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.
By Curtis Pyke · Updated
Checked 29 Oct 2026 · before patch 100-Rev13 (8 Nov 2026)What changed
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)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
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
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.
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.

- 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.
- 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.
- 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.
- 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.
- 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
- Kingy · original gameplay recording: Kingy machine power and charging test: 100-REV3 · Checked 2026-10-29 · Published 2026-10-29
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.

| Morning / state | Battery | Visible outcome |
|---|---|---|
| Day 2, cell still removed | 100/100 kJ in inventory | Seed remains; output empty; no growth |
| Day 3, cell restored overnight | 89/100 kJ in machine | Growing: 9/16 |
| Day 4, second working night | 78/100 kJ in machine | 5 Nutrifruit + 2 Small Nutrifruit |
Sources for this section
- Kingy · original gameplay recording: Kingy machine power and charging test: 100-REV3 · Checked 2026-10-29 · Published 2026-10-29
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.

- 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.
- 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.
- Pay Power Service on the end-of-day screen and sleep. Our power service cost 5 credits. Insurance and cleaning were separate selections.
- 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
- Kingy · original gameplay recording: Kingy machine power and charging test: 100-REV3 · Checked 2026-10-29 · Published 2026-10-29
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
- Kingy · original gameplay recording: Kingy machine power and charging test: 100-REV3 · Checked 2026-10-29 · Published 2026-10-29
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.

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
| Installed configuration | Per-module tooltip | Combined machine reading | Measured result |
|---|---|---|---|
| Old system: 3 Glitched + 1 Ruined | Glitched: Performance +15%; Efficiency −15% | Performance +45%; Efficiency −45%; 11 energy/day; 9 work/day | 100 → 89 → 78 kJ; 9/16, then harvest |
| Decrepit system: 2 Eco + 2 Ruined | Eco: Performance −16%; Efficiency +32% | Performance −32%; Efficiency +64%; 3 energy/day; 6 work/day | 100 → 97 kJ; Growing 6/16 after one night |
Sources for this section
- Kingy · original gameplay recording: Kingy machine power and charging test: 100-REV3 · Checked 2026-10-29 · Published 2026-10-29
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
- Kingy · original gameplay recording: Kingy machine power and charging test: 100-REV3 · Checked 2026-10-29 · Published 2026-10-29
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.
| Symptom | Check / supported response |
|---|---|
| No progress after sleeping | Confirm the actual battery is installed, then check inputs and the instruction note. Restoring the removed cell fixed our case. |
| Ready, but nothing happens | Ready did not diagnose our missing battery. Inspect the slots and next-morning work reading. |
| Charger shows no gain | Check that the cell is inside its grid and Power Service was paid. Our unpaid control gained nothing. |
| Battery still falls across working nights | Compare consumption with recharge throughput. We measured 11 kJ used versus 3 kJ restored on separate cells. |
| Crop finished, then no new crop | Our harvest consumed the seed. Collect the food and supply a new seed; check remaining water. |
| Module will not move | Our stuck modules explicitly required a Module Extractor; extraction itself remains untested. |
Sources for this section
- Kingy · original gameplay recording: Kingy machine power and charging test: 100-REV3 · Checked 2026-10-29 · Published 2026-10-29
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.
Download the timed explanatory text
Inspect the test measurements and source timestamps
Sources for this section
- Kingy · original gameplay recording: Kingy machine power and charging test: 100-REV3 · Checked 2026-10-29 · Published 2026-10-29
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
- Kingy · original gameplay recording: Kingy machine power and charging test: 100-REV3 · Checked 2026-10-29 · Published 2026-10-29
- Questing Goose Studio / official Steam announcement: Water Balance & Hotfix — 1.0.0.2 · Checked 2026-10-29 · Published 2026-10-28
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