Mega Black Market


Mega Black Market is a Factorio mod that introduces an advanced economic system, allowing players to buy and sell items, fluids, and energy through a universal black market.

Utilities
a month ago
2.0
1.76K
Circuit network Power Storage

g BUGS REPPORT

2 months ago

SEND BUGS REPORT AND HOW TO RECREATE THEM

2 months ago

had a sell chest to automatically sell when own inventory was = 160, item filter set for barrels of sulfuric acid

The mod Mega Black Market (1.0.3) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event MegaBlackMarket::on_tick (ID 0)
LuaGuiElement API call when LuaGuiElement was invalid.
stack traceback:
[C]: in function 'newindex'
__MegaBlackMarket
/control.lua:766: in function 'gui_sell_all'
MegaBlackMarket/control.lua:1421: in function <MegaBlackMarket/control.lua:1363>

a month ago

had a sell chest to automatically sell when own inventory was = 160, item filter set for barrels of sulfuric acid

The mod Mega Black Market (1.0.3) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event MegaBlackMarket::on_tick (ID 0)
LuaGuiElement API call when LuaGuiElement was invalid.
stack traceback:
[C]: in function 'newindex'
__MegaBlackMarket
/control.lua:766: in function 'gui_sell_all'
MegaBlackMarket/control.lua:1421: in function <MegaBlackMarket/control.lua:1363>

FIXED

a month ago

Tested and confirmed fixed, thank you.

a month ago

i have an error everytime i click the sell button

Error while running event MegaBlackMarket::on_gui_click (ID 1)
Only callable on choose-elem-button.
stack traceback:
[C]: in function 'newindex'
__MegaBlackMarket
/control.lua:803: in function 'gui_sell_all'
MegaBlackMarket/control.lua:1421: in function <MegaBlackMarket/control.lua:1388>

or if i set it to auto sell

Error while running event MegaBlackMarket::on_tick (ID 0)
Only callable on choose-elem-button.
stack traceback:
[C]: in function 'newindex'
__MegaBlackMarket
/control.lua:803: in function 'gui_sell_all'
MegaBlackMarket/control.lua:1738: in function <MegaBlackMarket/control.lua:1680>

a month ago

working on it

a month ago
(updated a month ago)

With other mods installed there might be this error aswell.

this happend while trying to place a furnace from this mod

Electric Furnaces Revamp
by AJBradburn

Error while running event MegaBlackMarket::on_player_cursor_stack_changed (ID 32)
MegaBlackMarket/control.lua:1357: attempt to index field '?' (a nil value)
stack traceback:
MegaBlackMarket/control.lua:1357: in function 'show_custom_tooltip'
MegaBlackMarket/control.lua:1366: in function <MegaBlackMarket/control.lua:1361>

Edit:
beside these errors i love the idea and implementation of the gui revamp
makes it way more enjoyable

a month ago
(updated a month ago)

With other mods installed there might be this error aswell.

this happend while trying to place a furnace from this mod

Electric Furnaces Revamp
by AJBradburn

Error while running event MegaBlackMarket::on_player_cursor_stack_changed (ID 32)
MegaBlackMarket/control.lua:1357: attempt to index field '?' (a nil value)
stack traceback:
MegaBlackMarket/control.lua:1357: in function 'show_custom_tooltip'
MegaBlackMarket/control.lua:1366: in function <MegaBlackMarket/control.lua:1361>

Edit:
beside these errors i love the idea and implementation of the gui revamp
makes it way more enjoyable


i have an error everytime i click the sell button

Error while running event MegaBlackMarket::on_gui_click (ID 1)
Only callable on choose-elem-button.
stack traceback:
[C]: in function 'newindex'
__MegaBlackMarket
/control.lua:803: in function 'gui_sell_all'
MegaBlackMarket/control.lua:1421: in function <MegaBlackMarket/control.lua:1388>

or if i set it to auto sell

Error while running event MegaBlackMarket::on_tick (ID 0)
Only callable on choose-elem-button.
stack traceback:
[C]: in function 'newindex'
__MegaBlackMarket
/control.lua:803: in function 'gui_sell_all'
MegaBlackMarket/control.lua:1738: in function <MegaBlackMarket/control.lua:1680>


Fixed all two bugs

a month ago

Awesome, just tested and its working.

just another question i was thinking about something today and im up to get into modding myself, but i have not that much experience in it,
but since your fast response to this i might just ask if you are interested in some mod "idea" i had today.
if you are interested

a month ago

xD it's just for fun....when factorio 2 come, the original mod was a bit too late for update... and then i decide to start learning factorio api and made 70% of mod from scratch, remaining 30% is the original mod Black market 2 and his price calculate system

a month ago

i see, i have some belt idea but im far from even know how to start so i just asked ^^

a month ago

sorry for this.
happened while clicking add order on buying chest

Error while running event MegaBlackMarket::on_gui_click (ID 1)
MegaBlackMarket/control.lua:664: attempt to concatenate field '?' (a nil value)
stack traceback:
MegaBlackMarket/control.lua:664: in function 'gui_add_order'
MegaBlackMarket/control.lua:682: in function 'gui_add_new_order'
MegaBlackMarket/control.lua:1496: in function <MegaBlackMarket/control.lua:1479>

a month ago

xD add me on discord : ZeroAinz i will give to you the testing versions

a month ago

I absolutely love the concept of this mod, but I sadly got an error message when I hit ctrl+c:

157.524 Error MainLoop.cpp:1429: Exception at tick 3959796: The mod Mega Black Market (1.0.6) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event MegaBlackMarket::on_player_cursor_stack_changed (ID 32)
MegaBlackMarket/control.lua:1470: attempt to index field '?' (a nil value)
stack traceback:
MegaBlackMarket/control.lua:1470: in function 'show_custom_tooltip'
MegaBlackMarket/control.lua:1482: in function <MegaBlackMarket/control.lua:1477>
294.896 Info AppManager.cpp:339: Deleting active scenario.
295.868 Quitting: user-quit.
296.323 Steam API shutdown.
296.329 Goodbye

a month ago

can you give a mod list if you have it and it appears every time or some times?

[deleted message]
a month ago

To answer your question, this happens every time I press ctrl+c

a month ago
(updated a month ago)

Got three for ya:

Typo in control.lua on ln 1816 and ln 1822, nill instead of nil.
ngl I still reflexively type null like every other language when I have to work in lua, so I get it lol

Error while running event MegaBlackMarket::on_tick (ID 0) LuaGuiElement API call when LuaGuiElement was invalid. stack traceback: [C]: in function '__newindex' __MegaBlackMarket__/control.lua:929: in function 'gui_sell_all' __MegaBlackMarket__/control.lua:1856: in function <__MegaBlackMarket__/control.lua:1798>
Triggered when an autosell goes off while any other market is open
The issue: gui_btn_sold isn't reliably falsey, and market_opened is the opened market, not whether the currently-open market is the market doing the sale.
Easy example fix, something like hoisting market_opened == market to a local in the on-tick fn and replacing all current refs to market_opened to reference the new local.

Error while running event MegaBlackMarket::on_player_cursor_stack_changed (ID 32) __MegaBlackMarket__/control.lua:1470: attempt to index field '?' (a nil value) stack traceback: __MegaBlackMarket__/control.lua:1470: in function 'show_custom_tooltip' __MegaBlackMarket__/control.lua:1482: in function <__MegaBlackMarket__/control.lua:1477>
Triggered when holding a Factorissimo 3 factory building that has already been built
-- This is probably triggered whenever any super-custom modded entity gets picked up
-- Also probably the same error as HollowN
Crash fix:
add to conditional on ln 1481:: and storage.prices[cursor_stack.name]
Fixing beyond just crash (like, evaluating everything in the factory object) I'll leave to you.

[deleted message]
a month ago
(updated a month ago)

Got three for ya:

Typo in control.lua on ln 1816 and ln 1822, nill instead of nil.
ngl I still reflexively type null like every other language when I have to work in lua, so I get it lol


didn't see that :),tnx


Error while running event MegaBlackMarket::on_tick (ID 0) LuaGuiElement API call when LuaGuiElement was invalid. stack traceback: [C]: in function '__newindex' __MegaBlackMarket__/control.lua:929: in function 'gui_sell_all' __MegaBlackMarket__/control.lua:1856: in function <__MegaBlackMarket__/control.lua:1798>
Triggered when an autosell goes off while any other market is open
The issue: gui_btn_sold isn't reliably falsey, and market_opened is the opened market, not whether the currently-open market is the market doing the sale.
Easy example fix, something like hoisting market_opened == market to a local in the on-tick fn and replacing all current refs to market_opened to reference the new local.


the fix for this upper a line of 909,921,929 check if market_opened == market(wich is in function)


Error while running event MegaBlackMarket::on_player_cursor_stack_changed (ID 32) __MegaBlackMarket__/control.lua:1470: attempt to index field '?' (a nil value) stack traceback: __MegaBlackMarket__/control.lua:1470: in function 'show_custom_tooltip' __MegaBlackMarket__/control.lua:1482: in function <__MegaBlackMarket__/control.lua:1477>
Triggered when holding a Factorissimo 3 factory building that has already been built
-- This is probably triggered whenever any super-custom modded entity gets picked up
-- Also probably the same error as HollowN
Crash fix:
add to conditional on ln 1481:: and storage.prices[cursor_stack.name]
Fixing beyond just crash (like, evaluating everything in the factory object) I'll leave to you.


that is the fix but in a other way before the if....it's because some times you pic a tool or not an item object and it isn't priced
if storage.prices[item_stack.name] then
if item_stack.quality then
storage.market_money_gui[player.index].lbl_money_counter.caption = format_money(get_price_quality(storage.prices[item_stack.name].current, quality_type[item_stack.quality.name]+1))
else
storage.market_money_gui[player.index].lbl_money_counter.caption = format_money(get_price_quality(storage.prices[item_stack.name].current, 0))
end
end

a month ago

i dont know if this has something to do with having black market (the original) installed but inactive but when i start a py game i can only buy stuff i got the tech for and when i go to settings, remove the mark in the options, and add it again and then click on the buy chest i get a crash so it seems to be incompatible with py.

a month ago
(updated a month ago)

i dont know if this has something to do with having black market (the original) installed but inactive but when i start a py game i can only buy stuff i got the tech for and when i go to settings, remove the mark in the options, and add it again and then click on the buy chest i get a crash so it seems to be incompatible with py.

same thing happended to me like the previous reply.

Bug Report:
Error while running event MegaBlackMarket::on_gui_opened(ID 95)
Mega.../control.lua:624: attempt to index field '?'(a mil value)
Mega.../control.lua:624:in function 'gui_update_prices'
...lua:727:in function 'gui_update_orders'
...lua:1114: in function 'draw_menu'
that's it.

a month ago

fixed with last update, waiting for feedback ;)

a month ago

works now in py but stuff that i noticed so far that is missing and desparately needed:
an overview tab over items where i can check prices without having to check a buy box (like in the other mod when clicking the money icon)
a settings tab to recalculate prices (like the other mod has when clicking the gold coin). i tried to configure it a bit to test different price modes for py stuff and noticed that i dont know how to get the prices to reflect my changes. in the other mod i just click recalculate prices and all is done.
also, basically same issue as the other mod, for py, there are like 200 fluids/gases or so and ive just checked a little bit but the issue is the same as in at least half of them only have a base price of an unknown resource instead of something realistic. this breaks a lot of the resource chains for later products that rely on them.
e.g. an item with recipe depth 6 can cost 150 million but with recipe depth 7 it costs 20 (basic unknown price). this creates a lot of problems when trying to find good recipes to build because there is a huge gap between some items that should be similar in cost but arent. also, especially for py, i noticed with the other mod that the calculations for stuff that uses items in the building to create more of them (e.g. most of the plants and animals from alien life addon) have weird calculations. it probably has to do with there being multiple ways to get them (for the initital setup and then for the actual breeding). no idea if that can be fixed though

a month ago
(updated a month ago)

both mods defines original resources with a price and then they calculate the other recipes price....with py, with his tons of new resources....they aren't priced and i don't lknow how to estimate their price, this is the problem for the price...for now i can just post a update with a setting to set resource,items price to what you want

a month ago

Two bugs encountered so far:
1: When playing multiplayer (2 players), there is a purchase box that becomes an invincible item after placing it, you cannot interact with any item after triggering the bug, and when interacting you open the interaction interface and then close it directly.
2: There is a probability that clicking repeatedly in the purchase interface will cause the game to crash.

a month ago

not a bug report per se but im wondering how feasible it is to make 2 options, one that disabled everything except buildings, that way you cant "cheat" your production lines but you can use the mod as a QoL alternative to a mall. and that QoL is huge!
and maybe a second option that disables all (but buildings when enabled) except science.

the first one would be epic and the second one would be neat to have.

a month ago

wokring on this https://mods.factorio.com/mod/MegaBlackMarket/discussion/67392f14fa862941692dc1e9 ... this maybe will suit your case, and with taht will be a greater compatibility with other mods

a month ago

updated, get a try

a month ago

okay tested it on a new save and the feature is great! two things i noticed elsewhere though.
the other mod has a button to update prices (useful after changing settings). it seems you auto update the prices after changes but im not 100% sure. sometimes i change stuff but some prices dont change and im not sure if its not auto applied correctly or something. maybe its just a different reason but not having the price update button makes me wonder if something is not working right as there is no immediate feedback after changes that i notice.

the other thing is that in a running save i changed the tax rate (and recipe depth) and as soon as i quit the options the game crashes / i get an error. when i check in main menu the tax rate and recipe depth are the changed value but when i load the save the old values were back and changing them again leads to a crash again. i started a new game and in a new game the new values (the ones the main menu shows) are applied.

and one option that might be neat would be to disable buying higher quality items or even better, be able to select which tiers are buyable and which arent (e.g. have only tier 1-3 buyable but not tier 4-x(in case of mods adding more tiers))

a month ago

Will work on this

a month ago

okay tested it on a new save and the feature is great! two things i noticed elsewhere though.
the other mod has a button to update prices (useful after changing settings). it seems you auto update the prices after changes but im not 100% sure. sometimes i change stuff but some prices dont change and im not sure if its not auto applied correctly or something. maybe its just a different reason but not having the price update button makes me wonder if something is not working right as there is no immediate feedback after changes that i notice.

the other thing is that in a running save i changed the tax rate (and recipe depth) and as soon as i quit the options the game crashes / i get an error. when i check in main menu the tax rate and recipe depth are the changed value but when i load the save the old values were back and changing them again leads to a crash again. i started a new game and in a new game the new values (the ones the main menu shows) are applied.

and one option that might be neat would be to disable buying higher quality items or even better, be able to select which tiers are buyable and which arent (e.g. have only tier 1-3 buyable but not tier 4-x(in case of mods adding more tiers))


1# fixed
2# fixed
3# idea in work - next update (to night)


Two bugs encountered so far:
1: When playing multiplayer (2 players), there is a purchase box that becomes an invincible item after placing it, you cannot interact with any item after triggering the bug, and when interacting you open the interaction interface and then close it directly.
2: There is a probability that clicking repeatedly in the purchase interface will cause the game to crash.


1# fixed
2# i'cant replicate it....it's hard...try to update to last version
fixes in next update


a month ago

Updated with fixes + new feuture

a month ago

gonna test the new feature in a couple of hours. one more thing that i noticed is that for automatic sell to work you HAVE to set the filter on what to sell. thats a slight bit annoying when i dont really care whats in the chest and just want him to sell everything thats in it. maybe have a toggle for "sell all" for the automatic option so you dont have to filter it (and maybe make it default as well as otherwise, i already thought it was bugged :D)

a month ago
(updated a month ago)

okay so quality is blocked now, thats good. but im playing on 100x science so it might be a while until i unlock the first quality for anything so i would like to ask on how this works exactly. say, i managed to build a legendary gun turret. can i now buy legendary gun turrets, or everything legendary? and how does it work when qualities are skipped (with high quality % from mods for example)? do you get the inbetween qualities unlocked as well or only the one you got? either would be fine but i would like to know how its supposed to work :)

edit: nvm i guess i got hoe it works. by checking if the tech that unlocks that quality is unlocked and then unlocks all items of that quality as well. would be cool to have to unlock it per item, as in you need to produce one of that quality and then unlock it, but thats probably a bit too much to ask for

a month ago

i just remembered something else that is kinda important and missing. an overview over sales / buys.

to be able to calculate how much money im earning per real game minute / second / hour i now need to check every single chest and check how much it sold. but it only says total and not last period or something.

the best obviously would be to have it integrated into the production statistics panel but i dont know if thats even possible at all.
second best would be to have a button to open a window that shows the total value of buys / sells in the last real life second, minute and hour of all chests. bonus points if you can filter it and get total statistics for certain items etc, which might be useful when having very large or multiple factories producing the same thing and you want to check how well that product is doing vs another one.

i guess you get the idea :)

a month ago

Hi I just got the update a bit ago and now get this error:
Error while running event MegaBlackMarket::on_tick (ID 0)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
[C]: in function 'index'
__MegaBlackMarket
/control.lua:1855: in function 'calculate_signal_value'
MegaBlackMarket/control.lua:1890: in function <MegaBlackMarket/control.lua:1878>

Is it possible to roll my version back a little bit?

a month ago
(updated a month ago)

Try this link
Can you explain better when it happens and give a save game file or the modlis file?

a month ago

Well crap... I can't reproduce it anymore! I think it may have been a problem with my computer, I have a habbit of waiting a couple of weeks between restarting. It restarted itself while I was at work and suddenly I don't get the crash anymore. If it matters I was simply doing nothing, but the ID 0 implies to me it's because I have all of my selling chests refer to variable 0 == 0 to determine to sell because I'm lazy.

a month ago

xD fixed maybe the crash, but you can just pu a random item == 0 and sell automaticaly

a month ago
(updated a month ago)

another thing i noticed is that when i have a buy chest and i copy and paste its settings onto another one then it copies the current settings but when i change one of them later (either the first or the second, doesnt matter), it also changes the item / value / settings of the one i copied from. its nice that this is possible but imo it shouldnt be default and it should definitely be an option.

imagine when someone builds huge factory, copy pastes the chests and then rebuilds parts of it or adjusts them and suddenly all chests are changed. pure chaos, especially on very large builds

and please dont forget about the statistics window... not sure if you saw my previous comment :)

a month ago
(updated a month ago)

another thing i noticed is that when i have a buy chest and i copy and paste its settings onto another one then it copies the current settings but when i change one of them later (either the first or the second, doesnt matter), it also changes the item / value / settings of the one i copied from. its nice that this is possible but imo it shouldnt be default and it should definitely be an option.

imagine when someone builds huge factory, copy pastes the chests and then rebuilds parts of it or adjusts them and suddenly all chests are changed. pure chaos, especially on very large builds

and please dont forget about the statistics window... not sure if you saw my previous comment :)
Didn’t notice previous comment, wil work on it and on the bug

a month ago

@TheGaijin87

edit: nvm i guess i got hoe it works. by checking if the tech that unlocks that quality is unlocked and then unlocks all items of that quality as well. would be cool to have to unlock it per item, as in you need to produce one of that quality and then unlock it, but thats probably a bit too much to ask for
a good idea...but it's hard to create xD, need to trace all created items(huge impact on performance i think)


  • whatever: for now i will create a discussion with feutures to implement if possible, write all this there... i'm losing in between bugs and sugestions :)
a month ago

i read your changelog but when putting a new chest down and selecting automatic, without inputting any item / signal in the field below it still doesnt automatically buy. not sure if thats whats supposed to be fixed but if it is, its not working for me

a month ago

xD it was fixed but in next update(in a hour) it will work by just click automatic, all conditions will met 0 = 0 -> do stuf

a month ago

awesome! :)

a month ago

hmm, it seems my message from yesterday didnt get through. what i was saying is that it seems as if fluids dont get automatically sold. i had a tank trying to auto sell sulfurid acid and i can sell it manually but automatically nothing happened. not when selecting no item / condition, nor when selecting one. it only seems to work when selecting exactly the item thats in it (in this case sulfuric acid). as this is different from how chests work im assuming its a bug?

a month ago
(updated a month ago)

it's first time when you write about this bug xD, wil check it after the craft to buy mechanic(for items and quality)...better to say with that update i think i will fix it

a month ago

okay i will check it out then. and another thing, that i also noticed with the original mod. im unsure if the recipe depth calculation is correct. there are items (although i noticed this mainly in py) where recipe depth 10 an item costs, say, 10 million, recipe depth 11 it costs 800k and recipe depth 12 it costs 25 million. as far as i understood it, recipe depth should be progressive. if a recipe has 15 steps, all steps up to recipe depth 15 should be progressive and depths >15 shouldnt change its value. but for py the prices sometimes vary wildly, higher or lower. im assuming this has something to do with unknown items being in the chain as sometimes it goes from like 10 million to 20 (or whatever the base for unknown items is) and next recipe depth higher or lower it changes to something normal again.

im not sure if this is also the reason why in my current playthrough, selling military science is worth 11k while the ingredients combined are worth 15k. shouldnt produced items always be worth more than their ingredients?

a month ago

I have to be honest... this is the only thing left from the original mod code: the price evaluation... maybe the next big thing, is to rewrite that from scratch :| and show to the player unknown prices before at game start :/

a month ago

hmm. im always getting expired csrf token errors on this mod portal, which is why my messages arent going through. weird

btw you can technically get infinite money (although very, very, very slowly). copy and paste something and save as blueprint, no matter what, sell the blueprint for 223$ with my current settings. 100% profit :D

a month ago

xD you mean, desable blue print from selling

a month ago

The mod Mega Black Market (1.2.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event
MegaBlackMarket :: on_player_main_inventory_changed (ID 35)
MegaBlackMarket /control.lua:2616: attempt to index a nil value
stack traceback:
MegaBlackMarket
<
MegaBlackMarket

_/control.lua:2616: in function
/control.lua:2615>

When entering in blueprint lab from blueprint sandbox mod.

a month ago

The mod Mega Black Market (1.2.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event
MegaBlackMarket :: on_player_main_inventory_changed (ID 35)
MegaBlackMarket /control.lua:2616: attempt to index a nil value
stack traceback:
MegaBlackMarket
<
MegaBlackMarket

_/control.lua:2616: in function
/control.lua:2615>

When entering in blueprint lab from blueprint sandbox mod.

  • Fixed
a month ago

hmm. im always getting expired csrf token errors on this mod portal, which is why my messages arent going through. weird

btw you can technically get infinite money (although very, very, very slowly). copy and paste something and save as blueprint, no matter what, sell the blueprint for 223$ with my current settings. 100% profit :D

for now, if you enable unknow tech you can just go and sell energy, build bigger plants, sell more energy.... xD profit

a month ago

getting error on selecting the item gui for what to buy

The mod Mega Black Market (1.2.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event MegaBlackMarket::on_gui_click (ID 1)
MegaBlackMarket/control.lua:1389: attempt to index global 'item_prices' (a nil value)
stack traceback:
MegaBlackMarket/control.lua:1389: in function 'draw_elem_gui'
MegaBlackMarket/control.lua:2196: in function <MegaBlackMarket/control.lua:1827>

a month ago
(updated a month ago)

getting error on selecting the item gui for what to buy

The mod Mega Black Market (1.2.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event MegaBlackMarket::on_gui_click (ID 1)
MegaBlackMarket/control.lua:1389: attempt to index global 'item_prices' (a nil value)
stack traceback:
MegaBlackMarket/control.lua:1389: in function 'draw_elem_gui'
MegaBlackMarket/control.lua:2196: in function <MegaBlackMarket/control.lua:1827>

  • Fixed
a month ago

it happen when i click equiment slot.
if i shit click to put equiment in it will be fine
but if i click on equiment grid it crash

The mod Mega Black Market (1.2.2) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event MegaBlackMarket::on_player_placed_equipment (ID 41)
LuaEquipment doesn't contain key valid_for_read.
stack traceback:
[C]: in function 'index'
__MegaBlackMarket
/control.lua:1859: in function 'set_craft_to_unlock'
MegaBlackMarket/control.lua:2864: in function <MegaBlackMarket/control.lua:2862>

a month ago

it happen when i click equiment slot.
if i shit click to put equiment in it will be fine
but if i click on equiment grid it crash

The mod Mega Black Market (1.2.2) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event MegaBlackMarket::on_player_placed_equipment (ID 41)
LuaEquipment doesn't contain key valid_for_read.
stack traceback:
[C]: in function 'index'
__MegaBlackMarket
/control.lua:1859: in function 'set_craft_to_unlock'
MegaBlackMarket/control.lua:2864: in function <MegaBlackMarket/control.lua:2862>

  • Fixed
    update
a month ago
(updated a month ago)

dont know if this is a bug, intended, or not doable at all but the production window does show the amount of money earned (coins produced) but thats only the money you got from sales and doesnt include the money you lost from buys, so its not a real balance sheet. dont know if its possible at all to subtract bought coins from this so it shows real balance

also, i tried changing some science prices (mainly space science) but it wouldnt change anything after changing the values

a month ago
(updated a month ago)

In teory, it calculates the production consum, by subtracting from total money the new updated value and if it gets - it’s consumption and positive number it’s production, will check tonight the problem with science packs

a month ago
(updated a month ago)

does that also count for manually bought and sold stuff or only for automatic? i tested with manually sold stuff but that didnt seem to be affected in the production panel.

also, i noticed that i can place the sell / buy chests on space platforms but the sell / buy window doesnt appear. now the thing is, the space platform usually doesnt allow placement of chests. this is kind of a special issue as the chest itself can be used as storage but also has the function of selling / buying. now you gotta make a design decision on either also not allowing chests at all, so no buying or selling in space, or to allow them but to make the selling / buying work

imo, having them work would be nice but it would also remove A LOT of the challenge of space platforms. best might be to make an option to allow them and have it default to off so people dont scream OP before looking at settings

oh by the way, i noticed today the prices for the sciences did change. the issue seems to be that for the prices to update the game has to be restarted. the other mod had this price update button that recalculated prices and it worked during a game so i thought this would be the same. so either maybe implement a button that does update during the gameplay or, if possible, add a message that the game has to be restarted for price changes to take affect. right now its a bit confusing

a month ago

does that also count for manually bought and sold stuff or only for automatic? i tested with manually sold stuff but that didnt seem to be affected in the production panel.

To all, manualy/automatic

also, i noticed that i can place the sell / buy chests on space platforms but the sell / buy window doesnt appear. now the thing is, the space platform usually doesnt allow placement of chests. this is kind of a special issue as the chest itself can be used as storage but also has the function of selling / buying. now you gotta make a design decision on either also not allowing chests at all, so no buying or selling in space, or to allow them but to make the selling / buying work

imo, having them work would be nice but it would also remove A LOT of the challenge of space platforms. best might be to make an option to allow them and have it default to off so people dont scream OP before looking at settings * ##### FIXED


> oh by the way, i noticed today the prices for the sciences did change. the issue seems to be that for the prices to update the game has to be restarted. the other mod had this price update button that recalculated prices and it worked during a game so i thought this would be the same. so either maybe implement a button that does update during the gameplay or, if possible, add a message that the game has to be restarted for price changes to take affect. right now its a bit confusing

  • Visual only bug, FIXED
a month ago
(updated a month ago)

New update has a "surface conditions are disabled and can not be used. Surface conditions require space-travel" error on the entity "trader-chst-sel".

Edit: Also, not sure if bug or intended, but is petroleum gas supposed to have $0 sell value? Its strange when crude oil has a sell value but petroleum gas and I think either light or heavy oil had 0 sell value as well.

a month ago
(updated a month ago)

for now i'm rewriting a big part of code so the fix will take a bit longer that 2-3 days...the best for now downgrade to one version earlier(download from mod web page)(apologize for this)

a month ago

i just noticed that chests that are full and thus cant buy anything still spend the money for what they would have paid if they c ould have bought everything. the original mod had this fixed and you only paid for what you actually got. wasted billions noticing this lmao

a month ago
(updated a month ago)

:"( the bad thing i'm around 70% of rewriting the cod for easier feutures supply maybe the fix will be at the start of next week...and new bugs(obviosly :)

a month ago
(updated a month ago)

what version are you?and if you want to be a beta tester...you can write me in discord so i can pass you the unreleased versions to test :D(ZeroAinz)

a month ago
(updated a month ago)

im on the newest version, i always update. and ye, i can beta test it a bit if you want. send you a friend request

28 days ago

Displayed prices when selecting item type do not match actual prices paid.

https://i.imgur.com/fuZ0yoQ.png

The price shown when choosing an item is half what the item is actually going to cost

24 days ago

known bug...fix will be in next version(maybe with new price evaluation system)

10 days ago

Looking forward to next version. Please just make sure it fixes the bug where SA is a requirement instead of optional. Right now cant even use latest version and have to downgrade to previous just to play

10 days ago

Hello! can you add a scroll bar to the "price watcher" gui? If you have mods that add in lots of categories such as the 5dim mods, then you can't see any of the items just categories.

8 days ago

I see it actually has one, just my categories are overtaking the entire screen and so I don't see it. Could you have a setting to adjust the window size? or maybe use smaller category icons so there's more room for the item window? Thanks!

3 days ago

Fun fact it took me 5,650 hours to find out that you can do Ctrl + or - on numpad and it will change the GUI size. Don't need the previous requests.

Trading accumulators only sell automatically when their condition is false.

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