Subnautica cyclops solar charger mod12/7/2023 ![]() ![]() The only reason so far to use the cyclops is to drop the Prawn of somewhat closer to where I gotta be. It should have a steel cable or something to reel it back into the Cyclops. How do you get back onto the Cyclops? Yeah. Say you park above a 500m depth biome and you release the Prawn there to harvest some stuff. Too cumbersome really.Īlso my idea for the thermal thingy is a no go because it requires a component I don't have yet. Only requires a single solar thingy to power.Īnd I need 4 power cells just to go from my base to the island and back + extra power for idle time and possible crafting and etc. Just making temp bases for the Seamoth to dock and craft some stuff seems to make more sense. It consumes enormous amounts of power even when idle and stationary and also is very fragile to attacks like it is maded out of glass. However so far the cyclops is not that useful. But they are still a pain to find to make plenty of chargers. I noticed that changing the object-graphical setting to "fade-out" increased the range for finding them which really helped. I know but finding that red aluminium oxide thingy is a real pain and I died early game (got stuck.) losing a lot of power cells that I had to recraft. I do all this because I'm very lazy and don't want to have to keep going back and forth between my base and cyclops. This way I only have to take the dead ones out of storage, swap them out with the ones in the chargers and put the new ones into storage on the cyclops for when I'll need them. Naturally right next to the door I park the cyclops infrount of. Personaly I have the six in the cyclops, at least six (if not closer to ten) stored on the cyclops and three chargers in the base with six more batterys to be swapped out next time I'm back home. You do know you can have more than one battery charger, charging at a time right? Or that you can make more batterys? ![]() That should solve it if I park it on top of it I guess. Nevermind it seems I have the "Cyclops Thermal Reactor Module" unlocked all this time and there is a thermal thingy next to my base so. I mean you can just make a temp-base with 2 solar + charger wherever you park the Nautilus but it's just such a pain to do this all the time. Only 2 batteries per charger and I need 2 batteries just for moving forth and back + another 2 or so just for idle power + more for everything else. If power is still not restored at the end of the 5 seconds, the timer will reset.Originally posted by Squirting Elephant:Well so far this battery charging&switching is making me nuts. ![]() ![]() A timer is also present counting down from five. When the seabase is out of power and the battery charger has one or more partially charged batteries, a message will display on the battery charger’s screen saying there’s no power, going to try again in five seconds. Charging 4 Ion Batteries at once will draw up to 180 energy per minute. 9% charge per minute equals 45 energy per minute for one ion battery. Ion Batteries (500 energy) can also be recharged. Seabase/Cyclops power drained by same amount as battery charge (recharge efficiency is 100%).Charge on battery increases by 9 energy (9%) per minute.Charge time for a fully depleted Battery (100 energy): 11 minutes and 5 seconds.The Battery Charger uses Energy from the Cyclops or Seabase it is attached to recharge the Batteries that are placed in it: It features a display that shows the charge percentage of each Battery placed in it. The Battery Charger can hold (and charge) up to four Batteries at a time. The player must scan two Battery Charger Fragments to acquire its Blueprints. It can be built using the Habitat Builder and placed in a Cyclops or a Seabase module. The Battery Charger is an Appliance that recharges Batteries. ![]()
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