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How to Make Money in Probably Stolen

A fan-written guide. Every number below is from the same data file as the calculators.

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

Source: community wikis · game v1.0.0.6 · collected range v1.0.0.5–1.0.0.6

TL;DR
  • Grade is the widest lever on a lab product: Lab Pure is +135%, Street Standard is 0%, Starch Grade is −95%.
  • Restricted-goods heat adds +35% / +70% / +100% / +150% on top of the grade. It is a choice in the calculator, not something we assign for you.
  • Finisher modules change the grade. Blender modules change how many units you get from the same pour.
  • Prices round to the nearest even number after condition, market, and each bargain.

The grade is the margin

A Caffeine Pill has a 10 cr base. At Street Standard the condition multiplier is 1, so the base stays 10 cr before market effects. At Lab Pure the multiplier is 2.35, so the same pill is 23.5 cr before the even round, which lands on 24 cr if nothing else is stacked. At Starch Grade the multiplier is 0.05, and 0.5 cr rounds to the nearest even number, 0 cr. Selling starch-grade pills is how a full night of work disappears.

Nomore shows the same rule on a bigger base. The source note says 28 at Cut Product. 50 × 0.55 = 27.5, and the nearest even number is 28. That is the check we use for the whole price table. If a future patch moves a grade's percent, the table on the purity page should move with it. Until then, treat 28 as a wiki figure, not a receipt from our own run.

Market effects stack as one sum, then bargains multiply

The documented order is base, times (1 + the sum of condition effects), times (1 + the sum of market effects), times each bargain, then round to even. Retail markup is +20% Cozy, +15% Normal, and 0% on Hard and Challenge. Restricted-goods heat is +35% Low, +70% Mid, +100% High, +150% Critical. Other listed effects: Tourist Tax +15%, Variety +15%, Vending +10%, Perfume +15% or +25%, each addiction −8%, Five Finger somewhere from −10% to −25%.

The exact Five Finger step inside that range is not a table we have, so the sell-price calculator lets you pick a point in the range instead of pretending one of them is universal. Bargain percentages are also not a fixed list in the data. Leave the bargain multiplier at 1 unless you saw a specific haggle in your own game.

Which upgrade to buy first

A finisher module changes purity, which can change the grade, which multiplies every unit. A blender module changes how many units you finish from the same milliliters, and it does not change the grade. If you are stuck on Street Standard because of the 12% contamination, the finisher is the purchase that moves the percent. If you are already in the grade you want and you are throwing liquid away, the blender is the purchase that moves the count.

Heating and evaporation do not have a cr-per-module column. The plate decides whether a reaction is even possible (Phanta's 110–130°C window, Dream Cap's 40–60°C window). The evaporator decides how many nights a volume takes at 300, 450, or 600 mL. Price those nights against your rent, using the rent you typed, not a starting-cash figure we do not have.

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