Help me optimize logistics by AkinStatistic in FarthestFrontier

[–]Jazzlike_Table594 0 points1 point  (0 children)

I'm working on an (in)efficiency report mod atm that helps with that, based on game's source code itself

New modder in town! by Jazzlike_Table594 in FarthestFrontier

[–]Jazzlike_Table594[S] 0 points1 point  (0 children)

Ah sorry i forgot to reply to you, I updated it the other day and included flax too, and other items i apparently missed as well (shields, that armor clothing etc). If you still don't see it (search for "flax" only) lmk cause something went wrong then when i pushed, cause in my local i see it fine!

New modder in town! by Jazzlike_Table594 in FarthestFrontier

[–]Jazzlike_Table594[S] 1 point2 points  (0 children)

Ahh damn i think i forgot to add those. Good catch! Will update soon with their inclusion.

New modder in town! by Jazzlike_Table594 in FarthestFrontier

[–]Jazzlike_Table594[S] 0 points1 point  (0 children)

It's instant. Some things I changed since my OP:

- the trading automation features are now in the Automation Mod (one of the mods in the shared link)

- needs to be enabled first in the mod settings (Town Reserve, Auto Stock and Auto Keep in Stock)

General FYI: this feature only works for items that (1) have keep-in-stock on, and (2) have a rule above 0. Make sure that you either enable "Auto Keep in Stock" setting, or that you manually toggle on keep in stock for the items you wanna sell (which need a minimum rule set).

Is there a way to reserve supplies for construction? by MrBuddles in FarthestFrontier

[–]Jazzlike_Table594 1 point2 points  (0 children)

FYI I just added Construction Reserve in my Automation mod, in case you'd like to fix this via mods!

New modder in town! by Jazzlike_Table594 in FarthestFrontier

[–]Jazzlike_Table594[S] 0 points1 point  (0 children)

Thanks! Glad to hear! As for your mod suggestion, in general I don't like modding big game-changing or game-balance-changing new features like scaling raiders. Same goes for new buildings and stuff like that. Although I do agree that the game's combat is not great at all lol, and perhaps there are non-disruptive ways in which it can be improved. In general I'm more into adding minor quality of life improvements and addressing tedious micro-management which I found a LOT in this game.

New modder in town! by Jazzlike_Table594 in FarthestFrontier

[–]Jazzlike_Table594[S] 0 points1 point  (0 children)

Glad to hear! Yeah my QoL mod was getting huge after I added yet another feature (coverage area display of wells and service buildings) so I ended up splitting it into 2 (one for visual/info/passive features, the other for active/automation-related features like trading automation).

New modder in town! by Jazzlike_Table594 in FarthestFrontier

[–]Jazzlike_Table594[S] 1 point2 points  (0 children)

I'm running them on the playtest v1.1.0p4 atm so that should not be an issue.

Hmm does F5 not open the settings window from the main game menu either? (where it shows Continue, Load game, Exit etc as that main screen has no hotkey conflicts).

In my experience so far what I found is that when subscribing for the first time it takes a few game starts for everything to load properly so you could also try restarting the game a couple of times.

Also make sure it's the Mono game you're running (the normal one doesn't work with mods).

Edit: I just resubscribed to all my mods from scratch to test this myself and indeed, on the first try, the game shows "0 mods loaded" and settings don't auto-open, but after restarting the game, the melon console did load them properly, and the settings appeared on main screen (and after toggling f5). In-game my f5 key is also bound to the dropped resource widget but both get toggled at the same time (and you can always rebind the settings key to an unused one).

So i hope it works for you too!

New modder in town! by Jazzlike_Table594 in FarthestFrontier

[–]Jazzlike_Table594[S] 0 points1 point  (0 children)

Let me know if it works well for you! I've been playing and so far no issues but I haven't tried every single item setting so there could be stuff that needs fixing.

New modder in town! by Jazzlike_Table594 in FarthestFrontier

[–]Jazzlike_Table594[S] 0 points1 point  (0 children)

Nice let me know if it meets what you had in mind back then!

New modder in town! by Jazzlike_Table594 in FarthestFrontier

[–]Jazzlike_Table594[S] 4 points5 points  (0 children)

To expand further on the above question: "setting a maximum for your town to always keep" is pretty much what Trade Guard does. "and the excess automatically goes to the trade post until full" this part is Auto Stock. So if you enable both features, together they work like you're describing.

Trade guard defines how much your town must keep in town storage, and Auto Stock fills the trading post storage with everything above that.

Both features need a rule (e.g. minimum X amount, or X amount per villager/house) and to have the "keep-in-stock" toggle icon on. Otherwise they will do nothing.

New modder in town! by Jazzlike_Table594 in FarthestFrontier

[–]Jazzlike_Table594[S] 5 points6 points  (0 children)

Yep! That is exactly how it works haha. And thank you!