Machine upgrades

Modules and What Each Stat Does

Modules change what a machine does, but the same stat means different things on different machines. Efficiency lowers power use on all seven machines listed here, while Performance and Quality change output, purity, speed or attractiveness depending on where you fit them. A few special modules go further and add a whole new process.

7machines with documented stat effects
3stats on every ordinary module
2furnace modules with a special effect
6uses from a basic Module Extractor

The three stats

Ordinary modules add a percentage to each stat, plus a tier. Colours help you sort your inventory, but random drops roll their own shape and up to two effects, so read the whole tooltip.

Green edge

Efficiency

Lowers the power burden. It is not production speed, so it will not make a slow machine faster.

Yellow edge

Quality

Reaches a better output grade or aging rate, and does nothing at all on some machines.

Red edge

Performance

Raises throughput where the machine supports it. A Furnace ignores it completely.

Before you install

What is it short of?

Too little output, low quality and a battery shortage are three different problems.

Do penalties cancel it?

Add up every negative modifier before you fit a strong module.

Does the shape fit?

Test long pieces and corners against the bay outline, and count the cost of removing it.

Can supply keep up?

Materials, containers, buyers and batteries all have to match the extra output.

Sample rolls

Stronger modules trade stats

These are example rolls. Your own module may differ, and bigger bonuses usually arrive with a penalty.

ModuleModifiers
Efficiency+16% Efficiency
Quality+8% Quality
Performance+16% Performance
Eco+32% Efficiency, −16% Performance
Fineness+25% Quality, −8% Performance, −15% Efficiency
Overclock+36% Performance, −44% Efficiency
Capped Neural Core

Its values are fixed: +100% Performance, −100% Efficiency and +50% Quality. AI cores are illegal on the Station, so read the full description before you choose a use.

Machine atlas

Where each machine rewards your module bays, sorted by the stat that pays off there.

Quality first

Performance adds little or nothing on these two.
Furnace icon

Furnace

Quality raises maximum purity. Check whether a Blast or Junk module opens the process you want before you compare raw stats.

Furnace guide →
AgeWell icon

AgeWell

Every 125 Quality adds a day of aging, so your best Quality modules belong here. Poor wine needs better fruit and water first.

Wine guide →

Balance both

Performance and Quality both do real work, so compare what you actually sell.
Water Purifier icon

Water Purifier

Performance sets how much it removes each night and Quality sets maximum purity. Hotfix 1.0.0.2 reworked the machine, so try a small batch first.

Water guide →
Moisture Farm icon

Moisture Farm

Performance sets volume and Quality sets purity. If you already filter water, the priciest direct-purity layout may not be your best option.

Mirage Projector icon

Mirage Projector

Both stats raise attractiveness. Look for a real operating gain instead of the biggest number.

Performance first

Quality has no effect on these two.
Cryptographic Desequencer icon

Cryptographic Desequencer

Performance is speed, but the machine still needs its chip and blank cards. Choose a layout around the supplies you can get.

Alarm System icon

Alarm System

Performance adds to the prevention rate bonus. The Alarm Transmitter Module separately grants +1 reputation per night.

Special effects

These add a process rather than a percentage.
Junk Processing Module icon

Junk Processing Module

Converts 6 Junk into 4 Scrap Metal on a Furnace.

Furnace guide →
Blast Furnace Module icon

Blast Furnace Module

Uses 3 inputs for 2 outputs per night, at lower purity.

Furnace guide →

What each stat does, machine by machine

The instruction sheet's wording for each machine. Read across a row to see which stats are worth a bay.

MachineEfficiencyPerformanceQuality
Water Purifier iconWater Purifier
Power consumption Amount removed per night Maximum purity (½ effect)
Moisture Farm iconMoisture Farm
Power consumption Volume produced Purity
Furnace iconFurnace
Power consumption No effect Maximum purity
AgeWell iconAgeWell
Power consumption Power consumption +1 day of aging per 125 Quality
Cryptographic Desequencer iconCryptographic Desequencer
Power consumption Speed No effect
Mirage Projector iconMirage Projector
Power consumption Attractiveness (¼ effect) Attractiveness (½ effect)
Alarm System iconAlarm System
Power consumption Prevention rate bonus No effect

Machines do not always follow their sheets: the Mirage Projector and Water Purifier count the full totals, and the AgeWell halves Efficiency and Performance before they lower power.

Modules that unlock a job

Farm modules →

These do something a percentage cannot, so buy them for the process and keep one of each useful type rather than a drawer of duplicates. Farm modules have their own list in the farming guide.

Module Base value What it does Watch for
Metal Printer Module 300 Credits Lets a 3D Printer use metal chips Sold by the Retired Gunsmith
Computer Numerical Control Module 400 Credits Lets a 3D Printer use frame and gun-part chips Needs the Metal Printer Module too
Melee Batch Module 250 Credits Raises each melee print by one weapon Slow and power hungry
Chemical Equipment Module 250 Credits Upgrades the Blender, Heating Plate and Chem Finisher Needs an extractor to remove
Evaporator Solvent Recovery Module 275 Credits Limits what the Evaporator recovers to alcohol Chemistry trade only
DNA Manipulator Stabilizer 500 Credits Keeps the seed alive through extraction A successful pull still removes a rank
DNA Manipulator Positive Filter 500 Credits Limits extraction to good traits Clashes with the Negative Filter
DNA Manipulator Negative Filter 500 Credits Limits extraction to bad traits Clashes with the Positive Filter
DNA Manipulator Precision 1,000 Credits Narrows extraction to a single trait The dearest module in this list
Alarm Transmitter Module 100 Credits Grants +1 reputation per night A second one on the same faction adds nothing
Neural Core Module (Capped) 250 Credits Large Performance and Quality gains Illegal on the Station
Blank Module 60 Credits Can be rewritten on the right machine Keep it even though it looks plain

Removing modules and adding bays

A module is stuck once installed, so plan the layout before you commit. Shapes differ between module families: a larger piece is not automatically better per cell, and a small one can fill a gap.

100 Credits

Basic Module Extractor

Pulls a stuck module without breaking the machine. It lasts 6 uses and Electronic Parts can partly refurbish it.

350 Credits

Advanced Module Extractor

Does the same job and never degrades, which pays off if you rearrange often.

150 Credits

Module Bay Expansion Kit

A one-use kit that adds module capacity. It does not work on chemical or other special machines.

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