Frontier Planner - ***Major Update***



:building_construction: Farthest Frontier Planner — Big desirability update

Hey everyone! Pushed a major update to the Farthest Frontier Planner today. The TL;DR: you can now plan house placements with live desirability + amenity-coverage feedback that matches the in-game formula and thresholds exactly.

What’s new

:art: Desirability / Spirituality / Entertainment overlay — One button in the toolbar cycles through four states: Off → Desirability → Spirituality → Entertainment → Off.

  • Desirability mode shows every bonus-producing building (parks, plazas, statues, temple, theater, wells, etc.) with its radius ring and bonus %, plus red rings around undesirable buildings (tannery, charcoal kiln, compost, barns, etc.). Shelters display a live desirability % right on their icon, color-coded to upgrade tier: yellow (T1 Shelter) → green (T2 Homestead) → blue (T3 Large House) → purple (T4 Manor). Numbers update in real time as you move buildings around.
  • Spirituality mode shows only Shrine/Temple rings in gold, and every shelter gets a ✓ or ✗ showing whether it’s inside spirituality coverage.
  • Entertainment mode shows only Pub/Theater/Library/Festival Pole rings in teal, with the same ✓/✗ on each shelter.

Between the three modes you can see at a glance which shelters are bottlenecked on which gate — a shelter at 75% desirability stuck at Homestead because it’s missing entertainment coverage is now obvious.

:triangular_ruler: Accurate radii + desirability math — Every radius in the planner (desirability, work areas, service coverage) is now pulled directly from the game’s vanilla data and converted to tile-space correctly. A few notable fixes:

  • Fishing Shack work area was 2.6× too large — now 6 tiles (was 16)
  • Work Camp was 5 tiles too large — now 15
  • Well overlap radius was ~1.75× off — now 8
  • Rat Catcher, Forager, Park/Temple/Theater/Festival Pole, Market — all dialed in
  • Live shelter % uses the game’s actual formula, including the half-at-edge dropoff and tag-based dedup (strongest of each tag counts, unless the building allows multiples like gardens and plazas)

:ghost: Ghost preview — When you have a building selected, its radius now appears around the cursor before you place it, just like work areas do. Super helpful for lining up a new park to cover exactly the shelters you want.

:paintbrush: Brush size for terrain painting — Water / Forest / Impassable buttons now cycle brush size: 1×1 → 3×3 → 5×5 → Off. Works for both left-click paint and right-click erase, so you can wipe out a 5×5 chunk of forest in one drag. Cycling buttons show small dot indicators (●○○ / ○●○ / ○○●) so you can see exactly where you are in the cycle.

:keyboard: Keyboard shortcuts — Don’t break flow going back to the sidebar for roads. One-key building selection:

  • N dirt road · M cobbled road
  • B wooden bridge · V stone bridge
  • H shelter · W well · G granary · S storehouse
  • F fence · P palisade · L lookout tower

:iphone: Installable as an app — The planner is now a proper PWA. In Chrome/Edge, look for the install icon in the address bar → click it → you get a standalone window with its own taskbar icon, works offline, auto-updates. Same deal on mobile via “Add to Home Screen.”

:bug: Fixes

  • Clicking on an existing building while you have a sidebar selection used to cancel your placement and pick up the existing one. Now it just… doesn’t do that.
  • Work area markers (arborist, fishing, hunter, forager, work camp, rat catcher) no longer collide with placed buildings or terrain — you can drop them anywhere, including over your 52-tree orchard or right on the water where the fish actually are.

Try it

Planner: Farthest Frontier City Planner v1.0
Source: GitHub - sagedragoon79/FarthestFrontierPlanner · GitHub

As always, feedback welcome — a lot of what’s in the planner came directly from this subreddit’s suggestions. :saluting_face:

3 Likes

Hello, your work is fantastic! It would be even better if it could input a map seed number, then generate the corresponding terrain outline, and plan the building layout based on the terrain outline. The generation rules of the map might be a challenge, but I have some good news. Two mod authors should be aware of the map generation rules. If we could contact them, it might be of great help.

Steam has a mod called “Pangu Map Editor”. One of the functions: “Preview Map Seed: After selecting this option, in the advanced settings for map creation, you can click on “Random Map Seed” or enter a specific map seed. This will allow you to preview the mini map in the top right corner of the interface ahead of time. The preview will take approximately 10 seconds or less - however, it is much faster than actually entering the game.”

Another mod author of this forum, Mitr, there is a mod that allows you to preview the map of the current seed.

GitHub: GitHub - mikh-abc/ff-game-map: App to view map for the game Farthest Frontier. · GitHub

Additionally, it is recommended to add a feature for exporting images, which will facilitate showing to other players.

Thanks for the feedback. In an effort to keep the tool light, the grid is limited. I don’t think it would even fit 1/4 of a small map. I’m aware of the other mods you mentioned, I use pangu all the time (rivers anyone?). What I do have on my idea board is browser tool to import seeds, edit them and export a working seed for the game. I love taking like a plains map and winding a river across the map. My settlement stretching across both sides with the new T2 bridge. There are some quirky things like making sure to avoid forests so they don’t stick out of the water.