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.

Editing 40d Talk:Temperature

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 4: Line 4:
  
 
:This is why kindling, which is easy to ignite, is used to set other things on fire. It's also why this can be so difficult to do--a burning tree will ignore nearby clothes, which burn hotter and faster than the tree does, but will not bones. (I even tried lighting all the other plants and trees on fire, and I still couldn't get the bones to start burning. Grass burns very hot fast, generating a lot of heat that dissipates just as quickly. Mine fires burn cooler and slower, to the point the coal could possibly be better described as 'roasting'. The heat does not dissipate easily, however, and can be very dangerous. I can't really answer your question, and I'm not totally sure the model I described is accurate, but I hope this explanation helps anyway. --[[User:Navian|Navian]] 16:38, 13 November 2008 (EST)
 
:This is why kindling, which is easy to ignite, is used to set other things on fire. It's also why this can be so difficult to do--a burning tree will ignore nearby clothes, which burn hotter and faster than the tree does, but will not bones. (I even tried lighting all the other plants and trees on fire, and I still couldn't get the bones to start burning. Grass burns very hot fast, generating a lot of heat that dissipates just as quickly. Mine fires burn cooler and slower, to the point the coal could possibly be better described as 'roasting'. The heat does not dissipate easily, however, and can be very dangerous. I can't really answer your question, and I'm not totally sure the model I described is accurate, but I hope this explanation helps anyway. --[[User:Navian|Navian]] 16:38, 13 November 2008 (EST)
 
:I was hoping for specific in-game temperatures e.g. to make a material that will melt if on a tile that is on fire. Also, what happens to an object that melts in open air (rather than in magma) and then is allowed to cool back down? [[User:Random832|Random832]] 02:36, 21 November 2008 (EST)
 
 
Materials without specific melting points can still melt. This means there is some default melting point (resp. boiling point) value assigned to materials that don't specify it. [[User:VengefulDonut|VengefulDonut]] 20:17, 20 November 2008 (EST)
 
 
== Searching for the default melting point ==
 
 
I plan to search for the default melting point (by setting my adventurer to FIXED_TEMP at various levels and seeing at what point rocks melt) - as a baseline, does anyone know if a magma man (temp 12,000) will melt ordinary stone? We know magma itself (temp 12,568) will. Also, what's the basis for the claim that magma's temperature is 12568? [[User:Random832|Random832]] 02:42, 21 November 2008 (EST)
 
:When I use Dtil to examine tiles containing magma, it lists a temperature of exactly 12000. I'm not sure if this is an issue of outdated information or dtil adjusting values. By comparison, excavated underground tiles have a temperature of 10015, and outdoor tiles currently vary from 10051 to 10056 (early Autumn, and I'm in a Temperate climate where water neither evaporates nor freezes). --[[User:Quietust|Quietust]] 00:06, 23 August 2009 (UTC)
 
::As a further test, I dropped some pig iron bars (which have a melting point of 12106) into some magma and let them sit in there for about a month. They never melted. I can only assume that the tests that led to the conclusion of magma's temperature being 12568 were performed incorrectly. --[[User:Quietust|Quietust]] 21:09, 20 October 2009 (UTC)
 
:::In one final test, I lowered Iron's melting point to 12001 and confirmed that all of the goblinite in my magma pipe was still solid. Upon dropping its melting point to 12000, all of the goblinite instantly melted. I'd say the number 12568 is either from an old version or is entirely bogus. --[[User:Quietust|Quietust]] 21:13, 20 October 2009 (UTC)
 
::::Just did a bunch of tests with dtil, and was able to conclude that ordinary stone melts at exactly 11500 and boils at exactly 14000 (modded a stone to have [SPEC_HEAT:1] so it would heat up to the ambient temperature as quickly as possible). --[[User:Quietust|Quietust]] 22:10, 6 November 2009 (UTC)
 
:::::...as is indicated directly in "file changes.txt", apparently since version 0.22.120.23b. Of course, it also lists default melting points for gems which would suggest that all gemstones (aside from diamonds) are magma-safe (melting at 12268 and boiling at 14368), even though this is clearly not the case in 0.28.181.40d. --[[User:Quietust|Quietust]] 21:18, 24 November 2009 (UTC)
 
 
== Coal Fires ==
 
 
[http://www.bay12games.com/forum/index.php?topic=31244.0 Stupid Coal Tricks]
 
 
== DF: Temp check in game? ==
 
 
Is it possible to check the current temp from inside a Dwarf Fortress main game?[[User:Kenji 03|Kenji 03]] 15:03, 18 July 2009 (UTC)
 
 
== Hardcoded temperatures ==
 
While items made of WOOD, STONE, METAL, BONE, LEATHER, SILK, and PLANT (cloth) can have all of their various materials configured via raws, most other materials have hardcoded temperatures in this version.
 
Temperatures which are not listed below are assumed to be NONE:
 
* IVORY / HORN - same temperatures as BONE
 
* AMBER - HEATDAM 11000, SPEC 1000
 
* CORAL / PEARL / SHELL - HEATDAM 10600, SPEC 1000
 
* GLASS_GREEN / GLASS_CLEAR / GLASS_CRYSTAL - MELT 13600, BOIL 16000, SPEC 700
 
* SAND (unused) - MELT 13600, BOIL 16000, no IGNITE/HEATDAM/COLDDAM, SPEC 835
 
* WATER / LYE / PLANT_ALCOHOL - MELT 10000, BOIL 10180, SPEC 4181
 
* COAL - BOIL 16708, IGNITE 11440, SPEC 409
 
* POTASH / ASH / PEARLASH / MUD / GRIME - SPEC 800
 
* RENDERED_FAT / FAT - MELT 10180, BOIL 10360, IGNITE 10180, SPEC 4181
 
* SOAP_ANIMAL - MELT 10180, BOIL 10360, SPEC 800
 
* VOMIT / BLOOD_NONSPECIFIC / SLIME / BLOOD_SPECIFIC / FILTH_B / FILTH_Y / UNKNOWN_SUBSTANCE - MELT 10000, BOIL 10180, HEATDAM 10180, SPEC 4181
 
* SALT - MELT 11442, BOIL 12637, SPEC 854
 
--[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 20:49, 3 June 2022 (UTC)
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Please sign comments with ~~~~

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)