![]() ![]() SUBNAUTICA CYCLOPS SOLAR CHARGER MOD FULL(Not to mention an aquarium full of fish.) Since I have several exterior growbeds with creepvine growing, I have a virtually unlimited supply of biomass to use. I keep 4 or 5 of them in my inventory for either excursions in the Seamoth, or to replenish the Cyclops ones, and when the Cyclops is at by main base, I just recharge the power cells in the base, which uses thermal and bioreactor energy. I can see this getting fixed eventually, but for now it's by far the most efficient usage of power cells. This means that recharging the power cell will use less energy then you get from a recharged one. With that in mind, however, you can now build a power cell recharging station on your Cyclops, and according to the wiki, gives a net-gain of energy for the cyclops. Keep in mind that when you charge the Seamoth docked in the Cyclops, that it drains Cyclops power. Now that power cells are rechargable, This changes my answer slightly. (Note one way of recharging spent power cells without a power-cell-recharging unit in your base is to replace it with an empty/low power cell while near the surface.) That coupled with the recharging stations (again, that can be placed on a base, or even in your cyclops) makes recharging always a good move. SUBNAUTICA CYCLOPS SOLAR CHARGER MOD UPDATESo it would be best when you get down there to mine a lot in one go and store them on the cyclops.Things have changed yet again since the original answer and update - several updates ago (as mentioned) the Seamoth can be outfitted with a Solar charger, so if you're close enough to the surface, and it's daylight, it will auto-recharge. 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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