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blackmarket2's Issues

Item Group Icon Size

If you change the icon size for the main item group in the entities.lua file, your icon won't be cut off anymore.

		icon = "__BlackMarket2__/graphics/black-market-group.png",
		icon_size = 64,  (was 32)

Automatic trade

Hello! I would like to use an automated buy / sell based on the current price. How to get the current price for a resource in logic elements, please tell me.

Problem with Auto Buy

When I queue to buy something and I've put a limit to a stack of an item when auto-buy happens instead of consuming one item's worth of units, it consumes the amount that requires to buy the amount that I've put in the auto-buy. :\

To put it simply, when the chest is full, instead of buying the amount needed to fill the chest up, it buys amount that I've set and wastes the units, which isn't really nice since it adds items to fill the chest.

Example.

I've 199 Iron plates in a slot.
I've set to auto-buy 200 plates per transaction
Every time the chest buys plates, it pays for 200 plates, but I only get 1 plate.

By the way, I've enabled the "Limit part of the inventory so it can't be filled by machines".

General price multiplier

It would be nice to have a general price multiplier for the final prices.
For example:
final price = calculated price x multiplier

good A = 100; multiplier = 2 => final price good A = 200

Nullius

am i missing something or does nullius kinda kill the buy and sell tanks/chest atleast i cant find them in any menu

Way too many items are set to cost 0, and other price problems

Bob's Ultimate Stack Inserters cost 0.
Bob's level 8 modules cost 0.
Bob's level 3 beacons cost 0.
All of Vortik's Deep Core chunks all cost 100, when they produce far more in ore. Some make 200 ore, some 100.
Electric engine units cost 0.
All the components from Space Extension cost 0.

This is not an exhaustive list. At the very least, these should not be defaulting to 0. Make them cost something.

And if you need something more robust to figure out costs of things, you can come look here https://github.com/James-Fire/Factorio-Tiberium/blob/Beta/Factorio-Tiberium/scripts/DynamicOreRecipes.lua

And talk to the guy that made it here https://discord.gg/Vt3hsrR

Error placing Buy Chest. (Source of Issue Found)

Found Source of issue for the following error
The mod Black Market 2 (2.0.4) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event BlackMarket2::on_built_entity (ID 6)
BlackMarket2/control.lua:2057: attempt to index field 'coal' (a nil value)
stack traceback:
BlackMarket2/control.lua:2057: in function <BlackMarket2/control.lua:2010>

I have noticed that when I first place the sell chest sometimes both stone and coal when pressing the 'Evaluate' Button will come back with 0, and I have to re-scan the market until they come back with prices, In one save this took several times, but I was saving the game after every research to see if it was research/mod related, but it has to do more with the way the game is giving the price to 'coal'. If there was any mod that might be impacting this I believe it might be 'Deadlock's stacking because I used noxy's stack size multiplier before, but when I added this mod, this issue crops up every once in a while and I think its because its somehow "Dodging" the scan. At any rate i've spent over 7 hours tracking down the source of this bug, and I can confidently say it has something to do with the way stone, and coal (The base resources themselves) are "scanned" into the market. Once these can be evaluated for more than 0 the buy chest will always place correctly and never throw the error again in that save. BUT if they evaluated at zero, that's when the error gets thrown.

Went back to try to source out the error more, I don't think the prices can be scanned into the market for the first time for the base resources when deadlock's stacking level 1 has not been researched yet. So this is BOTH related to a research gating the base items from being scanned in, until you have Deadlock's Stacking Level 1 Researched, Black Market Will not work. THIS IS FOR SURE THE SOURCE OF THE CONFLICT, Deadlocks Stacking (from the deadlock's Stacking Belt boxes and loaders) mod-pack, research gates your mods ability to scan the base resources for copper, Iron, coal and stone, and with Coal being indexed as null it throws the error when placing the buy chest. I have triple checked the source of this error, and can confidently trace it back to NOT having done this research, and then running the scan (Went back 30 minutes from before i found source from one of my many saves i was taking to resolve issue, and found that it is BOTH gated by the research and the lack of ability to scan those base resources into the market without deadlocks stacking 1 having been researched).
I have now triple confirmed this with two other fresh starts, So longs as you have deadlocks stacking level 1 researched, and black market researched, it will work without errors. Deadlocks Stacking Level 1 research is the source of the issue for your mod that people have been having conflicts with.

Fresh Start With Mods2.zip

This save throws the error.

More than that if you want to re-create the error yourself, Load a new game with this modpack, and these map settings.

eNpjZEAAewaGA/acLMn5iTmrV62yY2BoAIowOHAl5xcUpBbp5
helIgtzJheVpqTq5meiKk7NS82t1E1KLE6FCEGwSEZxbopuelFiW
WZJYl5maS7CNBBosOfILMrPQ7eCtbgkPw9VpKQoNbUYyLAHioJN5
i4tQjMQopKB0Tdeu72hRY4BhP/XMyj8/w/CQNYDoDwIMzA2AFUDV
QLFoIBFIjk/r6QoP0e3OLWkJDMv3SqxtMIqKTOxmFPXQM/QAAQ0s
ClJK0otLE3NS660yi3NKcksyMlMLeIw0gNrMJBF15Gbn1lcUlqUC
jaZA2iwKUiZLk5lWE031DMGA9bknMy0NAYGBUcgdgL7i5Fxh1zr6
8Ad8+wZIf7Sc2D8Dwb8DhCRA0lQBoMnlOEwH7dUP0zEBMkciO2f7
RGMapF17g+rSoCWQpVzOCAYEMkWkCQjY7xkqvuXmuV2jH9Wfrzkm
5Rgz+ixfs+sT9e77IDS7CAvMMGJWTNBYCfMKwwwMx/YQ6Vu2jOeP
QMCb+wZWUE6RECEgwWQOODNzMAowAdkLegBEgoyDDCn2cGMEXFgT
AODbzCfPIYxLtuj+0PFgdEGZLgciDgBIsAWwl3GiAgwB3mYrCRCC
VC/EQOyG1IQPjwJs/Ywkv1oDlFBighMf6CJqDhgiQYukIUpcOIFM
9w1wPC8wA7jgVIDM4gBUvUFKAbhgXMW1CgILeDAjFSEfLBnWFz8N
xwA5Tj8Kw==<<<

Then start a new game yourself and use cheats (set QOL bonus in mod settings while playing to 9999 bonus mining/crafting speed or just add resources you need with)

/c game.player.insert{name="iron-plate", count=10000}
/c game.player.insert{name="copper-plate", count=10000}
/c game.player.insert{name="automation-science-pack", count=10000}

Race your research (I've removed any mods gating it)

and place the buy chest before placing a sell chest or scanning the market to re-create this error.

Research deadlocks stacking level 1 and you'll notice you can scan and place buy chest fine after.

Still love your mod which is why i've been hunting down the source of this issue.

image

You'll notice there are no prices for Stone/Coal or several of the ores in fact.

Vs

image

The problem with prices

Rocket fuel used to cost 150,000 per unit and then suddenly became worth 16 What could be the reason?
All my sales are down and now I don't know how to fix it
fact

Incompatible with deadlock's loaders

I can assume the incompatibility mark with the mod is set because of Deadlock's compressed items, but that shouldn't rule out the mod when having beltboxes disabled in mod settings.

Those items are named properly though, it is relatively easy to distinct compressed and non-compressed item and that is also true with my Simple Compress mod (which you haven't blacklisted).

Freeze with vanilla, pricing solution idea

a) Putting down a buy-tank after /cheat command results error message:

The mod Black Market 2 (2.1.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event BlackMarket2::on_built_entity (ID 6)
__BlackMarket2__/control.lua:2071: attempt to index field 'crude-oil' (a nil value)
stack traceback:
	__BlackMarket2__/control.lua:2071: in function <__BlackMarket2__/control.lua:2020>

Versions of activated mods:
base 1.1.91
black market 2.1.1
flib 1.12.9


b) FNEI has a mod selector in play (settings, 2nd tab) where I can select the mods from which recipes could be used.
You already have a recalculate button in game, perhaps a similar setting could be included?
Then it's not your problem anymore - if we wanna use Transport Drones we are who should de-activate the recipes from there.

Thank you, and have a good time!

Multiplayer "Neutral Chest" Bug

I ran into an issue in multiplayer where items in a chest would disappear, I would receive no money, and the UI to edit the buy or sell settings did not show when opening a trade chest.

I have done the legwork of finding out why. In multiplayer, there is an option for "neutral chests" to allow the looting of each others goods.

Enabling this setting creates a scenario where items will be sold at the default "every hour" interval (which cannot be changed by the player) - and the money will be awarded to the "neutral" faction instead of any players.

If the mod could be tweaked such that trade chests were able to ignore the "Neutral faction" setting to allow looting AND trading in multiplayer games -- that would be great.

However, if not, I am simply placing this here to let everyone know that BlackMarket2 trade mod is not compatible with the "neutral chests" multiplayer setting.

Factorio error

When I loaded it from the save data, I got the error shown in the figure below.
image

Minilpaders

Your mod works, exept the miniloaders don't show up in the buy list, but I can craft these.
Mod list:
asdfg.zip

AlienSpaceScience_0.0.13
BeltUpgrader_1.0.3
Big_Brother_0.5.2
BlackMarket2_1.2.6
bobassembly_0.18.2
bobgreenhouse_0.18.0
boblibrary_0.18.0.
boblogistics_0.18.5
bobmodules_0.18.2
bobpower_0.18.4
bobtech_0.18.2.
DarkModules_0.5.1
DeepMine_0.5.4
DiscoScience_1.0.2
far-reach_0.18.0.
GatlingPulseLaser_1.18.1
leighzerscienceores_0.2.0
Long_Range_Radar_0.18.0
miniloader_1.10.8
necromant_0.18.7
NoCollision_0.0.5
Texugo_windgenerator_0.18.3
themightygugi_longreach_1.18.0.
UltimateBelts_0.18.2
Unlimited-Resources-18_1.1.0
Warehousing_0.3.0
windturbines_0.18.11

[Suggestion] Better price scanning

I play with Bob's/Angel's modpack along with other mods such helicopters, hovercraft and many more. These thing are very. Very. Insaly expensive to build and to research.

With Black Market you are one click away from just getting an helicopter, which is a few days of investment. More if you have mods that increase the aggressiveness and difficulty of the bitters, especially early game.

What I'm suggesting is to greatly lower ore sell prices, perhaps based on difficulty to get. It might be hard to code, however. I dunno. Here is how I was thinking it'd check the difficulty:

Research > Research cost > Ingredient cost > Availability of said ingredients

To elaborate, by default let's say one iron ore is worth 50u.
This price is unreasonable, especially early game. However, it might be if it has to go through a tedious process, such as the one in the modpack I'm playing: Mining deposit > Crushing the deposit > Sorting the crushed deposit > Yields one or two ore depending on which deposit it is.

This is an example of how complex it can be and how logical the prices should be. Currently I have 16k of lead ore, one unit of lead ore is worth 3,205u. That's 51,280,000u worth of money. No need to tell that with this amount of money, I could literally reach the endgame in an hour, and I'm barely touching the mid game right now.

That's my two cents, I just downloaded the mod and thought it was so damn cool I'd try to help improve it.

Edit: Also, a stock exchange rate would be incredible. The more you sell one item, the less gain you get out of it. Not sure if lowering the price due to low demand would be very balanced, so I'm not gonna suggest that.

Index error when using "Only enable items researched"

Factorio version: 1.1.48
BlackMarket2 version: 2.1.0

Steps to reproduce:

  1. Set "Only enable items researched" to true in mod settings
  2. Start new game
  3. Use editor to get a Trading tank (buy)
  4. Place tank

Results in the following error:

The mod Black Market 2 (2.1.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event BlackMarket2::on_built_entity (ID 6)
BlackMarket2/control.lua:2071: attempt to index field 'crude-oil' (a nil value)
stack traceback:
BlackMarket2/control.lua:2071: in function <BlackMarket2/control.lua:2020>

The error doesn't happen with "Only enable items researched" disabled.

Error

Error while running event BlackMarket2::on_built_entity (ID 6)
BlackMarket2/control.lua:2071: attempt to index field 'crude-oil' (a nil value)
stack traceback:
BlackMarket2/control.lua:2071: in function <BlackMarket2/control.lua:2020>****

Scale the icons

Hi, could you please scale the icons? Permanent or configurable. Be like the one on the right.
+will also be glad if you increase the window size of the mod itself.
image

"Only enable items researched" It doesn't work.

I turn this setting on to keep myself from buying something I haven't researched, but nothing changes. I can buy myself any End-Game item and easily skip the stage, bypassing almost all technology. Even for example, I can build a spaceship while staying in the Iron Age.

Error placing Buy Chest. 2.0.4 DID RESOLVE!

The mod Black Market 2 (2.0.3) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event BlackMarket2::on_built_entity (ID 6)
BlackMarket2/control.lua:2053: attempt to index field 'coal' (a nil value)
stack traceback:
BlackMarket2/control.lua:2053: in function <BlackMarket2/control.lua:2009>

This error happens when U place the buy chest.

Error does not seem to be related to Krastorio2.

AndrewBramModSave.zip

AndrewBramModSave 2.zip

Image is of a mod save I had where Black Market 2 was previously working.

image

Just to add to the fun and confusion, I just synced my mod settings to save save where it did work, and it did not let me place the chest after the sync (Which to me suggests that its something happening during map creation).

Also with my Current mod loadout, I am capable of loading my save without Syncing and the Black Market 2 mod will work with all of the new mods installed.

Bram Solo Mods.zip
This is the save where it worked (Not that its relevant, just in case its needed)

Save orders in blueprint

Saving a chest or tank's order in the blueprint would be useful.
If that's not possible, a list of "favorite" orders to quickly assign might be nice to have.

Modded items cost 20u

(Crosspost from the factorio mod forum)

Hi!

Played factorio a few years ago and really enjoyed Blackmarket, so I am really glad to see that someone has picked up the code and further developed it, good man!

Testing this in a game with AngelBob and Pyanodon we are having trouble with a lot of the items having price of 20u, which seems to be the unknown item price. For example, saphirite ore is correctly priced at 30u, but crushed saphirite is priced at 20u.
Ive tried disabling pyanodon but still same problem. Any idea on how we might fix this?

Error with Gold Mining mod

With the Gold Mining mod running along side this one, Black Market 2 fails to load. Below is the message that I end up with when attempting to run them together.

Error_with_gold_mining_mod

I have no idea what I'm looking at here, just reporting an error/bug where you requested we put 'em.

(Suggestion) More logic control

I think it would be nice to have an object price combinator and the ability for the circuit network to read the total price of a trading container's contents

Sudden issue with currency

Just as of today, for some reason the currency value resets the 'nanu' constantly every sale, no matter what I set the value to it still occurs, reinstalling the mod doesn't work either, along with multiple items having an infMu- value with rescanning making no difference

Compatibility issues with Transport Drone (a mod made by Klonan)

For some reason, the prices of some items (both modded and vanilla) had been skyrocketed when you install Transport Drone into the game, they become way more expensive than they used to be (nearly 400 billion for a piece of biomass from Krastorio 2), it would be nice if you can somehow contact with the mod's author to see what's the problem and how to fix it.

346,451,529,876u

I don't know how and why but some modded items on second step of production already have 346,451,529,876u cost. Example seeds from Bio Industries mod.
Same situation happening with items which cannot be producted and only drop from bitters. Example (but very weird) artifacts and it's small version from Bob's Enemies mod have 1:50 production cost and they have same 346,451,529,876u cost.

Options manipulation doesn't seems to help or change costs

Help

What mod settings do I need to set to stop prices fluctuating

Bob's mods sulfur is missing

I have researched all techs that produce sulfur, even the advanced oil processing to cover some middle-steps. Sulfur is supposed to be in "intermediate-products" category according to item filters but it's not visible.

It has several recipes so i don't know how this mod is meant to deal with it, but it would be nice to buy just the lacking blue science components instead of the full packs to save money.

I have the all bob's mods, but to test you need primarily "Bob's Metals, Chemicals and intermediates mod", "Bob's ores" and their requirements.

Recipes (FNEI):

  1. 50 Sulfur dixide + 80 Hydrogen => 5 Sulfur.
  2. 50 Hydrogen sulfide + 25 Oxygen => 5 Sulfur.
  3. 30 Water + 30 Petroleum gas => 2 Sulfur. (Edit: Disabled recipe!)
    ( 4) Potentially also direct mining recipe but i don't see ore in my map... )

:Suggestion: economy/pvp idea

how hard would it be to add a only be able to buy items that have been sold before option,

i was talking to somepeople and the idea of a bunch of players all building their own factory and selling items and changing the market came up and how we should only be able to buy items that have been sold before

as well as money should be team based if it already isnt

is this possible or not?

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