Subnautica

Subnautica

View Stats:
Antarata Mar 2, 2018 @ 12:49am
Fun Facts about the Cyclops
List them here

Here's mine: The disc around the cyclops model on your right (when you are driving) detects leviathans. This includes crabsquids. Turns out, if you have a hatched crabsquid in your base (in an aquarium) the cyclops will still pick it up.
< >
Showing 1-15 of 19 comments
Bomoo Mar 2, 2018 @ 12:57am 
I don't think it's necessarily leviathans as critters that can potentially attack the cyclops. It won't detect reefbacks, for instance, but it will pick up non-leviathan crabsquids as you mentioned. Small clarification.

I guess I'll contribute by saying that the silent running mode is surprisingly effective! I was able to sneak past the lost river ghost leviathan without alerting it a few days ago. Next up: try it on sea dragons in the ILZ.
Amanoob105 Mar 2, 2018 @ 3:35am 
Once while sitting near (to near) to a reaper in an unpowered, engine off, cyclops the reaper happened to chase a fish right into the side of my cyclops.
Other than making it rock a bit it didn't do any damage or press any attack.

If the engine is off, they can't find it. Even when they run into it head first.
Last edited by Amanoob105; Mar 2, 2018 @ 3:35am
caesar_andy Mar 2, 2018 @ 2:57pm 
Originally posted by Bomoo:
I guess I'll contribute by saying that the silent running mode is surprisingly effective! I was able to sneak past the lost river ghost leviathan without alerting it a few days ago. Next up: try it on sea dragons in the ILZ.

You can watch at the radar. There is a lightblue bubble around the ship that represents the noise generated by the ship. A creature inside will attack, a creature outside will ignore you. Silent mode will reduce the size of the bubble by approximately 50%. So a cyclops on "Ahead slow" with running stealth-mode is indeed barely noticeable, even if a creature is just a few meters away.
Last edited by caesar_andy; Mar 2, 2018 @ 2:58pm
TrekNx01 Mar 2, 2018 @ 3:14pm 
Fun facts you say....... in case no one else noticed the Cyclops is based off a real life test sub, here is a link for more details.

http://www.oceangate.com/submersibles/cyclops1-submersible.html
Mr_PeaCH Mar 2, 2018 @ 3:40pm 
Honest to god I'm going to mention it here because I played countless hours before becoming aware... (In my defense I love the Seamoth and barely use Cyclops)

When in the cockpit of the Cyclops - all of those icons in the strip on the right ... do something. More things if you've put in the corresponding upgrades. There you can initiate the defense system, ping sonar and more. But even w/o upgrades you can control 3 separate cameras while driving the Cyclops and they are invaluable for navigating close quarters and provide a much clearer picture than regular cockpit view. Mouse wheel scrolls between the cameras (top, bottom and rear) and each camera can be rotated with the mouse all while you drive with your other hand (WASD,C,<Space>

Laugh if you want but I did not know this for a long time playing and I'm probably not alone. Navigating the Cyclops through the camera views is so much better I actually like the Cyclops now.
Stelar Seven Mar 2, 2018 @ 3:43pm 
In addition to the above the cameras have a light you can turn on and off with mouse clicks.
nolgroth Mar 2, 2018 @ 4:42pm 
Build your own storage cabinets and replicator thingie. God I'm terrible at remembering names. I also have a modification station and a few other amenities that I would put into a base. Haven't got the thermal power generator upgrade yet, but I use the Seamoth's solar recharge to keep the power cells up to snuff.

Ion Power Cells are massive. I have one from a time capsule. I want all six to be Ion.
Zemecon Mar 2, 2018 @ 5:08pm 
At one time the Cyclops could be solar-powered :'-(

The current Ahead Standard speed was how fast the Cyclops could once go at Ahead Flank. The speed you now see as Ahead Slow was once its Ahead Standard speed, and before all of thesedifferent speeds were implemented, that was as fast as it could go. With all the talk of Cyclops vulnerability, we sure take speed for granted.
TheGraveDigger Mar 2, 2018 @ 5:08pm 
You require a certain module crafted inside the cyclops module fabricator to make the rocket
Stelar Seven Mar 2, 2018 @ 5:26pm 
If you add a med kit fabricator, and you open the fabber be sure to take the med kit. Failure to take the med kit creates a frustratingly effective anchor.
Malidictus Mar 2, 2018 @ 5:48pm 
  • The Cyclops Shield Generator will eject Lava Leeches and I presume Floaters attached to your hull.
  • The holographic display on the Engineer's Console will display the locations on the hull of attached critters and hull breeches.
  • Despite having a health bar, the Cyclops' health is measured in hull breeches. Even if it loses health, it'll "regenerate" if no hull breeches occurred.
  • Ampeels and Crabsquids will register on the "threat" display to the right of the Pilot's Console, but they're largely harmless. Even if they damage the Cyclops, they won't cause hull breeches so it'll heal itself.
  • You CAN camage your own Cyclops by ramming it into terrain or your own Habitats. Vice versa, you can damage your own habitats by ramming a cyclops into them.
  • There a bug? with the Cyclops' headlights. The first time you turn them on, they'll display opaque light shafts which make it even harder to see. Exiting the Cyclops while the headlights are on and climbing back in seems to fix this.
  • Leviathans can't see the Cyclops, only hear it. If you suspect Leviathans are nearby, consider switching to All Ahead Slow. You don't actually need Silent Running unless Leviathans are dangerously close to you. All Ahead Standard is still VERY noisy.
  • Despite all evidence to the contrary, neither internal nor external lights seem to drain the Cyclops' batteries, nor does leaving the engine on. For all the people who warned me about this, I never saw any effect of leaving everything on.
  • You can build on the Cyclops, so make sure you build everything you'd normally put in a base. Just be careful about running your batteries dry using it. Have some planters for food and biofuel, as well.
  • Build a Locker with a "base starter kit" in your Cyclops. Enough materials to build a single Foundation, a Multipurpose Room, a Bioreactor and a Scanner Station. When scavenging for resources, build that, fuel it off plants from the Cyclops and use it. Disassemble it and put the resources back when you're done.

That's what I've found noteworthy about it, at least. Could be more that I'm forgetting.
theresejesu Mar 2, 2018 @ 5:55pm 
Originally posted by Malidictus:
  • The Cyclops Shield Generator will eject Lava Leeches and I presume Floaters attached to your hull.
  • The holographic display on the Engineer's Console will display the locations on the hull of attached critters and hull breeches.
  • Despite having a health bar, the Cyclops' health is measured in hull breeches. Even if it loses health, it'll "regenerate" if no hull breeches occurred.
  • Ampeels and Crabsquids will register on the "threat" display to the right of the Pilot's Console, but they're largely harmless. Even if they damage the Cyclops, they won't cause hull breeches so it'll heal itself.
  • You CAN camage your own Cyclops by ramming it into terrain or your own Habitats. Vice versa, you can damage your own habitats by ramming a cyclops into them.
  • There a bug? with the Cyclops' headlights. The first time you turn them on, they'll display opaque light shafts which make it even harder to see. Exiting the Cyclops while the headlights are on and climbing back in seems to fix this.
  • Leviathans can't see the Cyclops, only hear it. If you suspect Leviathans are nearby, consider switching to All Ahead Slow. You don't actually need Silent Running unless Leviathans are dangerously close to you. All Ahead Standard is still VERY noisy.
  • Despite all evidence to the contrary, neither internal nor external lights seem to drain the Cyclops' batteries, nor does leaving the engine on. For all the people who warned me about this, I never saw any effect of leaving everything on.
  • You can build on the Cyclops, so make sure you build everything you'd normally put in a base. Just be careful about running your batteries dry using it. Have some planters for food and biofuel, as well.
  • Build a Locker with a "base starter kit" in your Cyclops. Enough materials to build a single Foundation, a Multipurpose Room, a Bioreactor and a Scanner Station. When scavenging for resources, build that, fuel it off plants from the Cyclops and use it. Disassemble it and put the resources back when you're done.

That's what I've found noteworthy about it, at least. Could be more that I'm forgetting.


Biofuel, on the cyclops?

    "There a bug? with the Cyclops' headlights. The first time you turn them on, they'll display opaque light shafts which make it even harder to see. Exiting the Cyclops while the headlights are on and climbing back in seems to fix this."

THANK YOU for this tip!

Last edited by theresejesu; Mar 2, 2018 @ 6:01pm
Ragnaman Mar 2, 2018 @ 5:57pm 
Originally posted by Malidictus:

That's what I've found noteworthy about it, at least. Could be more that I'm forgetting.

How do you recharge Cyclops ? You build an outpost with chargers and wait ?
Malidictus Mar 2, 2018 @ 5:57pm 
Originally posted by theresejesu:
Biofuel, on the cyclops?

Biofuel ON the Cyclops, not FOR the Cyclops :) As I mentioned lower down, I tend to set up temporary "scanner bases" to look for wrecks and resources, so it helps to have a couple planters full of Marblemelons, if nothing else. Were I playing in Survival, those could also be used as fuel for the player character - food and water and such.

Now that we're on the subject, it's also useful to have a Noah's Arc locker, with one seed of each plant you may wish to cultivate in new Habitats. I like to grow everything I need locally.

Originally posted by Ragnaman:
How do you recharge Cyclops ? You build an outpost with chargers and wait ?

Before the Thermal Reactor upgrade? Yeah - I don't know of any other choice. It's tedious in the extreme, though, which is why I'm hoping for that "Cyclops Dock" mentioned in the Habitat Module suggestion thread. If you have a good idea on how to cut down on the tedium, I'd love to hear it because it's one of the less fun aspects of it.
Last edited by Malidictus; Mar 2, 2018 @ 5:59pm
Ragnaman Mar 2, 2018 @ 6:02pm 
Originally posted by Malidictus:
Originally posted by theresejesu:
Biofuel, on the cyclops?

Biofuel ON the Cyclops, not FOR the Cyclops :) As I mentioned lower down, I tend to set up temporary "scanner bases" to look for wrecks and resources, so it helps to have a couple planters full of Marblemelons, if nothing else. Were I playing in Survival, those could also be used as fuel for the player character - food and water and such.

Now that we're on the subject, it's also useful to have a Noah's Arc locker, with one seed of each plant you may wish to cultivate in new Habitats. I like to grow everything I need locally.

Originally posted by Ragnaman:
How do you recharge Cyclops ? You build an outpost with chargers and wait ?

Before the Thermal Reactor upgrade? Yeah - I don't know of any other choice. It's tedious in the extreme, though, which is why I'm hoping for that "Cyclops Dock" mentioned in the Habitat Module suggestion thread. If you have a good idea on how to cut down on the tedium, I'd love to hear it because it's one of the less fun aspects of it.

Well, I have not found the charger modules so i charge those batteries by plugging them in seamoth and prawn and docking them in moonpools, so you can imagine how annoyed to death I am.

Personally I would implement cyclops to use plutonium rods for fuel, not frakin batteries :emofdr:
Unfortunately i do not have skills in hacking dlls in assembly.
< >
Showing 1-15 of 19 comments
Per page: 1530 50

Date Posted: Mar 2, 2018 @ 12:49am
Posts: 19