Extensive research has been done on the effects of heat on tissue and bones on the
Grim Grimoire Mod Thread. As a unintended consequence, it was discovered that dwarf fortress doesn't handle heat transfer realistically, leading to some strange behavior like an undead on 1/7 pool of magma and one in a 7/7 pool of magma melting at the exact same time, creatures getting away with minor injuries when in rapid contact with magma and creatures generally bleeding to death before melting (though this makes sense somewhat). So the
first suggestion is to put a variable in the raws that dictates how fast a material heats up (how fast it can transfer heat) and take into consideration it's structure (metal vs living tissue) and size. Don't know how feasible this is but letting things heat up faster than others could make things more feasible, like skin melting/being pretty damaged not necessarily meaning blood loss/fat melting on one person, or a creature having a limb melt off before dying of blood loss. Maybe SPEC_HEAT already does this but it doesn't seem to do it very realistic. Or maybe I just don't understand it.
The
second suggestion was also an unintended discovery. It seems bone density (SOLID_DENSITY) and in fact a lot of living materials density are wrong or simply have the same density as wood. I don't fully understand how much this affects DF. The suggestion consist of correcting this, and we do have
source on that. Additional data may be found
here. Data have sources and are as explained as they can be.
The
third and final suggestion consists of adjusting some raw parameters to reflect reality more closely, nominally SPEC_HEAT, IGNITE_POINT, HEATDAM_POINT, MELTING_POINT and BOILING_POINT in material_template_default.txt. The values of these are either incorrect or absent in living tissue/material and extensive research has resulted in bibliography on these values and changes that could be made, besides practical tests. The results are presented
here,
here as a final version and complementary data
here. The results are divided into real life one values and values balanced to come close to real life in DF physics.
The advantage of this would be fixing the undead not melting side feature and some improvement in the injury system by heat.
Implementing suggestions 2 and 3 should be easy and fast to implement. The data is there for anyone to verify, test and contribute and I encourage people to do so.
The objective of these suggestions is to help DF to become more realistic or more close to the authors vision without taking away Toady's coding time, fixing some weirdness of the game mechanics in the process. No credits are necessary for any part of the research (I'm not referring to the papers cited and used as a source, though). Any suggestions are welcome.
Thank you for reading all of this.