Module effects reference

Machines take modules, and modules change what the machine produces.
The three stats
Section titled “The three stats”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 |
|---|---|---|---|
| Power consumption | Amount removed per night | Maximum purity (½ effect) | |
| Power consumption | Volume produced | Purity | |
| Power consumption | No effect | Maximum purity | |
| AgeWell | Power consumption | Power consumption | +1 day of aging per 125 Quality |
| Power consumption | Speed | No effect | |
| 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.

Furnace modules
Section titled “Furnace modules”| Module | Effect |
|---|---|
| Converts 6 |
|
| 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.
Getting modules back out
Section titled “Getting modules back out”A module is stuck once installed. The
Module Extractor removes it and lasts 6 uses.
The
Alarm Transmitter Module grants +1 reputation per night.
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