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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.
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.
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?
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.
..all you had to do was go to mushroom forest and get all the parts there..and make it
For storage I just carry around 2 extra power cells. I leave the rest for mining storage.
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.
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? :)
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.
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.
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