Biochamber: Difference between revisions
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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, 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 |
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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:
- Nutrients from yumako mash and Nutrients from bioflux
- Pentapod egg only on Gleba
- Iron bacteria cultivation and copper bacteria cultivation only on Gleba
- Bioflux
- Carbon fiber
- Agricultural science pack
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:
- Biochamber only on Gleba
- Heavy oil cracking to light oil, light oil cracking to petroleum gas, and rocket fuel
- Yumako processing and jellynut processing
- Nutrients from spoilage
- Iron bacteria and copper bacteria only on Gleba
- Wood processing only on Nauvis
- Fish breeding only on Nauvis
- Nutrients from fish
- Nutrients from biter egg