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Make a home from the Cyclops
De către Big Boss
Want to live out of your Cyclops? Want to make it more permanent without having to keep crafting more and more power cells? Well, this guide will help you do that. Get ready to live out your dreams as the spacefaring Capitan Nemo 20,000 leauges under the alien sea.
   
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Intro
I made this guide to share my methods of making the cyclops a more permanent home. Hopefully this will help you guys out. Anyway, in this guide, I'll tell you all the things you need, and how to use them. I also add a contingincy plan for if a game mechanic my power plan relies on gets changed.
Ingredients
So you do want an easy recipe for a permanent cyclops base? Well, here's my ingredients:

1 or 2 indoor grow beds

at least 1 lantern fruit

at least 1 marblemelon

1 powercell charger

6 powercells

1 knife



(If the contingincy plan is nessesary)

For each way station:

1 corridor (straight, t, x, whichever you prefer)

3 powercell chargers

6 powercells

a few Themal or Solar generators, depending on location
Food
First you build the growbed(s) somewhere in the sub (I use 2 because I like the extra). Then, plant the lantern fruit in bed (I use 1 per bed, but you only really need 1 tree total), and use another space for the marblemelon. Then, use your knife to cut the seeds from the melon. you'll get 4 seeds per melon, but the melon will disappear. Then plant the 4 seeds. After a while, the tree will grow fully and the melons will fully develop. You can eat the lanterns as much as you want, the tree will just grow more. They don't give much in terms of nutrition or water, but the tree grows a ton at once. As for the melons, they give 22 food and 15 water. Just make sure that you never eat the last one, always cut it to get 4 more seeds to replant. Of course, you could leave more to cut if you need more to grow.
Power (No longer works, sadly. Check out the Alt Plan Below)
This one is really simple. Just build the powercell charger inside the cyclops and stick two cells in it. Rotate them with the cells in the engine as needed. This works right now because currently more power gets put into the charging cells than is taken from the sub's power.

EDIT: With the new update, I am not totally sure on whether the above method works still. However, I am sure that the alternative method outlined further down in this guide works. Also, as an aside, I would reccomend only using one ion power cell if you want to use them. I say this because of their high cost, and that it would take such a long time between running out of power when using 1 ion and six regular power cells that you would certanly be able to recharge.
Alternative Power Plan
My current alterative to the above power plan is to build a corridor near a natural power source (shallow water or near a heat source), place three powercell chargers in it, and place the appropriate power generator next to it. Then I'll just head over to one of these way stations as necessary, and switch out my 6 depleted cells in the sub with the 6 charged ones in the station. Ideally, I'll have a few of these stations around the map.
Hugeblack's Infinite Energy Suggestion
Hey all, a user, Hugeblank, gave a great response to this guide with a detailed suggestion of his own. With his permission (Thanks man), here it is:

Also note, the cyclops power efficiency module found on the aurora allows the powercell chargers to be easily put on the cyclops itself. Here's a little bit of math to help with understanding this little exploit:

The Cyclops efficiency module gives a 400% (4x) power reduction.

for one powercell:
200 energy / 4 pwr reduction = 50 charge cost
for 6:
1200 energy / 4 pwr reduction = 300 charge cost

So in theory, you could charge your cyclops to full charge using itself as long as you save 300 charge... but couldn't we exploit this more...
The answer is YES!
You could charge your cyclops off of 1 energy, and swapping 2 powercells between the chargers and the engine. Here's the math:

The Cyclops Efficiency module multiplies the engine output by 4 to give the sense of 'reduction'

1 energy in engine * 4 pwr gain = 4 energy in charger
now you swap them...
4 energy in engine * 4 pwr gain = 16 energy in charger
and swap again...
16 energy in engine * 4 pwr gain = 64 energy in charger
49 comentarii
hobbitmax 9 nov. 2021 la 6:11 
sadly engine efficency ONLY effects move cost. not charger cost
xinfinit_13x 23 dec. 2020 la 19:53 
so the cyclops engine efficiency makes it run on less power or makes it use less power?:snguy:
Brughmanio 3 oct. 2020 la 6:25 














reading the last part made me go ...............


LEGION 26 sept. 2020 la 17:09 
I was getting very mad at having to go back to the shallows just to build powercells but this really helps. Thanks.
LilithdaBuns 22 sept. 2020 la 15:16 
and thats a mood :cozycastondeath:
JESUS 26 iun. 2020 la 14:54 
All i hear in my brain after reading the infinite energy section is Dial up noises.
elijahmcraft6 21 iun. 2020 la 16:53 
Wow. I have a seamoth and a small base. I am nowhere close to a cyclops or prawn suit.
Billionable 13 mai 2020 la 9:52 
The funny thing is, I never actually built the prawn suit during my playthrough. I instead used my seamoth as a mobile charging station. Putting 4 solar chargers in the moth charges about 4% of a power cell PER SECOND. I usually had six spare/fallback power cells that were always charged. When at the surface, I took those power cells and swapped them out in the seamoth, essentially charging them all fairly quickly (about 2.5 minutes). Cuts down a lot on having to do math etc.
Thegetaway 1 mai 2020 la 19:38 
Bruh, you guys play this game? That hardcore. I can barely jump into the water off the lifecapsule.
Big Boss  [autor] 29 apr. 2020 la 9:52 
@nbccamera That might work, if the seamoth charger uses the same equation to charge. I'll have to test it (Honestly I need to tend the power cell part too, to make sure an update didn't mess with it)