| Property | Details |
|---|---|
| Type | Interior Facilities (Production) |
| Description | Modifies your Adaptations. |
| Energy Consumption | -5 energy/sec |
| Fragments Required | 1 |

The Biolab is an interior facility that is used to edit the player's biomods.
Recipe
The blueprint for the Biolab is unlocked by scanning a Biolab fragment. The locations of these fragments can be found below.
| Ingredient | Amount |
|---|---|
| Titanium | 3 |
| Copper Wire | 1 |
| Mild Acid | 1 |
Crafted using the Habitat Builder.
Purpose
The Biolab gives the Player access to their active and passive Biomods. The player can select different Biomods to enable or disable them.
The player starts with one active Biomod slot and one active passive Biomod slot. Unlocking more passive Biomod slots requires scanning Lifeforms using the Bioscanner. The total number of bio scans completed is listed above the passive Biomod slots.
Bio Scans Required
| Slot | Scans Required |
|---|---|
| 1 | 0 |
| 2 | 10 |
| 3 | 20 |
| 4 | 40 |
| 5 | 80 |
The player has two biomods unlocked by default: the Dash and Pathfinder biomods. The remaining biomods come from scanning (see Biomods).
Fragments
One fragment is required to unlock the blueprint.
| Coords & Depth | Description | Image |
|---|---|---|
| -332183, 440574 @ 10m | In the Welcome Center | ![]() |
| -165743, 459785 @ 135m | Upside down in the EVA Prep wreck | ![]() |
| -328361, 410998 @ 20m | In the flooded compartment at Camp One<br>Depth 20m | ![]() |
| -209782, 427305 @ 140m | In the NoA room within the Research Outpost | ![]() |
Databank Entry
OPERATING INSTRUCTIONS
The biolab is used to inject and remove biomods, temporary genetic tricks borrowed from native life.
The entry-level colonist can tolerate two biomods: one Active, one Passive. Interface with the biolab and choose one biomod for each slot.
Active biomods must be triggered by the user, while Passive biomods activate by reflex when their conditions are met.
Biomods should be pre-tested and approved by colony medical staff. While a scanner could be modified to acquire new biomods from local species, the colonist would be liable for any resulting harm to self or others.
BACKGROUND
After the tragedies on 4546b and Rakshasa and the outbreak of kharaa in the Ariadne Arm, Alterra recognized that the human body was now the most vulnerable component of its deep-space strategy. Nobel Prize-winning research by Valenti and Pham produced the answer: a nanotech interface between human and alien biology. This interface (deployed in pioneer programs like the ARCHI suite) can reverse engineer alien gene products for safe expression by human cells.
Unlike full adaptations, these biomods never enter the colonist's genome: they are temporary and reversible. This helps would-be parents avoid awkward conversations about which biomods to inject for date night.
The Biolab is a colonist's one-stop point of service for biomods. Deep readers will note that it is also a triumph of human ingenuity over the pessimism of early anti-Expansion thinkers who believed that humanity's tight link to Earthly biota would make interstellar colonization impossible.
Source: Unlock the Biolab blueprint
Gallery

Trivia
- The Valenti and Pham mentioned in the databank entry of the Biolab are characters from Subnautica: Below Zero; Danielle Valenti and Vinh Pham.



