Hi there,
I had to stop playing the game for health reason. If anyone would like to take over this mod and all the others, let me know!
[MOD 0.13] Black Market (sell and buy on the market)
Re: [MOD 0.13] Black Market (sell and buy on the market)
You don't look like binbinhfr. Can you explain what you mean?
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
-
- Burner Inserter
- Posts: 16
- Joined: Fri Mar 03, 2017 4:37 am
- Contact:
Re: [MOD 0.13] Black Market (sell and buy on the market)
he does not appear to be updating this mod anymore and whoever totobest is has also stopped working on it.
what a shame, this mod could have been something great.
-
- Burner Inserter
- Posts: 9
- Joined: Tue Oct 02, 2018 11:29 pm
- Contact:
Re: [MOD 0.13] Black Market (sell and buy on the market)
is there any way you can make a chart that shows the prices rising and falling to make it easier to gain a profit (kinda like the power output of a factory)?
Edit: just saw the health reason thing so nvm I guess.
Edit: just saw the health reason thing so nvm I guess.
Re: [MOD 0.13] Black Market (sell and buy on the market)
I give you best luck for your health progress...
I know what this mean as family member, then I can understand your feeling.
Hope you can recover the better possible and the fastest possible.
Good luck for your life.
Sorry for the late message, but it's when I've seen your message.
Re: [MOD 0.13] Black Market (sell and buy on the market)
Hello,
First of all, best wishes with your health. Second, I would like to take over this mod to maintain and improve upon it, my github is djmango (I put an issue up on the github repo). If you'd like, I could also try my best to maintain any/all of your other modding projects, but this is the one that piques my interest the most as my friends and I use and enjoy it's additions to the game a lot (we were pretty bummed to find it didn't work on the latest experimental version)
-
- Inserter
- Posts: 26
- Joined: Sun May 06, 2018 12:47 pm
- Contact:
Re: [MOD 0.13] Black Market (sell and buy on the market)
If you'd have bothered to read less than 10 posts in this topic, you'd have seen the issue was reported already. Without an official fix so far, so feel free to correct your files yourself.
Because in factorio there is no 0-valued signal. If an item is missing (so that its count is 0), there will be no signal for that item.* A bit frustrating for us programmers, but i guess i can somewhat see the reasoning.Dmitry8266 wrote: ↑Tue May 14, 2019 4:22 pm Found a bug.
I want to automate buying process. There is a "buy signal" with following rules: =1 off >1 on.
Those signal work most of the time. Sometimes totally randomly a chest continues to buy even if the signal is 1 (0ff).
Side question:
Why it was made like this? Not 0-off 1-on?
As for the bug, maybe it was due to a delay in between when the signal changed to 1 and when the purchase happened? Did it continue to purchase after that first time? (And are you sure the signal is constantly 1, never increases even for half a second?)
---
*Side-note: Although i guess the logic of comparing a missing signal to a value would still work all right. So maybe your question is still relevant. But i'm afraid these rules won't change too soon, since that would break a lot of existing setups.
-
- Fast Inserter
- Posts: 124
- Joined: Wed Aug 23, 2017 10:17 pm
- Contact:
Re: [MOD 0.13] Black Market (sell and buy on the market)
Positive = sell, negative = buy (or vice versa) would also make a lot of sense.
Wire your storage into a constant -10000 iron ore, and it would buy whenever you run low.
1 and >1, make sense too in terms of keeping the combinators simpler to start with, since you can just throw deciders with +1 as outputs at it.
Wire your storage into a constant -10000 iron ore, and it would buy whenever you run low.
1 and >1, make sense too in terms of keeping the combinators simpler to start with, since you can just throw deciders with +1 as outputs at it.