Player Market — Player to Player Trading
⚠️ Important: Early-Access Warning This is the very first public release — an experimental build, not for production servers. Expect bugs, expect things to change. Test it on a staging environment before you put it in front of your players. 🛠️ Config file formats may change between early releases. Back up your $profile:PlayerMarket folder before updating. Player Market — a marketplace run by your players No NPC… (more)
⚠️ Important: Early-Access Warning This is the very first public release — an experimental build, not for production servers. Expect bugs, expect things to change. Test it on a staging environment before you put it in front of your players. 🛠️ Config file formats may change between early releases. Back up your $profile:PlayerMarket folder before updating. Player Market — a marketplace run by your players No NPC traders. No admin shops. No fixed prices set by a config file. Players list their own items, other players buy them, and the market decides what anything is actually worth. List an item at a marketplace terminal and walk away. Someone buys it hours later while you are offline. Your payment is waiting in your mailbox next time you log in. Buyer and seller never have to be online at the same time, never have to meet, and never have to trust each other. 📦 For players Sell anything — pick an item from your inventory, name your price, post it Asynchronous — no meetups, no waiting around, no getting shot mid-trade Mailbox — sold items and earnings wait for you; claim them whenever Market prices — the sell screen shows the lowest, median and highest asking price for that item so you are not guessing See inside before you buy — listings show the full contents of an item, attachments and cargo, nested and recursive Keep your attachments — selling a kitted rifle? One toggle strips the optic, mag and handguard back into your inventory and lists the bare weapon Browse and filter — search, categories, condition filters, price range and sorting, in list or grouped view For server owners Everything is JSON under $profile:PlayerMarket\Data\, generated with sensible defaults on first boot — no guessing at the schema. Settings.json — listing durations, min/max price, max active listings per player, sale fee percentage, mailbox expiry Currency.json — define your own currencies and denominations; use the bundled money items or point it at any item classes you like TraderPoints.json — place marketplace access points anywhere on the map, using any static prop or a survivor class as an NPC Categories.json — control how items are grouped in the browse view Blacklist.json — bar item classes from ever being listed Item state is preserved properly across a sale: health, quantity, ammo counts, liquids, food stages, and the full attachment and cargo tree. What the seller listed is what the buyer receives. ✅ Requirements DayZular — UI framework this mod is built on Player Market Signs — marketplace sign props Feedback & contribution 💬 This is a first release and your reports genuinely shape what gets fixed first. Bug reports, feature requests and general chat are all welcome: Discord: https://discord.gg/t9YkApe7K9 When reporting a bug, the client and server logs from $profile:PlayerMarket\Logging\Logs\ help enormously. Support ❤️ Like the project? Support development: https://ko-fi.com/thedmitri ☕ Thanks for testing Player Market and helping shape a genuinely player-driven economy for DayZ. 👍
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