In the builds above, I put a station around the platform largely to assist in finding it at night (hard to see the flat platforms on the water's surface without indicators). That's also why there are lights. Inside the station is a nuke reactor used to power the lights and the four power cell chargers. Below each dock area is another platform to "catch" the Prawn suit so it lands right below the Cyclops. This makes it easier when bring the Prawn suit back and loading it, since you just move onto the platform and hit the thrusters; that will align it with doors automatically.
Obviously this has bells and whistles. My original dock, earlier in the game when I had less resources, was just a single set of platforms and one platform below for the Prawn catch. No lights, no power, etc.
Just make a U-shaped structure out of Hab hallways, and then place a single extension coming out of the middle of the U so that it's like an E and place an upwards-facing hatch there; which should be directly beneath the hatch on your cyclops if it were to pull into the dock. Then, you could get all fancy with glass so that you can observe your cyclops in its dock.
My idea for the game would be a pipe that automatically connects to the exit hatch of the cyclops so you have a direct connection to your base.
Agree. Ideally, the Cyclops should have a side hatch just for docking. That lower deck is largely useless, so adding a base docking chamber would be useful.
At one time there was a card on Their Trello board indicating that They were investigating the possibility of creating a way to dock the Cyclops at a base.
It involved connecting at the nose and going forward through the lower hatch bay.
Essentially giving the Cyclops a double forward/down hatch.
In the builds above, I put a station around the platform largely to assist in finding it at night (hard to see the flat platforms on the water's surface without indicators).
Obviously this has bells and whistles. My original dock, earlier in the game when I had less resources, was just a single set of platforms and one platform below for the Prawn catch. No lights, no power, etc.
Cool!
What is the actual name of the piece you are using for the floating surface in the list of base building materials? I am not sure if I have a piece in my inventory that looks like that at the moment.
In the builds above, I put a station around the platform largely to assist in finding it at night (hard to see the flat platforms on the water's surface without indicators).
Obviously this has bells and whistles. My original dock, earlier in the game when I had less resources, was just a single set of platforms and one platform below for the Prawn catch. No lights, no power, etc.
Cool!
What is the actual name of the piece you are using for the floating surface in the list of base building materials? I am not sure if I have a piece in my inventory that looks like that at the moment.
Thanks in advance.
It's the "foundation" unit. When you place them near the ocean floor, they sprout legs, but if you place them high enough, they just float. Either way, they still provide base strength. I think you build them with ti x 2 and li x 1.
A solar dock that charges or keeps you idle Cyclops charged would be great. I keep returning to cyclops with flat batteries.
I bet you have power cell and/or battery chargers in your Cyclops. That drains the battery when you're out, and even if you power down. When I moved my power cell charges to the dock's base, rather than inside they Cyclops, that problem went away. You really shouldn't charge anything from inside the Cyclops.
A solar dock that charges or keeps you idle Cyclops charged would be great. I keep returning to cyclops with flat batteries.
I bet you have power cell and/or battery chargers in your Cyclops. That drains the battery when you're out, and even if you power down. When I moved my power cell charges to the dock's base, rather than inside they Cyclops, that problem went away. You really shouldn't charge anything from inside the Cyclops.
I don't charge anything in my Cyclops. I charge in my base that has several thermal plants to provide energy.
Twice when I have returned to my Cyclops after missions I have found it to have zero charge on all cells from 80% -0% after about 20 minutes idling. I got attacked by a monster last night and had one cell with 60% left and managed to limp back to base.
I don't charge anything in my Cyclops. I charge in my base that has several thermal plants to provide energy.
Twice when I have returned to my Cyclops after missions I have found it to have zero charge on all cells from 80% -0% after about 20 minutes idling. I got attacked by a monster last night and had one cell with 60% left and managed to limp back to base.
OK, it's something else then. You may have traveled in Silent Running mode, which continues to drain power like mad even if you are idle. Before you leave the Cyclops, be sure to shut down silent running first, then the engine.
@joe121181 That's weird, I've never had that happen (outside of lava larvae). I'll have to try leaving Silent Running on even when I power down and see what happens, because even leaving the inside and outside lights on doesn't drain the batteries.
Either that or you Cuddlefish have been abusing the fabricator while you were away...
Can the devs actually try and add this again cause it seems most of our ideas or wasted here we say what we want and they will never listen there main focus is on below zero and the never even finished the first game!
narfblatUtah, USAJoin Date: 2016-05-15Member: 216799Members, Forum Moderators, Forum staff
Subnautica is complete as far as features go. It does need more bugfixing, and they are working on that. They upgraded to unity 2019 to help some bugs, but that created new issues for them to work through.
Comments
At least the Aliens got the concept of a large bay right.
Obviously this has bells and whistles. My original dock, earlier in the game when I had less resources, was just a single set of platforms and one platform below for the Prawn catch. No lights, no power, etc.
Thanks!
Agree. Ideally, the Cyclops should have a side hatch just for docking. That lower deck is largely useless, so adding a base docking chamber would be useful.
It involved connecting at the nose and going forward through the lower hatch bay.
Essentially giving the Cyclops a double forward/down hatch.
Cool!
What is the actual name of the piece you are using for the floating surface in the list of base building materials? I am not sure if I have a piece in my inventory that looks like that at the moment.
Thanks in advance.
It's the "foundation" unit. When you place them near the ocean floor, they sprout legs, but if you place them high enough, they just float. Either way, they still provide base strength. I think you build them with ti x 2 and li x 1.
I bet you have power cell and/or battery chargers in your Cyclops. That drains the battery when you're out, and even if you power down. When I moved my power cell charges to the dock's base, rather than inside they Cyclops, that problem went away. You really shouldn't charge anything from inside the Cyclops.
I don't charge anything in my Cyclops. I charge in my base that has several thermal plants to provide energy.
Twice when I have returned to my Cyclops after missions I have found it to have zero charge on all cells from 80% -0% after about 20 minutes idling. I got attacked by a monster last night and had one cell with 60% left and managed to limp back to base.
OK, it's something else then. You may have traveled in Silent Running mode, which continues to drain power like mad even if you are idle. Before you leave the Cyclops, be sure to shut down silent running first, then the engine.
Either that or you Cuddlefish have been abusing the fabricator while you were away...