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Editing 40d Talk:Tree

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::Moving water is not necessary. Mud is fine. A damp wall doesn't cut it. [[User:VengefulDonut|VengefulDonut]] 22:29, 17 August 2008 (EDT)
 
::Moving water is not necessary. Mud is fine. A damp wall doesn't cut it. [[User:VengefulDonut|VengefulDonut]] 22:29, 17 August 2008 (EDT)
 
Okay, this was a bit complex, so bear with me here - I dug out a pit underground, and channeled it out so it extended all the way to the layer that was the surface, BUT left the surface layer untouched. Not just the floor, but the actual layer of soil. Channel around that, and let it collapse all the way down to the pit you created. Roof it over. Muddy it. Trees will grow - http://img80.imageshack.us/img80/207/indoortreeqt8.png. --[[User:Xaddak|Xaddak]] 16:18, 12 October 2008 (EDT)
 
Okay, this was a bit complex, so bear with me here - I dug out a pit underground, and channeled it out so it extended all the way to the layer that was the surface, BUT left the surface layer untouched. Not just the floor, but the actual layer of soil. Channel around that, and let it collapse all the way down to the pit you created. Roof it over. Muddy it. Trees will grow - http://img80.imageshack.us/img80/207/indoortreeqt8.png. --[[User:Xaddak|Xaddak]] 16:18, 12 October 2008 (EDT)
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Does an area have to be light, or above ground, to grow normal trees? I've been thinking of making a glass greenhouse to grow a large patch of trees. --[[User:Eb|Eb]] 07:16, 21 October 2008 (EDT)
 
Does an area have to be light, or above ground, to grow normal trees? I've been thinking of making a glass greenhouse to grow a large patch of trees. --[[User:Eb|Eb]] 07:16, 21 October 2008 (EDT)
 
:you need 2 deep soil to grow trees.--[[User:Zchris13|Zchris13]] 00:31, 11 April 2009 (UTC)
 
:you need 2 deep soil to grow trees.--[[User:Zchris13|Zchris13]] 00:31, 11 April 2009 (UTC)
::Absolutely not true - a single layer of soil underneath the tree is enough (and on some maps, a single layer of soil is all that's even present), and it isn't even required - I've had trees growing on sand floors where the sand previously underneath had been hollowed out, though they seem to grow much more slowly (e.g. taking upwards of 3-4 years to grow). Additionally, the area need only be "above ground" - I've had trees growing inside a roofed greenhouse. --[[User:Quietust|Quietust]] 16:40, 28 August 2009 (UTC)
 
:::Confirmed - this is an old, false rumour based on the fact that you can't just "muddy" soil and have "trees" grow, but you can w/ tower caps UG. The OP's question still needs to be addressed.--[[User:Albedo|Albedo]] 18:03, 28 August 2009 (UTC)
 
  
 
== List of trees, each one an article ==
 
== List of trees, each one an article ==
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== Treehuggers ==
 
== Treehuggers ==
  
I just realized that it's been a while, and at least a few [[version]] upgrades, since I've seen those annoying [[elves]] complain about my rampant deforestation habits.  What percentage of a map's [[trees]] do I have to plunder before they start demanding I cap my demand? --[[User:FJH|FJH]] 23:13, 4 March 2009 (EST)
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I just realized that it's been a while, and at least a few [[version]] {{version|0.28.181.40d}} upgrades, since I've seen those annoying [[elves]] complain about my rampant deforestation habits.  What percentage of a map's [[trees]] do I have to plunder before they start demanding I cap my demand? --[[User:FJH|FJH]] 23:13, 4 March 2009 (EST)
 
:I have seen them complain in the .40d vanilla. --[[User:Zchris13|Zchris13]] 00:31, 11 April 2009 (UTC)
 
:I have seen them complain in the .40d vanilla. --[[User:Zchris13|Zchris13]] 00:31, 11 April 2009 (UTC)
 
Do Elves complain about tower cap farms? [[User:3lB33|3lB33]] 17:34, 28 August 2009 (UTC)
 
*The [[Liaison]] page has the answer to my question: '''yes they do'''.  Apparently the treehuggers complain about all the wood you have in stockpiles, so even imported wood is counted against you. Time to [http://1d4chan.org/wiki/File:DF_Elf_Diplomat_1.png pull] the [http://1d4chan.org/wiki/File:DF_Elf_Diplomat_2.png lever]. [[User:3lB33|3lB33]] 13:27, 3 September 2009 (UTC)
 
:Well, they dont complain about you ''having'' a tower cap farm, but cut tower caps do count into the cutting limit and once they are logs they count as wood like any other... --[[User:Koltom|Koltom]] 13:46, 3 September 2009 (UTC)
 
::That's a good point, perhaps a clearer distinction between [[Wood]] and [[Tree]] should be made here? [[User:3lB33|3lB33]] 15:55, 3 September 2009 (UTC)
 
  
 
== Weights ==
 
== Weights ==
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I embarked on a map that has about 3/4 of the map in dolomite mountain, and the other 1/4 with a few trees and shrubs. It's a decent amount of trees, but I was wondering if I were to muddy the stone, that is, the stone right by the grass that is in complete daylight, would the now muddied area grow trees? Or because it was in a "different biome" (even though it's just a couple tiles away) would it not grow anything? Or maybe it wouldn't grow because it's muddy dolomite, and trees can only grow on soil types? Or maybe this would work? I'm going to test it out, but it might take a while because my fortress is fairly new.
 
I embarked on a map that has about 3/4 of the map in dolomite mountain, and the other 1/4 with a few trees and shrubs. It's a decent amount of trees, but I was wondering if I were to muddy the stone, that is, the stone right by the grass that is in complete daylight, would the now muddied area grow trees? Or because it was in a "different biome" (even though it's just a couple tiles away) would it not grow anything? Or maybe it wouldn't grow because it's muddy dolomite, and trees can only grow on soil types? Or maybe this would work? I'm going to test it out, but it might take a while because my fortress is fairly new.
  
Alright... I muddied a large portion of rock and it didn't grow trees. How surprising. I should've known from the start. Anyway, I then proceeded to make my mass watering machine into a flooding chamber. My dwarves are dead. Serves them right for not growing trees out of stone.[[User:ZombieRoboNinja|ZombieRoboNinja]] 17:17, 29 July 2009 (UTC)
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Alright... I muddied a large portion of rock and it didn't grow trees. How surprising. I should've known from the start. Anyway, I then proceeded to make my mass watering machine into a flooding chamber. My dwarves are dead. Serves them right for not growing trees out of stone.
 
 
== Specific details of tree (and shrub) growth in 40d ==
 
 
 
For those who are interested, tree and shrub growth in 40d appears to work exactly as follows:
 
* Choose a suitable map tile
 
** Underground plants can grow in "Dark Subterranean" floor tiles ''except'' for Boulders, Driftwood, Ice, Brook Tops, Stairs, Ramps, Constructions, non-muddy Stone, or anything in an Ocean biome
 
** Above-ground plants can grow in "Light Above Ground" soil or grass floor tiles ''unless'' they contain 2 or more Water, any Lava, are covered by a finished Building, are Furrowed, or are in an Ocean/Mountain/Glacier biome
 
* Initialize a "fertility" counter to zero
 
* Scan all tiles in a 3-tile radius ''beneath'' the prospective plant growth location (a 5x5 region, excluding the 4 corners)
 
** If the tile is a soil wall, increment fertility by the local region's "Vegetation Density" rating
 
** If the tile is a River, Brook, Murky Pool, River Source, or (undeground) Waterfall, flag the tile as "wet"
 
* Scan all tiles in a 3-tile radius ''around'' the prospective plant growth location (same as above, and including the tile itself)
 
** If the tile is muddy '''and''' the tile is Subterranean, add 100 to fertility
 
** If the tile is a living shrub, subtract 250 from fertility
 
** If the tile is a living sapling or tree, subtract 500 from fertility
 
* If fertility is 100 or higher, there is a 50% chance that a Tree will grow, otherwise if fertility is at least 25 you'll get a Shrub
 
* If the tile was flagged as "wet", then only [WET]-flagged trees or shrubs will be selected, otherwise only [DRY]-flagged ones will be chosen
 
** For subterranean plants, tiles within a map feature (i.e. the underground river/pool) will only grow plants local to that feature, but tiles which aren't part of ''any'' feature will allow plants from ''all discovered'' features
 
** Above-ground plants cannot grow inside map features - this means if you drain a River and destroy the floor tiles (so they're marked as Soil/Grass instead of River), no plants will grow there
 
* Note that it's also possible for a plant to grow '''on top of''' another plant - this will destroy whatever plant was already there before placing the new one, potentially resulting with a Sapling designated for cutting (which a Miner will cancel with "Inappropriate dig square")
 
--[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 23:37, 7 August 2021 (UTC)
 

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