Difference between revisions of "Campfire"

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== Summary ==
 
== 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.
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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.
  
: (* This property can be made visible on the map via a toggle in the extreme lower right of the game screenMost every type of terrain except water and mud accepts light construction.)
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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 enabledCampfires can be deconstructed to salvage wood that hasn't been consumed yet.
  
A campfire, in good weather, consumes {{icon small|wood}} 10 [[wood]] per day as long as it is lit.  If lit while unroofed in the [[Weather|rain]], it 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.* It can hold up to 20 fuel at a time, for a maximum run time of {{#expr:20/10}} days, and has a full fuel capacity starting the moment it's constructed.  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.
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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.  
  
: (It should be fairly easy to build a 1-tile wooden wall nearby, and extend a "roof area" (under Architect/Zones) over the fire. )
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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.
 
 
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. When placed "outdoors," no heating will occur, but the other campfire functions will still work.
 
  
 
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".
 
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".
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== Analysis ==
 
== Analysis ==
{{Stub|section=1}}
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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.
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.
 
 
 
For heat, the campfire is generally not resource and work-time efficient to use after [[Research#Electricity|Electricity]] has been researched, however its grid independence and immunity to power outages and [[solar flare]]s make it very useful in niche applications even beyond this point. Unlike higher tech replacements, the campfire requires no steel or component to build (or later to repair). While these are legitimate considerations, upgrading to higher tech is usually the better path. Campfires cannot 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.
 
 
 
Similarly for cooking, the campfire  should be replaced by stoves 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.
 
 
 
== Tips ==
 
  
* Bills aren't copied after making a copy
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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.
* [[Colonist]] may earn [[Mood#Slept_in_the_heat|"Slept in the heat" mood]] when [[sleeping]] near campfire.
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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.
  
 
==Version history==
 
==Version history==

Revision as of 19:43, 29 September 2022

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

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.

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. ​Although it serves several functions, it is found under the Architect/Temperature tab.

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 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. Note that even 1 wall & roof (under Architect/Zones) is enough to stop rain. 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.

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 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 works as normal.

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 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 those supplies are in surplus, upgrading is recommended.

    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.

    Version history

    • 1.1.0 - Refueling is now toggleable.