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Editing v0.34:Exploratory mining

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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.
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* ''Bottom line'': A little more tedious to designate, but the increased re-usability and efficiency make this an attractive alternative.<br style="clear:both;">
* ''Note'': The [[Utility:DFHack|dfhack]] command 'digexp ladder' will automatically apply this pattern.<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 the most efficient single-level pattern with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate manually.
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* ''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.
* ''Note'': The [[Utility:DFHack|dfhack]] command 'digexp diag5' will automatically apply this pattern.
 
  
 
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 dig times with mineshafts, see [[mineshaft stitching]].
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: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.
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''For a discussion on optimizing dig times with mineshafts, see [[v0.31:Mineshaft stitching|mineshaft stitching]].''<br style="clear:both;">
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=== Diagonal ramps ===
 
=== Diagonal ramps ===

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