Smarter Foresters


This attempts to improve the way foresters work, in two ways:

  1. They will only cut fully grown trees
  2. When they find nothing to do, they will not stand there staring into space, but do mundane worker things instead (like mining or carrying resources – what farmers and gardeners do in winter)

Ad 1. I thought I had seen someone claim somewhere that foresters would do that by default, but in my game I’ve seen them cut not-quite-mature trees pretty often. Whatever findNearestResource does, it doesn’t seem to reliably find the big ones.

Tested with both very small and quite large action radiuses for the forester building (10, 40 and 70m – I believe 30 is the default); works well for me.

2017-04-01: Updated for 0.9.6112 and later (unchanged for 0.9.6127)
2017-01-24: Updated for 0.9.6042

Download | How to use (FVModSync installation)

Note that when you put in this mod and your foresters are in the process of foresting, changes may not be immediately apparent. To reset them you can possess them + back out again, or just wait until they’ve finished whatever they are doing.

You may also want this mod which changes the UI text for cutting trees to “Cutting a Tree” instead of “Mining Resource” (because it makes it clearer what the foresters are doing). — included now for tree cutting

This is supposed to be installed with FVModSync, see the link above for instructions.

What each file does:

  • cfg > Localization.csv: Adds the abovementioned “Cutting a tree” string
  • scripts > pbox_forester_updateWorker.lua: Overrides the Forester.updateWorker function (in scripts > common > buildings > forester.lua) with mine
  • scripts > pbox_findNearestGrownTree.lua: Does what it says on the tin — included in the main file now

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