Ecosystem role: Markets and Economy · Part of the Realistic Farming connected suite Status: FILLED from the ecosystem audit (Point 1-3, ecosystem-map, notes). Last updated: 2026-07-08
A dynamic fuel economy: diesel and DEF prices move day to day with a trend and a status, so refueling is a real, fluctuating operating cost instead of a fixed line item.
FS25 fuel prices are static. Fuel never becomes a decision. FuelCosts turns fuel into a live cost by moving pricePerLiter for diesel and DEF on a daily cycle, with a readable price trend and status, so fuel planning matters.
- Price oracle, not a charger. FuelCosts sets the fill type's
pricePerLiteronce per game day; the base game's own fill trigger does the charging. No fill hook, no double-charge. - Read-only for companions. Peer mods read the current price and calculate their own operating costs. FuelCosts deliberately exposes no "log a run" registration API.
- Lightweight. One save file, one daily update, minimal surface.
- Multiplayer-safe. Charging rides the base-game fill path, which is already networked.
- Public handle on
g_currentMission.fuelCostsManager(getfenv aliasg_FuelCostsManager), set inMission00.load. - Reads from (consumes): nothing cross-mod. It sets base-game fill-type prices.
- Read by (consumers): DairyCore and any companion needing a fuel price, via
getDisplayPrice(),getTrend(),getPriceStatus()(read the price, compute cost internally, store in your own data model). - Core-API registration status: NOT yet specced. The audit covered detection/handle, the price-read API, and confirmed there is no registration API. The four-bedrock migration (StateLedger/NetworkSync/MasterHUD/SettingsHub) has not been designed for FuelCosts; it currently uses its own
FS25_FuelCosts.xml(rootfuelCosts, settings + state in one file).
- No operating-cost ledger.
logOperatingRun()does not exist and is not planned; companions calculate their own costs from the price. - No fill-event hook. The base game charges automatically; adding a hook would double-charge.
- Diesel/DEF prices move believably day to day and are cheap to read.
- Companion mods can read the current price safely (pcall + handle gate) and derive their own costs.
- Charging stays base-game-correct and MP-safe (no custom fill hook).
- Should FuelCosts take the full four-bedrock migration like the economy mods, or stay a lightweight price oracle on its own save file? Decide the scope.
- If it migrates: does price state belong in StateLedger, and does a price change need a NetworkSync broadcast, or is the daily deterministic update enough for clients to compute locally?