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Difference between revisions of "Tree"

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== Structure ==
 
== Structure ==
 
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[Apricot]] tree]]
 
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[Apricot]] tree]]
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of "growths" (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tiles and the extent of the root system doesn't seem to vary with species.
+
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of "growths" (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system doesn't seem to vary with species.
  
 
Graphically, vertical 1x1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2x2 and 3x3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.
 
Graphically, vertical 1x1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2x2 and 3x3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.
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Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and loo{{k|k}}ing at the ground after that will show "<tree> flowers" in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it's possible that a young tree that has never flowered will give fruit.
 
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and loo{{k|k}}ing at the ground after that will show "<tree> flowers" in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it's possible that a young tree that has never flowered will give fruit.
  
Fruit can be picked from trees in Adventure mode, Fort mode harvesting is done with [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at [[still]]. Cutting a tree with fruit causes the fruits to vanish{{verify}}.
+
Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at [[still]]. Cutting a tree with fruit causes the fruits to vanish{{verify}}.
  
 
== Chopping down trees ==
 
== Chopping down trees ==
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Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).
 
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).
  
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well.
+
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well. Unexplained underground logs can alert you to the presence of these "guest entrances". Moving a building preview all around the surface(kennels are good for their size) and inspecting any non-ramp or tree invalid tiles can sweep large areas.
  
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed).
+
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed), and occur mainly in [[mountain]] biomes and areas affected by erosion.
  
 
== Products ==
 
== Products ==
Line 74: Line 74:
 
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 &mdash; 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. Many underground trees are called "young &lt;tree&gt;" 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 &mdash; 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. Many underground trees are called "young &lt;tree&gt;" 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 ''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.
+
Trees ''cannot'' be specifically "planted"([http://www.bay12games.com/dwarves/dev.html as of yet]); 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.
  
 
If a sapling grows into a tree, it can block off narrow areas, such as one tile long hallways in a muddy cavern layer.  This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.
 
If a sapling grows into a tree, it can block off narrow areas, such as one tile long hallways in a muddy cavern layer.  This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.
Line 576: Line 576:
 
[[Category:Map tiles]]
 
[[Category:Map tiles]]
 
{{Category|Trees}}
 
{{Category|Trees}}
 +
[[ru:Tree]]

Revision as of 23:38, 5 October 2018

This article is about the current version of DF.
Note that some content may still need to be updated.

"Tree" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: dák
Elvish: thelire
Goblin: tonspe
Human: akan

Trees are a multi-tile feature that can be found aboveground on all but the most arid or mountainous of maps, and below ground in the caverns. The types of trees that grow in a given location depend on that location's 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, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that "trees" in Dwarf Fortress also covers things that are not actually trees, such as palms, cacti, large herbaceous plants (e.g. bananas), and large mushrooms (underground trees).

Trees are used as a source of wood, an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus, the amount of local trees greatly affects fortress development, as without a ready source of wood, the player will be forced to rely on trade to get it. Tree growth density on the embark site is determined by its biome, so it's displayed with the rest of the biome properties (temperature, etc.) on the "Choose Fortress Location" screen at embark.

Structure

Animation of all z-levels of an Apricot tree

Trees consist of several types of tiles - roots, trunk sections, thick branches, branches, and twigs, that may be covered in a number of "growths" (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system doesn't seem to vary with species.

Graphically, vertical 1x1 trunk sections resemble wooden columns O. The thicker trunks (2x2 and 3x3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden walls . These can peter out into thick branches or end directly with branches ¼. The branches can extend further out, ending with twigs ;. A vertical trunk end, if not covered with a branch, is represented by a pointed cap .

Root tiles (¼) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one[Verify].

There are exceptions to the description above. Saguaros don't have any leafy branches or twigs, just a trunk and thick branches. Mushroom cap trees that grow in the caverns underground don't have branches - instead they have a cap consisting of ramps that can be walked up on.

Trees can be climbed in both fortress and adventurer mode. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking. Twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be climbed through and jumped over like twigs.

On ground level, tree trunks are obstacles that prevent channeling or the creation of walls and other constructions on their tiles. 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.

Growths

Growths are the things that grow on a tree, i.e. they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one unsurprisingly being leaves.

The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into colorful patchwork.

Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and looking at the ground after that will show "<tree> flowers" in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it's possible that a young tree that has never flowered will give fruit.

Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with stepladder (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at still. Cutting a tree with fruit causes the fruits to vanish[Verify].

Chopping down trees

Main article: Woodcutting

Trees can be cut down by dwarves to produce wood. It is enough to designate only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to "prune" trees by chopping down only parts of them.

Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).

If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces · on the surface afterwards. If holes are present, construct floor tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well. Unexplained underground logs can alert you to the presence of these "guest entrances". Moving a building preview all around the surface(kennels are good for their size) and inspecting any non-ramp or tree invalid tiles can sweep large areas.

If you had smoothed the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this diagram for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed), and occur mainly in mountain biomes and areas affected by erosion.

Products

Wood

Main article: Wood

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 types of wood have the same (low) value (beyond the preferences of individual dwarves), although the color of the wood may matter for aesthetic purposes.

Fruit

Various kinds of tree produce fruit. In dwarf fortress mode, they can be gathered with a stepladder in a designated plant gathering zone. Elves will also bring fruit to trade. Fruit can be eaten, producing seeds.

Growing trees

From the time a sapling appears, it takes about 3 years for a tree to grow. From that point on, trees grow only once every 10 years, as defined by the TRUNK_PERIOD tag. Currently all trees share the same 10 year value for trunk growth. Presumably this will be changed in the future to reflect accurate growth rates for different species. Given this disparity in grow times, it's far more efficient to cut down trees as they grow rather than attempting to let them grow to a larger/full size. Growing a full-sized tree will take around 80 years; well beyond the lifespan of most forts.

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. 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"(as of yet); 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.

If a sapling grows into a tree, it can block off narrow areas, such as one tile long hallways in a muddy cavern layer. This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.

Standard Trees

These are the trees defined in the file plant_standard.txt. Before v40.0.1, trees were a single-tile feature. Since then, they were heavily redesigned and became multi-tiled. They also now produce growths, some of which can be eaten or cooked.

Map
Tile
Graphic
(Trunk)
Name Deciduous Biome Align Tiles Wood
Density
(g/cm³)
Drink Drink
Value1
Eat Cook2 Growths
None Mangrove No

Mangrove Swamp

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.830 None No No leaf
flower
fruit
None Saguaro No

Any Desert

Wet Dry
All O trunk
thick branches
¼ roots
0.430 None Yes Yes flower
fruit
None Pine No

Taiga
Temperate Coniferous Forest
Tropical Coniferous Forest

Wet Dry
All O trunk
* branches
* twigs
¼ roots
0.510 None No No * needle
* seed cone
* pollen cone
None Cedar No

Temperate Coniferous Forest
Tropical Coniferous Forest

Wet Dry
All O trunk
¼ branches
; twigs
¼ roots
0.570 None No No * scale-leaf
* seed cone
* pollen cone
None Oak Yes

Any Temperate Broadleaf

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.700 None Yes Yes leaf
flower
acorn
None Mahogany No

Any Tropical Forest

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.600 None No No leaf
flower
fruit
None Acacia No

Tropical Dry Broadleaf Forest
Tropical Grassland
Tropical Savanna
Tropical Shrubland

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.600 None No Yes leaf
flower
% seed pod
Γ None Kapok No

Tropical Moist Broadleaf Forest

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.260 None No No leaf
flower
fruit
None Maple Yes

Temperate Broadleaf Forest
Temperate Grassland
Temperate Savanna
Temperate Shrubland

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.540 None No No leaf
flower
% fruit
None Willow No

Any Temperate
Any Tropical Forest
Tropical Grassland
Tropical Savanna
Tropical Shrubland
Tropical Freshwater Swamp
Tropical Saltwater Swamp
Tropical Freshwater Marsh
Tropical Saltwater Marsh

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.390 None No No leaf
* pollen catkin
* seed catkin
* fruit
None Tower-cap No

Wet Cavern  (Layers 1-2)

Wet Dry
All O trunk
O cap
0.600 None No No None
None Black-cap No

Wet Cavern  (Layers 2-3)

Wet Dry
All O trunk
O cap
0.650 None No No None
None Nether-cap No

Wet Cavern  (Layer 3)

Wet Dry
All O trunk
O cap
0.550 None No No None
None Goblin-cap No

Wet Cavern  (Layers 2-3)

Wet Dry
All O trunk
O cap
0.600 None No No None
None Fungiwood No

Wet Cavern  (Layers 1-2)

Wet Dry
All O trunk
¼ branches
; twigs
0.600 None No No None
None Tunnel tube No

Wet Cavern  (Layers 2-3)

Wet Dry
All O trunk 0.500 None No No None
None Spore tree No

Wet Cavern  (Layers 2-3)

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
0.600 None No No None
None Blood thorn No

Cavern  (Layer 3)

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
1.250 None No No None
None Glumprong No

Not Freezing

Wet Dry
Evil O trunk
¼ roots
1.200 None No No None
None Feather tree No

Not Freezing

Wet Dry
Good O trunk
thick branches
¼ branches
; twigs
¼ roots
0.100 None No Yes down
% egg
None Highwood No

Not Freezing

Wet Dry
Savage O trunk
thick branches
¼ branches
; twigs
¼ roots
0.500 None No No leaf
flower
None Larch Yes

Taiga
Temperate Coniferous Forest

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None No No **** needle
* seed cone
* pollen cone
None Chestnut Yes

Any Temperate Broadleaf

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.430 None Yes Yes leaf
* pollen catkin
* seed catkin
* burr
None Alder Yes

Any Temperate Broadleaf

Wet Dry
All O trunk
¼ branches
; twigs
¼ roots
0.410 None No No leaf
* pollen catkin
* seed catkin
* cone
None Birch Yes

Any Temperate Broadleaf

Wet Dry
All O trunk
¼ branches
; twigs
¼ roots
0.650 None No No leaf
* pollen catkin
* seed catkin
None Ash Yes

Any Temperate Broadleaf

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.600 None No No leaf
flower
% fruit
Γ None Candlenut No

Any Tropical Forest

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.140 None No Yes leaf
flower
nut
Γ None Mango tree No

Any Tropical Forest

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.520 Mango wine 10☼ Yes Yes leaf
flower
fruit
Γ None Rubber tree No

Tropical Moist Broadleaf Forest

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.490 None No No leaf
Γ None Cacao tree No

Tropical Moist Broadleaf Forest

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.430 None No Yes leaf
flower
% fruit
Γ None Coconut palm No

Any Tropical

Wet Dry
All O trunk
¼ roots
0.680 None Yes Yes * leaf
spathe
fruit

Notes:

1 This is the value for a stack of 5 units, which is the number rendered from a single fruit.
2 Anything that can be cooked is edible afterwards.

New Trees

"New trees" are defined in the file plant_new_trees.txt. Most of them bear fruits and nuts, which can be harvested for food and drinks.

Map
Tile
Graphic
(Trunk)
Name Deciduous Biome Align Tiles Wood
Density
(g/cm³)
Drink Drink
Value1
Eat Cook2 Growths
Γ None Abaca3 No

Any Tropical

Wet Dry
All O trunk
¼ roots
None No No leaf
flower
Γ None Banana3 No

Any Tropical

Wet Dry
All O trunk
¼ roots
Banana beer 10☼ Yes Yes leaf
flower
% fruit
Γ None Carambola No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.550 Carambola wine 10☼ Yes Yes leaf
flower
% fruit
Γ None Cashew No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.450 None Yes Yes leaf
flower
% fruit
None Coffee No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.620 None Yes Yes leaf
flower
% fruit
Γ None Durian No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.520 Durian wine 10☼ Yes Yes leaf
flower
% fruit
Γ None Guava No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.610 Guava wine 10☼ Yes Yes leaf
flower
% fruit
Γ None Papaya No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.130 Papaya wine 10☼ Yes Yes leaf
flower
% fruit
Γ None Paradise nut No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.820 None Yes Yes leaf
flower
% fruit
Γ None Rambutan No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.620 Rambutan wine 10☼ Yes Yes leaf
flower
% fruit
None Tea No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.560 None No No leaf
flower
% fruit
Γ None Avocado No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.540 None Yes Yes leaf
flower
% fruit
None Lime No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None Yes Yes leaf
flower
% fruit
None Pomelo No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None Yes Yes leaf
flower
% fruit
None Citron No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.700 None Yes Yes leaf
flower
% fruit
None Orange No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None Yes Yes leaf
flower
% fruit
None Bitter orange No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None Yes Yes leaf
flower
% fruit
None Finger lime No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None Yes Yes leaf
flower
% fruit
None Round lime No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None Yes Yes leaf
flower
% fruit
None Desert lime No

Tropical Grassland
Tropical Savanna
Tropical Shrubland

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None Yes Yes leaf
flower
% fruit
None Kumquat No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None Yes Yes leaf
flower
% fruit
None Custard-apple No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.360 Custard-apple cider 10☼ Yes Yes leaf
flower
% fruit
Γ None Date palm No

Any Tropical

Wet Dry
All O trunk
¼ roots
0.820 Date wine 10☼ Yes Yes * leaf
flower
% fruit
None Lychee No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.880 Lychee wine 10☼ Yes Yes leaf
flower
% fruit
None Macadamia No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.705 None Yes Yes leaf
flower
% nut
None Olive No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.990 None Yes Yes leaf
flower
% fruit
Γ None Pomegranate Yes

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.770 Pomegranate wine 10☼ Yes Yes leaf
flower
% fruit
None Almond Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.795 None Yes Yes leaf
flower
% nut
None Apple Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.745 Apple cider 10☼ Yes Yes leaf
flower
% fruit
None Apricot Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.745 Apricot wine 10☼ Yes Yes leaf
flower
% fruit
None Bayberry No

Any Temperate
Taiga

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.700 Bayberry wine 10☼ Yes Yes leaf
* pollen catkin
* seed catkin
% fruit
None Cherry Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.425 Cherry wine 10☼ Yes Yes leaf
flower
% fruit
None Ginkgo Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.450 None Yes Yes leaf
* pollen catkin
% seed
None Hazel Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.500 None Yes Yes leaf
* pollen catkin
% nut
None Peach Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.795 Peach cider 10☼ Yes Yes leaf
flower
% fruit
None Pear Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.600 Perry 10☼ Yes Yes leaf
flower
% fruit
None Pecan Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.735 None Yes Yes leaf
* pollen catkin
% nut
None Persimmon Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.835 Persimmon wine 10☼ Yes Yes leaf
flower
% fruit
None Plum Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.795 Plum wine 10☼ Yes Yes leaf
flower
% fruit
None Sand pear Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.690 Sand pear cider 10☼ Yes Yes leaf
flower
% fruit
None Walnut Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.562 None Yes Yes leaf
* pollen catkin
flower
% nut

Notes:

1 This is the value for a stack of 5 units, which is the number rendered from a single fruit.
2 Anything that can be cooked is edible afterwards.
3 These trees do not produce wood when cut.

Bugs

  • Dwarves tend to get stuck in trees Bug:9252. Constructing an access stairway or chopping down the tree can free stranded dwarves.
  • Trees grow through bridges. Bug:7872
  • Cutting down trees will leave a hole in the floor if the layer below has been mined(which has the potential for lots of fun). Bug:8469
Surface
Crops
Garden
Other
Subterranean
Surface
AbacaAcaciaAlderAlmondAppleApricotAshAvocadoBananaBayberryBirchBitter orangeCacao treeCandlenutCarambolaCashewCedarCherryChestnutCitronCoconut palmCoffeeCustard-appleDate palmDesert limeDurianFeather treeFinger limeGinkgoGlumprongGuavaHazelHighwoodKapokKumquatLarchLimeLycheeMacadamiaMahoganyMango treeMangroveMapleOakOliveOrangePapayaParadise nutPeachPearPecanPersimmonPinePlumPomegranatePomeloRambutanRound limeRubber treeSaguaroSand pearTeaWalnutWillow
Subterranean
Surface
Subterranean