Video summary

Updated Tarkov Hideout Crafting Guide – Max Profit, Minimal Time

Main summary

Key takeaways

Gaming

Storyline (context)

The subtitles don’t describe Escape from Tarkov’s narrative storyline directly. They focus entirely on PvE/hideout economy gameplay: how to use hideout crafting modules to generate rubles profit while raids repeatedly cycle your time.

Gameplay highlights & crafting approach

  • The guide’s “rules” are built around profit per hour:
    • A higher total profit craft can still be worse if it takes too long.
    • Compare crafts by net rubles gained per unit time (example given: 12 hours for 20k vs. 10 minutes for 5k).
  • The creator warns prices are dynamic and time-dependent (economy, listing volume, day/night shifts), so viewers should:
    • Double-check flea market prices before crafting.
  • Many recommendations also emphasize flea market rating:
    • High-value stack sales (especially booze) help raise rating, unlocking more slots.

Hideout crafting guide by module (key crafts + when/why they’re good)

Nutrition Unit

1) Slickers → Barter to scav vests (best emphasis) - Input flow: - Buy Army Crackers from Therapist; use them to craft Slickers. - Profit method: - Don’t just sell Slickers directly. - Barter 5 Slickers into 1 Scav Vest via Jäger. - Then sell Scav vests on the flea market. - Claimed results: - ~20–22k profit per cycle (described as ~10k more than straight-selling Slickers) - Craft time mentioned: ~13–14 minutes - Targeting roughly 95–100k rubles/hour when cycling continuously

2) Tushonka/Sausage craft - Inputs are described as expensive (salt, tushonka components, toilet paper). - Claimed results: - ~10k rubles profit per craft cycle - With fast crafting: ~30k/hour - (Less than Slickers-trading, but useful for cycling)

3) Vodka craft (flea rating “stack seller”) - Key idea: - Buy Moonshine cheaper, then sell Vodka at a high spike price. - Claimed pricing window: - Moonshine target: ~250 (or ~240–245) - Vodka selling: spikes toward 33k–35k (best during market jumps) - Flea rating strategy: - Sell in large stacks (30–40) and let them sit to hit favorable prices. - This boosts flea rating, increasing max listing slots. - Claimed results: - ~20k/hour average; up to 25–28k/hour when pushing higher sales prices

Water Collector

  • Guidance:
    • “Always craft in the water collector” and keep filters running.
  • Claimed efficiency:
    • With max hideout management + max crafting, super water uses fewer inputs per unit.
  • Claimed outputs:
    • Super waters sell around 110k
    • Net profit described as ~45–50k from the super water itself
    • Plus additional uses (e.g., refilling hydration items)
  • Secondary note:
    • Aquamarines (from a water bottling route) are used for raids/hydration support
    • Stated profit is lower (~6–7k, ~10k/hour range)

Booze Generator

  • Overall:
    • Near break-even, but can make small profit if selling Fierce Hatchling moonshines at good prices.
  • Pricing guidance:
    • Sell moonshine around 260–265
    • If sugar is cheaper (noted around 70k), profits can be 5–10k
  • Claimed role:
    • Mainly “run it anyway” for flea rating leveling and stack selling
    • ~5–6k profit per bottle mentioned

Med Station

1) Propital via recycling meds - The creator doesn’t simply craft Propital from scratch. - Strategy: - Burn down Ibuprofen and Golden Star uses (example shown with remaining uses) - Then craft into Propital - Claimed results: - Propital crafting cost described as ~20–25k (cheaper than buying) - Emphasis on using them rather than only selling

2) Pile of Meds (main money maker) - Strategy: - Craft Pile of Meds using mixed currency settings if desired (rubles-only option mentioned). - Market timing: - “Peak vs trough” effect: - Late NA hours = fewer listings - Asia/Europe still buying → price spikes - Claimed results: - Aim to sell around 24k - ~26k profit per craft - About 50k/hour (between raids; slightly higher with max crafting)

3) SJ6 / SJ1 (pricing-sensitive) - SJ6 - Buy inputs (OlO vitamins, saline/bottle items) below stated thresholds to avoid breaking even. - Target input thresholds: - OlO vitamins: ~22k or less (up to ~23k sometimes) - Saline solutions/bottles: keep under ~38–39k (avoid too close to 40k) - Also sell Pile of Meds lower: - Target 21–20k range

  • SJ1 (big but condition-based)
    • Described as expensive and often absent on the flea—opportunity when priced high.
    • Critical condition:
      • Only sell when SJ1 price is around 80k+
      • If inputs cost ~87–90k, profit collapses
    • Claimed results:
      • At ~80k+ sell price: ~40–50k per craft
      • Up to ~56k/hour mentioned

Intel Center

Labs keycards / Intel market

  • Core point:
    • Labs cards are money, and they influence Intel prices (or vice versa).
  • Guidance:
    • Sell Intel around 370–390 (noted target ~380)
    • Sell keycards at market price
  • Claimed results:
    • ~26–27k profit per craft
    • ~66k/hour (fast craft)

Intelligence folders / flash drives / GPUs (situational)

  • Intelligence folders
    • Very long craft (~19 hours)
    • Good for weekend/log-off periods
    • Target inputs: ~50k or less paper
  • Military flash drives
    • Need cheap input pricing (around 115k when it drops)
    • When favorable: ~75–80k pure profit per craft
  • GPUs
    • Only a “sliver” of profit due to tight input price conditions
    • Also used to supplement GPU farm or Bitcoin farm timing

Laboratory (Crafting alternatives)

  • A “Christmas tree” craft is mentioned but skipped due to likely expiring quickly after the video time.

Main mentioned crafts

1) Soap - Claimed: - ~30k per craft, ~60k/hour - Requires specific input targets for profitability (alkali/salt/soap-selling at high side). - Suggestion: - Stack sales overnight when soap price is high.

2) Ripstop (via slickers/scav vest chain) - You can convert scav vests into ripstop if barter pricing supports it. - Claimed results: - ~18k profit, ~45–50k/hour at good selling prices - Example selling target: ripstop around 15–16k

3) Bleach - More of a “weekend timing” craft: - Bleach price rises into ~17–18k on weekends due to barter demand. - Claimed results: - ~18k profit, ~40–45k/hour when selling at weekend prices

Easy fabric crafts

  • Aramid fiber
    • Buy from Ragman ~29k, sell ~22k (subtitle seems inconsistent, but profit is discussed)
  • Beanies
    • Easy craft; depends on fleece price spiking ~17k
  • Cordura
    • Lower profit; positioned as “easy mode” rather than highest EV

Workbench (Big money section)

“Money king” crafts and key cycling notes

1) AKM - Not liked personally because it’s too fast, though it helps cycling. - Claimed: - ~3 minute craft time - Per-cycle profit small (~7k) - High “theoretical” hourly due to speed

2) Gunpowder crafts (primary focus by creator) - Hawk / Eagle / Run (green gunpowder family) - Green/Eagle/run targets and market timing described as demand-driven ebbs/flows - Claimed: - ~40k per fast craft - About 100k+ rubles/hour when cycled per raid - Blue gunpowder - Short craft: can be completed within a raid without waiting - Claimed: - ~10 minutes craft time, ~15k profit - ~100k/hour when cycling - Plex - Requires careful input pricing for LCDs to avoid profit loss - Claimed: - Selling target ~18k - ~22k profit per craft - ~80–90k/hour depending on craft time - Green gunpowder (favorite for ease) - All inputs bought from traders - Claimed: - At ~48k sell price: ~65k profit per craft - ~60–65k/hour due to longer craft time - Other convenience crafts - Print circuit boards / wires - PCB profit: moderate but reliable (~20k/craft, ~60k/hour stated) - Power cords → wires (“don’t think” craft) - Claimed: - Power cords ~30k input target - Wires selling target ~15k (as described in subtitles) - ~50–55k profit per craft - ~46k/hour on the lower end

Overall recap / expected gains

  • Running one cycle of the “best crafts” across the guide:
    • ~140–150k rubles from one full cycle
  • Running 2–3 raids worth (two to three cycles):
    • ~300k–400k rubles, plus whatever you earn directly from playing
  • Even on a bad day, crafting helps recoup inventory-to-rubles value over time.

Gamers/sources featured (mentioned at end)

No specific gamer names or external sources beyond in-game NPCs are featured in the provided subtitles:

  • Therapist, Jäger, Ragman (game vendors) are mentioned.
  • No other creators, channels, or external sources are explicitly named.

Original video