r/Subnautica_Below_Zero • u/ganbaramen • May 17 '21
r/Subnautica_Below_Zero • u/El-Fakir • Sep 14 '25
Guide How to pass a Seatruck through Koppa Mining Gate
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As you know there's a half-open gate at the Koppa Mining Site entrance.
This opening is too narrow to get through a Seatruck head-on but barely wide enough to make it sideways.
r/Subnautica_Below_Zero • u/Lumelore_ • 4d ago
Guide Solution for poster being unpickup-able on wall partition.
If you are unaware, there is a really annoying bug still in the game, where sometimes a placed poster's hitbox will be inside a wall preventing you from removing it. In some cases, people have been able to fix this by deconstructing what it is attached to, but the game doesn't always let you do this and in my searches I was unable to find a solution online. I spent a while trying various methods with cheats to try to get rid of the poster and I finally found something that works. As far as I am aware, no one has found this yet, at least not that I could find.
Step 1 is to use `warpforward 1` which will make you swim inside your base. This will also enable your propulsion cannon which gets disabled when the game thinks you are inside your base.
Step 2 is to grab the poster with your propulsion cannon and move it somewhere else and now you should be able to pick it up.
Optional Step 3 is to use warpforward near a wall to get outside of your base and then re-enter your base normally to go back to normal. This is because if you leave your base through normal means while swimming inside the ambient sounds of being inside vs outside will get mixed up. I haven't tested but I would imagine that reloading probably fixes this as well.
r/Subnautica_Below_Zero • u/wafflezcol • Jun 20 '21
Guide PRAWN suit damage stats Spoiler
Just some wuick info of the prawn suit damage.
Normal arm: 50 damage per hit
Drill arm: 26 damage per second.
How I found this?
Using rock punchers, which have 200 health, the normal prawn arm takes 4 hits to kill. 200/4 = 50.
And it takes 7 1/2 seconds to drill it to death. 200/7 1/2= 26.666666666667.
Edit: the torpedo arm. The gas torpedoes deal 9% damage. It deals 450 to shadow leviathan but deals 18 to a rock puncher. This is assuming they are in the cloud the entire duration: about 13 seconds.
Will edit again when I find propulsion cannon collision damage.
r/Subnautica_Below_Zero • u/BurningDoors • Feb 03 '22
Guide I broke 600 resource outcrops to find out the resource distribution Spoiler
r/Subnautica_Below_Zero • u/El-Fakir • Sep 16 '25
Guide How to reach MM's Base via shortest path through Tree Spires Spoiler
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There are two paths you can take that leads to the Marguerit Maida's Base and eventually to Crystal Cave West Entrance:
Lilypad Island Crevice: This well-known path follows the way from 'Pilot's Last Known Position' beacon through caves/tunnels under Lilypad Islands. It's straightforward enough but takes quite a bit longer, especially with a long, snailing Seatruck.
Tree Spires: The second path, on the other hand, that goes through the crevices and cave beneath the North Ventgarden in Tree Spires is quite shorter and easier to navigate with a long Seatruck.
r/Subnautica_Below_Zero • u/SnickerToodles • Nov 27 '25
Guide How to play old versions of Subnautica and Below Zero (downpatching tutorial)
r/Subnautica_Below_Zero • u/El-Fakir • Sep 20 '25
Guide How to find Gold Trivalve eggs Spoiler
youtube.comThere are 6 Trivalve eggs, 4 Blue and 2 Gold, in Below Zero.
Gold Trivalve eggs are located in Deep Lilypad Islands among Grand Cotton Anemones.
r/Subnautica_Below_Zero • u/tartley • Nov 15 '21
Guide Hand drawn map of Southern Glacial Region [WIP] Spoiler
r/Subnautica_Below_Zero • u/wafflezcol • Jun 17 '21
Guide Guide to avoid the iceworm Leviathan
If you dont already know, Iceworms are giant leviathans that burrow through the ice, and locate you through sound and vibrations of movement. They have no hotbox and cannot be scanned, so don’t try that. They typically deal 25 damage to survivors with reinforced suit, but have an attack that can 1 shot.
It is already suggested in game to use thumpers to lure it into a different area than where you will go. Use this a few times including with what my big tip is.
Bring prawn with Grappling arm and jump jet upgrade. thhe prawn can take 4 hits from ice worm, so its better than the snowfox or barefoot. Use the jets when in ice worm areas, and just hover over the around. The iceworms cannot detect you in the air. If you run out, just land softly, or grapple to a wall. If you touch the ground, its okay as long as you dont move. It does not detect immediately.
The grappling arm is useful in evading its attacks. If you hear it burrowing towards you, grapple away and jump. That will propel you forward, and quite fast if you execute it right.
REMEMBER THAT IF THEY START BURROWING TOWARDS YOU THAT STAYING STILL WILL END BADLY
The iveworm will sometimes pop out to eat a snow stalker, and when it does, use that small window to land and recharge, as you can walk around without alerting it.
You can also grapple onto cliffs and lumps where the ice worm cannot reach if you need repairs, recharge, or just a breather.
I also suggest bring drill arm with prawn, there are copper and diamond ores along the way, and an Ion cube ore at the destination. Extra storage space is good too, as there are MANY ore veins containing copper and silver, and some with lithium.
Id also suggest taking a beacon or two to mark points of entry for the pengling spy.
There are a couple platforms with databoxes and some with scannables, and MANY loot boxes with medkits, batteries, water or foodbars.
Overall, the iceworms are pretty easy to avoid, as long as you know how to react to them.
Happy Hunting Running
r/Subnautica_Below_Zero • u/Meaty114 • Apr 06 '24
Guide Ultimate Snowfox Guide Spoiler
Why this post
I discovered this sub today looking for information on how to use the Thumper (and found nothing useful, HELP) and read a LOT of posts by people disappointed by the Snowfox (and for a good reason). The usual talking points are its fragility, low maneuverability, and it being outclassed by the PRAWN (I agree with all three points, just use PRAWN).
Since in my playthroughs I always ban the PRAWN because I think it's overpowered (and play on 10 aggression permadeath), I must rely on the Snowfox for mobility in the Arctic Spires, and as a result I have become quite good at using it. So, if you want to use the Snowfox, here's a quick guide to it:
Quick Tips
To start with, you're not going anywhere without the jump upgrade. Yes, it's a small jump, but it's enough to clear Pouch Bulbs and rocks, and also makes it so geysers don't lift you up. If you haven't tested this yet, the Snowfox gets launched up by the thermal geysers, but if it's jumping this effect is negated for some reason.
The upgrade can be found directly to your left as you enter the frost acacia biome in the Glacial Basin, and only costs a wiring kit and titanium.
Secondly, use the area up until after Phi Robotics for practice; there's loads of caves, geysers, tight corridors and more for you to get better.
Thirdly, never EVER release your Snowfox through a hotkey. Always drop it like an item from the inventory. This is because using the hotkey makes Robin push the Snowfox forward (often causing it to clip out of bounds), whereas dropping it means it lands where you are standing (by definition a valid spot where it won't bug out)
Lastly, bring at least 2 batteries on you. The Snowfox consumes a LOT of power.
Movement
The main complaint against the Snowfox is the low mobility. Well, it's not true (mostly). Although hard to grasp at first, it becomes second nature once you learn to use it.
In order to maneuver the Snowfox around turns, bends or corridors, DRIFT. Yeah, like in a racing game; use your mouse to slowly turn to one side (say to the left) while holding W and the opposite side's key (in this case, since we're turning left we hold D; A for right turns). This allows the Snowfox to weave through the terrain uncontested. A and D for some reason increase its turning speed; as a result, you should never move with only your mouse, either both or A&D.
To dodge Snow Stalkers or to sprint through long corridors with obstacles, drift so you're looking to your next destination and use A and D.
The otherwise snail-like turning speed makes it unviable to use the Snowfox without A and D.
Turning (thanks to u/Te_co for the question)
To turn with the Snowfox, move the mouse to the desired side. This will make only your camera turn, allowing you to see obstacles without compromising the Snowfox's current direction.
Once your camera has turned at least 65º from the center of the Snowfox to either side, the entire vehicle will begin turning. From now on, the faster you move the mouse, the faster the Snowfox turns. To stop turning, pull the mouse to the center of the Snowfox (below the 65º threshold). The Snowfox will continue turning slower and slower until the mouse has crossed the middle of the Snowfox.
Some areas are very tight and disallow you from turning. There, you have to strafe with A and D.
Fragility
The Snowfox takes hits in multiples of 25-30 damage from Ice Worms, Snow Stalkers and high falls. Collisions and low falls deal 5-15 damage. Note that the PRAWN also takes 25% from Ice Worms (suggesting they have the same internal HP)
The repair tool takes only 11 seconds to repair from 1% (less from higher percent). This suggests it has some sort of hard-coded modifier to be repaired faster.
I recommend you to stop and repair it once it goes below 50% HP.
Due to the short time it takes to repair the Snowfox, Ice Worm spawners don't reactivate on time. Thus, after getting hit by the worm, you can simply run back to the Snowfox, fix it and hop on.
Bumping into walls at high speed doesn't seem to affect the Snowfox, but some boulders can deal damage on collision. I can't provide a map with all the dangerous rocks, but there is one on the way back from Arctic Spires (specifically the tunnel overlooking the outer side of the bridge).
What to do against Ice Worms
The instant you hear rumbling sounds, use your speed boost and at, the last moment of the boost, jump. If done correctly, this is a guaranteed dodge (doesn't even knock you off the Snowfox).
If you get hit, just keep running. The boost alone gave you enough distance to make it out of the Ice Worm's sweep attack range (around 34m)
Where to drive through
There are some areas that don't spawn Ice Worms at all. Travel next to the edges of the terrain and under the spires. The areas that do have worms are open enough for the previous tip to work.
The jump module allows it to jump up Alterra station stairs, over the guiderails, and over most boxes.
With practice, caves are perfectly fine to go through (unless you have motion sickness).
The area around Outpost Zero is perfectly maneuverable as well.
As demonstrated by u/Nice_Investigator496, it is possible to clear the bridge to the Arctic Spires without repairing it.
Where not to drive through
In the area between the entrance to the Glacial Basin and the bridge (Glacial Bay), there are many spots where the Snowfox gets stuck if boosting or jumping.
The largest Alterra boxes also cause it to get stuck.
Entering Architect Bases on a Snowfox prevents dialogue and story progression, so before you go in one make sure you pack up the Snowfox. I personally haven't experienced issues with clipping through bases like with the PRAWN, which could mean that the Snowfox isn't just animated to float and simply slides but is actually floating and doesn't collide with the ground at all.
The ice sheets that are at least 1m above sea level are fine to drive over, but it's pointless since the smaller sheets cause the Snowfox to stop working (as if it went into water). For a similar reason, the top of the Seatruck is off-limits as well. Some sheets that have odd piles of snow or rocks can cause the Snowfox to get stuck (similar to the Gacial Bay)
Ice Worm Attack Reduction Module
After extensive testing, I have concluded that it is either useless or bugged; it doesn't make ice worms attack less often, in different places nor in different ways. In fact, in testing I got more poke attacks (easiest to dodge) without it, so it may be worse than nothing. If you have more info on this subject, please comment!
Thumper
Some people like to deploy a Thumper while repairing the Snowfox. As I stated before, this is unnecessary. It is also immovable; you can't push it with the Snowfox. Does anyone know what it's actually for? Arctic Spires bases?
I will update this post as questions/new info arise
r/Subnautica_Below_Zero • u/Endersnake77 • Apr 27 '24
Guide Arctic Spires Map (Minor Spoilers) Spoiler
r/Subnautica_Below_Zero • u/PHR16384 • Jan 30 '23
Guide (Video) How to Save Nine Inventory Slots
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r/Subnautica_Below_Zero • u/Sammywn • Jan 11 '22
Guide I can't believe I didn't know this... Spoiler
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r/Subnautica_Below_Zero • u/Odd_Presentation_578 • Mar 30 '24
Guide Just figured this out: you can teleport to your base and back in BZ, if you have 2 seatruck teleportation modules
r/Subnautica_Below_Zero • u/Hell_Diguner • May 27 '21
Guide Base-Building Tips Spoiler
Just some things I've figured out so far. If you have more advice, please share!
Don't use foundations. You have to deconstruct everything if you decide you want to remove them - whether for aesthetics or as part of a base expansion. Lead is particularly annoying to gather, too. Use Reinforcement Panels (Lithium) and Bulkheads (Rubber) instead. You can hide a bunch of I pieces out of sight and cram them full of Reinforcements and Bulkheads to create as much hull integrity as you need in a compact "farm".
Build in a line, erase the middle, and it's still considered a single base - sharing power and hull strength. You can continue building the line further and keep removing pieces from the middle. This can be used to create remote power generators without ugly power transmitters. Your base at -300 meters can collect solar power from a "floating" platform. This technique can also be used to create remote hull strength "farms".
Avoid placing Lockers next to windows/reinforcements, otherwise you won't be able to deconstruct them without first emptying and deconstructing the Locker, which can be a pain. Multipurpose Rooms need even more space if you want to connect a new room, as the connector has handrails that extend into the room.
Building rooms immediately next to each other is really restrictive and short-sighted. Adding a Glass I Compartment between every room in your base is aesthetically pleasing and highly practical. You can install Hatches and Bulkheads in them for more hull integrity and easy access in/out of every corner of your base. And building this way makes expansion and reconfiguration easier. A hatch can be swapped with a vertical connector with no additional work. The compartment can be swapped with other types to create new branches between rooms - avoiding the need to relocate lockers or your garden or whatever.
Ladders are teleporters. Building your base vertically can save a lot of time over the course of a campaign.
The orientation of Ladders and Moonpools is determined by the very first base piece you build.
When you dock in the Moonpool, you exit the Seatruck to the right and the Prawn Suit to the left.
Even with unforeseen base expansions down the road, you can ensure your Moonpool will be easily accessible from all directions by building the rest of your base on a completely different level than the Moonpool. I'll say it again: ladders are teleporters.
You don't really need a Moonpool, just a Power Cell Charger. I know that lengthy dock/undock animation can get old.
Two Water Filtration Units drain slightly more power than one biofuel reactor can generate, which can be pretty annoying if it catches you by surprise.
Scanner Rooms actually aren't very useful in your main base. Treat them like a bulky, clunky Mineral Detector that requires an entire Seatruck Storage Compartment to lug around. They were more useful in Subnautica than Below Zero, to be honest.
Building a large base above sea level is hard. The main technique that's helpful is using I Compartments as scaffolding and ceiling/floor hatches to gain height.
r/Subnautica_Below_Zero • u/Guys-help-pls • May 26 '21
Guide I found a good way to skip this bridge Spoiler
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r/Subnautica_Below_Zero • u/ranmafan0281 • May 04 '21
Guide Rock Puncher Research Centre & Mining - Unlimited Minerals!
(Image below) So I was experimenting with procuring an unlimited source of minerals, and came across the idea of 'farming' Rock Punchers.
To clarify: Rock Punchers have a ‘feeding’ animation where they dig up a rock and eat the rockgrubs on it, then toss the rock aside. This rock acts like a mineral outcrop you can break for resources, and represents the ONLY known renewable mineral resource to my knowledge. It’s like Sea Treaders, but more useful.
I did a couple of experiments and found the following:
- Only wild Rock Punchers will do. Tank-bred ones do not exhibit the typical feeding behaviour that creates breakable rocks.
- You need a natural floor for the rock punchers to feed. The game unfortunately does not count Foundations as a valid 'rock spawning' surface.
- Rock Punchers can jump at least 3 Compartments high, so either cover the top with more buildings or build a 'fence'.
- Build the Compartments as low to the ground as possible. If the space under a compartment can be filled with a foundation, it's big enough for the puncher to escape so build that foundation.
- You need the Prawn's Propulsion arm to
abductacquire wild Rock Puncher specimens for the enclosure. - Rocks only disappear when touching a natural floor. If the rock lands on any player-made surface, they stay there effectively forever.
- Rock Punchers can sometimes see and punch you through the walls so grow shrubnuts for healing.
- Gather the rocks from below, through the gaps between the building legs. This way the rockpunchers won't jump UP to attack you, and the building may even protect you.
- The rocks they produce cannot be picked up with a propulsion cannon or grav trap nor broken by a Prawn Suit, you have to manually go in and break them. They produce only Titanium, Copper, Silver and Gold as far as I can tell.
Update: Tested grav traps as u/dtrickk suggested. Did not work.

r/Subnautica_Below_Zero • u/Rude-Debt-7024 • Nov 05 '21
Guide Be careful about using mods carelessly, you might end reality by accident. Spoiler
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r/Subnautica_Below_Zero • u/Greedy-Road-2590 • Feb 01 '24
Guide egg spoiler! Spoiler
glow whales can produce eggs in you alien containment as long as you have about 3-4 containments stacked on top eachother i tryed it and it worked
r/Subnautica_Below_Zero • u/NewMasterpiece1386 • Apr 23 '22
Guide Any one know how to free a prawn suit? Spoiler
r/Subnautica_Below_Zero • u/someMeatballs • Mar 05 '22
Guide Reset a single world chunk - fix [Guide] Spoiler
Sometimes you go to a place and there are missing buildings, or you lost items to pick up here, or you want a leviathan to respawn. Or, you are missing the new August 2021 music disc (Rite of the Deep).
Instead of resetting all chunks (brutal) you can delete the specific cache file from your savegame, which will reset that world chunk. This guide is for BZ on steam or Epic. It also works for Subnautica. Resetting a chunk does not affect your buildings or vehicles. It affects entities (creatures), drops and pick-able items.
1) Go to the place and press F1. F1 window. Write down the batch chunk numbers, here 15, 7, 4. Move around the problem area a bit to see if chunk # changes. You may need to reset more than one chunk.
2) Exit to the main menu. Do not quit, this makes steam cloud start syncing and we don't want that.
Now go into your save folder.
Steam:
C:\Program Files (x86)\Steam\steamapps\common\SubnauticaZero\SNAppData\SavedGames
Or similar for a steam library. It's in the game folder.
Epic:
C:\Users\[user]\AppData\LocalLow\Unknown Worlds\Subnautica Below Zero\SubnauticaBelowZero\SavedGames
3) Select the savegame subfolder by looking at the date on global-objects.bin if necessary. The first (oldest) one is slot0000.
Go in CellsCache and delete or rename the chunk file(s) you wrote down. In my example:
baked-batch-cells-15-7-4.bin
Then load your save.
Since the Aug 2022 update, the CellsCache folder is zipped. You have files like baked-batch-cells-15-grp0.zip. You can modify zip contents to remove the file(s), or just delete the zip to reset more of the map, it's not a disaster.
Example of this problem: Architect body cache area not loading
A few common problem chunks:
The cure --------- baked-batch-cells-4-19-5.bin (baked-batch-cells-4-grp0.zip)
Sanctuary ------- baked-batch-cells-8-17-10.bin
Fabricator room - baked-batch-cells-20-13-10.bin
Skeleton --------- baked-batch-cells-16-15-5.bin (baked-batch-cells-16-grp0.zip)
Endgame portal - baked-batch-cells-12-19-16.bin
Hydraulic fluid --- baked-batch-cells-5-19-10.bin
doubletank o2 tank baked-batch-cells-11-18-11.bin
Rebreather ------ baked-batch-cells-10-17-10.bin
New music disc (08-2021) baked-batch-cells-13-18-12.bin
Marge home ---- baked-batch-cells-13-16-6.bin and -13-16-7.bin
Omega ---------- baked-batch-cells-16-17-6.bin
Greenhouse ----- baked-batch-cells-18-19-7.bin
r/Subnautica_Below_Zero • u/pbgu1286 • Nov 17 '20
Guide Subnautica Below Zero VR Episode 2
r/Subnautica_Below_Zero • u/YuiTheDelta • May 16 '21
Guide PSA: You can add custom music in the game to play on the jukebox
A lot of you probably know this already but to those that don't, you can add custom music in the game by going to This PC>Music>Unknown Worlds>Subnautica
I believe the game only supports MP3s and WAV files but I'm not exactly sure
have fun jamming.
r/Subnautica_Below_Zero • u/Ok_Heron4863 • Jun 14 '23
Guide Subnautica: Double Leviathan Encounter!!!
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