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You can't craft an Anchor Radar in the field without upgrading the craftmat to a basic workbench. That is also why I left things like the plasma charger, Liberator, and hand-vac off the list. All require more than the basic craftmat to make and that was a limit I stipulated when putting this list together.
I'm seriously considering it, just putting it up here for some initial feedback first.
Definitely make this a guide, someone else mentioned put the tyres on last to get the full protection of the panels. If you’ve just fitted a better panel in the garage take the tyre off and put it on again - might be worth adding.
The electrical kit doesn't get you through all code pad doors, just the ones which are broken. Which are shown by them sparking. If the pad is intact, you can't get through this way.
I didn't make it (posted the guide already) for a general tips list, just was offering it as an alternative packing list for a trip.
Learned quickly to carry base items rather than crafted stuff, Saves lots of space.
Common stuff like scrap metal, might not have time scavenge in a hurry.
I carry a stack of each common base item for stuff that can be crafted and a few things that cannot be crafted (with the un-augmented crafting mat).
all you really need to stock up first are scrappers because you effectively can save space by crafting anything else along the way. remember that crude parts drop plastics and duct tape instead of just scrap metal and metal sheet plates from steel parts; which would mean its better to just scrap crude parts to get the early materials you need.
if youre using offroad tires then its not much of a problem to let the tires go flat or even blown out; the tires still retain decent grip and you definitely can manage it. different story if its loose though, better fix it quickly or the tyre may fly on its own.
quickly upgrading your personal radiation resistance will make the game significantly easier; most of the time the only thing that would consistently kill you/damage your car would be radiation.
honestly, on early game its more recommended to just push the story further so you can get to middle zone as possible to get the marsh eggs for crafting blowtorches. managing putties is always the bane of newer players including me back then.
But you can't make canned food. The closest you get is running across a transmuter in the zone that will give food for whatever.
The focus of this draft, and the guide I posted based off it, is substituting raw material and on the spot crafting of needed survival supplies rather than filling up cargo space on "I might need it" pre-crafted gear. Stuff you find in the Zone, or spit out by the garage friendly dumpster are bonuses.
In terms space efficiency? For twice that can goods cargo space, I can have 20 rolls of duct tape and cloth, and make five medkits, with a combined 250% health boost.