Skip to main content

GuideSubnautica 2

Subnautica 2 Deep-Sea Base Guide: Power and Oxygen Setup

Below 200m the sun stops paying your power bill. Plan the generator before the room.

VerdictPut your deep base next to a current or a heat source, link it with Power Transmitters, and keep a Bioreactor as the backup. Solar is for the shallows.

10 min readBy Marcus VasquezUpdated 27 days agoLast reviewed

A Subnautica 2 deep-sea base lives or dies on power. Below 200m your Solar Panels stop producing, and a seabase without power stops making oxygen, which turns your safe room into a slow drowning. Our pick: build deep bases beside a natural current or a heat source, link the generator with Power Transmitters, and keep a Bioreactor in reserve. The Subnautica 2 base building guide covers your first base; this one is for the second.

Subnautica 2 multi-module seabase in an alien ocean biome

Sponsored

Eneba: save on games and game cards
Advertisement

About the game

Subnautica 2

Unknown Worlds Entertainment · Unknown Worlds Entertainment

Updated 2026-10-14: rewritten from the official Subnautica 2 wiki's Seabases, generator, Power Transmitter and Scanner Station pages. The previous version told players to build a "Fabrication module" first; Subnautica 2 has no such module. The upgrade is a seabase Fabricator, because the Lifepod's Fabricator is corrupted and can't make advanced recipes. We also replaced pages of "unconfirmed" notes with the actual generator numbers.

Sponsored

Eneba: save on games and game cards

Subnautica 2 deep-sea base power: the four generators

GeneratorOutput (energy/sec)Where it worksNeeds a Power Transmitter?Recipe
Solar Panel8 in daytime, roughly a quarter at nightAbove 200m onlyNo1 Titanium, 2 Quartz
Hydroelectric Turbine12Inside a natural current (not an artificial one)Yes3 Titanium, 3 Copper, 3 Silver
Thermal Plant1 to 16, by water temperatureHot water, near Lava Geysers and Black SmokersYes3 Titanium, 3 Copper, 3 Gold
Bioreactor10 normal, 20 in OverdriveInside the base, burns organic matterNo (interior)2 Titanium Ingots, 2 Copper Ingots

Solar Panel: the one you can build from the start, since its blueprint comes with the Habitat Builder. Fine for a shallow first base. Skip it for anything deep: below 200m the panel still turns to face the suns but produces nothing.

Hydroelectric Turbine: our default for a deep base. Twelve energy a second around the clock is enough to run a Fabricator and a Scanner Station with room to spare. The catch is finding it: two blueprint fragments, the first pair on a platform near the Research Outpost at about 160m.

Thermal Plant: the highest ceiling. It gives one unit of energy below 25°C and climbs by one unit for every 5°C above that, so a plant on a properly hot vent outperforms a turbine. On a lukewarm site it's worse than solar. Read the temperature before you build.

Bioreactor: the backup. It runs anywhere inside the base, but it keeps burning fuel in Normal mode even when your other generators already cover demand, and anything you put in can't be taken out. Switch it off when the turbine is doing the work.

*Video: Subnautica 2 power guide, Primitive Nomad on YouTube*

Turbines and Thermal Plants don't connect to a seabase by themselves. You need a Power Transmitter (1 Titanium, 1 Copper; scan one fragment to unlock it):

  1. Build the first Power Transmitter attached to the seabase itself.
  2. Place the generator in the current or on the hot spot.
  3. Chain transmitters toward it. Each one adds 20m of range and needs line of sight to the next, so go around rocks, not through them.
  4. Check the base's power before you leave. A beam that doesn't reach is the most common reason a "working" turbine powers nothing.

Transmitter fragments are easy to find early: Spires Wreck 1 at about 90m, outside the Tadpole Pens entrance at about 150m, and two spots near the Old Habitat under 50m.

Subnautica 2 seabase Moonpool interior with a Tadpole floating in the pool next to the Vehicle Fabricator console Screenshot: Subnautica 2 (Unknown Worlds)

Budget your power before you build the room

Every machine draws from the same pool, and the big ones add up fast:

FacilityDraw (energy/sec)
Fabricator (seabase)2
Vehicle Fabricator (on a Moonpool)5
Scanner Station10

A Scanner Station alone eats more than a Solar Panel makes in daylight. That's why a deep base built on solar feels fine during the day and then goes dark: the night rate is about a quarter of the day rate, and below 200m there's no daytime at all.

Oxygen depends on it. A seabase produces oxygen only while it has power; when the power runs out, it stops, and you start losing oxygen even indoors. If your deep base is your air stop on long dives, give it a generator that doesn't care what time it is.

Where to put a deep base

Advertisement

Root Canyon in the Karakorum Ruins is the deepest biome you can reach in the current build, running from 364m to 750m. Its heat vents (two are marked at about 271m and 404m) are natural Thermal Plant sites. Two cautions before you commit:

  • Leviathan zones. There are two Collector Leviathans, one over the Karakorum Metal Farms and one in the Intermediary Basin trench, and Leviathans can't be killed. A base inside a patrol zone means every commute starts with a chase. Our Collector Leviathan guide shows where they roam.
  • The Early Access barrier. Past it is the Void, where a Shiver Leviathan and her males show up the moment you cross. See the Shiver Leviathan guide.

Your first compartment has to sit on or near the seabed; rooms after that can overhang, so a cliff edge over a current is a good spot for a turbine base. The biomes guide has the depth range for every zone.

Three Subnautica 2 divers exploring a sunlit coral reef with orange coral and glowing plants Screenshot: Subnautica 2 (Unknown Worlds)

What to put inside a forward base

Keep it small. A seabase Fabricator is the reason to build one at all, because the Lifepod's Fabricator can't make the advanced recipes. Add lockers next to it: the Fabricator pulls ingredients straight from your inventory and from lockers in the base. A Scanner Station is worth its power draw at a forward base: it scans a 300m sphere for the resource you pick, and its filter upgrades come from Recipe Data Cards (the Anomaly and Biohacking Chamber filters are in the Lander Garage wreck). The Scanner Station guide covers the full filter list.

If you want to build your Tadpole down there too, you'll need a Moonpool with a Vehicle Fabricator on its edge; the vehicles guide walks through it.

Co-op bases

In co-op everyone shares the same base and its power. A Scanner Station, a Fabricator and a Vehicle Fabricator running together draw 17 energy a second, more than one turbine makes. Put two generators on a base you share with friends, and agree who switches the Bioreactor off. More on splitting jobs in the co-op guide.

Power bugs Unknown Worlds has already fixed

Advertisement

If an older video tells you turbines "just stop", check the date. The Buddy System update (August 19) fixed Hydroelectric Turbines that stopped producing after 120 to 160 minutes once you swam away, and Solar Panels that quit after 45 to 60 minutes in saves with several bases. Buddy System Hotfix 2 (October 6) fixed turbines producing the wrong amount after being streamed out and back in. If your power still drops, rebuild the transmitter link before you blame the generator.

Mistakes we see

  • Solar on a deep base. Below 200m it produces nothing.
  • Turbine with no transmitter. It spins and powers nothing until a transmitter attached to the base reaches it.
  • Bioreactor left on Normal. It burns fuel whether you need the power or not.
  • A Thermal Plant on a cold site. Under 25°C it makes 1 energy a second.
  • Building in a Collector zone. You can't kill it, so move the base, not the Leviathan.

How we checked this

Numbers come from the official Subnautica 2 wiki pages for Seabases, Fabricator, Scanner Station, Power Transmitter, Solar Panel, Hydroelectric Turbine, Thermal Plant, Bioreactor, Root Canyon, Collector Leviathan and Shiver Leviathan, read on 2026-10-14. Early Access patches can change generator output.

References

Was this guide helpful?

Enjoyed this?

Share it with other players.

About the author

Marcus Vasquez

Systems & Economy Desk

GameBrief's byline for roguelikes, strategy and simulation. Reads patch notes, wiki tables and Steam stats and puts the numbers on the page.

  • Roguelikes, strategy and simulation
  • Builds, progression and economy
  • Sources listed per article
Advertisement
Advertisement

Disclaimer

This article is published for informational and entertainment purposes. It does not constitute professional financial, legal, or technical advice. Game performance, online services, patch schedules, and store listings change. Verify critical details (pricing, system requirements, regional availability) with publishers and storefronts before you buy. Affiliate links, where present, help support our editorial work and are labelled in our affiliate disclosure.