v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

23a:Mining

From Dwarf Fortress Wiki
Revision as of 15:46, 27 July 2011 by Quietust (talk | contribs) (→‎Stone hauling: there are no garbage dumps in 23a - you either stockpile it or you Chasm it)
Jump to navigation Jump to search
Mining
Skills used
Tasks
This article is about an older version of DF.

Mining is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as Template:L for various Template:Ls, or simply to create the basic tunnels and Template:L in your fort.

Making a dwarf a miner

  1. Specify your dwarf to be a miner via view, pref, labor.
  2. Select "Mining" using + or -, press enter.

A Template:L also requires an available Template:L. A dwarf's Template:L affects the speed at which material is mined, but the quality or material of a pick has no effect on any aspect of mining - a Template:L Template:L pick is the same as a Template:L Template:L or Template:L one. (The same is not true for picks in Template:L.)

Designating the area to be mined

  1. Press designate to bring up the Template:L menu.
  2. Highlight Mine (it's highlighted by default) by pressing d again.
  3. Move the cursor to the starting point, press enter. You should see a green flashing cross symbol indicating that it's in Selection Mode.
  4. Move the cursor to another point to define the opposite corners of a rectangle, press enter again. A yellow area should now be highlighted, indicating the area to be mined.

Mouse users can also select tiles to mine by clicking on them, or by clicking and dragging to select a contiguous region.

Mined walls

When a tile has been mined, the surrounding walls and floor will be some kind of rough stone. To make these surfaces look less primitive, you can Template:L and Template:L them.

Stone hauling

Any useful material such as rock or Template:L is deposited on the ground excavated by the tile, and while loose stone will not impede movement, it can prop open Template:Ls, slow construction, and prevent open space from being used as a Template:L; 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 Template:L 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.

There are alternatives to hauling. Template:Ls or Template:Ls can build their respective Template:L 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 Template:L (which takes as much space as the original stone itself, but is at least useful); they can also create Template:Ls, which unlike stone and furniture can be stacked in Template:Ls. 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. Template:L of all sorts are usually very light, but certain job types make multiple products out of single stones, which will multiply your hauling problem - mugs are always produced in groups of 3, toys and instruments are always made 1 at a time, and a single "make stone crafts" job can produce 1-3 items.

Not hauling at all is also possible. You don't have to clear the rubble.

Dig Priority

Dwarves mine in veins: after mining a tile, a miner will pick the "next" tile (a tile that is adjacent to the one just mined). If there are several possible "next" 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.

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 Template:Ls or selecting Template:L to gather. Generally, they seem to pick the northwestern-most vein. Notably, dwarves do not pick the closest vein.

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.

See also

  • Template:L – A list of different types of stones and ores left behind from mining.