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CorpusValheim

Bonfire

Misc

For when a regular campfire just isn't impressive enough!

Bonfire

Construction requirements

Produces 1 unit(s). All listed ingredients are required.

  1. ×1Surtling Core
  2. ×5Ancient Bark
  3. ×5Finewood
  4. ×5Corewood
  5. MakesBonfire

Aoe configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Cinder Spawner configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Effect Area configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Effect Area configuration 2

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Effect Area configuration 3

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Fireplace configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Smoke Spawner configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Practical guidance

Editorial

AOE damage at quality<=1 is the base vector; only higher quality adds world gear bonus and per-level damage. Setup may replace attack settings. Owner/faction/character/prop/dodge gates precede hits; objects deduplicate per hit-list reset. Distance scaling uses the authored curve, skill adds a separate random factor. Boss-specific status wins before player-specific status. Trigger-enter-only flag actually suppresses enter callbacks when true; stay callbacks remain eligible.

Burning fireplaces consume elapsedSeconds/secondsPerFuel when enabled and not infinite. Terrain, overhead blockage, smoke and optional submersion can prevent burning. Wet conditions select low/high objects and can turn off fireplaces configured to allow toggling. Cinder emission requires ownership, rejects positions inside a shield, and passes a decremented spread budget to its children. Its periodic branch additionally needs a positive spread budget, chance success and a burning fireplace when attached. Fire spread is enabled in Ashlands or by the Fire world key; burnable objects, liquid height, wetness, cleared terrain and biome gates apply. Fire damage visits characters but randomly selects one eligible non-character collider per tick. Rain and accumulated smoke can extinguish spreading fire. Effect areas refresh heat/status exposure; base value counts matching colliders rather than unique buildings.

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Game version 1.0.12Version, artwork & sources