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Dynamic Market

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Updated
Dynamic Market
Mod NameDynamic Market
Game Farming Simulator 25
ManufacturerNone
CategoryGameplay
AuthorNalathan
Size0.17 MB
Version1.3.0.0
Release Date07.09.2026
PlatformPC/MAC
Views 1705
Downloads 12
ModBarn 0 (0)
ModHub 3.7 (35)

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 Changelog 1.3.0.0: - New: market notices now show an event that explains the price change (e.g. "A wholesaler bought large quantities") - just for flavor, does not change the actual prices - New: "GIANTS Prices Only" setting - fully turns off Dynamic Market's own prices, you just get the game's original prices, overview and search still work - Hotfix: search field in the market overview reworked - more consistent look, own Clear button, Esc now clears the search first and only closes the menu on a second press - Hotfix: "Best selling station" could show a station that isn't actually paying the best price right now - Hotfix: several notices used to appear at once on a period/day change - now you get one bundled notice - Hotfix: with daily recalculation on, the notice no longer appears every day, only on a real month change Changelog 1.2.0.0: - 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 Changelog 1.1.0.0: - New option: daily market recalculation, for savegames with multiple days per month - Product groups simplified from 14 to 6 more realistic categories, for more frequent market swings - Market overview reworked: added group and stock columns, sortable column headers Changelog 1.0.2.0: - added italian language (thx to FirenzeIT) Changelog 1.0.1.0: - UI adjustments for better text readability - Revised French translations

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