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40d:Tree

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Revision as of 13:43, 3 September 2009 by 3lB33 (talk | contribs) (→‎Elven Diplomats: fixed the link to the liaison page and added a joke)
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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-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