Cyclops

The Cyclops is a 54.2 meter (178 foot) long, 14.2 meter tall (47 foot), and 12.6 (41 foot) meter wide, submarine that is player-controlled and can act as a mobile home base. It has a top Speed of 14.4 Knots or 7.4 m/s (27 km/h).

The Cyclops can dock the Seamoth personal submersible, similarly to the Moon Pool.

A computer terminal on the bridge allows the user to give their Cyclops a custom name. This custom name is displayed along the starboard side of the vessel and has a 14 character limit. The terminal also allows the user to adjust the color of the exterior, as well as the external custom name. The Cyclops can be further customized using Placeable Items constructed with the Habitat Builder. A Fabricator built in the Cyclops will use the ship's power, but allow for the construction of items not available on fabricators in the Escape Pod or a Seabase, such as Cyclops-specific upgrade modules. A switch on board allows the lights on the Cyclops to be turned on or off at will. Turning off the interior lights will also turn off the lights on the exterior hull. The Cyclops also has an on-board A.I. that will warn the player of danger and a beacon that allows the player to find it from a distance. The keel section of the Cyclops has five built-in Storage Lockers with each containing 12 units of space.

If the Cyclops takes damage, a HUD of the Cyclops will appear on the bridge window, showing where the damage is. This is also activated if something is close to the Cyclops, creatures and terrain alike.

The Cyclops also has three on-board cameras that can be operated using a button found on the left side on the bridge window. The camera locations are on the keel, the coning tower, and the screw, which are respectively the front of the bottom, the very top, and the back of the Cyclops.

It is named after the mythological creature of the same name because of the one, single observation deck.

How to Use

 * 1) Press "LMB" to initiate the Cyclops's driving controls at the steering column.
 * 2) Press "LMB" when in pilot mode to activate sound horn.
 * 3) Move the Cyclops forward and backwards with "W" and "S".
 * 4) Steering is "A" and "D" to turn left and right.
 * 5) To dive (descend) use "C" and "Space" to rise/surface (ascend).
 * 6) Use the mouse to control the visual field.
 * 7) Press "E" to dismount from the driving position.
 * 8) Click the camera symbol to the left of the control panel to access the cameras.
 * 9) While in Camera mode scroll the mouse wheel to switch between cameras.

Influence of Depth
Above 450 meters, the Cyclops does not suffer any damage from collisions. However, at 450 meters depth, the player will be alerted by the on-board A.I stating, "PASSING SAFE DEPTH." After this warning, any collisions suffered will rupture the hull, spilling water into the compartments. This water builds up over time, filling first the bottom level and then the top. This water has weight, and affects the buoyancy and orientation of the submarine. It will eventually be dragged down by the increased weight, and may fall onto its side, obstructing passage inside the vessel. The interior of the submarine will show signs of damage that was taken from either going to crush depth or colliding with the seabed, coral reefs, and cliffs. However, the hull breaches can be repaired by the Welder. Once all the major breaches have been repaired, the A.I. will alert the player and the automatic system will begin to drain the water.

The Cyclops has a collapse Depth of 500 meters, at which point its hull will begin to rupture under the water's pressure and the compartments will start to flood. When this depth is passed, the AI will warn you to immediately go up in order to avoid damages to your Cyclops. At this point it is a good idea to rise above 450 meters because if you flood and sink at this depth the hull can not be repaired and you will lose your Cyclops. However, it may be possible to retrieve the sunken Cyclops by crafting a Pressure Compensation Module or Ultra Hull Reinforcement Module, diving down to the vessel, installing the module(s), and repairing the hull breaches.

If the user is in possession of the Cyclops Pressure Compensator Blueprint and a Plasteel Ingot, it is possible to craft the Pressure Compensation Module. This increases the crush depth by 400m. The Ultra Hull Reinforcement Module will further increase the crush depth by 1000m.

Energy
The Cyclops uses up Energy as it is used. At 100% power, the Cyclops can travel approx. 4450 meters (44.5m/1%). The engine room at the rear contains Power Cells. If there is a fabricator on the Cyclops, then it will drain the power cells when in use. Docking the Seamoth personal submersible will also transfer energy to recharge it from the power cells.

A Power Efficiency Upgrade Module can be obtained from the Aurora's power generator room that improves the Cyclops's energy efficiency by 100%, increasing the approx. travel distance to 8900 meters (89m/1%). This will also lead to half energy consumption for any items being fabricated. (Fabricating is fixed to 5 energy now, regardless of Power Efficiency Upgrade Modules.)

If the Cyclops is depleted of power, the on-board lights will shut off, appliances cannot be used, and oxygen is not produced.

The Cyclops will not use energy when in Creative Mode.

As of the machinery update (May) the cyclops has a maximum power capacity of 1200 units each power cell adding 200. This was previously 600 max units and each cell would add 100. This change was likely made because of cyclops energy usage complaints.

Cameras
Clicking the camera button to the left of the control panel will allow you to control the Cyclops cameras. There is three cameras in total, one on the front, one on the back and one on the conning tower (Very top).

Collision HUD
When the Cyclops is driven near a creature or terrain, the collision HUD appears and shows where the creature/terrain is. This can be useful for small areas.

Lights
Two buttons, located to the right of the Cyclops Colour and Name post, can be clicked to toggle the interior and exterior lights. Interior lights will be automatically turned off if energy runs out.

Oxygen
The Cyclops will produce Oxygen naturally. However, if the Cyclops is out of Energy, the oxygen will slowly run out.

Fragments
In order to gather Cyclops Blueprint 3 different types of fragments need to be scanned: All fragments looks like actual parts of a submarine rather than safeboxes. All need to be scanned 3 times. Once you scan any of these 3 times, it adds 1 of 3 parts of a whole Cyclops Blueprint.
 * 1) Cyclops Hull fragments (Grassy Plateaus, Mushroom Forest)
 * 2) Cyclops Engine fragments (Underwater Islands, Mountains)
 * 3) Cyclops Bridge fragments (Dunes, Mushroom Forest)

Recipe
The Cyclops, which is built in the Mobile Vehicle Bay, requires the following Materials, which are created through the fabricator, listed below:

Keep in mind that the Cyclops Blueprint requires you to scan all three blueprints before getting the full blueprint. (See the "Fragments" section above).

Gallery
For a more complete gallery, visit Cyclops/Gallery.

Trivia

 * The most logical reason for its relatively shallow collapse depth is the large observation bubble located in the bridge.
 * The console left of the steering wheel is marked with "ALTERRA", similar to the Survival Knife displaying the manufacturer title "Alterra Arms". Alterra is a corporation also known from the game Natural Selection 2, which was also developed by Unknown Worlds Entertainment.
 * At one point it was possible to recharge the Cyclops by mounting Solar Panels or other generators to the top of the cyclops. This feature has since been removed; it is unknown if there will be a solar panel upgrade like on the Seamoth in the future as a potential replacement, but at this time there is no way to recharge the Cyclops' power cells.