Subnautica

Subnautica

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Scanning base guidance please
I'm reaching a point in my playthrough where throwing down scanning bases around the map is starting to make sense. The question I have though for people who have experience doing this is does it make sense to make full fledged bases with moonpools, food / water supplies, and storage, or instead should I just throw down a scanner room with power and a hatch? Also, what's the best power supply for something like this once you've gone deep enough that solar panels aren't going to work?

Thanks.
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Showing 1-8 of 8 comments
Demolition414 Feb 12, 2018 @ 1:27am 
Scanner room, 2 solar panels ( if the base is shallow enough) just in case, a multipurpose room with an indoor growbed with Bulbatrees and Marbelmelon, will give all the food and water needed, this set if light on materials as well, and maybe a locker for a little bit of storage.
A bioreactor might be best, it cost less and you can fuel it with anything organic. I powered my scanner base on just 2 solar panels so a bio reactor will be fine
Last edited by Demolition414; Feb 12, 2018 @ 1:30am
DeFragged Feb 12, 2018 @ 1:34am 
A scanner room, 1 MPR, bio reactor, indoor growbed with plants (not necessary if you're near unlimited sources of biofuel like jellyshrooms, mushroom enzymes, peepers...), a hatch and you're set. If you're travelling between scanners just bring the range extension chips with you.

If thermal plants are available, you can also build power cell/battery chargers in the base to replenish your power.

My standard EZScan package contains materials for:
1 Scanner Room
1 MPR
1 Bioreactor
1 Hatch
4 Range Upgrade Modules
Originally posted by Davidleblanc20:
Scanner room, 2 solar panels ( if the base is shallow enough) just in case, a multipurpose room with an indoor growbed with Bulbatrees and Marbelmelon, will give all the food and water needed, this set if light on materials as well, and maybe a locker for a little bit of storage.
A bioreactor might be best, it cost less and you can fuel it with anything organic. I powered my scanner base on just 2 solar panels so a bio reactor will be fine


Originally posted by DeFragged:
A scanner room, 1 MPR, bio reactor, indoor growbed with plants (not necessary if you're near unlimited sources of biofuel like jellyshrooms, mushroom enzymes, peepers...), a hatch and you're set. If you're travelling between scanners just bring the range extension chips with you.

If thermal plants are available, you can also build power cell/battery chargers in the base to replenish your power.

My standard EZScan package contains materials for:
1 Scanner Room
1 MPR
1 Bioreactor
1 Hatch
4 Range Upgrade Modules

Neither of you use moonpools in your setup? They are quite a bit cheaper than they used to be, so it seems like a nice qol upgrade? Or is there a reason you avoid them?
Demolition414 Feb 12, 2018 @ 1:43am 
Originally posted by Excessive Paranoia:
Originally posted by Davidleblanc20:
Scanner room, 2 solar panels ( if the base is shallow enough) just in case, a multipurpose room with an indoor growbed with Bulbatrees and Marbelmelon, will give all the food and water needed, this set if light on materials as well, and maybe a locker for a little bit of storage.
A bioreactor might be best, it cost less and you can fuel it with anything organic. I powered my scanner base on just 2 solar panels so a bio reactor will be fine


Originally posted by DeFragged:
A scanner room, 1 MPR, bio reactor, indoor growbed with plants (not necessary if you're near unlimited sources of biofuel like jellyshrooms, mushroom enzymes, peepers...), a hatch and you're set. If you're travelling between scanners just bring the range extension chips with you.

If thermal plants are available, you can also build power cell/battery chargers in the base to replenish your power.

My standard EZScan package contains materials for:
1 Scanner Room
1 MPR
1 Bioreactor
1 Hatch
4 Range Upgrade Modules

Neither of you use moonpools in your setup? They are quite a bit cheaper than they used to be, so it seems like a nice qol upgrade? Or is there a reason you avoid them?

Theres no point really, with limitation they've put on place stuff a scanner base no NO moonpool can be placed in Smaller areas, plus if you add a power cell charger to your base, you can refuel your craft while you scam
DeFragged Feb 12, 2018 @ 1:48am 
What David said, there's no need for Moonpools. They're only for recharging and crafting vehicle upgrades (which is done with the charging stations and main homebase moonpool). If you're building little scanner stations, then assume that you're prepared for the journey already.
Originally posted by DeFragged:
What David said, there's no need for Moonpools. They're only for recharging and crafting vehicle upgrades (which is done with the charging stations and main homebase moonpool). If you're building little scanner stations, then assume that you're prepared for the journey already.


Originally posted by Davidleblanc20:
Originally posted by Excessive Paranoia:




Neither of you use moonpools in your setup? They are quite a bit cheaper than they used to be, so it seems like a nice qol upgrade? Or is there a reason you avoid them?

Theres no point really, with limitation they've put on place stuff a scanner base no NO moonpool can be placed in Smaller areas, plus if you add a power cell charger to your base, you can refuel your craft while you scam

Can either of you give guidance on placement? Is it better to place it near the border of several biomes to get maximum variety of resources or in the center of the biome to maximize the coverage in a single area? Also, how does it work when you've got multiple rooms scanning? Do they all scan the same resource at the same time, or is it possible to get multiple types of results on your HUD at the same time?
Demolition414 Feb 13, 2018 @ 6:10am 
if you have for example 3 scanner rooms, each one will scan for a resource you select, and if you have the HUD chip upgrade it should show all resource found on your screen, but be wanred, having to many resource blips on screen will kill your performance.
http://steamcommunity.com/sharedfiles/filedetails/?id=1223493934
this was just 1 room scanning limestone and my FPS got cut in half.
it depends on what your looking for, some biomes have certain materials, almost all have Scrap metal, some have loads of some resource but not alot of another, best thing to do is build a scanner room in an area, power it up, go inside and see whats around you, it will also show those large nodes that need the Prawn drill arm.
Requiem31 Feb 13, 2018 @ 6:16am 
For power I went with 2-3 thermal generators for my forward scaning bases set up near some heat areas.
I'm a set-it-and-forget-it kinda guy.
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Date Posted: Feb 12, 2018 @ 1:22am
Posts: 8