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Scrap Metal

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

Short description

Can be smelted into Metal Ore. With limited resources available on the Station, salvage and recycling are important habits.

Inventory shape

3 × 2 cells · 6 occupied cells

How to get

Quick summary

Vendors

Junker

Sells goods when visiting your shop

Random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 15% off
Conditions
—
Frequency
Oftenper visit
Quantity
1
Price

Vendor price

Bulk purchase: 15% off
Conditions
—

Junker

Sells goods when visiting your shop

Visits your shop

  • If you didn't choose Skip Intro · On day 2

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 33% off
Conditions
—

Poor Scav

Sells goods when visiting your shop

Random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Barter

Trade 1 Food item for one set of goods you choose
Conditions
—

Salvage Ship Pilot

Sells goods when visiting your shop

One-time random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 33% off
Conditions
—

Scav

Sells goods when visiting your shop

One-time random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 25% off
Conditions
—

Scavenger

Sells goods when visiting your shop

Attracted by your Display Case

Notes

  • Shares its sign with another supplier: the higher your reputation with Lower Levels, the more often this one comes; the higher your reputation with Black Market, the more often the other does
  • Waits at least 1 day before visiting again
Frequency
Oftenper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
—
Frequency
Alwaysper visit
Quantity
1
Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
—

Revolution Quartermaster

Sells goods when visiting your shop

Visits your shop

  • While you have Revolution Quartermaster · On Sundays

Notes

  • Waits at least 1 day before visiting again
Frequency
Occasionallyper visit
Quantity
5 + reputation with Revolution ÷ 20, division rounded toward zero, limited to 5–12
Price

Vendor price

Bulk purchase: absolute value of (20 + (reputation with Revolution − 40) ÷ 4)% off, division rounded toward zero
Conditions
—

Story scenes

Scavenger

Five Scrap Metal show the 33% wholesale discount.

When

  • Day 5, unless Skip Intro is selected
Frequency
Alwaysper visit
Quantity
5
Price

Vendor price

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

Georgio

He offers supposed relics that are ordinary scrap underneath.

When

  • On day 6
Frequency
Alwaysper visit
Quantity
4
Price

Vendor price

Bulk purchase: 15% off
Conditions
  • If you choose "Complete a trade"
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"

Poor Scav

Hands over goods in a story scene

Visits your shop

  • If you didn't choose Skip Intro · On day 6

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Barter

Trade 1 Food item for one set of goods you choose
Conditions
—

Production and item use

Furnace

Recycle Junk into Scrap Metal

Availability and notes

Cost

  • Consume 6 Junk.
  • Requires 1 day of progress.
Frequency
Alwaysper completed run
Quantity
4
Conditions
—

Other sources

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
Occasionallyper 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.

Alarm System

Strip a ruined Alarm System for materials. Remove batteries and modules before cutting up the machine.

Availability and notes

Cost

  • Using Plasma Cutter destroys the machine and any contents left inside.
  • Module Extractor (Basic) starts with 6 uses and spends 1 use per module. Module Extractor (Advanced) spends no uses.
  • Collecting fasteners or wire reduces the machine's value by its original value × 0.33, rounded to the nearest integer, once for each nonempty material amount.
Frequency
Alwayson the first tool use
Quantity
The remaining amount of Scrap Metal; initially 4. Collecting it sets the remainder to 0.
Conditions
  • Use Plasma Cutter before this material has been collected. Cutting up the machine destroys it, so recover other contents first.

Furnace

Strip a ruined Furnace for materials. Remove batteries and modules before cutting up the machine.

Availability and notes

Cost

  • Using Plasma Cutter destroys the machine and any contents left inside.
  • Module Extractor (Basic) starts with 6 uses and spends 1 use per module. Module Extractor (Advanced) spends no uses.
  • Collecting fasteners or wire reduces the machine's value by its original value × 0.33, rounded to the nearest integer, once for each nonempty material amount.
Frequency
Alwayson the first tool use
Quantity
The remaining amount of Scrap Metal; initially 5. Collecting it sets the remainder to 0.
Conditions
  • Use Plasma Cutter before this material has been collected. Cutting up the machine destroys it, so recover other contents first.

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
4
Conditions
—

Moisture Farm

Strip a ruined Moisture Farm for materials. Remove batteries and modules before cutting up the machine.

Availability and notes

Cost

  • Using Plasma Cutter destroys the machine and any contents left inside.
  • Module Extractor (Basic) starts with 6 uses and spends 1 use per module. Module Extractor (Advanced) spends no uses.
  • Collecting fasteners or wire reduces the machine's value by its original value × 0.33, rounded to the nearest integer, once for each nonempty material amount.
Frequency
Alwayson the first tool use
Quantity
The remaining amount of Scrap Metal; initially 7. Collecting it sets the remainder to 0.
Conditions
  • Use Plasma Cutter before this material has been collected. Cutting up the machine destroys it, so recover other contents first.

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
—

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
Alwaysper use of a different tool
Quantity
3
Conditions
  • Use an owned Plasma Cutter on the owned pile; this tool type must not have been used on that pile before.
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
Alwaysper qualifying night
Quantity
1
Conditions
—
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.

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.

Starting items

Aquafarmer

Items provided when starting as Aquafarmer.

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.