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Releases: Realistic-Farming/FS25_MarketDynamics

Market Dynamics v1.3.0.0 - Release Gate

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 04 Aug 06:53

Market Dynamics v1.3.0.0

This release adds the release gate: the mechanism that lets new systems ship locked until deliberately released.

What's new

  • Release gate. Market Dynamics now carries a lock registry that keeps experimental systems off until they are deliberately released. The gate is an explicit opt-in, completely independent of the difficulty setting, and it stacks with it.
  • New setting: Experimental Systems. Under the mod's settings. Default is off, which means stable only. Turn it on to use experimental systems at your own risk.
  • Nothing gated yet. This release wires the mechanism in so future experimental systems can ship locked. Today there are no locked systems, so the mod behaves exactly as it did in v1.2.0.9.

How to check

  • Console command: mdmRelease shows the gate status (stable vs experimental-locked systems).

Everything else in the mod works exactly as before. Prices, world events, contracts, and the settings panel are untouched.

v1.2.0.9 - Ecosystem integration + season-aware event timing

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 03 Jul 07:01

Market Dynamics v1.2.0.9

This release brings Market Dynamics into the Realistic Farming ecosystem and improves how world events are paced.

New

  • Ecosystem integration. Market Dynamics now bridges into the shared Realistic Farming core:
    • Market and contract state is persisted through the shared save system.
    • State stays synchronised for every player in multiplayer, including dedicated servers.
    • The mod reports to the unified on-screen display.
    • Its settings show up in the Farm Tablet's System Settings app.
  • Season-aware event timing. World event frequency now scales with your season length setting, so events feel evenly paced whether you run short or long seasons.

Fixed

  • Missing French translations on the settings panel.

Notes

  • Every ecosystem hook is optional and one way. With none of the other Realistic Farming mods installed, Market Dynamics behaves exactly as it did in v1.2.0.8.
  • Multiplayer note: the new cross-mod sync has been verified on a single host. Wide two-machine testing is ongoing across the ecosystem.

Full comparison: v1.2.0.8...v1.2.0.9

v1.2.0.8 — Event banner, futures & dedi fixes

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 26 Jun 06:25
e1e539b

A small but useful update focused on cleaner event alerts and a couple of fixes for futures contracts and dedicated servers.

What's new

  • World event alerts now appear as a non-modal banner instead of a popup that interrupts what you're doing.
  • New "Compact Event Banner" setting if you prefer a smaller alert (the full dialog stays the default).

Fixes

  • Futures contracts now settle at the exact price you locked in.
  • Contract times sync correctly on dedicated servers (fixes a multiplayer mismatch).

No save migration needed — just drop in the new version.

v1.2.0.7 — Network, contracts, and events hotfix

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 29 May 07:08
f8debde

Fixes

  • #82 — Dedicated server crash: replaced streamWriteFloat64 (unavailable on dedi builds) with streamWriteInt32 (seconds) for contract delivery time
  • #84 — Contract delivery double-counted: removed addFillLevelFromTool hook — standard selling stations call both hooks at the same stack level, bypassing the re-entrancy guard and inflating contract progress to 2×
  • #88 — Too many events on Rare: lowered Rare frequency scale from 0.4 → 0.15; added per-check cap of 1 new event with shuffled ordering to prevent event storms
  • #90 — Frequency setting change delayed: world event timer now resets immediately when eventFrequency or eventsEnabled changes in settings

v1.2.0.6 - Hotfix

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 26 May 09:43
6bca7b4
  • Changed from ingame settings to custom settings panel
  • Admin page not yet wired in

v1.2.0.1 - Hotfix

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 25 May 11:09
904621b
  • Swapped out the ▲/▼ indicators since FS25 does not like it
  • Fixed nill error from missing l10n string
  • Updated all translation files (new keys have been added)

v1.2.0.0 — Commodity Sorting + Realistic Economy Compatibility

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 23 May 22:24
51f4367

What's New

Commodity List Sorting

The Prices tab now supports sorting by clicking column headers:

  • Crop — sort alphabetically A→Z (default) or Z→A
  • Price — sort by price high→low or low→high
  • Change — sort by best or worst % change

An ▲/▼ indicator shows which column is active and the sort direction. Clicking an already-active column reverses the order.

Realistic Economy Mod Compatibility

MDM now automatically uses base prices from any economy mod that hooks EconomyManager.getPricePerLiter (including the Realistic Economy mod). MDM's own price dynamics (daily volatility, world events, futures contracts) apply on top of those real-world base prices.

No save migration needed. Existing saves are fully compatible.

v1.1.9.5 — Dedi server event fill type fixes + browse search

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 16 May 07:31
01be8a2

What's fixed

Dedicated server: custom fill types now save correctly
Admins (master users) on dedicated servers can now add and remove custom fill types from world events without changes silently reverting. Previously, only farm managers could save these settings — other admin roles were rejected server-side, causing changes to appear to work locally but disappear on the next session.

Browse Fill Types: search/filter input
The "Browse Types" dialog now has a real-time filter input at the top. On servers with many crop mods (100–256+ fill types), you can now type a partial name to instantly narrow the list instead of scrolling through everything.

No save migration needed

Existing savegames load normally. No data format changes.

v1.1.9.4 - Hotfix

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 10 May 17:59
  • Fix contract defaulting on restart by persisting absolute game time and adding a synchronization guard in the update loop.
  • Implement 'Forfeit' action for contract owners, allowing non-admin clients on dedicated servers to manage their own contracts.
  • Refactor XML serialization to use the modern FS25 XMLFile class API, improving stability and fixing type-related script errors.
  • Fix an infinite loop in UPIntegration load logic that caused game freezes at 100% loading.
  • Suppress 'Failed to open xml' errors for missing legacy configuration files.
  • Ensure proper permission checks for admins and master users across UI elements.

V1.1.9.3 - Active Contract HUD & Event Dialog Notification

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@TheCodingDad-TisonK TheCodingDad-TisonK released this 05 May 17:47
36f5850

Added in this release

  • Added a new HUD for when there is a active contract
  • Added a dialog that shows up when a event has started
  • Added new strings to all 25 translation files
  • Fixed a issue where contracts made could not be fullfilled while unloading at selling station
  • Added missing strings across all translation files