Probably Stolen official cover art

Probably Stolen machines: batteries, charging and modules

Quick answer

Open the machine and check its own battery, required inputs and output space before sleeping. Paying the shop power bill does not replace a missing machine battery. Our seeded hydroponic grower stayed idle without its cell, then produced a harvest after we restored it. A separate basic Recharger added only 3 kJ in a powered night, so compare charging with the machine’s actual consumption and installed modules.

Checked 29 Oct 2026 · before patch 100-Rev13 (8 Nov 2026)What changed

How this guide was checked

Coverage: Latest official patches 1.0.0.12 (November 6) and the 100-Rev13 hotfix (November 8) · not retested since. Kingy retail tests: Windows / Steam build 26284217 · 100-REV3 · October 29–30, 2026 UTC. Original water, machine/charging, caffeine, crate/keycard and exchange tests · stamp handbook checked · customer-budget help uses attributed creator footage. Controls, first-day trades, menus and Store Attractiveness checked on build 26525552 (100-REV13), November 9, 2026.. Research checked 29 Oct 2026. Updated 9 Nov 2026

This guide uses the linked sources and any attributed demonstrations. Platform differences and limitations are noted with the advice they affect.

See the 2 sources
2 sources
Creator clipChecked on screen · 9 Nov 20269 steps1 moment · 0:36
  1. 7:14–7:50Quality modules and the Module Bay Expansion Kit (creator chapter at 7:14)Verified module comparison: Glitched versus Eco · Recreational Suffering

See it first · Verified module comparison: Glitched versus Eco ↓

Checked on screen · Nov 9, 2026

7:14–7:50 · 36 sQuality modules and the Module Bay Expansion Kit (creator chapter at 7:14)
Recreational SufferingFull video ↗
Credits

“How to Make Pure Water in Probably Stolen (Water Guide)” by Recreational Suffering · Oct 31, 2026 · Release footage uploaded October 31, before update 1.0.0.12 changed the stock Water Purifier's maximum; the build number isn't legible in the frames we checked.

Independent creator · no partnership implied

Creator? Ask us to remove this

Fix the stall, check the charge, compare modules · 3:15
Silent with explanatory text. Original gameplay at normal speed, with cuts between days and enlarged UI. Windows / Steam build 26284217 (100-REV3), Hydroponic Farmer / Mark Up (Normal), Skip Intro, no perks, October 29, 2026. Existing Glitched and Eco configurations; module extraction and PowerBlocs were not tested. AI-operated and edited; game © Questing Goose Studio / tinyBuild. Video text and evidence.
Charger not charging? The controlled comparison · 0:34
Excerpt from the same test, with cuts between nights. A spare cell inside the basic Recharger stayed at 78/100 with power unpaid, then reached 81/100 after a paid night. The charging section below supplies the text alternative.

Before you start

  • A machine with its instruction note, required inputs and room for its output.
  • A compatible charged Energy Cell. Our test used the basic 100 kJ cell.
  • For the charging test: a basic Recharger, a spare cell and paid overnight power service.
  • Our separate research run: Hydroponic Farmer, Mark Up (Normal), Skip Intro, no perks; Windows / Steam build 26284217 (100-REV3), tested October 29, 2026.
1

Check these before buying another machine

Do not use “Ready” as proof that every prerequisite is satisfied. Our grower still said Ready while its battery was removed, with a seed loaded and no growth after the night.

Actual hydroponic UI after the unpowered machine test: seed and water remain loaded while the removed battery sits in inventory.
The dim battery shape in the machine is a slot placeholder. Check the actual item and its reading, rather than relying on the silhouette.Kingy original retail gameplay, AI-operated and edited · October 29, 2026 · game © Questing Goose Studio / tinyBuild. · Open full-size diagram ↗
  1. Double-click the machine and open its instruction note. Use its actual slots and required inputs as your checklist; the tested hydroponic systems work overnight.
  2. Inspect the cell inside the machine, including its numerical kJ reading. A charged cell elsewhere in your inventory is not installed. In our controlled failure, the removed cell remained in inventory while the grower did nothing.
  3. Check the input and consumables. Our Nutrifruit Seed required 16 work and listed 100 ml of water per day. The successful test used the supplied water container; we did not scan its purity.
  4. Inspect the output grid and clear space for the result. Our first test started with an empty output. We did not measure the exact threshold where a full output prevents operation.
  5. Read Required Energy and Progress Speed on the machine’s tooltip, then compare the next morning’s readings. The displayed base values exclude the installed module adjustments.
Sources for this section
2

Our failure, correction and finished harvest

We used the Old Hydroponic System supplied in the Hydroponic Farmer start. It contained three stuck Glitched Modules and one stuck Ruined Module. We loaded a Nutrifruit Seed, left its water container in place and removed its full Energy Cell. Paid shop power alone did not make the crop grow.

Restoring that same 100/100 kJ cell corrected the failure. The first working night reached 9/16 work. The second produced seven food items in the output: five Nutrifruit and two Small Nutrifruit. The seed input was empty afterward. The first harvest establishes a working setup; it does not establish a repeatable sale price or guaranteed quality distribution.

The corrected Old Hydroponic System shows seven harvested food items in its produce output.
Measured working-night consumption: 11 kJ, then another 11 kJ. The supplied water bottle was labelled Ghostwater; purity was not independently tested.Kingy original retail gameplay, AI-operated and edited · October 29, 2026 · game © Questing Goose Studio / tinyBuild. · Open full-size diagram ↗
Morning / stateBatteryVisible outcome
Day 2, cell still removed100/100 kJ in inventorySeed remains; output empty; no growth
Day 3, cell restored overnight89/100 kJ in machineGrowing: 9/16
Day 4, second working night78/100 kJ in machine5 Nutrifruit + 2 Small Nutrifruit
Sources for this section
3

How to recharge the cell

This is a spare-cell charging arrangement. We did not test a PowerBloc, adjacency charging or a self-recharging battery. Do not copy an adjacency layout from another item and assume the basic Recharger behaves the same way.

Three original battery readings: 78 kJ before the test, 78 after an unpaid-power night, and 81 after a paid-power night.
One unpowered control night and one powered night; the basic Recharger added 3 kJ in the powered test.Kingy original retail gameplay, AI-operated and edited · October 29, 2026 · game © Questing Goose Studio / tinyBuild. · Open full-size diagram ↗
  1. Obtain a Recharger. We bought the basic unit from Dr. Jackson’s after-hours shop on day 5 for 172 game credits. That is our observed price, not a universal price for every difficulty or stock condition.
  2. Open the Recharger and drag the spare Energy Cell into its Energy Cells grid. Our test used the 78/100 kJ cell removed from the first grower. The second producing grower kept a different battery.
  3. Pay Power Service on the end-of-day screen and sleep. Our power service cost 5 credits. Insurance and cleaning were separate selections.
  4. Inspect the same cell the following morning. Our unpowered control night stayed at 78/100; the next night with paid power reached 81/100. When you want that cell to power a machine, put it back in the machine’s battery slot.
Sources for this section
4

Why charging can help without keeping up

Compare the measured rate with your demand. The basic charger restored 3 kJ to our spare cell in one paid night. The Glitched-module grower consumed 11 kJ during a working night. One such recharge night therefore restored less than one such production night consumed. Rotating batteries buys time, but this measured charging rate alone does not sustain that workload.

Those figures describe two separate cells and devices. They are a throughput comparison, not a claim that the Recharger adds 3 kJ directly to an operating machine. We also checked a lower-demand Eco configuration below: it used 3 kJ in a working night, with less growth. Matching those rates suggests a different budget, but we did not test a long-running automated loop.

Sources for this section
5

Verified module comparison: Glitched versus Eco

Both machines displayed base energy 8/day and base progress 8/day. Their existing installed modules changed those figures substantially. We left the stuck modules in place and compared the two starting configurations; this was not a controlled swap on a single machine.

The figures below come from each module’s tooltip, the combined machine tooltip and actual overnight battery/growth readings. Percentages are the displayed module values. Use the final Required Energy and Progress Speed readings instead of assuming a simple formula or copying the base number.

Enlarged real machine tooltips compare the Old system at 11 energy and 9 progress per day with the Decrepit system at 3 energy and 6 progress per day.
Both list a Performance ratio of 0.5. This comparison supports the displayed effects and measured work/power; it does not test crop-quality effects.Kingy original retail gameplay, AI-operated and edited · October 29, 2026 · game © Questing Goose Studio / tinyBuild. · Open full-size diagram ↗

Checked on screen · Nov 9, 2026

7:14–7:50 · 36 sQuality modules and the Module Bay Expansion Kit (creator chapter at 7:14)

Read each module's tooltip before fitting it, and check the machine's tooltip afterwards for the combined effect.

Recreational SufferingFull video ↗
Credits

“How to Make Pure Water in Probably Stolen (Water Guide)” by Recreational Suffering · Oct 31, 2026 · Release footage uploaded October 31, before update 1.0.0.12 changed the stock Water Purifier's maximum; the build number isn't legible in the frames we checked.

Independent creator · no partnership implied

Creator? Ask us to remove this

7:14–7:50Quality modules and the Module Bay Expansion Kit (creator chapter at 7:14)
Installed configurationPer-module tooltipCombined machine readingMeasured result
Old system: 3 Glitched + 1 RuinedGlitched: Performance +15%; Efficiency −15%Performance +45%; Efficiency −45%; 11 energy/day; 9 work/day100 → 89 → 78 kJ; 9/16, then harvest
Decrepit system: 2 Eco + 2 RuinedEco: Performance −16%; Efficiency +32%Performance −32%; Efficiency +64%; 3 energy/day; 6 work/day100 → 97 kJ; Growing 6/16 after one night
Sources for this section
6

When a module will not fit or come out

Inspect the grid shape and each installed item. Our starting module bays had irregular usable spaces and stuck modules. Their tooltips explicitly required a Module Extractor. Dragging a loose module over the bay did not install it in our attempted positions.

We did not obtain or use the extractor in this test, so this guide does not claim a removal procedure, extractor durability or repair outcome. It also does not promise that a loose Efficiency, Performance or Quality module will fit your current grid. Read the actual footprint and final machine stats before committing to an upgrade.

Sources for this section
7

Common symptoms and the next useful check

Our demonstrated charging correction was paying Power Service after an unpaid control night. We did not test depleted-cell bugs or a toggle-service workaround.

SymptomCheck / supported response
No progress after sleepingConfirm the actual battery is installed, then check inputs and the instruction note. Restoring the removed cell fixed our case.
Ready, but nothing happensReady did not diagnose our missing battery. Inspect the slots and next-morning work reading.
Charger shows no gainCheck that the cell is inside its grid and Power Service was paid. Our unpaid control gained nothing.
Battery still falls across working nightsCompare consumption with recharge throughput. We measured 11 kJ used versus 3 kJ restored on separate cells.
Crop finished, then no new cropOur harvest consumed the seed. Collect the food and supply a new seed; check remaining water.
Module will not moveOur stuck modules explicitly required a Module Extractor; extraction itself remains untested.
Sources for this section
8

Video text and evidence

The 3:15 video is silent with explanatory text burned into the picture; the 34-second short isolates the charging control and result. Both use original gameplay at normal speed with cuts between test days. The text transcript is an alternative to watching; the VTT file is the same explanatory text, not a speech transcript.

Read the complete video text

Download the timed explanatory text

Inspect the test measurements and source timestamps

Sources for this section
9

Build, test scope and limits

Tested October 29, 2026, on the purchased Windows / Steam build 26284217, visible version 100-REV3. Separate Hydroponic Farmer research save, Mark Up (Normal), Skip Intro, no perks, days 1–7. Existing user progress was backed up and its original save hash remained unchanged.

This guide verifies one missing-battery failure and correction, a finished harvest, a basic Recharger control/comparison and the displayed/measured behavior of two existing module configurations. We did not test a completely depleted cell, exact full-output blocking threshold, long-term charging loop, extractor removal, module repair, Quality effects or other machine families.

The official October 28 hotfix lowered Dr. Jackson’s Normal markup from 25% to 15%. Prices and behavior from older community posts may differ. Our measured results belong to the recorded retail build; they are not a claim that every machine or battery tier behaves identically.

Sources for this section

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Sources · 2Official · Walkthrough · checked 29 Oct 2026 · Research checked 29 Oct 2026
Water Balance & Hotfix — 1.0.0.2 ↗Purifier logic reworked; Moisture Farm price 650 to 350 and Water Filter price 50 to 25. Read against the official news feed and SteamDB build 26284217. Starter tests are recorded separately under Kingy retail water test.Official ·
Kingy machine power and charging test: 100-REV3 ↗First-hand Windows / Steam build 26284217. Hydroponic Farmer / Normal / no perks / Skip Intro. Missing-cell stall corrected, Nutrifruit harvested, basic Recharger78 → 78 without power and78 → 81 with power, Glitched 11 kJ / 9 work versus Eco 3 kJ / 6 work measured. Existing module configurations; no extractor, PowerBloc, Quality or long-term loop test. AI-operated and edited; source ranges in evidence JSON.Walkthrough ·

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