quineotio wrote: Mon May 05, 2025 5:01 am
When you don't listen to feedback (or only from your stakeholders) you end up with a community of sycophants who rigorously defend the status quo (because everyone else leaves). And this is bad because it removes the normal check on one's ego, which is negative feedback from people who love you. Sycophants don't actually love the thing/people they defend, but rather seek status (or money), and thus they kill the thing they are defending by killing the community who care enough to correct you when you're going the wrong way.
That sound like you are putting yourself in the group of people who care enough to correct others when they are going the wrong way, and you see that as a positive and i wanted to try the exercise too :
quineotio wrote: Mon May 05, 2025 5:01 am
Why are cliffs on Nauvis immune to explosives unless they contain calcite?
This is wrong, you can use nukes to get rid of cliffs, those do not contain calcite but do contain explosives. Are you phrasing the fact that you didn't know or is it an unfortunate phrasing that makes it sound like you didn't know when you are refusing to use it and instead complain yet again about something that can trivialy be solved by mods that already exist for players who disagree with the dev's stated intent in the FFF to make it an incentive to leave Nauvis when playing with the space age expansion that also features elevated rails and new cliffs generation designed to alleviate what used to be a more severe constraint with the default settings ?
Aren't you puzzled that cliffs explosive are even a thing ? i mean for consistency purposes and given the long list of loaded question, where is all the stone going when the cliffs explosive blow up ? In real life the explosive part is only the beginning of the work, most of it is the excavation. Do you think 'it's a game i want my cliffs explosive to just make a pop and the mountain disappear right away' is a proper answer when you are advocating for consistency in other domain following the same reasonning ? :
quineotio wrote: Mon May 05, 2025 5:01 am
What keeps the jelly used in stack inserters fresh?
Nothing is required to keep vegetal oil "oily", in real life if you don't turn the olive into oil when it's time, they gonna rot, but if you extract the
vegetable oil, then it can last for centuries as an edible or lubricant fluid, the flammable properties are also conserved which was useful for
oil lamps. Do you put your cooking oil in the refridgerator in real life ? or your car's tire to preserve the freshness of the rubber ?
quineotio wrote: Mon May 05, 2025 5:01 am
Why does crafting a holmium bar teach me how to make an electromagnetic plant?
The concept of trigger tech was explained in FFF 376 =>
https://www.factorio.com/blog/post/fff-376
quineotio wrote: Mon May 05, 2025 5:01 am
Why can I fill in oceans of water with stone, and build on ice with concrete, but I need highy flammable lithium to build on oil ocean?
Because that's how landfill is made irl i suppose for the landfill part.
Building on ice with concrete is not recommended because it sinks if the ice melt, but i suppose it isn't a risk in Aquilo, and the concrete is made for it.
Quick search on the internet :
Lithium oxide is widely used as a flux for processing silica, reducing the melting point and viscosity of the material and leading to glazes with improved physical properties including low coefficients of thermal expansion.
source :
wikipedia page of lithium
My bet is that the stone used in the recipe for foundation is actually containing silica. The link with "low coefficients of thermal expansion" seem related to the fact that you can build on lava with it, while IRL that wouldn't be possible to do but i suppose gameplay > realism or "it's a game" is not a problem here.
quineotio wrote: Mon May 05, 2025 5:01 am
Why does recycling superconductors give me back superconductors?
I don't know, only guessing , that look like the same as plastic and solid fuel or flammethrower ammo, but unlike rocket fuel or quantum computer. I can easily imagine it's the same than in real life were not everything can be recycled into its component with current technology, like you can't get the olives or the rubber back when it's processed and humans have to organize their logistics around this knowledge.
quineotio wrote: Mon May 05, 2025 5:01 am
Why does high quality homium and high quality stone produce the same quantity and quality of holmium solution?
When i use high quality or low quality eggs, i still get the same amount of omelette at the end. If you put a rotten egg in an omelette, the whole omelette is of low quality, no matter the high quality of the other eggs. If i make the engine of your car, no matter the quality of the rest of the car, it will still be a car with no engine capable of functionning to any level of quality thus impacting the quality of the whole car. If you make a rocket to go to space, and you use cheap low quality bolts , it risk compromising the whole rocket.
Sure not everything works like this, but some do in real life like in the game. If you want to change this for yourself there's unsurprisingly
a mod for it
quineotio wrote: Mon May 05, 2025 5:01 am
Why can't I craft a foundry unless I'm on Vulcanus?
You need a pressure of 4000 hPA, this is a lot compared to the other planet in which the lower pressure means some metal would turn from solid to gas without molten state,
sublimation.
Also in FFF 387 about the foundries :
As we've already mentioned, while it's easy to assume that Nauvis would remain to be the location of the main factory for most players, we really wanted to avoid the situation where the new planets become just mining outposts. We wanted the player to build something that feels like a worthy factory on each of the planets.
quineotio wrote: Mon May 05, 2025 5:01 am
Why can't you use the liquid tungsten you make in the foundry?
I suppose this is a loaded question where you ask why there isn't molten tungsten in the game, there's quite a good reason for it if you read the most basic information you can find on tungsten, by that i mean the wikipedia page, it is mentionned that due to its very high melting temperature, instead of making liquid tungsten like your question suggest, a process called
sintering is used.
I really like learning new things i discover thanks to factorio x), i still remeber playing Angel's mod and searching for the sintering oven on the internet, willing to know what it was, happy to share !
quineotio wrote: Mon May 05, 2025 5:01 am
Why can't I melt iron and copper bars back into liquid iron and copper? Same with gears/wire etc.
It says in the description of the recycler, that it can reverse most process except smelting and chemestry. It doesn't say on the other machines they can recycle or reverse their process. I suppose that's like in real life, if you don't have a furnace or a foundry you can't melt back copper or iron with a torch without setting stuff on fire due to it being very hot.
I can see the purpose for gameplay, to lower quality of thing, but i it would be "bloat" as there are already many possible strategy for recycling/upcycling that are possible or if you want to get rid of quality item you don't want/need but still produced cuz mistakes happens as we're humans. Recyclers don't output fluids, so it would be a foundry thing, it wouldn't be very consistent with the rest of the game, albeit i can see a mod proposing this alongside other things that would give the player a purpose to do so.
quineotio wrote: Mon May 05, 2025 5:01 am
Why can't you dump ammonia and ice back into the ammonia and ice ocean you got it from?
Consistency and gameplay, same as water like forever, and that's what your factory needs to do in an automated way in Aquilo, similar to oil processing in Nauvis, where some product can clog the system and need be transformed as part of the objective of the game.
quineotio wrote: Mon May 05, 2025 5:01 am
Why do furnaces need external heating?
They don't except on the planet designed around providing heat to all structures as part of the game design ? x)
quineotio wrote: Mon May 05, 2025 5:01 am
Why do I need to heat the pipes containing the hot flueroketone that I'm sending to be cooled down?
You don't need the pipes to be cooled down, you need to keep them warm, most likely to avoid
thermal shock. Or maybe because that's what the planet is designed around ? x).
quineotio wrote: Mon May 05, 2025 5:01 am
Why don't crushers work on planets?
It says on the description of the crusher that it require a gravity of 0 m/s-² which isn't going to be the case on any planet reasonnably. If you want to modify this you there is already a
mod for this too . You probably have read this sticked post on the forum called
I want to make suggestions, but I got links to mods!! 
Which i can imagine is reflecting the views of the devs regarding this particular kind of suggestions that are only personnal choice and very easily implemented as mod.
quineotio wrote: Mon May 05, 2025 5:01 am
Why don't asteroids give stone?
I don't know but i have come to suppose that it's because you can get some in infinite amount in Vulcanus from lava, which is an abstraction for how cheap and abundant it would be compared to the cost of asteroid mining for stone to use in landfill or concrete, that would make very little sense IRL.
I haven't played a mod that does this or i have not realized it yet , i remember i asked this to devs but i don't remember their answer precisely. I may have suggested or +1 for it to be the case because i thought it would be funny to make a battering ram space ship with walls instead of platforms but that wouldn't be the first time i find something funny and other players find it very lame..
quineotio wrote: Mon May 05, 2025 5:01 am
Where is the copper hiding before you get advanced asteroid processing?
I suppose it is discarded that's why you have 20% chance of getting another chunk compared to 5% when using the advanced one which discard much less rocks.
If you use a magnet to extract the iron, and discard what doesn't stick , you don't get to keep the copper, it's not hiding anywhere, just not extracted by a regular magnet, only an electromagnet can react with it.
quineotio wrote: Mon May 05, 2025 5:01 am
Why don't higher quality uranium cells provide more power?
Consistency, as it is then similar to all fuels ?
I dont know if there's a mod for it, that sound unlike the other thing mentionned previously not trivial to implement, specifically for the nuclear fuel cell which are intented to burn for the same amount of times by some players that uses circuit control. And that would cause them to be potentially be heating a single reactor faster than it can transfer heat outside with heat pipes. Plus fuels are balanced around vehicule acceeleration, which are sometimes leading to counter intuitive results.
Devs pointed out currently those may be used for receipe, ( like portable reactor which provide infinite energy from them, even though that's unrealistic ).
quineotio wrote: Mon May 05, 2025 5:01 am
Why don't biters eat Nauvis food?
That one is easy : there is no such things as Nauvis food, they are nutrients for plants, biters aren't plants.
quineotio wrote: Mon May 05, 2025 5:01 am
Why does the ability to plant trees on Nauvis require research on Gleba?
The character is an engineer not a botanist, it's only after reverse-engineering some of the prolific Gleba's plant's life cycle that he foundd some quick enough that he could observe in a short timespan and establish his own knowledge from experiment instead of relying on its previous expertise that is of little help.
Confronted to the necessity of growing plants on a new planets, he stepped out of his confort zone and learn how to do so instead of lamenting ?
quineotio wrote: Mon May 05, 2025 5:01 am
Why can't I put Gleba soil on Nauvis?
Yeah that's not how it works, you can't just put a sand in the artic and expect a few coconut trees to thrive there. I don't have precise source for this, but i have tried some less extreme case of plant acclimatation and it's not as easy as just the "soil" trust me i been
engineer gardener !
Beside it was answered countless times that it would make little sense to do anything on gleba if you could grow the trees on nauvis, you'd ship them there to make the science ?
There's couple mod if you want to completly change the design philosophy of the game, but at this point anyone could quickly think this through, this question is ridiculous, it makes no sense for "realism" nor for "gameplay" to do so.
quineotio wrote: Mon May 05, 2025 5:01 am
Why can't I make carbon from wood?
That's actually something that would be very annoying if it was in the game as furnace receipe because it would cause countless mistakes when the product is inserted as fuel or vice versa, this is quite comon shortcomings in mods that does that. But feel free to use to see for yourself. You could put it on the assembly machine, but that would feel out of place wouldn't it ? that would still be my prefered option.
quineotio wrote: Mon May 05, 2025 5:01 am
Why can't you use high quality materials in normal recipes?
That the same omelette answer as for the previous question that was almost the same.
quineotio wrote: Mon May 05, 2025 5:01 am
Why can I create higher quality chests with more space but not higher quality cargo wagons?
One was added recently, maybe they are planning on the second, maybe they think it could cause players to have trouble when their trains take forever to have the "cargo full" conditions. There are many times where players are shooting themselves in the foot, like they complain they want all quality level available at the start because they dont like the unlock system, and they think 3 quality level would be good and don't need 5, and when they play they still click and spend their science to research "epic quality" even though it's optionnal, and going to increase the number of quality level to 4 which they don't want. They don't realize how it's their own mistake and feel berated or mocked when someone attempt to explain them. They don't want to be told they play the gapem wrong even if it appears obvious that their complaints are the consequences of their own actions.
I wouldn't be suprised if devs withold certain changes and also shield the feelings of the share of their players that can barely understand the game as it is by not telling them something isn't done because it would be too difficult for average player to handle especially those too self-absorbed and ego-centric to realize they are in that share of the players.
Shulmeister wrote: Mon May 05, 2025 6:32 am
That said, while the tone is off and the logic often flawed, it's still useful to developers in one way: it reveals how a segment of players can become alienated when expectations aren’t managed well or when communication isn’t transparent enough for entitled players—regardless of whether their ideas are valid.
It's unclear in your wording if you are implying dev's mismanaged expectations, or if player did. It's hard for humans to keep their own expectations in check, it's more about philosphy, but regarding the devs's way of handling it, it is a hard decision about "spoilers" , some people wants surprise, but others will have this unknown grows into unrealistic expectations and be disappointed. You don't ask a magician to be "fully transparent" the opposite actually, some players feel the same for video game, it's an art !
But even then devs are to me one of the example of virtue when it comes to being upfront about what's in their game with the FFFs about managing players' expectations. I was not shy on critics about the fluid system change, but i realized i'm in the minory there, and most people seem to enjoy the new one, i don't feel the need to pointlessly mention it, i believe constantly revisiting settled topics with frustration, while dismissing everyone who disagrees as ‘sycophants,’ is a lame attempt at disqualifyng other opinion without any ground. I'd like to believe that's not how adults behave. And being called this will not make me less willing to speak out for what i like
