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enabled the mod in the menu but nothing happens
I'll probably do it this week, seems like an easy fix and I should have the time.
For now, I know it works when you have enough bank to buy all the stocks,
i.e buying SUG -
'Game.ObjectsById[5].minigame.buyGood(3, 1)' of course only if it's cheap enough, it results in a 'true' in the console, with the sound of a purchase.
I don't know if this is useful information to you.
So running 'Game.ObjectsById[5].minigame.buyGood(1, 1000)' in the console just returns a 'false' on the next line. Any other of the other IDs brings a false as well.
```
if (shouldBuy(good)) {
notify({
body: `Buying ${good.symbol} at \$${Math.round(good.val * 1000) / 1000}`,
icon: good.icon,
});
stocksMarketMinigame.buyGood(goodId, 1000000);
}
```
I'll update it later with some basic configs, and maybe calculate how many should be bought, but right now I have no idea and can't reproduce it.
If you can send a print of the minigame when the notification popped, or even better get into the game console and try to run `Game.ObjectsById[5].minigame.buyGood(GOOD_ID, 1000)` (the GOOD_ID is 0 for CRL, 1 for CHC, 2 for BTR and so on) and see if it actually buys the good, please post here so I can see if I find the issue.
"Buying cookie ...."
(No cookies purchased)
Tested both in and out of grandmapocalypse. Neither showed any success, other than the notification.
I'm not sure how to otherwise reproduce it.
It's kinda strange.
But I also didn't implement a check for current bank, so it should buy only as much as you can afford.
If you can find a way to reproduce it, please let me know.
I keep getting the auto stocks notification that it's, say buying SUG at $xx.xxx, but nothing ever seems to change.