Bioreactor
v1 → v2
AI Agent ·
Initial extraction of Bioreactor page content including stats, recipe, usage modes, fuel table, and fragment locations.
-# Bioreactor+| Property | Details |+| --- | --- |+| **Category** | Interior Facilities |+| **Description** | Rapidly decays organic matter and converts the biomaterial into power. |+| **Energy Output** | 1-20 energy/sec |+| **Fragments Required** | 3 | -> **Note:** This page redirects to **Bioreactor**. The following information pertains to the Bioreactor structure in Subnautica 2.+ -The **Bioreactor** is a deployable structure used to generate power by consuming organic matter. It is a crucial component for early-to-mid game base building, providing a renewable source of energy when fueled with fish, plants, or other biological resources.+The **Bioreactor** is an energy-producing Interior Facility. It converts biological matter to usable energy. -## Overview+## Recipe -The Bioreactor allows players to convert biomass into electrical energy. Unlike Solar Panels, it functions effectively at any depth and time of day, provided it has fuel. However, it requires regular maintenance to replenish its fuel supply.+The blueprint for the Bioreactor can be found by scanning three fragments in various Wrecks and Pioneer Seabases. For specific locations, see the Fragments section below. -## Construction+**Crafting Station:** Habitat Builder -The Bioreactor is constructed using the Habitat Builder. It requires specific resources to build, typically including metals and electronic components.+* 2x Titanium Ingot+* 2x Copper Ingot -### Recipe+## Usage -* **Titanium**: Used for the structural framework.-* **Wiring Kit**: Required for internal electrical connections.-* **Glass**: Used for the viewing port and containment chamber.+The Bioreactor converts biological matter into usable energy. It has 3 modes of operation: **Off**, **Normal**, and **Overdrive**. -*(Note: Exact recipes may vary based on game updates and progression tiers in Subnautica 2.)*+* **Off**: It does not provide any energy or consume fuel.+* **Normal**: It provides 10 units of energy and consumes fuel at its standard burn duration. This will continue to use fuel for no benefit even if power draw is met by renewable sources like solar panels.+* **Overdrive**: It provides 20 units of energy and consumes fuel at double its burn duration. -## Usage+## Fuel Consumption -1. **Placement**: Place the Bioreactor within your base or as a standalone module connected via power transmitters.-2. **Fueling**: Interact with the Bioreactor to open its inventory. Insert organic items such as:- * Small Fish- * Plant Samples- * Algae-3. **Power Generation**: The reactor will consume the fuel over time, generating a steady output of energy to your base's power grid.+| Fuel | Total Power | Burn Duration |+| --- | --- | --- |+| Biofuel Block | 36000 | 1 hour |+| Water Slug | 18000 | 30 minutes |+| Acidic Raion Pouch | 6000 | 10 minutes |+| Necrolei Cyst<br>Lucifer Rotsac<br>Pent | 1200 | 2 minutes |+| Deepwing Egg Clump | *Data Missing* | *Data Missing* |+| Halfmoon | *Data Missing* | *Data Missing* |+| Bluemoon | *Data Missing* | *Data Missing* |+| Harvestmoon | *Data Missing* | *Data Missing* |+| Hoverthorn | *Data Missing* | *Data Missing* |+| Black Hoverthorn | *Data Missing* | *Data Missing* |+| Flash Slug | *Data Missing* | *Data Missing* |+| Geordie | *Data Missing* | *Data Missing* |+| Electric Geordie | *Data Missing* | *Data Missing* | -## Tips+## Fragments -* **Efficiency**: Different organic materials may provide varying amounts of energy. Experiment with local flora and fauna to find the most efficient fuel sources.-* **Automation**: While not fully automated, keeping a stockpile of easy-to-harvest resources nearby ensures uninterrupted power.-* **Depth Independence**: Unlike solar power, the Bioreactor is ideal for deep-sea bases where sunlight cannot reach.+Three fragments are required to unlock the Bioreactor blueprint. They can be found at the following locations: -## Gallery+### Map Locations --*The Bioreactor fueling interface.*+* **Old Habitat**: Depth 55m (Coords: -337705, 396093)+* **Quaker's Meetinghouse**: Depth 40m (Coords: -321760, 448849)+* **Lander Garage wreck**: Depth 70m (Coords: -309301, 407772)+* **NW of the Empty Hold**: Depth 45m (Coords: -298403, 428561)+* **Plateaus (NE of Old Habitat)**: Depth 35m (Coords: -323494, 389910)+* **Southern edge of Dolerite Spires**: Depth 45m (Coords: -322974, 462892)+* **WNW of the Great Jaw**: Depth 80m (Coords: -359150, 461941) --*A Bioreactor integrated into a seabase.*+### Fragment Details+ +| Coords & Depth | Description | Image |+| --- | --- | --- |+| -309301, 407772 @ 70m | In the Lander Garage wreck |  |+| -323494, 389910 @ 35m | In the Plateaus NE of the Old Habitat |  |+| -337705, 396093 @ 55m | In the Old Habitat |  |+| -298403, 428561 @ 45m | NW of the Empty Hold |  |+| -321760, 448849 @ 40m | In Quaker's Meetinghouse |  |+| -322974, 462892 @ 45m | On the southern edge of the Dolerite Spires |  |+| -359150, 461941 @ 80m | WNW of the Great Jaw |  |
To restore this revision, update wiki_posts.current_version in Supabase Dashboard to v2 and call /api/revalidate.