Just to make sure, before I start:
DFHACK_MIASMA
DFHACK_MIST
DFHACK_MIST2
DFHACK_DUST
DFHACK_LAVAMIST
DFHACK_SMOKE
DFHACK_DRAGONFIRE
DFHACK_FIREBREATH
DFHACK_WEB
DFHACK_GAS_UNDIRECTED
DFHACK_VAPOR_UNDIRECTED
DFHACK_OCEAN_WAVE
DFHACK_SEA_FOAM
DFHACK_DISAPPEARS
I add one of these to a material, lets say... iron.
[INORGANIC:IRON]
[MAX_EDGE:10000]
[REACTION_CLASS:DFHACK_MIASMA ] =>> here it is
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:iron]
[STATE_NAME_ADJ:LIQUID:molten iron]
[STATE_NAME_ADJ:GAS:boiling iron]
[DISPLAY_COLOR:0:7:1] [BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:8]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500]
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319]
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73]
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189]
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
Any projectile, be it bolt, arrow, ballista bolt or boulder flung by a catapult (or a weapon thrown by an adventurer) that is made of iron, will disperse a cloud of miasma upon impact. Is this correct?
And REACTION_CLASS:DFHACK_DISAPPEARS would help clearing up the map, whenever a creature spams around interaction based shots, like my turrets. The ammo tends to lie around much and makes the countryside look ugly. That would clean it up automatically?
What exactly does DFHACK_OCEAN_WAVE & DFHACK_SEA_FOAM do? Whats the difference between MIST and MIST2? How is the direction of the effect handled by flows, firebreath, dragonfire and webs?
Sorry for all these question. But wait, there is more. Any infos on the FPS problem that might have to do with the itemsyndrome? Any fix, or at least a workaround? Maybe making the syndromes last 500 ticks and the code runs every 499 ticks... thats at least a lot less then the 150 currently.