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DF2012:Temperature
v0.34.11 · v0.31.25 · v0.28.181.40d · v0.23.130.23a This article is about the current version of DF. |
For temperature as it relates to choosing an embarkation site, see Climate.
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This feature has one or more outstanding bugs in the current release version. Please view the Bugs section. |
Contents |
[edit] Temperature scale
Dwarf Fortress uses its own temperature scale in most cases, often called "Degrees Urist" on this wiki. So if you see something like [HOMEOTHERM:10067], don't be amazed.
Magma's temperature is 12000 °U .
The highest possible temperature in Dwarf Fortress is 60000 °U — the temperature 60001 °U is used internally for temperatures which have been set to "NONE".
[edit] Conversion
[DF scale] = [FAHRENHEIT] + 9968
[DF scale] = [CELSIUS] * 9/5 + 10000
[DF scale] = [KELVIN] * 9/5 + 9508.33
[DF scale] = [RANKINE] + 9508.33
(Note: Mod-makers may find this Temperature Conversion Utility handy if they find themselves having to convert a lot of temperatures to and/or from Degrees Urist.)
[edit] Reference Chart
| Significance | DF Scale | Fahrenheit | Celsius | Kelvin | Rankine |
|---|---|---|---|---|---|
| Boiling Point of Water | 10180 | 212 | 100 | 373.15 | 671.67 |
| Human Body Temperature | 10066.62 | 98.6 | 37.0 | 310.15 | 558.27 |
| Freezing Point of Water | 10000 | 32 | 0 | 273.15 | 491.67 |
| Absolute Zero | 9508.332 | -459.67 | −273.15 | 0 | 0 |
| DF Scale's Zero1 | 0 | -9968 | -5555.555... | -5282.40555... | -9508.33 |
- 1. Yes, temperatures in Dwarf Fortress can go far, far below absolute zero, which is physically impossible. Considering Dwarf Fortress also allows perpetual motion, it's best not to ask questions.
- 2. Technically, fractional/decimal temperatures are not possible in Dwarf Fortress, as they are stored as unsigned 16-bit integers. For instance, body temp for humans in the raws is rounded to 10067 °U .
Examples of some temperatures encountered in DF, the most important ones in bold.
| Event / location | Temperature |
|---|---|
| Alcohol freezes | 09850 °U |
| Outside, freezing climate (varies) | 09960 °U |
| Underground, glacier ice | 09990 °U |
| Water freezes | 10000 °U |
| Nether-cap1 | 10000 °U |
| Underground | 10015 °U |
| Dwarf/human homeotherm | 10067 °U |
| Outside, scorching climate (varies) | 10080 °U |
| Tiles next to magma (warm stone) | 10075 °U |
| Fat melts | 10078 °U |
| Water boils | 10180 °U |
| Material is fire-safe | 11000 °U |
| Common stone melts (varies) | 11500 °U |
| Items on fire (max) | 11640 °U |
| Magma | 12000 °U |
| Material is magma-safe | 12000 °U |
| Creatures made of flame/fire | 14000 °U |
| Dragonfire2 | 50000 °U |
- 1. Nethercaps have a fixed temperature of 10000 °U regardless of their environment.
- 2. Yes, dragonfire is roughly four times hotter than the surface of the sun. Nether-cap is the only usable dragonfire-safe material, due to its fixed temperature.
[edit] Melting point
This is the temperature at which a liquid material will freeze, or a solid material will melt. In Dwarf Fortress, the melting point and freezing point coincide exactly — this is contrary to many real-life materials, which can be supercooled.
[edit] Boiling point
This is the temperature at which the material will boil or condense. Water boils at 10180 °U .
[edit] Ignition point
This is the temperature at which the material will catch fire.
[edit] Heat damage point
This is the temperature above which the material will begin to take heat damage. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.
[edit] Cold damage point
This is the temperature below which the material will begin to take frost damage.
[edit] Specific 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.
[edit] Fixed temperature
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.
Due to the way fixed temperature is handled, giving a material a fixed temperature will not cause its actual temperature to change accordingly — instead, its temperature will simply be permanently locked at whatever it was previously. Removing a material's fixed temperature, however, will cause all items made of it to heat or cool until reaching equilibrium with their surroundings.
The fixed temperature of a container does affect its contents, but you can't freeze water by putting it into a bucket made from nether-cap because water will not freeze until it cools below 10000 °U .
The fixed temperature of an inorganic material has no effect on unmined walls made from that material, though boulders will take on that temperature as they are produced via mining.
[edit] Bugs
- A calculation error causes objects in containers to maintain a 1 degree difference from the container, resulting in constant recalculation.Bug:6012 DFhack provides a tweak to stabilize the temperature of such objects.
- Temperature calculations have a significant impact on game performance. (Temperature calculations can be disabled in the D init.txt file.)
