THE MYDAYZ NETWORK

THE SURVIVOR’S HANDBOOK

Craft your next move.

From your first stone knife to a better camp.
Find a recipe. Gather your gear. Make it happen.

138vanilla recipes

34 recipes

Choose one item from each ingredient slot
Clothing & bagsCrafting

You need

Ingredient 1

Retained or modified · 2 quantity units used

Ingredient 2

Retained or modified · 10 quantity units used

Result

Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Leather Backpack Brown · Condition based on the average condition of both ingredients.
Clothing & bagsCrafting

You need

Ingredient 1

Consumed

Ingredient 2

Retained or modified · 25 quantity units used

Result

Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Knife Sheath · Condition inherited from ingredient 1.
Clothing & bagsCrafting

You need

Ingredient 2

Retained or modified

Result

Tanned Leather Quantity depends on the ingredients and their condition.

Additional game conditions apply. The script may adjust item state, quantity or attachments.

Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Availability also depends on game checks for the selected ingredients.
  • The result can inherit or change quantity, condition, colour or attachments according to the ingredients.
  • The hide must support tanning. Leather yield depends on the hide and its condition; the required garden lime quantity changes with that yield.
Clothing & bagsCrafting

You need

Ingredient 1 · choose one

Consumed

Ingredient 2

Consumed

Result

Witch Hood Coif Colour inherited from ingredient 1

Additional game conditions apply.

Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Ingredient 2 · Health change: -10 HP
  • The game checks whether the container is empty.
  • Witch Hood Coif · Condition based on the average condition of both ingredients.
  • Availability also depends on game checks for the selected ingredients.
  • Ingredient 1 must be empty.
Clothing & bagsDismantling

You need

Ingredient 1

Consumed

Result

Additional game conditions apply.

Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Ingredient 2 · Health change: -5 HP
  • The game checks whether the container is empty.
  • Burlap Sack · Condition inherited from ingredient 1.
  • Rope · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
  • Availability also depends on game checks for the selected ingredients.
  • Ingredient 1 must be empty.
Clothing & bagsDismantling

You need

Result

Netting 1 quantity units before script adjustments
Burlap Strips 1 quantity units before script adjustments
Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Ingredient 2 · Health change: -5 HP
  • Netting · Condition inherited from ingredient 1.
  • Burlap Strips · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
Clothing & bagsDismantling

You need

Result

Netting 2 quantity units before script adjustments
Burlap Strips 2 quantity units before script adjustments
Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Ingredient 2 · Health change: -5 HP
  • Netting · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
Clothing & bagsDismantling

You need

Result

Netting 1 quantity units before script adjustments
Burlap Strips 1 quantity units before script adjustments
Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Ingredient 2 · Health change: -5 HP
  • Netting · Condition inherited from ingredient 1.
  • Burlap Strips · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
Clothing & bagsDismantling

You need

Result

Netting 4 quantity units before script adjustments
Burlap Strips 5 quantity units before script adjustments
Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Ingredient 2 · Health change: -5 HP
  • Netting · Condition inherited from ingredient 1.
  • Burlap Strips · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
Clothing & bagsDismantling

You need

Result

Netting 3 quantity units before script adjustments
Burlap Strips 3 quantity units before script adjustments
Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Ingredient 2 · Health change: -5 HP
  • Netting · Condition inherited from ingredient 1.
  • Burlap Strips · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
Clothing & bagsDismantling

You need

Ingredient 1

Consumed

Result

Short Stick 3 quantity units before script adjustments

Additional game conditions apply.

Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Ingredient 2 · Health change: -5 HP
  • The game checks whether the container is empty.
  • Short Stick · Condition inherited from ingredient 1.
  • Burlap Sack · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
  • Availability also depends on game checks for the selected ingredients.
  • Ingredient 1 must be empty.
Clothing & bagsDismantling

You need

Ingredient 1

Consumed

Result

Short Stick 1 quantity units before script adjustments
Boar Pelt 3 quantity units before script adjustments

Additional game conditions apply.

Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Ingredient 2 · Health change: -5 HP
  • The game checks whether the container is empty.
  • Short Stick · Condition inherited from ingredient 1.
  • Boar Pelt · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
  • Availability also depends on game checks for the selected ingredients.
  • Ingredient 1 must be empty.
Clothing & bagsDismantling

You need

Ingredient 1

Consumed

Result

Boar Pelt 1 quantity units before script adjustments

Additional game conditions apply.

Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Ingredient 2 · Health change: -5 HP
  • The game checks whether the container is empty.
  • Boar Pelt · Condition inherited from ingredient 1.
  • Rope · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
  • Availability also depends on game checks for the selected ingredients.
  • Ingredient 1 must be empty.
Clothing & bagsDismantling

You need

Result

Tanned Leather 1 quantity units before script adjustments

Additional game conditions apply.

Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Ingredient 2 · Health change: -12 HP
  • The game checks whether the container is empty.
  • Tanned Leather · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
  • Availability also depends on game checks for the selected ingredients.
  • Ingredient 1 must be empty.
Clothing & bagsProcessing & treatment

You need

Ingredient 1

Retained or modified · minimum 1 quantity units

Ingredient 2 · choose one

Retained or modified

Result

The game applies the result to the selected item. The outcome depends on its type and state.

Additional game conditions apply. The script may adjust item state, quantity or attachments.

Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Maximum damage state: Badly damaged
  • Availability also depends on game checks for the selected ingredients.
  • The result can inherit or change quantity, condition, colour or attachments according to the ingredients.
  • The filter must not be full and must be detached from a GP5 gas mask or airborne mask.
Clothing & bagsRepair & maintenance

You need

Ingredient 1

Retained or modified

Ingredient 2
Eligible item

Retained or modified

Result

The game applies the result to the selected item. The outcome depends on its type and state.

Additional game conditions apply. The script may adjust item state, quantity or attachments.

Conditions & details

The quantities above use game quantity units. Item families accept compatible subclasses. Outcomes can vary with the ingredients and their condition.

  • Ingredient 1 · Maximum damage state: Badly damaged
  • Ingredient 2 · Minimum damage state: Worn
  • Ingredient 2 · Maximum damage state: Badly damaged
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
  • Availability also depends on game checks for the selected ingredients.
  • The result can inherit or change quantity, condition, colour or attachments according to the ingredients.
  • The game checks that the repair kit is compatible with the target item.
  • The target item must also allow repair by crafting.