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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-10T16:54:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=129029</id>
		<title>v0.31 Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=129029"/>
		<updated>2010-10-09T04:45:40Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Best Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Location==&lt;br /&gt;
According to the current info: &amp;quot;If an adamantine veins is located in an embark square, it will be in the center of this square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure this is true. I am currently on a 2x2 embark, and have located 2 adamantine veins. One is vertically centered between the NW and SW embark square, and the other is vertically centered between the NE and SE embark square. They are definitely not located in the center or their respective embark squares. --[[User:Telarin|Telarin]] 14:15, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infobox==&lt;br /&gt;
Uh oh!  I don't know what happened, but the stonelookup template got messed with here, when I used the Rater!  I never understood the Stonelookup template anyway, anyone know how to fix? --[[User:Aescula|Aescula]] 08:16, 26 May 2010 (UTC) (I know, an admin without knowledge of what happened, but...  Yeah.)&lt;br /&gt;
:Looks fine to me... --[[User:Quietust|Quietust]] 12:45, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Confirmation?==&lt;br /&gt;
I verified all things I added a while ago using reveal on several random embark locations, further I checked the values of material multipliers. Adamantine is magma proof, also tried that out. The other information is easily confirmed by screens. Should I add those? I reverted the edit, for the information is almost certainly correct. Just try it yourself.[[User:BBW|BBW]] 00:01, 2 April 2010 (UTC)&lt;br /&gt;
:In that case, my apologies.  I was misinformed. --[[User:Briess|Briess]] 00:23, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Down-stairs? ==&lt;br /&gt;
&lt;br /&gt;
Can down-stairs prevent the demons from getting though? --[[User:Tarran|Tarran]]&lt;br /&gt;
:Unlikely - even in 40d, down-stairs above open space were enough to let Spirits of Fire through. --[[User:Quietust|Quietust]] 23:34, 2 April 2010 (UTC)&lt;br /&gt;
::Well, I'm pretty sure clowns are now randomly generated, but even if you get lucky and none of them can fly, they can still barf webs/fire/radioactive elves/whatever up through the stairwell. I'd recommend a good, sturdy wall. --[[User:Mr Frog|Mr Frog]] 23:21, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Picture ==&lt;br /&gt;
&lt;br /&gt;
Really minor detail, but the image on the page is from 40d, which isn't really accurate for this version's article. Could someone take a similar screenie of the 0.31.01 [[magma sea]] pillars? I'd do it myself, but I've already found a pillar in my current fortress and I &amp;lt;b&amp;gt;really&amp;lt;/b&amp;gt; don't feel like probing around for another one (assuming there even IS another one in there). Sorry for nitpicking. --[[User:Mr Frog|Mr Frog]] 23:11, 3 April 2010 (UTC)&lt;br /&gt;
:The message is exactly the same, but I see what you're getting at - I'm going to leave that screenie but go find another of the pillars to insert a little later. --[[User:Retro|Retro]] 02:45, 4 April 2010 (UTC)&lt;br /&gt;
::Could that second image be a little larger in the original, and then get thumbed? Some detail is lost, and it'd be nice to see it &amp;quot;full size&amp;quot;, as an option (as is w/ the announcement image - but no detail was lost in that, natch.)&amp;lt;br /&amp;gt;Oh - and a quick footnote comment/explanation about how that image was achieved would be nice too - keeps newbies from going crazy w/ the vanilla game. --[[User:Albedo|Albedo]] 09:15, 4 April 2010 (UTC)&lt;br /&gt;
:::Absolutely; I didn't realize there was an auto-thumbnailing function thing until I had already shrunken it myself. I'll go and recapture the image and then add the relevant details on how it was done later tonight. --[[User:Retro|Retro]] 21:27, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best Weapons ==&lt;br /&gt;
The part of the article that says &amp;quot;and weapons and armor made from it are very likely among the best possible&amp;quot; is wrong, isn't it? I thought since the material re-write, adamantine made the worst weapons in the game due to their low weight, and thus low force of impact. At the very least, the make terrible hammers and maces now, don't they? --[[Special:Contributions/130.184.250.29|130.184.250.29]] 23:10, 6 April 2010 (UTC)&lt;br /&gt;
*They are still better than all the other materials (with the possible exception of slade) even due its low weight. Maybe its weapons aren't as strong as before but they are still better than steel.--[[User:Niggy|Niggy]] 16:45, 12 April 2010 (UTC)&lt;br /&gt;
** I thought I read somewhere that silver war hammers were ''way'' better than adamantine war hammers. --[[User:MarauderIIC|MarauderIIC]] 04:45, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Safe mining? ==&lt;br /&gt;
I just had an idea if you did not want to breach HFS, what if you just dig down to lower levels of the tube and carve fortifications? The only danger is ranged attacks from within. And you could be confident that those levels at and above are safe. --[[User:Tarran|Tarran]] 18:46, 13 April 2010 (UTC)&lt;br /&gt;
:The issue is that you don't know where HFS starts - even if you knew where it was, there's a chance that on the way there you'd accidentally pierce a hollow part of the tube and invoke Hell's wrath before you were prepared. If you carve fortifications into the adamantine walls, it only defends you against semi-molten rock. --[[User:Retro|Retro]] 18:51, 13 April 2010 (UTC)&lt;br /&gt;
:Given the actual layout, that could be infeasible - the actual wall around the tube is only 1 tile thick in most places, and the tube itself is usually surrounded either by semi-molten rock (which cannot be mined) or magma (which could be rather problematic to remove); thus, while you could certainly try to carve fortifications, there'd still be the problem of getting into a position from which to carve them. --[[User:Quietust|Quietust]] 18:53, 13 April 2010 (UTC)&lt;br /&gt;
::I'm Talking about tubes that extend past the magma sea, and it's not that much of a problem to dig around the whole vein level... Right?. --[[User:Tarran|Tarran]] 18:58, 13 April 2010 (UTC)&lt;br /&gt;
:::Not all of them actually extend that far beyond the magma, and it's entirely possible (and quite likely) that the hollow part will be within the magma or molten rock. --[[User:Quietust|Quietust]] 19:03, 13 April 2010 (UTC)&lt;br /&gt;
::::What I'm trying to say is that if you use fortifications then you could figure out which levels ''above'' the magma sea are safe, the levels at or below it still require military. --[[User:Tarran|Tarran]] 19:12, 13 April 2010 (UTC)&lt;br /&gt;
:::::Ah, I see - assumed you were talking about deeper levels. Well, that'd make sense for levels above the magma sea certainly, though I don't think it's that likely that above the sea you'd dig into HFS. Mildly practical but certainly no trouble. --[[User:Retro|Retro]] 21:23, 13 April 2010 (UTC)&lt;br /&gt;
::::::Did 7 embarks and used reveal on all 7 the hollow part started at equal or below the semi-molten rock layer each time. [[User:MLegion|MLegion]] 20:25, 11 July 2010 (UTC)&lt;br /&gt;
::::::With version 0.31.14 (but world generated in 0.31.13), I just ran inadvertantly into HFS while I was searching for magma :-(. No idea where the magma is, but surely the nasty stuff is there.--[[Special:Contributions/88.149.235.255|88.149.235.255]] 20:36, 30 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adamantite Thread ==&lt;br /&gt;
&lt;br /&gt;
Do Dwarves sutured with Adamantite thread have defensive bonuses? [[User:Ghosteh|Ghosteh]] 23:25, 27 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=127495</id>
		<title>v0.31 Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=127495"/>
		<updated>2010-09-13T04:11:48Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doors seem to now have only one possible graphic. I have tested this with Silver and Iron. I am trying to test this for glass and wood at the moment, but my fortress tasks are way ahead of my labor. [[User:The Architect|The Architect]] 03:33, 27 April 2010 (UTC)&lt;br /&gt;
:From my experience in DF2010, both wood doors and glass doors have different graphics, the same as in 40d.  Wood doors you can easily confirm; Adventure Mode as a human.  [[User:KillerClowns|KillerClowns]] 03:52, 27 April 2010 (UTC)&lt;br /&gt;
::I've confirmed wood having the same old, looking to test glass portals. I've tested with all of the metals I possess, and they now have the same graphic as stone. [[User:The Architect|The Architect]] 20:20, 27 April 2010 (UTC)&lt;br /&gt;
:::Hornblende seems to use a different graphic from the other materials, for some reason. [[User:Minus|Minus]] 19:26, 22 May 2010 (UTC)&lt;br /&gt;
:::: Olivine has another graphic, too. It has that gem graphic. I was confused when I first saw that. --[[User:Niggy|Niggy]] 19:38, 22 May 2010 (UTC)&lt;br /&gt;
&amp;quot;Keep locked: The door can not be passed unless it is unlocked or destroyed. Dwarves, animals, both wild and tame, and most invaders will all be unable to pass.&amp;quot;, This doesn't seem to be the case.  It seems that goblins and kobolds both can take possession of your doors and unlock them.  Can someone please confirm?&lt;br /&gt;
:Most invaders will be stopped.  However, [[DF2010:Thief|thieves]] will not be.  Hmm... the article should mention this... I'll fix it.  --[[User:Kyle Solo|Kyle Solo]] 15:32, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Work dogs? ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves let animals that are assigned to them through a tightly-closed door (ex, soldiers let their war dogs in)? --[[User:MarauderIIC|MarauderIIC]] 03:53, 13 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=127494</id>
		<title>v0.31 Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=127494"/>
		<updated>2010-09-13T03:53:03Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doors seem to now have only one possible graphic. I have tested this with Silver and Iron. I am trying to test this for glass and wood at the moment, but my fortress tasks are way ahead of my labor. [[User:The Architect|The Architect]] 03:33, 27 April 2010 (UTC)&lt;br /&gt;
:From my experience in DF2010, both wood doors and glass doors have different graphics, the same as in 40d.  Wood doors you can easily confirm; Adventure Mode as a human.  [[User:KillerClowns|KillerClowns]] 03:52, 27 April 2010 (UTC)&lt;br /&gt;
::I've confirmed wood having the same old, looking to test glass portals. I've tested with all of the metals I possess, and they now have the same graphic as stone. [[User:The Architect|The Architect]] 20:20, 27 April 2010 (UTC)&lt;br /&gt;
:::Hornblende seems to use a different graphic from the other materials, for some reason. [[User:Minus|Minus]] 19:26, 22 May 2010 (UTC)&lt;br /&gt;
:::: Olivine has another graphic, too. It has that gem graphic. I was confused when I first saw that. --[[User:Niggy|Niggy]] 19:38, 22 May 2010 (UTC)&lt;br /&gt;
&amp;quot;Keep locked: The door can not be passed unless it is unlocked or destroyed. Dwarves, animals, both wild and tame, and most invaders will all be unable to pass.&amp;quot;, This doesn't seem to be the case.  It seems that goblins and kobolds both can take possession of your doors and unlock them.  Can someone please confirm?&lt;br /&gt;
:Most invaders will be stopped.  However, [[DF2010:Thief|thieves]] will not be.  Hmm... the article should mention this... I'll fix it.  --[[User:Kyle Solo|Kyle Solo]] 15:32, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Work dogs? ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves let animals that are assigned to them through a tightly-closed door? --[[User:MarauderIIC|MarauderIIC]] 03:53, 13 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=127423</id>
		<title>v0.31:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=127423"/>
		<updated>2010-09-11T15:56:19Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Merchant mood */ capitalization fix for link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first {{L|Calendar|autumn}} after establishing your fortress, with the arrival of the {{L|dwarf|Dwarven}} {{L|Trading#Caravans|caravan}}. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your Trade Depot to refer to your fortress {{l|Broker}} when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a {{L|profession}}, the term usually only applies to visiting merchants, or to a dwarf whose highest {{L|skill}} is {{L|Appraiser}}.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a {{L|Trade depot}} is a requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), {{L|thief|thieves}} and {{L|goblin}}s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}&lt;br /&gt;
* the items that are in trade wagons or on merchant animals{{Verify}}&lt;br /&gt;
* the items that are on the trade depot (they belong to nobody until they are moved out of it)&lt;br /&gt;
&lt;br /&gt;
See the {{L|Trade depot}} article for more information on how to interact with it.&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better {{L|Appraisal}} skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's {{L|Broker skills|skills}} and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of goods marked on your side 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers.&amp;lt;/s&amp;gt;&amp;lt;!-- Inexperienced broker, first trade, 10% profit margin was all that was needed with elves. --&amp;gt; With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans do not have base quality higher than superior, but decorations on a good may be of any quality.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:0}}&amp;quot;&amp;gt;'''Brown'''&amp;lt;/span&amp;gt; Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|7:1}}&amp;quot;&amp;gt;'''White'''&amp;lt;/span&amp;gt; Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:1}}&amp;quot;&amp;gt;'''Purple'''&amp;lt;/span&amp;gt; Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.{{Verify}}&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:1}}&amp;quot;&amp;gt;'''Green'''&amp;lt;/span&amp;gt; Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}}&amp;quot;&amp;gt;'''Red'''&amp;lt;/span&amp;gt; Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, a caravan from a different civilization will accept stolen goods without changing them first.&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your broker has Novice or better {{L|Judge of intent}} skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic {{L|siege}}.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an {{L|ambush}} killed the caravaners, for example) the parent civilization may decide that you stole from them and send a {{L|siege}} instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the {{L|civilization}} you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the {{L|King}} usually requires offerings to be made before his arrival.{{Verify}} You cannot offer items that were not made at your fortress; the traders do not want your spare goblin harvest clothes.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items - their refusal to accept back their wooden items is probably a bug which will be removed in a later release, though this has not been verified. It is also worth noting that in-game the only way to acquire wood is by chopping down trees, so it is likely that the elves have developed a method of growing and acquiring wood without killing trees which will be included in later development.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways) to the entrance of the fort and line this with traps; this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* All caravans &amp;lt;small&amp;gt;(goblins too?{{verify}})&amp;lt;/small&amp;gt; will carry extra wooden logs if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves. In rare cases, goblins will show up in winter.{{verify}} However, in the first year only a dwarven caravan will arrive, although it will tend to arrive later than mid-autumn, unlike previous versions {{verify}}. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating {{L|civilization}}, and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans with wagons cannot use stairs. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (ie. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one.&lt;br /&gt;
&lt;br /&gt;
== Liaisons ==&lt;br /&gt;
{{L|Liaison}}s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
Note that if a liaison is prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
==== {{L|Dwarves}} ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in {{L|Calendar|autumn}}.&lt;br /&gt;
* carries metal bars, {{L|leather}}, weapons and armor, food and booze, and more.  Dwarves alone may bring {{L|steel}} and steel goods.&lt;br /&gt;
* is well guarded.&lt;br /&gt;
* sends a liaison who will speak with the {{L|Expedition Leader}} (or {{L|Mayor}}) to negotiate an import-export agreement.&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location, as long as the dwarven civilization is not extinct.{{verify}}&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
&lt;br /&gt;
==== {{L|elf|Elves}} ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the {{L|Calendar|spring}}.&lt;br /&gt;
* carries {{L|cloth}}, {{L|rope}}s, various above ground seeds, {{L|plant}}s and their byproducts, {{L|log}}s, {{L|wood}}en goods &amp;amp; {{L|weapon}}s, clothing and {{L|armor}}, and may carry tame {{L|creature}}s.&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* {{L|Wood}}en items, and items derived from wood (including {{L|tower-cap}} logs), such as {{L|charcoal}} and {{L|pearlash}}&lt;br /&gt;
* Items made from clear and crystal {{L|glass}} (because {{L|pearlash}} is used in their creation) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items {{L|decoration|decorated}} with any of the above materials&lt;br /&gt;
* {{L|Obsidian}} shortswords (since they have wooden handles)&lt;br /&gt;
* {{L|Soap}} (made with {{L|ash}})&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, {{L|stone}} and {{L|metal}} items, even when {{L|charcoal}} is used in production, are acceptable. Items made from {{L|silk}} are acceptable, as are all non-wooden plant-derived products such as {{L|cloth}} and {{L|thread}}. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the {{L|trade depot}} in a wooden {{L|bin}}, as long as you do not try to sell the bin. Living animals are acceptable, as long as the {{L|cage}} or {{L|trap}} is not made of {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Human}}s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in {{L|Calendar|summer}}.&lt;br /&gt;
* carries metal bars, sand, {{L|leather}}, cloth, food and booze, ropes, waterskins, quivers, backpacks,  bronze weapons and (too large) clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices if the fortress is big enough.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Goblin}}s{{Verify}} ====&lt;br /&gt;
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year{{verify}}&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a {{L|cave-in}} will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed {{L|mule}} and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by {{L|ocean}} waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probability of recovering items if the wagon is destroyed by a wave.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.{{verify}}&amp;lt;br /&amp;gt;&lt;br /&gt;
Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a {{L|siege}}.{{Verify}} (sieging verified in .31.12 Genesis-mod)&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants {{L|Insanity#Types|go berserk}}. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
&lt;br /&gt;
== Currently Bugged ==&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot. {{bug|197}}&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going. {{bug|237}}&lt;br /&gt;
*Wild animals cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*If you destroy the Depot while they are unloaded you will get the leaving message but they will leave before the building is completely destroyed, so they will not reclaim any of their stuff because it is not available until the building is fully deconstructed.&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Repeat&amp;diff=127162</id>
		<title>v0.31:Repeat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Repeat&amp;diff=127162"/>
		<updated>2010-09-06T00:56:52Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: repeat cycles tasks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Repeating''' a task at a {{L|workshop}} is a method of automating mass production. By using the {{k|q}} menu and selecting a task, the {{k|r}} key can be used to toggle the repeating of a task. Tasks currently set to repeat are marked with a blue '''R'''. If the same workshop has multiple tasks marked as repeat, those tasks will be cycled.&lt;br /&gt;
&lt;br /&gt;
{{Quality|Fine}}&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MarauderIIC&amp;diff=127161</id>
		<title>User:MarauderIIC</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MarauderIIC&amp;diff=127161"/>
		<updated>2010-09-06T00:41:37Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: just creating the user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing here yet.&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17511</id>
		<title>40d Talk:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17511"/>
		<updated>2008-08-27T01:33:28Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Pillar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Buildings ==&lt;br /&gt;
will they not smoth stone if there is a construction there? they havenst smoethed the stone that have traps, or doors on it --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
: IIRC, placed traps do prevent smoothing but doors do not. I have a feeling that ''sometimes'' designating floor-smoothing under doors doesn't take (perhaps something to do with it's open/closed status at the time?), but it is certainly possible to do. --[[User:Raumkraut|Raumkraut]] 06:56, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rubble ==&lt;br /&gt;
Does smoothing remove the rubble?[[User:GarrieIrons|GarrieIrons]] 02:06, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves don't clear the tile of any objects before smoothing it.--[[User:Maximus|Maximus]] 02:25, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Trade depot]] ==&lt;br /&gt;
&lt;br /&gt;
the trade depot article suggests smoothing stone for the human caravan is necessary - only inside i hope? Also, this article says nothing bout smoothing ''floor'' anyway - i would appreciate some info - is room value raised? --[[User:Koltom|Koltom]] 01:30, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*gasp* &amp;lt;/nowiki&amp;gt;I really hade to smooth &amp;lt;s&amp;gt;pebbles&amp;lt;/s&amp;gt; boulders *outside* my fort to make room! Sending my poor defenseless dwarf far into hostile envronment..  --[[User:Koltom|Koltom]] 22:54, 10 February 2008 (EST)&lt;br /&gt;
::it's referring to smoothing boulders, since those block wagons. regular pebbles and grass are fine &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chariot|Chariot]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::yeah, i should have been more precise - its only the boulders that matter --[[User:Koltom|Koltom]] 07:35, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just as a side note, you can also get past boulders by building a 1x1 tiled bridge. The wagon will go over it just fine. [[User:AlexFili|AlexFili]] 06:23, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Which side? ==&lt;br /&gt;
Does smoothing a wall add value to the rooms on both sides, or just the side the engraver stood on while he was doing it? --[[User:Juckto|Juckto]] 08:43, 4 May 2008 (EDT)&lt;br /&gt;
:All eight directions that do not cross Z levels. --[[User:GreyMario|GreyMario]] 11:47, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Floor ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to smooth a floor?-Mhyder &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Mhyder|Mhyder]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Designate it to be smoothed --[[User:Juckto|Juckto]] 18:54, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Who Smooths ==&lt;br /&gt;
&lt;br /&gt;
What job designation is smoother? Mason? Stonecrafting? Stoneworking? [[User:Schm0|Schm0]] 17:23, 3 November 2007 (EDT)&lt;br /&gt;
: Stone Detailing, I believe --[[User:Tracker|Tracker]] 17:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does it matter who smooths when it comes to value? What does smoothing do to value anyway?&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Seaneat|Seaneat]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Smoothing does add to value by a fixed amount I don't actually know (1 or more). It has no quality modifier, so it doesn't matter how skilled is your [[Stone detailing|stone detailer]] (except that [[Skill|skilled]] dwarves work faster). --[[User:Aykavil|Aykavil]] 04:35, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Selection Rectangle ==&lt;br /&gt;
I'm not sure when it got added, but selecting areas to be detailed now flash after being selected. I went ahead and removed the section mentioning that.--[[User:Xazak|Xazak]] 16:54, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Value and placed objects ==&lt;br /&gt;
&lt;br /&gt;
If i'm making a room for my &amp;lt;s&amp;gt;suckers&amp;lt;/s&amp;gt; dwarves and want it all pretty, like, does an engraved floor tile still up the value of the room if I place a table or cabinet on top of it? --[[User:Groveller|Groveller]] 15:00, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pillar ==&lt;br /&gt;
&lt;br /&gt;
Can water pass through a pillar? --[[User:MarauderIIC|MarauderIIC]] 00:45, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't see how. It's considered to be a full wall, so there's no gap created by a pillar spot. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Kefkakrazy|Kefkakrazy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::I believe he's talking about a [[Support]], which is called a pillar after being built. If that's the case, fluids can indeed flow through and creatures can also occupy the square. --[[User:Janus|Janus]] 20:22, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::No, I was talking about a pillar. Since a pillar typically leaves space around it, I wasn't sure if it was actually considered a full wall. Thanks. [[User:MarauderIIC|MarauderIIC]] 21:33, 26 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17510</id>
		<title>40d Talk:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17510"/>
		<updated>2008-08-27T01:33:13Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Pillar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Buildings ==&lt;br /&gt;
will they not smoth stone if there is a construction there? they havenst smoethed the stone that have traps, or doors on it --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
: IIRC, placed traps do prevent smoothing but doors do not. I have a feeling that ''sometimes'' designating floor-smoothing under doors doesn't take (perhaps something to do with it's open/closed status at the time?), but it is certainly possible to do. --[[User:Raumkraut|Raumkraut]] 06:56, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rubble ==&lt;br /&gt;
Does smoothing remove the rubble?[[User:GarrieIrons|GarrieIrons]] 02:06, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves don't clear the tile of any objects before smoothing it.--[[User:Maximus|Maximus]] 02:25, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Trade depot]] ==&lt;br /&gt;
&lt;br /&gt;
the trade depot article suggests smoothing stone for the human caravan is necessary - only inside i hope? Also, this article says nothing bout smoothing ''floor'' anyway - i would appreciate some info - is room value raised? --[[User:Koltom|Koltom]] 01:30, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*gasp* &amp;lt;/nowiki&amp;gt;I really hade to smooth &amp;lt;s&amp;gt;pebbles&amp;lt;/s&amp;gt; boulders *outside* my fort to make room! Sending my poor defenseless dwarf far into hostile envronment..  --[[User:Koltom|Koltom]] 22:54, 10 February 2008 (EST)&lt;br /&gt;
::it's referring to smoothing boulders, since those block wagons. regular pebbles and grass are fine &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chariot|Chariot]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::yeah, i should have been more precise - its only the boulders that matter --[[User:Koltom|Koltom]] 07:35, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just as a side note, you can also get past boulders by building a 1x1 tiled bridge. The wagon will go over it just fine. [[User:AlexFili|AlexFili]] 06:23, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Which side? ==&lt;br /&gt;
Does smoothing a wall add value to the rooms on both sides, or just the side the engraver stood on while he was doing it? --[[User:Juckto|Juckto]] 08:43, 4 May 2008 (EDT)&lt;br /&gt;
:All eight directions that do not cross Z levels. --[[User:GreyMario|GreyMario]] 11:47, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Floor ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to smooth a floor?-Mhyder &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Mhyder|Mhyder]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Designate it to be smoothed --[[User:Juckto|Juckto]] 18:54, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Who Smooths ==&lt;br /&gt;
&lt;br /&gt;
What job designation is smoother? Mason? Stonecrafting? Stoneworking? [[User:Schm0|Schm0]] 17:23, 3 November 2007 (EDT)&lt;br /&gt;
: Stone Detailing, I believe --[[User:Tracker|Tracker]] 17:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does it matter who smooths when it comes to value? What does smoothing do to value anyway?&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Seaneat|Seaneat]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Smoothing does add to value by a fixed amount I don't actually know (1 or more). It has no quality modifier, so it doesn't matter how skilled is your [[Stone detailing|stone detailer]] (except that [[Skill|skilled]] dwarves work faster). --[[User:Aykavil|Aykavil]] 04:35, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Selection Rectangle ==&lt;br /&gt;
I'm not sure when it got added, but selecting areas to be detailed now flash after being selected. I went ahead and removed the section mentioning that.--[[User:Xazak|Xazak]] 16:54, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Value and placed objects ==&lt;br /&gt;
&lt;br /&gt;
If i'm making a room for my &amp;lt;s&amp;gt;suckers&amp;lt;/s&amp;gt; dwarves and want it all pretty, like, does an engraved floor tile still up the value of the room if I place a table or cabinet on top of it? --[[User:Groveller|Groveller]] 15:00, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pillar ==&lt;br /&gt;
&lt;br /&gt;
Can water pass through a pillar? --[[User:MarauderIIC|MarauderIIC]] 00:45, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't see how. It's considered to be a full wall, so there's no gap created by a pillar spot. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Kefkakrazy|Kefkakrazy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::I believe he's talking about a [[Support]], which is called a pillar after being built. If that's the case, fluids can indeed flow through and creatures can also occupy the square. --[[User:Janus|Janus]] 20:22, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::No, I was talking about a pillar. Since a pillar typically leaves space around it, I wasn't sure if it was actually considered a full wall. [[User:MarauderIIC|MarauderIIC]] 21:33, 26 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17507</id>
		<title>40d Talk:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17507"/>
		<updated>2008-08-23T04:45:48Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: Pillar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Buildings ==&lt;br /&gt;
will they not smoth stone if there is a construction there? they havenst smoethed the stone that have traps, or doors on it --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
: IIRC, placed traps do prevent smoothing but doors do not. I have a feeling that ''sometimes'' designating floor-smoothing under doors doesn't take (perhaps something to do with it's open/closed status at the time?), but it is certainly possible to do. --[[User:Raumkraut|Raumkraut]] 06:56, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rubble ==&lt;br /&gt;
Does smoothing remove the rubble?[[User:GarrieIrons|GarrieIrons]] 02:06, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves don't clear the tile of any objects before smoothing it.--[[User:Maximus|Maximus]] 02:25, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Trade depot]] ==&lt;br /&gt;
&lt;br /&gt;
the trade depot article suggests smoothing stone for the human caravan is necessary - only inside i hope? Also, this article says nothing bout smoothing ''floor'' anyway - i would appreciate some info - is room value raised? --[[User:Koltom|Koltom]] 01:30, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*gasp* &amp;lt;/nowiki&amp;gt;I really hade to smooth &amp;lt;s&amp;gt;pebbles&amp;lt;/s&amp;gt; boulders *outside* my fort to make room! Sending my poor defenseless dwarf far into hostile envronment..  --[[User:Koltom|Koltom]] 22:54, 10 February 2008 (EST)&lt;br /&gt;
::it's referring to smoothing boulders, since those block wagons. regular pebbles and grass are fine &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chariot|Chariot]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::yeah, i should have been more precise - its only the boulders that matter --[[User:Koltom|Koltom]] 07:35, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just as a side note, you can also get past boulders by building a 1x1 tiled bridge. The wagon will go over it just fine. [[User:AlexFili|AlexFili]] 06:23, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Which side? ==&lt;br /&gt;
Does smoothing a wall add value to the rooms on both sides, or just the side the engraver stood on while he was doing it? --[[User:Juckto|Juckto]] 08:43, 4 May 2008 (EDT)&lt;br /&gt;
:All eight directions that do not cross Z levels. --[[User:GreyMario|GreyMario]] 11:47, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Floor ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to smooth a floor?-Mhyder &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Mhyder|Mhyder]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Designate it to be smoothed --[[User:Juckto|Juckto]] 18:54, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Who Smooths ==&lt;br /&gt;
&lt;br /&gt;
What job designation is smoother? Mason? Stonecrafting? Stoneworking? [[User:Schm0|Schm0]] 17:23, 3 November 2007 (EDT)&lt;br /&gt;
: Stone Detailing, I believe --[[User:Tracker|Tracker]] 17:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does it matter who smooths when it comes to value? What does smoothing do to value anyway?&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Seaneat|Seaneat]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Smoothing does add to value by a fixed amount I don't actually know (1 or more). It has no quality modifier, so it doesn't matter how skilled is your [[Stone detailing|stone detailer]] (except that [[Skill|skilled]] dwarves work faster). --[[User:Aykavil|Aykavil]] 04:35, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Selection Rectangle ==&lt;br /&gt;
I'm not sure when it got added, but selecting areas to be detailed now flash after being selected. I went ahead and removed the section mentioning that.--[[User:Xazak|Xazak]] 16:54, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Value and placed objects ==&lt;br /&gt;
&lt;br /&gt;
If i'm making a room for my &amp;lt;s&amp;gt;suckers&amp;lt;/s&amp;gt; dwarves and want it all pretty, like, does an engraved floor tile still up the value of the room if I place a table or cabinet on top of it? --[[User:Groveller|Groveller]] 15:00, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pillar ==&lt;br /&gt;
&lt;br /&gt;
Can water pass through a pillar? --[[User:MarauderIIC|MarauderIIC]] 00:45, 23 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8797</id>
		<title>40d Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8797"/>
		<updated>2008-08-22T10:03:25Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Talk page from Digging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It'd be nice if someone could reformat this following the format of [[Farming]] -- that format should be the standard. --[[User:Infinity|Infinity]] 05:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forcing stones to be hauled ==&lt;br /&gt;
&lt;br /&gt;
Even with one dwarf set to having [[stone hauling]] as his only active job, I still have problems getting my stones hauled out of the way... any hints?[[User:GarrieIrons|GarrieIrons]] 01:26, 4 January 2008 (EST)&lt;br /&gt;
:Yes.  For heavy-duty stone clearance, I prefer to use dumps.  Set up a dump (any size).  Mark the stones you want to shift as &amp;quot;dump&amp;quot; (use either the object display screen or the stockpiles interface).  Order a bunch of dwarves to haul refuse.  HTH.  [[User:Fedor|Fedor]] 01:46, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Talk page from Digging ==&lt;br /&gt;
&lt;br /&gt;
I think this should be merged with [[mining]]. --[[User:Mizipzor|Mizipzor]] 07:20, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Move the 3D map stuff from [[Design strategies]] here and integrate. I feel it explains better how the floor/wall system works. -- [[User:Zaratustra|Zaratustra]] 10:49, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Markavian explained the 3d system far better then i ever could - i vote it be the only way it's explained on this page for clarity. [[User:dethb0y|dethb0y]] 7:04, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone else noticed that the 'dig priority' holds true also for constructed items?&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. You tell a dwarf to build a windmill, he'll TRY to be on the west side first? --[[User:CrushU|CrushU]] 22:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Whoa. We have [[Digging]] AND [[Mining]]? Major R violation. *merges* --[[User:Savok|Savok]] 11:45, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One-way corridor? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create a one-way corridor? It's annoying trying to lead invaders into my traps, without all my stupid workers rushing to collect their friends' dead bodies. --[[User:AlexFili]], unsigned&lt;br /&gt;
&lt;br /&gt;
:Nay. I, personally, keep all civilians in a giant squad. When danger comes, they are drafted and stationed in safety.&lt;br /&gt;
:Well, all but a few key ones (siege operators, The Lever Puller in the Control Room, etc). --[[User:Savok|Savok]] 11:31, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I am a noob at this game (it was highly recommended to me) and I can't even figure out how to mine. I followed the exact directions given below, but when I hit ENTER a second time to designate an area to mine, all that happens is the flashing green cross disappears. What should I do?&lt;br /&gt;
&lt;br /&gt;
:Are you sure you're really on &amp;quot;Mine&amp;quot; and not &amp;quot;Chop down trees&amp;quot; ? Things like that can happen when you're outside. [[User:Timst|Timst]] 04:26, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You need a wall or face to mine into. If you are trying to designate ground that dwarves are standing on then you need to be telling them to [[channel]] not [[mine]] but that isn't the way to go for most uses. If you're really stuck look at some tutorial vids on you-tube maybe (it worked for me!)[[User:GarrieIrons|GarrieIrons]] 04:43, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Try digging a downward staircase, then build an upward staircase on the level below. Then experiment with the digging tools. That's how I learned. --[[User:AlexFili|AlexFili]] 06:37, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ramp action change? ==&lt;br /&gt;
&lt;br /&gt;
Call me crazy but I just sat here watching my dwarves dig out a series of ramps from the bottom. Ramp up; then above and next to it a ramp up; for a number of tiles. I had intended it to be dug from the top down; but they got to the ramps from the bottom first and just went to school. Anyone confirm that its not just a bad file on my machine?   --[[User:Silver|Silver]] 22:40, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Digging upward ==&lt;br /&gt;
&lt;br /&gt;
Any tips on digging out the level above from below? It gets more than a little fiddly with staircases all over the place, and it's also tricky to avoid dwarves getting stranded on disconnected outcrops of floor. --[[User:Theory|Theory]] 07:40, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget you can &amp;quot;remove up stairs/ramps&amp;quot; from the designate menu. If you're digging out an entire floor from below, you could just get up there and dig channels, though, right? You could also place a support under the level you're removing, dig out tiles surrounding the level you're removing, wire the support to a lever and pull it, causing a cave-in. You can also designate entire blocks of up staircases, and ''then'' dig out your ceiling (and then designate a mass &amp;quot;remove up stair&amp;quot;). --[[User:MarauderIIC|MarauderIIC]] 04:47, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8774</id>
		<title>40d:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8774"/>
		<updated>2008-08-22T09:51:50Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: fixed the intro up a little bit more, added exploratory mining reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as [[exploratory mining|searching]] for various [[stone types]], or simply to create the basic tunnels and [[rooms]] in your fort. Mining a tile preserves both the floor and ceiling of that tile.&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}}.&lt;br /&gt;
A [[miner]] also requires an available [[pick]].&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations]] menu.&lt;br /&gt;
# Highlight '''Mine''' (it's highlighted by default) by pressing {{K|d}} again.&lt;br /&gt;
# Move the cursor to the starting point, press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Mined walls ==&lt;br /&gt;
&lt;br /&gt;
When a tile has been mined, the surrounding walls and floor will most likely be some kind of rough stone. To make these surfaces look less primitive, you can [[smooth]] and [[engrave]] them. [[Soil]]s, such as loam, clay, or sand, cannot be smoothed or engraved.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
&lt;br /&gt;
Any useful material such as rock or [[ore]] is deposited on the ground excavated by the tile, and while loose stone will not impede movement, it can prop open [[door]]s, slow construction, and prevent open space from being used as a [[stockpile]]; therefore it is often desirable to haul stones away. You can assign stone hauling duties to specific dwarves just like you assigned them to be a miner. Make sure you have stockpiles where all the different [[stone]] types can be stored, too. Be careful which dwarves you assign to hauling if you have a massive dig going, or they might drop whatever other important stuff they were doing just to clear the paths. Typically miners will mine out stone far faster than haulers can properly clear it, particularly if the stockpile is a distance away. It is also possible to designate stone to be [[dump]]ed, although this is considered an [[exploit]], as a 1x1 garbage dump can hold an infinite number of items.&lt;br /&gt;
&lt;br /&gt;
There are alternatives to hauling. [[Mason]]s or [[Stone crafter]]s can build their respective [[workshops]] next to or on top of a large pile of stone for clearing, and then create items out of the stone to clear it. Masons can create [[furniture]] (which takes as much space as the original stone itself, but is at least useful); they can also create [[block]]s, which unlike stone and furniture can be stacked in [[bin]]s. Craftdwarves can create various smaller items which can also be stacked in bins. Assuming you have sufficient bins, place a stockpile right next to the worksite and your haulers will only have to take the items a very short distance to place them neatly in stacks. This is a huge timesaver on large projects. Just be careful about what you make. Stone blocks are useful, but a bin completely full of stone blocks is extremely heavy and hard to move around. [[Crafts]] of all sorts are usually very light, but certain job types make multiple products out of single stones, which will multiply your hauling problem. Stone crafts, as opposed to, for instance, [[mug]]s, will produce single, lightweight, somewhat valuable items that are easy to stack and move.&lt;br /&gt;
&lt;br /&gt;
Not hauling at all is also possible. You don't have to clear the rubble.&lt;br /&gt;
&lt;br /&gt;
== Digging in 3D ==&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform.PNG|thumb|664px|Graphical representation of several situations. This is a cross-section. &amp;quot;Sky&amp;quot; is dug-out, even underground, green is floor, non-sky cyan is no-floor, and &amp;quot;rock&amp;quot; is rock.]]&lt;br /&gt;
&lt;br /&gt;
The map is divided in ''layers''. Tiles on each layer are composed by whatever is on that tile, and the floor (or absence of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example. The ''ceiling'' of a tile is the same thing as the floor of the layer above that tile.&lt;br /&gt;
&lt;br /&gt;
The most basic dig action is {{K|d}} '''mine'''. When this option is selected you can mark areas to be hollowed out from the current layer. Mining a tile preserves both the floor and the ceiling of that tile. [[Channel]]ing, by contrast, removes the current floor and mines out the level below, while [[stairs]] and [[ramp]]s enable creatures to move between levels.&lt;br /&gt;
&lt;br /&gt;
Indiscriminate digging may cause [[Cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Dig Priority==&lt;br /&gt;
&lt;br /&gt;
Dwarves mine in veins: after mining a tile, a miner will pick the &amp;quot;next&amp;quot; tile (a tile that is adjacent to the one just mined). If there are several possible &amp;quot;next&amp;quot; tiles, miners use an algorithm to determine which to mine next. This can be inefficient and break a large area into a large number of veins.&lt;br /&gt;
&lt;br /&gt;
To pick a vein (which is to say, a tile designated for some kind of dig job), dwarves seem to use a strategy similar to the one used for chopping [[tree]]s or selecting [[plants]] to gather. Generally, they seem to pick the deepest, northwestern-most vein{{verify}}. Notably, dwarves &amp;lt;i&amp;gt;do not&amp;lt;/i&amp;gt; pick the closest vein.&lt;br /&gt;
&lt;br /&gt;
Dwarves have a priority over which side they will mine out from. Unless there is something in the way, miners will try to walk around unmined areas to reach these preferred sides, even if that path is very long. In order from most preferred to least preferred, dwarves prefer to stand on the tile to the: &amp;lt;blockquote&amp;gt;West &amp;gt; East &amp;gt; North &amp;gt; South &amp;gt; NW &amp;gt; SW &amp;gt; NE &amp;gt; SE&amp;lt;/blockquote&amp;gt; of the tile being dug.&lt;br /&gt;
&lt;br /&gt;
Because dwarves all use the same method to choose veins, dwarves tend to dig tiles near other dwarves. This makes having multiple dwarves dig together a bit problematic, as they will often get in each others' way.&lt;br /&gt;
&lt;br /&gt;
Z-axis preferences untested, though it appears to me that dwarves prefer to dig out lower areas from a diagonally located area (i.e. not standing on the down stairs while digging out the up stairs directly below the down) {{verify}}.&lt;br /&gt;
&lt;br /&gt;
These details are accurate for version 38b; they are likely to change in later versions.&lt;br /&gt;
&lt;br /&gt;
In .38c the dwarves choose the lowest and northwestern of possible veins. &lt;br /&gt;
&lt;br /&gt;
== Map structure ==&lt;br /&gt;
&lt;br /&gt;
If you are still confused about tunnels, floors and ceilings created by the mine command then look at the following diagram:&lt;br /&gt;
&lt;br /&gt;
 TOP VIEWS:      SIDE VIEW:&lt;br /&gt;
   LAYER 3       FROM -&amp;gt; &lt;br /&gt;
   ██████..-     5 ██████&lt;br /&gt;
   ██████..-     4 ██████&lt;br /&gt;
 -&amp;gt;██████..-     3 ██████__&lt;br /&gt;
   ██████..-     2 ████  &lt;br /&gt;
   ██████..-     1 █████████&lt;br /&gt;
   &lt;br /&gt;
   LAYER 2&lt;br /&gt;
   ████████.&lt;br /&gt;
   ████████.&lt;br /&gt;
 -&amp;gt;████.....&lt;br /&gt;
   ████████. &lt;br /&gt;
   ████████.&lt;br /&gt;
   &lt;br /&gt;
 Key:&lt;br /&gt;
 █ Solid rock&lt;br /&gt;
 . Floor, visible from this layer&lt;br /&gt;
 - Empty space, with a floor below&lt;br /&gt;
 _ Ceiling (undermined section)&lt;br /&gt;
&lt;br /&gt;
The Top Views try to show how digging into the mountain (on Layer 2) leaves a ceiling (floor) on the layer above. This is represented on the Side View by a thin line. Try to think of the [[mountain]] as a series of boxes where with a thin lid ontop of each. At any place the box can be filled or empty, and the lid above be there or not there. For example, you can create a [[wall]] and build a [[floor]] on top of it. (Building a wall creates a floor on the next level by default, but this doesn't stop you building another floor construction on top of it!)&lt;br /&gt;
&lt;br /&gt;
''Revised theory'': Imagine the 3D world as a grid of boxes. Each box can have one of three states; [[Wall]]ed, [[Open space]], [[Floor]].&lt;br /&gt;
*Each cube can only be in one of these states.&lt;br /&gt;
*If a tile is Walled it is inaccessible, but the box above can be walked on (if an Open space or a Floor).&lt;br /&gt;
*If it is [[Open space]], then it has no Floor and may be accessible.&lt;br /&gt;
*If a Floor is present, then the box is accessible.&lt;br /&gt;
*Additionally, floor constructions can be built in an Open space or a Floor box provided there is access from the side&lt;br /&gt;
--[[User:Markavian|Markavian]] (Please discuss)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''They eat your caves!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Mining into damp walls usually leads [[flood]]ing. Be especially careful near large [[river]]s and [[aquifer]]s. The game will warn you before this actually occurs.  Note that damp walls still occur below rivers and aquifers but will not flood unless the above floor is removed (digging [[ramp|ramps]], etc).&lt;br /&gt;
* Mining into warm walls usually leads to [[magma]] flooding. The game will warn you before this occurs.  Like damp walls, mining warm walls will not flood magma if you are 1 z-level below the magma unless the floor above is also removed.&lt;br /&gt;
* Building [[channel]]s will not only remove the floor of the current level, but also mine the walls out of the level below. It is not possible to remove the floor without also creating empty space on the level below.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]]&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
===Other digging actions===&lt;br /&gt;
* [[Ramp]]&lt;br /&gt;
* [[Stairs]]&lt;br /&gt;
* [[Channel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8796</id>
		<title>40d Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8796"/>
		<updated>2008-08-22T09:45:36Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Talk page from Digging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It'd be nice if someone could reformat this following the format of [[Farming]] -- that format should be the standard. --[[User:Infinity|Infinity]] 05:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forcing stones to be hauled ==&lt;br /&gt;
&lt;br /&gt;
Even with one dwarf set to having [[stone hauling]] as his only active job, I still have problems getting my stones hauled out of the way... any hints?[[User:GarrieIrons|GarrieIrons]] 01:26, 4 January 2008 (EST)&lt;br /&gt;
:Yes.  For heavy-duty stone clearance, I prefer to use dumps.  Set up a dump (any size).  Mark the stones you want to shift as &amp;quot;dump&amp;quot; (use either the object display screen or the stockpiles interface).  Order a bunch of dwarves to haul refuse.  HTH.  [[User:Fedor|Fedor]] 01:46, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Talk page from Digging ==&lt;br /&gt;
&lt;br /&gt;
I think this should be merged with [[mining]]. --[[User:Mizipzor|Mizipzor]] 07:20, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Move the 3D map stuff from [[Design strategies]] here and integrate. I feel it explains better how the floor/wall system works. -- [[User:Zaratustra|Zaratustra]] 10:49, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Markavian explained the 3d system far better then i ever could - i vote it be the only way it's explained on this page for clarity. [[User:dethb0y|dethb0y]] 7:04, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone else noticed that the 'dig priority' holds true also for constructed items?&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. You tell a dwarf to build a windmill, he'll TRY to be on the west side first? --[[User:CrushU|CrushU]] 22:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Whoa. We have [[Digging]] AND [[Mining]]? Major R violation. *merges* --[[User:Savok|Savok]] 11:45, 28 March 2008 (EDT)&lt;br /&gt;
:Finished your merge, see changelog. Hope it's satisfactory. --[[User:MarauderIIC|MarauderIIC]] 05:45, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One-way corridor? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create a one-way corridor? It's annoying trying to lead invaders into my traps, without all my stupid workers rushing to collect their friends' dead bodies. --[[User:AlexFili]], unsigned&lt;br /&gt;
&lt;br /&gt;
:Nay. I, personally, keep all civilians in a giant squad. When danger comes, they are drafted and stationed in safety.&lt;br /&gt;
:Well, all but a few key ones (siege operators, The Lever Puller in the Control Room, etc). --[[User:Savok|Savok]] 11:31, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I am a noob at this game (it was highly recommended to me) and I can't even figure out how to mine. I followed the exact directions given below, but when I hit ENTER a second time to designate an area to mine, all that happens is the flashing green cross disappears. What should I do?&lt;br /&gt;
&lt;br /&gt;
:Are you sure you're really on &amp;quot;Mine&amp;quot; and not &amp;quot;Chop down trees&amp;quot; ? Things like that can happen when you're outside. [[User:Timst|Timst]] 04:26, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You need a wall or face to mine into. If you are trying to designate ground that dwarves are standing on then you need to be telling them to [[channel]] not [[mine]] but that isn't the way to go for most uses. If you're really stuck look at some tutorial vids on you-tube maybe (it worked for me!)[[User:GarrieIrons|GarrieIrons]] 04:43, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Try digging a downward staircase, then build an upward staircase on the level below. Then experiment with the digging tools. That's how I learned. --[[User:AlexFili|AlexFili]] 06:37, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ramp action change? ==&lt;br /&gt;
&lt;br /&gt;
Call me crazy but I just sat here watching my dwarves dig out a series of ramps from the bottom. Ramp up; then above and next to it a ramp up; for a number of tiles. I had intended it to be dug from the top down; but they got to the ramps from the bottom first and just went to school. Anyone confirm that its not just a bad file on my machine?   --[[User:Silver|Silver]] 22:40, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Digging upward ==&lt;br /&gt;
&lt;br /&gt;
Any tips on digging out the level above from below? It gets more than a little fiddly with staircases all over the place, and it's also tricky to avoid dwarves getting stranded on disconnected outcrops of floor. --[[User:Theory|Theory]] 07:40, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget you can &amp;quot;remove up stairs/ramps&amp;quot; from the designate menu. If you're digging out an entire floor from below, you could just get up there and dig channels, though, right? You could also place a support under the level you're removing, dig out tiles surrounding the level you're removing, wire the support to a lever and pull it, causing a cave-in. You can also designate entire blocks of up staircases, and ''then'' dig out your ceiling (and then designate a mass &amp;quot;remove up stair&amp;quot;). --[[User:MarauderIIC|MarauderIIC]] 04:47, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8773</id>
		<title>40d:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8773"/>
		<updated>2008-08-22T09:43:28Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: removed stairs &amp;amp; ramps, referenced it instead. moved channeling stuff to channel, cleaned up digging in 3d, removed partially-merged notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as gathering various [[stone types]], or simply to create the basic tunnels and [[rooms]] in your fort. Only [[dwarves]] assigned to &amp;quot;Mining&amp;quot; will actually mine the areas you want to have mined, and then only if they have access to a [[pick]] and can physically reach the site. Mining a tile preserves both the floor and ceiling of that tile, while creating a [[channel]] removes the floor. For vertical movement between tunnels, [[stairs]] or [[ramp]]s are required.&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}}.&lt;br /&gt;
A [[miner]] requires an available [[pick]].&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations]] menu.&lt;br /&gt;
# Highlight '''Mine''' (it's highlighted by default) by pressing {{K|d}} again.&lt;br /&gt;
# Move the cursor to the starting point, press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Mined walls ==&lt;br /&gt;
&lt;br /&gt;
When a tile has been mined, the surrounding walls and floor will most likely be some kind of rough stone. To make these surfaces look less primitive, you can [[smooth]] and [[engrave]] them. [[Soil]]s, such as loam, clay, or sand, cannot be smoothed.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
&lt;br /&gt;
Any useful material such as rock or [[ore]] is deposited on the ground excavated by the tile, and while loose stone will not impede movement, it can prop open [[door]]s, slow construction, and prevent open space from being used as a [[stockpile]]; therefore it is often desirable to haul stones away. You can assign stone hauling duties to specific dwarves just like you assigned them to be a miner. Make sure you have stockpiles where all the different [[stone]] types can be stored, too. Be careful which dwarves you assign to hauling if you have a massive dig going, or they might drop whatever other important stuff they were doing just to clear the paths. Typically miners will mine out stone far faster than haulers can properly clear it, particularly if the stockpile is a distance away. It is also possible to designate stone to be [[dump]]ed, although this is considered an [[exploit]], as a 1x1 garbage dump can hold an infinite number of items.&lt;br /&gt;
&lt;br /&gt;
There are alternatives to hauling. [[Mason]]s or [[Stone crafter]]s can build their respective [[workshops]] next to or on top of a large pile of stone for clearing, and then create items out of the stone to clear it. Masons can create [[furniture]] (which takes as much space as the original stone itself, but is at least useful); they can also create [[block]]s, which unlike stone and furniture can be stacked in [[bin]]s. Craftdwarves can create various smaller items which can also be stacked in bins. Assuming you have sufficient bins, place a stockpile right next to the worksite and your haulers will only have to take the items a very short distance to place them neatly in stacks. This is a huge timesaver on large projects. Just be careful about what you make. Stone blocks are useful, but a bin completely full of stone blocks is extremely heavy and hard to move around. [[Crafts]] of all sorts are usually very light, but certain job types make multiple products out of single stones, which will multiply your hauling problem. Stone crafts, as opposed to, for instance, [[mug]]s, will produce single, lightweight, somewhat valuable items that are easy to stack and move.&lt;br /&gt;
&lt;br /&gt;
Not hauling at all is also possible. You don't have to clear the rubble.&lt;br /&gt;
&lt;br /&gt;
== Digging in 3D ==&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform.PNG|thumb|664px|Graphical representation of several situations. This is a cross-section. &amp;quot;Sky&amp;quot; is dug-out, even underground, green is floor, non-sky cyan is no-floor, and &amp;quot;rock&amp;quot; is rock.]]&lt;br /&gt;
&lt;br /&gt;
The map is divided in ''layers''. Tiles on each layer are composed by whatever is on that tile, and the floor (or absence of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example. The ''ceiling'' of a tile is the same thing as the floor of the layer above that tile.&lt;br /&gt;
&lt;br /&gt;
The most basic dig action is {{K|d}} '''mine'''. When this option is selected you can mark areas to be hollowed out from the current layer. Mining a tile preserves both the floor and the ceiling of that tile. [[Channel]]ing, by contrast, removes the current floor and mines out the level below, while [[stairs]] and [[ramp]]s enable creatures to move between levels.&lt;br /&gt;
&lt;br /&gt;
Indiscriminate digging may cause [[Cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Dig Priority==&lt;br /&gt;
&lt;br /&gt;
Dwarves mine in veins: after mining a tile, a miner will pick the &amp;quot;next&amp;quot; tile (a tile that is adjacent to the one just mined). If there are several possible &amp;quot;next&amp;quot; tiles, miners use an algorithm to determine which to mine next. This can be inefficient and break a large area into a large number of veins.&lt;br /&gt;
&lt;br /&gt;
To pick a vein (which is to say, a tile designated for some kind of dig job), dwarves seem to use a strategy similar to the one used for chopping [[tree]]s or selecting [[plants]] to gather. Generally, they seem to pick the deepest, northwestern-most vein{{verify}}. Notably, dwarves &amp;lt;i&amp;gt;do not&amp;lt;/i&amp;gt; pick the closest vein.&lt;br /&gt;
&lt;br /&gt;
Dwarves have a priority over which side they will mine out from. Unless there is something in the way, miners will try to walk around unmined areas to reach these preferred sides, even if that path is very long. In order from most preferred to least preferred, dwarves prefer to stand on the tile to the: &amp;lt;blockquote&amp;gt;West &amp;gt; East &amp;gt; North &amp;gt; South &amp;gt; NW &amp;gt; SW &amp;gt; NE &amp;gt; SE&amp;lt;/blockquote&amp;gt; of the tile being dug.&lt;br /&gt;
&lt;br /&gt;
Because dwarves all use the same method to choose veins, dwarves tend to dig tiles near other dwarves. This makes having multiple dwarves dig together a bit problematic, as they will often get in each others' way.&lt;br /&gt;
&lt;br /&gt;
Z-axis preferences untested, though it appears to me that dwarves prefer to dig out lower areas from a diagonally located area (i.e. not standing on the down stairs while digging out the up stairs directly below the down) {{verify}}.&lt;br /&gt;
&lt;br /&gt;
These details are accurate for version 38b; they are likely to change in later versions.&lt;br /&gt;
&lt;br /&gt;
In .38c the dwarves choose the lowest and northwestern of possible veins. &lt;br /&gt;
&lt;br /&gt;
== Map structure ==&lt;br /&gt;
&lt;br /&gt;
If you are still confused about tunnels, floors and ceilings created by the mine command then look at the following diagram:&lt;br /&gt;
&lt;br /&gt;
 TOP VIEWS:      SIDE VIEW:&lt;br /&gt;
   LAYER 3       FROM -&amp;gt; &lt;br /&gt;
   ██████..-     5 ██████&lt;br /&gt;
   ██████..-     4 ██████&lt;br /&gt;
 -&amp;gt;██████..-     3 ██████__&lt;br /&gt;
   ██████..-     2 ████  &lt;br /&gt;
   ██████..-     1 █████████&lt;br /&gt;
   &lt;br /&gt;
   LAYER 2&lt;br /&gt;
   ████████.&lt;br /&gt;
   ████████.&lt;br /&gt;
 -&amp;gt;████.....&lt;br /&gt;
   ████████. &lt;br /&gt;
   ████████.&lt;br /&gt;
   &lt;br /&gt;
 Key:&lt;br /&gt;
 █ Solid rock&lt;br /&gt;
 . Floor, visible from this layer&lt;br /&gt;
 - Empty space, with a floor below&lt;br /&gt;
 _ Ceiling (undermined section)&lt;br /&gt;
&lt;br /&gt;
The Top Views try to show how digging into the mountain (on Layer 2) leaves a ceiling (floor) on the layer above. This is represented on the Side View by a thin line. Try to think of the [[mountain]] as a series of boxes where with a thin lid ontop of each. At any place the box can be filled or empty, and the lid above be there or not there. For example, you can create a [[wall]] and build a [[floor]] on top of it. (Building a wall creates a floor on the next level by default, but this doesn't stop you building another floor construction on top of it!)&lt;br /&gt;
&lt;br /&gt;
''Revised theory'': Imagine the 3D world as a grid of boxes. Each box can have one of three states; [[Wall]]ed, [[Open space]], [[Floor]].&lt;br /&gt;
*Each cube can only be in one of these states.&lt;br /&gt;
*If a tile is Walled it is inaccessible, but the box above can be walked on (if an Open space or a Floor).&lt;br /&gt;
*If it is [[Open space]], then it has no Floor and may be accessible.&lt;br /&gt;
*If a Floor is present, then the box is accessible.&lt;br /&gt;
*Additionally, floor constructions can be built in an Open space or a Floor box provided there is access from the side&lt;br /&gt;
--[[User:Markavian|Markavian]] (Please discuss)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''They eat your caves!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Mining into damp walls usually leads [[flood]]ing. Be especially careful near large [[river]]s and [[aquifer]]s. The game will warn you before this actually occurs.  Note that damp walls still occur below rivers and aquifers but will not flood unless the above floor is removed (digging [[ramp|ramps]], etc).&lt;br /&gt;
* Mining into warm walls usually leads to [[magma]] flooding. The game will warn you before this occurs.  Like damp walls, mining warm walls will not flood magma if you are 1 z-level below the magma unless the floor above is also removed.&lt;br /&gt;
* Building [[channel]]s will not only remove the floor of the current level, but also mine the walls out of the level below. It is not possible to remove the floor without also creating empty space on the level below.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]]&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
===Other digging actions===&lt;br /&gt;
* [[Ramp]]&lt;br /&gt;
* [[Stairs]]&lt;br /&gt;
* [[Channel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Channel&amp;diff=9108</id>
		<title>40d:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Channel&amp;diff=9108"/>
		<updated>2008-08-22T09:41:30Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: moved channel info from mine, made headers bigger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''channel''' is a hole dug in the ground or wall which will mine out the [[z-level]] below too. You can use long channels to act as moats, to move liquids such as [[water]] and [[magma]] from one point to another, and other creative purposes. With this option it is possible to either select floor tiles or 'full' tiles. When channeled out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be [[mine]]d out. Creating a channel could be described as &amp;quot;strip mining&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In layman's terms: mining an area will carve out a tunnel in the rock to crawl through, whereas channelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a [http://en.wikipedia.org/wiki/Trench Trench] of sorts.&lt;br /&gt;
&lt;br /&gt;
Because it has the potential of removing two layers of wall and one of floor, channeling has the potential to be the fastest mining method. However, be careful to ensure that multiple miners working on the same channel don't undermine each other, causing them to fall through to the tile below. If this happens you may need to build a stair or a ramp in order for the fallen miner to escape.&lt;br /&gt;
&lt;br /&gt;
==Creating channels==&lt;br /&gt;
Open the {{k|d}}esignation menu and select c{{k|h}}annel. Mark out the area you want to create as a channel - be careful to check the z-level below too! When building channels diagonally, a single line is enough - water, like creatures, moves in all 8 directions (+ z-axis).&lt;br /&gt;
&lt;br /&gt;
The channel designation can be used to dig upwards. If a square is designated to be channeled and the z-level below has either a ramp or upward stair the miner will stand on that and remove the roof. In the same manner, designating channels over existing downward [[stairs]] will make the dwarves remove the staircase.&lt;br /&gt;
&lt;br /&gt;
Designating a channel on the level underneath an existing channel is the way to dig deep pits or [[well]] shafts.  Designating an adjacent up/down staircase is the easiest way to give access to the [[miner]] who will dig the shaft.&lt;br /&gt;
&lt;br /&gt;
==Using channels==&lt;br /&gt;
Creatures cannot pass over open channels but you can build [[floor]]s, [[bridges]], [[hatch cover]]s, or place floor [[grate]]s over top of channels. Grates will allow fluids to pass through.&lt;br /&gt;
&lt;br /&gt;
To move liquids simply connect one end of the channel to the liquid source, and the other to your desired destination. You will probably want to leave digging through the last square prior to the liquid until all your [[floodgate]]s etc. are finished. An unexpected flood can set your fortress back several seasons.&lt;br /&gt;
&lt;br /&gt;
Be careful when tapping into a reservoir, such as the bottom of a lake, since the [[pressure]] head will cause the water to overtop the sides of the channel. Magma will not do this.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8772</id>
		<title>40d:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8772"/>
		<updated>2008-08-22T09:04:04Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Stone hauling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as gathering various [[stone types]], or simply to create the basic tunnels and [[rooms]] in your fort. Only [[dwarves]] assigned to &amp;quot;Mining&amp;quot; will actually mine the areas you want to have mined, and then only if they have access to a [[pick]] and can physically reach the site.&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}}.&lt;br /&gt;
A [[miner]] requires an available [[pick]].&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations]] menu.&lt;br /&gt;
# Highlight '''Mine''' (it's highlighted by default) by pressing {{K|d}} again.&lt;br /&gt;
# Move the cursor to the starting point, press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Mined walls ==&lt;br /&gt;
&lt;br /&gt;
When a tile has been mined, the surrounding walls and floor will most likely be some kind of rough stone. To make these surfaces look less primitive, you can [[smooth]] and [[engrave]] them. [[Soil]]s, such as loam, clay, or sand, cannot be smoothed.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
&lt;br /&gt;
Loose stone will not impede movement, but it can prop open [[door]]s, slow construction, and prevent open space from being used as a [[stockpile]], and therefore it is often desirable to haul it away. You can assign stone hauling duties to specific dwarves just like you assigned them to be a miner. Make sure you have stockpiles where all the different [[stone]] types can be stored, too. Be careful which dwarves you assign to hauling if you have a massive dig going, or they might drop whatever other important stuff they were doing just to clear the paths. Typically miners will mine out stone far faster than haulers can properly clear it, particularly if the stockpile is a distance away. It is also possible to designate stone to be [[dump]]ed, although this is considered an [[exploit]], as a 1x1 garbage dump can hold an infinite number of items.&lt;br /&gt;
&lt;br /&gt;
There are alternatives to hauling. [[Mason]]s or [[Stone crafter]]s can build their respective [[workshops]] next to or on top of a large pile of stone for clearing, and then create items out of the stone to clear it. Masons can create [[furniture]] (which takes as much space as the original stone itself, but is at least useful); they can also create [[block]]s, which unlike stone and furniture can be stacked in [[bin]]s. Craftdwarves can create various smaller items which can also be stacked in bins. Assuming you have sufficient bins, place a stockpile right next to the worksite and your haulers will only have to take the items a very short distance to place them neatly in stacks. This is a huge timesaver on large projects. Just be careful about what you make. Stone blocks are useful, but a bin completely full of stone blocks is extremely heavy and hard to move around. [[Crafts]] of all sorts are usually very light, but certain job types make multiple products out of single stones, which will multiply your hauling problem. Stone crafts, as opposed to, for instance, [[mug]]s, will produce single, lightweight, somewhat valuable items that are easy to stack and move.&lt;br /&gt;
&lt;br /&gt;
Not hauling at all is also possible. You don't have to clear the rubble.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;font size=5&amp;gt;Digging has been merged with this article&amp;lt;/font&amp;gt;, but I haven't had time to completely merge them. --[[User:Savok|Savok]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Digging''' is a group of actions available from the [[:category:designations|{{K|d}}esignations menu]]. Digging is performed by dwarven [[miner]]s in order to create empty spaces, hollow out material or dig [[stairs]] and [[ramp]]s. All dig actions require a dwarf with the miner skill and an available [[pick]]. &lt;br /&gt;
&lt;br /&gt;
=== Digging in 3D ===&lt;br /&gt;
&lt;br /&gt;
The map is divided in ''layers''. Tiles on each layer are composed by whatever is on that tile, and the floor (or absence &amp;lt;BR&amp;gt;of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example. The ''ceiling'' of a tile is the same thing as the floor of the layer above that tile.&lt;br /&gt;
&lt;br /&gt;
The most basic dig action is {{K|d}} '''mine'''. When this option is selected you can mark areas to be hollowed out from the current layer. Any useful material such as rock or [[ore]] is deposited on the ground excavated by the tile. Digging a tile preserves both the floor and the ceiling of that tile.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform.PNG|thumb|664px|Graphical representation of several situations. This is a cross-section. &amp;quot;Sky&amp;quot; is dug-out, even underground, green is floor, non-sky cyan is no-floor, and &amp;quot;rock&amp;quot; is rock.]]&lt;br /&gt;
&lt;br /&gt;
A similar action to dig is {{K|h}} '''channel'''. With this option it is possible to either select floor tiles (already dug out with {{k|d}}ig) or 'full' tiles. When dug out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be dug out. Creating a [[channel]] could be described as 'strip mining'. &lt;br /&gt;
&lt;br /&gt;
Because it has the potential of removing two layers of wall and one of floor, channeling has the potential to be the fastest mining method. However, be careful that multiple miners working on the same channel don't undermine each other, causing them to fall through to the tile below. If this happens you may need to build a stair or a ramp in order for the fallen miner to escape.&lt;br /&gt;
&lt;br /&gt;
Indiscriminate mining may cause [[Cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
=== Stairs &amp;amp; Ramps ===&lt;br /&gt;
&lt;br /&gt;
For dwarves to move upwards and downwards between levels the construction of [[stairway]]s and [[ramp]]s is required. The most reliable way to assist your constructions is to dig an [[upward stairway]] on the lower level and [[downward stairway]] above. '''[[Stairs]] down''' only remove the floor, and '''Upward stairways''' do not affect the floor or the ceiling. '''Up/Down stairways''' act as a combination of both.&lt;br /&gt;
&lt;br /&gt;
You can also construct these out of rocks or [[wood]], but well placed dig commands are quicker. Digging downwards from the surface, first dig a {{K|j}} '''downward stairway'''. If you wait for this to be dug you will then see a visible block on the layer below where the stairway connects. In this tile dig an {{K|u}}'''pward stairway'''. Your dwarves will now be able to access both levels using these stairs. It is advisable to build one of these before channeling in order for your dwarves to escape. &lt;br /&gt;
&lt;br /&gt;
It may be convenient to build an {{K|i}} '''up/down stairway'''. This style creates an X symbol and allows dwarves to ascend or descend on the same tile. You can also make a long series of up/down stairways directly above/below each other to make a long staircase that encompasses many levels.&lt;br /&gt;
&lt;br /&gt;
Upward [[Ramp]]s remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Up-ramps can be found in the same submenu of the {{K|d}}esignation menu as up- and down-staircases.&lt;br /&gt;
&lt;br /&gt;
Ramps should be avoided until you need to provide access to [[caravan]]s as dwarves on the upper level cannot perform actions such as dig, or build when standing on the ramp ''(imagine they are 'half way' up the ramp)''.&lt;br /&gt;
&lt;br /&gt;
Stairs and Ramps can be removed using the {{K|z}} '''remove up stairs/ramps''' command, ''if those ramps were originally built by digging''. Select this and mark the stairs/ramps to be dug out.&lt;br /&gt;
&lt;br /&gt;
==Dig Priority==&lt;br /&gt;
&lt;br /&gt;
Dwarves mine in veins: after mining a tile, a miner will pick the &amp;quot;next&amp;quot; tile (a tile that is adjacent to the one just mined). If there are several possible &amp;quot;next&amp;quot; tiles, miners use an algorithm to determine which to mine next. This can be inefficient and break a large area into a large number of veins.&lt;br /&gt;
&lt;br /&gt;
To pick a vein (which is to say, a tile designated for some kind of dig job), dwarves seem to use a strategy similar to the one used for chopping [[tree]]s or selecting [[plants]] to gather. Generally, they seem to pick the deepest, northwestern-most vein{{verify}}. Notably, dwarves &amp;lt;i&amp;gt;do not&amp;lt;/i&amp;gt; pick the closest vein.&lt;br /&gt;
&lt;br /&gt;
Dwarves have a priority over which side they will mine out from. Unless there is something in the way, miners will try to walk around unmined areas to reach these preferred sides, even if that path is very long. In order from most preferred to least preferred, dwarves prefer to stand on the tile to the: &amp;lt;blockquote&amp;gt;West &amp;gt; East &amp;gt; North &amp;gt; South &amp;gt; NW &amp;gt; SW &amp;gt; NE &amp;gt; SE&amp;lt;/blockquote&amp;gt; of the tile being dug.&lt;br /&gt;
&lt;br /&gt;
Because dwarves all use the same method to choose veins, dwarves tend to dig tiles near other dwarves. This makes having multiple dwarves dig together a bit problematic, as they will often get in each others' way.&lt;br /&gt;
&lt;br /&gt;
Z-axis preferences untested, though it appears to me that dwarves prefer to dig out lower areas from a diagonally located area (i.e. not standing on the down stairs while digging out the up stairs directly below the down) {{verify}}.&lt;br /&gt;
&lt;br /&gt;
These details are accurate for version 38b; they are likely to change in later versions.&lt;br /&gt;
&lt;br /&gt;
In .38c the dwarves choose the lowest and northwestern of possible veins. &lt;br /&gt;
&lt;br /&gt;
== Map structure ==&lt;br /&gt;
&lt;br /&gt;
If you are still confused about tunnels, floors and ceilings created by the mine command then look at the following diagram:&lt;br /&gt;
&lt;br /&gt;
 TOP VIEWS:      SIDE VIEW:&lt;br /&gt;
   LAYER 3       FROM -&amp;gt; &lt;br /&gt;
   ██████..-     5 ██████&lt;br /&gt;
   ██████..-     4 ██████&lt;br /&gt;
 -&amp;gt;██████..-     3 ██████__&lt;br /&gt;
   ██████..-     2 ████  &lt;br /&gt;
   ██████..-     1 █████████&lt;br /&gt;
   &lt;br /&gt;
   LAYER 2&lt;br /&gt;
   ████████.&lt;br /&gt;
   ████████.&lt;br /&gt;
 -&amp;gt;████.....&lt;br /&gt;
   ████████. &lt;br /&gt;
   ████████.&lt;br /&gt;
   &lt;br /&gt;
 Key:&lt;br /&gt;
 █ Solid rock&lt;br /&gt;
 . Floor, visible from this layer&lt;br /&gt;
 - Empty space, with a floor below&lt;br /&gt;
 _ Ceiling (undermined section)&lt;br /&gt;
&lt;br /&gt;
The Top Views try to show how digging into the mountain (on Layer 2) leaves a ceiling (floor) on the layer above. This is represented on the Side View by a thin line. Try to think of the [[mountain]] as a series of boxes where with a thin lid ontop of each. At any place the box can be filled or empty, and the lid above be there or not there. For example, you can create a [[wall]] and build a [[floor]] on top of it. (Building a wall creates a floor on the next level by default, but this doesn't stop you building another floor construction on top of it!)&lt;br /&gt;
&lt;br /&gt;
''Revised theory'': Imagine the 3D world as a grid of boxes. Each box can have one of three states; [[Wall]]ed, [[Open space]], [[Floor]].&lt;br /&gt;
*Each cube can only be in one of these states.&lt;br /&gt;
*If a tile is Walled it is inaccessible, but the box above can be walked on (if an Open space or a Floor).&lt;br /&gt;
*If it is [[Open space]], then it has no Floor and may be accessible.&lt;br /&gt;
*If a Floor is present, then the box is accessible.&lt;br /&gt;
*Additionally, floor constructions can be built in an Open space or a Floor box provided there is access from the side&lt;br /&gt;
--[[User:Markavian|Markavian]] (Please discuss)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''They eat your caves!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Mining into damp walls usually leads [[flood]]ing. Be especially careful near large [[river]]s and [[aquifer]]s. The game will warn you before this actually occurs.  Note that damp walls still occur below rivers and aquifers but will not flood unless the above floor is removed (digging [[ramp|ramps]], etc).&lt;br /&gt;
* Mining into warm walls usually leads to [[magma]] flooding. The game will warn you before this occurs.  Like damp walls, mining warm walls will not flood magma if you are 1 z-level below the magma unless the floor above is also removed.&lt;br /&gt;
* Building [[channel]]s will not only remove the floor of the current level, but also mine the walls out of the level below. It is not possible to remove the floor without also creating empty space on the level below.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]]&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8771</id>
		<title>40d:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8771"/>
		<updated>2008-08-22T09:03:39Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Stone hauling */ added garbage dump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as gathering various [[stone types]], or simply to create the basic tunnels and [[rooms]] in your fort. Only [[dwarves]] assigned to &amp;quot;Mining&amp;quot; will actually mine the areas you want to have mined, and then only if they have access to a [[pick]] and can physically reach the site.&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}}.&lt;br /&gt;
A [[miner]] requires an available [[pick]].&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations]] menu.&lt;br /&gt;
# Highlight '''Mine''' (it's highlighted by default) by pressing {{K|d}} again.&lt;br /&gt;
# Move the cursor to the starting point, press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Mined walls ==&lt;br /&gt;
&lt;br /&gt;
When a tile has been mined, the surrounding walls and floor will most likely be some kind of rough stone. To make these surfaces look less primitive, you can [[smooth]] and [[engrave]] them. [[Soil]]s, such as loam, clay, or sand, cannot be smoothed.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
&lt;br /&gt;
Loose stone will not impede movement, but it can prop open [[door]]s, slow construction, and prevent open space from being used as a [[stockpile]], and therefore it is often desirable to [[haul]] it away. You can assign stone hauling duties to specific dwarves just like you assigned them to be a miner. Make sure you have stockpiles where all the different [[stone]] types can be stored, too. Be careful which dwarves you assign to hauling if you have a massive dig going, or they might drop whatever other important stuff they were doing just to clear the paths. Typically miners will mine out stone far faster than haulers can properly clear it, particularly if the stockpile is a distance away. It is also possible to designate stone to be [[dump]]ed, although this is considered an [[exploit]], as a 1x1 garbage dump can hold an infinite number of items.&lt;br /&gt;
&lt;br /&gt;
There are alternatives to hauling. [[Mason]]s or [[Stone crafter]]s can build their respective [[workshops]] next to or on top of a large pile of stone for clearing, and then create items out of the stone to clear it. Masons can create [[furniture]] (which takes as much space as the original stone itself, but is at least useful); they can also create [[block]]s, which unlike stone and furniture can be stacked in [[bin]]s. Craftdwarves can create various smaller items which can also be stacked in bins. Assuming you have sufficient bins, place a stockpile right next to the worksite and your haulers will only have to take the items a very short distance to place them neatly in stacks. This is a huge timesaver on large projects. Just be careful about what you make. Stone blocks are useful, but a bin completely full of stone blocks is extremely heavy and hard to move around. [[Crafts]] of all sorts are usually very light, but certain job types make multiple products out of single stones, which will multiply your hauling problem. Stone crafts, as opposed to, for instance, [[mug]]s, will produce single, lightweight, somewhat valuable items that are easy to stack and move.&lt;br /&gt;
&lt;br /&gt;
Not hauling at all is also possible. You don't have to clear the rubble.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;font size=5&amp;gt;Digging has been merged with this article&amp;lt;/font&amp;gt;, but I haven't had time to completely merge them. --[[User:Savok|Savok]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Digging''' is a group of actions available from the [[:category:designations|{{K|d}}esignations menu]]. Digging is performed by dwarven [[miner]]s in order to create empty spaces, hollow out material or dig [[stairs]] and [[ramp]]s. All dig actions require a dwarf with the miner skill and an available [[pick]]. &lt;br /&gt;
&lt;br /&gt;
=== Digging in 3D ===&lt;br /&gt;
&lt;br /&gt;
The map is divided in ''layers''. Tiles on each layer are composed by whatever is on that tile, and the floor (or absence &amp;lt;BR&amp;gt;of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example. The ''ceiling'' of a tile is the same thing as the floor of the layer above that tile.&lt;br /&gt;
&lt;br /&gt;
The most basic dig action is {{K|d}} '''mine'''. When this option is selected you can mark areas to be hollowed out from the current layer. Any useful material such as rock or [[ore]] is deposited on the ground excavated by the tile. Digging a tile preserves both the floor and the ceiling of that tile.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform.PNG|thumb|664px|Graphical representation of several situations. This is a cross-section. &amp;quot;Sky&amp;quot; is dug-out, even underground, green is floor, non-sky cyan is no-floor, and &amp;quot;rock&amp;quot; is rock.]]&lt;br /&gt;
&lt;br /&gt;
A similar action to dig is {{K|h}} '''channel'''. With this option it is possible to either select floor tiles (already dug out with {{k|d}}ig) or 'full' tiles. When dug out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be dug out. Creating a [[channel]] could be described as 'strip mining'. &lt;br /&gt;
&lt;br /&gt;
Because it has the potential of removing two layers of wall and one of floor, channeling has the potential to be the fastest mining method. However, be careful that multiple miners working on the same channel don't undermine each other, causing them to fall through to the tile below. If this happens you may need to build a stair or a ramp in order for the fallen miner to escape.&lt;br /&gt;
&lt;br /&gt;
Indiscriminate mining may cause [[Cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
=== Stairs &amp;amp; Ramps ===&lt;br /&gt;
&lt;br /&gt;
For dwarves to move upwards and downwards between levels the construction of [[stairway]]s and [[ramp]]s is required. The most reliable way to assist your constructions is to dig an [[upward stairway]] on the lower level and [[downward stairway]] above. '''[[Stairs]] down''' only remove the floor, and '''Upward stairways''' do not affect the floor or the ceiling. '''Up/Down stairways''' act as a combination of both.&lt;br /&gt;
&lt;br /&gt;
You can also construct these out of rocks or [[wood]], but well placed dig commands are quicker. Digging downwards from the surface, first dig a {{K|j}} '''downward stairway'''. If you wait for this to be dug you will then see a visible block on the layer below where the stairway connects. In this tile dig an {{K|u}}'''pward stairway'''. Your dwarves will now be able to access both levels using these stairs. It is advisable to build one of these before channeling in order for your dwarves to escape. &lt;br /&gt;
&lt;br /&gt;
It may be convenient to build an {{K|i}} '''up/down stairway'''. This style creates an X symbol and allows dwarves to ascend or descend on the same tile. You can also make a long series of up/down stairways directly above/below each other to make a long staircase that encompasses many levels.&lt;br /&gt;
&lt;br /&gt;
Upward [[Ramp]]s remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Up-ramps can be found in the same submenu of the {{K|d}}esignation menu as up- and down-staircases.&lt;br /&gt;
&lt;br /&gt;
Ramps should be avoided until you need to provide access to [[caravan]]s as dwarves on the upper level cannot perform actions such as dig, or build when standing on the ramp ''(imagine they are 'half way' up the ramp)''.&lt;br /&gt;
&lt;br /&gt;
Stairs and Ramps can be removed using the {{K|z}} '''remove up stairs/ramps''' command, ''if those ramps were originally built by digging''. Select this and mark the stairs/ramps to be dug out.&lt;br /&gt;
&lt;br /&gt;
==Dig Priority==&lt;br /&gt;
&lt;br /&gt;
Dwarves mine in veins: after mining a tile, a miner will pick the &amp;quot;next&amp;quot; tile (a tile that is adjacent to the one just mined). If there are several possible &amp;quot;next&amp;quot; tiles, miners use an algorithm to determine which to mine next. This can be inefficient and break a large area into a large number of veins.&lt;br /&gt;
&lt;br /&gt;
To pick a vein (which is to say, a tile designated for some kind of dig job), dwarves seem to use a strategy similar to the one used for chopping [[tree]]s or selecting [[plants]] to gather. Generally, they seem to pick the deepest, northwestern-most vein{{verify}}. Notably, dwarves &amp;lt;i&amp;gt;do not&amp;lt;/i&amp;gt; pick the closest vein.&lt;br /&gt;
&lt;br /&gt;
Dwarves have a priority over which side they will mine out from. Unless there is something in the way, miners will try to walk around unmined areas to reach these preferred sides, even if that path is very long. In order from most preferred to least preferred, dwarves prefer to stand on the tile to the: &amp;lt;blockquote&amp;gt;West &amp;gt; East &amp;gt; North &amp;gt; South &amp;gt; NW &amp;gt; SW &amp;gt; NE &amp;gt; SE&amp;lt;/blockquote&amp;gt; of the tile being dug.&lt;br /&gt;
&lt;br /&gt;
Because dwarves all use the same method to choose veins, dwarves tend to dig tiles near other dwarves. This makes having multiple dwarves dig together a bit problematic, as they will often get in each others' way.&lt;br /&gt;
&lt;br /&gt;
Z-axis preferences untested, though it appears to me that dwarves prefer to dig out lower areas from a diagonally located area (i.e. not standing on the down stairs while digging out the up stairs directly below the down) {{verify}}.&lt;br /&gt;
&lt;br /&gt;
These details are accurate for version 38b; they are likely to change in later versions.&lt;br /&gt;
&lt;br /&gt;
In .38c the dwarves choose the lowest and northwestern of possible veins. &lt;br /&gt;
&lt;br /&gt;
== Map structure ==&lt;br /&gt;
&lt;br /&gt;
If you are still confused about tunnels, floors and ceilings created by the mine command then look at the following diagram:&lt;br /&gt;
&lt;br /&gt;
 TOP VIEWS:      SIDE VIEW:&lt;br /&gt;
   LAYER 3       FROM -&amp;gt; &lt;br /&gt;
   ██████..-     5 ██████&lt;br /&gt;
   ██████..-     4 ██████&lt;br /&gt;
 -&amp;gt;██████..-     3 ██████__&lt;br /&gt;
   ██████..-     2 ████  &lt;br /&gt;
   ██████..-     1 █████████&lt;br /&gt;
   &lt;br /&gt;
   LAYER 2&lt;br /&gt;
   ████████.&lt;br /&gt;
   ████████.&lt;br /&gt;
 -&amp;gt;████.....&lt;br /&gt;
   ████████. &lt;br /&gt;
   ████████.&lt;br /&gt;
   &lt;br /&gt;
 Key:&lt;br /&gt;
 █ Solid rock&lt;br /&gt;
 . Floor, visible from this layer&lt;br /&gt;
 - Empty space, with a floor below&lt;br /&gt;
 _ Ceiling (undermined section)&lt;br /&gt;
&lt;br /&gt;
The Top Views try to show how digging into the mountain (on Layer 2) leaves a ceiling (floor) on the layer above. This is represented on the Side View by a thin line. Try to think of the [[mountain]] as a series of boxes where with a thin lid ontop of each. At any place the box can be filled or empty, and the lid above be there or not there. For example, you can create a [[wall]] and build a [[floor]] on top of it. (Building a wall creates a floor on the next level by default, but this doesn't stop you building another floor construction on top of it!)&lt;br /&gt;
&lt;br /&gt;
''Revised theory'': Imagine the 3D world as a grid of boxes. Each box can have one of three states; [[Wall]]ed, [[Open space]], [[Floor]].&lt;br /&gt;
*Each cube can only be in one of these states.&lt;br /&gt;
*If a tile is Walled it is inaccessible, but the box above can be walked on (if an Open space or a Floor).&lt;br /&gt;
*If it is [[Open space]], then it has no Floor and may be accessible.&lt;br /&gt;
*If a Floor is present, then the box is accessible.&lt;br /&gt;
*Additionally, floor constructions can be built in an Open space or a Floor box provided there is access from the side&lt;br /&gt;
--[[User:Markavian|Markavian]] (Please discuss)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''They eat your caves!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Mining into damp walls usually leads [[flood]]ing. Be especially careful near large [[river]]s and [[aquifer]]s. The game will warn you before this actually occurs.  Note that damp walls still occur below rivers and aquifers but will not flood unless the above floor is removed (digging [[ramp|ramps]], etc).&lt;br /&gt;
* Mining into warm walls usually leads to [[magma]] flooding. The game will warn you before this occurs.  Like damp walls, mining warm walls will not flood magma if you are 1 z-level below the magma unless the floor above is also removed.&lt;br /&gt;
* Building [[channel]]s will not only remove the floor of the current level, but also mine the walls out of the level below. It is not possible to remove the floor without also creating empty space on the level below.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]]&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8770</id>
		<title>40d:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8770"/>
		<updated>2008-08-22T08:56:16Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Mined walls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as gathering various [[stone types]], or simply to create the basic tunnels and [[rooms]] in your fort. Only [[dwarves]] assigned to &amp;quot;Mining&amp;quot; will actually mine the areas you want to have mined, and then only if they have access to a [[pick]] and can physically reach the site.&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}}.&lt;br /&gt;
A [[miner]] requires an available [[pick]].&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations]] menu.&lt;br /&gt;
# Highlight '''Mine''' (it's highlighted by default) by pressing {{K|d}} again.&lt;br /&gt;
# Move the cursor to the starting point, press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Mined walls ==&lt;br /&gt;
&lt;br /&gt;
When a tile has been mined, the surrounding walls and floor will most likely be some kind of rough stone. To make these surfaces look less primitive, you can [[smooth]] and [[engrave]] them. [[Soil]]s, such as loam, clay, or sand, cannot be smoothed.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
&lt;br /&gt;
All the [[stone]] types produced by mining must be hauled away or they will soon clog up your tunnels. Loose stone will not impede movement, but it can prop open [[door]]s, slow construction, and prevent open space from being used as a [[stockpile]]. You can assign stone hauling duties to specific dwarves just like you assigned them to be a miner. Make sure you have stockpiles where all the different [[stone]] types can be stored, too. Be careful which dwarves you assign to hauling if you have a massive dig going, or they might drop whatever other important stuff they were doing just to clear the paths. Typically miners will mine out stone far faster than haulers can properly clear it, particularly if the stockpile is a distance away.&lt;br /&gt;
&lt;br /&gt;
There are alternatives to hauling. [[Mason]]s or [[Stone crafter]]s can build their respective [[workshops]] next to or on top of a large pile of stone for clearing, and then create items out of the stone to clear it. Masons can create [[furniture]] (which takes as much space as the original stone itself, but is at least useful); they can also create [[block]]s, which unlike stone and furniture can be stacked in [[bin]]s. Craftdwarves can create various smaller items which can also be stacked in bins. Assuming you have sufficient bins, place a stockpile right next to the worksite and your haulers will only have to take the items a very short distance to place them neatly in stacks. This is a huge timesaver on large projects. Just be careful about what you make. Stone blocks are useful, but a bin completely full of stone blocks is extremely heavy and hard to move around. [[Crafts]] of all sorts are usually very light, but certain job types make multiple products out of single stones, which will multiply your hauling problem. Stone crafts, as opposed to, for instance, [[mug]]s, will produce single, lightweight, somewhat valuable items that are easy to stack and move.&lt;br /&gt;
&lt;br /&gt;
Not hauling at all is also possible. You don't have to clear the rubble. However, if you are a typical DF player, you desperately want to.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;font size=5&amp;gt;Digging has been merged with this article&amp;lt;/font&amp;gt;, but I haven't had time to completely merge them. --[[User:Savok|Savok]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Digging''' is a group of actions available from the [[:category:designations|{{K|d}}esignations menu]]. Digging is performed by dwarven [[miner]]s in order to create empty spaces, hollow out material or dig [[stairs]] and [[ramp]]s. All dig actions require a dwarf with the miner skill and an available [[pick]]. &lt;br /&gt;
&lt;br /&gt;
=== Digging in 3D ===&lt;br /&gt;
&lt;br /&gt;
The map is divided in ''layers''. Tiles on each layer are composed by whatever is on that tile, and the floor (or absence &amp;lt;BR&amp;gt;of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example. The ''ceiling'' of a tile is the same thing as the floor of the layer above that tile.&lt;br /&gt;
&lt;br /&gt;
The most basic dig action is {{K|d}} '''mine'''. When this option is selected you can mark areas to be hollowed out from the current layer. Any useful material such as rock or [[ore]] is deposited on the ground excavated by the tile. Digging a tile preserves both the floor and the ceiling of that tile.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform.PNG|thumb|664px|Graphical representation of several situations. This is a cross-section. &amp;quot;Sky&amp;quot; is dug-out, even underground, green is floor, non-sky cyan is no-floor, and &amp;quot;rock&amp;quot; is rock.]]&lt;br /&gt;
&lt;br /&gt;
A similar action to dig is {{K|h}} '''channel'''. With this option it is possible to either select floor tiles (already dug out with {{k|d}}ig) or 'full' tiles. When dug out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be dug out. Creating a [[channel]] could be described as 'strip mining'. &lt;br /&gt;
&lt;br /&gt;
Because it has the potential of removing two layers of wall and one of floor, channeling has the potential to be the fastest mining method. However, be careful that multiple miners working on the same channel don't undermine each other, causing them to fall through to the tile below. If this happens you may need to build a stair or a ramp in order for the fallen miner to escape.&lt;br /&gt;
&lt;br /&gt;
Indiscriminate mining may cause [[Cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
=== Stairs &amp;amp; Ramps ===&lt;br /&gt;
&lt;br /&gt;
For dwarves to move upwards and downwards between levels the construction of [[stairway]]s and [[ramp]]s is required. The most reliable way to assist your constructions is to dig an [[upward stairway]] on the lower level and [[downward stairway]] above. '''[[Stairs]] down''' only remove the floor, and '''Upward stairways''' do not affect the floor or the ceiling. '''Up/Down stairways''' act as a combination of both.&lt;br /&gt;
&lt;br /&gt;
You can also construct these out of rocks or [[wood]], but well placed dig commands are quicker. Digging downwards from the surface, first dig a {{K|j}} '''downward stairway'''. If you wait for this to be dug you will then see a visible block on the layer below where the stairway connects. In this tile dig an {{K|u}}'''pward stairway'''. Your dwarves will now be able to access both levels using these stairs. It is advisable to build one of these before channeling in order for your dwarves to escape. &lt;br /&gt;
&lt;br /&gt;
It may be convenient to build an {{K|i}} '''up/down stairway'''. This style creates an X symbol and allows dwarves to ascend or descend on the same tile. You can also make a long series of up/down stairways directly above/below each other to make a long staircase that encompasses many levels.&lt;br /&gt;
&lt;br /&gt;
Upward [[Ramp]]s remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Up-ramps can be found in the same submenu of the {{K|d}}esignation menu as up- and down-staircases.&lt;br /&gt;
&lt;br /&gt;
Ramps should be avoided until you need to provide access to [[caravan]]s as dwarves on the upper level cannot perform actions such as dig, or build when standing on the ramp ''(imagine they are 'half way' up the ramp)''.&lt;br /&gt;
&lt;br /&gt;
Stairs and Ramps can be removed using the {{K|z}} '''remove up stairs/ramps''' command, ''if those ramps were originally built by digging''. Select this and mark the stairs/ramps to be dug out.&lt;br /&gt;
&lt;br /&gt;
==Dig Priority==&lt;br /&gt;
&lt;br /&gt;
Dwarves mine in veins: after mining a tile, a miner will pick the &amp;quot;next&amp;quot; tile (a tile that is adjacent to the one just mined). If there are several possible &amp;quot;next&amp;quot; tiles, miners use an algorithm to determine which to mine next. This can be inefficient and break a large area into a large number of veins.&lt;br /&gt;
&lt;br /&gt;
To pick a vein (which is to say, a tile designated for some kind of dig job), dwarves seem to use a strategy similar to the one used for chopping [[tree]]s or selecting [[plants]] to gather. Generally, they seem to pick the deepest, northwestern-most vein{{verify}}. Notably, dwarves &amp;lt;i&amp;gt;do not&amp;lt;/i&amp;gt; pick the closest vein.&lt;br /&gt;
&lt;br /&gt;
Dwarves have a priority over which side they will mine out from. Unless there is something in the way, miners will try to walk around unmined areas to reach these preferred sides, even if that path is very long. In order from most preferred to least preferred, dwarves prefer to stand on the tile to the: &amp;lt;blockquote&amp;gt;West &amp;gt; East &amp;gt; North &amp;gt; South &amp;gt; NW &amp;gt; SW &amp;gt; NE &amp;gt; SE&amp;lt;/blockquote&amp;gt; of the tile being dug.&lt;br /&gt;
&lt;br /&gt;
Because dwarves all use the same method to choose veins, dwarves tend to dig tiles near other dwarves. This makes having multiple dwarves dig together a bit problematic, as they will often get in each others' way.&lt;br /&gt;
&lt;br /&gt;
Z-axis preferences untested, though it appears to me that dwarves prefer to dig out lower areas from a diagonally located area (i.e. not standing on the down stairs while digging out the up stairs directly below the down) {{verify}}.&lt;br /&gt;
&lt;br /&gt;
These details are accurate for version 38b; they are likely to change in later versions.&lt;br /&gt;
&lt;br /&gt;
In .38c the dwarves choose the lowest and northwestern of possible veins. &lt;br /&gt;
&lt;br /&gt;
== Map structure ==&lt;br /&gt;
&lt;br /&gt;
If you are still confused about tunnels, floors and ceilings created by the mine command then look at the following diagram:&lt;br /&gt;
&lt;br /&gt;
 TOP VIEWS:      SIDE VIEW:&lt;br /&gt;
   LAYER 3       FROM -&amp;gt; &lt;br /&gt;
   ██████..-     5 ██████&lt;br /&gt;
   ██████..-     4 ██████&lt;br /&gt;
 -&amp;gt;██████..-     3 ██████__&lt;br /&gt;
   ██████..-     2 ████  &lt;br /&gt;
   ██████..-     1 █████████&lt;br /&gt;
   &lt;br /&gt;
   LAYER 2&lt;br /&gt;
   ████████.&lt;br /&gt;
   ████████.&lt;br /&gt;
 -&amp;gt;████.....&lt;br /&gt;
   ████████. &lt;br /&gt;
   ████████.&lt;br /&gt;
   &lt;br /&gt;
 Key:&lt;br /&gt;
 █ Solid rock&lt;br /&gt;
 . Floor, visible from this layer&lt;br /&gt;
 - Empty space, with a floor below&lt;br /&gt;
 _ Ceiling (undermined section)&lt;br /&gt;
&lt;br /&gt;
The Top Views try to show how digging into the mountain (on Layer 2) leaves a ceiling (floor) on the layer above. This is represented on the Side View by a thin line. Try to think of the [[mountain]] as a series of boxes where with a thin lid ontop of each. At any place the box can be filled or empty, and the lid above be there or not there. For example, you can create a [[wall]] and build a [[floor]] on top of it. (Building a wall creates a floor on the next level by default, but this doesn't stop you building another floor construction on top of it!)&lt;br /&gt;
&lt;br /&gt;
''Revised theory'': Imagine the 3D world as a grid of boxes. Each box can have one of three states; [[Wall]]ed, [[Open space]], [[Floor]].&lt;br /&gt;
*Each cube can only be in one of these states.&lt;br /&gt;
*If a tile is Walled it is inaccessible, but the box above can be walked on (if an Open space or a Floor).&lt;br /&gt;
*If it is [[Open space]], then it has no Floor and may be accessible.&lt;br /&gt;
*If a Floor is present, then the box is accessible.&lt;br /&gt;
*Additionally, floor constructions can be built in an Open space or a Floor box provided there is access from the side&lt;br /&gt;
--[[User:Markavian|Markavian]] (Please discuss)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''They eat your caves!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Mining into damp walls usually leads [[flood]]ing. Be especially careful near large [[river]]s and [[aquifer]]s. The game will warn you before this actually occurs.  Note that damp walls still occur below rivers and aquifers but will not flood unless the above floor is removed (digging [[ramp|ramps]], etc).&lt;br /&gt;
* Mining into warm walls usually leads to [[magma]] flooding. The game will warn you before this occurs.  Like damp walls, mining warm walls will not flood magma if you are 1 z-level below the magma unless the floor above is also removed.&lt;br /&gt;
* Building [[channel]]s will not only remove the floor of the current level, but also mine the walls out of the level below. It is not possible to remove the floor without also creating empty space on the level below.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]]&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8769</id>
		<title>40d:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8769"/>
		<updated>2008-08-22T08:54:57Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Making a dwarf a miner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as gathering various [[stone types]], or simply to create the basic tunnels and [[rooms]] in your fort. Only [[dwarves]] assigned to &amp;quot;Mining&amp;quot; will actually mine the areas you want to have mined, and then only if they have access to a [[pick]] and can physically reach the site.&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}}.&lt;br /&gt;
A [[miner]] requires an available [[pick]].&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations]] menu.&lt;br /&gt;
# Highlight '''Mine''' (it's highlighted by default) by pressing {{K|d}} again.&lt;br /&gt;
# Move the cursor to the starting point, press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Mined walls ==&lt;br /&gt;
&lt;br /&gt;
When a tile has been mined, the surrounding walls and floor will most likely be some kind of rough stone. To make these surfaces look less primitive, you can [[smooth]] them. Soil, such as loam or clay, cannot be smoothed.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
&lt;br /&gt;
All the [[stone]] types produced by mining must be hauled away or they will soon clog up your tunnels. Loose stone will not impede movement, but it can prop open [[door]]s, slow construction, and prevent open space from being used as a [[stockpile]]. You can assign stone hauling duties to specific dwarves just like you assigned them to be a miner. Make sure you have stockpiles where all the different [[stone]] types can be stored, too. Be careful which dwarves you assign to hauling if you have a massive dig going, or they might drop whatever other important stuff they were doing just to clear the paths. Typically miners will mine out stone far faster than haulers can properly clear it, particularly if the stockpile is a distance away.&lt;br /&gt;
&lt;br /&gt;
There are alternatives to hauling. [[Mason]]s or [[Stone crafter]]s can build their respective [[workshops]] next to or on top of a large pile of stone for clearing, and then create items out of the stone to clear it. Masons can create [[furniture]] (which takes as much space as the original stone itself, but is at least useful); they can also create [[block]]s, which unlike stone and furniture can be stacked in [[bin]]s. Craftdwarves can create various smaller items which can also be stacked in bins. Assuming you have sufficient bins, place a stockpile right next to the worksite and your haulers will only have to take the items a very short distance to place them neatly in stacks. This is a huge timesaver on large projects. Just be careful about what you make. Stone blocks are useful, but a bin completely full of stone blocks is extremely heavy and hard to move around. [[Crafts]] of all sorts are usually very light, but certain job types make multiple products out of single stones, which will multiply your hauling problem. Stone crafts, as opposed to, for instance, [[mug]]s, will produce single, lightweight, somewhat valuable items that are easy to stack and move.&lt;br /&gt;
&lt;br /&gt;
Not hauling at all is also possible. You don't have to clear the rubble. However, if you are a typical DF player, you desperately want to.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;font size=5&amp;gt;Digging has been merged with this article&amp;lt;/font&amp;gt;, but I haven't had time to completely merge them. --[[User:Savok|Savok]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Digging''' is a group of actions available from the [[:category:designations|{{K|d}}esignations menu]]. Digging is performed by dwarven [[miner]]s in order to create empty spaces, hollow out material or dig [[stairs]] and [[ramp]]s. All dig actions require a dwarf with the miner skill and an available [[pick]]. &lt;br /&gt;
&lt;br /&gt;
=== Digging in 3D ===&lt;br /&gt;
&lt;br /&gt;
The map is divided in ''layers''. Tiles on each layer are composed by whatever is on that tile, and the floor (or absence &amp;lt;BR&amp;gt;of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example. The ''ceiling'' of a tile is the same thing as the floor of the layer above that tile.&lt;br /&gt;
&lt;br /&gt;
The most basic dig action is {{K|d}} '''mine'''. When this option is selected you can mark areas to be hollowed out from the current layer. Any useful material such as rock or [[ore]] is deposited on the ground excavated by the tile. Digging a tile preserves both the floor and the ceiling of that tile.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform.PNG|thumb|664px|Graphical representation of several situations. This is a cross-section. &amp;quot;Sky&amp;quot; is dug-out, even underground, green is floor, non-sky cyan is no-floor, and &amp;quot;rock&amp;quot; is rock.]]&lt;br /&gt;
&lt;br /&gt;
A similar action to dig is {{K|h}} '''channel'''. With this option it is possible to either select floor tiles (already dug out with {{k|d}}ig) or 'full' tiles. When dug out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be dug out. Creating a [[channel]] could be described as 'strip mining'. &lt;br /&gt;
&lt;br /&gt;
Because it has the potential of removing two layers of wall and one of floor, channeling has the potential to be the fastest mining method. However, be careful that multiple miners working on the same channel don't undermine each other, causing them to fall through to the tile below. If this happens you may need to build a stair or a ramp in order for the fallen miner to escape.&lt;br /&gt;
&lt;br /&gt;
Indiscriminate mining may cause [[Cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
=== Stairs &amp;amp; Ramps ===&lt;br /&gt;
&lt;br /&gt;
For dwarves to move upwards and downwards between levels the construction of [[stairway]]s and [[ramp]]s is required. The most reliable way to assist your constructions is to dig an [[upward stairway]] on the lower level and [[downward stairway]] above. '''[[Stairs]] down''' only remove the floor, and '''Upward stairways''' do not affect the floor or the ceiling. '''Up/Down stairways''' act as a combination of both.&lt;br /&gt;
&lt;br /&gt;
You can also construct these out of rocks or [[wood]], but well placed dig commands are quicker. Digging downwards from the surface, first dig a {{K|j}} '''downward stairway'''. If you wait for this to be dug you will then see a visible block on the layer below where the stairway connects. In this tile dig an {{K|u}}'''pward stairway'''. Your dwarves will now be able to access both levels using these stairs. It is advisable to build one of these before channeling in order for your dwarves to escape. &lt;br /&gt;
&lt;br /&gt;
It may be convenient to build an {{K|i}} '''up/down stairway'''. This style creates an X symbol and allows dwarves to ascend or descend on the same tile. You can also make a long series of up/down stairways directly above/below each other to make a long staircase that encompasses many levels.&lt;br /&gt;
&lt;br /&gt;
Upward [[Ramp]]s remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Up-ramps can be found in the same submenu of the {{K|d}}esignation menu as up- and down-staircases.&lt;br /&gt;
&lt;br /&gt;
Ramps should be avoided until you need to provide access to [[caravan]]s as dwarves on the upper level cannot perform actions such as dig, or build when standing on the ramp ''(imagine they are 'half way' up the ramp)''.&lt;br /&gt;
&lt;br /&gt;
Stairs and Ramps can be removed using the {{K|z}} '''remove up stairs/ramps''' command, ''if those ramps were originally built by digging''. Select this and mark the stairs/ramps to be dug out.&lt;br /&gt;
&lt;br /&gt;
==Dig Priority==&lt;br /&gt;
&lt;br /&gt;
Dwarves mine in veins: after mining a tile, a miner will pick the &amp;quot;next&amp;quot; tile (a tile that is adjacent to the one just mined). If there are several possible &amp;quot;next&amp;quot; tiles, miners use an algorithm to determine which to mine next. This can be inefficient and break a large area into a large number of veins.&lt;br /&gt;
&lt;br /&gt;
To pick a vein (which is to say, a tile designated for some kind of dig job), dwarves seem to use a strategy similar to the one used for chopping [[tree]]s or selecting [[plants]] to gather. Generally, they seem to pick the deepest, northwestern-most vein{{verify}}. Notably, dwarves &amp;lt;i&amp;gt;do not&amp;lt;/i&amp;gt; pick the closest vein.&lt;br /&gt;
&lt;br /&gt;
Dwarves have a priority over which side they will mine out from. Unless there is something in the way, miners will try to walk around unmined areas to reach these preferred sides, even if that path is very long. In order from most preferred to least preferred, dwarves prefer to stand on the tile to the: &amp;lt;blockquote&amp;gt;West &amp;gt; East &amp;gt; North &amp;gt; South &amp;gt; NW &amp;gt; SW &amp;gt; NE &amp;gt; SE&amp;lt;/blockquote&amp;gt; of the tile being dug.&lt;br /&gt;
&lt;br /&gt;
Because dwarves all use the same method to choose veins, dwarves tend to dig tiles near other dwarves. This makes having multiple dwarves dig together a bit problematic, as they will often get in each others' way.&lt;br /&gt;
&lt;br /&gt;
Z-axis preferences untested, though it appears to me that dwarves prefer to dig out lower areas from a diagonally located area (i.e. not standing on the down stairs while digging out the up stairs directly below the down) {{verify}}.&lt;br /&gt;
&lt;br /&gt;
These details are accurate for version 38b; they are likely to change in later versions.&lt;br /&gt;
&lt;br /&gt;
In .38c the dwarves choose the lowest and northwestern of possible veins. &lt;br /&gt;
&lt;br /&gt;
== Map structure ==&lt;br /&gt;
&lt;br /&gt;
If you are still confused about tunnels, floors and ceilings created by the mine command then look at the following diagram:&lt;br /&gt;
&lt;br /&gt;
 TOP VIEWS:      SIDE VIEW:&lt;br /&gt;
   LAYER 3       FROM -&amp;gt; &lt;br /&gt;
   ██████..-     5 ██████&lt;br /&gt;
   ██████..-     4 ██████&lt;br /&gt;
 -&amp;gt;██████..-     3 ██████__&lt;br /&gt;
   ██████..-     2 ████  &lt;br /&gt;
   ██████..-     1 █████████&lt;br /&gt;
   &lt;br /&gt;
   LAYER 2&lt;br /&gt;
   ████████.&lt;br /&gt;
   ████████.&lt;br /&gt;
 -&amp;gt;████.....&lt;br /&gt;
   ████████. &lt;br /&gt;
   ████████.&lt;br /&gt;
   &lt;br /&gt;
 Key:&lt;br /&gt;
 █ Solid rock&lt;br /&gt;
 . Floor, visible from this layer&lt;br /&gt;
 - Empty space, with a floor below&lt;br /&gt;
 _ Ceiling (undermined section)&lt;br /&gt;
&lt;br /&gt;
The Top Views try to show how digging into the mountain (on Layer 2) leaves a ceiling (floor) on the layer above. This is represented on the Side View by a thin line. Try to think of the [[mountain]] as a series of boxes where with a thin lid ontop of each. At any place the box can be filled or empty, and the lid above be there or not there. For example, you can create a [[wall]] and build a [[floor]] on top of it. (Building a wall creates a floor on the next level by default, but this doesn't stop you building another floor construction on top of it!)&lt;br /&gt;
&lt;br /&gt;
''Revised theory'': Imagine the 3D world as a grid of boxes. Each box can have one of three states; [[Wall]]ed, [[Open space]], [[Floor]].&lt;br /&gt;
*Each cube can only be in one of these states.&lt;br /&gt;
*If a tile is Walled it is inaccessible, but the box above can be walked on (if an Open space or a Floor).&lt;br /&gt;
*If it is [[Open space]], then it has no Floor and may be accessible.&lt;br /&gt;
*If a Floor is present, then the box is accessible.&lt;br /&gt;
*Additionally, floor constructions can be built in an Open space or a Floor box provided there is access from the side&lt;br /&gt;
--[[User:Markavian|Markavian]] (Please discuss)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''They eat your caves!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Mining into damp walls usually leads [[flood]]ing. Be especially careful near large [[river]]s and [[aquifer]]s. The game will warn you before this actually occurs.  Note that damp walls still occur below rivers and aquifers but will not flood unless the above floor is removed (digging [[ramp|ramps]], etc).&lt;br /&gt;
* Mining into warm walls usually leads to [[magma]] flooding. The game will warn you before this occurs.  Like damp walls, mining warm walls will not flood magma if you are 1 z-level below the magma unless the floor above is also removed.&lt;br /&gt;
* Building [[channel]]s will not only remove the floor of the current level, but also mine the walls out of the level below. It is not possible to remove the floor without also creating empty space on the level below.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]]&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pick&amp;diff=11867</id>
		<title>40d:Pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pick&amp;diff=11867"/>
		<updated>2008-08-22T08:54:42Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''pick''' is a tool used by [[dwarves]] to [[mining|mine]] areas you have designated for mining.  Dwarves without picks cannot mine.  Picks can be made from [[copper]], [[bronze]], [[bismuth bronze]], [[iron]], or [[steel]].  The [[material]] used only affects the weight of the pick and the damage it deals when used in combat; mining speed and product are not affected.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s can use picks as [[weapon]]s using their mining skill.  Only a dwarf who is set to fight &amp;quot;unarmed&amp;quot; and who is holding a pick at the time he or she is drafted will use it in combat.  Picks are somewhat weaker than actual weapons like spears, but are still very effective in the hands of a skilled miner.&lt;br /&gt;
&lt;br /&gt;
Picks can be obtained through [[trade]] with [[Dwarves]] or [[Humans]], can be created at a [[Metalsmith's Forge]], and are also available on the Fortress Mode embarkation screen.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8768</id>
		<title>40d:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8768"/>
		<updated>2008-08-22T08:54:25Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Making a dwarf a miner */ moved pick info to pick article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as gathering various [[stone types]], or simply to create the basic tunnels and [[rooms]] in your fort. Only [[dwarves]] assigned to &amp;quot;Mining&amp;quot; will actually mine the areas you want to have mined, and then only if they have access to a [[pick]] and can physically reach the site.&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}}.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A [[miner]] requires an available [[pick]].&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations]] menu.&lt;br /&gt;
# Highlight '''Mine''' (it's highlighted by default) by pressing {{K|d}} again.&lt;br /&gt;
# Move the cursor to the starting point, press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Mined walls ==&lt;br /&gt;
&lt;br /&gt;
When a tile has been mined, the surrounding walls and floor will most likely be some kind of rough stone. To make these surfaces look less primitive, you can [[smooth]] them. Soil, such as loam or clay, cannot be smoothed.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
&lt;br /&gt;
All the [[stone]] types produced by mining must be hauled away or they will soon clog up your tunnels. Loose stone will not impede movement, but it can prop open [[door]]s, slow construction, and prevent open space from being used as a [[stockpile]]. You can assign stone hauling duties to specific dwarves just like you assigned them to be a miner. Make sure you have stockpiles where all the different [[stone]] types can be stored, too. Be careful which dwarves you assign to hauling if you have a massive dig going, or they might drop whatever other important stuff they were doing just to clear the paths. Typically miners will mine out stone far faster than haulers can properly clear it, particularly if the stockpile is a distance away.&lt;br /&gt;
&lt;br /&gt;
There are alternatives to hauling. [[Mason]]s or [[Stone crafter]]s can build their respective [[workshops]] next to or on top of a large pile of stone for clearing, and then create items out of the stone to clear it. Masons can create [[furniture]] (which takes as much space as the original stone itself, but is at least useful); they can also create [[block]]s, which unlike stone and furniture can be stacked in [[bin]]s. Craftdwarves can create various smaller items which can also be stacked in bins. Assuming you have sufficient bins, place a stockpile right next to the worksite and your haulers will only have to take the items a very short distance to place them neatly in stacks. This is a huge timesaver on large projects. Just be careful about what you make. Stone blocks are useful, but a bin completely full of stone blocks is extremely heavy and hard to move around. [[Crafts]] of all sorts are usually very light, but certain job types make multiple products out of single stones, which will multiply your hauling problem. Stone crafts, as opposed to, for instance, [[mug]]s, will produce single, lightweight, somewhat valuable items that are easy to stack and move.&lt;br /&gt;
&lt;br /&gt;
Not hauling at all is also possible. You don't have to clear the rubble. However, if you are a typical DF player, you desperately want to.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;font size=5&amp;gt;Digging has been merged with this article&amp;lt;/font&amp;gt;, but I haven't had time to completely merge them. --[[User:Savok|Savok]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Digging''' is a group of actions available from the [[:category:designations|{{K|d}}esignations menu]]. Digging is performed by dwarven [[miner]]s in order to create empty spaces, hollow out material or dig [[stairs]] and [[ramp]]s. All dig actions require a dwarf with the miner skill and an available [[pick]]. &lt;br /&gt;
&lt;br /&gt;
=== Digging in 3D ===&lt;br /&gt;
&lt;br /&gt;
The map is divided in ''layers''. Tiles on each layer are composed by whatever is on that tile, and the floor (or absence &amp;lt;BR&amp;gt;of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example. The ''ceiling'' of a tile is the same thing as the floor of the layer above that tile.&lt;br /&gt;
&lt;br /&gt;
The most basic dig action is {{K|d}} '''mine'''. When this option is selected you can mark areas to be hollowed out from the current layer. Any useful material such as rock or [[ore]] is deposited on the ground excavated by the tile. Digging a tile preserves both the floor and the ceiling of that tile.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform.PNG|thumb|664px|Graphical representation of several situations. This is a cross-section. &amp;quot;Sky&amp;quot; is dug-out, even underground, green is floor, non-sky cyan is no-floor, and &amp;quot;rock&amp;quot; is rock.]]&lt;br /&gt;
&lt;br /&gt;
A similar action to dig is {{K|h}} '''channel'''. With this option it is possible to either select floor tiles (already dug out with {{k|d}}ig) or 'full' tiles. When dug out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be dug out. Creating a [[channel]] could be described as 'strip mining'. &lt;br /&gt;
&lt;br /&gt;
Because it has the potential of removing two layers of wall and one of floor, channeling has the potential to be the fastest mining method. However, be careful that multiple miners working on the same channel don't undermine each other, causing them to fall through to the tile below. If this happens you may need to build a stair or a ramp in order for the fallen miner to escape.&lt;br /&gt;
&lt;br /&gt;
Indiscriminate mining may cause [[Cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
=== Stairs &amp;amp; Ramps ===&lt;br /&gt;
&lt;br /&gt;
For dwarves to move upwards and downwards between levels the construction of [[stairway]]s and [[ramp]]s is required. The most reliable way to assist your constructions is to dig an [[upward stairway]] on the lower level and [[downward stairway]] above. '''[[Stairs]] down''' only remove the floor, and '''Upward stairways''' do not affect the floor or the ceiling. '''Up/Down stairways''' act as a combination of both.&lt;br /&gt;
&lt;br /&gt;
You can also construct these out of rocks or [[wood]], but well placed dig commands are quicker. Digging downwards from the surface, first dig a {{K|j}} '''downward stairway'''. If you wait for this to be dug you will then see a visible block on the layer below where the stairway connects. In this tile dig an {{K|u}}'''pward stairway'''. Your dwarves will now be able to access both levels using these stairs. It is advisable to build one of these before channeling in order for your dwarves to escape. &lt;br /&gt;
&lt;br /&gt;
It may be convenient to build an {{K|i}} '''up/down stairway'''. This style creates an X symbol and allows dwarves to ascend or descend on the same tile. You can also make a long series of up/down stairways directly above/below each other to make a long staircase that encompasses many levels.&lt;br /&gt;
&lt;br /&gt;
Upward [[Ramp]]s remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Up-ramps can be found in the same submenu of the {{K|d}}esignation menu as up- and down-staircases.&lt;br /&gt;
&lt;br /&gt;
Ramps should be avoided until you need to provide access to [[caravan]]s as dwarves on the upper level cannot perform actions such as dig, or build when standing on the ramp ''(imagine they are 'half way' up the ramp)''.&lt;br /&gt;
&lt;br /&gt;
Stairs and Ramps can be removed using the {{K|z}} '''remove up stairs/ramps''' command, ''if those ramps were originally built by digging''. Select this and mark the stairs/ramps to be dug out.&lt;br /&gt;
&lt;br /&gt;
==Dig Priority==&lt;br /&gt;
&lt;br /&gt;
Dwarves mine in veins: after mining a tile, a miner will pick the &amp;quot;next&amp;quot; tile (a tile that is adjacent to the one just mined). If there are several possible &amp;quot;next&amp;quot; tiles, miners use an algorithm to determine which to mine next. This can be inefficient and break a large area into a large number of veins.&lt;br /&gt;
&lt;br /&gt;
To pick a vein (which is to say, a tile designated for some kind of dig job), dwarves seem to use a strategy similar to the one used for chopping [[tree]]s or selecting [[plants]] to gather. Generally, they seem to pick the deepest, northwestern-most vein{{verify}}. Notably, dwarves &amp;lt;i&amp;gt;do not&amp;lt;/i&amp;gt; pick the closest vein.&lt;br /&gt;
&lt;br /&gt;
Dwarves have a priority over which side they will mine out from. Unless there is something in the way, miners will try to walk around unmined areas to reach these preferred sides, even if that path is very long. In order from most preferred to least preferred, dwarves prefer to stand on the tile to the: &amp;lt;blockquote&amp;gt;West &amp;gt; East &amp;gt; North &amp;gt; South &amp;gt; NW &amp;gt; SW &amp;gt; NE &amp;gt; SE&amp;lt;/blockquote&amp;gt; of the tile being dug.&lt;br /&gt;
&lt;br /&gt;
Because dwarves all use the same method to choose veins, dwarves tend to dig tiles near other dwarves. This makes having multiple dwarves dig together a bit problematic, as they will often get in each others' way.&lt;br /&gt;
&lt;br /&gt;
Z-axis preferences untested, though it appears to me that dwarves prefer to dig out lower areas from a diagonally located area (i.e. not standing on the down stairs while digging out the up stairs directly below the down) {{verify}}.&lt;br /&gt;
&lt;br /&gt;
These details are accurate for version 38b; they are likely to change in later versions.&lt;br /&gt;
&lt;br /&gt;
In .38c the dwarves choose the lowest and northwestern of possible veins. &lt;br /&gt;
&lt;br /&gt;
== Map structure ==&lt;br /&gt;
&lt;br /&gt;
If you are still confused about tunnels, floors and ceilings created by the mine command then look at the following diagram:&lt;br /&gt;
&lt;br /&gt;
 TOP VIEWS:      SIDE VIEW:&lt;br /&gt;
   LAYER 3       FROM -&amp;gt; &lt;br /&gt;
   ██████..-     5 ██████&lt;br /&gt;
   ██████..-     4 ██████&lt;br /&gt;
 -&amp;gt;██████..-     3 ██████__&lt;br /&gt;
   ██████..-     2 ████  &lt;br /&gt;
   ██████..-     1 █████████&lt;br /&gt;
   &lt;br /&gt;
   LAYER 2&lt;br /&gt;
   ████████.&lt;br /&gt;
   ████████.&lt;br /&gt;
 -&amp;gt;████.....&lt;br /&gt;
   ████████. &lt;br /&gt;
   ████████.&lt;br /&gt;
   &lt;br /&gt;
 Key:&lt;br /&gt;
 █ Solid rock&lt;br /&gt;
 . Floor, visible from this layer&lt;br /&gt;
 - Empty space, with a floor below&lt;br /&gt;
 _ Ceiling (undermined section)&lt;br /&gt;
&lt;br /&gt;
The Top Views try to show how digging into the mountain (on Layer 2) leaves a ceiling (floor) on the layer above. This is represented on the Side View by a thin line. Try to think of the [[mountain]] as a series of boxes where with a thin lid ontop of each. At any place the box can be filled or empty, and the lid above be there or not there. For example, you can create a [[wall]] and build a [[floor]] on top of it. (Building a wall creates a floor on the next level by default, but this doesn't stop you building another floor construction on top of it!)&lt;br /&gt;
&lt;br /&gt;
''Revised theory'': Imagine the 3D world as a grid of boxes. Each box can have one of three states; [[Wall]]ed, [[Open space]], [[Floor]].&lt;br /&gt;
*Each cube can only be in one of these states.&lt;br /&gt;
*If a tile is Walled it is inaccessible, but the box above can be walked on (if an Open space or a Floor).&lt;br /&gt;
*If it is [[Open space]], then it has no Floor and may be accessible.&lt;br /&gt;
*If a Floor is present, then the box is accessible.&lt;br /&gt;
*Additionally, floor constructions can be built in an Open space or a Floor box provided there is access from the side&lt;br /&gt;
--[[User:Markavian|Markavian]] (Please discuss)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''They eat your caves!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Mining into damp walls usually leads [[flood]]ing. Be especially careful near large [[river]]s and [[aquifer]]s. The game will warn you before this actually occurs.  Note that damp walls still occur below rivers and aquifers but will not flood unless the above floor is removed (digging [[ramp|ramps]], etc).&lt;br /&gt;
* Mining into warm walls usually leads to [[magma]] flooding. The game will warn you before this occurs.  Like damp walls, mining warm walls will not flood magma if you are 1 z-level below the magma unless the floor above is also removed.&lt;br /&gt;
* Building [[channel]]s will not only remove the floor of the current level, but also mine the walls out of the level below. It is not possible to remove the floor without also creating empty space on the level below.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]]&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8795</id>
		<title>40d Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8795"/>
		<updated>2008-08-22T08:48:11Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Digging upward */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It'd be nice if someone could reformat this following the format of [[Farming]] -- that format should be the standard. --[[User:Infinity|Infinity]] 05:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forcing stones to be hauled ==&lt;br /&gt;
&lt;br /&gt;
Even with one dwarf set to having [[stone hauling]] as his only active job, I still have problems getting my stones hauled out of the way... any hints?[[User:GarrieIrons|GarrieIrons]] 01:26, 4 January 2008 (EST)&lt;br /&gt;
:Yes.  For heavy-duty stone clearance, I prefer to use dumps.  Set up a dump (any size).  Mark the stones you want to shift as &amp;quot;dump&amp;quot; (use either the object display screen or the stockpiles interface).  Order a bunch of dwarves to haul refuse.  HTH.  [[User:Fedor|Fedor]] 01:46, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Talk page from Digging ==&lt;br /&gt;
&lt;br /&gt;
I think this should be merged with [[mining]]. --[[User:Mizipzor|Mizipzor]] 07:20, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Move the 3D map stuff from [[Design strategies]] here and integrate. I feel it explains better how the floor/wall system works. -- [[User:Zaratustra|Zaratustra]] 10:49, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Markavian explained the 3d system far better then i ever could - i vote it be the only way it's explained on this page for clarity. [[User:dethb0y|dethb0y]] 7:04, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone else noticed that the 'dig priority' holds true also for constructed items?&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. You tell a dwarf to build a windmill, he'll TRY to be on the west side first? --[[User:CrushU|CrushU]] 22:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Whoa. We have [[Digging]] AND [[Mining]]? Major R violation. *merges* --[[User:Savok|Savok]] 11:45, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One-way corridor? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create a one-way corridor? It's annoying trying to lead invaders into my traps, without all my stupid workers rushing to collect their friends' dead bodies. --[[User:AlexFili]], unsigned&lt;br /&gt;
&lt;br /&gt;
:Nay. I, personally, keep all civilians in a giant squad. When danger comes, they are drafted and stationed in safety.&lt;br /&gt;
:Well, all but a few key ones (siege operators, The Lever Puller in the Control Room, etc). --[[User:Savok|Savok]] 11:31, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I am a noob at this game (it was highly recommended to me) and I can't even figure out how to mine. I followed the exact directions given below, but when I hit ENTER a second time to designate an area to mine, all that happens is the flashing green cross disappears. What should I do?&lt;br /&gt;
&lt;br /&gt;
:Are you sure you're really on &amp;quot;Mine&amp;quot; and not &amp;quot;Chop down trees&amp;quot; ? Things like that can happen when you're outside. [[User:Timst|Timst]] 04:26, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You need a wall or face to mine into. If you are trying to designate ground that dwarves are standing on then you need to be telling them to [[channel]] not [[mine]] but that isn't the way to go for most uses. If you're really stuck look at some tutorial vids on you-tube maybe (it worked for me!)[[User:GarrieIrons|GarrieIrons]] 04:43, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Try digging a downward staircase, then build an upward staircase on the level below. Then experiment with the digging tools. That's how I learned. --[[User:AlexFili|AlexFili]] 06:37, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ramp action change? ==&lt;br /&gt;
&lt;br /&gt;
Call me crazy but I just sat here watching my dwarves dig out a series of ramps from the bottom. Ramp up; then above and next to it a ramp up; for a number of tiles. I had intended it to be dug from the top down; but they got to the ramps from the bottom first and just went to school. Anyone confirm that its not just a bad file on my machine?   --[[User:Silver|Silver]] 22:40, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Digging upward ==&lt;br /&gt;
&lt;br /&gt;
Any tips on digging out the level above from below? It gets more than a little fiddly with staircases all over the place, and it's also tricky to avoid dwarves getting stranded on disconnected outcrops of floor. --[[User:Theory|Theory]] 07:40, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget you can &amp;quot;remove up stairs/ramps&amp;quot; from the designate menu. If you're digging out an entire floor from below, you could just get up there and dig channels, though, right? You could also place a support under the level you're removing, dig out tiles surrounding the level you're removing, wire the support to a lever and pull it, causing a cave-in. You can also designate entire blocks of up staircases, and ''then'' dig out your ceiling (and then designate a mass &amp;quot;remove up stair&amp;quot;). --[[User:MarauderIIC|MarauderIIC]] 04:47, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8794</id>
		<title>40d Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8794"/>
		<updated>2008-08-22T08:47:01Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: /* Digging upward */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It'd be nice if someone could reformat this following the format of [[Farming]] -- that format should be the standard. --[[User:Infinity|Infinity]] 05:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forcing stones to be hauled ==&lt;br /&gt;
&lt;br /&gt;
Even with one dwarf set to having [[stone hauling]] as his only active job, I still have problems getting my stones hauled out of the way... any hints?[[User:GarrieIrons|GarrieIrons]] 01:26, 4 January 2008 (EST)&lt;br /&gt;
:Yes.  For heavy-duty stone clearance, I prefer to use dumps.  Set up a dump (any size).  Mark the stones you want to shift as &amp;quot;dump&amp;quot; (use either the object display screen or the stockpiles interface).  Order a bunch of dwarves to haul refuse.  HTH.  [[User:Fedor|Fedor]] 01:46, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Talk page from Digging ==&lt;br /&gt;
&lt;br /&gt;
I think this should be merged with [[mining]]. --[[User:Mizipzor|Mizipzor]] 07:20, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Move the 3D map stuff from [[Design strategies]] here and integrate. I feel it explains better how the floor/wall system works. -- [[User:Zaratustra|Zaratustra]] 10:49, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Markavian explained the 3d system far better then i ever could - i vote it be the only way it's explained on this page for clarity. [[User:dethb0y|dethb0y]] 7:04, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone else noticed that the 'dig priority' holds true also for constructed items?&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. You tell a dwarf to build a windmill, he'll TRY to be on the west side first? --[[User:CrushU|CrushU]] 22:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Whoa. We have [[Digging]] AND [[Mining]]? Major R violation. *merges* --[[User:Savok|Savok]] 11:45, 28 March 2008 (EDT)&lt;br /&gt;
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== One-way corridor? ==&lt;br /&gt;
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Is it possible to create a one-way corridor? It's annoying trying to lead invaders into my traps, without all my stupid workers rushing to collect their friends' dead bodies. --[[User:AlexFili]], unsigned&lt;br /&gt;
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:Nay. I, personally, keep all civilians in a giant squad. When danger comes, they are drafted and stationed in safety.&lt;br /&gt;
:Well, all but a few key ones (siege operators, The Lever Puller in the Control Room, etc). --[[User:Savok|Savok]] 11:31, 4 June 2008 (EDT)&lt;br /&gt;
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Well, I am a noob at this game (it was highly recommended to me) and I can't even figure out how to mine. I followed the exact directions given below, but when I hit ENTER a second time to designate an area to mine, all that happens is the flashing green cross disappears. What should I do?&lt;br /&gt;
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:Are you sure you're really on &amp;quot;Mine&amp;quot; and not &amp;quot;Chop down trees&amp;quot; ? Things like that can happen when you're outside. [[User:Timst|Timst]] 04:26, 14 July 2008 (EDT)&lt;br /&gt;
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::You need a wall or face to mine into. If you are trying to designate ground that dwarves are standing on then you need to be telling them to [[channel]] not [[mine]] but that isn't the way to go for most uses. If you're really stuck look at some tutorial vids on you-tube maybe (it worked for me!)[[User:GarrieIrons|GarrieIrons]] 04:43, 14 July 2008 (EDT)&lt;br /&gt;
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:::Try digging a downward staircase, then build an upward staircase on the level below. Then experiment with the digging tools. That's how I learned. --[[User:AlexFili|AlexFili]] 06:37, 14 July 2008 (EDT)&lt;br /&gt;
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== Ramp action change? ==&lt;br /&gt;
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Call me crazy but I just sat here watching my dwarves dig out a series of ramps from the bottom. Ramp up; then above and next to it a ramp up; for a number of tiles. I had intended it to be dug from the top down; but they got to the ramps from the bottom first and just went to school. Anyone confirm that its not just a bad file on my machine?   --[[User:Silver|Silver]] 22:40, 22 July 2008 (EDT)&lt;br /&gt;
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== Digging upward ==&lt;br /&gt;
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Any tips on digging out the level above from below? It gets more than a little fiddly with staircases all over the place, and it's also tricky to avoid dwarves getting stranded on disconnected outcrops of floor. --[[User:Theory|Theory]] 07:40, 17 August 2008 (EDT)&lt;br /&gt;
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Don't forget you can &amp;quot;remove up stairs/ramps&amp;quot; from the designate menu. If you're digging out an entire floor from below, you could just get up there and dig channels, though, right? You could also place a support under the level you're removing, dig out tiles surrounding the level you're removing, wire the support to a lever and pull it, causing a cave-in. You can also designate entire blocks of up staircases, and ''then'' dig out your ceiling (and then designate a mass remove up stair). --[[User:MarauderIIC|MarauderIIC]] 04:47, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Key_bindings&amp;diff=43432</id>
		<title>40d Talk:Key bindings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Key_bindings&amp;diff=43432"/>
		<updated>2008-08-20T18:56:27Z</updated>

		<summary type="html">&lt;p&gt;MarauderIIC: Key bind names?&lt;/p&gt;
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&lt;div&gt;== Mac key bindings ==&lt;br /&gt;
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Current Mac versions (27c and 28b) seem to ship with the 'exit' key already set to F8, so I've removed the section. &amp;amp;mdash;[[User:Emnar|Emnar]] 22:02, 15 July 2008 (EDT)&lt;br /&gt;
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== Key bind names? ==&lt;br /&gt;
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Is there any way to change key bind names? &amp;quot;Key DB Key DDMinus=&amp;quot; for &amp;quot;[]-+&amp;quot; looks ugly and occasionally overruns its allotted space. --[[User:MarauderIIC|MarauderIIC]] 14:56, 20 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MarauderIIC</name></author>
	</entry>
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