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Probably Stolen Crafting & Machines

Production in Probably Stolen mostly happens overnight: load a machine, power it, sleep, and collect from OUTPUT. This page covers machine setup, what gets used up, why some jobs take several nights, and what to check when a machine produces nothing.

Released Oct 28, 2026

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Original GuideWiki illustration, not in-game art.

Machine setup

Machines sit in the inventory grid under your counter. Right-click one and choose Open, or double-click it. Each interface shows only the slots that machine uses:

Power
Energy Cell
INPUT
materials
CHIP
recipe chip, if required
MODULE
upgrade modules
Manual
instruction note
OUTPUT
collect next morning

Ctrl + click moves an inventory item into the slot that fits it. An Energy Cell goes to power, a seed goes to a Hydroponic System's seed input. Items already lying on the counter usually have to be dragged by hand.

Slot names and controls are from ShowGamer's guide (Andrey Pavlenko, October 29, 2026), written for the launch build.

Reusable chips vs. consumed ingredients

The 3D Printer and the Cryptographic Desequencer need a recipe chip for each output. Materials and power alone won't start them. The chip is not an ingredient: it stays installed after the batch, and the next night you only need fresh materials and power. The materials in INPUT are used up.

  • Consumed: everything in INPUT (filament, scrap metal, electronic parts and so on). Power drains from the Energy Cell each night the machine runs.
  • Kept: the recipe chip, installed modules and the manual.
  • 1.0.0.5 A non-machine example from the patch notes: drag any bandage onto a Glass Shard to make a Glass Shiv, and you keep the bandage.

A chip is a one-time purchase that keeps paying back, but only while you can supply its materials. Before buying one, check that you can get the inputs regularly. A chip you can't feed is wasted money.

3D Printer recipe examples

Five printer recipes from ShowGamer's launch guide. This is a selection, not the full list. Each needs the matching chip, the listed materials and an Energy Cell. Quantities are for one run of the recipe.

OutputRecipe chipMaterials per runMachine
1× Liberator 3D Printed Pistol .22 Pistol 2 × Filament 3D Printer
2× .22 Magazine x2 .22 Magazine 1 × Filament 3D Printer
2× Red Dot Sight x2 RDS 3 × Scrap Metal + 1 × Electronic Parts (Common) 3D Printer
2× Suppressor x2 Silencer 5 × Scrap Metal 3D Printer
6× Small Plastic Bottle x6 Small Plastic Bottle 1 × Filament 3D Printer

“Filament” here is 3D Printing Filament. Values and the full recipe count aren't listed because we haven't checked them against patch 1.0.0.6. Recipes may change in later patches.

Machine checklist

What each main machine needs before you sleep, and the one thing worth double-checking:

MachineNeedsCheck
3D PrinterFilament or metal; matching chip; Energy CellRecipe chip stays installed; check required modules.
Cryptographic DesequencerAccess card; department chip; Energy CellConfirm the accepted card in the current machine interface; older sources disagree.
Hydroponic SystemSeed; water; Energy CellCrop health and modules affect production; this guide does not promise fixed harvests.
FurnaceScrap metal or ore; powerUse the current machine instructions for purity and module requirements.
Chem FinisherRecipe-specific chemical amount; container; powerDry-input recipes ignore trace moisture after 1.0.0.5; use updated patch behavior.

Modules. Most machines take Performance (speed), Efficiency (lower power use) and Quality (better output, such as purity) modules. ShowGamer notes that not every module helps every machine: Quality does nothing on the Cryptographic Desequencer, and Performance does nothing on the Furnace. Check the machine's tooltip before buying.

Water support machines got cheaper in the first patches:

Moisture Farm 1.0.0.2
350 cr
Water Filter 1.0.0.2
25 cr
Water Purifier 1.0.0.5
250 cr

For specialist production, see DNA Manipulator: Plant Genetics and trait disks or Aquaculture: RAS tanks, breeding and harvesting.

Multi-night jobs

A recipe takes a fixed amount of work, and each machine does a set amount per night. If the recipe needs more than one night's worth, it carries over. After the first night, the materials are still in INPUT and OUTPUT is empty. That's normal and doesn't mean the job failed. ShowGamer's Desequencer example needed three nights for a single card on an unupgraded machine.

  • Keep the machine powered every night until the job finishes. A night without power is a night without progress.
  • Performance modules increase work per night on machines where they apply.
  • Leave the inputs where they are and check the machine's progress readout first.

Machines that don’t wait for night

Two pieces of chemistry equipment don't follow the load-and-sleep cycle:

  • Blender: processes its INPUT as soon as you press Start, into a container you place in it.
  • Heating Plate: runs on temperature, not overnight work. You control the heat, and too much heat can boil off what you're making.

Their results usually feed an overnight machine next, such as the Evaporator and then the Chem Finisher.

Moisture and the Chem Finisher (1.0.0.5)

Patch 1.0.0.5 changed this. Guides written for the launch build, including ShowGamer's, say the Chem Finisher needs a completely dry input and that any leftover water or alcohol gets the batch refused. The official 1.0.0.5 notes fixed an Evaporator bug that sometimes left 1 µl of water in a mixed alcohol batch, costing an extra night and a refusal. Dry-input recipes now also ignore trace moisture.

What that means now: you still have to evaporate the batch, because real leftover liquid is still a problem. A tiny trace no longer blocks the recipe. If an older guide tells you to run the Evaporator again over a microlitre, that advice is out of date. Read the scanner before deciding. Since 1.0.0.5 it rounds volumes down, so it won't show more liquid than is actually there.

Source: official 1.0.0.5 patch notes. We don't publish chemical recipe steps or quantities on this page.

Storage Bay: moving items and inspection fixes

For an item that will not move between bays, check your patch first. 1.0.0.5 makes dragging a single item onto a storage tab move it into that bay, matching the existing group-transfer behavior.

Storage Bays and Smuggler Bays are not interchangeable. 1.0.0.1 fixes confiscation of contents in specific Smuggler Bay placements and prevents putting a Hypertech Storage Bay inside a smuggler bay. Those fixes are not a blanket promise that any nested container hides contraband.

After moving stock, open the destination bay and confirm the item is there. Keep story parcels recognizable and available instead of mixing them into disposable inventory; Lou’s stored box is one important example.

Current Converter and a Furnace that does nothing

A converter still sealed in a locked supply crate no longer unlocks its nightly service after 1.0.0.5. Owning the crate is not the same as having the usable device.

In a November 2 Furnace discussion, a player had installed a converter but their Junk stayed in INPUT. Replies recommend checking the paid Current Converter nightly service, the installed Junk Processing Module and the actual input item. An item tagged as junk is not necessarily the named Junk ingredient.

  1. Check whether the machine is using an Energy Cell or a Current Converter; inspect that power source.
  2. For a converter, check the nightly service is enabled and paid.
  3. Open the module slot and compare the current recipe’s ingredient name with the item in INPUT.
  4. Check progress after the night before replacing working equipment.

The Furnace checks are community troubleshooting, not an official exhaustive fault list. We do not publish an unverified converter fee or a complete junk conversion table.

Water equipment: price, contents and a rejected pitcher

The price reference above distinguishes the Moisture Farm, Water Filter and Water Purifier. A filter and a purifier are different items; do not substitute one name for the other when following an equipment list.

The developers reworked Water Purifier logic in 1.0.0.2. The later 1.0.0.5 note also explains a rejected sale: a Water Pitcher with its filter still inside must have the filter removed. That refusal does not, by itself, diagnose a purity problem.

Before offering a batch, inspect its actual contents and the buyer’s request, remove equipment that must stay in the shop, and check the final container. Keep one batch separate while diagnosing a refusal so that changing several things at once does not obscure the cause.

To make Pure Water, read the water purification guide for Quality vs. Performance, purity ceilings and result checks.

Radioactive waste: do not promise a disposal shortcut

The August “Radioactive Waste!” discussion reports hauling barrels to the Dumping Grounds and leaving them there, with inconsistent returns and better results reported one barrel at a time. These observations predate release; we have not confirmed the same behavior in 1.0.

We recommend checking available carrying space and destination access before accepting waste. Do not budget around an unverified buyer, assume a returned barrel means every route fails, or discard valuable containers to imitate an old workaround. Current-version disposal evidence is still needed for a dedicated guide.

Troubleshooting table

When a machine produces nothing in the morning, find the symptom here:

SymptomLikely causeWhat to check
3D Printer or Desequencer won’t startNo recipe chip, wrong chip, or no Energy CellCHIP slot holds the chip for this exact output; power slot has a cell; INPUT has every listed material.
OUTPUT is empty after one night, inputs still thereRecipe needs more work than one night providesCheck the machine’s progress. This is normal for multi-night recipes. Leave it loaded and powered.
Ctrl + click doesn’t move an item into a slotItem is on the counter, not in inventoryDrag it into the slot by hand.
Chem Finisher refuses a batch you evaporatedLiquid still left, or a pre-1.0.0.5 evaporator leftoverUpdate to 1.0.0.5 or later; check the scanner reading; evaporate another night if real liquid remains.
Chem Finisher shows “No Recipe Selected”Recipe not configuredOpen the machine and choose Configure, then the recipe.
Hydroponic output is droppingNutrients or water qualityTop up water, check nutrients and contaminants, replace the Energy Cell.
Store went dark and stayed darkStore power was cutSince 1.0.0.5 the lights stay off until the next night’s power check; an afterhours trip no longer switches them back on.
Water customer rejects a Water PitcherWater Filter still inside the pitcherTake the filter out. Since 1.0.0.5 the customer tells you so.

What this page doesn't cover

This isn't a complete recipe database. We don't list profits, harvest counts, chip prices or unlock routes, because they change between patches and we haven't verified them in 1.0.0.6. Machine details come from one dated media guide plus the official patch notes. Where the two disagree, the patch notes win. New to the game? Start with the beginner guide or go back to the Probably Stolen wiki.

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