This mod changes wood production in Bob's modpack to make it a little more complex than Greenhouse mod does. It requires Greenhouse and Revamp Bob mods. Revamp must be used with default settings to provide CO2 into the game. Bob's MCI and Logistics are optional (it's better with them).
The mod is inspired by forestry mechanics from IR3 mod, but has everything implemented from scratch in a different manner.
Why Bob's modpack? I play with it after factorio2 deprecated everything else. Not a fan of too deep game transformations by Angels or Py. I see Bob pack as a most balanced for now (it even fixes sometimes where vanilla game missed). If needed this mod can be converted to support any other modpacks with wood production demand.
So what it does:
Bob greenhouse building has been transformed into forester lodge mk-I and mk-II. Seedlings are not consumed, they are produced now by the building for tree growth purposes. Max wood production efficiency is reached with 60 live trees for basic and 130 trees for advanced. Forester also grows trees in vicinity, but not fast enough, and needs some seedlings to be kept in the output inventory of the building for that. Plantable saplings made of seedlings can help a lot when upgrading lodge from basic to advanced. New greenhouse is used to produce saplings. Check more details in FAQ.
Game start in a desert without forests is a dead end if playing with enemies. I suppose it is fatal now even without this mod after wood demands for red&green science were added in the Bob modpack Jan 2026.
What's used from other sources:
- huge Greenhouse building graphics by Hurricane046 - CC BY license. Not sure its gorgeous style fits here, but you need only one building installed somewhere for mid-game phase, can demolish it in the later game probably, because saplings planting is not automated.
- saplings with sticks graphics from TreeSeeds mod by JJtJJ. I really miss fence here for player to better understand why saplings require so much space around to grow into less demanding trees.
- liquid fertilizer icon from beautiful Bio_Industries_NE_graphics mod. Had to use it because of factorio engine limitations in item supply mechanics
- Trees vs tiles lists logics taken from the nice Noxys_Trees mod. So alienbiome mod is supported here too, but I didn't test with it - suppose, that it can be some mess of trees subtypes vs biomes. I can fix it if someone is still playing with alienbiome these days.