Temperature

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Temperature is a core mechanic in Vintage Story. It can influence the player's body temperature, as well as plant growth and animal weight. Different regions will have different temperature bands, which significantly affect the placement of flora and fauna and therefore, the resulting type of biome.

Players can check the ambient temperature in the Character screen with C.

World generation

Depending on the chosen world generation settings, the game creates different temperature regions in the world. Under "realistic" settings, the game creates a gradient of temperature stretching from a cold "north pole" to a warm "southern equator". These points loop - if a player goes further north than the north pole, the temperature will start increasing again until hitting another "equator", and moving north beyond that will lead to another "pole".

Under "patchwork" settings, temperature regions are arbitrarily generated and distributed, meaning that it is possible to see very cold regions bordering hot deserts.

Temperature, alongside rock strata and rainfall , strongly affects the types of blocks that will generate. Therefore biomes are an emergent property of interactions between temperature, rainfall, and landform shape. High-temperature, high-moisture climates will result in a rainforest-style environment, while high-temperature, low-moisture climates create deserts.

Regional temperatures also vary over the course of the different seasons . Summer is the warmest season, and Winter is the coldest.

Technical

With admin privileges, you can use /wgen pos climate to see climate statistics, including current temperature and the yearly average temperature for the position you are standing at. The initial yearly average temperature obtained by running the above command is based on distance from the equator and influenced by elevation and a noise map, and cannot exceed -20°C or 40°C.


Temperature at a given time at a given block varies based on several factors:

  • Distance from the equator and month of the year
    • The yearly average temperature at sea level at the equator is 30°C, at the poles the average is -20°C, and in temperate climates the average is 10°C.[1]
    • Additionally, temperature varies based on the month of the year, by ±0°C at the equator, ±16.25°C in temperate regions and by ±32.5°C at the north and south poles.[2]
    • Above the equator, mid-January is the always coldest time of year and mid-July always is the hottest. The reverse is true below the equator.[3]
  • Time of day and rainfall
    • The hottest time of day is always 4pm and the coldest is always 4am.[4]
    • The temperature varies over the course of the day by as much as ±9°C in areas with 0% rainfall, and as much as ±2.5°C in areas with 100% rainfall.[5]
  • A climate noise map and elevation
    • A climate noise map is generated with the world that causes the random fluctuations seen in the yearly average temperatures over a region.
    • Yearly average temperature is decreased by roughly 1.5°C for every 10 blocks increase in elevation.[6]
  • Per day and per year noise fluctuations
    • Temperature fluctuates randomly but gradually over the course of a day or year, by up to +1°C per day and up to +3°C per year.[7]

Body temperature

If true winters is enabled, a seraph's body temperature needs to be kept at 37°C or more, otherwise they will suffer from cold damage, and might even end up freezing to death. There are currently no other penalties for having low body temperature. As of version 1.18.0, there is no penalty for overheating.

Body temperature can be maintained using various means, or can be disabled completely when creating a world by disabling true winters or increasing body temperature hardiness. Post-creation the following commands can be used:

/worldconfig harshWinters false
/worldconfig bodyTemperatureResistance -40


With true winters enabled, the player will start taking 0.2 damage every 10 seconds if they are at least 4 degrees too cold for more than 3 in-game hours straight.

Players may employ several tactics to ensure they stay warm in cold conditions:

  • Wearing warm clothes . Woolen or fur lined clothes tend to grant more temperature protection, and clothes lose temperature protection as their condition degrades.
  • Standing beside a lit firepit , forge , bloomery , pit kiln , burning wood or coal piles, lava or boiling water will warm the player up and raise their body temperature for a time even after stepping away from the heat source.
    • The warming range of a heat source will be much larger while in an enclosed room - open air heat sources will only heat up the area in very close proximity to them.
  • Staying in enclosed rooms will benefit the player, as their body temperature will be raised by 1°C as long as they stay inside.
  • Sprinting, sleeping and being on fire all increase body temperature.
  • Being wet will cause the player to lose heat faster.

Note: Torches, whether held or placed, do not raise body temperature

Enclosed rooms

Staying in enclosed rooms will benefit the player, as their body temperature will be raised by 1°C as long as they stay inside. Room calculation is quite generous in version 1.18.0, and enclosed rooms can be far larger than a cellar or greenhouse . The warming range of firepits will be larger indoors then outside (since version v1.14.8-rc.1) - enabling the player to efficiently warm up a room if there is a burning firepit in it.

A room is considered completely enclosed if there are no openings. An enclosed room must fulfill the following criteria:

  • The room cannot have any entrances aside from a door or trapdoor (rough doors do not count)
  • The room needs to be completely closed off by solid block faces. All the walls need to be complete, without any holes created by slabs or stairs - however, if the full faces of slabs or stairs are located to the inside of the room, they will count
    • Chiseled blocks count as valid blocks for rooms, with the following limitations: The inward facing side must be almost solid (less than 20 voxels missing), and at least 50% of the blocks volume must be retained
    • Slanted roof blocks count towards enclosing a room
  • The room can be a maximum size of 14x14x14. Specifically, any point of the room cannot be more than 14 blocks (counting inclusively) away from the room's walls. Diagonals for this calculation count as 2 blocks long.

Players can use the console command /debug rooms hi and /debug rooms unhi to highlight valid rooms. This is useful when trying to figure out whether or not a given space is considered a valid room.

Effect on plants

Wild crops are not killed by cold, but will not grow. Mushrooms will loose their harvestable tops when it is too cold, remaining only as stumps. Similarly, berry bushes will only flower and bear fruit when it is warm enough.

Cultivated crops have different tolerated temperature ranges. Crops suffer hot or cold damage very quickly once the ambient temperature is outside of their tolerated temperature range. If a crop suffers from cold, they will only yield half of their possible harvest, even if the temperatures go up again. They will however always drop one seed. Similarly, if a crop gets too hot while not yet ripe, they could suffer from heat damage, which will also halve the harvest. An already ripe crop will not be affected by this.

All crops will stop growing at 0°C, however some hardy crops can endure even lower temperatures without getting cold damage.

Grid cabbage.png Protip:
Keep in mind that cabbages only ever drop one per crop to begin with, however in their case frostbite or heatstroke means there is only a 25% chance for a plant to drop a cabbage - which comes down to 1 out of 4 crops will yield a harvest - the remaining crops will only drop their seeds when broken.


Effect on animals

Wild animals and unfed domesticated animals will lose weight over the colder months, resulting in less meat and less or no fat dropped on kill.

Bees will hibernate at freezing temperatures. See Beekeeping for specifics.

Video Tutorials

Detailed look at body temperature

Notes

History

Version Description
v1.19.0 Slanted roof blocks count now towards enclosing a room; adding full blocks or slabs below them to create a ceiling between the room and the attic is not required anymore.

References


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