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With the thermal reactor module, you could also park your black scottish cyclops near a vent, volcano, lava, or any other heat source. Be wary of lava larvae, as they'll gladly drain your vessel's power.
you should be able to dive to the Thermal Reactor Plant (Energy Cube Generator) and back to starting pod with 1 charge.
Then, in addition to thermal power, I can also recharge the Cyclops using solar energy, biofuel, or reactor rods.
I personally like to have all of the other modules built and the sub 100% ready to go before driving it anywhere. Seamoth and prawn suit are all you really need until you get to the ghost river.
Get two grapple arms and two drill arms and I'd say to hell with torpedos and grabbers. The drill arm will cut the ♥♥♥♥ out of any fauna that attack you and the grapple arm can be used to make the prawn swim as fast as the seamoth downhill, and you can climb back up to the shallows a lot faster with a second grapple arm.
Also, walk diagonally in the prawn suit. You'll go about 1.5x your normal speed.
^^ This ^^
However, I would like a Cyclops docking module to connect to a static base for recharging and for the transfer of goods back and forth. It's something they've missed implementing.
Alos I had a couple of spare powers cells. Just in case.