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{{av}}
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:''This article is about exploring rock layers while digging through them; if you're looking for tips for exploring already discovered [[caverns]], check [[Caverns#Methods of Exploration]]''
  
:''This article is about exploring rock layers while digging through them; if you're looking for tips for exploring already-discovered [[caverns]], check [[Caverns#Methods of Exploration]]''
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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 is 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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{{av}}{{Quality|Exceptional}}
 
 
{{Quality|Superior}}
 
  
 
== Goals ==
 
== Goals ==
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Potential dangers include:
 
Potential dangers include:
 
*Hostile creatures which inhabit underground areas
 
*Hostile creatures which inhabit underground areas
*Large pools of liquid ([[water]], [[magma]])
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*Large pools of liquids ([[Water]], [[Magma]])
 
*[[Hidden Fun Stuff|Fun]]
 
*[[Hidden Fun Stuff|Fun]]
 
*[[FPS]] death from pathing and item count
 
*[[FPS]] death from pathing and item count
 +
  
 
==Strategies==
 
==Strategies==
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Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind. Note that single-floor patterns can be enhanced to explore one additional z-level by replacing mining designations with either channel or ramp designations; doing so effectively doubles their efficiency. Designating "down stairs" instead will reveal one additional tile directly below each tile mined.
 
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind. Note that single-floor patterns can be enhanced to explore one additional z-level by replacing mining designations with either channel or ramp designations; doing so effectively doubles their efficiency. Designating "down stairs" instead will reveal one additional tile directly below each tile mined.
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Key:
 +
. = Mined (floor)
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x = Mined (shaft)
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░ = Visible, not mined (wall)
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▓ = Not mined, not visible
  
 
=== Hollow ===
 
=== Hollow ===
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|-
 
|-
 
|
 
|
[[File:Exploratory-mining-row-pattern-horizontal.png|thumb|Exploratory mining example: horizontal row pattern]]
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<diagram>
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░░░░░░
 +
......
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░░░░░░
 +
░░░░░░
 +
......
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░░░░░░
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</diagram>
 
|
 
|
 
* ''Labor'': 1 per every 3 tiles (~33%) of the tiles are excavated.
 
* ''Labor'': 1 per every 3 tiles (~33%) of the tiles are excavated.
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=== Ladder Rows ===
 
=== Ladder Rows ===
<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-row-pattern-ladder.png|thumb|Exploratory mining example: ladder row pattern]]
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░░░░░░░░░░░░
</div>
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░░░░.░░░░░.░
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.░..░..░..░.
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░.░░░░░.░░░░
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░░░░░░░░░░░░
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░░░░.░░░░░.░
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.░..░..░..░.
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░.░░░░░.░░░░
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</diagram></div>
 
* ''Labor'': 25% of the tiles are excavated (1 in 4).
 
* ''Labor'': 25% of the tiles are excavated (1 in 4).
 
* ''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'': A little more tedious to designate, but the increased re-usability and efficiency make this an attractive alternative.
 
* ''Bottom line'': A little more tedious to designate, but the increased re-usability and efficiency make this an attractive alternative.
 
* ''Note'': The [[Utility:DFHack|dfhack]] command 'digexp ladder' will automatically apply this pattern.<br style="clear:both;">
 
* ''Note'': The [[Utility:DFHack|dfhack]] command 'digexp ladder' will automatically apply this pattern.<br style="clear:both;">
 +
  
 
=== Diagonal every 5 ===
 
=== Diagonal every 5 ===
<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-row-pattern-diagonal-every-5.png|thumb|Exploratory mining example: diagonal rows every 5 tiles]]
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░░.░░░░.░░
</div>
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░.░░░░.░░░
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.░░░░.░░░░
 +
░░░░.░░░░.
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░░░.░░░░.░
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</diagram></div>
 
* ''Labor'': 20% of the tiles are excavated (1 per 5).
 
* ''Labor'': 20% of the tiles are excavated (1 per 5).
 
* ''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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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>
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=== 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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░░░░░░░░░
</div>
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░X░░X░░X░
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░░░░░░░░░
 +
░░░░░░░░░
 +
░X░░X░░X░
 +
░░░░░░░░░</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!)
+
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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░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲
</div>
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░░░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░
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░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░
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░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░░░
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▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲░░
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░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░
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░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░
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░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲
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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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* ''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).   
 
* ''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).   
 
* ''Bottom line'': Combines the advantages of diagonal and vertical digging, along with the benefit of ramps and channels excavating two tiles at the same time. The most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.<br style="clear:both;">
 
* ''Bottom line'': Combines the advantages of diagonal and vertical digging, along with the benefit of ramps and channels excavating two tiles at the same time. The most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.<br style="clear:both;">
 
=== 3×3 blocks ===
 
<div style="float: left; overflow: auto; padding-right: 2em;">
 
[[File:Exploratory-mining-block-pattern-3x3.png|thumb|Exploratory mining example: 3x3 block pattern]]
 
</div>
 
* ''Labor'': 7/16 (~44%) of the tiles are excavated.
 
* ''Target'': Veins and clusters (except for single-tile)
 
* ''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.
 
* ''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 ===
<div style="float: left; overflow: auto; padding-right: 2em;">
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<div style="float: left; overflow: none; padding-right: 2em;"><diagram>▓▓▓░.░▓▓▓▓▓░.░▓▓
[[File:Exploratory-mining-block-pattern-7x7.png|thumb|Exploratory mining example: 7x7 block pattern ]]
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░░░░.░░░░░░░.░░░
</div>
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................
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░░░░.░░░░░░░.░░░
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▓▓▓░.░▓▓▓▓▓░.░▓▓
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▓▓▓░.░▓▓▓▓▓░.░▓▓
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▓▓▓░.░▓▓▓▓▓░.░▓▓
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▓▓▓░.░▓▓▓▓▓░.░▓▓
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▓▓▓░.░▓▓▓▓▓░.░▓▓
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░░░░.░░░░░░░.░░░
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................
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░░░░.░░░░░░░.░░░
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▓▓▓░.░▓▓▓▓▓░.░▓▓
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▓▓▓░.░▓▓▓▓▓░.░▓▓</diagram></div>
 
* ''Labor'': 15/64 (~23%) of the tiles are excavated.
 
* ''Labor'': 15/64 (~23%) of the tiles are excavated.
 
* ''Target'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster. Small clusters will be found perhaps half the time.
 
* ''Target'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster. Small clusters will be found perhaps half the time.
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=== 15×15 blocks ===
 
=== 15×15 blocks ===
<div style="float: left; overflow: none; padding-right: 2em;">
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<diagram>
[[File:Exploratory-mining-block-pattern-15x15.png|thumb|Exploratory mining example: 15x15 block pattern]]
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▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓
</div>
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▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓
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▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓
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▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓
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░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░
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................................
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░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░
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▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓
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▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓
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▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓
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▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓
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▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓</diagram>
 +
 
 
* ''Labor'': 31/256 (~12%) of the tiles are excavated.
 
* ''Labor'': 31/256 (~12%) of the tiles are excavated.
 
* ''Target'': Large clusters are guaranteed, and unless you have particularly bad luck you should also find all veins, but there is no guarantee. Veins would only rarely be hidden in the large 13×13 space left.  The large 13×13 space left in each unit tile can easily conceal quite a lot.  
 
* ''Target'': Large clusters are guaranteed, and unless you have particularly bad luck you should also find all veins, but there is no guarantee. Veins would only rarely be hidden in the large 13×13 space left.  The large 13×13 space left in each unit tile can easily conceal quite a lot.  
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=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===
 
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===
<gallery>
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<diagram>
Exploratory-mining-mineshafts-6x6.png|Exploratory mining example: mineshafts every 6 tiles
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▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
Exploratory-mining-mineshafts-9x9.png|Exploratory mining example: mineshafts every 9 tiles
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▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓
Exploratory-mining-mineshafts-12x12.png|Exploratory mining example: mineshafts every 12 tiles
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▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓
Exploratory-mining-mineshafts-15x15.png|Exploratory mining example: mineshafts every 15 tiles
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▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓
</gallery>
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▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
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▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
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▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
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▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓
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▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓
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▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
 +
</diagram>
 
* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15-grid (1/225).
 
* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15-grid (1/225).
 
* ''Target'': Large clusters and up (as above) and underground features.
 
* ''Target'': Large clusters and up (as above) and underground features.
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== Cavern Discovery ==
 
== Cavern Discovery ==
  
Each 48x48 embark tile has its own patch of cavern floor, and this patch is most easily discovered by digging through the middle of the embark tile. Dig a vertical shaft 24 tiles diagonally in from the corner of your embark, and repeat as necessary for each corner of the embark. A 2x2 site will be completely covered by these four shafts, and a 3x3 site will require five more shafts (i.e. a total of nine) to explore every embark tile.
+
Each 48x48 embark tile has its own patch of cavern floor, and this patch is most easily discovered by digging through the middle of the embark tile. Dig a vertical shaft 24 tiles diagonally in from the corner of your embark, and repeat as necessary for each corner of the embark. A 2x2 site will be completely covered by these four shafts, and a 3x3 site will require five more shafts (ie. a total of nine) to explore every embark tile.
  
 
A default worldgen will create a mixture of large and small cavern spaces, and these spaces may be either open or filled with rock columns. Small spaces can be missed entirely by a 1x1 shaft, and rock-filled ones can have their stone needles deftly threaded by your miners.
 
A default worldgen will create a mixture of large and small cavern spaces, and these spaces may be either open or filled with rock columns. Small spaces can be missed entirely by a 1x1 shaft, and rock-filled ones can have their stone needles deftly threaded by your miners.
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{{Category|Guides}}
 
{{Category|Guides}}
[[ru:Exploratory mining]]
 

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