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Difference between revisions of "v0.31:Tree"
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===Tree Farming=== | ===Tree Farming=== | ||
− | Although you can not directly plant your own trees, it is still possible to safely "farm" trees {{l|tile attributes|underground}}. The process is rather easy and after it is started you will never need to maintain it, other than chop the trees down, which is what you want. You first need to make a large room. Make sure it's out of your main {{l|traffic}} area or the trees will be trampled. You can set the area as low traffic {{k|b}} -> {{k|o}} to avoid that. If the room is situated on {{l|stone|rock}}, you will also need to {{l|irrigation|irrigate}} it and get rid of all the stones, but it is unnecessary on {{l|soil}}. Then you need to find some already existing subterranean trees, normally in a {{l|cavern}}. | + | Although you can not directly plant your own trees, it is still possible to safely "farm" trees {{l|tile attributes|underground}}. The process is rather easy and after it is started you will never need to maintain it, other than chop the trees down, which is what you want. You first need to make a large room. Make sure it's out of your main {{l|traffic}} area or the trees will be trampled. You can set the area as low traffic {{k|b}} -> {{k|o}} to avoid that. If the room is situated on {{l|stone|rock}}, you will also need to {{l|irrigation|irrigate}} it and get rid of all the stones, but it is unnecessary on {{l|soil}}. Then you need to find some already existing subterranean trees, normally in a {{l|cavern}}. The thought is that the spores from these tree will float in your tree farm, or anywhere that there is a mud {{l|tile attributes|underground}}, and plant them selfs. |
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+ | Once all that is done, trees will start to grow. This process will no only yield trees, but also a wide variety of eatable plants. Which is useful to replace seeds without buying them off merchants. | ||
== List of Trees == | == List of Trees == |
Revision as of 19:29, 10 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.
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
Although you can not directly plant your own trees, it is still possible to safely "farm" trees Template:L. The process is rather easy and after it is started you will never need to maintain it, other than chop the trees down, which is what you want. You first need to make a large room. Make sure it's out of your main Template:L area or the trees will be trampled. You can set the area as low traffic b -> o to avoid that. If the room is situated on Template:L, you will also need to Template:L it and get rid of all the stones, but it is unnecessary on Template:L. Then you need to find some already existing subterranean trees, normally in a Template:L. The thought is that the spores from these tree will float in your tree farm, or anywhere that there is a mud Template:L, and plant them selfs.
Once all that is done, trees will start to grow. This process will no only yield trees, but also a wide variety of eatable plants. Which is useful to replace seeds without buying them off merchants.
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 |
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