More villagers per house — fully configurable per tier
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 |
- MelonLoader 0.6.x (Mono build)
- Farthest Frontier v1.1.0
- Install MelonLoader for Farthest Frontier (Mono version).
- Download the latest
HousingCapacityMod-vX.Y.Z.zipfrom Releases. - Extract the ZIP directly into the game folder — you should see:
<game folder>\Mods\HousingCapacityMod.dll <game folder>\UserData\HousingCapacityMod.cfg - Launch the game. The mod loads automatically.
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 = 5Set any tier to 1 to keep vanilla capacity for that tier.
Reload the map (main menu → load save) after saving the file.
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
BuildingSetupDatain memory is anObject.Instantiate'd copy; no on-disk asset is modified.
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.
Requirements: .NET SDK 6+, references to the game's Assembly-CSharp.dll and MelonLoader.
cd HousingCapacityMod
dotnet build HousingCapacityMod.csproj -c ReleaseThe built DLL is automatically copied to <game folder>\Mods\ after each build.
MIT — see LICENSE