Cyclops



The Cyclops is a player-controlled submarine that is constructed using the Mobile Vehicle Bay. It is equipped with a vehicle bay capable of storing a Seamoth or Prawn Suit, and can be modified with a range of different upgrades.

At 54 meters long, 12 meters wide and 14 meters tall, the Cyclops is the largest vehicle available and capable of diving to depths of 500 meters, or 1700 meters fully upgraded. It can be utilized as a mobile base, capable of being outfitted with furniture and other amenities using the Habitat Builder.

Overview
Access is obtained either via the 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.

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 (Mushroom Forest, Sea Treader's Path, and Sparse Reef)
 * 2) Cyclops Engine fragments (Aurora, Crag Field, Crash Zone, Mountains, and the Underwater Islands Wreck)
 * 3) Cyclops Bridge fragments (Crash Zone, Mushroom Forest and Sea Treader's Path)

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

The Cyclops has three speed settings, from "Slow" to "Flank", and each setting affects the amount of noise generated and, in turn, the attention drawn 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, and to the port and starboard sides of the engine room via two bulkhead doors.

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.

A console is also located in this room, which allows the player to manage upgrade modules on a docked vehicle. The health and energy of the vehicle can also be viewed on this console.

This section is the largest open space on board. Thus it is a good place for the player to place large stationary items such as Fabricators, Lockers, or Indoor Growbeds. Engine Room= The engine room is located at the stern of the vessel. The engine takes up almost all of the space in the room, leaving only a narrow passageway at either end for the player to walk down.

This is where the 'Cyclops' six Power Cells are located, three on either side of the engine. The player can check the charge status of each Power Cell and remove or replace them with.

The Cyclops' upgrade fabricator is located on the starboard hull. It functions similarly to the upgrade fabricator in the Vehicle Upgrade Console and Scanner Room, allowing the player to craft dedicated Cyclops Upgrade Modules, which can be installed at the upgrade console located in the port side of the engine room.

A wall-mounted fire extinguisher can be found on the port outer wall. Vehicle Bay= The player can dock a Seamoth or Prawn Suit within the Cyclops by approaching the middle of the keel, similar to the Moonpool. There is only space for one vehicle to be docked at a time.

Seamoths and Prawns will recharge while docked, draining power from the Cyclops' power cells. Vehicles in the Cyclops will also be repaired automatically, if the Cyclops is equipped with a Cyclops Docking Bay Repair Module.

The Vehicle Bay can be accessed via the Ramp Section or the Keel Section, allowing the player to observe any Docked Vehicles. Keel section= The keel section of the Cyclops has five built-in Storage Lockers, each containing 18 (3&times;6) units of space. The diving chamber is located here, which allows the player to embark and disembark from the vessel through a hatch. Ramp Section= The Ramp Section is located beneath the Engine room, and serves as an access route between the Engine room and the Vehicle Bay. It has a small amount of room on the walls for smaller wall mounted objects like Fabricators.

Construction Recipe
Total raw materials list:


 * Creepvine Seed Cluster x1


 * Copper Ore x2


 * Silver Ore x2


 * Table Coral Sample x2


 * Gold x3


 * Lead x3


 * Stalker Tooth x3


 * Quartz x6


 * Lithium x6


 * Titanium x30

Upgrades and Customization
The Cyclops can be customized using the onboard Cyclops Upgrade Fabricator located on the starboard side of the engine room.

Upgrades can be installed and removed via a six-slot panel on the port side of the engine room.

The Engine Efficiency Module and Decoy Tube Upgrade are first unlocked after building a Cyclops for the first time.

Energy
The submarine is powered via power cells and can have up to six installed; standard power cells allow for a total of 1200 units of energy. The individual cells are drained sequentially during use. When the power is depleted, illumination will go dark, oxygen production will cease, and appliances cannot be used.

The Cyclops' engine consumes energy when moving or turning, but not when stationary. The Silent Running, Shield Generator, Sonar, and any placeable items that require an external power source will also consume the Cyclops' energy. The different speed settings (Slow, Standard, and Flank) affect the rate of energy consumption, which can be found below:

Movement in multiple directions (moving forward while turning, or moving forward while turning and diving) will increase the rate at which energy is drained. The engine efficiency module increases efficiency by 300% when installed. These don't stack. The interior and exterior illumination does not consume energy. Exiting the vehicle will not disable the engine, but the lights will still be left on.

The Cyclops' power supply will be more quickly consumed if a Seamoth or Prawn Suit is in the docking bay. They recharge at the same rate as if their power cells were in a Power Cell Charger.

If the Cyclops runs out of power, the lights will turn off and the Cyclops will stop producing oxygen, but things like exiting via the docking bay and the horn are still functional (However, you cannot dock a vehicle).

Tip: The Cylops comes with internal storage space, consider packing resources for a minimal base + power cell charger (consult Habitat_Builder or your PDA) in case you run out of power when too far below the surface.

Fabrication and Appliances
The Cyclops can be further customized using placeable items constructed with the Habitat Builder. Any Fabricators, Modification Stations, Battery Chargers or Power Cell Chargers built in the Cyclops will draw from the power supply. 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.

Interior Pieces, such as the Bioreactor or Water Filtration Machine cannot be placed inside of the Cyclops.

Appliances can be used even if the engine is disabled. Energy-consuming appliances cannot be used if the Cyclops onboard energy supply is exhausted.

Damage and Destruction
The Cyclops is equipped with an "overshield". This absorbs 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%).

Note: When the player uses the command damagesub in the console, the Cyclops will take 400 damage.

Below 500 meters depth, again bottom half, the Player will be alerted by the on-board AI stating, "WARNING: MAXIMUM DEPTH REACHED! HULL DAMAGE IMMINENT!" Below this depth, the submarine's health will drop rather quickly.

Hull breaches are found on the outside of the Cyclops and can be repaired with the Repair Tool. The hologram on the left side of the bridge will mark where hull breaches are located.

If damage continues, fires will start in random locations, and will spread if not extinguished. These fires will cause additional damage (if the player is on-board), 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. The Suppression System will need time to recharge before it can be used again (about two minutes).

The Cyclops Depth Module MK1, MK2 and MK3 upgrades allow the player to increase the crush depth to 900m, 1,300m and 1,700m respectively. Players should note that this means that a fully upgraded Cyclops will be capable of travelling far below the Seamoth's maximum crush limit of 900m.

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 enough damage (which it needs quite a bit), 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 instantly.
 * Any placeable items, such as Fabricators, Power Cell Chargers and lockers, will remain and can be emptied/deconstructed.
 * The contents of the built-in lockers, Power Cells in the engine room, and the upgrades panel will remain and can be retrieved, as can the fire extinguishers from their wall mounts.
 * Power cells are drained completely
 * 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 instantly.
 * 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 from which aggressive creatures will be drawn attack the sub. 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. You can see this visualized on the radar on your right by a faint blue sphere. This blue sphere represents space, where creatures can hear you and will start attacking you. All hostile creatures that could possibly damage the Cyclops are marked as yellow blips on the radar. If the creature hears the Cyclops, the blip will turn red. It is advised that whenever you are heard by a hostile leviathan class predator you should switch to Flank speed and escape.

The external floodlights do not affect the amount of noise the Cyclops generates, but cannot be on when Silent running is active.

Activating Silent Running will suppress 50% of all noise being emitted by the sub until the player deactivates it. Silent Running drains 5 energy every 5 seconds while it is active. This power drain is not affected by the Cyclops Engine Efficiency Module.

Disabling the engine, or staying completely still with Silent Running on, will stop the Cyclops from emitting noise completely. Silent Running will still drain power even if the engine is disabled.

Hostile Fauna
The below creatures can and will attack 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 while the player is in the Cyclops.

 

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

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

Trivia

 * Sometimes when entering the Cyclops, the AI will say "You are the best captain on this planet, I'm not even squidding." This is 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.
 * The player used to be able to place Solar Panels on top of the Cyclops. This was removed to encourage the player to go deeper.
 * Despite the warning that only experienced helmsmen should attempt to pilot the Cyclops solo, Ryley Robinson does just fine.
 * The Cyclops requires the most scans of any item in the game before it can be crafted.
 * The Cyclops is based on the real-life submersible, bearing the same name, developed by Oceangate; hence the registered trademark for the company in the endgame credits.

Bugs
References
 * When relogging into a surface-floating Cyclops, the waterline will appear to clip through the walls, but the player is still able to walk as normal.
 * If the game's water detail setting is changed during play, certain objects will no longer displace it properly and will clip/visually break. This primarily affects all Vehicles and Lifepod 5.
 * When closing the Vehicle Bay door whilst standing on it the Cyclops will fling forward

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