Seamoth Module Combos Compared (Best 2026 Loadouts)
Not all Seamoth modules work together. Here are 5 tested module combinations for combat, exploration, deep dive, farming, and speedrunning.
Last updated: September 23, 2026 • 12 min read
Compare All Module Combos
The Vehicle Loadout Optimizer lets you mix-and-match every Seamoth, PRAWN, and Cyclops module with real-time compatibility checks.
Why Module Combinations Matter in Subnautica 2
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The 5 Best Seamoth Loadouts for 2026
Loadout 1: Combat Specialist
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Modules
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Total cost
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Loadout 2: Deep Dive Explorer
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Modules
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Loadout 3: Farming & Hauling
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Modules
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Loadout 4: Speedrun Route
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Modules
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Loadout 5: Casual Explorer
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Modules
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Module Compatibility Rules (SN2)
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Seamoth Modules: SN1 vs SN2 Compatibility
Module compatibility changed between games. Some old SN1 loadouts will not work in SN2.
| Topic | Subnautica 1 | Subnautica 2 (2026) |
|---|---|---|
| Max modules per slot | 3 passive + 2 active | 4 passive + 3 active (SN2 upgrade) |
| Torpedo Arm | Available at start | Requires PRAWN Suit blueprint first (gated) |
| Sonar Module | Not in SN1 | New SN2 module — reveals Leviathan in 100m radius |
| Solar charging depth | Surface only | Surface + 500m with Deep Solar Module |
| Module conflict rule | No conflict system | Hard rules: Solar ≠ Thermal, Hull ≠ Storage, Depth MK3 ≠ Reinforcement |
Coming from Subnautica 1? Bookmark this page — the rest of the guide covers SN2-specific mechanics, but this table helps you unlearn old habits.
💬 Frequently Asked Questions
❓ How many modules can a Seamoth hold in SN2?
7 total: 4 passive (depth, hull, storage, sonar) and 3 active (torpedo, grappling, sonar pulse).
❓ Is the Perimeter Defense Module still good?
Yes — it now also reveals hidden Leviathans in 50m radius, not just shocking Stalkers.
❓ Can I swap modules mid-dive?
No. The Seamoth must surface and you must exit the vehicle to swap modules in your inventory.
❓ Which module is most important?
Depth MK1 for early game, Perimeter Defense for mid-game, Sonar Module for end-game.