Cheatsheets
Last updated: May 18, 2026
Pure tables. No prose. When you need a number mid-wipe, this is the file.
Building tier HP and cost
| Tier |
Wall cost |
Wall HP |
Door HP |
Foundation HP |
| Twig |
10 wood  |
10 |
n/a |
10 |
Wood  |
50 wood  |
250 |
200 (wood door ) |
250 |
Stone  |
300 stone  |
500 |
250 (sheet door) |
500 |
| Sheet Metal |
100 frags  |
1,000 |
800 (armored door ) |
1,000 |
| Armored |
25 HQM  |
2,000 |
600 (garage door ) |
2,000 |
Raid cost (soft side)
| Target |
C4  |
Rockets  |
Satchels  |
Explo Ammo (5.56) |
Sulfur cost (approx, includes craft) |
Wood wall |
0.5 |
1 |
1 |
50 |
~1,400 |
Stone wall |
1 |
2 (1.5 not possible) |
4 |
200 |
~2,200 (1 C4 ) or ~2,800 (2 rockets ) |
| Sheet metal wall |
2 |
4 |
16 |
800 |
~4,400 (2 C4 ) |
| Armored wall |
8 |
5 soft / 9 hard |
n/a |
n/a |
~17,600 (C4 ) or ~7,000 (5 HV rockets soft) |
Wood door  |
1 satchel  |
1 |
1 |
30 |
~400 |
Sheet metal door  |
1 |
2 |
4 |
100 |
~2,200 |
Armored door  |
2 |
4 |
8 |
n/a |
~4,400 |
Garage door  |
3 |
6 |
12 |
n/a |
~6,600 |
(Hard side is 2x. Always face hard side outward.)
Explosive crafting costs
| Item |
Sulfur  |
Other materials |
Workbench |
Satchel charge  |
480 sulfur  |
80 charcoal + 1 small stash + 1 cloth  |
WB1  |
Beancan grenade  |
60 sulfur  |
20 charcoal + 20 frags  |
WB1  |
F1 grenade  |
40 sulfur  |
25 charcoal + 1 metal pipe + 10 frags  |
WB1  |
Timed explosive (C4 ) |
2,200 sulfur  |
50 cloth + 5 tech trash + 10 explosives + 20 charcoal  |
WB3  |
Rocket  |
1,400 sulfur  |
100 metal frags + 150 gunpowder + 10 explosives |
WB3  |
Explosive 5.56 ammo (x10) |
28 sulfur each |
10 frags + 20 gunpowder per round |
WB3  |
Electrical components: rW draw
| Component |
Power draw |
Ceiling light (default) |
1 rW |
Ceiling light (max bright) |
5 rW |
Heater  |
2 rW |
| Search light |
10 rW |
| Siren light |
2 rW |
Auto turret  |
10 rW min (use 11+ for logic outputs) |
SAM site  |
25 rW |
Electric furnace  |
60 rW while smelting |
Industrial conveyor  |
2 rW |
Industrial crafter  |
2 rW |
| Sprinkler |
5 rW |
| Pressure plate |
1 rW |
Laser detector  |
5 rW |
| Door controller |
1 rW |
Smart switch  |
1 rW |
Smart alarm  |
1 rW |
| Telephone |
1 rW |
Tesla coil  |
5–35 rW (variable by damage tier) |
Power sources
| Source |
Output |
Notes |
Solar panel  |
0–20 rW |
Day only. Angle matters. |
Wind turbine  |
0–150 rW |
Elevation matters. |
| Small generator |
30 rW |
Low-grade fuel ~1/5min |
| Test generator (monument-pickup) |
100 rW |
Free, no fuel |
Small battery  |
10 rW max output |
150 rWm storage |
| Medium battery |
50 rW max output |
900 rWm storage |
| Large battery |
100 rW max output |
24,000 rWm storage |
Battery efficiency: ~80% (20% lost to charge/discharge cycle).
Wire limits
- 30 meters per run
- 16 pinned waypoints per run
- Wires pass through walls (frames) but not through foundations.
Industrial limits
- 16 storage adapters per connected network (in + out combined)
- 32 items per stack per tick
- Default conveyor
frequency: 5 sec
- Default crafter
frequency: 5 sec
- 12 filter slots per conveyor

Plant gene weights
| Gene |
Weight |
| Y (yield) |
1 |
| G (growth) |
1 |
| H (hardiness) |
2 |
| W (water — bad) |
2 |
| X (null) |
2 |
Red genes (weight 2) bias offspring red. Cross good with good.
Planter capacity
| Planter |
Slots |
Water capacity |
| Small |
4 |
4,000 mL |
| Large |
9 |
9,000 mL |
Sprinkler water draw
- 2 mL/sec per sprinkler while spraying
Light requirement for plants
- 100% light needed during fruiting stage for max yield
- 1 ceiling light
per large planter
= 100% (capped)
Fertilizer
- 1:10 ratio horse
dung → fertilizer 
- 1 fertilizer
per plant per full grow cycle
- ~30% yield bonus when applied
- 2 fertilizer
= 3 scrap
at Bandit Camp shop
Recycle yields (key items)
| Item |
Scrap  |
HQM  |
Frags  |
Notes |
Tech Trash  |
5 |
1 |
0 |
Best scrap -per-slot |
Rifle Body  |
25 |
1 |
0 |
High value |
SMG Body  |
15 |
0 |
25 |
Medium |
| Targeting Computer |
30 |
0 |
0 |
High |
Fuse  |
12 |
0 |
0 |
Common |
Spring  |
10 |
0 |
5 |
Common |
| Gear |
8 |
0 |
20 |
Common |
| Sheet Metal |
5 |
0 |
50 |
Component |
Metal Blade  |
3 |
0 |
10 |
Low |
Sewing Kit  |
6 |
0 |
0 |
Component |
| Scope |
150 (sells back as scrap ) |
n/a |
n/a |
Bandit arbitrage |
Scope arbitrage cycle (Bandit)
| Step |
In |
Out |
| Buy scope |
150 scrap  |
1 scope |
| Recycle scope |
1 scope |
48 HQM  |
Sell HQM at shop |
48 HQM  |
~192 scrap  |
| Net per cycle |
|
+42 scrap  |
| Cycle time |
~30 sec |
~5,000 scrap /hr if non-stop |
Recycler bonus/penalty by location
| Location |
Yield |
| Bandit Camp / Outpost / Fishing Village / Mining Outpost |
-20% |
| Most monuments |
baseline (100%) |
| Airfield |
+20% |
| Arctic Research Base |
+20% |
| Abandoned Supermarket |
+20% |
| Cargo Ship |
baseline |
| Underwater Lab |
baseline |
Tea ingredients
| Tea |
Ingredients |
Buff |
Scrap  |
Yellow + White berries  |
+50% scrap from containers, 10 min |
| Health |
Red berries  |
+max HP |
| Pure |
Blue berries  |
Stamina recovery |
| Green |
Green berries  |
Various |
| Black |
Black berries  |
Various |
(Craft at Mixing Table
, WB2
craft.)
Monument scrap yields (avg per run)
| Monument |
Solo scrap /run |
Run time |
Tea-boosted |
| Lighthouse |
50–80 |
5 min |
75–120 |
| Junkyard |
100–150 |
15 min |
150–225 |
Sewer Branch  |
100–200 |
10 min |
150–300 |
| Satellite Dish |
100–200 |
10 min |
150–300 |
| Harbor (small) |
150–250 |
10 min |
225–375 |
| Harbor (large) |
250–400 |
20 min |
375–600 |
| Water Treatment |
200–400 |
20 min |
300–600 |
| Power Plant |
300–500 |
25 min |
450–750 |
| Train Yard |
250–400 |
20 min |
375–600 |
| Military Tunnels |
300–500 |
25 min |
450–750 |
| Airfield (+20% recycler) |
400–700 |
30 min |
600–1,050 |
| Arctic Research (+20%) |
300–600 |
25 min |
450–900 |
| Underwater Lab |
400–600 |
20 min |
600–900 |
| Cargo Ship |
~1,293 |
30–50 min |
1,940 |
| Patrol Heli |
500–1,200 |
varies |
750–1,800 |
| Launch Site |
600–1,200+ |
45 min |
900–1,800+ |
(Tea boost: +50% on container loot only, not on already-extracted scrap
.)
Auto-turret target acquisition
- Range: 25–30 meters
- Cone: ~120° in front
- Power: 10 rW minimum, 11+ for logic outputs
- Ammo: any SMG/rifle/pistol round (handmade shells for shotgun trap, not turret
)
Shotgun trap
- HP: 200
- Trigger range: line of sight, ~30 meters
- Damage per shell: ~80 (handmade), more with 12 gauge
- Cost: 100 frags
+ 10 wood
+ 1 metal blade
(WB2
)
- Wire trigger: pressure plate or laser detector
via power signal
Decay rates per hour (outdoors, empty TC)
| Tier |
Decay rate |
| Twig |
Instant (minutes) |
Wood  |
5 HP/hr |
Stone  |
5 HP/hr (0 indoors) |
| Sheet Metal |
3 HP/hr |
| Armored |
1 HP/hr |
Decay is paused when TC
has materials of the wall's tier in storage.
TC stocking targets (solo, weekly)
| Material |
Amount |
Wood  |
5,000 |
Stone  |
15,000 |
Frags  |
1,500 |
HQM  |
250 |
Workbench upgrades and research costs
| WB Tier |
Cost to place |
Research cost from WB |
Notable unlocks |
WB1  |
500 frags + 1 metal pipe (or 500 scrap ) |
75 scrap per tier-1 item |
Sheet metal door , basic guns, satchel  |
WB2  |
500 frags + 5 HQM + 5 gears + 2 sewing kits (or 2,500 scrap ) |
250 scrap  |
AK, MP5 , hazmat, auto turret , industrial, electrical, sprinkler |
WB3  |
1,000 frags + 100 HQM + 5 gears (or 1,000 scrap research) |
500 scrap  |
C4 , rockets , M249 , bolt, mortar (April 2026 patch) |
Common firearm research and craft costs
| Weapon |
Research |
Craft |
WB |
| Bow |
(default known) |
200 wood + 50 cloth  |
0 |
Crossbow  |
75 |
200 wood + 75 frags  |
1 |
Eoka pistol  |
20 |
75 wood + 30 frags + 15 blade |
1 |
Waterpipe shotgun  |
75 |
200 wood + 200 frags + 1 pipe |
1 |
Revolver  |
75 |
200 wood + 200 frags + 30 cloth  |
1 |
Custom SMG  |
125 |
1 SMG body + 50 frags  |
2 |
MP5  |
500 |
1 SMG body + 75 frags + 4 HQM  |
3 |
Thompson  |
250 |
1 SMG body + 50 frags + 1 wood  |
2 |
AK (Assault Rifle ) |
500 |
1 rifle body + 5 HQM + 50 frags + 4 spring  |
3 |
| Bolt-Action Rifle |
250 |
1 rifle body + 75 frags + 1 spring + 1 metal blade  |
3 |
LR-300  |
500 |
1 rifle body + 4 HQM + 50 frags + 4 spring  |
3 |
| L96 (rare loot only) |
n/a |
n/a |
n/a |
M249 (rare loot only) |
n/a |
n/a |
n/a |
Optimal solo gene strings
| Crop |
Recommended |
Why |
Hemp  |
YYYYYY |
Max cloth , cycles fast enough |
Pumpkin  |
YYYYYG |
Max yield, slight grow speed |
Corn  |
GGGYYY |
Faster cycles for seed accumulation |
| Potato |
YYYYYY |
Max yield, calorie-dense |
Berries (any) |
YYYYYY |
Max tea ingredient output |
Common things you forget mid-wipe
- Hard side faces out
- TC
has materials of the wall tier you're using
- Recycle before leaving a monument
- Tea before runs
- Sleeping bag
placed at home before going to a monument
- Window shutters closed at logout
- Soul stash is real — keep your truly important stuff there
- Branch
over splitter (90% of the time)
- 16-adapter limit on industrial networks
- Crossbreed at the crossbreed stage, not before, not after
Server commands worth knowing (if you admin or are on a private server)
server.conveyormovefrequency 5 — default conveyor
tick rate in seconds
server.industrialcrafterfrequency 5 — default crafter
tick rate in seconds
weather.rain 1 — force rain (admin only)
server.eac — anti-cheat status
(Most public servers don't let you run these. They're for private/modded.)
Armor protection — projectile vs. melee
| Piece | Slot | Projectile protection | Melee protection | Notes |
| Hoodie | Torso | Low | Low | Cloth-tier, slight cold protection |
| Burlap shirt / trousers | Torso / legs | Very low | Very low | Wipe-hour filler only |
| Roadsign vest + kilt | Torso / legs | High | High | Best craftable mid-tier set |
| Wood chestplate | Torso | Low | High | Cheap, strong vs. melee/animals |
| Coffee can helmet | Head | High | High | Pairs with roadsign set |
| Metal facemask | Head | Very high | Very high | Best head protection, blocks vision slightly |
| Metal chestplate | Torso | Very high | Very high | Heavy; reduces stamina/mobility |
Rule of thumb: the standard "fight kit" is metal facemask + roadsign vest + roadsign kilt + hoodie/pants underneath. Full metal (facemask + chestplate) trades mobility for survivability and is a defender/raider set, not a roam set.
Smelting and cooking reference
| Input | Output | Station |
| Metal ore | Metal fragments | Furnace |
| Sulfur ore | Sulfur | Furnace |
| High Quality Metal Ore | High Quality Metal | Furnace |
| Wood | Charcoal (byproduct of burning) | Furnace / campfire |
| Raw meat | Cooked meat | Campfire |
| Crude oil | Low Grade Fuel (3 per crude) | Small Oil Refinery |
| Animal fat + cloth | Low Grade Fuel | Crafting (5 fat + 1 cloth → 4 LGF) |
A furnace consumes wood as fuel and produces charcoal as a byproduct — keep that charcoal, it is the bottleneck ingredient for gunpowder. The Large Furnace smelts many stacks at once and is the mid-wipe upgrade once metal demand spikes.
| Tool | Best used on | Notes |
| Satchel Charge | Wood walls/doors, sheet doors | Cheap, unreliable — can dud and need a re-throw |
| Timed Explosive Charge (C4) | Any wall up to sheet metal; armored doors | Reliable single-placement; expensive |
| Rocket | Stone and sheet metal walls | Standard raiding explosive; splash damage |
| Explosive 5.56 ammo | Wood, twig, soft sheet doors | Bullet raiding; loud and ammo-hungry |
| Beancan Grenade | Twig, wood | Earliest raid tool; very unreliable |
Always attack the soft side of a wall — the side without the seams/supports — it takes meaningfully less damage to break. Doors are usually softer than the wall around them; if a door is reachable, it is almost always the cheaper entry.
Animal threat and yield reference
| Animal | Threat | Key yields |
| Chicken | None | Small meat, feathers |
| Boar | Low | Pork, fat, leather, bone |
| Deer (stag) | None (flees) | Venison, fat, leather, bone, cloth |
| Wolf | Medium — packs are dangerous | Wolf meat, fat, leather, bone |
| Bear | High — can kill an unarmored player in a few hits | Bear meat, fat, leather, bone |
| Boar/wolf at night | Higher — harder to see, sound matters | Same as day |
Bears and wolves can be kited: back up while attacking, never get cornered. A wood chestplate dramatically cuts animal damage and is worth crafting before any serious hunting.
Temperature and Comfort quick reference
| Situation | Effect | Counter |
| Effective temp below 0°C | HP regen halts, slow HP loss, faster hunger drain | Fire, warm clothing, get indoors |
| Effective temp above ~35°C | Thirst drains roughly 2x, hunger slightly faster | Shed armor, find water/shade |
| Wet (rain or swimming) | Insulation reduced, temperature falls faster | Roof cover + heat source to dry off |
| Comfort buff active (near fire/rug) | Faster HP regen, slower hunger, faster rad decay | Heal next to a campfire, not in the open |
Respawn and sleeping bag timers
| Item | Value | Notes |
| Sleeping Bag craft cost | 30 cloth | Cheapest respawn anchor |
| Sleeping Bag spawn cooldown | ~5 minutes (300 s) | Per bag; shown on respawn screen |
| Bed spawn cooldown | Much shorter than a bag | Larger footprint, more HP — base defence respawn |
| 50 m cluster rule | Spawning locks all bags within ~50 m | Space raid-train bags >50 m apart |
| Beach respawn | Instant, naked, random coastline | Used when all bags are on cooldown |
| Corpse / loot bag decay | Your dropped loot persists ~minutes after death | Sprint back fast if it is safe |
Wipe-day milestone timing (solo target)
| Time | Milestone |
| 0–15 min | Spawn, farm wood/stone, find a base spot away from spawn |
| 15–60 min | 1x1 up, TC placed and stocked, sleeping bag down, door on |
| 1–2 hr | Walls upgraded to stone, first scrap tour, basic weapon |
| 2–4 hr | Workbench 1, sheet metal door, hazmat path started |
| 4–8 hr | Expand to 2x2 with honeycomb, mid-tier weapon |
| 8–12 hr | Workbench 2, hazmat finished, mid-tier monument runs |
| Before first logoff | Stone everywhere, TC stacked, gear hidden in an offset box |
Radiation by monument tier
| Exposure | Monuments | Gear |
| Light | Supermarket, Mining Outpost, Gas Station, Lighthouse | Hoodie + pants usually enough |
| Medium | Airfield, Trainyard, Water Treatment, Sewer Branch | Full hazmat recommended |
| Heavy | Launch Site, Military Tunnels, Power Plant | Full hazmat mandatory + anti-rad pills |
Damage begins once accumulated rads pass roughly 100 and climbs sharply past 500. A full hazmat suit roughly halves intake — it buys time inside a zone, it does not make you immune. Step out periodically to bleed rads off rather than tanking them.
Scrap-to-time conversion
Use these rough conversions to plan a session instead of farming blindly:
- 1 barrel ≈ 5–20 scrap. A roadside barrel run nets 100–200 scrap in 15–20 minutes.
- 1 mid-tier monument run (Supermarket / Gas Station / Mining Outpost), recycled down ≈ 100–400 scrap depending on crate luck.
- Workbench 2 (500 scrap) ≈ two solid road runs or one good monument loop.
- Full AK path (~3,000 scrap of Tech Tree on top of 1,800 in benches) ≈ a full day of focused solo farming — which is why most solos run a Semi-Auto Rifle or Custom SMG as the wipe weapon.
- Recyclers convert components (gears, pipes, tech trash, sewing kits) into scrap and HQM — never sell raw components, always recycle.
Standard roam loadout checklist
A disciplined roam kit, cheap enough to lose without pain:
- Weapon: bow or revolver early; the cost-per-shot is trivial and a death is painless.
- Tool: a stone or metal tool for opportunistic farming, never your best tool.
- Healing: 2–3 bandages minimum; a syringe if you have one. Bound to a fixed hotbar key.
- Food + water: a few cooked meat and a filled water container — never roam below 60 hunger.
- Building: a building plan and hammer plus a little wood to wall yourself in if a fight goes wrong.
- Never on a roam: your fight kit, your scrap stockpile, or anything you would be upset to lose.