Water Wheel
Statistics
Crafting recipe
500
2
1 Research & tech tree
To craft the Water Wheel you first need its blueprint: either research a found copy at a Research Table, or unlock it through the workbench Tech Tree.
1 Item
60 Scrap
Blueprint
60
Node
60 Scrap
Unlocked
75 Repair when placed
A damaged Water Wheel can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×250
×112.5 Repair
Worn Water Wheel 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
×51 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
×1
50%
×300
×1
20%
60%
×375
×1
50%
75%
×200
80%
40%
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
5
4
Homing Missile ×2262—
200
300
90
6
Rocket ×2282.5—
2,800
3,900
200
80
60
8
High Velocity Rocket ×3195—
600
900
60
6
Satchel Charge ×411520%
1,920
2,880
320
160
40mm HE Grenade ×1040.5—
850
1,200
50
100
15
10
Beancan Grenade ×162515%
1,920
2,880
320
Explosive 5.56 Rifle Ammo ×3113—
775
930
155
Survey Charge ×449.2—
2,640
3,960
440
880
220 From full health (400 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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Water Wheel
Statistics
Crafting recipe
500
2
1 Research & tech tree
To craft the Water Wheel you first need its blueprint: either research a found copy at a Research Table, or unlock it through the workbench Tech Tree.
1 Item
100 Scrap
Blueprint
100
Node
1 Blueprint Fragment
Unlocked
2 Repair when placed
A damaged Water Wheel can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×250
×112.5 Repair
Worn Water Wheel 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
×51 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
×1
50%
×300
×1
20%
60%
×375
×1
50%
75%
×200
80%
40%
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
5
4
Homing Missile ×2262—
200
300
90
6
Rocket ×2282.5—
2,800
3,900
200
80
60
8
High Velocity Rocket ×3195—
600
900
60
6
Satchel Charge ×411520%
1,920
2,880
320
160
40mm HE Grenade ×1040.5—
850
1,200
50
100
15
10
Beancan Grenade ×162515%
1,920
2,880
320
Explosive 5.56 Rifle Ammo ×3113—
775
930
155
Survey Charge ×449.2—
2,640
3,960
440
880
220 From full health (400 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.