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Difference between revisions of "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) | ||
+ | ::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 == | ||
Line 55: | Line 57: | ||
== Treehuggers == | == Treehuggers == | ||
− | I just realized that it's been a while, and at least a few [[version]] | + | 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) |
+ | :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 == | ||
+ | |||
+ | What are the different weights of the wood for each tree? Should those be in the table? I know feather trees are unnaturally light and can be used to produce very light barrels as a result, for instance. --[[User:Aquillion|Aquillion]] 20:59, 10 April 2009 (UTC) | ||
+ | :That might be redundant. I think the feather tree is the only tree with a different weight, though I haven't checked. If every type of wood has a different weight, then certainly this is relevant. --[[User:Mikaka|Mikaka]] 19:57, 11 April 2009 (UTC) | ||
+ | :: Each wood have a specific weight (Which is under the "Density" column). Take a look at raw\objects\matgloss_wood.txt for the density of each type if you want. --[[User:Karl|Karl]] 21:00, 11 April 2009 (UTC) | ||
+ | ::: A tree's weight is based on its density, however, because density is such a large number, it takes quite a difference in density to make any in an object's weight. Except for feather trees, I am pretty sure that all of the rest of the trees are to close in densities to have different weights. --[[User:I2amroy|I2amroy]] 15:27, 12 April 2009 (UTC) | ||
+ | :::: A pine bin : 56; Cedar bin : 38; Larch Bin : 59; tower-cap Bin : 60; Pine have a density of 560 , cedar one of 380, larch 590, and tower-cap 600. So density do have a role with the weight. Bin use 1/10 of the density, bed use 1/4 of it. --[[User:Karl|Karl]] 15:41, 12 April 2009 (UTC) | ||
+ | |||
+ | ::::While they tend to be close, it does make a significant difference in heavier items, and when you're giving troops gear (namely [[marksdwarf|marksdwarves]] who are weighed down by a big ol' stack of ammo), every unit of weight counts. Even more importantly, [[trade]]rs are limited by weight, and the heavier the log, the more room it takes up. So a caravan hauling cedar, willow, and feather tree logs is going to have more room for other stuff than a caravan hauling oak, maple, and glumprong. --[[User:LegacyCWAL|LegacyCWAL]] 14:42, 13 April 2009 (UTC) | ||
+ | |||
+ | == Forest density == | ||
+ | |||
+ | There seems to be some sort of tree limit, as if you embark on a heavy forest 6x6 and a half heavy forest half mountain you will get the same trees on embark, just a thicker forest. It's very noticeable [[User:Greep|Greep]] 10:27, 30 June 2009 (UTC) | ||
+ | |||
+ | == Outdoor rock able to grow trees? == | ||
+ | |||
+ | 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) | ||
+ | |||
+ | == 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) |
Latest revision as of 23:39, 7 August 2021
So what's the deal with named trees near elf settlements? They seem to stop a short distance from the location of the closest elf. I think I accidentally cut one down, but the elves haven't responded. Dolohov 10:48, 12 November 2007 (EST)
Underground tree farm[edit]
Well, out of fear of goblin ambushes... and many dead dwarfs later. I decided to make my very own tree farm. Ive got it working, and theres trees growing, but there are rocks all over the place. Do I need to move these rocks to be able to designate these trees to be cut down? I would prefer not to move these 3 or 400 rocks, but what must be done, must be done. --Wafl
- You do have to move the rocks. You can use the Designate Dump AutoHotkey script to quickly dump a large area of stone, though. --GreyMario 00:17, 8 April 2008 (EDT)
- tower caps require moving water, and can supposedly spawn next to damp wall that fufills that requirement(moving water)– unsigned comment by eerr
- Moving water is not necessary. Mud is fine. A damp wall doesn't cut it. 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. --Xaddak 16:18, 12 October 2008 (EDT)
I noticed after digging a moat, that trees were growing there. Granted that I embarked at a place with a pretty high tree density, I believe that trees only need to be outside/above ground/light/on soil(not sure which combination). Can anyone confirm this? --Sphexx 21:50, 22 March 2009 (UTC)
Grow Time[edit]
In my current fortress, I've deforested the map. Then after it I dried the pools. This was in summer of 1055. Now is the late spring of 1057 and I have full-grown Mahogany in one of the pools. It matured in less than two years! Need to check this--Dorten 08:27, 15 April 2008 (EDT)
- I've verified. The time, needed to grow is 1.5 years, not 3! At Pagebend, my current fort, treefarm was muddied at the late spring of 303, and now it's early winter of 304 and I already have some fully matured tower-caps! Changing article--Dorten
Do items produced from different tree's wood have different value? Are there more valuable trees than others? --DDouble 20:27, 17 April 2008 (EDT)
- I'm pretty sure all wood is equally valuable. But different woods have different weights, feather tree wood being extremely light. --Bouchart 21:07, 17 April 2008 (EDT)
Growing trees in soil[edit]
I watered my stone in order to get trees to grow, but trees are not growing in my soil. Do I need to water the soil?--Wafl 11:38, 18 April 2008 (EDT)
- Trees will not grow inside your fortress, unless you channel out the ceiling. If you want to make wood inside your fort you need to embark on a map with cave river or cave lake. When you discover them all non-smoothed muddied natural floor tiles will have a chance to spawn tower cap sapling. They don't need to be muddied with water from this underground feature, any mud will do. Channeling aboveground river underground won't create trees. To find underground water you can use regional prospector utility, it works very well. --Someone-else 15:15, 4 May 2008 (EDT)
Magma resistance[edit]
Trees resist magma like they do resist water. Shouldn't that be included in the article? --Someone-else 15:16, 4 May 2008 (EDT)
Deciduousness[edit]
I'm assuming that the "Autumnal" heading in the table was referring to trees whose leaves change colour in the autumn. I've changed the heading to "Deciduous", because as far as I am aware "Autumnal" is used to describe a tree currently undergoing the colour change, rather than a tree which is capable of it. Fun with pedantry! --Raumkraut 22:49, 11 August 2008 (EDT)
Supports[edit]
I know it sounds crazy but once in adventure mode I smashed a Wolf onto a tree from the z-level above it. The dead body of the wolf stayed there for until I used the Travel Mode thing. Can anyone back this up? --Hoborobo 03:43, 12 August 2008 (EDT)
- Yeah it happens. Trees support objects. --Ikkonoishi 02:02, 5 September 2008 (EDT)
- Indeed, I had a dead troll fall on a tree, what a mess. HeWhoIsPale 08:43, 5 September 2008 (EDT)
- Would the object in the tree join the wood pile made if the tree was chopped down? Can this be verified? --Stryc9fuego 13:11, 5 September 2008 (EDT)
- Yep, when I chopped down the tree my woodcutter was hip deep in troll chunks and ichor-stained clothing. HeWhoIsPale 13:45, 5 September 2008 (EDT)
- Would the object in the tree join the wood pile made if the tree was chopped down? Can this be verified? --Stryc9fuego 13:11, 5 September 2008 (EDT)
- Indeed, I had a dead troll fall on a tree, what a mess. HeWhoIsPale 08:43, 5 September 2008 (EDT)
Default density[edit]
As the subject says. What is the default density? It lists several trees as having 'default' density, but I can't find what the default density actually is, anywhere. --Spoggerific 19:57, 27 September 2008 (EDT)
"Greenhouse" Trees[edit]
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. --Eb 07:16, 21 October 2008 (EDT)
- you need 2 deep soil to grow trees.--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. --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.--Albedo 18:03, 28 August 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. --Quietust 16:40, 28 August 2009 (UTC)
List of trees, each one an article[edit]
I added/created articles for each tree in the list. They only redirect to the table, since we don't have a lot of useful info of them yet to create an article. Like that, we remove some red ugly link, and people can link to these tree, in case, someday, they start to have more differences and need an article of their own. --Karl 07:39, 27 January 2009 (EST)
Treehuggers[edit]
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? --FJH 23:13, 4 March 2009 (EST)
- I have seen them complain in the .40d vanilla. --Zchris13 00:31, 11 April 2009 (UTC)
Do Elves complain about tower cap farms? 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 pull the lever. 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... --Koltom 13:46, 3 September 2009 (UTC)
Weights[edit]
What are the different weights of the wood for each tree? Should those be in the table? I know feather trees are unnaturally light and can be used to produce very light barrels as a result, for instance. --Aquillion 20:59, 10 April 2009 (UTC)
- That might be redundant. I think the feather tree is the only tree with a different weight, though I haven't checked. If every type of wood has a different weight, then certainly this is relevant. --Mikaka 19:57, 11 April 2009 (UTC)
- Each wood have a specific weight (Which is under the "Density" column). Take a look at raw\objects\matgloss_wood.txt for the density of each type if you want. --Karl 21:00, 11 April 2009 (UTC)
- A tree's weight is based on its density, however, because density is such a large number, it takes quite a difference in density to make any in an object's weight. Except for feather trees, I am pretty sure that all of the rest of the trees are to close in densities to have different weights. --I2amroy 15:27, 12 April 2009 (UTC)
- A pine bin : 56; Cedar bin : 38; Larch Bin : 59; tower-cap Bin : 60; Pine have a density of 560 , cedar one of 380, larch 590, and tower-cap 600. So density do have a role with the weight. Bin use 1/10 of the density, bed use 1/4 of it. --Karl 15:41, 12 April 2009 (UTC)
- A tree's weight is based on its density, however, because density is such a large number, it takes quite a difference in density to make any in an object's weight. Except for feather trees, I am pretty sure that all of the rest of the trees are to close in densities to have different weights. --I2amroy 15:27, 12 April 2009 (UTC)
- Each wood have a specific weight (Which is under the "Density" column). Take a look at raw\objects\matgloss_wood.txt for the density of each type if you want. --Karl 21:00, 11 April 2009 (UTC)
- While they tend to be close, it does make a significant difference in heavier items, and when you're giving troops gear (namely marksdwarves who are weighed down by a big ol' stack of ammo), every unit of weight counts. Even more importantly, traders are limited by weight, and the heavier the log, the more room it takes up. So a caravan hauling cedar, willow, and feather tree logs is going to have more room for other stuff than a caravan hauling oak, maple, and glumprong. --LegacyCWAL 14:42, 13 April 2009 (UTC)
Forest density[edit]
There seems to be some sort of tree limit, as if you embark on a heavy forest 6x6 and a half heavy forest half mountain you will get the same trees on embark, just a thicker forest. It's very noticeable Greep 10:27, 30 June 2009 (UTC)
Outdoor rock able to grow trees?[edit]
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.ZombieRoboNinja 17:17, 29 July 2009 (UTC)
Specific details of tree (and shrub) growth in 40d[edit]
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")