If you are playing Probably Stolen, machines can make a big difference to how efficiently you manage your shop, process materials, and handle different tasks. However, every machine works differently, and you need to understand its energy costs, upgrades, and module effects before spending your credits.
In this post, we will tell you about the machines available in Probably Stolen, including their prices, what they do, how much energy they use, and which upgrades you can install. I’ll also explain the important details of machines like the Furnace, Moisture Farm, Water Purifier, Fridge, and Advanced Turbo Charger so you can understand how to use them.
Whether you are just starting out or trying to improve your existing setup, this guide will help you compare machines and make better decisions. Keep in mind that some details may be missing from version 1.0, so treat this as a practical reference rather than a guarantee that every value is complete.
Probably Stolen Machinery Guide – Prices, Uses, Upgrades
Here is a quick overview of the machines covered in this guide.
| Machine | Price | Main use | Base energy use |
|---|---|---|---|
| Furnace | 200 credits | Produces metal ingots and processes junk | 8 energy/day |
| Moisture Farm | 225 credits | Produces ghostwater | 4 energy/day |
| Water Purifier | 300 credits | Removes contaminants from water | 5 energy/day |
| Mirage Projector | 400 credits | Improves the next day’s store attractiveness | 16 energy/day |
| Alarm System | 150 credits | Helps prevent theft | 4 energy/day |
| Cryptographic Desequencer | 350 credits | Produces disposable keycards | 10 energy/day |
| AgeWell | 350 credits | Ages wine overnight | 24 energy/day |
| Bottle Printer | 100 credits | Produces water containers | Varies by operation |
| Fridge | 100 credits | Chills or freezes compatible items | 2 energy/day |
| Cleaner Robot | 250 credits | Collects animal feces | 4 energy/operation |
| Aug Scanner | 200 credits | Checks whether a customer is an aug | 25 energy/operation |
| Recharger | 150 credits | Charges batteries stored inside it | 3 energy/day |
| PowerBloc | 200 credits | Charges nearby batteries | 2 energy/day |
| Advanced Turbo Charger | 300 credits | Gives another machine an extra operation | 5 energy/day |
The energy figures above are the base values described in the source material. Some machines have upgrades or modules that can change their output, performance, or energy consumption.
Furnace – 200 Credits
The Furnace turns scrap metal and metal ore into metal ingots. Its base energy consumption is 8 energy per day, so you should consider its operating cost when planning your production.
It also supports two unique modules that change how it works.
Furnace modules
- Blast: Uses three materials to produce two metal ingots.
- Junk Processing: Converts six junk into four scrap metal. Quality does not affect this module’s output.
You can also use a Flux Smelting Agent in a recipe to improve the resulting ingot’s purity by one stage. The agent will not be consumed if the Furnace has at least +100% quality, or +200% quality when using the Blast module.
Standard Furnace recipes
| Ingredients | Resulting purity |
|---|---|
| 2 scrap metal | Low |
| 1 scrap metal + 1 metal ore | Fair |
| 2 metal ore | High |
Blast recipes
| Ingredients | Resulting purity |
|---|---|
| 3 scrap metal | Low |
| 2 scrap metal + 1 metal ore | Fair |
| 1 scrap metal + 2 metal ore | High |
| 3 metal ore | High |
One important detail: when the Blast module is installed, the first +100% quality is ignored.
Ingot purity values
The Furnace has five purity stages, each with its own value.
| Purity | Value |
|---|---|
| Low | 42 |
| Fair | 50 |
| High | 62 |
| Very High | 75 |
| Perfect | 100 |
How Furnace modules affect production
Quality: Every full 100% quality improves the ingot’s purity by one stage. Only complete 100% increments count, so 99% quality does not improve purity.
Performance: Performance has no effect on Furnace production according to the supplied information, so you can ignore it when planning this machine.
Efficiency: Every full 12.5% efficiency changes energy consumption by one energy. For example, 12% efficiency is not enough to reduce the base cost of 8 energy per day.
Moisture Farm – 225 Credits
The Moisture Farm produces source water, known as ghostwater. You need a water container for the machine to work.
Its base production rate is 1,000 ml of ghostwater for 4 energy per day. Its quality and performance upgrades can affect the water you produce and the amount you receive after filtering.
How Moisture Farm modules work
- Quality: Every full 50% quality changes the quality of the water produced. At 49%, the farm still produces ghostwater without reaching the next quality threshold.
- Performance: Every 1% performance adds or subtracts 10 ml from the volume produced.
- Efficiency: Every full 25% efficiency changes energy consumption by one energy. At 24%, the machine still uses 4 energy per day.
Water quality and filtering results
The following figures describe the results after basic filtering in a pitcher. The source also provides alternative ranges when you use UV treatment before filtering.
At 0% quality
After basic filtering, there is a 25% chance that the water becomes basewater and a 75% chance that it becomes high-quality water. If you use UV treatment before filtering, the chances are 24% and 76%, respectively.
If you collect the farm’s water in one container over five days, you will almost always end up with five days’ worth of high-quality water. The source notes that any basewater you receive can have a very high percentage.
- Basic filtering: approximately 972–986 ml.
- UV treatment before filtering: approximately 982–991 ml.
At 50% quality
Basic filtering will always result in high-quality water.
- Basic filtering: approximately 993–996.5 ml.
- UV treatment before filtering: approximately 995.5–997.75 ml.
At 100% quality
After basic filtering, there is a 74.16% chance that the water remains high-quality with a higher percentage and a 25.83% chance that it becomes pure water. With UV treatment before filtering, the chances are 74.13% and 25.86%.
- Basic filtering: approximately 993–999.3 ml.
- UV treatment before filtering: approximately 995.5–999.55 ml.
At 150% quality
At 150% quality, the water does not need to be filtered. It will always result in pure water according to the supplied guide.
Water Purifier – 300 Credits
The Water Purifier removes contaminants from water bottles. It can also improve water quality beyond what is possible with normal methods.
The machine works on each contaminant separately. The type and concentration of a contaminant determine how quickly it is converted, and each contaminant has a maximum concentration it can reach. Once the machine reaches the relevant minimum concentrations for all contaminant types, conversion stops.
Water Purifier conversion rates
The following table shows the base amount converted per day, depending on the contaminant’s concentration.
| Contaminant concentration | Heavy metal | Chemical contaminant | Microbes, organic waste, physical contaminants, minerals | Microplastics | Insoluble debris | Plant matter and other listed substances |
|---|---|---|---|---|---|---|
| Above 50% | 40 ml | 60 ml | 100 ml | 50 ml | 120 ml | 80 ml |
| 25–50% | 30 ml | 45 ml | 75 ml | 37.5 ml | 90 ml | 60 ml |
| 15–25% | 20 ml | 30 ml | 50 ml | 25 ml | 60 ml | 40 ml |
| 8–15% | 10 ml | 15 ml | 25 ml | 12.5 ml | 30 ml | 20 ml |
| 4–8% | 4 ml | 6 ml | 10 ml | 5 ml | 12 ml | 8 ml |
| Below 4% | 2 ml | 3 ml | 5 ml | 2.5 ml | 6 ml | 4 ml |
The final column includes plant matter, dream cap extract, alcohol, caffeine, Fanta, acid, and base, as listed in the source.
Maximum contaminant concentrations
These are the maximum concentrations specified for each contaminant.
| Contaminant | Maximum concentration |
|---|---|
| Heavy metal | 0.25% |
| Organic waste | 0.10% |
| Microplastic | 0.18% |
| Microbe | 0.09% |
| Chemical contaminant | 0.16% |
| Physical contaminant | 0.07% |
| Mineral | 0.07% |
| Insoluble debris | 0.0% |
Water Purifier quality thresholds
Quality affects the minimum concentration of contaminants that the machine cannot convert. Higher quality lets the purifier reduce those remaining concentrations further.
| Quality | Effect on minimum contaminant concentration |
|---|---|
| 0% | Uses the base minimum concentration values |
| 50% | Divides the minimum concentrations by 3 |
| 75% | Divides the minimum concentrations by 5 |
| 100% | Divides the minimum concentrations by 12.5 |
| 200% | Sets the minimum concentration to 0% for all contaminant types |
Negative quality has no effect.
If you use a basic water source, such as water from traders, a tap, or the Moisture Farm, you need at least 100% quality to reach pure water. If you filter the water in a pitcher first, 75% quality is enough according to the guide.
For example, imagine your water contains heavy metals and chemical contaminants, and your purifier has 75% quality. The maximum concentrations are 0.25% for heavy metals and 0.16% for chemicals. Together, that is 0.41%. Dividing by five gives 0.082 percentage points, leaving a maximum purity of approximately 99.92%.
Performance and efficiency
Performance: Each 1% performance adds or subtracts an amount based on 0.01 multiplied by the volume converted in the above-4% concentration bracket. This applies to each contaminant regardless of its total concentration.
For example, at 102% performance, water containing only chemicals and heavy metals would have an additional 5.1 ml removed according to the source’s calculation.
Efficiency: Every full 20% efficiency changes energy consumption by one energy. At 19% efficiency, the purifier still requires 5 energy per day.
Mirage Projector – 400 Credits
The Mirage Projector increases your store’s attractiveness for the following day. It adds its own attractiveness percentage to the next day’s store attractiveness value.
In its base form, it provides 100% attractiveness and consumes 16 energy per day. For example, a projector with 100% attractiveness adds 100 points to the next day’s value.
Mirage Projector modules
- Quality: Each 1% quality adds or subtracts 1% attractiveness.
- Performance: Each 1% performance adds or subtracts 1% attractiveness.
- Efficiency: Every full 6.25% efficiency changes energy consumption by one energy. The source notes that the relevant threshold is rounded up, so 6% efficiency is not enough to reduce the 16-energy cost.
The original information warns that the quality and performance ratios may be incorrect, so keep that in mind when calculating an optimized setup.
Alarm System – 150 Credits
The Alarm System gives you a chance to prevent a theft that occurs during the night. Its base energy consumption is 4 energy per day.
It also supports a unique module called the Alarm Transmitter, which gives you a +1 reputation bonus with a selected faction at the end of the night.
Alarm Transmitter factions
You can right-click the transmitter and change the selected faction. The available choices are:
- Security
- Black Market
- Upper Levels
- Revolution
Only one transmitter per faction will work, so adding multiple transmitters for the same faction will not stack their effects.
Alarm System modules
- Quality: Not applicable.
- Performance: Each 1% performance adds 1% theft-prevention chance. At +50% performance, the source says thefts will be prevented entirely.
- Efficiency: Every full 25% efficiency changes energy consumption by one energy. At 24%, the machine still uses 4 energy per day.
Cryptographic Desequencer – 350 Credits
The Cryptographic Desequencer is used to produce disposable keycards. To operate it, you need to insert a chipset and a keycard. The keycard can be blank or can already be a card type, such as a medical keycard.
The machine adds work to the inserted keycard each day. Once the required work is complete, it exchanges that card for a disposable keycard of the type selected by the chipset.
Its base production is 33 work per day, and it consumes 10 energy per day.
Chipset work requirements
| Keycard type | Required work |
|---|---|
| Service | 75 |
| Supply | 75 |
| Engineering | 100 |
| Medical | 100 |
| Security | 125 |
| Command | 150 |
Performance thresholds
The following performance values are the listed breakpoints for completing keycards in fewer days.
| Performance | Completion time described in the source |
|---|---|
| 4% | 100-work card in 3 days |
| 16% | 75-work card in 2 days; 150-work card in 4 days |
| 28% | 125-work card in 3 days |
| 52% | 100-work card in 2 days; 150-work card in 3 days |
| 90% | 125-work card in 2 days |
| 128% | 75-work card in 1 day; 150-work card in 2 days |
| 204% | 100-work card in 1 day |
| 279% | 125-work card in 1 day |
| 355% | 150-work card in 1 day |
Quality has no effect on this machine.
Efficiency: Every full 10% efficiency changes energy consumption by one energy. At 9% efficiency, the machine still requires 10 energy per day.
AgeWell – 350 Credits
AgeWell is designed for aging wine. Every wine bottle placed inside ages by an additional day each night. It does not work on fermentation, so you should use it for aging rather than expecting it to speed up that process.
The machine consumes 24 energy per day in its base form.
AgeWell modules
- Quality: Every full 125% quality gives the wine inside another day of aging. Only complete 125% increments count.
- Performance: Every 8.33% performance changes energy consumption by one energy. The threshold is rounded up, so 8% performance does not reduce the base energy cost.
- Efficiency: Every 8.33% efficiency changes energy consumption by one energy. Unlike the other machines described here, even a small increase can matter: the source says that 1% efficiency reduces the cost to 23 energy per day.
Bottle Printer – 100 Credits
The Bottle Printer produces containers in different sizes. The size you can print depends on which upgrades you have purchased.
| Bottle size | Energy per operation | Requirement |
|---|---|---|
| 450 ml | 4 energy | Available by default |
| 750 ml | 6 energy | First upgrade |
| 2 litres | 11 energy | Second upgrade |
Bottle Printer upgrades
You can upgrade the Bottle Printer using Electronic Parts.
- First upgrade: Costs 3 Electronic Parts and unlocks 750 ml containers.
- Second upgrade: Costs another 6 Electronic Parts, bringing the total cost to 9, and unlocks 2-litre containers.
If you need larger containers regularly, remember to include the upgrade cost and higher energy consumption in your planning.
Fridge – 100 Credits
The Fridge chills or freezes compatible items overnight. Its base energy consumption is 2 energy per day.
It has two separate inventory areas: a chill zone measuring 5 × 2 spaces and a freeze zone measuring 3 × 2 spaces.
How the Fridge works
- Chill zone: Compatible items left here overnight receive the Chilled label.
- Freeze zone: Items that can be frozen receive either the Frozen or Ice Cold label. Items that cannot be frozen but can be chilled receive the Chilled label instead.
- Label duration: Items lose their temperature label if they remain outside the fridge for the night.
The price modifiers listed in the source are:
| Label | Price modifier |
|---|---|
| Frozen | +25% |
| Ice Cold | +25% |
| Chilled | +20% |
Items that can be chilled
The following items are listed as chillable:
- Red Imp Beer
- Red Imp Beer Case, including its contents
- Pilk
- Puice
- Energy Drinks
- Soda
- Nudka
- Water Ration
- Small Water Ration
- Spring Water
Items that can be frozen
- Nudka, which becomes Ice Cold
- Ice Cream, which becomes Frozen
Wine and water containers are not valid Fridge items according to the supplied guide.
Fridge upgrades
The Fridge can be upgraded using up to 7 Scrap Metal and up to 7 Electronic Parts.
Scrap Metal upgrades: Each Scrap Metal adds another line to the internal inventory, giving you 8 additional spaces: 5 in the chill zone and 3 in the freeze zone. However, each one also increases daily energy consumption by 3.
Electronic Parts upgrades: Each Electronic Part reduces daily energy consumption by 2, down to a minimum of 2 energy per day.
If you plan to expand the Fridge’s storage, remember that Scrap Metal increases capacity but also increases its energy requirements. Electronic Parts can help offset those costs.
Cleaner Robot – 250 Credits
The Cleaner Robot collects animal feces from the inventory it is in and moves it into its internal storage. It works during the night, but you can also double-click it to activate it manually.
Each operation consumes 4 energy.
Cleaner Robot upgrade
You can install one Electronic Part to unlock Incinerator Mode. After installing the upgrade, right-click the Cleaner Robot to turn the mode on or off.
When Incinerator Mode is active, the machine uses 8 energy per day and destroys any feces in its inventory after activation instead of keeping them for storage.
The Cleaner Robot does not support additional modules.
Aug Scanner – 200 Credits
The Aug Scanner lets you check whether your current customer is an aug. To use it, double-click the machine.
Each scan consumes 25 energy per operation, so it is worth considering the energy cost when deciding when to use it.
The Aug Scanner does not support modules.
Recharger – 150 Credits
The Recharger charges batteries stored inside it. However, it only works if your power bill has been paid for the night.
Its base charging rate is 3 energy per day. With the Wilds upgrade, that rate doubles to 6 energy per day.
The Recharger does not support modules, so its listed upgrade to charging speed comes from the Wilds upgrade rather than a machine module.
PowerBloc – 200 Credits
The PowerBloc charges batteries that are touching it, along with batteries stored inside machines that are touching it. The Recharger is excluded from this effect.
Like the Recharger, the PowerBloc only works if your power bill has been paid for the night.
Its base charging rate is 2 energy per day. The Wilds upgrade doubles this to 4 energy per day.
When arranging your machines, make sure the batteries and machines are positioned so they can receive the PowerBloc’s charging effect.
Advanced Turbo Charger – 300 Credits
The Advanced Turbo Charger is a reusable version of the regular Turbo Charger. It has a battery slot in its interface and a charge meter with a maximum value of 15.
It consumes 5 energy per day to add 5 charge to the meter. Once the meter reaches 15/15, you can use it on any machine to make that machine operate one additional time during the day.
How to use the Advanced Turbo Charger
- Place a battery in the Advanced Turbo Charger’s battery slot.
- Let the machine build up charge until its meter reaches 15/15.
- Use it on the machine you want to operate an extra time.
- The selected machine performs an additional operation, using inputs and energy and producing outputs as though it had operated overnight.
- After the extra operation, the charge meter resets to 0.
According to the supplied guide, there is no limit to how many times you can turbo-charge a machine. You can repeat the process whenever the Advanced Turbo Charger has enough charge.
The Advanced Turbo Charger does not support modules.
Optimizing Your Machine Modules
Choosing the right module setup depends on what you want each machine to do. Some machines benefit from quality, while others rely more on performance or efficiency. Before spending resources on upgrades, check the exact thresholds for the machine you are using.
Here are a few important points to remember:
- Check quality breakpoints: Several machines only benefit when quality reaches a full threshold. For example, the Furnace needs complete 100% quality increments to improve ingot purity.
- Do not assume performance always helps: Furnace performance has no effect according to the supplied information, while the Mirage Projector and Water Purifier use performance differently.
- Calculate energy savings carefully: Many efficiency upgrades only change energy consumption at specific percentages. Being just below a threshold may leave your energy cost unchanged.
- Consider operating costs: Machines such as AgeWell and Mirage Projector have relatively high base energy requirements, so plan for their ongoing use.
- Compare upgrades with your needs: The Fridge trades extra storage for additional energy consumption when upgraded with Scrap Metal, while Electronic Parts reduce its energy use.
The source guide mentions an optimization algorithm created by hoydoy on Discord, but it does not provide a direct link to that algorithm. You will need to locate it separately if you want to use that specific tool.
Machines in Probably Stolen can help you produce materials, improve water quality, preserve items, manage theft, and automate other tasks. The important thing is to understand each machine’s purpose before buying it and to check how its upgrades affect energy use and output.
If you are deciding what to purchase next, start with the task you need to improve most. Then compare the machine’s price, energy consumption, upgrade requirements, and any important quality or performance thresholds. That way, you can build a setup that suits your needs without spending credits on upgrades that do not help your current plan.
Note: This guide follows the supplied machine information, which is marked as missing some version 1.0 details. Some values or mechanics may therefore be incomplete.
