TECSG wrote:Hi Requiemfang,
The salvage process has 3 stages:
1) Target wreckage and call in Salvage ship
2) Ship salvages wreckage (duration displayed in ship's name)
3) Once timer reaches 0, wreckage is destroyed, crates are left in place of wreckage, salvage ship leaves.
Once the timer reaches 0 that should be it, it *shouldn't* restart again.
The number of resources is (as far as the script is concerned) irrelevant, you will just end up with a larger number of crates for salvaging a station as opposed to a ship (if 35,000 Energy Cells were salvaged, there would be 4 crates with 8,000 ECells and 1 crate with 3,000 for example)
You are correct, once the salvage operation is complete a message is sent to you describing the resources salvaged and value, you can then go and pick them up.
I'm not sure why yours would restart at 26 hours, the 'time' is a random number basically. I will have a look at the script and make sure it's working okay (I've not touched that routine for quite a while).
Do you think I should add an option to cancel salvaging wreckage to the menu?
Hi there love your script

I think a cancel salvage would be useful, having acidently targeting a shipyard, and not being able toi cancel it is very fustrating.
Robert