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Difference between revisions of "40d:Soil"

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{{av}}
 
{{av}}
'''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".
+
'''Soil''' is the name for the various kinds of ground that can be [[40d:farming|planted]] on without [[40d:irrigation|irrigation]] using [[40d:water|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".
  
  
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! Tile
 
! Tile
 
|-
 
|-
|{{l|Sand}} (no color)||{{Raw Tile|░|#ffff00|#800000}}
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|[[40d:Sand|Sand]] (no color)||{{Raw Tile|░|#ffff00|#800000}}
 
|-
 
|-
|Black {{l|Sand}}||{{Raw Tile|▓|#808080|#808000}}
+
|Black [[40d:Sand|Sand]]||{{Raw Tile|▓|#808080|#808000}}
 
|-
 
|-
|Red {{l|Sand}}||{{Raw Tile|░|#ff0000|#800000}}
+
|Red [[40d:Sand|Sand]]||{{Raw Tile|░|#ff0000|#800000}}
 
|-
 
|-
|White {{l|Sand}}||{{Raw Tile|▓|#ffffff|#808000}}
+
|White [[40d:Sand|Sand]]||{{Raw Tile|▓|#ffffff|#808000}}
 
|-
 
|-
|Yellow {{l|Sand}}||{{Raw Tile|▓|#ffff00|#808000}}
+
|Yellow [[40d:Sand|Sand]]||{{Raw Tile|▓|#ffff00|#808000}}
 
|}
 
|}
  
:''<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>1</sup> Any soil listed in the upper part of the table does '''not''' count as [[40d:sand|sand]] for [[40d:glass|glass]]making, even if its name includes the word "sand."''
:''<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}}.''
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:''<sup>2</sup> These layers are only found under deep [[40d:ocean|ocean]] tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either [[40d:fortress mode|fortress mode]] or [[40d:adventure mode|adventure mode]].''
:''<sup>3</sup> These soil layers are '''not''' capable of supporting {{l|aquifer}}s.''
+
:''<sup>3</sup> These soil layers are '''not''' capable of supporting [[40d:aquifer|aquifer]]s.''
  
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 -->
+
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 [[40d:rock|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 {{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 -->
+
Note, however, that you may only [[40d:farming|plant]] cave [[40d:plant|flora]] if the tile is marked "[[40d:Subterranean|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 {{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.
+
Digging into soil does not generate any byproduct materials, unlike digging in [[40d:rock|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 [[40d:miner|miner]]s.
  
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.
+
Soil cannot be [[40d:smooth|smooth]]ed, so it can be difficult to make high value rooms, or pierce [[40d:aquifer|aquifer]]s.  Also, since soil cannot be [[40d:smooth|smooth]]ed, soil cannot be used to make [[40d:fortification|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|≈|#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.
+
Building a [[40d:farm plot|farm plot]] or [[40d:road|road]] or removing a [[40d:construction|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 05:31, 3 April 2010

This article is about an older version of DF.

Soil is the name for the various kinds of ground that can be planted on without irrigation using 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".


Topsoil Tile
Clay3
Clay Loam3
Loam
Loamy Sand1
Peat
Sandy Clay1,3
Sandy Clay Loam1
Sandy Loam1
Silt
Silty Clay3
Silty Clay Loam
Silt Loam
Ocean Floor2 Tile
Pelagic Clay
Siliceous Ooze
Calcareous Ooze
Sand Tile
Sand (no color)
Black Sand
Red Sand
White Sand
Yellow Sand
1 Any soil listed in the upper part of the table does not count as sand for glassmaking, even if its name includes the word "sand."
2 These layers are only found under deep ocean tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either fortress mode or adventure mode.
3 These soil layers are not capable of supporting aquifers.

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 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.

Note, however, that you may only plant cave flora if the tile is marked "Subterranean." To check this, go to the tile in k mode.

Digging into soil does not generate any byproduct materials, unlike digging in 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 miners.

Soil cannot be smoothed, so it can be difficult to make high value rooms, or pierce aquifers. Also, since soil cannot be smoothed, soil cannot be used to make fortifications.

Building a farm plot or road or removing a construction 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.