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− | {{ | + | {{infobox main|building| |
− | + | |name = Campfire | |
− | | name = Campfire | + | |image = Campfire.png |
− | | image = Campfire.png | + | |description = 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. |
− | | description = 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. | + | |type = Building |
− | | type = Building | + | |type2 = Temperature |
− | | type2 = Temperature | + | |placeable = true |
− | | placeable = true | + | |path cost = 42 |
− | | path cost = 42 | + | |passability = pass through only |
− | | passability = pass through only | + | |cover = 0.2 |
− | | cover = 0.2 | + | |minifiable = false |
− | | minifiable = false | + | |size = 1 ˣ 1 |
− | | size = 1 ˣ 1 | + | |flammability = 0 |
− | | flammability = 0 | + | |hp = 80 |
− | | hp = 80 | + | |efficiency = 0.5 |
− | | | + | |glowradius = 10 |
− | | glowradius = 10 | + | |glowcolor = (252, 187, 113) |
− | | glowcolor = (252, 187, 113) | + | |heatpersecond = 21 |
− | | heatpersecond = 21 | + | |maxheattemperature = 28 |
− | | maxheattemperature = 28 | + | |terrain affordance = light |
− | | terrain affordance = light | + | |work to make = 200 |
− | | work to make = 200 | + | |resource 1 = Wood |
− | | resource 1 = Wood | + | |resource 1 amount = 20 |
− | | resource 1 amount = 20 | + | |deconstruct yield = nothing |
− | | deconstruct yield = nothing | + | |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. | 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 == | == Acquisition == | ||
− | {{ | + | Campfires require {{Required Resources}} and {{ticks|{{P|Work To Make}}}} of work in order to be constructed. |
== Summary == | == Summary == | ||
− | + | Campfires may be placed in suitable [[terrain]], indoors or out, and under a root or not. Although it serves several functions, it is found under the Architect/Temperature tab. | |
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− | Campfires must be lit to function, which requires fuel. | + | Campfires must be lit to function, which requires fuel. Campfires start with 20 fuel. Under normal conditions, a lit fire will consume {{icon small|wood}} 10 [[wood]] per day; so a full campfire must be replaced every 2 days. A lit campfire exposed to [[Weather|rain]] without a roof will consume 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. Note that even 1 wall & roof (under Architect/Zones) is enough to stop rain. Fuel is delivered to the campfire by a [[Work#Haul|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 {{P|Light Radius}} tiles being above 50% light level and considered "lit" | + | A lit 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. |
− | Lit campfires will | + | Lit campfires will naturally heat rooms. Rooms must be enclosed and roofed in order to recieve heat. Fires can heat 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}}. Outdoor campfires won't cause any temperature changes, but otherwise works as normal. |
− | + | 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 === | ||
− | The following items can be crafted at the campfire. Note that the campfire has | + | The following items can be crafted at the campfire. Note that the campfire has an [[Property:Efficiency|efficiency]] of {{P|Efficiency}}, meaning that all bills will take {{#expr:1/{{P|Efficiency}} round 1}}x as long as at most other work stations. |
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{{Recipe List}} | {{Recipe List}} | ||
==== Burning ==== | ==== Burning ==== | ||
− | Burning bills are worked by [[Work#Haul|haulers]]. All times are scaled by the worktable efficiency of {{P| | + | Burning bills are worked by [[Work#Haul|haulers]]. All times are scaled by the worktable efficiency of {{P|Efficiency}} and the [[General Labor Speed|general labor speed]] of the hauler performing the bill. In all cases, the item is completely destroyed leaving nothing behind. |
− | + | * Each apparel requires {{Ticks|60/{{P|Efficiency}}}} to burn regardless of the item or material. [[Shield belt]]s and [[smokepop belt]]s cannot be burned. | |
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− | + | * Each weapons require {{Ticks|60/{{P|Efficiency}}}} to burn regardless of the item or material. Weapons made out of stone cannot be burned since they are not flammable. | |
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− | + | * Up to one stack of any drug requires {{Ticks|60/{{P|Efficiency}}}} to burn. | |
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== Analysis == | == Analysis == | ||
− | + | A campfire's wide array of uses makes the campfire a vital tool before you have access to [[Research#Electricity|Electricity]] and its components. Heat is useful in colder [[biome|climates]], and cooking is an important task. Note that Campfires are less efficent for light than [[torch lamp]]s, which are also wood-fueled but are much cheaper. | |
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− | + | Campfires are generally not resource and work-time efficent after researching Electricity and building a stable power source, with [[heater]]s, [[electric stove]]s, and [[standing lamp]]s replacing its functions. Fires don't require steel or components. But once those supplies are in surplus, upgrading is recommended. | |
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− | + | 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. | |
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− | == Version history == | + | ==Version history== |
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable. | * [[Version/1.1.0|1.1.0]] - Refueling is now toggleable. | ||
− | {{ | + | {{nav|temperature}} |
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[[Category:Temperature]] | [[Category:Temperature]] | ||
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