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Biomod loadouts and scan requirements

Quick answer

Choose Biomods for the problem on your next dive: navigation, escape, oxygen or supplies. Fill only the slots your Biolab has unlocked.

How this guide was checked

Coverage: Early Access 1.2 · Buddy System Hotfix 2 (October 6) · official sources checked October 23, 2026 UTC · older routes retain their source/build limits. Research checked 8 Oct 2026. Updated 8 Oct 2026

This guide uses the linked sources and any attributed demonstrations. Platform differences and limitations are noted with the advice they affect.

See the 4 sources
4 sources
3 steps

Before you start

  • Biolab access; Bioscanner for species research.
  • This is a source-based selection of reported effects and scan pairs, not a claim that the current catalogue is complete.
1

Choose for the job

These are Kingy’s planning recommendations, based on the effects below. No single preset covers every dive.

TripConsiderTrade-off
Unfamiliar wreckPathfinderA trail helps you retrace the entrance; keep oxygen for the return.
Open-water escapeDash or Electric DischargeMovement or deterrence: select for the route and confirm your active binding.
Stationary explorationOxygen ControlIts benefit depends on remaining still; budget the swim home separately.
Long supply runDermal Garden or Water SecretionKeep packed reserves until you have observed production.
Cautious observationCamouflageStillness is the condition; a captured-player escape is not supported.
Sources for this section
2

Biomod effects and research targets

The four entries marked “Check Biolab unlock” were launch-era starter choices. Regional distribution changed in July; use your current lab screen. For a two-species requirement, complete both Bioscans.

BiomodTypeUnlock to checkEffect
DashActiveCheck Biolab unlockDirectional burst
PathfinderActiveCheck Biolab unlockReturn-trail navigation
Sea SkimmerPassiveCheck Biolab unlockFaster near underwater surfaces
Oxygen ControlPassiveCheck Biolab unlockLower oxygen use while still
Electric DischargeActiveElectric GeordiePredator deterrent
Sonic EchoActiveCollector LeviathanNearby resource detection
Chum CloudActiveToxic Sponge + HoundgarBait distraction
BioluminescencePassiveSandspear + Electric GeordieBody light
CamouflagePassiveBulletheadConcealment while still
Water RetentionPassiveCoral CrabMore water from sources
Homing SensePassiveSurge Jelly + HammerheadPowered-base detection
Threat SensePassiveHoverthornNearby threat detection
Dermal GardenPassiveNeedler MangoEdible algae production
Slow MetabolismPassiveNibbler MangoSlower food depletion
Water SecretionPassiveWater SlugWater-packet production
Sources for this section
3

Verify before a dangerous trip

  1. Inspect the equipped slots and confirm the active control in your settings.
  2. Test the selected ability near a reliable return point before relying on it in a wreck.
  3. Treat Camouflage as concealment before a grab. Buddy System fixed it releasing players during the Collector’s eating animation.
Sources for this section

You’re ready when…

Your checklist

0 of 4 complete · Loading saved progress…

Sources · 4Official · Walkthrough · checked 8 Oct 2026 · Research checked 8 Oct 2026
Early Access 1.2: Buddy System ↗Current tool scans, co-op and base changes.Official ·
Biomod scan requirements ↗Launch scan requirements cross-checked against GameWith. Initial Biolab distribution and slot counts are superseded by Adaptive Measures.Walkthrough ·
Active and passive Biomod effects ↗Effects and scan pairs. Ranking is not adopted; current slot progression comes from official patch notes.Walkthrough ·
Biomod choices for exploration ↗Exploration uses of Biomods; original unlock distribution and total count are not treated as current.Walkthrough ·

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