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Difference between revisions of "40d:Tower-cap"

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(Removed Toady quote re: TC spawning (dated back to transition from 2D to 3D, was irrelevant now and IMO confusing.)
m (Fixing in-namespace links)
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{{av}}
 
{{av}}
'''Tower-caps''' are a type of mushroom-like [[subterranean]] [[tree]]. Once fully grown, they can be designated for [[wood cutting]] and produce tower-cap [[log]]s. Tower-caps will grow ''only if'' you have discovered an [[underground]] [[river]] or [[underground pool]]. Such features can be located using the [[site finder]] and on the local view during embarkation, if the relevant [[init]] and [[world generation]] parameters are set.  
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'''Tower-caps''' are a type of mushroom-like {{l|subterranean}} {{l|tree}}. Once fully grown, they can be designated for {{l|wood cutting}} and produce tower-cap {{l|log}}s. Tower-caps will grow ''only if'' you have discovered an {{l|underground}} {{l|river}} or {{l|underground pool}}. Such features can be located using the {{l|site finder}} and on the local view during embarkation, if the relevant {{l|init}} and {{l|world generation}} parameters are set.  
  
In order to ''prevent'' a tower-cap from growing (which you will want to do to prevent tower caps from blocking drainage floodgates), laying down [[road]]s, constructing [[floor]]s or designating [[stockpile]]s will prevent tower-cap growth.
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In order to ''prevent'' a tower-cap from growing (which you will want to do to prevent tower caps from blocking drainage floodgates), laying down {{l|road}}s, constructing {{l|floor}}s or designating {{l|stockpile}}s will prevent tower-cap growth.
  
 
As with normal trees, they take about 1 and a half years to fully grow.
 
As with normal trees, they take about 1 and a half years to fully grow.
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== Underground tree farms ==
 
== Underground tree farms ==
  
1: If an underground river or pool has been discovered, tower-caps will start spontaneously growing in ''[[Irrigation|muddied]]'' subterranean areas (rock or soil), or any subterranean soil (disputed; unmuddied soil may require soil walls on the z-level below for growth; see talk page for details), though muddied soil has a denser production than dry soil.
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1: If an underground river or pool has been discovered, tower-caps will start spontaneously growing in ''{{l|Irrigation|muddied}}'' subterranean areas (rock or soil), or any subterranean soil (disputed; unmuddied soil may require soil walls on the z-level below for growth; see talk page for details), though muddied soil has a denser production than dry soil.
  
 
2: This basically means that if the underground area is irrigated, there is a '''much better chance''' of getting tower caps to grow there
 
2: This basically means that if the underground area is irrigated, there is a '''much better chance''' of getting tower caps to grow there
  
3: The distance or [[path]] to the underground river does not matter. Simply discovering an underground pool or river is enough. (does not work if you use reveal.exe)
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3: The distance or {{l|path}} to the underground river does not matter. Simply discovering an underground pool or river is enough. (does not work if you use reveal.exe)
  
 
4: It is thus possible to make a (big) safe underground chamber where your dwarves may harvest wood without exposing themselves to the dangers of the surface world.
 
4: It is thus possible to make a (big) safe underground chamber where your dwarves may harvest wood without exposing themselves to the dangers of the surface world.
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To design a tower-cap "farm", refer also to the [[Irrigation#Easier.2C_safer_irrigation|irrigation]] article.
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To design a tower-cap "farm", refer also to the {{l|Irrigation#Easier.2C_safer_irrigation|irrigation}} article.
  
Beware that young tower caps, like young [[tree]]s, are fragile and will be quickly killed if repeatedly walked upon.
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Beware that young tower caps, like young {{l|tree}}s, are fragile and will be quickly killed if repeatedly walked upon.
  
 
{{Game_Data|[MATGLOSS_WOOD:GIANT_SHROOM]
 
{{Game_Data|[MATGLOSS_WOOD:GIANT_SHROOM]

Revision as of 22:35, 2 April 2010

This article is about an older version of DF.

Tower-caps are a type of mushroom-like Template:L Template:L. Once fully grown, they can be designated for Template:L and produce tower-cap Template:Ls. Tower-caps will grow only if you have discovered an Template:L Template:L or Template:L. Such features can be located using the Template:L and on the local view during embarkation, if the relevant Template:L and Template:L parameters are set.

In order to prevent a tower-cap from growing (which you will want to do to prevent tower caps from blocking drainage floodgates), laying down Template:Ls, constructing Template:Ls or designating Template:Ls will prevent tower-cap growth.

As with normal trees, they take about 1 and a half years to fully grow.

Underground tree farms

1: If an underground river or pool has been discovered, tower-caps will start spontaneously growing in Template:L subterranean areas (rock or soil), or any subterranean soil (disputed; unmuddied soil may require soil walls on the z-level below for growth; see talk page for details), though muddied soil has a denser production than dry soil.

2: This basically means that if the underground area is irrigated, there is a much better chance of getting tower caps to grow there

3: The distance or Template:L to the underground river does not matter. Simply discovering an underground pool or river is enough. (does not work if you use reveal.exe)

4: It is thus possible to make a (big) safe underground chamber where your dwarves may harvest wood without exposing themselves to the dangers of the surface world.

5: Harvesting tower caps will anger the elves just like normal wood harvesting.


To design a tower-cap "farm", refer also to the Template:L article.

Beware that young tower caps, like young Template:Ls, are fragile and will be quickly killed if repeatedly walked upon.

Template:Game Data