Digital Clock
Statistics
Crafting recipe
100 Research & tech tree
To craft the Digital Clock you first need its blueprint: either research a found copy at a Research Table, or unlock it through the workbench Tech Tree.
1 Item
30 Scrap
Blueprint
30
Node
30 Scrap
Unlocked
195 Repair when placed
A damaged Digital Clock can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×50 Repair
Worn Digital Clock can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×21 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.
×50
×60
×75
×40
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.
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Digital Clock
Statistics
Crafting recipe
100 Research & tech tree
To craft the Digital Clock you first need its blueprint: either research a found copy at a Research Table, or unlock it through the workbench Tech Tree.
1 Item
40 Scrap
Blueprint
40
Node
1 Blueprint Fragment
Unlocked
8 Repair when placed
A damaged Digital Clock can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×50 Repair
Worn Digital Clock can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×21 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.
×50
×60
×75
×40
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.