Dynamic Market V1.2

Dynamic Market V1.2

Dynamic Market makes selling prices change over time, on top of the normal seasonal swings from the base game. Each product group develops differently, so the best time to sell keeps changing.

Prices

Additional monthly market swing on top of base game prices

Every product group (crop farming, forage crops, animal products, livestock, processed goods, building materials, map-specific goods) follows its own price curve

Optional yearly average mode: replaces the base game’s seasonal peaks with one stable yearly value, so you don’t have to wait for a specific month

Sales pressure at selling stations: selling large quantities at once temporarily lowers the price there, which then recovers over time (threshold and strength adjustable)

Stock & Notifications

Shows your actual stock per product: in storage, trailers/implements, and the output storage of production buildings and animal barns

In-game notification when a good you have in stock rises notably in price

Show an item’s storage locations at the press of a button, including map markers for the storage location and the best sell point

Overview

Dedicated market screen with base game price, adjusted price, percentage difference, selling location and best selling month

Search, storage filter and sortable columns for fast navigation

Favorites

Mark goods as favorites directly in the market overview

Filter the overview to show only favorites, and sort by favorite

Favorites are saved with your savegame

Automatic detection

Automatically detects sellable goods from any map or mod, without manual setup

Goods that don’t fit an existing group but can genuinely be sold end up in their own “Map-specific” group instead of being ignored

Manual group assignment available for special cases

Multiplayer

All market calculations run server-side, so every player sees the same prices

Feedback and issues on GitHub: https://github.com/Nalathan01/FS_Dynamic_Market/issues

V1.2.0.0

New: get an in-game notification when a good you have in stock rises notably in price

New: show an item’s storage locations at the press of a button, including map tagging for the storage location and the best sell point

New: the “Sale value” column now shows stock x current price instead of just the price difference to base price

New: goods in trailers/implements and production building outputs now count towards the shown stock

New: manure, liquid manure and digestate are now tracked as sellable animal products

New: unclassified but genuinely sellable goods now get their own “Map-specific” price group instead of being ignored

Fixed: market prices were recalculated every 5 seconds even when the period had not changed

Fixed: “Normal” price-base mode now keeps the original seasonal curve instead of flattening it

Fixed: group names and market notices now consistently use the shipped translations

Fixed: crop farming and other merged categories had lost their seasonal price influence

Only actually unloadable and sellable products are now shown for production buildings, animal barns and attached implements

New: sales pressure at selling stations: selling large quantities at once temporarily lowers the price there, which then recovers over time. Two new settings control the threshold and the price drop per step

Simplified how the mod’s menu tab registers itself, to be more robust for gamepad/controller navigation

Author: Nalathan

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