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Misc

Blueprint-progress viewer for wares that don’t fit the Station Modules / Ships / Equipment categories. Single ungrouped list, alphabetized.

Misc — 9 tracked entries, 2 completed

Source: md/deadairdynamicuniversemenus.xml:6974-6976. The Misc menu walks every ware in $DABPTracking and includes only those whose macro does not match any of the classes handled by the other 3 category pages:

NOT class.pier, class.dockarea, class.production, class.storage,
class.defencemodule, class.buildmodule, class.connectionmodule,
class.habitation, class.welfaremodule, class.processingmodule,
class.ship_xs, class.ship_s, class.ship_m, class.ship_l, class.ship_xl,
class.turret, class.missileturret, class.missilelauncher,
class.engine, class.shieldgenerator, class.weapon,
class.satellite, class.missile, class.countermeasure

Everything else lands here. Typical members: mines, lockboxes, beacons, probes, venture platforms, wide area sensor arrays.

WareProgress
Cluster Mine0/20
Friend/Foe Mine0/20
Lockbox0/20
Mine0/20
Nav Beacon0/20
Resource Probe0/20
Tracker Mine0/20
Venture Platformcompleted
Wide Area Sensor Arraycompleted
  • Venture Platform completed — player has scanned a Venture-network platform enough times. Now buildable.
  • Wide Area Sensor Array completed — big passive sensor rig unlocked.
  • Mines (4 variants at 0/20) — very close to completing on any scan. Mines are cheap-tier — scan 5-6 minefields and you’ll have all four.
  • Lockbox 0/20 — pick up lockbox blueprint by scanning any pirate lockbox. Won’t take long.

All Misc-category wares use the $DABPUnkownClassRequirement fallback (default = 20) at md/deadairdynamicuniverse.xml:282. There’s no per-class slider for these — the single “Unknown Object Class” row at the bottom of the Scan Settings table controls all of them.

Practical consequence: if you don’t want the misc-blueprint completions cluttering your bank, raise the “Unknown Object Class” slider on the main menu. Or lower it for even faster acquisition.

These are low-stakes utility / infrastructure blueprints — you’ll unlock them naturally as you explore. DA doesn’t gate them heavily because most players want them available early for setting up defensive infrastructure (mines, sensors) and mission tools (nav beacons for Venture routes).

The visible sensor + venture platform completions in the sample save match the observed 30+ hour player progression — those are the first Misc blueprints anyone typically picks up when running Venture missions or setting up border-sector nav beacons.