Keep Clarity
Information at a glance and UI navigation that reduces clicking and helps you oversee your settlement with more clarity.
Press F10 anywhere, menu or mid-game, to configure every mod without leaving the game. Real sliders, dropdowns, and keybind capture. Tooltips, restart indicators, a working revert button, and Save & Close that persists.
Mod authors: a reflective API adds your prefs to the panel with rich metadata in a few lines. Soft dependency, so your mod still works without Keep Clarity.
Every common building action has a dedicated key, so you stop chasing buttons.
Inside any Building UI:
- DEL / T: Salvage Building
- R: Relocate building (syncs with Tended Wilds: herbs, mushrooms, greens, roots, hazelnut, willow, and berry bushes relocate via R)
- U: Upgrade building
- -/=: Enable/Disable Worker Slots
- ← →: Cycle all buildings of the same type
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★NEW★
Q: Move work area, for hunters, foresters, etc.
On Build, Construction, and Deconstruction Sites:
- DEL / T: Cancel Build
- P: Prioritize construction
- O: Enable/disable construction
- -/=: Add/remove builders
Tech Tree: Q queues a hovered node for research.
Confirmation Windows: Y/Enter = Yes, N/ESC = No.
The only main-screen shortcuts still active inside Building / Build Site / Forageable UI are Space and F2-F5.
Select a forageable, tree, stone deposit, or excavated ruins: H harvest, DEL clear, P prioritize. Forageables also relocate with R (if Tended Wilds Installed). Fruit trees: C cull for wood, P prioritize.
Shows the total count of each building type and adds left/right arrows to cycle every instance without reopening. Includes DLC buildings.
Gives each structure a subtle, unique weathered tint so identical building types are not all the same shade. The tint is deterministic per building and stable across reloads. A Variety Intensity slider sets the range, from off to deliberately too much. Excludes the Town Center, Temple, Academy, Trading Post, Guild Hall, the three monuments, walls, gates, and decorations. Off by default.
A built-in sharpen and vibrance post-process, an alternative to a ReShade CAS preset with no external tool. Applied to the world camera only, so the HUD is unaffected. Separate Sharpness and Vibrance sliders, applied live. Off by default.
Drag the Pinned Resource list, Tech Queue, and Company Roster panels anywhere (grab any part; right-click resets). Each overlay has its own Scale and Opacity sliders, plus a grow direction toggle so the list grows up or down from its header (handy for parking it above the mini-map). They render above the HUD so handles never hide behind the top bar. Text and buttons stay readable even at low opacity.
Shift + Left-Click a company banner to open a draggable roster. Each soldier is a full-width HP bar that shrinks and shifts green to amber to red as they take damage, with live status (Waiting, Moving, Attacking, Retreating) and a class icon. Click a row to select that soldier, double-click to center on them. Open several at once; each panel remembers its spot.
Build bridges across any elevation, water not required.
Pin any resource (including livestock and pets) and monitor it without opening storage. Each row shows current count vs. settlement max quota (or ∞ if none set), and flashes red when critically low.
Adds Sand, Glass, Coal, and Iron to the top bar so late-game materials stay visible. Hover any top bar resource for a tooltip with average monthly output and the number of buildings producing it.
A live count of current Laborers and Builders sits by the villager count, so you always know your free workforce.
A collapsible queue under your knowledge points. Hover a node and press Q to queue it. Prerequisites resolve automatically: points route down the gated chain first. Banked points spend retroactively, and the queue is per-save.
The "Predators are attacking!" alert is tinted by live threat: amber when an animal is only sighted or fleeing, red for wolves, bears, or an actively attacking boar/fox. It updates as the threat escalates or backs off.
- Keep Map Type on Reroll: the dice rerolls within your biome instead of Random
- Remember Custom Settings: your Custom Settings (8 toggles, 11 multipliers) save on Confirm and restore next open
- Skip Start Cinematic: jump straight to map load
- Sync Map Type with Rivers Restored: pick a biome in either mod and the other follows
- Custom Population Cap: any value, not just 200/500/1000/2000
- Ignore Upgrade Population Requirement: bypass pop gates on Town Center tier-ups
The departure popup now correctly reads "Trader Departing, {name} leaves in N days" instead of the misleading "arrived" text.
A Plan button by the calendar launches the Farthest Frontier City Planner[sagedragoon79.github.io] in your browser, a free layout tool best on a second monitor. Toggleable in settings.
Optionally pause when loading a save so you can get your bearings first. Configurable delay (default 2.5s) lets modded setups finish initializing.
🐉 SageDragoon’s Workshop
📱 Keep Clarity — UI Enhancements
🚛 Manifest Delivery — Wagon Shop and Logistics
🏹 Warden of the Wilds — Hunting and Fishing
🌿 Tended Wilds — Forager Enhancements
🌊 Rivers Restored — Rivers!
📦 Essential Provisions — Curated QoL bundle, all opt-in
👑 Sovereign Boons — Power-spike pack, all opt-in
🌱 Forageable Transplantation — Relocate Forageables (in Tended Wilds)
🏘️ Settlement Planner — City Planner button (in Keep Clarity)
🏘️ Settlement Planner (Direct Link)[sagedragoon79.github.io]
All mods can also be found here: https://github.com/sagedragoon79
Revisions:
Old revisions of this mod are available below. Click the link to download.