Submerged: A Subnautica Survival Diary – Entry 13: Expanding the Operation

Submerged Entry 13: Expanding the Operation

Platform: Steam Deck
Game: Subnautica

Video: Base upgrades, Scanner Room expansion, wreck exploration, and Modification Station progress (no commentary)

Well, it has been some time since I last sat down to document anything properly, but that is not to say nothing has been happening. Quite the opposite, actually. I simply decided nobody needed to watch several uninterrupted hours of me digging through limestone chunks looking for copper and titanium while muttering at fish.

So before heading back out into the ocean properly, a quick tour of the base is probably in order.

Since the last entry, the place has expanded quite a bit. A few additional rooms have gone up, reinforcements have been installed, the Scanner Room is now fully operational, and perhaps most importantly of all, the base no longer feels like a temporary survival shelter waiting to collapse the moment the lights flicker.

I also finally got a Bioreactor up and running. At the moment I am using Bulbo Trees to keep it supplied, which means the plants are now serving three separate purposes at once: food, water, and power generation. I have accidentally built a surprisingly efficient underwater ecosystem entirely fuelled by leaves and poor decision making.

For the first time since arriving on this planet, the operation feels self-sufficient.

Scanner Room Operations

The Scanner Room has quickly become the centrepiece of the entire base. I still wanted one final upgrade for it though: another Scan Range Module. The idea of turning the thing into a giant underwater radar station was simply too tempting to ignore.

To put it to work, I set the scanner to search for limestone chunks. Technically I could have told it to search directly for Copper Ore, but during testing I realised the scanner mostly highlighted the larger deposits that require a Prawn Suit to drill into. That will be useful later. Right now though, I still needed copper the old-fashioned way.

The current objective was the Modification Station. I had already discovered a wreck during earlier exploration that supposedly contained the fragments I needed. Whether the Scanner Room would actually be able to find it once fully upgraded was another matter entirely, but I had a plan for that if things went wrong.

Return to the Jellyshroom Caves

Before heading for the wreck, I made a detour into the Jellyshroom Caves. I had already placed a beacon there earlier, which meant I could navigate directly back to the entrance without wandering around the ocean floor like a confused tourist.

The target this time was Magnetite. I already knew future upgrades would need it, even if I was not entirely sure how many. In Subnautica, the answer is usually “more than you currently have.”

The caves still feel wrong every time I enter them. The glowing mushrooms, the strange silence, the sense that the entire biome is quietly waiting for something unpleasant to happen. Still, the Magnetite was there, and after grabbing what I could carry, I headed back to base before the local wildlife decided I had overstayed my welcome.

Power Problems That Aren’t Actually Problems Yet

Interestingly, the Bioreactor has not really needed to do much heavy lifting so far. Most of the power demands are still being handled by the solar panels above the base. The reactor mostly sits there quietly, waiting for the day I inevitably expand this place into something far larger than originally intended.

Which, if I am being honest, is probably unavoidable at this point.

The 500 Metre Disappointment

Once the final Scan Range Module was installed, the Scanner Room finally hit its maximum range of 500 metres. Naturally, the first thing I did was set it to search for wrecks.

The wreck I needed was outside the range.

Of course it was.

Thankfully, I already knew roughly where to find it. Along the way, I stumbled across some kind of alien vent structure. I still have absolutely no idea what it actually does, but I scanned it anyway because that is apparently how I deal with ancient alien technology now.

The wreck itself sat just beyond the edge of the Mushroom Forest. Inside, amongst the twisted metal and scattered debris, were exactly the fragments I had been searching for.

The Modification Station was finally within reach.

Technology Recovery Operations

The wreck turned out to be far more useful than expected. Alongside the Modification Station fragments, I also recovered blueprints for a Reinforced Dive Suit and an upgrade module for the Cyclops. The deeper I push into this planet, the more obvious it becomes that the game expects me to start preparing for much harsher environments.

Most importantly though, recovering the Modification Station fragments meant one thing: the Seamoth MK2 Depth Module was now possible.

Well. Almost possible.

Back at base, I realised I was still missing a Computer Chip. Which meant I needed Copper Wire. Which meant another quick trip using the Scanner Room to locate limestone chunks because apparently every major technological breakthrough on this planet eventually comes down to me desperately searching for copper.

Still, after one final scavenging trip, the Modification Station was finally constructed and operational.

Future Plans

I am still debating whether this base eventually needs a second Scanner Room. My current theory is that if I expand the base far enough in the opposite direction, I could effectively create overlapping scan coverage and push the search range even further across the surrounding biomes.

At the moment, that is still just theory.

Next time though, the plan is clear.

I am returning to the Aurora.

The goal is simple: recover enough fragments to finally get a Prawn Suit operational. Because if this planet insists on hiding everything useful in increasingly hostile depths, I may as well start preparing properly for the descent.

Continue the Journey

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Submerged: A Subnautica Survival Diary – Log 10: Power Problems, Progress, and Valentino

Submerged Log 10: Power Problems, Progress, and Valentino

Platform: Steam Deck

Video: Base building, Moonpool construction, and Seamoth upgrades (no commentary)


The game congratulated me on reaching 100m deep while I was standing in my own base, which is impressive,
considering my floor doesn’t even have a depth rating.

The first thing that happens today is Subnautica having a small moment. I get the “passed 100m” message like
I’ve just descended into the abyss, when I’m very much indoors and pretending my base is a real home and not
a glorified underwater shed. I chalk it up to another glitch. The peeper-in-the-lifepod incident still lives
rent-free in my head.

Glitches aside, I’ve got one job today: make this new base functional. “Presentable” is ambitious. “Not
embarrassing” is the real target. Step one is a fabricator, because I’m done doing the lifepod commute every
time I need to make a wire.

Weather / Loot / Mood

  • Weather: Clear enough to trust solar power. Briefly. Foolishly.
  • Loot: Diamond, cave sulfur, titanium (so much titanium), quartz (eventually).
  • Mood: Productive, then annoyed, then productive again. Standard survival rhythm.

A Base Without a Fabricator Is Just a Bad Camping Trip

Once I’m out gathering materials, the game finally gives me a little kindness: another diamond. That’s the
missing piece that turns “soon” into “today,” and suddenly the Laser Cutter isn’t a distant dream anymore.

I head back to the lifepod, dig out my other diamond and the cave sulfur, and just like that: the Laser Cutter
is mine. The Aurora is officially back on the menu, and the Captain’s Quarters is finally starting to look like
a real plan instead of a brave lie I tell myself.

But not yet. Today’s obsession is still the Moonpool. I can taste it. I can also taste salt water. Both feel
inevitable.

Another Distress Signal, Another “Not Today”

I catch another distress signal, and it’s immediately obvious it’s outside my comfort zone. It’s not a “never,”
though. It’s a “give me five minutes and a better module.”

That’s the thing about Subnautica. The game doesn’t lock doors — it just points at the ocean and says,
“You can go there whenever you’re ready.” And then it laughs.

Moonpool Madness (And the Corridor Betrayal)

With the fabricator up and running, the base finally feels like mine. Not long after that, I scrape together
enough titanium for the second ingot I need, which means there’s nothing left between me and the Moonpool
except… building placement drama.

I try to be sensible. I build a corridor so the Moonpool can connect neatly, like a planned base and not a
panic build. The game disagrees. It refuses to attach, refuses to cooperate, and refuses to respect my desire
for symmetry.

So I remove the corridor, try again, and suddenly it’s happy. Of course it is. The Moonpool finally goes down
and I don’t even hesitate — I dock the Seamoth immediately and give it the charge it deserves.

Power: The Problem I Created on Purpose

The moment I dock, reality hits: the Seamoth is now drinking my base power like it’s a free refill station.
And my base power is currently solar.

Which means when the sun goes down, my base turns into a very modern art installation: “Darkness, But With
Regret.”

I need another solar panel. Simple. Easy. Except for one tiny detail: quartz.

I know where quartz is. I just can’t find the routes to the places I know have it, which is a very
specific kind of frustration. Eventually, I stumble into the right area, collect what I need, and the second
panel goes up. The base breathes again.

Mobile Vehicle Bay: Why Is It Like That?

Next up is the Mobile Vehicle Bay. I get it crafted and deployed, and immediately have to accept a hard truth:
it will never be centred the way my brain wants it to be.

I take the win anyway, because I’m here for upgrades — and the one I’ve been eyeing for a while is finally
within reach: the Seamoth Depth Module MK1.

The Depth Module, and My Sudden Forgetfulness

Another salvage trip follows. I grab the titanium, head back, and in the excitement I immediately forget the
part where titanium becomes an ingot.

So I do an unplanned little jog back to the fabricator like I’m running errands in a shopping centre, except
the shopping centre is the ocean and the parking lot is trying to kill me.

Once the ingot is made, the depth module goes in, and suddenly 300m is on the table. That’s not just a number.
That’s permission to go looking for trouble in places I previously pretended didn’t exist.

Valentino, Paint Jobs, and Immediate Karma

With the Moonpool built and the module installed, I decide it’s time to make the Seamoth feel like it belongs
to me. It needs a name. It needs a fresh look. It needs… not to be treated like a bumper car.

I take it out to repair it, because it has a few dents from my usual “precision docking.” I fix it up, feel
proud, immediately damage it again, repair it again, and dock it back in the Moonpool like nothing happened.

The name, at least, is locked in. I called it earlier in the series and I’m sticking to it:
Valentino.

The colour, though? No idea. I know it’s possible. I just don’t know how to do it yet. Hopefully by next time
I’ll have figured it out, and Valentino can stop looking like a default rental.

Next Steps

  • Head back to the Aurora and finally use that Laser Cutter like it wasn’t made for decoration.
  • Figure out how to change Seamoth colours, because I refuse to be beaten by a paint menu.
  • Start tracking down rocket blueprints, because “escape” is technically the goal. Allegedly.

Continue the journey

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Next: Submerged Log 11

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