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Probably Stolen Tools & Reference Tables

Probably Stolen Machines: Power, Outputs and Night Rules

Compare Probably Stolen machines by power draw, overnight output and module needs, from the Furnace and 3D Printer to the lab, water and farm equipment.

10/30/2026 1.0.0.5 Last updated: 10/30/2026 4 min read

Which machines work while the shop is closed?

Machines run after closing, and each one takes its power from the cell in its own power-source slot: a machine without a charged cell simply does not finish its job.

Power is what the machine takes from its cell to finish one job. A machine marked None works by hand or from the container it is attached to. Overnight is the work that happens per night, which is what a job duration is measured against. Value is the machine’s base credit value, not the price at every visit. Notes holds the caveat that changes how the unit is used: a second Moisture Farm lowers every farm’s output that night, and the Fridge will not chill wine or opened water.

Machines by role, power draw and overnight output
Source
FurnaceSmelts scrap metal and ore into metal ingots8 kJ per smeltOne smelt per nightMetal Ingot; Scrap Metal from junk with the Junk Processing ModuleFurnace modules; Blast trades purity for a second ingotIngots have a 50-credit base value that purity moves200Game data (1.0.0.2)
3D PrinterPrints the job on the fitted recipe chip8 kJ24 work per night; nights left = work ÷ final speed, rounded upPistols, magazines, sights, suppressors, frames, blades and Gun PartsPrinter modules; Quality counts at a quarterMetal chips also need the Metal Printer Module350Game data (1.0.0.2)
Bottle PrinterPrints filled water bottles from power alone4 kJ small, 6 kJ standard, 11 kJ largeOne bottle per printBottle of Water (Small, Standard and Large)Standard bottles need 3 Electronic Parts (Common) fitted; large bottles need 9Bottle values are 4, 5 and 9 credits before water grade100Game data (1.0.0.2)
Chem FinisherPackages a dry mixture into the selected productNoneImmediate; press OutputCaffeine Pills, dusts, pills and injectorsChemical Equipment Modules cut added contamination from 12% to 6, 3, 1, then 0%Any water or alcohol left in the mixture blocks Output300Game data (1.0.0.2)
BlenderBreaks crops into a mix for heatingNoneManual; press StartBlended liquid in the attached containerLoss runs 35% with no Chemical Equipment Module, then 20, 10, 5 and 0%The container holds the result; the machine is not a container200Game data (1.0.0.2)
Heating PlateHolds a mix at a set temperatureNoneManual; heats while it runsHeated liquid ready for extractionOne Chemical Equipment Module fixes 160 °C; two or more allow 26 to 160 °CWith no module the plate stops at 99 °C250Game data (1.0.0.2)
EvaporatorRemoves water, alcohol and lipobond agent overnight6 kJUp to 300 ml per nightDry mixture; the removed liquid collects in a second containerEvaporator modules; Solvent Recovery takes only solvent at +50% quality and +25% powerA large batch can take more than one night300Game data (1.0.0.2)
Hydroponic SystemGrows crops from seeds, spores or beans8 kJSpeed 8; harvest after the crop's grow timeNutrifruit, Kotton Fiber, Dream Cap, Coffee Beans, Fillerweed, Bloomberry, HydroreedHydroponic modules; Performance and Quality count at halfTank minerals, plant health and modules change the harvest300Game data (1.0.0.2)
DNA ManipulatorWrites traits to disks and installs them in seeds12 kJSpeed 10DNA Data Disk; a seed with one rank more of the disk's traitPerformance and Quality count at half; the Genetic Stabilizer Module saves the donorInstallation can fail and destroy the seed—Game data (1.0.0.2)
Water PurifierRemoves contaminants from a container of water4 kJOne batch per nightCleaner water at a higher gradeQuality sets the maximum purity; Performance sets nightly removal below it300 credits before 1.0.0.5; dirtier water is cleaned faster250Official patch
Moisture FarmCondenses drinking water out of the air6 kJ850 ml per nightWater by gradePerformance raises the volume, Quality raises the gradeEach extra farm running that night lowers every farm's output; 350 credits since 1.0.0.2350Official patch
AgeWellAges bottled wine faster24 kJAdds one day of age per cycleOlder Bloomberry winePerformance and Efficiency count at half; every 125 Quality adds another dayAge adds 3 credits per day to the Homebrew base value350Game data (1.0.0.2)
FridgeChills drinks for a value bonus2 kJChill Zone or Freeze ZoneChilled drinks at +20%, frozen goods at +25%No module bay; Scrap Metal upgrades the unitWine and opened water do not chill; ice cream and Nudka read best in the Freeze Zone150Game data (1.0.0.2)
Auto ButcherCuts livestock and fish into saleable portionsNoneMark stock during the day, collect the tray next morningRaw Meat, Morsels, fish fillets, Tilapia Skin Graft, caviarNo module bayPortions follow weight; a sick rat counts 75% of its weight400Game data (1.0.0.2)
Animal CageHouses rats and other livestockNoneAnimals eat, grow and breed while the shop is shutLive animals; Animal Feces for the Cleaner RobotNo module bayScrap Metal repairs a damaged cage250Game data (1.0.0.2)
Cleaner RobotCollects Animal Feces from cagesNoneCleans during the night; a manual mode runs by dayAnimal Feces in its own storageFitting Electronic Parts (Common) adds an incinerator that burns the stored fecesFeces have no base value, so the robot saves space rather than earning credits250Game data (1.0.0.2)
Livestock Feed DispenserTurns food into stored calories for a cage or tankNoneAnimals and fish are butchered or filleted first, then turned into caloriesStored calories, up to 40,000 kcalNo module bayCheck the calorie store before leaving a herd or tank unattended300Game data (1.0.0.2)
Cryptographic DesequencerWrites blank keycards with a desequencer chip10 kJSpeed 33Disposable keycards for each access levelUniversal modulesThe chip survives the job and can be reused350Game data (1.0.0.2)
Recirculating Aquaculture SystemHolds, feeds and breeds fish5 kJ and upFertilized roe hatches into fry over several nightsRoe, fry and mature fishNo module bayCirculation, water quality and species needs decide whether the stock survives—Game data (1.0.0.2)
Alarm SystemWarns of a burglary after closing4 kJArms after closingA 51% chance to stop a burglaryAlarm modules; the Transmitter Module names the faction it alertsSending the alarm twice to the same faction adds nothing150Game data (1.0.0.2)
Mirage ProjectorRaises shop attractiveness for the next day16 kJCharges overnight and shows the following day+100 attractivenessPerformance counts at a quarter, Quality at halfCheck the charge and the next morning's displayed value400Game data (1.0.0.2)
Vending MachineSells stocked items while the shop is closed2 kJSells items overnightCredits from the stock you loadNo module bayNetwork upgrade priced at 1,200 credits on Cozy and Normal—Game data (1.0.0.2)

How is power charged to each machine?

Power is charged per finished job, not per hour. A Furnace pays 8 kJ per smelt and smelts once a night; a Bottle Printer pays by the bottle, from 4 kJ for a small bottle to 11 kJ for a large one. The same nominal draw therefore costs very different amounts depending on how often the machine runs.

Three things reduce the bill: an Efficiency total in the bay, a low power mode setting the machine’s draw to zero, and a Current Converter that pays a machine’s power in credits at 1.5 credits per kJ instead of draining a cell. The formulas and the charging equipment are in power, batteries and machine modules; the percentages that produce a given Efficiency total are in the module table.

Which machine starts each production chain?

The machines form six chains, and each chain only pays once its last machine is running.

  • Metal: the Furnace turns scrap or ore into ingots, then the 3D Printer runs metal chips once a Metal Printer Module is fitted, turning ingots and scrap into magazines, blades, frames and Gun Parts; frames and Gun Parts also need the CNC Module. See gunsmith; the chips and goods table lists which chip selects which job, and what the chip adds to the bill.
  • Water: the Moisture Farm condenses water, the Water Purifier cleans a container of it, and the Bottle Printer packages it for sale. See water purification.
  • Chemistry: the Blender breaks the crop, the Heating Plate holds a temperature, the Evaporator removes water and alcohol overnight, and the Chem Finisher packages the dry result. See chemistry.
  • Farming: the Hydroponic System grows the crop, and the DNA Manipulator edits the seed that goes back into it. See hydroponics.
  • Wine: the bottle ferments on its own, and an AgeWell adds a day of age per cycle. See winemaking.
  • Animals: a cage or tank holds the stock, a feed dispenser stores calories, and an Auto Butcher cuts portions. See rat ranching and aquafarming.

Store equipment sits outside those chains: the Alarm System, Mirage Projector and Vending Machine all draw power while the shop is shut. Shop management covers where they earn their space, and after hours covers the nightly routine.

What does a machine’s value actually pay for?

A machine’s value is what the unit is worth as goods, and it decides what its parts are worth when the unit is wrecked. A Screwdriver takes the metal screws and a Wire Cutter takes the wire, each for about a third of the machine’s value; a Plasma Cutter takes the scrap and destroys the frame. That makes a ruined machine worth checking before it is sold for scrap metal.

The value also rises with upgrades. A Module Bay Expansion Kit adds 100 credits to the value of the machine it is used on. Values here are base credits, before any trading modifiers a customer adds at the counter.

Which machine should you buy first?

Buy the machine that completes a chain you can already feed. A Furnace alone earns little; a Furnace plus a printer with a chip turns scrap into magazines and sights that sell for more than the metal. A Water Purifier or Moisture Farm earns from the water already on your shelf, which is why the water guide treats them as the first upgrade for most runs.

Leave the chemistry set until you own the whole chain: the Blender, Heating Plate, Evaporator and Chem Finisher only pay as a group, and the Evaporator needs a charged cell every night. The money guide compares those equipment costs with rent; the perk table lists the starting kits that hand you a chain on day one.

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