v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:Tree

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{quality|Masterwork|21:20, 26 April 2011 (UTC)}}{{av}}
 
 
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of [[wood]].  The density of growth is determined by the [[biome]], and those are visible on the pre-[[embark]] screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.
 
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of [[wood]].  The density of growth is determined by the [[biome]], and those are visible on the pre-[[embark]] screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.
  
Line 6: Line 5:
 
:''(* Note that [[preference]]s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''
 
:''(* Note that [[preference]]s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''
  
Viewed on their same [[z-level]], many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.
+
Viewed on their same [[z-level]], many different sub-types of trees have their own symbol, such as {{tile|♣|#070}}, {{tile|♠|#070}}, {{tile|¶|green|black}}, {{tile|╞|green|black}} or {{tile|⌠|green|black}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.
  
Trees viewed from one z-level higher look like coloured rectangles ( {{tile||2:0}} ), appearing identical to coloured [[block]]s floating in the air. Deciduous trees will change colour to red or yellow in [[autumn]] ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in [[winter]] ( {{tile|╞|6:0}} ).  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.
+
Trees viewed from one z-level higher look like coloured rectangles ( {{tile||#070}} ), appearing identical to coloured [[block]]s floating in the air. Deciduous trees will change colour to red or yellow in [[autumn]] ( {{tile|♣|#f00}}, {{tile|♠|#ff0}} ), and lose their leaves in [[winter]] ( {{tile|╞|#770}} ).  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.
  
Trees are not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.
+
Trees are currently{{version|0.28.181.40d}} not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.
  
 
===Harvesting / Removing the barrier===
 
===Harvesting / Removing the barrier===
Trees are a type of [[map tile]] that form a solid barrier, like [[stone]] or [[ore]].  Trees (but not saplings) will block movement, and prevent designation of [[channel]]ing, [[wall]]s and other [[construction]]s.  [[Caravan]]s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide.  Trees do not form a floor on the level above them - creatures cannot walk "on top of" trees.  However, a dwarf dropped on top of a tree will remain on top of (1 z-level above) it unless there is a neighboring surface on the same z-level for him to step off onto.  Fired ammunition (arrows, bolts, &c.) will sometimes get 'stuck in a tree' in this fashion as well.
+
Trees are a type of [[map tile]] that form a solid barrier, like [[stone]] or [[ore]].  Trees (but not saplings) will block movement, and prevent designation of [[channel]]ing, [[wall]]s and other [[construction]]s.  [[Caravan]]s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide.  Trees do not'' form a floor on the level above them - creatures cannot walk "on top of" trees.
  
They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct [[dwarves]] with the [[Wood cutter|woodcutting]] [[labor]] enabled to grab an [[axe]] and begin chopping down the tree. Once cut down, they become one [[wood|wood log]], which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood [[stockpile]].
+
They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct [[dwarves]] with the [[woodcutting]] [[labour]] enabled to grab an [[axe]] and begin chopping down the tree. Once cut down, they become one [[wood|wood log]], which is movable and can be hauled by enabling the the Haul Wood labour on any dwarf and designating a wood [[stockpile]].
  
 
Trees ''will not'' as of yet be destroyed by [[magma]] or [[fire]] (nor will [[water]] damage them in any way). Saplings can 'drown' in [[water]] and [[magma]], though.  [[Ballista]] arrows can destroy trees, but [[catapult]] stones will not.
 
Trees ''will not'' as of yet be destroyed by [[magma]] or [[fire]] (nor will [[water]] damage them in any way). Saplings can 'drown' in [[water]] and [[magma]], though.  [[Ballista]] arrows can destroy trees, but [[catapult]] stones will not.
  
Under certain circumstances items can wind up "on top" of trees (1 z-level above the tree).  This occurs when an arrow reaches its maximum range above a tree and then falls onto it, an enemy (or part of one) flies onto the tree, or when any item is otherwise dropped directly above the tree.  As dwarves cannot walk on trees, the only way to recover these items is to cut down the tree.
+
Under certain circumstances arrows can wind up "on top" of trees (1 z-level above the tree).  This occurs when an arrow reaches its maximum range above a tree, and then falls onto it, or an item is otherwise dropped directly above the tree.  As dwarves cannot walk on trees, the only way to recover these items is to cut down the tree.
  
 
====Trees and ramps====
 
====Trees and ramps====
Digging a ramp underneath a tree will cause a [[cave-in]] - but the tree will be removed. The tree will not leave a log behind. This is not true of saplings.
+
Digging a ramp underneath a tree will cause a [[cave-in]] - but the tree will be removed. This is not true of saplings.
  
 
===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 only 3 months and 16.8 days. 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.
+
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 about a year and a half or more, though this seems randomized to some degree. 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. <!--Which is why those elves need to quit bitching about our timber industry.-->
  
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 on a tile with items on it (such as stone, food, etc). Saplings will not grow where a road has been laid down. Saplings will appear but not grow into trees if there is a layer of stone under the top-layer of soil under them, or if the soil has been dug out from beneath that top layer.*
  
A given [[Region|area block]] has a limit of "things that can grow on it" - and trees and shrubs compete for this when that maximum is reached.* Removing shrubs will allow more trees (and shrubs) to be able to growA downside to removing these shrubberies is that most of the saplings in the area will be trampled in the process unless they are marked as low-traffic or restricted areas first, a slightly time-consuming process.
+
:''(*Tower caps operate differently, and are not fully understoodSee that article for a more complete discussion on their growth requirements.)''
  
:''(*Tower-caps (and underground shrubs?), on levels below the first "above ground" level, do not seem to count toward this limit.)
+
A given [[area block]] has a limit of "things that can grow on it" - and trees and shrubs compete for this when that maximum is reached.*  Removing shrubs will allow more trees (and shrubs) to be able to grow.  A downside to removing these shrubberies is that most of the saplings in the area will be trampled in the process unless they are marked as low-traffic or restricted areas first, a slightly time-consuming process.
 +
 
 +
:''(*Tower caps (and underground shrubs?), on levels below the first "above ground" level, do not seem to count toward this limit.)
  
 
==Elven Diplomats==
 
==Elven Diplomats==
Elven [[diplomat]]s 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.
+
[[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.
 
 
 
==List of Trees ==
 
Above-ground trees marked as "Wet" will only grow within 2 tiles of a natural River or Murky Pool, while those marked as "Dry" will only grow if there is ''no'' river/pool within that range.
 
 
 
{{Tree table head}}
 
{{Tree table row|name=[[Acacia]]|tile={{tile|♣|2:0}}|hab=<span style="color:green">Tropical Dry Broadleaf Forest<br />Tropical Grassland<br />Tropical Savanna<br />Tropical Shrubland</span>|align=All (Dry)|decid=No|wt=500|pref=thorns }}
 
 
 
{{Tree table row|name=[[Alder]]|tile={{tile|♣|2:0}}|hab=<span style="color:green">Any Temperate Broadleaf Forest</span>|align=All (Dry)|decid=Yes|wt=410|pref=catkins<br />autumn coloration }}
 
 
 
{{Tree table row|name=[[Ash (tree)|Ash]]|tile={{tile|♠|2:0}}|hab=<span style="color:green">Any Temperate Broadleaf Forest</span>|align=All (Dry)|decid=|wt=620|pref=flying keys<br />autumn coloration }}
 
 
 
{{Tree table row|name=[[Birch]]|tile={{tile|♣|2:0}}|hab=<span style="color:green">Any Temperate Broadleaf Forest</span>|align=All (Dry)|decid=Yes|wt=670|pref=catkins<br />silver bark<br />autumn coloration }}
 
 
 
{{Tree table row|name=[[Cacao tree]]|tile={{tile|Γ|2:0}}|hab=<span style="color:green">Tropical Moist Broadleaf Forest</span>|align=All (Dry)|decid=No|wt=500|pref=flowers }}
 
 
 
{{Tree table row|name=[[Candlenut]]|tile={{tile|Γ|2:0}}|hab=<span style="color:green">Any Tropical Forest</span>|align=All (Dry)|decid=No|wt=500|pref=nuts }}
 
 
 
{{Tree table row|name=[[Cedar]]|tile={{tile|↨|2:0}}|hab=<span style="color:green">Temperate Conifer Forest<br />Tropical Conifer Forest</span>|align=All (Dry)|decid=No|wt=380|pref=majesty }}
 
 
 
{{Tree table row|name=[[Chestnut]]|tile={{tile|♠|2:0}}|hab=<span style="color:green">Any Temperate Broadleaf Forest</span>|align=All (Dry)|decid=Yes|wt=500|pref=smelly catkins<br />spiny pods<br />chestnuts<br />autumn coloration }}
 
 
 
{{Tree table row|name=[[Feather tree]]|tile={{tile|♣|2:0}}|hab=Not Freezing|align=<span style="color:blue">Good</span> (Dry)|decid=No|wt=100|pref=feathery leaves }}
 
 
 
{{Tree table row|name=[[Glumprong]]|tile={{tile|┤|2:0}}|hab=Not Freezing|align=<span style="color:purple">Evil</span> (Dry)|decid=No|wt=1200|pref=living shadows }}
 
 
 
{{Tree table row|name=[[Highwood]]|tile={{tile|¶|2:0}}|hab=Not Freezing|align=<span style="color:red">Savage</span> (Dry)|decid=No|wt=500|pref=magnificence }}
 
 
 
{{Tree table row|name=[[Larch]]|tile={{tile|↑|2:0}}|hab=<span style="color:green">Taiga Forest<br />Temperate Conifer Forest</span>|align=All (Dry)|decid=Yes|wt=590|pref=cones<br />needles }}
 
 
 
{{Tree table row|name=[[Mango tree]]|tile={{tile|Γ|2:0}}|hab=<span style="color:green">Any Tropical Forest</span>|align=All (Dry)|decid=No|wt=500|pref=sweet-smelling flowers }}
 
 
 
{{Tree table row|name=[[Kapok]]|tile={{tile|Γ|2:0}}|hab=<span style="color:green">Tropical Moist Broadleaf Forest</span>|align=All (Dry)|decid=No|wt=500|pref=buttresses }}
 
 
 
{{Tree table row|name=[[Mahogany]]|tile={{tile|♠|2:0}}|hab=<span style="color:green">Any Tropical Forest</span>|align=All (Dry)|decid=No|wt=600|pref=loose inflorescences }}
 
 
 
{{Tree table row|name=[[Maple]]|tile={{tile|♣|2:0}}|hab=<span style="color:green">Temperate Broadleaf Forest<br />Temperate Grassland<br />Temperate Savanna<br />Temperate Shrubland</span>|align=All (Dry)|decid=Yes|wt=755|pref=autumn coloration }}
 
 
 
{{Tree table row|name=[[Oak]]|tile={{tile|♠|2:0}}|hab=<span style="color:green">Any Temperate Broadleaf Forest</span>|align=All (Dry)|decid=Yes|wt=700|pref=acorns<br />autumn coloration }}
 
 
 
{{Tree table row|name=[[Palm]]|tile={{tile|Γ|2:0}}|hab=<span style="color:green">Any Tropical</span>|align=All (Dry)|decid=No|wt=500|pref=leaves }}
 
 
 
{{Tree table row|name=[[Pine]]|tile={{tile|↑|2:0}}|hab=<span style="color:green">Taiga Forest<br />Temperate Conifer Forest<br />Tropical Conifer Forest</span>|align=All (Dry)|decid=No|wt=560|pref=cones<br />needles }}
 
 
 
{{Tree table row|name=[[Rubber tree]]|tile={{tile|Γ|2:0}}|hab=<span style="color:green">Tropical Moist Broadleaf Forest</span>|align=All (Dry)|decid=No|wt=500|pref=branch shedding }}
 
 
 
{{Tree table row|name=[[Saguaro]]|tile={{tile|╞|2:0}}|hab=<span style="color:brown">Any Desert</span>|align=All (Dry)|decid=No|wt=500|pref=amazing arms }}
 
{{Tree table row|name=[[Mangrove]]|tile={{tile|♣|2:0}}|hab=<span style="color:blue">Mangrove Swamp</span>|align=All (Wet)|decid=No|wt=500|pref=roots }}
 
  
{{Tree table row|name=[[Tower-cap]]|tile={{tile|♣|2:0}}|hab=<span style="color:teal">*Subterranean ''SPECIAL*''</span>|align=All|decid=No|wt=600|pref=great size }}
+
Trees also gain names near [[elf|elven]] settlements. It is unclear what effect this has on gameplay, if any at all.
  
{{Tree table row|name=[[Willow]]|tile={{tile|⌠|2:0}}|hab=<span style="color:green">Any Temperate<br />Any Tropical Forest<br />Tropical Grassland<br />Tropical Savanna<br />Tropical Shrubland</span><br /><span style="color:blue">Tropical Freshwater Swamp<br />Tropical Saltwater Swamp<br />Tropical Freshwater Marsh<br />Tropical Saltwater Marsh</span>|align=All (Wet)|decid=No|wt=420|pref=sad appearance<br />fluffy catkins }}
+
== List of Trees ==
  
 +
{| {{prettytable}}
 +
|- style="background:#ddd"
 +
! Tree Name
 +
! Habitat !! Tile !! Alignment !! Density (Weight) !! Deciduous
 +
|-
 +
! id="mangrove"|Mangrove
 +
| <span style="color:blue">Mangrove Swamp (Wet)</span> || {{tile|♣|green|black}} || All || 500 || No
 +
|-
 +
! id="saguaro"|Saguaro
 +
| <span style="color:orange">Any Desert (Dry)</span> || {{tile|╞|green|black}} || All || 500 || No
 +
|-
 +
! id="pine"|Pine
 +
| <span style="color:green">Taiga Forest (Dry)<br>Temperate Conifer Forest<br>Tropical Conifer Forest</span> || {{tile|↑|green|black}} || All || 560 || No
 +
|-
 +
! id="cedar"|Cedar
 +
| <span style="color:green">Temperate Conifer Forest (Dry)<br>Tropical Conifer Forest</span> || {{tile|↨|green|black}} || All || 380 || No
 +
|-
 +
! id="oak"|Oak
 +
| <span style="color:green">Any Temperate Broadleaf Forest (Dry)</span> || {{tile|♠|green|black}} || All || 700 || Yes
 +
|-
 +
! id="mahogany"|Mahogany
 +
| <span style="color:green">Any Tropical Forest (Dry)</span> || {{tile|♠|green|black}} || All || 600 || No
 +
|-
 +
! id="acacia"|Acacia
 +
| <span style="color:green">Tropical Dry Broadleaf Forest (Dry)<br>Tropical Grassland<br>Tropical Savanna<br>Tropical Shrubland</span> || {{tile|♣|green|black}} || All || 500 || No
 +
|-
 +
! id="kapok"|Kapok
 +
| <span style="color:green">Tropical Moist Broadleaf Forest (Dry)</span> || {{tile|Γ|green|black}} || All || 500 || No
 +
|-
 +
! id="maple"|Maple
 +
| <span style="color:green">Temperate Broadleaf Forest (Dry)<br>Temperate Grassland<br>Temperate Savanna<br>Temperate Shrubland</span> || {{tile|♣|green|black}} || All || 755 || Yes
 +
|-
 +
! id="willow"|Willow
 +
| <span style="color:green">Any Temperate (Wet)<br>Any Tropical Forest<br>Tropical Grassland<br>Tropical Savanna<br>Tropical Shrubland</span><br><span style="color:blue">Tropical Freshwater Swamp<br>Tropical Saltwater Swamp<br>Tropical Freshwater Marsh<br>Tropical Saltwater Marsh</span> || {{tile|⌠|green|black}} || All || 420 || No
 +
|-
 +
! id="tower-cap"|[[Tower-cap]]
 +
| <span style="color:brown">Subterranean Water (Wet)(Dry)</span> || {{tile|♣|green|black}} || All || 600 || No
 +
|-
 +
! id="glumprong"|Glumprong
 +
| Not Freezing (Dry) || {{tile|┤|green|black}} || <span style="color:purple">Evil</span> || 1200 || No
 +
|-
 +
! id="feathertree"|Feather tree
 +
| Not Freezing (Dry) || {{tile|♣|green|black}} || <span style="color:blue">Good</span> || 100 || No
 +
|-
 +
! id="highwood"|Highwood
 +
| Not Freezing (Dry) || {{tile|¶|green|black}} || <span style="color:red">Savage</span> || 500 || No
 +
|-
 +
! id="larch"|Larch
 +
| <span style="color:green">Taiga Forest (Dry)<br>Temperate Conifer Forest</span> || {{tile|↑|green|black}} || All || 590 || Yes
 +
|-
 +
! id="chestnut"|Chestnut
 +
| <span style="color:green">Any Temperate Broadleaf Forest (Dry)</span> || {{tile|♠|green|black}} || All || 500 || Yes
 +
|-
 +
! id="alder"|Alder
 +
| <span style="color:green">Any Temperate Broadleaf Forest (Dry)</span> || {{tile|♣|green|black}} || All || 410 || Yes
 +
|-
 +
! id="birch"|Birch
 +
| <span style="color:green">Any Temperate Broadleaf Forest (Dry)</span> || {{tile|♣|green|black}} || All || 670 || Yes
 +
|-
 +
! id="ashtree"|Ash
 +
| <span style="color:green">Any Temperate Broadleaf Forest (Dry)</span> || {{tile|♠|green|black}} || All || 620 || Yes
 +
|-
 +
! id="candlenut"|Candlenut
 +
| <span style="color:green">Any Tropical Forest (Dry)</span> || {{tile|Γ|green|black}} || All || 500 || No
 +
|-
 +
! id="mangotree"|Mango tree
 +
| <span style="color:green">Any Tropical Forest (Dry)</span> || {{tile|Γ|green|black}} || All || 500 || No
 +
|-
 +
! id="rubbertree"|Rubber tree
 +
| <span style="color:green">Tropical Moist Broadleaf Forest (Dry)</span> || {{tile|Γ|green|black}} || All || 500 || No
 +
|-
 +
! id="cacaotree"|Cacao tree
 +
| <span style="color:green">Tropical Moist Broadleaf Forest (Dry)</span> || {{tile|Γ|green|black}} || All || 500 || No
 +
|-
 +
! id="palm"|Palm
 +
| <span style="color:green">Any Tropical (Dry)</span> || {{tile|Γ|green|black}} || All || 500 || No
 
|}
 
|}
  
{{Plants}}
 
  
[[Category:Map tiles]]{{Category|Trees}}
+
[[Category:Map tiles]][[Category:Trees]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: