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− | + | If you have any digging-related questions, just ask away. | |
=Advice on mass-digging projects= | =Advice on mass-digging projects= | ||
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[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''': | + | * '''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. | ||
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==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! | ||
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