i only had a first look at this mod yesterday and did some tests ...
the mod is REALLY nice, allows to do wood without a "cheating greenhouse" and also allows reforesting the world.
thank you!
answer to your question above: when i use other mods, i might be dependend on wood generation, and a LOT of it. with arboretum/greenhouses i once did a few yellow belts full of wood, which was N x 800 (in 0.17 it should be N x 900) per minute. with a growth time of 50000 (two nauvis days) which (including some overhead for planting and harvesting) is 14 minutes realtime, i would need N x 14 x 900 trees. since a chunk is 32x32=1024 and trees give up to 4 wood each, i would roughly need 3 chunks of forests per yellow belt (in contrast to 1.5 chunks filled with greenhouses) :-)
but this amount of forests should have another advantage too: reducing pollution by a lot :-)
i wanted to see how many seeds per tree i would need to grow a large forest in a reasonable time, and i might have found a problem (bug?!) : a small field of trees (10x10 tiles) should use 100 seeds and produce "factor x 100" seeds. i set up 15 fields (one for each type of trees) and with a small factor of 1.1 (to not overflow the factory with seeds), i waited for some growth periods. result: constant 5700 wood, and HUGELY varying amounts of seeds, from 84 to 130 per field, with a total of 128 to 216 surplus on the entire forest (15 fields). thus a factor of 1.1 (+10%) in the mod settings caused an average per growth period between 128/15=8.5 seeds per field (-1.5%, less than 1 seed per tree!) and 216/15=14.4 (+14.4%).
for larger values, a large forest, and a long runtime, it doesn't matter much, but for small forests, a small bonus, and a short runtime (mostly the first few nauvis days after setting up the forest) it can by pure good or bad luck look quite different. i had expected that i am guaranteed 1 seed per tree, with (on average) a random 10% extra seeds. but instead you seem to convert the factor 1.1 to a chance of "factor/ceil(factor)" (1.1/2=0.55) for getting "ceil(factor)" (=2) seeds, and thus it is quite probable to either get no or 2 seeds for a total in an entire forest that is well above the intended +10% or even a lot below 100%
i could simply turn up the ratio to get enough seeds at first, but then will end up with a lot of surplus once the forest is completed and wouldn't need any additional seeds any longer. can you please check those amounts and probabilities, maybe giving three items when mining: the wood, a constant 1 seed (to be guaranteed to replant the tree), and then some more seeds similar to the current formula (probably "ceil(factor-1)" with chance "(factor-1)/ceil(factor-1)" if i understood correctly)?