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Biochamber

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Revision as of 12:02, 26 November 2024 by AnthonyDPS (talk | contribs) (added a tip on filtered inserters)
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Biochamber

Recipe

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

Total raw

23.75
+
7.5
+
25
+
1
+
5
+
1

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

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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:

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