Summary

Breaks items routed “Scrap” from the Loot Sorting Station down into the global scrap counter. Staffed by a Scrapper raccoon. Always functional at baseline — the player can scrap by paw if there’s nobody assigned.

Function

  • Receives valuables routed “Scrap” from the Loot Sorting Station
  • Processes them into scrap, which feeds the global scrap counter
  • Throughput and yield scale with the assigned Scrapper’s stats

Stats That Matter

  • Strength — yield per item (how much scrap each breakdown produces)
  • Speed — processing throughput (how fast the queue drains)

Baseline

Baseline Strength 1 / Speed 1 (player by paw). An assigned Scrapper adds both stats on top. See Station Operation Model.

Storage

Has a capped pre-processing queue. Items routed to Scrap wait here until the Scrapper (or player) processes them. If the queue fills, Scrap routing at the Loot Sorting Station is blocked until space opens up. Cap upgrades through the Upgrade Desk.

Visual

A junk pile surrounded by bent pipes, a vice bolted to a milk crate, and a hammer bigger than a raccoon. The Scrapper’s corner. Loose bolts and wire everywhere.

Open Questions

  • Tentative yield formula: yield = strength * base_item_yield. Confirm in first economy pass.
  • Does scrapping produce any secondary output (e.g., a chance at a small crafting trinket) or purely scrap-the-resource?