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[[File:mining_anim_v50.gif|thumb|189px|right|A designated area being mined.]]'''Mining''' is an essential part of building a fort in ''Dwarf Fortress''. There are several reasons you might want to mine, such as [[exploratory mining|searching]] for various [[stone|stone types]], [[ore]]s and [[gem]]s, or simply to create the basic tunnels and [[room]]s in your fort. Mining refers to either the [[skill]] that performs mining, the [[labor]] associated with it, or simply the task or job of performing said labor. Military dwarves equipped with picks will use mining as their "[[Combat skill|weapon skill]]." Mining through softer materials such as [[sand]] or [[soil]] is much faster than mining through stone.
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[[File:mining_anim_v50.gif|thumb|189px|right|A designated area being mined.]]'''Mining''' is an essential part of building a fort in ''Dwarf Fortress''. There are several reasons you might want to mine, such as [[exploratory mining|searching]] for various [[stone|stone types]], [[ore]]s and [[gem]]s, or simply to create the basic tunnels and [[room]]s in your fort. Mining refers to either the [[skill]] that performs mining, the [[labor]] associated with it, or simply the task or job of performing said labor. Military dwarves equipped with picks will use mining as their "[[Combat skill|weapon skill]]."
  
 
There are several types of jobs associated with this skill:  
 
There are several types of jobs associated with this skill:  
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When the wall-part is removed from a stone tile, there is a 25% chance that a single [[stone]] (also known as a boulder) will be left behind.  Minerals which are found in [[vein]]s have a 33% chance of leaving ore, and minerals found in [[vein|small clusters]] (or individual tiles) have a 100% chance of leaving a stone or rough gem behind. Finally, any "deep" material (i.e. [[adamantine]] or [[slade]]) has a 100% chance of leaving a usable stone (though the latter is normally undiggable). Mining skill only influences the amount of time it takes to mine each tile; it does not affect drop rate.
 
When the wall-part is removed from a stone tile, there is a 25% chance that a single [[stone]] (also known as a boulder) will be left behind.  Minerals which are found in [[vein]]s have a 33% chance of leaving ore, and minerals found in [[vein|small clusters]] (or individual tiles) have a 100% chance of leaving a stone or rough gem behind. Finally, any "deep" material (i.e. [[adamantine]] or [[slade]]) has a 100% chance of leaving a usable stone (though the latter is normally undiggable). Mining skill only influences the amount of time it takes to mine each tile; it does not affect drop rate.
  
Carving a channel down or ramp up needs special care to provide the full 25%/33%/100% mineral production: in the case that both the bottom tile (where the new ramp up is) and the top tile (new open-space above the newly carved ramp) are both dug out together as part of the same designation, there is only a single chance of mineral production, even though two tiles had their wall-part removed, effectively halving the mineral production chance to 12.5%/16.5%/50% in that case. But if special care is taken to ensure the top open-space tile is dug out first before carving the ramp below it, the full chance from both tiles can be achieved.
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Carving a channel down or ramp up needs special care to provide the full 25%/33%/100% mineral production: in the case that both the bottom tile (where the new ramp up is) and the top tile (new open-space above the newly carved ramp) are both dug out together as part of the same designation, there is only a single chance of mineral production, even though two tiles had their wall-part removed, effectively halving the mineral production chance to 12.5%/16.5%/50% in that case. But if special care is taken to ensure the top open-space tile is dug out first before carving the ramp below it, the full chance from both tiles can be achieved.
  
 
The [[stoneworker's workshop]] can create four [[block]]s from each boulder, so on average you can create one stone block for each tile of stone mined. Each ore stone also produces 4 metal bars at a [[smelter]], so, on average, you will produce 1⅓ bars of the basic metal* for every tile of ore mined, or 4/ for small clusters of rare ore.  
 
The [[stoneworker's workshop]] can create four [[block]]s from each boulder, so on average you can create one stone block for each tile of stone mined. Each ore stone also produces 4 metal bars at a [[smelter]], so, on average, you will produce 1⅓ bars of the basic metal* for every tile of ore mined, or 4/ for small clusters of rare ore.  
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: (* Two ores, [[tetrahedrite]] or [[galena]], have a chance to produce additional bars of [[silver]] as well as producing the 4 bars of their basic metal ([[copper]] and [[lead]], respectively). As a footnote, while [[iron]] ores produce 4 bars of iron, and that is all the metal required for 1 bar of steel, [[steel]] production additionally consumes 1 [[flux]] stone and 1 bar of [[fuel]] per single bar of steel produced.)
 
: (* Two ores, [[tetrahedrite]] or [[galena]], have a chance to produce additional bars of [[silver]] as well as producing the 4 bars of their basic metal ([[copper]] and [[lead]], respectively). As a footnote, while [[iron]] ores produce 4 bars of iron, and that is all the metal required for 1 bar of steel, [[steel]] production additionally consumes 1 [[flux]] stone and 1 bar of [[fuel]] per single bar of steel produced.)
  
When tunnels are dug in [[soil]], nothing is left from the material, there is no soil equivalent of a "[[stone]]" to be further used.  The floor-part will remain (if it wasn't channeled), and is suitable for [[farming]], or, if the right kind of soil, for sand or [[clay]] collection.
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When tunnels are dug in [[soil]], nothing is left from the material, there is no soil equivalent of a "[[stone]]" to be further used.  The floor-part will remain (if it wasn't channeled), and is suitable for [[farming]], or, if the right kind of soil, for [[sand]] or [[clay]] collection.
  
 
After pressing {{K|m}} and opening the advanced optio{{k|n}}s menu, you can set the designation type to switch between designating all materials ({{k|v}}), designating just {{k|g}}ems, designating just gems and {{k|o}}res, or designating ore/gem clusters or veins to be mined automatically with {{k|V}}.  Switching the designation type to automining will allow you to quickly assign mining tasks to entire veins.
 
After pressing {{K|m}} and opening the advanced optio{{k|n}}s menu, you can set the designation type to switch between designating all materials ({{k|v}}), designating just {{k|g}}ems, designating just gems and {{k|o}}res, or designating ore/gem clusters or veins to be mined automatically with {{k|V}}.  Switching the designation type to automining will allow you to quickly assign mining tasks to entire veins.

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