Probably Stolen Machines and Modules
Updated
Every machine in Probably Stolen with its price, energy use, what it does and what each module stat changes on it. The short version: Quality improves the output, Performance the amount, Efficiency the power bill, and most bonuses only count in whole steps. Numbers from players' tests in the demo, compiled by The Exceptional Fisherman.
All machines at a glance
| Machine | Price | Energy | Does |
|---|---|---|---|
| Furnace | 200 | 8 a day | Smelts 2 materials (scrap metal, metal ore) into a metal ingot. |
| Moisture Farm | 225 | 4 a day | Makes 1,000 ml of ghostwater a day into a container you provide. |
| Water Purifier | 300 | 5 a day | Slowly converts contaminants into water, past what filters can reach. |
| Mirage Projector | 400 | 16 a day | Adds its attractiveness (100% = 100 points) to the next day's store attractiveness. |
| Alarm System | 150 | 4 a day | Chance to cancel a theft that night. |
| Cryptographic Desequencer | 350 | 10 a day | Turns a keycard plus a chipset into a disposable keycard of the chip's type, 33 work a day. |
| AgeWell | 350 | 24 a day | Ages every wine bottle inside by one extra day each night (not during fermentation). |
| Bottle Printer | 100 | 4 / 6 / 11 per bottle | Prints 450 ml bottles; 750 ml after 3 electronic parts, 2 l after 6 more. |
| Fridge | 100 | 2 a day (+3 per scrap upgrade, −2 per electronic part) | Chills or freezes drinks and food overnight: Chilled +20%, Frozen and Ice cold +25%. |
| Cleaner (vacuum) robot | 250 | 4 per run (8 with incinerator) | Collects animal feces from the inventory it sits in, at night or on double-click. |
| Aug Scanner | 200 | 25 per scan | Double-click to check whether the current customer is an aug. |
| Recharger | 150 | Uses mains power | Charges batteries inside it by 3 a day (6 with the Wild's upgrade). Needs the power bill paid. |
| PowerBloc | 200 | Uses mains power | Charges touching batteries and machines by 2 a day (4 with the Wild's upgrade). |
| Advanced Turbo Charger | 300 | 5 a day | Fills a 15-point meter; when full, makes any machine run one extra time during the day. |

Machine by machine
Furnace
200 crEnergy: 8 a day
Smelts 2 materials (scrap metal, metal ore) into a metal ingot.
- Quality: each full +100% raises ingot purity one step
- Performance: no effect
- Efficiency: each 12.5% saves 1 energy
Blast module: 3 materials → 2 ingots (ignores the first +100% quality). Junk Processing module: 6 junk → 4 scrap. Flux smelting agent raises purity one step and isn't used up at +100% quality (+200% with blast).
Moisture Farm
225 crEnergy: 4 a day
Makes 1,000 ml of ghostwater a day into a container you provide.
- Quality: each 50% raises the water one grade (+150% = pure)
- Performance: each 1% adds 10 ml
- Efficiency: each 25% saves 1 energy
Water Purifier
300 crEnergy: 5 a day
Slowly converts contaminants into water, past what filters can reach.
- Quality: lowers the purity floor (75% ÷5, 100% ÷12.5, 200% removes it)
- Performance: small extra removal
- Efficiency: each 20% saves 1 energy
From raw source water you need +100% quality to reach pure (+75% if you pre-filter in a pitcher). Heavy metals and chemicals are what's left at the end.
Mirage Projector
400 crEnergy: 16 a day
Adds its attractiveness (100% = 100 points) to the next day's store attractiveness.
- Quality and Performance: add attractiveness
- Efficiency: each 6.25% saves 1 energy
Alarm System
150 crEnergy: 4 a day
Chance to cancel a theft that night.
- Performance: +1% prevention per 1%; +50% stops thefts entirely
- Efficiency: each 25% saves 1 energy
Alarm transmitter module: +1 reputation a night with a faction you choose (Security, Black Market, Upper Levels or Revolution), one per faction.
Cryptographic Desequencer
350 crEnergy: 10 a day
Turns a keycard plus a chipset into a disposable keycard of the chip's type, 33 work a day.
- Performance: about +1 work a day per 3%
- Efficiency: each 10% saves 1 energy
Work needed: Service and Supply 75, Engineering and Medical 100, Security 125, Command 150.
AgeWell
350 crEnergy: 24 a day
Ages every wine bottle inside by one extra day each night (not during fermentation).
- Quality: each 125% adds another day
- Performance and Efficiency: each 8.33% changes energy use by 1
Bottle Printer
100 crEnergy: 4 / 6 / 11 per bottle
Prints 450 ml bottles; 750 ml after 3 electronic parts, 2 l after 6 more.
- No modules
Fridge
100 crEnergy: 2 a day (+3 per scrap upgrade, −2 per electronic part)
Chills or freezes drinks and food overnight: Chilled +20%, Frozen and Ice cold +25%.
- No modules; upgrade with up to 7 scrap metal (more space) and 7 electronic parts (less power)
Chillable: Red Imp beer (and cases), Pilk, Puice, energy drinks, soda, Nudka, water rations and spring water. Freezable: Nudka (Ice cold) and ice cream (Frozen). Wine and water containers don't count. The label is lost after a night outside the fridge.
Cleaner (vacuum) robot
250 crEnergy: 4 per run (8 with incinerator)
Collects animal feces from the inventory it sits in, at night or on double-click.
- No modules; 1 electronic part adds an incinerator mode that destroys what it collects
Aug Scanner
200 crEnergy: 25 per scan
Double-click to check whether the current customer is an aug.
- No modules
Recharger
150 crEnergy: Uses mains power
Charges batteries inside it by 3 a day (6 with the Wild's upgrade). Needs the power bill paid.
- No modules
PowerBloc
200 crEnergy: Uses mains power
Charges touching batteries and machines by 2 a day (4 with the Wild's upgrade).
- No modules
Advanced Turbo Charger
300 crEnergy: 5 a day
Fills a 15-point meter; when full, makes any machine run one extra time during the day.
- No modules
Furnace recipes and ingot values
| Inputs | Furnace | With Blast module |
|---|---|---|
| 2 scrap | Low purity (42) | — |
| 1 scrap + 1 ore | Fair purity (50) | — |
| 2 ore | High purity (62) | — |
| 3 scrap | — | 2 low purity |
| 2 scrap + 1 ore | — | 2 fair purity |
| 1 scrap + 2 ore | — | 2 high purity |
| 3 ore | — | 2 high purity |
| Ingot purity | Value |
|---|---|
| Low | 42 |
| Fair | 50 |
| High | 62 |
| Very high | 75 |
| Perfect | 100 |
Water machines are explained in more depth in the water guide, and the AgeWell in the wine guide.
Frequently asked questions
What do modules do in Probably Stolen?
Each machine has slots for modules with Quality, Performance and Efficiency stats. Quality usually improves the output, Performance the amount or speed, and Efficiency cuts energy use. Most effects only count in full steps: 49% quality on a Moisture Farm does nothing until it reaches 50%.
Which machine should I buy first?
For water trading, the Moisture Farm (225) pays back steadily. The Fridge (100) is the cheapest boost: chilled drinks sell for 20% more and frozen ones for 25% more.
How do I make better metal ingots?
Use metal ore instead of scrap (2 ore = high purity), add flux smelting agent for one more step, or push the furnace's Quality module: every full +100% raises purity a step.
Is there a tool to plan module layouts?
Yes, a community-made optimizer by hoydoy from the Probably Stolen Discord. It's linked in the sources below. Items can be flipped with F to fit.
Sources
Keep reading
Probably Stolen Guide
Probably Stolen launches October 28 on Steam: what the 1.0 release adds (an ending, 9 starting scenarios, 21 achievements), demo saves, languages and PC specs.All 9 Starting Scenarios
All nine Probably Stolen starting scenarios in 1.0, from Apprentice to Rock Bottom and the once-secret Rat Wrangler: what each starts with, its risk, and known perks.Patch Notes & Updates
Every Probably Stolen update in plain English, from the August playtest and Update 049 to the Aquafarmer demo patch and 1.0, plus the post-launch roadmap.Wine Recipes & Calculator
Probably Stolen winemaking: a calculator for every berry, water and yeast mix, how to hit Master Vintage, aging value per day, Gloomberry wine and where to get berries.Water Guide
Probably Stolen water trading: the six water grades and prices, how to purify each one, the Moisture Farm and Water Purifier settings, who buys what, and taps.Display Case Guide
How the Probably Stolen display case brings in customers: buyer tiers by item value, every sign and lamp with its odds, the priority order and why sellers don't show.