Editing Campfire
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{Image wanted|reason= | + | {{Image wanted|reason=Refuel gizmo}}{{Infobox main|building| |
− | {{Infobox main|building | ||
| name = Campfire | | name = Campfire | ||
| image = Campfire.png | | image = Campfire.png | ||
Line 29: | Line 28: | ||
== Acquisition == | == Acquisition == | ||
− | {{ | + | Campfires require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work in order to be constructed. |
== Summary == | == Summary == | ||
− | + | [[File:Gather spot.png|64px|thumb|left|Gather spot gizmo toggled on]] | |
− | + | 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. Campfires can be deconstructed to salvage wood that hasn't been consumed yet. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | Campfires must be lit to function, which requires fuel. A lit campfire consumes {{ | ||
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. | 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. | ||
− | Lit campfires will also heat enclosed [[rooms]] to a maximum [[temperature]] of {{ | + | 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. |
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. | 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. | ||
Line 58: | Line 48: | ||
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. | 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. | ||
− | + | * Each item of apparel requires {{Ticks|60/{{P|Work Speed Factor}} }} to burn regardless of the item or material. [[Shield belt]]s and [[smokepop belt]]s cannot be burned. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | * Each weapon requires {{Ticks|60/{{P|Work Speed Factor}} }} 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 {{Ticks|60/{{P|Work Speed Factor}} }} to burn. | |
== 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, especially if you can't make a [[fueled stove]]. Note that campfires are less efficient for light than [[torch lamp]]s, which are also wood-fueled but are much cheaper. | |
− | |||
− | |||
− | |||
− | |||
− | + | Campfires are generally not resource and work-time efficient 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 during a [[solar flare]], and constucting long [[power conduit]]s to temporarily power heaters can be infeasible, so an "off-grid" cooking/heat source from campfires can still be useful late game. | |
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. | 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 === | === 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. | ||
* 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. | * 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. | ||
* Place a campfire under a [[roof]] due to the extra fuel consumption from rain; 1 wall and tile of roof are enough. | * Place a campfire under a [[roof]] due to the extra fuel consumption from rain; 1 wall and tile of roof are enough. | ||
Line 94: | Line 70: | ||
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable. | * [[Version/1.1.0|1.1.0]] - Refueling is now toggleable. | ||
− | {{ | + | {{nav|temperature}} |
− | |||
[[Category:Temperature]] | [[Category:Temperature]] | ||
− | |||
− |