Salvage Specialist: Difference between revisions

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Completed the update for the threats section of the page, and other minor updates. Page is now considered finished, and the Salvaging page now redirects here.
 
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<!-- Work In Progress, planning to merge together this page and Salvaging in addition to restructuring the entire thing. Please feel free to ping me in discord with questions/comments. -Redbookcase -->
{{Callout
| Info
| header = Salvage Rework.
| align = center
| Salvage is currently undergoing a rework, meaning that information on this page may become outdated. This page was last updated October 27th, 2024.
| image = Pickaxe_mining.png
}}
{{Job_Header
{{Job_Header
|department=Cargo Department
|department=Cargo Department
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|access=Salvage, Cargo, External, Maintenance
|access=Salvage, Cargo, External, Maintenance
|difficulty=Medium
|difficulty=Medium
|duties=Retrieve materials from wrecks, kick ass, score some sick loot, and '''TURN ON YOUR SUIT COORDINATES!'''
|duties=Mine asteroids, reclaim scrap from wrecks, go on planetside expeditions, <s> round remove yourself on a regular basis</s>
|supervisors=[[Quartermaster]]
|supervisors=[[Quartermaster]]
|subordinates=None
|subordinates=None
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}}
}}


As a Salvage Specialist, you act as one of the crucial links in the station's supply chain. Use the [[#Salvage Magnet|Salvage Magnet]] to pull in debris and asteroids, strip them for loot and ore, and return to the station. Be sure to bring a GPS and memorize station coordinates so that you do not get [[Space Navigation|lost in space]].
So. [[Cargo_Technician|Techie]] isn't cutting it anymore? You need to satiate your kleptomania legally? You wanna play sugar daddy for the rest of the station, while almost never setting foot on it? You ever dream of being more armed than all of [[Jobs#Security_Jobs|Security]] combined? <s>You like dying in embarassing ways to never be recovered?</s> You wanna heed the call... of '''ADVENTURE?''' Then '''Salvage Specialist''' might just be the right job for you.


{{toc|depth=4}}
You'll be responsible for mining ores from asteroids, salvaging anything useful from station wrecks, fighting alien hostiles, hoarding RIDICULOUS amounts of contraband just because you found it, and building camaraderie that'll last 'til the server shuts down.


=The Salvage Bay=
You answer to <s>nobody</s> the [[Quartermaster]]. Develop a good rapport with them and they might actually come recover you if your team gets wiped on the VGroid. Similarly, your departmental partners, the [[Cargo Technician]]s should be kept up to date on your adventures over radio as they are responible for placating the angry mobs waiting for you to actually return with materials, and to coordinate the fulfillment of salvage bounties.


[[File:Salvage_Bay_Roundstart.png|thumb|A Salvage Bay at the start of the round.]]
== The Salvage Bay and Round Start ==


At the start of the round, you will spawn in the Salvage Bay, a subsector of Cargo accessible only to Salvage and the Quartermaster. The Salvage Bay will often consist of a small locker room attached to a larger chamber filled with the machinery necessary to preform your job.  
[[File:Salv_Lockers_Bagel.png|thumb|The salvager's locker room on the station "Bagel"]]
[[File:Salv_Bay_Bagel.png|thumb|The salvage bay on the station "Bagel"]]


This is where you'll pull in new debris, process ore and scrap into valuable materials, refill your air supply, and store any extra loot or equipment that the QM lets you hold on to. Acquaint yourself with the layout of your workspace, and take note of what's available to you.  
The first fifteen or so minutes of a salvager's shift is all about preparations for the rest of the round, more so than any other job in the game. Your first goal is to prepare yourself and your team's mining shuttle to be able to perform and support your duties, respectively.


{{Clear}}
For starters, open up one of the salvage lockers that you should snap awake in the rough vicinity of. In it, you'll have a laundry list of equipment essential to your duties as a salvager. Don't forget to look around the salvager bay, as you'll have not only a Salvage Vendor with some essentials not provided in your locker, but also some other useful gadgets spread around.


{| class="wikitable sortable"  
{|class="mw-collapsible mw-collapsed wikitable" style="margin: auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | [[File:Salv_Locker.png|frameless]] [[File:Salvage_vendor.png|frameless]] [[File:Rack.png|frameless]]Common salvage equipment
|-
|-
! Image
! Sprite(s) !! Name !! Description
! Name  
! Description
|-
|-
| [[File:Gas tank dispenser-South-12200.png|center|75px]] ||<center> Gas Tank Dispenser|| A simple vending machine loaded with 10 Oxygen and Nitrogen tanks.
| [[File:Spationaut_suit.png|frameless|1024px]] || Spationaut Hardsuit || Your golden(-ish) armor that makes your job possible. Compared to the basic hardsuit, it makes you almost fully radiation immune at the cost of no explosive protection and a little bit less walking speed. One in each locker.
|-
|-
| [[File:Mass scanner computer-South-17292.png|center|75px]] ||<center> Mass Scanner Computer|| A computer that shows you a non-interactive map of the station, the locations of any shuttles, and any debris / wrecks. Up is not necessarily north. You will see the computer's location (your location) marked in green.  
| [[File:OxygenTank.png|frameless|1024px]][[File:Oxygen_tank_red.png|frameless|1024px]] || Oxygen/Nitrogen Tank || You're still gonna need to breathe in space. Goes in your suit storage slot, all the way to the right. Take the nitrogen instead of oxygen if you are a slimeperson or vox. One of each type in each locker.
|-
|-
| [[File:Ore_processor-East-3111.png|center|75px]] ||<center> Ore Processor|| The destination for any ore that you mine out in the void. The machine processes raw ore into usable materials.
| [[File:Ore_bag.png|frameless|1024px]] || Ore Bag || Where all the minerals go. Will automatically pick mined minerals up off the ground if it's equipped in your belt slot. One in each locker, and four spares in the vendor.
|-
| [[File:FilledToolbelt.png|frameless|1024px]] || Utility Belt || Comes pre-filled with a crowbar, wrench, screwdriver, pair of wirecutters, welding tool, and network configurator. Indispensable on salvage runs to wrecked facilities, and expeditions. One in each locker, but there's also two crowbars in the vendor if you lose yours.
|-
|-
| [[File:Ore box-South-20535.png|center|75px]] ||<center> Ore Box|| A large crate that can store significant quantities of raw ore.
| [[File:EngiGoggles.png|frameless|1024px]] || Engineering Goggles || So you can, y'know, actually use your welder without blinding yourself. Technically contraband! One in each locker.
|-
|-
| [[File:Oxygen canister-South-12397.png|center|75px]] [[File:Nitrogen canister-South-16015.png|center|75px]] ||<center> Oxygen/Nitrogen Canisters|| Cans filled with Oxygen or Nitrogen. To refill your gas tank or jetpack, attach it to the canister, put the pressure up to max, open and close the release valve, and then eject the tank from the container. Always be sure to shut the release valve before taking your gas tank, as failing to do so will release the canister's contents into the rooms atmosphere.
| [[File:Survival_knife.png|frameless|1024px]] || Survival Knife || Your last resort. Fits in your pocket, It's generally used for butchering the things you kill. Also technically contraband! One in each locker.
|-
|-
| [[File:Recycler-East-16744.png|center|75px]] ||<center> Recycler|| A recycler, identical to the one found in Disposals. It serves as a processor for the scrap you find out on debris, turning it from worthless garbage into piles of useful materials. It can also process some of the loot you find into rarer materials like gold or silver, so decide in advance if you prefer to sell small items like coins and rings or recycle them instead.
| [[File:Gas_mask_salvage.png|frameless|64px]] || Explorer Gas Mask || Not actually that necessary since you'll be in a hardsuit all the time, but it gives you some small resistances for essentially free. One in each locker, and some stations have them sitting around in the open.
|-
|-
| [[File:Salvage expeditions computer-South-12360.png|center|75px]] ||<center> Salvage Expedition Computer|| A computer that offers three rotating expeditions to nearby planets. Lists the planet's common hostiles, biome, and other modifiers like time of day and atmosphere. Once an expedition is claimed, a coordinates disk will print from the machine, which can be inserted into shuttle consoles to FTL to the mission site.
| [[File:Magboots.png|frameless|64px]] || Magboots || Stay stuck to whatever the hell you're hacking away at. When they're active, you won't float around or slip, but you'll also be slower. One in each locker.  
|-
|-
| [[File:Salvage magnet.png|center|75px]] ||<center> Salvage Magnet|| Used to pull in debris, salvage wrecks, and asteroids for you to plunder. Note that it will attempt to pull in debris in the direction that the magnet is facing, and blockages in space such as shuttles can cause it to fail.
| [[File:GPS.png|frameless|64px]] || Global Positioning System || Tells you your coordinates in space when you hold it in your hand. You PDA also starts with this functionality built in, so you can easily cut the GPS to save space. One in each locker, as well as two spares in the vendor.
|-
| [[File:Salvage Vendor-South-12199.png|center|75px]] ||<center> Salvage Vendor|| A vending machine stocked with spare tools, equipment, and weaponry for Specialists to utilize.
|-
|-
| [[File:Handheld_radio.png|frameless|64px]] || Handheld Radio || Keep in touch with your salv buddies (and anyone else that happens to pick one up and turn it on) even while regular comms are down, or you're on an expedition. Aside from the one in your locker, these are found in EVERY emergency toolbox, so don't sweat it if you lose yours or you need to save space right away.
|-
| [[File:Emergency_flare.png|frameless|64px]] || Emergency Flare || Ignite it to light up a large area. Will eventually burn out. Each locker contains two and the vendor contains four, on top of the one the comes in every survival box.
|-
| [[File:Seismic_charge.png|frameless|64px]] || Seismic Charge || Goes boom, for when you need to enter (or exit) quickly and the structural integrity of your surroundings are irrelevant. Don't activate it on accident. Each locker contains two and the vendor has another two.
|-
| [[File:Pickaxe_mining.png|frameless|64px]] || Pickaxe || The most basic mining tool. Deals 30 structural damage when wielded, and always breaks rock walls regardless. Makes for a pretty weak weapon, though. There's four in the salvage vendor, but most stations will have plenty of extras sitting around in the salvage bay. Alternatively, if the silo has wood, they can be crafted in the autolathe.
|-
| [[File:Proto_kinetic_accelerator.png|frameless|64px]] || Proto-Kinetic Accelerator || A salvager's best friend. An all-in-one mining tool, precision breaching device, and infinite-ammo ranged weapon. Like all two-hand ranged weapons, wield for better accuracy. There's four of them in the Salvage Vendor, but they can also be crafted at a protolathe once [[Jobs#Science_Jobs|Science]] researches the tier 1 Arsenal tech "Salvage Weapons"
|-
| [[File:Flashlight.png|frameless|64px]] || Flashlight || Actually useless, since the headlight built in to your suit is brighter and not battery dependent. Usually just stripped as a source of fresh batteries while on a mission. There's two in the salvage vendor and every emergency toolbox contains one, as well as many stations having them spread about the salvage bay.
|-
| [[File:Floodlight.png|frameless|64px]] || Floodlight || A portable battery powered radial light that illuminates a large area. Only a 2x2, and fits in your hand. Great for not getting lost, and looking at this. Two in the vendor.
|-
| [[File:Fire_extinguisher.png|frameless|64px]] || Fire Extinguisher || The poor man's jetpack. Remove the safety and pull the trigger in the opposite direction you want to go. Also pretty good at their intended purpose, for when you go on lava expeditions. Can be refilled with water. Or any other reagent, if you feel funny or evil. The salvage bay often has some sitting on racks, but you can always pilfer them from fire-safety closets.
|-
| [[File:Grapple_gun.png|frameless|64px]] || Grappling Gun || The COOL man's jetpack. Gives you the ability to control your movement as if you were close enough to a grid while you're hooked into an object on said grid. Only unhooks if the object you hooked is destroyed, or you manually reload. You can also right-click to pull yourself in and shorten the rope. Fits in a pocket. You can find four in the vendor.
|-
| [[File:Fulton.png|frameless|64px]][[File:Fulton_beacon.png|frameless|64px]] || Fultons and Fulton Beacon || Ever played Metal Gear Solid V? Place the beacon down, Alt+Click it to unfold it, and click the stack of fultons on the beacon to link them. Then slap those puppies on anything not bolted to the ground, and 45 seconds later it'll be warped to the beacon. Used most effectively on closets or crates full of goodies. Make sure not to unfold the beacon, as that will unlink all fultons. There's one beacon and two stacks of ten fultons in the vendor. Fultons can also be crafted at an autolathe for five rolls of cloth and two sheets of steel.
|-
| [[File:Mining_drill.png|frameless|64px]] || Mining Drill || An upgrade to the pickaxe that attacks significantly faster and fits into a 1x2 inventory space. It does do less damage per hit, but it has higher DPS than the pickaxe. Can be constructed at a protolathe after Science researches the tier 1 Industrial tech "Salvage Equipment". Can alternatively be found on wrecks of all sorts, and the VGroid.
|-
| [[File:Plasma_cutter.png|frameless|64px]] || Plasma Cutter || A gun that deals large amounts of structural damage, pierces solid objects, and increases yields from broken ore. Artifact fragment ore doesn't count for some reason. Does negligent heat damage to mobs. Uses solid plasma as ammunition. Can be constructed at a protolathe after Science researches the tier 1 Industrial tech "Salvage Equipment".
|-
| [[File:Mineral_scanner.png|frameless|64px]] || Mineral Scanner || Reveals ore in the area when turned on. Requires a battery to function. Can be constructed at a protolathe after Science researches the tier 1 Industrial tech "Salvage Equipment". Can alternatively be found on wrecks of all sorts, and the VGroid.
|-
| [[File:Handheld_mass_scanner.png|frameless|64px]] || Handheld Mass Scanner || A mass scanner console, in the palm of your hand. When combined with a GPS or flight system of some sort, you will never get lost again. Can be constructed at a protolathe after Science researches the tier 1 Industrial tech "Space Scanning". Can alternatively be found in the "salvage equipment" crates that appear on wrecks, and the VGroid.
|-
| [[File:Mining_drill_diamond.png|frameless|64px]] || Diamond-Tipped Mining Drill || Identical to the regular mining drill, except with the increased yield of the plasma cutter. Can be constructed at a protolathe after Science researches the tier 2 Industrial tech "Mass Excavation".
|-
| [[File:Advanced_mineral_scanner.png|frameless|64px]] || Advanced Mineral Scanner || Identical to the regular mineral scanner, but with increased range. Can be constructed at a protolathe after Science researches the tier 2 Industrial tech "Mass Excavation". Can alternatively be found on the VGroid.
|-
| [[File:Clarke.png|frameless|64px]] || Clarke || An extremely fast and robust mech. Can be installed with PKA and mining drill modules, unlocked through research at the same time as the personnel-sized versions. The Clarke takes a lengthy and expensive construction process, often best left to the [[Roboticist]]. Pamper them to obtain one. Can only be made after Science researches the tier 2 Industrial tech "Clarke".
|-
| [[File:Mining_hardsuit.png|frameless|64px]] || Mining Hardsuit || A hardsuit that is slower but much more protective than the Spationaut Hardsuit. Can alternatively be found in the "salvage equipment" crates that appear on wrecks, and the VGroid.
|-
| [[File:Crusher.png|frameless|64px]][[File:Crusher_glaive.png|frameless|64px]] || Crusher & Crusher Glaive || An alternative mining and combat tool. When wielded, your right-click shoots a non-damaging projectile that boosts the damage of your next hit against that target. Also provides an okay radial light. As ginormous items, they can only be carried in your hand. The glaive functions identically to the regular crusher. Found on wrecks and the VGroid.
|-
| [[File:Crusher_dagger.png|frameless|64px]] || Crusher Dagger || Unlike the other crushers, the dagger functions much closer to a normal knife. Has better damage than your starting survival knife, swings faster, and has the same built-in radial light as the other crushers while still able to fit in your pocket. Found on wrecks and the VGroid.
|-
| [[File:Salvage_rig.png|frameless|64px]] || Salvage Rig || Identical to a common utility belt, but without any restricions on what you can put into them. Can alternatively be found in the "salvage equipment" crates that appear on wrecks, and the VGroid.
|}
|}


=Salvage Equipment=
There's a handful of other equipment available to salvagers, but I'll leave some surprises for the reader.


Salvaging is a dangerous job, and inexperienced Salvage Specialists often end up lost in space or dead on debris with no way for the station to rescue them. At the start of the shift, a variety of vital equipment will be available to you in the Salvage Bay. You should, at minimum, always take a Spationaut Hardsuit, Oxygen/Nitrogen Tank, and GPS before departing.
You also have a lot of machines at your disposal. The [[File:Ore_processor.png|frameless]] ore processor is what the rest of the station needs you for, as it's what lets you convert raw ores into usable materials. Consider asking [[Jobs#Science_Jobs|Science]] for an [[File:Ore_processor_industrial.png|frameless]] upgraded industrial ore processor, as that makes ore refining more efficient and the scientists and ESPECIALLY roboticists will appreciate the increased material income.


{| class="wikitable sortable"
As for getting things to collect, you have the [[File:Salv_magnet.png|frameless]] salvage magnet and the [[File:Salv_exp_computer.png|frameless]] salvage expeditions computer. These will each be covered in more detail in their own respective sections, but these are your main helpers (besides your shuttle) for getting you stuff to collect.
|-
Sometimes you'll also have your own [[File:Recycler.png|frameless]] recycler to process scrap you might find, although you can always used the recycler in disposals, or find one as part of your work.
! Image
! Name
! Description
|-
| [[File:Gas_mask_salvage.png|center|75px]] || <center> Explorer Gas Mask || Although it's not strictly necessary, as your hardsuit provides you with internals support, the Explorer Gas Mask should still be equipped as it provides minor damage resistances to the wearer.
|-
| [[File:Fire_extinguisher.png|center|75px]] || <center> Fire Extinguisher || The poor man's jetpack.  Fly through space by aiming and shooting the extinguisher's nozzle on the opposite direction of where you wish to fly. You can refill it with water once it runs dry.
|-
| [[File:GPS.png|center|75px]] || <center> Global Positioning System (GPS)|| Shows your current position as (x,y) when in your hand. Note that negative numbers are different to positive numbers, (x,y) is not equal to (-x,y). You can use it to return to the station coordinates in case you get lost in space. '''It is highly recommended that you note the Station's coordinates in Cargo Comms before leaving on any salvage runs. Note that your PDA also functions as a GPS when held in the hand.'''
|-
| [[File:Grapple gun.png|center|75px]] || <center> Grappling Gun || For those who wish to fly in style. Available in the Salvage Vendor. Must be used in combat mode. Firing it with left-click shoots a grappling hook that attaches to walls, and holding right-click will reel you in. Cycling the gun will reset the Grappling Gun. Note that this "gun" is completely harmless and will not damage hostiles.
|-
| [[File:Handheld_radio.png|center|75px]] || <center> Handheld Radio || A pocket-portable radio. When turned on, it will automatically broadcast any nearby speech to other active radios. Useful for expeditions, or when the station's comms are down.
|-
| [[File:Magboots.png|center|75px]] || <center> Magboots || Equip and turn on magnetic boots to gain a steady hold on the wreck's surface. Active magboots will decrease your speed, but you'll be able to move normally in zero gravity and become immune to slips.
|-
| [[File:Ore_bag.png|center|75px]] || <center> Ore Bag || Can be equipped to your belt slot. While worn, it will automatically collect nearby ores from the ground. Vital for mining trips.
|-
| [[File:OxygenTank.png|center|75px]] [[File:Oxygen_tank_red.png|center|75px]] || <center> Oxygen Tank/Nitrogen Tank || To survive in space for longer than a minute, you will need to breathe. Put it in your tank storage slot and turn on your internals to provide air while in space. Holds up to 5 Liters of gas. You can refill your tank by putting it inside a canister as described in the previous table. Slime or Vox Specialists should use Nitrogen tanks, and all other Specialists should use Oxygen.
|-
| [[File:Pickaxe_mining.png|center|75px]] || <center> Pickaxe || The standard tool for mining any sort of ore. Can destroy multiple chunks of rock by wide-swinging it while wielded. Bring it along on asteroid mining trips, and leave it at home for debris or wrecks.
|-
| [[File:Proto kinetic accelerator.png|center|75px]] || <center> Proto-Kinetic Accelerator (PKA) || A robust weapon with a variety of uses. The PKA can be used to mine ore or break structures, and deals a solid 25 Blunt damage per shot, making it the perfect weapon to kill Space Carp and other monsters. Has perfect accuracy when wielded, but shoots terribly otherwise. You can also use it to propel yourself backwards in space, but this is a slow process. The PKA has unlimited ammo but requires an automatic reload between each shot.
|-
| [[File:Salvage_PDA.png|center|75px]] || <center> Salvage PDA || Your PDA. It comes preinstalled with the Astronav GPS program, giving it GPS capability when held in the hand.
|-
| [[File:Spationaut_suit.png|center|75px]] || <center> Spationaut Hardsuit || The obvious component; without it, you will succumb to the low pressure of space. You will find a Spationaut Hardsuit in your suit locker. After you equip the suit, you'll have to close the helmet via the action menu on the left. Comes with an integrated flashlight, Geiger counter, and provides the wearer with minor resistances to brute damages and a robust 70% resistance to radiation damage.
|-
| [[File:Survival_knife.png|center|75px]] || <center> Survival Knife || A decent knife that can be stowed in a pocket. Swings quickly, does decent damage, and allows you to carve up dead Carp and other monsters for more loot.
|-
| [[File:Toolbelt(filled).png|center|75px]] || <center> Utility Belt (and tools) || Typically comes fully equipped with a Crowbar, Wrench, Screwdriver, Wire Cutters, Welding Tool, and Network Configurator. These tools are vital for debris or salvage wrecks, allowing you to wrench anchored containers, pry open airlocks, disassemble crates and furniture, etc.
|}


=Types of Salvage=
If you are familiar with [[Cargo Technician]] you may be noticing a suspicious absence from the roster of machines. You lack a remote console for the mining shuttle. And starts adrift out on space, like the cargo shuttle. Which means it'll have to be picked up.


==Salvage Magnet Pulls==
=== Mining Shuttle ===


The Salvage Magnet gives the user a choice between five different pieces of salvage, split between three categories; '''Debris''', '''Asteroids''', and '''Salvage Wrecks'''. Offers will cycle every three minutes. Once a piece of salvage has been pulled in, it will generally spawn in space 50-100 meters off in the direction the magnet is facing, where it will remain for six minutes before disappearing. Debris and Asteroids will have gravity, while Salvage Wrecks will not. '''Any items or structures onboard a piece of salvage when it disappears will disappear along with it.'''
[[File:Mining_shuttle_interior.png|thumb|The default interior of the mining shuttle]]
[[File:Mining_shuttle_prepared.png|thumb|An example of a "prepared" mining shuttle.]]


[[File:Salvage_Magnet_Offer.png|thumb|upright=2.5|center|A standard set of options available on the Salvage Magnet.]]
Since you're gonna need cargotech time anyways to play salvager, you should already be familiar with flying a shuttle. For a refresher if you need one, go check out the [[Cargo Technician#Cargo Shuttle and the ATS|section about it on the cargotech page]].


Before pulling something in with the Salvage Magnet, you should always confer with your fellow Specialists and consider asking the Quartermaster for any input. Don't be that guy that pulls in a salvage wreck when engineering is begging for steel to rebuild the station.
There are three main differences between the cargo shuttle and the mining shuttle, after the aforementioned lack of remote console.


=== Debris ===
The first is the fact that the mining shuttle is a ''clunker'' compared to the cargo shuttle. The cargo shuttle has lower mass and an extra set of thrusters. If you aren't a fan of this, ask your [[Quartermaster]] if you can appropriate the extra set of thrusters from the cargo shuttle and put them on the mining shuttle. If you get permission (and ''do'' get permission for this) make sure you take the thrusters in an even pattern. If you did it right, your shuttle should feel a lot more responsive and the cargo shuttle should feel about the same. If you get denied, you can bother [[Jobs#Science_Jobs|the eggheads]] about it once they get shuttlecraft researched, find thrusters on wrecks and expeditions, or just straight up buy them with your proceeds from treasure hunting.


[[File:Debris_Junk.png|thumb|A section of debris with valuable scrap that can be recycled for materials.]]
Second is that you're not going to be able to dock as much. Not every station has an accessible dock for salvage, and hauling stuff out through the blast doors are likely to be more efficient anyways. You'll only really need to dock to the ATS on the odd occasion you decide to visit it.


The most straightforward form of salvage, debris consists of a few pieces of randomly generated wrecked flooring sprinkled with walls, airlocks, equipment, lockers, and racks. The two main draws of debris are '''Loot''', which can be found scattered around the floor and within lockers, and '''Scrap''', various pieces of Debris-only garbage which can be recycled for large amounts of basic materials. To maximize your haul, unwrench one of the many lockers onboard and drag it along with you, filling it with any scrap or interesting loot you can find. Make sure you get your loot off the Debris before it despawns!
Third, you will need to be a much more careful about not hitting the ground you're trying to put boots on. Cargotechs don't have to worry about this because the station and ATS both have station anchors that prevent them from moving. You aren't gonna get that on the asteroids and wrecks. '''Do not''', under ANY circumstances, bump the shuttle into an object that lacks a station anchor. That will render it practically lost, unless the object has a outwards facing dock and you're an ace pilot.


Debris will almost always contain some number of Space Carp, and rarely host the more dangerous Sharkminnow. They can be dealt with rather easily with your PKA, as long as you keep out of their range or shoot them from the safety of space. Remember to butcher them with your knife afterwards for Carp Fillet and Teeth.
After the mining shuttle is successfully wrangled (the two shuttles DO NOT like being docked to each other), let's start loading all our fun equipment on to the shuttle.


{{Clear}}
The shuttle by default has a shuttle console, a cargo request computer, a personal AI, and a cyborg salvaging module.


===Asteroids===
You may want to add:
* Any of the aforementioned equipment or machines (you should probably leave the salvage magnet on station, though)
* Your [[File:Gas_tank_dispenser.png|frameless]]gas tank dispenser (if the salvage bay on your station has one) 
* a spare oxygen/nitrogen canister to refill your internals
* extra food and drink in case your survival box doesn't last you the whole shift
* water and fuel tanks for your fire extinguishers and welding tools respectively
* some topical medicine so you don't bleed out on your voyages
* some wires for repair, if you have IPC salvagers
* anything else you can think of that you might need


When pulling in Asteroids, Specialists can easily read their contents on the Salvage Magnet. Generally speaking, asteroids containing rarer materials like Gold, Silver, and especially Uranium should be prioritized over those containing Coal, Iron, or Quartz. Basic materials can be acquired from scrap on debris, or purchased by cargo if necessary; rare metals are not so easily acquired.
== What You Collect ==


Once an asteroid has been pulled, be sure to equip an Ore Bag for easy storage and grab a pickaxe before heading out into the void. Asteroids are far safer than other forms of salvage and lack enemies, so mining should be relatively straightforward. Be sure to dump your haul into the Ore Processor once you get back, and inform cargo so they can take advantage of the materials.
=== Raw Ores ===


===Salvage Wrecks===
Ore is found in rock walls in various places. You can mine the ore by attacking it with a pickaxe, PKA, drill, crusher, or anything else that does structural damage. Mining ores is traditionally the best way to gather materials, but some materials are harder or impossible to get through mining alone, most notably plastic.


By far the most dangerous and diverse option on the Salvage Magnet, Salvage wrecks come in three sizes (Small, Medium, and Large) and consist of a number of premade wrecks for you and your crew to explore and loot. Salvage wrecks feature a much wider variety of loot, as they can feature equipment and structures from any department. They also feature a wide variety of threats, including space bears, invisible space snakes, venomous space spiders, angry space kangaroos, and other dangers.
{|class="mw-collapsible mw-collapsed wikitable" style="margin: auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | [[File:Pickaxe_mining.png|frameless]] Types of ore
|-
! Sprite(s) !! Name !! Description
|-
| [[File:Artifact_fragment_ore.png|frameless]][[File:Artifact_fragment1.png|frameless]] || Artifact Fragment || Fragment of an artifact. Doesn't go in to the ore processor. You can craft a small alien artifact with four of these.
|-
| [[File:Bananium_ore.png|frameless]][[File:Raw_bananium.png|frameless]] || Bananium || Used in advanced clowning applications, such as the H.O.N.K. mech. Somewhat rare.
|-
| [[File:Bluespace_crystal_ore.png|frameless]][[File:Bluespace_crystal.png|frameless]] || Bluespace Crystal || Used primarily in high-level storage and transport devices. Only found naturally on the VGroid. Can alternatively be crafted at a protolathe for 5[[File:Glass_low.png|frameless]]glass, 5[[File:Plasma_low.png|frameless]]plasma, and 1[[File:Diamond_low.png|frameless]]diamond.
|-
| [[File:Coal_ore.png|frameless]][[File:Coal.png|frameless]] || Coal || One of the ingredients for steel, which is used for literally almost everything.
|-
| [[File:Diamond_ore.png|frameless]][[File:Raw_diamond.png|frameless]] || Diamond || A rare mineral, used primarily to make bluespace crystals and some mech parts. Only found on the VGroid and expeditions.
|-
| [[File:Gold_ore.png|frameless]][[File:Raw_gold.png|frameless]] || Gold || Used in several higher-level applications, most notably in circuits for upgraded machines.
|-
| [[File:Iron_ore.png|frameless]][[File:Raw_iron.png|frameless]] || Iron || One of the ingredients for steel, which is used for literally almost everything.
|-
| [[File:Plasma_ore.png|frameless]][[File:Raw_plasma.png|frameless]] || Plasma || Used in a variety of crafting applications, as fuel for the anomaly generator and certain other tools, and as a component of superior building materials, such as plasteel and plasma glass.
|-
| [[File:Quartz_ore.png|frameless]][[File:Raw_quartz.png|frameless]] || Quartz || Used to make glass, which is used often in crafting.
|-
| [[File:Salt_ore.png|frameless]][[File:Raw_salt.png|frameless]] || Salt || Doesn't go in the ore processor. Used as an alternative source of table salt and iodine for [[Chemist|chemistry]]. Often ignored.
|-
| [[File:Silver_ore.png|frameless]][[File:Raw_silver.png|frameless]] || Silver || Used in higher-tier crafting, most notably in [[Roboticist|robotics]].
|-
| [[File:Uranium_ore.png|frameless]][[File:Raw_uranium.png|frameless]] || Uranium || '''Radioactive! Handle with care.''' Used for a number of advanced applications, and SUPERPACMAN fuel. Notorious for irreparably killing mail carriers before Central Command decided to add radiation shielding to their envelopes.
|}


Salvage wrecks generally lack ore and materials, and are far more of a gamble than other magnet options. Some wrecks feature nearly nothing of value to the station; others may include power generators, alien artifacts, deadly weaponry, or rare equipment. Always be willing to think outside the box when looting a Salvage Wreck, and keep an Appraisal Tool handy to decide whether something is worth grabbing or not.
=== Scrap and Treasure ===


==Round-start Wrecks==
If you're in any wrecked or abandoned faculties, you're liable to see a lot of scrap and treasure items. Scrap can be thrown into a recycler to extract usable materials from it. Treasure is the items that will get you a lot of money of
you sell them. Some items, such as coins, can be reasonably identified as both scrap and treasure.


[[File:Roundstart_Wreck_Interior.png|thumb|A room filled with circuit boards on a round-start wreck.]]
Scrap recycling has worse material yield than than mining, especially for rarer materials like silver and gold, but can  make up for it in money and immediately useful equipment and machines. It's important to note that scrap has a ~40% chance to yield two times as many materials when recycled, and ~7% to yield three times as much.


At the beginning of the shift, a variety of wreckage has a chance to naturally spawn in the space surrounding the station. These wrecks are very similar to Salvage Wrecks, often featuring valuable loot with the potential for deadly enemies on board. Round-start wrecks will not despawn, meaning they can generally be explored at your leisure.
{|class="mw-collapsible mw-collapsed wikitable" style="margin: auto;"
 
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | [[File:Recycler.png|frameless]][[File:Pirate_chest.png|frameless]] Scrap and treasure
{{Clear}}
|-
 
! Sprite(s) !! Name !! Base Material Yield !! Sell Value !! Size !! Additional Notes
==The VGRoid==
|-
 
| [[File:Airlock_door.png|frameless]] || Airlock Door || 15[[File:Steel_half.png|frameless]] || 0 || Large (5x5) || Requires both hands to carry. Has two sprite variants.
[[File:VGRoid_Mass_Scan.png|thumb|A VGRoid as it appears on a mass scanner. Note the rectangular facilities on the southern edge.]]
|-
 
| [[File:Airlock_light.png|frameless]] || Airlock Light || 2[[File:Steel_low.png|frameless]]<br/>5[[File:Glass_low.png|frameless]] || 0 || Medium (1x4) ||
Often spawning hundreds of meters away from the main station, the VGroid or Big Asteroid is a massive asteroid full of rare minerals and scattered with abandoned research facilities. Reaching the VGRoid generally requires a shuttle or jetpacks, and should generally not be explored alone due to the exceptional dangers within.
|-
 
| [[File:Blasted_steel_pile.png|frameless]] || Blasted Steel Pile || 30[[File:Steel_full.png|frameless]] || 0 || Large (5x5) || Requires both hands to carry. Has three sprite variants.
The asteroid itself is full of rare minerals that can be found in huge veins, allowing for salvage to easily acquire enough materials to supply the entire station. However, many of the caves within the asteroid contain deadly enemies, such as Goliaths and Xenos, making mining hazardous to the unprepared. Some of these caves also contain small vaults which house valuable loot.
|-
 
| [[File:Blueprint.png|frameless]] || Blueprint || N/A || 1000 || Medium (5x5) || There are three blueprint variants: double emergency tank, fulton, and seismic charge. Can be inserted into an autolathe to add its respective item's recipe to its list. Fultons are already craftable at an autolathe by default, so you can just sell those blueprints.
The facilities built into the asteroid are massive, and contain large amounts of rare loot in addition to basic materials and contraband. They are similarly dangerous however, often containing Goliaths and Hivelords. Always be sure to explore them with a clear route of escape available.
|-
 
| [[File:Broken_camera.png|frameless]] || Broken Camera || 5[[File:Steel_low.png|frameless]]<br/>1[[File:Glass_low.png|frameless]] || 0 || Medium (2x2) ||
{{Clear}}
|-
 
| [[File:Broken_canister.png|frameless]] || Broken Gas Canister || 5[[File:Steel_half.png|frameless]] || 0 || Too big to carry ||
==Salvage Expeditions==
|-
 
| [[File:Busted_bucket.png|frameless]] || Busted Bucket || 3[[File:Plastic_low.png|frameless]] || 0 || Medium (2x2) ||
{{Callout|Warning|Salvage Expeditions are currently in a somewhat unfinished/buggy state due to the ongoing Salvage Rework. For advice in constructing a shuttle, see the [[Shuttle Construction]] page.}}
|-
 
| [[File:Busted_jetpack.png|frameless]] || Busted Jetpack || 15[[File:Steel_half.png|frameless]]<br/>2[[File:Plastic_low.png|frameless]] || 0 || Huge (4x4) ||
Serving as one of the most advanced forms of Salvage, Expeditions are dangerous missions which require the use of a shuttle to bring a salvage team to a nearby planet, where mineral riches and forgotten treasure await. In order to begin an expedition, A Salvage Expeditions Computer must be used to select one of three available missions. Missions will list their general difficulty, the type of monster to be encountered on the planet, the planet's biome, and the various environmental factors on the planet such as air quality, temperature, and time of day.
|-
 
| [[File:Canister_handle.png|frameless]] || Canister Handle || 3[[File:Steel_low.png|frameless]] || 0 || Medium (2x2) ||
[[File:Salvage_Expeditions_List.jpg|thumb|upright=2.5|center|A list of expeditions available at a computer.]]
|-
 
| [[File:Canister_valve.png|frameless]] || Canister Valve || 2[[File:Steel_low.png|frameless]] || 0 || Small (1x2) ||
'''Difficulty, Duration & Recommended Salvagers:''' Expeditions, as currently implemented, will always have Moderate difficulty, a Duration of 11 minutes, and the Recommended number of Salvagers will always be 2. In general, consider the other factors in the expedition to get an idea of it's difficulty, and bring the entirety of Salvage along on the Expedition.
|-
 
| [[File:CD_drive.png|frameless]] || CD Drive || N/A || 300 || Small (2x2) ||
'''Hostiles:''' Expeditions will either be listed as having Carp, which means they'll feature regular Space Carp and rarely a toned-down version of the Space Dragon, or they'll be listed as having Xenos, which means they'll have a much wider variety of Xeno enemies. Carp expeditions will be the far safer option, as Space Carp have simple AI and die very quickly, whereas Xenos are more intelligent, capable of prying open doors or vaulting over obstacles, and generally deal more damage and tank more hits. See the (Pending) Threats section for more details on enemy types.
|-
 
| [[File:Iron_coin.png|frameless]] || Coin, Iron || 3[[File:Steel_low.png|frameless]] || 75 || Tiny (1x1) ||
'''Biome:''' The most important factor to consider when choosing your expedition. Snow biomes are generally preferable, featuring huge ore deposits and large facilities to explore with solid loot inside. Beware of plasma pools, which will burn you horrifically if you step inside. Grassland biomes are second-best, usually featuring smaller facilities and less ore, though they are certainly pretty to look at (And give you the unique bragging right of having touched grass!). Caves are a distant third, featuring small, scattered rooms with decent loot, and scattered ore deposits. Beware of chasms, which will kill you instantly and irretrievably if touched. Lava planets are the worst of the worst, being in a bugged state currently and featuring no structures to explore nor ores to mine, while being absolutely covered in pools of deadly Lava. Best to wait for the expeditions to cycle if it's your only option.
|-
 
| [[File:Silver_coin.png|frameless]] || Coin, Silver || 1[[File:Steel_low.png|frameless]]<br/>2[[File:Silver_low.png|frameless]] || 135 || Tiny (1x1) ||
'''Atmosphere, Temperature & Time of Day:''' A planet's atmosphere can either be Breathable, meaning that it'll have standard air levels breathable by most species (Vox not included), or Dangerous, meaning that the planet's air will be composed of Nitrous Oxide that will cause anyone without internals to fall asleep constantly. The temperature of a planet is mostly self explanatory: Hotter planets can cause you to overheat, colder planets can cause you to freeze. Wearing your hardsuit will protect you from either extreme of temperature. Time of day is similarly self explanatory, with visibility being the best on planets with Daylight and the worst for those at Night.  
|-
 
| [[File:Gold_coin.png|frameless]] || Coin, Gold || 1[[File:Steel_low.png|frameless]]<br/>2[[File:Gold_low.png|frameless]] || 175 || Tiny (1x1) ||
After selecting an expedition, all other options will become locked, and an expedition disc will print from the Expeditions Computer. Until this expedition is completed, no other expeditions can be undertaken. To begin the expedition, simply insert the disc into a Shuttle Console, open the FTL menu and pilot the shuttle within FTL range of the expedition's destination, and make the jump.
|-
 
| [[File:Adamantine_coin.png|frameless]] || Coin, Adamantine || 4[[File:Steel_low.png|frameless]] || 250 || Tiny (1x1) || Fun fact! Technically contains a small amount of diamond, but not enough to give any drops.
Your shuttle will land at Coordinates 0, 0 upon the new planet. You'll have 11 minutes to explore, mine, and loot, before the shuttle automatically departs from the planet. If there is a dungeon present on the planet, you will also receive a notification in the chat log telling you the direction it's in. Be sure to reorient your camera to the planet's compass by using Numpad 8. You'll receive chat updates on your remaining expedition time at the 5 minute, 2 minute, and 45 second mark, and special expedition music will begin playing at the 2 minute mark, further intensifying the race back to the shuttle. After the 11 minutes is up, the ship will make an automatic FTL jump back to the station, and the Expeditions computer will start a cooldown timer for the next Expedition.
|-
 
| [[File:Diamond_coin.png|frameless]] || Coin, Diamond || 3[[File:Steel_low.png|frameless]] || 500 || Tiny (1x1) || Also provides one refined diamond on a 3x yield.
Here are a few extra tips to consider when undertaking an Expedition:
|-
 
| [[File:Closet_door.png|frameless]] || Closet Door || 15[[File:Steel_half.png|frameless]] || 0 || Huge (3x6) || Requires both hands to carry.
* Always, always, always remember that you have a GPS in your Salvage PDA. When the 2 minute mark hits and the music starts playing, you should generally pull our your PDA and begin the trek back to coordinates 0, 0, which is where your shuttle will always be located.
|-
 
| [[File:Destroyed_superpacman.png|frameless]] || Destroyed S.U.P.E.R.P.A.C.M.A.N. Generator || 40[[File:Steel_full.png|frameless]]<br/>5[[File:Plastic_low.png|frameless]]<br/>10[[File:Uranium_half.png|frameless]] || 0 || Too big to carry || Cannot be fultoned due to an oversight. Emits 0.4 rads.
* While on an Expedition planet, your headset radio will not work, as you're no longer within range of the station's Telecommunications Servers. Make sure that everyone brings along a Handheld Radio, which will automatically transmit any nearby speech to other active Handhelds when active. You'll have plenty of Handhelds for everyone in your Salvage Vendor and Lockers.
|-
 
| [[File:Encrypted_datadisk.png|frameless]] || Encrypted Datadisk || N/A || 500 || Small (1x2) ||
* Before you leave on an Expedition, make sure to bring spare supplies along to increase your chances of survival. Does everyone have a Handheld Radio? Spare ore bags and pickaxes? What about spare Oxygen or Nitrogen tanks? Did you grab medkits or other medicine? Having these items can save your life, so don't sleep on them.
|-
 
| [[File:Fax_machine_scrap.png|frameless]] || Fax Machine || 2[[File:Steel_low.png|frameless]] 10[[File:Plastic_half.png|frameless]] || 0 || Huge (4x4) ||
* Expeditions that feature ore (Which is to say, all of them except Lava planets) have enough ore to last you an entire shift. Bring along multiple ore bags, and consider wrenching down an Ore Box on your shuttle as well. The classic 2-1 rule (2 Specialists loot the dungeon, while 1 mines for ore) is always a good baseline to follow. As always, prioritize things that Cargo can't order, such as Gold, Silver, and Uranium.
|-
 
| [[File:Firelock_door_top.png|frameless]][[File:Firelock_door_bottom.png|frameless]] || Firelock Door || 20[[File:Steel_full.png|frameless]] || 0 || Large (5x5) || Requires both hands to carry. Interestingly, the sprite variants are unique items internally, because they have different flavor text.
* Landing on expedition planets/FTLing back to the station can often cause bugs. When landing on a planet, be prepared for the possibility that your shuttle will land inside the dungeon, and be prepared to fight mobs. When FTLing back from a planet, the shuttle can rarely land inside of the station, in which case you should Admin Help for assistance.
|-
 
| [[File:Firelock_frame.png|frameless]] || Firelock Frame || 7[[File:Steel_low.png|frameless]] || 0 || Large (2x4) ||
* When looting dungeons, be sure to consider looting machines in addition to smaller items. RTGs are always useful to have, and most dungeons will feature engineering rooms with everything necessary to equip your shittle with infinte power (RTGs, SMES's, Substations, and APCs). Random shuttle parts, such as thrusters, gravity generators, and gyroscopes can spawn throughout dungeons, giving you a shot at upgrading your ship on the fly.
|-
 
| [[File:Floppy_disk_drive.png|frameless]] || Floppy Disk Drive || N/A || 350 || Small (1x2) ||
* Expeditions are currently the only way for Cloning technology to be acquired in a regular round. However, getting cloning set up requires a '''Cloning Pod, Cloning Console Computer, and Medical Scanner''', which can be found on Expeditions as either machine boards or completed machines. You'll also require Biomass cubes, which can be found on Expeditions, or created by grinding up bodies in a '''Biomass Generator''', also found on Expeditions. Getting all of this technology together often requires multiple Expeditions, is extremely luck-based, and requires a significant amount of time. But the bragging rights are immense.
|-
 
| [[File:Fuel_tank.png|frameless]] || Fuel Tank || 2[[File:Steel_low.png|frameless]]<br/>5[[File:Uranium_low.png|frameless]] || 0 || Medium (2x2) ||
=Threats=
|-
 
| [[File:Generator_frame.png|frameless]] || Generator Frame || 15[[File:Steel_half.png|frameless]] || 0 || Too big to carry || Cannot be fultoned due to an oversight.
A variety of different creatures will be encountered by Specialists, whether they're found on Debris, Wrecks, the VGRoid, or Expeditions. Learn what you'll need to face out in the void, and you might come back alive.
|-
 
| [[File:Gilded_pai.png|frameless]] || Gilded Personal AI Device || 4[[File:Plastic_low.png|frameless]]<br/> 1[[File:Gold_low.png|frameless]] || 0 || Small (1x2) ||
== Space Critters ==
|-
 
| [[File:Golden_cup.png|frameless]] || Golden Cup || N/A || 150 || Small (1x2) || Can hold up 20u of a reagent.
The threats that are most commonly found on Debris and Salvage Wrecks. Most of these enemies can be kited with relative ease by using obstacles or remaining in space and firing your Proto-Kinetic Accelerator.
|-
 
| [[File:Golden_honker.png|frameless]] || Golden Honker || N/A || 1000 || Tiny (1x1) || The clowning jewel. Can be used to pray to the Honkmother.
{| class="wikitable sortable"
|-
| [[File:Golden_mask.png|frameless]] || Golden Mask || N/A || 5000 || Small (1x2) || Be sure not to put it on by accident. Alternatively, put on the mask on purpose if you like causing problems and admin warnings.
|-
|-
! Image
| [[File:Gold_ring.png|frameless]] || Gold Ring || 2[[File:Gold_low.png|frameless]] || 300 || Tiny (1x1) ||
! Name
! Description
|-
|-
| [[File:Space Carp.png|128px]] || <center> Space Carp ||  
| [[File:Gold_ring_diamond.png|frameless]] || Gold Ring, Diamond || 2[[File:Gold_low.png|frameless]] || 1500 || Tiny (1x1) ||
Found on both Debris and Carp Expeditions, the humble Space Carp is one of the most common enemies you'll encounter. They only have around 40 health and will die in two PKA shots, though, so dealing with them isn't particularly hard. They can do a surprising amount of damage if you're not prepared. Butcher them with a knife for Carp Fillets, dripping with Carpotoxin, and Carp Teeth, which can be sold or used for Bounties.
|-
|-
| [[File:Sharkminnow.png|128px]] || <center> Sharkminnow ||  
| [[File:Gold_ring_gem.png|frameless]] || Gold Ring, Gem || 2[[File:Gold_low.png|frameless]] || 2100 || Tiny (1x1) ||
The common Space Carp's bigger brother. Sharkminnows are found on Debris and Wrecks, and serve as bigger, tougher, and more dangerous versions of their little brothers. Butcher them with a knife for loads of Carp Fillets and Sharkminnow Teeth, which are big enough to be used as knives.
|-
|-
| [[File:Bear .png|128px]] || <center> Space Bear ||  
| [[File:Gold_watch.png|frameless]] || Gold Watch || N/A || 500 || Small (1x2) || Tells you the time. Real world time, not shift time.
Slower than a Salvager, and despite their huggable appearance, they are vicious. Butcher them with a knife for Bear Meat and a Bear Hide, which can be worn as a multicolored headpiece.
|-
|-
| [[File:Space_Kangaroo.png|128px]] || <center> Space Kangaroo ||  
| [[File:Half_mop_bucket.png|frameless]] || Half A Mop Bucket || 15[[File:Plastic_half.png|frameless]] || 0 || Huge (4x4) ||
Speedy and angry, these Space Kangaroos have sharp claws that can cause decent bleeding. Similar in threat to Space Bears, but can't be butchered.
|-
|-
| [[File:Space_Adder.png|128px]] || <center> Space Adders/Cobras ||  
| [[File:Hard_disk_drive.png|frameless]] || Hard Disk Drive || N/A || 275 || Small (1x2) ||
Sneaky space snakes. They have natural invisibility and only become visible when biting you. Their bites will inject you with Norepinephric Acid, which causes blindness while metabolized. Look for the faint glow and wavy disturbance they give off when invisible. Butcher them with a knife for poisonous Snake Meat.
|-
|-
| [[File:Space_Spider.png|128px]] || <center> Space Spider ||  
| [[File:Intercom_scrap.png|frameless]] || Intercom Scrap || 4[[File:Steel_low.png|frameless]]<br/>3[[File:Plastic_low.png|frameless]] || 0 || Medium (2x2) || Has three sprite variants.
And you thought Tarantulas were bad. Space Spiders are common on many Salvage Wrecks, and are particularly dangerous due to their venom, Chloral Hydrate, which can cause blurriness and unconsciousness in victims. Butcher them for acidic Xeno Meat and an Egg Spider, a strange glowing gemstone-like egg which sells for 500 spesos.
|-
|-
| [[File:Space Tick.png|128px]] || <center> Space Tick ||  
| [[File:Lamp_genie.png|frameless]] || Lamp || N/A || 1500 || Medium (2x2) || Actually usable as a lamp. Contains a reserve of 25u of welding fuel, which slowly regenerates infinitely. Can also be used to "rub" the lamp and make a wish, which is identical to praying, except it says "LAMP" instead of "PRAYER" to the admins.
Though they'll die fast, these little bastards are speedy and their bites contain Toxin, making them very dangerous in close quarters combat. Shoot them at range. Butcher them for acidic Xeno Meat.
|}
[[Category:Guides]]
 
==Xenos==
 
Found on Salvage Expeditions with Xenos threats. Hostile, tough, and smart enough to pry open doors, climb over railings, or attack at range. They can only be butchered using a Meat Spike, and only for acidic Xenos Meat.
 
{| class="wikitable sortable"
|-
|-
! Image
| [[File:Leaking_superpacman.png|frameless]] || Leaking S.U.P.E.R.P.A.C.M.A.N. Generator || 40[[File:Steel_full.png|frameless]]<br/>5[[File:Plastic_low.png|frameless]]<br/>25[[File:Uranium_full.png|frameless]] || 0 || Too big to carry || Cannot be fultoned due to an oversight. Emits 0.9 rads.
! Name
! Description
|-
|-
| [[File:Oogly.png|128px]] || <center> Burrowers ||
| [[File:Leaking_pacman.png|frameless]] || Leaking P.A.C.M.A.N. Generator || 40[[File:Steel_full.png|frameless]]<br/>5[[File:Plastic_low.png|frameless]]<br/>25[[File:Plasma_full.png|frameless]] || 0 || Too big to carry || Cannot be fultoned due to an oversight.
Not much of a threat, slightly faster than a Salvager but a few PKA shots or a Crusher will take one out quickly.
|-
|-
| [[File:Boogly.png|128px]] || <center> Drones ||
| [[File:Old_pacman.png|frameless]] || Old P.A.C.M.A.N. Generator || 40[[File:Steel_full.png|frameless]]<br/> 5[[File:Plastic_low.png|frameless]]<br/>10[[File:Plasma_half.png|frameless]] || 0 || Too big to carry || Cannot be fultoned due to an oversight.
A smidge bit faster then your average Salvager, though not by much. Some PKA shots or robusting it with a Crusher should work if you want to kill one.
|-
|-
| [[File:Runner.png|128px]] || <center> Runners ||
| [[File:Scrap_pai.png|frameless]] || Personal AI Device || 3[[File:Steel_low.png|frameless]]<br/>2[[File:Plastic_low.png|frameless]] || 0 || Small (1x2) ||
A lot faster then a Salvager, though you could kill one with just a survival knife. They're not common to find.
|-
|-
| [[File:Rouny.png|128px]] || <center> Rounys ||
| [[File:Sample_tube.png|frameless]] || Sample Tube || N/A || 120 || Small (1x2) ||
Pretty rare, very recognizable because of their blood red color, not much of a threat and easy to kill. Quicker then your average Salvager.
|-
|-
| [[File:Spitter.png|128px]] || <center> Spitters ||
| [[File:Sample_tube_scrap.png|frameless]] || Sample Tube, Shattered || 5[[File:Glass_low.png|frameless]]<br/>1[[File:Plastic_low.png|frameless]] || 0 || Small (1x2) ||
Capable of firing balls of caustic acid at you at rapid speed. Not terribly tough, but extremely dangerous for the speed at which they attack.
|-
|-
| [[File:Pretorian.png|128px]] || <center> Praetorians ||
| [[File:Scrap_circuitry.png|frameless]] || Scrap Circuitry || 5[[File:Steel_low.png|frameless]]<br/> 15[[File:Glass_half.png|frameless]] || 0 || Large (3x3) || Has five sprite variants.
A little strong, and faster than Salvagers too. Kite them at range with your PKA or blitz them with a Crusher weapon for best results.
|-
|-
| [[File:Ravager.png|128px]] || <center> Ravagers ||
| [[File:Silver_ring.png|frameless]] || Silver Ring || 2[[File:Silver_low.png|frameless]] || 275 || Tiny (1x1) ||  
Big, red, and angry, one of the biggest threats you'll see on a Xeno Expedition. They'll be faster than you and deal a good chunk of damage.
|}
 
== Megafauna ==
 
The big bosses that a Specialist may end up fighting, these deadly creatures are found as rare elite enemies on Expeditions, or as more common beasts on the VGRoid.
 
{| class="wikitable sortable"
|-
|-
! Image
| [[File:Silver_ring_diamond.png|frameless]] || Silver Ring, Diamond || 2[[File:Silver_low.png|frameless]] || 1400 || Tiny (1x1) ||
! Name
! Description
|-
|-
| [[File:Queen.png|128px]] || <center> Xenomorph Queen ||
| [[File:Silver_ring_gem.png|frameless]] || Silver Ring, Gem || 2[[File:Silver_low.png|frameless]] || 2000 || Tiny (1x1) ||
Intimidating, and rightfully so, this regal enemy is faster then a Salvager and deals horrific melee damage. Best to fight these with an entire firing line of PKA's. Has no special loot if killed, and is best avoided. Found on Xeno Expeditions.
|-
|-
| [[File:Dragon.png|128px]] || <center> Space Dragon ||
| [[File:Snapped_medkit.png|frameless]] || Snapped Medkit || 5[[File:Plastic_low.png|frameless]] || 0 || Large (2x4) ||
Though being stuck on a planet has weakened it significantly (200 hp instead of 500 hp) and it lacks it's signature fireball, the Salvage version of the Space Dragon is still a tremendous threat. Get your entire Expedition team together if you're thinking of fighting it. If you do manage to defeat it, you can butcher it for a single piece of Dragon Flesh, filled with mythical Ichor, a cure-all chemical. Found on Carp Expeditions.
|-
|-
| [[File:Goliath.png|128px]] || <center> Goliath ||
| [[File:Split_fire_extinguisher.png|frameless]] || Split Fire Extinguisher || 6[[File:Steel_low.png|frameless]] || 0 || Medium (2x2) ||
Huge masses of red hide, the Goliath is a common enemy aboard the VGRoid, but this does not mean they're an easy one. Goliaths are very tanky, requiring a dozen shots with your PKA to be killed. Worse, they can use a special attack which causes tentacles to cover a few tiles near their target, stunning anyone unfortunate enough to be standing near them. For best results, try to fight Goliaths from the safety of space, or behind a few hastily-constructed railings. Butcher them with a knife for Goliath Hide Plates and Goliath Meat.
|-
|-
| [[File:Hivelord.gif|128px]] || <center> Hivelord ||
| [[File:Supercharged_cpu.png|frameless]] || Supercharged CPU || N/A || 750 || Tiny (1x1) ||
As a shifting mass of disconnected tentacles found aboard the VGRoid, the Hivelord is a unique enemy. Rather than attacking head-on, it will rapidly spawn Hivelord Brood when threatened, small, quick monsters that deal minimal damage. These brood are easily killed with melee weapons, and for best results a Specialist should attempt to blitz for the Hivelord with a fast swinging weapon like a Crusher Dagger or even Mining Drill to prevent newly spawned Brood from swarming. Butcher a Hivelord with a knife for Hivelord Remains, the edible core of the Hivelord which will rot very quickly if not eaten. It contains Rororium, a unique and refreshing chemical that rapidly heals Brute damage and fills the consumer with adrenaline.
|}
|}


=Advanced Salvage Equipment=
This is by no means an exhaustive list of everything worth selling, or everything worth scrapping. Try chucking useless things into the recycler and carrying an appraisal tool from your cargo brethren to check sell values.


While it is possible to effectively gather resources and loot with your starting equipment, there are numerous pieces of equipment and machinery that can enhance a Specialist's effectiveness. This section includes gear that can be found on salvage, made by the station, or purchased by Cargo.
=== Space Creature Products ===
{| class="wikitable sortable"
 
If you kill one of the many alien hostiles, you can butcher it's corpse in order to take its meat, organs, and anything else that the creatures may have of use. Usually it's the [[Chef]] that appreciates them the most, but certain monster organs might be useful to you in your salvage work if implanted with surgery. For example, "space animal lungs", which are available from normal space carps, can remove your need to breathe, meaning gases don't affect you, and you don't need internals to go into space. (You still need a suit for the pressure protection, though.)
 
{|class="mw-collapsible mw-collapsed wikitable" style="margin: auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" | [[File:Carp_tooth.png|frameless]]Hostile aliens
|-
|-
! Image
! Sprite(s) !! Name !! Health !! Damage !! Description
! Name  
! Source
! Description
|-
|-
| [[File:Crusher.png|center|75px]] || <center> Crusher || Salvage || The namesake of the Crusher family of weapons, a series of prototype PKA armaments. Equip in both hands to replace the wide-swing with a forcefield projectile that doubles the damage of your next strike and provides healing on hit. Comes with a built-in flashlight. Too large to be stored in any bags or equipment slots.
| [[File:Space_Carp.png|frameless]] || Space Carp || 40 || 5 blunt, 2 slash || The mascot. Not actually that dangerous, unless there's a lot of them. Found virtually everywhere. Cargo at large will need you to kill these for several bounties, make sure you keep up to date on those.
|-
|-
| [[File:Crusher_Dagger.png|center|75px]] || <center> Crusher Dagger || Salvage || The youngest child of the Crusher family, and the most underestimated. An improvement over the regular Survival Knife, this dagger offers increased damage, attack speed, automatic wideswing, and the flashlight included with the other Crushers, all in a pocket-portable package.
| [[File:Space_Tick.png|frameless]] || Space Tick || 15 || 2 brute, inject 1u toxin || Extremely fast and able to deal damage quickly thanks to its toxin. Dies to just about anything if you manage to tag it, and it loses most of its dangerousness after it runs out of toxin. Notable for being the only mob that acts as a source of xeno meat outside of expeditions.
|-
|-
| [[File:Crusher_Glaive.png|center|75px]] || <center> Crusher Glaive || Salvage || A slightly improved version of the regular Crusher. Hitting enemies affected by the forcefield projectile deals slightly more damage and heals the user for slightly more health. Comes with a built in flashlight. Too large to be stored in any bags or equipment slots.
| [[File:Sharkminnow.png|frameless]] || Sharkminnow || 150 || 10 slash, 5 bloodloss || Very tanky, and quite fast and deadly for its bulk. Drops its hide upon being butchered. Also needed for bounties. Found in most places that carps are found.
|-
|-
| [[File:Double emergency oxygen tank-East-4692.png|center|75px]] [[File:Double emergency nitrogen tank-East-4609.png|center|75px]] || <center> Double Emergency Oxygen/Nitrogen Tanks || Salvage || A common find on Debris, these tanks can be stored and used while in the pocket and can store up to 2.5L of gas, which is half the capacity of a full-sized tank. Very useful when combined with Mini Jetpacks.
| [[File:Space_bear.png|frameless]] || Space Bear || 100 || 5 blunt, 10 slash || The notorious Detroit graytide slayer. Will rip you to shreds if you aren't ready for it. Appears on magnet wrecks. There's also an inaccessible one the ATS, for fun. Has cryoxadone for blood.
|-
|-
| [[File:Fulton.png|center|75px]][[File:Fulton_Beacon.png|center|75px]] || <center> Fulton/Fulton Beacon || Salvage || Attach to an unanchored container or structure to automatically transport it to the Fulton Beacon after a 45-second delay. Make sure to link them to an active Fulton Beacon ''before'' leaving the station. Fultons and Fulton Beacons can be found on debris, as can Fulton Blueprints, which can be inserted into an autolathe to print more Fultons and Fulton Beacons.
| [[File:Space_adder.png|frameless]] || Space Adder || 100 || 5 pierce, inject 1u toxin || Appears on wrecks, but is also mapped in on some stations. As much a hazard to salvagers as it is a reason for the rest of the crew to yell at the zookeeper. Has cryoxadone for blood.  
|-
|-
| [[File:Handheld_mass_scanner-East-29969.png|center|75px]] || <center> Handheld Mass Scanner || Science/Salvage || A portable battery-operated Mass Scanner, capable of mapping your precise location in space. Can be manufactured by [[Science]] if they've unlocked the Tier 1 Industrial Tech - Space Scanning, and rarely appears on Debris.
| [[File:Space_cobra.png|frameless]] || Space Cobra || 100 || 6 pierce, 4 poison, inject 6u norepinepheric acid || Snake that makes you blind for a day. Also goes invisible. The reason to remember to stock up on toxin meds before you leave port. Replace your heart with a space cobra gland to gain its invisibility. Also has cryoxadone for blood.
|-
|-
| [[File:Industrial_ore_processor-East-3287.png|center|75px]] || <center> Industrial Ore Processor || Science || An upgraded form of the regular ore processor that requires less ore to make finished materials. Can be manufactured by [[Science]] if they've unlocked the Tier 1 Industrial Tech - Salvage Equipment. It's often smart to save as much ore as possible until your Ore Processor is upgraded, as you'll get far more materials overall by printing with the Industrial Ore Processor.
| [[File:Space_spider.png|frameless]] || Space Spider || 90 || 6 pierce, inject 4u chloral hydrate || Did you remember antitoxin meds? No? Well, off to dream land you go. A stray bite of one is likely the number one reason you'll die on a wreck. Has cryoxadone for blood.
|-
|-
| [[File:Jetpack_blue.png|center|75px]] [[File:mini jetpack.png|center|75px]] [[File:Syndie jetpack.png|center|75px]] [[File:void jetpack.png|center|75px]] || <center> Jetpack(s) || Cargo/Salvage || A Fire Extinguisher will only get you so far. Jetpacks provide excellent movement and control in space, and can be acquired through a variety of methods. Cargo can purchase regular blue '''Jetpacks''' in crates of two for 1000 spesos. These have large 5L tanks, but must be worn in the backpack slot or held in hand to be used. '''Mini Jetpacks''' are often preferred for Salvage. They can be purchased in crates of two for just 750 spesos, and can be equipped in the belt or tank slot, at the cost of a reduced 1.5L capacity tank.
| [[File:Space_kangaroo.png|frameless]] || Space Carp || 40 || 9 blunt, 2 slash || Like a space bear, but distinctly Australian in character. Appears primarily on magnet wrecks. Has cryoxadone for blood.
 
|-
Rarely, you may find '''Syndicate Jetpacks''' while out on Debris. These are functionally identical to regular Jetpacks, but their menacing black paint makes them highly illegal Syndicate contraband! On even rarer occasions, you may find a mythical '''Void Jetpack''', which offers the 5L tank size of a full Jetpack while still fitting in the belt and tank slot like a Mini Jetpack.
| [[File:Goliath.png|frameless]] || Goliath || 250 || 10 slash, 10 pierce || The death sentence for the unrobust salvager. Very slow, but it can extend tentacles below the feet of its target, slipping and stunning them. Will wipe your team if you aren't careful. Found exclusively on the VGroid. Can be butchered for its hide and heart, the latter of which will give you the goliath's tentacle attack for yourself when you replace your own heart with it. <s> Are those eyes in its mouth?</s>
 
|-
Be sure to fill your Jetpack of choice with gas before leaving the station, and remember that it can only be used in space. Jetpacks will automatically deactivate once the user steps onto any sort of flooring.
| [[File:Hivelord.png|frameless]] || Hivelord || 75 || N/A || A miserable little pile of spaghetti. Doesn't attack you directly, instead it runs away and chucks its broods at you. Once killed, can be butchered for hivelord remains, which offers regenerative effects while still fresh. Found on the VGroid.
|-
|-
| [[File:Oxygen canister-South-12397.png|center|75px]] [[File:Nitrogen canister-South-16015.png|center|75px]] || <center> Liquid Oxygen/Nitrogen Canisters || Cargo || Canisters filled with a supercooled liquid version of Oxygen or Nitrogen. Cargo can purchase these for 2500 spesos a pop, and they serve as an extremely efficient form of air. Gas tanks filled with liquid gas can have their output pressure safely lowered from 21.3 to 5 while remaining breathable, effectively quadrupling the tank's capacity. Combine this with a Double Emergency Tank for a pocket-portable air supply that can last you a lifetime.
| [[File:Hivelord_brood.png|frameless]] || Hivelord Brood || 5 || 7 slash || Have you ever wondered what it would be like to not have ANY blood? Wonder no more. They die to literally anything, but they exist to take hits for the hivelord that spawned them. They also move faster than you and they have an EXTREMELY hard to target animated sprite.
|-
|-
| [[File:Mineral scanner.png|center|75px]] || <center> Mineral Scanner || Science/Salvage || A battery operated scanner that scans the nearby area for valuable ore. Must be activated and in your hand or pocket to work. Can be manufactured by [[Science]] if they've unlocked the Tier 1 Industrial Tech - Salvage Equipment, and rarely appears on Debris.
| [[File:Xeno_drone.png|frameless]] || Drone || 100 || 6 brute || Essentially a tankier and slightly smarter but weaker carp. Only found on expeditions with the "Hostiles: Xenos" condition.
|-
|-
| [[File:Advanced mineral scanner.png|center|75px]] || <center> Mineral Scanner (Advanced) || Science/Salvage || An upgraded Mineral Scanner that has a larger range. Can be manufactured by [[Science]] if they've unlocked the Tier 2 Industrial Tech - Mass Excavation, and very rarely appears on Debris.
| [[File:Xeno_burrower.png|frameless]] || Burrower || 100 || 6 brute || Just about identical to the drone, except for the strange fact that they're technically doing two of each brute type internally, despite the end result being the same in practice. Only found on expeditions with the "Hostiles: Xenos" condition.
|-
|-
| [[File:Hardsuit_salvage.png|center|75px]] || <center> Mining Hardsuit || Salvage || An upgrade to the standard Spationaut Hardsuit. It has better armor and brighter headlights, but it will slow you down even more than the standard Hardsuit.
| [[File:Xeno_ravager.png|frameless]] || Ravager || 100 || 10 brute || Similar to the drone, but with an additional 4 brute stacked on top. <s>Shit yourself when it vaults a table to kill you.</s> Only found on expeditions with the "Hostiles: Xenos" condition.
|-
|-
| [[File:Handdrill.png|center|75px]] || <center> Mining Drill || Science/Salvage || An upgraded version of the Pickaxe that fits in your pocket and mines ore quicker. Can be manufactured by [[Science]] if they've unlocked the Tier 1 Industrial Tech - Salvage Equipment, and rarely appears on Debris and Salvage Wrecks.
| [[File:Xeno_praetorian.png|frameless]] || Praetorian || 100 || 10 brute || Did you say, "reskin of the last one"? <s>It's almost like this stuff was only ever half finished upstream, or something...</s> Only found on expeditions with the "Hostiles: Xenos" condition.
|-
|-
| [[File:Diamond_tipped_mining_drill-East-29780.png|center|75px]] || <center> Mining Drill (Diamond Tipped) || Science || An upgraded version of the Mining Drill that fits in your pocket and mines exceptionally quickly. Can be manufactured by [[Science]] if they've unlocked the Tier 2 Industrial Tech - Mass Excavation.
| [[File:Xeno_runner.png|frameless]] || Runner || 50 || 5 brute || Very fast, and therefore, the most dangerous xeno up to this point. Only found on expeditions with the "Hostiles: Xenos" condition.
|-
|-
| [[File:Salvage_rig.png|center|75px]] || <center> Salvage Rig || Salvage || An upgraded version of the standard Utility Belt that can hold almost any tool, weapon or piece of equipment a Specialist might have. Your drill, your PKA, your scanners - all of these and more fit in the Salvage Rig. Can be found rarely almost anywhere that isn't a Magnet-pulled asteroid.
| [[File:Xeno_rouny.png|frameless]] || Rouny || 50 || 5 brute || Also a reskin, but on purpose this time. Very rare. <s>Usually busy running his own fork.</s> Only found on expeditions with the "Hostiles: Xenos" condition.
|-
|-
| [[File:Seismic charge.png|center|75px]] || <center> Seismic Charge || Salvage || Used to blow things up, or yourself if you aren't careful. Effectively a Salvage C4, Charges can be linked to remote detonators to automatically explode or set to blow on timers. They can destroy airlocks and reinforced windows in one blast. Can be toggled to auto-activate on placement. Seismic Charges can be found on debris, as can Seismic Charge Blueprints, which can be inserted into an autolathe to print more Seismic Charges.
| [[File:Xeno_spitter.png|frameless]] || Spitter || 50 || 6 brute (melee), 5 caustic (spit) || The only xeno that doesn't fight you face to face. Scarily accurate with it's spit. Only found on expeditions with the "Hostiles: Xenos" condition.
|-
|-
| [[File:Xeno_queen.png|frameless]] || Queen || 300 || 12 brute || The strongest xeno, yet still somehow easier to fight than a goliath. Only found on expeditions with the "Hostiles: Xenos" condition.
|}
|}


==Salvage Contraband: A Disclaimer==
=== Anything Else Useful ===


Unlike every other job on the station (Aside from [[Security Officer|Security]]), Salvage Specialists will quite often come into contact with contraband while carrying out their regular duties. This contraband can be of varying degrees of severity, from relatively mundane Engineering Goggles to highly illegal Syndicate equipment.
You may find other things of use, such as rare advanced equipment, raw materials, contraband items, and just anything else that seems like it'd be useful or profitable.
== Where You Collect It ==


Understand that, as a Salvage Specialist, '''you are still beholden to the rules of contraband, and Security is fully entitled to confiscate this contraband or arrest you if you refuse to surrender it.''' A Salvage PDA is not a get-out-of-jail-free card for carrying, using, or distributing illegal items.  
Your station only has a finite amount of most resources, so naturally you'll be exploring elsewhere to get the resources you need in order to keep the station going. Salvage has a lot of options for places they can go with their shuttle.


That being said, it is generally accepted that contact with contraband is a regular part of being a Salvage Specialist, and the [[Head of Security]] or [[Captain]] will often be willing to write you up a permit if you explain why a certain piece of contraband is helpful in carrying out your job. Sometimes [[Security Officer|Security]] will even look the other way for minor or benign contraband, but you shouldn't expect this to be the default reaction.
=== Space Junk ===


If you do plan to keep or use contraband without getting a permit, you should generally try to keep it away from easy access to random members of the Crew. Stowing it in locked Salvage Lockers or keeping it in space are common approaches. Consider keeping your [[Quartermaster]] updated on any contraband you happen to come across, and remember that they are your superior and can issue you orders.
[[File:Space_junk.png|thumb|Space junk.]]


As offering a full table of Salvage contraband would ruin the fun of discovery (and would likely prove impossible), instead consider this table of different contraband types and the punishments associated with them when you're running your cost/benefit analysis on keeping a piece of contraband.
When flying around in space, you may see unmarked masses on your console colored red or blue. There are asteroid and wreck space junk, respectively. Compared to other venues for mining, asteroid space junk tends to have a balanced variety of ore types, but modest yields overall. Wreck junk will have a bunch of random crates on it. It's a pretty good source of medical supplies, as first aid kits are easily found here. You'll also find rarer salvage equipment on them, such as mining hardsuits and salvage rigs. Wreck junk will also sometimes contain sapce ticks, space carps and sharkminnows, so don't go in totally unarmed.  


{| class="wikitable sortable"
=== Salvage Magnet ===
|-
 
! Type
[[File:Salv_mag_offers.png|500px|thumb|center|The user interface of the salvage magnet, offering a selection of salvageable debris]]
! Description
 
! Summary
The only method that doesn't require the shuttle to effectively strip, the salvage magnet can be used to "pull in" pieces of salvageable debris. Every two minutes, you'll be offered a selection of five pieces of debris. Upon selecting which debris you want to pull in, You'll have 360 seconds (six minutes) to gather everything you can off of the debris before it's lost.
|-
 
| <center> <span style="color:#00ff00"> '''Minor Contraband''' <span/>
'''If the salvage magnet doesn't offer anything''', try taking a wrench and reanchoring it. If that doesn't work, try moving it to the shuttle or the edge of the station. If that doesn't work, [[ahelp]] it.
| <span style="color:#ffff00">'''This item is considered minor contraband.'''<span/>
 
<span style="color:#ff0000">''You probably want to avoid visibly carrying this around without a good reason.''<span/>
The magnet offers three types of pulls: generic space debris, asteroids, and wrecks.
| The [[Captain]] or [[Head of Security]] can authorize individual use of minor contraband.
 
The "space debris" pulls are ruined pieces of wrecked facilities. They contain scrap, treasure, random maints closets, scattered equipment, and hostiles. You can think of them as beefier versions of the space junk wrecks. They tend to have a balanced output of materials, equipment, and sellables.
 
The asteroid pulls contain ores for mining. The exact composition and yields are shown by the magnet when picking out a piece of debris. A "moderate" ore yield asteroid can supply the station with that material for the rest of the shift if you fully mine the asteroid out. There's also four different asteroid formations you can get: "Clump", "Cluster", "Fragments", and "Spiral". The only thing this does is determine the size, shape, and number of asteroids.
 
The wreck pulls, like the debris pulls, are wrecked parts of stations. However, they tend to be much larger, and are based on a department, theme, or gimmick. The wrecks come in three sizes: Small, Medium, and Large. These are mostly useful for bounty fulfillment, equipment reclaiming, and moneymaking. However, due to their specialized nature, these are often considered a gamble.
 
=== Larger Wrecks ===
 
[[File:Big_wrecks.png|thumb|center|That's a big ruin...]]
 
On your mass scanner or shuttle console, you should be able to see two unnamed objects. These are wrecks, but they tend to be larger and more valuable than space junk or asteroid pulls. These also tend to be remnants of shuttles or full stations, so you're likelier to find stuff to upgrade your own shuttle. Be warned, however, as these are also often full of hostiles.
 
While the possible prefabs are not listed here to keep some things hidden for new players, those experienced will be able to identify these derelict structures by their shapes, and they're able to assess their value for the station's current needs before even setting foot in one.
 
If you happen to run into a ruined station that doesn't show up on any mass scanners, '''DO NOT SALVAGE IT!''' This is the Oldstation, and there are ghost roles that spawn here that rely on the station being intact.
 
=== The VGroid ===
 
[[File:VGroid.png|thumb|center|The big evil rock.]]
 
Your shuttle console should have a space object with a label attached to it that says something like "Ascaris-55-T" or "Taenia-75-V". This is the VGroid, a giant asteroid with research facilites embedded in it. This is the most dangerous locale on the map, and consequently, the most rewarding.
 
The research facilities contain lots of scrap, treasure, and advanced equipment while the asteroid itself is the only place on the regular map where you can find diamonds and bluespace crystals. However, the entire asteroid is teeming with goliaths and hivelords, which are significantly more dangerous than anything you can find on wrecks up to this point.
 
=== Expeditions ===
 
Expeditions are time limited, off-map excursions that take you to a planet's surface with a lootable dungeon near your landing zone.
 
The salvage expeditions computer will offer you three expedition missions to claim. The offered missions will have a number of variables:


Any item that is restricted to a department other than Command or Security is minor contraband unless otherwise specified. Certain other items, such as makeshift weaponry, can also be marked as minor contraband.
* All missions currently display as "Difficulty: Moderate", "Recommended salvagers: 2", and "Duration: 00:11:00". You can ignore these.
* The "Hostiles" field determines which hostiles you'll encounter in the dungeon. There are two possible options, Carps and Xenos.
* The "Biome" field determines which planet map you'll get sent to. There's four different biomes: Grasslands, Caves, Lava, and Snow.
* The "Modifiers" field determines the environmental factors of the planet map. The first modifier is atmospheric composition, the second is ambient temperature, the third is the time of day.


Possession/Use of Minor Contraband is considered a Minor Crime (Code 1-01), meaning that warnings should be issued to first time offenders, and repeat offenders can be jailed for up to 5 minutes.
When you claim one of the missions, a coordinates disk will be printed. You need to insert this disk into the shuttle console on your salvage shuttle in order to FTL to the planet. You will also have to get close enough in relative space to FTL.  
|-
| <center> <span style="color:#ffff00"> '''Major Contraband''' <span/>
| <span style="color:#ff0000">'''This item is considered major contraband.'''<span/>
<span style="color:#ff0000">''You probably want to avoid visibly carrying this around without a good reason.''<span/>
| The [[Captain]] can authorize individual use of major contraband.  


Any item that is restricted to Command or Security is major contraband unless otherwise specified. Certain other items, such as weaponry, can also be marked as major contraband.
As soon as you arrive at the landing zone your eleven minute time begins and you'll see a chat message telling you which cardinal direction the dungeon is in.


Possession/Use of Major Contraband is considered a Moderate Crime (Code 2-01), meaning that the maximum sentence per crime is 5 minutes. Officers can choose to issue a warning instead at their discretion.
Once time runs out, the salvage shuttle automatically FTL's away, leaving the planet. Everything on the planet will disappear, including any salvagers left behind. This will '''hard round remove you''', so, uh... don't get lost. Or die. You can bypass this by fultoning a closet or crate and hopping inside before the 45 second mark.
|-
| <center> <span style="color:#ff0000">'''Syndicate Contraband'''<span/>
| <span style="color:#800000">'''This item is highly illegal Syndicate contraband!'''<span/>
<span style="color:#ff0000">''You probably want to avoid visibly carrying this around without a good reason.''<span/>
| Use of Syndicate contraband cannot be authorized, and it's use is only legal in emergencies, and only if it prevents death or gross bodily harm.


Any item marked as Syndicate contraband falls under this category.
Unlike the salvage magnet, you won't be able to accept another expedition until the "next offer" timer winds down.


Possession/Use of Syndicate Contraband is considered a Major Crime (Code 3-01), meaning that the maximum sentence per crime is 10 minutes.
== I Leave For Fifteen God Damn Minutes... ==
|-
|}


=Tips & Tricks=
As you spend a considerable time away from the station, you tend to be away from the station when everything goes south. Combine that with the fact that you are far and away the best armed crewmembers after security, and your ability to do coordinated manuevers from space, and it's easy to see why the salvage team tends to be an important aspect of station defense.


* Remember that one of the best parts of being a Salvage Specialist is being a morale booster and gift-giver. You should not be keeping all the cool stuff you find out on Salvage all to yourself. Cargo and the rest of the station will be much happier to help you out if you make a point of delivering fun or useful items to them between magnet pulls or Expeditions. Grab tools, clothes, spare weapons (within reason), bling, food, and let the rest of the station enjoy it!
You can easily make life nightmarish for a [[blob]] by opening up their enclosing walls, or you can end up discovering a [[Nuclear_Operative|nukie]] ship before they want to be discovered, or you can be instrumental getting crewmembers to safety in the event of a [[Traitor|DAGD]] sinugloose.


* Throwing something in zero gravity will fling you in the opposite direction. This can save your life if you are stuck in space without a jetpack.
It's important that you don't abandon the station in it's time of need, unless shit is ''irreparably'' fucked. You're still a Nanotrasen employee, even if you do everything to not act like it.


* You can find a spare small oxygen tank inside your survival box. This small tank fits in your pocket, leaving your hands free.
== Antagonist Salvager: [https://www.youtube.com/watch?v=Cq8iuzINzMw| Now you're playing with power] ==


* Holding down Control, and Right-Clicking on a tile near you while pulling something lets you move it around while standing still. In zero-gravity, you can fling objects such as crates/gas tanks towards the station by timing your release with Q accurately. This is not hard to figure out but is tricky to pull off consistently.
But let's imagine... for a moment that your aren't a Nanotrasen employee. And you're an agent for one of the other big dogs. Now, if you can get over the triple sevens and dollars signs in your eyes, there ''are'' some weaknesses to an antag salvager. If you rolled [[Thief]], you may have some difficulty, as combat is an integral part of salvage gameplay, and well... you won't be able to do that. If your squadmates are intent on butchering up some xenos, try to negotiate taking up mining responsibilities from the station. However, you will no doubt be at least a little suspicious if you hang around the station too much as a salvager.


* Know what Cargo and other departments currently need, and prioritize your loot accordingly. Machinery usually fetches a higher price than small items, the Science department loves alien artifacts, and raw materials are always in demand. If you're mining, try to prioritize the things that the station can't buy, like Gold, Silver, and Uranium.
But... It's hard to deny that salvager is a pretty goddamn good roll for any antagonist, if not the best outright.


* You can cram a lot more items in a crate than in your backpack.
You are someone who can explain long absences and radio silence, you're ''expected'' to have illegal contraband as part of your job, your squadmates are the least likely people to tell on you if they catch you red-handed, you can easily dispose of evidence as need be, you can stand toe-to-toe with security in team antagonist games, you can find completely free bodies to hollow as a [[changeling]], the list goes on and on and on...


* If you have time, you can use your survival knife to butcher the alien lifeforms you find on the wrecks. The Chef always appreciates when they're brought rare delicacies such as bear or carp meat. Keep in mind that you can butcher as many creatures as you have within range, so stack up a pile of bodies and cut them up all at once to save some time.
One note, don't try to start off-station as a [[Blob]] player. You will just gib yourself.


[[Category:Jobs]]
[[Category:Jobs]]
[[Category:Cargo jobs]]
[[Category:Cargo jobs]]

Latest revision as of 23:08, 30 April 2025


Cargo Department

Salvage Specialist

Access: Salvage, Cargo, External, Maintenance
Difficulty: Medium
Duties: Mine asteroids, reclaim scrap from wrecks, go on planetside expeditions, round remove yourself on a regular basis
Supervisors: Quartermaster
Subordinates: None
Guides: This is the guide! See also: Space Navigation, Shuttle Construction

So. Techie isn't cutting it anymore? You need to satiate your kleptomania legally? You wanna play sugar daddy for the rest of the station, while almost never setting foot on it? You ever dream of being more armed than all of Security combined? You like dying in embarassing ways to never be recovered? You wanna heed the call... of ADVENTURE? Then Salvage Specialist might just be the right job for you.

You'll be responsible for mining ores from asteroids, salvaging anything useful from station wrecks, fighting alien hostiles, hoarding RIDICULOUS amounts of contraband just because you found it, and building camaraderie that'll last 'til the server shuts down.

You answer to nobody the Quartermaster. Develop a good rapport with them and they might actually come recover you if your team gets wiped on the VGroid. Similarly, your departmental partners, the Cargo Technicians should be kept up to date on your adventures over radio as they are responible for placating the angry mobs waiting for you to actually return with materials, and to coordinate the fulfillment of salvage bounties.

The Salvage Bay and Round Start

The salvager's locker room on the station "Bagel"
The salvage bay on the station "Bagel"

The first fifteen or so minutes of a salvager's shift is all about preparations for the rest of the round, more so than any other job in the game. Your first goal is to prepare yourself and your team's mining shuttle to be able to perform and support your duties, respectively.

For starters, open up one of the salvage lockers that you should snap awake in the rough vicinity of. In it, you'll have a laundry list of equipment essential to your duties as a salvager. Don't forget to look around the salvager bay, as you'll have not only a Salvage Vendor with some essentials not provided in your locker, but also some other useful gadgets spread around.

Common salvage equipment
Sprite(s) Name Description
Spationaut Hardsuit Your golden(-ish) armor that makes your job possible. Compared to the basic hardsuit, it makes you almost fully radiation immune at the cost of no explosive protection and a little bit less walking speed. One in each locker.
Oxygen/Nitrogen Tank You're still gonna need to breathe in space. Goes in your suit storage slot, all the way to the right. Take the nitrogen instead of oxygen if you are a slimeperson or vox. One of each type in each locker.
Ore Bag Where all the minerals go. Will automatically pick mined minerals up off the ground if it's equipped in your belt slot. One in each locker, and four spares in the vendor.
Utility Belt Comes pre-filled with a crowbar, wrench, screwdriver, pair of wirecutters, welding tool, and network configurator. Indispensable on salvage runs to wrecked facilities, and expeditions. One in each locker, but there's also two crowbars in the vendor if you lose yours.
Engineering Goggles So you can, y'know, actually use your welder without blinding yourself. Technically contraband! One in each locker.
Survival Knife Your last resort. Fits in your pocket, It's generally used for butchering the things you kill. Also technically contraband! One in each locker.
Explorer Gas Mask Not actually that necessary since you'll be in a hardsuit all the time, but it gives you some small resistances for essentially free. One in each locker, and some stations have them sitting around in the open.
Magboots Stay stuck to whatever the hell you're hacking away at. When they're active, you won't float around or slip, but you'll also be slower. One in each locker.
Global Positioning System Tells you your coordinates in space when you hold it in your hand. You PDA also starts with this functionality built in, so you can easily cut the GPS to save space. One in each locker, as well as two spares in the vendor.
Handheld Radio Keep in touch with your salv buddies (and anyone else that happens to pick one up and turn it on) even while regular comms are down, or you're on an expedition. Aside from the one in your locker, these are found in EVERY emergency toolbox, so don't sweat it if you lose yours or you need to save space right away.
Emergency Flare Ignite it to light up a large area. Will eventually burn out. Each locker contains two and the vendor contains four, on top of the one the comes in every survival box.
Seismic Charge Goes boom, for when you need to enter (or exit) quickly and the structural integrity of your surroundings are irrelevant. Don't activate it on accident. Each locker contains two and the vendor has another two.
Pickaxe The most basic mining tool. Deals 30 structural damage when wielded, and always breaks rock walls regardless. Makes for a pretty weak weapon, though. There's four in the salvage vendor, but most stations will have plenty of extras sitting around in the salvage bay. Alternatively, if the silo has wood, they can be crafted in the autolathe.
Proto-Kinetic Accelerator A salvager's best friend. An all-in-one mining tool, precision breaching device, and infinite-ammo ranged weapon. Like all two-hand ranged weapons, wield for better accuracy. There's four of them in the Salvage Vendor, but they can also be crafted at a protolathe once Science researches the tier 1 Arsenal tech "Salvage Weapons"
Flashlight Actually useless, since the headlight built in to your suit is brighter and not battery dependent. Usually just stripped as a source of fresh batteries while on a mission. There's two in the salvage vendor and every emergency toolbox contains one, as well as many stations having them spread about the salvage bay.
Floodlight A portable battery powered radial light that illuminates a large area. Only a 2x2, and fits in your hand. Great for not getting lost, and looking at this. Two in the vendor.
Fire Extinguisher The poor man's jetpack. Remove the safety and pull the trigger in the opposite direction you want to go. Also pretty good at their intended purpose, for when you go on lava expeditions. Can be refilled with water. Or any other reagent, if you feel funny or evil. The salvage bay often has some sitting on racks, but you can always pilfer them from fire-safety closets.
Grappling Gun The COOL man's jetpack. Gives you the ability to control your movement as if you were close enough to a grid while you're hooked into an object on said grid. Only unhooks if the object you hooked is destroyed, or you manually reload. You can also right-click to pull yourself in and shorten the rope. Fits in a pocket. You can find four in the vendor.
Fultons and Fulton Beacon Ever played Metal Gear Solid V? Place the beacon down, Alt+Click it to unfold it, and click the stack of fultons on the beacon to link them. Then slap those puppies on anything not bolted to the ground, and 45 seconds later it'll be warped to the beacon. Used most effectively on closets or crates full of goodies. Make sure not to unfold the beacon, as that will unlink all fultons. There's one beacon and two stacks of ten fultons in the vendor. Fultons can also be crafted at an autolathe for five rolls of cloth and two sheets of steel.
Mining Drill An upgrade to the pickaxe that attacks significantly faster and fits into a 1x2 inventory space. It does do less damage per hit, but it has higher DPS than the pickaxe. Can be constructed at a protolathe after Science researches the tier 1 Industrial tech "Salvage Equipment". Can alternatively be found on wrecks of all sorts, and the VGroid.
Plasma Cutter A gun that deals large amounts of structural damage, pierces solid objects, and increases yields from broken ore. Artifact fragment ore doesn't count for some reason. Does negligent heat damage to mobs. Uses solid plasma as ammunition. Can be constructed at a protolathe after Science researches the tier 1 Industrial tech "Salvage Equipment".
Mineral Scanner Reveals ore in the area when turned on. Requires a battery to function. Can be constructed at a protolathe after Science researches the tier 1 Industrial tech "Salvage Equipment". Can alternatively be found on wrecks of all sorts, and the VGroid.
Handheld Mass Scanner A mass scanner console, in the palm of your hand. When combined with a GPS or flight system of some sort, you will never get lost again. Can be constructed at a protolathe after Science researches the tier 1 Industrial tech "Space Scanning". Can alternatively be found in the "salvage equipment" crates that appear on wrecks, and the VGroid.
Diamond-Tipped Mining Drill Identical to the regular mining drill, except with the increased yield of the plasma cutter. Can be constructed at a protolathe after Science researches the tier 2 Industrial tech "Mass Excavation".
Advanced Mineral Scanner Identical to the regular mineral scanner, but with increased range. Can be constructed at a protolathe after Science researches the tier 2 Industrial tech "Mass Excavation". Can alternatively be found on the VGroid.
Clarke An extremely fast and robust mech. Can be installed with PKA and mining drill modules, unlocked through research at the same time as the personnel-sized versions. The Clarke takes a lengthy and expensive construction process, often best left to the Roboticist. Pamper them to obtain one. Can only be made after Science researches the tier 2 Industrial tech "Clarke".
Mining Hardsuit A hardsuit that is slower but much more protective than the Spationaut Hardsuit. Can alternatively be found in the "salvage equipment" crates that appear on wrecks, and the VGroid.
Crusher & Crusher Glaive An alternative mining and combat tool. When wielded, your right-click shoots a non-damaging projectile that boosts the damage of your next hit against that target. Also provides an okay radial light. As ginormous items, they can only be carried in your hand. The glaive functions identically to the regular crusher. Found on wrecks and the VGroid.
Crusher Dagger Unlike the other crushers, the dagger functions much closer to a normal knife. Has better damage than your starting survival knife, swings faster, and has the same built-in radial light as the other crushers while still able to fit in your pocket. Found on wrecks and the VGroid.
Salvage Rig Identical to a common utility belt, but without any restricions on what you can put into them. Can alternatively be found in the "salvage equipment" crates that appear on wrecks, and the VGroid.

There's a handful of other equipment available to salvagers, but I'll leave some surprises for the reader.

You also have a lot of machines at your disposal. The ore processor is what the rest of the station needs you for, as it's what lets you convert raw ores into usable materials. Consider asking Science for an upgraded industrial ore processor, as that makes ore refining more efficient and the scientists and ESPECIALLY roboticists will appreciate the increased material income.

As for getting things to collect, you have the salvage magnet and the salvage expeditions computer. These will each be covered in more detail in their own respective sections, but these are your main helpers (besides your shuttle) for getting you stuff to collect. Sometimes you'll also have your own recycler to process scrap you might find, although you can always used the recycler in disposals, or find one as part of your work.

If you are familiar with Cargo Technician you may be noticing a suspicious absence from the roster of machines. You lack a remote console for the mining shuttle. And starts adrift out on space, like the cargo shuttle. Which means it'll have to be picked up.

Mining Shuttle

The default interior of the mining shuttle
An example of a "prepared" mining shuttle.

Since you're gonna need cargotech time anyways to play salvager, you should already be familiar with flying a shuttle. For a refresher if you need one, go check out the section about it on the cargotech page.

There are three main differences between the cargo shuttle and the mining shuttle, after the aforementioned lack of remote console.

The first is the fact that the mining shuttle is a clunker compared to the cargo shuttle. The cargo shuttle has lower mass and an extra set of thrusters. If you aren't a fan of this, ask your Quartermaster if you can appropriate the extra set of thrusters from the cargo shuttle and put them on the mining shuttle. If you get permission (and do get permission for this) make sure you take the thrusters in an even pattern. If you did it right, your shuttle should feel a lot more responsive and the cargo shuttle should feel about the same. If you get denied, you can bother the eggheads about it once they get shuttlecraft researched, find thrusters on wrecks and expeditions, or just straight up buy them with your proceeds from treasure hunting.

Second is that you're not going to be able to dock as much. Not every station has an accessible dock for salvage, and hauling stuff out through the blast doors are likely to be more efficient anyways. You'll only really need to dock to the ATS on the odd occasion you decide to visit it.

Third, you will need to be a much more careful about not hitting the ground you're trying to put boots on. Cargotechs don't have to worry about this because the station and ATS both have station anchors that prevent them from moving. You aren't gonna get that on the asteroids and wrecks. Do not, under ANY circumstances, bump the shuttle into an object that lacks a station anchor. That will render it practically lost, unless the object has a outwards facing dock and you're an ace pilot.

After the mining shuttle is successfully wrangled (the two shuttles DO NOT like being docked to each other), let's start loading all our fun equipment on to the shuttle.

The shuttle by default has a shuttle console, a cargo request computer, a personal AI, and a cyborg salvaging module.

You may want to add:

  • Any of the aforementioned equipment or machines (you should probably leave the salvage magnet on station, though)
  • Your gas tank dispenser (if the salvage bay on your station has one)
  • a spare oxygen/nitrogen canister to refill your internals
  • extra food and drink in case your survival box doesn't last you the whole shift
  • water and fuel tanks for your fire extinguishers and welding tools respectively
  • some topical medicine so you don't bleed out on your voyages
  • some wires for repair, if you have IPC salvagers
  • anything else you can think of that you might need

What You Collect

Raw Ores

Ore is found in rock walls in various places. You can mine the ore by attacking it with a pickaxe, PKA, drill, crusher, or anything else that does structural damage. Mining ores is traditionally the best way to gather materials, but some materials are harder or impossible to get through mining alone, most notably plastic.

Types of ore
Sprite(s) Name Description
Artifact Fragment Fragment of an artifact. Doesn't go in to the ore processor. You can craft a small alien artifact with four of these.
Bananium Used in advanced clowning applications, such as the H.O.N.K. mech. Somewhat rare.
Bluespace Crystal Used primarily in high-level storage and transport devices. Only found naturally on the VGroid. Can alternatively be crafted at a protolathe for 5glass, 5plasma, and 1diamond.
Coal One of the ingredients for steel, which is used for literally almost everything.
Diamond A rare mineral, used primarily to make bluespace crystals and some mech parts. Only found on the VGroid and expeditions.
Gold Used in several higher-level applications, most notably in circuits for upgraded machines.
Iron One of the ingredients for steel, which is used for literally almost everything.
Plasma Used in a variety of crafting applications, as fuel for the anomaly generator and certain other tools, and as a component of superior building materials, such as plasteel and plasma glass.
Quartz Used to make glass, which is used often in crafting.
Salt Doesn't go in the ore processor. Used as an alternative source of table salt and iodine for chemistry. Often ignored.
Silver Used in higher-tier crafting, most notably in robotics.
Uranium Radioactive! Handle with care. Used for a number of advanced applications, and SUPERPACMAN fuel. Notorious for irreparably killing mail carriers before Central Command decided to add radiation shielding to their envelopes.

Scrap and Treasure

If you're in any wrecked or abandoned faculties, you're liable to see a lot of scrap and treasure items. Scrap can be thrown into a recycler to extract usable materials from it. Treasure is the items that will get you a lot of money of you sell them. Some items, such as coins, can be reasonably identified as both scrap and treasure.

Scrap recycling has worse material yield than than mining, especially for rarer materials like silver and gold, but can make up for it in money and immediately useful equipment and machines. It's important to note that scrap has a ~40% chance to yield two times as many materials when recycled, and ~7% to yield three times as much.

Scrap and treasure
Sprite(s) Name Base Material Yield Sell Value Size Additional Notes
Airlock Door 15 0 Large (5x5) Requires both hands to carry. Has two sprite variants.
Airlock Light 2
5
0 Medium (1x4)
Blasted Steel Pile 30 0 Large (5x5) Requires both hands to carry. Has three sprite variants.
Blueprint N/A 1000 Medium (5x5) There are three blueprint variants: double emergency tank, fulton, and seismic charge. Can be inserted into an autolathe to add its respective item's recipe to its list. Fultons are already craftable at an autolathe by default, so you can just sell those blueprints.
Broken Camera 5
1
0 Medium (2x2)
Broken Gas Canister 5 0 Too big to carry
Busted Bucket 3 0 Medium (2x2)
Busted Jetpack 15
2
0 Huge (4x4)
Canister Handle 3 0 Medium (2x2)
Canister Valve 2 0 Small (1x2)
CD Drive N/A 300 Small (2x2)
Coin, Iron 3 75 Tiny (1x1)
Coin, Silver 1
2
135 Tiny (1x1)
Coin, Gold 1
2
175 Tiny (1x1)
Coin, Adamantine 4 250 Tiny (1x1) Fun fact! Technically contains a small amount of diamond, but not enough to give any drops.
Coin, Diamond 3 500 Tiny (1x1) Also provides one refined diamond on a 3x yield.
Closet Door 15 0 Huge (3x6) Requires both hands to carry.
Destroyed S.U.P.E.R.P.A.C.M.A.N. Generator 40
5
10
0 Too big to carry Cannot be fultoned due to an oversight. Emits 0.4 rads.
Encrypted Datadisk N/A 500 Small (1x2)
Fax Machine 2 10 0 Huge (4x4)
Firelock Door 20 0 Large (5x5) Requires both hands to carry. Interestingly, the sprite variants are unique items internally, because they have different flavor text.
Firelock Frame 7 0 Large (2x4)
Floppy Disk Drive N/A 350 Small (1x2)
Fuel Tank 2
5
0 Medium (2x2)
Generator Frame 15 0 Too big to carry Cannot be fultoned due to an oversight.
Gilded Personal AI Device 4
1
0 Small (1x2)
Golden Cup N/A 150 Small (1x2) Can hold up 20u of a reagent.
Golden Honker N/A 1000 Tiny (1x1) The clowning jewel. Can be used to pray to the Honkmother.
Golden Mask N/A 5000 Small (1x2) Be sure not to put it on by accident. Alternatively, put on the mask on purpose if you like causing problems and admin warnings.
Gold Ring 2 300 Tiny (1x1)
Gold Ring, Diamond 2 1500 Tiny (1x1)
Gold Ring, Gem 2 2100 Tiny (1x1)
Gold Watch N/A 500 Small (1x2) Tells you the time. Real world time, not shift time.
Half A Mop Bucket 15 0 Huge (4x4)
Hard Disk Drive N/A 275 Small (1x2)
Intercom Scrap 4
3
0 Medium (2x2) Has three sprite variants.
Lamp N/A 1500 Medium (2x2) Actually usable as a lamp. Contains a reserve of 25u of welding fuel, which slowly regenerates infinitely. Can also be used to "rub" the lamp and make a wish, which is identical to praying, except it says "LAMP" instead of "PRAYER" to the admins.
Leaking S.U.P.E.R.P.A.C.M.A.N. Generator 40
5
25
0 Too big to carry Cannot be fultoned due to an oversight. Emits 0.9 rads.
Leaking P.A.C.M.A.N. Generator 40
5
25
0 Too big to carry Cannot be fultoned due to an oversight.
Old P.A.C.M.A.N. Generator 40
5
10
0 Too big to carry Cannot be fultoned due to an oversight.
Personal AI Device 3
2
0 Small (1x2)
Sample Tube N/A 120 Small (1x2)
Sample Tube, Shattered 5
1
0 Small (1x2)
Scrap Circuitry 5
15
0 Large (3x3) Has five sprite variants.
Silver Ring 2 275 Tiny (1x1)
Silver Ring, Diamond 2 1400 Tiny (1x1)
Silver Ring, Gem 2 2000 Tiny (1x1)
Snapped Medkit 5 0 Large (2x4)
Split Fire Extinguisher 6 0 Medium (2x2)
Supercharged CPU N/A 750 Tiny (1x1)

This is by no means an exhaustive list of everything worth selling, or everything worth scrapping. Try chucking useless things into the recycler and carrying an appraisal tool from your cargo brethren to check sell values.

Space Creature Products

If you kill one of the many alien hostiles, you can butcher it's corpse in order to take its meat, organs, and anything else that the creatures may have of use. Usually it's the Chef that appreciates them the most, but certain monster organs might be useful to you in your salvage work if implanted with surgery. For example, "space animal lungs", which are available from normal space carps, can remove your need to breathe, meaning gases don't affect you, and you don't need internals to go into space. (You still need a suit for the pressure protection, though.)

Hostile aliens
Sprite(s) Name Health Damage Description
Space Carp 40 5 blunt, 2 slash The mascot. Not actually that dangerous, unless there's a lot of them. Found virtually everywhere. Cargo at large will need you to kill these for several bounties, make sure you keep up to date on those.
Space Tick 15 2 brute, inject 1u toxin Extremely fast and able to deal damage quickly thanks to its toxin. Dies to just about anything if you manage to tag it, and it loses most of its dangerousness after it runs out of toxin. Notable for being the only mob that acts as a source of xeno meat outside of expeditions.
Sharkminnow 150 10 slash, 5 bloodloss Very tanky, and quite fast and deadly for its bulk. Drops its hide upon being butchered. Also needed for bounties. Found in most places that carps are found.
Space Bear 100 5 blunt, 10 slash The notorious Detroit graytide slayer. Will rip you to shreds if you aren't ready for it. Appears on magnet wrecks. There's also an inaccessible one the ATS, for fun. Has cryoxadone for blood.
Space Adder 100 5 pierce, inject 1u toxin Appears on wrecks, but is also mapped in on some stations. As much a hazard to salvagers as it is a reason for the rest of the crew to yell at the zookeeper. Has cryoxadone for blood.
Space Cobra 100 6 pierce, 4 poison, inject 6u norepinepheric acid Snake that makes you blind for a day. Also goes invisible. The reason to remember to stock up on toxin meds before you leave port. Replace your heart with a space cobra gland to gain its invisibility. Also has cryoxadone for blood.
Space Spider 90 6 pierce, inject 4u chloral hydrate Did you remember antitoxin meds? No? Well, off to dream land you go. A stray bite of one is likely the number one reason you'll die on a wreck. Has cryoxadone for blood.
Space Carp 40 9 blunt, 2 slash Like a space bear, but distinctly Australian in character. Appears primarily on magnet wrecks. Has cryoxadone for blood.
Goliath 250 10 slash, 10 pierce The death sentence for the unrobust salvager. Very slow, but it can extend tentacles below the feet of its target, slipping and stunning them. Will wipe your team if you aren't careful. Found exclusively on the VGroid. Can be butchered for its hide and heart, the latter of which will give you the goliath's tentacle attack for yourself when you replace your own heart with it. Are those eyes in its mouth?
Hivelord 75 N/A A miserable little pile of spaghetti. Doesn't attack you directly, instead it runs away and chucks its broods at you. Once killed, can be butchered for hivelord remains, which offers regenerative effects while still fresh. Found on the VGroid.
Hivelord Brood 5 7 slash Have you ever wondered what it would be like to not have ANY blood? Wonder no more. They die to literally anything, but they exist to take hits for the hivelord that spawned them. They also move faster than you and they have an EXTREMELY hard to target animated sprite.
Drone 100 6 brute Essentially a tankier and slightly smarter but weaker carp. Only found on expeditions with the "Hostiles: Xenos" condition.
Burrower 100 6 brute Just about identical to the drone, except for the strange fact that they're technically doing two of each brute type internally, despite the end result being the same in practice. Only found on expeditions with the "Hostiles: Xenos" condition.
Ravager 100 10 brute Similar to the drone, but with an additional 4 brute stacked on top. Shit yourself when it vaults a table to kill you. Only found on expeditions with the "Hostiles: Xenos" condition.
Praetorian 100 10 brute Did you say, "reskin of the last one"? It's almost like this stuff was only ever half finished upstream, or something... Only found on expeditions with the "Hostiles: Xenos" condition.
Runner 50 5 brute Very fast, and therefore, the most dangerous xeno up to this point. Only found on expeditions with the "Hostiles: Xenos" condition.
Rouny 50 5 brute Also a reskin, but on purpose this time. Very rare. Usually busy running his own fork. Only found on expeditions with the "Hostiles: Xenos" condition.
Spitter 50 6 brute (melee), 5 caustic (spit) The only xeno that doesn't fight you face to face. Scarily accurate with it's spit. Only found on expeditions with the "Hostiles: Xenos" condition.
Queen 300 12 brute The strongest xeno, yet still somehow easier to fight than a goliath. Only found on expeditions with the "Hostiles: Xenos" condition.

Anything Else Useful

You may find other things of use, such as rare advanced equipment, raw materials, contraband items, and just anything else that seems like it'd be useful or profitable.

Where You Collect It

Your station only has a finite amount of most resources, so naturally you'll be exploring elsewhere to get the resources you need in order to keep the station going. Salvage has a lot of options for places they can go with their shuttle.

Space Junk

Space junk.

When flying around in space, you may see unmarked masses on your console colored red or blue. There are asteroid and wreck space junk, respectively. Compared to other venues for mining, asteroid space junk tends to have a balanced variety of ore types, but modest yields overall. Wreck junk will have a bunch of random crates on it. It's a pretty good source of medical supplies, as first aid kits are easily found here. You'll also find rarer salvage equipment on them, such as mining hardsuits and salvage rigs. Wreck junk will also sometimes contain sapce ticks, space carps and sharkminnows, so don't go in totally unarmed.

Salvage Magnet

The user interface of the salvage magnet, offering a selection of salvageable debris

The only method that doesn't require the shuttle to effectively strip, the salvage magnet can be used to "pull in" pieces of salvageable debris. Every two minutes, you'll be offered a selection of five pieces of debris. Upon selecting which debris you want to pull in, You'll have 360 seconds (six minutes) to gather everything you can off of the debris before it's lost.

If the salvage magnet doesn't offer anything, try taking a wrench and reanchoring it. If that doesn't work, try moving it to the shuttle or the edge of the station. If that doesn't work, ahelp it.

The magnet offers three types of pulls: generic space debris, asteroids, and wrecks.

The "space debris" pulls are ruined pieces of wrecked facilities. They contain scrap, treasure, random maints closets, scattered equipment, and hostiles. You can think of them as beefier versions of the space junk wrecks. They tend to have a balanced output of materials, equipment, and sellables.

The asteroid pulls contain ores for mining. The exact composition and yields are shown by the magnet when picking out a piece of debris. A "moderate" ore yield asteroid can supply the station with that material for the rest of the shift if you fully mine the asteroid out. There's also four different asteroid formations you can get: "Clump", "Cluster", "Fragments", and "Spiral". The only thing this does is determine the size, shape, and number of asteroids.

The wreck pulls, like the debris pulls, are wrecked parts of stations. However, they tend to be much larger, and are based on a department, theme, or gimmick. The wrecks come in three sizes: Small, Medium, and Large. These are mostly useful for bounty fulfillment, equipment reclaiming, and moneymaking. However, due to their specialized nature, these are often considered a gamble.

Larger Wrecks

That's a big ruin...

On your mass scanner or shuttle console, you should be able to see two unnamed objects. These are wrecks, but they tend to be larger and more valuable than space junk or asteroid pulls. These also tend to be remnants of shuttles or full stations, so you're likelier to find stuff to upgrade your own shuttle. Be warned, however, as these are also often full of hostiles.

While the possible prefabs are not listed here to keep some things hidden for new players, those experienced will be able to identify these derelict structures by their shapes, and they're able to assess their value for the station's current needs before even setting foot in one.

If you happen to run into a ruined station that doesn't show up on any mass scanners, DO NOT SALVAGE IT! This is the Oldstation, and there are ghost roles that spawn here that rely on the station being intact.

The VGroid

The big evil rock.

Your shuttle console should have a space object with a label attached to it that says something like "Ascaris-55-T" or "Taenia-75-V". This is the VGroid, a giant asteroid with research facilites embedded in it. This is the most dangerous locale on the map, and consequently, the most rewarding.

The research facilities contain lots of scrap, treasure, and advanced equipment while the asteroid itself is the only place on the regular map where you can find diamonds and bluespace crystals. However, the entire asteroid is teeming with goliaths and hivelords, which are significantly more dangerous than anything you can find on wrecks up to this point.

Expeditions

Expeditions are time limited, off-map excursions that take you to a planet's surface with a lootable dungeon near your landing zone.

The salvage expeditions computer will offer you three expedition missions to claim. The offered missions will have a number of variables:

  • All missions currently display as "Difficulty: Moderate", "Recommended salvagers: 2", and "Duration: 00:11:00". You can ignore these.
  • The "Hostiles" field determines which hostiles you'll encounter in the dungeon. There are two possible options, Carps and Xenos.
  • The "Biome" field determines which planet map you'll get sent to. There's four different biomes: Grasslands, Caves, Lava, and Snow.
  • The "Modifiers" field determines the environmental factors of the planet map. The first modifier is atmospheric composition, the second is ambient temperature, the third is the time of day.

When you claim one of the missions, a coordinates disk will be printed. You need to insert this disk into the shuttle console on your salvage shuttle in order to FTL to the planet. You will also have to get close enough in relative space to FTL.

As soon as you arrive at the landing zone your eleven minute time begins and you'll see a chat message telling you which cardinal direction the dungeon is in.

Once time runs out, the salvage shuttle automatically FTL's away, leaving the planet. Everything on the planet will disappear, including any salvagers left behind. This will hard round remove you, so, uh... don't get lost. Or die. You can bypass this by fultoning a closet or crate and hopping inside before the 45 second mark.

Unlike the salvage magnet, you won't be able to accept another expedition until the "next offer" timer winds down.

I Leave For Fifteen God Damn Minutes...

As you spend a considerable time away from the station, you tend to be away from the station when everything goes south. Combine that with the fact that you are far and away the best armed crewmembers after security, and your ability to do coordinated manuevers from space, and it's easy to see why the salvage team tends to be an important aspect of station defense.

You can easily make life nightmarish for a blob by opening up their enclosing walls, or you can end up discovering a nukie ship before they want to be discovered, or you can be instrumental getting crewmembers to safety in the event of a DAGD sinugloose.

It's important that you don't abandon the station in it's time of need, unless shit is irreparably fucked. You're still a Nanotrasen employee, even if you do everything to not act like it.

Antagonist Salvager: Now you're playing with power

But let's imagine... for a moment that your aren't a Nanotrasen employee. And you're an agent for one of the other big dogs. Now, if you can get over the triple sevens and dollars signs in your eyes, there are some weaknesses to an antag salvager. If you rolled Thief, you may have some difficulty, as combat is an integral part of salvage gameplay, and well... you won't be able to do that. If your squadmates are intent on butchering up some xenos, try to negotiate taking up mining responsibilities from the station. However, you will no doubt be at least a little suspicious if you hang around the station too much as a salvager.

But... It's hard to deny that salvager is a pretty goddamn good roll for any antagonist, if not the best outright.

You are someone who can explain long absences and radio silence, you're expected to have illegal contraband as part of your job, your squadmates are the least likely people to tell on you if they catch you red-handed, you can easily dispose of evidence as need be, you can stand toe-to-toe with security in team antagonist games, you can find completely free bodies to hollow as a changeling, the list goes on and on and on...

One note, don't try to start off-station as a Blob player. You will just gib yourself.