Lantern
A Lantern. Place it where you need light, requires low grade fuel to work.
lantern
How to get it
- Crafted
Recycling
| Recycler | Returns | Time |
|---|---|---|
| Recycler50% back | 12 to 13 Metal Fragments, 7 to 8 Low Grade Fuel | 5s |
| Barrel recycler40% back | 10 Metal Fragments, 6 Low Grade Fuel | 8s |
| Powered recycler75% back | 18 to 19 Metal Fragments, 11 to 12 Low Grade Fuel | 4s |
A range means the last unit is a coin flip rather than a guarantee: half the recipe rarely divides evenly, and the recycler rolls for the remainder.
Stats
- Category
- Items
- Stack size
- 1
- Durability
- 100
- Repairable
- No
- Research table
- 10 scrap
- Despawns after
- 5 min
- Decays
- starts after 48h, gone 48h later
- Item id
- 1658229558
- Has skins
- No
No workbench · 20s · known by default
Total raw materials
What you actually have to farm, with every sub-component broken down.
Lantern has 50 health.
3 x Handmade Shell for 15 sulfur. No mix of tools beats it.
Cheapest explosive on its own: 3 x Beancan Grenade for 360 sulfur, about 7s. That is what most raids actually run, because sulfur is not the only cost.
| Raid tool | Amount | Time to raid | Raw materials | Sulfur |
|---|---|---|---|---|
Beancan GrenadeSplash 4.5m | 3 | 7s | 540 Charcoal, 360 Sulfur, 60 Metal Fragments | 360 |
High Velocity RocketSplash 3.5m | 2 | 12s | 600 Charcoal, 400 Sulfur, 40 Scrap | 400 |
F1 GrenadeSplash 6m | 7 | 10s | 630 Charcoal, 420 Sulfur, 175 Metal Fragments | 420 |
| 1 | 13s | 720 Charcoal, 480 Sulfur, 80 Metal Fragments | 480 | |
| 1 | 13s | 720 Charcoal, 480 Sulfur, 80 Metal Fragments | 480 | |
| 1 | 11s | 1,350 Charcoal, 900 Sulfur, 100 Metal Fragments | 900 | |
| 1 | 0s | 1,950 Charcoal, 1,400 Sulfur, 100 Metal Fragments | 1,400 | |
| 1 | 11s | 3,000 Charcoal, 2,200 Sulfur, 200 Metal Fragments | 2,200 | |
| 1 | 11s | 3,000 Charcoal, 2,200 Sulfur, 200 Metal Fragments | 2,200 | |
| 2 | 0s | 2 40mm HE Grenade | - |
A lantern has no soft side, so these are its only numbers. 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.
Values read from the Rust dedicated server files, build 24613624.