Seabases (Subnautica)
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This seems new This article contains information that is updated for the latest Experimental Version of Subnautica. Players using stable mode may find this information inaccurate. |
Seabases are installations created by the player through the use of the Habitat Builder tool.
Habitat Compartments Modules are available to allow the creation of unique Seabases. One of their primary applications is to provide an area where the player can return for oxygen and serve as an alternative to Lifepod 5 as a base of operations. On Survival and Freedom mode, the player will return to the last Seabase they visited when they die, unless they last visited a Cyclops or Lifepod 5.
The main benefits to this alternative are the ability to have more storage space, grow food, have access to Appliances not available in the Lifepod, and to add aesthetic options. Seabases also allow the player to have safe havens far away from the Safe Shallows they start in.
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 already unlocked) to have a useable Seabase. While modules such as the Multipurpose Room have to be discovered first, this beginner base will still allow for the basic functions of Oxygen resupply, and a place to put storage and a spare Fabricator. The player can then choose to relocate or expand once they've gathered more blueprints.
Seabases can be customized in the same way as the Cyclops through the installation of Lockers, Wall Lockers, Fabricators, Benches, Signs, and Aquariums and much more.
Abandoned Seabases can be found at the center and on the tops of the mountains of the Floating Island, Jelly Shroom Caves, 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 or the Observatory. The remaining base components, as well as power generators, appliances and furniture, can be found in the various Wrecks.
Hull Integrity
Hull Integrity refers the ability of your 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 your 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 reaches zero, it will begin to form hull breaches. Any corridor or room that is connected to the breach will fill but Bulkheads allow the player to compartmentalize the base and prevent floodwaters from moving between compartments. However, 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 integrity and fix all hull breaches in the base using a Repair Tool.
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 four generators available to power Seabases:
- Solar Panels, which work best near the surface
- Bioreactors, which consume any organic matter for power
- Thermal Plants, which collect heat energy (use near Lava Geysers and Black Smokers)
- Nuclear Reactors, which consume Reactor Rods made from Uranium
Seabases do not require energy to operate devices 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:
- Fabricator
- Battery Charger
- Power Cell Charger
- Modification Station
- Water Filtration Machine
- Spotlight
- Moonpool
- Vehicle Modification Station (fabricator only)
- Scanner Room (fabricator only)
Oxygen
Seabases produce Oxygen natively, but require power to do so. If the power is depleted, the Seabase will slowly lose oxygen, until it is completely gone.
How to Build a Seabase
- Find a suitable flat piece of land.
- Equip the Habitat Builder, click the RMB to bring up a crafting menu.
- In Habitat Compartments tab, select the desired module.
- Look at the desired building place (the outline of the module will become green if the location is valid).
- Adjust the rotation by scrolling the mouse wheel.
- Place the module by clicking the LMB.
- Once placed, hold the LMB to finish the building process.
- Go to Step 2 and repeat.
If you want to deconstruct a Seabase module, equip the Habitat Builder and hold "Q" while facing the module. The materials used to create the module will be returned to your Inventory. Note that you must first deconstruct everything attached to a Basic Compartment or Multipurpose Room before you are allowed to deconstruct it.
Sounds
The Seabase's AI makes three different sounds. Those are:
Welcome message
This message will play upon entering your seabase or seamoth. File:Welcome aboard captain.ogg
Power restoration
When the power to the Seabase is restored, the AI informs you about it. File:Power-restoration.ogg
Hull integrity restoration
When all bulkheads to a section of the base which is leaking are closed.
Available Modules
Modules | Description | Hull Integrity |
---|---|---|
Alien Containment | Provides optimal conditions for flora and fauna. Add a hatch to enter. | 0 Units |
Bulkhead | Structural support and can stop water flow. | +2.0 Units |
Basic Compartment | Basic tubular compartment (-1HP) | -1.0 Unit |
Glass compartment | Basic glass-walled compartment (-2HP) | -2.0 Units |
L Compartment | L-shaped compartment (-1HP) | -1.0 Unit |
L Glass compartment | L-shaped glass compartment (-2HP) | -2.0 Units |
T Compartment | T-shaped compartment (-1HP) | -1.0 Unit |
X Compartment | X-shaped compartment (-1HP) | -1.0 Unit |
Foundation | Build first | +2.0 Units |
Hatch | Needed to enter base | -1.0 Unit |
Ladder | For connecting two floors | 0 Units |
Living Wall | Wall-mounted foliage. Purely decorational. | 0 Units |
Moonpool | Docking room | -5.0 Units |
Multipurpose Room | Basic Room | -1.25 Units |
Observatory | Look at the ocean life around you | -3.0 Units |
Reinforcement | Increases hull strength | +7.0 Units |
Scanner Room | Scanner Room | -1 Units |
Vehicle Modification Station | Build this in the moonpool to upgrade docked vehicles | 0 Units |
Vertical Connector | Vertical base connector | -0.5 Units |
Water Filtration Machine | Separates water and salt. | -1.0 Units |
Window | Observatory window | -1.0 Unit |
- Please note that negative changes to hull integrity do increase with depth. For more information see Hull Integrity.
Future Updates
- Future updates will allow plants to produce Oxygen naturally, eliminating the immediate need for power to provide a Seabase with Oxygen.
- This has since been delayed.
- 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. You'll 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
Seabase Concept Art
Seabase Interior Concept Art
An example of a seabase, including a Multipurpose Room , Moonpool and Observatory
The main Abandoned Seabase on the Floating Island
For a more complete gallery, visit Seabases/Gallery.
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