Planting trees and orchards
Plant a tree from a seed
Carry a tree seed in your pack. Choose Plant Tree from Build and choose the seed kind in the picker. Open grass and tall grass on the surface can take a sapling. A creature on the target blocks the placement. A successful planting uses one seed and one turn. The tool has no wood, stone, gold or crystal cost.
Choosing which seed gets spent
The picker offers held tree seed kinds and combines their stack counts. When the selected kind runs out, the tool arms the next held kind and tells you. The placement uses the selected kind when available, otherwise the first tree seed in the pack. Unlike crop planting, this route currently does not check Protect, Retain or an old full lock before spending a tree seed.
The ground decides the size
Oak, pine, birch, willow, maple and palm each have one seed kind. There are no separate current grand seeds to collect. The planting position and species fix whether the new tree will be standard or grand. Replanting that same species on the same tile gives the same size. The grand-size thresholds are 25% for oak, 20% for pine, 5% for birch, 30% for willow, 25% for maple and 20% for palm.
Growing in ordinary Adventure
A standard tree needs 40 growth turns and a grand tree needs 72. Rain or a water barrel within three tiles supplies one growth turn per world turn. Diagonals count. Without water, growth is credited only on even world turns, so a freshly planted standard tree takes 79 to 80 world turns and a grand tree takes 143 to 144. These are uninterrupted ordinary Adventure growing conditions.
Sapling, young tree and mature tree
A standard sapling becomes a young tree after 13 growth turns. A grand sapling becomes young after 24. Growth catches up as the loaded chunk is processed. A planted tree keeps one physical tile even when its grand canopy picture is larger. On maturity, a standard tree has 3 health and a grand tree has 5. Its species and the planting position choose its finished appearance.
Making an orchard
Mark a rectangle with Plant Tree to space saplings every other tile in both directions, starting from the first corner. The orchard skips tiles occupied by players and keeps only open grass and tall grass. It limits the planting positions to the number of tree seeds held. Each successful sapling still uses its own seed and turn.
Orchard rectangle limits
The rectangle can be at most 16 tiles along either side. After skipping unsuitable positions and limiting the run to held seeds, at most 32 planting positions may remain. If more remain, the fill controller refuses the run. Choose smaller rectangles for a larger grove.
A tree farm is a separate build
An ordinary orchard does not gain automatic replanting. In ordinary Adventure, a Tree Farm is a separate five by five build, chosen by species, costing 1,000 gold and 100 pieces of that species’ wood. It plants saplings directly and does not spend tree seeds. A felled farm tile waits 100 turns from when its cleared grass is first noticed, then plants another sapling. The new sapling must still grow. Building over the tile keeps its replanting dormant.
Trees in The Wilds
Newly planted standard trees take about eight dry days to mature and grand trees about twelve. A day of rain counts as two dry days of growth. The planting action stamps that slower target for the acting Wilds character. A tree already planted keeps its saved target, so a planting from an older save can have a different wait.
Felling and collecting more seed
Felling a standard planted tree rolls 0 to 2 seeds of its species. A planted grand canopy tree rolls 1 to 3. The seed item has the same identity for both sizes. Oaks also scatter Forest Acorns, with 1 to 2 from a small oak or 2 to 4 from a canopy oak. Forest Acorns and Oak Seeds are different items.
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