Biomods System
Official EA 1.1 roadmap itemUnknown Worlds lists Biomods System work in the first Early Access roadmap. Treat this as a confirmed update direction, not as permission to publish every unverified mod name.
Biomods are the upgrade side of Subnautica 2's biological progression. This page tracks default Biolab picks, Bioscanner unlock leads, roadmap slot changes, and the rules for adding a biomod to the public catalogue.
Last updated .
These entries are intentionally small. They route player intent now while leaving room for current-build verification before a full creature-to-biomod table goes live.
Broad first-pick value because movement helps oxygen returns, predator avoidance, and short route mistakes before the Tadpole is online.
Useful for cave and wreck exits. Keep it visible because public guides now treat it as one of the default active biomods.
Best first pick for players who keep surfacing early while scanning, gathering, or powering the Welcome Center.
Useful for long swims, but usually less urgent than Dash or Oxygen Control unless your next route is distance-heavy.
GameSpot and other public guides point to creature scans with the Bioscanner as the way to unlock most non-default biomods. Treat individual creature-to-biomod rows as retest candidates before publishing a full table.
Public guide coverage now points to the Bioscanner as the unlock path for most non-default biomods. That is strong enough for a hub section, but exact catalogue rows still need retesting.
Power the facility with a Basic Battery, open the Biolab terminal, and pick from the default active/passive biomods before chasing the full catalogue.
Public guides place the Bioscanner upgrade in a later wreck route tied to Alien Ruins / ISO blackbox progression, so this is not a first-hour task.
GameSpot lists the Bioscanner as a Scanner upgrade crafted at a Modification Station. Keep material counts and route steps labeled as public-guide leads until retested.
Normal Scanner entries do not prove biomod unlocks. The catalogue should only expand after a Bioscanner scan, Biolab unlock, and current-build check line up.
The official roadmap is the reason this page should exist now. It does not mean every visible competitor row is ready to copy.
Unknown Worlds lists Biomods System work in the first Early Access roadmap. Treat this as a confirmed update direction, not as permission to publish every unverified mod name.
More passive slots are on the same roadmap bucket. Slot count, migration behavior, and UI details need retesting when the patch lands.
Competitor and guide pages are already publishing all-biomod lists. This site will only promote a catalogue row when source species, unlock condition, effect, and patch version are clear.
| Term | How this site handles it |
|---|---|
| Biomods | Player search term for biological upgrades and slot choices. |
| DNA Modification | Broad search alias for the biological progression layer and older site wording. |
| Bioscanner | Scanner upgrade used in public guides for unlocking most non-default biomods. |
| Biolab / Bio Lab | Welcome Center terminal where default active and passive biomods are selected. |
| Active biomods | Triggered abilities such as Dash or Pathfinder. |
| Passive biomods | Always-on effects such as Sea Skimmer or Oxygen Control. |
DNA Modification is the broad biological progression topic. Biomods are the active/passive upgrade slots selected at the Biolab and expanded through Bioscanner progression.
Players search for biomods, DNA mods, DNA Modification, Biolab, Bio Lab, Bioscanner, active biomods, and passive biomods. Route them without pretending every label is final.
Source species, scan requirements, slots, cooldowns, and effect values are exactly the details Early Access patches can rebalance.
A large table is only useful when the names and effects are supportable. Until then, a smaller source-labeled hub is safer and more useful.
These names are worth supporting as search terms, but not as final rows. A biomod becomes a catalogue entry only after source species, unlock condition, slot type, effect, and patch version are clear.
Competitor pages tie this to predator distraction. Keep effect and required scan unconfirmed until current-build Bioscanner proof exists.
High-demand defensive biomod term. Do not copy voltage, creature requirement, or cooldown claims.
Passive glow effect appears across external database-style coverage; slot and source species need current-build verification.
Predator-avoidance intent is useful, but movement rules and unlock target need a source row.
Already appears in our Needler Mango map route as a biomod lead; exact unlock row still needs verification.
Map routes already track Surge Jelly and Hoverthorn leads, but final catalogue rows need Bioscanner proof.
Public guides now list a wider catalogue, but not to a standard this site is willing to publish as final. We track default choices and Bioscanner leads, then add individual rows when source species, unlock condition, effect, slot behavior, and patch version are clear.
Biomods are the active and passive upgrade choices players equip at the Biolab. DNA Modification is the broader search phrase players use for the biological progression layer, so this site keeps both terms connected while the Early Access wording settles.
Dash is the broad movement pick. Oxygen Control is safer if you repeatedly run out of air. Sea Skimmer is useful for traversal-heavy players but usually comes after the first two for new saves.
Because unverified all-biomod tables age badly in Early Access. The better move is to publish a supportable hub now, then add rows when the current build or a strong public source proves them.
The current public-guide path points through the Bioscanner, an upgraded Scanner used later in progression. We treat exact wreck route, material cost, and creature-to-biomod rows as retest items until checked against the current build.
Use these to verify roadmap direction and route users into the deeper DNA Modification system.
Official source for Biomods System and More Passive Biomod Slots in the Early Access roadmap.
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Public guide signal for default biomods and Bioscanner-based unlock intent. Use as leads, not copied catalogue rows.
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Public guide lead for the Scanner upgrade path and later-route caution.
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Site explanation for biomods, Bioscanner aliases, old wording cleanup, and FAQ.
Early Bio Lab terminal route, Basic Battery step, and first biomod choice context.
How oxygen-focused biomods fit beside Air Tank, Rebreather, Tadpole, and route planning.
Biolab choices, Bioscanner unlocks, and biomod verification rules.
How to power up the first Biolab terminal and choose early biomods.
Potential Bioscanner targets once creature-to-biomod rows are verified.
When oxygen-focused biomods are the right answer.
Search Bioscanner, Biolab, and modification-related items.
Track EA 1.1 biomod system and passive slot changes.