Campfires & Fireplaces Regen Energy - #7104
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July 7, 2026 07:35
Sulaboy
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July 10, 2026 01:18
Buff message could be kinda spammy
realforest2001
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Jul 22, 2026
realforest2001
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July 22, 2026 16:32
Sulaboy
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July 23, 2026 01:06
| holder.held_mob?.IgniteMob() | ||
| holder.update_appearance() | ||
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| /obj/machinery/light/fueled/HasProximity(atom/movable/target) |
Collaborator
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A proximity monitor isn't needed just give a buff in view on process with a short timer so it fades quicky on it's own, don't need to remove the status effect when the campire is deleted either
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This was so much easier to do than proximity monitors.
Collaborator
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Proximity monitors are helpful when you need to reduce a lot of overhead but this isn't one of those cases. It wasn't a bad idea though
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About The Pull Request
This PR adds a energy bonus when standing near some types of fires. Fancier fires have bigger buff ranges, but they all have the same regen rate.
I also threw in some simple descriptions for some of the light items because they were missing.
This was ported from Azure Peak.
Approved here
https://discord.com/channels/1511469905700978729/1519320057816023081
But you may not agree with what I think to be a fair energy regen rate so look at it.
This picture shows all the fires that supply the buff.

Why It's Good For The Game
The current way of regenerating energy is either to sleep (really annoying if you are out of energy and not tired), or lay on the ground (looks silly depending on where you do it). Fire regen lets you sit around a campfire and talk with people, also the inn has fireplaces which have greater range than campfires, so you are inclined to go to the inn to regenerate energy and socialize.
Changelog
🆑
add: Some fires (campfires/fireplaces) give a buff to those nearby allowing passive energy regeneration.
/:cl:
Pre-Merge Checklist