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Difference between revisions of "v0.34:Temperature"
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''For temperature as it relates to choosing an embarkation site, see [[Climate]].'' | ''For temperature as it relates to choosing an embarkation site, see [[Climate]].'' | ||
{{buggy}} | {{buggy}} | ||
+ | |||
==Temperature scale== | ==Temperature scale== | ||
− | Dwarf Fortress | + | Temperatures in Dwarf Fortress are measured in the game's own, unnamed temperature scale, since termed "Degrees [[Main:Urist|Urist]]" by the community. Temperatures in Dwarf Fortress are stored as sixteen-bit unsigned integers, which translates into a minimum value of 0 °U and a technical maximum of 65535 °U (2<sup>16</sup>-1), although this is internally limited to 60000 °U—60001 °U is used for temperatures which have been set to <tt>NONE</tt>. Floating point values are not considered, and when they appear any decimals are either sheared off or rounded away by the game. Urists are scaled logically against the Celsius scale, so conversions are simple, if non-intuitive: |
− | |||
− | [[ | + | :<tt>[URIST]</tt> = <tt>[FAHRENHEIT]</tt> + 9968 |
− | + | :::: <tt>[CELSIUS]</tt> * 9/5 + 10000 | |
− | + | :::: <tt>[KELVIN]</tt> * 9/5 + 9508.33 | |
− | + | :::: <tt>[RANKINE]</tt> + 9508.33 | |
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+ | Some reference numbers: | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 33: | Line 21: | ||
! Kelvin | ! Kelvin | ||
! Rankine | ! Rankine | ||
− | |||
|- | |- | ||
− | | Boiling Point of Water | + | | [[#Boiling point|Boiling Point of Water]] |
| 10180 | | 10180 | ||
| 212 | | 212 | ||
Line 41: | Line 28: | ||
| 373.15 | | 373.15 | ||
| 671.67 | | 671.67 | ||
− | |||
|- | |- | ||
− | |Human Body Temperature | + | | [[Creature token#H|Human Body Temperature]] |
− | | | + | | 10067<sup>round</sup> |
| 98.6 | | 98.6 | ||
| 37.0 | | 37.0 | ||
| 310.15 | | 310.15 | ||
| 558.27 | | 558.27 | ||
− | |||
|- | |- | ||
| [[Water#Freezing point|Freezing Point of Water]] | | [[Water#Freezing point|Freezing Point of Water]] | ||
Line 57: | Line 42: | ||
| 273.15 | | 273.15 | ||
| 491.67 | | 491.67 | ||
− | |||
|- | |- | ||
− | | Absolute Zero | + | | [[wikipedia:Absolute zero|Absolute Zero]] |
− | | 9508 | + | | 9508<sup>round</sup> |
| -459.67 | | -459.67 | ||
| −273.15 | | −273.15 | ||
| 0 | | 0 | ||
| 0 | | 0 | ||
− | |||
|- | |- | ||
− | | | + | | Zero Degrees Urist |
| 0 | | 0 | ||
| -9968 | | -9968 | ||
− | | -5555. | + | | -5555.<span style="text-decoration:overline">5</span> |
− | | -5282. | + | | -5282.40<span style="text-decoration:overline">5</span> |
| -9508.33 | | -9508.33 | ||
|} | |} | ||
− | + | Values designated with ''round'' have been rounded internally to avoid decimals: for instance, the human body temperature is technically 10066.6, but has been rounded up to {{ct|10067}} in the [[raw file|raws]]. Also interesting is the fact that 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]], sometimes it's best not to ask questions. Temperature conversions are usually only useful when [[modding]], and can be annoying to do manually; luckily a simple [http://www.bay12forums.com/smf/index.php?topic=80523.0 temperature conversion utility] has been created for those who find themselves having to convert a lot of temperatures to and/or from degrees Urist often. | |
− | : | ||
− | : | ||
− | |||
− | |||
− | Examples of some temperatures encountered in DF, the most important ones in bold | + | Examples of some temperatures encountered in DF, the most important ones in bold: |
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
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| {{ct|09850}} | | {{ct|09850}} | ||
|- | |- | ||
− | | Outside, | + | | '''<span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Below this temperature fat, present on all all organic creatures, will start to take cold damage, eventually killing them.">Lowest survivable temperature</span>''' |
+ | | '''{{ct|09900}}''' | ||
+ | |- | ||
+ | | Outside, freezing climate (varies) | ||
| {{ct|09960}} | | {{ct|09960}} | ||
|- | |- | ||
Line 99: | Line 81: | ||
| '''{{ct|10000}}''' | | '''{{ct|10000}}''' | ||
|- | |- | ||
− | | | + | | <span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Nether-cap temperatures are fixed to 10000 degrees Urist, regardless of the surrounding environment.">Nether-cap</span> |
| {{ct|10000}} | | {{ct|10000}} | ||
|- | |- | ||
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| '''{{ct|10015}}''' | | '''{{ct|10015}}''' | ||
|- | |- | ||
− | | Dwarf/human homeotherm | + | | [[Creature token#H|Dwarf/human homeotherm]] |
| {{ct|10067}} | | {{ct|10067}} | ||
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| {{ct|10080}} | | {{ct|10080}} | ||
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− | | Tiles next to magma ([[warm stone]]) | + | | Tiles next to [[magma]] ([[warm stone]]) |
| {{ct|10075}} | | {{ct|10075}} | ||
|- | |- | ||
− | | | + | | '''<span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Above this temperature fat, present on all all organic creatures, will start to melt (turning into grease), eventually killing them.">Highest survivable temperature</span>''' |
− | | {{ct|10078}} | + | | '''{{ct|10078}}''' |
|- | |- | ||
− | | Water boils | + | | [[Water]] boils |
| {{ct|10180}} | | {{ct|10180}} | ||
|- | |- | ||
− | | Material is fire-safe | + | | Material is [[fire-safe]] |
| {{ct|11000}} | | {{ct|11000}} | ||
|- | |- | ||
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| {{ct|11500}} | | {{ct|11500}} | ||
|- | |- | ||
− | | Items on fire (max) | + | | Items on [[fire]] (max) |
| {{ct|11640}} | | {{ct|11640}} | ||
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| {{ct|12000}} | | {{ct|12000}} | ||
|- | |- | ||
− | | | + | | [[Creature]]s made of flame/fire |
| {{ct|14000}} | | {{ct|14000}} | ||
|- | |- | ||
− | | | + | | <span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Yes, dragonfire is roughly four times hotter than the surface of the sun. Nether-cap is the only usable dragonfire-safe material in the game, due to its fixed temperature.">[[Dragon]]fire</span> |
| {{ct|50000}} | | {{ct|50000}} | ||
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|} | |} | ||
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==Material values== | ==Material values== |
Revision as of 19:16, 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
Temperatures in Dwarf Fortress are measured in the game's own, unnamed temperature scale, since termed "Degrees Urist" by the community. Temperatures in Dwarf Fortress are stored as sixteen-bit unsigned integers, which translates into a minimum value of 0 °U and a technical maximum of 65535 °U (216-1), although this is internally limited to 60000 °U—60001 °U is used for temperatures which have been set to NONE. Floating point values are not considered, and when they appear any decimals are either sheared off or rounded away by the game. Urists are scaled logically against the Celsius scale, so conversions are simple, if non-intuitive:
- [URIST] = [FAHRENHEIT] + 9968
- [CELSIUS] * 9/5 + 10000
- [KELVIN] * 9/5 + 9508.33
- [RANKINE] + 9508.33
Some reference numbers:
Significance | DF Scale | Fahrenheit | Celsius | Kelvin | Rankine |
---|---|---|---|---|---|
Boiling Point of Water | 10180 | 212 | 100 | 373.15 | 671.67 |
Human Body Temperature | 10067round | 98.6 | 37.0 | 310.15 | 558.27 |
Freezing Point of Water | 10000 | 32 | 0 | 273.15 | 491.67 |
Absolute Zero | 9508round | -459.67 | −273.15 | 0 | 0 |
Zero Degrees Urist | 0 | -9968 | -5555.5 | -5282.405 | -9508.33 |
Values designated with round have been rounded internally to avoid decimals: for instance, the human body temperature is technically 10066.6, but has been rounded up to 10067 °U in the raws. Also interesting is the fact that temperatures in Dwarf Fortress can go far, far below absolute zero, which is physically impossible; considering Dwarf Fortress also allows perpetual motion, sometimes it's best not to ask questions. Temperature conversions are usually only useful when modding, and can be annoying to do manually; luckily a simple temperature conversion utility has been created for those who find themselves having to convert a lot of temperatures to and/or from degrees Urist often.
Examples of some temperatures encountered in DF, the most important ones in bold:
Event / location | Temperature |
---|---|
Alcohol freezes | 09850 °U |
Lowest survivable temperature | 09900 °U |
Outside, freezing climate (varies) | 09960 °U |
Underground, glacier ice | 09990 °U |
Water freezes | 10000 °U |
Nether-cap | 10000 °U |
Underground | 10015 °U |
Dwarf/human homeotherm | 10067 °U |
Outside, scorching climate (varies) | 10080 °U |
Tiles next to magma (warm stone) | 10075 °U |
Highest survivable temperature | 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 |
Dragonfire | 50000 °U |
Material values
Material properties |
Defined: Value • Color • Density • Strain at yield • Temperature values |
Derived: Magma safety • Fire safety |
Fluids: Depth • Flow • Pressure |
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.)