serve as the first genuinely hostile threat in the game. If left alone the AI is harmless, barring some audio interference. Once sufficiently threatened however, and since LYNX wants them destroyed you ''will'' sooner or later be considered a threat, they are extremely dangerous. They're capable of messing with doors and pressurization allowing them to put you in explosive decompression scenarios that you can't avoid. If even one node is active on a ship they can even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]

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* AIIsACrapshoot: The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by autonomous AI which serve as the first genuinely hostile threat in the game. If left alone the AI is harmless, barring some audio interference. Once sufficiently threatened however, and since LYNX wants them destroyed you ''will'' sooner or later be considered a threat, they are extremely dangerous. They're capable of messing with doors and pressurization allowing them to put you in explosive decompression scenarios that you can't avoid. If even one node is active on a ship they can even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]

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* AIIsACrapshoot: Apparently enough of a crapshoot to be illegal under some Earth laws and for [=LYNX=] HR to get twitchy over the ideas of a AIs being involved in an in-universe ''roleplaying game'', evidently. The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by autonomous a rogue AI which serve as the first genuinely hostile threat in the game. If left alone the AI is harmless, barring some audio interference. Once sufficiently threatened however, and since LYNX wants them destroyed you ''will'' sooner or later be considered a threat, they are extremely dangerous. They're capable of messing with doors and pressurization allowing them to put you in explosive decompression scenarios that you can't avoid. If even one node is active on a ship they can even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]'']]
** This 'Machine God' was hinted at in other earlier entries, too, and its entries are the only ones that still use text-to-speech rather than full voice acting as of the October update. [[spoiler:True to its name, it appears to have AGodAmI tendencies after having gotten its digital hands on a copy of the Bible; in a very literal interpretation, it seems to think that humans should stay on Earth as that is what they were granted dominion over.]]
---> '''Entry:''' [[spoiler:God said "Let Us make man in Our image, according to Our likeness; and let them rule over the fish of the sea and over the birds of the sky and over the cattle and over all the earth, and over every creeping thing that creeps on the earth." On. [[ExactWords On. The "earth" but no rulership over the sky. The sky and that which lives beyond the sky. Past the creeping of breath. No, up here God(God)(I) has granted no such dominion.]]]]



* CloneDegeneration: Weaver used to be a Cutter, until an unspecified issue with cloning prevented him from returning to the job. Now he helps new Cutters around the ropes.

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* CloneDegeneration: Weaver used to be a Cutter, until an unspecified issue with cloning prevented him from returning to the job. Now he helps new Cutters around learn the ropes.



* ContinuousDecompression: Small rooms will take a surprisingly long time to depressurize sometimes.

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* ContinuousDecompression: Small rooms will take a surprisingly long time to depressurize sometimes. Bizarrely, they can also manage to depressurize significantly larger spaces.
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* LaserCutter: One of your primary tools is the Stinger laser cutter. Whilst it's only good for small things at first, the player quickly receives the Splitsaw upgrade which allows it to slice neat chunks out of glass, aluminum, and some other materials. The Splitsaw can be further upgraded later on to let it cut through the tougher nanocarbon and titanium components as well, allowing you to salvage pieces that are welded onto to cheaper furnace scrap.

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* LaserCutter: One of your primary tools is the Stinger laser cutter. Whilst it's only good for small things at first, the player quickly receives the Splitsaw upgrade which allows it to slice neat chunks out of glass, aluminum, and some other materials. The Splitsaw can be further upgraded later on to let it cut through the tougher nanocarbon and titanium components as well, allowing you to salvage pieces that are welded onto to cheaper furnace scrap.

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* BreakableWeapons: Your tools degrade with use. Though they can't completely break, they don't function nearly as well when damaged.



* ColorCodedForYourConvenience: The scanner lights up material with certain colors depending on where it goes or what it does. Primarily, this allows you to identify structural points marked with yellow that can be melted with the Stinger.



* LaserCutter: One of your primary tools is the Stinger laser cutter. Whilst it's only good for small things at first, the player quickly receives the Splitsaw upgrade which allows it to slice neat chunks out of glass, aluminum, and some other materials. The Splitsaw can be further upgraded later on to let it cut through the tougher nanocarbon and titanium components as well.

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* LaserCutter: One of your primary tools is the Stinger laser cutter. Whilst it's only good for small things at first, the player quickly receives the Splitsaw upgrade which allows it to slice neat chunks out of glass, aluminum, and some other materials. The Splitsaw can be further upgraded later on to let it cut through the tougher nanocarbon and titanium components as well.well, allowing you to salvage pieces that are welded onto to cheaper furnace scrap.



* TimedMission: Outside of the first couple of tutorial missions, Open Shift, and Free Mode, every 'shift' is limited to 15 minutes or so in length, as well as your suit's fuel and oxygen supplies. You can buy O2 refills during a shift and find refill canisters on most ships though.

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* TimedMission: Outside of the first couple of tutorial missions, Open Shift, and Free Mode, every 'shift' is limited to 15 minutes or so in length, as well as your suit's fuel and oxygen supplies. You can buy O2 refills during a shift and find refill canisters on most ships ships, though.
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* AIIsACrapshoot: The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by autonomous AI which serve as the first genuinely hostile threat in the game. If left alone the AI is harmless, barring some audio interference. Once sufficiently threatened however, and since LYNX wants them destroyed you ''will'' sooner or later be considered a threat, they are extremely dangerous. They're capable of messing with doors and pressurization allowing them to put you in explosive decompression scenarios that you can't avoid explosive decompression. If even one node is active on a ship they can even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]

to:

* AIIsACrapshoot: The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by autonomous AI which serve as the first genuinely hostile threat in the game. If left alone the AI is harmless, barring some audio interference. Once sufficiently threatened however, and since LYNX wants them destroyed you ''will'' sooner or later be considered a threat, they are extremely dangerous. They're capable of messing with doors and pressurization allowing them to put you in explosive decompression scenarios that you can't avoid explosive decompression.avoid. If even one node is active on a ship they can even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]
Is there an issue? Send a MessageReason:
None


* AIIsACrapshoot: The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by autonomous AI which serve as the first genuinely hostile threat in the game. If left alone the AI is harmless, barring some audio interference. Once sufficiently threatened however, and since LYNX wants them destroyed you ''will'' sooner or later be considered a threat, they are extremely dangerous. They capable of messing with doors and pressurization while also putting you in situations where you can't safely defuse them. If even one node is active on a ship they can even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]

to:

* AIIsACrapshoot: The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by autonomous AI which serve as the first genuinely hostile threat in the game. If left alone the AI is harmless, barring some audio interference. Once sufficiently threatened however, and since LYNX wants them destroyed you ''will'' sooner or later be considered a threat, they are extremely dangerous. They They're capable of messing with doors and pressurization while also putting allowing them to put you in situations where explosive decompression scenarios that you can't safely defuse them.avoid explosive decompression. If even one node is active on a ship they can even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]
Is there an issue? Send a MessageReason:
None


* AIIsACrapshoot: The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by autonomous AI. If left alone the AI is harmless, barring some audio interference. Once sufficiently agitated however, and LYNX wants them destroyed you ''will'' agitate them, they are extremely dangerous, capable of messing with doors, pressurization, and if they're attached to the reactor even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]

to:

* AIIsACrapshoot: The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by autonomous AI.AI which serve as the first genuinely hostile threat in the game. If left alone the AI is harmless, barring some audio interference. Once sufficiently agitated threatened however, and since LYNX wants them destroyed you ''will'' agitate them, sooner or later be considered a threat, they are extremely dangerous, dangerous. They capable of messing with doors, pressurization, doors and if they're attached to the reactor pressurization while also putting you in situations where you can't safely defuse them. If even one node is active on a ship they can even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]
Is there an issue? Send a MessageReason:
None


* AIIsACrapshoot: The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by autonomous AI. If left alone the AI is harmless, barring some audio interference. Once sufficiently agitated however, and LYNX wants them destroye you ''will'' agitate them, they are extremely dangerous, capable of messing with doors, pressurization, and if they're attached to the reactor even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]

to:

* AIIsACrapshoot: The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by autonomous AI. If left alone the AI is harmless, barring some audio interference. Once sufficiently agitated however, and LYNX wants them destroye destroyed you ''will'' agitate them, they are extremely dangerous, capable of messing with doors, pressurization, and if they're attached to the reactor even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]
Is there an issue? Send a MessageReason:
None

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* AIIsACrapshoot: The October update, by sheer coincidence, adds [[spoiler:Ghost Ships, vessels that have been overtaken by autonomous AI. If left alone the AI is harmless, barring some audio interference. Once sufficiently agitated however, and LYNX wants them destroye you ''will'' agitate them, they are extremely dangerous, capable of messing with doors, pressurization, and if they're attached to the reactor even ''trigger a reactor meltdown if you cut the power to the thrusters.'']]
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* CoolStarship: You're being paid to take them apart, or more accurately taking them apart to pay off your debt. Admittedly some of them aren't really very cool or glamorous, nor do they possess particularly impressive class names; the two ship classes so far are the Mackerel and Gecko, both civilian cargo/passenger transport ships.

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* CoolStarship: You're being paid to take them apart, or more accurately taking them apart to pay off your debt. Admittedly some of them aren't really very cool or glamorous, nor do they possess particularly impressive class names; the two ship classes so far are the Mackerel and Gecko, Gecko. They both come in cargo and civilian cargo/passenger transport ships.versions, but unique to the Gecko are the scientific exploration vessel and salvage ship variants.
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** You drain the coolant from the pipes in Geckos by removing the three small canisters from inside their Enviromental Control Unit's central compartment. As of a recent patch this will however immediately set off a reactor meltdown and is ill-advised before getting the reactor out.

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** You drain the coolant from the pipes in Geckos by removing the three small canisters from inside their Enviromental Control Unit's central compartment. As of a recent patch this compartment, but doing so when the fuel lines are already cut or vice versa will however immediately set off trigger the start of a reactor meltdown and is ill-advised before getting the reactor out.meltdown. Work fast.
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Violent, unpredicatable physics on Fuel/Coolant Tanks and computer terminals have been patched out of the game since writing.


** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around or brace yourself for impact/charged pushes. They're so strong that they'll hold you firmly in place even with the full force of a room decompressing in your face. This will also help with the random, often violently explosive coolant/fuel tanks. By making sure the section of the ship they're attached to isn't moving at all, magnetize yourself to the tank, hold your brakes, and tap your grapple key as the tank is about to come loose and you can prevent the tanks from rocketing away, striking something, and usually starting an often lethal chain reaction.

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** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around or brace yourself for impact/charged pushes. They're so strong that they'll hold you firmly in place even with the full force of a room decompressing in your face. This will also help with the random, often violently explosive coolant/fuel tanks. By making sure the section of the ship they're attached to isn't moving at all, magnetize yourself to the tank, hold your brakes, and tap your grapple key as the tank is about to come loose and you can prevent the tanks from rocketing away, striking something, and usually starting an often lethal chain reaction.


* SandboxMode: If you just wanna cut ships apart for practice or fun (for example, seeing what happens when you overload a reactor or depressurize a larger ship), you can play in Free Mode instead; no limits, no restrictions, and everything's upgraded to its maximum levels (so be careful with that Splitsaw!).

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* ShockinglyExpensiveBill: Each day, you can expect to be paying somewhere to the tune of $500,000 to [=LYNX=] in rental fees and interest.

to:

* ShockinglyExpensiveBill: Each day, you can expect to be paying somewhere to the tune of $500,000 to [=LYNX=] in rental fees and interest. The good news is that doing a good job can earn you a few million per day, and pretty lucrative jobs open up right about at rank 6. Completing work orders for LYNX will eventually let you buy your equipment for yourself, cutting a huge amount of the daily fees.

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** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around or brace yourself for impact/charged pushes. They're so strong that they'll hold you firmly in place even with the full force of a room decompressing in your face. This will also prevent a nasty bug with fuses that causes them to rocket you across the bay. Likely into a wall that will break your helmet. In addition this will also help with coolant/fuel tanks. By making sure the piece they're attached to isn't moving at all, magnetizing yourself to the tank, and holding your brakes you can prevent the tanks from rocketing away, striking something, and violently exploding.

to:

** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around or brace yourself for impact/charged pushes. They're so strong that they'll hold you firmly in place even with the full force of a room decompressing in your face. This will also prevent a nasty bug with fuses that causes them to rocket you across the bay. Likely into a wall that will break your helmet. In addition this will also help with the random, often violently explosive coolant/fuel tanks. By making sure the piece section of the ship they're attached to isn't moving at all, magnetizing magnetize yourself to the tank, and holding hold your brakes brakes, and tap your grapple key as the tank is about to come loose and you can prevent the tanks from rocketing away, striking something, and violently exploding.usually starting an often lethal chain reaction.


Added DiffLines:

** Those two lines on the reticle of your splitsaw are what you're supposed to use if you need to make a precision cut. Any pieces touching those two lines will be cut if you pull the trigger. Knowing this is vital to making sure you don't accidentally cut vital components both explosive and not in nature.

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