Victoria 3

Victoria 3

Tree Farms
22 条留言
Lulu 6 月 23 日 下午 2:47 
Its all good, good mod, still work and does the job well.
SpaceMan_Sp1ff  [作者] 6 月 23 日 上午 6:14 
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 6 月 22 日 上午 3:51 
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 2024 年 11 月 18 日 上午 5:05 
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  [作者] 2024 年 6 月 25 日 上午 10:26 
Should work for 1.7. Let me know if there are any issues.
udkudk 2023 年 12 月 2 日 上午 11:07 
@SpaceMan_Sp1ff
Thanks for update
SpaceMan_Sp1ff  [作者] 2023 年 11 月 30 日 上午 6:18 
@udkudk Updated. Thanks!
udkudk 2023 年 11 月 28 日 下午 1:49 
If cash_reserves_max argument doesn't get used, game uses default one; which is 0. This breaks Auto Expansion
udkudk 2023 年 11 月 28 日 下午 1:48 
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 2023 年 11 月 28 日 上午 9:07 
@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  [作者] 2023 年 11 月 21 日 上午 7:15 
Updated for 1.5. Let me know of any issues.
SpaceMan_Sp1ff  [作者] 2023 年 11 月 11 日 下午 5:18 
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 2023 年 11 月 10 日 下午 12:05 
In my campaign these building do not produce any resource, only employ pops. Any idea why that might happen?
SpaceMan_Sp1ff  [作者] 2023 年 9 月 24 日 上午 6:43 
@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 2023 年 9 月 24 日 上午 1:51 
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  [作者] 2023 年 8 月 29 日 下午 5:44 
@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 2023 年 8 月 29 日 下午 4:04 
is it compatible with divergences?
Lulu 2023 年 8 月 24 日 上午 10:09 
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  [作者] 2023 年 8 月 23 日 下午 4:38 
@Lulu Is the modding not working for you?
SpaceMan_Sp1ff  [作者] 2023 年 8 月 23 日 上午 11:55 
The building is included in the agricultural building group and will benefit from state traits that boost agriculture building output.
Lulu 2023 年 8 月 23 日 上午 6:30 
Ok, just tried, it doesnt, tpo bad, good idea and good balance tho
Lulu 2023 年 8 月 23 日 上午 6:23 
does it profit from state traits ?