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]].
 
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. [[Colonist]]s will [[recreate]] around it even without fuel.
 
 
Colonists are subject to [[Heatstroke]]s when they work at Campfire for a long period of time. Campfires should be avoided around places where pawns [[sleep]] for a long time in most situations.
 
  
 
== Acquisition ==
 
== Acquisition ==
Line 57: Line 53:
  
 
== Analysis ==
 
== Analysis ==
A campfire's wide array of uses makes the campfire a vital tool before you have access to [[Research#Electricity|Electricity]] and its components. Heat is useful in colder [[biome|climates]], and cooking is an important task. Note that Campfires are less efficient for light than [[torch lamp]]s, which are also wood-fueled but are much cheaper.
+
A campfire's wide array of uses makes the campfire a vital tool before you have access to [[Research#Electricity|Electricity]] and its components. Heat is useful in colder [[biome|climates]], and cooking is an important task, especially if you can't make a [[fueled stove]]. Note that Campfires are less efficient for light than [[torch lamp]]s, which are also wood-fueled but are much cheaper.
  
 
Campfires are generally not resource and work-time efficient after researching Electricity and building a stable power source, with [[heater]]s, [[electric stove]]s, and [[standing lamp]]s 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 are generally not resource and work-time efficient after researching Electricity and building a stable power source, with [[heater]]s, [[electric stove]]s, and [[standing lamp]]s 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.
+
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 preferred "recreation area". Gathering can be toggled off (menu bar at bottom of screen when campfire is selected).
 
It is recommended to have a single gathering spot per colony, in your preferred "recreation area". Gathering can be toggled off (menu bar at bottom of screen when campfire is selected).
 +
 +
=== Tips ===
 +
* Place campfires closer to the [[Growing zone]]s with few capable colonists to reduce walking time.
 +
* Place campfires closer to [[Bed]]s, [[Sleeping spot]]s, [[Barracks]], [[Prison cell]]s, [[Prison barracks]] with few or without active [[freezer]]s to reduce walking time. This can be true early on or before [[Cooler]] ([[Research#Air_conditioning|Air conditioning]]) is researched.
  
 
== Version history ==
 
== Version history ==
 
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.
 
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.
 
== Tips ==
 
 
* Place campfires closer to the [[Growing zone]]s with few capable colonists to reduce walking time.
 
* Place campfires closer to [[Bed]]s, [[Sleeping spot]]s, [[Barracks]], [[Prison cell]]s, [[Prison barracks]] with few or without active [[freezer]]s to reduce walking time. This can be true early on or before [[Cooler]] ([[Research#Air_conditioning|Air conditioning]]) is researched.
 
  
 
{{nav|temperature}}
 
{{nav|temperature}}
 
[[Category:Temperature]]
 
[[Category:Temperature]]

Revision as of 22:18, 13 November 2022

Campfire

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
BuildingTemperature
Market Value
25 Silver [Note]
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)
Resources to make
Wood 20
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.

Acquisition

Campfires require Wood 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 may act as a gather spot for colonists to socialize, even if unlit.

Campfires must be lit to function, which requires fuel. Campfires start with 20 fuel. Under normal conditions, a lit fire will consume Wood 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 Wood 0.0006 wood per 1 tick (0.02 secs), or a total of Wood 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. Lit campfires will also heat rooms naturally.

Campfires provide heat. Rooms must be enclosed and roofed in order to receive heat. Campfires can heat to a maximum temperature of 28 °C (82.4 °F); they heat as much as 1 heater, or 21 heat per second.[Exact mechanic unclear]. Outdoor campfires, like other temperature effects, 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 Psychite tea Psychoid leaves 4 000,400 ticks (6.67 secs) Psychoid brewing Drug - Social drug
    4× Psychite tea Psychite tea Psychoid leaves 16 001,600 ticks (26.67 secs) Psychoid brewing Drug - Social drug
    16× Pemmican Pemmican 0.25 Nutrition (meat) + 0.25 Nutrition (vegan) 000,700 ticks (11.67 secs) Pemmican Food - Meal
    64× Pemmican Pemmican 1 Nutrition (meat) + 1 Nutrition (vegan) 002,800 ticks (46.67 secs) Pemmican Food - Meal
    Simple meal Simple meal 0.5 Nutrition (any) 000,300 ticks (5 secs) Food - Meal
    4× Simple meal Simple meal 2 Nutrition (any) 001,200 ticks (20 secs) Food - Meal
    10× Baby food Baby food Content added by the Biotech DLC 0.25 Nutrition (vegetarian) 000,450 ticks (7.5 secs) Food
    40× Baby food Baby food Content added by the Biotech DLC 1 Nutrition (vegetarian) 001,800 ticks (30 secs) 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, especially if you can't make a fueled stove. Note that Campfires are less efficient for light than torch lamps, which are also wood-fueled but are much cheaper.

    Campfires are generally not resource and work-time efficient 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 preferred "recreation area". Gathering can be toggled off (menu bar at bottom of screen when campfire is selected).

    Tips

    Version history

    • 1.1.0 - Refueling is now toggleable.