Exotic Space Industries: Remembrance


A methodical overhaul of tradeoffs—tempting power spikes, accumulating cost. Choose chains by their by-products; context-sensitive logistics. [Data integrity: shattered] [Packet cohesion: hallucinatory] [Cognition Anchor: disconnected] ☒ SYSTEM SPEAKS You aren't chosen. You will love your captor and call it progress. ☒ OBSERVATION You are not a player. You are the interface. ☒ FINAL NOTICE You are now property of the Epoch Engine. Welcome to Exotic Industries.

Overhaul
a month ago
2.0
12.7K
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

b Assorted bugs

5 days ago
(updated 5 days ago)

Thanks for the mod. Still going through it, but here's some stuff I noticed along the way.

Research dependencies:
- Discharge defense is not dependent on Advanced circuit or insulated wire, even though its only unlock requires both
- Land mines is not dependent on Explosives
- Follower robot count is not dependent on any follower robot (Defender)
- Coal liquefaction is unlocked in Electricity age but requires Metallurgic science pack
- Spidertron is missing dependency on Agricultural science pack
- Advanced exoskeleton is missing dependency on Alien computer age
- Rocket fuel is not dependent on Oxygen gas production, even though the only unlock requires Liquid oxygen
- Quality module 3 is not dependent on Computing unit, even though the only unlock requires Computing units
- Mining productivity 2 is not dependent on Simulation science, even though it needs the Simulation science pack (and probably shouldn't need it until the next tier?)
- physical and laser damage + speed upgrades are missing dependency on Simulation science pack
etc.

General:
- Most of the research "borrowed" from Tesla's Legacy has broken tooltips, instead of showing the current and future upgrade value it just says "Unknown key:tl-multi-zap-probability-technology-modifier". Here's hoping the benefits are still applied, at least.
- "Physical projectile damage 1" doesn't affect the Twin-bore cannon turret, as a result it always does 5% less damage than the "worse" basic Cannon turret.

Balance/not bugs?:
- Demolishers have zero acid resistance, and so die to a single Acidthrower turret with no effort
- Cannon shell damage and fire rate upgrades come so late in the tech tree (Quantum age) their weapons are mostly irrelevant by that point.
- Gaia cannot be bootstrapped from scratch, relic scrap provides no way of obtaining a recycler nor a power pole
- Electric offshore pump cannot be produced on Fulgora and Vulcanus without importing a piece of wood
- Solar panels are very weak compared to Cheeze's concentrated solar mirrors. At same size, several times the price+complexity and a higher tech level, they provide 80kW compared to roughly 230kW (in heat energy) for the mirrors.

Final note, I'm probably going to undo some of the quality module changes in my local. As it stands the drawbacks make it practically useless despite the higher percentage, relegated to just mall assemblers and to Recycler-reroll personal equipment.

5 days ago

Will take a look at addressing the technology research dependencies.

Tesla's Legacy was thoroughly expanded with additional technologies, scripted effects, SA integration, bugfixes, and an alternative low UPS mode all of which necessitated integration—those were all tested as working, may have overlooked the tooltips which are fortunately only inert labels with how it's setup. The new final upgrades are really spectacular :)

Gaia is meant to be heinously difficult due to its outrageously powerful rewards.. are small electric poles not possible though?

The pump recipe is something to think about. Maybe an alt recipe to directly produce the pump. Though overall due to complexity imports are often the more straightforward option despite rocket launch pollution.

Demolisher resistances can be looked at.

The T2 cannon turret does do 5% less damage but its firing characteristics make up for it. IIRC damage upgrades were only set to apply to whatever was researched at a similar 'time'.

The solar panel critique is valid, and there is an interesting way of adjusting it in the startup menu under Solar panel scaling..the power output scales by area alongside the icon scaling while recipe inputs remain the same. Default is 75% and it goes up to 300%.

What are you wanting to accomplish with Quality that isn't possible as is? Admittedly using it is more expensive but at the same time it's allowed in beacons and the other modules have higher tiers..

4 days ago

Small electric poles lack copper wire, mediums lack copper beam. Relic scrap only gives copper parts, which you can't scrap down before you power up a Recycler. ...but then, you can't make a Recycler either. And like you said it'd be a pain starting Gaia from scratch anyway. Just to note the other planets can be bootstrapped with nothing, though awkwardly.

The cannon damage seemed unintentional because other turrets in the same situation (gun and minigun, shotgun and combat shotgun) scale evenly, only the cannon is offset by 5%.

Regarding quality. I did not think of trying to put it into a beacon, and I'm sure late-game balance looks very different too. So maybe it's fine.
In vanilla I consider it an alternative to prod, in recipes where prod is already built-in through a Foundry/EMplant or where prod is not available, like for example Production science components. The furnace, rail and prod modules can be produced in quality at a tiny speed penalty, and at the cost of having to filter the output and to duplicate everything downstream up to 4 times and have some buffers for imbalances. Same would apply to Simulation science pack components for example, Data cables do not accept prod, Processing units do not accept prod and already have some built-in from research, both can accept 50% prod from EMplant bonus. But here the productivity penalty from Quality modules actually makes them inferior to using nothing at all, since they negate both the EMplant bonus and the Processing unit productivity research.

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