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Tip

Step Between Benches allows user to set vertical dependencies and plan multiple bench mining in a single phase.


Table of Contents

Adding Between Benches Dependencies

This setup task consists of seven main columns, each of which is described below in more details.

Column

Description

Example

Name

List of all the scheduling elements arranged in the tree level hierarchy Mine/Pit/Stage/Bench/Flitch or Dumps/Dump/Lift or Backfills/Pit/Bench. Click on a parent level to expand children levels.

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Expand Distance (m)

The Expand Distance works by taking the polygonal boundary of a blast, expanding it by the nominated distance, and checking for any unmined blocks on the bench above that are within that area.

  • Blasts are dependent on blasts within the Expand Distance on the bench above.

Populate multiple values in the Expand Distance column in meters or press black cross button to clear related.

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  • A positive expand distance forces a minimum running track between crests and toes.

  • A zero expand distance allows vertical walls.

  • A negative expand distance allows under-cutting the bench above.

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Adjacent Phase Expand Distance (m)

If you specify a number in this column, it will be used as the expand distance between phases.

If you hit the X, it will instead use the value in the Expand Distance column.

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Max Active Benches (#)

In the Max Active Benches column users may limit a bench from being mined until the Nth bench above is completely mined out.

See pictures on the right and below

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Time Delay (d)

In the Time Delay column specify the waiting period between satisfying the Expand Distance and beginning mining the block.

Note

Note this is a bench level property that applies to individual blasts.

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Max Agents on Bench (#)

In the Max Agents on Bench column limit how many Agents can be active on a given bench.

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Max Agents on Block (#)

In the Max Agents on Block limit individual blasts from having more than the specified number of Agents on them at a time.

Note

Note this is a bench level property that applies to individual blasts.

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If you need to apply Max Agents on Bench / Block constraint to specific Agents, you can create an Agent Assignment Constraint in the Constraints step and flag Limit Number of Active Agents in Area option. It will let you to control Agents Assignments by Benches / Blocks in a more fine-grained way.