Equipment
Blueprint-progress viewer for equipment wares. 9 sections covering everything ship-mounted.
In-game view
Section titled “In-game view”
Sections
Section titled “Sections”Fixed section order at md/deadairdynamicuniversemenus.xml:6863:
- Missile Turrets —
class.missileturret(default 100 fragments — heavy grind) - Non-Missile Turrets —
class.turret(default 100) - Missile Launchers —
class.missilelauncher(default 100) - Engines —
class.engine(default 100) - Shield Generators —
class.shieldgenerator(default 100) - Weapons —
class.weapon(default 100) - Satellites —
class.satellite(default 20) - Missiles —
class.missile(default 20) - Countermeasures —
class.countermeasure(default 20)
Design intent: the six 100-count classes are the “high-value equipment blueprints” DA wants to make a genuine grind. Weapons, engines, and shield generators dictate ship combat power more than the ship hull itself — DA is opinionated that these should take significant scanning to acquire.
Observed sample-save state
Section titled “Observed sample-save state”Missile Turrets section (24 tracked entries visible), all at 0/100:
Format: <FACTION> <SIZE> <TYPE> Turret Mk1. Observed factions: ARG (Argon), BOR (Boron), PAR (Paranid), SPL (Split), TEL (Teladi), TER (Terran).
Sizes: L (large), M (medium).
Types shown: Dumbfire, Tracking.
Sample rows:
- ARG L Dumbfire Turret Mk1 — 0/100
- ARG L Tracking Turret Mk1 — 0/100
- ARG M Dumbfire Turret Mk1 — 0/100
- ARG M Tracking Turret Mk1 — 0/100
- BOR M Dumbfire Turret Mk1 — 0/100
- BOR M Tracking Turret Mk1 — 0/100
- PAR L Dumbfire, PAR L Tracking, PAR M Dumbfire, PAR M Tracking Mk1 — all 0/100
- SPL L/M Dumbfire + Tracking Mk1 — all 0/100
- TEL L/M Dumbfire + Tracking Mk1 — all 0/100
- TER L/M Dumbfire + Tracking Mk1 — all 0/100
Non-Missile Turrets section (visible at bottom of screenshot):
Similar format but shows more types — Beam / Mining / Plasma / Pulse / Bolt / Flak. Multiple rows visible for ARG: Beam Turret Mk1 (×2), Mining Turret Mk1 (×2), Plasma Turret Mk1 (×2), Bolt Turret Mk1 (×2), Flak Turret Mk1 (×2), Pulse Turret Mk1 (×2). L and M each get their own row.
Duplicate rows for the same name (Beam Turret Mk1 ×2, etc.) are the same knownname-share phenomenon seen in Ships — different macros (per-size) render the same display name.
- No equipment blueprints completed — makes sense given the 100-count requirement.
- All Mk1 variants — no Mk2/Mk3 turrets have been scanned yet. Higher-Mk equipment probably hasn’t crossed the player’s police-scan window yet.
- Faction distribution roughly even — 6 vanilla factions each × 2 sizes × 2 missile types = 24 rows, matching what’s visible.
Interaction with the Scan Settings
Section titled “Interaction with the Scan Settings”The 100-count defaults on the six high-value classes are configurable — you can dial them down on the main menu if you find the grind too heavy. Lowering missileturret from 100 to 40 makes turret-blueprint hunting comparable to S-ship-hunting difficulty.
Practical hint: if you want to farm equipment blueprints, target enemy L/M ships (they carry more equipment slots) and use a top-tier scanner. The scan awards fragments per-equipment-piece too, so an L-ship carrying 8 turrets = 8 turret-fragment scans in one go.
Missiles + countermeasures + satellites
Section titled “Missiles + countermeasures + satellites”These low-count (20) classes complete quickly:
- Missiles — pick up missile blueprints in ~5-6 encounter-scans.
- Countermeasures — same.
- Satellites — same.
You’ll likely see these blueprints complete before any of the 100-count equipment types.