v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "v0.31:Tree"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m
Line 15: Line 15:
 
===Harvesting / Removing the barrier===
 
===Harvesting / Removing the barrier===
 
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}} or {{l|ore}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s 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(note wagons appear to not be in 2010 as of yet.).  Trees do not form a floor on the level above them - creatures cannot walk "on top of" trees.
 
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}} or {{l|ore}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s 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(note wagons appear to not be in 2010 as of yet.).  Trees do not form a floor on the level above them - creatures cannot walk "on top of" trees.
 +
    However, in a very interesting series of circumstances involving a drawbridge and a troll, I found that creatures that are flying through the air can somehow ''land'' on top of trees. -Fortunato
  
 
They must be designated for removal from the {{Key|d}}esignations menu chop {{k|t}}rees, which will instruct {{l|dwarves}} with the {{l|woodcutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood {{l|stockpile}}.
 
They must be designated for removal from the {{Key|d}}esignations menu chop {{k|t}}rees, which will instruct {{l|dwarves}} with the {{l|woodcutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood {{l|stockpile}}.

Revision as of 23:16, 29 August 2010

This article is about an older version of DF.

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 Template:L ( , ), and lose their leaves in Template:L ( ) (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(note wagons appear to not be in 2010 as of yet.). Trees do not form a floor on the level above them - creatures cannot walk "on top of" trees.

    However, in a very interesting series of circumstances involving a drawbridge and a troll, I found that creatures that are flying through the air can somehow land on top of trees. -Fortunato

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.


Tree farming

While it is not possible to plant trees directly, walling off or engineering a patch of muddy soil underground and breaching a Template:L to allow spores in is a decent method of growing trees safely.

List of Trees

Tree Name Tile Biome / Habitat Alignment Deciduous Density (g/cm3) "Likes them for their..."
Template:L Tropical Dry Broadleaf Forest (Dry)
Tropical Grassland (Dry)
Tropical Savanna (Dry)
Tropical Shrubland (Dry)
All No 500 thorns
Template:L Any Temperate Broadleaf Forest (Dry) All Yes 410 catkins
autumn coloration
Template:L Any Temperate Broadleaf Forest (Dry) All Yes 620 flying keys
autumn coloration
Template:L Any Temperate Broadleaf Forest (Dry) All Yes 670 catkins
silver bark
autumn coloration
Template:L Subterranean Cavern (layers 2-3) All No 650 gloomy appeal
Template:L Subterranean Cavern (layer 3)
Subterranean Chasm
All No 1250 sickening appearance
Template:L Γ Tropical Moist Broadleaf Forest (Dry) All No 500 flowers
Template:L Γ Any Tropical Forest (Dry) All No 500 nuts
Template:L Temperate Conifer Forest (Dry)
Tropical Conifer Forest (Dry)
All No 380 majesty
Template:L Any Temperate Broadleaf Forest (Dry) All Yes 500 smelly catkins
spiny pods
chestnuts
autumn coloration
Template:L Not Freezing (Dry) Good No 100 feathery leaves
Template:L Subterranean Cavern (layers 1-2) All No 600 fine grain
Template:L Not Freezing (Dry) Evil No 1200 living shadows
Template:L Subterranean Cavern (layers 2-3) All No 600 stunning color
Template:L Not Freezing (Dry) Savage No 500 magnificence
Template:L Γ Tropical Moist Broadleaf Forest (Dry) All No 500 buttresses
Template:L Taiga (Dry)
Temperate Conifer Forest (Dry)
All Yes 590 cones
needles
Template:L Γ Any Tropical Forest (Dry) All No 500 sweet-smelling flowers
Template:L Any Tropical Forest (Dry) All No 600 loose inflorescences
Template:L Temperate Broadleaf Forest (Dry)
Temperate Grassland (Dry)
Temperate Savanna (Dry)
Temperate Shrubland (Dry)
All Yes 755 autumn coloration
Template:L Mangrove Swamp (wet) All No 500 roots
Template:L Subterranean Cavern (layer 3) All No 550 coldness to the touch
(wood has [MAT_FIXED_TEMP:10000])
Template:L Any Temperate Broadleaf Forest (Dry) All Yes 700 acorns
autumn coloration
Template:L Γ Any Tropical (Dry) All No 500 leaves
Template:L Taiga (Dry)
Temperate Conifer Forest (Dry)
Tropical Conifer Forest (Dry)
All No 560 cones
needles
Template:L Γ Tropical Moist Broadleaf Forest (Dry) All No 500 branch shedding
Template:L Any Desert (Dry) All No 500 amazing arms
Template:L Subterranean Cavern (layers 2-3) All No 600 raining spores
Template:L Subterranean Cavern (layers 1-2) All No 600 great size
Template:L Subterranean Cavern (layers 2-3) All No 500 curving trunk
Template:L 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


Surface
Subterranean
Surface
AcaciaAlderAshBirchCacao treeCandlenutCedarChestnutFeather treeGlumprongHighwoodKapokLarchMahoganyMango treeMangroveMapleOakPalmPineRubber treeSaguaroWillow
Subterranean
Surface
Subterranean