Seabases (Subnautica): Difference between revisions

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(→‎Gallery: Concept Art import from Concept Art page.)
(Updated first few sections to match Below Zero wiki, Merged three other pages onto this page, Added concept art.)
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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 provide safe havens away from the [[Safe Shallows]] the player starts in.
A Seabase provides an area where the [[Ryley Robinson|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 (Lifepod 5 and a [[Cyclops]] also count as Seabases for this purpose) and keep all the items in their inventory that they had when they were there. This occurs even if they die while inside the base in question: thus, quickly building a single [[Basic Compartment]] and a [[Hatch]] on the seabed can be a valid tactic to secure the player's inventory if they are about to die.
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 (Lifepod 5 and a [[Cyclops]] also count as Seabases for this purpose) and keep all the items in their inventory that they had when they were there. This occurs even if they die while inside the base in question: thus, quickly building a single [[Basic Compartment]] and a [[Hatch]] on the seabed can be a valid tactic to secure the player's inventory if they are about to die.
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Despite their name, Seabases can be built on land. When on land, [[Hull Integrity]] is not a factor, and bases can be built without the need of additional [[Reinforcement]]s, Foundations, or [[Bulkhead]]s. Power is still needed for them to operate, but not to provide [[Oxygen|oxygen]].
Despite their name, Seabases can be built on land. When on land, [[Hull Integrity]] is not a factor, and bases can be built without the need of additional [[Reinforcement]]s, Foundations, or [[Bulkhead]]s. Power is still needed for them to operate, but not to provide [[Oxygen|oxygen]].


== Hull Integrity ==
==Hull Integrity==
[[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.
[[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 lower the hull integrity. At greater depths the integrity reduction caused by each module increases.


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.
Seabase modules use a multiplier system on negative hull integrity penalties instead of having a specific crush depth, and are not affected by high local temperatures.

A Seabase that receives damage to its exterior will also spring leaks, but the hull integrity will be unaffected. For the most part, only the player can damage a Seabase, typically through vehicle collisions: otherwise, aggressive [[Fauna]] will ignore one, though predators may be seen trying to attack prey species through the walls of a module containing an [[Alien Containment]] tank. Exceptions to this are [[Crashfish]] which can damage the base when they explode, and [[Tiger Plant]]s placed in an [[Exterior Growbed]], which can damage the base with missed shots.

Seabase modules built above water do not use the hull integrity system. If a base is partially above water, the components that are above will neither add to or subtract from the hull integrity of the base overall.

== Energy ==
[[Energy]] is a resource that needs to be managed for bases, much like Food, Water and Oxygen need to be for the player. All seabases, no matter what module, have a default of 0 power capacity. Different types of generator have different energy capacity. Bases that isn’t connected in any way handle their energy demands and generation individually.

=== Energy Production ===
Energy is produced by energy generators, all buildable by the player through the use of the [[Habitat Builder]]. There are four different types, two can only be built inside a [[Multipurpose Room]], and the other two must be placed externally. These last two can be located further away from the habitable parts of the seabase if the player rigs up [[Power Transmitter]]s to bridge the gap.

Each energy generator comes with its own '''energy storage capacity''' and its own '''energy generation rate.'''

Built inside a [[Multipurpose Room]]:
* [[Bioreactor]]s (capacity 500E, rate 50E/min) convert organic matter into a certain amount of energy at a set rate. Rate does not change with object.
* [[Nuclear Reactor]]s (capacity 2500E, rate 250E/min) convert [[Reactor Rod]]s into a certain amount of energy at a set rate


==Energy Usage==
Built on their own:
[[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.
* [[Solar Panel]]s (capacity 75E, the rate varies) convert light to energy during daylight hours at a variable rate affected by depth
* [[Thermal Plant]]s (capacity 250E, the rate varies) convert heat energy (build near [[Lava Geyser]]s and Black Smokers) at a variable rate affected by local water temperature


There are currently four generators available to power Seabases:
=== Energy Usage ===
* [[Solar Panel]]s, which work best near the surface
Each appliance consumes a certain '''amount of energy''' for a task and it does this at a certain '''energy consumption rate.''' The energy requirement may be either continuous or only when a device is being used, depending on the type of device: for example, a [[Fabricator]] only uses energy while it is creating something, while a [[Floodlight]] uses energy constantly.
* [[Bioreactor]]s, which consume any organic matter for power
* [[Thermal Plant]]s, which collect heat energy (use near Lava Geysers and Black Smokers)
* [[Nuclear Reactor]]s, which consume [[Reactor Rod]]s made from [[Uraninite Crystal]]s
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]].
If energy is not being used, Bioreactors and Nuclear Reactors will not consume resources.


The following Appliances draw power from the Seabase:
The following appliances and rooms draw power from the Seabase:
* [[Fabricator]]
* [[Fabricator]]
* [[Battery Charger]]
* [[Battery Charger]]
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* [[Spotlight]]
* [[Spotlight]]
* [[Floodlight]]
* [[Floodlight]]
* [[Moonpool]]
* [[Vehicle Upgrade Console]] (fabricator only)
* [[Scanner Room]] (fabricator and active scanning, along with recharging the Camera Drones)
* [[Scanner Room]] (fabricator and active scanning, along with recharging the Camera Drones)

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.

=== Energy transfer ===
[[Power Transmitter]]s are used to transfer energy. They come with some caveats. Most obviously, they can only transmit power from a generator to a base, not from a base to a distant power-demanding structure.


==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==
Oxygen is always available in any portion of a seabase that is above water, regardless of power.

== How to Build a Seabase ==
# Find a suitable piece of land.
# Find a suitable piece of land.
# Equip the Habitat Builder and press {{Key|RMB}} (Xbox One:{{Key xbox|RT}}, PlayStation 4:{{Key/PS4|R2}}) to bring up a crafting menu.
# Equip the Habitat Builder and press {{Key|RMB}} (Xbox One:{{Key xbox|RT}}, PlayStation 4:{{Key/PS4|R2}}) to bring up a crafting menu.
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To deconstruct a Seabase module, equip the Habitat Builder and hold {{Key|Q}} (Xbox One and PlayStation 4:{{Key/PS4|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 (This excludes other Seabase modules, they do not need to be deconstructed in order to remove a part.) before the module itself can be deconstructed.
To deconstruct a Seabase module, equip the Habitat Builder and hold {{Key|Q}} (Xbox One and PlayStation 4:{{Key/PS4|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 (This excludes other Seabase modules, they do not need to be deconstructed in order to remove a part.) before the module itself can be deconstructed.


==Audio==
==Dialogue==
The Seabase's AI plays various messages that correspond to different circumstances, some accompanied by sound cues:
The Seabase's AI plays various messages that correspond to different circumstances, some accompanied by sound cues:

{| class="article-table sortable" style="width: 100%;" cellspacing="1" cellpadding="1" border="0"
{| class="article-table sortable" style="width: 100%;" cellspacing="1" cellpadding="1" border="0"
|-
|-
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|}
|}


==Base Parts==
== Available Modules ==
===Base Pieces===
{| class="article-table sortable" style="width: 100%;" border="0" cellpadding="1" cellspacing="1"
{| class="article-table sortable" style="width: 100%;" border="0" cellpadding="1" cellspacing="1"
|-
|-
! class="unsortable" style="width: 20%; text-align: center;" |Modules
! class="unsortable" style="width: 20%; text-align: center;" |Item
! class="unsortable" style="width: 50%; text-align: left;" |Description
! class="unsortable" style="width: 50%; text-align: left;" |Description
! class="unsortable" style="width: 15%; text-align: center;" |Hull Integrity
! class="unsortable" style="width: 30%; text-align: center;" |Hull Integrity
|-
|-
| style="text-align:center; font-size:12px;" |[[File:Bulkhead.png|70px|center|link=Bulkhead]][[Bulkhead]]
| style="text-align:center; font-size:12px;" |[[File:Bulkhead.png|70px|center|link=Bulkhead]][[Bulkhead]]
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| style="text-align:center;" | -1.0 Unit
| style="text-align:center;" | -1.0 Unit
|}
|}
*Note that negative changes to hull integrity increase with depth. For more information see [[Hull Integrity]].
==External modules==
For complete list see [[Exterior Modules|exterior modules]].
==Interior modules==
For complete list see [[Interior Modules|interior modules]].


===External Modules===
== Interior pieces ==
{| class="article-table sortable" style="width: 100%;" cellspacing="1" cellpadding="1" border="0"
For complete list see [[interior Pieces|interior pieces]].
|-
! class="unsortable" style="width: 20%; text-align: center;" |Item
! class="unsortable" style="width: 50%; text-align: left;" |Description
! class="unsortable" style="width: 30%; text-align: center;" |Item IDs
|-
| style="text-align:center; font-size:12px;" |[[File:Solar Panel.png|70px|center|link=Solar Panel]][[Solar Panel]]
| style="text-align:left; font-size:12px;" |Build on the ground in the sun to charge (25 power/min).
| style="text-align:center; font-size:12px;" |solarpanel
|-
| style="text-align:center; font-size:12px;" |[[File:Thermal Plant.png|70px|center|link=Thermal Plant]][[Thermal Plant]]
| style="text-align:left; font-size:12px;" |Converts heat to energy (> 15 °C) (50 power/min).
| style="text-align:center; font-size:12px;" |thermalplant
|-
| style="text-align:center; font-size:12px;" |[[File:Power Transmitter.png|70px|center|link=Power Transmitter]][[Power Transmitter]]
| style="text-align:left; font-size:12px;" |Extends range of power source.
| style="text-align:center; font-size:12px;" |powertransmitter
|-
| style="text-align:center; font-size:12px;" |[[File:Floodlight.png|70px|center|link=Floodlight]][[Floodlight]]
| style="text-align:left; font-size:12px;" |Industrial, battery-powered lighting, designed for all environments.
| style="text-align:center; font-size:12px;" |techlight
|-
| style="text-align:center; font-size:12px;" |[[File:Spotlight.png|70px|center|link=Spotlight]][[Spotlight]]
| style="text-align:left; font-size:12px;" |Fixed lighting solution.
| style="text-align:center; font-size:12px;" |spotlight
|-
| style="text-align:center; font-size:12px;" |[[File:Exterior Growbed.png|70px|center|link=Exterior Growbed]][[Exterior Growbed]]
| style="text-align:left; font-size:12px;" |Artificial plant bed, suitable for use on land or underwater.
| style="text-align:center; font-size:12px;" |farmingtray
|-
| style="text-align:center; font-size:12px;" |[[File:Base Pipe Connector.png|70px|center|link=Pipe]][[Pipe|Base-attached Air Pump]]
| style="text-align:left; font-size:12px;" |Base-attached device that pumps air into pipes. Acts as a starting point for a pipe chain.
| style="text-align:center; font-size:12px;" |basepipeconnector
|}

===Interior Modules===
{| style="width: 100%;" class="article-table sortable" border="0" cellpadding="1" cellspacing="1"
|-
! class="unsortable" style="width: 20%; text-align: center;" |Item
! class="unsortable" style="width: 50%; text-align: left;" |Description
! class="unsortable" style="width: 30%; text-align: center;" |Item IDs
|-
| style="text-align:center; font-size:12px;" |[[File:Fabricator.png|70px|center|link=Fabricator]][[Fabricator]]
| style="text-align:left; font-size:12px;" |Basic survival fabricator. Atomically rearranges raw resources into useful objects.
| style="text-align:center; font-size:12px;" |fabricator
|-
| style="text-align:center; font-size:12px;" |[[File:Radio.png|70px|center|link=Radio]][[Radio]]
| style="text-align:left; font-size:12px;" |Receive short-range communications.
| style="text-align:center; font-size:12px;" |radio
|-
| style="text-align:center; font-size:12px;" |[[File:Medical Kit Fabricator.png|70px|center|link=Medical Kit Fabricator]][[Medical Kit Fabricator]]
| style="text-align:left; font-size:12px;" |Fabricates a medical kit every 30 minutes.
| style="text-align:center; font-size:12px;" |medicalcabinet
|-
| style="text-align:center; font-size:12px;" |[[File:Wall Locker.png|70px|center|link=Wall Locker]][[Wall Locker]]
| style="text-align:left; font-size:12px;" |Wall-mounted storage locker.
| style="text-align:center; font-size:12px;" |smalllocker
|-
| style="text-align:center; font-size:12px;" |[[File:Locker.png|70px|center|link=Locker]][[Locker]]
| style="text-align:left; font-size:12px;" |Stores excessive things you need to store.
| style="text-align:center; font-size:12px;" |locker
|-
| style="text-align:center; font-size:12px;" |[[File:Battery_Charger.png|70px|center|link=Battery Charger]][[Battery Charger]]
| style="text-align:left; font-size:12px;" |Can charge up to 4 batteries simultaneously.
| style="text-align:center; font-size:12px;" |batterycharger
|-
| style="text-align:center; font-size:12px;" |[[File:Power Cell Charger.png|70px|center|link=Power Cell Charger]][[Power Cell Charger]]
| style="text-align:left; font-size:12px;" |Can charge up to 2 power cells simultaneously.
| style="text-align:center; font-size:12px;" |powercellcharger
|-
| style="text-align:center; font-size:12px;" |[[File:Aquarium.png|70px|center|link=Aquarium]][[Aquarium]]
| style="text-align:left; font-size:12px;" |Self-sustaining aquatic habitat.
| style="text-align:center; font-size:12px;" |aquarium
|-
| style="text-align:center; font-size:12px;" |[[File:Modification Station.png|70px|center|link=Modification Station]][[Modification Station]]
| style="text-align:left; font-size:12px;" |Advanced fabricator for modification of equipment.
| style="text-align:center; font-size:12px;" |workbench
|-
| style="text-align:center; font-size:12px;" |[[File:Plant Pot.png|70px|center|link=Plant Pot]][[Plant Pot|Basic Plant Pot]]
| style="text-align:left; font-size:12px;" |Titanium pot containing synthetic soil.
| style="text-align:center; font-size:12px;" |planterpot
|-
| style="text-align:center; font-size:12px;" |[[File:Plant Pot 2.png|70px|center|link=Plant Pot]][[Plant Pot|Composite Plant Pot]]
| style="text-align:left; font-size:12px;" |Designed titanium pot containing synthetic soil.
| style="text-align:center; font-size:12px;" |planterpot2
|-
| style="text-align:center; font-size:12px;" |[[File:Plant Pot 3.png|70px|center|link=Plant Pot]][[Plant Pot|Chic Plant Pot]]
| style="text-align:left; font-size:12px;" |Upmarket titanium pot containing synthetic soil.
| style="text-align:center; font-size:12px;" |planterpot3
|-
| style="text-align:center; font-size:12px;" |[[File:Indoor Growbed.png|70px|center|link=Interior Growbed]][[Interior Growbed]]
| style="text-align:left; font-size:12px;" |Artificial plant bed, suitable for interior use only.
| style="text-align:center; font-size:12px;" |planterbox
|-
| style="text-align:center; font-size:12px;" |[[File:Plant Shelf.png|70px|center|link=Plant Shelf]][[Plant Shelf]]
| style="text-align:left; font-size:12px;" |Wall-mounted plant pot.
| style="text-align:center; font-size:12px;" |plantershelf
|}

===Interior Pieces===
{| style="width: 100%;" class="article-table sortable" border="0" cellpadding="1" cellspacing="1"
|-
! class="unsortable" style="width: 20%; text-align: center;" |Item
! class="unsortable" style="width: 50%; text-align: left;" |Description
! class="unsortable" style="width: 30%; text-align: center;" |Item IDs
|-
| style="text-align:center; font-size:12px;" |[[File:Ladder.png|70px|center|link=Ladder]][[Ladder]]
| style="text-align:left; font-size:12px;" |For connecting two floors.
| style="text-align:center; font-size:12px;" |baseladder
|-
| style="text-align:center; font-size:12px;" |[[File:Water Filtration Machine.png|70px|center|link=Water Filtration Machine]][[Water Filtration Machine]]
| style="text-align:left; font-size:12px;" |Separates water and salt.
| style="text-align:center; font-size:12px;" |basefiltrationmachine
|-
| style="text-align:center; font-size:12px;" |[[File:Bulkhead.png|70px|center|link=Bulkhead]][[Bulkhead]]
| style="text-align:left; font-size:12px;" |Structural support and can stop water flow (+3HP).
| style="text-align:center; font-size:12px;" |basebulkhead
|-
| style="text-align:center; font-size:12px;" |[[File:Seamoth Modification Station.png|70px|center|link=Vehicle Upgrade Console]][[Vehicle Upgrade Console]]
| style="text-align:left; font-size:12px;" |Build this in the moonpool to upgrade docked vehicles.
| style="text-align:center; font-size:12px;" |baseupgradeconsole
|-
| style="text-align:center; font-size:12px;" |[[File:Bioreactor.png|70px|center|link=Bioreactor]][[Bioreactor]]
| style="text-align:left; font-size:12px;" |Composts organic matter into electrical energy.
| style="text-align:center; font-size:12px;" |basebioreactor
|-
| style="text-align:center; font-size:12px;" |[[File:Nuclear Reactor.png|70px|center|link=Nuclear Reactor]][[Nuclear Reactor]]
| style="text-align:left; font-size:12px;" |Processes nuclear reactor rods.
| style="text-align:center; font-size:12px;" |basenuclearreactor
|-
| style="text-align:center; font-size:12px;" |[[File:Alien Containment.png|70px|center|link=Alien Containment]][[Alien Containment]]
| style="text-align:left; font-size:12px;" |Provides optimal conditions for flora and fauna. Add a hatch to enter.
| style="text-align:center; font-size:12px;" |basewaterpark
|}


== Gallery ==
== Gallery ==
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Scanner Room Concept Hi Res.jpg|[[Scanner Room]] [[Concept Art]]
Scanner Room Concept Hi Res.jpg|[[Scanner Room]] [[Concept Art]]
Moonpoolconceptart.jpg|[[Moonpool]] [[Concept Art]]
Moonpoolconceptart.jpg|[[Moonpool]] [[Concept Art]]
Image00.png|[[Water Filtration Machine]] [[Concept Art]]
Fabricator_FINAL_LowRes.jpg|[[Fabricator]] [[Concept Art]]
Tech Workbench LowRes.jpg|[[Modification Station]] [[Concept Art]]
Workbench concept.png|Ditto
Locker Concept.png|[[Locker]] [[Concept Art]]
Planter Concept Art.jpg|[[Plant Pot]]s [[Concept Art]]
SolarPanelConcept.jpeg|[[Solar Panel]] [[Concept Art]]
C21FjfMUsAAGB2D.jpg|[[Vending Machine]] [[Concept Art]]
</gallery>
</gallery>
</tabber>
</tabber>

Revision as of 17:07, 23 October 2020

This article is about Seabase_Modules in Subnautica. [[{{#explode:Seabases (Subnautica)|(}} (Below Zero)|Click here]] for information on this subject in Below Zero.
This article is about the Seabases. You may be looking for the Degasi Seabases.

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 (Lifepod 5 and a Cyclops also count as Seabases for this purpose) and keep all the items in their inventory that they had when they were there. This occurs even if they die while inside the base in question: thus, quickly building a single Basic Compartment and a Hatch on the seabed can be a valid tactic to secure the player's inventory if they are about to die.

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 greater hull integrity and 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 acquire Blueprints which allow additional module types to be created.

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 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 bases can be built without the need of additional Reinforcements, Foundations, or Bulkheads. Power is still needed for them to operate, but not to provide oxygen.

Hull Integrity

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.

The following appliances and rooms 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 One:XBOX Right Trigger, PlayStation 4:PS4 R2.png) 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 ] (Xbox One and PlayStation 4:Error: Invalid Button SpecifiedError: Invalid Button Specified). Please keep in mind, you cannot rotate the moonpool once another module has been placed.
  6. Place the module with LMB (Xbox One:XBOX A, PlayStation 4:Error: Invalid Button Specified).
  7. Once placed, hold LMB (Xbox One:XBOX A, PlayStation 4:Error: Invalid Button Specified) to add the required materials to finish the building process.
  8. Go to Step 2 and repeat for each room you want to build. Remember that once the desired module has been placed other modules that are placed near it will snap to its position, making it easier to build.

To deconstruct a Seabase module, equip the Habitat Builder and hold Q (Xbox One and PlayStation 4: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 (This excludes other Seabase modules, they do not need to be deconstructed in order to remove a part.) before the module itself can be deconstructed.

Dialogue

The Seabase's AI plays various messages that correspond to different circumstances, some accompanied by sound cues:

Trigger Dialogue
Log-128.png When Seabase is repaired "Hull integrity restored. Draining systems initiated."

File:SeabaseRepaired.ogg

Log-128.png When the Seabase has no power "Warning: Emergency power only. Oxygen production offline."

File:SeabasePowerDown.ogg

Log-128.png Restoring Seabase's power "Power restored. All primary systems online."

File:SeabasePowerUp.ogg

Log-128.png Entering Seabase or Seamoth "Welcome aboard captain."

File:BaseWelcomeAboard.ogg

Base Parts

Base Pieces

Item Description Hull Integrity
Bulkhead.png
Bulkhead
Provides structural support and prevents flooding. +3.0 Units
Basic Compartment.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
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
Vertical Connector.png
Vertical Connector
Vertical base connector. -0.5 Units
Window.png
Window
Observatory window. -1.0 Unit

External Modules

Item Description Item IDs
Solar Panel.png
Solar Panel
Build on the ground in the sun to charge (25 power/min). solarpanel
Thermal Plant.png
Thermal Plant
Converts heat to energy (> 15 °C) (50 power/min). thermalplant
Power Transmitter.png
Power Transmitter
Extends range of power source. powertransmitter
Floodlight.png
Floodlight
Industrial, battery-powered lighting, designed for all environments. techlight
Spotlight.png
Spotlight
Fixed lighting solution. spotlight
Exterior Growbed.png
Exterior Growbed
Artificial plant bed, suitable for use on land or underwater. farmingtray
Base Pipe Connector.png
Base-attached Air Pump
Base-attached device that pumps air into pipes. Acts as a starting point for a pipe chain. basepipeconnector

Interior Modules

Item Description Item IDs
Fabricator.png
Fabricator
Basic survival fabricator. Atomically rearranges raw resources into useful objects. fabricator
Radio.png
Radio
Receive short-range communications. radio
Medical Kit Fabricator.png
Medical Kit Fabricator
Fabricates a medical kit every 30 minutes. medicalcabinet
Wall Locker.png
Wall Locker
Wall-mounted storage locker. smalllocker
Locker.png
Locker
Stores excessive things you need to store. locker
Battery Charger.png
Battery Charger
Can charge up to 4 batteries simultaneously. batterycharger
Power Cell Charger.png
Power Cell Charger
Can charge up to 2 power cells simultaneously. powercellcharger
Aquarium.png
Aquarium
Self-sustaining aquatic habitat. aquarium
Modification Station.png
Modification Station
Advanced fabricator for modification of equipment. workbench
Plant Pot.png
Basic Plant Pot
Titanium pot containing synthetic soil. planterpot
Plant Pot 2.png
Composite Plant Pot
Designed titanium pot containing synthetic soil. planterpot2
Plant Pot 3.png
Chic Plant Pot
Upmarket titanium pot containing synthetic soil. planterpot3
Indoor Growbed.png
Interior Growbed
Artificial plant bed, suitable for interior use only. planterbox
Plant Shelf.png
Plant Shelf
Wall-mounted plant pot. plantershelf

Interior Pieces

Item Description Item IDs
Ladder.png
Ladder
For connecting two floors. baseladder
Water Filtration Machine.png
Water Filtration Machine
Separates water and salt. basefiltrationmachine
Bulkhead.png
Bulkhead
Structural support and can stop water flow (+3HP). basebulkhead
Seamoth Modification Station.png
Vehicle Upgrade Console
Build this in the moonpool to upgrade docked vehicles. baseupgradeconsole
Bioreactor.png
Bioreactor
Composts organic matter into electrical energy. basebioreactor
Nuclear Reactor.png
Nuclear Reactor
Processes nuclear reactor rods. basenuclearreactor
Alien Containment.png
Alien Containment
Provides optimal conditions for flora and fauna. Add a hatch to enter. basewaterpark

Gallery

<tabber> Screenshots=

|-| Concept Art=

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