Building a base in Subnautica 2 is about much more than creating shelter. Bases unlock fully functional crafting, advanced materials, vehicle progression, and tools required to access new areas. Players who want to progress efficiently should focus on getting just a handful of facilities established in their base to start.
Best First Base Modules in Subnautica 2
| Priority | Facility | Why It Matters |
|---|---|---|
| 1 | Power Source | Keeps the base and facilities running |
| 2 | Fabricator | Removes Lifepod crafting limitations |
| 3 | Storage | Organizes materials and supports crafting |
| 4 | Processor | Unlocks Ingots and advanced materials |
| 5 | Scanner Station | Tracks nearby resources |
| 6 | Vehicle Facilities | Starts Tadpole and vehicle progression |
Build a Power Source First
Before worrying about interior facilities, you need to give your base power. Early on, Solar Panels are the easiest power source to establish, and their low material cost makes them excellent starter options.
While you're attaching Solar Panels to the top of your base, it's recommended that you also add a Habitat Beacon. That utility facility sets a waypoint on your base, making it much easier to find.
Solar Panels do have reduced energy output at night and in deep water, though. You'll eventually want to replace them with alternative power sources like Hydroelectric Turbines or Bioreactors, but the Solar Panels should be enough to get you started.
Build a Fabricator to Remove "Fully Functional Fabricator" Limits
Once your base has power, build a Fabricator inside. This facility will be fully functional and not have the limitations of the Lifepod version.
That means you'll be able to use the Fabricator in your base to make Wiring Kits and System Chips, components required for many critical tools and facilities. You'll also finally be able to craft First Aid Kits.
Add Storage Lockers Early
While not essential, it's wise to set up some storage quickly, and Wall Lockers require just two Titanium. You could also place a Floor Locker or two, and you can find one to scan in a Colonist Bunker 220m south-east of the Lifepod at a depth of 42m.
While you may already be using Portable Lockers to deal with inventory management, these larger containers make staying organized so much easier, and you should make sure to label them. Notably, nearby facilities can pull materials directly from lockers, making crafting very streamlined.
Build a Processor for Ingots and Advanced Materials
You should now set up a Processor, which you'll use to craft ingots and advanced materials. Ingots are the items you'll need most immediately, as they are required for the Sonic Resonator, a tool necessary for progression. You'll also use Ingots and Strong Acid to get vehicle production underway, which will significantly improve your exploration.
Consider a Biobed for Respawning
If you've built your base very far away from the Lifepod, you may want to prioritize building a Biobed so you can set your base as the respawn point. While this is not critical, especially if your base is close to the Lifepod, it can make death less painful. If you do want to make a Biobed, you can unlock its blueprint by scanning the facility in the Colonist Bunker 220m south-east of the Lifepod.
What to Build Next in Your Base
You now have a solid foundation and can set your sights on the next phase of base building, which should include these facilities:
- The Scanner Station allows you to track nearby resources, making it easier to find the ones you need. You can find a Scanner Station to scan in the Old Habitat that is 375m north of the Lifepod.
- As previously noted, you're now set up to start vehicle production, and you should build vehicle support facilities like a Vehicle Fabricator and Tadpole Dock.
- You can also build a Biolab so you can adjust Biomods at your base, though you can just do that at the Welcome Center (85m south-east of the Lifepod) in the early game.
- A Battery Terminal can also be a nice quality-of-life addition, but it's not very hard to just make a new Basic Battery when one loses its charge.