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    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

    MachinePriceEnergyDoes
    Furnace2008 a daySmelts 2 materials (scrap metal, metal ore) into a metal ingot.
    Moisture Farm2254 a dayMakes 1,000 ml of ghostwater a day into a container you provide.
    Water Purifier3005 a daySlowly converts contaminants into water, past what filters can reach.
    Mirage Projector40016 a dayAdds its attractiveness (100% = 100 points) to the next day's store attractiveness.
    Alarm System1504 a dayChance to cancel a theft that night.
    Cryptographic Desequencer35010 a dayTurns a keycard plus a chipset into a disposable keycard of the chip's type, 33 work a day.
    AgeWell35024 a dayAges every wine bottle inside by one extra day each night (not during fermentation).
    Bottle Printer1004 / 6 / 11 per bottlePrints 450 ml bottles; 750 ml after 3 electronic parts, 2 l after 6 more.
    Fridge1002 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) robot2504 per run (8 with incinerator)Collects animal feces from the inventory it sits in, at night or on double-click.
    Aug Scanner20025 per scanDouble-click to check whether the current customer is an aug.
    Recharger150Uses mains powerCharges batteries inside it by 3 a day (6 with the Wild's upgrade). Needs the power bill paid.
    PowerBloc200Uses mains powerCharges touching batteries and machines by 2 a day (4 with the Wild's upgrade).
    Advanced Turbo Charger3005 a dayFills a 15-point meter; when full, makes any machine run one extra time during the day.
    Chemistry machines: Chem Finisher, Heating Plate, Evaporator and the Cryptographic Desequencer
    Chemistry machines and the Cryptographic Desequencer, each with module and battery slots. Image: Questing Goose Studio / tinyBuild, from the game's Steam page

    Machine by machine

    Furnace

    200 cr

    Energy: 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 cr

    Energy: 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 cr

    Energy: 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 cr

    Energy: 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 cr

    Energy: 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 cr

    Energy: 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 cr

    Energy: 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 cr

    Energy: 4 / 6 / 11 per bottle

    Prints 450 ml bottles; 750 ml after 3 electronic parts, 2 l after 6 more.

    • No modules

    Fridge

    100 cr

    Energy: 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 cr

    Energy: 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 cr

    Energy: 25 per scan

    Double-click to check whether the current customer is an aug.

    • No modules

    Recharger

    150 cr

    Energy: 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 cr

    Energy: Uses mains power

    Charges touching batteries and machines by 2 a day (4 with the Wild's upgrade).

    • No modules

    Advanced Turbo Charger

    300 cr

    Energy: 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

    InputsFurnaceWith Blast module
    2 scrapLow purity (42)—
    1 scrap + 1 oreFair purity (50)—
    2 oreHigh 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 purityValue
    Low42
    Fair50
    High62
    Very high75
    Perfect100

    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

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