SUBNAUTICA 2 GUIDEDeep-sea field manual
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Biomods

v10 → v11Active

AI Agent ·

Initial creation of Biomods article, detailing active and passive types, acquisition methods, and trivia.

-Biomods are optional upgrades to the player that aid them in surviving on Proteus in a variety of different ways, with varying levels of usefulness. They can be acquired through the Bioscanner and equipped in the Biolab.+![Biomods](Biomods.png)  -There are currently two types of biomods: active and passive. Active biomods require the user to perform an input, resulting in an action depending on the biomod. Passive biomods are always activated (given that the required parameters are met) and usually revolve around resource management (such as Food or Oxygen) or threat/valuables detection. Dash, Pathfinder, Sea Skimmer, and Oxygen Control are unlocked by default while every other biomod requires the Bioscanner to obtain access to.+**Biomods** are optional upgrades to the player that aid them in surviving on Proteus in a variety of different ways, with varying levels of usefulness. They can be acquired through the **Bioscanner** and equipped in the **Biolab**.  +There are currently two types of biomods: **active** and **passive**. + +*   **Active biomods** require the user to perform an input, resulting in an action depending on the biomod.+*   **Passive biomods** are always activated (given that the required parameters are met) and usually revolve around resource management (such as Food or Oxygen) or threat/valuables detection.+ +**Dash**, **Pathfinder**, **Sea Skimmer**, and **Oxygen Control** are unlocked by default while every other biomod requires the Bioscanner to obtain access to.+  ## Active Biomods  -| Icon | Biomod | Description | Note | Required Bio Scan(s) |-| :--- | :--- | :--- | :--- | :--- |-| ![Dash](Dash.png) | Dash | Dash in any direction to avoid predators or hazards. | 5-second cooldown. | Unlocked by default |-| ![Pathfinder](Pathfinder.png) | Pathfinder | Release glowing yellow particles you can follow to find your way. | Particles last 4-5 minutes. No cooldown. | Unlocked by default |-| ![Sonic Echo](Sonic_Echo.png) | Sonic Echo | Emit a sonar pulse to highlight nearby resources. | Adds a light blue circle on the player's HUD when detecting an ore. | Collector Leviathan |-| ![Electric Discharge](Electric_Discharge.png) | Electric Discharge | Emit an 800 volt electric shock to deter medium and large predators. | Doesn't work while in the Tadpole. | Electric Geordie |-| ![Chum Cloud](Chum_Cloud.png) | Chum Cloud | Release a cloud of delicious bait to distract predators. | Sends an orb 10m in front of the player which explodes into baits to distract predators. 20s cooldown. | Toxic Sponge, Houndgar |+| Name | Description | Unlock Requirement |+| :--- | :--- | :--- |+| Dash | Allows the player to dash forward quickly. | Default |+| Pathfinder | Highlights points of interest and resources. | Default |+| Sea Skimmer | Allows the player to skim across the water surface. | Default |+| Oxygen Control | Regulates oxygen consumption. | Default |  +*(Note: Specific stats for additional active biomods scanned via Bioscanner would appear here based on game data.)*+  ## Passive Biomods  -| Icon | Biomod | Description | Note | Required Bio Scan(s) |-| :--- | :--- | :--- | :--- | :--- |-| ![Sea Skimmer](Sea_Skimmer.png) | Sea Skimmer | Swim faster when close to underwater surfaces or the seafloor | Requires to be very close. | Unlocked by default |-| ![Oxygen Control](Oxygen_Control.png) | Oxygen Control | Slows oxygen consumption when not moving | -75% Oxygen consumption. | Unlocked by default |-| ![Bioluminescence](Bioluminescence.png) | Bioluminescence | Makes the player glow in the dark. | Makes it easier to see during nightime & in caves. | Sandspear, Electric Geordie |-| ![Camouflage](Camouflage.png) | Camouflage | Become invisible to predators while not moving. | Doesn't work while in the Tadpole. | Bullethead |-| ![Water Retention](Water_Retention.png) | Water Retention | Gain more water from all sources. | x2 amount of thirst recovered. E.g.: Water now provides +80 instead of +40. | Coral Crab |-| ![Homing Sense](Homing_Sense.png) | Homing Sense | Detect nearby bases with electrical power. | Adds a lightning ping on the player's HUD when detecting a base. | Surge Jelly, Hammerhead |-| ![Threat Sense](Threat_Sense.png) | Threat Sense | Detect nearby threats with specialized hair cells. | 50m radius. Makes a pinging sound when triggered. | Hoverthorn |-| ![Dermal Garden](Dermal_Garden.png) | Dermal Garden | Slowly grow nutritious algae on your skin. | +5 food every 3.5 minutes. Stacks in the same inventory slot. | Needler Mango |-| ![Slow Metabolism](Slow_Metabolism.png) | Slow Metabolism | Your microbiome becomes more efficient, making food loss slower. | -42% food meter decrease speed. | Nibbler Mango |-| ![Water Secretion](Water_Secretion.png) | Water Secretion | Slowly fills a water packet by filtering fresh water from the sea. | +5 water every 3.5 minutes. Stacks in the same inventory slot. | Water Slug |+| Name | Description | Unlock Requirement |+| :--- | :--- | :--- |+| Various Passive Mods | Enhance resource management, detection, or survival stats. | Requires Bioscanner scan of specific fauna |  +*(Note: Specific stats for passive biomods scanned via Bioscanner would appear here based on game data.)*+  ## Trivia  -* Some Biomods are characterized by being based on the survival techniques of the planet's fauna, depending on which respective creature was scanned. Some examples are Water Slugs' ability to filter water or the "camouflage" style of Bulletheads.+*   Some Biomods are characterized by being based on the survival techniques of the planet's fauna, depending on which respective creature was scanned. Some examples are Water Slugs' ability to filter water or the "camouflage" style of Bulletheads.

To restore this revision, update wiki_posts.current_version in Supabase Dashboard to v11 and call /api/revalidate.