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Probably Stolen Power: Electricity, Charging and Blackouts

The Probably Stolen power system can get confusing at times; paying for electricity and having enough energy to run a machine aren’t the same thing, for example. You pay the bill each night and yet, you wake up to an idle Furnace. You can also skip ordinary Power Service yet finish a production cycle with a battery that already holds enough charge. Things get more complicated once Joe Wild offers Power Line Hijack and Dr. Jackson starts supplying Current Converters. See my point now?

Quick Answer

Machines run on Energy Cells, while Power Service lets you recharge them overnight. Rechargers restore 3 kJ per battery, and PowerBlocs restore 2 kJ to each battery around it, including those inside machines. Joe Wild’s Commercial Grade upgrade doubles these rates, while Power Line Hijack removes the normal electricity bill and keeps your shop’s power on during blackouts. Current Converters eliminate battery swapping but charge Credits for the energy used. Blackouts occur randomly and can interrupt charging, though they also create opportunities to sell charged Energy Cells at much better prices.

How Does Power Work in Probably Stolen?

Machines in Probably Stolen draw their power from the Energy Cells installed in their battery slot. The energy in this game is measured in kJ (kilojoules), and a portion of it is used each time a machine is doing its work. Also, keep in mind that having the shop’s lights on doesn’t automatically fill an empty energy cell.

Power Service is a nightly service that enables regular charging through equipment such as Rechargers and PowerBlocs. Current Converters, on the other hand, introduce another option: they replace a machine’s battery and charge Credits for the energy consumed.

SystemFunction
Energy CellProvides electricity for machines.
Power ServiceProvides electricity for normal overnight charging equipment.
RechargerRecharges batteries stored inside the device.
PowerBlocRecharges eligible neighboring Energy Cells installed inside adjacent machines.
Current ConverterSupplies energy directly to a machine and charges Credits for the power consumed.
Power Line HijackRemoves the ordinary nightly Power Service expense.

Running out of battery charge, losing store electricity, and being unable to pay for a Current Converter are each different problems.

How to Turn On Power and Pay Power Service

You can interact with the bedroll (when you finish the day) to open the overnight services screen. Make sure Power Service is enabled if you want your Rechargers or PowerBlocs to refill batteries that night. Skipping Power Service makes your pretty little store lights to dim. It also prevents ordinary grid charging. The good news is that a machine with sufficient energy already stored in its battery can still operate.

Power Line Hijack vs. Commercial Grade Power Supply Unit

The dashing Joe Wild offers two upgrades that each influence your electricity differently.

UpgradeBase costEffect
Power Line Hijack300 CreditsRemoves the normal Power Service bill and keeps that service active.
Commercial Grade Power Supply Unit350 CreditsDoubles the charging rate of Rechargers and PowerBlocs.
Note

These are base prices. Your difficulty, Joe Wild modifiers, and available discounts can change the amount you pay.

After acquiring Power Line Hijack, the ordinary Power Service entry disappears from the End of Day menu because it is automatically enabled. The Commercial Grade Power Supply Unit upgrade instead improves battery charging. A PowerBloc’s normal 2 kJ becomes 4 kJ, while a Recharger’s 3 kJ becomes 6 kJ per battery each night. If you got the Makeshift Reactor starting perk, neither upgrade is offered to you. Sorry.

Why Are You Still Paying After Power Line Hijack?

Important

You may still receive a power bill despite having an upgrade that supposedly makes electricity free. A Current Converter replaces a battery and draws electricity from the Lower Levels’ grid instead. Its service charges for the energy used by the machine, instead of the normal store electricity connection.

This confused a lot of people (including yours truly) after the full release of the game. On October 30, Questing Goose Studio acknowledged that the behavior was a design oversight involving the late addition of Current Converters and the Makeshift Reactor. So this’ll probably be fixed in the near future.

How to Charge Energy Cells: PowerBloc vs. Recharger

You got two options. The Recharger refills Energy Cells stored inside its inventory. The PowerBloc charges the Energy Cells physically touching it, including those installed in adjacent machines.

FeatureRechargerPowerBloc
Base value150 Credits200 Credits
Dimensions4×22×2
Standard charge3 kJ per cell/night2 kJ per cell/night
Upgraded charge6 kJ per cell/night4 kJ per cell/night
Charges installed machine batteriesNoYes
Supports stacked PowerBloc bonusesNoYes

So a Recharger refills Energy Cells twice as fast as (unupgraded) PowerBlocs. But the PowerBloc has an advantage: Placement flexibility. With a suitable arrangement, one PowerBloc can recharge up to eight standard Energy Cells simultaneously. With a PowerBloc, each cell receives the entire 2-kJ bonus. That way you get up to 16 kJ of combined charging per night for all 8 Energy Cells that fit. The Probably Stolen PowerBloc guide goes deeper on the PowerBloc mechanics.

A Recharger holding four Energy Cells gives us 12 kJ per night. So two full Rechargers provide 24 kJ. A PowerBloc can charge as many batteries as two Rechargers, but that doesn’t mean it delivers the same total energy.

How to Use a Current Converter and What It Costs

Throw those Energy Cells away; you got Current Converter now! You can get one from Dr. Jackson, with a base value of 300 Credits. It occupies a 1×2 space and as I said, replaces the Energy Cell inside the machines.

To use a Current Converter, place it in the machine’s battery slot, switch on the Converter, and enable the Current Converter nightly service. Problem is that it doesn’t store a fixed amount of energy like an ordinary battery. Instead, the machine draws the energy it needs and the corresponding cost is charged in Credits. So it’s kind of costlier.

Current Converter Upgrades and Billing

An unupgraded Current Converter costs 1.5 Credits per kJ. Use between one to five Electronic Parts (Common) to lower the rate by 0.1 Credits per kJ. For instance, my Moisture Farm required 6 kJ each night. My unupgraded Current Converter cost me 9 Credits just to cover that machine’s power. After the upgrades, it was reduced to 6 Credits. So I highly recommend you implement all five Electric Parts. It might seem like a small change, but keep in mind you’re doing this Credit-cost lowering move for all the machines affected by the Current Converter, not just one.

Do Current Converters Work During Blackouts?

Unfortunately, they do not. Current Converters depend on the grid rather than stored energy. HOWEVER, if you get the solar Power Line Hijack upgrade via Joe Wild’s Network, your Current Converters keep on generating power for you. I tested this out through multiple runs and it works every time.

How Much Power Do Machines Use?

It differs based on how valuable or high-level a machine is. I’ve put every Machine’s power cost in the table. Check it out:

MachineReference power costWhen it matters
Furnace8 kJ per smeltMetal ingots
Water Purifier4 kJ per nightOvernight water purification
Moisture Farm6 kJ per nightProducing 850 mL of water at base settings
3D Printer8 kJ while operatingPrinting jobs
Alarm System4 kJ per nightStore security
Vending Machine2 kJ per nightAfter-hours sales
Fridge2 kJ per nightChilling stock
Mirage Projector16 kJ per nightStore attractiveness
AgeWell24 kJ per nightWine-aging automation
Recirculating Aquaculture System5 kJ and upKeeping the fish tank circulating
Bottle Printer4 to 11 kJ per useDepends on bottle size; not a standard overnight cycle
Pro TIP

Make use of the game’s Modules to lower that power cost. The Efficiency Module in particular will lower that power usage significantly. Quality and Performance Modules provide different benefits depending on the machine, and some specialized modules introduce extra energy penalties (in exchange for unique bonuses).

How to Keep Machines Powered Overnight

It’s simpler than you think. All you gotta do is compare the energy a machine consumes, versus the charging available to its installed battery. You have to know how much costs you gave in order to provide the necessary power source. The best approach is to inspect a battery’s charge before sleeping and compare it with its charge after the next operating night.

From there, set up your power production system. Make use of Modules to reduce power consumption, and rely on PowerBloc and Rechargers to keep your Energy Cells alive. If you’re really under pressure, you have to go for the Current Converter earlier than you should, and sacrifice Credits in exchange for a long-term productivity bonus, and therefore, higher profits. It’s all about foresight.

Advanced Turbo Booster

The Advanced Turbo Booster is another way to optimize production. Unlike a regular disposable Turbo Booster, the advanced version can be used repeatedly after charging. It has a 15 point meter and draws 5 kJ each night to add 5 charge to that meter. When the meter reaches 15, it can trigger one additional machine operation immediately. Starting from an empty meter, that takes three successful charging nights. The target machine still needs all its ordinary inputs and sufficient energy.

Put simply, the booster grants an extra operation, not free production. Don’t think otherwise.

What Happens to Power During a Blackout?

Capitalism at its best happens. Seriously, station blackouts interrupt not just you, but everybody’s charging system and that leaves your batteries without their expected overnight replenishment. Don’t worry though, at the same time, the market value of Energy Cells surge.

EventListed Energy Cell market modifierDuration or effect
Scheduled Power Plant Maintenance+33%1 day
Who Turned Out the Lights?+50%2 days
Low Power In The Lower Levels+66%2 days; blackout disrupts charging

Blackouts in Probably Stolen are random; they don’t happen on fixed in-game days. Also, I should mention once more that I used Power Line Hijack to keep my store powered through all three blackouts. You can do the same.

Other Ways to Get Electricity

There are a multitude of other ways to generate power for your shop, none are necessarily better than the normal methods mentioned above, but they’re worth having as backup.

Self Charging Energy Cells

You probably can guess that this Energy Cell doesn’t power high-level machines, instead the point of having these Self Charging Energy Cells around is to replenish 4 kJ each night without relying on an ordinary Recharger. It can hold up to 100 kJ power. It’s more valuable than a standard Energy Cell, in my opinion.

Energy Cell (Mk. II)

The Mk. II Energy Cell holds 250 kJ instead of the ordinary 100 kJ. The larger capacity helps with saving time dedicated to battery switching, but it doesn’t increase the charging speed of a regular Recharger.

Disposable Battery

A Disposable Battery contains 1,000 kJ of energy. You can’t recharge it, so it’s basically a large single-use energy source rather than a permanent solution.

Electric Eels

Ah, yes, the unusual choice. A living, adequately fed Electric Eel can replenish the battery of its Recirculating Aquaculture System and eligible neighboring batteries. What’s funny is that this mehod can work even during station blackouts. Here’s how much an Electric Eel produces power throughout its life cycle:

  • Juvenile: 1 kJ/night
  • Adolescent: 2 kJ/night
  • Adult: 3 kJ/night
  • Elder: 3 kJ/night

Makeshift Micro Nuclear Reactor

The Makeshift Reactor is a starting perk which provides another source of electricity (with a catch). The reactor begins with 100 integrity and loses 18 integrity each night. When its integrity drops to the critical threshold, it stops supplying store power. At ZERO integrity, it explodes and ends your run. Yay.

Scrap Metal can repair it, while Electronic Parts upgrades reduce the nightly deterioration and improve adjacent battery charging. Fully upgraded, the reactor can provide up to 4 kJ per night to surrounding batteries.

Hypertech Power Cell

The Hypertech Energy Cell supports a machine drawing up to 12 kJ at the start, and then later on its output can be upgraded using Hypertech Electronic Parts. You can check out our Probably Stolen Hypertech guide for more details.

Can You Make Money Charging Energy Cells?

Uh, heck yes! In fact, selling Energy Cells became my favorite side business in the game.

A standard empty Energy Cell has a base value of 10 Credits. A fully charged 100 kJ Energy Cell has a base value of 110 Credits. That means adding one kJ increases its base value by one Credit. What I do is I buy empty batteries from Dr. Jackson, position them next to PowerBlocs, and then sell them once they’re fully charged (or almost fully charged if I need Credits quickly).

But this is playing the long game (pun unintended). Charging an empty Energy cell using a single unupgraded PowerBloc takes 50 nights. With Commercial Grade Power, that becomes 25 nights. So either you’ve to upgrade early on, or charge a large number of Energy Cells simultaneously.

The strategy shows its true potential at blackouts, when you’ve been sleeping on a hoard of Energy Cells and now can sell them at a much higher price than usual for a night or two.

Why Isn’t My Power Working?

Well, there could be many reasons. I’ve found a list of possible reasons and the solutions for each:

Recharger not charging: Ensure the batteries are inside its inventory and the shop has working electricity.

PowerBloc not charging: Check the placement. The device needs to be in contact with the battery or its host machine.

Machine stopped working: Inspect the installed battery’s remaining kJ, the machine’s current power requirement, its inputs, and its output storage. The common culprit for me was empty the Energy Cell I thought had way more charge than it actually had.

Current Converter isn’t supplying power: Make sure the device is enabled and that its separate service has been paid. Also inspect the host machine’s normal processing requirements.

Best Power Setup for Early, Middle and Late Game

Early game: Don’t spend too much on strengthening your power system because at this point, your production isn’t that high to demand a high power cost. A charged Energy Cell can keep a basic machine operating while you manage rent and invest in more profitable upgrades.

Middle game: This is where a Recharger or a PowerBloc come in handy. Also, remember that Commercial Grade Power becomes extra useful when charging speed starts limiting production, so make sure to get that from Joe Wild.

Late game: Power Line Hijack removes the normal service cost. Current Converters are definitely perfect for high-consumption machines that would otherwise require constant battery swapping, but make sure to upgrade them with Electric Parts to lower the extra Credit costs.

Probably Stolen official poster

Probably Stolen

Indie Role-Playing (RPG) Simulation Strategy
Release Date
October 28, 2026
Developer(s)
Questing Goose Studio
Publisher(s)
tinyBuild

Alex March

Alex fell in love with video games at the age of 4, when his father bought him his first PC. He considers video games to be the upgraded version of the best books: a form of interactive art. His love of RPGs comes from the fact that he can spend hours immersed in a fictional universe and make choices that have meaningful impacts on the story. As a child, Alex would often spend hours trying to figure out the side quests in random games. There were no internet guides back then, so he knows exactly how frustratingly confusing or borderline impossible games can get. He intends to dedicate himself to saving other gamers from suffering the same fate.

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