The Bunker Update
The wipe that turned bunkers into real bases — a furniture line you craft yourself, private codelocked lockers, power, underground farming and a much tougher hatch.
Before this update a bunker was a hole with a locked lid on it. Now it is somewhere you actually live: you craft the furniture yourself, you lock your own gear away from your own clan, you run lights off a generator and you grow food underground.
It all landed on one fresh wipe, so nobody carried an advantage over from the last cycle — and none of it is bunker-only: every new piece of furniture also deploys in a normal surface base.
Build it yourself
The whole line now comes off one bench. Craft a Workbench kit by hand from planks and nails:
| Craft Workbench Kit | |
|---|---|
| Makes | Workbench Kit |
| Needs | 5 × Plank10 × Nails |
| Note | The only remaining hand-craft; every other kit is made at the workbench. |
Deploy it, hang your tools and materials on it, then Access Workbench to page through the recipe sheet and Craft Furniture to build. Everything else — lockers, shelves, the Gun Cabinet, the Small Fridge, generators, planter boxes and bunker wall and door kits — is made here and nowhere else.
Four looted modules bolt onto the bench and unlock the heavier recipes: Vise, Anvil, Drill and Grinding machine. Each one fitted also shaves 10 % off your craft time.
- The Vise, Anvil and Grinder turn up in industrial loot. The Drill is not in the world loot tables at all — it only comes out of keycard-locked crates, so plan a quest run for it.
- You can keep 2 workbenches per bunker.
- Crafting wears the attached tool down, so leave a spare hammer and wrench on the bench.
Your locker, your code
The Equipment Cabinet and the Gun locker were rebuilt with working doors, and each one takes its own codelock (Attach Codelock).
That gives you a private stash inside a shared base. Clan mates authorised on your flag cannot open a locker they do not have the code for — and they cannot dismantle it either. Taking apart anything wearing a codelock now requires knowing the code. Codelocks are rare and cannot be crafted, so decide which lockers really need one before you burn a lock on a spare.
Proper storage
Shelves are built for volume. The Large Shelf and
Small Shelf both take
Wooden Crates stacked two high across every
board, or a full
Sea Chest can claim a whole column instead.
That fixes the oldest bunker problem: loose material on the floor. Keep nails, planks, sheet metal and cinder blocks in a crate on a shelf — material left loose mid-upgrade does not reliably survive a restart.
Power your bunker
The new Power Generator is what makes the lights work. Place it, fit a spark plug, fill it with gasoline and load batteries.
- It charges up to 4
Car Battery or
Truck Battery units at once. - Move a charged battery to the output bank and the lights stay on with the engine off — no need to run a noisy generator all night.
- Switch the grid with Turn On Bunker Lights and Turn Off Bunker Lights. Ceiling lamps alone do nothing — no generator, no light.
Farm underground
Planter Box now supports the full growth cycle deep in the rock: two soil beds, plus racks underneath for seed packs and opened stacks.
The catch is simple and it costs people whole crops. Plants only grow while the bunker lights are on. No power, no harvest — so fuel the generator before you plant, not after.
Better smoke grenades
Smoke now actually covers you. Both the
1-M8 Smoke Grenade and the
EGD-2 Smoke Grenade families cover a larger area, are thicker and spread faster — enough to
break a line of sight and cover a retreat.
Bunker balance
Raiding got harder in exactly one direction, and deliberately not in the other.
- The Bunker Hatch was reinforced to 100 000 health.
- Bullets and grenades now do far less to it — incoming rifle fire lands at a fifth of its normal damage, and melee is close to nothing.
Plastic Explosive was left untouched on purpose. Each charge still strips a flat
5 % of the hatch's maximum health, and cumulative damage of
30 % still breaches it. Breaching charges remain the reliable way
in; shooting a hatch is a waste of ammunition.- Concrete and Zaruunium walls and doors are considerably tougher: 76 800 and 120 000 for walls, 38 400 and 60 000 for the doors.
- Opening the final solid rock divider layers costs substantially more. That shell sits at 300 000 health, ignores explosives, and still yields only to a pickaxe and Break Through Wall.
Fixed
- The
HK433 no longer shoots crooked. - The
LAR plays the right sound with a wrapped suppressor. - The
Marksman Scope is compatible with all mounts again. - Codelocks work on tents, and stay working when you upgrade a fence.
- Hatch placement behaves, and the buggy bunker exit (Exit Bunker) is fixed.
- Codelocks are visible on the bunker door frame, and the doors have sounds.
See also: Workbench, Lockers, gun cabinet, fridge and shelves, Bunker power, lights and farming, Underground bunkers, Raiding and repairing bunkers, and the maps at https://map.dayzed.gg.
Last updated 2026-08-21
Plank
Nails