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 slot3 passive + 2 active4 passive + 3 active (SN2 upgrade)
Torpedo ArmAvailable at startRequires PRAWN Suit blueprint first (gated)
Sonar ModuleNot in SN1New SN2 module — reveals Leviathan in 100m radius
Solar charging depthSurface onlySurface + 500m with Deep Solar Module
Module conflict ruleNo conflict systemHard 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.

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