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Editing 40d:Irrigation

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{{Quality|Exceptional|20:28, 30 April 2013 (UTC)}}
 
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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.   
  
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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. If the floor was engraved, this will also destroy the engraving, resulting in an unhappy thought if it was a masterwork (and a message about "the impertinent vegetation" having defaced a work of art).
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[[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.
  
On the other hand, constructed floors that have been muddied will '''not''' allow the growth of shrubs and tower-caps.
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== Dryland Farming: farming without irrigation ==
  
==Indoor/Underground Irrigation ==
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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.
  
=== Dryland Farming: farming without irrigation ===
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(* Note: ''Any'' type of [[soil]] is the same for this purpose in Dwarf Fortress, so you can build farm plots on sand, mud, ooze, clay, whatever.)
Some locations have layers of [[soil]]* more than one z-levels thick. It is not necessary to irrigate soil in order to grow crops on soil; it is possible to build a farm plot for the dwarven crops such as [[plump helmet]]s directly on any underground soil tiles. This method obviates the need for irrigation entirely, so is recommended for beginners.
 
  
(* Note: ''Any'' type of [[soil]] is the same for this purpose in Dwarf Fortress, so you can build farm plots on sand, mud, clay, whatever.)
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Once the proper requirements are met, [[Tower cap]]s will grow on any unimproved (i.e., non-irrigated, non-farm plot) underground soil, but very sparsely - irrigating is always recommended for tower cap farms.  
  
Once an underground river is discovered, [[Tower-cap]]s and bushes will ''also'' grow on any unimproved (i.e., non-irrigated, non-farm plot) underground soil. Irrigating is recommended for improving tower-cap farms.
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== Pump Irrigation ==
  
=== Pump Irrigation ===
 
 
[[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 pump and set to Start Pump Manually ({{k|q}} + {{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, or by other creative designs.  
 
[[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 pump and set to Start Pump Manually ({{k|q}} + {{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, or by other creative designs.  
  
=== Pond Irrigation ===
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== Wave Irrigation ==
Dig a channel tile down from a tunnel, preferably near a well or other water source, and dig a farm room below (and preferably around) the channel tile on the lower level. Create a [[zone]] on the channel tile above, and make it a pond. Your dwarves will automatically attempt to fill it with water carried in buckets. As they dump water in, it will muddy the floor on the lower level, spreading out to surrounding tiles once the second bucket load drops. After it has been sufficiently muddied, disable or remove the pond zone. Since dwarves can build farm plots in 1 unit deep water, you can place your plot right away once all desired tiles are covered.
 
  
Due to the low demand in infrastructure, items and water management, this is one of the fastest and the safest way to irrigate a floor. Dwarves carry 1/7 unit of water per trip. It's slower if the water source is far away, but still very manageable compared to digging an aqueduct and building floodgates or even pumps.
 
 
If you need to irrigate a larger area, larger than 3x3 - depending on distance to the water source - you may need to dig several channel tiles. The method also works great with constructed staircases for creating outdoor farm plots where there's an occasional stone in the ground.
 
 
NOTE: Digging a ramp or channel down from the surface will label the tile below as "Outside". This means that underground plants will not grow there.
 
 
=== Wave Irrigation ===
 
 
Although seawater is unfit for carrying to your farm in a bucket, areas muddied by seawater seem to be farmable. One favored method of achieving this is building a farm room under a beach and making a hole in its roof, closeable with a hatch, to let waves in.  Alternately, water is desalinated by pumping, so pumping it to your farming room will work if the water does not pass through an aquifer.
 
Although seawater is unfit for carrying to your farm in a bucket, areas muddied by seawater seem to be farmable. One favored method of achieving this is building a farm room under a beach and making a hole in its roof, closeable with a hatch, to let waves in.  Alternately, water is desalinated by pumping, so pumping it to your farming room will work if the water does not pass through an aquifer.
  
 
== Outdoor Irrigation ==
 
== Outdoor Irrigation ==
  
===Without Irrigation===
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Outdoor irrigation of rocky locations is possible using similar techniques, though you may have to construct walls to make water channels, pumps to get it out of rivers, and/or stairs up to pour water down on top of a pond zone. This will serve to make muddy tiles suitable for a farm plot; however, be warned -- in mountain [[biome|biomes]] (where you are most likely to feel the need to irrigate outdoors), no outdoor seeds will grow in rocky locations anyway. (The specific message is, "No seeds available for this location"). However, these techniques do work just fine for muddying individual rocky tiles breaking up your farm in a non-mountain [[biome]].
As above, a farm plot built on any soil tile marked [[Tile_attributes|Above Ground]] can be used to grow outdoor crops such as [[whip vine]] without irrigation.
 
 
 
===With Irrigation===
 
Outdoor irrigation of rocky locations is possible using similar techniques; you may have to construct walls to make water channels, pumps to get it out of rivers, and/or stairs up to pour water down on top of a pond zone. This will serve to make muddy tiles suitable for a farm plot; however, be warned -- in mountain [[biome|biomes]] (where you are most likely to feel the need to irrigate outdoors), no outdoor seeds will grow in rocky locations anyway. (The specific message is, "No seeds available for this location"). However, these techniques do work just fine for muddying individual rocky tiles breaking up your farm in a non-mountain [[biome]].
 
  
An "outdoor" plot can be built on indoor soil by opening up the ceiling, and optionally flooring it over again. Placing a floor above the plot will not prevent planting from occurring.
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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{{Verify}}. If the farm plot includes at least one soil/grass tile, this does not appear to happen.
  
 
== De-Irrigation ==
 
== De-Irrigation ==
Muddy stone can be cleaned by building furniture (such as a [[bed]] or [[statue]]) or a paved [[road]] on top of it. Muddy soil can also be cleaned up by building a dirt road on top of it.
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Muddy soil can be cleaned up by building a dirt [[road]] on top of it. Muddy stone can be cleaned by building furniture (such as a [[bed]] or [[statue]]) or a paved road on top of it.
  
 
==Design Examples==
 
==Design Examples==
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===Easier, safer irrigation===
 
===Easier, safer irrigation===
  
Here's a relatively safe and simple irrigation plan.  As shown it's set up for an underground [[tower-cap]] farm, but can easily be adapted to any level, surface or deep underground.   
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Here's a relatively safe and simple irrigation plan.  As shown it's set up for an underground [[tower cap]] farm, but can easily be adapted to any level, surface or deep underground.   
  
 
This is a passive system - it's never connected to the river, so it won't do anything unless manned by a dwarf, and it doesn't need any levers or floodgates to work - or to ''stop'' working.  Unless you forget about it, no [[flood]]ing should occur - and even if you do and it does, it's foolproof to stop.
 
This is a passive system - it's never connected to the river, so it won't do anything unless manned by a dwarf, and it doesn't need any levers or floodgates to work - or to ''stop'' working.  Unless you forget about it, no [[flood]]ing should occur - and even if you do and it does, it's foolproof to stop.
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         === = underground tunnel for water flow
 
         === = underground tunnel for water flow
  
:''(* This can work from a [[murky pool]], but that is not an infinite source of water.  Plan accordingly.)''
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:''(* This can work from a [[pool]], but that is not an infinite source of water.  Plan accordingly.)''
  
 
Order the pump to "start pump(ing) manually" ({{k|q}} + {{k|Enter}}), a dwarf will respond, the retaining wall will try to fill but will drain down, the tunnel will fill, and the water will start welling up out of the far end.
 
Order the pump to "start pump(ing) manually" ({{k|q}} + {{k|Enter}}), a dwarf will respond, the retaining wall will try to fill but will drain down, the tunnel will fill, and the water will start welling up out of the far end.
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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.
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=== Pond Irrigation ===
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Dig a channel tile down from a tunnel, preferably near a well or other water source, and dig a farm room below (and preferably around) the channel tile on the lower level. Create a [[zone]] on the channel tile above, and make it a pond. Your dwarves will automatically attempt to fill it with water carried in buckets. As they dump water in, it will muddy the floor on the lower level, spreading out to surrounding tiles once the second bucket load drops. After it has been sufficiently muddied, disable or remove the pond zone. Since dwarves can build farm plots in 1 unit deep water, you can place your plot right away once all desired tiles are covered.
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 +
Due to the low demand in infrastructure, items and water management, this is one of the fastest and the safest way to irrigate a floor. Dwarves carry 1/7 unit of water per trip. It's slower if the water source is far away, but still very manageable compared to digging an aquaeduct and building floodgates or even pumps.
 +
 +
If you need to irrigate a larger area, larger than 3x3 - depending on distance to the water source - you may need to dig several channel tiles. The method also works great with constructed staircases for creating outdoor farm plots where there's an occasional stone in the ground.
 +
 +
NOTE: Digging a ramp or channel down from the surface will label the tile below as "Outside". This means that underground plants will not grow there.
  
 
=== 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 separate 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.
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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' isChannel 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.
  
 
An easier method is to find a location where the cave river falls for more than three z levels and simply build a screw pump to suck the falling water from midair.  
 
An easier method is to find a location where the cave river falls for more than three z levels and simply build a screw pump to suck the falling water from midair.  
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*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 microcline)
 
*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 microcline)
  
{{Category|Agriculture}}
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[[Category:Agriculture]]

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