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Author Topic: Mass removal of trees  (Read 5015 times)

Machariel

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Mass removal of trees
« on: June 10, 2013, 06:15:33 pm »

Okay, so I'm trying to undertake a large building and terraforming project.  The problem is that far too many trees are in the way, and I'm playing on an extra large sized map so it's a little unfeasible to try to cut them all: if simply set the entire map to a "chop down trees" designation trees on one end would likely grow back by the time I was finished with the other end. 

I tried using the immolate command but unfortunately it does not burn trees.

So, how do I quickly remove all the trees in a very large area?  Ideally I would want it to be "organic", as in something that's actually happening in the game like fire or something, but if I have to remove them with a hack tool I guess it won't bug me that much.
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Girlinhat

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Re: Mass removal of trees
« Reply #1 on: June 10, 2013, 06:24:26 pm »

The only way to handle it is to pave the map.  Trees are immune to magma AND fire.

Really though, how much trouble do you have?  I specialize in above-ground building, and I never have trouble with trees.  Just clearcut the area you're about to work on, lay stone, and move to the next area.  You get Legendary +5 Woodcutter pretty quickly, which chew through trees at an astounding rate.

Drazinononda

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Re: Mass removal of trees
« Reply #2 on: June 10, 2013, 07:15:04 pm »

Do it in segments, like Girlinhat said. I can't imagine any reason that you'd need the entire map completely clear of trees at the same time.
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I think that's a little more impossible than I'm likely to have time for.

Machariel

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Re: Mass removal of trees
« Reply #3 on: June 10, 2013, 07:17:04 pm »

Ugh, going to be a lot of work.  Oh well, it's all in the name of Fun! 

That sounds quite unrealistic.  Are there plans to fix that?  Can it be fixed through modding the tree or the properties of fire?

Use of fire would be in the interest of laziness and a desire to watch the galaxy (or map, whatever) burn.
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Girlinhat

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Re: Mass removal of trees
« Reply #4 on: June 10, 2013, 07:18:11 pm »

Ugh, going to be a lot of work.  Oh well, it's all in the name of Fun! 

That sounds quite unrealistic.  Are there plans to fix that?  Can it be fixed through modding the tree or the properties of fire?

Use of fire would be in the interest of laziness and a desire to watch the galaxy (or map, whatever) burn.
Trees are becoming multi-tile on the next release.  We have no idea what will happen.

Also invest in macros if you're concerned about tedious keystrokes.

ORCACommander

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Re: Mass removal of trees
« Reply #5 on: June 10, 2013, 07:51:40 pm »

dfhack does have a command that will incinerate all vegetation on the map
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Qmarx

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Re: Mass removal of trees
« Reply #6 on: June 10, 2013, 07:55:24 pm »

I think trees won'dt grow on stockpiles.  So chop the trees, designate a giant logs stockpile across the area that you've chopped
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Parsley

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Re: Mass removal of trees
« Reply #7 on: June 10, 2013, 09:39:26 pm »

The only problem with the stockpile thing is that you can't do much with the tiles... and at least the last time I checked, trees which should have grown back but were prevented by a stockpile instantly grow when it's removed. The easiest way really is to just do your project in phases, and selectively remove the trees which are in the way as you are ready to move to the next phase.
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Girlinhat

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Re: Mass removal of trees
« Reply #8 on: June 10, 2013, 11:53:27 pm »

The only problem with the stockpile thing is that you can't do much with the tiles... and at least the last time I checked, trees which should have grown back but were prevented by a stockpile instantly grow when it's removed. The easiest way really is to just do your project in phases, and selectively remove the trees which are in the way as you are ready to move to the next phase.
Actually they only grow on a season change, when plants are calculated.

TeleDwarf

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Re: Mass removal of trees
« Reply #9 on: June 11, 2013, 02:08:22 am »

if simply set the entire map to a "chop down trees" designation trees on one end would likely grow back by the time I was finished with the other end. 

My solution would be "more legendary woodcutters". Helps with attributes training too. Strength, Agility and Senses - all very useful in combat. Woodcutting is not moodable, so you can be sure your mooding plan will not suffer if you designate half of your idlers as woodcutters. They also help with early discovery of any ambushes.
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vanatteveldt

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Re: Mass removal of trees
« Reply #10 on: June 11, 2013, 02:35:30 am »

And if an idler discovers an ambush then at the very least you have one idler less in your fortress ;-)

And if he gets lucky he might land an axe blow before getting torn to pieces because woodcutters can't have armor...
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Matoro

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Re: Mass removal of trees
« Reply #11 on: June 11, 2013, 03:15:09 am »

DFHack has command "getplants - cut down all the specified trees or gather allt he specified shrubs". I haven't tested it by myself, but isn't that just what you're looking for? Also "immolate trees" will burn the trees. And everything else, but's that's just beutiful. More dwarvy way would really be ~10+ woodcutters and lots of masons paving/flooring whole map whit military escort. Also, real mass-cutting will probably get you war with elves (if you aren't already), unlike some cheap DFHacking.
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Button

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Re: Mass removal of trees
« Reply #12 on: June 11, 2013, 08:48:24 am »

Shouldn't assigning a paved road for construction and then suspending the construction stop tree growth?
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ORCACommander

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Re: Mass removal of trees
« Reply #13 on: June 11, 2013, 01:20:33 pm »

nope i have trees pop up in normal road road construction jobs
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Aquathug

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Re: Mass removal of trees
« Reply #14 on: June 11, 2013, 02:36:33 pm »

I would just use 'extirpate all' in dfhack as mentioned by orca.

Alternatively, you can use 'immolate all' to burn all vegetation on the map. Be sure to enable temperature otherwise you get the same effect as extirpate.
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