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Difference between revisions of "v0.31 Talk:Mining"
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== Rock mining rate == | == Rock mining rate == | ||
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. <small>– [[template:unsigned|unsigned]] comment by [[User:128.223.222.131|128.223.222.131]]</small> | 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. <small>– [[template:unsigned|unsigned]] comment by [[User:128.223.222.131|128.223.222.131]]</small> | ||
− | :This is consistent with previous versions | + | :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. --[[User:Quietust|Quietust]] 03:25, 22 April 2010 (UTC) |
Revision as of 03:25, 22 April 2010
Channeling
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
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
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)