Optimal Salvage Array Builder's Resource, not a ship yet.

    Optimal Salvage Array Builder's Resource, not a ship yet. 1.0

    This is not a completed ship. Rather this is a resource that anyone can use to create a miner of their own. This was very deliberately made using a relatively small quantity of salvage (and power) modules so as to make it relatively easy for a player starting out in survival to be able to fill the blueprint. You'll need roughly 6000 salvage modules, 1850 power modules, about 100 shields and 20 rechargers, plus a few miscellaneous blocks easily obtained from any shop, if you don't have them already.

    What this is, is a salvage array designed ultimately to be lines of 100 salvage modules per beam, so as to maximize it's mining power. However instead of it being the standard two checkerboards, one in front of the other creating an array 200 blocks long, this array has the checkerboard pattern in the front, curve back around the array in the rear. This achieves two things; one is that it allows the ship to be much shorter and therefor have a much better turning rate, something highly desirable in a miner. The second is that it for all intents, gives your mining beam array nearly an extra 100 meters of range, another thing highly desirable given the already very short range of mining beams.

    This array will create an octagonal beam with a height and width of 17 beams. It is a total of 249 beams. So as to keep this easy to fill for a starting player, each beam in this blueprint actually only uses 24 modules. It is intended that as you play, gain more resources, and create more salvage modules, you will add those modules to the ends of the existing lines till you get each of them to 100 modules.

    After you have accumulated a good number of extra modules, use a calculator (if you're not good doing math in your head) to divide the quantity of new salvage modules you have by 249, and round down. Add precisely that number to each of the ends of the lines in the rear and sides of the array. Extend each end you see at the rear and sides. (Don't forget to hit C on the salvage computer before you do this.) Write down how many you added to the initial 24 so as to keep track. Do not exceed 100, as salvage beams stop gaining power at that point, any extra would be completely wasted. There is currently a shield regenerator placed at the geometrical center of the array. It is highly advisable to use advanced build mode to activate a cross grid at that point when adding those extra modules. (Remove the shield regenerator when you do, it is meant simply as a marker.)

    While it was perhaps not strictly necessary for me to add a power structure to the array for a builder's resource, for new players just starting out, having an optimized power structure is nice, as it can take a little while with the learning curve before something like this is obvious. The power array is not 100% complete, mainly to reduce the required blocks to fill the blueprint. Clearly the lines of power modules that are only half way the length of the structure can be extended further forward so as to gain extra power. When filled in, this power structure will be getting closer to two million power per second. As is, it is already nearly a million per second, far more than enough to run the salvage array. This ship will have power to burn.

    The power lines in the rear are set up this way so as to illustrate the options for the player. The lines creating a square can be removed to mirror the diamond to the rear. This will reduce the total power somewhat, but allow a player to create the smallest possible miner. Alternatively the lines of the diamond can be extended to create the square, for more power. The lines can of course be extended beyond that (straight out, don't bend them forward or you are pretty much wasting modules). Also, if one wants a longer ship, lines can extend further to the rear by starting them from any of the lines that currently form the diamond pattern.

    This blueprint has no thrusters and very minimal shielding. This is nowhere near yet a ship. The core was placed forward, which can allow a player to have a nice clear view without recourse to cameras. It also makes it convenient for the player when needing to get out of the ship to do stuff without needing transporters or grav tubes. When building a proper ship out of this, consider putting a nice big window in front of the core.

    For new players, I suggest getting to the full 24,900 salvage modules before putting any effort into adding 24,900 cannon modules as slaved to the salvage array (C on the salvage computer, V on the cannon computer controlling the cannon modules.). If you already have some cannon modules, there is no harm adding them to the ship, but you won't see much effect until you add an appreciable fraction of them.

    If you've any questions, ask it in a reply here and I will try to be helpful.
    Author
    Panpiper
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    Great tool, thank you! Took me a few times to read your description before I groked it fully. I believe I do now. :) Made a nice miner so far, though don't have anywhere near the full 24.9K salvage modules yet. I assume the logical place for the cannon modules (when I get to them) will be in between the salvage checkerboard. Thanks for posting this great tool!
    Panpiper
    Panpiper
    In between the salvage module lines is indeed the best place for the cannon modules if you are wanting to be space efficient. Being space efficient is not just about looks. It also decreases the volume you have to clad in hull, which makes your ship lighter and therefore able to turn better.

    Hull cladding is of course not strictly necessary, but you will be subject to a lot of critique, some of it perhaps not terribly polite, if you leave an otherwise completed ship without such skin. Worse, as multi-player is technically a PvP environment, an unclad ship may find itself hunted for it's crime. Best to be space efficient and make the finished ship, look like an actual ship.