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Housing Capacity Mod — Farthest Frontier

More villagers per house — fully configurable per tier

NexusMods MelonLoader Game Version


What it does

Multiplies the maximum number of residents in every house tier by a configurable value.
Each tier is tuned independently via a plain-text .cfg file — no game restart needed, just reload the map.

Default multiplier: ×5

Tier Building Vanilla ×5
1 Dugout / Small Shelter 2 10
2 Shelter 4 20
3 House 6 30
4 Large House 8 40
5 Manor 10 50

Requirements

  • MelonLoader 0.6.x (Mono build)
  • Farthest Frontier v1.1.0

Installation

  1. Install MelonLoader for Farthest Frontier (Mono version).
  2. Download the latest HousingCapacityMod-vX.Y.Z.zip from Releases.
  3. Extract the ZIP directly into the game folder — you should see:
    <game folder>\Mods\HousingCapacityMod.dll
    <game folder>\UserData\HousingCapacityMod.cfg
    
  4. Launch the game. The mod loads automatically.

Configuration

After the first launch, edit <game folder>\UserData\HousingCapacityMod.cfg:

[HousingCapacityMod]
# Multiplier for Tier 1 shelters (smallest house). Default = 5
Tier_1_Multiplier = 5

# Multiplier for Tier 2 shelters. Default = 5
Tier_2_Multiplier = 5

# Multiplier for Tier 3 shelters. Default = 5
Tier_3_Multiplier = 5

# Multiplier for Tier 4 shelters. Default = 5
Tier_4_Multiplier = 5

# Multiplier for Tier 5 shelters (largest house). Default = 5
Tier_5_Multiplier = 5

Set any tier to 1 to keep vanilla capacity for that tier.
Reload the map (main menu → load save) after saving the file.


How it works

The mod applies a single Harmony PREFIX patch on Building.SetBuildingDataRecordName.
Before the first building reads its BuildingData, the patch iterates every BuildingData entry with BuildCategory.SHELTER and multiplies maxWorkers / defaultWorkers by the configured value.

  • Tier is determined automatically from lowerTierIdentifiers.Count (0 = Tier 1, 1 = Tier 2, …).
  • Original vanilla values are cached, so multiplier changes are always applied against the vanilla base — never stacked on previous runs.
  • The BuildingSetupData in memory is an Object.Instantiate'd copy; no on-disk asset is modified.

Uninstallation

Delete Mods\HousingCapacityMod.dll.
The .cfg file can stay — it is harmless without the mod.
On next map load, house capacities revert to vanilla automatically.


Building from source

Requirements: .NET SDK 6+, references to the game's Assembly-CSharp.dll and MelonLoader.

cd HousingCapacityMod
dotnet build HousingCapacityMod.csproj -c Release

The built DLL is automatically copied to <game folder>\Mods\ after each build.


License

MIT — see LICENSE

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Multiplies house capacity per tier in Farthest Frontier — MelonLoader mod

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