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Editing v0.34:Inorganic material definition token
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|[WAFERS]||Used on metals, causes the metal to be made into wafers instead of [[bar]]s. | |[WAFERS]||Used on metals, causes the metal to be made into wafers instead of [[bar]]s. | ||
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− | |[DEEP_SPECIAL]||Causes the stone to form hollow tubes leading to Hell. Used for [[raw adamantine]] | + | |[DEEP_SPECIAL]||Causes the stone to form hollow tubes leading to Hell. Used for [[raw adamantine]] |
|- | |- | ||
|[METAL_ORE:metal:chance]||Allows the ore to be [[smelter|smelted]] into metal. Multiple tokens allow multiple types of metal to be smelted from a single ore. | |[METAL_ORE:metal:chance]||Allows the ore to be [[smelter|smelted]] into metal. Multiple tokens allow multiple types of metal to be smelted from a single ore. | ||
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|[THREAD_METAL:metal:chance]||Allows strands to be extracted from the metal at a [[craftsdwarf's workshop]]. | |[THREAD_METAL:metal:chance]||Allows strands to be extracted from the metal at a [[craftsdwarf's workshop]]. | ||
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− | |[DEEP_SURFACE]||Causes the stone to line the landscape of [[Hell]]. Used for [[slade]] | + | |[DEEP_SURFACE]||Causes the stone to line the landscape of [[Hell]]. Used for [[slade]]. |
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|[AQUIFER]||Allows the stone to support an [[aquifer]]. | |[AQUIFER]||Allows the stone to support an [[aquifer]]. | ||
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|[SOIL]||Causes the material to form [[soil]] layers, allowing it to appear in (almost) any biome. Mining is faster and produces no stones. | |[SOIL]||Causes the material to form [[soil]] layers, allowing it to appear in (almost) any biome. Mining is faster and produces no stones. | ||
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− | |[SOIL_OCEAN]||Causes the material to form [[soil|pelagic sediment]] layers | + | |[SOIL_OCEAN]||Causes the material to form [[soil|pelagic sediment]] layers. Mining is faster and produces no stones. |
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− | |[SOIL_SAND]||Causes the material to form [[sand]] layers, allowing it to appear in [[sand desert]]s and | + | |[SOIL_SAND]||Causes the material to form [[sand]] layers, allowing it to appear in [[sand desert]]s and [[ocean]]s. Mining is faster and produces no stones. Sand layers can also be used used for making [[glass]]. Can be combined with [SOIL]. |
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|[SEDIMENTARY_OCEAN_SHALLOW]||Permits an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions. | |[SEDIMENTARY_OCEAN_SHALLOW]||Permits an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions. | ||
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! Description | ! Description | ||
|- | |- | ||
− | | CLUSTER||Large ovoids that occupy their entire | + | | CLUSTER||Large ovoids that occupy their entire local map tile. [[Microcline]] is an example. |
|- | |- | ||
− | | CLUSTER_SMALL||Blobs of 3-9 tiles. Will always be successfully mined. [[Red pyrope]]s are an example | + | | CLUSTER_SMALL||Blobs of 3-9 tiles. Will always be successfully mined. [[Red pyrope]]s are an example. |
|- | |- | ||
− | | CLUSTER_ONE||Single tiles. Will always be successfully mined. [[Clear diamond]]s are an example | + | | CLUSTER_ONE||Single tiles. Will always be successfully mined. [[Clear diamond]]s are an example. |
|- | |- | ||
− | | VEIN||Large streaks of stone. [[Native gold]] is an example | + | | VEIN||Large streaks of stone. [[Native gold]] is an example. |
|} | |} | ||
− | + | The frequency number varies from 1 to 100 and determines the relative frequency at which the stone will be chosen to appear - if all frequency values are the same, then all stones will be equally likely to appear. | |
− | |||
ENVIRONMENT_SPEC follows much the same format, but takes a specific stone material ID where ENVIRONMENT would take a class token. What you can use will depend on what inorganic raws are around. | ENVIRONMENT_SPEC follows much the same format, but takes a specific stone material ID where ENVIRONMENT would take a class token. What you can use will depend on what inorganic raws are around. | ||
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==See Also== | ==See Also== |