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

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'''Tower caps''' are a type of [[tree]] which only grow underground (subterranean). Once fully grown (which takes 3 years?{{verify}}) they can be designated for wood cutting like other trees, and produce Tower Cap logs.
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{{Quality|Exceptional|07:10, 9 August 2010 (UTC)}}
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{{40d treelookup/0|wiki=no}}
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{{av}}
  
== Tree Farms ==
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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 [[logs|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.txt|init]] and [[world generation]] parameters are set.
  
It is possible for tower caps to spontaneously grow in muddied subterranean areas <b>only if</b> you have discovered an underground [[river]] or underground pond. Unfortunately this is currently extremely difficult to do.
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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), you must lay down [[road]]s, construct [[floor]]s or designate [[stockpile]]s.
  
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As with normal trees, they take about 1 and a half years to fully grow.
  
On the subject of spawning Tower Caps, Toady said:
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== Underground tree farms ==
<blockquote>Right now, you can't plant towercaps 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. Later, you should be able to plant them. There are no arbitrary vegetation caps now.</blockquote>
 
  
The "arbitrary vegetation caps" comment is referring to the old limit of 200 trees growing by the [[cave river]] in the mud.
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# If an underground river or pool has been discovered, tower-caps will start spontaneously growing in ''[[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.)
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# This basically means that if the underground area is irrigated, there is a '''much better chance''' of getting tower caps to grow there.
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# 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)
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# 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.
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# Harvesting tower caps '''will''' anger the elves just like normal wood harvesting.
  
== Designing a Tree Farm ==
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To design a tower-cap "farm", refer also to the [[Irrigation#Easier.2C_safer_irrigation|irrigation]] article.
  
To create an underground tree farm, you will first need to dig out a large area (in this example we'll go for 24 by 24, inside dimensions). Now, we need to do some math, so first let's take 24 times 24, which is 576. Divide this by 7 (the number of water units in a full tile) and round '''up''' (this case it's 83). Now, once again, divide 83 by 7 and add this number rounded up (12). Repeat the previous step for an extra two squares. Now, let's take 83 plus 12 plus 2, which equals 87. Inverse square this number and round normally to get a 9 by 9 square with an extra 7 tiles added on. You'll want to dig a 1x1 hole in one wall of the tree farm, which will attach to the filling room. This filling room ''must'' be the same size or perhaps one tile larger than the number you came up with. Dig another 1x1 hole in the far end of this filling room and then dig to your water source. BEFORE breaching the water source, place three doors: one in the first 1x1 hole, one in the second, and a third in your woodcutters' access path. When you do breach the water source, immediately forbid the first door your miner runs through, which should be the door closest to the water source. Don't bother forbidding the other two. Link all three doors to three seperate levers and test the system. Close the door between the filling chamber and main farm area and open the door that leads to the water source. When the filling chamber is full, close the door to the water source, close the door leading to the farm, and open the door between the farm and filling chamber. The water should spread out and coat the entire farm in a thin layer of water. Then simply wait three or so years and you'll have your tower-caps, ready to cut down!
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Beware that young tower caps, like young trees, are fragile and will be quickly killed if repeatedly walked upon.
  
Diagram coming soon. <!-- ~~~ sez: This section could be done a lot better, but it does get the point across. Anyone up for cleanup or some such? -->
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{{gamedata}}
 
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{{Plants}}
{{Wood FAQ}}
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{{Category|Subterranean trees}}

Latest revision as of 16:38, 23 May 2017

Tower-cap

Biome

Wet Dry
Properties
Deciduous No
Density 600
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), you must lay down roads, construct floors or designate stockpiles.

As with normal trees, they take about 1 and a half years to fully grow.

Underground tree farms[edit]

  1. If an underground river or pool has been discovered, tower-caps will start spontaneously growing in 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.
  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.

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.

Surface
Subterranean
Surface
AcaciaAlderAshBirchCacao treeCandlenutCedarChestnutFeather treeGlumprongHighwoodKapokLarchMahoganyMango treeMangroveMapleOakPalmPineRubber treeSaguaroWillow
Subterranean