Store equipment
Machines
Machines in Probably Stolen work overnight. Powered machines draw their power each night from the energy cell in their battery slot.
Store and security
4 kJ. 51% chance to stop a burglary. Dr. Jackson: 66% per visit while you own none.
16 kJ. +100 attractiveness the next day. Dr. Jackson from day 10.
2 kJ. Sells items overnight. Network upgrade, 1,200 Credits.
2 kJ. Sells water overnight. Network upgrade, 1,200 Credits.
Power
Powers the store. Comes with the Makeshift Reactor perk.
Charges cells 3 kJ per night. Dr. Jackson: 66% per visit while you own none.
Charges neighbours 2 kJ per night. Dr. Jackson: 75% per visit.
Machine power for 1.5 Credits per kJ. Dr. Jackson: every visit.
Water, wine and chemistry
4 kJ. Cleans water overnight. Dr. Jackson with Water Trading.
6 kJ. 850 mL water per night. Dr. Jackson with Water Trading.
4 to 11 kJ per bottle. Dr. Jackson with Water Trading.
2 kJ. Chills drinks overnight. Dr. Jackson: always while you own none.
24 kJ. Ages BloomBerry Wine. Dr. Jackson with the Retired Winemaker upgrade.
6 kJ. Up to 300 mL per night. Retired Chemist, Retired Water Merchant.
No power. Retired Chemist.
No power. Retired Chemist.
No power. Retired Chemist.
Animals and fish
No power. Retired Rat Rancher, Ranching kit.
No power. Retired Rat Rancher, Dr. Jackson with Aquaculture.
No power. Dr. Jackson with Ranching or Aquaculture.
5 kJ and up. Aquaculture kit, Dr. Jackson.
No power. Collects Animal Feces. Retired Rat Rancher.
No power. Catches rats. Dr. Jackson: 5% per visit.
The night
Machines work in a set order every night, after the store closes.
Night order
- 1
- The makeshift reactor loses integrity
- 2
- Store power turns on or off
- 3
- Alarm Systems arm, PowerBlocs charge
- 4
- Nightly services are paid
- 5
- Hoppers with run order 1 to 5
- 6
- Machines run
- 7
- Hoppers with run order 6 to 10
- 8
- Hoppers with run order 11 to 15
A machine with speed adds it to the job each night. A job takes work / speed nights, rounded up.