Inner Tube
Statistics
20HEALTH
2hDECAY DELAY
2hDECAYS IN
1SEATS
Crafting recipe
75
1 Workbench Level 1
Craft time
WB1 15s
WB2 −50% 7.5s
WB3 −75% 3.8s
Repair when placed
A damaged Inner Tube can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×38
×50 Damage type Reduction Damage taken
Bite 100% 0%
Radiation 100% 0%
Blunt 50% 50%
Heat 50% 50%
Arrow -100% 200%
Bullet -100% 200%
Slash -100% 200%
Stab -100% 200%
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%
50% Green (powered) 60%
×45
60% Red 75%
×56
25%
75% Yellow 40%
×30
40% Explosive NeededPer hitDudsRaw cost
40mm HE Grenade ×162.5—
85
120
10
5
2
1
Beancan Grenade ×114015%
120
180
20
Explosive 5.56 Rifle Ammo ×1165—
25
30
5
High Velocity Rocket ×1330—
200
300
20
2
Homing Missile ×150—
100
150
45
3
Rocket ×1312.5—
1,400
1,950
40
100
30
4
Satchel Charge ×157520%
480
720
80
40
Timed Explosive Charge ×1550—
2,200
3,000
100
200
60
4
5
Survey Charge ×214—
120
180
20
40
10 From full health (20 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.