Stone Fireplace
Statistics
Crafting recipe
500
200 Research & tech tree
To craft the Stone Fireplace 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
120 Repair when placed
A damaged Stone Fireplace can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×250
×100 Repair
Worn Stone Fireplace can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×101
×41 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.
×250
×100
×300
×120
×375
×150
×200
×80
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
5
4
Rocket ×2312.5—
2,800
3,900
200
80
60
8
Satchel Charge ×227520%
960
1,440
160
80
40mm HE Grenade ×862.5—
680
960
40
80
12
8
Beancan Grenade ×86515%
960
1,440
160
High Velocity Rocket ×1245—
2,400
3,600
240
24
Survey Charge ×3614—
2,160
3,240
360
720
180
Explosive 5.56 Rifle Ammo ×3913—
975
1,170
195
Homing Missile ×4212—
4,200
6,300
1,890
126 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.
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Stone Fireplace
Statistics
Crafting recipe
500
200 Research & tech tree
To craft the Stone Fireplace 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 Stone Fireplace can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×250
×100 Repair
Worn Stone Fireplace can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×101
×41 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.
×250
×100
×300
×120
×375
×150
×200
×80
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
5
4
Rocket ×2312.5—
2,800
3,900
200
80
60
8
Satchel Charge ×227520%
960
1,440
160
80
40mm HE Grenade ×862.5—
680
960
40
80
12
8
Beancan Grenade ×86515%
960
1,440
160
High Velocity Rocket ×1245—
2,400
3,600
240
24
Survey Charge ×3614—
2,160
3,240
360
720
180
Explosive 5.56 Rifle Ammo ×3913—
975
1,170
195
Homing Missile ×4212—
4,200
6,300
1,890
126 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.