Characteristics
Overview
A beautiful green sky lantern. Can be launched in any direction. Has one inventory slot. Can be Ignited with a lit torch.
Two groups share a valley. Nobody has shot first yet, and both sides are tired of checking the window all evening. Send a green lantern up from your roof toward their compound. It carries no threat and costs next to nothing, so it reads the way a white flag would: we are not coming tonight.
Of course it will not stop a raid if they never meant to talk. Put a note in its one slot if you trust the wind, or just shout over voice when they come out to look. If a lantern of theirs comes back, the talk has started.
Light it with a burning torch. It has no blueprint of its own: it is a skin of the plain sky lantern, made by crafting that lantern with the skin, so the cost is ten cloth and five low grade fuel per lantern, no bench. Apart from the colour, nothing sets it apart.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
2–3 | 50–100 |
|
1 | 120 |
|
1 | 200 |
|
1 | 480 |
|
1 | 1,400 |
|
1 | 2,200 |
| Other ways: siege weapons, vehicles and loot | ||
|
1 | 60 |
|
1 | 200 |
|
5 | 300 |
|
1 | 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.
Recycling
At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.