Dead Zone Revive Ressourcen-Checkliste
Compound- und Missions-Mat-Prioritäten vor jedem Scavenging-Run.
Ressourcen-Checkliste
Compound- und Missionsprioritäten vor dem Einsatz tracken.
Compound-Prioritäten
Missionsprioritäten
Compound progress stallt wenn du falsche Mats extrahierst — nicht wenn du Kämpfe verlierst. Ressourcen-Checkliste (interaktive Toggles wenn aktiv) trackt Base- und Missions-Bedarf vor Deploy. Mit Schematics, Compound-Aufbau, Distrikte und Orte — jede Sortie füttert bekannte Craft-Queue statt random stash bloat.
Nutzung
- Eine Compound-Priority (defense, production, storage, bench tier)
- Eine Mission-Priority (ammo, medical, schematic mats, bulk scrap)
- Abhaken was vorhanden; deploy nur für unchecked
- Nach extract rebalance storage, list update
EA kann resources/benches rename/disable — In-Game icons + Early-Access-Status.
Compound Priorities
| Resource/Project | Warum | Typical District Flavor |
|---|---|---|
| Wood/lumber | Walls, basic buildings | Residential, suburban |
| Scrap metal | Weapons, armor crafts | Industrial, commercial |
| Chemicals | Meds, ammo, advanced mods | Industrial, medical |
| Electronics | Traps, high-tier schematics | Security, offices |
| Textiles | Armor, backpacks | Commercial, residential |
| Food/water | Morale, upkeep | Grocery, residential |
| Fuel/power cells | Generators, long travel | Industrial, transit |
| Storage upgrade mats | Extract overflow prevent | Mixed tier 1–2 |
| Wall/barricade kits | Raid defense | Crafted + industrial |
| Trap components | Engineer holdouts | Industrial, crafted |
Mindestens eine defensive row vor tier 3 — raiders/hordes bestrafen naked compounds.
Mission Priorities
| Supply | Minimum | Notes |
|---|---|---|
| Primary ammo (shared calibers) | 2 stacks/Fighter | Standardize team |
| Sidearm ammo | 1 stack each | Primary break backup |
| Medkits/stims | 3+/Medic | Scale tier |
| Repair kits | 2+ | Durability long clears |
| Grenades/explosives | Optional | Combat/raids |
| Antidotes | 1–2 | Medical district exposure |
| Food buffs | 1 each | Long missions only |
| Backpack buffer | 20% empty | Loot runs — Scavenging-Missionen |
| Schematic mat carry | Per active recipe | Schematics |
| Allianz call consumables | Comms ready | Allianzen und Raids |
Schematic Queue Template
| Craft Target | Input Mats | District | Mission Type |
|---|---|---|---|
| Active schematic A | From in-game recipe | Match loot bias | Loot or combat per table |
| Active schematic B | From in-game recipe | Match loot bias | Loot or combat per table |
| Bench upgrade | Compound row above | Rotate tier 1–2 | Loot run |
Replace placeholders with live recipe text — keine erfundenen Item IDs.
Weekly Compound Rhythm
| Focus | Compound | Missions |
|---|---|---|
| Mon–Wed | Storage + production | Loot runs bulk mats |
| Thu–Fri | Walls + traps | Combat clears mods |
| Weekend | Allianz tasks | Raids/group schematics |
Rhythm > calendar labels.
Skip Missions When
All mission rows stocked but compound empty → stay home build. Spielanleitung downtime crafting. Compound secure but schematic inputs lag → targeted Missionstypen not generic farm.
Related
Checklists tedious until raid night walls hold because you built them. Run before every EA session — restoration patches move targets.
Häufig gestellte Fragen
Schnelle Antworten für Überlebende in der Dead Zone.
Jede Resource hoarden?
Nein. Nur active schematics + next compound upgrade. Excess grey loot salvage/trade.
Compound vs. mission priority conflict?
Compound defense first, then mission consumables, then luxury crafts. Unraidable base > shiny guns.
Interactive checklist saves?
Browser toggles reset on refresh unless copied locally.
Rare mats wo?
Higher industrial/medical/security districts. Distrikte und Orte.
Allianzen helfen resource farming?
Shared tasks, trade, coordinated district boosts split mat families.