Probably Stolen modules: machine effects and list
Updated
Probably Stolen machines take modules that can change recipes, output, efficiency, performance, quality, or specialized functions. The Machines and Modules collection describes Metal Printer, Computer Numerical Control, hydroponic, and Chemical Equipment modules as examples of those changes. This guide lists every module entry the sources name, with a base value where a source gives one and a dash where none does.

What Probably Stolen modules change
Probably Stolen modules change how a machine works by affecting its recipe, output, efficiency, performance, quality, or specialized functions. The Machines and Modules collection says efficiency, performance and quality are three different dimensions, so you pick modules by the production problem you have. Machines and Modules collection
Ordinary modules carry a percentage bonus to efficiency, performance and quality, plus a tier. What each stat does depends on the machine it goes into, and the percentages are not fixed per module name, so the name alone does not give the effect. Module reference
The stat modules are Performance, Efficiency, Quality, Eco, Fineness and Overclock. The overview gives example values for Eco, Fineness and Overclock, while the specialist modules are described by the collection and item pages. Modules system overview
| Module | Base value | Effect as stated |
|---|---|---|
| Efficiency module | — | +16% Efficiency: lowers the power burden (overview example) |
| Quality module | — | +8% Quality: better output grade or aging rate (overview example) |
| Performance module | — | +16% Performance: more throughput where the machine supports it (overview example) |
| Eco module | — | +32% Efficiency and −16% Performance: saves power at the cost of throughput |
| Fineness module | — | +25% Quality, −8% Performance and −15% Efficiency: better quality has costs elsewhere |
| Overclock module | — | +36% Performance and −44% Efficiency: check battery supply before fitting |
| Chemical Equipment Module | 250 | Improves the Blender, Heating Plate and Chem Finisher; needs a module extractor to remove |
| Evaporator Solvent Recovery Module | 275 | Alcohol-only recovery; quality +50 and efficiency −25 |
| Furnace Module (Blast) | 150 | 3 materials for 2 Metal Ingots; purity bonus cut by one quality tier; not stackable |
| Furnace Module (Junk Processing) | 120 | Converts 6 Junk into 4 Scrap Metal |
| Metal Printer Module | 300 | Enables chips that require metal printing |
| Computer Numerical Control Module | 400 | With the Metal Printer Module, enables frame and gun-part chips |
| Melee Batch Module | 250 | Each installed module adds one weapon to a melee print, reducing performance and efficiency |
| Nutrifruit Hydroponic Module | 150 | More Nutrifruit yield; does not affect other plants |
| Dream Cap Neutralizer Hydroponic Module | 150 | Turns Dream Cap into Meal Cap; does not affect other plants |
| Kotton Auto Loom Hydroponic Module | 200 | Weaves Kotton Fiber into fabric; does not affect other plants |
| Dream Cap Nightmare Hydroponic Module | 150 | Turns Dream Cap into Nightmare Cap, a toxic variant |
| Fillerweed Production Hydroponic Module | 115 | More Fillerweed yield, at the cost of seeds; not stackable |
| Hydroreed Filter Hydroponic Module | 105 | Lets a grown Hydroreed's stem be harvested and used as a water filter |
| Hydroponic Smuggler Module | 100 | Removes contraband status from growing seeds |
| Neural Core | — | Fixed +100% Performance, −100% Efficiency and +50% Quality |
| Alarm Transmitter Module | — | Grants +1 reputation per night; sends surveillance to a specified faction |
| Module Extractor | — | Removes an installed module; lasts 6 uses |
| Module Bay Expansion Kit | — | Expands a standard machine's module bay up to two times; each use raises the machine's base value by +100 |
Probably Stolen module list: machine-specific effects
Metal Printer and Computer Numerical Control modules form a paired route for particular chips. The Metal Printer Module enables chips that need metal printing, and the Computer Numerical Control Module enables frame and gun-part chips when paired with it. A Steam thread asks where to get both modules; one reply says the retired gunsmith who visits once a week may stock them. Steam discussion
Hydroponic modules change what specific crops produce or how they are handled. The examples are more Nutrifruit, Dream Cap turned into Meal Cap or Nightmare Cap, Kotton Fiber woven into fabric, and Hydroreed stems harvested as water filters. The effects are crop-specific rather than one shared bonus. Machines and Modules collection
Chemical Equipment Modules can improve the Blender, Heating Plate, and Chem Finisher. The collection gives a base value for the module but no numerical bonus for these improvements, so the table lists the module without a bonus figure. Once installed, it needs a module extractor to remove. Machines and Modules collection
The Junk Processing Module converts 6 Junk into 4 Scrap Metal. The Blast Furnace Module changes the recipe from two raw materials for one ingot to three raw materials for two ingots, and the module reference describes it as 3 input for 2 output per night, at lower purity. Module reference
The item page adds that the Blast Furnace Module reduces the purity bonus from one quality tier and is not stackable. Blast Furnace Module item page
How stat modules trade machine performance
Eco, Fineness and Overclock each trade one stat for others. In the overview's example values, Eco gives +32% Efficiency and −16% Performance, Fineness gives +25% Quality, −8% Performance and −15% Efficiency, and Overclock gives +36% Performance and −44% Efficiency. The overview says these are examples shown in a video, and it warns to check your battery supply before fitting an Overclock module. Modules system overview
The Neural Core has a fixed stat profile: +100% performance, −100% efficiency, and +50% quality. Those three figures make its tradeoff explicit, unlike ordinary Probably Stolen modules whose percentage effects depend on the machine. Module reference
Specialized modules can provide recipes, production switching, or filtering functions, and remain effective even if all three attributes are 0. The machine-modules term page makes this point directly, so a zero in the three attributes does not by itself mean a module does nothing. Machine Modules term page
Module bays and compatibility
Module Bay Expansion Kits can expand a standard machine's module bay up to two times, and each use raises the machine's base value by +100. The term page gives that figure, and the overview advises checking which spaces a kit opens before you buy it. Machine Modules term page
A module is stuck once installed. The Module Extractor removes it and lasts 6 uses, and the Alarm Transmitter Module grants +1 reputation per night. Module reference
Before relying on any of the Probably Stolen modules, check the complete tooltip on your own copy. The overview says the example values are only illustrations of trade-offs. Modules system overview
- For a stat change, identify whether the module affects Efficiency, Quality, or Performance, then account for any stated tradeoff.
- For a recipe or output change, match the module to the named machine or crop and read the full description.
- For the Metal Printer route, pair the Computer Numerical Control Module with the Metal Printer Module for frame and gun-part chips.
Our take on Probably Stolen modules
Probably Stolen modules fall into two useful groups: stat changes and specialized machine functions. Efficiency, Quality, and Performance modules shape machine attributes, while examples such as Metal Printer, Hydroponic, and Junk Processing modules change what a machine can process or produce. Modules system overview
The clearest comparisons are the entries with explicit figures or conditions. Eco, Fineness and Overclock have example percentages, the Metal Printer and Computer Numerical Control pair has a named requirement, the Blast Furnace has a recipe shift, and Neural Core has fixed bonuses. The hydroponic entries are crop-specific, so compare them by crop rather than by stat.
Read the table with two caveats. The base values come only from the collection, and a dash means no source gives that figure. The stat percentages are example values from a video, not fixed numbers for each module name.
Frequently asked questions
What do Probably Stolen modules do?
Probably Stolen modules change machine recipes, output, efficiency, performance, quality, or specialized functions. Ordinary modules add percentage bonuses to machine stats, while special modules can enable processing routes or other distinct functions.
What modules are in the Probably Stolen module list?
The list covers the stat modules Performance, Efficiency, Quality, Eco, Fineness and Overclock, plus specialist modules such as Melee Batch, Alarm Transmitter, Metal Printer, Computer Numerical Control, Junk Processing, Blast Furnace, Neural Core, and the hydroponic and chemical modules. The table lists each entry the sources name.
How do the Metal Printer and Computer Numerical Control modules work?
The Metal Printer Module enables chips that require metal printing. The Computer Numerical Control Module enables frame and gun-part chips when paired with the Metal Printer Module. A Steam thread reports that players had trouble finding both modules.
What does the Blast Furnace Module change?
The Blast Furnace Module changes the recipe from two raw materials for one ingot to three raw materials for two ingots. It runs at lower purity and reduces the purity bonus from one quality tier. The item page says it is not stackable.
Do Probably Stolen modules have prices listed?
The sources give no purchase price for any module. The collection gives a base value for each specialist module, such as 150 for the Blast Furnace Module and 400 for the Computer Numerical Control Module.
Can a module have an effect when its three stats are zero?
Yes. Specialized modules can provide recipes, production switching, or filtering even when all three attributes are 0. Check the complete tooltip before installing one.
How many times can a Module Bay Expansion Kit expand a machine?
A Module Bay Expansion Kit can expand a standard machine's module bay up to two times, and each use raises the machine's base value by +100. The kit changes bay capacity, while other modules affect stats, recipes, output, or specialized functions.
Sources
- Machines & modules · Probably Stolen Wiki
- Module effects reference | Probably Stolen Wiki
- Modules — visual identification & loadout planning | Probably Stolen Wiki
- Machine modules · Probably Stolen Wiki
- Furnace Module (Blast) · Probably Stolen Wiki
- Where to get Metal Printer Module and Computer Numerical Control Module :: Probably Stolen General Discussions