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.
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.
22 of 22 rows
| Source | ||||||||
|---|---|---|---|---|---|---|---|---|
| Smelts scrap metal and ore into metal ingots | 8 kJ per smelt | One smelt per night | Metal Ingot; Scrap Metal from junk with the Junk Processing Module | Furnace modules; Blast trades purity for a second ingot | Ingots have a 50-credit base value that purity moves | 200 | Game data (1.0.0.2) | |
| Prints the job on the fitted recipe chip | 8 kJ | 24 work per night; nights left = work ÷ final speed, rounded up | Pistols, magazines, sights, suppressors, frames, blades and Gun Parts | Printer modules; Quality counts at a quarter | Metal chips also need the Metal Printer Module | 350 | Game data (1.0.0.2) | |
| Prints filled water bottles from power alone | 4 kJ small, 6 kJ standard, 11 kJ large | One bottle per print | Bottle of Water (Small, Standard and Large) | Standard bottles need 3 Electronic Parts (Common) fitted; large bottles need 9 | Bottle values are 4, 5 and 9 credits before water grade | 100 | Game data (1.0.0.2) | |
| Packages a dry mixture into the selected product | None | Immediate; press Output | Caffeine Pills, dusts, pills and injectors | Chemical Equipment Modules cut added contamination from 12% to 6, 3, 1, then 0% | Any water or alcohol left in the mixture blocks Output | 300 | Game data (1.0.0.2) | |
| Breaks crops into a mix for heating | None | Manual; press Start | Blended liquid in the attached container | Loss runs 35% with no Chemical Equipment Module, then 20, 10, 5 and 0% | The container holds the result; the machine is not a container | 200 | Game data (1.0.0.2) | |
| Holds a mix at a set temperature | None | Manual; heats while it runs | Heated liquid ready for extraction | One Chemical Equipment Module fixes 160 °C; two or more allow 26 to 160 °C | With no module the plate stops at 99 °C | 250 | Game data (1.0.0.2) | |
| Removes water, alcohol and lipobond agent overnight | 6 kJ | Up to 300 ml per night | Dry mixture; the removed liquid collects in a second container | Evaporator modules; Solvent Recovery takes only solvent at +50% quality and +25% power | A large batch can take more than one night | 300 | Game data (1.0.0.2) | |
| Grows crops from seeds, spores or beans | 8 kJ | Speed 8; harvest after the crop's grow time | Nutrifruit, Kotton Fiber, Dream Cap, Coffee Beans, Fillerweed, Bloomberry, Hydroreed | Hydroponic modules; Performance and Quality count at half | Tank minerals, plant health and modules change the harvest | 300 | Game data (1.0.0.2) | |
| Writes traits to disks and installs them in seeds | 12 kJ | Speed 10 | DNA Data Disk; a seed with one rank more of the disk's trait | Performance and Quality count at half; the Genetic Stabilizer Module saves the donor | Installation can fail and destroy the seed | — | Game data (1.0.0.2) | |
| Removes contaminants from a container of water | 4 kJ | One batch per night | Cleaner water at a higher grade | Quality sets the maximum purity; Performance sets nightly removal below it | 300 credits before 1.0.0.5; dirtier water is cleaned faster | 250 | Official patch | |
| Condenses drinking water out of the air | 6 kJ | 850 ml per night | Water by grade | Performance raises the volume, Quality raises the grade | Each extra farm running that night lowers every farm's output; 350 credits since 1.0.0.2 | 350 | Official patch | |
| Ages bottled wine faster | 24 kJ | Adds one day of age per cycle | Older Bloomberry wine | Performance and Efficiency count at half; every 125 Quality adds another day | Age adds 3 credits per day to the Homebrew base value | 350 | Game data (1.0.0.2) | |
| Chills drinks for a value bonus | 2 kJ | Chill Zone or Freeze Zone | Chilled drinks at +20%, frozen goods at +25% | No module bay; Scrap Metal upgrades the unit | Wine and opened water do not chill; ice cream and Nudka read best in the Freeze Zone | 150 | Game data (1.0.0.2) | |
| Cuts livestock and fish into saleable portions | None | Mark stock during the day, collect the tray next morning | Raw Meat, Morsels, fish fillets, Tilapia Skin Graft, caviar | No module bay | Portions follow weight; a sick rat counts 75% of its weight | 400 | Game data (1.0.0.2) | |
| Houses rats and other livestock | None | Animals eat, grow and breed while the shop is shut | Live animals; Animal Feces for the Cleaner Robot | No module bay | Scrap Metal repairs a damaged cage | 250 | Game data (1.0.0.2) | |
| Collects Animal Feces from cages | None | Cleans during the night; a manual mode runs by day | Animal Feces in its own storage | Fitting Electronic Parts (Common) adds an incinerator that burns the stored feces | Feces have no base value, so the robot saves space rather than earning credits | 250 | Game data (1.0.0.2) | |
| Turns food into stored calories for a cage or tank | None | Animals and fish are butchered or filleted first, then turned into calories | Stored calories, up to 40,000 kcal | No module bay | Check the calorie store before leaving a herd or tank unattended | 300 | Game data (1.0.0.2) | |
| Writes blank keycards with a desequencer chip | 10 kJ | Speed 33 | Disposable keycards for each access level | Universal modules | The chip survives the job and can be reused | 350 | Game data (1.0.0.2) | |
| Holds, feeds and breeds fish | 5 kJ and up | Fertilized roe hatches into fry over several nights | Roe, fry and mature fish | No module bay | Circulation, water quality and species needs decide whether the stock survives | — | Game data (1.0.0.2) | |
| Warns of a burglary after closing | 4 kJ | Arms after closing | A 51% chance to stop a burglary | Alarm modules; the Transmitter Module names the faction it alerts | Sending the alarm twice to the same faction adds nothing | 150 | Game data (1.0.0.2) | |
| Raises shop attractiveness for the next day | 16 kJ | Charges overnight and shows the following day | +100 attractiveness | Performance counts at a quarter, Quality at half | Check the charge and the next morning's displayed value | 400 | Game data (1.0.0.2) | |
| Sells stocked items while the shop is closed | 2 kJ | Sells items overnight | Credits from the stock you load | No module bay | Network upgrade priced at 1,200 credits on Cozy and Normal | — | Game data (1.0.0.2) |
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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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