v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

v0.31 Talk:Temperature

From Dwarf Fortress Wiki
Jump to navigation Jump to search

"Warm"[edit]

Code analysis reveals that 10075 U is the threshold for "warm" for a tile. Piwowk 13:58, 8 May 2011 (UTC)

Conversion corrections[edit]

The conversions are faulty, if you should give many temperatures to konvert to, you should see to that the conversions are the same at more than one point...
--Zorbeltuss 10:55, 25 June 2010 (UTC)
Or rather the same at any point concerning the Kelvin and Rankine scales...
--Zorbeltuss 10:59, 25 June 2010 (UTC)

The Kelvin and Rankine scales are not directly equivalent. Kelvin scale has the same degree interval as Celsius, while Rankine scale has the same degree interval as Fahrenheit. Nevertheless, the Rankine conversion equation is wrong, so I'll fix it. --DeMatt 11:28, 25 June 2010 (UTC)
Ah, I put it badly, as I didn't know the exact numbers to be put I couldn't decide if the number to add from Rankine or Kelvin were right, so I couldn't fix it my self, the multiplier was correct though... --Zorbeltuss 16:03, 8 July 2010 (UTC)
the numbers seem to be correct now though--Roderik 15:03, 11 August 2010 (UTC)
The conversions are still faulty, the conversion between Celsius and Kelvin is (C + 273 = K), so if the Celsius temperature is [DF scale] = [CELSIUS] * 9/5 + 10000 than Kelvin can't be [DF scale] = [KELVIN] * 9/5 + 9508.33. It should be [DF scale] = [KELVIN] * 9/5 + 9727 --Hypoaktivna ovca 15:45, 27 October 2010 (UTC)
The original was correct: C * 9/5 + 10000 = (K - 273.15) * 9/5 + 10000 = K * 9/5 - (273.15 * 9/5) + 10000 = K*9/5 - 491.67 + 10000 = K * 9/5 + 9508.33. One way to verify this is that zero Kelvin should give the same result as zero Rankine, since they are the same temperature; likewise 273.15 Kelvin and zero Celsius. --Neil 13:39, 29 October 2010 (UTC)

Physics of Absolute Zero[edit]

May I point you to another error? It is just a small one, and has nothing to do with conversion from one scale to another. The absolute zero (zero Kelvin) is the temperature that causes the molecules of an ideal gas to stop completely. Therefore, it is only the absolute zero point for an ideal gas. So, in theory, it is actually possible to reach temperatures below 0 Kelvin. -- Amras 14:59, 23 January 2011 (UTC)

Interesting. And this has what, precisely, to do with physics as modeled by Dwarf Fortress? --DeMatt 20:14, 23 January 2011 (UTC)
Interesting. Although this doesn't have anything to do with DF Physics, I'd like to point out that while it is true that at absolute zero the molecules of an ideal gas stop moving it should be pointed that any other medium (as in any real-world particles) would have even less freedom of movement than ideal gas. As temperature is defined as the amount of vibration in the atomic level of the particles this would mean that as soon as the particles are not moving at all the temperature is actually the same as cooling should cause the particles to exhibit negative vibration, which is of course impossible. Thus there is no error in saying that it is physically impossible to go below absolute-zero. (Sorry for the technical rant but I just wanted to correct erroneous ideas.) --Egodeus 10:29, 23 June 2011 (UTC)

Effect on evaporation[edit]

Couldn't find any information anywhere, so I'm asking here. Does anyone know if temperature affects evaporation? Is it possible, for example, to line a cavern floor with nether-cap in order to get rid of 1/7 magma faster, thus speeding up the "reset" time of a magma trap?

I will try to test this in my current fort, but it will take some time to get results. --DrunkenMonk 18:24, 17 April 2011 (UTC)