Ecosystem role: Markets and Economy · Part of the Realistic Farming connected suite Status: FILLED from the ecosystem audit/baseline. Forward-looking only. Shipped history lives in CHANGELOG.md and the releases.
- Populate the milestones below from the audit baseline once it lands.
- Each item should be small enough to map to a
TODO.mdentry. - Keep it honest: near-term is committed, mid-term is intended, long-term is aspirational.
- Version at baseline: v2.1.6.0
- Audit reference: ecosystem-dev-tracking Point 1-5 (FS25_IncomeMod, 2026-06-30)
- Baseline date: 2026-06-30
- Release gate (2026-08-04): wired per Arissani's 2026-08-03 lock set. C3 is CONDITIONAL - the loan itself stays available, only its cost elaboration (the re-draw escalation, the Time Guard compounding, the Economy-dial pricing) locks until the experimentalSystems opt-in is on.
ReleaseGate.lua+incomeReleasestatus command +IncomeSetExperimental. 44 assertions green. - Emergency Loan (C3): the never-stuck recovery hatch. Forecast-crossing-zero trigger (alone), server-authoritative grant, Time Guard compounding monthly interest, auto-deduct repayment, one compounding debt line. C1 holds (difficulty scales cost, never availability). 27 assertions. PR to main pending. The base-game loan confirm was answered from the decompile (
Farm:getLoan(),loanMax, 4% rate). - SettingsHub: 10 settings registered (selfPersisted). ESC injection (SettingsUI.lua + UIHelper.lua, InGameMenuSettingsFrame hooks) retained as the standalone fallback; full removal is a later cleanup.
- StateLedger:
IncomeMod_Settings+IncomeMod_Statebridge live (delegate-when-present); own XML kept as the safety copy. - 2026-07-26 bug sweep: IM-001 (setPayMode timer reset), IM-002 (mouseEvent isAux param), IM-003 (version strings) fixed and merged to main.
- NetworkSync channel
IncomeMod_Syncfor settings broadcast and client-side payment notifications. Not built yet. - MasterHUD
IncomeMod_HUDregistered (delegate-when-present; own hook stays as fallback). - Expose the five companion read functions for FarmTablet IncomeApp.
- Richer income models (subsidy tiers, contract-linked bonuses) without becoming a markets system.
- [~] Bedrock 3/4 done (StateLedger + MasterHUD + SettingsHub); NetworkSync remaining.
- FarmTablet IncomeApp (blocks on: the five read functions being exposed).
- Activity-gated pay (a wage rather than a baseline income): parked; wages are WorkerCosts/ProStaff territory.