Probably Stolen Chips and Goods: Base Values and Print Jobs
Compare Probably Stolen printer chips by job, batch, work and base value, plus desequencer chips and the material values each job consumes.
What does a printer chip actually do?
A chip is the job file the 3D Printer reads. It decides the base batch, the materials and the work; it does not decide quality, which comes from the ingot grade and your Quality total. The chip itself is not consumed by a job, so one purchase keeps running the same job for as long as you can feed it materials and power.
The table lists every printer chip with the job it selects, its base batch, its work cost, the materials consumed per batch and the chip’s own base value. Work is progress, not time: at base speed the printer gets through 24 work a night, so 36 work is two nights and 120 work is five. A dash under Extra module means the job needs no specialist module; every metal chip needs a Metal Printer Module, and the frames and Gun Parts need the CNC Module as well. Batch is what one run gives, and it is fixed for every chip except Gun Parts, which follows the ingot grade and steps 2 / 3 / 3 / 4 / 4 / 5 from Very Low to Perfect; the 3 listed here is what a Fair ingot yields.
24 of 24 rows
| Source | ||||||||
|---|---|---|---|---|---|---|---|---|
| Liberator pistol | 1 | 50 | 3 | 2 filament | — | 250 | Game data (1.0.0.2) | |
| Liberator pistol | 2 | 60 | 3 | 3 filament | — | 400 | Game data (1.0.0.2) | |
| .22 Magazine | 2 | 24 | 1 | 1 filament | — | 250 | Game data (1.0.0.2) | |
| Extended .22 Magazine | 2 | 48 | 2 | 3 filament | — | 350 | Game data (1.0.0.2) | |
| High Capacity .22 Magazine | 2 | 36 | 2 | 2 filament | — | 300 | Game data (1.0.0.2) | |
| 10mm Magazine | 2 | 36 | 2 | 3 scrap | Metal Printer Module | 300 | Game data (1.0.0.2) | |
| High Capacity 10mm Magazine | 1 | 48 | 2 | 2 scrap | Metal Printer Module | 350 | Game data (1.0.0.2) | |
| Extended 10mm Magazine | 1 | 60 | 3 | 3 scrap | Metal Printer Module | 400 | Game data (1.0.0.2) | |
| Makeshift Red Dot Sight | 4 | 20 | 1 | 1 filament + 1 common electronics | — | 200 | Game data (1.0.0.2) | |
| Red Dot Sight | 2 | 24 | 1 | 3 scrap + 1 common electronics | — | 300 | Game data (1.0.0.2) | |
| Toy Laser Pointer | 4 | 20 | 1 | 1 filament + 1 common electronics | — | 200 | Game data (1.0.0.2) | |
| Laser Sight | 2 | 24 | 1 | 2 scrap + 1 common electronics | — | 300 | Game data (1.0.0.2) | |
| Suppressor | 2 | 24 | 1 | 5 scrap | — | 300 | Game data (1.0.0.2) | |
| Box Cutter | 3 | 34 | 2 | 2 scrap + 1 filament | — | 150 | Game data (1.0.0.2) | |
| Kitchen Knife | 4 | 64 | 3 | 3 scrap + 1 filament | — | 200 | Game data (1.0.0.2) | |
| Hatchet | 4 | 75 | 4 | 4 scrap + 1 filament | — | 250 | Game data (1.0.0.2) | |
| Meat Cleaver | 4 | 82 | 4 | 5 scrap + 2 filament | — | 300 | Game data (1.0.0.2) | |
| Combat Knife | 5 | 98 | 5 | 2 metal ingots | Metal Printer Module | 380 | Game data (1.0.0.2) | |
| Combat Machete | 3 | 120 | 5 | 3 metal ingots | Metal Printer Module | 480 | Game data (1.0.0.2) | |
| Improved Internal Springs | 4 | 20 | 1 | 2 scrap | — | 150 | Game data (1.0.0.2) | |
| Gun Parts | 3 | 30 | 2 | 1 metal ingot | Metal Printer Module + CNC Module | — | Game data (1.0.0.2) | |
| Nestfire Compact Frame | 1 | 60 | 3 | 1 metal ingot | Metal Printer Module + CNC Module | — | Game data (1.0.0.2) | |
| Ironcraft 10 Frame | 1 | 70 | 3 | 1 metal ingot + 1 scrap | Metal Printer Module + CNC Module | — | Game data (1.0.0.2) | |
| Small Plastic Bottle | 6 | 10 | 1 | 1 filament | — | 100 | Game data (1.0.0.2) |
No matching rows. Try a different search.
Why can the same chip take a different number of nights?
Because the work figure is fixed and your speed is not. A Performance total in the printer’s bay adds work per night: the Combat Machete chip needs 120 work, which is five nights at base speed and four once the bay adds 25% Performance, which two 16% modules clear. A Computer Numerical Control Module moves the other way, taking 25% off speed for 25% more power, and every frame and Gun Parts job needs one: a 60-work frame that takes three nights at base speed needs four with the CNC fitted. The percentages and the fractional Quality rule are on the module table, and the machine’s 8 kJ draw is on the machine table.
The recipes and items table breaks the same jobs down per finished item and lists the materials each batch consumes.
Which chips pay back fastest?
The chip value is paid once; what repeats is the batch. Using base values only, a batch of three Combat Machetes is 555 credits of blades from 150 credits of ingots, so 405 credits per batch against a 480-credit chip. That chip is covered by the second batch and earns 81 credits a night over five nights.
The Extended 10 mm Magazine chip is the opposite case. Its three scrap are 30 credits, so a 50-credit magazine nets 20 credits a batch; the 400-credit chip therefore needs twenty batches, about 7 credits a night over the three nights each batch takes. Three comparisons worth carrying into the shop:
- The double pistol chip costs 400 against 250 for the single, but three filament and 60 work become two pistols: 44 credits net per batch and a payback of ten batches, against 16 credits and sixteen batches for the single.
- The four scrap melee chips sit between 150 and 300 credits; the metal ones cost 380 and 480. A Melee Batch module adds one more blade per job, so the net per batch grows without buying another chip.
- The six-bottle chip is the cheapest in the catalogue: 100 credits turns one filament into six empty bottles, about 12 credits net a night, but those bottles are containers — fill and treat them before they are worth selling.
Chip prices run from 100 to 480 credits and each one is paid once, so buy the chip for the job you can feed rather than the job with the best looking price. Every figure here is a base value, not the offer a buyer accepts; making money covers the gap between the two.
What do desequencer chips do?
These chips are not blueprints. Each one is a Contraband module that fits the Cryptographic Desequencer (350 credits, 9 cells) and writes one department’s permission onto a blank keycard. The chip stays installed after the job, so one purchase keeps producing that department’s cards as long as you supply blank cards and power.
6 of 6 rows
| Source | ||||||
|---|---|---|---|---|---|---|
| Disposable Keycard (Command) | 1 blank access card | 125 | 350 | Stays installed; one blank card becomes one keycard | Game data (1.0.0.2) | |
| Disposable Keycard (Engineering) | 1 blank access card | 75 | 250 | Stays installed; one blank card becomes one keycard | Game data (1.0.0.2) | |
| Disposable Keycard (Medical) | 1 blank access card | 75 | 250 | Stays installed; one blank card becomes one keycard | Game data (1.0.0.2) | |
| Disposable Keycard (Security) | 1 blank access card | 100 | 300 | Stays installed; one blank card becomes one keycard | Game data (1.0.0.2) | |
| Disposable Keycard (Service) | 1 blank access card | 40 | 200 | Stays installed; one blank card becomes one keycard | Game data (1.0.0.2) | |
| Disposable Keycard (Supply) | 1 blank access card | 40 | 200 | Stays installed; one blank card becomes one keycard | Game data (1.0.0.2) |
No matching rows. Try a different search.
Read the two value columns together, and remember that every card also consumes a 15-credit blank. The break-even count differs by department: a 125-credit Command card against a 350-credit chip takes four cards, an Engineering or Medical chip at 250 takes five, and the 200-credit Service and Supply chips making 40-credit cards take eight.
What are the common goods worth?
The materials a chip consumes have their own base values, and the gap between an input and the item it becomes is where a shopkeeper makes or loses credits.
6 of 6 rows
| Source | ||||
|---|---|---|---|---|
| 12 | Every plastic job in the printer | 1 to 3 per batch | Game data (1.0.0.2) | |
| 10 | 10 mm magazines, blades, sights, silencers and springs | 1 to 5 per batch | Game data (1.0.0.2) | |
| 33 | Sights and laser jobs | 1 per sight batch | Game data (1.0.0.2) | |
| 50 | Combat blades, frames and Gun Parts | 1 to 3 per batch | Game data (1.0.0.2) | |
| 15 | Furnace input that smelts into ingots | Furnace charges 1 or 2 | Game data (1.0.0.2) | |
| 15 | Desequencer input, one per keycard | 1 per card | Game data (1.0.0.2) |
No matching rows. Try a different search.
Two of these relationships matter more than the rest. Metal Ore at 15 is the richer Furnace charge: two ore are 30 credits and come out as a High-purity ingot worth 25% over the 50-credit base, while the scrap route is the cheap one, 20 credits of scrap into a Low-purity ingot worth 15% less than base. Electronic Parts at 33 is the most expensive input per unit. A Makeshift Red Dot Sight batch turns 45 credits of materials into 100 credits of sights in one night and covers its 200-credit chip in four nights. The gunsmith guide covers which chips need the metal line and which run on filament alone.
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