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Author Topic: Dead underground vegetation  (Read 670 times)

kzwix

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Dead underground vegetation
« on: March 05, 2011, 01:14:47 pm »

Hi,

I dug out a BIG area of underground clay, and used only a bit of it to get some farm plots.
The rest started growing mushroom-trees and bushes, much like what I could have found in the caverns (which are breached, but only through the ceiling, as I don't have, once again, a worthy military allowing me to confidently go deeper).

Well, most of the mushroom-saplings tend to end as "dead" saplings, instead of growing to full-fledged mushroom-trees which I could cut for wood. Does anyone know why this happens ? Is it because people passing over kill them ? Lack of water ? Too much light ? (no, I'm underground, no windows, no surface access nearby, nothing).

I'd like to understand the reason, so that I can avoid them dying if possible (it's a mountain map, and I'm not getting as much wood as I'd like to)


Thanks in anticipation for anyone sharing their SCIENCE with me :)
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Excedion

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Re: Dead underground vegetation
« Reply #1 on: March 05, 2011, 01:43:07 pm »

More than likely your dwarves are passing over them and trampling them. designate them as restricted traffic zones
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If adamantine is perfectly rigid, as shown by having 0 strain at fracture in the raw files, then the speed of sound in the metal approaches the speed of light. Adamantine musical instruments would produce ultrasonic vibrations, and cut off the fingers of the musician.

proxn_punkd

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Re: Dead underground vegetation
« Reply #2 on: March 05, 2011, 03:56:18 pm »

Or you might have dug out areas underneath them-- trees need deep soil to sink their roots into.
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Jelle

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Re: Dead underground vegetation
« Reply #3 on: March 05, 2011, 05:25:07 pm »

Definatly trampling. If you're deliberatly trying to grow trees try making it a low traffic zone.
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JmzLost

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Re: Dead underground vegetation
« Reply #4 on: March 05, 2011, 11:11:44 pm »

A large dead-end area with restricted traffic is best for tree farms.  Also, having a soil layer underneath, because trees need either deep soil or mud.  If saplings are sprouting then trees will grow, you just need to keep dwarfs and animals away from them.

JMZ
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Also, obviously, magma avalanches and tsunamis weren't exactly a contingency covered in the mission briefing.
I can assure you that Ardentdikes is not the first fortress to be flooded with magma. What's unusual is that we actually meant to flood it with magma.

Khift

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Re: Dead underground vegetation
« Reply #5 on: March 06, 2011, 12:15:22 am »

Or you might have dug out areas underneath them-- trees need deep soil to sink their roots into.
Is this a recent change? Wasn't the case in earlier builds. My experience was that trees could grow regardless of what is happening below the tile they're on top of.
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mareck

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Re: Dead underground vegetation
« Reply #6 on: March 06, 2011, 03:51:40 am »

Or you might have dug out areas underneath them-- trees need deep soil to sink their roots into.
Is this a recent change? Wasn't the case in earlier builds. My experience was that trees could grow regardless of what is happening below the tile they're on top of.
Never heard of the deep soil factor. Testing it right now.
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