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Author Topic: Tree farm question  (Read 3044 times)

Girlinhat

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Re: Tree farm question
« Reply #15 on: March 21, 2011, 09:05:28 pm »

I was planning a smaller "elf tree" with captured elves as berries and blood-thorn making up the tree, but the branches were annoying to make and that fort got wiped when .21 came along.  I look forward to your dastardly tree!

Urist Imiknorris

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Re: Tree farm question
« Reply #16 on: March 21, 2011, 09:08:52 pm »

A giant constructed tree with hanging rings of underground wood and menacing with leaves of green glass?

Yup, 100+z tree with full root and branch systems. I'll throw a post for it up when I have the basic root system constructed.

I wanted to do that a while ago too. I was thinking about making it out of ashes though.
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Bomepie

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Re: Tree farm question
« Reply #17 on: March 21, 2011, 10:25:31 pm »

I wonder if you can mod tree growth speed like you can mod animal growth speed.

I redid my estimates for materials, and I believe my giant tree will take around 60-70k wood.
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Urist Imiknorris

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Re: Tree farm question
« Reply #18 on: March 21, 2011, 10:26:27 pm »

Time to mod in a reaction.
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ral

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Re: Tree farm question
« Reply #19 on: March 22, 2011, 12:23:31 am »

"This was once 68352 beautiful trees, but now it is but a crude bauble fit only for your kind."

Please tell me you plan to light this on fire.

ahonek

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Re: Tree farm question
« Reply #20 on: March 22, 2011, 07:56:51 am »

Time to mod in a reaction.

This might be a better solution. I'm not super-experienced with modding, but you could probably have a reaction to turn cloth, stone, bones, clay, etc into wood. Clay in particular might be a good one, so you don't have to dig, even one clay tile will easily provide you with 70k wood.
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malimbar04

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Re: Tree farm question
« Reply #21 on: March 22, 2011, 08:03:56 am »

Without digging whole underground layers, you can only try to make your current surface area more efficient.
- Be sure to flood the area in order to use every available tile (to cover rocks and such). Small areas can be done with buckets, a staircase, and a few upper floor tiles that are then removed.
- Be sure to remove shrub growth with plant gathering
- any un-gatherable shrubs should be promptly stamped into the ground. Use single-tile meeting areas for this.
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Urist McGyver

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Re: Tree farm question
« Reply #22 on: March 22, 2011, 08:18:34 am »

[REACTION:FREE_WOOD]
[NAME:create wood]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:20000:WOOD:NO_SUBTYPE:PLANT_MAT:NETHER_CAP:WOOD][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

20.000 wood. Stand ready for FPS major hit!(with possible crash)
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Sarudak

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Re: Tree farm question
« Reply #23 on: March 22, 2011, 12:19:37 pm »

I had an idea previously to make a fortress based around a spiral staircase with 'habitat rings' supplying all the food and wood. Basically it would involve digging out huge circles with floor hatches linked to a lever and each level on top of the other. I would flood a whole level turn off the water and then drop the water down to the next level and so on. I realized I would lose 1/7 water for each level so a better method might be to flood two levels. Also this can continue down as far as you like and can always be expanded later. But I never got around to it... Lol
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thegoatgod_pan

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Re: Tree farm question
« Reply #24 on: March 22, 2011, 01:50:39 pm »

In my experience trees don't just grow quicker on wet tiles, but tiles which are constantly getting wet, then dry, then wet again.  I first noted this when a forgotten beast made of fire kept emptying a lake in the caverns, and then before it refilled, sprouts would appear and eventually turn into trees.

What I use is I carve a large, semi-round area, in soil, near a water source (aquifier is best, lake will do) often with winding two tile passages to hold statues, then comes the crucial step: BACKWARDS PUMPS

A pump filling an already full reservoir but still pumping from a source that has water produces a continuous trickle backwards (which may cause flat out flooding,  buyer beware), and this trickle is mostly mist, incidentally making your future tree farm a great statue garden along the way.  All soil in the chamber (with some well placed doors), should constantly be either at 1/7 (at most 2/7) or just muddy, and with in two seasons you should start seeing your mushroom forest bloom.
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Girlinhat

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Re: Tree farm question
« Reply #25 on: March 22, 2011, 01:56:49 pm »

What about the old repeater setup, with a river flow and pressure-plated floodgates.  This can be used to keep water at 2/7 pretty well, when hooked up right.  Does it help to submerge and un-submerge a tile, or does it help to leave it underwater?  One is more complicated than the other.

Hyndis

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Re: Tree farm question
« Reply #26 on: March 22, 2011, 02:00:10 pm »

Example tree farm:

http://mkv25.net/dfma/poi-25982-treefarm

I just used dwarf powered pumps to fill up the room until it was full. Once the room was adequately soaked I pulled the plug, which was a floor hatch linked to a lever. Simple but highly effective.
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Girlinhat

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Re: Tree farm question
« Reply #27 on: March 22, 2011, 02:05:36 pm »

How'd you stop shrubs from growing?

Urist McGyver

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Re: Tree farm question
« Reply #28 on: March 22, 2011, 02:42:40 pm »

How'd you stop shrubs from growing?
There's the other type of road. I forgot the name. Its not paved.

EDIT: Dirt roads.
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It's treated as completely normal because this is Dwarf Fortress.  There's absolutely nothing wrong with surrounding yourself with a wall of flames, only to later realize that you're surrounded by a wall of flames.
There's nothing that can't be solved by hurling fifteen roc birds at it.

Girlinhat

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Re: Tree farm question
« Reply #29 on: March 22, 2011, 02:46:58 pm »

Don't they grow through dirt roads over time?  I know trees will, which is the point, but won't shrubs grow on dirt roads?  And didn't you need to make dirt roads BEFORE flooding?  I seem to recall that dirt roads destroy mud.  Not to mention, this is only a good plan if you plan on converting a whole cavern layer.  It doesn't work if you've mined out stone, because you can't place a dirt road on stone.
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