[MOD 0.13] Black Market (sell and buy on the market)
Re: [MOD 0.13] Black Market (sell and buy on the market)
Yes, I've been testing the new functionality for a few hours now and I've noticed that the price of energy is increasing as more is purchased. I know that this was intended for items, but for power too? And in the tank GUI all liquids are marked with their proper prices, but in the trading chests all are marked as 101u.
Edit: The liquid issue is probably due to the mod railtanker. I can buy all the physical liquid items marked with the railtanker mod in the buy chest.
Edit: The liquid issue is probably due to the mod railtanker. I can buy all the physical liquid items marked with the railtanker mod in the buy chest.
Re: [MOD 0.13] Black Market (sell and buy on the market)
Yes it's for all market prices.I've noticed that the price of energy is increasing as more is purchased.
Is it on classic vanilla items ?but in the trading chests all are marked as 101u.
Press "rescan" to force a rescan of all prices and wait completion.
Then can you press "export" and send me the CSV file in script-output directory,
and make a screencopy of what you see, because I cannot reproduce that.
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
I think that the issue is with the railtanker mod and that the items are probably not the liquid items themselves. I've checked the railtanker mod folder and haven't been able to locate any of the items so I suspect that they might be dynamically created for mod-compatibility.
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- BlackMarket-prices.csv
- (103.96 KiB) Downloaded 167 times
Re: [MOD 0.13] Black Market (sell and buy on the market)
New items...
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- mod-list.json
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- BlackMarket-specials.txt
- (4.12 KiB) Downloaded 140 times
Re: [MOD 0.13] Black Market (sell and buy on the market)
Yes I had a look at the railtanker mod.Wtcan334 wrote:I think that the issue is with the railtanker mod and that the items are probably not the liquid items themselves. I've checked the railtanker mod folder and haven't been able to locate any of the items so I suspect that they might be dynamically created for mod-compatibility.
It creates fake items that are used to "itemize" fluids.
But these items should be hidden. I asked the modder for this change. I cannot do anything myself.
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
Code: Select all
Error while running event on_gui_click (ID 1)
__BlackMarket__/control.lua:727: attempt to perform arithmetic on global 'tot' (a nil value)
Factorio v0.13.16 (wohoo)
BM 1.0.15
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)
Yes I just detected the "tot" bug too.Qon wrote:Didn't get a U value on my screen, just a coin icon with something that looks like a button with nothing in it to the right of it. Thought maybe I have to sell something before it appears. Put some items in a sell chest and pressed evaluate. Tried to eval value of some vanilla artifacts. Error.Code: Select all
Error while running event on_gui_click (ID 1) __BlackMarket__/control.lua:727: attempt to perform arithmetic on global 'tot' (a nil value)
Factorio v0.13.16 (wohoo)
BM 1.0.15
For the empty credits buttons, is it possible that you opened the map with something in your hand ?
Or was it only during price scanning ?
Anyway I think I found a correction too.
Please try :
Last edited by binbinhfr on Wed Aug 17, 2016 4:47 pm, edited 1 time in total.
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
The price scan started when I loaded my world, yes.binbinhfr wrote: For the empty credits buttons, is it possible that you opened the map with something in your hand ?
Or was it only during price scanning ?
Anyway I think I found a correction too.
My cursor was empty.
1.0.16 fixed the empty U counter.
But now rocket fuel and satellite costs 101u!
Other items seems to have gotten more expensive.
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. Can't stockpile rocket fuel before patch
Edit: pressing "new order" sometimes makes it possible to select items. Time to sell water and buy rocket fuel
Edit 2: So water fell down to 1u now. Since the original price was 2 it can't go down to 20% of the price with integer prices. But with the small storage capacity of the selling tanks and water now being 1/10 of the privious value at 1u instead of 10 while high end items didn't fall in price it might not be OP any more.
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)
> 1.0.16 fixed the empty U counter.
ok
> 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.
> 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)
> 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.
Please describe a precise way to trigger this.
> Can't stockpile rocket fuel before patch
Can you rephrase, I did not get it.
> Time to sell water and buy rocket fuel
EDIT: try 1.0.18 in next message
ok
> 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.
> 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)
> 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.
Please describe a precise way to trigger this.
> Can't stockpile rocket fuel before patch
Can you rephrase, I did not get it.
> Time to sell water and buy rocket fuel
EDIT: try 1.0.18 in next message
Last edited by binbinhfr on Wed Aug 17, 2016 9:14 pm, edited 1 time in total.
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
binbinhfr wrote:> 1.0.16 fixed the empty U counter.
ok
> 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.
> 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)
> 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.
Please describe a precise way to trigger this.
> Can't stockpile rocket fuel before patch
Can you rephrase, I did not get it.
> Time to sell water and buy rocket fuel
12 ver
17 ver!
try this
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- bandicam 2016-08-17 23-50-02-360.jpg (158.05 KiB) Viewed 7597 times
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- bandicam 2016-08-17 23-46-38-030.jpg (129.8 KiB) Viewed 7597 times
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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- bandicam 2016-08-18 00-46-45-870.jpg (173.83 KiB) Viewed 7425 times
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
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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