Requests: 1) Update (or confirmation that no update is needed, just manually edit the cfg file) for 9.1+ 2) Make a multiplier/divider for work ticker (I.E. terrain leveling, building, and relocating is instantaneous and/or requiring only 1 working 'tick' to complete). 3) Yields multiplier (I.E. you get X more meat/wood/crops/milk/planks/beer/etc. than you normally would). 4) Speed multiplier for wagons 5) Crafting speed multiplier (I.E. shops produce goods X times faster). 6) Make temples able to activate more than 3 relics. 7) Option for fields to have 0% weeds & rocks. 8) Option for villagers to carry armor and heavy weapons (I.E. they can equip soldier gear without being assigned to barracks as soldiers). 9) Option for terrain leveling multiplier (I.E. the intensity and/or area of effect can be increased) 10) Instantaneous tree chopping/felling. 11) Multiplier for how fast wells replenish water 12) Wells have rain buff non-stop
EDIT: 13) Make guild halls available at start (I.E. can make them at tier 1/2/3 town halls instead of waiting all the way to tier 4). 14) Additional and/or multiplier slider for amount of workers/villagers a house/shop/etc. can hold
Hello everyone, well first of all im not sure if im "installing" the mod correctly, because once im ingame i cant seem to open the interface by pressing F5 like its ment to be. Neither i can find the melonpreference.cfg to check the right keybind.
[Compost_Yard_Overhaul] YardMaxWorkers = 2
thats the only code inside the cfg file (E:\SteamLibrary\steamapps\common\Farthest Frontier\UserData).
edit: ive just realized that this file "UnityEngine.Il2CppAssetBundleManager.dll" doesnt work properly and gives an error if u have it on ur mods folder... maybe thats why the F5 keybind doesnt work
I am wondering if it is possible to modify the health points of the walls. I really hate having to stack layers of walls; it totally ruins the look of the town. I would much rather have stronger walls.
I see that this mod does allow to editing some building properties, so I am wondering if it's possible with health of buildings.
115 comments
1) Update (or confirmation that no update is needed, just manually edit the cfg file) for 9.1+
2) Make a multiplier/divider for work ticker (I.E. terrain leveling, building, and relocating is instantaneous and/or requiring only 1 working 'tick' to complete).
3) Yields multiplier (I.E. you get X more meat/wood/crops/milk/planks/beer/etc. than you normally would).
4) Speed multiplier for wagons
5) Crafting speed multiplier (I.E. shops produce goods X times faster).
6) Make temples able to activate more than 3 relics.
7) Option for fields to have 0% weeds & rocks.
8) Option for villagers to carry armor and heavy weapons (I.E. they can equip soldier gear without being assigned to barracks as soldiers).
9) Option for terrain leveling multiplier (I.E. the intensity and/or area of effect can be increased)
10) Instantaneous tree chopping/felling.
11) Multiplier for how fast wells replenish water
12) Wells have rain buff non-stop
EDIT:
13) Make guild halls available at start (I.E. can make them at tier 1/2/3 town halls instead of waiting all the way to tier 4).
14) Additional and/or multiplier slider for amount of workers/villagers a house/shop/etc. can hold
I can only agree with that. Perfect request for points that would be great and thanks for the great mod.
can't promise anything, been busy IRL. might check later if i have some time to spare
for 'disable food spoil', IIRC vegetable and fruit can still spoil
[Compost_Yard_Overhaul]
YardMaxWorkers = 2
thats the only code inside the cfg file (E:\SteamLibrary\steamapps\common\Farthest Frontier\UserData).
edit: ive just realized that this file "UnityEngine.Il2CppAssetBundleManager.dll" doesnt work properly and gives an error if u have it on ur mods folder... maybe thats why the F5 keybind doesnt work
I see that this mod does allow to editing some building properties, so I am wondering if it's possible with health of buildings.