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1x Depth Module Mk. III
1x Hull Reinforcement Module
1x Seamoth Perimeter Defense System
1x Torpedo Bay (gas torpedoes)
P.R.A.W.N. Suit "Goblin Shark"
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1x Prawn Suit Depth Module Mk II
1x Prawn Suit Jump Jet Upgrade
1x Prawn Suit Claw Arm
1x Prawn Suit Drill Arm
1x Hull Reinforcement
Cyclops "Mizuchi"
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1x Cyclops Depth Module Mk III
1x Cyclops Engine Efficiency Module
1x Cyclops Thermal Reactor Module (when in the lava zones or near volcanic vents )
1x Cyclops Decoy Upgrade (5 decoys loaded )
1x Cyclops Shield Generator
1x Cyclops Fire Suppression System
1x Cyclops Repair Module (when not around a heat source)
----- Cyclops Storage -----
18x Power Cells 100% (late game - Ion Power Cells)
9x Cured Peeper
9x Desalinated Water Bottles
4x Batteries 100%
3x Spare Decoys
Remaining storage open for gathered materials
----- Cyclops Interior Modules & Miscellaneous -----
1x indoor grow bed (4 bulbo trees)
1x Fabricator
1x Medical Kit Fabricator
1x Cell Charger
1x Battery Charger
2x Floor Lockers (both between the engine room and drydock hatch)
Tricks that worked well for me:
Install the TRM and park the Cyclops right on top of lava and rapidly charge power cells back up
Keep spare 100% Power Cells in a floor locker right by the engine room hatches for speedy replacement.
Sail slowly past leviathans in silent running mode, on those rare occasions that they notice the sub, turn on the shield, drop a decoy and sneak away, can usually turn the shield off again quickly to conserve power.
PRAWN suit : Depth module mk 2 , Thermal energy , Rocket booster , Hull reinforcement ( Or switch to storage when i need to farm ) , Drill arm and Tow cable arm .
Cyclop : Depth module Mk 3 , Energy efficiency , Sonar , Decoy tube , repair module , thermal energy ( can change to shield when there is no source of heat around ) .