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

)
[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-explodiumdemonstrationVirium -
http://mkv25.net/dfma/movie-2313-viriumdemonstration