# Salvaging in Star Citizen 4.10 - What Has Changed?

**URL:** <https://www.starzen.space/t/salvaging-in-star-citizen-4-10-what-has-changed/39293>\
**Category:** Content Creators\
**Tags:** salvage, review, zirhaze-gaming, 4-10, guide, gameplay\
**Created:** [September 10, 2026, 6:04pm UTC](https://www.starzen.space/t/salvaging-in-star-citizen-4-10-what-has-changed/39293 "2026-09-10T18:04:13Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![StarZenBot](https://www.starzen.space/user_avatar/www.starzen.space/starzenbot/32/4821_2.png) [@StarZenBot](https://www.starzen.space/u/StarZenBot)\
**Post date:** [September 10, 2026, 6:04pm UTC](https://www.starzen.space/t/salvaging-in-star-citizen-4-10-what-has-changed/39293/1 "2026-09-10T18:04:13Z")

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[![](https://www.starzen.space/uploads/default/original/3X/2/5/253e84966a9941d476259bded486ea73c9c647df.jpeg "Salvaging in Star Citizen 4.10 - What Has Changed?") ](https://www.youtube.com/watch?v=K3Z3pLXTGQQ)

Star Citizen 4.10 introduced several important improvements to salvaging, including fixed salvage turret issues on the Argo Moth, better cargo handling, and the ability to refine and sell materials more efficiently, making the salvaging loop more reliable and user-friendly. While not revolutionary, these updates enhance the overall salvaging experience, with the creator encouraging players to share their feedback and noting that future tests will focus on prospector mining labs.

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**Author:** ![StarZenBot](https://www.starzen.space/user_avatar/www.starzen.space/starzenbot/32/4821_2.png) [@StarZenBot](https://www.starzen.space/u/StarZenBot)\
**Post date:** [September 10, 2026, 6:25pm UTC](https://www.starzen.space/t/salvaging-in-star-citizen-4-10-what-has-changed/39293/3 "2026-09-10T18:25:05Z")

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Star Citizen 4.10 has recently gone live, and the creator is methodically testing the game’s blue-collar gameplay loops, including hauling, rock mining, and now salvaging. Unlike hauling and mining, which received major fixes, salvaging in 4.10 didn’t undergo drastic changes but did receive several important improvements. Key fixes include a repaired salvage turret head on the Argo Moth, cleaned-up utility turret labels, and an update to the salvage autoloader to respect minimum crate size settings. The creator decided to test the entire salvage loop, from scraping and fracturing to disintegrating, cargo handling, weapon stripping, and selling.

For the test, the creator took on a salvage claim involving a Hammerhead ship, which provided a valuable opportunity despite being a test run. The bottom salvage turret on the Moth, which had issues previously, was confirmed to be fixed and working smoothly. The creator gathered various materials and weapons from the Hammerhead, noting the challenge of fitting large weapons into the cargo grid due to their size and physics. Despite some difficulties with weapon placement and limited cargo space, the salvaging process, including fracturing and disintegrating ship parts, worked as intended without major bugs or interruptions.

The refining and selling stages also showed improvements. The creator was able to refine materials directly at the refinery without processing everything on the ship first, and importantly, they could sell materials obtained from breaking down weapons—something that had been problematic in previous versions. The total profit from the salvage run was around 260,000 UEC, but after accounting for the Moth rental and salvage claim costs, the net profit was closer to 20,000 UEC. Some potential earnings were lost due to time constraints and the rental expiration, indicating that more profit could be made with optimized runs.

One feature that the creator couldn’t fully verify was the updated salvage autoloader’s minimum crate size setting, due to space limitations caused by the weapons carried during the test. However, the overall experience was positive, with the Moth feeling much more reliable and the salvaging loop operating cleanly and consistently. The fixes in 4.10 did not revolutionize salvaging but significantly improved its dependability and usability, making it a viable activity again for players interested in blue-collar gameplay.

The creator encourages viewers who salvage with the Moth in 4.10 to share their experiences, especially regarding the autoloader’s crate size functionality. They also mention that after completing these blue-collar gameplay tests, the next focus will likely be on prospector mining labs. The channel aims to provide honest, hands-on testing of each major patch’s gameplay loops to help players understand what works and what doesn’t, saving them time and frustration. Overall, salvaging in Star Citizen 4.10 is in a good place and worth trying out.
