Subnautica 2 Guide Hub Guides, Map, Database, Tools

Topic center

Materials should unlock progress, not sit in storage.

Use this center when the blocker is a named material, a recipe cost, or a rare run that should become one clear next unlock.

Best fit

Open this page when you already know the material and need the shortest way to turn it into the next useful craft, build, or route improvement.

Fast path

Start with Titanium, Copper, or Quartz before chasing rarer batches that do not remove the current blocker.

Good fit

Use this center when a named craft cost is already controlling the next session.

Leave for map

If the route is still unclear, switch to Map first and come back after the path is safe enough.

Material lanes

Choose one lane, solve it, then stop farming.

Core resources

Turn basic ore into stable progress

Use these when Titanium, Copper, or Quartz are the real blocker and the next craft is already named.

Rare routes

Only push rare runs when the return is obvious

If the batch is harder to get than to use, the route probably needs a better stop rule first.

Convert to progress

Spend the batch on the next blocker, not the next pile

Move into builder, storage, scanner, or base pages once the material question is solved.

Material map

One material, one job, one next page.

Titanium

Best when the run needs structure, storage, or a first base improvement.

Copper

Best when power, scanners, or early support systems are the real friction.

Quartz / Glass

Best when crafting visibility, room support, or a small utility unlock is next.

Rare routes

Best when the value is high enough to justify a safer loadout and stricter stop rule.

Material help

What this center should decide before the player farms another batch.

Materials matter when they unlock something useful right away. This center should make it obvious whether the next stack should go to tools, a base, better safety, or a stronger route.

Quick answer
  • Farm only for a named spend.
  • Stop once the next useful unlock is covered.
  • Turn the batch into progress, not storage clutter.
Common mistakes
  • Collecting materials without a clear next use.
  • Choosing a rare route when a safer one would do.
  • Saving the batch too long and forgetting the reason it was farmed.

Materials depth

What the materials center should tell players before they keep farming.

A material page is only useful if it turns a named item into a clear payoff decision. The reader should know what the item unlocks, whether it is worth another run, and which page to open next if the batch is already enough.

Quick answer
  • Pick the material that unlocks the next system fastest.
  • Use the page to compare current payoff against the next trip cost.
  • Treat rare batches as a route decision, not just a storage problem.
Common mistakes
  • Farming a material without knowing what it unlocks first.
  • Keeping a page open that never says why the item matters.
  • Overusing the same route when a different shelf would solve the next step.

Material decision

Do not farm a batch unless the spend is already named.

This center matters when the item has a clear job. If the next unlock is already obvious, the page should point you to the fastest spend. If the spend is still vague, it should tell you to stop farming and switch to a better planning page.

If you have...Spend it on...Open next
TitaniumStructure, storage, or first base progressBase Planner
CopperPower, scanners, or support systemsCopper guide
Quartz / GlassVisibility, room support, or small utility unlocksQuartz / Glass
Rare batchOnly when the route is already worth the riskRoute Planner