But even if better sources are available, it still provides easy additional energy for demanding seabases. 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. Egg-hatched fish in particular provide the most energy. It is also useful for disposing of any excess or spoiled flora and fauna that the player has no more need of. It also contains two PDAs, logs that players can either listen to or read that help tell Subnautica's intriguing story. It is also easy to supply a Bioreactor with fuel if one keeps an Exterior Growbed, Interior Growbed or Alien Containment full of fish nearby. This particular wreck has multiple items of interest, including Laser Cutter Fragments and Bioreactor Fragments. It does not affect power in creative mode.īioreactors work well in biomes where organic matter is plentiful, such as Kelp Forests or Mushroom Forests, where Solar Panels may be less efficient. It can only be placed in the center of a Multipurpose Room. The Bioreactor produces 1 energy every 1.2 seconds (50 per minute) with a maximum capacity of 500 units per Bioreactor. Starting from the coral tube sticking up out of the water. It can break down any organic matter into reliable energy for Seabases. In this guide, you will come to know where to find the Bioreactor Fragments in Subnautica. It has a 4×4 inventory grid to place organic items into, and items placed inside it cannot be removed once placed. God I've put way too much time into playing with the power systems of this game.The Bioreactor is constructed with the Habitat Builder and composts organic matter into Energy. And multiple transmitter lines to a base is the realm of "If it works, you got lucky". If you covered all of floater island in solar panels, only a small roughly 10 foot circle of them would be used by a transmitter. As well as allowing for far more solar power than a transmitter's woeful initial connection range allows for. I've heard claim that' transmitting to foundations meant to support power transmittion rather than bases has been fixed, but we still have countless issues with power and many more "They fixed that!" things still bugging out in game.Īll that said about solar power, Unless you are in a cave, it's less materials and effort to build a vertical tube up to sunlight level base, than it is to try and transmit solar power. While solars need to be closer to the surface, and the terrain/transmitter distances are not always practical to such. Thermals you build on the ground no problem (even with the above mentioned terrain load issues). You COULD try and brute force hallways through caves and tunnels, but why?Īlso, there are past issues where trying to build thermal plants, solars, etc on foundations would simply result in it powering the foundation. Like the one inside a vertical cave shaft I prefer in the safe shallows. Though unlike solar, The average location of many vents means you have actuall need for transmitters to thermals for many of them. Which is why I settle for an awkward messy blob of thermals to one side, because a neat ring of generators around the vent means only a couple of them will actually get connected to the transmitter. But the distance they have to connect to power sources in the first place is practically arms reach. The distance a transmitter line goes is massive, when leading away from power sources. Primarily because the connection to the power sources themselves is ludicrously tiny. Originally posted by erictred11:I think they only work for thermal generators They CAN work for solars, (or at least did in the past, i don't bother anymore) but that's way more finicky.
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