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(Negative pollution is a thing.)
 
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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.  
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 nutrients contained in its fuel slot continue to [[Spoilage|spoil]]{{SA}}, so an inactive biochamber will consume about one nutrient every five minutes if there are active [[inserter]]s.
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 nutrients are available.


The biochamber won't work if there is too much spoil in its spoil slot (generated from spoiled nutrients), so outputing inserters will remove any spoil from inside the biochamber that is generated from spoiled nutrients. It is recommended to have one inserter filtered to only take spoil and another filtered to take out the recipe result or otherwise use a filtered [[splitter]] to control where the spoil goes.
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. It is recommended to have one inserter dedicated to removing spoil products and another filtered to take out the recipe result. Alternatively, the belt the items are going into can have a filtered [[splitter]] to separate the desired product from the undesired product.
 
The biochamber has the unique property of having ''negative'' [[pollution]]. This means that, if you use the biochamber 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 ==

Latest revision as of 16:25, 26 November 2024

Biochamber.png
Biochamber

Biochamber entity.png

Recipe

Time.png
20
+
Electronic circuit.png
5
+
Iron plate.png
20
+
Landfill.png
1
+
Nutrients.png
5
+
Pentapod egg.png
1
Biochamber.png
1

Total raw

Time.png
20
+
Electronic circuit.png
5
+
Iron plate.png
20
+
Landfill.png
1
+
Nutrients.png
5
+
Pentapod egg.png
1

Map color

Health

Quality normal.png 300
Quality uncommon.png 390 Quality rare.png 480
Quality epic.png 570 Quality legendary.png 750

Stack size

20

Rocket capacity

20

Dimensions

3×3

Crafting speed

Quality normal.png 2
Quality uncommon.png 2.6 Quality rare.png 3.2
Quality epic.png 3.8 Quality legendary.png 5

Mining time

0.1

Base productivity

50%

Pollution

-1/m

Crafted only on

Gleba.png

Module slots

4 slots

Prototype type

assembling-machine

Internal name

biochamber

Required technologies

Biochamber (research).png

Produced by

Assembling machine 2.png
Assembling machine 3.png
Biochamber.png
Player.png

Valid fuel

Nutrients.png
No-building-material-icon.png
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Space Age expansion exclusive feature.


The Biochamber is a biological variant of the assembly 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 nutrients item will power a biochamber for 4 seconds. This can be reduced by 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 spoil. As such, an inactive biochamber will still have nutrients inserted into them if nutrients 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. It is recommended to have one inserter dedicated to removing spoil products and another filtered to take out the recipe result. Alternatively, the belt the items are going into can have a filtered splitter to separate the desired product from the undesired product.

The biochamber has the unique property of having negative pollution. This means that, if you use the biochamber 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

These recipes are exclusive to biochambers:

These recipes are exclusive to biochamber, but the same items can be made by alternative recipes:

These recipes can be used either by the biochamber or by other machines, but can benefit from the biochamber's 50% productivity:

History

See also