Subnautica 2 Guide Hub Guides, Map, Database, Tools

Workbench

Build only what makes the next few runs easier.

This planner helps you decide whether to build now, what to place first, and when the base already is good enough to stop expanding.

Best fit

Use this when the base question is real enough to matter, but you still are not sure whether the next step is timing, location, power, or cleanup.

Base workbench

Name the base stage and the real friction first.

Base help

What the planner should settle before you spend materials.

A good base answer removes travel, storage, or power friction. If the planner cannot point to a repeated problem, the safer move is usually to wait instead of building something that only looks useful.

Quick answer
  • Build when the next few runs will clearly get easier.
  • Choose boring and safe over pretty and far.
  • Place storage and power before anything decorative.
Common mistakes
  • Building too early just because materials are available.
  • Making the first base a long detour instead of a helper.
  • Expanding before the layout solves a real bottleneck.
Next move
  • Open Building if you already know you need a structure plan.
  • Open First base location if the real question is where to place it.
  • Open Vehicles if distance, not home friction, is the bigger wall.

Base planning depth

What the base planner should solve before the first build gets expensive.

The planner should tell the player whether a base is saving time, where it belongs, and how small the first build can stay while still being useful. That keeps the decision practical instead of aspirational.

Quick answer
  • Build only when the site will reduce repeated travel.
  • Keep the first base focused on storage, power, and access.
  • Use the planner to compare future trip savings against current material cost.
Common mistakes
  • Building for comfort before the route problem is solved.
  • Adding rooms before the site has a real job.
  • Choosing a location that looks good but does not lower friction.

Base site check

How to tell whether a location is actually worth building on.

A good base site lowers effort. That usually means the return trip feels shorter, the storage is easier to reach, and the next crafting step no longer needs a full detour.

Pick this site

The location shortens a route you already repeat.

Wait for another site

The route is still changing too much to justify the build.

Build smaller

The site is useful but you do not need the full layout yet.

Base go / no-go

Use a simple test before you spend another batch on the base.

If the base does not save a repeated trip, it is probably not ready yet. The planner should make that call clear so the player does not turn a helpful site into another maintenance job.

Go
  • The spot shortens a route you already repeat.
  • You know the first room the base needs.
  • Storage or power is the actual blocker.
No-go
  • You are building because you can, not because you should.
  • The route is still too unstable to anchor a home.
  • You would still need a second page just to pick the site.

Base first step

What the first room should solve.

The first base should solve one real pain point, not become a whole project. If the first room cannot remove storage, power, or return-travel friction, the plan is probably too early.

Pick storage first

Use this when repeat cleanup trips are wasting time.

Pick power first

Use this when the base cannot support the next useful tool.

Pick location first

Use this when the route is already repeated often enough to justify a home.