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PrimeSonic

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PrimeSonic

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About this mod

Everything you need to turn your Cyclops into a fully self-sufficient powerhouse of a mobile base.
Includes additional upgrade consoles and even a small BioReactor for your Cyclops!

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ATTENTION MODDERS
Want to add your own Cyclops upgrade mods?

You can now use MoreCyclopsUpgrades as a mod library! Check the wiki for details.

New Upgrade Modules!

Cyclops Solar Charger
  • Finally! Your Cyclops can soak up the sun and recharge even when there's no heat sources around.
  • And yes, you can equip multiple Cyclops Solar Chargers to charge even faster!
  • Where can I craft this? This module can be found in the Cyclops Fabricator.
  • What do I need to unlock this? You'll have it available as soon as you have unlock the Cyclops.

Cyclops Solar Charger
Mk2
  • Slightly faster charging speed.
  • Includes an internal battery for when the sun isn't in range.
  • The internal battery will recharge itself whenever this module is producing power.
  • All Mk2 charging modules re-charge each others internal batteries when there is a power surplus. This means you can use your thermal chargers to recharge the battery on your Solar Charger Mk2.
  • Where can I craft this? This module can be found in the Modification Station.
  • What do I need to unlock this? You'll have it available as soon as you unlock the Modification Station.

Cyclops Thermal Reactor Module Mk2

  • Slightly improved charging speed over the standard thermal reactor module.
  • Includes an internal battery for later use when there is no heat around.
  • The internal battery will recharge itself whenever this module is producing power.
  • All Mk2 charging modules re-charge each others internal batteries when there is a power surplus. This means you can use your solar chargers to recharge the battery on your Thermal Reactor Module Mk2.
  • Where can I craft this? This module can be found in the Modification Station.
  • What do I need to unlock this? You'll have it available as soon as you unlock the Modification Station.

Cyclops Nuclear Reactor Module
  • Recommended alternative: Cyclops Nuclear Reactor
  • Helps with getting through the mid-game when the sun is too far but the thermal chargers aren't in reach yet.
  • Because nuclear power is not renewable or rechargeable, the Cyclops will intelligently minimize how often it drains from the nuclear module. The Cyclops will avoid drawing nuclear power if it is currently receiving power from solar or thermal sources of energy or if there is a rechargeable reserve battery providing power instead.
  • The user can configure if the Cyclops should draw from the nuclear module as soon as possible or if it should coast on power cells for a while.
  • Configure this from the in-game Mod options menu.
  • Be careful not to abuse it as running these too long can cause them to overheat and temporarily shut down.
  • Where can I craft this? This module can be found in the Modification Station and the Nuclear Fabricator.
  • What do I need to unlock this? You'll have it available once you've unlocked the Base Nuclear Reactor.

Cyclops Engine Efficiency Module MK2
& MK3

  • Get more "miles to the gallon" on your Cyclops.
  • Reduce the power cost of Silent Running, Sonar, and Shields!
  • Laugh as leviathans try to get past your shields while your batteries don't even break a sweat.
  • Where can I craft this? These modules can be found in the Modification Station.
  • What do I need to unlock these? You'll have them available as soon as you unlock the Modification Station.

Cyclops Speed Boost Module
  • Put your Cyclops into overdrive to get moving faster.
  • Be careful, the extra speed demands extra power. Expect lower engine efficiency while you have these equipped.
  • Does not affect the reduced cost of Silent Running, Sonar, and Shields provided by the Mk2 and Mk3 Engine Efficiency modules.
  • The additional speed bonus scales with the Cyclops motor mode. Ahead Slow will still be the slowest and Ahead Flank will still be the fastest. But they will all be slightly faster.
  • Where can I craft this? This module can be found in the Cyclops Fabricator.
  • What do I need to unlock this? You'll have it available once you've unlocked the Cyclops Depth Module Mk1.

Cyclops Bioreactor Booster

  • Improves all the bioreactors built in the Cyclops, making a single one of these modules one of the best  bang-for-the-buck upgrade you can make.
  • The Bioreactor Boosters will increase the storage capacity and energy capacity of all bioreactors in the Cyclops.
  • Up to a maximum of 3 boosters can be stacked.
  • Where can I craft this? This module can be found in the Cyclops Fabricator.
  • What do I need to unlock this? You'll have it available once you've unlocked the Base BioReactor.

New Buildables!

Auxiliary Cyclops Upgrade Console
  • With so many upgrade modules, there was never enough slots to really make use of them all. Well now you can finally build as many upgrade consoles as you need in your Cyclops.
  • Each Aux Upgrade Console will provide you with an extra six slots for cyclops upgrade modules.
  • Now you can finally find a place for those Fire Suppression System and Decoy Tube Modules that you could never use.
  • Now fully displays all upgrades installed so you can see where you left those upgrade modules without opening the PDA.
  • Where can I craft this? You will find it in your Habitat Builder under Interior Modules.
  • What do I need to unlock this? The Auxiliary Cyclops Upgrade Console will be available once you find or craft the Cyclops Depth Module Mk1.

Nuclear Fabricator
  • A specialized fabricator for handling hazardous nuclear materials.
  • Entirely optional for 99% of what you'll want to do with this mod. It's just a cool little addition for fun and flavor.
  • You can craft any small nuclear item from this fabricator.
  • Where can I craft this? You will find it in your Habitat Builder under Interior Modules.
  • What do I need to unlock this? You'll have it available once you've unlocked the Base Nuclear Reactor.

Cyclops BioReactor
  • A small bioreactor designed to fit inside your Cyclops
  • No new upgrade modules required. Just construct in the Cyclops and it will automatically connect and pass on power just like in base.
  • To interact with this smaller bioreactor, you will need to target the small panel on its base.
  • Fully displays how much energy each item inside has left before it's consumed!
  • Can be further enhanced by equipping the Cyclops with a Bioreactor Booster upgrade module.
  • Where can I craft this? You will find it in your Habitat Builder under Interior Modules.
  • What do I need to unlock this? You'll have it available once you've unlocked the Base BioReactor.


Other Effects

Charging Modules Stack
  • Each charging module provides power individually.
  • This means that you can equip multiple copies of the same charging module for faster charging.

HUD Shows Detailed Power Info
  • The HUD at the Cyclops helm and in the engine room will display new information when the Cyclops is receiving extra power.
  • Solar/Thermal Mk2 modules, Nuclear modules, and even the BioReactor all provide additional reserve power.
  • Additional charging sources created with the MoreCyclopsUpgrades API will also display info here.

Player Configurable

  • If you were looking for a slightly more vanilla experience in your game but you really wanted to include either the Auxiliary Upgrade Console or the additional cyclops upgrades but not both, you're in luck.
  • You can configure the mod through an easy to edit text file to disable the extra consoles, the upgrades, or both if you just like being able to stack multiple thermal reactor modules.
  • You can also have all the new items but simply limit how many of them are allowed in the Cyclops. Check the in-game Mod options menu to set the difficulty.
  • Changing this setting requires a restart, but after that, you'll be all set to play with as much or as little challenge as you want.
  • If you've just downloaded the mod for the first time, this configuration txt file will be generated the next time you boot the game.
  • Once you've entered the main menu, check the mod folder for the new files.

Cross-Mod Bonus
  • If you're running the Vehicle Module Fabricator mod, then you can craft all these new upgrade modules from there as well as the locations listed above.
  • If you're running the Vehicle Upgrades in Cyclops mod, then you'll find the Cyclops Solar Charger and Cyclops Speed Boost Module in the correct tab.
  • If you're running the Replenish Reactor Rods mod, the Nuclear Fabricator will have the option to replenish standard depleted reactor rods.
  • If you're running the Cyclops Nuclear Reactor mod, the Enhancer upgrade modules will be in the Nuclear Fabricator.

Pending Features

  • Possibly combining all config files into one


Installation
You must have QModManager and SMLHelper V2 installed first.
Simply extract the MoreCyclopsUpgrades zip archive into your QMods folder.
Use the "Extract here" option to avoid accidentally creating additional folders.
Alert
: If you still have the old CyclopsSolarPower mod or the CyclopsNuclearPower mod, they must be deleted.
As you can see, those old mods have been fully integrated into the larger MoreCyclopsUpgrades mod.



Special Thanks
To AlexejheroYTB for contributing the main feature for allowing depleted nuclear reactors to be refilled.
Huge thanks to WaisieMilliams for helping make the UI enhancements to the Cyclops BioReactor possible.
Much appreciation to Narda038 for re-imagining the Cyclops upgrade icons in higher definition.

Source code: https://github.com/PrimeSonic/PrimeSonicSubnauticaMods
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