Pacific Drive

Pacific Drive

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The McGuyver Road Kit
By Nikas Zekeval
It's dangerous out in the Zone. Let your Uncle Angus show you how to pack light and still cover all your bases on the road.
   
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Too Much Loot, Too Little Room
If you, Driver, are a pack-rat, like me, and want to loot things to the ground in Perpetual Stability zones, or just drag large armored car parts back while still in the outer zone, space is at a premium. Especially in the early game when you are still trying to unlock side racks and storage.

This is not helped by the long list of suggested and nice to have things for leaving the garage.
Well if you want no door or breakdown to stand in the way of your kleptomania, er efficient collection of Zone Resources, you are taking a large bite out of the cargo room to carry things back. Especially if the situation never comes up requiring you use some of it. However you do have a craft mat in your car, and can make things on the road. Which leads me to this, the McGuyver Road Kit. The stuff to take to make sure you can make everything you'll need.
Packing Basics
The suggested "get into everything including trouble" road kit is as follows. This is limited to things that can be done solely with the craftmat in your car. As such, things like the Liberator, Hand-Vac, and Anchor Radar are not included. You have to make and load them at the garage to have any, unless you get lucky and find a gas station with a workstation in it.

Most of this is also on your suggested list from the garage diagnostics, or covers for one such item. Two of these need research, but only need Stable Anchor Energy to reach.

The official survival kit checklist the garage suggest is a scrapper, 1 can of repair putty, 1 battery jumper and 3 road flares. The rest of the list are so you can get into any locked doors, or handle repairs that require specific kits to fix, rather than just slapping repair putty on it.

Kits- Are stackable in groups of 3, all are single use items save Repair Putty.

Medikit- Yeah, the Zone is rough, including your car when it rolls back over you. Literal life savers.

Mechanic's Kit- Might not need it much, but remember your left front wheel when you arrived? Or if your engine gets fried.

Sealing Kit- The space efficient alternative to a spare tire, or keeping stuff from leaking in a cracked window.

Electrical Kit- For fixing shorted car parts, or opening shorted keypad doors. Research Required to unlock.

Battery Jumper- The Bunny might keep going and going, but your lights and such won't forever without one.

Repair Putty- All purpose fix it material. My personal recommendation is premix a couple cans in the garage and throwing them into cargo, unless the zone is expected to be particularly hard on your car.


Tools- Non-stackable, variable size. Lost after a certain number of uses. I suggest recycling mostly used tools in the Matter Deconstructor and starting out with fresh tools, or ones mostly so.

Prybar- The Zone Skeleton Key. Also can knock Bunnies off your car.

Scrapper- If you can't pry it up, chop it into lootable sized pieces.

Impact Hammer- When you need to knock really hard.

Relightable Flare- It's dark out there, and there are worst things than Grues in the shadows. Far, far superior to the basic Road Flares.
Uncle Angus's Recommended Kit
Duct Tape-
The Handyman's Secret Weapon

It has a light side, a dark side, and may not hold the universe together, but can do so for nearly everything else. NASA sent this stuff into space where it saved two Apollo Missions. If it's good enough for astronauts, it's good enough for you.

More relevantly for you Driver, it is used in several items, and in a pinch you can use it to make crude car parts. Which are better than nothing and letting that radiation soaked breeze blow in. Throw a stack of twenty into cargo before you leave.

Uses- First Aid Kit(4), Mechanic's Kit(1), Sealing Kit(2), Prybar(1), crude car parts (varies).


9v Batteries and Copper Wire-
It keeps going, and going, and going out

You can't have one without the other, and this is your portable power to recharge your car, open a code paneled door, or get any light better than a basic flare or your headlights.

Take at least a partial stack of each, Driver. Or you might find the parts you need behind a door you need an electrical kit to open. Or be scrambling in the dark or in the dim glow of a flare while trying to find them.

Uses- (Battery/Wire)- Battery Jumper (4/2), Electrical Kit (1/2), Relightable Flare (1/1)


Electronics-
American Components, Russian Components. All Made in Taiwan!

Less common, but scrapping computers and maybe other electrical appliances can drop one.

Use- The finishing parts of the Electrical Kit and Battery Jumper, you just need one for either, but do you want to be scrambling early only to find it behind a door you can't unlock?


Gas Cylinder-
I'll huff and I'll puff

You only need one for a new Impact Hammer. And while they might pop up randomly from a friendly dumpster or pneumatube, the reliable place to find one is in hazardous material cabinets in ARDA trailers.

Only not every hazmat cabinet has them, and again you can easily find yourself needing the part to get through the door to get it. Stuff one or two into cargo, just in case.

Use- Only the Impact Hammer (1), but if you need it, you will feel the lack.


Cloth-
Of course it's sterile!

In the garage, useful for blueprints and outfitting station upgrades to your personal gear. In the field, it's bandages. If pops up in boxes and bags, but it takes four cloth to make a single Medkit. Don't be left scrambling for that last piece when you are heavily wounded and soaking in radiation. Pack a partial stack of a dozen which along with a full stack of duct tape is three medikits in the same cargo room, plus tape left over for other kits.

Use- Medkits (4), but when you need some, you really need it.

Flares-
Come on baby light my fire

You'll find some in any trunk you pry open, taking these with you is partially inventory management. But a partial stack isn't out of place for making sure you can make relightable flares.

Also handy as an emergency light source if nothing better is immediately available, and useful for tourist popping to get thermosap. Or you can craft an emergency headlight with them.

Use- Relightable Flares (2), Crude Headlights (5), farming Tourists for Thermosap (1, burning down).

So seven 2x1 items, which is just under four kits in room. And really with the gas cylinder, you'd need some extensive looting to get a full stack of ten of them.
Extras for cautious or time crunched Drivers
For when you are less confident in sourcing material in the field, or just expect to be short on time and don't want to waste any, here's a couple extra things you might want to add.

Edit: Having just burned through so many sealing kits in one zone? If there are specific anomalies that will eat into your car. For example things like the Spiked Puddle, you probably want to bring extra rubber and glass. Especially if you expect low visibility conditions so might miss them before a tire pops.

Chemicals-
Better Living Through Chemistry

Outside of a friendly dumpster, tourists lobbing it at you, or other lucky find, only seen in ARDA trailer hazmat cabinets. If you find a trasmuter that gives it and have the time, trade up for them.

On the road, needed for repair putty, but given its relative rarirty, I'd consider this worth packing a couple premixed buckets, in case you find one in your looting, at your garage.

Use- Repair Putty (2)


Rubber-
Do not taunt Happy Fun Ball

One of the other two components a Sealing Kit, pack a partial stack if you are worried about not having a handy tire to scrap in a pinch. Throw in a partial stack if you're worried

Uses- Sealing kits (3) and crafting a Spare Tire on the spot (4)


Glass-
Break in case of emergency

Relatively common, in doors and containers. The final part of the Sealing Kit, and used in Repair Putty and Crude Doors. Same as others on this list, if you feel the need bring a partial stack, fine. If not there are a few things sure to give some.

Uses- Repair Putty (2), Sealing Kits (1), Crude Doors (2)
For when you think the Zone is out to get you
We know it is Driver, but unless it is really bad, this is stuff better sourced on the go since it is so common.

Metals and Plastics-
Please remember to recycle

Common material, just take a scrapper to nearly anything. Or take a peak into most containers while looting an abandoned home or ARDA trailer. Often a byproduct of getting to the electronics, batteries, and copper wire of anything electronic you scrap. Not hard to hunt down really.

Just know what car components produce what. Crude components can drop metal, plastic, duct tape, and glass for doors. Better ones will give just metal, sometimes in plates, along special material needed for their resistance, such as thermosap from armored parts.

Tires besides rubber will drop plastic for spares, metal for Summer and Off-Road. Again, sometimes refined, into gears in this case.

About the only supply concern is to make sure to hang onto enough to rebuild any worn out tools. Getting into a "I need the material to get the material" situation for this stuff is embarrassing.

Uses- Prybar (4/0), Scrapper (3/6), Impact Hammer (9 metal only, 6 for Gears), Repair Putty (2/2), Mechanic's Kit (3/1), Relightable Flare (2/0), Crude Parts (Varies)
Final Thoughts
While you can in theory 'live off the land' if you start with decent tools, having some stacks of starter material will make life easier even when time isn't at a premium. Even if it just saves the frustration of scouring all across the map to find that one ARDA trailer with the item you need. And leave more room for all the loot, er irregularly requisitioned survival supplies.

Drive safe, and don't forget your prybar and duct tape!
10 Comments
Master Basher 26 Sep @ 9:12am 
So what does this loose reference list I checked and made up tell us?

If you're happy with how much of one item you have, and you get another item like this. Do yourself a favour and keep at least scrap for future parts. Alongside Glass and Plastic at least in case emergency crafting is required.

Rest depends on what you have available to craft while on the road. But I at least agree that stored crafting components can beat the more conventional of cars, so long as they are treated as last case scenarios over worst..
Master Basher 26 Sep @ 9:11am 
With that said, let's assess what each group of crafting materials would require hoarding or harvesting for.

"Basic of Basics" will require Scrap Metal, alongside Fabric, Duct Tape, Plastic, and Rubber. Alongside Gas Cylinders and 9v Batteries, on top of Flares and Copper Wires if going for specific parts, such as Scrap Headlights.

While the "Advanced" basic crafting settings, could in addition require Chemicals, Electronics and a Light Bulb. Possibly a Pressurized Cartridge if you don't or can't find Light Bulbs as needed.

So with this calc done. I would suggest at least one full stack of each following items; in case you want to save on storage space and all.
-Scrap (MVP for "Most Valued Part", sans more powerful items.)
-Basic Crafting: Fabric, Duct Tape, Plastic, Rubber, 9v Battery, Glass, Gas Cylinder (for Hammer)
-Post Basic(?): Chemicals, Electronics, Bulb (*within reason.)
Master Basher 26 Sep @ 9:11am 
Given the recent difficulty update. I figured I'd give an abridged observation of what the higher crafting requirements difficulty option could result in, with the "McGuyver" Kit prioritising.

-

At it's basic. Unless disabled in "Garage Only" Crafting, you can always craft the following kits;
"First Aid Kit", "Scrapper", "Impact Hammer", "Prybar", "Relightable Flare" & "Crude Parts (Various)".

In addition (if not disabled), you can also craft the following kits in easier difficulty settings;
"Repair Putty", "Battery Jumper", "Mechanics Kit", "Sealing Kit", "Light Replacement Kit", "Electrician's Kit".
Riktor87 4 Apr @ 12:29pm 
Might just be differing play styles, I see a glittering boulder on a flatbed ramp, I let the intrusive thoughts win, as well as I don't typically take the highway shortcuts less I'm on a specific mission / scrap hunt so most of my ventures tend to be fairly long road trips, either way better to have it and not need it, than need it and not have it, if I don't use it well I've already got a replacement to swap out at the garage.
Nikas Zekeval  [author] 4 Apr @ 11:46am 
Maybe it's just luck, careful driving, or another guide that points out parts start wearing out around 60 miles of use. But I'm in the Deep Zone now and getting by okay with crafting sealing kits.

The one time I had tires in the above 50 miles of use and went out with them? Kept having to make sealing and mechanics kit to fix those two tires.

Basically give your tires a good check before you leave the garage, pull them off and see how far they've been driven, and replace them before they hit 60, and things seem to work out okay.

Some of the guide becomes less critical as you tech up and especially get more cargo room. One or two plasma chargers mean the batteries, wire, and electronics are just for the occasional electrical kit, or to craft a relightable flare when your crude flashlight or biolantern packs it in.

Duct Tape however always remains useful.
Riktor87 4 Apr @ 11:28am 
Was curious to see others provision lists, looks to be about what I consider materials I pack with me, as others, I always keep a couple spare offroad tires in the trunk, yeah it's a 3x3, but to get another one in the field before tier 2 crafting in your car you'll need a liberator to get a new one as well as finding a wreck that even has offroad tires to begin with, so carrying a couple spares is well worth leaving that one armored door behind.

On to the guide though, nicely written and definitely some good pointers and tips for people who may find themselves struggling especially keeping a few spare gas cylinders in the trunk for that replacement impact hamer.
tmeara99 17 Mar @ 9:05am 
gotta agree with Tombot. i want solutions to my problems in the zone. not more of the loot im already collecting
Tombot 10 Mar @ 8:54pm 
It won't help you if you get a bald tire though, or one of those other things that stop you from being being able to use it again. Having a spare has saved my bacon more than once.
Nikas Zekeval  [author] 10 Mar @ 8:46pm 
From what I recall a tire is a 3x3 item, and doesn't stack. Sealing kits are 2x2, and can stack three in the same spot.
Tombot 10 Mar @ 8:29pm 
My advice is to pack a spare tire, it has the same size footprint as a sealing kit or a mechanics kit and can fix any problem you may have with a tire instantly simply by swapping it out. And when I say "spare tire" I actually mean another of whatever tire you have equipped and not the actual "spare tire" which is obviously not great.