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Traps

Tin Can Alarm

A doorbell for intruders: it hurts nobody, it just rattles when someone walks into it. Worth it only while you are online or once a grenade hangs on it.

Characteristics

Category
Traps
Stack size
1
Durability
100
Workbench
Level 1
Craftable
Yes
Researchable
Yes · 30 Scrap
Health
50

Overview

In-game description
A primitive perimeter alarm made from hanging tin cans. Clatters loudly when disturbed, alerting you to any trespassers. Can be rigged with grenades or other throwables.

Cans on a wire are ears for the part of your base you are not watching. Nobody gets hurt when they walk into it. The cans just clatter loudly, and if you are close enough to hear, you know someone is there before they reach your door.

Where it pays off: you are inside smelting at night, the furnaces outside are roaring, and someone crouches through the gap in your compound wall. Set across that gap or just outside a wooden door, the alarm buys you the second you need to grab a gun. Offline it does nothing on its own, because nobody is there to hear it.

The game lets you rig it with grenades or other throwables, and that turns a doorbell into a trap. Hang a beancan grenade on it and the next person to trip it gets a nasty surprise, though beancans are unreliable even when you throw them yourself.

It needs a Level 1 bench, 30 metal fragments, one rope and 100 wood. Cheap enough, but it is one alarm on one spot, and the intruder hears the rattle just as well as you do.

Raid cost

Direct hit, hard side, no duds. Beancan Grenade is a dud 15% of the time. Satchel Charge is a dud 20% of the time.

Crafting

Workbench level
Level 1
Crafting time
15 s
Research cost
30 Scrap

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Recycling

Recycler

At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.

How to get

  • Craft

    at a Level 1 Workbench

  • Research

    30 Scrap at a Research Table