I was playing around with giving my dwarves a body part that would explode if damaged. (This was really just groundwork for a science-fiction themed mod I was planning, where I wanted some creatures to be powered by a "reactor core" that could be breached, with predictably destructive results.)
After many, many failed attempts (it seems that HOMEOTHERM overrides MAT_FIXED_TEMP), with occasionally hilarious results (if you give dwarven brain tissue an IGNITE_POINT below their HOMEOTHERM value, then yes,
their brains will spontaneously catch fire and burn away), I finally managed to get the result I wanted completely by accident: I made a typo in the tissue layer definition, causing a leaky gaseous layer to be made out of a nonexistent material. As soon as they got into a fight, the gas leaked out and everyone nearby was covered in searing hot clouds of "dwarven n/a".
With a little more experimentation, it turns out that this happens whenever a gaseous tissue is made out of a material with no boiling point: the tissue is just fine and stable within the body, but once it leaks out the game glitches and seems to assume that the vapor must be extremely hot. Curiously, though, DFHack shows no actual change in the ambient tile temperature; it's only creatures and objects caught in the blast that get burned.
So, in case anyone else finds this useful, here are the raws:
[BODY:BOMB]
[BP:BOMB:bomb:STP][CONTYPE:UPPERBODY][CATEGORY:BOMB]
[DEFAULT_RELSIZE:10]
[USE_MATERIAL_TEMPLATE:BOMBSHELL:EGGSHELL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:bombshell]
[STATE_NAME_ADJ:LIQUID:molten bombshell]
[STATE_NAME_ADJ:GAS:bombshell vapor]
[TISSUE:BOMB_SHELL]
[TISSUE_NAME:casing:casings]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BOMBSHELL]
[TISSUE_MAT_STATE:SOLID]
[PAIN_RECEPTORS:0]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[USE_MATERIAL_TEMPLATE:EXPLOSIVE:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:solid explosive]
[STATE_NAME_ADJ:LIQUID:liquid explosive]
[STATE_NAME_ADJ:GAS:explosive vapor]
[STATE_COLOR:ALL:WHITE]
[BOILING_POINT:NONE] -- for some reason, this causes the gas to come out ridiculously hot
TODO: figure out a way to make it not drop when butchered
[PREFIX:NONE]
[TISSUE:BOMB_CORE]
[TISSUE_NAME:explosive:explosives]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:EXPLOSIVE]
[TISSUE_MAT_STATE:GAS]
[PAIN_RECEPTORS:0]
[RELATIVE_THICKNESS:50]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[BODY:BOMB]
[TISSUE_LAYER:BY_CATEGORY:BOMB:BOMB_SHELL]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BOMB:BOMB_CORE]
To use them, drop the body part definition into body_default.txt (or into a separate body definition file if you prefer) and include the materials and tissues under whichever creature (or caste) definition you want to carry them.
One minor issue with this kluge is that butchering the body part might sometimes leave a chunk of apparently inert "explosive vapor" (which then condenses into liquid explosive) lying on the ground. Reducing the relsize of the "bomb" from 100 to 10 seems to have made that less likely, but I'm not sure if it can still happen sometimes. Adding HEATDAM_POINT:10000 to the material did make it disappear eventually after butchering, but also caused the tissue to take spontaneous damage
in vivo. ("His bomb is burned.") More experimentation is clearly called for.
Also, I'm still somewhat unhappy with the way this is basically abusing a bug, and there's always the possibility that it might just stop working in a later release if Toady makes some small change to temperature handling. So if anyone can think of a way to achieve this kind of effect in a less klugey way, please tell me.
(I know that one could design a fast-onset syndrome to mimic the effects of burning, but I haven't really managed to get a really good match for the effects, and in any case a syndrome won't actually set anything on fire. Also, setting a high FIXED_TEMP for the whole creature works, but apparently makes the creature immune to heat as a side effect.)