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Editing v0.31: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 is possible, using clever digging patterns.
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Once you've had enough {{L|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.
  
 
{{av}}{{Quality|Exceptional}}
 
{{av}}{{Quality|Exceptional}}
  
 
== Goals ==
 
== Goals ==
Minerals are quite common (as of v0.31.01), reducing the need for extensive exploratory mining to find raw materials.  Instead, the goal of most exploratory mining will be finding special features like [[Caverns]] and [[Magma]].
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Minerals are quite common (as of v0.31.01), reducing the need for extensive exploratory mining to find raw materials.  Instead, the goal of most exploratory mining will be finding special features like {{L|Caverns}} and {{L|Magma}}.
 
One might want to dig down to the caverns to find drinkable water, if the surface is all saltwater or winter-frozen ponds.
 
One might want to dig down to the caverns to find drinkable water, if the surface is all saltwater or winter-frozen ponds.
  
 
== Dangers ==
 
== Dangers ==
 
Potential dangers include:
 
Potential dangers include:
*Hostile creatures which inhabit underground areas
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*hostile creatures which inhabit underground areas
*Large pools of liquids ([[Water]], [[Magma]])
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*large pools of liquids ({{L|Water}}, {{L|Magma}})
*[[Hidden Fun Stuff|Fun]]
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*Dehydration - dwarves are quite task oriented and may forget to break for a drink! (Consider giving miners waterskins)
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*{{L|Hidden Fun Stuff|Fun}}
  
 
==Strategies==
 
==Strategies==
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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'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors. with the right use of walls you can make plenty of 3x3 rooms.
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* ''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 3×3 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 {{L|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 3×3 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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=== Ladder Rows ===
 
=== Ladder Rows ===
 
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* ''Labor'': 33% of the tiles are excavated (1 in 3).
* ''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.
 
* ''Visibility'': '''100%'''.
 
* ''Visibility'': '''100%'''.
* ''Reusability'': Moderate. Alternating corridors can be mined out to create 5 tile wide rooms of any length... if the extra doors aren't a concern.
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* ''Reusability'': Moderate. Alternating corridors can be mined out to create 5 tile wide rooms of any length... if the extra doors isn't a concern.
 
* ''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.
  
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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. Or, you could hold down the left mouse button (designating your staircases) whilst changing Z-levels. You'll still need to do it for each shaft individually, but it can be very time-saving.
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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]].''
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''For a discussion on optimizing travel times through mineshafts, see {{L|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 {{L|ramp}}s work before trying this one!)
  
 
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* ''Labor'': 14.3% of the tiles are excavated (1/7).
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* ''Labor'': 7.1% of the tiles are excavated (1/14).
 
* ''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.  {{L|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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* ''Visibility'': 87/256 (34%) of the tiles are visible.
 
* ''Visibility'': 87/256 (34%) of the tiles are visible.
 
* ''Reusability'': High. A 15×15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7×7 block design, which may be further converted into a 3×3 block design.
 
* ''Reusability'': High. A 15×15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7×7 block design, which may be further converted into a 3×3 block design.
* ''Bottom line'': This method is preferable when you are low on labor. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.  A 12×12 or 18×18 version are also valid options, with obvious (dis)advantages.
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* ''Bottom line'': This method is preferable when you are low on labor. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.  A 12×12 or 18×18 version are also valid options, with obvious dis/advantages.
  
 
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===
 
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===
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* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15-grid (1/225).
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* ''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.
* ''Visibility'': from 25% for the 6-grid to 4% for the 15-grid.
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* ''Visibility'': ''extremely'' low (4%).
 
* ''Reusability'': High. Any area often needs a set of stairs (or more than one) leading up/down, and these would be the start of them.
 
* ''Reusability'': High. Any area often needs a set of stairs (or more than one) leading up/down, and these would be the start of them.
* ''Bottom line'': This method should be used when you are looking for [[caverns]], or getting a feel for the various rock layers, or just hoping to get lucky with little effort.  Grids larger than 15 may start to miss even large features such as large clusters, but can be used for identifying stone layers, and can always be filled back in later with shafts on a tighter grid.
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* ''Bottom line'': This method should be used when you are looking for {{L|caverns}}, or getting a feel for the various rock layers, or just hoping to get lucky with little effort.  Grids larger than 15 may start to miss even large features such as large clusters, but can be used for identifying stone layers, and can always be filled back in later with shafts on a tighter grid.
  
 
With any grid pattern, a (much) wider version could be used to start and to locate specific stone layers/areas, and then filled in later in a tighter pattern where you want if you're not lucky the first pass.  If you plan to use the 3-grid pattern (for a 100% tile reveal) later, create your grid with intervals that are a multiple of "3".  If you are only looking for veins, features or just don't care, then do as you will and play it by ear later.
 
With any grid pattern, a (much) wider version could be used to start and to locate specific stone layers/areas, and then filled in later in a tighter pattern where you want if you're not lucky the first pass.  If you plan to use the 3-grid pattern (for a 100% tile reveal) later, create your grid with intervals that are a multiple of "3".  If you are only looking for veins, features or just don't care, then do as you will and play it by ear later.
 
 
 
----
 
== Mountain Top Removal Excavation ==
 
When the fortress is large enough, nearly every dwarf is standing idle, you have plenty of picks, and just want to mine it all ([[Elf|Environmentalist Hippies]] can go to HFS!), complete excavation may be in order.  The risk of cave-in or stranded dwarves prevents simply designating an entire mountain Channel, but mining the whole thing can be done with minimum player effort.
 
 
* Designate up-down stairs on the entire area to excavate, on every z-level.  Designate the lowest level up-stairs, and leave a single tile one z-level above undesignated.
 
* Let the dwarves mine it.
 
* If any walls are attached to the outermost edge of the excavation area, designate all of the edge stairs Channel to remove them (dwarves will mine them from the neighboring stairs).
 
* Designate the lowest z-level for Remove Up Stairs.  Leave one to prevent cave-in!
 
* Build a support under the unmined tile (remember step #1?).  Remove the last up stair, once everyone is out of the stairs above.
 
* Link a lever far away, keep away all the <strike>suicidal idiots</strike> dwarves and pull it.
 
 
After a long wait, the entire block of stairs will collapse, leaving the entire area safely excavated.  The lever can now be removed, and all goodies from an entire mountain can be collected.
 
----
 
  
 
{{Category|Guides}}
 
{{Category|Guides}}

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