Characteristics
Overview
A Lantern. Place it where you need light, requires low grade fuel to work.
Night two of a wipe, and you are sorting loot in a room so dark you can barely tell one box from the next. That is the job of a lantern. Set it down on the floor, put some low grade fuel in it, switch it on, and the room is usable again after sunset.
Getting one is easy. It takes a little fuel and 25 metal fragments, needs no workbench, and every player knows the blueprint from the start, so there is nothing to research. The running cost is what catches people out: a lit lantern keeps burning fuel whether anyone is in the room or not.
Tip
Switch it off before you log off. A glowing window in the middle of the night shows every roamer that the base is lived in, and the fuel stays in the lantern for tomorrow.
For a spot on the wall, the tuna can lamp does the same job with less fuel in its recipe. Once your base runs on electricity, a ceiling light ends the refuelling for good. Decorative versions like the Chinese Lantern seem to work the same way and only change the look.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
5–6 | 150 |
|
3 | 360 |
|
2 | 400 |
|
1 | 480 |
|
1 | 1,400 |
|
1 | 2,200 |
| Other ways: siege weapons, vehicles and loot | ||
|
3 | 60 |
|
7 | 420 |
|
1 | 600 |
|
5 | 600 |
|
1 | 900 |
|
1 | — |
|
2 | — |
|
2 | — |
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.
Crafting
- Crafting time
- 15 s
- Research cost
- 10 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
by hand
-
Research
10 Scrap at a Research Table