I know it's probable that this has been posted somewhere else, if so, please redirect me to it, because searches have proven unhelpful and I don't feel like resurrecting an old thread solely for this question.
So, I've been attempting to find a way to create weapons and ammunition that can cause severe aliments and damage by means other than physical damage and dismemberment. I've tried multiple things, and have yet to create a nice effect. Thus prompting me to ask this question.
Is it possible, in the current build (v16), to create a material type that can either force a syndrome on a victim, or other effects, like exploding, igniting, melting or freezing?
I've tried messing with contact syndromes (the ones most likely to work), injection syndromes, MAT_FIXED_TEMP, and tweaking all other sorts of values, yet none have really yielded anything, and I don't want to go around messing with other creature's blood types to create the effect when they're struck (Though that does give me a nice idea about making cats that explode when hurt, I think someone else managed to implement it, ought to be a guide on DFWiki for it.)
Thread Findings Summary:
Some types of special bolts are possible in DF. The bolts are primarily reliant on the temperature of the creature it is embedded in to work. By setting an ignite point (for burning ammo) or melting point (for syndrome ammo) to around 10067 (The usual HOMEOTHERM value for most creatures) the ammo will take effect upon being embedded into the creature. For syndrome ammo, the syndrome takes effect upon contact with the melted ammo.
Here's three types of ammo material provided by dbay;
Explodium (Igniting ammo)
[INORGANIC:EXPLODIUM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:solid explodium]
[STATE_NAME_ADJ:LIQUID:molten explodium]
[STATE_NAME_ADJ:GAS:boiling explodium]
[DISPLAY_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[ITEMS_AMMO]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IGNITE_POINT:10068]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:10000]
Virium (Syndrome inflicting ammo)
[INORGANIC:VIRIUM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:virium]
[STATE_NAME_ADJ:LIQUID:molten virium]
[STATE_NAME_ADJ:GAS:boiling virium]
[DISPLAY_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:10067]
[BOILING_POINT:10068]
[ITEMS_AMMO]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:10000]
[SYNDROME]
[SYN_NAME:virium dust]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED][SYN_CONTACT]
[CE_NECROSIS:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
[CE_PARALYSIS:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
[CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
Doomium (A combination of both :D)
[INORGANIC:DOOMIUM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:doomium]
[STATE_NAME_ADJ:LIQUID:liquid doomium]
[STATE_NAME_ADJ:GAS:doomium gas]
[DISPLAY_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:1]
[IGNITE_POINT:10067]
[HEATDAM_POINT:10090]
[MELTING_POINT:10070]
[BOILING_POINT:10071]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[SYNDROME]
[SYN_NAME:doomium dust]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED][SYN_CONTACT]
[CE_NECROSIS:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
[CE_PARALYSIS:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
[CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
[CE_NAUSEA:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
[ITEMS_HARD]
It is worth noting that the Object Testing Arena has a significantly higher base temperature than anywhere in normal fortress mode at 10090 degrees U (Also according to dbay). It's not enough to melt creatures, but materials in items that are set to burn/melt below that temperature will instantly burn/melt wherever they are, making testing material temperature effects there unreliable.
Here's two videos of the effects of Explodium and Virium.
Explodium - http://mkv25.net/dfma/movie-2312-explodiumdemonstration
Virium - http://mkv25.net/dfma/movie-2313-viriumdemonstration
Okay! I just tried two experimental metals, one that ignites at standard dwarf body temperature (10068 Urist) aptly named Explodium, and one that should sublimate at the same temperature with a deadly toxin that only dwarves are immune to. I also made it so only bolts can be made of these materials so that other civs don't randomly spawn with armour made from them (hilarity would ensue). The materials use iron stats everywhere that I didn't change.
They only ignite/sublimate on some hits, I beleive it to be only the ones in which the bolts get stuck in the target.
[INORGANIC:EXPLODIUM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:solid explodium]
[STATE_NAME_ADJ:LIQUID:molten explodium]
[STATE_NAME_ADJ:GAS:boiling explodium]
[DISPLAY_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[ITEMS_AMMO]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IGNITE_POINT:10068]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:10000]
[INORGANIC:VIRIUM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:virium]
[STATE_NAME_ADJ:LIQUID:molten virium]
[STATE_NAME_ADJ:GAS:boiling virium]
[DISPLAY_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:10067]
[BOILING_POINT:10068]
[ITEMS_AMMO]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:10000]
[SYNDROME]
[SYN_NAME:virium dust]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED][SYN_CONTACT]
[CE_NECROSIS:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
[CE_PARALYSIS:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
[CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
Any ideas for what they should be made from? I'm thinking Iron and something horrible like bones or skulls...
I dropped the SPEC_HEAT to 1 meaning that it heats up 500x as fast
For those of you keeping track at home, here's my newest version of doomium:
[INORGANIC:DOOMIUM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:doomium]
[STATE_NAME_ADJ:LIQUID:liquid doomium]
[STATE_NAME_ADJ:GAS:doomium gas]
[DISPLAY_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:1]
[IGNITE_POINT:10067]
[HEATDAM_POINT:10090]
[MELTING_POINT:10070]
[BOILING_POINT:10071]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[SYNDROME]
[SYN_NAME:doomium dust]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED][SYN_CONTACT]
[CE_NECROSIS:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
[CE_PARALYSIS:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
[CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
[CE_NAUSEA:SEV:1000:PROB:100:RESISTABLE:START:1000:PEAK:1000:END:100000]
[ITEMS_HARD]
Note that it doesn't work in the testing arena, because the room temperature is warmer than the inside of a dwarf. this leads to much Fun.
the bolts work by igniting on body temperature when they stick into the creature, lighting it on fire. the fire then causes the bolt to sublimate into a gas, which is highly toxic.
if the air is dry then 100c is fine.
im working on makeing them swell up and rot.
i tryed getting to head to swell up and explode
[CE_NECROSIS:SEV:8000:PROB:100:BP:BY_TYPE:BREATHE:ALL:START:0:PEAK:25:END:80]
[CE_COUGH_BLOOD:SEV:10000:PROB:100:START:15:PEAK:75:END:90]
[CE_VOMIT_BLOOD:SEV:50000:PROB:100:START:15:PEAK:75:END:90]
[CE_SWELLING:SEV:500:PROB:100:BP:BY_CATEGORY:LIVER:ALL:START:0:PEAK:45:END:80]
[CE_NECROSIS:SEV:500:PROB:100:BP:BY_CATEGORY:LIVER:ALL:START:0:PEAK:45:END:80]
[CE_SWELLING:SEV:500:PROB:100:BP:BY_CATEGORY:STOMACH:ALL:START:0:PEAK:45:END:80]
[CE_NECROSIS:SEV:500:PROB:100:BP:BY_CATEGORY:STOMACH:ALL:START:0:PEAK:45:END:80]
[CE_SWELLING:SEV:500:PROB:100:BP:BY_CATEGORY:PANCREAS:ALL:START:0:PEAK:45:END:80]
[CE_NECROSIS:SEV:500:PROB:100:BP:BY_CATEGORY:PANCREAS:ALL:START:0:PEAK:45:END:80]
[CE_SWELLING:SEV:500:PROB:100:BP:BY_CATEGORY:SPLEEN:ALL:START:0:PEAK:45:END:80]
[CE_NECROSIS:SEV:500:PROB:100:BP:BY_CATEGORY:SPLEEN:ALL:START:0:PEAK:45:END:80]
[CE_SWELLING:SEV:500:PROB:100:BP:BY_CATEGORY:RKIDNEY:ALL:START:0:PEAK:45:END:80]
[CE_NECROSIS:SEV:500:PROB:100:BP:BY_CATEGORY:RKIDNEY:ALL:START:0:PEAK:45:END:80]
[CE_SWELLING:SEV:500:PROB:100:BP:BY_CATEGORY:LKIDNEY:ALL:START:0:PEAK:45:END:80]
[CE_NECROSIS:SEV:500:PROB:100:BP:BY_CATEGORY:LKIDNEY:ALL:START:0:PEAK:45:END:80]
[CE_SWELLING:SEV:500:PROB:100:BP:BY_CATEGORY:GUTS:ALL:START:0:PEAK:45:END:80]
[CE_NECROSIS:SEV:500:PROB:100:BP:BY_CATEGORY:GUTS:ALL:START:0:PEAK:45:END:80]
Added explodium to the inorganic_metal RAW file (including the [ITEMS_AMMO] tag) and created a custom reaction through the kiln to create explodium from lignite. The reaction is working correctly, but I'm unable to physically craft bolts from the explodium that is created. Any advice?
*Edit:
Messed around a bit and I believe I discovered the culprit. Apparently if/when you create a reaction for a metal object you can't use the POWDER_MISC type, it has to be BAR.
(http://img600.imageshack.us/img600/4439/themoreyouknow2.jpg)
*Edit x2:
In order to make the explodium bolts work more efficiently and less chaotically I altered the HOMEOTHERM number of the civ creatures in my current version of DF. Through this manner I was able to make it so that bolts wouldn't magically ignite on me while my adventurer travels through a hot, jungle forest, but will still burst into flames once impaled in a creature. My next step will probably be to create a custom crossbow that uses the custom igniting ammo (explodium) and make it so that only Dwarves are able to use both. I might not have actual exploding ammunition (yet), but it will cause increased bleed damage due to the melting of body parts.