i think someone needs to take over updating/maintaining the mod as binbinhfr no longer plays.Airat9000 wrote: but in the future you will correct?
[MOD 0.13] Black Market (sell and buy on the market)
- impetus maximus
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Re: [MOD 0.13] Black Market (sell and buy on the market)
Re: [MOD 0.13] Black Market (sell and buy on the market)
no.Airat9000 wrote:but in the future you will correct?
Last edited by binbinhfr on Fri Dec 22, 2017 5:43 pm, edited 1 time in total.
My mods on the Factorio Mod Portal
- impetus maximus
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Re: [MOD 0.13] Black Market (sell and buy on the market)
binbinhfr wrote:I do not play factorio anymore and am not involved into developpement anymore... sorry.
Re: [MOD 0.13] Black Market (sell and buy on the market)
you're right : it would be great if someone can take over this mod, but beware, it's a quite complex one, involving custom UI and so on...
I just do the minimum when a version change occurs, but some API changes are too complex and would need a lot of development to adapt the mod. I find it always strange that the Factorio team does not create backward compatible changes in their API. Most of the mods are becoming unusable at each version change...
I just do the minimum when a version change occurs, but some API changes are too complex and would need a lot of development to adapt the mod. I find it always strange that the Factorio team does not create backward compatible changes in their API. Most of the mods are becoming unusable at each version change...
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Re: [MOD 0.13] Black Market (sell and buy on the market)
It's a pity that you're no longer playing/modding factorio, but that's your choice.
As for bugs, black market isn't the only one with fluid-specific issues. Factorissimo2 also won't update fluid pipe connections anymore, though the creator is stated to be working on a proper 0.16 update for that.
As for accumulators, they seem to be working fine for me. If anything, the bigger issue, besides fluid tanks not working at all, is the automatic toggle always appearing ticked on opening a trading object, and having no effect when toggled. I'm trying to figure out why and maybe offer a solution, but I've only rudimentary knowledge of factorio's scripting structure.
As for bugs, black market isn't the only one with fluid-specific issues. Factorissimo2 also won't update fluid pipe connections anymore, though the creator is stated to be working on a proper 0.16 update for that.
As for accumulators, they seem to be working fine for me. If anything, the bigger issue, besides fluid tanks not working at all, is the automatic toggle always appearing ticked on opening a trading object, and having no effect when toggled. I'm trying to figure out why and maybe offer a solution, but I've only rudimentary knowledge of factorio's scripting structure.
Re: [MOD 0.13] Black Market (sell and buy on the market)
i found the checkbox problem and corrected it.
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Re: [MOD 0.13] Black Market (sell and buy on the market)
i havea problem the gui goes offscreen on my 1080p monitor, can you move the buy list to the upper middle of the screen instead of the bottom left?
Re: [MOD 0.13] Black Market (sell and buy on the market)
768p monitor some problems!gunmaker wrote:i havea problem the gui goes offscreen on my 1080p monitor, can you move the buy list to the upper middle of the screen instead of the bottom left?
Re: [MOD 0.13] Black Market (sell and buy on the market)
Finally got around to looking at the code, and the issue with fluids is disgustingly simple, really.
Fluid box handling was slightly adjusted from type, amount to name, amount.
Adjusting lines 1389, 1483 and 1599 from box.type to box.name will get selling working again.
And adjusting lines 1597 and 1606 from box = {type to box = {name will get buying working again.
Attached file contains updated tank sprites.
Fluid box handling was slightly adjusted from type, amount to name, amount.
Adjusting lines 1389, 1483 and 1599 from box.type to box.name will get selling working again.
And adjusting lines 1597 and 1606 from box = {type to box = {name will get buying working again.
Attached file contains updated tank sprites.
- Attachments
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- fixedmarkettanks.zip
- (102.5 KiB) Downloaded 139 times
Re: [MOD 0.13] Black Market (sell and buy on the market)
CakeDog wrote:Finally got around to looking at the code, and the issue with fluids is disgustingly simple, really.
probably very simple if you are following patch notes and the factorio news and forum, but I am not involved into factorio anymore, and did not find time to read all these changes.
anyway thx a lot for your help.
I try to publish the updated mod on the portal, but i cannot login for the moment... will do it later
EDIT : published
cakedog: note that i cannot answer to your PM, because it seems that you disabled private contacts...
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Re: [MOD 0.13] Black Market (sell and buy on the market)
hello you fix in liqiuds in sell to tankers? not sell in tankers.binbinhfr wrote:CakeDog wrote:Finally got around to looking at the code, and the issue with fluids is disgustingly simple, really.
probably very simple if you are following patch notes and the factorio news and forum, but I am not involved into factorio anymore, and did not find time to read all these changes.
anyway thx a lot for your help.
I try to publish the updated mod on the portal, but i cannot login for the moment... will do it later
EDIT : published
cakedog: note that i cannot answer to your PM, because it seems that you disabled private contacts...
Re: [MOD 0.13] Black Market (sell and buy on the market)
Thanks for this mod, it's great - Factorio becomes almost an entirely new game!
(EDIT: just noticed that the author is no longer playing Factorio - sorry to hear that, perhaps someone else might feel like adopting and maintaining the mod.)
I wanted to make a few feature suggestions, but I haven't read through the entire thread here, so apologies if these have been mentioned previously:
(EDIT: just noticed that the author is no longer playing Factorio - sorry to hear that, perhaps someone else might feel like adopting and maintaining the mod.)
I wanted to make a few feature suggestions, but I haven't read through the entire thread here, so apologies if these have been mentioned previously:
-
Set orders with a blueprint
It would be nice to drop a blueprint on the purchase panel and have it automatically place orders for those specific quantities of those specific items. -
All-or-nothing purchasing
Related to the above - perhaps a tickbox on the purchase panel which prevents the buying chest from purchasing anything unless the player can afford everything in the order. -
Keep inventory at [x]
Only purchase items when inventory falls below a specific quantity. -
Place [x] orders
Disable auto-purchasing after [x] iterations. -
Invoices and ledgers!
Like blueprints and blueprint books, but for placing orders. -
Circuit connections
Use combinators with buying chests to place orders for "[x] of [signal]", or "[x] complete sets of invoice [y] from ledger [z]", or clear all orders from buying chest. (A little like the Recursive Blueprints mod.)
Re: [MOD 0.13] Black Market (sell and buy on the market)
Thx for your kind comment, and all the suggestions, but indead, i do not play anymore, and have no more time to implement new features. Just do the minimum to maintain the code.deemacgee wrote:Thanks for this mod, it's great - Factorio becomes almost an entirely new game!
(EDIT: just noticed that the author is no longer playing Factorio - sorry to hear that, perhaps someone else might feel like adopting and maintaining the mod.)
I'll be glad to pass the mod to another experimented modder, but it's quite a piece of code...
My mods on the Factorio Mod Portal
Re: [MOD 0.13] Black Market (sell and buy on the market)
i tried messing around with the
open_or_close = (player.gui.left.frm_blkmkt_gen == nil)
if player.gui.left.frm_blkmkt_gen then and all references to .left and tried putting it to .top so that the gui would have enough space on my 1080 p monitor.
the gui moves but it refuses to update the functions and gives the window without the values.
can you please fix this? we only can see the top 10% of the "items/fluids" menu
open_or_close = (player.gui.left.frm_blkmkt_gen == nil)
if player.gui.left.frm_blkmkt_gen then and all references to .left and tried putting it to .top so that the gui would have enough space on my 1080 p monitor.
the gui moves but it refuses to update the functions and gives the window without the values.
can you please fix this? we only can see the top 10% of the "items/fluids" menu
Re: [MOD 0.13] Black Market (sell and buy on the market)
I HAS DONE IT ! ( i didnt replace all the first couple of tries now it works)
modded mod for 1080p monitors
modded mod for 1080p monitors
- Attachments
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- BlackMarket_1.0.33.zip
- 720+1080p fix
- (1.2 MiB) Downloaded 120 times
Re: [MOD 0.13] Black Market (sell and buy on the market)
I have a problem with the mod: In the buying chest I can't buy anything, because i can't scroll down to select one of the things I want to buy. I hope you can help me with that problem. Looking forward to hearing form you.
- Attachments
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- Here you can see the problem!
- Îssue.jpg (2.63 MiB) Viewed 7602 times
- impetus maximus
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Re: [MOD 0.13] Black Market (sell and buy on the market)
lower the UI ScaleBoca03 wrote:I have a problem with the mod: In the buying chest I can't buy anything, because i can't scroll down to select one of the things I want to buy. I hope you can help me with that problem. Looking forward to hearing form you.
options / graphics / UI Scale
Optionen / Grafik / UI-Skalierung
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big bug when opening armor grid
Heres the warning which then exits to the menu, please fix
other than this bug its great and even this isn't a big deal because I can just toggle the mod, edit armor grid, re-toggle the mod
Notice
Error while running event BlackMarket:on_tick
(ID0)
LuaEquipmentGrid dosen't contain key name.
stack traceback:
[square symbol]BlackMarket/control.lua:2448 in
function<BlackMarket/control.lua:2395>
hope this helps cuz i dont have much else to give
other than this bug its great and even this isn't a big deal because I can just toggle the mod, edit armor grid, re-toggle the mod
Notice
Error while running event BlackMarket:on_tick
(ID0)
LuaEquipmentGrid dosen't contain key name.
stack traceback:
[square symbol]BlackMarket/control.lua:2448 in
function<BlackMarket/control.lua:2395>
hope this helps cuz i dont have much else to give
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Re: [MOD 0.13] Black Market (sell and buy on the market)
viewtopic.php?t=59790 i think this is the cause of it and 0.16.40 fixed that and now somwhow blackmarked breaks the game
Re: [MOD 0.13] Black Market (sell and buy on the market)
crash with control.lua:2448 string.sub funtiong, not have name prop.