Questions for experienced Salvagers.

Yay found a supply of legal Trade Data. Kinda :)

In Sol on Mercury there are two Crashed Anaconds (Crashed Ship POIs) , they didnt show up for me until I selected them on the planet surface.
One has a very large Trespass Zone, it has 1x cargo racks - Milintel, TradeDat, BlkBox, MilPlans all Legal and Battle weapons and Personal weapons.

Only problem is it has Skimmers that are clean so you gain a bounty for trespass and for taking out the skimmers. But the ship scan + the military intel more than covers the fines.

Edit : the POIs are bugged it seems, even with a Surface scan, Visiting the POIs and leaving and returning to the system after a game restart, the POIs dont show in Nav panel.
 
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I was wondering, is everyone that is collecting salvage also collect Rares?

I wonder if there is any appetite for a kind of swap shop? We could post what we need, and what we have to trade.

For example, I'd like to get 2t of each of the following:

Borasetani Pathogenetics
Eden Apples of Ariel
Gilya Signature weapons
Wolf Fesh
HIP118311 Swarm
Yaso Kondi Leaf
Motrona Experiance Jelly (Legal , I already have stolen).
1t Rare Artwork

To trade I have Unstable data cores, Pod outer Tissue, Pod Shell tissue, Pod Mesoglea.

The Unstable data cores are the ones that have a timer if not stored on a Fleet Carrier and can expire. Apparently its something to do with the Black Flight that no one in the game has figures where to take them yet.
 
Yay found a supply of legal Trade Data. Kinda :)

In Sol on Mercury there are two Crashed Anaconds (Crashed Ship POIs) , they didnt show up for me until I selected them on the planet surface.
One has a very large Trespass Zone, it has 1x cargo racks - Milintel, TradeDat, BlkBox, MilPlans all Legal and Battle weapons and Personal weapons.

Only problem is it has Skimmers that are clean so you gain a bounty for trespass and for taking out the skimmers. But the ship scan + the military intel more than covers the fines.

Edit : the POIs are bugged it seems, even with a Surface scan, Visiting the POIs and leaving and returning to the system after a game restart, the POIs dont show in Nav panel.
There are quite a number of crashed ship sites (both permanent and semi-persistent) that do contain this kind of commodities (legal) and that even don't have restricted areas. I haven't finished yet my work on the related spreadsheet but can share some locations if somebody really need those commodities.
Also, there are some... hmm.. a bit cheating - imo - and immersion-breaking approaches to deal with restricted access zones. Honestly I must admit that sometimes I use them, as while doing mapping and prospecting of that kind of sites - one time deal with 6 "clean" skimmers can be fun, but doing this 5-10 times in a row - just to gather some statistical data - start to be really numbing. In this case it's a good point to remember that restricted zone hidden "still allowed" timers do "reset" on session relog. There are also other less evident and more complex solutions.
 
There are quite a number of crashed ship sites (both permanent and semi-persistent) that do contain this kind of commodities (legal) and that even don't have restricted areas. I haven't finished yet my work on the related spreadsheet but can share some locations if somebody really need those commodities.
Also, there are some... hmm.. a bit cheating - imo - and immersion-breaking approaches to deal with restricted access zones. Honestly I must admit that sometimes I use them, as while doing mapping and prospecting of that kind of sites - one time deal with 6 "clean" skimmers can be fun, but doing this 5-10 times in a row - just to gather some statistical data - start to be really numbing. In this case it's a good point to remember that restricted zone hidden "still allowed" timers do "reset" on session relog. There are also other less evident and more complex solutions.

Can you clarify on semi persistent ?
I have only known of persistent (always there) and not persistent (gone after a relog/instance change).
 
Borasetani Pathogenetics
Eden Apples of Ariel
Gilya Signature weapons
Wolf Fesh
HIP118311 Swarm
Yaso Kondi Leaf
Motrona Experiance Jelly (Legal , I already have stolen).

What is with these systems? These rares are locked?

I do not think there is rare Artwork (yet) It is not in my collection

How did you obtain unstable data core? I am interested
 
How did you obtain unstable data core? I am interested

Its available from a particular crash site in Colonia, defended by skimmers and a Cyclops.

I believe that they have to be stored on a FC reasonably quick before they expire. So they aren't really that hard to get, its just expensive in Tritium to schlep to Colonia and back. The Pod stuff I have was 55000 light years each way to aquire, as its 36000 light years past Colonia. That felt like a looong road trip to get.
 
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Can you clarify on semi persistent ?
I have only known of persistent (always there) and not persistent (gone after a relog/instance change).
Permanent sites - all the regular ones + "unique" (like bug killer and cobra)
Persistent - those driven by hidden timetables linked to 12-weeks in-game "big cycle" - like Tip Off related crash sires, that do appear for 2 weeks once in 12 weeks (always at the same coordinates and with the same content)
and yes, there are all those "random" - instance dependent - POI's, but they are out of the scope

How did you obtain unstable data core? I am interested
Colonia 5 e a, "Hyford's Cache", guarded by 1 Goliath+2 sentry skimmers, 12 hours if not on FC before "transformation" if I remember well
 
Permanent sites - all the regular ones + "unique" (like bug killer and cobra)
Persistent - those driven by hidden timetables linked to 12-weeks in-game "big cycle" - like Tip Off related crash sires, that do appear for 2 weeks once in 12 weeks (always at the same coordinates and with the same content)
and yes, there are all those "random" - instance dependent - POI's, but they are out of the scope


Colonia 5 e a, "Hyford's Cache", guarded by 1 Goliath+2 sentry skimmers, 12 hours if not on FC before "transformation" if I remember well

So all tip of sites are a 2 week out of 12 week cycle ?
Wow did not know that, thank you very much for the clarification !

What other sites are Persistent, other than tip offs ?
Also that does explain why one of my Spreadsheet Crash sites is no longer there.
Now I need to add a sheet for tip offs and the dates they are in existence.
Or you know... you share yours :) : Thats just a joke, Keep your valuable info m8.
 
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Or you know... you share yours :) : Thats just a joke, Keep your valuable info m8.

The link is in his forum signature. I also have those disabled
1605093545246.png
 
So all tip of sites are a 2 week out of 12 week cycle ?
Wow did not know that, thank you very much for the clarification !

What other sites are Persistent, other than tip offs ?

Very good question, in fact. I know that regular "jumping" megaships follow the same rules (2 weeks on each destination, 6 destinations in theirs flight plans). More, recently it has been established that the "clock source" for both mechanics (Tip Off locations activation and megaships jumps) is exactly the same - i.e. if it is disabled for some reason (as it was the case when FC's has been introduced) then the clocking freezes for both mechanics simultaneously. Also I'm quite suspicious that the barnacles lifecycle have the same origins in their timings.

So we have at least one "timing" mechanics present in-game since 2016 that we are aware of. And one can note that similar mechanics do effectively multiply by factor of 6 (2 from 12) the size of already huge universe of ED in terms of "to hide things".
So my answer will be - I honestly don't know what else in ED can be not permanent, but... persistent ;)


Also that does explain why one of my Spreadsheet Crash sites is no longer there.
Let me guess... Renet? If I get it right about the list you are speaking about.
Now I need to add a sheet for tip offs and the dates they are in existence.
Or you know... you share yours :) : Thats just a joke, Keep your valuable info m8.
As it is already noted by commander GroG79, the spreadsheet you are looking for is in my signature =)
All the projects I'm involved in are exclusively open/public - ED universe is really huge to divide our efforts and lock them in private groups. As example, establishing the basic rules and timings for Tip Off locations is the result of combined efforts of many commanders - checking more than hundred of sites - not always with fully known coordinates - both in the Bubble and Colonia on a weekly basis for 3 months.. that was tedious process. The final report will be published soon.
Now I'm on the finish line of prospecting all so far known regular crashed ship layouts (at least I hope so, as any that I have't seen already somewhere else have stopped to appear). So I hope to organise and prepare the obtained data and will also publish it - as in some spreadsheets, and on EDDB in the frame of "Attractions" project (so it will be public by default). If anyone want to contribute...
Ok, sorry, this start to be off-topic.
 
Very good question, in fact. I know that regular "jumping" megaships follow the same rules (2 weeks on each destination, 6 destinations in theirs flight plans). More, recently it has been established that the "clock source" for both mechanics (Tip Off locations activation and megaships jumps) is exactly the same - i.e. if it is disabled for some reason (as it was the case when FC's has been introduced) then the clocking freezes for both mechanics simultaneously. Also I'm quite suspicious that the barnacles lifecycle have the same origins in their timings.

So we have at least one "timing" mechanics present in-game since 2016 that we are aware of. And one can note that similar mechanics do effectively multiply by factor of 6 (2 from 12) the size of already huge universe of ED in terms of "to hide things".
So my answer will be - I honestly don't know what else in ED can be not permanent, but... persistent ;)



Let me guess... Renet? If I get it right about the list you are speaking about.

As it is already noted by commander GroG79, the spreadsheet you are looking for is in my signature =)
All the projects I'm involved in are exclusively open/public - ED universe is really huge to divide our efforts and lock them in private groups. As example, establishing the basic rules and timings for Tip Off locations is the result of combined efforts of many commanders - checking more than hundred of sites - not always with fully known coordinates - both in the Bubble and Colonia on a weekly basis for 3 months.. that was tedious process. The final report will be published soon.
Now I'm on the finish line of prospecting all so far known regular crashed ship layouts (at least I hope so, as any that I have't seen already somewhere else have stopped to appear). So I hope to organise and prepare the obtained data and will also publish it - as in some spreadsheets, and on EDDB in the frame of "Attractions" project (so it will be public by default). If anyone want to contribute...
Ok, sorry, this start to be off-topic.
Don't worry SO much about being off-topic here I guess it's something of a Salvager's Lounge then.
 
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Has anyone ever tried looking into the BGS effects of salvage?

E.g you'd presume trade date to boost economy, and mill Intel etc to boost security, but because these are hard to come by, i doubt anyone has ever looked into it...
 
Has anyone ever tried looking into the BGS effects of salvage?

E.g you'd presume trade date to boost economy, and mill Intel etc to boost security, but because these are hard to come by, i doubt anyone has ever looked into it...

Recently I have been taking notes on the states etc for USS, but its just me so too few to be of much use.
I dont know how to protect the sheet from trolls, otherwise I would share it.
pRx8Vyx.png
 
Has anyone ever tried looking into the BGS effects of salvage?

E.g you'd presume trade date to boost economy, and mill Intel etc to boost security, but because these are hard to come by, i doubt anyone has ever looked into it...

Ahh I should drink more coffee before I answer in the mornings :)
No I havent tested the effects of handing in Salvage to the search and rescue on the BGS states.
As you can see I have only tested the effects of the states on the USSs.

Sorry if that was useless info :)
 
Ahh I should drink more coffee before I answer in the mornings :)
No I havent tested the effects of handing in Salvage to the search and rescue on the BGS states.
As you can see I have only tested the effects of the states on the USSs.

Sorry if that was useless info :)
Nah, was still interesting to read :)
 
Has anyone ever tried looking into the BGS effects of salvage?

E.g you'd presume trade date to boost economy, and mill Intel etc to boost security, but because these are hard to come by, i doubt anyone has ever looked into it...
Recently I have been taking notes on the states etc for USS, but its just me so too few to be of much use.
I dont know how to protect the sheet from trolls, otherwise I would share it.
pRx8Vyx.png
You can always make them "view only" for those having the link.
And yep, interesting question about the effect of salvage (oh, at least one was pretty known earlier - TS effect on station).
However I suppose that only the carefully supervised ecosystem as it's the case with Colonia and commander @Ian Doncaster projects can help in clarifying that kind of impact (if any).
 
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