Hardspace: Shipbreaker

Hardspace: Shipbreaker

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Class-II Reactor [OUTDATED]
By Forgotten Lands
[NOW OUTDATED] (but possibly still useful) Straightforward documentation on how to properly salvage a Class-II Reactor Core.
Made for Hardspace: Shipbreaker Early Access v.0.1.5
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Overview
In recent updates the Gecko Class-II reactor has undergone some changes which increase it's volatility and complicate the salvaging process.

With a 3,000,000 credit reward for the successful salvage of the reactor core and the possible requirement via work orders, dealing with the reactor is a requirement.

In this guide I detail my process in disabling and removing the core systems of a Gecko "heavy Cargo" transport ship.
Fuel
A centerpiece of the Gecko is the Thruster Vent Control Computer. This module, when powered, allows the safe venting of all fuel lines at the cost of a Utility Override Key.


While the cost of a key on demand is 50,000 credits, the amount of good that comes from removing the fuel lines from the equation is well worth the price.


The reason we Cutters have to deal with the fuel lines at all is the fact that the Thrusters are fed by the Reactor.

If the fuel lines are not vented, removal of the Thrusters via manual override may cause explosive failure in the fuel line. The same fuel line that is wrapped around the extremely volatile nuclear reactor.

With the fuel lines emptied thanks to the Thruster Vent Control Computer, the Thruster may be removed and salvaged with ease, and the fuel lines can be cut safely. REMEMBER: never cut a fuel pipe without checking that it is empty. Holding the pipe using Z or X allows you to feel for vibrations. If the pipe is silent, it is safe to cut. Measure twice, cut once.
Coolant
Ahh the ECU, bane of scrappers everywhere. This nifty machine provides coolant to the reactor, keeping it stable, even if parts of the reactor shielding are removed.

The ECU works by using three (3) miniature coolant pods accessible behind a removable plate. When it comes time to disable the ECU, the coolant pods can be dislodged with the Grapple and picked up by hand. DO NOT DISABLE THE ECU UNTIL THE REACTOR IS SALVAGED.

While dismantling the ship, be wary of coolant pipes. depending on the placement of the reactor and the ECU, you may need to forgo the removal of some pieces until the reactor and ECU are properly dealt with. Any damage or undue force to the coolant line may cause it to rupture which will cause the reactor to begin it's meltdown process. A ruptured coolant pipe may also cause a chain reaction back to the ECU, potentially damaging the valuable equipment.
Reactor
The Class-II Reactor is housed within a multi-part reactor casing, with a coolant pipe feeding in, and a fuel line feeding out. Provided that the fuel lines have been properly vented and removed, the next step is to free the reactor casing and coolant line from the rest of the ship. We will want space to work.

The titanium rebar mounting the reactor casing to the ship can be easily cut with the Splitsaw, however this should be done carefully as any damage to the coolant line or reactor casing may prove catastrophic.

With the space around the reactor casing cleared, and the coolant line intact and functioning, we may begin to, oh so carefully, remove the side-panels of the reactor casing. Do NOT remove all of the panels, as this will cause the casing to dissociate and the reactor core will begin to melt down.

I recommend opening the side of the reactor with the clearest line to the Salvage Barge, we will want to move this purple beauty quickly once she is disconnected.

I prefer using two (2) tethers to pull the reactor core to the barge, though one may be enough. The moment the reactor core is dislodged from the casing it will begin to meltdown, leaving a designated space open in your barge is recommended. Tethers are a Cutter's best friend.

The reactor casing panels are Nanocarbon and should be sent to the processor, but the reactor caps are worth a pretty penny if sent to the salvage barge.
Coolant cont.
With the reactor core removed, you should be left with a coolant pipe leading from a reactor cap to the ECU. With coolant still flowing the pipe is volatile, disabling the ECU should be your immediate priority after seeing that the reactor is safely salvaged.

As mentioned earlier, using the Grapple to remove the compartment cover allows access to the coolant pods. The pods should be dislodged with the Grapple as well and picked up by hand. Congratulations! The coolant is off and the pipes are clear.


To salvage the ECU, it must first be removed from the wall. This can be done by using either the Stinger or Splitsaw to cut the pipe coming immediately out of the back of the ECU. With the ECU disabled, the pipe should be clear to cut.


It is then just the process of disassembling the room around the ECU piece by piece, as it is too large to fit through doorways. Once the room around the ECU is removed, it can be easily sent to the barge for salvage.
Breakers (Optional)
Besides the Thruster Vent Control Computer requiring power to function, the electrical systems of the ship don't have much impact on the process of dismantling the reactor.
However, we may as well discuss the Power Generator and Fuseboxes found in Gecko-Class ships anyways.

Around the crawlspace of the ship will be three (3) fuseboxes with flashing lights and a handle.
The fuses can only be safely removed when all three lights are dark, as in they are not glowing red. As each fuse is removed, the lights will cycle quicker between lit and unlit.

With every fuse removed (and collected by hand), the triangular Power Generator can now be removed from it's casing without immediately discharging electricity to everything that comes close to it. It is still exceptionally volatile, but only with the fuses disabled can it be safely handled.
10 Comments
PersonofInter 1 Jan, 2024 @ 6:01am 
Grapple max strength go brr
TallTim 1 Jun, 2022 @ 10:17pm 
Updated guide:

Hit the cutoff/release switches for the thrusters -- barge 'em.

Fuel pipes are now empty, you can laser that bit off and chuck it in the processor.

Take your time to cut the ship apart, or extract the core and ECU, usually possible depending on where the ECU is and how the coolant pipe is routed.

I usually turn the ECU/ReactorCore assembly 90 degrees so I can put a tether on the reactor right after I use my grapple to pull it down to the barge quickly.

Yank the coolant canisters, fly over to the ReactorCore and pull and tether it down to the barge.

By removing the ECU/ReactorCore assembly from the ship, you give yourself more maneuvering room and a margin of safety that everything else won't get vaporized/ruined.

Whatever you do -- DO NOT PULL THE FUSES FIRST -- before you do the first step to remove the thrusters, the cutoff/release switches will go into 'unpowered' mode and you're kinda screwed -- you can't laser the fuel pipes because they'll still be full.
Nepsilock 25 Mar, 2021 @ 1:08pm 
i just turn the fuel line off and slap 4 demo charges under it and it gets sucked out the bottom of the ship straight into the barge
nOKI 24 Feb, 2021 @ 8:06pm 
I cut the coolant lines and drag the whole reactor with thrusters as one piece into the barge
John Halo 28 Jan, 2021 @ 8:40am 
actually, you can remove all the panels and then the freed cap, the reactor stay stable.

my go-to method for a MKII is as follows :

-remove 2 out of 3 cryo microtanks
-vent the thrusters with a key or manually, usually, i do that first when i start scrapping, that way if a fuel line break while doing it manually, i can just abandon shift & restart
-cut fuel line at the base of reactor cap^
-break appart as much of the ship as you can to get some breathing room
-remove ALL reactor panels
-remove freed cap & barge it
-remove last cryo microtankremove MKII reactor

using this method the reactor stay stable until i remove the last cryo microtank, and i still get an absurd amount of time until the reactor blows up, like a minute or more.

keep in mind that the reactor WILL arc out, so that's also why it's important to clear the way before removing it.
Robo 15 Nov, 2020 @ 8:47pm 
If it's this hard to salvage a Class II reactor then imagine a Class III or IV.
Daynen Drakeson 10 Oct, 2020 @ 6:06pm 
In my experience, as long as there is nothing next to the reactor that can explode, i.e. fuel tanks, thrusters, other electrical equipment, disabling the ECU before pulling the reactor is usually safe. I mention this because more than once I have pulled the reactor with the coolant pipe still active and the arcs struck the pipe, causing coolant leaks and, thanks to other bugs, explosions.
[INDIV] Stone Rhino 19 Aug, 2020 @ 7:09pm 
This seems to have been noted as well. Doing the proper sequence of shutting down the ECU to stop coolant to reactor causes failure within five seconds.
Forgotten Lands  [author] 17 Aug, 2020 @ 7:20pm 
@Psykhenaut Thank you for the word, I do believe the process you describe is the "intended" way to dismantle the ECU and Reactor, but a bug in the current(?) patch causes the reactor to instead immediately explode when the mini-coolants are removed.

I'll make sure to edit the guide when I'm sure it has been patched!
Maeton 15 Aug, 2020 @ 2:19pm 
I want to add a small addition, due to some time spend in free play yesterday practicing different ways to take apart the Class II reactor:

If you do everything in this guide, but right before you tether the reactor you head to the ECU and unplug the 3 mini-coolant chungles, you'll notice that the reactor takes significantly longer to meltdown, with fewer dangerous plasma-arcs.

Thus even with the risk of having to navigate back to the reactor housing in time, I find that its well worth taking due to the extra time you have to extract the now volatile core and how much less damage will be done to surrounding components due to less severe arcing.