I've looked through pages and pages of things on flamethrowers, gunpowder, torches, petroleum, magma, lava, dwarven napalm (Yes, napalm. Hats off to the man after my own heart, John Hopoate, who I've read personally or is referenced in a quarter the violent and/or flame-related suggestions I've read), and general things that go "Fwoosh" and "BOOM". Fire being a serious danger in any fortress, I'm also including the Prevention category in this thread so there's a gentle reminder that fire needs to be kept track of as well. Inspired by the Underground Diversity thread, I have created a stockpile thread where you can put all the fire-and-explosion-and-extinguishing related suggestions as there's rather a lot of them, so it can be kept better track of. Let me start with what I've seen, and what I personally would like to include.
General Guideline/Help for thinking out a suggestion:
StartItems Processing Users Purpose
Prevention (The only thing that I think isn't bloat and should be implemented as soon as Toady could, really):
Game Mechanics Change- Dwarves set to hauling items, when picking up flaming items, will fetch a bucket and fill it with water before reaching the burning item. When the item is reached, it shall put out, THEN grasped and stored.
Water Flask- Can be crafted by the clothier out of cloth materials, then filled by anyone. It's a flask filled with water, people. Can be carried by anyone, and extinguishes one tile of flame.
Bucket of soil: For those places without water available or not yet reached on the map, it's a bucket of soil! Bucket+selected wall of soil. Requires loss of one wall, generates three buckets. Each bucket can be dumped on separate tiles or dumped on the same tile to a depth of 7- except the maximum depth from destroying one wall will be three buckets worth. Will slow the progress of fire going over that location, will stop if placed directly -on- a location on fire, and at a depth of five the fire cannot pass through the mound of dirt.
Game Mechanics Change - Enable the ability to Forbid Burning Items. If an item catches fire en-route, the dwarf cancels the retrieve.
Flame Retardation Treatment - Dwarf clothing and items can be treated by an alchemist to be flame-retardant. 1 soil, 1 water, 3 giant cave spider silk, 1 tar (An extract from coal, peat, wood, and organic materials. The materials are lost to make the tar). Mix'em all up and the chance of catching on fire decreases drastically. Reapplications do not stack.
Water Cannon- TAKING IDEAS FOR I AM STUMPED IN A GENERAL SENSE FOR WHAT WOULD FIT.
Trap:
Ignition trap - Walk on the pressure plate hooked up to the trap or if the lever connected to the trap is pulled, and whoomp. Goblin barbecue. Requires Mechanism and Alchemists Fire Solution.
Explosive trap - Something steps on the pressure plate or someone pulls the lever, and the barrel of gunpowder (Barrel of gunpowder, mechanism, metal bar -for shrapnel-, and alchemists fire solution) pops with a minimum area of effect of nine tiles (one in every direction and the center). Certain chance of things on fire, large chance of unidentifiable remains and enough bloodstains to shock the inhabitants of boatmurdered, fair chance of mining on the x and y axis, small chance of mining on the z axis (down AND up, remember). Higher quality trap means -much- larger area of effect, which is not known until detonation. Things lit on fire burn until out of fuel, i.e. there's nothing left to burn. Can make a domino effect of detonating every barrel nearby, and that one detonating another, and that one detonating another and that one detonating another, which detonates four others all going down different paths, and it spirals throughout your base, above and under ground, collapsing the entire fortress in a glorious, shining example of dwarven destructive engineering, nothing untouched from the lowest z-level to the animals on the ceiling of the top z-level, nothing left but a smell of dust and corpses in the air, and the memory that once, something stood here, but is naught for rubble, bone, and ash now... What? Oh, sorry. Got sidetracked there.
Military:
Alternate Catapult Ammo (Gunpowder Barrels) - Instead of rocks, a catapult can toss barrels of gunpowder. Minimum Area of Effect is nine squares. The barrel of gunpowder -can- mine out walls, ceilings, and floors on an unknown chance and power of the blast. Maximum explosion size is ten squares. In all directions, of course. Throwing range is thirty tiles, maximum.
HammerGrenades - 1 metal case, 1 gunpowder, the hammer skill, and one beardy (dwarven substitute for ballsy) soldier. Use it and lose it. Don't just carry one for loads of fun. And by "loads of fun" I mean "every time your dwarf blows one of those things up, they could set off every grenade in their inventory." The dwarf using that will be at a minimum, stunned. Only for one step/turn/round, however. That's superdwarvenly tough for you. Someone who's already an injured dwarf? They're shredded, along with what they hit. does piercing damage. Dwarves who have their inventory blow up (along with themselves) are the only ones affected- they shield everything else from the blast. No chance of channeling or mining (taking out floors or ceilings or walls) as the weapons is shrapnel based. If a dwarf hits with this, any standard creature is taken down immediately and permanently. Semi-Megabeasts and megabeasts won't necessarily. High percentage of the HammerDwarf in question getting injured. Hits up to two squares in every direction except the ones directly behind the dwarf and behind the monster hit. A solid weapon for throwing, but since it isn't in fortress mode, and dwarves need everything they use to be awesome, they use the Hammer skill instead. The center of the blast will be the tile the attacked creature is on.
Thrown Grenades- Uses the Throw Skill. Does piercing damage, less damage than the HammerGrenade, but a wider area of effect, three to four tiles in all directions getting a bit of shrapnel. 1 metal case, 1 gunpowder.
Fire Bolts- Ayup, and long in coming it has indeed been. Takes one Oil and a torch. Doesn't set the dwarf on fire. Gives burn damage and may light enemies on fire.
Exploding bolts- hollow bolts with gunpowder. Requires hollow bolt (to be made at your local forge) and one gunpowder. Shrapnel damage inside the enemy, looots of potential piercing damage. Will not light them on fire.
Dwarf-portable flamethrowers - Requires 1 torch, 1 barrel, minimum. Uses oil for ammunition. Each burst uses one oil. Uses the marksman skill. They can target the floor and walls if markers are laid down. They can fire down a Z-level. Maximum range is 10 tiles, minimum is 3. Fires a stream of flame for three actions. When firing the flamedwarves cannot move. The flamedwarves cannot move while reloading. There is a possibility of the torch going out, and having to be relit. This is more difficult than expected during combat. The weapon may jam, and is now useless. The weapon may explode, and the firedwarf will now be useless, unless superdwarvenly tough. Then it's merely covered in red and yellow wounds and on fire.
Siege engine flamethrowers: Requires one torch (pilot light), a bin (holding the oil), screw pump (pushing the oil through), and 25 units of oil. Reloading takes up to five minutes, using twenty five ammo takes twenty five seconds. Reloading can go down to thirty seconds if there's a stockpile in an adjacent square.
Torches- 1 wood log, 1 imp fat, and 1 oil, crafted by the alchemist. Hammer skill weapon that does fire damage, lights the target on fire for 5 actions/rounds/steps per hit and burns for a bit after death. Duration stacks. Don't forget to light the torch first (assumedly the dwarves strike it against their beards. That or off a wall, or they carry matches.
Yes they are around, the Chinese made'em in 500-something-AD if I recall correctly). Can light wood structures on fire.
Excavation:
Mining charges- And at further progression into this, Shaped Charges will be enabled for higher level crafters of the item. Comes with a T-plunger, because they are awesome. The gunpowder barrel (mining charge basic) and T-plunger will require 4 logs, 1 gunpowder, and 1 mechanism. One log and the mechanism will make the plunger, placeable in any part of the base. For all intents and purposes, it is a lever. You can hook up the
T-Plunger to real levers. You can hook up multiple T-plungers to real levers.The explosive is placed on a tile, and detonated. If it is a shaped charge, you can choose where it digs (to it's limited capabilities) on all three axes. A shaped charge will take 16 logs, 5 gunpowder, and 1 mechanism.
Vehicles/Carriers:
POSSIBLY MAYBE PERHAPS COMING SOON THINKING ABOUT IT READING OTHER THREAD TO MAKE WITH THE UNDERSTANDINGS
Miscellaneous:
Game Mechanics - Anyone attacked (or counterattacked) whilst carrying a barrel of explosives in their inventory will cause the barrel to explode. You can order someone to place a barrel, then draft them so they stop, and the barrel will stay in their inventory. They will likely die. So will anything within at minimum three squares in all directions (5x5). This will not channel or mine.
Alchemists Fire Solution- In all honesty, I have no clear idea what'll make this just yet, but I'm relatively sure it'll involve imp fat, handled with
Fire tongs- for picking up imp fat. Craftable from a bar of metal or cuttable at your masons.
Gunpowder- Can be created by the alchemists through:
Saltpeter (the stone wall sedimentary rock, or an alchemist going up to an animal with a bucket, bringing the bucket back to base, storing it, being labeled -fermenting saltpeter- until it is labeled -saltpeter- after a week of fermenting. Will generate miasma for the middle of the fermenting period, three days).
Charcoal
Brimstone (Also Known as Sulfur- The More You Know!)
Gunpowder can be requested from traders. Prepare for paying through your hairy dwarven nostrils unless you bring your liason attendant, Mr. Axe Of Head Cleaving.
Oil-
something else done by the Chinese first, burning crude is possible according to This right here. Found at lower levels of some maps. Can be requested for traders. Prepare to pay through the nose (or slaughter them all to get it for it.
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I'll update anything not too utterly absurd a suggestion into the top of this, making new categories if it doesn't fit. Keep in mind for those wondering how absurd I'm willing to accept, I just suggested dwarves go run up and hit things with percussion detonated explosives.
So, who else wants to train their alchemist up just so their miners can plant a shaped charge outside the nobles bedroom door which just happened to lock itself last night while he was sleeping there?