TL;DR To build a nuclear reactor in Subnautica, you need to gather the necessary materials, find blueprints, and ensure you have a steady supply of uranium. The reactor provides a long-term power solution for bases with high energy demands.
Materials and Blueprints
To construct a nuclear reactor in Subnautica, you'll first need to locate the blueprints, which can often be found in various wrecks or by scanning fragments. Once you have the blueprints, you'll need materials like lead, titanium, and advanced wiring kits. Acquiring these resources can be time-consuming but is essential for setting up your reactor [4:7].
Power Generation and Efficiency
The nuclear reactor is an excellent power source for bases that require substantial energy. It generates 7000 W of continuous power, which can significantly reduce the need for other power sources like bio or thermal reactors [4:4]. This makes it ideal for players who want a reliable and low-maintenance power solution
[5:1].
Fuel Management
A key aspect of maintaining a nuclear reactor is managing its fuel supply. Enriched uranium is required to keep the reactor running, and players will need to ensure they have a steady supply. Some players have noted that once the reactor is set up, it can run for extended periods without needing new rods [2:2]. However, it's important to plan for future uranium needs, especially if you're far from known deposits
[4:8].
Location Considerations
When choosing a location for your nuclear reactor, consider placing it away from thermal vents and deep underwater areas where other power sources might not be as effective [5:1]. This strategic placement ensures that the reactor remains a primary power source without interference from other environmental factors.
Alternatives and Comparisons
While the nuclear reactor offers significant power advantages, some players prefer using thermal generators or bio-reactors due to their simplicity and ease of setup [5:3]
[5:5]. Thermal generators, for example, can generate power from ambient temperatures and are stackable, making them a viable alternative for smaller bases
[5:3]. However, for those seeking "infinite power," the nuclear reactor remains a top choice
[5:6].
I had been working on this reactor build for a while now, my base would sag in energy when the natural gas went off, and they'd have to run to keep the research going. Got the achievement, but eager to see how this build will last for:
I used this tutorial by GCFungus:
https://www.youtube.com/watch?v=neyKgeCehKA
Nice work! I'm watching his everything base run at the moment, and when actually built this design in his own base he left off all the lovely shielding so his own dupes get very sick whenever he accidently let's the path over the top of the reactor open 😅 yours (and your base!) looks great!
FYI if you ever run into any more power problems. you should look into coolant limited research reactors(CLRRs). They use the same amount of uranium and can output immense amounts of power, even comparing to the amount you are currently producing.
I saw that in the tutorial! And was just a little intimidated haha This build took the majority of my steel on hand, but I am cannibalizing the uranium asteroid for metals, etc. It would be fun to limit the coolant and up the heat a bunch with a valve, and tack on some extra steam turbines - also running out of space a little haha
I use Nuclear... built one when I began my base and honestly in my entire playthrough it's gone through 3 rods and that's it... Most convenient thing in the game for my base in the Lost River. I have 4 Thermals as a backup in case I somehow don't notice when all the rods are spent. But it was literally one of the first things I built and I haven;t worried about it since.
Yeah, it's nice building like 8 rods at once then never having to worry about power again.
I've tried to use them...never, ever had to replace a rod. I figure I'd have to use it as the ONLY power source to try to do something with it. Way, way, way too few power-using things in this game for the f-ing ease of power generation available.
This, and by the time you would even get the nuclear reactor, or have a proper setup for it, you are already 75% of the way through the game and all you have left to do is swim deep for a few minutes and build a rocket.
I've played slightly differently a few times and wound up in some areas sooner than other games, or gotten a nuke blueprint out of the jellyshroom cave, so had it early in game. Still never wound up depleting a rod, I don't think you can tell how close you are to killing one, so I may have come close, but I've still never had an empty one.
Are you sure you have not hacked the game files and changed the power generating up a bit?
Yep, no mods, no hacks, to power generation. I use one to alter the order-of-power-usage but solely so that I don't have to remove power generation units to preserve the 'creation order' usage that's the game's native.
You just cant build a base on 90% of the map without making miles of power transmitters.
Or build a nuclear reactor, fuel it once, and stop caring about power for the rest of the game.
Always build near heat sources for this very reason.
Idk man. I get a little hard when I hear it power up for the first time...
I do. But I also use a mod that allows you to refill the reactor canister for just tree uranium instead of having to create a whole new reactor rod with all the raw materials.
You insert a fuel element into the Nuclear Reactor. Adjusting the control rod height adjusts the reaction speed/neutron production. Pump speed adjusts the movement of heated fluids through the heat extractor. The heat extractor produces steam which is transferred to the turbines based on the valve opening. If you don't balance things right, it leads to a hydrogen explosion. Pressing the SCRAM button safely resets everything.
It will eventually be added to https://store.steampowered.com/app/2429930/Power_Network_Tycoon/
Since this appears to be a very basic PWR, you could maybe add boration and use that to control power and temperature, which is what we actually do.
Control rods are completely withdrawn at power.
Interesting. I am a bit rusty on this topic and only did a bit of research. My thoughts when making this model was the reaction is slowed by the coolant's deuterium (not really shown or mentioned anywhere) but I thought normal operation would be rods at about half removed. You're saying for normal power generation, boron does what I thought the rods would be doing to control reaction speed? How is boron added or removed, or is it assumed the concentration stays the same?
So, a PWR, sometimes called a PLWR (Pressurized Light Water Reactor), does not use Dueterium or heavy water. We use just plain ole water, highly purified, of course.
The CANDU reactor is the only commercial power reactor type that uses deuterium, to my knowledge.
Both light and heavy water are moderators, so they slow the neutrons down. You actually need to slow down, or thermalize the neutrons in order to increase the probability of them reacting with a U-235 atom. (Im not going to get into fast reactions) Since the CANDU uses heavy water, a better moderator, it can use natural uranium. Light water reactors require enrichment (typically 3-6%) since they have a less efficient moderator.
So, to answer your actual question, yes the rods are full out in a PLWR during power operation. The boron is dissolved in the reactor coolant as a poison. It serves the basic purpose that you thought the rods performed.
As the core ages, and fuel is burned up, dilutions must be performed to lower the boron concentration. This is done by injecting clean pure water into the primary system.
If you’re interested in Nuclear, Animation, and Coding and such. You could always look into a career making actual simulation software for the nuclear industry. Training will be and has been moving to augmented reality settings in some cases, as an alternative to all physical mockups. Software is often getting visual upgrades to just have more modern and intuitive visuals. Engineering has already adopted 3D interactive drawings, and it’s a growing area. There is a huge overlap with many industries and computer science/IT, graphic arts and all that. Seems to be a growing demand.
I would like to actually. I have degrees in physics and engineering. I'm working on getting some more general programming experience than this gamedev environment programming which is a bit different.
This is so cool! 🙌🏼
Thanks :D. Still a work in progress.
Amazing work. Loving your content on Bluesky!
Thank you!
For those with the DLC, Nuclear Power is one of the most interesting setups I've encountered, and I decided to make a simplified guide for others using what I've learned after building a few of these.
1. The Gist of It
While not strictly necessary, a properly set-up Nuclear Power Plant will basically solve most power issues on an asteroid. As long as you can get your hands on 10 kg/day of Enriched Uranium, one of these babies can run forever with minimal input from your Dupes.
Basically, the Research Reactor takes Enriched Uranium as fuel and any Water as a coolant, heats both of them up, and then pukes hot Nuclear Waste and Steam from the bottom. If you can enclose this in a humongous insulated box with Water inside (let's call this our Reactor Chamber), it'll continuously produce hot Steam, so you can extract power by using Steam Turbines!
2. What You'll Need
Other than a source of Uranium Ore, you're going to need:
- A ton of Refined Metal and Plastic
Each Steam Turbine will need 800 kg of Refined Metal + 200 kg of Plastic, and you'll need at least 10 (or more) to extract all that heat from the Reactor Chamber. The Research Reactor itself costs another 800 kg of Refined Metal. That means we're going to need (at minimum) 8800 kg of Refined Metal and 2000 kg of Plastic for them.
- A bunch of Steel
The Reactor Chamber runs hot, and if all goes well, will basically be at 150-300 degrees C for the rest of the game. A good minimal setup is to run a Steel Aquatuner (1200 Steel) and a Steel Liquid Pump (400 Steel) inside the Reactor Chamber. The purpose of the Aquatuner is to dump as much heat from the Steam Turbines as possible back into the Reactor Chamber, while the Liquid Pump extracts the excess hot Nuclear Waste.
- A lot of Raw Materials, a big empty space and some time
Insulated Tiles cost 400 kg of Raw Material each, and as you can see, a Nuclear Power Plant requires a LOT of space. I like to build mine slowly over time in space, to save time on vacuuming the entire box, and it's going to take time for your Dupes to build such a large contraption. Building in space also allows you to place the entrance at the bottom, which makes it easy to flood the outer chambers with Hydrogen for maximum heat transfer once the whole thing is ready.
3. The Process
There's no "right" way to do it, you can plop one of these down anywhere you have space for it, but my preferred method is:
a) Build the Insulated Tiles, Dry Wall and Ladders
First, find any configuration where you can fit 10 Steam Turbines over a 2 tile high chamber below it. In the images I shared, I used a 1 + 3 + 3 + 3 arrangement, but you can just as easily swap this out to two 2 x 3 grids or a 2 x 5 grid... in general, 10 Turbines will more or less extract all the heat safely from a standard non-limited Research Reactor.
At this stage, I simply leave a "hole" into the Reactor Chamber so that Dupes continue to build inside, and I prefer to build in space so everything's in a vacuum at this stage ("just hold your breath dudes, or take one of those Atmo Suits, whatever").
You'll also need a depression directly below the Research Reactor to catch the hot Nuclear Waste, which incidentally serves as a great place to keep the initial pool of Water that will turn into Steam. While not strictly necessary, placing Tempshift Plates at the border of this pool will be a good way to accelerate heat extraction, and some strategic Tempshift Plates scattered throughout the build ensures that the heat in the Reactor Chamber's steam gets distributed more evenly.
b) Place the Steam Turbines in installments
As the Refined Metal/Plastic production ramps up, I start placing Steam Turbines one by one into their prepared slots. There's no need to worry about connecting them for now, the bulk of the cost will be generating enough resources for the Turbines themselves at this stage.
c) The Cooling System
If you have access to Super Coolant, you'll only need a single cooling loop. Otherwise, something like Salt Water can only cool 5 Steam Turbines effectively, so you'll need two loops. For the pictures above, I started with a primary cooling loop that dumps into the Reactor Chamber, and a secondary cooling loop into the auxiliary steam room on the left. I find it best to setup a Liquid Reservoir for each, place a thermo sensor on the reservoir output, and connect that sensor to the Aquatuners to maintain a target temperature.
You'll also need an initial supply of water from an external source into the Reactor itself. Eventually the 95 degree water from the Steam Turbines can be recycled into the Reactor, so you can hook up all the outputs of the Steam Turbines into a pipe junction that goes to both a Liquid Vent (back into the chamber) and the Reactor itself (to recycle as coolant). Once the supply is stable, you can cut the external line and the entire system becomes self sufficient.
d) The Fuel Feeder
Once the system starts up, the Reactor Chamber will be FLOODED with radiation, becoming a hazard even with Lead Suits equipped. A safe way to feed fuel is to run a conveyor line into a Steel Autosweeper right next to the Reactor. and drop the Enriched Uranium fuel from a manual-use Conveyor Loader somewhere FAR FAR AWAY.
e) The Research Reactor
I like to place this last. Before you put the Reactor down, I suggest placing an automation wire connected to a standard switch on the bottom-most middle tile of the Reactor. Trust me, you do NOT want this thing to suddenly turn on in the middle of construction. The 'master switch' allows you to turn it off until you're ready.
f) Priming the System
We're almost ready! Fill up your cooling loops, have a vent outside to dump the hot Nuclear Waste (or store it for radbolt generation), seal the Reactor Chamber, flood the outside with your gas of choice (Hydrogen works best), save your game, and flip the master switch. Everything glows green and the Reactor Chamber will start heating up... 3-4 cycles later, the pool turns into Steam and you've gone nuclear! Congratulations!
4. Final Words
I'll admit that before building one myself, nuclear power seemed like a daunting, insurmountable task. Having now made a few without melting them down, I hope that what I've learned will be useful for anyone looking for build one for the first time. It's really fun! You can use the radiation and power it generates for all sorts of late-game stuff! Diamonds! Interplanetary launchers! Sped-up research!
Good luck!!
How are people still not using conduction panels? building it with cobalt or aluminium is way better at cooling the steam turbines, easier to setup (no need to flood the floor) and uses less resources.
Being a recent new player, I started out using conduction panels for space builds. On this, my third colony to reach space, I am using a mix of panels and floor slicks. I find that conduction panels are a huge plumbing headache, and floor slicks work better for things that can reasonably be placed on a floor.
I'm also building some things out of thermium and just rebuilding them when they over heat.
Looks like a lot of fun but a headache to set up. By the time you get all the materials to make this, wont you already have all the power you will ever need?
The first thing I do when a nuclear plant comes online is to dismantle most of the previous power infrastructure. You don't need many batteries (or generators!) when 7000 W of power is being produced 24/7. That frees up a lot of resources and space for other projects!
How do you get a steady supply of uranium after you clean out the beetas planet?
This looks great, very great but
O-M-G THOSE TWO TILES ON THE RIGHT OF THE REACTOR
Why are have you done that atrocity!?!?!?!
It’s symmetrical with the two on the left of the reactor roof! It’s a reverse funnel for the topmost turbine! Arghhhhhh
What happens when you run out of uranium? Are there other sources?
space POI's
ah yes asymmetrical designs, been playing around with this for a little while about how to keep the steam at 195c everywhere, for every turbine
seems to me that the bottom three turbines are receiving steam hotter than 200c. minor annoyance, but it drove me mad trying to fix it.
In the end I tore down the whole thing again(yes), and built a third one. My solution is to run a buffer nuclear waste loop that circulates beneath all the turbines, so that when new scorching nuclear waste comes in and forces out the already cooled nw, the whole system stays at about 195~200c
Honestly, whenever I'm building bases I build a biorreactor. Then I build an acuarium (the big one) and I fill it with Sandshark and/or Crashfish eggs. When they hatch, I wait for them to breed, and then I use their sons to fuel my base. Yes, it's evil, but one: Sandshark eggs are super easy to obtain, and two: I hate Crashfish. If I can use those b**ches as electricity I'm doing it.
Or you can just use a grav trap near your base to pick up some fish and use them as fuel and even eat them
It really is overhyped, nothing a couple thermal generators can’t solve.
Well no.. location is the key here. Deep underwater and not near thermal vents, and your only competitor is the bio reactor. Personally I prefer the nuclear power if it's a base that consumes a decent amount of power over time
Thermal reactors can generate power from ambient temperatures. You don't actually need a vent. Granted - they don't generate much from ambient temperatures, but that issue can be mitigated because they easily stack.
I usually end up fine with thermal generators
Dude it’s literally infinite power
If you can afford it, you will never run out of power.
CAn anyone enligten me abount the nuclear reactor. Is it good or bad? I have a base close around a lot of uranitnite crystal so they won't be hard to get if that matters.
It’s pretty good. I used to make them for my deep sea bases and once you get done with your initial build out of rods you can pretty much forget about power.
Nuclear reactors are fine, especially if you want to use one of the worse energy hogs (specifically the desalinator and the scanner). They produce a ton of power and are very low maintenance.
Personally, I prefer thermal power, for three reasons. The first is the constant, inescapable hum that accompany nuclear reactors. It drives me crazy. The second reason is that thermal power is one of only two forms of power in the game that are transmissible (the other being solar). Lastly, thermal power is zero maintenance, which is hard to argue with.
I usually power my home base with thermal power or a combination of thermal and solar. I then build nearby a second, smaller base, consisting of just two multipurpose rooms - one for a nuclear reactor and one for a couple of desalinators.
Bio reactor supremacy honestly, sure nuclear lasts like forever if you have 4 rods but doesnt the feeling of blending eggs, plants, and live fish just give you the fuzzies?
>!Kharaa didnt wipe out this planet but i will in my quest to keep my damn lights on thats for sure!<
Pretty good. You don't need to keep too much of a close eye on it because each rod can power a super base for a very long time. So imagine putting in all four rods, you never have to check up on it to make sure you still have power.
How is it compared to thermal power
Stronger power output. With thermal, you need one for a basic base, but if you want to add a moonpool and water filtration, you need to install at least two to three more. Personally, I like to make basic tube bases with a moonpool attached all through the map. I typically need two to three thermal plants. Either that or like five solar panels if my base is at 100m depth or less.
ETA: With thermal, most of the time, you also need power extendors which can sometimes get complicated. At the very least, they can be frustrating to position correctly.
I prefer bioreactor, or a mix of power sources. If it’s a remote base, and rarely visited, arriving to an unpowered reactor can be a real pain - usually leaving to build a new rod at the next closest base. With the bioreactor, I can throw a fish or plant in for a quick boost of power.
I've built a 40+ turbine reactor before, but this run I just wanted to build the simplest reactor possible, so I could build one on multiple worlds - the goal is a functional colony on -every- asteroid).
So here's my latest version!
It uses basic materials (a little steel (the stuff in the waste pool), lots of aluminum, lead (for the stuff outside the steam chamber), and igneous. Only rare material is supercoolant, which just saves an AT. The only automation is to pump out excess waste, and to flip the radbolts on/off. I didn't even include a power screen, because it's just 3 direct wires.
It's rock-stable, runs at full power (7650kW), and produces over 7600 radbolts/cycle, meaning it can fully fuel an empty radbolt engine in about half a cycle. All for 10kg of uranium per cycle!
Most importantly, since I intend to eventually build 7 of 'em, it's pretty small, really easy to build and really hard to screw up. :)
(my 43-turbine reactor build is here: https://www.reddit.com/r/Oxygennotincluded/comments/12un0c3/welcome_to_the_nuclear_future )
I always add an emergency cooling tank, in case cooling from the turbines fails (ie. a cooling pipe breaks and they overheat or something, or some gas finds its way into the steam chamber). You can have a pipe liquid sensor and a "not gate" to activate the backup cooling and trigger an alarm.
Every time I start a new colony, I think, "I should add failsafe automation to everything I build!"
And then I do not do that. :)
I did keep this build pretty basic to make problems less likely. The main 'failsafe' I did was to pre-fill the waste tank at the bottom with water, so that the waste wouldn't start out too hot, and the room would get a quick steam supply while the reactor fed in the rest of the water for steam.
For most things fixing a failure is easier than building a failsafe. Except maybe rockets, but definitely the reactor. There's so many things that can go wrong with the turbines.
Nice, I’m a fan of simple. I might give it a try on my new run, thanks for sharing! No alu volcanoes, but will either go for early thermium or sacrifice some ore to the refinery gods.
If you have the new DLC, you can get Iridium very early as well.
The floor and pipes really benefit from aluminum, but the tempshift plates can probably be any number of materials. I just have 4 aluminum volcanoes this run, so I'm tossing aluminum everywhere!
In my last run I had ‘just’ two and still always had too much. This is my first run without one so in some ways nice to have to seek alternatives.
Also, just noticed your username - I wanted to say a belated big thanks for the rec room post you shared a while back. It inspired me in my last run to actually build one for the first time, and had a lot of fun doing so! Wasn’t as fancy as yours (never got around to working out automation ribbon daisy-chaining, which I don’t think you did but I got carried away with the size..) or as efficient as yours (espresso machine delivery single-handedly causing long commutes) but excited to work on it again this time. Cheers!
Edit: no PPP yet, still lots of stuff to play around with from previous DLCs and base game. Will get it eventually!
Very clean design!
One minor change I'd make myself is using radiant pipes instead of insulated for the nuclear waste output while it's in the steam room, though I suspect this won't make any difference if all the nuclear waste is quickly equalizing in temperature with the steam. What temperature does this seem to settle at?
True, I'll probably switch the pipes when I build another, I'm just used to automatically insulating inside the steam room. :)
It's been sitting at 209C for hundreds of cycles, so it could squeeze out a bit more power with a 10th turbine, but that would mess up the form factor! :)
In my main colony, I have tons of power, so the reactor is mainly for radbolts. On my small colonies, 7.65MW is going to be a -ton- of power.
By keeping it small, I should be able to build them very soon after landing on a planet. Even just a couple of builders should be able to handle it in a reasonable amount of time.
Very nice, that temperature is nearly perfect for optimal heat so I don't think adding an extra turbine is even worth it.
Love the design, my reactor area always take too much spaces.
I want to thy this design out! But what values should I use for pipe thermo sensor and hydro sensor?
Neither are very picky.
The hydro sensor just has to be small enough that you'll never get a 2nd tile of waste and cause a mess. 800kg-900kg should be fine to make a nice heat sink that keeps the temperatures even.
The thermo sensor is just to keep things from overheating. I used lead for everything, so I set it to 30C to be completely sure the transformers wouldn't overheat, but if you use other metals, you can go higher.
So I recently got into subnautica and I already have 3 different power sources in my base. Thermal Reactor, Bio and Solar Panels.
The description for the reactor says to NEVER remove the rods without the protection and I never really used it although I think it might be worth it as (if I'm not mistaken) it has 2000 energy. So?
I always ended up using Bio since I built a little crop of creep vines and blood kelp they fed them the stuff you collect from em
Nah.
Bio where you can't get Thermal, and anyone running more than one water distiller is jerking off.
I like using 3 water filterations so I get a constant supply of salt and water.
Yes, 100%. I have a couple of them near entrances to the lost river.
It will power 4 large water stills just fine.
Personally, I can't stand the noise. I power my bases with some combination of thermal and solar (the only two types you can transmit). It's hard to argue with zero maintenance and thermal and solar provide more than adequate power for most uses.
The exception I make is I build a small (only 2 multipurpose rooms) base just for desalinating water, close to my primary base. This small base holds a water purifier and a nuclear reactor to power it (and some random incidentals, like storage for water and salt). Water purifiers are murder on any other power source.
I find the hum quite soothing actually. A gentle thrumming of power.
Basically instead of having a nuclear reactor that that directly produces power or electricity, produces steam instead? IMO that would be a great way to include nuclear power without it being overpowered/overshadowed by the engines already in the game. They would have a niche as a power supply for PACs, fortresses, and super late game crafts. The purpose is to sacrifice space to limit material usage after a large initial investment, but you will still have to make space for, create, and protect your steam engines.
They will basically be a way to generate unlimited power without having to rely on rtgs, but they wouldn't replace them because land vehicles, flyers, and Sats won't have access to the water to create the steam. They would also be balanced somewhat by the fact that now you need a massive amount of space to build a nuclear reactor + all the required plumbing. I have always wanted a way to produce a ton of power without using mats for super late game, and this seems like a really good way to implement that without completely breaking the game balance.
It might make subs a lot more interesting with a lot more options, though it might also just make them broken lol. Subs with top mounted PACs creating massive holes in your craft sounds terrifying, but could also give torps some much needed value.
Why on earth is everyone in this thread going on about mechanics? Niche this, PPM that… I want to build a nuclear submarine and cause a radiological incident every time I get in a fight, dammit!
You can deco your boilers to look like a reactor, and stick ammo boxes/nukes around it to get the same feeling of danger. Sadly no radiation, that doesn't exist in FTD.
The devs considered it but thought it would be too similar to steam
It creates steam. The reactor would serve as a late game boiler that doesn't use mats, it would be an add-on to the steam already in the game.
I've mentioned this topic before on Reddit.
All they need is a modification of a boiler that is super expensive like a RTG but puts out steam like a boiler.
Having small, medium, large, huge would be perfect.
The other big simple (ish) thing they need is to add a way to connect steam shafts to fuel engine motors. I want to make a 24 cylinder super-turbocharged engine and hook it to a 5m prop.
Oh yeah the models are still in the deco menu, they're pretty good for futuristic greebling
I like the idea, altho i'd use some kind of nuclearcraft-like tetris system for the reactors themselves for gameplay purposes
Real reactors use fuel rods and control rods anyways, so if there were different shaped bundles containing a set of fuel and a set of control rods that could actually work. If they implement the reactor as a modeled heat source that you had to cool with water then it would turn into a cooling game of Tetris lol.
I'd like that. It should change temperature slowly and still need some level of cooling even when off; nuclear power plants are slow to respond to changes and even shut down the decay heat in the core needs to be taken away.
Then give us turbines to produce rotational power.
So a normal nuclear reactor lmao.
Well yeah, when I looked for mods that had nuclear power I wound up seeing a bunch of ideas for how they could work. All the things I saw were for a whole new engine type which would be hard to balance and wouldn't be able to do anything that other existing engines couldn't. Which made me wonder if anyone else had suggested they be used like a normal reactor lol.
The in-game boilers are already nuclear in my eyes.
How to build a nuclear reactor in subnautica
Building a nuclear reactor in Subnautica can provide a powerful energy source for your base. Here are the key steps and considerations:
Gather Resources:
Crafting the Reactor:
Fuel Rods:
Placement:
Power Management:
If you're new to Subnautica, consider starting with Solar Panels or Bioreactors for energy before transitioning to a Nuclear Reactor. They are easier to manage and don't pose radiation risks. Once you're comfortable with the game mechanics, the Nuclear Reactor can be a great addition for long-term energy needs.
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