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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 == | ||
− | + | 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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− | + | : (* This property can be made visible on the map via a toggle in the extreme lower right of the game screen. Most every type of terrain except water and mud accepts light construction.) | |
− | A | + | 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 [[Menus#Haul|haulers]] as long as "refueling" is enabled. Campfires can be deconstructed to salvage wood that hasn't been consumed yet. |
− | + | : (It should be fairly easy to build a 1-tile wooden wall nearby, and extend a "roof area" (under Architect/Zones) over the fire. ) | |
− | + | 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". | |
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+ | ===Bills=== | ||
+ | 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. | ||
{{Recipe List}} | {{Recipe List}} | ||
− | ==== Burning ==== | + | ====Burning==== |
− | Burning | + | 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. |
− | + | 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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− | Apparel requires {{Ticks | ||
− | + | 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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− | Weapons require {{Ticks | ||
− | + | 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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− | Drugs require {{Ticks | ||
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== Analysis == | == Analysis == | ||
− | + | {{Stub|section=1}} | |
− | + | 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. | |
− | + | 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 this is an interesting consideration, upgrading to higher tech is usually the better path. | |
− | + | 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. | |
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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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