unfortunately though, I don't think that the multiplayer market will be a thing globally. The lua api doesn't include ways to connect to other servers, there is only the save you can effect. So what I'm going to do is just try to make the single player feel like you're playing with other players on the market. I does however make it a lot easier to deal with cheaters, to not worry about themTuckJohn wrote:I just thought of a way to have global dynamic economy; Have soft limits on the prices so that if a hacker cheats in items, the item value goes down to next to free.
For example, take this diagram. 1 dash equals, say, 200 sales of an item.
(pre-set lower limit) (pre-set upper limit)
10------8----7--6-----5---------------4-----------------------------3
[MOD 0.12.X] Galactic Trade
-
- Fast Inserter
- Posts: 109
- Joined: Mon May 18, 2015 1:12 am
- Contact:
Re: [MOD 0.12.4] Galactic Trade (Now With Multiplayer)
Creator of the Galactic Trade mod
-
- Fast Inserter
- Posts: 109
- Joined: Mon May 18, 2015 1:12 am
- Contact:
Re: [MOD 0.12.4+] Galactic Trade (Now With Multiplayer)
I didn't see the first time that you were running an older version. I will try to make 0.6.1 backwards compatible the best I can, but no guarantees.Alexs wrote:a new error with the version 0.12.5 factorio.
my galactic trade version is 0.5.3.
Creator of the Galactic Trade mod
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
Thanks, I'll start a new game, and really looking forward to version 0.6.1 - thanks for the work
Re: [MOD 0.12.4+] Galactic Trade (Now With Multiplayer)
coopmaster wrote:I didn't see the first time that you were running an older version. I will try to make 0.6.1 backwards compatible the best I can, but no guarantees.Alexs wrote:a new error with the version 0.12.5 factorio.
my galactic trade version is 0.5.3.
bu bug not update in price contunue game
- Attachments
-
- 2015-08-30_3-43-18.jpg (525.79 KiB) Viewed 8018 times
-
- 2015-08-30_3-35-53.jpg (556.86 KiB) Viewed 8020 times
-
- 2015-08-30_3-35-34.jpg (884.27 KiB) Viewed 8020 times
-
- Filter Inserter
- Posts: 321
- Joined: Tue Dec 23, 2014 7:21 am
- Contact:
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
I haven't tried this yet but I really like the idea.
For the dynamic market, what would be better is to have each player set the price that they're willing to buy or sell each item. The lower the selling price, the more of that item will be sold. However, as more of an item is sold the supply is increased and hence the same selling price will not sell as much of the item. An increase in demand for that item by players will have the opposite effect.
When buying, Offering a higher price for an item will allow you to buy more of that item. As demand increases for a particular item, players will need to offer more for that item to fill their orders. An increase in supply will have the opposite effect.
This way if someone cheats and floods the market with an item, other players will be able to buy that item in bulk for a low price, hence demand will increase and price will return to a fair value.
For the dynamic market, what would be better is to have each player set the price that they're willing to buy or sell each item. The lower the selling price, the more of that item will be sold. However, as more of an item is sold the supply is increased and hence the same selling price will not sell as much of the item. An increase in demand for that item by players will have the opposite effect.
When buying, Offering a higher price for an item will allow you to buy more of that item. As demand increases for a particular item, players will need to offer more for that item to fill their orders. An increase in supply will have the opposite effect.
This way if someone cheats and floods the market with an item, other players will be able to buy that item in bulk for a low price, hence demand will increase and price will return to a fair value.
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
How can I version 0.6.0 compel read the config.lua?
This line is not about:
global.gt_reload_item_values_on_load = true
thx for help
This line is not about:
global.gt_reload_item_values_on_load = true
thx for help
-
- Fast Inserter
- Posts: 109
- Joined: Mon May 18, 2015 1:12 am
- Contact:
Re: [MOD 0.12.4+] Galactic Trade (Now With Multiplayer)
I fixed this in the next version, I will try to get it out this weekend but I've been busy.Airat9000 wrote:coopmaster wrote:I didn't see the first time that you were running an older version. I will try to make 0.6.1 backwards compatible the best I can, but no guarantees.Alexs wrote:a new error with the version 0.12.5 factorio.
my galactic trade version is 0.5.3.
bu bug not update in price contunue game
Creator of the Galactic Trade mod
-
- Fast Inserter
- Posts: 109
- Joined: Mon May 18, 2015 1:12 am
- Contact:
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
The problem is that if they really wanted to screw up the market, they would just put up a nearly infinite amount of items on the market. There really isn't a way to stop it other than putting limits on how much people can sell at the same time and have a time limit on when the limit resets. Unfortunately though, the only case this might be a problem is if someone is doing it in your multiplayer game since I don't think there is a way to do a shared market otherwise. In order to have a market that everyone is in, it would require the factorio devs to add a networking api into the game. I don't expect them to do that so I doubt that its going to be a thing. I might try to figure out some hacky way to do it, but right now the only way I can see doing it is to manipulate the data in memory while the game is running. I might try to ask the devs if they would be willing to do it, but I doubt it. If anyone has any suggestions on how I could do this the way that the api is right now, please let me know.British_Petroleum wrote:I haven't tried this yet but I really like the idea.
For the dynamic market, what would be better is to have each player set the price that they're willing to buy or sell each item. The lower the selling price, the more of that item will be sold. However, as more of an item is sold the supply is increased and hence the same selling price will not sell as much of the item. An increase in demand for that item by players will have the opposite effect.
When buying, Offering a higher price for an item will allow you to buy more of that item. As demand increases for a particular item, players will need to offer more for that item to fill their orders. An increase in supply will have the opposite effect.
This way if someone cheats and floods the market with an item, other players will be able to buy that item in bulk for a low price, hence demand will increase and price will return to a fair value.
Creator of the Galactic Trade mod
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
I want to suggest an idea!coopmaster wrote:The problem is that if they really wanted to screw up the market, they would just put up a nearly infinite amount of items on the market. There really isn't a way to stop it other than putting limits on how much people can sell at the same time and have a time limit on when the limit resets. Unfortunately though, the only case this might be a problem is if someone is doing it in your multiplayer game since I don't think there is a way to do a shared market otherwise. In order to have a market that everyone is in, it would require the factorio devs to add a networking api into the game. I don't expect them to do that so I doubt that its going to be a thing. I might try to figure out some hacky way to do it, but right now the only way I can see doing it is to manipulate the data in memory while the game is running. I might try to ask the devs if they would be willing to do it, but I doubt it. If anyone has any suggestions on how I could do this the way that the api is right now, please let me know.British_Petroleum wrote:I haven't tried this yet but I really like the idea.
For the dynamic market, what would be better is to have each player set the price that they're willing to buy or sell each item. The lower the selling price, the more of that item will be sold. However, as more of an item is sold the supply is increased and hence the same selling price will not sell as much of the item. An increase in demand for that item by players will have the opposite effect.
When buying, Offering a higher price for an item will allow you to buy more of that item. As demand increases for a particular item, players will need to offer more for that item to fill their orders. An increase in supply will have the opposite effect.
This way if someone cheats and floods the market with an item, other players will be able to buy that item in bulk for a low price, hence demand will increase and price will return to a fair value.
it would be good to make a dynamic price.
from 1000 to 2000 for example, and others.
if it is real.
- zgrillo2004
- Burner Inserter
- Posts: 19
- Joined: Wed Jul 08, 2015 3:47 am
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
And here is my mod list another problem that I had was that I clicked on recalculate market values and it seems that it doesnt do anything. I actually had 0.53 of it and upgraded to 12.6 of factorio and GT to 0.6
-
- Fast Inserter
- Posts: 109
- Joined: Mon May 18, 2015 1:12 am
- Contact:
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
Thank you for the error report and I will look into it as soon as I can.zgrillo2004 wrote:Got this error when I try to open the logistics buy chest. Im using Factorio version 12.6
And here is my mod list
another problem that I had was that I clicked on recalculate market values and it seems that it doesnt do anything. I actually had 0.53 of it and upgraded to 12.6 of factorio and GT to 0.6
Creator of the Galactic Trade mod
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
Hey, I'm enjoying this mod quite a bit, allows a interesting game style (Playing with copper, or oil, or whatever set to 'none').
What I don't really like is that it's not possible to profit on the market, as the 15% cut negates the value added by processing items. I was hoping it would be possible to buy the raw materials(plates), manufacture an item (say a Science Lab), and sell that lab for a net profit.
Having a look through your code, I do notice that it's ignoring the multiplier for processing time. Default is 2, but that constant is never used after it's set
Would you consider placing your code up on GitHub or another repository tool? I'd like the chance to tinker, and submit patches back. I don't have time to develop/maintain any mods on my own, unfortunately.
What I don't really like is that it's not possible to profit on the market, as the 15% cut negates the value added by processing items. I was hoping it would be possible to buy the raw materials(plates), manufacture an item (say a Science Lab), and sell that lab for a net profit.
Having a look through your code, I do notice that it's ignoring the multiplier for processing time. Default is 2, but that constant is never used after it's set
Would you consider placing your code up on GitHub or another repository tool? I'd like the chance to tinker, and submit patches back. I don't have time to develop/maintain any mods on my own, unfortunately.
-
- Fast Inserter
- Posts: 109
- Joined: Mon May 18, 2015 1:12 am
- Contact:
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
I'm not using that value anymore, I'm actually getting the value that it takes to create that item now. I guess that is just showing that I need to clean up my code. I will put it up on github and would love some help with bug fixes, I've recently gotten an internship that has just taken all the energy out of me. I will edit this after I put it up and put a link in the thread somewhere.starholme wrote:Hey, I'm enjoying this mod quite a bit, allows a interesting game style (Playing with copper, or oil, or whatever set to 'none').
What I don't really like is that it's not possible to profit on the market, as the 15% cut negates the value added by processing items. I was hoping it would be possible to buy the raw materials(plates), manufacture an item (say a Science Lab), and sell that lab for a net profit.
Having a look through your code, I do notice that it's ignoring the multiplier for processing time. Default is 2, but that constant is never used after it's set
Would you consider placing your code up on GitHub or another repository tool? I'd like the chance to tinker, and submit patches back. I don't have time to develop/maintain any mods on my own, unfortunately.
Edit: Here is the link https://github.com/coopmaster/GalacticTradeMod-Factorio
Creator of the Galactic Trade mod
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
bug not effect!coopmaster wrote:I'm not using that value anymore, I'm actually getting the value that it takes to create that item now. I guess that is just showing that I need to clean up my code. I will put it up on github and would love some help with bug fixes, I've recently gotten an internship that has just taken all the energy out of me. I will edit this after I put it up and put a link in the thread somewhere.starholme wrote:Hey, I'm enjoying this mod quite a bit, allows a interesting game style (Playing with copper, or oil, or whatever set to 'none').
What I don't really like is that it's not possible to profit on the market, as the 15% cut negates the value added by processing items. I was hoping it would be possible to buy the raw materials(plates), manufacture an item (say a Science Lab), and sell that lab for a net profit.
Having a look through your code, I do notice that it's ignoring the multiplier for processing time. Default is 2, but that constant is never used after it's set
Would you consider placing your code up on GitHub or another repository tool? I'd like the chance to tinker, and submit patches back. I don't have time to develop/maintain any mods on my own, unfortunately.
Edit: Here is the link https://github.com/coopmaster/GalacticTradeMod-Factorio
- Attachments
-
- 2015-09-10_7-45-50.jpg (195.87 KiB) Viewed 8126 times
-
- 2015-09-10_7-45-32.jpg (884.49 KiB) Viewed 8126 times
-
- 2015-09-10_7-45-14.jpg (586.8 KiB) Viewed 8126 times
-
- Fast Inserter
- Posts: 109
- Joined: Mon May 18, 2015 1:12 am
- Contact:
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
Get the latest version which fixes that and also adds support for saves of older versions of my mod.Airat9000 wrote: bug not effect!
Creator of the Galactic Trade mod
Re: [MOD 0.12.7] Galactic Trade
First: Thanks for the new version...
..a short feedback:
- I had to uninstall the version 0.6.0, otherwise crash (there were still ordered objects in the buy-chest)
- Now I can the pages (in buy-Chest) no move forward, it is only 1 page appears.
Edit1:
- button "search" works
..a short feedback:
- I had to uninstall the version 0.6.0, otherwise crash (there were still ordered objects in the buy-chest)
- Now I can the pages (in buy-Chest) no move forward, it is only 1 page appears.
Edit1:
- button "search" works
-
- Fast Inserter
- Posts: 109
- Joined: Mon May 18, 2015 1:12 am
- Contact:
Re: [MOD 0.12.7] Galactic Trade
So there is only one page? Do you have any mods? Are you using a save from an old version of the mod?Alexs wrote:First: Thanks for the new version...
..a short feedback:
- I had to uninstall the version 0.6.0, otherwise crash (there were still ordered objects in the buy-chest)
- Now I can the pages (in buy-Chest) no move forward, it is only 1 page appears.
Edit1:
- button "search" works
Thanks for the feedback
Creator of the Galactic Trade mod
Re: [MOD 0.12.7] Galactic Trade
In savegame now, I had only installed version 0.6.0, no other version.
With the new version 0.6.1 everything goes without problems.
The factorio version is 0.12.6.
I have not updated to the latest version 0.12.7
My mod-list: Ps: I had the script-entries in factorio order not delete . Is this a problem?
Edit: NOW IT WORKS!!
- I had deleted the script-entries
- I searched (and it find) solarpanels, NOW find the mod without any problems the different pages.
--
Thank you, your mod makes a great fun !! : D
Now that everything is going, I translated it into German ...
With the new version 0.6.1 everything goes without problems.
The factorio version is 0.12.6.
I have not updated to the latest version 0.12.7
My mod-list: Ps: I had the script-entries in factorio order not delete . Is this a problem?
Edit: NOW IT WORKS!!
- I had deleted the script-entries
- I searched (and it find) solarpanels, NOW find the mod without any problems the different pages.
--
Thank you, your mod makes a great fun !! : D
Now that everything is going, I translated it into German ...
-
- Fast Inserter
- Posts: 109
- Joined: Mon May 18, 2015 1:12 am
- Contact:
Re: [MOD 0.12.7] Galactic Trade
I can add support for other languages, I just haven't really thought about it. I will put that in the next version. Also did you mean the scrip-output folder you had to delete? I think I might be able to handle that error if that is the case.Alexs wrote:In savegame now, I had only installed version 0.6.0, no other version.
With the new version 0.6.1 everything goes without problems.
The factorio version is 0.12.6.
I have not updated to the latest version 0.12.7
My mod-list: Ps: I had the script-entries in factorio order not delete . Is this a problem?
Edit: NOW IT WORKS!!
- I had deleted the script-entries
- I searched (and it find) solarpanels, NOW find the mod without any problems the different pages.
--
Thank you, your mod makes a great fun !! : D
Now that everything is going, I translated it into German ...
Creator of the Galactic Trade mod
Re: [MOD 0.12.7] Galactic Trade
Here my German translation in locale and the change in the control.lua;