Difference between revisions of "Trees"

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[[File:Correct_tree_farming.png|thumb|right|This image shows how forbidding floor placement stops incorrect placing of trees. Form a similar pattern in a growing zone and marvel at the sudden lack of stupidity in your colonists.]]
 
[[File:Correct_tree_farming.png|thumb|right|This image shows how forbidding floor placement stops incorrect placing of trees. Form a similar pattern in a growing zone and marvel at the sudden lack of stupidity in your colonists.]]
  
Trees that are native to your colony's biome may be planted once [[Tree sowing]] has been researched by growers with a Plants skill of 6+. However, growing Cocoa trees requires further research and may be planted by growers with a Plants skill of 8+.  Trees are different from other crops in that they require at least a one tile distance from other crops as well as each other, including wild trees.  Farmers will automatically cut wild trees for this. Native trees are immune to blight, but cocoa trees are not.
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Trees that are native to your colony's biome may be planted once [[Research#Tree sowing|tree sowing]] has been researched by growers with a Plants skill of 6+. However, growing Cocoa trees requires further research and may be planted by growers with a Plants skill of 8+.  Trees are different from other crops in that they require at least a one tile distance from other crops as well as each other, including wild trees.  Farmers will automatically cut wild trees for this. Native trees are immune to blight, but cocoa trees are not.
  
 
Trees may not be grown under roofs. This means that trees may not be grown in completely closed greenhouses.  They may only be grown in greenhouses with roofs open in a grid pattern, that leak a lot of temperature-controlled air.
 
Trees may not be grown under roofs. This means that trees may not be grown in completely closed greenhouses.  They may only be grown in greenhouses with roofs open in a grid pattern, that leak a lot of temperature-controlled air.

Revision as of 11:35, 17 August 2020

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Plants Menu Wild Plants Trees Domesticated Plants Decorative Plants

Trees are a type of plant. They can either be native to the Biome or planted by the player in a growing zone. They are vulnerable to fire and leave behind burnt trees when burnt. Cutting them down yields wood, a resource to craft weapons, make furniture, feed the wood-fired generator, and more. While in real life Cacti and Bamboo technically aren't trees, in RimWorld they are included in this category.

  • Teak, Cecropia, Palm and Bamboo are native to Tropical biomes.
  • Oak and Poplar are native to temperate biomes.
  • Cacti and Poplar are native to Arid biomes (only Cacti in Extreme Desert). Cacti are unique in that they have a fertility sensitivity of 0% and minimum fertility of 5%.
  • Birch and Pine are native to colder biomes (barring Ice Sheet and Sea Ice).
  • Cocoa is not native to any biome.

Ecosystem

Trees are natural food sources for Alphabeavers and Thrumbos.

Farming

This image shows how forbidding floor placement stops incorrect placing of trees. Form a similar pattern in a growing zone and marvel at the sudden lack of stupidity in your colonists.

Trees that are native to your colony's biome may be planted once tree sowing has been researched by growers with a Plants skill of 6+. However, growing Cocoa trees requires further research and may be planted by growers with a Plants skill of 8+. Trees are different from other crops in that they require at least a one tile distance from other crops as well as each other, including wild trees. Farmers will automatically cut wild trees for this. Native trees are immune to blight, but cocoa trees are not.

Trees may not be grown under roofs. This means that trees may not be grown in completely closed greenhouses. They may only be grown in greenhouses with roofs open in a grid pattern, that leak a lot of temperature-controlled air.

Colonist have a very annoying habit of planting trees in very inefficient patterns, drastically reducing yield unnecessarily. However, there is a way to stop this without constant micromanagement (see image). Other methods include:

  • Forbiding building (see image)
  • Make a pattern of 1 tile grow zones, which all can be selected with doubleclick and easily managed
  • Build a roof with 1 tile holes on top of several columns
  • Pave walkways, which makes designating 1 tile grow zones easier and helps with filth/walk speed

Temperature

If the ambient temperature drops below freezing, trees will cease to grow until they return to their comfortable range again (including Pine trees that are native to cold biomes). Some trees will instantaneously shed all of their leaves at -2°C, while sturdier specimens will hold out until -10°C. This range differs from tree to individual tree. If the temperature remains at a comfortable level for at least a day, their leaves will magically reappear.

Harvest

At 40% growth, it is possible to obtain 50% of their yield. Cacti can be cut at 20%. Note that the Growth Time in the below table assumes 24hr growth. Trees don't grow between 19h and 6h. Note that environmental factors such as temperature and light levels further negatively influence growth speed.

Cover

Trees can be used for cover in combat. Most trees provide 25% cover, except:

  • Burned trees only provide 20% cover
  • Saguaro cactuses provide 35% cover



Comparison table

Tree Grow Days Real Grow Days Harvest Yield Wood per Day*
Oak tree 30 55.38 46 0.87
Cypress tree 35 60.55 43 0.71
Maple tree 25 43.25 25 0.58
Acacia tree 15 26 22 0.85
Drago tree 15 27.69 25 0.96
Saguaro cactus 5 9.23 15 1.74
Poplar tree 15.05 27.78 27 1.15
Pine tree 20 36.92 27 0.78
Birch tree 20 36.92 27 0.78
Teak tree 32.5 60 60 0.96
Palm tree 14 24.22 18 0.74
Bamboo tree 12 20.76 13 0.63
Cecropia tree 14 25.85 18 0.74
Willow tree 13 24 27 0.76

*Wood per Day is calculated as Harvest Yield divided by Real Grow Days.