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Editing Exploratory mining

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Once you've had enough [[Losing|fun]] to have a basic fortress working, it becomes necessary to dig down in search of ores, gems, water, etc. '''Exploratory mining''' attempts to dig out as little as possible, in order to see as much as possible, using clever digging patterns.
 
Once you've had enough [[Losing|fun]] to have a basic fortress working, it becomes necessary to dig down in search of ores, gems, water, etc. '''Exploratory mining''' attempts to dig out as little as possible, in order to see as much as possible, using clever digging patterns.
  
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== Goals ==
 
== Goals ==
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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.
<div style="clear: left"></div>
 
  
 
=== Mine shafts, grid of every 3 tiles ===
 
=== Mine shafts, grid of every 3 tiles ===
<div style="float: left; overflow: none; padding-right: 2em;">
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<div style="float: left; overflow: none; padding-right: 2em;"><diagram>
[[File:Mineshafts-3x3.png|thumb|Exploratory mining example: mineshafts every 3 tiles]]
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░X░░X░░X░
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░░░░░░░░░</diagram></div>
 
* ''Labor'': 11.1% of the tiles are excavated (1/9).
 
* ''Labor'': 11.1% of the tiles are excavated (1/9).
 
* ''Target'': Any size. Clusters as small as a single tile are revealed.
 
* ''Target'': Any size. Clusters as small as a single tile are revealed.
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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 key pressing to designate, although you can save some effort by designating every third row across the entire width and height of the area to be excavated and then removing the designations ({{Menu icon|x}}) on all but every third column.
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:It takes a lot of keypressing to designate, although you can save some effort by designating every third row across the entire width and height of the area to be excavated and then removing the designations ({{k|d}}-{{k|x}}) on all but every third column. Additionally, a Linux script for digging the entire mine can be found here: https://docs.google.com/document/d/1qWyeq27C4DJwjOclEhPATgUlhtNEXrxnGcuNHx-M_ZU/edit?usp=sharing.
 
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''For a discussion on optimizing dig times with mineshafts, see [[v0.31:Mineshaft stitching|mineshaft stitching]].''<br style="clear:both;">
For a discussion on optimizing dig times with mineshafts, see [[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 as empty space, but are only designated as up ramps on the level below. This pattern can also use channel designations in place of ramps to mine in a downward direction. (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 as up ramps on the level below. This pattern can also use channel designations in place of ramps to mine in a downward direction. (Be ''sure'' you know how [[ramp]]s work before trying this one!)
  
<div style="float: left; overflow: none; padding-right: 2em;">
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<div style="float: left; overflow: none; padding-right: 2em;"><diagram>
[[File:Exploratory-mining-mineshaft-pattern-diagonal-ramps.png|thumb|Exploratory mining example: diagonal ramps pattern, every 14 tiles in one direction and every 7 tiles in other direction]]
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</diagram></div>
 
* ''Labor'': 7.1% of the tiles are designated to dig (1/14), but 14.3% are excavated (1/7).
 
* ''Labor'': 7.1% of the tiles are designated to dig (1/14), but 14.3% are excavated (1/7).
 
* ''Target'': Any size. Clusters as small as a single tile are revealed.
 
* ''Target'': Any size. Clusters as small as a single tile are revealed.
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* ''Target'': Veins and clusters (except for single-tile)
 
* ''Target'': Veins and clusters (except for single-tile)
 
* ''Visibility'': 15/16 (~94%) of the tiles are visible.
 
* ''Visibility'': 15/16 (~94%) of the tiles are visible.
* ''Reusability'': Amusingly low, but it can be converted into a grid of connected 3×3 to 5×5 rooms, if you center each room on a crossroad. Probably best used as a targeted followup to the 7x7 block pattern shown below.
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* ''Reusability'': Amusingly low, but it can be converted into a grid of connected 3×3 to 5×5 rooms, if you center each room on a crossroad. Might be better used as a targeted followup to the 7x7 block pattern shown below.
* ''Bottom line'': High-labor method, second only to hollowing out a region. Comparatively inefficient way to find clusters and veins. Easy to designate, but uses a great deal of mining time.
 
<div style="clear: left"></div>
 
  
 
=== 7×7 blocks ===
 
=== 7×7 blocks ===

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