Characteristics
Overview
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 |
|---|---|---|
|
20–23 | 500–600 |
|
5 | 1,000 |
|
10 | 1,200 |
|
1 | 1,400 |
|
3 | 1,440 |
|
1 | 2,200 |
| Other ways: siege weapons, vehicles and loot | ||
|
10 | 120 |
|
1 | 900 |
|
4 | 1,200 |
|
25 | 1,500 |
|
17 | 1,800 |
|
1 | — |
|
6 | — |
|
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
At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.