翻訳準備中のため、このガイドの本文は英語で表示しています。
Build an output you will use
The hideout connects storage, recovery and production. These module functions are the stable layer; exact upgrade recipes are deliberately not treated as verified.
| Module | Function | Priority and decision |
|---|---|---|
| Generator | Powers active production modules with fuel. | First infrastructure priority; include recurring fuel in your budget. |
| Vents | Supports other module upgrades. | Build when the next useful module requires it. |
| Stash | Expands item storage. | Value space against the equipment and materials you actually retain. |
| Workbench | Supports weapon modification, ammunition and component production. | Early production priority; choose crafts for tasks and useful ammunition. |
| Medstation | Produces medical supplies and supports recovery. | A practical early module for medical and quest-item demand. |
| Nutrition Unit | Produces food and drinks. | Use alongside your raid supply and task needs. |
| Security | A prerequisite for Intelligence Center progression. | Build toward the next intelligence-related unlock. |
| Intelligence Center | Supports intelligence functions, Scav-related services and production bonuses. | An important middle progression target; check exact current level requirements in game. |
| Water Collector | Filters and produces water for production chains. | Compare filter inputs with the crafts you intend to run. |
| Bitcoin Farm | Consumes an investment in graphics cards to produce physical bitcoin. | Late investment; compare capital, fuel and actual sale values before expanding. |
| Booze Generator | Produces moonshine for sale or use in Scav Case runs. | Build around an input supply; exact recipes are not reproduced here. |
| Scav Case | Exchanges roubles, moonshine or intelligence for randomized loot returns. | Budget for variance; no guaranteed return or fixed profit is claimed. |
| Solar Power | Reduces Generator fuel consumption. | Usually a later investment because setup cost delays payback. |
| Air Filtering Unit | Supports physical-skill training while supplied. | A late progression option; elite and bonus values remain unverified. |
| Heating | Supports recovery and further module prerequisites. | Build when needed by your progression path. |
| Illumination | Improves lighting and supports module prerequisites. | Follow the dependency required by the next upgrade. |
| Rest Space | Supports recovery between raids. | Choose according to your recovery and dependency needs. |
| Lavatory | Produces household goods and consumables. | Inspect current recipes rather than relying on an old material list. |
| Library | Provides skill experience benefits. | Exact current bonuses and upgrade levels need verification. |
| Shooting Range | Allows weapon handling tests outside raids. | Useful for evaluating a build before risking it. |
| Gym | Provides out-of-raid physical training. | A supplementary training option, not a substitute for raid preparation. |
| Hall of Fame | Displays trophies and dogtags with associated passive benefits. | Current bonus values and level counts remain unverified. |
| Cultist Circle | Sacrifices items for randomized returns. | Treat the inputs as a speculative expense, not fixed-income production. |
Upgrade order is editorial guidance drawn from community recommendations; follow the requirements shown by your own profile.
Per-level material lists, module level counts, rouble costs, and character or skill thresholds are unverified as of Patch 1.1.5.0. They are deliberately excluded from this table.
The report describes Generator level 3 plus Intelligence Center for Bitcoin Farm, and Intelligence Center level 1 for Scav Case, as classic prerequisites. Whether these exact gates still apply is unverified as of Patch 1.1.5.0.
A Season 1 guide from timesaver.gg reports that seasonal hideout upgrades no longer require found-in-raid items. This is a single-source report; its precise scope is unverified as of Patch 1.1.5.0.
Economy boundaries
- Flea access starts at PMC level 15; the research reports full category access at level 40. The intermediate category gates are unverified as of Patch 1.1.5.0.
- The September research describes a roughly 5% flea fee after the 1.1.0 economy rebalance. A complete fee formula and any additional listing components are unverified as of Patch 1.1.5.0.
- The post-1.1.0 found-in-raid listing restriction is unverified as of Patch 1.1.5.0. Do not assume that buying and reselling is permitted.
- Graphics cards, LEDX, physical bitcoin, Tetriz, intelligence folders and military items are useful loot categories to recognize. No fixed sale prices or guaranteed room returns are supplied.
- The seven income approaches in the research are loot runs, Scav runs, crafting, Bitcoin Farm, quests, market trading where permitted, and key-room farming. Compare setup cost, survival and sale restrictions.
- Roubles, dollars and euros serve different purchases. Exact exchange rates are unverified as of Patch 1.1.5.0; check the trader interface before converting funds.