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Difference between revisions of "40d:Wood"
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− | '''Wood''' is produced by [[designations|{{Key|d}}esignating]] {{Key|t}}rees to be chopped down. | + | '''Wood''' is produced by [[designations|{{Key|d}}esignating]] {{Key|t}}rees to be chopped down. Any [[dwarf]] with the [[Wood Cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees (which will turn them into '''logs''', the raw form of wood). |
− | Wood can be bought off of the [[elf|elven]], [[dwarf|dwarven]] and [[human]] [[ | + | Wood can be bought off of the [[elf|elven]], [[dwarf|dwarven]] and [[human]] [[caravan]]s. Often these caravans have useful goods made of wood, such as [[barrel]]s. The [[wagon]] you start the game with can be dismantled for three tower-cap logs. It should also be noted that wood costs only 3☼ when embarking. It may be wise to take anywhere from 50-100 logs with you in order to jumpstart your [[wood industry]]. |
− | [[Tree]]s start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which takes three years. Saplings will randomly appear in appropriate outdoors soil to provide a slow (but steady) supply of wood. If you have found certain underground cave features (ie [[Cave Pool|cave pool]], or [[cave river]]), muddy, [[smoothing|unsmoothed]] areas underground will spawn [[tower-cap]] mushrooms, which can also be harvested for wood. Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors. | + | [[Tree]]s start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which takes three years. Saplings will randomly appear in appropriate outdoors [[soil]] to provide a slow (but steady) supply of wood. If you have found certain underground [[cave]] features (ie [[Cave Pool|cave pool]], or [[cave river]]), muddy, [[smoothing|unsmoothed]] areas underground will spawn [[tower-cap]] mushrooms, which can also be harvested for wood. Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors. |
− | Every different type of log (chestnut, ash, maple, etc.) is functionally the same except for their weights. | + | Every different type of log (chestnut, ash, maple, etc.) is functionally the same except for their weights. Feather tree wood is particularly light. Glumprong tree wood is particularly heavy. |
== Biomes == | == Biomes == | ||
− | *[[Temperate | + | *[[Temperate]] Forest<br /> |
*[[Tropical Forest]]<br /> | *[[Tropical Forest]]<br /> | ||
*[[Taiga]]<br /> | *[[Taiga]]<br /> |
Revision as of 11:43, 1 October 2008
Wood is produced by designating trees to be chopped down. Any dwarf with the Wood Cutting labor enabled and access to a battle axe will cut down the trees (which will turn them into logs, the raw form of wood).
Wood can be bought off of the elven, dwarven and human caravans. Often these caravans have useful goods made of wood, such as barrels. The wagon you start the game with can be dismantled for three tower-cap logs. It should also be noted that wood costs only 3☼ when embarking. It may be wise to take anywhere from 50-100 logs with you in order to jumpstart your wood industry.
Trees start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which takes three years. Saplings will randomly appear in appropriate outdoors soil to provide a slow (but steady) supply of wood. If you have found certain underground cave features (ie cave pool, or cave river), muddy, unsmoothed areas underground will spawn tower-cap mushrooms, which can also be harvested for wood. Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors.
Every different type of log (chestnut, ash, maple, etc.) is functionally the same except for their weights. Feather tree wood is particularly light. Glumprong tree wood is particularly heavy.
Biomes