Yep, that will do it. Or, if you want to keep mods compartmentalized, you could create a file called
matgloss_sand_mod.txt
Which contains
matgloss_sand_mod
[OBJECT:MATGLOSS]
[MATGLOSS_STONE:SAND_INCLUSION]
[NAME:sand][COLOR:6:4:0][TILE:176]
[ENVIRONMENT:SOIL:CLUSTER_SMALL:100]
[SOIL_SAND]
[SOLID_DENSITY:1600]
And that's the whole file.
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This is brilliant, thank you. *Steals* May mod it, or another stone like it, to spawn in Sandstone, Flint/Chert and maybe quartzite (which have all been used to make glass, though they need to be crushed first).
That may be a good idea, too. Let's see, all of the above layer stones can only contain small clusters of saltpeter and petrified wood, and some ornamental and semi-precious gems. Except quartzite can have graphite, rutile, and hornblende.
The game does tend to make only one type of small cluster throughout the map, though, so sand inclusions would likely cut into your low-value gem supply.
Hopefully, a future version will be more realistic about glass production, and allow the use of high-silica silts and loams and rocks. And the creation of crystal glass out of any silica source, since it's just a matter of purity and heat treatment.
Adding the [GLASS] token from rock crystal to stone does not generate an error in the errorlog.txt (nor does adding the [SHARP] token to certain gems), this would allow other sources of Crystal glass. I've not done testing to check if either works correctly.
I've tried both of those. Flint and chert spears worked fine, and [GLASS] on the various colored quartzes also worked. But I eventually changed it back to clear quartz only, and just made it more common, with:
[ENVIRONMENT:ALL_STONE:CLUSTER_ONE:100]
There are no cluster_ones in vanilla, so that token tends to make them show up absolutely everywhere.