Build near oxygen first
The best first base is boring: close to the Lifepod, easy to return to, and supplied by starter resources.
A practical index for Habitat Builder unlocks, rooms, corridors, hatches, power systems, storage, and vehicle-support pieces without pretending every recipe is final. Hotfix 3 adds one official cost fact: Interior Walls now cost one quarter of their previous price.
Habitat Builder Two Habitat Builder scans at the Welcome Center route, then craft the tool before placing real base parts.
Starter corridors, rooms, hatches, Interior Walls, and connection pieces. Hotfix 3 reduced Interior Wall costs to one quarter of their previous price; exact recipe rows still need in-game confirmation.
Solar
Hydro
Terminal Solar placement, later hydroelectric or thermal planning, and power storage. Use official or in-game route rules before recipe tables.
Storage
Processor Lockers, storage cache, fabricators, processors, and support modules that affect co-op base flow.
Dock
Fabricator Tadpole Dock, Vehicle Fabricator, docking clearance, module support, and charging behavior.
Base layout Move a bad first base without turning every misplaced corridor into a long manual cleanup.
The best first base is boring: close to the Lifepod, easy to return to, and supplied by starter resources.
Do not fill every flat patch. Public base-location guidance calls out leaving room for later vehicle support.
Hotfix 3 reduced Interior Wall costs to one quarter of the previous price, so older base-material estimates can be too expensive.
Roof-mounted solar rules, turbine routes, and later power systems matter more than cosmetic layout.
If a recipe or unlock order isn't verified in the current build, leave it as Route lead instead of printing a final cost.
These are the small building and station terms currently worth tracking from public routes and external demand signals. They stay grouped here until official or in-game recipes or standalone value justify deeper pages.
Unknown Worlds reduced Interior Wall costs to one quarter of their previous price in Hotfix 3. Keep exact ingredient rows pending until the current build is checked in-game.
Welcome Center / DNA Modification route term. Use it to connect biomods, Bio Lab searches, and Bioscanner progression without copying external building recipes.
External database-style pages expose it as a base utility term, while our map notes already include Power Cell Terminal-style scans at Camp One. Keep exact station naming and recipe cost pending.
The northeast wreck route is already marked as a high-value scan stop that may include Bioreactor context. Verify current station text before printing costs.
Useful for base power searches and player planning. Treat output, battery behavior, and recipe as in-game checks.
Visible in external building coverage, but not yet strong enough for our final base-part list. Wait for official, route, or in-game support before promotion.
Support the broad base-building intent today; exact unlock order, size variants, and recipe rows need in-game station checks.
Habitat Builder scans, first base placement, materials, and power setup.
Station families, recipe cautions, and progression tiers.
Recipe-family index with route notes instead of unsupported costs.
Base spots, resource leads, route notes, and map markers.
No. It is a curated base-parts hub for Early Access. Exact part lists and recipe costs should be promoted only after in-game confirmation.
Base modules are patch-sensitive and some external database-style pages appear to expose game-data-derived entries. We use those as demand signals, not as copyable game data.
Unlock the Habitat Builder, place a small powered base near safe oxygen access, add storage, then plan power and vehicle clearance before expanding.
Yes. Unknown Worlds says Interior Wall costs were reduced to one quarter of their previous price. This page does not publish a full recipe table until in-game confirmation catches up.