Deluxe Christmas Lights
Statistics
100HEALTH
5 rWPOWER USE
1POWER INPUTS
1POWER OUTPUTS
Crafting recipe
50 Workbench Not required
Craft time
NO WB 10s
WB1 −50% 5s
WB2 −75% 2.5s
WB3 −75% 2.5s
Repair when placed
A damaged Deluxe Christmas Lights 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
Arrow 100% 0%
Bite 100% 0%
Blunt 100% 0%
Heat 100% 0%
Radiation 100% 0%
Bullet 90% 10%
Slash 90% 10%
Stab 90% 10%
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%
×2
50% Green (powered) 60%
×3 None
Red 75%
×3
75% Yellow 40%
×2 None
Explosive NeededPer hitDudsRaw cost
Rocket ×1275—
1,400
1,950
100
40
30
4
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
4
5
Satchel Charge ×29520%
960
1,440
160
80
40mm HE Grenade ×335—
255
360
15
30
5
3
High Velocity Rocket ×345—
600
900
60
6
Beancan Grenade ×52015%
600
900
100
Explosive 5.56 Rifle Ammo ×813—
200
240
40
Homing Missile ×912—
900
1,350
405
27
Survey Charge ×138—
780
1,170
130
260
65 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.