Subnautica

Subnautica

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Malidictus Feb 7, 2018 @ 4:54pm
What do you put in your Cyclops?
So FINALLY, after scouring the bottom and reading more than a few guides (because I clearly suck at scavenger hunts), I have my very own Cyclops! It's hella-intimidating, not helped by the deep baritone it greets me with. Now I'm left with a quandary, though. I can build stuff into it (which surprised me), but I don't know what to build.

It seems logical to create a fabricator, a medkit dispenser, a few storage lockers, etc, but what else? I seem to be able to build a Power Cell recharger in the thing, but does that even make any sense? Would trying to recharge the ship's power cells... Off the ship's power cells even do anything? Would I need an upgrade station? Is it worth trying to transfer my entire inventory to the Cyclops? What about a radio?

I'm pretty sure I can't build actual "structures" into the Cyclops - just wall and floor elements. It does make me wonder, though, if it's possible to build a power generator in it - Nuclear or even better Bio? I can't seem to get it to work, and you'd think that would be a priority with a vessel of that size. I'd also kill to be able to attach a scanner station to it, but I guess that's not an option, is it?

Anyway, I'm rambling. What do you guys put in your Cyclops and why?
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Showing 1-15 of 122 comments
Emmagination Feb 7, 2018 @ 4:57pm 
There used to be an exploit where a cell charger in the cyclops would charge faster than it drained, now it's even so unless you do a thermal upgrade on your cyclops it's not worth to charge your cells there. Mostly I use it as a mobile storage place when I want to build another base. It's too big, too slow, and frankly too scary to drive around...I really don't like it.
And no, you cannot build generators in there but you can build indoor growbeds for your food and water needs and a regular bed to skip nights.
404_Not_Found Feb 7, 2018 @ 4:58pm 
Usually a planter with some melons and those palm trees that give you a lot of water.

I haven't had a cyclops since the SR update though because when that launched, the thing was basically useless. (They apparently fixed that a lot though.) But you used to be able to get infinite power by charging power cells in a power cell charger that ran off the system. I'm not sure if you can still do that though.

Aside from that, not really a lot. Extra storage and painted it yellow (because reference) then wrote something lewd on the side of it for keks.
Malidictus Feb 7, 2018 @ 5:09pm 
I should point out that I don't actually need food or water. I'm playing on Freedom or whatever that mode's called - standard game without hunger or thirst. Not really much of a crafting survival fan, so I skip my limitations when I can get away with it :)

But yeah, that makes sense - extra storage and some basic necessities does make sense. I should probably build a base somewhere in the brine caves to charge power cells in, eventually. My Cyclops currently doesn't go below 500 meters. And yes, I'm absolutely terrified to drive it anywhere, too - the thing's just so expensive, to say nothing of just... Big :)

Oh, a couple of additional questions. Can I install "generic" vehicle upgrades in the Cyclops and if so should I? I'm talking stuff like engine efficiency, armour, storage, etc. Secondly, which vessel do I take with it? It seems like the game wants me to bring the Prawn Suit, but I kind of really don't like that thing. Then again, my Seamoth is limited to 900 meters, so there is that...

Oh, and is there any point to messing with the lights? Exterior, interior, camera lights, etc?
Last edited by Malidictus; Feb 7, 2018 @ 5:09pm
Etherealtroll Feb 7, 2018 @ 5:10pm 
Nothing because I almost never use it, its more for decoration in my game.
kwong20287 Feb 7, 2018 @ 5:11pm 
I need to find some place to put a table down, but I guess not enough space.
ImHelping Feb 7, 2018 @ 5:14pm 
Spare parts to build and power a moonpool+vehichle modification station.

Every time somebody says "Cyclops does everything you ever need! It's a mobile base!" I remember that the Cyclops craft the prawn's final depth module to go with the Cyclops final depth module.
Last edited by ImHelping; Feb 7, 2018 @ 5:15pm
Emmagination Feb 7, 2018 @ 5:14pm 
Depth upgrades, energy efficiency, shield and vehicle repair were the only ones I bothered with and the shield was just because I was bored and wanted to craft something :p And yes, take the prawn. You will probably end up building a base at around 850m down and it's a pain to take the prawn all the way down there on its own, especially before the jump jet upgrade. The seamoth can easily get there, so better to take the prawn with.
space is cool Feb 7, 2018 @ 5:15pm 
Originally posted by Malidictus:
So FINALLY, after scouring the bottom and reading more than a few guides (because I clearly suck at scavenger hunts), I have my very own Cyclops! It's hella-intimidating, not helped by the deep baritone it greets me with. Now I'm left with a quandary, though. I can build stuff into it (which surprised me), but I don't know what to build.

It seems logical to create a fabricator, a medkit dispenser, a few storage lockers, etc, but what else? I seem to be able to build a Power Cell recharger in the thing, but does that even make any sense? Would trying to recharge the ship's power cells... Off the ship's power cells even do anything? Would I need an upgrade station? Is it worth trying to transfer my entire inventory to the Cyclops? What about a radio?

I'm pretty sure I can't build actual "structures" into the Cyclops - just wall and floor elements. It does make me wonder, though, if it's possible to build a power generator in it - Nuclear or even better Bio? I can't seem to get it to work, and you'd think that would be a priority with a vessel of that size. I'd also kill to be able to attach a scanner station to it, but I guess that's not an option, is it?

Anyway, I'm rambling. What do you guys put in your Cyclops and why?

..all you had to do was go to mushroom forest and get all the parts there..and make it
Numbers Feb 7, 2018 @ 5:17pm 
I use mine for ferrying the prawn around so fabber and mod station on mine plus a growbed is all I build.

For storage I just carry around 2 extra power cells. I leave the rest for mining storage.
Malidictus Feb 7, 2018 @ 5:22pm 
Originally posted by RRichard2:
..all you had to do was go to mushroom forest and get all the parts there..and make it

Which would involve me knowng this ahead of time, as well as knowing what a "mushroom forest" even is. I was THIS close to just building a bunch of throwaway scanner room bases just so I could search for wrecks and parts a bit easier. Rather disappointed that the Cyclops can't do that, to be honest.

Originally posted by Korvus:
And yes, take the prawn. You will probably end up building a base at around 850m down and it's a pain to take the prawn all the way down there on its own, especially before the jump jet upgrade. The seamoth can easily get there, so better to take the prawn with.

Yeah, I'll probably end up building a separate base somewhere in the Brine caves and the Seamoth can make the trip on its own pretty easily. Then again, how do I get back OUT of the brine caves if not with the vehicle I brought with me? :)
Emmagination Feb 7, 2018 @ 5:25pm 
Originally posted by Malidictus:
Yeah, I'll probably end up building a separate base somewhere in the Brine caves and the Seamoth can make the trip on its own pretty easily. Then again, how do I get back OUT of the brine caves if not with the vehicle I brought with me? :)
With the rebreather, seaglider and the ultra high capacity tank I managed to swim up from 1000m down (just barely). If everything else fails just build a few basic compartment with a power source on the way down and "hide" in there to regain oxygen on the way up.
404_Not_Found Feb 7, 2018 @ 5:26pm 
Originally posted by ImHelping:
Spare parts to build and power a moonpool+vehichle modification station.

Every time somebody says "Cyclops does everything you ever need! It's a mobile base!" I remember that the Cyclops craft the prawn's final depth module to go with the Cyclops final depth module.

It used to be a mobile base, now it's just kinda crap. Maybe the new people who come in post-1.0 and don't remember how good we used to have it will disagree though.
ImHelping Feb 7, 2018 @ 6:05pm 
Originally posted by 404_Not_Found:
Originally posted by ImHelping:
Spare parts to build and power a moonpool+vehichle modification station.

Every time somebody says "Cyclops does everything you ever need! It's a mobile base!" I remember that the Cyclops craft the prawn's final depth module to go with the Cyclops final depth module.

It used to be a mobile base, now it's just kinda crap. Maybe the new people who come in post-1.0 and don't remember how good we used to have it will disagree though.
A lof ot people who have been here the whole time call you a troll for reporting that the thermal reactor is bugged to take 300 mintutes to recharge, THEN try to claim it's obviously working as intended to take that long.

But yes, I do miss the Cyclops not setting itself on fire as "A feature".

When I told my friends they added that, along with most of the patch notes for the first take on the cyclops update. They thought I was making things up because they didn't think any dev would be crazy enough do to something like that.
DeFragged Feb 7, 2018 @ 7:03pm 
I LOOOOVEEE my Cyclops. I always spent more time in it than my main base once I got it! Congratulations on getting yours by the way!

Here's what I keep:

1) Keep Calm Kitty - greets me and bids me goodbye at the exit hatch
2) PRAWN posters in the vehicle bay - when I get in/out of my prawn/seamoth
3) 1 EZScan Locker - Contains everything for 1 scanner room, 1 multipurpose room, 1 hatch, 1 bioreactor and 4 range extensions. I plop one down, scan and mine, then pack up and leave. (16 titanium, 1 quartz, 2 copper, 1 gold, 1 wiring kit, 1 lubricant, 1 table coral sample and 4 range extensions off the top of my head)
4) One built-in locker full of tools (propulsion, stasis, grav trap, light sticks)
5) One built-in locker full of alien artifacts
6) One locker for each mineral type
7) 1 ground floor fabricator
8) 1 2nd floor fabricator
9) Medkit fabricator
10) Bed
11) Modification Station
12) 1 Locker for Cyclops Decoys, Vehicle Upgrades and spare batteries in the vehicle bay
13) 1 Aquarium full of Reginalds
14) 4 plant pots (for aesthetic purposes instead of grow bed)
15) A bunch of pictures and signs to remind me where everything is
16) One built-in locker full of emergency survival supplies (nutrient bars, water, medkits, fire extinguishers)
17) 3 large lockers for mineral and material overflow (in case I mine too much, or have a specific build in mind)
18) A battery charger (yes, I know it drains the cyclops power but sometimes the batteries just need charging!)
19) A power cell charger - less for charging and more for a quick Deconstruct -> Reconstruct at any satellite base if I need to recharge my cyclops. This way I don't have to build a permanent one at every one of my bases.
20) A radio
Last edited by DeFragged; Feb 7, 2018 @ 7:23pm
Frost Feb 7, 2018 @ 7:09pm 
I just have a fabricator, medikit fabricator, 4 latern trees, and some lockers. Once you get the heat generator upgrade, you never run out of power for the Cyclops again.
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Date Posted: Feb 7, 2018 @ 4:54pm
Posts: 122