Automation Mod

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Author: idontcare

Last revision: 27 Apr at 15:10 UTC

File size: 62.98 KB

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Description:

A set of automation features for Farthest Frontier.


Features

All features below are optional and disabled by default. Enable what you want via settings.

Idle Worker Reassignment

Automatically disables buildings during their idle periods so you gain laborers and/or stop paying monthly gold upkeep for no benefit, then re-enables them the moment they are needed.

Farmers and Arborists: Disabled/Unassigned at the start of winter. Re-enabled in spring.
Rat Catchers: Disabled when no buildings in range have an active rodent infestation. Re-enabled as soon as rats appear.
Guard Towers: Disabled during peacetime. Re-enabled when a raid is detected. Wolves and bears that wander into range while guards are dismissed will not trigger re-enablement. If you rely on towers for predator control, leave Guard Towers disabled and manage those buildings yourself.

Works with auto-refill professions on or off.
Manual enables/disables are not respected. If you try to enable a building during its idle period it will be disabled again on the next check, and if you try to disable a building during an active period it will be re-enabled. Turn this feature off in settings if you want to manage these buildings yourself.

Auto Harvest

Automatically marks trees, stones, bushes and berries for harvest so your villagers collect them without you having to select them manually. You choose which types to enable independently.

Auto-harvesting is always limited to a configurable radius around your Town Center. Turning it off will cancel all resources that had been automatically marked for harvest. Resources near raiders, wolves, or bears are skipped (until or unless the threat moves away).

Construction Reserve

Reserves a maximum stock of raw materials so production buildings cannot consume them below the configured threshold, ensuring you always have enough on hand for construction and upgrades.

When a building like the blacksmith needs iron, it can only pull from the surplus above your reserve. If total iron is 80 and your reserve is 50, the blacksmith sees 30 available and will not touch the rest.

Configurable per item via the Construction Reserve tab. Supports: Logs, Planks, Stone, Clay, Sand, Iron, Coal. Set a value to 0 to disable the reserve for that item.

Town Reserve

Prevents your trading post from draining essential resources. When the game restocks items, this sets a floor so your town always keeps a safe reserve.

Configure a fixed maximum for each item. Only items sitting in storage count toward that maximum – items in use or reserved for production are not included.

Auto Stock

Keeps your trading post stocked automatically. Every few seconds, workers move surplus goods to the post, up to what your town can safely spare.

Town Reserve defines the safe maximum, Auto Stock fills everything above it. Example: You have 500 planks and a Fixed maximum of 300. Up to 200 will be kept at the trading post, ready to sell.

Both Town Reserve and Auto Stock only work for items that have keep-in-stock on and a maximum reserve value configured.

Auto Spend KP

Automatically spends Knowledge Points (KP) as you earn them, so you don’t have to keep opening the tech tree and unlocking techs yourself.

Best suited for relaxed games only. On harder maps or vanquisher runs, you’ll usually want more precise control. Note that you can turn it on or off anytime; stored KP will be spent immediately when enabled.

Rush Research Speed: Always prioritizes techs that increase research speed (like Natural Philosophy). Helps everything else unlock faster. Recommended to keep on.

Category Priorities: Set up to 5 preferred categories. These only apply when choosing between techs in the same tier. Example: If Economic is Priority 1 and both Economic and Military techs are available, the Economic one is chosen first. If you leave everything as No Preference, the mod will freely choose from all categories.

Use SkipX (like e.g. SkipMilitary for pacifist runs) if you want to avoid a category as long as possible. Skipped categories are only used when nothing else is left.

How else it chooses techs: the mod will clear lower tiers before moving up, finish techs you’ve already started, prefer earlier steps in production chains, and unlock prerequisite techs sooner to avoid getting stuck.


Configuration

The easiest way to configure this mod is with the companion Mod Settings Manager mod. Install it and press F8 in-game.


Compatibility with other mods

Conflicts with the Winter Labor[www.nexusmods.com] mod. Running both can cause workers to be reassigned twice or restored incorrectly. Use one or the other.

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Mod Settings ManagerSteam Workshop