Difference between revisions of "Campfire"
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A 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. 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}} As with all heat sources, it must be placed "indoors" so it has a closed space to heat. | A 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. 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}} As with all heat sources, it must be placed "indoors" so it has a closed space to heat. | ||
− | A campfire is set by default as a [[Recreation#Relaxing socially|gather spot]], colonists will gather here to socialize, especially when idle. It can be toggled off. | + | A campfire is set by default as a [[Recreation#Relaxing socially|gather spot]], colonists will gather here to socialize, especially when idle. It can be toggled off (menu bar at bottom of screen when campfire is selected), and it's recommended that you only have one active gather spot (campfire or [[table]]), in your preferred "recreation area". |
===Bills=== | ===Bills=== |
Revision as of 08:36, 10 January 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.
Acquisition
Campfires require 20 Wood and 200 ticks (3.33 secs) of work in order to be constructed.
Summary
A campfire can be placed either indoors or out, under a roof or not, but must be on terrain that supports at least "light" construction*. Although it serves several functions, it is found under the Architect/Temperature tab.
- (* This property can be made visible on the map via a toggle in the extreme lower right of the game screen. Most every type of terrain except water and mud accepts light construction.)
A campfire, in good weather, consumes 10 wood per day as long as it is lit. If lit while unroofed in the rain, it consumes an additional 0.0006 wood per 1 tick (0.02 secs), or a total of 46 wood per day.* It can hold up to 20 fuel at a time, for a maximum run time of 2 days, and has a full fuel capacity starting the moment it's constructed. 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 should be fairly easy to build a 1-tile wooden wall nearby, and extend a "roof area" (under Architect/Zones) over the fire. )
A 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. 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] As with all heat sources, it must be placed "indoors" so it has a closed space to heat.
A campfire is set by default as a gather spot, colonists will gather here to socialize, especially when idle. It can be toggled off (menu bar at bottom of screen when campfire is selected), and it's recommended that you only have one active gather spot (campfire or table), in your preferred "recreation area".
Bills
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
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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.