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v0.31:Tree

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This article is about an older version of DF.

Template:Exceptional 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 autumn ( , ), and lose their leaves in winter ( ) (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 or Template:L. Trees (but not saplings) will block movement, and prevent designation of Template:Ling, Template:Ls and other Template:Ls. Template:Ls are especially vulnerable to being blocked by trees, since they 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.

They must be designated for removal from the designations menu 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 Haul Wood labor on any dwarf and designating a wood Template:L.

Tree growth

Trees grow from saplings, which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy Template:L, and also flooding. 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.

Saplings will not grow on a tile with items on it (such as stone, food, etc). Saplings will not grow where a road has been laid down. Trees do not appear in biomes with zero drainage.

List of Trees

Tree Name Tile Biome / Habitat Alignment Deciduous Density (g/cm3) "Likes them for their..."
Acacia Tropical Dry Broadleaf Forest (Dry)
Tropical Grassland (Dry)
Tropical Savanna (Dry)
Tropical Shrubland (Dry)
All No 500 thorns
Alder Any Temperate Broadleaf Forest (Dry) All Yes 410 catkins
autumn coloration
Ash Any Temperate Broadleaf Forest (Dry) All Yes 620 flying keys
autumn coloration
Birch Any Temperate Broadleaf Forest (Dry) All Yes 670 catkins
silver bark
autumn coloration
Black-cap Subterranean Cavern (layers 2-3) All No 650 gloomy appeal
Blood thorn Subterranean Cavern (layer 3)
Subterranean Chasm
All No 1250 sickening appearance
Cacao tree Γ Tropical Moist Broadleaf Forest (Dry) All No 500 flowers
Candlenut Γ Any Tropical Forest (Dry) All No 500 nuts
Cedar Temperate Conifer Forest (Dry)
Tropical Conifer Forest (Dry)
All No 380 majesty
Chestnut Any Temperate Broadleaf Forest (Dry) All Yes 500 smelly catkins
spiny pods
chestnuts
autumn coloration
Feather tree Not Freezing (Dry) Good No 100 feathery leaves
Template:L Subterranean Cavern (layers 1-2) All No 600 fine grain
Glumprong Not Freezing (Dry) Evil No 1200 living shadows
Goblin-cap Subterranean Cavern (layers 2-3) All No 600 stunning color
Highwood Not Freezing (Dry) Savage No 500 magnificence
Kapok Γ Tropical Moist Broadleaf Forest (Dry) All No 500 buttresses
Larch Taiga Forest (Dry)
Temperate Conifer Forest (Dry)
All Yes 590 cones
needles
Mango Γ Any Tropical Forest (Dry) All No 500 sweet-smelling flowers
Mahogany Any Tropical Forest (Dry) All No 600 loose inflorescences
Maple Temperate Broadleaf Forest (Dry)
Temperate Grassland (Dry)
Temperate Savanna (Dry)
Temperate Shrubland (Dry)
All Yes 755 autumn coloration
Mangrove Mangrove Swamp (wet) All No 500 roots
Nether-cap Subterranean Cavern (layer 3) All No 550 coldness to the touch
Oak Any Temperate Broadleaf Forest (Dry) All Yes 700 acorns
autumn coloration
Palm Γ Any Tropical (Dry) All No 500 leaves
Pine Taiga Forest (Dry)
Temperate Conifer Forest (Dry)
Tropical Conifer Forest (Dry)
All No 560 cones
needles
Rubber tree Γ Tropical Moist Broadleaf Forest (Dry) All No 500 branch shedding
Saguaro Any Desert (Dry) All No 500 amazing arms
Spore tree Subterranean Cavern (layers 2-3) All No 600 raining spores
Template:L Subterranean Cavern (layers 1-2) All No 600 great size
Tunnel tube Subterranean Cavern (layers 2-3) All No 500 curving trunk
Willow 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 420 sad appearance
fluffy catkins


Template:Flora