Biomods
/biomods
Biomods
15 biomods in Subnautica 2: 5 Active and 10 Passive. Each page gives the in-game description and the bio scans that unlock it.
- 15
- Biomods
- 5
- Active
- 10
- Passive
- 4
- No bio scans required
The Biolab injects and removes biomods. An entry-level colonist can tolerate two biomods: one Active and one Passive. Active biomods are triggered by the user; Passive biomods activate by reflex when their conditions are met. The Bioscanner scans living targets to unlock new biomods.
Glow in the dark
Become invisible to predators while not moving
Release a cloud of delicious bait to distract predators
Dash in any direction to avoid predators or hazards
Slowly grow nutritious algae on your skin
Emit an 800 volt electric shock to deter medium and large predators
Detect nearby bases with electrical power
Slows oxygen consumption when not moving
Release a trail of pheremones you can follow to find your way
Swim faster when close to underwater surfaces or the seafloor
Your microbiome becomes more efficient making food loss slower.
Emit a sonar pulse to highlight nearby resources
Detect nearby threats with specialized hair cells
Gain more water from all sources with enlarged, orca-like kidneys
Slowly fills a water packet by filtering fresh water from the sea