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Editing 40d:Exploratory mining

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{{quality|Masterwork|16:16, 29 April 2011 (UTC)}}{{av}}
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Exploratory mining is the process of mining large areas in order to locate resources such as [[gems]], [[metal]] [[ores]] 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]].
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]].
 
 
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.
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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 [[Mineshaft Stitching|here]].
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:'''See also:''' [[Mineshaft stitching]]
  
 
=== Diagonal ramps ===
 
=== Diagonal ramps ===
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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 [[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.
  
 
====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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Even when a magma pipe reaches the surface it can freeze over in cold [[climate]]s, or may simply stop just short of surface. In theses case it will have a [[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).
 
 
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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