Subnautica

Subnautica

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Cyclops Base 101
By xinfinit_13x
Ever wondered how some people have insane bases in the cyclops and wonder how they made it like that? Or you have trouble trying to move back and forth from your base and back over and over? Then this guide will help you try and get a base on the cyclops (at least a functioning one) so you never have to travel miles again!
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! Disclaimer !
The guide is heavily unfinished! Many things are subject to change, shortened, or removed completely!
What even is a cyclops?
A cyclops is an insanely long submarine that is the 2nd largest vehicle in the game. While it is a big vehicle, that means it needs big materials to make. It needs:




  • 3 Plasteel ingots, given from turning 1 titanium ingot (10 titanium) and 2 lithium into a plasteel ingot.
  • 1 Advanced wiring kit, given from turning 1 wiring kit (2 silver), 2 gold, and 1 computer chip (1 copper wire, 1 gold, and 2 table coral samples) into an advanced wiring kit.
  • 3 Enameled glass, given from taking 1 glass (2 quarts) and 1 stalker tooth and turning them into enameled glass.
  • 1 Lubricant, given from taking a Creepvine seed sample and turning it into lubricant.
  • 3 Lead

That is a lot of materials for a submarine, and it definitely pays off for the size of it.
What's the purpose of it?
For starters, it has a total of 1200 energy if all power cells are charged fully. It also has small onboard lockers which can be useful if you have a drill arm on the prawn suit, as they can be used for storing the materials after a drill expedition. It also acts as a mobile moonpool due to it's docking ability, however you'll be using it more for the prawn suit than the seamoth.
Compartments, compartments.
The cyclops has a total of 8 compartments, 4 on each level and each can be decorated to your liking. The images go from left to right, so it's easier to read.

Lower Level Compartments

This is the entrance/diving room, it's where you enter and leave the cyclops without a vehicle. You can build on the walls so you can put a fabricator or extra storage.


This is the storage area and upper level entrance, the 5 lockers are small so you can add some wall lockers to get extra space. My emergency locker is for when the growbeds on the upper level end up not working.


This is the launch bay/docking bay for vehicles, it's where you can dock a seamoth or prawn suit and travel until needed. They can be entered on the upper level. As you can see, my prawnsuit "BLACKOUT MK2" is currently docked and awaiting usage.


This is the engine secondary entrance, nothing much but 2 ladders that lead into the engine room. You could try to fit some lockers in, but it may lead in you getting stuck.


Upper Level Compartments

This is the right view of the engine room, it has 3 power cells that the cyclops will always use first before using the other power cells as well as an upgrade insertion area. You can fit 6 upgrades in the cyclops.


This is the left view of the engine room, it has another 3 power cells that the cyclops will use after the first 3 are dead, it also has an upgrade fabricator to make all the cyclops upgrades.


This is the vehicle entrance/decoy tube area, you can enter your vehicles from the hatch and also load a creature decoy in the tube, but it's blocked by my growbed.


This is the airlock room, it has enough space for a bed and any other things you want to put in. It's basically the room you always want something in, especially an important thing.


This is the captains room, it has a HUD for the cyclops health which marks where damage is as well as fire. There's a ladder to climb down into the lower levels as well as a color HUD to change the outside color of the cyclops. I was out in the lost river while taking these photos.
How to pilot the submarine
When you take control of the cyclops, there are 2 sides that have different things.

The left side has the engine control, health and noise meter. When you turn the engine on, there are 3 settings.

  • Slow, used for moving stealthy or for less noise.
  • Standard, moderate speed with moderate noise.
  • Flank, fast speed, high noise generation.

The more noise you make, the more creatures will aggro on you and the higher range they typically will. Use slow for moving in high creature areas, standard for low, and flank for when your being chased by something big. The health bar, which is the yellow bar, shows how much it has, it regens but if it reached a certain point damage appears. You need to go outside and repair it, which will restore health. It can go down by:
  • Hostile fauna
  • Crashing into terrain
  • Fire
  • Doing command: "damagesub" in console commands


The right side has a menu for options, 5 in total, and a radar. The options include:

  • Cameras, for checking on top, on bottom, and at the back of the submarine.
  • Silent running, lowers noise by a lot but uses a lot of power.
  • Creature decoy countermeasures, launches a decoy (if loaded with one) to distract any creature.
  • Sonar (requires sonar upgrade), will scan the map in a large radius and keep doing it until turned off.
  • Shield (requires shield upgrade), surrounds the cyclops in a shield which negates any damage taken and also damages the attacking fauna. Also removes the little grubs that take energy from the cyclops.
The radar will show the noise radius, which is the blue sphere surrounding your cyclops, as well as any fauna that can attack the cyclops. If the arrow is orange, the fauna is unaware if the cyclops, if it's red however, the fauna is aware of the cyclops and will attack it.

The top of the piloting HUD shows depth and power percentage, and it will also show if the cyclops is about to hit any terrain with a red circle showing where it would hit it. Controls to pilot the submarine are like any other vehicle.
Upgrade modules
The cyclops has a total of 10 upgrade modules, and each one does something different except for depth modules.

The depth module MK1 increases the cyclops diving depth from 500 to 900, allowing you to enter the lost river without having to stay above it depending on where you entered it from.
The engine efficiency module will make the cyclops use 1/3 less energy than normal, meaning you can run more things at once and use less power instead of using a lot of power for 1 thing.
The cyclops shield generator will generate a shield around the cyclops, stopping any damage to be taken as well as damaging the attacking fauna, it also gets rid of the lava larva's when they latch on the cyclops.
The sonar upgrade acts like any other sonar upgrade, you click it and it scans the environment as well as any fauna, it stays active until it's turned off.
The docking repair bay module will repair any vehicle if damaged once docks, it repairs 5 4 health every few seconds.
The decoy tube upgrade will increase amount of tubes held from 1 to 5, allowing you to launch more creature decoys instead of 1 each time.
The thermal reactor upgrade will generates energy when its above 30 Celsius, I believe once it reaches 70 60 Celsius it generates 1 energy per second.
The depth module MK2 increases depth from 900 to 1300, another 400 increase which allows you to go into the Inactive Lava Zone.
The depth module MK3 is the last upgrade, it increases safe depth from 1300 to 1700, another 400 increase. With this you can enter the Active Lava Zone.
The fire suppression upgrade will extinguish any fires on the cyclops, no matter if they are in the engine room from overheat or in the lower levels from damage, it will lock all doors and emit a dark blue light so you can't really move anywhere but the captains room and the storage room.
Ideas to have onboard, just in case
With this much space, it may be hard to figure out whats the best to put on the cyclops and whats not. Here are some ideas that I have:

  • Some extra lockers, you'll never know if you need more storage.
  • A food source, the deeper you go the less variety of fish there are.
  • A place to sleep, if you have a growbed, you'll need a place to sleep so it grows faster.
  • Fabricators and medical fabricators, it's important to have both so you can make stuff even in the deepest of biomes.
Recommended items to have onboard
If you want a good cyclops base, then here are some items that I recommend should be on a cyclops.

  • Emergency/Prawn locker, it should have cured food, water and med-kits in case something goes wrong.
  • Medical fabricator and fabricator, you should always have 1 so you can make med-kits wherever you are.
  • A bed, you can use it to fast forward time and have grow beds grow faster in case you just planted food.
  • A grow bed, fill it with a lantern tree, a chinese potato and the rest of the slots marble melons.

You can add other things, like vending machines, coffee makers, trash cans, but the items on the list should at least be on one so you don't need to travel back and forth between bases.

For upgrades, I recommend:

  • Engine efficiency module, so you use less energy on long trips.
  • Sonar upgrade, so you can scan the biome for potential threats or entrances.
  • Fire suppression upgrade, it will extinguish any fires but will lock all doors.
  • Shield upgrade, so any damage can be blocked and any fauna can be damaged.
  • Repair module, so any vehicles that are damaged can be repaired.
  • Depth upgrade, it's obvious since you need it to go deeper.
Finished, for now.
The guide, while short, will eventually be longer and more detailed. This isn't the end though! I have plans for this guide.

  • Fix the left engine view and vehicle bay entrance images as they were low res and small.
  • Update the guide with upgrades, ideas, and recommended stuff to have onboard.
  • Show more things, the guide is very simple as of now and I plan to have it show a lot more stuff than right now.

Thanks for the subnautica wiki for helping with ingredients needed for the cyclops and maybe more stuff that I don't remember.

Here's an image I found funny while I was in the lost river, if you don't know what was happening, basically the juvenile ghost leviathan got mad at me for passing by and was tilting me in tons of directions.
7 Comments
giguy2002 12 Aug, 2023 @ 3:29am 
I finished the game and your Cyclops guide was super handy! I actually made 2 Cyclops, loaded them up and brought them to the Grove Tree. After I finished the game though I realized I had brought way too much stuff.

I left them powered down so if anyone in the future lands there and finds them they can use what's there...or maybe a part 2! (Not counting Below Zero which apparently is a Zero...)
rojogames371 30 Jul, 2023 @ 10:13am 
ghost leviathan feels distinctly Canadian to me.
whenever a juvenile one slams into the Cyclops it reminds me of TooLittleTooNate saying that Foxy seems like he's saying: "Hey mom's runnin' to Tim's do you want, somethin?" when he jumpscares you, because of how chill his jumpscare is.
xinfinit_13x  [author] 24 Jul, 2023 @ 1:08pm 
@giguy2002 The shield generator prevents any damage from happening if fauna attack it, so unless the power runs out then your good
to_heavy 19 Jul, 2023 @ 12:46pm 
This is super helpful, I just built a cyclops and was wondering what to do with it. Thanks:steamthumbsup::steamthumbsup:
giguy2002 19 Jul, 2023 @ 11:27am 
Having just built my cyclops this is a good starter guide to what I need for going down to lost tree and lava levels. Does the Shield Generator actually keep you from getting the Cyclops destroyed?
Mr.LampShade 14 Jul, 2023 @ 7:35pm 
alright! cant wait to see the rest:steamthumbsup:
Player 5 Jul, 2023 @ 12:10am 
this is really useful for my firts time playing THANK YOU!