10 — Cheatsheets
Last updated: May 18, 2026
Pure tables. No prose. When you need a number mid-wipe, this is the file.
Building tier HP and cost
| Tier | Wall cost | Wall HP | Door HP | Foundation HP |
|---|---|---|---|---|
| Twig | 10 wood | 10 | n/a | 10 |
| Wood | 50 wood | 250 | 200 (wood door) | 250 |
| Stone | 300 stone | 500 | 250 (sheet door) | 500 |
| Sheet Metal | 100 frags | 1,000 | 800 (armored door) | 1,000 |
| Armored | 25 HQM | 2,000 | 600 (garage door) | 2,000 |
Raid cost (soft side)
| Target | C4 | Rockets | Satchels | Explo Ammo (5.56) | Sulfur cost (approx, includes craft) |
|---|---|---|---|---|---|
| Wood wall | 0.5 | 1 | 1 | 50 | ~1,400 |
| Stone wall | 1 | 1.5 | 4 | 200 | ~2,200 (1 C4) |
| Sheet metal wall | 2 | 4 | 16 | 800 | ~4,400 (2 C4) |
| Armored wall | 4 | 8 | 32+ | n/a | ~8,800 |
| Wood door | 1 satchel | 1 | 1 | 30 | ~400 |
| Sheet metal door | 1 | 2 | 4 | 100 | ~2,200 |
| Armored door | 2 | 4 | 8 | n/a | ~4,400 |
| Garage door | 3 | 6 | 12 | n/a | ~6,600 |
(Hard side is 2x. Always face hard side outward.)
Explosive crafting costs
| Item | Sulfur | Other materials | Workbench |
|---|---|---|---|
| Satchel charge | 480 sulfur | 80 charcoal + 1 small stash + 1 cloth | WB1 |
| Beancan grenade | 60 sulfur | 20 charcoal + 20 frags | WB1 |
| F1 grenade | 40 sulfur | 25 charcoal + 1 metal pipe + 10 frags | WB1 |
| Timed explosive (C4) | 2,200 sulfur | 50 cloth + 5 tech trash + 10 explosives + 20 charcoal | WB3 |
| Rocket | 1,400 sulfur | 100 metal frags + 150 gunpowder + 10 explosives | WB3 |
| Explosive 5.56 ammo (x10) | 28 sulfur each | 10 frags + 20 gunpowder per round | WB3 |
Electrical components: rW draw
| Component | Power draw |
|---|---|
| Ceiling light (default) | 1 rW |
| Ceiling light (max bright) | 5 rW |
| Heater | 2 rW |
| Search light | 10 rW |
| Siren light | 2 rW |
| Auto turret | 10 rW min (use 11+ for logic outputs) |
| SAM site | 25 rW |
| Electric furnace | 60 rW while smelting |
| Industrial conveyor | 2 rW |
| Industrial crafter | 2 rW |
| Sprinkler | 5 rW |
| Pressure plate | 1 rW |
| Laser detector | 5 rW |
| Door controller | 1 rW |
| Smart switch | 1 rW |
| Smart alarm | 1 rW |
| Telephone | 1 rW |
| Tesla coil | 5–35 rW (variable by damage tier) |
Power sources
| Source | Output | Notes |
|---|---|---|
| Solar panel | 0–20 rW | Day only. Angle matters. |
| Wind turbine | 0–150 rW | Elevation matters. |
| Small generator | 30 rW | Low-grade fuel ~1/5min |
| Test generator (monument-pickup) | 100 rW | Free, no fuel |
| Small battery | 10 rW max output | 150 rWm storage |
| Medium battery | 50 rW max output | 900 rWm storage |
| Large battery | 100 rW max output | 24,000 rWm storage |
Battery efficiency: ~80% (20% lost to charge/discharge cycle).
Wire limits
- 30 meters per run
- 16 pinned waypoints per run
- Wires pass through walls (frames) but not through foundations.
Industrial limits
- 16 storage adapters per connected network (in + out combined)
- 32 items per stack per tick
- Default conveyor frequency: 5 sec
- Default crafter frequency: 5 sec
- 12 filter slots per conveyor
Plant gene weights
| Gene | Weight |
|---|---|
| Y (yield) | 1 |
| G (growth) | 1 |
| H (hardiness) | 2 |
| W (water — bad) | 2 |
| X (null) | 2 |
Red genes (weight 2) bias offspring red. Cross good with good.
Planter capacity
| Planter | Slots | Water capacity |
|---|---|---|
| Small | 4 | 4,000 mL |
| Large | 9 | 9,000 mL |
Sprinkler water draw
- 2 mL/sec per sprinkler while spraying
Light requirement for plants
- 100% light needed during fruiting stage for max yield
- 1 ceiling light per large planter = 100% (capped)
Fertilizer
- 1:10 ratio horse dung → fertilizer
- 1 fertilizer per plant per full grow cycle
- ~30% yield bonus when applied
- 2 fertilizer = 3 scrap at Bandit Camp shop
Recycle yields (key items)
| Item | Scrap | HQM | Frags | Notes |
|---|---|---|---|---|
| Tech Trash | 5 | 1 | 0 | Best scrap-per-slot |
| Rifle Body | 25 | 1 | 0 | High value |
| SMG Body | 15 | 0 | 25 | Medium |
| Targeting Computer | 30 | 0 | 0 | High |
| Fuse | 12 | 0 | 0 | Common |
| Spring | 10 | 0 | 5 | Common |
| Gear | 8 | 0 | 20 | Common |
| Sheet Metal | 5 | 0 | 50 | Component |
| Metal Blade | 3 | 0 | 10 | Low |
| Sewing Kit | 6 | 0 | 0 | Component |
| Scope | 150 (sells back as scrap) | n/a | n/a | Bandit arbitrage |
Scope arbitrage cycle (Bandit)
| Step | In | Out |
|---|---|---|
| Buy scope | 150 scrap | 1 scope |
| Recycle scope | 1 scope | 48 HQM |
| Sell HQM at shop | 48 HQM | ~192 scrap |
| Net per cycle | +42 scrap | |
| Cycle time | ~30 sec | ~5,000 scrap/hr if non-stop |
Recycler bonus/penalty by location
| Location | Yield |
|---|---|
| Bandit Camp / Outpost / Fishing Village / Mining Outpost | -20% |
| Most monuments | baseline (100%) |
| Airfield | +20% |
| Arctic Research Base | +20% |
| Abandoned Supermarket | +20% |
| Cargo Ship | baseline |
| Underwater Lab | baseline |
Tea ingredients
| Tea | Ingredients | Buff |
|---|---|---|
| Scrap | Yellow + White berries | +50% scrap from containers, 10 min |
| Health | Red berries | +max HP |
| Pure | Blue berries | Stamina recovery |
| Green | Green berries | Various |
| Black | Black berries | Various |
(Craft at Mixing Table, WB2 craft.)
Monument scrap yields (avg per run)
| Monument | Solo scrap/run | Run time | Tea-boosted |
|---|---|---|---|
| Lighthouse | 50–80 | 5 min | 75–120 |
| Junkyard | 100–150 | 15 min | 150–225 |
| Sewer Branch | 100–200 | 10 min | 150–300 |
| Satellite Dish | 100–200 | 10 min | 150–300 |
| Harbor (small) | 150–250 | 10 min | 225–375 |
| Harbor (large) | 250–400 | 20 min | 375–600 |
| Water Treatment | 200–400 | 20 min | 300–600 |
| Power Plant | 300–500 | 25 min | 450–750 |
| Train Yard | 250–400 | 20 min | 375–600 |
| Military Tunnels | 300–500 | 25 min | 450–750 |
| Airfield (+20% recycler) | 400–700 | 30 min | 600–1,050 |
| Arctic Research (+20%) | 300–600 | 25 min | 450–900 |
| Underwater Lab | 400–600 | 20 min | 600–900 |
| Cargo Ship | ~1,293 | 30–50 min | 1,940 |
| Patrol Heli | 500–1,200 | varies | 750–1,800 |
| Launch Site | 600–1,200+ | 45 min | 900–1,800+ |
(Tea boost: +50% on container loot only, not on already-extracted scrap.)
Auto-turret target acquisition
- Range: 25–30 meters
- Cone: ~120° in front
- Power: 10 rW minimum, 11+ for logic outputs
- Ammo: any SMG/rifle/pistol round (handmade shells for shotgun trap, not turret)
Shotgun trap
- HP: 200
- Trigger range: line of sight, ~30 meters
- Damage per shell: ~80 (handmade), more with 12 gauge
- Cost: 100 frags + 10 wood + 1 metal blade (WB2)
- Wire trigger: pressure plate or laser detector via power signal
Decay rates per hour (outdoors, empty TC)
| Tier | Decay rate |
|---|---|
| Twig | Instant (minutes) |
| Wood | 5 HP/hr |
| Stone | 5 HP/hr (0 indoors) |
| Sheet Metal | 3 HP/hr |
| Armored | 1 HP/hr |
Decay is paused when TC has materials of the wall's tier in storage.
TC stocking targets (solo, weekly)
| Material | Amount |
|---|---|
| Wood | 5,000 |
| Stone | 15,000 |
| Frags | 1,500 |
| HQM | 250 |
Workbench upgrades and research costs
| WB Tier | Cost to place | Research cost from WB | Notable unlocks |
|---|---|---|---|
| WB1 | 500 frags + 1 metal pipe (or 500 scrap) | 75 scrap per tier-1 item | Sheet metal door, basic guns, satchel |
| WB2 | 500 frags + 5 HQM + 5 gears + 2 sewing kits (or 2,500 scrap) | 250 scrap | AK, MP5, hazmat, auto turret, industrial, electrical, sprinkler |
| WB3 | 1,000 frags + 100 HQM + 5 gears (or 1,000 scrap research) | 500 scrap | C4, rockets, M249, bolt, mortar (April 2026 patch) |
Common firearm research and craft costs
| Weapon | Research | Craft | WB |
|---|---|---|---|
| Bow | (default known) | 200 wood + 50 cloth | 0 |
| Crossbow | 75 | 200 wood + 75 frags | 1 |
| Eoka pistol | 20 | 75 wood + 30 frags + 15 blade | 1 |
| Waterpipe shotgun | 75 | 200 wood + 200 frags + 1 pipe | 1 |
| Revolver | 75 | 200 wood + 200 frags + 30 cloth | 1 |
| Custom SMG | 125 | 1 SMG body + 50 frags | 2 |
| MP5 | 500 | 1 SMG body + 75 frags + 4 HQM | 3 |
| Thompson | 250 | 1 SMG body + 50 frags + 1 wood | 2 |
| AK (Assault Rifle) | 500 | 1 rifle body + 5 HQM + 50 frags + 4 spring | 3 |
| Bolt-Action Rifle | 250 | 1 rifle body + 75 frags + 1 spring + 1 metal blade | 3 |
| LR-300 | 500 | 1 rifle body + 4 HQM + 50 frags + 4 spring | 3 |
| L96 (rare loot only) | n/a | n/a | n/a |
| M249 (rare loot only) | n/a | n/a | n/a |
Optimal solo gene strings
| Crop | Recommended | Why |
|---|---|---|
| Hemp | YYYYYY | Max cloth, cycles fast enough |
| Pumpkin | YYYYYG | Max yield, slight grow speed |
| Corn | GGGYYY | Faster cycles for seed accumulation |
| Potato | YYYYYY | Max yield, calorie-dense |
| Berries (any) | YYYYYY | Max tea ingredient output |
Common things you forget mid-wipe
- Hard side faces out
- TC has materials of the wall tier you're using
- Recycle before leaving a monument
- Tea before runs
- Sleeping bag placed at home before going to a monument
- Window shutters closed at logout
- Soul stash is real — keep your truly important stuff there
- Branch over splitter (90% of the time)
- 16-adapter limit on industrial networks
- Crossbreed at the crossbreed stage, not before, not after
Server commands worth knowing (if you admin or are on a private server)
server.conveyormovefrequency 5— default conveyor tick rate in secondsserver.industrialcrafterfrequency 5— default crafter tick rate in secondsweather.rain 1— force rain (admin only)server.eac— anti-cheat status
(Most public servers don't let you run these. They're for private/modded.)