Seabases (Subnautica)

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 provides 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.

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


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 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 (either by 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.
 * 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 Uraninite Crystals

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:
 * Fabricator
 * Battery Charger
 * Power Cell Charger
 * Modification Station
 * Water Filtration Machine
 * Spotlight
 * Floodlight
 * Moonpool
 * Vehicle Upgrade Console (fabricator only)
 * Scanner Room (fabricator and active scanning, along with recharging the Camera Drones)

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  ( 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  and  or  and  ( and )
 * 6) Place the module with
 * 7) Once placed, hold   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  while facing the module. If enough inventory space is available, 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 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.
 * 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.

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

 * 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. 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
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Морские базы Unterwasserstützpunkte