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Vending Fountain: water tanks, upgrades and overnight sales

Supply the Vending Fountain’s three water tanks, match actual water quality to each label, upgrade attractiveness, provide power and collect overnight sales.

11/2/2026
1.0

Version history

  1. 1.0 Main guide
Last updated: 11/2/2026 6 min read

The Vending Fountain, also called Water Vending Machine in the interface, is the machine to the left of the shop window. It sells water overnight; the Vending Machine on the right sells stocked goods.

Vending Fountain

Vending Fountain

The Fountain is left of the shop window; the goods Vending Machine is on the right.
The Fountain is left of the shop window; the goods Vending Machine is on the right.

Install the Fountain

Call 8376 on the shop phone, browse Wild’s Network, then choose Store → Vending Fountain. Base cost is 1,200; favor pays first and cash covers the remainder. Before other modifiers, Hard costs 1,800 and Challenge 2,400. The purchase installs the machine and core immediately.

The Landlord can also offer a missing machine on days 43, 57, 71 or 85, while the shop has not been fully paid for. Accepting the Fountain adds 150 to base weekly rent, which then grows with future rent increases. Each visit installs one chosen machine. Wild’s purchase does not add that rent charge; compare the displayed quote with your rent commitments.

Fill the three source slots

The tank names set the sales label. They do not clean the water. Prepare and test your supply before filling them.

Slot / sales label Minimum actual purity
Basewater Tank 98.00%
High Quality Water Tank 99.00%
Pure Water Tank 99.90%
  1. Obtain water, then test and purify it. Use a Water Testing Strip or AquaScan on the final batch.
  2. Fill an owned water container. Use the source container on the receiving container to pour; for example, a Jug of Water holds 6,000 mL.
  3. Click the Fountain and put the filled container into the slot whose label matches its tested quality. Empty containers cannot be inserted as water sources; take them out to refill, then return them.
  4. Put a charged Energy Cell in the power slot and leave enough energy for the night. See power and recharging.
  5. Leave the water overnight. Next morning, check supply levels and press Transfer All to move the machine’s balance into your cash.

You do not supply separate sale bottles. The Fountain draws from each source container, generates the bottle for each sale and leaves the source container in place. Tank capacity therefore depends on the inserted container.

Use a Purifier or Moisture Farm as the source

A Water Purifier or Moisture Farm can replace a supply container in a tank slot. The Fountain reads its water container: fit that container, supply the source machine’s own power and materials, and satisfy its normal operating conditions. An empty or missing water container leaves that tank with nothing to sell.

These source machines finish their normal processing before the Fountain sells water that night. The water guide explains setting up purification and collection. The Fountain still needs its own power source.

Upgrade attractiveness and budget power

Use Electronic Parts (Common) on the installed Vending Fountain Core. Each upgrade normally consumes one part and adds 5 attractiveness, from 15 to 100 over 17 upgrades. There is no Metal Ingot tank-expansion upgrade; use a larger source container for more stored water.

Nightly power is 2 + one per two completed attractiveness upgrades, rounding down: 2 at attractiveness 15 or 20, 3 at 25, 5 at 50, and 10 at 100. Read the core tooltip after upgrading. If at least one source contains water, the Fountain can use energy even if that water is refused for sale.

How much water sells overnight?

These are the scheduled bottle volumes in mL, when each tank has enough saleable water. Each “+” means another bottle, not extra capacity. Between listed thresholds, use the preceding row.

Attractiveness Basewater High Quality Pure
15 750 450 —
20 750 + 250 450 250
25 750 + 250 450 + 250 250
30 750 + 450 450 + 250 250
40 750 + 750 450 + 250 250
50 750 + 2000 450 + 450 450
70 750 + 2000 + 250 450 + 450 450
75 750 + 2000 + 250 450 + 750 750
80 750 + 2000 + 450 450 + 750 750
90 750 + 2000 + 750 450 + 750 750
100 750 + 2000 + 2000 450 + 2000 2000

At the starting attractiveness of 15, the Pure Water Tank has no sale attempt; upgrade once to 20 to enable it. Source slots are independent, so you can operate just one suitable supply. Each attempt checks remaining water, skips an empty source and can sell a partial bottle if less than the listed volume remains.

Cash uses the slot’s label, actual volume and other item value effects, with Retail Markup plus 10 extra percentage points in the same price stage. Event price changes are excluded. Higher-quality water in a lower-labelled slot earns the lower label’s price. Collect the balance separately from the goods Vending Machine.

Water quality and failed sales

Match actual quality to the tank label. Rustwater and Gutterflow are refused. Ghostwater can still sell under an incorrect label, causing reputation loss and accumulated endangerment. Selling Basewater as High Quality or Pure, or High Quality as Pure, also creates mislabelling penalties and accumulated fraud. Use tested, properly treated water for the chosen label.

  • Container will not enter: fill an owned water container first; storage containers and empty bottles are not a water supply.
  • No water sold: check the Fountain’s full power requirement, source level and actual water quality.
  • Only the Pure tank stays full: check that attractiveness is at least 20.
  • A source machine produces nothing: check its own energy, output container and processing conditions.
  • Water decreased but wallet cash did not rise: use Transfer All in the Fountain’s control area.

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