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Author Topic: Tree regrowth management?  (Read 805 times)

Miles_Umbrae

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Tree regrowth management?
« on: October 04, 2018, 01:51:49 pm »

I've been curious, how do other players manage their forts when it comes to where new trees grow?

What I mean is that when you cut down trees and there isn't at least one full Z-level of soil/stone under the tree it will cause a cave-in on the spot where the tree grew.

Do you dig a few Z-levels straight down before you branch out to make rooms?
Or do you construct floors/roads as "roofing" where you want to prevent tree cutting from causing cave-ins?
Or do you have another strategy?
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Fleeting Frames

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Re: Tree regrowth management?
« Reply #1 on: October 04, 2018, 02:10:53 pm »

It will "leave a hole" is probably better phrasing, considering my experience with caving things into my dining room (ow). Though I haven't tested if 44.12 trees will still become repeated cavein guns when caved in by removing all support.


Generally, I floor over the holes. While there's other useful reasons to not disturb the soil and soil walls can't be recreated, those are relatively marginal compared to pressing > twice. Plus at some point I'm going to have enough wood and going to floor over the whole embark for fps anyway.

So far, I haven't had anyone enter through the holes inbetween the time of cut and flooring, though. Maybe my opinion will change when that happens to me.

anewaname

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Re: Tree regrowth management?
« Reply #2 on: October 04, 2018, 05:45:11 pm »

I always leave the first soil layer intact unless there is only one soil layer. If there is only one soil layer, I dig a small area out in the soil, cover holes from trees quickly, and work at making mud below that.
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Miles_Umbrae

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Re: Tree regrowth management?
« Reply #3 on: October 04, 2018, 05:53:26 pm »

The first Z-level I dig out for rooms is combined meeting-hall and everything-goes stockpile to get everything inside quickly, which quickly evolves into my underground farm.
And if I don't catch myself that underground farm is at root level, which means that any tree that grows above my farm either leaves a hole above the farm making it an above ground ground farm as well(which can not be undone without DF Hack) or the tree becomes a permanent fixture...
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Bumber

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Re: Tree regrowth management?
« Reply #4 on: October 04, 2018, 07:15:50 pm »

I always leave the first soil layer intact unless there is only one soil layer. If there is only one soil layer, I dig a small area out in the soil, cover holes from trees quickly, and work at making mud below that.
You could pave the surface above the farms so you don't get trees there.
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PatrikLundell

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Re: Tree regrowth management?
« Reply #5 on: October 05, 2018, 02:19:27 am »

I build my workshop/underground farm two levels down. However, my entrance tunnels are only one level down, and I tend to get problems with holes, and I'm not that good in detecting them (had a Roc enter one recently, but through some miracle, nobody died [except the Roc]). I TRY to protect my entrance tunnels by first building dirt roads above them, and then flooring them over, but I tend to be short of dorf power. It's possible to protect areas from tree growth by placing a stockpile, as that will suspend sapling maturation, but it's ugly and cheaty, and I suspect the vegetation caused slowdown happens even if the vegetation is hidden from view.

I'm not aware of the repeat tree cave-in bug being fixed, so I expect it to still be there.
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NTJedi

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Re: Tree regrowth management?
« Reply #6 on: October 05, 2018, 09:18:42 pm »

I've been curious, how do other players manage their forts when it comes to where new trees grow?

What I mean is that when you cut down trees and there isn't at least one full Z-level of soil/stone under the tree it will cause a cave-in on the spot where the tree grew.

Do you dig a few Z-levels straight down before you branch out to make rooms?
Or do you construct floors/roads as "roofing" where you want to prevent tree cutting from causing cave-ins?
Or do you have another strategy?

Generally I disable cave-ins because dwarves are wise enough to safely dig a variety of vast tunnel designs based on all the lore I've read. In fact there's few things in mythology which can do the work of digging better than dwarves. If we were playing a race of elves than I definitely view cave-ins are more likely to happen.  Also the game has plenty of dangerous events, monsters, enemy sieges and unhappy citizens to manage... I really don't care to spend time worrying about a cave-in instantly killing one of my best dwarves because I dug one square too many or spending extra time managing my digging instead of enjoying the "deeper" aspects of the game.
For trees... if I have any dwarves which contain two of the mad, sad or berserk personalities(where I include the words "INSANE" in their name) I will have them cutdown trees on the edges of the map which helps my trade depot.  I then use these same dwarves for bringing the wood.  If some animal, enemy or monster kills them then it's not really a loss... in fact I'm usually pleased the problem dwarf is gone and my more important dwarves were notified of an approaching danger. 
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