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Editing v0.34:Exploratory mining
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== Goals == | == Goals == | ||
− | The main goal of exploratory mining is to find something which lies in the stone layers, be they raw materials such as [[Ore|ores]], [[gems]] and other [[Stone#Other_Stone|useful stones]], or special features such as [[caverns]] and [[magma]] | + | The main goal of exploratory mining is to find something which lies in the stone layers, be they raw materials such as [[Ore|ores]], [[gems]] and other [[Stone#Other_Stone|useful stones]], or special features such as [[caverns]] and [[magma]]. |
− | While minerals are quite common, reducing the need for extensive exploratory mining, one might still want to | + | While minerals are quite common<sup>v0.31.01</sup>, reducing the need for extensive exploratory mining, one might still want to explore for minerals in order to find rare gems, some of which appear in small or even single-tile clusters. |
Another might want access to the [[caverns]] as soon and as easily as possible, for instance to get access to subterranean [[water]] or to set up an underground [[Tree_farming|tree farm]]. | Another might want access to the [[caverns]] as soon and as easily as possible, for instance to get access to subterranean [[water]] or to set up an underground [[Tree_farming|tree farm]]. | ||
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*Large pools of liquids ([[Water]], [[Magma]]) | *Large pools of liquids ([[Water]], [[Magma]]) | ||
*[[Hidden Fun Stuff|Fun]] | *[[Hidden Fun Stuff|Fun]] | ||
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Those interested in *safely* exploring the depths may wish to create a level every so often where the stairway is broken so you can create barriers (like doors or lever-controlled floodgates) or garrison military squads to deal with any discovered hostiles. | Those interested in *safely* exploring the depths may wish to create a level every so often where the stairway is broken so you can create barriers (like doors or lever-controlled floodgates) or garrison military squads to deal with any discovered hostiles. | ||
− | |||
== Exploratory Patterns == | == Exploratory Patterns == | ||
− | Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind | + | Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind. |
Key: | Key: | ||
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* ''Visibility'': '''100%''' of the tiles are visible, obviously. | * ''Visibility'': '''100%''' of the tiles are visible, obviously. | ||
* ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction. | * ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction. | ||
− | * ''Bottom line'': Easy to designate, but miners tend to be a bit chaotic in their approach to the task. Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable | + | * ''Bottom line'': Easy to designate, but miners tend to be a bit chaotic in their approach to the task. Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable. |
− | |||
=== Rows === | === Rows === | ||
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=== Ladder Rows === | === Ladder Rows === | ||
<div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>░░░░░░░░░░░░ | <div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>░░░░░░░░░░░░ | ||
+ | ░░░░░░░░░░░░ | ||
░░░░.░░░░░.░ | ░░░░.░░░░░.░ | ||
.░..░..░..░. | .░..░..░..░. | ||
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* ''Visibility'': '''100%'''. | * ''Visibility'': '''100%'''. | ||
* ''Reusability'': Moderate. Alternating corridors can be mined out to create 5 tile wide rooms of any length... if the extra doors aren't a concern. | * ''Reusability'': Moderate. Alternating corridors can be mined out to create 5 tile wide rooms of any length... if the extra doors aren't a concern. | ||
− | * ''Bottom line'': A little more tedious to designate, but the increased re-usability and efficiency make this an attractive alternative | + | * ''Bottom line'': A little more tedious to designate, but the increased re-usability and efficiency make this an attractive alternative.<br style="clear:both;"> |
− | |||
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* ''Visibility'': '''100%'''. | * ''Visibility'': '''100%'''. | ||
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms | * ''Reusability'': With a bit of imagination you can build nice 3x3 rooms | ||
− | * ''Bottom line'': This method is | + | * ''Bottom line'': This method is moderately efficient among those with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate. |
− | |||
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired. | A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired. | ||
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* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value. In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time. | * ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value. In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time. | ||
− | :It takes a lot of keypressing to designate, although you can save some effort by designating every third row across the entire width and height of the area to be excavated and then removing the designations ({{k|d}}-{{k|x}}) on all but every third column. For a discussion on optimizing | + | :It takes a lot of keypressing to designate, although you can save some effort by designating every third row across the entire width and height of the area to be excavated and then removing the designations ({{k|d}}-{{k|x}}) on all but every third column. |
+ | ''For a discussion on optimizing travel times through mineshafts, see [[Mineshaft stitching]].''<br style="clear:both;"> | ||
+ | |||
=== Diagonal ramps === | === Diagonal ramps === | ||
− | The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees. The downramps are shown, but are only designated | + | The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees. The downramps are shown, but are only designated on the next level down. (Be ''sure'' you know how [[ramp]]s work before trying this one!) |
<div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲ | <div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲ | ||
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░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░ | ░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░ | ||
░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲</nowiki></div> | ░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲</nowiki></div> | ||
− | * ''Labor'': | + | * ''Labor'': 14.3% of the tiles are excavated (1/7). |
* ''Target'': Any size. Clusters as small as a single tile are revealed. | * ''Target'': Any size. Clusters as small as a single tile are revealed. | ||
* ''Visibility'': '''100%'''. | * ''Visibility'': '''100%'''. | ||
* ''Reusability'': Moderate. 3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over. [[Ramp]]s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable). | * ''Reusability'': Moderate. 3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over. [[Ramp]]s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable). | ||
− | * ''Bottom line'': | + | * ''Bottom line'': In some ways the most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map). Awkward to stitch together.<br style="clear:both;"> |
+ | |||
+ | |||
+ | === Pinwheel Shafts=== | ||
+ | <div style="font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;"><nowiki>░░░░░░░░░░░ | ||
+ | ░XX░░X░░XX░ | ||
+ | ░░░░░X░░░░░ | ||
+ | ░░░▓░░░▓░░░ | ||
+ | ░X░░░░░░░X░ | ||
+ | ░X░░XXX░░X░ | ||
+ | ░X░░░░░░░X░ | ||
+ | ░░░▓░░░▓░░░ | ||
+ | ░░░░░X░░░░░ | ||
+ | ░XX░░X░░XX░ | ||
+ | ░░░░░░░░░░░</nowiki></div> | ||
+ | * ''Labor'': In this example about 17.3% of the tiles are being excavated. | ||
+ | * ''Target'': All except single-tile targets are guaranteed to be found, and those will only rarely be missed. | ||
+ | * ''Visibility'': '''96.6%'''. | ||
+ | * ''Reusability'': Workshops can be easily fitted into the unmined 3x3 areas. | ||
+ | * ''Bottom line'': Very similar to Mine Shafts, but you can replace the up/down stairways with alternating up stairs and down stairs on different levels, eliminating the chance that one of your dwarves will slip and fall all the way down the shaft to their deaths.<br style="clear:both;"> | ||
+ | |||
=== 7×7 blocks === | === 7×7 blocks === | ||
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After a long wait, the entire block of stairs will collapse, leaving the entire area safely excavated. The lever can now be removed, and all goodies from an entire mountain can be collected. | After a long wait, the entire block of stairs will collapse, leaving the entire area safely excavated. The lever can now be removed, and all goodies from an entire mountain can be collected. | ||
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{{Category|Guides}} | {{Category|Guides}} |