Field crafting lets you turn found materials into supplies mid‑raid. You’ll start with a basic set of items via In‑Round Crafting, then expand the catalog with Traveling Tinkerer on the Survival tree. Here’s how to unlock both, use the menu, and what you can make.
Enable field crafting (Survival skill path)
Unlock In‑Round Crafting
Upgrade to Traveling Tinkerer
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Add to Google Preferences →Craft items while topside (controls and menu)
Esc (or open the map screen). You’ll see an Inventory panel with multiple tabs.Field‑craftable items (what you can make)
The catalog you see depends on which Survival node you’ve unlocked (In‑Round Crafting vs. Traveling Tinkerer) and the materials you’re carrying. The table below summarizes the items players commonly craft on the surface and the typical material patterns they use.
| Tier | Item | Purpose | Materials pattern |
|---|---|---|---|
| Basic | Bandage. | Restores health during fights or after engagements. | Fabric components. |
| Basic | Shield Recharger. | Restores shields to keep you in the fight longer. | Standard workshop components. |
| Basic | Light Impact Grenade. | Light explosive for pressure or finishing targets. | Standard workshop components. |
| Basic | Li’l Smoke Grenade. | Quick smoke to break line of sight or reposition. | Standard workshop components. |
| Basic | Flame Spray. | Short‑range tool to force enemies off angles. | Standard workshop components. |
| Basic | Fruit Mix. | Light heal/sustain while moving between fights. | Foraged plants and consumables. |
| Basic | Agave Juice. | Stamina/utility refresh for long traversals. | Foraged plants and consumables. |
| Basic | Adrenaline Shot. | Emergency recovery for quick turnarounds. | Chemicals plus medical components. |
| Expanded | Noisemaker Device. | Distracts AI or covers movement noise. | Standard workshop components. |
| Expanded | Blaze Grenade Trap. | Area denial; punishes pushes through a chokepoint. | Grenade + Wire. |
| Expanded | Smoke Grenade Trap. | Creates a persistent screen to disengage or cross. | Grenade + Wire. |
| Expanded | Lure Grenade Trap. | Pulls enemies into prepared angles. | Grenade + Wire. |
| Expanded | Gas Grenade Trap. | Soft crowd control on doors and ladders. | Grenade + Wire. |
| Expanded | Herbal Bandage. | Stronger heal than a basic bandage. | Fabric + a moss/plant found topside. |
| Expanded | Raider’s Hatch Key. | Opens certain hatches/doors for extracts or loot. | High‑tier electronics (e.g., advanced components + sensors). |
Notes:
- Ammo, weapons, and attachments are not part of field crafting. These are handled at the workshop in town.
- Availability is dynamic; recipes only appear when you have the required materials in your bag.
Materials and cost notes (what to bring and convert)
Carry materials that convert cleanly into useful tools. Wires pair with grenades to create multiple trap types. Fabric, common herbs, and medical chemicals turn into heals and stims. Mid‑tier electronics are worth keeping for keys and utilities.
In prior tests, some players noticed bandages cost more when built in the field compared to crafting at base. Expect field convenience to trade a bit of efficiency for flexibility, and plan your runs accordingly.
When to craft in the field vs. at the workshop
Grenade + Wire pattern makes this quick as soon as you find a Wire.Skills that pair well with field crafting
- In‑Round Crafting. Foundation node that enables the basic topside recipes.
- Looter’s Instincts. Speeds up reveals while searching, helping you find materials faster.
- Silent Scavenger. Quieter looting that reduces risk while you gather components.
- Broad Shoulders. Extra carry weight to hold more components before converting them.
- One Raider’s Scraps and similar loot‑boosting perks. Small chances to find extra field‑crafted items in Raider containers.
Set up In‑Round Crafting early, add Traveling Tinkerer when your build allows, and you’ll cut wasted trips by making exactly what you need on the surface.






