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Difference between revisions of "v0.31:Raw adamantine"

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{{Quality|Exceptional}}
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{{quality|Masterwork|18:25, 8 November 2010 (UTC)}}{{stonelookup/0}}{{av}}
{{stonelookup/0|uses=
 
* Ore of {{L|adamantine}}}}{{av}}
 
  
The ore of [[adamantine]] is absurdly valuable, and can be processed into one of the most valuable [[material]] in the game, both in monetary worth and utility.  Its discovery is both a boon and a bane; 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.
+
The ore of [[adamantine]] 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 boon and a bane; 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, and [[native gold]] x30.  Processed [[adamantine]] "metal" has a multiplier of x300, the highest in the game of any [[material]].
+
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]].
  
 
__TOC__
 
__TOC__
  
Adamantine is so valuable, both in price and usefulness, that a special message pops up when your miners discover the first vein of it.
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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.
  
[[Image:000006 - Praise the miners!.png||500px]]
+
[[Image:raw adamantine 34.11.png]]
  
 
== Location ==
 
== 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 veins is located in an embark square, it will be in the center of this square.
+
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. Due to a bug, worlds can be generated incorrectly and result in adamantine veins appearing on the surface. {{bug|2713}}
 +
 
 +
More specific statistics, [http://www.bay12forums.com/smf/index.php?topic=69048.msg1677543#msg1677543 from this forum post]:
 +
 
 +
: Word of Toady, and supported by all the careful research I've seen so far, is that there is one blue spire generated in every 2x2 [[embark]] grid, randomly placed amongst the four embark squares.  Every 16x16 region square therefore has exactly 64 blue (and one special [[main:HFS|HFS]]).  A 2x2 embark aligned to the grid will have exactly one blue spire.  A 2x2 embark offset may have as few as none or as many as four blue spires.  Over all the possible configurations of 2x2 embarks, your odds are as follows (rounded): zero blue, 20.4%; one blue, 60.6%, two blue, 17.8%, three blue, 1.8%, four blue, 0.1%, with an average (not surprisingly) of one blue; you also have a chance of special HFS of about 1.6%. 
 +
 
 +
: A 3x3 is guaranteed (barring serious program bugs) to have at least one blue, has an average of 2.25 blue, and a max of four blue, with a special HFS chance of about 3.5%.  An unaligned 4x4 still has a minimum of one blue, but an average of four blue, and a max of nine blue; with special HFS chance of about 6.3%; aligning it with the grid gives you exactly four blue.  Moving up to a 5x5 increases the minimum blue to four, with an average of 6.25 and a max still of nine; the special HFS chance is 9.8%.  If you're planning one making the HFS a major part of your fortress and don't cheat with reveal, an aligned 4x4 is the smallest you can generate that is guaranteed to have multiple blue (and therefore a high chance of multiple entrances, reducing the risk that one of the spires 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==
 
==Veins and Mining==
  
[[File:Adamantine_vein_large_profile.png|200px|thumb|right|A profile view of an adamantine vein travelling through solid rock, an underground cavern, and a magma sea. For more detail and resolution click the thumbnail.]]
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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.]]
  
Raw adamantine veins, in contrast to usual ore veins, span z-levels nearly exactly straight upwards, and are thicker than many gem clusters; this and the fact that the lower half of an adamantine vein is hollow give veins a tube-like feel. Single z-level clusters can also be found in the walls of the magma sea. Adamantine veins can span from 5 to 30-40 z-levels, sometimes even significantly more. Despite being impossibly strong, a simple copper pick works fine for mining it out, and the top half of a vein is full of raw adamantine ripe for the diggin'. Just make sure you don't dig too deep...
+
It's worth noting that a tile of Raw adamantine, when mined out, will always produce a stone, regardless of the skill of the miner. 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, a simple copper pick works fine for mining it out, and the vein is full of raw adamantine ripe for the diggin'. Just make sure you don't dig too deep...
  
 
{{minorspoiler}}
 
{{minorspoiler}}
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One serious downside to mining veins of raw adamantine is that digging into the hollow section will eventually lead to a certain {{L|Hidden Fun Stuff|spoiler}}, triggering [[losing|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 some veins are hollow, and digging into the hollow section will eventually lead to a certain [[Hidden Fun Stuff|spoiler]], triggering [[losing|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.
  
Adamantine can be found in vertical pillars in the {{L|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 the new underground lakes, it might be possible to use selective flooding to cool the magma around the adamantine, and build walls of obsidian around them.
+
Adamantine can be 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.
  
  
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''(end spoilers)''
 
''(end spoilers)''
 
==Storage==
 
Raw Adamantine is stored in stone stockpiles with "Raw Adamantine" enabled in that stockpile's 'other stone' category.
 
 
However once strands are extracted, they are stored in a cloth pile.  It is unfortunately impossible to directly segregate adamantine from plant fiber and silk cloth, because all cloth apparently counts as non-plant/animal products as far as the game is concerned, and adamantine does not appear as a thread/cloth type in the cloth custom stockpile menu. To create a stockpile for adamantine strands designate a cloth stockpile set to accept no types of thread or cloth and tell this stockpile to take from all other cloth stockpiles.
 
  
 
{{gamedata}}
 
{{gamedata}}
{{Rocks}}
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{{stones}}
 
{{Category|Ore}}
 
{{Category|Ore}}
{{Category|Stone}}
 
 
{{Category|Economic Stone}}
 
{{Category|Economic Stone}}

Latest revision as of 20:42, 8 October 2014

Raw adamantine
£ £ £ £ £ £ £
* = = = £ £ £
* * = = = £ £
* * * * = = £
* * * * * * =
Uses

Properties
Fire-safe Magma-safe

Wikipedia article

This article is about an older version of DF.

The ore of adamantine 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 boon and a bane; 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.

Raw adamantine 34.11.png

Location[edit]

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. Due to a bug, worlds can be generated incorrectly and result in adamantine veins appearing on the surface. Bug:2713

More specific statistics, from this forum post:

Word of Toady, and supported by all the careful research I've seen so far, is that there is one blue spire generated in every 2x2 embark grid, randomly placed amongst the four embark squares. Every 16x16 region square therefore has exactly 64 blue (and one special HFS). A 2x2 embark aligned to the grid will have exactly one blue spire. A 2x2 embark offset may have as few as none or as many as four blue spires. Over all the possible configurations of 2x2 embarks, your odds are as follows (rounded): zero blue, 20.4%; one blue, 60.6%, two blue, 17.8%, three blue, 1.8%, four blue, 0.1%, with an average (not surprisingly) of one blue; you also have a chance of special HFS of about 1.6%.
A 3x3 is guaranteed (barring serious program bugs) to have at least one blue, has an average of 2.25 blue, and a max of four blue, with a special HFS chance of about 3.5%. An unaligned 4x4 still has a minimum of one blue, but an average of four blue, and a max of nine blue; with special HFS chance of about 6.3%; aligning it with the grid gives you exactly four blue. Moving up to a 5x5 increases the minimum blue to four, with an average of 6.25 and a max still of nine; the special HFS chance is 9.8%. If you're planning one making the HFS a major part of your fortress and don't cheat with reveal, an aligned 4x4 is the smallest you can generate that is guaranteed to have multiple blue (and therefore a high chance of multiple entrances, reducing the risk that one of the spires will not be traversable).

Storage[edit]

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[edit]

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 Raw adamantine, when mined out, will always produce a stone, regardless of the skill of the miner. 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, a simple copper pick works fine for mining it out, and the vein is full of raw adamantine ripe for the diggin'. Just make sure you don't dig too deep...

Dwarf head pixel.png  This article or section contains minor spoilers. You may want to avoid reading it.








One serious downside to mining veins of raw adamantine is that some veins are hollow, and digging into the hollow section will eventually 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.

Adamantine can be 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.









(end spoilers)

Sedimentary
Igneous
Intrusive
Extrusive
Metamorphic
Ore
Economic
Other