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This article is about an older version of DF.

Trees can be found on almost any area. Depending whether trees are scarce or dense, they can be a great renewable source of wood. The density of growth is determined by the biome, and those are visible on the pre-embark screen. 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. Tower-caps are trees (giant mushrooms, actually) that grow only underground, and are the only ones that do, and then only under special circumstances. All trees are effectively identical, equal in usefulness and value.*

(* Note that preferences can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)

Different 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.

Deciduous trees will change colour to red or yellow in autumn ( , ), and lose their leaves in winter ( ). 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 maple syrup, nuts, etc.

Harvesting / Removing the barrier[edit]

Trees are a type of map tile that form a solid barrier, like stone or ore. Trees (but not saplings) will block movement and prevent placement of various buildings.

They must be designated for removal from the designations menu chop trees, which will instruct dwarves with the wood cutting labor enabled to grab an battle axe and begin chopping down the tree. Once cut down, they become one wood log, which is movable and can be hauled by enabling the wood hauling labor on any dwarf and designating a wood stockpile.

Trees will not be destroyed by magma or fire (nor will water damage them in any way). Saplings are similarly immune to water, but magma will obviously burn them up quite rapidly. Ballista arrows can destroy trees, but catapult stones will not.

Tree growth[edit]

Trees grow from saplings, which start growing randomly on tiles of a suitable biome. Outdoor saplings can be killed by heavy traffic. 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 only 3 months and 16.8 days. 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.

Elven Diplomats[edit]

Elven diplomats eventually come to talk about the "tree situation" in your fort. The very first visit will merely complain (if you have cut down any trees, otherwise they will congratulate you for leaving the forests alone), and on all subsequent visits the diplomat will want to set a limit to the number of trees butchered harvested to feed fuel your earth blighting death machines industry. This quota is based on your noble's level of influence (high office quality, high happiness, and high rank of nobility all increase the number of trees you will be allowed to cut down), so it doesn't matter how many trees you actually cut down.

In adventurer mode, trees gain names near elven settlements. It is unclear what effect this has on gameplay, if any at all.

List of Trees[edit]

Above-ground trees marked as "Wet" will only grow within 2 tiles of a River or Murky Pool, while those marked as "Dry" will only grow when there is no water within range.

Tree Name Tile Biome / Habitat Alignment Deciduous Density (g/cm3) "Likes them for their..."
Acacia Tropical Dry Broadleaf Forest
Tropical Grassland
Tropical Savanna
Tropical Shrubland
All (Dry) No thorns
Cedar Temperate Conifer Forest
Tropical Conifer Forest
All (Dry) No majesty
Kapok Γ Tropical Moist Broadleaf Forest All (Dry) No buttresses
Mahogany Any Tropical Forest All (Dry) No loose inflorescences
Mangrove Mangrove Swamp All (Wet) No roots
Maple Temperate Broadleaf Forest
Temperate Grassland
Temperate Savanna
Temperate Shrubland
All (Dry) Yes autumn coloration
Oak Any Temperate Broadleaf All (Dry) Yes acorns
autumn coloration
Pine Taiga
Temperate Conifer Forest
Tropical Conifer Forest
All (Dry) No cones
Saguaro Any Desert All (Dry) No amazing arms
Tower-cap *Subterranean SPECIAL* All No great size
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 sad appearance
fluffy catkins

Trees by Biome[edit]

Trees in italic are found only near rivers and swamps:

For the greatest variety of trees, embark in a tropical coniferous forest if possible.