Patch 1.1.5.0 · Septembre 2026

Planque

Module functions, an upgrade order and evidence limits for production.

Ce briefing est disponible en anglais pendant la préparation de sa traduction.

Build an output you will use

The hideout connects storage, recovery and production. These module functions are the stable layer; exact upgrade recipes are deliberately not treated as verified.

01Generator
02Vents + Stash
03Workbench + Medstation + Nutrition Unit
04Security → Intelligence Center
05Water Collector
06Bitcoin Farm
07Booze Generator + Scav Case
08Solar Power + Air Filtering Unit
09Other functional modules as needed
Patch 1.1.5.0 (September 2026)
ModuleFunctionPriority and decision
GeneratorPowers active production modules with fuel.First infrastructure priority; include recurring fuel in your budget.
VentsSupports other module upgrades.Build when the next useful module requires it.
StashExpands item storage.Value space against the equipment and materials you actually retain.
WorkbenchSupports weapon modification, ammunition and component production.Early production priority; choose crafts for tasks and useful ammunition.
MedstationProduces medical supplies and supports recovery.A practical early module for medical and quest-item demand.
Nutrition UnitProduces food and drinks.Use alongside your raid supply and task needs.
SecurityA prerequisite for Intelligence Center progression.Build toward the next intelligence-related unlock.
Intelligence CenterSupports intelligence functions, Scav-related services and production bonuses.An important middle progression target; check exact current level requirements in game.
Water CollectorFilters and produces water for production chains.Compare filter inputs with the crafts you intend to run.
Bitcoin FarmConsumes an investment in graphics cards to produce physical bitcoin.Late investment; compare capital, fuel and actual sale values before expanding.
Booze GeneratorProduces moonshine for sale or use in Scav Case runs.Build around an input supply; exact recipes are not reproduced here.
Scav CaseExchanges roubles, moonshine or intelligence for randomized loot returns.Budget for variance; no guaranteed return or fixed profit is claimed.
Solar PowerReduces Generator fuel consumption.Usually a later investment because setup cost delays payback.
Air Filtering UnitSupports physical-skill training while supplied.A late progression option; elite and bonus values remain unverified.
HeatingSupports recovery and further module prerequisites.Build when needed by your progression path.
IlluminationImproves lighting and supports module prerequisites.Follow the dependency required by the next upgrade.
Rest SpaceSupports recovery between raids.Choose according to your recovery and dependency needs.
LavatoryProduces household goods and consumables.Inspect current recipes rather than relying on an old material list.
LibraryProvides skill experience benefits.Exact current bonuses and upgrade levels need verification.
Shooting RangeAllows weapon handling tests outside raids.Useful for evaluating a build before risking it.
GymProvides out-of-raid physical training.A supplementary training option, not a substitute for raid preparation.
Hall of FameDisplays trophies and dogtags with associated passive benefits.Current bonus values and level counts remain unverified.
Cultist CircleSacrifices items for randomized returns.Treat the inputs as a speculative expense, not fixed-income production.

Upgrade order is editorial guidance drawn from community recommendations; follow the requirements shown by your own profile.

Per-level material lists, module level counts, rouble costs, and character or skill thresholds are unverified as of Patch 1.1.5.0. They are deliberately excluded from this table.

The report describes Generator level 3 plus Intelligence Center for Bitcoin Farm, and Intelligence Center level 1 for Scav Case, as classic prerequisites. Whether these exact gates still apply is unverified as of Patch 1.1.5.0.

A Season 1 guide from timesaver.gg reports that seasonal hideout upgrades no longer require found-in-raid items. This is a single-source report; its precise scope is unverified as of Patch 1.1.5.0.

Economy boundaries

  • Flea access starts at PMC level 15; the research reports full category access at level 40. The intermediate category gates are unverified as of Patch 1.1.5.0.
  • The September research describes a roughly 5% flea fee after the 1.1.0 economy rebalance. A complete fee formula and any additional listing components are unverified as of Patch 1.1.5.0.
  • The post-1.1.0 found-in-raid listing restriction is unverified as of Patch 1.1.5.0. Do not assume that buying and reselling is permitted.
  • Graphics cards, LEDX, physical bitcoin, Tetriz, intelligence folders and military items are useful loot categories to recognize. No fixed sale prices or guaranteed room returns are supplied.
  • The seven income approaches in the research are loot runs, Scav runs, crafting, Bitcoin Farm, quests, market trading where permitted, and key-room farming. Compare setup cost, survival and sale restrictions.
  • Roubles, dollars and euros serve different purchases. Exact exchange rates are unverified as of Patch 1.1.5.0; check the trader interface before converting funds.
Evidence / Patch 1.1.5.0 (September 2026)

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