Barotrauma

Barotrauma

[Outdated] Cyclops Mk-II
340 Comments
台北路 25 Jul, 2024 @ 2:29am 
加速度太快,船头太脆,煞煞一嘴把我撞出去,望改进,船头设置指挥室跟挑衅怪物没区别
Lord Skarra 4 Jul, 2024 @ 12:12am 
I did update this also, i continued most of his submarines if anyone is still looking.
Tyler 20 Jun, 2024 @ 4:39am 
7 months later.. new year.. 2024
Emperor Status 18 Dec, 2023 @ 5:19am 
maaaan cant have shit on europa
Silly Vanilly 29 Nov, 2023 @ 4:15am 
can this actually be realistically crewed by a single person?
Isholthesh 29 Aug, 2023 @ 5:38pm 
Is it a t2 sub?
MeatMilk 9 Aug, 2023 @ 8:53am 
i think you can buy a new one at a station
Carl 7 Aug, 2023 @ 9:09am 
So a hypothetical* scenario here.

if someone were to plummet into the abyss blasting free bird solo in the seamoth, kill a latcher in a single swing, go absolutely nuts with the speed, then lose power and plummet into an abyssal island.

is there any way to recover it besides buying another?

*hypothetical is subjective to the reader.
I IDENTIFY AS TOAST™ 18 Jul, 2023 @ 8:11am 
As a Subnautica enjoyer I approve of this
Gravemind1 14 Mar, 2023 @ 10:35am 
Cool! :) This looked really fun to use, now I just wish I wasn't such garbage at the game so much so that my first mission results in finding and dying to an electrical anomaly :'D
HalfdeadKiller  [author] 13 Mar, 2023 @ 9:26pm 
It likely has bugs. I'm intending to redo the item layout and stuff again, and go even simpler. And to also see about making the Seamoth a bit more simple, somehow.
Gravemind1 13 Mar, 2023 @ 2:49pm 
Does this still work?
Rondson 7 Feb, 2023 @ 12:31am 
Fair enough, that! But knocks of are just that: knock offs, no?

At any case, take your time with things; thanks for the mod as well!
HalfdeadKiller  [author] 7 Feb, 2023 @ 12:29am 
Likely I'll mess with updating it once 1.0 comes out, seeing as the 1.0 pre-patch has recently released. There are probably plenty of knock-offs already on the workshop already, though.
Rondson 6 Feb, 2023 @ 2:21am 
@HalfdeadKiller, hello.

Hello, any ETA on updating the sub, if at all? Maybe you could ponder whether to pass it for tweaks/adjustments to some of the more active submarine makers, assuming you're on adequate terms with them and such?
MutantStig 2 Jan, 2023 @ 9:58pm 
What? No Prawnsuit?! instant downvote! (jks) lol
hyperviper 15 Dec, 2022 @ 1:15am 
i believe in game it says the cyclops is meant to be operated by 3 people
HalfdeadKiller  [author] 6 Nov, 2022 @ 5:16pm 
Alas, it probably needs an update. Been busy with real life after moving to a new state and what not. Perhaps one day I'll get around to updating it.
Borsch 5 Nov, 2022 @ 6:14am 
We really like this submarine, but lately it has become very difficult to play. NPCs constantly get stuck in a small submarine and cannot get out, the power system is overloaded and constantly breaks down. There is also a severe lack of a bomb launcher.
Tangerine 30 Oct, 2022 @ 4:21pm 
is there a depth charge launher thingy?
V1 10 Oct, 2022 @ 12:48am 
Is that a Cyclop from Subnautica? Wow, wery cool.
Warding Halo 1 Oct, 2022 @ 11:48am 
Could i get an explanation on how the moon pool works? Im trying to build one but the water keeps getting in.
Oni 27 Aug, 2022 @ 10:10am 
There seems to be wiring issues or something, not sure what it is.
HalfdeadKiller  [author] 27 Jun, 2022 @ 4:37pm 
I lied, there is a cap on ascent speed, but i meant to say you can't make it go any higher than the cap. I want to say its about 18 to 20 kmh.
HalfdeadKiller  [author] 27 Jun, 2022 @ 4:36pm 
Ascent speed should have no cap on speed, since the only way to go up is to fully empty the sub. Going down is usually faster since all you have to do is add more water. Not sure what else I could do as far as descent speed goes. I kinda want to do another pass at the ships internals sometime when my sub building motivation comes back.
♡//Princess//♡ 26 Jun, 2022 @ 3:26pm 
I love subnautica and like this sub, but personally, the awful descent speed makes it virtually unplayable once currents are introduced. And god forbid you have to ascend out of the abyss, because it's going to take the rest of your natural life.
BonzoTree 26 Jun, 2022 @ 12:35am 
Haven't tested it just yet but hopefully, thanks in advance
:steamhappy:
HalfdeadKiller  [author] 25 Jun, 2022 @ 4:31pm 
Pushed an update to hopefully fix the cabinet bug.
HalfdeadKiller  [author] 25 Jun, 2022 @ 4:19pm 
yeah lemme hit the update button and unbreak that. It'll unlink from the cabinet but at least it'll be useable
BonzoTree 25 Jun, 2022 @ 2:07am 
There's this glitch regarding the deconstructor and the metal cabinet next to it, where the metal cabinet UI is always overlapping the deconstuctors'. It happened to me after going on the deconstuctor then the cabinet. It makes it way harder to use the deconstructor.
HalfdeadKiller  [author] 24 Jun, 2022 @ 6:33pm 
There is a bug with the vanilla game regarding shuttles. Current way to fix is to not transfer new items.
Drqaz 24 Jun, 2022 @ 4:02pm 
I tried purchasing and switching to this sub (with the new transfer items function) and the seamoth didn't come with it. then after a mission the seamoth kept spawning randomly off in the map sometimes 3km under me. Im unable to replace the seamoth even after swapping subs and despawning it. I hope Im being an idiot and this is not a major problem
Beel 26 May, 2022 @ 2:42pm 
Oh cool! Thanks for thee feedback dude appreciate. Overall the sub feels sick as hell, can't wait to try it out more.
HalfdeadKiller  [author] 26 May, 2022 @ 2:05pm 
sounds about right. I'm working on an update to fix those. Kinda done trying out neat but jank ideas since they always break or cause issues later down the line.
Beel 26 May, 2022 @ 12:00pm 
Some issues with trying out this mod. Putting the bots on repair mechanical systems it just makes them constantly try to run up the top airlock? And the seamoth chamber seems to randomly flood, unsure of that cause
HalfdeadKiller  [author] 25 May, 2022 @ 5:26pm 
odd. Aight, i'll just revert it to normal operation I guess. Current door was kinda jank anyway. I'll have to see about rebuilding the door countdown timer to prevent accidentally sinking the sub.
Medi 25 May, 2022 @ 4:56pm 
The Seamoth seems to frequently bug out, and the hatch becomes completely solid I can't pass through it even when it is opened. Even the ladder at time of writing has suddenly become a solid wall. I'm uh, quite lost. I have had to restart missions multiple times because me and the NPC's get trapped in the thing.
HalfdeadKiller  [author] 19 May, 2022 @ 10:14am 
I see. I'll have to do more thorough testing and get the right height then.
Arcturus Chan 19 May, 2022 @ 9:50am 
love the sub btw
Arcturus Chan 19 May, 2022 @ 9:49am 
if you want the blueprint let me know :)
Arcturus Chan 19 May, 2022 @ 9:47am 
the issue is that was not enough, i removed the box and added to more platforms.
they can barely reach the hatch but they can consistently fix the hatch
HalfdeadKiller  [author] 18 May, 2022 @ 3:11pm 
What exactly was the issue? I added a box with a hidden platform to allow them to stand and repair it.
Arcturus Chan 18 May, 2022 @ 11:26am 
@HalfdeadKiller Hey if you were struggling for the bots to fix the top docking hatch, I found the issue and fixed it
suzume 12 May, 2022 @ 8:09am 
Ahhh ok thanks for the info! I thought that its an bug or somenthing but ok!
HalfdeadKiller  [author] 11 May, 2022 @ 1:23pm 
That being said the seamoth should flood normally when damaged. If that is not working I guess I should take a look at the collision boxes of the glass
HalfdeadKiller  [author] 11 May, 2022 @ 1:22pm 
If you look at the Seamoth in the editor, you'll see there are two hulls. A small one by the hatch, a duct, and then the main Seamoth Hull. The intent was to allow the hatch to be opened and not flood, since opening the hatch in the ocean causes it to sink. The duct was placed there to allow water to flow into the Seamoth when certain conditions are met, such as when docked or if the door is closed. I guess if people want I can make it normal and completely flood and sink like before.
suzume 11 May, 2022 @ 9:16am 
I found the problem, the Seamoth can't flod when the hatch is open because the "gap" thats in the hatch is to high. I put it lower and now the Seamoth can now flod from the hatch being open. Still when there is an leak it only gets an little bit of water (migth be that the pump is just to strong), but when there's an hull breach it floods normaly.
suzume 11 May, 2022 @ 8:51am 
Idk why but the Seamoth does not flood, like I can't get water inside it even when opening the hatch or breaking the windows. Great sub tho!
HalfdeadKiller  [author] 1 May, 2022 @ 1:22pm 
Pushed update with some fixes to issues reported by various comments. Of note is adjustment of the location of components regarding doors. Also a platform to fix upper docking hatch door. Waypoint issues potentially fixes, but its hard to tell.

As usual please report any bugs.
Byzantine HellDiver 30 Apr, 2022 @ 8:46pm 
Hey real quick I love the work you've done on this sub and so I wanted to suggest a small qol change which is: there is no way to adjust the delay on the hatches between the mid fore side and the lower fore side as well as the hatch between upper mid and amidships due to the ceiling being too tall. Unfortunately you cannot reconfigure a component while on a ladder so moving the delay components down a little would be very nice. I prefer doors to close quickly; about 2.5 seconds, so not being able to adjust two hatches on the sub is a little bit annoying. So far however, I love just about everything about this sub.