I have been using this script for some time now, as part of the setup for NPC Bails, Pirate Guild 3, etc... Love the script, 1st of all..
I have never been able to get the sector salvager to work though. I set several different kinds of ships up, and no matter, when the command is started, it just goes back to 'none'.
I had been using the Universal Salvager fine for quite some time, with M3 Novas, until, they were destroyed by one thing or another. Usually this meant an attempt at crossing Xenon space...
Most M4s fell to this problem, as I never seemed to find one with enough cargo space to prevent it. If they don't have enough cells to make the jump, they just head out, and 'boom', a pirate gets them, or they try a Xenon route.
I finally had an M6 to spare, from a previous salvage, and figured

now i will never have to worry about having enough cells... But, am seeing a new problem. They will run the 'universe salvage command' a couple times, and end up sitting somewhere, having reverted back to the 'none' command.
Feedback for a wonderful script, not going to stop using it, and looking forward to updates when RL permits. Or, when you can bear scripting again...
Oh, and another question I had, ( and something I have to play with to see if it creates the problem) is compatibility with a MARS script running on the salvager. Is this a no-no? I hadn't done it before with the M3s, but I did set up this M6 with MARS (D) on the turrets, might it be a conflict with 2 scripts running on one ship?