May 12, 2025 — Save'n Time Update
Changes Summary
- Crafter Timings — Crafters now have time support
- In-Browser Saving — Planner codes can now be saved within the browser
- Setting Codes — Settings can now be included in save codes
- Harvester & Processor Overhaul — Overhauled how crops are harvested and processed for better efficiency
- New UI — Cause I'm trying to fit everything in
- QoL Changes
- UI Settings can now hide tile bonus icons & background for less clutter
- Improved widget for item selection
- (Mobile) New modal for crop & fert selection
- (Keyboard) Shift + [CropCode] now selects a crop
- Last Harvest Day now automatically finds a day where all crops are harvestable (LCM Day)
- You can now have a duplicate settings for when everything's a bit chaotic
- To be re-added — The following features have been temporarily removed and will be re-implemented:
- Harvests by Day (Will focus primarily on simulated harvests)
- Export as Image
- Your default settings being configurable
- Total/Average Gold being globally visible in settings
- In addition, expect some fixes and improvements shortly after this update as I look for bugs, as well as including the new crops (should be quick if they have no new mechanics)
Hi everyone, been awhile! Looks like the Elderwoods is here and so I must catch up! I shan't yap too much about where I've been, so I'll just move on to the changes at hand. Apologies for the wait
New Crafter Timing Support & Saves
I've now added Crafter Time Support, and with it comes the ability to save and share setting configurations. This is the 2nd major milestone of the planner, with the next being a better support for off-set plots. This implementation took way longer than necessary to come up with. I was attempting to tinker with more ambitious scopes but had to ground myself to this one. Truth is I wanted a more experimental process, testing changes with a smaller set of players to test different solutions. However, after such a long time (sorry), I decided that this simple one should be good for a live test.
Do see the Info tab in the Output Display to see some explanation on the processor! I belive the input will stay, with maybe an extra option or two, but I'll have to see if there's other internal implementations I can make to improve this.
To help with the effort everyone'll go through messing with crafter configurations, I've also added the ability to add settings into the code. I've done my best to minimise its impact on the code length, so hopefully it won't be much of a hassle to share. I've also added browser-saving! So now you can quickly fetch and share them from within the website
Harvester Improvements
While the processor was obviously going to be re-made, the harvester also got a massive change! The old method was incredibly slow and inefficient, impeding the experience especially on long simulations. Thanks to the overhaul, simulating a large amount of days should now be faster, you can try simulating 1.8k days of harvest now with a lot less lag! Unfortunately, this did mean I have to re-implement the day-by-day breakdown so stay tuned for that.
This change also disentangled a lot of the messy code the planner initially had. While it's still not pristine, it's now both easier and more convenient for me to add new changes! I'm eyeing the ability to factor in fertiliser costs soon, as well as alternative ways to factor in replant costs. I'll be working on this after bug fixes, re-implementations, and new crops.
QoL Changes
Outside of that, there should now be some new features to make things easier for your garden planning.
Starting off, I've added a widget to sort crops by buffs. The truth is this is to condense the space of the crop buttons to handle new crops, but it also doubles as a filter! Furthermore, I've added some assistance to mobile users, you should now have a new button that lets you pick a crop without having to scroll al the way up. In addition, there's now a couple options in the new UI Settings modal to let you hide crop buff indicators. This should make things look a lot less cluttered, letting your eyes breathe a lil' easier!
An LCM option got added to the harvest settings. One of many features that should've been here sooner tbh. This new default setting makes it so the last day has all your crops be ready for harvest, making it a nice way to round the simulation off. Speaking of, the output window as a whole is getting quite cluttered with these tabs, so I added the option to clone it! Feel free to leave the garden for a while while you mess with the configurations
Closing Words
What a long post! Anyway, I'll be testing these changes as they come and will be polishing things up. In the meantime, feel free to report any issues, complaints, or suggestions you may have about the new changes! (.aisen on Discord)
Thank you guys once again for your continued use of the planner. Happy planning and happy Elderwoods update!