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Difference between revisions of "v0.34:Temperature"
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− | ==Melting point== | + | ==Material values== |
+ | ===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. | 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. | ||
− | ==Boiling point== | + | ===Boiling point=== |
This is the temperature at which the material will boil or condense. Water boils at {{ct|10180}}. | This is the temperature at which the material will boil or condense. Water boils at {{ct|10180}}. | ||
− | ==Ignition point== | + | ===Ignition point=== |
This is the temperature at which the material will catch fire. | This is the temperature at which the material will catch fire. | ||
− | ==Heat damage point== | + | ===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. | 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== | + | ===Cold damage point=== |
This is the temperature below which the material will begin to take frost [[wear|damage]]. | 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 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. | 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. | ||
− | ==Fixed temperature== | + | ===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]]. | 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]]. |
Revision as of 17:02, 12 July 2013
This article is about an older version of DF. |
For temperature as it relates to choosing an embarkation site, see Climate.
This feature has one or more outstanding bugs. Please view the Bugs section for details. |
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".
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 |
---|---|---|---|---|---|
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.
Material values
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.
Boiling point
This is the temperature at which the material will boil or condense. Water boils at 10180 °U .
Ignition point
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.
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.
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.
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.)