Flasher Light
Statistics
Crafting recipe
120 Research & tech tree
To craft the Flasher Light you first need its blueprint: either research a found copy at a Research Table, or unlock it through the workbench Tech Tree.
1 Item
15 Scrap
Blueprint
15
Node
15 Scrap
Unlocked
150 Repair when placed
A damaged Flasher Light can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×60 Repair
Worn Flasher Light can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×25 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.
×60
×72
×90
×48
Timed Explosive Charge ×1275—
2,200
3,000
200
100
60
5
4
Rocket ×2138.3—
2,800
3,900
200
80
60
8
Satchel Charge ×541.520%
2,400
3,600
400
200
40mm HE Grenade ×1218.1—
1,020
1,440
60
120
18
12
High Velocity Rocket ×1316.5—
2,600
3,900
260
26
Beancan Grenade ×248.515%
2,880
4,320
480
Homing Missile ×395.2—
3,900
5,850
1,755
117
Survey Charge ×494.1—
2,940
4,410
490
980
245
Explosive 5.56 Rifle Ammo ×613.3—
1,525
1,830
305 From full health (200 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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Flasher Light
Statistics
Crafting recipe
120 Research & tech tree
To craft the Flasher Light you first need its blueprint: either research a found copy at a Research Table, or unlock it through the workbench Tech Tree.
1 Item
20 Scrap
Blueprint
20
Node
1 Blueprint Fragment
Unlocked
6 Repair when placed
A damaged Flasher Light can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×60 Repair
Worn Flasher Light can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×25 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.
×60
×72
×90
×48
Timed Explosive Charge ×1275—
2,200
3,000
200
100
60
5
4
Rocket ×2138.3—
2,800
3,900
200
80
60
8
Satchel Charge ×541.520%
2,400
3,600
400
200
40mm HE Grenade ×1218.1—
1,020
1,440
60
120
18
12
High Velocity Rocket ×1316.5—
2,600
3,900
260
26
Beancan Grenade ×248.515%
2,880
4,320
480
Homing Missile ×395.2—
3,900
5,850
1,755
117
Survey Charge ×494.1—
2,940
4,410
490
980
245
Explosive 5.56 Rifle Ammo ×613.3—
1,525
1,830
305 From full health (200 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.