MarketGood
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A bug report from the new FLStat caused me to have another look at marketgood. All these years we’ve had it wrong…
min is only used once (at least in a quick SP test) - if zero, the item will not be sold. (I believe already known, just clarifying.)
max is similar - if zero, the item will not be sold; otherwise, “Base sells this item”. A patch is available to make this partially work (it will restrict what you can buy at one time, but a simple launch/dock will restore it).
nosell is just plain wrong - the above two values control whether an item is sold or not. It turns out it’s what I’ve called preserve or full value - it controls the depreciation of equipment (ignored for commodities & ships).
(The eighth value used in market_ships.ini is tested for its presence, read as a float and discarded.)
For example, change
MarketGood = li_gun01_mark01, 0, -1, 10, 10, 0, 1
to
MarketGood = li_gun01_mark01, 0, -1, 10, 10, 1, 1
and now selling the Justice Mk I on that base will give you the full $500.
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Are you sure the depreciation isn’t the amount of damage the equipment got while you were wresting it from the owner in a firefight? I.E. when you land and get the ‘repair’ symbol and it is actually the goods you picked up that need repair before selling.
A 0 to calculate this and a 1 to ignore it? -
adoxa wrote:
For example, changeMarketGood = li_gun01_mark01, 0, -1, 10, 10, 0, 1
to
MarketGood = li_gun01_mark01, 0, -1, 10, 10, 1, 1
and now selling the Justice Mk I on that base will give you the full $500.
nice catch, confirmed
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Damage is in addition to depreciation - iirc it’s a straight ratio, so if the item has 90% health, the price is reduced by 10%. Looking at the 101 list, it’s called resale there, so I’ll call it full_resale in the FLStat SQL database (I won’t add it to FLStat itself, as I doubt anyone will use it, but it’d be easy to change my mind; same with max).