Channels do this:
Think of the entire world of Z levels. Each Z level is comprised of two layers. The "Floor" and the "Wall".
X = Wall
_ = Floor
Digging means removing the "wall":
XXXX
________
XXXXXXX
________
Channeling means removing the "wall", the "floor" and the bottom "wall":
XXX
___
XXX
__________
Farms should be high priority.
One solution might be to build an "airlock" or sorts:
Basically calculate how much water you need for your farm. It should be 1/7 per tile (including the "airlock" as well)
X= Farm
x= "airlock"
~= water
+= floodgate
XXXXXX x ~
XXXXXX x ~
XXXXXX+ x+~
XXXXXX x ~
XXXXXX x ~
The airlock fills up with water first, which is a calculated amount required to fill your specific farm, and then floods out into the farm. You can re-irrigate (incase newer versions make mud dry out) if you please. And there is no overflow.
Requires 8 stone rocks
Make 2 floodgates at a mason's workshop.
Make 6 mechanisms at a mechanics workshop.
Make two levers on the floor respectively somewhere.
Place the floodgates in their correct positions
Connect the levers to the floodgates via orders [q] over the lever, "connect to floodgate" and then (+) and (-) to scroll through the floodgates. Select with (enter) and then select the mechanisms with (enter) (doesnt matter which mechanisms you use, they are mostly the same).
Pull the lever connected to the outer lock, then pull it again. then pull the inner lock and make your farms. You don't need to wait for all the water to receed.
Hope this helped.