Industrial Auto Turret
Statistics
1000HEALTH
10 rWPOWER USE
1POWER INPUTS
3POWER OUTPUTS
RequiredBUILDING PRIVILEGE
100%DROPS LOOT
Crafting recipe
1
1
25 Workbench Level 2
Craft time
WB2 25s
WB3 −50% 12.5s
Repair when placed
A damaged Industrial Auto Turret can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×16 Repair
Worn Industrial Auto Turret can be restored at a Repair Bench. A full repair costs a fraction of the original materials.
Repair bench No blueprint needed
×9 Damage type Reduction Damage taken
Bleeding 100% 0%
Cold 100% 0%
Cold Exposure 100% 0%
Poison 100% 0%
Radiation 100% 0%
Radiation Exposure 100% 0%
Arrow 90% 10%
Bullet 90% 10%
Heat 80% 20%
Blunt 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%
×12
50%
50%
50% Green (powered) 60%
×15
60%
60% Red 75%
×18
75%
75%
75% Yellow 40%
×10
40%
40% Explosive NeededPer hitDudsRaw cost
Homing Missile ×2512—
200
300
90
6
Timed Explosive Charge ×2550—
4,400
6,000
200
8
400
120
10
High Velocity Rocket ×3345—
600
900
60
6
Rocket ×4312.5—
5,600
7,800
160
16
400
120
Satchel Charge ×427520%
1,920
2,880
320
160
40mm HE Grenade ×1662.5—
1,360
1,920
160
16
80
24
Beancan Grenade ×166515%
1,920
2,880
320
Survey Charge ×7214—
4,320
6,480
720
1,440
360
Explosive 5.56 Rifle Ammo ×7713—
1,925
2,310
385 From full health (1000 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.