海狸浮生记 Timberborn

海狸浮生记 Timberborn

Cut Dead Trees First
41 条留言
Refurbished Hamster 10 月 29 日 下午 3:19 
Excellent mod. It does break the "nothing to do" notification for lumberjacks but that's a small price to pay imo.
Rane 10 月 8 日 上午 6:47 
In general, I like the idea of this mod. The lack of 'no tasks' notifications is starting to get to me, though.
Is it possible to put a timer on the Lumber Flag? "If no trees have been cut between a sunup and sundown, set flag to pause"?
Lille 9 月 30 日 上午 4:48 
great mod, but it breaks the notification system where the workers will sit around for days without any trees to cut. this is a big issue if your expanding fast, and with caves and tunnels ive had beavers sitting in tunnels for several cycles before i remember that they where just removing some trees. in my opinion this makes the mod almost unusable, as its supposed to make cutting less of a hassle, now we have to remember all our cutters and regularly check in to see if they are done. other than that, thanks for the addition to the community, and good luck with further modding.
Seraphin 9 月 25 日 上午 10:48 
Hi Remoiry ... just wanna ask about my idea of the modded forester, for re-naturation of died trees?

Hasnt it been possible? Or didn't you feel the mood to look into it? No offense intended, I respect your efforts you put into your mods, just being curios and wanna know, if there may be such a mod some time in the future?
Imricdaelf120741 8 月 25 日 下午 7:32 
+1 on the workers sitting around doing nothing without a notification for nothing to do.
Slight issue with either this or the Tree Cutting Tool mod or a conflict, where unmarking cut areas isnt displaying correctly but does work fine.

Great mod, really helpful.
EinherjarLucian 8 月 21 日 下午 12:08 
I see you solved one of my biggest root problems. Now my beavers will leaf no dead tree in their path. No more pining over the inexplicable default logic, like a bunch of sad saps. Forest management is now a walk in the bark!
Smaxta 7 月 15 日 上午 12:49 
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  [作者] 7 月 3 日 上午 8:11 
I like it, let me see what I can come up with as I'll be updating this mod anyway. Neat idea!
Seraphin 6 月 30 日 上午 9:26 
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 6 月 25 日 下午 8:36 
Nothing game breaking. Just a bunch of lazy beavers sitting around with nothing to do.
Remoiry  [作者] 6 月 24 日 上午 12:32 
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 6 月 23 日 上午 7:42 
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  [作者] 6 月 22 日 下午 1:19 
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  [作者] 6 月 21 日 下午 10:58 
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  [作者] 6 月 21 日 下午 9:58 
@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 6 月 21 日 下午 1:55 
@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  [作者] 6 月 17 日 上午 10:26 
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 6 月 17 日 上午 1:14 
Not sure, if it's still there, but I need to add that mangroves were in it too. Are they also fixed?
Remoiry  [作者] 6 月 16 日 下午 6:23 
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  [作者] 6 月 16 日 下午 5:36 
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  [作者] 6 月 16 日 下午 4:53 
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 6 月 16 日 下午 3:16 
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  [作者] 6 月 16 日 下午 1:05 
I think I've discovered a possible issue and am working on a patch.
Remoiry  [作者] 6 月 16 日 下午 12:05 
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 6 月 16 日 上午 10:16 
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  [作者] 6 月 15 日 下午 8:25 
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  [作者] 6 月 15 日 上午 4:29 
For the few that've asked, I'm currently testing Birch, Oak, and Birch + Oak as an additional dropdown configuration.
MORCANT 6 月 14 日 上午 11:39 
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 6 月 14 日 上午 5:29 
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 6 月 14 日 上午 4:28 
I'd love a "prioritise tree type" dropdown for lumberjacks if you can figure it out! Especially with the same "designated only" option :)
Remoiry  [作者] 6 月 13 日 上午 1:35 
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  [作者] 6 月 12 日 下午 3:46 
Either that or pastebin or something; I can't tell much from a snippet sadly as it might just be a mod conflict.
Remoiry  [作者] 6 月 12 日 下午 3:43 
If you're on the discord, can you provide more of the log so I can see?
Catnip. 6 月 12 日 下午 2:42 
[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  [作者] 6 月 12 日 上午 11:27 
@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 6 月 12 日 上午 10:53 
@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  [作者] 6 月 12 日 上午 9:09 
@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 6 月 11 日 下午 11:26 
My computer glitched
Blackbeard 6 月 11 日 下午 9:14 
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  [作者] 6 月 11 日 下午 5:28 
Thanks!
Kenzo 6 月 10 日 下午 8:23 
'Ery noice