Also works with all other ammos. Small, fire-starting arrows for example; or a "bomb" ammo for ranged weapons in traps.
It is easy to set up too, using only two additions:
Onload.init get this line:
modtools/projectile-trigger -material INORGANIC:WILDFIRE -command [ modtools/spawn-flow -material INORGANIC:WILDFIRE -location [ \\LOCATION ] -flowType Dragonfire -flowSize 2250 ]
And you need a new material, in this case called WILDFIRE.
[INORGANIC:WILDFIRE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:wildfire][DISPLAY_COLOR:7:7:1][TILE:176]
[MATERIAL_VALUE:30]
[STATE_NAME:ALL_SOLID:wildfire]
[STATE_ADJ:ALL_SOLID:wildfire]
[STATE_NAME:LIQUID:wildfire]
[STATE_ADJ:LIQUID:wildfire]
[SOLID_DENSITY:1000]
Thats it. If you want to use it in fort mode, you obviously still need a way to produce said inorganic and/or ammo. I'm currently working on that. I plan to release three parts, one for ammo, one for siegeammo and one for traps.
Only issue I found is that the spawned dragonfire always drags towards the west. It spawns in a location, spreads westwards with a bit of north/south in it. No flow towards the east.
In my case I make the ammo from saltpeter, brimstone, coke, oil and lye:
[REACTION:MAKE_WILDFIRE_BALLISTA]
[NAME:Make wildfire ballista ammo]
[BUILDING:where-ever-you-like:CUSTOM_NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
[REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:C:2:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[REAGENT:lye:150:LIQUID_MISC:NONE:LYE]
[REAGENT:lye container:1:NONE:NONE:NONE:NONE]
[CONTAINS:lye]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[REAGENT:oil container:1:NONE:NONE:NONE:NONE]
[CONTAINS:oil]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA:INORGANIC:WILDFIRE]
[SKILL:ALCHEMY]