|This article is about the current version of DF.|
- "Timber" redirects here. For the month, see Calendar.
"Timber" is the name of the ninth month of the dwarven calendar, covering late Autumn.
Trees start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which can take several years. Frequent unit movement over a square with a sapling will likely kill the sapling, leaving you with a dead sapling occupying the square for a time.
Saplings will randomly appear in above-ground soil, only if the tiles underneath it are unmined AND it has at least another z-level of open space above it. If there is soil, but it doesn't have an immediate support for the roots, no saplings will appear. If there is no open space above, the saplings won't grow. Saplings will begin to appear in below-ground soil and muddy underground rock only once you have hit the caverns. Unlike their sunny counterparts, they don't require the below level to be unmined. However, they also require open space on the levels directly above them, otherwise the saplings will never grow.
Full grown trees will impede units' movement and can block the path of wagons, making your trade depot inaccessible. Be sure to clear trees out of active corridors. Building roads is a good way to keep trees from growing where you don't want them to be.
Besides cutting down trees, wood (and some wooden goods, such as barrels) is often available from the elven, dwarven and human caravans. Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your wood industry. The wagon you start the game with can also be dismantled for three logs.
 Reasons you need wood
- To build beds. Without beds your dwarves will get unhappy thoughts from sleeping on the ground.
- To build water wheels, windmills, and axles--without wood, you cannot generate or transfer power.
- To build siege engines and ballista bolts. These can be very effective defenses when traps fail.
- To build practical cages in most cases as wooden cages are much lighter than metal or glass. They would be the only cages you can mass produce if you have no access to sand.
- To be burnt for ash, which is used in glass making, soap making, glazing, and for fertilizing crops.
- If you want obsidian short swords, they require one log of wood in production, presumably for the handle. Note that these are primarily a novelty; all metal weapons are superior.
- Wooden training weapons can be used for military training started shortly after embark should you feel the need. They are also useful for live training and danger rooms.
 Reasons you want wood
- It only takes one log to produce a bin, cage, wheelbarrow or minecart; but if you forge them instead then they'll take two or three metal bars. Wooden tools are also much lighter than the metal alternatives (apart from adamantine), which is a large benefit when the items are moved by hand.
- All metalworks (smelters, forges), glassworks, and ceramic kilns need either magma or fuel. Magma is inaccessible to most early forts. "Fuel" means either coke or charcoal. Coke is produced from bituminous coal or lignite, neither of which is guaranteed to be present on your map. Thus charcoal is the only reliable option for an early fort, and it's made by a wood burner from wood.
- Production of steel, the best mundane metal for armor and cutting or piercing weapons, requires coke or charcoal as a carbon source, even if you have access to magma.
- Crossbows can be made from wood (or bone) and may be preferred if you have a skilled bowyer but not a skilled weaponsmith. They will suffer reduced damage if used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration.
- A stack of 25 Crossbow bolts can be made from a single log. Wooden ammunition is sufficient for training and use by hunters, though significantly less effective against armored opponents.
- Shields can be made from wood, and currently material does not affect a shield's ability to block, so shields can be made without consuming precious fuel and metal. The low weight can improve the movement speed of soldiers, but the occasional shield bashes in combat will also be weaker than those delivered by metal shields.
- Wooden floors can be useful to reduce falling damage, the lighter the better.
- A handful of building destroyers prioritize destroying wooden doors and floor hatches, so they can be used as bait in areas with a lot of cage traps.
- Aesthetic reasons. A few types of wood have a color not commonly seen on metal or stone. See the below chart.
 Reasons you don't need much wood
- While beds, axles, windmills, water wheels, siege engine parts, and ballista bolts absolutely require wood, and soap, clear and crystal glass and fertiliser are based on wood ash, almost every other wood product has non-wood alternatives.
- Once you have magma then you don't need wood for fuel. If you have coal, you can get by with much lower wood usage until the deposits run out. If you have both, you shouldn't need wood to produce metal or steel products.
The 'unit' of raw wood, the log, has a "material size" of 50 litres; the weight can be derived by dividing the density of the material by 20. An oak log will thus weigh 35Γ, a featherwood one 5Γ and a bloodthorn log 62.5Γ. The density for each individual type of wood is listed under the appropriate tree. Wood has a default [SOLID_DENSITY] of 500, making it about five times lighter than most stone and fifteen times lighter than iron. Feather tree wood is the lightest, with a density of 100, and blood thorn wood is the heaviest, with a density of 1250. Candlenut (140), and glumprong (1200) are also notable. However, since average wood is relatively light to begin with, with the possible exception of wood hauling, this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.
The density of a material is not always important, but can be, depending on the use of that material - see Density article for a full discussion.
||tropical||grassland, savanna & shrubland||dry|
(*) Densities and Colour are marked in the raws as not researched yet in v40.02, due to change in future versions.
 See also
|"Wood" in other Languages
[MATERIAL_TEMPLATE:WOOD_TEMPLATE] [STATE_COLOR:ALL_SOLID:BROWN] [STATE_NAME:ALL_SOLID:wood] [STATE_ADJ:ALL_SOLID:wooden] [STATE_COLOR:LIQUID:BROWN] [STATE_NAME:LIQUID:n/a] [STATE_ADJ:LIQUID:n/a] [STATE_COLOR:GAS:BROWN] [STATE_NAME:GAS:n/a] [STATE_ADJ:GAS:n/a] [DISPLAY_COLOR:6:0:0] [MATERIAL_VALUE:1] [SPEC_HEAT:420] [IGNITE_POINT:10508] [MELTING_POINT:NONE] [BOILING_POINT:NONE] [HEATDAM_POINT:10250] [COLDDAM_POINT:9900] [MAT_FIXED_TEMP:NONE] [SOLID_DENSITY:500] [LIQUID_DENSITY:NONE] [MOLAR_MASS:NONE] [IMPACT_YIELD:10000] [IMPACT_FRACTURE:10000] [IMPACT_STRAIN_AT_YIELD:1000] [COMPRESSIVE_YIELD:10000] [COMPRESSIVE_FRACTURE:10000] [COMPRESSIVE_STRAIN_AT_YIELD:1000] [TENSILE_YIELD:10000] [TENSILE_FRACTURE:10000] [TENSILE_STRAIN_AT_YIELD:1000] [TORSION_YIELD:10000] [TORSION_FRACTURE:10000] [TORSION_STRAIN_AT_YIELD:1000] [SHEAR_YIELD:40000] used pine [SHEAR_FRACTURE:40000] [SHEAR_STRAIN_AT_YIELD:1000] [BENDING_YIELD:10000] [BENDING_FRACTURE:10000] [BENDING_STRAIN_AT_YIELD:1000] [MAX_EDGE:1000] [ABSORPTION:0] [ITEMS_HARD] [ITEMS_WEAPON] [ITEMS_WEAPON_RANGED] [ITEMS_AMMO] [ITEMS_ARMOR] [ITEMS_SIEGE_ENGINE] This general material classifier determines various in-game behaviors. There are several others below. [WOOD]