Moisture farm
Water from nothing but power.
Pulls drinking-water base stock out of the station’s air. It is the cheapest way for a shop to stop buying its raw input from somebody else.
The moisture farm is what turns water from a purchase into a harvest: fill the grid, spend the night’s power, and come back to base water that cost nothing but time.
The farm is the trade’s independence: a shop with one of these is no longer a customer of whoever sells dirty water. That changes the margin on every bottle afterwards, because the input now costs power rather than credits.
It is also the machine most likely to look broken when it is merely constrained. Output is bounded by the container it fills and by the cell it burns, and both failure modes present as a farm that simply did nothing overnight.
Counter protocol
- Yield is measured per night, so an under-powered farm looks like a broken machine.
- Output caps at the container it feeds — a full bay wastes the whole cycle.
- Base water is the start of the ladder, not the product.
Related stock
Where this comes from
The moisture farm price was cut during the launch-week balance pass.
“Moisture Farm price reduced from 650 to 350.”
A patch fixed the farm refusing to produce more than a fixed nightly volume.
“Fixed the Moisture Farm producing at most 6 L a night, even when its output was higher and the container had room.”
Tier 1 is the developer or publisher speaking, tier 2 is a large structured reference, tier 3 is player-made material. Anything a player measured rather than read is labelled as community-reported on this page.