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{{migrated article}}
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{{Quality|Exceptional|21:56, 12 July 2013 (UTC)}}
{{Quality|Unrated}}
 
 
{{av}}
 
{{av}}
{{for/see|temperature as it relates to choosing an embarkation site|[[Climate]]}}
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{{distinguish|Climate}}
  
 
{{buggy}}
 
{{buggy}}
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::::   {{tt|[FAHRENHEIT]}} + 9968
 
::::   {{tt|[FAHRENHEIT]}} + 9968
 
::::   {{tt|[RANKINE]}} + 9508.33
 
::::   {{tt|[RANKINE]}} + 9508.33
 
According to Toady One in a Future of the Fortress thread, the temperature scale used in the advanced worldgen settings is related to regular degrees Urist by the equation "local temp = world temp * 0.75 + 10000". This scale doesn't seem to be used anywhere else in the game.
 
  
 
Some reference numbers:
 
Some reference numbers:
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! Significance
 
! Significance
 
! DF Scale
 
! DF Scale
! worldgen
 
 
! Celsius (°C)
 
! Celsius (°C)
 
! Kelvin
 
! Kelvin
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| [[#Boiling point|Boiling point of water]]
 
| [[#Boiling point|Boiling point of water]]
 
| 10180
 
| 10180
| 240
 
 
| 100°C
 
| 100°C
 
| 373.15K
 
| 373.15K
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| [[Creature token#H|Human body temperature]]
 
| [[Creature token#H|Human body temperature]]
 
| 10067*
 
| 10067*
| 89.<span style="text-decoration:overline">3</span>
 
 
| 37°C
 
| 37°C
 
| 310.15K
 
| 310.15K
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| [[Water#Freezing point|Freezing point of water]]
 
| [[Water#Freezing point|Freezing point of water]]
 
| 10000
 
| 10000
| 0
 
 
| 0°C
 
| 0°C
 
| 273.15K
 
| 273.15K
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| [[wikipedia:Ethanol (data page)|Freezing point of ≈89% ABV]]
 
| [[wikipedia:Ethanol (data page)|Freezing point of ≈89% ABV]]
 
| 9850
 
| 9850
| -200
 
 
| −83.<span style="text-decoration:overline">3</span>°C
 
| −83.<span style="text-decoration:overline">3</span>°C
 
| 189.81<span style="text-decoration:overline">6</span>K
 
| 189.81<span style="text-decoration:overline">6</span>K
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| [[wikipedia:Absolute zero|Absolute zero]]
 
| [[wikipedia:Absolute zero|Absolute zero]]
 
| 9508*
 
| 9508*
| -656
 
 
| −273.15°C
 
| −273.15°C
 
| 0K
 
| 0K
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| Zero degrees Urist
 
| Zero degrees Urist
 
| 0
 
| 0
| -13333.<span style="text-decoration:overline">3</span>
 
 
| −5555.<span style="text-decoration:overline">5</span>°C
 
| −5555.<span style="text-decoration:overline">5</span>°C
 
| −5282.40<span style="text-decoration:overline">5</span>K
 
| −5282.40<span style="text-decoration:overline">5</span>K
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! Temperature
 
! Temperature
 
|-
 
|-
| <abbr title="Freezing point of booze in game, equivalent to about 89% ABV aqueous solution in real life. 100% ethanol would freeze at about −114 °C ≈ 9795 °U.">Alcohol freezes</abbr>
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| Alcohol freezes
| {{ct|9850}}
+
| {{ct|09850}}
 
|-
 
|-
| '''<abbr title="Below this temperature, fat, present on all organic creatures, will start to take cold damage, eventually killing them.">Lowest survivable temperature</abbr>'''
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| '''<span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Below this temperature fat, present on all organic creatures, will start to take cold damage, eventually killing them.">Lowest survivable temperature</span>'''
| '''{{ct|9900}}'''
+
| '''{{ct|09900}}'''
 
|-
 
|-
 
| Outside, freezing climate (varies)
 
| Outside, freezing climate (varies)
| {{ct| 9960}}
+
| {{ct|09960}}
 
|-
 
|-
 
| Underground, glacier ice
 
| Underground, glacier ice
| {{ct| 9990}}
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| {{ct|09990}}
 
|-
 
|-
 
| '''Water freezes'''
 
| '''Water freezes'''
 
| '''{{ct|10000}}'''
 
| '''{{ct|10000}}'''
 
|-
 
|-
| <abbr title="Nether-cap temperatures are fixed to 10000 degrees Urist, regardless of the surrounding environment.">Nether-cap</abbr>
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| <span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Nether-cap temperatures are fixed to 10000 degrees Urist, regardless of the surrounding environment.">Nether-cap</span>
 
| {{ct|10000}}
 
| {{ct|10000}}
 
|-
 
|-
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| {{ct|10075}}
 
| {{ct|10075}}
 
|-
 
|-
| '''<abbr title="Above this temperature, fat, present on all all organic creatures, will start to melt (turning into grease), eventually killing them.">Highest survivable temperature</abbr>'''
+
| '''<span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Above this temperature fat, present on all all organic creatures, will start to melt (turning into grease), eventually killing them.">Highest survivable temperature</span>'''
 
| '''{{ct|10078}}'''
 
| '''{{ct|10078}}'''
 
|-
 
|-
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| {{ct|14000}}
 
| {{ct|14000}}
 
|-
 
|-
| <abbr title="Yes, dragonfire is roughly four times hotter than the surface of the sun.">[[Dragonfire]]</abbr>
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| <span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Yes, dragonfire is roughly four times hotter than the surface of the sun.">[[Dragonfire]]</span>
 
| {{ct|50000}}
 
| {{ct|50000}}
 
|-
 
|-
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* {{tt|[COLDDAM_POINT:#]}} — This is the temperature below which the material will begin to take frost [[wear|damage]].
 
* {{tt|[COLDDAM_POINT:#]}} — This is the temperature below which the material will begin to take frost [[wear|damage]].
 
* {{tt|[SPEC_HEAT:#]}} — This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will hold more heat and affect its surroundings more before cooling down or heating up to equilibrium. The input for this token is not temperature, but rather the [[wikipedia:Specific heat capacity|specific heat capacity]] of the material.
 
* {{tt|[SPEC_HEAT:#]}} — This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will hold more heat and affect its surroundings more before cooling down or heating up to equilibrium. The input for this token is not temperature, but rather the [[wikipedia:Specific heat capacity|specific heat capacity]] of the material.
* {{tt|[MAT_FIXED_TEMP:#]}} — A material's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]].  The only standard material which uses this is [[nether-cap]] wood, whose temperature is always at the melting point of water.  If a material's temperature is fixed to between its cold damage point and its heat damage point, then items made from that material will never suffer cold/heat damage.  This makes nether-caps [[fire-safe]] and [[magma-safe]] despite being a type of [[wood]].
+
* {{tt|[MAT_FIXED_TEMP]}} — A material's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]].  The only standard material which uses this is [[nether-cap]] wood, whose temperature is always at the melting point of water.  If a material's temperature is fixed to between its cold damage point and its heat damage point, then items made from that material will never suffer cold/heat damage.  This makes nether-caps [[fire-safe]] and [[magma-safe]] despite being a type of [[wood]].
  
 
Useful info: if an item's material has a FIXED_TEMP, its temperature will not change under any circumstances. What this means is that if you modify a material's fixed temperature, any existing items made from it will retain whatever temperature they had before the material was modified.
 
Useful info: if an item's material has a FIXED_TEMP, its temperature will not change under any circumstances. What this means is that if you modify a material's fixed temperature, any existing items made from it will retain whatever temperature they had before the material was modified.
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==Temperature transfer==
 
==Temperature transfer==
Temperature transfer in ''Dwarf Fortress'' is fairly simple - every [[time|tick]], an [[item]] that is exposed to a hotter/colder environment (or another item) will adjust its temperature by the difference (in °U) divided by the item's specific heat.  Fractions are retained, but not used in calculations. For example, a piece of [[lignite]] (which has SPEC_HEAT 409) at temperature 10015 (room temperature underground) exposed to [[magma]] (temperature 12000) will heat up by (12000-10015)/409 = 4.853 °U in the first tick, then gradually slower. In order to reach its [[fire|ignition point]] of 11440, it would need to be in the magma for a total of 517 ticks, over 5 seconds at 100 [[FPS]].
+
Temperature transfer in ''Dwarf Fortress'' is fairly simple - most temperature values have a whole part (in "degrees Urist") and a fraction part (which ranges from 0 to the material's SPEC_HEAT minus 1). Once per tick, the game calculates the relevant temperature difference (e.g. between the item itself and the tile in which it is located) and adds that to the fraction part, then adjusts the whole part until the fraction part is within range. For example, a piece of Lignite (which has SPEC_HEAT 409) at temperature 10015.0 (room temperature underground) exposed to Magma (temperature 12000) will heat up by 1985 fraction units, which will increase its temperature to 10019.349. In order to reach its ignition point of 11440, it would need to be in the magma for a total of 517 ticks, over 5 seconds at 100 fps.
  
 
==Bugs==
 
==Bugs==
 
* Temperature calculations are a known cause of lag. If [[maximizing framerate]] is a concern, you can disable temperature calculations through an option in [[D init.txt]]. With temperature calculations disabled, effects such as water freezing, melting, or evaporating, or creatures and items taking temperature-related damage will not occur.  
 
* Temperature calculations are a known cause of lag. If [[maximizing framerate]] is a concern, you can disable temperature calculations through an option in [[D init.txt]]. With temperature calculations disabled, effects such as water freezing, melting, or evaporating, or creatures and items taking temperature-related damage will not occur.  
 
* When temperature calculations are disabled, dwarves will refuse to set foot in a cast [[obsidian]] tile (or any other tiles previously occupied by [[magma]]).{{bug|8391}}  Occasionally, this can also occur when temperature calculations are still enabled. {{bug|1272}}
 
* When temperature calculations are disabled, dwarves will refuse to set foot in a cast [[obsidian]] tile (or any other tiles previously occupied by [[magma]]).{{bug|8391}}  Occasionally, this can also occur when temperature calculations are still enabled. {{bug|1272}}

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