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

18 recipes

Choose one item from each ingredient slot
Weapons & ammunitionRepair & maintenance

You need

Ingredient 1

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.
Weapons & ammunitionCrafting

You need

Ingredient 1

Consumed · minimum 12 quantity units

Ingredient 2

Consumed

Result

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
  • Barbed Baseball Bat · Condition inherited from ingredient 2.
  • 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.
  • Remove attachments from both ingredients.
  • Without intact gloves, the script can cause bleeding while crafting.
Weapons & ammunitionCrafting

You need

Ingredient 1

Retained or modified · 12 quantity units used · minimum 12 quantity units

Ingredient 2

Consumed

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
  • Nailed Bat · Condition inherited from ingredient 2.
Weapons & ammunitionCrafting

You need

Ingredient 1

Consumed · minimum 1 quantity units

Ingredient 2

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
  • The game checks whether the container is empty.
  • Improvised Explosive · Condition based on the average condition of both ingredients.
  • Availability also depends on game checks for the selected ingredients.
  • Ingredient 1 must be empty.
Weapons & ammunitionCrafting

You need

Ingredient 1

Consumed · minimum 1 quantity units

Ingredient 2 · choose one

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
  • Improvised Spear · Condition based on the average condition of both ingredients.
  • Improvised Spear · Properties and inventory transferred from ingredient 2.
  • Availability also depends on game checks for the selected ingredients.
  • Remove attachments from ingredient 2.
Weapons & ammunitionCrafting

You need

Ingredient 1

Consumed · minimum 1 quantity units

Ingredient 2 · choose one

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
  • Improvised Spear · Condition based on the average condition of both ingredients.
  • Improvised Spear · Properties and inventory transferred from ingredient 2.
  • Availability also depends on game checks for the selected ingredients.
  • Remove attachments from ingredient 2.
Weapons & ammunitionCrafting

You need

Ingredient 2

Retained or modified · 25 quantity units used · minimum 25 quantity units

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
  • Frozen ingredients may prevent this recipe.
  • 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 and unfrozen.
Weapons & ammunitionCrafting

You need

Ingredient 1

Retained or modified · 2 quantity units used · minimum 2 quantity units

Ingredient 2

Consumed

Result

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
  • Tripwire · Condition inherited from ingredient 2.
  • The result can inherit or change quantity, condition, colour or attachments according to the ingredients.
Weapons & ammunitionDismantling

You need

Ingredient 1

Consumed

Ingredient 2

Retained or modified

Result

9V Battery 1 quantity units before script adjustments

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
  • Ingredient 2 · Health change: -5 HP
  • 9V Battery · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
  • The result can inherit or change quantity, condition, colour or attachments according to the ingredients.
Weapons & ammunitionDismantling

You need

Ingredient 1 · choose one

Consumed

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
  • Ingredient 2 · Health change: -12 HP
  • Long Stick · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
Weapons & ammunitionDismantling

You need

Ingredient 1

Consumed

Result

Metal Wire 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
  • Metal Wire · 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.
  • Remove attachments from ingredient 1.
Weapons & ammunitionEquipment modifications

You need

Ingredient 1 · choose one

Transformed into the result

Ingredient 2

Retained or modified

Result

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
  • Ingredient 2 · Health change: -10 HP
  • The result can inherit or change quantity, condition, colour or attachments according to the ingredients.
Weapons & ammunitionEquipment modifications

You need

Ingredient 1

Transformed into the result

Ingredient 2

Retained or modified

Result

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
  • Ingredient 2 · Health change: -10 HP
  • The result can inherit or change quantity, condition, colour or attachments according to the ingredients.
Weapons & ammunitionEquipment modifications

You need

Ingredient 1 · choose one

Transformed into the result

Ingredient 2

Retained or modified

Result

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
  • Ingredient 2 · Health change: -10 HP
  • 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.
  • Only the full-length Izh18 is accepted; the already sawn-off version is rejected.
Weapons & ammunitionEquipment modifications

You need

Ingredient 1

Transformed into the result

Ingredient 2

Retained or modified

Result

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
  • Ingredient 2 · Health change: -10 HP
  • 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.
  • Only the full-length Izh18 shotgun is accepted; the already sawn-off version is rejected.
Weapons & ammunitionEquipment modifications

You need

Ingredient 1 · choose one

Transformed into the result

Ingredient 2

Retained or modified

Possible results — one depending on the ingredient

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
  • Ingredient 2 · Health change: -10 HP
  • The result can inherit or change quantity, condition, colour or attachments according to the ingredients.
  • A standard Magnum produces a standard sawn-off Magnum; the gold version produces the gold sawn-off version.
Weapons & ammunitionEquipment modifications

You need

Ingredient 2

Retained or modified

Result

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
  • Ingredient 2 · Health change: -10 HP
  • The result can inherit or change quantity, condition, colour or attachments according to the ingredients.
Weapons & ammunitionEquipment modifications

You need

Ingredient 1

Transformed into the result

Ingredient 2

Retained or modified

Result

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
  • Ingredient 2 · Health change: -10 HP
  • The result can inherit or change quantity, condition, colour or attachments according to the ingredients.