Cyclops

]The Cyclops is a 54.2 meter (178 foot) long, 14.2 meter tall (47 foot), and 12.6 meter wide (41 foot), 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.

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


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

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

Features
The Cyclops can dock the Seamoth and the Prawn Suit, similar to the Moon Pool. Because of the Cyclops ' large size and difficulty to steer, especially in confined spaces, it is usually a good idea to bring along a Seamoth to assist in exploration.

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 colours of the exterior and the external custom name.

A switch on board allows the lights on the Cyclops to be turned on or off at will, even though this has no practical effect on energy consumption. Two separate switches are available, one for the interior and one for the exterior lights.

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.

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 - in order to aid the player in avoiding collision damage.

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 conning 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 its ability to be operated by a single individual, as mentioned in its PDA bio.

How to Use

 * 1) Press  to initiate the Cyclops's 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) 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, 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, Hull Plates, 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 Welder. 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 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 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 Seamoth Pressure Compensator Mark 3 upgrade.

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, Modification Station, or Battery Charger/Power Cell Charger on the Cyclops, then they 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 ' 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.

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 you 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).

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. Turning the lights of doesn't effect the energy currently.

Oxygen
The Cyclops will produce Oxygen naturally, alike 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 and 1 Advanced Wiring Kit. The following list provides all the raw materials needed to construct a Cyclops from scratch. 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 4 Creepvine Seed Clusters into 2 Lubricants. Refine the 2 Brown Table Coral Samples, 1 Silver Ore and 1 Quartz 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.
 * 50 Titanium
 * 11 Quartz
 * 5 Lithium
 * 5 Stalker Teeth
 * 4 Creepvine Seed Clusters
 * 2 Brown Table Coral Samples
 * 2 Gold Ore
 * 1 Silver ore

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

Future Plans

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

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; 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, 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.