Subnautica

Subnautica

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Ultimate Guide to Everything
Tekijältä Masterlordflame
The Subnautica Ultimate Guide to Everything. This Guide is the biggest and most popular subnautica guide that offers a substantial amount of information ranging from fauna and flora to raw materials. Like water this guide is ever changing as new updates comeout.
Everything you would want to know about subnautica can be found here up to a certain extent.


Disclaimer: The information listed in this guide is sourced from the SubnauticaWiki And i the creator of this guide don't claim ownership of this information. Though since the SubnauticaWiki is community run, this disclaimer could be contradicting itself.
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BIG Update News
Started Updating From the Ground Up , beginning with Vehicles and Adding Independent Pages for Each Vehicle to Show additional Information. Main Vehicles Page half Done As i Have plans to Add Vehicles from Subnautica Below Zero.

Pages Updated/Created 15/07/24
  • Fragments Page now Shows locations to find said fragments
  • Finished Fragments Pages for Subnautica and Below Zero -
  • Finished Tools Page




Pages Updated/Created 14/07/24
  • Seatruck
  • SnowFox
  • Mobile Vehicle Bay (Subnautica and Below Zero)
  • Modification Station (Subnautica and Below Zero)
  • Fabricator
  • Deployables
  • Upgrade Modules

Changes Made on Vehicles Page 07/14/24
Added Below Zero Vehicles to Main Vehicles Page
Added Pages for:
  • Snowfox
  • SeaTruck

Changes Made on Vehicles Page 07/13/24
Updated Information for the Following:
  • Cyclops
  • Seamoth
  • Prawn Suit
  • Neptune Escape Rocket
-Removed Seaglide from Vehicles List
-Added vehicle speed stats
New Pages Added and Completed 07/13/24
  • Cyclops
  • Seamoth
  • Prawn Suit
  • Neptune Escape Rocket

Pages on ToDo List (Updated 15/07/24)
  • Fragments
  • Tools Second Phase/Tool Recipes and Perhaps individual Information Pages
  • Scanner Page and all Scannable Things and their locations
  • Equipment
  • Farming/Planting To be Renamed to Seeds
  • Raw Materials
  • Materials
  • Electronics
  • Fauna
  • Biomes
  • Debug Commands
  • Add new Page Flora
  • Add new page Planet 4546B
  • Add new page Maps
  • Add new page Getting Started Guide for new players
  • Add new page Coral
  • Add new page Energy
  • Add new page Food & Water
  • Add new page Oxygen
  • Add new page PDA
  • Add new page Storyline
  • Add new page Temperature
Vehicles
Vehicles are machines for exploration and transportation available to the player after acquiring their respective fragments and blueprints.

Vehicles are crafted using the Mobile Vehicle Bay, with the exception of the Snowfox which has its own dedicated crafting station.


Vehicles in Subnautica

Image
Name
Description
Velocity (M/Sec)
Perks & Upgrades
Cyclops
Vast industrial-use submarine.
Ahead Slow: 5.4

Ahead Standard: 8.2

Ahead Flank: 10.5

Reverse: 4.8

Vertical: 3.1
  • Build Space
  • Depth Module MK1
  • Depth Module MK2
  • Depth Module MK3
  • Docking Bay Repair Module
  • Engine Efficiency Module
  • Fire Suppression System Module
  • Shield Generator Module
  • Sonar Upgrade Module
  • Storage
  • Thermal Reactor Module

Seamoth
One-person sea-and-space vehicle.
Forward: 12.7

Backward: 5

Lateral: 11.5

Vertical: 11
  • Depth Module MK1
  • Depth Module MK2
  • Depth Module MK3
  • Engine Efficiency Module
  • Hull Reinforcement Module
  • Perimeter Defense System Module
  • Solar Charger Module
  • Sonar Module
  • Storage Module
  • Torpedo System Module
Prawn Suit
Epic mech suit designed for navigating challenging environments on foot.
Forward: 6

Backward: 2.5

Lateral: 4

Vertical (standard, upgraded): 6; 12
  • Depth Module MK1
  • Depth Module MK2
  • Drill Arm
  • Engine Efficiency Module
  • Grappling Arm
  • Hull Reinforcement Module
  • Jump Jet Upgrade Module
  • Propulsion Cannon Arm
  • Storage (some comes with the Prawn, more can be added)
  • Thermal Reactor Module
  • Torpedo Arm

Neptune Escape Rocket
Single-seat planetary escape vehicle with life support, adaptive power supply, orbital shield and onboard time capsule. Three-stage launch separation.
Phase Gate (speed unknown)
  • Finishes the game
  • Storage
  • Used to escape Planet 4546B




Vehicles in Subnautica: Below Zero

Prawn Suit
Epic mech suit designed for navigating challenging environments on foot.
Forward: 6

Backward: 2.5

Lateral: 4

Vertical (standard, upgraded): 6; 12
  • Arms
  • Storage
  • Horizontal Speed Boost
  • Depth Module MK1
  • Depth Module MK2
  • Drill Arm Module
  • Grappling Arm Module
  • Jump Jet Upgrade Module
  • Propulsion Cannon Arm Module
  • Storage Module
  • Thermal Reactor Module
  • Torpedo Arm Module
SeaTruck
Modular submarine

Forward: 9.2

Backward: 9.2

Lateral: 9.2

Vertical: 9.2
  • Modularity
  • Aquarium Module
  • Prawn Suit Docking Module
  • Fabricator Module
  • Sleeper Module
  • Storage Module
  • Teleportation Module
  • Afterburner Upgrade
  • Depth Module MK1
  • Depth Module MK2
  • Depth Module MK3
  • Horse Power Upgrade
  • Perimeter Defense Upgrade
SnowFox
Fast land travel
Forward: 10.5

Backward: 10.5

Lateral: 10.5

Vertical: N/A
  • Land Travel
  • Temporary Speed Boost
  • Jump Module
  • Ice Worm Attack Reduction Module





Cyclops
The Cyclops is a player-controlled submarine that is constructed using the Mobile Vehicle Bay. It is equipped with a vehicle bay capable of storing a Seamoth or Prawn Suit and can be modified with a range of different upgrades.

At 54 meters long, 12 meters wide and 14 meters tall, the Cyclops is the largest vehicle available and capable of diving to depths of 500 meters, or 1700 meters fully upgraded. It can be utilized as a mobile base, capable of being outfitted with furniture and other amenities using the Habitat Builder.




Overview

Access is obtained either via the dive chamber located at the bow of the keel or via the docking bay when piloting a Seamoth or Prawn Suit. It is equipped with an onboard AI that will warn the player of danger and a beacon allowing the player to locate it at a distance. If the player choose to build multiple Cyclops, each will have its own beacon.



Blueprints

Unlike most other blueprints, the player must find and scan three different sets of fragments in order to craft the Cyclops. These are:
  • Cyclops Hull fragments (Mushroom Forest, Sea Treader's Path, East side of Mountain Island)
  • Cyclops Engine fragments (Aurora, Crag Field, Crash Zone, Mountains, and the Underwater Islands Wreck, East side of Mountain Island)
  • Cyclops Bridge fragments (Crash Zone, Mushroom Forest and Sea Treader's Path, East side of Mountain Island)

Each set requires three fragments to be scanned to complete the component. Each component is shown individually in the PDA. Each completed component will progress the overall Cyclops blueprint by 33%; to fully complete the Cyclops blueprint, the player needs to locate and scan nine fragments in total. It should be noted that while the East side of Mountain Island is a viable place to find many, if not all of the parts, a Reaper Leviathan and numerous Boneshark patrols the area, and the parts reside at a depth of below 200m. A far safer option for finding all hull and bridge blueprints could be either of the Mushroom Forests, and engine fragments can be found with relative ease in the Crag Field.

Features

The Cyclops functions as a cross between a Seabase and a vehicle: the player can freely walk around inside it, only controlling it when they approach the helm control and "use" it. While controlling the helm, the player is still able to move their viewpoint in a limited arc to look around. The Cyclops takes over the movement controls, with forward and back moving the submarine in that direction, swim up and swim down being used to ascend and descend, and left and right used to turn. It cannot "strafe" sideways, nor can it pitch forward or back as the Seamoth can.

The submarine is equipped with three external cameras which are operated via the HUD. These cameras are located on the keel, sail and screw, which in layman's terms are below, above and at the rear of the submarine, respectively.

The Cyclops has three speed settings: "slow," "standard" and "flank." As well as speed, each setting affects the amount of noise generated and, in turn, the attention drawn from hostile fauna.

A Cyclops is built with a full set of six standard Power Cells inserted into racks of three sockets on either side of the engine, and two wall-mounted Fire Extinguishers, one located next to the damage control console and the other in the engine room. If the player takes one of these, they can replace it (or place a different fire extinguisher) by equipping the extinguisher and looking at the wall bracket, which will bring up a "replace fire extinguisher" button prompt.

Construction Recipe




Upgrades and Customization

The Cyclops can be customized using the onboard Cyclops Upgrade Fabricator located on the starboard side of the engine room.

Upgrades can be installed and removed via a six-slot panel on the port side of the engine room.

The Engine Efficiency Module and Decoy Tube Upgrade are first unlocked after building a Cyclops for the first time, but the Engine Efficiency Module can be acquired by grabbing the upgrade from the modification storage in the drive core room of the Aurora.

Fabrication and Appliances

The Cyclops can be further customized using placeable items constructed with the Habitat Builder. Any Fabricators, Modification Stations, Battery Chargers or Power Cell Chargers built in the Cyclops will draw from the power supply. Other items―such as Lockers, Aquariums and Interior Growbeds can also be placed, which can be very useful for growing and storing food and materials on Survival mode for long-term sustenance when away from a seabase for extended periods. Placeable cosmetics, such as the Lab Equipment, can also be placed inside the Cyclops. This includes in the lower section of the Vehicle Bay, however items placed on the wall there do not move when the bay opens, and are sometimes visible from outside. Placed items in the Vehicle Bay do not affect the ability to dock a Seamoth or Prawn Suit.

Interior Pieces, such as the Bioreactor or Water Filtration Machine cannot be placed inside of the Cyclops. In addition, the player cannot drop items from their inventory onto the floor inside the vehicle.

Appliances can be used even if the engine is disabled. Energy-consuming appliances cannot be used if the Cyclops' onboard energy supply is exhausted.

Damage and Destruction

A Cyclops has 1,500 hit points, which cannot be altered by any of its upgrades. These are subdivided into 300 hit points which form a regenerating "overshield," and 1,200 hit points which are associated with the Cyclops' hull.

The overshield absorbs all damage taken by the Cyclops when the submarine has more than 80% of its health and prevents hull damage while it is active. When the overshield has absorbed damage, it will deplete, but slowly recharge on its own as long as the hull is intact. The overshield is simply depicted as the top 20% of the Cyclops' health bar, with no special indication of what it is or where its cutoff point is.

Damage that exceeds the capacity of the overshield will cause one or more hull breaches. Hull breaches can only be repaired from the outside of the Cyclops using the Repair Tool. The hologram on the left side of the bridge will mark approximately where hull breaches are located: the player can check this display by looking in through the bow window while outside the vessel.
Cyclops
Unlike other vehicles, the hull breaches must be repaired directly to restore the Cyclops' health: no part of the hull but a breach will show a repair progress icon.

If damage continues, fires will start in random locations and will spread if not extinguished. These fires will cause additional damage (if the player is on board), reduce visibility and damage the player's health due to suffocating smoke or direct contact with the flames. Small fires can sometimes burn out on their own, but they will usually require the use of the onboard Fire Extinguishers to bring them under control. If the Cyclops Fire Suppression System is equipped and activated, it will close and lock all bulkheads and a blue light will flash. A few seconds later, all fires will be extinguished and the smoke will evacuate. The Suppression System will need time to recharge before it can be used again (about two minutes).

Piloting a Cyclops at flank speed for more than 20 seconds will lead to the AI issuing a warning that the engine is overheating, after which there is a chance for a fire to start every 2 seconds. Fires from overusing flank speed will always occur in the engine room.

If the Cyclops reaches its current crush depth, the player will be alerted by the onboard AI stating, "WARNING: Maximum depth reached! Hull damage imminent!" As soon as this warning occurs, the submarine's health will begin to drop rapidly. The depth is judged from the horizontal centerline of the Cyclops' hull. The Cyclops Depth Module MK1, MK2 and MK3 upgrades allow the player to increase the crush depth from its default 500m to 900m, 1,300m and 1,700m respectively.

It should be noted that if a vehicle docked with a Cyclops has an inferior crush depth to the Cyclops itself, the vehicle will not be damaged while it is still docked with the Cyclops no matter how deep the latter goes.

If a Cyclops' health is totally depleted it will explode. The Cyclops' AI will warn the player before this explosion, providing time to exit the submarine. Upon explosion:

  • If the player is on board at the time, they will be killed instantly. (Except if they have the front bulkhead closed and they are standing up to the glass dome on the front, the player will be launched breaking the glass, and might still die due to the game not registering that the player is swimming before the player hits the ground causing them to die due to fall damage)[1]
  • Any docked Seamoth or Prawn Suit will be destroyed instantly.
  • A wreck will remain, which will have openings in the bridge, vehicle bay, and stern for access.
  • Any placeable items, such as Fabricators, Power Cell Chargers and lockers, will remain and can be emptied/deconstructed.
  • The contents of the built-in lockers, Power Cells in the engine room, and the upgrades panel will remain and can be retrieved, as can the fire extinguishers from their wall mounts.
  • Power cells plugged into the engine will have their charge reduced to zero
  • A small amount of Metal Salvage and Computer Chips will be scattered around the location.
  • A Beacon will be deployed at the location of the wreck.

If the player uses the dev console command damagesub, the Cyclops will take 400 damage.

Noise

Noise will draw hostile creatures' attention to the Cyclops. The more noise the sub is generating, the greater the range from which aggressive creatures will be drawn to attack the sub. The amount of noise generated is dependent on several factors.

The different speed settings will cause the Cyclops to emit noise, with faster settings increasing the amount of noise. This is visualized on the sonar display on the right by a faint blue sphere. This blue sphere represents the area of water where creatures can hear the Cyclops: standard speed is about the size of the first circle permanently present on the sonar display, while flank speed is almost as big as the entire sonar. All hostile creatures that could damage the Cyclops are marked as yellow blips on the sonar. If the creature hears the Cyclops, the blip will turn red. If this occurs it can be prudent to either switch to flank speed and retreat, activate the Cyclops Shield Generator in anticipation of a collision, or eject a Creature Decoy and quiet the engines in the hope it will be distracted by the more obvious target.

The external floodlights do not affect the amount of noise the Cyclops generates, but cannot be on when Silent Running is active.

Activating Silent Running will suppress 50% of all noise being emitted by the sub until the player deactivates it. Silent Running drains one energy every second while it is active. This power drain is not affected by the Cyclops Engine Efficiency Module.

Disabling the engine or staying completely still with Silent Running on will stop the Cyclops from emitting noise completely. Silent Running will still drain power even if the engine is disabled. Even if the Cyclops is totally silent, a creature that sees the vehicle may still attack it.

Hostile Fauna

Most Fauna cannot damage a Cyclops, and the player is immune to the attention of Warpers while they are inside the vehicle. Medium-sized predators such as Bonesharks and Stalkers can attempt to attack a Cyclops, but will not inflict any damage. The latter may drop a Stalker Tooth in the attempt. Only the largest of predators present a threat to the vehicle: all of these will be flagged on the holographic display to the right of the helm as hostile contacts.

Lava Larvae are not flagged as hostile fauna in the hostile creature display and cannot physically damage the Cyclops, but will attach to the hull and leech power from its cells. The damage display will show the approximate location of any Larva attached to the Cyclops with a yellow "bug" icon: they can be removed by getting out and striking them with the Survival Knife or Thermoblade, using a Propulsion Cannon or any device with a similar effect, activating the Cyclops Shield Generator (simply flicking it on and off is enough) or removing all of the Cyclops' Power Cells. However, doing so will cause the Cyclops to stop producing oxygen, and an ill-equipped player could suffocate if they do not put the Power Cells back in time. It is possible to remove Lava Larva from the Cyclops by shooting them out from the inside with a Repulsion Cannon. This can cause objects inside the Cyclops to be launched as well.

When a creature is attacking a Cyclops, a whooping alarm will sound and the interior lighting will turn red for a short time, accompanied by the AI stating "Warning: Creature Attack!" In addition, a yellow triangular warning icon will flash on the health and noise status screen each time the Cyclops is attacked. This warning does not necessarily mean the Cyclops has sustained hull damage, only that it has been attacked by a creature capable of damaging it.

It is recommended to use features such as slower speeds, silent running, the Cyclops Shield Generator, and turn off exterior lights or the engine to avoid attacks. If necessary, creature decoys can be launched and the ahead flank or emergency speed option can be used to flee from attacking creatures.

The creatures below can and will attack the Cyclops if too much attention is drawn to it.
Seamoth
The Seamoth is a small, versatile one-person submersible and spacecraft capable of sustained high-speed travel over considerable distances. It boasts an omnidirectional propulsion system that allows for lateral and vertical movement that gradually increases to a maximum of 11.25 m/s in any single direction. The speed in any direction is independent of other directions and can be added together using vector addition. Thus, if going forward and upward the maximum speed is 15.91 m/s (11.25 * √2) and if going forward, upward, and sideways the maximum speed is 19.49 m/s (11.25 * √3).

As with the Cyclops and Prawn Suit, the Seamoth comes equipped with a locator beacon that produces an image on the HUD showing the distance of the vehicle from the player. It can be fitted with multiple upgrades and modifications that enhance performance and durability. These can be crafted in a Moonpool equipped with a Vehicle Upgrade Console.

Before the Seamoth can be constructed, its fragments must first be scanned. The player must scan three fragments before acquiring the recipe. Several can be found in the numerous Wrecks in the Grassy Plateaus surrounding Lifepod 5, and two in the Seamoth Bay of the Aurora.

Overview

The Seamoth can be used to transport the player quickly in long-distance expeditions, greatly increasing the player's effective exploration distance and adding a bit of protection alongside. It is capable of diving to considerable depths, especially with depth modules equipped, allowing the player to safely explore much of the map. Even though the Seamoth has little armor, various upgrades can be used to increase its capacity to evade and defend against hostile fauna.

The Seamoth is an electric vehicle and requires Energy from a Power Cell in order to function. It generates its own oxygen supply. When exiting while the vehicle is moving, the Seamoth will preserve its momentum and place the pilot behind it or in front of it. The pilot should be careful not to exit while quickly moving or with dangerous creatures around, as the Seamoth may move away before the pilot can get back in, leaving them vulnerable to attack, or because the Seamoth might hit the player.

As for its energy usage, the Seamoth consumes one unit of energy approximately every 15 seconds. A standard power cell, holding 200 units of energy, can power the Seamoth for 3,000 seconds. At a speed of 11.25 m/s, this gives the Seamoth a straight-line range of 33,750 meters.

Recipe



Hazards

The Seamoth has a hull integrity of 100, displayed in the HUD, which will decrease if it is attacked by hostile creatures, collides at moderate to high speed with objects, including Seabases, a Cyclops, Moonpool docks, many plants, and creatures both large and small, or is exposed to temperatures greater than 70°C, or exceeds its maximum crush depth (200, 300, 500 or 900 m for depth upgrades 0 through 3). Even harmless looking schools of small fish can be a serious hazard at high speed. Bumping into things at low speed is generally safe. Being hit by a Seamoth hard enough to damage the vehicle will generally kill smaller animals, and does moderate damage to larger creatures. Being struck by a Seamoth will force a Warper to teleport, aborting any attacks or actions they were about to make.

Reaper Leviathans are able to grab the Seamoth, dealing constant damage until it explodes or the Reaper releases it after about 10 seconds. It will instantly release a Seamoth if the player briefly activates its Perimeter Defense System, if equipped. The player can not exit the Seamoth until the Seamoth is released or is destroyed. An unarmored Seamoth at 100% hull integrity can usually survive one such Reaper attack, but the damage will be enough that if grabbed a second time it will likely be done for.

After exiting the vehicle, player can repair damage with the Repair Tool. A Hull Reinforcement Upgrade can reduce damage from terrain collisions by 50%. The Hull Reinforcement upgrade can stack up to 3 times, further reducing damage by 75% and 87.5%,. The acidic brine in the Lost River deals periodic damage.

If the player gets out of the Seamoth at high speed without waiting for it to slow, they will usually be placed directly in front of the moving vehicle and can be struck for damage of 1/4 to 2/3 of their health. With practice, a quick exit at speed can be done safely by executing a quick turn just before exiting, so that the momentum of the Seamoth is in a different direction than the player's motion.

The Prawn Suit is also capable of damaging the seamoth, either through striking it, drilling it, or landing on it hard enough.

Once destroyed, Upgrades and Customization will be lost, along with any cargo. The broken seamoth pieces cannot be scanned, though they do possess collision.

Installing Charged Power Cells

Outside of the Seamoth, there are panels that open. The power cell is replaced by accessing the installed unit under the jet engine. When selected, a menu will appear allowing the technician to choose a new power cell from inventory.

Prawn Suit
The Pressure Reactive Armored Waterproof Nano Suit Mk.III (abbv. PRAWN Suit Mk.III) is a bipedal mechanical walker, designed for use in extreme-pressure and zero-gravity environments. A plasteel-reinforced canopy of enameled glass protects the single occupant, and dexterity is provided by hydraulic limbs that are capable of striking with enough force to crush bone and pulverize rock. When not in use outside of water, the vehicle assumes a seated position.

Lateral movement is provided by mechanical legs that propel the vehicle along the ground at a top speed of 14 Mph (23 kph), and a pair of boosters on the back of the vehicle provide vertical thrust. The PRAWN Suit also comes with its own beacon, similar to the Cyclops and the Seamoth.

Before the PRAWN Suit can be constructed, its fragments must be scanned. Four wrecked PRAWN Suits can be found in the Aurora's vehicle bay, each of which account for a quarter of the blueprint. While many smaller arm fragments can be found among various wrecks, there aren't enough of them outside of the Aurora to fully unlock the blueprint, which might confuse new players. This is why they cannot be scanned anymore.

A 3D model can be found on SketchFab [sketchfab.com].

Overview

The PRAWN Suit can be used to explore places that are too deep for the Seamoth and too narrow for the Cyclops. It has a base crush depth of 900 meters and can be upgraded to withstand a maximum depth of 1,700 meters, making it one of the most useful deep-sea exploration vehicles (second only to the Cyclops). However, due to its limited mobility in the vertical dimension, it may be wise to use a Cyclops as a transport, as certain biomes such as the Blood Kelp Zone or Underwater Islands may be difficult for the PRAWN Suit to get out of on its own. However, the Grappling arm and Jetpack upgrade greatly enhances the Prawn Suit's mobility and somewhat mitigates this issue.

Alternatively, the PRAWN Suit can be used on land for exploration of dangerous areas (keep in mind that the PRAWN Suit is not as mobile on land. The thrusters are nearly useless, even if the Jump Jet Upgrade is equipped). As the suit is immune to heat and poison (though not direct contact with lava), the PRAWN Suit is also great for collecting resources in hazardous areas such as near Lava Geysers or collecting Gas Pods, or for simple protection against most low-to-mid tier predators.

Hazards

The PRAWN Suit has a health meter, and reaching zero will cause the vehicle to malfunction catastrophically and explode. Unlike the Seamoth, however, it is heavily armored and can endure most things that would otherwise severely damage or destroy a Seamoth, such as a Reaper Leviathan's grip. The Sea Dragon Leviathan is also capable of picking up the Prawn Suit.

Since it is not omnidirectionally propelled the PRAWN Suit will not be damaged from environmental collisions and hence Hull Reinforcement upgrades are useless.

The Prawn Suit is susceptible to the Crabsquid's EMP attacks, which temporarily disables all functions, including oxygen generation. Lava Larva can also latch onto it, which need to be removed from the outside.

When destroyed, any upgrades, power cells, and customizations will be lost; the resulting prawn suit pieces cannot be scanned or interacted with.

Features

The PRAWN Suit differs from other submersibles in the fact that it sinks in water and is piloted by walking along the seabed, and hence is comparably slower. It does has a jetpack which allows it to launch upwards, but its duration is sorely limited and takes some time to recharge.

There are 2 mechanical arms on the PRAWN Suit which are claw arms in their base form and can be upgraded for other options. All arms are activated independently of eachother, and the base claw arm can be used either for striking, or for item collection. However, there is a slight delay between clicking and activating the respective claw arm on the suit, so a player may accidentally punch a creature they are trying to collect or miss a falling item.

The PRAWN Suit requires energy from Power Cells to operate, which can be interacted with or switched out from the two sockets on either of the shoulder plates. It can be docked in a Cyclops vehicle bay or a Moonpool to recharge the onboard power cells. Unless the power supply is depleted, the player's Oxygen tank will be replenished upon entering, as is the case with the Seamoth and the Cyclops.

The PRAWN suit has a front-facing light that is always on. The light can be turned off only by removing the Power Cell in the left socket. Compared to the Seamoth this light is wider with less range.

The vehicle comes equipped with a 24-slot inventory space, accessed from outside in the rear. Any items picked up with the default Claw Arm or drilled with the Drill Arm are automatically placed in the PRAWN Suit's inventory if there is room. If the Propulsion Cannon is used, items can be loaded from the storage space.

Conclusion

The pinnacle of Alterra science, the PRAWN Suit serves as a much more protective and potentially offensive submersible compared to the other two. It is heavily armored and armed with 2 appendages, allowing self-defense and resource collection among many other possibilities. The PRAWN's small size compared to the cyclops optimizes it for traversing deep, narrow and dangerous places, and the many upgrades available can be used to make the Prawn suit a true one-for-all vehicle suited for any occasion.

Recipe




Neptune Escape Rocket
The Neptune Escape Rocket is a vehicle that is used to leave Planet 4546B and beat the game. It consists of five constructable parts: the Neptune Launch Platform, the Neptune Gantry, Neptune Ion Boosters, Neptune Fuel Reserve, and Neptune Cockpit. The Neptune Launch Platform can be built using the Mobile Vehicle Bay, while the other four components are built on the launch platform. The player can enter it after the Gantry, Boosters, and Fuel reserve is built.

The Neptune Escape Rocket cannot be launched unless the Quarantine Enforcement Platform is disabled. Attempting to do so will result in the PDA informing the player that the base needs to be disabled.

Description

The Neptune is a massive ion powered rocket used to leave Planet 4546B after the Quarantine Enforcement Platform is disabled. Once the launch procedure is completed, the final cut-scene begins and the game comes to an end.

Blueprints

The player can find the blueprints for the Neptune Launch Platform inside the Captain's Quarters of the Aurora. The door will be locked, but can be accessed using the entry code, which is 2679. Accessing the data entry will unlock the Blueprints. The ingredients for all Neptune systems are not accessible right after acquiring it, instead the ingredients of each system are revealed after the previous system is constructed.

Lift off

Once the Neptune Escape Rocket has been completed, the player can "say farewell" to their Cuddlefish.[1]

In order for the Neptune Escape Rocket to be able to launch off world there are certain, smaller requirements that have to be met.

First, the player must activate five out of the Neptune's six, various subsystems - three on the lower deck, right after entering the rocket and two out of three on the upper deck, in the cockpit after climbing a ladder. When the required subsystems are all activated, Neptune's AI will inform the player that they are ready for liftoff; the order doesn't matter. Before the player is able to initiate the launch sequence, they must first disable the Quarantine Enforcement Platform by curing themselves of Kharaa and interacting with the control terminal at the Mountain Island to turn it off.

Crafting



SeaTruck
The Seatruck is a modular undersea vehicle, somewhat resembling a submersible train. It consists of a small cab unit to which various modules can be attached to add additional functions. An unmodified Seatruck has a crush depth of 150m, which can be increased by outfitting it with depth modules.

Overview

The Seatruck is an adaptable vehicle that can serve as anything from an agile mini-sub to a mobile seabase. With the ability to detach its front section, it allows the player to haul resources and equipment to an area of interest and then conduct exploration of even fairly narrow spaces without worrying about air supply. It is ideal for exploring the deeper biomes and for getting to places quickly and safely.

It requires Energy to function, with sockets for two Power Cells on the top of the cab module. The vehicle has its own Oxygen supply, and will replenish the player's oxygen unless the power has been depleted. The Seatruck Cabin can be docked in either the Moonpool or the Seatruck Dock to recharge. When docking with a moonpool, all modules automatically detach to allow the cabin to enter the Moonpool. The player can also manually detach the modules at any time by either going to the roof of a module and pulling it away, or pulling the lever on the left-hand side of the cab.

The Seatruck Cabin has a health meter, and reaching zero will cause the cabin to explode, but leaves any connected modules unaffected. The Seatruck Cabin can take damage from being below its crush depth, being attacked by hostile fauna, or by colliding with terrain or objects. Seatruck modules have individual health meters, though at present the game can only display the health of a maximum of five modules in the main cab display. Damage can be manually repaired with the Repair Tool or automatically in the Seatruck Dock. Unlike the main cabin, Seatruck modules are unaffected by crush depth.

Entering and exiting the Seatruck varies depending on its precise configuration and orientation. With just the cab, entering and exiting the vehicle is done using the roof-mounted hatch, and Robin Ayou will immediately take the controls on entering. With at least one module attached that is not the Seatruck Docking Module, the vehicle can be entered from either the roof hatch or the rear door. The Docking Module has no rear door, and instead uses a roof hatch like the cab. However, upon either quitting the game and reloading the save while piloting the Seatruck, or dying and respawning inside the cab, the player will spawn in standing position, similar to how the player would enter the vehicle when one or more modules are attached. This occurs regardless of whether modules are attached to the cab or not.

Entering and exiting both change when modules are attached. On entry, Robin will be standing in the vehicle with the driver's seat folded down, and can walk around inside it or manually take the controls. On leaving the controls, she switches back into this state, and has to manually leave the vehicle via the ladder on the right-hand wall of the cabin, or through the last of the attached modules.

If the Seatruck is at a steep incline upwards or downwards, this behavior is overridden and Robin will enter and exit the cab as if it is disconnected from the rest of the vehicle. The rear door will place Robin directly into the cab at such an angle.

The cab is the only part of the vehicle that has a power supply, and if it is detached, any other modules will act like an unpowered base, with no oxygen generation and the Seatruck Fabricator Module unable to operate. The player also cannot use the Tether Tool to jump to the Seatruck Teleportation Module if the cab is not connected.

The Habitat Builder cannot be used to place objects inside any part of the Seatruck.

Upon entering a Seatruck, the player’s inventory will be secured and items will not be lost in the event of death, regardless of attached modules. The player will respawn in the Seatruck.

Modules

Seatruck modules can be attached to the back of the cab and can be linked to each other. Modules have a distinct "back" and "front" and must be connected the right way around. The modules can be controlled to a limited extent by interacting with the grab-bar on the roof at the front of each module, but they can only be moved extremely slowly this way. This is primarily to allow the player to manually re-configure the Seatruck, and can decouple or re-couple the modules. After being detached, a module will have to be pulled some distance away from whatever it was detached from before it will attempt to re-attach.

Adding 3 or more Modules will decrease the overall speed of the cabin when attached. This effect increases as the number of additional modules increases.

Module
Function
Source
Debug Spawn

Cabin
Base module of the Seatruck. Functions as a small submarine by itself and can be extended with further modules.
  • Purple Vents
  • Thermal Spires
  • Twisty Bridges
seatruck

Aquarium Module
A module with two aquariums that captures nearby fish.
  • Lilypad Islands
  • Purple Vents
seatruckaquariummodule

Docking Module
A module that must be on the end of the Sea Truck that allows for the Prawn Suit to be docked.
  • Deep Purple Vents
seatruckdockingmodule

Fabricator Module
A module with a Fabricator, used to craft Sea Truck upgrades.
  • Deep Twisty Bridges
  • Purple Vents
seatruckfabricatormodule

Sleeper Module
A module with a Bed, Jukebox, and Picture Frame.
  • Purple Vents
seatrucksleepermodule

Storage Module
A module with five small storage lockers.
  • Deep Twisty Bridges
seatruckstoragemodule

Teleportation Module
A module that comes with a tether tool that allows the player to teleport back to this module at any time.
  • Scan 10 Architect Artifacts
seatruckteleportationmodule

Recipe

The blueprint for this item is unlocked by scanning fragments in the Thermal Spires and the Twisty Bridges, or a single fragment in the Purple Vents. It is crafted in the Mobile Vehicle Bay.



Snowfox
The Snowfox is a land vehicle for Below Zero.

Abilities

Unlike the three main vehicles in Subnautica, the Snowfox is strictly for zooming across the arctic terrain and cannot work over or under water.

By default, the snowfox has a light which can be toggled, and it has a speed boost. If the Snowfox Hop Module is installed, the Snowfox will have the ability to jump.

The player can pick up the Snowfox to redeploy it. This can be useful if the vehicle has fallen into water, rendering it inoperable.

Placing a Snowfox carried in the player's inventory into a quick slot, and then holding it, allows the battery to be changed by pressing R in the same way as many tools.

The player can use the command "debughoverbike" to adjust parameters of their Snowfox.

Recipe
The blueprint for this item is unlocked by scanning fragments in the Glacial Basin, Marguerit Maida's Base and the Phi Robotics Center. It is crafted in the Snowfox Hoverpad.

Mobile Vehicle Bay (Subnautica)

The Mobile Vehicle Bay is a deployable item that allows the player to construct vehicles. It can be crafted by using the Fabricator. It takes up nine inventory slots while in the player's inventory.

The player must scan three Fragments to obtain the Blueprints for the Mobile Vehicle Bay. These can commonly be found in Wrecks.

Uses

When released by the player, it will float to the surface and unfold itself. It can then be boarded. Using the interface, the player can construct a Seamoth, Cyclops, or Prawn Suit if they have the required materials and blueprints.

The base of the Mobile Vehicle Bay houses four fabrication drones that will activate themselves and float above the Mobile Vehicle Bay when the player approaches. When the player selects a vehicle to construct, the fabrication drones will swarm out in front of the Mobile Vehicle Bay to build the vehicle in the time it requires, showing its progress in the same fashion as using the Habitat Builder.

The player can pick up the Mobile Vehicle Bay by looking at the metal platform and pressing the correct key.

It is currently possible to deploy and trap the Mobile Vehicle Bay under a Moonpool, allowing vehicles to be constructed at any depth.

Recipe



Raw Materials


In order to construct a Mobile Vehicle Bay, you need 1 Titanium Ingot, 1 Lubricant and 1 Powercell. The following list supplies all the raw materials needed to build 1 Mobile Vehicle Bay from scratch.

10 Titanium
5 Creepvine Seed Clusters
4 Acid Mushroom
2 Copper
Refine 4 Acid Mushrooms and 2 Copper into 2 Batteries, 10 Titanium into 1 Titanium Ingot, and 5 Creepvine Seed clusters into 1 Lubricant and 1 Silicone Rubber. Then Refine 2 Batteries and 1 Silicone Rubber into 1 Power Cell. Combine 1 Titanium Ingot, 1 Lubricant and 1 Power Cell into 1 Mobile Vehicle Bay.





Mobile Vehicle Bay (Below Zero)
The Mobile Vehicle Bay is a deployable item that allows the player to construct vehicles. It can be crafted by using the Fabricator. It takes up nine inventory slots while in the player's inventory.

Uses

When released by the player, it will float to the surface and unfold itself. It can then be boarded with [LMB].

The base of the Mobile Vehicle Bay houses four Printer Pods that will activate themselves and float above the Mobile Vehicle Bay when the player approaches. When the player selects a vehicle to construct, the Printer Pods will swarm out in front of the Mobile Vehicle Bay to build the vehicle. Be warned that being under a Prawn Suit after it is built and sinking will damage Robin.

The player can pick up the Mobile Vehicle Bay by looking at the metal platform and pressing [LMB].




Recipe

The blueprint for this item is unlocked by scanning fragments in the Arctic Kelp Caves and the Twisty Bridges or Sea Monkey Nests in the Arctic Kelp Caves. It is crafted in the Fabricator.

Modification Station ( Subnautica )
The Modification Station is an Appliance that can be placed inside the Cyclops or inside a Seabase module. The Modification Station can upgrade tools, equipment and vehicle modules.
The Modification Station can be constructed with the Habitat Builder after finding and scanning three of its fragments.

Recipe



  • 2x Titanium
  • 1x WiringKit
  • 1x ComputerChip


Item Upgrades

Image
Name
Description
Ingredients
Hardened Blade
Ultra Sharp Blade
  • 1x Survival Knife
  • 1x Diamond
Thermoblade
Burning hot blade that cooks edible fish on impact
  • 1x Survival Knife
  • 1x Battery
Plasteel Tank
Extra light tank
  • 1x Tank
  • 1x Lithium
High Capcity Tank
Extra Oxygen capacity
  • 1x Tank
  • 2x Titanium
Ultra Glide Fins
Increased swim speed
  • 1x Fins
  • 1x Silicone Rubber
Swim Charge Fins
Charges your held tool while you swim
  • 1x Fins
  • 1x Wiring Kit
Repulsion Cannon
Repulses valid entities with greater force than the Propulsion Cannon
  • 1x Propulsion Cannon
  • 1x Computer Chip
Laser Cutter
Spawnable Only
  • 1x Welder
  • 1x Diamond
Powerglide
Spawnable Only
  • 1x SeaGlide
  • 1x Wiring Kit
Modification Station (Below Zero)
The Modification Station is an Appliance that can be placed inside a Seabase module. The Modification Station can upgrade tools, equipment and vehicle modules.




Recipe

The blueprint for this object is acquired by scanning the Modification Station in the Outpost Zero or Delta Station. It is crafted with the Habitat Builder.





Item Upgrades

Survival Knife


High Capacity O₂ Tank


Fins


Seatruck


Prawn Suit

Fabricator (Subnautica)
The Fabricator is an appliance that can be used to craft Food & Water, Equipment, Tools, and Deployables from Raw Materials, Basic Materials, Advanced Materials, and Electronics.
One Fabricator can be found in Lifepod 5; as is the player's starting location, the use of this Fabricator is vital toward the player's progress and survival. Additional Fabricators can be constructed with the Habitat Builder and placed inside a Cyclops or a Seabase module. Broken fabricators can be found in most of the Destroyed lifepods.

The Vehicle Upgrade Console, Scanner Room, and Cyclops include special fabricators specific to those rooms, which only fabricate Seamoth/Prawn Suit upgrades, Scanner Room upgrades and Cyclops upgrades, respectively.

Usage
When activated with LMB or ,it will display an interface from which the player can choose an item to craft. If the player has the required materials to craft an item, the item will be in color and highlighted in blue; otherwise, the item will be greyed out and highlighted in grey. The player can cancel out of the interface with RMB or XBOX B CyclopsExt1.

When the Fabricator finishes crafting an item, it will usually place it in the player's inventory. However, if the player moves away from the Fabricator during the crafting process, the newly crafted item will remain in the Fabricator, and the player must come back and manually pick it up. In this case, the player will receive a notification that their item is ready. The Fabricator cannot be used to craft items while there are still items in it that have not been picked up. By default, the Fabricator interface disappears while it is crafting an item and reappears when it is finished. The player can hold the key for sprinting (by default: Shift​CyclopsExt1​) when they select an item to craft to leave the interface open during crafting.

The Fabricator requires Energy to work and will consume 5 Energy per item crafted from a Seabase or Cyclops. If there is not enough Energy, the Fabricator cannot be used. The Fabricator does not require energy to operate in Creative Mode.

Recipe


Fabricator crafting sections

The Fabricator has five main recipe categories:

Resources

  • Basic Materials
  • Advanced Materials[/Electronics

Sustenance
  • Water
  • Cooked Food
  • Cured Food
Personal
  • Equipment
  • Tools
Deployables
  • Deployables
Submarine
  • Submarine
Deployables
Deployables are items crafted using the Fabricator.

Except for the Seaglide, Creature Decoy, Snowfox Hop Module, and Snowfox Ice Worm Attack Reduction Module, all other Deployables need to be deployed in the environment in order to function.

*SN is Subnautica and BZ is below Zero
Name
SN
BZ
Description
Item ID

Beacon
(SN) Navigation aid. Maintains and broadcasts its position. Configurable label.
(BZ) Navigation aid. Maintains and broadcasts its position. Configurable name.
beacon

Creature Decoy
X
Attracts creatures to their location. Can be deployed by hand or by a submarine. Cannot be reclaimed once deployed.
cyclopsdecoy

Grav Trap
(SN) Uses artificial gravity to attract light objects.
(BZ) Uses artificial gravity to attract light objects and small creatures.
gravsphere

Mobile Vehicle Bay
Fabricates vehicles from raw materials.
constructor

Quantum Locker
X
Storage solution which shares content with all other quantum lockers.
quantumlocker

SeaGlide
Converts torque into thrust underwater via propeller.
seaglide

SnowFox Jump Module
X
Booster connfiguration allows the Snowfox to initiate short jumps across terrain.
hoverbikejumpmodule

Snowfox Ice Worm Attack Reduction Module
X
Reduces the amount of attacks by Ice Worms.
hoverbikeicewormreductionmodule

Spy Pengling
X
Reconnaissance tool for exploring the surface.
spypenguin

Spy Pengling Remote
X
Tool for driving Spy Penglings.
spypenguinremote

Waterproof Locker
(SN) 4×4 storage that maintains position in the water.
(BZ) Small storage solution that maintains position in the water.
smallstorage
Upgrade Modules
Upgrade Modules are software drives that improve the Cyclops, Seamoth, Prawn Suit, and Scanner Room.

Upgrade Modules for the Cyclops are crafted at the mini-fabricator in the Cyclops' engine room, Upgrade Modules for the Seamoth and Prawn Suit are crafted at the mini-fabricator in the Vehicle Upgrade Console (formerly referred to as the Vehicle Modification Station), and Upgrade Modules for the Scanner Room are crafted at the mini-fabricator in the Scanner Room.

Note that a few upgrades are compatible with both the Seamoth and the Prawn Suit, and both the Seamoth, Prawn, and Cyclops Depth Modules are themselves upgradeable. In those cases, the base-level module is crafted at the mini-fabricators described above, but then improved individually at the Modification Station (not to be confused with the Vehicle Upgrade Console mentioned above).

Upgrade Modules for the Cyclops can be placed in the upgrade console found in the engine room of the Cyclops. Six Upgrade Modules can be applied at once.

Upgrade Modules to the Seamoth are placed in a panel on the Seamoth's left side. Up to four Upgrade Modules can be applied at once.

Upgrade Modules for the Prawn Suit are placed in a panel on its top left. The Prawn Suit has four slots for Upgrade Modules as well as two purple-colored slots specifically for arm upgrades.

Upgrade Modules to the Scanner Room are placed in a panel inside the Scanner Room. Up to four Scanner Room Upgrade Modules can be applied at once.



Upgrades Compatible with Seamoth and Prawn Suit

Modules
Description
Enhanced

Engine Efficiency Module
  • Recycles heat by-product to minimize power inefficiencies. Seamoth/Prawn compatible. Does stack.
  • Seamoth
  • Prawn Suit

Hull Reinforcement
  • Preemptively hardens the chassis before collision, eliminating damage under normal conditions. Seamoth/Prawn compatible.
  • Seamoth
  • Prawn Suit

Storage Module
  • A 4×4 storage locker. Seamoth/Prawn compatible.
  • Can equip multiple copies for added effect.
  • Note that placing it in different slots on the Seamoth's panel will result in the access hatch(es) being located in different places on the actual Seamoth.
  • Seamoth
  • Prawn Suit

Seamoth Upgrades

Modules
Description
Enhanced

Seamoth Depth Module MK1
  • Hardens the vehicle chassis under medium pressures.
  • Increases crush depth by 100m making it become 300m. Does not stack
  • Seamoth

Seamoth Depth Module MK2
  • Hardens the vehicle chassis under high pressures.
  • Increases crush depth by 300m making it become 500m. Does not stack.
  • Seamoth

Seamoth Depth Module MK3
  • Hardens the vehicle chassis under extreme pressures.
  • Increases crush depth by 700m making it become 900m. Does not stack.
  • Seamoth

Seamoth Perimeter Defense System
  • Generates a localized electric field designed to ward off aggressive fauna.
  • Seamoth

Seamoth Solar Charger
  • Recharges the Seamoth's power cell while in sunlight.
  • Can equip multiple copies for added effect.
  • Seamoth

Seamoth Sonar
  • A dedicated system for detecting and displaying topographical data on the HUD
  • Seamoth

Torpedo System
  • A standard underwater payload delivery system adapted to fire torpedoes.
  • Seamoth

Prawn Suit Upgrades

Modules
Description
Enhanced

Prawn Suit Depth Module MK1
  • Enhances safe diving depth by 400m making it 1300m. Does not stack.
  • Prawn Suit

Prawn Suit Depth Module MK2
  • Enhances safe diving depth by 800m making it 1700m. Does not stack
.
  • Prawn Suit

Prawn Suit Drill Arm
  • Enables the mining of Large Resource Deposits.
  • Prawn Suit

Prawn Suit Grappling Arm
  • Fires a grappling hook for enhanced environment traversal.
  • Prawn Suit

Prawn Suit Jump Jet Upgrade
  • Powerful rear-mounted jets propel the Prawn suit into the air. Does not stack.
  • Prawn Suit

Prawn Suit Propulsion Cannon
  • Industrial strength propulsion cannon fitting for the Prawn suit.
  • Prawn Suit

Upgrade Modules
Modules
Description
Enhanced

Prawn Suit Thermal Reactor
  • Recharges power cells in hot areas, above 30C degrees. Does not stack.
  • Prawn Suit

Prawn Suit Torpedo Arm
  • A standard underwater payload delivery system adapted to fire torpedoes.
  • Prawn Suit



Cyclops Upgrades

Modules
Description
Enhanced

Cyclops Decoy Tube Upgrade
  • Increases the capacity of the Cyclops' Decoy Loading Tube
  • Cyclops

Cyclops Depth Module MK1
  • Rearranges the submarine hull's atomic structure to increase safe diving depth by 400m making it 900m. Does not stack.
  • Cyclops

Cyclops Depth Module MK2
  • Rearranges the submarine's hull's atomic structure to increase safe diving depth by extreme amounts.
  • Increases crush depth for the Cyclops by 800m making it 1300m. Does not stack.
  • Cyclops

Cyclops Depth Module MK3
  • Rearranges the submarine's hull's atomic structure to increase safe diving depth by extreme amounts.
  • Increases crush depth for the Cyclops by 1200m making it 1700m. Does not stack.
  • Cyclops

Cyclops Docking Bay Repair Module
  • Repairs vehicles docked in the Cyclops
  • Cyclops

Cyclops Engine Efficiency Module
  • Recycles heat byproduct to increase engine efficiency by 300%.
  • Cyclops

Cyclops Fire Suppression System
  • Installs a fire suppression system on the Cyclops
  • Cyclops

Cyclops Shield Generator
  • Creates a temporary barrier around the sub rendering it invulnerable for a brief time.
  • Cyclops

Cyclops Sonar Upgrade
  • Scans the terrain outside the Cyclops
  • Cyclops

Cyclops Thermal Reactor Module
  • Recharges power cells in hot areas, above 35C degrees. Does not stack.
  • Cyclops

Scanner Room Upgrades

Modules
Description
Enhanced

Scanner Room Range Upgrade
  • Adds range to scanning when added to the Scanner Room
  • Scanner Room

Scanner Room Speed Upgrade
  • Makes scanning faster for the Scanner Room
  • Scanner Room
Fragments Subnautica
Fragments are broken pieces of advanced technology that can be analyzed by the Scanner to create Blueprints. They are found in and around Wrecks, strewn across many Biomes around the Aurora, and scattered throughout the Degasi Seabases. Depending on the technology being analyzed, a different number of Fragments may be required to acquire the blueprint. Scanning a Fragment for which the player already has a complete blueprint of will convert the Fragment into two pieces of Titanium.

Currently Available Fragments

Blueprint
Debug Spawn
# Required
Location
Tab

Battery Charger
BatteryChargerFragment
2
  • Degasi Seabases
  • Wrecks
Interior Modules

Beacon
BeaconFragment
2
  • Small Wrecks
  • Wrecks
Deployables

BioReactor
BioreactorFragment
2
  • Grassy Plateaus
  • Wrecks
Interior Pieces

Cyclops Bridge
CyclopsBridgeFragment
3
  • Crash Zone
  • Mushroom Forest
  • Sea Treader's Path
  • Wrecks
Cyclops

Cyclops Engine
CyclopsEngineFragment
3
  • Aurora
  • Crag Field
  • Crash Zone
  • Mountains
  • Wrecks
Cyclops

Cyclops Hull
CyclopsHullFragment
3
  • Mushroom Forest
  • Sea Treader's Path
  • Wrecks
Cyclops

Grav Trap
GravsphereFragment
2
  • Small Wrecks
  • Wrecks
Deployables

Laser Cutter
LaserCutterFragment
3
  • Grassy Plateaus
  • Wrecks
Tools

Light Stick
LEDLightFragment
2
  • Wrecks
Tools

Mobile Vehicle Bay
ConstructorFragment
3
  • Kelp Forest
  • Wrecks
Deployables

Modification Station
WorkbenchFragment
3
  • Crag Field
  • Jellyshroom Cave
  • Mushroom Forest
  • Sparse Reef
  • Wrecks
Interior Modules

Moon Pool
MoonpoolFragment
2
  • Grand Reef
  • Mushroom Forest
  • Degasi Seabases
  • Wrecks
Base Pieces

Nuclear Reactor
BaseNuclearReactorFragment
3
  • Mountains
  • Degasi Seabases
  • Wrecks
Interior Pieces

Power Cell Charger
PowerCellChargerFragment
2
  • Degasi Seabases
  • Wrecks
Interior Modules

Power Transmitter
PowerTransmitterFragment
1
  • Crash Zone
  • Mushroom Forest
  • Wrecks
Exterior Modules

Prawn Suit
ExosuitFragment
4
  • Aurora
  • Wrecks
Vehicles

Prawn Suit Claw Arm
-
2
  • Wrecks
Prawn Suit

Prawn Suit Drill Arm
ExosuitDrillArmFragment
2
  • Wrecks
Upgrade Modules

Prawn Suit Grappling Arm
ExosuitGrapplingArmFragment
2
  • Wrecks
Upgrade Modules

Prawn Suit Propulsion Cannon
ExosuitPropulsionArmFragment
2
  • Wrecks
Upgrade Modules

Prawn Suit Torpedo Arm
ExosuitTorpedoArmFragment
2
  • Wrecks
Upgrade Modules

Propulsion Cannon
PropulsionCannonFragment
2
  • Aurora
  • Crash Zone
  • Underwater Islands
  • Wrecks
Tools

Purple Tablet
precursorkey_purple
1
  • Mountain Island
Equipment

Scanner Room
BaseMapRoomFragment
3
  • Crag Field
  • Grassy Plateaus
  • Sea Treader's Path
  • Wrecks
Base Pieces

Sea Glide
SeaglideFragment
2
  • Kelp Forest
  • Safe Shallows
  • Small Wrecks
  • Wrecks
Deployables
Fragments Subnautica / Fragments Below Zero
Blueprint
Debug Spawn
# Required
Location
Tab

SeaMoth
SeamothFragment
3
  • Aurora
  • Grassy Plateaus
Vehicles

Stasis Rifle
StasisRifleFragment
2
  • Degasi Seabases
  • Underwater Islands
  • Wrecks
Tools

Thermal Plant
ThermalPlantFragment
2
  • Grand Reef
  • Degasi Seabases
  • Wrecks
Exterior Modules


Fragments (Below Zero)
Fragments are broken pieces of advanced technology that can be analyzed by the Scanner to create Blueprints. Many fragments can be found littering the sea floor of various Biomes.

Fragment spawns are semi-randomised, meaning that they have defined spawning areas but can spawn randomly within that area. This means that fragments will be found in different places in each save. Sea Monkey Nests also contain certain fragments.

Should the Scanner be used on fragments of items the player has already fully analyzed, it will grant two Titanium instead.
Item
Locations
# Required
Item ID

Beacon
  • Arctic Kelp Forest
  • Shallow Twisty Bridges
1
beaconfragment

Cold Suit
  • Phi Robotics Center
1
coldsuitfragment

Grav Trap
  • Arctic Kelp Forest
2
gravspherefragment

Habitat Builder
  • Delta Station
  • Koppa Mining Site
  • Outpost Zero
  • Twisty Bridges
1
builderfragment

Hydraulic Fluid
  • Glacial Bay (bridge)
1
hydraulicfluidfragment

Laser Cutter
  • Arctic Kelp Caves
  • Sea Monkey Nests
  • Koppa Mining Site
  • Mercury II (Stern)
  • Phi Robotics Center
  • Twisty Bridges
3
lasercutterfragment

Mineral Detector
  • Arctic Kelp Forest
  • Delta Island
  • Shallow Twisty Bridges
1
metaldetectorfragment

Mobile Vehicle Bay
  • Arctic Kelp Caves
  • Sea Monkey Nests
  • Arctic Kelp Forest
  • Twisty Bridges
3
constructorfragment

Parallel Processing Unit
  • Mercury II
3
radiotowerppufragment

Pathfinder Tool
  • Arctic Kelp Forest
  • Glacial Basin
1
divereel

Prawn Suit
  • Koppa Mining Site
  • Outpost Zero
  • Phi Excavation Site
4
exosuitfragment

Prawn Suit Drill Arm
  • Koppa Mining Site
  • Mercury II (Bow)
2
exosuitdrillarmfragment

Prawn Suit Grappling Arm
  • Lilypads Crevice
  • Sea Monkey Nests
2
exosuitgrapplingarmfragment

Prawn Suit Propulsion Cannon
  • Crystal Caves
2
exosuitpropulsionarmfragment

Prawn Suit Thermal Reactor
  • Lilypads Crevice
  • Sea Monkey Nests
2
exosuitthermalreactormodulefragment

Prawn Suit Torpedo Arm
  • Crystal Caves
2
exosuittorpedoarmfragment

Propulsion Cannon
  • Sea Monkey Nests
  • Arctic Kelp Caves
  • Arctic Kelp Forest
2
propulsioncannonfragment

Reinforced Dive Suit
  • Mercury II (Bow)
1
reinforceddivesuitfragment

Seatruck
  • Deep Twisty Bridges
  • Purple Vents
  • Thermal Spires
  • Twisty Bridges
3
seatruckfragment

Seatruck Afterburner Upgrade
  • Lilypads Crevice
  • Sea Monkey Nests
2
seatruckupgradeafterburnerfragment
Fragments Below Zero
Item
Locations
# Required
Item ID

Seatruck Aquarium Module
  • Lilypad Islands
  • Purple Vents
3
seatruckaquariummodulefragment

Seatruck Docking Module
  • Deep Purple Vents
3
seatruckdockingmodulefragment

Seatruck Fabricator Module
  • Deep Twisty Bridges
  • Purple Vents
3
seatruckfabricatormodulefragment

Seatruck Horsepower Upgrade
  • Lilypads Crevice
  • Sea Monkey Nests
2
seatruckupgradehorsepowerfragment

Seatruck Sleeper Module
  • Purple Vents
3
seatrucksleepermodulefragment

Seatruck Storage Module
  • Deep Twisty Bridges
3
seatrucksleepermodulefragment

Seaglide
  • Arctic Kelp Caves
  • Sea Monkey Nest
  • Arctic Kelp Forest
  • Outpost Zero
  • Shallow Twisty Bridges
  • Sparse Arctic
  • Twisty Bridges
3
seaglidefragment

Snowfox
  • Glacial Basin
  • Marguerit Maida's Base
  • Phi Robotics Center
3
hoverbikefragment

Spy Pengling
  • Glacial Basin
  • Marguerit Maida's Base
  • Phi Robotics Center
1
spypenguinfragment

Test Override Module
  • Marguerit Maida's Base
1
radiotowertomfragment

Thermal Plant
  • Koppa Mining Site
  • Tree Spires
  • Large Tree Spire
  • Tree Spires Fissure
2
thermalplantfragment

Ultra High Capacity Tank
  • Sea Monkey Nests
  • Arctic Kelp Caves
  • Lilypads Crevice
3
highcapacitytankfragment
Tools
Tools are devices that are either crafted from Basic Materials or Advanced Materials by using the Fabricator or upgraded from other Tools using the Modification Station.

They are carried in the Inventory and can be equipped in the Toolbar.

Most of them consume Energy through batteries. These tools are the Flashlight, Habitat Builder, Laser Cutter, Pathfinder Tool, Propulsion Cannon, Repair Tool, Repulsion Cannon, Scanner, and Stasis Rifle.

Some Tools can currently only be spawned using Console Commands.

Nearly all Tools have first-use animations which show the player inspecting or playing with the tools, before equipping it. These do not play again even with newly crafted copies.

Note that the Thermoblade does use a battery in crafting but doesn't require it for Energy.

Tools List
(SN = Subnautica and BZ = Below Zero)
Item
SN
BZ
Description
Item ID

Air Bladder
Emergency flotation device. Chemical reaction produces lighter-than-air gas for personal buoyancy.
airbladder

Flare
Disposable light source, useful for distracting certain predators.
flare

Flashlight
Battery-powered, all-environment light source.
flashlight

Habitat Builder
Fabricates habitat compartments and appliances from raw materials.
builder

Laser Cutter
Cutting device suitable for penetrating standard titanium doors.
lasercutter

Light Stick
Deployable lighting.
ledlight

Pathfinder Tool
Deployed holographic pathfinder discs. Used to map a way back out of caves or hard to navigate spaces. Max 20 discs per path.
divereel

Mineral Detector
X
Proximity detector used to locate materials, fragments, and other items with identifiable signatures.
metaldetector

Propulsion Cannon
Warps gravity to pull and push objects.
propulsioncanno

Repair Tool
Multi-purpose repair tool, functional in all environments.
welder

Repulsion Cannon
CUT
Applies percussive force to entities in range.
repulsioncannon

Scanner
Spectroscope scanner used to acquire technology blueprints and data on living organisms.
scanner

Spy Pengling
X
Reconnaissance tool for exploring the surface.
spypenguin

Stasis Rifle
CUT
Freezes physical objects in place.
stasisrifle

Survival Knife
Standard survival tool. Multi-functional.
knife

Tether Tool
X
Teleport to a nearby teleportation seatruck module.
teleportationtool

Thermoblade
Cooks and sterilizes small organisms for immediate consumption.
heatblade

Thumper
X
Makes thumping noises to confuse ice worms.
thumper
Coming Soon Tool Recipes
Coming Soon Scanner
Equipment
Equipment is crafted from materials by using the fabricator.

Equipment is unique in that it can be equipped to the player in the PDA UI. Items grant a passive buff and/or debuff to the player or their Attributes. Notable examples are the Tank and Fins.


Image
Name
Description
Ingredients
O² Tank
Increases air by 30 seconds
  • 1x Titanium
  • 1x Glass
Fins
Increases swimming speed
  • 2x Silicone Rubber
Radiation Suit
Protection from Radiation
  • 2x Lead
  • 2x Fiber Mesh
Reinforced Dive Suit
Heavy armoured fiber dive suit providing 50% physical protection
  • 2x Synthetic Fibers
Stillsuit
Reclaims moisture from body
  • 2x Fiber Mesh
  • 2x Silver Ore
First Aid Kit
Recovers 50 health
  • 1x Fiber Mesh
  • 1x Bleach
Rebreather
Use less oxygen at deeper depths
  • 1x Wiring Kit
  • 1x Fiber Mesh
Pipe (x5)
Pump oxygen from surface
  • 3x Titanium
Compass
HUD NWSE indicator
  • 1x Computer Chip
  • 1x Magnetite
Thermometer
HUD temperature sensor
  • 1x Computer Chip
Fire Extinguisher
Puts out fire. Behaves like a Tool.
  • 2x Titanium
  • 2x Glass
Farming/Planting
By planting the seeds, spores, samples or entire specimens of Flora, the player can either farm useful raw materials or decorate their surroundings and Seabases.

Each plantable Flora takes up a certain amount of slots, and can only be planted in some types of planters. Generally speaking, items with a dark blue item symbol background can only be planted underwater, while those with a green item symbol background can only be planted in bases or on land.

Each Flora has a different growth time, and will display a percentage on how grown it is beneath their name.

Raw Materials
Raw Materials are precursor items for crafting processes and comprise all non-crafted materials found in Subnautica, one exception being Titanium, which can also be crafted from Metal Salvage.

This one Needs to be updated further


Image
Name
Obtained From
Location(s)
Copper Ore
  • Reefback Barnacles
  • Limestone Outcrop
  • Large Resource Deposits
  • Grassy Plateaus
  • Kelp Forest
  • Sparse Reef
  • Safe Shallows
  • Underwater Islands
  • Safe Shallows Caves
  • Kelp Forest Caves
Cave Sulphur
Crashfish Plant
  • Safe Shallows Caves
  • Kelp Forest Caves
Creepvine Sample
CreepVine
Kelp Forest
* In game its the fiber
Diamond
  • Seabed
  • Basalt Outcrop
  • Obsidian Outcrop
  • Large Resource Deposits
  • Blood Kelp Caves
  • Deep Grand Reef
  • Grand Reef
  • Bulb Zone
  • Underwater Islands
  • Inactive Lava Zone
Gold
  • Basalt Outcrop
  • Sandstone Outcrop
  • Shale Outcrop
  • Large Resource Deposits
  • Blood Kelp Caves
  • Crash Zone
  • Deep Grand Reef
  • Grand Reef
  • Dunes
  • Grassy Plateaus
  • Jelly Shroom Caves
  • Bulb Zone
  • Bulb Zone Caves
  • Mushroom Forest
  • Underwater Islands
  • Safe Shallows Caves
Lithium
  • Shale Outcrop
  • Seabed
  • Ground
  • Large Resource Deposits
  • Crag Field
  • Crash Zone
  • Dunes
  • Dunes Caves
  • Floating Island
  • Grassy Plateaus
  • Jelly Shroom Caves
  • Bulb Zone
  • Bulb Zone Caves
  • Mushroom Forest
  • Mushroom Forest Caves
  • Mountain Island
  • Mountain Range Caves
  • Mountains
  • Sea Treader's Path
  • Sparse Reef
Quartz
  • Seabed
  • Large Resource Deposits
  • Blood Kelp Caves
  • Blood Kelp Zone
  • Crash Zone
  • Dunes
  • Grand Reef
  • Grassy Plateaus
  • Kelp Forest
  • Safe Shallows
  • Sea Treader's Path
  • Sea Treader's Tunnel Caves
  • Safe Shallows Caves
  • Sea Treader's Tunnel Caves
Metal Salvage
Seabed
  • Aurora
  • Blood Kelp Zone
  • Crash Zone
  • Dunes
  • Grassy Plateaus
  • Kelp Forest
  • Safe Shallows
Salt Deposit
  • Large Resource Deposits
  • Purple Pinecone
  • Seabed
  • Water Filtration Machine
  • Aurora
  • Crash Zone
  • Deep Grand Reef
  • Floating Island
  • Grassy Plateaus
  • Kelp Forest
  • Bulb Zone
  • Mushroom Forest
  • Safe Shallows
  • Sparse Reef
  • Underwater Islands
Silver Ore
  • Sandstone Outcrop
  • Large Resource Deposits
  • Dunes
  • Grassy Plateaus
  • Kelp Forest
  • Safe Shallows Caves
  • Kelp Forest Caves
Stalker Tooth
Seabed (Periodically dropped by Stalkers under certain conditions)
Kelp Forest

Uraninite Crytal
  • Seabed
  • Large Resource Deposits
  • Blood Kelp Zone
  • Mountains
  • Grand Reef
  • Lost River
Aluminum Oxide Crystal
Seabed
  • Deep Grand Reef
  • Grand Reef
  • Lost River
  • Sea Treader's Path
  • Sea Treader's Tunnel Caves
Mercury Ore
Seabed
Deep Grand Reef, Grand Reef, Sparse Reef
Magnetite
  • Seabed
  • Large Resource Deposits
Mountains, Mountain Island, Mountain Range Caves, Jelly Shroom Caves
Materials
Basic Materials

Image
Name
Desc
Ingredients
Titanium
Basic building material
  • Metal Salvage
Titanium Ingot
Condensed titanium
  • 10x Titanium
Sillicone
Synthetic Rubber
  • 2x Quartz
Glass
For Windows
  • 2x Quartz
Bleach
For Sanitizing
  • Coral Sample
  • Salt Deposit
Lubricant
For machinery
  • 2x (1) Creepvine Seed Cluster
Magnesium
For Ignition
3x Salt Deposit
Lead
For radiation protection
  • 3x Copper Ore
  • Silver Ore
Enameled Glass
For pressure resistant windows
  • 1x Glass
  • 1x Stalker Tooth
Plasteel Ingot
Ultra-strong material Titanium
  • 1x Titanium Ingot
  • 1x Lithium


Advanced Materials

Image
Name
Description
Ingredients
Hydrochloric Acid
Powerful acid
  • 4x Deep shroom
  • 1x Salt Deposit
Benzene
Solvent and oil source
  • 4x Blood Oil
Aramid Fibers
Ultra-strong synthetic fibers
  • 2x Benzene
Electronics
Electronics are crafted through the combination of two or more items via the Fabricator.


Image
Name
Description
Copper Wire
For Basic Electronics
Battery
Handheld power source
Powercell
Large power source
Computer Chip
For sensors and HUD modules
Wiring Kit
For electronics
Advanced Wiring Kit
For advanced electronics
Reactor Rod
Used to power nuclear reactors
Fauna (Creatures)
Fauna
Name
Attitude
Biome
Bladderfish
Passive
  • Grand Reef
  • Grassy Plateaus
  • Kelp Forest
  • Primary Containment Facility Aquarium
  • Mushroom Forest
  • Safe Shallows
  • Underwater Islands
Biter
Aggressive
  • Crash Zone Mesas
  • Dunes
  • Grassy Plateaus
  • Jellyshroom Cave
  • Mountains
  • Mountain Island
  • Mountain Range Caves

Bleeder
Aggressive
  • Aurora
  • Deep Sparse Reef
  • Grassy Plateaus
  • Grassy Plateaus Caves
  • Kelp Forest
  • Kelp Forest Caves
  • Lost River
  • Sparse Reef
Bone Shark
Aggressive
  • Crag Field
  • Crash Zone Mesas
  • Bulb Zone
  • Mushroom Forest
  • Primary Containment Facility Aquarium
  • Underwater Islands Caves
  • Underwater Islands
Boomerang
Passive
  • Crag Field
  • Crash Zone
  • Deep Grand Reef
  • Dunes
  • Grand Reef
  • Grassy Plateaus
  • Grassy Plateaus Caves
  • Kelp Forest
  • Kelp Forest Caves
  • Bulb Zone
  • Primary Containment Facility Aquarium
  • Mountain Island
  • Mountain Range Caves
  • Mushroom Forest
  • Safe Shallows
  • Safe Shallows Caves
  • Sea Treader's Path
  • Sea Treader's Tunnel Caves
  • Sparse Reef
  • Underwater Islands Caves
  • Underwater Islands
Cave Crawler
Aggressive
  • Aurora
  • Dunes
  • Dunes Caves
  • Floating Island
  • Mountain Island
  • Mountain Range Caves
  • Primary Containment Facility Aquarium
  • Underwater Islands Caves
Crab Snake
Aggressive
Jelly Shroom Caves
Crash
Defensive
  • Safe Shallows Caves
  • Safe Shallows
  • Kelp Forest Caves
Eyeye
Passive
  • Crash Zone
  • Dunes
  • Grand Reef
  • Jellyshroom Cave
  • Kelp Forest
  • Bulb Zone
  • Bulb Zone Caves
  • Sea Treader's Path
  • Sea Treader's Tunnel Caves
Floater
Passive
  • Grassy Plateaus
  • Safe Shallows
  • Floater Island
  • Underwater Islands
  • Blood Kelp Zone
Garryfish
Passive
  • Crash Zone Mesas
  • Dunes
  • Primary Containment Facility Aquarium
  • Safe Shallows
  • Safe Shallows Caves
  • Underwater Islands Caves
  • Underwater Islands
Gasopod
Defensive
  • Crash Zone Mesas
  • Dunes
  • Safe Shallows
Holefish
Passive
  • Crash Zone
  • Primary Containment Facility Aquarium
  • Bulb Zone Caves
  • Mushroom Forest Caves
  • Safe Shallows
  • Safe Shallows Caves
Hoopfish
Passive
  • Crag Field
  • Grand Reef
  • Kelp Forest Caves
  • Bulb Zone
  • Primary Containment Facility Aquarium
  • Sea Treader's Path
  • Sea Treader's Tunnel Caves
  • Underwater Islands
Hoverfish
Passive
  • Crash Zone
  • Grassy Plateaus
  • Kelp Forest
  • Primary Containment Facility Aquarium
Jellyray
Passive
  • Deep Grand Reef
  • Mushroom Forest
Mesmer
Aggressive
  • Crag Field
  • Kelp Forest Caves
  • Bulb Zone
  • Lost River
  • Mushroom Forest
Oculus
Passive
  • Primary Containment Facility Aquarium
  • Jelly Shroom Caves
Peeper
Passive
  • Primary Containment Facility Aquarium
  • Crash Zone
  • Crash Zone Mesas
  • Dunes
  • Grand Reef
  • Safe Shallows
  • Sparse Reef
  • Mountains
  • Northeastern Mushroom Forest
Rabbitray
Passive
  • Crash Zone
  • Kelp Forest
  • Primary Containment Facility Aquarium
  • Safe Shallows
Reaper Leviathan
Aggressive
  • Aurora
  • Crash Zone
  • Crash Zone Mesas
  • Dunes
  • Mountain Island
  • Mountains
Reefback
Passive
  • Blood Kelp Zone
  • Crag Field
  • Grassy Plateaus
  • Bulb Zone
  • Mushroom Forest
  • Sparse Reef
  • Underwater Islands
Fauna
Image
Name
Attitude
Biome
Ampeel
Aggressive
  • Blood Kelp Zone
  • Blood Kelp Caves
  • Bulb Zone

Jumper (Shuttlebug)
Passive
  • Crag Field
  • Crash Zone
  • Dunes
  • Deep Sparse Reef
  • Grassy Plateaus Caves
  • Bulb Zone
  • Mountain Range Caves
  • Mountains
  • Mushroom Forest Caves
  • PCF Aquarium
  • Sea Treader's Path
  • Sea Treader's Tunnel Caves
  • Sparse Reef
Skyray
Passive
  • Crash Zone
  • Floating Island
  • Mountain Island
  • Lifepod 5
Spadefish
Passive

  • Dunes
  • Deep Sparse Reef
  • Grand Reef
  • Grassy Plateaus
  • Mushroom Forest
  • Mushroom Forest Caves
  • Sea Treader's Path
  • Sea Treader's Tunnel Caves
  • Sparse Reef
  • Underwater Islands
Stalker
Aggressive
  • Crash Zone
  • Kelp Forest
  • Kelp Forest Caves
  • Primary Containment Facility Aquarium
Lava Larva
Passive

  • Lava Lakes
  • Inactive Lava Zone Corridor
  • Inactive Lava Zone
Lava Lizard
Aggressive
  • Lava Lakes
  • Inactive Lava Zone Corridor
  • Inactive Lava Zone
Sea Dragon Leviathan
Aggressive
  • Inactive Lava Zone
  • Active Lava Zone
Sea Treader
Defensive
  • Grand Reef
  • Sea Treader's Path
  • Sea Treader's Tunnel Caves
Warper
  • Aggressive when target is infected with the Kharaa Bacterium
  • Passive when target is not infected
  • Blood Kelp Zone
  • Deep Grand Reef
  • Dunes
  • Grand Reef
  • Inactive Lava Zone
  • Inactive Lava Zone Corridor
  • Lava Lakes
  • Lost River
  • Mountain Island
  • Sea Treader's Path
Blighter
Aggressive
  • Blood Kelp Zone
  • Blood Kelp Caves
Spinefish
Passive
  • Blood Kelp Caves
  • Blood Kelp Zone
  • Lost River
  • Bone Fields Caves
CrabSquid
Aggressive

  • Blood Kelp Caves
  • Blood Kelp Zone
  • Deep Grand Reef
  • Lost River
Cuddlefish (Cute Fish)
Passive
  • Lost River Laboratory
  • Deep Grand Reef Degasi Base
  • Dunes Sinkhole
  • Mushroom Forest Caves
Ghostray
Passive
Lost River
Lava Eyeye
Passive

  • Lava Lakes
  • Inactive Lava Zone Corridor
  • Inactive Lava Zone
Magmarang
Passive
  • Lava Lakes
  • Inactive Lava Zone Corridor
  • Inactive Lava Zone
Crimson Ray
Passive
  • Lava Lakes
  • Inactive Lava Zone
Sea Emperor Leviathan
Passive
Adult
  • Primary Containment Facility Aquarium
Juvenile
  • Blood Kelp Zone
  • Crag Field
  • Dunes
  • Grand Reef
  • Mountains
Fauna
Reginald
Passive
  • Crag Field
  • Crash Zone
  • Crash Zone Mesas
  • Deep Sparse Reef
  • Grand Reef
  • Grassy Plateaus
  • Grassy Plateaus Caves
  • Primary Containment Facility Aquarium
  • Lost River
  • Mountain Range Caves
  • Mountains
  • Sparse Reef
Rockgrub
Passive
  • Dunes Caves
  • Dunes
  • Deep Sparse Reef
  • Bulb Zone
  • Bulb Zone Caves
  • Sparse Reef
Sandshark
Aggressive
  • Crash Zone
  • Dunes
  • Grassy Plateaus
Amoeboid
Passive
  • Disease Research Facility
  • Lost River
    • Bone Fields
    • Ghost Canyon
    • Ghost Forest
    • Junction
    • Mountains Corridor
River Prowler
Aggressive
Lost River
Ghost Leviathan
Aggressive
  • Dead Zone
  • Grand Reef
  • Lost River Bones Field
  • Lost River Ghost Forest
  • Northern Blood Kelp Zone
Biomes
Subnautica features a wide range of biomes to explore and coexist with, representing miniature ecosystems.

Biomes

Surface Biomes
  • Blood Kelp Zone (150m - 675m)
  • Crash Zone (0m - 300m)
  • Dunes (65m - 400m)
  • Floating Island (Surface)
  • Grand Reef (180m - 450m)
  • Grassy Plateaus (50m - 170m)
  • Kelp Forest (1m - 160m)
  • Koosh Zone (140m - 480m)
  • Mountain Island (Surface)
  • Mountains (0m - 500m)
  • Mushroom Forest (75m - 250m)
  • Safe Shallows (1m - 80m)
  • Sea Treader's Path (170m - 360m)
  • Sparse Reef (40m - 310m)
  • Underwater Islands (35m - 500m)




Cave Biomes

  • Blood Kelp Caves (430m - 675m)
  • Deep Grand Reef (425m - 600m)
  • Grassy Plateaus Caves (120m - 175m)
  • Jelly Shroom Caves (180m - 300m)
  • Kelp Forest Caves (90m - 170m)
  • Koosh Zone Caves (220m - 315m)
  • Mountain Range Caves (0m - 380m)
  • Mushroom Forest Caves (170m - 250m)
  • Safe Shallows Caves (10m - 75m)
  • Sea Treader's Tunnel Caves (200m - 340m)
Debug Console Commands
Warning!
SAVE your game before using these commands!
Using these commands might impair your Subnautica experience!

Console Commands are a group of tools that adjust the player's Subnautica experience outside the normal scope of the game. These commands can be used for debugging purposes, viewing partially implemented content, or simply for player enjoyment.

List of Commands
---------------------------------------------
Basics
[NAME]
Represents a variable text input that depends on the command.
[#]
Represents a value of the player's choice.
[x] [y] [z]
Represent coordinates.
  • [x] East & West
  • [y] Altitude
  • [z] North & South

Events
countdownship
Initiates the countdown for the explosion of the Aurora's dark matter reactor.
explodeship
Initiates the explosion of the Aurora's dark matter reactor.
restoreship
Returns the Aurora to its original form. (NOTE: Seems to turn on radiation.)
startsunbeamstoryevent
Activates the Sunbeam story event.
sunbeamcountdownstart
Activates the Sunbeam countdown.
precursorgunaim
Plays the entire Precursor Array shooting down the Sunbeam event.
playsunbeamfx
Activates the Precursor gun shooting down the Sunbeam event.

General
item [NAME] [#]
  • Adds a specified amount of a certain item to the player's inventory.
  • Example:
    item tianium 5
  • Will add 5 Titanium to the player's inventory.
  • For items with spaces in their name (e.g. Stasis Rifle), make them one word (e.g. stasisrifle).
  • A complete list of items can be found here[subnautica.wikia.com].
clearinventory
Deletes everything in the Inventory.
spawn [NAME] [#]
  • Spawns a specified amount of a certain or object in front of the player.
  • Example:
    spawn seamoth
  • Spawns a Seamoth
  • Example:
    spawn holefish 5
  • Spawns 5 Holefish in front of the player.
cure [#]
Cures the Player and all creatures in a specified range of the Carar.
infect [#]
Infects the Player and all creatures in a specified range with the Carar.
sub cyclops
Spawn the Cyclops in front of the player.
sub aurora
Spawn the Aurora behind the player.
sub escapepod
Spawns Lifepod 5 behind the player and warps them into it.
filterwater
Causes every Water Filtration Machine on the map to instantly fabricate a Big Filtered Water.
filtersalt
Causes every Water Filtration Machine on the map to instantly fabricate Salt.
vehicleupgrades
Gives the player every common vehicle module.
seamothupgrades

Gives the player every Seamoth module.
exosuitupgrades

Gives the player every PRAWN Suit module.
exosuitarms

Gives the player every PRAWN Suit arm.
spawnloot
  • Gives the player some loot and tools.
  • Gives: Quartz, Copper Ore, Silver Ore, Salt Deposit, Gold and 4x Metal Salvage.
toolsloot
  • Spawns some tools.
  • Spawns: Repair Tool, Seaglide, Flare, Transfuser, Propulsion Cannon Stasis Rifle and attempts to spawn a "BuildBot"
madloot
  • Gives the player some loot and tools.
  • Gives: Survival Knife, Habitat Builder, 3x Battery, 4x Computer Chip, 5x Creepvine Sample, 10x Titanium and 10x Glass.
bobthebuilder
  • Enables:
    • fastbuild
    • unlockall
    • nocost
    • fastgrow
    • fasthatch
    • radiation
      • and adds a Habitat Builder, Scanner, Survival Knife and a Repair tool to the player's inventory.
resourcesfor [NAME]
  • Provides resources for any specific craftable items
  • Example:
    resourcesfor knife
  • Will give Silicone Rubber and a Titanium
ency [NAME]
  • Unlocks a specific data base entry.
  • The entry name is case sensitive and requires exact spelling with no spaces.
  • Example:
    ency basaltoutcrops
  • Will unlock the Basalt Outcrop entry
  • Doing:
    ency all
  • Will give the player all of the data bank entries, even ones not in the normal game yet.
damage [#]
Sets damage multiplier to player's choice.
instagib
Toggles instagib mode.
invisible
Creatures will ignore the player completely.
filterfast
Reduces the time Water Filtration Machines take to filter.
fastscan
Reduces the scanning time when using the Scanner.
fastgrow
Plantable flora will grow within a few moments when placed in any type of planter.
fasthatch
Eggs will hatch within a few moments after being placed in an Alien Containment.
fastbuild
  • Will allow the player to build modules in an instant of a second with the Habitat Builder.
  • This is good to use together with "nocost" command.
nocost
Toggles unlimited, free use of the Fabricator, Habitat Builder, Mobile Vehicle Bay, Vehicle Modification Station and Modification Station whether the player has the required items or not.
noenergy
Toggles power usage for all vehicles, tools as well as the Seabases
nosurvival
  • Toggles the cheat for the player's food and water requirements.
  • Removes sustenance value on items
  • Only applicable for Survival and Hardcore modes.
oxygen
Toggles the cheat giving the player an unlimited supply of oxygen.
nitrogen
Toggles longer underwater time and adds the factor of decompression sickness if not careful.
radiation
Toggles the cheat disabling radiation.
fixleaks
Fix Aurora's radiation leaks in the generator room.
leak
Creates leaks inside every Cyclops on the map.
flood
Floods every Cyclops on the map.
bubbles
Spawns several bubbles (air) around the player.
seaglide
Spawns an unpowered Seaglide in front of the player.
dig [#]
  • Removes all terain around the player in a sphere with a diameter of # meters (max value: 100).
  • This command puts a severe strain on the gameplay performance.
Debug Console Commands
unlock
  • Unlock specific blueprint
  • Example:
    unlock solarpanel
  • Unlocks Solar Panel
lock
  • Lock specific blueprint
  • Example:
    lock solarpanel
  • Locks Solar Panel
unlockall
Unlock all blueprints
unlockdoors
  • Unlock all Aurora's doors
  • Does not applied for sealed doors which needs to be cut with Laser Cutter


Technical

  • freedom
  • creative
  • survival
  • hardcore
Changes game mode to chosen type.
day
Sets time to day
night
Sets time to night
daynightspeed [#]
Sets the day/night cycle speed multiplier (default 1). A # of "2" would be a day/night cycle twice as fast (shorter day and shorter night). A float such as 0.1 will make the day/night cycle 10x slower.
cinematics
Toggles player's animation.
debugsound
Toggles Sound
entreset
Reloads all assets of the game (except for terrain).
gamereset
Resets the game, including the player's inventory and position, to when it was last saved.
farplane [#]
Changes your viewing distance. 1000 is normal.
fog
Toggles in-game fog
fov [#]
Toggles player camera zoom (5-60), 60 is normal. Different types of lens framing such as flip, upside down, telescopic effect, etc., are found in the values of 5 to 500,000.
freecam

  • Allows you to freely leave your character and roam the terrain, even fly through solid objects. Use the command again to go back to your character. (WARNING: Very sensitive movements, cannot open menu or inventory while in freecam.)
  • To manipulate freecam movement, use shift to accelerate. Pressing the numbers 1-5 also appears to change the speed at which you move using shift.
fps
Shows FPS
nobloom
Removes bloom. Game restart needed to re-apply.
noshadows
Removes shadows. Game restart needed to re-apply.
printbiome
Will show you on screen what biome you are currently in.
sizeref
Spawns the "Wasabi One" diver. Can be used as a size reference. Must be looking at terrain.
speed [#]
Sets the game speed multiplier (default 1). A # of "2" would be 2x gameplay speed. A float such as 0.1 will slow gamespeed to 10%.
target
Toggles target debug
schoolfishai
Toggles the AI of a Shoal of Fish
vsync
Toggles vsync
vr
Available VR options: None, Stereo, Split, Oculus, Morpheus.

Teleports

biome [NAME]
  • Teleports the player to a specific Biome.
  • Example:
    biome safe
  • Teleports player to Safe Shallows
  • Type:
    biome
  • Without a biome name to see this list in-game.
  • Biome:
    • safe
    • kelp
    • kelp_cave
    • grassy
    • grassy_cave
    • mushroom
    • koosh
    • koosh_cave
    • jellyshroom
    • sparsereef
    • grandreef
    • dunes
    • mountains
    • moutains_cave
    • deepgrand
    • bloodkelp
    • underislands
    • smokers
    • inactivelavart
    • islands
    • tree
    • lostriver
warp [x] [y] [z]
  • Will warp the player to the coordinates of their choice.
  • Example:
warp 1 1 1
batch [x] [y] [z]
  • Will warp the player to the centre of a batch of their choice.
  • Batches do not use the same co-ordinate system as the warp command.
    • x = 12, z = 12 is the centre of the map
    • y = 18 is sea-level.
  • Example:
batch 12 18 12
warpme

Teleports the player to the Cyclops, a Seabase, or Lifepod 5 depending on which the player last entered.
goto [NAME]
  • Teleports the player to specific location
  • Example:
    goto aurora
    • Teleports the player to the ramp leading into the Aurora's belly. Not recommended pre Aurora explode event.

    WARNING- Teleporting into the Aurora's rooms may cause the entities to not load. It is recommended to go into the Aurora the normal way.

  • genroom
    • Teleports the player to the Aurora's generator room.
  • cargoroom
    • Teleports the player to the Aurora's cargo room.
  • exoroom
    • Teleports the player to the Aurora's exosuit room.
  • Degasi Bases
    • base1
      • Teleports the player to the abandoned seabase on the Floating Island.
    • base1a
      • Teleports the player to one of the mountaintop Seabases on the Floating Island.
    • base1b
      • Teleports the player to one of the mountaintop Seabases on the Floating Island.
    • base2
      • Teleports the player to the abandoned Seabase in the Jelly Shroom Caves.
    • base3
      • Teleports the player to the abandoned Seabase in the Deep Grand Reef.

    • Wrecks - It is advisable to use coordinates for wrecks locations.
      • wreck1
      • wreck2
      • wreck3
      • wreck4
      • wreck5
      • wreck6
      • wreck7
      • wreck8
      • wreck9
      • wreck10
      • wreck11
      • wreck12
      • wreck13
      • wreck14
      • wreck15
      • wreck16
      • wreck17
      • wreck18
      • wreck19
      • wreck20
    • Precursor Bases
      • gun (Quarantine Enforcement Platform)
      • gun_inside
      • gunmoonpool
      • gun_Elevator_Enter
      • gun_Elevator_Exit
      • mountainteleporter
      • prison
      • aquarium
      • antechamber
      • lostriverbase [WARNING: MAY SPAWN YOU STUCK IN A WALL.]
      • lavacastlebase (Thermal Plant)
      • lavacastlebaseinside
    • Escape Pods
      • escapepod21 (Lifepod 17)
      • escapepod22 (Lifepod 6)
      • escapepod24 (Lifepod 13)
      • escapepod25 (Lifepod 7)
      • escapepod26 (Lifepod 12)
      • escapepod27 (Lifepod 4)
      • escapepod28 (Lifepod 3)
      • escapepod29 (Lifepod 2)
      • escapepod30 (Lifepod 19)
    • Scatters (Random piles of Aurora debris
      • scatter31
      • scatter32
      • scatter33
      • scatter34
      • scatter35
      • scatter36
      • scatter37
      • scatter38
      • scatter39
      • scatter40
      • scatter41
      • scatter42

      spawn
      Respawns player a tiny distance away. Good for getting un-stuck.
      randomstart
      Teleports the player into Lifepod 5 and respawns Lifepod 5 at one of its initial spawn point locations at random.
      kill
      Respawn instantly inside the lifepod with inventory intact. Useful as a "teleport" feature. NOT RECOMMENDED on Hardcore game setting.

Debug Console Commands
____________________________________________________________________________
How to use


The console is an optional feature and is disabled by default. To activate it you need to press F3 and you'll see a checkbox ticked in the top left saying: "Disable Console". Press F8 to get a mouse cursor and uncheck the box to activate the console.


Once the console is enabled, press Enter, ~, Ø or Ö, depending on the keyboard, and type one of the commands above. Whenever you restart the game, you need to press one of the overlay keys first (e.g. F3) before pressing the console key

It is recommended to close all overlays before typing a command, as entering a number does change the game settings on some overlays (e.g. on the F3 overlay).

Also, some of the commands, like the biome command, do not work when the player is inside the Seamoth.

Input box use
____________________________________________________________________________
  • Pressing Enter, ~, Ø or Ö brings up an input box. This depends on country and keyboard layout.
  • And press Uparrow or Downarrow
    • This shows the previously entered commands.
    • Click Enter to select chosen command.

    List of spawnable creatures or items
    ____________________________________________________________________________

    Most known raw materials, vehicles and life forms are spawnable directly by their name.

    For a complete list of spawnable items, click here[subnautica.wikia.com].
575 kommenttia
Masterlordflame  [tekijä] 10.6. klo 23.03 
Im going to add it
DeadlyTissues 30.5. klo 3.32 
not much of an ultimate guide to everything when it's missing the locations of all the scan items and various ores/recipes
csdj92 26.5. klo 11.55 
mercury is kyanite:p2turret:
Cannist 6.5. klo 21.45 
Is there a way to find purple pinecones? or is it a lucky find? Trying to scan everything in the game is not going so well;
TofferLeel12 3.4. klo 5.47 
add large creature bones
TofferLeel12 3.4. klo 5.47 
bones
Fish 30.3. klo 14.44 
man when you said everything you meant it wtf but,this saves me time i wanna beat the game again but i get every mineral,plant,fish etc and this helps me out alot
Green Cat 29.1. klo 4.18 
Is there any console comand to change size of inventory and storages?
Masterlordflame  [tekijä] 31.5.2023 klo 20.41 
I will add it
El Presidente 12.5.2023 klo 20.34 
No place in this guide does it tell how to make the scanner.