Connect the Lumber Mill to your Water Wheel with Power Shafts to begin Plank production. Then you can build stairs and platforms to the bottom of a river, walk there freely, and block the entire breadth of the river with water wheels, thus giving water no choice but to go through them. Pump out water even during droughts. (Need at least 18 wheels to break even on 5 pumps providing sufficient flow to get 180+on following large wheels. The durations were irregular not 3 per day. Power generation can range from 0 to 400 hp, but Large Windmills won't generate power if the wind strength is less than 20% (which is 10% lower than the minimum wind strength for the Windmill). 5, 1, and 1. Water wheel (180 power) – This is placed on a river. The durations were irregular not 3 per day. The game considers all area within a certain number of squares of any open water as "has access to water" regardless of size. This is crazy, expected it to be lower. Additionally a levee costs 12 logs while wheels each cost 50. First: Make it a good length, it needs to produce more energy with its output than Beaver-wheels could. And side question, does the water height play into that as well? Seems like it's better to have the waterwheel above the water so only one tile 'height' of the water is passing through the wheel. I just think that would look very cool. The input is entirely worth the output as long as you don't half ass it. mikeydsc Aug 20 @ 2:39pm. 2) every block can hold 5 units of water, the diameter of the tunnel is 10 (2 width, 5 in height), idk where the last 3 water went to. You need a platform to put the the power rod onto. Yes! I haven't experimented very much yet, but it seems like a one-width gap will only consistently power water wheels that are in narrow rivers downstream. There's no great way to split this evenly, unfortunately. I get 3600 power, from 6 water dumps, 5 water pumps, and 10 haulers. If the wind was. 5 units of water per block behind that dam. #1. Transmit power using power shafts in water. I'm trying to figure out the best locations to place a water wheel. You can fit a large farm in the area thus watered (or a tree farm). Planted a carrot plant, waited a day - its growth progress was 33% - which gives 3 days growth time vs 4, meaning 133% growth speed. If the wind was. 30 Logs, 15 Planks. In my current game, my 2x2 water wheel setup was producing ~640-680hp, which was significantly more than the 500hp I'd get from my ten hamster wheels, freeing up a good 16% of my workforce for other jobs. The durations were irregular not 3 per day. The wheel needs two blocks of depth from the level at which the land supports are. In this episode of Timberborn Let's Play with the Folktails, we are able to complete a large waterfall water wheel project that provides a lot of power. Like, in my 1000 islands run, I was channeling ~35 cms of water through a 4 width channel, and that only worked because it was 2 deep. Power generation can range from 0 to 400 hp , but Large Windmills won't generate power if the wind strength is less than 20% (which is 10% lower than the minimum wind strength for the Windmill). (Image credit: Mechanistry) The aforementioned environmental events are one of the game's strongest ideas. When using many water wheels near other buildings, you should ensure no floods will occur in areas that matter. The best options are black the river with levees or flood gates to the size you want. You need a 2x5 block space free below the axel, and you need that space to be free of blocks for at least 2 spaces below the axel. But we'll discuss dams and power in a later sections. With variable HP output, waterwheels if placed well will be even more effective than before. 8% of the time the wind was at 0. The explosives factory and the terraforming station also create abilities to change the landscape by either removing or adding terrain. Zaloguj się Sklep Strona główna Kolejka odkryć Lista życzeń Sklep punktów Aktualności StatystykiI was curious to what extent building "extra" windmills would smooth out the irregular production. Timberborn - JOIN OUR COMMUNITYJoin our Discord server to share your feedback and discuss all things Timberborn. Otherwise, build another layer higher, including on the hills around the dam. ago. You can basically build depth markers across the. The starting drop is 2 tiles if that's necessary information btw. So, let's say you have 2 water wheels that provide 500 power during normal season, and you have industries that need 600 power to operate. See morepat Aug 13, 2022 @ 2:45am. Windmills have an. Dzwiedz24 Sep 19, 2021 @ 8:05am. Dimensions – 3×2, Height: 4. I'm trying to pick a spot to build it and I just can't decide where. Two new building the Compact Water Wheel and Large Water Wheel can be built by only the Iron Teeth faction. It generates Power from flowing Fluids. Renewable Energy: The Engine, while not completely useless, is highly inefficient, even in Experimental. (doesn't seem hard, the area is well chosen) 4. Ie. When I placed my first single-hole water dump to support a dry-area farm, I noticed that it created a circle of green around it. The generated power depends on the strength of the water flow. The large water wheel must be placed on a river with flowing water or it will not generate any power. Two new building the Compact Water Wheel and Large Water Wheel can be built by only the Iron Teeth faction. Basically you have X amount of water input to the map, generated by the water tiles. 로그인 상점 홈 탐색 대기열 찜 목록 포인트 상점 뉴스 통계Droughts and Aquatic farming/Water wheels. And hey, maybe we'll see more people with a dozen district maps in the future. 18. The generated power depends on the strength of the water flow. Wheel seems to observe CMS as the average along the wheel length, so a large water wheel measures along 5 tiles. Timberborn is now available in Early Access via Steam, GOG, and Epic Games Store. Iron teeth have amazing water management thanks to their 6 deep pump. A 20% discount is. It looks like you already know you can blow up some ground under the water, so get creative in manipulating the waterfall height. Why I decided to flood my entire district to make a fountain: When I was suggesting my friend to play Timberborn, he said it was only a game building a big dam and store enough water before drought and loop forever, So I decide to transform the entire mountain into a fountain (and spill water everywhere for fun). In the big update launched just this week, Timberborn's beavers got the power to make mechanical water pumps, big suckers designed to move large amounts of water vertically upwards. Just click on all applicable water sources and add up their strengths. However, testing confirmed that it didn’t matter whether the IT large water wheel was fully submerged or not. Add 40 logs for folktail for them to maintain their starting population versus the 10 logs needed for iron teeth. 14 Mar, '22 Zoltan . Running an experiment to see if I could get the water wheels to work with beavers moving the water uphill. So, like, 20-30 years in the future. 5 can make a big difference especially as droughts get longer mid to late. 18. If so, water will slosh around for a while as it tries to equalize. Even though the logs were very close to him. For a water wheel to work properly, make sure it has good water flow and try to avoid partially blocking either the water inlet or outlet. Water Wheels. 99 USD. You will probably also want/need at least one water tank (15 logs each) and a farm (25 logs). " As beavers, almost everything you construct is made of timber and you always need to stay. If you took that same 12 width river and only have 4 dams in the middle with 4 levees on either side, it would greatly. Here is a great example. Different maps have different numbers of water tiles, thus changing the rate water is generated on that given map. The Water Wheel is a building that produces Power for the buildings that requires it. 1 block down and in the flow of the current. 15 can receive 17 wheels before overflowing on the sides and impacting the water flow for a total power of 3060 HP ( 180hp/cms )Flowing Water is the physical water body that is present on the map and is produced by a Water Source. #11. Toutes les marques commerciales sont la propriété de leurs titulaires aux États-Unis et dans d'autres pays. Priscilla Nov 28, 2021 @ 1:03am. Keeping the water moving in a straight line is also important, curves slow it down. 5. Collect scrap metal from submerged skyscraper ruins (as long as the Scavenger Flag is above water). The first wheel did around 120 BP. The official subreddit of Timberborn, a city-building game featuring ingenious beavers, dams, vertical…Turn timber into sophisticated machinery – from water wheels and sawmills to engines and shredders. Войти Магазин Главная Рекомендации Список желаемого Магазин очков Новости СтатистикаOn the Plains map, using Folktails, I always try to build a reservoir along the river that runs West to East below your District Center(DC). Unlocked right from the start, this provides a little surge of hydro energy at the early stage of the game. Ferry Wheel. That means you need to replace water wheels' production with power wheels, and those power wheels will then be. You should have one tile drop or two before the large wheels. Voilà. © Valve Corporation. Recipe – 90 hp /cms. Timberborn is now available in Early Access via Steam, GOG, and Epic Games. Your total expenditure is at 136 or 146 logs. Water Wheels. 5. Water Wheels are buildings that use the water flow to generate power. The main one is the 6 tile deep water pumps. Iron Teeth faction : Crater map : Large water wheel 3 Experimental Branch Distribution Center. 13917177166 . It is worth it as long as you do two things. 5. Water Wheels are buildings that use the water flow to generate power. The mouse scroll wheel allows u to zoom in n out, also left click n drag to change camera angle. In my experience, a water district isn't worth it because of how heavy it is compared to how much beavers need it. Build outward by 2. Water Wheels. 99 USD. 05 per wheel. Ok, need some advice on reservoir placement. 18. It seems to me less confusing to call that 1/4 full than 3/4 empty, but can confirm when the surface depth on the depth gauge drops to around 0. This means even though water level of 1 will move the wheel, that only provides CMS>0 for 3 of the 5 wheel length tiles, so the fastest large wheel has water at height 2, where the CMS is picked up on all 5 wheel lengths. A canal of 2 flow sources 1 CMS (width 2 ), depth of 1 , water height 0. it consumed too many resources & delayed getting the large water tank way too long. #4. The water wheel must have running water to provide power. Important. Best was is to dynamite a 3x5 hole down 2 levels for it to fit in! Reply TimberBorneLife. You. Especially since they now generate power based on the speed of the water. Is this a known issue or am I doing something wrong. It's important to make sure that you don't store too much water, however. Image Source: Mechanistry. For Iron Teeth equivalent, see Deep Water Pump. The wind mill never produced between 0 and 20% power. Now you have an underwater farm to supplement your food stores or feed your Ironteeth babies. Blocks water without letting it drain can function as arable land like ordinary terrain. Make it power dependant, variable on amount and age of beavers on the elevator, costs wood, planks, and maybe paper to simulate rope, and bobs your uncle. Droughts are too long to be waiting on the water to return to get planks/gears up. You have to chop and/or clear to make a path there. Limit it to 3 and you get flooding. Look at the back pair of hamster wheels. But if you are asking if power will flow from one wheel to another the answer is yes *IF* the center of the wheel is aligned. 25 pool's closed. It will continue to circulate until evaporation, with the. 5x speed. In Timberborn a power grid is the combination of power generation, storage, transmission, and distribution. The water physics are pretty reasonable, or at least playable, other than this oscillation. I typically put it just after the little inlet where you can destroy the debris (just SW of DC) and have my water wheels just downstream. 18. This is definitely good advice, if you can also ensure that most, if not all water flows through this point then you can maximise the pressure and therefore the power output. e. Ah, thank you for the physics lesson! Timberborn > General Discussions > Topic Details. So if you place the support on a river bank, the river needs to be 2 deep where the large water wheel goes. It then costs 70 logs and 80 planks to build. Very nicely done. The large water wheel is technically a 2 block deep waterwheel, but you don't need to put it in 2 blocks deep. The Water Pump is unique to the Folktails faction and can pump water up to two blocks deep, generating water as a good. Among other changes, today’s patch adds new monuments, optimizes gameplay, and fixes bugs. ago. © Valve Corporation. If you’re struggling with beavers productivity, chances are you need more hauling posts. What I did was to just let a single flood gate provide water to the "large bend" and funnel the rest through the steeper area. Folktails need to set up tiered water levels or complex water control systems to manage it. It then costs 70 logs and 80 planks to build. The durations were irregular not 3 per day. Blocks water based on how you adjust it. Get metal first. By: pat. Some production buildings will require power. , they catch a weaker wind so you have fewer outages. Then allow Timberborn. Thanks! paddyfaddy3 • 2 yr. 28 Sep, '21. Basically you have X amount of water input to the map, generated by the water tiles. Water Wheels. ) Large windmills can fully power low-power factories like the lumbermill with just a small breeze. The developers also fixed an issue where the FPS would drop after players mark a large area of land for tree-cutting. The depth marker structure in the water tab section has been updated to measure stream current for the tile it is placed on. It will operate from 1. That's how I get my mountain farms and forests green all the time. This means I have free flowing water for the first 30 days of drought, before it reaches the floodgate. Beyond your starting plateau you'll find forests are plagued with weeds and. Yes. I'll have to do a test myself with one single water wheel setup I got producing over 300HP, on a map with multiple rivers. Waterwheel's are resource and labor cheap, and they're the most reliable but only when water is flowing. Interestingly, After I build the dam my initial wheel stopped working, I built 2 other (continously across the river) and the power outputs was 0/32/162 which is really strange (I dont remember which map, but tzhe 3rd wheel is basically at the other side of the river), and when the draught started water stopped flowing and the third. Power is often found right after a waterfall, where the current is stronger - so the higher water comes down from, the better. Wheel can be any where u want you just need moving water for it to work. A Screenshot of Timberborn. ago. Construction. Let us know if you get a more optimal setup! A wide water wheel has a braking effect in terms of upstream water depth of 0. About the GameMankind turned Earth into a dry wasteland and perished, but some species adapted and evolved. For each TNT factory, add 57 maple trees and 1 paper mill (it will produce 25% excess paper). On the Plains map, using Folktails, I always try to build a reservoir along the river that runs West to East below your District Center(DC). ) (Measured behind the water wheel. (From the YT trailer btw) : r/Timberborn. The Compact Water Wheel is a building unique to the Iron Teeth faction. 2) Water 1 - Water is life and fortunately you can build dam blocks right from the start, so the first thing you should do when starting is dam the nearest river asap and also try and get floodgates 2 sooner, rather than later. Most resources are renewable and can be generated quickly and managed easily. . I suggested once on the forums a shaduf, which is a simple way of lifting water from the source up to irrigation canals. Levee (Solid) - Blocks water. The official subreddit of Timberborn, a city-building game featuring ingenious beavers, dams, vertical architecture, and deadly droughts. The dams and levees can work well in conjunction to speed up the water flow. #5. Unlocked right from the start, this provides a little surge of hydro energy at the early stage of the game. I've created a mod for myself which gives folktails access to the large water wheel and engine from iron teeth. The starting map has a relatively narrow channel with a very wide water source. Live in 2 story lodges as long as the entrance on the 2nd floor is. The bucket has to be high enough to hold enough water for the entire dry season. I will place two water wheels and it seems like similar flow, but one will turn well and one won't at all. New building: Large Water Wheel (200 SP; 70 logs, 80 planks; Iron Teeth only). Then allow Timberborn. Timberborn Dam Types. Timberborn has received a new update today, April 12, 2023, and here is the complete list of changes and fixes. I'm trying to pick a spot to build it and I just can't decide where. Timberborn > Experimental Branch > Topic Details. Windmills are Folktails-exclusive buildings that use the wind to generate Power. I will place two water wheels and it seems like similar flow, but one will turn well and one won't at all. Buildings called water wheels generate the necessary power for other structures. Shafts. I'm trying to figure out the best locations to place a water wheel. 2. 5% excess paper). 3. the wateflow is 26. If you create enough water wheels on the flow from high point to low point, you can overcome the power requirements of the pumps to keep them working and generate positive net power for your city. The battery stores 4,000 hph when built on a flat surface, plus an additional 2,000 hph per 1 unit of height underneath the pulley. This is usually the case when there is a turn in the stream and the water just doesnt go that fast there. Your first power source should be a Power wheel (beaver-operated) to get some planks. Local water storage is important, as is haulers to carry pumped water away so the pumper can keep working uninterrupted. jaquig Jan 5 @ 7:30pm. I will place two water wheels and it seems like similar flow, but one will turn well and one won't at all. Unlimited powaaaaaahhhh! (Water pump/water dump water wheel power loop) : r/Timberborn. (For example 2 wheels so 4 blocks wide) It has some benefits including that water will flow faster when it's volume is limited, making the wheels more efficient. If the wind was. Water Wheel (180 power) is placed on a river. You begin with a natural reservoir but you will soon find it insufficient for maintaining more than a tiny population. just some quick noted about the experimental water wheel flow restriction. Dam (Solid) - Blocks water but allows some to pass through a spillway at the top. ago. I'm trying to pick a spot to build it and I just can't decide where. May 11 @ 5:51am Development tools. you would think that having a giant line of block missing from your dam would cause the entire thing to just instantly drain,. I set up a one tile drain that flows around the outside to drain out the back of the map, this is to keep the speed of the waterwheels up. 14. Hillbilly_Dave Sep 21, 2021 @ 6:52am. It will continue to circulate until evaporation, with the. Block the entire breadth of the river with the wheels OR levees. Or, to steal Alice's joke from when she named it one of the best demos of the Steam fest, "Timberborn is set in a world where humans have pissed their society up the wall and beavers have evolved to take their place. I know there's a difference, but I think it would be much clearer if a path tile auto-placed at the correct side. Hello, we are Kamil Dawidow, game co-director, and Michal Amielanczyk, comms manager, from Mechanistry. The drop changes the flow rate to the. Sort by: Open comment sort optionsPower Wheel • Water Wheel • Windmill • Large Windmill • Compact Water Wheel • Large Water Wheel • Engine • Gravity Battery. Timberborn Dam Types. In the end, the steep waterfall area is better for power generation. ) is tiny compared to the extreme amount of. To fill a 20x20 reservoir that is 6 tiles deep (max pump length for iron beavers), it would take 10 full days of flow. Even though the logs were very close to him. 1. The more important one for my play-style is consistency. I have found that the flow restriction is not created by the water wheels in my situation. it is created by a potential bug. Timberborn Building Lacks Power Guide. Then you can build stairs and platforms to the bottom of a river, walk there freely, and block the entire breadth of the river with water wheels, thus giving water no choice but to go through them. nets, and fish ponds for food rather than farm plants. large waterwheel is 2x5 tile size, from which tile would the cms apply from or is it the average of the 10 tiles. A canal of 2 flow sources 1 CMS (width 2 ), depth of 1 , water height 0. Power wheel: 50hp, takes 3 tiles, 16. 8% of the time the wind was at 0. 1 block down and in the flow of the current. Windmills have. Even on a custom zero drought setting, with continuous access to water wheel power, the resource and space cost of water wheels makes them inferior to non-water power generation methods. Will get the large water tank much sooner, which should prevent my colony from dying of thirst. g. Large Windmill Power. Pick one of the beaver factions and see how long your colony can last. Also, water level before wheel is little higher than after it so 8-10 consecutive wheels can even lead to flooding at the beginning of the line while having 0. It's also useful for keeping a place green for the duration of the dry season, too, especially early-game. Make beavers in the thread mill age quicker (maybe?) Make thread mills have culture meters of surrounding beavers decay more quickly. Try building walls to the sides of the floodgates where the water exits, that are the same height as the dam. Farming: Bee Hives give 50% extra plant growth which is huge. Work hard, work hard! This article is a stub. However, it can be tricky to construct the water wheel properly for maximum power output, and in the worst case scenario, an incorrectly placed water wheel may stop producing power altogether. New building: Large Water Wheel (200 SP; 70 logs, 80 planks; Iron Teeth only). 6 rows (18 wheels): 1650. Resource management is important when building and planning your beaveropolis. I will place two water wheels and it seems like similar flow, but one will turn well and one won't at all. Originally posted by krunjar: The water wheel is an important structure for Timberborn players, as it produces power necessary for other buildings to function. Work hard, work hard! This article is a stub. Timberborn. Water Wheels are buildings that use the water flow to generate power. Yes. Finally I did it mostly for the looks. Additionally the water can't even flow left, because there is a damn there. ) Large windmills can fully power low-power factories like the lumbermill with just a small breeze. Originally posted by Thile_: I found it on the Timberborn discord. T-Gunn Sep 17, 2021 @ 11:04pm. Create a large reservoir, use the pumps to fill it from a lower reservoir, then create a levee system from it with water wheels in it. Auto pumps would be a good unlockable, as well as pipe systems. So Go to your Windows settings > update and secutity > Windows Security > Virus & threat protection > Manage ransomware protection. It costs 5000 Science points to unlock it. I'll have to do a test myself with one single water wheel setup I got producing over 300HP, on a map with multiple rivers. Make a second layer of taller dams behind as a reservoir. Next, you need to churn three pieces of paper to make a. Let's play with our beavers!⬇ Links & More ⬇- - - - - - - - - - Twitter — Livestream — Merch — Your first power source should be a Power wheel (beaver-operated) to get some planks. At that point you know how many individual lfows you can support from the one source. I also carried out some other tests in large and small colonies. You need a platform so it can go over the water. I was curious to what extent building "extra" windmills would smooth out the irregular production. And a building does not need 100% horsepower to operate. I agree, I think everything should have a platform of some sort that can cover them. The large windmill is better not because it produces more power, but because it will generate (reduced) power when the small ones are producing 0. Upvote. I'm trying to pick a spot to build it and I just can't decide where. The Ironteeth have Pods, and do not require housing or social. Power Wheel • Water Wheel • Windmill • Large Windmill • Compact Water Wheel • Large Water Wheel •. If the channel is wider than that, block off the water with levees between your water wheels and the other side of the channel. Beavers, however, will not jump into the water anywhere. Reply. In the above screenshot, water. I typically put it just after the little inlet where you can destroy the debris (just SW of DC) and have my water wheels just downstream. If the wind was. Try it already, playing as Folk, not worth all the effort building them, the pump cost 1400 power to maintaining two pump that put water high up to 7 levels just to produce 800-900 power max down to narrow canal with 8 small water wheels (more than this and it would slow the water down backward, cause the wheels to produce power even less). Only one side of the windmill will connect to transmit power, it shows as an arrow when you place it. Timberborn is a beaver city-building game featuring ingenious animals, vertical architecture, and river control (with dams and dynamite!). Show more. Place the water dump on the edge on a dry area, use levees to cover the block where water is dumped, use it to have a 1x1x1 of water irrigate a large area. Folktails have amazing industry thanks to their windmills. The advantage of the compact water wheel compared to the Power Wheel is that it. If you are playing as Folk Tales, the default faction, you only have access to normal water wheels. The official subreddit of Timberborn, a city-building game featuring ingenious beavers, dams, vertical architecture, and deadly droughts. these lift the water just a tad higher (1/2 a meter maybe?),just enough so it reaches the irrigation canal. you must build the water wheel there, were the flow is the strongest, to get the highest power out of it. Wind speed is global to your entire map (currently. The durations were irregular not 3 per day. More of you're raising and lowering levees. Hello, we are Kamil Dawidow, game co-director, and Michal Amielanczyk, comms manager, from Mechanistry. 0, 2. I will place two water wheels and it seems like similar flow, but one will turn well and one won't at all. Showing 1 - 4 of 4 comments. Def worth making it higher there. Water Pumps are essential to your colony's survival, without them, your Beavers will die of thirst. #6. Dams in Timberborn are considered a basic resource and are unlocked by default, so it’s what you’ll be using to survive your first drought and to begin constructing your world. It then costs 70 logs and 80 planks to build. There are a number of power options available to your beavers, including: Water Wheel (180 hp) - available straight from the get go, this power source enables you to harness the power of flowing water. A mixture of power sources works the best, water wheel, windmill, and beaver wheel. like if you put one in the lake there's no flow there and you can see the water isn't moving. aRPeaR Jan 8, 2022 @ 10:00pm. At this point, with all of the wheels affecting the water flow, the fluctuation was fairly high and the total power oscillated between 1580-1710. For settings of 100% and idle beavers: In total they consumed 60 food and 50 water. They can run incredibly huge industry during dry season without wasting a huge amount of labor on energy. all my water wheels are running in the opposite direction to all the shafts they are connected to. They instead transfer fluids from one side to another. Water wheel: 180hp, takes 6 tiles, 30hp/T and can only work with water flowing, so not in drought, but no beaver upkeep. It's a 1 block wide empty space (filled with platforms only so the beavers could walk past it during the build). Place 15-20 Water Dumps on your top bucket. 65 meters will make it past these, meaning that if the water in your colony is held in by dams, then you will never have to worry about the. Population is controlled differently too, FT always expand (somewhat erratically) to fill available housing and kit/adult ratios. Muppethero Sep 26 @ 7:15am. Water wheel and power wheel. Turn without a drop, 12 wheels. You need a 2x5 block space free below the axel, and you need that space to be free of blocks for at least 2 spaces below the axel. but-uh • 2 yr. Pages that were created prior to February 2023 are from the Fandom Timberborn wiki. You have to chop and/or clear to make space. During day, the battery will be providing the 100 missing power, but during the night, when workers stop working, those 500 power wheels will be recharging the battery at a rate of 500 hp per hour. ago. (doesn't seem hard, the area is well chosen) 4. Yes distribution posts are the only way for beavers to transfer water. (both unscientific observational averages) Which, while it may not seem that big, is huge when you add more wheels to the end. If the wind was. This can power water wheels (and cause some flooding) for the better part of a full day after the drought starts. The folk tales wind energy is supreme for sure. Several options here are already unlocked by default: Shafts – These require varying amounts of wood. 1 meters below its outlet. Thank you! Christopherus3 • 2 yr. The official subreddit of Timberborn, a city-building game featuring ingenious beavers, dams, vertical…Timberborn isn't happiness. Make water wheels more expensive, but create much more power. They are mainly used to accumulate and hold Fluids before and during a drought. As long as you allow for back fill your land will remain irrigated.