TL;DR
Diverse Power Sources
Managing power effectively in Subnautica often requires using a mix of different power sources. Bioreactors are popular due to their simplicity and the ease of sourcing fuel like melons or acid mushrooms [5:1]
[5:3]. Thermal plants can provide a constant power supply if your base is near a heat source, and they require minimal maintenance once set up with power extenders
[5:2]
[5:4]. Solar panels are a good option for daytime power, but they need to be supplemented with other sources for night-time
[5:11].
Location and Setup
The location of your base significantly impacts which power sources are most effective. Bases near thermal vents can leverage thermal plants, while those exposed to sunlight can rely on solar panels during the day [5:4]. For larger bases, nuclear reactors offer a high-capacity power solution, though they require more complex resources like uraninite
[5:5]
[5:7].
Power Management Techniques
Using a control console for power management can streamline operations by allowing you to monitor and adjust power usage without manually checking each device [1:6]. This kind of setup can help manage power distribution efficiently across multiple generators and devices
[3:9]. Turning off unused equipment and managing generator output can also extend the duration of your power supplies
[3:5]
[4:1].
Cyclops Power Management
For Cyclops power management, it's advisable to carry extra power cells and consider building charging stations at strategic locations [2:1]
[2:2]. Utilizing a moon pool to charge power cells or equipping vehicles with solar charging mods can also help maintain power levels during extended trips
[2:2].
Efficient Resource Management
Being efficient with resources is key to maintaining power. Using a mix of power sources tailored to your base's environment helps ensure a steady supply [5:4]. Additionally, keeping track of power consumption and adjusting accordingly can prevent resource wastage
[4:2].
Probably a QoL issue, but I think it would be both useful and immersive to have a control console that allows us to see info about the base as well as manipulate things like power management. Being able to turn equipment on/off from one place, see the total water, shield status, etc. Further, as things are added to the game later on, this could be expanded as needed.
This could all be nice enhancements added to the sub-fief. You can already refuel all generators from it, the nuanced management stuff just needs to be added.
Wait, can we refuel all generators from the sub-fief console?
Yes indeed, it will distribute all of your fuel cells (from both your inventory and your storage chests) evenly across all generators in the base.
I assume this also works for the lubricant for the wind powered generators, though I’ve been reluctant to switch to them due to the additional crafting step.
Dear god please give us shared power inventory. searching my reactor floor for the 1 out of 50 machines thats empty is so tedious lol
You can use the sub-fief console to fill all of your generators at once, and it'll split the fuel evenly between them
Yes absolutely. Being able to control power status to all devices without going to them individually would be a great start.
How do I recharge my cyclops batteries in the middle of the ocean?
Either build a base nearby with a power cell charger or put the power cellls on a vehicle and use a moon pool to charge them. A bit slower would be using a solar charge mod on a seamoth and swapping power cells (requires daylight and being near the surface).
I'm assuming you dont have the thermal charge mod for your cyclops (or at least no thermal vents nearby)
You could bring more energy cells, make charging stations all around, its just your preference
It is very important to create bases in far away locations in order to maintain your Cyclops' power supply. You can also store extra power cells in the Cyclops, so that you can simply replace dead power cells. I am not a bot, but rather a second account created by u/arashio7. Was this comment helpful? If so, upvote it. If not, downvote it.
One thing I noticed from comments in the “base raid” threads is a surprising number of people don’t use their base console for power management.
From your console UI screen, you can refuel all generators in your base by holding down Y. The game will evenly distribute fuel to all generators based on available fuel and generator storage capacity
You can also see how many days of power you have left at current power consumption levels. This is very important to pay attention to, especially if you are adding new things like pentashields or work start that draw power. Your days of power left are only as good as your weakest generator
Helpful hints: if you aren’t playing as much and are solo, power down your crafting stations. For example, an advanced death still draws 350 power per still! If you aren’t processing water, turn them off! Same on virtually any other station not in active use. Turn them on as needed
If I’m a group or guild, do a power stress test. With everything on, how many days of power do you have? Are you right at cap? Do other people have building perms? Practice good base management and safety - make sure you have over a week of power at all times and if you are near power cap, consider adding more generators to give yourself a buffer
just bear in mind the subfief console continues to split cells between powered down generators (it's a bit annoying)
I got around this with multiple generator types. I use two Omni directionals for basic shields and a few stations. Then I have two spice generators that I turn on as needed.
But since you turned them off, they won’t distribute beyond their max capacity so this won’t do anything unless you havent capped them.
Source, all my shit is capped, the lube and filters do t stack in the devices, they stay in inventory unless they can be used.
Does using less power than your max draw actually effect the duration of your fuel for power generators?
I don't remember seeing an option to power down a crafting station, am I just blind or do you disassemble them?
Nope, the gens will run until out of fuel regardless of power needs
You hold F to go into manage and on the top left you can enable \ disable anything that uses power. This wont affect anything for duration though.
The only way to increase time with the same resources is reduce power needs AND reduce powered on generators so that your fuel lasts longer.
No, you’re using max power all the time using the same amount of resources, no matter what.
There’s an option to turn them off. Scroll the panels.
Pretty sure they pause consumption if powered off manually. They only continue to consume the filter if the water circuit is full and no water is being generated as there is nowhere to store the new water. At least they did a few weeks ago when I last tested this then proceeded to build 20 large windtraps.
As everyone already said, turn off unused stuff AND THE EXTRA GENERATORS to save fuel, since the generators are dumb and will keep running.
Some less obvious things:
Also, if the console says "Circuit Overload Imminent" one of your generators is lower than the others more than likely.
This also works for Omni directional generators if you have Diddy amounts of lube :)
Using this method allows you to hide and wall-in your generators. I hid like 15 generators in dead spaces throughout my base for the aesthetic.
Takes forever to make, water intensive, sand gathering sucks and will suck more in the future. Batteries are easy and I have the refinery slots still up so why not.
TLDR: It would be very helpful and intuitive if our console would display a table of all our energy consuming and generating items and have an on/off toggle beside them.
After speed running my way to a scout orni and farming aluminum for my gear, I ended up needing 6 wind turbines and 2 generators to power my base (2 death stills, 2 of each refinery). After doing the math, that's 3000 flour dust I need to make enough lube to power the wind turbines for 20 days. And to think, I'm away from the game for like 20 or so hours a day. It's wasted materials. Idk about you guys but I hate farming with a compactor lol.
I started to micromanage my base power and resources. As in real life, I only turn things on when I need them and shut down everything when I log out. I leave 3-4 generators running to provide my base some baseline power to run my wind traps or refineries that need to operate overnight.
As you can imagine, it's a bit tedious to walk up to each object, open their management menu, then turn them on/off each time I log in or out. The sub-fief console already allows us to resupply all our generators with one button press so I think it would make the console more useful if we can also toggle things on/off from there. It would make it a more essential component of our base resource management.
hell yeah. an "All On/off' switch would save me a ton of time. as it is now, I run around my base for like 10 minutes to make sure all the stuff is off before I log out for the day (saves me a ton of fuel).
What do you need to turn off ? I thought it was off by default until you use it
It still uses power. If you turn it off it doesn't use power. So you can manage with less power generators by only turning on things when you're actively using them.
Do you not have a buggy yet?
I haven't bothered with turbines, and instead just have a fully staked base.
Fully staked base gives you 80 production items to put down, and I just have 40 fuel generators for 3000 power. I'm halfway through duralluminum and i still have like... 500 power left available with a total of 59? production items used.
with the buggy the fuel blocks give you like 400 fuel with the first one, buggy cutteray mk5 gives you like 600 something. takes only 500 to fuel for 20 days, and I haven't tested it with the turbines, but if you have fuel in your circuit, you can just shove all your fuel into one container. After doing that, you can go into your fief-console and just hit fuel all generators, and it will automatically distribute fuel to every generator evenly.
unless you have a ton of people living in a singular base and aren't taking advantage of building dedicated subfiefs for production, I don't even understand why you would use the turbines tbh.
I like playing around with resource management and efficiency. If you don't and that's how you like to play, great. I'm just asking for tools for management to make it more interesting.
That's the thing, it just seems to be the most efficient.
I'm all for it, but when fuel generators are the cheapest to make, the fastest to get spinning, and the least labor intensive with the least steps(two raw resources versus multiple resources that require crafting)... isn't that the best when it comes to management and efficiency?
I'd love if turbines had mechanics like heights, being required to be used outside, or if energy was an actual an actual power draw system with batteries and such versus "lmao here's your cap", but as it stands they are the most efficient other then raw number/space taken up.
Also fwiw, wasn't a direct targeted statement at you. "why you would use turbines" was aimed at the player base as a gripe against the system, not being supportive of it.
I'm pretty sure that's intentional, otherwise you would barely need any fuel at all to run your base.
There is a flour sand deposit in Western Vermillius Gap that's really close to the rock, a lot of it is outside worm detection range. I drive a buggy there and gather like 6k in just a few minutes. I get where you're coming from with your post, but If you hate gathering flour sand I highly recommend finding that deposit, it's in the southeast of the zone.
I know about it and that's also where I farm. Compacting itself is just tedious compared to mining rocks with a buggy. It's not too bad, I know. It's just a small thing and I'm more concerned about base power and resource management.
That's totally fair! Just wanted to try and help. Leaving stuff on doesn't personally bother me but I can understand why some people would want to manage it more.
You mention driving a buggy there but is that just cause of the inventory space it provides? Or are buggies able to farm flour sand and I’ve been missing out?
Just for the inventory it provides, required to get the most in the least amount of time. Your compactor will break before you fill the buggy inventory lol
I have a feeling most people in this thread have never tried thermal+power extenders.
You put 4 thermal plants into the vents, route power to your base (you can do it no matter how far they base is, power extenders work far and they are cheap) and you're all set. Forever. 0 maintenance.
They will give enough power even if your have 4 water purifiers, 10 batteries charging and you're crafting non-stop.
I usually do a combination of thermal plants and a bioreactor assuming my base is somewhat near a heat source. If not I combine solar panels and a bioreactor. I rarely build bases where solar or thermal are not viable.
Yep, thermal + extenders all the way! Though I generally build all the other options mainly putting cool stuff in my base.
I usualy use the Bioreactor and i put acid mushrooms, they last for quite a long time imo. Sometimes i add random things like rotten things and fishes if i caught too much. I have a garden near my base with acid mushrooms so i always have them near to replenish the bioreactor when i need it. I do the same thing with Below Zero, but it was the ribbon plant instead of the mushrooms.
Edit : typo
I put the penguins
I place a nuclear reactor then never check it again
I use nuclear and I don't really understand why anyone does anything else at larger bases, assuming they have access to all the necessary blueprints and resources.
Well if you're restricted by blueprints or resources, that may be why.
Solar panels
I just place 6 of those and I’m all good
This is the way.
A bioreactor and a grow bed full of basically anything (melons for preference, or a couple pots of lantern fruit) is adequate for pretty much anything I've ever needed (when it's dark and the solar panels don't work), unless I forget and leave the scanner running overnight while I'm away from the base.
ETA: to clarify, I suggested Melons, because they're easy to grow in quantity, and worth 420 per melon (2x2), and also useful for topping up your hunger/hydration whenever you stop by the base.
In the lost river, I usually opt for a thermal reactor for a charging base in the Grove.
I built a nuke reactor once and felt kind of ridiculous, tbh. It was just crazy overkill. It produces power at about 5x the rate a bioreactor does, and has 2500 storage. With 4 full reactor rods, you have up to 80,000 energy on tap. Plus it's kind of loud.
ETA: for speed running (at least in any%) you pretty much never need more than a couple of solar panels.
ETA2: if you can't seem to keep the base powered, take a hard look at what you're running. The scanner sucks a lot of power if you leave it scanning. The water purifier does too, but only when it's running (it stops once it's full). Those are about the worst unless you're charging something in the moonpool, too.
Is your nav terminal always flickering? is the dugongs slow startup getting on your neves? Are you always running out of power? With these small wireing tutorials you will have your power problems gone in no time. Removing the subs default wireing is not needed, so this will also work on servers that locked wiring.
Starting off basic, we have the 5 component controller. Tried and tested.
Simply wire it up like shown above. In the top memory component you enter your subs max reactor output (check the wiki) /100. For the dugongs max 3000 power this would be 30. In the Bottom memory component you enter 75. Wire it up to the in and outputs on the reactor. Thats it. You can also build this outside of a circuit box but i would reccomend using a box as it is a lot cleaner and easier.
The reactor will react much faster, can handle four fuel rods at once and it will even consume less fuel.
For those of you wondering how it works, it basically does the math explained in the reactors wiki page.
Connecting it is pretty staraight forward, connect each input to the apropeatly named output and so on. This goes for the entire tutorial.
Now the only time you will run out of power is when you inevitably forget to refuel it. Dont worry, i got you covered. With this little addon the reactor will tell you when its empty and when someone refueld it.
Set the value of the memory component to the percentage you want to be notified at. Keep in mind that the percentage of the fuel rods is added, so four full rods will be 400%. I would reccomend a value of 20. With four rods it will warn you when they are below 5% average.
In the greater component, set the output to the message you want to have when the reactor needs refuling, in the false output set the message you want to have when someone refueled it.
The wifi component should have link to chat enabled. Keep in mind that this might be disabled on some servers.
Now you can leave you reactor runing without a worry and without troub... *BOOM*
Stupid clowns.
While the reactor will not explode on its own, certain bikehorn wealding menaces will make it go boom anyway. Thats where this little addon comes into play.
Set the delay component to 5 seconds and enable "reset when different signal recieved" 5 Seconds is long enough to prevent accidental shutdowns but shor enough to prevent a fire on any ship. The signal checks target signal should be set to 1, the false output should be set to nothing, as the reactor shutdown triggers on any signal, even zero. This will turn off the reactor 5 second after it starts overheating. This will prevent both accidental and intentional detonation of the reactor, as long as the wires are not removed and the reactor is not physically destroyed during operation.
Now you can rest safely knowing that your reactor is as well as you can make it. If you still have problems with power, try using the batteries for help. Manually turning them on or off is tedious so why not automate them. This sould go into a sepperate circuit box.
Set the top memory component to 1100, the bottom one to 1500. The top greater component should have its output set to 0, its false output set to nothing. The bottom greater component should have its output set to 1 and the false output set to nothing.
The OUT wire should go to both the relay that recharges the batteries (added by default on almoast all vanilla ships) and to the batteries "disable output" connection. The circuits load and power input should come from a juncton box, not the batteries. If you want to get more out of your batteries, connect the "power out" directly to the junction box, bypassing the relay.
The circuit will now automatically enable your batteries when the ship is drawig more power than it has, either because the reactor is not fast enough or simply unable to provide the power. The batteries will automatically recharge once the sub only requires little power because it is standing still, not in combat and no one is crafting.
And thats just one of the many cool things you can do with wires in the game. If you have questions or ideas on what circuits i should cover next, head to the comment section.
My ship still looses power every once in awhile I use the typhon and have one reactor upgrade so i calculated for it and the power still fluctuates occasionally
Some power fluctuations are normal since the nerf. The controller is not instant anymore, but the load from the engine is. I would reccomend getting a battery controller as well.
how are you making those images? that's not what the wiring ui looks like iirc
There's an item called a circuit box that you can buy/craft. This is what it looks like
oh that makes so much sense. i had no idea this will help a lot.
Could you help with getting the docking hatch below the Orca act as a normal hatch instead?
What do the 1500 and 1100 in the battery controller "represent?
Just want to understand why this works
The 1100 is added to the power so it only turns the batteries on when the ship lacks at least that amount. Why 1100? Because the batteries take 1000 power when both recharge at full speed.
The 1500 is the value that the load needs to be below for the ship to recharge the batteries. Some devices like oxygen always use power so 1500 is just a guessed value. You can increase or decrease it depending on your boat.
Alright, thanks!
4 of my friends just got the game and we have been playing together every night for 2 weeks. This is an absolutely GODSEND to me right now. THANK YOU!
The sub is like 99% vanilla, the only thing that relies on a mod is a few text displays (from the movable/sellable wrecks mod) that I have set up to be ammo counters, which is not a critical component when it comes to the functionality of the sub (so you could play the sub 100% vanilla if you wanted to). At first when I was building the big ship, I had intended for it to be somewhat balanced, but then I threw those intentions out the window and tried to make the most ludicrously OP sub I could possibly dream up (both out of curiosity and as a fun little challenge to myself (and also to make something fun to achievement hunt in eventually)). In the end, that meant I wanted to make 2 subs.
Some features I think are noteworthy:
-The Tanto (the little sub) is a semi-autonomous drone and can be piloted remotely from a special navigation terminal on The Kunai (big sub), or can be switched to manual control if it's carrying a pilot/passenger and it becomes necessary.
-The Tanto is easily over 50% ballast and has a max dive velocity of around 36km/h (in essence it's just a ballast with guns and an engine).
-When docked, the Tanto receives its navigation inputs from the Kunai's own navigation terminal (so wherever you try to pilot the Kunai, the Tanto's ballasts and engines will reflect those inputs. Amusingly, this also basically means the Kunai is FASTER with the Tanto docked, both vertically and horizontally).
-The chainguns you see on both ships are toggleable auto-operate, and both ships have a toggleable network of motion detectors set up around their perimeters to auto-trigger their respective over-tuned electrical discharge coils if a monster (somehow) makes it past the auto turrets to the hull. The Tanto's weapons are exclusively auto-operate, while the Kunai has a mix.
-The Tanto's auto-guns are all communally linked to a shared group of 16 loaders, for a total magazine of 1600 rounds before requiring a reload (with ammo storage, deconstructors, and crafting benches a few steps away from the loaders to minimize tedium).
-Both ships have auto-reactors (naturally).
-Both ships are triangular to minimize the amount of blind spots for turret coverage
-Both ships are capable of top and bottom docking.
-The placement of the electrical room on the Kunai essentially makes it nearly flood-proof.
-The Kunai has a double-double-coilgun (so, a 'quad-coilgun') on the top, and 2 double upgradable large hardpoints on the forward-top and forward-bottom (for another 2 quad-coilguns, or alternatively 2 double-flaks/railguns), and a single small hardpoint on the tail of the ship. After hardpoint purchases, the Kunai requires 6 gunners to be fully manned (7 if you want the forward railgun to be constantly manned as well, but I find that to be an easy position for the captain or someone else to fill if it really becomes necessary).
-The Tanto, by design, requires 0 gunners. At most, it just requires a baby-sitter to occasionally maintain hull and ammunition (and very occasionally, fuel), but even that isn't strictly necessary.
-I've made all the Tanto's critical electrical and mechanical components (mostly) non-degradable to maintain its semi-autonomous status (so it doesn't just break down over time while it's out and about with no one on board, which ensures its ability to return to the Kunai remotely).
-Some other stuff I'm probably forgetting/overlooking.
So what do you think? Do you like my spaghetti wires? Any ideas to make it even more OP? Should I upload?
> Any ideas to make it even more OP?
>Increase the range of all the electric discharge coils to 999999
LMAO, I would, but it caps at 5000
I guess I more-so meant ideas for more OP systems I could implement, sort of like the motion detector network that triggers the coils
I vote we change the design of the exterior hull to that of an old star fort, to reduce blind spots.
Haha, I think that would actually increase blind spots (4 sides to cover instead of 3/quadrilateral vs triangle situation)
BUT I was considering making an additional 'craft' to go with the drone in vaguely that same shape. I was thinking of making like a nuclear sonar mine (probably some depth-charge + motion-detector powered shenanigan) or like a deployable floating turret or something
we are getting closer to creating ramiel
that looks fun, i really like the bottom hatch in the ballast, i assume it floods unless the ship is stationary. cool idea. super OP shape
it's actually a standing vertical airlock on the bottom hatch there (a space enclosed by doors and hatches on all sides), and that actually probably took the most logic and wiring out of anything (maybe besides implementing all the wifi stuff for the drone), mostly because i did not want the water from my ballast to flood whatever I was docked with if the target for docking was not already flooded itself.
if you're curious, basically it's just a water detector a few meters outside the hatch
If there is water immediately outside the airlock, the whole door system cycles instantaneously (no harm in flooding the ocean).
If the water detector detects no water immediately outside the airlock when the button to cycle is pressed, the inner airlock doors close around you as they normally do, but then there is a delay on the bottom hatch just long enough for the pump to drain the enclosure, and then you're plopped out dry, with no unnecessary flooding
ha that's even cooler, putting those not components to work. I like and have been implementing a lot of airlocks like that which go up.
Ballast flora mode for the holds, or am I going to have to wire this mess up?
Are you talking about like a toggle to switch off ballast pump control from navigation when there's ballast flora to clean up?
EK has some cool stuff you could use. Entire walls that act as doors to use as armor, dedicated gunner turrets with nice windows (WW2 bomber style)
How in the world did you set it to catch fire?!?
I just made a computer basically that controls the reactor (handles really well) and takes into account how much power is going out the batteries too!
the battery computer that detects if the load is higher than the power provided
and also checks if the load is lower than power in which case it pumps up the recharge rate on everything
AND and a stealth mode that switches to battery mode and disables all the lights outside the sub and limits the engines and the reactor!
Neeeeeerd: I too enjoy wiring but I make troll projects like the good ol emp button next to the door button.
Glad you found the joy of wiring in baro.
using a mem and subtraction component, set the mem value to 100 and wire the second input to the charge% out on a battery
then wire the subtraction output to the charge rate pin of the battery
boom, voltage regulator
Ive been trying to learn wiring so I can turn often unused rooms into impromptu ballasts. That and the auto reactor but I havent found a good guide to start with. Mind sharing your learning material to a wire noob? XD
My reactor calculates everything so it might not be the best, as the more components the slower it reacts Basically it calculates what turbine output is needed, checks what temperature is required for that, and sets the fission rate divided by a number of rods
Complexity can be fun. Like a puzzle to solve. Just having more hands free from tasks would be delightful.
The engine speed limiter can be used to prank the captain via gaslighting by shaving off max speed by one or two percent each round until it’s like 75% of max thrust. And then you install a button for them as a speed booster, when infact it just a temporarily disables the limiter
set a limiter
increase it until the captain notices
"fix" it
get a pay increase
in theory you could actually do a speed booster by overvolting no ?
Yep. That too. Tho it’s easier to set batteries to discharge so that there is available power on the grid.
As a captain I would 100% believe that it really is a speed booster
Most subs start to struggle at max power with all guns firing at the same time. Running it at 75 isnt' bad idea and pushing the sub to its limits even normally attracts the big boys as well.
Sub speed increases naturally thru captain helm skills as well as a mechanic talent so it is totally plausible
As other have said, you need to scan a battery charger or get the electric fins BUT:
Especially in the early game copper is extremely sparse from my experience and you can easily run out. In Subnautica 1 if you craft something it always has a full battery. You can exploit this.
A scanner costs 1 battery and 1 titanium. If you take an empty battery and craft a scanner you can use the 1 titanium to essentially „recharge“ it.
Cheaper than making new batteries but does have the downside of leaving you with a bunch of empty scanners
mark for spoilers bro. . .
what kind of spoiler is in my comment?
The only reveal is that there is a charger and fins, wich 20 other people have already mentioned
You can make new batteries instead of entirely new tools, and a >!battery charger!< blueprint is something you can >!scan in fragments!< >!(though you won't be able to build it in your life pod)!<
put a spoiler on this one.
This group use to be so good about spoilers... What happened? 😭 Ruining the game by not making them discover it for themselves
What spoilers?
The fact there's a fragment you can scan for >!battery charger. Or electric fins.!< People should be discovering this for themselves. That's the whole fun in the game is discovering everything
Mentioning these you have taken discoveries away from them that they'll never get back
what? i am 1 hour into the game what am i gonna spoil ? that there is water in the game? speaking of 21.4% of the players havent jump into the ocean based on steam achivements
You can pop out the battery and replace it with a new one. I think it's R on PC, X on Xbox.
thanks dude this helped me :D
So I’m fairly new to this game and I’ve started building a base. What are the best ways to power my base and what things will drain the most power? Is solar enough for if I’m close to the surface or should I go with nuclear? What about thermal?
The best way I found was to start off with solar, and when you have resources to build out and have all kinds of rooms, switch to a bio reactor and fill it with coral tubes. They’re super easy to get and you will have an unlimited supply of them
In my first play through, I used strictly solar until >!I got the cyclops!<, then I tore all but 1 tube, 2 hatches, >!6 power cell chargers, and 2 battery chargers!< and juuuust enough solar to keep it all running. Then, I got >!the cyclops thermal generator!< and tore the rest of my base down.
Solar is perfect for a starter base and a main base close to the surface. Just make sure to have enough that you don’t run out of power in the middle of the night.
Thermal is my favorite but it’s limited in where it can be used. They have fast power generation that never slows. Find a thermal vent and you can cover it in thermal plants for near endless power.
Bioreactors are pretty nifty. No matter where you are, you can get power. Dead Zone? No problem. The cold, lightless depths behind the Aurora? No sweat! Just make sure to bring a few seeds so you can keep feeding it. Slow power generation so don’t expect to run much, even with a few.
Nuclear is hands down the best power in the game. It has the best of both Thermal (fast power gen) and Bio (no area limits) plus it sips gently off of the fuel you give it. The only time in my over 600 hour of playtime that I ever built and used Nuclear Reactors was when I built a base in the Dead Zone. The Reactor and the Fuel Rods aren’t cheap... it gets difficult to justify when you already have a thermal plant or two and a farm around your bioreactor.
Did you swim all that way down yourself? AFAIK no vehicle can get you to that depth.
No, I’d take my PRAWN down. It drops at near free-fall speeds so getting down there is a snap.
Docking in a Moonpool stops crushdepth damage. So while I’m at my base, my vehicle is fine.
Getting back out is the tricky part...
The PRAWN is resilient enough to almost survive the climb from 3,000m to 1,700m. That’s why I have a way station at 2,300m. It gives me enough time to climb on top of the station, power it up, and dock my PRAWN all before it implodes.
Start with solar and work your way to bio if you have fish and stuff
How to manage power in subnautica
Key Considerations for Managing Power in Subnautica
Base Power Sources:
Power Management:
Energy Efficiency:
Backup Systems:
Recommendation: Start with solar panels for your initial base setup, then expand to bioreactors or nuclear reactors as you progress and gather resources. This balanced approach will help ensure you have a steady power supply while exploring the depths of Subnautica.
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