Victoria 3

Victoria 3

Tree Farms
22 Comments
Lulu 23 Jun @ 2:47pm 
Its all good, good mod, still work and does the job well.
SpaceMan_Sp1ff  [author] 23 Jun @ 6:14am 
I am not sure what AI code makes them build so many of these and I am not about to try and modify the AI. So it will be what it is.
Lulu 22 Jun @ 3:51am 
Dont get why an option is odd to you given the idea is that you choose what trees you grow.

The AI build a lot of theses instead of normal camps though, not sure why but they build them even if tey have plenty logging camps slot open.
Ummdustry 18 Nov, 2024 @ 5:05am 
the 100% hardwood option seems odd to me, given that IRL tree farming focuses mainly on softwood and old-growth forests are well known for their hardwoods. That aside I like the mod!
SpaceMan_Sp1ff  [author] 25 Jun, 2024 @ 10:26am 
Should work for 1.7. Let me know if there are any issues.
udkudk 2 Dec, 2023 @ 11:07am 
@SpaceMan_Sp1ff
Thanks for update
SpaceMan_Sp1ff  [author] 30 Nov, 2023 @ 6:18am 
@udkudk Updated. Thanks!
udkudk 28 Nov, 2023 @ 1:49pm 
If cash_reserves_max argument doesn't get used, game uses default one; which is 0. This breaks Auto Expansion
udkudk 28 Nov, 2023 @ 1:48pm 
Fix in here:

common\building_groups\01_tfarm_building_groups:
Add cash_reserves_max = 25000 to inside + bottom of bg_tree_farm {}. This fixes Cash Reserves not appearing.
udkudk 28 Nov, 2023 @ 9:07am 
@SpaceMan_Sp1ff
I noticed that, the 2 buildings that you created doesn't have Cash Reserves enabled. This causes problems with Auto Expansion. Auto Expand rules require 95% Cash Reserves, but the 2 buildings doesn't have any, so they never Auto Expand.
SpaceMan_Sp1ff  [author] 21 Nov, 2023 @ 7:15am 
Updated for 1.5. Let me know of any issues.
SpaceMan_Sp1ff  [author] 11 Nov, 2023 @ 5:18pm 
Are you using any other mods? I haven’t tested it on 1.5 yet. My guess is that the name of the good was changed by something.
Emperor Ovaltine 10 Nov, 2023 @ 12:05pm 
In my campaign these building do not produce any resource, only employ pops. Any idea why that might happen?
SpaceMan_Sp1ff  [author] 24 Sep, 2023 @ 6:43am 
@E Thanks! I made them separate for two reasons, first I like to play small nations, and having two buildings let’s me produce both kinds of wood in a single state. Second, a tree farm would take years to change from type to another. I suppose I could upload a combined alternative at some point.
E 24 Sep, 2023 @ 1:51am 
Suggestion - merge the two buildings into one, with ability to switch between hardwood and normal wood priority, just like default in-game lumber camps.

Or maybe a separate alt version? Either way, good mod.
SpaceMan_Sp1ff  [author] 29 Aug, 2023 @ 5:44pm 
@Cuccurullo It is likely compatible. The mod adds unique PMs for the building, so the only I can think of that would break it is removing the agricultural building group, which I would be surprised if any mod did that.
Cuccurullo 29 Aug, 2023 @ 4:04pm 
is it compatible with divergences?
Lulu 24 Aug, 2023 @ 10:09am 
it is working, was just hoping on maximizing it with states in russia or finland which have state bonuses, it makes sense to have it tied to agri output tho, and more simple, I was just hoping for too much, it works fine !
SpaceMan_Sp1ff  [author] 23 Aug, 2023 @ 4:38pm 
@Lulu Is the modding not working for you?
SpaceMan_Sp1ff  [author] 23 Aug, 2023 @ 11:55am 
The building is included in the agricultural building group and will benefit from state traits that boost agriculture building output.
Lulu 23 Aug, 2023 @ 6:30am 
Ok, just tried, it doesnt, tpo bad, good idea and good balance tho
Lulu 23 Aug, 2023 @ 6:23am 
does it profit from state traits ?