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In the meantime, a workaround is to turn on the "Console Announce" option, even if you don't have the console displayed.
The bug was indeed involved with the automatic buying of brokers. The fix made sure that this did not get out of hand, and that no purchase of brokers could in total exceed 10% of the player's bank. It also disabled the automatic buying of brokers (and all other CookiStocker activity) during an ascension and the cookie countdown that follows reincarnation, as many things don't behave normally then.
The reason auto-buying of brokers is on by default is that CookiStocker is designed to automate your stock trading, and automating the buying of brokers seems to be a natural part of this. As you saw, though, it's easy enough to turn this off if you don't like it.
The "AUTO-BUY BROKERS" feature in 3.0 literally "broke" the game (pun intended). In short, it buys way too fast. Around the E+30 (nonillion) mark, it decided to instantly buy 15 brokers at once, while a single broker costs up to 20 minutes' worth of CPS. This completely shattered the cookie counter. In a flash, my total cookie count flipped to its negative equivalent.
Right, after I turned off "AUTO-BUY MINIMUM BROKERS" and "AUTO-BUY ADDITIONAL BROKERS," everything went back to normal.
Also, I really don't think auto-buying brokers should be on by default. Given that CookiStocker tends to go all-in and you need a cookie bank of E+6 times your CPS, I just turned off all auto-buying in my last ascension when I had around 900 Cursors and 550 "You"s to focus on the Stock Market. And it paid off—I just got the Gaseous Assets achievement today.
However, the algorithm is running normally, and both game and mod's Net profits are showing normally.
I have this issue with both 2 and 3. It suddenly occurred one day, and previously, both Profits were showing normally.
I initially thought Cookie Monster had changed their counting method, as I'd already changed it, but reverting to the previous method didn't resolve the issue.
And yes, the mod is supposed to load CCSE on it's own when it's undefined. But it's always possible that some obscure condition could prevent that from happening, hence my question.
It doesn't matter if CCSE was loaded manually before or not (this mod is supposed to load it on it's own when it's undefined?)
Did some testing and adding a timeout inside CookiStocker's init function when registering the mod solved the issue.