Energy

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Revision as of 03:25, 8 July 2017 by Arseniccatnip (talk | contribs) (made "seabases" a link, as there was none; added a bullet list to power cells; cleaned up the wording throughout; changed "require energy in freedom mode" to "do not require energy in creative mode")
Energy.png

Seabases

Seabases require Energy to produce breathable air and to power appliances such as the Fabricator and Alien Containment.

Seabases will draw power from internal generators (Nuclear Reactors or Bioreactors) installed inside the base and from any external generators (Solar Panels or Thermal Plants) within power transmission range. Power transmission is represented by a thin glowing blue line connecting an external generator to the base. The Power Transmitter can be used to connect generators to bases across greater distances.

Lifepod 5 consumes power much like a seabase, but does not require a generator. It draws its power from three special "self-charging" power cells, which cannot be removed.

Generators

Module Description Energy Source Capacity Power/min
Bioreactor.png
Bioreactor
Composts organic matter into electrical energy. Organic decomposition 1000 25
Nuclear Reactor.png
Nuclear Reactor
Processes nuclear reactor rods. Nuclear fission 2500 250
Solar Panel.png
Solar Panel
Build on the ground in the sun to charge Stellar radiation 125/250 25[1]
Thermal Plant.png
Thermal Plant
Converts heat to energy (> 15 °C) Heat 250 50[2]
  1. Actual output depends on how much sunlight the panel is receiving, see the Solar Panel page for details.
  2. Actual output depends on the temperature at the Thermal Plant's location.

Transmitter

Module Description Energy Source
Power Transmitter.png
Power Transmitter
Extends range of power source.

Items and vehicles

Some items and vehicles require a Battery or Power Cell to operate. Their upgraded variants, the Ion Battery and Ion Power Cell, can also be used in place of their normal versions.

When Energy runs out, the player can replace the empty power source with a Battery or Power Cell from inventory. For handheld devices, equip the device and press the Replace key (default R). For vehicles, interact directly with the empty power cell.

  • The Seamoth's power cell is on the underside, towards the rear.
  • The Prawn Suit has two power cells near the storage.
  • The Cyclops has two banks of three power cells, on either side of the engine.

The Seamoth and the Prawn suit can also be recharged by docking at a Moonpool or Cyclops.

Replacing a partially or fully depleted battery or power cell will give the player that used battery or power cell. They can be recharged using a Battery Charger or Power Cell Charger, both of which draw power from a Seabase or the Cyclops.

Component Power Source
Flashlight.pngFlashlight Battery
Floodlight.pngFloodlight Seabase
Builder.pngHabitat Builder Battery
Laser Cutter.pngLaser Cutter Battery
LED Light.pngLight Stick Battery
Propulsion Cannon.pngPropulsion Cannon Battery
Welder.pngRepair Tool Battery
Repulsion Cannon.pngRepulsion Cannon Battery
Component Power Source
Scanner.pngScanner Battery
Seaglide.pngSeaglide Battery
Stasis Rifle.pngStasis Rifle Battery
Cyclops.pngCyclops Power Cell
Exosuit.pngPrawn Suit Power Cell
Seamoth.pngSeamoth Power Cell
Lifepod 5.pngLifepod 5 Self charging power cells
Spotlight.pngSpotlight Seabases

Creative Mode

The Cyclops, Seabases, and Lifepod 5 do not require Energy in Creative Mode.Lua error in package.lua at line 80: module 'Dev:Navbox' not found.