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 17.3 Knots or 8.9 m/s (32 km/h).

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

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.

Blueprints
In order to obtain the 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)

The player must locate and scan 3 of each fragment in order to discover each individual component. Each completed component will complete a third 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.

Features
The Cyclops is equipped with an onboard A.I. that will warn the player of danger, and a beacon that allows the player to find it from a distance.

The Cyclops has three onboard 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.

Two wall-mounted fire extinguishers can be located onboard, one on the bridge and the second on the port-side of the engineering section. These can be removed for use and replaced after.

The player is able to adjust the speed of the Cyclops in order, they are: "Silent Running", "Ahead Slow", "Ahead Standard" and "Ahead Flank". Each setting changes speed as well as noise.

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

There are several different HUDS located here.

Upper mid-section= The upper mid-section 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 onboard, 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 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= keel section of the Cyclops has five built-in Storage Lockers, each containing 12 units of space.

Energy
The Cyclops consumes 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 six interchangeable Power Cells.

Powered equipment such as the Fabricator will drain from this power when used.

A Power Efficiency Module can be obtained from the Aurora's engine room that improves the energy efficiency by 400%, increasing the approx. travel distance to 8900 meters (89m/1%).

If all power is depleted then all lights will shut off, oxygen production will stop and appliances cannot be used.

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.

Currently, it is possible to build a Power Cell Charger inside the Cyclops. Charging a power cell currently creates a net gain in energy by a factor of approximately 6, despite drawing from the Cyclops' energy reserves.

The Cyclops will not use energy when in Creative Mode.

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 right of the control panel to access the cameras.
 * 9) While in Camera mode scroll the mouse wheel to switch between cameras.
 * 10) Click the Decoy symbol to launch a short lived decoy to help you escape
 * 11) Click the sonar icon to do a sonar scan (if Cyclops Sonar Module upgrade is installed)
 * 12) Click the shield icon to briefly activate the force field (if Cyclops Shield Generator upgrade is installed)
 * 13) 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 and Damage
Below 500 meters depth, the Player will be alerted by the onboard A.I stating, "PASSING SAFE DEPTH." After this warning, there's an increasing chance you will rupture the exterior hull, costing health. However, the hull breaches can be repaired by the Repair Tool. Location of the breach will appear on the port side hologram display. If damage continues fires will start springing up in random locations. These will also appear on the port side hologram display. Fires left unchecked will spread, causing more damage, and releasing toxic smoke that will cause a small amount of recurring damage to the player, as well as making it increasingly more difficult to see. Small fires might be automatically extinguished by the Cyclops if there's not too much damage, otherwise the player must take a fire extinguisher and put it out. Once all fires are out, the computer will announce it, and begin evacuating the smoke from the cabin. The Cyclops Fire Suppresion System will close the bridge bulkhead and a blue light will flash. A few seconds later, all fires will be put out and the smoke will evacuate.

If the user is in possession of the Cyclops Hull Module MK1 Blueprint, it is possible to craft the Cyclops Hull Module MK1. This increases the crush depth by 400m. The Cyclops Hull Module MK2 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.

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 silent running.

Destruction
If the vessel receives critical damage it will explode, also destroying any docked vehicle. However, the Cyclops will feature a warning prior to the explosion, providing time to exit the submarine with the smaller vehicle. Any stationary items built onboard will be able to be deconstructed for their respective materials from the remaining wreckage. A small amount of Metal Salvage will also be available. If the player is onboard during the explosion you will see a fireball starting from the engine room which will quickly consume the ship and kill the player. A beacon is deployed if your Cyclops is destroyed.

Future Plans

 * The Cyclops may have the ability to be docked to seabases.
 * The Cyclops may have alternate depth upgrades in the future.

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 drive 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.