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Author Topic: Items found on modded markets with zero credits as value  (Read 4319 times)

Alex

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Re: Items found on modded markets with zero credits as value
« Reply #15 on: May 24, 2017, 10:37:49 AM »

Alright, I think I've got it sorted out, sort of. Added some failsafes to prevent/recover from some of this, as well.

One more issue was Templar Flux Cores computing an "utility on market" of NaN, which... I'm not sure why that would be. The only thing that seems possible is if a mod set maxExoticUtilityAtRange to zero in the economy config. Since these flux cores are sharing a demand class with transplutonics, that was messing those up as well.

Edit: the weird thing is, recomputing the utility on market for the flux cores produced a normal, non-NaN value, so that's very confusing. I'm not sure how that calculation would change from whenever it first ran (and cached its NaN result) and when it ran again just now.)

The other stuff, still don't know why it'd happen.


Also, noticed some markets being added by code and not calling market.getLocation().set(primaryEntity.getLocationInHyperspace()). Which really the game should have been doing automatically, so, did that. This would screw up subtly all sorts of things...


Was having a look through the savefile and saw swathes of this kind of stuff, apparently in the "mothballed ships" sections of submarkets:

Spoiler
<FMmbr z="101778" o="0" sid="broadsword_wing" t="FIGHTER_WING" iF="false" id="469d9" sUN="false" civ="false" cCiv="false">
<crew z="101779">10000.0|0.0</crew>
<rT z="101780" cr="0.7" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101778"></m>
</rT>
</FMmbr>
<FMmbr z="101781" o="0" sid="istl_flare_wing" t="FIGHTER_WING" iF="false" id="1e0b9d" sUN="false" civ="false" cCiv="false">
<crew z="101782">10000.0|0.0</crew>
<rT z="101783" cr="0.99999994" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101781"></m>
</rT>
</FMmbr>
<FMmbr z="101784" o="0" sid="istl_zonedefbit_wing" t="FIGHTER_WING" iF="false" id="11bfa7" sUN="false" civ="false" cCiv="false">
<crew z="101785">10000.0|0.0</crew>
<rT z="101786" cr="0.99999994" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101784"></m>
</rT>
</FMmbr>
<FMmbr z="101787" o="0" sid="broadsword_wing" t="FIGHTER_WING" iF="false" id="b2224" sUN="false" civ="false" cCiv="false">
<crew z="101788">10000.0|0.0</crew>
<rT z="101789" cr="0.7" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101787"></m>
</rT>
</FMmbr>
<FMmbr z="101790" o="0" sid="istl_flare_wing" t="FIGHTER_WING" iF="false" id="174950" sUN="false" civ="false" cCiv="false">
<crew z="101791">10000.0|0.0</crew>
<rT z="101792" cr="0.84999996" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101790"></m>
</rT>
</FMmbr>
<FMmbr z="101793" o="0" sid="borer_wing" t="FIGHTER_WING" iF="false" id="6f8df823-4fc1-4ac0-98cf-0e9836fb2c4f" sUN="false" civ="false" cCiv="false">
<crew z="101794">10000.0|0.0</crew>
<rT z="101795" cr="0.7" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101793"></m>
</rT>
</FMmbr>
<FMmbr z="101796" o="0" sid="istl_flare_wing" t="FIGHTER_WING" iF="false" id="1a19f2" sUN="false" civ="false" cCiv="false">
<crew z="101797">10000.0|0.0</crew>
<rT z="101798" cr="0.772648" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101796"></m>
</rT>
</FMmbr>
[close]

Do you guys have any idea of why that might be? It's responsible for... well, actually, only about 300k of filesize, so probably not super important. It seems weird that something is adding a bunch of fighter wings to submarket cargo, though... and if that's unbounded, could be eventual trouble.
« Last Edit: May 24, 2017, 10:51:16 AM by Alex »
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Mealstrom

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Re: Items found on modded markets with zero credits as value
« Reply #16 on: May 24, 2017, 08:19:39 PM »

i had the same issue as well
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Dark.Revenant

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Re: Items found on modded markets with zero credits as value
« Reply #17 on: May 24, 2017, 10:41:15 PM »

Templar flux cores?  What could...

Flux cores have these tags: exotic,heavy_industry_in,military,nosell,nonecon

And have no economyTier or econUnit.

Would that combination cause big problems?

Was having a look through the savefile and saw swathes of this kind of stuff, apparently in the "mothballed ships" sections of submarkets:

Spoiler
<FMmbr z="101778" o="0" sid="broadsword_wing" t="FIGHTER_WING" iF="false" id="469d9" sUN="false" civ="false" cCiv="false">
<crew z="101779">10000.0|0.0</crew>
<rT z="101780" cr="0.7" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101778"></m>
</rT>
</FMmbr>
<FMmbr z="101781" o="0" sid="istl_flare_wing" t="FIGHTER_WING" iF="false" id="1e0b9d" sUN="false" civ="false" cCiv="false">
<crew z="101782">10000.0|0.0</crew>
<rT z="101783" cr="0.99999994" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101781"></m>
</rT>
</FMmbr>
<FMmbr z="101784" o="0" sid="istl_zonedefbit_wing" t="FIGHTER_WING" iF="false" id="11bfa7" sUN="false" civ="false" cCiv="false">
<crew z="101785">10000.0|0.0</crew>
<rT z="101786" cr="0.99999994" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101784"></m>
</rT>
</FMmbr>
<FMmbr z="101787" o="0" sid="broadsword_wing" t="FIGHTER_WING" iF="false" id="b2224" sUN="false" civ="false" cCiv="false">
<crew z="101788">10000.0|0.0</crew>
<rT z="101789" cr="0.7" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101787"></m>
</rT>
</FMmbr>
<FMmbr z="101790" o="0" sid="istl_flare_wing" t="FIGHTER_WING" iF="false" id="174950" sUN="false" civ="false" cCiv="false">
<crew z="101791">10000.0|0.0</crew>
<rT z="101792" cr="0.84999996" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101790"></m>
</rT>
</FMmbr>
<FMmbr z="101793" o="0" sid="borer_wing" t="FIGHTER_WING" iF="false" id="6f8df823-4fc1-4ac0-98cf-0e9836fb2c4f" sUN="false" civ="false" cCiv="false">
<crew z="101794">10000.0|0.0</crew>
<rT z="101795" cr="0.7" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101793"></m>
</rT>
</FMmbr>
<FMmbr z="101796" o="0" sid="istl_flare_wing" t="FIGHTER_WING" iF="false" id="1a19f2" sUN="false" civ="false" cCiv="false">
<crew z="101797">10000.0|0.0</crew>
<rT z="101798" cr="0.772648" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="101796"></m>
</rT>
</FMmbr>
[close]

Do you guys have any idea of why that might be? It's responsible for... well, actually, only about 300k of filesize, so probably not super important. It seems weird that something is adding a bunch of fighter wings to submarket cargo, though... and if that's unbounded, could be eventual trouble.

I see a 200KB section of that crap in the player fleet for some reason, under a large section called <orphaned> ... </orphaned> in <shipViews> ... </shipViews>.  In that particular save, I don't think I ever sold a ship before, and most of the fleet comes from salvages from derelict ships coming off of battles.  But that's all I can think of.
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Alex

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Re: Items found on modded markets with zero credits as value
« Reply #18 on: May 25, 2017, 09:26:26 AM »

Oh, hmm. Thank you for spotting that (the "orphaned" thing), should be cleaned up.

Templar flux cores?  What could...

Flux cores have these tags: exotic,heavy_industry_in,military,nosell,nonecon

And have no economyTier or econUnit.

Would that combination cause big problems?

I don't think so. Is there a reason for it to share demand class with Transplutonics, though? A nonecon commodity sharing demand with one that participates in the economy could get weird - not sure exactly how, but they're just handled differently on the back end and I wouldn't be surprised to see problems out of that.
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