Cyclops

The Cyclops is a player-controlled midget submarine that is constructed using the Mobile Vehicle Bay. It is equipped with a vehicle bay able to store a single smaller submersible, and can be modified with a range of different upgrades.

At 54.2m long, 12.6m wide and 14.2m tall, the Cyclops is the largest player controlled vehicle in the game, and by default is capable of diving to depths of up to 500m.

Overview
Access is obtained either via a dive chamber located at the bow of the keel or via the docking bay when piloting a Seamoth or Prawn Suit. It is equipped with an onboard A.I. that will warn the player of danger and a beacon allowing the player to locate it at a distance.

The player is able to customise the Sub by constructing placeable items such as a Fabricator or Locker allowing it to act as a mobile seabase.

Blueprints
Unlike most other Blueprints, the player must find and scan three different sets of fragments in order to craft, these are: Each of the above type of fragments must be scanned three times. Each component will show as a unique blueprint but cannot be constructed individually.
 * 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)

Each completed component will progress the overall Cyclops Blueprint by 33% as such you must in total locate 9 fragments in order to unlock the Cyclops blueprint.

Features
The submarine is equipped with three external cameras which are operated via the Pilot HUD. These cameras are located on the keel, conning tower, and screw, which are respectively below, above and at the rear of the submarine.

It is capable of travelling at 3 pre-set speeds from "Slow" up to "Ahead Flank", each setting impacting the amount of 'noise' generated and in turn, attention from hostile fauna. More information on noise can be found here: Noise

Bridge= The Bridge is located at the bow of vessel and features a large domed glass port which is the primary viewing port for navigating.

A wall-mounted fire extinguisher can be located on the port wall and the player is able to access both the Upper midsection via a large bulkhead door and the keel via a dedicated ladder.

There are several different HUDS located here.

Upper midsection= The upper midsection of the vessel grants access to the Bridge via a single large circular airlock as well as two bulk-head doors to access the port and starboard sides of the engine room.

The access port to the vehicle bay is located in the center of the large room and allows the player to disembark via a docked Seamoth or Prawn Suit.

As the largest open space on board, the player is able to place multiple stationary items such as Fabricators and Lockers. Engine Room= The engine room is located at the stern of the vessel with the engine consuming the majority of available space, the player only having access to run down the port or starboard outer hull.

A Cyclops Upgrade Fabricator can be located on the starboard hull. It functions similarly to the upgrade fabricator in the Vehicle Modification Station and Scanner Room, allowing the player to craft dedicated Cyclops Upgrade Modules.

A wall-mounted fire extinguisher can be located on the port outer wall. Vehicle Bay= Both the Seamoth and Prawn Suit are able to dock within the Cyclops by approaching the middle of the keel, similar to the Moonpool. Only a single vehicle can be docked at a time.

Seamoths and Prawns will recharge whilst docked and drain power from the Cyclops power cells when doing so. Keel section= The keel section of the Cyclops has five built-in Storage Lockers, each containing 12 units of space. The diving chamber is located here, which allows the player to embark and disembark from the vessel through a hatch.

Energy
The submarine is powered via Power Cells and capable of having six active at any one time, allowing for a maximum charge of 1,200 units (6,000 if using Ion Power Cells) which are drained sequentially during use. When all power is depleted all lights will shut off, oxygen production will stop and appliances cannot be used.

Placeable items, such as the Fabricator, will drain from this power when used.

A unique Engine Efficiency Module can be obtained from the Aurora's engine room that improves the energy efficiency by 100%. The default Power efficiency is 300%.

Energy is not used when in Creative Mode.

Currently, all three speed modes (Ahead Slow, Ahead Standard, and Ahead Flank (Emergency Speed) do not increase or decrease the rate of energy consumption. The Interior Lights and Exterior Floodlights also do not affect your energy (on or off). Dual movement (ie; moving forward while turning) does increase the rate your energy drains, and tri movement (ie; moving forward while turning and diving) increases it further.

Leaving the Cyclops will automatically disable the engine.

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. Other items such as Lockers, Giveaway Items, Aquariums and Interior Growbeds can also be built. The latter can be very useful for growing food on Survival mode which can provide long-term sustenance when away from a seabase for extended periods of time.

Appliances can be used if the engine is disabled.

Damage and Destruction
The Cyclops will take damage from the following: An 'overshield' will absorb all damage taken by the Cyclops when the submarine has more than 80% of its health. This protects the submarine from infrequent attacks or minor bumps, but can't be used to reliably protect it. The overshield will prevent hull breaches from occurring. When the overshield has absorbed damage, it will deplete, but slowly recharge. However, the overshield will not recharge if the Cyclops has less than 80% of its health. Only the Cyclops Shield Generator can totally prevent damage while it's active, and drains a lot of energy.
 * Hostile Fauna (see below)
 * Crush depth
 * Collisions past safe depth
 * Fire

Below 500 meters depth, the Player will be alerted by the onboard A.I stating, "PASSING SAFE DEPTH." Below this depth, collisions with the terrain will result in hull damage, reducing the total health. Hull breaches can be repaired by the Repair Tool.

The Cyclops Hull Module MK1 and MK2 upgrades allows the player to increase the crush depth by 400m and 1,000m respectively, allowing a total maximum depth of 1,500m as opposed to the Seamoth's 900m with a Pressure Compensator MK3 upgrade.

If damage continues, fires will start in random locations, and will spread if not extinguished. These fires will cause additional damage, reduce visibility and begin hurting the player. Small fires can sometimes be extinguished automatically.

If the Cyclops Fire Suppression System is equipped and activated, it will close all bulkheads and a blue light will flash. A few seconds later, all fires will be extinguished and the smoke will evacuate.

Piloting the sub in Flank speed for prolonged periods will cause the engine to overheat, starting fires in the engine room.

If the submarine receives critical damage it will explode. The player will receive a warning prior to this explosion, providing time to exit the submarine. Upon explosion:
 * Any docked Seamoth or Prawn Suit will be destroyed
 * Any placable items will remain and can be deconstructed
 * A small amount of Metal Salvage will be available
 * If the player is on board at the time, they will be killed
 * The wreck will have openings in the bridge, vehicle bay, and tail for access.
 * A Beacon is deployed at the location of the wreck

Noise
Noise is attention drawn to the Cyclops. It will increase the range in which aggressive creatures attack the sub, should enough noise be generated. The amount of noise generated is dependent on several factors.

The different speed settings will cause the sub to emit noise, with the Slow setting emitting the least amount of noise, and Flank emitting the most.

The external floodlights will increase the amount of noise generated by the Cyclops when activated.

Using the Silent Running ability will suppress all noise being emitted by the sub for 30 seconds, with a recharge time of 2 minutes. The Cyclops can move at any speed while in Silent Running.

Disabling the engine will stop the Cyclops from emitting noise completely.

Hostile Fauna
The below creatures can and will attack if the Cyclops if too much attention is drawn to it. The stealthiness of the Cyclops can be increased or decreased by changing the speed and light settings; travelling at Flank speed with floodlights on will draw more attention from hostile fauna than being set to Slow speed.

Audio
These tracks will only play if there is a fire on board the Cyclops.

 

Future Plans

 * The Cyclops may have the ability to be docked to seabases.
 * The Cyclops may have alternate depth upgrades in the future.
 * Flooding will be reimplemented into the Cyclops in a future update.

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 or other generators to the top of the Cyclops. This feature has since been removed.
 * The speed setting "Ahead Standard" was previously the only speed the Cyclops could move at.
 * Sometimes when entering the Cyclops, the AI will say "You are the best captain on this planet". Which may be a reference to you being the only being piloting a Cyclops at the time.