Exotic Industries


Progress through 6 ages of technology, starting with steam and tame exotic matter in the end. Adds various game mechanics, a variety of new resources and big machines. Compatible with Krastorio2.

Overhaul
5 months ago
1.1
27.8K
Transportation Logistics Trains Environment Mining Manufacturing Power

i Tech Dependencies

2 months ago
(updated 2 months ago)

Hi,

During my (amazing) time with this mod, I've noticed a few peculiarities regarding tech dependencies. In some of these cases, the age progression might implicitly enforce the requirement, but it would still be nice to be able to go back in the tech tree to find dependencies in terms of production.

  • Power Armor Mk2 and Bioarmor don't have any of the previous armor types as prerequisites.
  • Similarly, none of Heavy Duty Shield, Energy Shield Mk2, Exoskeleton Mk2, Personal Roboport Mk2, Advanced bots, High capacity roboports, the higher induction coils and converters, require any of their predecessors.
  • Personal Lader Defense -> Heavy duty personal laser
  • Laser turret -> Plasma turret
  • Tank -> Artillery (for explosive cannon shells)
  • Solar Panel 2 -> Solar Panel 3
  • Advanced mining drill -> Superior mining drill
  • Advanced Fission Technology -> Uranium Processing
  • Advanced Fission Technology -> Quantum Computing
  • Sun Observation is listed as prerequisite for Efficiency module tier 6, instead of speed module tier 6.

I'll try to keep this updated in case I remember more or find new ones.

Thanks!

2 months ago
(updated 2 months ago)

edit: Solar Panel 3

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