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Difference between revisions of "40d:Tree"

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(Who knows, it may happen. DF has a long way to go in development.)
(minor syntax, format changes. separated speculation from factual sections. Added that ballistae can destroy trees.)
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Across the [[world]], '''trees''' can be found littering the landscape. They are a great renewable source of [[wood]], but never a source of food in Dwarf Fortess (it is currently{{version|0.28.181.40d}} not possible to harvest mangos, maple syrup, rubber, nuts, etc.).However, in the future, it may be possible to harvest from trees, they are only a wood source for now. There are many different varieties that grow in different [[biomes]]. While [[tower cap]]s grow indoors, every other variety occurs only outdoors.
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Across the [[world]], '''trees''' can be found littering the landscape. Depending on the [[biome]] (i.e., whether trees are scarce or dense), they can be a great renewable source of [[wood]]. There are many different varieties that grow in different [[biomes]]. [Tower-cap]]s grow only underground, every other variety occurs only outdoors. The only difference between trees is the (usually very minor) weight difference of the wood they produce; otherwise all trees are of equal usefulness and value.
  
''Trees'' are a type of [[map tile]], not [[construction]]s, similar to solid [[rock]] or [[bush]]es. They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct [[dwarves]] with the [[woodcutter]] skill to grab an [[axe]] and begin chopping down the tree.
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Trees are currently{{version|0.28.181.40d}} not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.
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''Trees'' are a type of [[map tile]], not [[construction]]s, similar to solid [[rock]] or [[bush]]es. They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct [[dwarves]] with the [[woodcutter]] skill to grab an [[axe]] and begin chopping down the tree. Once cut down, they become one unit of [[wood]], which is movable and can be hauled by enabling the the Haul Wood labour on any dwarf and designating a wood [[stockpile]].
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Trees viewed from one z-level higher look like coloured rectangles or [[stone]] [[block]]s floating in the air. Deciduous trees will change colour to red or yellow in [[autumn]], and lose their leaves in [[winter]]: {{tile|╞|#770}}.
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Trees (but not saplings) will block channeling, walls and other constructions.
  
 
Trees grow from saplings, which start growing randomly on tiles of a suitable biome. Saplings can be destroyed by heavy [[traffic]]. To grow from a sapling to a tree takes about a year and a half.
 
Trees grow from saplings, which start growing randomly on tiles of a suitable biome. Saplings can be destroyed by heavy [[traffic]]. To grow from a sapling to a tree takes about a year and a half.
  
Trees viewed from one tile above look like coloured [[stone]] [[block]]s floating in the air. Also, deciduous trees will change colour to red or yellow in [[autumn]], and lose their leaves in [[winter]]: {{tile|╞|#770}}.
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Trees ''will not'' as of yet be destroyed by [[magma]] or [[fire]] (nor will [[water]] damage them in any way).  Saplings can 'drown' in water and magma, though.  Ballistae arrows can destroy trees.
  
 
Trees also gain names near [[elf|elven]] settlements. It is unclear what effect this has on gameplay, if any at all.
 
Trees also gain names near [[elf|elven]] settlements. It is unclear what effect this has on gameplay, if any at all.
  
Trees ''will not'' as of yet be destroyed by [[magma]] or [[fire]] (nor will [[water]] damage them in any way).
 
Saplings can 'drown' in water and magma, though.
 
  
 
== List of Trees ==
 
== List of Trees ==

Revision as of 21:01, 14 May 2009

Across the world, trees can be found littering the landscape. Depending on the biome (i.e., whether trees are scarce or dense), they can be a great renewable source of wood. There are many different varieties that grow in different biomes. [Tower-cap]]s grow only underground, every other variety occurs only outdoors. The only difference between trees is the (usually very minor) weight difference of the wood they produce; otherwise all trees are of equal usefulness and value.

Trees are currentlyv0.28.181.40d not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.

Trees are a type of map tile, not constructions, similar to solid rock or bushes. They must be designated for removal from the designations menu chop trees, which will instruct dwarves with the woodcutter skill to grab an axe and begin chopping down the tree. Once cut down, they become one unit of wood, which is movable and can be hauled by enabling the the Haul Wood labour on any dwarf and designating a wood stockpile.

Trees viewed from one z-level higher look like coloured rectangles or stone blocks floating in the air. Deciduous trees will change colour to red or yellow in autumn, and lose their leaves in winter: .

Trees (but not saplings) will block channeling, walls and other constructions.

Trees grow from saplings, which start growing randomly on tiles of a suitable biome. Saplings can be destroyed by heavy traffic. To grow from a sapling to a tree takes about a year and a half.

Trees will not as of yet be destroyed by magma or fire (nor will water damage them in any way). Saplings can 'drown' in water and magma, though. Ballistae arrows can destroy trees.

Trees also gain names near elven settlements. It is unclear what effect this has on gameplay, if any at all.


List of Trees

Tree Name Habitat Tile Alignment Density (Weight) Deciduous
Mangrove Mangrove Swamp (Wet) All 500 No
Saguaro Any Desert (Dry) All 500 No
Pine Taiga Forest (Dry)
Temperate Conifer Forest
Tropical Conifer Forest
All 560 No
Cedar Temperate Conifer Forest (Dry)
Tropical Conifer Forest
All 380 No
Oak Any Temperate Broadleaf Forest (Dry) All 700 Yes
Mahogany Any Tropical Forest (Dry) All 600 No
Acacia Tropical Dry Broadleaf Forest (Dry)
Tropical Grassland
Tropical Savanna
Tropical Shrubland
All 500 No
Kapok Tropical Moist Broadleaf Forest (Dry) Γ All 500 No
Maple Temperate Broadleaf Forest (Dry)
Temperate Grassland
Temperate Savanna
Temperate Shrubland
All 755 Yes
Willow Any Temperate (Wet)
Any Tropical Forest
Tropical Grassland
Tropical Savanna
Tropical Shrubland

Tropical Freshwater Swamp
Tropical Saltwater Swamp
Tropical Freshwater Marsh
Tropical Saltwater Marsh
All 420 No
Tower-cap Subterranean Water (Wet)(Dry) All 600 No
Glumprong Not Freezing (Dry) Evil 1200 No
Feather tree Not Freezing (Dry) Good 100 No
Highwood Not Freezing (Dry) Savage 500 No
Larch Taiga Forest (Dry)
Temperate Conifer Forest
All 590 Yes
Chestnut Any Temperate Broadleaf Forest (Dry) All 500 Yes
Alder Any Temperate Broadleaf Forest (Dry) All 410 Yes
Birch Any Temperate Broadleaf Forest (Dry) All 670 Yes
Ash Any Temperate Broadleaf Forest (Dry) All 620 Yes
Candlenut Any Tropical Forest (Dry) Γ All 500 No
Mango tree Any Tropical Forest (Dry) Γ All 500 No
Rubber tree Tropical Moist Broadleaf Forest (Dry) Γ All 500 No
Cacao tree Tropical Moist Broadleaf Forest (Dry) Γ All 500 No
Palm Any Tropical (Dry) Γ All 500 No