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Difference between revisions of "Tree"
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− | {{ | + | {{migrated article}} |
{{quality|unrated}} | {{quality|unrated}} | ||
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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.]] | [[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.]] | ||
<big>'''Notice:'''</big> With DF2014, Trees have recieved significant revision. They are now multi-tile creations, spanning multiple z-levels, with separate tiles for trunk, roots, fruits, twigs, leaves, etc. Exactly how much of the remainder of this article still applies is yet to be determined. | <big>'''Notice:'''</big> With DF2014, Trees have recieved significant revision. They are now multi-tile creations, spanning multiple z-levels, with separate tiles for trunk, roots, fruits, twigs, leaves, etc. Exactly how much of the remainder of this article still applies is yet to be determined. | ||
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Structurally, trees consist of multiple types of tiles - roots, trunks, branches, twigs and leaves - and a single tree can span multiple tiles in both horizontal and vertical directions. | Structurally, trees consist of multiple types of tiles - roots, trunks, branches, twigs and leaves - and a single tree can span multiple tiles in both horizontal and vertical directions. | ||
− | + | {{migrated section}} | |
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. | 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. | ||
− | + | Tree trunks 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. | |
== Wood == | == Wood == | ||
− | + | {{migrated section}} | |
[[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}} | [[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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== Growth == | == Growth == | ||
+ | {{migrated section}} | ||
[[File:Many miners extend tree farm.png|thumb|left|350px|Extensions being made to a in-hill tree farm.]] | [[File:Many miners extend tree farm.png|thumb|left|350px|Extensions being made to a in-hill tree farm.]] | ||
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 years. 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. | 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 years. 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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== List of tree species == | == List of tree species == | ||
− | + | {{migrated section}} | |
{{Tree table head}} | {{Tree table head}} | ||
Revision as of 13:40, 12 July 2014
This article was migrated from DF2014:Tree and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Notice: With DF2014, Trees have recieved significant revision. They are now multi-tile creations, spanning multiple z-levels, with separate tiles for trunk, roots, fruits, twigs, leaves, etc. Exactly how much of the remainder of this article still applies is yet to be determined.
Trunks can be chopped down, yielding multiple logs. A single tree can have multiple trunk tiles, on separate z-levels as well as otherwise, but only one tile of trunk can be designated for chopping on a single tree, so make sure you pick one that can be reached.
Roots can be designated for digging, though the tile doesn't flash to indicate it's designated. Some trees can have multiple tiles of roots, others just the one; in either case, when a single tile of roots is dug out, the entire tree vanishes without a trace.
Fruit can be picked in Adventure mode, but Fort mode harvesting is not yet in the game. You can trade for or embark with them though, and brew them at a still.
Leaves will fall in autumn, colouring tiles beneath a tree. Some can be cooked at a kitchen.
---
Trees are a multi-tile feature that can be found aboveground on all but the most arid or most mountainous of maps, and below ground in the caverns. What kind of trees grow in a given location depends on biome, as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees, such as nether-caps, are an exception and will grown anywhere underground. The species of a tree in turn determines its properties.
Structure
Structurally, trees consist of multiple types of tiles - roots, trunks, branches, twigs and leaves - and a single tree can span multiple tiles in both horizontal and vertical directions.
This section was migrated from DF2014:Tree and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
Viewed on their same z-level, many different sub-types of trees have their own symbol, such as ♣
, ♠
, ¶
, ╞
or ⌠
. 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 ( ■
), appearing identical to coloured blocks floating in the air. Deciduous trees will change colour to red or yellow in autumn ( ♣
, ♠
), and lose their leaves in winter ( ╞
) (controlled by the [AUTUMNCOLOR] tag). This does not affect their usefulness, and they may be cut down for wood regardless of season.
Tree trunks are a type of map tile and as such will form a solid barrier to movement, preventing channeling or the creation of walls and other constructions on their tile. This is problematic for caravan wagons, 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 depot access (D) every once in a while as trees continue to grow to make sure wagons can get through, and chop down (d-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.
Wood
This section was migrated from DF2014:Tree and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
Chopping down trees yields wood (obviously), one of the game's most important resources. Without wood it is not possible to build beds, generate or transfer power, create ash, or power furnaces 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 caravans 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 F1, 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. v0.34.11
One of the variation between the different tree 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.
Nonetheless, all trees have the same intrinsic value (beyond the preferences of individual dwarves), although the color of the wood may matter for aesthetic purposes.
Growth
This section was migrated from DF2014:Tree and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
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 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 years. 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 roads and farm plots 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 up stairs instead of digging (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.
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 elves do not seem to comprehend this. It is possible to 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 collection area, but allows you to easily mine out large subterranean tree farms full of colorful subterranean trees.
List of tree species
This section was migrated from DF2014:Tree and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
Tree Name | Tile | Biome / Habitat | Alignment | Deciduous | Density (g/cm3) | "Likes them for their..." |
---|---|---|---|---|---|---|
Acacia | ¼
|
Tropical Dry Broadleaf Forest Tropical Grassland Tropical Savanna Tropical Shrubland |
All (Dry) | No | 0.600 | thorns |
Alder | ¼
|
Any Temperate Broadleaf Forest | All (Dry) | Yes | 0.410 | catkins autumn coloration |
Almond | ♣
|
Any Temperate Broadleaf Forest | All (Dry) | Yes | 0.410 | catkins autumn coloration |
Ash | ¼
|
Any Temperate Broadleaf Forest | All (Dry) | Yes | 0.600 | flying keys autumn coloration |
Birch | ¼
|
Any Temperate Broadleaf Forest | All (Dry) | Yes | 0.650 | catkins silver bark autumn coloration |
Black-cap | ¼
|
Subterranean Cavern (layers 2-3) | All | No | 0.650 | gloomy appeal |
Blood thorn | ¼
|
Subterranean Cavern (layer 3) Subterranean Chasm |
All | No | 1.250 | sickening appearance |
Cacao tree | ¼
|
Tropical Moist Broadleaf Forest | All (Dry) | No | 0.430 | flowers |
Candlenut | ¼
|
Any Tropical Forest | All (Dry) | No | 0.140 | nuts |
Cedar | ¼
|
Temperate Conifer Forest Tropical Conifer Forest |
All (Dry) | No | 0.570 | majesty |
Chestnut | ¼
|
Any Temperate Broadleaf Forest | All (Dry) | Yes | 0.430 | smelly catkins spiny pods chestnuts autumn coloration |
Feather tree | ¼
|
Not Freezing | Good (Dry) | No | 0.100 | feathery leaves |
Fungiwood | ¼
|
Subterranean Cavern (layers 1-2) | All | No | 0.600 | fine grain |
Glumprong | ¼
|
Not Freezing | Evil (Dry) | No | 1.200 | living shadows |
Goblin-cap | ¼
|
Subterranean Cavern (layers 2-3) | All | No | 0.600 | stunning color |
Highwood | ¼
|
Not Freezing | Savage (Dry) | No | 0.500 | magnificence |
Kapok | ¼
|
Tropical Moist Broadleaf Forest | All (Dry) | No | 0.260 | buttresses |
Larch | ¼
|
Taiga Temperate Conifer Forest |
All (Dry) | Yes | 0.590 | cones needles |
Mango tree | ¼
|
Any Tropical Forest | All (Dry) | No | 0.520 | sweet-smelling flowers |
Mahogany | ¼
|
Any Tropical Forest | All (Dry) | No | 0.600 | loose inflorescences |
Maple | ¼
|
Temperate Broadleaf Forest Temperate Grassland Temperate Savanna Temperate Shrubland |
All (Dry) | Yes | 0.540 | autumn coloration |
Mangrove | ¼
|
Mangrove Swamp | All (Wet) | No | 0.830 | roots |
Nether-cap | ¼
|
Subterranean Cavern (layer 3) | All | No | 0.550 | coldness to the touch (wood has [MAT_FIXED_TEMP:10000]) |
Oak | ¼
|
Any Temperate Broadleaf Forest | All (Dry) | Yes | 0.700 | acorns autumn coloration |
Palm | ¼
|
Any Tropical | All (Dry) | No | 0.680 | leaves |
Pine | ¼
|
Taiga Temperate Conifer Forest Tropical Conifer Forest |
All (Dry) | No | 0.510 | cones needles |
Rubber tree | ¼
|
Tropical Moist Broadleaf Forest | All (Dry) | No | 0.490 | branch shedding |
Saguaro | ¼
|
Any Desert | All (Dry) | No | 0.430 | amazing arms |
Spore tree | ¼
|
Subterranean Cavern (layers 2-3) | All | No | 0.600 | raining spores |
Tower-cap | ¼
|
Subterranean Cavern (layers 1-2) | All | No | 0.600 | great size |
Tunnel tube | ¼
|
Subterranean Cavern (layers 2-3) | All | No | 0.500 | curving trunk |
Willow | *
|
Any Temperate Any Tropical Forest Tropical Grassland Tropical Savanna Tropical Shrubland Tropical Freshwater Swamp Tropical Saltwater Swamp Tropical Freshwater Marsh Tropical Saltwater Marsh |
All (Wet) | No | 0.390 | sad appearance fluffy catkins |
Bugs
- (0.40.2) Constructing on trees causes them to vanish. Bug:6551
- (0.40.2) When a root tile is mined, the entire tree ceases to exist. Bug:6749
- (0.40.2) Building something (e.g. a cage) in a tree and then chopping down the tree leaves the building floating in the air. Bug:6949