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{{Infobox main|building | {{Infobox main|building | ||
| name = Campfire | | name = Campfire | ||
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| flammability = 0 | | flammability = 0 | ||
| hp = 80 | | hp = 80 | ||
− | | | + | | efficiency = 0.5 |
| glowradius = 10 | | glowradius = 10 | ||
| glowcolor = (252, 187, 113) | | glowcolor = (252, 187, 113) | ||
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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]]. |
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+ | It also functions as a social gathering spot. [[Colonist]]s will [[recreate]] around it even without fuel. | ||
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+ | Colonists are subject to [[Heatstroke]]s when they work at Campfire for a long period of time. Campfires should be avoided around places where pawns [[sleep]] for a long time in most situations. | ||
== 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. However, it is recommended to put a campfire under a [[roof]] (create a roof area under Architect/Zones) due to the penalties of rain; 1 wall and roof are enough. Although it serves several functions, it is found under the Architect/Temperature tab. Campfires will not burn other buildings or walls. Campfires may act as a [[Recreation#Relaxing socially|gather spot]] for colonists to socialize, even if unlit. | |
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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 of wood 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. 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 also heat rooms naturally. |
− | + | Campfires provide heat. Rooms must be enclosed and roofed in order to recieve heat. Campfires can heat to a maximum [[temperature]] of {{Temperature|28}}; they heat as much as 1 [[heater]], or 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, like other temperature effects, won't cause any temperature changes, but otherwise work as normal. | |
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=== 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 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 | + | 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 you have them, it is recommended to upgrade quickly. Electricity doesn't work if the power is disrupted (such as a [[solar flare]]), so an "off-grid" cooking/heat source from campfires may be useful. |
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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. | ||
− | + | It is recommended to have a single gathering spot per colony, in your prefered "recreation area". Gathering can be toggled off (menu bar at bottom of screen when campfire is selected). | |
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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. | ||
− | + | == Tips == | |
− | {{ | + | |
+ | * Place campfires closer to the [[Growing zone]]s with few capable colonists to reduce walking time. | ||
+ | * Place campfires closer to [[Bed]]s, [[Sleeping spot]]s, [[Barracks]], [[Prison cell]]s, [[Prison barracks]] with few or without active [[freezer]]s to reduce walking time. This can be true early on or before [[cooler]] ([[Research#Air_conditioning|Air conditioning]]) is researched. | ||
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+ | {{nav|temperature}} | ||
[[Category:Temperature]] | [[Category:Temperature]] | ||
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