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 mods. Revamp must be used with default settings to provide CO2. 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 just 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. If needed this mod can be converted to support any other modpacks with wood production demand.
So what it does:
Bob greenhouse building is transformed into forester lodge mk-I and mk-II. New greenhouse is used to produce sapplings.
Seedlings are not consumed, they are produced now by the building for tree growth purposes. There must be live trees around the building to produce trees. Max efficiency is reached with 60 live trees for mk-I and 130 trees for mk-II. Forester grows trees, but not fast enough, and keep some seedlings in the output inventory of the building for trees growth. Saplings made of seedlings can help a lot when upgrading from mk-I to mk-II. I'll give more details in FAQ about mechanics added into the game.
Game start in a desert without forests is a dead end if playing with enemies. I suppose it is fatal even without this mod now after wood demands for red&green science were added in the modpack this January.
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.