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Difference between revisions of "Soil"

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'''Soil''' is the name for the various kinds of ground that can be [[farming|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".
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[[File:soil_preview.png|thumb|270px|right|Probably not enough for 80 dwarves.]]'''Soil''' is the name for the various kinds of ground that can be [[farming|planted]] on (both above and below ground) without [[irrigation]] using [[water]].  In ''Dwarf Fortress'', 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".
  
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{{Translation
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| dwarven = adur
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| elvish  = avi
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| goblin  = snustrok
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| human  = ocul
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}}
 
{| class="wikitable" cellspacing="0" border="1" cellpadding="5"
 
{| class="wikitable" cellspacing="0" border="1" cellpadding="5"
 
! Topsoil
 
! Topsoil
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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, be encountered in either [[fortress mode]] or [[adventurer mode]].
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* 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]].
  
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 [[sand]] or [[clay]].
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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]].
 
 
Note, however, that you may only [[farming|plant]] cave [[crop|flora]] if the tile is marked "[[Subterranean]]." To check this, go to the tile in {{k|k}} mode. <!-- belongs in a farming article -->
 
  
 
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, so it is 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.
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Soil cannot be [[Smoothing|smooth]]ed, which makes it more difficult to make high-value rooms or pierce [[aquifer]]s, and impossible to carve [[fortification]]s, [[track]]s, or [[engraving]]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.
  
'''Trees and Shrubs'''
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===Trees and Shrubs===
 
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Once you discover the [[cavern]]s, subterranean trees, shrubs and mosses will begin to grow on any subterranean soil.  Any kind of vegetation implicitly has some soil under it, even if it grew on [[mud]]dy stone; clearing the growth (such as by building a [[road]]) will thus create a soil floor, even in a stone [[layer]].  It will typically correspond to the lowest soil layer in the local [[biome]]; if that happens to be useful clay or sand, an enterprising player can use [[irrigation]] and some patience to move their sand/clay collection [[zones]] closer to the [[magma]].
Once you discover the [[caverns]], subterranean trees and shrubs will begin to grow on any subterranean soil.
 
  
{{Translation
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{{materials}}
| dwarven = adur
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{{soil}}
| elvish  = avi
 
| goblin  = snustrok
 
| human  = ocul
 
}}
 
  
 
{{Category|Soil Layers|*}}
 
{{Category|Soil Layers|*}}
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[[Ru:Soil]]

Latest revision as of 20:52, 6 January 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

Probably not enough for 80 dwarves.

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 Dwarf Fortress, 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".

"Soil" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: adur
Elven: avi
Goblin: snustrok
Human: ocul
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, and impossible to carve fortifications, tracks, or engravings.

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[edit]

Once you discover the caverns, subterranean trees, shrubs and mosses will begin to grow on any subterranean soil. Any kind of vegetation implicitly has some soil under it, even if it grew on muddy stone; clearing the growth (such as by building a road) will thus create a soil floor, even in a stone layer. It will typically correspond to the lowest soil layer in the local biome; if that happens to be useful clay or sand, an enterprising player can use irrigation and some patience to move their sand/clay collection zones closer to the magma.

More: GemsMetalsStones
Creature
BloodBoneCartilageCheeseChitinEggFatFeatherHair (WoolYarn) • HoofHornIchorLeatherMilkMeatNailNervous tissueOrgansParchmentPearlScaleShellSilkSkinSpitSweatTallowTearsToothWax
Plant
Fiber (PaperSlurry) • FlowerFruitLeafOil • Plant powders (DyeFlourSugar) • Seed (Press cake) • Wood
Creature/Plant
Inorganic
Hardcoded
AmberAshCoralFilthFuelGlassGrimeIceLyeMagmaMudPearlashPotashSaltUnknown substanceVomitWater
See also: Material science
Topsoil
Ocean floor
Sand
Clay