Subnautica

Subnautica

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SwordFish44 Feb 24, 2018 @ 12:30am
Subnautica's Upgrade Modules: What stacks and what doesnt?
As far as I know, in the latest version everything stacks apart from things that say "Doesn't stack", apart from things that theres only one slot for, obviously. However, does anyone know of any exceptions to this rule? For example, I added two engine efficiency modules to my cyclops, nowhere does it say that they don't stack, and it let me put it in without any warnings, but it didn't tell me 'Engine efficiency now at' like it did when I added the first one. However, it does seem to have made a difference. If you know an exception to this rule, then feel free to say so, I'm really interested in the game and am happy to be proven wrong :)
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Marstil Feb 24, 2018 @ 4:26am 
Originally posted by BirdDog(GER):
http://subnautica.wikia.com/wiki/Subnautica_Wiki

---The wiki does not list complete information. It does say that:
the storage box for seamoth / prawn stack
---the solar charger for the moth stacks
---the prawn depth modules and the thermal reactor DO NOT stack.

The wiki does not address if other modules stack or not. I have experienced the following:

---none of the depth modules stack.
---the scanner range modules do stack.
---I believe the scanner timer modules do stack.

Hopefully the community can help flesh out this list, because I would also like to know.
Last edited by Marstil; Feb 24, 2018 @ 4:28am
Enheldor Feb 24, 2018 @ 9:13am 
Scanner range stacks. Scanner timer stacks.
BirdDog Feb 24, 2018 @ 12:47pm 
Plate armor stacks
Cell Feb 24, 2018 @ 12:56pm 
Originally posted by BirdDog(GER):
Plate armor stacks
IIRC this was for minor bumps with terrain. is there more to it than that? what makes you think it stacks or is more than a rubber baby buggy bumper?
derpderp Feb 24, 2018 @ 1:00pm 
you used to be able to put multiple 100% engine eff modules on your ship
then they removed that stackablity and made the eng eff mod do 300% in one module.
then just prior to launch the "does not stack" part of the items info in the build screen. disapeared.
you could put multiple 300% eff mods on the cyclops at that point.

now if it actually worked is another story. I dont have time to look into that.
im sure someone will substitute actual evidence for their mear opinion tho.

Multiple thermal reactors seems to stack in the cyclops tho.
BirdDog Feb 24, 2018 @ 2:17pm 
Originally posted by Cell:
Originally posted by BirdDog(GER):
Plate armor stacks
IIRC this was for minor bumps with terrain. is there more to it than that? what makes you think it stacks or is more than a rubber baby buggy bumper?


What you mean lol??
Cell Feb 24, 2018 @ 2:24pm 
Its for minor collision with terrain and has nothing to do with physical attacks. Thats just how I remember the description reading mind you.
BirdDog Feb 24, 2018 @ 3:03pm 
thanks didint noticed that ,
Rikmach Dec 28, 2018 @ 5:05pm 
A Full list of what stacks/doesn't, as far as I understand it:


Universal Modules (Work for Seamoth and Prawn):

Hull Reinforcement: Stacks
Engine Efficiency: Stacks
Storage: Stacks

Seamoth Modules:

Depth: Does not stack
Solar Charger: Stacks
Perimeter Defense System: Does not Stack
Torpedo System: Stacks (Each one installed increases the number of torpedoes held)
Sonar: Does not Stack

Prawn Modules:

Depth: Does not Stack
Thermal Reactor: Does not Stack
Jump Jet Upgrade: Does not Stack
Technically the arms "Stack", but this only matters for the torpedo arms (Lets you hold more torpedoes), the others are just redundant functionality

Cyclops:

Depth: Does not stack
Engine Efficiency: Does not stack
Shield Generator: Does not stack
Sonar: Does not stack
Docking Bay Repair: Does not stack
Decoy Tube upgrade: Stacks, adding an additional decoy to be added each module
Fire Suppression: Does not stack
Thermal Reactor: Does not stack
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Date Posted: Feb 24, 2018 @ 12:30am
Posts: 10