What does the Performance module do?
It depends on the machine: printer speed in a 3D Printer, growth rate in a Hydroponic System, attractiveness in a Mirage Projector, and nothing in a Furnace.
Modules slot into machines and have three stats: Performance, Efficiency and Quality. What each stat does depends on the machine, and each machine's manual lists it under "Module Impact". Efficiency always lowers power consumption; Performance and Quality change something specific, such as a printer's speed or a purifier's maximum purity.
For what the game is and every guide we publish, start at the Probably Stolen guide hub.
| Field | Value |
|---|---|
| Stats | Performance, Efficiency and Quality. Source: In-game text. |
| Efficiency | Lowers power consumption in every machine that lists it. Source: In-game text. |
| Performance and Quality | Depend on the machine; see the Module Impact table. Source: In-game text. |
| Traits | Ten, including Premium, Overcharged and Support Node; some depend on placement. Source: In-game text. |
| Stuck modules | Need a Module Extractor to remove without breaking. Source: In-game text. |
| More slots | A Module Bay Expansion Kit, once per kit, not for chemical or other special machines. Source: In-game text. |
Every module has the same three stats: Performance, Efficiency and Quality. They don't mean the same thing in every machine. Each machine's manual has a "Module Impact" section that says what each stat changes there, and in some machines a stat only counts at a ratio, for example "Performance (0.25 Ratio): Attractiveness".
The general-purpose modules are named Performance Module, Efficiency Module, Quality Module, Overclock Module, Eco Module, Refinement Module and Streamlining Module. The game doesn't describe what the last four add beyond their names, so check a module's stats before you fit it.
Performance Module
Efficiency Module
Quality Module
Overclock Module
Eco Module
Refinement Module
Streamlining Module | Machine | Efficiency | Performance | Quality |
|---|---|---|---|
| Furnace | Power consumption | No effect | Maximum purity |
| Mirage Projector | Power consumption | Attractiveness (0.25 ratio) | Attractiveness (0.5 ratio) |
| 3D Printer | Power consumption | Printer speed | Print quality on eligible items (0.25 ratio) |
| Hydroponic System | Power consumption | Growth rate (0.5 ratio) | Max yield % (0.5 ratio) |
| Moisture Farm | Power consumption | Volume produced | Purity |
| Water Purifier | Power consumption | Amount removed per night | Maximum purity (0.5 ratio) |
| Evaporator | Power consumption | Volume evaporated per night | Volume of vapor captured |
| AgeWell | Power consumption | Power consumption | +1 day of age per 125 Quality |
| Alarm | Power consumption | Prevention rate bonus | No effect |
| Cryptographic Desequencer | Power consumption | Speed | No effect |
Two quick reads of the table: Performance does nothing in a Furnace, so fit Quality there for purer ingots; and in an AgeWell, Quality is the only stat that adds aging. What each machine does is on our machines guide.
Modules can carry a trait that changes their stats. The game lists ten:
| Trait | What it does |
|---|---|
| Premium | Higher base stats, but costs significantly more |
| Inferior | Lower base stats, but costs significantly less |
| Overcharged | Higher base stats, with a chance of being permanently ruined on use |
| Degrading | Starts with double the base stats but loses some each time it is used |
| Learning Algorithm | Starts with no positive stats and gains some each time it is used, up to a maximum |
| Top Mount | A temporary bonus if it touches the top edge of the module bay |
| Side Mount | A temporary bonus if it touches the left edge of the module bay |
| Receiver | A temporary bonus for each adjacent Node |
| Support Node | Gets a share of each adjacent module's base stats as a temporary bonus |
| Negative Feedback | Higher positive base stats, but takes on some of the negative stats of adjacent modules |
So where you put a module in the bay matters: mounts want an edge, and Receivers, Support Nodes and Negative Feedback modules care about their neighbours.
Some modules only work in one kind of machine:
The Cryptographic Desequencer is one of the machines that take modules: Efficiency lowers its power consumption, Performance speeds it up, and Quality has no effect. It writes keycards overnight from a Desequencer Chip and an access keycard. How to use it on locked crates is on our lockers guide.
This page doesn't give module stat values, the percentages behind each trait or how many uses a Basic Module Extractor has; the game shows those per module rather than as general rules. It also can't say what Overclock, Eco, Refinement and Streamlining modules add. We will update it if a patch changes modules.
It depends on the machine: printer speed in a 3D Printer, growth rate in a Hydroponic System, attractiveness in a Mirage Projector, and nothing in a Furnace.
It lowers power consumption in every machine whose manual lists it.
Quality: in a Furnace it raises maximum purity, while Performance has no effect.
Use a Module Extractor. The Basic one has limited uses; the Advanced one doesn't wear out.
Yes, with a Module Bay Expansion Kit, once per kit, on machines that aren't chemical or other special machines.
For some traits, yes: Top Mount and Side Mount modules want an edge of the bay, and Receiver, Support Node and Negative Feedback modules depend on their neighbours.
Sources and version history for this guide: Probably Stolen sources and versions.
Spot an error or a post-patch change? See how we label evidence and handle corrections in the Editorial Policy.