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Module effects reference

Efficiency Module

Machines take modules, and modules change what the machine produces.

Every ordinary module carries a percentage bonus to three stats, plus a tier. What each stat does depends on the machine it goes into, as that machine’s instruction sheet lists:

Machine Efficiency Performance Quality
Water Purifier Power consumption Amount removed per night Maximum purity (½ effect)
Moisture Farm Power consumption Volume produced Purity
Furnace Power consumption No effect Maximum purity
AgeWell Power consumption Power consumption +1 day of aging per 125 Quality
Cryptographic Desequencer Power consumption Speed No effect
Mirage Projector Power consumption Attractiveness (¼ effect) Attractiveness (½ effect)
Alarm System Power consumption Prevention rate bonus No effect

That table is what the sheets say. The game’s code doesn’t always follow their ratios: in this build the Mirage Projector and Water Purifier count the full totals, and the AgeWell halves Efficiency and Performance before they lower power.

Those percentages are not fixed per module name. Each kind starts from the same stats, but a random drop rolls a shape and up to two effects that scale them; read the complete tooltip. Try your own modules in the module assembler, which follows the code.

The exception is the capped Neural Core module, which carries fixed values: +100% performance, −100% efficiency and +50% quality.

Capped Neural Core

Module Effect
Junk Processing Module Converts 6 Junk into 4 Scrap Metal
Blast Furnace Module Uses 3 input for 2 output per night, at lower purity

Until patch 48.3.12 the Junk Processing Module quietly drew twice the power it displayed.

A module is stuck once installed. The Module Extractor removes it and lasts 6 uses.

The Alarm Transmitter Module grants +1 reputation per night.

Sources

in-game descriptions, machine instruction sheets and game data (build demo 049-Rev3-L), plus patch notes 48.3.10 and 48.3.12. See About for how these numbers are produced.

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