Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: grass, shrubs and trees rules  (Read 2591 times)

goron72

  • Bay Watcher
    • View Profile
Re: grass, shrubs and trees rules
« Reply #30 on: October 13, 2009, 10:44:23 pm »

Underground grows on muddied rock, remove the actual rock(stuff used for masonry) and leave the muddied tiles. Pain in the but dumping many hundreds of stone, but now underground tree farm(given underground river/pool). No soil for like 50 tiles. Solid rock underneath, shrubs also grow. Can post save of horribly designed fortress with it if you still doubt. Or a screenshot if that will suffice.
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: grass, shrubs and trees rules
« Reply #31 on: October 13, 2009, 10:58:24 pm »

Tower-caps and underground shrubs follow completely different rules when mud is involved - they can grow fine on floors with nothing but empty space underneath them for dozens of tiles. The rule of soil tiles underneath only applies for normal trees/shrubs and for dry underground soil (at least when there isn't mud nearby on the same Z-level).
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

UndergroundTree

  • Bay Watcher
    • View Profile
Re: grass, shrubs and trees rules
« Reply #32 on: October 14, 2009, 04:34:41 am »

The easiest way is to just test this.


Dig into z-level 1 soil where trees grow a lot in a bio (forest anyone?) Then dig a skylight out over the trees. Then do not dig under z-level 1 that the skylight shines on.  above ground trees and shrubs should start growing (if your dorfs aren't pathing all over them and killing them that is)
Logged
Pages: 1 2 [3]