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** Class 2 Reactors act similarly, but have additional factors which influence the meltdown. The reactor has fuel and coolant inputs, each requiring the attached devices to be shut down in order to flush the lines. If the reactor is removed prior to this, it will very likely arc and damage the pipes. If the two are disabled first, the reactor will go critical, but it will also be more stable than if it had been removed immediately, giving you ample time to get it clear of the ship and into the barge.will melt down if both of these are removed. This is only exacerbated by the fact that ships with Class 2 Reactors have more intricate layouts; removing the Class 1 from a Mackerel just requires clearing one of the hull panels out of the way, usually the underbelly panels unless it's one of the larger variants. On a Gecko or Javelin, you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.

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** Class 2 Reactors act similarly, but have additional factors which influence the meltdown. The reactor has fuel and coolant inputs, each requiring the attached devices to be shut down in order to flush the lines. If the reactor is removed prior to this, it will very likely arc and damage the pipes. If the two are disabled first, the reactor will go critical, but it will also be more stable than if it had been removed immediately, giving you ample time to get it clear of the ship and into the barge.will melt down if both of these are removed. This is only exacerbated complicated by the fact that ships with Class 2 Reactors have more intricate layouts; removing the Class 1 from a Mackerel just requires clearing one of the hull panels out of the way, usually the underbelly panels unless it's one of the larger variants. On a Gecko or Javelin, you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.

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->''Humankind has industrialised much of the Solar System''
->''Earth has deteriorated into a place of squalor and decay''
->''In orbit, a new breed of worker has emerged''
->'''THE SHIPBREAKER'''
->''The labor is extremely dangerous''
->''But for a select few''
->''The hazard pay is worth the risk''

to:

->''Humankind has industrialised much of the Solar System''
->''Earth
System''\\
''Earth
has deteriorated into a place of squalor and decay''
->''In
decay''\\
''In
orbit, a new breed of worker has emerged''
->'''THE SHIPBREAKER'''
->''The
emerged''\\
'''THE SHIPBREAKER'''\\
''The
labor is extremely dangerous''
->''But
dangerous''\\
''But
for a select few''
->''The
few''\\
''The
hazard pay is worth the risk''



* GoingCritical: Class 1 Reactors start to melt down as soon as you pull them from their mounting, sending out electrical pulses which damage nearby equipment, giving you limited time to get them to the barge. The Class 2 version has fuel and coolant inputs, and will melt down if both of these are removed. It also melts down if pulled off prior to those being deactivated, with the added wrinkle that it melts down sooner and usually causes coolant and fuel to start spraying everywhere. This is only exacerbated by the fact that ships have more and more intricate layouts of parts around their reactors as the difficulty increases; removing the Class 1 from a Mackerel just requires clearing one of the hull panels out of the way, usually the underbelly panels unless it's one of the larger variants. On a Gecko or Javelin, you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.

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* GoingCritical: GoingCritical:
**
Class 1 Reactors start to melt down as soon as you pull them from their mounting, sending out electrical pulses which damage nearby equipment, giving you limited time to get them to the barge. The barge.
**
Class 2 version Reactors act similarly, but have additional factors which influence the meltdown. The reactor has fuel and coolant inputs, each requiring the attached devices to be shut down in order to flush the lines. If the reactor is removed prior to this, it will very likely arc and damage the pipes. If the two are disabled first, the reactor will go critical, but it will also be more stable than if it had been removed immediately, giving you ample time to get it clear of the ship and into the barge.will melt down if both of these are removed. It also melts down if pulled off prior to those being deactivated, with the added wrinkle that it melts down sooner and usually causes coolant and fuel to start spraying everywhere. This is only exacerbated by the fact that ships with Class 2 Reactors have more and more intricate layouts of parts around their reactors as the difficulty increases; layouts; removing the Class 1 from a Mackerel just requires clearing one of the hull panels out of the way, usually the underbelly panels unless it's one of the larger variants. On a Gecko or Javelin, you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.

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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, and it has to be fully upgraded to restore oxygen at a respectable rate. Eventually averted once you acquire the largest O2 tank, which lasts 13 minutes of your 15 minute shift. Spend a couple minutes inside a ship preemptively detaching some things in a pressurized room and with the highest refill rate offered you'll be good to go for the rest of your shift.

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* AwesomeButImpractical: 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, and it has to be fully upgraded to restore oxygen at a respectable rate. Eventually averted It gains a measure of usefulness once you acquire the largest O2 tank, which lasts 13 minutes of your 15 minute shift. Spend a couple minutes inside a ship preemptively detaching some things in a pressurized room and with the highest refill rate offered you'll be good to go for the rest of your shift. Even so, that's good for one shift on average, maybe three on a Javelin if you're careful.
** The throwing upgrade for the demolitions charges is a lot of fun, but has very little practical benefit. Charges need to be placed carefully to avoid damage to adjacent objects, and throwing the charge in such a way that it lands properly takes almost as much time as placing the charge manually, with the added wrinkle that it's not guaranteed to land correctly even if you make the effort.

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* GoingCritical: Class 1 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 has fuel and coolant inputs, and will melt down if both of these are removed. It also melts down if pulled off prior to those being deactivated, with the added wrinkle that it melts down sooner and usually causes coolant and fuel to start spraying everywhere. This is only exacerbated by the fact that ships have more and more intricate layouts of parts around their reactors as the difficulty increases; removing the Class 1 from a Mackerel just requires clearing one of the hull panels out of the way, usually the underbelly panels unless it's one of the larger variants. On a Gecko or Javelin, you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.

to:

* GoingCritical: Class 1 Reactors start to melt down as soon as you pull them from their mounting, sending out electrical pulses which damage nearby equipment, giving you limited time to get them to the barge. The Class 2 version has fuel and coolant inputs, and will melt down if both of these are removed. It also melts down if pulled off prior to those being deactivated, with the added wrinkle that it melts down sooner and usually causes coolant and fuel to start spraying everywhere. This is only exacerbated by the fact that ships have more and more intricate layouts of parts around their reactors as the difficulty increases; removing the Class 1 from a Mackerel just requires clearing one of the hull panels out of the way, usually the underbelly panels unless it's one of the larger variants. On a Gecko or Javelin, you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.



* NoOSHACompliance: LYNX Corporation cuts every corner they can when it comes to employee safety. Your suit is a 50-year-old design, your tools are constantly breaking down and in need of repair, your suit only holds a few minutes of air, and that's not even mentioning all the hazards you'll encounter when disassembling the ships.
* NowYouTellMe: Can happen to you during the reactor tutorial if you follow Weaver's guide on how to remove the reactor just before he tells you that you should clear a path since the reactor's going into meltdown once it's nudged out of its position. Cue the player panicking and scrambling to get the reactor to deposit area before it melts down completely.

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* NoOSHACompliance: LYNX Corporation cuts every corner they can when it comes to employee safety. Your suit is a 50-year-old design, your tools are constantly breaking down and in need of repair, your suit only holds a few minutes of air, air (and cannot cover a full shift even fully upgraded), and that's not even mentioning all the hazards you'll encounter when disassembling the ships.
* NowYouTellMe: Can happen to you during the reactor tutorial if you follow Weaver's guide on how to remove the reactor just before he tells you that you should clear a path since the reactor's going into meltdown once it's nudged out of its position. Cue the player panicking and scrambling to get the reactor to deposit area before it melts down completely.
ships.


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* NowYouTellMe: Can happen to you during the reactor tutorial if you follow Weaver's guide on how to remove the reactor just before he tells you that you should clear a path since the reactor's going into meltdown once it's nudged out of its position. Cue the player panicking and scrambling to get the reactor to deposit area before it melts down completely.
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* ExplosiveDecompression: If you breach a pressurized room through anything but a door, it causes a rather spectacular decompression, shattering hull plating and chucking objects every which way. If you're not careful, this has the potential to rupture explosive fuel lines and other valuable things. Failing to properly decompress a ship can turn it from several million $ in parts to a rapidly expanding cloud of near-worthless scrap.

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* ExplosiveDecompression: If you breach a pressurized room through anything but a door, it causes a rather spectacular decompression, shattering complete with alarm bells and air rushing out the hole along with everything else not nailed down, yourself included. If the seal was broken through an errant Splitsaw cut or something else that doesn't free the panel, the decompression will shatter hull plating and plating, chucking objects every which way. If you're not careful, this has the potential to rupture explosive fuel lines and other valuable things. Failing to properly decompress a ship can turn it from several million $ in parts to a rapidly expanding cloud of near-worthless scrap.

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* GameBreakingBug: Ordinarily, your Stinger will only hit objects you're directly targeting, even if the beam clips through another object. The exception to this is fuel/coolant tanks. If the Stinger beam intersects the tank at any point, it's as good as if you were intentionally shooting it.

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* GameBreakingBug: GameBreakingBug:
**
Ordinarily, your Stinger will only hit objects you're directly targeting, even if the beam clips through another object. The exception to this is fuel/coolant tanks. If the Stinger beam intersects the tank at any point, it's as good as if you were intentionally shooting it.it.
** The barge clears between shifts, deleting all objects within its boundaries regardless of whether or not they're valid barge salvage. This can be problematic if the barge clears an object you need to complete a work order, because the game doesn't register the deleted items as being destroyed, making the work order impossible to complete. This is most obvious when trying to salvage objects with AI cores attached.
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* IndenturedServitude: Your status. Right out of the gate you're saddled with a billion dollard debt due to the costs of getting you to outer space and it's just the tip of the iceberg: equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up costing you $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site. Once your certification level is high enough, you can start using your LYNX tokens to purchase all your Cutter gear from the company, removing the associated rental fees and reducing your bill to $75,000 a day before interest on your ever-decreasing debt kicks in.

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* IndenturedServitude: Your status. Right out of the gate you're saddled with a billion dollard dollar debt due to the costs of getting you to outer space and it's just the tip of the iceberg: equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up costing you $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site. Once your certification level is high enough, you can start using your LYNX tokens to purchase all your Cutter gear from the company, removing the associated rental fees and reducing your bill to $75,000 a day before interest on your ever-decreasing debt kicks in.
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Debt now listed at $1,000,000,000 in game


[[caption-width-right:350:''Current Debt: $999,999,999'']]

to:

[[caption-width-right:350:''Current Debt: $999,999,999'']]
$1,000,000,000'']]



* IndenturedServitude: Your status. Right out of the gate you're saddled with a $999,999,999 debt due to the costs of getting you to outer space and it's just the tip of the iceberg: equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up costing you $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site. Once your certification level is high enough, you can start using your LYNX tokens to purchase all your Cutter gear from the company, removing the associated rental fees and reducing your bill to $75,000 a day before interest on your ever-decreasing debt kicks in.

to:

* IndenturedServitude: Your status. Right out of the gate you're saddled with a $999,999,999 billion dollard debt due to the costs of getting you to outer space and it's just the tip of the iceberg: equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up costing you $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site. Once your certification level is high enough, you can start using your LYNX tokens to purchase all your Cutter gear from the company, removing the associated rental fees and reducing your bill to $75,000 a day before interest on your ever-decreasing debt kicks in.



* WorkOffTheDebt: To the tune of $999,999,999. It's going to take a ''while''.

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* WorkOffTheDebt: To the tune of $999,999,999.$1,000,000,000. It's going to take a ''while''.

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The magnetic gloves are now mentioned by the tutorial.


** 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.
** Combined with the hand binds listed above, the Sound Resynth upgrade lets you hear things like the rush of fuel or coolant in a pipe, which is otherwise only indicated by lights on the pipes themselves. Or a sound cue for unplugging fuses before removing a power generator on a Gecko.

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.
** Combined with placing your hands on the hand binds listed above, ship, the Sound Resynth upgrade lets you hear things like the rush of fuel or coolant in a pipe, which is otherwise only indicated by lights on the pipes themselves. Or a sound cue for unplugging fuses before removing a power generator on a Gecko.
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The grapple is now properly mentioned in the tutorial.


** Your grappling hook has a reeling function that works to draw small things to the player or the player to large things. Especially useful for plucking long things like long storage bins through doorways, or coaxing thrusters out through the exhaust port.
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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, and it has to be fully upgraded to restore oxygen at a respectable rate. Eventually averted once you acquire the largest O2 tank, which lasts 13 minutes of your 15 minute shift. Spend a minute inside a ship preemptively detaching some things in a pressurized room and with the highest refill rate offered you'll be good to go for the rest of your shift.

to:

* 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, and it has to be fully upgraded to restore oxygen at a respectable rate. Eventually averted once you acquire the largest O2 tank, which lasts 13 minutes of your 15 minute shift. Spend a minute couple minutes inside a ship preemptively detaching some things in a pressurized room and with the highest refill rate offered you'll be good to go for the rest of your shift.
Is there an issue? Send a MessageReason:
None


* 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, and it has to be fully upgraded to restore oxygen at a respectable rate.

to:

* 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, and it has to be fully upgraded to restore oxygen at a respectable rate. Eventually averted once you acquire the largest O2 tank, which lasts 13 minutes of your 15 minute shift. Spend a minute inside a ship preemptively detaching some things in a pressurized room and with the highest refill rate offered you'll be good to go for the rest of your shift.
Is there an issue? Send a MessageReason:
None


* GoingCritical: Class 1 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 has fuel and coolant inputs, and will melt down if both of these are removed. It also melts down if pulled off prior to those being deactivated, with the added wrinkle that it melts down sooner. This is only exacerbated by the fact that ships have more and more intricate layouts of parts around their reactors as the difficulty increases; removing the Class 1 from a Mackerel just requires clearing one of the hull panels out of the way, usually the underbelly panels unless it's one of the larger variants. On a Gecko or Javelin, you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.

to:

* GoingCritical: Class 1 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 has fuel and coolant inputs, and will melt down if both of these are removed. It also melts down if pulled off prior to those being deactivated, with the added wrinkle that it melts down sooner.sooner and usually causes coolant and fuel to start spraying everywhere. This is only exacerbated by the fact that ships have more and more intricate layouts of parts around their reactors as the difficulty increases; removing the Class 1 from a Mackerel just requires clearing one of the hull panels out of the way, usually the underbelly panels unless it's one of the larger variants. On a Gecko or Javelin, you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.

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Changed: 206

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* GameBreakingBug: Ordinarily, your Stinger will only hit objects you're directly targeting, even if the beam clips through another object. The exception to this is fuel/coolant tanks. If the Stinger beam intersects the tank at any point, it's as good as if you were intentionally shooting it.



* 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. This is only exacerbated by the fact that ships have more and more intricate layouts of parts around their reactors as the difficulty increases; removing the Class 1 from a Mackerel just requires clearing one of the hull panels out of the way, usually the underbelly panels unless it's one of the larger variants. On a Gecko or Javelin, you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.

to:

* GoingCritical: Class 1 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 has fuel and coolant inputs, and will melt down before you can even get if both of these are removed. It also melts down if pulled off prior to it.those being deactivated, with the added wrinkle that it melts down sooner. This is only exacerbated by the fact that ships have more and more intricate layouts of parts around their reactors as the difficulty increases; removing the Class 1 from a Mackerel just requires clearing one of the hull panels out of the way, usually the underbelly panels unless it's one of the larger variants. On a Gecko or Javelin, you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.
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* TrialAndErrorGameplay: Beyond a pretty barebones tutorial, you're given no instructions on how to properly disassemble ships. If you screw up, you learn something new for the next shift.
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* ExplosiveDecompression: If you breach a pressurized room through anything but a door, it causes a rather spectacular decompressionm shattering hull plating and chucking objects every which way. If you're not careful, this has the potential to rupture explosive fuel lines and other valuable things. Failing to properly decompress a ship can turn it from several million $ in parts to a rapidly expanding cloud of near-worthless scrap.

to:

* ExplosiveDecompression: If you breach a pressurized room through anything but a door, it causes a rather spectacular decompressionm decompression, shattering hull plating and chucking objects every which way. If you're not careful, this has the potential to rupture explosive fuel lines and other valuable things. Failing to properly decompress a ship can turn it from several million $ in parts to a rapidly expanding cloud of near-worthless scrap.

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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.

to:

* ContinuousDecompression: Small rooms will take a surprisingly long time to depressurize sometimes.sometimes, around five seconds at most even though the volume of air is relatively small. Bizarrely, they can also manage to depressurize significantly larger spaces.



* ExplosiveDecompression: Very, very explosive, if you're not careful, given the potential to rupture explosive fuel lines and so on. Failing to properly decompress a ship can turn it from several million $ in parts to a rapidly expanding cloud of near-worthless scrap.

to:

* ExplosiveDecompression: Very, very explosive, if If you breach a pressurized room through anything but a door, it causes a rather spectacular decompressionm shattering hull plating and chucking objects every which way. If you're not careful, given this has the potential to rupture explosive fuel lines and so on.other valuable things. Failing to properly decompress a ship can turn it from several million $ in parts to a rapidly expanding cloud of near-worthless scrap.


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* StandardHumanSpaceship: The Mackereal and Gecko variants have boxy designs with little variation even in the diffierent models. The Javelin looks like something out of near-future science fiction like ''Film/TheMartian''.

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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.

to:

* 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.interactions, and it has to be fully upgraded to restore oxygen at a respectable rate.



** The speed you're moving at is displayed on the lower left of your heads-up display; if you're moving fast enough that you'll take damage on impact, it turns red instead.

to:

** The speed you're moving at is displayed on the lower left of your heads-up display; if you're moving fast enough that you'll take damage on impact, it turns red instead.red.



* MovingTheGoalposts: If you completely eliminate your debt, a message pops up stating that LYNX needs to recalculate it based on several charges they missed in the initial estimate, and until they do you just have to keep working.



* 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.

to:

* 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.it makes him.



* 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.

to:

* OnlySaneMan: Weaver, the man who puts you through your paces as a cutter, 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.



* 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.

to:

* ShockinglyExpensiveBill: Each day, you can expect to be paying somewhere to the tune of $500,000 to [=LYNX=] in rental fees and interest.and .01% interest on your current debt. 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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* 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 faster and easier.

to:

* BreakableWeapons: Your tools degrade with use. At 100%, they function at top efficiency. With each 25% integrity lost, they lose an eighth of that efficiency, up to 50% if you let them degrade completely. 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 faster and easier.


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* NotTheIntendedUse: The Splitsaw is meant to cut large lines in walls so they can be separated into manageable pieces. What it also does is destroy any standard cut point in one shot, far faster than the Stinger can melt the same object. As long as you're careful about aiming, it's far and away superior to the Stinger in nearly every situation.
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** On the panel that the power generator is mounted to, there is a computer terminal that is nothing but a featureless box. It can't be pulled off; you have to melt the panel off it get it loose. Many a player has been confused when they fail a "Salvage computer terminal" work order because of this little thing.
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* LaserCutter: One of your primary tools is the laser cutter. In Stinger mode, it fires a beam that melts the targeted object, assuming it can be melted. This will also set off anything flammable. In Splitsaw mode, it fires two beams which spread out from a single point, cutting a line along a targeted object. This allows you to quickly slice apart weaker materials or separate furnace scrap from processor scrap. Just be careful about what might be on the other side, as the beam will cut that, too. 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 cheaper furnace scrap or make big pieces easier to drag around with tethers.

to:

* LaserCutter: One of your primary tools is the laser cutter. In Stinger mode, it fires a beam that melts the targeted object, assuming it can be melted. This will also set off anything flammable. In Splitsaw mode, it fires two beams which spread out from a single point, cutting a line along a targeted object. This allows you to quickly slice apart weaker materials or separate furnace scrap from processor scrap. Just be careful about what might be on the other side, as the beam will cut that, too. 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 cheaper furnace scrap or make big pieces easier to drag around with tethers.
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** You drain the coolant from the pipes in Geckos by removing the three small canisters from inside their 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.

to:

** You drain the coolant from the pipes in Geckos of Class II Reactors by removing the three small canisters from inside their 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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* 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. Only exacerbated by the fact that ships have more and more intricate layouts of parts around their reactors as the difficulty increases; removing the Class 1 from an Easy Mackerel is a clear shot to the barge after you take out one of the underbelly panels. On a Gecko or Javelin you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.

to:

* 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. Only This is only exacerbated by the fact that ships have more and more intricate layouts of parts around their reactors as the difficulty increases; removing the Class 1 from an Easy a Mackerel is a clear shot to the barge after you take out just requires clearing one of the hull panels out of the way, usually the underbelly panels. panels unless it's one of the larger variants. On a Gecko or Javelin Javelin, you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.



* StickyBomb: The cutting charges can be upgraded so that you can throw them and they'll stick to things on impact, assuming you get the angle right. If you get it wrong they'll bounce off instead, and now you have loose explosives tumbling around the bay.
* StuffBlowingUp: Go on, try 'accidentally' causing a decompression event or reactor meltdown, even on a smaller ship. You're going to want to stand (well, float) ''well'' back. ''The Business Is Booming'' update added extra-large fuel canisters and cutting charges. The new Javelin-class ships come in a Refuelling variant which carry just as much fuel as you'd expect and are appropriately ''highly'' explosive.

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* StickyBomb: The cutting demolition charges can be upgraded so that you can throw them and they'll stick to things on impact, assuming you get the angle right. If you get it wrong they'll bounce off instead, and now you have loose explosives tumbling around the bay.
* StuffBlowingUp: StuffBlowingUp:
**
Go on, try 'accidentally' causing a decompression event or reactor meltdown, even on a smaller ship. You're going to want to stand (well, float) ''well'' back. back.
**
''The Business Is Booming'' update added extra-large fuel canisters and cutting charges. canisters. The new Javelin-class ships come in a Refuelling variant which carry just as much fuel as you'd expect and are appropriately ''highly'' explosive.explosive.
** The same update added demolition charges, explosives with a shaped charge that are used to cut reinforced cut points immune to the Stinger. The charges can blow up ''anything'', however, so do be careful when placing them.

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** The speed you're moving at is displayed on the lower left of your heads-up display; if you're moving fast enough that you'll take damage on impact, it turns red instead.



* 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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* 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. Only exacerbated by the fact that ships have more and more intricate layouts of parts around their reactors as the difficulty increases; removing the Class 1 from an Easy Mackerel is a clear shot to the barge after you take out one of the underbelly panels. On a Gecko or Javelin you can expect to have to disassemble a fair portion of the ship in order to get it out in one piece.



* PayingForAir: Oxygen isn't free, unless the ship you're salvaging has spare tanks lying around. That said, it's also cheap enough that paying for it isn't a concern.

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* PayingForAir: Oxygen isn't refills mid-shift aren't free, unless the ship you're salvaging has spare tanks lying around. That said, it's also cheap enough that paying for it isn't a concern.



* SpaceStation: Salvage Station ''Morrigan'', a giant hexagon-shaped ring on which the game takes place.

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* SpaceStation: Salvage Station ''Morrigan'', a giant hexagon-shaped ring on which the game takes place. You can see several more in the background if you look around.



* StuffBlowingUp: Go on, try 'accidentally' causing a decompression event or reactor meltdown, even on a smaller ship. You're going to want to stand (well, float) ''well'' back.

to:

* StickyBomb: The cutting charges can be upgraded so that you can throw them and they'll stick to things on impact, assuming you get the angle right. If you get it wrong they'll bounce off instead, and now you have loose explosives tumbling around the bay.
* StuffBlowingUp: Go on, try 'accidentally' causing a decompression event or reactor meltdown, even on a smaller ship. You're going to want to stand (well, float) ''well'' back. ''The Business Is Booming'' update added extra-large fuel canisters and cutting charges. The new Javelin-class ships come in a Refuelling variant which carry just as much fuel as you'd expect and are appropriately ''highly'' explosive.



* TooFastToStop: Movement is based on momentum, and it's pretty easy to accidentally pull something so hard it smacks into you and cracks your helmet. Or worse, launch ''yourself'' so hard that you fall right into a furnace before your brakes can kick in.

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* TooFastToStop: Movement is based on momentum, and it's pretty easy to accidentally pull something so hard it smacks into you and cracks your helmet. Or worse, launch ''yourself'' so hard that you fall right into a furnace or compressor chute before your brakes can kick in.in. In these cases, you have to pray you've remembered to upgrade the Tether gun's range and can get a hold on the station to pull yourself free in time.

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* TwentyBearAsses: Each certification level requires you to complete a certain number of tasks -- work orders, amounts of a certain type of salvage, etc. -- to unlock the next. As a practical matter, finishing work orders will be the most time consuming of these, as the number is set much higher than the other goals, especially in the higher certification levels.



* 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.

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* 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.for, though they still need to be light enough that the grapple function can move them.
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** See the red and yellow markings around the Refinery and Processor intakes? Anything past those marks will automatically be pulled into the chute, saving you the effort (and danger) of herding them that last little distance. That ''does'' include '''you''', though.

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** See the red and yellow markings around the Refinery and Processor intakes? Anything past those marks will automatically be pulled into the chute, saving you the effort (and danger) of herding them that last little distance. That ''does'' include '''you''', though. It can also be problematic when dismantling the Gecko, as the rear hull sections around the thruster assembly can accidentally fall into the wrong chute if you aren't careful about your tether placement.



* IndenturedServitude: Your status. Right off the gate you're saddled with a $999,999,999 debt due to the costs of getting you to outer space and it's just the tip of the iceberg: Equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up charging initially $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site. It's also possible to use your LYNX tokens to purchase all your Cutter gear from the company and outright remove the associated rental fees which gets rid of ''an overwhelming majority'' of your day to day expenses once you own it all. By the time you own all your gear your daily static fees will total out to $75,000 a day before interest your ever decreasing debt kicks in.

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* IndenturedServitude: Your status. Right off out of the gate you're saddled with a $999,999,999 debt due to the costs of getting you to outer space and it's just the tip of the iceberg: Equipment equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up charging initially costing you $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site. It's also possible to use Once your certification level is high enough, you can start using your LYNX tokens to purchase all your Cutter gear from the company and outright remove company, removing the associated rental fees which gets rid of ''an overwhelming majority'' of and reducing your day to day expenses once you own it all. By the time you own all your gear your daily static fees will total out bill to $75,000 a day before interest on your ever decreasing ever-decreasing debt kicks in.



* LaserCutter: One of your primary tools is the laser cutter. In Stinger mode, it fires a beam that melts the targeted object, assuming it can be melted. This will also set off anything flammable. In Splitsaw mode, it fires two beams which spread out from a single point, cutting a line along a targeted object. This allows you to quickly slice apart weaker materials or separate furnace scrap from processor scrap. 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 cheaper furnace scrap or make big pieces easier to drag around with tethers.

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* LaserCutter: One of your primary tools is the laser cutter. In Stinger mode, it fires a beam that melts the targeted object, assuming it can be melted. This will also set off anything flammable. In Splitsaw mode, it fires two beams which spread out from a single point, cutting a line along a targeted object. This allows you to quickly slice apart weaker materials or separate furnace scrap from processor scrap. Just be careful about what might be on the other side, as the beam will cut that, too. 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 cheaper furnace scrap or make big pieces easier to drag around with tethers.

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* HollywoodMagnetism: Your gloves are stated to have powerful magnets in them so that you can use them to move around and hold onto things. Whilst aluminium and titanium ''are'' (para)magnetic, 'nanocarbon' probably isn't. Why these magnets don't mess with things you touch or hold isn't explained either.

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** Interior and exterior hull panels are connected not only by the obvious structural connection points, but by any removable objects that happen to be touching one or more of them. This is a big problem on the Gecko, as the placement of certain objects will prevent the removal of large hull sections that are otherwise completely disconnected. For example, the cockpit of a Gecko usually has computer terminals that intersect with the outer hull section encapsulating the cockpit, preventing removal of the outer hull until you fly into the cockpit and detach the terminals. In a particularly weird example, heat sinks mounted on the exterior of the inner hull will prevent the outer hull next to it from being removed, even though the two aren't actually touching one another.
* HollywoodMagnetism: Your gloves are stated to have powerful magnets in them so that you can use them to move around and hold onto things. Whilst aluminium aluminum and titanium ''are'' (para)magnetic, 'nanocarbon' probably isn't. Why these magnets don't mess with things you touch or hold isn't explained either.

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* BottomlessFuelTanks: Not here. You'll need to keep an eye on your jetpack's fuel gauge; if it runs dry, you'll be limited to using your grapple gun's retraction function and your magnetized gloves to move around. For the ships themselves, you may also need to drain or burn off their fuel supply in order to safely detach some components.

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* BottomlessFuelTanks: BottomlessFuelTanks:
**
Not here. You'll need to keep an eye on your jetpack's fuel gauge; if it runs dry, you'll be limited to using your grapple gun's retraction function and your magnetized gloves to move around. That said, even a single upgrade is sufficient to last an entire shift, so it becomes a moot point rather quickly.
**
For the ships themselves, however, they have effectively limitless fuel until you may also need to either drain or burn off their fuel supply in order to safely detach some components.ignite it, at which point it's just gone.



* GuideDangIt: Understandable for an early access game, but there are a few functionalities that would REALLY benefit the player to know early that the game doesn't explicitly tell you during the tutorial at this point.

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* GuideDangIt: Understandable for an early access game, but there are a few functionalities that would REALLY ''really'' benefit the player to know early that the game doesn't explicitly tell you during the tutorial at this point.


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* OminousCrack: Get hit by something moving fast enough and a crack will appear on your helmet, complete with scary noise to get you moving to the Master Jack for repairs.

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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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* 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 safe distance first.



* 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 cheaper furnace scrap.

to:

* LaserCutter: One of your primary tools is the Stinger laser cutter. Whilst it's only good for small things at first, In Stinger mode, it fires a beam that melts the player quickly receives the targeted object, assuming it can be melted. This will also set off anything flammable. In Splitsaw upgrade mode, it fires two beams which spread out from a single point, cutting a line along a targeted object. This allows it you to quickly slice neat chunks out of glass, aluminum, and some other materials. apart weaker materials or separate furnace scrap from processor scrap. 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 cheaper furnace scrap.scrap or make big pieces easier to drag around with tethers.


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* PayingForAir: Oxygen isn't free, unless the ship you're salvaging has spare tanks lying around. That said, it's also cheap enough that paying for it isn't a concern.

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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'']]).

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* ColorCodedForYourConvenience: 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'']]).''red'']]).
** When using the Grapple gun on an object, the object will be surrounded by a blue field if the gun can move it and orange if it can't. Assuming the object isn't attached to something else, you can use a tether to move heavier objects that the grapple function can't.

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