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Realistic Input Market — Farming Simulator 25

Version FS25 License: CC BY-NC-SA 4.0

The buy-side companion to Realistic Market Demand. Input prices — fuel, fertilizer, lime, herbicide, seed, water — shift from month to month instead of sitting still, so refuelling and resupplying cost more some seasons than others.

Status: in development (v0.1). Monthly price drift is working. Purchase pressure ("buy a lot of one input this month, pay more for it") is the next piece — see Open questions.

It sets how prices move, not what they are

This is the important bit, and it's why the mod composes instead of conflicting: RIM never asserts a price level. It captures whatever price is in your game at load — vanilla, or another economy mod's override — and multiplies it. So:

  • Installed alone, it makes vanilla input prices move.
  • Installed with an economy-rebalance mod (e.g. Realistic Economy), it makes that mod's prices move.

No config negotiation, no conflict detection — it just rides on top.

How it works

It doesn't hook the game's purchase code (that class isn't readable in the SDK). Instead it rewrites each input's pricePerLiter once per in-game month — a documented field that every buy path reads live, so one write covers refuelling at a station and fertilizer/seed consumed while you work. Confirmed in-game across all six inputs.

Each month, per category:

price = base × drift(category, month) × pressure(bought this month)
  • drift — a deterministic monthly wobble (same every reload; different per savegame), so months differ even if you buy nothing.
  • pressure — rises toward a ceiling as your purchases mount, decaying next month. (Wired but dormant in v0.1 until purchase observation lands.)

Difficulty

Strength follows your savegame's economic difficulty — no separate setting:

Economic difficulty Price ceiling Monthly wobble
Easy +15% ±5%
Normal +30% ±8%
Hard +60% ±12%

Tune the numbers in scripts/InputPriceModel.lua (PRESETS).

Compatibility

  • Farming Simulator 25 (PC).
  • Single-player only. Multiplayer is not supported in this version.
  • Composes with economy-rebalance mods by design (see above).
  • Shop/dealer purchases (pallets, machinery) are a different subsystem and are out of scope.

Contributing

See CONTRIBUTING.md. Design rationale and verified engine seams are in docs/SCOPE.md.

License

CC BY-NC-SA 4.0 — share/adapt with credit, non-commercial, same license. Please don't re-upload to sites that paywall mod downloads.

Disclaimer

Farming Simulator 25 and the GIANTS Engine are property of GIANTS Software GmbH. This is an unofficial, fan-made mod, not affiliated with or endorsed by GIANTS.

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Buy-side companion to Realistic Market Demand: FS25 input prices (fuel, fertilizer, seed...) drift by month. Single-player, PC.

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