While lighting a stove I started to see tiles for hot air.
I shouldn't be seeing a tile for hot air when I light a fire.

Confirmed 0.E-5799-gd2843c7920 [64-bit]
In most tilesets, the hot air sprite is a translucent overlay, but in UltiCa and ASCIItiles, the & character is used:

These hot air sprites can appear in the absence of a fire as well.
Although we can remove them in ultica, it should be fixed in the game code as well.
This is caused by my PR #44013 and it's (somewhat) intentional.
In the field_type.json there are two properties, priority and display_field. Before my change, if priority was < 0, field was not displayed. I figured this behavior duplicates the semantics of display_field property unnecessarily.
So, to revert fields visibility to the old state, we need to set display_field to false for the fields that have priority<0 in field_type.json. I think it's an easy fix and might be labeled as "Good first issue".
However, I kinda like the hot air display in tilesets that support it:

Although it's kinda neat to see temperature fields, it shouldn't be something visualised like that.
What other fields are affected? fd_hot_air_sauna? fd_migo_atmosphere?
I don't know if this is the right place, but I think this deserves a reopen and a revert of #44079.
Very hot or cold air is not invisible. I mean, yes, that air itself is invisible, but you will have a heat haze on hot air and condensation on very cold air.
This change makes little sense from a reality perspective, so it makes even _less_ sense to intentionally remove visual cues for the players.
Hot air not invisible:
https://pbs.twimg.com/media/Ehr1rH_UwAAcnz2?format=jpg&name=4096x4096
(The heat haze below the smoke)
Cold air not invisible:
https://www.nasa.gov/image-feature/falcon-9-fueling-underway-0
(This is supercold oxygen causing condensation in the air)
Very hot or cold air is not invisible. I mean, yes, that air itself _is_ invisible, but you will have a heat haze on hot air and condensation on very cold air.
Maybe the best solution is a compromise. We can leave hot/cold air of low intensity invisible, but make it visible on intensity 3 (and maybe 2 also).
I don't think that PR revert is necessary, you can fine-tune "display_field": true in a separate PR.
Both heat waves and condensation are only visible at interfaces, and even then aren't all that easy to spot. That's a much more complex request that would need to be considered as a separate feature.
Think curses.