Difference between revisions of "Campfire"
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− | 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. | + | The '''campfire''' is building that produces [[light]], [[temperature]], allows the execution of simple cooking bills and the burning of [[apparel]], [[weapons]] and [[drugs]]. |
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+ | It also functions as a social gathering spot. [[Colonist]]s will [[recreate]] around it even without fuel. | ||
== Acquisition == | == Acquisition == |
Revision as of 07:05, 7 October 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. Colonists will recreate around it even without fuel.
Acquisition
Campfires require 20 Wood and 200 ticks (3.33 secs) of work in order to be constructed.
Summary
Campfires may be placed in suitable terrain, indoors or out, and under a root or not. However, it is recommended to put a campfire under a roof (create a roof area under Architect/Zones) due to the penalties of rain; 1 wall and roof are enough. Although it serves several functions, it is found under the Architect/Temperature tab. Campfires will not burn other buildings or walls.
Campfires must be lit to function, which requires fuel. Campfires start with 20 fuel. Under normal conditions, a lit fire will consume 10 wood per day, so a full campfire of wood must be replaced every 2 days. A lit campfire exposed to rain without a roof will consume an additional 0.0006 wood per 1 tick (0.02 secs), or a total of 46 wood per day. 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.
A lit 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. Campfires may act as a gather spot for colonists to socialize. Lit campfires will also heat rooms naturally.
Campfires provide heat. Rooms must be enclosed and roofed in order to recieve heat. Fires can heat to a maximum temperature of 28 °C (82.4 °F) at a rate of 21 heat per second.[Exact mechanic unclear]. Outdoor campfires won't cause any temperature changes, but otherwise work as normal.
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
A campfire's wide array of uses makes the campfire a vital tool before you have access to Electricity and its components. Heat is useful in colder climates, and cooking is an important task. Note that Campfires are less efficent for light than torch lamps, which are also wood-fueled but are much cheaper.
Campfires are generally not resource and work-time efficent after researching Electricity and building a stable power source, with heaters, electric stoves, and standing lamps replacing its functions. Fires don't require steel or components, but once you have them, it is recommended to upgrade quickly. Electricity doesn't work if the power is disrupted (such as a solar flare), so an "off-grid" cooking/heat source from campfires may be useful.
Campfires can't 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. If it's too hot, you can remove tiles of the roof, which will let some heat out.
It is recommended to have a single gathering spot per colony, in your prefered "recreation area". Gathering can be toggled off (menu bar at bottom of screen when campfire is selected).
Version history
- 1.1.0 - Refueling is now toggleable.