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40d:Tree
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-caps 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: ╞
. This does not affect their usefulness - they may be cut down in any season.
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, though this seems randomized to some degree. Even if a map is stripped of all trees, new saplings will regrow.
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. Ballista arrows can destroy trees, but catapult stones will not.
Trees (but not saplings) will block channeling, and walls and other constructions.
Trees also gain names near elven settlements. It is unclear what effect this has on gameplay, if any at all.
Saplings will not grow on a tile with items on it (such as stone, food, etc).
A given area block has a limit of "things that can grow on it" - and trees and shrubs compete for this when that maximum is reached. Removing shrubs will allow more trees to be able to grow.[Verify] A downside to removing these shrubberies is that most of the saplings in the area will be trampled in the process unless they are marked as low-traffic areas first, a time-consuming process.
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. It doesn't matter if you have a Tower-cap farm or if you import all your wood; if you have any wood in your stocks, the treehuggers elves will complain.
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 |