if you do eventually figure out how to give blood a temperature and make explosive arrows, etc, will you let us know about it here? That same technique could be used, in theory, to give weapons a poison or other syndromes. And a lot of us have been searching for a long time for a method to get poison-tipped weapons to finally work.
I don't think it could. The whole point is that the weapon lights on fire after touching the warmer-than-air-blood. How would this make a "poison tipped" weapon? The arrows "Explode" because the custom weapon material is set to boil at the temperature of the blood. They'd have to be kept away from magma and fire, I'm guessing (probably not good to make them in a magma forge).
A syndrome can be inflicted by creating a gas cloud of the material by having it evaporate under certain conditions. That's how the
A small coal mod works to inflict black lung disease. (It has a low boiling point and evaporates into a gas cloud on contact with air. As a gas, it works by SYN_INHALED.)
I was thinking that if you can find a way to create crossbow bolts that reliably burst into flames after impact, one might be able to include a syndrome material that reliably explodes into gas from an increase in heat. But then 3 said that this has already been tried and that it's "generally shaky" at best.
Still, it could be adequate for the application I had in mind. All I want are difficult-to-manufacture bolts or daggers that have a small chance (maybe 1 in every 20 attempts) of inflicting either CE_UNCONSCIOUSNESS or CE_IMPAIR_FUNCTION with nearly total impairment of the brain/limbs. I'm looking for a way to create weapons that usually fail to work, but still have a chance of immobilizing a target for a long time. I'm planning on reserving such things for Forgotten Beasts, then either trapping them in a cage or moving them to a pit to be chained. (And, yes, I am aware that cages work on them already
if said cage is covered in web. I just wanted to do it the hard way.)