v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d:Irrigation
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{ | + | {{quality|Unrated}}{{av}} |
− | {{av}} | ||
'''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. | ||
Line 7: | Line 6: | ||
There are several 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 1/7s, so it will evaporate to muddy. Usually it can't be avoided that part of the section will be flooded with higher levels, but water will disperse and eventually evaporate. If the water level gets too high and no 1/7 tiles exist (or not for long, replaced by shifting 2/7 tiles), the water will not evaporate. | There are several 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 1/7s, so it will evaporate to muddy. Usually it can't be avoided that part of the section will be flooded with higher levels, but water will disperse and eventually evaporate. If the water level gets too high and no 1/7 tiles exist (or not for long, replaced by shifting 2/7 tiles), the water will not evaporate. | ||
− | [[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. | + | [[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. |
− | |||
− | |||
==Indoor/Underground Irrigation == | ==Indoor/Underground Irrigation == | ||
Line 133: | Line 130: | ||
=== Underground River Irrigation === | === Underground River Irrigation === | ||
− | 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 | + | 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 you are 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. |
NOTE: The grate is necessary to filter out nasty creatures that might otherwise come in with the water. Keep in mind that a wall grate can be destroyed by a swimming building destroyer, so you may want to keep the floodgate in front of it closed when water is not needed. | NOTE: The grate is necessary to filter out nasty creatures that might otherwise come in with the water. Keep in mind that a wall grate can be destroyed by a swimming building destroyer, so you may want to keep the floodgate in front of it closed when water is not needed. |