Cyclops: Difference between revisions

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(Replaced content with " {{ExtraSpoilersection|noob}} pl:Cyklopru:Циклопfr: Cyclops Category:Uses Energy Category:Vehicles [[Category:Requires Blueprint...")
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[[File:CyclopsExt1.jpg|1px]]


{{Craftable|title1 = [[File:Cyclops_Ping.png|30px]]
Cyclops|image4 = Cyclops.png|category = Mobile Vehicle Bay|tab = [[Vehicles]]|description = Vast industrial-use submarine.|hull_integrity = 500 meters<br>Cyclops Depth Module MK1: 900m<br>Cyclops Depth Module MK2: 1300m<br>Cyclops Depth Module MK3: 1700m|health = 1500|acqired_from = [[Fragments]]|debugspawn = ''cyclops''|image2 = <gallery>
Cyclops_Hull_Fragment.png|Blueprint
Cyclops Hull Fragments-1.png|1
Cyclops Hull Fragments-2.png|2
Cyclops Hull Fragments-3.png|3
</gallery>|item2 = Cyclops Hull Blueprint|description2 = Plans for building a Cyclops|location2 = * Seabed
** [[Mushroom Forest]]
** [[Sea Treader's Path]]
* [[Wrecks]]
** [[Mushroom Forest|Northwestern Mushroom Forest]]
** [[Sea Treader's Path]]|Fragments2 = 3|debugspawn2 = ''cyclopshullfragment''|image3 = <gallery>
Cyclops_Engine_Fragment.png|Blueprint
Cyclops Engine Fragments-1.png|1
Cyclops Engine Fragments-2.png |2
Cyclops Engine Fragments-3.png |3
</gallery>|item3 = Cyclops Engine Blueprint|description3 = Plans for building a Cyclops|location3 = * [[Aurora]]
* Seabed
** [[Crag Field]]
** [[Crash Zone]]
** [[Mountains]]
* [[Wrecks]]
** [[Mountains]]
** [[Underwater Islands]]|fragments3 = 3|debugspawn3 = ''cyclopsenginefragment''|image5 = <gallery>
Cyclops_Bridge_Fragment.png|Blueprint
Cyclops Bridge Fragments-1.png|1
Cyclops Bridge Fragments-2.png|2
Cyclops Bridge Fragments-3.png|3
</gallery>|item4 = Cyclops Bridge Blueprint|description4 = Plans for building a Cyclops|location4 = * Seabed
** [[Crash Zone]]
** [[Mushroom Forest]]
** [[Sea Treader's Path]]
* [[Wrecks]]
** [[Mushroom Forest|Northwestern Mushroom Forest]]
** [[Sea Treader's Path]]|fragments4 = 3|debugspawn4 = ''cyclopsbridgefragment''|fragments2 = }}
{{Quote2|Be advised: the Cyclops is designed to be operated by a three-person crew. Only experienced helms-people should attempt to pilot this vehicle solo.
[[File:CyclopsVO.ogg]]|PDA|Dialogue}}


The '''Cyclops''' is a player-controlled submarine that is constructed using the [[Mobile Vehicle Bay]]. It is equipped with a vehicle bay capable of storing a [[Seamoth]] or [[Prawn Suit]] and can be modified with a range of different [[Upgrade Modules|upgrades]].


{{ExtraSpoilersection|noob}}
At 54 meters long, 12 meters wide and 14 meters tall, the Cyclops is the largest vehicle available and capable of diving to depths of 500 meters, or 1700 meters fully upgraded. It can be utilized as a mobile base, capable of being outfitted with furniture and other amenities using the [[Habitat Builder]].


== Overview ==
Access is obtained either via the dive chamber located at the bow of the keel or via the docking bay when piloting a Seamoth or Prawn Suit. It is equipped with an onboard AI that will warn the player of danger and a beacon allowing the player to locate it at a distance. Should the player choose to build multiple Cyclops, each will have its beacon.


==Blueprints==
Unlike most other [[blueprints]], the player must find and scan three different sets of [[fragments]] to craft. These are:
# Cyclops Hull fragments ([[Mushroom Forest]], [[Sea Treader's Path]], and [[Sparse Reef]])
# Cyclops Engine fragments ([[Aurora]], [[Crag Field]], [[Crash Zone]], [[Mountains]], and the [[Wrecks|Underwater Islands Wreck]])
# Cyclops Bridge fragments ([[Crash Zone]], [[Mushroom Forest]] and [[Sea Treader's Path]])
Each set requires three fragments to be scanned to complete the component. Each component is shown individually in the [[PDA]]. Each completed component will progress the overall Cyclops blueprint by 33%; to fully complete the Cyclops blueprint, the player must find and scan nine fragments in total.


==Features==
The Cyclops functions as a cross between a Seabase and a vehicle: the player can freely walk around inside it, only controlling it when they approach the helm control and "use" it. While controlling the helm, the player is still able to move their viewpoint in a limited arc to look around. The Cyclops takes over the movement controls, with forward and back moving the submarine in that direction, swim up and swim down being used to ascend and descend, and left and right is used to turn. It cannot "strafe" sideways, nor can it pitch forward or back as the Seamoth can.


[[pl:Cyklop]][[ru:Циклоп]][[fr:Cyclops|fr: Cyclops]]
The submarine is equipped with three external cameras which are operated via the HUD. These cameras are located on the keel, sail and screw, which in layman's terms are below, above and at the rear of the submarine, respectively.

The Cyclops has three speed settings: "slow," "standard" and "flank." As well as speed, each setting affects the amount of noise generated and, in turn, the attention drawn from hostile fauna. More information on noise can be found in the [[Cyclops#Noise|Noise]] subsection.

A Cyclops spawns with a full set of six standard [[Power Cell]]s. Inserted into racks of three sockets on either side of the engine, and two wall-mounted [[Fire Extinguisher]]s, one located next to the damage control console and the other in the engine room. If the player takes one of these, they can replace it (or place a different Fire Extinguisher) by equipping the Extinguisher and looking at the wall bracket, which will bring up a "replace fire extinguisher" button prompt.

{{clear}}

<div class="MainPageBox">
<div class="lostRiverTabber"><tabber>
Bridge=
The Bridge is located at the bow of vessel and features a large domed glass port which is the primary viewing port for navigating.

A wall-mounted fire extinguisher can be located on the port wall and the player is able to access both the Upper midsection via a large bulkhead door and the keel via a dedicated ladder.

There are several different HUDs located here.
{{Clear}}
<div class="MainPageBox">
{{#tag:tabber|
Pilot HUD=
The middle of the HUD area is largely clear, but much of the HUD available to the pilot is not visible until the player engages the controls. The Cyclops is incapable of movement if the engine is disabled, and will display "Engine off" in red on the HUD to remind the player.

*'''Depth Indicator & Engine Power''' - Displayed at the top-center of the window, these values indicate the Cyclops' current/maximum depth, and the engine's remaining power (as a percentage).

*'''Compass''' - Displayed at the bottom of the window, attached to the top of the steering controls.

*'''Engine Power & Propeller Speed''' - Displayed on the upper-left of the window, the propeller icon toggles the engine on or off. Below it, players can select one of three speed settings. However, these speed settings are only visible on the HUD if the engine is turned on.

*'''Cyclops Health and Noise Emissions''' - Displayed as two bars on the lower-left of the window.

*'''External Cameras & Silent-Running Mode''' - Displayed on the right side of the window, these buttons allow the player to look through the external cameras, toggle Silent Running mode and activate the [[Creature Decoy|Decoy Launcher]], as well as showing how many decoys are loaded. Other active cyclops modules such as the [[Cyclops Shield Generator]] and [[Cyclops Sonar Upgrade]] will add icons to this panel, allowing the player to toggle them on or off.
**Clicking the camera icon will allow the player to cycle between the external cameras. There are three in total; one under the keel, one behind the propeller and one on the sail. These cameras are best used for navigating around obstacles and for checking for predators. The player is still fully in control of the cyclops while using the cameras. The cameras have their own directional light, though these are only active when the camera is in use.

*'''Threat Indicator''' - A projector to the right of the helm displays a hologram of the cyclops, the locations of nearby hostile creatures and the scope of the noise emitted, represented by a faint blue sphere. Hostile creatures appear as red triangles if they are likely to attack the cyclops, and yellow triangles if they are not yet aware of it. Decoys appear as yellow dots.

*'''Proximity Indicator''' - If any part of the cyclops is close to terrain, a warning icon of the cyclops viewed from above will appear in the center of the HUD, with flashing red dots showing where the terrain is relative to the Cyclops' hull.

*'''Floodlights''' - Right-clicking while piloting the submarine will toggle the front-facing floodlights on and off, unless the vessel is rigged for silent running.
{{!}}-{{!}}


Port HUD=
*'''Damage Indicator''' - A hologram displaying a side-view of the Cyclops can be found on the port side of the bridge. The hologram displays the Cyclops' health bar at the top, and highlights the location of any leaks and fires in the sub. An alert will also be displayed here if there is at least one [[Lava Larva]] attached to the Hull. This appears as a yellow triangle with a lightning bolt inside. The [[Cyclops Fire Suppression System|Fire Suppression System]] can be activated from here, if installed.
{{!}}-{{!}}


Starboard HUD=
The starboard HUD offers several more controls.
*'''External Color Scheme and Custom Name''' - Players can use the panel on the left side of this HUD to customize the color scheme of the Cyclops' exterior and set a custom name of up to 14 characters for the Cyclops. The Cyclops' name will be displayed on its exterior starboard side and on its beacon.

*'''Internal Lights and Floodlights''' - Players can use the panel on the right side of this HUD to toggle the exterior front-facing floodlights and internal lights on or off. Both sets of lights can not be toggled on if Silent Running mode is activated.
}}
</div>
|-|
Upper midsection=
The upper midsection of the vessel grants access to the Bridge via a single large circular airlock, and to the port and starboard sides of the engine room via two [[bulkhead]] doors.

The access port to the vehicle bay is located in the center of the large room and allows the player to disembark via a docked Seamoth or Prawn Suit.

A console is also located in this room, which allows the player to manage upgrade modules and access any [[storage]] on a docked vehicle. The health and energy of the vehicle can also be viewed on this console.

In between the two engine room doors is the loading port for the Decoy Tube. One [[Creature Decoy]] can be loaded here, or five if the Cyclops Decoy Tube Upgrade is installed.

This section is the largest open space on board. Thus it is a good place for the player to place large stationary items such as [[Fabricator]]s, [[Locker]]s, or [[Indoor Growbed]]s.
|-|
Engine Room=
The engine room is located at the stern of the vessel. The engine takes up almost all of the space in the room, leaving only a narrow passageway on either side for the player to walk down.

This is where the Cyclops' six Power Cells are located, three on either side of the engine. The player can check the charge status of each Power Cell and remove or replace them with {{key|LMB}}.

The Cyclops' upgrade fabricator is located on the starboard hull. It functions similarly to the upgrade fabricator in the [[Vehicle Upgrade Console]] and [[Scanner Room]], allowing the player to craft dedicated Cyclops [[Upgrade Modules]], which can be installed at the upgrade console located in the port side of the engine.

A wall-mounted fire extinguisher can be found on the port outer wall.
|-|
Vehicle Bay=
The player can dock a Seamoth or Prawn Suit within the Cyclops by approaching the middle of the keel, similar to the [[Moonpool]]. There is only space for one vehicle to be docked at a time.

Seamoths and Prawns will recharge while docked, draining power from the Cyclops' power cells. Vehicles in the Cyclops will also be repaired automatically if the Cyclops is equipped with a [[Cyclops Docking Bay Repair Module]].

The Vehicle Bay can be accessed via the Ramp Section or the Keel Section, allowing the player to observe any Docked Vehicles.
|-|
Keel section=
The keel section of the Cyclops has five built-in [[Storage|Storage Lockers]], each containing 18 (3&times;6) units of space. The diving chamber is located here, which allows the player to embark and disembark from the vessel through a hatch.
|-|
Ramp Section=
The Ramp Section is located beneath the Engine room, and serves as an access route between the Engine room and the Vehicle Bay. It has a small amount of room on the walls for smaller wall mounted objects like [[Fabricator]]s.
</tabber></div>
</div>


==Construction Recipe==
{{Recipe2}}

==Upgrades and Customization==
The Cyclops can be customized using the onboard '''Cyclops Upgrade Fabricator''' located on the starboard side of the engine room.

Upgrades can be installed and removed via a six-slot panel on the port side of the engine room.

The [[Cyclops Engine Efficiency Module|Engine Efficiency Module]] and [[Cyclops Decoy Tube Upgrade|Decoy Tube Upgrade]] are first unlocked after building a Cyclops for the first time.

There is no Docked Vehicle Customizer Upgrade or Module for the Cyclops yet. It is most likely that there will not be one, Considering the Developers will not add the Cyclops to Subnautica: Below Zero, and the only update we have had in Subnautica in the past year was just a bugfix.
{|style="width: 100%;" class="article-table" cellspacing="1" cellpadding="1" border="1"
|style="text-align: center; vertical-align: middle; background-color: rgb(8, 22, 34); width: 25%; border-color: rgb(0, 0, 0);"|

[[File:Depth_Compensator.png|thumb|center|100px]]

[[Cyclops Pressure Compensator|Cyclops Depth Module]]
|style="vertical-align: middle; width: 80%; background-color: rgb(11, 30, 47); border-color: rgb(0, 0, 0);"|
Increases the vehicle's maximum crush depth, enabling it to survive greater pressure. Each successive module increases the crush depth by 400 meters. This effect does not stack. Mk I Recipe: 1

{{Recipe2|page = Cyclops Depth Module MK1}} Mk II Recipe: 1
{{Recipe2|page = Cyclops Depth Module MK2}} Mk III Recipe: 1
{{Recipe2|page = Cyclops Depth Module MK3}}

{|style="width: 100%;" class="article-table" cellspacing="1" cellpadding="1" border="0"
|-
!scope="col"|Depth Module
!scope="col" style="text-align: center; width: 30%;"|Crush Depth
|-
|None
|style="text-align: center; width: 30%;"|500 m
|-
|[[Cyclops Depth Module MK1|MK1]]
|style="text-align: center; width: 30%;"|900 m
|-
|[[Cyclops Depth Module MK2|MK2]]
|style="text-align: center; width: 30%;"|1300 m
|-
|[[Cyclops Depth Module MK3|MK3]]
|style="text-align: center; width: 30%;"|1700 m
|}
|-
|style="text-align: center; vertical-align: middle; background-color: rgb(8, 22, 34); width: 25%; border-color: rgb(0, 0, 0);"|
[[File:Engine_Efficiency.png|thumb|center|100px]]

[[Cyclops Engine Efficiency Module|Engine Efficiency Module]]
|style="vertical-align: middle; width: 80%; background-color: rgb(11, 30, 47); border-color: rgb(0, 0, 0);"|
Increases maximum battery life by recycling engine thermal waste and increases [[Cyclops#Energy|engine efficiency]] to 300%, decreasing total power consumption by 75%. This effect doesn't stack.  Recipe:

{{Recipe2|page = Cyclops Engine Efficiency Module}}

|-
|style="text-align: center; vertical-align: middle; background-color: rgb(8, 22, 34); width: 25%; border-color: rgb(0, 0, 0);"|
[[File:Thermal_Reactor.png|thumb|center|100px]]

[[Cyclops Thermal Reactor Module|Thermal Reactor Module]]
|style="vertical-align: middle; width: 80%; background-color: rgb(11, 30, 47); border-color: rgb(0, 0, 0);"|
Replenishes the onboard power supply by harnessing thermal energy in areas with an ambient temperature of 35ºC or greater. The charge rate depends on the amount of heat in the surrounding environment. This effect doesn't stack. Recipe:

{{Recipe2|page = Cyclops Thermal Reactor Module}}

{|style="width: 100%;" class="article-table" cellspacing="1" cellpadding="1" border="0"
|-
!scope="col"|Temperature
!scope="col" style="text-align: center; width: 30%;"|Charge Rate
|-
|35ºC (95ºF)
|style="text-align: center; width: 30%;"|10%
|-
|50ºC (122ºF)
|style="text-align: center; width: 30%;"|18%
|-
|65ºC (149ºF)
|style="text-align: center; width: 30%;"|26%
|-
|80ºC (176ºF)
|style="text-align: center; width: 30%;"|34%
|-
|105ºC (221ºF)
|style="text-align: center; width: 30%;"|42%
|-
|120ºC (248ºF)
|style="text-align: center; width: 30%;"|50%
|}
|-
|style="text-align: center; vertical-align: middle; background-color: rgb(8, 22, 34); width: 25%; border-color: rgb(0, 0, 0);"|

[[File:Sonar.png|thumb|center|100px]]

[[Cyclops Sonar Module|Sonar Module]]
|style="vertical-align: middle; width: 80%; background-color: rgb(11, 30, 47); border-color: rgb(0, 0, 0);"|
Emits a sonic wave that reads the topography of the surrounding terrain and displays the data on the HUD. Recipe:

{{Recipe2|page = Cyclops Sonar Upgrade}}

|-
|style="text-align: center; vertical-align: middle; background-color: rgb(8, 22, 34); width: 25%; border-color: rgb(0, 0, 0);"|
[[File:Fire_Suppression_System.png|thumb|center|100px]] [[Cyclops Fire Suppression System|Fire Suppression System Module]]
|style="vertical-align: middle; width: 80%; background-color: rgb(11, 30, 47); border-color: rgb(0, 0, 0);"|
Automatically extinguishes any fires that result from incoming damage, preserving the majority of the vehicle's hull integrity. Recipe:

{{Recipe2|page = Cyclops Fire Suppression System}}

|-
|style="text-align: center; vertical-align: middle; background-color: rgb(8, 22, 34); width: 25%; border-color: rgb(0, 0, 0);"|
[[File:Docking_Bay_Repair.png|thumb|center|100px]] [[Cyclops Docking Bay Repair Module|Docking Bay Repair Module]]
|style="vertical-align: middle; width: 80%; background-color: rgb(11, 30, 47); border-color: rgb(0, 0, 0);"|
Automatically repairs any Seamoth or Prawn Suit inside the docking bay. Recipe:

{{Recipe2|page = Cyclops Docking Bay Repair Module}}

|-
|style="text-align: center; vertical-align: middle; background-color: rgb(8, 22, 34); width: 25%; border-color: rgb(0, 0, 0);"|
[[File:Decoy_Tube_Upgrade.png|thumb|center|100px]] [[Cyclops Decoy Tube Upgrade|Creature Decoy Tube Module]]
|style="vertical-align: middle; width: 80%; background-color: rgb(11, 30, 47); border-color: rgb(0, 0, 0);"|
Increases the maximum number of decoys that the launch tube can hold by four, from one to five. This effect does not stack. Recipe:

{{Recipe2|page = Cyclops Decoy Tube Upgrade}}

|-
|style="text-align: center; vertical-align: middle; background-color: rgb(8, 22, 34); width: 25%; border-color: rgb(0, 0, 0);"|
[[File:Shield_Generator.png|thumb|center|100px]]

[[Cyclops Shield Generator|Shield Generator Module]]
|style="vertical-align: middle; width: 80%; background-color: rgb(11, 30, 47); border-color: rgb(0, 0, 0);"|
Temporarily projects an electromagnetic shield around the submarine, repelling hostile or troublesome fauna and negating all incoming damage. Recipe:

{{Recipe2|page = Cyclops Shield Generator}}
|}

==Energy==
The submarine is powered via [[Power Cell|power cells]] and can have up to six installed; standard power cells allow for a total of 1200 units of [[energy]]. The individual cells are drained sequentially during use.

{{ExtraSpoilersection|[[Ion Power Cell]]s can also be placed into the six slots, supplying a total of 6000 energy.}}

The Cyclops' engine consumes energy when moving or turning, but not when stationary. The Silent Running, Shield Generator, Sonar, and any placeable items that require an external power source will also consume the Cyclops' energy. The different speed settings (Slow, Standard, and Flank) affect the rate of energy consumption, which can be found below:
{|style="width: 100%;" class="article-table" cellspacing="1" cellpadding="1" border="1" align="center"
|-
!scope="col" style="text-align: center; width: 25%;"|Speed Setting
!scope="col" style="text-align: center; width: 25%;"|Energy Consumption Rate (Units/Min)
!scope="col" style="text-align: center; width: 25%;"|Velocity (Meters/Sec)
!scope="col" style="text-align: center; width: 25%;"|Efficiency (Meters/Unit)
|-
|style="text-align: center; width: 25%;"|Ahead Slow
|style="text-align: center; width: 25%;"|9 units/min
|style="text-align: center; width: 25%;"|7 m/sec
|style="text-align: center; width: 25%;"|45 m/unit
|-
|style="text-align: center; width: 25%;"|Ahead Standard
|style="text-align: center; width: 25%;"|20 units/min
|style="text-align: center; width: 25%;"|9 m/sec
|style="text-align: center; width: 25%;"|27 m/unit
|-
|style="text-align: center; width: 25%;"|Ahead Flank
|style="text-align: center; width: 25%;"|40 units/min
|style="text-align: center; width: 25%;"|12 m/sec
|style="text-align: center; width: 25%;"|16 m/unit
|}

Movement in multiple directions (moving forward while turning, or moving forward while turning and diving) will increase the rate at which energy is drained. The engine efficiency module increases efficiency by 300% when installed: the effect does not stack with multiple modules. The interior and exterior illumination does not consume energy. Exiting the vehicle will not disable the engine, and the lights will remain in whatever state the player left them in.

The Cyclops' power supply is also consumed if a Seamoth or Prawn Suit is recharging in the docking bay. They recharge at the same rate as if their power cell(s) were in a Power Cell Charger.

If the Cyclops runs out of power, the lights will turn off and the Cyclops will stop producing oxygen. The hatches will still function as normal, and a docked vehicle can exit the Cyclops as normal. The same is not true in reverse: a vehicle cannot dock with an unpowered Cyclops. The vehicle's horn also still functions when it is unpowered.

==Fabrication and Appliances==
The Cyclops can be further customized using placeable items constructed with the Habitat Builder. Any [[Fabricator]]s, [[Modification Station]]s, [[Battery Charger]]s or [[Power Cell Charger]]s built in the Cyclops will draw from the power supply. Other items―such as [[Locker]]s, [[Aquarium]]s and [[Interior Growbed]]s can also be placed, which can be very useful for growing and storing food and materials on [[Game Modes|Survival]] mode for long-term sustenance when away from a seabase for extended periods.

[[Interior Pieces]], such as the [[Bioreactor]] or [[Water Filtration Machine]] cannot be placed inside of the Cyclops. Besides, the player cannot drop items from their inventory onto the floor inside the vehicle, or set down placeable cosmetic items such as [[Lab Equipment]].

Appliances can be used even if the engine is disabled. Energy-consuming appliances cannot be used if the Cyclops onboard energy supply is exhausted.

==Damage and Destruction==
A Cyclops has 1,500 hit points, which cannot be altered by any of its upgrades. These are subdivided into 300 hitpoints which form a regenerating "over a shield," and 1,200 hitpoints which are associated with the Cyclops' hull.

The over shield absorbs all damage taken by the Cyclops when the submarine has more than 80% of its health and prevents hull damage while it is active. When the over shield has absorbed damage, it will deplete, but slowly recharge on its own as long as the hull is intact. The over shield is simply depicted as the top 20% of the Cyclops' health bar, with no special indication of what it is or where its cutoff point is.

Damage that exceeds the capacity of the over shield will cause one or more hull breaches. Hull breaches can only be repaired from the outside of the Cyclops using the [[Repair Tool]]. The hologram on the left side of the bridge will mark approximately where hull breaches are located: the player can check this display by looking in through the bow window while outside the vessel. Unlike other vehicles, the hull breaches must be repaired directly to restore the Cyclops' health: no part of the hull but a breach will show a repair progress icon.

If the damage continues, fires will start in random locations and will spread if not extinguished. These fires will cause additional damage (if the player is on board), reduce visibility and damage the player's health due to suffocating smoke or direct contact with the flames. Small fires can sometimes burn out on their own, but they will usually require the use of the onboard Fire Extinguishers to bring them under control. If the [[Cyclops Fire Suppression System]] is equipped and activated, it will close and lock all bulkheads and a blue light will flash. A few seconds later, all fires will be extinguished and the smoke will evacuate. The Suppression System will need time to recharge before it can be used again (about two minutes).

Piloting a Cyclops at flank speed for more than 20 seconds will lead to the AI issuing a warning that the engine is overheating, after which point there is a chance for a fire to start every 2 seconds. Fires from overusing flank speed will always occur in the engine room.

If the Cyclops reaches its current crush depth, the player will be alerted by the onboard AI stating, "WARNING: MAXIMUM DEPTH REACHED! HULL DAMAGE IMMINENT!" As soon as this warning occurs, the submarine's health will begin to drop rather quickly. The depth is judged from the horizontal midline of the Cyclops' hull. The [[Cyclops Depth Module MK1]], [[Cyclops Depth Module MK2|MK2]] and [[Cyclops Depth Module MK3|MK3]] upgrades allow the player to increase the crush depth from its default 500m to 900m, 1,300m and 1,700m respectively.

It should be noted that if a vehicle docked with a Cyclops has an inferior crush depth to the Cyclops itself, the player will receive crush depth warnings in the voice of that vehicle's AI when the Cyclops passes its warning and maximum safe depths. However, the vehicle will not be damaged while it is still docked with the Cyclops no matter how deep the latter goes.

If a Cyclops' health is depleted it will explode. The Cyclops' AI will warn the player before this explosion, providing time to exit the submarine. Upon explosion:
* If the player is on board at the time, they will be killed instantly.
* Any docked Seamoth or Prawn Suit will be destroyed instantly.
* A wreck will remain, which will have openings in the bridge, vehicle bay, and stern for access.
* Any placeable items, such as Fabricators, Power Cell Chargers and lockers, will remain and can be emptied/deconstructed.
* The contents of the built-in lockers, Power Cells in the engine room, and the upgrades panel will remain and can be retrieved, as can the fire extinguishers from their wall mounts.
* Power cells plugged into the engine will have their charge reduced to zero
* A small amount of [[Metal Salvage]] and [[Computer Chip]]s will be scattered around the location.
* A Beacon will be deployed at the location of the wreck.
If the player uses the dev console command ''damagesub'', the Cyclops will take 400 damage.

== Noise ==
Noise will draw hostile creatures' attention to the Cyclops. The more noise the sub is generating, the greater the range from which aggressive creatures will be drawn attack the sub. The amount of noise generated is dependent on several factors.

The different speed settings will cause the Cyclops to emit noise, with faster settings increasing the amount of noise. This is visualized on the sonar display on the right by a faint blue sphere. This blue sphere represents the area of water where creatures can hear the Cyclops: standard speed is about the size of the first circle permanently present on the sonar display, while flank speed is almost as big as the entire sonar. All hostile creatures that could damage the Cyclops are marked as yellow blips on the sonar. If the creature hears the Cyclops, the blip will turn red. If this occurs it can be prudent to either switch to flank speed and retreat, activate the [[Cyclops Shield Generator]] in anticipation of a collision, or eject a [[Creature Decoy]] and quiet the engines in the hope it will be distracted by the more obvious target.

The external floodlights do not affect the amount of noise the Cyclops generates, but cannot be on when Silent running is active.

The Cyclops A.I. will warn you if you are making too much noise by saying "Cavitating excessive noise"

Activating Silent Running will suppress 50% of all noise being emitted by the sub until the player deactivates it. Silent Running drains 5 energy every 5 seconds while it is active. This power drain is not affected by the Cyclops Engine Efficiency Module.

Disabling the engine, or staying completely still with Silent Running on, will stop the Cyclops from emitting noise completely. Silent Running will still drain power even if the engine is disabled. It should be noted that even if the Cyclops is silent, a creature that sees the vehicle may still attack it.

==Hostile Fauna==

Most Fauna cannot damage a Cyclops, and the player is immune to the attention of [[Warper]]s while they are inside the vehicle. Medium-sized predators such as [[Boneshark]]s and [[Stalker]]s can attempt to attack a Cyclops, but will not inflict any damage. The latter may drop a [[Stalker Teeth|Stalker Tooth]] in the attempt. Only the largest of predators present a threat to the vehicle: all of these will be flagged on the sonar display as hostile contacts.

Lava Larvae are not flagged as hostile fauna in the sonar map and cannot physically damage the Cyclops, but will attach to the hull and leech power from its cells. The damage display will show the approximate location of any Larva attached to the Cyclops with a yellow "bug" icon: they can be removed by getting out and striking them with the [[Survival Knife]] or [[Thermoblade]], using a [[Propulsion Cannon]] or any device with a similar effect, activating the Cyclops Shield Generator (simply flicking it on and off is enough) or removing all of the Cyclops' Power Cells.

The below creatures can and will attack the Cyclops if too much attention is drawn to it.

<div class="mw-collapsible mw-collapsed">

{|class="article-table sortable" style="width: 100%;" cellspacing="1" cellpadding="1" border="0"
|-
!class="unsortable" style="width: 33,3%; text-align: center;"|Fauna
!class="unsortable" style="width: 66,6%; text-align: center;"|Biome
|-
|style="text-align:center; font-size:12px;"|[[File:Shocker Fauna.png|125px|center|link=Ampeel]][[Ampeel]]
|style="text-align:left; font-size:12px;"|
* [[Blood Kelp Caves]]
* [[Blood Kelp Zone]]
* [[Bulb Zone]]
|-
|style="text-align:center; font-size:12px;"|[[File:Crabsquid_backgroundless.png|130px|center|link=Crabsquid]][[Crabsquid]]
|style="text-align:left; font-size:12px;"|
* [[Blood Kelp Caves]]
* [[Blood Kelp Zone]]
* [[Deep Grand Reef]]
* [[Lost River]]
|-
|style="text-align:center; font-size:12px;"|[[File:Ghost Leviathan Fauna.png|150px|center|link=Ghost Leviathan]][[Ghost Leviathan]]
|style="text-align:left; font-size:12px;"|
* [[Grand Reef]]
* [[Lost River|Lost River Bones Field]]
* [[Lost River|Lost River Ghost Forest]]
* [[Lost River |Lost River Mountains Corridor]]
*[[Blood Kelp Zone|Northern Blood Kelp Zone]]
*[[Crater Edge]]
|-
|style="text-align:center; font-size:12px;"|[[File:Reaper Leviathan Fauna.png|130px|center|link=Reaper Leviathan]][[Reaper Leviathan]]
|style="text-align:left; font-size:12px;"|
* [[Crash Zone]]
* [[Crash Zone Mesas]]
* [[Dunes]]
* [[Mountain Island]]
* [[Mountains]]
|-
|style="text-align:center; font-size:12px;"|[[File:Sea_Dragon_Leviathan_Fauna.png|140px|center|link=Sea Dragon Leviathan]][[Sea Dragon Leviathan]]
|style="text-align:left; font-size:12px;"|
* [[Lava Lakes]]
* [[Inactive Lava Zone]]
|}
</div>

==Audio==
These tracks will only play if there is a fire onboard the Cyclops while the player is in the Cyclops.

<soundcloud url="https://soundcloud.com/subnautica/abandon-ship" height="166" width="100%" class="soundCloud"></soundcloud>
<soundcloud url="https://soundcloud.com/subnautica/seamoth" height="166" width="100%" class="soundCloud"></soundcloud>

==Data Bank Entry==
{|class="article-table sortable" style="width: 100%;" cellspacing="1" cellpadding="1" border="0"
|-
!class="unsortable" style="width: 100%; text-align: center;"|[[File:Fox3d-entertainment-cyclops.jpg|centre|660px]]
|-
|style="text-align:left; font-size:12px;"|
The cyclops is the most popular and reliable deep-sea submersible in the galaxy. By comparison to the competition it can be crewed by just one pilot, hence the name.

It features:<br />- Three-speed manual piloting controls and forward observation deck for precision manoeuvring<br />- Dry dock for transportation, maintenance and recharging of scouting vehicles<br />- Extensive storage solutions in the keel hold section<br />- Internal and external video feeds<br />- Onboard AI for threat detection<br />- Extensive customization options

Advice for Captains:<br />- Higher speeds generate additional noise, which may attract undesired attention<br />- Power consumption: Engine Off (0%); Slow (25%); Standard (50%); Flank (100%)<br />- The silent running mode may be activated in conjunction with any speed setting to reduce noise close to zero, at a substantial additional power cost<br />- Cyclops upgrades may be fabricated at the terminal in the engine room and installed at the neighbouring panel<br />

Ratings:<br />- Top Speed: 8m/s<br />- Acceleration: 3m/s/s<br />- Power: Replaceable power cells<br />- Dimensions: 54m x 14m x 12m<br />- Persons: 1-6

NB The cyclops does NOT feature:<br />- Habitation quarters: It is recommended the captain draw up a rota to decide who gets to sleep in the corridor each night<br />- Automatic fire suppression: hull damage and high speeds increase fire risk<br />- Emergency ballast: In the event of full system failure this vehicle WILL sink
|}

==Gallery==
<tabber>
Screenshots=
{{#tag:tabber|
Exterior=
<gallery widths="200" spacing="small">
CyclopsExt1.jpg|Side view
CyclopsExt2.jpg|Front section of the Cyclops
CyclopsExt3.jpg|Underside
CyclopsExt4.jpg|Top side
CyclopsExt5.jpg|The aft section of the Cyclops
CyclopsExtExp1.jpg|Side view, destroyed
CyclopsExtExp5.jpg|Front view, destroyed
CyclopsExtExp3.jpg|Top side, destroyed
CyclopsExtExp4.jpg|Underside, destroyed
CyclopsExtExp2.jpg|Aft section, destroyed
Cyclops9.jpg|Exterior damage on the Cyclops
CYCLOPS.jpg|In game models scale
20161224002146_1.jpg|A customised Cyclops
Cyclops Aurora Fox3D.png|[[Aurora]] and [[Cyclops]] renders
</gallery>

{{!}}-{{!}}
Interior=
=== Bridge ===
<gallery widths="200" spacing="small">
Subnautica_2018-04-02_15-34-13.png|Bridge Overview.
Subnautica_2018-04-02_15-36-53.png|Bridge in Silent Running Mode.
Subnautica_2018-04-02_15-56-03.png|Bridge Flooding.
Subnautica_2018-04-02_15-42-54.png|Bridge to Keel Ladder.
Subnautica_2018-04-02_15-34-44.png|Bridge Fire Extinguisher.
Subnautica_2018-04-02_15-34-56.png|Cyclops Holographic Monitoring System.
Subnautica_2018-04-02_15-55-41.png|Cyclops Holographic Monitoring System, extreme damage.
Subnautica_2018-04-02_15-35-44.png|Cyclops Customization Hologram.
Subnautica_2018-04-02_15-35-52.png|Cyclops Holographic Lighting Switches.
Subnautica_2018-04-02_15-35-58.png|Cyclops Holographic Lighting Switches, interior lights off.
</gallery>

==== Pilot HUD ====
<gallery widths="200" spacing="small">
CyclopsHUDoff.jpg|The HUD when the engine is disabled
CyclopsHUD1.jpg|The engine powering up
CyclopsHUD2.jpg|Left side of the HUD, showing engine power down symbol and speed settings
CyclopsHUD3.jpg|Right side of the HUD, showing abilities
Cyclopscompass.jpg|Built in compass
CyclopsHostileDetector.jpg|The hostiles hologram display, blue sphere is noise emission, red triangles are hostiles, yellow triangles are unaware hostiles
</gallery>

=== Upper Midsection ===
<gallery widths="200" spacing="small">
Subnautica_2018-04-02_15-37-45.png|Upper Midsection Overview.
Subnautica_2018-04-02_15-44-06.png|Upper Midsection in Silent Running Mode.
Subnautica_2018-04-02_15-56-26.png|Upper Midsection Flooding.
Subnautica_2018-04-02_15-38-44.png|Small Room in Upper Midsection.
Subnautica_2018-04-02_15-56-13.png|Small Room in Upper Midsection Flooding.
Subnautica_2018-04-02_15-39-29.png|Cyclops Decoy Launching Tube.
Subnautica_2018-04-02_15-39-38.png|Cyclops Vehicle Display and Access.
Subnautica_2018-04-02_15-39-59.png|Cyclops Docking Bay, Overhead View.
</gallery>

=== Engine Room ===
<gallery widths="200" spacing="small">
Cyclops Engine 05.jpg|Old version of the upgrade console
Cyclops Upgrade Fabricator.jpg|The Cyclops Upgrade Fabricator in the engine room
Decoy Loading Tube.jpg|The Decoy Loading Tube
CyclopsPowerCells.jpg|Power Cell slots
IMG 7490.jpg|The slots with Ion Power Cells
Cyclops16.jpg|Fire Extinguisher in the engine room
</gallery>

=== Keel Section ===
<gallery widths="200" spacing="small">
keeloverview.jpg|Overview
keeldivingchamber.jpg|The diving chamber
keelstorage.jpg|Storage lockers inside of the keel section
keelladder.jpg|A ladder leading to the bridge
</gallery>

=== Vehicle Bay ===
<gallery widths="200" spacing="small">
vehiclebayoverview.jpg|Overview
vehiclebayupper.jpg|Upper midsection, viewed from the vehicle bay
vehiclebayseamoth.jpg|A Seamoth docked inside of the vehicle bay
vehiclebayprawn.jpg|A Prawn Suit docked inside of the vehicle bay
</gallery>
}}
|-|
Videos=
<gallery widths="200" spacing="small">
CyclopsBuild.gif|A Cyclops under construction
CyclopsSonarUpdated.gif|Cyclops Sonar
CyclopsSheildUpdated.gif|Cyclops Shield
Cyclops-destruction.gif|The Cyclops exploding after suffering catastrophic hull failure
</gallery>
|-|
Concept Art=
<gallery widths="200" spacing="small">
Sub01b_CYCLOPS_redressed_lorez.jpg|[[Concept art]]
Cyclops EngineRoom spinParts.jpg|Cyclops engine room [[Concept art]].
Cyclops Interior RearKeelSection01b.jpg|Cyclops keel section [[Concept art]].
Cyclopsmainroomconcept.png|Cyclops main room [[Concept art]].
Maneuvers.jpg|An old Concept Art of the Cyclops.
</gallery>
|-|
Other=
<gallery widths="200" spacing="small">
cyclopsenginemodel.png|Cyclops engine model from [https://sketchfab.com/models/bc96ef64e44e49d190f8de5764b3597a Sketchfab].
lockermodel.png|Cyclops locker's model from [https://sketchfab.com/models/134e493ef132432a80b3dc5b7541678b Sketchfab]
Cyclops Aurora Fox3D.png|Fox3D art including the [[Aurora]]
</gallery>
</tabber>

==Trivia==
*Sometimes, when entering the Cyclops, the AI will say "You are the best captain on this planet, I'm not even squidding." This is a reference to the player being the only human and pilot of a Cyclops on the planet, as well as being both a pun on "kidding" and a reference to real-life squids.
*During development, the Cyclops went through several iterations, many experimenting with how and when it took damage. For a long period it was completely invulnerable, then when damage was initially added back even medium-sized predators like [[Boneshark]]s could damage it.
*Its in-game description references an older damage model where [[Cut_Content#Cyclops_Flooding|flooding]] was implemented: when damaged severely enough the Cyclops would sink and cease functioning until it was repaired.
*The player used to be able to place [[Solar Panel]]s or even a [[Nuclear Reactor]] on top of the Cyclops: if this was done, the Cyclops would be powered by these instead of its Power Cells. The ability to construct base components on top of the vessel was later removed due to frequent physics glitches. Cory Strader also stated that the option for solar power was removed from the Cyclops as the team did not want to encourage the player to use the submarine near the surface.<ref>https://imgur.com/a/k6e6XUf ''Dated May 5th, 2016.''</ref>
*The Cyclops requires the most scans of any item in the game before it can be crafted, excluding the unachievable 20 scan threshold for [[Prawn Suit]] fragments found outside the [[Aurora]].
*The Cyclops shares its name with a real-life deep-sea submarine developed by a company called OceanGate, and the game acknowledges OceanGate's trademark on this name in the credits.

==Bugs==
{{Bugs}}
* {{PC}} When logging into a surface-floating Cyclops, the waterline will appear to clip through the walls, but the player is still able to walk as normal.
* {{PC}} If the game's water detail setting is changed during play, certain objects will no longer displace it properly and will clip/visually break. This primarily affects all [[Vehicles]] and [[Lifepod 5]].
* {{PC}} When walking through the cyclops vehicle bay the barriers can be walked through 
*{{XBOX}} When closing the Vehicle Bay door whilst standing on it, the Cyclops will fling in a random direction.
*{{XBOX}} When removing all Powers Cells from the Cyclops in Creative, the power indicator while piloting the Cyclops will display the [https://en.wikipedia.org/wiki/2,147,483,647 32-bit-integer limit].

==References==
<references />[[pl:Cyklop]][[ru:Циклоп]][[fr:Cyclops|fr: Cyclops]]
[[Category:Uses Energy]]
[[Category:Uses Energy]]
[[Category:Vehicles]]
[[Category:Vehicles]]

Revision as of 14:45, 28 May 2020


Spoiler alert: The following section contains story related material.


noob