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Gun Parts

Category
Material
Contraband level
Legal
Base value
25 creditsThe actual selling price varies with difficulty, condition, market prices, the buyer's budget and negotiation.
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Official description

Short description

Obtained from disassembling firearm with a screwdriver. Can be used to refurbish used firearms. Repeated attempts will increase refurbish chance.

Additional text

A collection of internal gun parts, including screws, springs, and other small components.

Inventory shape

3 × 2 cells · 6 occupied cells

How to get

Quick summary

Vendors

Thief

Sells goods when visiting your shop

Attracted by your Display Case

Notes

  • Shares its sign with another supplier: the higher your reputation with Black Market, the more often this one comes; the higher your reputation with Lower Levels, the more often the other does
  • Waits at least 2 days before visiting again
Frequency
often; more likely the higher your reputation with Black Market, and still possible when it is low
per visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 15% off
Conditions
—

Story scenes

Eleanor

Eleanor

After receiving help, she begins selling scavenged junk and materials.

When

  • On day 31 if you did not report Eleanor's Uncle, or 5 days after you warned her if you did. You have helped her with food or drink at least 1 time. She has not been arrested. Earliest possible day: 31
Frequency
Occasionallyper draw
Quantity
1

Draw: One item from the pool

Draw attempts: 3

Price

Vendor price

Bulk purchase: 33% off
Conditions
  • If you choose "Complete a trade"

Network upgrades

Retired Gunsmith

Items you receive after unlocking

Frequency
Alwaysonce, on unlocking
Quantity
1
Price

Free

Conditions
—

Production and item use

3D Printer

Print Gun Parts

Availability and notes

Cost

  • Consume 1 Metal Ingot.
  • At base speed: round 30 ÷ 24 up to whole nights; fitted modules change the speed.
Frequency
Alwaysper completed run
Quantity
2–5
Conditions
—

Other sources

Service gun repair parts returned

Repair parts used on a customer's service gun are returned when the gun is released or cleared.

Availability and notes

  • Repair a customer's service gun with your repair parts. They are returned when that gun is released or unowned stock is cleared. Previously used parts are counted once, then the count resets.
Frequency
Alwaysper service gun returned
Quantity
The recorded number of repair parts previously used on this service gun.
Conditions
—

Dumping Ground

Scavenge for random loot and bonus finds. Injury or bad luck can leave an attempt empty.

Availability and notes

  • Close the shop and unlock night outings. An outing must remain; serious wounds, a crackdown or recovery required by Agoraphobia prevent travel.
  • Maimed prevents access. The location must also be open.
  • When The Butcher is hunting you, select a backpack containing a gun.
  • Without Skip Intro, night outings are introduced on day 2; with Skip Intro they are available from the start.
  • Start with 5 scavenge attempts per arrival: add 2 with Proficient Scavenger, subtract 2 with Careful Scavenger, then apply the rounded event adjustment; the minimum is 0.
  • With Degenerative Osteoarthritis, you lose one attempt per week after the first week. If the count before event adjustments falls below 3, you cannot scavenge.
  • A fresh wound prevents scavenging. Every attempt uses up one attempt, whatever the result; the count resets on arrival.
  • Without Skip Intro, early scavenge attempts skip minor-wound rolls for a while and major-wound rolls even longer. With Skip Intro there is no such protection.
  • Fresh Dump lasts 1 day each Wednesday: the rubbish-group weight is multiplied by 0.5, and injury chances by 1.25. Other loot groups are rebalanced.
  • Georgio's Assistance adds 5 scavenge attempts and prevents injuries. Paid help lasts 3 days; its daily random-start chance is 0%.
  • Lucky and Unlucky affect luck. Positive luck can prevent injury, but that attempt still yields no loot; negative luck can make an otherwise successful attempt empty.
  • Loot rolls occur only after both injury checks and the bad-luck check are passed. Item chances below are per successful scavenge attempt.
  • Before protection, minor injury is (5 + 1 × previous attempts)%, major injury is (1 + 0.25 × previous attempts)%. Carrying an owned Flashlight divides both by 2; event changes then apply.
  • Careful Scavenger, injury protection from an event, or the matching protection when Skip Intro is not selected makes that injury roll 0%. Each injury chance is limited to 0–100%.
  • An actual minor injury needs the minor-injury roll to hit (the screen shows its current chance before you search); the better your luck, the less likely it is.
  • An actual major injury needs the minor-injury roll to miss and the major-injury roll to hit (the screen shows their current chances before you search); the better your luck, the less likely it is.
  • A scavenge attempt succeeds only if both injury rolls miss (the screen shows their current chances before you search) and bad luck does not leave you with nothing. Success gets less likely with each attempt since arrival and the worse your luck is.
  • An owned Scav Scanner carried outside adds a separate loot draw at the displayed chance: initially 15%, increasing by 5 points per upgrade to 100%. Bonus bags, cassettes and tool-related finds are not doubled.

Cost

  • Up to 1 night outing; returning home uses it. Scavenging itself takes no extra time.
  • The day after an outing, you miss out on up to one normal customer unless you have Short Sleeper.
  • An actual minor injury raises wound severity; a major injury raises it much more. Major injury is checked only when the minor-injury roll fails.
  • Finds must fit in the carried inventory and be brought home.
  • Paid Georgio's Assistance costs 50 credits for 3 days.
  • Each Scav Scanner upgrade uses 1 Electronic Parts (Common). With Tinkerer, the material is kept with a 20% chance; otherwise it is consumed.
Frequency
rarely found; a little more often during a Fresh Dump.
per successful search
Quantity
1
Conditions
—
Frequency
In an extra draw, rarely found; a little more often during a Fresh Dump. Extra draws happen at your carried Scav Scanner's displayed chance plus any event bonus.
per successful search
Quantity
1
Conditions
  • This is an additional, separate loot roll; bonus bags, cassettes and tool finds are unaffected.

Ironcraft 10

Disassemble Ironcraft 10 with Screwdriver to recover materials and removable fitted parts.

Availability and notes

Cost

  • Consume 1 Ironcraft 10.
  • Existing removable fitted parts are returned before the firearm is destroyed. Parts that are growing, stuck or locked cannot be unloaded; unloading must be enabled.
  • Recovered items must fit in the destination inventory.
Frequency
Alwaysper disassembly
Quantity
2
Conditions
—

Lancewell Revolver

Disassemble Lancewell Revolver with Screwdriver to recover materials and removable fitted parts.

Availability and notes

Cost

  • Consume 1 Lancewell Revolver.
  • Existing removable fitted parts are returned before the firearm is destroyed. Parts that are growing, stuck or locked cannot be unloaded; unloading must be enabled.
  • Recovered items must fit in the destination inventory.
Frequency
Alwaysper disassembly
Quantity
5
Conditions
—

Nestfire Compact

Disassemble Nestfire Compact with Screwdriver to recover materials and removable fitted parts.

Availability and notes

Cost

  • Consume 1 Nestfire Compact.
  • Existing removable fitted parts are returned before the firearm is destroyed. Parts that are growing, stuck or locked cannot be unloaded; unloading must be enabled.
  • Recovered items must fit in the destination inventory.
Frequency
Alwaysper disassembly
Quantity
2
Conditions
—

Peacemaker Heavy SMG

Disassemble Peacemaker Heavy SMG with Screwdriver to recover materials and removable fitted parts.

Availability and notes

Cost

  • Consume 1 Peacemaker Heavy SMG.
  • Existing removable fitted parts are returned before the firearm is destroyed. Parts that are growing, stuck or locked cannot be unloaded; unloading must be enabled.
  • Recovered items must fit in the destination inventory.
Frequency
Alwaysper disassembly
Quantity
6
Conditions
—

Rampart Dual-Action Shotgun

Disassemble Rampart Dual-Action Shotgun with Screwdriver to recover materials and removable fitted parts.

Availability and notes

Cost

  • Consume 1 Rampart Dual-Action Shotgun.
  • Existing removable fitted parts are returned before the firearm is destroyed. Parts that are growing, stuck or locked cannot be unloaded; unloading must be enabled.
  • Recovered items must fit in the destination inventory.
Frequency
Alwaysper disassembly
Quantity
7
Conditions
—

Sentinel Mk. III.

Disassemble Sentinel Mk. III. with Screwdriver to recover materials and removable fitted parts.

Availability and notes

Cost

  • Consume 1 Sentinel Mk. III..
  • Existing removable fitted parts are returned before the firearm is destroyed. Parts that are growing, stuck or locked cannot be unloaded; unloading must be enabled.
  • Recovered items must fit in the destination inventory.
Frequency
Alwaysper disassembly
Quantity
4
Conditions
—

Pile of Debris

Use each required tool once; receive materials and two final loot batches.

Availability and notes

  • Start with the piles of debris from Hoarder. Each original pile can be cleared once.
  • Keep this pile and use Crowbar, Wire Cutter and Plasma Cutter, once each. All three types are needed to finish.

Cost

  • Consume 1 Crowbar when this tool type is used on the pile.
  • Consume 1 Wire Cutter when this tool type is used on the pile.
  • Consume 1 Plasma Cutter when this tool type is used on the pile.
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Sometimesper cleared pile
Quantity
1–5
Conditions
  • This final batch excludes the rubbish group and rebalances the other groups.

Debris Removal

Pay for the nightly Debris Removal service; receive nightly loot and two final loot batches.

Availability and notes

  • Start with the piles of debris from Hoarder. Each original pile can be cleared once.
  • Keep this pile, unlock the Debris Removal service and use it for 10 nights.

Cost

  • Pay 50 credits per active night.
Frequency
Occasionallyper night of service
Quantity
1–5
Conditions
—
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Sometimesper cleared pile
Quantity
1–5
Conditions
  • This final batch excludes the rubbish group and rebalances the other groups.

Pile of Debris

Clear the pile by staying home at night; receive nightly materials and two final loot batches.

Availability and notes

  • Start with the piles of debris from Hoarder. Each original pile can be cleared once.
  • Keep this pile and stay home at night. Clearing finishes after 10 qualifying nights.

Cost

  • Spend 10 nights at home to finish this pile.
Frequency
Rarelyper qualifying night
Quantity
1
Conditions
—
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Sometimesper cleared pile
Quantity
1–5
Conditions
  • This final batch excludes the rubbish group and rebalances the other groups.

Starting items

Gunsmith

Items provided when starting as Gunsmith.

Availability and notes

Frequency
Alwaysat the start
Quantity
1

Item details

  • Placed in the shop inventory.
Conditions
—

People who buy this item

Sorted by the upper end of the base budget, before day-based increases and bonuses. Order- and item-value-dependent budgets follow.

Station Engineer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

750–1000 credits, rising as the days go by.

Display Case · Displayed categories

Material / Modules / Tool

Station Engineer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

250–500 credits.

Foreman

Lower Levels

Buys Material, subject to the buying rules below.

Base budget

400 credits.

Merchant

Merchant

Lower Levels

Buys saleable goods across categories, excluding Contraband.

Base budget

200–300 credits, rising as the days go by.

Lower Level Inventor

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

145–295 credits, rising slowly as the days go by.

Display Case · Displayed categories

Material / Modules / Tool

Station Tourist

Buys goods from the listed categories, subject to the buying rules below.

Base budget

125–200 credits.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.

Lower Level Citizen

Revolution

Buys goods from the listed categories, subject to the buying rules below.

Base budget

125–150 credits.

Lower Level Repairman

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

100–125 credits.

Display Case · Displayed categories

Material / Modules / Tool

Maintenance Worker

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

100–125 credits.

Display Case · Displayed categories

Material / Modules / Tool

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.

Scrap Buyer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

80–120 credits.

Display Case · Displayed categories

Material / Modules / Tool

Lower Level Citizen

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

90–110 credits, rising as the days go by.

Conditions for this item

  • The item belongs to the category selected from your inventory for this visit.
  • If this visit selected the variety preference, no item with this identity has already been sold to this buyer.
Dr. Jackson

Dr. Jackson

Lower Levels

Buys Material, subject to the buying rules below.

Base budget

50 credits, rising as the days go by. Each point of Dr. Jackson's investment bonus adds 10 credits.