Crafting Supplies

Craft Time Period Active Tools Improvised
Armor, Metal or Leather 1 Hour/loc Active Yes Yes
Tailor 1 Hour/loc Active Yes Yes
Bows, Cure Wood 2-12 Weeks Passive None No
Blacksmith 1 Day Active Required Yes
Bows, Build 10-14 Days Active Toolkit 1 No
Arrows 1 Day Active Toolkit 1 Yes
Clothing AV dependent Hours Active Yes Yes
Distillation 1 Week Active Still No
Explosives 60 Minutes Active Chem Lab No
Explosives (Grenades) 60 Minutes Active Chem Lab/Machine Shop
Complex Explosives required
Kits remove machine shop requirement
Yes
Fermentation 1 Week Passive None No
Fuel 1 Day Active Lab No
Guns Weeks Active Machine Shop No
Hunting and Fishing Trap Hours to Set Active/Passive Traps Skilled More Efficient
Hunting and Fishing Shoot/Cast Hours Active Firearm/Bow Skilled More Efficient
Kits Hours Active Toolkit No
Lockpicks Improvised Hours Active Toolkit Yes
Lockpicks U3 Hours Active Toolkit No - Machining Required for nonimprovised
Lockpicks U5 Hours Active Toolkit No - Machining and Lockpicking Required
Pharmacy 1 Day Active Lab No
Plastic Armor AV Dependent Hours Active Workshop Yes
Plastic Synthesization 60 minutes Active Workshop
Makes Plastics Kit
No
Rounds 1 Hour Active Handloading Kit No
Weapons 8-12 Hours Active Workshop/Forge Yes
Wooden Objects 1 Day Active Machining to use Power Tools! Yes, but slower
Time Period: Average time to craft the item.

Active: Active requires the full attention of the crafter.

Tools: Tools required to produce standard items. Many improvised items may be made without tools. Tool quality reduces time when crafting by the quality of the tools.
Total Time = Time/Quality.

Improvised: Many items can be made without tools and often without any actual skills. This includes weapons and armor. For example a knife spear can be made by anyone with a stick, some duct tape and a kitchen knife.

Easy to improvise items

  • Arrows
  • Blowgun Darts
  • Sling
  • Sling Bullets
  • Forge
  • Torch
  • Clothing
  • Shields
  • Knife Spear

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