Chemfuel Alchemist: What Your Chemreactor Secretly Wastes
Infinite Chemreactor Calculator
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Quick-Start Guide
If you just found or earned an Infinite Chemreactor and want to use it right now, follow these quick steps:
- Place and Power It: Install the chemreactor like a piece of furniture. It's a 2x2 object. Connect it to your power grid (300 W drain). Make sure an empty tile is directly adjacent to it – the fuel will appear on the ground next to the reactor.
- Wait ~10 Days: The reactor's progress bar will slowly fill. In 10 in-game days, it will pop out 75 chemfuel on that adjacent tile.
- Store the Fuel: Set a stockpile or shelf for Chemfuel near the output tile. Pawns will haul the fuel when it appears.
- Use the Chemfuel: Refuel chemfuel generators, load transport pods, make explosive shells, or feed flamethrowers.
- Safety Check: The chemreactor can explode if destroyed (8-tile radius flame damage). Put it under a roof and perhaps not right next to your food stockpile.
Pro Tip
Make a 1x1 high-priority stockpile right where the chemfuel drops so it immediately counts as "stored" and gets hauled to your main storage.

In-game sprite of the Infinite Chemreactor
Key Stats:
- Production: 75 chemfuel/10 days
- Power Usage: 300W continuous
- Size: 2×2 tiles
- Beauty: -10 (ugly)
- Explosion: 8-tile flame damage
What Is the Infinite Chemreactor?
The Infinite Chemreactor is a special quest reward object that generates chemfuel endlessly as long as it's powered. It was added in Beta 18 (Fall 2017) and remains one of the rarest and most valuable artifacts you can obtain.
Lore-wise, it "uses atoms extracted from the air" to synthesize chemfuel. In practical terms:
- Production Rate: 75 chemfuel per 600k ticks (10 days). That's 7.5 chemfuel per day on average.
- Power Consumption: –300 W (it consumes 300 W constantly when on).
- No Work Required: Once powered, it operates autonomously. Pawns aren't needed to run it.
- Physical Characteristics: 2x2 size, 35 kg, minifiable (you can uninstall/reinstall it like furniture). It's impassable and has a -10 beauty penalty.
- Explosion: If destroyed, it releases a small fiery explosion (~10 flame damage in 8 tiles).
- How to Get It: Quest rewards only. You might see it offered as a reward for quests (particularly from Empire or faction quests at mid-high wealth).
Reality Check – Rarity
Some players go several campaigns without ever seeing an Infinite Chemreactor. By the time it drops, you might already have other fuel sources.
"The Infinite chemreactor is ridiculously rare... whatever requirements cause it to spawn as a quest reward are so high that even when it does appear, free chemfuel isn't that big of a deal anymore."
Patch Notes
- Beta 18 (2017): Added to game
- 1.0-1.3: No direct changes
- 1.4 (Biotech): Increased spawn rate in quests
Efficiency and Output in Context
Source | Chemfuel Output | Inputs Required | Pawn Work? | Risks/Downsides |
---|---|---|---|---|
Infinite Chemreactor | 7.5/day | 300 W power | None | Very rare; small explosion risk |
Boomalope | ~11/day | 17 nutrition/day | Handler milks 1x/day | Needs handling; explodes if killed |
Biofuel Refinery (Wood) | 35 per batch | 70 wood (2 wood per fuel) | Yes (crafting) | Consumes resources; needs skilled crafter |
Biofuel Refinery (Corn) | 35 per batch | 35 corn (1 corn per fuel) | Yes (growing + crafting) | Uses food; needs farming land |
Energy Calculation
Chemfuel Generator Output: 1000 W Chemreactor Consumption: 300 W ------------------------------ Net surplus per cycle = +700 W (plus extra chemfuel)
Strategy: Getting the Most Out of Your Chemreactor
Perpetual Power Loop (Free Energy Exploit) ▼
One of the first things to do with an Infinite Chemreactor is to pair it with a Chemfuel Generator. This combo lets you turn that chemfuel back into electricity, effectively making a self-sustaining power source:
- Chemfuel Generator output: 1000 W constant when on. It burns 4.5 chemfuel per day.
- Infinite Chemreactor output: 7.5 chemfuel per day (requires 300 W).
The reactor produces 7.5 fuel/day, the generator consumes 4.5, leaving +3 fuel/day surplus. Meanwhile the generator provides 1000 W, the reactor eats 300 W, netting +700 W that goes to your colony. This setup becomes especially valuable during solar flare emergencies when your main power grid goes down.
To scale this up:
- 1 Chemreactor → 1 Generator: +700W net, ~3 fuel/day surplus
- 3 Chemreactors → 5 Generators: +4100W net power, balanced fuel usage

Chemfuel powered generator
Exploit or Intended?
Some call this an exploit of physics, but it's intended gameplay. The game designers simply hand-wave it as ultra-tech. Use it guilt-free.
Chemfuel Economy & Storage ►
If power isn't an issue for you, you can use the chemreactor's fuel for other purposes:
Alternative Uses:
- Fueling Vehicles and Pods: Transport pods use chemfuel (150 per launch). Having a reactor means over time you get free travel launches.
- Crafting Explosives: Mortar shells, IEDs, Molotovs all require chemfuel. 75 chemfuel can make 5 high-explosive shells. Learn more about explosive trap strategies.
- Sell the Fuel: Chemfuel sells for 2.3 silver each. 75 fuel = 172.5 silver base value. Check our guide on maximizing trade opportunities.
Storage Tip
Build a stone room near your generators where the reactor is placed, with a single-tile high-priority stockpile next to it. Each time it produces, a hauler will immediately move it to storage. For more efficient base layouts, check our room design guide.
"Set and Forget" – Automation Tactics ►
One great aspect of the infinite chemreactor is how low-maintenance it is:
- Hauling AI: In vanilla, just having a stockpile set will ensure hauling. With mods like Pick Up And Haul, a pawn might even scoop the chemfuel immediately.
- Stockpile Filter Trick: Create a one-tile stockpile set to only allow chemfuel right where you want the reactor to drop it.
- Home Zone & Firefighting: Make sure the area around the reactor is in the Home Zone so colonists will respond to fires.
- Connect to Switchable Grid: Consider putting generators on a switch to only turn on when needed to stretch the fuel.
Player Anecdote
"I found a second infinite chemreactor in a ruins building. Now we're getting 2 full stacks of chemfuel every 10 days. I've installed proper power infrastructure to use it – basically free energy for the colony!"
Drawbacks Recap ►
- Rarity/Opportunity Cost: You might never see one, or it could be competing with other juicy rewards.
- Slow Build-up: 75 fuel per 10 days won't cut it if you need a lot fast.
- Power Requirement: It's an energy→matter converter. You need to have 300W to spare.
- Explosive Risk: Small, but present. Treat it like a very light version of a boomalope or a battery.
- Beauty Penalty: -10 beauty is as ugly as a dirty room or a chunk of rock.
Infinite Chemreactor vs Vanometric Power Cell
Infinite Chemreactor
- Produces chemfuel + indirect power (700W net)
- Requires hauling and refueling
- More versatile (fuel for pods, explosives)
- Small explosion risk
Vanometric Power Cell
- Direct 1000W power output
- Zero maintenance
- Only provides electricity
- No explosion risk
Mods & Advanced Use Cases
Save Our Ship 2 (SOS2) – Spacefaring with Chemfuel ►
In Save Our Ship 2, you build actual spacecraft and fly off the planet. Chemfuel in SOS2 is crucial for several reasons:
- Ship Engines: Certain SOS2 ship engines consume chemfuel. Having an infinite chemreactor on board your ship means you have a renewable fuel source in space.
- Emergency Power: A chemfuel generator with an infinite chemreactor is a nice backup power supply that doesn't rely on external resupply.
- Refueling Shuttles/Fighters: Instead of hauling thousands of units of chemfuel in your cargo, you can carry one chemreactor and get a continuous top-up.
SOS2 Tip
Space is cold and sometimes you want to minimize EVA (space walks). Put the chemreactor inside your pressurized ship hull with your power generators. That way, your crew or robots can service the generator without going outside.
A SOS2 spaceship that could benefit from an onboard chemreactor
Biotech – Pollution and Power Trends ►
The Biotech expansion added new mechanics like pollution, toxifier generators, and Mechanitors with mech gestation. How does the Infinite Chemreactor fit here?
- No Toxic Waste: Burning chemfuel in a generator does not produce toxic waste packs. Using chemreactor + chemfuel generators gives you power with zero pollution mechanics to worry about.
- Integration with Mechs: Chemfuel itself isn't directly used in Biotech's mech systems, but the free power from the reactor can support mech rechargers and other new buildings.
- Clean Alternative to Toxifiers: Toxifier generators yield 1400W but steadily pollute the area. The infinite chemreactor + generator is a more eco-friendly solution. For more on managing environmental challenges, see our temperature management guide.
Toxifier vs Chemreactor
- Toxifier: 1400W, produces pollution
- Chemreactor + Generator: 700W, no pollution
Biotech Power Needs
- Gene processor: 300W
- Wastepack atomizer: 400W
- Mech gestator: 200W
Rimatomics – High-Tech Synergy ►
Rimatomics adds nuclear reactors, energy weapons, shields, and advanced power tech. The Infinite Chemreactor can play a supporting role:
- Jumpstarting Nuclear: To start a Rimatomics nuclear reactor, you need stable power input for the control systems. Chemfuel generators can bootstrap the reactor.
- Backup Power Grid: Even with a big nuclear plant, having diversified power sources is smart. Chemfuel generators can act as an uninterruptible power supply of sorts.
- Fuel for Weapons: Rimatomics might have weapons that consume chemfuel. The infinite chemreactor gives infinite ammo for them.
Once you have a 2500 kW nuclear reactor humming, the Infinite Chemreactor's contribution is a drop in the ocean. But it's a nice piece of the puzzle, especially in the early to mid Rimatomics phase.
Other Notable Mods and Interactions ►
Rimefeller
This mod is basically "drill oil, make chemfuel". Rimefeller can overshadow the Infinite Chemreactor by sheer volume. However, mods have added compatibility so that the chemreactor can feed into the Rimefeller network like a well/pump would.
Vanilla Expanded – Chemfuel
The VE series includes things like chemfuel ponds or pumps. If you have that, it's effectively a buildable version of an infinite chemreactor (with some differences). The mod author balanced those pumps to not outpace the vanilla chemreactor by too much.
Combat Extended (CE)
In CE, chemfuel is used to craft certain ammo or explosives. Having an infinite source means infinite ammo supply for fire-based weaponry. CE also makes fire explosions more deadly, so keep that chemreactor safe.
Royalty & Ideology
Royalty doesn't interact much except that Empire quests are one source of infinite chemreactor rewards. For Ideology, you could roleplay a colony that venerates self-sufficiency or includes the chemreactor as a revered object.
Frequently Asked Questions
How do I get an Infinite Chemreactor in RimWorld?
You can only get it as a quest reward. Look out for quests (especially Empire quests or world quests) that list an "Infinite Chemreactor" as a reward. It's random and quite rare. You cannot buy it from traders or craft it in vanilla. For more information about valuable quest rewards, check out our guides on rare Glitterworld medicine, Archite Capsules, and healer mech serums.
Is the Infinite Chemreactor better than the Vanometric Power Cell?
They're different: the Vanometric Power Cell gives 1000W power forever with no upkeep. The Infinite Chemreactor gives chemfuel which you can turn into ~700W net power (plus extra fuel).
If you purely want power, the vanometric is straightforward. If you value chemfuel's versatility (for pod travel, explosives, etc.), the chemreactor is better. Both are S-tier quest rewards.
How much chemfuel does it really produce per day?
Exactly 7.5 chemfuel per day (because 75 per 10 days). In one year (60 days), it produces 450 chemfuel. For comparison, one boomalope produces ~660 in a year (but requires feeding). So one reactor ≈ 0.68 boomalopes worth of fuel per year, but with zero maintenance and zero risk. Learn more about animal management strategies.
Does it stop if I turn off the power?
It pauses. The reactor needs to be powered to accumulate production. If unpowered, it will not progress, but it remembers progress. Once power is back, it resumes from that point. You won't lose a nearly-finished batch due to a short blackout.
What happens if an enemy or mad animal attacks it?
If it takes enough damage (200 HP) to be destroyed, it will explode in a firebomb (10 flame damage in radius 8). This isn't as lethal as a mortar shell explosion, but can start fires. Treat it like a volatile structure (somewhat like a mini boomalope).
Does the chemreactor produce pollution (with Biotech)?
No, the chemreactor itself does not create any toxic waste or pollution. It's a clean generator of chemfuel. The chemfuel when burned in a generator also doesn't produce pollution in game terms, it's treated like normal fuel.
What's the best way to store or use the chemfuel it makes?
Store chemfuel in a safe, roofed area away from flames. A metal or stone walled room is ideal. You can use a shelf or a dedicated stockpile. For advanced storage techniques, see our guide on proper storage room design.
For usage, best is to pipe it into whatever needs it continuously: set transport pod launchers near that stockpile, or have your generators in the same room. Consider installing a firefoam popper in any room where you keep lots of chemfuel.