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

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(Constructed floors block TC growth unless I'm much mistaken.)
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'''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.  
 
'''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.  
  
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 roads or designating stockpiles 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 [[road]]s, constructing [[floor]]s or designating [[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.

Revision as of 12:20, 31 March 2010

This article is about an older version of DF.

Tower-caps are a type of mushroom-like subterranean tree. Once fully grown, they can be designated for wood cutting and produce tower-cap logs. 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.

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 roads, constructing floors or designating stockpiles 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 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

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)

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.

On the subject of spawning tower-caps, Toady said:

Right now, you can't plant tower-caps or bring spawn along, so you need to find a cave river or cave pool, in which case they will start growing underground if it's all working. It's trickier to find such things, so it's mostly impossible to do.1 Later, you should be able to plant them. There are no arbitrary vegetation caps now2.

1: Note that it is working and that underground rivers are not that rare any more.
2: The "arbitrary vegetation caps" comment is referring to the old limit of 200 tower caps growing by the cave river in the mud.


To design a tower-cap "farm", refer also to the irrigation article.

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

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