economy intermediate

Escape from Tarkov Crafting: How the Hideout Makes Money

Crafting turns cheap components into items traders sell dear. Which production chains pay, and why the profit margin is smaller than the board shows.

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What the economics really are

The profit on a craft is not output price minus input price. It is output price minus input price, minus the opportunity cost of those inputs, minus the fuel and time the module consumed. Opportunity cost is the part players skip. If a component sells on the flea market for more than the crafted item, you should sell the component. If it sells for less, craft. The board shows you the recipe; the market decides whether the recipe is worth running.

Chains worth running

Ammunition. The best craft for most players, because it converts components you find constantly into rounds you would otherwise buy at a markup. It also produces ammunition that traders will not sell you at your loyalty level, which is a combat upgrade disguised as an economic one. Medical items. Consistent demand, consistent margin, and the output is something you will use rather than sell. Barter items for trader exchanges. Some crafts produce the specific item a trader wants in a barter deal, and the effective value of the craft is the barter deal, not the item’s flea price. Anything with a long cycle time and cheap inputs. A slow craft that runs while you are offline is free money if the inputs are junk you would otherwise sell for nothing.

Found-in-raid is the trap

Crafted items do not always carry the found-in-raid tag, and several quests and hideout upgrades demand found-in-raid versions. A craft that produces the right item without the tag does not solve the problem you built it for. Check before you plan a craft around a quest requirement. If the requirement says found in raid, loot it, do not craft it.

The module constraint

Only one craft runs per module at a time, and modules need power. That means the real limit on crafting income is not components, it is module count and fuel. Building a second production module often pays better than upgrading an existing one — the hideout page covers which modules to prioritise.

The habit that makes it work

Queue a craft before you log off, every session. That is the entire trick. A hideout running continuously produces a steady supply of something valuable, and a hideout sitting idle produces nothing regardless of how well it is built. What to do with the output is the barter page’s question.

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Sources & References

This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.