Reactive Target
The reactive target can be deployed on any ground collapsing upon receiving damage. The target can be reset to be retriggered. Electrical systems can be configured to the target allowing for signals to be sent once the target is triggered. The reactive target can be crafted using Wood, Gears, and Metal Fragments.
CRAFTING & RECYCLING
SKINS
LOOTED FROM
REPAIR
UPKEEP & DECAY
ELECTRICITY
DURABILITY
CRAFTING
BLUEPRINT
| Tool | Requirements | Scrap Total | |||
|---|---|---|---|---|---|
15 | |||||
Requirements 15Scrap Total | |||||
195 | |||||
Requirements 195Scrap Total | |||||
RECYCLING
| Recycler | Guaranteed Yield | Extra Yield | |||
|---|---|---|---|---|---|
Extra Yield | |||||
Extra Yield | |||||
Extra Yield | |||||
| Name | Chance | Amount | Condition | ||||||
|---|---|---|---|---|---|---|---|---|---|
1.11% x1 - | |||||||||
1.11%Chance x1Amount -Condition | |||||||||
0.44% x1 - | |||||||||
0.44%Chance x1Amount -Condition | |||||||||
0.44% x1 - | |||||||||
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0.44%Chance x1Amount -Condition | |||||||||
0.16% x1 - | |||||||||
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0.16% x1 - | |||||||||
0.16%Chance x1Amount -Condition | |||||||||
0.07% x1 - | |||||||||
0.07%Chance x1Amount -Condition | |||||||||
| Tool | Max Repair Cost | Swings | Duration |
|---|---|---|---|
x5 2.5s | |||
| Tool | Max Repair Cost | Bursts | Duration |
|---|---|---|---|
x5 2s | |||
| Tool | Max Repair Cost | Condition Loss | Requires BP |
|---|---|---|---|
20% Yes | |||
DECAY
| Location | Decay Time | ||
|---|---|---|---|
Outside 48h | |||
Outside 48hDecay Time | |||
Inside 480h | |||
Inside 480hDecay Time | |||
INPUT/OUTPUT CONNECTIONS
| IO Type | Connection Slot | Connection Name | |||
|---|---|---|---|---|---|
Electric Input Power In | |||||
Electric InputConnection Slot Power InConnection Name | |||||
Electric Input Reset | |||||
Electric InputConnection Slot ResetConnection Name | |||||
Electric Input Lower | |||||
Electric InputConnection Slot LowerConnection Name | |||||
Electric Output Power Out | |||||
Electric OutputConnection Slot Power OutConnection Name | |||||
POWER USAGE/GENERATION
| IO Type | Stat Type | Value |
|---|---|---|
Electric Usage 1 rW | ||
Electric UsageStat Type 1 rWValue | ||
Explosives
Siege Weapons
Melee
Throwing Attacks
Guns
Torpedos
| Tool | Damage | Quantity | Time | Fuel | HQM | Sulfur | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100 3 4 sec - - | |||||||||||||||
115 3 5 sec - - | |||||||||||||||
75 4 0 sec - - | |||||||||||||||
475 1 9 sec - - | |||||||||||||||
225 2 8 sec - - | |||||||||||||||
135 2 0 sec - - | |||||||||||||||
20 13 7 sec - - | |||||||||||||||
20 13 14 sec - - | |||||||||||||||
5.01 50 5 sec - - | |||||||||||||||
350 1 0 sec - - | |||||||||||||||
30 9 1 min 5 sec - - | |||||||||||||||
550 1 10 sec - - | |||||||||||||||
10 25 3 min 10 sec - - | |||||||||||||||
175 2 10 sec - - - | |||||||||||||||
175Damage 2Quantity 10 secTime -Fuel -HQM -Sulfur | |||||||||||||||
90 3 1 sec - - - | |||||||||||||||
90Damage 3Quantity 1 secTime -Fuel -HQM -Sulfur | |||||||||||||||
20 13 16 sec - - - | |||||||||||||||
20Damage 13Quantity 16 secTime -Fuel -HQM -Sulfur | |||||||||||||||
5 50 6 min 40 sec - - - | |||||||||||||||
5Damage 50Quantity 6 min 40 secTime -Fuel -HQM -Sulfur | |||||||||||||||
Most Popular Reactive Target Skins
How our pricing works | Skins | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
$ 1.86 $ 1.82 $ 1.86 $ 3.96 $ 1.98 $ 2.59 | |||||||||||||||
$ 1.86 $ 1.82 $ 1.86 $ 3.96 $ 1.98 $ 2.59 | |||||||||||||||
$ 0.89 - $ 2.87 - $ 1.08 $ 1.27 | |||||||||||||||
$ 0.89 - $ 2.87 - $ 1.08 $ 1.27 | |||||||||||||||
$ 0.67 - $ 0.75 - $ 0.73 $ 0.88 | |||||||||||||||
$ 0.67 - $ 0.75 - $ 0.73 $ 0.88 | |||||||||||||||

























































