Probably Stolen module stats: Performance, Efficiency and Quality values, machine discounts, Corrupted and Neural Core modules, and where to buy them.
Probably Stolen Module Stats: Full List and Machine Bonuses
This is the data page for machine modules in Probably Stolen. It collects the confirmed values, the community-reported values, and the machine-specific discounts that change how much a module is actually worth. If a number is not confirmed, it is marked Needs testing rather than presented as fact.
For the installation workflow, see the modules guide. For bay space and extraction, see module bay expansion and extractor.

Standard modules
| Module | Family | Effect | Base value | Footprint |
|---|---|---|---|---|
| Performance Module | Performance | +25% (machine-adjusted) | 70 | Varies |
| Efficiency Module | Efficiency | +25% (machine-adjusted) | 70 | Varies |
| Quality Module | Quality | +25% (machine-adjusted) | 70 | Varies |
The 70-credit value is the standard module's reported base value. Prices from vendors can be higher, especially on Thin Margins where upgrades and Dr. Jackson's stock cost 50% more.
The +25% headline is not the final effect. Apply the machine discount from the table below. A Quality module in a machine with a 25% discount gives roughly +6.25% quality, not +25%.
Machine discounts
| Machine | Performance | Efficiency | Quality |
|---|---|---|---|
| 3D Printer | — | — | 25% |
| Mirage Projector | 25% | — | 50% |
| DNA Manipulator | — | — | 50% |
| Hydroponic System | — | — | 50% |
| AgeWell | 50% | 50% | — |
“—” means the effect is not documented, not that the module cannot be installed. Test the machine's stat screen after installation to see the actual change.
The practical read: Quality modules are most efficient in the DNA Manipulator, Hydroponic System, and Mirage Projector. Performance modules are strongest in the AgeWell. The 3D Printer gets only a quarter of a Quality module's effect, so it is a lower priority for quality upgrades.
Special modules
| Module | Value | Footprint | Performance | Efficiency | Quality | Notes |
|---|---|---|---|---|---|---|
| Corrupted Module | 45 | 2 × 2 | −8% | −5% | — | Cheap, harmful |
| Neural Core (Capped) | 250 | 2 × 2 | Needs testing | Needs testing | Needs testing | Exact stats unconfirmed |
| Neural Core (Uncapped) | 1,500 | 2 × 2 | +200% | −100% | +100% | Critical-level contraband |
The Corrupted Module is a trap for new players. It is cheap and it fits a 2 × 2 space, but it lowers two stats. Use it only on a machine you do not care about, or as a placeholder if the alternative is an empty bay.
The Uncapped Neural Core is the opposite: an enormous Performance and Quality boost with a crippling Efficiency penalty. It is sold by the Hypertech Smuggler and is treated as critical-level contraband. Buying it is a crime risk as well as a power risk.
The Capped Neural Core's 250-credit price is reported, but its stats are not confirmed. Do not assume it is a budget version of the Uncapped module with the same ratios.
Efficiency math
Efficiency reduces power draw. A 20-power machine with +25% efficiency draws 15 power. The minimum draw is 1, so stacking efficiency cannot reduce a machine below that floor.
| Base power | Efficiency bonus | Effective power |
|---|---|---|
| 20 | +25% | 15 |
| 20 | +50% | 10 |
| 20 | +75% | 5 |
| 20 | +100% | 1 (floor) |
The formula is a community approximation, not an official table. Check the machine's power readout after installing the module. If the number does not match, trust the game.
A machine that draws less power costs less to run every day. That saving is easy to ignore because it does not appear in the sale price, but it compounds across a long run.
Where to buy modules
| Source | What they sell | Notes |
|---|---|---|
| Dr. Jackson | Module Bay Expansion Kit, special stock | 20% chance per restock, plus Day 20 and Day 40 rolls |
| Monday Special Stock | Expansion kits, random modules | Two kits reported |
| Serpico | Reward choice | Four kits reported |
| Hypertech Smuggler | Neural Core (Uncapped) | Critical-level contraband |
| General vendors | Standard modules | Price varies |
The standard modules are the easiest to find. The expansion kits and special modules are the bottleneck. If you see an expansion kit at a reasonable price, buy it; you will need it for a 2 × 2 module later.
Module value and the buyout
Modules count toward machine value and estimated total wealth. The standard module's 70-credit value and the expansion's +100 machine value are small compared with a Neural Core, but they add up across a workshop.
Do not buy modules purely to inflate the buyout number. A module that improves a machine you use is an asset; a module in a machine you never run is dead weight.
What is still unconfirmed
The following numbers are not reliable enough to publish as facts:
- The exact stat values of the Capped Neural Core.
- Whether all standard modules share the same footprint.
- Whether module effects stack additively in every machine.
- The full vendor price list on each difficulty.
- The exact drop rate for every special module.
These are marked Needs testing in the table where relevant. If you test one, record the machine, the module, and the before/after stat.
FAQ
What is the best module in Probably Stolen? The Uncapped Neural Core has the highest headline stats, but its −100% efficiency makes it a specialist item. For general use, a Quality module in a 50%-discount machine is more practical.
How much is a standard module worth? The reported base value is 70 credits. Vendor prices can be higher.
Do modules stack? Community reports say effects are additive. Verify on your build.
Can I move a module between machines? Yes, with a Module Extractor. The basic extractor has limited uses.
Community source: community module testing and in-game machine panels; Steam Community guides ↗; Probably Stolen store page ↗; Steam Workshop ↗.
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