Land Manager Update: Smarter Harvesting and Better Custom Plans

Welcome back Splinterfam!
Today I have a somewhat smaller Land Manager update. No giant new feature this time, but a collection of smaller changes and fixes that should make managing your land just a little smoother.
There are two changes worth highlighting, especially if you regularly use Make Harvestable or custom plans.
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Make Harvestable Gets a Safety Buffer
The biggest change this week came thanks to @envy2823, who brought an issue with Make Harvestable to my attention.
The calculation could sometimes be slightly off when you had a very low amount of resources available, or when you had the Land Manager open for a while before actually executing the harvest.
The problem is simple. Resources keep changing while you are looking at the page.
So even if the calculation was correct when it was made, by the time you actually clicked the button there could already be a small additional shortfall.
Make Harvestable now adds a small extra resource buffer to cover that resource growth before harvesting. (only when it notices it off)
This should make the feature more reliable, especially in those edge cases with very low balances or drifting time.

Thanks again @envy2823 for bringing this one to my attention!
Custom Plans Can Now Skip Small Rows
The second bigger change is for custom harvest plans.
I use plans where I basically want to pool everything in a region. The annoying part was that sometimes you end up with a tiny amount of a resource.
Maybe 2, 5 or 8 resources.
Not really worth doing anything with, but that small row could still get in the way of executing the complete plan.
So I added a skip row.
When the resolved value of a row is below 10, that row can now simply be skipped while the rest of the plan continues.

This means you can create a plan to pool everything without worrying about tiny leftover amounts preventing the useful parts of the plan from executing.
Small change, but very useful for automation style plans.
Custom Plan Fixes
There were also a few fixes to how custom plans are validated.
The Land Manager now properly follows the flow of resources through multiple rows.
For example, if an earlier row withdraws resources from a pool or sells something, those newly available resources can now correctly be used by a later row.
Pool withdrawals were also incorrectly deducted from the calculated balance instead of being added. That has now been fixed.
DEC safety checks have also been improved. The plan now consistently checks whether enough wallet DEC is actually available when adding liquidity to a pool or buying resources.
Basically, the validator should now be much better at understanding:
"I don't have it now, but this earlier step in the plan gives it to me."
Which is rather important when the whole point of a custom plan is executing multiple actions in sequence 😅
Some UI Improvements
I also made a few smaller UI changes.
The Harvest buttons have been reordered so the actions follow a more logical flow.

The config screen also got some love on larger screens. Mobile keeps the existing accordion layout, while desktop now shows the different configuration sections as separate responsive cards.

I also added more direct Edit Config buttons throughout the Land Manager.
You can now jump directly into the relevant configuration section from places like harvesting, production worker actions, worksites and enabled region or donation settings.

Less clicking around trying to remember where that one setting was hiding 😄
That's It for This One
So, a smaller update this time, but hopefully a useful one.
The Make Harvestable calculation should now be a little safer, custom plans are more flexible when dealing with tiny resource amounts, and there are several fixes underneath to make sure those plans actually behave the way you expect.
As always, if you notice something behaving strangely or have an idea that could make managing land easier, let me know.
Sometimes those "small" reports turn into pretty useful improvements 😄
See you in Praetoria!
Beaker signing off.

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Not sure if this is possible or I have missed it and it’s already there but is it possible to sell all and then add the DEC to a region?
The answer is: it depends 😄
If you have a shortage of DEC — or somehow have too much DEC staked (which would never happen in my book 🤣) — you can stake or unstake DEC here:
You can also sell resources for DEC using a Custom Plan.
But combining both actions in the same plan, sell the resources and then stake the DEC into a region, is not possible at the moment.
It could be a nice addition though 🤔 The question is how you would want it to work. Would you want to stake only the DEC received from the sales in that plan, or use your total DEC balance? And would you want a fixed amount, a percentage, or something else?
Let me know how you would use it. It might be a good addition to Custom Plans!
In my case it would be stake everything from the sale of harvested goods into the region that needed it the most i.e already has workers under performing
In this case Pandon Reach
Clear, your wish is my command 😄
Jokes aside, I think it’s a good idea, so I just implemented it.
More proof that @beaker007 is a mad genius
Nice stuff you made.
Thanks @forkyishere 🙏