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Difference between revisions of "40d:Soil"
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− | '''Soil''' is the name for the various kinds of ground that can be | + | '''Soil''' is the name for the various kinds of ground that can be {{l|farming|planted}} on without {{l|irrigation}} using {{l|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". |
Line 46: | Line 46: | ||
! Tile | ! Tile | ||
|- | |- | ||
− | | | + | |{{l|Sand}} (no color)||{{Raw Tile|░|#ffff00|#800000}} |
|- | |- | ||
− | |Black | + | |Black {{l|Sand}}||{{Raw Tile|▓|#808080|#808000}} |
|- | |- | ||
− | |Red | + | |Red {{l|Sand}}||{{Raw Tile|░|#ff0000|#800000}} |
|- | |- | ||
− | |White | + | |White {{l|Sand}}||{{Raw Tile|▓|#ffffff|#808000}} |
|- | |- | ||
− | |Yellow | + | |Yellow {{l|Sand}}||{{Raw Tile|▓|#ffff00|#808000}} |
|} | |} | ||
− | :''<sup>1</sup> Any soil listed in the upper part of the table does '''not''' count as | + | :''<sup>1</sup> Any soil listed in the upper part of the table does '''not''' count as {{l|sand}} for {{l|glass}}making, even if its name includes the word "sand." |
− | :''<sup>2</sup> These layers are only found under deep | + | :''<sup>2</sup> These layers are only found under deep {{l|ocean}} tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either {{l|fortress mode}} or {{l|adventure mode}}. |
− | When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to | + | When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to {{l|rock}} types, soil type names appear in brown, and are usually closest to the top of the list, and thus, closest to the surface of the ground. <!-- belongs in fortress-starting article --> |
− | Note, however, that you may only | + | Note, however, that you may only {{l|farming|plant}} cave {{l|plant|flora}} if the tile is marked "{{l|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 | + | Digging into soil does not generate any byproduct materials, unlike digging in {{l|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 {{l|miner}}s. |
− | Soil cannot be | + | Soil cannot be {{l|smooth}}ed, so it can be difficult to make high value rooms, or pierce {{l|aquifer}}s. Also, since soil cannot be {{l|smooth}}ed, soil cannot be used to make {{l|fortification}}s. |
− | Building a | + | Building a {{l|farm plot}} or {{l|road}} or removing a {{l|construction}} on top of soil will cause it to become "furrowed", making it appear with the {{Tile|≈|#880}} and {{Tile|~|#880}} tiles. Above-ground furrowed soil will gradually smooth itself out, at which point grass and other vegetation will begin to grow, while subterranean soil will remain furrowed indefinitely. Sand always appears as {{Tile|≈|#880}} and {{Tile|~|#880}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil. |
[[Category:Map tiles]] | [[Category:Map tiles]] |
Revision as of 22:13, 2 April 2010
This article is about an older version of DF. |
Soil is the name for the various kinds of ground that can be Template:L on without Template:L using Template:L. 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 |
---|---|
Clay | ▓ |
Clay Loam | ▒ |
Loam | ░ |
Loamy Sand1 | ▒ |
Peat | ≈ |
Sandy Clay1 | ▒ |
Sandy Clay Loam1 | ░ |
Sandy Loam1 | ░ |
Silt | ▓ |
Silty Clay | ▓ |
Silty Clay Loam | ░ |
Silt Loam | ▒ |
Ocean Floor2 | Tile |
Pelagic Clay | ░ |
Siliceous Ooze | ▒ |
Calcareous Ooze | ▒ |
Sand | Tile |
Template:L (no color) | ░ |
Black Template:L | ▓ |
Red Template:L | ░ |
White Template:L | ▓ |
Yellow Template:L | ▓ |
- 1 Any soil listed in the upper part of the table does not count as Template:L for Template:Lmaking, even if its name includes the word "sand."
- 2 These layers are only found under deep Template:L tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either Template:L or Template:L.
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to Template:L types, soil type names appear in brown, and are usually closest to the top of the list, and thus, closest to the surface of the ground.
Note, however, that you may only Template:L cave Template:L if the tile is marked "Template:L." To check this, go to the tile in k mode.
Digging into soil does not generate any byproduct materials, unlike digging in Template:L, 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 Template:Ls.
Soil cannot be Template:Led, so it can be difficult to make high value rooms, or pierce Template:Ls. Also, since soil cannot be Template:Led, soil cannot be used to make Template:Ls.
Building a Template:L or Template:L or removing a Template:L on top of soil will cause it to become "furrowed", making it appear with the ≈
and ~
tiles. Above-ground furrowed soil will gradually smooth itself out, at which point grass and other vegetation will begin to grow, while subterranean soil will remain furrowed indefinitely. Sand always appears as ≈
and ~
and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.