Releases: HLLMR/FS25_RealisticMarketDemand
Releases · HLLMR/FS25_RealisticMarketDemand
Release list
v1.0.0
First release. Single-player only; multiplayer is not supported in this version.
PC only. Passes the GIANTS TestRunner (0.9.19).
Added
- Demand-based selling prices. Demand is tracked per selling station and fill
type; the effective price falls continuously toward a floor as you sell more of
one crop at one station within an in-game month (no hard sell cap). Prices
recover when a new month begins. Implemented by overwriting
SellingStation:getEffectiveFillTypePrice(price) andSellingStation:sellFillType
(records consumed liters, server-authoritative). - "Saturated market" penalty line in the income HUD, next to Harvest Income,
showing the money lost to saturation. Uses a customMoneyType.register
category plus display-onlyg_currentMission:addMoneyChange, so the balance
(already reduced by the price hook) is not double-charged. Accumulated per farm
across an unload and shown as one line. - Difficulty scaling tied to the savegame's economic difficulty (read from
missionInfo.economicDifficulty, adjusts live if changed in-game):
Easy 0.60 floor / 300k L, Normal 0.50 / 150k L, Hard 0.40 / 75k L. - Per-savegame persistence of demand state (XML in the savegame folder),
restored on load. - Procedural mod icon (512�512 BC1) via
tools/gen_icon.py. - English + German descriptions and the "Saturated market" label.
- Standalone unit tests for the pure demand math (
tests/DemandModel.test.lua).
Notes
- Layers on top of the base game's dynamic pricing rather than replacing it.
- Single-player only; multiplayer is not supported in this version (planned for
a later version). - General economy rebalancing (e.g. a wholesale/retail spread) is intentionally
out of scope � left to dedicated economy mods for compatibility.