|This article is about an older version of DF.|
For temperature as it relates to choosing an embarkation site, see Climate.
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.
For example, magma's temperature is 12,000° Urist.
The highest possible temperature in Dwarf Fortress is 60,000°U - the temperature 60,001°U is used internally for temperatures which have been set to "NONE".
[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.)
|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|
|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.
Some general information about temperatures in DF (copied from somewhere on the forums):
|Event / location||Temperature|
|alcohol freezes||9850 U|
|water freezes||10000 U|
|outside (varies)||10048 U|
|dwarf/human body temp||10067 U|
|floor above magma||10075 U|
|fat melts||10078 U|
|water boils||10180 U|
|material is fire-safe||11000 U|
|common stone melts||11500 U|
|burning coal (max)||11640 U|
|titan/forgotten beast fire||14000 U|
|dragon fire||50000 U|
This is the temperature at which the material will melt.
This is the temperature at which the material will evaporate.
This is the temperature at which the material will catch fire.
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.
Cold damage point
This is the temperature below which the material will begin to take frost damage.
This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will change temperature more slowly.
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 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.