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	<updated>2026-05-05T04:40:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=20043</id>
		<title>Dark Fog Farming</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=20043"/>
		<updated>2025-01-26T01:16:26Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dark Fog]] is the main enemy in Dyson Sphere Program, but it can prove useful to the player. By &#039;&#039;&#039;farming&#039;&#039;&#039; the Dark Fog, it will level up and drop progressively rarer and more valuable items, some of which are used for otherwise-unobtainable [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
To effectively farm the Dark Fog, the player must meet several requirements:&lt;br /&gt;
&lt;br /&gt;
* The farm must have weapons that automatically destroy Dark Fog units without harming the [[Planetary Base|Planetary Bases]] producing them or the [[Relay Station|Relay Stations]] powering them. &lt;br /&gt;
* If the player is not farming the maximum number of Planetary Bases at once, they must prevent the Dark Fog [[Space Hive]] from establishing new bases, whose units might destroy the confines of the farm.&lt;br /&gt;
* The Dark Fog should always be in overdrive mode to maximize production of units and therefore maximize the farm&#039;s output.&lt;br /&gt;
* The farm must have a system to automatically collect, organize, and store the Dark Fog&#039;s drops.&lt;br /&gt;
&lt;br /&gt;
The simplest of these requirements to meet are the last two. [[Signal Tower|Signal Towers]] will put the Dark Fog into permanent overdrive, and they also draw its attention away from key buildings. They are durable enough to shrug off incidental damage as well. [[Battlefield Analysis Base|Battlefield Analysis Bases]] automatically collect all dropped items in a large radius, and the player can construct item management and storage best suited for their own needs. &lt;br /&gt;
&lt;br /&gt;
== Cluster Generation ==&lt;br /&gt;
Before the game even begins, the player can adjust the Dark Fog&#039;s settings along with the cluster&#039;s settings. Some settings worth adjusting are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Initial Level&#039;&#039;&#039; - Farming revolves around having the Dark Fog reach high levels to drop valuable items, so setting their Initial Level to 10 allows them to begin dropping useful items immediately. While this does make its units 100% stronger, the farm will primarily focus on destroying Raiders, which are very weak to begin with. &lt;br /&gt;
* &#039;&#039;&#039;Combat XP Factor&#039;&#039;&#039; - This determines how quickly the Dark Fog levels up when fighting the player. At the default 100%, the Dark Fog levels up fairly slowly, so increasing this factor saves a lot of time. It can go up to a maximum of 1000%, which may seem daunting, but the Dark Fog&#039;s stats increase &#039;&#039;linearly&#039;&#039; by 10% per level. By the time they reach level 24 to drop the best items, each level makes very little difference.&lt;br /&gt;
** The Dark Fog&#039;s level does &#039;&#039;not&#039;&#039; scale infinitely. Once the Dark Fog reaches level 30, it will no longer gain XP and cannot increase its stats further.&lt;br /&gt;
* &#039;&#039;&#039;Power Threat Factor&#039;&#039;&#039; - This determines how quickly Planetary Bases&#039; threat levels rise as the player&#039;s facilities use power. Once the Dark Fog is corralled into a farm, it can never launch a successful assault, since it requires a certain number of units available at once. By farming with Signal Towers, all units will be deployed and destroyed as quickly as they are produced. This makes both Power Threat Factor and Combat Threat Factor irrelevant to farming, but reducing Power Threat Factor to the minimum 1% largely prevents the Dark Fog from interfering with gameplay outside of the farm.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
Like any other large facility, a Dark Fog farm requires a lot of energy to stay running. However, a Dark Fog farm may wind up completely overrun and destroyed if it runs out of power. Luckily, the Dark Fog itself provides a solution to this problem. By destroying Planetary Bases, holes are left behind that can have [[Geothermal Power Station|Geothermal Power Stations]] placed on them. These provide large amounts of continuous power and have 100% uptime in all conditions, as long as they stay safe from the Dark Fog. Before setting up the farm, allow the Dark Fog to send several Relays to the planet and wipe out each Planetary Base as fast it&#039;s built. This will provide a solid power foundation to build the farm upon, and if more power is required at a later point, simply allow more Relays to land.&lt;br /&gt;
&lt;br /&gt;
Although turrets use a lot of power, it&#039;s only used in very short bursts when they fire. Having a bank of [[Accumulator|Accumulators]] allows power to build up whenever the turrets are not firing and helps prevent overdraw. An energy balancer using [[Energy Exchanger|Energy Exchangers]] can provide enormous amounts of emergency power as well.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Placement ==&lt;br /&gt;
The next important choice to make is what weapon(s) to use to destroy the Dark Fog&#039;s units. Any type of turret can be used in a Dark Fog farm, but if the turrets are placed very close to the Planetary Base (which will likely be the case when farming several Planetary Bases on one planet), the explosive damage from [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]] is liable to damage the bases and their camps. This costs the bases matter and energy that could have gone towards new units. If the farm is positioned very close to a Planetary Base, only use [[Gauss Turret|Gauss Turrets]] or [[Laser Turret|Laser Turrets]]. Outside of this situation, the choice of turret makes little difference. &lt;br /&gt;
&lt;br /&gt;
Some pointers on notable turrets to consider:&lt;br /&gt;
&lt;br /&gt;
* Gauss Turrets are very cheap to produce, use little power, and can deal even more damage than Laser Turrets when supplied with [[Superalloy Ammo Box|Superalloy Ammunition]]. They are also unlocked the earliest, allowing for simple farms even at the start of the game.&lt;br /&gt;
* Laser Turrets use large amounts of energy but require no ammunition whatsoever to run, significantly cutting down on micromanagement.&lt;br /&gt;
* Implosion Cannons shoot projectiles that travel to the target instantly and deal significant damage in a large blast radius, making them great at dealing with bigger swarms of units. The Dark Fog can also drop [[Explosive Unit|Explosive Units]] and [[Crystal Explosive Unit|Crystal Explosive Units]], making it much easier to produce [[High-Explosive Shell Set|High-Explosive]] and [[Crystal Shell Set|Crystal Shell Sets]]. &lt;br /&gt;
* [[SR Plasma Turret|SR Plasma Turrets]] also deal significant area damage, but they require far too much energy to make them worthwhile over Implosion Cannons or Laser Turrets. They also shoot significantly slower. However, the Dark Fog gains experience based on the damage dealt to its units, and this includes overkill damage. Because SR Plasma Turrets deal enormous damage per shot (particularly with [[Antimatter Capsule|Antimatter Capsules]]), they can power-level the Dark Fog and then be phased out in favor of more efficient farming weapons.&lt;br /&gt;
* [[Jammer Tower|Jammer Towers]] can greatly hinder the damage dealt by Dark Fog units, which can help protect turrets and buildings. However, Signal Towers are very durable and completely draw the Dark Fog&#039;s attention, so Jammer Towers may be unnecessary.&lt;br /&gt;
* Missile Turrets can farm Dark Fog units and also drive off space invasions and unwanted Relay Stations. However, when using Signal Towers to aggro the Dark Fog, Missile Turrets can attack within the Signal Towers&#039; range and are liable to attack the base itself. &lt;br /&gt;
&lt;br /&gt;
Regardless of which turret is used, the placement strategy is the same. Once the Planetary Base is constructed, the Dark Fog will attempt to construct up to 3 each of Raider Camps and Plasma Sentries. These are placed in alternating order around the base, so two given Raider Camps are always separated by 120 degrees, with a spot for a Plasma Sentry between them. While the Raider Camps are the source of the Dark Fog units to farm, Plasma Sentries deal very high damage at a good range, enough to seriously damage or potentially destroy Signal Towers. As such, the most compact farming setups place turrets so that the Planetary Base is at the very edge of their range, with the Plasma Sentries inside the turrets&#039; range but with the Raider Camps outside it. In this way, the turrets will attack and destroy the Plasma Sentries, but will not hit the Raider Camps. Pay attention to the Guideways constructed at the Planetary Base; Plasma Sentries are built on the short ones, while Raider Camps are built on the longer ones.&lt;br /&gt;
&lt;br /&gt;
== Handling Items ==&lt;br /&gt;
Once the player has formed a perimeter of turrets around the Planetary Base, the next step is to handle the item drops. Battlefield Analysis Bases have a lot of storage, but it is not infinite, and slots can be taken up surprisingly quickly if farming a lot of different items. Within the Battlefield Base&#039;s inventory is a menu to set the items that the Dark Fog is allowed to drop, so deselect all items that are irrelevant so they do not take up space. Each Battlefield Base also only has nine ports, so keep this in mind when selecting how many types of items should drop. Finally, add some external storage for each desired item. [[Logistics Distributor|Logistics Distributors]] are a cheap and effective way to sort and gather Dark Fog drops from multiple Battlefield Bases on a planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to handle more than 9 items at a time from a single Battlefield Base by having an output [[Sorters|Sorter]] with no filter (so it outputs all items indiscriminately). Have it feed a single long [[Conveyor Belts|Conveyor Belt]] that feeds back into the Battlefield Base, and place other Sorters along the conveyor that have filters to pick up items as they pass and put them into storage or send them elsewhere. This does take up quite a bit more space, but is worthwhile when farming a lot of items at once.&lt;br /&gt;
&lt;br /&gt;
== Controlling the Dark Fog ==&lt;br /&gt;
While it is relatively straightforward to corral a Planetary Base, the Dark Fog will still continuously try to expand throughout the system and establish new Planetary Bases. A single Hive can only deploy a certain number of Relay Stations to a single planet (the specific maximum is currently unknown but appears to be around 7-9). If the player wishes to farm fewer Planetary Bases at once, they must have a way to prevent any new Planetary Bases from being built. Destroying the Hive itself may seem enticing, as this cuts off new Relays at the source. All established Planetary Bases will be too busy using their resources on new units to send any back to reconstruct the Hive, so it will effectively be out of commission permanently. However, the Hive is still a major source of energy for Planetary Bases. Without a Hive supplying them with energy, Planetary Bases will barely be able to produce any units, as the energy required to operate three Raider Camps in overdrive mode is much greater than the amount that the Relay can naturally generate.&lt;br /&gt;
&lt;br /&gt;
Since destroying the Hive is not a viable option, the only way to prevent new bases from being constructed is to drive off Relays that attempt to reach the planet, as the farm will inevitably reach a point where the micromanagement of destroying new bases is undesirable. There are several ways to drive off Relay Stations that are arriving at a planet, with varying requirements:&lt;br /&gt;
&lt;br /&gt;
* [[Planetary Shield Generator|Planetary Shield Generators]] prevent Relays from reaching their shielded areas, and with enough of them the entire planet can be permanently protected from any new Relays. However, they use enormous amounts of power even when idle, a whopping 12 MW per Shield Generator. Bring along several [[Artificial Star|Artificial Stars]] and a good supply of [[Antimatter Fuel Rod|Antimatter Fuel Rods]] when creating a planetary shield.&lt;br /&gt;
* [[Missile Turret|Missile Turrets]] and [[Plasma Turret|Plasma Turrets]] can attack Space targets, allowing them to destroy Relays before they reach the planet. Relays destroyed this way will also not increase the Hive&#039;s threat level. Plasma Turrets also have even longer range than Missile Turrets, and [[Plasma Capsule|Plasma Capsules]] and [[Antimatter Capsule|Antimatter Capsules]] are very simple to produce.&lt;br /&gt;
* Covering the entire planet with structures will leave nowhere for a Relay to establish a base, although this is generally impractical.&lt;br /&gt;
&lt;br /&gt;
To truly eliminate micromanagement, these anti-Relay measures must be put in place on &#039;&#039;every&#039;&#039; planet in the system, as the Dark Fog will attempt to settle on each of them. While star systems with only a single planet are few and far between, they are the simplest systems to farm in the late game. It may be beneficial to purposefully allow [[Seed|Seeds]] to establish Hives in these systems. &lt;br /&gt;
&lt;br /&gt;
The only remaining thing that will require micromanagement no matter what is the production of Seeds. The Hive will inevitably produce these, as farming allows the Dark Fog to continuously harvest matter and energy. To prevent the Dark Fog from spreading to new systems, the player must eliminate Seeds whenever they appear. Alternatively, the player can try to &amp;quot;prune&amp;quot; the Hive by attacking it and partially destroying its fleets and/or structures, forcing it to use its resources on reconstruction instead of Seeds. Luckily, in both cases the player will not need to check up on the system very often. Seeds travel extremely slowly through space and are completely vulnerable, so destroying them is simple as long as the player takes notice, and the Hive takes a long time to get back to the point where it may produce Seeds if it is partially destroyed.&lt;br /&gt;
&lt;br /&gt;
== Player Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* It may be worth setting up a Dark Fog farm even in the early and mid-game, so that it can level up and progress at the same time as the player to always drop relevant items. The beauty of Dark Fog farming is that the player is always free to alter the Dark Fog&#039;s drops to best suit their current needs, and in many cases they can skip building production facilities for complicated high-demand items like [[Super-Magnetic Ring|Super-Magnetic Rings]] and [[Explosive Unit|Explosive Units]].&lt;br /&gt;
* When planning to use the Dark Fog&#039;s drops to supply manufacturing facilities, pay attention to the drop rates of each item. Not all items will be required in equal ratios, and the drop rates of items can vary wildly; for instance, [[Titanium Alloy]] drops 1.50% of the time, but [[Deuteron Fuel Rod|Deuteron Fuel Rods]] drop only 0.30% of the time, making them 5 times rarer. Some items also drop in different quantities at a time. For instance, [[Iron Ingot|Iron Ingots]] and [[Copper Ingot|Copper Ingots]] have the same drop rate, but Copper Ingots drop in 20% greater amounts at a time.&lt;br /&gt;
** Organic items like [[Graphene]] and [[Carbon Nanotube|Carbon Nanotubes]] also have varying drop rates based on the type of planet the farm is located on, and will never drop at all on specific planet types.&lt;br /&gt;
* At Lv.15+, the Dark Fog can drop all components required for producing [[Corvette|Corvettes]], which are required in large quantities to bring down Dark Fog [[Space Hive|Space Hives]]. &lt;br /&gt;
* At Lv.21+, a Dark Fog farm can drop every component required to produce all types of [[Science Matrix|Science Matrices]], allowing the player to produce [[Universe Matrix|Universe Matrices]] with almost no production infrastructure. This becomes even more convenient thanks to the [[Self-evolution Lab|Self-evolution Labs]] that become available at Lv.18+. Science Matrices require a total of 11 different components, however, greater than the 9 ports of a Battlefield Base, but the player can still set up conveyor loops to farm more than 9 items at once. Some of the materials can also be easily supplied in other ways:&lt;br /&gt;
** For [[Electromagnetic Matrix|Electromagnetic Matrices]]: [[Magnetic Coil|Magnetic Coils]] and [[Circuit Board|Circuit Boards]] are very simple and fast to produce, requiring only raw [[Copper Ore]] and [[Iron Ore]].&lt;br /&gt;
** For [[Energy Matrix|Energy Matrices]]: [[Hydrogen]] will likely be available in effectively unlimited quantities by the late game, and [[Energetic Graphite]] is simple to process from raw [[Coal]].&lt;br /&gt;
** For [[Structure Matrix|Structure Matrices]]: [[Diamond|Diamonds]] are only one step of complexity above Energetic Graphite, so they can both be produced at once easily. Alternatively, [[Kimberlite Ore]] produces more Diamonds than Coal while also requiring less space and energy. [[Titanium Crystal|Titanium Crystals]] are easy to produce if the player has access to veins of raw [[Organic Crystal|Organic Crystals]]. &lt;br /&gt;
** For [[Information Matrix|Information Matrices]]: [[Processor|Processors]] are simple to produce and required in great numbers throughout the whole game, so the player will likely already have large-scale production set up. If not, they only require Copper Ore, Iron Ore, and [[Silicon Ore]]. [[Plastic]] can also be obtained from the Dark Fog, greatly simplifying production of [[Particle Broadband]]. &lt;br /&gt;
** For [[Gravity Matrix|Gravity Matrices]]: [[Graviton Lens|Graviton Lenses]] and [[Quantum Chip|Quantum Chips]] have decently low drop rates, but [[Strange Matter]] and [[Plane Filter|Plane Filters]] can drop as well at higher rates. Once these are accounted for, Graviton Lenses and Quantum Chips only require Diamonds and Processors, which are easy to make.&lt;br /&gt;
** For [[Universe Matrix|Universe Matrices]]: A decent-sized [[Dyson Sphere|Dyson swarm or sphere]] can produce enough [[Critical Photon|Critical Photons]] to satisfy the [[Antimatter]] requirement. This is especially useful since Antimatter does not stack well in storage. However, keep in mind that Antimatter is also required for valuable [[Antimatter Fuel Rod|Antimatter Fuel Rods]] and [[Antimatter Capsule|Antimatter Capsules]].&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Energy_Shard&amp;diff=19952</id>
		<title>Energy Shard</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Energy_Shard&amp;diff=19952"/>
		<updated>2024-10-05T22:49:28Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
&#039;&#039;&#039;Energy Shards&#039;&#039;&#039; are a resource recovered from [[Dark_Fog#Dark_Fog_Debris|Dark Fog Debris]] from [[Dark Fog]] units that are level 3 or higher. When [[Icarus]] uses Energy Shards as fuel, its crafting speed greatly increases.&lt;br /&gt;
&lt;br /&gt;
==Used In ==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Matter Recombination&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Re-composing Assembler&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=5 s&lt;br /&gt;
    |In1=Assembling Machine Mk.III&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Matter Recombinator&lt;br /&gt;
    |In2Qty=10&lt;br /&gt;
    |In3=Energy Shard&lt;br /&gt;
    |In3Qty=30&lt;br /&gt;
    |In4=Quantum Chip&lt;br /&gt;
    |In4Qty=4&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Negentropy Recursion&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Negentropy Smelter&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=6 s&lt;br /&gt;
    |In1=Plane Smelter&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Negentropy Singularity&lt;br /&gt;
    |In2Qty=10&lt;br /&gt;
    |In3=Energy Shard&lt;br /&gt;
    |In3Qty=30&lt;br /&gt;
    |In4=Quantum Chip&lt;br /&gt;
    |In4Qty=4&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
*Icarus&#039;s crafting speed increases by 50% when burning Energy Shards as fuel. Applying [[Proliferator]] to the Energy Shards will increase the amount of energy they provide as well as the bonus crafting speed. With [[Proliferator Mk.III]], each Energy Shard provides 25% more energy (4.50 MJ) and the crafting speed bonus doubles (from +50% to +100%).&lt;br /&gt;
*When using Energy Shards for additional crafting speed, try to avoid having Icarus do any other actions. Even things as simple as walking around or building things will consume additional energy, making each Energy Shard get used up faster. &lt;br /&gt;
**[[Dark Fog Farming|Farming]] the Dark Fog can provide a constant stream of Energy Shards, making it unnecessary to be as efficient with Energy Shards. It also proves useful in the endgame when large amounts of Energy Shards are required to create [[Re-composing Assembler|Re-composing Assemblers]] and [[Negentropy Smelter|Negentropy Smelters]].&lt;br /&gt;
&lt;br /&gt;
{{Item Navbox}}&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Fuel]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=19745</id>
		<title>Dark Fog Farming</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=19745"/>
		<updated>2024-06-03T02:20:15Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: /* Weapons and Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dark Fog]] is the main enemy in Dyson Sphere Program, but it can prove useful to the player. By &#039;&#039;&#039;farming&#039;&#039;&#039; the Dark Fog, it will level up and drop progressively rarer and more valuable items, some of which are used for otherwise-unobtainable [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
To effectively farm the Dark Fog, the player must meet several requirements:&lt;br /&gt;
&lt;br /&gt;
* The farm must have weapons that automatically destroy Dark Fog units without harming the [[Planetary Base|Planetary Bases]] producing them or the [[Relay Station|Relay Stations]] powering them. &lt;br /&gt;
* If the player is not farming the maximum number of Planetary Bases at once, they must prevent the Dark Fog [[Space Hive]] from establishing new bases, whose units might destroy the confines of the farm.&lt;br /&gt;
* The Dark Fog should always be in overdrive mode to maximize production of units and therefore maximize the farm&#039;s output.&lt;br /&gt;
* The farm must have a system to automatically collect, organize, and store the Dark Fog&#039;s drops.&lt;br /&gt;
&lt;br /&gt;
The simplest of these requirements to meet are the last two. [[Signal Tower|Signal Towers]] will put the Dark Fog into permanent overdrive, and they also draw its attention away from key buildings. They are durable enough to shrug off incidental damage as well. [[Battlefield Analysis Base|Battlefield Analysis Bases]] automatically collect all dropped items in a large radius, and the player can construct item management and storage best suited for their own needs. &lt;br /&gt;
&lt;br /&gt;
== Cluster Generation ==&lt;br /&gt;
Before the game even begins, the player can adjust the Dark Fog&#039;s settings along with the cluster&#039;s settings. Some settings worth adjusting are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Initial Level&#039;&#039;&#039; - Farming revolves around having the Dark Fog reach high levels to drop valuable items, so setting their Initial Level to 10 allows them to begin dropping useful items immediately. While this does make its units 100% stronger, the farm will primarily focus on destroying Raiders, which are very weak to begin with. &lt;br /&gt;
* &#039;&#039;&#039;Combat XP Factor&#039;&#039;&#039; - This dictates how quickly the Dark Fog levels up when fighting the player. At the default 100%, the Dark Fog levels up fairly slowly, so increasing this factor saves a lot of time. It can go up to a maximum of 1000%, which may seem daunting, but the Dark Fog&#039;s stats increase &#039;&#039;linearly&#039;&#039; by 10% per level. By the time they reach level 24 to drop the best items, each level makes very little difference.&lt;br /&gt;
* &#039;&#039;&#039;Power Threat Factor&#039;&#039;&#039; - This determines how quickly Planetary Bases launch attacks on the player&#039;s facilities. Once the Dark Fog is corralled into a farm, it can never launch a successful assault, since it requires a certain number of units available at once. By farming with Signal Towers, all units will be deployed and destroyed as quickly as they are produced. This makes both Power Threat Factor and Combat Threat Factor irrelevant to farming, but reducing Power Threat Factor to the minimum 1% largely prevents the Dark Fog from interfering with gameplay outside of the farm.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
Like any other facility, a Dark Fog farm requires a lot of energy to stay running. However, the penalty for not meeting a farm&#039;s energy demands is far more severe; while a normal facility would just slow down or stop, a Dark Fog farm may wind up completely overrun and destroyed. Luckily, the Dark Fog itself provides a solution to this problem. By destroying Planetary Bases, holes are left behind that can have [[Geothermal Power Station|Geothermal Power Stations]] placed on them. These provide large amounts of power and have 100% uptime in all conditions, as long as they stay safe from the Dark Fog. Before setting up the farm, allow the Dark Fog to send several Relays to the planet and wipe out each Planetary Base as fast it&#039;s built. This will provide a solid power foundation to build the farm upon, and if more power is required at a later point, simply allow more Relays to land.&lt;br /&gt;
&lt;br /&gt;
Additionally, turrets use a lot of power, but only in very short bursts. Having a bank of [[Accumulator|Accumulators]] allows power to build up whenever the turrets are not firing and helps prevent overdraw. An energy balancer using [[Energy Exchanger|Energy Exchangers]] can provide enormous amounts of emergency power as well.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Placement ==&lt;br /&gt;
The next important choice to make is what weapon(s) to use to destroy the Dark Fog&#039;s units. Any type of turret can be used in a Dark Fog farm, but if the turrets are placed very close to the Planetary Base (which will likely be the case when farming several Planetary Bases on one planet), the explosive damage from [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]] is liable to damage the bases and their camps. This costs the bases matter and energy that could have gone towards new units. If the farm is positioned very close to a Planetary Base, only use [[Gauss Turret|Gauss Turrets]] or [[Laser Turret|Laser Turrets]]. Outside of this situation, the choice of turret makes little difference. &lt;br /&gt;
&lt;br /&gt;
Some pointers on notable turrets to consider:&lt;br /&gt;
&lt;br /&gt;
* Gauss Turrets are very cheap to produce, use little power, and can deal even more damage than Laser Turrets when supplied with [[Superalloy Ammo Box|Superalloy Ammunition]]. They are also unlocked the earliest, allowing for simple farms even at the start of the game.&lt;br /&gt;
* Laser Turrets use large amounts of energy but require no ammunition whatsoever to run, significantly cutting down on micromanagement.&lt;br /&gt;
* Implosion Cannons shoot projectiles that travel to the target instantly and deal significant damage in a large blast radius, making them great at dealing with bigger swarms of units. The Dark Fog can also drop [[Explosive Unit|Explosive Units]] and [[Crystal Explosive Unit|Crystal Explosive Units]], making it much easier to produce [[High-Explosive Shell Set|High-Explosive]] and [[Crystal Shell Set|Crystal Shell Sets]]. &lt;br /&gt;
* [[SR Plasma Turret|SR Plasma Turrets]] also deal significant area damage, but they require far too much energy to make them worthwhile over Implosion Cannons or Laser Turrets. They also shoot significantly slower. However, the Dark Fog gains experience based on the damage dealt to its units, and this includes overkill damage. Because SR Plasma Turrets deal enormous damage per shot (particularly with [[Antimatter Capsule|Antimatter Capsules]]), they can power-level the Dark Fog and then be phased out in favor of more efficient farming weapons.&lt;br /&gt;
* [[Jammer Tower|Jammer Towers]] can greatly hinder the damage dealt by Dark Fog units, which can help protect turrets and buildings. However, Signal Towers are very durable and completely draw the Dark Fog&#039;s attention, so Jammer Towers may be unnecessary.&lt;br /&gt;
* Missile Turrets can farm Dark Fog units and also drive off space invasions and unwanted Relay Stations. However, when using Signal Towers to aggro the Dark Fog, Missile Turrets can attack within the Signal Towers&#039; range and are liable to attack the base itself. &lt;br /&gt;
&lt;br /&gt;
Regardless of which turret is used, the placement strategy is the same. Once the Planetary Base is constructed, the Dark Fog will attempt to construct up to 3 each of Raider Camps and Plasma Sentries. These are placed in alternating order around the base, so two given Raider Camps are always separated by 120 degrees, with a spot for a Plasma Sentry between them. While the Raider Camps are the source of the Dark Fog units to farm, Plasma Sentries deal very high damage at a good range, enough to seriously damage or potentially destroy Signal Towers. As such, the most compact farming setups place turrets so that the Planetary Base is at the very edge of their range, with the Plasma Sentries inside the turrets&#039; range but with the Raider Camps outside it. In this way, the turrets will attack and destroy the Plasma Sentries, but will not hit the Raider Camps. Pay attention to the Guideways constructed at the Planetary Base; Plasma Sentries are built on the short ones, while Raider Camps are built on the longer ones.&lt;br /&gt;
&lt;br /&gt;
== Handling Items ==&lt;br /&gt;
Once the player has formed a perimeter of turrets around the Planetary Base, the next step is to handle the item drops. Battlefield Analysis Bases have a lot of storage, but it is not infinite, and slots can be taken up surprisingly quickly if farming a lot of different items. Within the Battlefield Base&#039;s inventory is a menu to set the items that the Dark Fog is allowed to drop, so deselect all items that are irrelevant so they do not take up space. Each Battlefield Base also only has nine ports, so keep this in mind when selecting how many types of items should drop. Finally, add some external storage for each desired item. [[Logistics Distributor|Logistics Distributors]] are a cheap and effective way to sort and gather Dark Fog drops from multiple Battlefield Bases on a planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to handle more than 9 items at a time from a single Battlefield Base by having an output [[Sorters|Sorter]] with no filter (so it outputs all items indiscriminately). Have it feed a single long [[Conveyor Belts|Conveyor Belt]] that feeds back into the Battlefield Base, and place other Sorters along the conveyor that have filters to pick up items as they pass and put them into storage or send them elsewhere. This does take up quite a bit more space, but is worthwhile when farming a lot of items at once.&lt;br /&gt;
&lt;br /&gt;
== Controlling the Dark Fog ==&lt;br /&gt;
While it is relatively straightforward to corral a Planetary Base, the Dark Fog will still continuously try to expand throughout the system and establish new Planetary Bases. A single Hive can only deploy a certain number of Relay Stations to a single planet (the specific maximum is currently unknown but appears to be around 7-9). If the player wishes to farm fewer Planetary Bases at once, they must have a way to prevent any new Planetary Bases from being built. Destroying the Hive itself may seem enticing, as this cuts off new Relays at the source. All established Planetary Bases will be too busy using their resources on new units to send any back to reconstruct the Hive, so it will effectively be out of commission permanently. However, the Hive is still a major source of energy for Planetary Bases. Without a Hive supplying them with energy, Planetary Bases will barely be able to produce any units, as the energy required to operate three Raider Camps in overdrive mode is much greater than the amount that the Relay can naturally generate.&lt;br /&gt;
&lt;br /&gt;
Since destroying the Hive is not a viable option, the only way to prevent new bases from being constructed is to drive off Relays that attempt to reach the planet, as the farm will inevitably reach a point where the micromanagement of destroying new bases is undesirable. There are several ways to drive off Relay Stations that are arriving at a planet, with varying requirements:&lt;br /&gt;
&lt;br /&gt;
* [[Planetary Shield Generator|Planetary Shield Generators]] prevent Relays from reaching their shielded areas, and with enough of them the entire planet can be permanently protected from any new Relays. However, they use enormous amounts of power even when idle, a whopping 12 MW per Shield Generator. Bring along several [[Artificial Star|Artificial Stars]] and a good supply of [[Antimatter Fuel Rod|Antimatter Fuel Rods]] when creating a planetary shield.&lt;br /&gt;
* [[Missile Turret|Missile Turrets]] and [[Plasma Turret|Plasma Turrets]] can attack Space targets, allowing them to destroy Relays before they reach the planet. Relays destroyed this way will also not increase the Hive&#039;s threat level. Plasma Turrets also have even longer range than Missile Turrets, and [[Plasma Capsule|Plasma Capsules]] and [[Antimatter Capsule|Antimatter Capsules]] are very simple to produce.&lt;br /&gt;
* Covering the entire planet with structures will leave nowhere for a Relay to establish a base, although this is generally impractical.&lt;br /&gt;
&lt;br /&gt;
To truly eliminate micromanagement, these anti-Relay measures must be put in place on &#039;&#039;every&#039;&#039; planet in the system, as the Dark Fog will attempt to settle on each of them. While star systems with only a single planet are few and far between, they are the simplest systems to farm in the late game. It may be beneficial to purposefully allow [[Seed|Seeds]] to establish Hives in these systems. &lt;br /&gt;
&lt;br /&gt;
The only remaining thing that will require micromanagement no matter what is the production of Seeds. The Hive will inevitably produce these, as farming allows the Dark Fog to continuously harvest matter and energy. To prevent the Dark Fog from spreading to new systems, the player must eliminate Seeds whenever they appear. Alternatively, the player can try to &amp;quot;prune&amp;quot; the Hive by attacking it and partially destroying its fleets and/or structures, forcing it to use its resources on reconstruction instead of Seeds. Luckily, in both cases the player will not need to check up on the system very often. Seeds travel extremely slowly through space and are completely vulnerable, so destroying them is simple as long as the player takes notice, and the Hive takes a long time to get back to the point where it may produce Seeds if it is partially destroyed.&lt;br /&gt;
&lt;br /&gt;
== Player Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* It may be worth setting up a Dark Fog farm even in the early and mid-game, so that it can level up and progress at the same time as the player to always drop relevant items. The beauty of Dark Fog farming is that the player is always free to alter the Dark Fog&#039;s drops to best suit their current needs, and in many cases they can skip building production facilities for complicated high-demand items like [[Super-Magnetic Ring|Super-Magnetic Rings]] and [[Explosive Unit|Explosive Units]].&lt;br /&gt;
* When planning to use the Dark Fog&#039;s drops to supply manufacturing facilities, pay attention to the drop rates of each item. Not all items will be required in equal ratios, and the drop rates of items can vary wildly; for instance, [[Titanium Alloy]] drops 1.50% of the time, but [[Deuteron Fuel Rod|Deuteron Fuel Rods]] drop only 0.30% of the time, making them 5 times rarer. Some items also drop in different quantities at a time. For instance, [[Iron Ingot|Iron Ingots]] and [[Copper Ingot|Copper Ingots]] have the same drop rate, but Copper Ingots drop in 20% greater amounts at a time.&lt;br /&gt;
** Organic items like [[Graphene]] and [[Carbon Nanotube|Carbon Nanotubes]] also have varying drop rates based on the type of planet the farm is located on, and will never drop at all on specific planet types.&lt;br /&gt;
* At Lv.15+, the Dark Fog can drop all components required for producing [[Corvette|Corvettes]], which are required in large quantities to bring down Dark Fog [[Space Hive|Space Hives]]. &lt;br /&gt;
* At Lv.21+, a Dark Fog farm can drop every component required to produce all types of [[Science Matrix|Science Matrices]], allowing the player to produce [[Universe Matrix|Universe Matrices]] with almost no production infrastructure. This becomes even more convenient thanks to the [[Self-evolution Lab|Self-evolution Labs]] that become available at Lv.18+. Science Matrices require a total of 11 different components, however, greater than the 9 ports of a Battlefield Base, but the player can still set up conveyor loops to farm more than 9 items at once. Some of the materials can also be easily supplied in other ways:&lt;br /&gt;
** For [[Electromagnetic Matrix|Electromagnetic Matrices]]: [[Magnetic Coil|Magnetic Coils]] and [[Circuit Board|Circuit Boards]] are very simple and fast to produce, requiring only raw [[Copper Ore]] and [[Iron Ore]].&lt;br /&gt;
** For [[Energy Matrix|Energy Matrices]]: [[Hydrogen]] will likely be available in effectively unlimited quantities by the late game, and [[Energetic Graphite]] is simple to process from raw [[Coal]].&lt;br /&gt;
** For [[Structure Matrix|Structure Matrices]]: [[Diamond|Diamonds]] are only one step of complexity above Energetic Graphite, so they can both be produced at once easily. Alternatively, [[Kimberlite Ore]] produces more Diamonds than Coal while also requiring less space and energy. [[Titanium Crystal|Titanium Crystals]] are easy to produce if the player has access to veins of raw [[Organic Crystal|Organic Crystals]]. &lt;br /&gt;
** For [[Information Matrix|Information Matrices]]: [[Processor|Processors]] are simple to produce and required in great numbers throughout the whole game, so the player will likely already have large-scale production set up. If not, they only require Copper Ore, Iron Ore, and [[Silicon Ore]]. [[Plastic]] can also be obtained from the Dark Fog, greatly simplifying production of [[Particle Broadband]]. &lt;br /&gt;
** For [[Gravity Matrix|Gravity Matrices]]: [[Graviton Lens|Graviton Lenses]] and [[Quantum Chip|Quantum Chips]] have decently low drop rates, but [[Strange Matter]] and [[Plane Filter|Plane Filters]] can drop as well at higher rates. Once these are accounted for, Graviton Lenses and Quantum Chips only require Diamonds and Processors, which are easy to make.&lt;br /&gt;
** For [[Universe Matrix|Universe Matrices]]: A decent-sized [[Dyson Sphere|Dyson swarm or sphere]] can produce enough [[Critical Photon|Critical Photons]] to satisfy the [[Antimatter]] requirement. This is especially useful since Antimatter does not stack well in storage. However, keep in mind that Antimatter is also required for valuable [[Antimatter Fuel Rod|Antimatter Fuel Rods]] and [[Antimatter Capsule|Antimatter Capsules]].&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Combat&amp;diff=19744</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Combat&amp;diff=19744"/>
		<updated>2024-06-03T02:16:11Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: /* Planetary Combat Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The [[Dark Fog]] is the main antagonist of Dyson Sphere Program, and it continually tries to expand throughout star systems. The player must engage in &#039;&#039;&#039;combat&#039;&#039;&#039; against it to prevent it from growing out of control, or to prevent it from interfering with operations.&lt;br /&gt;
&lt;br /&gt;
Combat falls into two different categories: &#039;&#039;&#039;planetary&#039;&#039;&#039; and &#039;&#039;&#039;space&#039;&#039;&#039; combat.&lt;br /&gt;
==Planetary Combat==&lt;br /&gt;
Planetside fights involve [[Planetary Base|Planetary Bases]] and the units they produce. Each base has a threat level that gradually rises as the player&#039;s facilities use power, until the base launches a wave of units to attack. Bases also will defend themselves if [[Icarus]] or facilities come too close.&lt;br /&gt;
&lt;br /&gt;
The player has several weapons at their disposal to deal with planetary threats:&lt;br /&gt;
*[[Icarus]] has a medium-range laser weapon from the start of the game. While it deals very low damage (even when upgraded), it is enough to handle small skirmishes and does not require ammo.&lt;br /&gt;
*Beyond this, Icarus&#039;s magazine has slots for 3 sets of ammo and 1 type of throwable weapon. Within the Mecha Panel menu, the player can set weapons to be automatic and/or manual. The maximum amount of different weapons that can be used at once is 3: setting 1 non-throwable weapon and the laser cannon to Auto targeting, and setting the throwable to Manual targeting. When used by Icarus, ammo behaves the same way it would when used by its respective turret.&lt;br /&gt;
*A total of 3 types of automated combat drones can be researched and manufactured: [[Prototype|Prototypes]], [[Precision Drone|Precision Drones]], and [[Attack Drone|Attack Drones]]. Prototypes are the weakest and have no outstanding characteristics, but they are a necessary stepping stone to reach Precision and Attack Drones. Precision Drones have significantly longer range and better mobility than Attack Drones, but they are less durable and deal slightly less damage. No matter which drone(s) the player chooses, they are a valuable asset for fending off the Dark Fog, boosting the player&#039;s damage output while simultaneously drawing attacks away from Icarus.&lt;br /&gt;
*Turrets deal significant damage to anything in their range, making them very useful for forming an automatic defense against the Dark Fog&#039;s assaults. The first turret to be unlocked is the [[Gauss Turret]], which is a basic but effective turret, and its ammo is very easy to manufacture. However, sufficiently advanced Planetary Bases can manufacture aerial units that Gauss Turrets are helpless against. In this case, upgrade the defensive line with [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]].&lt;br /&gt;
===Planetary Combat Tips &amp;amp; Tricks===&lt;br /&gt;
*When planning an attack on a Planetary Base, scout out how many units are patrolling it. The Dark Fog is dangerous even at level 0; their numbers are what really dictate their overall danger level. Make sure to bring along plenty of combat drones. Running in headlong alone will result in every single unit firing on Icarus at once, likely eradicating it in an instant.&lt;br /&gt;
*Besides automated units, Planetary Bases are backed up by Plasma Sentries. These deal severe damage at long range and can tear through Icarus quickly. However, since they fire in a predictable rhythm, it&#039;s possible to consistently dodge their fire. Jump right before the Plasma Sentries fire, so that they shoot when Icarus is at the peak of the jump and is about to start falling. This will make all the shots harmlessly pass over Icarus&#039;s head.&lt;br /&gt;
*Throwable weapons are the best weapon by far for destroying Planetary Bases, as they deal heavy damage in a radius. They also don&#039;t have a traditional rate of fire, and Icarus can throw them repeatedly (although throwing them long distances requires charging the throw). At close range, Icarus can repeatedly throw these weapons and deal huge damage per second, and they have a big enough blast radius to hit multiple structures and fighters at once. With a few combat drones to draw some fire away from Icarus, using throwables to tear down Planetary Bases is surprisingly straightforward.&lt;br /&gt;
**Later in the game, [[Plasma Capsule|Plasma Capsules]] and [[Antimatter Capsule|Antimatter Capsules]] can serve a similar purpose. They are also relatively simple to produce. However, they occupy a normal ammo slot and have a slow rate of fire, so using throwables as a damage source is still a good idea.&lt;br /&gt;
*It is generally not possible to win a fight against a Planetary Base with stalling tactics. The [[Space Hive]] will continually supply the base&#039;s Relay with energy, so it will always be able to produce more fighters and continue operating its sentries. However, destroying the Relay cuts off its supply of energy, making this strategy viable. Be warned that attacking and destroying a Relay will increase the Hive&#039;s threat level considerably, and a new Relay may be sent to that same Planetary Base. If planning to destroy the Relay, it&#039;s imperative to wipe out the base soon after.&lt;br /&gt;
&lt;br /&gt;
==Space Combat==&lt;br /&gt;
Space combat involves Dark Fog [[Space Hive|Space Hives]] and their space fighters. The Hive&#039;s threat level increases incredibly slowly, but will drastically increase if its established [[Relay Station|Relay Stations]] are damaged or destroyed. Once the Hive&#039;s threat level is maxed out, it sends a wave of space fighters to assault the planet Icarus is currently on.&lt;br /&gt;
&lt;br /&gt;
Icarus is woefully outgunned when it comes to handling space threats. Weapons that can fight back against space threats are few and far between compared to planetary ones, but they are necessary nonetheless:&lt;br /&gt;
*Missile Turrets and [[Plasma Turret|Plasma Turrets]] can use the Space targeting option, allowing them to shoot at the Dark Fog&#039;s space units if they come too close to the planet. They can also attack and destroy Relays that are approaching the planet, which does &#039;&#039;not&#039;&#039; increase the Hive&#039;s threat level.&lt;br /&gt;
*[[Corvette|Corvettes]] and [[Destroyer|Destroyers]] are automated combat drones that follow Icarus into space and engage in fights. Corvettes are weaker overall compared to Destroyers, but they can be deployed in greater numbers and are easier to produce. Both types of fighters can help defend the planet from space threats, automatically spreading into orbits around the planet when Dark Fog fighters get close. Additionally, they can be set to attack and destroy Relay Stations.&lt;br /&gt;
===Space Combat Tips &amp;amp; Tricks===&lt;br /&gt;
*Distances in space are so vast that any weapon with a blast radius is effectively single-target. Don&#039;t expect explosives to clear out hordes of fighters at once like they can in planetary combat.&lt;br /&gt;
*Like with Planetary Bases, numbers are the name of the game. A well-established Hive can have upwards of 1500+ units patrolling, with hundreds more in reserve. However, Icarus itself generally cannot contribute to space fights in any meaningful way. The Dark Fog&#039;s space fighters are significantly stronger than their ground units, and they can destroy Icarus with ease. Getting close enough to shoot at the Hive is also almost certain death, and Icarus&#039;s damage is so insignificant compared to the Hive&#039;s durability that it won&#039;t even leave a scratch. When attacking a Hive, bring along as many Corvettes and Destroyers as possible, as they are the only viable source of damage and also help Icarus stay alive by distracting the Dark Fog.&lt;br /&gt;
**When approaching the Hive to initiate a fight, don&#039;t aggro all its fighters at once. Instead, skirt past one side, just close enough to get the fighters&#039; attention. In this way, only about half of the fighters will become aggressive at once.&lt;br /&gt;
*To truly destroy a Hive, it &#039;&#039;and&#039;&#039; its Relay Stations must be completely wiped out. If either one is left alive, the Dark Fog can rebuild. A Hive&#039;s true extermination is confirmed once its threat level no longer appears in the top left of the screen.&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Combat&amp;diff=19743</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Combat&amp;diff=19743"/>
		<updated>2024-06-03T02:11:00Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: /* Planetary Combat Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The [[Dark Fog]] is the main antagonist of Dyson Sphere Program, and it continually tries to expand throughout star systems. The player must engage in &#039;&#039;&#039;combat&#039;&#039;&#039; against it to prevent it from growing out of control, or to prevent it from interfering with operations.&lt;br /&gt;
&lt;br /&gt;
Combat falls into two different categories: &#039;&#039;&#039;planetary&#039;&#039;&#039; and &#039;&#039;&#039;space&#039;&#039;&#039; combat.&lt;br /&gt;
==Planetary Combat==&lt;br /&gt;
Planetside fights involve [[Planetary Base|Planetary Bases]] and the units they produce. Each base has a threat level that gradually rises as the player&#039;s facilities use power, until the base launches a wave of units to attack. Bases also will defend themselves if [[Icarus]] or facilities come too close.&lt;br /&gt;
&lt;br /&gt;
The player has several weapons at their disposal to deal with planetary threats:&lt;br /&gt;
*[[Icarus]] has a medium-range laser weapon from the start of the game. While it deals very low damage (even when upgraded), it is enough to handle small skirmishes and does not require ammo.&lt;br /&gt;
*Beyond this, Icarus&#039;s magazine has slots for 3 sets of ammo and 1 type of throwable weapon. Within the Mecha Panel menu, the player can set weapons to be automatic and/or manual. The maximum amount of different weapons that can be used at once is 3: setting 1 non-throwable weapon and the laser cannon to Auto targeting, and setting the throwable to Manual targeting. When used by Icarus, ammo behaves the same way it would when used by its respective turret.&lt;br /&gt;
*A total of 3 types of automated combat drones can be researched and manufactured: [[Prototype|Prototypes]], [[Precision Drone|Precision Drones]], and [[Attack Drone|Attack Drones]]. Prototypes are the weakest and have no outstanding characteristics, but they are a necessary stepping stone to reach Precision and Attack Drones. Precision Drones have significantly longer range and better mobility than Attack Drones, but they are less durable and deal slightly less damage. No matter which drone(s) the player chooses, they are a valuable asset for fending off the Dark Fog, boosting the player&#039;s damage output while simultaneously drawing attacks away from Icarus.&lt;br /&gt;
*Turrets deal significant damage to anything in their range, making them very useful for forming an automatic defense against the Dark Fog&#039;s assaults. The first turret to be unlocked is the [[Gauss Turret]], which is a basic but effective turret, and its ammo is very easy to manufacture. However, sufficiently advanced Planetary Bases can manufacture aerial units that Gauss Turrets are helpless against. In this case, upgrade the defensive line with [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]].&lt;br /&gt;
===Planetary Combat Tips &amp;amp; Tricks===&lt;br /&gt;
*When planning an attack on a Planetary Base, scout out how many units are patrolling it. The Dark Fog is dangerous even at level 0; their numbers are what really dictate their overall danger level. Make sure to bring along plenty of combat drones. Running in headlong alone will result in every single unit firing on Icarus at once, likely eradicating it in an instant.&lt;br /&gt;
*Besides automated units, Planetary Bases are backed up by Plasma Sentries. These deal severe damage at long range and can tear through Icarus quickly. However, since they fire in a predictable rhythm, it&#039;s possible to consistently dodge their fire. Jump right before the Plasma Sentries fire, so that they shoot when Icarus is at the peak of the jump and is about to start falling. This will make all the shots harmlessly pass over Icarus&#039;s head.&lt;br /&gt;
*Throwable weapons are the best weapon by far for destroying Planetary Bases, as they deal heavy damage in a radius. They also don&#039;t have a traditional rate of fire, and Icarus can throw them repeatedly (although throwing them long distances requires charging the throw). At close range, Icarus can repeatedly throw these weapons and deal huge damage per second, and they have a big enough blast radius to hit multiple structures and fighters at once. With a few combat drones to draw some fire away from Icarus, using throwables to tear down Planetary Bases is surprisingly straightforward.&lt;br /&gt;
*It is generally not possible to win a fight against a Planetary Base with stalling tactics. The [[Space Hive]] will continually supply the base&#039;s Relay with energy, so it will always be able to produce more fighters and continue operating its sentries. However, destroying the Relay cuts off its supply of energy, making this strategy viable. Be warned that attacking and destroying a Relay will increase the Hive&#039;s threat level considerably, and a new Relay may be sent to that same Planetary Base. If planning to destroy the Relay, it&#039;s imperative to wipe out the base soon after.&lt;br /&gt;
&lt;br /&gt;
==Space Combat==&lt;br /&gt;
Space combat involves Dark Fog [[Space Hive|Space Hives]] and their space fighters. The Hive&#039;s threat level increases incredibly slowly, but will drastically increase if its established [[Relay Station|Relay Stations]] are damaged or destroyed. Once the Hive&#039;s threat level is maxed out, it sends a wave of space fighters to assault the planet Icarus is currently on.&lt;br /&gt;
&lt;br /&gt;
Icarus is woefully outgunned when it comes to handling space threats. Weapons that can fight back against space threats are few and far between compared to planetary ones, but they are necessary nonetheless:&lt;br /&gt;
*Missile Turrets and [[Plasma Turret|Plasma Turrets]] can use the Space targeting option, allowing them to shoot at the Dark Fog&#039;s space units if they come too close to the planet. They can also attack and destroy Relays that are approaching the planet, which does &#039;&#039;not&#039;&#039; increase the Hive&#039;s threat level.&lt;br /&gt;
*[[Corvette|Corvettes]] and [[Destroyer|Destroyers]] are automated combat drones that follow Icarus into space and engage in fights. Corvettes are weaker overall compared to Destroyers, but they can be deployed in greater numbers and are easier to produce. Both types of fighters can help defend the planet from space threats, automatically spreading into orbits around the planet when Dark Fog fighters get close. Additionally, they can be set to attack and destroy Relay Stations.&lt;br /&gt;
===Space Combat Tips &amp;amp; Tricks===&lt;br /&gt;
*Distances in space are so vast that any weapon with a blast radius is effectively single-target. Don&#039;t expect explosives to clear out hordes of fighters at once like they can in planetary combat.&lt;br /&gt;
*Like with Planetary Bases, numbers are the name of the game. A well-established Hive can have upwards of 1500+ units patrolling, with hundreds more in reserve. However, Icarus itself generally cannot contribute to space fights in any meaningful way. The Dark Fog&#039;s space fighters are significantly stronger than their ground units, and they can destroy Icarus with ease. Getting close enough to shoot at the Hive is also almost certain death, and Icarus&#039;s damage is so insignificant compared to the Hive&#039;s durability that it won&#039;t even leave a scratch. When attacking a Hive, bring along as many Corvettes and Destroyers as possible, as they are the only viable source of damage and also help Icarus stay alive by distracting the Dark Fog.&lt;br /&gt;
**When approaching the Hive to initiate a fight, don&#039;t aggro all its fighters at once. Instead, skirt past one side, just close enough to get the fighters&#039; attention. In this way, only about half of the fighters will become aggressive at once.&lt;br /&gt;
*To truly destroy a Hive, it &#039;&#039;and&#039;&#039; its Relay Stations must be completely wiped out. If either one is left alive, the Dark Fog can rebuild. A Hive&#039;s true extermination is confirmed once its threat level no longer appears in the top left of the screen.&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=SR_Plasma_Turret&amp;diff=19741</id>
		<title>SR Plasma Turret</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=SR_Plasma_Turret&amp;diff=19741"/>
		<updated>2024-06-01T23:06:56Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The &#039;&#039;&#039;SR Plasma Turret&#039;&#039;&#039; is a long-range defense turret, and the ground-based counterpart to the [[Plasma Turret]]. It attacks fairly slowly and uses a large amount of energy, but its shots travel at extreme speeds and deal large amounts of damage in an area, allowing them to effortlessly punch holes in swarms of [[Dark Fog]] units. &lt;br /&gt;
&lt;br /&gt;
SR Plasma Turrets use [[Plasma Capsule|Plasma Capsules]] and [[Antimatter Capsule|Antimatter Capsules]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{#invoke:GameData|recipesMakingDirect|{{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
==Used In==&lt;br /&gt;
{{#invoke:GameData|recipesUsingDirect|{{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
Since SR Plasma Turrets deal extreme damage per shot, they can quickly level up [[Dark Fog Farming|Dark Fog farms]]. [[Planetary Base|Planetary Bases]] gain experience based on the damage dealt to their units, including overkill damage, so [[Gauss Turret|Gauss Turrets]] and [[Laser Turret|Laser Turrets]] will not level up a base as quickly as SR Plasma Turrets (since Gauss and Laser Turrets deal almost the exact amount of damage required to kill targets, without overkill).&lt;br /&gt;
&lt;br /&gt;
{{Item Navbox}}&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Turret]]&lt;br /&gt;
[[Category:Game Data]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=19740</id>
		<title>Dark Fog Farming</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=19740"/>
		<updated>2024-06-01T23:01:05Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: /* Weapons and Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dark Fog]] is the main enemy in Dyson Sphere Program, but it can prove useful to the player. By &#039;&#039;&#039;farming&#039;&#039;&#039; the Dark Fog, it will level up and drop progressively rarer and more valuable items, some of which are used for otherwise-unobtainable [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
To effectively farm the Dark Fog, the player must meet several requirements:&lt;br /&gt;
&lt;br /&gt;
* The farm must have weapons that automatically destroy Dark Fog units without harming the [[Planetary Base|Planetary Bases]] producing them or the [[Relay Station|Relay Stations]] powering them. &lt;br /&gt;
* If the player is not farming the maximum number of Planetary Bases at once, they must prevent the Dark Fog [[Space Hive]] from establishing new bases, whose units might destroy the confines of the farm.&lt;br /&gt;
* The Dark Fog should always be in overdrive mode to maximize production of units and therefore maximize the farm&#039;s output.&lt;br /&gt;
* The farm must have a system to automatically collect, organize, and store the Dark Fog&#039;s drops.&lt;br /&gt;
&lt;br /&gt;
The simplest of these requirements to meet are the last two. [[Signal Tower|Signal Towers]] will put the Dark Fog into permanent overdrive, and they also draw its attention away from key buildings. They are durable enough to shrug off incidental damage as well. [[Battlefield Analysis Base|Battlefield Analysis Bases]] automatically collect all dropped items in a large radius, and the player can construct item management and storage best suited for their own needs. &lt;br /&gt;
&lt;br /&gt;
== Cluster Generation ==&lt;br /&gt;
Before the game even begins, the player can adjust the Dark Fog&#039;s settings along with the cluster&#039;s settings. Some settings worth adjusting are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Initial Level&#039;&#039;&#039; - Farming revolves around having the Dark Fog reach high levels to drop valuable items, so setting their Initial Level to 10 allows them to begin dropping useful items immediately. While this does make its units 100% stronger, the farm will primarily focus on destroying Raiders, which are very weak to begin with. &lt;br /&gt;
* &#039;&#039;&#039;Combat XP Factor&#039;&#039;&#039; - This dictates how quickly the Dark Fog levels up when fighting the player. At the default 100%, the Dark Fog levels up fairly slowly, so increasing this factor saves a lot of time. It can go up to a maximum of 1000%, which may seem daunting, but the Dark Fog&#039;s stats increase &#039;&#039;linearly&#039;&#039; by 10% per level. By the time they reach level 24 to drop the best items, each level makes very little difference.&lt;br /&gt;
* &#039;&#039;&#039;Power Threat Factor&#039;&#039;&#039; - This determines how quickly Planetary Bases launch attacks on the player&#039;s facilities. Once the Dark Fog is corralled into a farm, it can never launch a successful assault, since it requires a certain number of units available at once. By farming with Signal Towers, all units will be deployed and destroyed as quickly as they are produced. This makes both Power Threat Factor and Combat Threat Factor irrelevant to farming, but reducing Power Threat Factor to the minimum 1% largely prevents the Dark Fog from interfering with gameplay outside of the farm.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
Like any other facility, a Dark Fog farm requires a lot of energy to stay running. However, the penalty for not meeting a farm&#039;s energy demands is far more severe; while a normal facility would just slow down or stop, a Dark Fog farm may wind up completely overrun and destroyed. Luckily, the Dark Fog itself provides a solution to this problem. By destroying Planetary Bases, holes are left behind that can have [[Geothermal Power Station|Geothermal Power Stations]] placed on them. These provide large amounts of power and have 100% uptime in all conditions, as long as they stay safe from the Dark Fog. Before setting up the farm, allow the Dark Fog to send several Relays to the planet and wipe out each Planetary Base as fast it&#039;s built. This will provide a solid power foundation to build the farm upon, and if more power is required at a later point, simply allow more Relays to land.&lt;br /&gt;
&lt;br /&gt;
Additionally, turrets use a lot of power, but only in very short bursts. Having a bank of [[Accumulator|Accumulators]] allows power to build up whenever the turrets are not firing and helps prevent overdraw. An energy balancer using [[Energy Exchanger|Energy Exchangers]] can provide enormous amounts of emergency power as well.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Placement ==&lt;br /&gt;
The next important choice to make is what weapon(s) to use to destroy the Dark Fog&#039;s units. Any type of turret can be used in a Dark Fog farm, but if the turrets are placed very close to the Planetary Base (which will likely be the case when farming several Planetary Bases on one planet), the explosive damage from [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]] is liable to damage the bases and their camps. This costs the bases matter and energy that could have gone towards new units. If the farm is positioned very close to a Planetary Base, only use [[Gauss Turret|Gauss Turrets]] or [[Laser Turret|Laser Turrets]]. Outside of this situation, the choice of turret makes little difference. &lt;br /&gt;
&lt;br /&gt;
Some pointers on notable turrets to consider:&lt;br /&gt;
&lt;br /&gt;
* Gauss Turrets are very cheap to produce, use little power, and can deal even more damage than Laser Turrets when supplied with [[Superalloy Ammo Box|Superalloy Ammunition]]. They are also unlocked the earliest, allowing for simple farms even at the start of the game.&lt;br /&gt;
* Laser Turrets use large amounts of energy but require no ammunition whatsoever to run, significantly cutting down on micromanagement.&lt;br /&gt;
* Implosion Cannons shoot projectiles that travel to the target instantly and deal significant damage in a large blast radius, making them great at dealing with bigger swarms of units. The Dark Fog can also drop [[Explosive Unit|Explosive Units]] and [[Crystal Explosive Unit|Crystal Explosive Units]], making it much easier to produce [[High-Explosive Shell Set|High-Explosive]] and [[Crystal Shell Set|Crystal Shell Sets]]. &lt;br /&gt;
* [[SR Plasma Turret|SR Plasma Turrets]] deal also deal significant area damage, but they require far too much energy to make them worthwhile over Implosion Cannons or Laser Turrets. They also shoot significantly slower. However, the Dark Fog gains experience based on the damage dealt to its units, and this includes overkill damage. Because SR Plasma Turrets deal enormous damage per shot (particularly with [[Antimatter Capsule|Antimatter Capsules]], they can power-level the Dark Fog and then be phased out in favor of more efficient farming weapons.&lt;br /&gt;
* [[Jammer Tower|Jammer Towers]] can greatly hinder the damage dealt by Dark Fog units, which can help protect turrets and buildings. However, Signal Towers are very durable and completely draw the Dark Fog&#039;s attention, so Jammer Towers may be unnecessary.&lt;br /&gt;
* Missile Turrets can farm Dark Fog units and also drive off space invasions and unwanted Relay Stations. However, when using Signal Towers to aggro the Dark Fog, Missile Turrets can attack within the Signal Towers&#039; range and are liable to attack the base itself. &lt;br /&gt;
&lt;br /&gt;
Regardless of which turret is used, the placement strategy is the same. Once the Planetary Base is constructed, the Dark Fog will attempt to construct up to 3 each of Raider Camps and Plasma Sentries. These are placed in alternating order around the base, so two given Raider Camps are always separated by 120 degrees, with a spot for a Plasma Sentry between them. While the Raider Camps are the source of the Dark Fog units to farm, Plasma Sentries deal very high damage at a good range, enough to seriously damage or potentially destroy Signal Towers. As such, place turrets so that the Planetary Base is at the very edge of their range, with the Plasma Sentries inside their range but with the Raider Camps outside it. Pay attention to the Guideways constructed at the Planetary Base; Plasma Sentries are built on the short ones, while Raider Camps are built on the longer ones.&lt;br /&gt;
&lt;br /&gt;
== Handling Items ==&lt;br /&gt;
Once the player has formed a perimeter of turrets around the Planetary Base, the next step is to handle the item drops. Battlefield Analysis Bases have a lot of storage, but it is not infinite, and slots can be taken up surprisingly quickly if farming a lot of different items. Within the Battlefield Base&#039;s inventory is a menu to set the items that the Dark Fog is allowed to drop, so deselect all items that are irrelevant so they do not take up space. Each Battlefield Base also only has nine ports, so keep this in mind when selecting how many types of items should drop. Finally, add some external storage for each desired item. [[Logistics Distributor|Logistics Distributors]] are a cheap and effective way to sort and gather Dark Fog drops from multiple Battlefield Bases on a planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to handle more than 9 items at a time from a single Battlefield Base by having an output [[Sorters|Sorter]] with no filter (so it outputs all items indiscriminately). Have it feed a single long [[Conveyor Belts|Conveyor Belt]] that feeds back into the Battlefield Base, and place other Sorters along the conveyor that have filters to pick up items as they pass and put them into storage or send them elsewhere. This does take up quite a bit more space, but is worthwhile when farming a lot of items at once.&lt;br /&gt;
&lt;br /&gt;
== Controlling the Dark Fog ==&lt;br /&gt;
While it is relatively straightforward to corral a Planetary Base, the Dark Fog will still continuously try to expand throughout the system and establish new Planetary Bases. A single Hive can only deploy a certain number of Relay Stations to a single planet (the specific maximum is currently unknown but appears to be around 7-9). If the player wishes to farm fewer Planetary Bases at once, they must have a way to prevent any new Planetary Bases from being built. Destroying the Hive itself may seem enticing, as this cuts off new Relays at the source. All established Planetary Bases will be too busy using their resources on new units to send any back to reconstruct the Hive, so it will effectively be out of commission permanently. However, the Hive is still a major source of energy for Planetary Bases. Without a Hive supplying them with energy, Planetary Bases will barely be able to produce any units, as the energy required to operate three Raider Camps in overdrive mode is much greater than the amount that the Relay can naturally generate.&lt;br /&gt;
&lt;br /&gt;
Since destroying the Hive is not a viable option, the only way to prevent new bases from being constructed is to drive off Relays that attempt to reach the planet, as the farm will inevitably reach a point where the micromanagement of destroying new bases is undesirable. There are several ways to drive off Relay Stations that are arriving at a planet, with varying requirements:&lt;br /&gt;
&lt;br /&gt;
* [[Planetary Shield Generator|Planetary Shield Generators]] prevent Relays from reaching their shielded areas, and with enough of them the entire planet can be permanently protected from any new Relays. However, they use enormous amounts of power even when idle, a whopping 12 MW per Shield Generator. Bring along several [[Artificial Star|Artificial Stars]] and a good supply of [[Antimatter Fuel Rod|Antimatter Fuel Rods]] when creating a planetary shield.&lt;br /&gt;
* [[Missile Turret|Missile Turrets]] and [[Plasma Turret|Plasma Turrets]] can attack Space targets, allowing them to destroy Relays before they reach the planet. Relays destroyed this way will also not increase the Hive&#039;s threat level. Plasma Turrets also have even longer range than Missile Turrets, and [[Plasma Capsule|Plasma Capsules]] and [[Antimatter Capsule|Antimatter Capsules]] are very simple to produce.&lt;br /&gt;
* Covering the entire planet with structures will leave nowhere for a Relay to establish a base, although this is generally impractical.&lt;br /&gt;
&lt;br /&gt;
To truly eliminate micromanagement, these anti-Relay measures must be put in place on &#039;&#039;every&#039;&#039; planet in the system, as the Dark Fog will attempt to settle on each of them. While star systems with only a single planet are few and far between, they are the simplest systems to farm in the late game. It may be beneficial to purposefully allow [[Seed|Seeds]] to establish Hives in these systems. &lt;br /&gt;
&lt;br /&gt;
The only remaining thing that will require micromanagement no matter what is the production of Seeds. The Hive will inevitably produce these, as farming allows the Dark Fog to continuously harvest matter and energy. To prevent the Dark Fog from spreading to new systems, the player must eliminate Seeds whenever they appear. Alternatively, the player can try to &amp;quot;prune&amp;quot; the Hive by attacking it and partially destroying its fleets and/or structures, forcing it to use its resources on reconstruction instead of Seeds. Luckily, in both cases the player will not need to check up on the system very often. Seeds travel extremely slowly through space and are completely vulnerable, so destroying them is simple as long as the player takes notice, and the Hive takes a long time to get back to the point where it may produce Seeds if it is partially destroyed.&lt;br /&gt;
&lt;br /&gt;
== Player Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* It may be worth setting up a Dark Fog farm even in the early and mid-game, so that it can level up and progress at the same time as the player to always drop relevant items. The beauty of Dark Fog farming is that the player is always free to alter the Dark Fog&#039;s drops to best suit their current needs, and in many cases they can skip building production facilities for complicated high-demand items like [[Super-Magnetic Ring|Super-Magnetic Rings]] and [[Explosive Unit|Explosive Units]].&lt;br /&gt;
* When planning to use the Dark Fog&#039;s drops to supply manufacturing facilities, pay attention to the drop rates of each item. Not all items will be required in equal ratios, and the drop rates of items can vary wildly; for instance, [[Titanium Alloy]] drops 1.50% of the time, but [[Deuteron Fuel Rod|Deuteron Fuel Rods]] drop only 0.30% of the time, making them 5 times rarer. Some items also drop in different quantities at a time. For instance, [[Iron Ingot|Iron Ingots]] and [[Copper Ingot|Copper Ingots]] have the same drop rate, but Copper Ingots drop in 20% greater amounts at a time.&lt;br /&gt;
** Organic items like [[Graphene]] and [[Carbon Nanotube|Carbon Nanotubes]] also have varying drop rates based on the type of planet the farm is located on, and will never drop at all on specific planet types.&lt;br /&gt;
* At Lv.15+, the Dark Fog can drop all components required for producing [[Corvette|Corvettes]], which are required in large quantities to bring down Dark Fog [[Space Hive|Space Hives]]. &lt;br /&gt;
* At Lv.21+, a Dark Fog farm can drop every component required to produce all types of [[Science Matrix|Science Matrices]], allowing the player to produce [[Universe Matrix|Universe Matrices]] with almost no production infrastructure. This becomes even more convenient thanks to the [[Self-evolution Lab|Self-evolution Labs]] that become available at Lv.18+. Science Matrices require a total of 11 different components, however, greater than the 9 ports of a Battlefield Base, but the player can still set up conveyor loops to farm more than 9 items at once. Some of the materials can also be easily supplied in other ways:&lt;br /&gt;
** For [[Electromagnetic Matrix|Electromagnetic Matrices]]: [[Magnetic Coil|Magnetic Coils]] and [[Circuit Board|Circuit Boards]] are very simple and fast to produce, requiring only raw [[Copper Ore]] and [[Iron Ore]].&lt;br /&gt;
** For [[Energy Matrix|Energy Matrices]]: [[Hydrogen]] will likely be available in effectively unlimited quantities by the late game, and [[Energetic Graphite]] is simple to process from raw [[Coal]].&lt;br /&gt;
** For [[Structure Matrix|Structure Matrices]]: [[Diamond|Diamonds]] are only one step of complexity above Energetic Graphite, so they can both be produced at once easily. Alternatively, [[Kimberlite Ore]] produces more Diamonds than Coal while also requiring less space and energy. [[Titanium Crystal|Titanium Crystals]] are easy to produce if the player has access to veins of raw [[Organic Crystal|Organic Crystals]]. &lt;br /&gt;
** For [[Information Matrix|Information Matrices]]: [[Processor|Processors]] are simple to produce and required in great numbers throughout the whole game, so the player will likely already have large-scale production set up. If not, they only require Copper Ore, Iron Ore, and [[Silicon Ore]]. [[Plastic]] can also be obtained from the Dark Fog, greatly simplifying production of [[Particle Broadband]]. &lt;br /&gt;
** For [[Gravity Matrix|Gravity Matrices]]: [[Graviton Lens|Graviton Lenses]] and [[Quantum Chip|Quantum Chips]] have decently low drop rates, but [[Strange Matter]] and [[Plane Filter|Plane Filters]] can drop as well at higher rates. Once these are accounted for, Graviton Lenses and Quantum Chips only require Diamonds and Processors, which are easy to make.&lt;br /&gt;
** For [[Universe Matrix|Universe Matrices]]: A decent-sized [[Dyson Sphere|Dyson swarm or sphere]] can produce enough [[Critical Photon|Critical Photons]] to satisfy the [[Antimatter]] requirement. This is especially useful since Antimatter does not stack well in storage. However, keep in mind that Antimatter is also required for valuable [[Antimatter Fuel Rod|Antimatter Fuel Rods]] and [[Antimatter Capsule|Antimatter Capsules]].&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Space_Hive&amp;diff=19604</id>
		<title>Space Hive</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Space_Hive&amp;diff=19604"/>
		<updated>2024-04-12T17:26:56Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Space Hive closeup.png|thumb|495x495px|Dark Fog Space Hive orbiting a black hole. ]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Dark Fog &#039;&#039;&#039;Space Hive&#039;&#039;&#039; is the center of the Dark Fog&#039;s operations within a star system. It gathers energy from the system&#039;s star and distributes the energy to [[Relay Station|Relay Stations]], which in turn provide it to their corresponding [[Planetary Base|Planetary Bases]]. In exchange, the Relay Stations send matter back to the Hive, which it uses to build structures and vessels that may serve defensive or manufacturing purposes.  &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The Hive and its Relays have a mutual relationship, in which each of them assists the other with resources. They also cover for each other in the event that the other is destroyed: the Hive can manufacture new Relays to deploy, and established Relays can send matter to reconstruct a destroyed Hive. In order to truly wipe the Dark Fog from a system, the player must deal with both the Hive and its Relays.&lt;br /&gt;
&lt;br /&gt;
Normally, the Hive&#039;s threat level does not increase at all. However, if [[Icarus]] goes on the offensive and attacks a Planetary Base, the Hive&#039;s threat level will increase by a small amount. Additionally, attacking an established Relay will dramatically increase the Hive&#039;s threat level. Once the Hive launches an assault, it sends space units to attack the planet that Icarus was on when the assault began. &lt;br /&gt;
&lt;br /&gt;
Once a Hive has grown large and accumulated enough matter and energy, it can produce a [[Seed]], which flies to another star system to establish a new Hive. Seeds travel fairly slowly and are completely defenseless, so the real danger of Seeds comes from failing to notice them. Once the Seed takes root, the new Hive is still weak and easily destroyed, but it is much harder to spot on the star map and can quickly grow while flying under the radar. Alternatively, if the Seed arrives in a system that has a destroyed Hive that has not yet been rebuilt for some reason, the Seed will rebuild that Hive instead of starting a new one.&lt;br /&gt;
&lt;br /&gt;
== Combat Capabilities ==&lt;br /&gt;
The Space Hive can manufacture two types of space fighters: Humpbacks and Lancers. Humpbacks are the first units to be produced early in the Hive&#039;s growth. They patrol around the Hive and will attack assailants, but they will not leave the Hive to launch an assault or to pursue retreating attackers. Lancers are mass-produced once a certain amount of Humpbacks are active, and they form the majority of the Dark Fog&#039;s space force. At maximum, a single Hive may have a defensive perimeter of Lancers, up to 12 additional fleets of Lancers, and a fleet of Humpbacks protecting its core.&lt;br /&gt;
&lt;br /&gt;
Space Hives are far from defenseless even without fighters, however. A sufficiently developed Hive has many High-Energy Plasma Sentries installed periodically on its structural frames. These deal enormous amounts of damage, especially when several of them fire on one target. Even if Icarus is heavily upgraded with late-game [[Technologies]], these sentries can shred through it quickly if it gets close.&lt;br /&gt;
&lt;br /&gt;
=== Composition ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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=== Structures and Units ===&lt;br /&gt;
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=== Player Tips &amp;amp; Tricks ===&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Missile_Set&amp;diff=19583</id>
		<title>Missile Set</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Missile_Set&amp;diff=19583"/>
		<updated>2024-04-06T20:57:43Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The target identification system on the head can adjust its attack trajectory in real time during flight to hit targets. A Missile Set contains 24 missiles.&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Missile Turret&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Missile Set&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=2 s&lt;br /&gt;
    |In1=Copper Ingot&lt;br /&gt;
    |In1Qty=6&lt;br /&gt;
    |In2=Circuit Board&lt;br /&gt;
    |In2Qty=3&lt;br /&gt;
    |In3=Combustible Unit&lt;br /&gt;
    |In3Qty=2&lt;br /&gt;
    |In4=Engine&lt;br /&gt;
    |In4Qty=1&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
==Used In==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Supersonic Missile Set&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Supersonic Missile Set&lt;br /&gt;
    |Out1Qty=2&lt;br /&gt;
    |CraftTime=4 s&lt;br /&gt;
    |In1=Missile Set&lt;br /&gt;
    |In1Qty=2&lt;br /&gt;
    |In2=Processor&lt;br /&gt;
    |In2Qty=4&lt;br /&gt;
    |In3=Explosive Unit&lt;br /&gt;
    |In3Qty=2&lt;br /&gt;
    |In4=Thruster&lt;br /&gt;
    |In4Qty=2&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
*Missile Sets have a complicated crafting process, but use only three raw materials ([[Copper Ore]], [[Iron Ore]], and [[Coal]]). This allows the player to begin mass-producing Missile Sets relatively early in the game.&lt;br /&gt;
**On higher difficulties, establishing Missile Set production early on is a necessity. The explosive damage from [[Missile Turret|Missile Turrets]] is a huge upgrade over [[Gauss Turret|Gauss Turrets]], especially since the [[Dark Fog]] may send dozens or even hundreds of units at a time during an assault.&lt;br /&gt;
{{Item Navbox}}&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Icarus&amp;diff=19568</id>
		<title>Icarus</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Icarus&amp;diff=19568"/>
		<updated>2024-04-03T04:37:03Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Icarus.jpg|thumb|Icarus standing on the surface of a Mediterranean planet.]]&lt;br /&gt;
&#039;&#039;&#039;Icarus&#039;&#039;&#039;, also called &#039;&#039;&#039;The Mecha&#039;&#039;&#039; or just &#039;&#039;&#039;Mecha&#039;&#039;&#039;, is the silent protagonist and player character of Dyson Sphere Program. The player can upgrade Icarus&#039;s abilities, giving it enhanced stats such as faster movement speed, the ability to fly, and eventually the ability to travel enormous distances between planets and stars.&lt;br /&gt;
&lt;br /&gt;
Icarus requires power to function, which it generates using its onboard Mecha Core. This can consume any fuel source (combustible, nuclear, etc.) and generates power at 100% efficiency, although the rate at which it generates power is very slow without upgrades. [[Wireless Power Tower|Wireless Power Towers]] and [[Signal Tower|Signal Towers]] can also rapidly charge Icarus&#039;s battery if it stands close by.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Movement&#039;&#039;&#039; - The most basic ability, allowing Icarus to walk around. Upgrading Icarus&#039;s movement allows it to walk faster, achieve low-altitude flight, and ultimately fly through space.&lt;br /&gt;
** The &#039;&#039;&#039;Warp Drive&#039;&#039;&#039; allows Icarus to use [[Space Warper|Space Warpers]] and enormous amounts of power to travel at incredible speeds through space, which is essentially required to travel to other star systems.&lt;br /&gt;
* &#039;&#039;&#039;Gathering&#039;&#039;&#039; - Icarus can manually gather resources from a planet, albeit very slowly.&lt;br /&gt;
* &#039;&#039;&#039;Replicator&#039;&#039;&#039; - Icarus can use the items in its inventory to produce items and buildings, at the same speed as the corresponding production facilities. However, some recipes cannot be produced by hand. Burning [[Energy Shard|Energy Shards]] as fuel (obtained from the [[Dark Fog]]) also temporarily increases Icarus&#039;s hand-crafting speed.&lt;br /&gt;
* &#039;&#039;&#039;Research&#039;&#039;&#039; - When researching new [[Technologies]], Icarus can consume items in its inventory to progress the research. This can be toggled on and off.&lt;br /&gt;
* &#039;&#039;&#039;Construction drones&#039;&#039;&#039; - Icarus itself does not construct buildings and facilities, instead deploying a fleet of construction drones. They can be upgraded to increase the number of construction drones and the speed at which they work.&lt;br /&gt;
* &#039;&#039;&#039;Weaponry&#039;&#039;&#039; - Icarus is equipped with a medium-range laser weapon from the start of the game and has multiple slots for different types of ammunition. They can be set to be used automatically or manually.&lt;br /&gt;
* &#039;&#039;&#039;Ground and space squadrons&#039;&#039;&#039; - Eventually, the Dark Fog will become too much for Icarus&#039;s onboard weapons to handle. However, Icarus has a hangar for combat drones, which automatically are deployed when enemies are nearby and fight independently. Each individual fleet can be toggled on and off, and pressing 9 will put fighters into Command Mode, which causes them to focus on whatever target Icarus is manually attacking.&lt;br /&gt;
&lt;br /&gt;
==Power consumption==&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#0b161c&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Ability&lt;br /&gt;
! Power consumtion rate&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Moving (Walking and Hovering)&lt;br /&gt;
| 100 kW per m/s&lt;br /&gt;
| Total power consumption ranges between 600 kW .. 1.6 MW depending on the level of [[Mechanical Frame (Upgrade)|Mechanical Frame]] upgrade.&lt;br /&gt;
&lt;br /&gt;
Hovering also activates Thruster required for staying in the air.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Replicator&lt;br /&gt;
| 240 kW&lt;br /&gt;
| Consumption is the same regardless of replication speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Manual research&lt;br /&gt;
| 360 kW&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Gathering&lt;br /&gt;
| 640 kW&lt;br /&gt;
| Consumption is the same both for veins and vegetation/rocks. Gathering from [[Gas Giant]]s does not consume power.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Drones&lt;br /&gt;
| 60kW per m/s&lt;br /&gt;
| Drones are powered remotely and spend energy during the flight.&lt;br /&gt;
&lt;br /&gt;
Consumption is 360 kW / drone baseline and 1.08 MW / drone for [[Drone Engine (Upgrade)|Drone Engine]] level 5.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Thruster&lt;br /&gt;
| Hovering&lt;br /&gt;
| ~1.2 MW&lt;br /&gt;
| When moving by Hovering, also consumes energy according to the current Moving speed&lt;br /&gt;
|-&lt;br /&gt;
| Flying&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Accelerating when Sailing in Space&lt;br /&gt;
| up to 91.3 MW&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Warp Drive&lt;br /&gt;
| Activating&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Traveling&lt;br /&gt;
| 3.2 MW per AU/s&lt;br /&gt;
| = 80 W per m/s = 192MW per ly/s (far less energy per metre per second than Walking).&lt;br /&gt;
&lt;br /&gt;
38.4 MW for the basic warp speed, increased by 9.6 MW per each additional level of the [[Drive Engine (Upgrade)|Drive Engine]] upgrade.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{DSP Navbox}}&lt;br /&gt;
[[Category:Dyson Sphere Program]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Antimatter_Capsule&amp;diff=19564</id>
		<title>Antimatter Capsule</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Antimatter_Capsule&amp;diff=19564"/>
		<updated>2024-04-03T04:15:03Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The &#039;&#039;&#039;Antimatter Capsule&#039;&#039;&#039; is the true ultimate weapon in Dyson Sphere Program. It is a huge upgrade from the preceding [[Plasma Capsule]] and deals colossal damage in an enormous blast radius. Even the most powerful forces the [[Dark Fog]] can muster will be completely erased in an instant. Each capsule provides a total of 10 shots.&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=No&lt;br /&gt;
|Technology=Antimatter Capsule&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Antimatter Capsule&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=2 s&lt;br /&gt;
    |In1=Plasma Capsule&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Particle Container&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
    |In3=Hydrogen&lt;br /&gt;
    |In3Qty=10&lt;br /&gt;
    |In4=Antimatter&lt;br /&gt;
    |In4Qty=10&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
* Antimatter Capsules are shockingly simple to produce despite their incredible power. They can be made using only [[Fire Ice]], [[Unipolar Magnet|Unipolar Magnets]], [[Hydrogen]], [[Antimatter]], [[Copper Ore]], and [[Iron Ore]] as raw materials. If Unipolar Magnets are unavailable, making [[Particle Container|Particle Containers]] using the normal method does not require any other types of raw materials. &lt;br /&gt;
** Keep in mind that each Antimatter Capsule requires 10 units of Antimatter. A decently-sized [[Solar Sail|Dyson swarm]] or [[Dyson Sphere|Dyson sphere]] with a large array of [[Ray Receiver|Ray Receivers]] will be necessary to produce a good supply of Antimatter, although large quantities of Antimatter are already required for other late-game necessities like [[Universe Matrix|Universe Matrices]] and [[Antimatter Fuel Rod|Antimatter Fuel Rods]]. &lt;br /&gt;
* Since Antimatter Capsules fall into the Energy Capsule category of ammunition, they can be used to attack any target: [[SR Plasma Turret|SR Plasma Turrets]] can attack Ground and Air targets, and [[Plasma Turret|Plasma Turrets]] can attack Upper Air and Space targets. Even a single Plasma Turret can destroy a [[Relay Station]] with just a few shots. &lt;br /&gt;
** [[Icarus]] can also use Antimatter Capsules as ammo to decimate ground targets and [[Planetary Base|Planetary Bases]], but a large fleet of ground fighters is still a good idea to draw fire away from Icarus. However, Dark Fog [[Space Hive]] structures are strong enough to shrug off a number of hits from Antimatter Capsules, as each individual structure may boast tens of thousands of health. Getting close enough to the Hive to shoot at it is usually extremely dangerous, anyways. Distances in space are also so large that Antimatter Capsules will not be able to hit multiple space fighters at once, but they can still deal good damage to individual units.&lt;br /&gt;
&lt;br /&gt;
* Using [[Proliferator]] on the Antimatter Capsule allows each capsule to provide extra shots but will not cause turrets to use more power, creating extra ammo out of effectively nothing.&lt;br /&gt;
{{Item Navbox}}&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Relay_Station&amp;diff=19560</id>
		<title>Relay Station</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Relay_Station&amp;diff=19560"/>
		<updated>2024-04-03T04:09:53Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[File:Relay Stationed.png|thumb|right|link=|431px|Stationary Relay]]&lt;br /&gt;
The &#039;&#039;&#039;Relay Station&#039;&#039;&#039; is a [[Dark Fog]] structure built and deployed by the [[Space Hive]]. When deployed, the Relay Station arrives at a planet in the Hive&#039;s system and constructs a [[Core Driller]], after which it constructs a [[Planetary Base]]. The Relay Station sends matter from the Planetary Base to the Hive, and in turn it receives energy from the Hive to supply the Planetary Base. Since they are the foundation of the Dark Fog&#039;s growth, attacking planetside Relay Stations is essentially a declaration of war on the system&#039;s Hives, rapidly increasing their threat level.   &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Relay Stations hovering above a planet are considered Upper Air targets. By default, any turrets that can attack Upper Air targets have this setting disabled, so that it is a conscious and active choice to attack Relays.&lt;br /&gt;
&lt;br /&gt;
The Space Hive requires 10800 matter to construct a Relay. It takes 10 minutes to construct a Relay and an additional 5 minutes to charge it with energy. Once a Relay is constructed and charged, it will attempt to occupy a planet in the system, preferring to land on a planet with a lower player presence. An active [[Planetary Shield Generator|Planetary Shield]] will repel any Relay Station that attempts to land on a shielded area, and the Relay will return to the Hive.&lt;br /&gt;
&lt;br /&gt;
Once a stationed Relay has accumulated at least 10900 matter, it sends a vessel with 6000 matter to the Hive.&lt;br /&gt;
&lt;br /&gt;
After the Relay&#039;s Planetary Base is destroyed, the Core Driller can be filled with [[Foundation]] and [[Soil Pile|Soil Piles]], or a [[Geothermal Power Station|Geothermal Power Plant]]. In either case, the Relay will leave and return to the Hive.&lt;br /&gt;
&lt;br /&gt;
It is possible to attack and destroy a Relay Station as it leaves the planet or before it lands on a planet. This does &#039;&#039;not&#039;&#039; cause the Hive&#039;s threat level to increase.&lt;br /&gt;
&lt;br /&gt;
The symbiotic relationship between Relays and Hives extends to their destruction as well. If the Hive is destroyed, its active Relays in the system will send back matter to quickly reconstruct its core (any Relays that were not already deployed will also attempt to settle on planets). If any Relays are destroyed, the Hive will construct new ones to deploy. To truly wipe out the Dark Fog in a system, it is necessary to destroy both the Hive and all of its Relays (although destroying the associated Planetary Bases is &#039;&#039;not&#039;&#039; required).[[File:Relay Stations docked .png|thumb|right|link=|416px|Relay Stations docked in the Space Hives Core.]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=19554</id>
		<title>Dark Fog Farming</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=19554"/>
		<updated>2024-03-31T04:10:33Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dark Fog]] is the main enemy in Dyson Sphere Program, but it can prove useful to the player. By &#039;&#039;&#039;farming&#039;&#039;&#039; the Dark Fog, it will level up and drop progressively rarer and more valuable items, some of which are used for otherwise-unobtainable [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
To effectively farm the Dark Fog, the player must meet several requirements:&lt;br /&gt;
&lt;br /&gt;
* The farm must have weapons that automatically destroy Dark Fog units without harming the [[Planetary Base|Planetary Bases]] producing them or the [[Relay Station|Relay Stations]] powering them. &lt;br /&gt;
* If the player is not farming the maximum number of Planetary Bases at once, they must prevent the Dark Fog [[Space Hive]] from establishing new bases, whose units might destroy the confines of the farm.&lt;br /&gt;
* The Dark Fog should always be in overdrive mode to maximize production of units and therefore maximize the farm&#039;s output.&lt;br /&gt;
* The farm must have a system to automatically collect, organize, and store the Dark Fog&#039;s drops.&lt;br /&gt;
&lt;br /&gt;
The simplest of these requirements to meet are the last two. [[Signal Tower|Signal Towers]] will put the Dark Fog into permanent overdrive, and they also draw its attention away from key buildings. They are durable enough to shrug off incidental damage as well. [[Battlefield Analysis Base|Battlefield Analysis Bases]] automatically collect all dropped items in a large radius, and the player can construct item management and storage best suited for their own needs. &lt;br /&gt;
&lt;br /&gt;
== Cluster Generation ==&lt;br /&gt;
Before the game even begins, the player can adjust the Dark Fog&#039;s settings along with the cluster&#039;s settings. Some settings worth adjusting are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Initial Level&#039;&#039;&#039; - Farming revolves around having the Dark Fog reach high levels to drop valuable items, so setting their Initial Level to 10 allows them to begin dropping useful items immediately. While this does make its units 100% stronger, the farm will primarily focus on destroying Raiders, which are very weak to begin with. &lt;br /&gt;
* &#039;&#039;&#039;Combat XP Factor&#039;&#039;&#039; - This dictates how quickly the Dark Fog levels up when fighting the player. At the default 100%, the Dark Fog levels up fairly slowly, so increasing this factor saves a lot of time. It can go up to a maximum of 1000%, which may seem daunting, but the Dark Fog&#039;s stats increase &#039;&#039;linearly&#039;&#039; by 10% per level. By the time they reach level 24 to drop the best items, each level makes very little difference.&lt;br /&gt;
* &#039;&#039;&#039;Power Threat Factor&#039;&#039;&#039; - This determines how quickly Planetary Bases launch attacks on the player&#039;s facilities. Once the Dark Fog is corralled into a farm, it can never launch a successful assault, since it requires a certain number of units available at once. By farming with Signal Towers, all units will be deployed and destroyed as quickly as they are produced. This makes both Power Threat Factor and Combat Threat Factor irrelevant to farming, but reducing Power Threat Factor to the minimum 1% largely prevents the Dark Fog from interfering with gameplay outside of the farm.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
Like any other facility, a Dark Fog farm requires a lot of energy to stay running. However, the penalty for not meeting a farm&#039;s energy demands is far more severe; while a normal facility would just slow down or stop, a Dark Fog farm may wind up completely overrun and destroyed. Luckily, the Dark Fog itself provides a solution to this problem. By destroying Planetary Bases, holes are left behind that can have [[Geothermal Power Station|Geothermal Power Stations]] placed on them. These provide large amounts of power and have 100% uptime in all conditions, as long as they stay safe from the Dark Fog. Before setting up the farm, allow the Dark Fog to send several Relays to the planet and wipe out each Planetary Base as fast it&#039;s built. This will provide a solid power foundation to build the farm upon, and if more power is required at a later point, simply allow more Relays to land.&lt;br /&gt;
&lt;br /&gt;
Additionally, turrets use a lot of power, but only in very short bursts. Having a bank of [[Accumulator|Accumulators]] allows power to build up whenever the turrets are not firing and helps prevent overdraw. An energy balancer using [[Energy Exchanger|Energy Exchangers]] can provide enormous amounts of emergency power as well.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Placement ==&lt;br /&gt;
The next important choice to make is what weapon(s) to use to destroy the Dark Fog&#039;s units. Any type of turret can be used in a Dark Fog farm, but if the turrets are placed very close to the Planetary Base (which will likely be the case when farming several Planetary Bases on one planet), the explosive damage from [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]] is liable to damage the bases and their camps. This costs the bases matter and energy that could have gone towards new units. If the farm is positioned very close to a Planetary Base, only use [[Gauss Turret|Gauss Turrets]] or [[Laser Turret|Laser Turrets]]. Outside of this situation, the choice of turret makes little difference. &lt;br /&gt;
&lt;br /&gt;
Some pointers on notable turrets to consider:&lt;br /&gt;
&lt;br /&gt;
* Gauss Turrets are very cheap to produce, use little power, and can deal even more damage than Laser Turrets when supplied with [[Superalloy Ammo Box|Superalloy Ammunition]]. They are also unlocked the earliest, allowing for simple farms even at the start of the game.&lt;br /&gt;
* Laser Turrets use large amounts of energy but require no ammunition whatsoever to run, significantly cutting down on micromanagement.&lt;br /&gt;
* Implosion Cannons shoot projectiles that travel to the target instantly and deal significant damage in a large blast radius, making them great at dealing with bigger swarms of units. The Dark Fog can also drop [[Explosive Unit|Explosive Units]] and [[Crystal Explosive Unit|Crystal Explosive Units]], making it much easier to produce [[High-Explosive Shell Set|High-Explosive]] and [[Crystal Shell Set|Crystal Shell Sets]]. &lt;br /&gt;
** Although [[SR Plasma Turret|SR Plasma Turrets]] also deal significant area damage, they require far too much energy to make them worthwhile over Implosion Cannons or Laser Turrets. They also shoot significantly slower.&lt;br /&gt;
* [[Jammer Tower|Jammer Towers]] can greatly hinder the damage dealt by Dark Fog units, which can help protect turrets and buildings. However, Signal Towers are very durable and completely draw the Dark Fog&#039;s attention, so Jammer Towers may be unnecessary.&lt;br /&gt;
* Missile Turrets can farm Dark Fog units and also drive off space invasions and unwanted Relay Stations. However, when using Signal Towers to aggro the Dark Fog, Missile Turrets can attack within the Signal Towers&#039; range and are liable to attack the base itself. &lt;br /&gt;
&lt;br /&gt;
Regardless of which turret is used, the placement strategy is the same. Once the Planetary Base is constructed, the Dark Fog will attempt to construct up to 3 each of Raider Camps and Plasma Sentries. These are placed in alternating order around the base, so two given Raider Camps are always separated by 120 degrees, with a spot for a Plasma Sentry between them. While the Raider Camps are the source of the Dark Fog units to farm, Plasma Sentries deal very high damage at a good range, enough to seriously damage or potentially destroy Signal Towers. As such, place turrets so that the Planetary Base is at the very edge of their range, with the Plasma Sentries inside their range but with the Raider Camps outside it. Pay attention to the Guideways constructed at the Planetary Base; Plasma Sentries are built on the short ones, while Raider Camps are built on the longer ones.&lt;br /&gt;
&lt;br /&gt;
== Handling Items ==&lt;br /&gt;
Once the player has formed a perimeter of turrets around the Planetary Base, the next step is to handle the item drops. Battlefield Analysis Bases have a lot of storage, but it is not infinite, and slots can be taken up surprisingly quickly if farming a lot of different items. Within the Battlefield Base&#039;s inventory is a menu to set the items that the Dark Fog is allowed to drop, so deselect all items that are irrelevant so they do not take up space. Each Battlefield Base also only has nine ports, so keep this in mind when selecting how many types of items should drop. Finally, add some external storage for each desired item. [[Logistics Distributor|Logistics Distributors]] are a cheap and effective way to sort and gather Dark Fog drops from multiple Battlefield Bases on a planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to handle more than 9 items at a time from a single Battlefield Base by having an output [[Sorters|Sorter]] with no filter (so it outputs all items indiscriminately). Have it feed a single long [[Conveyor Belts|Conveyor Belt]] that feeds back into the Battlefield Base, and place other Sorters along the conveyor that have filters to pick up items as they pass and put them into storage or send them elsewhere. This does take up quite a bit more space, but is worthwhile when farming a lot of items at once.&lt;br /&gt;
&lt;br /&gt;
== Controlling the Dark Fog ==&lt;br /&gt;
While it is relatively straightforward to corral a Planetary Base, the Dark Fog will still continuously try to expand throughout the system and establish new Planetary Bases. A single Hive can only deploy a certain number of Relay Stations to a single planet (the specific maximum is currently unknown but appears to be around 7-9). If the player wishes to farm fewer Planetary Bases at once, they must have a way to prevent any new Planetary Bases from being built. Destroying the Hive itself may seem enticing, as this cuts off new Relays at the source. All established Planetary Bases will be too busy using their resources on new units to send any back to reconstruct the Hive, so it will effectively be out of commission permanently. However, the Hive is still a major source of energy for Planetary Bases. Without a Hive supplying them with energy, Planetary Bases will barely be able to produce any units, as the energy required to operate three Raider Camps in overdrive mode is much greater than the amount that the Relay can naturally generate.&lt;br /&gt;
&lt;br /&gt;
Since destroying the Hive is not a viable option, the only way to prevent new bases from being constructed is to drive off Relays that attempt to reach the planet, as the farm will inevitably reach a point where the micromanagement of destroying new bases is undesirable. There are several ways to drive off Relay Stations that are arriving at a planet, with varying requirements:&lt;br /&gt;
&lt;br /&gt;
* [[Planetary Shield Generator|Planetary Shield Generators]] prevent Relays from reaching their shielded areas, and with enough of them the entire planet can be permanently protected from any new Relays. However, they use enormous amounts of power even when idle, a whopping 12 MW per Shield Generator. Bring along several [[Artificial Star|Artificial Stars]] and a good supply of [[Antimatter Fuel Rod|Antimatter Fuel Rods]] when creating a planetary shield.&lt;br /&gt;
* [[Missile Turret|Missile Turrets]] and [[Plasma Turret|Plasma Turrets]] can attack Space targets, allowing them to destroy Relays before they reach the planet. Relays destroyed this way will also not increase the Hive&#039;s threat level. Plasma Turrets also have even longer range than Missile Turrets, and [[Plasma Capsule|Plasma Capsules]] and [[Antimatter Capsule|Antimatter Capsules]] are very simple to produce.&lt;br /&gt;
* Covering the entire planet with structures will leave nowhere for a Relay to establish a base, although this is generally impractical.&lt;br /&gt;
&lt;br /&gt;
To truly eliminate micromanagement, these anti-Relay measures must be put in place on &#039;&#039;every&#039;&#039; planet in the system, as the Dark Fog will attempt to settle on each of them. While star systems with only a single planet are few and far between, they are the simplest systems to farm in the late game. It may be beneficial to purposefully allow [[Seed|Seeds]] to establish Hives in these systems. &lt;br /&gt;
&lt;br /&gt;
The only remaining thing that will require micromanagement no matter what is the production of Seeds. The Hive will inevitably produce these, as farming allows the Dark Fog to continuously harvest matter and energy. To prevent the Dark Fog from spreading to new systems, the player must eliminate Seeds whenever they appear. Alternatively, the player can try to &amp;quot;prune&amp;quot; the Hive by attacking it and partially destroying its fleets and/or structures, forcing it to use its resources on reconstruction instead of Seeds. Luckily, in both cases the player will not need to check up on the system very often. Seeds travel extremely slowly through space and are completely vulnerable, so destroying them is simple as long as the player takes notice, and the Hive takes a long time to get back to the point where it may produce Seeds if it is partially destroyed.&lt;br /&gt;
&lt;br /&gt;
== Player Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* It may be worth setting up a Dark Fog farm even in the early and mid-game, so that it can level up and progress at the same time as the player to always drop relevant items. The beauty of Dark Fog farming is that the player is always free to alter the Dark Fog&#039;s drops to best suit their current needs, and in many cases they can skip building production facilities for complicated high-demand items like [[Super-Magnetic Ring|Super-Magnetic Rings]] and [[Explosive Unit|Explosive Units]].&lt;br /&gt;
* When planning to use the Dark Fog&#039;s drops to supply manufacturing facilities, pay attention to the drop rates of each item. Not all items will be required in equal ratios, and the drop rates of items can vary wildly; for instance, [[Titanium Alloy]] drops 1.50% of the time, but [[Deuteron Fuel Rod|Deuteron Fuel Rods]] drop only 0.30% of the time, making them 5 times rarer. Some items also drop in different quantities at a time. For instance, [[Iron Ingot|Iron Ingots]] and [[Copper Ingot|Copper Ingots]] have the same drop rate, but Copper Ingots drop in 20% greater amounts at a time.&lt;br /&gt;
** Organic items like [[Graphene]] and [[Carbon Nanotube|Carbon Nanotubes]] also have varying drop rates based on the type of planet the farm is located on, and will never drop at all on specific planet types.&lt;br /&gt;
* At Lv.15+, the Dark Fog can drop all components required for producing [[Corvette|Corvettes]], which are required in large quantities to bring down Dark Fog [[Space Hive|Space Hives]]. &lt;br /&gt;
* At Lv.21+, a Dark Fog farm can drop every component required to produce all types of [[Science Matrix|Science Matrices]], allowing the player to produce [[Universe Matrix|Universe Matrices]] with almost no production infrastructure. This becomes even more convenient thanks to the [[Self-evolution Lab|Self-evolution Labs]] that become available at Lv.18+. Science Matrices require a total of 11 different components, however, greater than the 9 ports of a Battlefield Base, but the player can still set up conveyor loops to farm more than 9 items at once. Some of the materials can also be easily supplied in other ways:&lt;br /&gt;
** For [[Electromagnetic Matrix|Electromagnetic Matrices]]: [[Magnetic Coil|Magnetic Coils]] and [[Circuit Board|Circuit Boards]] are very simple and fast to produce, requiring only raw [[Copper Ore]] and [[Iron Ore]].&lt;br /&gt;
** For [[Energy Matrix|Energy Matrices]]: [[Hydrogen]] will likely be available in effectively unlimited quantities by the late game, and [[Energetic Graphite]] is simple to process from raw [[Coal]].&lt;br /&gt;
** For [[Structure Matrix|Structure Matrices]]: [[Diamond|Diamonds]] are only one step of complexity above Energetic Graphite, so they can both be produced at once easily. Alternatively, [[Kimberlite Ore]] produces more Diamonds than Coal while also requiring less space and energy. [[Titanium Crystal|Titanium Crystals]] are easy to produce if the player has access to veins of raw [[Organic Crystal|Organic Crystals]]. &lt;br /&gt;
** For [[Information Matrix|Information Matrices]]: [[Processor|Processors]] are simple to produce and required in great numbers throughout the whole game, so the player will likely already have large-scale production set up. If not, they only require Copper Ore, Iron Ore, and [[Silicon Ore]]. [[Plastic]] can also be obtained from the Dark Fog, greatly simplifying production of [[Particle Broadband]]. &lt;br /&gt;
** For [[Gravity Matrix|Gravity Matrices]]: [[Graviton Lens|Graviton Lenses]] and [[Quantum Chip|Quantum Chips]] have decently low drop rates, but [[Strange Matter]] and [[Plane Filter|Plane Filters]] can drop as well at higher rates. Once these are accounted for, Graviton Lenses and Quantum Chips only require Diamonds and Processors, which are easy to make.&lt;br /&gt;
** For [[Universe Matrix|Universe Matrices]]: A decent-sized [[Dyson Sphere|Dyson swarm or sphere]] can produce enough [[Critical Photon|Critical Photons]] to satisfy the [[Antimatter]] requirement. This is especially useful since Antimatter does not stack well in storage. However, keep in mind that Antimatter is also required for valuable [[Antimatter Fuel Rod|Antimatter Fuel Rods]] and [[Antimatter Capsule|Antimatter Capsules]].&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Strange_Annihilation_Fuel_Rod&amp;diff=19543</id>
		<title>Strange Annihilation Fuel Rod</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Strange_Annihilation_Fuel_Rod&amp;diff=19543"/>
		<updated>2024-03-28T00:43:32Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The &#039;&#039;&#039;Strange Annihilation Fuel Rod&#039;&#039;&#039; is a hidden new [[Energy Sources|fuel]] in Dyson Sphere Program, and the ultimate fuel with the greatest amount of energy. It is the final secret technology to be unlocked, requiring [[Core Element|Core Elements]] from level 24+ [[Dark Fog]] units. Like the preceding [[Antimatter Fuel Rod|Antimatter Fuel Rods]], Strange Annihilation Fuel Rods can be burned in [[Icarus|Icarus&#039;s]] fuel chamber or in an [[Artificial Star]].  &lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=No&lt;br /&gt;
|Technology=High-Density Controlling Annihilation&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Strange Annihilation Fuel Rod&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=32 s&lt;br /&gt;
    |In1=Antimatter Fuel Rod&lt;br /&gt;
    |In1Qty=8&lt;br /&gt;
    |In2=Core Element&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
    |In3=Strange Matter&lt;br /&gt;
    |In3Qty=2&lt;br /&gt;
    |In4=Frame Material&lt;br /&gt;
    |In4Qty=1&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
* [[Dark Fog Farming|Farming]] the Dark Fog can provide more than just the Core Elements. The Antimatter Fuel Rods, [[Strange Matter]], and components of [[Frame Material]] can also all be farmed. A simple set of two assemblers (one making Frame Material and one making Annihilation Rods) can produce Annihilation Rods slowly but surely, without requiring any other inputs.&lt;br /&gt;
* In addition to releasing energy over twice as fast as Antimatter Fuel Rods, Strange Annihilation Rods contain 10 times as much energy as Antimatter Rods, while only requiring 8 Antimatter Rods to produce. This gives a net energy bonus equivalent to 2 Antimatter Rods.&lt;br /&gt;
{{Item Navbox}}&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Splitter&amp;diff=19542</id>
		<title>Splitter</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Splitter&amp;diff=19542"/>
		<updated>2024-03-27T16:13:00Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
&#039;&#039;&#039;Splitters&#039;&#039;&#039; are special buildings that can split, filter, merge, and/or prioritize [[Conveyor Belts|conveyor belts]].&lt;br /&gt;
&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Improved Logistics System&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Splitter&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=2 s&lt;br /&gt;
    |In1=Iron Ingot&lt;br /&gt;
    |In1Qty=3&lt;br /&gt;
    |In2=Gear&lt;br /&gt;
    |In2Qty=2&lt;br /&gt;
    |In3=Circuit Board&lt;br /&gt;
    |In3Qty=1&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
[[File:Splitters.png|thumb|right|Various styles of splitters.]]&lt;br /&gt;
* Using the Tab key lets the Player chose between 3 different splitter variants. &lt;br /&gt;
* To filter or sort items with a Splitter, click the small dots in its menu. Only one filter for input and output can be set at a time.&lt;br /&gt;
* Splitters can be stacked on top of each other, up to the limit set by the current level of the [[Vertical Construction (Upgrade)|Vertical Construction]] upgrade.&lt;br /&gt;
* A single [[Storage Mk.I]] can be built on top of the Splitter, allowing its contents to be distributed and received with the Splitter. However, this cannot stack output cargo.&lt;br /&gt;
** It is also possible to place a [[Logistics Distributor]] on top of the splitter-storage, turning it effectively into a miniature [[Planetary Logistics Station]] of sorts. &lt;br /&gt;
** The storage does not show up on the Splitter&#039;s priority and filter settings menu, so it cannot be a primary output. It also is not possible to filter which items from input belts will go into the storage.&lt;br /&gt;
** The storage may fill up quickly if the Splitter&#039;s outputs (if any) can&#039;t distribute items as quickly as they arrive on its inputs.&lt;br /&gt;
** Likewise, the storage will empty as quickly as possible on all output belts. Even if the Splitter has one output set as the priority, the storage&#039;s contents will be output on &#039;&#039;all&#039;&#039; the Splitter&#039;s output belts. &lt;br /&gt;
** Neither the Splitter nor the storage requires any power.&lt;br /&gt;
*Splitters can be used to efficiently feed byproduct items back into processes and prevent them from clogging up. For instance, producing [[Casimir Crystal|Casimir Crystals]] requires both [[Graphene]] and [[Hydrogen]], both of which are obtainable by processing [[Fire Ice]]. However, they require much more Hydrogen than just the byproduct from Graphene production, so an external supply is necessary. By setting the external supply and the byproduct Hydrogen belts as inputs, then prioritizing the byproduct belt, the byproduct Hydrogen will always be used up before the main supply, preventing it from backing up. &lt;br /&gt;
*Similarly, Splitters allow for an efficient [[Fractionator]] setup, with the same principle applying. Put the supply of Hydrogen as an input of a Splitter, create a large output loop containing all the Fractionators, then have the loop feed back in as an input. By setting the looped input as the priority, Hydrogen currently in the loop is prioritized, and the supply&#039;s Hydrogen will only fill gaps on the belt. To maximize the amount of Hydrogen on the belt at once, use [[Automatic Piler|Automatic Pilers]] at the end of the loop to stack the remaining Hydrogen (as stack height is reduced when Hydrogen is converted to [[Deuterium]]) and to stack the input Hydrogen. &lt;br /&gt;
{{Item Navbox}}&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Logistics]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Combat&amp;diff=19538</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Combat&amp;diff=19538"/>
		<updated>2024-03-26T21:12:21Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: Created page with &amp;quot; ==Summary== The Dark Fog is the main antagonist of Dyson Sphere Program, and it continually tries to expand throughout star systems. The player must engage in &amp;#039;&amp;#039;&amp;#039;combat&amp;#039;&amp;#039;&amp;#039; against it to prevent it from growing out of control, or to prevent it from interfering with operations.  Combat falls into two different categories: &amp;#039;&amp;#039;&amp;#039;planetary&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;space&amp;#039;&amp;#039;&amp;#039; combat. ==Planetary Combat== Planetside fights involve Planetary Bases and the units they produce...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The [[Dark Fog]] is the main antagonist of Dyson Sphere Program, and it continually tries to expand throughout star systems. The player must engage in &#039;&#039;&#039;combat&#039;&#039;&#039; against it to prevent it from growing out of control, or to prevent it from interfering with operations.&lt;br /&gt;
&lt;br /&gt;
Combat falls into two different categories: &#039;&#039;&#039;planetary&#039;&#039;&#039; and &#039;&#039;&#039;space&#039;&#039;&#039; combat.&lt;br /&gt;
==Planetary Combat==&lt;br /&gt;
Planetside fights involve [[Planetary Base|Planetary Bases]] and the units they produce. Each base has a threat level that gradually rises as the player&#039;s facilities use power, until the base launches a wave of units to attack. Bases also will defend themselves if [[Icarus]] or facilities come too close.&lt;br /&gt;
&lt;br /&gt;
The player has several weapons at their disposal to deal with planetary threats:&lt;br /&gt;
*[[Icarus]] has a medium-range laser weapon from the start of the game. While it deals very low damage (even when upgraded), it is enough to handle small skirmishes and does not require ammo.&lt;br /&gt;
*Beyond this, Icarus&#039;s magazine has slots for 3 sets of ammo and 1 type of throwable weapon. Within the Mecha Panel menu, the player can set weapons to be automatic and/or manual. The maximum amount of different weapons that can be used at once is 3: setting 1 non-throwable weapon and the laser cannon to Auto targeting, and setting the throwable to Manual targeting. When used by Icarus, ammo behaves the same way it would when used by its respective turret.&lt;br /&gt;
*A total of 3 types of automated combat drones can be researched and manufactured: [[Prototype|Prototypes]], [[Precision Drone|Precision Drones]], and [[Attack Drone|Attack Drones]]. Prototypes are the weakest and have no outstanding characteristics, but they are a necessary stepping stone to reach Precision and Attack Drones. Precision Drones have significantly longer range and better mobility than Attack Drones, but they are less durable and deal slightly less damage. No matter which drone(s) the player chooses, they are a valuable asset for fending off the Dark Fog, boosting the player&#039;s damage output while simultaneously drawing attacks away from Icarus.&lt;br /&gt;
*Turrets deal significant damage to anything in their range, making them very useful for forming an automatic defense against the Dark Fog&#039;s assaults. The first turret to be unlocked is the [[Gauss Turret]], which is a basic but effective turret, and its ammo is very easy to manufacture. However, sufficiently advanced Planetary Bases can manufacture aerial units that Gauss Turrets are helpless against. In this case, upgrade the defensive line with [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]].&lt;br /&gt;
===Planetary Combat Tips &amp;amp; Tricks===&lt;br /&gt;
*When planning an attack on a Planetary Base, scout out how many units are patrolling it. The Dark Fog is dangerous even at level 0; their numbers are what really dictate their overall danger level. Make sure to bring along plenty of combat drones. Running in headlong alone will result in every single unit firing on Icarus at once, likely eradicating it in an instant.&lt;br /&gt;
*Besides automated units, Planetary Bases are backed up by Plasma Sentries. These deal severe damage at long range and can tear through Icarus quickly. However, since they fire in a predictable rhythm, it&#039;s possible to consistently dodge their fire. Jump right before the Plasma Sentries fire, so that they shoot when Icarus is at the peak of the jump and is about to start falling. This will make all the shots harmlessly pass over Icarus&#039;s head.&lt;br /&gt;
*Throwable weapons are the best weapon by far for destroying Planetary Bases, as they deal heavy damage in a radius. They also don&#039;t have a traditional rate of fire; instead, Icarus can throw another one as soon as the first has exploded. At close range, Icarus can repeatedly throw these weapons and deal huge damage per second. With a few combat drones to draw some fire away from Icarus, tearing down Planetary Bases is surprisingly straightforward.&lt;br /&gt;
*It is generally not possible to win a fight against a Planetary Base with stalling tactics. The [[Space Hive]] will continually supply the base&#039;s Relay with energy, so it will always be able to produce more fighters and continue operating its sentries. However, destroying the Relay cuts off its supply of energy, making this strategy viable, although the Hive&#039;s threat level will increase considerably.&lt;br /&gt;
==Space Combat==&lt;br /&gt;
Space combat involves Dark Fog [[Space Hive|Space Hives]] and their space fighters. The Hive&#039;s threat level increases incredibly slowly, but will drastically increase if its established [[Relay Station|Relay Stations]] are damaged or destroyed. Once the Hive&#039;s threat level is maxed out, it sends a wave of space fighters to assault the planet Icarus is currently on.&lt;br /&gt;
&lt;br /&gt;
Icarus is woefully outgunned when it comes to handling space threats. Weapons that can fight back against space threats are few and far between compared to planetary ones, but they are necessary nonetheless:&lt;br /&gt;
*Missile Turrets and [[Plasma Turret|Plasma Turrets]] can use the Space targeting option, allowing them to shoot at the Dark Fog&#039;s space units if they come too close to the planet. They can also attack and destroy Relays that are approaching the planet, which does &#039;&#039;not&#039;&#039; increase the Hive&#039;s threat level.&lt;br /&gt;
*[[Corvette|Corvettes]] and [[Destroyer|Destroyers]] are automated combat drones that follow Icarus into space and engage in fights. Corvettes are weaker overall compared to Destroyers, but they can be deployed in greater numbers and are easier to produce. Both types of fighters can help defend the planet from space threats, automatically spreading into orbits around the planet when Dark Fog fighters get close. Additionally, they can be set to attack and destroy Relay Stations.&lt;br /&gt;
===Space Combat Tips &amp;amp; Tricks===&lt;br /&gt;
*Distances in space are so vast that any weapon with a blast radius is effectively single-target. Don&#039;t expect explosives to clear out hordes of fighters at once like they can in planetary combat.&lt;br /&gt;
*Like with Planetary Bases, numbers are the name of the game. A well-established Hive can have upwards of 1500+ units patrolling, with hundreds more in reserve. However, Icarus itself generally cannot contribute to space fights in any meaningful way. The Dark Fog&#039;s space fighters are significantly stronger than their ground units, and they can destroy Icarus with ease. Getting close enough to shoot at the Hive is also almost certain death, and Icarus&#039;s damage is so insignificant compared to the Hive&#039;s durability that it won&#039;t even leave a scratch. When attacking a Hive, bring along as many Corvettes and Destroyers as possible, as they are the only viable source of damage and also help Icarus stay alive by distracting the Dark Fog.&lt;br /&gt;
**When approaching the Hive to initiate a fight, don&#039;t aggro all its fighters at once. Instead, skirt past one side, just close enough to get the fighters&#039; attention. In this way, only about half of the fighters will become aggressive at once.&lt;br /&gt;
*To truly destroy a Hive, it &#039;&#039;and&#039;&#039; its Relay Stations must be completely wiped out. If either one is left alive, the Dark Fog can rebuild. A Hive&#039;s true extermination is confirmed once its threat level no longer appears in the top left of the screen.&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=19534</id>
		<title>Dark Fog Farming</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=19534"/>
		<updated>2024-03-26T19:54:39Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dark Fog]] is the main enemy in Dyson Sphere Program, but it can prove useful to the player. By &#039;&#039;&#039;farming&#039;&#039;&#039; the Dark Fog, it will level up and drop progressively rarer and more valuable items, some of which are used for otherwise-unobtainable [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
To effectively farm the Dark Fog, the player must construct facilities that automatically destroy Dark Fog units without harming the [[Planetary Base|Planetary Bases]] producing them or the [[Relay Station|Relay Stations]] powering them. Additionally, the Dark Fog [[Space Hive]] will try to deploy Relay Stations to construct new Planetary Bases, so the player must have a way to address these new bases to prevent the Dark Fog from breaking free of the farm. [[Signal Tower|Signal Towers]] put the Dark Fog into overdrive mode to greatly increase the number of units produced, thereby increasing the farm&#039;s output. Finally, [[Battlefield Analysis Base|Battlefield Analysis Bases]] are necessary to automatically collect the Dark Fog&#039;s drops, and a system must be put in place to organize and store the drops so that the Battlefield Bases do not overflow.&lt;br /&gt;
&lt;br /&gt;
== Cluster Generation ==&lt;br /&gt;
Before the game even begins, the player can adjust the Dark Fog&#039;s settings along with the cluster&#039;s settings. Farming revolves around having the Dark Fog reach high levels to drop valuable items, so setting their Initial Level to 10 allows them to begin dropping useful items immediately. This does increase all units&#039; stats by 100%, but Raiders are fairly weak to begin with, so a good array of turrets can still handle them. Another setting worth adjusting is the Combat XP Factor, which dictates how quickly the Dark Fog can level up. At the normal 100%, the Dark Fog levels up decently slowly, so increasing this factor will save a lot of time. It can go up to a maximum of 1000%, and while this may appear daunting at first, the Dark Fog&#039;s stats increase &#039;&#039;linearly&#039;&#039; by 10% per level. Once the Dark Fog has reached the high levels necessary to drop the best items, each level will not make that much of a difference. Finally, reduce the Power Threat Factor to the minimum 1% so that the Dark Fog does not interfere with gameplay outside of farming. Combat Threat Factor can be left alone, because Planetary Bases are unable to mount an assault without a certain number of units available. By using Signal Towers, all available units will always be deployed and destroyed as quickly as they are produced.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
Like any other facility, a Dark Fog farm requires a lot of energy to stay running. However, the penalty for not meeting a farm&#039;s energy demands is far more severe; while a normal facility would just slow down or stop, a Dark Fog farm may wind up completely overrun and destroyed. Luckily, the Dark Fog itself provides a solution to this problem. By destroying Planetary Bases, holes are left behind that can have [[Geothermal Power Station|Geothermal Power Stations]] placed on them. These provide large amounts of power and have 100% uptime in all conditions, as long as they stay safe from the Dark Fog. Before setting up the farm, allow the Dark Fog to send several Relays to the planet and wipe out each Planetary Base as fast it&#039;s built. This will provide a solid power foundation to build the farm upon, and if more power is required at a later point, simply allow more Relays to land.&lt;br /&gt;
&lt;br /&gt;
Additionally, turrets use a lot of power, but only in very short bursts. Having a bank of [[Accumulator|Accumulators]] allows power to build up whenever the turrets are not firing and helps prevent overdraw. An energy balancer using [[Energy Exchanger|Energy Exchangers]] can provide enormous amounts of emergency power as well.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Placement ==&lt;br /&gt;
The next important choice to make is what weapon(s) to use to destroy the Dark Fog&#039;s units. Any type of turret can be used in a Dark Fog farm, but if the turrets are placed very close to the Planetary Base (which will likely be the case when farming several Planetary Bases on one planet), the explosive damage from [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]] is liable to damage the bases and their camps. This costs the bases matter and energy that could have gone towards new units. If the farm is positioned very close to a Planetary Base, only use [[Gauss Turret|Gauss Turrets]] or [[Laser Turret|Laser Turrets]]. Outside of this situation, the choice of turret makes little difference. &lt;br /&gt;
&lt;br /&gt;
Some pointers on notable turrets to consider:&lt;br /&gt;
&lt;br /&gt;
* Gauss Turrets are very cheap to produce, use little power, and can deal even more damage than Laser Turrets when supplied with [[Superalloy Ammo Box|Superalloy Ammunition]].&lt;br /&gt;
* Laser Turrets use large amounts of energy but require no ammunition whatsoever to run, significantly cutting down on micromanagement.&lt;br /&gt;
* Implosion Cannons shoot projectiles that travel to the target instantly and deal significant damage in a large blast radius, making them great at dealing with bigger swarms of units. The Dark Fog can also drop [[Explosive Unit|Explosive Units]] and [[Crystal Explosive Unit|Crystal Explosive Units]], making it much easier to produce [[High-Explosive Shell Set|High-Explosive]] and [[Crystal Shell Set|Crystal Shell Sets]]. &lt;br /&gt;
** Although [[SR Plasma Turret|SR Plasma Turrets]] also deal significant area damage, they require far too much energy to make them worthwhile over Implosion Cannons or Laser Turrets. They also shoot significantly slower.&lt;br /&gt;
* [[Jammer Tower|Jammer Towers]] can greatly hinder the damage dealt by Dark Fog units, which can help protect turrets and buildings. However, Signal Towers are very durable and completely draw the Dark Fog&#039;s attention, so Jammer Towers may be unnecessary.&lt;br /&gt;
* Missile Turrets can farm Dark Fog units and also drive off space invasions and unwanted Relay Stations. However, when using Signal Towers to aggro the Dark Fog, Missile Turrets can attack within the Signal Towers&#039; range and are liable to attack the base itself. &lt;br /&gt;
&lt;br /&gt;
Regardless of which turret is used, the placement strategy is the same. Once the Planetary Base is constructed, the Dark Fog will attempt to construct up to 3 each of Raider Camps and Plasma Sentries. These are placed in alternating order around the base, so two given Raider Camps are always separated by 120 degrees, with a spot for a Plasma Sentry between them. While the Raider Camps are the source of the Dark Fog units to farm, Plasma Sentries deal very high damage at a good range, enough to seriously damage or potentially destroy Signal Towers. As such, place turrets so that the Planetary Base is at the very edge of their range, with the Plasma Sentries inside their range but with the Raider Camps outside it. Pay attention to the Guideways constructed at the Planetary Base; Plasma Sentries are built on the short ones, while Raider Camps are built on the longer ones.&lt;br /&gt;
&lt;br /&gt;
== Handling Items ==&lt;br /&gt;
Once the player has formed a perimeter of turrets around the Planetary Base, the next step is to handle the item drops. Battlefield Analysis Bases have a lot of storage, but it is not infinite, and slots can be taken up surprisingly quickly if farming a lot of different items. Within the Battlefield Base&#039;s inventory is a menu to set the items that the Dark Fog is allowed to drop, so deselect all items that are irrelevant so they do not take up space. Each Battlefield Base also only has nine ports, so keep this in mind when selecting how many types of items should drop. Finally, add some external storage for each desired item. [[Logistics Distributor|Logistics Distributors]] are a cheap and effective way to sort and gather Dark Fog drops from multiple Battlefield Bases on a planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to handle more than 9 items at a time from a single Battlefield Base by having an output [[Sorters|Sorter]] with no filter (so it outputs all items indiscriminately). Have it feed a single long [[Conveyor Belts|Conveyor Belt]] that feeds back into the Battlefield Base, and place other Sorters along the conveyor that have filters to pick up items as they pass and put them into storage or send them elsewhere. This does take up quite a bit more space, but is worthwhile when farming a lot of items at once.&lt;br /&gt;
&lt;br /&gt;
== Controlling the Dark Fog ==&lt;br /&gt;
While it is relatively straightforward to corral a Planetary Base, the Dark Fog will still continuously try to expand throughout the system and establish new Planetary Bases. A single Hive can only deploy a certain number of Relay Stations to a single planet (the specific maximum is currently unknown but appears to be around 7-9). If the player wishes to farm fewer Planetary Bases at once, they must have a way to prevent any new Planetary Bases from being built. Destroying the Hive itself may seem enticing, as this cuts off new Relays at the source. All established Planetary Bases will be too busy using their resources on new units to send any back to reconstruct the Hive, so it will effectively be out of commission permanently. However, the Hive is still a major source of energy for Planetary Bases. Without a Hive supplying them with energy, Planetary Bases will barely be able to produce any units, as the energy required to operate three Raider Camps in overdrive mode is much greater than the amount that the Relay can naturally generate.&lt;br /&gt;
&lt;br /&gt;
Since destroying the Hive is not a viable option, the only way to prevent new bases from being constructed is to drive off Relays that attempt to reach the planet, as the farm will inevitably reach a point where the micromanagement of destroying new bases is undesirable. There are several ways to drive off Relay Stations that are arriving at a planet, with varying requirements:&lt;br /&gt;
&lt;br /&gt;
* [[Planetary Shield Generator|Planetary Shield Generators]] prevent Relays from reaching their shielded areas, and with enough of them the entire planet can be permanently protected from any new Relays. However, they use enormous amounts of power even when idle, a whopping 12 MW per Shield Generator. Bring along several [[Artificial Star|Artificial Stars]] and a good supply of [[Antimatter Fuel Rod|Antimatter Fuel Rods]] when creating a planetary shield.&lt;br /&gt;
* [[Missile Turret|Missile Turrets]] and [[Plasma Turret|Plasma Turrets]] can attack Space targets, allowing them to destroy Relays before they reach the planet. Relays destroyed this way will also not increase the Hive&#039;s threat level. Plasma Turrets also have even longer range than Missile Turrets, and [[Plasma Capsule|Plasma Capsules]] and [[Antimatter Capsule|Antimatter Capsules]] are very simple to produce.&lt;br /&gt;
* Covering the entire planet with structures will leave nowhere for a Relay to establish a base, although this is generally impractical.&lt;br /&gt;
&lt;br /&gt;
To truly eliminate micromanagement, these anti-Relay measures must be put in place on &#039;&#039;every&#039;&#039; planet in the system, as the Dark Fog will attempt to settle on each of them. While star systems with only a single planet are few and far between, they are the simplest systems to farm in the late game. It may be beneficial to purposefully allow [[Seed|Seeds]] to establish Hives in these systems. &lt;br /&gt;
&lt;br /&gt;
The only remaining thing that will require micromanagement no matter what is the production of Seeds. The Hive will inevitably produce these, as farming allows the Dark Fog to continuously harvest matter and energy. To prevent the Dark Fog from spreading to new systems, the player must eliminate Seeds whenever they appear. Alternatively, the player can try to &amp;quot;prune&amp;quot; the Hive by attacking it and partially destroying its fleets and/or structures, forcing it to use its resources on reconstruction instead of Seeds. Luckily, in both cases the player will not need to check up on the system very often. Seeds travel extremely slowly through space and are completely vulnerable, so destroying them is simple as long as the player takes notice, and the Hive takes a long time to get back to the point where it may produce Seeds if it is partially destroyed.&lt;br /&gt;
&lt;br /&gt;
== Player Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* It may be worth setting up a Dark Fog farm even in the early and mid-game, so that it can level up and progress at the same time as the player to always drop relevant items. The beauty of Dark Fog farming is that the player is always free to alter the Dark Fog&#039;s drops to best suit their current needs, and in many cases they can skip building production facilities for complicated high-demand items like [[Super-Magnetic Ring|Super-Magnetic Rings]] and [[Explosive Unit|Explosive Units]].&lt;br /&gt;
* When planning to use the Dark Fog&#039;s drops to supply manufacturing facilities, pay attention to the drop rates of each item. Not all items will be required in equal ratios, and the drop rates of items can vary wildly; for instance, [[Titanium Alloy]] drops 1.50% of the time, but [[Deuteron Fuel Rod|Deuteron Fuel Rods]] drop only 0.30% of the time, making them 5 times rarer. Some items also drop in different quantities at a time. For instance, [[Iron Ingot|Iron Ingots]] and [[Copper Ingot|Copper Ingots]] have the same drop rate, but Copper Ingots drop in 20% greater amounts at a time.&lt;br /&gt;
** Organic items like [[Graphene]] and [[Carbon Nanotube|Carbon Nanotubes]] also have varying drop rates based on the type of planet the farm is located on, and will never drop at all on specific planet types.&lt;br /&gt;
* At Lv.15+, the Dark Fog can drop all components required for producing [[Corvette|Corvettes]], which are required in large quantities to bring down Dark Fog [[Space Hive|Space Hives]]. &lt;br /&gt;
* At Lv.21+, a Dark Fog farm can drop every component required to produce all types of [[Science Matrix|Science Matrices]], allowing the player to produce [[Universe Matrix|Universe Matrices]] with almost no production infrastructure. This becomes even more convenient thanks to the [[Self-evolution Lab|Self-evolution Labs]] that become available at Lv.18+. Science Matrices require a total of 11 different components, however, greater than the 9 ports of a Battlefield Base, but the player can still set up conveyor loops to farm more than 9 items at once. Some of the materials can also be easily supplied in other ways:&lt;br /&gt;
** For [[Electromagnetic Matrix|Electromagnetic Matrices]]: [[Magnetic Coil|Magnetic Coils]] and [[Circuit Board|Circuit Boards]] are very simple and fast to produce, requiring only raw [[Copper Ore]] and [[Iron Ore]].&lt;br /&gt;
** For [[Energy Matrix|Energy Matrices]]: [[Hydrogen]] will likely be available in effectively unlimited quantities by the late game, and [[Energetic Graphite]] is simple to process from raw [[Coal]].&lt;br /&gt;
** For [[Structure Matrix|Structure Matrices]]: [[Diamond|Diamonds]] are only one step of complexity above Energetic Graphite, so they can both be produced at once easily. Alternatively, [[Kimberlite Ore]] produces more Diamonds than Coal while also requiring less space and energy. [[Titanium Crystal|Titanium Crystals]] are easy to produce if the player has access to veins of raw [[Organic Crystal|Organic Crystals]]. &lt;br /&gt;
** For [[Information Matrix|Information Matrices]]: [[Processor|Processors]] are simple to produce and required in great numbers throughout the whole game, so the player will likely already have large-scale production set up. If not, they only require Copper Ore, Iron Ore, and [[Silicon Ore]]. [[Plastic]] can also be obtained from the Dark Fog, greatly simplifying production of [[Particle Broadband]]. &lt;br /&gt;
** For [[Gravity Matrix|Gravity Matrices]]: [[Graviton Lens|Graviton Lenses]] and [[Quantum Chip|Quantum Chips]] have decently low drop rates, but [[Strange Matter]] and [[Plane Filter|Plane Filters]] can drop as well at higher rates. Once these are accounted for, Graviton Lenses and Quantum Chips only require Diamonds and Processors, which are easy to make.&lt;br /&gt;
** For [[Universe Matrix|Universe Matrices]]: A decent-sized [[Dyson Sphere|Dyson swarm or sphere]] can produce enough [[Critical Photon|Critical Photons]] to satisfy the [[Antimatter]] requirement. This is especially useful since Antimatter does not stack well in storage. However, keep in mind that Antimatter is also required for valuable [[Antimatter Fuel Rod|Antimatter Fuel Rods]] and [[Antimatter Capsule|Antimatter Capsules]].&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=19530</id>
		<title>Dark Fog Farming</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=19530"/>
		<updated>2024-03-25T22:30:24Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dark Fog]] is the main enemy in Dyson Sphere Program, but it can prove useful to the player. By &#039;&#039;&#039;farming&#039;&#039;&#039; the Dark Fog, it will level up and drop progressively rarer and more valuable items, some of which are used for otherwise-unobtainable [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
To effectively farm the Dark Fog, the player must construct facilities that automatically destroy Dark Fog units without harming the [[Planetary Base|Planetary Bases]] producing them or the [[Relay Station|Relay Stations]] powering them. Additionally, the Dark Fog [[Space Hive]] will try to deploy Relay Stations to construct new Planetary Bases, so the player must have a way to address these new bases to prevent the Dark Fog from breaking free of the farm. [[Signal Tower|Signal Towers]] put the Dark Fog into overdrive mode to greatly increase the number of units produced, thereby increasing the farm&#039;s output. Finally, [[Battlefield Analysis Base|Battlefield Analysis Bases]] are necessary to automatically collect the Dark Fog&#039;s drops, and a system must be put in place to organize and store the drops so that the Battlefield Bases do not overflow.&lt;br /&gt;
&lt;br /&gt;
== Cluster Generation ==&lt;br /&gt;
Before the game even begins, the player can adjust the Dark Fog&#039;s settings along with the cluster&#039;s settings. Farming revolves around having the Dark Fog reach high levels to drop valuable items, so setting their Initial Level to 10 allows them to begin dropping useful items immediately. This does increase all units&#039; stats by 100%, but Raiders are fairly weak to begin with, so a good array of turrets can still handle them. Another setting worth adjusting is the Combat XP Factor, which dictates how quickly the Dark Fog can level up. At the normal 100%, the Dark Fog levels up decently slowly, so increasing this factor will save a lot of time. It can go up to a maximum of 1000%, and while this may appear daunting at first, the Dark Fog&#039;s stats increase &#039;&#039;linearly&#039;&#039; by 10% per level. Once the Dark Fog has reached the high levels necessary to drop the best items, each level will not make that much of a difference. Finally, reduce the Power Threat Factor to the minimum 1% so that the Dark Fog does not interfere with gameplay outside of farming. Combat Threat Factor can be left alone, because Planetary Bases are unable to mount an assault without a certain number of units available. By using Signal Towers, all available units will always be deployed and destroyed as quickly as they are produced.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
Like any other facility, a Dark Fog farm requires a lot of energy to stay running. However, the penalty for not meeting a farm&#039;s energy demands is far more severe; while a normal facility would just slow down or stop, a Dark Fog farm may wind up completely overrun and destroyed. Luckily, the Dark Fog itself provides a solution to this problem. By destroying Planetary Bases, holes are left behind that can have [[Geothermal Power Station|Geothermal Power Stations]] placed on them. These provide large amounts of power and have 100% uptime in all conditions; the only reason a Geothermal Power Station would stop generating power is that the Dark Fog managed to destroy it. Before setting up the farm, allow the Dark Fog to send several Relays to the planet, and wipe out each Planetary Base as fast as they are established. This will provide a solid power foundation to build the farm upon, and if more power is required at a later point, simply allow more Relays to land.&lt;br /&gt;
&lt;br /&gt;
Additionally, turrets use a lot of power, but only in very short bursts. Having a bank of [[Accumulator|Accumulators]] allows power to build up whenever the turrets are not firing and helps prevent overdraw.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Placement ==&lt;br /&gt;
The next important choice to make is what weapon(s) to use to destroy the Dark Fog&#039;s units. Any type of turret can be used in a Dark Fog farm, but if the turrets are placed very close to the Planetary Base (which will likely be the case when farming several Planetary Bases on one planet), the explosive damage from [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]] is liable to damage the bases and their camps, costing them matter and energy that could have gone towards new units. If the farm is positioned very close to a Planetary Base, only use [[Gauss Turret|Gauss Turrets]] or [[Laser Turret|Laser Turrets]]. Outside of this situation, the choice of turret makes little difference. &lt;br /&gt;
&lt;br /&gt;
Some pointers on notable turrets to consider:&lt;br /&gt;
&lt;br /&gt;
* Gauss Turrets are very cheap to produce, use little power, and can deal even more damage than Laser Turrets when supplied with [[Superalloy Ammo Box|Superalloy Ammunition]].&lt;br /&gt;
* Laser Turrets cost a significant amount of energy, but require no ammunition whatsoever to run, cutting down on micromanagement significantly.&lt;br /&gt;
* Implosion Cannons shoot projectiles that travel to the target instantly and deal significant damage in a large blast radius, making them great at dealing with bigger swarms of units. &lt;br /&gt;
** Although [[SR Plasma Turret|SR Plasma Turrets]] also deal significant area damage, they require far too much energy to make them worthwhile over Implosion Cannons or Laser Turrets. They also shoot significantly slower.&lt;br /&gt;
* [[Jammer Tower|Jammer Towers]] can greatly hinder the damage dealt by Dark Fog units, which can help protect turrets and buildings. However, Signal Towers are very durable and completely draw the Dark Fog&#039;s attention, so Jammer Towers may be unnecessary.&lt;br /&gt;
* Missile Turrets can farm Dark Fog units and also drive off space invasions and unwanted Relay Stations. However, when using Signal Towers to aggro the Dark Fog, Missile Turrets can attack within the Signal Towers&#039; range and are liable to attack the base itself. &lt;br /&gt;
&lt;br /&gt;
Regardless of which turret is used, the placement strategy is the same. Once the Planetary Base is constructed, the Dark Fog will attempt to construct up to 3 each of Raider Camps and Plasma Sentries. These are placed in alternating order around the base, so two given Raider Camps are always separated by 120 degrees, with a spot for a Plasma Sentry between them. While the Raider Camps are the source of the Dark Fog units to farm, Plasma Sentries deal very high damage at a good range, enough to seriously damage or potentially destroy Signal Towers. As such, place turrets so that the Planetary Base is at the very edge of their range, with the Plasma Sentries inside their range but with the Raider Camps outside it. Pay attention to the Guideways constructed at the Planetary Base; Plasma Sentries are built on the short ones, while Raider Camps are built on the longer ones.&lt;br /&gt;
&lt;br /&gt;
== Handling Items ==&lt;br /&gt;
Once the player has formed a perimeter of turrets around the Planetary Base, the next step is to handle the item drops. Battlefield Analysis Bases have a lot of storage, but it is not infinite, and slots can be taken up surprisingly quickly if farming a lot of different items. Within the Battlefield Base&#039;s inventory is a menu to set the items that the Dark Fog is allowed to drop, so deselect all items that are irrelevant so they do not take up space. Each Battlefield Base also only has nine ports, so keep this in mind when selecting how many types of items should drop. Finally, add some external storage for each desired item. [[Logistics Distributor|Logistics Distributors]] are a cheap and effective way to sort and gather Dark Fog drops from multiple Battlefield Bases on a planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to handle more than 9 items at a time from a single Battlefield Base by having an output [[Sorters|Sorter]] with no filter (so it outputs all items indiscriminately). Have it feed a single long [[Conveyor Belts|Conveyor Belt]] that feeds back into the Battlefield Base, and place other Sorters along the conveyor that have filters to pick up items as they pass and put them into storage or send them elsewhere. This does take up quite a bit more space, but is worthwhile when farming a lot of items at once.&lt;br /&gt;
&lt;br /&gt;
== Controlling the Dark Fog ==&lt;br /&gt;
While it is relatively straightforward to corral a Planetary Base, the Dark Fog will still continuously try to expand throughout the system and establish new Planetary Bases. A single Hive has a maximum of 7 Relay Stations, so if the player wishes to farm fewer than 7 Planetary Bases at once, they must have a way to prevent any new Planetary Bases from being built. Destroying the Hive itself may seem enticing, as this cuts off new Relays at the source. All established Planetary Bases will be too busy using their resources on new units to send any back to reconstruct the Hive, so it will effectively be out of commission permanently. However, the Hive is still a major source of energy for Planetary Bases. Without a Hive supplying them with energy, Planetary Bases will barely be able to produce any units, as the energy required to operate three Raider Camps in overdrive mode is much greater than the amount that the Relay can naturally generate.&lt;br /&gt;
&lt;br /&gt;
Since destroying the Hive is not a viable option, the only way to prevent new bases from being constructed is to drive off Relays that attempt to reach the planet, as the farm will inevitably reach a point where the micromanagement of destroying new bases is undesirable. There are several ways to drive off Relay Stations that are arriving at a planet, with varying requirements:&lt;br /&gt;
&lt;br /&gt;
* [[Planetary Shield Generator|Planetary Shield Generators]] prevent Relays from reaching their shielded areas, and with enough of them the entire planet can be permanently protected from any new Relays. However, they use enormous amounts of power even when idle, a whopping 12 MW per Shield Generator. Bring along several [[Artificial Star|Artificial Stars]] and a good supply of [[Antimatter Fuel Rod|Antimatter Fuel Rods]] when creating a planetary shield.&lt;br /&gt;
* [[Missile Turret|Missile Turrets]] and [[Plasma Turret|Plasma Turrets]] can attack Space targets, allowing them to destroy Relays before they reach the planet. Relays destroyed this way will also not increase the Hive&#039;s threat level. Plasma Turrets also have even longer range than Missile Turrets, and [[Plasma Capsule|Plasma Capsules]] and [[Antimatter Capsule|Antimatter Capsules]] are very simple to produce.&lt;br /&gt;
* Covering the entire planet with structures will leave nowhere for a Relay to establish a base, although this is generally impractical.&lt;br /&gt;
&lt;br /&gt;
To truly eliminate micromanagement, these anti-Relay measures must be put in place on &#039;&#039;every&#039;&#039; planet in the system, as the Dark Fog will attempt to settle on each of them. While star systems with only a single planet are few and far between, they are the simplest systems to farm in the late game. It may be beneficial to purposefully allow [[Seed|Seeds]] to establish Hives in these systems.&lt;br /&gt;
&lt;br /&gt;
The only remaining thing that will require micromanagement no matter what is the production of Seeds. The Hive will inevitably produce these, as farming allows the Dark Fog to continuously harvest matter and energy. To prevent the Dark Fog from spreading to new systems, the player must eliminate Seeds whenever they appear. Alternatively, the player can try to &amp;quot;prune&amp;quot; the Hive by attacking it and partially destroying its facilities, forcing it to use its resources on reconstruction instead of Seeds. Luckily, in both cases the player will not need to check up on the system very often. Seeds travel extremely slowly through space and are completely vulnerable, so destroying them is simple as long as the player takes notice, and the Hive takes a long time to get back to the point where it may produce Seeds if it is partially destroyed.&lt;br /&gt;
&lt;br /&gt;
== Player Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* It may be worth setting up a Dark Fog farm even in the early and mid-game, so that it can level up and progress at the same time as the player to always drop relevant items. The beauty of Dark Fog farming is that the player is always free to alter the Dark Fog&#039;s drops to best suit their current needs, and in many cases they can skip building production facilities for complicated high-demand items like [[Super-Magnetic Ring|Super-Magnetic Rings]] and [[Explosive Unit|Explosive Units]].&lt;br /&gt;
* When planning to use the Dark Fog&#039;s drops to supply manufacturing facilities, pay attention to the drop rates of each item. Not all items will be required in equal ratios, and the drop rates of items can vary wildly; for instance, [[Titanium Alloy]] drops 1.50% of the time, but [[Deuteron Fuel Rod|Deuteron Fuel Rods]] drop only 0.30% of the time, making them 5 times rarer.&lt;br /&gt;
** Organic items like [[Graphene]] and [[Carbon Nanotube|Carbon Nanotubes]] also have varying drop rates based on the type of planet the farm is located on, and will never drop at all on specific planet types.&lt;br /&gt;
* At Lv.15+, the Dark Fog can drop all components required for producing [[Corvette|Corvettes]], which are required in large quantities to bring down Dark Fog [[Space Hive|Space Hives]]. &lt;br /&gt;
* At Lv.21+, a Dark Fog farm can drop every component required to produce all types of [[Science Matrix|Science Matrices]], allowing the player to produce [[Universe Matrix|Universe Matrices]] with no production infrastructure. This becomes even more convenient thanks to the [[Self-evolution Lab|Self-evolution Labs]] that become available at Lv.18+. However, Science Matrices require a total of 11 different components, greater than the 9 ports of a Battlefield Base, but some can be easily supplied in other ways:&lt;br /&gt;
** For [[Electromagnetic Matrix|Electromagnetic Matrices]]: [[Magnetic Coil|Magnetic Coils]] and [[Circuit Board|Circuit Boards]] are very simple and fast to produce, requiring only raw [[Copper Ore]] and [[Iron Ore]].&lt;br /&gt;
** For [[Energy Matrix|Energy Matrices]]: [[Hydrogen]] will likely be available in effectively unlimited quantities by the late game, and [[Energetic Graphite]] is simple to process from raw [[Coal]].&lt;br /&gt;
** For [[Structure Matrix|Structure Matrices]]: [[Diamond|Diamonds]] are only one step of complexity above Energetic Graphite, so they can both be produced at once easily. Alternatively, [[Kimberlite Ore]] produces more Diamonds than Coal while also requiring less space and energy. &lt;br /&gt;
** For [[Gravity Matrix|Gravity Matrices]]: [[Graviton Lens|Graviton Lenses]] and [[Quantum Chip|Quantum Chips]] have decently low drop rates, but [[Strange Matter]] and [[Plane Filter|Plane Filters]] can drop as well at higher rates. Once these are accounted for, Graviton Lenses and Quantum Chips only require Diamonds and [[Processor|Processors]], respectively, making it possible to farm both them and their complex components at once. &lt;br /&gt;
** For [[Universe Matrix|Universe Matrices]]: A decent-sized [[Dyson Sphere|Dyson swarm or sphere]] can produce enough [[Critical Photon|Critical Photons]] to satisfy the [[Antimatter]] requirement. This is especially useful since Antimatter does not stack well in storage. However, keep in mind that Antimatter is also required for valuable [[Antimatter Fuel Rod|Antimatter Fuel Rods]] and [[Antimatter Capsule|Antimatter Capsules]].&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=14058</id>
		<title>Dark Fog Farming</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=14058"/>
		<updated>2024-03-23T07:07:52Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dark Fog]] is the main enemy in Dyson Sphere Program, but it can prove useful to the player. By &#039;&#039;&#039;farming&#039;&#039;&#039; the Dark Fog, it will level up and drop progressively rarer and more valuable items, some of which are used for otherwise-unobtainable [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
To effectively farm the Dark Fog, the player must construct facilities that automatically destroy Dark Fog units without harming the [[Planetary Base|Planetary Bases]] producing them or the [[Relay Station|Relay Stations]] powering them. Additionally, the Dark Fog [[Space Hive]] will continually deploy more and more Relay Stations to construct new Planetary Bases, so the player must have a way to address these new bases to prevent the Dark Fog from breaking free of the farm. [[Signal Tower|Signal Towers]] put the Dark Fog into overdrive mode to greatly increase the number of units produced, thereby increasing the farm&#039;s output. Finally, [[Battlefield Analysis Base|Battlefield Analysis Bases]] are necessary to automatically collect the Dark Fog&#039;s drops, and a system must be put in place to organize and store the drops so that the Battlefield Bases do not overflow.&lt;br /&gt;
&lt;br /&gt;
== Cluster Generation ==&lt;br /&gt;
Before the game even begins, the player can adjust the Dark Fog&#039;s settings along with the cluster&#039;s settings. Farming revolves around having the Dark Fog reach high levels to drop valuable items, so setting their Initial Level to 10 allows them to begin dropping useful items immediately. This does increase all units&#039; stats by 100%, but Raiders are fairly weak to begin with, so a good array of turrets can still handle them. Another setting worth adjusting is the Combat XP Factor, which dictates how quickly the Dark Fog can level up. At the normal 100%, the Dark Fog levels up decently slowly, so increasing this factor will save a lot of time. It can go up to a maximum of 1000%, and while this may appear daunting at first, the Dark Fog&#039;s stats increase &#039;&#039;linearly&#039;&#039; by 10% per level. Once the Dark Fog has reached the high levels necessary to drop the best items, each level will not make that much of a difference. Finally, reduce the Power Threat Factor to the minimum 1% so that the Dark Fog does not interfere with gameplay outside of farming. Combat Threat Factor can be left alone, because Planetary Bases are unable to mount an assault without a certain number of units available. By using Signal Towers, all available units will always be deployed and destroyed as quickly as they are produced.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
Like any other facility, a Dark Fog farm requires a lot of energy to stay running. However, the penalty for not meeting a farm&#039;s energy demands is far more severe; while a normal facility would just slow down or stop, a Dark Fog farm may wind up completely overrun and destroyed. Luckily, the Dark Fog itself provides a solution to this problem. By destroying Planetary Bases, holes are left behind that can have [[Geothermal Power Station|Geothermal Power Stations]] placed on them. These provide large amounts of power and have 100% uptime in all conditions; the only reason a Geothermal Power Station would stop generating power is that the Dark Fog managed to destroy it. Before setting up the farm, allow the Dark Fog to send several Relays to the planet, and wipe out each Planetary Base as fast as they are established. This will provide a solid power foundation to build the farm upon, and if more power is required at a later point, simply allow more Relays to land.&lt;br /&gt;
&lt;br /&gt;
Additionally, turrets use a lot of power, but only in very short bursts. Having a bank of [[Accumulator|Accumulators]] allows power to build up whenever the turrets are not firing and helps prevent overdraw.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Placement ==&lt;br /&gt;
The next important choice to make is what weapon(s) to use to destroy the Dark Fog&#039;s units. Any type of turret can be used in a Dark Fog farm, but if the turrets are placed very close to the Planetary Base (which will likely be the case when farming several Planetary Bases on one planet), the explosive damage from [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]] is liable to damage the bases and their camps, costing them matter and energy that could have gone towards new units. If the farm is positioned very close to a Planetary Base, only use [[Gauss Turret|Gauss Turrets]] or [[Laser Turret|Laser Turrets]]. Outside of this situation, the choice of turret makes little difference. &lt;br /&gt;
&lt;br /&gt;
Some pointers on notable turrets to consider:&lt;br /&gt;
&lt;br /&gt;
* Gauss Turrets are very cheap to produce, use little power, and can deal even more damage than Laser Turrets when supplied with [[Superalloy Ammo Box|Superalloy Ammunition]].&lt;br /&gt;
* Laser Turrets cost a significant amount of energy, but require no ammunition whatsoever to run, cutting down on micromanagement significantly.&lt;br /&gt;
* Implosion Cannons shoot projectiles that travel to the target instantly and deal significant damage in a large blast radius, making them great at dealing with bigger swarms of units. &lt;br /&gt;
** Although [[SR Plasma Turret|SR Plasma Turrets]] also deal significant area damage, they require far too much energy to make them worthwhile over Implosion Cannons or Laser Turrets. They also shoot significantly slower.&lt;br /&gt;
* [[Jammer Tower|Jammer Towers]] can greatly hinder the damage dealt by Dark Fog units, which can help protect turrets and buildings. However, Signal Towers are very durable and completely draw the Dark Fog&#039;s attention, so Jammer Towers may be unnecessary.&lt;br /&gt;
* Missile Turrets can farm Dark Fog units and also drive off space invasions and unwanted Relay Stations. However, when using Signal Towers to aggro the Dark Fog, Missile Turrets can attack within the Signal Towers&#039; range and are liable to attack the base itself. &lt;br /&gt;
&lt;br /&gt;
Regardless of which turret is used, the placement strategy is the same. Once the Planetary Base is constructed, the Dark Fog will attempt to construct up to 3 each of Raider Camps and Plasma Sentries. These are placed in alternating order around the base, so two given Raider Camps are always separated by 120 degrees, with a spot for a Plasma Sentry between them. While the Raider Camps are the source of the Dark Fog units to farm, Plasma Sentries deal very high damage at a good range, enough to seriously damage or potentially destroy Signal Towers. As such, place turrets so that the Planetary Base is at the very edge of their range, with the Plasma Sentries inside their range but with the Raider Camps outside it. Pay attention to the Guideways constructed at the Planetary Base; Plasma Sentries are built on the short ones, while Raider Camps are built on the longer ones.&lt;br /&gt;
&lt;br /&gt;
== Handling Items ==&lt;br /&gt;
Once the player has formed a perimeter of turrets around the Planetary Base, the next step is to handle the item drops. Battlefield Analysis Bases have a lot of storage, but it is not infinite, and slots can be taken up surprisingly quickly if farming a lot of different items. Within the Battlefield Base&#039;s inventory is a menu to set the items that the Dark Fog is allowed to drop, so deselect all items that are irrelevant so they do not take up space. Each Battlefield Base also only has nine ports, so keep this in mind when selecting how many types of items should drop. Finally, add some external storage for each desired item. [[Logistics Distributor|Logistics Distributors]] are a cheap and effective way to sort and gather Dark Fog drops from multiple Battlefield Bases on a planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to handle more than 9 items at a time from a single Battlefield Base by having an output [[Sorters|Sorter]] with no filter (so it outputs all items indiscriminately). Have it feed a single long [[Conveyor Belts|Conveyor Belt]] that feeds back into the Battlefield Base, and place other Sorters along the conveyor that have filters to pick up items as they pass and put them into storage or send them elsewhere. This does take up quite a bit more space, but is worthwhile when farming a lot of items at once.&lt;br /&gt;
&lt;br /&gt;
== Controlling the Dark Fog ==&lt;br /&gt;
While it is relatively straightforward to corral a Planetary Base, the Dark Fog will still continuously try to expand throughout the system and establish new Planetary Bases. Left unchecked, these may launch assaults on the player&#039;s facilities and break down the confines of the farm. Once the player is satisfied with the number of Planetary Bases being farmed on a planet, they must prevent any new Planetary Bases from being built. Destroying the Hive itself may seem enticing, as this cuts off new Relays at the source. All established Planetary Bases will be too busy using their resources on new units to send any back to reconstruct the Hive, so it will effectively be out of commission permanently. However, the Hive is still a major source of energy for Planetary Bases. Without a Hive supplying them with energy, Planetary Bases will barely be able to produce any units, as the energy required to operate three Raider Camps in overdrive mode is much greater than the amount that the Relay can naturally generate.&lt;br /&gt;
&lt;br /&gt;
Since destroying the Hive is not a viable option, the only way to prevent new bases from being constructed is to drive off Relays that attempt to reach the planet, as the farm will inevitably reach a point where the micromanagement of destroying new bases is undesirable. There are several ways to drive off Relay Stations that are arriving at a planet, with varying requirements:&lt;br /&gt;
&lt;br /&gt;
* [[Planetary Shield Generator|Planetary Shield Generators]] prevent Relays from reaching their shielded areas, and with enough of them the entire planet can be permanently protected from any new Relays. However, they use enormous amounts of power even when idle, a whopping 12 MW per Shield Generator. Bring along several [[Artificial Star|Artificial Stars]] and a good supply of [[Antimatter Fuel Rod|Antimatter Fuel Rods]] when creating a planetary shield.&lt;br /&gt;
* [[Missile Turret|Missile Turrets]] and [[Plasma Turret|Plasma Turrets]] can attack Space targets, allowing them to destroy Relays before they reach the planet. Relays destroyed this way will also not increase the Hive&#039;s threat level. Plasma Turrets also have even longer range than Missile Turrets, and [[Plasma Capsule|Plasma Capsules]] and [[Antimatter Capsule|Antimatter Capsules]] are very simple to produce.&lt;br /&gt;
* Covering the entire planet with structures will leave nowhere for a Relay to establish a base, although this is generally impractical.&lt;br /&gt;
&lt;br /&gt;
To truly eliminate micromanagement, these anti-Relay measures must be put in place on &#039;&#039;every&#039;&#039; planet in the system, as the Dark Fog will attempt to settle on each of them. While star systems with only a single planet are few and far between, they are the simplest systems to farm in the late game. It may be beneficial to purposefully allow [[Seed|Seeds]] to establish Hives in these systems.&lt;br /&gt;
&lt;br /&gt;
The only remaining thing that will require micromanagement no matter what is the production of Seeds. The Hive will inevitably produce these, as farming allows the Dark Fog to continuously harvest matter and energy. To prevent the Dark Fog from spreading to new systems, the player must eliminate Seeds whenever they appear. Alternatively, the player can try to &amp;quot;prune&amp;quot; the Hive by attacking it and partially destroying its facilities, forcing it to use its resources on reconstruction instead of Seeds. Luckily, in both cases the player will not need to check up on the system very often. Seeds travel extremely slowly through space and are completely vulnerable, so destroying them is simple as long as the player takes notice, and the Hive takes a long time to get back to the point where it may produce Seeds if it is partially destroyed.&lt;br /&gt;
&lt;br /&gt;
== Player Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* It may be worth setting up a Dark Fog farm even in the early and mid-game, so that it can level up and progress at the same time as the player to always drop relevant items. The beauty of Dark Fog farming is that the player is always free to alter the Dark Fog&#039;s drops to best suit their current needs, and in many cases they can skip building production facilities for complicated high-demand items like [[Super-Magnetic Ring|Super-Magnetic Rings]] and [[Explosive Unit|Explosive Units]].&lt;br /&gt;
* When planning to use the Dark Fog&#039;s drops to supply manufacturing facilities, pay attention to the drop rates of each item. Not all items will be required in equal ratios, and the drop rates of items can vary wildly; for instance, [[Titanium Alloy]] drops 1.50% of the time, but [[Deuteron Fuel Rod|Deuteron Fuel Rods]] drop only 0.30% of the time, making them 5 times rarer.&lt;br /&gt;
** Organic items like [[Graphene]] and [[Carbon Nanotube|Carbon Nanotubes]] also have varying drop rates based on the type of planet the farm is located on, and will never drop at all on specific planet types.&lt;br /&gt;
* At Lv.15+, the Dark Fog can drop all components required for producing [[Corvette|Corvettes]], which are required in large quantities to bring down Dark Fog [[Space Hive|Space Hives]]. &lt;br /&gt;
* At Lv.21+, a Dark Fog farm can drop every component required to produce all types of [[Science Matrix|Science Matrices]], allowing the player to produce [[Universe Matrix|Universe Matrices]] with no production infrastructure. This becomes even more convenient thanks to the [[Self-evolution Lab|Self-evolution Labs]] that become available at Lv.18+. However, Science Matrices require a total of 11 different components, greater than the 9 ports of a Battlefield Base, but some can be easily supplied in other ways:&lt;br /&gt;
** For [[Electromagnetic Matrix|Electromagnetic Matrices]]: [[Magnetic Coil|Magnetic Coils]] and [[Circuit Board|Circuit Boards]] are very simple and fast to produce, requiring only raw [[Copper Ore]] and [[Iron Ore]].&lt;br /&gt;
** For [[Energy Matrix|Energy Matrices]]: [[Hydrogen]] will likely be available in effectively unlimited quantities by the late game, and [[Energetic Graphite]] is simple to process from raw [[Coal]].&lt;br /&gt;
** For [[Structure Matrix|Structure Matrices]]: [[Diamond|Diamonds]] are only one step of complexity above Energetic Graphite, so they can both be produced at once easily. Alternatively, [[Kimberlite Ore]] produces more Diamonds than Coal while also requiring less space and energy. &lt;br /&gt;
** For [[Gravity Matrix|Gravity Matrices]]: [[Graviton Lens|Graviton Lenses]] and [[Quantum Chip|Quantum Chips]] have decently low drop rates, but [[Strange Matter]] and [[Plane Filter|Plane Filters]] can drop as well at higher rates. Once these are accounted for, Graviton Lenses and Quantum Chips only require Diamonds and [[Processor|Processors]], respectively, making it possible to farm both them and their complex components at once. &lt;br /&gt;
** For [[Universe Matrix|Universe Matrices]]: A decent-sized [[Dyson Sphere|Dyson swarm or sphere]] can produce enough [[Critical Photon|Critical Photons]] to satisfy the [[Antimatter]] requirement. This is especially useful since Antimatter does not stack well in storage. However, keep in mind that Antimatter is also required for valuable [[Antimatter Fuel Rod|Antimatter Fuel Rods]] and [[Antimatter Capsule|Antimatter Capsules]].&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=14054</id>
		<title>Dark Fog Farming</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=14054"/>
		<updated>2024-03-23T04:11:06Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dark Fog]] is the main enemy in Dyson Sphere Program, but it can prove useful to the player. By &#039;&#039;&#039;farming&#039;&#039;&#039; the Dark Fog, it will level up and drop progressively rarer and more valuable items, some of which are used for otherwise-unobtainable [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
To effectively farm the Dark Fog, the player must construct facilities that automatically destroy Dark Fog units without harming the [[Planetary Base|Planetary Bases]] producing them or the [[Relay Station|Relay Stations]] powering them. Additionally, the Dark Fog [[Space Hive]] will continually deploy more and more Relay Stations to construct new Planetary Bases, so the player must have a way to address these new bases to prevent the Dark Fog from breaking free of the farm. [[Signal Tower|Signal Towers]] put the Dark Fog into overdrive mode to greatly increase the number of units produced, thereby increasing the farm&#039;s output. Finally, [[Battlefield Analysis Base|Battlefield Analysis Bases]] are necessary to automatically collect the Dark Fog&#039;s drops, and a system must be put in place to organize and store the drops so that the Battlefield Bases do not overflow.&lt;br /&gt;
&lt;br /&gt;
== Cluster Generation ==&lt;br /&gt;
Before the game even begins, the player can adjust the Dark Fog&#039;s settings along with the cluster&#039;s settings. Farming revolves around having the Dark Fog reach high levels to drop valuable items, so setting their Initial Level to 10 allows them to begin dropping useful items immediately. This does increase all units&#039; stats by 100%, but Raiders are fairly weak to begin with, so a good array of turrets can still handle them. Another setting worth adjusting is the Combat XP Factor, which dictates how quickly the Dark Fog can level up. At the normal 100%, the Dark Fog levels up decently slowly, so increasing this factor will save a lot of time. It can go up to a maximum of 1000%, and while this may appear daunting at first, the Dark Fog&#039;s stats increase &#039;&#039;linearly&#039;&#039; by 10% per level. Once the Dark Fog has reached the high levels necessary to drop the best items, each level will not make that much of a difference. Finally, reduce the Power Threat Factor to the minimum 1% so that the Dark Fog does not interfere with gameplay outside of farming. Combat Threat Factor can be left alone, because Planetary Bases are unable to mount an assault without a certain number of units available. By using Signal Towers, all available units will always be deployed and destroyed as quickly as they are produced.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
Like any other facility, a Dark Fog farm requires a lot of energy to stay running. However, the penalty for not meeting a farm&#039;s energy demands is far more severe; while a normal facility would just slow down or stop, a Dark Fog farm may wind up completely overrun and destroyed. Luckily, the Dark Fog itself provides a solution to this problem. By destroying Planetary Bases, holes are left behind that can have [[Geothermal Power Station|Geothermal Power Stations]] placed on them. These provide large amounts of power and have 100% uptime in all conditions; the only reason a Geothermal Power Station would stop generating power is that the Dark Fog managed to destroy it. Before setting up the farm, allow the Dark Fog to send several Relays to the planet, and wipe out each Planetary Base as fast as they are established. This will provide a solid power foundation to build the farm upon, and if more power is required at a later point, simply allow more Relays to land.&lt;br /&gt;
&lt;br /&gt;
Additionally, turrets use a lot of power, but only in very short bursts. Having a bank of [[Accumulator|Accumulators]] allows power to build up whenever the turrets are not firing and helps prevent overdraw.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Placement ==&lt;br /&gt;
The next important choice to make is what weapon(s) to use to destroy the Dark Fog&#039;s units. Any type of turret can be used in a Dark Fog farm, but if the turrets are placed very close to the Planetary Base (which will likely be the case when farming several Planetary Bases on one planet), the explosive damage from [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]] is liable to damage the bases and their camps, costing them matter and energy that could have gone towards new units. If the farm is positioned very close to a Planetary Base, only use [[Gauss Turret|Gauss Turrets]] or [[Laser Turret|Laser Turrets]]. Outside of this situation, the choice of turret makes little difference. &lt;br /&gt;
&lt;br /&gt;
Some pointers on notable turrets to consider:&lt;br /&gt;
&lt;br /&gt;
* Gauss Turrets are very cheap to produce, use little power, and can deal even more damage than Laser Turrets when supplied with [[Superalloy Ammo Box|Superalloy Ammunition]].&lt;br /&gt;
* Laser Turrets cost a significant amount of energy, but require no ammunition whatsoever to run, cutting down on micromanagement significantly.&lt;br /&gt;
* Implosion Cannons shoot projectiles that travel to the target instantly and deal significant damage in a large blast radius, making them great at dealing with bigger swarms of units. &lt;br /&gt;
** Although [[SR Plasma Turret|SR Plasma Turrets]] also deal significant area damage, they require far too much energy to make them worthwhile over Implosion Cannons or Laser Turrets.&lt;br /&gt;
* [[Jammer Tower|Jammer Towers]] can greatly hinder the damage dealt by Dark Fog units, which can help protect turrets and buildings. However, Signal Towers are very durable and completely draw the Dark Fog&#039;s attention, so Jammer Towers may be unnecessary.&lt;br /&gt;
* Missile Turrets can farm Dark Fog units and also drive off space invasions and unwanted Relay Stations. However, when using Signal Towers to aggro the Dark Fog, Missile Turrets can attack within the Signal Towers&#039; range and are liable to attack the base itself. &lt;br /&gt;
&lt;br /&gt;
Regardless of which turret is used, the placement strategy is the same. Once the Planetary Base is constructed, the Dark Fog will attempt to construct up to 3 each of Raider Camps and Plasma Sentries. These are placed in alternating order around the base, so two given Raider Camps are always separated by 120 degrees, with a spot for a Plasma Sentry between them. While the Raider Camps are the source of the Dark Fog units to farm, the Plasma Sentries throw a wrench into the works. They deal very high damage at a good range, enough to seriously damage or potentially destroy Signal Towers. Thus the best way to place turrets is such that the Planetary Base is at the very edge of their range. Make sure that the Raider Camps are not in any turret&#039;s range, but that all possible Plasma Sentry locations &#039;&#039;are&#039;&#039; within range.&lt;br /&gt;
&lt;br /&gt;
== Handling Items ==&lt;br /&gt;
Once the player has formed a perimeter of turrets around the Planetary Base, the next step is to handle the item drops. Battlefield Analysis Bases have a lot of storage, but it is not infinite, and slots can be taken up surprisingly quickly if farming a lot of different items. Within the Battlefield Base&#039;s inventory is a menu to set the items that the Dark Fog is allowed to drop, so deselect all items that are irrelevant so they do not take up space. Each Battlefield Base also only has nine ports, so keep this in mind when selecting how many types of items should drop. Finally, add some external storage for each desired item. [[Logistics Distributor|Logistics Distributors]] are a cheap and effective way to sort and gather Dark Fog drops from multiple Battlefield Bases on a planet.&lt;br /&gt;
&lt;br /&gt;
== Controlling the Dark Fog ==&lt;br /&gt;
While it is relatively straightforward to corral a Planetary Base, the Dark Fog will still continuously try to expand throughout the system and establish new Planetary Bases. Left unchecked, these may launch assaults on the player&#039;s facilities and break down the confines of the farm. Once the player is satisfied with the number of Planetary Bases being farmed on a planet, they must prevent any new Planetary Bases from being built. Destroying the Hive itself may seem enticing, as this cuts off new Relays at the source. All established Planetary Bases will be too busy using their resources on new units to send any back to reconstruct the Hive, so it will effectively be out of commission permanently. However, the Hive is still a major source of energy for Planetary Bases. Without a Hive supplying them with energy, Planetary Bases will barely be able to produce any units, as the energy required to operate three Raider Camps in overdrive mode is much greater than the amount that the Relay can naturally generate.&lt;br /&gt;
&lt;br /&gt;
Since destroying the Hive is not a viable option, the only way to prevent new bases from being constructed is to drive off Relays that attempt to reach the planet, as the farm will inevitably reach a point where the micromanagement of destroying new bases is undesirable. There are several ways to drive off Relay Stations that are arriving at a planet, with varying requirements:&lt;br /&gt;
&lt;br /&gt;
* [[Planetary Shield Generator|Planetary Shield Generators]] prevent Relays from reaching their shielded areas, and with enough of them the entire planet can be permanently protected from any new Relays. However, they use enormous amounts of power even when idle, a whopping 12 MW per Shield Generator. Bring along several [[Artificial Star|Artificial Stars]] and a good supply of [[Antimatter Fuel Rod|Antimatter Fuel Rods]] when creating a planetary shield.&lt;br /&gt;
* [[Missile Turret|Missile Turrets]] and [[Plasma Turret|Plasma Turrets]] can attack Space targets, allowing them to destroy Relays before they reach the planet. Relays destroyed this way will also not increase the Hive&#039;s threat level. Plasma Turrets also have even longer range than Missile Turrets, and [[Plasma Capsule|Plasma Capsules]] and [[Antimatter Capsule|Antimatter Capsules]] are very simple to produce.&lt;br /&gt;
* Covering the entire planet with structures will leave nowhere for a Relay to establish a base, although this is generally impractical.&lt;br /&gt;
&lt;br /&gt;
To truly eliminate micromanagement, these anti-Relay measures must be put in place on &#039;&#039;every&#039;&#039; planet in the system, as the Dark Fog will attempt to settle on each of them. While star systems with only a single planet are few and far between, they are the simplest systems to farm in the late game. It may be beneficial to purposefully allow [[Seed|Seeds]] to establish Hives in these systems.&lt;br /&gt;
&lt;br /&gt;
The only remaining thing that will require micromanagement no matter what is the production of Seeds. The Hive will inevitably produce these, as farming allows the Dark Fog to continuously harvest matter and energy. To prevent the Dark Fog from spreading to new systems, the player must eliminate Seeds whenever they appear. Alternatively, the player can try to &amp;quot;prune&amp;quot; the Hive by attacking it and partially destroying its facilities, forcing it to use its resources on reconstruction instead of Seeds. Luckily, in both cases the player will not need to check up on the system very often. Seeds travel extremely slowly through space and are completely vulnerable, so destroying them is simple as long as the player takes notice, and the Hive takes a long time to get back to the point where it may produce Seeds if it is partially destroyed.&lt;br /&gt;
&lt;br /&gt;
== Player Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* It may be worth setting up a Dark Fog farm even in the early and mid-game, so that it can level up and progress at the same time as the player to always drop relevant items. The beauty of Dark Fog farming is that the player is always free to alter the Dark Fog&#039;s drops to best suit their current needs, and in many cases they can skip building production facilities for complicated high-demand items like [[Super-Magnetic Ring|Super-Magnetic Rings]] and [[Explosive Unit|Explosive Units]].&lt;br /&gt;
* When planning to use the Dark Fog&#039;s drops to supply manufacturing facilities, pay attention to the drop rates of each item. Not all items will be required in equal ratios, and the drop rates of items can vary wildly; for instance, [[Titanium Alloy]] drops 1.50% of the time, but [[Deuteron Fuel Rod|Deuteron Fuel Rods]] drop only 0.30% of the time, making them 5 times rarer.&lt;br /&gt;
** Organic items like [[Graphene]] and [[Carbon Nanotube|Carbon Nanotubes]] also have varying drop rates based on the type of planet the farm is located on, and will never drop at all on specific planet types.&lt;br /&gt;
* At Lv.15+, the Dark Fog can drop all components required for producing [[Corvette|Corvettes]], which are required in large quantities to bring down Dark Fog [[Space Hive|Space Hives]]. &lt;br /&gt;
* At Lv.21+, a Dark Fog farm can drop every component required to produce all types of [[Science Matrix|Science Matrices]], allowing the player to produce [[Universe Matrix|Universe Matrices]] with no production infrastructure. This becomes even more convenient thanks to the [[Self-evolution Lab|Self-evolution Labs]] that become available at Lv.18+. However, Science Matrices require a total of 11 different components, greater than the 9 ports of a Battlefield Base, but some can be easily supplied in other ways:&lt;br /&gt;
** For [[Electromagnetic Matrix|Electromagnetic Matrices]]: [[Magnetic Coil|Magnetic Coils]] and [[Circuit Board|Circuit Boards]] are very simple and fast to produce, requiring only raw [[Copper Ore]] and [[Iron Ore]].&lt;br /&gt;
** For [[Energy Matrix|Energy Matrices]]: [[Hydrogen]] will likely be available in effectively unlimited quantities by the late game, and [[Energetic Graphite]] is simple to process from raw [[Coal]].&lt;br /&gt;
** For [[Structure Matrix|Structure Matrices]]: [[Diamond|Diamonds]] are only one step of complexity above Energetic Graphite, so they can both be produced at once easily. Alternatively, [[Kimberlite Ore]] produces more Diamonds than Coal while also requiring less space and energy. &lt;br /&gt;
** For [[Gravity Matrix|Gravity Matrices]]: [[Graviton Lens|Graviton Lenses]] and [[Quantum Chip|Quantum Chips]] have decently low drop rates, but [[Strange Matter]] and [[Plane Filter|Plane Filters]] can drop as well at higher rates. Once these are accounted for, Graviton Lenses and Quantum Chips only require Diamonds and [[Processor|Processors]], respectively, making it possible to farm both them and their complex components at once. &lt;br /&gt;
** For [[Universe Matrix|Universe Matrices]]: A decent-sized [[Dyson Sphere|Dyson swarm or sphere]] can produce enough [[Critical Photon|Critical Photons]] to satisfy the [[Antimatter]] requirement. This is especially useful since Antimatter does not stack well in storage. However, keep in mind that Antimatter is also required for valuable [[Antimatter Fuel Rod|Antimatter Fuel Rods]] and [[Antimatter Capsule|Antimatter Capsules]].&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=14050</id>
		<title>Dark Fog Farming</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=14050"/>
		<updated>2024-03-22T18:45:43Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: /* Player Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dark Fog]] is the main enemy in Dyson Sphere Program, but it can prove useful to the player. By &#039;&#039;&#039;farming&#039;&#039;&#039; the Dark Fog, it will level up and drop progressively rarer and more valuable items, some of which are used for otherwise-unobtainable [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
To effectively farm the Dark Fog, the player must construct facilities that automatically destroy Dark Fog units without harming the [[Planetary Base|Planetary Bases]] producing them or the [[Relay Station|Relay Stations]] powering them. Additionally, the Dark Fog [[Space Hive]] will continually deploy more and more Relay Stations to construct new Planetary Bases, so the player must have a way to address these new bases to prevent the Dark Fog from breaking free of the farm. [[Signal Tower|Signal Towers]] put the Dark Fog into overdrive mode to greatly increase the number of units produced, thereby increasing the farm&#039;s output. Finally, [[Battlefield Analysis Base|Battlefield Analysis Bases]] are necessary to automatically collect the Dark Fog&#039;s drops, and a system must be put in place to organize and store the drops so that the Battlefield Bases do not overflow.&lt;br /&gt;
&lt;br /&gt;
== Cluster Generation ==&lt;br /&gt;
Before the game even begins, the player can adjust the Dark Fog&#039;s settings along with the cluster&#039;s settings. Farming revolves around having the Dark Fog reach high levels to drop valuable items, so setting their Initial Level to 10 allows them to begin dropping useful items immediately. This does increase all units&#039; stats by 100%, but Raiders are fairly weak to begin with, so a good array of turrets can still handle them. Another setting worth adjusting is the Combat XP Factor, which dictates how quickly the Dark Fog can level up. At the normal 100%, the Dark Fog levels up decently slowly, so increasing this factor will save a lot of time. It can go up to a maximum of 1000%, and while this may appear daunting at first, the Dark Fog&#039;s stats increase &#039;&#039;linearly&#039;&#039; by 10% per level. Once the Dark Fog has reached the high levels necessary to drop the best items, each level will not make that much of a difference. Finally, reduce the Power Threat Factor to the minimum 1% so that the Dark Fog does not interfere with gameplay outside of farming. Combat Threat Factor can be left alone, because Planetary Bases are unable to mount an assault without a certain number of units available. By using Signal Towers, all available units will always be deployed and destroyed as quickly as they are produced.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
Like any other facility, a Dark Fog farm requires a lot of energy to stay running. However, the penalty for not meeting a farm&#039;s energy demands is far more severe; while a normal facility would just slow down or stop, a Dark Fog farm may wind up completely overrun and destroyed. Luckily, the Dark Fog itself provides a solution to this problem. By destroying Planetary Bases, holes are left behind that can have [[Geothermal Power Station|Geothermal Power Stations]] placed on them. These provide large amounts of power and have 100% uptime in all conditions; the only reason a Geothermal Power Station would stop generating power is that the Dark Fog managed to destroy it. Before setting up the farm, allow the Dark Fog to send several Relays to the planet, and wipe out each Planetary Base as fast as they are established. This will provide a solid power foundation to build the farm upon, and if more power is required at a later point, simply allow more Relays to land.&lt;br /&gt;
&lt;br /&gt;
Additionally, turrets use a lot of power, but only in very short bursts. Having a bank of [[Accumulator|Accumulators]] allows power to build up whenever the turrets are not firing and helps prevent overdraw.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Placement ==&lt;br /&gt;
The next important choice to make is what weapon(s) to use to destroy the Dark Fog&#039;s units. Any type of turret can be used in a Dark Fog farm, but if you position the range of your turrets very close to the Dark Fog&#039;s base, the explosive damage from [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]] is liable to damage their camps, costing the base matter and energy. You should only use [[Gauss Turret|Gauss Turrets]] and [[Laser Turret|Laser turrets]] if your farm is positioned very, very close to the Dark Fog base, otherwise it doesn&#039;t really matter what you use to destroy the Dark Fog. If your Dark Fog farm is somewhat far away from their bases, Implosion Cannons and Missile Turrets can greatly help with dealing with the very dense waves of units that can arrive.&lt;br /&gt;
&lt;br /&gt;
Some pointers on notable turrets to consider:&lt;br /&gt;
&lt;br /&gt;
* Gauss Turrets are very cheap to produce, use little power, and can deal even more damage than Laser Turrets when supplied with Superally Ammunition.&lt;br /&gt;
* Laser Turrets cost a significant amount of energy, but require no ammunition whatsoever to run, cutting down on micromanagement.&lt;br /&gt;
* Implosion Cannons shoot projectiles that travel to the target instantly, and they also deal very significant damage over a large blast radius, making them great at dealing with bigger swarms of units.&lt;br /&gt;
* [[Jammer Tower|Jammer Towers]] can greatly hinder the damage dealt by Dark Fog units, which can help prevent your farms from having turrets and buildings destroyed by the units.&lt;br /&gt;
* Missile turrets will neutralize a Dark Fog base if you place a [[Signal Tower]] such that the base is in the tower&#039;s range. If you are using Signal Towers and Missile Turrets in your farm, avoid doing this.&lt;br /&gt;
&lt;br /&gt;
Regardless of which turret is used, the placement strategy is the same. Once the Planetary Base is constructed, the Dark Fog will attempt to construct up to 3 each of Raider Camps and Plasma Sentries. These are placed in alternating order around the base, so two given Raider Camps are always separated by 120 degrees, with a spot for a Plasma Sentry between them. While the Raider Camps are the source of the Dark Fog units to farm, the Plasma Sentries throw a wrench into the works. They deal very high damage at a good range, enough to seriously damage or potentially destroy Signal Towers. Thus the best way to place turrets is such that the Planetary Base is at the very edge of their range. Make sure that the Raider Camps are not in any turret&#039;s range, but that all possible Plasma Sentry locations &#039;&#039;are&#039;&#039; within range.&lt;br /&gt;
&lt;br /&gt;
== Handling Items ==&lt;br /&gt;
Once the player has formed a perimeter of turrets around the Planetary Base, the next step is to handle the item drops. Battlefield Analysis Bases have a lot of storage, but it is not infinite, and slots can be taken up surprisingly quickly if farming a lot of different items. Within the Battlefield Base&#039;s inventory is a menu to set the items that the Dark Fog is allowed to drop, so deselect all items that are irrelevant so they do not take up space. Each Battlefield Base also only has nine ports, so keep this in mind when selecting how many types of items should drop. Finally, add some external storage for each desired item.&lt;br /&gt;
&lt;br /&gt;
== Controlling the Dark Fog ==&lt;br /&gt;
While it is relatively straightforward to corral a Planetary Base, the Dark Fog will still continuously try to expand throughout the system and establish new Planetary Bases. Left unchecked, these may launch assaults on the player&#039;s facilities and break down the confines of the farm. Once the player is satisfied with the number of Planetary Bases being farmed on a planet, they must prevent any new Planetary Bases from being built. Destroying the Hive itself may seem enticing, as this cuts off new Relays at the source. All established Planetary Bases will be too busy using their resources on new units to send any back to reconstruct the Hive, so it will effectively be out of commission permanently. However, the Hive is still a major source of energy for Planetary Bases. Without a Hive supplying them with energy, Planetary Bases will barely be able to produce any units, as the energy required to operate three Raider Camps in overdrive mode is much greater than the amount that the Relay can naturally generate.&lt;br /&gt;
&lt;br /&gt;
Since destroying the Hive is not a viable option, the only way to prevent new bases from being constructed is to drive off Relays that attempt to reach the planet, as the farm will inevitably reach a point where the micromanagement of destroying new bases is undesirable. There are several ways to drive off Relay Stations that are arriving at a planet, with varying requirements. [[Planetary Shield Generator|Planetary Shield Generators]] prevent Relays from reaching their shielded areas, and with enough of them the entire planet can be permanently protected from any new Relays. Alternatively, [[Missile Turret|Missile Turrets]] and [[Plasma Turret|Plasma Turrets]] can attack Space targets, allowing them to destroy Relays before they reach the planet. Finally, covering the entire planet with structures will leave nowhere for a Relay to establish a base, although this is the least practical of these options. To truly eliminate micromanagement, these anti-Relay measures must be put in place on &#039;&#039;every&#039;&#039; planet in the system, as the Dark Fog will attempt to settle on each of them. While systems with only a single planet are few and far between, they are the simplest systems to farm in the late game.&lt;br /&gt;
&lt;br /&gt;
The only remaining thing that will require micromanagement no matter what is the production of [[Seed|Seeds]]. The Hive will inevitably produce these, as farming allows the Dark Fog to continuously harvest matter and energy. To prevent the Dark Fog from spreading to new systems, the player must eliminate Seeds whenever they appear. Alternatively, the player can try to &amp;quot;prune&amp;quot; the Hive by attacking it and partially destroying its facilities, forcing it to use its resources on reconstruction instead of Seeds. Luckily, in both cases the player will not need to check up on the system very often. Seeds travel extremely slowly through space and are completely vulnerable, so destroying them is simple as long as the player takes notice, and the Hive takes a long time to get back to the point where it may produce Seeds if it is partially destroyed.&lt;br /&gt;
&lt;br /&gt;
== Player Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* It may be worth setting up a Dark Fog farm even in the early and mid-game, so that it can level up and progress at the same time as the player to always drop relevant items. The beauty of Dark Fog farming is that the player is always free to alter the Dark Fog&#039;s drops to best suit their current needs, and in many cases they can skip building production facilities for complicated high-demand items like [[Super-Magnetic Ring|Super-Magnetic Rings]] and [[Explosive Unit|Explosive Units]].&lt;br /&gt;
* When planning to use the Dark Fog&#039;s drops to supply manufacturing facilities, pay attention to the drop rates of each item. Not all items will be required in equal ratios, and the drop rates of items can vary wildly; for instance, [[Titanium Alloy]] drops 1.50% of the time, but [[Deuteron Fuel Rod|Deuteron Fuel Rods]] drop only 0.30% of the time, making them 5 times rarer.&lt;br /&gt;
** Organic items like [[Graphene]] and [[Carbon Nanotube|Carbon Nanotubes]] also have varying drop rates based on the type of planet the farm is located on, and will never drop at all on specific planet types.&lt;br /&gt;
* At Lv.15+, the Dark Fog can drop all components required for producing [[Corvette|Corvettes]], which are required in large quantities to bring down Dark Fog [[Space Hive|Space Hives]]. &lt;br /&gt;
* At Lv.21+, a Dark Fog farm can drop every component required to produce all types of [[Science Matrix|Science Matrices]]. In conjunction with the [[Self-evolution Lab|Self-evolution Labs]] that become available at Lv.18+, manufacturing Science Matrices without any production infrastructure becomes more convenient than ever. However, Science Matrices require a total of 11 different components, greater than the 9 ports of a Battlefield Base, but some can be easily supplied in other ways:&lt;br /&gt;
** For [[Electromagnetic Matrix|Electromagnetic Matrices]]: [[Magnetic Coil|Magnetic Coils]] and [[Circuit Board|Circuit Boards]] are very simple and fast to produce, requiring only raw [[Copper Ore]] and [[Iron Ore]].&lt;br /&gt;
** For [[Energy Matrix|Energy Matrices]]: [[Hydrogen]] will likely be available in effectively unlimited quantities by the late game, and [[Energetic Graphite]] is simple to process from raw [[Coal]].&lt;br /&gt;
** For [[Structure Matrix|Structure Matrices]]: [[Diamond|Diamonds]] are only one step of complexity above Energetic Graphite, so they can both be produced at once easily. &lt;br /&gt;
** For [[Gravity Matrix|Gravity Matrices]]: [[Graviton Lens|Graviton Lenses]] and [[Quantum Chip|Quantum Chips]] have decently low drop rates, but [[Strange Matter]] and [[Plane Filter|Plane Filters]] can drop as well at higher rates. Once these are accounted for, Graviton Lenses and Quantum Chips only require Diamonds and [[Processor|Processors]], respectively, making it possible to farm both them and their complex components at once. &lt;br /&gt;
** For [[Universe Matrix|Universe Matrices]]: A decent-sized [[Dyson Sphere|Dyson swarm or sphere]] can produce enough [[Critical Photon|Critical Photons]] to satisfy the [[Antimatter]] requirement. This is especially useful since Antimatter does not stack well in storage. However, keep in mind that Antimatter is also required for valuable [[Antimatter Fuel Rod|Antimatter Fuel Rods]] and [[Antimatter Capsule|Antimatter Capsules]].&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=14046</id>
		<title>Dark Fog Farming</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=14046"/>
		<updated>2024-03-22T18:41:29Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: Added some examples of valuable things worth farming for&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dark Fog]] is the main enemy in Dyson Sphere Program, but it can prove useful to the player. By &#039;&#039;&#039;farming&#039;&#039;&#039; the Dark Fog, it will level up and drop progressively rarer and more valuable items, some of which are used for otherwise-unobtainable [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
To effectively farm the Dark Fog, the player must construct facilities that automatically destroy Dark Fog units without harming the [[Planetary Base|Planetary Bases]] producing them or the [[Relay Station|Relay Stations]] powering them. Additionally, the Dark Fog [[Space Hive]] will continually deploy more and more Relay Stations to construct new Planetary Bases, so the player must have a way to address these new bases to prevent the Dark Fog from breaking free of the farm. [[Signal Tower|Signal Towers]] put the Dark Fog into overdrive mode to greatly increase the number of units produced, thereby increasing the farm&#039;s output. Finally, [[Battlefield Analysis Base|Battlefield Analysis Bases]] are necessary to automatically collect the Dark Fog&#039;s drops, and a system must be put in place to organize and store the drops so that the Battlefield Bases do not overflow.&lt;br /&gt;
&lt;br /&gt;
== Cluster Generation ==&lt;br /&gt;
Before the game even begins, the player can adjust the Dark Fog&#039;s settings along with the cluster&#039;s settings. Farming revolves around having the Dark Fog reach high levels to drop valuable items, so setting their Initial Level to 10 allows them to begin dropping useful items immediately. This does increase all units&#039; stats by 100%, but Raiders are fairly weak to begin with, so a good array of turrets can still handle them. Another setting worth adjusting is the Combat XP Factor, which dictates how quickly the Dark Fog can level up. At the normal 100%, the Dark Fog levels up decently slowly, so increasing this factor will save a lot of time. It can go up to a maximum of 1000%, and while this may appear daunting at first, the Dark Fog&#039;s stats increase &#039;&#039;linearly&#039;&#039; by 10% per level. Once the Dark Fog has reached the high levels necessary to drop the best items, each level will not make that much of a difference. Finally, reduce the Power Threat Factor to the minimum 1% so that the Dark Fog does not interfere with gameplay outside of farming. Combat Threat Factor can be left alone, because Planetary Bases are unable to mount an assault without a certain number of units available. By using Signal Towers, all available units will always be deployed and destroyed as quickly as they are produced.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
Like any other facility, a Dark Fog farm requires a lot of energy to stay running. However, the penalty for not meeting a farm&#039;s energy demands is far more severe; while a normal facility would just slow down or stop, a Dark Fog farm may wind up completely overrun and destroyed. Luckily, the Dark Fog itself provides a solution to this problem. By destroying Planetary Bases, holes are left behind that can have [[Geothermal Power Station|Geothermal Power Stations]] placed on them. These provide large amounts of power and have 100% uptime in all conditions; the only reason a Geothermal Power Station would stop generating power is that the Dark Fog managed to destroy it. Before setting up the farm, allow the Dark Fog to send several Relays to the planet, and wipe out each Planetary Base as fast as they are established. This will provide a solid power foundation to build the farm upon, and if more power is required at a later point, simply allow more Relays to land.&lt;br /&gt;
&lt;br /&gt;
Additionally, turrets use a lot of power, but only in very short bursts. Having a bank of [[Accumulator|Accumulators]] allows power to build up whenever the turrets are not firing and helps prevent overdraw.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Placement ==&lt;br /&gt;
The next important choice to make is what weapon(s) to use to destroy the Dark Fog&#039;s units. Any type of turret can be used in a Dark Fog farm, but if you position the range of your turrets very close to the Dark Fog&#039;s base, the explosive damage from [[Missile Turret|Missile Turrets]] or [[Implosion Cannon|Implosion Cannons]] is liable to damage their camps, costing the base matter and energy. You should only use [[Gauss Turret|Gauss Turrets]] and [[Laser Turret|Laser turrets]] if your farm is positioned very, very close to the Dark Fog base, otherwise it doesn&#039;t really matter what you use to destroy the Dark Fog. If your Dark Fog farm is somewhat far away from their bases, Implosion Cannons and Missile Turrets can greatly help with dealing with the very dense waves of units that can arrive.&lt;br /&gt;
&lt;br /&gt;
Some pointers on notable turrets to consider:&lt;br /&gt;
&lt;br /&gt;
* Gauss Turrets are very cheap to produce, use little power, and can deal even more damage than Laser Turrets when supplied with Superally Ammunition.&lt;br /&gt;
* Laser Turrets cost a significant amount of energy, but require no ammunition whatsoever to run, cutting down on micromanagement.&lt;br /&gt;
* Implosion Cannons shoot projectiles that travel to the target instantly, and they also deal very significant damage over a large blast radius, making them great at dealing with bigger swarms of units.&lt;br /&gt;
* [[Jammer Tower|Jammer Towers]] can greatly hinder the damage dealt by Dark Fog units, which can help prevent your farms from having turrets and buildings destroyed by the units.&lt;br /&gt;
* Missile turrets will neutralize a Dark Fog base if you place a [[Signal Tower]] such that the base is in the tower&#039;s range. If you are using Signal Towers and Missile Turrets in your farm, avoid doing this.&lt;br /&gt;
&lt;br /&gt;
Regardless of which turret is used, the placement strategy is the same. Once the Planetary Base is constructed, the Dark Fog will attempt to construct up to 3 each of Raider Camps and Plasma Sentries. These are placed in alternating order around the base, so two given Raider Camps are always separated by 120 degrees, with a spot for a Plasma Sentry between them. While the Raider Camps are the source of the Dark Fog units to farm, the Plasma Sentries throw a wrench into the works. They deal very high damage at a good range, enough to seriously damage or potentially destroy Signal Towers. Thus the best way to place turrets is such that the Planetary Base is at the very edge of their range. Make sure that the Raider Camps are not in any turret&#039;s range, but that all possible Plasma Sentry locations &#039;&#039;are&#039;&#039; within range.&lt;br /&gt;
&lt;br /&gt;
== Handling Items ==&lt;br /&gt;
Once the player has formed a perimeter of turrets around the Planetary Base, the next step is to handle the item drops. Battlefield Analysis Bases have a lot of storage, but it is not infinite, and slots can be taken up surprisingly quickly if farming a lot of different items. Within the Battlefield Base&#039;s inventory is a menu to set the items that the Dark Fog is allowed to drop, so deselect all items that are irrelevant so they do not take up space. Each Battlefield Base also only has nine ports, so keep this in mind when selecting how many types of items should drop. Finally, add some external storage for each desired item.&lt;br /&gt;
&lt;br /&gt;
== Controlling the Dark Fog ==&lt;br /&gt;
While it is relatively straightforward to corral a Planetary Base, the Dark Fog will still continuously try to expand throughout the system and establish new Planetary Bases. Left unchecked, these may launch assaults on the player&#039;s facilities and break down the confines of the farm. Once the player is satisfied with the number of Planetary Bases being farmed on a planet, they must prevent any new Planetary Bases from being built. Destroying the Hive itself may seem enticing, as this cuts off new Relays at the source. All established Planetary Bases will be too busy using their resources on new units to send any back to reconstruct the Hive, so it will effectively be out of commission permanently. However, the Hive is still a major source of energy for Planetary Bases. Without a Hive supplying them with energy, Planetary Bases will barely be able to produce any units, as the energy required to operate three Raider Camps in overdrive mode is much greater than the amount that the Relay can naturally generate.&lt;br /&gt;
&lt;br /&gt;
Since destroying the Hive is not a viable option, the only way to prevent new bases from being constructed is to drive off Relays that attempt to reach the planet, as the farm will inevitably reach a point where the micromanagement of destroying new bases is undesirable. There are several ways to drive off Relay Stations that are arriving at a planet, with varying requirements. [[Planetary Shield Generator|Planetary Shield Generators]] prevent Relays from reaching their shielded areas, and with enough of them the entire planet can be permanently protected from any new Relays. Alternatively, [[Missile Turret|Missile Turrets]] and [[Plasma Turret|Plasma Turrets]] can attack Space targets, allowing them to destroy Relays before they reach the planet. Finally, covering the entire planet with structures will leave nowhere for a Relay to establish a base, although this is the least practical of these options. To truly eliminate micromanagement, these anti-Relay measures must be put in place on &#039;&#039;every&#039;&#039; planet in the system, as the Dark Fog will attempt to settle on each of them. While systems with only a single planet are few and far between, they are the simplest systems to farm in the late game.&lt;br /&gt;
&lt;br /&gt;
The only remaining thing that will require micromanagement no matter what is the production of [[Seed|Seeds]]. The Hive will inevitably produce these, as farming allows the Dark Fog to continuously harvest matter and energy. To prevent the Dark Fog from spreading to new systems, the player must eliminate Seeds whenever they appear. Alternatively, the player can try to &amp;quot;prune&amp;quot; the Hive by attacking it and partially destroying its facilities, forcing it to use its resources on reconstruction instead of Seeds. Luckily, in both cases the player will not need to check up on the system very often. Seeds travel extremely slowly through space and are completely vulnerable, so destroying them is simple as long as the player takes notice, and the Hive takes a long time to get back to the point where it may produce Seeds if it is partially destroyed.&lt;br /&gt;
&lt;br /&gt;
== Player Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* It may be worth setting up a Dark Fog farm even in the early and mid-game, so that it can level up and progress at the same time as the player to always drop relevant items. The beauty of Dark Fog farming is that the player is always free to alter the Dark Fog&#039;s drops to best suit their current needs, and in many cases they can skip building production facilities for complicated high-demand items like [[Super-Magnetic Ring|Super-Magnetic Rings]] and [[Explosive Unit|Explosive Units]].&lt;br /&gt;
* When planning to use the Dark Fog&#039;s drops to supply manufacturing facilities, pay attention to the drop rates of each item. Not all items will be required in equal ratios, and the drop rates of items can vary wildly; for instance, [[Titanium Alloy]] drops 1.50% of the time, but [[Deuteron Fuel Rod|Deuteron Fuel Rods]] drop only 0.30% of the time, making them 5 times rarer.&lt;br /&gt;
** Organic items like [[Graphene]] and [[Carbon Nanotube|Carbon Nanotubes]] also have varying drop rates based on the type of planet the farm is located on, and will never drop at all on specific planet types.&lt;br /&gt;
* At Lv.15+, the Dark Fog can drop all components required for producing [[Corvette|Corvettes]], which are required in large quantities to bring down Dark Fog [[Space Hive|Space Hives]]. &lt;br /&gt;
* At Lv.21+, a Dark Fog farm can drop every component required to produce all types of [[Science Matrix|Science Matrices]]. In conjunction with the [[Self-evolution Lab|Self-evolution Labs]] that become available at Lv.18+, manufacturing Science Matrices without any production infrastructure becomes more convenient than ever. However, Science Matrices require a total of 11 different components, greater than the 9 ports of a Battlefield Base, but some can be easily supplied in other ways:&lt;br /&gt;
** For [[Electromagnetic Matrix|Electromagnetic Matrices]]: [[Magnetic Coil|Magnetic Coils]] and [[Circuit Board|Circuit Boards]] are very simple and fast to produce, requiring only raw [[Copper Ore]] and [[Iron Ore]].&lt;br /&gt;
** For [[Energy Matrix|Energy Matrices]]: [[Hydrogen]] will likely be available in effectively unlimited quantities by the late game, and [[Energetic Graphite]] is simple to process from raw [[Coal]].&lt;br /&gt;
** For [[Structure Matrix|Structure Matrices]]: [[Diamond|Diamonds]] are only one step of complexity above Energetic Graphite, so they can both be produced at once easily. &lt;br /&gt;
** For [[Universe Matrix|Universe Matrices]]: A decent-sized [[Dyson Sphere|Dyson swarm or sphere]] can produce enough [[Critical Photon|Critical Photons]] to satisfy the [[Antimatter]] requirement. This is especially useful since Antimatter does not stack well in storage. However, keep in mind that Antimatter is also required for valuable [[Antimatter Fuel Rod|Antimatter Fuel Rods]] and [[Antimatter Capsule|Antimatter Capsules]].&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Seed&amp;diff=14042</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Seed&amp;diff=14042"/>
		<updated>2024-03-22T04:54:01Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: Created page with &amp;quot;== Summary == &amp;#039;&amp;#039;&amp;#039;Seeds&amp;#039;&amp;#039;&amp;#039; are the mechanism by which the Dark Fog spreads its influence throughout space. While Relay Stations are deployed only within the Space Hive&amp;#039;s system, Seeds are sent out into space and, left unchecked, establish new Hives to colonize other systems.  == Mechanics == Dark Fog Hives only produce Seeds after growing very large and established, as a small or medium Hive will use its resources to develop itself and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Seeds&#039;&#039;&#039; are the mechanism by which the [[Dark Fog]] spreads its influence throughout space. While [[Relay Station|Relay Stations]] are deployed only within the [[Space Hive|Space Hive&#039;s]] system, Seeds are sent out into space and, left unchecked, establish new Hives to colonize other systems.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Dark Fog Hives only produce Seeds after growing very large and established, as a small or medium Hive will use its resources to develop itself and expand its influence within the system instead. Once a Seed is produced, it flies through space with a specific destination system. Seeds are visible on the starmap and display both their system of origin and their destination.&lt;br /&gt;
&lt;br /&gt;
Once a Seed arrives at its destination, it establishes a new Hive and begins gathering energy to grow throughout the system. While the newly-founded Hive is essentially defenseless, it is much more capable of evading the player&#039;s notice, as a new Hive is no longer visible on the starmap unless the player specifically looks at the system. Notably, if the destination system has a Hive whose core is destroyed but has not been rebuilt yet, the Seed will rebuild that Hive instead of founding a new one. This scenario is possible if a Hive is destroyed while all its Relays are too busy using their matter to support their [[Planetary Base|Planetary Bases]], such as in [[Dark Fog Farming|farming]] setups.&lt;br /&gt;
&lt;br /&gt;
== Player Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* It takes a very long time for a Seed to actually reach its destination, as they fly through space extremely slowly (at a speed of approximately 1200 m/s). However, ignoring Seeds for too long is dangerous, and if they manage to establish new Hives then the player must take decisive action to eliminate the Hives as soon as possible.&lt;br /&gt;
** A Seed can also target a system that already has an existing Hives(s), making the system increasingly hostile if the Seed is not dealt with.&lt;br /&gt;
* Seeds are completely defenseless, so if the player notices one and can catch up to it, it can be eliminated without any hassle.&lt;br /&gt;
* It may be beneficial to allow Seeds to settle in systems that only have a single planet, as these systems are the easiest places to create Dark Fog farming setups.&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Plasma_Turret&amp;diff=14038</id>
		<title>Plasma Turret</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Plasma_Turret&amp;diff=14038"/>
		<updated>2024-03-22T02:49:27Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The &#039;&#039;&#039;Plasma Turret&#039;&#039;&#039; is a long-range space defense turret. It is the only turret besides the [[Missile Turret]] that can attack Upper Air and Space targets, but it packs much more of a punch. Its projectiles travel at extreme speed, even faster than [[Gravity Missile Set|Gravity Missiles]], and [[Plasma Capsule|Plasma Capsules]] have the same DPS as Gravity Missiles and are far simpler to produce. Combining the extremely fast projectiles, enormous range, and hefty damage, Plasma Turrets can reduce space invasions to dust before the [[Dark Fog]] gets a single shot off. However, they are completely helpless against grounded Dark Fog targets.&lt;br /&gt;
&lt;br /&gt;
Plasma Turrets use [[Plasma Capsule|Plasma Capsules]] and [[Antimatter Capsule|Antimatter Capsules]] as ammo. While these deal damage in a blast radius, distances in space are so vast that Plasma Turrets are effectively single-target. &lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Plasma Turret&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Plasma Turret&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=10 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=20&lt;br /&gt;
    |In2=Titanium Glass&lt;br /&gt;
    |In2Qty=10&lt;br /&gt;
    |In3=Super-Magnetic Ring&lt;br /&gt;
    |In3Qty=10&lt;br /&gt;
    |In4=Plasma Exciter&lt;br /&gt;
    |In4Qty=5&lt;br /&gt;
    |In5=Processor&lt;br /&gt;
    |In5Qty=5&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
* By default, Plasma Turrets are configured to not engage Upper Air targets. Enabling this targeting allows them to attack [[Relay Station|Relay Stations]], which provide matter to the Dark Fog [[Space Hive]] and power their [[Planetary Base|Planetary Bases]]. Although attacking Relays will greatly increase the Hive&#039;s threat level, a solid array of Plasma Turrets may still be able to fend off its retaliation.  &lt;br /&gt;
** Destroying Relay Stations that are approaching the planet but that have not yet landed will &#039;&#039;not&#039;&#039; increase the Hive&#039;s threat level.&lt;br /&gt;
&lt;br /&gt;
*Placing a small ring of Plasma Turrets near the planet&#039;s north and south poles is an easy and relatively cheap way to defend against space invasions. Once the planet&#039;s energy budget has expanded enough, [[Planetary Shield Generator|Planetary Shield Generators]] can be incorporated into the defense as well. &lt;br /&gt;
&lt;br /&gt;
* Plasma Turrets will only attack space Dark Fog units if they are labeled red on the starmap, which only happens when they are actively attacking [[Icarus]] or mobilizing to attack the planet. This means that a Hive can orbit close to a planet with Plasma Turrets, without the turrets firing on the Hive and initiating a skirmish. &lt;br /&gt;
** However, if Icarus takes off from a planet orbiting close to a Hive, the Hive may launch an attack on Icarus. If this happens, the planet&#039;s Plasma Turrets will begin shooting at the aggressive Dark Fog units, which may lead to the entire Hive attacking the planet. Be prepared to have strong planetary shields and a good supply of ammo if this is a possibility, as such a conflict is essentially a global planetary invasion orders of magnitude larger than normal.&lt;br /&gt;
{{Item Navbox}}&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Corvette&amp;diff=14034</id>
		<title>Corvette</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Corvette&amp;diff=14034"/>
		<updated>2024-03-21T20:37:03Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; are fighters that can do battle with the [[Dark Fog|Dark Fog&#039;s]] forces in space. These weapons are a must-have when attacking Dark Fog Hives to combat the Dark Fog&#039;s numerous units.&lt;br /&gt;
&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Corvette&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Corvette&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=5 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=5&lt;br /&gt;
    |In2=Reinforced_Thruster&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
    |In3=Processor&lt;br /&gt;
    |In3Qty=2&lt;br /&gt;
    |In4=Particle Container&lt;br /&gt;
    |In4Qty=3&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
*In space flight, press Z (default) to enter combat mode. Pressing 9 (default) rallies all fighters to attack the current target.&lt;br /&gt;
*By placing spare Corvettes in the Hangar section of Icarus&#039;s Mecha Panel, they can replace any that are destroyed mid-combat.&lt;br /&gt;
*During space flights, deploying Corvettes will consume [[Icarus|Icarus&#039;s]] energy, even if Icarus itself is not involved in combat. Prepare accordingly.&lt;br /&gt;
*Since Corvettes don&#039;t use complex or rare materials, they can be produced in large quantities by the mid-game and late-game. This will be necessary for fighting against well-established Hives, as they can have thousands of units. Deploying multiple squadrons of Corvettes also draws a lot of enemy fire away from Icarus, making battle considerably safer.&lt;br /&gt;
*[[Dark Fog Farming|Farming the Dark Fog]] can provide all materials necessary to produce Corvettes: Dark Fog units drop [[Processor|Processors]] at Lv.9+, [[Titanium Alloy]] at Lv.12+, and [[Particle Container|Particle Containers]] and [[Reinforced Thruster|Reinforced Thrusters]] at Lv.15+.&lt;br /&gt;
*While [[Destroyer|Destroyers]] have considerably higher stats than Corvettes, they are much more expensive to produce, and only a few can be deployed at a time. Mass-producing Corvettes allows them to distract Dark Fog fighters with their sheer numbers and also makes them much more expendable.&lt;br /&gt;
{{Item Navbox}}&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:End Product]]&lt;br /&gt;
[[Category:Combat Unit]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Matter_Recombinator&amp;diff=14030</id>
		<title>Matter Recombinator</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Matter_Recombinator&amp;diff=14030"/>
		<updated>2024-03-21T07:29:16Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
&#039;&#039;&#039;Matter Recombinators&#039;&#039;&#039; are a material that can only be obtained by destroying [[Dark Fog]] units that are at least Lv.15. Having it in [[Icarus|Icarus&#039;s]] inventory reveals the secret [[Technologies|Technology]] [[Matter Recombination (Tech)]], which unlocks the [[Re-composing Assembler]]. Additionally, Matter Recombinators are a component of these new Assemblers. &lt;br /&gt;
&lt;br /&gt;
For more information, please check the [[Dark_Fog#Dark_Fog_Debris|Dark Fog Debris]] loot table. For a guide to farming the Dark Fog, see [[Dark Fog Farming]].&lt;br /&gt;
&lt;br /&gt;
==Used In==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Matter Recombination&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Re-composing Assembler&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=5 s&lt;br /&gt;
    |In1=Assembling Machine Mk.III&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Matter Recombinator&lt;br /&gt;
    |In2Qty=10&lt;br /&gt;
    |In3=Energy Shard&lt;br /&gt;
    |In3Qty=30&lt;br /&gt;
    |In4=Quantum Chip&lt;br /&gt;
    |In4Qty=4&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Laser_Turret&amp;diff=14026</id>
		<title>Laser Turret</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Laser_Turret&amp;diff=14026"/>
		<updated>2024-03-21T07:18:22Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The &#039;&#039;&#039;Laser Turret&#039;&#039;&#039; is a unique turret that consumes no ammunition, instead focusing precise high-energy lasers on targets directly. However, these lasers consume considerably more energy than similar turrets. Like the [[Gauss Turret]], it can only hit a single target at a time, but the ability to operate with no ammo makes it easy to integrate into a defensive line or create a low-maintenance defense.&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Planetary Defense System&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Laser Turret&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=6 s&lt;br /&gt;
    |In1=Steel&lt;br /&gt;
    |In1Qty=9&lt;br /&gt;
    |In2=Plasma Exciter&lt;br /&gt;
    |In2Qty=6&lt;br /&gt;
    |In3=Circuit Board&lt;br /&gt;
    |In3Qty=6&lt;br /&gt;
    |In4=Photon Combiner&lt;br /&gt;
    |In4Qty=9&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
* Researching Energy Weapon Damage doesn&#039;t show a &#039;&#039;&#039;+X hp&#039;&#039;&#039; added to the info box of the Laser Turret, but a placed Laser Turret&#039;s menu will accurately display its improved DPS.  Note that this research increases the damage of energy weapons by a percentage of their &#039;&#039;original damage&#039;&#039;, not their current damage, so each level of Energy Weapons Damage increases the Laser Turret&#039;s DPS by 12. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Laser Turret additional damage per level&lt;br /&gt;
|-&lt;br /&gt;
!Energy Weapon Damage Level!!Damage +x%!!Additional Damage!!Cumulative Damage&lt;br /&gt;
|-&lt;br /&gt;
| -||-||-||120.0 hp&lt;br /&gt;
|-&lt;br /&gt;
|1||+10%||12||132.0 hp&lt;br /&gt;
|-&lt;br /&gt;
|2||+10%||12||144.0 hp&lt;br /&gt;
|-&lt;br /&gt;
|3||+20%||24||168.0 hp&lt;br /&gt;
|-&lt;br /&gt;
|4||+30%||36||204.0 hp&lt;br /&gt;
|-&lt;br /&gt;
|5||+30%||36||240.0 hp&lt;br /&gt;
|-&lt;br /&gt;
|6+||+20%||24||264.0 hp&lt;br /&gt;
|}&lt;br /&gt;
*The extra energy consumption compared to other turrets is a small price to pay for the convenience that Laser Turrets bring. All they require is a steady and stable power grid. Destroying [[Planetary Base|Planetary Bases]] and constructing [[Geothermal Power Station|Geothermal Power Stations]] over them can provide a solid energy foundation for Laser Turrets.&lt;br /&gt;
**Laser Turrets are also extremely useful for [[Dark Fog Farming|farming the Dark Fog]], as they can be unlocked relatively early and can easily handle lesser Dark Fog units, all without the need for ammo production and distribution infrastructure.&lt;br /&gt;
{{Item Navbox}}&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Antimatter_Capsule&amp;diff=14022</id>
		<title>Antimatter Capsule</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Antimatter_Capsule&amp;diff=14022"/>
		<updated>2024-03-21T07:06:29Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The &#039;&#039;&#039;Antimatter Capsule&#039;&#039;&#039; is the true ultimate weapon in Dyson Sphere Program. It is a huge upgrade from the preceding [[Plasma Capsule]] and deals colossal damage in an enormous blast radius. Even the most powerful forces the [[Dark Fog]] can muster will be completely erased in an instant. Each capsule provides a total of 10 shots.&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=No&lt;br /&gt;
|Technology=Antimatter Capsule&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Antimatter Capsule&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=2 s&lt;br /&gt;
    |In1=Plasma Capsule&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Particle Container&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
    |In3=Hydrogen&lt;br /&gt;
    |In3Qty=10&lt;br /&gt;
    |In4=Antimatter&lt;br /&gt;
    |In4Qty=10&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
* Antimatter Capsules are shockingly simple to produce despite their incredible power. They can be made using only [[Fire Ice]], [[Unipolar Magnet|Unipolar Magnets]], [[Hydrogen]], [[Antimatter]], [[Copper Ore]], and [[Iron Ore]] as raw materials. If Unipolar Magnets are unavailable, making [[Particle Container|Particle Containers]] using the normal method does not require any other types of raw materials. &lt;br /&gt;
** Keep in mind that each Antimatter Capsule requires 10 units of Antimatter. A decently-sized [[Solar Sail|Dyson swarm]] or [[Dyson Sphere|Dyson sphere]] with a large array of [[Ray Receiver|Ray Receivers]] will be necessary to produce a good supply of Antimatter, although large quantities of Antimatter are already required for other late-game necessities like [[Universe Matrix|Universe Matrices]] and [[Antimatter Fuel Rod|Antimatter Fuel Rods]]. &lt;br /&gt;
* Since Antimatter Capsules fall into the Energy Capsule category of ammunition, they can be used to attack any target: [[SR Plasma Turret|SR Plasma Turrets]] can attack Ground and Air targets, and [[Plasma Turret|Plasma Turrets]] can attack Upper Air and Space targets. Even a single Plasma Turret can destroy a [[Relay Station]] with just a few shots. &lt;br /&gt;
** [[Icarus]] can also use Antimatter Capsules as ammo to decimate ground targets and [[Planetary Base|Planetary Bases]], but a large fleet of ground fighters is still a good idea to draw fire away from Icarus. However, Dark Fog [[Space Hive]] structures are strong enough to shrug off a number of hits from Antimatter Capsules. It is also generally too dangerous to get close enough to a Hive to shoot at it, but Antimatter Capsules can still punch holes in fleets of Dark Fog space units.&lt;br /&gt;
* Using [[Proliferator]] on the Antimatter Capsule allows each capsule to provide extra shots but will not cause turrets to use more power, creating extra ammo out of effectively nothing.&lt;br /&gt;
{{Item Navbox}}&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Planetary_Shield_Generator&amp;diff=14018</id>
		<title>Planetary Shield Generator</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Planetary_Shield_Generator&amp;diff=14018"/>
		<updated>2024-03-21T06:26:20Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The &#039;&#039;&#039;Planetary Shield Generator&#039;&#039;&#039; is a facility that creates a partial shield over the planet. It charges using excess energy from the power grid, similarly to [[Accumulator|Accumulators]]. After storing enough energy, the shield is created. Excess energy beyond this point will still be stored to reinforce the shield, allowing it to absorb more damage from the [[Dark Fog|Dark Fog&#039;s]] space assaults. Any damage prevented this way depletes the Planetary Shield Generator&#039;s energy, and the shield is dropped once its energy is depleted.  &lt;br /&gt;
&lt;br /&gt;
=== Production Chain ===&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Planetary Defense System&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Planetary Shield Generator&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=30 s&lt;br /&gt;
    |In1=Steel&lt;br /&gt;
    |In1Qty=20&lt;br /&gt;
    |In2=Electromagnetic Turbine&lt;br /&gt;
    |In2Qty=20&lt;br /&gt;
    |In3=Super-Magnetic Ring&lt;br /&gt;
    |In3Qty=5&lt;br /&gt;
    |In4=Particle Container&lt;br /&gt;
    |In4Qty=5&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
[[File:8 shield generator Planet.png|thumb|591x591px|A planet being covered by 8 Planetary Shield generators, preventing Relay Stations to settle.|border]]&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
* A single planet may only have up to 80 Planetary Shield Generators at once.&lt;br /&gt;
* If two Planetary Shield Generators are placed sufficiently close together, their coverage areas will meld together instead of simply overlapping, preventing them from losing coverage. &lt;br /&gt;
* Planetary Shields repel incoming [[Relay Station|Relay Stations]]. The actual altitude of the shield is irrelevant; it will repel the Relay as long as it is present.&lt;br /&gt;
* The planetary shield activates once 1.44 GJ of energy are stored, but it is a low-altitude shield that mainly protects the Planetary Shield Generator itself. Once a total of 2.88 GJ is stored, the shield reaches its full altitude and coverage. &lt;br /&gt;
* Planetary Shield Generators take priority over Accumulators when charging; if there is spare energy in the grid, Planetary Shield Generators will always charge before Accumulators, regardless of whether the Accumulators are placed or being charged by an [[Energy Exchanger]].&lt;br /&gt;
&lt;br /&gt;
=== Player Tips &amp;amp; Tricks ===&lt;br /&gt;
&lt;br /&gt;
* Just 8 Planetary Shield Generators is enough to prevent Relay Stations from landing anywhere on the planet. There are multiple arrangements that can accomplish this. &lt;br /&gt;
* The [[Achievements|Achievement]] [[A.T Field]] requires 100% coverage of a planet with the shield. This is possible with a minimum of 20 Planetary Shield Generators. &lt;br /&gt;
* While the ability to defend against Dark Fog space attacks and completely ward off Relay Stations is very useful, Planetary Shield Generators consume large amounts of power, even when idle. An actively working [[Miniature Particle Collider]] uses the same amount of power as a fully charged, completely idle Planetary Shield Generator, 12 MW. One idle Planetary Shield Generator can be powered by a single [[Mini Fusion Power Plant]], or a Geothermal Power Station placed on a Lv.1 [[Core Driller]] (remaining after destroying a [[Planetary Base]]), with a bit of surplus in both cases. To create and maintain a powerful shield, be prepared to create large-scale power infrastructure. &lt;br /&gt;
{{Item Navbox}}&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Antimatter_Capsule&amp;diff=14014</id>
		<title>Antimatter Capsule</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Antimatter_Capsule&amp;diff=14014"/>
		<updated>2024-03-21T01:44:21Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The &#039;&#039;&#039;Antimatter Capsule&#039;&#039;&#039; is the true ultimate weapon in Dyson Sphere Program. It is a huge upgrade from the preceding [[Plasma Capsule]] and deals colossal damage in an enormous blast radius. Even the most powerful forces the [[Dark Fog]] can muster will be completely erased in an instant. Each capsule provides a total of 10 shots.&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=No&lt;br /&gt;
|Technology=Antimatter Capsule&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Antimatter Capsule&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=2 s&lt;br /&gt;
    |In1=Plasma Capsule&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Particle Container&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
    |In3=Hydrogen&lt;br /&gt;
    |In3Qty=10&lt;br /&gt;
    |In4=Antimatter&lt;br /&gt;
    |In4Qty=10&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
* Antimatter Capsules are shockingly simple to produce despite their incredible power. They can be made using only [[Fire Ice]], [[Unipolar Magnet|Unipolar Magnets]], [[Hydrogen]], [[Antimatter]], [[Copper Ore]], and [[Iron Ore]] as raw materials. If Unipolar Magnets are unavailable, making [[Particle Container|Particle Containers]] using the normal method does not require any other types of raw materials. &lt;br /&gt;
* Since Antimatter Capsules fall into the Energy Capsule category of ammunition, they can be used to attack any target besides Upper Air: [[SR Plasma Turret|SR Plasma Turrets]] can attack Ground and Air targets, and [[Plasma Turret|Plasma Turrets]] can attack Space targets.&lt;br /&gt;
* Using [[Proliferator]] on the Antimatter Capsule allows each capsule to provide extra shots but will not cause turrets to use more power, creating extra ammo out of effectively nothing.&lt;br /&gt;
{{Item Navbox}}&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=14006</id>
		<title>Dark Fog Farming</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=14006"/>
		<updated>2024-03-20T19:41:27Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: Added sections about file generation options and power&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dark Fog]] is the main enemy in Dyson Sphere Program, but it can prove useful to the player. By &#039;&#039;&#039;farming&#039;&#039;&#039; the Dark Fog, it will level up and drop progressively rarer and more valuable items, some of which are used for otherwise-unobtainable [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
To effectively farm the Dark Fog, the player must construct facilities that automatically destroy Dark Fog units without harming the [[Planetary Base|Planetary Bases]] producing them or the [[Relay Station|Relay Stations]] powering them. Additionally, the Dark Fog [[Space Hive]] will continually deploy more and more Relay Stations to construct new Planetary Bases, so the player must have a way to address these new bases to prevent the Dark Fog from breaking free of the farm. [[Signal Tower|Signal Towers]] put the Dark Fog into overdrive mode to greatly increase the number of units produced, thereby increasing the farm&#039;s output. Finally, [[Battlefield Analysis Base|Battlefield Analysis Bases]] are necessary to automatically collect the Dark Fog&#039;s drops, and a system must be put in place to organize and store the drops so that the Battlefield Bases do not overflow.&lt;br /&gt;
&lt;br /&gt;
== Cluster Generation ==&lt;br /&gt;
Before the game even begins, the player can adjust the Dark Fog&#039;s settings along with the cluster&#039;s settings. Farming revolves around having the Dark Fog reach high levels to drop valuable items, so setting their Initial Level to 10 allows them to begin dropping useful items immediately. This does increase all units&#039; stats by 100%, but Raiders are fairly weak to begin with, so a good array of turrets can still handle them. Another setting worth adjusting is the Combat XP Factor, which dictates how quickly the Dark Fog can level up. At the normal 100%, the Dark Fog levels up decently slowly, so increasing this factor will save a lot of time. It can go up to a maximum of 1000%, and while this may appear daunting at first, the Dark Fog&#039;s stats increase &#039;&#039;linearly&#039;&#039; by 10% per level. Once the Dark Fog has reached the high levels necessary to drop the best items, each level will not make that much of a difference. Finally, reduce the Power Threat Factor to the minimum 1% so that the Dark Fog does not interfere with gameplay outside of farming. Combat Threat Factor can be left alone, because Planetary Bases are unable to mount an assault without a certain number of units available. By using Signal Towers, all available units will always be deployed and destroyed as quickly as they are produced.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
Like any other facility, a Dark Fog farm requires a lot of energy to stay running. However, the penalty for not meeting a farm&#039;s energy demands is far more severe; while a normal facility would just slow down or stop, a Dark Fog farm may wind up completely overrun and destroyed. Luckily, the Dark Fog itself provides a solution to this problem. By destroying Planetary Bases, holes are left behind that can have [[Geothermal Power Station|Geothermal Power Stations]] placed on them. These provide large amounts of power and have 100% uptime in all conditions; the only reason a Geothermal Power Station would stop generating power is that the Dark Fog managed to destroy it. Before setting up the farm, allow the Dark Fog to send several Relays to the planet, and wipe out each Planetary Base as fast as they are established. This will provide a solid power foundation to build the farm upon, and if more power is required at a later point, simply allow more Relays to land.&lt;br /&gt;
&lt;br /&gt;
Additionally, turrets use a lot of power, but only in very short bursts. Having a bank of [[Accumulator|Accumulators]] allows power to build up whenever the turrets are not firing and helps prevent overdraw.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Placement ==&lt;br /&gt;
The next important choice to make is what weapon(s) to use to destroy the Dark Fog&#039;s units. While explosive damage from [[Missile Turret|Missile Turrets]] and the like is fantastic for fighting through waves of Dark Fog fighters, farming requires a more delicate and precise approach. The goal is only to destroy the &#039;&#039;units&#039;&#039;, but explosive damage is liable to damage their camps, costing the base matter and energy. This means that only [[Gauss Turret|Gauss Turrets]] and [[Laser Turret|Laser Turrets]] are suitable for farming, as they are the only turrets that deal damage to a single target at a time. Gauss Turrets are unlocked before Laser Turrets, are much cheaper to produce, and use almost 15 times less power, but Laser Turrets have the benefit of requiring &#039;&#039;no&#039;&#039; ammunition whatsoever. This dramatically cuts down on micromanagement, as only a consistent source of power is required. Laser Turrets also deal considerably more damage than Gauss Turrets, except when using [[Superalloy Ammo Box|Superalloy Ammunition]].&lt;br /&gt;
&lt;br /&gt;
Regardless of which turret is used, the placement strategy is the same. Once the Planetary Base is constructed, the Dark Fog will attempt to construct up to 3 each of Raider Camps and Plasma Sentries. These are placed in alternating order around the base, so two given Raider Camps are always separated by 120 degrees, with a spot for a Plasma Sentry between them. While the Raider Camps are the source of the Dark Fog units to farm, the Plasma Sentries throw a wrench into the works. They deal very high damage at a good range, enough to seriously damage or potentially destroy Signal Towers. Thus the best way to place turrets is such that the Planetary Base is at the very edge of their range. Make sure that the Raider Camps are not in any turret&#039;s range, but that all possible Plasma Sentry locations &#039;&#039;are&#039;&#039; within range.&lt;br /&gt;
&lt;br /&gt;
== Handling Items ==&lt;br /&gt;
Once the player has formed a perimeter of turrets around the Planetary Base, the next step is to handle the item drops. Battlefield Analysis Bases have a lot of storage, but it is not infinite, and slots can be taken up surprisingly quickly if farming a lot of different items. Within the Battlefield Base&#039;s inventory is a menu to set the items that the Dark Fog is allowed to drop, so deselect all items that are irrelevant so they do not take up space. Each Battlefield Base also only has nine ports, so keep this in mind when selecting how many types of items should drop. Finally, add some external storage for each desired item.&lt;br /&gt;
&lt;br /&gt;
== Controlling the Dark Fog ==&lt;br /&gt;
While it is relatively straightforward to corral a Planetary Base, the Dark Fog will still continuously try to expand throughout the system and establish new Planetary Bases. Left unchecked, these may launch assaults on the player&#039;s facilities and break down the confines of the farm. Once the player is satisfied with the number of Planetary Bases being farmed on a planet, they must prevent any new Planetary Bases from being built. Destroying the Hive itself may seem enticing, as this cuts off new Relays at the source. All established Planetary Bases will be too busy using their resources on new units to send any back to reconstruct the Hive, so it will effectively be out of commission permanently. However, the Hive is still a major source of energy for Planetary Bases. Without a Hive supplying them with energy, Planetary Bases will barely be able to produce any units, as the energy required to operate three Raider Camps in overdrive mode is much greater than the amount that the Relay can naturally generate.&lt;br /&gt;
&lt;br /&gt;
Since destroying the Hive is not a viable option, the only way to prevent new bases from being constructed is to drive off Relays that attempt to reach the planet, as the farm will inevitably reach a point where the micromanagement of destroying new bases is undesirable. There are several ways to drive off Relay Stations that are arriving at a planet, with varying requirements. [[Planetary Shield Generator|Planetary Shield Generators]] prevent Relays from reaching their shielded areas, and with enough of them the entire planet can be permanently protected from any new Relays. Alternatively, [[Missile Turret|Missile Turrets]] and [[Plasma Turret|Plasma Turrets]] can attack Space targets, allowing them to destroy Relays before they reach the planet. Finally, covering the entire planet with structures will leave nowhere for a Relay to establish a base, although this is the least practical of these options. To truly eliminate micromanagement, these anti-Relay measures must be put in place on &#039;&#039;every&#039;&#039; planet in the system, as the Dark Fog will attempt to settle on each of them. While systems with only a single planet are few and far between, they are the simplest systems to farm in the late game.&lt;br /&gt;
&lt;br /&gt;
The only remaining thing that will require micromanagement no matter what is the production of [[Seed|Seeds]]. The Hive will inevitably produce these, as farming allows the Dark Fog to continuously harvest matter and energy. To prevent the Dark Fog from spreading to new systems, the player must eliminate Seeds whenever they appear. Alternatively, the player can try to &amp;quot;prune&amp;quot; the Hive by attacking it and partially destroying its facilities, forcing it to use its resources on reconstruction instead of Seeds. Luckily, in both cases the player will not need to check up on the system very often. Seeds travel extremely slowly through space and are completely vulnerable, so destroying them is simple as long as the player takes notice, and the Hive takes a long time to get back to the point where it may produce Seeds if it is partially destroyed.&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog&amp;diff=14002</id>
		<title>Dark Fog</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog&amp;diff=14002"/>
		<updated>2024-03-20T18:38:32Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The &#039;&#039;&#039;Dark Fog&#039;&#039;&#039; is the main enemy in Dyson Sphere Program. It is a mechanical automaton, resembling a [[wikipedia:Self-replicating_spacecraft|Von Neumann swarm]]. It was created by COSMO prior to the Dyson Sphere Program, with the goal of providing energy to CenterBrain. For unknown reasons, its connection to CenterBrain was lost, and the Swarm went rogue. It consists of [[Space Hive|Space Hives]] and [[Planetary Base|Planetary Bases]], gathering energy from stars and matter from planets. &lt;br /&gt;
&lt;br /&gt;
== Dark Fog Structures ==&lt;br /&gt;
* The [[Space Hive|Hive]] is a megastructure, floating in space, spread across different systems. Each system that the Dark Fog inhabits has one or more Hives that acts as their centers of operations. A Hive can construct various defenses for itself, as well as energy collectors in the form of Photon Collectors. The Hive also can build and dispatch Relays, which attach to planets to create or reinforce a Planetary Base.&lt;br /&gt;
* The [[Planetary Base]] is a planetary outpost for the Hive, with the sole purpose of collecting matter from the core of the planet. This resource is infinite for the Dark Fog, and the player cannot collect it. Each Planetary Base is composed of the following components:&lt;br /&gt;
** A single [[Relay Station]], floating above the ground structures in the atmosphere. It provides the ground structures with energy from the Hive, and sends the Matter collected by the Planetary Base core to the Hive. A Relay will retreat and return to the Hive if  the Core Driller is filled in with [[Foundation|Foundations]] or covered by a [[Geothermal Power Station]], or if the base repeatedly destroyed and it runs out of matter to rebuild it. It is possible to attack the Relay directly by enabling Upper Air targeting for [[Missile Turret|Missile Turrets]], but this will dramatically increase the Hive&#039;s threat level and is not recommended for the early game. &lt;br /&gt;
** A [[Core Driller]], located just below the Relay, around which ground structures are constructed. It is the first structure built when a Relay settles on a planet and produces matter using the planet&#039;s magma. Matter is used by the Planetary Base to build new structures, create new units, or when it has stockpiled enough, send shuttles via the Relay to provide matter for the Hive.&lt;br /&gt;
** Multiple Camps, specific to a unit type. The camps use matter and energy to create new units to defend the Planetary Base or launch attacks on the player and his facilities. Each camp has an &amp;quot;overdrive&amp;quot; mode, which will enhance the camp&#039;s ability to create units and extract matter by the factor of 10. This is triggered by proximity of [[Icarus]] or [[Signal Tower|Signal Towers]].&lt;br /&gt;
** Multiple defense turrets. Turrets attack all targets in their range and deal huge damage, but they require energy to work. Once the base&#039;s energy is depleted, its turrets cannot operate.&lt;br /&gt;
** Unknown structures, which seem to have no use currently.&lt;br /&gt;
&lt;br /&gt;
* Each new ground structure takes a while to build. &lt;br /&gt;
* If the ground below is not suitable, the base will automatically flatten or fill the terrain as required.&lt;br /&gt;
* Dark Fog Planetary Bases and Hives have Levels, which increase after they accumulate enough experience. A base earns Experience anytime it is damaged by the player, regardless if it is attacking or defending. The same goes for the Hive, although it earns Experience anytime the player engages with the Dark Fog &#039;&#039;anywhere&#039;&#039; within the system, and it earns Experience considerably slower than bases do. &lt;br /&gt;
* Additionally, whenever the Hive dispatches a Relay, the newly-constructed base will inherit the Hive&#039;s Level. The Hive and Bases are progressively enhanced as their Levels increase, increasing the durability, amount, and types of units they can produce. Higher level units also drop higher tier loot.&lt;br /&gt;
* Eventually, once a Hive has accumulated enough matter and energy, it can produce a Seed, which flies through space to eventually settle in a new star system and establish a new Hive. However, Seeds are completely defenseless and travel relatively slowly, so catching up to them and destroying them is relatively simple. The real challenge is noticing that the Seed exists in the first place, especially for those in distant systems.&lt;br /&gt;
&lt;br /&gt;
== Dark Fog Units==&lt;br /&gt;
Planetary Units:&lt;br /&gt;
* &#039;&#039;&#039;Raider&#039;&#039;&#039;: The Raider is the first unit created by a Planetary Base. It is slow, and hovers slightly above the ground. It is quite durable, and deals a fair amount of damage. It will attack during an assault. A Raider&#039;s base stats are: &#039;&#039;&#039;55&#039;&#039;&#039;hp, &#039;&#039;&#039;7&#039;&#039;&#039; damage, and &#039;&#039;&#039;0&#039;&#039;&#039; armor. Raiders also gain &#039;&#039;&#039;5&#039;&#039;&#039;hp, &#039;&#039;&#039;1.5&#039;&#039;&#039; damage, and &#039;&#039;&#039;0.2&#039;&#039;&#039; armor per Base level.&lt;br /&gt;
* &#039;&#039;&#039;Ranger&#039;&#039;&#039;: The Ranger is a fast, medium-ranged unit. It is quite fragile, and has lower damage than a Raider. It will attack during an assault. A Ranger&#039;s base stats are: &#039;&#039;&#039;40&#039;&#039;&#039;hp, &#039;&#039;&#039;5&#039;&#039;&#039;(?) damage, and &#039;&#039;&#039;0&#039;&#039;&#039; armor. Rangers also gain &#039;&#039;&#039;4&#039;&#039;&#039;hp, &#039;&#039;&#039;0.66&#039;&#039;&#039;(?) damage, and &#039;&#039;&#039;0.2&#039;&#039;&#039; armor per Base level.&lt;br /&gt;
*&#039;&#039;&#039;Guardian&#039;&#039;&#039;: The Guardian is a defensive unit that stays around the Base it protects. Upon entering its range, it will try to protect other units. It is medium-paced, but deals the most damage out of known ground units.&lt;br /&gt;
Space Units:&lt;br /&gt;
&lt;br /&gt;
* Humpback&lt;br /&gt;
* Lancer&lt;br /&gt;
&lt;br /&gt;
==Dark Fog Debris==&lt;br /&gt;
Destroying Dark Fog units will drop [[Soil Pile|Soil Piles]] as well as other random items, depending on the Level of the destroyed unit. These items will be on the ground and can be collected directly by [[Icarus]] or a [[Battlefield Analysis Base]] that is in range. Unlike player drops, drops from Dark Fog units will disappear after some time if not collected.&lt;br /&gt;
{| style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.0+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Log|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plant Fuel|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Iron Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Copper Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Stone Brick|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Magnet|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.3+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|High-Purity Silicon|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Energetic Graphite|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Steel|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Glass|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Prism|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Gear|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Magnetic Coil|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Circuit Board|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Engine|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Energy Shard|size=45x45px}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.6+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Diamond|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Electric Motor|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Microcrystalline Component|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plasma Exciter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plastic|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Combustible Unit|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Foundation|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.9+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Crystal Silicon|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Electromagnetic Turbine|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Processor|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Photon Combiner|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Hydrogen|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Graphene|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Thruster|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.12+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Dark Fog Matrix|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Alloy|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Glass|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Super-Magnetic Ring|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Hydrogen Fuel Rod|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Carbon Nanotube|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Explosive Unit|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.15+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Matter Recombinator|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Grating Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Particle Container|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Particle Broadband|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Deuterium|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Casimir Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Reinforced Thruster|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.18+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Silicon-based Neuron|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Strange Matter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plane Filter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Deuteron Fuel Rod|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Crystal Explosive Unit|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.21+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Negentropy Singularity|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Quantum Chip|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Antimatter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Graviton Lens|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Space Warper|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Annihilation Constraint Sphere|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.24+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Core Element|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Unipolar Magnet|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Antimatter Fuel Rod|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
* [[Battlefield Analysis Base|Battlefield Analysis Bases]] can automate nearby repairs and item collection, and even filter specific Dark Fog drops. By continuously inciting the Dark Fog and using turrets to destroy its units as fast as they are produced, the player can set up an automatic farm. Farming the Dark Fog makes every item they drop renewable, allowing the player to get extremely limited resources such as [[Unipolar Magnet|Unipolar Magnets]] without depleting any ore deposits. All Dark Fog units also drop [[Soil Pile|Soil Piles]], making them the only renewable source of it. &#039;&#039;See [[Dark Fog Farming|here]] for an in-depth guide to farming.&#039;&#039;&lt;br /&gt;
* Filling a Planetary Core does not invalidate the &amp;quot;Environmentalist&amp;quot; achievement.&lt;br /&gt;
* A [[Gauss Turret]] with [[Magnum Ammo Box|Magnum Ammo]] and no damage upgrade needs 8(?) bullets to kill a level 0 Raider.&lt;br /&gt;
* The Dark Fog&#039;s level does not actually increase units&#039; stats that much, so take Dark Fog seriously even at level 0. What really dictates the Dark Fog&#039;s danger is how many units it has created. A quick way to gauge the Dark Fog&#039;s strength from a safe distance is to look at the Hive on the star map; well-established Hives are larger overall and likely will have many squadrons of fighters around it, while weak Hives are small and may be patrolled by only a handful of units.&lt;br /&gt;
* Pay attention to any Dark Fog Seeds in the cluster. Seeds travel very slowly, so it&#039;s not necessary to take them down immediately, but allowing them to take root and establish a proper Hive is dangerous. If the Seed does manage to grow a Hive, the Hive will still take time to build proper defenses, so nip it in the bud and eradicate the new Hive quickly.&lt;br /&gt;
* Eradicating a Dark Fog Hive requires more than just destroying the Hive itself. Once the Hive&#039;s core is destroyed, any Relays occupying planets in the system will send matter back, reconstructing the core almost immediately. While the newly-repaired Hive will still take time to rebuild its defenses, the only way to truly destroy it for good is to also destroy all its Relays in the system. Destroying the Planetary Bases in the system is not necessary; once a Base&#039;s Relay is destroyed, the Base will eventually run out of energy and go dormant.&lt;br /&gt;
&lt;br /&gt;
This page is a work in progress. Feel free to add to it.&lt;br /&gt;
Stats marked with a &amp;quot;(?)&amp;quot; are stats to be checked, as they were guessed from existing ones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dyson Sphere Program]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=13995</id>
		<title>Dark Fog Farming</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog_Farming&amp;diff=13995"/>
		<updated>2024-03-20T06:03:31Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: Created page. It is broken up into sections about how to place turrets for farming, how to handle item drops, and how to prevent the Dark Fog from spreading outside the farm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dark Fog]] is the main enemy in Dyson Sphere Program, but it can prove useful to the player. By &#039;&#039;&#039;farming&#039;&#039;&#039; the Dark Fog, it will level up and drop progressively rarer and more valuable items, some of which are used for otherwise-unobtainable [[Technologies]].&lt;br /&gt;
&lt;br /&gt;
== General Overview ==&lt;br /&gt;
To effectively farm the Dark Fog, the player must construct facilities that automatically destroy Dark Fog units without harming the [[Planetary Base|Planetary Bases]] producing them or the [[Relay Station|Relay Stations]] powering them. Additionally, the Dark Fog [[Space Hive]] will continually deploy more and more Relay Stations to construct new Planetary Bases, so the player must have a way to address these new bases to prevent the Dark Fog from breaking free of the farm. [[Signal Tower|Signal Towers]] put the Dark Fog into overdrive mode to greatly increase the number of units produced, thereby increasing the farm&#039;s output. Finally, [[Battlefield Analysis Base|Battlefield Analysis Bases]] are necessary to automatically collect the Dark Fog&#039;s drops, and a system must be put in place to organize and store the drops so that the Battlefield Bases do not overflow.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Placement ==&lt;br /&gt;
The first and most important choice to make is what weapon(s) to use to destroy the Dark Fog&#039;s units. While explosive damage from [[Missile Turret|Missile Turrets]] and the like is fantastic for fighting through waves of Dark Fog fighters, farming requires a more delicate and precise approach. The goal is only to destroy the &#039;&#039;units&#039;&#039;, but explosive damage is liable to damage their camps, costing the base matter and energy. This means that only [[Gauss Turret|Gauss Turrets]] and [[Laser Turret|Laser Turrets]] are suitable for farming, as they are the only turrets that deal damage to a single target at a time. Gauss Turrets are unlocked before Laser Turrets, are much cheaper to produce, and use almost 15 times less power, but Laser Turrets have the benefit of requiring &#039;&#039;no&#039;&#039; ammunition whatsoever. This dramatically cuts down on micromanagement, as only a consistent source of power is required. Laser Turrets also deal considerably more damage than Gauss Turrets, except when using [[Superalloy Ammo Box|Superalloy Ammunition]].&lt;br /&gt;
&lt;br /&gt;
Regardless of which turret is used, the placement strategy is the same. Once the Planetary Base is constructed, the Dark Fog will attempt to construct up to 3 each of Raider Camps and Plasma Sentries. These are placed in alternating order around the base, so two given Raider Camps are always separated by 120 degrees, with a spot for a Plasma Sentry between them. While the Raider Camps are the source of the Dark Fog units to farm, the Plasma Sentries throw a wrench into the works. They deal very high damage at a good range, enough to seriously damage or potentially destroy Signal Towers. Thus the best way to place turrets is such that the Planetary Base is at the very edge of their range. Make sure that the Raider Camps are not in any turret&#039;s range, but that all possible Plasma Sentry locations &#039;&#039;are&#039;&#039; within range.&lt;br /&gt;
&lt;br /&gt;
== Handling Items ==&lt;br /&gt;
Once the player has formed a perimeter of turrets around the Planetary Base, the next step is to handle the item drops. Battlefield Analysis Bases have a lot of storage, but it is not infinite, and slots can be taken up surprisingly quickly if farming a lot of different items. Within the Battlefield Base&#039;s inventory is a menu to set the items that the Dark Fog is allowed to drop, so deselect all items that are irrelevant so they do not take up space. Each Battlefield Base also only has nine ports, so keep this in mind when selecting how many types of items should drop. Finally, add some external storage for each desired item.&lt;br /&gt;
&lt;br /&gt;
== Controlling the Dark Fog ==&lt;br /&gt;
While it is relatively straightforward to corral a Planetary Base, the Dark Fog will still continuously try to expand throughout the system and establish new Planetary Bases. Left unchecked, these may launch assaults on the player&#039;s facilities and break down the confines of the farm. Once the player is satisfied with the number of Planetary Bases being farmed on a planet, they must prevent any new Planetary Bases from being built. Destroying the Hive itself may seem enticing, as this cuts off new Relays at the source. All established Planetary Bases will be too busy using their resources on new units to send any back to reconstruct the Hive, so it will effectively be out of commission permanently. However, the Hive is still a major source of energy for Planetary Bases. Without a Hive supplying them with energy, Planetary Bases will barely be able to produce any units, as the energy required to operate three Raider Camps in overdrive mode is much greater than the amount that the Relay can naturally generate.&lt;br /&gt;
&lt;br /&gt;
Since destroying the Hive is not a viable option, the only way to prevent new bases from being constructed is to drive off Relays that attempt to reach the planet. At first, it will likely be worthwhile to allow Relay Stations to found new bases, as destroying these new bases is easy and allows the use of [[Geothermal Power Station|Geothermal Power Stations]] to generate huge amounts of energy. However, the farm will eventually reach a point where the micromanagement of destroying new bases is undesirable. There are several ways to drive off Relay Stations that are arriving at a planet, with varying requirements. [[Planetary Shield Generator|Planetary Shield Generators]] prevent Relays from reaching their shielded areas, and with enough of them the entire planet can be permanently protected from any new Relays. Alternatively, [[Missile Turret|Missile Turrets]] and [[Plasma Turret|Plasma Turrets]] can attack Space targets, allowing them to destroy Relays before they reach the planet. Finally, covering the entire planet with structures will leave nowhere for a Relay to establish a base, although this is the least practical of these options. To truly eliminate micromanagement, these anti-Relay measures must be put in place on &#039;&#039;every&#039;&#039; planet in the system, as the Dark Fog will attempt to settle on each of them. While systems with only a single planet are few and far between, they are the simplest systems to farm in the late game.&lt;br /&gt;
&lt;br /&gt;
The only remaining thing that will require micromanagement no matter what is the production of [[Seed|Seeds]]. The Hive will inevitably produce these, as farming allows the Dark Fog to continuously harvest matter and energy. To prevent the Dark Fog from spreading to new systems, the player must eliminate Seeds whenever they appear. Alternatively, the player can try to &amp;quot;prune&amp;quot; the Hive by attacking it and partially destroying its facilities, forcing it to use its resources on reconstruction instead of Seeds. Luckily, in both cases the player will not need to check up on the system very often. Seeds travel extremely slowly through space and are completely vulnerable, so destroying them is simple as long as the player takes notice, and the Hive takes a long time to get back to the point where it may produce Seeds if it is partially destroyed.&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Space_Hive&amp;diff=13988</id>
		<title>Space Hive</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Space_Hive&amp;diff=13988"/>
		<updated>2024-03-19T21:01:37Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Space Hive closeup.png|thumb|495x495px|Dark Fog Space Hive orbiting a black hole. ]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Dark Fog &#039;&#039;&#039;Space Hive&#039;&#039;&#039; is the center of the Dark Fog&#039;s operations within a star system. It gathers energy from the system&#039;s star and distributes the energy to [[Relay Station|Relay Stations]], which in turn provide it to their corresponding [[Planetary Base|Planetary Bases]]. In exchange, the Relay Stations send matter back to the Hive, which it uses to build structures and vessels that may serve defensive or manufacturing purposes.  &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The Hive and its Relays have a mutual relationship, in which each of them assists the other with resources. They also cover for each other in the event that the other is destroyed: the Hive can manufacture new Relays to deploy, and established Relays can send matter to reconstruct a destroyed Hive. In order to truly wipe the Dark Fog from a system, the player must deal with both the Hive and its Relays.&lt;br /&gt;
&lt;br /&gt;
Normally, the Hive&#039;s threat level increases extraordinarily slowly. However, attacking an established Relay will drastically increase the Hive&#039;s threat level. When the Hive launches an assault, it sends units to whatever planet [[Icarus]] was on when the assault began.&lt;br /&gt;
&lt;br /&gt;
Once a Hive has grown large and accumulated enough matter and energy, it can produce a [[Seed]], which flies to another star system to establish a new Hive. Seeds travel fairly slowly and are completely defenseless, so the real danger of Seeds comes from failing to notice them. Once the Seed takes root, the new Hive is still weak and easily destroyed, but it is much harder to spot on the star map and can quickly grow while flying under the radar. Alternatively, if the Seed arrives in a system that has a destroyed Hive that has not yet been rebuilt for some reason, the Seed will rebuild that Hive instead of starting a new one.&lt;br /&gt;
&lt;br /&gt;
=== Composition ===&lt;br /&gt;
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=== Structures and Units ===&lt;br /&gt;
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=== Player Tips &amp;amp; Tricks ===&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Space_Hive&amp;diff=13984</id>
		<title>Space Hive</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Space_Hive&amp;diff=13984"/>
		<updated>2024-03-19T20:57:47Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Space Hive closeup.png|thumb|495x495px|Dark Fog Space Hive orbiting a black hole. ]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Dark Fog &#039;&#039;&#039;Space Hive&#039;&#039;&#039; is the center of the Dark Fog&#039;s operations within a star system. It gathers energy from the system&#039;s star and distributes the energy to [[Relay Station|Relay Stations]], which in turn provide it to their corresponding [[Planetary Base|Planetary Bases]]. In exchange, the Relay Stations send matter back to the Hive, which it uses to build structures and vessels that may serve defensive or manufacturing purposes.  &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The Hive and its Relays have a mutual relationship, in which each of them assists the other with resources. They also cover for each other in the event that the other is destroyed: the Hive can manufacture new Relays to deploy, and established Relays can send matter to reconstruct a destroyed Hive. In order to truly wipe the Dark Fog from a system, the player must deal with both the Hive and its Relays.&lt;br /&gt;
&lt;br /&gt;
Normally, the Hive&#039;s threat level increases extraordinarily slowly. However, attacking an established Relay will drastically increase the Hive&#039;s threat level. When the Hive launches an assault, it sends units to whatever planet [[Icarus]] was on when the assault began.&lt;br /&gt;
&lt;br /&gt;
Once a Hive has grown large and accumulated enough matter and energy, it can produce a [[Seed]], which flies to another star system to establish a new Hive. Seeds travel fairly slowly and are completely defenseless, so the real danger of Seeds comes from failing to notice them. Once the Seed takes root, the new Hive is still weak and easily destroyed, but it is much harder to spot on the star map and can quickly grow while flying under the radar.&lt;br /&gt;
&lt;br /&gt;
=== Composition ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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=== Structures and Units ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
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=== Player Tips &amp;amp; Tricks ===&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Relay_Station&amp;diff=13980</id>
		<title>Relay Station</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Relay_Station&amp;diff=13980"/>
		<updated>2024-03-19T19:24:39Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[File:Relay Stationed.png|thumb|right|link=|431px|Stationary Relay]]&lt;br /&gt;
The &#039;&#039;&#039;Relay Station&#039;&#039;&#039; is a [[Dark Fog]] structure built and deployed by the [[Space Hive]]. When deployed, the Relay Station arrives at a planet in the Hive&#039;s system and constructs a [[Core Driller]], after which it constructs a [[Planetary Base]]. The Relay Station sends matter from the Planetary Base to the Hive, and in turn it receives energy from the Hive to supply the Planetary Base. Since they are the foundation of the Dark Fog&#039;s growth, attacking planetside Relay Stations is essentially a declaration of war on the system&#039;s Hives, rapidly increasing their threat level.   &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Relay Stations hovering above a planet are considered Upper Air targets. By default, any turrets that can attack Upper Air targets have this setting disabled, so that it is a conscious and active choice to attack Relays.&lt;br /&gt;
&lt;br /&gt;
The Space Hive requires 10800 matter to construct a Relay. It takes 10 minutes to construct a Relay and an additional 5 minutes to charge it with energy. Once a Relay is constructed and charged, it will attempt to occupy a planet in the system, preferring to land on a planet with a lower player presence. An active [[Planetary Shield Generator|Planetary Shield]] will repel any Relay Station that attempts to land on a shielded area, and the Relay will return to the Hive.&lt;br /&gt;
&lt;br /&gt;
Once a stationed Relay has accumulated at least 10900 matter, it sends a vessel with 6000 matter to the Hive.&lt;br /&gt;
&lt;br /&gt;
After the Relay&#039;s Planetary Base is destroyed, the Core Driller can be filled with [[Foundation]] and [[Soil Pile|Soil Piles]], or a [[Geothermal Power Station|Geothermal Power Plant]]. In either case, the Relay will leave and return to the Hive.&lt;br /&gt;
&lt;br /&gt;
It is possible to destroy a Relay Station as it leaves the planet or before it lands on a planet. This does &#039;&#039;not&#039;&#039; cause the Hive&#039;s threat level to increase.[[File:Relay Stations docked .png|thumb|right|link=|416px|Relay Stations docked in the Space Hives Core.]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Planetary_Base&amp;diff=13976</id>
		<title>Planetary Base</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Planetary_Base&amp;diff=13976"/>
		<updated>2024-03-19T19:11:56Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Planetary Base max Size.png|thumb|431x431px|Fully grown Planetary Base ]]&lt;br /&gt;
== Summary ==&lt;br /&gt;
The &#039;&#039;&#039;Planetary Base&#039;&#039;&#039; is a [[Dark Fog]] structure constructed by a [[Relay Station]], after it installs a [[Core Driller]] on a planet&#039;s surface. It consists of a variety of production and defense facilities and grows over time, until it reaches its maximum size. The Planetary Base&#039;s energy is supplied by the Relay Station above it, and its matter is supplied by its Core Driller.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
When a Planetary Base is first constructed, it will do nothing until it has stored about 9500 matter, at which point it begins constructing its first buildings. A single Planetary Base can store up to 15000 matter, and any excess is sent to its Relay Station. &lt;br /&gt;
&lt;br /&gt;
A Planetary Base will produce 180 matter per second, unless it has entered overdrive mode. This is triggered if [[Icarus]] or a [[Signal Tower]] is close to the Planetary Base and increases matter and unit production speed tenfold.&lt;br /&gt;
&lt;br /&gt;
If the Planetary Base&#039;s Relay is destroyed, the Base will quickly run out of power and go dormant. &lt;br /&gt;
&lt;br /&gt;
== Composition ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
* The Planetary Base consists of three distinct rings: &lt;br /&gt;
** Central Ring: Buildings here are constructed at a speed of 1% every 6 seconds, so each takes 10 minutes to build. Each building is located on the hard foundation section. The central ring can support: &lt;br /&gt;
*** 3 Raider Camps&lt;br /&gt;
*** 3 Plasma Sentries&lt;br /&gt;
** Second Ring: Buildings here are constructed at a speed of 0.1% every 6 seconds, so each takes 1 hour and 40 minutes to build. However, multiple buildings may be under construction at once. Each building is located on the ground around the hard foundation. The second ring can support:&lt;br /&gt;
*** 6 Ranger Camps&lt;br /&gt;
*** 3 Raider Camps&lt;br /&gt;
*** 3 Unknown Structures&lt;br /&gt;
** Third Ring: Buildings here are constructed at a speed of 0.3% every six seconds, so each takes about 33 minutes to build. However, fewer buildings are under construction at a time. Each buildings is located on the ground around the hard foundation. The third ring can support: &lt;br /&gt;
*** 9 High Energy Laser Towers&lt;br /&gt;
*** 6 Guardian Camps&lt;br /&gt;
*** 3 Ranger Camps&lt;br /&gt;
*** 3 Plasma Sentries&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style&amp;quot;line-height:0,5 !important;&amp;quot;&amp;gt;&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===== Name =====&lt;br /&gt;
|&lt;br /&gt;
===== Ingame Tooltip =====&lt;br /&gt;
|&lt;br /&gt;
===== Image =====&lt;br /&gt;
|&lt;br /&gt;
===== Stats =====&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[Relay Station]]===&lt;br /&gt;
|&lt;br /&gt;
|[[File:Relay Stationed.png|left|thumb|311x311px]]&lt;br /&gt;
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=== Planetary Base (core)===&lt;br /&gt;
!Dark Fog&#039;s brain above the planet, it follows two simple rules: First, never build unnecessary structures; Second, clear any threats near the base. A Planetary Base will regularly assess its nearby environment. If a threat is identified, it will give an order to its Camps to accelerate production. A Planetary Base will dig wells deep into the planet to exploit core matter. Such matter will then be used to build structures and units. This technology grants a high degree of freedom in evolution to its units, and this may have induced the Dark Fog&#039;s variation. Therefore, this technology has been prohibited by the COSMO Technology Ethics Committee. You can still see the core even  after a Planetary Base is destroyed. Frankly, only a few engineers were lucky enough to witness this. &lt;br /&gt;
|[[File:Planetary Base Core.png|left|thumb]]&lt;br /&gt;
! Durability: 2000 + 120 / Level&lt;br /&gt;
&lt;br /&gt;
Armor: 0 + 0,2 / Level &lt;br /&gt;
&lt;br /&gt;
Production Rate: 180 Matter / sec&lt;br /&gt;
&lt;br /&gt;
Power Consumption:  &lt;br /&gt;
&lt;br /&gt;
Idle Consumption: 5,4 MW  &lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
===Raider Camp===&lt;br /&gt;
!Dark Fog&#039;s production facility, which is used to produce powerful close-quarter ground units like Raiders. Raiders float above the ground and possess formidable attack and defense capability. Raiders are named after an extremely curious engineer. After landing, he went to search the ground base but was raided by a newly produced Raider.&lt;br /&gt;
![[File:Raider Camp.png|thumb|364x364px|left]]&lt;br /&gt;
!Durability: 1000 HP+ 60 / Level&lt;br /&gt;
&lt;br /&gt;
Armor: 0 + 0,20 / Level &lt;br /&gt;
&lt;br /&gt;
Construction: 100 kW + 2 Matter / sec &lt;br /&gt;
&lt;br /&gt;
Power Consumption: 1.2 MW &lt;br /&gt;
&lt;br /&gt;
Idle Power Consumption: 400 kW&lt;br /&gt;
&lt;br /&gt;
Production Rate: (to be added) &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Ranger Camp===&lt;br /&gt;
!Dark Fog&#039;s production facility, which is used to produce long-range ground units like Rangers. Before variation, Rangers had been the defensive security system of the ground base. They patrolled around the base to clear away any threats. After variation, they became more aggressive.&lt;br /&gt;
|[[File:Ranger Camp.png|thumb|left]]&lt;br /&gt;
!Durability: 900 + 55 / Level&lt;br /&gt;
Armor: 0 + 0,20 / Level &lt;br /&gt;
&lt;br /&gt;
Construction: 100 kW + 2 Matter / sec &lt;br /&gt;
&lt;br /&gt;
Power Consumption: 1.2 MW &lt;br /&gt;
&lt;br /&gt;
Idle Power Consumption: 400 kW&lt;br /&gt;
&lt;br /&gt;
Production Rate:  (to be added) &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Guardian Camp===&lt;br /&gt;
! Dark Fog&#039;s production facility, which is used to produce powerful ground defense units like Guardians. Guardians offer strong protection to nearby Dark Fog, which is how they got their name.&lt;br /&gt;
|[[File:Guardian Camp.png|thumb|left]]&lt;br /&gt;
!Durability: 800 + 50 / Level &lt;br /&gt;
Armor: 0 + 0,20 / Level  &lt;br /&gt;
&lt;br /&gt;
Construction: 100 kW + 2 Matter / sec &lt;br /&gt;
&lt;br /&gt;
Power Consumption: 1.2 MW &lt;br /&gt;
&lt;br /&gt;
Idle Power Consumption: 400 kW&lt;br /&gt;
&lt;br /&gt;
Production Rate: (to be added)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Plasma Sentry===&lt;br /&gt;
!High-energy crystals are used as its plasma exciter. They can quickly stimulate plasmas to be used as weapons. They usually appear inside a Planetary Base to provide powerful suppressive fire&lt;br /&gt;
|[[File:Plasma Sentry Active.png|left|thumb]]&lt;br /&gt;
!Durability: 700 + 55 / Level  &lt;br /&gt;
Armor: 0 + 0,20 / Level  &lt;br /&gt;
&lt;br /&gt;
Construction: 100 kW + 2 Matter / sec &lt;br /&gt;
&lt;br /&gt;
Power Consumption:  &lt;br /&gt;
&lt;br /&gt;
Engaging: 4.8 MW &lt;br /&gt;
&lt;br /&gt;
On Alert: 2.4 MW &lt;br /&gt;
&lt;br /&gt;
Damage: 84 HP + 11 / Level&lt;br /&gt;
&lt;br /&gt;
Fire Rate: &lt;br /&gt;
&lt;br /&gt;
Range: &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===High-energy Laser Tower ===&lt;br /&gt;
!Three main pumping sources stimulate its lasers. Meanwhile, three energy boosters are equipped to improve the control of the lasers. This design optimizes laser output with higher energy while still maintaining high stability and accuracy. It usually appears on the periphery of the Planetary Base. &lt;br /&gt;
|[[File:Laser Tower.png|thumb|331x331px|left]]&lt;br /&gt;
! Durability: 800 + 60 / Level&lt;br /&gt;
Armor: 0 + 0,2 / Level&lt;br /&gt;
&lt;br /&gt;
Construction: 100 kW + 2 Matter / sec&lt;br /&gt;
&lt;br /&gt;
Power Consumption:  &lt;br /&gt;
&lt;br /&gt;
Engaging: 6.0 MW &lt;br /&gt;
&lt;br /&gt;
On Alert: 2.4 MW &lt;br /&gt;
&lt;br /&gt;
Damage: 360 HP + 40 / Level &lt;br /&gt;
&lt;br /&gt;
Fire Rate:&lt;br /&gt;
&lt;br /&gt;
Range:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Unknown Structure===&lt;br /&gt;
!Although this building is mentioned in all reports, for now we still don&#039;t know its specific functions. It is huge and eye-catching. Maybe it connects the Planetary Base and the Hive. Or maybe it&#039;s still developing. research on it is still on progress. Hopefully its mystery will be revealed one day. &lt;br /&gt;
|[[File:Unknown Structure.png|left|thumb]]&lt;br /&gt;
!Durability: 800 + 50 / Level&lt;br /&gt;
Armor: 0 + 0,2 / Level &lt;br /&gt;
&lt;br /&gt;
Construction: 100 kW + 2 Matter / sec &lt;br /&gt;
&lt;br /&gt;
Power Consumption: 6 MW &lt;br /&gt;
&lt;br /&gt;
Idle Power Consumption: Unknown&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ground Units===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Raider&lt;br /&gt;
!&lt;br /&gt;
![[File:Raider Single.png|left|thumb]]&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!Ranger&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guardian&lt;br /&gt;
|&lt;br /&gt;
|[[File:Guardians.png|left|thumb]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Item Navbox}}&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:Material]]&lt;br /&gt;
[[Category:Crafting Material]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog&amp;diff=13943</id>
		<title>Dark Fog</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog&amp;diff=13943"/>
		<updated>2024-03-16T21:01:27Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The &#039;&#039;&#039;Dark Fog&#039;&#039;&#039; is the main enemy in Dyson Sphere Program. It is a mechanical automaton, resembling a [[wikipedia:Self-replicating_spacecraft|Von Neumann swarm]]. It was created by COSMO prior to the Dyson Sphere Program, with the goal of providing energy to CenterBrain. For unknown reasons connection to CenterBrain was lost, and the Swarm went rogue. It consists of [[Space Hive|Space Hives]] and [[Planetary Base|Planetary Bases]], gathering energy from stars and matter from planets. &lt;br /&gt;
&lt;br /&gt;
== Dark Fog Structures ==&lt;br /&gt;
* The [[Space Hive|Hive]] is a megastructure, floating in space, spread across different systems. Each system that the Dark Fog inhabits has one or more Hives that acts as their centers of operations. A Hive can construct various defenses for itself, as well as energy collectors in the form of Photon Collectors. The Hive also can build and dispatch Relays, which attach to planets to create or reinforce a Planetary Base.&lt;br /&gt;
* The [[Planetary Base]] is a planetary outpost for the Hive, with the sole purpose of collecting matter from the core of the planet. This resource is infinite for the Dark Fog, and the player cannot collect it. Each Planetary Base is composed of the following components:&lt;br /&gt;
** A single [[Relay Station]], floating above the ground structures in the atmosphere. It provides the ground structures with energy from the Hive, and sends the Matter collected by the Planetary Base core to the Hive. A Relay will retreat and return to the Hive if  the Core Driller is filled in with [[Foundation|Foundations]] or covered by a [[Geothermal Power Station]], or if the base repeatedly destroyed and it runs out of matter to rebuild it. It is possible to attack the Relay directly by enabling Upper Air targeting for [[Missile Turret|Missile Turrets]], but this will dramatically increase the Hive&#039;s threat level and is not recommended for the early game. &lt;br /&gt;
** A [[Core Driller]], located just below the Relay, around which ground structures are constructed. It is the first structure built when a Relay settles on a planet and produces matter using the planet&#039;s magma. Matter is used by the Planetary Base to build new structures, create new units, or when it has stockpiled enough, send shuttles via the Relay to provide matter for the Hive.&lt;br /&gt;
** Multiple Camps, specific to a unit type. The camps use matter and energy to create new units to defend the Planetary Base or launch attacks on the player and his facilities. Each camp has an &amp;quot;overdrive&amp;quot; mode, which will enhance the camp&#039;s ability to create units and extract matter by the factor of 10. This is triggered by proximity of [[Icarus]] or [[Signal Tower|Signal Towers]].&lt;br /&gt;
** Multiple defense turrets. Turrets attack all targets in their range and deal huge damage, but they require energy to work. Once the base&#039;s energy is depleted, its turrets cannot operate.&lt;br /&gt;
** Unknown structures, which seem to have no use currently.&lt;br /&gt;
&lt;br /&gt;
* Each new ground structure takes a while to build. &lt;br /&gt;
* If the ground below is not suitable, the base will automatically flatten or fill the terrain as required.&lt;br /&gt;
* Dark Fog Planetary Bases and Hives have Levels, which increase after they accumulate enough experience. A base earns Experience anytime it is damaged by the player, regardless if it is attacking or defending. The same goes for the Hive, although it earns Experience anytime the player engages with the Dark Fog &#039;&#039;anywhere&#039;&#039; within the system, and it earns Experience considerably slower than bases do. &lt;br /&gt;
* Additionally, whenever the Hive dispatches a Relay, the newly-constructed base will inherit the Hive&#039;s Level. The Hive and Bases are progressively enhanced as their Levels increase, increasing the durability, amount, and types of units they can produce. Higher level units also drop higher tier loot.&lt;br /&gt;
* Eventually, once a Hive has accumulated enough matter and energy, it can produce a Seed, which flies through space to eventually settle in a new star system and establish a new Hive. However, Seeds are completely defenseless and travel relatively slowly, so catching up to them and destroying them is relatively simple. The real challenge is noticing that the Seed exists in the first place, especially for those in distant systems.&lt;br /&gt;
&lt;br /&gt;
== Dark Fog Units==&lt;br /&gt;
Planetary Units:&lt;br /&gt;
* &#039;&#039;&#039;Raider&#039;&#039;&#039;: The Raider is the first unit created by a Planetary Base. It is slow, and hovers slightly above the ground. It is quite durable, and deals a fair amount of damage. It will attack during an assault. A Raider&#039;s base stats are: &#039;&#039;&#039;55&#039;&#039;&#039;hp, &#039;&#039;&#039;7&#039;&#039;&#039; damage, and &#039;&#039;&#039;0&#039;&#039;&#039; armor. Raiders also gain &#039;&#039;&#039;5&#039;&#039;&#039;hp, &#039;&#039;&#039;1.5&#039;&#039;&#039; damage, and &#039;&#039;&#039;0.2&#039;&#039;&#039; armor per Base level.&lt;br /&gt;
* &#039;&#039;&#039;Ranger&#039;&#039;&#039;: The Ranger is a fast, medium-ranged unit. It is quite fragile, and has lower damage than a Raider. It will attack during an assault. A Ranger&#039;s base stats are: &#039;&#039;&#039;40&#039;&#039;&#039;hp, &#039;&#039;&#039;5&#039;&#039;&#039;(?) damage, and &#039;&#039;&#039;0&#039;&#039;&#039; armor. Rangers also gain &#039;&#039;&#039;4&#039;&#039;&#039;hp, &#039;&#039;&#039;0.66&#039;&#039;&#039;(?) damage, and &#039;&#039;&#039;0.2&#039;&#039;&#039; armor per Base level.&lt;br /&gt;
*&#039;&#039;&#039;Guardian&#039;&#039;&#039;: The Guardian is a defensive unit that stays around the Base it protects. Upon entering its range, it will try to protect other units. It is medium-paced, but deals the most damage out of known ground units.&lt;br /&gt;
Space Units:&lt;br /&gt;
&lt;br /&gt;
* Humpback&lt;br /&gt;
* Lancer&lt;br /&gt;
&lt;br /&gt;
==Dark Fog Debris==&lt;br /&gt;
Destroying Dark Fog units will drop [[Soil Pile|Soil Piles]] as well as other random items, depending on the Level of the destroyed unit. These items will be on the ground and can be collected directly by [[Icarus]] or a [[Battlefield Analysis Base]] that is in range. Unlike player drops, drops from Dark Fog units will disappear after some time if not collected.&lt;br /&gt;
{| style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.0+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Log|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plant Fuel|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Iron Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Copper Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Stone Brick|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Magnet|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.3+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|High-Purity Silicon|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Energetic Graphite|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Steel|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Glass|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Prism|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Gear|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Magnetic Coil|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Circuit Board|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Engine|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Energy Shard|size=45x45px}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.6+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Diamond|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Electric Motor|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Microcrystalline Component|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plasma Exciter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plastic|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Combustible Unit|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Foundation|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.9+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Crystal Silicon|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Electromagnetic Turbine|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Processor|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Photon Combiner|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Hydrogen|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Graphene|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Thruster|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.12+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Dark Fog Matrix|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Alloy|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Glass|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Super-Magnetic Ring|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Hydrogen Fuel Rod|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Carbon Nanotube|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Explosive Unit|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.15+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Matter Recombinator|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Grating Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Particle Container|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Particle Broadband|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Deuterium|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Casimir Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Reinforced Thruster|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.18+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Silicon-based Neuron|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Strange Matter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plane Filter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Deuteron Fuel Rod|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Crystal Explosive Unit|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.21+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Negentropy Singularity|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Quantum Chip|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Antimatter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Graviton Lens|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Space Warper|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Annihilation Constraint Sphere|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.24+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Core Element|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Unipolar Magnet|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Antimatter Fuel Rod|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
* Dark Fog is the only renewable source of [[Soil Pile]], dropping in small quantities from all Dark Fog units.&lt;br /&gt;
* Dark Fog allows players to obtain extremely limited resources such as [[Unipolar Magnet|Unipolar Magnets]] without depleting any ore deposits. &lt;br /&gt;
* You can set a [[Battlefield Analysis Base]] to automate repairs and item collection. You can even set filters for what will be collected, this can be used to farm Dark Fog drops.&lt;br /&gt;
* If you set a defense perimeter close enough to a Dark Fog planetary base, but not close enough to its core, it will keep &amp;quot;farming&amp;quot; units endlessly. With the correct setup, you can automate this farm. An example of this would be setting towers being automatically fed by ammo with a nearby [[Battlefield Analysis Base]] to collect your desired drops. These drops can be fed to your logistics and be supplied to your factory.&lt;br /&gt;
* Filling a Planetary Core does not invalidate the &amp;quot;Environmentalist&amp;quot; achievement.&lt;br /&gt;
* A [[Gauss Turret]] with [[Magnum Ammo Box|Magnum Ammo]] and no damage upgrade needs 8(?) bullets to kill a level 0 Raider.&lt;br /&gt;
* The Dark Fog&#039;s level does not actually increase units&#039; stats that much, so take Dark Fog seriously even at level 0. What really dictates the Dark Fog&#039;s danger is how many units it has created. A quick way to gauge the Dark Fog&#039;s strength from a safe distance is to look at the Hive&#039;s side on the star map; well-established Hives are larger overall and likely will have many squadrons of fighters around it, while weak Hives are small and may be patrolled by only a handful of units.&lt;br /&gt;
* Pay attention to any Dark Fog Seeds in the cluster. Seeds travel very slowly, so it&#039;s not necessary to take them down immediately, but allowing them to take root and establish a proper Hive is dangerous. If the Seed does manage to grow a Hive, the Hive will still take time to build proper defenses, so nip it in the bud and eradicate the new Hive quickly.&lt;br /&gt;
* Eradicating a Dark Fog Hive requires more than just destroying the Hive itself. Once the Hive&#039;s core is destroyed, any Relays occupying planets in the system will send matter back, reconstructing the core almost immediately. While the newly-repaired Hive will still take time to rebuild its defenses, the only way to truly destroy it for good is to also destroy all its Relays in the system. Destroying the Planetary Bases in the system is not necessary; once a Base&#039;s Relay is destroyed, the Base can no longer gather matter for the Hive or itself.&lt;br /&gt;
&lt;br /&gt;
This page is a work in progress. Feel free to add to it.&lt;br /&gt;
Stats marked with a &amp;quot;(?)&amp;quot; are stats to be checked, as they were guessed from existing ones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dyson Sphere Program]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Gauss_Turret&amp;diff=13939</id>
		<title>Gauss Turret</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Gauss_Turret&amp;diff=13939"/>
		<updated>2024-03-16T18:48:53Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
&#039;&#039;&#039;Gauss Turrets&#039;&#039;&#039; are automatic sentries that can combat the [[Dark Fog]], and the first turret to be unlocked. As such, they are fairly basic and can only attack a single target at a time, but they and their ammo are simple to produce.&lt;br /&gt;
&lt;br /&gt;
Gauss Turrets use [[Magnum Ammo Box|Magnum Ammo Boxes]], [[Titanium Ammo Box|Titanium Ammo Boxes]], and [[Superalloy Ammo Box|Superalloy Ammo Boxes]].&lt;br /&gt;
&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Weapon System&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Gauss Turret&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=4 s&lt;br /&gt;
    |In1=Iron Ingot&lt;br /&gt;
    |In1Qty=8&lt;br /&gt;
    |In2=Gear&lt;br /&gt;
    |In2Qty=8&lt;br /&gt;
    |In3=Circuit Board&lt;br /&gt;
    |In3Qty=2&lt;br /&gt;
    |In4=Magnetic Coil&lt;br /&gt;
    |In4Qty=4&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
* Gauss Turrets can do a solid job defending facilities in the early game. However, once the Dark Fog begins to send larger swarms of units, be prepared to integrate [[Missile Turret|Missile Turrets]] into the defense as well, as these can damage multiple enemies per shot and knock them back. A combination of Gauss and Missile Turrets can keep most starting factories safe, and [[Icarus]] can also get in on the fight using [[Combustible Unit|Combustible Units]] for crowd control. &lt;br /&gt;
{{Item Navbox}}&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Missile_Turret&amp;diff=13935</id>
		<title>Missile Turret</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Missile_Turret&amp;diff=13935"/>
		<updated>2024-03-16T17:08:59Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
&#039;&#039;&#039;Missile Turrets&#039;&#039;&#039; are automated turrets that can fire targeted missiles at both ground and space targets. They are the first turret capable of dealing explosive damage (hitting a group of enemies at once instead of one at a time). Missiles also physically push away enemies on explosion, allowing Missile Turrets to hold off even large [[Dark Fog]] ground invasions (with enough turrets, of course).&lt;br /&gt;
&lt;br /&gt;
Missile Turrets consume [[Missile Set|Missile Sets]], [[Supersonic Missile Set|Supersonic Missile Sets]], and [[Gravity Missile Set|Gravity Missile Sets]]. More advanced missiles deal more damage in a bigger blast radius and also fly faster to strike targets sooner.&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Weapon System&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Missile Turret&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=6 s&lt;br /&gt;
    |In1=Steel&lt;br /&gt;
    |In1Qty=8&lt;br /&gt;
    |In2=Electric Motor&lt;br /&gt;
    |In2Qty=6&lt;br /&gt;
    |In3=Circuit Board&lt;br /&gt;
    |In3Qty=12&lt;br /&gt;
    |In4=Engine&lt;br /&gt;
    |In4Qty=5&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
* All the Missile Turrets on a planet can target any enemies within range of any [[Signal Tower]] on the planet, making them very effective tools for defense and offense alike. This is also true for [[Planetary Base|Planetary Bases]], allowing the player to power and place a Signal Tower in range of it to &amp;quot;siege&amp;quot; it from long range. However, because missiles take time to travel across a planet, it is recommended to either add additional defenses or utilize higher-tier ammunition ([[Supersonic Missile Set]], [[Gravity Missile Set]]). Once a missile has targeted a Dark Fog unit or base, even if the Signal Tower is destroyed, the missile will still find its target. &lt;br /&gt;
* By default, Missile Turrets are configured not to engage high-air targets, but enabling that targeting will allow them to target [[Relay Station|Relay Stations]].  However, damaging an established Relay Station will increase the threat level of the [[Space Hive|Dark Fog Hive]]. &lt;br /&gt;
** However, this threat increase only applies to Relays that have already set up on the planet. Attacking and destroying approaching Relays before they reach the atmosphere will not increase the Hive&#039;s threat level.&lt;br /&gt;
{{Item Navbox}}&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Combustible_Unit&amp;diff=13920</id>
		<title>Combustible Unit</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Combustible_Unit&amp;diff=13920"/>
		<updated>2024-03-15T23:31:05Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: Noted that Combustible Units are a good weapon on top of a good fuel source and are mandatory to complete Strangle in the Cradle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
The Combustible Unit is a power source that can be burned in [[Thermal Power Station|Thermal Power Station]] or [[Icarus|Icarus&#039;s]] fuel chamber. However, it also can be used as a weapon, dealing high explosive damage in a small area. It is used in multiple other weapon recipes, such as [[Missile Set|Missile Set]].&lt;br /&gt;
&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Combustible Unit&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Combustible Unit&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=3 s&lt;br /&gt;
    |In1=Coal&lt;br /&gt;
    |In1Qty=3&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Used In==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Missile Turret&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Missile Set&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=2 s&lt;br /&gt;
    |In1=Copper Ingot&lt;br /&gt;
    |In1Qty=6&lt;br /&gt;
    |In2=Circuit Board&lt;br /&gt;
    |In2Qty=3&lt;br /&gt;
    |In3=Combustible Unit&lt;br /&gt;
    |In3Qty=2&lt;br /&gt;
    |In4=Engine&lt;br /&gt;
    |In4Qty=1&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Chemical Plant&lt;br /&gt;
|Replicator=No&lt;br /&gt;
|Technology=Explosive Unit&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Explosive Unit&lt;br /&gt;
    |Out1Qty=2&lt;br /&gt;
    |CraftTime=6 s&lt;br /&gt;
    |In1=Combustible Unit&lt;br /&gt;
    |In1Qty=2&lt;br /&gt;
    |In2=Plastic&lt;br /&gt;
    |In2Qty=2&lt;br /&gt;
    |In3=Sulfuric Acid&lt;br /&gt;
    |In3Qty=1&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Implosion Cannon&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Shell Set&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=1.5 s&lt;br /&gt;
    |In1=Copper Ingot&lt;br /&gt;
    |In1Qty=9&lt;br /&gt;
    |In2=Combustible Unit&lt;br /&gt;
    |In2Qty=2&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
*Combustible Units are a very efficient early fuel for Icarus and Thermal Power Plants, and they are extremely simple to produce in large quantities.&lt;br /&gt;
*As with most fuels, spraying Combustible Units with [[Proliferator]] provides an almost free 12.5% extra energy.&lt;br /&gt;
*Combustible Units are a fantastic early-game weapon to combat the [[Dark Fog]], on top of being a great fuel source. They can be lobbed from a distance to chip down Planetary Bases and can clean up multiple Dark Fog units with a single throw. They also have incredible damage per second at close range, as Icarus can throw another Combustible Unit the moment one explodes. By repeatedly pressing the throw button (left mouse by default), the Combustible Units will be thrown at the minimum range in quick succession, and this will &#039;&#039;not&#039;&#039; damage Icarus itself.&lt;br /&gt;
**To complete the Strangle in the Cradle [[Achievements|Achievement]], Combustible Units are a requirement. Icarus&#039;s blaster and [[Magnum Ammo Box|Magnum Ammo]] can only hit one target at a time and deal very low damage per shot. This makes them them unsuitable for taking on many Dark Fog units at once and even more unsuitable for actually breaking down the Planetary Base&#039;s structures, which can have thousands of health each. By comparison, Combustible Units deal over 10 times more damage than Magnum Ammo and can hit multiple targets at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Item Navbox}}&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Crafting Material]]&lt;br /&gt;
[[Category:Fuel]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Solar_Sail&amp;diff=13917</id>
		<title>Solar Sail</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Solar_Sail&amp;diff=13917"/>
		<updated>2024-03-15T23:17:40Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: /* Player Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
[[Solar Sail]]s are consumable items required to create a [[Dyson_Sphere#The_Dyson_Swarm|Dyson swarm]]. After the player has designed an orbit in the Dyson sphere editor, an [[EM-Rail Ejector]] can send Solar Sails into that orbit. The energy transmitted by Solar Sails can only be collected using a [[Ray Receiver]]. Additionally, once a [[Dyson Sphere#The Dyson Shell|Dyson shell]] is designed and enough [[Small Carrier Rocket|Small Carrier Rockets]] have been launched, Solar Sails will automatically integrate into the Dyson shell.&lt;br /&gt;
&lt;br /&gt;
Solar Sails have a limited lifespan of 5400s (1.5h). This can be upgraded to up to 9000s (2.5h) by researching the [[Solar_Sail_Life_(Upgrade)|Solar Sail Life]] upgrades. Once a Solar Sail becomes part of a Dyson shell, its lifespan becomes indefinite.&lt;br /&gt;
&lt;br /&gt;
The energy generated by a Solar Sail depends on the star&#039;s luminosity. Unlike real life, the energy generated does &#039;&#039;not&#039;&#039; depend on the distance from the star. Around a star with a luminosity of 1.0, a single Solar Sail generates 36 kW. Each structure point in the Dyson shell yields 96 kW, and each solar cell yields ~15 kW of power (both multiplied by luminosity).&lt;br /&gt;
&lt;br /&gt;
A single EM-Rail Ejector firing continuously can maintain a maximum of 1800 Solar Sails in orbit with their default lifespan of 5400s. Around a star with a luminosity of 1.0, this generates 64.8 MW.&lt;br /&gt;
&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Solar Sail Orbit System&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Solar Sail&lt;br /&gt;
    |Out1Qty=2&lt;br /&gt;
    |CraftTime=4 s&lt;br /&gt;
    |In1=Graphene&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Photon Combiner&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Total Raw Materials==&lt;br /&gt;
Costs per 4 sails:&lt;br /&gt;
&lt;br /&gt;
Using Fire Ice (also produces 2 hydrogen):&lt;br /&gt;
{|&lt;br /&gt;
|{{RecipeItem|ItemName=Iron Ore|ItemCount=2}}&lt;br /&gt;
|{{RecipeItem|ItemName=Copper Ore|ItemCount=1}}&lt;br /&gt;
|{{RecipeItem|ItemName=Stone Ore|ItemCount=12}}&lt;br /&gt;
|{{RecipeItem|ItemName=Fire Ice|ItemCount=2}}&lt;br /&gt;
|}&lt;br /&gt;
Using Sulfuric Acid:&lt;br /&gt;
{|&lt;br /&gt;
|{{RecipeItem|ItemName=Iron Ore|ItemCount=2}}&lt;br /&gt;
|{{RecipeItem|ItemName=Copper Ore|ItemCount=1}}&lt;br /&gt;
|{{RecipeItem|ItemName=Stone Ore|ItemCount=12}}&lt;br /&gt;
|{{RecipeItem|ItemName=Coal|ItemCount=6}}&lt;br /&gt;
|{{RecipeItem|ItemName=Sulfuric Acid|ItemCount=1}}&lt;br /&gt;
|}&lt;br /&gt;
Using Oil and Water (also produces 0.75 hydrogen):&lt;br /&gt;
{|&lt;br /&gt;
|{{RecipeItem|ItemName=Iron Ore|ItemCount=2}}&lt;br /&gt;
|{{RecipeItem|ItemName=Copper Ore|ItemCount=1}}&lt;br /&gt;
|{{RecipeItem|ItemName=Stone Ore|ItemCount=14}}&lt;br /&gt;
|{{RecipeItem|ItemName=Coal|ItemCount=6}}&lt;br /&gt;
|{{RecipeItem|ItemName=Crude Oil|ItemCount=1.5}}&lt;br /&gt;
|{{RecipeItem|ItemName=Water|ItemCount=1}}&lt;br /&gt;
|}&lt;br /&gt;
Using Grating Crystal and Fire Ice (also produces 2 hydrogen):&lt;br /&gt;
{|&lt;br /&gt;
|{{RecipeItem|ItemName=Iron Ore|ItemCount=2}}&lt;br /&gt;
|{{RecipeItem|ItemName=Copper Ore|ItemCount=1}}&lt;br /&gt;
|{{RecipeItem|ItemName=Fire Ice|ItemCount=2}}&lt;br /&gt;
|{{RecipeItem|ItemName=Grating Crystal|ItemCount=2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Used In==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=High-Strength Lightweight Structure	&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Dyson Sphere Component&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=8 s&lt;br /&gt;
    |In1=Frame Material&lt;br /&gt;
    |In1Qty=3&lt;br /&gt;
    |In2=Solar Sail&lt;br /&gt;
    |In2Qty=3&lt;br /&gt;
    |In3=Processor&lt;br /&gt;
    |In3Qty=3&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
Since Solar Sails have a limited lifespan, the power generation of a Dyson swarm is dependent on the rate that Solar Sails are launched. If Solar Sails are not produced and launched faster than they expire, the number of Solar Sails in the Dyson swarm will gradually dwindle until it is balanced with the current launching rate. This equation determines how many Solar Sails much be produced and launched per minute in order to produce a certain stable amount of power: &amp;lt;code&amp;gt;Solar Sails Per Minute = ( Target Power ) / (Lifetime of Solar Sail * Star Luminosity * 600)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, to produce 50MW (or 50,000,000 W) around a star with 0.75 luminosity without any Solar Sail Life upgrades, a total of &#039;&#039;&#039;(50,000,000) / (5400 * 0.75 * 600) = 20.57&#039;&#039;&#039; Solar Sails must be produced and launched per minute (about 1 per 3 seconds).&lt;br /&gt;
{{Item Navbox}}&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:End Product]]&lt;br /&gt;
[[Category:Crafting Material]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Titanium_Alloy&amp;diff=13893</id>
		<title>Titanium Alloy</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Titanium_Alloy&amp;diff=13893"/>
		<updated>2024-03-14T21:53:05Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
&#039;&#039;&#039;Titanium Alloy&#039;&#039;&#039; is a high-strength [[Titanium Ore|titanium-based]] construction material, used in a number of advanced recipes. It is crafted from [[Titanium Ingot|titanium ingots]], [[Steel|steel]], and [[Sulfuric Acid|sulfuric acid]].&lt;br /&gt;
&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Smelter&lt;br /&gt;
|Replicator=No&lt;br /&gt;
|Technology=High-Strength Titanium Alloy&lt;br /&gt;
|Recipe=       &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Titanium Alloy&lt;br /&gt;
    |Out1Qty=4&lt;br /&gt;
    |CraftTime=12 s&lt;br /&gt;
    |In1=Titanium Ingot&lt;br /&gt;
    |In1Qty=4&lt;br /&gt;
    |In2=Steel&lt;br /&gt;
    |In2Qty=4&lt;br /&gt;
    |In3=Sulfuric Acid&lt;br /&gt;
    |In3Qty=8&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#0b161c&lt;br /&gt;
! Stage 1&lt;br /&gt;
! Stage 2&lt;br /&gt;
! Stage 3&lt;br /&gt;
! Stage 4&lt;br /&gt;
|-&lt;br /&gt;
| {{riq|Titanium Ore|120}}&lt;br /&gt;
| {{riq|Smelter|2}} {{to}} {{riq|Titanium Ingot|60}}&lt;br /&gt;
| {{ppc skip}}&lt;br /&gt;
|rowspan=3| {{riq|Smelter|3}} {{to}} {{riq|Titanium Alloy|60}}&lt;br /&gt;
|-&lt;br /&gt;
| {{riq|Iron Ore|180}}&lt;br /&gt;
| {{riq|Smelter|3}} {{to}} {{riq|Iron Ingot|180}}&lt;br /&gt;
| {{riq|Smelter|3}} {{to}} {{riq|Steel|60}}&lt;br /&gt;
|-&lt;br /&gt;
| {{riq|Sulfuric Acid|120}}&lt;br /&gt;
| {{ppc skip}}&lt;br /&gt;
| {{ppc skip}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Used In==&lt;br /&gt;
===Components===&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=High-Strength Lightweight Structure&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Frame Material&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=6 s&lt;br /&gt;
    |In1=Carbon Nanotube&lt;br /&gt;
    |In1Qty=4&lt;br /&gt;
    |In2=Titanium Alloy&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
    |In3=High-Purity Silicon&lt;br /&gt;
    |In3Qty=1&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Mini Fusion Power Generation&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Deuteron Fuel Rod&lt;br /&gt;
    |Out1Qty=2&lt;br /&gt;
    |CraftTime=12 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Deuterium&lt;br /&gt;
    |In2Qty=20&lt;br /&gt;
    |In3=Super-Magnetic Ring&lt;br /&gt;
    |In3Qty=1&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Controlled Annihilation Reaction&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Antimatter Fuel Rod&lt;br /&gt;
    |Out1Qty=2&lt;br /&gt;
    |CraftTime=24 s&lt;br /&gt;
    |In1=Antimatter&lt;br /&gt;
    |In1Qty=12&lt;br /&gt;
    |In2=Hydrogen&lt;br /&gt;
    |In2Qty=12&lt;br /&gt;
    |In3=Annihilation Constraint Sphere&lt;br /&gt;
    |In3Qty=1&lt;br /&gt;
    |In4=Titanium Alloy&lt;br /&gt;
    |In4Qty=1&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Reinforced Thruster&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Reinforced Thruster&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=6 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=5&lt;br /&gt;
    |In2=Electromagnetic Turbine&lt;br /&gt;
    |In2Qty=5&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Interstellar Logistics System&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Logistics Vessel&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=6 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=10&lt;br /&gt;
    |In2=Processor&lt;br /&gt;
    |In2Qty=10&lt;br /&gt;
    |In3=Reinforced Thruster&lt;br /&gt;
    |In3Qty=2&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Superalloy Ammo Box&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Superalloy Ammo Box&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=3 s&lt;br /&gt;
    |In1=Titanium Ammo Box&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Titanium Alloy&lt;br /&gt;
    |In2Qty=2&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Crystal Shell Set&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Crystal Shell Set&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=6 s&lt;br /&gt;
    |In1=High-Explosive Shell Set&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Titanium Alloy&lt;br /&gt;
    |In2Qty=3&lt;br /&gt;
    |In3=Crystal Explosive Unit&lt;br /&gt;
    |In3Qty=2&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Corvette&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Corvette&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=5 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=5&lt;br /&gt;
    |In2=Reinforced_Thruster&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
    |In3=Processor&lt;br /&gt;
    |In3Qty=2&lt;br /&gt;
    |In4=Particle Container&lt;br /&gt;
    |In4Qty=3&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buildings ===&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Interstellar Logistics System&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Interstellar Logistics Station&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=30 s&lt;br /&gt;
    |In1=Planetary Logistics Station&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Titanium Alloy&lt;br /&gt;
    |In2Qty=50&lt;br /&gt;
    |In3=Particle Container&lt;br /&gt;
    |In3Qty=20&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Miniature Particle Collider&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Miniature Particle Collider&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=15 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=20&lt;br /&gt;
    |In2=Frame Material&lt;br /&gt;
    |In2Qty=20&lt;br /&gt;
    |In3=Super-Magnetic Ring&lt;br /&gt;
    |In3Qty=25&lt;br /&gt;
    |In4=Graphene&lt;br /&gt;
    |In4Qty=10&lt;br /&gt;
    |In5=Processor&lt;br /&gt;
    |In5Qty=8&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Interstellar Power Transmission&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Energy Exchanger&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=15 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=40&lt;br /&gt;
    |In2=Steel&lt;br /&gt;
    |In2Qty=40&lt;br /&gt;
    |In3=Processor&lt;br /&gt;
    |In3Qty=40&lt;br /&gt;
    |In4=Particle Container&lt;br /&gt;
    |In4Qty=8&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Vertical Launching Silo&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Vertical Launching Silo&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=30 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=80&lt;br /&gt;
    |In2=Frame Material&lt;br /&gt;
    |In2Qty=30&lt;br /&gt;
    |In3=Graviton Lens&lt;br /&gt;
    |In3Qty=20&lt;br /&gt;
    |In4=Quantum Chip&lt;br /&gt;
    |In4Qty=10&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Mini Fusion Power Generation&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Mini Fusion Power Station&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=10 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=12&lt;br /&gt;
    |In2=Super-Magnetic Ring&lt;br /&gt;
    |In2Qty=10&lt;br /&gt;
    |In3=Carbon Nanotube&lt;br /&gt;
    |In3Qty=8&lt;br /&gt;
    |In4=Processor&lt;br /&gt;
    |In4Qty=4&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Photon Spotlight Mining&lt;br /&gt;
|Recipe=           &lt;br /&gt;
{{ItemRecipe&lt;br /&gt;
|Out1=Advanced Mining Machine&lt;br /&gt;
|Out1Qty=1&lt;br /&gt;
|CraftTime=20 s&lt;br /&gt;
|In1=Titanium Alloy&lt;br /&gt;
|In1Qty=20&lt;br /&gt;
|In2=Frame Material&lt;br /&gt;
|In2Qty=10&lt;br /&gt;
|In3=Super-Magnetic Ring&lt;br /&gt;
|In3Qty=10&lt;br /&gt;
|In4=Quantum Chip&lt;br /&gt;
|In4Qty=4&lt;br /&gt;
|In5=Grating Crystal&lt;br /&gt;
|In5Qty=40&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Artificial Star&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Artificial Star&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=30 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=20&lt;br /&gt;
    |In2=Frame Material&lt;br /&gt;
    |In2Qty=20&lt;br /&gt;
    |In3=Annihilation Constraint Sphere&lt;br /&gt;
    |In3Qty=10&lt;br /&gt;
    |In4=Quantum Chip&lt;br /&gt;
    |In4Qty=10&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Plasma Turret&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Plasma Turret&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=10 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=20&lt;br /&gt;
    |In2=Titanium Glass&lt;br /&gt;
    |In2Qty=10&lt;br /&gt;
    |In3=Super-Magnetic Ring&lt;br /&gt;
    |In3Qty=10&lt;br /&gt;
    |In4=Plasma Exciter&lt;br /&gt;
    |In4Qty=5&lt;br /&gt;
    |In5=Processor&lt;br /&gt;
    |In5Qty=5&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
* Sulfuric Acid is cumbersome to produce during the midgame, especially since it creates byproduct [[Hydrogen]] before there are many uses for it. However, by finding a planet with a Sulfuric Acid ocean, Titanium Alloy can be easily produced in huge quantities since it only requires [[Iron Ore]] and [[Titanium Ore]]. This is important to set up, as many late-game items that will be mass-produced require Titanium Alloy, such as [[Deuteron Fuel Rod|Deuteron Fuel Rods]], [[Corvette|Corvettes]], and [[Frame Material]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Item Navbox}}&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Material]]&lt;br /&gt;
[[Category:Crafting Material]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog&amp;diff=13823</id>
		<title>Dark Fog</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog&amp;diff=13823"/>
		<updated>2024-03-14T04:06:34Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The &#039;&#039;&#039;Dark Fog&#039;&#039;&#039; is the main enemy in Dyson Sphere Program. It is a mechanical automaton, resembling a [[wikipedia:Self-replicating_spacecraft|Von Neumann swarm]]. It was created by COSMO prior to the Dyson Sphere Program, with the goal of providing energy to CenterBrain. For unknown reasons connection to CenterBrain was lost, and the Swarm went rogue. It consists of [[Space Hive|Space Hives]] and [[Planetary Base|Planetary Bases]], gathering energy from stars and matter from planets. &lt;br /&gt;
&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
&lt;br /&gt;
* The [[Space Hive|Hive]] is a megastructure, floating in space, spread across different systems. Each system that the Dark Fog inhabits has a Hive that acts as their center of operations. The Hive constructs various defenses for itself, as well as energy collectors in the form of Photon Collectors. The Hive also can build and dispatch Relays, which attach to planets to create or reinforce a Planetary Base.&lt;br /&gt;
* The [[Planetary Base]] is a planetary outpost for the Hive, with the sole purpose of collecting matter from the core of the planet. This resource is infinite for the Dark Fog, and the player cannot collect it. Each Planetary Base is composed of the following components:&lt;br /&gt;
** A single [[Relay Station]], floating above the ground structures in the atmosphere. It provides the ground structures with energy from the Hive, and sends the Matter collected by the Planetary Base core to the Hive. A Relay will retreat and return to the Hive if  the Core Driller is filled in with [[Foundation|Foundations]] or covered by a [[Geothermal Power Station]], or if the base repeatedly destroyed and it runs out of matter to rebuild it. It is possible to attack the Relay directly by enabling Upper Air targeting for turrets, but this will dramatically increase the Hive&#039;s threat level and is not recommended for the early game.&lt;br /&gt;
** A [[Core Driller]], located just below the Relay, around which ground structures are constructed. It is the first structure built when a Relay settles on a planet and produces matter using the planet&#039;s magma. Matter is used by the Planetary Base to build new structures, create new units, or when it has stockpiled enough, send shuttles via the Relay to provide matter for the Hive.&lt;br /&gt;
** Multiple Camps, specific to a unit type. The camps use matter and energy to create new units to defend the Planetary Base or launch attacks on the player and his facilities. Each camp has an &amp;quot;overdrive&amp;quot; mode, which will enhance the camp&#039;s ability to create units and extract matter by the factor of 10. This is triggered by proximity of [[Icarus]] or [[Signal Tower|Signal Towers]]. &lt;br /&gt;
** Multiple defense turrets. Turrets attack all targets in their range, but require energy to work. Once the base&#039;s energy is depleted, turrets cannot operate.&lt;br /&gt;
** Unknown structures, which seem to have no use currently.&lt;br /&gt;
&lt;br /&gt;
* Each new ground structure takes a while to build. &lt;br /&gt;
* If the ground below is not suitable, the base will automatically flatten or fill the terrain as required.&lt;br /&gt;
* Dark Fog Planetary Bases and Hives have Levels, which increase after they accumulate enough experience. A base earns Experience anytime it is damaged by the player, regardless if it is attacking or defending. The same goes for the Hive, although it earns Experience anytime the player engages with the Dark Fog &#039;&#039;anywhere&#039;&#039; within the system, and it earns Experience considerably slower than bases do. &lt;br /&gt;
* Additionally, whenever the Hive dispatches a Relay, the newly-constructed base will inherit the Hive&#039;s Level. The Hive and Bases are progressively enhanced as their Levels increase, increasing the durability, amount, and types of units they can produce. Higher level units also drop higher tier loot.&lt;br /&gt;
* Eventually, once a Hive has accumulated enough matter and energy, it can produce a Seed, which flies through space to eventually settle in a new star system and establish a new Hive. However, Seeds are completely defenseless and travel relatively slowly, so catching up to them and destroying them is relatively simple. The real challenge is noticing that the Seed exists in the first place, especially for those in distant systems.&lt;br /&gt;
&lt;br /&gt;
== Units==&lt;br /&gt;
Planetary Units:&lt;br /&gt;
* &#039;&#039;&#039;Raider&#039;&#039;&#039;: The Raider is the first unit created by a Planetary Base. It is slow, and hovers slightly above the ground. It is quite durable, and deals a fair amount of damage. It will attack during an assault. A Raider&#039;s base stats are: &#039;&#039;&#039;55&#039;&#039;&#039;hp, &#039;&#039;&#039;7&#039;&#039;&#039; damage, and &#039;&#039;&#039;0&#039;&#039;&#039; armor. Raiders also gain &#039;&#039;&#039;5&#039;&#039;&#039;hp, &#039;&#039;&#039;1.5&#039;&#039;&#039; damage, and &#039;&#039;&#039;0.2&#039;&#039;&#039; armor per Base level.&lt;br /&gt;
* &#039;&#039;&#039;Ranger&#039;&#039;&#039;: The Ranger is a fast, medium-ranged unit. It is quite fragile, and has lower damage than a Raider. It will attack during an assault. A Ranger&#039;s base stats are: &#039;&#039;&#039;40&#039;&#039;&#039;hp, &#039;&#039;&#039;5&#039;&#039;&#039;(?) damage, and &#039;&#039;&#039;0&#039;&#039;&#039; armor. Rangers also gain &#039;&#039;&#039;4&#039;&#039;&#039;hp, &#039;&#039;&#039;0.66&#039;&#039;&#039;(?) damage, and &#039;&#039;&#039;0.2&#039;&#039;&#039; armor per Base level.&lt;br /&gt;
*&#039;&#039;&#039;Guardian&#039;&#039;&#039;: The Guardian is a defensive unit that stays around the Base it protects. Upon entering its range, it will try to protect other units. It is medium-paced, but deals the most damage out of known ground units.&lt;br /&gt;
Space Units:&lt;br /&gt;
&lt;br /&gt;
* Humpback&lt;br /&gt;
* Lancer&lt;br /&gt;
&lt;br /&gt;
==Dark Fog Debris==&lt;br /&gt;
Destroying Dark Fog units will drop [[Soil Pile|Soil Piles]] as well as other random items, depending on the Level of the destroyed unit. These items will be on the ground and can be collected directly by [[Icarus]] or a [[Battlefield Analysis Base]] that is in range. Unlike player drops, drops from Dark Fog units will disappear after some time if not collected.&lt;br /&gt;
{| style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.0+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Log|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plant Fuel|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Iron Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Copper Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Stone Brick|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Magnet|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.3+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|High-Purity Silicon|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Energetic Graphite|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Steel|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Glass|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Prism|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Gear|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Magnetic Coil|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Circuit Board|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Engine|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Energy Shard|size=45x45px}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.6+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Diamond|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Electric Motor|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Microcrystalline Component|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plasma Exciter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plastic|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Combustible Unit|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Foundation|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.9+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Crystal Silicon|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Electromagnetic Turbine|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Processor|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Photon Combiner|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Hydrogen|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Graphene|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Thruster|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.12+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Dark Fog Matrix|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Alloy|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Glass|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Super-Magnetic Ring|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Hydrogen Fuel Rod|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Carbon Nanotube|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Explosive Unit|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.15+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Matter Recombinator|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Grating Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Particle Container|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Particle Broadband|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Deuterium|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Casimir Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Reinforced Thruster|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.18+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Silicon-based Neuron|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Strange Matter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plane Filter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Deuteron Fuel Rod|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Crystal Explosive Unit|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.21+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Negentropy Singularity|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Quantum Chip|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Antimatter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Graviton Lens|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Space Warper|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Annihilation Constraint Sphere|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.24+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Core Element|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Unipolar Magnet|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Antimatter Fuel Rod|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
* Dark Fog is the only renewable source of [[Soil Pile]], dropping in small quantities from all Dark Fog units.&lt;br /&gt;
* Dark Fog allows players to obtain extremely limited resources such as [[Unipolar Magnet|Unipolar Magnets]] without depleting any ore deposits. &lt;br /&gt;
* You can set a [[Battlefield Analysis Base]] to automate repairs and item collection. You can even set filters for what will be collected, this can be used to farm Dark Fog drops.&lt;br /&gt;
* If you set a defense perimeter close enough to a Dark Fog planetary base, but not close enough to its core, it will keep &amp;quot;farming&amp;quot; units endlessly. With the correct setup, you can automate this farm. An example of this would be setting towers being automatically fed by ammo with a nearby [[Battlefield Analysis Base]] to collect your desired drops. These drops can be fed to your logistics and be supplied to your factory.&lt;br /&gt;
* Filling a Planetary Core does not invalidate the &amp;quot;Environmentalist&amp;quot; achievement.&lt;br /&gt;
* A [[Gauss Turret]] with [[Magnum Ammo Box|Magnum Ammo]] and no damage upgrade needs 8(?) bullets to kill a level 0 Raider.&lt;br /&gt;
* The Dark Fog&#039;s level does not actually increase units&#039; stats that much, so take Dark Fog seriously even at level 0. What really dictates the Dark Fog&#039;s danger is how many units it has created. A quick way to gauge the Dark Fog&#039;s strength from a safe distance is to look at the Hive&#039;s side on the star map; well-established Hives are larger overall and likely will have many squadrons of fighters around it, while weak Hives are small and may be patrolled by only a handful of units.&lt;br /&gt;
* Pay attention to any Dark Fog Seeds in the cluster. Seeds travel very slowly, so it&#039;s not necessary to take them down immediately, but allowing them to take root and establish a proper Hive is dangerous. If the Seed does manage to grow a Hive, the Hive will still take time to build proper defenses, so nip it in the bud and eradicate the new Hive quickly.&lt;br /&gt;
&lt;br /&gt;
This page is a work in progress. Feel free to add to it.&lt;br /&gt;
Stats marked with a &amp;quot;(?)&amp;quot; are stats to be checked, as they were guessed from existing ones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dyson Sphere Program]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Corvette&amp;diff=13820</id>
		<title>Corvette</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Corvette&amp;diff=13820"/>
		<updated>2024-03-13T02:53:06Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: Added tips for how Corvettes help fight Hives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; are fighters that can do battle with the [[Dark Fog|Dark Fog&#039;s]] forces in space. These weapons are a must-have when attacking Dark Fog Hives to combat the Dark Fog&#039;s numerous units.&lt;br /&gt;
&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Corvette&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Corvette&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=5 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=5&lt;br /&gt;
    |In2=Reinforced_Thruster&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
    |In3=Processor&lt;br /&gt;
    |In3Qty=2&lt;br /&gt;
    |In4=Particle Container&lt;br /&gt;
    |In4Qty=3&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
*In space flight, press Z (default) to enter combat mode. Pressing 9 (default) rallies all fighters to attack the current target.&lt;br /&gt;
*By placing spare Corvettes in the Hangar section of Icarus&#039;s Mecha Panel, they can replace any that are destroyed mid-combat.&lt;br /&gt;
*During space flights, deploying Corvettes will consume [[Icarus|Icarus&#039;s]] energy, even if Icarus itself is not involved in combat. Prepare accordingly.&lt;br /&gt;
*Since Corvettes don&#039;t use complex or rare materials, they can be produced in large quantities by the mid-game and late-game. This will be necessary for fighting against well-established Hives, as they can have thousands of units. Deploying multiple squadrons of Corvettes also draws a lot of enemy fire away from Icarus, making battle considerably safer.&lt;br /&gt;
{{Item Navbox}}&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:End Product]]&lt;br /&gt;
[[Category:Combat Unit]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Destroyer&amp;diff=13817</id>
		<title>Destroyer</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Destroyer&amp;diff=13817"/>
		<updated>2024-03-13T02:47:26Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: Added tips on using both Corvettes and Destroyers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; are large warships used for space combat against the [[Dark Fog]]. They are considerably stronger and more capable than [[Corvette|Corvettes]], but in exchange they take up 4 times as much space in a fleet; while one fleet can contain 12 Corvettes, it can only contain 3 Destroyers (or a combination of both).&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Destroyer&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Destroyer&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=8 s&lt;br /&gt;
    |In1=Frame Material&lt;br /&gt;
    |In1Qty=20&lt;br /&gt;
    |In2=Reinforced_Thruster&lt;br /&gt;
    |In2Qty=4&lt;br /&gt;
    |In3=Processor&lt;br /&gt;
    |In3Qty=4&lt;br /&gt;
    |In4=Strange Matter&lt;br /&gt;
    |In4Qty=1&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
*In space flight, press Z (default) to enter combat mode. Pressing 9 (default) rallies all fighters to attack the current target.&lt;br /&gt;
*By placing spare Corvettes and Destroyers in the Hangar section of Icarus&#039;s Mecha Panel, they can replace any fighters destroyed mid-combat.&lt;br /&gt;
*During space flights, deploying Corvettes and Destroyers will consume [[Icarus|Icarus&#039;s]] energy, even if Icarus itself is not involved in combat. Prepare accordingly.&lt;br /&gt;
*Although Destroyers are significantly more powerful than Corvettes, they are much more costly to produce, requiring both [[Frame Material]] and [[Strange Matter]]. Deploying hordes of expendable Corvettes is also still a good strategy even with access to Destroyers, as hordes of Corvettes will draw away fire from Icarus and each other. Using a combination of both allows each fighter to leverage its strengths: Corvettes can draw aggro and deal good damage, while Destroyers can strike dangerous targets from a safe distance and deal huge damage to put them out of commission quickly.&lt;br /&gt;
{{Item Navbox}}&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog&amp;diff=13814</id>
		<title>Dark Fog</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog&amp;diff=13814"/>
		<updated>2024-03-12T21:38:26Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: /* Player Tips &amp;amp; Tricks */ Noted that the Dark Fog&amp;#039;s danger level is much more related to their numbers than their level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The &#039;&#039;&#039;Dark Fog&#039;&#039;&#039; is the main enemy in Dyson Sphere Program. It is a mechanical automaton, resembling a [[wikipedia:Self-replicating_spacecraft|Von Neumann swarm]]. It was created by COSMO prior to the Dyson Sphere Program, with the goal of providing energy to CenterBrain. For unknown reasons connection to CenterBrain was lost, and the Swarm went rogue. It consists of [[Space Hive|Space Hives]] and [[Planetary Base|Planetary Bases]], gathering energy from stars and matter from planets. &lt;br /&gt;
&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
&lt;br /&gt;
* The [[Space Hive|Hive]] is a megastructure, floating in space, spread across different systems. Each system that the Dark Fog inhabits has a Hive that acts as their center of operations. The Hive constructs various defenses for itself, as well as energy collectors in the form of Photon Collectors. The Hive also can build and dispatch Relays, which attach to planets to create or reinforce a Planetary Base.&lt;br /&gt;
* The [[Planetary Base]] is a planetary outpost for the Hive, with the sole purpose of collecting matter from the core of the planet. This resource is infinite for the Dark Fog, and the player cannot collect it. Each Planetary Base is composed of the following components:&lt;br /&gt;
** A single [[Relay Station]], floating above the ground structures in the atmosphere. It provides the ground structures with energy from the Hive, and sends the Matter collected by the Planetary Base core to the Hive. A Relay will retreat and return to the Hive if  the Core Driller is filled in with [[Foundation|Foundations]] or covered by a [[Geothermal Power Station]], or if the base repeatedly destroyed and it runs out of matter to rebuild it. It is possible to attack the Relay directly by enabling Upper Air targeting for turrets, but this will dramatically increase the Hive&#039;s threat level and is not recommended for the early game.&lt;br /&gt;
** A [[Core Driller]], located just below the Relay, around which ground structures are constructed. It is the first structure built when a Relay settles on a planet and produces matter using the planet&#039;s magma. Matter is used by the Planetary Base to build new structures, create new units, or when it has stockpiled enough, send shuttles via the Relay to provide matter for the Hive.&lt;br /&gt;
** Multiple Camps, specific to a unit type. The camps use matter and energy to create new units to defend the Planetary Base or launch attacks on the player and his facilities. Each camp has an &amp;quot;overdrive&amp;quot; mode, which will enhance the camp&#039;s ability to create units and extract matter by the factor of 10. This is triggered by proximity of [[Icarus]] or [[Signal Tower|Signal Towers]]. &lt;br /&gt;
** Multiple defense turrets. Turrets attack all targets in their range, but require energy to work. Once the base&#039;s energy is depleted, turrets cannot operate.&lt;br /&gt;
** Unknown structures, which seem to have no use currently.&lt;br /&gt;
&lt;br /&gt;
* Each new ground structure takes a while to build. &lt;br /&gt;
* If the ground below is not suitable, the base will automatically flatten or fill the terrain as required.&lt;br /&gt;
* Dark Fog Planetary Bases and Hives have Levels, which increase after they accumulate enough experience. A base earns Experience anytime it is damaged by the player, regardless if it is attacking or defending. The same goes for the Hive, although it earns Experience anytime the player engages with the Dark Fog &#039;&#039;anywhere&#039;&#039; within the system, and it earns Experience considerably slower than bases do. &lt;br /&gt;
* Additionally, whenever the Hive dispatches a Relay, the newly-constructed base will inherit the Hive&#039;s Level. The Hive and Bases are progressively enhanced as their Levels increase, increasing the durability, amount, and types of units they can produce. Higher level units also drop higher tier loot.&lt;br /&gt;
* Eventually, once a Hive has accumulated enough matter and energy, it can produce a Seed, which flies through space to eventually settle in a new star system and establish a new Hive. However, Seeds are completely defenseless and travel relatively slowly, so catching up to them and destroying them is relatively simple. The real challenge is noticing that the Seed exists in the first place, especially for those in distant systems.&lt;br /&gt;
&lt;br /&gt;
== Units==&lt;br /&gt;
Planetary Units:&lt;br /&gt;
* &#039;&#039;&#039;Raider&#039;&#039;&#039;: The Raider is the first unit created by a Planetary Base. It is slow, and hovers slightly above the ground. It is quite durable, and deals a fair amount of damage. It will attack during an assault. A Raider&#039;s base stats are: &#039;&#039;&#039;55&#039;&#039;&#039;hp, &#039;&#039;&#039;7&#039;&#039;&#039; damage, and &#039;&#039;&#039;0&#039;&#039;&#039; armor. Raiders also gain &#039;&#039;&#039;5&#039;&#039;&#039;hp, &#039;&#039;&#039;1.5&#039;&#039;&#039; damage, and &#039;&#039;&#039;0.2&#039;&#039;&#039; armor per Base level.&lt;br /&gt;
* &#039;&#039;&#039;Ranger&#039;&#039;&#039;: The Ranger is a fast, medium-ranged unit. It is quite fragile, and has lower damage than a Raider. It will attack during an assault. A Ranger&#039;s base stats are: &#039;&#039;&#039;40&#039;&#039;&#039;hp, &#039;&#039;&#039;5&#039;&#039;&#039;(?) damage, and &#039;&#039;&#039;0&#039;&#039;&#039; armor. Rangers also gain &#039;&#039;&#039;4&#039;&#039;&#039;hp, &#039;&#039;&#039;0.66&#039;&#039;&#039;(?) damage, and &#039;&#039;&#039;0.2&#039;&#039;&#039; armor per Base level.&lt;br /&gt;
*&#039;&#039;&#039;Guardian&#039;&#039;&#039;: The Guardian is a defensive unit that stays around the Base it protects. Upon entering its range, it will try to protect other units. It is medium-paced, but deals the most damage out of known ground units.&lt;br /&gt;
Space Units:&lt;br /&gt;
&lt;br /&gt;
* Humpback&lt;br /&gt;
* Lancer&lt;br /&gt;
&lt;br /&gt;
==Dark Fog Debris==&lt;br /&gt;
Destroying Dark Fog units will drop [[Soil Pile|Soil Piles]] as well as other random items, depending on the Level of the destroyed unit. These items will be on the ground and can be collected directly by [[Icarus]] or a [[Battlefield Analysis Base]] that is in range. Unlike player drops, drops from Dark Fog units will disappear after some time if not collected.&lt;br /&gt;
{| style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.0+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Log|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plant Fuel|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Iron Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Copper Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Stone Brick|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Magnet|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.3+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|High-Purity Silicon|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Energetic Graphite|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Steel|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Glass|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Prism|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Gear|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Magnetic Coil|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Circuit Board|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Engine|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Energy Shard|size=45x45px}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.6+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Diamond|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Electric Motor|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Microcrystalline Component|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plasma Exciter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plastic|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Combustible Unit|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Foundation|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.9+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Crystal Silicon|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Electromagnetic Turbine|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Processor|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Photon Combiner|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Hydrogen|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Graphene|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Thruster|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.12+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Dark Fog Matrix|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Alloy|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Glass|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Super-Magnetic Ring|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Hydrogen Fuel Rod|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Carbon Nanotube|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Explosive Unit|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.15+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Matter Recombinator|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Grating Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Particle Container|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Particle Broadband|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Deuterium|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Casimir Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Reinforced Thruster|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.18+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Silicon-based Neuron|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Strange Matter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plane Filter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Deuteron Fuel Rod|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Crystal Explosive Unit|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.21+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Negentropy Singularity|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Quantum Chip|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Antimatter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Graviton Lens|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Space Warper|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Annihilation Constraint Sphere|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.24+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Core Element|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Unipolar Magnet|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Antimatter Fuel Rod|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
* Dark Fog is the only renewable source of [[Soil Pile]], dropping in small quantities from all Dark Fog units.&lt;br /&gt;
* Dark Fog allows players to obtain extremely limited resources such as [[Unipolar Magnet|Unipolar Magnets]] without depleting any ore deposits. &lt;br /&gt;
* You can set a [[Battlefield Analysis Base]] to automate repairs and item collection. You can even set filters for what will be collected, this can be used to farm Dark Fog drops.&lt;br /&gt;
* If you set a defense perimeter close enough to a Dark Fog planetary base, but not close enough to its core, it will keep &amp;quot;farming&amp;quot; units endlessly. With the correct setup, you can automate this farm. An example of this would be setting towers being automatically fed by ammo with a nearby [[Battlefield Analysis Base]] to collect your desired drops. These drops can be fed to your logistics and be supplied to your factory.&lt;br /&gt;
* Filling a Planetary Core does not invalidate the &amp;quot;Environmentalist&amp;quot; achievement.&lt;br /&gt;
* A [[Gauss Turret]] with [[Magnum Ammo Box|Magnum Ammo]] and no damage upgrade needs 8(?) bullets to kill a level 0 Raider.&lt;br /&gt;
* The Dark Fog&#039;s level does not actually increase units&#039; stats that much, so take Dark Fog seriously even at level 0. What really dictates the Dark Fog&#039;s danger is how many units it has created.&lt;br /&gt;
&lt;br /&gt;
This page is a work in progress. Feel free to add to it.&lt;br /&gt;
Stats marked with a &amp;quot;(?)&amp;quot; are stats to be checked, as they were guessed from existing ones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dyson Sphere Program]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dark_Fog&amp;diff=13811</id>
		<title>Dark Fog</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dark_Fog&amp;diff=13811"/>
		<updated>2024-03-12T20:48:05Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: Added info about Seeds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The &#039;&#039;&#039;Dark Fog&#039;&#039;&#039; is the main enemy in Dyson Sphere Program. It is a mechanical automaton, resembling a [[wikipedia:Self-replicating_spacecraft|Von Neumann swarm]]. It was created by COSMO prior to the Dyson Sphere Program, with the goal of providing energy to CenterBrain. For unknown reasons connection to CenterBrain was lost, and the Swarm went rogue. It consists of [[Space Hive|Space Hives]] and [[Planetary Base|Planetary Bases]], gathering energy from stars and matter from planets. &lt;br /&gt;
&lt;br /&gt;
=== Trivia ===&lt;br /&gt;
&lt;br /&gt;
* The [[Space Hive|Hive]] is a megastructure, floating in space, spread across different systems. Each system that the Dark Fog inhabits has a Hive that acts as their center of operations. The Hive constructs various defenses for itself, as well as energy collectors in the form of Photon Collectors. The Hive also can build and dispatch Relays, which attach to planets to create or reinforce a Planetary Base.&lt;br /&gt;
* The [[Planetary Base]] is a planetary outpost for the Hive, with the sole purpose of collecting matter from the core of the planet. This resource is infinite for the Dark Fog, and the player cannot collect it. Each Planetary Base is composed of the following components:&lt;br /&gt;
** A single [[Relay Station]], floating above the ground structures in the atmosphere. It provides the ground structures with energy from the Hive, and sends the Matter collected by the Planetary Base core to the Hive. A Relay will retreat and return to the Hive if  the Core Driller is filled in with [[Foundation|Foundations]] or covered by a [[Geothermal Power Station]], or if the base repeatedly destroyed and it runs out of matter to rebuild it. It is possible to attack the Relay directly by enabling Upper Air targeting for turrets, but this will dramatically increase the Hive&#039;s threat level and is not recommended for the early game.&lt;br /&gt;
** A [[Core Driller]], located just below the Relay, around which ground structures are constructed. It is the first structure built when a Relay settles on a planet and produces matter using the planet&#039;s magma. Matter is used by the Planetary Base to build new structures, create new units, or when it has stockpiled enough, send shuttles via the Relay to provide matter for the Hive.&lt;br /&gt;
** Multiple Camps, specific to a unit type. The camps use matter and energy to create new units to defend the Planetary Base or launch attacks on the player and his facilities. Each camp has an &amp;quot;overdrive&amp;quot; mode, which will enhance the camp&#039;s ability to create units and extract matter by the factor of 10. This is triggered by proximity of [[Icarus]] or [[Signal Tower|Signal Towers]]. &lt;br /&gt;
** Multiple defense turrets. Turrets attack all targets in their range, but require energy to work. Once the base&#039;s energy is depleted, turrets cannot operate.&lt;br /&gt;
** Unknown structures, which seem to have no use currently.&lt;br /&gt;
&lt;br /&gt;
* Each new ground structure takes a while to build. &lt;br /&gt;
* If the ground below is not suitable, the base will automatically flatten or fill the terrain as required.&lt;br /&gt;
* Dark Fog Planetary Bases and Hives have Levels, which increase after they accumulate enough experience. A base earns Experience anytime it is damaged by the player, regardless if it is attacking or defending. The same goes for the Hive, although it earns Experience anytime the player engages with the Dark Fog &#039;&#039;anywhere&#039;&#039; within the system, and it earns Experience considerably slower than bases do. &lt;br /&gt;
* Additionally, whenever the Hive dispatches a Relay, the newly-constructed base will inherit the Hive&#039;s Level. The Hive and Bases are progressively enhanced as their Levels increase, increasing the durability, amount, and types of units they can produce. Higher level units also drop higher tier loot.&lt;br /&gt;
* Eventually, once a Hive has accumulated enough matter and energy, it can produce a Seed, which flies through space to eventually settle in a new star system and establish a new Hive. However, Seeds are completely defenseless and travel relatively slowly, so catching up to them and destroying them is relatively simple. The real challenge is noticing that the Seed exists in the first place, especially for those in distant systems.&lt;br /&gt;
&lt;br /&gt;
== Units==&lt;br /&gt;
Planetary Units:&lt;br /&gt;
* &#039;&#039;&#039;Raider&#039;&#039;&#039;: The Raider is the first unit created by a Planetary Base. It is slow, and hovers slightly above the ground. It is quite durable, and deals a fair amount of damage. It will attack during an assault. A Raider&#039;s base stats are: &#039;&#039;&#039;55&#039;&#039;&#039;hp, &#039;&#039;&#039;7&#039;&#039;&#039; damage, and &#039;&#039;&#039;0&#039;&#039;&#039; armor. Raiders also gain &#039;&#039;&#039;5&#039;&#039;&#039;hp, &#039;&#039;&#039;1.5&#039;&#039;&#039; damage, and &#039;&#039;&#039;0.2&#039;&#039;&#039; armor per Base level.&lt;br /&gt;
* &#039;&#039;&#039;Ranger&#039;&#039;&#039;: The Ranger is a fast, medium-ranged unit. It is quite fragile, and has lower damage than a Raider. It will attack during an assault. A Ranger&#039;s base stats are: &#039;&#039;&#039;40&#039;&#039;&#039;hp, &#039;&#039;&#039;5&#039;&#039;&#039;(?) damage, and &#039;&#039;&#039;0&#039;&#039;&#039; armor. Rangers also gain &#039;&#039;&#039;4&#039;&#039;&#039;hp, &#039;&#039;&#039;0.66&#039;&#039;&#039;(?) damage, and &#039;&#039;&#039;0.2&#039;&#039;&#039; armor per Base level.&lt;br /&gt;
*&#039;&#039;&#039;Guardian&#039;&#039;&#039;: The Guardian is a defensive unit that stays around the Base it protects. Upon entering its range, it will try to protect other units. It is medium-paced, but deals the most damage out of known ground units.&lt;br /&gt;
Space Units:&lt;br /&gt;
&lt;br /&gt;
* Humpback&lt;br /&gt;
* Lancer&lt;br /&gt;
&lt;br /&gt;
==Dark Fog Debris==&lt;br /&gt;
Destroying Dark Fog units will drop [[Soil Pile|Soil Piles]] as well as other random items, depending on the Level of the destroyed unit. These items will be on the ground and can be collected directly by [[Icarus]] or a [[Battlefield Analysis Base]] that is in range. Unlike player drops, drops from Dark Fog units will disappear after some time if not collected.&lt;br /&gt;
{| style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.0+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Log|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plant Fuel|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Iron Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Copper Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Stone Brick|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Magnet|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.3+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|High-Purity Silicon|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Ingot|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Energetic Graphite|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Steel|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Glass|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Prism|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Gear|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Magnetic Coil|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Circuit Board|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Engine|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Energy Shard|size=45x45px}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.6+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Diamond|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Electric Motor|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Microcrystalline Component|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plasma Exciter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plastic|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Combustible Unit|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Foundation|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.9+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Crystal Silicon|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Electromagnetic Turbine|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Processor|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Photon Combiner|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Hydrogen|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Graphene|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Thruster|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.12+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Dark Fog Matrix|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Alloy|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Titanium Glass|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Super-Magnetic Ring|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Hydrogen Fuel Rod|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Carbon Nanotube|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Explosive Unit|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.15+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Matter Recombinator|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Grating Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Particle Container|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Particle Broadband|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Deuterium|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Casimir Crystal|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Reinforced Thruster|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.18+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Silicon-based Neuron|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Strange Matter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Plane Filter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Deuteron Fuel Rod|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Crystal Explosive Unit|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.21+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Negentropy Singularity|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Quantum Chip|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Antimatter|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Graviton Lens|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Space Warper|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Annihilation Constraint Sphere|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;small&amp;gt;Lv.24+&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|{{ItemIcon|Core Element|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Unipolar Magnet|size=45x45px}}&lt;br /&gt;
|{{ItemIcon|Antimatter Fuel Rod|size=45x45px}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
* Dark Fog is the only renewable source of [[Soil Pile]], dropping in small quantities from all Dark Fog units.&lt;br /&gt;
* Dark Fog allows players to obtain extremely limited resources such as [[Unipolar Magnet|Unipolar Magnets]] without depleting any ore deposits. &lt;br /&gt;
* You can set a [[Battlefield Analysis Base]] to automate repairs and item collection. You can even set filters for what will be collected, this can be used to farm Dark Fog drops.&lt;br /&gt;
* If you set a defense perimeter close enough to a Dark Fog planetary base, but not close enough to it&#039;s core, it will keep &amp;quot;farming&amp;quot; units endlessly. With the correct setup, you can automate this farm. An example of this would be setting towers being automatically fed by ammo with a nearby [[Battlefield Analysis Base]] to collect your desired drops. These drops can be fed to your logistics and be supplied to your factory.&lt;br /&gt;
* Filling a Planetary Core does not count against you for the &amp;quot;Environmentalist&amp;quot; achievement.&lt;br /&gt;
* A [[Gauss Turret]] with [[Magnum Ammo Box|Magnum Ammo]] and no damage upgrade needs 8(?) bullets to kill a level 0 Raider.&lt;br /&gt;
&lt;br /&gt;
This page is a work in progress. Feel free to add to it.&lt;br /&gt;
Stats marked with a &amp;quot;(?)&amp;quot; are stats to be checked, as they were guessed from existing ones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dyson Sphere Program]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Electromagnetic_Turbine&amp;diff=13748</id>
		<title>Electromagnetic Turbine</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Electromagnetic_Turbine&amp;diff=13748"/>
		<updated>2024-03-11T21:57:01Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: /* Player Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/ItemInfo}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Summary==&lt;br /&gt;
Make objects levitate against gravity, usually used to make more advanced magnetic field generators.&lt;br /&gt;
&lt;br /&gt;
==Production Chain==&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Magnetic Levitation Technology&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Electromagnetic Turbine&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=2 s&lt;br /&gt;
    |In1=Electric Motor&lt;br /&gt;
    |In1Qty=2&lt;br /&gt;
    |In2=Magnetic Coil&lt;br /&gt;
    |In2Qty=2&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Production Progression Chart===&lt;br /&gt;
{{ProgressionChartHatnote}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#0b161c&lt;br /&gt;
! Stage 1&lt;br /&gt;
! Stage 2&lt;br /&gt;
! Stage 3&lt;br /&gt;
! Stage 4&lt;br /&gt;
! Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| {{riq|Iron Ore|120}}&lt;br /&gt;
| {{riq|Smelter|2}} {{to}} {{riq|Iron Ingot|120}}&lt;br /&gt;
| {{ppc skip}}&lt;br /&gt;
|rowspan=3| {{riq|Assembling Machine Mk.II|2}} {{to}} {{riq|Electric Motor|60}}&lt;br /&gt;
|rowspan=4| {{riq|Assembling Machine Mk.II|1}} {{to}} {{riq|Electromagnetic Turbine|30}}&lt;br /&gt;
|-&lt;br /&gt;
| {{riq|Iron Ore|60}}&lt;br /&gt;
| {{riq|Smelter|1}} {{to}} {{riq|Iron Ingot|60}}&lt;br /&gt;
| {{riq|Assembling Machine Mk.II|1}} {{to}} {{riq|Gear|60}}&lt;br /&gt;
|-&lt;br /&gt;
| {{riq|Iron Ore|120}}&lt;br /&gt;
| {{riq|Smelter|3}} {{to}} {{riq|Magnet|120}}&lt;br /&gt;
|rowspan=2| {{riq|Assembling Machine Mk.II|1}} {{to}} {{riq|Magnetic Coil|120}}&lt;br /&gt;
|-&lt;br /&gt;
| {{riq|Copper Ore|60}}&lt;br /&gt;
| {{riq|Smelter|1}} {{to}} {{riq|Copper Ingot|60}}&lt;br /&gt;
| {{ppc skip}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!colspan=2| Buildings Required&lt;br /&gt;
|colspan=3 align=left| {{riq|Smelter|7}} {{riq|Assembling Machine Mk.II|5}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Raw Materials Required&amp;lt;br&amp;gt;(per minute)&lt;br /&gt;
|colspan=3 align=left| {{riq|Iron Ore|300}} {{riq|Copper Ore|60}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Raw Materials Required&amp;lt;br&amp;gt;(per unit)&lt;br /&gt;
|colspan=3 align=left| {{riq|Iron Ore|10}} {{riq|Copper Ore|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Used In==&lt;br /&gt;
===Components===&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Super Magnetic Field Generator&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Super-Magnetic Ring&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=3 s&lt;br /&gt;
    |In1=Electromagnetic Turbine&lt;br /&gt;
    |In1Qty=2&lt;br /&gt;
    |In2=Magnet&lt;br /&gt;
    |In2Qty=3&lt;br /&gt;
    |In3=Energetic Graphite&lt;br /&gt;
    |In3Qty=1&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembling Machine&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Magnetic Particle Trap&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Particle Container&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=4 s&lt;br /&gt;
    |In1=Electromagnetic Turbine&lt;br /&gt;
    |In1Qty=2&lt;br /&gt;
    |In2=Copper Ingot&lt;br /&gt;
    |In2Qty=2&lt;br /&gt;
    |In3=Graphene&lt;br /&gt;
    |In3Qty=2&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Distribution Logistics&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Logistics Bot&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=2 s&lt;br /&gt;
    |In1=Iron Ingot&lt;br /&gt;
    |In1Qty=2&lt;br /&gt;
    |In2=Electromagnetic Turbine&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
    |In3=Processor&lt;br /&gt;
    |In3Qty=1&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Reinforced Thruster&lt;br /&gt;
|Recipe=&lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Reinforced Thruster&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=6 s&lt;br /&gt;
    |In1=Titanium Alloy&lt;br /&gt;
    |In1Qty=5&lt;br /&gt;
    |In2=Electromagnetic Turbine&lt;br /&gt;
    |In2Qty=5&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Precision Drone&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Precision Drone&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=4 s&lt;br /&gt;
    |In1=Prototype&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Electromagnetic Turbine&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
    |In3=Circuit Board&lt;br /&gt;
    |In3Qty=2&lt;br /&gt;
    |In4=Photon Combiner&lt;br /&gt;
    |In4Qty=2&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Attack Drone&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Attack Drone&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=4 s&lt;br /&gt;
    |In1=Prototype&lt;br /&gt;
    |In1Qty=1&lt;br /&gt;
    |In2=Electromagnetic Turbine&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
    |In3=Processor&lt;br /&gt;
    |In3Qty=1&lt;br /&gt;
    |In4=Particle Container&lt;br /&gt;
    |In4Qty=1&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
{{ProductionChainTable/head}}&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=High-Efficiency Logistics System&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Conveyor Belt Mk.II&lt;br /&gt;
    |Out1Qty=3&lt;br /&gt;
    |CraftTime=1 s&lt;br /&gt;
    |In1=Conveyor Belt Mk.I&lt;br /&gt;
    |In1Qty=3&lt;br /&gt;
    |In2=Electromagnetic Turbine&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=High-Efficiency Logistics System&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Sorter Mk.III&lt;br /&gt;
    |Out1Qty=2&lt;br /&gt;
    |CraftTime=1 s&lt;br /&gt;
    |In1=Sorter Mk.II&lt;br /&gt;
    |In1Qty=2&lt;br /&gt;
    |In2=Electromagnetic Turbine&lt;br /&gt;
    |In2Qty=1&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ProductionChain&lt;br /&gt;
|Building=Assembler&lt;br /&gt;
|Replicator=Yes&lt;br /&gt;
|Technology=Planetary Defense System&lt;br /&gt;
|Recipe=           &lt;br /&gt;
  {{ItemRecipe&lt;br /&gt;
    |Out1=Planetary Shield Generator&lt;br /&gt;
    |Out1Qty=1&lt;br /&gt;
    |CraftTime=30 s&lt;br /&gt;
    |In1=Steel&lt;br /&gt;
    |In1Qty=20&lt;br /&gt;
    |In2=Electromagnetic Turbine&lt;br /&gt;
    |In2Qty=20&lt;br /&gt;
    |In3=Super-Magnetic Ring&lt;br /&gt;
    |In3Qty=5&lt;br /&gt;
    |In4=Particle Container&lt;br /&gt;
    |In4Qty=5&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
* Electromagnetic Turbines have a very complicated crafting process in spite of the simple raw materials required. They are also used for [[Super-Magnetic Ring|Super-Magnetic Rings]] and [[Conveyor Belt Mk.II|Conveyor Belts Mk.II]], both of which are required in huge quantities in the mid-game and late-game, so preparing facilities for producing Electromagnetic Turbines is better to do sooner than later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Item Navbox}}&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:Component]]&lt;br /&gt;
[[Category:Crafting Material]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
	<entry>
		<id>https://dev.dsp-wiki.com/index.php?title=Dyson_Sphere&amp;diff=13745</id>
		<title>Dyson Sphere</title>
		<link rel="alternate" type="text/html" href="https://dev.dsp-wiki.com/index.php?title=Dyson_Sphere&amp;diff=13745"/>
		<updated>2024-03-11T20:51:49Z</updated>

		<summary type="html">&lt;p&gt;Fernicus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Dyson sphere&#039;&#039;&#039; is the ultimate end goal of the Dyson Sphere Program. It is a permanent mega-structure built around a star that constantly produces huge amounts of power, which can then be brought to that star system&#039;s power grid using [[Ray Receiver|Ray Receivers]]. &lt;br /&gt;
&lt;br /&gt;
== Main Info==&lt;br /&gt;
A Dyson sphere has 2 components: [[Solar Sail|Solar Sails]], which form the bulk of the Dyson sphere&#039;s power generation; and [[Small Carrier Rocket|Small Carrier Rockets]], which form the framework that gives the Dyson sphere its structure.&lt;br /&gt;
&lt;br /&gt;
Launching Solar Sails without a Dyson sphere frame in place is possible, in which case they form a &#039;&#039;&#039;Dyson swarm&#039;&#039;&#039;. However, the Dyson swarm is &#039;&#039;not&#039;&#039; a permanent installation, and Solar Sails will expire after a set amount of time. The lifespan of each Solar Sail can prolonged with the [[Solar Sail Life (Upgrade)|Solar Sail Life]] [[Upgrades|upgrade]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Item&lt;br /&gt;
!Output&lt;br /&gt;
!Energy and Material Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Icon_Solar_Sail.png|link=Solar_Sail]]&lt;br /&gt;
|1 sail in swarm&lt;br /&gt;
36 kW&lt;br /&gt;
| Using rare ores:&lt;br /&gt;
&lt;br /&gt;
50 ores, 80MJ per 1MW &lt;br /&gt;
|Solar Sails in the Dyson swarm will expire after enough time passes. The base lifespan is 1.5 hours, and can be increased with the Solar Sail Life upgrades. Once a Solar Sail is integrated into the Dyson sphere, it becomes permanent.&lt;br /&gt;
An unlimited number of Solar Sails can be in the Dyson swarm at any time; it is only limited by the rate at which Solar Sails are launched.&lt;br /&gt;
&lt;br /&gt;
For comparison, [[Solar Panel|Solar Panels]] cost 150 ores and 130MJ per 1MW.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Icon_Small_Carrier_Rocket.png|link=Small_Carrier_Rocket]]&lt;br /&gt;
| 1 structure point&lt;br /&gt;
96 kW&lt;br /&gt;
| Using rare ores:&lt;br /&gt;
&lt;br /&gt;
3500 ores, 5800MJ per 1MW&lt;br /&gt;
| Each node in the Dyson sphere requires 30 structure points.&lt;br /&gt;
The number of structure points required for frames between nodes is based on each frame&#039;s length.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Icon_Solar_Sail.png|link=Solar_Sail]]&lt;br /&gt;
| 1 cell point&lt;br /&gt;
15 kW&lt;br /&gt;
|Using rare ores:&lt;br /&gt;
&lt;br /&gt;
120 ores, 200MJ per 1MW&lt;br /&gt;
|Once a shell in the Dyson sphere is enclosed by frames, it absorbs Solar Sails that are in orbit to form cell points. The number of cell points required to fill a shell is based on its area.&lt;br /&gt;
Each node with at least 1 built structure point consumes up to 30 sails per minute from the swarm to fill nearby shells. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Icon_Ray_Receiver.png|link=Ray_Receiver]]&lt;br /&gt;
|6~15MW&lt;br /&gt;
|Without any [[Ray Transmission Efficiency (Upgrade)|Ray Transmission Efficiency]] research:&lt;br /&gt;
takes ~333% of produced energy from Dyson swarm/sphere&lt;br /&gt;
&lt;br /&gt;
With Ray Transmission Efficiency Level 3 researched (the highest available with [[Structure Matrix|Structure Matrices]]):&lt;br /&gt;
&lt;br /&gt;
takes ~204% of produced energy from Dyson swarm/sphere&lt;br /&gt;
|Used to transport energy from the Dyson swarm/sphere to planets in that star&#039;s system.&lt;br /&gt;
Power consumed from the Dyson swarm/sphere is &#039;&#039;not&#039;&#039; equal to the amount of power produced, due to innate inefficiency. &lt;br /&gt;
&lt;br /&gt;
Without any upgrades, the efficiency is only 30% (meaning 70% of the power from the Dyson swarm/sphere is lost). This can be improved with the Ray Transmission Efficiency research.&lt;br /&gt;
&lt;br /&gt;
After researching [[Planetary Ionosphere Utilization (Tech)|Planetary Ionosphere Utilization]], the Ray Receiver can consume [[Graviton Lens|Graviton Lenses]] to double its power for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
After researching the [[Dirac Inversion Mechanism (Tech)|Dirac Inversion Mechanism]], the Ray Receiver can generate [[Critical Photon|Critical Photons]] instead of power. This greatly increases the load on the Dyson swarm/sphere to 120MW, or 240W when using a Graviton Lens. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==In the game==&lt;br /&gt;
&lt;br /&gt;
In Dyson Sphere Program, constructing a Dyson sphere is one of the primary goals for &amp;quot;completion&amp;quot; (though you can continue playing the game indefinitely after researching all technologies and building a complete Dyson Sphere). Building a Dyson sphere takes a few stages:&lt;br /&gt;
&lt;br /&gt;
===The Dyson Swarm===&lt;br /&gt;
Players typically start testing their ability to build a Dyson sphere by first launching several [[Solar Sail|Solar Sails]] into a Dyson swarm, which is an orbital ring around the host star of a loose collection of Solar Sails. They do not link up to one another, instead working independently to provide energy. Each solar sail in a Dyson Swarm provides a base 36 kW of power (regardless of their orbital radius), which is then scaled by the star&#039;s luminosity. Solar Sails are inexpensive to manufacture, so the player can launch them in the thousands. However, the player will soon realize that Solar Sails have a lifespan after which they disappear. The base lifespan is 5400 seconds (1.5 hours), which can be upgraded to a maximum of 9000 seconds (2.5 hours) with the Solar Sail Life upgrades. Thus, the maximum power obtainable from a Dyson swarm is dependent on how many Solar Sails the player can manufacture and fire, per Solar Sail lifespan, on a continuous basis.&lt;br /&gt;
&lt;br /&gt;
An additional hindrance to maintaining a Dyson Swarm is that the [[EM-Rail Ejector|EM-Rail Ejectors]] used to fire the Solar Sails require a line of sight to the target orbit. This can become more difficult to achieve depending upon how many EM-Rail Ejectors the player constructs, whether their planet has a significant axial tilt, where on the planet the EM-Rails are placed, and whether there is another planet blocking the EM-Rails&#039; line of sight (an especially common occurrence when launching Solar Sails from a satellite of a [[Gas Giant]]).&lt;br /&gt;
&lt;br /&gt;
=== The Dyson Shell===&lt;br /&gt;
&lt;br /&gt;
The next phase of building a Dyson sphere is the Dyson shell. A Dyson shell requires additional technologies to unlock - they are composed not just of Solar Sails, but also [[Dyson Sphere Component|Dyson Sphere Components]]. The player defines the location of Nodes and, for Nodes within a certain distance of each other, Frame segments to connect them. When enough Frame segments are defined such that an enclosed area is defined, that area can be designated as a Dyson Shell. This area can have any shape and does not need to be a regular polygon, though guidelines are available in the Editor for rectangular and triangular shapes.&lt;br /&gt;
&lt;br /&gt;
Once the Nodes and/or Frame are defined, the player then uses a [[Vertical Launching Silo]] to fire [[Small Carrier Rocket|Small Carrier Rockets]] to construct the frame. These rockets can be considerably difficult to make in large quantities, depending on the player&#039;s industrial setup. However, large-scale production is a necessity to construct the largest and most powerful Dyson spheres.&lt;br /&gt;
&lt;br /&gt;
As soon as any Frame segment is put in place, the frame itself can begin to generate power, even before it is completed. Once all Frames encompassing a defined Shell are completed, it will draw any Solar Sails from the star&#039;s Dyson swarm into the shell, creating a hexagonal-lattice panel between the frame segments. The consumed Solar Sails&#039; energy output is then combined with that of the Frame segments, and their lifespan is no longer a consideration - once a Solar Sail becomes part of the Dyson shell, it will last forever.&lt;br /&gt;
&lt;br /&gt;
===Deconstructing===&lt;br /&gt;
It is possible to deconstruct a Dyson Shell, at any stage of its construction. Take note, however, that doing so will &#039;&#039;not&#039;&#039; return all of the materials to the player. All Solar Sails that had been absorbed into the shell will be jettisoned back into space, immediately beginning their lifespan countdown timer again. If left alone, they will spread out into an orbital ring. The Frame segments that were constructed of Small Carrier Rockets are converted into Solar Sails upon deconstruction, and these too join the new swarm and get a lifespan timer. No Dyson Sphere Components or Small Carrier Rockets are returned to the player.&lt;br /&gt;
&lt;br /&gt;
== The Dyson Sphere Editor ==&lt;br /&gt;
The Dyson Sphere Editor is used to design a Dyson swarm/sphere for the current star system, or modify existing Dyson swarms/spheres. &lt;br /&gt;
&lt;br /&gt;
=== Orbit Designer ===&lt;br /&gt;
A star&#039;s Dyson swarm can contain up to 20 orbits. Each orbit&#039;s radius, rotation, and inclination can be freely adjusted, although an orbit cannot come too close to a planet&#039;s orbit. Orbits can overlap with each other, however. The player may also choose a color for the Solar Sails in an orbit, although this is purely cosmetic.&lt;br /&gt;
&lt;br /&gt;
An orbit that currently contains Solar Sails can still be modified, although the existing Solar Sails will not move into the updated orbit and will remain in the original one until their lifespan runs out.&lt;br /&gt;
&lt;br /&gt;
Clicking on an orbit in the list will pull up a panel containing information about it, such as its dimensions, total power generation, and number of Solar Sails. &lt;br /&gt;
&lt;br /&gt;
=== Shell Designer ===&lt;br /&gt;
A star may have up to 10 Dyson shell layers. Like Dyson swarm orbits, each shell&#039;s radius can be adjusted, but cannot come close to a planet&#039;s orbit. Additionally, shells cannot overlap; their radii must be at least 1000m apart. &lt;br /&gt;
&lt;br /&gt;
==== Shell Grid ====&lt;br /&gt;
The first step to designing a shell layer is to select what grid type to use. There are 3 triangular grids, 1 square grid, and 1 completely blank grid. The grid chosen will dictate where nodes and frames can be placed.&lt;br /&gt;
&lt;br /&gt;
==== Build Plan Designer ====&lt;br /&gt;
There are 3 components of a layer: nodes, frames, and shells. Nodes are single points that are the endpoints of frames, and shells are closed polygons formed by frames. To design a shell, first draw a network of frames, then fill the framework with shells. The framework will be constructed from Small Carrier Rockets, and the shells will be formed by absorbing orbiting Solar Sails.&lt;br /&gt;
&lt;br /&gt;
Researching the [[Dyson Sphere Stress System (Tech)|Dyson Sphere Stress System]] [[Technologies|technology]] is necessary to build a larger Dyson sphere. Without any research, it is only possible to build a very narrow ring. Each successive upgrade expands the range of possible construction, until it is possible to fully enclose the star.&lt;br /&gt;
&lt;br /&gt;
Notably, frames have 2 different types, geodesic and graticule. Geodesic frames directly connect their 2 endpoints, while graticule frames will attempt to follow the grid&#039;s lines. Both types still follow the curvature of the Dyson sphere grid, and the difference is largely negligible except when constructing close to the Dyson sphere&#039;s poles.&lt;br /&gt;
&lt;br /&gt;
Frames have 3 different styles to build with, and shells have 7 different texture patterns. Additionally, the player can recolor nodes, frames, and shells with the Decoration tab. All of these changes are purely cosmetic.&lt;br /&gt;
&lt;br /&gt;
== Endgame ==&lt;br /&gt;
To generate the terawatts of Dyson sphere power required for leaderboards, pro players have to take more things in consideration:&lt;br /&gt;
&lt;br /&gt;
* Common yellow stars with ~1x luminosity will inevitably be phased out in favor of blue stars, the best of which have a ~2.5x luminosity.&lt;br /&gt;
* A Dyson swarm becomes less useful after days of playtime, because of its limited lifespan.&lt;br /&gt;
* The Dyson shell is a better long-term energy source than a Dyson swarm, as frames and sails absorbed by the sphere remain forever.&lt;br /&gt;
** However, the Dyson shell itself has considerations when it comes to which grid pattern to use: the default triangle grid gives 15% less power than the crossed triangle grid (drawing triangles on 6-tris hexagons, so each triangle is just 3 trin and not 4), and the crossed triangle grid itself gives 15% less power than the perfect grid with fewer triangles can (you can disable grid by choosing it twice).&lt;br /&gt;
* The highest-luminosity stars, Blue Giants, are a necessity. With a perfect frame grid with 10 layers, the Dyson shell will yield 12TW. The best seeds have 3 Blue Giant systems, resulting in 36TW total.&lt;br /&gt;
&lt;br /&gt;
* Note that while the game&#039;s optimization of Dyson sphere elements continues to improve over time, players should expect an increase in RAM usage and a decrease in game performance (lower FPS/UPS) as the number of sails/frames/shells increases.&lt;br /&gt;
&lt;br /&gt;
==Mathematics==&lt;br /&gt;
&lt;br /&gt;
=== Basics of the Dyson Shell ===&lt;br /&gt;
&lt;br /&gt;
* Each Node has 30 Structure Points.&lt;br /&gt;
* Each Frame has a number of Structure Points based on the Orbit Radius of the Dyson Shell Layer. This number is rounded to multiples of 20. So two identical Layers with slightly different Orbit Radii can rarely have the same number of Structure Points.&lt;br /&gt;
* Each Structure Point produces ~95.8KW times the star&#039;s Luminosity. (This is definitely not a whole number, but it does seem to be a constant.)&lt;br /&gt;
* Each Structure Point takes one Small Carrier Rocket to build.&lt;br /&gt;
* Each Shell has a number of Cell Points based on the Orbit Radius of the Dyson Shell Layer.&lt;br /&gt;
* Each Cell Point produces 15KW times the star&#039;s Luminosity.&lt;br /&gt;
* Each Cell Point takes one Solar Sail to build.&lt;br /&gt;
&lt;br /&gt;
This means the power produced per Small Carrier Rocket or Solar Sail only varies based on the star&#039;s Luminosity. The Orbit Radius only affects the maximum power output of the Layer (and possibly the continuous receiving uptime of the Ray Receivers).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: There are currently some bugs and inconsistencies in the UI as of version 0.9.27.15466. &lt;br /&gt;
&lt;br /&gt;
* When selecting a Node in the Editor, the Structure Points listed includes 30 for the Node and half of each Frame attached to the Node. But the Generation Capacity is only for the Node.&lt;br /&gt;
* When selecting a Node in the Editor, the Generation Capacity listed includes the star&#039;s Luminosity multiplier; but when selecting a Frame or Cell, it does not include the multiplier.&lt;br /&gt;
&lt;br /&gt;
=== Note ===&lt;br /&gt;
{{Note Box|The information below is accurate as far as the assumptions made during the observations. Recent testing indicates that the mathematical &amp;quot;story&amp;quot; may be different than outlined below, and that the numbers merely lined up out of happenstance. This section will be updated once further testing has established the proper mathematical relationships.}}&lt;br /&gt;
&lt;br /&gt;
==TL;DR==&lt;br /&gt;
Based off the data accumulated below, a structure point generates 96 KW, a cell point generates 15 KW and a solar sail generates 36 KW. Each of these is multiplied by the system&#039;s luminosity. &#039;&#039;&#039;&#039;&#039;These values do not depend on the distance from the star.&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Thus the power formula for a completed Dyson Sphere is as follow:&lt;br /&gt;
&lt;br /&gt;
LUMINOSITY * 4 * π * (RADIUS * 0.0191) ^ 2 * (15 + 96 * STRUCTURE_POINT_PER_CELL_POINT), in KW&lt;br /&gt;
&lt;br /&gt;
or for a general case:&lt;br /&gt;
&lt;br /&gt;
LUMINOSITY * 4 * π * (RADIUS * 0.0191) ^ 2 * (15 + 96 * 0.08), in KW&lt;br /&gt;
&lt;br /&gt;
Dyson spheres around the same star do &#039;&#039;not&#039;&#039; block each other, so the best single-system power output is to find the brightest star and build the 10 largest spheres possible around that single star.&lt;br /&gt;
&lt;br /&gt;
== Maximum Dyson sphere radius ==&lt;br /&gt;
While the energy output of a sphere depends on the star&#039;s luminosity, the maximum energy output of a star depends much more on the largest possible Dyson sphere radius. It is possible to build up to 10 spheres around the same star. Additionally, spheres cannot be closer than 1000 units. This means that for a maxed-out system, the total power is proportional to:&lt;br /&gt;
&lt;br /&gt;
(MAX_RADIUS * 0.0191) ^ 2 + (MAX_RADIUS * 0.0191 - 19.1) ^ 2 + (MAX_RADIUS * 0.0191 - 38.2) ^ 2 +... = (10 * MAX_RADIUS ^ 2 - 90000 * MAX_RADIUS + 285000000) * 0.0191 ^ 2&lt;br /&gt;
&lt;br /&gt;
Substituting into the equation before,&lt;br /&gt;
&lt;br /&gt;
MAX_POWER = LUMINOSITY * 4 * π * (10 * MAX_RADIUS ^ 2 - 90000 * MAX_RADIUS + 285000000) * 0.0191 ^ 2 * (15 + 96 * 0.08) kW for a general case&lt;br /&gt;
&lt;br /&gt;
Here are some measured values from two separate seeds:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mass&lt;br /&gt;
!Luminosity&lt;br /&gt;
!Radius&lt;br /&gt;
!Type&lt;br /&gt;
!Max sphere radius&lt;br /&gt;
!Max power for a general case, TW&lt;br /&gt;
|-&lt;br /&gt;
|0.608&lt;br /&gt;
|0.891&lt;br /&gt;
|0.86&lt;br /&gt;
|M&lt;br /&gt;
|19100&lt;br /&gt;
|0.205&lt;br /&gt;
|-&lt;br /&gt;
|0.955&lt;br /&gt;
|0.989&lt;br /&gt;
|1.05&lt;br /&gt;
|G&lt;br /&gt;
|21900&lt;br /&gt;
|0.320&lt;br /&gt;
|-&lt;br /&gt;
|0.991&lt;br /&gt;
|0.998&lt;br /&gt;
|1.00&lt;br /&gt;
|G&lt;br /&gt;
|22200&lt;br /&gt;
|0.334&lt;br /&gt;
|-&lt;br /&gt;
|0.434&lt;br /&gt;
|0.358&lt;br /&gt;
|0.26&lt;br /&gt;
|White dwarf&lt;br /&gt;
|23900&lt;br /&gt;
|0.143&lt;br /&gt;
|-&lt;br /&gt;
|45.658&lt;br /&gt;
|0.175&lt;br /&gt;
|3.62&lt;br /&gt;
|Black hole&lt;br /&gt;
|55300&lt;br /&gt;
|0.471&lt;br /&gt;
|-&lt;br /&gt;
|14.616&lt;br /&gt;
|1.858&lt;br /&gt;
|3.06&lt;br /&gt;
|B&lt;br /&gt;
|59900&lt;br /&gt;
|5.945&lt;br /&gt;
|-&lt;br /&gt;
|0.403&lt;br /&gt;
|0.929&lt;br /&gt;
|16.79&lt;br /&gt;
|M, giant&lt;br /&gt;
|60600&lt;br /&gt;
|3.048&lt;br /&gt;
|-&lt;br /&gt;
|94.557&lt;br /&gt;
|0.197&lt;br /&gt;
|3.79&lt;br /&gt;
|Black hole&lt;br /&gt;
|61800&lt;br /&gt;
|0.674&lt;br /&gt;
|-&lt;br /&gt;
|49.419&lt;br /&gt;
|2.462&lt;br /&gt;
|4.36&lt;br /&gt;
|O&lt;br /&gt;
|74400&lt;br /&gt;
|12.528&lt;br /&gt;
|-&lt;br /&gt;
|16.88&lt;br /&gt;
|2.196&lt;br /&gt;
|12.97&lt;br /&gt;
|B, giant&lt;br /&gt;
|199500&lt;br /&gt;
|86.839&lt;br /&gt;
|-&lt;br /&gt;
|26.636&lt;br /&gt;
|2.44&lt;br /&gt;
|13.33&lt;br /&gt;
|O, giant&lt;br /&gt;
|216600&lt;br /&gt;
|114.149&lt;br /&gt;
|-&lt;br /&gt;
|26.798&lt;br /&gt;
|2.443&lt;br /&gt;
|17.04&lt;br /&gt;
|O, giant&lt;br /&gt;
|216800&lt;br /&gt;
|114.505&lt;br /&gt;
|}&lt;br /&gt;
While it&#039;s difficult to make any concrete rules, we can see a general trend of maximum sphere radius correlating to mass and spectral class. More importantly, the maximum sphere radius increases by a factor of around 3 when the star is a giant, resulting in a huge increase in power output.&lt;br /&gt;
&lt;br /&gt;
These results also imply that the best way to get a power production record is not to play on seeds with 10 O-type stars, but instead to look for seeds with multiple high-luminosity giants.&lt;br /&gt;
&lt;br /&gt;
Note: Red Giants (Both M and K) have similar Max Sphere Radii to regular B and O stars, but with lower luminosity. Thus a regular O-type star will usually have a higher max power output than a Red Giant. It&#039;s only the Blue Giants (B and O) that are valuable, with O Giants often having 10x the max of a regular O-type.&lt;br /&gt;
&lt;br /&gt;
==Preliminary testing==&lt;br /&gt;
Preliminary testing indicates that certain mathematical rules apply to Dyson shells as expected, while others do not, or apply in the opposite way as expected based on real-world physics (yet in a way that makes sense for a video game)&lt;br /&gt;
&lt;br /&gt;
For this discussion, certain assumptions must be made based on observations in the editor:&lt;br /&gt;
:A given frame segment in the editor covers the same radial arc, regardless of distance from the star.&lt;br /&gt;
This can be determined by counting the total number of large-grid segments defined in the editor (in &#039;square&#039; mode). Regardless of the distance from the star, there are 24 such grids around the equator. This means that we can mathematically compare a 5x5 frame at different distances from the sun, to achieve some formulas.&lt;br /&gt;
&lt;br /&gt;
With this in mind, a single 5x5 frame segment was actually constructed at each of two distances, for testing: &lt;br /&gt;
&lt;br /&gt;
10,000m radius (default for Shell 1), 5x5 square equatorial frame:&lt;br /&gt;
* Frame Materials: 440&lt;br /&gt;
* Solar Sails to fill: 2,442&lt;br /&gt;
*Power Generation: ~78.8 MW&lt;br /&gt;
&lt;br /&gt;
5,000m radius, 5x5 square equatorial frame:&lt;br /&gt;
*Frame Materials: 280&lt;br /&gt;
*Solar Sails to fill: 626&lt;br /&gt;
*Power Generation: ~36.2 MW&lt;br /&gt;
&lt;br /&gt;
===Solar Sail Cost===&lt;br /&gt;
At 10,000 meter radius, it cost 2,442 solar sails to fill the panel. The similar 5x5 panel at 5,000 meter radius cost 626 solar sails to fill the panel. Because this amount is covering an area, the mathematical rule that Area increases with the Square of the Distance comes into play. The distance was doubled, so the Area should be quadrupled. 2,442 / 626 = 3.9, which is close enough to 4 to account for deviations based on distance from the equator. &lt;br /&gt;
&lt;br /&gt;
Assertion: Solar Sail cost increases as the square of the distance.&lt;br /&gt;
&lt;br /&gt;
===Frame Materials (Rockets)===&lt;br /&gt;
It takes 30 Rockets (Frame materials) to build each Node. Each of these panels was square, so 4 nodes, or 120 rockets for the nodes. This part is not variable. For the 10,000m frame, we are left with (440 - 120) = 320 Rockets for 4 roughly equal-length frame segments, or 80 rockets each.&lt;br /&gt;
&lt;br /&gt;
A 5x5 frame segment is 1/24th the circumference of the sphere. At 10,000m, this is (10,000 * 2 * pi) / 24 = 2,618 meters in length. 2,618 meters, divided by 80 rockets, is 32.725 meters per Rocket (or 1 Rocket for every 32.725 meters, if you prefer).&lt;br /&gt;
&lt;br /&gt;
To verify this, at 5,000 meters, remove the 120 rockets for the nodes to get 280 - 120 = 160 rockets for the 4 frame segments, or 40 rockets each. The 5x5 frame is still 1/24th of the circumference, so (5,000 * 2 * pi) / 24 = 1,309 meters in length. 1,309 meters, divided by 40 rockets, is again 32.725 meters in length. Therefore, at half the radius, half the number of rockets are needed for a frame segment, &amp;lt;em&amp;gt;after accounting for the static number of rockets in the nodes&amp;lt;/em&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Assertion: Regardless of the distance from the sun, frames cost 30 rockets per Node, plus 1 rocket for every 32.725 meters of frame segment length.&lt;br /&gt;
&lt;br /&gt;
=== Power Output===&lt;br /&gt;
&lt;br /&gt;
Finally, let&#039;s take a look at the Power output. Before we begin, we must observe that before any solar sails are ever launched into orbit for a Frame, the frame itself generates power. One can presume this is the result of the frame having solar sails in its construction recipe.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this author did not record observations of the power output of frame segments during construction, and so cannot presently derive their effects on the total power output. Suffice it to say, that the solar sails at half the distance appear to be generating approximately half the power. (this is the only part of the math here that goes against the expectation from real world physics - the same radial area is covered, so the same amount of energy should be captured, if not &amp;lt;em&amp;gt;higher&amp;lt;/em&amp;gt; energy captured at closer distances. However, in video game terms, it makes sense to have a cost vs benefit of constructing closer to the sun.)&lt;br /&gt;
&lt;br /&gt;
==Math follow-up from another player ==&lt;br /&gt;
After reading that the last author forgot to record observations for the power output of the frame itself, I decided to do just that.  Here is what I found...PS, feel free to use/edit my contribution to sound more coherent with the rest of the page.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Star Type&lt;br /&gt;
|Luminosity&lt;br /&gt;
| Orbit Radius (m)&lt;br /&gt;
|Total # of Frame Parts Used&lt;br /&gt;
|Total Power Output (MW)&lt;br /&gt;
|MW per frame part = (power output / luminosity) / # of parts used )&lt;br /&gt;
|-&lt;br /&gt;
|M-type&lt;br /&gt;
| 0.863&lt;br /&gt;
|18500&lt;br /&gt;
|1000&lt;br /&gt;
|82.8&lt;br /&gt;
|0.09594438007&lt;br /&gt;
|-&lt;br /&gt;
| K-type&lt;br /&gt;
| 0.896&lt;br /&gt;
|19200&lt;br /&gt;
|1080&lt;br /&gt;
|92.8&lt;br /&gt;
|0.0958994709&lt;br /&gt;
|-&lt;br /&gt;
|F-type&lt;br /&gt;
|1.089&lt;br /&gt;
|19700&lt;br /&gt;
|1080&lt;br /&gt;
|112&lt;br /&gt;
|0.09522837806&lt;br /&gt;
|-&lt;br /&gt;
|Neutron&lt;br /&gt;
|0.655&lt;br /&gt;
|22900&lt;br /&gt;
| 1240&lt;br /&gt;
| 77.8&lt;br /&gt;
|0.09578921448&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole&lt;br /&gt;
|0.185&lt;br /&gt;
|22900&lt;br /&gt;
|1240&lt;br /&gt;
|22&lt;br /&gt;
| 0.09590235397&lt;br /&gt;
|-&lt;br /&gt;
| O-type&lt;br /&gt;
| 2.165&lt;br /&gt;
|22900&lt;br /&gt;
|1240&lt;br /&gt;
|257&lt;br /&gt;
|0.09573120763&lt;br /&gt;
|-&lt;br /&gt;
|Red Giant&lt;br /&gt;
| 1.002&lt;br /&gt;
|22900&lt;br /&gt;
|1240&lt;br /&gt;
| 119&lt;br /&gt;
|0.09577618956&lt;br /&gt;
|-&lt;br /&gt;
|G-type&lt;br /&gt;
|1.01&lt;br /&gt;
| 22900&lt;br /&gt;
| 1240&lt;br /&gt;
|120&lt;br /&gt;
| 0.09581603322&lt;br /&gt;
|-&lt;br /&gt;
|A-type&lt;br /&gt;
|1.308&lt;br /&gt;
|22900&lt;br /&gt;
|1240&lt;br /&gt;
|155&lt;br /&gt;
|0.09556574924&lt;br /&gt;
|-&lt;br /&gt;
|B-type&lt;br /&gt;
|1.651&lt;br /&gt;
|22900&lt;br /&gt;
|1240&lt;br /&gt;
|196&lt;br /&gt;
|0.09573865302&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Method and things to mention======&lt;br /&gt;
First, I want to mention that I did not think to measure the output of the nodes vs segments, so for these values it is looking at total # frame parts used.  The frames observed were a circle at the top of the sphere with 4 nodes and segments going around to connect them.  I did my best to keep the radius the same for all data points but some stars would not allow for the 22900m and I was forced to use a smaller radius on some stars, so feel free to throw out those data points if necessary.&lt;br /&gt;
&lt;br /&gt;
======Findings======&lt;br /&gt;
As you can see by the table, each part launched into the frame produces a base output of roughly 0.096MW or 96kW.  It is then multiplied by the luminosity of the star to get it&#039;s actual output after being launched.  &lt;br /&gt;
&lt;br /&gt;
As I set out to find some constant that represented the power output per frame part I did not know if distance mattered to it&#039;s output either.  I had thought that the radius only changed how many parts were needed for that particular structure and that my calculations would show that the radius was moot for this experiment.  However, even though I was pleased to see that the equation I used seemed to find that constant regardless of the distance, I hadn&#039;t started recording the radius at the time of setting up the frames and I accidentally had one (on the K-type star) at 19200m and another (the F-type star) at 19700m.  These two data points are somewhat anomalous as they suggest there may be some range for the radius vs # of frames that make up the segments between the nodes (because they are at different distances but use the same # of frames) and that the power output may change slightly depending on where the frame sits within that range (because the MW/frame part rounds down to 95kW instead of 96kW like all the rest).&lt;br /&gt;
&lt;br /&gt;
======Conclusion======&lt;br /&gt;
I know a lot more could be done to show more helpful information like &amp;quot;what radius should I build at to get exactly 5GW of power&amp;quot; but maybe this, coupled with the previous author&#039;s information, can help you understand the games mechanics just a bit more.&lt;br /&gt;
&lt;br /&gt;
==Another math example==&lt;br /&gt;
I might have found a quite simple formula to calculate the power output of any Dyson-Shell without filling, meaning only parts shipped by small cargo rockets. Around a F-type Star with ~1.6L luminosity, i had 250 delivered parts and an output of 40MW. By simple division i come to the following formula:&lt;br /&gt;
&lt;br /&gt;
Output =  P * L * 100kW ; &lt;br /&gt;
&lt;br /&gt;
P being the number of delivered parts (visible in any rocket silo screen of the system); &lt;br /&gt;
&lt;br /&gt;
L being the luminosity of the star. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As for Solar Sails, I presume (!!!) the formula is similar, but with 36kW instead of 100kW. Might need checking.&lt;br /&gt;
==Frame energy output formula==&lt;br /&gt;
This formula for energy output works reasonably well for Dyson-Shells with only structure points and no solar sails.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy Output = Total structure pts * Star luminosity * 95.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Total structure pts: 300 (short frame segment)&lt;br /&gt;
&lt;br /&gt;
Star luminosity: 1.924&lt;br /&gt;
&lt;br /&gt;
Energy = 300 * 1.924 * 95.7 = 55238.04 kW (55.2 MW)&amp;lt;!--Please do not declare that information was obtained via inspecting the source code -- the DSPWiki team cooperates closely with publishers to gather some information when needed, and we prefer not to muddy that partnership by indicating we&#039;ve decompiled the game. --DSPWiki Manager. --&amp;gt;&amp;lt;!--&lt;br /&gt;
====== From first code inspection (Note: this is a draft of a explanation) ======&lt;br /&gt;
All the energy and power values are proportional to the luminosity of the star, therefore, in the following they are all given in the case of a 1L star.&lt;br /&gt;
&lt;br /&gt;
From a quick code inspection, the energy generated by tick (60 ticks per second as far as I know) by the Dyson Swarm is the product of the number of sails by a constant egal by default to 400. This would lead to 24kW per sail if the unit of the afford mention constant is Joule per tick.&lt;br /&gt;
&lt;br /&gt;
For the Dyson Sphere, it is not that much more complicated.&lt;br /&gt;
&lt;br /&gt;
Each node generates energy proportional to the amount of structures installed on the node. The constant is 1500 by default. Assuming the above units, 60 ticks per second and 90 structures per completed nodes, each fully built node would generate 8.1MW.&lt;br /&gt;
&lt;br /&gt;
Then each frame generates power too. It is calculated the same as for the nodes. So each structure sent in space generates 90kW (1500 * 60). Note the the constant used for nodes and frames have the same value by default, but in the codes, they are two distinct constants.&lt;br /&gt;
&lt;br /&gt;
Then each sails generates power. The calculation is also proportional to the number of solar sails present in the construction. The constant is 300 energy per tick. With the same assumption as above, the power per solar sail generated would be 18kW which is less than in the swarm.&lt;br /&gt;
&lt;br /&gt;
In conclusion, the power generated is proportional to the amount of structures and solar sails present in the Dyson Sphere as it was suspected from the above sections. Therefore it is expected that the bigger the Dyson Sphere the more power it would generate.&lt;br /&gt;
&lt;br /&gt;
Further code inspection could lead to the complete understanding of the Dyson sphere power computation. But I can understand that some people would prefer to make more &amp;quot;conventional&amp;quot; research and that direct code inspection could spoil that fun. So should I continue and extend this post with more information?&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
In the real world, a Dyson sphere is a hypothetical mega-structure that completely encompasses a star and captures some of its power output. Even capturing a small percentage of a star&#039;s power is an unfathomably large amount of energy, since stars produce an incredible amount of power constantly. The first concept of a Dyson sphere appeared in the 1937 science fiction novel &#039;&#039;Star Maker&#039;&#039; by Olaf Stapledon. This book inspired physicist and mathematician Freeman Dyson to formalize the concept in his 1960 paper &amp;quot;Search for Artificial Stellar Source of Infra-Red Radiation,&amp;quot; published in the journal &#039;&#039;Science&#039;&#039;. There is no known real-world example of a Dyson sphere, as constructing one would require an immense quantity of raw materials and ultra-advanced technology, both of which are inaccessible to the human race (at least, for now). &lt;br /&gt;
&lt;br /&gt;
{{DSP Navbox}}&lt;br /&gt;
[[Category:Astronomical Objects]]&lt;/div&gt;</summary>
		<author><name>Fernicus</name></author>
	</entry>
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