Description
A market overhaul mod that makes prices genuinely dynamic: on top of the base game prices, an additional monthly market swing is applied, and every product group (crop farming, forage crops, animal products, livestock, processed goods, building materials, map-specific goods) follows its own price curve, so the best time to sell constantly shifts. An optional yearly-average mode replaces the vanilla seasonal peaks with one stable yearly value, removing the need to wait for a specific month. A "GIANTS Prices Only" setting can also fully disable the mod's own pricing while keeping the overview and search tools intact. For savegames with multiple days per month, daily market recalculation is available.
Selling stations react to your behavior: unloading large quantities at once temporarily depresses the price at that station, which then recovers over time. Both the trigger threshold and the strength of the price drop are adjustable. Each month, a "Market News" window opens automatically listing all product groups sorted by change, the reason behind it, and which goods from your storage are affected; it can be reopened anytime from the market tab. Flavor events (e.g. "A wholesaler bought large quantities") explain price movements without altering them, and processed goods now track their raw materials' prices and never fall below the value of the ingredients used — including productions from maps and mods.
The mod keeps full track of your stock: actual quantities per product in storage, in trailers and attached implements, and in the output storage of production buildings and animal barns (manure, liquid manure and digestate count as sellable animal products). When a good you're holding rises notably in price, you get an in-game notification, and a single button reveals where the item is stored, with map markers for the storage location and the best sell point.
A dedicated market screen shows base game price, adjusted price, percentage difference, best selling station and best selling month for every product, with search, a storage filter, sortable columns and a live "sale value" column (stock × current price). Goods can be marked as favorites directly in the overview, filtered and sorted by favorite status, with favorites saved per savegame.
Sellable goods from any map or mod are detected automatically with no manual setup; items that don't fit an existing group but are genuinely sellable are placed in their own "Map-specific" category rather than ignored, and manual group assignment exists for special cases. All market calculations run server-side in multiplayer, so every player sees identical prices.
Selling stations react to your behavior: unloading large quantities at once temporarily depresses the price at that station, which then recovers over time. Both the trigger threshold and the strength of the price drop are adjustable. Each month, a "Market News" window opens automatically listing all product groups sorted by change, the reason behind it, and which goods from your storage are affected; it can be reopened anytime from the market tab. Flavor events (e.g. "A wholesaler bought large quantities") explain price movements without altering them, and processed goods now track their raw materials' prices and never fall below the value of the ingredients used — including productions from maps and mods.
The mod keeps full track of your stock: actual quantities per product in storage, in trailers and attached implements, and in the output storage of production buildings and animal barns (manure, liquid manure and digestate count as sellable animal products). When a good you're holding rises notably in price, you get an in-game notification, and a single button reveals where the item is stored, with map markers for the storage location and the best sell point.
A dedicated market screen shows base game price, adjusted price, percentage difference, best selling station and best selling month for every product, with search, a storage filter, sortable columns and a live "sale value" column (stock × current price). Goods can be marked as favorites directly in the overview, filtered and sorted by favorite status, with favorites saved per savegame.
Sellable goods from any map or mod are detected automatically with no manual setup; items that don't fit an existing group but are genuinely sellable are placed in their own "Map-specific" category rather than ignored, and manual group assignment exists for special cases. All market calculations run server-side in multiplayer, so every player sees identical prices.
Specifications
- Game
- Farming Simulator 25
- Category
- Постройки
- Version
- 1.3.1.0
- Size
- 180 KB
- Published
- 14.10.2026
- Views
- 2
Attribution
- Source
- https://www.farming-simulator.com/mod.php?mod_id=366174&title=fs2025
- Author
- Nalathan
- Imported
- 2026-10-14 15:49
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