I'm not sure how to best start this thread, so I'll just be strait-forward. This thread is going to be where I work on mods, as well as providing them to the BAY12 community. This is also where I'll discuss ideas for how to make them work, what I'll be doing in them, and whatnot.
NOTE: I've yet to learn how to mod, so until then this will just be for discussing how things will work in gameplay.
Flamethrowers: Lets face it, flamethrowers are awesome. I dare you to tell me that you wouldn't be happy to have them in DF. so I'm going to try and make one. I've decided on the following traits so far:
-will be stationary weapons used by siege operators, just like catapults and ballista. This is for many reasons. first, there is no skill for for fighting with any akin to a flamethrower, and I don't feel like making one. Second, I also don't want to make stuff for how dwarves using flamethrowers would need tanks of fuel strapped to their backs. Finally, and not involving laziness on my part, dwarves are not fire-proof, and flamethrowers are very indiscriminate weapons. No-one would use flamethrowers if a dwarf using them is likely to catch fire from doing so, and dwarven "intelligence" pretty much guarantees other dwarves will suffer from friendly fire or someone will use one while sparring.
-To compensate for being immobile weapons dwarfed by dwarfs that are technically civilians that will run away if enemies get too close, they will have a much longer range compared to traditional depictions of flamethrowers(maybe around 20-30 tiles long).
-will use "fuel" as ammo. fuel is obtained by processing any oil (not the sort of oil that is a fossil fuel, mind you). In addition to rock nut oil, I plan on also adding at least 3 more plants that can be pressed to provide oil (2 above-ground crops and a subterranean one) . processing is done at an alchemist's workshop (replacing the soap maker's workshop as where soap is made, and also where valley herbs will be processed into golden salve instead of the farmer's workshop. The soap maker skill will be replaced with alchemist, which covers everything done in this workshop). Fuel is stored in barrels, under misc. liquids in stockpiles, is highly flammable, and burns very hot (maybe around 10500 °U, I'm not entirely sure what would be good) and very fast. A fireman just standing next to a barrel of fuel should be enough to set it off.
-Will work based off of a pump, spraying the fuel at a very high pressure. Some sort of interaction will light the fuel right as it leaves the flamethrower (this also means there will be a few tiles between whoever is dwarfing the flamethrower and the fire itself, so you only need to forbid dwarves from walking in front of it to prevent friendly fire). UPDATE: Being told this isn't possible, I'm thinking of perhaps having it merely consume the fuel and produce the fire.
-(NOTE: this might not be possible to implement) The flamethrower can hold 4 barrel's worth of fuel. Firing it will use up 1 barrel's worth of fuel, and after a brief delay may be fired again. If a full barrel's worth of fuel is not available, it will spray all it has left. From a dwarf's perspective, the flamethrower actually does have 4 barrels on it for storing fuel, but can only draw from 1 barrel at a time, after which you have to switch which barrel it's drawing from.