Weapons made out of stone cannot be burned since they are not flammable. Each weapon requires 120 ticks ( 2 secs) to burn regardless of the item or material.Shield belts and smokepop packs cannot be burned. Each item of apparel requires 120 ticks ( 2 secs) to burn regardless of the item or material.In all cases, the item is completely destroyed leaving nothing behind. All times are scaled by the worktable efficiency of 0.5 and the general labor speed of the hauler performing the bill. Note that the campfire has a Work Speed Factor of 0.5, meaning that all bills will take 2x as long as at most other work stations.Ġ.25 Nutrition (meat) + 0.25 Nutrition (vegan)īurning bills are worked by haulers. The following items can be crafted at the campfire. This is toggled on by default, but can be toggled off via the gizmo when the campfire is selected. ![]() Outdoor campfires, like other temperature effects, won't cause any temperature changes, but otherwise function as normal.Ĭampfires can act as a gather spot for colonists to recreate, even if unlit. Lit campfires will also heat enclosed rooms to a maximum temperature of 28 ☌ (82.4 ☏) at a rate of 21 heat per second, equivalent to a heater. When deconstructing a campfire, no wood is reclaimed.Ī lit campfire outputs light in a 10 tile radius, with the nearest 7.175 tiles being above 50% light level and considered "lit", preventing workspeed penalties. ![]() ![]() Fuel is delivered to the campfire by a haulers as long as refueling is enabled. It is constructed with a full fuel capacity. It can hold up to 20 fuel at a time, for a maximum run time of 2 days or 10.43 in-game hours in the rain. A lit campfire consumes 10 wood per day, and consumes an additional 0.0006 wood per 1 tick ( 0.02 secs), or a total of 46 wood per day, if it is lit while unroofed in the rain or snow. Campfires must be lit to function, which requires fuel.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |