Oolite 1.82 makes the commodities.plist-style variables used by cargo-contract-mod obsolete. Essentially, this makes this._priceForCommodity return 0 every single time, which in turn makes profit 0 every single time. Meaning that the cargo contracts menu doesn't show up because every contract is rejected.
The replacement method in Oolite 1.82 for determining a remote system price for a commodity:
...can only create random values.
These are some example cargo contracts at max (7) reputation computed by my mod under Oolite v1.82:
platinum size=279 econ=7 DestEcon=6 jumps=6 Price=70.2 remotePrice=65.2 profit=-1395 profitORG=8644 share=59
platinum size=1694 econ=7 DestEcon=6 jumps=4 Price=66.2 remotePrice=71.1 profit=8301 profitORG=68628 share=39
platinum size=4256 econ=7 DestEcon=2 jumps=6 Price=70.2 remotePrice=69.1 profit=-4682 profitORG=151354 share=59
platinum size=2688 econ=0 DestEcon=2 jumps=4 Price=75.2 remotePrice=78.1 profit=7795 profitORG=115282 share=33
platinum size=1410 econ=0 DestEcon=1 jumps=6 Price=75.2 remotePrice=71.1 profit=-5782 profitORG=48874 share=53
gem_stones size=8940 econ=7 DestEcon=7 jumps=5 Price=17.9 remotePrice=17.5 profit=-3576 profitORG=79812 share=44
gem_stones size=2100 econ=7 DestEcon=6 jumps=4 Price=19.9 remotePrice=16 profit=-8190 profitORG=12317 share=40
gem_stones size=5980 econ=7 DestEcon=6 jumps=7 Price=20 remotePrice=19.3 profit=-4186 profitORG=57871 share=64
gem_stones size=3621 econ=7 DestEcon=5 jumps=7 Price=17.9 remotePrice=19.9 profit=7242 profitORG=42538 share=66
gem_stones size=2280 econ=0 DestEcon=6 jumps=4 Price=21.4 remotePrice=18.6 profit=-6384 profitORG=18115 share=34
gold size=1872 econ=0 DestEcon=2 jumps=6 Price=40.1 remotePrice=38.3 profit=-3370 profitORG=35451 share=57
gold size=4251 econ=0 DestEcon=2 jumps=6 Price=39.1 remotePrice=39.1 profit=0 profitORG=87262 share=59
proft is based on the formula I was using before the removal of the commodities.plist-style variables...but now modified to use systeminfo.samplePrice(commodity)/10
profitORG is what the original game's contracts would generate (NOT my mod's profits)...before subtracting out the share amount.
There is almost no control over how profitable my contracts are, except to say none are very profitable -- especially compared to profitORG amounts. Some are even hugely negative
! This is completely unworkable.
I have a workaround, but it requires looping and brute-force calculations which can cause a noticeable game-freeze when generating contracts...and it's pretty much guaranteed to be less profitable than what I was using with Oolite v1.79. So that's unusable as well.