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Difference between revisions of "Tree"

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== Growth rate & wood yield ==
 
== Growth rate & wood yield ==
From the time a sapling appears, it takes about three years for a tree to grow. Trees make a growth check once every year, and then grow randomly - it's possible for a tree to reach eight z-levels of height in a decade, not have gone past five in three, or avoid growing branches at all initially.
+
From the time a sapling appears, it takes about three and a half ''months'' for a tree to grow. Trees make a growth check once every year, and then grow randomly - it's possible for a tree to reach eight z-levels of height in a decade, not have gone past five in three, or avoid growing branches at all initially.
  
 
Most tree raws currently specify exactly the same canopies. They'll yield more wood overall with sparser cutting, though the breakeven point is unknown presently. Each "tree trunk" tile will yield exactly one log, while light branches, twigs and (brown) heavy branches will give nothing. The size of aboveground trees at embark depends heavily on unknown factors beyond age and species; possibly temperature, latitude or biome?{{Verify}}
 
Most tree raws currently specify exactly the same canopies. They'll yield more wood overall with sparser cutting, though the breakeven point is unknown presently. Each "tree trunk" tile will yield exactly one log, while light branches, twigs and (brown) heavy branches will give nothing. The size of aboveground trees at embark depends heavily on unknown factors beyond age and species; possibly temperature, latitude or biome?{{Verify}}

Revision as of 01:33, 20 October 2023

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

Ascending z-levels of a pear tree.

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 cacti, large herbaceous plants (e.g. bananas), and large mushrooms (underground trees).

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

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 is 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. ASCII mode.

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 1×1 trunk sections resemble wooden columns O. The thicker trunks (2×2 and 3×3) 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 colour 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].

The dug-away roots of a tree can spawn twigs and fruits of the tree around them, if there is space and grass/cave moss there. This means you can, in principle, access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree. There are exceptions to the description above - Desert saguaroes don't have any leafy branches or twigs, just a trunk and thick branches. Nor do mushroom cap trees that grow in the caverns underground have branches - instead, they have a cap consisting of ramps that can be walked upon.

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, except trunk tips, are treated as solid barriers that 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 pre-selected 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.

A tree's branches and leaves will result in the tiles below them being considered "inside", leading to the formation of miasma if corpse and body parts decay while under them. It is therefore advisable to ensure no trees grow in the immediate vicinity of your corpse stockpiles.

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 a 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 examining 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 is 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 a stepladder (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at a still. Cutting down a tree with fruit causes the fruit to vanish[Verify].

If a tree is set on fire in fortress mode and is described as 'dead' when examined, it will eventually rejuvenate itself and come back to life after a few years, starting from the trunk and leading out into the branches if left alone.

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.

Objects and tiles in trees

Some trees have been found to have objects or tiles contained within the branches - cutting down these trees can be hazardous to your dwarves. You can check all the z-levels of every tree you wish to cut, or just take the risk and experience occasional fun!

Products

Wood

Main article: Wood

One of the variations 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, and elves will also bring fruit to trade. Fruit can be eaten, producing seeds. The following trees produce usable fruit in vanilla: apple, apricot, avocado, banana, bayberry, bitter orange, carambola, cashew, cherry, citron, coconut palm, coffee, custard-apple, date palm, desert lime, durian, finger lime, guava, kumquat, lime, lychee, mango, olive, orange, papaya, paradise nut, peach, pear, persimmon, plum, pomegranate, pomelo, rambutan, round lime, saguaro, and sand pear. Not all of these can be brewed; see alcohol for a list of brewable fruit.

Instead of fruit, some trees will produce nuts, which are actually seeds - since tree seeds currently can't be planted, feel free to allow cooking of these. The nut-producing trees in vanilla are: almond, candlenut, chestnut, hazel, macadamia, oak, pecan, and walnut.

Growing trees

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 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. Saplings will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.

Saplings can be killed by heavy foot traffic and removed by building a road on them, 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. Paved roads and (even unbuilt) 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 one 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.

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, 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.

One can grow additional tree branches by digging away parts of tree roots and replacing them with grass or cave moss. Afterwards, when the tree grows, it may spread (fruit-bearing) branches there.

Growth rate & wood yield

From the time a sapling appears, it takes about three and a half months for a tree to grow. Trees make a growth check once every year, and then grow randomly - it's possible for a tree to reach eight z-levels of height in a decade, not have gone past five in three, or avoid growing branches at all initially.

Most tree raws currently specify exactly the same canopies. They'll yield more wood overall with sparser cutting, though the breakeven point is unknown presently. Each "tree trunk" tile will yield exactly one log, while light branches, twigs and (brown) heavy branches will give nothing. The size of aboveground trees at embark depends heavily on unknown factors beyond age and species; possibly temperature, latitude or biome?[Verify]

For wood, branching trees with nonbranching trunks (Papayas, Ginkgos, Saguaros, Pines, Cedars, Fungiwoods, Alders, and Birches) should be cut down preferentially, as their branches will obscure saplings and their trunks grow slower. They will not yield any more wood past reaching their maximum trunk height (4-9 depending on species). Vice-versa, Glumprong trees are near-ideal for forestry, as they're all trunk, though their max height is limited to 8.

Palm trees don't obscure other ones with their canopies, so should be cut when wood is needed, or when they reach their maximum height of 9.

Aboveground trees

Most of them bear fruits and nuts, which can be harvested for food and drinks. At this time, only the ASCII graphics of the trees are shown in the following table, and not the premium version's graphics.

Map
Tile
Graphic
(Trunk)
Name Deciduous Biome Align Tiles Wood
Density
(g/cm³)
Drink Drink
Value1
Eat Cook2 Growths
Γ Abaca trunk sprite.png Abaca3 No

Any Tropical

Wet Dry
All O trunk
¼ roots
None No No leaf
flower
Pomegranate trunk sprite.png 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 Avocado trunk sprite.png Avocado No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.540 None Yes Yes leaf
flower
% fruit
Γ Banana trunk sprite.png Banana3 No

Any Tropical

Wet Dry
All O trunk
¼ roots
Banana beer 10☼ Yes Yes leaf
flower
% fruit
Coffee trunk sprite.png 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
Γ Apple trunk sprite.png 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 Candlenut trunk sprite.png 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 Carambola trunk sprite.png 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 Cashew trunk sprite.png Cashew No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.450 None Yes Yes leaf
flower
% fruit
Pomelo trunk sprite.png Citron No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.700 None Yes Yes leaf
flower
% fruit
Γ Mangrove trunk sprite.png Coconut palm No

Any Tropical

Wet Dry
All O trunk
¼ roots
0.680 None Yes Yes * leaf
spathe
fruit
Coffee trunk sprite.png Coffee No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.620 None Yes Yes leaf
flower
% fruit
Guava trunk sprite.png 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 Orange trunk sprite.png Date palm No

Any Tropical

Wet Dry
All O trunk
¼ roots
0.820 Date wine 10☼ Yes Yes * leaf
flower
% fruit
Guava trunk sprite.png 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
Γ Coffee trunk sprite.png 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
Guava trunk sprite.png 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
Γ Guava trunk sprite.png 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 Guava trunk sprite.png 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
Coffee trunk sprite.png Kumquat No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None Yes Yes leaf
flower
% fruit
Guava trunk sprite.png Lime No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None Yes Yes leaf
flower
% fruit
Lychee trunk sprite.png 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
Macadamia trunk sprite.png Macadamia4 No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.705 None Seed Yes leaf
flower
% nut
Mahogany trunk sprite.png 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
Γ Coffee trunk sprite.png 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
Macadamia trunk sprite.png Olive No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.990 None Yes Yes leaf
flower
% fruit
Orange trunk sprite.png Orange No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None Yes Yes leaf
flower
% fruit
Γ Papaya trunk sprite.png 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 Paradise nut trunk sprite.png 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
Pomelo trunk sprite.png Pomelo No

Any Tropical

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.590 None Yes Yes leaf
flower
% fruit
Γ Rambutan trunk sprite.png 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
Guava trunk sprite.png 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
Γ Carambola trunk sprite.png 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
Coffee trunk sprite.png 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 Pomegranate trunk sprite.png 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
Mangrove trunk sprite.png Mangrove No

Mangrove Swamp

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.830 None No No leaf
flower
fruit
Pine trunk sprite.png 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
Feather trunk sprite.png Feather tree No

Not Freezing

Wet Dry
Good O trunk
thick branches
¼ branches
; twigs
¼ roots
0.100 None No Yes down
% egg
Glumprong trunk sprite.png Glumprong No

Not Freezing

Wet Dry
Evil O trunk
¼ roots
1.200 None No No None
Highwood trunk sprite.png Highwood No

Not Freezing

Wet Dry
Savage O trunk
thick branches
¼ branches
; twigs
¼ roots
0.500 None No No leaf
flower
Saguaro trunk sprite.png Saguaro No

Any Desert

Wet Dry
All O trunk
thick branches
¼ roots
0.430 None Yes Yes flower
fruit
Guava trunk sprite.png 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
Guava trunk sprite.png 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
Almond trunk sprite.png Almond4 Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.795 None Seed Yes leaf
flower
% nut
Apple trunk sprite.png 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
Paradise nut trunk sprite.png 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
Macadamia trunk sprite.png 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
Birch trunk sprite.png 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
Cherry trunk sprite.png 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
Chestnut trunk sprite.png 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
Pomegranate trunk sprite.png 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
Coffee trunk sprite.png Hazel4 Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.500 None Seed Yes leaf
* pollen catkin
% nut
Maple trunk sprite.png 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
Oak trunk sprite.png 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
Peach trunk sprite.png 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
Pear trunk sprite.png 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
Pomegranate trunk sprite.png Pecan4 Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.735 None Seed Yes leaf
* pollen catkin
% nut
Guava trunk sprite.png 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
Macadamia trunk sprite.png 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
Pear trunk sprite.png 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
Peach trunk sprite.png Walnut4 Yes

Any Temperate

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
¼ roots
0.562 None Seed Yes leaf
* pollen catkin
flower
% nut
Macadamia trunk sprite.png 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
Larch trunk sprite.png 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
Pine trunk sprite.png 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

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.
4 These trees' only edible raw product is seed, which dwarves will not currently eat raw despite the tag.

Underground trees

These are the trees that can grow in subterranean caverns. None of them produce growths.

Map
Tile
Graphic
(Trunk)
Name Deciduous Biome Align Tiles Wood
Density
(g/cm³)
Drink Drink
Value1
Eat Cook2 Growths
Fungiwood trunk sprite.png Fungiwood No

Subterranean Water  (Layers 1-2)

Wet Dry
All O trunk
¼ branches
; twigs
0.600 None No No None
Tower-cap trunk sprite.png Tower-cap No

Subterranean Water  (Layers 1-2)

Wet Dry
All O trunk
O cap
0.600 None No No None
Black-cap trunk sprite.png Black-cap No

Subterranean Water  (Layers 2-3)

Wet Dry
All O trunk
O cap
0.650 None No No None
Goblin-cap trunk sprite.png Goblin-cap No

Subterranean Water  (Layers 2-3)

Wet Dry
All O trunk
O cap
0.600 None No No None
Spore tree trunk sprite.png Spore tree No

Subterranean Water  (Layers 2-3)

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
0.600 None No No None
Tunnel tube trunk sprite.png Tunnel tube No

Subterranean Water  (Layers 2-3)

Wet Dry
All O trunk 0.500 None No No None
Blood thorn trunk sprite.png Blood thorn No

Subterranean Water
Subterranean Chasm  (Layer 3)

Wet Dry
All O trunk
thick branches
¼ branches
; twigs
1.250 None No No None
Nether-cap trunk sprite.png Nether-cap No

Subterranean Water  (Layer 3)

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

Bugs

  • 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, especially considering invaders). Bug:8469
  • Trees not yielding wood will not be generated. Bug:10581
  • Some underground trees will only give one log. Bug:7313

Trivia

  • It is possible for animals to be stuck up in trees at the moment of embarking. This will cause them to starve to death after a while as they have no means of getting down, so the player should check higher z-levels above the wagon once the playing area is generated, and immediately cut down any trees animals are stuck in.
Surface
Crops
Garden
Other
Subterranean
Surface
AbacaAcaciaAlderAlmondAppleApricotAshAvocadoBananaBayberryBirchBitter orangeCacao treeCandlenutCarambolaCashewCedarCherryChestnutCitronCoconut palmCoffeeCustard-appleDate palmDesert limeDurianFeather treeFinger limeGinkgoGlumprongGuavaHazelHighwoodKapokKumquatLarchLimeLycheeMacadamiaMahoganyMango treeMangroveMapleOakOliveOrangePapayaParadise nutPeachPearPecanPersimmonPinePlumPomegranatePomeloRambutanRound limeRubber treeSaguaroSand pearTeaWalnutWillow
Subterranean
Surface
Subterranean