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Editing 40d:Exploratory mining

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Exploratory mining is the process of mining large areas in order to locate resources such as [[gem]]s, [[metal]] [[ore]]s and other types of [[stone|rock]]. It is also used, to a lesser extent, to find the locations of hidden underground features such as [[chasm]]s, [[underground river]]s, [[magma]] and [[adamantine]].
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Exploratory mining is the process of mining large areas in order to locate resources such as [[40d:gems|gems]], [[40d:metal|metal]] [[40d:ores|ores]] and other types of [[40d:stone|rock]]. It is also used, to a lesser extent, to find the locations of hidden underground features such as [[40d:chasm|chasm]]s, [[40d:underground river|underground river]]s, [[40d:magma|magma]] and [[40d:adamantine|adamantine]].
 
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.
 
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.
 
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.
 
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.
The [[cheating]] counterpart to exploratory mining is the infamous [[utilities#reveal.exe|reveal]] tool.
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The [[40d:cheating|cheating]] counterpart to exploratory mining is the infamous [[40d:utilities#reveal.exe|reveal]] tool.
  
 
== Resource Distribution ==
 
== Resource Distribution ==
To know how you should dig, it helps to know what you are looking for. When a  second material appears in a [[layer]], depending on the type of stone, ore or gem it appears in one of three shapes, large clusters, small clusters, or veins.
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To know how you should dig, it helps to know what you are looking for. When a  second material appears in a [[40d:layer|layer]], depending on the type of stone, ore or gem it appears in one of three shapes, large clusters, small clusters, or veins.
  
(For a more complete discussion of this, see [[Vein|veins and clusters]])
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(For a more complete discussion of this, see [[40d:Vein|veins and clusters]])
 
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SOME REDUNDANT INFORMATION IS CRITICAL TO THIS ARTICLE (but not all)-->
 
SOME REDUNDANT INFORMATION IS CRITICAL TO THIS ARTICLE (but not all)-->
  
* '''Large cluster''': An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.  (The stones that comprise large clusters ''tend'' not to have small clusters or useful veins - see specific [[stone]] type for details.)
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* '''Large cluster''': An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.  (The stones that comprise large clusters ''tend'' not to have small clusters or useful veins - see specific [[40d:stone|stone]] type for details.)
 
* '''Vein''': A sinuous line of the material crosses the block.  Multiple veins can occur in the same block.
 
* '''Vein''': A sinuous line of the material crosses the block.  Multiple veins can occur in the same block.
 
* '''Small cluster''': A sprinkle of 1 to 9 adjacent tiles. Multiple small clusters of the same or different materials may be in the same block, or be adjacent to each other.
 
* '''Small cluster''': A sprinkle of 1 to 9 adjacent tiles. Multiple small clusters of the same or different materials may be in the same block, or be adjacent to each other.
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=== Large clusters in a block ===
 
=== Large clusters in a block ===
It's recommended to first dig out a wide grid of single shafts that hit the centers of the major (48x48) [[area block]]s - if your map is 6x6, that's 36 center-shafts (or as many area blocks as you care about to start with).  With a few exceptions*, if a block has a large cluster it will ''not'' have any other veins or small clusters within it - nothing.  So, depending on the stone found, blocks with large clusters can be skipped right away because they are mostly worthless.  (Note that layers above or below are not influenced by each other - this may influence whether you use shafts or tunnels for your exploration.)  Area blocks without a large cluster can be explored using one of the patterns mentioned below. This will save you a lot of additional work (and dug out generic stone).
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It's recommended to first dig out a wide grid of single shafts that hit the centers of the major (48x48) [[40d:area block|area block]]s - if your map is 6x6, that's 36 center-shafts (or as many area blocks as you care about to start with).  With a few exceptions*, if a block has a large cluster it will ''not'' have any other veins or small clusters within it - nothing.  So, depending on the stone found, blocks with large clusters can be skipped right away because they are mostly worthless.  (Note that layers above or below are not influenced by each other - this may influence whether you use shafts or tunnels for your exploration.)  Area blocks without a large cluster can be explored using one of the patterns mentioned below. This will save you a lot of additional work (and dug out generic stone).
  
:''(* Exceptions include [[adamantine]] veins, which can occur in any layer or large cluster in their block; [[olivine]] clusters and [[chromite]] veins, which can contain [[demantoid]]s and [[native platinum]]; and [[magnetite]] with its possible [[platinum]] veins; <small>...and possibly others?</small>)''
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:''(* Exceptions include [[40d:adamantine|adamantine]] veins, which can occur in any layer or large cluster in their block; [[40d:olivine|olivine]] clusters and [[40d:chromite|chromite]] veins, which can contain [[40d:demantoid|demantoid]]s and [[40d:native platinum|native platinum]]; and [[40d:magnetite|magnetite]] with its possible [[40d:platinum|platinum]] veins; <small>...and possibly others?</small>)''
  
 
===Identifying Layers===
 
===Identifying Layers===
Some players may wish to first identify the layers beneath the surface of their map.  If (as described immediately above) you dig exploratory shafts that hit the centers of the major (48x48) [[area block]]s, you will hit many [[cluster|large clusters]] that give you no helpful information - for instance, many stone found in clusters are found in "any layer". The solution is to dig nearer the corners or edges, to avoid the 20x40 oval that is always close to the center of the block.  However, remember that the game does make the borders between [[area block]]s fuzzy - so the closer you get to that border, the less reliable your information.   
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Some players may wish to first identify the layers beneath the surface of their map.  If (as described immediately above) you dig exploratory shafts that hit the centers of the major (48x48) [[40d:area block|area block]]s, you will hit many [[40d:cluster|large clusters]] that give you no helpful information - for instance, many stone found in clusters are found in "any layer". The solution is to dig nearer the corners or edges, to avoid the 20x40 oval that is always close to the center of the block.  However, remember that the game does make the borders between [[40d:area block|area block]]s fuzzy - so the closer you get to that border, the less reliable your information.   
  
 
Between this and the previous technique, a complete picture of your underground geology can be achieved, and with that information you can then concentrate where you need to.
 
Between this and the previous technique, a complete picture of your underground geology can be achieved, and with that information you can then concentrate where you need to.
  
 
=== Finding a specific ore ===
 
=== Finding a specific ore ===
Often a player will have need of a specific type of metal - and that requires that you either [[trade]] for it, or find a vein of an appropriate ore.  Now, it's quite possible that that necessary ore is simply not present on your map - it's rare that a map will contain ''every'' ore.  But ''if'' it's there, it's usually not too hard to find, if you know where to look.
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Often a player will have need of a specific type of metal - and that requires that you either [[40d:trade|trade]] for it, or find a vein of an appropriate ore.  Now, it's quite possible that that necessary ore is simply not present on your map - it's rare that a map will contain ''every'' ore.  But ''if'' it's there, it's usually not too hard to find, if you know where to look.
  
In short, ore comes in veins, which tend to be a few tile wide and very long (maybe 20-40 tiles?) and snake randomly across a layer, so you don't need to expose every tile to find them, far from it.  The trick is to know where to start looking, and for that you need to identify the stone layers present on your map. First, use the two techniques described above - with the second, you're trying to see what [[layer]] stones are available to search, and with the first you're trying to see which of those layers can be skipped.   
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In short, ore comes in veins, which tend to be a few tile wide and very long (maybe 20-40 tiles?) and snake randomly across a layer, so you don't need to expose every tile to find them, far from it.  The trick is to know where to start looking, and for that you need to identify the stone layers present on your map. First, use the two techniques described above - with the second, you're trying to see what [[40d:layer|layer]] stones are available to search, and with the first you're trying to see which of those layers can be skipped.   
  
Then go to the wiki article for the specific [[metal]] you are seeking - maybe [[iron]], maybe [[copper]] or [[zinc]], whatever.  There you will see, in the side-bar, what [[ore]](s) will produce that metal.  ([[Alloy]]s may take one additional step, to find all the necessary metals to make that alloy, but the process is the same.)  It's quite possible that more than one ore will produce the metal you want.  Then read up on the ore(s), and see what layers it's found in.  Compare that to the layers you have found on your map - where they are the same, that's where to look.   
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Then go to the wiki article for the specific [[40d:metal|metal]] you are seeking - maybe [[40d:iron|iron]], maybe [[40d:copper|copper]] or [[40d:zinc|zinc]], whatever.  There you will see, in the side-bar, what [[40d:ore|ore]](s) will produce that metal.  ([[40d:Alloy|Alloy]]s may take one additional step, to find all the necessary metals to make that alloy, but the process is the same.)  It's quite possible that more than one ore will produce the metal you want.  Then read up on the ore(s), and see what layers it's found in.  Compare that to the layers you have found on your map - where they are the same, that's where to look.   
  
 
Veins tend to be quite long and sinuous and so don't require detailed exploration to find, as opposed to gems which almost demand 100% revealing techniques.  Diagonal tunnels, maybe 10 or 15 apart, are a good approach, or square (E-W or N-S) tunnels dug maybe 9-wide apart, but a wider shaft pattern (on a 6 or 9 wide grid?) might get lucky as well.  ''(These numbers are chosen so they can later be filled in for 100% reveal - but they are not carved in stone, as it were. See and compare examples below.)''
 
Veins tend to be quite long and sinuous and so don't require detailed exploration to find, as opposed to gems which almost demand 100% revealing techniques.  Diagonal tunnels, maybe 10 or 15 apart, are a good approach, or square (E-W or N-S) tunnels dug maybe 9-wide apart, but a wider shaft pattern (on a 6 or 9 wide grid?) might get lucky as well.  ''(These numbers are chosen so they can later be filled in for 100% reveal - but they are not carved in stone, as it were. See and compare examples below.)''
  
 
:Example: You want to find iron. (Who doesn't?)
 
:Example: You want to find iron. (Who doesn't?)
::[[Iron]] has 3 ores: [[hematite]], [[limonite]], and [[magnetite]].  Looking at those articles, we find that magnetite is easy - it's a [[large cluster]] (about 20x40!), centered in an area block of [[sedimentary]] layer stone - check that article to see what kinds of stone layers are "sedimentary".  If you have area blocks of sedimentary layers, center-punch a single shafts down through them and see.  Limonite is also found in sedimentary, but in veins - this will take some exploration through the entire layer, but because we are looking for veins we don't have to reveal everything, not even close.  Hematite is found in sedimentary as well, but also in [[Igneous extrusive]] layers - so that's another category of stone to check.   
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::[[Iron]] has 3 ores: [[40d:hematite|hematite]], [[40d:limonite|limonite]], and [[40d:magnetite|magnetite]].  Looking at those articles, we find that magnetite is easy - it's a [[40d:large cluster|large cluster]] (about 20x40!), centered in an area block of [[40d:sedimentary|sedimentary]] layer stone - check that article to see what kinds of stone layers are "sedimentary".  If you have area blocks of sedimentary layers, center-punch a single shafts down through them and see.  Limonite is also found in sedimentary, but in veins - this will take some exploration through the entire layer, but because we are looking for veins we don't have to reveal everything, not even close.  Hematite is found in sedimentary as well, but also in [[40d:Igneous extrusive|Igneous extrusive]] layers - so that's another category of stone to check.   
  
Not all layers contain ''every'' ore they might contain, but ''if'' they do, that's where you'll find it.  If you have none of the necessary layers, there is ''no chance'' you will find veins of that ore.  You don't find iron ore in [[metamorphic]] layers unless it's extending from a different, nearby type - it just isn't there, period.  If you want even ''a chance'' for a specific type of ore, make sure the proper ore-bearing layer stone is present on your [[embark]] map!
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Not all layers contain ''every'' ore they might contain, but ''if'' they do, that's where you'll find it.  If you have none of the necessary layers, there is ''no chance'' you will find veins of that ore.  You don't find iron ore in [[40d:metamorphic|metamorphic]] layers unless it's extending from a different, nearby type - it just isn't there, period.  If you want even ''a chance'' for a specific type of ore, make sure the proper ore-bearing layer stone is present on your [[40d:embark|embark]] map!
  
(This general approach is also used to determine "where to mine next?", even if you ''aren't'' looking for anything specific.  Knowing that [[granite]] or [[gabbro]] has a better chance to pay off better than [[diorite]], and not to bother with the blocks with large clusters, gets your miners to the motherload that much faster.)
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(This general approach is also used to determine "where to mine next?", even if you ''aren't'' looking for anything specific.  Knowing that [[40d:granite|granite]] or [[40d:gabbro|gabbro]] has a better chance to pay off better than [[40d:diorite|diorite]], and not to bother with the blocks with large clusters, gets your miners to the motherload that much faster.)
  
If all this is a bit overwhelming, and/or you have layers that seem "completely useless" - well, you might be right (on both counts), but [[The Non-Dwarf's Guide to Rock]] can be helpful in getting your feet back under you.  It's useful to know what might be found where, and when nothing will ever be found somewhere.
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If all this is a bit overwhelming, and/or you have layers that seem "completely useless" - well, you might be right (on both counts), but [[40d:The Non-Dwarf's Guide to Rock|The Non-Dwarf's Guide to Rock]] can be helpful in getting your feet back under you.  It's useful to know what might be found where, and when nothing will ever be found somewhere.
  
 
== Factors in exploratory mining ==
 
== Factors in exploratory mining ==
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=== Target ===
 
=== Target ===
  
''Target'' refers to the [[vein|size and shape]] of what you are hoping to find, the target material present in the rock layer as it typically appears - individual tiles, small clusters, veins, large features, whatever. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it.  "Target" is determined by the specific type of materials you're after - for the classification of the specific target material you are hoping to find, see the [[gem]] and [[stone]] articles.  Single tiles are obviously the smallest target, followed by small clusters (at a maximum size of 3x3), veins (typically a sinuous line approximately 3 wide x 30-40 long) and large clusters (a rough oval about 20x40 centered in the [[area block]]). Underground features such as [[Vent#Magma_sources|magma vents]] or [[lake|underground pools]] have about the same target size as large clusters.  
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''Target'' refers to the [[40d:vein|size and shape]] of what you are hoping to find, the target material present in the rock layer as it typically appears - individual tiles, small clusters, veins, large features, whatever. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it.  "Target" is determined by the specific type of materials you're after - for the classification of the specific target material you are hoping to find, see the [[40d:gem|gem]] and [[40d:stone|stone]] articles.  Single tiles are obviously the smallest target, followed by small clusters (at a maximum size of 3x3), veins (typically a sinuous line approximately 3 wide x 30-40 long) and large clusters (a rough oval about 20x40 centered in the [[40d:area block|area block]]). Underground features such as [[40d:Vent#Magma_sources|magma vents]] or [[40d:lake|underground pools]] have about the same target size as large clusters.  
  
"Target" and "visibility" (below) are directly related. If you are after the precious gems: diamond, sapphire and ruby, you will see that these can be found only in [[kimberlite]] (diamonds) and [[bauxite]] (sapphires and rubies) respectively. So you only need to use one of the lower-visibility methods to find the veins of kimberlite in a [[gabbro]] layer or the large clusters of bauxite in [[sedimentary layer]]s respectively, and then dig those out using one of the patterns that reveals every tile.
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"Target" and "visibility" (below) are directly related. If you are after the precious gems: diamond, sapphire and ruby, you will see that these can be found only in [[40d:kimberlite|kimberlite]] (diamonds) and [[40d:bauxite|bauxite]] (sapphires and rubies) respectively. So you only need to use one of the lower-visibility methods to find the veins of kimberlite in a [[40d:gabbro|gabbro]] layer or the large clusters of bauxite in [[40d:sedimentary layer|sedimentary layer]]s respectively, and then dig those out using one of the patterns that reveals every tile.
  
 
In short, if the sought-after material is a small target, you want high visibility; if large and hard to miss, lower visibility methods will work.   
 
In short, if the sought-after material is a small target, you want high visibility; if large and hard to miss, lower visibility methods will work.   
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With some patterns, it's possible to start with lower visibility, and then "fill in" for more complete visibility in the areas you wish to concentrate on.
 
With some patterns, it's possible to start with lower visibility, and then "fill in" for more complete visibility in the areas you wish to concentrate on.
  
To better understand this, see [[vein|veins and clusters]].
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To better understand this, see [[40d:vein|veins and clusters]].
  
 
=== Re-usability ===
 
=== Re-usability ===
  
''Re-usability'' is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls or floors.  Exploratory mining typically leaves behind a monotonous, repetitive underground landscape of shafts or tunnels. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Re-usability is subjective, and it depends on the desired layout. Re-usability is a priority for a small [[embark]] site or a sprawling fortress.
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''Re-usability'' is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls or floors.  Exploratory mining typically leaves behind a monotonous, repetitive underground landscape of shafts or tunnels. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Re-usability is subjective, and it depends on the desired layout. Re-usability is a priority for a small [[40d:embark|embark]] site or a sprawling fortress.
  
 
== Exploratory Patterns ==
 
== Exploratory Patterns ==
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* ''Visibility'': '''100%'''.
 
* ''Visibility'': '''100%'''.
 
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.
 
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.
* ''Bottom line'': Easy to designate, and a single miner will focus on one tunnel to the end or they take a [[break]]. This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, it is more efficient than a 3&times;3 design.
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* ''Bottom line'': Easy to designate, and a single miner will focus on one tunnel to the end or they take a [[40d:break|break]]. This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, it is more efficient than a 3&times;3 design.
  
 
Larger "tunnel" patterns are suggested to be dug in multiples of "3" to allow for later complete revealing with minimum effort.
 
Larger "tunnel" patterns are suggested to be dug in multiples of "3" to allow for later complete revealing with minimum effort.
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* ''Visibility'': '''100%'''.
 
* ''Visibility'': '''100%'''.
 
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms
 
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms
* ''Bottom line'': This method is 2nd most efficient of those with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate. Alternatively, you can use this [[User:LockeslyLCrit/DiagonalMining.ahk|script]] for [[40d:Utilities##AutoHotKey|AHK]] to mine four diagonal shafts of 140 squares long, saving you some annoyance.
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* ''Bottom line'': This method is 2nd most efficient of those with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate.
  
 
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired.
 
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired.
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* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value.  In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time.
 
* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value.  In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time.
  
:It takes a lot of keypressing to designate, although you can save some effort by designating every third row (as in the rows method, except with stairways) and then removing the designations ({k|d}-{k|x}) on all but every third column.  Alternately, [[User:StrawberryBunny/Mineshaft.ahk|here]] is a ahk script to save your fingers.  For a discussion on optimizing travel times through mineshafts, see [[mineshaft stitching]].
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:It takes a lot of keypressing to designate, although you can save some effort by designating every third row (as in the rows method, except with stairways) and then removing the designations ({k|d}-{k|x}) on all but every third column.  Alternately, [[User:StrawberryBunny/Mineshaft.ahk|here]] is a ahk script to save your fingers.  For a discussion on optimizing travel times through mineshafts, see [[40d:Mineshaft Stitching|here]].
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:'''See also:''' [[40d:Mineshaft stitching|Mineshaft stitching]]
  
 
=== Diagonal ramps ===
 
=== Diagonal ramps ===
  
The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees.  The downramps are shown, but are only designated on the next level down.  (Be ''sure'' you know how [[ramp]]s work before trying this one!)
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The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees.  The downramps are shown, but are only designated on the next level down.  (Be ''sure'' you know how [[40d:ramp|ramp]]s work before trying this one!)
  
 
<div style="font-family: monospace; white-space: pre; line-height: 126.5%"><nowiki>░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲
 
<div style="font-family: monospace; white-space: pre; line-height: 126.5%"><nowiki>░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲
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* ''Target'': Any size. Clusters as small as a single tile are revealed.
 
* ''Target'': Any size. Clusters as small as a single tile are revealed.
 
* ''Visibility'': '''100%'''.
 
* ''Visibility'': '''100%'''.
* ''Reusability'': Moderate.  3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over.  [[Ramp]]s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable).   
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* ''Reusability'': Moderate.  3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over.  [[40d:Ramp|Ramp]]s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable).   
 
* ''Bottom line'': In some ways the most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.
 
* ''Bottom line'': In some ways the most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.
  
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====Digging====
 
====Digging====
Underground features are a lot larger than [[vein]]s and [[cluster|small clusters]], so the 15x15 block method is more than sufficient to find them. If you dig tunnels rather than shafts, you only need to dig every 3rd [[z-level]] out as even the shortest feature, a [[cave river]], can be discovered on any one of the 3 levels it influences with "warm" or "damp" stone, as shown in the side profiles below.
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Underground features are a lot larger than [[40d:vein|vein]]s and [[40d:cluster|small clusters]], so the 15x15 block method is more than sufficient to find them. If you dig tunnels rather than shafts, you only need to dig every 3rd [[40d:z-level|z-level]] out as even the shortest feature, a [[40d:cave river|cave river]], can be discovered on any one of the 3 levels it influences with "warm" or "damp" stone, as shown in the side profiles below.
  
 
     Over the top    Reveals      Hits damp    Hits damp    Underneath     
 
     Over the top    Reveals      Hits damp    Hits damp    Underneath     
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     ##########    ########    #########    #########    _______o#
 
     ##########    ########    #########    #########    _______o#
  
Once you encounter warm or damp stone you want to back off a couple of squares and dig an up [[staircase]]. On this new z-level dig another tunnel to where you just found damp/warm stone. Depending on how tall the feature was and whereabouts you hit it, you may need to repeat this approach. Eventually your miner will reach a z-level where he can safely dig all the way through to the "surface" of the feature. '''Be careful! Your miners will happily dig ''up'' into a magma pit or lake, and burn or drown themselves, with no warning!'''
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Once you encounter warm or damp stone you want to back off a couple of squares and dig an up [[40d:staircase|staircase]]. On this new z-level dig another tunnel to where you just found damp/warm stone. Depending on how tall the feature was and whereabouts you hit it, you may need to repeat this approach. Eventually your miner will reach a z-level where he can safely dig all the way through to the "surface" of the feature. '''Be careful! Your miners will happily dig ''up'' into a magma pit or lake, and burn or drown themselves, with no warning!'''
  
 
====Obsidian caps====
 
====Obsidian caps====
 
[[Image:obsidian_cap.png|thumb|right|100px|An obsidian cap]]
 
[[Image:obsidian_cap.png|thumb|right|100px|An obsidian cap]]
Sometimes a magma pipe will not reach the surface, stopping one or more [[z-level]]s below what is immediately visible. In these cases it will have an "'''obsidian cap'''" over it, which is easier to find: just search for any hills or mountainsides that have a circular chunk missing and/or a grey circle of stone (example on the right).  Another clue will be a (semi-)circular rise in elevation (which may nor may not be of [[obsidian]]) with no [[ramp|slopes/ramps]].
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Sometimes a magma pipe will not reach the surface, stopping one or more [[z-level]]s below what is immediately visible. In these cases it will have an "'''obsidian cap'''" over it, which is easier to find: just search for any hills or mountainsides that have a circular chunk missing and/or a grey circle of stone (example on the right).  Another clue will be a (semi-)circular rise in elevation (which may nor may not be of [[40d:obsidian|obsidian]]) with no [[40d:ramp|slopes/ramps]].
  
Digging a single shaft of [[stairs|up/down stairs]] down near the middle of an obsidian cap will soon (and safely) reveal the [[magma vent]].  You can safely designate this shaft as deeply as you want - when your miners hit the vent the game will pause, you will get an [[announcement]], the next shaft-designation will be canceled and they will stop that particular task.
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Digging a single shaft of [[40d:stairs|up/down stairs]] down near the middle of an obsidian cap will soon (and safely) reveal the [[40d:magma vent|magma vent]].  You can safely designate this shaft as deeply as you want - when your miners hit the vent the game will pause, you will get an [[40d:announcement|announcement]], the next shaft-designation will be canceled and they will stop that particular task.
  
  

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