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Patch 1.0.0.12

Update 1.0.0.12Reviewed

Keycards, supply crates, the Desequencer and scavenging

Every supply crate opens with its own department’s keycard or a Command keycard, and the keycard is used up. The Cryptographic Desequencer writes any keycard onto a cheaper one overnight: a 15-credit Blank Keycard becomes a Medical card (worth 75) in four nights or a Command card (125) in five, and the chip is never used up. Since hotfix 1.0.0.5 a crate’s contents are fixed once you open it.

Dozens of open storage windows: a Furnace, Smuggler's Bays, expanded machine bays and storage bays full of fish, bottles, paper towels, knives and parts.
Official screenshot of a late-game store with many storage bays open. Crates and keycards take up inventory space until opened.

Crates and keycards

Crate Value Opens with
Medical Bay Supply Crate 200 Medical or Command
Security Department Evidence Locker 200 Security or Command
Security Department Supply Crate 200 Security or Command
Engineering Foundry Supply Crate 200 Engineering or Command
Service Department Supply Crate 175 Service or Command

If you own a locked crate, Dr. Jackson makes sure to stock a way to open it: the matching keycard or a Desequencer setup. James Bailey, a wanted criminal you let go, sells both Security crates. Unopened crates are locked containers, so inspectors do not search inside them.

Useful contents: Medical Bay crates and Evidence Lockers contain Chemical Supplies (Common) 75% of the time and (Restricted) 50%, the inputs for Phanta. Service crates hold a Water Filter 75% of the time and a HydraTech purifier 8%.

Cryptographic Desequencer

Sold by Dr. Jackson for 350; uses 10 energy a night and adds 33 progress. It is Mid-Level contraband itself.

Chip Chip value Progress Nights Makes Keycard value
Supply 200 75 3 Disposable Keycard (Supply) 40
Service 200 75 3 Disposable Keycard (Service) 40
Medical 250 100 4 Disposable Keycard (Medical) 75
Engineering 250 100 4 Disposable Keycard (Engineering) 75
Security 300 125 4 Disposable Keycard (Security) 100
Command 350 150 5 Disposable Keycard (Command) 125

A Performance Module (+16%) raises progress to 38 a night, so a Command card takes 4 nights. Any keycard works as input. Contraband levels matter: Supply and Service chips are Low-Level, Security chips High, and the Command chip is Critical-Level, which ends the run if an inspector finds it. Keep it in a Smuggler’s Bay; see inspections.

Scavenging the Dumping Grounds

After closing, pick the Dumping Ground on the after-hours map. You get 5 searches (Proficient Scavenger +2, Careful Scavenger −2 but never wounded), and anything you leave on the ground is lost. Going out costs one customer the next morning unless you have Short Sleeper.

Each search gives one item from a group: junk (most common), materials (Scrap Metal, Metal Screws, Basic Flux, filament, Wire, Gun Parts, Electronic Parts, Kotton Fabric), tools (Screwdriver, Wire Cutter, Module Extractor, Plasma Cutter, Disposable Turbo Booster, Crowbar), household goods, weapons, packed food or modules. Carrying a Screwdriver, Plasma Cutter or Wire Cutter finds 10% more Screws, Scrap Metal or Wire; a Scav Scanner gives a chance of double loot.

Search 1st 2nd 3rd 4th 5th
Minor wound 5% 6% 7% 8% 9%
Major wound 1% 1.25% 1.5% 1.75% 2%

A Flashlight halves both chances; a Fresh Dump raises them 25% (and makes junk 50% less likely). A wound ends that night’s searching. Untreated wounds have a 10% chance a night to worsen; a Basic Bandage stabilizes one immediately, and Hemostatic or Topical Medication Bandages also heal a little. Major wounds stop you leaving the store.

The Dumping Ground is also the only place that accepts Radioactive Waste. The first time you dump barrels there, Georgio brings them back the next day; dump them again and they stay gone.

Sources

  1. Probably Stolen Wiki: Cryptographic DesequencerChip progress, nights, keycard values and module effects.
  2. Probably Stolen Wiki: Supply CrateCrate list, values and the keycard each crate needs.
  3. Probably Stolen Wiki: ScavengingSearch counts, loot groups, wound chances and healing.
  4. Cumulative Update 1.0.0.12Desequencer output spills into the store when full; Russian and Polish Fresh Dump text corrected (injuries 25% more likely).
  5. Hotfix 1.0.0.5Opened crate contents are final once revealed; a sealed Current Converter no longer unlocks its nightly service.

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