Better Performance

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Author: Uledrith

Last revision: 6 Jul at 22:17 UTC

File size: 73.73 KB

On Steam Workshop

Description:
Farthest Frontier, optimized — higher FPS and faster loads, with zero gameplay changes.

Version 1.4.0

Farthest Frontier slows down as your town grows — the late-game stutter, the raid slideshow, the chug when you drag a building, the long wait to load a big save. A lot of that isn’t your PC; it’s the game repeating expensive work far more often than it needs to. Better Performance is a deep, measured optimization pass over the game’s own code: it cuts that wasted work so the same town runs smoother and loads faster — without changing a single thing about how the game plays.

Every change was found by studying the game’s decompiled code, and each one is either identical to vanilla or an imperceptible delay (a villager might pick up a job a fraction of a second later). Your villagers, economy, combat, and AI behave exactly the same — there’s just far less wasted work behind the scenes.


What it speeds up
  • Late-game FPS — the bigger your town, the more the game repeats town-wide bookkeeping every second (item recounts, per-house work rechecks, job searches, disease rolls). Better Performance staggers, caches, and de-duplicates that work so it stops scaling out of control.
  • The raid "slideshow" — during a raid, every attacker re-scores every villager, building, and animal in your town several times a second. This throttles that scan to a sane rate, so raids stop tanking your framerate.
  • "Chugs while placing houses" — dragging a building ghost recomputed desirability from scratch on every micro-move. This caches it, killing the stutter while you plan.
  • Construction hitches — assigning a crowd of idle builders used to land in a single frame. This spreads it across a few frames so heavy building phases stay smooth.
  • Placement & wall stutter — building or losing a wall segment rebuilt whole groups of ground decals at once; this spreads those rebuilds out.
  • Job assignment — every idle worker ran an expensive pathfinding check on every candidate in a work bucket, though only the best one is ever used. Now it stops at the best reachable one. (Measured on a large save: about two-thirds of those checks eliminated.)


Faster loading

Loading a large save was doing three wasteful things: re-scanning the save file from the very start for every single object (millions of redundant reads that grow with the square of your town size — which is exactly why late-game saves crawl), sitting through a hard-coded idle wait, and rebuilding the pathfinding mesh an extra time right as you regain control. Better Performance switches on the save system’s own built-in index (which the game ships but never turns on), trims the dead wait, and skips the duplicate rebuild.

Measured on a large late-game save: load time dropped from about 34 seconds to about 29, and the file-scanning cost — the part that grows worst as your town gets bigger — was cut by roughly 95%.


No gameplay changes — and safe to add or remove

This is purely an efficiency mod: no rebalancing, no new mechanics, no save edits. Everything it does is result-identical to vanilla (or an imperceptible delay), and every optimization can be switched off individually in the config file. It runs fully standalone, 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 optimization mod.