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=== Measuring temperature === | === Measuring temperature === | ||
− | Players can switch the in game display to Celsius (°C), Fahrenheit (°F), or Kelvin ( | + | Players can switch the in game display to Celsius (°C), Fahrenheit (°F), or Kelvin (°K). This Wiki will list values in both Celsius and Fahrenheit. Kelvin is the same as the Celsius scale, but shifted by +273.15°. Using Kelvin is not recommended for those who are unfamiliar with it, and isn't covered in this article. |
Internally, the game uses Celsius (°C) for all temperature functions, such as "too hot" or "too cold". As the game always rounds temperature to an integer ("whole number"), you can get a misleading indicator while using Fahrenheit. This inaccuracy normally isn't big, around 0.3°F. But if you want reliable temperature values, and ''especially'' if you are [[modding]], use Celsius or Kelvin. | Internally, the game uses Celsius (°C) for all temperature functions, such as "too hot" or "too cold". As the game always rounds temperature to an integer ("whole number"), you can get a misleading indicator while using Fahrenheit. This inaccuracy normally isn't big, around 0.3°F. But if you want reliable temperature values, and ''especially'' if you are [[modding]], use Celsius or Kelvin. | ||
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=== Creatures === | === Creatures === | ||
− | + | Pawns have a [[Maximum Comfortable Temperature]] and [[Minimum Comfortable Temperature]]. Going over {{Temperature|10||delta}} beyond these limits will start giving them [[heatstroke]] or [[hypothermia]]. Too hot or cold will cause [[burn]]s or [[frostbite]] over time. [[Insectoid]]s will experience [[hypothermic slowdown]] instead of hypothermia. Pawns will also receive negative [[mood]]lets based on how extreme the temperature is. The Gear tab shows aggregate stats about comfy temperatures. | |
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− | Pawns have a [[Maximum Comfortable Temperature]] and [[Minimum Comfortable Temperature]]. Going over {{Temperature|10||delta}} beyond these limits will start giving them [[heatstroke]] or [[hypothermia]]. | ||
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For humans, [[apparel]] will increase both comfortable thresholds, [[Apparel#Insulation|depending on the apparel type and material]] (e.g. [[wool]] [[parka]]s insulate well against cold). Colonists will try and wear items suitable for the temperature, unless they are forced otherwise. Colonists' moods ''ignore'' apparel when considering sleeping moodlets. So piling on the warmest apparel doesn't avoid a "Slept in the cold" bad thought if a bedroom is not adequately heated. | For humans, [[apparel]] will increase both comfortable thresholds, [[Apparel#Insulation|depending on the apparel type and material]] (e.g. [[wool]] [[parka]]s insulate well against cold). Colonists will try and wear items suitable for the temperature, unless they are forced otherwise. Colonists' moods ''ignore'' apparel when considering sleeping moodlets. So piling on the warmest apparel doesn't avoid a "Slept in the cold" bad thought if a bedroom is not adequately heated. | ||
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| style="text-align: center;| {{Temperature|16}} || Default [[human]] lower comfort limit without clothing modifiers.<br/>Sleeping below this temperature creates "Slept in the cold" thought in baseline humans. | | style="text-align: center;| {{Temperature|16}} || Default [[human]] lower comfort limit without clothing modifiers.<br/>Sleeping below this temperature creates "Slept in the cold" thought in baseline humans. | ||
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− | | style="text-align: center;| {{Temperature|10}} || Below this value [[Plants#Temperature|plant growth]] and food spoiling slowed.<br/>Food spoiling | + | | style="text-align: center;| {{Temperature|10}} || Below this value [[Plants#Temperature|plant growth]] and food spoiling slowed.<br/>Food spoiling is multiplied by a factor of (Temp)/10, in Celsius.<br/>Below this value work benches show "Bad temperature" and Work Speed is reduced to 70%. |
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− | | style="text-align: center;| {{Temperature| | + | | style="text-align: center;| {{Temperature|5}} || Food spoiling rate multiplied by a factor of 0.5 (half). |
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− | | style="text-align: center;| {{Temperature|1}} || Food spoiling rate multiplied by a factor of 0.1 | + | | style="text-align: center;| {{Temperature|1}} || Food spoiling rate multiplied by a factor of 0.1 (tenth). |
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| style="text-align: center;| {{Temperature|0}} || Plant growth and food spoiling stopped.<br/>[[Toxic wastepack]]s{{BiotechIcon}} do not dissolve. (They can still [[deteriorate]]) | | style="text-align: center;| {{Temperature|0}} || Plant growth and food spoiling stopped.<br/>[[Toxic wastepack]]s{{BiotechIcon}} do not dissolve. (They can still [[deteriorate]]) | ||
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=== Steam geysers === | === Steam geysers === | ||
− | [[File:Steam geyser | + | [[File:Steam geyser|56px|left|link=Environment#Steam geyser]] |
− | A steam geyser will heat up a roofed room even when covered with a [[geothermal generator]]. They are extremely useful for staying warm in frozen climates, but can overheat an indoors space in warmer biomes. | + | A steam geyser will heat up a roofed room even when covered with a [[geothermal generator]]. They are extremely useful for staying warm in frozen climates, but can overheat an indoors space in warmer biomes. |
=== Fire weapons === | === Fire weapons === | ||
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== Version history == | == Version history == | ||
* [[Beta 19]]/[[Version/1.0.0|1.0.0]] - Equalized [[mood]] penalties for being too hot and too cold. | * [[Beta 19]]/[[Version/1.0.0|1.0.0]] - Equalized [[mood]] penalties for being too hot and too cold. | ||
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{{Nav|temperature}} | {{Nav|temperature}} | ||
[[Category:Game mechanics]] [[Category:Buildings]] | [[Category:Game mechanics]] [[Category:Buildings]] |