野営地
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Camps are temporary sites in the wilderness. Their occupants and facilities can vary: a camp with a bed can provide rest and a saved game when sleeping is allowed, while an interactive campfire offers lighting or cooking actions. Check the enemies and usable facilities at the actual camp before settling down.
目次
Finding and recognising camps
Camps are distributed by wilderness-event generation and have different scene variants. A shared map label does not imply identical facilities or occupants. This site's map shows example placements; use the locations and layouts discovered in your own save.
Available interactions
Check which facilities are actually present. Not every camp has a bed, and a camp marker alone does not guarantee somewhere to sleep.
| Facility | Use | Conditions |
|---|---|---|
| Camp bed | Choose a sleep duration, rest and save progress | A bed is present and sleeping is allowed |
| Campfire | Light an unlit fire; open cooking while it is burning | An interactive campfire is present |
Camp variants
Camps split into variants by source: common bandit camps combine a template pool, river and steppe bandit camps reuse riverside templates, and some camps are overrun by crawlers or deathstingers. Observe the actual enemies, nests and facilities before deciding to settle or leave.
Random spawners describe chances rather than fixed enemy counts, and template coverage does not guarantee a bed in every camp: three common snow templates have no bed, and another lacks campfire interaction evidence (documented gaps).
| Variant | Template rules | Occupants |
|---|---|---|
| Common bandit camp | 15 templates, drawn without replacement, refilled when empty | Bandit and dog random spawners; spawners do not fix enemy counts |
| River and steppe bandit camp | 4 templates; reuse by river frame or without replacement | Bandit random spawner (no dog spawner) |
| Crawler-overrun camp | 3 templates, drawn without replacement | Direct crawler room objects |
| Deathstinger-overrun camp | 3 templates, drawn without replacement | Hornet hive and special hive objects |
Sleeping and saving
Interacting with a camp bed first checks whether sleeping is allowed. The duration-selection panel opens only when that check succeeds. Confirming sleep follows the normal sleep-and-save sequence.
Enemy danger, a crime status with the applicable faction, or certain harmful conditions can prevent sleep. Beds check those states rather than simply asking whether the entire camp has been cleared. Resolve the condition preventing sleep before trying again.
Campfires and cooking
The campfire interaction depends on whether it is burning: an unlit fire offers the lighting action, while a burning fire opens cooking. Look for an actual interactive campfire rather than assuming a camp marker guarantees cooking facilities.
