The Tool Desk
Outbyte PC Repair FREEClear out junk files and repair common Windows errorsFree Scan →Outbyte Driver Updater FREEScan for outdated or missing drivers - takes under a minuteDriver Scan →Crafting in 100 Days at Sea happens at the craft table on your starting raft. Raise the bonfire to unlock its seven tiers, feed Wood, Metal, and Glue into the table’s crusher, then select an available recipe. For a reliable first setup, reach Bonfire 3, build a Sawmill, Crab Trap, and Map Radar, and reserve Glue for the later stations that need it. The recipe costs and limits below come from third-party guides published in 2026, so check the live in-game table after every Roblox update.
How the crafting system works
The craft table is the only starting point
Your crafting interface is the table built on the base raft. It is divided into seven tiers rather than one flat recipe list. A recipe appears on the table only when its tier is open and any separate recipe unlock has been obtained. You do not craft directly from your backpack: the table consumes materials that you first place in its integrated crusher.
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Bonfire level controls the tiers
Bonfire progression is the main gate. Bonfire 5 opens Tiers 1 through 5, while Bonfire 7 opens the complete table. Earlier bonfire levels expose only the lower portions of the menu, so a missing recipe is often a progression issue rather than a resource issue. The documented early route is to push the bonfire to Level 3, which opens the first production-focused tier, then advance to Level 4 and Level 5 as your raft can support it.
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Use the crusher before selecting a recipe
- Stand at the craft table on your raft.
- Place the required Wood, Metal, and Glue into the table’s crusher input.
- Open the tier that contains the item and confirm that its bonfire requirement and any separate unlock are satisfied.
- Select the recipe and let the table consume the deposited materials.
- Place the finished object on the raft or use it according to its function.
Wood and Metal are common to most structural and production recipes. Glue is the bottleneck for advanced machinery, traps, vehicles, weapons, and ammunition, so putting every early Glue unit into decorative construction can delay your survival infrastructure.
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Active-item limits and rebuilding
Some recipes have an active-item limit. The limit controls how many copies can exist at the same time, not necessarily how many you may ever craft. When a limited item’s active copy is destroyed, the item becomes available again, allowing you to rebuild it. For example, the documented Sawmill limit is five, Crab Trap three, Map Radar one, and Magnet two. Do not assume a destroyed machine is permanently lost; check the table after destruction and rebuild it when the materials are ready.
Where to get Wood, Metal, and Glue
Wood
At the beginning, harpoon wooden debris and floating furniture near the raft. This is the safest way to gather the first planks for walls, the bonfire, and your initial stations. Once a Sawmill is operating, use it to create roughly three planks per use and reduce your dependence on random floating spawns. Keep collecting loose debris while the mill is running so that you can fund bonfire upgrades and larger recipes at the same time.
Metal
Collect metal debris in the water and search islands for metal loot. Metal is usually the limiting input for the Map Radar, Sawmill, Crab Trap, and especially the Magnet. Island trips are therefore valuable even when you are not looking for a specific rare item. A Magnet later provides passive Metal collection, but its 30-Metal price means you should not postpone basic survival equipment simply to rush it.
Glue, Goo, Goop, or Green Gum
The same material appears under several names in guides and player discussions: Glue, Goo, Goop, and Green Gum. Process Pirate or Ghost Pirate corpses in the craft machine to produce it. Because this material is required by the Ammo Factory, Autoturret, Spike Trap, Jetski, Oil Drill, Cannon, and Galleon Bell, establish a corpse-processing routine before spending Glue on optional projects.
A practical gathering loop
- Clear nearby floating Wood and Metal before leaving the raft.
- Visit islands for additional Metal and loot while the raft’s passive stations work.
- Bring Pirate and Ghost Pirate corpses to the processing machine whenever you have a safe opportunity.
- Feed the crusher only for the next planned craft instead of emptying your entire stockpile into an uncertain recipe.
What to craft first
The strongest early comparison is between production, food, and navigation. A Sawmill stabilizes Wood, a Crab Trap reduces hunger pressure, and a Map Radar makes island and point-of-interest runs easier to plan. Their costs are low enough to target around Bonfire 3, while the Magnet is a high-value Bonfire 4 follow-up once your Metal reserves are healthy.
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| Item | Bonfire tier | Cost | Active limit | Primary value |
|---|---|---|---|---|
| Sawmill | 3 | 10 Wood + 2 Metal | 5 | Produces about three planks per use and creates a renewable Wood loop |
| Crab Trap | 3 | 12 Wood + 8 Metal | 3 | Passive seafood that lowers food pressure |
| Map Radar | 3 | 9 Wood + 4 Metal | 1 | Reveals and marks islands and points of interest |
| Magnet | 4 | 10 Wood + 30 Metal | 2 | Passive Metal collection |
Step 1: Reach Bonfire 3
Do not spend your first materials on a large decorative build if it delays Level 3. The production tier unlocks the stations that address the two most persistent early pressures: finding enough Wood and maintaining food. Keep a small reserve for repairs and the next bonfire fuel requirement rather than crafting every available wall piece immediately.
Step 2: Build the Sawmill
The Sawmill costs 10 Wood and 2 Metal and has a five-item active limit. Build one first if your raft is starved for planks or you expect a long construction phase. Its roughly three-plank output per use is an approximate guide figure, not a guaranteed result for every update, so use the current machine display as the authority.
Step 3: Add a Crab Trap
The Crab Trap costs 12 Wood and 8 Metal and supports up to three active copies. It supplies passive seafood, which lets you spend more time exploring and less time interrupting a trip to search for food. One trap is enough to establish the loop; add the second and third only after your raft can afford their Metal cost.
Step 4: Install the Map Radar
The Map Radar costs 9 Wood and 4 Metal and is limited to one active copy. It is the best third craft when navigation is slowing progress, because it reveals and marks islands and points of interest. If food is an immediate crisis, make the Crab Trap first; if you already have dependable food and frequent island runs, the Radar can move ahead of a second trap.
Step 5: Reach Bonfire 4 for Magnets
Each Magnet costs 10 Wood and 30 Metal, with a two-copy active limit. Build the first when you can pay the full Metal price without starving your bonfire or leaving the raft undefended. Build the second after your core stations and travel equipment are secure. Magnets are an investment in passive collection, not a substitute for the early debris and island-gathering routine.
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Step 6: Protect Glue for advanced stations
Save Glue once the Sawmill, Crab Trap, and Radar are operating. An Ammo Factory costs 30 Wood, 20 Metal, and 4 Glue; an Autoturret costs 15 Wood, 35 Metal, and 8 Glue. Those are substantial commitments, so process enough Pirate or Ghost Pirate corpses before starting either project.
Recipe reference by bonfire tier
The following documented recipes are a planning reference. “Not stated” means the cited guide did not publish an active-item limit; it does not mean the game has no limit. Costs and availability can change with Roblox patches.
Bonfire 2 recipes
| Recipe | Cost | Limit | Use |
|---|---|---|---|
| Wooden Wall | 5 Wood | Not stated | Basic raft protection and structure |
| Wooden Window | 5 Wood | Not stated | Opening for visibility and layout |
| Wooden Stairs | 5 Wood | Not stated | Vertical access |
| Corner Stairs | 5 Wood | Not stated | Turning stair layout |
| Wooden Door | 6 Wood | Not stated | Controlled entry |
| Tree Plot | 7 Wood | Not stated | Plant-growing space |
| Sundial | 10 Wood | Not stated | Time or daylight utility |
| Radio | 4 Wood + 4 Metal | Not stated | Communication or information utility |
Bonfire 3 recipes
| Recipe | Cost | Limit | Use |
|---|---|---|---|
| Wrench | 3 Metal | Not stated | Tool for repairs or interactions |
| Storage Bin | 12 Wood | Not stated | Extra inventory storage |
| Watchtower | 12 Wood | Not stated | Raised lookout position |
| Sawmill | 10 Wood + 2 Metal | 5 | Wood production |
| Map Radar | 9 Wood + 4 Metal | 1 | Island and point-of-interest discovery |
| Dinghy | 10 Wood + 4 Metal | Not stated | Small travel craft |
| Potion Table | 10 Wood + 5 Metal + 1 Glue | Not stated | Potion crafting |
| Crab Trap | 12 Wood + 8 Metal | 3 | Passive seafood |
| Pump Jack | 10 Wood + 15 Metal | Not stated | Resource or fuel-related production |
| Pizza Oven | 30 Wood + 10 Metal | Not stated | Food production |
Bonfire 4 recipes
| Recipe | Cost | Limit | Use |
|---|---|---|---|
| Ladder | 3 Wood | Not stated | Vertical movement |
| Metal Fence | 5 Metal | Not stated | Metal perimeter defense |
| Metal Gate | 5 Metal | Not stated | Controlled metal entry |
| Magnet | 10 Wood + 30 Metal | 2 | Passive Metal collection |
Bonfire 5 recipes
| Recipe | Cost | Limit | Use |
|---|---|---|---|
| Metal Door | 5 Metal | Not stated | Durable entry |
| Metal Window | 9 Metal | Not stated | Durable opening |
| Metal Wall | 10 Metal | Not stated | Durable structure |
| Spike Trap | 5 Wood + 5 Metal + 5 Glue | Not stated | Defense against threats |
| Jetski | 15 Wood + 15 Metal + 2 Glue | Not stated | Fast travel |
| Ammo Factory | 30 Wood + 20 Metal + 4 Glue | Not stated | Ammunition production |
| Oil Drill | 35 Wood + 20 Metal + 5 Glue | Not stated | Oil production |
| Cannon | 15 Wood + 30 Metal + 4 Glue | Not stated | Long-range defense or combat |
| Galleon Bell | 20 Wood + 20 Metal + 10 Glue | Not stated | Galleon-related utility |
Bonfire 6 and 7 complete the table’s progression, but the cited guides do not provide a full additional recipe list. Treat the live table at those levels as authoritative rather than extrapolating from the Bonfire 5 examples.
Choosing between competing crafts
When production is the priority
Choose the Sawmill when Wood collection is the bottleneck for construction, bonfire fuel, or multiple stations. Its low Metal cost makes it the least expensive way to establish a renewable material loop among the three core Bonfire 3 options.
When hunger is the priority
Choose the Crab Trap when food interruptions are costing more time than navigation. Its eight-Metal price is higher than the Radar’s four Metal, but the passive seafood output addresses a direct survival need. A second or third trap is a scaling choice, not an automatic upgrade.
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When exploration is the priority
Choose the Map Radar when you are making repeated island trips or losing time searching for points of interest. Because only one can be active, build it once and spend the saved materials on transport, storage, or defense.
When passive Metal is the priority
Choose a Magnet after Bonfire 4 when you can afford 30 Metal per copy. It pays back over continued play, but it has a high opportunity cost immediately after unlocking. Sawmill, Crab Trap, and Radar provide more immediate survival value if any of those functions is still missing.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Efficient build plans for different starts
Balanced survival start
- Reach Bonfire 3 while collecting every safe nearby debris piece.
- Craft one Sawmill (10 Wood + 2 Metal).
- Craft one Crab Trap (12 Wood + 8 Metal).
- Craft the Map Radar (9 Wood + 4 Metal).
- Use the improved Wood and food income to expand storage and prepare for Bonfire 4.
- Build one Magnet, then the second only when 30 additional Metal will not delay a needed defense or travel item.
Food-starved start
After reaching Bonfire 3, make the Crab Trap before the Sawmill if hunger is forcing emergency trips. Gather enough Wood for the mill immediately afterward; the trap solves the urgent survival problem, while the mill improves the pace of every later construction project.
Exploration-heavy start
Build the Sawmill first if you need a larger raft, then the Map Radar before adding a second food station. Use the Radar to mark islands, collect Metal loot, and return with the materials needed for the Crab Trap and eventual Magnet.
Combat-preparation start
Do not rush the Bonfire 5 Glue recipes while basic production is missing. Establish Wood, food, and navigation first, process Pirate or Ghost Pirate corpses consistently, and then select between Spike Trap, Cannon, Ammo Factory, and Autoturret according to the threat you face. The Ammo Factory requires 4 Glue; the Autoturret requires 8 Glue, so the latter needs twice the documented Glue input.
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Common crafting problems and fixes
The recipe is not visible
- Check the bonfire level. Bonfire 5 exposes Tiers 1–5, while the complete table requires Bonfire 7.
- Confirm that the recipe has any separate unlock the game requires.
- Verify that you are using the craft table on the base raft, not another machine’s interface.
The table will not craft the item
- Count Wood, Metal, and Glue in the crusher input; materials in another storage location may not count until deposited.
- Remove or account for an existing copy if the active-item limit has been reached.
- Check the current in-game cost rather than relying on an older guide, especially after a Roblox update.
You destroyed a limited station
Return to the table and check the recipe again. A limited item becomes available after its active copy is destroyed, so you can rebuild it once you have the required materials. The documented limits are five Sawmills, three Crab Traps, one Map Radar, and two Magnets at a time.
You are short on Glue
Stop spending Glue on optional construction, process additional Pirate or Ghost Pirate corpses, and reserve the resulting material for the next station that changes your capability. Glue-intensive Bonfire 5 items are easier to afford when Wood production and Metal collection are already running.
A guide’s cost differs from your menu
The published recipe values are from third-party guides rather than an official developer database. Roblox updates can alter costs, limits, or unlock conditions. Use the live crafting menu as the final authority and treat the figures in this guide as a dated planning reference.
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- Read the recipe’s bonfire-tier label at the table.
- Check every listed input, including Glue under any of its alternate names.
- Look for a separate unlock requirement or a disabled craft button.
- Compare the active count with the item’s limit.
- Deposit only the amount needed for that craft, keeping a reserve for bonfire fuel, repairs, and food.
This five-point check prevents the most expensive mistakes: depositing scarce Glue into a recipe you cannot yet unlock, spending Metal needed for a Magnet on a duplicate station, or assuming a destroyed limited item is gone forever.
What the documented numbers do—and do not—tell you
The available published figures are recipe costs and active limits, not controlled performance tests or player-population statistics. The Sawmill’s approximately three-plank output is an observed guide description, while the costs and limits are listed values. No independent named population statistic establishes how many people play the game, and none is needed to plan your raft. Focus on the resource loops you can verify in your own current menu.
Bottom line
Raise the bonfire to Level 3, establish a Sawmill and Crab Trap, then add the one-copy Map Radar. Reach Bonfire 4 for Magnets only after those systems are stable, and save Glue for the Bonfire 5 machines that unlock combat, ammunition, oil, or faster travel. Because recipes and limits may change, confirm every cost in the live table before you feed materials into the crusher.
Quick Recap
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