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Difference between revisions of "v0.31:Temperature"

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This determines how long it takes an object to heat up or cool down. An object with high specific heat will change temperature more slowly.
 
This determines how long it takes an object to heat up or cool down. An object with high specific heat will change temperature more slowly.
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==Fixed temperature==
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A substance's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP {{L|material definition token}}.  The only standard material which uses this is the {{L|nether-cap}}, who's temperature is always at the freezing point.  If a substance's temperature is fixed to between its cold damage point and its heat damage point then items made from that substance will never suffer cold/heat damage, unless it's {{L|dump}}ed into {{L|magma}} or {{L|water}}.  This makes nether cap {{L|fire-safe}} and {{L|magma safe}}, in spite of being {{L|wood}}.
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The fixed temperature of an item is set when the item comes into existence, so you can't change the MAT_FIXED_TEMP token to cause an existing item to melt/burn/etc.
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The fixed temperature of a {{L|container}} has no effect on it's contents, so you can't freeze {{L|water}} by putting it into a {{L|bucket}} made from nether cap.
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The fixed temperature of a substance only effects items made from that substance.  For example, setting a type of rock to have a fixed temperature over its melting point won't cause walls made from that rock to instantly melt, cause ice walls adjacent to the rock walls to melt, or even cause them to be considered [[warm stone]].

Revision as of 10:13, 23 September 2011

This article is about an older version of DF.

For temperature as it relates to choosing an embarkation site, see Climate.

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 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

[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

Significance DF Scale Fahrenheit Celsius Kelvin Rankine
Human Body Temperature 10066.62 98.6 37.0 310.15 558.27
Freezing Point of Water 10000 32 0 273.15 491.67
Boiling Point of Water 10180 212 100 373.15 671.67
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 Template:L, 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
common stone melts 11500 U
magma 12000 U

Melting point

This is the temperature at which an object will melt. Any material with a melting (and ignite and heat damage) point over 12,000 °U is Template:L.

Boiling point

This is the temperature at which an object will evaporate.

Ignition point

This is the temperature at which an object will catch fire, if at all. If it doesn't it is Template:L.

Heat damage point

This is the temperature above which an object will begin to take Template:L. Flammable items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for about 9-10 months before disappearing.

Cold damage point

This is the temperature below which an object will begin to take Template:L.

Specific heat

This determines how long it takes an object to heat up or cool down. An object with high specific heat will change temperature more slowly.

Fixed temperature

A substance's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP Template:L. The only standard material which uses this is the Template:L, who's temperature is always at the freezing point. If a substance's temperature is fixed to between its cold damage point and its heat damage point then items made from that substance will never suffer cold/heat damage, unless it's Template:Led into Template:L or Template:L. This makes nether cap Template:L and Template:L, in spite of being Template:L.

The fixed temperature of an item is set when the item comes into existence, so you can't change the MAT_FIXED_TEMP token to cause an existing item to melt/burn/etc.

The fixed temperature of a Template:L has no effect on it's contents, so you can't freeze Template:L by putting it into a Template:L made from nether cap.

The fixed temperature of a substance only effects items made from that substance. For example, setting a type of rock to have a fixed temperature over its melting point won't cause walls made from that rock to instantly melt, cause ice walls adjacent to the rock walls to melt, or even cause them to be considered warm stone.