Also, can I:
- Generate a product from a workshop based on the workshop's material?
If not, how do I generate a random material product?
I'm pretty sure the only way to do the first is to have a bunch of custom workshops identical except for the material they require and produce, and the second is not possible. You can generate a product with a garbage material(i.e. "metal" but not any particular metal, stats presumably from the template), you can make a reaction with a 20% chance each for five different products(and get none a third of the time or all five rarely), but there's no way to specify a REACTION_CLASS or the like for a product's material.
How can I make adamantine a layer stone? What I want to try to do is make all of the bottom layers of a world adamantine, so that I can have all that I want, and at the same time I hopefully make it a lot harder to avoid the hollow tubes.
It's probably best to duplicate it, change the [INORGANIC:RAW_ADAMANTINE] to something else(maybe [INORGANIC:ADAMANTITE]) so it won't collide, remove [DEEP_SPECIAL], and add layer tags like [METAMORPHIC].
However, it's possible you just need to add layer tags. The wiki page on
defining inorganics doesn't indicate any other hardcoded behavior of [DEEP_SPECIAL], but I wouldn't be surprised.
The duplication results in two stone types, both called "raw adamantine" and from which threads of the same metal are extracted, but you'll probably start getting preferences for the layer one.
Can I give trees fruits?
Not as such. You can create a tree with a second woody material defined, and make a custom reaction that produces some fruit as it converts regular wood of that tree to the second wood, but that's about as close as it gets. (You might alternately look in the pony mod threads for discussion of applebucking, which basically has workshops instead of trees.)