Armored wall
2000 health. Ignores 50% of explosion damage. Has a soft side.
Build cost
Raiding cost
7 Timed Explosive Charge + 30 Explosive 5.56 Rifle Ammo for 16,150 sulfur, saving 1,450 against the best single tool.
| Raid tool | Amount | Time to raid | Raw materials | Sulfur |
|---|---|---|---|---|
| 8 | 18s | 24,000 Charcoal, 17,600 Sulfur, 1,600 Metal Fragments | 17,600 | |
| 8 | 18s | 24,000 Charcoal, 17,600 Sulfur, 1,600 Metal Fragments | 17,600 | |
| 15 | 1m 26s | 29,250 Charcoal, 21,000 Sulfur, 1,500 Metal Fragments | 21,000 | |
| 46 | 58s | 33,120 Charcoal, 22,080 Sulfur, 3,680 Metal Fragments | 22,080 | |
| 46 | 58s | 33,120 Charcoal, 22,080 Sulfur, 3,680 Metal Fragments | 22,080 | |
| 25 | 35s | 33,750 Charcoal, 22,500 Sulfur, 2,500 Metal Fragments | 22,500 | |
Beancan GrenadeSplash 4.5m | 223 | 3m 47s | 40,140 Charcoal, 26,760 Sulfur, 4,460 Metal Fragments | 26,760 |
High Velocity RocketSplash 3.5m | 134 | 2m 24s | 40,200 Charcoal, 26,800 Sulfur, 2,680 Scrap | 26,800 |
F1 GrenadeSplash 6m | 1,986 | 33m 9s | 178,740 Charcoal, 119,160 Sulfur, 49,650 Metal Fragments | 119,160 |
| 114 | 2m 26s | 114 40mm HE Grenade | - |
Counts assume every hit lands on the same face. C4, satchels and thrown grenades read the same on both, because none of them ever meets the extra layer. Times are exact for melee and for anything fired: swings times swing delay, or shots times fire rate plus the reloads that forces. For a charge you place by hand it is one second per charge plus the fuse, and that one second is the only estimate here. Melee tool counts assume fresh tools, because repairing lowers a tool's maximum condition each time and that rate is not in the files we read. Vanilla server settings, contact range, no distance falloff.
Soft side and hard side
Every building block carries an extra layer of protection on all but one face. That uncovered face is the soft side, and it is the single biggest difference between a raid that works and one that does not.
Against the hard side, melee weapons land 10 times less damage and bullets and arrows land half. Explosion damage is not in that layer at all, so explosives barely move: a C4 or a thrown grenade never meets the layer in the first place, and a fired rocket meets it but carries so little non-explosion damage that the count rarely shifts.
Where the soft side is depends on the shape. A wall is soft on its interior face. A floor and a roof are soft from underneath. A foundation is soft from above. Doors, hatches, garage doors, window bars, external walls and tool cupboards have no soft side at all, so their numbers are hard-side numbers.
| Damage type | Soft side takes | Hard side takes |
|---|---|---|
| Explosion | 50.00% | 50.00% |
| Bullet | 0.01% | 0.00% |
| Slash | 1.00% | 0.10% |
| Blunt | 1.00% | 0.10% |
| Stab | 2.00% | 0.20% |
| Arrow | 0.00% | 0.00% |
| Fire | 0.00% | 0.00% |