Difference between revisions of "Campfire"

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{{infobox main|building|
 
{{infobox main|building|
 
|name = Campfire
 
|name = Campfire
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|destroyyield = nothing
 
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A '''campfire''' raises the temperature of a room and produces [[Environment#Light|light]] at 50% up to five squares away. It lasts for two days (the remaining time is shown in the inspect pane) but consumes fuel faster when it's raining or snowing. Campfires can be deconstructed to salvage wood that hasn't been consumed yet, which is handy for cold biomes.  
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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.
  
A campfire can be used to  make [[simple meal]]s, [[psychite tea]] or [[pemmican]]; or to burn [[drugs]] or [[apparel]].
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== Acquisition ==
Better [[meals]] can be prepared with an [[electric stove]] / [[fueled stove]].
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Campfires require {{Required Resources}} and {{ticks|{{P|Work To Make}}}} of work in order to be constructed.
[[Menus#Haul|Haulers]] refuel a campfire when needed and perform the burning tasks.
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== Summary ==
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The campfire consumes {{icon small|wood}} 10 [[wood]] per day as long as it is lit, 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]]. It can hold up to 20 fuel at a time, for a maximum run time of {{#expr:20/10}} days. 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.  Campfires can be deconstructed to salvage wood that hasn't been consumed yet.
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It outputs [[light]] in a 10 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. 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}}
  
 
A campfire is set by default as a gathering spot, colonists will gather here to socialize, especially when idle. It can be toggled off.
 
A campfire is set by default as a gathering spot, colonists will gather here to socialize, especially when idle. It can be toggled off.
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The following items can be crafted at the {{LC:{{PAGENAME}}}}. Note that the campfire has a Worktable Work Speed Factor of 0.5, meaning that all bills will take 2x longer to execute than at other work stations.
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{{Recipe List}}
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===Burning===
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Burning ills are worked by [[Menus#Haul|haulers]]. All times are scaled only{{Check Tag|Worktable Speed?|Does the work table speed penalty affect these values? If so updated below as well}} by the [[General Labor Speed]] of the hauler performing the bill. In all cases, the item is completely destroyed leaving nothing behind.
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Apparel requires 60{{Check Tag|Ticks or Secs?|Work defined in recipe .xml but unclear if it is in ticks or seconds}} work to burn regardless of the item or material. [[Shield belt]]s and [[smokepop belt]]s cannot be burned.
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Weapons require 60{{Check Tag|Ticks or Secs?|Work defined in recipe .xml but unclear if it is in ticks or seconds}} work to burn regardless of the item or material. Only burnable weapons can be burned.{{Check Tag|Which?}}
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Drugs require 60{{Check Tag|Ticks or Secs?|Work defined in recipe .xml but unclear if it is in ticks or seconds}} work to burn but will be burned in entire stacks.
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== Analysis ==
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{{Stub|section=1}}
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Its wide array of uses makes the campfire a vital tool in the early game.
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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.
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It is generally not resource and work-time efficient to use for heat once [[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.
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Similarly, it should be replaced by stoves for cooking 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. B
  
 
==Version history==
 
==Version history==

Revision as of 22:26, 22 November 2021

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

The campfire consumes Wood 10 wood per day as long as it is lit, and consumes an additional Wood 0.0006 wood per 1 tick (0.02 secs), or a total of Wood 46 wood per day, if it is lit while unroofed in the rain. It can hold up to 20 fuel at a time, for a maximum run time of 2 days. It is constructed with a full fuel capacity. 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.

It outputs light in a 10 tile radius, with the nearest 7.175 tiles being above 50% light level and considered lit. It heats the room to a maximum temperature of 28 °C (82.4 °F) at a rate of 21 heat per second.[Exact mechanic unclear]

A campfire is set by default as a gathering spot, colonists will gather here to socialize, especially when idle. It can be toggled off.

The following items can be crafted at the campfire. Note that the campfire has a Worktable Work Speed Factor of 0.5, meaning that all bills will take 2x longer to execute than at 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 ills are worked by haulers. All times are scaled only[Worktable Speed?] by the General Labor Speed of the hauler performing the bill. In all cases, the item is completely destroyed leaving nothing behind.

    Apparel requires 60[Ticks or Secs?] work to burn regardless of the item or material. Shield belts and smokepop belts cannot be burned.

    Weapons require 60[Ticks or Secs?] work to burn regardless of the item or material. Only burnable weapons can be burned.[Which?]

    Drugs require 60[Ticks or Secs?] work to burn but will be burned in entire stacks.

    Analysis

    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.

    It is generally not resource and work-time efficient to use for heat once Electricity has been researched, however its grid independence and immunity to power outages and solar flares make it very useful in niche applications even beyond this point.

    Similarly, it should be replaced by stoves for cooking 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. B

    Version history

    • 1.1.0 - Refueling is now toggleable.