Pick where you're going, what you're carrying and how you play. You get how much ammo, meds and food to bring, the gear that route needs, and how much rig space is left for loot. If you use the Stash Ledger, your raid goal shows up here too.
Data: The Forever Winter Wiki, pulled 28 Oct 2026 · game patch 0.9.5.3 · water costs from the in-game map, Oct 2026
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Where you're going decides most of what you pack. Every region you pass through is another set of fights, so a long run needs more ammo than a quick hop into one region.
Night Shift (dark, foggy, more cyborgs) can't be seen before you drop in. The spare fight in the ammo count covers some of it, and the rig light on your list covers the dark.
Ammo is counted per weapon. Bigger calibers take more rig space per round, so the same 120 rounds can cost twice the room. A keeps fights small, which matters more here than raw damage. Pick the parts you actually have on the gun: the magazine decides how the ammo is counted.
Not sure what to take? The all-rounder players name most is the AK or RPK: cheap ammo, big magazines, and it takes a suppressor. A grenade launcher as second weapon is the usual answer to exos and tanks.
Pick your scav first: it decides which rigs you can use and how much you carry. Your rig is your inventory for the whole raid. Everything you bring in takes (rig space), and whatever you pack is space you can't fill with loot.
Each container module comes in low or high quality at Bundleton. High quality doubles its space and weight limit. Weight slows you down, and you can't carry past the limit. Large item bins hold either equipment (rig light, turret, tac cam) or one large loot item, so they're shared.
How many you expect. Sneaking past the war needs far less ammo than clearing it.
If you're farming for an Innards upgrade or a quest, the tool keeps rig space free for it. Your Stash Ledger goal is picked up on its own.