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Electrical

Fluorescent Light

A fluorescent tube for 50 metal fragments whose row shows no research cost. A plain work light for the spots where you read inventories at night.

Characteristics

Category
Electrical
Stack size
10
Craftable
No
Researchable
No
Health
200

Overview

In-game description
Bright enough to see what you’re doing.

Over the workbench, by the furnaces, next to the box you sort loot into: anywhere you need to read an inventory after dark is its home. Its own line, bright enough to see what you're doing, is honest about the job. It is a work light, not a showpiece.

It shares a price with the ceiling fluorescent light: 50 metal fragments at a Level 1 bench. The difference is how you get the blueprint. The ceiling version is a skin of the ceiling light, which you learn for 15 scrap; this one has no research at all, because its blueprint is tied to owning the item on Steam. It also does not need a ceiling above it.

Picture a small smelting shed with a small generator in the corner. One tube above the furnaces, one line from the generator with the wire tool, and you can sort ore at midnight without a flashlight in your hand. The generator has power to spare, so other electrical parts can hang off the same line later.

Raid cost

Explosive Quantity Sulfur
Explosive 5.56 Rifle Ammo cheapest 20–23 500–600
High Velocity Rocket 5 1,000
Beancan Grenade 10 1,200
Rocket 1 1,400
Satchel Charge 3 1,440
Timed Explosive Charge 1 2,200
Other ways: siege weapons, vehicles and loot
Torpedo 10 120
Propane Explosive Bomb 1 900
Mortar Shell 4 1,200
Survey Charge 25 1,500
Homing Missile 17 1,800
MLRS Rocket 1 —
40mm HE Grenade 6 —
Hammerhead Bolt 8 —

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

Recycler

At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.