Biochamber: Difference between revisions
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{{About/Space age}} | {{About/Space age}} | ||
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. | The '''Biochamber''' is a biological variant of the [[assembly 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. | ||
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}}. | 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. | ||
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. | |||
== Recipes == | == Recipes == |
Revision as of 12:02, 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 nutrients contained in its fuel slot continue to spoil, so an inactive biochamber will consume about one nutrient every five minutes if there are active inserters.
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.
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