

In the future, the Accumulator will store power to reduce outages overnight in early bases. Coupled with a Moon Pool, these items eradicate the need for new batteries for tools and new Power Cells for the Seamoth, leaving you only needing to craft specifically for the Cyclops. This can quickly and easily be done with Solar Arrays, and later the Thermal Plant, as well as Swim Charge Fins. The secret, as with any supply-demand challenge, it to temper usage and passively generate income. You will also begin to see Power Cells, first with the Mobile Vehicle Bay, then the Seamoth (which requires replacing or recharging with use), and finally the Cyclops, which pulls power from a whopping 6 Power Cells (equivalent to 12 batteries for a full charge). Whereas initially Batteries where only occasionally required in crafting, soon your myriad of tools will begin to run low, to the point where there is always something that is almost out, forcing you to carry spares. Throughout the game the major forms of getting power into things is Batteries and Power Cells, the exception being the base, and continually crafting and storing these items is time consuming and frustrating, especially as Copper Ore cannot be farmed as yet.Īs you move forward within the game, your power requirements will increase somewhat exponentially. As with Food, Water, Oxygen, and to some extent, Health, power is a resource that is consumed, and as such must be replenished.

This guide aims to alleviate some of the pressure around power as a requirement within the game of Subnautica. Note: If you are going to skip most of this (significantly large) guide, make sure to read the entirety of the conclusion.
