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Editing Inorganic material definition token

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The following tokens can be used in inorganic material definitions, generally for stones, gems, and metals, but not with materials attached to plants or creatures.
 
The following tokens can be used in inorganic material definitions, generally for stones, gems, and metals, but not with materials attached to plants or creatures.
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| {{text anchor|WAFERS}}|| ||Used on metals, causes the metal to be made into wafers instead of [[bar]]s.
 
| {{text anchor|WAFERS}}|| ||Used on metals, causes the metal to be made into wafers instead of [[bar]]s.
 
|-
 
|-
| {{text anchor|DEEP_SPECIAL}}|| || Causes the stone to form hollow tubes leading to the [[Underworld]]. Used for [[raw adamantine]]. When mined, stone has a 100% yield. If no material with this token exists, hollow veins will instead be made of the first available inorganic, usually [[iron]]. Implies {{token|SPECIAL|Inorganic}}.
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| {{text anchor|DEEP_SPECIAL}}|| || Causes the stone to form hollow tubes leading to the [[Underworld]]. Used for [[raw adamantine]]. When mined, stone has a 100% yield. If no material with this token exists, hollow veins will instead be made of the first available inorganic, usually [[iron]].
 
|-
 
|-
 
| {{text anchor|METAL_ORE}}|| metal:chance || Allows the ore to be [[smelter|smelted]] into metal in the smelter. Each token with a non-zero chance causes the game to roll d100 four times, each time creating one bar of the type requested on success.
 
| {{text anchor|METAL_ORE}}|| metal:chance || Allows the ore to be [[smelter|smelted]] into metal in the smelter. Each token with a non-zero chance causes the game to roll d100 four times, each time creating one bar of the type requested on success.
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| {{text anchor|IGNEOUS_EXTRUSIVE}}|| || Causes the material to form [[igneous extrusive layer]]s.
 
| {{text anchor|IGNEOUS_EXTRUSIVE}}|| || Causes the material to form [[igneous extrusive layer]]s.
 
|-
 
|-
| {{text anchor|ENVIRONMENT}}|| class:type:freq ||Specifies what types of layers will contain this mineral. Multiple instances of the same token segment will cause the rock type to occur more frequently, but won't increase its abundance in the specified environment. See below.
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| {{text anchor|ENVIRONMENT}}|| class:type:freq ||Specifies what types of layers will contain this mineral. See below.
 
|-
 
|-
 
| {{text anchor|ENVIRONMENT_SPEC}}|| stone:type:freq ||Specifies which specific minerals will contain this mineral. See below.
 
| {{text anchor|ENVIRONMENT_SPEC}}|| stone:type:freq ||Specifies which specific minerals will contain this mineral. See below.
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| {{text anchor|LAVA}}|| ||Specifies that the stone is created when combining [[water]] and [[magma]], also causing it to line the edges of [[magma]] pools and volcanoes. If multiple minerals are marked as lava stones, a different one will be used in each biome or geological region.
 
| {{text anchor|LAVA}}|| ||Specifies that the stone is created when combining [[water]] and [[magma]], also causing it to line the edges of [[magma]] pools and volcanoes. If multiple minerals are marked as lava stones, a different one will be used in each biome or geological region.
 
|-
 
|-
| {{text anchor|SPECIAL}}|| ||Prevents the material from showing up in certain places. AI-controlled entities won't use the material to make items and don't bring it in caravans, though the player can use it as normal. Also, inorganic generated creatures (forgotten beasts, titans, demons) will never be composed of this material. Explicitly set by all [[evil weather]] materials and implied by {{token|DEEP_SURFACE|Inorganic}} and {{token|DEEP_SPECIAL|Inorganic}}.
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| {{text anchor|SPECIAL}}|| ||Prevents the material from showing up in certain places. AI-controlled entities won't use the material to make items and don't bring it in caravans, though the player can use it as normal. Also, inorganic generated creatures (forgotten beasts, titans, demons) will never be composed of this material. Explicitly set by all [[evil weather]] materials and implied by [DEEP_SURFACE] and [DEEP_SPECIAL].
 
|-
 
|-
 
| {{text anchor|GENERATED}}|| ||Indicates that this is a generated material. Cannot be specified in user-defined raws.
 
| {{text anchor|GENERATED}}|| ||Indicates that this is a generated material. Cannot be specified in user-defined raws.
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==ENVIRONMENT and ENVIRONMENT_SPEC==
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==ENVIROMENT and ENVIRONMENT_SPEC==
  
 
Format:
 
Format:
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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.
  
==See also==
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==See Also==
 
* [[Material definition token]]
 
* [[Material definition token]]
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
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[[ru:Inorganic material definition token]]
 
[[ru:Inorganic material definition token]]

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