Market deprecated

by OwnlyMe

Mods like this have been deprecated by rseding.. show your anger here: https://forums.factorio.com/viewtopic.php?f=28&t=85372&p=497019 https://forums.factorio.com/viewtopic.php?f=28&t=84880&p=496029

4 years ago
0.17 - 0.18
22

g Adjusting Buy/Sell-Factors

5 years ago

Heyho,

is it possible to adjust the factors for selling and buying to balance it on my server?
Also is there a way to not let it buy me alien-loot-economy items since i want to hunt for them and not be able to purchase them?

Thanks in advance for any help =)

5 years ago
(updated 5 years ago)

open recipe_gui.lua and add ["artifact-ore"] = 99, to the raw_prices array (enter a price that you think is balanced.)
Of course this won't work in multiplayer if you don't send the modified mod to everyone.
Let me know what price would be balanced for that ore and i'll add it.

5 years ago

many mod have option when you click the mod setting thing for new maps.
maybe a check box that say, X10 price on alien item

5 years ago

i'd rather make it not so complicated, or it will get ridiculous when i'm adding that for every mod.

5 years ago

i do not know how price are calculated but somewhere, you have a constant that dictate price of ore ( i think )
the thing is to detect if there are new ore in the mod that are added, if this is the case, its easy to think that one modifier per mod could easily disable purchase for some mods. you will have to add a compatibility patch anyway for each mod that add ore ( i think)
once this code is written, is almost copy/paste to add a new option under the new one for a multiplier for another mod

Again, this take time, that maybe you do not have or do not want to spend on this mod. like i said elsewhere, black market 2 was not updated, i think you will have a great sucess with this mod

5 years ago

Thanks a lot for the quick reply. Wasn't able to test though, since the mod freezes the game when loading or creating a new world. Also how does it calculate the difference between buying and selling?

5 years ago

Found the culprit. It' s not compatible with Reverse-Factory but since you can just sell anything you don't need i'll just get rid of the Reverse-Factory.

5 years ago
(updated 5 years ago)

Also i set the price to 100. High enough imo.

5 years ago

the reverse factory recipes only have the prefix "rf-", i'm not sure if its the only mod who uses that...

5 years ago

yeah right now i only care about how it calculates the difference between buying and selling. reverse-factory is kind of useless when market is active.

5 years ago

also, I would warn about any mod that modifies the character crafting speed cause that drives down the buying price but not the selling price but that is because I'm playing with an instant crafting mod [instant but not free ]

5 years ago
(updated 5 years ago)

hmm nope that was not the issue
(and the player crafting speed shouldn't have affected times)

5 years ago

i changed the recipes of alien solar panels and accumulators because they seemed very imbalanced. (now require twice as many alien plates)
Also alien ore now costs 2.25$ instead of 0.15$

5 years ago

"yeah right now i only care about how it calculates the difference between buying and selling." plz tell me :X

5 years ago

there's a startup setting where you can change for how much you're selling

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