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 Tree farming

Jump to navigation Jump to search

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

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

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 16: Line 16:
 
There is a discussion involving creating a large culled orchard at [https://redd.it/71fy5m this Reddit post].
 
There is a discussion involving creating a large culled orchard at [https://redd.it/71fy5m this Reddit post].
  
===Topsoil===
+
===Top soil===
  
If your embark has at least two [[soil]] layers, you can create a simple tree farm by channeling down two or more layers from the surface, then roofing over the hole. Surface trees will grow on "[[Tile_attributes|Light Indoor]]" tiles, allowing the creation of an indoor orchard or tree farm.
+
If your embark has at least two [[soil]] layers, you can create a simple tree farm by channeling down two or more layers from the surface then roofing over the hole. Surface trees will grow on "[[Tile_attributes|Light Indoor]]" tiles, allowing the creation of an indoor orchard or tree farm.
  
 
===Subterranean soil===
 
===Subterranean soil===
  
If your embark has at least three [[soil]] layers, the fastest way to create an underground tree farm is by channeling out two or more subterranean soil layers, while leaving the bottom soil floor intact.  Since soil is easily mined and requires no [[irrigation]] this is probably the easiest option if available. Note, however, that your farm might experience "light leakage" and "branch collapse" problems if you mine out the layer directly below the surface.
+
If your embark has at least three [[soil]] layers, the fastest way to create an underground tree farm is by channeling out two or more subterranean soil layers while leaving the bottom soil floor intact.  Since soil is easily mined and requires no [[irrigation]] this is probably the easiest option if available. Note, however, that your farm might experience "light leakage" and "branch collapse" problems if you mine out the layer directly below the surface.
  
 
===Caverns===
 
===Caverns===
 
[[Image:DF2014_tree_farm.png|thumb|right|350px|An irrigated tree farm]]
 
[[Image:DF2014_tree_farm.png|thumb|right|350px|An irrigated tree farm]]
  
If you find a suitably-sized muddy cavern, you can opt to just use that as a tree farm. Walling it off provides safety against migrating "wildlife". Existing caverns can be enlarged by channeling out layers above the soil, but any horizontal expansion will need to be [[irrigation|irrigated]]. Note: causing a [[cave-in]] to clear overhanging stone will damage the mud floors, requiring re-[[irrigation]].
+
If you find a suitably-sized muddy cavern you can opt to just use that as a tree farm. Walling it off provides safety against migrating "wildlife". Existing caverns can be enlarged by channeling out layers above the soil, but any horizontal expansion will need to be [[irrigation|irrigated]]. Note: causing a [[cave-in]] to clear overhanging stone will damage the mud floors, requiring re-[[irrigation]].
  
 
===Deep Underground===
 
===Deep Underground===
  
If the above options are not for you, then your next option is to dig out a large underground space, haul out the waste rock, and flood it. Locate several suitable levels and set your miners to work. While your miners and haulers are hard at work, set up an irrigation system. Large amounts of water will need to be utilized since evaporation is a significant force when dealing with liquid spread thin over open areas. [[Aquifer]]s, [[river]]s, and [[underground lake]]s make excellent sources, but be wary of slowing frame rates, especially with lakes. Once every tile has been covered then you can opt to recycle the water by dropping it down onto a similarly opened out space on a lower level. This way you may dig out larger farms without requiring more water.
+
If the above options are not for you then your next option is to dig out a large underground space, haul out the waste rock, and flood it. Locate several suitable levels and set your miners to work. While your miners and haulers are hard at work set up an irrigation system. Large amounts of water will need to be utilized since evaporation is a significant force when dealing with liquid spread thin over open areas. [[Aquifer]]s, [[river]]s, and [[underground lake]]s make excellent sources, but be wary of slowing frame rates especially with lakes. Once every tile has been covered then you can opt to recycle the water by dropping it down onto a similarly opened out space on a lower level. This way you may dig out larger farms without requiring more water.
  
 
==Use and production==
 
==Use and production==
Line 51: Line 51:
 
Underground saplings will die if marked as {{DFtext|Outside|3:1}}.
 
Underground saplings will die if marked as {{DFtext|Outside|3:1}}.
  
A sapling must fulfill a few requirements in relation to the environment in order to mature. Saplings will not mature if there are many others of the same species in the area around it. On top of this, surface trees must meet a certain density requirement based on the [[biome]] your fortress is in. If there are too many mature trees in an area, then growth will be halted. Underground trees always grow with uniform density.
+
A sapling must fulfill a few requirements in relation to the environment in order to mature. Saplings will not mature if there are many others of the same species in the area around it. On top of this, surface trees must meet a certain density requirement based on the [[biome]] your fortress is in. If there are too many mature trees in an area then growth will be halted. Underground trees always grow with uniform density.
  
Harvested trees sometimes remove mud from their growth tile. For long-term sustainable production, non-soil tree farms will need occasional [[irrigation]].{{bug|9951}}
+
Harvested trees sometimes remove mud from their growth tile. For long-term sustainable production non-soil tree farms will need occasional [[irrigation]].{{bug|9951}}
  
 
Large tree farms can have a ridiculous impact on [[framerate]]s, particularly when displayed on-screen.{{bug|8877}} Multi-tile trees produce much more wood than their single-tile counterparts, so a gigantic tree farm probably isn't necessary. It may be best to create multiple small tree farms (on separate levels) as your fortress's needs increase instead of one [[megaproject]] farm.
 
Large tree farms can have a ridiculous impact on [[framerate]]s, particularly when displayed on-screen.{{bug|8877}} Multi-tile trees produce much more wood than their single-tile counterparts, so a gigantic tree farm probably isn't necessary. It may be best to create multiple small tree farms (on separate levels) as your fortress's needs increase instead of one [[megaproject]] farm.

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:

This page is a member of 1 hidden category: