Tin Can Alarm
Statistics
Crafting recipe
100
1
30 Research & tech tree
To craft the Tin Can Alarm you first need its blueprint: either research a found copy at a Research Table, or unlock it through the workbench Tech Tree.
1 Item
30 Scrap
Blueprint
30
Node
30 Scrap
Unlocked
240 Allowed items
Repair when placed
A damaged Tin Can Alarm can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×50
×15
×15 Repair
Worn Tin Can Alarm can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint. Each repair also shaves a little off the item's maximum condition.
×21
×7
×7 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.
×50
×15
50%
×60
×18
60%
×75
×22
75%
50%
×40
×12
40%
High Velocity Rocket ×1357—
200
300
20
2
Homing Missile ×1513—
100
150
45
3
Rocket ×1270—
1,400
1,950
40
4
100
30
Satchel Charge ×1187.520%
480
720
80
40
Timed Explosive Charge ×1495—
2,200
3,000
100
4
200
60
5
40mm HE Grenade ×248—
170
240
20
2
10
3
Beancan Grenade ×243.515%
240
360
40
Explosive 5.56 Rifle Ammo ×320.5—
75
90
15
Survey Charge ×510.8—
300
450
50
100
25 From full health (50 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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