Cyclops

The Cyclops is a player-controlled 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 is capable of diving to depths of up to 500m or greater with upgrades.

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 AI that will warn the player of danger and a beacon allowing the player to locate it at a distance.

The player can customize the sub by constructing placeable items such as Fabricators or Lockers inside its many chambers, 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 set requires three fragments to be scanned in order to complete the component. Each component is shown individually in the PDA. Each completed component will progress the overall Cyclops blueprint by 33%; to fully complete the Cyclops blueprint, the player must find and scan nine fragments in total.
 * 1) Cyclops Hull fragments (Sea Treader's Path, Floating Island and Mushroom Forest)
 * 2) Cyclops Engine fragments (Aurora, Wrecks, Mountain Island, Underwater Islands, and Jelly Shroom Caves)
 * 3) Cyclops Bridge fragments (Sea Treader's Path, Mushroom Forest and Crash Zone)

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 18 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 storage of 1200 Energy (6000 if using Ion Power Cells). The individual cells are drained sequentially during use. When all power is depleted, all lights will shut off, oxygen production will stop and appliances cannot be used.

The Cyclops will consume energy from its Power Cells in order to move. Placeable items, such as the Fabricator, will also consume the Cyclops ' energy when used.

The different speed settings (Slow, Standard, and Flank) affect the rate of energy consumption, which can be found below:

Movement in multiple directions (i.e. moving forward while turning, or moving forward while turning and diving) will increase the rate at which energy is drained.

A Cyclops Engine Efficiency Module improves the energy efficiency by 100% when installed.

The Interior Lights and Exterior Floodlights do not use the Cyclops' energy. Leaving the Cyclops will automatically disable the engine, but the lights will still be left on.

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 draw from the ship's power. Other items such as Lockers, Aquariums and Interior Growbeds can also be placed, which can be very useful for growing and storing food and materials on Survival mode for long-term sustenance when away from a seabase for extended periods of time.

Appliances can be used even if the engine is disabled. Energy-consuming appliances cannot be used if the Cyclops is out of energy.

Damage and Destruction
The Cyclops is equipped with an "overshield", which is represented on the ship's health meter by a small blue bar at the end of the orange bar which represents the ship's hull integrity. The overshield will absorb all damage taken by the Cyclops when the submarine has more than 80% of its health, and will prevent hull breaches from occurring. When the overshield has absorbed damage, it will deplete, but slowly recharge on its own while the Cyclops ' hull is completely intact (i.e. has not taken any damage past 80%).

Below 500 meters depth, the Player will be alerted by the onboard AI 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. Hull breaches are found outside of the Cyclops. The hologram in the bridge of the Cyclops will show the locations of hull breaches.

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 and suffocating the player. Small fires can sometimes be extinguished automatically. If the Cyclops Fire Suppression System is equipped and activated, it will close and lock 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 more than 20 seconds will cause the engine to overheat, after which point there is a chance for a fire to start every 2 seconds.

If the submarine receives critical damage, it will explode. The Cyclops ' AI will warn the player 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 and Computer Chips will be scattered around the location.
 * If the player is on board at the time, they will be killed.
 * A wreck will remain, which will have openings in the bridge, vehicle bay, and tail for access.
 * A Beacon is deployed at the location of the wreck.

Noise
Noise will draw hostile creatures' attention to the Cyclops. The more noise the sub is generating, the greater the range in which aggressive creatures will attack the sub will be. The amount of noise generated is dependent on several factors.

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

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

Activating Silent Running will suppress all noise being emitted by the sub for 90 seconds, with a recharge time of 3 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. Stalkers will also sometimes try to attack the Cyclops, but will not inflict any damage. They may, however, drop a Stalker Tooth in the attempt.

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.
 * Flooding will be reimplemented into the Cyclops in a future update.

Gallery
Screenshots= {{#tag:tabber| Exterior=

{{!}}-{{!}} Interior=

Vehicle Bay
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", and other tools bearing symbols and logos related to Alterra.
 * 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.
 * Sometimes when entering the Cyclops, the AI will say "You are the best captain on this planet, I'm not even squidding." This may be a reference to the player being the only human and pilot of a Cyclops on the planet, as well as being both a pun on "kidding" and a reference to real-life squids, which can be found in bodies of water here on Earth, considering that 4546B is a mostly ocean-covered planet.