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Editing v0.31:Irrigation

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Irrigation is the process of adding water to a rock tile so that it can be [[farm plot|farmed]] (before version 0.31.19 this included all underground tiles, not just rock tiles). 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. Once the water has evaporated or been allowed to flow away, the tile will remain [[mud]]died unless a [[construction]] is built over it. Viewing the tile will cause it to display 'a pile of mud', 'a small pile of mud', or 'a dusting of mud' in its contents.
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Irrigation 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.
  
As of version 0.31.19, where underground farm plots were allowed on unmuddied [[soil]], irrigation is only needed for [[biome]]s lacking soil (namely [[glacier]]s) and for making farm plots deep underground.
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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 to display 'a pile of mud', 'a small pile of mud', or 'a dusting of mud' in its contents.
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Farms must be built on muddy tiles. Farms cannot be built on underground tiles (rock or soil) unless those tiles have been muddied. This is not the case for above ground farming, where you can {{L|gather plants}} and {{L|Still|brew}} them for alcohol or even farm in above ground soil with the gathered seeds. But underground farming is a generally quicker, safer and more reliable (and dwarven) way to gain {{L|food}} and {{L|alcohol}}. Plus, you can only embark with seeds for underground crops. So, it is useful to know how to irrigate with as little investment in workshops and mechanisms as possible.
  
 
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.
 
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{{verify}}  but can cause {{L|fun}}.
  
  
 
== Easy Irrigation ==
 
== Easy Irrigation ==
  
One obstacle to early irrigation is the time required to build mechanisms (which cannot be taken when [[embark|embarking]] and take time to set 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.
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One obstacle to early irrigation is the time required to build mechanisms (which cannot be taken when {{L|embark|embarking}} and take time to set 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.
  
 
=== via Murky Pool===
 
=== via Murky Pool===
  
Most areas contain [[murky pool|murky pools]], which provide one of the quickest, simplest methods of starting a farm.  Digging out an area near a murky pool and draining the pool into it is an easy way to make the ground muddy and farmable.
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Most areas contain {{L|murky pool|murky pools}}, which provide one of the quickest, simplest methods of starting a farm.  Digging out an area near a murky pool and draining the pool into it is an easy way to make the ground muddy and farmable.
  
You should first locate a pool near where you wish to put the farm.  While any finite water source works, you need to drain the excess water somehow or allow it to [[evaporate]], so smaller pools are usually preferable. Once you find a good location, dig out the room and dig a tunnel that ends with only 1 tile between it and the pool. If you want to simply allow the water to evaporate after irrigation, the floorspace in the farm should be about 5 or 6 times that of the pool.  Otherwise, you can dig another room out underneath the farm via stairs placed on the opposite side from the pool to drain the water after irrigation.
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You should first locate a pool near where you wish to put the farm.  While any finite water source works, you need to drain the excess water somehow or allow it to [[evaporate]], so smaller pools are usually preferable. Once you find a good location, dig out the room and dig a tunnel that ends with only 1 tile between it and the pool. If you want to simply allow the water to evaporate after irrigation, the floorspace in the farm should about about 5 or 6 times that of the pool.  Otherwise, you can dig another room out underneath the farm via stairs placed on the opposite side from the pool to drain the water after irrigation.
  
 
Finally, channel out the one tile between the tunnel and the pool and the water will flow in.
 
Finally, channel out the one tile between the tunnel and the pool and the water will 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.
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:* 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.
  
 
=== via Buckets===
 
=== via Buckets===
  
It is possible to irrigate an area by carrying water in [[buckets]] from virtually any source, such as a [[brook]], a [[river]], or a good-sized [[murky pool]].
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It is possible to irrigate an area by carrying water in {{l|buckets}} from virtually any source, such as a {{L|brook}}, a {{L|river}}, or a good-sized {{L|murky pool}}.
  
 
To do this, select a subterranean area to locate your farms. You must then dig out two identical rooms, one above the other. The bottom room is where your farms will eventually be built, and the top room is where the actual filling will occur. Once you have dug out both rooms, you will need to channel out the floor of the upper room, making sure to leave a walkway around the perimeter.
 
To do this, select a subterranean area to locate your farms. You must then dig out two identical rooms, one above the other. The bottom room is where your farms will eventually be built, and the top room is where the actual filling will occur. Once you have dug out both rooms, you will need to channel out the floor of the upper room, making sure to leave a walkway around the perimeter.
  
Once you've dug the [[channel|channels]] in the upper room, you should have something like this:
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Once you've dug the {{L|channel|channels}} in the upper room, you should have something like this:
  
 
  Top Floor
 
  Top Floor
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  ++++
 
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(If you haven't [[Dig|dug]] the farm level by this point, you will have down ramps in your channeled tiles. Tunnel out the z-level below, as that is where your farms will be. Also note that if you carve the channels on the surface, the below farm will be listed as Above Ground, restricting certain crops.)
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(If you haven't {{L|Dig|dug}} the farm level by this point, you will have down ramps in your channeled tiles. Tunnel out the z-level below, as that is where your farms will be. Also note that if you carve the channels on the surface, the below farm will be listed as Above Ground, restricting certain crops.)
  
 
Try to think of it like this: dwarves won't fill a pond that they are standing in. Therefore, you must dig another room above the farm and channel out the floor, so they can pour water ''down'' into the room.
 
Try to think of it like this: dwarves won't fill a pond that they are standing in. Therefore, you must dig another room above the farm and channel out the floor, so they can pour water ''down'' into the room.
  
Next designate an [[activity zone]] over the channeled tiles on the upper room, and set it to [[pond|"pit/pond"]]. By default, the zone will be set as a pit.  To change it to a pond, press {{k|P}} then {{k|f}}. (note: that's a CAPITAL P and then f, it took me three months of playing to figure that out)
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Next designate an {{L|activity zone|activity zone}} over the channeled tiles on the upper room, and set it to {{L|pond|"pit/pond"}}. By default, the zone will be set as a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.
  
If you designate each channeled tile individually as its own pond, you can quickly muddy your planned farm tiles- as only one dwarf can fill a pond activity zone at a time. Another bonus of this method is that you can control the spread of the water very precisely (unlike all other forms of irrigation).  
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There is some debate over which tiles need to be zoned- whether the channeled tiles must be designated as the are to pour water into, or the walkway must be designated as the tiles water is to be poured from. To be safe, just include both.
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If you designate each channeled tile individually as its own pond, you can quickly muddy your planned farm tiles- as only one dwarf can fill a pond activity zone at a time- and you can also control the spread of the water more precisely.  
  
 
As each pond tile gets its first filling of water (bringing it to 1/7 depth), dezone that pond tile, leaving behind an exact match of mud on the floor below. This process creates "a dusting of mud" on the floor below, which is all that is needed to plant underground crops. Place your farm plots over just these muddied tiles.
 
As each pond tile gets its first filling of water (bringing it to 1/7 depth), dezone that pond tile, leaving behind an exact match of mud on the floor below. This process creates "a dusting of mud" on the floor below, which is all that is needed to plant underground crops. Place your farm plots over just these muddied tiles.
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Other ways of creating an upper irrigation gallery and a lower resulting farm level are possible, but this is left up to the fortress designers to experiment with. This is simply a guide for players just starting out.
 
Other ways of creating an upper irrigation gallery and a lower resulting farm level are possible, but this is left up to the fortress designers to experiment with. This is simply a guide for players just starting out.
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== Complex Irrigation ==
 
== Complex Irrigation ==
The following methods of irrigation take longer to build, but they are usually more reliable, look cooler and, of course, are more [[fun]].
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The following methods of irrigation take longer to build, but they are usually more reliable, look cooler and, of course, are more {{L|fun}}.
  
=== via Corkscrew Pump ===
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=== Irrigation via Corkscrew Pump ===
This method ranks somewhere between easy and complex irrigation as it's set up relatively quickly while not necessarily looking as cool as the complex method. It needs a [[pump]] and a river/brook in a chasm though. A lake will do well too.  
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This method ranks somewhere between easy and complex irrigation as it's set up relatively quickly while not necessarily looking as cool as the complex method. It needs a {{L|pump}} and a river/brook in a chasm though. A lake will do well too.  
  
 
You start by digging out a tunnel of one tile and a rectangular room near the river exactly one level above the river. The floor of the room has to be at the same level as the surface of the river. It doesn't have to be walled on the side of the river as you'll need some open space for the water to get out. If you have dug it farther away from the river, you should dig another tunnel from the room to the water source so that the pumped in water can get out.  
 
You start by digging out a tunnel of one tile and a rectangular room near the river exactly one level above the river. The floor of the room has to be at the same level as the surface of the river. It doesn't have to be walled on the side of the river as you'll need some open space for the water to get out. If you have dug it farther away from the river, you should dig another tunnel from the room to the water source so that the pumped in water can get out.  
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[[Image:Irrigation1.png‎|thumb|right|A reservoir system which provides enough water for 8 fields. Upper level]]
 
[[Image:Irrigation1.png‎|thumb|right|A reservoir system which provides enough water for 8 fields. Upper level]]
 
[[Image:Irrigation2.png‎|thumb|right|The irrigated bottom level.]]
 
[[Image:Irrigation2.png‎|thumb|right|The irrigated bottom level.]]
First you need a sufficient source of [[water]]. The best would be a [[brook]] or [[river]], but it is also possible to use a bigger murky pool (it depends on how many fields you want to irrigate).
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First you need a sufficient source of {{L|water}}. The best would be a {{L|brook}} or {{L|river}}, but it is also possible to use a bigger murky pool (it depends on how many fields you want to irrigate).
  
 
For every 7x7 farm plot you need
 
For every 7x7 farm plot you need
:* a [[floodgate]]
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:* a floodgate
:* a [[hatch cover]]
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:* a hatch cover
:* 4 [[mechanism]]s (for linking)
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:* 4 mechanisms (for linking)
:* a [[door]]
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:* a door
  
 
You also need
 
You also need
:* 2 Mechanisms for the [[lever]]s
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:* 2 Mechanisms for the levers
 
:* at least one additional door (if you have enough time to set up a wall or floodgate as well)
 
:* at least one additional door (if you have enough time to set up a wall or floodgate as well)
  
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{{Farming FAQ}}
 
{{Farming FAQ}}
{{Category|Agriculture}}
 
{{Category|Guides}}
 

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