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Quick and Easy Beginner Bases, Depots and Outposts

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Building a beginners base can and should be one of your first priorities when starting a new game in SubNautica. After collecting the resources needed for crafting a Habitat Builder, you have constructible pieces to start a simple base available right from the start.

You will collect a ton of needed crafting resources and a lot of useless items along the way. You will need a place to store all those goodies. Especially all those useless Floaters, Alien Eggs and tons of Acid Mushrooms you will inevitably collect. /s

Storing the items you collect and pick up will be the first main issue. But, you can construct a simple base with storage lockers very early on by crafting a Habitat Builder tool.

Even though the game pushes you to make the Repair Tool early on, it's not critical.

Getting Started
Crafting priority in this order;
1. O2 tank
2. Knife =>
3. Fins =>
4. Copper Wire

5. Computer Chip
6. Wiring Kit

7. Battery
8. Habitat Builder
Exit through the bottom of your Escape Pod for faster egress. First thing to look for is Metal Salvage Scattered around the sea floor and grab as much as you can. Return to the Pod and use the Fabricator to convert them to Titanium, NOT the Titanium Ingot which you won't need a until later. One Salvage (uses 4 inventory slots) makes 4 Titanium (also 4 slots). Craft a Standard O2 Tank and store the remainder of the Titanium in your on-board locker.

Next is to grab 2 or 3 glowing yellow Seed Clusters from the Creepvine to make Silicone Rubber. One seed cluster makes two Silicon Rubber. Craft a Survival Knife and Fins from the Personal items menu. Now you can swim faster and use the knife to collect the protruding Table Coral Samples from the rock faces.



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Start locating the rock outcroppings to gather their resource. The flat gray stones (Limestone) have either Titanium or Copper and are plentiful in the 'Shallows'. The brownish round stones (Sandstone) give Gold, Silver or Lead that are often in shallow caves, in the Creepvine area along the walls and red grass pillars. Areas out beyond the 'Shallows' can contain a dark rock (Shale) and found in the same areas of other stone outcrops.
Rock_Ores

Craft the components in the priority list until you are able to make the Habitat Builder tool. From there, you can construct a Simple Base #1. List below are some great examples including Simple Bases, Outposts and Depots. Each list the advantages and materials needed. Note that Foundation Pieces are not needed for base construction.

Once you have your first base, you can start on the other game objectives. To get the Repair Tool, you will need to explore some caves for the Cave Sulpher, which are in the scary Crash Fish bulbs in the caves. To do that, you'll need to craft the Flashlight. Avoid the caves at night without a light source (Flashlight/Sea Glide). Not only will you miss important resources, but also risk getting lost and drowning.


Helpful
Tips & Tricks

»Re-Use;
If at all possible, use depleted batteries to craft new tools. Be sure that full battries are not in your inventory.
»How to avoid the exploding Crash Fish;
Swim back from them as they approach, then quickly swim forward to where it came from. Collect the Sulpher from the plant. They are fast, but are unable to turn around quickly. Alternatively, slashing at them with a knife as they leave the nest will destroy them before they can explode.

HABITAT BASES

Simple Base #1
3-Way Tub Base. For your initial base, place this close to the escape pod so it will be easier to find, but anywhere in the Shallows is fine.

Construct: Inventory Gear:
3-Way Tube
Entry Hatch
Solar Panel x2
Wall Locker x6
Fabricator
Medical Kit Fab
Radio

Add a Beacon if too
far away from pod



A Spot Light or Flood Lights could help find your base. Although this simple base can be used anywhere as a depot, there are better options (see Outposts below).


Helpful Tip:
Naming your lockers will save you a lot of time and frustration. Keeping your stored inventory in an organized fashion will make production a lot easier and help to prevent wasted trips for a single item you already have on hand.

Designate a locker near your Fabricator for Titanium, since that resource gets used the most. Avoid using names like 'miscellaneous', 'stuff' or unnamed locker.

Locker Name Suggestions

TITANIUM

Typically will need more than one.
FINE METAL Gold/Silver/Lithium
COPPER Second most used ore in the game
HVY METALS Lead/Magnetite
FOOD Fish/Water/Nutrient Blocks/Plants
ORGANICS Plants/Teeth/Gells
FABRICS Rubber/Synthetics
GEAR Tools/Batteries/
Beacons/
SILICA Quartz/Glass/Salt
COMPONENTS Computer Chips, Wire Kits, Etc.
MISSION Next project items to help keep focus
GEMS Diamonds/Rubies

Eventually some lockers can be divided, like SILVER, GOLD and BATTERIES.


Past this point will contain information not known in early game
Proceed only after discovering how to make additional Habitat modules





Simple Base #2
The second Base is a combination of Base #1 and the Outpost. You will need to locate the Scanner Room fragments before you can build this base. All can be found less then a kilometer west of the Shallows.

Construct: Inventory Gear:
(Simple Base #1)
3-Way Tube
Entry Hatch
Solar Panel x2
Wall Locker x8
Fabricator
Medical Kit Fab
Radio



Scanner Room





Powering Your Bases
Scanner Room Tips:
For small bases and outposts, a few Solar Panels are great as long as you're base is above 100 meters. However, with deeper locations you will need a different power supply. The Bio-reactor is labor intensive and swallows up important consumables. The Nuclear Reactor requires a rare resource, but will last for a long while unattended.

By far, the most useful power source is the Thermal Reactor. It requires no resources and will last indefinitely. The catch is that you need your base near a heat source or lava vent. There are many such locations, including in the Swallows. Each reactor unit produces 250 power and can be stacked in series. You will need the Power Transmitters to relay the generated power from the unit to your base and may require several connected together.

There are two remote controlled cameras usable from in the Scanner Room via the video monitor and have built-in beacons. Beware that Stalkers love to run off with these.

A menu on the viewer panel lists detected resources and points of interest within range and/or discovered. Only one type can be selected at a time.

Range Modules can be doubled up for an additional 50 meter range (up to 500 meters).
Speed Modules find select resources quicker.

The Hud Chip allows you to pinpoint selected resources outside the Scanner Room. Only one is required and will connect to any powered Scanner Room in range.

Simple Base #3
Dubbed 'Starship' this is the base needed once you have the Sea Moth. Construction should be done in two phases.

Keep in mind your bases' structural integrity as you add pieces to your base. Add Reinforced Panels to at least two of the outward 3-way Tubes, which will add to hull integrity. Attach these before adding Wall Lockers on the inside, as anything attached to the walls may prevent you from adding the reinforcement panels. Moon Pool entrance is on the bottom and you launch toward the end without the rotating radar. Be sure to allow enough space to dock your Seamoth. In extended depths, a foundation can be placed well below the Moonpool to allow you to dock a Prawn Suit.

Construct: Phase 1 Inventory Gear:
Moonpool
Scanner Room
Solar Panel x3
3-Way Tubes x2
Reinforcement x2







Construct: Phase 2

3-Way Tubes x2
Speed Mod
Range Mod
Fabricator
Wall Locker x6+
First-aid Fabicator
Radio

(Optional)

Multipurpose Room

Windows x2
  (tube ends)




Rendered in Daz Studio using the Sea Base Construction Kit

BaseStyle-3b
Actual game screenshot
Floorplan
The 'Starship' base is my go to for all my bases. The layout is designed for optimal efficiency using the least amount of materials having everything needed in a compact design.

It's important to build this type of base in steps to facilitate it's unique features. When a suitable base location is found, begin with orienting the Moonpool for best vehicle egress. This also sets the alignment of all other pieces added to the base. Vehicles exit to the opposite side of the rotating radar on the top.

The depth of the base will determine which type power you can use. Above 100 meters, simple solar panels can be used effectively. Placed near Thermal Vents will allow use of unlimited and resource friendly Thermal Reactors.
A) Moonpool; Add Radio, Med Kit Fabricator, Vehicle Mod Station, Planter Pots with Marble melons and a Bulba Tree. Install at least 3 Solar Panels to the roof for power.

B) Workshop; After connecting the 'T' tubes, add at least 2 Reinforcement panels. Do this before adding lockers. Build a Fabricator and Modification station. Add up to 18 Wall Lockers all around the wall perimeter.

C) Scanner; Attach a Scanner Room with preferred upgrade modules.

D) Quarters; Add 2 'T' tubes noting that the tube for the bed does not attach to the Moonpool and is opposite of the Vehicle Mod Station. Orient the bed as shown to allow exit/ entry after sleeping.

E) Optional; Expansion if Solar Panels are not possible, a Multi-Purpose Room can be added for a Reactor. Another use could be for an Alien Containment.



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OUTPOSTS and DEPOTS

Outposts
These are are for areas you want to search. Upgrade the Scanner Room with Speed and Range modules you can make from the on-board Module Fabricator .

Construct: Inventory: Gear:
Scanner Room
Entry Hatch
Solar Panel
Wall Locker x2
Fabricator
Speed Mod
Range Mod













A Beacon is not critical as the Scanner Room includes two remote Cameras that will be visible in the HUD.



Depots
These are just a single Tube with a Hatch and 4 lockers inside for temporarily storing materials when far away from your Pod. Because the Depot is unpowered, there is no air unless you add a Solor Panel. Be sure to deploy a Beacon so you can find the Depot later. The Depot can be de-constructed when no longer needed.

Construct: Inventory: Gear:
2-Way Tube
Entry Hatch
Wall Locker x4
Beacon






.


Solar Panel

HINT: It can be helpful to name the beacon based on the biome and compass heading, such as 'Shallows-South'. You can also add the depth if desired, 'Dunes-West 120m'.

More...
For late stages of the game, it may be advantageous to utilize the Connected Gates Guide for base building (spoilers).

Available at
MeshWorks3d

The Sea Base Construction Set can be purchased at the MeshWorks3d Store
for $6.95 through PayPal.
See the Readme file for more details (opens in new tab).




Construction Appendix
Base Pieces
Exterior/Interior Modules
Components
2-Way Tube



3-Way Tube


Entry Hatch


Glass Tube



Reinforcement

Multipurpose Room
Moonpool
Scanner Room x5
Large Room




Solar Panel
Wall Locker


Fabricator

Medical Kit Fab
Radio


Ladder


Battery Charger

Thermal Reactor x5
Power Transmit


Habitat Builder
Beacon

Computer Chip
Scanner Range

Scanner Speed

Fins


Copper Wire

Wiring Kit

Adv Wire Kit
Resources
Crafted
Tools




Popular Items



High Capacity O2 Tank

Std tank +


Battery Charger


Bio Reactor

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