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Editing v0.34:Quickstart guide

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The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:
 
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).
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* '''[[Mining]]''' removes solid floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a natural [[floor]] (essentially a soil/rock surface). This does '''not''' do anything in areas without natural walls (for example, the surface or areas already dug out).
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a downward slope on the z-level selected, as well as creating an upward slope on the z-level below. (For best results, ensure that the area below is unrevealed, i.e. black).
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* '''[[Channel]]ing''' removes 'natural' (rock/soil) floors (either created naturally or by mining) and creates a downward slope on the z-level selected, as well as creating an upward slope on the z-level below. (For best results, ensure that the area below is unrevealed, i.e. black).
  
 
To designate an area for digging:
 
To designate an area for digging:
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[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]
 
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]
  
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually showed by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|>}} and tunnel into the wall of the pit (with {{K|d}}-{{K|d}}) to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the "cliff".)
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If your wagon is near a [[cliff]] (generally speaking, any difference in levels, usually showed by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If you are on flat land with no cliff near the wagon, [[channel]] out a small rectangle (perhaps 3x3) on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|>}} and tunnel into the wall of the pit (with {{K|d}}-{{K|d}}) to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the "cliff".)
  
 
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.
 
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.

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