Perhaps I didn;t explain well: I USUALLY use blocks in my mods, because of their size. By 'this is how 'raw green glass' is refered to in the raws', I meant the code I had posted below it. Also, though glass is not coded as a gem, it works for all intensive purposes as I had shown. The same holds for stone. This may sound silly, but I use without error similar code to produce regular rough stone out of glass, but do not need a reference in the stone raws. You could do it that way, but not all things 'stone' need to be hard coded. Just as one can make a reaction that makes a 'barrel' out of glass, one can make a 'stone' out of glass, because green glass, and clear glass, and crystal glass, act more like a material types (examples of material components: wood, stone, green glass, metal), not as a specific type of that component (examples of specific components: bronze, gold, nickel silver). So the following works:
[REACTION:STONE_GLASS_GREEN]
[NAME:make green glass stone]
[SMELTER]
[REAGENT:1:BLOCKS:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:STONE:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[FUEL]
producing a 'stone' made of 'green glass' just as one can make a 'barrel' out of 'green glass'. Stone is just the form, and green glass the specific material.
Since this thread started, I had revamped my method from my super-cluttered creation of each item individually at the forge, to a less specific material-type method. This is the code I use for green glass, producing for me stone (which I like because I get infinite stone for catapults), thread (you don't need to go through the plant stage), and logs (so I can still make green glass beds):
[REACTION:BARREL_GLASS_GREEN]
[NAME:make green glass logs]
[SMELTER]
[REAGENT:1:BLOCKS:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:WOOD:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[FUEL]
[REACTION:STONE_GLASS_GREEN]
[NAME:make green glass stone]
[SMELTER]
[REAGENT:1:BLOCKS:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:STONE:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[FUEL]
[REACTION:FIBER_GLASS_GREEN]
[NAME:make green fiber glass]
[SMELTER]
[REAGENT:1:BLOCKS:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:THREAD:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[FUEL]
Again, because green glass is like a hard-coded material type, like 'wood' and 'metal', one can make reference to it very generally, as shown. The above fiber, for example, tells the program 'any blocks so long as they are made of green glass', which is... green glass blocks. And it makes an item of the apropriate type, in this case a thread. I used to have 'BED' or 'BARREL' or 'BUCKET' where 'THREAD' is, and it made my items specifically. Again, now I can make the logs and make those items from them ^.^
Ironically, the fact that I never corrected the error in the name of my glass logs, BARREL_GLASS_GREEN, it has never broken my game. Unfortunately, I now can't change the name of the reaction, fearing that it may harm my current fortress. So I leave it as is: what the game calls it when refering to it's own files doesn't matter so long as it works perfectly in play.
(Note: edit was to correct a critical typo)
[ May 08, 2008: Message edited by: Pickerel ]