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(Unbolding and I don't think pictures of Degasi bases are really needed since there's an entire page for them)
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'''Seabases''' are installations created by the player through the use of the [[Habitat Builder]].
'''Seabases''' are installations created by the player through the use of the [[Habitat Builder]].


A '''Seabase''' provides an area where the [[player]] can return for oxygen, and serves as an alternative to [[Lifepod 5]] as a base of operations. Within a '''Seabase''', the player can construct additional storage space, grow food, access [[Interior Modules|Appliances]] not available in Lifepod 5, and add aesthetic options. Thus '''Seabases''' provides safe havens away from the [[Safe Shallows]] the player starts in.
A Seabase provides an area where the [[player]] can return for oxygen, and serves as an alternative to [[Lifepod 5]] as a base of operations. Within a seabase, the player can construct additional storage space, grow food, access [[Interior Modules|Appliances]] not available in Lifepod 5, and add aesthetic options. Thus Seabases provide safe havens away from the [[Safe Shallows]] the player starts in.


In all [[Game Modes]] except Creative Mode, entering a '''Seabase''' secures the player's inventory, so if the player dies, they will return to the last '''Seabase''' they visited and keep all the items in their inventory that they had when they were there (unless they later enter a [[Cyclops]] or Lifepod 5).
In all [[Game Modes]] except Creative Mode, entering a Seabase secures the player's inventory, so if the player dies, they will return to the last Seabase' they visited and keep all the items in their inventory that they had when they were there (unless they later enter a [[Cyclops]] or Lifepod 5).


The player will start out with most of the blueprints they need for a basic '''Seabase'''; at bare minimum one needs a [[Basic Compartment|Compartment]], a [[Hatch]], and a power generator (the [[Solar Panel]] is unlocked by default). The initial compartment must be built on or near the ground (or on a [[Foundation]], which is not necessary but provides a flat surface to work with), but any additional compartments can overhang without any issue, allowing bases to be built over cliffsides. The player can expand once they've gathered more [[Blueprints]].
The player will start out with most of the blueprints they need for a basic Seabase; at bare minimum one needs a [[Basic Compartment|Compartment]], a [[Hatch]], and a power generator (the [[Solar Panel]] is unlocked by default). The initial compartment must be built on or near the ground (or on a [[Foundation]], which is not necessary but provides a flat surface to work with), but any additional compartments can overhang without any issue, allowing bases to be built over cliffsides. The player can expand once they've gathered more [[Blueprints]].


{{ExtraSpoilersection|[[Degasi Seabases]] can be found at the center and on the tops of the mountains of the [[Floating Island]], [[Jellyshroom Cave]], and [[Deep Grand Reef]]. These abandoned Seabases provide blueprints for additional base components that the player doesn't have access to by default, such as the [[Multipurpose Room]] and the [[Observatory]]. Other base components, power generators, appliances and furniture, can be found in [[Wrecks]].}}
{{ExtraSpoilersection|[[Degasi Seabases]] can be found at the center and on the tops of the mountains of the [[Floating Island]], [[Jellyshroom Cave]], and [[Deep Grand Reef]]. These abandoned Seabases provide blueprints for additional base components that the player doesn't have access to by default, such as the [[Multipurpose Room]] and the [[Observatory]]. Other base components, power generators, appliances and furniture, can be found in [[Wrecks]].}}


Despite their name, '''Seabases''' can be built on land. When on land, [[Hull Integrity]] is not a factor, and can be built without the need of additional [[Reinforcement]]s, Foundations, or [[Bulkhead]]s. Power is still needed for them to operate, however.
Despite their name, Seabases can be built on land. When on land, [[Hull Integrity]] is not a factor, and can be built without the need of additional [[Reinforcement]]s, Foundations, or [[Bulkhead]]s. Power is still needed for them to operate, however.


== Hull Integrity ==
== Hull Integrity ==
[[File:Seabase interior.png|thumb|220x220px]]
[[File:Seabase interior.png|thumb|220x220px]]


[[Hull Integrity]] refers to the ability of the player's '''Seabase''' to withstand the pressure of the surrounding water. The majority of the modules will lower the integrity once added but the amount will vary by module. As '''Seabases''' are built at a greater depth the integrity reduction caused by each module will increase. Hull integrity can be increased by constructing Reinforcement panels, placing a '''Seabase''' on or near a Foundation (foundations built on top of rooms will still provide their benefit), or installing Bulkheads on the ends of Compartment modules.
[[Hull Integrity]] refers to the ability of the player's Seabase to withstand the pressure of the surrounding water. The majority of the modules will lower the integrity once added but the amount will vary by module. As Seabases are built at a greater depth the integrity reduction caused by each module will increase. Hull integrity can be increased by constructing Reinforcement panels, placing a Seabase on or near a Foundation (foundations built on top of rooms will still provide their benefit), or installing Bulkheads on the ends of Compartment modules.


When the hull integrity of a '''Seabase''' is less than or equal to zero, it will begin to form hull breaches. Any corridor or room that is connected to the breach will begin flooding with water. Bulkheads can compartmentalize the base and prevent floodwaters from moving between compartments, but if the integrity remains below zero then eventually every compartment will develop a leak and the base will fill completely with water. To avoid this, quickly increase the base's integrity (by either adding strengthening components or removing weak components) and fix all hull breaches in the base using a [[Repair Tool]].
When the hull integrity of a Seabase is less than or equal to zero, it will begin to form hull breaches. Any corridor or room that is connected to the breach will begin flooding with water. Bulkheads can compartmentalize the base and prevent floodwaters from moving between compartments, but if the integrity remains below zero then eventually every compartment will develop a leak and the base will fill completely with water. To avoid this, quickly increase the base's integrity (by either adding strengthening components or removing weak components) and fix all hull breaches in the base using a [[Repair Tool]].


A '''Seabase''' that receives damage to its exterior (or even a knife hit from inside) will also spring leaks, but the hull integrity will be unaffected. Therefore, bulkheads are more effective at sealing off flooding if the base comes under attack.
A Seabase that receives damage to its exterior (or even a knife hit from inside) will also spring leaks, but the hull integrity will be unaffected. Therefore, bulkheads are more effective at sealing off flooding if the base comes under attack.


== Energy Usage ==
== Energy Usage ==
[[Energy]] can be provided to a '''Seabase''' by building various types of generators near or inside the '''Seabase'''. Any number or combination can be used. Appliances such as the Fabricator will drain energy from the '''Seabase'''.
[[Energy]] can be provided to a Seabase by building various types of generators near or inside the Seabase. Any number or combination can be used. Appliances such as the Fabricator will drain energy from the Seabase.


There are currently four generators available to power '''Seabases''':
There are currently four generators available to power Seabases:
* Solar Panels, which work best near the surface
* Solar Panels, which work best near the surface
* [[Bioreactor]]s, which consume any organic matter for power
* [[Bioreactor]]s, which consume any organic matter for power
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Bioreactors and Nuclear Reactors are built inside a [[Multipurpose Room]]. Solar Panels and Thermal Plants are built outside, and can be directly attached to the base or connected via [[Power Transmitter]]s if the distance is too great.
Bioreactors and Nuclear Reactors are built inside a [[Multipurpose Room]]. Solar Panels and Thermal Plants are built outside, and can be directly attached to the base or connected via [[Power Transmitter]]s if the distance is too great.


'''Seabases''' do not require energy to operate in [[Game Modes|Creative Mode]]. A notable exception to this is the ability to dock a [[Seamoth]] in a [[Moonpool]], which does require power.
Seabases do not require energy to operate in [[Game Modes|Creative Mode]]. A notable exception to this is the ability to dock a [[Seamoth]] in a [[Moonpool]], which does require power.


The following Appliances draw power from the '''Seabase''':
The following Appliances draw power from the Seabase:
* [[Fabricator]]
* [[Fabricator]]
* [[Battery Charger]]
* [[Battery Charger]]
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* [[Scanner Room]] (fabricator and active scanning, along with recharging the Camera Drones)
* [[Scanner Room]] (fabricator and active scanning, along with recharging the Camera Drones)
==Oxygen==
==Oxygen==
'''Seabases''' automatically produce [[Oxygen]] as long as there is power supplied. If the power is depleted, the '''Seabase''' will slowly lose oxygen, until it is completely gone. 
Seabases automatically produce [[Oxygen]] as long as there is power supplied. If the power is depleted, the Seabase will slowly lose oxygen, until it is completely gone. 


== How to Build a Seabase ==
== How to Build a Seabase ==
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# Go to Step 2 and repeat for each room you want to build.
# Go to Step 2 and repeat for each room you want to build.


To deconstruct a '''Seabase''' module, equip the Habitat Builder and hold {{Key|Q}} ({{Key xbox|dpaddown}}) while facing the module. If enough [[PDA|inventory]] space is available, the module will be deconstructed and all materials used to create the module will be returned to the player's inventory, one item at a time. Note that everything inside the module and attached to the outside of the module must be deconstructed before the module itself can be deconstructed.
To deconstruct a Seabase module, equip the Habitat Builder and hold {{Key|Q}} ({{Key xbox|dpaddown}}) while facing the module. If enough [[PDA|inventory]] space is available, the module will be deconstructed and all materials used to create the module will be returned to the player's inventory, one item at a time. Note that everything inside the module and attached to the outside of the module must be deconstructed before the module itself can be deconstructed.


== Sounds ==
== Sounds ==
The '''Seabase's''' AI plays various messages that correspond to different circumstances.
The Seabase's AI plays various messages that correspond to different circumstances:


=== Welcome message ===
=== Welcome message ===
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== Future Updates ==
== Future Updates ==
* A delayed future update will allow plants to produce Oxygen naturally, eliminating the immediate need for power to provide a '''Seabase''' with Oxygen.
* A delayed future update will allow plants to produce Oxygen naturally, eliminating the immediate need for power to provide a Seabase with Oxygen.
* A 'Docking Hatch' for the Cyclops is planned to be added in future updates, allowing the player to physically connect their Cyclops with their '''Seabase'''. The player will be able to connect a special corridor with the Cyclops, which will act like a hatch.
* A 'Docking Hatch' for the Cyclops is planned to be added in future updates, allowing the player to physically connect their Cyclops with their Seabase. The player will be able to connect a special corridor with the Cyclops, which will act like a hatch.
* A 'Waterlock' is shown in the concept art, that would allow the player to connect the Alien Containment with the exterior of their '''Seabase'''. The exact purpose for this is unknown, and it is currently uncertain if it will be added in future updates.
* A 'Waterlock' is shown in the concept art, that would allow the player to connect the Alien Containment with the exterior of their Seabase. The exact purpose for this is unknown, and it is currently uncertain if it will be added in future updates.


== Gallery ==
== Gallery ==
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Screenshots=
Screenshots=
<gallery widths="200" spacing="small">
<gallery widths="200" spacing="small">
20160827201101_1.jpg|An example of a '''Seabase''', including a Multipurpose Room, Moonpool and an [[Observatory]]
20160827201101_1.jpg|An example of a Seabase, including a Multipurpose Room, Moonpool and an [[Observatory]]
20160827201104_1.jpg|Ditto at night-time
20160827201104_1.jpg|Ditto at night-time
Islandbase.jpg|A '''Seabase''' on the [[Floating Island]]
Islandbase.jpg|A Seabase on the [[Floating Island]]
IMG_0844.JPG|Inside a typical Seabase
IMG_0844.JPG|Inside a typical Seabase
</gallery>
</gallery>
|-|
Degasi Seabases=
{{ExtraSpoilersection|
<gallery widths="200" spacing="small">
Seabases (1).jpg|The main [[Degasi Seabases|Degasi Seabase]] on the [[Floating Island]]
jellybase.jpg|The '''Degasi Seabase''' in the Jellyshroom Cave
grand reef base.jpg|'''Degasi Seabase''' in the Deep Grand Reef
</gallery>
}}
|-|
|-|
Concept Art=
Concept Art=
<gallery widths="200" spacing="small">
<gallery widths="200" spacing="small">
Seabase concept.jpg|'''Seabase''' [[Concept Art]]
Seabase concept.jpg|Seabase [[Concept Art]]
Base_Interior_Icorridor_lowRes.jpg|'''Seabase''' Interior [[Concept Art]]
Base_Interior_Icorridor_lowRes.jpg|Seabase Interior [[Concept Art]]
</gallery>
</gallery>
</tabber>
</tabber>

Revision as of 21:21, 16 April 2018

This article is about the Seabases. You may be looking for the Degasi Seabases.
An example of a Seabase
File:Subnautica Habitat Update Example Sea-Base
A Habitat example from the official Subnautica Channel

Seabases are installations created by the player through the use of the Habitat Builder.

A Seabase provides an area where the player can return for oxygen, and serves as an alternative to Lifepod 5 as a base of operations. Within a seabase, the player can construct additional storage space, grow food, access Appliances not available in Lifepod 5, and add aesthetic options. Thus Seabases provide safe havens away from the Safe Shallows the player starts in.

In all Game Modes except Creative Mode, entering a Seabase secures the player's inventory, so if the player dies, they will return to the last Seabase' they visited and keep all the items in their inventory that they had when they were there (unless they later enter a Cyclops or Lifepod 5).

The player will start out with most of the blueprints they need for a basic Seabase; at bare minimum one needs a Compartment, a Hatch, and a power generator (the Solar Panel is unlocked by default). The initial compartment must be built on or near the ground (or on a Foundation, which is not necessary but provides a flat surface to work with), but any additional compartments can overhang without any issue, allowing bases to be built over cliffsides. The player can expand once they've gathered more Blueprints.

Spoiler alert: The following section contains story related material.


Degasi Seabases can be found at the center and on the tops of the mountains of the Floating IslandJellyshroom Cave, and Deep Grand Reef. These abandoned Seabases provide blueprints for additional base components that the player doesn't have access to by default, such as the Multipurpose Room and the Observatory. Other base components, power generators, appliances and furniture, can be found in Wrecks.


Despite their name, Seabases can be built on land. When on land, Hull Integrity is not a factor, and can be built without the need of additional Reinforcements, Foundations, or Bulkheads. Power is still needed for them to operate, however.

Hull Integrity

Seabase interior.png

Hull Integrity refers to the ability of the player's Seabase to withstand the pressure of the surrounding water. The majority of the modules will lower the integrity once added but the amount will vary by module. As Seabases are built at a greater depth the integrity reduction caused by each module will increase. Hull integrity can be increased by constructing Reinforcement panels, placing a Seabase on or near a Foundation (foundations built on top of rooms will still provide their benefit), or installing Bulkheads on the ends of Compartment modules.

When the hull integrity of a Seabase is less than or equal to zero, it will begin to form hull breaches. Any corridor or room that is connected to the breach will begin flooding with water. Bulkheads can compartmentalize the base and prevent floodwaters from moving between compartments, but if the integrity remains below zero then eventually every compartment will develop a leak and the base will fill completely with water. To avoid this, quickly increase the base's integrity (by either adding strengthening components or removing weak components) and fix all hull breaches in the base using a Repair Tool.

A Seabase that receives damage to its exterior (or even a knife hit from inside) will also spring leaks, but the hull integrity will be unaffected. Therefore, bulkheads are more effective at sealing off flooding if the base comes under attack.

Energy Usage

Energy can be provided to a Seabase by building various types of generators near or inside the Seabase. Any number or combination can be used. Appliances such as the Fabricator will drain energy from the Seabase.

There are currently four generators available to power Seabases:

Bioreactors and Nuclear Reactors are built inside a Multipurpose Room. Solar Panels and Thermal Plants are built outside, and can be directly attached to the base or connected via Power Transmitters if the distance is too great.

Seabases do not require energy to operate in Creative Mode. A notable exception to this is the ability to dock a Seamoth in a Moonpool, which does require power.

The following Appliances draw power from the Seabase:

Oxygen

Seabases automatically produce Oxygen as long as there is power supplied. If the power is depleted, the Seabase will slowly lose oxygen, until it is completely gone. 

How to Build a Seabase

  1. Find a suitable piece of land.
  2. Equip the Habitat Builder and press RMB (XBOX Right Trigger on Xbox One) to bring up a crafting menu.
  3. In the Habitat Compartments tab, select the desired module.
  4. Aim at the desired building place (the outline of the module will become green if the location is valid).
  5. Adjust the rotation with Mousewheel Up and Mousewheel Down or [ and ] (Error: Invalid Button Specified and Error: Invalid Button Specified)
  6. Place the module with LMB (XBOX A).
  7. Once placed, hold LMB (XBOX A) to add the required materials to finish the building process.
  8. Go to Step 2 and repeat for each room you want to build.

To deconstruct a Seabase module, equip the Habitat Builder and hold Q (Error: Invalid Button Specified) while facing the module. If enough inventory space is available, the module will be deconstructed and all materials used to create the module will be returned to the player's inventory, one item at a time. Note that everything inside the module and attached to the outside of the module must be deconstructed before the module itself can be deconstructed.

Sounds

The Seabase's AI plays various messages that correspond to different circumstances:

Welcome message

This message will play upon entering a Seabase. File:Welcome aboard captain.ogg

  • The message does not play every time the player enters their Seabase; it appears that the player must be outside their Seabase for a certain period of time before it will play again.

Power loss

If no power source is connected to your Seabase, this message will play upon entering instead of the Welcome message.

  • This message is also triggered when an appliance or room reduces a Seabase's power to 0.

Power restoration

When the power to the Seabase is restored, the AI will play this message. File:Power-restoration.ogg

Hull integrity restoration

This message plays after the player completely repairs their Seabase.

  • The message can also be triggered after flooding has occurred by entering an undamaged module and sealing its entrances/exits with bulkheads.

Available Modules

Modules Description Hull Integrity
Alien Containment.png
Alien Containment
Provides optimal conditions for flora and fauna. Add a hatch to enter. 0 Units
Bulkhead.png
Bulkhead
Provides structural support and prevents flooding. +3.0 Units
Corridor.png
Basic Compartment
Basic tubular compartment. -1.0 Unit
I-Corridor Glass.png
Glass Compartment
Basic glass-walled compartment. -2.0 Units
L Corridor.png
L Compartment
L-shaped compartment. -1.0 Unit
L-Corridor Glass.png
L Glass Compartment
L-shaped glass compartment. -2.0 Units
T Corridor.png
T Compartment
T-shaped compartment. -1.0 Unit
X Corridor.png
X Compartment
X-shaped compartment. -1.0 Unit
Foundation.png
Foundation
Reinforced habitat foundation. +2.0 Units
Hatch.png
Hatch
Provides an access point to the habitat. -1.0 Unit
Ladder.png
Ladder
Connects two floors. 0 Units
Wall Planter.png
Wall Planter
Wall-mounted foliage. Purely decorational. 0 Units
Moon Pool.png
Moonpool
Vehicle docking bay. -5.0 Units
Room.png
Multipurpose Room
Basic room. -1.25 Units
Observatory.png
Observatory
Compartment with 360 degree views and low structural integrity. -3.0 Units
Reinforcement.png
Reinforcement
Increases hull strength. +7.0 Units
Scanner Room.png
Scanner Room
Locates resources and wrecks within range. -1 Units
Spotlight.png
Spotlight
Fixed lighting solution. 0 Units
Seamoth Modification Station.png
Vehicle Upgrade Console
Build in the Moonpool to upgrade docked vehicles. 0 Units
Vertical Connector.png
Vertical Connector
Vertical base connector. -0.5 Units
Water Filtration Machine.png
Water Filtration Machine
Turns seawater into water and salt. -2.0 Units
Window.png
Window
Observatory window. -1.0 Unit
  • Note that negative changes to hull integrity increase with depth. For more information see Hull Integrity.

Future Updates

  • A delayed future update will allow plants to produce Oxygen naturally, eliminating the immediate need for power to provide a Seabase with Oxygen.
  • A 'Docking Hatch' for the Cyclops is planned to be added in future updates, allowing the player to physically connect their Cyclops with their Seabase. The player will be able to connect a special corridor with the Cyclops, which will act like a hatch.
  • A 'Waterlock' is shown in the concept art, that would allow the player to connect the Alien Containment with the exterior of their Seabase. The exact purpose for this is unknown, and it is currently uncertain if it will be added in future updates.

Gallery

<tabber> Screenshots=

|-| Concept Art=

</tabber> Lua error in package.lua at line 80: module 'Dev:Navbox' not found.