The Bioreactor is constructed with the Habitat Builder and composts organic matter into Energy. It has a 4x4 inventory grid to place organic items into, and items placed inside it cannot be removed once placed. It can break down any organic matter into reliable energy for Seabases. The Bioreactor produces 1 energy every 1.2 seconds (50 per minute) with a maximum capacity of 500 units per Bioreactor. It can only be placed inside a Multipurpose Room. It does not affect power in creative mode.
Bioreactors work well in biomes where organic matter is plentiful, such as Kelp Forests or Mushroom Forests, where Solar Panels may be less efficient. It is also easy to supply a Bioreactor with fuel if one keeps an Exterior Growbed or Interior Growbed or Alien Containment full of fish nearby. It is also useful for disposing of any excess or spoiled flora and fauna that the player has no more need of. Egg-hatched fish in particular provide the most energy.
Thanks to its low costs and easily renewable fuel it is perfectly suited to power outposts with low power devices like a Battery Charger or Power Cell Charger, especially if the area lacks the requirements for both Solar Panels and Thermal Plants. But even if better sources are available, it still provides easy additional energy for demanding seabases.
Energy Values (expand)
Data Bank Entry
On planets where organic matter is plentiful but sunlight is not, a reliable bioreactor will frequently prove the most efficient power solution.
- When the Bioreactor was first introduced, it was placed outside of the base, much like a Solar Panel.
- The Bioreactor used to only accept the combination of Creepvine Samples and Fungal Samples.
- The Cuddlefish is the only hatchable fauna that cannot be put in the Bioreactor.