Hopper
Statistics
Crafting recipe
200
1 Research & tech tree
To craft the Hopper 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
360 Repair when placed
A damaged Hopper can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×112.5 Repair
Worn Hopper can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×46 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.
×100
50%
×120
60%
×150
75%
×80
40%
Rocket ×1138.3—
1,400
1,950
100
40
30
4
Timed Explosive Charge ×1275—
2,200
3,000
200
100
60
4
5
Satchel Charge ×341.520%
1,440
2,160
240
120
40mm HE Grenade ×618.1—
510
720
30
60
9
6
High Velocity Rocket ×716.5—
1,400
2,100
140
14
Beancan Grenade ×128.515%
1,440
2,160
240
Homing Missile ×205.2—
2,000
3,000
900
60
Survey Charge ×254.1—
1,500
2,250
250
500
125
Explosive 5.56 Rifle Ammo ×313.3—
775
930
155 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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Hopper
Statistics
Crafting recipe
200
1 Research & tech tree
To craft the Hopper 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
16 Repair when placed
A damaged Hopper can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×112.5 Repair
Worn Hopper can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×46 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.
×100
50%
×120
60%
×150
75%
×80
40%
Rocket ×1138.3—
1,400
1,950
100
40
30
4
Timed Explosive Charge ×1275—
2,200
3,000
200
100
60
4
5
Satchel Charge ×341.520%
1,440
2,160
240
120
40mm HE Grenade ×618.1—
510
720
30
60
9
6
High Velocity Rocket ×716.5—
1,400
2,100
140
14
Beancan Grenade ×128.515%
1,440
2,160
240
Homing Missile ×205.2—
2,000
3,000
900
60
Survey Charge ×254.1—
1,500
2,250
250
500
125
Explosive 5.56 Rifle Ammo ×313.3—
775
930
155 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.