Temperature/es: Difference between revisions

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(Created page with "===Habitaciones cerradas=== Permanecer en habitaciones cerradas beneficiará al jugador, ya que su temperatura corporal aumentará 1°C mientras permanezca dentro.<br> Una habitación se considera completamente cerrada si no tiene aberturas y menos del 50% al aire libre. Esto significa que una habitación debe cumplir los siguientes criterios: * la habitación no puede tener ninguna entrada salvo las cerradas por una puerta o trampilla * la sala debe estar completamente...")
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La temperatura exterior puede influir en la temperatura corporal de los jugadores, así como en el crecimiento de las plantas y el peso de los animales.
La temperatura exterior puede influir en la temperatura corporal de los jugadores, así como en el crecimiento de las plantas y el peso de los animales.
</div>


__TOC__
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Players can check the ambient temperature in the Character screen with {{Keypress|C}}.
</div>


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== World generation ==
</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">
==Temperatura corporal==
==Temperatura corporal==
La temperatura corporal de un jugador debe mantenerse a 37ºC o más, de lo contrario sufrirá frío e incluso podría llegar a morir congelado.
La temperatura corporal de un jugador debe mantenerse a 37ºC o más, de lo contrario sufrirá frío e incluso podría llegar a morir congelado.
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La temperatura corporal se puede mantener utilizando varios medios, o se puede desactivar completamente al crear un mundo, o con el siguiente comando de configuración del mundo:
La temperatura corporal se puede mantener utilizando varios medios, o se puede desactivar completamente al crear un mundo, o con el siguiente comando de configuración del mundo:
<code>/worldconfig bodyTemperatureResistance -40</code>
<code>/worldconfig bodyTemperatureResistance -40</code>
</div>


===Ropa de abrigo===
<div lang="en" dir="ltr" class="mw-content-ltr">
Los jugadores pueden llevar [[clothes/es|ropa]] de abrigo para combatir el frío. Asegúrate de elegir ropa de lana o forrada de piel cuando salgas a temperaturas más frías, y mantén tu ropa siempre reparada con [[linen/es|lino]] puntadas o cordeles.
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:
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
<code>/worldconfig bodyTemperatureResistance -40</code>
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
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>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
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.
</div>
 
<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>


<div class="mw-translate-fuzzy">
===Habitaciones cerradas===
===Habitaciones cerradas===
Permanecer en habitaciones cerradas beneficiará al jugador, ya que su temperatura corporal aumentará 1°C mientras permanezca dentro.<br>
Permanecer en habitaciones cerradas beneficiará al jugador, ya que su temperatura corporal aumentará 1°C mientras permanezca dentro.<br>
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* por desgracia, los bloques de tejado inclinado no cuentan para una habitación cerrada y necesitarán bloques completos debajo de ellos para llenar el espacio
* por desgracia, los bloques de tejado inclinado no cuentan para una habitación cerrada y necesitarán bloques completos debajo de ellos para llenar el espacio
* la habitación puede tener un tamaño máximo de 7x7x7, o específicamente, cualquier punto de la habitación tiene que estar a 14 Manhattan de distancia de las paredes de la habitación, contando desde e incluyendo el punto de partida - con este sistema de conteo, las diagonales cuentan como 2 bloques
* la habitación puede tener un tamaño máximo de 7x7x7, o específicamente, cualquier punto de la habitación tiene que estar a 14 Manhattan de distancia de las paredes de la habitación, contando desde e incluyendo el punto de partida - con este sistema de conteo, las diagonales cuentan como 2 bloques
</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>


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">
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>


===Heating===
<div class="mw-translate-fuzzy">
Different blocks and mechanics can help heat up the players surroundings.<br>
==Crecimiento de las plantas==
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>
Cuando hace demasiado frío, los champiñones pierden su parte superior cosechable y sólo quedan los tocones. Del mismo modo, los arbustos de bayas sólo florecerán y darán fruto cuando haga suficiente calor.<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.
Las temperaturas toleradas por los cultivos de cereales y hortalizas se indican en la punta de la herramienta de siembra. Todos los cultivos dejan de crecer a 0 °C, pero algunos cultivos resistentes pueden soportar temperaturas más bajas sin sufrir congelaciones. Si un cultivo sufre congelación, sólo producirá la mitad de su cosecha posible, aunque las temperaturas vuelvan a subir. No obstante, siempre dejarán caer sus semillas. <br>
Del mismo modo, si un cultivo se calienta demasiado cuando aún no está maduro, podría sufrir daños por el calor, que también reducirían a la mitad la cosecha. Un cultivo ya maduro no se verá afectado por esto.
</div>
 
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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.
|Hay que tener en cuenta que, para empezar, las coles sólo sueltan una por cosecha, pero en su caso, la congelación o la insolación significan que sólo hay un 25% de posibilidades de que una planta suelte una col, lo que se reduce a que 1 de cada 4 cosechas dará una cosecha: las cosechas restantes sólo soltarán sus semillas cuando se rompan.
}}
}}


==Effect on Animals==
<div class="mw-translate-fuzzy">
Wild animals and unfed domesticated animals will loose weight over the colder months, resulting in less meat and less or no fat dropped on kill.
==Efectos en los animales==
Los animales salvajes y los domésticos no alimentados pierden peso durante los meses más fríos, lo que se traduce en menos carne y menos o nada de grasa en la matanza.
</div>


Bees will hibernate at freezing temperatures. See [[Beekeeping]] for specifics.
<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 class="mw-translate-fuzzy">
Las abejas hibernan a temperaturas bajo cero. Consulte [[Beekeeping/es|Apicultura]] para más información.
</div>
 
<div class="mw-translate-fuzzy">
== Video Tutoriales ==
{| class="wikitable"
|-
! Observación detallada de la temperatura corporal
|-
| <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>
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{{Game navbox}}
{{Game navbox}}
[[Category:Guides{{#translation:}}]]

Latest revision as of 19:55, 2 February 2024

La temperatura exterior puede influir en la temperatura corporal de los jugadores, así como en el crecimiento de las plantas y el peso de los animales.

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.

Temperatura corporal

La temperatura corporal de un jugador debe mantenerse a 37ºC o más, de lo contrario sufrirá frío e incluso podría llegar a morir congelado. Con los inviernos duros activados, el jugador empezará a sufrir daños si tiene al menos 4 grados de frío de más durante más de 3 horas seguidas dentro del juego. El daño aparecerá cada 10 segundos.
La temperatura corporal se puede mantener utilizando varios medios, o se puede desactivar completamente al crear un mundo, o con el siguiente comando de configuración del mundo: /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.

Habitaciones cerradas

Permanecer en habitaciones cerradas beneficiará al jugador, ya que su temperatura corporal aumentará 1°C mientras permanezca dentro.
Una habitación se considera completamente cerrada si no tiene aberturas y menos del 50% al aire libre. Esto significa que una habitación debe cumplir los siguientes criterios:

  • la habitación no puede tener ninguna entrada salvo las cerradas por una puerta o trampilla
  • la sala debe estar completamente cerrada por caras de bloques macizos, es decir, todas las paredes deben estar completas, sin huecos creados por losas o escaleras; sin embargo, si las caras completas de losas o escaleras están situadas en el interior de la sala, contarán.
  • Los bloques cincelados cuentan como bloques válidos para las habitaciones, con las siguientes limitaciones: El lado orientado hacia el interior debe ser casi sólido (deben faltar menos de 20 voxels), debe conservarse al menos el 50% del volumen de los bloques, y es necesario utilizar los materiales adecuados, por ejemplo, piedra para las bodegas.
  • las ventanas en las paredes cuentan como elementos de cerramiento, pero si están en el tejado, no pueden ocupar más del 50% del tamaño del tejado
  • por desgracia, los bloques de tejado inclinado no cuentan para una habitación cerrada y necesitarán bloques completos debajo de ellos para llenar el espacio
  • la habitación puede tener un tamaño máximo de 7x7x7, o específicamente, cualquier punto de la habitación tiene que estar a 14 Manhattan de distancia de las paredes de la habitación, contando desde e incluyendo el punto de partida - con este sistema de conteo, las diagonales cuentan como 2 bloques

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.

Crecimiento de las plantas

Cuando hace demasiado frío, los champiñones pierden su parte superior cosechable y sólo quedan los tocones. Del mismo modo, los arbustos de bayas sólo florecerán y darán fruto cuando haga suficiente calor.
Las temperaturas toleradas por los cultivos de cereales y hortalizas se indican en la punta de la herramienta de siembra. Todos los cultivos dejan de crecer a 0 °C, pero algunos cultivos resistentes pueden soportar temperaturas más bajas sin sufrir congelaciones. Si un cultivo sufre congelación, sólo producirá la mitad de su cosecha posible, aunque las temperaturas vuelvan a subir. No obstante, siempre dejarán caer sus semillas.
Del mismo modo, si un cultivo se calienta demasiado cuando aún no está maduro, podría sufrir daños por el calor, que también reducirían a la mitad la cosecha. Un cultivo ya maduro no se verá afectado por esto.

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:
Hay que tener en cuenta que, para empezar, las coles sólo sueltan una por cosecha, pero en su caso, la congelación o la insolación significan que sólo hay un 25% de posibilidades de que una planta suelte una col, lo que se reduce a que 1 de cada 4 cosechas dará una cosecha: las cosechas restantes sólo soltarán sus semillas cuando se rompan.


Efectos en los animales

Los animales salvajes y los domésticos no alimentados pierden peso durante los meses más fríos, lo que se traduce en menos carne y menos o nada de grasa en la matanza.

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.

Las abejas hibernan a temperaturas bajo cero. Consulte Apicultura para más información.

Video Tutoriales

Observación detallada de la temperatura corporal
Detailed look at body temperature


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