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Describe nutrients use
Add section to specify nutrient usage (per second)
 
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{{Languages}}
{{Languages}}
{{:Infobox:Biochamber}}
{{:Infobox:Biochamber}}
{{Stub}}
{{About/Space age}}
{{About/Space age}}
The '''Biochamber''' is a biological variant of the [[assembling machine]] and [[chemical plant]], unlocked on [[Gleba]]{{SA}}. Unlike most other production buildings, it does not require electricity, but rather a steady supply of [[nutrients]]{{SA}} to operate. It has a built-in 50% [[productivity]] bonus.


The '''Biochamber''' is a biological variant of the [[assembly machine]], unlocked on [[Gleba]]{{SA}}. Unlike most other production buildings, it does not require electricity, but rather a steady supply of [[nutrients]]{{SA}} to operate. It has a built-in 50% productivity bonus.
One unit of nutrients will power a biochamber for 4 seconds (0.25 nutrients/s). The powered duration per nutrient can be increased by using [[efficiency module]]s, or reduced by modules that increase energy consumption. See  [[#Powering_Biochamber|the powering biochamber section]] for more details.


One nutrients item will power a biochamber for 4 seconds. This can be reduced by [[Efficiency module|Efficiency modules]] or increased by other modules, in exactly the same way as other machines.  
An inactive biochamber uses no energy, but any nutrients contained in its fuel slot continue to [[Spoilage mechanics|spoil]]{{SA}}. As such, an inactive biochamber will still have nutrients [[inserters|inserted]] into them if they are available.


An inactive biochamber uses no energy, but nutrients contained in its fuel slot continue to [[Spoilage|spoil]]{{SA}}.  
The biochamber, like any machine, will not function if there are too many items in its trash slots (usually generated from an input or output spoiling). Unfiltered output inserters will remove items from trash slots.
 
The biochamber is technically classified as a [[burner devices|burner device]], and its fuel slot can be filtered ({{Keybinding|mmb}} by default) to only accept a specific quality of nutrients. This can be used to prevent high-quality nutrients from being consumed as fuel.
 
Biochambers have the unique property of having ''negative'' [[pollution]]. This means that, if a biochamber is built on [[Nauvis]], it will absorb pollution. Furthermore, [[module]]s that affect pollution (by increasing energy consumption or directly) will make the negative value larger. So heavy use of biochambers with [[productivity module]]s and [[speed module]]s in [[beacon]]s can lead to substantial pollution absorption.


== Recipes ==
== Recipes ==
These recipes are exclusive to biochambers:
The biochamber has a large number of recipes, many of which are exclusive to the biochamber or to Gleba or both.
* {{NavboxIconLink|Nutrients from yumako mash}}{{SA}} and {{NavboxIconLink|Nutrients from bioflux}}{{SA}}
 
* {{NavboxIconLink|Pentapod egg}}{{SA}} only on Gleba
{|class="wikitable"
* {{NavboxIconLink|Iron bacteria cultivation}}{{SA}} and {{NavboxIconLink|copper bacteria cultivation}}{{SA}} only on Gleba
|-
* {{NavboxIconLink|Bioflux}}{{SA}}
! Recipe !! Ingredients !! Products !! Made in !! Crafted on
* {{NavboxIconLink|Carbon fiber}}{{SA}}
|-
* {{NavboxIconLink|Agricultural science pack}}{{SA}}
| {{imagelink|Yumako processing}}{{SA}}
| {{icon|Time|1}}{{icon|Yumako|1}}
| {{icon|Yumako seed|2%}}{{icon|Yumako mash|2}}
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}
| -
|-
| {{imagelink|Jellynut processing}}{{SA}}
| {{icon|Time|1}}{{icon|Jellynut|1}}
| {{icon|Jellynut seed|2%}}{{icon|Jelly|4}}
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}
| -
|-
| {{imagelink|Bioflux}}{{SA}}
| {{icon|Time|6}}{{icon|Yumako mash|15}}{{icon|Jelly|12}}
| {{icon|Bioflux|4}}
| {{icon|Biochamber|space-age=yes}}
| -
|-
| {{imagelink|Pentapod egg}}{{SA}}
| {{icon|Time|15}}{{icon|Nutrients|30}}{{icon|Pentapod egg|1}}{{icon|Water|60}}
| {{icon|Pentapod egg|2}}
| {{icon|Biochamber|space-age=yes}}
| {{icon|Gleba}}
|-
| {{imagelink|Agricultural science pack}}{{SA}}
| {{icon|Time|4}}{{icon|Bioflux|1}}{{icon|Pentapod egg|1}}
| {{icon|Agricultural science pack|1}}
| {{icon|Biochamber|space-age=yes}}
| {{icon|Gleba}}
|-
| {{imagelink|Iron bacteria}}{{SA}}
| {{icon|Time|1}}{{icon|Jelly|6}}
| {{icon|Iron bacteria|10%}}{{icon|Spoilage|4}}
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}
| {{icon|Gleba}}
|-
| {{imagelink|Copper bacteria}}{{SA}}
| {{icon|Time|1}}{{icon|Yumako mash|3}}
| {{icon|Copper bacteria|10%}}{{icon|Spoilage|1}}
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}
| {{icon|Gleba}}
|-
| {{imagelink|Iron bacteria cultivation}}{{SA}}
| {{icon|Time|4}}{{icon|Iron bacteria|1}}{{icon|Bioflux|1}}
| {{icon|Iron bacteria|4}}
| {{icon|Biochamber|space-age=yes}}
| {{icon|Gleba}}
|-
| {{imagelink|Copper bacteria cultivation}}{{SA}}
| {{icon|Time|4}}{{icon|Copper bacteria|1}}{{icon|Bioflux|1}}
| {{icon|Copper bacteria|4}}
| {{icon|Biochamber|space-age=yes}}
| {{icon|Gleba}}
|-
| {{imagelink|Fish breeding}}{{SA}}
| {{icon|Time|6}}{{icon|Raw fish|2}}{{icon|Nutrients|100}}{{icon|Water|100}}
| {{icon|Raw fish|3}}
| {{icon|Biochamber|space-age=yes}}{{icon|Chemical plant}}
| {{icon|Nauvis}}
|-
|}
 
Nutrients are required both as fuel for the biochamber and as a component of other recipes (including [[artificial jellynut soil]] and [[artificial yumako soil]]).
 
{|class="wikitable"
|-
! Recipe !! Ingredients !! Products !! Made in !! Crafted on
|-
| {{imagelink|Nutrients from yumako mash}}{{SA}}
| {{icon|Time|4}}{{icon|Yumako mash|4}}
| {{icon|Nutrients|6}}
| {{icon|Biochamber|space-age=yes}}
| -
|-
| {{imagelink|Nutrients from bioflux}}{{SA}}
| {{icon|Time|2}}{{icon|Bioflux|5}}
| {{icon|Nutrients|40}}
| {{icon|Biochamber|space-age=yes}}
| -
|-
| {{imagelink|Nutrients from spoilage}}{{SA}} (50% spoiled)
| {{icon|Time|2}}{{icon|Spoilage|10}}
| {{icon|Nutrients|1}}
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}
| -
|-
| {{imagelink|Nutrients from fish}}{{SA}}
| {{icon|Time|2}}{{icon|Raw fish|1}}
| {{icon|Nutrients|20}}
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}
| -
|-
| {{imagelink|Nutrients from biter egg}}{{SA}}
| {{icon|Time|2}}{{icon|Biter egg|1}}
| {{icon|Nutrients|20}}
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}
| -
|-
|}
 
The following recipes create stable products that are unaffected by spoilage:
 
{|class="wikitable"
|-
! Recipe !! Ingredients !! Products !! Made in !! Crafted on
|-
| {{imagelink|Biochamber}}{{SA}}
| {{icon|Time|20}}{{icon|Iron plate|20}}{{icon|Electronic circuit|5}}{{icon|Nutrients|5}}{{icon|Pentapod egg|1}}{{icon|Landfill|1}}
| {{icon|Biochamber|1}}
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}
| {{icon|Gleba}}
|-
| {{imagelink|Carbon fiber}}{{SA}}
| {{icon|Time|5}}{{icon|Carbon|1}}{{icon|Yumako mash|10}}
| {{icon|Carbon fiber|1}}
| {{icon|Biochamber|space-age=yes}}
| -
|-
| {{imagelink|Rocket fuel from jelly}}{{SA}}
| {{icon|Time|10}}{{icon|Bioflux|2}}{{icon|Jelly|30}}{{icon|Water|30}}
| {{icon|Rocket fuel|1}}
| {{icon|Biochamber|space-age=yes}}
| -
|-
| {{imagelink|Biolubricant}}{{SA}}
| {{icon|Time|3}}{{icon|Jelly|60}}
| {{icon|Lubricant|20}}
| {{icon|Biochamber|space-age=yes}}
| -
|-
| {{imagelink|Bioplastic}}{{SA}}
| {{icon|Time|2}}{{icon|Bioflux|1}}{{icon|Yumako mash|4}}
| {{icon|Plastic bar|3}}
| {{icon|Biochamber|space-age=yes}}
| -
|-
| {{imagelink|Biosulfur}}{{SA}}
| {{icon|Time|2}}{{icon|Spoilage|5}}{{icon|Bioflux|1}}
| {{icon|Sulfur|2}}
| {{icon|Biochamber|space-age=yes}}
| -
|-
| {{imagelink|Burnt spoilage}}{{SA}}
| {{icon|Time|12}}{{icon|Spoilage|6}}
| {{icon|Carbon|1}}
| {{icon|Biochamber|space-age=yes}}
| -
|-
| {{imagelink|Heavy oil cracking to light oil}}
| {{icon|Time|2}}{{icon|Water|30}}{{icon|Heavy oil|40}}
| {{icon|Light oil|30}}
| {{icon|Biochamber|space-age=yes}}{{icon|Chemical plant}}
| -
|-
| {{imagelink|Light oil cracking to petroleum gas}}
| {{icon|Time|2}}{{icon|Water|30}}{{icon|Light oil|30}}
| {{icon|Petroleum gas|20}}
| {{icon|Biochamber|space-age=yes}}{{icon|Chemical plant}}
| -
|-
| {{imagelink|Rocket fuel}}
| {{icon|Time|15}}{{icon|Solid fuel|10}}{{icon|Light oil|10}}
| {{icon|Rocket fuel|1}}
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}
| -
|-
| {{imagelink|Wood processing}}{{SA}}
| {{icon|Time|2}}{{icon|Wood|2}}
| {{icon|Tree seed|1}}
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}
| {{icon|Nauvis}}
|-
|}
 
== Powering Biochamber ==
A biochamber operating without any modules consumes 500 kW of power during operation. Since each nutrient provides 2 MJ of energy, a fully utilized biochamber requires 0.25 nutrients per second.
Note that this nutrient consumption is in addition to any nutrients required by the specific recipe being processed.
 
The general formula for calculating nutrient usage is
 
<math>
\frac{\text{Energy Consumption [MW]}}{\text{Nutrient Yummy Value (2 MJ)}} = \text{x nutrients/s}
</math>


These recipes are exclusive to biochamber, but the same items can be made by alternate recipes:
The energy consumption of a biochamber is displayed in-game when hovering over it and can also be calculated based on the effects of installed modules.
* {{NavboxIconLink|Rocket fuel from jelly}}{{SA}}
 
* {{NavboxIconLink|Biolubricant}}{{SA}}
Below table shows energy consumption and corresponding nutrient usage with various modules.
* {{NavboxIconLink|Bioplastic}}{{SA}}
 
* {{NavboxIconLink|Biosulfur}}{{SA}}
{| class="wikitable"
* {{NavboxIconLink|Burnt spoilage}}{{SA}}
! Modules
! Energy Consumption
! Nutrients / s
|-
| None
| 500 kW
| 0.25
|-
| 4 * Prod 1 (any quality)
| 1300 kW
| 0.65
|-
| 4 * Prod 2 (any quality)
| 1700 kW
| 0.85
|-
| 4 * Prod 3 (any quality)
| 2100 kW
| 1.05
|-
| 4 * Speed 1 (any quality)
| 1500 kW
| 0.75
|-
| 4 * Speed 2 (any quality)
| 1700 kW
| 0.85
|-
| 4 * Speed 3 (any quality)
| 1900 kW
| 0.95
|-
| Efficiency 1 (uncommon)
| 350 kW
| 0.175
|-
| Efficiency 2 (uncommon)
| 300 kW
| 0.15
|-
| Efficiency 3 (uncommon)
| 250 kW
| 0.125
|-
| Max Efficiency (20% energy usage)
| 100 kW
| 0.05
|}


These recipes can be used either by the biochamber or by other machines, but can benefit from the biochamber's 50% productivity:
* {{NavboxIconLink|biochamber}}{{SA}} only on Gleba
* {{NavboxIconLink|Heavy oil cracking to light oil}}, {{NavboxIconLink|light oil cracking to petroleum gas}}, and {{NavboxIconLink|rocket fuel}}
* {{NavboxIconLink|Yumako processing}}{{SA}} and {{NavboxIconLink|jellynut processing}}{{SA}}
* {{NavboxIconLink|Nutrients from spoilage}}{{SA}}
* {{NavboxIconLink|Iron bacteria}}{{SA}} and {{NavboxIconLink|copper bacteria}}{{SA}} only on Gleba
* {{NavboxIconLink|Wood processing}}{{SA}} only on [[Nauvis]]
* {{NavboxIconLink|Fish breeding}}{{SA}} only on Nauvis
* {{NavboxIconLink|Nutrients from fish}}{{SA}}
* {{NavboxIconLink|Nutrients from biter egg}}{{SA}}


== History ==
== History ==
{{history|2.0.44|
* Added filter support to burner fuel inventories.
}}
{{history|2.0.7|
{{history|2.0.7|
* Introduced in [[Space Age]]{{SA}} expansion.
* Introduced in [[Space Age]]{{SA}} expansion.
Line 47: Line 274:


{{ProductionNav}}
{{ProductionNav}}
{{C|Producers}}
{{C|Agriculture}}

Latest revision as of 14:12, 12 October 2025

Biochamber

Recipe

20
+
5
+
20
+
1
+
5
+
1
1

Total raw

27.25
+
0.25
+
7.5
+
25
+
1
+
50

Map color

Health

300
390 480
570 750

Stack size

20

Rocket capacity

20

Dimensions

3×3

Energy consumption

500 kW (nutrients)

Crafting speed

2
2.6 3.2
3.8 5

Mining time

0.1

Base productivity

50%

Pollution

-1/m

Crafted only on

Module slots

4 slots

Prototype type

assembling-machine

Internal name

biochamber

Required technologies

Produced by

Valid fuel

Space Age expansion exclusive feature.

The Biochamber is a biological variant of the assembling machine and chemical plant, unlocked on Gleba. Unlike most other production buildings, it does not require electricity, but rather a steady supply of nutrients to operate. It has a built-in 50% productivity bonus.

One unit of nutrients will power a biochamber for 4 seconds (0.25 nutrients/s). The powered duration per nutrient can be increased by using efficiency modules, or reduced by modules that increase energy consumption. See the powering biochamber section for more details.

An inactive biochamber uses no energy, but any nutrients contained in its fuel slot continue to spoil. As such, an inactive biochamber will still have nutrients inserted into them if they are available.

The biochamber, like any machine, will not function if there are too many items in its trash slots (usually generated from an input or output spoiling). Unfiltered output inserters will remove items from trash slots.

The biochamber is technically classified as a burner device, and its fuel slot can be filtered (Middle mouse button by default) to only accept a specific quality of nutrients. This can be used to prevent high-quality nutrients from being consumed as fuel.

Biochambers have the unique property of having negative pollution. This means that, if a biochamber is built on Nauvis, it will absorb pollution. Furthermore, modules that affect pollution (by increasing energy consumption or directly) will make the negative value larger. So heavy use of biochambers with productivity modules and speed modules in beacons can lead to substantial pollution absorption.

Recipes

The biochamber has a large number of recipes, many of which are exclusive to the biochamber or to Gleba or both.

Recipe Ingredients Products Made in Crafted on
Yumako processing
1
1
2%
2
-
Jellynut processing
1
1
2%
4
-
Bioflux
6
15
12
4
-
Pentapod egg
15
30
1
60
2
Agricultural science pack
4
1
1
1
Iron bacteria
1
6
10%
4
Copper bacteria
1
3
10%
1
Iron bacteria cultivation
4
1
1
4
Copper bacteria cultivation
4
1
1
4
Fish breeding
6
2
100
100
3

Nutrients are required both as fuel for the biochamber and as a component of other recipes (including artificial jellynut soil and artificial yumako soil).

Recipe Ingredients Products Made in Crafted on
Nutrients from yumako mash
4
4
6
-
Nutrients from bioflux
2
5
40
-
Nutrients from spoilage (50% spoiled)
2
10
1
-
Nutrients from fish
2
1
20
-
Nutrients from biter egg
2
1
20
-

The following recipes create stable products that are unaffected by spoilage:

Recipe Ingredients Products Made in Crafted on
Biochamber
20
20
5
5
1
1
1
Carbon fiber
5
1
10
1
-
Rocket fuel from jelly
10
2
30
30
1
-
Biolubricant
3
60
20
-
Bioplastic
2
1
4
3
-
Biosulfur
2
5
1
2
-
Burnt spoilage
12
6
1
-
Heavy oil cracking to light oil
2
30
40
30
-
Light oil cracking to petroleum gas
2
30
30
20
-
Rocket fuel
15
10
10
1
-
Wood processing
2
2
1

Powering Biochamber

A biochamber operating without any modules consumes 500 kW of power during operation. Since each nutrient provides 2 MJ of energy, a fully utilized biochamber requires 0.25 nutrients per second. Note that this nutrient consumption is in addition to any nutrients required by the specific recipe being processed.

The general formula for calculating nutrient usage is

Energy Consumption [MW]Nutrient Yummy Value (2 MJ)=x nutrients/s

The energy consumption of a biochamber is displayed in-game when hovering over it and can also be calculated based on the effects of installed modules.

Below table shows energy consumption and corresponding nutrient usage with various modules.

Modules Energy Consumption Nutrients / s
None 500 kW 0.25
4 * Prod 1 (any quality) 1300 kW 0.65
4 * Prod 2 (any quality) 1700 kW 0.85
4 * Prod 3 (any quality) 2100 kW 1.05
4 * Speed 1 (any quality) 1500 kW 0.75
4 * Speed 2 (any quality) 1700 kW 0.85
4 * Speed 3 (any quality) 1900 kW 0.95
Efficiency 1 (uncommon) 350 kW 0.175
Efficiency 2 (uncommon) 300 kW 0.15
Efficiency 3 (uncommon) 250 kW 0.125
Max Efficiency (20% energy usage) 100 kW 0.05


History

  • 2.0.44:
    • Added filter support to burner fuel inventories.

See also