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Corrupted Module

Category
Modules
Contraband level
Legal
Base value
45 creditsThe actual selling price varies with difficulty, condition, market prices, the buyer's budget and negotiation.
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Official description

Short description

A corrupted module. Can be restored with Electronic parts... and a little know-how.

Inventory shape

2 × 2 cells · 4 occupied cells

How to get

Quick summary

Vendors

Scavenger

Sells goods when visiting your shop

Attracted by your Display Case

Visits your shop

  • If you chose Skip Intro · On day 1
  • If you didn't choose Skip Intro · On days 3, 7, 10, and 12

Random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Occasionallyper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
  • From day 10

Story scenes

Eleanor

Eleanor

She plans to pay an investigator and sells scavenged stock toward the required savings.

When

  • At least 4 days after the scheduled first scavenged-goods sale visit. The investigation-plan conversation has not happened yet. You have helped her with food or drink at least 1 time. She has not been arrested. The first scavenged-goods sale has a scheduled date. Earliest possible day: 35
Frequency
Occasionallyper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"
  • From day 10
Eleanor

Eleanor

She returns with another randomly generated stock while saving for the investigation.

When

  • At least 4 days after the later of the investigation-plan conversation and the latest scavenged-goods sale visit. Only after the investigation-plan conversation. Her investigation fund is below 800 credits. She has not been arrested. If one of her earlier visits (investigation plan) is also due that day, that one comes instead. Earliest possible day: 39
Frequency
Occasionallyper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"
  • From day 10

Network upgrades

Other sources

Alarm System

Strip a ruined Alarm System for materials. Remove batteries and modules before cutting up the machine.

Availability and notes

Cost

  • Using Plasma Cutter destroys the machine and any contents left inside.
  • Module Extractor (Basic) starts with 6 uses and spends 1 use per module. Module Extractor (Advanced) spends no uses.
  • Collecting fasteners or wire reduces the machine's value by its original value × 0.33, rounded to the nearest integer, once for each nonempty material amount.
Frequency
Alwaysper newly broken machine
Quantity
1
Conditions
Frequency
Oftenper newly broken machine
Quantity
1
Conditions
Frequency
Sometimesper newly broken machine
Quantity
1
Conditions

Moisture Farm

Strip a ruined Moisture Farm for materials. Remove batteries and modules before cutting up the machine.

Availability and notes

Cost

  • Using Plasma Cutter destroys the machine and any contents left inside.
  • Module Extractor (Basic) starts with 6 uses and spends 1 use per module. Module Extractor (Advanced) spends no uses.
  • Collecting fasteners or wire reduces the machine's value by its original value × 0.33, rounded to the nearest integer, once for each nonempty material amount.
Frequency
Usuallyper newly broken machine
Quantity
1
Conditions
Frequency
Oftenper newly broken machine
Quantity
1
Conditions

Furnace

Strip a ruined Furnace for materials. Remove batteries and modules before cutting up the machine.

Availability and notes

Cost

  • Using Plasma Cutter destroys the machine and any contents left inside.
  • Module Extractor (Basic) starts with 6 uses and spends 1 use per module. Module Extractor (Advanced) spends no uses.
  • Collecting fasteners or wire reduces the machine's value by its original value × 0.33, rounded to the nearest integer, once for each nonempty material amount.
Frequency
Oftenper newly broken machine
Quantity
1
Conditions
Frequency
Sometimesper newly broken machine
Quantity
1
Conditions

Starting items

Gunsmith

Items provided when starting as Gunsmith.

Availability and notes

Frequency
Alwaysat the start
Quantity
1

Comes in: 3D Printer

Item details

  • In shabby condition.
  • Placed in the shop inventory.
Conditions
—
Frequency
Alwaysat the start
Quantity
1

Item details

  • Provided as Glitched Module.
  • Performance adjustment: 15%.
  • Efficiency adjustment: -15%.
  • The fitted module is stuck.
  • Provided inside 3D Printer.
Conditions
—

Hydroponic Farmer

Items provided when starting as Hydroponic Farmer.

Availability and notes

Frequency
Alwaysat the start
Quantity
3

Comes in: Hydroponic System

Item details

  • Provided as Old Hydroponic System.
  • In shabby condition.
  • Placed in the shop inventory.
Conditions
—
Frequency
Alwaysat the start
Quantity
3

Item details

  • The fitted module is stuck.
  • Provided as Glitched Module.
  • Performance adjustment: 15%.
  • Efficiency adjustment: -15%.
  • Provided inside Hydroponic System.
Conditions
—

People who buy this item

Sorted by the upper end of the base budget, before day-based increases and bonuses. Order- and item-value-dependent budgets follow.

Station Engineer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

750–1000 credits, rising as the days go by.

Display Case · Displayed categories

Material / Modules / Tool

Station Engineer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

250–500 credits.

Merchant

Merchant

Lower Levels

Buys saleable goods across categories, excluding Contraband.

Base budget

200–300 credits, rising as the days go by.

Lower Level Inventor

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

145–295 credits, rising slowly as the days go by.

Display Case · Displayed categories

Material / Modules / Tool

Dr. Jackson

Dr. Jackson

Lower Levels

Buys Material, subject to the buying rules below.

Base budget

50 credits, rising as the days go by. Each point of Dr. Jackson's investment bonus adds 10 credits.