Subnautica power cyclops

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**At least one bulbo tree is highly recommended. It’s easier to put four planters in out of the way places than to eat up a big chunk of floor with one growbed. These are emergency supplies, to be available when you need them in an emergency. *You can get by with 11 titanium if you also dismantle the locker itself in removing suppliesĭo not touch this locker unless you are making camp. Place in your Cyclops one reasonably out of the way wall locker, probably high up on the wall near the hatch. In practical terms, you’re best off with at least one large base, backup power cells, and a weather eye on the power gauge to go back to where thermal and nuclear power can take care of all your worries.īut maybe you aren’t interested in practicality.

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But that leaves the question: what does it take to make a self-sustaining Cyclops without mods? The intent, of course, is that the player is not supposed to abandon his bases and live eternally on the move.Ī few mods agree with me that this intent can stuff itself. However, despite offering a spectacular submersible in the Cyclops, it provides a battery bank instead of a generator and only supports one mode of charging natively. Forewordĭespite its flaws, Subnautica remains one of the best submersible games of recent years.

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A simple guide to making the Cyclops as self-sustaining as possible.

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