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− | {{Image wanted|reason= | + | {{Image wanted|reason=Refuel gizmo}} |
{{Infobox main|building | {{Infobox main|building | ||
| name = Campfire | | name = Campfire | ||
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== 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. | |
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− | 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. | ||
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. | ||
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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 pack]]s cannot be burned. | |
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− | + | * 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. | |
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− | + | * 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. 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 a campfire for heating / cooking anyway, then you might as well use its light. | |
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− | + | 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 constructing 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. |