Characteristics
Overview
Allows you to pass a cable through a wall. Each input will forward the amount it receives to the corresponding output on the other side.
Its single job is getting power from one side of a wall to the other. You wire into an input on one face, and the matching output on the far side hands on exactly what came in. Nothing is split or added on the way through.
The obvious use is a source outside and the load inside: a generator or a row of panels in the compound, the battery and turrets behind your walls. The tunnel lets the line cross without leaving a gap or snaking round through a doorway.
What keeps it rare is that nobody builds one. The row lists a Level 3 workbench and ten high quality metal, but the game files say the cable tunnel cannot be crafted or researched at all, so any you place came from loot or a trade. Most players route the wire tool another way and never build one. If you are planning a power setup, the rest of the electrical parts will matter far more.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
34–35 | 850–900 |
|
1 | 1,400 |
|
7 | 1,400 |
|
3 | 1,440 |
|
12 | 1,440 |
|
1 | 2,200 |
| Other ways: siege weapons, vehicles and loot | ||
|
17 | 240 |
|
1 | 900 |
|
4 | 1,200 |
|
25 | 1,500 |
|
20 | 2,000 |
|
1 | — |
|
6 | — |
|
8 | — |
Direct hit, hard side, no duds. Satchel Charge is a dud 20% of the time. Beancan Grenade is a dud 15% 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.