Subnautica 2 Modification Station — Recipe & All Upgrades
Subnautica 2 Modification Station: build it with the Habitat Builder (Titanium ×2, Celestine ×2, Copper ×2). Craft all 9 Tadpole and gear upgrades here.
Last updated: 2026-06-14
What is the Modification Station?
The Modification Station is a base module — the place where you craft and install every vehicle and equipment upgrade. From the Tadpole's depth modules and engine efficiency to the Bioscanner and Feedback Resonator, it all gets built here. It's the core facility that turns the Tadpole from "a way to get around" into "a deep-sea work platform."
💡 The Modification Station is unlocked from the start — no blueprint fragments to scan. But it must be placed inside a sealed, powered base room, so you'll need a working base first.
How to build it
| Item | Detail |
|---|---|
| Build tool | Habitat Builder |
| Materials | Titanium ×2 + Celestine ×2 + Copper ×2 |
| Unlock | Available from the start — no fragments |
| Requires | A sealed, powered room |
The only material that calls for a trip is Celestine, which spawns deep in the Karakorum. Place the Station near your Fabricator so materials are within reach when upgrading, and make sure your base power is steady first — see the Base Power guide.
What you can craft here (all 9 upgrades)
| Upgrade | Effect | Key materials |
|---|---|---|
| Tadpole Depth Module Mk.1 | Raises depth limit to 450m | Celestine ×3, Enameled Glass ×2, System Chip |
| Tadpole Depth Module Mk.2 | Raises depth limit to 800m | Dedicated Core ×2, Troilite ×2, Mangalloy Ingot ×2 |
| Engine Efficiency | −20% engine power draw, stacks 4× (up to 80%) | Titanium Ingot, Glass ×2, System Chip |
| Photovoltaic Charger | Recharges the power cell in daylight shallows | Copper Ingot, Strong Acid, Troilite |
| Cavitation Muffler | Quiets the Tadpole — less likely to alert the Collector Leviathan | Titanium ×3, Strontium ×2 |
| Strike Armor | Reduces physical damage from collisions and attacks | Enameled Glass ×2, Strontium ×2 |
| Bioscanner | Scans alien tech & biology to generate blueprints and Biomods | Scanner, Enameled Glass ×2, Conduit Crystal ×3 |
| Feedback Resonator | Sonic upgrade that shatters hardened Bloom Cankers | Sonic Resonator, Enameled Glass ×2, Conduit Crystal ×2, Strontium ×2 |
| Echo Location | Mid-to-late Tadpole mod, story-unlocked | Quartz ×3, Mild Acid, Atacamite |
How to prioritize
Most upgrades are unlocked from the start, so what gates you isn't blueprints — it's materials, especially deep-biome items like Enameled Glass, Conduit Crystal, Celestine and Atacamite. Build the Depth Module Mk.1 (unlocks 450m) and Engine Efficiency (saves power, extends range) first — they pay off most for early-to-mid exploration. Add the combat/utility mods (Cavitation Muffler, Strike Armor, Feedback Resonator — mostly needing Strontium refined from Celestine) as the threats you actually meet demand them.
FAQ
Q: How do I unlock the Modification Station?
A: It's buildable from the start — no fragments to scan. Place it with the Habitat Builder in a sealed, powered room.
Q: What's the build recipe?
A: Titanium ×2 + Celestine ×2 + Copper ×2, placed with the Habitat Builder.
Q: How is it different from the Fabricator?
A: The Fabricator makes items and materials; the Modification Station is specifically for vehicle and equipment upgrades like depth modules and the Bioscanner.
Q: Does it need power?
A: Yes — it has to sit in a powered, sealed room to work.
Q: Which upgrade should I build first?
A: The Depth Module Mk.1 (unlocks 450m) and Engine Efficiency (power savings) give the most value for early-to-mid exploration.
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