Q—Every technology costs 10 science packs?
A—Exotic Industries has a tech scaling mechanic which increases the cost of all technologies each time a research is completed. Each time a research is completed, the total non-infinite technologies are calculated, and then a cost curve form (linear, quadratic, exponential) is applied to the % which have been completed which is then multiplied by the starting technology cost setting to find the current technology cost multiplier.
Q—The science scaling difficulty is too difficult?
A—Tech scaling maximum cost per technology, scaling algorithm/curve form, starting cost, and bonus multiplier can be adjusted in the startup settings. From the main Factorio screen go to Settings > Mod Settings > Exotic Space Industries: Remembrance.
Q—Resource throughput before good quality chunks is too low?
A—Quarries are the answer. Approximately 4x the mining speed, with 65% resource depletion, these will carry the factory on their broad shoulders. Be aware of their increased pollution and energy costs!
Q—Stone availability is poor?
A—The Excavator located in the Simulation age will allow you to excavate stone and planet specific by-products from anywhere by merely inputting water and drilling fluid.
Q—Define "it"
A—It is a branch of Exotic Space Industries both more promulgatory of novel challenges and strictly reverent to the vision of the original Exotic Industries.
Adds—
Full soundtrack override for Nauvis.
Soundtrack for Gaia.
Custom menu music and 7 backgrounds.
Wire connections for all EI buildings.
Custom sounds and headlights for Steam trains.
Custom sounds and thrilling visuals for Plasma turret.
Mechanical Inserters which move of their own accord.
Camp-fire to shine through the pre-electricity abyss.
Alternative recipe pathways
Productivity technologies
Anomalous artifacts located in the 6 introduced asteroid types -> yield processing substrates in the Computer core -> yield data cards in the Simulator -> yield Space data in the Quantum research computer (all in space).
Integrates—
Atan Ash—burnt fuel products yield ash.
Atan Air Scrubber—enabling pollution mitigation.
Pollution Combinator (Jamie's Fork)—allowing automation of the former.
Cheese's Concentrated Solar—a fixed-cost input-less heat generator & viable weapon.
More Asteroids—seeding EI specific materials along vanilla routes and (some) modded planets.
RP Steam Roboports—providing logistics and a steam-powered pump for the Steam Epoch.
Zeus Wrath—girding the Quantum Epochs relic tier weaponry.
Elevated Pipes—soothing early game quandaries.
Extinguisher—providing for hand-held fire-fighting.
Flammable Oils—Causing destroyed objects with flammable fuel to potentially ignite or explode.
More Asteroids—Providing 6 additional asteroid types and crushing recipes which have been adapted for EI.
Heated Fabrication—Embeds the Nuclear heat-powered Thermal furnace.
Space Age—Electromagnetics plant, Biochamber, and Foundry crafting lists intermingled with EI and vice versa.
Solar Matrix—Swaps vanilla solar panel and original EI recolored Solar panel 2-3 for a re-imagined highly stylized set with appropriate tier tinting which extends to the custom death animations.
Assembler reskin—Swaps Assembling machine (Including Neo & Exotic assemblers) graphics for a re-imagined steam punk variant with integrated status indicators and custom death animations.
Accumulator V2—Swaps Accumulator graphics for a re-imagined variant with custom charging and death animations.
Acidthrower—Imports the Acidthrower, a distant cousin of the flamethrower which doesn't set fires but is tweaked to do more direct damage over a wider area and causes greater movement slowdown.
Restores—
Smelting slag output.
Nuclear fuel speed buffs.
Removal of Kovarex Enrichment in lieu of complex mechanisms.
Pavement speed buffs.
Firearm & Piercing firearm magazine buffs.
Variety of redacted intermediates.
Vanilla recipe complexity.
Science prerequisites to advance in the early Epochs.
Struggle period before having splitters (Not pY length).
Spidertron requiring fuel (Now with smoke effects).
Ruin spawner system probability.
Enhances—
Tech scaling with additional select-able difficulties & cost multiplier applying on-load in addition to the original mechanic of applying after completing a research.
Growing amount of original Exotic Industries icons with high-resolution, re-imagined versions.
Liquid nitrogen cooled beacons with 0 on_tick UPS usage & multiplayer compatibility thanks to Nonstandard Beacons by @protocol_1903.
Space science pack -> Cosmic criticality pack with recipe variants for each of 4 possible fissile fuelrod inputs, takes advantage of new asteroid types and must be crafted in space in a centrifuge.
High temperature reactor with Liquid lead coolant conversion.
Loaders with complex recipes, power requirements, lane splitting and stacking.
EM Trains/Chargers with multiple options for visual indicators of energy transfer configurable in startup settings.
Black hole generator pylons, Matter stabilizers pylons, Arc furnace, Plasma heater, Caster, Gas boiler, Heat steel furnace, Gate, Electromagnetic chargers and trains with colorful working lights and/or glow effects.
Burner lab, quarry, assembler, heat steel furnace with working smoke.
Exotic Assembler with explosive volatility dictated by crafting progress & nearby Matter Stabilizers expressed as:
P = [0.12 / (s + 1)^2.43] × (1 + p)^3 ÷ (U / A)
s = number of in-range stabilizers
A = total number of Exotic assemblers in the world
p = crafting progress (0–1)
U = effective updates per stabilizer per second
"The more it crafts, the closer it comes to rupture. Stabilizers help. Time never does."
Slag with 3 increasing-difficulty recipes to extract all the EI specific materials.
Basic steam train with animated art from @cupcakescankills.
Gate with non-linear energy draw and closed exploits.
On_tick control scripting with startup settings to adjust update cycle length in ticks as well as maximum entities updated per sub cycle—update cycle length / 9 entity updaters = # of sub-cycles.
Compatibility—
Lignumis—Merges gold ore with gold chunks and molten gold with EI equivalent and adds alternative Gold/wood based recipes to ensure starting on Lignumis is feasible.
Flare Stack—Unlocks moved earlier to Steam Age.
Disco Science—EI burner and electric lab will dance.
Krastorio2 Spaced Out—Pending remediation of the original Exotic Industry's 2300 line patch file; pull request?
And more—view changelog for details.
NOTICE—
Optional dependencies are synergistic suggestions.
Discord | @1righteousgod