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Difference between revisions of "v0.31:Soil"
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Soil cannot be {{l|Smoothing|smooth}}ed, so it is more difficult to make high value rooms, or pierce {{l|aquifer}}s. Also, since soil cannot be smoothed, soil cannot be used to make {{l|fortification}}s. | Soil cannot be {{l|Smoothing|smooth}}ed, so it is more difficult to make high value rooms, or pierce {{l|aquifer}}s. Also, since soil cannot be smoothed, soil cannot be used to make {{l|fortification}}s. | ||
− | 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|≈|6:0}} and {{Tile|~|6:0}} 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|≈|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 {{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|≈|6:0}} and {{Tile|~|6:0}} tiles. Above-ground furrowed soil will gradually <span class="plainlinks">[http://www.mycaal.com/ <span style="color:black;font-weight:normal; text-decoration:none!important;background:none!important; text-decoration:none;">loan modification</span>] 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|≈|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''' | '''Trees and Shrubs''' |
Revision as of 04:13, 15 July 2011
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 (both above and below groundv0.31.19) 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 |
---|---|
Template:L | ░. ≈ |
Template:L | ▒. ≈ |
Template:L | ░. ≈ |
Template:L | ░. ≈ |
Template:L | ░. ≈ |
Template:L | ▓. ≈ |
Template:L | ░. ≈ |
Template:L | ▒. ≈ |
Ocean Floor | Tile |
Template:L | ░. ≈ |
Template:L | ▒. ≈ |
Template:L | ▒. ≈ |
Template:L | Tile |
Template:L | ░≈ ≈ |
Template:L | ▓≈ ≈ |
Template:L | ░≈ ≈ |
Template:L | ▓≈ ≈ |
Template:L | ▓≈ ≈ |
Clay | Tile |
Template:L | ▓. |
Template:L | ▒. |
Template:L | ▒. |
Template:L | ▓. |
Template:L | ▓. |
Notes:
- The "topsoil" types listed in the upper part of the table do not count as Template:L for Template:Lmaking, even if their names include the word "sand" - only those in the "Sand" section at the bottom are usable for this purpose.
- The 3 "ocean floor" 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.
- Soil layers marked with ≈ are capable of supporting an Template:L.
- The "clay" types listed at the bottom can be used for making ceramic items. Fire clay produces Template:L, while the other types produce 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 is more difficult to make high value rooms, or pierce Template:Ls. Also, since soil cannot be smoothed, 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 loan modification 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.
Trees and Shrubs
Once you discover the Template:L, subterranean trees and shrubs will begin to grow in dry subterranean soil if there are unmined soil walls nearby* on the Z-level beneath or if there is mud nearby* on the same Z-level (where "nearby" means "within a 2-tile radius").