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Scavland Crafting, Repair and Medical Blueprints

Confirmed Scavland crafting, repair kits, durability changes, and medical blueprints (Advanced Bandage, IFAK) from Early Access notes.

10/31/20260.8.8Scavland Wiki Editorial TeamLast updated: 10/31/20263 min read

FAQ

Which medical blueprints were added on Day One?
Update 0.5.169 lists Advanced Bandage, Army AI-2, IFAK, and Stimpack. Alexei sells them according to the notes.
Can you use repair kits on heavily damaged gear?
Update 0.7.0 says Gun and Armor Repair Kits can be used regardless of how damaged your equipment is. Glue, Gun Lube, Cleaning Rods, and Field Repair Kits have durability percentage thresholds listed in those notes.
Where are crafting tables?
Update 0.7.0 added stashes and crafting tables to all main camps. Camp tables do not share the village stash items. Exact table UIs are playtest TBD.

What is confirmed about crafting?

Pre-launch wishlist notes (August 25, 2026) advertised a new Crafting System alongside repair and weapon maintenance. The Steam store framing also lists gathering, crafting, and trading as core loops. This wiki treats those as systems confirmations, not as a license to invent recipe lists.

During Early Access, patch notes named specific craft-adjacent changes. Anything not named stays in a playtest table.

Medical blueprints (Day One)

Update 0.5.169 added new medical blueprints:

  • Advanced Bandage
  • Army AI-2
  • IFAK
  • Stimpack

The notes state Alexei sells them. Crafting costs, station requirements, and heal amounts for each item are not fully tabulated in the summary sources used here — mark heal numbers as TBD unless you record them from the live tooltip in a named build.

Cross-link survival context: stash and campfire healing and the beginner guide.

Repair and durability (Update 0.7.0)

Update 0.7.0 (September 16, 2026) made a major durability and repair pass based on feedback. Confirmed statements from the notes include:

  • Weapon durability increased across almost the entire arsenal; many rifles and larger weapons last approximately twice as many shots per durability point.
  • Weapon jamming begins later and occurs less frequently.
  • At 10% durability, hard-jam chance was reduced from 45% → 33%.
  • Incoming damage is distributed across different gear pieces you are wearing.
  • Gun and Armor Repair Kits can be used regardless of how damaged equipment is.
  • Repair Kits returned as world loot rarity bands (Tattered/Scrap Rare; Scavenger/Basic Very Rare; Advanced/Expert/Medium/Heavy Ultra Rare) — treat those rarity labels as developer framing, not as measured drop rates from this wiki.
  • Glue and Gun Lube usable from 80% durability (previously 85%).
  • Cleaning Rods and Field Repair Kits usable from 70% durability (notes continue beyond the truncated dump; verify remaining thresholds in the full Steam post).

Crafting tables and camps

Update 0.7.0 added stashes and crafting tables to all main camps. Camp stashes do not share the village stash items. Only the main village had upgradable stash tabs at that time; other camps had a single tab. See stash, inventory, and campfire healing and shelters, camps, and trading.

Food craft note from Hotfix 0.8.8

Hotfix 0.8.8 changed Dried Steak so it needs Salt, and the notes say it turns up more often in loot. That is a named recipe ingredient change — still not a full cooking tree.

How we will log recipes later

Each verified recipe entry should include: output name, ingredients, station, craft time if shown, gameVersion badge, and whether the blueprint must be purchased. Empty versioned tables beat fake trees.

Primary sources: Updates 0.5.169, 0.7.0; Hotfix 0.8.8; wishlist crafting/repair framing.

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