Dynamic Trading (w/ NPC) B42.13

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Authors: Psychopatz, InnocentDeadly

Last revision: 11 Feb at 23:39 UTC

File size: 44.42 MB

On Steam Workshop

Description:
🔥 VERSION 2 is UP! FACTIONS, STOCKS & NPCs

The economy is no longer just numbers on a screen. It’s alive.

🆕 LATEST UPDATE (Liquid Economy & UI):
  • True Value System: Prices are now dynamic based on realism. Fluids (e.g., gas in a bottle) are priced per Liter. Item condition, rot, and remaining uses (part-eaten food) now directly affect value.
  • Realism Update: Traders now sell items with randomized durability. Stocks simulate wear and tear from the apocalypse. You are buying scavenged goods, not factory-new products. But some producer archetypes like farmers, anglers, and similar roles will still sell fresh produce and newly made goods and mainly depends on your luck.
  • UI Overhaul: Radio/Trading windows now remember positions/size. Info tabs added.
  • QoL: Radar auto-opens when traders are found; NPCs now verbally refuse trade when resting.
  • Fixes: Critical Multiplayer V2 sync fixes, food pricing corrections, and performance optimizations.

THE DYNAMIC TRADING SYSTEM

Transforms Project Zomboid’s economy into a living market. Prices fluctuate, traders move, and world events dictate value.

  • Living Economy: Supply & demand affects prices globally.
  • Events: Winter spikes food prices; raids discount weapons.
  • Wallets: Zombies drop wallets—check them for cash.


⚠️ CRITICAL: CHOOSE YOUR VERSION

Choose ONE. Do NOT enable both. Both require:

DynamicTradingCommon

OPTION A: Dynamic Trading V1 (Classic)

Mod ID:

DynamicTrading

Best for players who want a simulated economy without physical NPCs.

  • Radio Only: Trade via Walkie-Talkies/HAM Radios.
  • Scan Signals: Electricity skill helps find better signals.
  • Stable Experience: No physical entities to impact performance.

OPTION B: Dynamic Trading V2 (Alpha)

Mod ID:

DynamicTradingV2

A complete overhaul. The economy physically exists in the world.

  • Physical NPCs: Traders spawn, travel, rest, and flee.
  • Factions: Traders belong to groups (Military, Syndicate) with simulated wealth/goals.
  • Advanced Features:Quest, Trader Management, Radar with distance sorting, context menus.
  • Alpha Build: Contains complex NPC simulation logic. Expect occasional bugs or pathing issues while in active testing.


📥 INSTALLATION

Classic (Radio): Enable DynamicTradingCommon + Dynamic Trading V1
New (NPCs): Enable DynamicTradingCommon + Dynamic Trading V2
✅ Safe to add/remove mid-save.


⏳ PLANNED ROADMAP

1. Player-Owned Marketplace: Construct a trading station at your base to automate sales and earn passive income.
2. Contracts & Quests: Fulfill high-priority faction requests (e.g., medical shortages) for massive reputation and cash bonuses.
3. Simulated NPC Professions: NPCs will actively generate resources. Farmers cultivate crops, Anglers fish, and Scavengers loot nearby areas provided they have the right tools and location.
4. Crime & Consequence: The world fights back. Defend your wealth against burglars and rival factions, manage NPC sentiment, and hire Guards to protect your stockpile.


🏆 CREDITS & SUPPORT

Thanks to S4ro, IronLungs, External, Saren & the community.
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Found a bug? Please report it in the discussions!

Workshop ID: 3635333613
Mod ID: DynamicTradingCommon
Mod ID: DynamicTrading
Mod ID: DynamicTradingV2