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 1.2.0.0:
- 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