Hideout / bunker upgrades
7 modules across 26 upgrade tiers. Total endgame investment: 9.4M + 22d 2h of build time. The fastest path to T6 ammo crafting: Generator Lv2 → Workbench Lv2 → Ammo Bench Lv1 → Generator Lv3 → Workbench Lv3 → Ammo Bench Lv3. Each tier gates the next via trader rep.
Inventory storage capacity. Critical from day one — running out of stash means you can't keep extracted gear.
50 stash slots
⌛ instant · 0 materials
- +Starting capacity
100 stash slots
⌛ 2h · 2 materials
- ++50 slots
materials
Plywood × 12, Nails × 30
175 stash slots
⌛ 6h · 3 materials
- ++75 slots
- +Sortable inventory
materials
Steel sheet × 8, Plywood × 20, Tools × 1
280 stash slots
⌛ 14h · 3 materials
- ++105 slots
- +Search filter
materials
Hardened steel × 12, Crate × 4, Tools × 2
450 stash slots
⌛ 1d 12h · 3 materials
- ++170 slots
- +Multi-stash tabs
materials
Hardened steel × 24, Crate × 8, Reinforced container × 1
Repair gear and craft attachments. Higher levels unlock T6 attachment crafting + better repair quality.
⌛ 4h · 2 materials
- +Basic gun + armor repair (-15% durability per cycle)
materials
Plywood × 8, Tools × 1
⌛ 12h · 2 materials
- +Quality repair (-10% loss)
- +Common attachment crafting
materials
Steel sheet × 6, Tools × 2
⌛ 1d 4h · 3 materials
- +Premium repair (-6% loss)
- +Magpul / BCM crafting
materials
Hardened steel × 12, Lathe × 1, Tools × 3
⌛ 2d 12h · 3 materials
- +Pristine repair (-3% loss)
- +Suppressor crafting (Saker, Omega)
materials
Tungsten core × 8, CNC mill × 1, Hardened steel × 24
Reload spent brass into T5/T6 ammo. Unlocks the most profitable hideout craft loop in the game.
⌛ 8h · 2 materials
- +T3 ammo crafting (5.45 BP, 5.56 M855A1)
materials
Steel powder × 50, Workbench Lv2 prereq
⌛ 18h · 2 materials
- +T4-T5 ammo (BS, M995, 7.62 M61)
materials
Primer kit × 4, Tungsten core × 2
⌛ 2d · 3 materials
- +T6 ammo (5.45 7N39, 7.62 7N37, .338 AP)
materials
NATO primer pack × 6, Tungsten penetrator × 4, CNC mill × 1
Craft premium meds + reduce in-raid healing time. Doctor rep gates the upper tiers.
⌛ 3h · 2 materials
- +Salewa first-aid crafting
materials
Bandage CMS × 12, Saline × 6
⌛ 10h · 2 materials
- +GRIZZLY medkit crafting
- +Augmentin (limb regen)
materials
Pharmaceutical kit × 4, Adrenaline × 2
⌛ 22h · 2 materials
- +Surgical kit crafting
- +Combat stim recipes
materials
Surgical kit × 2, Pharmaceutical kit × 8
⌛ 1d 18h · 2 materials
- +Propital + SJ-6 crafting
- +Custom IFAK loadouts
materials
Combat stim base × 4, Surgical kit × 4
Powers all upper-tier modules. Without Lv2 generator, you can't run ammo bench Lv2 or workbench Lv3.
⌛ 5h · 2 materials
- +Powers Lv1-Lv2 modules
materials
Fuel tank × 1, Wires × 6
⌛ 16h · 3 materials
- +Powers Lv3 modules
materials
Fuel tank × 3, Industrial wire × 4, Steel sheet × 6
⌛ 1d 14h · 2 materials
- +Powers all Lv4-Lv5 modules
materials
Industrial generator × 1, CNC mill × 1
Real-time map intel. Lv3 shows boss spawn timers; Lv4 reveals nearby PMC pings before you queue.
⌛ 6h · 2 materials
- +Map zone heatmaps
materials
Radio × 2, Wires × 8
⌛ 18h · 2 materials
- +Boss spawn probability
materials
Encryption module × 1, Radio × 4
⌛ 1d 8h · 2 materials
- +Boss spawn timers (live)
materials
Encryption module × 4, Industrial wire × 8
⌛ 2d 22h · 2 materials
- +Pre-queue PMC count + tier hint
materials
Quantum module × 1, Encryption module × 8
Affects hideout craft speed bonus. Lv3+ heating cuts ammo crafting time by 30%.
⌛ 2h · 2 materials
- ++5% craft speed
materials
Stove × 1, Plywood × 6
⌛ 8h · 2 materials
- ++15% craft speed
materials
Industrial stove × 1, Steel sheet × 4
⌛ 22h · 2 materials
- ++30% craft speed
materials
Industrial heater × 1, Hardened steel × 8
economy loop
Hideout investment compounds: ammo bench Lv3 prints 50k profit per craft cycle, but each cycle requires Generator Lv3 powered. Stash size dictates how much loot you can hoard between vendor sweeps. /crafting shows live profit deltas per recipe; /traders shows the rep gates for each level.