Quality of Life Mod
A set of quality-of-life improvements for Farthest Frontier.
All features below are optional and disabled by default. Enable what you want via settings.
Adds a ! badge above the Professions button when your laborer or builder count drops below the game’s recommended level. You get a heads-up early, before things start slowing down.
Shows a warning icon above production buildings when worker travel time gets too high. Hover the icon to see the exact percentage.
Shows a warning icon above production buildings when worker idle time gets too high. Hover the icon to see the exact percentage.
Note: Both Travel and Idle alerts have a 1-month grace period to prevent false positives (e.g. building relocation, seasonal transitions).
Shows a disease pin on crop fields as soon as disease appears, not after damage is already done.
Checks the three-year rotation for any field you open and adds a report to the panel. If everything looks fine, you get a simple confirmation. If not, it shows how many issues were found, with details on hover. Detects two types of problems: disease risk and season mismatch.
Click a well, service building (e.g. school), desirability decoration (e.g. park), or negative-desirability building (e.g. brickyard) to see its coverage. Homes in range turn green, a yellow circle shows the selected building’s radius, and white circles show others of the same type so you can quickly spot overlaps and gaps. Circles also appear when placing or moving buildings.
Expands the forager shack and hunter’s cabin’s work areas to a larger radius so that you don’t have to reposition them as often or at all. Workers still prefer the closest available resources, so a well-placed shack/cabin near dense areas is still more efficient than a poorly placed one. Use with Travel Time Alert to spot when relocation is needed.
Shows a color-coded map overlay that helps you plan where to place districts. Toggle on/off with a configurable hotkey.
Farming tiers:
- Dark green: prime farmland. High EFF and high fertility.
- Light green: good farmland. High EFF and moderate soil fertility.
- Yellow-green: marginal farmland. Useful on harsher maps where prime land is scarce.
Grazing areas: Brown tiles have high natural fodder, making them good spots for a Barn. Only shown when tiles don’t meet farming requirements.
Mine exclusion zones: Red circles mark permanent mineral deposits you should never build on. Orange circles mark finite deposits that will eventually run out.
The easiest way to configure this mod is with the companion Mod Settings Manager mod. Install it and press F8 in-game.