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01
Follow the complete blueprint-to-weapon workflow
A blueprint weapon belongs to the workbench system, not the wood-and-stone handcrafting system. Bring the found blueprint to a workbench, place it for the holographic preview, inspect the displayed result and cost, then interact again only when the squad accepts the purchase.
- Confirm the blueprint name and finished item
- Read the scrap requirement at the bench
- Leave the bench with a plan for ammunition or melee use
02
Match the finished weapon to an uncovered role
The right craft is the weapon the current squad can sustain. A firearm needs compatible ammunition and a shooter with a safe lane; a melee weapon needs an Agent who can survive close pressure; a bow trades on a different rhythm and use case.
| Type | Check | Good When |
|---|---|---|
| Firearm | Available ammunition and firing lane | The team needs ranged pressure |
| Melee | Frontliner, recovery, and crowd control | Close defense lacks a dependable tool |
| Bow | User familiarity and encounter plan | Its distinct ammunition pattern fits the run |
03
Compare crafting with keeping scrap flexible
A blueprint is an option, not an obligation. Before committing scarce scrap, compare the weapon with medicine, ammunition, traps, and later crafts the squad may need more urgently.
Version-sensitive aliases, finished names, and costs should be read from the current workbench or checked against the linked references rather than copied from an older guide.
- Craft when the weapon fills a real gap
- Delay when nobody can use or feed it
- Scrap or preserve resources according to the team's next-night plan
SOURCE DESK
Sources and verification
Authority labels matter. Community references are useful for discovery, while current game text and original announcements remain the final check.