Difference between revisions of "Campfire"
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Revision as of 01:56, 30 December 2022
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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)
- Work Speed Factor
- 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
Campfires must be lit to function, which requires fuel. A lit campfire consumes 10 wood per day, and consumes an additional 0.0006 wood per 1 tick (0.02 secs), or a total of 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. 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", preventing workspeed penalties.
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
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 | 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 0.5 and the general labor speed of the hauler performing the bill. In all cases, the item is completely destroyed leaving nothing behind.
- Each item of apparel requires 120 ticks (2 secs) to burn regardless of the item or material. Shield belts and smokepop belts cannot be burned.
- Each weapon requires 120 ticks (2 secs) 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 120 ticks (2 secs) 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 during a solar flare, and constucting long power conduits to temporarily power heaters can be infeasible, so an "off-grid" cooking/heat source from campfires can still be useful late game.
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
- Place campfires closer to the Growing zones with few capable colonists to reduce walking time.
- Place campfires closer to Beds, Sleeping spots, Barracks, Prison cells, Prison barracks with few or without active freezers to reduce walking time. This can be true early on or before Cooler (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
- 1.1.0 - Refueling is now toggleable.