Medieval Barricade
A medieval barricade. Designed to block paths and provide defensive cover as well as being an effective tool to fortify your base.
barricade.medieval
How to get it
- Crafted
- Steam store or DLC
Recycling
| Recycler | Returns | Time |
|---|---|---|
| Recycler50% back | 150 Wood, 25 Metal Fragments | 5s |
| Barrel recycler40% back | 120 Wood, 20 Metal Fragments | 8s |
| Powered recycler75% back | 225 Wood, 37 to 38 Metal Fragments | 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
- Construction
- Stack size
- 10
- Research table
- 120 scrap
- Despawns after
- 5 min
- Decays
- starts after 5h, gone 8h later
- Item id
- -424687710
- Has skins
- No
Workbench level 1 · 30s
- 300
Wood - 50
Metal Fragments
Medieval Barricade has 400 health and ignores -50% of explosion damage.
23 x Handmade Shell for 115 sulfur. No mix of tools beats it.
Cheapest explosive on its own: 7 x F1 Grenade for 420 sulfur, about 10s. That is what most raids actually run, because sulfur is not the only cost.
| Raid tool | Amount | Time to raid | Raw materials | Sulfur |
|---|---|---|---|---|
F1 GrenadeSplash 6m | 7 | 10s | 630 Charcoal, 420 Sulfur, 175 Metal Fragments | 420 |
Beancan GrenadeSplash 4.5m | 6 | 10s | 1,080 Charcoal, 720 Sulfur, 120 Metal Fragments | 720 |
| 2 | 14s | 1,440 Charcoal, 960 Sulfur, 160 Metal Fragments | 960 | |
| 2 | 14s | 1,440 Charcoal, 960 Sulfur, 160 Metal Fragments | 960 | |
| 1 | 0s | 1,950 Charcoal, 1,400 Sulfur, 100 Metal Fragments | 1,400 | |
High Velocity RocketSplash 3.5m | 7 | 17s | 2,100 Charcoal, 1,400 Sulfur, 140 Scrap | 1,400 |
| 2 | 12s | 2,700 Charcoal, 1,800 Sulfur, 200 Metal Fragments | 1,800 | |
| 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 | |
| 5 | 2s | 5 40mm HE Grenade | - |
A medieval barricade 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.