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Author Topic: Question about trees in channels  (Read 1010 times)

Foxite

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Question about trees in channels
« on: December 19, 2013, 07:57:46 am »

Ello. I got a question about trees standing in channels.
Even though I just registered here, I have been playing DF for about a month, and sure had lots of fun(I lost about 7 times before I came here), and I just finished the quickstart guide on the wiki.
I started making fortifications, and I dug a channel around them to keep enemy rangers away from them, decreasing their chances of hitting my marksdwarves thru these fortifications.
I just noticed that there are saplings growing in the channels. It is now spring in my world, and I expect them to grow to full size soon, so I was wondering if enemies could walk over these trees when trying to get closer to my soldiers.
This could be a little wierd question, but I want to know to avoid surprises :P
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Garath

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Re: Question about trees in channels
« Reply #1 on: December 19, 2013, 10:20:01 am »

IIrc, trees don't have a floor on the level above them, so the answer would be no, I think. You could build a floor in the moat to prevent trees from growing as they do make things untidy
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Foxite

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Re: Question about trees in channels
« Reply #2 on: December 19, 2013, 10:28:50 am »

Ill do that, thanks.
(also really quick: can you remove saplings?)
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The best way to demonstrate it to him is take a save of 40 year old fortress with 150 dwarves in it on a good sized embark with a volcano that just breached the circus and install it on his gaming rig and watch it bring his rig to its knees.

Sirbug

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Re: Question about trees in channels
« Reply #3 on: December 19, 2013, 11:00:18 am »

Put a floor or road on the tile and then remove.

Or don't, if you don't need this patch of land to be soil.
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Garath

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Re: Question about trees in channels
« Reply #4 on: December 19, 2013, 11:08:17 am »

cheapest/easiest is to make a dirt road there. It's basically a dwarf going there and stomping on the ground for a bit. It's not a permanent solution, since dirt roads deteriorate back to regular soil after a while (faster in heavy traffic, iirc, but that shouldn't be a problem there)
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Walkaboutout

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Re: Question about trees in channels
« Reply #5 on: December 19, 2013, 05:52:12 pm »

cheapest/easiest is to make a dirt road there. It's basically a dwarf going there and stomping on the ground for a bit. It's not a permanent solution, since dirt roads deteriorate back to regular soil after a while (faster in heavy traffic, iirc, but that shouldn't be a problem there)

Not to derail the thread, but would a normal stone road be a good way to keep trees from growing in built aqueduct systems? I've been wondering how to keep trees out of my dwarven waterworks successfully (mud of course is always the issue when you have to drain things that have been floored over). It never occurred to me that the "clear stuff away" nature of roads might prevent growth of trees on them, even when muddy. But then, maybe not?
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Kirkegaard

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Re: Question about trees in channels
« Reply #6 on: December 19, 2013, 07:02:40 pm »

cheapest/easiest is to make a dirt road there. It's basically a dwarf going there and stomping on the ground for a bit. It's not a permanent solution, since dirt roads deteriorate back to regular soil after a while (faster in heavy traffic, iirc, but that shouldn't be a problem there)

Not to derail the thread, but would a normal stone road be a good way to keep trees from growing in built aqueduct systems? I've been wondering how to keep trees out of my dwarven waterworks successfully (mud of course is always the issue when you have to drain things that have been floored over). It never occurred to me that the "clear stuff away" nature of roads might prevent growth of trees on them, even when muddy. But then, maybe not?

Yes it would.
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Garath

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Re: Question about trees in channels
« Reply #7 on: December 20, 2013, 04:46:54 am »

Constructed floors, when muddy, also don't allow trees to grow. Roads take less materials (1/3rd compared to same size floors, rounded up), but require an architect to design it first
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Quietust

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Re: Question about trees in channels
« Reply #8 on: December 20, 2013, 12:36:08 pm »

The main difference between constructed floors and roads in this case is that while muddy constructed floors prevent plants from growing on them, roads allow them to grow but erase them every 500 frames and also reset the floor tiles underneath them to a random variant (if you hide all of the road's materials, you can see the ,.`' symbols change every few seconds) while preventing you from seeing the liquid depth (unless you hide the materials).
« Last Edit: December 20, 2013, 12:38:28 pm by Quietust »
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
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vanatteveldt

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Re: Question about trees in channels
« Reply #9 on: December 21, 2013, 11:15:26 am »

The main difference between constructed floors and roads in this case is that while muddy constructed floors prevent plants from growing on them, roads allow them to grow but erase them every 500 frames and also reset the floor tiles underneath them to a random variant (if you hide all of the road's materials, you can see the ,.`' symbols change every few seconds) while preventing you from seeing the liquid depth (unless you hide the materials).

But the real question is: how do you weaponise that difference? ;-)
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nanomage

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Re: Question about trees in channels
« Reply #10 on: December 23, 2013, 05:01:58 am »

I would like to add that there is a simple and cheaty way to prevent trees from growing in your channels that does not even require physical access by dwarves. If you place a stockpile in a tile then the trees will never be able to transform into their adult tile-blicking form, instead remaining forever as saplings under the stockpile.
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Deon

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Re: Question about trees in channels
« Reply #11 on: December 23, 2013, 09:09:16 am »

Yes! Mark your moat as refuse stockpile. Prevents miasma and trees.

Also dumping stuff into moat is dwarfy.
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Ivan Issaccs

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Re: Question about trees in channels
« Reply #12 on: December 23, 2013, 09:16:13 am »

Before you can invade the fort you must first cross the cesspit of bones, rotten flesh and vermin that they use instead of water for their moat!

But yes, they can use trees to cross a channel and the fastest way to prevent plant growth is to set a custom stockpile over the tiles in question.
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WhimsyWink

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Re: Question about trees in channels
« Reply #13 on: December 23, 2013, 01:15:39 pm »


Not to derail the thread, but would a normal stone road be a good way to keep trees from growing in built aqueduct systems? I've been wondering how to keep trees out of my dwarven waterworks successfully (mud of course is always the issue when you have to drain things that have been floored over). It never occurred to me that the "clear stuff away" nature of roads might prevent growth of trees on them, even when muddy. But then, maybe not?

my aqueduct plans include a pump house that draws from a '2 deep' pool to keep mud out of the whole system
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Garath

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Re: Question about trees in channels
« Reply #14 on: December 23, 2013, 03:07:47 pm »

you can't really keep mud out. At any time a tile gets water on it it generates mud, some tiles just don't allow things growing on them. Wells and water zones should draw water from a source at least 2 tiles deep so the water people take from them in buckets isn't laced with mud. A screwpump destroys all contaminants.
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.