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Re: [MOD 0.12.X] Galactic Trade

Posted: Sat Oct 03, 2015 10:41 am
by Airat9000
coopmaster wrote:
Airat9000 wrote:
coopmaster wrote:
Airat9000 wrote: :D question who is maximal money in balance?
I think you mean what is the maximum money? If so I don't really know... I'll have to test that out, but I would guess it is about 2,147,483,647 or more? I can't really seem to find the maximum number for lua so its probably that, if you are worried about reaching the max you can buy coins.
what is coins??

yes max money in balance
You should be able to search for 'coin' in the buying trading chest, it doesn't take any value away from coins when selling them unlike normal items. It is a good way to store any extra credits if your value gets too high, just store a bunch of them in a couple of chest (or a lot of chests).
;) good update coins in 2.000.000 items

I did not understand that .. commodity prices do not change. 33000 credits model was permissible and necessary.

Re: [MOD 0.12.X] Galactic Trade

Posted: Sat Oct 10, 2015 8:21 am
by XyLe
So, in this mod:
Barrel value = 1345 (if you sell it)
Iron ore = 55 (if you buy it)

What you can do:
1. buy 5 iron ore for $275
2. smelt the ore
3. craft a barrel
4. Sell the barrel for $1345

Profit = $1070 or 389% per operation.
Alternatively
Blue Science Pack = $1219.

That's practically close enough to 1:1 ratio. You sell 6 barrels and buy yourself 5 blue science packs. Who says you need to process oil and actually bother with assemblers?..
Another example: when a new game is just started, it takes 1-2 hours tops to sell 250 barrels and buy yourself a power armor mk3 because it's only worth 250k.

nice balance......

Hey, everyone! Are you still trying to mine resources, make modules, have interesting factories and craft your equipment? Are you actually trying to play the interesting game of factorio? Come here then, there's a mod for you to eliminate all that nonsense.

Re: [MOD 0.12.X] Galactic Trade

Posted: Wed Oct 14, 2015 6:14 pm
by coopmaster
XyLe wrote:So, in this mod:
Barrel value = 1345 (if you sell it)
Iron ore = 55 (if you buy it)

What you can do:
1. buy 5 iron ore for $275
2. smelt the ore
3. craft a barrel
4. Sell the barrel for $1345

Profit = $1070 or 389% per operation.
Alternatively
Blue Science Pack = $1219.

That's practically close enough to 1:1 ratio. You sell 6 barrels and buy yourself 5 blue science packs. Who says you need to process oil and actually bother with assemblers?..
Another example: when a new game is just started, it takes 1-2 hours tops to sell 250 barrels and buy yourself a power armor mk3 because it's only worth 250k.

nice balance......

Hey, everyone! Are you still trying to mine resources, make modules, have interesting factories and craft your equipment? Are you actually trying to play the interesting game of factorio? Come here then, there's a mod for you to eliminate all that nonsense.
Thanks for bringing this balance issue to my attention. I haven't gotten much time to play factorio lately and the time that I do play it I try to add features to this mod so I thought a balance issue like this would turn up. In the future though, try not to be sarcastic when giving feedback. It doesn't exactly make me excited to work on a project that people are just going to give me feedback where they are sarcastic and rude.

Re: [MOD 0.12.X] Galactic Trade

Posted: Thu Oct 15, 2015 4:34 pm
by XyLe
I'm not being rude. Being sarcastic is not only justified in my opinion but also doesn't matter at all. You can say all you want but the 1st post has "Version: 0.6.5" mark, so this mod is in development for months, i can see how much attention it's getting, 17 pages of discussion i couldn't be bothered to check, and NOBODY noticed THIS??? good job! as a guy who makes mods too i can easily relate to balance issues and other stuff, i can tell the difference between generally good modding ideas and un-good.

I never even payed attention to this mod before because it was always clear to me how useless the whole idea is in my expectations from factorio gameplay. But i couldn't imagine something as bad as making 3 steel bars and selling the barrels for the best offensive "distractor capsule" in the early game when there's only small biters, LOL...

I understand there's always a bunch of fans for any project, i just can't be one of them. Complexity in production is exactly why i like factorio. Selling cheap stuff so easily and buy the other stuff instead of actually playing, expanding, building a better and more complex factory in fact means destroying the gameplay for me. Don't know anybody who'd feel different.

Re: [MOD 0.12.X] Galactic Trade

Posted: Fri Oct 16, 2015 5:11 pm
by coopmaster
XyLe wrote:I'm not being rude. Being sarcastic is not only justified in my opinion but also doesn't matter at all. You can say all you want but the 1st post has "Version: 0.6.5" mark, so this mod is in development for months, i can see how much attention it's getting, 17 pages of discussion i couldn't be bothered to check, and NOBODY noticed THIS??? good job! as a guy who makes mods too i can easily relate to balance issues and other stuff, i can tell the difference between generally good modding ideas and un-good.

I never even payed attention to this mod before because it was always clear to me how useless the whole idea is in my expectations from factorio gameplay. But i couldn't imagine something as bad as making 3 steel bars and selling the barrels for the best offensive "distractor capsule" in the early game when there's only small biters, LOL...

I understand there's always a bunch of fans for any project, i just can't be one of them. Complexity in production is exactly why i like factorio. Selling cheap stuff so easily and buy the other stuff instead of actually playing, expanding, building a better and more complex factory in fact means destroying the gameplay for me. Don't know anybody who'd feel different.
I honestly agree with you on the whole mod idea not fitting what factorio is about. I think that there are multiple problems with my mod including the fact that I haven't put enough time in to develop it. The idea that you can basically skip the mid-game with this mod isn't what I was looking to do. I was trying to provide a different player experience where you were running a factory trying to make money instead of having no real goal to get to other than an end screen. Another problem is with mod support, there isn't really a good way to have other mods compatible with my mod in terms of being able to buy and sell items. I have to depend on either me trying out all the mods and adding in values for them or the player doing it for me. Then there is the dynamic economy that I was trying to figure out, it isn't going to come because it wont ever work the way I want it to. I would have to simulate hundreds of ai factories to be able to accurately make the economy what it should be. What I am going to do is fix bugs, fix the balance, and clean up the ui, then be done. I honestly just want to be able to play factorio without worrying about this stupid mod anymore.

Re: [MOD 0.12.X] Galactic Trade

Posted: Fri Oct 16, 2015 7:39 pm
by XyLe
coopmaster wrote:I honestly agree with you on the whole mod idea not fitting what factorio is about. I think that there are multiple problems with my mod including the fact that I haven't put enough time in to develop it. The idea that you can basically skip the mid-game with this mod isn't what I was looking to do. I was trying to provide a different player experience where you were running a factory trying to make money instead of having no real goal to get to other than an end screen. Another problem is with mod support, there isn't really a good way to have other mods compatible with my mod in terms of being able to buy and sell items. I have to depend on either me trying out all the mods and adding in values for them or the player doing it for me. Then there is the dynamic economy that I was trying to figure out, it isn't going to come because it wont ever work the way I want it to. I would have to simulate hundreds of ai factories to be able to accurately make the economy what it should be. What I am going to do is fix bugs, fix the balance, and clean up the ui, then be done. I honestly just want to be able to play factorio without worrying about this stupid mod anymore.
In many games there's such system that if you sell something over and over again it becomes cheaper over time. That would eliminate the possibility of abusing barrels. Make people sell different things.

The other approach at this situation is possible to figure out, now as you've explained to me what you actually wanted to do:

How about sending requests to the player? Disable the possibility of selling anything you like and buying anything you want. Instead the "galaxy" wants certain things from the player and ready to pay a certain amount of money for the stuff. For instance: "step 1: we want 10 electric furnaces and 20 efficiency modules, we pay you X coins"

And then you figure out a few deals that a player can get over time. He sells requested items and gets coins, not credits. Use real coins you can put in your inventory, it just feels better, more real. there's a coin item in the game, it's available in the supply mission if you have an expansion pack for factorio.

For these coins a player could buy, for example, only raw resources. Never high tier items.

Then your mod could actually change the gameplay and add another perspective to factorio. So instead of expanding to get new ores and more oil you could work with requests to sell the stuff you produce and then simply buy more ore. On hardcore mass biters or island maps that could be a thing. I dunno, that's just the first thing that came to my mind. If you put more thinking and more time you could have a worthy mod out of it. probably..

Re: [MOD 0.12.X] Galactic Trade

Posted: Fri Oct 16, 2015 7:43 pm
by XyLe
P.S. one more thing, don't worry about the other mods and support and stuff. Most of them are not better than your mod :D

Re: [MOD 0.12.X] Galactic Trade

Posted: Tue Oct 20, 2015 11:35 am
by Koub
[Thread moved by Koub upon mod's author request]

Re: [MOD 0.12.X] Galactic Trade

Posted: Wed Nov 04, 2015 6:18 pm
by Airat9000
bug in 0.12.15-16

Re: [MOD 0.12.X] Galactic Trade

Posted: Tue Nov 10, 2015 9:04 am
by Airat9000
с разрешения автора поправил мод.

with the approval of the founder, I corrected modes.

Re: [MOD 0.12.X] Galactic Trade

Posted: Fri Nov 13, 2015 1:52 am
by Airat9000
новая исправленная версия, минимальная версия игры 0.12.15
исправил более 70 строк кода под новую версию
с разрешения автора, обновил до 0.6.9

Спасибо за помощь еще 2 людям

ENG
new coorect version min version game

fixed more than 70 lines of code to the new version
with permission, I updated to 0.6.9

Thank you for helping another 2 people
prg (https://forums.factorio.com/forum/mem ... ile&u=5691)
daniel34 (https://forums.factorio.com/forum/mem ... ile&u=5208)

Re: [MOD 0.12.X] Galactic Trade

Posted: Sat Nov 28, 2015 11:44 am
by ps666
Thank you for the update but it don´t work in 0.12.19 for me.
It don´t appear in the mod list.

Re: [MOD 0.12.X] Galactic Trade

Posted: Wed Dec 09, 2015 6:06 pm
by Airat9000
ps666 wrote:Thank you for the update but it don´t work in 0.12.19 for me.
It don´t appear in the mod list.
what is problem please screen

Re: [MOD 0.12.X] Galactic Trade

Posted: Thu Dec 10, 2015 6:04 pm
by Zerias
Had same problem, but then realized you uploaded a .rar file. Factorio mods must be folder or .zip form. Simply download, extract rar->folder, then either re-zip or just move the folder into \mods.

Currently: \mods\[Galtrade.rar]\[galtrade folder]\[graphics+locale+prototype folders]
Needs to be
\mods\[Galtrade.ZIP]\[galtrade folder]\[graphics+locale+prototype folders]
OR
\mods\[galtrade folder]\[graphics+locale+prototype folders]
That said, although it does load properly the automatically generated values are very messed up for mods like Bob's. All Modules only cost ~5k, higher assemblers end up cheaper than weaker ones, gemstones cost 1k for highest, less than 100 for the lesser grades.

Overall I'm a fan of the mod, and I'm glad you're keeping it updated, I just wish the ability to buy items was limited by research to prevent it being overpowered.

Re: [MOD 0.12.X] Galactic Trade

Posted: Tue Dec 29, 2015 12:58 am
by alvin992
hi i new starter to this mod, i download this mod and got this error. those red circle make me error when i clicked them .
i attached the control.lua which i download from https://forums.factorio.com/forum/vie ... 60#p116736. i tried to use the main page version. if i download from main page, it give me plenty error, like bootstrap couln't contain makefile and some 'game' error.

any idea about this?

Re: [MOD 0.12.X] Galactic Trade

Posted: Thu Dec 31, 2015 1:55 pm
by Airat9000
alvin992 wrote:hi i new starter to this mod, i download this mod and got this error. those red circle make me error when i clicked them .
i attached the control.lua which i download from https://forums.factorio.com/forum/vie ... 60#p116736. i tried to use the main page version. if i download from main page, it give me plenty error, like bootstrap couln't contain makefile and some 'game' error.

any idea about this?
yes i know
We are looking for a solution to this problem. 0.6.9 also the same bug.

https://forums.factorio.com/forum/vie ... 25&t=17695

Re: [MOD 0.12.X] Galactic Trade

Posted: Tue Jan 26, 2016 7:02 am
by Ninjadude501
Would anyone happen to be able to update this for 0.12.20? Or happen to have a working version already made that works in a 0.12 version of Factorio that I can download? I'd really like to use this mod, but I don't quite want to downgrade to 0.11.x if I don't have to.

Re: [MOD 0.12.X] Galactic Trade

Posted: Thu Jan 28, 2016 2:55 pm
by Airat9000
Ninjadude501 wrote:Would anyone happen to be able to update this for 0.12.20? Or happen to have a working version already made that works in a 0.12 version of Factorio that I can download? I'd really like to use this mod, but I don't quite want to downgrade to 0.11.x if I don't have to.

We are looking for a solution to this problem. 0.6.9 also the same bug.
please post and help all
0.6/9 work in 0.12/x to 0.12.12 version

https://forums.factorio.com/forum/vie ... 25&t=17695

Re: [MOD 0.12.X] Galactic Trade

Posted: Sat Feb 06, 2016 4:16 pm
by clarkie912
I downloaded GalacticCraft for factorio 0.12.22 and when I tried to load my world it had an error : __GalacticTrade__/control.lua:2: __GalacticTrade__/prototypes/scripts/trading-chest.lua:29: attempt to index global 'game' (a nil value)
Please help it looks like a fun mod but i cant play it
(I have multiple Mods installed as well)

Re: [MOD 0.12.X] Galactic Trade

Posted: Sat Feb 06, 2016 5:07 pm
by daniel34
clarkie912 wrote:I downloaded GalacticCraft for factorio 0.12.22 and when I tried to load my world it had an error : __GalacticTrade__/control.lua:2: __GalacticTrade__/prototypes/scripts/trading-chest.lua:29: attempt to index global 'game' (a nil value)
Please help it looks like a fun mod but i cant play it
(I have multiple Mods installed as well)
There is an unofficial update for 0.12.20+, try that one: [MOD 0.12.20] GalacticTrade [Unofficial Updated Mods / Unofficial Patches]
Also, please don't make the same post in more than one thread/forum.