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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.
 
|-
 
|-
|[DEEP_SPECIAL]||Causes the stone to form hollow tubes leading to Hell. Used for [[raw adamantine]]. When mined, stone has a 100% yield.
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|[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]].
 
|-
 
|-
|[DEEP_SURFACE]||Causes the stone to line the landscape of [[Hell]]. Used for [[slade]]. When mined (if it's mineable), stone has a 100% yield.
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|[DEEP_SURFACE]||Causes the stone to line the landscape of [[Hell]]. Used for [[slade]].
 
|-
 
|-
 
|[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.
 
|-
 
|-
|[SOIL_OCEAN]||Causes the material to form [[soil|pelagic sediment]] layers beneath deep oceans. Mining is faster and produces no stones.
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|[SOIL_OCEAN]||Causes the material to form [[soil|pelagic sediment]] layers. Mining is faster and produces no stones.
 
|-
 
|-
|[SOIL_SAND]||Causes the material to form [[sand]] layers, allowing it to appear in [[sand desert]]s and shallow [[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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|[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].
 
|-
 
|-
 
|[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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|[ENVIRONMENT_SPEC:stone:type:freq]||Specifies which specific minerals will contain this mineral. See below.
 
|[ENVIRONMENT_SPEC:stone:type:freq]||Specifies which specific minerals will contain this mineral. See below.
 
|-
 
|-
|[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.
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|[LAVA]||Causes the stone to line the edges of [[magma]] pools and volcanoes, and causes the stone to be formed when [[water]] and [[magma]] are mixed.
 
|-
 
|-
 
|[SPECIAL]||Prevents the material from showing up in certain places. Explicitly set by all [[evil weather]] materials and implied by [DEEP_SURFACE] and [DEEP_SPECIAL].
 
|[SPECIAL]||Prevents the material from showing up in certain places. Explicitly set by all [[evil weather]] materials and implied by [DEEP_SURFACE] and [DEEP_SPECIAL].
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! Description
 
! Description
 
|-
 
|-
| CLUSTER||Large ovoids that occupy their entire 48x48 embark tile. [[Microcline]] is an example. When mined, stone has a 25% yield (as with layer stones).
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| 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. When mined, stone has a 100% yield.
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| 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. When mined, stone has a 100% yield.
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| 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. When mined, stone has a 33% yield instead of the usual 25%.
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| VEIN||Large streaks of stone. [[Native gold]] is an example.
 
|}
 
|}
  
An inclusion may be contained within a larger inclusion.  For example, diamond small clusters are found within kimberlite veins.
+
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.
  
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.
 
Due to an error in the raw parsing logic, having multiple ENVIRONMENT_SPEC tokens will cause the inclusion type to be parsed in ''reverse'' order compared to the stone ID and frequency values - in the vanilla raws, this causes [[native platinum]] to appear as veins within [[chromite]] and as small clusters within [[olivine]].{{bug|1429}}
 
  
 
==See Also==
 
==See Also==

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