Pre-Ghost Cyclops to V4 Cyclops upgrade console fix (updated, should actually work, please test)
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US Join Date: 2016-10-06 Member: 222906Members
Can someone with an old (only 4 upgrade slots available) Cyclops try the following updated steps using the Debug Console:
When you get the new Cyclops spawned, hop in and insert the new upgrades. Then go back and forth and transfer everything to the new Cyclops (also deconstruct your old add-ons and move them as wanted). Finally, use the new Cyclops to shove the old one off the edge into the void (if you wanted to not have it hanging around).
Alternate method (destroy old sub by driving it below crush depth / attack by Ghost Leviathans, use this if you want to be sure of where your old sub ends up without perhaps having to push it):
- MOVE the Cyclops to a safe area where there's ground and not too many predators. If you don't want to deal with the Cyclops wreck hanging around, put it near the void drop-off, (close enough to shove off, but not too close so it'll fall down on its own).
- a) UNDOCK any Seamoth or PRAWN you have in the Cyclops vehicle bay, then b) SAVE
- a) Pull all of the Power Cells from the Cyclops, (don't do step a) if you want to avoid giving yourself free Power Cells) and b) pull all of the upgrades from the upgrade console
- In the console, do
destroycyclops
- In the console, do
sub cyclops
When you get the new Cyclops spawned, hop in and insert the new upgrades. Then go back and forth and transfer everything to the new Cyclops (also deconstruct your old add-ons and move them as wanted). Finally, use the new Cyclops to shove the old one off the edge into the void (if you wanted to not have it hanging around).
Alternate method (destroy old sub by driving it below crush depth / attack by Ghost Leviathans, use this if you want to be sure of where your old sub ends up without perhaps having to push it):
- MOVE the Cyclops to a safe area where there's ground and not too many predators. If you don't want to deal with the Cyclops wreck hanging around, put it near the void drop-off, (close enough to shove off, but not too close so it'll fall down on its own).
- a) UNDOCK any Seamoth or PRAWN you have in the Cyclops vehicle bay, then b) SAVE
- Pull all of the upgrades from the upgrade console
- In the console, do
sub cyclops
- Put all your upgrades into the new Cyclops, and transfer all of your loot and add-ons. Dock any vehicle in the new Cyclops.
- Pack a fully charged SeaGlide and a high-capacity O2 tank, maybe even create a Creature Decoy and keep it in your inventory to help get away, and drive the old Cyclops out to the void (or any other place you want it to sit) and dive below 500m. Hop out once the AI tells you to evacuate. Swim around and watch the explosion, then nab the Destroyed Cyclops beacon, and head back to the new Cyclops. Optionally, you could also cheat and nab the 6 Power Cells right before it blows (up to you).
EDIT: Thanks @narfblat for testing
Old post:Right, at work, can't test this, but had a eureka moment.
Can someone with an old (only 4 upgrade slots available) Cyclops try the following using the Debug Console:- a) UNDOCK any Seamoth or PRAWN you have in the Cyclops vehicle bay, then b) SAVE
- In the console, do
destroycyclops
- In the console, do
restorecyclops
I can't remember what the command was to undo destroy cyclops, but I know it used to exist, (Markiplier showing it off IIRC) and I'm not sure if it's been removed or is still active.
Anyways, when you get the Cyclops fixed, hop in the restored Cyclops and check the upgrade console to see if this worked. If not, exit without saving.
Let me know what the code for fixing the Cyclops was, and if so, whether this worked to upgrade the Cyclops.
EDIT: Thanks @narfblat for testing, we now know the correct Cyclops restore code is restorecyclops
EDIT2:
53171 /main/Slava - Performance & Bug Fixes 2017-09-06 19:34:09 Vyacheslav Sedovich Fixed Cyclops having only 4 upgrade slots instead of 6 after loading old savegame.
Fixed unlocking default equipment slots upon loading old savegames (for Nuclear Reactor, Seamoth / Exosuit, Cyclops Upgrade Console).
Next update should, therefore, have this issue fixed. Not sure about the lighting change carrying over, though (some reported that the old Cyclops didn't have the new lighting).
Comments
My last test I removed the powercells and for kicks, the upgrades. After restoring the Cyclops, putting a powercell in brought back power, but still only 4 upgrade slots, and hud was still gone. Oddly my Cyclops doesn't turn the engine off automatically, so it was driveable. Exited without saving.(I did not test removing powercell after restoring Clycops, as that round the Cyclops was upside-down and I couldn't get back there)
This save was started in silent running, or possibly the update before.
That might be the problem... hmm. Let me see if I can test it.. I think I have a save that I've kept upgraded that has a Cyclops init. hang on
EDIT: Blearg, Steam wants me to re-verify. I'll do it later today (my cell phone with the verification code is in my work bag, it's early in the morning and dark, and everyone's asleep.. xP)
EDIT: Updated, please test (I am right now).
You can also use the method in the OP, just depends on your preference (be sure to share back anything noteworthy that could help others in this process though).
So, next update should have this problem fixed.