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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.

Spis treści

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.

Available interactions
FacilityUseConditions
Camp bedChoose a sleep duration, rest and save progressA bed is present and sleeping is allowed
CampfireLight an unlit fire; open cooking while it is burningAn 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).

Camp variants
VariantTemplate rulesOccupants
Common bandit camp15 templates, drawn without replacement, refilled when emptyBandit and dog random spawners; spawners do not fix enemy counts
River and steppe bandit camp4 templates; reuse by river frame or without replacementBandit random spawner (no dog spawner)
Crawler-overrun camp3 templates, drawn without replacementDirect crawler room objects
Deathstinger-overrun camp3 templates, drawn without replacementHornet 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.

Źródła

Wersja gry 0.9.4.25

  1. 0.9.4.25 official names, wilderness generation, camp facilities and sleep/campfire interactions
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