Temperature
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.
Contents
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 This information may be several years out of date, so needs to be verified as correct.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 large amount of cooling |
-8 ... -4 | a moderate amount of cooling |
-3 ... -2 | a small amount of cooling |
-1 | a tiny amount of cooling |
0 | little or no effect |
1 | a tiny amount of warmth |
2 ... 3 | a small amount of warmth |
4 ... 8 | a moderate amount of warmth |
9 ... 18 | a large amount 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".
Material
Some items change their impact based on the temperature of the environment research If this has been marked on a page, it's because there was something that probably isn't known, that the person who edited the page thinks could be found out. Perhaps you could figure this thing out, and be famous evermore. while others stay the same.
- Most linen and silk clothes provide 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." Their cooling will only compensate for environmental heat and not armor or other clothing heat. If you have more silk than is required to reach an ideal temperature, the cooling will be shared among the items, and the reported cooling will be lower per item.
- Togas of any material from Linze the tailor and thick silk clothing from Nicolette provide either warmth or cooling based on the environment.
- 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 warmth 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.
Areas
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.
Variation
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 |
Effects
- Characters who are hot for too long will suffer from heatstroke, causing stat loss of intelligence and wisdom, then death.
- Characters who are cold for too long will suffer from hypothermia, causing stat loss of constitution and strength, then death.
- Being too cold and wet can make you catch a cold.
Temperature regulation
The following measures can help you keep your body temperature comfortable.
- Wearing warm clothes (wool, cotton, leather, etc.) or cooling clothes (linen or silk).
- Priests and followers of Gapp or Hat, respectively, can perform Cool or Warm repeatedly to make someone's temperature change from slow to fast.
- Wizards can make elegant ring with the spell Gillimer's Ring of Temperate Weather. The ring encases you in a bubble that maintains the body temperature of the wearer at the moment the ring started to be worn.
- Wizards can cast Patient Taming of the Quantum Weather Butterfly to make a room warmer or colder.
- Staying in temperate rooms, mostly inside since outside rooms vary with the weather and seasons, is of course very efficient if possible.
- According to the distribution mudlib, drinking when hot cools you and eating when cold warms you. research If this has been marked on a page, it's because there was something that probably isn't known, that the person who edited the page thinks could be found out. Perhaps you could figure this thing out, and be famous evermore.
References
See also
- Seasons
- Weather
- Heatstroke
- Hypothermia
- Stat effects
- Common cold
- Wet
- Cool (ritual)
- Warm (ritual)
- Elegant ring
- Gillimer's Ring of Temperate Weather
- Patient Taming of the Quantum Weather Butterfly