Probably Stolen module upgrades come down to three attributes: Quality, Performance and Efficiency. Across machines, Efficiency reduces energy draw, Performance increases output volume, and Quality raises the value or the grade of what the machine produces. Machines need an energy source and usually a container, and they live inside a machine bay.

Probably Stolen Module Guide: Quality, Performance, Efficiency

Each machine's own panel carries a note on the right explaining what each attribute does for that machine type, and on the furnace the increments are strict:

  • Quality raises the produced ingot by one purity stage for every 100%, and only multiples of 100 count. 99% Quality has no effect.
  • Performance has no effect on the furnace and can be ignored.
  • Efficiency changes the energy requirement by 1 per day for every 12.5%, and only multiples of 12.5 count. 12% Efficiency still needs 8 energy per day.

The furnace itself costs 200 credits and turns 2 materials — scrap metal or metal ore — into metal ingots at 8 energy per day. Its unique modules are Blast, which makes 3 materials into 2 ingots, and Junk Processing, which makes 6 junk into 4 scrap metal.

RecipeStandardWith Blast
Low purity2 scrap3 scrap
Fair purity1 scrap + 1 metal ore2 scrap + 1 metal ore
High purity2 metal ore1 scrap + 2 metal ore, or 3 metal ore

Purity values are low 42, fair 50, high 62, very high 75 and perfect 100. A Flux smelting agent improves a recipe's purity by one stage and is consumed — unless the furnace already has at least +100% Quality, which is +200% when the Blast module is fitted. With Blast fitted, the first +100% Quality is ignored.

The Chem Finisher is where those three attributes matter most day to day, and the chemical crafting page covers the run that depends on them.

Probably Stolen Machine Bay: What Every Machine Needs

A machine's slot layout is fixed and visible in its panel:

MachineSlots
Chem FinisherChem Module, Container, Output, Control Panel
EvaporatorBattery, Module, Container, Distillate
Heating PlateChem Module plus an Off, Low and High control
Cryptographic DesequencerPower Source, Modules, Chip Slot, Input, Output
Hydroponic SystemModule, Water, Seed Input, Produce Output

Energy cells recharge slowly, roughly 3 per night, and power bricks from Wild's Network give +4 charge per brick even while the brick sits inside a machine.

The first machine most shops plug in is a water machine, and the water purification page covers what it needs from a bay.

The machine bay is the storage and placement slot that holds machines. Machines can be placed inside a machine bay, and a power brick in the same bay still charges the machine next to it. The Hypertech Storage Bay is one of these bays, and the Chemist Storage Bay and Mini bay also appear in 1.0 builds.

The Chem Finisher panel showing its Chem Module, Container, Output and Control Panel slots, with the Chemist Storage Bay and a Smuggler's Bay open underneath the counter.
The Chem Finisher's four slots, with a machine bay in the same shot.

Where Machines Live And What Is Risky About It

Storage bays are also where contraband goes wrong. Hotfix 1.0.0.1 fixed items inside a Smuggler Bay being confiscated during inspections when the bay was sitting in the trash can, and, for the Mini Smuggler Bay, when it had been kept behind the poster. The same hotfix fixed the Hypertech Storage Bay being placeable inside smuggler bays.

Two achievements mark the machine endgame: Cranked to Eleven for reaching +250 Quality on any machine, and Industrious for owning 10 machines simultaneously at the start of a day.