Timberborn

Timberborn

Cut Dead Trees First
35 Comments
Smaxta 15 Jul @ 12:49am 
For me this is must have mod! Apart from full automatization after a drought, it's super easy just drop one lumberjack next to dead trees and he will cut those without any additional select / deselect action. Plays well on Mac (experimental).

The only point- it would be nice to have some kind of notice, if no dead trees remain in range after a job done. I drop few lumberjacks across to cut dead trees only (no other selected areas for cutting trees around) and after completion worker sits quietly without usual notification for "nothing to do"
Remoiry  [author] 3 Jul @ 8:11am 
I like it, let me see what I can come up with as I'll be updating this mod anyway. Neat idea!
Seraphin 30 Jun @ 9:26am 
Hi Remoiry ... I'd like to suggest another mod idea, which I think would fit to your style of mods, so I'm asking here:

I'd like to suggest the Forester being modded in a way, that it will replace dead trees without any markings, neither for chopping, nor for replanting. These trees would be replanted with their same kind of tree, as also in a randomized position in it's own square.

So this modded foresters function would differ from the vanillas behaviour and would make it perfectly for renaturing areas of trees killed by badwater or droughts.
flumeister 25 Jun @ 8:36pm 
Nothing game breaking. Just a bunch of lazy beavers sitting around with nothing to do.
Remoiry  [author] 24 Jun @ 12:32am 
I noticed that at one point as well, and I can revisit to see what I can do (if anything) about it. Hopefully it's not too game-breaking in the meantime. Appreciate the feedback though!
flumeister 23 Jun @ 7:42am 
Love the mod but I discovered a side effect. Lumberjacks no longer display a "Nothing to do in range" warning when all of the trees have been cut.
Remoiry  [author] 22 Jun @ 1:19pm 
Settings now work on the main menu and within a running game; please let me know if you see any issues, however I ran this test extensively and it seemed fine to me.
Remoiry  [author] 21 Jun @ 10:58pm 
So far no issues with the in-game settings and the lumberjack flag logic, but I'll test it again tomorrow and push a release if it's still going fine. That's only for the live-swapping via menu, not the individual flags as of yet (wanted to clarify).
Remoiry  [author] 21 Jun @ 9:58pm 
@Impetuous Wombat, Hey! I haven’t forgotten about the per-flag setting, but I haven’t had a ton of luck with it as it can get a bit complicated and I’m mostly concerned with potential bugs from it; doesn’t mean I’ve stopped on it, but I’m pretty cautious after some initial attempts.
I’ll check out swapping setting while the save file is running and see if I notice any issues with it, but it’s crossed my mind too so I think it’s doable. I just finished fixing an issue in another mod, but I can definitely revisit the in-game while running settings for CDTF. Thanks for the feedback! :)
Impetuous Wombat 21 Jun @ 1:55pm 
@Remoiry
I was referring to the documentation in the steam description. Like changing this line:

Expanded (Default): Lumberjacks will automatically seek ...

or
None: Default. No tree species is safe ...



Feature request if not able to have a per-flag setting: being able to change the settings without leaving the game would be helpful.



I've had a bit of time with the mod and it's been a huge improvement!
Remoiry  [author] 17 Jun @ 10:26am 
When I tested the latest version on both IT an FT, I checked all vanilla trees and they all seemed fine, so if it was being affected by v1.1.0, then yes it should be fixed now.
Sulu 17 Jun @ 1:14am 
Not sure, if it's still there, but I need to add that mangroves were in it too. Are they also fixed?
Remoiry  [author] 16 Jun @ 6:23pm 
If you see issues still, please verify you are on v.1.1.1 , then if you are let me know via here, the discussions tab, or discord so I can review the logs on your save and/or the save file.
Remoiry  [author] 16 Jun @ 5:36pm 
v1,1,1 has been release and should solve previous issues while also (hopefully) allowing this mod to place nice with other mods that change trees.
Remoiry  [author] 16 Jun @ 4:53pm 
Yeah I'm about to push out a fix for this. When adding the species types, I think I overlooked something small that changed the original function, but I have it working on my side now.
Parpicho 16 Jun @ 3:16pm 
To add to another comment, Pine Trees that weren't marked for cutting were cut. When I removed the mod they stopped cutting down my unmarked Pine Trees
Remoiry  [author] 16 Jun @ 1:05pm 
I think I've discovered a possible issue and am working on a patch.
Remoiry  [author] 16 Jun @ 12:05pm 
Are you using any mods that might change trees in any way? I got the heads up that apparently my mod sees Water Beaver Overhaul's brambles as things to attack, but I learned that those replace some vanilla trees, so I'm wondering if another mod is reusing one of the properties mine uses to chop things.
Kavey 16 Jun @ 10:16am 
I think there may be a bug with the 'Expanded' setting - I had a bunch of Chestnuts and Maple not marked for cutting, however some of my sneaky lumberjacks were chomping them down as soon as they grew to adult trees.

I switched to Designated which fixed it, but it may be because I had unmarked them for planting (I had removed the forester that planted them so unmarked them) and the mod might have thought to cut them in the Expanded mode as they weren't 'reserved' for planting again.
Remoiry  [author] 15 Jun @ 8:25pm 
Dropdown has been officially added for further prioritization. Added comment here in case people tend to not look at any of the other sections. Enjoy!
Remoiry  [author] 15 Jun @ 4:29am 
For the few that've asked, I'm currently testing Birch, Oak, and Birch + Oak as an additional dropdown configuration.
MORCANT 14 Jun @ 11:39am 
This was something I made a suggestion to the devs about when bad water released in the experimental branch! We ended up getting the replanting trees not marked for cutting instead, so I'm very glad someone was able to make this a reality!
Kavey 14 Jun @ 5:29am 
An option to cut fastest growing trees first could be a nice addition - that in conjunction with planting override mod could really help with early game so you can prioritise clearing birches/pines first, then the other mod can start replacing them with longer growth trees
heroineworship 14 Jun @ 4:28am 
I'd love a "prioritise tree type" dropdown for lumberjacks if you can figure it out! Especially with the same "designated only" option :)
Remoiry  [author] 13 Jun @ 1:35am 
What would the general consensus be on me looking into (meaning can't promise yet) adding a dropdown with options for specific trees to automatically be targeted for cutting (oak, birch, pine, etc)? Might make the beginning less tedious when marking, or if I can pull it off, people can just leave it on to have beavers target specific tree types with a vengeance without needing to be marked. Again, no promises, but if I can make it happen then I think it might be a decent addition.
Remoiry  [author] 12 Jun @ 3:46pm 
Either that or pastebin or something; I can't tell much from a snippet sadly as it might just be a mod conflict.
Remoiry  [author] 12 Jun @ 3:43pm 
If you're on the discord, can you provide more of the log so I can see?
Catnip. 12 Jun @ 2:42pm 
[CutDeadTreesFirst] OnAfterLoad called
[CutDeadTreesFirst] ModSettings GUI initialized. Current Mode: Expanded
Failed to fetch mod compatibility data:
First uncaught exception at 2025-06-13 05:40:35Z
Stopping all root objects in active scene
Remoiry  [author] 12 Jun @ 11:27am 
@Impetuous Wombat, You mean default when the mod is loaded? Interesting idea on adding the options as a dropdown for the flags themselves in-game. I'll look into it, but can't promise anything until I've actually looked to see how it works and to make sure there isn't any weird behavior issues where the game mixes up some of them; sounds like it could be useful though, so I've added it to my to-do list of things to check!
Impetuous Wombat 12 Jun @ 10:53am 
@Remoiry Documentation suggestion: indicate which mode is the default in the Features section

I haven't tried the mod yet but I'm hoping the default is Expanded. This is such a great QOL tool!

Feature Idea: Modify lumberjack flags to add these options (mod settings could be used for default for new flags).

I think I'd want the flag in range of tapper/fruit trees to use Expanded but I'd want some flags in range of lumber producers to use the Off logic (or even prioritizing living trees first) for dry periods.
Remoiry  [author] 12 Jun @ 9:09am 
@SyntheticEEV, Yep, Expanded is the option I typically run with now as I used to have to unmark a section and then remark just the priority dead trees I wanted to get growing again ASAP. I actually got so used to it during testing that I had a moment wondering why dead trees weren't being prio'd when I was testing out Off and Designated; I just got used to Expanded being the new norm for me I guess.

@snooky.grubb, I'm not sure what you're referring to? This shouldn't affect your computer at all, unless you're referring to something else?
snooky.grubb 11 Jun @ 11:26pm 
My computer glitched
Blackbeard 11 Jun @ 9:14pm 
The expanded option is so great. So many times I've had to manually clear my tapper trees after they died from badwater contamination
Remoiry  [author] 11 Jun @ 5:28pm 
Thanks!
AndrewMV 10 Jun @ 8:23pm 
'Ery noice