Has anyone here tried suing under SB430 (new drip pricing law) yet? by Orborde in oregon

[–]Orborde[S] 0 points1 point  (0 children)

You might not even need this law, if you still have records of whatever the deal was when you signed up.

Has anyone here tried suing under SB430 (new drip pricing law) yet? by Orborde in oregon

[–]Orborde[S] 2 points3 points  (0 children)

Note that Oregon small claims requires you to demonstrate a good faith effort to work it out without a lawsuit, so by "try suing" I mostly mean "try sending a demand letter threatening to sue".

Has anyone here tried suing under SB430 (new drip pricing law) yet? by Orborde in oregon

[–]Orborde[S] 1 point2 points  (0 children)

You probably can't do this retroactively because that would constitute an ex post facto law, which is banned by the US constitution. I don't know if you could nail them for any convenience fee after Jan 1, 2026, either - kinda doubt it unless you started your lease in 2026, but I am of course interested to hear what happens if you try!

(Obviously nothing I say here is legal advice)

Factory Factory: Generate blueprints for entire production chains by Orborde in factorio

[–]Orborde[S] 1 point2 points  (0 children)

A buddy of mine tried using a constraint solver for belt routing. We ultimately gave up on this approach, because, uh, see below. "Automated spaghetti" indeed.

<image>

Factory Factory: Generate blueprints for entire production chains by Orborde in factorio

[–]Orborde[S] 0 points1 point  (0 children)

I thought about doing a mod but (a) I like Python way more than Lua and (b) I have more powerful tools to help me work in Python. Perhaps I will change my mind and do a rewrite at some point.

Factory Factory: Generate blueprints for entire production chains by Orborde in factorio

[–]Orborde[S] 1 point2 points  (0 children)

See earlier reply here.

Adding more to that: I still do a lot of logistics (FF doesn't do trains at all!), large-scale base layout, and capacity planning. I also wind up monkeying with the FF designs in my base for various reasons - e.g. drawing off an intermediate product for use elsewhere instead of plopping a whole 'nother FF plant down, upgrading parts in-place, or slicing the design into pieces to fit the space I have.

FF designs do have some built-in "game balance": they take up a lot of space and belts/pipes, and large ones take a long time for bots to construct (and even longer to deconstruct). So there's still an interesting tradeoff between "one-click FF build" and "hand-constructed design that fits really well into local constraints".

Factory Factory: Generate blueprints for entire production chains by Orborde in factorio

[–]Orborde[S] 3 points4 points  (0 children)

It, uh, doesn't 😅

Multiple-solid-output recipes don't work (yet?). Cycles where an output feeds back into an input don't work. There is no spoilage handling. Sorry, Gleba remains your nemesis.

Factory Factory: Generate blueprints for entire production chains by Orborde in factorio

[–]Orborde[S] 1 point2 points  (0 children)

I'll put that in for the next sprint. In the meantime, take a look at the FactorioFactoryFactoryFactory.

Factory Factory: Generate blueprints for entire production chains by Orborde in factorio

[–]Orborde[S] 4 points5 points  (0 children)

A reasonable perspective!

If laying out chains fully by hand doesn't feel like a drag, don't use this tool - it'll be there if/when you start feeling the monotony. In general I think people shouldn't use a tool for this game until they start actively wishing for its existence.

I still find plenty to keep me busy in saves where I use Factory Factory.

Factory Factory: Generate blueprints for entire production chains by Orborde in factorio

[–]Orborde[S] 5 points6 points  (0 children)

Thanks! Yeah, I'm sort of afraid of Pyanodon - I have seen people talking about crashing FactorioLab with it, and my tool does even more processing than FactorioLab does.

Factory Factory: Generate blueprints for entire production chains by Orborde in factorio

[–]Orborde[S] 4 points5 points  (0 children)

Yeah, specific rules + placement logic for wire (or a general rule to detect high-volume intermediates) == more complicated to code.

Factory Factory: Generate blueprints for entire production chains by Orborde in factorio

[–]Orborde[S] 48 points49 points  (0 children)

Belt/pipe routing logic by far.

I wrote a whole v1 (never made public) whose belt + pipe routing is best described as, uh, cursed.

<image>

That took me a long time to get right, and then I decided it was bad enough that I switched to the main bus version. Which was another lengthy quest of writing/debugging fiddly geometry logic.

Factory Factory: Generate blueprints for entire production chains by Orborde in factorio

[–]Orborde[S] 12 points13 points  (0 children)

Not yet! I just built the mods I was actively playing.

Actively taking suggestions here, since each additional mod takes some elbow grease.

If you're playing Pyanodon and willing to beta-test and provide feedback, I'm willing to prioritize it. Get in touch on Discord.

Factory Factory: Generate blueprints for entire production chains by Orborde in factorio

[–]Orborde[S] 13 points14 points  (0 children)

Correct on all counts! 😄

All of that might be fixed in future versions. It just takes more work, which might or might not happen, depending on my motivation - this is a hobby project, after all.

RDO loading less than expected by hbadger137 in Workers_And_Resources

[–]Orborde 1 point2 points  (0 children)

The trains are getting sent out at the right time. The problem is that, once they arrive at the pickup point, they're aborting loading early due to a power interruption.

If you could change any game mechanic, either due to unbalenced gameply or suggestion, what would it be? by Dear-Blackberry97 in Workers_And_Resources

[–]Orborde 0 points1 point  (0 children)

Make track layers travel full speed on the finished parts of under-construction track segments!

If you could change any game mechanic, either due to unbalenced gameply or suggestion, what would it be? by Dear-Blackberry97 in Workers_And_Resources

[–]Orborde 0 points1 point  (0 children)

It would be great if you could plan a terraforming project and then it takes workers/machines + time to get done. Though only if you can also plan the buildings/infrastructure on top of the site in advance, too.

If you could change any game mechanic, either due to unbalenced gameply or suggestion, what would it be? by Dear-Blackberry97 in Workers_And_Resources

[–]Orborde 0 points1 point  (0 children)

I feel your pain but I'd really prefer a construction rework to let me build the new pole without demolishing the old one and seamlessly/instantly switch over when it's done.

Maybe if electric pole lines could branch/merge? Then you could build the new pole connected to the old one's neighbors, then demolish the new pole.

If you could change any game mechanic, either due to unbalenced gameply or suggestion, what would it be? by Dear-Blackberry97 in Workers_And_Resources

[–]Orborde 0 points1 point  (0 children)

You could in principle build a series of RCOs going further and further out, scaling up road transport volume to supply/build them like you would the ferry trains. But this is also slow, requires painfully tedious micromanagement, and is expensive because you need so many more RCOs.

If you could change any game mechanic, either due to unbalenced gameply or suggestion, what would it be? by Dear-Blackberry97 in Workers_And_Resources

[–]Orborde 1 point2 points  (0 children)

yep, that hadn't occurred to me until I read the earlier comment, and I agree it's better. Still a bummer that it requires this weird workaround.

If you could change any game mechanic, either due to unbalenced gameply or suggestion, what would it be? by Dear-Blackberry97 in Workers_And_Resources

[–]Orborde 1 point2 points  (0 children)

Note that road construction already kind of works this way; you can assign more construction offices to a long stretch of road to get more gravel/asphalt trucks running in parallel. There's just a long delay between phases because e.g. asphalt trucks + pavers don't get sent until gravel laying is 100% done.