Disco Floor
Statistics
50HEALTH
8hDECAY DELAY
8hDECAYS IN
1 rWPOWER USE
1POWER INPUTS
1POWER OUTPUTS
Crafting recipe
75 Workbench Level 1
Craft time
WB1 15s
WB2 −50% 7.5s
WB3 −75% 3.8s
Repair when placed
A damaged Disco Floor can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×38 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%
×37
50% Green (powered) 60%
×45 None
Red 75%
×56
25% Yellow 40%
×30 None
Explosive NeededPer hitDudsRaw cost
40mm HE Grenade ×162.5—
85
120
10
5
2
1
Beancan Grenade ×16515%
120
180
20
High Velocity Rocket ×1195—
200
300
20
2
Homing Missile ×1262—
100
150
45
3
Rocket ×1312.5—
1,400
1,950
40
100
30
4
Satchel Charge ×127520%
480
720
80
40
Timed Explosive Charge ×1550—
2,200
3,000
100
200
60
4
5
Explosive 5.56 Rifle Ammo ×413—
100
120
20
Survey Charge ×414—
240
360
40
80
20 From full health (50 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.