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Editing v0.31:Tree

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Trees are a type of [[map tile]] that forms a solid barrier, like [[stone]].  Trees (but not saplings) will block movement, and prevent designation of [[channel]]ing, [[wall]]s and other [[construction]]s. Saplings on soil cavern floors will, however, block the construction of farm plots unless there is also a dusting or pile of mud beneath them. [[Caravan]]s can be especially vulnerable to being blocked by trees, since [[wagon]]s require a path 3-tiles wide and cannot pass within 1 tile of a tree.  Trees do not form a floor on the level above them (creatures cannot walk "on top of" trees), though both creatures and items can get stuck on top of trees if they manage to be thrown there.
 
Trees are a type of [[map tile]] that forms a solid barrier, like [[stone]].  Trees (but not saplings) will block movement, and prevent designation of [[channel]]ing, [[wall]]s and other [[construction]]s. Saplings on soil cavern floors will, however, block the construction of farm plots unless there is also a dusting or pile of mud beneath them. [[Caravan]]s can be especially vulnerable to being blocked by trees, since [[wagon]]s require a path 3-tiles wide and cannot pass within 1 tile of a tree.  Trees do not form a floor on the level above them (creatures cannot walk "on top of" trees), though both creatures and items can get stuck on top of trees if they manage to be thrown there.
  
They must be designated for removal from the {{Key|d}}esignations menu option "chop {{k|t}}rees", which will instruct [[dwarves]] with the [[wood cutting]] [[labor]] enabled to grab an [[battle axe]] and begin chopping down the tree. Once cut down, they become one [[wood]] log, which is movable and can be hauled by enabling the wood hauling labor on any dwarf and designating a wood [[stockpile]] ([[Wood hauling]] is enabled by default).
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They must be designated for removal from the {{Key|d}}esignations menu option "chop {{k|t}}rees", which will instruct [[dwarves]] with the [[wood cutting]] [[labor]] enabled to grab an [[axe]] and begin chopping down the tree. Once cut down, they become one [[wood]] log, which is movable and can be hauled by enabling the wood hauling labor on any dwarf and designating a wood [[stockpile]] ([[Wood hauling]] is enabled by default).
  
 
===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]], but not by flooding - they can survive for extended periods of time and can grow to maturity once the water level drops to 4/7{{verify}} or lower.  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.
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Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy [[traffic]], but not by flooding - they can survive for extended periods of time and can grow to maturity once the water level drops to 4/7{{verify}} or lower.  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. 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 1 Z-level beneath them (currently observed to be at least 1 unmined tile within a 2-tile radius, similar to [WET] trees and shrubs near rivers and ponds); underground trees not only ignore this restriction for dry subterranean soil (since version 0.31.19) but will also grow on muddy subterranean stone.
 
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 1 Z-level beneath them (currently observed to be at least 1 unmined tile within a 2-tile radius, similar to [WET] trees and shrubs near rivers and ponds); underground trees not only ignore this restriction for dry subterranean soil (since version 0.31.19) but will also grow on muddy subterranean stone.
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==Tree farming==
 
==Tree farming==
  
While it is not possible to plant trees directly, walling off or engineering a patch of muddy soil underground and breaching a [[cavern]] to allow spores in is a decent method of growing trees safely. See [[tree farming]] for more information.
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While it is not possible to plant trees directly, walling off or engineering a patch of muddy soil underground and breaching a [[cavern]] to allow spores in is a decent method of growing trees safely.
  
 
== List of Trees ==
 
== List of Trees ==

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