Characteristics
Overview
Get groovy with this stunning disco ball.
Wire first, groove second. Hung under a ceiling it is just a mirrored lump until power reaches it; with a line from a small rechargeable battery it spins and throws spots of light around the room. Run that line with the wire tool as you would for any lamp.
The craft is light: 50 metal fragments at a Level 1 workbench, no research needed. Picture the last night before a wipe, gear all spent, the group throwing a party in the main room. That is its whole job.
It gives no light worth working by and no comfort. Pair it with a disco floor if you want the full club look, and keep both on a separate circuit from anything that defends the base.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
3 | 100 |
|
1 | 120 |
|
1 | 200 |
|
1 | 480 |
|
1 | 1,400 |
|
1 | 2,200 |
| Other ways: siege weapons, vehicles and loot | ||
|
2 | 60 |
|
2 | 120 |
|
3 | 400 |
|
1 | 600 |
|
1 | 900 |
|
1 | — |
|
1 | — |
|
1 | — |
Direct hit, hard side, no duds. Beancan Grenade is a dud 15% of the time. Satchel Charge is a dud 20% of the time.
Crafting
- Workbench level
- Level 1
- Crafting time
- 15 s
- Research cost
- 10 Scrap
Recycling
At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.
How to get
-
Craft
at a Level 1 Workbench
-
Research
10 Scrap at a Research Table