Machine parts
Machine modules
Modules go in a machine's module bay and change its speed, power use and quality. Every module's Performance, Efficiency and Quality are added up.
- 7 cells
- Bay width
- 26, 31 or 35
- Usable cells
- 10
- Universal modules
- From day 21
- Random effects
Totals of all modules in the bay
- Performance
- Speed = base + base x Performance / 100
- Efficiency
- Power = base - base x Efficiency / 100, at least 1
- Quality
- Raises the quality of what the machine makes
Some machines count a stat at a fraction. The 3D Printer counts Quality at a quarter. The Mirage Projector counts Quality at a half and Performance at a quarter.
Negative Efficiency raises power use. Low power mode sets a machine's power use to 0.
Each machine takes universal modules plus its own type: printer, furnace, alarm, farm, DNA, evaporator or chemistry modules.
Module bay
The standard bay is 7 x 5 cells. At first the four corners and a plus shape in the middle are blocked: 26 usable cells.
26 cells. Corners and the middle plus blocked.
31 cells. Only the corners blocked.
All 35 cells open.
Standard machines: Alarm System, Cryptographic Desequencer, DNA Manipulator, Furnace, Hydroponic System, Moisture Farm, 3D Printer, Mirage Projector, Water Purifier, AgeWell.
Performance +16%. 70 Credits.
Efficiency +16%. 70 Credits.
Quality +8%. 70 Credits.
Performance +36%, Efficiency -44%. 100 Credits.
Performance -16%, Efficiency +32%. 100 Credits.
Performance -8%, Efficiency -15%, Quality +25%. 100 Credits.
Performance -8%, Efficiency -5%. 45 Credits. An Electronic Part turns it into a Performance (33%), Efficiency (33%) or Quality Module.
No stats. 30 Credits. A Screwdriver takes it apart into Electronic Parts, 3D Printing Filament and Junk.
Performance +100%, Efficiency -100%, Quality +50%. 250 Credits. High-Level Contraband. Engineering Foundry Supply Crates: 4% per crate. Smuggler barter.
Performance +200%, Efficiency -100%, Quality +100%. 1,500 Credits. Critical-Level Contraband. Hypertech Smuggler, one per visit at most.
Furnace. 3 inputs make 2 ingots, purity -1. Efficiency -100%.
Furnace. 6 Junk to 4 Scrap Metal on a night with no smelting.
3D Printer. Unlocks metal chips. Efficiency -50%.
3D Printer. Unlocks frame and Gun Parts chips. Performance -25%, Efficiency -25%.
3D Printer. +1 melee weapon per print. Performance -50%, Efficiency -50%.
Alarm System. +1 reputation per night with a chosen faction. Efficiency -50%.
Evaporator. Only Alcohol goes to the distillate. Efficiency -25%, Quality +50%.
Blender, Heating Plate, Chem Finisher. Improves all three. Once installed, only a Module Extractor removes it.
Hydroponic System and DNA Manipulator modules are on those machines' pages.
Each visit Dr. Jackson rolls for random modules: Performance, Efficiency and Quality 33% each, Overclock, Eco and Refinement 16% each, and a Node (Medium) 33%.
A random module gets a random shape. The shape changes its stats and its value.
Performance, Efficiency and Quality Modules
- L-shaped (25.74%)
- Stats x1, value x0.92
- T-shaped (24.75%)
- Stats x1, value x0.92
- C-shaped (24.75%)
- Stats x0.75, value x0.85
- Standard shape (24.75%)
- Stats x1, value x1
Overclock, Eco and Refinement Modules
- S-shaped (33.66%)
- Stats x1.25, value x1.15
- H-shaped (32.67%)
- Stats x1.25, value x1.15
- Standard shape (33.66%)
- Stats x1, value x1
From day 21, or from the start without the intro, a random module rolls 0 to 2 effects. A node always gets exactly one: Support Node.
Base stats x1.2. Costs more.
Base stats x0.8. Costs less.
+10% of its stats for each adjacent Node.
+20% of its stats while touching the top edge of the bay.
+20% of its stats while touching the left edge of the bay.
Stats x2. Each use has a 10% chance to ruin it.
Stats x2. Each use lowers every positive stat by 1.
Positive stats start at 0 and grow by 1 per use, up to twice the original.
Stats x1.25. Takes on 25% of the negative stats of adjacent modules.
Nodes only. Gets 20% of the stats of each adjacent module.
Learning Algorithm never comes with Degrading, Overcharged, Premium, Inferior or Negative Feedback. Premium and Inferior never come together. Use-based effects count each time the machine works.
Some machines come with modules stuck in the bay. A stuck module is worth 75% less. A Module Extractor frees it.
