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Difference between revisions of "23a:Tree"
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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 [[building]]s. | 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 [[building]]s. | ||
− | They must be designated for removal from the | + | They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct [[dwarves]] with the [[wood cutting]] [[labor]] enabled to grab an [[axe]] and begin chopping down the tree. Once cut down, they become one [[wood|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 can 'drown' in [[water]] and [[magma]], though.{{verify}} [[Ballista]] arrows can destroy trees, but [[catapult]] stones will not.{{verify}} | Trees ''will not'' be destroyed by [[magma]] or [[fire]] (nor will [[water]] damage them in any way). Saplings can 'drown' in [[water]] and [[magma]], though.{{verify}} [[Ballista]] arrows can destroy trees, but [[catapult]] stones will not.{{verify}} |
Revision as of 16:11, 8 December 2011
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
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 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 can 'drown' in water and magma, though.[Verify] Ballista arrows can destroy trees, but catapult stones will not.[Verify]
Tree growth
Trees grow from saplings, which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy traffic, 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.
Elven Diplomats
Elven diplomats eventually come to talk about the "tree situation" in your fort. Sometimes the diplomat will arrive and merely complain but most often 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 all the logs you have in your stocks, no matter what the source.[Verify] It doesn't matter if your wood comes from the forest outside or from tower-caps along the cave river - if you have any wood in your stocks, the treehuggers elves will complain.
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
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 Forest | All (Dry) | Yes | acorns autumn coloration | |
Pine | ↑
|
Taiga Temperate Conifer Forest Tropical Conifer Forest |
All (Dry) | No | cones needles | |
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 |
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