Farthest Frontier

Farthest Frontier

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BobTheYak Aug 26, 2022 @ 5:45pm
2
Quick tips and tricks - all in one place
These are repeats for many of you, but this is for new-ish players out there who don't want to sit through tutorial videos or sift through the busy forums. These tips are not mine, they're collected from throughout the forums and based on frequently asked questions. I just thought a quick read would be helpful so you can get back to playing the game.

1) Hold shift and drag the harvest tool to deselect multiple resources marked for harvest.

2) Fences will keep (most) wildlife from eating your crops. Also, you can press X to select multiple walls/fences to salvage or rebuild them.

3) Hold shift to build diagonal roads in a straight line.

4) If your food is spoiling in markets, you can uncheck raw meat and fish so it gets stored in a root cellar instead.

5) Fishing huts don't need to be built right next to water. You can move the harvest area to cover the maximum amount of fishing spots in its radius. This goes for hunters and foragers with their respective resources as well.

6) You can specialize your smokehouses to only process meat or fish, depending on which building is close by, thereby reducing travel time for workers.

7) You can build multiple crop fields at once to allocate more farmers to construction of a single field. Just uncheck the "construction enabled" box for all but the field you want to build.

8) Some buildings can be upgraded that don't give you the yellow upgrade arrow, including lookout towers and most decorations.

9) Lookout towers have space for two guards for twice the damage.

10) You can build apiaries in the middle of crop fields to maximize their honey bonus.

11) You can build lookout towers in the two empty squares of a crop field. Arguably apiaries should go here too so they don’t take up crop space.

12) Cows grazing on fields increase fertility.

13) F3 gives detailed information on your villagers, F4 gives detailed information on resources.

14) Roads are not needed to connect every building. In the absence of a road, villagers will walk in a straight line.

15) Schools, bakeries, and pubs provide their desirability bonus even without a worker in them.

16) You can click+drag crops in your crop window along the bar to different times of year if you're losing crops to heat or frost.

Things I overlooked, by BrownEyedRecluse:
https://steamcommunity.com/app/1044720/discussions/0/3315233099223579771/

sarahkbeets also wrote more extensive posts for middle/late game tips. They can be found here:
https://steamcommunity.com/app/1044720/discussions/0/3437955554612747605/
https://steamcommunity.com/app/1044720/discussions/0/3437955554617240147/
Last edited by BobTheYak; Aug 27, 2022 @ 3:40pm
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Showing 1-11 of 11 comments
Arbadacarba Aug 26, 2022 @ 5:51pm 
Wonderful thank you!
Had no idea about many of these
#3 ;)
Last edited by Arbadacarba; Aug 26, 2022 @ 5:54pm
(TTT)Sundaygloom Aug 26, 2022 @ 6:15pm 
good info, i knew most of it but had no idea about the diagonal roads, thatll be fun to mess around with.
i didnt know about 11 either but im not sure how helpful that would be for me as my farms arent typically near where i would need lookout towers.
Last edited by (TTT)Sundaygloom; Aug 26, 2022 @ 6:16pm
RonEmpire Aug 26, 2022 @ 6:31pm 
13 is getting fixed. 2 workers now.

You can always adjust the number of farmers per field by going to the field and up and down arrow top right corner. Smallest field size is really not as effective because the two slot it takes every field you make. So having 20 crop fields of 5x6 is bad. You end up with 2x20 dead spaces. That's right. The two slots on the field do not count towards your food production.
BobTheYak Aug 26, 2022 @ 6:33pm 
Originally posted by RonEmpire:
13 is getting fixed. 2 workers now.

Yeah just noticed that. Good change.
Matthew Aug 26, 2022 @ 7:07pm 
Originally posted by RonEmpire:
13 is getting fixed. 2 workers now.

You can always adjust the number of farmers per field by going to the field and up and down arrow top right corner. Smallest field size is really not as effective because the two slot it takes every field you make. So having 20 crop fields of 5x6 is bad. You end up with 2x20 dead spaces. That's right. The two slots on the field do not count towards your food production.

More dead spaces, but smaller fields also allow for more variety of crops and consistency of annual yield. There is probably a balance here, largely around preference. Personally, I wouldn't like trying to rotate crops on 20x20 fields.

Those dead spaces are also great for apiary buildings, so they aren't always a waste.
BobTheYak Aug 26, 2022 @ 7:08pm 
Also another thing that will eventually get fixed is the mass-drop of water after a fire. When picked back up it may be put in storage buildings rather than back in the well, so it helps to uncheck water in your storage so it doesn’t fill up.
dasclay Aug 27, 2022 @ 2:25am 
Does anyone have a fix for the marketplace? I have removed all meat/food from it so it will be stored in the cellars, but there is still meat being stored there, even though I have unchecked the box.
102e Aug 27, 2022 @ 2:46am 
11-12 <3
BobTheYak Aug 27, 2022 @ 6:51am 
Originally posted by dasclay:
Does anyone have a fix for the marketplace? I have removed all meat/food from it so it will be stored in the cellars, but there is still meat being stored there, even though I have unchecked the box.
It only affects future storage. The meat already stored there won't be taken out. Beyond that I don't know, sorry.
If your a visual person I did this just for starting up a new game

https://youtu.be/LRI812Ovc8Q
BobTheYak Aug 27, 2022 @ 3:38pm 
Here are some things I overlooked https://steamcommunity.com/app/1044720/discussions/0/3315233099223579771/

I also added links to mid-late game tip threads (written pre-0.7.5 but still helpful)
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Date Posted: Aug 26, 2022 @ 5:45pm
Posts: 11