
Comprehensive look at scrapping and related topics. Mechanics related to scrap such as ships, blueprints, sector density, and solar density will be spoiled. Disclaimer Disclaimer: This majority of this guide was wrote for 5.1. Concepts have remained the same through 6.X, 7.x, and 8.0 releases. The major changes for 7.0 are solar % changes throughout the galaxy. Check your previous production lines if you consulted this guide before then. No significant changes appear to have been made for 7.1. Changes for 7.5 appear to mainly be bug fixes related to scrapping. This line: "Changed production materials for Hull Parts and Claytronics production modules." didn't change requirements or times of scrapping. 7.6 Doesn't appear to change anything in the guide. 8.0 Added a new sector if you own the Envoy DLC. --- As always, if you see an error please let me know as not all version changes are always documented, and not all documented changes are caught by me. Beware of general gameplay mechanics spoilers. The Ships Manticore -The Manticore is the M Class scrapping vessel classified as a Tug. It comes with three Scrap Tractors which allow it to tug M Class and below wrecks as well as scrap blocks created by the Teuta. When manually flying use the F key while targeting scrap to begin tugging it. While tugging you will move at a decreased speed but can still enter travel drive. When you reach a scrap processor that is available to take scrap you are given the prompt to press F again to deposit the scrap. Do this 100 times for an achievement. Locations to buy Manticore: Alliance of the Word(ALI) - Trinity Sanctum VII Riptide Rakers(RIP) - Avarice -- Tides of Avarice DLC Segaris Pioneers(PIO) - Brennan's Triumph -- Cradle of Humanity DLC Teladi Company(TEL) - Ianamaus Zura IV Scale Plate Pact(SCA)* - Hewa's Twin IV The corresponding faction representatives will also have the Manticore blueprint and related scrapping module blueprints. *SCA can only sell Manticores if you force a Wharf onto a station you build for them. --------------------------------------------------------------------------------------- Teuta - The Teuta is the L class scrapping vessel classified as a Compactor. The Teuta uses build drones to deconstruct L,XL, and station wrecks as well as natural scrap into scrap blocks for the Manticore to haul away. The Teuta cannot be manually piloted to scrap these items. Locations to buy Teuta: Riptide Rakers(RIP) - Avarice -- Tides of Avarice DLC The corresponding faction representative will also have the Teuta blueprint. --------------------------------------------------------------------------------------- Default Behavior - Auto Salvage Auto Salvage is a Default Behavior that requires a Two Star Pilot to set. This behavior will make Manticores look for scrap in their local area(2 jumps default) and sell to processors in that local area. Teutas will look for L,XL, and station wrecks as well as natural scrap in their local area(2 jumps default). Auto Salvage cannot be set up as a fleet with the order "Mimic Commander" at the time of this writing. Auto Salvage is the default behavior when you set a ship to "Salvage for Commander" on a station. This now only works for Manticores. Attempting to do it with Teutas, including the old work around, makes the Teuta defend for commander. --------------------------------------------------------------------------------------- Salvage at Position Salvage at Position is a new command that was added with 6.0. It will give a modifiable radius for a ship to salvage at similar to defend position. This command allows for you to better control where you collect scrap at without the use of a blacklist. I suggest using this command when using a Teuta to salvage naturally occurring scrap as it will allow the Teuta to stay closer to your stations. Salvage at position can also be used with Repeat Order. This is most commonly used with the Manticore. After adding salvage at position to the queue you then right click on your station and select deliver scrap. The Sectors In the game there is now a naturally occurring resource called Raw Scrap. This scrap comes in two forms, both of which will show up as blue on your map. One form is a wreck which is used by the Teuta and the other is a scrap piece used by the Manticore. The main information to pay attention to in this next part is sectors where scrap is located. As the AI doesn't field large scrap fleets it will be hard for the player to exhaust all the scrap in the area. Feel free to build in as many sectors as you like and adjust scrap needs as the situation changes. --------------------------------------------------------------------------------------- These are the sectors that have naturally occurring scrap listed in highest concentration to lowest concentration. Approximate values are based on my common gate activity and what is listed in my encyclopedia: Silent Witness XII - 191,000,000 Hewa's Twin V - 37,556,000 Rhy's Defiance - 22,434,000 - Split Vendetta Getsu Fune - 20,206,000 - Cradle of Humanity Ore Belt - 9,098,000 - Timelines Scarlet Star- 5,615,000 - Envoy Windfall IV - 3,829,000 - Tides of Avarice Scale Plate Green I - 3,534,000 Matrix #101 - 959,000 - Timelines Family Nhuut - 516,000 - Split Vendetta Ocean of Fantasy - 456,000 - Kingdom End Faulty Logic I - 147,000 Fires of Defeat - 137,000 - Split Vendetta Matrix #79B - 122,000 Grand Exchange III - 59,046 Heretic's End - 51,380 Tharka's Cascade XV - 46,861 --------------------------------------------------------------------------------------- These are the same sectors but ranked by expected maximum output per sector based off of regen rate and density (not fully up to date due to how Sentenced changed his calculations): Rhy's Defiance - 917,224,000 - Split Vendetta Family Nhuut - 707,231,000 - Split Vendetta Getsu Fune - 581,807,000 - Cradle of Humanity Faulty Logic I - 566,954,000 Heretic's End - 208,253,000 Tharka's Cascade XV - 208,253,000 Hewa's Twin V - 197,053,000 Scale Plate Green I - 18,090,000 Silent Witness XII - 14,113,000 Ocean of Fantasy - 12,893,000 - Kingdom End Windfall IV - 11,716,000 - Tides of Avarice Fires of Defeat - 6,781,000 - Split Vendetta Matrix #79B - 5,055,000 Grand Exchange III - 432,000 Thanks to Sentenced from https://www.qsna.eu for providing me with these numbers. The Modules There are three modules used specifically for scrapping. The processor, the recycler, and the Terran recycler. These modules are classified as Processing Modules but can be obtained via EMP. (Thanks Oksamis!) The processor takes scrap from Manticores and turns that raw scrap into scrap metal. Each processor can only process one piece of raw scrap at a time with the maximum value of the scrap processed per cycle being 150 and each cycle taking one minute. The scrap metal is classified as a solid and needs the corresponding solid storage. *IMPORTANT* To automate a scrap processor it is necessary to have a valid docking area for M ships. Factions to buy processor blueprint from: Alliance of the Word Riptide Rakers -- Tides of Avarice DLC Segaris Pioneers -- Cradle of Humanity DLC Teladi Company Scale Plate Pact --------------------------------------------------------------------------------------- The recycler takes scrap metal produced by the processor and turns that scrap metal into Hull Parts and Claytronics in alternating cycles. It is possible to create only one of these products by limiting the container storage for the undesired product to one unit. Factions to buy recyler blueprint from: Alliance of the Word Riptide Rakers -- Tides of Avarice DLC Teladi Company Scale Plate Pact --------------------------------------------------------------------------------------- The Terran recyler works in much the same way as the recycler. It takes scrap metal produced by the processor and turns it into Computronic Substrate and Silicon Carbide in alternating cycles. If you wish to create only one of these products then you can do so by limiting the other product to only one unit in the container storage. Factions to buy recyler blueprint from: Segaris Pioneers -- Cradle of Humanity DLC The Ratios(Math) So this is probably the real reason you're here. Well then let me give you the TL;DR then I'll go into more detail. These numbers assume 100% solar and 100% uptime. Alternating Mode(Default): Processor:Scrap Recyler:Solar - 1:4:44 Processor:Terran Scrap Recycler:Solar - 1:1.2:19.88 Processor:Terran Scrap Recycler:Terran Solar - 1:1.2:69.6 Hull Parts only (24,000 per hour) Processor:Scrap Recycler:Solar - 1:10:48.57 Claytronics only (1,800 per hour) Processor:Scrap Recycler:Solar - 1:2.5:42.86 Computronic Substrate only (600 per hour) Processor:Terran Scrap Recyler:Solar - 1.33:1:25.68 Processor:Terran Scrap Recycler:Terran Solar - 1.33:1:89.9 Silicon Carbide only (4,320 per hour) Processor:Terran Scrap Recycler:Solar - 1:3:22.28 Processor:Terran Scrap Recycler:Terran Solar - 1:3:78 --------------------------------------------------------------------------------------- Ok so here are the numbers Scrap Processor - 1,500 Energy Cells + 150 Raw Scrap = 150 Scrap Metal per minute Solar - 10,500 Energy Cells per Hour Terran Solar - 3,000 Energy Cells per Hour Scrap Recyler (5 minutes per cycle) -Hull Parts: 3,500 Energy Cells + 75 Scrap Metal = 200 Hull Parts per Cycle -Claytronics: 12,000 Energy Cells + 300 Scrap Metal = 60 Claytronics per Cycle Terran Scrap Recycler (5 minutes per cycle) -Computronic Substrate: 12,500 Energy Cells + 1,000 Scrap Metal = 50 Computronic Substrate per Cycle -Silicon Carbide: 4,000 Energy Cells + 250 Scrap Metal = 360 Silicon Carbide per Cycle Number Crunching: Scrap Processor - Multiply everything by 60 to get a per Hour breakdown 90,000 Energy Cells + 9,000 Raw Scrap = 9,000 Scrap metal per Hour Alternating Cycle(Default) Hull Parts - 6 cycles (30 minutes) Claytronics - 6 cycles (30 minutes) Hull Parts - 21,000 Energy Cells + 450 Scrap Metal per Hour Clayronics - 72,000 Energy Cells + 1,800 Scrap Metal per Hour 1 Recyler - 93,000 Energy Cells + 2,250 Scrap Metal per Hour 9,000 Scrap Metal(from processor) / 2,250 Scrap Metal(per Recycler) = 4 90,000 Energy Cells(from processor) + 4 * 93,000 Energy Cells(from Recyler) = 462,000 Energy Cells Divide by 10,500 = 44 Solars So 1:4:44 I leave the other calculations for you to do at home.

由于本文涉及大量数学计算,我不会基于劳动力进行相关运算。不过需要说明的是,回收器的 workforce efficiency 最高可达134%,这意味着每周期可产出480个黏土电子元件和1608个船体零件。 理论分析 到目前为止,我们已经了解了废料的固定刷新位置以及将这些废料转化为有用物品所需的比例。现在,是时候思考如何利用这些信息了。 天然废料场是收集废料的绝佳地点。其他优质的废料来源包括发生大规模战斗的区域,比如异星传送门或战线。因此,我们最有可能在这些扇区附近或内部建造废料处理设施。乍一看,似乎需要大量太阳能才能将废料转化为有用的东西,所以让我们来看看能量单元的需求。 一个处理器需要90,000能量单元。这是无法避免的,而且由于曼提柯尔级舰船的航行速度较慢,你可能需要在现场进行加工。因此,在100%太阳能的情况下,90,000能量单元大约需要9个太阳能装置。这意味着,如果我们要进行100%效率的完整生产链,回收利用大约需要以下数量的太阳能装置: 通用交替型 - 36个 仅船体部件 - 40个 仅黏土tronics - 35个 地球交替型 - 12个 仅计算机元件 - 15个 仅碳化硅 - 14个 (将这些数字除以你的太阳能百分比,即可得到所选区域所需的数量,如下所示。)显然,如果完全依赖太阳能,就需要大量的太阳能电池板。但如果太阳能利用率超过100%呢?这就需要引入【贪婪】。 【贪婪】的太阳能值为1390%,是标准值的13.9倍,这意味着一个太阳能装置每小时可产生10500×13.9=145950能量单元。现在我们来重新计算在【贪婪】太阳能加持下的回收器情况: 通用交替型:36÷13.9≈2.58 仅船体部件型:40÷13.9≈2.88 仅黏土tronics型:35÷13.9≈2.52 人族交替型:12÷13.9≈0.86 仅计算机元件型:15÷13.9≈1.08 仅碳化硅型:14÷13.9≈1.01 这些数值看起来好多了。因此,考虑到我们既希望进行本地加工,又想利用【贪婪】带来的高效太阳能,很明显结论是拆分生产链。计划 以下是我们的方案: 使用简单的本地处理方式,包括1个处理器、1个停靠站、1个集装箱存储、1个固体存储、9个太阳能板(若完全使用太阳能)、1个码头(可选)。

在《贪婪》中,我们可以通过简单的设施组合进行资源回收,具体包括1个防护护盾、1个码头、1个集装箱存储、1个固体存储、1个栈桥(可选),以及任意数量的回收机和太阳能发电机。

我们设置了一台采矿机,用于将本地处理站的固态废金属运往中央回收站。这一操作由一名一星飞行员执行,并采用“重复订单”行为模式。 右键点击处理区域 -> 买入 -> 废金属 右键点击设有回收设施的贪婪区域 -> 卖出 -> 废金属
“贪婪”指令中的出售功能还能让你从购买废金属的“激流掠夺者”加工站获取一些现金。 现在,这个问题的关键在于你必须在“激流”剧情中推进到足够程度,使“保护协议”物资不再成为你的困扰。如果你想避开“贪婪”,我会列出一些其他高太阳能扇区,但请记住,你需要相应地调整所需能量。 黑名单 如果我们要进行本地加工,那么需要为分配给打捞任务的“曼提柯尔”级/“图塔”级舰船设置黑名单。 黑名单 -> 新建黑名单 -> 扇区活动 -> 限制所有扇区 这会将列表更改为允许扇区。在这个列表中,我们要填入正在进行加工的扇区,例如“沉默见证者XII”。然后我喜欢将黑名单命名为“沉默证人XII处理”。 你现在需要进入下属(如果是空间站商人)或舰船的行为选项卡,取消勾选默认的区域活动。然后输入你创建的新黑名单。此黑名单将防止你的打捞 crew 四处游荡。

高太阳能占比区域 自7.5版本起,超过100%太阳能的区域已超过75个。以下是太阳能占比超过200%的区域: 水星 - 714% - 人类摇篮 矩阵#101 - 408% - 时间线 远域 - 367% 墨涅拉俄斯绿洲 - 271% - 王国终点 猩红之星 - 266% - 使者 尖刻之心II - 245% - 分裂复仇 克里特家族 - 239% - 分裂复仇 矩阵#79B - 239% 自由之域 - 221% - 时间线 扎亚斯领域IV - 210% - 分裂复仇 盖亚预言 - 208% - 人类摇篮 神圣愿景 - 208% 光明承诺 - 204% 矩阵#451 - 201% 应用 在基础游戏中,拆解可提供额外的船体部件和黏土电子元件,这些在空间站建造中大量使用。船体部件在舰船建造中也有大量需求。拥有《贪婪之潮》DLC后,拆解玩法将大放异彩。 闭环经济 闭环经济(简称CL)是《贪婪之潮》DLC新增的一种经济与建造方式。通过闭环经济,许多基于argon的物品仅需能量单元、船体零件和黏土电子元件即可建造,包括武器、护盾、炮塔、无人机、可部署装置和导弹。这意味着制造这些常用物品时,不再需要护盾组件、炮塔组件、无人机组件、高级电子元件和导弹组件等。闭环应用示例列表: - 舰船建造 - 空间站无人机 - 辅助补给 - 导弹/鱼雷战斗机 - 防御平台(配备导弹炮塔) - 制造高级卫星并向各势力高价出售 - 可大幅节省模块的替代生产链——详见评论区Erei的计算以获取完整分析 结语与致谢 以上就是全部内容!拆解是一项基础机制,任何人都能体验,无需DLC。唯一的区别在于无法获得Teuta和Avarice的高太阳能百分比加成。 如果您有任何问题、建议或修正意见,请告诉我,我会尽力处理。如果您希望为各部分添加相关图片,我也可以尝试补充。致谢: Egosoft 提供了这款出色的游戏 Twitch 用户 Anzal 演示了如何让 Teutas 自动为空间站执行打捞任务 Oksamis 确认了处理器和回收器蓝图可通过 EMP 炸弹获取 Aotearas 复核了我的计算并指出错误 Discord 用户 WolfTooth 帮助发现了 Zyarth's Dominion 太阳能占比的缺失数据 Egosoft Discord 用户 ANGELA26312 提供了劳动力效率和高级卫星的建议 Bert-Person 指出了我在 7.0 版本过渡中的疏漏 Doom 指出 Teutas 无法再被分配到空间站的打捞模式 Erei 在评论区提供了将拆解作为常规生产链替代方案的分析
2026-02-18 04:00:20 发布在
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