
Unlock: Habitat Builder progression
Base Compartment
Core habitable room for storage, stations, and power expansion.
Place the first compartment near a short oxygen-safe resource loop.
Base modules organized by player workflow: power, production, storage, habitat expansion, and utility stations. Each note is written around building decisions instead of copied item prose.

Unlock: Habitat Builder progression
Core habitable room for storage, stations, and power expansion.
Place the first compartment near a short oxygen-safe resource loop.

Unlock: Starter base construction
Entry point for any sealed compartment.
Put hatches on routes that face your beacon path, not the scenic side.

Unlock: Early base power
Simple shallow-water electricity for first base modules.
Best near the surface; do not rely on it for deep or cave bases.

Unlock: Thermal route exploration
Passive power near heat sources.
Build only after confirming heat safety and a clean return path.

Unlock: Old Habitat scan route
Turns raw materials into ingots and chemical components.
This is the practical gate for Titanium Ingots and mid-game crafting.

Unlock: Functional base fabricator scan
Crafts tools, batteries, wiring, and survival equipment.
Keep one close to storage so long recipes do not turn into inventory shuffling.

Unlock: Vehicle fragments
Builds the Tadpole and vehicle-related modules.
Needs room around it; avoid cramped starter compartments.

Unlock: Welcome Center and Biomod progression
Processes biological samples for DNA modification routes.
Treat it as a progression room, not decoration.

Unlock: Biomod system
Applies active and passive biological upgrades.
Place near your sample storage and scanner workflow.

Unlock: Starter storage
Compact storage for early resources and recipe staging.
Label by job: batteries, ores, organics, vehicle parts.

Unlock: Base storage progression
Bulk storage for repeated resource runs.
Put bulk ore storage beside the Processor, not beside the hatch.

Unlock: Base decoration
Improves station readability and navigation inside large bases.
Use lighting to separate crafting, biology, and vehicle rooms.