Essential Provisions
A Curated Collection of Quality.
-Stacking ten standalone QoL mods to get the features you actually want comes
with friction — each ships its own preference UI, each adds another Harmony
conflict surface, and most go unmaintained when their author moves on.
-Essential Provisions folds the best small QoL ideas from the Farthest Frontier mod
community into one coordinated package. Consistent UX, shared safeguards against
double-firing patches, and a single settings panel. Sixteen features across four
categories, every one OFF by default. Pick what you want, ignore the rest.
-If you’ve already got one of the source mods installed, EP detects it at startup and
silently defers — the relevant features stay off so nothing collides.
Unlock game speeds above 7× through 50×. Above 20×, hunter and combat
AI may misbehave — you’ll get a log warning.
Click any placed building to see its effect radius — water provision,
market reach, desirability bonus, school enrollment range, work area.
The same circle the game shows during placement, available on demand
for buildings already built.
Auto-flag trees, stones, and forageables for harvest in a radius
around your Town Center. Skips danger zones near raiders, wolves, and
bears. Triggers on toggle-on, new TC placement, or a one-shot
"Re-Scan Now" button — never continuously pulses, so the decoration
trees you plant don’t get auto-tagged for chopping.
Once a month, re-optimize villagers’ home assignments so they live
closer to their workplaces. Uses the game’s built-in Hungarian
algorithm. Soldiers, Guards, and live-at-workplace occupations like
healers and priests are automatically skipped — their garrison and
workplace linkages stay intact.
A small icon appears on production buildings whose workers spend too
much time traveling instead of producing. Tunable threshold.
Villagers flee from nearby raiders without waiting for combat to break
out near them. Broader detection radius than vanilla. Hunters keep
their short-range vanilla behavior so they continue to engage prey
and respond when ordered to fight. Camp-defending raiders don’t
trigger flee — only raiders actively threatening your town.
Top-bar badge when your laborer and builder counts fall below the
recommended count for your settlement size. Surfaces the common
late-game pitfall of everyone assigned to professions with no one
left hauling logs.
Idle villagers in crafting and outdoor roles temporarily help out as
laborers when their own job has nothing to do. Sawyer with no logs
goes hauling. Farmer in winter goes hauling. Their actual job stays
the priority — they snap back the moment real work appears at their
workplace.
Auto-stand-down rat catchers when no infestations are active, and
guard towers in peacetime. Re-enables automatically when threats
reappear, with a 2-day cooldown after raids end to avoid flickering.
Won’t touch a building you currently have selected.
A small icon appears on production buildings whose workers spend too
much time idle. Tunable threshold.
Stockyards accept Iron. Granaries accept Hay and Flax. Granary is
renamed "Silo" throughout the UI.
Auto-shunt excess stock above your keep-in-town threshold to your
trading post, based on observed daily consumption rate multiplied by
months. Non-food only by default. An opt-in food sub-toggle includes
two safeguards: total food stock must exceed an aggregate threshold
(defaults to 10 months, matching the game’s immigration bonus), and
no individual food type is ever shipped below 1 month of its own
consumption — so you can’t accidentally ship out all the bread while
berries are scarce.
Auto-configure trading post stocking minimums based on observed daily
consumption multiplied by months and growth headroom. Trading post
workers won’t pull an item from storage to stock the post unless your
town supply is above the reserve. Auto-scales with population.
Construction material reserves for Logs, Planks, Stone, Clay, Sand,
Iron, and Coal. When stockpile drops to the configured floor, production
buildings stop pulling that material. Construction can still access the reserve —
exactly what "reserved for construction" should mean.
Crop info window gains a rotation summary line plus hover tooltip
detailing disease and seasonal risks. Catches all five vanilla disease
groups (Turnip/Cabbage, legume rotations, grain rotations, etc.) and
flags frost-vulnerable spring plantings and heat-vulnerable summer crops.
Pin diseased crop fields on the map until the disease is addressed.
The pin stays visible until the field is clean, instead of fading after the initial event.
Essential Provisions builds on the work of several community modders. Mod authors retain credit for the original ideas — EP adapts, curates, and extends them into a unified package.
- idontcare — FFQoL (Labor Shortage, Long Travels, Idle Hands, Blight Watch, Soil Wisdom, Service Bounds) and FFAutomation (Penny Pincher, Clearcutting, Efficient Labor’s Winter Labor subset, Project Prep)
- Cuteling — No More Slacking Off (primary mechanism behind Efficient Labor)
- Olleus — Sensible Storage (Broad Shelves’ Granary additions) and Cowardly Villagers (Self Preservation)
- Justin848 — Fast Frontier Speed Mod (Fast Forward)
- Cleve — Autocommute (inspiration for Short Walks’ approach)
- A few features are original EP designs built directly on FF’s own internal systems
- Foreign-mod detection: if you have FFQoL, FFAutomation, No More
Slacking Off, Cowardly Villagers, or Fast Frontier installed, EP
detects them at startup and overlapping features stay off automatically
🐉 SageDragoon’s Workshop
📱 Keep Clarity — UI Enhancements
🚛 Manifest Delivery — Wagon Shop and Logistics Enhancements
🏹 Warden of the Wilds — Hunting and Fishing Enhancements
🌿 Tended Wilds — Forager Enhancements
🌊 Rivers Restored — Rivers!
📦 Essential Provisions — Curated QoL bundle, sixteen features, all opt-in
👑 Sovereign Boons — Power-spike tuning pack, 14 boons, all opt-in
🌱 Forageable Transplantation — Relocate Forageables (Included in Tended Wilds)
🏘️ Settlement Planner — UI Button Links to Online City Planner (Included in Keep Clarity)
🏘️ Settlement Planner (Direct Link)[sagedragoon79.github.io] — Direct Link to Planne
Revisions:
Old revisions of this mod are available below. Click the link to download.