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Difference between revisions of "Raw adamantine"
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− | + | '''Raw adamantine''' is the ore of [[adamantine]]. It is absurdly valuable, and can be processed into one of the most valuable [[material]]s in the game, both in monetary value and utility. Its discovery is both a blessing and a curse; it has a massive [[value]] even unrefined, and weapons and armor made from it are very likely among the best possible. Its high melting point means you can easily use it to build magma-safe mechanisms and floodgates, but this is not recommended due to its scarcity and value in other items. | |
− | Raw adamantine has a [[Item_value#Material_multipliers|Material Multiplier]] of x250. For a comparison to other mined materials, generic [[stone]] has a MM of x1, [[obsidian]] x3, [[native silver]] x 10, [[native gold]] x30, and [[native platinum]] x40. | + | Raw adamantine has a [[Item_value#Material_multipliers|Material Multiplier]] of x250. For a comparison to other mined materials, generic [[stone]] has a MM of x1, [[obsidian]] x3, [[native silver]] x 10, [[native gold]] x30, and [[native platinum]] x40. Processed adamantine "metal" has a multiplier of x300, the highest in the game of any [[material]]. |
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Adamantine is so valuable, both in price and usefulness, that a special message pops up when your miners discover a vein of it. | Adamantine is so valuable, both in price and usefulness, that a special message pops up when your miners discover a vein of it. | ||
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More specific statistics, summarized from [http://www.bay12forums.com/smf/index.php?topic=69048.msg1677543#msg1677543 this forum post]: | More specific statistics, summarized from [http://www.bay12forums.com/smf/index.php?topic=69048.msg1677543#msg1677543 this forum post]: | ||
− | :There is one adamantine vein generated in every 2x2 [[embark]] grid, randomly placed. Thus, every 16x16 region square has exactly 64 veins. | + | :There is one adamantine vein generated in every 2x2 [[embark]] grid, randomly placed. Thus, every 16x16 region square has exactly 64 veins. A 2x2 embark aligned to the grid will have exactly 1 vein, while a 2x2 embark offset from the grid may have as few as none or as many as 4. Over all the possible configurations of 2x2 embarks, your odds are as follows: 20.4% for zero veins, 60.6% for one vein, 17.8% for two veins, 1.8% for three veins, and 0.1% for four veins, with an average (not surprisingly) of 1. |
− | :A 3x3 embark is guaranteed to have at least 1 vein, an average of 2.25, and a maximum of 4. | + | :A 3x3 embark is guaranteed to have at least 1 vein, an average of 2.25, and a maximum of 4. An unaligned 4x4 embark still has a minimum of 1, but an average of 4 and a maximum of 9; aligning it with the grid gives you exactly 4. Moving up to a 5x5 increases the minimum to 4 and the average to 6.25, but at the expense of lower framerates. If you're planning on making the HFS a major part of your fortress and don't cheat with reveal, an aligned 4x2 embark is the smallest you can generate that is guaranteed to have multiple veins (and therefore a high chance of multiple entrances, reducing the risk that one of the veins will not be traversable). |
==Storage== | ==Storage== | ||
− | Raw | + | Raw adamantine is stored in stone stockpiles with "Raw Adamantine" enabled in that stockpile's 'other stone' category. Once extracted, adamantine strands will be stored in Cloth stockpiles which have the appropriate materials enabled. |
==Veins and Mining== | ==Veins and Mining== | ||
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[[File:Adamantine_vein_large_profile.png|200px|thumb|right|A profile view of an adamantine vein travelling through an underground cavern, solid rock, and a magma sea. For more detail and resolution click the thumbnail.]] | [[File:Adamantine_vein_large_profile.png|200px|thumb|right|A profile view of an adamantine vein travelling through an underground cavern, solid rock, and a magma sea. For more detail and resolution click the thumbnail.]] | ||
− | It's worth noting that a tile of | + | It's worth noting that a tile of raw adamantine, when mined out, will always produce a stone. Raw adamantine veins, in contrast to usual ore veins, span z-levels nearly exactly straight upwards, and are thicker than many gem clusters. Adamantine veins can span from 5 to 30-40 z-levels, sometimes even significantly more. Despite being impossibly strong in its refined form, a simple copper pick works fine for mining it out, and the vein is full of raw adamantine ripe for the diggin'. Do not delve too greedily, however, "for there are [[Demon|older and fouler things]] than [[Goblin|Orcs]] in the [[HFS|deep places of the world]]..." |
One serious downside to mining veins of raw adamantine is that they are hollow, and digging into the hollow section will lead to a certain [[Hidden fun stuff|spoiler]], triggering [[fun|dangerously large amounts of fun]] which can and usually will wipe out even a mature, heavily defended fortress. On the bright side, the location of all adamantine veins will be revealed at this time. | One serious downside to mining veins of raw adamantine is that they are hollow, and digging into the hollow section will lead to a certain [[Hidden fun stuff|spoiler]], triggering [[fun|dangerously large amounts of fun]] which can and usually will wipe out even a mature, heavily defended fortress. On the bright side, the location of all adamantine veins will be revealed at this time. | ||
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It is sometimes possible find a few layers at the top within stone allowing you to mine some without the need of water. It is recommended to mine around the edges first if you [[fun|don't want to have a fun time]], however there is the possibility that magma pockets can be located around the veins around the [[magma sea]] levels. It is also recommended that you mine one layer of blocks at a time to avoid having your dwarfs become overwhelmed with greed when they find a vein, mining into the center of it. | It is sometimes possible find a few layers at the top within stone allowing you to mine some without the need of water. It is recommended to mine around the edges first if you [[fun|don't want to have a fun time]], however there is the possibility that magma pockets can be located around the veins around the [[magma sea]] levels. It is also recommended that you mine one layer of blocks at a time to avoid having your dwarfs become overwhelmed with greed when they find a vein, mining into the center of it. | ||
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v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
This article or section contains minor spoilers. You may want to avoid reading it. |
Raw adamantine is the ore of adamantine. It is absurdly valuable, and can be processed into one of the most valuable materials in the game, both in monetary value and utility. Its discovery is both a blessing and a curse; it has a massive value even unrefined, and weapons and armor made from it are very likely among the best possible. Its high melting point means you can easily use it to build magma-safe mechanisms and floodgates, but this is not recommended due to its scarcity and value in other items.
Raw adamantine has a Material Multiplier of x250. For a comparison to other mined materials, generic stone has a MM of x1, obsidian x3, native silver x 10, native gold x30, and native platinum x40. Processed adamantine "metal" has a multiplier of x300, the highest in the game of any material.
Adamantine is so valuable, both in price and usefulness, that a special message pops up when your miners discover a vein of it.
Location
Every map can contain adamantine, regardless of the location. Very small maps can lack adamantine veins, usually however multiple veins are present (~1 per 4 embark squares). If an adamantine vein is located in an embark square, it will be in the center of this square.
More specific statistics, summarized from this forum post:
- There is one adamantine vein generated in every 2x2 embark grid, randomly placed. Thus, every 16x16 region square has exactly 64 veins. A 2x2 embark aligned to the grid will have exactly 1 vein, while a 2x2 embark offset from the grid may have as few as none or as many as 4. Over all the possible configurations of 2x2 embarks, your odds are as follows: 20.4% for zero veins, 60.6% for one vein, 17.8% for two veins, 1.8% for three veins, and 0.1% for four veins, with an average (not surprisingly) of 1.
- A 3x3 embark is guaranteed to have at least 1 vein, an average of 2.25, and a maximum of 4. An unaligned 4x4 embark still has a minimum of 1, but an average of 4 and a maximum of 9; aligning it with the grid gives you exactly 4. Moving up to a 5x5 increases the minimum to 4 and the average to 6.25, but at the expense of lower framerates. If you're planning on making the HFS a major part of your fortress and don't cheat with reveal, an aligned 4x2 embark is the smallest you can generate that is guaranteed to have multiple veins (and therefore a high chance of multiple entrances, reducing the risk that one of the veins will not be traversable).
Storage
Raw adamantine is stored in stone stockpiles with "Raw Adamantine" enabled in that stockpile's 'other stone' category. Once extracted, adamantine strands will be stored in Cloth stockpiles which have the appropriate materials enabled.
Veins and Mining
It's worth noting that a tile of raw adamantine, when mined out, will always produce a stone. Raw adamantine veins, in contrast to usual ore veins, span z-levels nearly exactly straight upwards, and are thicker than many gem clusters. Adamantine veins can span from 5 to 30-40 z-levels, sometimes even significantly more. Despite being impossibly strong in its refined form, a simple copper pick works fine for mining it out, and the vein is full of raw adamantine ripe for the diggin'. Do not delve too greedily, however, "for there are older and fouler things than Orcs in the deep places of the world..."
One serious downside to mining veins of raw adamantine is that they are hollow, and digging into the hollow section will lead to a certain spoiler, triggering dangerously large amounts of fun which can and usually will wipe out even a mature, heavily defended fortress. On the bright side, the location of all adamantine veins will be revealed at this time.
Hollow sections are always 2x2 tiles in size, encased by a 4x4 unbroken block of adamantine. A hollow section on one z-layer shares at least one x or y tile with the hollow sections above and below it. Using these constants, it is easy to determine where the hollow sections are not and mine the "safe" areas only, allowing you to mine about 50% of the vein safely. However, one wrong designation can lead to disaster.
Adamantine pillars vary in length greatly. Some of them may extend barely past the magma sea at all. Some of them go all the way up to the third cavern layer, which could be several dozen Z-levels depending on the map. It's important to note that the upper (3? 4 max?) layers of a pillar are always solid and safe to mine out fully, but anything beyond that is hollow. This is the case even if you find adamantine on the same z level from two different pillars. One would be safe while the other one would lead to fun. Therefore, you should always cancel mining immediately if you strike adamantine directly and mine around it, removing the non-adamantine rock and turning the magma into obsidian. Once the vein is fully excavated you can selectively pick off parts of the vein that are obviously not hollow (for example, fully revealed with revealed adjacent tiles that are not near 4x4 spaces of the vein). This eventually allows you to mine all or most of the adamantine on the z level, and when cross-referenced with the constraints from the level above and below it, eventually all of the mine-able vein.
Some adamantine is found in vertical pillars in the magma sea. This makes mining difficult, as one must either drain the area around the pillar to mine the pillar fully, or in cases of thicker pillars, mine out only the interior without breaching the exterior layer (and thus flooding the interior with magma). However, with the access to vast amounts of water almost guaranteed on any map thanks to underground lakes, it might be possible to use selective flooding to cool the magma around the adamantine, and build walls of obsidian around them.
It is sometimes possible find a few layers at the top within stone allowing you to mine some without the need of water. It is recommended to mine around the edges first if you don't want to have a fun time, however there is the possibility that magma pockets can be located around the veins around the magma sea levels. It is also recommended that you mine one layer of blocks at a time to avoid having your dwarfs become overwhelmed with greed when they find a vein, mining into the center of it.
[INORGANIC:RAW_ADAMANTINE]
[ITEM_SYMBOL:'*']
[THREAD_METAL:ADAMANTINE:100]
[STATE_NAME_ADJ:ALL_SOLID:raw adamantine]
[STATE_NAME_ADJ:LIQUID:molten raw adamantine]
[STATE_NAME_ADJ:GAS:boiling raw adamantine]
[DISPLAY_COLOR:3:7:1]
[TILE:156]
[MATERIAL_VALUE:250]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[SOLID_DENSITY:200]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:2500000]
[IMPACT_FRACTURE:3000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:2500000]
[COMPRESSIVE_FRACTURE:3000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:2500000]
[TENSILE_FRACTURE:3000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:2500000]
[TORSION_FRACTURE:3000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:2500000]
[SHEAR_FRACTURE:3000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:2500000]
[BENDING_FRACTURE:3000000]
[BENDING_STRAIN_AT_YIELD:0]
[DEEP_SPECIAL]
[MAX_EDGE:1000] no swords until you can pick mats
[ITEMS_HARD]
[IS_STONE]
[STATE_COLOR:ALL_SOLID:AQUA] |
Sedimentary | |||||
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Igneous |
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Metamorphic | |||||
Ore | |||||
Economic | |||||
Other |
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