Flying Crab Hatcher
River banks, cliffs, resource nodes, Power Slugs, crash sites.
Hostile Hatchers & Flying Crabs
hostile
Type
stationary
Role
20
HP
No
Tameable
Damage per hit
– (spawns Flying Crabs)
Drops
- 1 ×
Hatcher Remains
Remains become Alien Protein in a Constructor (1 → 1) after the MAM research “Alien Megafauna”. Remains are no longer fuel since 1.0.
Respawn
Hatchers respawn since 1.0 (3 in-game days, no player within 150 m).
Prevent respawns with at least one powered building within 150 m of the spawner (belts, pipes, power lines, hypertubes and poles do not count) and kill the creatures present – see Combat & respawn.
Behaviour
- On first aggro a Hatcher releases 3 Flying Crabs (Elite: 6), then 1–2 (Elite: 3) every 5 s and on every hit. Crabs die on impact or after 60 s.
- The Boom Box “Turbo Bass” (1 damage, 60 m) kills crabs instantly but not the Hatcher. Hatchers respawn since 1.0.
Related · Hatchers & Flying Crabs