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The command temperature, or temp for short hand, allows you to see the temperature of your environment, your worn items, items you could wear and how your temperature is changing: towards cooling, warming or if it is stable.

Temperature is also a factor that requires characters to wear appropriate clothing for the environment if they want to avoid the penalties (that can include death) of being too warm or too cold.

Due to changes[1] instituted on April 4th, 2015, some or all of the information relating to the heating / cooling properties of clothing may need to be researched anew.

Mudlib-unconf.gif This page contains formulae or data from the distribution mudlib. This information may be several years out of date, so needs to be verified as correct. You can help by performing research to validate it.

Comments in the distribution mudlib mention that a temperature of 0 is about 20 degree Celsius in order for calculations to be relative to the optimal human body temperature. It is likely that this doesn't hold true everywhere since in some tables 0 is considered cold and ~20 is normal.

Environment temperature

Depending on geography, seasons and weather, outside rooms can vary greatly from being unbearably hot in the desert in summer to insanely cold in the Ramtops in winter. Temperature inside structures can also be very hot (smithies and forges) or very cold (freezer in the butcher's guild) but it tends to be stable and not to vary without magical or divine influence.

The weather line in outdoor room description is composed as follows:

It is <a/an> <temperature> <season>'s <period of day> with <wind>, <cloud cover> and <precipitation>.

The following messages are thought to be used both for the temperature command and the room's weather line.

However, it seems that messages obtained from these two sources do not always match. Perhaps your ambient temperature as reported by the temperature command is subject to other factors, or there is a time delay before one affects the other or quantum.

Intensity Temperature message
< -50 colder than a brass monkey
-50 ... -31 incredibly, unbelievably cold
-30 ... -21 dangerously cold
-20 ... -11 damn cold
-10 ... -4 freezing cold
-3 ... 0 very cold
1 ... 3 cold
4 ... 6 very chilly
7 ... 9 chilly
10 ... 12 slightly chilly
13 ... 15 cool
16 ... 19 pleasantly warm
20 ... 22 warm
23 ... 25 very warm
26 ... 30 reasonably hot
31 ... 35 hot
36 ... 40 very hot
41 ... 45 damn hot
46 ... 50 amazingly hot
> 50 incredibly, unbelievably hot

Worn objects and other effects

Objects that can be worn can be warming or cooling or have no impact.

Items that are not worn do not normally influence your temperature. Some items might still have an effect because of magic.

The degree of cooling or warming produced by an object should be determined by material and the areas covered.

Custom clothes should show this most strongly, while regular objects, being created one at at time might differ.

The various messages give by temperature-affecting items are:

Temperature Your <object> provides
< -18 an enormous amount of cooling
-18 ... -9 a lot of cooling
-8 ... -4 quite a lot of cooling
-3 ... -2 some cooling
-1 a bit of cooling
0 little or no effect
1 a bit of warmth
2 ... 3 some warmth
4 ... 8 quite a lot of warmth
9 ... 18 a lot of warmth
> 18 an enormous amount of warmth

There will be an "overall" message after all of these, as well, for the total amount of warmth or cooling your clothes provide. Other warming or cooling effects can show up here, too:

  • If you're wet: "... and you are wet".
  • If you're under the effects of Warm or Cool: "...and you are being {warmed|cooled} by the power of <deity>".
  • If you're wearing an elegant ring: "...and your temperature is being stabilised by a spinning elegant ring".


Objects change their impact based on the temperature of the environment research while others stay the same.

Linen and silk clothes are cooling, but only in warm environments. The warmer the environment, the more they will cool. If the temperature is not warm, they will have no effect. They will not bring you to a temperature lower than "quite comfortable."
Metal armours are warming when the room is hot, but have little or no effect when it is warm or colder, thus they do not help to bring you to a reasonable temperature.
Other materials grant the same amount of warming regardless of ambient temperature. Wool, fur, rubber, and latex are warmer than most other materials.

All normal clothes made of linen or silk that do not have a reason to be warming should probably be cooling. If they do not cool and it seems like an oversight, especially when found in very warm areas, they could be reported in bug reports for consideration.


The larger and more numerous the areas an object covers, the greater impact it should have on temperature.

Based on the weight of plate custom armour made of klatchian steel, these are the theorized relative dimensions covered for each zones:

Zone Factor
head face hair 2
neck 1
hands 1
arms 3
chest 4
back 3
abdomen 3
legs 6
feet 2

Since there are no pieces of plate custom armour that only covers one of head, face and hair how they are broken down is not yet known.

The coifs covers the head, hair and neck and thus should be able to determine the relative size of the face.


How your temperature is varying is also described by the temperature command:

Intensity You <change>
< -50 are freezing fast
-50 ... -21 are cooling down quickly
-20 ... -11 are cooling down
-10 ... -6 are cooling down slowly
-5 ... 5 will stay pretty much as you are
6 ... 10 are warming up slowly
11 ... 20 are warming up
21 ... 50 are warming up quickly
> 50 are cooking rapidly


Temperature regulation

The following measures can help you keep your body temperature comfortable.


  1. Developer Blogs: Recent Developments: Hot Stuff, posted on Sat Apr 4 14:39:58 2015

See also

External links