Ok, a question appeared from snakemupagus yesterday in the modding questions thread about ways to increase the chances of a creature being hit by a boiling rock syndrome. I had no clue, but wanted to know myself since I'll be playing about with these things myself shortly.
For those wondering what boiling rocks are... Its the mechanism modders use most often for applying special effects via syndromes to your creatures. A workshop reaction that produces a special stone that will boil at air temperature (instantly). This stone is given a syndrome upon inhalation which can then do all sorts of wonderful stuff from adding interactions (creature can throw fireballs, raise undead etc.) to full on polymorphing (creature changes type entirely, sex changes, caste changes and so on).
But it seems that theres only around a 50% chance of the operator of the reaction actually getting hit by the syndrome.
This thread will collate my test results. I posted them in the modding Q thread initially, but like any good science it's throwing up more questions than answers, so theres more to be done here and I dont want to keep posting into the Q&A thread. Please feel free to jump in here with any suggestions, wild theories, observations and just about anything relating to boiling rock syndromes.
I also plan to repeat my initial experiments in a more controlled setting and across a greater number of test subjects to confirm/refute my initial findings.
Test Schedule:
Confirm 50% basic chances
Confirm lack of effect of dropping multiple rocks
Confirm lack of effect of impassible tiles on the gas itself
Test effect of impassible workshop tiles forcing operator to wander through the gas as he leaves workshop, does this increase the chances noticably?
Attempt to map out boiling rock gas behaviour. Spread patterns, durations etc.
The desired goal here is to find some system to reliably and consistently increase the chances of a creature being hit by your lovely syndrome
More to come....