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How to Power a Base in Subnautica

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Can't get power into base
r/subnautica • 1
How do I get power and oxygen in my base?
r/subnauticabases • 2
Can't power a base with power cells?
r/SubnauticaBelowZero • 3
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How to Power a Base in Subnautica

TL;DR

  • Use solar panels for surface bases.
  • Bioreactors and thermal plants are great for deeper bases.
  • Creative mode has power issues; switch modes if needed.

Power Sources

In Subnautica, powering your base can be achieved through various sources depending on your location and resources. Solar panels are ideal for bases near the surface as they provide efficient energy during the day [2:1][5:4]. However, they become less efficient at depths greater than 100 meters [2:3]. For deeper bases, bioreactors are versatile and can be fueled with organic materials like coral tubes or fish [5:1][5:5]. Thermal plants are another option, providing continuous power when placed near thermal vents [5:4].

Creative Mode Challenges

Power functionality in creative mode can be problematic, as it is disabled by default [1:3]. To enable power in creative mode, players can switch to survival mode and then back to creative using console commands [1:1][1:4]. This workaround allows players to simulate power management similar to survival mode [4:3].

Base Design Considerations

When designing your base, consider the placement of power sources and their connectivity. Platforms may be necessary for power transmitters to function correctly [1:2]. Additionally, ensure you have enough power reserves to last through the night if relying on solar panels [2:3]. For larger bases, transitioning from solar to more robust options like bioreactors or nuclear reactors can provide sustained energy [5:1][5:4].

Additional Tips

While power cells cannot directly power a base, they are useful for charging equipment and vehicles [3:1]. For those exploring extreme depths, consider using a PRAWN suit and docking it in a Moonpool to avoid crush depth damage [5:2]. Always plan your resource collection and base expansion to ensure you have the necessary materials for upgrading your power systems.

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POST SUMMARY • [1]

Summarize

Can't get power into base

Posted by MegaThotdog · in r/subnautica · 6 years ago
2 upvotes on reddit
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ORIGINAL POST

so im in creative, and i was set on building a massive seabase, in creative, because it is really fun. However i can't get any powr into the base. I tried with thermal plants and power transmitters. Making sure that the blue line goes all the way from the Plant to the Base. Then, when that didn't work, i tried placing a bioreactor in one of the 9 multi-purpouse rooms and filling it with amp-eel eggs. That made the bioreactor start, it says that it is ACTIVE however all lights are still turned off and i can not get any air into the base, If it helps all i have done with the console is a few commands to spawn some items, and the bobthebuilder command. But i do not see how that would result in losing the ability to access power.

7 replies
zenevan · 6 years ago

try making a platform under it, seems like it needs platforms to transmit power

1 upvotes on reddit
R
rednax1206 · 6 years ago

Power is disabled by default in creative mode.

4 upvotes on reddit
MegaThotdog · OP · 6 years ago

thanks switching to survival and then creative worked!

1 upvotes on reddit
Aid3np3ARC3 · 6 years ago

try using console commands

1 upvotes on reddit
One_Ring_To_Rule · 6 years ago

Just switch your gamemode from creative to survival and the back to creative. The power'll turn on just fine so long as there's a source. Use console commands to do this.

2 upvotes on reddit
MegaThotdog · OP · 6 years ago

Omg thank you

​

1 upvotes on reddit
Brenski123 · 6 years ago

Happendtoe too

1 upvotes on reddit
See 7 replies
r/subnauticabases • [2]

Summarize

How do I get power and oxygen in my base?

Posted by Ryuchie3 · in r/subnauticabases · 5 years ago

So I just started playing recently and I’m trying to build a base. How do I get power and oxygen into the base?

22 upvotes on reddit
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7 replies
technophobicWave · 5 years ago

Unless they have fixed the bug in creative mode, power does not work correctly in that mode. It works normally in all the other modes. I think in creative only solar works...not sure been a long time since I played in creative.

0 upvotes on reddit
N
Nitrooox · 5 years ago

Solar panels. They are best efficient for bases that are over -100m
They get less and less eficient the lower you are.
They only charge the power to your base during the day. So during the night you will be using the reserve power. If it ends before the night ends the base will be without power. The oxygen is provided as soon as you have power in your base. The more solar panels you get the faster it will charge your energy and the more energy it has during the night.

19 upvotes on reddit
[deleted] · 5 years ago

Solar panels to start the. Once you get established and get some materials you can get bioreactors and the such

12 upvotes on reddit
Ryuchie3 · OP · 5 years ago

Thank you

5 upvotes on reddit
SaberToothWaterCow · 5 years ago

Solar panels, bioreactor, thermal reactor + power connectors, or a nuclear reactor

7 upvotes on reddit
Ryuchie3 · OP · 5 years ago

Ok

4 upvotes on reddit
Magikal_Akern · 5 years ago

During the day you can use solar panels but during the night you can use bio reactors. Also attach a base air pump.

2 upvotes on reddit
See 7 replies
r/SubnauticaBelowZero • [3]

Summarize

Can't power a base with power cells?

Posted by Mockbubbles2628 · in r/SubnauticaBelowZero · 4 years ago

Maybe they did add this idk, but how cool would it be if you could use power cells to power a base, like if you wanted a quick cheap base to store some stuff

What do you think?

Or would it be a little OP and result in people progressing to fast by not needing eg depth modules for the sea truck to find story items because they could just build a base and get oxygen every few hundred metres

10 upvotes on reddit
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fritter_rabbit · 4 years ago

I guess because bases are often used to charge batteries and power cells, they figured it might confuse some players and they'd end up draining their base batteries charging tool batteries and vehicles.

But I agree for a small minimalist storage base with lights and air only, it would be a cool option to power it with batteries or cells.

The power is a little weird in this game. Light stick batteries last forever. Yet the flashlight eats batteries.

Lights on other stuff like the seaglide and seatruck I'm not sure about. Seems like you can leave the truck parked with the lights left on indefinitely. The prawn's lights are always on, too, with no way to turn them off that I know of.

If you add floodlights to your base they drain way too much power IMO. I like them, but won't use them because they just require way, way too much.

The snow fox eats a standard battery very quickly. The ion battery does a little better.

3 upvotes on reddit
See 1 replies
r/subnautica • [4]

Summarize

[no spoilers] any way of turning on base power in creative?

Posted by vadernation123 · in r/subnautica · 5 years ago

I want to feel like I have a reason for putting in power plants in creative. Is there a console command that can turn on base power like survival? I’m on Xbox btw if that is important.

1 upvotes on reddit
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[deleted] · 5 years ago

All bases are automatically powered in creative. There's no way to turn power off and back on.

5 upvotes on reddit
V
vadernation123 · OP · 5 years ago

so there's no way to turn that off. like set it to the way it is in survival where you gain and lose power.

1 upvotes on reddit
Q
QYV- · 5 years ago

you could use console commands to change your game to Survival or Freedom... personally I always prefer Freedom. you get to play the game, just without the annoying (imo) hunger & thirst mechanic so you can focus on exploring, building, the story etc and not have to constantly stop for food/water

3 upvotes on reddit
See 3 replies
r/subnautica • [5]

Summarize

How does powering your base work?

Posted by DarkAmaterasu58 · in r/subnautica · 6 years ago

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?

9 upvotes on reddit
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ImperialBoss · 6 years ago

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.

8 upvotes on reddit
D
dryu12 · 6 years ago

Did you swim all that way down yourself? AFAIK no vehicle can get you to that depth.

6 upvotes on reddit
ImperialBoss · 6 years ago

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.

Edit: But.... There’s a minor problem living down here...

2 upvotes on reddit
P
Piggybear87 · 6 years ago

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.

2 upvotes on reddit
[deleted] · 6 years ago

Start with solar and work your way to bio if you have fish and stuff

3 upvotes on reddit
the_ashman18 · 6 years ago

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

2 upvotes on reddit
See 6 replies
r/subnautica • [6]

Summarize

My base

Posted by Specialist-Alps-868 · in r/subnautica · 3 months ago
post image

Just started this game last week and I love building bases. Have four alien aquarium habitats/nurseries, one with two cuddlefish that my bed is on top of. I have almost every outdoor (and definitely every indoor) plant, which is usually planted next to two or three creepvines for the mood lighting. Had a uniform pattern for certain things in my head, which I followed, and then ran with the rest of it. A video of it is much better because it looks almost like a military base - there's about 50 spotlights placed in very specific spots.

Powered by two bioreactors constantly fed the purple eyed fish, nine thermal reactors transmitted from nearby, and one nuclear reactor. The only one that requires some work now and then is the bioreactor, nuclear goes a long while before being out, but believe me when I say that if any of the reactors stops working, my base goes into emergency mode.

reddit.com
311 upvotes on reddit
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bskell · 3 months ago

The next time someone gets stranded here they're going to wonder why you left.. such a nice build

3 upvotes on reddit
marievanbommel · 3 months ago

I love it, especially the many GrowBeds

16 upvotes on reddit
Z
zenprime-morpheus · 3 months ago

Nice. Good use of the alien containment aquarium floor in the bedroom. Good usage of glass.

2 upvotes on reddit
A
Avenger1324 · 3 months ago

Nice base and good use of the plants to provide colour and illumination.

In case you didn't know you can stack the alien containment to make a larger "fish tank". I stacked 3 on top of each other and as well as supporting many more fish (both food and fuel for the bioreactors) it has enough height to support taller plants like the kelp reach full height and produce its fruit.

12 upvotes on reddit
Specialist-Alps-868 · OP · 3 months ago

Yes! I actually did this for the Oculus tank, then put a lot of pink caps and speckled rattlers around the top 

3 upvotes on reddit
bellymedley · 3 months ago

Seems pretty based to me (I'm sorry)

4 upvotes on reddit
AlmightyOomgosh · 3 months ago

gif

2 upvotes on reddit
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r/Subnautica_Below_Zero • [7]

Summarize

My janky, enormous eye sore.. I mean.. base 😂😂🤦🏻‍♀️

Posted by FromtheAshes505 · in r/Subnautica_Below_Zero · 1 month ago
post image

I am new to Subnautica: BZ, & I have been trying to fix/add to my first ever base that I built. But it’s annoying as fuck trying to make the changes! Especially trying to get rid of my OVER abundance of power transmitters. Oh! Question.. where is another great spot for the thermal plant other than the lava biome? I’m terrified to go there right now.. slowly learning to get over my thalassaphobia (sp?)…every shriek or growl makes me clench the cheeks.. 😬😥

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113 upvotes on reddit
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TongaTime123 · 1 month ago

Near Delta island has a lot of thermal vents

Also, try using the other corridor pieces to connect your base, you seem to only be using the “i” and curved pieces. If you want to dismantle a piece, make sure to dismantle everything inside it as well as any windows or reinforcements. If you’re struggling to connect 2 pieces, make sure there’s nothing near where the 2 pieces will connect both outside and inside

5 upvotes on reddit
FromtheAshes505 · OP · 1 month ago

Thank you! Yeah I think I was nervous to use anything but the “I” connectors due to my base always flooding.. but now that the hull strength is 282+, I want to use other connectors to make it look a little less DOG WATER.. lol

4 upvotes on reddit
TongaTime123 · 1 month ago

With 282 integrity your base could survive a nuke lol.

No problem! don’t be scared to experiment, flooding is stressful but easy to fix.

3 upvotes on reddit
El-Fakir · 1 month ago

First of all, you don't really need to put any Power Transmitter while using Solar Panels. Putting them on or very close to any base part is enough for them to be connected to your base.

As for the closest thermal spire/geyser, there are two options for Twisty Bridges:

  1. Deep Twisty Bridges: Have you ever been to the deepest part of this biome, where you could find fragments for >!Fabricator & Storage Modules for Seatruck!<? There are three Thermal Spire clusters there that you can easily convey energy from by Power Transmitters. The distance may seem excessive but the maximum range between consecutive Power Transmitters is 100m and they don't have to have a clear line of sight. Only the first one that you place next to Thermal Plant has to be really close, within 25m.

While building energy transmission lines I usually place a beacon next to the last Power Transmitter I built and move away 100m towards the base I'm trying to convey energy to and then find a suitable place to place the next Power Transmitter. In your case you should be able to reach your base from Deep Twisty Bridges with 3 or 4 transmitters.

  1. Another geyser spot is inside a SeaMonkey Cave (Arctic Kelp Caves) to the East of starting location. (>!Entrances to this cave system are close to Alterra Crane Platform where you find Pathfinder Tool fragment.!<)

The best heat source in this map, though, is below >!Thermal Spires and Delta Island!<. These geysers look more dangerous than they actually are. (I presume this is where you call Lava Biome?)

1 upvotes on reddit
FromtheAshes505 · OP · 1 month ago

I have a question… so whenever you have a bioreactor or nuclear reactor, you don’t need any solar panels anymore, right?

1 upvotes on reddit
Cassuis3927 · 1 month ago

It depends on how deep your base is. Compared to the first game, BZ has a much shallower map making solar a fairly viable option for much of the game, and (unless they changed it) the game will prioritize drawing from the first built power systems, so ill often have solar or thermal as my primary power generation for normal operation, and support it with other systems like a bioreactor, or nuclear reactor if its not enough for water filtration or other high drain systems, especially as they go from outpost bases to fully fledged operational bases.

1 upvotes on reddit
El-Fakir · 1 month ago

In terms of charging rate (250 En/min) and battery capacity (2500 En) Nuclear Reactors are second to none. While using nuclear power, no, you don't need anything else. One Nuclear Reactor is enough to provide energy for power requirement of 4 Water Filtration Machines and 1 Scanner working simultaneously while even leaving some spare energy for Battery/Power Cell Chargers.

For all other means of power generation it's advisable to have a selection of all types for;

  1. acquiring faster rates of charging,

  2. having a larger pool of battery as reserve energy.

This is especially true for Bioreactors. Solar and Thermal Plants are maintenance-free power plants. You set and forget them. Bioreactor is not. You have to periodically supply biomass for this plant to keep it working. Therefore, it's generally a good idea to build Bioreactors as the last power source after building Solar and Thermal Plants, so that these become your primary energy sources and Bioreactor stays idle as a reserve power in case power demand exceeds Solar and Thermal capacity of your base.

1 upvotes on reddit
FromtheAshes505 · OP · 1 month ago

Thanks man! I appreciate the help. I’ve been cleaning up this garbage fire of a base all night lol. I’m actually located in the twisty bridges area, & about 300m or so from Koppa mines.. I just would see the temperature while measuring near the geysers & I didn’t know if it would be hot enough. But I know exactly where you’re talking about! I have all my sea truck modules now, so that’ll be a big help.

1 upvotes on reddit
El-Fakir · 1 month ago

Oh yes, those Thermal Spires in the open are definitely not hot enough, as you mentioned. The ones I was referring to are inside crevices and caves beneath Delta Island (and closely around Koppa Mining Site), below seafloor at Thermal Spires area. There are a dozen of hotspots around here.

1 upvotes on reddit
KolnarSpiderHunter · 1 month ago

I always try to use my space the most efficiently, so seeing this is so refreshing. I will try to build something like this on my next playthrough

2 upvotes on reddit
KolnarSpiderHunter · 1 month ago

This base is so deranged. I love it

3 upvotes on reddit
FromtheAshes505 · OP · 1 month ago

I have my storage in the multipurpose room still, but I just built the large room, so I want to move all my materials in to the large room… just haven’t gotten that far yet.

3 upvotes on reddit
See 12 replies
r/subnautica • [8]

Summarize

Subnautica 2 Base Building

Posted by AbstractHexagon · in r/subnautica · 5 months ago

So, in Subnautica 1, if I remember correctly, oxygen was auto-magically generated inside bases without some sort of electrolysis system which should require space and power to operate. Also, the base was completely immune and ignored by leviathans, allowing you to build one inside their lair.

Should base building become a little more hardcore so survival is actually a little more difficult this time?

Also, I would love to see an actual airlock system that requires power to operate, instead of us being able to just open and close a door at 10km depth! 😆

123 upvotes on reddit
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Moap630 · 5 months ago

I think that leviathans should be able to attack bases, but if that will be the case there should also be a sort of a repellent. Maybe a base compartment which creates a sort of safe space around the base at the cost of some piwer.

9 upvotes on reddit
Melephs_Hat · 5 months ago

That might be neat, but I do think it would be cool to just force you to live with the consequences of building a base near an active threat — or at the very least not let the repellent work on everything forever. Like if you're asking to be eaten that much with your base location, the game should punish you for it and not give you an easy or reliable way to bypass the threat IMO.

2 upvotes on reddit
Kassandra_Kirenya · 5 months ago

I like that idea. Wanna build very deep and in a biome where good resources are, but also where leviathans hang out? Fine, but shell out a bit extra for protection.

7 upvotes on reddit
88963416 · 5 months ago

Or just make it in the tree cave

1 upvotes on reddit
E
E17Omm · 5 months ago

Make it a setting. Toggle between "vanilla basebuilding" and "difficult basebuilding"

11 upvotes on reddit
SCP_Steiner · 5 months ago

As a long term fan of project zomboid, keep it there, please, do not bring these kinds of mechanics for those games to ones that do not reflect them. People do not play Subnautica for realism.

1 upvotes on reddit
iunacat · 5 months ago

I just think about Avatar: Frontiers of Pandora Every fucking time i got in a (human) base and had to wait till i finally could enter/leave. Naaa i don't need that in Subnautica

3 upvotes on reddit
That_Xenomorph_Guy · 5 months ago

A lot of your complaints can be implemented into SN1 by simply roleplaying choices.

Hardcore is pretty difficult and tedious if you avoid using vehicles completely.

You can put “airlocks” in your base via the bulkhead door.

No bulkhead door yet? Your base is then restricted to being build above water level.

20 upvotes on reddit
Disastrous-Monk-590 · 5 months ago

Exactly, no one's gonna play if there base is destroyed by stalkers in 10 minutes and it takes an extra vour to get the stuff for an o2 system

3 upvotes on reddit
LtDanUSAFX3 · 5 months ago

Just make it a forcefield like the alien bases, alterra took the technology and uses it in their bases now. There you go realism intact

7 upvotes on reddit
Chance-Ear-9772 · 5 months ago

While I understand the reduced realism of just using a single hatch to walk into the base, I don’t think the realism is worth it if it actually just means that we have to have extra busywork.

30 upvotes on reddit
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Ahris22 · 5 months ago

Well, oxygen production systems were built into the frame of the structure pieces you fabricate, it required external power to function. You have to remember that Subnautica is not a base building sim, it's operation is simplified to keep the flow of the game pleasant for most people.

69 upvotes on reddit
See 12 replies
r/subnautica • [9]

Summarize

Why is my base unpowered??

Posted by Vanillie261 · in r/subnautica · 2 months ago
post image

I have a bioreactor, filled with fishes. And I also have a sonar panel. But it still says my base is unpowered?? I only have 1/575 power. Wtf am I supposed to do? I'm so confused

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149 upvotes on reddit
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Fancy_Abalone_4525 · 2 months ago

If you have a water purifier, that would be a huge drain on your base, that and moonpools with vehicles in their bays. Increase power capacity by any means and it should get better from there, especially if the bulk of power you have is only solar and you are in a dark spot

28 upvotes on reddit
MrKilljoy211 · 2 months ago

Yup, after adding a water purifier i couldn't stay on only one bioreactor. I will go soon for nuclear.

4 upvotes on reddit
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-SMG69- · 2 months ago

You have the diving mask on in the second image. Is your base flooded?

49 upvotes on reddit
Vanillie261 · OP · 2 months ago

I have the what

4 upvotes on reddit
duhCoolBeary · 2 months ago

The stuff that is on the edges of your screen. It's a mask. It only appears when you are underwater. So your base may be flooded.

18 upvotes on reddit
DA_REAL_KHORNE · 2 months ago

Are you swimming while in your base

1 upvotes on reddit
SevereTaste8114 · 2 months ago

There is a bug on mobile, if you enter by the moonpool and bring your PDA the mask is returning inside the base.

25 upvotes on reddit
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robmobtrobbob · 2 months ago

The deeper you go, the more you'll want to use the thermal reactor as light becomes less available

5 upvotes on reddit
creepjax · 2 months ago

Moon pools? Battery chargers? Water purifiers? If you are drawing more power than you are making this will happen.

9 upvotes on reddit
SteaIthwalker · 2 months ago

It could (one of) several things. Do you have other machinery that might be using up all that power? Moonpools and Water Filtration Machines especially use a lot of power. This can be fixed by either not having more than you need of either, or building more energy sources.

I can also see you're 159m deep. Assuming your solar panels are around there as well, it's likely that they won't catch a lot of sunlight. You can check this by getting close to a solar panel, and you'll see how much energy it's collecting. In general, the closer a solar panel is to the surface, the more sunlight it will catch.

It's also possible your solar panels are too far from your seabase to transfer energy. In that case, you might need to build a few power transmitters between your solar panels and your seabase.

5 upvotes on reddit
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The_1_Bob · 2 months ago

One solar panel is counted as part of the base - you can tell by the 575 power capacity in the 2nd pic. Idk if OP has more solar panels but only one is attached.

3 upvotes on reddit
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r/playrust • [10]

Summarize

Underwater base mechanics

Posted by Ok_Math2247 · in r/playrust · 6 months ago
post image

How about a sustainable underwater base? Have you ever been in underwater labs? Those rooms with windows are so atmospheric. Imagine sitting in your base looking out at fish and darkness? Hearing deep screeching sound of your base. Alone in peace and mysterious silence.

You would use special oxygen tanks to supply oxygen in your base. You can also have unlimited oxygen with a tube going all the way up to the surface (but making you more discoverable). There would be a decompression room where the water is sucked out and you can enter the house.

If you open a door behind which is water or if you are getting raided and the wall breaks - the water will fill in the space breaking any electronics. You would probably use special doors for underwater.

Underwater base decay rate would be 3-5x of normal.

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281 upvotes on reddit
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SwervoT3k · 6 months ago

Subnautica is the only survival game that has ever gotten underwater base building right imo. I don’t know how they would do it in Rust but it would be fun. I wish we had more reasons to go into the ocean.

139 upvotes on reddit
Equivalent_Dig_5059 · 6 months ago

The next step of rust should be more creative ways to hide loot and maintain loot even after being raided

See if I get raided, but I have a secret stash or base somewhere that’s untouched, I’m likely to continue or at least try to

If FP gives us better ways to “maintain” loot, not “keep” loot. I think would be something that could prolong the life of a server.

Currently with ocean mechanics I say bring it on, I think ocean bases would be sick

50 upvotes on reddit
Predawnlemonade · 6 months ago

I think it would be interesting to have oxygen pumps or something that reveals the location of a base. I believe a perfectly hidden ocean base would be too strong.

Also I would be interested to see how raid supplies worked underwater, maybe you'd need to waterproof a satchel or maybe C4(protect the PCB and igniter?)

It would also be cool to see an expansion of the submarine, we could get like different raiding missiles out of it.

Edit: just had an alternate to the air pump, maybe just bubbles mostly inconspicuously rising from the base, but still noticeable?

10 upvotes on reddit
Robosium · 6 months ago

having a camoflaged floor hatch would be a good way, just imagine a hatch that is the middle tile of a stone floor

1 upvotes on reddit
tomato_johnson · 6 months ago

Problem is that you really can't stash loot because people with hacks will find it

2 upvotes on reddit
ToughPrior7525 · 6 months ago

Theres also Ark that had UW base building with mods and you either needed to use the pre defined underwate cave areas that had air in them, or use a air generator that sucked out the water.

But it was done really great, like it felt really well thought out.

1 upvotes on reddit
I
isocuda · 6 months ago

Excuse me uhhh building bases with glass blocks underwater in Minecraft hardcore survival. Make them air pockets 😛

1 upvotes on reddit
ShittyPostWatchdog · 6 months ago

Underwater free building would be really hard to implement in a way that doesn’t just result in a bunch of underwater bunkers 6 grids off the map.

What would be really cool IMO and a bit more realistic is some sort of prebaked geometry with buildable areas, basically how caves work.   Just instead of a big silo cave or whatever it’s some mega-underwater labs-style structure that has big halls and silos that the player can build in. 

46 upvotes on reddit
tatofarmor · 6 months ago

Realistically they could allow cave systems underwater off shore.

4 upvotes on reddit
ShittyPostWatchdog · 6 months ago

Underwater cave entrances with above-water building sections could be really cool too

12 upvotes on reddit
con-man-mobile · 6 months ago

Ya vac bases are pretty lame, spent hours on tusos looking for bitches that decided to build and maintain them.

4 upvotes on reddit
T
tishafeed · 6 months ago

It's also a pain in the ass to live in a 2x1 packed with chests and furnaces, but people still do that.

2 upvotes on reddit
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Related

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AI Answer

🤖

how to power a base in subnautica

Key Considerations for Powering a Base in Subnautica:

  1. Power Sources:

    • Solar Panels: Best for shallow bases; generate power during the day. Each panel produces 75 power units.
    • Bioreactors: Use organic materials (like fish or plants) to generate power. They can produce up to 250 power units.
    • Nuclear Reactors: Provide a large amount of power (up to 500 units) but require Uranium Fuel Rods, which can be hazardous.
    • Thermal Plants: Utilize heat from geothermal vents to generate power; ideal for bases near volcanic areas.
  2. Power Management:

    • Monitor your power usage and generation. Use the power management panel to keep track of your base's power levels.
    • Ensure you have a backup power source in case your primary source fails or is insufficient.
  3. Base Location:

    • Choose a location that optimizes your power source. For example, solar panels work best in open areas with plenty of sunlight, while thermal plants need to be near heat sources.
  4. Upgrades:

    • Consider upgrading your power systems as you progress. For example, you can upgrade your solar panels to increase their efficiency or expand your bioreactor with more organic materials.

Recommendation: Start with solar panels for early-game bases, then transition to bioreactors or nuclear reactors as you gather resources and explore deeper areas. This approach balances sustainability and power needs as you expand your base.

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