Trivia

2026-05-08

Game tips and tricks for Dyson Sphere Program covering conveyors, combat tactics, and advanced strategies.

Source: 豆知識 (wikiwiki.jp derived, source attributed)

Trivia

Last-modified: 2026-05-04 (Mon) 16:18:00

These keywords are highlighted:

  • AI-related
  • Conveyor-related
  • Combat-related (including PVP)
  • Combat-related (Erekir)
  • Other

Enemy Aircraft Attack Targets

  • Enemy aircraft generally target the nearest "Core, power facility, or unit factory" within range (excluding nodes and solar panels).

  • When a target comes within range, the attack objective switches to the closest one.

  • You can intentionally lure enemy aircraft by placing decoy power facilities near their spawn points.

Creating Multiple Parallel Lines with Routers

  • By placing a Junction next to a Router, you can create two straight lines without separation. This allows you to distribute resources to only one side (when there are 3 columns and a Router is in the middle column).

● = Router ☆ = Junction □ = Conveyor

Conveyor  Resource Flow
□□□        ↑↑↑
☆●□        ↑→↑
□□□        ↑↑↑

Nowadays, using Armored Conveyors works just as well.

Bridge Conveyors Don't Output Behind

  • Bridge Conveyors are useful when you need to output in three directions over a conveyor. However, Lead is required to create bridges, so they cannot be used if only Copper is available (such as in custom maps). That said, Lead exists in every sector and can be mined by your mecha.

Bridge Conveyor Exits Extract Items Quickly

  • You can bundle resource lines into the Core to create open space, or use them pseudo-like Routers.

  • Phase Conveyors work similarly.

Bridge Conveyors extend several tiles and block the space below, making them easy obstacles.

  • Frame rate affects the number of tolerable lines; higher FPS is better.
At 60 FPS limit: items flow smoothly
At 20 FPS limit: the three input lines from below experience slight congestion

The structure is simply multiple bridges connected to a single exit.

In the example image, the center line group has three bridges (A, B, C), with Bridges B and C connected to Bridge A's exit. Compared to the bridge below, the amount of items extracted is extremely high.

Junction and Router Combination for Organized and Efficient Transport

  • Junctions pass items from any of 4 directions straight through without bending.

  • Routers take items from any of 4 directions and distribute them evenly to the remaining exits.

  • Both Junctions and Routers perform both input and output.

Using these properties, arrange the layout so that each row and column has only one Router, and fill the remaining spaces with Junctions to form a square. This allows you to distribute different item types arriving in parallel to any direction without changing their order or mixing them.

Each item type passes through only one Router, with all other blocks being Junctions that allow straight passage, preventing items from mixing.
The same applies even if conveyor flow becomes chaotic.

This is useful when transporting multiple items to factory blocks arranged in parallel.

While not space-efficient, managing item flow becomes easier, making it simple to increase or decrease factory production lines.

The left diagram shows an example of parallel Pyrathaumic Refinery production lines.

When placing Junctions or Routers adjacent to factory blocks, generated items exit from the input point and become congested. Always use Conveyors for factory block input/output to specify item flow direction.

The left diagram shows a Phantom Drone production line example (now an Air Factory).

For blocks like Unit Factories that don't output, placing Routers and Junctions adjacent causes no problems.

Silicon, requiring more than the other two materials, has its input lines increased in quantity.

While somewhat unconventional, the condition that each row and column sees only one Router is maintained.

Fast Transport with Overflow Gates Between Conveyors

  • By alternating Conveyors and Overflow Gates, transport is slightly faster than Conveyors alone. By staggering the order and using Armored Conveyors, you can run multiple identical structures in parallel.

  • Alternating Overflow Gates and Routers allows transport at Phase Conveyor speeds, but running multiple identical structures in parallel is impossible. Adjacent flow only works with Armored Conveyors.

Mass Driver Receiver Requires No Power After Angle Adjustment

  • The receiver side requires no power after angle adjustment, but only when performing output alone.

  • Mass Drivers initially have their projectile/receiver oriented vertically upward. If you place the receiver directly above the sender, the receiver requires no power from the start.

  • If the sender and receiver are perfectly aligned and the receiver is at the edge, even angle adjustment time becomes unnecessary. Even with multiple senders, the receiver can accept items without making senders wait, as capacity allows.

Payload Conveyor and Unit Factory Input/Output Misalignment

Unit Factories function normally if the center tile of the output side touches the next factory.

Payload Conveyors accept input normally if the center tile touches, but output requires all 3 tiles to touch or transport fails and units become active.

Payload Conveyor-to-Conveyor connections require no misalignment, or the next segment won't transport.

When misaligned, the receiving conveyor shows the zigzag pattern, indicating broken transport.

In Erekir, using Payload Mass Drivers allows offset transport. Since it only passes through, Mass Driver power is unnecessary.

Wall, Ammo Depletion, and Aggro Manipulation with Conveyors

Conveyors, fundamental to transport, are actually quite useful in combat.

Conveyors boast the cheapest construction cost (1 Copper) and shortest build time (0.01 seconds), allowing multiple instant placements. With only 45 durability, they're still bullet-proof walls.

This enables various tactics.

Walls

Conveyors become attack targets for enemies, functioning as improvised walls. However, they're often ineffective against bullet-firing enemies, but especially effective against Crawlers, walking suicide units, which explode when hitting Conveyors. This is an extremely cheap way to deal with them.

Note: placing Conveyors directly in front of Crawlers may be ignored.

In PVP, even a few Conveyors provide reassurance when harassed from afar.

Enemy Turret Ammo Depletion

Placing Conveyors in front of enemy turrets causes them to fire at the Conveyors. Destroying the ammo supply line first creates ammo shortages through exploitation. Even with intact supply, slow-to-manufacture ammo results in sparse firing.

This greatly helps neutralize turrets, making it powerful in Attack maps and PVP.

Aggro Diversion

While less reliable than the above tactics, placing Conveyors within enemy range can (if lucky) redirect attacks.

Useful when front-line defenses collapse or repairs fall behind, potentially temporarily diverting attacks if executed well. It's not a stable tactic—think of success as lucky.

All these conveyor tactics involve carpet-laying many Conveyors. Saving them as blueprints makes future use easier.

Diagonal Walls Have Gaps

Diagonally arranged walls have thin gaps. By aiming through these gaps, you can attack blocks behind the wall.

Reset Turret Direction with Save & Load

(v6 and later record turret direction, making this impossible)

When turrets lose their target after attacking, the barrel stays pointing at the last attack direction. Save & Load resets all turret directions to vertical/upward orientation.

This creates slight lag when turrets re-aim at new targets, useful when breaching fortified enemy positions in Attack maps.

Inertia-Based Shooting While Moving

Shooting while advancing extends bullet range due to movement inertia affecting projectiles.

Erekir has many inertia-capable units, but Cleroid and Obviate benefit most.

Cleroid extends range ~1.2x, Obviate ~1.3x through inertia.

Tank units move slowly and can't retreat, making them poor for inertia shooting.

Serpulo (v6): Scatters (23.5) compete with Polaris (24) and Eclipse (28) in range, but only Polaris can use inertia now. Even Polaris has only 0.5 repair range advantage—inertia shooting is difficult.

Eclipse has no inertia benefit (moves slowly).

Serpulo (v7): Scatter range increased (23.5→27), eliminating viable inertia units.

v5 specs

Shooting while advancing extends bullet range due to movement inertia. Dart and Glaive strongly exhibit this.

Normally Dart can't attack outside Scatter's range, but this trait enables it. However, attack frequency drops significantly, making it tedious against blocks under repair projector influence.

Make a Thorium Reactor Bomb

Power facilities explode when destroyed while generating, damaging surroundings. However, non-generating facilities don't explode when destroyed. Only Thorium Reactors explode even when non-generating if the heat gauge fills and flashes.

(v7 and earlier explanation)

Thorium Reactor heat doesn't decrease without coolant. During emergencies like boss breakthroughs, pre-made Thorium bombs help. Lure Antumbra or similar to destroy heated Thorium Reactors for easy defeats.

(explanation ends)

v8 onward: Thorium dissipates through time over ~15 seconds, making it slightly less convenient.

v8 operations: adjust reactors to explode seconds after Thorium input, eject, and escape before detonation.

Procedure (v8)

  1. Click item-containing containers or conveyors; item icons pop up. Click icons to take items. Operate Quad to take 6 Thorium from conveyor ends transporting Thorium. 6 provides enough time to escape the blast radius. 9 works but barely.

  2. Place a Thorium Reactor directly above your mecha. Drag & drop Thorium from your cursor to the reactor. Immediately press [@] to store it. Storage freezes block time, preventing explosion.

  3. Press ["] to drop the Thorium Reactor at target locations, immediately leave.

  4. It explodes.

Procedure (v5–v7)

  1. Click item-containing containers or conveyors; item icons pop up. Click icons to take items. Split Thorium transport routes via Routers, taking 3 from the final conveyor. v6+ takes max capacity per click, making other methods difficult.

  2. Place a Thorium Reactor anywhere. Drag & drop Thorium from your mecha to it. Wait seconds—done. Inputting 4+ Thorium simultaneously causes full heat gauge explosion; avoid it.

3 Thorium gives ~75% heat gauge.

Adjust destruction timing by building walls based on enemy damage. For manual detonation, input ~10 more Thorium.

v6: Reactor explosion block and unit damage ranges unified. Damage affects circular areas ~18 tiles from center.

Block Damage Measurement

Distance and block count determine damage reduction. Adjacent blocks take ~16000 damage.

Blocks behind high-durability ones take less damage. Direct hits to large Surge Alloy walls behind Conveyors destroy walls but leave Conveyors unharmed.

Unit Damage Measurement

Lining Rains to measure damage shows adjacent Rains survive the 5th and break at the 6th. (Image shows adjacent Rain damage at 5th explosion.) Outermost Rains survive 11th and break at 12th.

Rain has 24000 HP; adjacent damage ≈4700/hit, outermost ≈2150/hit. Distance differences exceed 2x damage variance.

v6 Unit: Octo

Octo, Mono-tier 5 introduced in v6, is a defense-only unit without attack but carries blocks and ground/naval units. Capacity: 28 block tiles or 2 tier-5 units. Thorium Reactors (9 tiles each) fit 3—quickly deploy near enemy turrets for destruction.

Can't place in enemy Core no-build zones, but units can be dropped there.

Image shows Octo carrying 3 reactors (displaying normal icons but carrying post-Thorium versions). Defeated Octos deal range damage destroying Vaults. Charged Vaults with combustibles/radioactives cause secondary explosions and massive damage.

Tests show carrying blocks don't increase defeat damage; items must be dropped to matter.

v5 specs

Item retrieval by clicking blocks and Drag & Drop from mecha to blocks work from any distance visible on-screen.

Thorium Reactor explosion block effect radius (10 tiles, obstacle-reduced) differs from unit range (38 tiles sideways, no reduction). Unit damage ranges are circular.

Damage peaks near Reactors, reducing with distance—reaching ~40% at maximum range.

Minefields show distance damage comparison against Eradicators (9000 HP). Near hits deal ~60% damage; maximum range deals <30%. Boss-class enemies require multiple bombs to ensure defeat.

Eradicator range matches Reactor explosion range; destruction within range almost ensures impact coverage.

Bullet Type Differences in Flight Distance

Ammo types can extend flight distance beyond listed range (but must enter turret range to fire).

Copper, Silicon, Graphite, Thorium in order above.

Which Turret Uses Which Ammo?

※V7 specs

Name Copper Silicon Graphite Blast Pyrate Beryllium Tungsten Thorium Plutonium Uranium Oscillium Volatile Arkycite
Duo
Scatter
Scorch
Hail
Swarmer
Salvo
Fuse
Ripple
Cyclone
Specter
Foreshadow

Hit-and-Run Using Unit Storage

Units with assigned attack or movement targets retain these orders. Orders persist even while stored in air units.

Dropping units instantly resumes paused orders.

The video shows Fortress with a wall set as attack target, stored in Mega. Dropping Fortress immediately opens fire on the target wall. (Without orders, it targets nearby Hail.)

Dropped Fortress receives Hail fire, but Mega restores it before impact—Fortress stays unharmed.

Especially effective against long-range turrets like Ripple, Titan, and Scepter.

Blockade the Strait!

Deep water tiles block blocks and allow naval unit passage. Actually, deep water adjacent to land or shallows allows some liquid-category blocks.

Narrow straits can be sealed with liquid containers or tanks, preventing naval units from passing. They'll detour.

If units force passage, route evaluation favors shallow routes. Adding walls/containers increases evaluation—forcing detours.

Blockade straits and collect tolls!

Make an Ozone Bomb

Ozone, made from all Erekir resources, has highest explosive properties. Destroying filled liquid containers causes catastrophic explosions.

Less wide-range than Serpulo's Thorium Reactor explosions, but full charges deal enough damage to one-shot Maligin (9250 HP), the highest-durability turret.

Explosions pierce powered Shield Walls.

Ozone is easily produced via Electrolyzers and becomes surplus late-game. Troubled breaching enemy positions? Try ozone bombs.

Warning: normally-unmolested Core units become attack targets while carrying blocks.

Explosion radius for 2×2 liquid containers: circular ~5 tiles from upper-right tile center. Liquid Tanks explode similarly with equal radius—use liquid containers for Core unit transport.

Other

Terrain Hacking Around Core During Sector Expansion

Expanding to new sectors sometimes presents impassable terrain blocking Core placement, limiting space.

Expanding with a Core-inclusive blueprint overwrites black wall terrain with blueprint blocks.

Core/Nucleus blueprints fit 15×15 tile squares, allowing repeated withdrawal/expansion to shave away surrounding black walls.

The only way to modify sector terrain—invaluable for cramped Cores.

Terrain changes persist after defeats; v8 restores terrain on re-expansion (one-time only).

Hack examples

Normal terrain at sector 0078 approach: black wall directly beside Core—cramped and difficult to build.
Approaching with Core blueprint: right-side black wall becomes a block.
Deconstructing the block: black wall terrain becomes plain ground.
(Impossible in v8 due to terrain restoration on re-expansion) Repeated withdrawal/expansion shaved surrounding black walls. Space increased—easier building.
Having blueprints with Core allows use during expansion.

Reconstructing Unresearched Neutral Blocks

(Made impossible at some V7 build 141–145)

Neutral blocks become yours if deconstructed partially then reconstructed. Even unresearched blocks with available resources can be reconstructed the same way.

Scrap walls lack tech-tree entries and can't be newly built, but reconstructing makes them yours.

Note: complete deconstruction prevents reconstruction.

Mechanical/Pneumatic Drill and Water Pump Combinations

Water-boosted drills gain significant mining speed increases, but insufficient supply sometimes underperforms lower-tier drills.

Pneumatic Drill ×2 (3.6×2 water) with Water Pump (6.6 water) lacks slight water, underperforming Mechanical Drill ×2 (3.0×2 water) with Water Pump (pneumatic 100 : mechanical 120).

  • Matching supply/consumption timings causes efficiency loss; pre-storing water prevents it.

  • Terrain effects on Water Pump placement allow Pneumatic Drill ×2 to exceed supply on some tiles.

  • Android-only verification; online/other environments untested.

Comments

  • Nuclear power is amazing! () -- Anonymous 2020-04-17 (Fri) 17:55:20

  • Mechanic Workshop trivia was removed due to v6 update. -- 2020-12-23 (Wed) 23:58:37

  • Rotating the mouse wheel on minimap expands/shrinks minimap display range. -- 2021-05-20 (Thu) 23:41:10

  • I don't understand what "creating parallel lines with routers" means at all. -- 2021-08-04 (Wed) 21:23:28

Contamination prevention, I think. -- 2021-08-17 (Tue) 14:08:42

Without noting Armored Conveyors work based on research stage, it's unclear what's intended. -- 2022-05-26 (Thu) 13:30:30

  • Which is more powerful—Explosives Compound (1000) or Thorium Reactors? -- kentikun 2023-06-05 (Mon) 21:19:17

  • In Erekir, I used Ducts against Scepter. -- 2024-05-25 (Sat) 21:04:54