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Editing v0.31 Talk:Soil
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I was under the impression that it was NOT a bug that you couldn't plant on dry underground soil. | I was under the impression that it was NOT a bug that you couldn't plant on dry underground soil. | ||
:ARGH | :ARGH | ||
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:::::In all likelihood, the plants would stop growing except along the very edges (since those would still have soil nearby beneath them); existing plants would probably stay alive, but once harvested I doubt they would grow back. It might be worth doing some long-term experiments with a test embark to verify just how much of this is correct: embark in a region with at least 3 soil levels, dig out a 9x9 block on three Z-levels while leaving the center tile unmined on the middle level, then do the same thing in another room except with a single tile of mud instead of the unmined soil wall (muddy the whole room, then build unpaved roads to clean up all of it except the center tile), then dig down to the caverns and seal the rooms off for several years. --[[User:Quietust|Quietust]] 17:51, 12 October 2010 (UTC) | :::::In all likelihood, the plants would stop growing except along the very edges (since those would still have soil nearby beneath them); existing plants would probably stay alive, but once harvested I doubt they would grow back. It might be worth doing some long-term experiments with a test embark to verify just how much of this is correct: embark in a region with at least 3 soil levels, dig out a 9x9 block on three Z-levels while leaving the center tile unmined on the middle level, then do the same thing in another room except with a single tile of mud instead of the unmined soil wall (muddy the whole room, then build unpaved roads to clean up all of it except the center tile), then dig down to the caverns and seal the rooms off for several years. --[[User:Quietust|Quietust]] 17:51, 12 October 2010 (UTC) | ||
− | I've started an experiment as described above, though with 11x11 rooms so that there will actually be a plant-unfriendly band in the middle. I dug out the rooms as described above (complete with the 1 tile of mud in one) and have sealed them off. My dwarves do not require food, drink, or sleep, and they have no emotions so there should be no danger of tantrums; as an added bonus, the Dwarven civilization from which they embarked is dead, so there's no migrants or caravans to worry about either. Three years in, the pattern seems to be holding true | + | I've started an experiment as described above, though with 11x11 rooms so that there will actually be a plant-unfriendly band in the middle. I dug out the rooms as described above (complete with the 1 tile of mud in one) and have sealed them off. My dwarves do not require food, drink, or sleep, and they have no emotions so there should be no danger of tantrums; as an added bonus, the Dwarven civilization from which they embarked is dead, so there's no migrants or caravans to worry about either. Three years in, the pattern seems to be holding true; my tile of mud only seems to be growing plants '''exactly''' 2 tiles away rather than ''up to'' 2 tiles away, but that could easily be poor luck with randomization. --[[User:Quietust|Quietust]] 19:29, 12 October 2010 (UTC) |
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