Characteristics
Overview
A small light source.
Plain white light on a wall, for less metal than a ceiling light asks: 30 metal fragments against 50, both at a Level 1 bench. Put it beside the furnaces or along a stairwell and you can see what you are doing without a lamp hanging into your path.
It has three coloured siblings, and their rows match line for line: same recipe, same bench, no research cost listed, the same return from the recycler. Colour is the only thing you are choosing, so the useful question is what each one tells your group.
| Lamp | Common job |
|---|---|
| Industrial Wall Light | Work light by benches and furnaces |
| Red | Marks the loot room, or a sensor warning |
| Green | Gate open, wired with the door controller |
| Blue | Shop sign over a vending machine |
So use white in the rooms you work in. A coloured lamp only means something if your teammates know the code.
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.