Subnautica

Subnautica

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Power Priority Mechanics
By shuds 😩 and 1 collaborators
A guide for how to prioritize power sources above others in your seabase. Would you rather your base use up its solar energy before it starts using up your nuclear rods? This is how to do it.
   
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Base-Powering Mechanics Explained
In Subnautica, the power prioritization mechanics function in a straightforward sequential order. As long as it has power, the base will drain from the earliest placed power source. It will draw power from each one in the order they were constructed. You are effectively placing power sources in a "queue" as you place them down. The first power source placed will be first in line, the second placed will be second in line, and so on.

Here's a breakdown of how it works based on a scenario involving two solar panels and one nuclear reactor:

If you initially place down two solar panels, the base will prioritize drawing power from them first, starting with the earliest solar panel you built. The base will draw power from each one in the order they were constructed.

If you place down a nuclear reactor after placing down the two solar panels, the base will draw power from the nuclear reactor's battery after both solar panels are depleted. As such, it serves as a backup power source once all available solar power has been depleted.

This is an example showcase. What type of power source is placed has no effect, all that matters is the chronological order that the sources are placed in.



An illustration of the above example. The first power source placed will be first in line, the second placed will be second in line, and so on.
The Power Transmitter Problem
Power transmitters are a convenient way to link power sources, like solar panels or thermal plants, to your base, allowing them to provide power over long distances. However, there's a catch: when you load into your Subnautica world, power transmitters take a moment to activate. This delay has an inconvenient impact on your base's power prioritization.

When you load into the world, all placed power transmitters require a brief moment to establish their connection and activate fully. Due to this activation delay, any power sources connected via power transmitters will be recognized last by the base. This will cause them to be placed at the end of the power-queue or priority list.

As a result, even if you strategically placed your power sources and transmitters to prioritize renewable and automatic energy sources like thermal plants, the delayed activation of power transmitters will disrupt this order.

This can be overcome by not using power transmitters for the power sources you want to place first in the power queue. Instead, simply build your power source right on top of your base, making it directly connected. Below are some examples.

Your base is impervious to heat, and as such you can place a thermal plant on top of a room structure however close to a heat source you want. Notice the smoke from the thermal vents.

Placing solar panels directly on top of a structure is also recommended.
Manipulating the Queue
You must fully deconstruct the existing power source and then rebuild it in order to move it to the end of the priority list.

When you fully deconstruct a power source, such as a nuclear reactor, any reactor rods contained within it will be destroyed and lost. This means that all resources invested in crafting these reactor rods will be forfeited when the reactor is deconstructed.

Power sources cannot be partially deconstructed to adjust their prioritization. Partially deconstructing a power source has no impact, and will not destroy its stored energy or any contained fuel.
Choose How to Prioritize
Prioritization ensures that renewable energy sources like solar panels are utilized before tapping into non-renewable sources like nuclear reactors. It allows you to maximize the use of sustainable energy options before resorting to more finite ones.

Here is a suggestion for how you could queue your power sources:




1. Solar Panels
Energy Capacity: 75
As solar energy is renewable, it should be utilized before the others in an environment where there is sufficient sun to power them. They only generate power effectively during the day, and have a small battery capacity, which makes them less useful for storing large amounts of energy for backup.



2. Thermal Plants
Energy Capacity: 250
Like solar energy, thermal energy is renewable and infinite once it has been harnessed. Assuming they are close enough to a heat source, they will reliably produce non-stop energy at a medium pace. Their larger battery capacity allows them to stockpile some energy in case you rapidly consume more energy than they can generate.


3. Bioreactors
Energy Capacity: 500
Bioreactors compost any organic matter into energy at a medium pace, and can easily be refueled with biomass. The larger battery capacity they provide make them useful as backup sources. Extra biomass that has been loaded into the bioreactor while its battery is full will remain indefinitely, meaning that it will be ready to refill its energy once it starts to drain.


4. Nuclear Reactors
Energy Capacity: 2.500
Nuclear reactors can hold lots of energy, and generate energy at a rapid rate. It is capable of storing up to four reactor rods, with each rod containing 20.000 units of energy. Consequently, the reactor is a great backup energy source. The material cost of making the nuclear rods makes this energy source suited to be at the end of your base's queue.
Proximity to Player Spawn Bug
Lastly, there is a unfortunate proximity problem.

The power source closest to your character upon loading into the game world may be interpreted by the game as the first one to be placed. This can influence the order in which power sources are prioritized by your base, potentially sabotaging your energy management strategy.

If you notice this phenomenon when constructing or using your base, try saving and re-loading your world inside of your base, standing in close proximity to the power source you wish to place first in the queue.

If you wish to avoid this problem altogether, plan your base layout in such a way that your main hub will be close to your primary energy sources, with your backup generators placed a couple of rooms away, still connected to the base. This ensures that upon loading into the world, you are positioned closer to your primary energy generators rather than any reserve sources. While building, keep the above mentioned power-queue in mind.

The More You Know
None of this information is needed to beat the game, and it is not needed to have fun in it either. This information is just here for those who would like to effectivize their energy production and consumption, adding an extra layer of satisfaction when building a proper base.

Thanks for reading!

5 Comments
ZMacZ Furreh 23 Apr, 2024 @ 7:04pm 
Alternate, long string.
First connect the power transmitters to the solar panels or whichever renewable, then add more transmitters in the line, leading to the backup gens. That way the sequence is always the same.
ZMacZ Furreh 23 Apr, 2024 @ 7:01pm 
Large room, three bioreactors, one indoor plant farm with the orange fruits tree. Just pick a few, stuff them into the bioreactors, and voila +3000 power units over three filled bioreactors. Time to fill, 10 seconds, time to next refill, well, at least 30 mins blasting energy for construction etc. And it's easy maintainance.
yi 20 Apr, 2024 @ 9:42pm 
good
Block Turble 19 Apr, 2024 @ 7:19pm 
Something I likely won't use; however excellently written!
irongod01 18 Apr, 2024 @ 8:55am 
I really, really want the devs to add a "battery bank" base piece. It would be wall mounted, have several power cells (which, in late game, could be replaced with Ion Power Cells to increase capacity), always be considered the "first" power source, and would be charged by all connected power sources. I've seen a mod add something similar, but the power cells don't get charged, so the player has to replace them every now and then.