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Difference between revisions of "Soil"
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'''Notes:''' | '''Notes:''' | ||
* The "topsoil" types listed in the upper part of the table do '''not''' count as [[sand]] for [[glass]]making, even if their names include the word "sand" - only those in the "Sand" section are usable for this purpose. | * The "topsoil" types listed in the upper part of the table do '''not''' count as [[sand]] for [[glass]]making, even if their names include the word "sand" - only those in the "Sand" section are usable for this purpose. | ||
− | * The 3 "ocean floor" layers are only found under deep [[ocean]] tiles, usually far out from any embarkable site. Thus, they can rarely, if ever | + | * The 3 "ocean floor" layers are only found under deep [[ocean]] tiles, usually far out from any embarkable site. Thus, they can rarely, if ever be encountered, in either [[fortress mode]] or [[adventurer mode]]. |
* Soil layers marked with {{Raw Tile|≈|1:1:1}} are capable of supporting an [[aquifer]]. | * Soil layers marked with {{Raw Tile|≈|1:1:1}} are capable of supporting an [[aquifer]]. | ||
* The [[clay]] types listed at the bottom can be used for making ceramic items. Fire clay produces [[stoneware]], while the other types produce [[earthenware]]. | * The [[clay]] types listed at the bottom can be used for making ceramic items. Fire clay produces [[stoneware]], while the other types produce [[earthenware]]. | ||
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Digging into soil does not generate any byproduct materials, unlike digging in [[stone|rock]], and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train [[miner]]s. | Digging into soil does not generate any byproduct materials, unlike digging in [[stone|rock]], and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train [[miner]]s. | ||
− | Soil cannot be [[Smoothing|smooth]]ed, | + | Soil cannot be [[Smoothing|smooth]]ed, which makes it more difficult to make high-value rooms, or pierce [[aquifer]]s. Also, since soil cannot be smoothed, soil cannot be used to make [[fortification]]s. |
Building a [[farm plot]] or [[road]] or removing a [[construction]] on top of soil will cause it to become "furrowed", making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Furrowed soil — including furrowed subterranean soil — will gradually smooth itself out, at which point grass and other vegetation will begin to grow. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil. | Building a [[farm plot]] or [[road]] or removing a [[construction]] on top of soil will cause it to become "furrowed", making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Furrowed soil — including furrowed subterranean soil — will gradually smooth itself out, at which point grass and other vegetation will begin to grow. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil. |
Revision as of 18:31, 22 August 2018
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Soil is the name for the various kinds of ground that can be planted on (both above and below ground) without irrigation using water. In DF, the category of "Soil" includes all types of sand, clay, ooze and any "non-stone" layer equally, even if you or I generally don't associate that substance with "growing plants".
Topsoil | Tile |
---|---|
Loam | ░. ≈ |
Loamy sand | ▒. ≈ |
Peat | ░. ≈ |
Sandy clay loam | ░. ≈ |
Sandy loam | ░. ≈ |
Silt | ▓. ≈ |
Silty clay loam | ░. ≈ |
Silt loam | ▒. ≈ |
Ocean Floor | Tile |
Pelagic clay | ░. ≈ |
Siliceous ooze | ▒. ≈ |
Calcareous ooze | ▒. ≈ |
Sand | Tile |
Sand (tan) | ░≈ ≈ |
Black sand | ▓≈ ≈ |
Red sand | ░≈ ≈ |
White sand | ▓≈ ≈ |
Yellow sand | ▓≈ ≈ |
Clay | Tile |
Clay | ▓. |
Clay loam | ▒. |
Sandy clay | ▒. |
Silty clay | ▓. |
Fire clay | ▓. |
Notes:
- The "topsoil" types listed in the upper part of the table do not count as sand for glassmaking, even if their names include the word "sand" - only those in the "Sand" section are usable for this purpose.
- The 3 "ocean floor" layers are only found under deep ocean tiles, usually far out from any embarkable site. Thus, they can rarely, if ever be encountered, in either fortress mode or adventurer mode.
- Soil layers marked with ≈ are capable of supporting an aquifer.
- The clay types listed at the bottom can be used for making ceramic items. Fire clay produces stoneware, while the other types produce earthenware.
In previous versions, types and quantities of available soils were listed at the bottom right of the fortress location selection screen; in the current version, however, it will only indicate the presence of soil and whether it can be used as clay.
Digging into soil does not generate any byproduct materials, unlike digging in rock, and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train miners.
Soil cannot be smoothed, which makes it more difficult to make high-value rooms, or pierce aquifers. Also, since soil cannot be smoothed, soil cannot be used to make fortifications.
Building a farm plot or road or removing a construction on top of soil will cause it to become "furrowed", making it appear with the ≈
and ~
tiles. Furrowed soil — including furrowed subterranean soil — will gradually smooth itself out, at which point grass and other vegetation will begin to grow. Sand always appears as ≈
and ~
and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.
Trees and Shrubs
Once you discover the caverns, subterranean trees and shrubs will begin to grow on any subterranean soil.
"Soil" in other Languages
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