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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

Where a sheet gives a ratio, the module’s percentage counts only that fraction for the stat.

Those percentages are not fixed per module. Examples with the same name can have different modifiers; read the complete tooltip. Try your own module’s numbers on the machine workbenches.

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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