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Difference between revisions of "v0.31:Irrigation"

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(Added elf rating for real this time.)
(Replaced link style with {{L|Urist}} and fixed some spelling errors)
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{{elven}}
 
{{elven}}
  
Irrigation is is the process of adding water to an undergound or rock tile so that it can be [[farm plot|farmed]]. This is done by flooding the tile with [[water]]. Any amount of water will suffice but the less water, the better- farms cannot be built on any square containing water of [[water depth|2/7 or deeper]]. Tiles of depth 2/7 will flow into nearby tiles until the area is 1/7 if possible so this is only an issue if deep water is placed in an enclosed area.
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Irrigation is is the process of adding water to an underground or rock tile so that it can be {{L|farm plot|farmed}}. This is done by flooding the tile with {{L|water}}. Any amount of water will suffice but the less water, the better- farms cannot be built on any square containing water of {{L|water depth|2/7 or deeper}}. Tiles of depth 2/7 will flow into nearby tiles until the area is 1/7 if possible so this is only an issue if deep water is placed in an enclosed area.
  
Once the water has evaporated or been allowed to flow away, the tile will remain muddied unless a [[construction]] is built over it. Viewing the tile will cause it do display 'a pile of mud' or 'a dusting of mud' in its contents.
+
Once the water has evaporated or been allowed to flow away, the tile will remain muddied unless a {{L|construction}} is built over it. Viewing the tile will cause it do display 'a pile of mud' or 'a dusting of mud' in its contents.
  
Farms can be built on unsuitable ground but doing so will display a warning message. If even one square of the farm is unirrigated, it will be unusable.
+
Farms can be built on unsuitable ground but doing so will display a warning message. If even a single square of the farm is not irrigated, it will be unusable.
  
[[Magma]], for obvious reasons, cannot be used to irrigate but can cause [[fun]].
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{{L|Magma}}, for obvious reasons, cannot be used to irrigate but can cause {{L|fun}}.
  
  
 
== Early Irrigation ==
 
== Early Irrigation ==
  
With the change to DF2010 and all underground tiles requiring irrigation, being able to irrigate with as little investment in workshops and mechanisms as possible is useful. While it is possible to [[gather plants]] and [[brew]] them for alcohol; or even farm in above ground soil with the gathered seeds, underground farming is a much more reliable (and dwarvern) way to gather [[food]] and [[alcohol]].
+
With the change to DF2010 and all underground tiles requiring irrigation, being able to irrigate with as little investment in workshops and mechanisms as possible is useful. While it is possible to {{L|gather plants}} and {{L|brew}} them for alcohol; or even farm in above ground soil with the gathered seeds, underground farming is a much more reliable (and dwarvern) way to gather {{L|food}} and {{L|alcohol}}.
  
The biggest obstacle to early irrigation is the time required to build mechanisms (which cannot be taken when [[embark|embarking]] and the time required to set them up. They can also be daunting to newer players and mistakes can result in floods or famine- common sources of [[fun]]. The methods below are designed to work without mechanisms.
+
The biggest obstacle to early irrigation is the time required to build mechanisms (which cannot be taken when {{L|embark|embarking}} and the time required to set them up. They can also be daunting to newer players and mistakes can result in floods or famine- common sources of {{L|fun}}. The methods below are designed to work without mechanisms.
  
 
===Murky Pools===
 
===Murky Pools===
  
Most areas contain [[murky pool|murky pools]], which provide one of the quickest, simplest methods of starting a farm. Draining them over an area where they will be at 1/7 will cause them to evaporate, leaving a muddy area.
+
Most areas contain {{L|murky pool|murky pools}}, which provide one of the quickest, simplest methods of starting a farm. Draining them over an area where they will be at 1/7 will cause them to evaporate, leaving a muddy area.
  
 
This is done by finding a small pool -while any finite water source works, the farm will end up being six times the size of it- that is preferably near your fortress's entrance. Distance is an issue as dwarves will often walk between the two. Next, choose an area adjacent to the pool exactly 6 times the size of it, on the same level as the water (ie one level down) for your farm. This area must include the tile(s) that you will dig through so the water can flow in.
 
This is done by finding a small pool -while any finite water source works, the farm will end up being six times the size of it- that is preferably near your fortress's entrance. Distance is an issue as dwarves will often walk between the two. Next, choose an area adjacent to the pool exactly 6 times the size of it, on the same level as the water (ie one level down) for your farm. This area must include the tile(s) that you will dig through so the water can flow in.
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:* If the dug area is too large, some tiles will be left unmuddied. While muddying these squares is a lot of trouble and arguably not worth it, these tiles are perfect for seed stockpiles.
 
:* If the dug area is too large, some tiles will be left unmuddied. While muddying these squares is a lot of trouble and arguably not worth it, these tiles are perfect for seed stockpiles.
:* If the dug area is too small, there will be at least one tile of 2/7 depth. Until some of the water [[evaporation|evaporates]] (which will still happen, albeit slower, in the 1/7 tiles), you won't be able to farm it. However, unless you've drastically miscalculated, dwarves will be able to wade through the water and dig more tiles to expand the farm to the correct size.
+
:* If the dug area is too small, there will be at least one tile of 2/7 depth. Until some of the water {{L|evaporation|evaporates}} (which will still happen, albeit slower, in the 1/7 tiles), you won't be able to farm it. However, unless you've drastically miscalculated, dwarves will be able to wade through the water and dig more tiles to expand the farm to the correct size.
  
 
===Buckets===
 
===Buckets===
  
If you have access to a large source of water such as a [[brook]] or [[river]], it is possible to irrigate an area with buckets.  
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If you have access to a large source of water such as a {{L|brook}} or {{L|river}}, it is possible to irrigate an area with buckets.  
  
To do this, find a subteranean area where you plan to locate your farm and channel the entire area. Remove all the ramps and add stairs/a ramp to access it. Since the farm will be built one level below this, make sure there is nothing below this area.
+
To do this, find a subterranean area where you plan to locate your farm and channel the entire area. Remove all the ramps and add stairs/a ramp to access it. Since the farm will be built one level below this, make sure there is nothing below this area.
  
[[Designate]] the area directly above the farm as a [[pond]]. Dwarves will begin carrying buckets of water from the nearest source to fill it. Keep an eye on the pond and, as soon as the entire area is filled to 1/7, remove the designation immediately. Now that the area is irrigated, place your farm.
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{{L|designation|designate}} the area directly above the farm as a {{L|pond}}. Dwarves will begin carrying buckets of water from the nearest source to fill it. Keep an eye on the pond and, as soon as the entire area is filled to 1/7, remove the designation immediately. Now that the area is irrigated, place your farm.
  
 
If you accidentally add too much water, you can wait for some of the water to evaporate or dig some surrounding tiles to expand the farm until the water is all at 1/7.
 
If you accidentally add too much water, you can wait for some of the water to evaporate or dig some surrounding tiles to expand the farm until the water is all at 1/7.

Revision as of 02:39, 13 April 2010

This article is about an older version of DF.

Template:Elven

Irrigation is is the process of adding water to an underground or rock tile so that it can be Template:L. This is done by flooding the tile with Template:L. Any amount of water will suffice but the less water, the better- farms cannot be built on any square containing water of Template:L. Tiles of depth 2/7 will flow into nearby tiles until the area is 1/7 if possible so this is only an issue if deep water is placed in an enclosed area.

Once the water has evaporated or been allowed to flow away, the tile will remain muddied unless a Template:L is built over it. Viewing the tile will cause it do display 'a pile of mud' or 'a dusting of mud' in its contents.

Farms can be built on unsuitable ground but doing so will display a warning message. If even a single square of the farm is not irrigated, it will be unusable.

Template:L, for obvious reasons, cannot be used to irrigate but can cause Template:L.


Early Irrigation

With the change to DF2010 and all underground tiles requiring irrigation, being able to irrigate with as little investment in workshops and mechanisms as possible is useful. While it is possible to Template:L and Template:L them for alcohol; or even farm in above ground soil with the gathered seeds, underground farming is a much more reliable (and dwarvern) way to gather Template:L and Template:L.

The biggest obstacle to early irrigation is the time required to build mechanisms (which cannot be taken when Template:L and the time required to set them up. They can also be daunting to newer players and mistakes can result in floods or famine- common sources of Template:L. The methods below are designed to work without mechanisms.

Murky Pools

Most areas contain Template:L, which provide one of the quickest, simplest methods of starting a farm. Draining them over an area where they will be at 1/7 will cause them to evaporate, leaving a muddy area.

This is done by finding a small pool -while any finite water source works, the farm will end up being six times the size of it- that is preferably near your fortress's entrance. Distance is an issue as dwarves will often walk between the two. Next, choose an area adjacent to the pool exactly 6 times the size of it, on the same level as the water (ie one level down) for your farm. This area must include the tile(s) that you will dig through so the water can flow in.

Once you have chosen the site of your future farm, dig a ramp or stairs next to it so it can be accessed, then dig out that area leaving the tiles adjacent to the pool until last. Once you dig into those tiles, the pool will flow into the area and fill each square to 1/7 depth. You can build farms immediately on the 1/7 water without waiting for it to evaporate.

If you miscalculate the area, there are two possible outcomes, both easily solvable-

  • If the dug area is too large, some tiles will be left unmuddied. While muddying these squares is a lot of trouble and arguably not worth it, these tiles are perfect for seed stockpiles.
  • If the dug area is too small, there will be at least one tile of 2/7 depth. Until some of the water Template:L (which will still happen, albeit slower, in the 1/7 tiles), you won't be able to farm it. However, unless you've drastically miscalculated, dwarves will be able to wade through the water and dig more tiles to expand the farm to the correct size.

Buckets

If you have access to a large source of water such as a Template:L or Template:L, it is possible to irrigate an area with buckets.

To do this, find a subterranean area where you plan to locate your farm and channel the entire area. Remove all the ramps and add stairs/a ramp to access it. Since the farm will be built one level below this, make sure there is nothing below this area.

Template:L the area directly above the farm as a Template:L. Dwarves will begin carrying buckets of water from the nearest source to fill it. Keep an eye on the pond and, as soon as the entire area is filled to 1/7, remove the designation immediately. Now that the area is irrigated, place your farm.

If you accidentally add too much water, you can wait for some of the water to evaporate or dig some surrounding tiles to expand the farm until the water is all at 1/7.