Subnautica 2 Buildings — Full List
Habitat parts, terminals, and base structures.
30 total
| Name | Biomes | Description |
|---|---|---|
| Battery Terminal | A wall-mounted charging station that recharges Basic Batteries (and Advanced Batteries) using the base's power supply. Insert depleted batteries from your tools — Flashlight, Scanner, Wakemaker — and collect them fully charged. Far more cost-efficient than crafting new batteries. Built with 2× Titanium + 2× Quartz + 1× Copper Wire. | |
| Biobed | The Biobed is the Pioneer's respawn anchor — a body-printing station that saves your current consciousness state and resurrects you at that location if you die. This is the lore-accurate resurrection mechanism: NoA uploads your mind backup into a freshly-printed body. Your most recent Biobed becomes your spawn point on death. Build one in every base outpost to avoid long swims back from the Lifepod after deep-water deaths. Recipe: 3× Titanium + 1× Glass + 1× Copper Wire. | |
| Biolab | The Biolab is where the Pioneer equips and swaps biomods — the genetic adaptations acquired by bioscanning alien creatures. Interact with the Biolab to open the biomod slot interface; in EA 1.0 only 2 slots are usable (1 active, 1 passive), with more planned for future updates. The first Biolab is in the Welcome Center (~87m SE of the Lifepod) and can be used for free. Building your own Biolab in your base removes the need to travel back to the Welcome Center to swap adaptations. | |
| Bioreactor | The Bioreactor is the highest-output power generator in EA 1.0 and the only generator that installs inside the base rather than outside. It burns Biofuel Blocks (processed from Fibrous Pulp, Pents, or Crab Feces) to produce a continuous and reliable energy output that does not depend on sunlight, current, or heat. Ideal as the primary power source for any base that needs stable overnight power or runs energy-hungry equipment like the Modification Station and Processor. | |
| Corridor | The basic tubular base compartment. Configurable size (short, medium, long, T-junction, X-junction). Accessed via Hatch — you cannot enter a base without at least one Hatch on a Corridor or Room exterior face. Unlike Subnautica 1, **SN2 has no structural integrity system** — you can build Corridors at any depth without hull reinforcement. This is a major quality-of-life change that lets you commit to deep-base footprints (Power Plant, Root Canyon) without staging. | |
| Fabricator | The Fabricator is the Pioneer's primary crafting station, turning raw and processed materials into tools, equipment, electronics, and consumables. A working Fabricator is available in the starting Lifepod; additional Fabricators can be built inside any base using the Habitat Builder. Draws 2 energy per second while in use — ensure your base power supply covers this. Nearly every crafting recipe in the game flows through the Fabricator at some stage. | |
| Floor Locker | Floor-mounted storage container. Smaller capacity than Wall Locker (~15 slots vs ~30). Place on Room floors. Good for resource sorting by depth tier — one locker per biome harvest source keeps your inventory tidy. | |
| Gene Augmentation Station | A genetic engineering workstation that applies permanent DNA modifications to the Pioneer's body. Sources indicate this may be the same facility as the Biolab in EA 1.0, or a distinct downstream station in the DNA Modification pipeline. If separate, it likely handles the actual gene-splicing step after the Biolab identifies the compatible adaptation. Treat the exact relationship between Gene Augmentation Station and Biolab as uncertain until in-game verification. | |
| Growbed | A cultivation module that lets the Pioneer propagate alien plant specimens inside or outside the base. Place harvested plant samples into the Growbed to grow renewable sources of Fibrous Pulp, Lucifer Rotsac, Cherimoya Rotsac, and other biotic materials. The Growbed is the foundation of a self-sustaining base economy — a few Cradle Shootroot beds will produce enough Fibrous Pulp to keep the Bioreactor fueled indefinitely. | |
| Hatch | Entry and exit hatch. **Required to make any base usable** — without a Hatch you cannot enter or exit. Place on a Corridor or Room exterior face. Every functional base needs at least one Hatch. | |
| Hydroelectric Turbine | A current-driven turbine that generates a constant 12 energy/sec when placed in natural underwater currents. The best long-term passive power source in EA 1.0 — no fuel, no daylight dependency. Must be installed outside the base in a current-bearing location and connected via Power Transmitters. Once sited correctly, it will outperform Solar Panels at night and match the Bioreactor without needing consumable fuel. | |
| Ladder | Vertical traversal element for multi-floor bases. Required to vertically connect stacked Rooms or Corridors. Free vertical movement — no animation lock; you climb at full swim speed. | |
| Lights (wall/ceiling variants) | Wall and ceiling-mounted lighting elements. Multiple cosmetic variants — spotlight, ambient panel, ceiling strip, accent halo. Negligible power draw. Place liberally — interior visibility matters more in SN2 than SN1 because of the longer Karakorum expedition arcs. | |
| Metal Farm | Cultivation module that **passively accumulates metals from the surrounding biome over time.** The endgame's passive income generator — set up multiple Metal Farms in metal-rich biomes (Karakorum Metal Farms, Shallows) once you have the automation ingredients. Requires **Mangalloy Ingot** (1× Titanium Ingot + 1× Atacamite + 1× Troilite) and **Axum Bacterial Culture** — both Karakorum Metal Farms-tier ingredients. Gates the entire automated metal-income system. | |
| Modification Station | The Modification Station is where Tadpole upgrade modules are crafted and where the Bioscanner and Feedback Resonator tools are built from their base Scanner/Sonic Resonator counterparts. It is the gateway to the entire mid-to-late-game vehicle and tool progression. Recipe: 2× Titanium + 2× Celestine + 2× Copper (Celestine sourced from Karakorum Power Plant or Sparse Plains). Scan the blueprint from an abandoned base or wreck. | |
| Moonpool | The Moonpool is a wet-room base module that allows submersibles to enter and dock inside the base from below. It is mandatory for the Vehicle Fabricator and the Tadpole Dock — without it you cannot build or fully recharge the Tadpole. The Moonpool also serves as the main entry/exit point for Pioneer travel when connected to a base's interior. In SN2's procedural build system, the opening angle and placement are flexible. | |
| NoA Terminal | **NoA Terminal — your in-base mission control display.** Tracks Blackbox progression, mission state, and incoming NoA waypoint prompts. Recipe: 3× Titanium, 1× Copper Wire, 1× Glass. Central to the story track. Place in your primary Room as the mission dashboard. NoA (Noetic Advisor / Noetic Assistant) replaces the PDA from earlier Subnautica games and drives progression via play-time-scheduled blackbox waypoints (00:33 Anita → 00:52 Chap → 01:18 Quaker → 02:24 Wander). | |
| Nook | Small alcove base segment — a corner-style compartment for tight floorplans. Configurable. Useful for cramped exterior sites where a full Room won't fit, or for breaking up long Corridor runs without committing to a Room's footprint. | |
| Power Cell Terminal | A heavy-duty charging dock that recharges the large Power Cells used by the Tadpole and other vehicles. Without a Power Cell Terminal (or Tadpole Dock), you must manually craft new Power Cells when the old ones deplete — extremely expensive late-game. Install one in your main base near the Moonpool for a seamless Tadpole recharge loop. Recipe: 3× Titanium + 3× Copper + 1× Wiring Kit. | |
| Power Storage | A large capacitor bank that stores surplus electrical energy generated by Solar Panels, Turbines, or Thermal Plants when demand is low, then releases it automatically when generator output falls below base demand. The Power Storage is what keeps your base oxygenated through the night or during solar blackouts. Recipe requires Germanium Ingot (processed from Silver or Lead), making it a mid-game investment. | |
| Power Transmitter | A relay node that extends the power grid from an exterior generator (Solar Panel, Hydroelectric Turbine, Thermal Plant) back to the base. Each Transmitter bridges a segment of distance; chain multiple together to cover long runs. The final Transmitter in any chain must physically attach to the base's exterior wall to complete the circuit. Recipe: 1× Titanium + 1× Copper. | |
| Processor | The 'cooking' station for everything beyond the Fabricator. Smelts Ingots (Titanium/Copper/Silver/Gold/Germanium/Plasteel/Mangalloy) and processes biochemistry (Necrolei Cysts → Strong Acid, Fibrous Pulp → Biofuel Block / Water, Celestine → Strontium). **Required** for every Ingot recipe, Strong Acid, Biofuel Block, Strontium, and the Water-from-Pulp chain. Build alongside your Fabricator on day one — they are the two-station foundation of every base. | |
| Room | The standard living and facility space — the backbone of any practical base. Configurable in size (small, medium, large) and shape. Houses every Interior Facility: Fabricator, Processor, Biolab, NoA Terminal, Battery Terminal, Power Cell Terminal, Biobed, Lockers, Bioreactor. Like Corridors, Rooms have **no structural integrity penalty in SN2** — you can build a Large Room at 500 m depth without reinforcement. | |
| Scanner Station | A base-mounted scanning array that extends your resource detection range beyond what the handheld Scanner can manage. Interact with it to ping for nearby ore deposits, anomalies, and points of interest, displaying results on the HUD. Particularly useful when setting up a new outpost in an unfamiliar biome — run a Station scan before diving blind into a new area. Recipe uses System Chip, indicating mid-game availability. | |
| Solar Panel | A photovoltaic panel that mounts on the exterior of the base and converts sunlight into electrical power. Output scales with depth and time of day: up to 8 energy/sec at the surface at noon, dropping to around 1/sec at night or in dark water. Solar panels are the easiest early-game power source but are unreliable overnight — always pair with a second generator or Power Storage to maintain base oxygen through the night. | |
| Tadpole Dock | Tadpole vehicle docking and recharge station. Park your Tadpole here at base to **auto-recharge Power Cells** while idle. Recipe: 2× Titanium Ingot, 1× Silver Ingot, 2× Copper Wire. Without a Dock, you must manually swap and recharge Power Cells at a Power Cell Terminal between expeditions — a major time sink. Build this as soon as you have the Tadpole. | |
| Thermal Plant | A geothermal energy collector that harvests heat from hydrothermal vents and hot biomes, generating between 1 and 16 energy/sec depending on local temperature. At maximum output near a hot vent in the Graveyard or Zezuran Desert biome, it rivals the Bioreactor with zero fuel cost. Must be installed outside the base close to a heat source and connected via Power Transmitters. | |
| Vehicle Fabricator | Crafts the Tadpole and all Tadpole chassis variants. **Requires a Moonpool to function** — the Moonpool provides the underwater bay the Fabricator builds into. Recipe: 2× Titanium Ingot, 1× Copper Ingot, 2× Glass. Mandatory for the entire Tadpole progression. Plan your first major base around a Moonpool + Vehicle Fabricator pairing — typically built right after you collect the Tadpole blueprint from Cicada Wreck (Lander Garage). | |
| Wall Locker | Wall-mounted storage container. Standard 20–30 slot capacity. The default base storage option — mount on interior walls of Rooms or Corridors. Higher capacity than Floor Locker; cleaner sightlines. | |
| Window | Durable quartz-glass viewing panel. Replaces a Corridor or Room wall section with a clear panel. Costs Glass. Purely cosmetic + situational awareness — no structural-integrity tradeoff in SN2. Best placement: facing high-traffic creature routes (Coral Crab paths in the Shallows, Hoverthorn drift lines in the Observatory) for free fauna observation. |