recursal/Fanatic-Fandom huggingface dataset:
Cyclops Heat Dissipation Module

### Description

Provides the ability for the cyclops to shed excess heat in superheated environments, preventing serious overheating and fire.

### Debug Spawn

*cyclopsheat*

The **Cyclops Heat Dissipation Module** is an Upgrade Module for the Cyclops that allows it to survive the
excessive heat changes in the Inactive Lava Zone and Lava Lakes added by Sea To Sea. When in these two biomes with the Cyclops, the excessive heat while the engine is on will cause passive constant fires in the entire Cyclops. In the Lava Lakes, these fires will even spread without the engine being on. With the upgrade, these fires will not occur, allowing the player to explore the biomes in the Cyclops.

The recipe is unlocked via a terminal at the end of the Disease Research Facility, requiring a Red Tablet.
Alterra Coffee (Mug)

### Description

Coffee... Delicious, sumptuous coffee. Proof Alterra Corporation loves us and wants us to be happy.

### Debug Spawn

*alterracoffeemug*

**Alterra Coffee (Mug)** is a variant of the coffee mugs in the Peeper Lounge Bar. It simply gives the same amount as every other coffee mug the player can buy. It has a slightly different design variant called Alterra Coffee (Mug) 2.

It can be placed on the ground as well as eaten.
Ribbon Ray

* Fauna
* Item
* Cooked
* Cured

The **Ribbon Ray** is a passive Fauna species found throughout the The Crater. It is the only edible fauna species that holds more than one inventory slot.

## Appearance

The Ribbon Ray has a central body that is mostly green with blue and orange streaks across its body. It has one dorsal fin on the top of its body and two fins in the shape of two rings. Two tendrils also follow behind the ray, swaying as it moves. It has one central yellow eye on the front of its head with a black pupil

## Behavior

The Ribbon Ray is fairly slow, even when attacked, and is commonly only seen alone. It is also a shy creature and will eventually flee from the player upon being noticed.

## Data Bank Entry

Medium sized herbivore found in a diverse biome.
Banded Coloration:
While some of the Ribbon Ray's coloration is similar to the surrounding environment, this pattern seems to serve the purpose of display more than anything else.
Behavior:
Found commonly taking shelter under the massive coral-like lifeforms towering over the surrounding biome. Ribbon Rays are not particularly skittish, but are still cautious in open areas.

Assessment: Edible
Abyssal Crystal

### Description

Low-density crystal that maintains its form under high pressure. Outside of the deep sea, the lack of intermolecular forces will cause it to vaporize.

### Biome

* Outpost Cache
* Void Islands

### Debug Spawn

*atmospheriumcrystal*

**Abyssal Crystals** are a Raw Material obtained from the depths of the Void Islands. It can either be found in the Outpost Cache or on the various islands below 2000m. It is only used in the S.O.C.K. Tank.
Reactor Arena

* Access
* Arena

The **Reactor Arena** is a large, open arena designed for fighting the boss of the Socknautica mod, the Multi-Garg. Its entrance is located in the depths of the Void Islands via a teleporter, with its location being given after activating a terminal in the Outpost Cache.

Once the player enters the area, they cannot leave.

## Access

The access to the arena is located deep in the Void Islands, being a large cube structure resembling that of the Anglerfishs disguises. If the player activates a D.A.D. Submersible near the area, it will awaken a large mouth that will instantly destroy the submarine, and kill the player if they don't abandon ship. Inside the room is a teleporter and a Ion Cube on the floor to activate it.

## Arena

The inside of the Reactor Arena is very large, with it being surrounded by multiple pillars and a huge beam of ion energy in the middle of the arena. The Multi-Garg will also be seen here, swimming in circles around the area. Along with the Multi-Garg is a multiple of leviathan-class fauna, being 4 Ghost Leviathans, 2 Sea Dragon Leviathans, 2 Abyssal Blazas, and 2 Ancient Bloops. They will all instantly aggro to the player once the fight starts.

To actually beat the Multi-Garg, the player has to manipulate the shots of the boss to shoot the 12 small pylons in the area. There are 6 of these pylons on the wall and 6 on the ceiling. To destroy them, all the player has to do is stand behind the pylons in order to bait the Multi-Gargs shots into hitting them.

It is highly recommended to bring a S.O.C.K. Tank into the arena, not only to kill the multitude of leviathans, but also to have quick movement for the fight.

* Fauna

* Abyssal Blaza
* Ancient Bloop
* Ghost Leviathan
* Multi-Garg
* Sea Dragon Leviathan
Railing With Glass

The **Railing With Glass** is a mostly decorative item that can be placed anywhere in a players base. Its intention is for safety, though it can be easily jumped over. It can be placed freely about in a seabase or outside, but doesn't snap to other railings. Its similar to the normal Railing, but it is see-through.
Photosynthesis Tank

### Description

An lightweight air tank housing microorganisms which produce oxygen when exposed to sunlight.

### Debug Spawn

*photosynthesistank*

The **Photosynthesis Tank** is a early-game variant of the and Small Photosynthesis Tank, only requiring a Modification Station to make. It reacts to daytime, producing 1 oxygen every second in shallow areas in noon. Its effectiveness decreases in darker areas, producing about 1 oxygen every second in the Grassy Plateaus. During night, being in caves, or below 150m, it will stop producing oxygen. Unlike its smaller variant, it has 90 extra seconds of oxygen and has the added abilities of the Lightweight Tank, making the player faster. It has a better version called the Chemosynthesis Tank.

Like all special air tanks in the mod, it is disabled by default and has to be enabled in the settings.
S.O.C.K. Tank

* Icon
* In-Game

### Description

Subaquatic Operations and Combat Kit Tank. Small, heavily armored vehicle designed to conquer dangerous underwater environments. Equipped with various utilities for both offensive and defensive capabilities.

### Debug Spawn

*socktank*

The **S.O.C.K. Tank** or **Subaquatic Operations and Combat Kit Tank** is a late-game weaponized vehicle that is both nimble and lethal. It and the D.A.D. Submersible have no upgrade items.

Its recipe is unlocked from interacting with the terminal in the Outpost Cache.

## Overview

The S.O.C.K. Tank is very similar to the Seamoth and Prawn Suit, being a basic drivable submersible vehicle. It, however, has many other perks that make it very useful. The player can switch their view between two cameras, the normal camera and the bottom. Its basic driving speed is fairly slow, but the vehicle has a speed boost activated by pressing Left Shift. This boost drains 2 points of energy and has about a 3 second cooldown.

The S.O.C.K. Tank can also fire one of two projectiles, with both being interchangeable via the buttons at the bottom of the players view. It can either fire a bomb or a long-ranged harpoon. The bombs deal 750 damage and will replenish after 5 seconds. The player only has 6 shots before they have to wait for the bombs to replenish.

The harpoon is slightly different. Rather than shooting a deadly projectile, holding the shoot button will fire a harpoon for as long as its held. When it hits a surface or Fauna, letting go of the button will pull the player towards it, similar to the Prawn Suit Grappling Arm. If it hits a smaller Fauna, it will instead drag them towards the player.

The S.O.C.K. Tank cannot go in a Moonpool, and ask such its 2 Power Cells need to be removed from its front manually to be recharged. It can also be recharged by putting it in the D.A.D. Submersible.

It cannot be place inside a Cyclops.

Since it cannot be put in a Moonpool, it cannot receive a custom name or color.
Stasis Pylon

### Description

A device which can be commanded to trigger a stasis pulse around itself, to temporarily freeze local fauna to allow safe entry or exit into the seabase.

## Data Boxes

### Location

* Crash Zone Trench

The **Stasis Pylon** is a Exterior Module that creates a stasis area in the same fashion as the Stasis Rifle when activated with a Control Terminal. It requires 250 power to activate, and will not work unless that threshold is reached. Once activated, it will drain 250 power and create a large stasis aura that will last 15 seconds and freeze any Fauna within.

Its recipe is found inside a Data Box located on the seabed of the Crash Zone Trench located in the waters of the thruster-side of the Aurora, on the right most trench.
Leviathan Holographic Projector

The **Leviathan Holographic Projector** is a Seabase Module that can display leviathan-class organisms the player has felled. Currently, it is fairly buggy and will only display the default Multi-Garg display. Its internal files hint that there are also additional displays for the Reefback, Sea Treader, Reaper Leviathan, Ghost Leviathan, Sea Dragon Leviathan, Sea Emperor Leviathan, Abyssal Blaza. Ancient Bloop, and Anglerfish.

It is unlocked at the start of the game.
Platinum

### Description

Pt. A dense, valuable, rare metal with extreme resistance to corrosion. In addition to being useful for creating alloys, it is also useful as a chemical catalyst with organic compounds.

### Biome

* Grand Reef
* Sea Treader's Path
* Sea Treader's Tunnel Caves

### Debug Spawn

*platinum*

**Platinum** is a Raw Material that is unearthed by Sea Treader along with the Shale Outcrops they normal unearth. Unlike the Shale, it does not despawn when unearthed. The Abyssal Stalkers that follow Sea Treaders also do mess with the Platinum, in a similar way to how a Stalker messes with Metal Salvage. If you are attacked by an Abyssal Stalker whilst holding Platinum, there is a 50% chance (configurable), that it will be removed from your inventory.

It is primarily used in electronics items.

## Uses in Crafting

### Fabricator

×**10**

×**5**

×**4**

### Habitat Builder

×**4**

×**4**×**6**

## Data Bank Entry

Rarer and more valuable even than gold, platinum is a transition metal whose chief property is its extremely low chemical reactivity. This makes it all but impervious to corrosion, and allows it to mediate many chemical reactions without being consumed itself. In particular it is well-suited to rearranging the components of organic molecules.
The extreme rarity of this metal can be partly attributed to its high density; during planetary formation and meteoric bombardment, it sinks to the core, leaving only traces in the crust. What little is left further settles to the lowest layers of the sediment, only becoming available via excavation or other disturbances to said sediment.
Luminol

### Description

C8H7N3O2. A luminous fluid, colorless in small amounts and pale blue in large quantities.

### Debug Spawn

*luminol*

**Luminol** is a Chemistry item made from the spores of Jellyshrooms. It is primarily used in the various tablets throughout the game. Its recipe is unlocked after acquiring the spores of a Jellyshrooms.

## Uses In Crafting

### Fabricator

×**6**×**4**
×**6**×**5**×**4**
Jasper Thalassacean

* Fauna
* Item
* Egg

The **Jasper Thalassacean** is a large passive Fauna found exclusively in the Lost River. It serves little purpose rather than being decorative to the biome.

## Appearance

The Jasper Thalassacean has a long body, with two large dorsal fins on both sides of its body. the lower find is completly black, but the larger one has a large yellow streak running down it. Its central body appears to have a gills like formation, that the PDA entry suggests may be use for quick boosts in water. It weirdest appearance it its large open beak, which has some resemblance to the Peeper mouth, with a smaller beak inside.

## Behavior

The Jasper Thalassacean is very slow and passive, similar to the Reefback. It is capable of sharp turns unlike the Reefback, swimming up and down or evading Fauna. Unlike Reefbacks, they will also take damage and attempt to flee if attacked by anything.

## Data Bank Entry

A large, docile filter feeder, nearly reaching leviathan class sizes. Creature inhabits an expansive cave system.
1. Diet:
Feeds on small planktonic organisms within the water column. Digestive system shows the presence of brine matching in composition of that found in the surrounding cave system. The Jasper Thalassacean likely swallows this substance to aid in digestion of more resistant plankton.
2. Coloration:
Creature has evolved a green and grey coloration, seemingly to help camouflage with the surrounding flora and cavern walls.
Assessment: Filter feeding organisms commonly predated by other large creatures.

## Gallery

Original Concept Art for Subnautica: Below Zero
The Blaza

**The Blaza** is a large serpentine leviathan-class Fauna found in various cave environments like the jellyshroom cave or the Lost River.

## Appearance

The Blaza is a gray-ish blue serpent with multiple segments along its body. Its body has many rigid spikes along it, and ends in a triangular tail. Its head is snake-like in appearance, with many sharp, irregular teeth inside its mouth. Its eyes are cyan gradient, with the pupil being close to white.

## Behavior

The Blaza wiggles around in caves, carrying along its long body with it. It commonly clips into terrain and rises back out when in its cave systems, giving it the appearance that its digging into the terrain. It is very aggressive, damaging creatures with a crunching bite attack. Like the Reaper Leviathan, it can also grab small vehicles such as the Seamoth and Prawn Suit and deal constant damage before releasing.

## Data Bank Entry

The Blaza Leviathan is a large snake-like predator found in the deep ocean. Spanning 200 meters, this lifeform is designated a leviathan-class predator.
Jaws:
The Blaza Leviathan features a large jaw structure with many teeth that have visibly been worn out.
Lifecycle:
This species lays several eggs in its lifetime that hatch into small, harmless, eel-like creatures. Many are eaten by other predators. Given enough time, a Blaza Leviathan Larva will develop a very long and tough exoskeleton.
Hunting:
This creature has been observed coiling around its prey and inflicting large amounts of damage even onto the toughest of creatures for an easy meal.
Assessment: Extreme threat, avoid.

## Trivia

* The name of The Blaza is in reference to the YouTuber of the same name Blaza, an old friend of Socksfor1, another YouTuber and the origin of the mod of the same name.
MrSpicy Pop

### Description

Wake up those tastes buds and the rest of you too. A delicious compliment MrSpicy Chips --- IF you're brave enough --- Spicy Pop packs a crate full of flavor in every bottle. Made with zero caffeine because who could take a nap with all that flavor on your tongue!

### Debug Spawn

*spicypop*

**MrSpicy Pop** are a very good Water source obtained from the Peeper Lounge Bar. It is better than other base-game water sources, but can be pricey.

It can be placed on the ground as well as eaten.

## Trivia

* The pop are one of many food references to MrSpicyGaming in the mod.
Seabase Sonar Antenna

The **Seabase Sonar Antenna** is an Exterior Module that fires various sonars from a base when activated with a Control Terminal. It drains about 3 power every 4 seconds, and fires sonar pules identical to those from every other sonar upgrade for vehicles. If Ecocean is installed, it may also attract the attention of aggressive Fauna, especially nearby leviathan-class lifeforms.

Its recipe is found in a Data Box found in a Bulb Zone Wreck.
Railing Right Corner wGlass

The **Railing Right Corner wGlass** is a transparent version of the Railing Right Corner that can be placed anywhere in a players base. Its intention is for safety, though it can be easily jumped over. It can be placed freely about in a seabase or outside, but doesn't snap to other railings. It is a variant of the normal Railing, but it curves at a right 90 degree angle.
Abyssoclase

### Description

Small, dense crystals formed under extreme pressure, with trace amounts of exotic elements such as Tellurium.

### Debug Spawn

*pressure\_crystals*

**Abyssoclase** is a Raw Material found exclusively in the Void Spikes below 800m, on the seabed of the various floating islands. It is used in Tank Walls and various depth upgrades.

## Uses in Crafting

### Fabricator

×**9**
×**4**×**9**

### Modification Station

×**4**
×**12**

## Data Bank Entry

In the deepest layers of the open ocean, where mineral-rich water expelled from thermal vents collects due to its greater density relative to ordinary seawater, the extreme pressure can force these minerals back out of solution.
Abyssoclase is one such mineral, formed when a small seed crystal - possibly quartz, diamond, or sulfur - is coated with successive layers of silcia deposits rich in Tellurium and other rare elements.
These deposits, due to the nature of the environment in which they form, are extremely dense, hard, and resistant to compressive forces. If integrated into another substrate, they can massively increase that material's mechanical strength.
Electric Motor

### Description

A midsize motor, capable of generating sufficient power to move sizeable machinery, pump fluids, or drive propulsion systems.

### Debug Spawn

*motor*

**Electric Motors** are a Electronics item used in many items, mostly ones mechanical in nature or involving some form of movement. They also replace or are added in multiple pre-existing recipes.

## Uses In Crafting

### Habitat Builder

×**4**
×**5**

×**15**

### Mobile Vehicle Bay

×**4**

×**4**×**4**×**6**

### Vehicle Upgrade Console

×**5**×**4**
×**5**
AlterraHub Fabrication Facility

The **AlterraHub Fabrication Facility** is a wreck-styled area found in the Crag Field. It allows access to many key features of the FCS Alterra Hub mod, most notably the Alterra Hub PDA. The player requires a Repair Tool. 5 Power Cells and a good air tank like a Ultra High Capacity Tank to explore the wreck.

## Walkthrough

To enter the wreck, a vent can be found near the torn side of the wreck near the bottom. Entering this vent leads to a room of the wreck. Going left leads to a door that needs to be repaired to open to lead to the rest of the wreck. Going right leads to a stairwell in the wall. The first room the player can enter is the staff lounge, which holds the Data Box holding the Transport Drone Terminal blueprint. The Data Box is located on a chair in the room. Behind a box near the Data Box is a vent that leads to the generator room. To enter the vent the player needs to fix a electrical outlet. Placing the 5 power cells in the generator in the next room will allow a screen behind the player to be activated to open the door next to it. In this room are alot of cargo crates. By taking a small corridor under the crates to the right, the player can find the AlterraHub Depot Data Box. From there, the player needs to go back to the stairwell and go all the way down. There will be a vent that leads to the Security and Info room. The player can interact with the computers in the room, though most files are corrupted. Some files have a list of codes, the ones that matter are **8964 for the Fabricator Room, 3491 for the Antenna Room, and 1993 for the actual Antenna**. From there, go to the middle of the stairwell to the Fabricator Room. Using the code, the player can go in and get the Alterra Ore Consumer Data Box. In the back of the room, the player can use the Antenna Room code to open the door. In the room, the player needs to repair the 4 electrical outlets around the room and should have already had the one in the Generator Room vent repaired. From there, use the Antenna Room code and the player will obtain the Alterra Hub PDA.
Damaged Azurite Battery

### Description

A damaged azurite battery. Can be restored to full functionality with some component replacements, at a reduced cost compared crafting a fresh battery.

### Debug Spawn

*brokent2battery*

The **Damaged Azurite Battery** is a unique Raw Material that is found on the floor of the Mountain Islands Survivor Cache area in the Mountains Caves located below Mountain Island. Its primary use is to unlock the recipe for Azurite Batteries.

It cannot be dropped, and as such has to be repaired into a normal battery. It can also be moved into containers.
Phytoplankton Samples

**Phytoplankton Samples** is a Raw Material obtained from Phytoplankton Clusters. They are obtained by the player using a Seamoth with a Seamoth Water Sampling Scoop equipped, and swimming inside the clusters of phytoplankton. When inside, the upgrades storage will passively generate Phytoplankton Samples while inside.

They are also used as fuel for the Plankton Feeder and ACU Feeding System.

It is used in Bacterial Samples.
Glass Forest

Detecting intense volcanic activity on the seafloor in this region, resulting in high concentrations of mineral resources.

― PDA, Dialogue

The **Glass Forest** is a smaller biome introduced by Sea To Sea that replaces the bottom of the Underwater Islands biome. Its main use is the wreck found in the center of the area, and its various mass amounts of Raw Materials.

## Overview

The Glass Forest is dominated by Deepvine, a relative of Creepvine found only in this biome. The seafloor is rich in Quartz and Lithium, as well as many large resource deposits. It is also filled with the Lava Geyser originally in the unmodded area. The main use of the area is the large wreck in the center of the area, that gives the recipe for Breathing Fluid and the Bioprocessor.

A single adult Ghost Leviathan patrols the area.

* Data Boxes
* Resources
* Fauna
* Flora
* Fragments
* Scannables

All Data Boxes are found in Wrecks:

* Breathing Fluid
* Seamoth Propulsion Module

- Deepvine Samples

- Diamond

- Large Diamond Deposit

- Large Magnetite Deposit

- Large Quartz Deposit

- Large Silver Deposit

- Large Uranite Deposit

- Lithium

- Mercury Ore

- Magnetite

- Quartz

- Bladderfish

- Boneshark

- Ghost Leviathan

- Hoopfish

- Peeper

- Spadefish

- Deepvine

* Seabed
* Wrecks

* Stasis Rifle
* Propulsion Cannon

- Bioprocessor

All Scannables are found in Wrecks:

* Command Chair
* Desk
* Quilted Double Bed
* Plant Shelf
* Trash Can
* Swivel Chair
Laser Cutter Upgrades

**Laser Cutter Upgrades** are a pair of upgrades in the Sea To Sea and Auroresource mod. They are upgrades to the Laser Cutter that expand its functionality in many ways, be one for gathering resources and one serving as a lock to a large portion of story content.

## List of Upgrades

### Firmware Upgrade

The Firmware Upgrade is added by the Auroresource mod. It is unlocked via interacting with a blue terminal found in the entrance area of the Quarantine Enforcement Platform. This terminal says its a "Precursor Modification Console", and tells the player to hold an equipment to receive and upgrade. If the player holds a Laser Cutter, it will jailbreak the Laser Cutter and cause its property integrity protocol to fail.

This allows the Laser Cutter to harvest an infinite amount of Metal Salvage from the hull of the Aurora. If the player uses the cutter on any part of the outside of the Aurora, they will receive an infinite amount of Metal Salvage.

### Temperature Upgrade

The Temperature Upgrade is added by the Sea To Sea mod. It is found in the northern Mushroom Forest, where it was seemed it was brought by a survivor of the Aurora who was looking for Jochi Khasar. It is found in internal tunnels located in the largest tree in the center of the area, near the top of the tree. The tree is littered with weak Water Currents, and if the player doesn't bring a Seaglide, they will be unable to escape after going through a Water Current.

The Temperature Upgrade allows the player to open reinforced bulkheads found in the various larger Aurora Survivor Bases around The Crater
Alterra Paint Tool

### Description

Change the color of Primary and Secondary surfaces, and LED lights (requires Paint Can). Only suitable for Alterra FCstudios products.

### Debug Spawn

*painttool*

The **Alterra Paint Tool** is a Tool that is capable of painting every item from the FCS Mods. It consumes a Paint Can when painting and item. Multiple shades of color can be configured with F and by pressing "update template". By pressing "P" the player can sample the color from pre-existing structures. The arrow keys can be used to cycle from multiple paint templates the player has made. A Paint Can lasts multiple uses of painting.
Thermophile Bacterial Sample

### Description

A viable sample of a unique thermophile bacteria found in Larva Larvae. Undergoes chemosynthesis at high temperatures.

### Biome

* Inactive Lava Zone
* Lava Lakes

### Debug Spawn

*thermophilesample*

The **Thermophile Bacterial Sample** is a Raw Materials harvested from a Lava Larva using a Survival Knife or Thermoblade. It is only used in the Chemosynthesis Tank.
Nanocarbon

### Description

Carbon nanotubes, woven together into sheets which are then heat-fused together. An advanced industrial product not producible by standard fabrication technology.
**Will break down when submerged in water.**

### Debug Spawn

*nanocarbon*

**Nanocarbon** is a Raw Material obtained from Falling Materials introduced by Auroresource, but only if Sea To Sea is also installed. It replaces the loot-table of all items from Falling Materials when Sea To Sea is installed. It will spawn in the exact location the fiery trail of falling materials lands, in a pickup able item form. It is used in primarily Hull Plating.

Nanocarbon, however, cannot be in water for too long, as it slowly disintegrates over time shown via a smokey effect coming off it when in water. While in an item form in water, it can last 1.5 minutes before despawning. This means after is crashes from a falling material, it has a hard 1.5 minutes for the player to obtain it before it despawns.

The player can use a Falling Material Detection Module to help find it, though this does require at least one Nanocarbon be found without its help.
Destroyed Lifepods (Sea To Sea)

Sea To Sea adds multiple new **Destroyed Lifepods** of brand new survivors and their stories. These lifepods are mostly unlocked the same ways, via radio signals, with 2 locations being marked and the other giving a hint of its location. The other 2 locations are never marked, being located near large Aurora Survivor Bases.

They hold valuable Data Boxes and Lifepod 15 gives the location of the Void Spikes biome.
Railing Left Corner wGlass

The **Railing Left Corner wGlass** is a transparent variant of Railing Right Corner that can be placed anywhere in a players base. Its intention is for safety, though it can be easily jumped over. It can be placed freely about in a seabase or outside, but doesn't snap to other railings. It is a variant of the normal Railing, but it curves at a left 90 degree angle.
Lead Acid Power Cell

### Description

A basic lead/acid vehicle power source - not super powerful, but it IS rechargeable. Keep fully charged during winter months.

### Debug Spawn

*acidcell*

The **Lead Acid Power Cell** is a lesser version of the Lithium Cell crafted from early-game items. Its recipe is unlocked by crafting a Copper/Zinc Battery. Unlike the battery, it can be recharged using a Power Cell Charger.
Deepvine Samples

### Description

A tall deepwater plant, filling a similar role to creepvine in its local ecosystem.

### Bioreactor

 +336 Energy

**Deepvine Samples** are a Raw Material found in the Glass Forest, harvested from the Deepvine with a Survival Knife. It is used in making Microbiotic Gel. It can also be placed in a Exterior Growbed or Alien Containment to farm Deepvine.
Enzyme 42 Traces

### Description

A small amount of enzyme 42, but too impure and degraded to properly cure Kharaa infection.

### Debug Spawn

*weakenzyme42*

**Enzyme 42 Traces** is a Chemistry item made from Peepers that have small samples of Enzyme 42 on them, shown by their trails they leave behind. It is used only in the Kharaa Symptom Alleviation Canister.

Its recipe is obtained from acquiring a Peeper that hosts trace amounts of Enzyme 42.
Emerald Clown Pincher

* Fauna
* Item
* Cooked
* Cured

The **Emerald Clown Pincher** is a passive Fauna species found throughout the The Crater. It has other colored variants, being the Amber Clown Pincher, Citrine Clown Pincher, Ruby Clown Pincher, and Sapphire Clown Pincher.

## Appearance

The Emerald Clown Pincher has a green, white, and red coloration. It has a fish like body covered in white and green stripes, ending in a large tail. Its upper body has one large fin on the top of its body and two claws. These two claws bend then end in small pincers with a red coloration. Its face is frog like, with two red eyes protruding off it.

## Behavior

The Emerald Clown Pincher is fast and is mostly seen darting around the open space in various biomes, often forming small shoals. It is also a shy creature and will eventually flee from the player upon being noticed.

## Data Bank Entry

A small colorful scavenger found amongst large plantlife.
Coloration:
Coloration appears to mimic the surrounding flora, with white stripes to break up the patterns.
Behavior:
A social species, the Emerald Clown Pincher can be found forming lose shoals while foraging on seed clusters and deceased creatures.
Specimen shows high generic diversity suggesting many extant, closely related species that frequently mate.
Assessment: Edible
Void Islands

The **Void Islands** is a chain of underwater islands supported by Ancient Floaters located in the Crater Edge, along the edge of the Crash Zone. It is a very dangerous and deep biome, having very large amounts of various leviathans and very little cover to hide from them.

## Overview

The Void Islands are fairly barren, having few islands populated sparsely by various Flora and held up by multiple Ancient Floaters. The biome is not only fairly wide, but also very deep, going all the way to 3000m before becoming a normal void. While the area is very barren in Raw Materials and flora, it is full of many various Fauna. This includes many aggressive fauna and multiple leviathans. This also includes the Abyssal Blaza and Ancient Bloop, which are custom to the Socknautica mod. The biome has no real points of interest besides the multiple alien bases throughout it, with the first one, the Breached Aquarium, being marked after launching the Neptune Escape Rocket. This alien base than gives the coordinates to the next and so on.

The biome has many sharp ends, and once the player enters the true void, adult Ghost Leviathans will spawn. They will flee once the player reenters the Void Islands, however.

* Resources
* Fauna
* Flora

* Abyssal Crystal
* Blood Oil
* Copper Ore
* Diamond
* Gold
* Lead
* Lithium
* Magnetite
* Pressurium Crystal
* Titanium

- Abyssal Blaza

- Abyssal Oculus

- Ampeel

- Ancient Bloop

- Ancient Floater

- Anglerfish

- Crabsquid

- Ghostray

- Ghost Leviathan

- Reefback

- Warper

- Bloodvine

- Rouge Cradle
Quantum Teleporter

The Quantum Teleporter is a kit designed to be able to teleport the user across worlds. and across the biomes of that said world. Everytime the player/user uses this Teleporter however. The base powering the teleporter. will lose a loss of 1500 energy. The Quantam Power Bank Can teleport to them using it's own power however.
Void Spikes

Short-range scans show an abundance of suspended land masses in the region below. Detecting unknown mineral deposits.

― PDA, Dialogue

The **Void Spikes** is a large biome located in the middle of the Crater Edge on the other side of the Aurora. It is about 2000m into the void. Once the player reaches the right area, the are actually seamlessly teleported to an area below the Aurora giving the illusion that the player is still deep in the void.

It is most useful for being the only location of Abyssoclase.

Its location is revealed after finding a abandoned PDA in the remains of Lifepod 15.

## Reaching The Void Spikes

The Void Spikes is located very far into the void, about 2000m from the drop-off in the Crash Zone. The player also must be wary of accidently missing the trigger to be brought to the biome, or else they will pass the biomes trigger and be only left with open void. The biomes location is marked on the player map after discovering an abandoned PDA in Lifepod 15, allowing the player to circumvent this issue. The player also has an issue of the 3 Ghost Leviathans that spawn in the void. The player can limit (but not entirely remove) this spawns by using a Acoustic Suppression Module on a Seamoth. Phytoplankton Clusters spawning can also warn the player of a Ghost Leviathans spawn before they aggro on the player, allowing the player to either quickly make an escape or stand still to limit sound.

## Overview

The Void Spikes is defined by its small islands supported by Ancient Floaters and dominated by various Flora. On these islands is Diamonds, Quartzs, and Abyssoclase, being the only area the player can get it. Many weaker Fauna patrol the area, as well as the 3 Ghost Leviathans from the normal void.

Occasionally, the player may hear roars of a leviathan in the distance, as well as large EMP shocks sweeping the area and odd fiery explosions far away. This unseen leviathan also appears to be able to mimic the sounds of the players sonar, making all variants of sonar upgrades entirely useless in the biome.

* Resources
* Fauna
* Flora

* Abyssoclase
* Blood Oil
* Deep Shroom
* Diamond
* Large Diamond Deposit
* Large Quartz Deposit
* Quartz

- Amoeboid

- Ancient Floater

- Blighter

- Bladderfish

- Galvanic Leviathan

- Ghost Leviathan

- Hoopfish

- Mesmer

- Reginald

- Spinefish

- Shuttlebug

- Anchor Pod

- Bloodvine

- Brine Lily

- Deep Shroom

- Gabe's Feather

- Ghost Weed

- Membrain Tree

- Regress Shell
Reinforced Stillsuit

### Description

An upgraded still suit capable of protecting the user at depths up to 1300m and providing heat protection up to 75C.

### Debug Spawn

*reinforcedstillsuit*

The **Reinforced Stillsuit** is a upgrade to the Stillsuit that allows the player to explore a deeper 500m, totaling to 1300m. It also provides heat protection of 75C, allowing safety in the Inactive Lava Zone. Along with this, it will naturally produce Reclaimed Water as usual. Its recipe is unlocked by scanning a River Prowler.
Small Photosynthesis Tank

### Description

An air tank housing microorganisms which produce oxygen when exposed to sunlight.

### Debug Spawn

*photosynthesissmalltank*

The **Small Photosynthesis Tank** is a early-game variant of the Standard O₂ Tank, only requiring a Modification Station to make. It reacts to daytime, producing 1 oxygen every second in shallow areas in noon. Its effectiveness decreases in darker areas, producing about 1 oxygen every second in the Grassy Plateaus. During night, being in caves, or below 150m, it will stop producing oxygen. It has a better version called the Photosynthesis Tank.

Like all special air tanks in the mod, it is disabled by default and has to be enabled in the settings.
Alien Bases (Socknautica)

Socknautica adds various alien bases to the Void Islands biome it adds, most of which giving their locations when discovered, forming a chain of progression. The story of these bases, if any, if unknown, and they purely serve a gameplay purpose rather than a story one.

## Alien Bases

 Outpost Cache | Void Islands | A small alien outpost on a large slanted floating island.
 Reactor Arena | Void Islands | The arena for the final boss of Socknautica, the Multi-Garg.
Liquid Breathing Recharger

* 1
* 2
* 3

The **Liquid Breathing Recharger** is a Interior Module that allows the player to recharge the secondary tank of the Liquid Breathing System. When in Seabase, it will be able to deposit Breathing Fluid into the Liquid Breathing Systems secondary tank as long as the player is in the base. However, the player has to deposit Breathing Fluid into its storage, which will deposit 2700 seconds of stored CFx•Oy into the device which will passively input it into the Liquid Breathing System into the secondary tank if it is not already full.

Its fragments are found in the 2 underwater Degasi Seabases in The Crater.
Seamoth Heat Sink

The **Seamoth Heat Sink** is a consumable item to be used with the Seamoth Heat Sink Module. Up to 6 Seamoth Heat Sinks can be deposited into the right-top tip of the Seamoth. When the Seamoth Heat Sink Module is activated, it will consume one Seamoth Heat Sink, which will provide the Seamoth Heat Sink Module with 30 seconds of protection against heat. After 30 seconds, it will be consumed, the upgrades effects will fad away, and the Seamoth Heat Sink will be ejected.

Its recipe is unlocked by driving a Seamoth into a environment that's so hot, it starts damaging it.

## Trivia

* The Seamoth Heat Sink and its corresponding module are a direct reference to the Heatsink Launcher and its mechanic from Elite Dangerous
Falling Material Detection Module

### Description

Reprograms a scanner room's detection systems to track orbital debris and predict the time and approximate location of materials falling from space.

### Debug Spawn

*scannerroommeteorplanner*

The **Falling Material Detection Module** is a craftable upgrade to the Scanner Room that allows it to detect the Falling Materials added by Auroresource. When inputted inside a Scanner Room, it takes up all 4 upgrade slots and removes all other scannable items apart from Falling Materials. When the player scans for them, it will notify the player of the location of the item with a marker and a timer of when it will land, without the need of a Scanner Room HUD Chip. These effects also aren't affected by the scan distance of the room, being able to detect Falling Materials from any distance away.

It is very useful for obtaining Nanocarbon if Sea To Sea is installed.

Its recipe is obtained by building a Scanner Room.
Upgrade Modules (Sea To Sea)

Sea To Sea adds multiple **Upgrade Modules**, most relating to the Seamoth and expanding its overall use. Most also revolve around the idea of being upgrades used to reduce the negative effects of a certain biome, acting as borders to effectively exploring each area.

### Seamoth Upgrades

 Electrical Sealant Module | Removes the power draining effect of the Lost River.
 Seamoth Depth Module MK4 | Increases seamoth crush depth limit to 1300 meters.
 Seamoth Heat Sink Module | Provides immunity to damaging heat for 30 seconds at the cost of a Seamoth Heat Sink
 Seamoth Propulsion Module | Gives a small speed boost for the cost of 2 power.
Pressurium Crystal

### Description

Navy blue crystal with pressure-resistant properties. Exclusive to 4546B, it likely has biological origins.

### Biome

* Breached Aquarium
* Void Islands

### Debug Spawn

*pressuriumcrystal*

**Pressurium Crystals** are a Raw Material obtained from the Void Islands. It can be found at any depths in the biome. It is only used in the D.A.D. Submersible and the S.O.C.K. Tank.

## Uses in Crafting

### Mobile Vehicle Bay

×**14**
×**10**
Exscansion

**Exscansion** is a smaller mod that focuses on various quality of life changes to the Scanner Room including detecting more items, Fauna, and other quality of life features with the Scanner Room.

## Features

### Vanilla Changes

* Scanner Rooms can detect Alien Feces, Table Coral, PDAs.
* Certain items and fauna can also be detected within certain circumstances:
	+ All leviathans, Stalker Teeth, and all Harvesting Nodes can be searched for after being scanned.
	+ All Large Resource Deposits can be searched after obtaining a Prawn Suit and Prawn Suit Drill Arm.
	+ Specific eggs can be searched for after hatching them once.
* Open Databoxes will not appear on Scanner Rooms
Creature Repellant Pylon

The Creature Repellant Pylon is a Exterior Module that can be placed on the outside of any base modules. When attached to the a base, it can be turned on using a Control Terminal. When turned on, it will activate a small electrical area near it. This area will shock aggressive Fauna enough to force them to flee. It will also make it so that all aggressive Fauna will be unable to approach the base and will flee if in a certain aura of the Creature Repellant Pylon. All these effects only trigger if it is on.

It requires power to function, draining about .5 power every second.

Its recipe is found in a Data Box found in a Mountains Wreck or Grand Reef Wreck.
Baby Gulper Leviathan

* Fauna
* Item

### Description

Young leviathan specimen. Incapable of eating anything beyond small fish, might make a good pet.

### Bioreactor

* 500

**Baby Gulper Leviathans** are a passive, juvenile variant of Gulper Leviathans obtained from hatching their eggs in a Alien Containment.

## Appearance

The appearance of the Baby Gulper Leviathan is identical to that of its adult counterpart. The Baby Gulper Leviathan has a similar body shape to the Reaper Leviathan, with the added addition of two arms similar to the Sea Emperor. Its long tail has two fins attached to it, as well as a longer fin located at its tip. Its overall body is also covered in bright blue bioluminescent specks. It also has a large, see-through, dorsal fin on the top of its body with multiple segments. Its arms are a similar structure to the Sea Emperors, though the end in a pink tip. Its eye is completely black with a bright blue pupil, and multiple glowing veins going off its eye. Its mouth is also very large, always being open with 4 mandible like teeth attached to it.

## Behavior

When released, the Baby Gulper Leviathan swims around the area it was released in and occasionally eats smaller fish, not attack larger Fauna. Unlike its adult variant, the Baby Gulper Leviathan is actually mostly passive and will not attack the player. However, if the player intentionally swims into its mouth area, it may bite them. It also cannot attack player vehicles like the Seamoth, but will aggressively ram them, dealing no damage to either party.

## Data Bank Entry

A very young offspring of an apex predator.
1. Jaws:
The four jaws of this leviathan are not yet developed to maintain a fulfilling diet. At this age it is impossible to gulp its prey, which is common behavior found in adult specimens, but it can still deal a devastating blow with its jaws if it has the intent of doing so.
2. Behavior:
This baby is extremely aggressive, but also shows signs of intelligence. It appears to be very curious, and can even be seen playing with other fish that are too large to be eaten.
Assessment: Minor threat. May attack if provoked, and will reduce local fish populations.
Abyssal Stalker

* Fauna
* Item
* Egg

The **Abyssal Stalker** is a relative of the common Stalker found following Sea Treaders throughout the Grand Reef
and Sea Treader's Path.

They mostly are annoying due to having an affinity to carrying Platinum.

## Appearance

Abyssal Stalkers are almost identical in appearance to normal Stalkers, but have a much darker color scheme to reflect their environments. Their main skin is a pale white, with their accents being changed from purple to a dark black. Their eyes and stripes along their body are bioluminescent, with the color depending on their current attitude, with blue being passive and red being aggressive.

## Behavior

Like normal Stalkers, Abyssal Stalkers carry various metals, mostly Metal Salvage like their normal counterparts. They also carry around the Platinum dropped by the Sea Treaders as they walk. While carrying these, they will also occasionally break off a Stalker Tooth like their shallow water variants, but at a much reduced drop rate. They will also try to place their metals in certain areas, but commonly have to move as they follow along the Sea Treader herds they trail behind. They also will steal and carry Camera Drones like normal Stalkers.

If the player has any Platinum in their inventory, and the Abyssal Stalker attacks them, there is a 50% chance (adjustable in mod config) it will steal one Platinum directly from their inventory.

They are extremally aggressive, attacking not only their fellow Abyssal Stalker, but also the Sea Treaders they follow. They player can tell their current aggression via their bioluminescence, with blue being passive, red being aggressive, and flashing between the two meaning they are fleeing.

## Data Bank Entry

A relative of the stalkers found in shallow creepvine forests, this species has adapted to the low-light conditions of its environment, using the darkness for camouflage in lieu of hiding in dense foliage.
One trait that has been preserved or even amplified, however, is the Stalker's attraction to metallic materials; Abyssal Stalkers will congregate around sources of such materials, and will aggressively defend them from potential rivals.
The purpose of the bioluminescent features on the stalker may be to aid this intimidation, or they may be designed to attract small prey fish.
Copper/Zinc Battery

### Description

A very basic mobile power source, and NOT rechargeable. Please dispose of safely.

### Debug Spawn

*acidbattery*

**Copper/Zinc Battery** is a early-game battery type that replaces the old Battery recipe. It cannot be recharged when its energy runs out, and has much less energy than the Lithium Battery. However, three of them can be refunded into two Copper Ore
Sapphire Clown Pincher

* Fauna
* Item
* Cooked
* Cured

The **Sapphire Clown Pincher** is a passive Fauna species found throughout the The Crater. It has other colored variants, being the Amber Clown Pincher, Citrine Clown Pincher, Emerald Clown Pincher, and Ruby Clown Pincher.

## Appearance

The Sapphire Clown Pincher has a blue, white, and red coloration. It has a fish like body covered in white and blue stripes, ending in a large tail. Its upper body has one large fin on the top of its body and two claws. These two claws bend then end in small pincers with a red coloration. Its face is frog like, with two black eyes protruding off it.

## Behavior

The Sapphire Clown Pincher is fast and is mostly seen darting around the open space in various biomes, often forming small shoals. It is also a shy creature and will eventually flee from the player upon being noticed.

## Data Bank Entry

A small colorful scavenger found in deep waters.
Coloration:
Coloration appears to mimic the surrounding ocean, with white stripes to break up the patterns.
Behavior:
A social species, the Sapphire Clown Pincher can be found forming lose shoals while foraging on various pieces of waste.
Specimen shows high generic diversity suggesting many extant, closely related species that frequently mate.
Assessment: Edible
Rock Crusher

The **Rock Crusher** is a Exterior Module that allows the harvesting of Large Resource Deposits without a Prawn Suit. When a Large Resource Deposit is placed near it, it will start being harvested in an identical way with a Prawn Suit. The device does not use power, but requires a Foundation to place. The player may have to move the deposit into the Rock Crusher with a Propulsion Cannon, and also may be awkward in terms of actually destroying the node.

It does not work with large Diamond or Kyanite.

Its recipe is found in a Data Box found in a Underwater Islands Wreck or Grand Reef Wreck. Both Data Boxes also require a Propulsion Cannon to reach.