Boom Box
Statistics
100HEALTH
2dDECAY DELAY
4dDECAYS IN
10 rWPOWER USE
2POWER INPUTS
1POWER OUTPUTS
RequiredBUILDING PRIVILEGE
100%DROPS LOOT
Crafting recipe
200
100
20 Workbench Level 1
Craft time
WB1 15s
WB2 −50% 7.5s
WB3 −75% 3.8s
Found at monuments
Monument Count
Large Oil Rig ×1
Oil Rig ×1
Underwater Lab ×2
Repair when placed
A damaged Boom Box can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×100
×50
×10 Repair
Worn Boom Box can be restored at a Repair Bench. A full repair costs a fraction of the original materials.
Repair bench No blueprint needed
×41
×21
×5 Damage type Reduction Damage taken
Arrow 100% 0%
Bite 100% 0%
Radiation 100% 0%
Bullet 90% 10%
Blunt 50% 50%
Heat 50% 50%
Slash 50% 50%
Stab 50% 50%
Reduction is how much of that damage type never lands. Damage taken is the rest: at 50% reduction a hit for 100 does 50. A negative reduction means the hit lands harder than it would bare.
RecyclerGuaranteed outputExtra chance output
Green 50%
×100
×50
×10 None
Green (powered) 60%
×120
×60
×12 None
Red 75%
×150
×75
×15 None
Yellow 40%
×80
×40
×8 None
Explosive NeededPer hitDudsRaw cost
Rocket ×1312.5—
1,400
1,950
100
40
30
4
Satchel Charge ×127520%
480
720
80
40
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
4
5
40mm HE Grenade ×262.5—
170
240
10
20
3
2
Beancan Grenade ×26515%
240
360
40
High Velocity Rocket ×345—
600
900
60
6
Explosive 5.56 Rifle Ammo ×813—
200
240
40
Survey Charge ×814—
480
720
80
160
40
Homing Missile ×912—
900
1,350
405
27 From full health (100 HP), each one placed on it: damage per hit is after its protection. Duds are throws that fizzle and need another throw, not counted in Needed. Costs are for the whole count, crafted from raw materials.