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Difference between revisions of "v0.31:Temperature"
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− | {{ | + | {{quality|Fine|15:51 27 December 2011 (UTC)}}{{av}} |
− | {{ | + | |
+ | ''For temperature as it relates to choosing an embarkation site, see [[Climate]].'' | ||
+ | |||
==Temperature scale== | ==Temperature scale== | ||
− | Dwarf Fortress uses its own temperature scale in most cases, often called "Degrees Urist" on this wiki. | + | ''Dwarf Fortress'' uses its own temperature scale in most cases, often called "Degrees [[Main:Urist|Urist]]" on this wiki. |
So if you see something like [HOMEOTHERM:10067], don't be amazed. | 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". | ||
===Conversion=== | ===Conversion=== | ||
Line 13: | Line 19: | ||
[DF scale] = [KELVIN] * 9/5 + 9508.33 | [DF scale] = [KELVIN] * 9/5 + 9508.33 | ||
− | [DF scale] = [RANKINE] + | + | [DF scale] = [RANKINE] + 9508.33 |
+ | |||
+ | ''(Note: Mod-makers may find this [http://www.bay12forums.com/smf/index.php?topic=80523.0 Temperature Conversion Utility] handy if they find themselves having to convert a lot of temperatures to and/or from Degrees Urist.)'' | ||
+ | |||
+ | ===Reference Chart=== | ||
+ | |||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#ddd" | ||
+ | ! Significance | ||
+ | ! DF Scale | ||
+ | ! Fahrenheit | ||
+ | ! Celsius | ||
+ | ! Kelvin | ||
+ | ! Rankine | ||
+ | |||
+ | |- | ||
+ | | Boiling Point of Water | ||
+ | | 10180 | ||
+ | | 212 | ||
+ | | 100 | ||
+ | | 373.15 | ||
+ | | 671.67 | ||
+ | |||
+ | |- | ||
+ | |Human Body Temperature | ||
+ | | 10066.6<sup>2</sup> | ||
+ | | 98.6 | ||
+ | | 37.0 | ||
+ | | 310.15 | ||
+ | | 558.27 | ||
+ | |||
+ | |- | ||
+ | | Freezing Point of Water | ||
+ | | 10000 | ||
+ | | 32 | ||
+ | | 0 | ||
+ | | 273.15 | ||
+ | | 491.67 | ||
+ | |||
+ | |- | ||
+ | | Absolute Zero | ||
+ | | 9508.33<sup>2</sup> | ||
+ | | -459.67 | ||
+ | | −273.15 | ||
+ | | 0 | ||
+ | | 0 | ||
+ | |||
+ | |- | ||
+ | | DF Scale's Zero<sup>1</sup> | ||
+ | | 0 | ||
+ | | -9968 | ||
+ | | -5555.555... | ||
+ | | -5282.40555... | ||
+ | | -9508.33 | ||
+ | |} | ||
+ | |||
+ | <small> | ||
+ | :<sup>1</sup> - Yes, temperatures in Dwarf Fortress can go '''far, far''' below absolute zero, which is physically impossible. Considering Dwarf Fortress also allows [[water wheel#Perpetual motion|perpetual motion]], it's best not to ask questions. | ||
+ | :<sup>2</sup> - 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. | ||
+ | </small> | ||
+ | |||
+ | Some general information about temperatures in DF (copied from somewhere on the forums): | ||
+ | {| class="prettytable" | ||
+ | |- | ||
+ | ! Event / location | ||
+ | ! Temperature | ||
+ | |- | ||
+ | | alcohol freezes | ||
+ | | 9850 U | ||
+ | |- | ||
+ | | water freezes | ||
+ | | 10000 U | ||
+ | |- | ||
+ | | underground | ||
+ | | 10015 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 | ||
+ | |- | ||
+ | | magma | ||
+ | | 12000 U | ||
+ | |- | ||
+ | | [[titan]]/[[forgotten beast]] fire | ||
+ | | 14000 U | ||
+ | |- | ||
+ | | [[dragon]] fire | ||
+ | | 50000 U | ||
+ | |} | ||
==Melting point== | ==Melting point== | ||
− | This is the temperature at which | + | This is the temperature at which the material will melt. |
==Boiling point== | ==Boiling point== | ||
− | This is the temperature at which | + | This is the temperature at which the material will evaporate. |
==Ignition point== | ==Ignition point== | ||
− | This is the temperature at which | + | 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 [[wear|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 [[wear|damage]]. | ||
==Specific heat== | ==Specific heat== | ||
− | This determines how long it takes | + | 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. |
+ | |||
+ | ==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'' {{ct|10000}}. | ||
+ | |||
+ | 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. |
Latest revision as of 16:35, 2 March 2022
This article is about an older version of DF. |
For temperature as it relates to choosing an embarkation site, see Climate.
Temperature scale[edit]
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".
Conversion[edit]
[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.)
Reference Chart[edit]
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.
Some general information about temperatures in DF (copied from somewhere on the forums):
Event / location | Temperature |
---|---|
alcohol freezes | 9850 U |
water freezes | 10000 U |
underground | 10015 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 |
magma | 12000 U |
titan/forgotten beast fire | 14000 U |
dragon fire | 50000 U |
Melting point[edit]
This is the temperature at which the material will melt.
Boiling point[edit]
This is the temperature at which the material will evaporate.
Ignition point[edit]
This is the temperature at which the material will catch fire.
Heat damage point[edit]
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[edit]
This is the temperature below which the material will begin to take frost damage.
Specific heat[edit]
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.
Fixed temperature[edit]
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.