[MOD 0.13] Black Market (sell and buy on the market)
Re: [MOD 0.13] Black Market (sell and buy on the market)
You probably try to load an old map.
Try this :
Try this :
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
not load!!!binbinhfr wrote:You probably try to load an old map.
Try this :
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Re: [MOD 0.13] Black Market (sell and buy on the market)
Yes, even after rescan and waiting AFK hours.binbinhfr wrote: > But now rocket fuel and satellite costs 101u!
even after the rescan ? and if you wait the next hour ? maybe I found a problem, but I'm not sure, because prices are OK for me.
If it still do not work, please export CSV file and send it to me with BlackMarket-specials.txt.
Well PAMKII wen from 16 MU to 18 MU when you lowered the resource prices. Ores went from ~100 -> 20 while plates went from 187 -> 100. Before plates were worth 87% more than ores. Now the are worth 400% more than the ores. Same with some other things. So somehow the price raise from crafting is valued more than before.binbinhfr wrote: > Other items seems to have gotten more expensive.
As I told you, I changed resource prices, but nothing else. Then prices are dynamics and can vary x0.5 to x2
(that's why water goes down to 1 and not less)
Maybe. But then I closed it and clicked again and it still happened I think. I'll try to get the exact steps next time it happens.binbinhfr wrote: > And when I try to select an item to buy the GUI buttons don't react when I try to click to select an item.
Strange. Did you open the list of price before the chest ?
Then if you want to edit an order, you have to click on the icon order and then in the items list.
For me it works.
With the bug described above I couldn't buy lots of rockt fuel and satellites while the price was bugged to 101 U. But then it became possible to buy so now I have several chests full ready to be sold when the price bug is fixedbinbinhfr wrote: > Can't stockpile rocket fuel before patch
Can you rephrase, I did not get it.
Yeah, when I get the time.binbinhfr wrote:EDIT: try 1.0.18 in next message
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: [MOD 0.13] Black Market (sell and buy on the market)
I really need more details about this bug because I did not get any problem like that...With the bug described above I couldn't buy lots of rockt fuel and satellites while the price was bugged to 101 U.
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
Some ideas:
1. Allow the chests to connect to the wire network. The condition could be to enable or disable the chest given a check....this way the buy/sell can be turned on and off. The buy chest will automatically send a signal of "B" with the total cost of the purchase order in queue, and the sell chest will send a signal of "S" with the total evaluation price of everything inside the chest.
2. Have the prices fluctuate based on player pressure....for example, if the player keeps buying belts, then belts would increase in price, and items being sold would reduce in price. In order to prevent the possibility of "cheating" (buying a massive amount to raise price and then resell it or even more), limit the amount of a single item purchase/sale to the size of the box (10,000 units of a single item) and only fluctuate the price by 0.0001% per unit.
As an example, if you buy 1,000 Iron Ore at 98, which is 98,000 plus 3920 lowest tax, price would increase to 98.098...selling the max of 10,000 back to try and gain profit would yield 980,980 minus 39,239.20 tax, reduce price to 97.117, and total net profit of 839,820.8. If you had sold your original stock of 9,000 Iron Ore instead of bothering to inflate the market first, it would have given you 882,000 minus 35,280 tax, reduce price to 97.118, total net of 846,720. This makes it a deterrent for people to manipulate the market directly.
3. Every hour or so, have the code choose a few items at random and fluctuate their prices randomly, trying to stay within 30% of initial market price. If the item is extremely over/under priced, have it move toward nominal (so that over time, items return back to normal values).
I think this would make it seem more fluid and allow more network programming (say you are buying Ore and selling Plates, if the price has shifted to the point that you are not making a good enough profit, you turn the boxes off until market returns to normal).
1. Allow the chests to connect to the wire network. The condition could be to enable or disable the chest given a check....this way the buy/sell can be turned on and off. The buy chest will automatically send a signal of "B" with the total cost of the purchase order in queue, and the sell chest will send a signal of "S" with the total evaluation price of everything inside the chest.
2. Have the prices fluctuate based on player pressure....for example, if the player keeps buying belts, then belts would increase in price, and items being sold would reduce in price. In order to prevent the possibility of "cheating" (buying a massive amount to raise price and then resell it or even more), limit the amount of a single item purchase/sale to the size of the box (10,000 units of a single item) and only fluctuate the price by 0.0001% per unit.
As an example, if you buy 1,000 Iron Ore at 98, which is 98,000 plus 3920 lowest tax, price would increase to 98.098...selling the max of 10,000 back to try and gain profit would yield 980,980 minus 39,239.20 tax, reduce price to 97.117, and total net profit of 839,820.8. If you had sold your original stock of 9,000 Iron Ore instead of bothering to inflate the market first, it would have given you 882,000 minus 35,280 tax, reduce price to 97.118, total net of 846,720. This makes it a deterrent for people to manipulate the market directly.
3. Every hour or so, have the code choose a few items at random and fluctuate their prices randomly, trying to stay within 30% of initial market price. If the item is extremely over/under priced, have it move toward nominal (so that over time, items return back to normal values).
I think this would make it seem more fluid and allow more network programming (say you are buying Ore and selling Plates, if the price has shifted to the point that you are not making a good enough profit, you turn the boxes off until market returns to normal).
Re: [MOD 0.13] Black Market (sell and buy on the market)
Thx for the ideas.
I already had in mind sending values to the circuit network. (I add it officially to the todo list of the initial post)
In a previous message you can download last test version (I need testers ) : it allows fluid and energy sell/buy but also introduces a law of sell/buy that makes prices fluctuate.
For random fluctuations, I still ask myself. I don't want the user to be lost into complex pricing that he will finally not understand. Not every player is used to circuit programming to trigger sell/buy at the good moment.
I already had in mind sending values to the circuit network. (I add it officially to the todo list of the initial post)
In a previous message you can download last test version (I need testers ) : it allows fluid and energy sell/buy but also introduces a law of sell/buy that makes prices fluctuate.
For random fluctuations, I still ask myself. I don't want the user to be lost into complex pricing that he will finally not understand. Not every player is used to circuit programming to trigger sell/buy at the good moment.
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
not upload game old message in photobinbinhfr wrote:Thx for the ideas.
I already had in mind sending values to the circuit network. (I add it officially to the todo list of the initial post)
In a previous message you can download last test version (I need testers ) : it allows fluid and energy sell/buy but also introduces a law of sell/buy that makes prices fluctuate.
For random fluctuations, I still ask myself. I don't want the user to be lost into complex pricing that he will finally not understand. Not every player is used to circuit programming to trigger sell/buy at the good moment.
Re: [MOD 0.13] Black Market (sell and buy on the market)
Not easy to understand what is the problem...Airat9000 wrote: not upload game old message in photo
Please update and tell me if it works :
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
The game is crashing on new scenario creation with this error:
2588.807 Error MainLoop.cpp:698: Exception at tick 98: Error while running event on_tick (ID 0)
__BlackMarket__/control.lua:466: attempt to compare number with nil
There are also nine of these messages on scenario creation:
Resource not available: <bob's ores>
The game only crashes once the tab key is pressed to clear the popup and calculations begin for BlackMarket. The crash also occurs on BlackMarket_1.0.18 which used to work for me. I think that the problem lies with the changes to RSO as the crashes only started once I upgraded to the latest version of that mod.
2588.807 Error MainLoop.cpp:698: Exception at tick 98: Error while running event on_tick (ID 0)
__BlackMarket__/control.lua:466: attempt to compare number with nil
There are also nine of these messages on scenario creation:
Resource not available: <bob's ores>
The game only crashes once the tab key is pressed to clear the popup and calculations begin for BlackMarket. The crash also occurs on BlackMarket_1.0.18 which used to work for me. I think that the problem lies with the changes to RSO as the crashes only started once I upgraded to the latest version of that mod.
Re: [MOD 0.13] Black Market (sell and buy on the market)
I tested all 3 scenarios (free, sandbox,supply) and had no problem.Wtcan334 wrote:The game is crashing on new scenario creation with this error:
Did you test these scenarios ? Which one in particular ?
Did you test without BlackMarket installed to see if it's not a problem with another mod ?
"Resource not available: <bob's ores>"
this message is not from my mod.
I will try with RSO.
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
I found the problem with the line 466 error.
corrected here : Please tell me if the error disappeared
for the rest (RSO, bobore, etc...) I cannot reproduce the problem (I installed RSO and all bobs).
I don't think it is a problem with my mod. Because the message isn't generated by my mod, and I do not touch resources. I only read them. Try to uninstall BlackMarket to see if the problem is still here. If it is still here, then contact the other modders (bob/rso).
corrected here : Please tell me if the error disappeared
for the rest (RSO, bobore, etc...) I cannot reproduce the problem (I installed RSO and all bobs).
I don't think it is a problem with my mod. Because the message isn't generated by my mod, and I do not touch resources. I only read them. Try to uninstall BlackMarket to see if the problem is still here. If it is still here, then contact the other modders (bob/rso).
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
The game crashes on the freeplay and supply scenarios. It also crashes on the second scenario due to another mod before the crash would occur with BlackMarket. When BlackMarket is toggled off the crash doesn't happen but it still crashes when BlackMarket is toggled on and RSO is toggle off so it can't be due to RSO.binbinhfr wrote:I tested all 3 scenarios (free, sandbox,supply) and had no problem.Wtcan334 wrote:The game is crashing on new scenario creation with this error:
Did you test these scenarios ? Which one in particular ?
Did you test without BlackMarket installed to see if it's not a problem with another mod ?
"Resource not available: <bob's ores>"
this message is not from my mod.
I will try with RSO.
Edit: BlackMarket_1.0.20 fixed the error. I'm not sure why it was happening with BlackMarket_1.0.18 though since I was able to play just fine a few days ago with it.
Re: [MOD 0.13] Black Market (sell and buy on the market)
It was a subtile bug : it was depending of the speed at which the price scan was done and if the day change (noon) was close...Edit: BlackMarket_1.0.20 fixed the error. I'm not sure why it was happening with BlackMarket_1.0.18 though since I was able to play just fine a few days ago with it.
So now everything is ok ?
Did you find other problems ?
Because I'd like to publish this version officilially on the portal.
For me, I did not encounter other bugs, but this mod depends so much on other mods configurations...
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
I haven't found any other problems so far and I have ~100 mods installed so it should be fine.
Re: [MOD 0.13] Black Market (sell and buy on the market)
OK so let's go publishing !!!
PS : and thx for your valuable help.
PS : and thx for your valuable help.
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
Money from the air, literally.
Re: [MOD 0.13] Black Market (sell and buy on the market)
What is this mod producing air ? What is the price of air ?axazol wrote:Money from the air, literally.
It's strange that you open a trader tank and you show me the GUI of a trader accumulator...
I wonder how it could be... Bug ?
You can also sell water, but the price is low. And if you sell too much, the price gets even lower.
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
For example:binbinhfr wrote:What is this mod producing air ? What is the price of air ?axazol wrote:Money from the air, literally.
It's strange that you open a trader tank and you show me the GUI of a trader accumulator...
I wonder how it could be... Bug ?
You can also sell water, but the price is low. And if you sell too much, the price gets even lower.
Bio Industries
Bobplates
Items w/o recipe is present in "buy" list:Also some mods, like "rail tanker" generate copies of existing items, just adding suffixes for them (.."tm" or .."-in-tanker") previous post, that can't be sold or obtained by usual ways. Or "angelsinfiniteores" adding to the game new type of "virtual" resources.
I suggest to ignore all items w/o recipes. Also set price to zero for items, which can be produced by recipes w/o ingredients. And as result all manufactured items get a negative coefficient.
Re: [MOD 0.13] Black Market (sell and buy on the market)
Hi axazol
thx for your return.
Working on this mod for a while now, I already faced the problems you are describing.
But alas problems are more complex. The problem is that a lot of mods introduces some custom "resources" without declaring them as resources. I have to identify these items. So items that are products of no recipes but are ingredients of some recipes are most of the time this kind of "undeclared" resources. If I just skip them, we are losing somes resources, and some pricing of all derivated products.
More than that, when you are using several mods, items are also often produced by several different recipes : you can have an item that is produced with no ingredients in one mod, and produced with ingredients in another one !... Not easy to automatically decide which is the "logical" recipe to keep for pricing, because one of them is often just a modder trick, but not always the one you think...
You've got a lot of "special" tricky mods like railtanker, reverse factory, dark replicator, etc... that complexify the task, duplicating recipes and adding a big mess, making it difficult to extract a general pattern.
Except for Liquid air : it was already introduced in config.lua as an exception, responding to one early player demand, but now, I had a closer look at it and I agree that is is far too expensive. I suppressed this declaration and it will now be classified as a free product and priced 0. Derivated products (CO, etc...) will have a lowered price in consequence.
And except Ucoin : this is an item from my mod, which allow withdraw some cash in "solid gold". Then you can give this to another player if you wanna exchange money.
About "test mode items" : for me, they are listed as unknown, so unpriced. Please try now.
I will also price water to 0, to avoid easy exploit.
The electricity icon in the tank was a bug. I corrected it.
Thx for your help. Please update ingame.
thx for your return.
Working on this mod for a while now, I already faced the problems you are describing.
But alas problems are more complex. The problem is that a lot of mods introduces some custom "resources" without declaring them as resources. I have to identify these items. So items that are products of no recipes but are ingredients of some recipes are most of the time this kind of "undeclared" resources. If I just skip them, we are losing somes resources, and some pricing of all derivated products.
More than that, when you are using several mods, items are also often produced by several different recipes : you can have an item that is produced with no ingredients in one mod, and produced with ingredients in another one !... Not easy to automatically decide which is the "logical" recipe to keep for pricing, because one of them is often just a modder trick, but not always the one you think...
You've got a lot of "special" tricky mods like railtanker, reverse factory, dark replicator, etc... that complexify the task, duplicating recipes and adding a big mess, making it difficult to extract a general pattern.
If you look at the code, you will see that it is already the case for your both suggestions.I suggest to ignore all items w/o recipes. Also set price to zero for items, which can be produced by recipes w/o ingredients. And as result all manufactured items get a negative coefficient.
Except for Liquid air : it was already introduced in config.lua as an exception, responding to one early player demand, but now, I had a closer look at it and I agree that is is far too expensive. I suppressed this declaration and it will now be classified as a free product and priced 0. Derivated products (CO, etc...) will have a lowered price in consequence.
And except Ucoin : this is an item from my mod, which allow withdraw some cash in "solid gold". Then you can give this to another player if you wanna exchange money.
About "test mode items" : for me, they are listed as unknown, so unpriced. Please try now.
I will also price water to 0, to avoid easy exploit.
The electricity icon in the tank was a bug. I corrected it.
Thx for your help. Please update ingame.
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
As a possible solution or just yet another idea about pricing (pseudocode):
Btw, in my previous last screenshot hidden groups still present in BM GUI, or i miss something?