Campfire

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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.

It also functions as a social gathering spot. Colonists will recreate around it even without fuel.

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 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. Campfires may act as a gather spot for colonists to socialize. Lit campfires will also heat rooms naturally.

Campfires provide heat. Rooms must be enclosed and roofed in order to recieve heat. Fires can heat to a maximum temperature of 28 °C (82.4 °F) at a rate of 21 heat per second.[Exact mechanic unclear]. Outdoor campfires 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. Note that Campfires are less efficent for light than torch lamps, which are also wood-fueled but are much cheaper.

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

    Version history

    • 1.1.0 - Refueling is now toggleable.

    Tips

    • Place campfires closer to the Growing zones with few capable colonists to reduce walking time.