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Difference between revisions of "v0.31 Talk:Mining"
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A lot of the info that's on the 40d page hasn't been carried over to this page yet. Some of it should be the same, some of it (like the preferred direction of mining) may have to be tested again to see if it has changed. Does anyone have any info/test results on this? | A lot of the info that's on the 40d page hasn't been carried over to this page yet. Some of it should be the same, some of it (like the preferred direction of mining) may have to be tested again to see if it has changed. Does anyone have any info/test results on this? | ||
[[User:Joatmon|Joatmon]] 19:35, 15 August 2011 (UTC) | [[User:Joatmon|Joatmon]] 19:35, 15 August 2011 (UTC) | ||
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+ | == Migrant Miners == | ||
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+ | Does anybody know if migrant miners bring picks whit them, like hunters do?--[[User:Miauw62|Miauw62]] 18:03, 3 November 2011 (UTC) |
Latest revision as of 18:03, 3 November 2011
Channeling[edit]
Channels create ramps now, apparently. -Sagragoth
- I really hate this one, I can just imagine all sorts of fun from pesky ramps leading into water and or magma because we can no longer channel them away. Doctorzuber 06:16, 2 April 2010 (UTC)
- Channels create ramps along the outside of the pit being built. This isn't that big a deal; you can floor over the ramps, go down into them and clear them, etc. - I like it this way, because a one-tile ditch can't stop all the rampaging goblins from eating your face. Blacken 06:52, 2 April 2010 (UTC)
- If you're making a channel to stop rampaging goblins from eating your face, you now have to channel, remove ramps, and leave an exit that's not on the outside. Since presumably you're making a moat *before* the goblins arrive, the change to channeling just causes moat-making to be more micro-management intensive, not less effective, and this game hardly needed more micro-management.
- The truly annoying part is that there are plenty of instances where you would channel before that you cannot get at the ramp to remove it, such as breaching magma or water layers. Its unsightly.
- --Squirrelloid 08:08, 4 April 2010 (UTC)
- Channels create ramps along the outside of the pit being built. This isn't that big a deal; you can floor over the ramps, go down into them and clear them, etc. - I like it this way, because a one-tile ditch can't stop all the rampaging goblins from eating your face. Blacken 06:52, 2 April 2010 (UTC)
- I find this quite useful because now miners can't trap themself that easily when channeling out large areas. Now it takes a lot less micro management to create large multi-story underground chambers. --84.46.91.253 17:56, 11 April 2010 (UTC)
Just had a dwarf become a miner during an individual combat drill because they were carrying a pick. --Droid 14:10, 2 April 2010 (UTC)
- Now how should we exploit this? --Mr Frog 06:55, 4 April 2010 (UTC)
Miners through Military[edit]
If you set your dwarves to use picks as a weapon, and let them do individual training, they will gain mining skill.
This is a good way to train a miner to legendary without making unsigltly holes in mountains or caves where miners train up their mining skill. --Katie 17:46, 11 April 2010 (UTC)
Rock mining rate[edit]
Legendary dwarves do not mine at 100% when they have afflictions (in this case I had a thirsty, drowsy dwarf who had been working himself too hard miss five of seven stones he tried to mine). This gets progressively worse as the miner remains awake. – unsigned comment by 128.223.222.131
- This is consistent with previous versions - status afflictions such as hunger, thirst, and drowsines (and probably also nausea/stun) reduce all of a dwarf's effective skills and reduce their working speed as well. --Quietust 03:25, 22 April 2010 (UTC)
- You can imagine how happy I was when I realized that my adept weaponsmith and legendary armorsmith were churning out sub-par steelware and why. Like this, industrious dwarves are a gamebreaker. --Birthright 01:16, 28 April 2010 (UTC)
You Struck Whatchamacallite![edit]
There are two tables located at stone, one gives layer stones and the other gives plain 'ole rocks. Additionally there is another table located at gems, which lists only the gems found during mining. And finally there is yet another table at ore, which shows the different kinds of ores that may be encountered. This is all well and good as long as the player has enough geology background to know that "You struck hornblende!" refers to a type of rock, not a gem or an ore.
I'm working on a new table that allows a player to search by name without knowing in advance the category. Current work on the table can be seen on my talk page at AngleWyrm. Any thoughts?
Or, you could just type what you struck into the search bar in this wiki. Thats what I do.
Channeling Stairs[edit]
should there be info on this ? it is kinda useful since its a pain to get dwarfs to remove (d->n) constructed stairs from above -Lazyone
Page update[edit]
A lot of the info that's on the 40d page hasn't been carried over to this page yet. Some of it should be the same, some of it (like the preferred direction of mining) may have to be tested again to see if it has changed. Does anyone have any info/test results on this? Joatmon 19:35, 15 August 2011 (UTC)
Migrant Miners[edit]
Does anybody know if migrant miners bring picks whit them, like hunters do?--Miauw62 18:03, 3 November 2011 (UTC)