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Machine Modules and Storage Bays

A fan-written guide. Every number is from a source linked on the page or from the calculator data file. Missing mechanics stay marked Not verified yet.

Unofficial fan site, not affiliated with Questing Goose Studio or tinyBuild.

Checked against v1.0.0.6 · game v1.0.0.6 · sources on each page

TL;DR
  • A Chemical Equipment Module is 250 cr. Blender loss falls from 35% to 0% across four modules. Finisher contamination falls from 12% to 0%.
  • Cranked to Eleven is the achievement for +250 Quality on any machine. 4.9% of players have it.
  • Patch 1.0.0.5: dragging one item onto a storage-bay tab moves it into that tab.
  • Patch 1.0.0.1: a Hypertech Storage Bay can no longer be placed inside a smuggler bay.

The four lab machines already have tables

The chemistry calculator is built on four machines whose module rows are in the site data, each with a source link on its own page. The Blender shop price is 200 cr. Loss is 35% with no modules, then 20%, 10%, 5%, and 0%. The Heating Plate is 250 cr. Zero modules lock it at 99°C, one locks it at 160°C, two open 26–160°C, three is 4× speed, and four is 16× speed. Degrees per minute are still Not verified yet. The Evaporator is 300 cr, uses 6 kJ a night, and clears 300, 450, or 600 mL a night at +0%, +50%, and +100% performance. The Chem Finisher is 300 cr. Contamination is 12%, 6%, 3%, 1%, and 0%. A Chemical Equipment Module costs 250 cr. Cranked to Eleven asks for +250 Quality on any machine. The public achievement text does not say which module count that is, so this page does not convert '+250 Quality' into 'buy four modules.'

Patch 1.0.0.5 fixed the evaporator sometimes leaving 1 µl of water in a mixed alcohol batch, which cost an extra night and got the batch refused by the Chem Finisher. Dry-input recipes now also ignore trace moisture. If a finisher refused a batch that looked dry, that patch is the first place to look, not a new purity formula. The same patch says a warning appears in Japanese when you drag a module onto a running machine. The English wording of that warning is not in the note.

Storage bays, smuggler bays, and what the patches changed

Patch 1.0.0.5 says dragging a single item onto a storage bay tab now moves it into that tab, which a multi-selected group already did. Patch 1.0.0.1 says a Hypertech Storage Bay can no longer be placed inside smuggler bays. The same hotfix says items inside a Smuggler Bay were being confiscated during inspections when the bay was in the trash can, or, for the Mini Smuggler Bay, after it had been kept behind the poster. That confiscation was fixed. Patch 1.0.0.5 adds that the Smuggler Bay Mod delivered by the Underground Exchange is no longer thrown out with the trash if you leave it in the trash can overnight. Those four sentences are the whole storage-bay manual we can stand behind. A capacity number for a Hypertech bay, and a full inspection checklist, are Not verified yet.

Industrious, the achievement, is owning 10 machines at once at the start of a day. 37.5% of players have it. That count is machines, not modules. Ten blenders and one blender with four modules are not the same purchase, and the achievement text does not say modules count. If you are deciding whether the next 250 cr module pays for itself, run the batch calculator on the product you sell. The module changes either how many units you finish or which grade you land on. The achievement only checks that a machine somewhere on the floor reached +250 Quality, or that you own ten machines at dawn. It does not price the upgrade.

Test Your Modules in the Calculator