Every overnight production machine is sold by Dr. Jackson, whose previous tenant was arrested, and his stock is gated by day count and by the unique items you already own. He refuses duplicate unique purchases, so plan what you want from him before you spend.
On this page
Probably Stolen crafting machines: slots, power and Jackson's stock
| Machine | Slots and controls |
|---|---|
Chem Finisher | Chem Module, Container and Output slots, plus a Control Panel and a Set Recipe button |
Evaporator | Battery, Module, Container, Distillate and Note slots |
Heating Plate | A Chem Module and a Target Temp setting running Off, Low or High |
Moisture Farm | Power Source, Modules and Water Container slots |
Water Purifier | Power Source, Modules, Water Container and Output slots |
Vacuum Robot | A night worker that collects waste and has a manual function |
Machine bays and storage bays | Bays sit alongside storage rather than replacing it |
Two machines can be busy at once in the panel layouts, and a status like No Target or No Recipe Selected means a machine with nothing queued. UPDATE 049 added a preview so you can check a container or machine's contents before buying it, and fixed a bug where leaving too fast wiped your inventory.
Purchase order from Jackson
Toolbox first.
It is purchasable from Jackson after day 14, stores tools including the blue and red labelers, and keys 1 through 9 equip the corresponding tool. Equip mode makes the selected tool run across many objects at once, which is what makes inspecting a stack of goods fast.
One machine you can feed.
Buy the machine that matches the line you are actually running rather than the one with the best slot list — the production chains page shows what each one is supposed to turn into.
Power.
Every machine needs power and most need a dedicated energy cell.
Jackson's machines run overnight on electricity, unpaid power gets cut, and the cheap power toggle on the night sheet is where you manage it.
What the late updates added
Bottle Printer
Added in UPDATE 049, unlocks with electronic parts and comes in a normal and a large variant. A printer with no power is just furniture.
Vacuum Robot incinerator upgrade
Costs a Common Electronic, draws double power and destroys the waste the robot collects after a cleanup.
Junk Processing Module
For the furnace, plus a fix in Patch 48.3.12 for a bug where it drew double power.
Note that the double power on the incinerator upgrade is the intended cost, while the double draw on the Junk Processing Module was a bug that was fixed — the two are not the same thing.
Power is a running cost
Every machine needs power and most need a dedicated energy cell, so the nightly bill is a budget line like rent. Wild Network grid hooks skip the nightly bill but create a faction debt instead, which is a trade rather than a saving.
The money and rent cycle covers the other costs that drain the till, and the production chains page shows what each machine is supposed to turn into once it is fed.