Ceiling Fluorescent Light
Statistics
300HEALTH
2 rWPOWER USE
1POWER INPUTS
1POWER OUTPUTS
Crafting recipe
50 Workbench Level 1
Craft time
WB1 15s
WB2 −50% 7.5s
WB3 −75% 3.8s
Repair when placed
A damaged Ceiling Fluorescent Light can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×25 Damage type Reduction Damage taken
Bleeding 100% 0%
Cold 100% 0%
Cold Exposure 100% 0%
Poison 100% 0%
Radiation 100% 0%
Radiation Exposure 100% 0%
Arrow 90% 10%
Bullet 90% 10%
Heat 80% 20%
Blunt 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%
×25 None
Green (powered) 60%
×30 None
Red 75%
×37
50% Yellow 40%
×20 None
Explosive NeededPer hitDudsRaw cost
High Velocity Rocket ×1345—
200
300
20
2
Homing Missile ×1512—
100
150
45
3
Rocket ×1312.5—
1,400
1,950
40
4
100
30
Timed Explosive Charge ×1550—
2,200
3,000
100
4
200
60
5
Satchel Charge ×227520%
960
1,440
160
80
40mm HE Grenade ×562.5—
425
600
50
5
25
8
Beancan Grenade ×56515%
600
900
100
Survey Charge ×2214—
1,320
1,980
220
440
110
Explosive 5.56 Rifle Ammo ×2413—
600
720
120 From full health (300 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.