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Author Topic: Making sand  (Read 3908 times)

peridot

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Making sand
« on: December 24, 2013, 11:14:04 am »

I had to dig down to the magma sea to find magma. In fact, I hit semi-molten rock first. Which got me thinking: if you channel out the floor on top of SMR, you get a "magma flow" tile. If you build over this and then remove the thing you built, you get a "random" floor type. So can I make some sand tiles right next to my magma glass furnace?

Apparently not. I can build and remove floor tiles, but after some time of doing this all I seem to get is sandy loam, furrowed sandy loam, or gabbro floors. Is there some layer or biome restriction on which floor type you get?

Incidentally, the first time you channel out the floor on top of unrevealed SMR you get magma flow over an unusable ramp. The second time (after you've built and removed a construction, so it's not magma flow any more) you get an unusable downward ramp. I'm not sure what to make of this. (I have read the page on using cave-ins to dig down through SMR.)
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Broken

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Re: Making sand
« Reply #1 on: December 24, 2013, 12:19:05 pm »

Apparently not. I can build and remove floor tiles, but after some time of doing this all I seem to get is sandy loam, furrowed sandy loam, or gabbro floors. Is there some layer or biome restriction on which floor type you get?

This. Is a random ,Biome viable tipe of floor. So you can use this to have sand next to magma in a desert, but not in biomes whithout sand.
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In a hole in the ground there lived a dwarf. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a dwarf fortress, and that means magma.
Dwarf fortress: Tales of terror and inevitability

itg

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Re: Making sand
« Reply #2 on: December 24, 2013, 05:24:03 pm »

It's actually possible to create sand in the HFS by combining the SMR cave-in trick with the material duplication/slade mining trick. I'm like 85% sure this is biome-independent (and thus possible on virtually any embark), but my map has sand in the caverns, so there's still a chance the game was just pulling biome-appropriate soil when I did it.

There's also a very real possibility that using the material duplication trick with an "unusual" flooring material (for instance, some variety of soap) will produce a layer of sand. I know for a fact it's possible to create gemstone walls this way.

Quietust

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Re: Making sand
« Reply #3 on: December 26, 2013, 12:47:28 pm »

I'm like 85% sure this is biome-independent (and thus possible on virtually any embark), but my map has sand in the caverns, so there's still a chance the game was just pulling biome-appropriate soil when I did it.
Then you are 85% wrong - it is 100% guaranteed biome-specific, since that's how geology works in Dwarf Fortress.

Specifically, if you create any sort of "soil" tile within a Stone layer (generally a floor, but it can also be a wall if you trigger a cave-in), then it will choose the bottom-most soil layer material in the local biome; similarly, if you create a "stone" tile within a soil layer, it will choose the topmost stone layer in that biome. Though mountains and glaciers don't have any soil in them, their geology still defines soil layers (you just never see them due to erosion being modeled), so if the bottom-most one happens to be a sand material, that's what you get.

If, for some reason, your local geology happens to have zero soil layers (generally as a result of modding), then strange things happen (what's really happening is that when it fails to locate a soil layer, it instead randomly chooses an inorganic material, and it does that for each individual tile).
« Last Edit: December 26, 2013, 12:49:33 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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Button

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Re: Making sand
« Reply #4 on: December 30, 2013, 02:18:31 pm »

Cavern dirt seems to be random after you harvest a shrub or tree... at any rate, I've had single tiles of sand show up in caverns when I didn't have any sand in the embark. (If there's just moss, not a shrub or tree, it follows the rules Quietust gave).

So you could try flooding a largish area near your furnaces with water, and keep harvesting until you get sand and/or clay. Worth a try?
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4maskwolf

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Re: Making sand
« Reply #5 on: December 30, 2013, 02:26:53 pm »

I think that while your embark did not have sand, it was in a biome that supported sand, which was why it was able to do that.

itg

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Re: Making sand
« Reply #6 on: December 30, 2013, 05:13:58 pm »

I'm like 85% sure this is biome-independent (and thus possible on virtually any embark), but my map has sand in the caverns, so there's still a chance the game was just pulling biome-appropriate soil when I did it.
Then you are 85% wrong - it is 100% guaranteed biome-specific, since that's how geology works in Dwarf Fortress.

Specifically, if you create any sort of "soil" tile within a Stone layer (generally a floor, but it can also be a wall if you trigger a cave-in), then it will choose the bottom-most soil layer material in the local biome; similarly, if you create a "stone" tile within a soil layer, it will choose the topmost stone layer in that biome. Though mountains and glaciers don't have any soil in them, their geology still defines soil layers (you just never see them due to erosion being modeled), so if the bottom-most one happens to be a sand material, that's what you get.

If, for some reason, your local geology happens to have zero soil layers (generally as a result of modding), then strange things happen (what's really happening is that when it fails to locate a soil layer, it instead randomly chooses an inorganic material, and it does that for each individual tile).

Just did a quick test with a new fort and dfhack, and I confirmed you don't get sand if there's not sand in the biome. I had hoped the mechanics at work were similar to the mechanics that let you create gemstones by using wood or soap floors for the duplication trick.