Here's an idea: Instead of positioning your large lockers so that their backs are parallel to the wall, try setting them up perpendicular; kind of like books on a book shelf. You can comfortably fit six into one corner that way.
That's a great suggestion! I'm just partial to keeping things looking as nice as they can so I prefer the backs to wall myself. But for anyone who doesn't mind the look, that is a great idea.
Thanks man! I totally feel you about aesthetics, I'm just a really, really lazy person... :D I like to have everything close to my fabricator. Great video, thanks!
That way looks very nice in the cyclops, in the middle section where you have your plants in your other video about the cyclops. Around the doors I build the lockers. Then a wall locker as close as possible to them. And finally in the middle, two freestanding lockers back to back. On both sides, this looks quite good, and provides a lot of storage.
You can squeeze 4 wall lockers in a wall section, and do this all the way around a multipurpose room. While technically you could squeeze in more storage with sideways floor lockers, I like the ability to label the wall lockers, as it makes finding stuff way faster. IMO this makes up for less storage overall.
Do not underestimate the Exterior growbed! You get the blueprint for it on the same island as the Interior growbed. Make sure to get it, and as early as possible. First practical use of it is to plant Brain Coral samples you hack off with your knife. These will grow into Brain Corals to fill up your air tank without having to go inside or to the surface. This makes expanding your base much more relaxed early on. Ex. Growbed has a ton of applications later on, like Gel Sacks, Blood Vines, and Deep Shrooms, without having to restock in dangerous places.
When it comes to my base, I go completions style. I want a room to showcase every new thing I unlock. I make a room for both bio gen and Nuclear. A room for a garden- so on so forth. I like to use solar and thermal energy as well. I make all upgrades and decorations that I can. I have outdoor planters with every plantable in game. Same on the inside. Generally I just like to flush the entire game and basically make a museum.
@@astropan2765 yeah I love the bioreactor too and if I was going for function only, that's what ide use. I just like to build the nuclear reactor so my museum/collection is totally complete.
I'm literally doing the same thing now too, as we speak! I've gotten to the end of the game and don't wanna stop playing so I told myself that I want at least 1 of everything possible. A Museum, not a base. I like that. :) Any tips you can share? Something you wish you knew before you started? Be appreciated.
@@astropan2765 I know this was a year ago, but if you're still playing, farm blood oil outside the base, it gives a ton of energy and you barely need to restock it
I can’t believe he said he doesn’t like the water purifier. They’re extremely important, each water gives you 50 water points. That’s super important when you are going to the lava zone or anywhere far away. You can’t survive with just a few plants. Especially because they go bad quickly. You need 50 point-bottled water
@@charlesg7926 Not really. Early in the game you will be visiting your base frequently anyway, because you would usually want to build all the new things that you unlock. Later in the game, you wont visit the base as often but you also wont fill up your inventory with crap (you'd only need to pick up a few materials that you cant find close to your base). By doing so you can dedicate a few more inventory slots to extra bottles of water. And ofc, once you unlock the cyclops you can grow plants inside it. Once you learn to manage your inventory properly and not pick up EVERYTHING you see, the food and water management is a joke.
This was so good, a barebones explanation. I started playing this game yesterday and it took me a while to find a video like this. Most people just made most efficient base vids, insane bases or just beginners tips for base building but in fact it had a whole bunch of shit and it wasn't for beginners at all.. Thanks for making a comprehensive short one for people that literally started the game.
Water Filtration Machines are useful for people who like to have 1 central base that they keep coming back to. If you build around 4 or 5 of them (I know that power will be an issue, but most of the time, you won't be at this base anyway, so you'll only need to power those machines. Basically, you can get a bunch of filtered water to bring along for a big journey and use the salt to cure your reginolds. This way, you can effeciently pack up a ton of supplies for a long journey.
why pack anything when you can fit watermelons or bulbo trees in the cyclops and go just about anywhere anyway. the only good thing is multiple water filtrations like you said to get a fill every once in a while. like 6+ stations base in lost river thermals and 6+ stations base on the upper base
Don't like driving the Cyclops? What BLASPHEMY!The cyclops is literally the embodiment of PRINCE himself. Sleek, fast, reliable, will die for u, will take you with him, and can party like it's 1999.
I didn't even realize you could stack multipurpose rooms before watching this video, thank you for the great idea! My base at the giant cove tree has everything I need in a nice small footprint next to several thermal vents, ready to venture into the lava zone.
A more efficient way to grow marble melons is to just use floor pots. Each one can house 4 seeds, and they grown those melons in a much tighter space. They're also easier to reach that way.
2 things: 1. Use lantern fruits! They regrow quick and are good bioreactor fuel, and even though they are less H2O giving, they're found at the same place as all the other plants you showed. And 2. Where are the beds? Beds are important to skip the night, because you have a hard time seeing at night, even with a seaglide, flashlight, or vehicle. It's just easier to skip the night, and as a bonus, it can speed up production of power and resources!
3 года назад+3
Oh man. I just got this game a few days ago (just clocked 20hrs today honestly) and I am in mad love with it. I finally finish building my first Cyclop and Prawn Suit today and let me tell you, this video right here is amazing. This guide here is not just informative, easy to understand, but it also works splendidly. Thank you bro.
With the Potato Plant -- harvest ALL the potatoes and throw one back in the planter. Each Potato plant will give 5 potatoes, plant 1 in the planter, so you can eat the other 4. That's 60 food. Two small plant pots gives you enough Potatoes to fully fill your food meter and they are small and can be tucked in any corner. They also work decently as bioreactor fuel too. Not the best fuel, but 4 potatoes in a bioreactor can keep a purifier running for 10min+.
i do mushrooms, either acid or deep, they grow fast, are easy to transport and you can find them everywhere. just make a planter filled with them, and keep harvesting them. i dont even bother with any other power source, until i make my lava base. also, as a side note, you can use them to one shot warpers with the propulsion gun. they get taken down, and will take days to return.
In terms of power and food, I came with a really good looking two-floor building with an alien containment on top and a bioreactor on the bottom. the room with the fish tank usually just has a medikit and an acquarium since the center piece is quite big, the bioreactor room usually has a locker to keep the spare "fuel" in, one or two water purifiers and then an indoor planter along with some pots and shelves, then I usually put a foundation underneath the whole thing so to have an external "garden" for the ocean flora. As in bioreactor fuel I use rabbit rays, eggs are a bit hard to find but as long as you find two you should end up with an endless supply of energy (a single containment-grown rabbit ray yelds 3k power and only takes 4 equipment slots), but as you wait you can still use whatever you get your hands on as long as you plant it to have a reliable supply without moving outside of the base's perimeter. In terms of living space I usually like to have a very lived-in moonpool and a bedroom/mini-garden/lab multi and use then use the connectors to put the fabricator, radio and bulkheads to increase the integrity score so I can use more glass and wall planters (plus, if anything goes wrong, a closed bulkhead saves you from the annoyance of having all your pretty base flooded). All rooms and applicable connectors have a solar panel on except for the moon pool which has 4 to 6, that way if I'm charging batteries, filtering water and building stuff at the same time I'll have enough stored energy to pass an entire night without blacking out.
You're missing the probably most important kind of base. The not-ugly-as-f-base. It's for everyone who plays the game like it's intended. Let's be serious. Subnautica is no powergaming game. You don't need a base that is as effective as possible. You need one that makes you want to return because it looks and feels good. The only thing that really improves your base effectifness wise is short walking distances if you just want to build something before you continue to explore this beautiful peace of art.
You are so right, i don't feel comfortable with my base because of long walking distances and bad distribution, i expected to find something in the video to help me
My base always consists of 1 good energy source (bioreacter or later atleast in my main base its a powerplant), a storage room with fabricator and that stuff, 1 or 2 docks for prawn and seamoth and the other 80% of the base is just for looks and food I always build myself a nice room, in Below zero I build a whole apartment and everything just cuz it looks good
My current main multipurpose room consist of Bio Reactor, Constructor, Upgrade Station, Medic, Radio, Battery Charger, Powercell Charger, 3 Coffee machines (could probably put in 2-3 more), Water/Salt extractor, 12 Floor lockers (sideways placed), 28 Wall lockers, 1 Aquarium (can be replaced by other stuff), 1 ladder up to double fish tank (Alien containment). Connected to a moonpool (connected to a scanner room). Main room also connected to a second 3 stacked multipurpose room with Nuclear reactor and double fish tank, not really needed and then can use that wall space for stuff. The connections between rooms can also be used for storage or grow pots. Moon pool and scanner room also have space for storage and inside grow plots/pots. The moonpool roof can fit 10 outside grow plots, along with solar panels. Can let the top roof be just below water, then 2 top grow plots can have land plants and rest water plants. Also the other rooms and connectors can have stuff on them, so many options. Just enough room to move around and reach stuff. A small storage tip: The bags (9 slots) found on Aurora can be placed on the floor (or on top of floor lockers) and you can walk through them since no collision. Reactors and Water extractor have mounting points for wall lockers and other equipment.
I established a major base in the bulb zone next to the life pod. I used the volcano to generate power and bioreactors. Two alien containment’s. One with bladder fish the other with Reginald’s for the bioreactor. I also put in grow beds of lantern fruit, marblemelons, and Chinese potato’s. Along with a moon pool.
Great video! I didn't realize how nicely stacking Multi-Purpose rooms with ladders is. I recently was frustrated with all the long tubes in between all my Multi-Purpose rooms as I felt it made the base too spread out. Your idea solves that. Thank you. Enjoyed the video.
My personal best food source is Lantern Fruit in my base to eat when I get back. A water filtration machine for water when I go exploring and an alien containment in my base and by breeding peepers, you can use the salt for water filtration machine to get salt and then cure the food to keep when I go exploring
@@willvipperman8685 i use lanterns for food as well, and fill a wall with coffee machines. seriously, those things are OP. build 8 of them, and you will get 72 water in less than 30 seconds, also they take no energy to use, but best of all, use only 16 titanium to build. making it increadibly cheap. of course, it doesnt work as a travel source, but you can build a filtration device of 2, and farm those for large bottles, to use.
Started playing again, and just looking for Good base locations again, but watched this to see if i forgot things. First Water filter pump (what ever its called) makes salt, salt can be used to cure food, So its a great addition to any base/heavy used outpost. 5 solar panels feeds one water purifier fine, (at shallows) , you need a 6th to keep a healthy gain if charging batteries, and two more for each power cell charger you have/moonpools. This is for safe shallows area, which i recommend having a heavy outpost at with all the stops. (near thermal vents is best usually but only solar is possible) But I find nuclear power more or less a oh shiz i need lots of power and i dont have access to thermal/solar. otherwise just use bio reactors and make sure to store lots of fish/plants and grow lots of both to maintain them. Heck collect a bunch of eggs and use them if you get low on sources for bio power. I find the water pump/filter (that makes water) my absolute friend, as the water containers it makes are the best in the game. +50 or more i think, if i remember correctly. I know they are the best just not the number right now. Just need lots of power for them. 2 thermal plants per one, (to maintain positive power gain). But 4-5 thermal gens are usually more then you will need, maybe throw in a bio reactor or two for NON-solar areas. But have like 5-10 solar panels in the shallows/surface area and your set on power.
Put your fabricator and modification station closer to your lockers - you don't want to go up and down ladders just to fetch materials then build, then forget something and go back, etc
Nice Video! I agree, that there is no such thing as an overall most efficient or best base built, but unless you absolutely have to build in an area with no thermal vents or lava geysers, i'd always go with 2+ thermal plants. Once you've set them up you never have to worry about running out of juice. No maintenance needed, no resource-collecting needed, no daytime dependency and they don't take up space inside your base. Of course you can make more space and like collecting resources and like the fact of having all the different power-sources, but then we're not talking about efficiency anymore. Usually it is best to build bases where several bioms come together, so it is very rare to find an optimal base location with heat-sources further away, than 300 meters. The only locations i can think of are the floating island and the crag field and both aren't efficient base locations. I'd definitely build one or even two water filtration machines. They produce the by far largest water bottles, which replenish 50% H2O. While at your base you can easily hydrate yourself with marble melons, but once you go on longer expedition, you need to stack up on H2O supplies without taking up valuable inventory space. Before leaving for an expedition, i make sure to have 1+ first aid kits, 2+ large water bottles, 1+ beacons and an extra ion power cell in my seamoths or prawn suits storage module.
This is great!! I'm picking it up day after 2morrow & I need newbie advice badly... THANKS!👍 UPDATE: (2 months later) One of my Favorite games of all time!! 😀
thank you for making this video, as a new player, your tips are exactly the sorts of things i wished i had known on my first time playing, instead of having the temptation to build inefficient mega-bases every time i pull out my builder.
Cyclops thermal recharge mod lets you park the sub right on top of thermal vents to recharge, essentially letting you skip all this outpost building, unless you really want to for fun. I found that outposts are good for aiding in resource collection if you attach a scanner room to each one. I never had to spend much time searching for stuff.
Also if your starting and can't get a alien containment you can use a gravitational trap to keep fish in one place to harvest You could also add multiple bio reactors for alot of energy if you want a pure energy base for power cells for your prawn suit
Instead of Power Cell and Battery chargers, you can just use a Moonpool and the fins with power production. This uses a lot less electric equipment. My bases are usually centered around a moonpool (it's not expensive after all...)
tip for 9:56 ! (i haven’t tried this yet i only read abt it) if u build a bench and sit on it while reading ur pda ur food and water meters won’t drain idk if time still passes though but worth a try
OMG!...I only just learned to swim having just installed the game and playing the easy mode as I want to learn the controls without worrying about sufocating and starving to death in the process lol... What a lot to learn. Love your video though. Didn't realise the game was so big.
@@GlassDeviant Same:) Tube, solar panel and hatch. Inside 3-4 lockers, fab and radio. My best tip for an ideal base is never build bigger then you need
There is one good use for foundations: Somewhere flat to put some outdoor underwater grow beds to plant a garden of whatever you want. Generally I have a garden with several of each useful plant and one or two of teh non-useful ones.
something which I had done during my play through was I got a water purifier and a Reginald farm so that I could use those high value sustenances as rations during long trips to the lava zone and lost river. by stocking up my cyclops I managed to stay down there for pretty much 30 days. (I also made an indoor grow bed of marble melons but the rations still came in handy when I was exploring the primary containment facility.)
I have a scanner room with a hatch about 300 meters deep sufficiently powered by a single solarpanel, I put two for ssfety but it never went below 75 anyways. The trick is to put the dolarpanels near the surface and use the power transmitters. they don't go fsr from the power generation source but they can go way over 50 meters if it's between power transmitters
@@adeadchannel4129 Read. Use power transmitters. You could cover the entire map in power transmitters and have solar panels cover the entire islands for your power needs.
For Whoever is wondering how to remove the mask under water.. For pc press f6 while diving underwater and on Xbox hook your keyboard to your Xbox then dive underwater and press f6 as well then you can unplug it and resume playing with your controller. I don’t know if it will work with PlayStation but u can try it.
The most efficient basic base is just a single X piece with a hatch on top (or bottom). Plenty of room for a fabber, battery and power cell charger, several wall lockers, two pots with marblemelons, two coffee machines, and other stuff you might need like a modification station though it can get a bit crowded (you can always deconstruct your modification station/trash can when not using them, store the parts, and then just build them again when needed).
I put my base in a grassy plateau next to a shipwreck, blood kelp, and jellyshroom cave, I have the jellyshroom cave for the shale outcrops, blood kelp so I can use the blood oil for my bioreactor, and wreck for fragments and metal salvage for the titanium, it is really useful and I have lots of marble melons
very nice tips! you can reduce the big base setup to 3 levels high if you only use the bio-reactor (with some solar panels) and maximize the use of the space available. more like a early/mid-game setup though. a perfect spot for this is near Lifepod 17 in the Grassy Plateau.
Very late, but replaying for the 3rd time. My favorite base is the Cyclops itself. Marblemelons for food/water. Lots of lockers in the lower levels (like 10 rows of 2 on either side) production, bed and 2 wall lockers with enough materials to make a fully fledged base to recharge. Multipurpose room, 3 thermal generators, water purifier, marblemelons, multiple outdoor grow beds, back up bio reactor (gel sacks for fuel), moonpool (entrance), 2 cell chargers, 1 batt charger, full production. Only lacks storage, but Cyclops.
helpful tip: to keep thermgens stable and fit lots, place a foundation by a thermal zone. then, (if acquired) use a power transmitter. if not, set up a farm if you go to the floating island, then scan the ext. growbed. you will be able to set up some acid shrooms to put in a boireactor, once again, if acquired.
While placing them on a foundation makes things simpler, I reccomend you try to place them as close to the bottom of the thermal vent as possible. This allows you to get as much efficiency from your Thermgens as possible though there is the risk of you dying and losing your titanium and magnetite, so be VERY careful and try to memorise the intervals between eruptions.
My current base has 3 power levels, one crafting/docking/scanning/storage level, one food & water level, & my apartment, with 360 view, small aquariums, vending, & a big ol' bed, at the top of the tower.
Personnally I prefer to have a moonpool for storage and material making and a multipurpose room for power. I usually get lantern trees, the fruit regrow, and there is so many it decent water and food per fruit. In the moonpool I stack big locker in the corner with wall locker on the side to have better pathway, I put the modification station in a corner, the vehicule upgrade station on the side, the fabricator + radio + medkit + battery charger in the hallway to the multipurpose room, bioreactor in the multipurpose room with 2 lantern tree + single bed and the power cell charger (which is optionnal because the moonpool recharge the seamoth and the prawn while they are docked). if I ever need more power I add another multi room with a nuclear reactor and done... I personnally don't really like to have the alien containement unit to use as a feeder for the bioreactor, you get it too late if you don't know where it is, moonpool + bio + multipurpose room are all not too far from the start so it is easy to setup when you start you ca have that base in under 15 mintute from the start if you know a little where to go
Trees and melons are great for eating while you're in the base, but they rot quickly if you carry them with you. So you need a water purifier in order to take some bottles of water with you on your explorations and missions into the deep.
For my bases I usually pick a spot in the shallows (or crash zone near the middle of the ship so i'm safe lol) and I build everything I need for the game. I have a moonpool, a food & water room, power (thermal & nuclear) chargers, radio, etc. Then as I advance in the game I'll build a smaller power/rest stop/food station down near the cove tree right at the back of the cave near the entrance to the final area of the game. There's plenty of late game supplies, thermal vents for power and obviously no enemies. Sometimes if I'm really finding it difficult to explore a certain area thoroughly I'll make a rest stop near where I want to explore just so I have a place of safety & food but that's super rare because I usually grab what I need from an area and get out because my thalassaphobia does not, in fact, get better with each playthrough of this game. 😓 I still play it though!
For the very start of the game, build only a four point connector, and a two point attached to that, next to your escape pod, put 2 or 3 solar panels on it, and just build 3 or 4 wall lockers inside, add a full locker if you need more space, add a battery charger when you get it, and perhaps another solar panel or two, and you have an efficient base that cost roughly 14 titanium, 10 quartz, and somewhere around 5 copper. This should be enough to get you through till you've acquired all the necessary blueprints to build a primary base. In my current build my primary base is in the Grand Reef, about 150m West of the large wreck in the North, powered by a combination of a nuclear reactor, and geothermal energy, I keep a specimen tank full of peepers, bladderfish, and reggies, a second specimen tank full of crashfish (GREAT ammunition for propulsion cannons). as well as a greenhouse. The base itself marks my preferred entry point to The Lost River, and will serve as an excellent check point before I start the BIG descent.
I am a very new player. Explored a lil bit like 4 hours. And i havent build a base so far. This video was a great input and easy to understand for me (some comments said that beginners would have problems with this guide but i say thats false). Critisism: The end of the video where u said everything again could have been left out and instead be replaced with teh 3 bases next to eachother (edited, 3 split screen) and just 1 short sentence to end the video. I enjoyed it alot.
I put the thermal reactors up the side of the vent. If you time it right, you can make it to the bottom of the vent and put down a reactor. Really wish they'd do an update that means the ladders join on multiple stacked multipurpose rooms.
I built my base in the grassy plateaus near the entrance to the jellyshroom caves, I built it very early in my playthrough before I really had a good lay of the land but luckily it turned out to be a good location, I have access to plenty of the basic resources, I have grow beds for food and all my plant material needs (gel sacs, mushrooms, blood oil etc.) and surprisingly there's a nearby thermal vent that I discovered a few days ago that I've been using for extra power. That said I've noticed I'm starting to have a need for more advanced materials like nickel, kyanite and crystalline sulfur in order to upgrade my PRAWN and Seamoth, I built my Cyclops today (yes I hate piloting it) so tomorrow I'll be out scouting for a good location to gather those resources, if I find a solid spot i'll load up my Cyclops and with materials and build an outpost, thanks for the base ideas.
Older video but yet Amazing! I just got the game 2 days ago and watched all your videos! I really hope they open this up for multiplayer like they had intended
Nowadays all you need is one multi-purpose room, indoor planter with 2 bulbo and a lantern tree, outdoor planter, bioreactor, and a moonpool. You should only need four storage max. Optional bed and water filtration machine. That will work anywhere.
Later releases altered the food and water gains from the plants. It's more balanced between the two, but Bulbo Tree Pieces still give slightly more water while Chinese Potato gives slightly more food.
for the second base, id add a fabricator at storage area, hatch at storage area for quick access and hatch at reactor floor for quick acess in case it runs out
IDK how to make a vid, but you can make a recharge base w/o the med fab or fab. It has three PCC's, 2 Therm Gens and a Solar panel for 32 Ti, 3 Qtz, 1 copper, 4 mag, 2 aerogel, 3 adv wire kit, 6 ruby, 1 copperwire, and one wire kit.
@@Darkempire-ef6zc if I see something and it's on sale or it's a good deal and it's going fast, I buy it because I know I'll play it eventually. I have had unopened games for about a year a few times before lol.
The issue is that you can charge the batteries in the cyclops but not the power cells. (Sure you can technically but you drain power from the sub to put the same amount in a different cell and you get no benefit) So you kind of need a few recharge stations throughout the map.
1:46 - What is the point behind a "starter" base design, if u are not able to build it upon "start"? A X-Tube with 1 solar panel right next to the lifepod would make more sense as starting-base for storage etc. The deeper u go, the more inefficient solar panels are. at 90m depth, u lose around 35% of power generation (~55% peak left). And for what are these tons of solar panels? melons and bulbo trees are fairly same efficient (for now 2018/release) but i would prefer bulbo trees cause of easier handling, but upon start, u do not have plant pots either. And if u do not want to spoil the storyline, it take u quite a bit before have to swim towards the floating island. 5:08 - So 3 wall lockers provide 90 slots and 2 normal lockers 96; further allow to place more large items into it. 5:50 - So if u can arrange it with your moral and ethics, i would recommend the Oculus fish (jellyshroomcaves), cause the Reginald do generate 140 energy less than the Oculus (Purple peeper). If u can not arrange it with ethics, i would recommend using gel sacks (245 bio-energy per slot) or bulbo trees / marblemelon (each 105 bio-energy per slot); lantern trees do produce half of that energy, potatoes even less. 6:23 - U got this information by the subnautica wiki, do u? Never mentioned, that wikis are wrote by other users like u and me and are wrong about 1/5 of the time if it isnt 1-to-1 displayed somewhere on source(game)? I've found that almost 100% of Bio-Energy values in the subnautica wiki (fandom) are false information. 6:44 - Bladderfish as water source i used past time too. But in days where the knife doesnt have durability anymore, bulbo trees (or marblemelons) are the best way to do. Hint: until 50m of depth, 4 solar panels can maintain a water filtration machine (Funfact: u will get the water filtration machine far before the alien containment) 10:50 - I can halfway agree. I do prefer, to have 1 scanner room (4 range extender), 1 moonpool and 2 multipurposerooms, 1 for bioreactor, 1 for alien containment. On the top layer where the alien containment is, i can easily place at least 15 large lockers. small plant pots with bulbo trees are for food and water, the bioreactor is powered by gel sacks from outside (alternative oculus inside alien containment), on the ground floor everything u need next to the bioreactor, a plant plot outside on the moonpool with tiger plants as defence. I used this layout until 400m with one reinforcement and 3 windows and until 900m without windows (mainly as transit-bases to reach with seamoth) in the lost river to the inactive lava zone and between the lost river entrances and the surface-biomes (mountains/bulb, bloodkelp, deep/grandreef). And besides, that for early(!) game stage u do not have a extra need for a fabricator, first aid station or a communications array on a first base if u build near your escape pod, u do definetly do not need a powercell charger, if u got the moonpool before. Cause there u can can dock-charge and craft a solar-module for your seamoth. And AlienContaiment u first got, if u were below 250m depth. Further on, i would recommend to be clear about, that a reactor/generator which does consume something (bio, nuclear) is easier to use for passive power consumption (fabricator, battery charge, moonpool dock), while a renewable and so on sustaining power flow which can not deplete something (solar, thermal) can provide active devices (water filtration, spotlight) if u do not want to run out of power some day, forgot to refill. Note: I've thumbs up cause of the topic and your work behind the video, not for the actual content (even under the consideration of the version when u played and uploaded it).
At the risk of getting put into text-wall hell... You do realize that this is an open world sandbox game with next to nothing in terms of a 'timeline' by which you progress through it, right? You realize that the vast majority of people are going to have a different experience than you, are going to play the game differently than you do, right? It's honestly pretty comical that you're so critical of so many minute points within this when it's pretty clear that the advice given is rough generalizations, largely for those that haven't gotten too deep into the base building aspect of the game - never mind that it's literally nothing more than a "TIPS & TRICKS" video, not an "end all be all only right way to build a base ever" piece. Everything is a compromise in this game, that's why there are options. And, because it's a limited guidance, open world, sandbox game, people get to choose specifically how they want to implement their ideas to progress, whether they match your methods or not. Early on in the game when I started building a base, it wasn't anywhere near the escape pod, intentionally, necessitating the various features(fabricators, comms, so on) to progress further - I don't need to build a base by the escape pod when the pod can already do so much of what a base can that early. And, yet, if that's what you choose to do, more power to you! The alien containment, I got those blueprints before I had the water filtration prints - simply because of the way I played the game my first time. And, I have no idea what you mean by spoiling the story line swimming to the island. I made my way to the island within the first 24hrs(in game time via save file) as I begun to explore the farther reaches of the map, working my way back towards the escape pod to get a bearing for the distances, the area, and the spread of resources. Why you feel the need to be an "expert" about how to play one of the most legitimately unguided sandbox games that still features a relevant story line, I don't know, but you really didn't add much of value in that unnecessary wall
@@RyTrapp0 all the things he explained trying to be an "expert" are actually helpful and the one and only reason I could think of you going to the floating island within the first day in the game is because you you already know a lot about the game before you even played it (sorry if I misunderstood coz I'm expecting this part to be your first play through) btw spoiling is because you're not supposed to know the location or receive the coordinates of the rendezvous until you get to a certain lifepod and got the data from an abandoned PDA , I'm sure you know that already About the video : its tips and tricks yes and it helps , but it's not nothing more than that . The video is about helping less experienced players to be more efficient by teaching them what they should be trying to obtain and what they will need to have a steady and simpler way to maintain survival resources but we can still see some unnecessary stuff made in the video
My lost river base is just nuclear. That thing powers 3 water filtration systems (I never run out of water and all my fish are cured) as well as the fabricator, the power cell and battery chargers, mod station, 2 moon pools (1 for prawn suit and 1 for seamoth) etc etc. The fortification so it doesn't leak was expensive but it's a beautiful way station between the upper world and the lower world is priceless. granted, the seamoth isn't effective after 900 meters but still.
I have a base which is like a home and has everything I need,storage,2 moon pools for my vehicles,fabrication,(radio not needed since I finished story)medical kit fabricator,modification station,scanner room,battery charger,and alien containment,the only Hingis that it looks weird since I don’t have a big imagination Im planning to make a base in the Craig field to look at the sea emperor there,probably gonna make it smaller than my main base,but still add some things like a scanner room and fabricator
I like to build my base stacked half above the sea level and the rest under. Build an above water platform where to put all solar panels, they will be so efficient that you will not need any other power generators. Do you know that if you build moonpools above sea level, they do not cost base integrity. If you think building moonpools above sea level then the seamoth cannot dock on it, believe me they can. You can even build the whole base floating in the mid-air by anchoring all of them to a single platform above water level.
You should have the fabricator and the modification station directly under it surrounded by wall storage naming each one for a mineral. then a few large storage devices in the middle for the mass of titanium having storage and crafting next to each other is a must. on a side note you might also want to have the moonpool come off of this level as well for the same reason crafting and storage close to each other as well as having your vehicles close to the storage for transferring items from one to the other
I've completed the game 3 times so far. Not once did I ever need more than 500 power (and even that is a bit much). My base design is so much simpler and more efficient and costs less to make too. Having all those extra things in your base makes no sense as they're completely excessive and optional.
Agreed. My typical starter base has 2-3 solar panels at most, or 1 to 2 thermal plants. I have never needed to use a nuclear reactor, it just seems so unnessescary. Also what I hated is that his "starter base" has power cell chargers, which need rubies to make. Not exactly starting materials.
It really depends on what you’re doing in that run. By the sounds of it, it sounds like you speedrun the game. Just the bare minimum to get by, and get to the end as fast as you can. Some players like to take their time, to play the game slowly. So by that, sometimes they feel more power and accessories are worth it.
@@princesscadance197 Definitely not a speedrun. I aim for every achievement / unlocks every single time and explore all the areas. I build my base like a tower with the entire roof slightly above the water line so I can fill it with solar panels, and that's all I ever need. Main floor for mass storage (floor and walls covered completely with storage), crafting above storage, medbay and radio in doorway, cell / battery chargers also above storage, 2nd level for plants and upgrades crafting thing and garbage can, 3rd and 4th for large aquarium and scanner room attached on the side just for the hell of it. That's the entire base. That moonbase or whatever it's called is separated from the base and has it's own solar panels (2 panels?, don't remember) which doesn't need much at all. I even make my submarine (cyclops?) fully self sufficient with 8 plots of food/water, a lot of storage so I don't have to go back and forth much (I don't like the ones below deck), crafting, battery charger, etc. I just build efficiently with a side order of overkill when it comes to food/water since it doesn't really cost me anything. I have the 2nd game, but i'm waiting until they completely finish making it. I imagine I'll likely build a very similar base again in that game too. I just can't not build efficiently. Having to travel a bunch of distance and go from room to room to room just to get 1 thing then go all the way back again... that to me is just dumb.
@@princesscadance197 I found that these creative mode base building guides arnt that useful for survival and hardcore games. For an outpost base, for instance, the primary consideration is what I can fit in my personal inventory to build it with, later expanded to what I can fit in seamoth/prawn storage. The basic base is a tube (2 titanium), Hatch ( titanium, 2 quartz), Solar panel (2 titanium, quartz, copper) and Fabricator (gold, table coral, titanium), for a total of 14 inventory slots, and gives you air and (depending on depth) the ability to fabricate replacement components to build your next outpost base. An outpost vehical base would be a thermal reactor (8 slots), a moonpool (5 slots), and either a bed (3 slots) or a power cell charger and spare power cell (5+1 slots)
The Lost River has many geothermal vents, so with Cyclops power cells always being a worry, I just built a small base with geothermal reactors, purely for recharging power cells.
On my first playthrough once I got cyclops thermal module I quickly fell into a habit of parking it over a vent when I was going out. After that I had to replace cells with the spare once only two times during the whole Lost River and Lava Zone exploration.
@@Ahmeni only reason i build a cyclops is to make the shield generator. i usually just make a prawn with max storage, and build a small base at the entrance of the lost river. kill the leviathan(it takes around 100 punchs from the prawn) and the sharks, and then i have the whole area to do as i wish no prob. also, i found that using a planter with creepvines every so often, makes it the perfect way to never get lost, as you can follow their glow and they make it much better down there than filling it with beacons.
@@marcosdheleno that's a nice thing about that game, there's no one proper way of playing, everyone does as they like. Same thing with Kerbal Space Program.
hello, just one quick question, at the second base model how can you STACK those multipurpose room on top of each other like that, I tried in my game and it's look so weird it doesn't stack perfectly fit like that
I just built lots of tubes and put chests every on part of the corridors to store materials... starting base lmao. Then as I got more blueprints I expanded the base now it looks like a tube jungle with big round rooms. :D
Tip:if you dock the seamoth at a moonpool u can place for bases put an empty power cell in it so you can have 3 power cells charging if you dont have alot of power cell chargers
I prefer the Bulbo tree for food because you get more bang for your buck, so to speak. With Marblemelon it does fill you up more. But you only get one bite per melon because it doesn't produce seeds when you got it with your knife. Whereas the Bulbo tree gives you 9 seeds per tree. So that way one Bulbo tree fills you up way more than Marblemelon.
2:20 You dont necessarily build the waterpurifier for the water. you build it for the salt, because in later zones you have no access to that, so your deep shrooms go sad that they cant become crafter resources.
I'm playing the mode where you don't need food or water. Just played that way to get a feel for the game. Is it possible to switch to diff levels of difficulty mid game or do I need to start a new game?
Marblemelons are a bit of an exploit at this point. Used as fuel, better than water purifier and/or fishing, and renewable. If you use anything else you're making the game harder for yourself.
A single marblemelon take up four inventory spots. A fish takes up one. A bottle of water takes up one. The melon would have to be more than twice as good as a bottle of water for me to consider lugging them around.
aenn aenn what I do is if I’m going across the map I just bring a couple marble melons and plant them boom infinite food source and don’t have to get out of your base and chase fish around trying to catch them
You can place wall lockers on the sides of the bio reactor it's great to place them and have coral or fish in the lockers for ready to use energy source
Here's an idea: Instead of positioning your large lockers so that their backs are parallel to the wall, try setting them up perpendicular; kind of like books on a book shelf. You can comfortably fit six into one corner that way.
That's a great suggestion! I'm just partial to keeping things looking as nice as they can so I prefer the backs to wall myself. But for anyone who doesn't mind the look, that is a great idea.
Thanks man! I totally feel you about aesthetics, I'm just a really, really lazy person... :D I like to have everything close to my fabricator. Great video, thanks!
That way looks very nice in the cyclops, in the middle section where you have your plants in your other video about the cyclops. Around the doors I build the lockers. Then a wall locker as close as possible to them. And finally in the middle, two freestanding lockers back to back. On both sides, this looks quite good, and provides a lot of storage.
You can squeeze 4 wall lockers in a wall section, and do this all the way around a multipurpose room. While technically you could squeeze in more storage with sideways floor lockers, I like the ability to label the wall lockers, as it makes finding stuff way faster. IMO this makes up for less storage overall.
Lazarus Monkeyman
Brilliant idea!
For a remote outpost you should also add a bed so you can pass time so the power cell’s and battery’s recharge faster
K, ty
Also, you can use it to skip night so your solar panels will work
@@darian_thebest7672 duh! Why didn't I think of that?! Ahha I'm so dumb
@@ChiefVizier yh you are
I always keep an extra set of batteries/cells in the chargers...quick to resupply then move on.
Do not underestimate the Exterior growbed! You get the blueprint for it on the same island as the Interior growbed. Make sure to get it, and as early as possible. First practical use of it is to plant Brain Coral samples you hack off with your knife. These will grow into Brain Corals to fill up your air tank without having to go inside or to the surface. This makes expanding your base much more relaxed early on. Ex. Growbed has a ton of applications later on, like Gel Sacks, Blood Vines, and Deep Shrooms, without having to restock in dangerous places.
Jason Wright Creepvine is also beneficial in planting/farming.
It sure is, and it makes good free lighting.
u can also you pipes for air
I don't understand because how deep do you even plan to build your first base that you need the brain coral that much
@Pna 1981 how deep is your base ? Coz if it's not not too deep you're wasting resource and space planting acid mushroom
vending machines are kind of hilarious ... sure, they came from the ship - but who restocks them? what's that noise?
Never mind who stocks them.... WHY WONT THEY HELP YOU?!?!?!??
“muhsheen”
That noise is it slowly synthesizing new organic material from the particles in the air with a tiny fabricator system.
M u h s h e e n
Pretty sure i read in the lore somewhere they make shit from energy
Think "star trek".
When it comes to my base, I go completions style. I want a room to showcase every new thing I unlock. I make a room for both bio gen and Nuclear. A room for a garden- so on so forth. I like to use solar and thermal energy as well. I make all upgrades and decorations that I can. I have outdoor planters with every plantable in game. Same on the inside. Generally I just like to flush the entire game and basically make a museum.
I don't really like using the nuclear reactor, but the bioreactor? Completely fine! Just farm bulbo trees and acid mushrooms.
@@astropan2765 yeah I love the bioreactor too and if I was going for function only, that's what ide use. I just like to build the nuclear reactor so my museum/collection is totally complete.
I'm literally doing the same thing now too, as we speak!
I've gotten to the end of the game and don't wanna stop playing so I told myself that I want at least 1 of everything possible.
A Museum, not a base. I like that. :)
Any tips you can share? Something you wish you knew before you started?
Be appreciated.
@@astropan2765 I know this was a year ago, but if you're still playing, farm blood oil outside the base, it gives a ton of energy and you barely need to restock it
nice!
So his power optimised base is essentially an underwater gas station. I love it.
@S S that would be so sick
@S S I know this is old but there is a docking hatch for the cyclops in a mod.
@@agamerdude7596 prolly isn't for the modern subnautica tho
I can’t believe he said he doesn’t like the water purifier. They’re extremely important, each water gives you 50 water points. That’s super important when you are going to the lava zone or anywhere far away. You can’t survive with just a few plants. Especially because they go bad quickly. You need 50 point-bottled water
@@charlesg7926 Not really. Early in the game you will be visiting your base frequently anyway, because you would usually want to build all the new things that you unlock. Later in the game, you wont visit the base as often but you also wont fill up your inventory with crap (you'd only need to pick up a few materials that you cant find close to your base). By doing so you can dedicate a few more inventory slots to extra bottles of water. And ofc, once you unlock the cyclops you can grow plants inside it.
Once you learn to manage your inventory properly and not pick up EVERYTHING you see, the food and water management is a joke.
This was so good, a barebones explanation. I started playing this game yesterday and it took me a while to find a video like this. Most people just made most efficient base vids, insane bases or just beginners tips for base building but in fact it had a whole bunch of shit and it wasn't for beginners at all.. Thanks for making a comprehensive short one for people that literally started the game.
Water Filtration Machines are useful for people who like to have 1 central base that they keep coming back to. If you build around 4 or 5 of them (I know that power will be an issue, but most of the time, you won't be at this base anyway, so you'll only need to power those machines.
Basically, you can get a bunch of filtered water to bring along for a big journey and use the salt to cure your reginolds. This way, you can effeciently pack up a ton of supplies for a long journey.
why pack anything when you can fit watermelons or bulbo trees in the cyclops and go just about anywhere anyway. the only good thing is multiple water filtrations like you said to get a fill every once in a while. like 6+ stations base in lost river thermals and 6+ stations base on the upper base
Don't like driving the Cyclops? What BLASPHEMY!The cyclops is literally the embodiment of PRINCE himself. Sleek, fast, reliable, will die for u, will take you with him, and can party like it's 1999.
I dont think you know what blasphemy means
@@themonkey5918 i think hes saying that the cyclops is a god
@@Pearmesan i agree with him
Did you hear about my freind Anne she got struck by a smooth criminal (sorry I just needed to vent I feel bad for her)
Tom Cox very unrelated soOoOoOoOo...weird flex but ok
i got about 26 hours into the game learning as i go. This helped me out a lot thankyou.
You are welcome! Glad it helped!
Marbel melon "You won't have access to these early" me: "bitch watch me" lol
Lol thats the first thing I grab when I start. Seaglide straight to the island lol
@@-keiskx1774 I got it before leaving the aurora 🤦🏼♂️
@@jennatools5136 I got it before I got on the aurora 🤦♂️
I didn't even realize you could stack multipurpose rooms before watching this video, thank you for the great idea! My base at the giant cove tree has everything I need in a nice small footprint next to several thermal vents, ready to venture into the lava zone.
I honestly went nuts and made full blown bases all over the map.
Lol
A more efficient way to grow marble melons is to just use floor pots. Each one can house 4 seeds, and they grown those melons in a much tighter space. They're also easier to reach that way.
2 things:
1. Use lantern fruits! They regrow quick and are good bioreactor fuel, and even though they are less H2O giving, they're found at the same place as all the other plants you showed.
And 2. Where are the beds? Beds are important to skip the night, because you have a hard time seeing at night, even with a seaglide, flashlight, or vehicle. It's just easier to skip the night, and as a bonus, it can speed up production of power and resources!
Oh man. I just got this game a few days ago (just clocked 20hrs today honestly) and I am in mad love with it.
I finally finish building my first Cyclop and Prawn Suit today and let me tell you, this video right here is amazing.
This guide here is not just informative, easy to understand, but it also works splendidly. Thank you bro.
With the Potato Plant -- harvest ALL the potatoes and throw one back in the planter. Each Potato plant will give 5 potatoes, plant 1 in the planter, so you can eat the other 4. That's 60 food. Two small plant pots gives you enough Potatoes to fully fill your food meter and they are small and can be tucked in any corner. They also work decently as bioreactor fuel too. Not the best fuel, but 4 potatoes in a bioreactor can keep a purifier running for 10min+.
The best biofuel are actually Oculus fish, found in the pink mushroom cave. I think treader poop works great as well.
I use blood oil it grows crazy fast, multiple grow on a vine, and I got a full exterior frowned of it
@@Prokerboss it also gives a ton of energy, at 420 (nice)
You'd have to think of space though, so oculus is definitely more efficient.
@@Prokerboss for me it's gonna be the gel sacks, each have more than 200 and it produces a ton of energy when the bio slots are full of them
i do mushrooms, either acid or deep, they grow fast, are easy to transport and you can find them everywhere.
just make a planter filled with them, and keep harvesting them. i dont even bother with any other power source, until i make my lava base.
also, as a side note, you can use them to one shot warpers with the propulsion gun. they get taken down, and will take days to return.
In terms of power and food, I came with a really good looking two-floor building with an alien containment on top and a bioreactor on the bottom. the room with the fish tank usually just has a medikit and an acquarium since the center piece is quite big, the bioreactor room usually has a locker to keep the spare "fuel" in, one or two water purifiers and then an indoor planter along with some pots and shelves, then I usually put a foundation underneath the whole thing so to have an external "garden" for the ocean flora. As in bioreactor fuel I use rabbit rays, eggs are a bit hard to find but as long as you find two you should end up with an endless supply of energy (a single containment-grown rabbit ray yelds 3k power and only takes 4 equipment slots), but as you wait you can still use whatever you get your hands on as long as you plant it to have a reliable supply without moving outside of the base's perimeter.
In terms of living space I usually like to have a very lived-in moonpool and a bedroom/mini-garden/lab multi and use then use the connectors to put the fabricator, radio and bulkheads to increase the integrity score so I can use more glass and wall planters (plus, if anything goes wrong, a closed bulkhead saves you from the annoyance of having all your pretty base flooded). All rooms and applicable connectors have a solar panel on except for the moon pool which has 4 to 6, that way if I'm charging batteries, filtering water and building stuff at the same time I'll have enough stored energy to pass an entire night without blacking out.
You're missing the probably most important kind of base. The not-ugly-as-f-base. It's for everyone who plays the game like it's intended. Let's be serious. Subnautica is no powergaming game. You don't need a base that is as effective as possible. You need one that makes you want to return because it looks and feels good. The only thing that really improves your base effectifness wise is short walking distances if you just want to build something before you continue to explore this beautiful peace of art.
XMaster34 i like how you put time into this
You are so right, i don't feel comfortable with my base because of long walking distances and bad distribution, i expected to find something in the video to help me
PussyStrats
An efficient base would be more useful than a good looking base ( unless you makema good looking base that is also an efficient base )
True
My base always consists of 1 good energy source (bioreacter or later atleast in my main base its a powerplant), a storage room with fabricator and that stuff, 1 or 2 docks for prawn and seamoth and the other 80% of the base is just for looks and food
I always build myself a nice room, in Below zero I build a whole apartment and everything just cuz it looks good
A Tipp:
The Lantern Plants are great for the Bio Reaktor chause they last long, dont run out and regrow fast
They need a 2×2 space!
My current main multipurpose room consist of Bio Reactor, Constructor, Upgrade Station, Medic, Radio, Battery Charger, Powercell Charger, 3 Coffee machines (could probably put in 2-3 more), Water/Salt extractor, 12 Floor lockers (sideways placed), 28 Wall lockers, 1 Aquarium (can be replaced by other stuff), 1 ladder up to double fish tank (Alien containment). Connected to a moonpool (connected to a scanner room). Main room also connected to a second 3 stacked multipurpose room with Nuclear reactor and double fish tank, not really needed and then can use that wall space for stuff. The connections between rooms can also be used for storage or grow pots. Moon pool and scanner room also have space for storage and inside grow plots/pots. The moonpool roof can fit 10 outside grow plots, along with solar panels. Can let the top roof be just below water, then 2 top grow plots can have land plants and rest water plants. Also the other rooms and connectors can have stuff on them, so many options. Just enough room to move around and reach stuff. A small storage tip: The bags (9 slots) found on Aurora can be placed on the floor (or on top of floor lockers) and you can walk through them since no collision. Reactors and Water extractor have mounting points for wall lockers and other equipment.
My base is...Nuclear power nuclear power, moon pool, scanner room, 5 coffee things and a lot more 👁👄👁✊
I established a major base in the bulb zone next to the life pod. I used the volcano to generate power and bioreactors. Two alien containment’s. One with bladder fish the other with Reginald’s for the bioreactor. I also put in grow beds of lantern fruit, marblemelons, and Chinese potato’s. Along with a moon pool.
Great video! I didn't realize how nicely stacking Multi-Purpose rooms with ladders is. I recently was frustrated with all the long tubes in between all my Multi-Purpose rooms as I felt it made the base too spread out. Your idea solves that. Thank you. Enjoyed the video.
My personal best food source is Lantern Fruit in my base to eat when I get back. A water filtration machine for water when I go exploring and an alien containment in my base and by breeding peepers, you can use the salt for water filtration machine to get salt and then cure the food to keep when I go exploring
I use reginalds instead of peepers
@@willvipperman8685 i use lanterns for food as well, and fill a wall with coffee machines. seriously, those things are OP. build 8 of them, and you will get 72 water in less than 30 seconds, also they take no energy to use, but best of all, use only 16 titanium to build. making it increadibly cheap.
of course, it doesnt work as a travel source, but you can build a filtration device of 2, and farm those for large bottles, to use.
Started playing again, and just looking for Good base locations again, but watched this to see if i forgot things.
First Water filter pump (what ever its called) makes salt, salt can be used to cure food, So its a great addition to any base/heavy used outpost.
5 solar panels feeds one water purifier fine, (at shallows) , you need a 6th to keep a healthy gain if charging batteries, and two more for each power cell charger you have/moonpools. This is for safe shallows area, which i recommend having a heavy outpost at with all the stops. (near thermal vents is best usually but only solar is possible)
But I find nuclear power more or less a oh shiz i need lots of power and i dont have access to thermal/solar. otherwise just use bio reactors and make sure to store lots of fish/plants and grow lots of both to maintain them. Heck collect a bunch of eggs and use them if you get low on sources for bio power.
I find the water pump/filter (that makes water) my absolute friend, as the water containers it makes are the best in the game. +50 or more i think, if i remember correctly. I know they are the best just not the number right now. Just need lots of power for them. 2 thermal plants per one, (to maintain positive power gain). But 4-5 thermal gens are usually more then you will need, maybe throw in a bio reactor or two for NON-solar areas. But have like 5-10 solar panels in the shallows/surface area and your set on power.
Put your fabricator and modification station closer to your lockers - you don't want to go up and down ladders just to fetch materials then build, then forget something and go back, etc
yupp.. biggest flaw i saw
Nice Video!
I agree, that there is no such thing as an overall most efficient or best base built, but unless you absolutely have to build in an area with no thermal vents or lava geysers, i'd always go with 2+ thermal plants.
Once you've set them up you never have to worry about running out of juice. No maintenance needed, no resource-collecting needed, no daytime dependency and they don't take up space inside your base.
Of course you can make more space and like collecting resources and like the fact of having all the different power-sources, but then we're not talking about efficiency anymore.
Usually it is best to build bases where several bioms come together, so it is very rare to find an optimal base location with heat-sources further away, than 300 meters. The only locations i can think of are the floating island and the crag field and both aren't efficient base locations.
I'd definitely build one or even two water filtration machines. They produce the by far largest water bottles, which replenish 50% H2O.
While at your base you can easily hydrate yourself with marble melons, but once you go on longer expedition, you need to stack up on H2O supplies without taking up valuable inventory space.
Before leaving for an expedition, i make sure to have 1+ first aid kits, 2+ large water bottles, 1+ beacons and an extra ion power cell in my seamoths or prawn suits storage module.
This is great!! I'm picking it up day after 2morrow & I need newbie advice badly... THANKS!👍 UPDATE: (2 months later) One of my Favorite games of all time!! 😀
Update: I read your comment a year after you posted it
Lol same
thank you for making this video, as a new player, your tips are exactly the sorts of things i wished i had known on my first time playing, instead of having the temptation to build inefficient mega-bases every time i pull out my builder.
Cyclops thermal recharge mod lets you park the sub right on top of thermal vents to recharge, essentially letting you skip all this outpost building, unless you really want to for fun. I found that outposts are good for aiding in resource collection if you attach a scanner room to each one. I never had to spend much time searching for stuff.
When I made this video, they had not added the thermal module for the Cyclops yet.
Cyclops thermal reactor and the Cyclops itself is a pretty near end game, this is for like the start to mid game.
Base building in subnautica is mostly about chillin'. You gotta stop and smell the peepers every now and then.
@@AlbertoMartinez765 Old post, but... I had my Cyclops before I found blueprints for the multipurpose room. So not necessarily so end game. :D
Also if your starting and can't get a alien containment you can use a gravitational trap to keep fish in one place to harvest
You could also add multiple bio reactors for alot of energy if you want a pure energy base for power cells for your prawn suit
Instead of Power Cell and Battery chargers, you can just use a Moonpool and the fins with power production. This uses a lot less electric equipment. My bases are usually centered around a moonpool (it's not expensive after all...)
tip for 9:56 ! (i haven’t tried this yet i only read abt it) if u build a bench and sit on it while reading ur pda ur food and water meters won’t drain
idk if time still passes though but worth a try
OMG!...I only just learned to swim having just installed the game and playing the easy mode as I want to learn the controls without worrying about sufocating and starving to death in the process lol... What a lot to learn. Love your video though. Didn't realise the game was so big.
The alien containment makes you really suf-fish-ient :o)
Good joke
Pun*
Stfu
I applaud your pun.
I applaud you pun, but since I HATE a bad puns, I spit on this pun
My starter base was a foundation with a tube and a hatch on it...I now have WAY more. Thank you.
You didn't even need the foundation, just the tube and hatch, though really you should have a solar panel too.
@@GlassDeviant Same:) Tube, solar panel and hatch. Inside 3-4 lockers, fab and radio. My best tip for an ideal base is never build bigger then you need
There is one good use for foundations: Somewhere flat to put some outdoor underwater grow beds to plant a garden of whatever you want. Generally I have a garden with several of each useful plant and one or two of teh non-useful ones.
something which I had done during my play through was I got a water purifier and a Reginald farm so that I could use those high value sustenances as rations during long trips to the lava zone and lost river. by stocking up my cyclops I managed to stay down there for pretty much 30 days. (I also made an indoor grow bed of marble melons but the rations still came in handy when I was exploring the primary containment facility.)
I have a scanner room with a hatch about 300 meters deep sufficiently powered by a single solarpanel, I put two for ssfety but it never went below 75 anyways.
The trick is to put the dolarpanels near the surface and use the power transmitters. they don't go fsr from the power generation source but they can go way over 50 meters if it's between power transmitters
Solar panels only work like 210m deep.
@@adeadchannel4129 Read. Use power transmitters. You could cover the entire map in power transmitters and have solar panels cover the entire islands for your power needs.
That would require tons of gold and titanium
@@adeadchannel4129 Well I can't force you to do anything but it's definitely not a problem to solar power a base below 210 meter deep.
For Whoever is wondering how to remove the mask under water.. For pc press f6 while diving underwater and on Xbox hook your keyboard to your Xbox then dive underwater and press f6 as well then you can unplug it and resume playing with your controller. I don’t know if it will work with PlayStation but u can try it.
The most efficient basic base is just a single X piece with a hatch on top (or bottom). Plenty of room for a fabber, battery and power cell charger, several wall lockers, two pots with marblemelons, two coffee machines, and other stuff you might need like a modification station though it can get a bit crowded (you can always deconstruct your modification station/trash can when not using them, store the parts, and then just build them again when needed).
I put my base in a grassy plateau next to a shipwreck, blood kelp, and jellyshroom cave, I have the jellyshroom cave for the shale outcrops, blood kelp so I can use the blood oil for my bioreactor, and wreck for fragments and metal salvage for the titanium, it is really useful and I have lots of marble melons
very nice tips!
you can reduce the big base setup to 3 levels high if you only use the bio-reactor (with some solar panels) and maximize the use of the space available.
more like a early/mid-game setup though.
a perfect spot for this is near Lifepod 17 in the Grassy Plateau.
Very late, but replaying for the 3rd time. My favorite base is the Cyclops itself. Marblemelons for food/water. Lots of lockers in the lower levels (like 10 rows of 2 on either side) production, bed and 2 wall lockers with enough materials to make a fully fledged base to recharge. Multipurpose room, 3 thermal generators, water purifier, marblemelons, multiple outdoor grow beds, back up bio reactor (gel sacks for fuel), moonpool (entrance), 2 cell chargers, 1 batt charger, full production. Only lacks storage, but Cyclops.
I’m building a thermal base in the lost river next to the tree cove. A pretty good area. Temperature can get to 80 degrees there
Matei Duma I just finished one there. It's really nice and there are alot of resources in a small area
i’m building there rn, just started actually
helpful tip: to keep thermgens stable and fit lots, place a foundation by a thermal zone. then, (if acquired) use a power transmitter. if not, set up a farm if you go to the floating island, then scan the ext. growbed. you will be able to set up some acid shrooms to put in a boireactor, once again, if acquired.
While placing them on a foundation makes things simpler, I reccomend you try to place them as close to the bottom of the thermal vent as possible. This allows you to get as much efficiency from your Thermgens as possible though there is the risk of you dying and losing your titanium and magnetite, so be VERY careful and try to memorise the intervals between eruptions.
Thanks man, you gave me the idea of placing a scanner room in the lava zone to find kyanite easier by powering it with a thermal plant
now you have got me thinking what you had used for it...
My current base has 3 power levels, one crafting/docking/scanning/storage level, one food & water level, & my apartment, with 360 view, small aquariums, vending, & a big ol' bed, at the top of the tower.
Personnally I prefer to have a moonpool for storage and material making and a multipurpose room for power.
I usually get lantern trees, the fruit regrow, and there is so many it decent water and food per fruit.
In the moonpool I stack big locker in the corner with wall locker on the side to have better pathway, I put the modification station in a corner, the vehicule upgrade station on the side, the fabricator + radio + medkit + battery charger in the hallway to the multipurpose room, bioreactor in the multipurpose room with 2 lantern tree + single bed and the power cell charger (which is optionnal because the moonpool recharge the seamoth and the prawn while they are docked).
if I ever need more power I add another multi room with a nuclear reactor and done...
I personnally don't really like to have the alien containement unit to use as a feeder for the bioreactor, you get it too late if you don't know where it is, moonpool + bio + multipurpose room are all not too far from the start so it is easy to setup when you start you ca have that base in under 15 mintute from the start if you know a little where to go
Trees and melons are great for eating while you're in the base, but they rot quickly if you carry them with you. So you need a water purifier in order to take some bottles of water with you on your explorations and missions into the deep.
I actually love this video, it's super informative. Great job! :)
You describe the first base as a starter base but, you actually not a starter if you have the multipurpose room and growing pots...
For my bases I usually pick a spot in the shallows (or crash zone near the middle of the ship so i'm safe lol) and I build everything I need for the game. I have a moonpool, a food & water room, power (thermal & nuclear) chargers, radio, etc.
Then as I advance in the game I'll build a smaller power/rest stop/food station down near the cove tree right at the back of the cave near the entrance to the final area of the game. There's plenty of late game supplies, thermal vents for power and obviously no enemies. Sometimes if I'm really finding it difficult to explore a certain area thoroughly I'll make a rest stop near where I want to explore just so I have a place of safety & food but that's super rare because I usually grab what I need from an area and get out because my thalassaphobia does not, in fact, get better with each playthrough of this game. 😓 I still play it though!
For the very start of the game, build only a four point connector, and a two point attached to that, next to your escape pod, put 2 or 3 solar panels on it, and just build 3 or 4 wall lockers inside, add a full locker if you need more space, add a battery charger when you get it, and perhaps another solar panel or two, and you have an efficient base that cost roughly 14 titanium, 10 quartz, and somewhere around 5 copper. This should be enough to get you through till you've acquired all the necessary blueprints to build a primary base.
In my current build my primary base is in the Grand Reef, about 150m West of the large wreck in the North, powered by a combination of a nuclear reactor, and geothermal energy, I keep a specimen tank full of peepers, bladderfish, and reggies, a second specimen tank full of crashfish (GREAT ammunition for propulsion cannons). as well as a greenhouse. The base itself marks my preferred entry point to The Lost River, and will serve as an excellent check point before I start the BIG descent.
You HAVE to teach me how to get crashfish
@@phangzenhin3474 Go into pretty much any cave in the safe shallows, look for a small round red egg, then breed them in containment.
I am a very new player. Explored a lil bit like 4 hours. And i havent build a base so far. This video was a great input and easy to understand for me (some comments said that beginners would have problems with this guide but i say thats false).
Critisism: The end of the video where u said everything again could have been left out and instead be replaced with teh 3 bases next to eachother (edited, 3 split screen) and just 1 short sentence to end the video.
I enjoyed it alot.
Thank you so much for this! It’s comprehensive and extremely helpful!
I put the thermal reactors up the side of the vent. If you time it right, you can make it to the bottom of the vent and put down a reactor. Really wish they'd do an update that means the ladders join on multiple stacked multipurpose rooms.
I built my base in the grassy plateaus near the entrance to the jellyshroom caves, I built it very early in my playthrough before I really had a good lay of the land but luckily it turned out to be a good location, I have access to plenty of the basic resources, I have grow beds for food and all my plant material needs (gel sacs, mushrooms, blood oil etc.) and surprisingly there's a nearby thermal vent that I discovered a few days ago that I've been using for extra power. That said I've noticed I'm starting to have a need for more advanced materials like nickel, kyanite and crystalline sulfur in order to upgrade my PRAWN and Seamoth, I built my Cyclops today (yes I hate piloting it) so tomorrow I'll be out scouting for a good location to gather those resources, if I find a solid spot i'll load up my Cyclops and with materials and build an outpost, thanks for the base ideas.
Yeah the grassy plateau area next to the blood kelp, shipwreck, and jellyshroom cave. It was my second play through but I knew it was perfect
Well done vid on this subject. So true, power, food/water, production.
Older video but yet Amazing! I just got the game 2 days ago and watched all your videos! I really hope they open this up for multiplayer like they had intended
Don't know what you meant by "like they had intended" co as far as I remembered they never did
Nowadays all you need is one multi-purpose room, indoor planter with 2 bulbo and a lantern tree, outdoor planter, bioreactor, and a moonpool. You should only need four storage max. Optional bed and water filtration machine. That will work anywhere.
New to the game and this helped me so much!! TY, I know its an older video but it helped so much!
Later releases altered the food and water gains from the plants. It's more balanced between the two, but Bulbo Tree Pieces still give slightly more water while Chinese Potato gives slightly more food.
for the second base, id add a fabricator at storage area, hatch at storage area for quick access and hatch at reactor floor for quick acess in case it runs out
IDK how to make a vid, but you can make a recharge base w/o the med fab or fab. It has three PCC's, 2 Therm Gens and a Solar panel for 32 Ti, 3 Qtz, 1 copper, 4 mag, 2 aerogel, 3 adv wire kit, 6 ruby, 1 copperwire, and one wire kit.
Thanks for the Tip, great refresher for me after a year break
I can't believe I bought this game the day it came out on ps4 and haven't touched it until yesterday.. It's such a great game.
Then why did you buy it
@@Darkempire-ef6zc to play it...
@@Jeremy_Watson I mean why don't you play the game after you buy it.For me if I buy game I play it instantly
Just a little advice don't buy a game if you don't want to play it it's waste of money
@@Darkempire-ef6zc if I see something and it's on sale or it's a good deal and it's going fast, I buy it because I know I'll play it eventually. I have had unopened games for about a year a few times before lol.
good ideas, I like to build a fully operational base inside the cyclops. Chargers, storage, food, water
I do have a video about setting up the Cyclops as a mobile base if you care to check it out: ruclips.net/video/EdAzd7IOupY/видео.html
The issue is that you can charge the batteries in the cyclops but not the power cells. (Sure you can technically but you drain power from the sub to put the same amount in a different cell and you get no benefit)
So you kind of need a few recharge stations throughout the map.
1:46 - What is the point behind a "starter" base design, if u are not able to build it upon "start"? A X-Tube with 1 solar panel right next to the lifepod would make more sense as starting-base for storage etc. The deeper u go, the more inefficient solar panels are. at 90m depth, u lose around 35% of power generation (~55% peak left). And for what are these tons of solar panels? melons and bulbo trees are fairly same efficient (for now 2018/release) but i would prefer bulbo trees cause of easier handling, but upon start, u do not have plant pots either. And if u do not want to spoil the storyline, it take u quite a bit before have to swim towards the floating island.
5:08 - So 3 wall lockers provide 90 slots and 2 normal lockers 96; further allow to place more large items into it.
5:50 - So if u can arrange it with your moral and ethics, i would recommend the Oculus fish (jellyshroomcaves), cause the Reginald do generate 140 energy less than the Oculus (Purple peeper). If u can not arrange it with ethics, i would recommend using gel sacks (245 bio-energy per slot) or bulbo trees / marblemelon (each 105 bio-energy per slot); lantern trees do produce half of that energy, potatoes even less.
6:23 - U got this information by the subnautica wiki, do u? Never mentioned, that wikis are wrote by other users like u and me and are wrong about 1/5 of the time if it isnt 1-to-1 displayed somewhere on source(game)? I've found that almost 100% of Bio-Energy values in the subnautica wiki (fandom) are false information.
6:44 - Bladderfish as water source i used past time too. But in days where the knife doesnt have durability anymore, bulbo trees (or marblemelons) are the best way to do. Hint: until 50m of depth, 4 solar panels can maintain a water filtration machine (Funfact: u will get the water filtration machine far before the alien containment)
10:50 - I can halfway agree. I do prefer, to have 1 scanner room (4 range extender), 1 moonpool and 2 multipurposerooms, 1 for bioreactor, 1 for alien containment. On the top layer where the alien containment is, i can easily place at least 15 large lockers. small plant pots with bulbo trees are for food and water, the bioreactor is powered by gel sacks from outside (alternative oculus inside alien containment), on the ground floor everything u need next to the bioreactor, a plant plot outside on the moonpool with tiger plants as defence. I used this layout until 400m with one reinforcement and 3 windows and until 900m without windows (mainly as transit-bases to reach with seamoth) in the lost river to the inactive lava zone and between the lost river entrances and the surface-biomes (mountains/bulb, bloodkelp, deep/grandreef).
And besides, that for early(!) game stage u do not have a extra need for a fabricator, first aid station or a communications array on a first base if u build near your escape pod, u do definetly do not need a powercell charger, if u got the moonpool before. Cause there u can can dock-charge and craft a solar-module for your seamoth. And AlienContaiment u first got, if u were below 250m depth.
Further on, i would recommend to be clear about, that a reactor/generator which does consume something (bio, nuclear) is easier to use for passive power consumption (fabricator, battery charge, moonpool dock), while a renewable and so on sustaining power flow which can not deplete something (solar, thermal) can provide active devices (water filtration, spotlight) if u do not want to run out of power some day, forgot to refill.
Note: I've thumbs up cause of the topic and your work behind the video, not for the actual content (even under the consideration of the version when u played and uploaded it).
At the risk of getting put into text-wall hell...
You do realize that this is an open world sandbox game with next to nothing in terms of a 'timeline' by which you progress through it, right? You realize that the vast majority of people are going to have a different experience than you, are going to play the game differently than you do, right? It's honestly pretty comical that you're so critical of so many minute points within this when it's pretty clear that the advice given is rough generalizations, largely for those that haven't gotten too deep into the base building aspect of the game - never mind that it's literally nothing more than a "TIPS & TRICKS" video, not an "end all be all only right way to build a base ever" piece.
Everything is a compromise in this game, that's why there are options. And, because it's a limited guidance, open world, sandbox game, people get to choose specifically how they want to implement their ideas to progress, whether they match your methods or not. Early on in the game when I started building a base, it wasn't anywhere near the escape pod, intentionally, necessitating the various features(fabricators, comms, so on) to progress further - I don't need to build a base by the escape pod when the pod can already do so much of what a base can that early. And, yet, if that's what you choose to do, more power to you!
The alien containment, I got those blueprints before I had the water filtration prints - simply because of the way I played the game my first time. And, I have no idea what you mean by spoiling the story line swimming to the island. I made my way to the island within the first 24hrs(in game time via save file) as I begun to explore the farther reaches of the map, working my way back towards the escape pod to get a bearing for the distances, the area, and the spread of resources.
Why you feel the need to be an "expert" about how to play one of the most legitimately unguided sandbox games that still features a relevant story line, I don't know, but you really didn't add much of value in that unnecessary wall
@@RyTrapp0 all the things he explained trying to be an "expert" are actually helpful and the one and only reason I could think of you going to the floating island within the first day in the game is because you you already know a lot about the game before you even played it (sorry if I misunderstood coz I'm expecting this part to be your first play through) btw spoiling is because you're not supposed to know the location or receive the coordinates of the rendezvous until you get to a certain lifepod and got the data from an abandoned PDA , I'm sure you know that already
About the video : its tips and tricks yes and it helps , but it's not nothing more than that . The video is about helping less experienced players to be more efficient by teaching them what they should be trying to obtain and what they will need to have a steady and simpler way to maintain survival resources but we can still see some unnecessary stuff made in the video
I wish you would do more Subnautica videos. :)
Thank you so much i just started Subnautica and this really helps
I like to use a nuclear reactor in my bases, and I found that using 2 rods work fine, even when you have a water filtration running.
My lost river base is just nuclear. That thing powers 3 water filtration systems (I never run out of water and all my fish are cured) as well as the fabricator, the power cell and battery chargers, mod station, 2 moon pools (1 for prawn suit and 1 for seamoth) etc etc. The fortification so it doesn't leak was expensive but it's a beautiful way station between the upper world and the lower world is priceless. granted, the seamoth isn't effective after 900 meters but still.
The footage is out dated as of this posting, but the core concepts are solid. Shelter, Food, Water, these are the core of real Survival.
this post right here is also out dated
I have a base which is like a home and has everything I need,storage,2 moon pools for my vehicles,fabrication,(radio not needed since I finished story)medical kit fabricator,modification station,scanner room,battery charger,and alien containment,the only Hingis that it looks weird since I don’t have a big imagination
Im planning to make a base in the Craig field to look at the sea emperor there,probably gonna make it smaller than my main base,but still add some things like a scanner room and fabricator
I have something similar, with 3 bioreactors, a nuclear reactor, and over 30 solar panels, near the surface, and it Barely has enough power to run xD
This video was extremely helpful I recently gotten into Subnautica.
I like to build my base stacked half above the sea level and the rest under. Build an above water platform where to put all solar panels, they will be so efficient that you will not need any other power generators.
Do you know that if you build moonpools above sea level, they do not cost base integrity. If you think building moonpools above sea level then the seamoth cannot dock on it, believe me they can. You can even build the whole base floating in the mid-air by anchoring all of them to a single platform above water level.
You should have the fabricator and the modification station directly under it surrounded by wall storage naming each one for a mineral. then a few large storage devices in the middle for the mass of titanium having storage and crafting next to each other is a must.
on a side note you might also want to have the moonpool come off of this level as well for the same reason crafting and storage close to each other as well as having your vehicles close to the storage for transferring items from one to the other
I've completed the game 3 times so far. Not once did I ever need more than 500 power (and even that is a bit much). My base design is so much simpler and more efficient and costs less to make too.
Having all those extra things in your base makes no sense as they're completely excessive and optional.
Agreed. My typical starter base has 2-3 solar panels at most, or 1 to 2 thermal plants. I have never needed to use a nuclear reactor, it just seems so unnessescary. Also what I hated is that his "starter base" has power cell chargers, which need rubies to make. Not exactly starting materials.
It really depends on what you’re doing in that run. By the sounds of it, it sounds like you speedrun the game. Just the bare minimum to get by, and get to the end as fast as you can. Some players like to take their time, to play the game slowly. So by that, sometimes they feel more power and accessories are worth it.
@@princesscadance197 Definitely not a speedrun. I aim for every achievement / unlocks every single time and explore all the areas. I build my base like a tower with the entire roof slightly above the water line so I can fill it with solar panels, and that's all I ever need. Main floor for mass storage (floor and walls covered completely with storage), crafting above storage, medbay and radio in doorway, cell / battery chargers also above storage, 2nd level for plants and upgrades crafting thing and garbage can, 3rd and 4th for large aquarium and scanner room attached on the side just for the hell of it. That's the entire base. That moonbase or whatever it's called is separated from the base and has it's own solar panels (2 panels?, don't remember) which doesn't need much at all. I even make my submarine (cyclops?) fully self sufficient with 8 plots of food/water, a lot of storage so I don't have to go back and forth much (I don't like the ones below deck), crafting, battery charger, etc. I just build efficiently with a side order of overkill when it comes to food/water since it doesn't really cost me anything.
I have the 2nd game, but i'm waiting until they completely finish making it. I imagine I'll likely build a very similar base again in that game too. I just can't not build efficiently. Having to travel a bunch of distance and go from room to room to room just to get 1 thing then go all the way back again... that to me is just dumb.
@@princesscadance197 I found that these creative mode base building guides arnt that useful for survival and hardcore games. For an outpost base, for instance, the primary consideration is what I can fit in my personal inventory to build it with, later expanded to what I can fit in seamoth/prawn storage. The basic base is a tube (2 titanium), Hatch ( titanium, 2 quartz), Solar panel (2 titanium, quartz, copper) and Fabricator (gold, table coral, titanium), for a total of 14 inventory slots, and gives you air and (depending on depth) the ability to fabricate replacement components to build your next outpost base.
An outpost vehical base would be a thermal reactor (8 slots), a moonpool (5 slots), and either a bed (3 slots) or a power cell charger and spare power cell (5+1 slots)
The Lost River has many geothermal vents, so with Cyclops power cells always being a worry, I just built a small base with geothermal reactors, purely for recharging power cells.
On my first playthrough once I got cyclops thermal module I quickly fell into a habit of parking it over a vent when I was going out. After that I had to replace cells with the spare once only two times during the whole Lost River and Lava Zone exploration.
@@Ahmeni only reason i build a cyclops is to make the shield generator. i usually just make a prawn with max storage, and build a small base at the entrance of the lost river.
kill the leviathan(it takes around 100 punchs from the prawn) and the sharks, and then i have the whole area to do as i wish no prob.
also, i found that using a planter with creepvines every so often, makes it the perfect way to never get lost, as you can follow their glow and they make it much better down there than filling it with beacons.
@@marcosdheleno that's a nice thing about that game, there's no one proper way of playing, everyone does as they like. Same thing with Kerbal Space Program.
hello, just one quick question, at the second base model how can you STACK those multipurpose room on top of each other like that, I tried in my game and it's look so weird it doesn't stack perfectly fit like that
I just built lots of tubes and put chests every on part of the corridors to store materials... starting base lmao. Then as I got more blueprints I expanded the base now it looks like a tube jungle with big round rooms. :D
Thats it! I'm subscribing.
love the vid, love the multi purpose stack. Also as a side note you sound like Neebs from Neebs Gaming.
Tip:if you dock the seamoth at a moonpool u can place for bases put an empty power cell in it so you can have 3 power cells charging if you dont have alot of power cell chargers
I prefer the Bulbo tree for food because you get more bang for your buck, so to speak.
With Marblemelon it does fill you up more. But you only get one bite per melon because it doesn't produce seeds when you got it with your knife. Whereas the Bulbo tree gives you 9 seeds per tree. So that way one Bulbo tree fills you up way more than Marblemelon.
lantern trees are really op also since you get so much of the fruits you can fill your water even though they only give 3
2:20 You dont necessarily build the waterpurifier for the water. you build it for the salt, because in later zones you have no access to that, so your deep shrooms go sad that they cant become crafter resources.
For power if you use multiple types build themal than solor then bio then nuclear as power is used in order they are built.
I mainly use bases as recharge stations and a quick food/ water stop and instead spend most my time exploring/ gathering in my Cyclops and PRAWN.
The lantern fruit is almost as good as marblemelon and doesnt need you to attack and plant seeds so it's also a good source of food/water
And it has a lot
I'm playing the mode where you don't need food or water. Just played that way to get a feel for the game. Is it possible to switch to diff levels of difficulty mid game or do I need to start a new game?
You can use console commands. Though, every time you reload your game you'll have to change the gamemode.
Tip for bio reactor, I grow blood oil because it grows quick and lasts for a good while
Marblemelons are a bit of an exploit at this point.
Used as fuel, better than water purifier and/or fishing, and renewable.
If you use anything else you're making the game harder for yourself.
A single marblemelon take up four inventory spots. A fish takes up one. A bottle of water takes up one. The melon would have to be more than twice as good as a bottle of water for me to consider lugging them around.
Steve Greedo I wouldn’t carry them around I would take water and fish but if you are at your base I would definitely plant marble melons
@@crypto4735
Sure, but there's no point in the game that you're far enough away from your base for a long enough time for it to be a problem.
aenn aenn what I do is if I’m going across the map I just bring a couple marble melons and plant them boom infinite food source and don’t have to get out of your base and chase fish around trying to catch them
You can place wall lockers on the sides of the bio reactor it's great to place them and have coral or fish in the lockers for ready to use energy source
On neat
I live these!!!!
I made a base in the void.... the neighbors are quite lousy.
You always need a thermal plant and in the safe shallows you have a spot to get energy
Best Texan ascent EVER 😍😍😍
You are my hero sir, you just made my life much easier.