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Editing 40d:Irrigation
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'''Irrigation''' is the process of making rocky ground suitable for [[farming]]. This is done by [[flood]]ing it with [[water]]; when the water evaporates, the tiles are labeled as "muddy". This is also called '''muddying''' the floor, as the dry floor tile is then a "muddy <type of stone> floor". Inside [[cave]]s, [[rock]] cavern floor tiles that are covered with water instantly become muddy tiles, which you can then build [[farm plot]]s on. | '''Irrigation''' is the process of making rocky ground suitable for [[farming]]. This is done by [[flood]]ing it with [[water]]; when the water evaporates, the tiles are labeled as "muddy". This is also called '''muddying''' the floor, as the dry floor tile is then a "muddy <type of stone> floor". Inside [[cave]]s, [[rock]] cavern floor tiles that are covered with water instantly become muddy tiles, which you can then build [[farm plot]]s on. | ||
− | + | There are many possible methods for getting the water onto (and then off of) the floor tiles. Dwarf Fortress uses reasonably-realistic water dynamics, including measures of [[water depth]]. A depth of 7 is full, depths of 1 will evaporate, leaving the stone wet and thus suitable for farming. Your goal in irrigation is to get a section of ground to be at least 1/7s, and then back to to all 1/7 so it will evaporate to muddy (as dwarfs will not build in water deeper than 1/7, often seeing it as "[[Dwarf cancels task: Dangerous terrain|dangerous terrain]]"). | |
− | + | [[Smooth]]ed floors that are muddied will remain smooth, however if/when [[shrub]]s or [[tower cap]]s grow, that tile will then revert to a rough stone floor tile. Constructed floors that have been muddied will not prevent the growth of shrubs or tower caps. | |
− | + | == Dryland Farming: farming without irrigation == | |
− | + | Some locations have layers of [[soil]] a few z-levels thick. It is not necessary to irrigate soil in order to grow crops on it; it is possible to build a farm plot directly on any soil tiles, although the dwarven crops such as [[plump helmet]]s can only be grown in a [[subterranean]] plot. Likewise, a farm plot built on any tile marked [[Tile_attributes|Above Ground]] can be used to grow outdoor crops such as [[whip vine]]. This method obviates the need for irrigation entirely, so is recommended for newbies. | |
− | + | NOTE: Sand is a type of soil in Dwarf Fortress, so you can build farm plots on sand. | |
− | + | == Easy Irrigation == | |
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# {{K|d}}ig from the [[farm plot]] to any source of water, but keep a single tile of [[wall]] between the newbuilt passage and the water. | # {{K|d}}ig from the [[farm plot]] to any source of water, but keep a single tile of [[wall]] between the newbuilt passage and the water. | ||
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# Enjoy your newly irrigated land. | # Enjoy your newly irrigated land. | ||
− | + | == Reservoir Irrigation == | |
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The reservoir method involves building a small reservoir between two [[floodgate|floodgates]] and a farming chamber about 7 times as large as the reservoir. A reservoir of 12 tiles, for instance, can water a 70 tile chamber effectively. Water is let into the reservoir by lowering, then raising one floodgate. The other floodgate then releases the water into the farming chamber. It spreads around, then evaporates after becoming 1 deep. | The reservoir method involves building a small reservoir between two [[floodgate|floodgates]] and a farming chamber about 7 times as large as the reservoir. A reservoir of 12 tiles, for instance, can water a 70 tile chamber effectively. Water is let into the reservoir by lowering, then raising one floodgate. The other floodgate then releases the water into the farming chamber. It spreads around, then evaporates after becoming 1 deep. | ||
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It is possible to achieve the same result using a natural pond as the water reservoir. Doing so is easier in the short term but it is not advised if you want to keep replenishing your reservoir for other uses, such as [[well]](s), for natural ponds have a very finite amount of water available. On particular maps, natural ponds can replenish themselves at the beginning of each spring. | It is possible to achieve the same result using a natural pond as the water reservoir. Doing so is easier in the short term but it is not advised if you want to keep replenishing your reservoir for other uses, such as [[well]](s), for natural ponds have a very finite amount of water available. On particular maps, natural ponds can replenish themselves at the beginning of each spring. | ||
− | + | === Worked Example === | |
To create this irrigation system, you need: [[Image:Tree_farm.png|right]] <!-- GreyMario sez: Had to play around with the placement for this image. This looks like the best spot for it, as it doesn't interrupt the Wood FAQ. --> <!-- Fastjack's comment: You got a problem with this system after cave-ins are reinstated --> <!-- GreyMario: Oh, right. Okay. It won't be too hard to modify that design, though. Water can flow through supports IIRC. --> | To create this irrigation system, you need: [[Image:Tree_farm.png|right]] <!-- GreyMario sez: Had to play around with the placement for this image. This looks like the best spot for it, as it doesn't interrupt the Wood FAQ. --> <!-- Fastjack's comment: You got a problem with this system after cave-ins are reinstated --> <!-- GreyMario: Oh, right. Okay. It won't be too hard to modify that design, though. Water can flow through supports IIRC. --> | ||
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When you do breach the water source, immediately forbid the first door your miner runs through (see, this is why we use doors), which should be the door closest to the water source. Don't bother forbidding the other two. Link all three doors to three separate [[lever|levers]] and test the system. Close the door between the filling chamber and main farm area and open the door that leads to the water source. When the filling chamber is full, close the door to the water source, close the door leading to the farm, and open the door between the [[farm]] and filling chamber. The water should spread out and coat the entire farm in a thin layer of water. At this time, plant your farms and begin the wait until they yield products. | When you do breach the water source, immediately forbid the first door your miner runs through (see, this is why we use doors), which should be the door closest to the water source. Don't bother forbidding the other two. Link all three doors to three separate [[lever|levers]] and test the system. Close the door between the filling chamber and main farm area and open the door that leads to the water source. When the filling chamber is full, close the door to the water source, close the door leading to the farm, and open the door between the [[farm]] and filling chamber. The water should spread out and coat the entire farm in a thin layer of water. At this time, plant your farms and begin the wait until they yield products. | ||
− | == | + | == Pond Irrigation == |
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− | NOTE: | + | Dig a ramp down from a tunnel, preferably near a well or other water source, and dig a farm room next to the ramp on the lower level. Create a [[zone]] above the ramp, and make it a pond. Your dwarves will attempt to fill it with water carried in buckets. As they dump water in, it will muddy the farm room floor. After it has been sufficiently muddied, disable or remove the pond zone until you need to irrigate it again. Dwarves can build farm plots in 1 unit deep water. |
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+ | NOTE: Even though it works, this is probably the slowest way to irrigate a room since dwarves only carry 1 unit of water per trip. It's especially slow if you don't have more than one or two idle dwarves and buckets, or if the water source is far away. It also probably wouldn't work very well on larger farm areas. It works great with constructed staircases for creating outdoor farm plots where there's an occasional stone in the ground though. | ||
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+ | NOTE: Digging a ramp or channel down from the surface will mark the tile below Outside. This means that cave plants will not grow there. | ||
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+ | == Pump Irrigation == | ||
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+ | If you have access to [[wood]], [[stone]] floors can be irrigated conveniently from a water source on the level below, by use of a [[screw pump]]. Simply dig a channel to access the water on z-1, install a [[Screw Pump]] and set to Start Pump Manually ({{k|Enter}}). Any dwarf with the 'Pump Operating' duty active will quickly pump enough water to irrigate a large area (so rapidly that irrigating other rooms becomes a concern!). This can be improved by installing a second pump to draw water out of the room, allowing you to rapidly drain the room in the event of over-filling. | ||
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+ | == Wave Irrigation == | ||
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+ | Although seawater is unfit for carrying to your farm in a bucket, areas muddied by seawater seem to be farmable. My favorite method of achieving this is building a farm room under a beach and making a hole in its roof, closable with a hatch, to let waves in. Also pumping water seems to desalinate it, so pumping it to your farming room seems to work fine. | ||
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+ | == Outdoor Irrigation == | ||
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+ | As of v0.28.181.40d, outdoor irrigation doesn't quite work. You can turn outdoor rock into mud, and you can build a farm plot on it, but the resulting plot won't allow ''any'' seeds to be planted in it. The specific message is "No seeds available for this location". An "outdoor" plot can be built on indoor soil by opening up the ceiling, and optionally flooring it over again, but this won't work on indoor mud. If the farm plot includes at least one soil/grass tile, this does not appear to happen. | ||
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+ | == Underground River Irrigation == | ||
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+ | Underground rivers are often what makes living in freezing climates possible, because they don't freeze over. Its very easy to tap one if you know what you're doing. Once you've located it, pick out a good spot for your farm room and dig it out. Make sure you're on the same level as the water; that is, where the actual water is located, not where the 'Open Space' is. Channel out one tile in the farm room and replace it with a floor hatch. Dig a narrow tunnel to the underground river and put a wall grate and a floodgate in it. Link the floodgate and hatch to seperate levers. Dig one level down and dig a drainage shaft from the tile below the hatch to the point where the river 'drops'; you'll see a 5x5 area of 'Open Space'. When your ready, dig a small tunnel and channel out the floor so you breach the river below and send it into your grate and floodgate. Open the floodgate to water your crops, close it when you're done and open the hatch to drain. | ||
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+ | NOTE: The grate is necessary to filter out nasty creatures that might otherwise come in with the water. | ||
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+ | == De-Irrigation == | ||
− | + | On soil, building a wall and then removing it results in furrowed soil. However, on mud, the process results in rough but dry rock. This may be a bug in v0.28.181.40d, however. | |
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− | == Further Testing == | + | === Further Testing === |
− | The type of rock is changed (at least in v0.28.181.40d) - perhaps to that of the rock wall below? What if there is no rock wall below? | + | The type of rock is changed(at least in v0.28.181.40d) - perhaps to that of the rock wall below? What if there is no rock wall below? |
− | *it would seem this only affects the non-native stone of a layer, and changes it into the native stone, it definitely does not turn it into the rock type in the layer beneath if it is another non-native stone. (non-native means stone like orthoclase or | + | **it would seem this only affects the non-native stone of a layer, and changes it into the native stone, it definitely does not turn it into the rock type in the layer beneath if it is another non-native stone. (non-native means stone like orthoclase or microline) |
− | + | [[Category:Agriculture]] |