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Subnautica cyclops solar charger mod
Subnautica cyclops solar charger mod













subnautica cyclops solar charger mod

Some people might - for whatever reason - prefer the idea of a mobile base. There's something to be said for a game catering to different tastes and playstyles. My personal tastes are the same as yours in this respect but I don't necessarily think that makes it best for the game. So you could have the "deep sea exploration" setup or "loot hauler" setup or the "scanning" setup or the "tourist visibility" setup or the "haul my exosuit" setup or whatever.

subnautica cyclops solar charger mod subnautica cyclops solar charger mod

Instead, just have different configurations/interior modules that you can change out. I think they should shrink the cyclops by about 30% and not allow you to build anything in it. It's why I feel they need to put different mechanics for gathering materials, basically mining and growing to build the bases. I think this slows down the player's speed moving through the biomes and lets them appreciate each area. You basically grow and explore organically. Instead, if its power consumption continues to be higher, then it encourages you to build bases as you go. When the Cyclops functions as a place to have unlimited food grown, place to store your loot, someplace to recharge your seamoth, etc it basically just invalidates all that and you're left with half a game. Part of the game is building bases, including gathering materials, laying them out, building them, powering them, etc. I've never felt the "this is my mobile base" thing is astoundingly good for the game. So it would be best when you get down there to mine a lot in one go and store them on the cyclops.I think base charging is really all it needs. the good thing about kyanite is that at most you need about 20-36 crystals for what you want. after drilling through 4 nodes, one of which didn't give any kyanite and the others didn't offer huge amounts either but eventually it adds up.

subnautica cyclops solar charger mod

they appear as a white/bluish crystal chunks, they are hard to miss.Ī final note on kyanite is that you are not guaranteed to pick up kyanite from drilled nodes, it runs on RNG if you get some or not. You have to actually be in ILZ to get at kyanite, there is no where else except for ILZ and LZ where you can get at the stuff. There's also the MoreCyclopsUpgrades mod, which adds solar and nuclear power modules (among other things). Originally posted by DarthNemesis:If you don't have the blueprint for the cyclops thermal reactor module yet, it can be found in databoxes in Grand Reef / Mountain / Mushroom Forest wrecks, and the fastest way to get the kyanite for it is probably from the disease research facility in the Lost River around 260 -860 690 where you can drop straight down into the Inactive Lava Zone and drill the large deposits nearby. if you charge them before docking it won't drain so much and if you can coincide your resource and fabricator usage with the lifepod and bases with fabricators, it would also help conserve energy levels rather than if you use a fabricator on a cyclops. It would also help if your seamoth had a solar power charger since it would be spending a lot of time near the surface anyway, the same with the prawn which also uses a thermal module. I can think of places with these shallows, grand reefs, bulb zones and then you only need to be in ILZ and LZ with the cyclops to draw from the waters as they are very warm, so it's not like the cyclops can't use such modules outside ILZ and LZ. Plenty of vents around to wallow around, some are sunken and blast a hot jet up with some rocks, others are simply mounds with smoke coming from them but produce a lot of heat. Take them out and charge them in a powercell charger.Īlternatively, craft and equip the thermal energy module to allow the cyclops to restore energy while in hot areas. Originally posted by Suzaku:The Cyclops is powered by 6 powercells in the engine room.















Subnautica cyclops solar charger mod