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Editing v0.34:Tree

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{{quality|Masterwork|21:10, 26 April 2011 (UTC)}}
 
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{{Update in next major version}}
 
[[File:Cavern.png|thumb|right|350px|Trees are generally present in the [[caverns]] regardless of above-ground conditions, an important feature in a [[desert]] biome.]]
 
'''Trees''' are a [[tile]] feature that can be found aboveground on all but the most arid or most mountainous of maps, and below ground in the [[caverns]]. The local variety of tree growth depends on biome and location, and what trees are native to those those conditions are a number of different species in the game. For example tropical areas often have palm trees, while colder areas feature Pines. [[nether-cap]] is an exception. It naturally exists at near freezing temperatures due to it having a very low internal temperature. This means it isn't affected in the slightest by climate and will grow anywhere underground. The only variation between the different species is in the weight and color  of their wood.
 
  
Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.
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'''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]]; often, they are the only reliable and plentiful source of wood ([[caravan]]s can be sporadic and may not bring too much 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. The tree density of the biome does not change — there are no climate shifts during game play; however, trees can be periodically exausted or tree growth can be bolstered by prolonged periods of [[wood cutting]] or a lack thereof.
  
Nonetheless, all trees have the same intrinsic value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.
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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 [[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 differences are only in preferences, this is not a significant problem (see table below for symbol pairings). 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}} ) (controlled by the [AUTUMNCOLOR] tag). This does not affect their usefulness, and they may be cut down for wood regardless of season.
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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.
  
[[Woodcutter|Chopping down]] trees yields [[wood]] (obviously), one of the game's most important resources. Without wood it is not possible to build [[bed]]s, generate or transfer [[power]], create [[ash]], or power [[furnace]]s without [[magma]] (unless [[coal]] is available), and since wood is easily craftable many items become more difficult to craft. Thus a lack of trees can be an important deterministic factor in fortress development, as without a ready source of wood the player will be forced to rely on [[caravan]]s for wood item production and possibly [[magma]] for metal-forging (that being said, it is not impossible to circumvent). The density of growth on the embark site is determined by the [[biome]], and those are visible on the pre-[[embark]] screen by hitting {{k|F1}}, {{k|F2}} etc. The tree density of the biome does not change as there are no climate shifts during game play, but heavy woodcutting activity will eventually strip any [[forest]] bare. Trees are currently not a source of food or other material, so it is not possible to harvest mangoes, maple syrup, nuts, rubber, etc. {{version|0.34.11}}
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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}} ) (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 a type of [[map tile]] and as such will form a solid barrier to movement, preventing [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tile. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first. 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. Currently there is no way to get down from the top of a tree in [[Adventure mode]].
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Trees are currently not a source of food or other material, so it is not possible to harvest mangoes, maple syrup, nuts, rubber, etc. {{version|0.34.10}}
  
[[File:Many miners extend tree farm.png|thumb|left|350px|Extensions being made to a in-hill tree farm.]]
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=== Harvesting or Removing ===
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings can be killed by heavy [[traffic|foot traffic]], but not by flooding — they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Growth from a sapling to a tree takes exactly 3 months and 16.8 days, a surprisingly short duration. Many underground trees are called "young <tree>" instead of sapling, but the concept is the same. 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 one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone. Additionally, saplings on soil cavern floors will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.
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{{main|Wood cutting}}
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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 3 tiles wide path. 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.
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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).
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===Tree growth===
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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.
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Some trees' young are not called saplings; they are instead named "young <tree>". For example, [[tower-cap]] saplings do not exist, rather being called young tower-caps. The same is also true of most [[Caverns#Vegetation|underground trees]].
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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 one unmined tile within a two-tile radius, similar to [WET] trees and shrubs near rivers and ponds); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone {{version|0.31.19}}.
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==Tree farming==
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{{main|Tree farming}}
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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 underground soil growth of trees is a decent method of growing trees safely.
  
Trees ''cannot'' be specifically "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. It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the [[caverns]] subterranean flora (including trees) will begin to grow on any exposed and previously bare soil within your fortress; this can be annoying when a copse of blood thorns suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean tree farms full of colorful subterranean trees.
 
{{clear}}
 
 
== List of Trees ==
 
== List of Trees ==
 
{{Tree table head}}
 
{{Tree table head}}
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==Bugs==
 
==Bugs==
 
*Any adventurer landing on top of a tree will be trapped and unable to escape {{Bug|0000521}}
 
*Any adventurer landing on top of a tree will be trapped and unable to escape {{Bug|0000521}}
 
*If any [[item]]s are stuck on top of a tree, [[construct]]ing a [[floor]] in that tile will remove the items from the game (like a small-scale, manual [[atom smasher|atom smashing]]).
 
  
 
{{Plants}}
 
{{Plants}}

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