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{{Image wanted|reason=Light radius image like [[:File:Standing_lamp_illumination_area.png]]}}
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{{infobox main|building|
{{Infobox main|building
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|name = Campfire
| name = Campfire
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|image = Campfire.png
| image = Campfire.png
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|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.
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|type = Building
| type = Building
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|type2 = Temperature
| type2 = Temperature
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|placeable = true
| placeable = true
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|path cost = 42
| path cost = 42
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|passability = pass through only
| passability = pass through only
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|cover = 0.2
| cover = 0.2
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|minifiable = false
| minifiable = false
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|size = 1 ˣ 1
| size = 1 ˣ 1
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|flammability = 0
| flammability = 0
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|hp = 80
| hp = 80
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|efficiency = 0.5
| work speed factor = 0.5
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|glowradius = 10
| glowradius = 10
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|glowcolor = (252, 187, 113)
| glowcolor = (252, 187, 113)
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|heatpersecond = 21
| heatpersecond = 21
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|maxheattemperature = 28
| maxheattemperature = 28
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|terrain affordance = light
| terrain affordance = light
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|work to make = 200
| work to make = 200
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|resource 1 = Wood
| resource 1 = Wood
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|resource 1 amount = 20
| resource 1 amount = 20
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|deconstruct yield = nothing
| deconstruct yield = nothing
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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.
 
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 ==
{{Acquisition}}
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Campfires require {{Required Resources}} and {{ticks|{{P|Work To Make}}}} of work in order to be constructed.
  
 
== Summary ==
 
== Summary ==
{| class="wikitable"
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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.
| [[File:Forbid Off.png|Automatic refuel toggle on|64px]]
 
| [[File:Forbid On.png|Automatic refuel toggle off|64px]]
 
| [[File:Gather Spot Active.png|Gather spot toggle|64px]]
 
|-
 
| Automatic refuel<br/>toggle on
 
| Automatic refuel<br/>toggle off
 
| Gather spot toggle
 
|}
 
  
Campfires must be lit to function, which requires fuel. A lit campfire consumes {{Icon Small|wood}} 10 [[wood]] per day, 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 or snow]]. It can hold up to 20 fuel at a time, for a maximum run time of {{#expr:20/10}} days or {{#expr: 24 * (20/(10+ (0.0006*60000))) round 2}} in-game hours in the rain. 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.  When deconstructing a campfire, no wood is reclaimed.
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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", preventing workspeed penalties.  
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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 also heat enclosed [[rooms]] 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}} equivalent to a [[heater]]. Outdoor campfires, like other temperature effects, won't cause any temperature changes, but otherwise function as normal.
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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.
  
Campfires can act as a [[Recreation#Relaxing socially|gather spot]] for colonists to [[Recreation|recreate]], even if unlit. This is toggled on by default, but can be toggled off via the gizmo when the campfire is selected.
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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 a [[Property:Work Speed Factor|Work Speed Factor]] of {{P|Work Speed Factor}}, meaning that all bills will take {{#expr:1/{{P|Work Speed Factor}} round 1}}x as long as at most other work stations.
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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.
 
 
 
{{Recipe List}}
 
{{Recipe List}}
  
 
==== Burning ====
 
==== Burning ====
Burning bills are worked by [[Work#Haul|haulers]]. All times are scaled by the worktable efficiency of {{P|Work Speed Factor}} 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.
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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.
  
==== Burn apparel ====
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* 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.  
{{Quote|Burn unwanted apparel to completely destroy it.|Burn apparel description}}
 
Apparel requires {{Ticks|60/{{P|Work Speed Factor}} }} work to burn (modified by the [[general labor speed]] of the hauler), regardless of the item or material. [[Shield belt]]s and [[smokepop pack]]s cannot be burned (though [[firefoam pop pack]]s can).
 
  
==== Burn weapon ====
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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.
{{Quote|Burn unwanted weapon to completely destroy it.|Burn weapon description}}
 
Weapons require {{Ticks|60/{{P|Work Speed Factor}} }} 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]] {{BiotechIcon}}), can be burned.
 
  
==== Burn drugs ====
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* Up to one stack of any drug requires {{Ticks|60/{{P|Efficiency}}}} to burn.
{{Quote|Burn unwanted drugs to completely destroy them.|Burn drugs description}}
 
Drugs require {{Ticks|60/{{P|Work Speed Factor}} }} work to burn (modified by the [[general labor speed]] of the hauler), but burns in entire stacks.
 
 
 
=== Ritual ===
 
Campfires are used by the [[Rituals#Drum party|Drum Party]] [[ritual]].{{IdeologyIcon}} 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 [[Rituals#Skylantern festival|Skylantern Festival]] and the [[Rituals#Leader speech|Leader Speech]] [[ritual]]s.{{IdeologyIcon}}, 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 ==
 
== Analysis ==
Campfires have a wide array of uses. They can heat rooms in cold [[biome|climates]], they can be used to cook food, and they produce light, all before you have access to [[Research#Electricity|Electricity]]. There are multiple alternatives, even before electricity:
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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.
* [[Fueled stove]]s cook x2 faster than a campfire, allow access to [[fine meal]]s and [[lavish meal]]s, 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 lamp]]s 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, [[heater]]s, [[electric stove]]s, and [[standing lamp]]s all replace their functions. However, campfires don't require [[steel]] or [[component]]s. 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 [[door]]s to let some heat out.
 
  
=== Tips ===
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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.
* You can place campfires near [[growing zone]]s and/or [[table|dining areas]], in order to reduce hauling time.
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* 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.
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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.
* Place a campfire under a [[roof]] due to the extra fuel consumption from rain; 1 wall and tile of roof are enough.
 
  
== Version history ==
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==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|wide}}
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{{nav|temperature}}
{{Nav|Production|wide}}
 
 
[[Category:Temperature]]
 
[[Category:Temperature]]
[[Category:Production]] [[Category:Drug Production]] [[Category:Food Production]]
 
[[Category:Lamp]]
 

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