Difference between revisions of "Campfire"
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{{infobox main|building| | {{infobox main|building| | ||
|name = Campfire | |name = Campfire | ||
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|destroyyield = nothing | |destroyyield = 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 {{Required Resources}} and {{ticks|{{P|Work To Make}}}} of work in order to be constructed. | |
− | + | ||
+ | == Summary == | ||
+ | The campfire consumes {{icon small|wood}} 10 [[wood]] per day as long as it is lit, 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]]. It can hold up to 20 fuel at a time, for a maximum run time of {{#expr:20/10}} days. 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. Campfires can be deconstructed to salvage wood that hasn't been consumed yet. | ||
+ | |||
+ | It outputs [[light]] in a 10 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. It heats the room 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}} | ||
A campfire is set by default as a gathering spot, colonists will gather here to socialize, especially when idle. It can be toggled off. | A campfire is set by default as a gathering spot, colonists will gather here to socialize, especially when idle. It can be toggled off. | ||
+ | |||
+ | The following items can be crafted at the {{LC:{{PAGENAME}}}}. Note that the campfire has a Worktable Work Speed Factor of 0.5, meaning that all bills will take 2x longer to execute than at other work stations. | ||
+ | {{Recipe List}} | ||
+ | |||
+ | ===Burning=== | ||
+ | Burning ills are worked by [[Menus#Haul|haulers]]. All times are scaled only{{Check Tag|Worktable Speed?|Does the work table speed penalty affect these values? If so updated below as well}} by the [[General Labor Speed]] of the hauler performing the bill. In all cases, the item is completely destroyed leaving nothing behind. | ||
+ | |||
+ | Apparel requires 60{{Check Tag|Ticks or Secs?|Work defined in recipe .xml but unclear if it is in ticks or seconds}} work to burn regardless of the item or material. [[Shield belt]]s and [[smokepop belt]]s cannot be burned. | ||
+ | |||
+ | Weapons require 60{{Check Tag|Ticks or Secs?|Work defined in recipe .xml but unclear if it is in ticks or seconds}} work to burn regardless of the item or material. Only burnable weapons can be burned.{{Check Tag|Which?}} | ||
+ | |||
+ | Drugs require 60{{Check Tag|Ticks or Secs?|Work defined in recipe .xml but unclear if it is in ticks or seconds}} work to burn but will be burned in entire stacks. | ||
+ | |||
+ | == Analysis == | ||
+ | {{Stub|section=1}} | ||
+ | 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. | ||
+ | |||
+ | It is generally not resource and work-time efficient to use for heat once [[Research#Electricity|Electricity]] has been researched, however its grid independence and immunity to power outages and [[solar flare]]s make it very useful in niche applications even beyond this point. | ||
+ | |||
+ | Similarly, it should be replaced by stoves for cooking 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. B | ||
==Version history== | ==Version history== |
Revision as of 22:26, 22 November 2021
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
The campfire consumes 10 wood per day as long as it is lit, 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. It can hold up to 20 fuel at a time, for a maximum run time of 2 days. 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.
It outputs light in a 10 tile radius, with the nearest 7.175 tiles being above 50% light level and considered lit. 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]
A campfire is set by default as a gathering spot, colonists will gather here to socialize, especially when idle. It can be toggled off.
The following items can be crafted at the campfire. Note that the campfire has a Worktable Work Speed Factor of 0.5, meaning that all bills will take 2x longer to execute than at 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 ills are worked by haulers. All times are scaled only[Worktable Speed?] by the General Labor Speed of the hauler performing the bill. In all cases, the item is completely destroyed leaving nothing behind.
Apparel requires 60[Ticks or Secs?] work to burn regardless of the item or material. Shield belts and smokepop belts cannot be burned.
Weapons require 60[Ticks or Secs?] work to burn regardless of the item or material. Only burnable weapons can be burned.[Which?]
Drugs require 60[Ticks or Secs?] work to burn but will be burned in entire stacks.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
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.
It is generally not resource and work-time efficient to use for heat once 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.
Similarly, it should be replaced by stoves for cooking 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. B
Version history
- 1.1.0 - Refueling is now toggleable.