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. So it would be best when you get down there to mine a lot in one go and store them on the cyclops.Yup, and it’s relatively easy to make the Cyclops self-sustaining.įirst and foremost is food/water. 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. 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.
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