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Patch 1.0.0.12

Update 1.0.0.12Reviewed

Machine modules: Performance, Efficiency, Quality and +250 Quality

Every module adds Performance, Efficiency and Quality to the machine it sits in, and the bay’s totals are summed. Performance is speed or output per night, Efficiency cuts energy use, Quality improves the product. Quality pays off only at thresholds: +100% for each Furnace purity step, +50% per Moisture Farm water grade, +100% for Pure Water from a purifier. Cranked to Eleven needs +250 Quality in one machine, which in practice means Neural Core Modules.

Furnace window with green circuit modules arranged in the module bay, scrap metal in the input and one metal ingot in the output.
Official screenshot, cropped: modules occupy cells in a Furnace's bay. Their shapes decide how many fit.

Module stats

Module Performance Efficiency Quality Value
Performance Module +16% — — 70
Efficiency Module — +16% — 70
Quality Module — — +8% 70
Overclock Module +36% −44% — 100
Eco Module −16% +32% — 100
Refinement Module −8% −15% +25% 100
Neural Core Module (Capped) +100% −100% +50% 250
Neural Core Module (Uncapped) +200% −100% +100% 1,500
Corrupted Module −8% −5% — 45

A standard bay has 26 usable cells in a 7×5 grid. A Module Bay Expansion Kit opens it to 31 cells, a second to 35. Kits do not work on the chemistry machines, which take only Chemical Equipment Modules. Modules are locked while a machine is working.

What each stat does per machine

Machine Performance Quality
Furnace Nothing One ingot purity step per full 100%
3D Printer Progress per night (24 base); +16% gives 27 Counts at a quarter: melee, frame and gun quality
Moisture Farm Water per night (850 ml base) +50% Basewater, +100% High-Quality, +150% Pure Water
Water Purifier Adds to the cleaning multiplier Maximum purity: 99.65% at +50%, 99.9% at +100%, 100% at +200%
Hydroponic System Half ratio, rounded down; needs +25% to gain a growth point Half ratio: harvest × (1 + Quality ÷ 200)
Evaporator Liquid removed per night (300 ml base) Share of vapour captured, up to 100%
Cryptographic Desequencer Progress per night (33 base) Nothing
Alarm System Chance to stop a burglar (50% base; +50% stops all) Nothing
Mirage Projector Quarter ratio: attractiveness Half ratio: attractiveness

Efficiency saves energy = base × Efficiency ÷ 100, rounded down, never below 1. On 4-energy machines (Water Purifier, Alarm) you need +25% before anything is saved; on 6-energy machines (Moisture Farm, Evaporator) +17%. At −100% a machine uses double energy.

Quality thresholds worth buying

  • Furnace: +100% per purity step. Thirteen Quality Modules would be needed, more than fit; four Refinement Modules (+100%) or one Uncapped Neural Core do it. A 4-credit Basic flux agent gives the same first step, and the two do not stack. See Furnace ingots.
  • Moisture Farm: a Capped Neural Core (+50% Quality, +100% Performance) doubles output and makes Basewater instead of Ghostwater. Negative Quality from any other module turns the water to Rustwater.
  • Water Purifier: +100% for Pure Water. See water purification.
  • Hydroponic System: +100% Quality means 1.5× harvest; extra Quality also makes Nutrifruit Huge from 96% health. See hydroponics.

Cranked to Eleven: +250 Quality

Quality only comes from Quality, Refinement, Neural Core and Evaporator Solvent Recovery modules. Combinations that reach exactly +250%:

Combination Quality Cost at base value Side effects
2 Uncapped Neural Cores + 2 Refinement 200 + 50 = 250 3,200 Efficiency −230%; Performance +384%
1 Uncapped + 3 Capped Neural Cores 100 + 150 = 250 2,250 Efficiency −400%
1 Uncapped + 2 Capped + 2 Refinement 100 + 100 + 50 = 250 2,200 Efficiency −330%
10 Refinement Modules 250 1,000 Needs space for ten modules

Whether a combination fits depends on the module shapes in the bay; a Module Bay Expansion Kit helps. The achievement’s condition names only the Quality total, so the energy penalty matters only if the machine also has to run that night. An Evaporator with the Solvent Recovery Module (+50%) needs only +200 from the others.

Stuck, Corrupted and Ruined modules

  • Stuck modules show Stuck. Requires a Module Extractor. Old machines from the Gunsmith and Hydroponic starter kits have some, and every Chemical Equipment Module sticks once installed. A Basic Module Extractor has 6 uses (Electronic Parts restore 4 but lower its maximum by 1); the Advanced extractor never wears out.
  • Corrupted Module + Electronic Parts (Common) → Performance Module 33%, Efficiency Module 22%, Quality Module 45%. A stuck Corrupted Module must be extracted first.
  • Glitched Modules in the old Hydroponic System give +15% Performance and −15% Efficiency.
  • Ruined Module + Screwdriver → Electronic Parts (Common), 3D Printing Filament and Junk. Overcharged modules have a 10% chance to become Ruined each use.

Power

Machines draw their nightly energy from an Energy Cell. Since update 1.0.0.12 tooltips list the machine under Required Energy when its power source will not cover the coming night, and the Nightly Report warns when the alarm’s cell cannot cover its draw. The Current Converter now counts as a Tool and, with Power Line Hijack, costs 15% less to run and keeps working in blackouts.

Sources

  1. Probably Stolen Wiki: ModulesStat formulas, ratios per machine, module stats and values, bay sizes and stuck modules.
  2. Probably Stolen Wiki: Corrupted Module and Ruined ModuleRepair odds and salvage.
  3. Steam achievements for Probably StolenCranked to Eleven: reach +250 Quality on any machine; 10.1% of players had it on 12 November.
  4. Cumulative Update 1.0.0.12Current Converter counts as a Tool; machine tooltips warn when the power source cannot cover the night.

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