Silent gameplay demonstration: on-screen explanatory text (not spoken subtitles). 00:00:00.000: Check the actual inputs — Nutrifruit needs 16 work. Load a seed and water; leave room for the output. 00:00:12.000: Controlled failure: remove the battery — The Energy Cell moves into inventory. The seed stays in its input. 00:00:30.000: Next morning: no growth — Paid shop power did not replace the missing machine battery. 00:00:40.000: Put the charged cell back — We restore the same 100/100 kJ cell, then run the machine overnight. 00:00:53.000: First working night: 9 / 16 — The Old Hydroponic System now shows Growing. It is making progress. 00:01:05.000: Battery: 100 → 89 kJ — This setup used 11 kJ in one working night. 00:01:17.000: Second working night: harvest ready — The output contains seven food items: five Nutrifruit and two Small Nutrifruit. 00:01:29.000: Battery: 89 → 78 kJ — Another 11 kJ used. Empty the output and provide a new seed for another crop. 00:01:41.000: Load a spare cell into the Recharger — We bought this basic charger from Dr. Jackson for 172 game credits. 00:01:55.000: Control night: power service off — The cell starts at 78/100 kJ. We leave it inside the Recharger. 00:02:07.000: Next morning: still 78 / 100 — No charge gained with the power service unpaid. 00:02:17.000: Next test: power service paid — Confirm the payment in the nightly report. Our power service cost 5 credits. 00:02:29.000: Next morning: 78 → 81 kJ — The basic Recharger added 3 kJ. The working grower has its own separate cell. 00:02:41.000: Modules change the power budget — Two installed Eco modules: Performance −32%, Efficiency +64% in total. 00:02:53.000: Eco grower: 100 → 97 kJ — Measured consumption: 3 kJ in one working night. Same base demand: 8/day. 00:03:03.000: Lower demand, slower growth: 6 / 16 — Compare 3 kJ / 6 work with 11 kJ / 9 work. Read your own installed stats.