Reprogrammable recoiler
1 lb. Weight | |
Charge per Use
|
2500 |
---|---|
Charge Used For
|
Teleportation |
Imprint Cost?
|
30000 |
Complexity
|
6 |
Tier
|
6 |
<12346> | |
Can Disassemble
|
yes |
Can Build
|
yes |
Tinker Skill
|
|
Potential
Mods? |
|
Character
|
♦ |
ID?
|
Reprogrammable Recoiler |
Spawns in
|
|
Extra Info:
| |
Infobox data from game version 2.0.207.99
|
A cassette is cut with hexagonal grooves and steeped in the right amount of magnetic charge to spool a spacetime tether (and generate its characteristic hot gum smell). On top, a recessed button snaps the potential and initiates the recoil.
The reprogrammable recoiler teleports the player to a particular programmed location when used. The reprogrammable recoiler can be set to whatever location the player chooses. This can be done by selecting the imprint action. Imprinting a reprogrammable recoiler requires 30,000 charge. This makes cells with smaller max charge to be unable to be used for imprinting. thermoelectric cells, biodynamic cells, nuclear cells, and antimatter cells are the only cells that can hold this amount of charge. The reprogrammable recoiler can be reprogrammed to a new location at will for this same energy cost.
Once programmed, the reprogrammable recoiler consumes only 2,500 energy when activated (similar to all other recoilers). To transport the player, the reprogrammable recoiler must be activated and a properly charged energy cell must be installed. It cannot be used when in combat or while hostile enemies are nearby.
reprogrammable recoilers can be found as random loot in the world.
For more information about recoilers, refer to the recoiler page.