Re: [MOD 0.13] Black Market (sell and buy on the market)
Posted: Fri Dec 07, 2018 8:02 pm
py mods in many cases the sum of the cost of the input is >>> then the sum of the exports not to mention power used
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I know it is a late response, but it can. I noticed fluids (oil) are weirdly priced.immortal_sniper1 wrote: Fri Dec 07, 2018 5:52 pmcan the price drop for a item lower then the sum of its components?binbinhfr wrote: Fri Dec 07, 2018 2:44 pm
if you want to learn more about prices construction, you can read the description tab in the first post of this thread.
some settings are available in the config.lua file if you want to tweak all this.
in py mods some items are cheeper then their components and the only thing that is worth buying is stuff that is slow to makeJohnRoads wrote: Wed Jan 16, 2019 4:12 pmI know it is a late response, but it can. I noticed fluids (oil) are weirdly priced.immortal_sniper1 wrote: Fri Dec 07, 2018 5:52 pmcan the price drop for a item lower then the sum of its components?binbinhfr wrote: Fri Dec 07, 2018 2:44 pm
if you want to learn more about prices construction, you can read the description tab in the first post of this thread.
some settings are available in the config.lua file if you want to tweak all this.
hi, i think i had several other mods running, but had to click them a few times (or minimise them/move them if they allowed to left or top) and then i had enough room to use this mod to just about scroll through the items list for pymods. (some of the evogui and other speedup mods let you configure the gui and how many buttons appear on the top of left of the screen.)immortal_sniper1 wrote: Sun Nov 25, 2018 7:39 pmweird i cant get it to work at allfoodfactorio wrote: Sun Nov 25, 2018 2:10 am ok thanks binbin for your support and making the mod with at least the versions of the games, we all get busy times no problem
for pymods, it should be ok, i used it to get a pymod robot (via my ealier link i think) and there wasnt any hard block as far as i remember
??? of course not. I made this mod to be played standalone, or in a party. The challenge is just an idea on top of the mod.noob_hoarder wrote: Sun Jan 27, 2019 10:21 pm Oh... The mod cannot be played standalone, it's just for the challenge?! That should've been made clear in the mod description IMO. :-\
Thanks Sullipau for clearing this up.![]()
Actually there is now a full support for email notifications on new comments and topics etc, has been for quite many months.For details, complete screenshots, discussion, suggestions, questions or bug reports, please use the dedicated thread on the forum (link above), because there is no email notifications on this portal for the moment.
There's a "Notifications" link under "Logout" at top right.binbinhfr wrote: Wed Jan 30, 2019 10:39 am alas, I do not receive any mail notification when there is a new post on one of my mods on the portal. I did not find any settings to enable this.
Ah, there's a tech that allows me to build one without having the 10k uCoins i thought i needed? Now i get it. So the "no ores, therefore no tech research until after using the market" was part of the challenge and not of the mod... Okay then, new research path incoming.binbinhfr wrote: Sun Jan 27, 2019 11:51 pm??? of course not. I made this mod to be played standalone, or in a party. The challenge is just an idea on top of the mod.
But you have to build the first trading chests using a few basic materials that you have to collect. That's the usual way Factorio works...
I would like to take over your work. I have slightly modified the mod so it can interface with another mod I am working on now.binbinhfr wrote: Wed Jan 16, 2019 9:58 pm Sorry guys, I do not play or program anymore. Prices are automatically and iteratively calculated using the existing available recipes tree. But some mods have strange or multiple recipes to construct the same item, so some prices can be weird. In this case, you can hard-define some prices in the config.lua file. Note : the price of an item should never be lower than the price of its components. Any error is due to these strange/multiple recipes.
Yes, it's ok for me that you take over the work under a separate release, with correct creditstotobest wrote: Thu Feb 14, 2019 2:22 pm I would like to take over your work. I have slightly modified the mod so it can interface with another mod I am working on now.
Let me know if you would like to discuss. If not, I will create a separate release with credits to you.
Thank for the report. Yes, that's a bug. Fixed prices are not really fixed over time.usafphoenix wrote: Thu Feb 21, 2019 11:17 am selling large amounts of u-coin results in uCoin becoming valued at 0u. whereas mod description /documentation lists it as always being 1u.
(3rd-party mod edit to add recipe to sell item for ucoin) dunno if that's important
Fixed in 1.1.2 !usafphoenix wrote: Thu Feb 21, 2019 11:17 am selling large amounts of u-coin results in uCoin becoming valued at 0u. whereas mod description /documentation lists it as always being 1u.
(3rd-party mod edit to add recipe to sell item for ucoin) dunno if that's important