![]() ![]() Would mean that parked on the surface, wouldn't have to worry about low power use, but outside of that, things would be the same.Īnother possibility, though with a greater gameplay and programming impact, would be to add an external power option for the Cyclops. Effectively the same but with less admin overhead. ![]() ![]() What I would like would be a Cyclops mod for Solar Charging equivalent to that of the Seamoth's. In the first part of it, I was using the Seamoth Solar Charger to recharge Powercells, which must have added at least 4 more Powercells worth of charge. Just went on a long loop with the Cyclops and used up over 8 spare Powercells. Include includes the vanilla crafts from the moonpool.Solar Power has been suggested before, but I'd like to add my vote to the idea. lets you make seamoth and prawn upgrades. Vehicle Upgrades In Cyclops (SN1) Makes the cyclops upgrade fabricator also work as a moonpool vehicle upgrade console. Improving the vehicle's armor, speed, and engine efficiency. Upgraded Vehicles (SN1) Gives the depth upgrade modules for the seamoth and prawn suit additional effects, Version 5.2.0 Update: MoreCyclopsUpgrades_520.zip More Cyclops Upgrades (SN1) is primarily if not exclusively an api for other cyclops upgrade mods.īy default, includes a buildable upgrade console for the cyclops for additional upgrade slots (this can be disabled in the config). about the size of in base bioreactor.Ĭan be configured to drain base energy faster or slower. Ion Cube Generator (SN1) lets you build a medium sized structure that makes an ion cube every once in a while. Holds 6,000 charge before being depleted, if it is used consistently it must cool down for a while before being able to be used again.Ĭyclops Simple Solar (SN1) makes one simple solar charger that just works as a cyclops version of the seamoth solar charger.Ĭyclops Solar Upgrades (SN1) makes two solar charging upgrades for the cyclops, one is same as seamoth, the other has a built in battery.Ĭan stack up to six modules to increase charging rate.Ĭyclops Speed Upgrades (SN1) Makes upgrade modules that increase the speed of the cyclops at the cost of engine efficiency.Ĭan stack up to six modules for maximum speed.Ĭyclops Thermal Upgrades (SN1) makes a tier 2 thermal upgrade for the cyclops which includes a built in battery for the upgrade module.ĭataBox Scanner Fix (SN1) makes the scanner room not target already collected databoxes. Higher tiers even reduce energy usage from sonar and shield.Ĭyclops Enhanced Sonar (SN1) Adds a topographical map of the area around you similar to the seaglide.Īdding a second module makes the sonar ping faster.Ĭyclops Nuclear Upgrades (SN1) makes an upgrade module that acts as a nuclear battery. Works great with the aquarium overflow mod that is also in □mod-download-mirrorsĬyclops Engine Upgrades (SN1) makes new tiers of the engine efficiency upgrade each offering increased efficiency. Includes an anti parasite module that will pulse the shield (if equipped) at low power to remove leaches.Ĭyclops BioReactor (SN1) Makes a small bioreactor you can build inside the cyclops that allows you to use bio energy in the cyclops. Second tier just takes the cyclops and does not need a seamoth. Makes items process in parallel instead of sequentially.Ĭyclops Auto Zapper (SN1) Two tiers of autozapper, the first tier requires a seamoth in the docking bay that has that shock module installed and the cyclops will automatically shock enemies that attack. See also #139 Subnautica Mods by PrimeSonicĪll-in-One Fabricator (SN1) Makes a new fabricator that is every single fabricator combined together.Īutomatically includes modded items and mod created fabricator.īetter BioReactor (SN1) Makes the bio reactor in game also show the amount of charge each item has left. This page exists to archive my mods as they were on Nexus by August 5th. ![]()
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