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Editing 40d:Tree
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===Tree growth=== | ===Tree growth=== | ||
− | Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy [[traffic]], and also flooding. Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away. To grow from a sapling to a tree takes | + | Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy [[traffic]], and also flooding. Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away. To grow from a sapling to a tree takes 3 years. Trees do not need to be (and can't be) "planted" - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elves]] do not seem to comprehend this. |
Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil in a 3-tile radius beneath them (depending on the local vegetation density ''and'' the quantity of other plants nearby); [[Tower-cap]]s work the same way, but they also benefit from muddy tiles in a 3-tile radius on the same Z-level. | Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil in a 3-tile radius beneath them (depending on the local vegetation density ''and'' the quantity of other plants nearby); [[Tower-cap]]s work the same way, but they also benefit from muddy tiles in a 3-tile radius on the same Z-level. | ||
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==Elven Diplomats== | ==Elven Diplomats== | ||
− | + | [[Liaison#Elven|Elven diplomats]] eventually come to talk about the "tree situation" in your fort. Sometimes the diplomat will arrive and merely complain but most often the diplomat will want to set a limit to the number of trees <s>butchered</s> harvested to <s>feed</s> fuel your <s>earth blighting death machines</s> industry. This quota is based on all the logs you have in your stocks, '''no matter what the source.''' It doesn't matter if you have a [[Tower-cap]] farm or if you import all your wood; if you have any wood in your stocks, the <s>treehuggers</s> elves will complain. | |
In version 0.28.181.39a and earlier, trees gained names near [[elf|elven]] settlements. It is unclear what effect this had on gameplay, if any at all. | In version 0.28.181.39a and earlier, trees gained names near [[elf|elven]] settlements. It is unclear what effect this had on gameplay, if any at all. |