Shop Front
Statistics
500HEALTH
×1UPKEEP
3hDECAYS IN
Crafting recipe
150 Workbench Not required
Craft time
NO WB 15s
WB1 −50% 7.5s
WB2 −75% 3.8s
WB3 −75% 3.8s
Repair when placed
A damaged Shop Front can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×75 Damage type Reduction Damage taken
Arrow 100% 0%
Bite 100% 0%
Bleeding 100% 0%
Cold 100% 0%
Cold Exposure 100% 0%
Poison 100% 0%
Radiation 100% 0%
Radiation Exposure 100% 0%
Blunt 95% 5%
Bullet 95% 5%
Stab 95% 5%
Slash 85% 15%
Heat 80% 20%
Explosion -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%
×75 None
Green (powered) 60%
×90 None
Red 75%
×112
50% Yellow 40%
×60 None
Explosive NeededPer hitDudsRaw cost
Rocket ×1553.8—
1,400
1,950
100
40
30
4
Timed Explosive Charge ×11100—
2,200
3,000
200
100
60
4
5
Satchel Charge ×317020%
1,440
2,160
240
120
40mm HE Grenade ×772.8—
595
840
35
70
11
7
High Velocity Rocket ×867.5—
1,600
2,400
160
16
Beancan Grenade ×153515%
1,800
2,700
300
Homing Missile ×2421—
2,400
3,600
1,080
72
Survey Charge ×3116.6—
1,860
2,790
310
620
155
Explosive 5.56 Rifle Ammo ×3614—
900
1,080
180 From full health (500 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.
Code Lock
Flight Control Codelock
Key Lock
Door Closer