Characteristics
Overview
A string of glowing bulbs, can be deployed point by point to light up your base.
Nothing about them helps you win a fight. They make a base look lived in, and some players care about that a lot: a porch with bulbs over the door, a row along the edge of a shop window, a canopy over the spot where the group sits between raids.
Hanging works point by point, as the game text says. You fix one end, then the next point, then another, along a beam or a roof line. One craft gives ten for 50 metal fragments and needs no workbench, so length is never the problem.
Power is. Unlike the holiday Christmas lights, which glow on their own, these are electrical, and dark bulbs on a cord are just a cord. Run a line to them with the wire tool and put a switch in front, so they are not draining the battery while you are offline.
For a softer look with smaller bulbs there are fairy lights, which cost the same but want a Level 1 bench.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
10–12 | 250–300 |
|
3 | 600 |
|
5 | 600 |
|
2 | 960 |
|
1 | 1,400 |
|
1 | 2,200 |
| Other ways: siege weapons, vehicles and loot | ||
|
5 | 60 |
|
2 | 600 |
|
13 | 780 |
|
1 | 900 |
|
9 | 1,000 |
|
1 | — |
|
3 | — |
|
4 | — |
Direct hit, hard side, no duds. Beancan Grenade is a dud 15% of the time. Satchel Charge is a dud 20% of the time. A range runs from point blank to the far end of the bullet's falloff, fired from an Assault Rifle.
Recycling
At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.