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Difference between revisions of "40d:Tower-cap"
(Fixing quality template tags (221/690)) |
(Updating with confirmed information from talk.) |
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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 ''{{L|Irrigation|muddied}}'' subterranean areas (rock or soil) | + | 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). Tower caps will also start growing in any subterranean soil, so long as that tile has ''either'' soil walls on the z-level directly beneath it (intact soil, not mined out), ''or'' there is a muddied tile within 2 tiles on the same z-level. Muddied soil has a denser production than dry soil. (Note: it is unconfirmed whether tower caps will appear throughout the map or only in the same biome that the underground water is in. See talk page for details.) |
− | 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 {{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) | 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) |
Revision as of 01:31, 3 June 2010
♣ | |||
Biome | |||
---|---|---|---|
| |||
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Graphic | |||
No graphic | |||
Properties | |||
Deciduous | no | ||
Density | 600 | ||
Max trunk height | {{{max_trunk_height}}} | ||
Max trunk diameter | {{{max_trunk_diameter}}} | ||
Trunk branching | {{{trunk_branching}}} | ||
Heavy branch radius | {{{heavy_branch_radius}}} | ||
Branch radius | {{{branch_radius}}} | ||
Root radius | {{{root_radius}}} | ||
Heavy branch density | {{{heavy_branch_density}}} | ||
Branch density | {{{branch_density}}} | ||
Root density | {{{root_density}}} | ||
Products |
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). Tower caps will also start growing in any subterranean soil, so long as that tile has either soil walls on the z-level directly beneath it (intact soil, not mined out), or there is a muddied tile within 2 tiles on the same z-level. Muddied soil has a denser production than dry soil. (Note: it is unconfirmed whether tower caps will appear throughout the map or only in the same biome that the underground water is in. See talk page for details.)
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.
[MATGLOSS_WOOD:GIANT_SHROOM]
[NAME:tower-cap][ADJ:tower-cap]
[TILE:5]
[PREFSTRING:great size]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[SOLID_DENSITY:600] |