Test Generator
Statistics
1000HEALTH
100 rWPOWER OUT
3POWER OUTPUTS
Crafting recipe
25
4
2
4 Workbench Level 2
Craft time
WB2 25s
WB3 −50% 12.5s
Repair when placed
A damaged Test Generator can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×13
×25
×50 Repair
Worn Test Generator can be restored at a Repair Bench. A full repair costs a fraction of the original materials.
Repair bench No blueprint needed
×6
×21
×41 Damage type Reduction Damage taken
Arrow 100% 0%
Bite 100% 0%
Radiation 100% 0%
Bullet 90% 10%
Blunt 50% 50%
Heat 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
×2
×1
×2
50% Green (powered) 60%
×15
×2
×1
×2
40%
20%
40% Red 75%
×18
×3
×1
×3
75%
50% Yellow 40%
×10
×1
×1
60%
80%
60% Explosive NeededPer hitDudsRaw cost
Timed Explosive Charge ×2550—
4,400
6,000
400
200
120
10
8
Rocket ×4312.5—
5,600
7,800
400
160
120
16
Satchel Charge ×427520%
1,920
2,880
320
160
40mm HE Grenade ×1662.5—
1,360
1,920
80
160
24
16
Beancan Grenade ×166515%
1,920
2,880
320
High Velocity Rocket ×2345—
4,600
6,900
460
46
Survey Charge ×7214—
4,320
6,480
720
1,440
360
Explosive 5.56 Rifle Ammo ×7713—
1,925
2,310
385
Homing Missile ×8412—
8,400
12,600
3,780
252 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.