Difference between revisions of "Campfire"

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| deconstruct yield = nothing
 
| deconstruct yield = nothing
 
| destroyyield = nothing
 
| destroyyield = nothing
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| fuel filter = Wood
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| fuel capacity = 20.0
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| fuel consumption rate = 10.0
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| initial fuel percent = 1 <!-- 100% -->
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| fuel consumption per tick in rain = 0.0006
 
}}
 
}}
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.
  
 
== Acquisition ==
 
== Acquisition ==
Campfires require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work in order to be constructed.
+
{{Acquisition}}
  
 
== Summary ==
 
== 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 [[Recreation#Relaxing socially|gather spot]] for colonists to socialize, even if unlit.
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{| class="wikitable"
 +
| [[File:Forbid Off.png|Automatic refuel toggle on|64px]]
 +
| [[File:Forbid On.png|Automatic refuel toggle off|64px]]
 +
| [[File:Gather Spot Active.png|Gather spot toggle|64px]]
 +
|-
 +
| Automatic refuel<br/>toggle on
 +
| Automatic refuel<br/>toggle off
 +
| Gather spot toggle
 +
|}
  
Campfires must be lit to function, which requires fuel. Campfires start with 20 fuel. Under normal conditions, a lit fire will consume {{Icon Small|wood}} 10 [[wood]] per day, so a full campfire of wood must be replaced every 2 days. A lit campfire exposed to [[Weather|rain]] without a roof will consume an additional {{Icon Small|wood}} 0.0006 wood per {{Ticks|1}}, or a total of {{Icon Small|wood}} {{#expr:10+0.0006*60000}} wood per day. Fuel is delivered to the campfire by a [[Work#Haul|haulers]] as long as "refueling" is enabled.  Campfires can be deconstructed to salvage wood that hasn't been consumed yet.
+
Campfires must be lit to function, which requires fuel. A lit campfire consumes {{Icon Small|wood}} 10 [[wood]] per day, and consumes an additional {{Icon Small|wood}} 0.0006 wood per {{Ticks|1}}, or a total of {{Icon Small|wood}} {{#expr: 10+ (0.0006*60000)}} wood per day, if it is lit while unroofed in the [[Weather|rain or snow]]. It can hold up to 20 fuel at a time, for a maximum run time of {{#expr:20/10}} days or {{#expr: 24 * (20/(10+ (0.0006*60000))) round 2}} in-game hours in the rain. It is constructed with a full fuel capacity.  Fuel is delivered to the campfire by a [[Menus#Haul|haulers]] as long as refueling is enabled.  When deconstructing a campfire, no wood is reclaimed.
  
A lit campfire outputs [[light]] in a 10 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered "lit" enough for no penalty to tasks. Lit campfires will also heat rooms naturally.
+
[[File:Campfire illumination area.png|300px|thumb|left|The white area (6 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (7th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]
 +
A lit campfire outputs [[light]] in a 10 tile radius, with the nearest {{P|Light Radius}} tiles at or above 30% light level and considered "lit", to a maximum of 50%. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff [[Thoughts_list#In_darkness|"In darkness"]]. However, campfires are not bright enough to grow most [[crop]]s indoors, which require 51% illumination. Light does not "stack", so no amount of campfires will ever give more than 50% illumination (e.g. for [[rice plant]]s, etc).
  
Campfires provide heat. Rooms must be enclosed and roofed in order to receive heat. Campfires can heat to a maximum [[temperature]] of {{Temperature|28}}; they heat as much as 1 [[heater]], or 21 heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}. Outdoor campfires, like other temperature effects, won't cause any temperature changes, but otherwise work as normal.
+
Lit campfires will also heat enclosed [[rooms]] to a maximum [[temperature]] of {{Temperature|28}} at a rate of 21 heat per second,{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}} equivalent to a [[heater]]. Outdoor campfires, like other temperature effects, won't cause any temperature changes, but otherwise function as normal.
 +
 
 +
Campfires can act as a [[Recreation#Relaxing socially|gather spot]] for colonists to [[Recreation|recreate]], even if unlit. This is toggled on by default, but can be toggled off via the gizmo when the campfire is selected.
  
 
=== Bills ===
 
=== Bills ===
The following items can be crafted at the campfire. Note that the campfire has an [[Property:Efficiency|efficiency]] of {{P|Efficiency}}, meaning that all bills will take {{#expr:1/{{P|Efficiency}} round 1}}x as long as at most other work stations.
+
The following items can be crafted at the campfire. Note that the campfire has a [[Property:Work Speed Factor|Work Speed Factor]] of {{P|Work Speed Factor}}, meaning that all bills will take {{#expr:1/{{P|Work Speed Factor}} round 1}}x as long as at most other work stations.
 +
 
 
{{Recipe List}}
 
{{Recipe List}}
  
 
==== Burning ====
 
==== Burning ====
Burning bills are worked by [[Work#Haul|haulers]]. All times are scaled by the worktable efficiency of {{P|Efficiency}} and the [[General Labor Speed|general labor speed]] of the hauler performing the bill. In all cases, the item is completely destroyed leaving nothing behind.
+
Burning bills are worked by [[Work#Haul|haulers]]. All times are scaled by the worktable efficiency of {{P|Work Speed Factor}} and the [[General Labor Speed|general labor speed]] of the hauler performing the bill. In all cases, the item is completely destroyed leaving nothing behind.
 +
 
 +
==== Burn apparel ====
 +
{{Quote|Burn unwanted apparel to completely destroy it.|Burn apparel description}}
 +
Apparel requires {{Ticks|60/{{P|Work Speed Factor}} }} work to burn (modified by the [[general labor speed]] of the hauler), regardless of the item or material. [[Shield belt]]s and [[smokepop pack]]s cannot be burned (though [[firefoam pop pack]]s can).
 +
 
 +
==== Burn weapon ====
 +
{{Quote|Burn unwanted weapon to completely destroy it.|Burn weapon description}}
 +
Weapons require {{Ticks|60/{{P|Work Speed Factor}} }} work to burn (modified by the [[general labor speed]] of the hauler), regardless of the item or material. Only flammable melee weapons, and ranged weapons made from wood ([[pila]], [[short bow]] / [[recurve bow]] / [[greatbow]] / [[flamebow]] {{BiotechIcon}}), can be burned.
  
* Each apparel requires {{Ticks|60/{{P|Efficiency}} }} to burn regardless of the item or material. [[Shield belt]]s and [[smokepop belt]]s cannot be burned.  
+
==== Burn drugs ====
 +
{{Quote|Burn unwanted drugs to completely destroy them.|Burn drugs description}}
 +
Drugs require {{Ticks|60/{{P|Work Speed Factor}} }} work to burn (modified by the [[general labor speed]] of the hauler), but burns in entire stacks.
  
* Each weapons require {{Ticks|60/{{P|Efficiency}} }} to burn regardless of the item or material. Weapons made out of stone cannot be burned since they are not flammable.
+
=== Ritual ===
 +
Campfires are used by the [[Rituals#Drum party|Drum Party]] [[ritual]].{{IdeologyIcon}} If a lit campfire is used to start the ritual, the ritual will gain +20% quality, increasing the chance of a positive outcome. At least one [[drum]] is required in a twelve tile radius.
  
* Up to one stack of any drug requires {{Ticks|60/{{P|Efficiency}} }} to burn.
+
Campfires can also be used for the [[Rituals#Skylantern festival|Skylantern Festival]] and the [[Rituals#Leader speech|Leader Speech]] [[ritual]]s.{{IdeologyIcon}}, but there is no quality bonus for these rituals. The campfire must be lit for the skylantern festival, but not for the leader speech.
  
 
== 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, 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 have a wide array of uses. They can heat rooms in cold [[biome|climates]], they can be used to cook food, and they produce light, all before you have access to [[Research#Electricity|Electricity]]. There are multiple alternatives, even before electricity:
 +
* [[Fueled stove]]s cook x2 faster than a campfire, allow access to [[fine meal]]s and [[lavish meal]]s, and do not consume wood when not cooking food. They do consume a lot more wood during use. But fueled stoves are more efficient, so long as you have nearby trees to chop.
 +
* [[Torch lamp]]s are much more efficient for light, and produce meager amounts of heat.
 +
* There is no direct alternative for heat before you have electricity. However, you can build your shelter inside a [[steam geyser]], which creates sufficient (if too much) heat on its own.
 +
The main benefit is that campfires are "all-in-one". If you are burning wood for heat, you might as well use it for cooking and light. Also, they allow cooking without using steel for a fueled stove. Conversely, if you don't need heat and can afford to use a fueled stove, then you can skip a campfire.
  
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.
+
After researching Electricity, Campfires are generally not resource- or work- efficient. A stable power source, [[heater]]s, [[electric stove]]s, and [[standing lamp]]s all replace their functions. However, campfires don't require [[steel]] or [[component]]s. Once you do have these supplies, then it is best to upgrade quickly. In the late game, campfires have a minor use, as they can be used as a heating alternative during a [[solar flare]] or other power outage.
 
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).
+
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]] or hold open [[door]]s to let some heat out.
  
 
=== Tips ===
 
=== Tips ===
* Place campfires closer to the [[Growing zone]]s with few capable colonists to reduce walking time.
+
* You can place campfires near [[growing zone]]s and/or [[table|dining areas]], in order to reduce hauling 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.
+
* It is recommended to have a single gathering spot per colony, in your preferred "recreation area". Toggle off any campfires that don't meet this requirement.
 +
* Place a campfire under a [[roof]] due to the extra fuel consumption from rain; 1 wall and tile of roof are enough.
  
 
== 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.
  
{{nav|temperature}}
+
{{Nav|temperature|wide}}
 +
{{Nav|Production|wide}}
 
[[Category:Temperature]]
 
[[Category:Temperature]]
 +
[[Category:Production]] [[Category:Drug Production]] [[Category:Food Production]]
 +
[[Category:Lamp]]

Latest revision as of 00:52, 24 July 2024

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%)

Fuel

Usable Item(s)
Wood Wood
Capacity
20.0
Consumption Rate
10.0

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)
Work Speed Factor
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. It also functions as a social gathering spot.

Acquisition[edit]

Campfires can be constructed, each requiring Wood 20 Wood and 200 ticks (3.33 secs) of work modified by the construction speed of the builder.

Once constructed, they cannot be re-installed, they can only be deconstructed.

Summary[edit]

Automatic refuel toggle on Automatic refuel toggle off Gather spot toggle
Automatic refuel
toggle on
Automatic refuel
toggle off
Gather spot toggle

Campfires must be lit to function, which requires fuel. A lit campfire consumes Wood 10 wood per day, and consumes an additional Wood 0.0006 wood per 1 tick (0.02 secs), or a total of Wood 46 wood per day, if it is lit while unroofed in the rain or snow. It can hold up to 20 fuel at a time, for a maximum run time of 2 days or 10.43 in-game hours in the rain. It is constructed with a full fuel capacity. Fuel is delivered to the campfire by a haulers as long as refueling is enabled. When deconstructing a campfire, no wood is reclaimed.

The white area (6 tiles out) is 50% illumination, required for best surgery success chance; the yellow (7th tile) represents 30% or better, adequate for all general labor, avoiding mood penalties, and for growing decorative plants indoors in plant pots.

A lit campfire outputs light in a 10 tile radius, with the nearest 7.175 tiles at or above 30% light level and considered "lit", to a maximum of 50%. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff "In darkness". However, campfires are not bright enough to grow most crops indoors, which require 51% illumination. Light does not "stack", so no amount of campfires will ever give more than 50% illumination (e.g. for rice plants, etc).

Lit campfires will also heat enclosed rooms to a maximum temperature of 28 °C (82.4 °F) at a rate of 21 heat per second,[Exact mechanic unclear] equivalent to a heater. Outdoor campfires, like other temperature effects, won't cause any temperature changes, but otherwise function as normal.

Campfires can act as a gather spot for colonists to recreate, even if unlit. This is toggled on by default, but can be toggled off via the gizmo when the campfire is selected.

Bills[edit]

The following items can be crafted at the campfire. Note that the campfire has a Work Speed Factor of 0.5, meaning that all bills will take 2x 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[edit]

    Burning bills are worked by haulers. All times are scaled by the worktable efficiency of 0.5 and the general labor speed of the hauler performing the bill. In all cases, the item is completely destroyed leaving nothing behind.

    Burn apparel[edit]

    Burn unwanted apparel to completely destroy it.

    — Burn apparel description

    Apparel requires 120 ticks (2 secs) work to burn (modified by the general labor speed of the hauler), regardless of the item or material. Shield belts and smokepop packs cannot be burned (though firefoam pop packs can).

    Burn weapon[edit]

    Burn unwanted weapon to completely destroy it.

    — Burn weapon description

    Weapons require 120 ticks (2 secs) work to burn (modified by the general labor speed of the hauler), regardless of the item or material. Only flammable melee weapons, and ranged weapons made from wood (pila, short bow / recurve bow / greatbow / flamebow Content added by the Biotech DLC), can be burned.

    Burn drugs[edit]

    Burn unwanted drugs to completely destroy them.

    — Burn drugs description

    Drugs require 120 ticks (2 secs) work to burn (modified by the general labor speed of the hauler), but burns in entire stacks.

    Ritual[edit]

    Campfires are used by the Drum Party ritual.Content added by the Ideology DLC If a lit campfire is used to start the ritual, the ritual will gain +20% quality, increasing the chance of a positive outcome. At least one drum is required in a twelve tile radius.

    Campfires can also be used for the Skylantern Festival and the Leader Speech rituals.Content added by the Ideology DLC, but there is no quality bonus for these rituals. The campfire must be lit for the skylantern festival, but not for the leader speech.

    Analysis[edit]

    Campfires have a wide array of uses. They can heat rooms in cold climates, they can be used to cook food, and they produce light, all before you have access to Electricity. There are multiple alternatives, even before electricity:

    • Fueled stoves cook x2 faster than a campfire, allow access to fine meals and lavish meals, and do not consume wood when not cooking food. They do consume a lot more wood during use. But fueled stoves are more efficient, so long as you have nearby trees to chop.
    • Torch lamps are much more efficient for light, and produce meager amounts of heat.
    • There is no direct alternative for heat before you have electricity. However, you can build your shelter inside a steam geyser, which creates sufficient (if too much) heat on its own.

    The main benefit is that campfires are "all-in-one". If you are burning wood for heat, you might as well use it for cooking and light. Also, they allow cooking without using steel for a fueled stove. Conversely, if you don't need heat and can afford to use a fueled stove, then you can skip a campfire.

    After researching Electricity, Campfires are generally not resource- or work- efficient. A stable power source, heaters, electric stoves, and standing lamps all replace their functions. However, campfires don't require steel or components. Once you do have these supplies, then it is best to upgrade quickly. In the late game, campfires have a minor use, as they can be used as a heating alternative during a solar flare or other power outage.

    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 or hold open doors to let some heat out.

    Tips[edit]

    • You can place campfires near growing zones and/or dining areas, in order to reduce hauling time.
    • It is recommended to have a single gathering spot per colony, in your preferred "recreation area". Toggle off any campfires that don't meet this requirement.
    • Place a campfire under a roof due to the extra fuel consumption from rain; 1 wall and tile of roof are enough.

    Version history[edit]

    • 1.1.0 - Refueling is now toggleable.