I 'm still looting the back of my Titan. Those RCS units and the large thrusters on the bottom have a lot of useful components. But is it better to recover them intact or salvage them or wait to build a deconstructor?
Depends on whether you have Mass and Volume enabled. The components of a CV thruster are worth less than the thruster itself. There's nothing more expensive than CV thrusters.
IS there a way to trade CV thrusters for credits? SVs are a thing for me right now. It will be months before I can make use of a CV thruster.
No, you cannot turn thrusters into credits. Considering that credits are virtually worthless, I wouldn't turn anything into credits that isn't already useless itself (excess rifles, suit upgrades, etc...) CV thruster components aren't the same as SV components. Most of the stuff that goes into CV thrusters are neodymium, erestrum and zascosium. Most SV thrusters are just iron, silicon, copper and cobalt. Might as well just salvage them with the multitool if you have M/V enabled. Easier to carry and store and you can use what you want.
It would be well worth it to salvage one of the thrusters to get the power coils needed to make an Advanced Constructor.
Well... I suppose it IS possible to sell a thruster for credits, via the Exchange in most trading posts, but I’ll be darned if I’ve ever seen or heard of anyone doing this. Personally I’d love to see these made more useful as a means of trading between players and even NPC’s. It shouldn’t really be that tough to do a little rewrite to bind these to a container like we do with Constructors. Simply fill a container with goods, activate the device as the owner, set the selling price for goods and turn it to Vend. The output container would then be the player making the purchase. Of course, we’d need a means to either build or buy these, but... one step at a time.
There's a trading device in most trading stations that let's you list items to sell to other players.
Yep, read the first part of my post. I’ve never seen anyone actually use these. The second part is me thinking how these could be made more useful.
They could be made more useful if they functioned with NPCs as well as players; allowing them to be used in singleplayer. Where empty slots (which is all of them in SP) are filled with buy/sell requests for specific weapons, bulk ammunition or one-off space ship devices (XXL Thrusters) at above or below market prices (relative to whether it's being bought or sold).
Join a busy server like HWS. You can see people using the vanilla trading stations all day long. HWS also has it's own trading system that gets used even more oftem. They are used regularly on most busy servers.
Credits aren't worthless, you can buy a lot of useful things on the trader NPCs. Their usefulness increases in a scenario where resources aren't abundant but rather in lower amounts. My latest round of dealing with server issues gameplay wise has been making sure there is a reason to trade. I also added some custom traders lately with a bigger variety of things for sale.
I tested this: Titan's Thruster Regular L, 1pcs. Seed: 130819-Lorana. Players level 12. Salvage with T2 Multitool: 7 Power coil 4 Oscilator 5 Zascosium alloy 6 Optical fiber 1 Motor Remove blocks and put it to Deconstructor: 8 Steel plate 12 Nanotubes 4 Electronics 8 Zascosium alloy 10 Optical fiber 6 Oscilator 48 Erastrum ingots 48 Zascosium ingots 6 Flux coil Remove blocks and put it to Blueprint factory (F2) 24 Sathium ingots 1 Iron ingots 60 Neodymium ingots 88 Erastrum ingots 88 Zascosium ingots 7 Silicon ingots 24 Cobalt ingots 4 Copper ingots 12 Carbon substrate So BP Factory is the most powerful but...
Looking for a breakdown like this but it must be vanilla and I am on Reforge Eden right now but looking at your deconstructor results I broke down the Nanotubes, electronics, Optical Fiber, oscillator and Flux coil by components required to create them and it results in more basics than the Blueprint factory gave, can't compare exactly though because Nanotubes are now plastic tubes and Oscillator is now Advanced Electronics and I don't know how many of the other components had changed ingredients. Guess I will just have to deconstruct a medium thruster, which are plentiful on wrecks, and compare to the ingredients required in the constructor.
In ya'lls scenario, there is one trader, a robot guy in I think in one of the "Trade Guild?" POIs. I've seen it on Omicron and one of the other arid planets in the starter systems. He buys thrusters, and they command a fairly high price. Not as high as 500,000 but in the hundreds of thousands IIRC. At some point, one becomes resource rich, even if they may remain cash poor, and selling stuff becomes useful. Yes, this was the general meta that prevailed prior to 1.6 and it is one of the most exploited parts of the game by PVP players: toss everything in the Factory = infinite storage. One day, maybe Eleon will fix the Factory to make it less virtual and more literal, as in: you've got to go to a depot to put stuff into a "factory account" (or else into a logistics network in one of your own constructs) and then also: have to use a "Factory" device to get anything spit back out of it. I'd say one good model would be: unlocking player built factories is extremely end-game, but all the factions offer some potential to provide factory use to players, as long as either you are on neutral or better terms and/or have the cash to pay for factory services. ADDIT: the other thing I'd like to see implemented, either by Ravien and Vermillion in their scenario or else by Eleon, is a "hard-core mode." In this mode, if you die without a suitable clone chamber, it is game over man, including account wipe on a server. That would be the most basics of it, but it could be ramped up from there so that (for example): the initial clone chamber is very crappy. When you respawn in a T0 clone chamber, your character is gimped by disabilities or debuffs of some kind. Some of these may just wear off over time, others may require you to find special drugs or medical treatments. T1 clone chambers (which should be made more resoruce and tech intensive) would be less prone to trouble when respawning, T2 or 3 or whatever, even less so. The other factor that could be included (or should be) is that making the more "expensive" higher-tech clone chambers involves a lot more resources and also a lot more "fuel." For example maybe you've got to charge up any clone chamber with some meat, elemental pentaxid and I dunno . . . a couple of advanced electornics or something in order to be able to respawn there at all, and then once you respawn there, your "clone" charge is depleted so you've got to recharge it with more resources. ADDIT2: of course ALL Of THIS, even if it is not only in a mod or scenario, should only be by option toggle. The standard, normal, vanilla game needs to stay relatively easy and straightforward so that new players are not demoralized. But an option toggle to play in "Hard Core" mode which included either the Dead is Dead dynamics and or the Literal Factory could be very cool for more experienced users.