The ambient outdoor temperature is normal. I haven't checked the underground temperature, but that should be fixed at a temperature too low for my comfort (but probably OK for Englishmen) unless actively heated by e.g. magma or fire.
Buggy temperature calculations could be suspected, but as I think the issue has been seen both with temperature calculation enabled and disabled that doesn't sound like it's the cause. If removing clothing causes the issue to go away some very weird "insulation" heat explosion might be involved, however.
The issue seems to be a fairly recent one, but I can't recall seeing anything in the release notes that could somehow have this as a side effect (although my memory could definitely do with an upgrade).
Edit: The following DFHack script drops all worn* clothing on the ground (rather than destroy it), and as far as I could see it prevented faint/bleeding entries from appearing on the medical screen for the few minutes I looked at it, but given that we don't know what caused the issue in the first place, we have no idea what happens when the buggers get new clothes.
[code]
function strip_clothing ()
for i, unit in ipairs (df.global.world.units.active) do
if unit.pos.x ~= -30000 and
unit.pos.y ~= -30000 and
unit.pos.z ~= -30000 and
not unit.flags1.tame then
for k = #unit.inventory -1, 0, -1 do
local item = unit.inventory [k]
if not item.item.flags.in_job and
item.item.flags.owned then
if item.item._type == df.item_armorst or
item.item._type == df.item_shoesst or
item.item._type == df.item_helmst or
item.item._type == df.item_glovesst or
item.item._type == df.item_pantsst then
item.item.pos.x = unit.pos.x
item.item.pos.y = unit.pos.y
item.item.pos.z = unit.pos.z
item.item.flags.in_inventory = false
item.item.flags.on_ground = true
unit.inventory:erase (k)
end
end
end
end
end
end
strip_clothing ()
[/code]
*: as in equipped, not subjected to wear...