Better Bug Fixes

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Author: Uledrith

Last revision: 6 Jul at 22:10 UTC

File size: 54.78 KB

On Steam Workshop

Description:
Twenty-three quiet fixes for Farthest Frontier’s vanilla oversights — no rebalancing, just the game behaving the way it already looks like it should.

Version 2.11.0

Farthest Frontier ships with a scattering of plain oversights — a counter that grows where it should shrink, a check that reads the wrong flag, a fix the game even includes but never switches on. Better Bug Fixes quietly corrects them. Every one was found by studying the game’s own decompiled code, and each only makes the game do what it already intends: no rebalancing, no new mechanics, no save edits. If a value looks like a typo, this puts it right.


Combat & defense
  • Guard tower windows light up at night — Tier 1 and Tier 3 towers glow their windows in the cold season, but Tier 2 shipped without it. Now all three tiers light up.
  • No more phantom "no ranged weapon" alerts — a copy-paste bug had towers and soldiers check the wrong item, leaving stale "missing weapon" warnings on fully-armed archers.
  • Raiders stop blocking themselves — a raider’s own target was being reported as an obstacle in its own path, so a raider told to steal would attack instead. Fixed at the source.
  • Academy hitpoints keep up with its tier — a Tier 1 Academy has 1300 HP and 8 armor. Upgrading to Tier 2 raises its armor to 10, but in vanilla the hitpoints stay stuck at 1300 — so a Tier 2 Academy is better-armored than a Tier 1 yet no tougher, even though every other building gains hitpoints as it upgrades. This raises the Tier 2 Academy to 1875 HP, so the upgrade actually makes it sturdier.

Villagers & jobs
  • No more housing churn — a pair of loop-counter bugs quietly mass-evicted and re-homed villagers every few seconds. Homes stay put now.
  • Graduations happen once — students were re-graduating and gaining an extra education level every year on the same date. A class now graduates a single time.
  • Correct desertion reasons — a broken formula made the game blame "shoes" for the wrong villagers leaving, and never for the right ones.
  • Rogue livestock play by their own rules — escaped animals were validated with the wild-animal eating rules instead of their own, so they didn’t stop raiding crops when they were supposed to.
  • Books & paper actually get hauled — the game built the haul jobs for books and paper but never registered them, so dropped books and paper sat on the ground until they rotted.
  • Buildings fill their last work slot — a reservation miscount counted a villager against their own job, so worker and builder limits sat one short and a building could end up a worker shy of full.
  • Desirability updates the moment you build — placing, toggling or removing a building read a stale (up to two-minute-old) desirability snapshot and baked the old values into nearby happiness until the next refresh. It recomputes right away now.

Storage, stats & save data
  • Knowledge tomes are counted — tome stock was tracked against the wrong item, so tomes read as zero and small carcasses were double-counted.
  • Correct "does it spoil" flags — a scrambled check marked stone, logs, ore, and planks as perishable. Non-perishables are non-perishable again.
  • All your mines’ clay counts — with two or more clay mines, only the last one’s clay was being counted. They all add up now.
  • Stable equipment stats — a unit’s tier-2 ranged bonus drifted a little every time gear was equipped or removed. It holds steady now.
  • Food trade graphs fill in — the yearly imported/exported food history was left blank; it records correctly from here on.
  • Rat-infestation stat wired correctly — a save-load mix-up pointed the rat-losses stat at the wrong data channel.

Pause & visuals
  • No prop-drift while paused — hats, tools, baskets and held weapons slowly slid off characters while the game was paused (their hidden skeletons kept moving). They stay put now — on villagers and raiders alike.
  • No "floating head" on reveal — panning a paused camera onto a hidden villager used to lift their head off their body for a moment. Fixed.

Under the hood
  • Pastures recompute on schedule — a dead timer ran a heavy pasture fodder recalculation every single frame instead of the intended couple of times a second.
  • Raid arrows recompute on schedule — the on-screen arrows pointing at raiders re-scanned the map every frame during a raid; a disabled delay is switched back on.
  • Predator kills stop spamming the log — every fox kill wrote a red error with a full stack trace (a leftover dev line), quietly bloating the log file and churning memory over a long game. Silenced; the kill tally is untouched.
  • Building placement reads current positions — dragging a building or road switched off a global physics flag and left it off, so other position checks that frame could read stale data. It’s restored on every placement now.

Several of these were also quietly costing frames. If you want the full performance pass — higher late-game FPS and faster load times — grab Better Performance.


Safe to add or remove

Targeted data corrections, not save edits. Each fix is independent, runs fully standalone with no dependencies, and you can uninstall any time without harming your save.


Install
  • Requires MelonLoader, with the game launched in Mono mode.
  • Subscribe, launch in Mono, and restart once — that’s it.
  • New to Workshop mods for Farthest Frontier? Check the pinned modding guide.


More of my mods

More on the way — I’ll add them here as they release.


Not affiliated with Crate Entertainment. A community-made bug-fix mod.