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Mining

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Autumn Refresh '14: Changed table type to class:wikitable & copyedit
==== Characteristics gained ====
Body / [[Body strength]], [[Body stamina]]
 
Mind / [[Mind logic]]
 
Soul / [[Soul strength]]
There are several "modes" of mining, depending on where and what you mine. The method is much the same for all of them: Activate a [[pickaxe]], right-click the place to mine and select Mining -> (action).
Mining speed is determined by mining skill, [[pickaxe]] [[quality]], [[Skills:Pickaxe|pickaxe skill]] and the [[Wind of Ages]] cast, ordered from greatest effect to least. Because Wurm is not a true 3D world, the cave layer is essentially a second world beneath the surface world. It is possible to mine upwards and downwards with a few [[Mining warnings|limitations]]. * You may not mine upward out of rock and into the [[dirt]] that is covering it. * You can mine downward until you reach the [[water]] table, but can not mine deeper than one tile level below water level. * It is also not possible to have one tunnel pass under or over another without forming a vertical shaft. Each tile is essentially a pillar, so if two tunnels cross at different elevations they create a shaft going from the upper tunnel to the lower tunnel. his can be useful when done intentionally. It can also ruin your mine if unplanned. Planning your mine with an overhead view of your mine on graph paper can save you some heartache.
=== Opening a mine ===
The first step in all mines is to make a mine entrance on the surface. This can which may be done on any [[cliff]] or [[rock tile]]. Equip a mining pick, and select the "Tunnel" option. After 51 tunneling actions, the message "You will soon create an entrance" will appear. A few actions later an entrance will be created. The exact value is random, averaging around 5 mining actions after the message appears.
Tunneling on a shallow The [[slope]] is dangerous since you of the [[tile border]]s around the left and right of the required entrance are basically mining straight down an important factor, too shallow of an opening and the entrance would be too steep to easily walk in and out of and may dig yourself into a steep slope even prevent [[cart]]s, [[horse]]s or a pit[[wagon]]s from using the entrance. A The slope of on both sides should ideally be greater than 10+ each to ensure that the entrance is probably safe (estimate)easy to navigate. The good news is that a poor tunnel slopes can be fixed. The bad news is that it is a lot of work!
Tunnels can not be opened if : Activate a pickaxe and use the northwest corner is more than 4 dirts below [[Water#Water level{{key|water level]]RMB}} on the rock or cliff, select '''Mining''' > '''Tunnel'''.
* Important Note: After 51 tunnelling actions the message ''You cannot surface mine to correct will soon create an oddly shaped openingentrance'' will appear. A few actions later an entrance will be created, so you must make sure to have the tile in the shape you want it to be, before you open exact number of actions is random; averaging around 5 mining actions after the minemessage first appears.
=== Opening a ship tunnel ===Look for a [[rock tile]] that * Tunnels can not be opened if the north-west corner is approximately two-thirds more than 4 dirts below the [[Water#Water level|waterlinewater level]]. Needing to * You cannot [[dredgeMining#Surface_mining|surface mine]] such a [[to correct an oddly shaped entrance so you must make sure to have the tile]] is in the exact shape you want it to be before you open the mine.* You may not unusual, especially open a mine entrance directly adjacent to make the surrounding terrain look natural for those concealed ship docksanother.
The important thing is ''not'' === Tunnel excavation ===Mining a cave wall inside of a mine will remove that tile of rock. It takes 45 mining actions to tunnel the ship entrance from produce the surface. You mine message ''toThe wall will break soon'' the surface from inside, thus leaving an opening deep enough after which it takes average of 5 actions to sail throughfully remove the tile.
How you get inside doesnt matter: Activate a pickaxe and use the {{key|RMB}} on the cave tile, select '''Mining''' > '''Mine'''.* It is possible to mine up, down or flat but only the final action is taken into account. The resulting slope of up or down will be approximately 20. Everything ranging from alternative entries * There are slight deviations in mine slopes (up to making temp openings 1 "dirt") when a mine shaft progresses. The idea of "level" is actually between -1 and collapsing them with [[shaker_orb|orbs]] works1 slope. All that matters * When connecting two mine shafts, the direction of the mining is you mine irrelevant; one floor will connect to the cave other floor deep enough and then mine straight outceilings will likewise connect.* Each action will produce one rock shard. Just make sure * All items mined from the cave wall will appear in a pile on the ground on the tile you have some means of restoring 're stood, this often includes items such as [[staminasalt]] nearby, especially to avoid and [[drowninggem]]s all of which are found randomly.
Even if you get the entrance wrong === Ore mining ===[[Ore]] is produced by mining on ore [[vein]]s found inside of a mine. When an ore vein is depleted a tunnel is created the first trysame as as when mining rock. Do not worryHowever, a vein can take several thousand actions to deplete, so it is advised to mine around ore veins for tunnelling purposes. Simply collapse the tile with an orb or Mag priest [[Shard]]s may also be produced from [[marble]] and try again[[slate]] veins.
[[Sculpting wand]] is also something to look into if you can`t find a tile. Note: You can tunnel at 0 stamina while climbing but a boat close by for stamina regain is recommended as its slow. *Important Note: You cannot surface mine to correct an oddly shaped opening, so you must make sure to have the tile in the shape you want it to be, before you open the mine. === Surface mining === The slope of surface rock (or mining tunnel rock) can be changed with Activate a pickaxe or a [[sculpting wand]]. The sculpting wand is and use the fastest way to shape rock. Using a pickaxe is time consuming but possible as only 1 in 5 mining actions will lower the rock. Here's a step-by-step {{key|RMB}} on how to do this: <table><tr valign=top><td>1) Clear a square of four tiles all the way down to rock in order to lower the rock at the point where those four tiles intersect. To clear all the dirt off a single rock ore or shard tile, you must dig down to rock on all four corners. You will know that you have hit rock by watching event messages for messages that indicate you are hitting rock. You will also cease collecting dirt in inventory when you start hitting rock. Example: If you want to lower rock at point E, you will have to dig down to rock at all points A through I. Points A/B/E/D will clear the top left square, B/C/F/E will clear the top right, etc, etc.</td><td> A--B--C | | | D--E--F | | | G--H--I</td></tr></table> 2) Activate your mining pick and stand at the intersection of the four tiles (point E), click the ground, and select the mining action. Be sure that you do not select tunneling. Tunneling will eventually create a mine entrance, which we do not want (at least not yet). 3) Randomly, with a 25% chance, you will drop the rock level at the point where you are mining by 1 dirt and produce a [[rock shard]]. This is not cumulative. Sometimes you will drop the rock level very quickly for a short spurt, other times you might mine for along time not drop the level. In other words, many failures in a row does not make future success more likely. 4) Attempting to lower surface rock below the ceiling of a mine below results in the message "The rock sounds hollow, you will need to tunnel to continue". At this point, you cannot lower the surface rock any further. <table><tr valign=top><td>Note that the example above is only for one point. To lower the face of a tile to make a nice mine entry tunnel, here's a more complex example: After prospecting tile B/C/G/F to create a tunnel there to start a mine, the slope is just not right.* Drop corners F and G to make a nice slope for the mine entrance.* To drop the rock level at F dig A/B/C/E/F/G/I/J/K down to rock.* To drop the rock level at G dig B/C/D/F/G/H/J/K/L down to rock. Remember: surface rock lowering is done at intersections of rock tiles, tunnel creation is done within a single rock tile. If you try to tunnel while standing at a intersection of 4 tiles, you might get a tunnel at an unexpected location, so be sure to be standing on one tile, and be sure to be clicking that one tile when creating a tunnel.</td><td align="right"> A--B--C--D | | | | E--F--G--H | | | | I--J--K--L</td></tr></table>  Surface mining will produce [[rock shards]] on each action that lowered the corner. Slopes created with surface mining are limited to 3x mining skill on PvE and 1x mining skill on PvP. Be careful as its possible to surface mine a slope's steepness one mine action beyond what your skill will allow. This small mistake prevents any mining actions on top of the slope. === Mine doors ===You can limit access to your mine with the use of a [[mine door]]. Several types of mine doors are available. <br>Remember that offdeed minedoors can be bashed, so your mine is not entirely safe just because it has a mine door attached. Perimeter does 'Mining''not'> '' protect mine doors. Walls can be built around any slope of tunnel entrance by standing within the mine and selecting the tile borders. Note that you should build these walls 'Mine'before'' placing a mine door if you wish to install one aswell=== Tunnel Excavation === Mining a cave wall inside a mine * Each action will create a tunnel further into the mine. It takes 45 mining actions to produce one ore or shard of the message "The wall will break soon", after which it takes average 5 actions to open vein's type on the tunnel. ==== Dropshaft ====To create floor in a dropshaft, mine a tile that is either above or below a tile that has already been dug out. Primary uses of dropshafts pile where you are fast travel from one level of a mine to a lower level. For example, if you dig down to water level to get a source of water, you can create a water-filled cave and mine out over that cave to get a dropshaft that takes you straight down to the water. There is no falling [[damage]] inside mines. I do not recommend doing this as it ruins the structure of the mine. Making some parts unstable thus making it unable to be minedstanding.
=== Tunnel exits ===
* You '''cannot''' mine out It is not possible to create an exit from a tunnel if the tile outside has dirt on it.* You '''can''' mine out from a tunnel if the tile outside is bare rock. === Ore mining ===Ore is produced by mining ore veins found inside a mine. When an ore vein if there is depleteddirt covering the planned exit, a tunnel is created this must fully uncovered and bare just as when tunnel mining. However, a vein can take several thousand actions if you were to deplete, so it is advised to mine around ore veins for tunneling purposes. Each action will produce one [[ore]] of the vein's typecreate an entrance from outside.
=== Floor and ceiling mining ===
Mining the floor or ceiling of a cave does not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. Note that, as with [[digging]], these actions affect the closest corner of the tile and not the tile itself. A ceiling tile can be mined upward around 31 times before it is too high to reach (given that you haven't lowered the floor before you start). A floor tile can be mined downward all the way to a bit below the water level.
Excavating : Activate a new pickaxe and use the {{key|RMB}} on the floor or ceiling tile from , select '''Mining''' > '''Mine'''.* When removing a rock tile that has a raised ceiling will not create adjacent to a new tile with section of the same ceiling height mine which has been modified as such it's important to know that the adjacent: floor of the new tile section connecting the modified corners will match up (providing you didn't mine up or down), but the ceiling will not. The ceiling will have take the standard ceiling height for cave tiles. However* You can fix slopes with [[Concrete]]: one concrete will raise one corner, if you have lowered the floor you might excavate equivalent of 1 dirt or 1 mine action.* Mining ceilings for rock shards is much faster than mining on a new wall tile at , this can be used to your advantage when not wishing to extend a mine, but shards are required.* When mining the same floor levelyou can create uneven surfaces thus make it hard to move around on. If you have mined down For the two floor corners that are best access in contact with a mine it is recommended not to mine the wall floor directly unless you have a plan for it. The actions "mine up" and "mine down the " create a predictable slopes of 20 and are good if you want a sloped passage, although floor will stay at that level (mining can be very useful if used in the ceiling will still have standard height, but at right way. Proceed caution when adjusting the new level)floors as mining is not easily reversed. This is very useful for making tunnels, for example for boats, as When digging you only have to reach can always drop the wished floor level on the first tile dirt and refill the rest will go along in accordance to ithole - this is '''not''' possible when mining.
Please note === Leveling ===Standing on a flat cave tile will permit the levelling of an adjacent tile so that when mining it will be at the floor you can create uneven surfaces thus make it hard to move around in your minesame height. For the best access in To see if a mine it tile is recommended not to mine the floor directly unless you have flat simply activate a plan for it. The actions "mine up" and "mine down" create somewhat predictable slopes of 20 pickaxe and are good if you want a sloped passage, although floor mining can be very useful if used in hover over the right waytile. Proceed floor excavations with caution as : Activate a pickaxe and use the mining is not easily reversed. When digging you can always drop {{key|RMB}} on the dirt and refill the hole - this is cave floor tile, select '''Mining''' > '''notLevel''' possible when mining.In order to raise any corners [[concrete]] must be held in the inventory.
You can fix slopes with [[Concrete]]: one concrete will raise one corner=== Surface mining ==={{Main|Surface mining}}Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunnelling, adjusting terrain for other uses or simply for aesthetic reasons. To mine on the equivalent surface all adjacent corners of the tile must be clear of 1 dirt.: Activate a pickaxe and use the {{key|RMB}} on the rock of cliff tile, (or select '''Mining''' > '''Mine'''.After anywhere between 1 mine actionand 5 actions a single dirt level of rock will be removed. Border slope depth may be seen with a pickaxe activated just as with a [[shovel]].)
It's advised that you mine cave ceilings when in need of rock shards, since it's faster than mining cave walls.== Other information ==== Cave-ins = Mine doors ===Any excavated cave tile has {{Main|Mine door}}You can limit access to your mine with the use of a chance mine door. Several types of caving inmine doors are available. When this happens, the tile is simply returned to its former non Remember that off-excavated state and deed mine doors can be excavated againbashed by other players, so your mine is not entirely safe just because it has a mine door attached. A deed [[perimeter]] does '''not''' protect mine doors.* If you wish to place a [[fence]] around a mine entrance this should be done before attaching a tile soon after it collapses, it won't need as many mine actions as usual to re-open. Ore veins may appear in cave-insdoor.
Reinforcing === Dropshaft ===Dropshafts are typically unfavourable in mines, they link two sections of a cave wall with mine together which have a [[support beam]] lowers the chance height difference of cave-insmany dirts. They are not easily traversable, but reinforced walls cannot vehicles and horses will not be excavated, but they can be mined when found on a deed. After approx 50 shards mined from a reinforced wall, able to move between the reinforcement is removed levels and a player must climb to move between the wall can then be mined out normally. Ore veins are said to count as reinforced for purposes of stabilitytwo.
Note: The only cave-ins/Should a dropshaft be required simply mine out the rock tile collapse that I have seen which separates two mines of different levels. These are those next very hard, often impossible, to other unmined tilesmodify once created.For example: If you mine a three (3) tile wide path, the center tile won't cave in but the outter tiles will Some players have a chance created dropshafts to gain fast access to cave in.water or create short-cuts. There is no falling [[damage]] inside mines, so falling down these shafts is not going to injure the player.
== Other considerations = Cave-ins ===You can Any excavated cave tile has a chance of caving in. When this occurs the tile will become either mine "up", "down" a rock or level when mining a ore/shard vein and will need to be re-excavated. A recently collapsed rock tile. Only the last mining action is relevant may not require as many actions to determine the direction the mine shaft re-open, however an ore tile will take. Mining up likely require many hundred, or down represents the equivalent of a 20 dirt [[slope]]even thousand, actions to remove.
There are slight deviations Reinforcing a cave wall with a [[support beam]] will lower the chance of a cave-in slope (up to 1 "dirt") when a mine shaft progresseson tiles surrounding that support. So Once reinforced they may not be excavated, "level" is actually 0 slope, 1, or -1. Note that when connecting two however a mayor may mine shafts, out the direction of support should it reside on their deed. This would take approximately 50 actions just to remove the mining is irrelevant; one floor will connect support. Ore veins are considered similar to the other floor and ceilings will likewise connectreinforced walls for purposes of stability.  == Tips ==Mining speed * The chance that a tile is replaced with a vein or shard other than rock is determined by mining skill, [[pickaxe]] [[quality]], [[Skills:Pickaxe|pickaxe skill]] and the [[Wind of Ages]] cast, ordered from greatest effect to leastextremely low.
== Skillgain ==
{{see also|Mining guide}}
Different ore veins have different difficulties. The easiest is mining plain rock, followed by [[iron vein]]s and [[copper vein]]s. The hardest are silver and gold. As with most things in Wurm, too low difficulty leads to reduced skill gain, while too high difficulty results in high failure rate. A failure results in a 1.00 QL rock or ore. Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile's inherent quality. See [[prospecting]] for details about tile QLby-product.
Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile''Optimal Skill Gain''s inherent quality. See [[prospecting]] for details about tile quality.
* {| class="wikitable"|-! Tile type !! Skill|-| [[Rock: ]] || 1-50* |-| [[Iron vein|Iron]]: || 50-60* |-| [[Copper vein|Copper]]: || 60-70* |-| [[Tin vein|Tin]], [[Zinc vein|Zinc]], or [[Lead vein|Lead]]: || 70-85* |-| [[Silver vein|Silver]] or [[Marble wall|Marble]]: || 90-99+|+ Optimal Skill Gain|}
== Resources ==
There are several types of resource which can be found while mining:
{| borderclass="1" cellpadding="3wikitable"! width=100 | Resource! width=100 | Vein / Tile! width=100 | Crude! width=100 | Refined
|-
| [[Copper]]||[[Copper vein]]||[[Copper ore]]||[[Copper lump]]
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