Subnautica

Subnautica

View Stats:
Hoppled Feb 22, 2019 @ 2:32pm
2 power cell chargers in cyclops?
Im new to the cyclops and find it confusing how the whole power cell rig works. It initially comes with 6 fully charged power cells, correct? So, I used the ship and tried some of the abilities to find out it consumed the cyclops energy a ton to the point where it powered down (even with engine efficiency module).

So I ended up making more power cells and added a powercell charger right by the pilot station. I feel like 2 would be more efficient, since charging 4-6 at a time instead of 2, would be nice.

Let me know what you guys think.
< >
Showing 1-13 of 13 comments
Hoppled Feb 22, 2019 @ 2:38pm 
Also, I would just like to add something else. For some reason, even when my cyclops' engine is off, it's still using my power cell's energy. So even if I'm just chilling in my cyclops, the power cells are losing energy % charge. Even if I turn everything off... how to deal with this?
Demolition414 Feb 22, 2019 @ 2:44pm 
make sure nothing is charging and you have Silent Running OFF, even with engines off power will still be used if you have batterys or powerCells charging and if you have Silent Running on
Cougarific Feb 22, 2019 @ 2:52pm 
You're charging your Cyclops Power Cells off your Cyclops Power Cells.

Think about that for a second...
Last edited by Cougarific; Feb 22, 2019 @ 2:53pm
General Idea Feb 22, 2019 @ 2:57pm 
Power cell charger will be drawing power from your existing power cells installed. It is useless unless you have the Cyclops Thermal Reactor Module which can be fabricated on board. You will need to be in a heated area with temperatures greater than 35°C at the engines.
Amanoob105 Feb 22, 2019 @ 3:09pm 
The problem with using power cell chargers in a cyclops is simple. Where do you think that power is coming from?

For each power cell in the charger that is one that is draining power from another cell in the engine. You're using 100% of one cell back there to charge up another cell to 100%.
Unless you have the thermal power module for the cyclops is isn't a good idea as you are not getting any new power from anywhere.


Even if the engine is off and power is being lost there's two most likely options.
1) You have another system running (i.e. silent running), these still drain power even with the engine off.
2) You are charging power cells from the power in the power cells.

Batteries chargers aren't so bad as they have a much lower drain, though with how many free batteries you can find around the map it might see less and less use over time.
Greywander Feb 22, 2019 @ 3:28pm 
I read somewhere that the cyclops can actually charge power cells faster than it drains its own, leading to an exploit where power cell chargers on the cyclops would provide essentially limitless energy. Did this get patched, or did it never work like this?
kwong20287 Feb 22, 2019 @ 3:44pm 
Originally posted by Greywander:
I read somewhere that the cyclops can actually charge power cells faster than it drains its own, leading to an exploit where power cell chargers on the cyclops would provide essentially limitless energy. Did this get patched, or did it never work like this?
It was like that before the Cyclops Silent Running update during early access. So thats patched.
Cougarific Feb 22, 2019 @ 3:49pm 
Not that I'm aware of - there was a bug for a while that allowed you to place Solar Panels on top of your Cyclops.
Hoppled Feb 22, 2019 @ 5:21pm 
okay, interesting. So then what about things like the coffee machine, the interior lighting so you can see, vending machine/modification station, and the fabricator/radio? It's all of what I have in there. I will remove the powercell charger (which sucks, since I have to go to my base now to charge them.) As far as a batter charger, I will keep it for now, but if it really takes up a noticeable amount of power I probably will remove it. I have the recharge fins anyway, although repair tool and stasis rifle still deplete after a while. Seaglide never needs a new batter, as well as scanner.
Ancient Feb 22, 2019 @ 6:36pm 
Originally posted by Beaker:
okay, interesting. So then what about things like the coffee machine, the interior lighting so you can see, vending machine/modification station, and the fabricator/radio? It's all of what I have in there. I will remove the powercell charger (which sucks, since I have to go to my base now to charge them.) As far as a batter charger, I will keep it for now, but if it really takes up a noticeable amount of power I probably will remove it. I have the recharge fins anyway, although repair tool and stasis rifle still deplete after a while. Seaglide never needs a new batter, as well as scanner.

In vanilla I just kept a locker full of power cells and another next to it for empties in the cyclops. When the locker of full cells got low, I'd empty the drained ones and dump them all into my base's "room full of chargers".

Ever since mods came out though I use this: https://www.nexusmods.com/subnautica/mods/101 It allows for solar/nuclear charging and much more.
Last edited by Ancient; Feb 22, 2019 @ 6:43pm
mreed2 Feb 22, 2019 @ 6:48pm 
Originally posted by Beaker:
okay, interesting. So then what about things like the coffee machine, the interior lighting so you can see, vending machine/modification station, and the fabricator/radio? It's all of what I have in there. I will remove the powercell charger (which sucks, since I have to go to my base now to charge them.) As far as a batter charger, I will keep it for now, but if it really takes up a noticeable amount of power I probably will remove it. I have the recharge fins anyway, although repair tool and stasis rifle still deplete after a while. Seaglide never needs a new batter, as well as scanner.

Coffee machine is fine, interior (and exterior on vehicles) is fine, radio is fine, vending machine is fine, but both the modification station and the fabricator use 5 energy for each item you make.

The easiest way to answer this question is to build the item in question on a normal, simple base (solar only) then wait for night -- if the power starts going down, then one or more of the items in the base is consuming power simply for existing, and on a cyclops, this power drain will remain.

You'll have an opportunity (eventually) to make double capacity batteries and power cells -- of course, they take twice as long to charge in addition to taking twice as long to discharge.
Voltia Feb 24, 2019 @ 9:28am 
just make a load ton of power cells as backup and put em in a locker on the cyclops and ur good to go
Reaver Feb 24, 2019 @ 10:56am 
Originally posted by Amanoob105:
The problem with using power cell chargers in a cyclops is simple. Where do you think that power is coming from?

For each power cell in the charger that is one that is draining power from another cell in the engine. You're using 100% of one cell back there to charge up another cell to 100%.
Unless you have the thermal power module for the cyclops is isn't a good idea as you are not getting any new power from anywhere.


Even if the engine is off and power is being lost there's two most likely options.
1) You have another system running (i.e. silent running), these still drain power even with the engine off.
2) You are charging power cells from the power in the power cells.

Batteries chargers aren't so bad as they have a much lower drain, though with how many free batteries you can find around the map it might see less and less use over time.


Actually it's not that bad, and it will extend your voyage indefinitely without having any power problems.
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Feb 22, 2019 @ 2:32pm
Posts: 13