Difference between revisions of "Temperature"
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− | '''Temperature''' management is an important part of a productive colony | + | '''Temperature''' management is an important part of a productive colony. |
− | + | Temperature mostly affects pawn mood, food and corpse spoilage, and plant growth. Too hot or cold may lead to [[hypothermia|fatal]] [[heatstroke|conditions]], even to animals. | |
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− | This Wiki will list values in both Celsius and Farenheit | + | === Measuring Temperature === |
+ | Players can switch the in game display to Celsius (°C), Farenheit (°F), or Kelvin (°K). This Wiki will list values in both Celsius and Farenheit. Kelvin is the same as the Celsius scale with +273.15° - if you have a desire to use Kelvin, you probably don't need help with it. | ||
− | + | 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 Farenheit. This 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. | |
− | == | + | ==Temperature Changes== |
− | Outdoor temperature usually fluctuates slowly by day and season and is bounded by the climate of your biome. Be careful though, because unpredictable [[events]] like a [[cold snap]], [[volcanic winter]] or [[heat wave]] can also change outdoor temperature unexpectedly. | + | Outdoor temperature usually fluctuates slowly by day and season and is bounded by the climate of your [[biome]]. Be careful though, because unpredictable [[events]] like a [[cold snap]], [[volcanic winter]] or [[heat wave]] can also change outdoor temperature unexpectedly. No amount of added heat, even with modding tools, will affect the outdoor temperature. Otherwise, the outdoors is simply treated as another room, albeit a large one. |
− | + | Any place enclosed by [[wall]]s and other structures are considered indoors. Rooms that are ''Unroofed'' - no or minimal roof tiles - are considered outdoors, and will simply use outdoor temperatures. Rooms that are ''fully roofed'' are entirely subject to heat changes, and removing roof tiles will quickly equalize temperature with the outside. The exact flipover point between this and "uses outdoor" is not static and seems to change with room size. | |
− | === | + | ===Heat Transfer Between Rooms=== |
− | + | Temperature change ''within'' a room is instant. | |
− | + | Heat will also transfer from enclosed rooms to other rooms, and the outside. Heat travels through roofs, walls, and doors. Open doors and roofs will quickly "equalize" temperature to the outside. eat transfer only occurs in cardinal directions. Thus the corners of rooms can be eliminated without negatively affecting the insulation of a room. | |
− | + | Larger rooms have more thermal "mass", and their temperature changes more slowly than smaller rooms, but temperature equalization with the outside is proportional the length of the perimeter of the room in question. Thus, a square, which has the most interior volume per unit perimeter will equalize with the outside temperature slower than a room of the same interior area but with a longer perimeter, such as a thin rectangle. | |
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− | + | See [[Temperature#Temperature mechanics]] for more details. | |
− | + | ==Functions== | |
+ | === On Crops === | ||
+ | All [[biome]]s have a listed growing season. Some are very short (or, in extreme cold, non-existent) and others are "year round". Colonists avoid planting outdoors if it isn't growing season. Many players pick their starting location based on this, with year round being the easiest option. | ||
− | + | However, a year round climate is no guarantee of trouble-free farming experience. Just getting close to freezing will slow plant growth, reducing the output of crops. More, climates that do not freeze tend to get ''very'' hot in the summer season, hot enough to kill crops in some instances. In Rimworld, even equatorial locations have a "winter". [[Cold snap]]s can drop the temperatures below freezing for short periods - but long enough to, again, kill crops. | |
− | + | The short-term solution is to immediately harvest everything to save what you can. The long-term solution is some sort of greenhouse, making use of temperature controlled indoor structures, walled and roofed, with [[heater]]s, [[cooler]]s, [[sun lamp]]s, and possibly [[hydroponics]]. | |
− | === | + | === On Food === |
− | + | Warm temperatures rot food and corpses, the hotter the faster, and even "durable" foods like corn and rice will eventually rot away. Colder temperatures preserve food and corpses by slowing spoilage. Freezing temperatures stop spoilage entirely and preserve these items indefinitely. [[Cooler]]s will preserve food, so colonists starting with Electricity will quickly want to build a dedicated room. | |
− | + | Fertillized [[egg]]s will "ruined by temperature" outside of its comfortable range of {{Temperature|0|50}}. "Ruined" eggs may still be eaten as normal. | |
− | + | [[Deterioration]] is an entirely different mechanic, and items left outside will lose health regardless of temperature. | |
− | === | + | === On Creatures ==== |
− | + | Pawns have a [[Maximum Comfortable Temperature]] and [[Minimum Comfortable Temperature]]. Going over 10 C 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 instead experience [[hypothermic slowdown]]. Pawns will also recieve negative [[mood]]]lets based on how extreme the temperature is. | |
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− | + | For humans, [[clothing]] will increase both comfortable thresholds, depending on the clothing type and material. Colonists will try and wear items suitable for the temperature, unless they are forced otherwise. Colonists' moods ''ignore'' clothing when considering Slept in the Cold/Heat. So piling on the warmest clothing doesn't avoid a "slept in the cold" bad thought if a bedroom is not adequately heated. | |
− | + | Animals tend to have much higher comfortable thresholds. However, in extreme [[biome]]s, it may be necessary to build a "barn" of some sort with temperature control and designate indoor [[animal sleeping spot]]s to keep your herd warm/cool. | |
− | + | ===Fire=== | |
+ | Temperatures above 235 C will ignite flammable items and structures, depending on their material's [[flammability]]. All stone types and uranium have their flammability set to 0% and therefore objects made from them will not ignite or burn in any temperature. Steel, plasteel, silver, gold and jade are flammable as materials, but not as items. | ||
− | + | ==== Buildings ==== | |
+ | {{Rewrite|section=1|reason=Tone, Math, and Mechanics}} | ||
Temperature/heat transfer inside a room is instantaneous regardless of room size. This means long hallways can be used to transfer heat or cooling easily through a large base, using [[vent]]s to share most of that temperature into side rooms. | Temperature/heat transfer inside a room is instantaneous regardless of room size. This means long hallways can be used to transfer heat or cooling easily through a large base, using [[vent]]s to share most of that temperature into side rooms. | ||
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[[File:Heater.png|56px|left|link=Heater]] | [[File:Heater.png|56px|left|link=Heater]] | ||
The [[heater]] is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 18 W. It can be used to raise the temperature of a room to a likable {{Temperature|20}} (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base. | The [[heater]] is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 18 W. It can be used to raise the temperature of a room to a likable {{Temperature|20}} (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base. | ||
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A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticeable in extremely cold or hot environments. | A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticeable in extremely cold or hot environments. | ||
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[[File: SolarPinhole.png|64px]] | [[File: SolarPinhole.png|64px]] | ||
[[Psycasts#Regular_psycasts|Solar pinhole]] is a psycast that creates heat and light. It lasts five days. It is useful for emergency situations, such as power shortages during [[Events#Cold_snap|cold snaps]]. | [[Psycasts#Regular_psycasts|Solar pinhole]] is a psycast that creates heat and light. It lasts five days. It is useful for emergency situations, such as power shortages during [[Events#Cold_snap|cold snaps]]. | ||
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The maximum temperature is {{temperature|1000}} and the minimum is {{temperature|-270}}, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal unmodded gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature. The gear tab also shows aggregate stats about comfy temperatures. | The maximum temperature is {{temperature|1000}} and the minimum is {{temperature|-270}}, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal unmodded gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature. The gear tab also shows aggregate stats about comfy temperatures. | ||
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=== Temperature Thresholds === | === Temperature Thresholds === | ||
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− | + | == Temperature mechanics == | |
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Equalisation calculations happens once every 120 game ticks. | Equalisation calculations happens once every 120 game ticks. | ||
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Temperature seems to be measured to an extreme precision. A outdoor of {{Temperature|-9}} and a room of {{Temperature|2000}} have a difference around -9555.292C | Temperature seems to be measured to an extreme precision. A outdoor of {{Temperature|-9}} and a room of {{Temperature|2000}} have a difference around -9555.292C | ||
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=== Passive Equalisation === | === Passive Equalisation === |
Revision as of 01:25, 30 September 2022
|
This article is suggested to be rewritten. Reason: Tone, concisesness, verification and mechanics. You can help the RimWorld Wiki by improving it. |
Temperature management is an important part of a productive colony.
Temperature mostly affects pawn mood, food and corpse spoilage, and plant growth. Too hot or cold may lead to fatal conditions, even to animals.
Measuring Temperature
Players can switch the in game display to Celsius (°C), Farenheit (°F), or Kelvin (°K). This Wiki will list values in both Celsius and Farenheit. Kelvin is the same as the Celsius scale with +273.15° - if you have a desire to use Kelvin, you probably don't need help with it.
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 Farenheit. This 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.
Temperature Changes
Outdoor temperature usually fluctuates slowly by day and season and is bounded by the climate of your biome. Be careful though, because unpredictable events like a cold snap, volcanic winter or heat wave can also change outdoor temperature unexpectedly. No amount of added heat, even with modding tools, will affect the outdoor temperature. Otherwise, the outdoors is simply treated as another room, albeit a large one.
Any place enclosed by walls and other structures are considered indoors. Rooms that are Unroofed - no or minimal roof tiles - are considered outdoors, and will simply use outdoor temperatures. Rooms that are fully roofed are entirely subject to heat changes, and removing roof tiles will quickly equalize temperature with the outside. The exact flipover point between this and "uses outdoor" is not static and seems to change with room size.
Heat Transfer Between Rooms
Temperature change within a room is instant.
Heat will also transfer from enclosed rooms to other rooms, and the outside. Heat travels through roofs, walls, and doors. Open doors and roofs will quickly "equalize" temperature to the outside. eat transfer only occurs in cardinal directions. Thus the corners of rooms can be eliminated without negatively affecting the insulation of a room.
Larger rooms have more thermal "mass", and their temperature changes more slowly than smaller rooms, but temperature equalization with the outside is proportional the length of the perimeter of the room in question. Thus, a square, which has the most interior volume per unit perimeter will equalize with the outside temperature slower than a room of the same interior area but with a longer perimeter, such as a thin rectangle.
See Temperature#Temperature mechanics for more details.
Functions
On Crops
All biomes have a listed growing season. Some are very short (or, in extreme cold, non-existent) and others are "year round". Colonists avoid planting outdoors if it isn't growing season. Many players pick their starting location based on this, with year round being the easiest option.
However, a year round climate is no guarantee of trouble-free farming experience. Just getting close to freezing will slow plant growth, reducing the output of crops. More, climates that do not freeze tend to get very hot in the summer season, hot enough to kill crops in some instances. In Rimworld, even equatorial locations have a "winter". Cold snaps can drop the temperatures below freezing for short periods - but long enough to, again, kill crops.
The short-term solution is to immediately harvest everything to save what you can. The long-term solution is some sort of greenhouse, making use of temperature controlled indoor structures, walled and roofed, with heaters, coolers, sun lamps, and possibly hydroponics.
On Food
Warm temperatures rot food and corpses, the hotter the faster, and even "durable" foods like corn and rice will eventually rot away. Colder temperatures preserve food and corpses by slowing spoilage. Freezing temperatures stop spoilage entirely and preserve these items indefinitely. Coolers will preserve food, so colonists starting with Electricity will quickly want to build a dedicated room.
Fertillized eggs will "ruined by temperature" outside of its comfortable range of 0 °C – 50 °C (32 °F – 122 °F). "Ruined" eggs may still be eaten as normal.
Deterioration is an entirely different mechanic, and items left outside will lose health regardless of temperature.
On Creatures =
Pawns have a Maximum Comfortable Temperature and Minimum Comfortable Temperature. Going over 10 C beyond these limits will start giving them heatstroke or hypothermia. Too hot or cold will cause burns or frostbite over time. Insectoids will instead experience hypothermic slowdown. Pawns will also recieve negative mood]lets based on how extreme the temperature is.
For humans, clothing will increase both comfortable thresholds, depending on the clothing type and material. Colonists will try and wear items suitable for the temperature, unless they are forced otherwise. Colonists' moods ignore clothing when considering Slept in the Cold/Heat. So piling on the warmest clothing doesn't avoid a "slept in the cold" bad thought if a bedroom is not adequately heated.
Animals tend to have much higher comfortable thresholds. However, in extreme biomes, it may be necessary to build a "barn" of some sort with temperature control and designate indoor animal sleeping spots to keep your herd warm/cool.
Fire
Temperatures above 235 C will ignite flammable items and structures, depending on their material's flammability. All stone types and uranium have their flammability set to 0% and therefore objects made from them will not ignite or burn in any temperature. Steel, plasteel, silver, gold and jade are flammable as materials, but not as items.
Buildings
This section is suggested to be rewritten. Reason: Tone, Math, and Mechanics. You can help the RimWorld Wiki by improving it. |
Temperature/heat transfer inside a room is instantaneous regardless of room size. This means long hallways can be used to transfer heat or cooling easily through a large base, using vents to share most of that temperature into side rooms.
Try not to build long thin hallways connecting with the outdoors, or leave large solid rock clusters inside your base. This will increase your surface area to outdoor temperature and make indoor temperature more difficult to manage. Cut off outside hallways using doors and mine rock until all traces of outdoor area are gone.
Double thick walls and intermediate rooms act as an insulator and slow heat transfer. Note that walls thicker than two tiles will not insulate any better than a double wall. Surrounding a single walled room with an airgap and then an another single thick wall will also provide additional insulation but will be less than that of a double thick room of the same interior space. This can be useful when planning hallways and storage rooms around areas that colonists frequent such as bedrooms and work rooms. Any room that borders an outdoors area transfers more heat, and will usually be closer to outdoor temperature, even if the room borders solid rock.
Managing Temperature
Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures.
- Note: When adding coolers/heaters, it's important to know that a structure will always share the "outside" temperature until it is fully "indoors" (which usually means walls and/or doors). Adding coolers/heaters before this is fine, but they will not start to change the temperature until the area is defined as "indoors".
Cooler
The cooler is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable 20 °C (68 °F) (room temperature) in the summer or create a walk-in freezer for your food. In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base.
Coolers are heat pumps that produce both a cold side and a hot side. The hot side is rarely useful and should be directed to an outdoor space to not inconvenience your colony.
A cooler is theoretically able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. Example: In a realistic setup, this means it can cool a room with 50 squares by an average of about 36 K per square. So a room with 50 squares and an outside temperature of 60 °C (140 °F) can be cooled down to comfortable 24 °C (75.2 °F) or something near that with a single cooler.
Freezer
A freezer is the most straightforward use of coolers for a starting colony. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold "blue" zone of the cooler inside the room and the hot "red" tile to an outdoor area. Select the cooler temperature settings and reduce their target temperature so that they continue running below 0 °C (32 °F). As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten.
If your freezer area is more than about 50 squares, and/or you are living in an area with a hot summer, you will want 2 coolers (and perhaps more, see "adding coolers", below). Put one at 32, and the other at 30. With double walls, this will let one cooler "idle" at 20 W of power in cooler weather while the other easily keeps things frozen, but be available to help when needed for warmer weather.
Also, put a battery (or three) nearby on a power switch, close enough to connect to your coolers (6 tiles), but kept off your power grid once charged, on standby. If you have a power problem, you can immediately click "reconnect" on your coolers, which will take power directly from the battery (no power conduit needed), keeping your freezer frosty until you can fix the power problem.
Freezer Tips
Building freezers that can tolerate extreme heat, due to the biome or heat waves, can be challenging. The type of material used to build the walls does not matter because they all have the same insulation values. However, increasing the walls from 1-thick to 2-thick dramatically improves the insulation, but thickness beyond 2-thick does not have a noticeable effect. Never block a cooler's intake or exhaust port or else it won't function.
Freezers lose a great deal of cooling through doors as pawns open them. This loss can be offset by having doors arranged in sequence, one after another, at points of egress, in an "airlock" like fashion. The loss can be examined by mousing over the sections of the airlock to see the temperature. Using doors rather than autodoors can help reduce the cooling lost, though this slows down colonists.
The hot end of the Cooler is useful for climates where the temperature rarely gets above 20 °C (68 °F) and almost never above 30 °C (86 °F). Instead of pointing the freezer's hot end outside, point it directly into your base. This will increase your energy efficiency and may save a few components on Heaters.
Adding coolers
There may come a moment when you realize "I don't have enough coolers for this area...". If the weather is cool, that's not a big problem, but it's more likely that the weather will be brutally hot when you realize this. And it's also likely that it's your freezer that's not at "freezing" (since colonists can tough it out). If you open a wall to put in an additional cooler, your freezer immediately rockets to "outside" temperatures - which is probably a dealbreaker, rotting all your frozen items. So here's what you do...
Decide where in the current wall you will put your new cooler, and build a door outside where you will tear the existing wall down (you don't need "side walls" to support it). (A wall would "block" the cooler exhaust and prohibit construction, but a door will not!) Then, [f]orbid the door (so it doesn't get opened), and deconstruct your wall; the new door will maintain the area as "inside". Then build your cooler (remembering the orientation, warm side "out"). Once the new cooler has been installed, deconstruct the door, and you're done.
Passive cooler
The passive cooler is a very low-tech option automatically unlocked for tribal starts. They operate at the same strength as a Cooler and will cool rooms to a very comfortable 15 °C (59 °F) for 5 days. It needs to be fueled when it runs out of fuel.
Passive coolers are a life saver in extremely hot climates as they can be quickly built, are immune to electrical events and are easily massed in a heat wave. Use passive coolers to keep your living spaces survivable and chill rooms surrounding a freezer to further protect the products inside.
Heater
The heater is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 18 W. It can be used to raise the temperature of a room to a likable 20 °C (68 °F) (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.
A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticeable in extremely cold or hot environments. Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square. So a room with 50 squares and an outside temperature of -10 °C (14 °F) can be heated up to comfortable 26 °C (78.8 °F) or something near that with a single heater.
Campfire
Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise they produce the same amount of heat as an electrical heater.
They cannot raise the temperature to over 30 °C (86 °F).
Generators
Generators produce a non-negligible amount of heat for the room they occupy, especially when placed in numbers.
If placed strategically you can reduce the number of heaters and coolers necessary to manage the temperature in your base.
It's also worth noting that generators will continue to produce heat (and burn fuel) during solar flare events. If your colony is in a very cold climate, this can be used to ensure that critical sections such as hydroponics or barns for sensitive animals don't lose all their heat in a power outage.
Vent
A vent allows transfer of temperature and gases from one room to another.
Vents can have any building in front of it, but no walls. Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors. A vent can be designated to be closed, an action carried out by colonists assigned to Basic.
Steam Geysers
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
Weapons that generate fire such as Molotov cocktail and Incendiary launcher can be used to quickly generate heat inside your colony. Under normal conditions this is a bad idea because fires will quickly bring your base to intolerable temperatures. However in a bitter arctic climate with no wood and inadequate heaters, these weapons are your last defense against freezing to death. Draft your colonist and force them to open fire on an empty space, or burn spare corpses and rags to increase heat output.
Doors
Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce temperature equalization. A door can be left permanently open (mark the door to 'hold open' and have a pawn pass through) to help control temperature. Open doors allow temperature to more quickly equalize between rooms, or outdoors for exterior doors. Equalization through open doors is less potent than vents.
Solar Pinhole
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Solar pinhole is a psycast that creates heat and light. It lasts five days. It is useful for emergency situations, such as power shortages during cold snaps.
The maximum temperature is 1,000 °C (1,832 °F) and the minimum is -270 °C (-454 °F), very close to absolute zero. The minimum temperature is not encountered during normal unmodded gameplay, but fires in small enclosed spaces can reach the maximum temperature. The gear tab also shows aggregate stats about comfy temperatures.
Temperature Thresholds
It is important to know where Temperature might become an issue. Often multiple aspects have to be considered with Temperature: Pawn Limits, Sleeping Pawn Limits (which exclude clothing values), Workbench Limits, Plant Limits.
For example, the highest and lowest temperature pawns can survive is way above and below the temperature for plant growth and the temperature range of most workbenches. In extreme heat, even the spontaneous Combustion of Building Material becomes an issue.
Temperature | Effects |
---|---|
1,000 °C (1,832 °F) | Maximum value |
~235 °C (455 °F) | Items spontaneously catch fire |
50 °C (122 °F) | Animals max temperature |
44 °C (111.2 °F) | Plant growth slowed |
30 °C (86 °F) | Campfire max temperature |
26 °C (78.8 °F) | Default human upper comfort limit |
21 °C (69.8 °F) | Heater and Cooler default target |
17 °C (62.6 °F) | Passive cooler min temperature |
16 °C (60.8 °F) | Default human lower comfort limit |
10 °C (50 °F) | Below this value plant growth and food spoiling slowed. Food spoiling is divided by a factor equal to 10 divided by the temperature in Celsius |
9 °C (48.2 °F) | Food spoiling rate divided by a factor of 1.11. |
8 °C (46.4 °F) | Food spoiling rate divided by a factor of 1.25. |
7 °C (44.6 °F) | Food spoiling rate divided by a factor of 1.43. |
6 °C (42.8 °F) | Food spoiling rate divided by a factor of 1.66. |
5 °C (41 °F) | Food spoiling rate divided by a factor of 2. Bad temperature bench modifier |
4 °C (39.2 °F) | Food spoiling rate divided by a factor of 2.5. |
3 °C (37.4 °F) | Food spoiling rate divided by a factor of 3.33. |
2 °C (35.6 °F) | Food spoiling rate divided by a factor of 5. |
1 °C (33.8 °F) | Food spoiling rate divided by a factor of 10. |
0 °C (32 °F) | Plant growth and food spoiling stopped. |
-10 °C (14 °F) | Most plants die. |
-273 °C (-459.4 °F) | Minimum value. |
Temperature mechanics
Equalisation calculations happens once every 120 game ticks.
Temperature seems to be measured to an extreme precision. A outdoor of -9 °C (15.8 °F) and a room of 2,000 °C (3,632 °F) have a difference around -9555.292C
Passive Equalisation
This is equalisation via walls and roofs.
Walls will equalize towards the room on the other side. This can be another fully realized room or simply the outdoors. If the other side is not outdoors, that room will also equalize towards this room.
- The material of the walls does not matter. Wood is as isolating as any stone or metal. And unmined rocks are equally effective.
- The surface area does seem to matter. Basically, the game is using a 2D variant of the square-cube law, with walls taking the place of "surface area" and room size taking the place of "volume". As such square rooms are the most efficient at keeping temperatures.
- A 2nd layer halves the temperature equalisation via walls. Adding more than a 2nd layer of wall does not seems to have any effect.
- Furniture acts highly variable for this and even just the definition what is a room. Nutrient dispensers are one of the few items working fully like walls for equalisation purposes
Example wall equalisation values at -9555.208C difference:
- 1x1: -161.470°C
- 2x2: -81.235°C
- 3x3: -54.157°C
- 4x4: -40.618°C
- 5x5: -32.494°C
- 6x6: -27.078°C
- 7x7: -23.210°C
Example double wall equalisation values at -9555.208C difference:
- 1x1: -81.234°C
- 2x2: -40.617°C
- 3x3: -27.078°C
- 4x4: -20.309°C
- 5x5: -16.247°C
- 6x6: -13.539°C
- 7x7: -11.605°C
Roof is a major part with equalisation with the outdoor temperature. It will always equalize with the outdoor temperature, regardless what the room borders. However, the equalisation rate is also constant for all room sizes at the same temperature difference. There are 4 basic types of roof:
- unroofed
- Constructed (Thin Roof)
- Thin Rock (Thin Roof)
- Thick Rock
- Thin Roof at a difference of -9555.208C it is -57.331°C.
- unroofed tiles are looked at in relation to the total count of roofed tiles. With at least 1/4 unroofed the room will simply equalize to outdoor temperature on the next tick.
- thick roof isolate the same as thin roof. However, they also add a cooling effect if indoor temperature is above about 15 °C (59 °F); this effect is extremely small compared to other sources, however
Active Equalisation
While Vents, Coolers and open doors still keep rooms separated, they also equalize temperature at a very high rate. This rate is unfortunately not shown on any tooltip.
Torches, Campfires, Heaters and Passive coolers will directly modify the room temperature instead, adding/removing heat every equalisation tick as appropriate for their settings/current state.