Characteristics
- Category
- Electrical
- Stack size
- 5
- Workbench
- Level 1
- Craftable
- Yes
- Researchable
- Yes · 15 Scrap
- Health
- 200
Overview
A flashing blue light
As a lamp it is useless, as a signal it is hard to beat. A blinking blue light in the corner of the airlock tells you something happened while you were looking elsewhere, and that is all most bases ask of it.
The setup players copy is built around the memory cell: a pressure pad hidden in the loot room doorway sets the cell, the cell's output feeds the flasher, and a button by the door clears it. You come home from a monument run, see it blinking, and you walk into the loot room with a gun out instead of stripping your kit at a box. Run every connection with the wire tool; the light itself only needs one line from whatever carries the signal.
It costs 120 metal fragments and 15 scrap to research, the same as the siren light. Pick between them by taste. The flasher is the calmer signal for a status board, the siren the one that grabs your eye across a big room.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
67–69 | 1,700–1,750 |
|
1 | 2,200 |
|
5 | 2,400 |
|
13 | 2,600 |
|
2 | 2,800 |
|
24 | 2,880 |
| Other ways: siege weapons, vehicles and loot | ||
|
33 | 420 |
|
2 | 1,800 |
|
7 | 2,400 |
|
49 | 2,940 |
|
39 | 4,000 |
|
2 | — |
|
12 | — |
|
16 | — |
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.
Crafting
- Workbench level
- Level 1
- Crafting time
- 15 s
- Research cost
- 15 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
15 Scrap at a Research Table