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=Light radius image like [[:File:Standing_lamp_illumination_area.png]]}}
+
{{Image wanted|reason=Refuel gizmo}}
 
{{Infobox main|building
 
{{Infobox main|building
 
| name = Campfire
 
| name = Campfire
Line 29: Line 29:
  
 
== Acquisition ==
 
== Acquisition ==
{{Acquisition}}
+
Campfires require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work in order to be constructed.
  
 
== Summary ==
 
== Summary ==
{| class="wikitable"
+
[[File:Gather spot.png|64px|thumb|left|Gather spot gizmo toggled on]]
| [[File:Forbid Off.png|Automatic refuel toggle on|64px]]
+
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.
| [[File:Forbid On.png|Automatic refuel toggle off|64px]]
 
| [[File:Gather Spot Active.png|Gather spot toggle|64px]]
 
|-
 
| Automatic refuel<br/>toggle on
 
| Automatic refuel<br/>toggle off
 
| Gather spot toggle
 
|}
 
 
 
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.  When deconstructing a campfire, no wood is reclaimed.
 
  
 
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.  
Line 58: Line 49:
 
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.
  
==== Burn apparel ====
+
* Each item of apparel requires {{Ticks|60/{{P|Work Speed Factor}} }} to burn regardless of the item or material. [[Shield belt]]s and [[smokepop pack]]s cannot be burned.  
{{Quote|Burn unwanted apparel to completely destroy it.|Burn apparel description}}
 
Apparel requires {{Ticks|60/{{P|Work Speed Factor}} }} work to burn (modified by the [[general labor speed]] of the hauler), regardless of the item or material. [[Shield belt]]s and [[smokepop pack]]s cannot be burned (though [[firefoam pop pack]]s can).
 
 
 
==== Burn weapon ====
 
{{Quote|Burn unwanted weapon to completely destroy it.|Burn weapon description}}
 
Weapons require {{Ticks|60/{{P|Work Speed Factor}} }} work to burn (modified by the [[general labor speed]] of the hauler), regardless of the item or material. Only flammable melee weapons, and ranged weapons made from wood ([[pila]], [[short bow]] / [[recurve bow]] / [[greatbow]] / [[flamebow]] {{BiotechIcon}}), can be burned.
 
 
 
==== Burn drugs ====
 
{{Quote|Burn unwanted drugs to completely destroy them.|Burn drugs description}}
 
Drugs require {{Ticks|60/{{P|Work Speed Factor}} }} work to burn (modified by the [[general labor speed]] of the hauler), but burns in entire stacks.
 
  
=== Ritual ===
+
* 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.
Campfires are used by the [[Rituals#Drum party|Drum Party]] [[ritual]].{{IdeologyIcon}} If a lit campfire is used to start the ritual, the ritual will gain +20% quality, increasing the chance of a positive outcome. At least one [[drum]] is required in a twelve tile radius.
 
  
Campfires can also be used for the [[Rituals#Skylantern festival|Skylantern Festival]] and the [[Rituals#Leader speech|Leader Speech]] [[ritual]]s.{{IdeologyIcon}}, but there is no quality bonus for these rituals. The campfire must be lit for the skylantern festival, but not for the leader speech.
+
* Up to one stack of any drug requires {{Ticks|60/{{P|Work Speed Factor}} }} to burn.
  
 
== Analysis ==
 
== Analysis ==
Campfires have a wide array of uses. They can heat rooms in cold [[biome|climates]], they can be used to cook food, and they produce light, all before you have access to [[Research#Electricity|Electricity]]. There are multiple alternatives, even before electricity:
+
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. However, if you need the heating / cooking anyway, then you don't need a torch.
* [[Fueled stove]]s cook x2 faster than a campfire, allow access to [[fine meal]]s and [[lavish meal]]s, and do not consume wood when not cooking food. They do consume a lot more wood during use. But fueled stoves are more efficient, so long as you have nearby trees to chop.
 
* [[Torch lamp]]s are much more efficient for light, and produce meager amounts of heat.
 
* There is no direct alternative for heat before you have electricity. However, you can build your shelter inside a [[steam geyser]], which creates sufficient (if too much) heat on its own.
 
The main benefit is that campfires are "all-in-one". If you are burning wood for heat, you might as well use it for cooking and light. Also, they allow cooking without using steel for a fueled stove. Conversely, if you don't need heat and can afford to use a fueled stove, then you can skip a campfire.
 
  
After researching Electricity, Campfires are generally not resource- or work- efficient. A stable power source, [[heater]]s, [[electric stove]]s, and [[standing lamp]]s all replace their functions. However, campfires don't require [[steel]] or [[component]]s. Once you do have these supplies, then it is best to upgrade quickly. In the late game, campfires have a minor use, as they can be used as a heating alternative during a [[solar flare]] or other power outage.
+
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 the components, 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.

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: