Fallout: Dust Wikia
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Fallout: Dust Wikia

Fallout: DUST offers new crafting recipes and tools that aren't found in vanilla Fallout: New Vegas, many of which may be valuable to the Survivor. Of note are some useful handcrafted weapons and medicine, which are not quite as potent as their normal counterparts, but can be constructed from some fairly easy-to-obtain junk in the wasteland.

Basics[]

Crafting in DUST happens at the usual Workbenches, Reloading Benches, and Campfires, and additionally with the new portable Crafting Kit, strategically placed in any starting location DUST provides. It is highly recommended that the Survivor pick up this crafting kit and carry it with them throughout their campaign. For example, in the case of certain makeshift melee weapons, a smart player may repair their weapon to maximum health indefinitely at no cost by breaking down the weapon into its component parts with the Crafting Kit, and then building it again at a Workbench.

New Key Crafting Items[]

Item Name Description
Crafting Kit This is an extremely useful portable crafting kit that allows for dozens of unique crafting options anywhere you take it. While weight management is especially crucial in DUST, the crafting kit only weighs 1 lb. It is almost always worth bringing one with you at all times.
Cloth Strips These are obtained by breaking down various items, and can be used to craft Bandages. Cloth Strips weigh 0.1 lbs each.
Hot Plate At a weight of 2 lbs., Hot Plates supplement the Crafting Kit, and can be used for preparing a variety of ingestibles without the need for a Campfire.
Wood This is obtained by breaking down various wasteland trash and is a crucial crafting ingredient for some great improvised weapons like throwing spears. Wood weighs 1 lb. each.

Crafting Kit Recipes[]

These recipes can be crafted after clicking on the Crafting Kit item in the player's inventory. Crafting Kits can be found near each of the alternative start locations the player may choose when beginning a new game of DUST 2.0. Recipes with a star (*) return the Hot Plate ingredient upon crafting.

Recipe Name Ingredients Skill Requirement Product Description
Bandage 2 Cloth Strips Medicine 15 Effects: +3 HP(5s)

A great source of HP for beginning players when combined with the salvage recipes for Wasteland Settler and Wanderer Outfits.

Bolt (3) 1 Throwing Spear Repair 40 Makes 3 Bolts. Bolts are ammunition for the craftable Makeshift Crossbow weapon.
Brahmin Steak* 1 Brahmin Meat

1 Hot plate

Survival 35 You don't need to find a Campfire to cook your steaks anymore if you're carrying the Crafting Kit and a Hot Plate.

Survival 35: FOD -85, STR +1, Rads +1, HP +3(15s)

Survival 100: FOD -150, STR +3, Rads +1, HP +6(15s)

Coyote Hide Belt (2) 1 Coyote Hide Repair 20 Makes two Leather Belts.
Coyote Steak* 1 Coyote Meat

1 Hot Plate

Survival 50 Makes one Coyote Steak.

Survival 50: FOD -70, Rads +1(3s), HP +4(12s)

Survival 100: FOD -105, Rads +1(3s), HP +6(12s)

Dog Hide Belt 1 Dog hide Repair 15 Makes one Leather Belt.
Dog Steak* 1 Dog Meat

1 Hot Plate

Survival 40 Makes one Dog Steak.

Survival 40: FOD -63, Rads +2, HP +3(10s)

Survival 100: FOD -105, Rads +2, HP +6(10s)

Healing Poultice 1 Broc Flower

1 Xandar Root

1 Cave Fungus

Survival 25 Restores Limb Condition, AGL -2, HP +10(18s)
Healing Powder 1 Broc Flower

1 Xandar Root

Survival 15 Medicine 15: PER -1, HP +1(15s)

Medicine 100: PER -3 HP +3(15s)

Mole Rat Steak* 1 Mole Rat Meat

1 Hot Plate

Survival 40 Makes one Mole Rat Steak.

Survival 40: FOD -99, Rads +2, HP +1(5s)

Survival 100: FOD -165, Rads +5, HP +3(5s)

Molotov Cocktail (Nuka) 10 Homemade Flamer Fuel

1 Empty Nuka Cola Bottle

Explosives 15 This weighs 0.3 lbs., has a value of 25, and a STR requirement of 1.

Explosives 15: 22 Damage

Explosives 100: 38 Damage

Molotov Cocktail (Sarsaparilla) 10 Flamer Fuel, Homemade

1 Empty Sunset Sarsaparilla Bottle

Explosives 15 This weighs 0.5 lbs., has a value of 200, and a STR requirement of 2.

Explosives 15: 22 Damage

Explosives 100: 38 Damage

Molotov Cocktail (Scotch) 5 Homemade Flamer Fuel

1 Scotch

Explosives 15 This weighs 0.5 lbs., has a value of 50, and a STR requirement of 2.

Explosives 15: 22 Damage

Explosives 100: 38 Damage

Patched Skin Outfit to Cloth Strips(3) 1 Patched Skin Outfit N/A Makes three Cloth Strips.
Purified Water(4) 1 Experimental Rad-X

4 Irradiated Water

Survival 25 Makes four Purified Water.
Purified Water(4) 1 Experimental Rad-X

4 Dirty Water

Survival 25 Makes four Purified Water.
Salvage Crutch(2) 1 Crutch N/A Makes one Cloth Strips and two Wood.

Note: Crutches have more uses in DUST than vanilla Fallout: New Vegas, so salvaging them may not always be advisable.

Salvage Hammer 1 Hammer N/A Makes one Wood and one Scrap Metal.
Salvage Makeshift Axe 1 Makeshift Axe N/A Makes one Bonesaw, one Scrap Metal, and one Plunger.
Salvage Makeshift Scythe 1 Makeshift Scythe N/A Makes one Crutch and one Lawn Mower Blade.
Salvage Makeshift Sword 1 Makeshift Sword N/A Makes one Lawn Mower Blade and one Hammer.

Note: The salvageable item required is a Junk Sword, contradicting the recipe name.

Salvage Plunger 1 Plunger N/A This makes one Wood.
Splint 1 Crutch

1 Leather Belt

OR

1 Medical Brace

1 Leather Belt

Medicine 25 Restores Limb Condition. Weighs 1 lb.
Throwing Spear 1 Scrap Metal

1 Wood

Repair 20 This slow but stealthy thrown melee weapon weighs 0.5 lbs. and has a STR requirement of 1.

Melee Weapons 15: 25 Damage

Melee Weapons 100: 41 Damage

Tourniquet 1 Leather Belt

OR

1 Surgical Tubing

Survival 30 Automatic use. Damage Resistance +5, Poison Resistance +85.
Tunneler Hide Belt(3) 1 Tunneler Hide Repair 25 Makes three Leather Belts.
Tunneler Steak* 1 Tunneler meat

1 Hot plate

Survival 25 Makes one Tunneler Steak.

Survival 25: FOD -112, Rads +1, HP +3(15s)

Survival 100: FOD -225, Rads +1, HP +6(15s)

Wasteland Settler Outfit to Cloth Strips(3) 1 Wasteland Settler Outfit N/A Makes three Cloth Strips.
Wasteland Wanderer Outfit to Cloth Strips(3) 1 Wasteland Wanderer Outfit N/A Makes three Cloth Strips.

Campfire Crafting Recipes[]

Some Campfire recipes of Fallout: New Vegas were changed in DUST. These are listed below.

Recipe Name Ingredients Skill Requirement Product Description
Black Coffee 1 Coffee Beans

1 Coffee Mug

1 Coffee Pot

Survival 15 Makes one Black Coffee.

Survival 15: SLP -100, FOD -2, AGL -1, H2O +25, PER +2, HP +5

The Coffee Pot will be given back to the player after crafting

Healing Powder 1 Broc Flower

1 Xander Root

Survival 15 Makes one Healing Powder.

Effects: HP +1, PER -1(18s)

Note: Formerly had no skill requirement in the vanilla game.

Workbench Crafting Recipes[]

Included here are the crafting recipes introduced in DUST, and some of the traditional recipes from New Vegas that are especially useful in DUST.

Recipe Name Ingredients Skill Requirement Product Description
Auto-Inject Stimpack 1 Sensor Module

1 Stimpack

Science 75 Automatic use at 50% health.

Medicine 15: HP +6(6s)

Medicine 100: HP +15(6s)

Auto-Inject Super stimpack 1 Sensor Module

1 Super-Stimpack

Science 75 Automatic use at 25% health. Weighs 0.2 lbs.

Medicine 15: HP +23(3s)

Medicine 100: HP +54(3s)

Bolt(3) 1 Throwing Spear Repair 40 This makes three Bolts. Each one weighs 0.1 lbs. Bolts are used as ammo for the Makeshift Crossbow.

Effects: Target DT -5.

Bolt(5) 1 Knife Spear Repair 30 This makes five bolts. Each one weighs 0.1 lbs. Bolts are used as ammo for the Makeshift Crossbow.

Effects: Target DT -5.

Bottlecap Mine 10 Bottlecaps

5 Cherry bombs

1 Sensor Module

1 Lunchbox

Explosives 75 Makes one Bottlecap Mine.

Explosives 75: 177 Damage

Conversion ECP to MFC 3 Electron Charge Packs Science 45 Makes one Microfusion cell.
Conversion ECP to SEC 2 Electron Charge Packs Science 25 Makes one Small Energy Cell.
Conversion Fission Battery to SEC (25) 1 Fission Battery

5 Drained Small Energy Cells

Science 45 Makes 25 Small Energy Cells.
Conversion MFC to ECP(3) 1 Microfusion Cell Science 40 Makes three Electron Charge Packs.
Conversion FFC to SEC (3) 2 Microfusion Cell Science 20 Makes three Small Energy Cells.
Conversion Missle to Rocket (2) 1 Missile Science 30 Makes two Rockets.
Conversion SEC to ECP(2) 1 Energy Cell Science 50 Makes two Electron Charge Packs.
Conversion SEC to MFC(2) 3 Energy Cells Science 30 Makes two Microfusion Cells.
Cookery to Metal 1 Metal Cooking Pan

1 Metal Cooking Pot

1 Pot

Repair 25 Makes one Scrap Metal.
Cosmic Knife (Clean) 2 Abraxo Cleaner

1 Cosmic Knife

Repair 25 Makes one Cosmic Knife (Clean).

Effects: Bonus limb damage, bonus Critical Chance.

Melee Weapons 15: 13 Damage, 31 DPS.

Melee Weapons 100: 19 Damage, 50 DPS.

Cosmic Knife Spear 3 Cosmic Knife (clean)

3 Abraxo Cleaner

1 Knife Spear

1 Duct Tape

Repair 50 Makes one Cosmic Knife Spear.

Effects: Bonus Limb damage, Bonus Critical Chance. Melee Weapons 15: 13 Damage, 31 DPS.

Melee Weapons 100: 29 Damage, 50 DPS.

Coyote Hide Belt (2) 1 Coyote hide Repair 20 Makes two Leather Belts.
Datura Hide 4 Sacred Datura Root

1 Wonderglue

Survival 25 Makes one Datura Hide.

Effects: +1 DT

Dog Hide Belt 1 Dog Hide Repair 15 Makes one Leather Belt.
Doctor's Bag 1 Forcepts

1 Medical Brace

1 Surgical Tubing

1 Scalpel

Medicine 40 Makes one Doctor's Bag.

Effects: Restore Limb Condition.

Dust Musket 1 Crutch

1 Scrap Metal

Guns 15 Makes one Dust Musket, a crude break-action 9mm rifle.

Guns 15: 12 Damage, 6 DPS.

Guns 100: 20 Damage, 9 DPS.

Electron Charge Pack Max Charge(2) 5 Electron Charge Packs Science 85 Makes 2 ECP Max Charge ammo.
Electron Charge Pack Over Charge(2) 3 Electron Charge Packs Science 55 Makes 2 ECP Over Charge ammo.
Energy Cell Over Charge (2) 3 Energy Cells Science 30 Makes 2 SEC Over Charge Ammo.
Gas Bomb 1 Duct Tape

1 Pilot Light

1 Scrap Electronics

1 Sensor Module

Explosives 40 Makes one Gas Bomb. The Gas Bomb operates a bit like a mine that can be thrown a greater distance. It weighs 5 lbs. and is takes a relatively long time to throw, so it may not be practical very often, especially compared to the numerous other grenade and mine options.

Explosives 40: 57 Damage, 18 DPS.

Explosives 100: 81 Damage, 21 DPS.

Golden Gecko Hide Belt(5) 1 Golden Gecko hide Repair 35 Makes five Leather Belts.
Green Gecko Hide Belt (7) 1 Green Gecko hide Repair 50 Makes seven Leather Belts.
Harpoon 1 Throwing Spear Repair 30 Makes one Harpoon ammo.
Harpoon Explosive(5) 5 Harpoons

1 Dynamite

Explosives 40 Makes five Harpoon Explosive ammo.
Homemade Concussion Grenade 5 Powder, Pistol

1 Vacuum Cleaner

Explosives 25 Homemade Concussion Grenades don't do very much damage, but they can be cheap to make and lethal if you catch an enemy by surprise.

Explosives 25: 10 Damage, 6 DPS.

Explosives 100: 16 Damage, 10 DPS.

Homemade Flamer Fuel(20) 1 Abraxo Cleaner

1 Box of Detergent

2 Turpentine

Science 25 Makes 20 Homemade Flamer Fuel Ammo. Turpentine can be a little hard to come by, but otherwise this is a great source of ammunition for players who like flame-based weapons.
Homemade Flamer Fuel(10) 10 Flamer Fuel Science 15 This converts regular Flamer Fuel directly to the Homemade variety for convenient use with the crafting recipies that only use Homemade Flamer Fuel.
Homemade Frag Grenade 15 Powder, Pistol

1 scrap metal

1 Tin Can

Explosives 25 Makes one Homemade Frag Grenade, a cheaper version of its conventional counterpart.

Explosives 25: 79 Damage, 51 DPS. Explosives 100: 126 Damage, 82 DPS.

Homemade Incendiary Grenade 1 Homemade Flamer Fuel

15 Powder, Pistol,

1 Tin Can

Explosives 30 Explosives 30: 33 Damage, 21 DPS.

Explosives 100: 51 Damage, 33 DPS.

Improvised Pulse Grenade 1 Fission Battery

1 Scrap Electronics.

Science 35 These grenades don't do much regular damage, but like regular Pulse Grenades, they do extra damage to robotic enemies.

Explosives 15: 10 Damage, 4 DPS.

Explosives 100: 15 Damage, 7 DPS

Knife Spear 3 Cosmic Knifes

1 Duct Tape

1 Throwing Knife Spear

Repair 25 Effects: Bonus Limb Damage.

Explosives 15: 12 Damage, 26 DPS

Explosives 100: 18 Damage, 42 DPS

Makeshift Axe 1 Bonesaw

1 Plunger

1 Scrap Metal

Repair 25 Effect: Bonus Critical Chance

Melee Weapons 15: 12 Damage, 47 DPS

Melee Weapons 100: 18 Damage, 74 DPS

Makeshift Crossbow 1 Crutch

1 Surgical Tubing

1 Hunting Shotgun

1 Fire Axe

Survival 40 The ingredients for this are pretty hard to come by, and similarly hard to hold onto until other components are retrieved with DUST's limited inventory space. However, this is an amazingly powerful and silent weapon in the right hands.

Guns 15: 24 Damage, 19 DPS

Guns 100: 42 Damage, 31 DPS

Makeshift Crossbow Scope 1 Binoculars

1 Duct Tape

Survival 40 Makes a mod for the Makeshift Crossbow, adding a scope to the weapon.
Makeshift Flamer 1 Crutch

1 Pressure Cooker

1 Steam Gauge Assembly

1 Fission Battery

Repair 30 This is a rather heavy weapon, coming in at 9 lbs. and using heavy ammunition, but it deals damage fast.

Energy Weapons 15: 13 Damage, 138 DPS.

Energy Weapons 100: 23 Damage, 240 DPS.

Makeshift Flamethrower 1 Fission Battery

2 Lead Pipes

1 Paintgun

Energy Weapons 40 This weapon is the far superior option compared to the Makeshift Flamer. This does almost exactly the same amount of damage but weighs less and requires less STR, causes an additional -2 HP(5s) of fire damage, and has the bonus effect of Frightening Abominations. This is a huge boon given the number of Tunnelers roaming the Mojave.

Energy Weapons 40: 16 Damage, 170 DPS.

Energy Weapons 100: 23 Damage, 240 DPS.

Makeshift Grenade Launcher 1 Crutch

1 Fission Battery

1 Steam Gauge Assembly

1 Pressure Cooker

Guns 50 This uses 40mm Grenades as ammo, weighs 9lbs, and has no STR requirement. However, it has extremely high spread.

Guns 50: 45 Damage, 2 DPS.

Gun 100: 60 Damage, 28 DPS.

Makeshift Ion Blaster 1 Laser Pistol

1 Milk Bottle

1 Scrap Electronics

1 Nail Board

Energy Weapons 35 This uses Microfusion Cells for ammo, it weighs 8lbs, and has a STR requirement of 3.

Energy Weapons 35: (1.0 x 5) Damage, 106 DPS.

Energy Weapon 100: (1.5 x 5) Damage, 153 DPS.

Makeshift Minigun 1 Crutch

1 Leaf Blower

1 Scrap Electronics

1 Vacuum Cleaner

Repair 40 This uses cheap and easily craftable BBs for ammo. It weighs 14 lbs. and has a STR requirement of 8.

Guns 15: (0.9 x 6) Damage, 91 DPS.

Guns 100: (1.5 x 6) Damage, 157 DPS.

Makeshift Pistol 1 Knife

1 Scrap Metal

1Lead Pipe

Guns 25 This uses .22LR for ammo. It weighs 2 lbs. and has a STR requirement of 2.

Guns 25: 8 Damage, 9 DPS.

Guns 100: 13 Damage, 13 DPS.

Makeshift Scythe 1 Crutch

1 Lawnmower Blade

Repair 25 This has a weight of 8lbs and a STR requirement of 5. Effects: Bonus Critical Chance.

Melee Weapons 15: 14 Damage, 41 DPS.

Melee Weapons 100: 22 Damage, 63 DPS.

Makeshift Sniper Rifle 1 Pressure Cooker

1 Surgical Tubing

1 Steam Gauge Assembly

3 Scrap Metal

Guns 45 This uses .45-70 Gov't rounds for ammo. It weighs 8 lbs. and has a STR requirement of 5. This is a great weapon for a starting sniper character, but the ammo is rather rare at lower levels.

Guns 45: 30 Damage, 14 DPS.

Guns 100: 41 Damage, 18 DPS.

Makeshift Sword 1 Hammer

1 Lawn Mower Blade

Repair 25 This will actually produce a Junk Sword, despite the recipe name. It weighs 3 lbs. and has a STR requirement of 5.

Effect: Bonus Critical Chance

Melee Weapons 15: 13 Damage, 34 DPS.

Melee Weapons 100: 20 Damage, 55 DPS.

McCallum Rifle Tin Can Silencer 1 Tin Can Repair 35 Makes the silencer weapon modification for the McCallum Rifle.
Meals-To-Metal 1 Butter Knife

1 Metal Spoon

1 Metal Fork

1 Tin Plate

Repair 25 Makes one Scrap Metal.
Microfusion Cell Max Charge(2) 5 Microfusion Cells Science 75 Makes 2 MFC Max Charge ammo.
Microfusion Cell Over Charge(2) 3 Microfusion Cells Science 45 Makes 2 MFC Over Charge ammo.
Molotov Cocktail(Nuka) 10 Homemade Flamer Fuel

1 Empty Nuka Cola Bottle

Explosives 15 This weighs 0.3 lbs., has a value of 25, and a STR requirement of 1.

Explosives 15: 22 Damage

Explosives 100: 38 Damage

Molotov Cocktail(Sarsaparilla) 10 Flamer Fuel, Homemade

1 Empty Sunset Sasparilla Bottle

Explosives 15 This weighs 0.5 lbs., has a value of 200, and a STR requirement of 2.

Explosives 15: 22 Damage

Explosives 100: 38 Damage

Molotov Cocktail(Scotch) 5 Homemade Flamer Fuel

1 Scotch

Explosives 15 This weighs 0.3 lbs., has a value of 50, and a STR requirement of 2.

Explosives 15: 22 damage

Explosives 100: 38 damage

Pepper Powder Bag 1 Healing Powder

1 Jalapeno

Survival 30 This is an especially weak grenade-like weapon.

Explosives 15: 2 damage.

Explosives 100: 5 damage.

Pipe Bomb 1 Lead Pipe

10 Powder, Pistol

Explosives 20 The Pipe Bomb is a little heavier than most grenades at 0.8lbs and has a STR requirement of 4.

15 Explosives: 2 damage.

100 Explosives: 161 damage.

Pipe Rifle 2 Lead Pipes

1 Scrap Metal

Guns 20 A weak break-action 10mm musket. Generally a last resort weapon which is surpassed in every way by almost any other weapon that uses 10mm ammo.

20 Guns: 10 Damage, 5 DPS.

100 Guns: 16 Damage, 7 DPS.

Recycling, Electron Charge Pack 4 Drained Electron Charge packs Science 40 This makes one Electron Charge Pack.
Recycling, Energy Cell 4 Drained Small Energy Cells Science 10 This makes one Small Energy Cell.
Recycling, Flamer Fuel 4 Drained Flamer Fuel Tanks Science 15 This makes one Flamer Fuel tank.
Recycling, Microfusion Cell 4 Drained Microfusion Cells Science 25 This makes one Microfusion Cell.
Satchel Charge 25 Lead

25 Pistol Powder

1 Sensor Module

1 Scrap Electronics

Explosives 25 Makes a proximity mine that weighs 0.8lbs.

Explosives 25: 157 Damage.

Explosives 100: 251 Damage.

Stimpak 1 Broc Flower

1 Empty Syringe

1 Xander Root

Science 70 Medicine 15: +6 HP(10s)

Medicine 100: +15 HP(10s)

Super Stimpak 1 Leather Belt

1 Mutfruit

1 Nuka-Cola

1 Stimpak

Science 90 Medicine 15: +26 HP(3s)

Medicine 100: +60 HP(3s)

Time Bomb 1 Duct Tape

1 Egg Timer

1 Scrap Electronics

5 Dynamite

Explosives 50 An extremely situational explosive, due to its enormous 20 second delay. In many situations, one may be better off using the five required Dynamite as they are.

Explosives 50: 226 Damage.

Explosives 100: 301 Damage.

Toaster Mine 2 Energy Cells

1 Microfusion Cell

1 Sensor Module

1 Toaster

Explosives 35 This is a great use for spare energy cells and otherwise useless Toasters for characters who aren't focused on Energy weapons.

Explosives 35: 169 Damage.

Explosives 100: 231 Damage.

Tunneler Hide Belt(3) 1 Tunneler hide Repair 25 Makes three Leather Belts.
Unstable Microfusion Cell 1 Energy Cell

1 Microfusion Cell

Energy Weapons 50 This should make one Unstable Microfusion Cell grenade, but the recipe is bugged, and will deplete the required components upon crafting with no other result. The vanilla MFC Grenade can be crafted with similar components via the Mad Bomber perk.
Weapon Repair Kit 1 Hammer

1 Wrench

1 Scrap Metal

1 Wonder Glue

1 Duct Tape

Repair 10 This makes one Weapon Repair Kit, and returns one Hammer and Wrench back to the player. When used, these repair the currently equipped weapon. The player should note the reduced skill and Scrap Metal Requirement, and the replacement of perishable Scrap Electronics with a renewable Hammer component instead.
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