Cyclops

The Cyclops is a 54.2 meter (178 foot) long, 14.2 meter tall (47 foot), and 12.6 meter wide (41 foot), large player-controlled submarine with a top speed of 14.4 Knots or 7.4 m/s (27 km/h).

It is constructed via the Mobile Vehicle Bay and can act as a mobile Seabase.

Blueprints
In order to gather a Cyclops Blueprint, 3 different types of fragments need to be scanned:


 * 1) Cyclops Hull fragments (Sea Treader's Path, Floating Island  and Mushroom Forest)
 * 2) Cyclops Engine fragments (Aurora, Wrecks, Mountain Island, and Jelly Shroom Caves)
 * 3) Cyclops Bridge fragments (Sea Treader's Path, Mushroom Forest and near the Aurora)

All need to be scanned a total of 3 times each. Once the player has completed this task, it adds the respective parts of the whole Cyclops Blueprint.

Once scanned, each part has a progress tracker in the Blueprints tab of the PDA. When a part is fully scanned it will be listed as a blueprint; however, these blueprints can't be used on their own. Once complete, each part contributes to the cyclops blueprint as fragments contribute to other blueprints.

Features
A HUD on the bridge window displays health, 'stealth', speed settings and energy.

On the left HUD are four speed settings: "Ahead Slow", "Ahead Standard", "Ahead Flank", and "Silent Running".

Ahead Flank causes the computer to warn you that you are cavitating.

The Cyclops can dock the Seamoth and the PRAWN Suit, but only one at a time, similar to the Moonpool. If the Cyclops Docking Bay Repair Module upgrade is installed, any docked vehicle will slowly be repaired.

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. This terminal also allows the user to adjust the colors of the exterior and the external custom name; HEX codes will also be displayed by the console.

A hologram projector next to where the player stands to pilot the submarine displays a small image of the Cyclops and nearby hostile creatures as red triangles.

A switch on board allows the lights on the Cyclops to be turned on or off at will. This affects how stealthy the Cyclops is; it is less likely to be noticed by aggressive creatures if lights are off. Two switches are available, one for the interior and one for the exterior lights.

On the port side of the bridge, a hologram displaying a large image of the Cyclops can be seen. The health bar is displayed above the projected Cyclops image and, if present, leaks and fires will be displayed on this image, showing the player where they are located.

If the Cyclops is close to terrain, a HUD will appear on the bridge window, showing where the terrain is.

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

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, each containing 12 units of space.

The Cyclops comes equipped with two wall-mounted fire extinguishers, one port side engineering, and one port side of the bridge, both which can be removed for use, and later replaced by the player.

As it says in the data bank entry, it is named for the fact that it can be piloted by one person. The sub may also be named based on its single, large window, resembling an eye.

When the Cyclops explodes, it will destroy a Seamoth or PRAWN Suit, should one be docked inside. However, the Cyclops will feature a warning prior to the explosion, providing time to exit the submarine with the smaller vehicle. Any appliances built onboard will be able to be deconstructed for their respective materials after the Cyclops explodes. A small amount of Metal Salvage will also be available to obtain.

How to Use

 * 1) Press  to initiate the Cyclops' driving controls at the steering column.
 * 2) Press  when in pilot mode to activate sound horn.
 * 3) Move the Cyclops forward and backwards with  and.
 * 4) Steering is  and  to turn left and right.
 * 5) To dive (descend) use  and  to rise/surface (ascend).
 * 6) Use the mouse to control the visual field.
 * 7) Press  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.
 * 10) Click the sonar icon to do a sonar scan (if Cyclops Sonar Module upgrade is installed)
 * 11) Click the shield icon to briefly activate the force field (if Cyclops Shield Generator upgrade is installed)
 * 12) Press  to exit camera mode and return to driving mode.

Fabrication and Appliances
The Cyclops can be further customized using Placeable Items constructed with the Habitat Builder. A Fabricator, Modification Station, Battery Charger or Power Cell Charger built in the Cyclops will use the ship's power, turning the cyclops into a mobile base, but allow for the construction of items such as Cyclops-specific upgrades that cannot be created elsewhere, or alternatively allow for the recharging of batteries and power cells while in transit away from Seabases or the Lifepod. Lockers, Giveaway Items, and even an Aquarium or Interior Growbeds can also be built inside the Cyclops. The latter can be very useful for growing food on Survival mode which, when combined with a Stillsuit, can permit long-term sustenance when away from a Seabase for extended periods of time.

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 Repair Tool. Once all the major breaches have been repaired, the A.I. will inform the player, and the automatic system will begin to drain the water. As the water drains, the Cyclops will also re-stabilize itself, if it is not already upright.

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 the player to immediately go up in order to avoid damages to the Cyclops. At this point it is a good idea to rise above 450 meters because, if it floods and sinks at this depth, the hull can not be repaired and the Cyclops will be lost. However, it may be possible to retrieve the sunken Cyclops by crafting a Cyclops Pressure Compensator 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 Cyclops Pressure Compensator. This increases the crush depth by 400m. The Ultra Hull Reinforcement Module will increase the crush depth by 1000m. This means the Cyclops is capable of going as low as 1500m below the water's surface in total, as opposed to the Seamoth's 900m with a Pressure Compensator MK3 upgrade.

Energy
The Cyclops uses up Energy as it is used. At 100% power, the Cyclops can travel approx. 4450 meters (44.5m/1%).[update required for Ion Power] The engine room at the rear contains Power Cells. If there is a Fabricator, Modification Station, or Battery Charger/Power Cell Charger (Crafted chargers from habitat builder will drain power cells) on the Cyclops, then they will drain the power cells when in use. Docking the Seamoth personal submersible or PRAWN Suit 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' energy efficiency by 400%, 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 Castles & Coffee Update (January 2017) the Cyclops has a maximum power capacity of 6000 units using Ion Power Cells, each power cell adding 1000. Regular Power Cells provide a maximum of 1200 units with each cell adding 200. Original values for Power Cells were 100 each for a total of 600 units, which was likely changed because of Cyclops energy usage complaints.

Currently, it is possible to build a Power Cell Charger inside the Cyclops. Charging a power cell currently creates a net gain in energy, despite drawing from the Cyclops' energy reserves.

Cameras
When piloting the Cyclops, there is a camera button, clicking the camera button to the left of the control panel will allow the player to control the Cyclops cameras. There are three cameras in total, one under the keel, one on the back and one on the conning tower (Very top). These cameras are best used for navigating around obstacles, or for checking for predators before disembarking.

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 Color and Name post, can be clicked to toggle the interior and exterior lights. Interior lights will be automatically turned off if energy runs out. Turning the lights off doesn't affect the energy currently.

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

Raw Materials
Construction of a Cyclops requires:
 * 5 Plasteel ingots
 * 5 Enameled Glass
 * 2 Lubricant
 * 1 Advanced Wiring Kit

The following list provides all the raw materials needed to construct a Cyclops from scratch.
 * 50 Titanium
 * 11 Quartz
 * 5 Lithium
 * 5 Stalker Teeth
 * 6 Creepvine Seed Clusters
 * 2 Table Coral Samples (any)
 * 2 Gold Ore
 * 1 Silver ore

Refine the 50 Titanium into 5 Titanium Ingots, then refine these with the 5 Lithium into 5 Plasteel Ingots. Refine 10 Quartz into 5 Glass, then refine these with the 5 Stalker Teeth into 5 Enameled Glass. Refine the 6 Creepvine Seed Clusters into 2 Lubricants. Refine the 2 Brown Table Coral Samples, 1 Silver Ore and 1 Quartz into 1 Computer Chip, then refine that with 2 Gold ore into 1 Advanced Wiring Kit. Then refine the 5 Plasteel Ingots, 5 Enameled Glass, 2 lubricants and 1 Advanced Wiring Kit via the Mobile Vehicle Bay into 1 Cyclops.

Future Plans

 * The Cyclops may have the ability to be docked to seabases.
 * The Cyclops may have alternate depth upgrades in the future.
 * The Cyclops will have more features at a later date.

Gallery
Screenshots=

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

Trivia

 * 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 other generators to the top of the Cyclops. This feature has since been removed. The only way to recharge the Cyclops' power cells is via the Power Cell Charger, which first requires said Power Cells to be removed from the engineering room.