Hi. I can no longer place solar panels on Cyclop after the recent update. I've event tired deconstructed one and cannot place it back. is this a bug or intentional?
This is working as intended. The ability to put items on top of the cyclops was always a bug. They will be adding a battery / power cell recharge station soon.
oh, ok. bad luck I didn't build Cyclop in the new game prio this update then. I've started a new game in a survival mode. Having solar panels on Cyclop really helps.
I was thinking, if placing solar panels was a bug, then how come the solar panels that were placed before the last update still produce electricity for the Cyclop?
I was thinking, if placing solar panels was a bug, then how come the solar panels that were placed before the last update still produce electricity for the Cyclop?
Because only the ability of placing the panels was revoked. They still work because those (illegal) panels use the same functionalitxy as solar panels attached to a base.
You can emulate functionality that is not implemented by using the debig console. For instance if you wanted to simulate a recharging station, you can spawn as many power cells as you need everytime yxou "dock" at a sesbase. That way, you can sort of try out functionality that is not there to see if it works or not. You could also spawn and replace power cells everytime you hit the surface to simulate a solar recharger. I know it's not nearly as authentic as a fully implemented system, but its better than nothing.
aww noes ... rip perfect mobile base.... (really ...full solar powered had 225 energy when it was idling on surface, ability to recharge seamoth, ability to hold lockers of materials/food/water/spare gears only thing it lacked was seamoth upgrade console)
I doubt that the ability of placing solar panels on cyclops was a bug. I remember the time when one single solar panel caused cyclops to sink as this item had a ton. And they fixed it ...
I think that's just a preparation for the 'need' of dock-charging and/or cyclops solar charger upgrade modules, though I'd say that such modules were questionable in view of building charger outposts using all kinds of energy sources. It was the same irrational 'use' of dock-charging like the seamoth solar charger makes it right now.
dock-charging seamoth is somewhat annoying as it drains power out of cyclops. there should be an option to disable it. ie I usually carry a charger upgrade module for seamoth and install it when it's power drops below 20%. having it charged by cyclop now when cyclop relies on cell power only is not practical at best.
well, thanks to update cyclops once again is what it was for me before solar panels were good choice... pretty think eternally parked outside of base:D well this be bery true long as its batteries only
I wonder, would we be able to build Solar Panels on the Cyclops in the future. By that I mean on certain parts of the top of the cyclops we could build a maximum of 2 solar panels that look sleek and functional on the top of the Cyclops
I hope so, as it looks right now Cyclops is very early development stage if you put side by side Seamoth and Cyclops upgrades. I have feeling Cyclops might get Solar energy, but something way better - Nuclear.
Right now my Cyclops just sits next to base. I would use it, but I like to keep my Seamoth close. And Seamoth don't charge Cyclops , but Cyclops charges Seamoth so my Cyclops has even smaller life time. Will see what fun things we get in the end, future looks very good.
Doubt it, with the updates the clops is suppose to get (I hope it's soonish) with chips. Makes me wonder if they're going to have a console similar to the one the seamoth has that you have to build in the moonpool. For the size of the clops I would have assumed you'd be allowed to have more than 4 mod slots. I mean all they really have to do there is mirror the upgrade console next to the turbine/engine of the cyclops on the other side in the same exact position.
No... i tried... in my old save my cyclops had 2000/2000 energy that i could recharge very quickly with just a few uranium pieces... then my computer melted down, and now i have a shitty cyclops with no attachments
rage-solution?? build a big locker and spawn 40 powercells and stuff them all in there and make a huge sign above it saying "SPERMCELLS"
No... i tried... in my old save my cyclops had 2000/2000 energy that i could recharge very quickly with just a few uranium pieces... then my computer melted down, and now i have a shitty cyclops with no attachments
rage-solution?? build a big locker and spawn 40 powercells and stuff them all in there and make a huge sign above it saying "SPERMCELLS"
I'm surprised it is taking them so long to put in a way to charge it up. They have spent at least some time making sure nothing can be attached to it, they should put a bandaid in to charge it lol
As far as I can tell, they've only been working on a recharging station for about a week and the solar panels have been blocked for about the same time period. I agree that it might have been a better solution to implement both changes at the same time so the cyclops didn't get gimped while waiting for the charger, but even if it takes them another week to release the charger, that would be a lightning fast turnaround for a development cycle. In the meantime, just spawn some extra power cells and pretend you have a charger.
rage-solution?? build a big locker and spawn 40 powercells and stuff them all in there and make a huge sign above it saying "SPERMCELLS"
That would be hard to do in the survival mode.
You can still get a console in survival by pressing F3 twice then enter, though I agree it defeats the purpose a little. Then again, we already know for a fact that we're getting rechargeable power cells, so this is not breaking the rules too much.
I doubt that the ability of placing solar panels on cyclops was a bug.
It was a bug, it was never meant to happen. But it was also a good proof-of-concept that solar charging for the Cyclops might be useful and warranted.
I'd like to see a wise compromise between solar- and dock-charging. An over effective solar-charger makes dock-charging unnecessary. The throughout 'game' of finding appropriated energy sources and make a reasoned use of them by building charger outposts would be simply wiped away.
I think a solar charger upgrade for cyclops should only affect the onboard fabricator, lighting and other basic op-systems but shouldn't provide driving power. It would be great to search, plan and build strategically placed cyclops charger for further explorations.
An over effective solar-charger makes dock-charging unnecessary.
I do agree here, my preferred way of charging the Cyclops would be dock-charging. But still solar charging as it was possible until last week can be a viable method of charging the Cyclops since a large portion of the game that we have not seen yet is taking place in caves. Lost River and Lava zone are both zones that are so deep (and subterranean) that solar charging is not possible there. So we need a different way of charging the big sub there.
Lost River and Lava zone are both zones that are so deep (and subterranean) that solar charging is not possible there. So we need a different way of charging the big sub there.
Yep, if the power efficiency was balanced right. At the moment you can explore these areas and go back on one single charge.
I doubt that the ability of placing solar panels on cyclops was a bug.
It was a bug, it was never meant to happen. But it was also a good proof-of-concept that solar charging for the Cyclops might be useful and warranted.
New upgrades/buildable modules to be able to renewably recharge the cyclops could be cool. Power cells are cruel masters.
Honestly, I personally would not use the cyclops for much if it couldn't be renewably charged on the go, it's way too much of a power guzzler, and I don't want to be stuck at the bottom of the sea.
PS: current experimental build seems to be reverted from previos build? no more waterpark or farming things?
I'd like to see a wise compromise between solar- and dock-charging. An over effective solar-charger makes dock-charging unnecessary. The throughout 'game' of finding appropriated energy sources and make a reasoned use of them by building charger outposts would be simply wiped away.
I think a solar charger upgrade for cyclops should only affect the onboard fabricator, lighting and other basic op-systems but shouldn't provide driving power. It would be great to search, plan and build strategically placed cyclops charger for further explorations.
There are situations for higher energy use:
- the planned higher energy consumption in heat
- the loss of energy while defending attacks
- using sonar and other devices
- recharging the seamoth or exosuit
- using an O2 generator
Practically right now solar recharge for cyclops and seamoth is overpowered and will stay so for most biomes. I too would prefer that you have to build bases in the deeper biomes you want to explore. A necessary network of supply bases would make the game even more interesting. Especially for the hidden lost river and lava underwater cave system.
Maybe for those lazy builders and to feed the fans of seabase architects the game could offer a way to not only save a game or ingame photos, but also to save a complete base and offer to construct the base from a library of base designs visible from the pda and creatable through a special base build menu. Build one power supply station once, than store the design in the library and next time you just fetch your design from your library. I wish I could already save my giant bases.
Maybe to reduce solar recharge the upgrade slot could only be accessed at docks. So you can't just take out solar recharge in the deep and refit back up in sunlight. Or reduce driving speed or hull integrity while using solar recharge, making solar recharge ineffective in the deep or aggresive biomes.
I'd like to see a wise compromise between solar- and dock-charging. An over effective solar-charger makes dock-charging unnecessary. The throughout 'game' of finding appropriated energy sources and make a reasoned use of them by building charger outposts would be simply wiped away.
I think a solar charger upgrade for cyclops should only affect the onboard fabricator, lighting and other basic op-systems but shouldn't provide driving power. It would be great to search, plan and build strategically placed cyclops charger for further explorations.
There are situations for higher energy use:
- the planned higher energy consumption in heat
- the loss of energy while defending attacks
- using sonar and other devices
- recharging the seamoth or exosuit
- using an O2 generator
Practically right now solar recharge for cyclops and seamoth is overpowered and will stay so for most biomes. I too would prefer that you have to build bases in the deeper biomes you want to explore. A necessary network of supply bases would make the game even more interesting. Especially for the hidden lost river and lava underwater cave system.
Maybe for those lazy builders and to feed the fans of seabase architects the game could offer a way to not only save a game or ingame photos, but also to save a complete base and offer to construct the base from a library of base designs visible from the pda and creatable through a special base build menu. Build one power supply station once, than store the design in the library and next time you just fetch your design from your library. I wish I could already save my giant bases.
Maybe to reduce solar recharge the upgrade slot could only be accessed at docks. So you can't just take out solar recharge in the deep and refit back up in sunlight. Or reduce driving speed or hull integrity while using solar recharge, making solar recharge ineffective in the deep or aggresive biomes.
other than the absolute destruction of my performance from loading an entire hamster castle at once i like this idea. Seriously, though, saving a small refuel point as a blueprint could make exploring easier. Perhaps less OP when paired with limited oxygen in bases( a planned feature)- you would have to be economic with your copy-pasting
save a complete base and offer to construct the base from a library of base designs visible from the pda and creatable through a special base build menu. Build one power supply station once, than store the design in the library and next time you just fetch your design from your library. I wish I could already save my giant bases.
Maybe to reduce solar recharge the upgrade slot could only be accessed at docks. So you can't just take out solar recharge in the deep and refit back up in sunlight. Or reduce driving speed or hull integrity while using solar recharge, making solar recharge ineffective in the deep or aggresive biomes.
Honestly, I personally would not use the cyclops for much if it couldn't be renewably charged on the go, it's way too much of a power guzzler, and I don't want to be stuck at the bottom of the sea.
Agreed. I haven't even built a cyclops since the moonpool was introduced. I know we can use the console to cheat ourselves batteries but that's a fun-killer for me.
Practically right now solar recharge for cyclops and seamoth is overpowered and will stay so for most biomes.
I wouldn't call it overpowered.
It takes up an upgrade slot and those are limited. Since it needs the sun, it only works during the day and there's a depth factor.
Honestly I've never even bothered to make one. It could be useful prior to getting a moonpool but you have to build the moonpool first and once you have that you can recharge the seamoth from your base and its solar panels. At that point I'd only consider slotting a solar module useful if I was planning to explore very long distances and the game just isn't that big. Though I don't use the energy hungry PDS, which I imagine is why the solar recharge strength is as high as it is.
My personal approach would be a "Power transmitter" upgrade that allows the Cyclops to link up to nearby power devices to recharge like bases or remote thermal plants etc..
@Jacara why didn't they put in a replacement BEFORE they took out the old way? Not sure you understood what I meant......
If you need a new power-line for your house do you strip the old one out all the way back to the substation then put the new one in? ofc not! you put the new one in, and don't connect the ends until immediately before or after you disconnect the old one!
If you wanted to change your comp screen would you take the old one out, then wait a month for the new one to arrive? ofc not! you get the new one, and make a quick changeover.
my point is...... why are we having this lengthy 'without service' period?
Comments
Because only the ability of placing the panels was revoked. They still work because those (illegal) panels use the same functionalitxy as solar panels attached to a base.
You can emulate functionality that is not implemented by using the debig console. For instance if you wanted to simulate a recharging station, you can spawn as many power cells as you need everytime yxou "dock" at a sesbase. That way, you can sort of try out functionality that is not there to see if it works or not. You could also spawn and replace power cells everytime you hit the surface to simulate a solar recharger. I know it's not nearly as authentic as a fully implemented system, but its better than nothing.
I think that's just a preparation for the 'need' of dock-charging and/or cyclops solar charger upgrade modules, though I'd say that such modules were questionable in view of building charger outposts using all kinds of energy sources. It was the same irrational 'use' of dock-charging like the seamoth solar charger makes it right now.
Right now my Cyclops just sits next to base. I would use it, but I like to keep my Seamoth close. And Seamoth don't charge Cyclops , but Cyclops charges Seamoth so my Cyclops has even smaller life time. Will see what fun things we get in the end, future looks very good.
No... i tried... in my old save my cyclops had 2000/2000 energy that i could recharge very quickly with just a few uranium pieces... then my computer melted down, and now i have a shitty cyclops with no attachments
rage-solution?? build a big locker and spawn 40 powercells and stuff them all in there and make a huge sign above it saying "SPERMCELLS"
I'm surprised it is taking them so long to put in a way to charge it up. They have spent at least some time making sure nothing can be attached to it, they should put a bandaid in to charge it lol
That would be hard to do in the survival mode.
You can still get a console in survival by pressing F3 twice then enter, though I agree it defeats the purpose a little. Then again, we already know for a fact that we're getting rechargeable power cells, so this is not breaking the rules too much.
It was a bug, it was never meant to happen. But it was also a good proof-of-concept that solar charging for the Cyclops might be useful and warranted.
I'd like to see a wise compromise between solar- and dock-charging. An over effective solar-charger makes dock-charging unnecessary. The throughout 'game' of finding appropriated energy sources and make a reasoned use of them by building charger outposts would be simply wiped away.
I think a solar charger upgrade for cyclops should only affect the onboard fabricator, lighting and other basic op-systems but shouldn't provide driving power. It would be great to search, plan and build strategically placed cyclops charger for further explorations.
I do agree here, my preferred way of charging the Cyclops would be dock-charging. But still solar charging as it was possible until last week can be a viable method of charging the Cyclops since a large portion of the game that we have not seen yet is taking place in caves. Lost River and Lava zone are both zones that are so deep (and subterranean) that solar charging is not possible there. So we need a different way of charging the big sub there.
But boy, did I love my solar charged Cyclops...
Yep, if the power efficiency was balanced right. At the moment you can explore these areas and go back on one single charge.
New upgrades/buildable modules to be able to renewably recharge the cyclops could be cool. Power cells are cruel masters.
Honestly, I personally would not use the cyclops for much if it couldn't be renewably charged on the go, it's way too much of a power guzzler, and I don't want to be stuck at the bottom of the sea.
PS: current experimental build seems to be reverted from previos build? no more waterpark or farming things?
There are situations for higher energy use:
- the planned higher energy consumption in heat
- the loss of energy while defending attacks
- using sonar and other devices
- recharging the seamoth or exosuit
- using an O2 generator
Practically right now solar recharge for cyclops and seamoth is overpowered and will stay so for most biomes. I too would prefer that you have to build bases in the deeper biomes you want to explore. A necessary network of supply bases would make the game even more interesting. Especially for the hidden lost river and lava underwater cave system.
Maybe for those lazy builders and to feed the fans of seabase architects the game could offer a way to not only save a game or ingame photos, but also to save a complete base and offer to construct the base from a library of base designs visible from the pda and creatable through a special base build menu. Build one power supply station once, than store the design in the library and next time you just fetch your design from your library. I wish I could already save my giant bases.
Maybe to reduce solar recharge the upgrade slot could only be accessed at docks. So you can't just take out solar recharge in the deep and refit back up in sunlight. Or reduce driving speed or hull integrity while using solar recharge, making solar recharge ineffective in the deep or aggresive biomes.
other than the absolute destruction of my performance from loading an entire hamster castle at once i like this idea. Seriously, though, saving a small refuel point as a blueprint could make exploring easier. Perhaps less OP when paired with limited oxygen in bases( a planned feature)- you would have to be economic with your copy-pasting
These are good ideas! Right up to Ideas and Suggestions with them!
Agreed. I haven't even built a cyclops since the moonpool was introduced. I know we can use the console to cheat ourselves batteries but that's a fun-killer for me.
I wouldn't call it overpowered.
It takes up an upgrade slot and those are limited. Since it needs the sun, it only works during the day and there's a depth factor.
Honestly I've never even bothered to make one. It could be useful prior to getting a moonpool but you have to build the moonpool first and once you have that you can recharge the seamoth from your base and its solar panels. At that point I'd only consider slotting a solar module useful if I was planning to explore very long distances and the game just isn't that big. Though I don't use the energy hungry PDS, which I imagine is why the solar recharge strength is as high as it is.
If you go into creative mode on experimental there are "?" in place for a bunch of Cyclops base modules, including a charging station.
If you need a new power-line for your house do you strip the old one out all the way back to the substation then put the new one in? ofc not! you put the new one in, and don't connect the ends until immediately before or after you disconnect the old one!
If you wanted to change your comp screen would you take the old one out, then wait a month for the new one to arrive? ofc not! you get the new one, and make a quick changeover.
my point is...... why are we having this lengthy 'without service' period?