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SubNautica 2
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Building a
beginners base can and should be one of your first priorities when
starting a new game in SubNautica. After collecting the resources
needed for crafting a Habitat Builder, you have constructable
pieces to start a simple base available right from the start.
You will collect
a ton of needed crafting resources and a lot of useless items along the
way. You will need a place to store all those goodies. Especially
all those useless Floaters, Alien Eggs and tons of Acid Mushrooms you
enevitably collect /s.
Storing the
items you collect and pick up will be the first main issue. But, you
can construct a simple base with storage lockers very early on by
crafting a Habitat Builder tool.
Even
though the game pushes you to make the Repair Tool early on, it's not
critical. If at all possible, use depleted batteries to craft new
tools.
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Crafting
priority in this order;
1. |
O2 tank |
 |
 |
 |
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2. |
Knife |
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=> |
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 |
3. |
Fins |
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=> |
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4. |
Copper Wire |
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 |
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5. |
Computer Chip |
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 |
6. |
Wiring Kit |
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 |
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7. |
Battery |
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 |
 |
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8. |
Habitat Builder |
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 |
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9. |
Repair Tool
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Exit through the
bottom of your Escape Pod and get your feet wet. First thing to look
for is Metal Salvage and grab as much as you can. Return to the
Pod and use the Fabricator to convert them to Titanium, NOT the
Titanium Ingot which you won't need a until later. Craft a Standard
O2 Tank and store the remainder of the Titanium in your on-board
locker.
Next is to grab
2 or 3 glowing yellow Seed Clusters from the Creepvine to make Silicone
Rubber. Craft a Survival Knife and Fins from the
Personal items menu. Now you can swim faster and use the knife to
collect the Table Coral Samples from the rock
faces.
Start locating
the rock outcroppings to gather their resource. The flat grey stones
produce Titanium or Copper and the brownish round stones give Gold,
Silver or Lead.
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Craft the
components in the priority list until you are able to make the Habitat
Builder tool. From there, you can construct your first base. List below
are some great examples including Simple Bases, Outposts and Depots.
Each list the advantages and materials needed.
Once you have
your first base, you can start on the other game objectives. To get the
Repair Tool, you will need to explore some caves for the Cave Sulpher,
which are in the scary Crash Fish blubs in the caves. To do that,
you'll need to craft the Flashlight=Titanium+(Battery=2 Acid
Mushrooms+Copper). Avoid the caves at night without a light source
(Flashlight/Sea Glide). Not only will you miss important resources, but
also risk getting lost and drowning.
A Strategy to
avoiding the exploding Crash Fish; Swim back from them as they
approach, then quickly swim back to where it came from. They are fast,
but can't turn around quickly.
For late stages
of the game, it could be advantageous to utilize the Connected Gates for base
building.
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HABITAT BASES
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Simple
Base #1
3-Way Tub Base. For your initial base, place this close to the escape
pod so it will be easier to find. Near the cliff edge next to the
Creeper Vine forest is an excellent location, but anywhere in the
Shallows is fine.
Construct: |
Inventory |
Gear: |
3-Way Tube
Entry Hatch
Solar Panel x2
Wall Locker x6
Fabricator
Medical Kit Fab
Radio |
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
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Optional, but
not needed immediately, is a Beacon to help locate your base. Spot
Light or Flood Lights could also help. Although this simple base can be
used anywhere as a depot, there are better options (see Outposts below).
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Helpful Hint:
Naming your lockers will save you a lot of time and
frustration. Keeping your stored inventory in an organized fashion will
make production a lot easier and help to prevent wasted trips for a
single item you already have on hand.
Designate a
locker near your Fabricator for Titanium, since that resource gets used
the most. Avoid using names like 'miscellaneous', 'stuff' or unnamed
locker.
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Locker Name
Suggestions
TITANIUM
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Typically will need more than one. |
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FINE METAL |
Gold/Silver/Lithium |
COPPER |
Second most used ore in the game |
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HVY METALS |
Lead/Magnetite |
FOOD |
Fish/Water/Nutrient Blocks/Plants |
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ORGANICS |
Plants/Teeth/Gells |
FABRICS |
Rubber/Synthetics |
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GEAR |
Tools/Batteries/
Beacons/ |
SILICA |
Quartz/Glass/Salt |
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COMPONENTS |
Computer Chips, Wire Kits, Etc. |
MISSION |
Next project items to help keep focus |
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GEMS |
Diamonds/Rubies |
Eventually some lockers can be divided, like SILVER, GOLD and
BATTERIES.
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Simple
Base #2
The second Base is a combination of Base #1 and the Outpost.
You will need to locate the Scanner Room fragments before you can build
this base. All can be found 950m west of the Shallows.
Construct: |
Inventory |
Gear: |
Scanner Room
3-Way Tube
Entry Hatch
Solar Panel x2
Wall Locker x8
Fabricator
Speed Mod
Range Mod
Medical Kit Fab
Radio |
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

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Powering
Your Bases |
For
small bases and outposts, a few Solar Panels are great as long as
you're base is above 100 meters. However, with deeper locations you wil
need a different power supply. The Bio-reactor is labor intensive and
swallows up important consumables. The Nuclear Reactor requires a rare
resource, but will last for a long while unattended.
By far, the most useful power source is the Thermal Reactor. It
requires no resources and will last indefinately. The catch is that you
need your base near a heat source or lava vent. There are many such
locations, including in the Swallows. The closer it is built to the
heat source, the more power will be supplied. You will need the Power
Transmitters to relay the generated power from the station to your base
and may require several connected together.
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Scanner Room
Tips:
There
are two remote controlled cameras useable from in the Scanner Room via
the video monitor and have built-in beacons. Beware that Stalkers love
to run off with these.
A menu on the viewer panel list detected resources and points of
interest within range. Only one type can be selected at a time.
Range modules can be doubled up for an additional 50 meter range (upto
500 meters). Speed Modules find select resources quicker.
The Hud Chip allows you to pinpoint selected resources outside the
Scanner Room. Only one is required and will connect to any powered
Scanner in range. 
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Simple
Base #3
Dubbed 'Starship' this is the base needed once you have the Sea Moth.
Construction should be done in two phases.
Keep in mind
your bases' structural integrity as you add pieces to your base. Add
Reinforced Panels to at least two of the outward 3-way Tubes, which
will add to hull integrity. Attach these before adding Wall
Lockers on the inside, as anything attached to the walls may prevent
you from adding the reinforcement panels. Moon Pool
entrance is on the bottom and you launch toward the end without the
rotating radar. Be sure to allow enough space to dock your Seamoth. In
extended depths, a foundation can be placed well below the Moonpool to
allow you to dock a Prawn Suit.
Construct: Phase 1 |
Inventory |
Gear: |
Moonpool
Scanner Room
Solar Panel x3
3-Way Tubes x2
Reinforcement x2 |
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

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Construct:
Phase 2 |
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3-Way Tubes x2
Speed Mod
Range Mod
Fabricator
Wall Locker x6+
First-aid
Radio |
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(Optional) |
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Multipurpose Room
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Rendered
in Daz Studio using the Sea Base Construction Kit

Actual
game screenshot
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
Interested in
creating your
own rendered
3D artwork?
Click here to get
Daz Studio Free
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OUTPOSTS and DEPOTS |
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Outposts
These are are for areas you want to search. Upgrade the Scanner Room
with Speed and Range modules you can make from the on-board Module
Fabricator .
Construct: |
Inventory: |
Gear: |
Scanner Room
Entry Hatch
Solar Panel
Wall Locker x2
Fabricator
Speed Mod
Range Mod |
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

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Depots
These are just a single Tube with a Hatch and 4 lockers inside for
temporarily storing materials when far away from your Pod. Because the
Depot is unpowered, there is no air unless you add a Solor Panel. Be
sure to deploy a Beacon so you can find the Depot later. The Depot can
be de-constructed when no longer needed.
HINT: It can be
helpful to name the beacon based on the biome and compass heading, such
as 'Shallows-South'. You can also add the depth if desired, 'Dunes-West
120m'.
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Construction
Appendix
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