Space Haven

Space Haven

How to repair microbreaches?
I'm in a sector with micrometeorites and occasionally they get through PDC. Usually they hit some kind of equipment or wall and it's okay. But every time they create a microbreach I have to load a previous save because nobody will repair them, bad temp damage equipment and it's a death spiral.

Message tooltip says that I can select a microbreach and assign the repair job but microbreaches are not even selectable. I can hover them with cursor, it even says it's a microbreach and highlight it (for some microbreaches it doesn't even highlight for some reason) but left clicking does nothing.

I've tried to put maintenance priority to highest hoping that crew will drop their current tasks and go repair but everybody just went to maintain and repair everything else except microbreaches.

So what do I do except savescumming?
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Showing 1-9 of 9 comments
That sounds a bit buggy. You can send an error report/savegame to the devs by clicking F11.

Have you tried drafting a crew member and right-clicking the breaches? Should work as well.
And keep in mind that crew members need (access to) space suits if the oxygen levels or temperate is too low because of the breaches.
I always have everyone with skill a decent skill level set to "High" for "Maintenance" ... microbreaches and broken equipment gets tended to immediately so I rarely have any issues.

[Side note: construction skill = maintenance skill. Made a mistake ONCE of trying to really min/max the crew ... left all the eggheads on the ship with 0 construction skill while my away team was away. Asteroid -> fire -> microbreaches and the ship was toast before I could get people back. Moral of the story ... be sure to leave people with Maintenance/Construction skill on the ship.]

The only time I do have an issue is when something wonky happens like a door is damaged and the guy on the WRONG side of the door wants to fix it and the guy in the room is suffocating.

The times I do need to micro-manage, I draft the nearest character ... right-click on the breach, and you should see a wrench icon to repair. I "think" you can click directly on the breach and assign a job ... but I don't usually go that route. Are you 100% sure you're clicking the right square on the floor? Sometimes because of the perspective I'll find I'm clicking on the square above/below the one I want (especially if you toggle the roof on/off).

Also, have you tried to save/reload? That fixes a multitude of issues.

Sorry I can't be more help ... I don't do a lot of micro-managing so I'm not well versed in it.
Update: I can confirm you should be able to click on the breach on the floor ... you should then see "Micro Breach" in the lower left ... click on the "Jobs" tab ... and see a "Maintenance" task you can assign to someone.

If this isn't working for you I'd go with @Nebelbiber's suggestion and send a bug report through the game so they can look at the save file.
Last edited by HangarPilot; Jan 4 @ 11:13am
Anrock Jan 4 @ 12:20pm 
@all I've sent a bugreport, just wanted to check if maybe I'm doing something wrong.

Originally posted by Nebelbiber:
Have you tried drafting a crew member and right-clicking the breaches? Should work as well.
Tried, no option related to breach, just usual "move here", "drop gun" and other drafted stuff.

Originally posted by Nebelbiber:
And keep in mind that crew members need (access to) space suits if the oxygen levels or temperate is too low because of the breaches.
Yeah, they all had spacesuits and half of them were wearing since almost whole ship was depressurized.

Alright, that seems to be some kind of bug. I'll try and see if reloading or clicking around will help a bit later.
Anrock Jan 4 @ 10:16pm 
Well, RNG hates me it seems. As soon as I was done with moving generator and system core around and got plant beds running - the game immediately sent a giant + 2 medium meteorites right into the cluster of all those machinery and I got 5 or 7 microbreaches.

But this time they're selectable. I guess the workaround would be to save and reload in case microbreaches become unselectable.
I've been running into this same issue on the Abandoned Mining Facility start where a microbreach develops mid-build overnight and in the morning they're repairing seemingly everything but the heaters and breaches. Add another night of no heat and more things are broken, leading to an obnoxious spiral.

Assignable or not, breaches/broken heaters (power gen too I suppose) should be a repair priority without manual intervention.
Bobucles Jan 28 @ 10:33am 
Micro breaches can destroy a ship environment in seconds. There is very little "micro" about them, they are gigantic holes in your ship. A wide open airlock struggles and frequently loses the race against the tiniest of micro breaches.

Fast paced disasters in general just don't work well with the lethargic movement of crew in this game. If something bad happens, and you do not have someone standing literally 2 tiles next to the event, what happens? That bad event becomes a ship wide disaster.

In terms of gameplay? It feels gross. This is like a colony type sim, right? My agents have the power to get things done. But when I trust those agents to the AI, they don't simply do the job badly. They don't do the job stupidly either. I put their lives in their hands and they don't do the job at all. That's. Dude. It's spitting on the entire genre of colony sim.

Let's take a very common situation. A breach occurs, the crew draw straws, and by divine intervention someone is chosen to attend to the breach. (Let's not even discuss the part where proximity to the disaster has no bearing on who gets chosen. The guy 2 seconds away from the disaster can be skipped over, while someone on the opposite side of the ship reserves the repair task) Let's also not discuss the part where the repair job is reserved, so no one else can override the task and perform the repair. Sigh Rimworld had the same issue for nearly a decade before it got fixed.

Anyway. He walks to the site, begins the repair, microbreaches are only like a 2-3 second job right? Hold on. The environment is now hostile. He abandons the job, leaves it 80% incomplete. He walks to a space locker, which might be 5-10 tiles away, suits up, then goes back to complete the repair. That 3 second repair job? It took roughly 20 seconds of running around to accomplish it.

Micro breaches are too dangerous for that! Your crew can not be taking smoke breaks. They need to pounce on the breach, hold their breath, and not stop welding until it's fixed. If they half ass their efforts, then half of your ship's internals get destroyed. The AI is slow, and the game mechanics do not tolerate them being slow. It is a frustrating conflict of game design.
Last edited by Bobucles; Jan 28 @ 10:34am
Originally posted by Jack the Stripper:
I've been running into this same issue on the Abandoned Mining Facility start where a microbreach develops mid-build overnight and in the morning they're repairing seemingly everything but the heaters and breaches. Add another night of no heat and more things are broken, leading to an obnoxious spiral.

Assignable or not, breaches/broken heaters (power gen too I suppose) should be a repair priority without manual intervention.

The Abandoned mineing station seems to have a few issues i would say on its own.

First of all it does not even allow anything to be built or dismantled at the station. So no research available until i claim(if you edit the start and assign claimable ships to the starting scenario) or build a ship. -> This makes certain starts a LOT MORE TEDIOUS. There is also no research facility present there, but instead we got 4(!) oxygen generators. Of which a few are at completely useless places. (Greenhouse also interesting with co2 gen and gas scrubber. Industrial facility also has both o2 gen and gas scrubber. ->makes things catch fire a lot faster.)

There are also 4 medical beds. So if you by any chance get medical supplies and forgot to stop logistics too bad. Also they would be useful to get your medical bed research upped, but you cannot dismantle them neither:)

Also no operations console, so when those ships rarely but surely come to visit (depends on the layout can be on day 8-14 and thereafter 2-3 weeks later) you cannot even communicate with them. Especially if you start with only the research station technology. (Unless there is a claimable ship with an operations console.)

The crew also REFUSES to transport anything from the ship(claimed and rebuilt, i just figured i test it) to the station. So even though we would need that four fertilizer...they simply wont transport it. Same with metal...electronics...etc.

I did the start with Abandoned Mining station, brutal settings, some resource adjusment (-2 noble metals, -2 hyperium, 0 for energium -2 carbon), full crew (6) edit. And I added 2 claimable ships for the starting sector.

Basicly in its current for Abandoned Mining station as a start is not hard actually...just very very tedious and very slow start. (Especially with 0 tech start)

Regarding microbreaches, i am starting wonder if i should keep a fleet of star fighters...because the PDT-s on brutal settings(with a few alterations, my other game) even level 8 operation folks and 3 PDT-s shooting from longest range, and 2 shooting mid range, sometimes cannot shoot down an asteroid cluster. (1 large 2 medium) Especially if the large one breaks down into 3 mediums. Then at least one medium and 2 small ones hit my ship. Unless it is a zone where you cannot have shields it is not an issue.
(If i figure out how to NOT let my starfighters fly when enemy ship is nearby i will totally stop PDT-ing:D But so far only removing everyone's piloting access workeD:P)
Last edited by Nordil(Hun); Jan 29 @ 3:50pm
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