MINECRAFT ELITE
the miner
(This thread is under construction.)
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~table of contents~
1.0 | A quick introduction
2.0 | Practical: click mining (incl. video)
2.1 | Practical: non-click mining
3.0 | LARGE SEGMENT: THE MINER GEOLOGY
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4.0 | MAIN SEGMENT: MINES AND EFFICIENCY
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5,0 | Transport
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~1.0 | A brief introduction ~
One of the many questioned topics in Minecraft is how to build the best mine. As this is a Minecraft titled game, this is to be expected. Many wondrous ways have been devised to comb through and manifest the depths of all metals you can hold, but often the threads of such issues fall short of what is actually the best way to mine. This thread was created to show you all the Dark Depths research and data as well as mining tips and techniques to become a master miner in the Rare and Magnificent. If you have any information PM me and I will add it if necessary. Now read on for the tips and techniques!
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~ 2.0 | Convenient: Click Mining ~
(The video is much higher quality than this picture!)
A little known trick from the forums is the click mining technique. I've often related it to speed mining, but that's related to "clocking", a bug in SMP Alpha. The Click Mine is not a hack tool, nor can it be considered "unethical" as far as role-playing games are concerned.
Click mining is aBe able. It can be used to increase the speed of mining rocks, ores, and even soil.
So what is click mining? Click mining is exactly what it is: you click again after destroying each block. It is not that hard. After destroying a block, release the mouse button and click again as quickly as possible. There are two ways to increase your speed as follows:
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- AND
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If you do it right, you can shave around 0.154-0.160 seconds off your block destruction!
*Tested with cobblestone and wood, approaching due to skill errors and stopping the timer.
...that doesn't seem like much, but take a look at this table. (Thanks to Crixinmix)
Take away .160 from Smooth Stone with an Iron Pickaxe and you're almost exactly 30% faster! Do it with dirt and you'll be 60% faster! (with iron shovel). This gives every miner an incredible speed of destruction, regardless of the type of mine or even if it is real mining. This skill still applies to logging, building, and demolition in general.
This is where the ability plays its cards: if you release and click again before the block is destroyed, you lose all progress on the destruction. This can waste the half second you just made up by speed mining. If you click again too late, you won't buy time to destroy the block with clicks over a hold. Also, be prepared to change the speed at which you click on stone, coal, iron, cobblestone and dirt with a variety of tools to get maximum benefit without downtime.
All in all, this is a skill that, when mastered, results in much faster gameplay and keeps you active when mining solid rock. When used in conjunction with an efficiency mine, you can quickly become an elite miner.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ 2.1 | Convenient: non-click mining ~
Quote fromAlmtyBob »
There is also a method to do this without a click between beats. If you look at the breaking animation, you'll see it cycle through 10 breaking overlays on the block.
There is a small but useful window of time during this 10th break overlay where you can mouse over to the next block you want to break and your original block will still break while the next swing (which would have been a miss ) hits your next block .
Of course, this doesn't work if you're tunneling straight forward, since you can't use the mouse to move to the next block if it's currently face down.
This trick here achieves the same, if not better, results than click mining. It may/may not eliminate click mining, but I'll keep both options open. I tested this method and it works fine. It requires more skill than click mining, but it's a worthwhile endeavor if you can practice. This mining style should reduce the waiting time to zero and even start destroying the next block, at an increased risk of not completely destroying the block if you are too fast or too slow.
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3.0 | LARGE SEGMENT: THE MINER'S GEOLOGY
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~ 3.1 | Ores: Macro Studies ~
Macro studies are the study of ores as a whole, including distribution, depth, and counts per thousand blocks. This gives us exact numbers to determine where to place our mines and also gives probabilities to estimate how much iron, gold or diamond we can expect from a given mine.
3.11 | Ores: The right depth
Any self-confident miner would have realized that the deeper you go, the more ore types you get. A clear pattern is visible when looking at ores as they approach bedrock, creating the best mining spots just above the lava plain. With NBT Forge one can get a lot of data about ore deposits in terms of depth.
In NBT Forge, vertical levels are counted, with 0 being the last management level on the map. That means you need to count the floor of the world as "0" and not "1" to get accurate results.
Here is a short list of the vertical locations of minerals.
Diamond: Normal up to 16, practically none at 19, none at 20.
Gold: Normal up to 32, practically none at 35, none at 36.
Iron: Normal up to 64, practically none at 67, none at 68
Redstone: Normal up to 16, practically none at 19, none at 20
Coal*: Normal up to 128, practically none at 131, none at 132.
*Estimated from past values. May take effect on 'deep' infdev maps if ever implemented.
One thing to note about ores is that the number of deposits is relatively the same after the first 4 levels of them first appear. This means no matter how much deeper than 64 you mine, you will always get the same amount of iron deposits and the same size of deposits.
More depth facts:Sea level is 63
Apparently the seabed is never below 53
Lava level is 10
Adminium progressively thickens from 4 down to 0.
Do you know where everything now exists? This explains why iron is never found in mountains but sometimes on beaches, and diamonds always seem to be near lava: they can only be up to eight blocks away.
Here it becomes difficult to mine ores. We have multiple layers of different ores and liquids, all of which pose problems for miners trying to mine the rarities while avoiding danger. Here is a side view of the world.
Thanks to iamahedgehog for making it way cooler.
Each layer contains what was in the last layer plus the new ore. The diamond layer also contains redstone. It doesn't take an expert to analyze this, thoughThere are only 6 fields above lava that contain normal diamond deposits.A total of 8 squares above lava can be taken from the zone, but otherwise you have to clip past the lava. All the space where diamonds occur is economically viable if you subtract the lava12 only. This is the 6 above the lava and the 6 going into the lava toward the admin layer.
Conclusion: the deeper you go, the more ore types there are, although there are no additional ores of the lower tiers. Diamond can only be found in the bottom 12 layers just above the Adminium, so a horizontal mine is required to collect diamonds.
3.12 | Ores: quantity and probability
It is possible in each mine, based on the number of blocks mined and the efficiency of your mining style, to calculate how much ore you are likely to produce. We can accurately estimate how much ore we will get from any number of pickaxe hits, depending on how good your mine is.
To start, here are some raw numbers in chart form:
Thanks to RoosterDragon for creating this diagram.
And here the results are as follows.
Quote fromHahnDrache »
Some numbers for things in the 12 to 17 range, average amount of ores per 1000 blocks:
0.82 Diamond
0,89 Gold
4,59 Eisen
6.28 Redstone
8.99 coal
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0.47 water
1.39 Lava
Thanks to RoosterDragon for collecting data.
These numbers are the number of ores that can be found per thousand stone. This means, for example, if you blindly mine a random stone block, you have a 0.82 chance out of 1000 of getting a piece of diamond. That number doesn't seem very high at all, but then again, who said you were blind?
Later in the guide I will tell you about efficiency and how it is calculated. For now, remember that each block seen beyond the number of blocks mined is efficiency. In view of this, we can increase the chances of finding gold (literally) and see the claustrophobic world around us in the mine.
Now you have an efficiency of four in a normal branch mine to look around. That is, for every two blocks you mined, you also saw 4 blocks left and right and another two blocks in the ceiling and in the floor. This gives a total of up to 8 viewed blocks.
So let's take a value from the quote. I will pick iron for this one. Iron has a 4.59 chance in 1000 of existing in a stone. If we take this value and multiply it by all the stones we see (eight in this case), we can find the probability that you will find iron ore on each hit
8 x 4,59/1000 = 3,7 %
Not bad. With every 2 blocks destroyed (or 8 seen) we get 3.7% iron. Halve that to get the value of a block, which is 1.83% iron per block. This means that for every 54 stone blocks we mine, we get 1 iron ore.
If we replace our time cost of mining rocks with a diamond pickaxe, we can say that it will take 23.22 seconds to mine for each ore we craft!
Easy? Secure! It's just a bit of number crunching, nothing a few minutes can't handle. Here is a small table with values for the probability of finding each ore and the time it takes to mine each ore.
Blocks mined per ore use the formula 1/(4(probability/1000)) and time uses (Blocks mined per ore) x 0.43
Coal: 27.8 per ore mined, 12.0 seconds per ore.
Iron: 54.5 per ore mined, 23.4 seconds per ore.
Gold: 280.9 per ore mined, 120.8 seconds per ore.
Diamond: 304.9 per ore mined, 131.1 seconds per ore.
Redstone: 39.8 mined per ore, 17.1 seconds per ore.
Clear, concise and covered. The average amount of ore that the perfect miner should bring in in any given time frame can be calculated with this, so you can compare yourself to see if you can match or beat those results in less time.
Keep in mind that this is time per ore, not per ore deposit. This literally means that a diamond is won for every 2 minutes spent underground. That means it takes about eight minutes to mine 4 diamonds, a standard diamond deposit.
~~
Quote fromD0SBoots »
Here is the raw data pulled from the file in the order it was generated. (Things that go later are anticipated by the things that came earlier.)
ore | rounds | level | size |dirt| 20 | 128 | 32 |gravel | 10 | 128 | 32 |Coal | 20 | 128 | 16 |iron | 20 | 64 | 8 | gold | 2 | 32 | 8 |Redstone | 8 | 16 | 7 |diamond | 1 | 16 | 7 |Taste:
Ore: The type of ore (although dirt isn't ore, it's formed the same way.)
Rounds: How many times this type of deposit is generated per chunk. It happens in rounds, one after the other.
Level: The range of levels this can appear on. The true range is [1ish, Level+3+size/8], although the ends of the range are very unlikely.
Size: The all-important tuning parameter that controls both the length and width of the deposits. You can assume that the maximum size of a deposit is *approximately* (size/4)x(size/4)x(2+size/8).
Here is some interesting information provided by DOSboots that can be used to predict ore distribution. Remarkably, there are clear figures on the distribution of ores within a boulder. This is important as this is the only indication of ore formation relative to map area.
The large interpretation segment below shows the importance of this information.
Quote fromD0SBoots »
The main way is this: There is only 1 diamond deposit per chunk! You don't immediately notice this when looking at ore cards, because humans are bad at noticing "true" randomness - true randomness is clunkier than we expect. In the manufacture of diamonds, an attempt is made to create exactly one diamond deposit per piece somewhere in layers 0 through 15. The x and z positions are evenly distributed in this piece, and then 8 is added to both - i.e. the border is offset. 2 is also added to the y-coordinate, and then the y-axis offsets are chosen in the range (0,2) beyond that. The result is that a deposit can start as low as layer 2 and end up as high as layer 19, but these are very rare and the majority are in layers 3 through 18. Also, diamond production occurs last, and diamond is only found on top Stone blocks created - so dirt, gravel, lava, adminium, etc. that was placed earlier effectively overwrites the potential deposit.This is one of the ways you end up with 1x1 and 1x2 deposits.
Unfortunately, this information cannot be used much in terms of practicality. The offsets place diamonds very effectively at random, so you can't avoid mining an area because you've already found diamonds nearby.
~ 3.2 | Ores: microstudies ~
Micro ore studies are the practice of looking at each individual deposit and making calls about how they are distributed and how they are responding to erosion and other deposits.
Much of the previous information that was here is now out of date. More information will be included if promising to be used somewhere.
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4.0 | MAIN SEGMENT: MINES AND EFFICIENCY
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A big part of mining is removing blocks in a pattern that yields the most ores and minerals in the shortest amount of time. The fewer smooth rocks smashed to get each nugget of gold, the fewer tools are used, meaning you don't need as many minerals to begin with.
Here I have collected a variety of mines and described their efficiency in relation to ore mining. I will also indicate any negative or positive side effects of mining in such a way that a person can mine according to their needs.
~ 4.1 | Efficiency: Computation and its Relation~
The efficiency of a mine is the number of blocks uncoveredand minedabout the number of mined blocks.The mined blocks are not counted towards the calculation of the uncovered blocks as we would have to mine them anyway and they have to be air for the mine to work the way it is. Each block is counted instead of just calculating the surface area as a block can have up to 6 sides, but it still won't make any difference in the amount of ore obtained. Once a block is seen, you no longer have to mine around it (minus the deposit factor). Efficiency has a few different limits on how high it can go. We can say there isreal efficiencyand aadvanced efficiency. Real efficiency is the current efficiency of your mine. Each countable page is recorded along with the number of blocks mined, then you go through a standard efficiency calculation.The highest theoretical real-time efficiency is 7.0. This is due to the fact that a single block can have 6 exposed sides, plus the block itself, even though it would not have an entrance and the miner would not be able to see the ore.The highest practical efficiency is 6.0, which can be obtained through a stone block with a hole in the roof.
The extended efficiency is the minimum efficiency a mine can achieve, assuming the mine extends to infinity. By creating a set pattern and tessellation it we can find the efficiency for a segment, but counting the sides we know is covered by the infinite tessellation. What that means is thatThe mine can never fall below this efficiency. The efficiency remains the same regardless of what is happening in the current mine and is always lower than the actual efficiency.The highest efficiency achievable with enhanced efficiency is 5.0, but only applies to vertical mines.The highest extended efficiency is 4.0 for corridors and aisle segments.
Here is an example of an extended efficiency chart:
One must look at this as a 3D image and understand the infinite aspect. Here we have a cross-section of a branch mine: The rooms mined are "branches" from a main trunk, and each branch goes forward and backward forever. The dirt is mined spaces, gold deposits are visible spaces, and stone is not visible. Diamond Ore are the fields seen indirectly, although we won't be using those for now. Now let's calculate the efficiency. First things first: how much did we mine? There are 4 dirt, that makes 4 mined fields. Well how many have we seen? From the dirt fields you can see that a gold ore is touching each side. These are all fields that can be seen from mined fields. If you look closely, you'll see that the gold ore in the lower left and upper right is not directly connected to a mined field (dirt). This is because the chart isPackagingfrom top to bottom and from left to right. We can count these gold blocks to get 12 seen blocks. However, we weren't blind when we mined our original four: we need to add these to the blocks seen. Total: 16 blocks seen, mined over 4. Efficiency = 4. Here's how to understand charts at a basic level. Creating your own involves looking at overlapping views, and it can get pretty complicated. Be very careful when drawing advanced diagrams as mistakes are common. It should be a rule of thumb to make sure the top left corner is a mined (dirt) block. This keeps charts tidy and allows for comparisons.
Efficiency itself is one of the ratings you can give a mine. The higher the efficiency, the better the refill. Another assessment is mining density, which can be both good and bad, and hauling time, which is a major concern for low-density, high-efficiency mines.
~ 4.2 | Density: Calculation and its Relationship~
The density of a mine is the number of mined blocks in the mine area in square meters.If you're really picky, you can also use the cubic meters to find the density of a real 3D space. Just for the sake of order, there are two different types of density:Real conceptual densityandAdvanced efficiency.
ThatEnhanced Densitycan be used to find the density of a specific mining pattern assuming no caverns exist. I could find the mine's density by counting each block of air in the mine and dividing it by the space it exists in.
For example, I have an advanced grid mining pattern. I'll try to find the density of this:
First, we record the number of mined rooms via the size of the chart. That's 4 mined blocks (the dirt blocks) and 36m^2 for the size
Total: 4 mined blocks over 36m^2 (times 100 to get a percentage). Density = 11.1%
This mine clears 11% of the rock on its Z level. That's a very small amount of rock excavated, but it tends to miss some ores. Now I get the expanded diagram for a vertical mine grid:
Here we have a vertical grid mine. This chart is oriented as if you were looking at the ground. Just like the Branch Mine, each dug space can go up and down forever. Here we have excavated 5 fields in a 5x5 grid (25m^2). That's 5 to 25.
Total: 5 mined blocks over 25m^2 (times 100 to get a percentage). Density = 20%
As you can see, this vertical mine has twice the density of the cross-section of this branch mine. Upon further investigation we would find that this mine also guarantees that all ore is gone in a vertical space.
Now it is possible to calculate the density of a mine in 3D space, but it requires the use ofreal conceptual density. The actual term density is basically thatI AGREEDensity of your mine in game. Now so many assumptions are made, such as ignoring adminium, lava, and caves, that accurate measurements are skewed and impossible to obtain. For this reason it is unwise to calculate and compare a 3D space. Better stick with 2D diagrams instead, as they're accurate without a case study (actual mine to glean information from).
~ 4.3 | Mining Style: Open Pit~
Open pit mines are the most basic of all. They are generally used to collect massive amounts of sand, gravel, dirt or cobblestone. They have the advantage of having little or no ladders and stairs, and they can conserve flashlights by using the sun to provide light, albeit only during the day. You have to keep in mind that this is the only way to collect sand in bulk, so there should always be one in the world.
They have virtually no efficiency, however, as very few mined blocks actually touch stone, so very few are capable of hiding coal deposits. They also have a huge scar in the country that needs to be cleaned up.
The statistics:
Efficiency: 0 to 1 (the stone that can be seen at the bottom of the pit. It can reach a maximum of two efficiencies.)
Density: 100% because you are fetching all target resources in a given area.
Transport time: Virtually none. A staircase can be used to speed up that tiny second.
~ 4.4 | Mining Style: Strip Mines~
There are two types of "strip mines" related to mining. The real world example of an open pit mine is where a rock or mineral is mined in bulk, then the hole is backfilled to remediate the land. The Minecraft definition of an open pit mine is a large area that removes all materials, useful or not. We will work with the Minecraft definition as the real world is not often used or talked about. The difference between an open pit mine and an open pit mine is that the open pit mine does not receive sunlight and is not visible to everyone.
An open pit mine is considered one of the best ways to get a lot of cobblestone or to free up a large space for underground construction. It's very dense, so a mine can yield a lot with minimal travel time, although the same factor limits the number of ores you encounter. Open pit mines themselves are inefficient when it comes to ore: Efficiency is low as large air spaces are often left without contact with a rock face.
Overall, open pit mines are only good for mining raw cobblestone, with a chance of other ores (although that's rare). As efficiency works better with lower density mines, miniaturization is key to mining in Minecraft and hence all future mining styles will revolve around minimal rock extraction while the mine itself as a whole becomes larger.
The statistics:
Efficiency: Below 2. However, this efficiency decreases dramatically.
Density: 100% because you are fetching all target resources in a given area.
Transport time: Virtually none near the surface. A boat lift can be used near bedrock and a stairway near surface.
~ 4.5 | Mining Style: Vertical Mines~
The vertical mine is the first specialized mine series. These mines offer high efficiency when built correctly, and can be arranged in patterns from the surface for organization. They can be backfilled easily and can even use sunlight instead of flashlights. Here is an expanded diagram of a 5x5 vertical mine:
We saw 5 (mined block included) for every 1 mined.With this we achieve an efficiency of 5.0. We also mined 5 blocks per 25m^2. This gives a density of 20%. To compare a lava-level branch mine to a vertical mine, we need to remember this Vertical mines offer lower yields of diamonds and gold. This is demonstrated by the layer work in the "The Right Depth" section. For example:
They created a vertical mine at a height of 64 feet and descended to bedrock without incident. If we look at our stats in the ores section, we can see the following: 100% of our mine provided us with coal, 100% of our mine provided us with iron, but only 45.76% of our mine would be in the gold stratum or below, and only a meager 18.64 of the mine will be in the diamond district. If we compare this to a 4.0 efficiency branch mine: We would get 120% coal and iron via the branch mine, but only 57.2% gold and we would only get 23.3% diamonds.
This makes a 5x5 vertical mine slightly better for finding iron, but a lot worse for finding diamonds or gold. This brings us to the first specialized mine! Yay!
The best grid arrangement for vertical mines is still in theory, but there is an idea on how best to lay out vertical mines, PM me. So far, the densest grid developed to date (contributed by Conundrumer) is the 5x5 Vertical Mine pattern that we previously explored:
Advanced chart:
The statistics:
Efficiency: 5. This efficiency is the highest possible for any extended mine.
Density: 20%. (5 over 25)
Transport time: medium. Pillars allow exit in one direction, while crafting a ladder is time-consuming. Staircases and boat lifts are not possible without aVertical docking station.
This cross pattern takes advantage of its relatively low density (approximately 20%) and collects all of the ore.However, it is likely that a slightly less dense mine could yield the same amount of ore due to deposit formation and inefficiency factors.This style is still better than a straight grid of two-spaced vertical mines and should be used instead.
Due to deposit sizes and arrangement I can show you a new way to arrange vertical mines and still mine all the ore.
If you remember that a deposit must have at least 4 ores laid out in a 2x2x3 box, it becomes easy to see that each deposit must occupy either a 2x2x1 flat size or a 2x1x2 vertical size. This means we can say with confidence that we are revealing:
(= Not mined not seen.
= Not mined, seen.
Mined and seen.
Not mined, seen indirectly.)
Here is a medium density vertical mine:
Efficiency: 5. (Maximum possible.)
Density: 12.5%. (Low)
Transport time: medium. Pillars allow exit in one direction, while crafting a ladder is time-consuming. Staircases and boat lifts are not possible without aVertical docking station.
And another low density vertical mining pattern that will only miss a few ores:
Efficiency: 5. (Maximum possible.)
Density: 7.7%. (Very low)
Transport time: medium. Pillars allow exit in one direction, while crafting a ladder is time-consuming. Staircases and boat lifts are not possible without aVertical docking station.
Now let's do a probability analysis for these two types of mines. This larger vertical, low density (indirect mined) mine will occasionally miss ores. The probability of a 2x2x1 ore deposit occurring is 3/25 (out of a sample of 50). We take that value and multiply it by the number of times it can be placed in a on the expanded chart without touching any visible blocks (including break edges). This number turns out to be 13/169.
13/169 x 3/25 = 0.92% of missed ores. The number of 2x1x2 standing deposits was too few to count in my samples, so I omit them. In fact, this one percent figure is so low that although only a small percentage (18.64%) of this mine will be able to yield diamonds, we are left with an extremely low density mine. However, this makes it the best iron mine in the game.
~ 4.6 | Mining Style: Grid Mines~
One of the first major breakthroughs in mining technology on the forums was the grid mine. Lattice Mine amplifies some of a mine's best attributes. It has fairly high efficiency, can be adjusted for its density, and can be easily mapped using coordinates.
Lattice mines have many problems related to branch mines, such as: B. very high ore loss in a low density grid and very low efficiency in a high density grid. The grid (especially if you're using small columns) can be very confusing, so markers are needed to be of any use, especially if it's large.
As the network grows, it becomes more efficient, but too many deposits are missing. Taking into account the size of the mine in improving its efficiency, transportation becomes unbearable. It's easy to get lost in a whirlpool of tunnels and pillars. A more organized branch mine is recommended. This has labeled the grid mine as a deprecated mine, so no diagrams are shown to save space and characters.
~ 4.7 | Mining Style: Branch Mines~
This is currently the best solid rock mine in terms of efficiency. It offers a main branch running east-west or north-south and has corridors. or 'branches' splitting off from it. Because the corridors offer near-optimal efficiency and are repeatable, you have a low-density mine that isn't as confusing as a grid mine. Travel time is increasing, but additional shafts can be made down if needed.
Thanks to Stryth, there is now a video showing the Branch Mining Style. threadHere.
This video shows you how to make Branch Mine without the hassle of forum images and shows you how to make ore maps using Cartograph and Gimp.
An example of a branch mine:
The expanded efficiency chart for a branch mine shows the crossing of the branches followed by the length of the passageway between each crossing. Diamond ore counts for the mined areas, but is not counted as it is part of the branches.
A branch mine with 3 wide segments:
The statistics:
Efficiency: 2.25. This is false efficiency as the mine is made in two different segments.
Density: 33.3%. This is always the density of a main segment of a branch mine.
Transport: It is very easy to start a new mine from a new branch point, but the travel time on the way back is high.
The efficiency is not as high as expected, but you have to keep in mind that this is only the main branching corridor. Side corridors have an efficiency of 3.0, can extend into the distance, and each segment of the main corridor creates two entrances to each hall.
In addition to superior efficiency and organization, the main corridor can be lengthened with shorter branches to reduce transport time, or have longer branches with minimal corridor for maximum efficiency.The only downside is the lack of density, which leads to long transport times if no new accesses or mine carts are used.
~ 4.71 | Sub-Mining Style: Parallel Branch Mines~
One way to completely negate the horizontal transport time is to use a parallel branch series. Essentially set up two secondary mines parallel to each other. Let the branch segment run between them. Each time you end a branch, you can go to the beginning of the next branch and tunnel back.
Since you are always mining, there is no horizontal travel time. A mine track or channel on each main corridor increases the possible length of the corridors and further reduces the time taken to vertical travel points (e.g. a boat elevator).
The parallel mine style can be applied to any branch mine or even other types of mines (e.g. grid mines). This can lead to cities or towns working together, as miners can stop at either end to offload rock, ore, or trade goods. This could lead to regions of high productivity and ridiculous growth.
~ 4.72 | Sub-Mining Style: Branch Mine Cross Sections~
A point made with branch mines is how to arrange them in 3D space. If we were to take a cross section of two branch mines on top of each other it would look something like this:
= Not mined or seen,
= Not mined but seen
Mined and seen.
With the lowest halls at levels 11 and 12, the higher level is at levels 16 and 17. Now quite a lot of tiles are hidden. These can be uncovered by staggering the levels of the mine.
4 mined, 16 seen. Efficiency = 4 (extremely high)
4 Mined, 16 square meters. Density = 25% (Low)
In total: Good for completely clearing an area of ore.
This diagram shows a high density branch mine. You will see almost all stone, making it ideal for fully exploring an area. With deposit models, however, we can condense our corridors a little less with deposit data.
This shows z. B. a mine: ( Using the same legend as before, plus= Blocks not seen, not mined, but seen indirectly via deposit size.
This is the minimum you can uncover from a mine as the smallest possible deposits are 2 x 2 x 1 squares of ore lying flat. We can conveniently arrange them in an advanced diagram:
4 mined, 16 seen. Efficiency = 4 (extremely high)
4 Mined, 32 square meters. Density = 12.5% (very low)
In total: Eliminates almost all ore with maximum efficiency and very low density.
Let's do a little analysis of our high and low density styles. I'll do some quick probability tests and compare both types of mines. From my sample of 50 vein deposits, 6 of them were 2x2x1 in size. This gives a 12% chance of ores of this type.
When randomly placed on an expanded diagram, these ores will fit into two horizontal spaces. The space on the chart that they can fit without hitting a visible block (including break edges) is 8/32, or 25%.
This makes the chance of getting a 2x2x1 ore deposit in an area where it cannot be seen 25% times 12% (0.25 x 0.12) equals 3%.
Remembering this information, we compare the density. If we get both densities (high density is 22.2%, low density is 12.5%), we can see that the lower density mine is 56.3% less dense than the other mine, effectively making it half that long takes to manufacture the same size as a high-density mine.
If your high-density branch mine gives you 100% diamonds, your low-density branch mine would give you 212.6% ores in the same time, minus 3% from the previously calculated probability.
Overall, you get 206.2% more ores from a low-density branch mine than from a high-density branch mine. In the same period. This is absurdly better and should be used instead of a high-density branch mine, but only if you know how to mine deposits properly (Explained in the Deposits section).
~4.73 | List: Branch Mine Conclusion on Cross Sections ~
Here is a list of different branch mine cross-sections and their stats. They are ranked by density showing an ore ratio relative to the high density mine. This way you can get a clear overview of the different cross-sections and find out which one is actually the best.
High density mine
Efficiency: 4 (extremely high)
Density: 25%
Ore loss: --%
Ore to High Density Mine Ratio: 100%
In total: Compact and guaranteed to clear the area of all ore. Useful when the mine is in a tight area.
Staggered dense mine
Efficiency = 4 (extremely high)
Density = 22.2% (low)
Ore loss: --%
Ore to High Density Mine Ratio: 125%
In total: 25% less work than a full, high-density mine, but is also larger by the same percentage.
Medium density mine
Efficiency: 4 (extremely high)
Density: 16.6%
Ore loss: --%
Ore to High Density Mine Ratio: 148.5%
In total: A combination of much lower density and very low ore loss results in this larger, more efficient mine.
Vertical cross-section mine
-oops, I lost this picture.-
Efficiency: 4 (extremely high)
Density: 13.3% (very low)
Ore loss: --%
Ore to High Density Mine Ratio: 174.9%
In total: This style stacks well horizontally as it has a bottom. Again, reduced density with low ore loss.
Horizontal cross-section mine
Efficiency: 4 (extremely high)
Density: 12.5% (very low)
Ore loss: --%
Ore to High Density Mine Ratio: 175%
In total: This style is much flatter than other refills, making it easy to stack vertically. Ore loss prevents possible gains.
Low density mine
Efficiency: 4 (extremely high)
Density: 11.1% (very low)
Ore loss: --%
Ore to High Density Mine Ratio: 200%
In total: Despite holes in the lattice, the loss of ore is offset by the reduced density. The biggest mine so far.
It is interesting to note that each lower density level increases ore detection by one block number relative to the High Density Branch Mine. Before deducting ore loss, each step down was 125%, 150%, 187.5%, 200% and 225%. I calculated the Ore Discovery for the High Density Branch mine by dividing the solid density (25%) by the mine density.
These gaps could provide additional rash cross sections to fill in these gaps. It is also good to note that ore loss plays an important factor in determining the actual ore percentage related to the High Density Branch Mine. I used the raw numbers 2/50 for a vertical flat deposit, 6/50 for a horizontal flat deposit, and a 32/50 number for a 2x2x2 deposit.
The 2x2x2 figure had the biggest impact on the lower density mines and will likely be the focus of any newer mining cross sections that come out.
~ 4.8 | Mining Style: Spelunking~
Ever since caves appeared in our infdev maps, a new and obvious means of getting ores revealed itself. If you just run through the maze of mazes, you can pick up a ton of ores and find yourself pretty close to where you started when you mine to surface freedom.
The caves offer some very obvious advantages: many rocks are already hollowed out for you and veins are already exposed. You'll find that your tools don't run out anytime soon, as ore doesn't take any more durability from a pickaxe than it does from a stone. Since you have less stone, your inventory will fill up with rarities of all kinds, making caving unique.
However, there are numerous disadvantages: mobs often congregate underground and can cause disruption. Progress can be slowed to a crawl while timid crafters try to lay down torches to hold back the tide of monsters. Mob spawners can be a huge problem if not handled properly, and all levels 10 and below are completely submerged in lava (within the cave area, wherever a cave below level 10 exists, there will be lava inside).
Diamonds are difficult to find as caverns often do not dwell in the diamond layer. This is partially offset by the speed gained from running without rock restrictions, but it's still a lot easier to find iron or gold in a cave than diamonds, speaking relativity.
Caving is difficult to quantify: entire regions have been found with cave systems, while others are made of solid rock to depths. Block area and efficiency cannot be calculated and only density can be estimated. The best results about caves are the practical tests: many people leave a cave with as much ore as stone and have enjoyed their time.
~ 4.9 | Conclusion on mines:~
Not finished yet. Be donesoonbrave for irony.
~ 5,0 | Transport:~
Time is an important factor in any construction.If you can't reach your digging area, you obviously need better transportation.There are various transport methods, both vertical and horizontal, that will reduce the time it takes you to store goods and make your mine more efficient.
~ 5.1 | Vertical Transport:~
So you want to open a mine but don't know how to get down? Here is a video of a Boatovator!
To build it, just drill a 2x3 hole from the surface to the mine (usually down to layer 9 so the water doesn't flow everywhere). You can make getting into the Boatovator easier by making shallow water next to the waterfall so you can get on your boat before it surfaces.
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~ story ~
An edit log for this thread.
November 4th: Added some factual posts from DOSBoots to the thread. Updates are held up by ore loss calculation. Expenditure.
October 9th: New Youtube video for Vertical Transport.
October 8th: New YouTube video for Click Mining.
October 6: Due to bandwidth issues, the forum charts have been replaced again.
Sep 29: Replaced the forum charts with actual images and lost the vertical cross section chart :sad.gif:
26 September: Added quantity and probability to the Miner Geology section.
September 24th: Added all raw deposit data from multiplayer.
September 23rd: Added a lot of information about indirect mining with a branch mine.
September 22nd: Added branch mining video. (Courtesy of Stryth).
18 September: Added branch mine subsections and added information. Also added new information about vertical mines.
September 17: Added information on deposit formation and did more research on ores.
September 16: Fixed a few bugs, completed densities on many mines. Let's start again with the deposition theory.
September 5th: Did a lot of Density section. However, not completely.
2 September: Fixed Ctrl+F links and added conclusion and density sections.
September 2: Branch mine section completed.
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~ Credits ~
For everyone who somehow helped create this topic!
Taodih: For the Guides/Tutorials/Tools thread.
Crixnmix: For the value chart of the block destruction times.
AlmtyBob: For suggesting the non-click mining technique.
Aeomin: For the development and release of NBT Forge, which was undoubtedly useful in ore research.
Puzzle: For a high-density vertical mine pattern.
iamahedgehog: To make the ore map tidier and easier to read.
RoosterDragon: For an incredible graphic on block amounts and for suggesting high density branch mines.
Stryth: A great video explaining branch mining.is the video.
Hans Lemurson: For spotting errors in my ore loss calculation and making me realize how difficult I am to understand.
DOSBoots: For providing unimaginable amounts of data related to ore deposits and production.