Subnautica

Subnautica

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Vagrant Jun 25, 2018 @ 5:32pm
[Solved] Scan Room inside Cyclops?
Is this possible to do or you have to deconstruct or build more scan base?

That'd be sweet, I could put this cyclops to good use... Right now it's dead weight in on my front porch because my Seamoth depth module is on par with the Cyclops.

I feel like a fly constantly orbiting around my scan base lately. Why is the cyclops not being put to better use?
Last edited by Vagrant; Jun 27, 2018 @ 2:09pm
Originally posted by kwong20287:
Unless there is mod for it, I don't think you can scan with the cyclops. Not sure why they didn't put it in, but there hasn't been much main game content lately.
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Showing 1-15 of 15 comments
Willow Rivers Jun 25, 2018 @ 5:47pm 
Cyclops is awesome for transporting large amounts of resources. Carry your Prawn Suit in it and go mine the large nodes you find.

Also you will need the Cyclops to go deeper than the Seamoth can for the story, you will be going much depeer than the seamoth will be able to handle.
The author of this thread has indicated that this post answers the original topic.
kwong20287 Jun 25, 2018 @ 5:49pm 
Unless there is mod for it, I don't think you can scan with the cyclops. Not sure why they didn't put it in, but there hasn't been much main game content lately.
Vagrant Jun 25, 2018 @ 5:53pm 
Sure thing, but with a Scanner Chip equiped, you see every scanned ressources on your hud.

So if the sub had a short-range, un-upgradable scan room, I'd bring the sub everywhere with me. That's what I'm trying to say.

So far, I haven't found the ressource needed to uprgade the cyclops depth nor do I have a Prawn Suit yet. I got hyped too fast, built the cyclops too fast and now it's dead weight on my porch. :(
scorpion22374 Jun 25, 2018 @ 8:08pm 
Well give the modders a chance and they will figure it out. they've got just about everything else out there including a nuclear power cell for the Cyclops. There's even a mod to put a drill arm on a seamoth
scorpion22374 Jun 25, 2018 @ 8:10pm 
And that Cyclops will not be dead weight later on. In a vanilla game basically without mods the seamoth can only go down to 900. The Cyclops and the prawn can be upgraded to go to 1700 m.
DeFragged Jun 25, 2018 @ 8:34pm 
You can build lockers inside a Cyclops. I keep a locker specifically for temporary scanner bases (1 multipurpose room, 1 bioreactor, 1 scanner room, 4 scanner range chips, 1 hatch) that I build, scan, mine, then pack up and go anywhere I want.

Cyclopses are basically mobile forward bases - I carry everything I need in them including 1 locker for each mineral type, a bed, plant pots, mods, etc.
Ryvaken Tadrya Jun 25, 2018 @ 10:55pm 
A single wall locker can carry everything you need to set up a supply/mining camp with a bioreactor, power cell charger, and scanner room. Maybe a thermal plant, too, but I'd need to recheck the numbers on that. Carrying that in a cyclops is trivial. Carrying it in a seamoth or prawn is a major undertaking.
General Idea Jun 26, 2018 @ 12:20am 
The cyclops is a carrier and mobile base and is a progressive choice of vehicle. You obviously need to learn how to appreciate it without complaint.
Vagrant Jun 26, 2018 @ 2:18pm 
Originally posted by General Idea:
The cyclops is a carrier and mobile base and is a progressive choice of vehicle. You obviously need to learn how to appreciate it without complaint.

Can't really do that right now, Depth module is on par with Seamoth, rendering Cylcops nearly useless...
Cougarific Jun 26, 2018 @ 2:20pm 
Can you build a modification station or plant Marblemelons on your Seamoth?

What's holding you back is your reliance on the Scanner Room. IMHO it's a luxury, not a necessity.

I built one once to see what it did - turns out what it does is remove 90% of the joy of exploration and discovery from the game.

The Cyclops is useful for all the reasons listed above - the Scanner Room however is a crutch that makes you think it's necessary when it really isn't.
Last edited by Cougarific; Jun 26, 2018 @ 2:25pm
Vagrant Jun 26, 2018 @ 2:27pm 
Originally posted by Cougarific:
Can you build a modification station or plant Marblemelons on your Seamoth?

What's holding you back is your reliance on the Scanner Room. IMHO it's a luxury, not a necessity.

I built one once to see what it did - turns out what it does is remove 90% of the joy of exploration and discovery from the game.

No and no. Don't be ridiculous. The Cylcops looks technologically advanced enough to have a scan on board.

No, it's not finding certain types of ore that's holding me back from furthering my base and my supplies.

That's funny, the game's exploration didn't stop being fun after I built scan rooms, it got better. I found some new places and wrecks because of the scan room.
Cougarific Jun 26, 2018 @ 2:51pm 
It's a single-player game, play however gives you the most enjoyment.

Just saying that the reason the Cyclops doesn't have a Scanner Room is because it's a submarine, not a base. It's meant to take you from point A to point B in safety and comfort. It's not supposed to replace your base.
Vagrant Jun 26, 2018 @ 2:59pm 
Originally posted by Cougarific:
It's not supposed to replace your base.

That's not what I asked for.
PrimeSonic Jun 26, 2018 @ 3:07pm 
Originally posted by Vagrant:
Originally posted by Cougarific:
It's not supposed to replace your base.

That's not what I asked for.
No, that's what I asked for. :steamhappy:
General Idea Jun 26, 2018 @ 11:38pm 
Originally posted by Vagrant:
Originally posted by General Idea:
The cyclops is a carrier and mobile base and is a progressive choice of vehicle. You obviously need to learn how to appreciate it without complaint.

Can't really do that right now, Depth module is on par with Seamoth, rendering Cylcops nearly useless...

You don't need to be making excuses for not doing you need to be making reasons for doing and why not go make an improvement to the cyclops depth module rating and get to use it for it's purpose and design? If you never bother to expand your knowledge base then you will never know.
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Date Posted: Jun 25, 2018 @ 5:32pm
Posts: 15