Characteristics
Overview
A small light source made out of an old oil can.
Decoration first, light second. You set it down on a table or a shelf, run a wire to it, and that corner gets a small pool of light. The game says it is made from an old oil can, which suits the scrapyard look most bases have anyway.
The natural spot is the desk with your computer station. You sit there at night flicking through cameras, and a lamp at your elbow beats a ceiling light that floods the whole room and shines out of every window. Wire it from a small rechargeable battery with the wire tool like any other consumer.
As a room light it is poor value at 50 metal fragments, the same as a ceiling light. If the base has no power at all yet, the tuna can lamp burns fuel and needs no wiring. Its row lists no research cost, so look in your crafting menu before you go hunting for a blueprint.
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.