[MOD 0.13] Black Market (sell and buy on the market)
Re: [MOD 0.13] Black Market (sell and buy on the market)
did you try last version ?
What is this alien mod you are using ?My mods on the Factorio Mod Portal ![Geek :geek:](./images/smilies/icon_e_geek.gif)
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Re: [MOD 0.13] Black Market (sell and buy on the market)
it would be good would still be able to buy products of lower prices rather than all at once in the presence of millions. say Remember my choice
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Re: [MOD 0.13] Black Market (sell and buy on the market)
binbinhfr wrote:did you try last version ?What is this alien mod you are using ?
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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Re: [MOD 0.13] Black Market (sell and buy on the market)
![Laughing :lol:](./images/smilies/icon_lol.gif)
buy in furnages (all ans original)
and please in button search (to fast in items click)
and others click in assembling machine
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Re: [MOD 0.13] Black Market (sell and buy on the market)
Error on running event on_gui_click when selecting an item to purchase.
Unknown item "0circuit-floor" but the item is actually called "circuit-floor"
Are there supposed to be numbers prefixed to the items' names in this mod?
control.lua:1135 in function 'update_menu_chest'
Unknown item "0circuit-floor" but the item is actually called "circuit-floor"
Are there supposed to be numbers prefixed to the items' names in this mod?
control.lua:1135 in function 'update_menu_chest'
Re: [MOD 0.13] Black Market (sell and buy on the market)
did you try to enter more than 100 orders in the same chest ?Wtcan334 wrote:Error on running event on_gui_click when selecting an item to purchase.
Unknown item "0circuit-floor" but the item is actually called "circuit-floor"
Are there supposed to be numbers prefixed to the items' names in this mod?
control.lua:1135 in function 'update_menu_chest'
My mods on the Factorio Mod Portal ![Geek :geek:](./images/smilies/icon_e_geek.gif)
![Geek :geek:](./images/smilies/icon_e_geek.gif)
Re: [MOD 0.13] Black Market (sell and buy on the market)
Airat9000, thx for your reports, but alas, I do not understand most of what you say. I suppose that your are using a translator, but it is not good...
Please test this version,
now you cannot enter more than 99 orders in a chest.
Please test this version,
now you cannot enter more than 99 orders in a chest.
My mods on the Factorio Mod Portal ![Geek :geek:](./images/smilies/icon_e_geek.gif)
![Geek :geek:](./images/smilies/icon_e_geek.gif)
Re: [MOD 0.13] Black Market (sell and buy on the market)
bug!!!!binbinhfr wrote:Airat9000, thx for your reports, but alas, I do not understand most of what you say. I suppose that your are using a translator, but it is not good...
Please test this version,
now you cannot enter more than 99 orders in a chest.
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Re: [MOD 0.13] Black Market (sell and buy on the market)
The order was for only a single item of that type.binbinhfr wrote:did you try to enter more than 100 orders in the same chest ?Wtcan334 wrote:Error on running event on_gui_click when selecting an item to purchase.
Unknown item "0circuit-floor" but the item is actually called "circuit-floor"
Are there supposed to be numbers prefixed to the items' names in this mod?
control.lua:1135 in function 'update_menu_chest'
Re: [MOD 0.13] Black Market (sell and buy on the market)
ok, I think I get it : you have so many mods that you have more than 100 items in the same group. I increased this limit.
Try :
Try :
My mods on the Factorio Mod Portal ![Geek :geek:](./images/smilies/icon_e_geek.gif)
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Re: [MOD 0.13] Black Market (sell and buy on the market)
At least a few of the items that used to crash the game don't anymore. I'll keep testing and let you know if I encounter any more crashes.
Re: [MOD 0.13] Black Market (sell and buy on the market)
Thx. I am also hunting for some strange prices (when prices are 101, it means that I had problem to compute the price because I did not find any logical recipe).Wtcan334 wrote:At least a few of the items that used to crash the game don't anymore. I'll keep testing and let you know if I encounter any more crashes.
My mods on the Factorio Mod Portal ![Geek :geek:](./images/smilies/icon_e_geek.gif)
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Re: [MOD 0.13] Black Market (sell and buy on the market)
worked! thanksbinbinhfr wrote:Thx. I am also hunting for some strange prices (when prices are 101, it means that I had problem to compute the price because I did not find any logical recipe).Wtcan334 wrote:At least a few of the items that used to crash the game don't anymore. I'll keep testing and let you know if I encounter any more crashes.
wait in dynamic price)
more sell - small price buy in market long time
long not sell - price in biggest
Re: [MOD 0.13] Black Market (sell and buy on the market)
Yes I work on dynamic prices and also on selling and buying fluids and energy.Airat9000 wrote: worked! thanks
wait in dynamic price)
more sell - small price buy in market long time
long not sell - price in biggest
My mods on the Factorio Mod Portal ![Geek :geek:](./images/smilies/icon_e_geek.gif)
![Geek :geek:](./images/smilies/icon_e_geek.gif)
Re: [MOD 0.13] Black Market (sell and buy on the market)
Will the supply and demand rules apply equally to all items? I mean once you have rocket part/module/PAMKII production you can't really switch it up and sell something else more complex. How much can the prices change due to overselling or overbuying?
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)
The black market don't care about your overproduction problemsQon wrote:Will the supply and demand rules apply equally to all items? I mean once you have rocket part/module/PAMKII production you can't really switch it up and sell something else more complex. How much can the prices change due to overselling or overbuying?
![Wink ;-)](./images/smilies/icon_e_wink.gif)
So you will have to switch to other production, and even automatize that switch (use my timetools/clock combinator)
When leaving an item for a while, its price will slowly return to normal.
The prices won't fall to 0 or increase to infinite : minimum will be normalx0.2 and maximum will be normalx5.
for the moment, it is very hard to implement, and to update every prices value everywhere. To simplify a bit, I update market prices only once an hour.
My mods on the Factorio Mod Portal ![Geek :geek:](./images/smilies/icon_e_geek.gif)
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Re: [MOD 0.13] Black Market (sell and buy on the market)
energy? goooood!!!binbinhfr wrote:Yes I work on dynamic prices and also on selling and buying fluids and energy.Airat9000 wrote: worked! thanks
wait in dynamic price)
more sell - small price buy in market long time
long not sell - price in biggest
fluids
![Smile :)](./images/smilies/icon_e_smile.gif)
wait))
Re: [MOD 0.13] Black Market (sell and buy on the market)
Well I guess you are right...binbinhfr wrote: The black market don't care about your overproduction problems
How fast? If I sell say 60 rockets once every realtime hour in a burst do I earn more than if I sell 1 rocket every minute continously?binbinhfr wrote: When leaving an item for a while, its price will slowly return to normal.
What if I'm selling everything? Then I can't earn more by switching. Does that mean I have an upper limit to the amount I can earn that is at 20% the market value?binbinhfr wrote: So you will have to switch to other production, and even automatize that switch (use my timetools/clock combinator)
Then ores will be more expensive than plates eventually, and then you can get your materials cheaper by buying plates instead. I guess I can do that, but it seems a bit weird. I was expecting maybe 50% price fluctuations tops not 500%binbinhfr wrote: The prices won't fall to 0 or increase to infinite : minimum will be normalx0.2 and maximum will be normalx5.
![Surprised :o](./images/smilies/icon_e_surprised.gif)
For about roughly 6MU (productivity modules, lots of 'em) you can buy ores and oil barrels for 1 rocket which you can sell for about 10 times as much. So 1 megabase can support 9 others with materials for rocket launches. But 6*5 = 30 MU cost, 60/5 = 12 MU sold worth. Eventually you earn less than you paid for in raw materials and lose 22 MU per rocket produced. But if the price changes once every hour but you can sell any amount in inbetween then you can sell and buy at the normal fee if you buffer enough. So I sell 60 rockets, all at full price. The price drops to the minimum of 0.2, but I just buffer until the price reaches 100% again where I do my next market rocket dump. I just need a buffer big enough to hold enough to last through the time it takes for the prices to go back again.binbinhfr wrote:for the moment, it is very hard to implement, and to update every prices value everywhere. To simplify a bit, I update market prices only once an hour.
I guess I answered my earlier questions. I guess I can exploit the market but it seems weird. I think the ideas needs some improvement.
But if the price also randomly fluctuates then I guess I can make a profit from keeping a check on prices. But it seems I would need combinators that can give me the price of items to take advantage of this. If I'm going to produce gears instead of pipes when it's beneficial I need a market price combinator that tells me what I can sell things for at the moment.
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)
Ha ha ! You like numbers.
For the moment, I am coding and it's quite hard, because I'm also doing the fluids and energy at the same time.
We'll see balancing afterwards, once the code will run. We have to do testings to see what will be the
But if you expect doing some stock exchange optimisation, you will be disapointed because we do not have any graphical tools (curves) to help up following a value. So I guess that most users won't go so far into optimisation. They just will understand that if you sell or buy always the same thing, prices will change.
For the moment, I am coding and it's quite hard, because I'm also doing the fluids and energy at the same time.
We'll see balancing afterwards, once the code will run. We have to do testings to see what will be the
But if you expect doing some stock exchange optimisation, you will be disapointed because we do not have any graphical tools (curves) to help up following a value. So I guess that most users won't go so far into optimisation. They just will understand that if you sell or buy always the same thing, prices will change.
My mods on the Factorio Mod Portal ![Geek :geek:](./images/smilies/icon_e_geek.gif)
![Geek :geek:](./images/smilies/icon_e_geek.gif)
Re: [MOD 0.13] Black Market (sell and buy on the market)
How can you tell?binbinhfr wrote:Ha ha ! You like numbers.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
...the what?binbinhfr wrote: For the moment, I am coding and it's quite hard, because I'm also doing the fluids and energy at the same time.
We'll see balancing afterwards, once the code will run. We have to do testings to see what will be the
Yeah I can see a lot of work went into the mod already. I'm going to try to extract your pricing formula and see if I can find anything I can take advantage of q:
Just a fun thing about balance though:
Water seems to be really expensive though. 10 for each liter? You really don't want to run your steam engines on bought water, your power production would kill all profits immediatly. But I can sell that water for 0 running costs and 600 U per second per pump. I get like 10kU profit per game-nychthemeron with 24h tax rate and a single assembler 2 buying plates and selling gears. 1 pump gives me that in less than 20 seconds ^^
A thousand pumps and you could buy a rocket after a few minutes!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Well, once we can buy and sell liquids...
A thousand pumps might be hard to place since you need a lot of shore. That's why a grid of your water well pumps will be the first thing you buy for your first water profits.
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
All you have to do is buy anything that has a price < 80% or something and then sell it when the price is at 130% to make a profit. All you have to do is wait and have a lot of spending cash and storage. You can of course do more advanced stuff if you try to take in trends and not sell or buy until you think it won't go lower or higher than the current value for even higher profits. But that isn't necessary for basic stock exchange optimisation.binbinhfr wrote: But if you expect doing some stock exchange optimisation, you will be disapointed because we do not have any graphical tools (curves) to help up following a value. So I guess that most users won't go so far into optimisation. They just will understand that if you sell or buy always the same thing, prices will change.
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