Can anyone save my Cyclops?

0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
I've got the save game where it disappeared (I exited without saving once I realized it was gone). Is there any way to put it back the way it was?

I tried making a new save file with just a Cyclops subbed in with the console, and see if I could find the Cyclops relevant part of the save file and fix it, but I can make heads or tails of anything except the json file, and that's just the general save settings.

If I have to I can just sub in another Cyclops to the original save, but I'd prefer to rescue it if I can keep the contents .

I was originally saved in the Cyclops next to my base (if anyone wants a look at my save file, let me know what files / folders to zip up).

Comments

  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    It's a bug in the current stable. Switching to experimental should do something, but experimental is the dev build so it's entirely possible you might not like the something.

    Or keep loading in new Cyclops with console commands? Not ideal, since all the stuff is lost each time. At some point you might be able to avoid the Cyclops vanishing? The console is pretty good for easily loading in items, it uses REAL names rather than having to look up weird arbitrary names in a list for every single item.

    Or wait a couple weeks for a new stable.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    I forgot to mention, I updated to the latest experimental first, to see if that would fix it. It did not, although I know supposedly the bug has been fixed, that only means it won't occur in the future.

    I also figured out the file responsible, as far as I know. scene-objects.bin (swapping a good scene-objects where I had subbed in a cyclops has the cyclops, whereas scene-objects from before the console cyclops leaves me with no cyclops. swapping the other files has no effect on the cyclops. But the cyclops I subbed in is featureless and empty)
  • Space_JesusSpace_Jesus Join Date: 2013-02-01 Member: 182732Members
    Enter the cyclops, save while in it, exit, and reload.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    So take the old save, sub cyclops, enter cyclops, save, exit (main screen ok, or full reload?) and load game?
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    Eh, saved a sub cyclops into old save game, exited to desktop, reloaded, no difference (cyclops was there but blank).

    Well, at least I didn't have that much in inventory and now I've got full power! xD
  • Space_JesusSpace_Jesus Join Date: 2013-02-01 Member: 182732Members
    Just any cyclops would do. Main screen is fine.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    It didn't work; I've got a Cyclops but not customized. I re-customized it and called it good enough. :shrug:
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    Cyclops power is in a weird place. I'm pretty sure you can generate infinite power just recharging a cell in a minisub, and you can definitely get infinite power with a cell charger. I keep one in the generator room, violating the laws of thermodynamics like a boss.
  • DaveyNYDaveyNY Schenectady, NY Join Date: 2016-08-30 Member: 221903Members
    edited October 2016
    Yeah, the Solar Charger on the seamoth works pretty quickly when the sun is up. and you're close to the surface
    B)
  • LeakingAmpsLeakingAmps Join Date: 2016-02-03 Member: 212527Members
    Yeah, I think 1 power cell charges like 7 others with the efficiency module (though it's like 5-6 without it, so it's not just the module's fault). I personally also have solar panels strapped to the top of my Cyclops from a bajillion months ago when that was still a thing, which makes it even more interesting, since they don't care if you're in a cave.

    Overall, between a locker of power cells, 2 chargers full of cells, the seamoth, the 6 cells in the engine, and the 2 or 3 dozen cells, I usually have around 10k power on me, which is great for long haul trips where I don't want to stop and let some cells refill. As an added bonus, the solar panels ensure that I can't run out of juice by draining my last cell, since they always generate a little power, at all times. Can't wait for the Cyclops solar module. :D

    I don't know if they're actually planning to fix the laws of thermodynamics, since last I asked about it, the response was 'Oh yeah, that's still a thing.' (Though I'm not on experimental atm, so it might've been fixed)
  • MiralityMirality New Zealand Join Date: 2016-08-05 Member: 221004Members
    I don't know if they're actually planning to fix the laws of thermodynamics, since last I asked about it, the response was 'Oh yeah, that's still a thing.' (Though I'm not on experimental atm, so it might've been fixed)
    I kind of hope they don't get around to fixing it until after we have a docking port for the Cyclops that can charge from base power.
  • SidchickenSidchicken Plumbing the subnautican depths Join Date: 2016-02-16 Member: 213125Members
    I personally also have solar panels strapped to the top of my Cyclops from a bajillion months ago when that was still a thing, which makes it even more interesting, since they don't care if you're in a cave.

    Wow, your save is that old? I abandoned my save from those days months ago! Is all the new stuff they've added since then making it into your game properly? I had 4 solar panels on the "wings" lets call them either side, and then for those deep dives where the solar would no longer work I'd actually managed to slap a nuclear reactor behind the conning tower (back in the day when power was all exterior).
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