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 a reason to list every unsupported mod name.
Biomods are the upgrade side of Subnautica 2's biological progression. This page tracks the first Welcome Center Biolab picks, later Bioscanner unlocks, roadmap slot changes, and the rules for adding a biomod to the catalogue.
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These entries stay focused on what helps a run now: first Biolab picks, later Bioscanner planning, and catalogue rows that can survive Early Access changes.
The cleanest first active pick for most saves. Press W plus Left Shift for a forward burst; pressing Left Shift without direction can move you backward.
Marks the route behind you, which is better for complex caves than for the opening Welcome Center loop. Pick it later if exits become the real problem.
A strong passive pick after powering the Welcome Center because the next route asks you to swim between the facility, the southwest wreck, and home.
The broader catalogue belongs after the first base, Tadpole planning, and deeper wreck routes. Use Bioscanner results before treating any creature-to-biomod row as final.
Later guide coverage 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 rechecking.
Power the facility with a Basic Battery, open the Biolab terminal, and pick from the default active/passive biomods before chasing the full catalogue.
Treat Bioscanner as a later wreck and Alien Ruins planning task, not a first-hour detour. Finish Welcome Center, first-base setup, and vehicle planning before chasing the broader catalogue.
Later guides tie the Bioscanner to a Scanner upgrade and Modification Station route. Check the live station row before using exact material counts.
Normal Scanner entries do not confirm biomod unlocks. The catalogue should only expand after a Bioscanner result, Biolab unlock, and current patch check line up.
The official roadmap is the reason this page should exist now. It does not mean every visible external list row is ready for the catalogue.
Unknown Worlds lists Biomods System work in the first Early Access roadmap. Treat this as a confirmed update direction, not as a reason to list every unsupported mod name.
More passive slots are on the same roadmap bucket. Slot count, migration behavior, and UI details need rechecking when the patch lands.
External lists and guide pages are already showing all-biomod lists. Keep a catalogue row selective until the required creature, 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 | Later Scanner upgrade associated with 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 and later passive-slot upgrades. |
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.
Required creature, 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 route-and-choice 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 the required creature, unlock condition, slot type, effect, and patch version are clear.
External catalogue pages tie this to predator distraction. Keep effect and required scan unconfirmed until a current Bioscanner result exists.
High-demand defensive biomod term. Leave out voltage, creature requirement, and cooldown claims until the unlock is clear.
Passive glow effect appears across external catalogue coverage; slot and required creature need a current patch check.
Predator-avoidance intent is useful, but movement rules and unlock target need a clear unlock row.
Already appears in our Needler Mango map route as a biomod lead; exact unlock row still needs a current patch check.
Map routes already track Surge Jelly and Hoverthorn leads, but final catalogue rows need Bioscanner results.
External guides now list a wider catalogue, but the safer player answer is still selective. We track the Welcome Center choices and Bioscanner route, then add individual rows when the required creature, 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.
Pick Dash as the first active biomod for most saves, then Sea Skimmer as the passive pick if you want smoother travel between the Welcome Center, the southwest wreck, and home. Choose Pathfinder later if cave exits become the problem.
Because unsupported all-biomod tables age badly in Early Access. The better move is to use a focused hub now, then add rows when the game or a strong external reference confirms them.
The later path points through the Bioscanner, an upgraded Scanner used after early base and route planning. Treat exact wreck route, material cost, and creature-to-biomod rows as patch-sensitive until they are checked in game.
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.
External resource
External route reference for default biomods and Bioscanner-based unlock intent. Use as route context, not final catalogue rows.
External resource
External route reference for the Scanner upgrade path and later-route caution.
External resource
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.
How Angel Comb, Welcome Center Biolab, and the southwest wreck connect in order.
Active and passive biomod slots, Biolab choices, and Bioscanner context.
How to power up the first Biolab terminal and choose Dash plus Sea Skimmer.
Where Sea Skimmer helps after the Biolab and before Tadpole planning.
Potential Bioscanner targets once creature-to-biomod unlocks are clear.
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.