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<div class="mw-translate-fuzzy">
外気温はプレイヤーの体温だけでなく、植物の成長や動物の体重にも影響します。
外気温はプレイヤーの体温だけでなく、植物の成長や動物の体重にも影響します。
</div>


__TOC__
<div lang="en" dir="ltr" class="mw-content-ltr">
Players can check the ambient temperature in the Character screen with {{Keypress|C}}.
</div>


==Body Temperature==
<div lang="en" dir="ltr" class="mw-content-ltr">
A seraphs body temperature needs to be kept at 37°C or more, otherwise they will suffer from cold and might even end up freezing to death.
== World generation ==
With harsh winters enabled, the player will start taking damage if they are at least 4 degrees too cold for more than 3 ingame hours straight. The damage will tick every 10 seconds.<br>
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
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".
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
Under "patchwork" settings, temperature regions are arbitrarily generated and distributed, meaning that it is possible to see very cold regions bordering hot deserts.
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
Temperature, alongside rock strata and {{ll|Weather|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.
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
Regional temperatures also vary over the course of the different {{ll|seasons|seasons}}. Summer is the warmest season, and Winter is the coldest.
</div>
 
<div class="mw-translate-fuzzy">
==体温==
セラフの体温は37℃以上に保つ必要があります。さもなければ寒さに苦しみ、凍死してしまうかもしれません。
「厳しい冬」の設定が有効な場合、4℃以上の寒さにゲーム内時間で3時間以上連続してさらされた場合、ダメージを受け始めます。ダメージは10秒ごとに発生します。<br>
体温は様々な手段で保つことができ、ゲーム生成時の設定か下記コマンドで、完全に無効にすることもできます。
<code>/worldconfig bodyTemperatureResistance -40</code>
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
A seraph's body temperature needs to be kept at 37°C or more, otherwise they will suffer from cold and might even end up freezing to death. As of version 1.18.0, there is no penalty for overheating.
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
With harsh winters enabled, the player will start taking damage if they are at least 4 degrees too cold for more than 3 ingame hours straight. The damage will tick every 10 seconds.
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
Body temperature can be maintained using various means, or can be disabled completely when creating a world, or with the following world config command:
Body temperature can be maintained using various means, or can be disabled completely when creating a world, or with the following world config command:
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
<code>/worldconfig bodyTemperatureResistance -40</code>
<code>/worldconfig bodyTemperatureResistance -40</code>
</div>


===Warm Clothes===
<div lang="en" dir="ltr" class="mw-content-ltr">
Players can wear warm [[clothes]] to combat the cold. Make sure to pick woollen or fur lined clothes when going out in colder temperatures, and keep your clothing always repaired with [[linen]] stitches or twine.
Players may employ several tactics to ensure they stay warm in cold conditions. The first is by wearing warm {{ll|clothing|clothes}}. Woollen or fur lined clothes tend to grant more temperature protection, and clothes lose temperature protection as their condition degrades.
</div>


===Enclosed Rooms===
<div lang="en" dir="ltr" class="mw-content-ltr">
Staying in enclosed rooms will benefit the player, as their body temperature will be raised by 1°C as long as they stay inside.<br>
Different blocks and mechanics can also help heat up the player's surroundings. A torch held in the [[offhand]] or the active slot will raise the temperature slightly <sup>by how much?</sup>. Standing beside a lit {{ll|firepit|firepit}}, {{ll|forge|forge}} or {{ll|bloomery|bloomery}} will warm the player up and raise their body temperature for a time even after stepping away from the heat source. Burning wood or coal piles will have the same effect.
A room is considered completely enclosed if there are no openings and less than 50% skylight. This means, a room must fulfil the following criteria:
</div>
* the room cannot have any entrances except from those closed by a door - trapdoors do not count for this
* the room needs to be completely closed of by solid block faces, meaning all the walls need to be complete, without any chiselled elements, or 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
* windows in the walls count as enclosing elements, however if they are in the roof, they cannot take up more than 50% of the roof size
* the room can be a maximum size of 7x7x7, or specifically, any point of the room needs to be 14 Manhattan distance away from the rooms walls, counting from and including the starting point - with this counting system, diagonals count as 2 blocks


Additionally, the warming range of firepits will be larger indoors then outside (since version v1.14.8-rc.1) - effectively enabling the player to warm up a room if there is a burning firepit in it.
<div lang="en" dir="ltr" class="mw-content-ltr">
Note that only the firepit will be able to "heat up a room", as the firepit's warming range will be larger while in an enclosed room - other heat sources, or an open air firepit, will only heat up the area in very close proximity to them.
</div>


===Heating===
<div class="mw-translate-fuzzy">
Different blocks and mechanics can help heat up the players surroundings.<br>
===密閉された部屋===
A torch held in the off hand or the active slot will raise the temperature slightly. Standing beside a lit firepit, [[forge]] or [[bloomery]] will warm the player up and raise their body temperature for a time even after stepping away from the heat source. Burning wood or coal piles will have the same effect.<br>
密閉された部屋にいると、その間は体温が1℃上昇します。<br>
Note that only the firepit will be able to "heat up a room", as the firepit's warming range will be larger while in an enclosed room - other heat sources, or an open air firepit, will only heat up the area in very close proximity to them.
部屋に開口部がなく、明かり窓が50%未満の場合、完全に密閉されているとみなされます。つまり、部屋は以下の条件を満たす必要があります。
* 部屋にはドアで閉ざされた入り口以外には、入り口があってはなりません(トラップドアではいけません)。
* 部屋は固体ブロックの面で完全に閉じられている必要があります。つまり、すべての壁が完全である必要があり、ノミで削った構造や、ハーフブロックや階段で作られた穴があってはなりません。ただしハーフブロックや階段の全面が部屋の内側を向いている場合は問題ありません。
* 壁にある窓は壁として有効ですが、屋根にある場合は屋根の大きさの50%以上を占めることはできません。
* 部屋のサイズは最大7x7x7で、具体的には、部屋のどの場所も、出発点を含めて部屋の壁から14マンハッタン距離にある必要があります(対角線は2ブロックとカウントされます)。
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
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 {{ll|cellar|cellar}} or {{ll|greenhouse|greenhouse}}. The warming range of firepits will be larger indoors then outside (since version v1.14.8-rc.1) - effectively enabling the player to warm up a room if there is a burning firepit in it.
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
A room is considered completely enclosed if there are no openings and less than 50% sunlight inside. This means an enclosed room must fulfill the following criteria:
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
* 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
** Glass blocks in the walls count as enclosing elements; however, since they let in light, they cannot make up too much of the roof for an enclosed room
** Slanted roof blocks do '''not''' count towards an enclosed room and will need full blocks below them to fill the space
* 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.
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
Players can use the console command {{ic|/debug rooms hi}} and {{ic|/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.
</div>
 
<div class="mw-translate-fuzzy">
==植物の成長==
寒すぎると収穫できるキノコの上部が失われ、基部しか残りません。同様にベリーの茂みは十分に暖かい時にしか花が咲かず、実がつきません。<br>
穀物や野菜などの栽培可能な作物は、耐えられる温度が種のツールチップに記載されています。すべての作物は0℃で生育が止まりますが、丈夫な作物の中には低温でも凍傷にならないものもあります。凍傷になった作物は、たとえ気温が上がったとしても、可能な収穫量の半分しか収穫できません。しかし、種は必ずドロップします。<br>
同様に、まだ熟していない作物が高温にさらされた場合、高温障害を受ける可能性があり、この場合も収穫量が半減します。すでに熟した作物は影響を受けません。
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
Wild crops are not killed by cold, but will not grow. {{ll|Mushroom|Mushrooms}} will loose their harvestable tops when it is too cold, remaining only as stumps. Similarly, {{ll|Berry|berry bushes}} will only flower and bear fruit when it is warm enough.
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
{{ll|Farming|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.
</div>


==Plant Growth==
<div lang="en" dir="ltr" class="mw-content-ltr">
Mushrooms will loose their harvestable tops when it is too cold, remaining only as the stumps. Similarly, berry bushes will only flower and bear fruit when it is warm enough.<br>
All crops will stop growing at 0°C, however some hardy crops can endure even lower temperatures without getting cold damage.
Cultivable crops like grain and vegetables have their tolerated temperatures noted on the seed tool tip. All crops will stop growing at 0°C, however some hardy crops can suffer lower temperatures without getting frostbite. If a crop suffers from frostbite, they will only yield half of their possible harvest, even if the temperatures go up again. They will however always drop their seed. <br>
</div>  
Similarly, if a crop gets too hot while not yet ripe, they could suffer from heat damage, which will also half the harvest. An already ripe crop will not be affected by this.


{{Protip
{{Protip
|Icon=Grid cabbage.png
|Icon=Grid cabbage.png
|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.
|キャベツの場合はそもそもひとつしかドロップせず、霜焼けや高温障害の場合はドロップ確率が25%になります。つまり収穫したときに4つにひとつしか入手できず、それ以外は種のみがドロップします。
}}
}}


==Animal Weight==
<div class="mw-translate-fuzzy">
Wild animals and domesticated, but unfed animals, will loose weight over the colder months, resulting in less meat and less or no fat dropped on kill.
==動物の体重==
野生動物や家畜は寒い時期になると体重が減り、その結果、肉の量が減り、殺しても脂肪がドロップしなくなります。
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
Wild animals and unfed domesticated animals will lose weight over the colder months, resulting in less {{ll|meat|meat}} and less or no {{ll|fat|fat}} dropped on kill.
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
Bees will hibernate at freezing temperatures. See {{ll|Beekeeping|Beekeeping}} for specifics.
</div>
 
<div class="mw-translate-fuzzy">
== ビデオチュートリアル ==
{| class="wikitable"
|-
! 体温について詳しく考察
|-
| <youtube width="400" height="240">FIzm31iKAug</youtube>
|}
</div>


== Video Tutorials ==
{| class="wikitable"
{| class="wikitable"
|-
|-
! Detailed look at body temperature
! <span lang="en" dir="ltr" class="mw-content-ltr">Detailed look at body temperature</span>
|-
|-
| <youtube width="400" height="240">FIzm31iKAug</youtube>
| <youtube width="400" height="240">FIzm31iKAug</youtube>
|}
|}


{{Navbox|Vintage Story}}
{{Game navbox}}
[[Category:Guides{{#translation:}}]]

Latest revision as of 19:55, 2 February 2024

外気温はプレイヤーの体温だけでなく、植物の成長や動物の体重にも影響します。

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

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.

体温

セラフの体温は37℃以上に保つ必要があります。さもなければ寒さに苦しみ、凍死してしまうかもしれません。 「厳しい冬」の設定が有効な場合、4℃以上の寒さにゲーム内時間で3時間以上連続してさらされた場合、ダメージを受け始めます。ダメージは10秒ごとに発生します。
体温は様々な手段で保つことができ、ゲーム生成時の設定か下記コマンドで、完全に無効にすることもできます。 /worldconfig bodyTemperatureResistance -40

A seraph's body temperature needs to be kept at 37°C or more, otherwise they will suffer from cold and might even end up freezing to death. As of version 1.18.0, there is no penalty for overheating.

With harsh winters enabled, the player will start taking damage if they are at least 4 degrees too cold for more than 3 ingame hours straight. The damage will tick every 10 seconds.

Body temperature can be maintained using various means, or can be disabled completely when creating a world, or with the following world config command:

/worldconfig bodyTemperatureResistance -40

Players may employ several tactics to ensure they stay warm in cold conditions. The first is by wearing warm clothes . Woollen or fur lined clothes tend to grant more temperature protection, and clothes lose temperature protection as their condition degrades.

Different blocks and mechanics can also help heat up the player's surroundings. A torch held in the offhand or the active slot will raise the temperature slightly by how much?. Standing beside a lit firepit , forge or bloomery will warm the player up and raise their body temperature for a time even after stepping away from the heat source. Burning wood or coal piles will have the same effect.

Note that only the firepit will be able to "heat up a room", as the firepit's warming range will be larger while in an enclosed room - other heat sources, or an open air firepit, will only heat up the area in very close proximity to them.

密閉された部屋

密閉された部屋にいると、その間は体温が1℃上昇します。
部屋に開口部がなく、明かり窓が50%未満の場合、完全に密閉されているとみなされます。つまり、部屋は以下の条件を満たす必要があります。

  • 部屋にはドアで閉ざされた入り口以外には、入り口があってはなりません(トラップドアではいけません)。
  • 部屋は固体ブロックの面で完全に閉じられている必要があります。つまり、すべての壁が完全である必要があり、ノミで削った構造や、ハーフブロックや階段で作られた穴があってはなりません。ただしハーフブロックや階段の全面が部屋の内側を向いている場合は問題ありません。
  • 壁にある窓は壁として有効ですが、屋根にある場合は屋根の大きさの50%以上を占めることはできません。
  • 部屋のサイズは最大7x7x7で、具体的には、部屋のどの場所も、出発点を含めて部屋の壁から14マンハッタン距離にある必要があります(対角線は2ブロックとカウントされます)。

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) - effectively enabling the player to warm up a room if there is a burning firepit in it.

A room is considered completely enclosed if there are no openings and less than 50% sunlight inside. This means 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
    • Glass blocks in the walls count as enclosing elements; however, since they let in light, they cannot make up too much of the roof for an enclosed room
    • Slanted roof blocks do not count towards an enclosed room and will need full blocks below them to fill the space
  • 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.

植物の成長

寒すぎると収穫できるキノコの上部が失われ、基部しか残りません。同様にベリーの茂みは十分に暖かい時にしか花が咲かず、実がつきません。
穀物や野菜などの栽培可能な作物は、耐えられる温度が種のツールチップに記載されています。すべての作物は0℃で生育が止まりますが、丈夫な作物の中には低温でも凍傷にならないものもあります。凍傷になった作物は、たとえ気温が上がったとしても、可能な収穫量の半分しか収穫できません。しかし、種は必ずドロップします。
同様に、まだ熟していない作物が高温にさらされた場合、高温障害を受ける可能性があり、この場合も収穫量が半減します。すでに熟した作物は影響を受けません。

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:
キャベツの場合はそもそもひとつしかドロップせず、霜焼けや高温障害の場合はドロップ確率が25%になります。つまり収穫したときに4つにひとつしか入手できず、それ以外は種のみがドロップします。


動物の体重

野生動物や家畜は寒い時期になると体重が減り、その結果、肉の量が減り、殺しても脂肪がドロップしなくなります。

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.

ビデオチュートリアル

体温について詳しく考察
Detailed look at body temperature


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