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Difference between revisions of "v0.31:Tree"

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(→‎Tree growth: ran one of my pre-0.31.19 fortresses in 0.31.25, and the bottom-most soil layer started sprouting shrubs and trees where previously there was no plant life)
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Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{l|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 {{L|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 {{l|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 {{L|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 {{L|road}}s and {{L|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 [u]p stairs instead of [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 also obey this restriction for dry subterranean soil but will also grow on any muddy subterranean surface, including 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 {{L|road}}s and {{L|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 [u]p stairs instead of [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 any muddy subterranean surface, including stone.
  
 
==Tree farming==
 
==Tree farming==

Revision as of 13:01, 12 April 2011

This article is about an older version of DF.

Trees can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of Template:L. The density of growth is determined by the Template:L, and those are visible on the pre-Template:L screen by hitting F1, F2 etc. Density does not change - there are no climate shifts during game play.

There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground "trees" - otherwise all trees are identical, equal in usefulness and value.*

(* Note that Template:Ls can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)

Viewed on their same Template:L, many different sub-types of trees have their own symbol, such as , , , or . 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 ( ), appearing identical to coloured Template:Ls floating in the air. Deciduous trees will change colour to red or yellow in Template:L ( , ), and lose their leaves in Template:L ( ) (controlled by the [AUTUMNCOLOR] tag.) This does not affect their usefulness - they may be cut down in any season, and produce the same end result.

Trees are currently 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

Trees are a type of Template:L that forms a solid barrier, like Template:L. Trees (but not saplings) will block movement, and prevent designation of Template:Ling, Template:Ls and other Template:Ls. Template:Ls can be especially vulnerable to being blocked by trees, since Template:Ls 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 designations menu option "chop trees", which will instruct Template:L with the Template:L Template:L enabled to grab an Template:L and begin chopping down the tree. Once cut down, they become one Template:L log, which is movable and can be hauled by enabling the wood hauling labor on any dwarf and designating a wood Template:L (Template:L is enabled by default).

Tree growth

Trees grow from saplings, which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy Template:L, 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 Template:L 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 Template:Ls and Template:Ls 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 [u]p stairs instead of [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 any muddy subterranean surface, including stone.

Tree farming

While it is not possible to plant trees directly, walling off or engineering a patch of muddy soil underground and breaching a Template:L to allow spores in is a decent method of growing trees safely.

List of Trees

Tree Name Tile Biome / Habitat Alignment Deciduous Density (g/cm3) "Likes them for their..."
Template:L Tropical Dry Broadleaf Forest (Dry)
Tropical Grassland (Dry)
Tropical Savanna (Dry)
Tropical Shrubland (Dry)
All No 0.500 thorns
Template:L Any Temperate Broadleaf Forest (Dry) All Yes 0.410 catkins
autumn coloration
Template:L Any Temperate Broadleaf Forest (Dry) All Yes 0.620 flying keys
autumn coloration
Template:L Any Temperate Broadleaf Forest (Dry) All Yes 0.670 catkins
silver bark
autumn coloration
Template:L Subterranean Cavern (layers 2-3) All No 0.650 gloomy appeal
Template:L Subterranean Cavern (layer 3)
Subterranean Chasm
All No 1.250 sickening appearance
Template:L Γ Tropical Moist Broadleaf Forest (Dry) All No 0.500 flowers
Template:L Γ Any Tropical Forest (Dry) All No 0.500 nuts
Template:L Temperate Conifer Forest (Dry)
Tropical Conifer Forest (Dry)
All No 0.380 majesty
Template:L Any Temperate Broadleaf Forest (Dry) All Yes 0.500 smelly catkins
spiny pods
chestnuts
autumn coloration
Template:L Not Freezing (Dry) Good No 0.100 feathery leaves
Template:L Subterranean Cavern (layers 1-2) All No 0.600 fine grain
Template:L Not Freezing (Dry) Evil No 1.200 living shadows
Template:L Subterranean Cavern (layers 2-3) All No 0.600 stunning color
Template:L Not Freezing (Dry) Savage No 0.500 magnificence
Template:L Γ Tropical Moist Broadleaf Forest (Dry) All No 0.500 buttresses
Template:L Taiga (Dry)
Temperate Conifer Forest (Dry)
All Yes 0.590 cones
needles
Template:L Γ Any Tropical Forest (Dry) All No 0.500 sweet-smelling flowers
Template:L Any Tropical Forest (Dry) All No 0.600 loose inflorescences
Template:L Temperate Broadleaf Forest (Dry)
Temperate Grassland (Dry)
Temperate Savanna (Dry)
Temperate Shrubland (Dry)
All Yes 0.755 autumn coloration
Template:L Mangrove Swamp (wet) All No 0.500 roots
Template:L Subterranean Cavern (layer 3) All No 0.550 coldness to the touch
(wood has [MAT_FIXED_TEMP:10000])
Template:L Any Temperate Broadleaf Forest (Dry) All Yes 0.700 acorns
autumn coloration
Template:L Γ Any Tropical (Dry) All No 0.500 leaves
Template:L Taiga (Dry)
Temperate Conifer Forest (Dry)
Tropical Conifer Forest (Dry)
All No 0.560 cones
needles
Template:L Γ Tropical Moist Broadleaf Forest (Dry) All No 0.500 branch shedding
Template:L Any Desert (Dry) All No 0.500 amazing arms
Template:L Subterranean Cavern (layers 2-3) All No 0.600 raining spores
Template:L Subterranean Cavern (layers 1-2) All No 0.600 great size
Template:L Subterranean Cavern (layers 2-3) All No 0.500 curving trunk
Template:L Any Temperate (Wet)
Any Tropical Forest (Wet)
Tropical Grassland (Wet)
Tropical Savanna (Wet)
Tropical Shrubland (Wet)

Tropical Freshwater Swamp (Wet)
Tropical Saltwater Swamp (Wet)
Tropical Freshwater Marsh (Wet)
Tropical Saltwater Marsh (Wet)
All No 0.420 sad appearance
fluffy catkins


Surface
Subterranean
Surface
AcaciaAlderAshBirchCacao treeCandlenutCedarChestnutFeather treeGlumprongHighwoodKapokLarchMahoganyMango treeMangroveMapleOakPalmPineRubber treeSaguaroWillow
Subterranean
Surface
Subterranean