Ships

Decommissioned ships present the primary environment and gameplay mechanic. The player must strategically dismantle ships and salvage their valuable parts to make money.

Hazards in the ship such as fuel, electricity, and reactors melting down present risk to the player, both of personal death and of destroying or losing valuable components.

Mackerel


The smallest class of ships, used for short-range transit. Available from Rank 1.

Javelin


A large class vessel used for hauling fuel or cargo.

Gecko


A larger ship often used to transport cargo or passengers.

Hazards
Decommissioned ships are wrought with hazards such as


 * Fuel lines/tanks
 * Coolant lines/tanks
 * Open storage rooms
 * Pressurized environments
 * Open and Active electrical Systems
 * Artificial Intelligence

Fuel
Fuel will explode if hit with the player's laser cutter, potentially damaging or launching valuable components of the ship or killing the player.

Electrical
Electrical arcs will harm and stun the player, and can potentially ignite fuel lines if allowed to chain to them. Electrical arcs can electrify hull sections, which damages equipment and salvage as well as the player.

Coolant
Coolant tanks or pipes when broken can flash freeze salvage and make them easy to shatter. It can also flash freeze the player and cause thermal damage. As of Update 0.4.0, Coolant is present in ships of Hazard Level 6 and above.

Open Storage Rooms
Open rooms full of loose cargo or salvage such as fuel tanks can make a very hazardous and cluttered working environment, which can lead to loss of salvage, explosions, death, or all three.

Pressurized Environments
Breaching the hull or door into a pressurized environment can cause a rapid decompression event where salvage gets ejected or the ship destroyed if there are loose salvage inside. Always check or be sure what is inside before cutting.

Artificial Intelligence
On ghost ships, circular or oval nodes litter the inside of the vessel in various locations. Until these nodes are eliminated, the ship's systems, particularly door controls and atmospheric regulators, may activate without the player interacting with such things. Additionally, the player will notice interference in their HUD and radio. Due to these nodes not responding to known protocols, Lynx does not want them. They must be destroyed, either by throwing them into the furnace or by shooting them with the cutter. The exact number of nodes present will be noted on the ship's work order. Due to the interference and potential to cause pressurization hazards, the best practice is to seek and eliminate all nodes as soon as possible.

Reactors
The reactor is the most valuable and most dangerous component of a ship. Ships past certificate level 4 will have at least one reactor.

Reactors begin melting down once removed from their housing, or, in class 2 types, if the coolant supplied to them is cut off. However, if you safely disable the ECU it will not trigger a reactor meltdown. Bumping the reactor into other objects during extraction will accelerate this process.

While melting down, the reactor will occasionally emit electrical surges that can stun the player and chain to nearby objects, potentially igniting fuel lines. Surges on class 2 reactors will also begin tearing their casing apart. A reactor that fully melts down will create a massive explosion, causing damage to the ship and player within a large area.