Choose an item to plan
Start by choosing items or buildings, then pick the exact target you want to craft. The planner will map its recipe tree, raw materials, build order, and unlock requirements.
Subnautica 2 Crafting Planner Overview
The SN2 Wiki Crafting Planner is designed to turn crafting into a route-planning problem instead of a memory test. Use it to break finished equipment into raw materials, preview intermediate parts, and estimate how much inventory pressure a build path creates.
The Crafting Planner is meant to connect finished equipment, intermediate components, and raw materials in one place so gathering routes and fabrication steps can be planned without jumping between multiple pages.
How To Use This Crafting Planner
Start with the item you actually want to deploy, then trace its dependencies backward. Raw material totals tell you what to gather in a single trip, while the crafting order helps you avoid returning to the Fabricator with missing intermediate parts.
Subnautica 2 Crafting Planner FAQ
What is the Crafting Planner best used for?
It works best when you already know the target item and want to break it into raw materials, intermediate crafts, and a usable build order before leaving base.
What is the fastest way to use the Crafting Planner?
Pick your target item first, then switch between Recipe Tree and Materials. That gives you both the build sequence and the one-trip gathering list.
Why keep the quick reference panel on the right?
It keeps total raw materials visible while you inspect the deeper recipe tree, so you do not lose track of the actual gathering requirement while navigating sub-components.
Related Planning Shortcuts
A recipe tree is only one layer of preparation. The next step is connecting those materials and unlocks to the rest of the reference hub.
Use items for quick component lookups, buildings for habitat-scale costs, creatures to judge traversal danger, and the interactive map to convert material totals into a realistic collection route.
Items
Track raw resources, crafted materials, and progression components.
Buildings
Review base pieces, habitat modules, and construction recipes.
Creatures
Check habitat, threat level, and traversal impact before exploring.
Vehicles
Tadpole core module, chassis options, and Vehicle Bay recipes.
Adaptations & Biomods
Bioscans, biomod slots, and story adaptations.
Blueprints
Unlock requirements and recipe-linked blueprint events.
PDA
Official databank entries, scan notes, and story logs.
Interactive Map
Plan routes around resources, cave entrances, and danger zones.
