Labor: 7.1% of the tiles are designated to dig (1/14), but 14.3% are excavated (1/7).(Be sure you know how ramps work before trying this one!) This pattern can also use channel designations in place of ramps to mine in a downward direction. The downramps are shown, but are only designated as up ramps on the level below. The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees. įor a discussion on optimizing dig times with mineshafts, see mineshaft stitching. Additionally, a Linux script for digging the entire mine can be found here. 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 ( d- x) on all but every third column. 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.Reusability: It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.Clusters as small as a single tile are revealed. Labor: 11.1% of the tiles are excavated (1/9).This can allow you to plan your layout to take best advantage of the ores and clusters to create high-value rooms. Enhancement: Hollow with "down stairs" designations and the entire level below will be revealed but untouched. Some research has shown that large open areas are particularly costly for pathing calculations. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable. Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Bottom line: Easy to designate, but miners tend to be a bit chaotic in their approach to the task.Any design other than a large hall requires reconstruction. Reusability: Approaches zero, except for mass storage.Visibility: 100% of the tiles are visible, obviously.If it exists in the layer, it will be found. Labor: 100% of the tiles are excavated.Designating "down stairs" instead will reveal one additional tile directly below each tile mined. 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. Each pattern is analyzed with the above factors in mind. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. It is also recommended to isolate your exploratory mines from your fortress proper, to allow the mines to be closed off and removed from pathing calculations. Those interested in *safely* exploring the depths may wish to create a level every so often where the stairway is broken so you can create barriers (like doors or lever-controlled floodgates) or garrison military squads to deal with any discovered hostiles. Hostile creatures which inhabit underground areasĪll of the interesting stuff is below you when you start - digging straight down may be the fastest (though not the safest) way to find points of interest.While minerals are quite common, reducing the need for extensive exploratory mining, one might still want to search for rare gems, some of which appear in small or even single-tile clusters.Īnother might want access to the caverns as soon and as easily as possible, for instance to get access to subterranean water or to set up an underground tree farm.Įither way, applying a good exploratory mining method will ensure you will find what you want as soon as possible, and without missing anything. A secondary goal for exploratory mining is to increase the count of visible subterranean tiles, which is one cap on the eligibility for strange moods. The main goal of exploratory mining is to find something which lies in the stone layers, be they raw materials such as ores, gems and other useful stones, or special features such as caverns and magma.
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