Farthest Frontier

Farthest Frontier

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A.racham Aug 1, 2022 @ 1:55pm
Forestry, how does it work in Farthest Frontier?
Hi all, seeing a lot about trees naturally regrowing and sustainable forestry management in the game guide, but I don't see any building or job like a "forester's hut" in any of the review playthroughs I've watched.

Does anyone know if there's any automated lumber harvesting? I'm not keen to be manually tagging individual trees for chopping...
Last edited by A.racham; Aug 1, 2022 @ 1:57pm
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Showing 1-7 of 7 comments
Falonious Aug 1, 2022 @ 3:40pm 
The trees grow back as you say, no forester or system in place as yet.
Shealladh Aug 1, 2022 @ 5:18pm 
Seen a couple streams where the Trees die. The villagers then dig the old ones out.

Would be nice to see some options to allow: Remove undergrowth, and other Forest Management practices alongside having the option of "moving" trees/bushes as akin to Blueberry Bushes
A.racham Aug 1, 2022 @ 6:00pm 
Thanks to you both, very much agreed on the more advanced forestry management.

I'll still likely get the game anyway as I've been impressed by the early review videos and the general level of sophistication in Crate's final products.

Just hoping that automation of forestry will get some love from the devs at some point, as I don't want to be their dedicated lumberjack foreman forever.
Work camps can be placed and you can set them to just harvest mature trees. That will then allow new growth though the workers may be idle for a while because there's nothing mature enough to cut.

You could also plant a few trees and leave them to grow in a area if you want to.

And you don't have to tag individual trees; you have the choice of a harvest or clear button to then highlight an area. Harvest will cut trees, remove stones and pick berries, etc, off bushes, but not destroy them. Clear will clear everything including bushes and berry plants.
A.racham Aug 2, 2022 @ 7:06am 
Perfect, this is exactly what I was looking for -- I don't mind placing work camps and or updating work zones once in a while, as long as I'm not having to constantly re-highlight new swathes once initial targets are cleared.

Clarifying my original comment, my gripe was more w/ having constantly watch lumber levels and manually tag (swathe or individual) for harvest every time I wanted more lumber w/ no lingering 'harvest when criteria is met' type zoning function.

Loving the depth on this game, esp. w/ crop-field management being the right mix of difficulty and realism!
Last edited by A.racham; Aug 2, 2022 @ 7:30am
Originally posted by A.racham:
Perfect, this is exactly what I was looking for -- I don't mind placing work camps and or updating work zones once in a while, as long as I'm not having to constantly re-highlight new swathes once initial targets are cleared.

Clarifying my original comment, my gripe was more w/ having constantly watch lumber levels and manually tag (swathe or individual) every time I wanted more lumber w/ no lingering 'harvest when criteria is met' type zoning function.

Loving the depth on this game, esp. w/ crop-field management being the right mix of difficulty and realism!

Can't tag villagers in that way.
A.racham Aug 2, 2022 @ 7:31am 
Good to know! :D Given Grim Dawn's... grimness I hadn't totally ruled that out as a possible outcome.
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Date Posted: Aug 1, 2022 @ 1:55pm
Posts: 7