Difference between revisions of "Campfire"
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Similarly for cooking, the campfire should be replaced by stoves to avoid its workspeed penalty and to gain access to the other cooking recipes they offer. The [[electric stove]] is generally significantly more efficient, while the [[fueled stove]] replaces the niche in grid independence and solar flare immunity the campfire would otherwise have. | Similarly for cooking, the campfire should be replaced by stoves to avoid its workspeed penalty and to gain access to the other cooking recipes they offer. The [[electric stove]] is generally significantly more efficient, while the [[fueled stove]] replaces the niche in grid independence and solar flare immunity the campfire would otherwise have. | ||
+ | |||
+ | == Tips == | ||
+ | |||
+ | * Bills aren't copied after making a copy | ||
+ | * [[Colonist]] may earn [[Mood#Slept_in_the_heat|"Slept in the heat" mood]] when [[sleeping]] near campfire. | ||
==Version history== | ==Version history== |
Revision as of 03:30, 23 September 2022
Campfire
Cooks meals and produces heat, and burns out after a few days. As with all heat sources, it must be placed indoors so it has a closed space to heat. Refuelable.
Base Stats
- Type
- Building – Temperature
- HP
- 80
- Flammability
- 0%
- Path Cost
- 42 (24%)
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 20%
- Terrain Affordance
- Light
- Light Radius
- 7.17
- Heat Per Second
- 21
- Stops Heating At
- 28 °C (82.4 °F)
- Efficiency
- 50%
Creation
- Work To Make
- 200 ticks (3.33 secs)
- Deconstruct yield
- nothing
- Destroy yield
- nothing
The campfire is building that produces light, temperature, allows the execution of simple cooking bills and the burning of apparel, weapons and drugs. It also functions as a social gathering spot.
Acquisition
Campfires require 20 Wood and 200 ticks (3.33 secs) of work in order to be constructed.
Summary
A campfire can be placed either indoors or out, under a roof or not, but must be on terrain that supports at least "light" construction*. Although it serves several functions, it is found under the Architect/Temperature tab.
- (* This property can be made visible on the map via a toggle in the extreme lower right of the game screen. Most every type of terrain except water and mud accepts light construction.)
A campfire, in good weather, consumes 10 wood per day as long as it is lit. If lit while unroofed in the rain, it consumes an additional 0.0006 wood per 1 tick (0.02 secs), or a total of 46 wood per day.* It can hold up to 20 fuel at a time, for a maximum run time of 2 days, and has a full fuel capacity starting the moment it's constructed. Fuel is delivered to the campfire by a haulers as long as "refueling" is enabled. Campfires can be deconstructed to salvage wood that hasn't been consumed yet.
- (It should be fairly easy to build a 1-tile wooden wall nearby, and extend a "roof area" (under Architect/Zones) over the fire. )
A campfire outputs light in a 10 tile radius, with the nearest 7.175 tiles being above 50% light level and considered "lit" enough for no penalty to tasks. It heats the room to a maximum temperature of 28 °C (82.4 °F) at a rate of 21 heat per second.[Exact mechanic unclear] As with all heat sources, it must be placed "indoors" so it has a closed space to heat. When placed "outdoors," no heating will occur, but the other campfire functions will still work.
A campfire is set by default as a gather spot, colonists will gather here to socialize, especially when idle. It can be toggled off (menu bar at bottom of screen when campfire is selected), and it's recommended that you only have one active gather spot (campfire or table), in your preferred "recreation area".
Bills
The following items can be crafted at the campfire. Note that the campfire has an efficiency of , meaning that all bills will take Expression error: Unexpected round operator.x as long as at most other work stations.
Name | Materials | Work to Make | Required Research | Type |
---|---|---|---|---|
Psychite tea | 4 | ticks (6.67 secs) | 400Psychoid brewing | Drug - Social drug |
4× Psychite tea | 16 | ticks (26.67 secs) | 1,600Psychoid brewing | Drug - Social drug |
16× Pemmican | 0.25 Nutrition (meat) + 0.25 Nutrition (vegan) | ticks (11.67 secs) | 700Pemmican | Food - Meal |
64× Pemmican | 1 Nutrition (meat) + 1 Nutrition (vegan) | ticks (46.67 secs) | 2,800Pemmican | Food - Meal |
Simple meal | 0.5 Nutrition (any) | ticks (5 secs) | 300– | Food - Meal |
4× Simple meal | 2 Nutrition (any) | ticks (20 secs) | 1,200– | Food - Meal |
10× Baby food | 0.25 Nutrition (vegetarian) | ticks (7.5 secs) | 450– | Food |
40× Baby food | 1 Nutrition (vegetarian) | ticks (30 secs) | 1,800– | Food |
Burning
Burning bills are worked by haulers. All times are scaled by the worktable efficiency of and the general labor speed of the hauler performing the bill. In all cases, the item is completely destroyed leaving nothing behind.
- Each apparel requires Expression error: Unexpected < operator. to burn regardless of the item or material. Shield belts and smokepop belts cannot be burned.
- Each weapons require Expression error: Unexpected < operator. to burn regardless of the item or material. Weapons made out of stone cannot be burned since they are not flammable.
- Up to one stack of any drug requires Expression error: Unexpected < operator. to burn.
Analysis
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Its wide array of uses makes the campfire a vital tool in the early game.
It can be used for light, but given it has a similar light radius to the torch lamp while also consuming considerably more fuel, it should not be used for this purpose unless it is a secondary benefit from another use, such as temperature or cooking.
For heat, the campfire is generally not resource and work-time efficient to use after Electricity has been researched, however its grid independence and immunity to power outages and solar flares make it very useful in niche applications even beyond this point. Unlike higher tech replacements, the campfire requires no steel or component to build (or later to repair). While these are legitimate considerations, upgrading to higher tech is usually the better path. Campfires cannot be set to a specific temperature, meaning colonists are more likely to receive unhappy moods from being slightly too hot or cold when the room is heated with a campfire instead of a higher tech heater.
Similarly for cooking, the campfire should be replaced by stoves to avoid its workspeed penalty and to gain access to the other cooking recipes they offer. The electric stove is generally significantly more efficient, while the fueled stove replaces the niche in grid independence and solar flare immunity the campfire would otherwise have.
Tips
- Bills aren't copied after making a copy
- Colonist may earn "Slept in the heat" mood when sleeping near campfire.
Version history
- 1.1.0 - Refueling is now toggleable.