Christmas Tree
Statistics
1000HEALTH
7 slotsSTORAGE
2dDECAY DELAY
4dDECAYS IN
RequiredBUILDING PRIVILEGE
100%DROPS LOOT
MiscHOLDS
Crafting recipe
100
20 Workbench Not required
Craft time
NO WB 10s
WB1 −50% 5s
WB2 −75% 2.5s
WB3 −75% 2.5s
Repair when placed
A damaged Christmas Tree can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×50
×10 Repair
Worn Christmas Tree can be restored at a Repair Bench. A full repair costs a fraction of the original materials.
Repair bench No blueprint needed
×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%
×50
×10 None
Green (powered) 60%
×60
×12 None
Red 75%
×75
×15 None
Yellow 40%
×40
×8 None
Explosive NeededPer hitDudsRaw cost
Timed Explosive Charge ×2550—
4,400
6,000
400
200
120
10
8
Homing Missile ×4262—
400
600
180
12
Rocket ×4312.5—
5,600
7,800
400
160
120
16
Satchel Charge ×427520%
1,920
2,880
320
160
High Velocity Rocket ×6195—
1,200
1,800
120
12
40mm HE Grenade ×1662.5—
1,360
1,920
80
160
24
16
Beancan Grenade ×166515%
1,920
2,880
320
Survey Charge ×7214—
4,320
6,480
720
1,440
360
Explosive 5.56 Rifle Ammo ×7713—
1,925
2,310
385 From full health (1000 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.