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yo.
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If you have any digging-related questions, just ask away.
  
 
=Advice on mass-digging projects=
 
=Advice on mass-digging projects=
 
(If you have any digging-related questions, just ask away on the talk/discussion page, or PM me on the Bay12 forums. I think this is mostly all still relevant to 0.31, but as it was written for 40d, if there are minor discrepancies... my bad guys)
 
  
 
[http://www.bay12games.com/forum/index.php?topic=50916.0 Did a thing a while ago] that was substantially difficult to dig out. It involved about a million pieces of stone, winding, suspended walkways, large open-air caverns, variably widening and closing ceilings for little pocket caverns, slowly curving arches, and a whole bunch of other things like that. So compiled is a bunch of advice I've garnered from my experiences, largely copy/pasted from the aforelinked thread. FYI, all references I make to 'the fort,' 'the cavern,' etc. are just basically referring to a big cavern I dug in a fort of mine.
 
[http://www.bay12games.com/forum/index.php?topic=50916.0 Did a thing a while ago] that was substantially difficult to dig out. It involved about a million pieces of stone, winding, suspended walkways, large open-air caverns, variably widening and closing ceilings for little pocket caverns, slowly curving arches, and a whole bunch of other things like that. So compiled is a bunch of advice I've garnered from my experiences, largely copy/pasted from the aforelinked thread. FYI, all references I make to 'the fort,' 'the cavern,' etc. are just basically referring to a big cavern I dug in a fort of mine.
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* '''Atom Smashing''': Before you start dumping it's a good idea to place a 3x2 drawbridge in the center of the dumping area and raise it, then placing a 2x2 dumping zone in the crushing area. When you're done make absolutely sure there's nobody on or near the bridge, then smush everything and deconstruct the thing.
 
* '''Atom Smashing''': Before you start dumping it's a good idea to place a 3x2 drawbridge in the center of the dumping area and raise it, then placing a 2x2 dumping zone in the crushing area. When you're done make absolutely sure there's nobody on or near the bridge, then smush everything and deconstruct the thing.
  
* '''Wanted: Chasm Tiles''': Disclaimer-- this note is only applicable for version 40d. I don't care if you embark with a chasm, a bottomless pit, a magma pipe, or an underground river: You absolutely need somewhere to dump things where it will disappear forever and not simply accumulate. I suggest UG rivers personally because their chasms are small and manageable plus can be easily worked into the architecture of the fort plus the water supply is handy. If you use a magma pipe, remember to extend a bridge out or something to make sure that your dwarves are dumping their items directly into the 'lava flow' tiles and not onto the rocky floor of the pipe.
+
* '''Wanted: Chasm Tiles''': I don't care if you embark with a chasm, a bottomless pit, a magma pipe, or an underground river: You absolutely need somewhere to dump things where it will disappear forever and not simply accumulate. I suggest UG rivers personally because their chasms are small and manageable plus can be easily worked into the architecture of the fort plus the water supply is handy. If you use a magma pipe, remember to extend a bridge out or something to make sure that your dwarves are dumping their items directly into the 'lava flow' tiles and not onto the rocky floor of the pipe.
  
 
* '''Clearance Sale: Everything Must Go!''': If you don't need it, do away with it. Towards the end of Undergrotto I had finished furnishing all my rooms and so forth, and decided to chasm every bit of furniture I had that wasn't masterwork. This isn't all that necessary, but I was dawdling between 0 and 3 FPS so every little bit helped. If you need FPS that badly it's also a reasonable idea to figure out what you need and how much and only make exactly that much.
 
* '''Clearance Sale: Everything Must Go!''': If you don't need it, do away with it. Towards the end of Undergrotto I had finished furnishing all my rooms and so forth, and decided to chasm every bit of furniture I had that wasn't masterwork. This isn't all that necessary, but I was dawdling between 0 and 3 FPS so every little bit helped. If you need FPS that badly it's also a reasonable idea to figure out what you need and how much and only make exactly that much.
  
 
* '''Magic Vaporizing Stone''': This is the big one, and out of all the methods the most absolutely necessary. From the beginning of the game, if you're starting fresh rather than beginning a project like this in a pre-existing fort, pick a sort-of rare large stone cluster type and make absolutely everything out of that. Use the Economic Stone mod to help with this if you like. This is to make sure that when you destroy all that loose rock you won't also vaporize masterworks or more importantly mechanisms, mechanized furnishings, or pumps. Once you are done digging, open up your raws and set all the undesirable stone types (esp. the layer stone) to have [MELTINGPOINT_10000] and [BOILINGPOINT_10010]. It's important to leave this until you're done digging; the FPS hit will be a big one rather than a continuous one this way. Now reload the game and press '.' to forwards everything one frame. Go and get some food. When you come back, the screen will be filled with pleasant red mist and you can unpause. Once the mist is gone, go back into the raws and remove the tokens. It's a very good idea to save a backup before you do this.
 
* '''Magic Vaporizing Stone''': This is the big one, and out of all the methods the most absolutely necessary. From the beginning of the game, if you're starting fresh rather than beginning a project like this in a pre-existing fort, pick a sort-of rare large stone cluster type and make absolutely everything out of that. Use the Economic Stone mod to help with this if you like. This is to make sure that when you destroy all that loose rock you won't also vaporize masterworks or more importantly mechanisms, mechanized furnishings, or pumps. Once you are done digging, open up your raws and set all the undesirable stone types (esp. the layer stone) to have [MELTINGPOINT_10000] and [BOILINGPOINT_10010]. It's important to leave this until you're done digging; the FPS hit will be a big one rather than a continuous one this way. Now reload the game and press '.' to forwards everything one frame. Go and get some food. When you come back, the screen will be filled with pleasant red mist and you can unpause. Once the mist is gone, go back into the raws and remove the tokens. It's a very good idea to save a backup before you do this.
 
And as a bonus pre-digging aid:
 
 
* '''Softcore Rock''': Giving rock types the [SOIL] tag may or may not cause them to stop dropping stone - it's kind of random due to weird biome interactions. However, it's worth a try; and additionally is faster to dig out so generally worth it.
 
  
 
==What kind of digging designations should I use?==
 
==What kind of digging designations should I use?==
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It’s time to dig. Due to weird pathfinding, your miners will probably work their way towards the north-western end of your designations and slowly move their way up z-level by z-level until they start over from the bottom again. When you’re finally done, remove the last up-stairs while avoiding removing the natural ramps and pop open a visualizer to check out your cavern!
 
It’s time to dig. Due to weird pathfinding, your miners will probably work their way towards the north-western end of your designations and slowly move their way up z-level by z-level until they start over from the bottom again. When you’re finally done, remove the last up-stairs while avoiding removing the natural ramps and pop open a visualizer to check out your cavern!
 
=Other random yet useful stuff=
 
 
==Weaponizing and Farming Fish==
 
 
Working from my experiments here: http://www.bay12games.com/forum/index.php?topic=51538.msg1106553#msg1106553. Still need to test it out; gonna need to see how the buggers do against actual enemies but the regular pet-farming side is worked out. I'll expand this section to include everything important from the link when I'm done.
 
 
The original idea: I had wanted to see about the practicalities of catching and taming fish (specifically carp) and letting them swim in channels beside the dwarves of the fort. Then I would try and turn them into war/hunting fish and leave them in the moat for defense. To allow the dwarves and carp to interact I would have a raised 3/7-filled room with a kennel in it that would sit above the 7/7 waterways where the carp could be collected and dragged to be trained further. My first attempt at this led to a number of findings. I reference carp specifically, but this applies to all fish.
 
 
* Carp drown in water less than 4/7. In order to keep the carp from drowning in the cages, they must be caught at a level of 4/7+. This allows the cages (wooden or otherwise all work equally well) to be transported anywhere without the carp drowning as it enters a sort of statis while caged. If caught in 3/7 or less water, it will continue drowning in its cage and you will have a lovely corpse to display.
 
 
* Animals are trained directly at their cages, and as this does not trigger the "oh fuck im not in the water" response there's no drowning concerns. It is thus easy to farm fish; in the case of sturgeon, which are huge and have a nice pet value, this can be highly profitable. Also a good aesthetic for a portside fortress.
 
 
* Unless you want to set up a big floodgate/door system, the best way to catch carp is from ponds. To keep the water level high enough it is important that the room below is smaller than the pond you are draining. Just litter the floor with cages and a single up-stair and channel it out from under when you're ready. Afterwards, drain and collect. In my test all but one fell through and into the cages, though I don't think there's a way to make this process work in a non-luck-based way.
 
 
* Dwarves can swim/walk freely in 3/7 and below water, but refuse to go into 4/7 water (it's a myth that they will, it's =< 3/7 or bust), and carp drown in anything less than 4/7 water. Therefore it is impossible to have 'meeting' points between the dwarf half and the carp half. This makes having a 4/7 room a waste, and it a better tactic to just put the things into 7/7 water.
 
 
* It is absolutely possible to have an accessible 4/7 (or any water level really) room above a 7/7 tunnel with other open spots - just use a baffle (diagonal tile) to keep the taller room from depressurizing. The tunnels will still be perfectly accessible. However due to the previous point making a room like this is purposeless.
 
 
* Carp cannot be war/hunting-trained, but can be tamed easily. You can tame a creature fine while it's caged, but for advanced training you need to drag the pet to the kennels, which is impossible with the water differences.
 
 
* Carp cannot be adopted if uncaged. Even a dwarf with swimming raw'd in forced to stand beside the carp will forego regular activity because the water is there. And if the dwarf is not in the water with the carp they cannot see/path to the carp and thus will not adopt them. This is due to how pathfinding is hard-coded into the game for deep water (4/7+); the dwarf simply cannot accept that there is anything in a deep-water tile.
 
** It may be possible to get a carp-preferring dwarf to adopt a caged carp. No results yet but testing in progress.
 
 
* Carp are boring as shit. Because underwater meeting zones don't count as meeting-zone-eligible tiles, carp will not path to hang out in the water where you want them to. They will in effect sit exactly where they were released FOREVER unless chased by enemies.
 
 
* An unskilled hauler can drag a fish a little over 40 tiles before it air-drowns, which probably makes it safe to pit your carp from up to 30 tiles away, but for the safety of the fish it's better to build the cage closer and then remove it. If you don't want to tame a hostile fish, you should definitely build the cage directly beside the pit.
 
 
However, these findings led to a different idea: Weaponization. We all know fish, notably carp, are overpowered and will fight back fiercely if they have nowhere to run. By pitting carp into 1x1 pits of water (even as stray without war training) we have carp that will ''always'' fight back, always being cornered. This makes the 8 tiles surrounding the pit a potential attack zone, and by placing these pits at 3 tile intervals we can create a pit-field that enemies will constantly be threatened in. In order to allow for wagon accessibility, a winding path through the field can be created; it is winding so that enemies have no direct line into the fortress that will not take them into the danger zone.
 
 
The benefits of such a defense are thus: Your defender cannot be pathed to, so enemies will not attack them until attacked (or standing adjacent if an archer). The defender immediately feels threatened and pulls the (let's say... kobold) into the water. The defender attacks repeatedly while the kobold panics and tries to escape from drowning. Your defender now has a name, and soon a title. Meanwhile, no other enemies in its squad know what attacked their friend nor that there ARE any enemies around and continue on their merry way, horror-movie-style. If injured, the carp is still able to perform its duties admirably; if killed it is easily replaced. For additional defense, many carp can be pitted in each pit should a good breeding system get underway over the years.
 
 
Testing of this is underway - currently my assumptions about weaponization are hypothetical but I am confident they will work out. If it works how I imagine, you can have an incredibly well-defended fort with no drawbridge and no doors sealing the entrance. I've yet to have a siege or ambush, though, so results are pending.
 
 
==The 'Perfect' Power Plant==
 
 
Thought up a design idea here: http://www.bay12games.com/forum/index.php?topic=51302.msg1100425#msg1100425. Should be hypothetically the best possible use of space for a power plant. Gonna reformat it for wiki-style later and remove the link, but for now that should be enough.
 
 
Just went ahead and tried this out. If you use a high-powered source and a single 1-tile-wide drainage tunnel at the bottom, the waterwheel room will quickly become completely flooded with 7/7 blocks of flowing water. Waterwheels will operate just fine on top of each other so long as they're all equally submerged; the bottom-level wheels do need water underneath them as well though (even if they're submerged). So this setup is hypothetically the absolute best possible for optimal power, minimal space:
 
 
<pre>
 
- | _ = Walls
 
w    = north/south waterwheel attached to single gear assembly
 
+    = n/s horizontal wooden axle attaching to wherever you want your power to go
 
</pre>
 
 
z n+1 (the topmost level; dry)
 
<pre>
 
        |+|
 
_______|+|
 
|wwwwwwww+|
 
|wwwwwwww*|
 
|wwwwwwww |
 
-----------
 
</pre>
 
z n (the top submerged level - water flow enters from arrows)
 
<pre>
 
____________
 
|wwwwwwww  <--
 
|wwwwwwww*  <--
 
|wwwwwwww___<--
 
</pre>
 
z 1-(n-1) (repeat for as many levels as you like)
 
<pre>
 
_________
 
|wwwwwwww|_
 
|wwwwwwww*|
 
|wwwwwwww|
 
</pre>
 
z 0 (drainage passage on left)\
 
<pre>
 
  ________
 
__|        |
 
__        |
 
  |________|
 
</pre>
 
 
The chamber is 100% open-air; waterwheels would have to be installed one at a time to hang off one another. You could easily make this setup as tall, wide, or long as you liked; the water input would be far superior to the output and the entire room would fill up with perfect flow.
 
 
---
 
 
Couldn't you also use a pump stack to recycle the water? --[[User:Einstein9073|Einstein9073]] 22:21, 24 June 2010 (UTC)
 
 
==Ideal UG River Damming==
 
 
This is basically always worth doing, even if only for FPS purposes. If your river originates on the map, it'll pour from a 5x5 square with missing corners tagged as 'Waterfall,' which are water-generating tiles. That's what I'll be explaining how to dam. If your river originates offscreen, you can simply dam it near its origination point with a straight line, which is easier, but I won't explain specifically.
 
 
You'll need three rock layers counting from above the topmost open-air layer of river. If the Waterfall tiles are on z.0, there will be some open air on z.1, which means we'll be digging out z.2, isolating some hanging rock on z.3, and digging out z.4. Here's a coded diagram of what to dig on z.0:
 
 
<pre>
 
~ = 'Waterfall'
 
* = regular water where we will be dropping rock
 
. = regular water
 
X = wall
 
- = dug-out floor
 
 
XXXXXXXXX
 
XX~~~XXXX
 
X~~~~~XXX
 
X~~~~~*.X
 
X~~~~~*..
 
XX~~~**..
 
XXX***...
 
XXXXX....
 
</pre>
 
 
z.2 is centered around the *s on z.0 (we're ignoring z.1, the dam will fall straight through it):
 
 
<pre>
 
= = dug areas corresponding to the damming area
 
 
XXXXXXXX
 
XXXX---X
 
XXXX-=-X
 
XXX--=-X
 
X---==-X
 
X-===--X
 
X-----XX
 
XXXXXXXX
 
</pre>
 
 
z.3 is largely the same as z.2 except that the damming area is left as undug rock:
 
 
<pre>
 
XXXXXXXX
 
XXXX---X
 
XXXX-X-X
 
XXX--X-X
 
X---XX-X
 
X-XXX--X
 
X-----XX
 
XXXXXXXX
 
</pre>
 
 
And z.4 is exactly the same as z.2. Before you continue, build a support either on top of the undug damming rock or directly below it (we'll say below for now) and hook it up to a faraway lever. Now we will channel out z.3 to look like this: (additional dug areas simply for miner access)
 
 
<pre>
 
o = channeled hole
 
 
XXXXXXXXXX
 
XXXXXX-XXX
 
XXXXX-o-XX
 
XXXX-oXo-X
 
XXX--oXo-X
 
XX-ooXXo-X
 
X-oXXXo-XX
 
XX-ooo-XXX
 
XXX---XXXX
 
XXXXXXXXXX
 
</pre>
 
 
Now the dam is only being held up by the support and the floor connections on z.4; so let's take care of those. We'll be channelling out the same spots but in reverse this time:
 
 
<pre>
 
XXXXXXXX
 
XXXX-o-X
 
XXXXo=oX
 
XXX-o=oX
 
X-oo==oX
 
Xo===o-X
 
X-ooo-XX
 
XXXXXXXX
 
</pre>
 
 
Now clear the area out and pull the lever. The dam will fall through the floor below and into the river, perfectly blocking of your Waterfall tiles, which are now tappable as a very powerful infinite water source.
 

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