I always keep one spare battery in my character inventory, and if it gets used, swap it for a full one when back in the sub. In the engine room I have a locker for spare power cells, batteries, and unused modifications. Every time I stop at a base, I re-fill the locker. I never drink these in the cyclops, just put two or three in my character inventory when I go out to farm/explore, and only use them if I need to or it's convenient, so they last a long time. In my previous playthrough I didn't use melons at all, only waters and lantern fruit, but I've found that even though the melons need replanting each time, it ultimately requires less maintenance since you use much less waters.īut I do have a large locker full of waters taken from my base water purifiers. I also have a lantern fruit tree as backup but it has never been used. I always have at least 8 (two small pots), since 4 don't fill your thirst if you're really low. Especially if you thought ahead and have the materials for backup vehicles.Īs others have said, the melons are great. Instead of driving all the way back to base, you just slap the Moonpool down, craft your upgrades, tear it down, and you’re on your way again.ĭon’t forget about having a Mobile Vehicle Bay on board! If one of your vehicles go down, you can easily craft a new one. A Moonpool, Vehicle Mod Station, your favorite power source, and a Scanner Room can all fit in a few lockers. but carrying a “Skeleton-Base” with you, is a bit more intensive. Building a Fabricator and Mod Station in the Cyclops is a no-brainer. Last, but not least, is being able to craft anything you need while on the go. After that, the Cyclops gets its own Thermal Upgrade and you’ll be struggling to run out of power. Once you get the Vehicle Mod Station for the Moonpool, the Seamoths Solar Upgrade and the PRAWNs Thermal Upgrade will be your new Chargers. In the beginning, you’ll want a locker filled with the materials for a Corridor, some Chargers, and a few Solar Panels. and how you recharge depends on how far you are in the game. Second is power, which can be a bit tricky. When you get a Stillsuit and Thermoblade, you’ll never go hungry or thirsty again. Just a few Plant Pots or a Growbed filled with your favorite edible plants, and you’re good to go. When the Cyclops engine starts up, the Power Cable detaches and retracts automatically.Īs it is the equivalent of a Powercell Charger, the Base-attached Power Receptacle should have a blueprint with the same ingredients as the Powercell Charger (Advanced Wiring Kit, Ruby x2, Titanium x2).Yup, and it’s relatively easy to make the Cyclops self-sustaining.įirst and foremost is food/water.When connected, the base will provide power to the Cyclops to recharge its 6 Powercells at a level equivalent to a Powercell Charger. When the Cyclops engine is off, the player can go to the front of the Cyclops, grab the Power Cable, and pull it like an air Pipe and connect it to a Base-attached Power Receptacle.Add to the Cyclops external front a Power Cable, similar to the existing Pipe.Add a Base-attached Power Receptacle, similar to the existing Base-attached Air Pump.Would mean that parked on the surface, wouldn't have to worry about low power use, but outside of that, things would be the same.Īnother possibility, though with a greater gameplay and programming impact, would be to add an external power option for the Cyclops. Effectively the same but with less admin overhead. What I would like would be a Cyclops mod for Solar Charging equivalent to that of the Seamoth's. In the first part of it, I was using the Seamoth Solar Charger to recharge Powercells, which must have added at least 4 more Powercells worth of charge. Just went on a long loop with the Cyclops and used up over 8 spare Powercells. Solar Power has been suggested before, but I'd like to add my vote to the idea.
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