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

138 recipes

Choose one item from each ingredient slot
Food & gardeningDismantling

You need

Ingredient 1

Consumed

Result

Short Stick 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: -12 HP
  • Short Stick · 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

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.
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.
Fishing & huntingDismantling

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.
  • Long Stick · 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.
Fishing & huntingDismantling

You need

Ingredient 1

Consumed · minimum 1 quantity units

Result

Netting 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
  • Metal Wire · Condition inherited from ingredient 1.
  • Netting · Condition inherited from ingredient 1.
  • Availability also depends on game checks for the selected ingredients.
  • Remove attachments from ingredient 1.
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.
Survival & toolsDismantling

You need

Ingredient 1 · choose one

Consumed

Result

Short Stick 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: -12 HP
  • Short Stick · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
Survival & toolsDismantling

You need

Ingredient 1

Consumed

Result

Short Stick 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: -12 HP
  • Short Stick · Condition inherited from ingredient 1.
  • The recipe enables skill-based adjustments; fixed quantities and wear can be modified by the game.
Survival & toolsDismantling

You need

Ingredient 1

Consumed

Result

Short Stick 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: -12 HP
  • Short Stick · 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.
Fishing & huntingDismantling

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.