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Roadmap: FS25_IncomeMod

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.

How to use this file

  • Populate the milestones below from the audit baseline once it lands.
  • Each item should be small enough to map to a TODO.md entry.
  • Keep it honest: near-term is committed, mid-term is intended, long-term is aspirational.

Current baseline

  • 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

Near-term (next release cycle)

  • 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 + incomeRelease status 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_State bridge 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.

Mid-term (this season)

  • NetworkSync channel IncomeMod_Sync for settings broadcast and client-side payment notifications. Not built yet.
  • MasterHUD IncomeMod_HUD registered (delegate-when-present; own hook stays as fallback).
  • Expose the five companion read functions for FarmTablet IncomeApp.

Long-term / aspirational

  • Richer income models (subsidy tiers, contract-linked bonuses) without becoming a markets system.

Cross-mod / ecosystem dependencies

  • [~] Bedrock 3/4 done (StateLedger + MasterHUD + SettingsHub); NetworkSync remaining.
  • FarmTablet IncomeApp (blocks on: the five read functions being exposed).

Deferred / parked

  • Activity-gated pay (a wage rather than a baseline income): parked; wages are WorkerCosts/ProStaff territory.