Module assembler

List the modules you own, then drag them into a machine’s bay. Rotate and flip them as you would in the game, and the result updates as you go: power per night, water grade, aging speed and the rest. Find the best layout tries the modules in your list and arranges them for the goal you pick.
Drag a module into the bay, or tap it and then a cell. Tap a placed module to pick it up again.
Your modules
Add the modules you own. Pick the shape and effects printed on each one, and its stats follow from the game’s rules. Degrading and Learning Algorithm modules change as they are used, so pick their current stats from the list.
What this layout does
In-game note
Arrange for me
Ties go to the other results, then to less power and fewer modules.
Uses the modules in your list that fit this machine and aren’t installed in another one.
How the game counts modules
Section titled “How the game counts modules”- Stats come from the module type, its shape and its effects. A
Performance Module starts at +16 Performance. Random drops roll a shape: a 3-cell corner keeps ¾ of the stats, and the 5-cell P and U shapes of Overclock, Eco and
Refinement Modules get ×1.25. Premium (×1.2), Inferior (×0.8), Overcharged and Degrading (×2) and Negative Feedback (×1.25) scale them again. Nothing else sets them, so the tool works them out for you. - Two effects change with use. Each time its machine runs, a Degrading module loses 1 from every positive stat, down to 0. A Learning Algorithm module starts its positive stats at 0 and gains 1 in every stat below its cap: twice the stat it would otherwise have, or 0 for a negative one. Pick the stats yours shows now from the list on its card.
- Placement matters for five effects. Top Mount and Side Mount add 20% of the module’s own stats when it touches the top or left edge of the bay. Receiver adds 10% for each node next to it. A Support Node gets 20% of the stats of every module next to it. Negative Feedback takes on a quarter of its neighbours’ negative stats. “Next to” means sharing an edge. These bonuses scale negative stats too.
- Everything installed adds up, nodes included, and the machine uses the totals.
- The bay has 26 open cells. The first
Module Bay Expansion Kit opens the five in the middle, and a second opens the four corners. - Power changes in whole steps. A
Moisture Farm draws 4 per night and needs +25 Efficiency to save 1; −25 Efficiency costs 1 more.
Where this build’s code differs from a machine’s in-game note, the tool follows the code and says so under In-game note.
Source: game code and data from the demo (build 049-Rev3-L): module factories, shape rolls, effect handlers, machine factories and their output code, read byextract_module_bay.py. Exact numbers can change with the full release.Unofficial fan wiki, not affiliated with Questing Goose Studio or tinyBuild. Game content belongs to its owners.
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