Automatic Salvager

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    Is there a way to have a salvage ship automatically deposit ore into cargo and storage on board the ship?
     
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    Link the salvage computer to a cargo storage (the safe-like block, not the crates or open cargo space) and it'll do this.

    Furthermore, you can link the cargo and a docking module, and dock to a ship or station's rail load/unload which is also linked to a storage, and move cargo around automatically between miners, transports, and factory stations.
     
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    Speaking of automatic salvagers, I wish for automatic salvaging turrets.
     

    Sachys

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    Speaking of automatic salvagers, I wish for automatic salvaging turrets.
    you can (could? - may no longer be possible in 2.0) make them.

    set AI to "current target"

    issue was you had to manually unload the cargo i think (long time since ive bothered).
     
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    you can (could? - may no longer be possible in 2.0) make them.

    set AI to "current target"

    issue was you had to manually unload the cargo i think (long time since ive bothered).
    Ya I know that method.... Lso that method requires at least one actual weapon block for the turret to aim... And the salvagers are manually triggered and can use logic cycle.
     
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    Perfect thank you all for the info you helped me get it to work
    You can also link your salvage ship's storage to its docking module, and link you station's storage to its docking module so that when you dock, the station storage autopull instantly pulls all of your ore out and into your factory system for no-touch processing.
     

    Sachys

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    Ya I know that method.... Lso that method requires at least one actual weapon block for the turret to aim... And the salvagers are manually triggered and can use logic cycle.
    Cannon with 100% stop was good for it I seem to remember. Never bothered with it beyond a short test though.
    [doublepost=1528548511,1528548434][/doublepost]
    I wondered if you could replace the turret base block by an unload rail via the logic ?
    Possibly, though it would have to be a static turret then I'd think.
     
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    I wondered if you could replace the turret base block by an unload rail via the logic ?
    As Sachys said you can't use a rotating turret block as they can't be replaced with buttond. But an AI turret very much could be mounted on a load/unload rail and work. Though in this case you need to either choose asteroids small enough to fit within salvage beam range and 30 degrees of freedom that they have (was it changed?) or you need a big enough array to hit whole asteroid at once - though in this case you don't need an AI block.

    To make array smaller for the second variant you could check some designs on the Dock with long and thin rotating salvage rigs. With salvage beam needing less than 20 blocks to reach maximum power they are much easier to do now.
     
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    And just to confirm- you can stack salvager beams in any configuration and it can equal one gun? for example I can create a tower of salvage blocks and have one protruding out one side and tell it to use that block as the firing location and it will equal the long straight salvager that would be created if it were a straight line right?
     
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    And just to confirm- you can stack salvager beams in any configuration and it can equal one gun? for example I can create a tower of salvage blocks and have one protruding out one side and tell it to use that block as the firing location and it will equal the long straight salvager that would be created if it were a straight line right?
    Yeah, shape doesn't matter but it's usual to make lengthwise lines and form the outputs into a checkerboard for a denser pattern. You can do it other ways, eg with vertical lines that output at the top, each row a little higher than the row in front of it, and still produce a dense beam pattern when unfocused.
     
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    With salvage beam needing less than 20 blocks to reach maximum power they are much easier to do now.
    Is this for Dev? I've been waiting for news on what's happening with salvagers and must have missed it. 20 modules is enough for an efficient beam now or are you referring to the current release 18 module 9salvage/9pulse setup?
     
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    kiddan

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    I wondered if you could replace the turret base block by an unload rail via the logic ?
    Sadly, turret axis cannot be converted into rails. If you want a rotating salvager you have to use logic and rail rotators. =/

    Edit: Though, it may be possible to swap between a turret axis and rail by undocking the salvager, however, this would likely require you to not move the ship.
     
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    Is this for Dev? I've been waiting for news on what's happening with salvagers and must have missed it. 20 modules is enough for an efficient beam now or are you referring to the current release 18 module 9salvage/9pulse setup?
    It is for a 200+ version. Though they may have changed it but if I remember right there is no reason to have more than 20 blocks - game just won't salvage more per beam per second. They basically upped the power of the beam 5 times from old times when you needed 100-200 blocks. Also if my eyes is not mistaking me when looking at the config file - Cannon secondary is now inbuilt into basic beam.
     
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    It is for a 200+ version. Though they may have changed it but if I remember right there is no reason to have more than 20 blocks - game just won't salvage more per beam per second. They basically upped the power of the beam 5 times from old times when you needed 100-200 blocks. Also if my eyes is not mistaking me when looking at the config file - Cannon secondary is now inbuilt into basic beam.
    You prompted me to do some testing and you're correct.
    I did the testing from {1,5,10...45}and there's a steady increase until around the sweet spot at about 25 modules. It basically flat lines above 25 with any difference just being random fluctuations. There was a definite increase of a couple of blocks between 20 and 25 modules though.. So yeah, time to trim my salvage beams to 25 modules... TIL.

    EDIT: Ignore my stupidity. Flawed testing. it's increasing still at least up unto 45... next time I'll have an extra cup of coffee and make sure to check the back of the plate I'm testing on and make sure it isn't penetrating all the way through. DUH. So yeah. I'll do some more testing and double check my results before I jump the gun again.

    EDIT2: Sorry Zoolimar, I also missed the 200+ version at the beginning of your post so yeah. I'ma just crawl under a rock and get some sleep...

    EDIT3: So had some sleep and a coffee and did some further testing without derpy mistakes... AFAIKT release is still 100 modules/beam for pure salvage. Dev is now 90 modules/beam for pure salvage. There's no other choice for secondary in dev even though you could still physically connect cannon to the salvage as secondary the extra modules had no effect on anything...
     
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    Yeah - salvage in dev is like it already has a cannon slave. Almost constant beam.

    Not sure at all about the 20 module efficiency ceiling - my heavy miner is using lines of 50 as a compromise of pure convenience between an assumption of up to 100 module max effectiveness and the beam falling into negative integrity somewhere between 50 and 60 long in single file lines.
     
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    Yeah - salvage in dev is like it already has a cannon slave. Almost constant beam.

    Not sure at all about the 20 module efficiency ceiling - my heavy miner is using lines of 50 as a compromise of pure convenience between an assumption of up to 100 module max effectiveness and the beam falling into negative integrity somewhere between 50 and 60 long in single file lines.
    Yeah it's definitely 90 salvage modules cap in the current dev. Nets 82 grey hull blocks per firing. I've been testing all morning and looks like maximum number of 90 beams is around 286 - 290. Above that and you start getting fewer blocks per firing. So aim for 290x90 salvagers and you'll be raking it in.

    EDIT: The above info was testing using individual computers for each beam to enable individual storage on each beam so I could see what each one was mining. I've since put all the beams onto a single pc and am now well past 1000 beams of 90 modules each and no sign of any soft cap, it's mining well over 100k blocks per shot... think I'll just leave it here and just say it needs further testing... have already hijacked thread too much so apologies. ;p
     
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