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
- Building – Temperature
- HP
- 80
- Flammability
- 0%
- Path Cost
- 42
Fuel
- Usable Item(s)
- 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)
- 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 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 |
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. When deconstructing a campfire, no wood is reclaimed.
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 | 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[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 ), 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. 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., 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.