Salvage
When the salvage feature is enabled on a system, players can dismantle components to recover partial materials. Salvage has no dedicated UI toggle today. It is set up by a developer through the API. You configure salvage at two levels:
- the system, which determines how salvage checks work
- each component, which determines what that component yields when broken down
Enabling the salvage feature is done through the API today. See the CraftingSystemManager API.
Salvage Resolution Mode
The salvage resolution mode controls how result groups are awarded when a component is salvaged. It is set at the system level.
| Mode | Description |
|---|---|
| Simple | Always awards exactly one result group. No check required. This is the default. |
| Routed | Awards a result group based on the outcome of a salvage check. Each outcome (such as critical, pass, or fail) is mapped to a result group on the component. |
| Progressive | Awards results sequentially as the check value exceeds each result’s difficulty threshold. |
The salvage resolution mode is set through the API today. See the CraftingSystemManager API.
Salvage Crafting Check
When the salvage resolution mode is Routed or Progressive, you must configure a salvage check. This is separate from the recipe crafting check. A system can have both.
See Also
- Crafting Systems. Enable the salvage feature and set the resolution mode for your system.
- Crafting Checks. The recipe crafting check works similarly to salvage checks. See also consumption-on-failure policies.
- Tools. Configure the requirement, breakage, and on-break behaviour of tools required during salvage.