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Difference between revisions of "40d:Soil"

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m
(not all soil types can support aquifers in 40d)
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! Tile
 
! Tile
 
|-
 
|-
|Clay||{{Raw Tile|▓|#800000|#808000}}
+
|Clay<sup>3</sup>||{{Raw Tile|▓|#800000|#808000}}
 
|-
 
|-
|Clay Loam||{{Raw Tile|▒|#800000|#c0c0c0}}
+
|Clay Loam<sup>3</sup>||{{Raw Tile|▒|#800000|#c0c0c0}}
 
|-
 
|-
 
|Loam||{{Raw Tile|░|#808000|#c0c0c0}}
 
|Loam||{{Raw Tile|░|#808000|#c0c0c0}}
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|Peat||{{Raw Tile|░|#808080|#808000}}
 
|Peat||{{Raw Tile|░|#808080|#808000}}
 
|-
 
|-
|Sandy Clay<sup>1</sup>||{{Raw Tile|▒|#800000|#808000}}
+
|Sandy Clay<sup>1</sup><sup>3</sup>||{{Raw Tile|▒|#800000|#808000}}
 
|-
 
|-
 
|Sandy Clay Loam<sup>1</sup>||{{Raw Tile|░|#800000|#808000}}
 
|Sandy Clay Loam<sup>1</sup>||{{Raw Tile|░|#800000|#808000}}
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|Silt||{{Raw Tile|▓|#808000|#c0c0c0}}
 
|Silt||{{Raw Tile|▓|#808000|#c0c0c0}}
 
|-
 
|-
|Silty Clay||{{Raw Tile|▓|#800000|#c0c0c0}}
+
|Silty Clay<sup>3</sup>||{{Raw Tile|▓|#800000|#c0c0c0}}
 
|-
 
|-
 
|Silty Clay Loam||{{Raw Tile|░|#800000|#c0c0c0}}
 
|Silty Clay Loam||{{Raw Tile|░|#800000|#c0c0c0}}
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|}
 
|}
  
:''<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 {{l|sand}} for {{l|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}}.
+
:''<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}}.''
 +
:''<sup>3</sup> These soil layers are '''not''' capable of supporting {{l|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 {{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 -->

Revision as of 00:09, 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 Template:L on 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
Clay3
Clay Loam3
Loam
Loamy Sand1
Peat
Sandy Clay13
Sandy Clay Loam1
Sandy Loam1
Silt
Silty Clay3
Silty Clay Loam
Silt Loam
Ocean Floor2 Tile
Pelagic Clay
Siliceous Ooze
Calcareous Ooze
Sand Tile
Template:L (no color)
Black Template:L
Red Template:L
White Template:L
Yellow Template:L
1 Any soil listed in the upper part of the table does not count as Template:L for Template:Lmaking, even if its name includes the word "sand."
2 These 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.
3 These soil layers are not capable of supporting Template:Ls.

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 can be difficult to make high value rooms, or pierce Template:Ls. Also, since soil cannot be Template:Led, 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 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.