The Seamoth Solar Charger is an upgrade module for the Seamoth. Recharge: Seamoth with a Solar Charger module This should eradicate all battery wastage. Recharge: Tools with Battery Charging StationĪ Battery Charging Station will slowly charge up to four normal or Lithium Ion Batteries at a time. They do not currently charge the SeaGlide or in-development PowerGlide sufficiently to maintain power, but do slow the rate of consumption. Swim Charge Fins can be crafted using normal Fins and a Wiring Kit using the Modification Station, and will recharge any tool in the player’s hand by 1% for every 10 meters swum. Passive Generation: Recharging Batteries & Power Cells You can recharge the Seamoth by docking it within the Cyclops. One is also required to build the Seamoth, which is then in its slot when constructed, but none are required to build the Cyclops, effectively giving you six free power cells. Interestingly, they are used in the construction of the Mobile Vehicle Bay, but it is never seen nor needs replacing. Power Cells are exhausted by the Seamoth (a single cell at the rear), and the Cyclops (6 cells in two banks of three by the turbine). It is interesting to note that in conventional terms, these terminologies are used the wrong way round, where a battery is typically several power cells. Power Cells are also built without a blueprint, and are made by combining two Batteries with Silicone Rubber. They hold twice as much charge, the same amount as a Power Cell, and will significantly increase the range of your Seaglide. Lithium Ion Batteries can be crafted in the Modification Station using a normal Battery and 1 Lithium. They are replaceable, and therefore exhausted by: They require no blueprint, and are easily constructed from the common copper ore, and two acid mushrooms. Active Generation: Batteries & Power Cellsīatteries are the lowest and easiest source of power, used very early in the game when crafting a variety of tools. 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.
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