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	<id>https://ftl13.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Altangy</id>
	<title>FTL13 - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ftl13.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Altangy"/>
	<link rel="alternate" type="text/html" href="https://ftl13.com/wiki/Special:Contributions/Altangy"/>
	<updated>2026-05-16T01:49:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Boarding&amp;diff=7935</id>
		<title>Guide to Boarding</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Boarding&amp;diff=7935"/>
		<updated>2018-06-30T20:47:10Z</updated>

		<summary type="html">&lt;p&gt;Altangy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Yarr!=&lt;br /&gt;
Boarding is randomly triggered when the crew destroy a ship with a boarding map, but can be forced by an admin. This will make an announcement about the ship maintaining its integrity while its reactor overloads, giving the crew the option to board the ship. Exciting!&lt;br /&gt;
&lt;br /&gt;
==How to Board==&lt;br /&gt;
Mentioned above, the ship will be able to dock with the ship once it is available, and appears on the FOB Shuttle&#039;s computer for docking. Simply clicking it will bring you close to the ship. Their shields will remain up for a few minutes, preventing you from rushing the defenders while they fight over items. You have little time to work, and there are some angry people on the ship who want to take out their anger on the people who nearly killed them, therefore it is a good idea to coordinate with Security and make sure they&#039;re ready to board and sweep the ship. Of course boarding isn&#039;t limited to Security, but it&#039;s a good idea to let them handle it since they&#039;re the ones with the guns.&lt;br /&gt;
&lt;br /&gt;
If a bunch of armed angry idiots wasn&#039;t enough for you, the ships self-destruct will be active. Forcing you to either disarm the core or just smash and grab. &lt;br /&gt;
To disarm the self-destruct, simply click on it with an open hand and wait.&lt;br /&gt;
&lt;br /&gt;
===Boarding Tactics===&lt;br /&gt;
A very dangerous risk to battle is &#039;&#039;not knowing what the battlefield looks like,&#039;&#039; and who knows what enemy ships have in them! Traps? Drugged up crew? BOLOGNA SANDWICHES?! The fact of the matter is you and your team have to keep your eyes open and scanning everything and anything, mention blind corners and areas that could be used to stage an ambush. Listening is also key to awareness; maybe you heard a defender slip around the corner, now you know they&#039;re there! Of course, you could just go full lethal and kill everything that moves and get it over with, but perhaps using non-lethal methods could &amp;lt;s&amp;gt;ENCOURAGE ROLEPLAY JUST DO IT&amp;lt;/s&amp;gt; yield a new crew member? Or living ammo for the MAC, up to you.&lt;br /&gt;
&lt;br /&gt;
==How to Defend==&lt;br /&gt;
Boarding is designed to take ghosts and put them into the bodies of the defenders to give the whole scenario life and challenge. &#039;&#039;&#039;This role is designed to fail, but that doesn&#039;t mean there isn&#039;t room for roleplay.&#039;&#039;&#039; In order to join as a boarder you will have to have the &#039;&#039;Be Syndicate&#039;&#039; antagonist player option enabled, and you will soon be placed on the ship to defend. Good luck!&lt;br /&gt;
&lt;br /&gt;
===Defender uplink===&lt;br /&gt;
When the defenders spawn, the captain starts with an uplink with 20 telecrystals. Each additional defender starts with five telecrystals to give their captain. &lt;br /&gt;
&lt;br /&gt;
todo: table of uplink items&lt;br /&gt;
&lt;br /&gt;
===Defensive Tactics===&lt;br /&gt;
You&#039;re going to blow up, no matter what, but it&#039;s better to take a few names and keep their grubby capitalist hands from touching your equipment! Suppression - firing on a position where the enemy is believed to be - will keep boarders from advancing on you, buying you time to do other things, or move elsewhere to stage a better defensive. Maybe you don&#039;t have much to defend with, so use guerrilla tactics: hide in closets, dark corners, anywhere that they might not investigate too well, then attack from there. Leave interesting items around for them to wander towards, right into a trap. Your strength lies not in winning a gunfight fairly, so plan the unexpected.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7930</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7930"/>
		<updated>2018-05-09T18:00:05Z</updated>

		<summary type="html">&lt;p&gt;Altangy: /* Words of Warning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = The guide needs updating!}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
In comparison to the other three power options, ([[solars]]|[[tesla]]|[[singulo]]), the Supermatter Engine is by far the most complex power method. It is recommended that the engine be checked regularly to upkeep and maintain its top performance. However this engine will provide a surplus of power if done right and offers plenty of tweaking to be done for even the most experienced crewmember.&lt;br /&gt;
&lt;br /&gt;
[[File:supermatterftlwhisp.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
Aboard the ship, the Supermatter Crystal will be the primary power source. In addition a Supermatter shard can be bought from a station using [[Cargo]] when docked to a station, the only difference - The shard can be moved around without ending in a horrible death. Both Crystals produce radiation when inert and will cause hallucinations if stared at. When the engine is inert, the shard will produce oxygen and plasma and heat the atmosphere around it. Without any filter the shard will either explode or turn into a Tesla that will destroy the entire ship and kill all crew subject to it. In addition to the thermoelectric loop, the shard will fuel radiation collectors.&lt;br /&gt;
&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is EXTREMELY DANGEROUS. In any case you should NEVER activate the Supermatter before you&#039;re 100% sure that every single step is finished any you are happy with the pipe layout. If you bought a Supermatter Shard from [[Cargo]] leave it locked inside of the crate till everything is prepared!&lt;br /&gt;
# You require safety gear. You&#039;ll find a full radiation suit and mesons in the engine room&#039;s airlocks - If the engine is on, these are required to protect yourself from both radiation and hallucination. You&#039;ll also find hardsuits in engineering that block radiation in the equipment room.&lt;br /&gt;
# Most of &amp;quot;Setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have at least basic knowledge of engineering and atmospherics.&lt;br /&gt;
# Anything which comes in contact with the Supermatter is fundamentally annihilated. Don&#039;t touch it. You should never open the doors to the Supermatter unless there is a DIRE threat to the engine and it cannot be ejected via the mass driver.&lt;br /&gt;
# The Chief Engineer should know how to set up the Supermatter. Failure to set up the Supermatter by the Chief engineer will result in a note which can lead to a job ban.&lt;br /&gt;
# If you are the only engineer on the ship and you need help setting up the Supermatter, you can make an adminhelp asking for assistance. Since the round hinges on power, you can expect a quick response from any online staff. &amp;lt;strike&amp;gt; If any of them tell you to use hydrogen don&#039;t trust them.&amp;lt;/strike&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The Supermatter is an EXTREMELY unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on server delay)&lt;br /&gt;
&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cold.png]]&amp;lt;strike&amp;gt;Freon&lt;br /&gt;
&#039;&#039;&#039;Safety: Extremely Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ is an extremely cold gas that instantly freezes anything it touches into solid ice. This is perfect for stabilizing an unstable supermatter crystal.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:n2.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.&lt;br /&gt;
&lt;br /&gt;
[[File:n20.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.&lt;br /&gt;
&lt;br /&gt;
[[File:h2.png]]H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Normal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
H2 Is the only stable gas that has zero effect in reaction to the engine chamber, Its usually a good gas to inject into the cooling line &amp;lt;strike&amp;gt;or heating line&amp;lt;/strike&amp;gt; as it holds heat well without the danger of side-effects.&lt;br /&gt;
&lt;br /&gt;
[[File:o2.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.&lt;br /&gt;
&lt;br /&gt;
[[File:plasma.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:co2.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a very dangerous gas. In low concentrations, it doesn&#039;t do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.&lt;br /&gt;
&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas is determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
If the crystal reaches 0% stability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Guides ==&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;TEG Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
===Basic Theory===&lt;br /&gt;
A TEG based supermatter engine produces power from heat. TEG Stands for Thermo-Electric Generator. &lt;br /&gt;
One side will be the &amp;quot;Hot loop&amp;quot; and the other side will be the &amp;quot;Cold loop&amp;quot;.&lt;br /&gt;
Some of these setup have a designated burn chamber where plasma and oxygen can safely burn away from the supermatter.&lt;br /&gt;
Others will require more creativity though you can just use the heat generated from the Supermatter itself to heat the hot loop.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;The Aetherwhisp is the most common map in rotation due to it being the one that is most maintained and loved. This guide will focus on that engine which wont be much of an issue as other maps have that exact engine copy and pasted.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keep in mind while it may be tempting to add a heater to the hot loop to produce infinite, minimal effort power, admins and moderators are given FULL ABILITY to disrupt your engine. Even if it ends the round. You have been warned.&#039;&#039;&#039;&lt;br /&gt;
===Gases to look out for===&lt;br /&gt;
:To be honest, all of them are useful in their own right &amp;lt;strike&amp;gt; except hydrogen you casual!&amp;lt;/strike&amp;gt;, you&#039;ll mainly be dealing with Plasma[[File:plasma.png]] and Oxygen[[File:o2.png]] as these are to key to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n2.png]] Nitrogen will kill your engine output if you have enough of it in the core. This is both a good thing and a bad thing as N2 can help stop an engine from delaminating. As such, don&#039;t put this in unless you want less power.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n20.png]] Nitrous-Oxide  is a very useful gas and in some cases better than Nitrogen for stopping a delamination. It increases the temperature tolerance of the crystal. Any core burn engine needs N2O&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I use N2O in all of my engines simply because I don&#039;t trust you yahoos to be able to keep my engine cool. Also, it&#039;s just very helpful. -Altangy&#039;&#039;&lt;br /&gt;
:[[File:co2.png]] Co2 will be created from the flames of your engine. This is both good and bad. Good engineers know that Co2 can improve an engine&#039;s output. Bad engineers let it build up and power delaminate. It&#039;s a balance.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I find that 50% Co2 is where the engine starts to power delamniate. -Altangy&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:h2.png]] It&#039;s fine in the cold loop. Bad in the hot loop. We want gas reactions and hydrogen does not have one which limits total power output. Any engine that claims to run on pure hydrogen isn&#039;t using the supermatter it&#039;s using a room temperature gas.&amp;lt;br&amp;gt;&lt;br /&gt;
===Scrub or siphon?===&lt;br /&gt;
Much like the age old debate of space the clown or space the &amp;lt;strike&amp;gt;Bridge Officer&amp;lt;/strike&amp;gt; assistant, to scrub or siphon your core is a question we engineers ask ourselves daily.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;What or what? I don&#039;t know atmospherics and I&#039;m trying to use an atmospherics based engine!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:::Siphon pulls every gas.&amp;lt;br&amp;gt;&lt;br /&gt;
:::Scrub pulls selected gases.&amp;lt;br&amp;gt;&lt;br /&gt;
:::Both are settings on your scrubbers. If you don&#039;t know what a scrubber is, god help you.&amp;lt;br&amp;gt;&lt;br /&gt;
For some it&#039;s a question of personal preference. Others have no idea what they are doing. And others use drought setting because they are lazy. If you need a gas in the core then use scrub and filter your gasses as needed. If you don&#039;t need a gas in the core then feel free to siphon. In either case you need to make sure your pipe network can handle the load. &#039;&#039;&#039;Scrubbing and siphoning both work at the same speed.&#039;&#039;&#039;&lt;br /&gt;
===Basic Setup===&lt;br /&gt;
You skipped everything above just to get the answers here right? If not, there is hope for you. If so, when your engine delaminates everyone is going to blame you.&amp;lt;br&amp;gt;&lt;br /&gt;
As of right now I&#039;m too lazy to write this. Will come back later. You should have the information to set up a TEG engine. -Altangy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radiation Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]]]&lt;br /&gt;
===First and foremost===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps offline.&lt;br /&gt;
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)&lt;br /&gt;
* Gas filters offline. &#039;&#039;&#039;Remember! Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing&#039;&#039;&#039;&lt;br /&gt;
* Gas filters left on default pressure.&lt;br /&gt;
* Supermatter chamber vents improperly configured.&lt;br /&gt;
* Supermatter chamber scrubbers not configured.&lt;br /&gt;
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.&lt;br /&gt;
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!&lt;br /&gt;
&lt;br /&gt;
===Second===&lt;br /&gt;
If the gas temperature is too high to stabilize with the cooling loop alone. &#039;&#039;&#039;Unleash the &amp;lt;del&amp;gt;freon&amp;lt;/del&amp;gt; Supercooled N2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third===&lt;br /&gt;
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they&#039;re getting rid of unwanted gases.&lt;br /&gt;
&lt;br /&gt;
===And lastly===&lt;br /&gt;
If all else failed, pray that an Atmosian elder investigates and finds the problem before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Sabotaging the supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You&#039;ll want to keep the supermatter chamber very hot and full of plasma or CO2.&lt;br /&gt;
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.&lt;br /&gt;
*Pump in pure plasma or burn mix from atmos.&lt;br /&gt;
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.&lt;br /&gt;
*Get rid of engineering&#039;s freon supply.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disable the scrubbers once the chamber is hot enough. &lt;br /&gt;
&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irridiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.&lt;br /&gt;
*Keep the emitters online and firing if you can.&lt;br /&gt;
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.&lt;br /&gt;
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.&lt;br /&gt;
*Try to keep radiation suits away from engineers, they won&#039;t be able to get near the overcharged engine without one.&lt;br /&gt;
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.&lt;br /&gt;
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.&lt;br /&gt;
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
This is by far the most difficult but also the simplest one.&lt;br /&gt;
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.&lt;br /&gt;
*Reverse the scrubber pump. It&#039;s a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.&lt;br /&gt;
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7929</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7929"/>
		<updated>2018-05-09T17:53:52Z</updated>

		<summary type="html">&lt;p&gt;Altangy: /* Words of Warning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = The guide needs updating!}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
In comparison to the other three power options, ([[solars]]|[[tesla]]|[[singulo]]), the Supermatter Engine is by far the most complex power method. It is recommended that the engine be checked regularly to upkeep and maintain its top performance. However this engine will provide a surplus of power if done right and offers plenty of tweaking to be done for even the most experienced crewmember.&lt;br /&gt;
&lt;br /&gt;
[[File:supermatterftlwhisp.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
Aboard the ship, the Supermatter Crystal will be the primary power source. In addition a Supermatter shard can be bought from a station using [[Cargo]] when docked to a station, the only difference - The shard can be moved around without ending in a horrible death. Both Crystals produce radiation when inert and will cause hallucinations if stared at. When the engine is inert, the shard will produce oxygen and plasma and heat the atmosphere around it. Without any filter the shard will either explode or turn into a Tesla that will destroy the entire ship and kill all crew subject to it. In addition to the thermoelectric loop, the shard will fuel radiation collectors.&lt;br /&gt;
&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is EXTREMELY DANGEROUS. In any case you should NEVER activate the Supermatter before you&#039;re 100% sure that every single step is finished any you are happy with the pipe layout. If you bought a Supermatter Shard from [[Cargo]] leave it locked inside of the crate till everything is prepared!&lt;br /&gt;
# You require safety gear. You&#039;ll find a full radiation suit and mesons in the engine room&#039;s airlocks - If the engine is on, these are required to protect yourself from both radiation and hallucination. You&#039;ll also find hardsuits in engineering that block radiation in the equipment room.&lt;br /&gt;
# Most of &amp;quot;Setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have at least basic knowledge of engineering and atmospherics.&lt;br /&gt;
# Anything which comes in contact with the Supermatter is fundamentally annihilated. Don&#039;t touch it. You should never open the doors to the Supermatter unless there is a DIRE threat to the engine and it cannot be ejected via the mass driver.&lt;br /&gt;
# The Chief Engineer should know how to set up the Supermatter. Failure to set up the Supermatter by the Chief engineer will result in a note which can lead to a job ban.&lt;br /&gt;
# If you are the only engineer on the ship and you need help setting up the Supermatter, you can make an adminhelp asking for assistance. Since the round hinges on power, you can expect a quick response from any online staff. &amp;lt;strike&amp;gt; If any of them tell you to use hydrogen don&#039;t trust them.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The Supermatter is an EXTREMELY unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on server delay)&lt;br /&gt;
&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cold.png]]&amp;lt;strike&amp;gt;Freon&lt;br /&gt;
&#039;&#039;&#039;Safety: Extremely Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ is an extremely cold gas that instantly freezes anything it touches into solid ice. This is perfect for stabilizing an unstable supermatter crystal.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:n2.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.&lt;br /&gt;
&lt;br /&gt;
[[File:n20.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.&lt;br /&gt;
&lt;br /&gt;
[[File:h2.png]]H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Normal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
H2 Is the only stable gas that has zero effect in reaction to the engine chamber, Its usually a good gas to inject into the cooling line &amp;lt;strike&amp;gt;or heating line&amp;lt;/strike&amp;gt; as it holds heat well without the danger of side-effects.&lt;br /&gt;
&lt;br /&gt;
[[File:o2.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.&lt;br /&gt;
&lt;br /&gt;
[[File:plasma.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:co2.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a very dangerous gas. In low concentrations, it doesn&#039;t do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.&lt;br /&gt;
&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas is determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
If the crystal reaches 0% stability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Guides ==&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;TEG Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
===Basic Theory===&lt;br /&gt;
A TEG based supermatter engine produces power from heat. TEG Stands for Thermo-Electric Generator. &lt;br /&gt;
One side will be the &amp;quot;Hot loop&amp;quot; and the other side will be the &amp;quot;Cold loop&amp;quot;.&lt;br /&gt;
Some of these setup have a designated burn chamber where plasma and oxygen can safely burn away from the supermatter.&lt;br /&gt;
Others will require more creativity though you can just use the heat generated from the Supermatter itself to heat the hot loop.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;The Aetherwhisp is the most common map in rotation due to it being the one that is most maintained and loved. This guide will focus on that engine which wont be much of an issue as other maps have that exact engine copy and pasted.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keep in mind while it may be tempting to add a heater to the hot loop to produce infinite, minimal effort power, admins and moderators are given FULL ABILITY to disrupt your engine. Even if it ends the round. You have been warned.&#039;&#039;&#039;&lt;br /&gt;
===Gases to look out for===&lt;br /&gt;
:To be honest, all of them are useful in their own right &amp;lt;strike&amp;gt; except hydrogen you casual!&amp;lt;/strike&amp;gt;, you&#039;ll mainly be dealing with Plasma[[File:plasma.png]] and Oxygen[[File:o2.png]] as these are to key to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n2.png]] Nitrogen will kill your engine output if you have enough of it in the core. This is both a good thing and a bad thing as N2 can help stop an engine from delaminating. As such, don&#039;t put this in unless you want less power.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n20.png]] Nitrous-Oxide  is a very useful gas and in some cases better than Nitrogen for stopping a delamination. It increases the temperature tolerance of the crystal. Any core burn engine needs N2O&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I use N2O in all of my engines simply because I don&#039;t trust you yahoos to be able to keep my engine cool. Also, it&#039;s just very helpful. -Altangy&#039;&#039;&lt;br /&gt;
:[[File:co2.png]] Co2 will be created from the flames of your engine. This is both good and bad. Good engineers know that Co2 can improve an engine&#039;s output. Bad engineers let it build up and power delaminate. It&#039;s a balance.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I find that 50% Co2 is where the engine starts to power delamniate. -Altangy&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:h2.png]] It&#039;s fine in the cold loop. Bad in the hot loop. We want gas reactions and hydrogen does not have one which limits total power output. Any engine that claims to run on pure hydrogen isn&#039;t using the supermatter it&#039;s using a room temperature gas.&amp;lt;br&amp;gt;&lt;br /&gt;
===Scrub or siphon?===&lt;br /&gt;
Much like the age old debate of space the clown or space the &amp;lt;strike&amp;gt;Bridge Officer&amp;lt;/strike&amp;gt; assistant, to scrub or siphon your core is a question we engineers ask ourselves daily.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;What or what? I don&#039;t know atmospherics and I&#039;m trying to use an atmospherics based engine!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:::Siphon pulls every gas.&amp;lt;br&amp;gt;&lt;br /&gt;
:::Scrub pulls selected gases.&amp;lt;br&amp;gt;&lt;br /&gt;
:::Both are settings on your scrubbers. If you don&#039;t know what a scrubber is, god help you.&amp;lt;br&amp;gt;&lt;br /&gt;
For some it&#039;s a question of personal preference. Others have no idea what they are doing. And others use drought setting because they are lazy. If you need a gas in the core then use scrub and filter your gasses as needed. If you don&#039;t need a gas in the core then feel free to siphon. In either case you need to make sure your pipe network can handle the load. &#039;&#039;&#039;Scrubbing and siphoning both work at the same speed.&#039;&#039;&#039;&lt;br /&gt;
===Basic Setup===&lt;br /&gt;
You skipped everything above just to get the answers here right? If not, there is hope for you. If so, when your engine delaminates everyone is going to blame you.&amp;lt;br&amp;gt;&lt;br /&gt;
As of right now I&#039;m too lazy to write this. Will come back later. You should have the information to set up a TEG engine. -Altangy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radiation Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]]]&lt;br /&gt;
===First and foremost===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps offline.&lt;br /&gt;
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)&lt;br /&gt;
* Gas filters offline. &#039;&#039;&#039;Remember! Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing&#039;&#039;&#039;&lt;br /&gt;
* Gas filters left on default pressure.&lt;br /&gt;
* Supermatter chamber vents improperly configured.&lt;br /&gt;
* Supermatter chamber scrubbers not configured.&lt;br /&gt;
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.&lt;br /&gt;
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!&lt;br /&gt;
&lt;br /&gt;
===Second===&lt;br /&gt;
If the gas temperature is too high to stabilize with the cooling loop alone. &#039;&#039;&#039;Unleash the &amp;lt;del&amp;gt;freon&amp;lt;/del&amp;gt; Supercooled N2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third===&lt;br /&gt;
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they&#039;re getting rid of unwanted gases.&lt;br /&gt;
&lt;br /&gt;
===And lastly===&lt;br /&gt;
If all else failed, pray that an Atmosian elder investigates and finds the problem before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Sabotaging the supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You&#039;ll want to keep the supermatter chamber very hot and full of plasma or CO2.&lt;br /&gt;
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.&lt;br /&gt;
*Pump in pure plasma or burn mix from atmos.&lt;br /&gt;
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.&lt;br /&gt;
*Get rid of engineering&#039;s freon supply.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disable the scrubbers once the chamber is hot enough. &lt;br /&gt;
&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irridiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.&lt;br /&gt;
*Keep the emitters online and firing if you can.&lt;br /&gt;
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.&lt;br /&gt;
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.&lt;br /&gt;
*Try to keep radiation suits away from engineers, they won&#039;t be able to get near the overcharged engine without one.&lt;br /&gt;
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.&lt;br /&gt;
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.&lt;br /&gt;
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
This is by far the most difficult but also the simplest one.&lt;br /&gt;
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.&lt;br /&gt;
*Reverse the scrubber pump. It&#039;s a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.&lt;br /&gt;
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7928</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7928"/>
		<updated>2018-05-09T17:49:09Z</updated>

		<summary type="html">&lt;p&gt;Altangy: /* First and foremost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = The guide needs updating!}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
In comparison to the other three power options, ([[solars]]|[[tesla]]|[[singulo]]), the Supermatter Engine is by far the most complex power method. It is recommended that the engine be checked regularly to upkeep and maintain its top performance. However this engine will provide a surplus of power if done right and offers plenty of tweaking to be done for even the most experienced crewmember.&lt;br /&gt;
&lt;br /&gt;
[[File:supermatterftlwhisp.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
Aboard the ship, the Supermatter Crystal will be the primary power source. In addition a Supermatter shard can be bought from a station using [[Cargo]] when docked to a station, the only difference - The shard can be moved around without ending in a horrible death. Both Crystals produce radiation when inert and will cause hallucinations if stared at. When the engine is inert, the shard will produce oxygen and plasma and heat the atmosphere around it. Without any filter the shard will either explode or turn into a Tesla that will destroy the entire ship and kill all crew subject to it. In addition to the thermoelectric loop, the shard will fuel radiation collectors.&lt;br /&gt;
&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is EXTREMELY DANGEROUS. In any case you should NEVER activate the Supermatter before you&#039;re 100% sure that every single step is finished any you are happy with the pipe layout. If you bought a Supermatter Shard from [[Cargo]] leave it locked inside of the crate till everything is prepared!&lt;br /&gt;
# You require safety gear. You&#039;ll find a full radiation suit and mesons in the engine room&#039;s airlocks - If the engine is on, these are required to protect yourself from both radiation and hallucination. You&#039;ll also find hardsuits in engineering that block radiation in the equipment room.&lt;br /&gt;
# Most of &amp;quot;Setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have at least basic knowledge of engineering and atmospherics.&lt;br /&gt;
# Anything which comes in contact with the Supermatter is fundamentally annihilated. Don&#039;t touch it. You should never open the doors to the Supermatter unless there is a DIRE threat to the engine and it cannot be ejected via the mass driver.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The Supermatter is an EXTREMELY unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on server delay)&lt;br /&gt;
&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cold.png]]&amp;lt;strike&amp;gt;Freon&lt;br /&gt;
&#039;&#039;&#039;Safety: Extremely Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ is an extremely cold gas that instantly freezes anything it touches into solid ice. This is perfect for stabilizing an unstable supermatter crystal.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:n2.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.&lt;br /&gt;
&lt;br /&gt;
[[File:n20.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.&lt;br /&gt;
&lt;br /&gt;
[[File:h2.png]]H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Normal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
H2 Is the only stable gas that has zero effect in reaction to the engine chamber, Its usually a good gas to inject into the cooling line &amp;lt;strike&amp;gt;or heating line&amp;lt;/strike&amp;gt; as it holds heat well without the danger of side-effects.&lt;br /&gt;
&lt;br /&gt;
[[File:o2.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.&lt;br /&gt;
&lt;br /&gt;
[[File:plasma.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:co2.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a very dangerous gas. In low concentrations, it doesn&#039;t do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.&lt;br /&gt;
&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas is determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
If the crystal reaches 0% stability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Guides ==&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;TEG Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
===Basic Theory===&lt;br /&gt;
A TEG based supermatter engine produces power from heat. TEG Stands for Thermo-Electric Generator. &lt;br /&gt;
One side will be the &amp;quot;Hot loop&amp;quot; and the other side will be the &amp;quot;Cold loop&amp;quot;.&lt;br /&gt;
Some of these setup have a designated burn chamber where plasma and oxygen can safely burn away from the supermatter.&lt;br /&gt;
Others will require more creativity though you can just use the heat generated from the Supermatter itself to heat the hot loop.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;The Aetherwhisp is the most common map in rotation due to it being the one that is most maintained and loved. This guide will focus on that engine which wont be much of an issue as other maps have that exact engine copy and pasted.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keep in mind while it may be tempting to add a heater to the hot loop to produce infinite, minimal effort power, admins and moderators are given FULL ABILITY to disrupt your engine. Even if it ends the round. You have been warned.&#039;&#039;&#039;&lt;br /&gt;
===Gases to look out for===&lt;br /&gt;
:To be honest, all of them are useful in their own right &amp;lt;strike&amp;gt; except hydrogen you casual!&amp;lt;/strike&amp;gt;, you&#039;ll mainly be dealing with Plasma[[File:plasma.png]] and Oxygen[[File:o2.png]] as these are to key to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n2.png]] Nitrogen will kill your engine output if you have enough of it in the core. This is both a good thing and a bad thing as N2 can help stop an engine from delaminating. As such, don&#039;t put this in unless you want less power.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n20.png]] Nitrous-Oxide  is a very useful gas and in some cases better than Nitrogen for stopping a delamination. It increases the temperature tolerance of the crystal. Any core burn engine needs N2O&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I use N2O in all of my engines simply because I don&#039;t trust you yahoos to be able to keep my engine cool. Also, it&#039;s just very helpful. -Altangy&#039;&#039;&lt;br /&gt;
:[[File:co2.png]] Co2 will be created from the flames of your engine. This is both good and bad. Good engineers know that Co2 can improve an engine&#039;s output. Bad engineers let it build up and power delaminate. It&#039;s a balance.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I find that 50% Co2 is where the engine starts to power delamniate. -Altangy&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:h2.png]] It&#039;s fine in the cold loop. Bad in the hot loop. We want gas reactions and hydrogen does not have one which limits total power output. Any engine that claims to run on pure hydrogen isn&#039;t using the supermatter it&#039;s using a room temperature gas.&amp;lt;br&amp;gt;&lt;br /&gt;
===Scrub or siphon?===&lt;br /&gt;
Much like the age old debate of space the clown or space the &amp;lt;strike&amp;gt;Bridge Officer&amp;lt;/strike&amp;gt; assistant, to scrub or siphon your core is a question we engineers ask ourselves daily.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;What or what? I don&#039;t know atmospherics and I&#039;m trying to use an atmospherics based engine!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:::Siphon pulls every gas.&amp;lt;br&amp;gt;&lt;br /&gt;
:::Scrub pulls selected gases.&amp;lt;br&amp;gt;&lt;br /&gt;
:::Both are settings on your scrubbers. If you don&#039;t know what a scrubber is, god help you.&amp;lt;br&amp;gt;&lt;br /&gt;
For some it&#039;s a question of personal preference. Others have no idea what they are doing. And others use drought setting because they are lazy. If you need a gas in the core then use scrub and filter your gasses as needed. If you don&#039;t need a gas in the core then feel free to siphon. In either case you need to make sure your pipe network can handle the load. &#039;&#039;&#039;Scrubbing and siphoning both work at the same speed.&#039;&#039;&#039;&lt;br /&gt;
===Basic Setup===&lt;br /&gt;
You skipped everything above just to get the answers here right? If not, there is hope for you. If so, when your engine delaminates everyone is going to blame you.&amp;lt;br&amp;gt;&lt;br /&gt;
As of right now I&#039;m too lazy to write this. Will come back later. You should have the information to set up a TEG engine. -Altangy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radiation Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]]]&lt;br /&gt;
===First and foremost===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps offline.&lt;br /&gt;
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)&lt;br /&gt;
* Gas filters offline. &#039;&#039;&#039;Remember! Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing&#039;&#039;&#039;&lt;br /&gt;
* Gas filters left on default pressure.&lt;br /&gt;
* Supermatter chamber vents improperly configured.&lt;br /&gt;
* Supermatter chamber scrubbers not configured.&lt;br /&gt;
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.&lt;br /&gt;
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!&lt;br /&gt;
&lt;br /&gt;
===Second===&lt;br /&gt;
If the gas temperature is too high to stabilize with the cooling loop alone. &#039;&#039;&#039;Unleash the &amp;lt;del&amp;gt;freon&amp;lt;/del&amp;gt; Supercooled N2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third===&lt;br /&gt;
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they&#039;re getting rid of unwanted gases.&lt;br /&gt;
&lt;br /&gt;
===And lastly===&lt;br /&gt;
If all else failed, pray that an Atmosian elder investigates and finds the problem before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Sabotaging the supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You&#039;ll want to keep the supermatter chamber very hot and full of plasma or CO2.&lt;br /&gt;
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.&lt;br /&gt;
*Pump in pure plasma or burn mix from atmos.&lt;br /&gt;
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.&lt;br /&gt;
*Get rid of engineering&#039;s freon supply.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disable the scrubbers once the chamber is hot enough. &lt;br /&gt;
&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irridiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.&lt;br /&gt;
*Keep the emitters online and firing if you can.&lt;br /&gt;
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.&lt;br /&gt;
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.&lt;br /&gt;
*Try to keep radiation suits away from engineers, they won&#039;t be able to get near the overcharged engine without one.&lt;br /&gt;
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.&lt;br /&gt;
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.&lt;br /&gt;
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
This is by far the most difficult but also the simplest one.&lt;br /&gt;
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.&lt;br /&gt;
*Reverse the scrubber pump. It&#039;s a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.&lt;br /&gt;
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7927</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7927"/>
		<updated>2018-05-09T17:42:34Z</updated>

		<summary type="html">&lt;p&gt;Altangy: /* Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = The guide needs updating!}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
In comparison to the other three power options, ([[solars]]|[[tesla]]|[[singulo]]), the Supermatter Engine is by far the most complex power method. It is recommended that the engine be checked regularly to upkeep and maintain its top performance. However this engine will provide a surplus of power if done right and offers plenty of tweaking to be done for even the most experienced crewmember.&lt;br /&gt;
&lt;br /&gt;
[[File:supermatterftlwhisp.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
Aboard the ship, the Supermatter Crystal will be the primary power source. In addition a Supermatter shard can be bought from a station using [[Cargo]] when docked to a station, the only difference - The shard can be moved around without ending in a horrible death. Both Crystals produce radiation when inert and will cause hallucinations if stared at. When the engine is inert, the shard will produce oxygen and plasma and heat the atmosphere around it. Without any filter the shard will either explode or turn into a Tesla that will destroy the entire ship and kill all crew subject to it. In addition to the thermoelectric loop, the shard will fuel radiation collectors.&lt;br /&gt;
&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is EXTREMELY DANGEROUS. In any case you should NEVER activate the Supermatter before you&#039;re 100% sure that every single step is finished any you are happy with the pipe layout. If you bought a Supermatter Shard from [[Cargo]] leave it locked inside of the crate till everything is prepared!&lt;br /&gt;
# You require safety gear. You&#039;ll find a full radiation suit and mesons in the engine room&#039;s airlocks - If the engine is on, these are required to protect yourself from both radiation and hallucination. You&#039;ll also find hardsuits in engineering that block radiation in the equipment room.&lt;br /&gt;
# Most of &amp;quot;Setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have at least basic knowledge of engineering and atmospherics.&lt;br /&gt;
# Anything which comes in contact with the Supermatter is fundamentally annihilated. Don&#039;t touch it. You should never open the doors to the Supermatter unless there is a DIRE threat to the engine and it cannot be ejected via the mass driver.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The Supermatter is an EXTREMELY unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on server delay)&lt;br /&gt;
&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cold.png]]&amp;lt;strike&amp;gt;Freon&lt;br /&gt;
&#039;&#039;&#039;Safety: Extremely Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ is an extremely cold gas that instantly freezes anything it touches into solid ice. This is perfect for stabilizing an unstable supermatter crystal.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:n2.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.&lt;br /&gt;
&lt;br /&gt;
[[File:n20.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.&lt;br /&gt;
&lt;br /&gt;
[[File:h2.png]]H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Normal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
H2 Is the only stable gas that has zero effect in reaction to the engine chamber, Its usually a good gas to inject into the cooling line &amp;lt;strike&amp;gt;or heating line&amp;lt;/strike&amp;gt; as it holds heat well without the danger of side-effects.&lt;br /&gt;
&lt;br /&gt;
[[File:o2.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.&lt;br /&gt;
&lt;br /&gt;
[[File:plasma.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:co2.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a very dangerous gas. In low concentrations, it doesn&#039;t do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.&lt;br /&gt;
&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas is determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
If the crystal reaches 0% stability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Guides ==&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;TEG Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
===Basic Theory===&lt;br /&gt;
A TEG based supermatter engine produces power from heat. TEG Stands for Thermo-Electric Generator. &lt;br /&gt;
One side will be the &amp;quot;Hot loop&amp;quot; and the other side will be the &amp;quot;Cold loop&amp;quot;.&lt;br /&gt;
Some of these setup have a designated burn chamber where plasma and oxygen can safely burn away from the supermatter.&lt;br /&gt;
Others will require more creativity though you can just use the heat generated from the Supermatter itself to heat the hot loop.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;The Aetherwhisp is the most common map in rotation due to it being the one that is most maintained and loved. This guide will focus on that engine which wont be much of an issue as other maps have that exact engine copy and pasted.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keep in mind while it may be tempting to add a heater to the hot loop to produce infinite, minimal effort power, admins and moderators are given FULL ABILITY to disrupt your engine. Even if it ends the round. You have been warned.&#039;&#039;&#039;&lt;br /&gt;
===Gases to look out for===&lt;br /&gt;
:To be honest, all of them are useful in their own right &amp;lt;strike&amp;gt; except hydrogen you casual!&amp;lt;/strike&amp;gt;, you&#039;ll mainly be dealing with Plasma[[File:plasma.png]] and Oxygen[[File:o2.png]] as these are to key to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n2.png]] Nitrogen will kill your engine output if you have enough of it in the core. This is both a good thing and a bad thing as N2 can help stop an engine from delaminating. As such, don&#039;t put this in unless you want less power.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n20.png]] Nitrous-Oxide  is a very useful gas and in some cases better than Nitrogen for stopping a delamination. It increases the temperature tolerance of the crystal. Any core burn engine needs N2O&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I use N2O in all of my engines simply because I don&#039;t trust you yahoos to be able to keep my engine cool. Also, it&#039;s just very helpful. -Altangy&#039;&#039;&lt;br /&gt;
:[[File:co2.png]] Co2 will be created from the flames of your engine. This is both good and bad. Good engineers know that Co2 can improve an engine&#039;s output. Bad engineers let it build up and power delaminate. It&#039;s a balance.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I find that 50% Co2 is where the engine starts to power delamniate. -Altangy&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:h2.png]] It&#039;s fine in the cold loop. Bad in the hot loop. We want gas reactions and hydrogen does not have one which limits total power output. Any engine that claims to run on pure hydrogen isn&#039;t using the supermatter it&#039;s using a room temperature gas.&amp;lt;br&amp;gt;&lt;br /&gt;
===Scrub or siphon?===&lt;br /&gt;
Much like the age old debate of space the clown or space the &amp;lt;strike&amp;gt;Bridge Officer&amp;lt;/strike&amp;gt; assistant, to scrub or siphon your core is a question we engineers ask ourselves daily.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;What or what? I don&#039;t know atmospherics and I&#039;m trying to use an atmospherics based engine!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:::Siphon pulls every gas.&amp;lt;br&amp;gt;&lt;br /&gt;
:::Scrub pulls selected gases.&amp;lt;br&amp;gt;&lt;br /&gt;
:::Both are settings on your scrubbers. If you don&#039;t know what a scrubber is, god help you.&amp;lt;br&amp;gt;&lt;br /&gt;
For some it&#039;s a question of personal preference. Others have no idea what they are doing. And others use drought setting because they are lazy. If you need a gas in the core then use scrub and filter your gasses as needed. If you don&#039;t need a gas in the core then feel free to siphon. In either case you need to make sure your pipe network can handle the load. &#039;&#039;&#039;Scrubbing and siphoning both work at the same speed.&#039;&#039;&#039;&lt;br /&gt;
===Basic Setup===&lt;br /&gt;
You skipped everything above just to get the answers here right? If not, there is hope for you. If so, when your engine delaminates everyone is going to blame you.&amp;lt;br&amp;gt;&lt;br /&gt;
As of right now I&#039;m too lazy to write this. Will come back later. You should have the information to set up a TEG engine. -Altangy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radiation Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]]]&lt;br /&gt;
===First and foremost===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps offline.&lt;br /&gt;
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)&lt;br /&gt;
* Gas filters offline. &#039;&#039;&#039;Remember! Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing&#039;&#039;&#039;&lt;br /&gt;
* Gas filters left on default pressure.&lt;br /&gt;
* Supermatter chamber vents improperly configured.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning.&lt;br /&gt;
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.&lt;br /&gt;
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!&lt;br /&gt;
&lt;br /&gt;
===Second===&lt;br /&gt;
If the gas temperature is too high to stabilize with the cooling loop alone. &#039;&#039;&#039;Unleash the &amp;lt;del&amp;gt;freon&amp;lt;/del&amp;gt; Supercooled N2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third===&lt;br /&gt;
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they&#039;re getting rid of unwanted gases.&lt;br /&gt;
&lt;br /&gt;
===And lastly===&lt;br /&gt;
If all else failed, pray that an Atmosian elder investigates and finds the problem before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Sabotaging the supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You&#039;ll want to keep the supermatter chamber very hot and full of plasma or CO2.&lt;br /&gt;
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.&lt;br /&gt;
*Pump in pure plasma or burn mix from atmos.&lt;br /&gt;
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.&lt;br /&gt;
*Get rid of engineering&#039;s freon supply.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disable the scrubbers once the chamber is hot enough. &lt;br /&gt;
&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irridiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.&lt;br /&gt;
*Keep the emitters online and firing if you can.&lt;br /&gt;
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.&lt;br /&gt;
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.&lt;br /&gt;
*Try to keep radiation suits away from engineers, they won&#039;t be able to get near the overcharged engine without one.&lt;br /&gt;
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.&lt;br /&gt;
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.&lt;br /&gt;
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
This is by far the most difficult but also the simplest one.&lt;br /&gt;
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.&lt;br /&gt;
*Reverse the scrubber pump. It&#039;s a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.&lt;br /&gt;
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7925</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7925"/>
		<updated>2018-05-09T17:39:25Z</updated>

		<summary type="html">&lt;p&gt;Altangy: /* Gas Interactions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = The guide needs updating!}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
In comparison to the other three power options, ([[solars]]|[[tesla]]|[[singulo]]), the Supermatter Engine is by far the most complex power method. It is recommended that the engine be checked regularly to upkeep and maintain its top performance. However this engine will provide a surplus of power if done right and offers plenty of tweaking to be done for even the most experienced crewmember.&lt;br /&gt;
&lt;br /&gt;
[[File:supermatterftlwhisp.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
Aboard the ship, the Supermatter Crystal will be the primary power source. In addition a Supermatter shard can be bought from a station using [[Cargo]] when docked to a station, the only difference - The shard can be moved around without ending in a horrible death. Both Crystals produce radiation when inert and will cause hallucinations if stared at. When the engine is inert, the shard will produce oxygen and plasma and heat the atmosphere around it. Without any filter the shard will either explode or turn into a Tesla that will destroy the entire ship and kill all crew subject to it. In addition to the thermoelectric loop, the shard will fuel radiation collectors.&lt;br /&gt;
&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is EXTREMELY DANGEROUS. In any case you should NEVER activate the Supermatter before you&#039;re 100% sure that every single step is finished any you are happy with the pipe layout. If you bought a Supermatter Shard from [[Cargo]] leave it locked inside of the crate till everything is prepared!&lt;br /&gt;
# You require safety gear. You&#039;ll find a full radiation suit and mesons in the engine room&#039;s airlocks - If the engine is on, these are required to protect yourself from both radiation and hallucination. You&#039;ll also find hardsuits in engineering that block radiation in the equipment room.&lt;br /&gt;
# Most of &amp;quot;Setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have at least basic knowledge of engineering and atmospherics.&lt;br /&gt;
# Anything which comes in contact with the Supermatter is fundamentally annihilated. Don&#039;t touch it. You should never open the doors to the Supermatter unless there is a DIRE threat to the engine and it cannot be ejected via the mass driver.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The Supermatter is an EXTREMELY unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on server delay)&lt;br /&gt;
&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cold.png]]&amp;lt;strike&amp;gt;Freon&lt;br /&gt;
&#039;&#039;&#039;Safety: Extremely Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ is an extremely cold gas that instantly freezes anything it touches into solid ice. This is perfect for stabilizing an unstable supermatter crystal.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:n2.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.&lt;br /&gt;
&lt;br /&gt;
[[File:n20.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.&lt;br /&gt;
&lt;br /&gt;
[[File:h2.png]]H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Normal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
H2 Is the only stable gas that has zero effect in reaction to the engine chamber, Its usually a good gas to inject into the cooling line &amp;lt;strike&amp;gt;or heating line&amp;lt;/strike&amp;gt; as it holds heat well without the danger of side-effects.&lt;br /&gt;
&lt;br /&gt;
[[File:o2.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.&lt;br /&gt;
&lt;br /&gt;
[[File:plasma.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:co2.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a very dangerous gas. In low concentrations, it doesn&#039;t do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.&lt;br /&gt;
&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas is determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
If the crystal reaches 0% stability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Guides ==&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;TEG Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
===Basic Theory===&lt;br /&gt;
A TEG based supermatter engine produces power from heat. TEG Stands for Thermo-Electric Generator. &lt;br /&gt;
One side will be the &amp;quot;Hot loop&amp;quot; and the other side will be the &amp;quot;Cold loop&amp;quot;.&lt;br /&gt;
Some of these setup have a designated burn chamber where plasma and oxygen can safely burn away from the supermatter.&lt;br /&gt;
Others will require more creativity though you can just use the heat generated from the Supermatter itself to heat the hot loop.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;The Aetherwhisp is the most common map in rotation due to it being the one that is most maintained and loved. This guide will focus on that engine which wont be much of an issue as other maps have that exact engine copy and pasted.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keep in mind while it may be tempting to add a heater to the hot loop to produce infinite, minimal effort power, admins and moderators are given FULL ABILITY to disrupt your engine. Even if it ends the round. You have been warned.&#039;&#039;&#039;&lt;br /&gt;
===Gases to look out for===&lt;br /&gt;
:To be honest, all of them are useful in their own right &amp;lt;strike&amp;gt; except hydrogen you casual!&amp;lt;/strike&amp;gt;, you&#039;ll mainly be dealing with Plasma[[File:plasma.png]] and Oxygen[[File:o2.png]] as these are to key to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n2.png]] Nitrogen will kill your engine output if you have enough of it in the core. This is both a good thing and a bad thing as N2 can help stop an engine from delaminating. As such, don&#039;t put this in unless you want less power.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n20.png]] Nitrous-Oxide  is a very useful gas and in some cases better than Nitrogen for stopping a delamination. It increases the temperature tolerance of the crystal. Any core burn engine needs N2O&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I use N2O in all of my engines simply because I don&#039;t trust you yahoos to be able to keep my engine cool. Also, it&#039;s just very helpful. -Altangy&#039;&#039;&lt;br /&gt;
:[[File:co2.png]] Co2 will be created from the flames of your engine. This is both good and bad. Good engineers know that Co2 can improve an engine&#039;s output. Bad engineers let it build up and power delaminate. It&#039;s a balance.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I find that 50% Co2 is where the engine starts to power delamniate. -Altangy&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:h2.png]] It&#039;s fine in the cold loop. Bad in the hot loop. We want gas reactions and hydrogen does not have one which limits total power output. Any engine that claims to run on pure hydrogen isn&#039;t using the supermatter it&#039;s using a room temperature gas.&amp;lt;br&amp;gt;&lt;br /&gt;
===Scrub or siphon?===&lt;br /&gt;
Much like the age old debate of space the clown or space the &amp;lt;strike&amp;gt;Bridge Officer&amp;lt;/strike&amp;gt; assistant, to scrub or siphon your core is a question we engineers ask ourselves daily.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;What or what? I don&#039;t know atmospherics and I&#039;m trying to use an atmospherics based engine!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:::Siphon pulls every gas.&amp;lt;br&amp;gt;&lt;br /&gt;
:::Scrub pulls selected gases.&amp;lt;br&amp;gt;&lt;br /&gt;
:::Both are settings on your scrubbers. If you don&#039;t know what a scrubber is, god help you.&amp;lt;br&amp;gt;&lt;br /&gt;
For some it&#039;s a question of personal preference. Others have no idea what they are doing. And others use drought setting because they are lazy. If you need a gas in the core then use scrub and filter your gasses as needed. If you don&#039;t need a gas in the core then feel free to siphon. In either case you need to make sure your pipe network can handle the load. &#039;&#039;&#039;Scrubbing and siphoning both work at the same speed.&#039;&#039;&#039;&lt;br /&gt;
===Basic Setup===&lt;br /&gt;
You skipped everything above just to get the answers here right? If not, there is hope for you. If so, when your engine delaminates everyone is going to blame you.&amp;lt;br&amp;gt;&lt;br /&gt;
As of right now I&#039;m too lazy to write this. Will come back later. You should have the information to set up a TEG engine. -Altangy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radiation Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]]]&lt;br /&gt;
===First and foremost===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps offline.&lt;br /&gt;
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)&lt;br /&gt;
* Gas filters offline. &#039;&#039;&#039;Remember! Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing&#039;&#039;&#039;&lt;br /&gt;
* Gas filters left on default pressure.&lt;br /&gt;
* Supermatter chamber vents improperly configured.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning.&lt;br /&gt;
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.&lt;br /&gt;
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!&lt;br /&gt;
&lt;br /&gt;
===Second===&lt;br /&gt;
If the gas temperature is too high to stabilize with the cooling loop alone. &#039;&#039;&#039;Unleash the &amp;lt;del&amp;gt;freon&amp;lt;/del&amp;gt; Supercooled N2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third===&lt;br /&gt;
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they&#039;re getting rid of unwanted gases.&lt;br /&gt;
&lt;br /&gt;
===And lastly===&lt;br /&gt;
If all else failed, pray that an Atmosian elder investigates and finds the problem before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Sabotaging the supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You&#039;ll want to keep the supermatter chamber very hot and full of plasma or CO2.&lt;br /&gt;
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.&lt;br /&gt;
*Pump in pure plasma or burn mix from atmos.&lt;br /&gt;
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.&lt;br /&gt;
*Get rid of engineering&#039;s freon supply.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disable the scrubbers once the chamber is hot enough. &lt;br /&gt;
&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irridiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.&lt;br /&gt;
*Keep the emitters online and firing if you can.&lt;br /&gt;
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.&lt;br /&gt;
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.&lt;br /&gt;
*Try to keep radiation suits away from engineers, they won&#039;t be able to get near the overcharged engine without one.&lt;br /&gt;
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.&lt;br /&gt;
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.&lt;br /&gt;
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
This is by far the most difficult but also the simplest one.&lt;br /&gt;
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.&lt;br /&gt;
*Reverse the scrubber pump. It&#039;s a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.&lt;br /&gt;
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7924</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7924"/>
		<updated>2018-05-09T17:37:50Z</updated>

		<summary type="html">&lt;p&gt;Altangy: /* Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = The guide needs updating!}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
In comparison to the other three power options, ([[solars]]|[[tesla]]|[[singulo]]), the Supermatter Engine is by far the most complex power method. It is recommended that the engine be checked regularly to upkeep and maintain its top performance. However this engine will provide a surplus of power if done right and offers plenty of tweaking to be done for even the most experienced crewmember.&lt;br /&gt;
&lt;br /&gt;
[[File:supermatterftlwhisp.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
Aboard the ship, the Supermatter Crystal will be the primary power source. In addition a Supermatter shard can be bought from a station using [[Cargo]] when docked to a station, the only difference - The shard can be moved around without ending in a horrible death. Both Crystals produce radiation when inert and will cause hallucinations if stared at. When the engine is inert, the shard will produce oxygen and plasma and heat the atmosphere around it. Without any filter the shard will either explode or turn into a Tesla that will destroy the entire ship and kill all crew subject to it. In addition to the thermoelectric loop, the shard will fuel radiation collectors.&lt;br /&gt;
&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is EXTREMELY DANGEROUS. In any case you should NEVER activate the Supermatter before you&#039;re 100% sure that every single step is finished any you are happy with the pipe layout. If you bought a Supermatter Shard from [[Cargo]] leave it locked inside of the crate till everything is prepared!&lt;br /&gt;
# You require safety gear. You&#039;ll find a full radiation suit and mesons in the engine room&#039;s airlocks - If the engine is on, these are required to protect yourself from both radiation and hallucination. You&#039;ll also find hardsuits in engineering that block radiation in the equipment room.&lt;br /&gt;
# Most of &amp;quot;Setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have at least basic knowledge of engineering and atmospherics.&lt;br /&gt;
# Anything which comes in contact with the Supermatter is fundamentally annihilated. Don&#039;t touch it. You should never open the doors to the Supermatter unless there is a DIRE threat to the engine and it cannot be ejected via the mass driver.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The Supermatter is an EXTREMELY unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on server delay)&lt;br /&gt;
&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cold.png]]&amp;lt;strike&amp;gt;Freon&lt;br /&gt;
&#039;&#039;&#039;Safety: Extremely Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ is an extremely cold gas that instantly freezes anything it touches into solid ice. This is perfect for stabilizing an unstable supermatter crystal.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:n2.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.&lt;br /&gt;
&lt;br /&gt;
[[File:n20.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.&lt;br /&gt;
&lt;br /&gt;
[[File:h2.png]]H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Normal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
H2 Is the only stable gas that has zero effect in reaction to the engine chamber, Its usually a good gas to inject into the cooling line or heating line as it holds heat well without the danger of side-effects.&lt;br /&gt;
&lt;br /&gt;
[[File:o2.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.&lt;br /&gt;
&lt;br /&gt;
[[File:plasma.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:co2.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a very dangerous gas. In low concentrations, it doesn&#039;t do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.&lt;br /&gt;
&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas is determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
If the crystal reaches 0% stability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Guides ==&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;TEG Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
===Basic Theory===&lt;br /&gt;
A TEG based supermatter engine produces power from heat. TEG Stands for Thermo-Electric Generator. &lt;br /&gt;
One side will be the &amp;quot;Hot loop&amp;quot; and the other side will be the &amp;quot;Cold loop&amp;quot;.&lt;br /&gt;
Some of these setup have a designated burn chamber where plasma and oxygen can safely burn away from the supermatter.&lt;br /&gt;
Others will require more creativity though you can just use the heat generated from the Supermatter itself to heat the hot loop.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;The Aetherwhisp is the most common map in rotation due to it being the one that is most maintained and loved. This guide will focus on that engine which wont be much of an issue as other maps have that exact engine copy and pasted.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keep in mind while it may be tempting to add a heater to the hot loop to produce infinite, minimal effort power, admins and moderators are given FULL ABILITY to disrupt your engine. Even if it ends the round. You have been warned.&#039;&#039;&#039;&lt;br /&gt;
===Gases to look out for===&lt;br /&gt;
:To be honest, all of them are useful in their own right &amp;lt;strike&amp;gt; except hydrogen you casual!&amp;lt;/strike&amp;gt;, you&#039;ll mainly be dealing with Plasma[[File:plasma.png]] and Oxygen[[File:o2.png]] as these are to key to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n2.png]] Nitrogen will kill your engine output if you have enough of it in the core. This is both a good thing and a bad thing as N2 can help stop an engine from delaminating. As such, don&#039;t put this in unless you want less power.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n20.png]] Nitrous-Oxide  is a very useful gas and in some cases better than Nitrogen for stopping a delamination. It increases the temperature tolerance of the crystal. Any core burn engine needs N2O&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I use N2O in all of my engines simply because I don&#039;t trust you yahoos to be able to keep my engine cool. Also, it&#039;s just very helpful. -Altangy&#039;&#039;&lt;br /&gt;
:[[File:co2.png]] Co2 will be created from the flames of your engine. This is both good and bad. Good engineers know that Co2 can improve an engine&#039;s output. Bad engineers let it build up and power delaminate. It&#039;s a balance.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I find that 50% Co2 is where the engine starts to power delamniate. -Altangy&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:h2.png]] It&#039;s fine in the cold loop. Bad in the hot loop. We want gas reactions and hydrogen does not have one which limits total power output. Any engine that claims to run on pure hydrogen isn&#039;t using the supermatter it&#039;s using a room temperature gas.&amp;lt;br&amp;gt;&lt;br /&gt;
===Scrub or siphon?===&lt;br /&gt;
Much like the age old debate of space the clown or space the &amp;lt;strike&amp;gt;Bridge Officer&amp;lt;/strike&amp;gt; assistant, to scrub or siphon your core is a question we engineers ask ourselves daily.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;What or what? I don&#039;t know atmospherics and I&#039;m trying to use an atmospherics based engine!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:::Siphon pulls every gas.&amp;lt;br&amp;gt;&lt;br /&gt;
:::Scrub pulls selected gases.&amp;lt;br&amp;gt;&lt;br /&gt;
:::Both are settings on your scrubbers. If you don&#039;t know what a scrubber is, god help you.&amp;lt;br&amp;gt;&lt;br /&gt;
For some it&#039;s a question of personal preference. Others have no idea what they are doing. And others use drought setting because they are lazy. If you need a gas in the core then use scrub and filter your gasses as needed. If you don&#039;t need a gas in the core then feel free to siphon. In either case you need to make sure your pipe network can handle the load. &#039;&#039;&#039;Scrubbing and siphoning both work at the same speed.&#039;&#039;&#039;&lt;br /&gt;
===Basic Setup===&lt;br /&gt;
You skipped everything above just to get the answers here right? If not, there is hope for you. If so, when your engine delaminates everyone is going to blame you.&amp;lt;br&amp;gt;&lt;br /&gt;
As of right now I&#039;m too lazy to write this. Will come back later. You should have the information to set up a TEG engine. -Altangy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radiation Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]]]&lt;br /&gt;
===First and foremost===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps offline.&lt;br /&gt;
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)&lt;br /&gt;
* Gas filters offline. &#039;&#039;&#039;Remember! Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing&#039;&#039;&#039;&lt;br /&gt;
* Gas filters left on default pressure.&lt;br /&gt;
* Supermatter chamber vents improperly configured.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning.&lt;br /&gt;
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.&lt;br /&gt;
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!&lt;br /&gt;
&lt;br /&gt;
===Second===&lt;br /&gt;
If the gas temperature is too high to stabilize with the cooling loop alone. &#039;&#039;&#039;Unleash the &amp;lt;del&amp;gt;freon&amp;lt;/del&amp;gt; Supercooled N2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third===&lt;br /&gt;
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they&#039;re getting rid of unwanted gases.&lt;br /&gt;
&lt;br /&gt;
===And lastly===&lt;br /&gt;
If all else failed, pray that an Atmosian elder investigates and finds the problem before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Sabotaging the supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You&#039;ll want to keep the supermatter chamber very hot and full of plasma or CO2.&lt;br /&gt;
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.&lt;br /&gt;
*Pump in pure plasma or burn mix from atmos.&lt;br /&gt;
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.&lt;br /&gt;
*Get rid of engineering&#039;s freon supply.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disable the scrubbers once the chamber is hot enough. &lt;br /&gt;
&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irridiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.&lt;br /&gt;
*Keep the emitters online and firing if you can.&lt;br /&gt;
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.&lt;br /&gt;
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.&lt;br /&gt;
*Try to keep radiation suits away from engineers, they won&#039;t be able to get near the overcharged engine without one.&lt;br /&gt;
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.&lt;br /&gt;
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.&lt;br /&gt;
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
This is by far the most difficult but also the simplest one.&lt;br /&gt;
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.&lt;br /&gt;
*Reverse the scrubber pump. It&#039;s a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.&lt;br /&gt;
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7923</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7923"/>
		<updated>2018-05-09T17:29:24Z</updated>

		<summary type="html">&lt;p&gt;Altangy: /* Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = The guide needs updating!}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
In comparison to the other three power options, ([[solars]]|[[tesla]]|[[singulo]]), the Supermatter Engine is by far the most complex power method. It is recommended that the engine be checked regularly to upkeep and maintain its top performance. However this engine will provide a surplus of power if done right and offers plenty of tweaking to be done for even the most experienced crewmember.&lt;br /&gt;
&lt;br /&gt;
[[File:supermatterftlwhisp.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
Aboard the ship, the Supermatter Crystal will be the primary power source. In addition a Supermatter shard can be bought from a station using [[Cargo]] when docked to a station, the only difference - The shard can be moved around without ending in a horrible death. Both Crystals produce radiation when inert and will cause hallucinations if stared at. When the engine is inert, the shard will produce oxygen and plasma and heat the atmosphere around it. Without any filter the shard will either explode or turn into a Tesla that will destroy the entire ship and kill all crew subject to it. In addition to the thermoelectric loop, the shard will fuel radiation collectors.&lt;br /&gt;
&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is EXTREMELY DANGEROUS. In any case you should NEVER activate the Supermatter before you&#039;re 100% sure that every single step is finished any you are happy with the pipe layout. If you bought a Supermatter Shard from [[Cargo]] leave it locked inside of the crate till everything is prepared!&lt;br /&gt;
# You require safety gear. You&#039;ll find a full radiation suit and mesons in the engine room&#039;s airlocks - If the engine is on, these are required to protect yourself from both radiation and hallucination. You&#039;ll also find hardsuits in engineering that block radiation in the equipment room.&lt;br /&gt;
# Most of &amp;quot;Setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have at least basic knowledge of engineering and atmospherics.&lt;br /&gt;
# Anything which comes in contact with the Supermatter is fundamentally annihilated. Don&#039;t touch it. You should never open the doors to the Supermatter unless there is a DIRE threat to the engine and it cannot be ejected via the mass driver.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The Supermatter is an EXTREMELY unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on server delay)&lt;br /&gt;
&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cold.png]]&amp;lt;strike&amp;gt;Freon&lt;br /&gt;
&#039;&#039;&#039;Safety: Extremely Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ is an extremely cold gas that instantly freezes anything it touches into solid ice. This is perfect for stabilizing an unstable supermatter crystal.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:n2.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.&lt;br /&gt;
&lt;br /&gt;
[[File:n20.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.&lt;br /&gt;
&lt;br /&gt;
[[File:h2.png]]H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Normal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
H2 Is the only stable gas that has zero effect in reaction to the engine chamber, Its usually a good gas to inject into the cooling line or heating line as it holds heat well without the danger of side-effects.&lt;br /&gt;
&lt;br /&gt;
[[File:o2.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.&lt;br /&gt;
&lt;br /&gt;
[[File:plasma.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:co2.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a very dangerous gas. In low concentrations, it doesn&#039;t do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.&lt;br /&gt;
&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas is determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
If the crystal reaches 0% stability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Guides ==&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;TEG Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
===Basic Theory===&lt;br /&gt;
A TEG based supermatter engine produces power from heat. TEG Stands for Thermo-Electric Generator. &lt;br /&gt;
One side will be the &amp;quot;Hot loop&amp;quot; and the other side will be the &amp;quot;Cold loop&amp;quot;.&lt;br /&gt;
Some of these setup have a designated burn chamber where plasma and oxygen can safely burn away from the supermatter.&lt;br /&gt;
Others will require more creativity though you can just use the heat generated from the Supermatter itself to heat the hot loop.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;The Aetherwhisp is the most common map in rotation due to it being the one that is most maintained and loved. This guide will focus on that engine which wont be much of an issue as other maps have that exact engine copy and pasted.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keep in mind while it may be tempting to add a heater to the hot loop to produce infinite, minimal effort power, admins and moderators are given FULL ABILITY to disrupt your engine. Even if it ends the round. You have been warned.&#039;&#039;&#039;&lt;br /&gt;
===Gases to look out for===&lt;br /&gt;
:To be honest, all of them are useful in their own right &amp;lt;strike&amp;gt; except hydrogen you casual!&amp;lt;/strike&amp;gt;, you&#039;ll mainly be dealing with Plasma[[File:plasma.png]] and Oxygen[[File:o2.png]] as these are to key to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n2.png]] Nitrogen will kill your engine output if you have enough of it in the core. This is both a good thing and a bad thing as N2 can help stop an engine from delaminating. As such, don&#039;t put this in unless you want less power.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n20.png]] Nitrous-Oxide  is a very useful gas and in some cases better than Nitrogen for stopping a delamination. It increases the temperature tolerance of the crystal. Any core burn engine needs N2O&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I use N2O in all of my engines simply because I don&#039;t trust you yahoos to be able to keep my engine cool. Also, it&#039;s just very helpful. -Altangy&#039;&#039;&lt;br /&gt;
:[[File:co2.png]] Co2 will be created from the flames of your engine. This is both good and bad. Good engineers know that Co2 can improve an engine&#039;s output. Bad engineers let it build up and power delaminate. It&#039;s a balance.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I find that 50% Co2 is where the engine starts to power delamniate. -Altangy&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:h2.png]] It&#039;s fine in the cold loop. Bad in the hot loop. We want gas reactions and hydrogen does not have one which limits total power output. Any engine that claims to run on pure hydrogen isn&#039;t using the supermatter it&#039;s using a room temperature gas.&amp;lt;br&amp;gt;&lt;br /&gt;
===Basic Setup===&lt;br /&gt;
You skipped everything above just to get the answers here right? If not, there is hope for you. If so, when your engine delaminates everyone is going to blame you.&amp;lt;br&amp;gt;&lt;br /&gt;
As of right now I&#039;m too lazy to write this. Will come back later. You should have the information to set up a TEG engine. -Altangy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radiation Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]]]&lt;br /&gt;
===First and foremost===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps offline.&lt;br /&gt;
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)&lt;br /&gt;
* Gas filters offline. &#039;&#039;&#039;Remember! Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing&#039;&#039;&#039;&lt;br /&gt;
* Gas filters left on default pressure.&lt;br /&gt;
* Supermatter chamber vents improperly configured.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning.&lt;br /&gt;
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.&lt;br /&gt;
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!&lt;br /&gt;
&lt;br /&gt;
===Second===&lt;br /&gt;
If the gas temperature is too high to stabilize with the cooling loop alone. &#039;&#039;&#039;Unleash the &amp;lt;del&amp;gt;freon&amp;lt;/del&amp;gt; Supercooled N2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third===&lt;br /&gt;
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they&#039;re getting rid of unwanted gases.&lt;br /&gt;
&lt;br /&gt;
===And lastly===&lt;br /&gt;
If all else failed, pray that an Atmosian elder investigates and finds the problem before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Sabotaging the supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You&#039;ll want to keep the supermatter chamber very hot and full of plasma or CO2.&lt;br /&gt;
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.&lt;br /&gt;
*Pump in pure plasma or burn mix from atmos.&lt;br /&gt;
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.&lt;br /&gt;
*Get rid of engineering&#039;s freon supply.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disable the scrubbers once the chamber is hot enough. &lt;br /&gt;
&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irridiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.&lt;br /&gt;
*Keep the emitters online and firing if you can.&lt;br /&gt;
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.&lt;br /&gt;
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.&lt;br /&gt;
*Try to keep radiation suits away from engineers, they won&#039;t be able to get near the overcharged engine without one.&lt;br /&gt;
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.&lt;br /&gt;
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.&lt;br /&gt;
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
This is by far the most difficult but also the simplest one.&lt;br /&gt;
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.&lt;br /&gt;
*Reverse the scrubber pump. It&#039;s a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.&lt;br /&gt;
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7922</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7922"/>
		<updated>2018-05-09T17:28:24Z</updated>

		<summary type="html">&lt;p&gt;Altangy: /* Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = The guide needs updating!}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
In comparison to the other three power options, ([[solars]]|[[tesla]]|[[singulo]]), the Supermatter Engine is by far the most complex power method. It is recommended that the engine be checked regularly to upkeep and maintain its top performance. However this engine will provide a surplus of power if done right and offers plenty of tweaking to be done for even the most experienced crewmember.&lt;br /&gt;
&lt;br /&gt;
[[File:supermatterftlwhisp.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
Aboard the ship, the Supermatter Crystal will be the primary power source. In addition a Supermatter shard can be bought from a station using [[Cargo]] when docked to a station, the only difference - The shard can be moved around without ending in a horrible death. Both Crystals produce radiation when inert and will cause hallucinations if stared at. When the engine is inert, the shard will produce oxygen and plasma and heat the atmosphere around it. Without any filter the shard will either explode or turn into a Tesla that will destroy the entire ship and kill all crew subject to it. In addition to the thermoelectric loop, the shard will fuel radiation collectors.&lt;br /&gt;
&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is EXTREMELY DANGEROUS. In any case you should NEVER activate the Supermatter before you&#039;re 100% sure that every single step is finished any you are happy with the pipe layout. If you bought a Supermatter Shard from [[Cargo]] leave it locked inside of the crate till everything is prepared!&lt;br /&gt;
# You require safety gear. You&#039;ll find a full radiation suit and mesons in the engine room&#039;s airlocks - If the engine is on, these are required to protect yourself from both radiation and hallucination. You&#039;ll also find hardsuits in engineering that block radiation in the equipment room.&lt;br /&gt;
# Most of &amp;quot;Setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have at least basic knowledge of engineering and atmospherics.&lt;br /&gt;
# Anything which comes in contact with the Supermatter is fundamentally annihilated. Don&#039;t touch it. You should never open the doors to the Supermatter unless there is a DIRE threat to the engine and it cannot be ejected via the mass driver.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The Supermatter is an EXTREMELY unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on server delay)&lt;br /&gt;
&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cold.png]]&amp;lt;strike&amp;gt;Freon&lt;br /&gt;
&#039;&#039;&#039;Safety: Extremely Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ is an extremely cold gas that instantly freezes anything it touches into solid ice. This is perfect for stabilizing an unstable supermatter crystal.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:n2.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.&lt;br /&gt;
&lt;br /&gt;
[[File:n20.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.&lt;br /&gt;
&lt;br /&gt;
[[File:h2.png]]H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Normal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
H2 Is the only stable gas that has zero effect in reaction to the engine chamber, Its usually a good gas to inject into the cooling line or heating line as it holds heat well without the danger of side-effects.&lt;br /&gt;
&lt;br /&gt;
[[File:o2.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.&lt;br /&gt;
&lt;br /&gt;
[[File:plasma.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:co2.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a very dangerous gas. In low concentrations, it doesn&#039;t do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.&lt;br /&gt;
&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas is determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
If the crystal reaches 0% stability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Guides ==&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;TEG Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
===Basic Theory===&lt;br /&gt;
A TEG based supermatter engine produces power from heat. TEG Stands for Thermo-Electric Generator. &lt;br /&gt;
One side will be the &amp;quot;Hot loop&amp;quot; and the other side will be the &amp;quot;Cold loop&amp;quot;.&lt;br /&gt;
Some of these setup have a designated burn chamber where plasma and oxygen can safely burn away from the supermatter.&lt;br /&gt;
Others will require more creativity though you can just use the heat generated from the Supermatter itself to heat the hot loop.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;The Aetherwhisp is the most common map in rotation due to it being the one that is most maintained and loved. This guide will focus on that engine which wont be much of an issue as other maps have that exact engine copy and pasted.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keep in mind while it may be tempting to add a heater to the hot loop to produce infinite, minimal effort power, admins and moderators are given FULL ABILITY to disrupt your engine. Even if it ends the round. You have been warned.&#039;&#039;&#039;&lt;br /&gt;
===Gases to look out for===&lt;br /&gt;
:To be honest, all of them are useful in their own right &amp;lt;strike&amp;gt; except hydrogen you casual!&amp;lt;/strike&amp;gt;, you&#039;ll mainly be dealing with Plasma[[File:plasma.png]] and Oxygen[[File:o2.png]] as these are to key to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n2.png]] Nitrogen will kill your engine output if you have enough of it in the core. This is both a good thing and a bad thing as N2 can help stop an engine from delaminating. As such, don&#039;t put this in unless you want less power.&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:n20.png]] Nitrus-Oxide  is a very useful gas and in some cases better than Nitrogen for stopping a delamination. It increases the temperature tolerance of the crystal. Any core burn engine needs N2O&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I use N2O in all of my engines simply because I don&#039;t trust you yahoos to be able to keep my engine cool. Also, it&#039;s just very helpful. -Altangy&#039;&#039;&lt;br /&gt;
:[[File:co2.png]] Co2 will be created from the flames of your engine. This is both good and bad. Good engineers know that Co2 can improve an engine&#039;s output. Bad engineers let it build up and power delaminate. It&#039;s a balance.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;I find that 50% Co2 is where the engine starts to power delamniate. -Altangy&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:[[File:h2.png]] It&#039;s fine in the cold loop. Bad in the hot loop. We want gas reactions and hydrogen does not have one which limits total power output. Any engine that claims to run on pure hydrogen isn&#039;t using the supermatter it&#039;s using a room temperature gas.&amp;lt;br&amp;gt;&lt;br /&gt;
===Basic Setup===&lt;br /&gt;
You skipped everything above just to get the answers here right? If not, there is hope for you. If so, when your engine delaminates everyone is going to blame you.&amp;lt;br&amp;gt;&lt;br /&gt;
As of right now I&#039;m too lazy to write this. Will come back later. You should have the information to set up a TEG engine. -Altangy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radiation Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]]]&lt;br /&gt;
===First and foremost===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps offline.&lt;br /&gt;
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)&lt;br /&gt;
* Gas filters offline. &#039;&#039;&#039;Remember! Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing&#039;&#039;&#039;&lt;br /&gt;
* Gas filters left on default pressure.&lt;br /&gt;
* Supermatter chamber vents improperly configured.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning.&lt;br /&gt;
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.&lt;br /&gt;
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!&lt;br /&gt;
&lt;br /&gt;
===Second===&lt;br /&gt;
If the gas temperature is too high to stabilize with the cooling loop alone. &#039;&#039;&#039;Unleash the &amp;lt;del&amp;gt;freon&amp;lt;/del&amp;gt; Supercooled N2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third===&lt;br /&gt;
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they&#039;re getting rid of unwanted gases.&lt;br /&gt;
&lt;br /&gt;
===And lastly===&lt;br /&gt;
If all else failed, pray that an Atmosian elder investigates and finds the problem before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Sabotaging the supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You&#039;ll want to keep the supermatter chamber very hot and full of plasma or CO2.&lt;br /&gt;
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.&lt;br /&gt;
*Pump in pure plasma or burn mix from atmos.&lt;br /&gt;
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.&lt;br /&gt;
*Get rid of engineering&#039;s freon supply.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disable the scrubbers once the chamber is hot enough. &lt;br /&gt;
&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irridiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.&lt;br /&gt;
*Keep the emitters online and firing if you can.&lt;br /&gt;
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.&lt;br /&gt;
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.&lt;br /&gt;
*Try to keep radiation suits away from engineers, they won&#039;t be able to get near the overcharged engine without one.&lt;br /&gt;
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.&lt;br /&gt;
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.&lt;br /&gt;
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
This is by far the most difficult but also the simplest one.&lt;br /&gt;
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.&lt;br /&gt;
*Reverse the scrubber pump. It&#039;s a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.&lt;br /&gt;
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7921</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7921"/>
		<updated>2018-05-09T16:51:17Z</updated>

		<summary type="html">&lt;p&gt;Altangy: Fixed tab fuckery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = The guide needs updating!}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
In comparison to the other three power options, ([[solars]]|[[tesla]]|[[singulo]]), the Supermatter Engine is by far the most complex power method. It is recommended that the engine be checked regularly to upkeep and maintain its top performance. However this engine will provide a surplus of power if done right and offers plenty of tweaking to be done for even the most experienced crewmember.&lt;br /&gt;
&lt;br /&gt;
[[File:supermatterftlwhisp.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
Aboard the ship, the Supermatter Crystal will be the primary power source. In addition a Supermatter shard can be bought from a station using [[Cargo]] when docked to a station, the only difference - The shard can be moved around without ending in a horrible death. Both Crystals produce radiation when inert and will cause hallucinations if stared at. When the engine is inert, the shard will produce oxygen and plasma and heat the atmosphere around it. Without any filter the shard will either explode or turn into a Tesla that will destroy the entire ship and kill all crew subject to it. In addition to the thermoelectric loop, the shard will fuel radiation collectors.&lt;br /&gt;
&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is EXTREMELY DANGEROUS. In any case you should NEVER activate the Supermatter before you&#039;re 100% sure that every single step is finished any you are happy with the pipe layout. If you bought a Supermatter Shard from [[Cargo]] leave it locked inside of the crate till everything is prepared!&lt;br /&gt;
# You require safety gear. You&#039;ll find a full radiation suit and mesons in the engine room&#039;s airlocks - If the engine is on, these are required to protect yourself from both radiation and hallucination. You&#039;ll also find hardsuits in engineering that block radiation in the equipment room.&lt;br /&gt;
# Most of &amp;quot;Setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have at least basic knowledge of engineering and atmospherics.&lt;br /&gt;
# Anything which comes in contact with the Supermatter is fundamentally annihilated. Don&#039;t touch it. You should never open the doors to the Supermatter unless there is a DIRE threat to the engine and it cannot be ejected via the mass driver.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The Supermatter is an EXTREMELY unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on server delay)&lt;br /&gt;
&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cold.png]]&amp;lt;strike&amp;gt;Freon&lt;br /&gt;
&#039;&#039;&#039;Safety: Extremely Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ is an extremely cold gas that instantly freezes anything it touches into solid ice. This is perfect for stabilizing an unstable supermatter crystal.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:n2.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.&lt;br /&gt;
&lt;br /&gt;
[[File:n20.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.&lt;br /&gt;
&lt;br /&gt;
[[File:h2.png]]H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Normal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
H2 Is the only stable gas that has zero effect in reaction to the engine chamber, Its usually a good gas to inject into the cooling line or heating line as it holds heat well without the danger of side-effects.&lt;br /&gt;
&lt;br /&gt;
[[File:o2.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.&lt;br /&gt;
&lt;br /&gt;
[[File:plasma.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:co2.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a very dangerous gas. In low concentrations, it doesn&#039;t do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.&lt;br /&gt;
&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas is determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
If the crystal reaches 0% stability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Guides ==&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;TEG Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radiation Engine Setup&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]]]&lt;br /&gt;
===First and foremost===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps offline.&lt;br /&gt;
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)&lt;br /&gt;
* Gas filters offline. &#039;&#039;&#039;Remember! Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing&#039;&#039;&#039;&lt;br /&gt;
* Gas filters left on default pressure.&lt;br /&gt;
* Supermatter chamber vents improperly configured.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning.&lt;br /&gt;
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.&lt;br /&gt;
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!&lt;br /&gt;
&lt;br /&gt;
===Second===&lt;br /&gt;
If the gas temperature is too high to stabilize with the cooling loop alone. &#039;&#039;&#039;Unleash the &amp;lt;del&amp;gt;freon&amp;lt;/del&amp;gt; Supercooled N2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third===&lt;br /&gt;
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they&#039;re getting rid of unwanted gases.&lt;br /&gt;
&lt;br /&gt;
===And lastly===&lt;br /&gt;
If all else failed, pray that an Atmosian elder investigates and finds the problem before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Sabotaging the supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You&#039;ll want to keep the supermatter chamber very hot and full of plasma or CO2.&lt;br /&gt;
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.&lt;br /&gt;
*Pump in pure plasma or burn mix from atmos.&lt;br /&gt;
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.&lt;br /&gt;
*Get rid of engineering&#039;s freon supply.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disable the scrubbers once the chamber is hot enough. &lt;br /&gt;
&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irridiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.&lt;br /&gt;
*Keep the emitters online and firing if you can.&lt;br /&gt;
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.&lt;br /&gt;
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.&lt;br /&gt;
*Try to keep radiation suits away from engineers, they won&#039;t be able to get near the overcharged engine without one.&lt;br /&gt;
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.&lt;br /&gt;
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.&lt;br /&gt;
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
This is by far the most difficult but also the simplest one.&lt;br /&gt;
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.&lt;br /&gt;
*Reverse the scrubber pump. It&#039;s a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.&lt;br /&gt;
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:Altangy&amp;diff=7894</id>
		<title>User:Altangy</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:Altangy&amp;diff=7894"/>
		<updated>2018-04-13T15:43:31Z</updated>

		<summary type="html">&lt;p&gt;Altangy: /* Altangy&amp;#039;s Super Duper Basic Setup For telecoms! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Send help. They have tided me to a chair in engineering and they wont let me out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Someone read this damn guide so I can leave!:&#039;&#039;&#039;[[Supermatter_Engine]]&lt;br /&gt;
==Altangy&#039;s Super Duper Basic Setup That Somehow Makes Power==&lt;br /&gt;
*1. Get RPD&lt;br /&gt;
*2. Replace southern pumps with volume pumps for optimal filling&lt;br /&gt;
**2A. Add another filter for Extra filtering on either loop (Optional)&lt;br /&gt;
&lt;br /&gt;
*3.Max the fuck out of all of the pumps.&lt;br /&gt;
*4.Put two cans of PLASMA (Hydrogen is for chumps!) into the Cold loop (cyan)&lt;br /&gt;
*5.Put N2O (1 or 2 cans) into the Hot loop (yellow)&lt;br /&gt;
**5A. Put One can of &amp;lt;strike&amp;gt;Hydrogen&amp;lt;/strike&amp;gt; CO2 into the Hot loop (Optional [Recomended])&lt;br /&gt;
&lt;br /&gt;
*6. Set Core scrubbers to Extended Scrub with O2 N2 CO2 Hydrogen set&lt;br /&gt;
*7. Set Core vents to internal check 0KPA&lt;br /&gt;
*8. Fire the emitter&lt;br /&gt;
**8A. Fill 1-2 canisters of Chilled N2 for emergencies&lt;br /&gt;
*9. Get smashed in the bar.&lt;br /&gt;
&lt;br /&gt;
==Altangy&#039;s Super Duper Basic Setup For telecoms!==&lt;br /&gt;
*1. Get the boards, we need 1 hub, 1 processor, 1 broadcaster, 1 receiver, 1 bus. Server is optional&lt;br /&gt;
*2. Get the parts, we need 10-ish manipulators, 6 hyper wave filters, 2 treatment disks, 1 wave amplifier, 1 subspace amplifier, 1 ansible, 1 ansible crystal, and 3 micro lasers. With the server that adds 2 manipulators and another filter.&lt;br /&gt;
**A: Now build them.&lt;br /&gt;
*3. Set the network on each of the devices, this is done with a multi-tool.&lt;br /&gt;
**A: If you have any standards what so ever you will give each of the devices a human readable name.&lt;br /&gt;
**B: It is not required to set the network to the default, you can name it what ever you want so long as all parts are in the &#039;&#039;&#039;SAME EXACT NETWORK. THE STRING MUST BE THE SAME ACROSS ALL DEVICES!&#039;&#039;&#039;&lt;br /&gt;
*4.Link it all together! Sing with me! The receiver is connected to the, buuuus. The bus is connected to the hub server and processors! The broadcaster is connected to the, buuuuus or server if you have one. The relays are connected to the hub. You get the idea. &lt;br /&gt;
If you want to be lazy &amp;lt;strike&amp;gt;or don&#039;t have the parts&amp;lt;/strike&amp;gt; there are other options.&lt;br /&gt;
*You don&#039;t need a processor. Everything will be garbled though&lt;br /&gt;
*&amp;lt;strike&amp;gt;Receivers can go directly to a processor if there is no bus. There will be comms lag though.&lt;br /&gt;
*If for some reason you want a server but no bus you can also link a processor to a server.&amp;lt;/strike&amp;gt;&lt;br /&gt;
**&#039;&#039;I have tested removing the bus from the network and it appears that you need a bus for telecoms communications&#039;&#039;&#039; &lt;br /&gt;
*Hubs apparently assume all information is ready to send when it gets it and will send data to all connected relays. A bus can preform the same task, same as a processor.&lt;br /&gt;
*In all honesty if you have all of the parts in the network linked it should work all be it with a little degradation in performance.&lt;br /&gt;
*&#039;&#039;&#039;You need either a server or a processor in order to link a subspace broadcaster. Why you would not have a processor at the very least is beyond me as I like to understand what people are saying!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:Altangy&amp;diff=7893</id>
		<title>User:Altangy</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:Altangy&amp;diff=7893"/>
		<updated>2018-04-13T15:25:43Z</updated>

		<summary type="html">&lt;p&gt;Altangy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Send help. They have tided me to a chair in engineering and they wont let me out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Someone read this damn guide so I can leave!:&#039;&#039;&#039;[[Supermatter_Engine]]&lt;br /&gt;
==Altangy&#039;s Super Duper Basic Setup That Somehow Makes Power==&lt;br /&gt;
*1. Get RPD&lt;br /&gt;
*2. Replace southern pumps with volume pumps for optimal filling&lt;br /&gt;
**2A. Add another filter for Extra filtering on either loop (Optional)&lt;br /&gt;
&lt;br /&gt;
*3.Max the fuck out of all of the pumps.&lt;br /&gt;
*4.Put two cans of PLASMA (Hydrogen is for chumps!) into the Cold loop (cyan)&lt;br /&gt;
*5.Put N2O (1 or 2 cans) into the Hot loop (yellow)&lt;br /&gt;
**5A. Put One can of &amp;lt;strike&amp;gt;Hydrogen&amp;lt;/strike&amp;gt; CO2 into the Hot loop (Optional [Recomended])&lt;br /&gt;
&lt;br /&gt;
*6. Set Core scrubbers to Extended Scrub with O2 N2 CO2 Hydrogen set&lt;br /&gt;
*7. Set Core vents to internal check 0KPA&lt;br /&gt;
*8. Fire the emitter&lt;br /&gt;
**8A. Fill 1-2 canisters of Chilled N2 for emergencies&lt;br /&gt;
*9. Get smashed in the bar.&lt;br /&gt;
&lt;br /&gt;
==Altangy&#039;s Super Duper Basic Setup For telecoms!==&lt;br /&gt;
*1. Get the boards, we need 1 hub, 1 processor, 1 broadcaster, 1 receiver, 1 bus. Server is optional&lt;br /&gt;
*2. Get the parts, we need 10-ish manipulators, 6 hyper wave filters, 2 treatment disks, 1 wave amplifier, 1 subspace amplifier, 1 ansible, 1 ansible crystal, and 3 micro lasers. With the server that adds 2 manipulators and another filter.&lt;br /&gt;
**A: Now build them.&lt;br /&gt;
*3. Set the network on each of the devices, this is done with a multi-tool.&lt;br /&gt;
**A: If you have any standards what so ever you will give each of the devices a human readable name.&lt;br /&gt;
**B: It is not required to set the network to the default, you can name it what ever you want so long as all parts are in the &#039;&#039;&#039;SAME EXACT NETWORK. THE STRING MUST BE THE SAME ACROSS ALL DEVICES!&#039;&#039;&#039;&lt;br /&gt;
*4.Link it all together! Sing with me! The receiver is connected to the, buuuus. The bus is connected to the hub server and processors! The broadcaster is connected to the, buuuuus or server if you have one. The relays are connected to the hub. You get the idea. &lt;br /&gt;
If you want to be lazy &amp;lt;strike&amp;gt;or don&#039;t have the parts&amp;lt;/strike&amp;gt; there are other options.&lt;br /&gt;
*You don&#039;t need a processor. Everything will be garbled though&lt;br /&gt;
*Receivers can go directly to a processor if there is no bus. There will be comms lag though.&lt;br /&gt;
*If for some reason you want a server but no bus you can also link a processor to a server.&lt;br /&gt;
*Hubs apparently assume all information is ready to send when it gets it and will send data to all connected relays. A bus can preform the same task, same as a processor.&lt;br /&gt;
*In all honesty if you have all of the parts in the network linked it should work all be it with a little degradation in performance.&lt;br /&gt;
*&#039;&#039;&#039;You need either a server or a processor in order to link a subspace broadcaster. Why you would not have a processor at the very least is beyond me as I like to understand what people are saying!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:Altangy&amp;diff=7892</id>
		<title>User:Altangy</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:Altangy&amp;diff=7892"/>
		<updated>2018-04-13T14:48:03Z</updated>

		<summary type="html">&lt;p&gt;Altangy: /* Altangy&amp;#039;s Super Duper Basic Setup That Somehow Makes Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Send help. They have tided me to a chair in engineering and they wont let me out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Someone read this damn guide so I can leave!:&#039;&#039;&#039;[[Supermatter_Engine]]&lt;br /&gt;
==Altangy&#039;s Super Duper Basic Setup That Somehow Makes Power==&lt;br /&gt;
*1. Get RPD&lt;br /&gt;
*2. Replace southern pumps with volume pumps for optimal filling&lt;br /&gt;
**2A. Add another filter for Extra filtering on either loop (Optional)&lt;br /&gt;
&lt;br /&gt;
*3.Max the fuck out of all of the pumps.&lt;br /&gt;
*4.Put two cans of PLASMA (Hydrogen is for chumps!) into the Cold loop (cyan)&lt;br /&gt;
*5.Put N2O (1 or 2 cans) into the Hot loop (yellow)&lt;br /&gt;
**5A. Put One can of &amp;lt;strike&amp;gt;Hydrogen&amp;lt;/strike&amp;gt; CO2 into the Hot loop (Optional [Recomended])&lt;br /&gt;
&lt;br /&gt;
*6. Set Core scrubbers to Extended Scrub with O2 N2 CO2 Hydrogen set&lt;br /&gt;
*7. Set Core vents to internal check 0KPA&lt;br /&gt;
*8. Fire the emitter&lt;br /&gt;
**8A. Fill 1-2 canisters of Chilled N2 for emergencies&lt;br /&gt;
*9. Get smashed in the bar.&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:Altangy&amp;diff=7637</id>
		<title>User:Altangy</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:Altangy&amp;diff=7637"/>
		<updated>2017-09-27T17:52:17Z</updated>

		<summary type="html">&lt;p&gt;Altangy: Reeee&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Send help. They have tided me to a chair in engineering and they wont let me out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Someone read this damn guide so I can leave!:&#039;&#039;&#039;[[Supermatter_Engine]]&lt;br /&gt;
==Altangy&#039;s Super Duper Basic Setup That Somehow Makes Power==&lt;br /&gt;
*1. Get RPD&lt;br /&gt;
*2. Replace southern pumps with volume pumps for optimal filling&lt;br /&gt;
**2A. Add another filter for Extra filtering on either loop (Optional)&lt;br /&gt;
&lt;br /&gt;
*3.Max the fuck out of all of the pumps.&lt;br /&gt;
*4.Put two cans of Hydrogen into the Cold loop (cyan)&lt;br /&gt;
*5.Put N2O (1 or 2 cans) into the Hot loop (yellow)&lt;br /&gt;
**5A. Put One can of Hydrogen into the Hot loop (Optional [Recomended])&lt;br /&gt;
&lt;br /&gt;
*6. Set Core scrubbers to Extended Scrub with O2 N2 CO2 Hydrogen set&lt;br /&gt;
*7. Set Core vents to internal check 0KPA&lt;br /&gt;
*8. Fire the emitter&lt;br /&gt;
**8A. Fill 1-2 canisters of Chilled N2 for emergencies&lt;br /&gt;
*9. Get smashed in the bar.&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Talk:Supermatter_Engine&amp;diff=7636</id>
		<title>Talk:Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Talk:Supermatter_Engine&amp;diff=7636"/>
		<updated>2017-09-27T17:42:44Z</updated>

		<summary type="html">&lt;p&gt;Altangy: Adds Altangy&amp;#039;s Super Duper Basic Setup That Somehow Makes Power for translation to guide form.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;- Finished Edits:&#039;&#039;&#039;&lt;br /&gt;
: Introduction - Re-wrote all of the information to favor FTL life instead of station life.&lt;br /&gt;
: Words of Warning - Added locations and minor changes to wording. (barely any difference)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Requires Edits:&#039;&#039;&#039;&lt;br /&gt;
: Entire Guide&lt;br /&gt;
: Images for Scarab&lt;br /&gt;
: Images for Aetherwhisp&lt;br /&gt;
: Ask maintainer to replace intro image - [https://imgur.com/a/1NQ0C Aetherwhisp Engine]&lt;br /&gt;
: Ask maintainer to replace Tank images - [https://drive.google.com/open?id=0B2LUlDvsqrCbWE1ONUxYaS0zbWs All tanks Export]&lt;br /&gt;
: We&#039;re missing some tank information for how they interact.&lt;br /&gt;
: Numbered image should have a header for explaining numbers/colors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please note anything I&#039;ve missed.&#039;&#039;&lt;br /&gt;
: ~ HawkerTheGreat&lt;br /&gt;
&lt;br /&gt;
==Altangy&#039;s Super Duper Basic Setup That Somehow Makes Power==&lt;br /&gt;
*1. Get RPD&lt;br /&gt;
*2. Replace southern pumps with volume pumps for optimal filling&lt;br /&gt;
**2A. Add another filter for Extra filtering on either loop (Optional)&lt;br /&gt;
&lt;br /&gt;
*3.Max the fuck out of all of the pumps.&lt;br /&gt;
*4.Put two cans of Hydrogen into the Cold loop (cyan)&lt;br /&gt;
*5.Put N2O (1 or 2 cans) into the Hot loop (yellow)&lt;br /&gt;
**5A. Put One can of Hydrogen into the Hot loop (Optional [Recomended])&lt;br /&gt;
&lt;br /&gt;
*6. Set Core scrubbers to Extended Scrub with O2 N2 CO2 Hydrogen set&lt;br /&gt;
*7. Set Core vents to internal check 0KPA&lt;br /&gt;
*8. Fire the emitter&lt;br /&gt;
**8A. Fill 1-2 canisters of Chilled N2 for emergencies&lt;br /&gt;
*9. Get smashed in the bar.&lt;br /&gt;
--[[User:Altangy|Altangy]] ([[User talk:Altangy|talk]]) 13:42, 27 September 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=User:Altangy&amp;diff=7630</id>
		<title>User:Altangy</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=User:Altangy&amp;diff=7630"/>
		<updated>2017-09-27T17:33:46Z</updated>

		<summary type="html">&lt;p&gt;Altangy: Built the page. Send help and snacks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Send help. They have tided me to a chair in engineering and they wont let me out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Someone read this damn guide so I can leave!:&#039;&#039;&#039;[[Supermatter_Engine]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Frequently_Asked_Questions&amp;diff=7620</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Frequently_Asked_Questions&amp;diff=7620"/>
		<updated>2017-09-27T17:17:19Z</updated>

		<summary type="html">&lt;p&gt;Altangy: Fixing an oopsidoodles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Is the server up? ==&lt;br /&gt;
3PM ET Friday through late Sunday, start and end time tend to divert sometimes depending on the week.&lt;br /&gt;
&lt;br /&gt;
== [[What is SS13]] ==&lt;br /&gt;
Space Station 13 is a 2D multiplayer game, made on the BYOND engine. At a glance it looks like crap, but give it a few rounds and you&#039;ll realize just how frustratingly fun it can be.&lt;br /&gt;
&lt;br /&gt;
== I&#039;m new, where do I learn how to play? ==&lt;br /&gt;
Check the [[New Players]] and [[Starter guide]] pages.&lt;br /&gt;
&lt;br /&gt;
== What does this word mean? ==&lt;br /&gt;
Check the [[Terminology]], you might find it there. Otherwise ask [[Talk:Frequently Asked Questions|here]].&lt;br /&gt;
&lt;br /&gt;
== I read all the tutorials but don&#039;t know how to... ==&lt;br /&gt;
If it&#039;s something job specific you should check the [[Jobs]] page, if it&#039;s something about game modes (Traitor, Wizard, Cult), see the [[Game modes]] page, otherwise do a search on the wiki.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re smart and have already done all of those before coming here, then just [[adminhelp]] (press F1 or just type &#039;adminhelp&#039; and your message) it in-game. Simply click the on adminhelp where the verbs are listed or type it into the text box in the bottom, click it and write the question in there. Try to be polite, it doesn&#039;t hurt anyone. You can also ask on [[Community|IRC]].&lt;br /&gt;
&lt;br /&gt;
== I grabbed someone, how do I drop them? ==&lt;br /&gt;
Hit the drop button. same as dropping an item.&lt;br /&gt;
&lt;br /&gt;
== How do I remove the backpack, utility belt, etc? ==&lt;br /&gt;
You click on it and drag it to your empty hand.&lt;br /&gt;
&lt;br /&gt;
== I&#039;m being attacked by another player. What do? ==&lt;br /&gt;
You are either the victim of a traitor/some other round related character, you&#039;ve really pissed the person off, or you&#039;re being griefed for no reason. If you&#039;re not sure about why you&#039;re being attacked. [[Adminhelp]] (press F1 or just type &#039;adminhelp&#039; and your message) it. To reply to the administrator that responds, click the underlined portion of the message, and enter your response. Action will be taken on the matter, and the admins will look into the situation.&lt;br /&gt;
&lt;br /&gt;
== How do I give an item to someone / pickpocket / dress someone up? ==&lt;br /&gt;
Stand next to them, click &amp;amp; drag their character onto yours, a list of their stuff appears, click on one of their items to take it off. Or, if you have an item in your active hand, click on the slot where you wish to put the item.&lt;br /&gt;
&lt;br /&gt;
== How do I commit suicide? ==&lt;br /&gt;
Type &#039;suicide&#039; and hit enter. Remember that you cannot be cloned if you suicide! Suicide is considered an action which says that you don&#039;t want to play this round. As such it is an [[Out of Character|OOC]] action.&lt;br /&gt;
&lt;br /&gt;
== How do I eat something? ==&lt;br /&gt;
As with most items, pick up the food with an empty hand and then click on your character. Make sure you&#039;re on &amp;quot;Help Intent&amp;quot; other wise you might end up smashing yourself with food.&lt;br /&gt;
Also if you are wearing a mask (internals, gas mask etc) you will have to remove it before you can eat.&lt;br /&gt;
&lt;br /&gt;
== How do I buckle/unbuckle on a chair? ==&lt;br /&gt;
Click and drag your character onto the chair. To unbuckle, click on the chair you are buckled to with an empty hand.&lt;br /&gt;
(A HUD icon of a chair has recently been added, so you can click on that icon to unbuckle as well)&lt;br /&gt;
&lt;br /&gt;
== Why can&#039;t I play as some jobs? ==&lt;br /&gt;
New players are forbidden from taking jobs with are vital to normal round progression until they&#039;ve been on the server for long enough. This is to avoid an inexperienced player choosing to be the Captain or AI and messing up the round for everyone.&lt;br /&gt;
&lt;br /&gt;
== I got chosen as a traitor, cultist, wizard, etc. and I know I&#039;m not ready! HELP! ==&lt;br /&gt;
None of these require your immediate attention. Take it slowly, open the wiki, skim through the article about your assignment and proceed to do it as best as you can. If you need additional help, ask an admin for advice through adminhelp (press F1 or just type &#039;adminhelp&#039; and your message).&lt;br /&gt;
&lt;br /&gt;
== Where can I go to get map files to host a server? ==&lt;br /&gt;
See here [[Downloading the source code]] or click the &#039;Host a server&#039; link on the left.&lt;br /&gt;
&lt;br /&gt;
== I have another question, where do I ask? ==&lt;br /&gt;
You can adminhelp it (press F1 or just type &#039;adminhelp&#039; and your message) in-game, or use the OOC-command in-game to talk to players, or ask on the forums, or ask in the IRC. You can also ask in the [[Talk:Frequently Asked Questions|discussion-part of this page]]. Don&#039;t worry about the formatting and stuff. Just click edit and write your question there.&lt;br /&gt;
&lt;br /&gt;
== Is BYOND/SS13 Ressources or Network intensive ? I can&#039;t seem to connect to the servers from Europe, with a recent computer. ==&lt;br /&gt;
When you first connect, you need to download the 30MB or so resource file from the server. This is the bulk of network activity and can take a while. Once downloaded, the game does not take much network to run. In terms of PC performance, byond itself is mostly just a front-end to the game with very little work being done on it, so you should be able to run SS13 on essentially any computer made in this millennium. It is however very resource intensive on the server side, generally requiring a full modern CPU core to itself. This is however only important if you wish to run your own server. See this thread for more help on the connecting issue: [https://tgstation13.org/phpBB/viewtopic.php?f=2&amp;amp;t=3678&amp;amp;p=90057#p90040 Unable to Connect]. Make a post if you aren&#039;t able to connect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Resources]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Frequently_Asked_Questions&amp;diff=7619</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Frequently_Asked_Questions&amp;diff=7619"/>
		<updated>2017-09-27T17:16:40Z</updated>

		<summary type="html">&lt;p&gt;Altangy: Added our uptime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [[Is the server up?]] ==&lt;br /&gt;
3PM ET Friday through late Sunday, start and end time tend to divert sometimes depending on the week.&lt;br /&gt;
&lt;br /&gt;
== [[What is SS13]] ==&lt;br /&gt;
Space Station 13 is a 2D multiplayer game, made on the BYOND engine. At a glance it looks like crap, but give it a few rounds and you&#039;ll realize just how frustratingly fun it can be.&lt;br /&gt;
&lt;br /&gt;
== I&#039;m new, where do I learn how to play? ==&lt;br /&gt;
Check the [[New Players]] and [[Starter guide]] pages.&lt;br /&gt;
&lt;br /&gt;
== What does this word mean? ==&lt;br /&gt;
Check the [[Terminology]], you might find it there. Otherwise ask [[Talk:Frequently Asked Questions|here]].&lt;br /&gt;
&lt;br /&gt;
== I read all the tutorials but don&#039;t know how to... ==&lt;br /&gt;
If it&#039;s something job specific you should check the [[Jobs]] page, if it&#039;s something about game modes (Traitor, Wizard, Cult), see the [[Game modes]] page, otherwise do a search on the wiki.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re smart and have already done all of those before coming here, then just [[adminhelp]] (press F1 or just type &#039;adminhelp&#039; and your message) it in-game. Simply click the on adminhelp where the verbs are listed or type it into the text box in the bottom, click it and write the question in there. Try to be polite, it doesn&#039;t hurt anyone. You can also ask on [[Community|IRC]].&lt;br /&gt;
&lt;br /&gt;
== I grabbed someone, how do I drop them? ==&lt;br /&gt;
Hit the drop button. same as dropping an item.&lt;br /&gt;
&lt;br /&gt;
== How do I remove the backpack, utility belt, etc? ==&lt;br /&gt;
You click on it and drag it to your empty hand.&lt;br /&gt;
&lt;br /&gt;
== I&#039;m being attacked by another player. What do? ==&lt;br /&gt;
You are either the victim of a traitor/some other round related character, you&#039;ve really pissed the person off, or you&#039;re being griefed for no reason. If you&#039;re not sure about why you&#039;re being attacked. [[Adminhelp]] (press F1 or just type &#039;adminhelp&#039; and your message) it. To reply to the administrator that responds, click the underlined portion of the message, and enter your response. Action will be taken on the matter, and the admins will look into the situation.&lt;br /&gt;
&lt;br /&gt;
== How do I give an item to someone / pickpocket / dress someone up? ==&lt;br /&gt;
Stand next to them, click &amp;amp; drag their character onto yours, a list of their stuff appears, click on one of their items to take it off. Or, if you have an item in your active hand, click on the slot where you wish to put the item.&lt;br /&gt;
&lt;br /&gt;
== How do I commit suicide? ==&lt;br /&gt;
Type &#039;suicide&#039; and hit enter. Remember that you cannot be cloned if you suicide! Suicide is considered an action which says that you don&#039;t want to play this round. As such it is an [[Out of Character|OOC]] action.&lt;br /&gt;
&lt;br /&gt;
== How do I eat something? ==&lt;br /&gt;
As with most items, pick up the food with an empty hand and then click on your character. Make sure you&#039;re on &amp;quot;Help Intent&amp;quot; other wise you might end up smashing yourself with food.&lt;br /&gt;
Also if you are wearing a mask (internals, gas mask etc) you will have to remove it before you can eat.&lt;br /&gt;
&lt;br /&gt;
== How do I buckle/unbuckle on a chair? ==&lt;br /&gt;
Click and drag your character onto the chair. To unbuckle, click on the chair you are buckled to with an empty hand.&lt;br /&gt;
(A HUD icon of a chair has recently been added, so you can click on that icon to unbuckle as well)&lt;br /&gt;
&lt;br /&gt;
== Why can&#039;t I play as some jobs? ==&lt;br /&gt;
New players are forbidden from taking jobs with are vital to normal round progression until they&#039;ve been on the server for long enough. This is to avoid an inexperienced player choosing to be the Captain or AI and messing up the round for everyone.&lt;br /&gt;
&lt;br /&gt;
== I got chosen as a traitor, cultist, wizard, etc. and I know I&#039;m not ready! HELP! ==&lt;br /&gt;
None of these require your immediate attention. Take it slowly, open the wiki, skim through the article about your assignment and proceed to do it as best as you can. If you need additional help, ask an admin for advice through adminhelp (press F1 or just type &#039;adminhelp&#039; and your message).&lt;br /&gt;
&lt;br /&gt;
== Where can I go to get map files to host a server? ==&lt;br /&gt;
See here [[Downloading the source code]] or click the &#039;Host a server&#039; link on the left.&lt;br /&gt;
&lt;br /&gt;
== I have another question, where do I ask? ==&lt;br /&gt;
You can adminhelp it (press F1 or just type &#039;adminhelp&#039; and your message) in-game, or use the OOC-command in-game to talk to players, or ask on the forums, or ask in the IRC. You can also ask in the [[Talk:Frequently Asked Questions|discussion-part of this page]]. Don&#039;t worry about the formatting and stuff. Just click edit and write your question there.&lt;br /&gt;
&lt;br /&gt;
== Is BYOND/SS13 Ressources or Network intensive ? I can&#039;t seem to connect to the servers from Europe, with a recent computer. ==&lt;br /&gt;
When you first connect, you need to download the 30MB or so resource file from the server. This is the bulk of network activity and can take a while. Once downloaded, the game does not take much network to run. In terms of PC performance, byond itself is mostly just a front-end to the game with very little work being done on it, so you should be able to run SS13 on essentially any computer made in this millennium. It is however very resource intensive on the server side, generally requiring a full modern CPU core to itself. This is however only important if you wish to run your own server. See this thread for more help on the connecting issue: [https://tgstation13.org/phpBB/viewtopic.php?f=2&amp;amp;t=3678&amp;amp;p=90057#p90040 Unable to Connect]. Make a post if you aren&#039;t able to connect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Resources]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Shaft_Miner&amp;diff=7558</id>
		<title>Shaft Miner</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Shaft_Miner&amp;diff=7558"/>
		<updated>2017-08-20T12:50:14Z</updated>

		<summary type="html">&lt;p&gt;Altangy: Updated some information. Replaced &amp;quot;Station&amp;quot; in various parts of the page with &amp;quot;Ship&amp;quot;. Included tip to build an FOB.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision | reason = Slightly less outdated}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SUPPLY&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img_generic = Generic_shaft.png&lt;br /&gt;
|img = Lava_miner.png&lt;br /&gt;
|jobtitle = Shaft Miner&lt;br /&gt;
|access = [[Mining Station]], Mining Station, [[Cargo Office]], Mineral Storage&lt;br /&gt;
|additional = [[Maintenance]], [[Cargo Bay]], MULEbot access, [[Quartermaster&#039;s Office]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Quartermaster]] and [[Head of Personnel]]&lt;br /&gt;
|duties = Mine ores and process them into useful materials. Kill hostile wildlife. Go on an adventure in mysterious ruins.&lt;br /&gt;
|guides = [[Lavaland]], [[Department Standard Operating Procedure: Supply#Shaft Miner|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = Spare vouc- oh.&lt;br /&gt;
}}&lt;br /&gt;
Welcome, Miner! You will break rocks, slay monsters, and die lost and alone in the depths of the caverns. Not on some sandy asteroid, but on &amp;lt;strike&amp;gt;what we call [[Lavaland]]&amp;lt;/strike&amp;gt; a planet!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Stay alive long enough to return your loot to the ship.&lt;br /&gt;
&lt;br /&gt;
==Workin&#039; In The Coal Mine==&lt;br /&gt;
&amp;lt;tabs plain&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NSV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mining Dock.png|300px|thumb|alt=Mining Dock|The [[Mining Dock]] is your &amp;lt;s&amp;gt;one way ticket&amp;lt;/s&amp;gt; access to the outside.]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline&lt;br /&gt;
name=&amp;quot;NRV&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NRVMining Dock.png|300px|thumb|alt=Mining Dock|The [[Mining Dock]] holds your &amp;lt;s&amp;gt;inoperable&amp;lt;/s&amp;gt; mining shuttle.]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
Being a miner can be somewhat tedious, but you serve a crucial role in the R&amp;amp;D food chain, and can accrue some decent personal rewards. Just follow a few guidelines to keep yourself from becoming dead in the mines.  &lt;br /&gt;
&lt;br /&gt;
Your workplace, &amp;lt;strike&amp;gt;Lavaland&amp;lt;/strike&amp;gt; planets, has some hazards&lt;br /&gt;
* Ash storms will cut right through your clothes, dealing constant burn damage if you are outside. A rain of dark particles outdoors indicate an ash storm.&lt;br /&gt;
* Lava - one step in and you&#039;ll be badly burned and on fire.&lt;br /&gt;
* Chasms - Anything that falls into one will disappear from this world.&lt;br /&gt;
The risk of these hazards can be reduced by watching your step and being aware of your surroundings. Don&#039;t walk into lava, chasms, or outside during an ash storm. You&#039;ll get a text warning not long before a ash storm is about to begin, so long as you stay near shelter (or have a bluespace shelter capsule with you) then you&#039;ll be fine. &lt;br /&gt;
&lt;br /&gt;
If you run into rock with a pick or drill in your inactive hand, it will automatically start digging for you. ALSO, it is important to note that &#039;&#039;&#039;you are able to click more than ONE square of rock at a time&#039;&#039;&#039; when mining or digging for sand!  As long as it&#039;s accessible, you don&#039;t have to wait to finish digging before you start digging again, so you can have several dig jobs running in parallel. Just don&#039;t change hands or move until all dig jobs are done.&lt;br /&gt;
&lt;br /&gt;
===Working With Your Boss===&lt;br /&gt;
Who is your boss? You answer to the Executive Officer, much like the rest of Supply -- but usually, you&#039;ll just be talking to the Quartermaster or other Miners. He has full access to Mining, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
===The Objective===&lt;br /&gt;
You&#039;re here to mine, so get digging! Once you&#039;re full to bursting with ores, drag your ore box back to the ship and head to cargo where the ore redemption machine sits. Insert your ID, and empty the box next to the machine to offload your ores and have them instantly processed into sheets. You gain points for doing this, so be sure to claim them and then retrieve your ID. Now buy new gear if you want, take your crate and it&#039;s back to the mines!&lt;br /&gt;
&lt;br /&gt;
====How to Do This====&lt;br /&gt;
# Gear up! From the mining equipment locker, you will need Meson Scanner goggles, a mining scanner, your pickaxe (optional), a bluespace shelter capsule (DON&#039;T FORGET!) and your standard issue proto-kinetic accelerator. If you want, there is also a additional mining satchel, and a shovel.&lt;br /&gt;
# Use your voucher on a mining vending machine to select your choice of advanced mining tool: a bluespace shelter capsule-chest rig combo pack, resonator, advanced mining scanner or a drone.&lt;br /&gt;
# Go to the mining shuttle and get an mining rig suit, breath mask, and oxygen tank from Mining &#039;EVA&#039;.&lt;br /&gt;
# Before you go, you&#039;ll want an Ore Box, which can hold an infinite amount of minerals. Ore boxes are available on the mining shuttle and can be made from wood planks.&lt;br /&gt;
# Make sure you&#039;ve packed a bluespace shelter capsule if you plan on a long distance expedition.&lt;br /&gt;
# Pick a destination: Both sides have a transit tube you can shove yourself into for quick access to the relevant outposts, located near the Mining Shuttle.&lt;br /&gt;
# Find dem minerals. Click the scanner in hand to be able to see deposits in the rock. Try to get a mixture of:&lt;br /&gt;
#:* Gold&lt;br /&gt;
#:* Silver&lt;br /&gt;
#:* Uranium&lt;br /&gt;
#:* Plasma&lt;br /&gt;
#:* Diamond&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Note:Sand can be dug up with a shovel or drill and iron can be seen without a scanner, but they do not redeem as many points as the other minerals.&lt;br /&gt;
# Go to the ore redeemer and get points. If R&amp;amp;D doesn&#039;t show up, you can also deliver materials to R&amp;amp;D (10-15 sheets each material except iron) and everything else to Robotics. Ask R&amp;amp;D for a sonic jackhammer if they have the materials.&lt;br /&gt;
# At the mining equipment vendor you can get sonic jackhammers, jetpacks, MediPens and more with the points you&#039;ve gained.&lt;br /&gt;
# Use your better gear to push deeper onto planets.&lt;br /&gt;
&lt;br /&gt;
===Voucher===&lt;br /&gt;
You start the shift with a complimentary mining voucher, worth one free item out of a selection of four. These items, and their strengths, are:&lt;br /&gt;
* Bluespace Capsule + Chest Belt Webbing: The capsule is a good choice to allow you to explore out in lavaland for even longer, and the webbing (you put on your belt slot) allows you to carry even more mining equipment, like  a pickaxe. A strong starting choice.&lt;br /&gt;
* Resonator: A viable alternative weapon, not as competitive since you start with a Proto-Kinetic Accelerator but the Resonator can prove useful for large scale mining or for fending off certain wildlife.&lt;br /&gt;
* Adv Mining Scanner: This scanner has a more expanded view range, allowing you to see all minerals withing the entire screen. Very useful but not a critically needed item as you can compensate with the standard scanner by exploring more thoroughly. &lt;br /&gt;
* Mining Drone: Some swear by it, other&#039;s hate it. A &#039;useful&#039; companion that helps in storing ore and hunting wildlife. You can also purchase upgrade to make the little bugger more useful. &lt;br /&gt;
&lt;br /&gt;
===For Great Profit!===&lt;br /&gt;
Mining for the sake of it can only get you so far. By mining minerals and returning them to the ship you&#039;ll accrue mining points, you can then use these points to buy better and more powerful equipment and supplies from a equipment vendor. You can then in turn use these items to push further onto planets to mine better minerals, fell stronger wildlife and find greater treasure. Consider it all a investment.&lt;br /&gt;
&lt;br /&gt;
Stimpacks can help you in a pinch for example, or a Wormhole Jaunter can help you escape what would have been a death trap. Or saving up for a Legion Stabilizer can let you save their instant healing heart for later. Or you can spend it all on booze and cigars.&lt;br /&gt;
&lt;br /&gt;
Setting up a FOB (Forward Operation Base) with quantum teleport pads will allow you to travel from the ship to the planet. Building one is a Win-Win for mining and the rest of the ship because it allows mining to do their job and the rest of the ship to do their&#039;s. &#039;&#039;&#039;Keep in mind, you need the portable telecommunication relay to keep the planet loaded when the ship leaves orbit. Other wise the Z-level will be unloaded and everything and everyone will be deleted!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Default Gear==&lt;br /&gt;
The following is a list of default mining equipment:&lt;br /&gt;
&lt;br /&gt;
====Essential Equipment====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:explorersuit.png|32px]]&amp;lt;br&amp;gt;Explorer Suit&lt;br /&gt;
|This comes with a inbuilt hood. It provides some protection against heat and cold, and works as decent armor. It is not spaceproof, but can hold a full-sized oxygen tank or other mining gear. You can also reinforce it with goliath plates.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BreathMask.png|32px]]&amp;lt;br&amp;gt;[[Breath mask|Breath Mask]] and [[Oxygen]] Tank&lt;br /&gt;
|So you can have oxygen when mining. Oxygen tanks are available from the tank storage unit, and can be worn on your suits storage slot. You can also use your emergency oxygen tank which can be placed on your suit. Running out of oxygen is unlikely with the full sized tank.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MGlasses.png|32px]] [[File:MiningScanner.png|32px]]&amp;lt;br&amp;gt;[[Meson Goggles|Meson Scanners]] and  Mining Scanner&lt;br /&gt;
|When used together will briefly flash any non-iron ore on screen. Can be placed in your pocket to work automatically.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GPSm.gif|32px]]&amp;lt;br&amp;gt;Global Positioning System, GPS&lt;br /&gt;
|The crew monitoring console back on the ship won&#039;t catch your suit sensor signal from all the way down on the planet. Having one of these on you will help others track down your body if you happen to develop a case of the dead. In addition it can be used to locate other miners (who bothered to take it) as well as &amp;quot;lost&amp;quot; signals, be wary. Be sure to set your name on the GPS.&lt;br /&gt;
|-&lt;br /&gt;
![[File:buckknife.png|32px]]&amp;lt;br&amp;gt;Survival Knife&lt;br /&gt;
|Use it for butchering the wildlife (hit while on harm intent). It&#039;s as strong against mobs as a pickaxe, but you can&#039;t mine with it. You can store it in your boots to save space, but remember to alt-click the boots to draw the knife back out.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bandaid_brute.png|32px]]&amp;lt;br&amp;gt;Brute patch&lt;br /&gt;
|Heals severe bruising, which you will most likely get from the wildlife. You start the shift with one in your pocket.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BScapsule.png|32px]]&amp;lt;br&amp;gt;Bluespace shelter capsule&lt;br /&gt;
|Activate this in your hand, and it&#039;ll near instantly produce a beautiful shelter. Ash storms do not hurt you inside, but wildlife can break through the walls. The shelter contains a cupboard which contains a guitar and some donk pockets. It also has a sleeper which requires another person to use. Never leave home without one. Your issued one for free in your the mining lockers on ship.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OreSatchel.png|32px]]&amp;lt;br&amp;gt; Ore Satchel&lt;br /&gt;
|For carrying ore without using a mining cart, holds 50 ore nuggets. Get at least one of these, make sure to set the bag to &amp;quot;all on tile&amp;quot;. Use in conjunction with an ore crate. (Newbie tip: This does not work like a typical backpack.  Hold it in your hand and click the ore with that hand to pick it up.)&lt;br /&gt;
|-&lt;br /&gt;
![[File:Voucher.gif|32px]]&amp;lt;br&amp;gt;Mining Voucher&lt;br /&gt;
|Found in your backpack, exchange this at the mining equipment locker for one of several items listed below&lt;br /&gt;
|-&lt;br /&gt;
![[File:KineticAccelerator.png|32px]]&amp;lt;br&amp;gt;Proto-kinetic Accelerator&lt;br /&gt;
|A gun. The good part is that it packs a punch in a vacuum and has infinite shots. The bad part is that it tickles in pressurized environments, has to automatically reload after each shot, and has a range of three steps. Each blast can clear a rock wall if you feel like digging using this, which it can do well.  Standard issue equipment you can get from your mining locker.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous Equipment====&lt;br /&gt;
Items that, while not critical to take, can be situationally useful.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|32px]]&amp;lt;br&amp;gt;Pickaxe&lt;br /&gt;
|Somewhat antiquated thanks to the prevalence of the proto-kinetic accelerator and resonator. Nevertheless it can be used to dig wide tunnels, robust certain monsters in melee combat and as a backup if you lose your resonator. It can also fit inside a belt chest webbing.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shovel.png|32px]]&amp;lt;br&amp;gt;Shovel&lt;br /&gt;
|Gathering sand. You can stick this in your backpack.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OreCrate.png|32px]]&amp;lt;br&amp;gt;Ore box&lt;br /&gt;
|Used for carrying huge amounts of ore. While a satchel can only hold 50 nuggets, this can hold an unlimited sum. You cannot carry it but you can drag or push it with you. Use your satchel on the box to empty it into the box.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crowbar.png|32px]]&amp;lt;br&amp;gt;[[Crowbar]]&lt;br /&gt;
|Just in case when coming back from the mines there is a blackout. Spawns in your backpack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Advance Gear==&lt;br /&gt;
The following are more advance items that need to be purchased from a mining equipment vendor, points being earned by mining.&lt;br /&gt;
&lt;br /&gt;
====Voucher/Reward Equipment====&lt;br /&gt;
These items can either be acquired from a voucher, or are bought with points earned via mining via the redemption machine on the ship. Prices are included.&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=Mining Equipment Vendor&lt;br /&gt;
 |bgcolor1 = #cc9966&lt;br /&gt;
 |bgcolor2 = #cc9966&lt;br /&gt;
 |image = Mining_vendor_default.png&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Price&lt;br /&gt;
|-&lt;br /&gt;
![[File:BScapsule.png|32px]]&amp;lt;br&amp;gt;Bluespace Shelter Capsuel-ChestBelt Webbing Combo&lt;br /&gt;
|The Shelter Capsule is indespendiple for long expeditions, while the ChestBelt Webbing is a very useful item to carry a array of items (including a pickaxe) on your belt slot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Voucher OR 400 for Shelter, 500 for Webbing&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resonator.png|32px]]&amp;lt;br&amp;gt;Resonator&lt;br /&gt;
|Another deadly tool. This will instantly clear a rock wall when clicked on, and when used in hand or swung at empty space, will create a field on that spot that lasts for about five seconds before rupturing, causing serious damage to anything standing on it. Just like the kinetic accelerator, it does reduced damage in pressurized environments. You can activate it in your hand to switch the field to last between 3 and 5 seconds.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Voucher OR 800 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiningScanner.png|32px]]&amp;lt;br&amp;gt;Advance Mining Scanner&lt;br /&gt;
|A upgrade over the default Mining Scanner. This tool has a much larger detection radius of seven tiles (the entire screen).&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Voucher OR 400 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiningDrone.png|32px]]&amp;lt;br&amp;gt;Mining Drone&lt;br /&gt;
|This helpful little guy goes around collecting loose ore so you don&#039;t have to. Will drop its haul when you hit it with the mining scanner. Clicking on it with an empty hand will toggle it between ore collection and wildlife fighting mode, where it will attack xenos with its built-in kinetic accelerator and drill. Will not pick up sand with no nearby ore around, for some reason. Comes with an upgraded welding tool if redeemed via voucher. It cannot be repaired while it is fighting. It can be further upgraded with special modules bought from the vending machine to increase its effectiveness. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Voucher OR 500 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: Melee Upgrade&lt;br /&gt;
|Increases the Drone&#039;s melee damage&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: Health Upgrade&lt;br /&gt;
|Increases the Drone&#039;s health.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: Ranged Upgrade&lt;br /&gt;
|Decreases the Drone&#039;s ranged weapon&#039;s cooldown.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;600 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: AI Upgrade&lt;br /&gt;
|Installs a high tech AI into the Drone (grants a ghost control over the Drone).&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:MediPen.png|32px]]&amp;lt;br&amp;gt;Stimpack Medipen&lt;br /&gt;
|A cheap stimpack that stimulates your body&#039;s adrenaline but can be fatal if abused. Use three at a time at most. Addiction without anti tox will be lethal over time.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;50 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Box.png|32px]]&amp;lt;br&amp;gt;Medipen Bundle&lt;br /&gt;
|An addiction kit! Comes with five stimpacks and for some god awful reason, enough epi pens to to overdose someone and get them addicted.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;200 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bottle17.png|32px]]&amp;lt;br&amp;gt;Hivelord Stabilizer&lt;br /&gt;
|This is injected into a hivelord&#039;s remains to preserve its healing capabilities.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Points&lt;br /&gt;
|-&lt;br /&gt;
!Wormhole Jaunter&lt;br /&gt;
|A single use device that creates a wormhole set to a random teleport beacon, creates a quick way of getting out of a sticky situation. Just try not to lose your lunch.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;750 Points&lt;br /&gt;
|-&lt;br /&gt;
!Lazarus Injector&lt;br /&gt;
|A miracle injection capable of reviving simple living beings from death, making them friendly to you and the crew. useless on humans, monkeys, and other complex living beings. Resurrect Ian for all access from a thankful Head of Personnel! Or make yourself a pet Goliath. The lazarus injector can be EMP&#039;d to make revived mobs hostile to everyone but you. Practical uses are reviving a Goliath and killing it for additional plates, or reviving a basilisk for more diamonds. Alternatively useful for bartering with the HoP or any staff with a pet. Flood the AI core with goliaths! EMAG FOR INTENSE TRAITOR ACTIONS (Don&#039;t use goliaths for this purpose, you can&#039;t drag them.)&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|32px]]&amp;lt;br&amp;gt;Silver-plated Pickaxe&lt;br /&gt;
|Slightly better than the default pickaxe, but even a plain old drill from the scientists will do better.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|32px]]&amp;lt;br&amp;gt;Diamond Pickaxe&lt;br /&gt;
| For when you want something shinier and better than your default pickaxe and the scientists are either too lazy or too dead to make drills or jackhammers.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:JetPack.gif|32px]]&amp;lt;br&amp;gt;Miner Jetpack&lt;br /&gt;
|A jetpack that you can attach to your hardsuit for better mobility. Useless on planet but great for back on the ship.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mining_Hardsuit.png|32px]]&amp;lt;br&amp;gt;Mining Hardsuit&lt;br /&gt;
|A nostalgic suit piece from the older days of asteroid mining. Useless on lavaland but great for back on the ship.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:KineticAccelerator.png|32px]]&amp;lt;br&amp;gt;Super Proto-Kinetic Accelerator&lt;br /&gt;
|Like the regular KA, but does slightly more damage, has one better range, and has a faster cooldown. Science can make an even higher tier of KA.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;3000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resonator.png|32px]]&amp;lt;br&amp;gt;Super Resonator&lt;br /&gt;
|Like the regular resonator, but able to have 5 fields active at a time&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2500 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Misc/Joke Reward Equipment====&lt;br /&gt;
These items are either joke items or are highly situational items you can buy.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Price&lt;br /&gt;
|-&lt;br /&gt;
![[File:Whiskeyemoji.png|32px]]&amp;lt;br&amp;gt;Bottle of Whiskey&lt;br /&gt;
|Half the components for Beepsky Smash, and has various other uses.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;100 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cigar.png|32px]]&amp;lt;br&amp;gt;Premium Havanian Cigar&lt;br /&gt;
|Inject with drugs for a good time.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;150 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:soapnt.png|32px]]&amp;lt;br&amp;gt;Soap&lt;br /&gt;
|For cleaning up those blood trails made from assistants who the HoP let in dragging downed miners from asteroid beasts. A tile based stun that is amazingly robust for its cost. Also cleans up evidence. Can piss off gang members.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;200 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser_Pointer.png|32px]]&amp;lt;br&amp;gt;Laser Pointer&lt;br /&gt;
|Go for the eyes! Borg stunner. Amazing during malf, or when you need to stop a borg in its tracks and don&#039;t want to invest in EMP or trying to flash it.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Facehugger.png|32px]]&amp;lt;br&amp;gt;Alien Toy&lt;br /&gt;
|A toy facehugger with REAL face-clinging action! Scare your friends! Tear off your enemy&#039;s breath mask in a N2O flood. Laugh as the captain and head of personnel uselessly unload their energy guns on it!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Points&lt;br /&gt;
|-&lt;br /&gt;
!Point Card&lt;br /&gt;
|A card with 500 mining points stored, for trading amongst your coworkers. Simply use an id over it to claim the points stored on.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Points&lt;br /&gt;
|-&lt;br /&gt;
!GAR Mesons&lt;br /&gt;
|Stylish Mesons that are functionally the same as regular ones. Except the fact they are extremely pointy, can be used to stab people to death (10 brute) and have a tendency to get embedded into people like a throwing star.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Points&lt;br /&gt;
|-&lt;br /&gt;
!1000 Space Cash&lt;br /&gt;
|DOSH! Bribe the gods!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==RnD Gear==&lt;br /&gt;
The following is a list of advance items that can be acquired only from RnD, using a combination of minerals and high tech research.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:miningdrill.png|32px]]&amp;lt;br&amp;gt;Mining Drill&lt;br /&gt;
|Can be acquired early on from RnD. It&#039;s twice as fast as the standard Pickaxe but is quickly superseded by better variants and is expensive for what it gives.&lt;br /&gt;
|-&lt;br /&gt;
![[File:diamonddrill.png|32px]]&amp;lt;br&amp;gt;Diamond Tipped Mining Drill&lt;br /&gt;
|Very powerful drill, able to almost instantly mine mineral walls. Very expensive in terms of Diamonds needed to produce however.&lt;br /&gt;
|-&lt;br /&gt;
![[File:sonicjack.png|32px]]&amp;lt;br&amp;gt;Sonic Jackhammer&lt;br /&gt;
|The epitome of mining. Can practically instantly mine through rock and walls. But it requires three times the Diamonds of a Diamond Tipped Drill.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hyperproto.png|32px]]&amp;lt;br&amp;gt;Hyper-Kinetic Accelerator&lt;br /&gt;
|The most advance form of accelerator available, deals more damage, has a slightly longer range but also deals damage and mines in a 3x3 radius.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluespacemining.png|32px]]&amp;lt;br&amp;gt;Mining Satchel of Holding&lt;br /&gt;
|Very cheap mining satchel that can hold a unlimited amount of minerals and ore.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Wildlife==&lt;br /&gt;
Lavaland is filled with a variety of bloodthirsty alien lifeforms populating the caverns, walking just fine over the ponds and puddles of lava. Fortunately, you can fight them whilst taking minimal damage, if you have the know-how&lt;br /&gt;
&lt;br /&gt;
Useful items can be harvested from these creatures&#039; corpses should you triumph; butcher them with a knife and the goods will spill out! &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Creature&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Threat&lt;br /&gt;
|-&lt;br /&gt;
![[File:legion.png|64px]]&amp;lt;br&amp;gt;Legions&lt;br /&gt;
|Considered annoying at worst, and a free medkit at best. These creatures unleash legion skulls, one after another at you whilst trying to keep a distance. Fortunately, each of its spawn dies in a single hit (even a single punch), and deal tickle damage to you; the legion itself can&#039;t directly hit you. It&#039;s best to go on the aggressive against these with pickaxe in hand, advancing constantly whilst picking away each of its brood. Once you&#039;ve closed the gap or have it stuck in a corner, it&#039;s toast.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It drops a soul when killed. Hit yourself with the soul and it will instantly restore your health to its maximum, and even cure diseases or any other ailment on your body. It also has the side effect of purging any beneficial chemicals from your system, so don&#039;t munch one just after injecting a stimulant. Don&#039;t think you can store these for later, though -- they will spoil after a few minutes unless you use a stabilizer from the vending machine. However, legion souls, spoilt or not, can be inserted in one&#039;s chest through [[surgery]] to provide a constant regenerating effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
tl;dr strategy: &#039;&#039;&#039;Attack with your pickaxe. Hack your way through the legion and its heads until the host is mush.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:watcher.png|64px]]&amp;lt;br&amp;gt;Watchers&lt;br /&gt;
|Fierce, territorial beasts capable of firing freezing beams, cold enough to inflict serious freeze burns while the watcher closes in and attacks its immobilized target. Fortunately, they don&#039;t attack unless someone comes very close to them, so if you don&#039;t feel confident, you can just wait until you have a few more goliath plates, or maybe some gibonite.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Despite the slowdown, watchers can be kited. However, it is often a better idea to &#039;&#039;&#039;just melee them&#039;&#039;&#039; with your pickaxe in the event that you have several goliath plates. Have a brute patch handy if you choose to fight a watcher, as it will injure you in a melee.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Butcher a watcher for 2 pieces of diamond ore.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tip: Watchers are notably weak to explosions due to the nature of their bodies, taking over half their health in damage from even the weakest of explosions.&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:EdgyGoliath.png|64px]]&amp;lt;br&amp;gt;Goliaths&lt;br /&gt;
|The bane of many careless miners. These monsters carry a hefty health pool, a mean wallop, and a deceptively dangerous ranged tentacle attack. They are inherently resistant to lasers, so using a KA is the best option regarding dealing with these. They move at a slow pace, stopping every couple seconds to burrow tentacles under you. These will trap you for a long duration if you stand on top of them for too long. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fighting them is simple: &#039;&#039;&#039;Shoot, step back, shoot, avoid tentacles.&#039;&#039;&#039; Repeat this process until it stops moving. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Butcher a goliath for its hide and its meat. Goliath plates can be used to reinforce your hardsuit and helmet a maximum of three times, allowing you to turn your suit into something closer to a spaceworthy piece of riot gear if you hunt some Goliaths. The meat can be cooked in lava.&lt;br /&gt;
|&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Goldgrub.png|64px]]&amp;lt;br&amp;gt;Goldgrubs&lt;br /&gt;
|Mostly harmless and quite rare. These creatures swallow up any loose, valuable ore they can find and flee when approached by a human, smashing through even solid rock on their path of escape before burrowing into the ground. A tactic toward killing one is to throw an ore towards it, and quickly charging in to kill it while it&#039;s busy eating, but note that kinetic accelerator shots do nothing against these. Their skin is reflective, requiring a pickaxe melee smackdown to ensure a kill.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When killed, they spit up multiple pieces of ore, based on what they ate. Feed them many different types of ore before killing them, and they&#039;ll spit out more of each type than you gave it! Just don&#039;t let it get away after spooking it.&lt;br /&gt;
|&#039;&#039;&#039;None&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!FILE&amp;lt;br&amp;gt;MISSING&amp;lt;br&amp;gt;Unidentified Lifeforms&lt;br /&gt;
|Long range recon missions have identified at least two additional lifeforms living deep within the planets mining network. Little is known of these creatures except they are very hostile towards intruders, the biggest lifeform signature was detected near a unknown structure. all recon elements were killed in action.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Extreme caution is advised when mounting expeditions deeper into &#039;lavaland&#039;. Central Command recommends teams equip themselves with the best weapons and gear the ship can provide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Miners should use their GPS devices to scan for these larger unidentified lifeforms, with this information a miner can tactically avoid a encounter with one of these unidentified lifeforms, at least until they are ready...&lt;br /&gt;
|&#039;&#039;&#039;EXTREME&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Xenoforms==&lt;br /&gt;
Your not always the only sentient being on the planet. Aside from the lovecraftian horrors living down there you may also content with several groups or factions of beings on the planet. Some hostile, some friendly.&lt;br /&gt;
&lt;br /&gt;
The follow is a list of all known sentient groups found on the planet based on information sent from recon squads.&lt;br /&gt;
&lt;br /&gt;
=====Podmen=====&lt;br /&gt;
Recon Expedition #4 &amp;lt;br&amp;gt;&lt;br /&gt;
Threat Level: Minimal, Non Hostile &amp;lt;br&amp;gt;&lt;br /&gt;
Note: A small group of podmen were observed living inside a crashed ship. They appear minimally armed and seem to avoid leaving their home.&lt;br /&gt;
&lt;br /&gt;
=====Golems=====&lt;br /&gt;
Recon Expedition #9&amp;lt;br&amp;gt;&lt;br /&gt;
Threat Level: Minimal, Non Hostile&amp;lt;br&amp;gt;&lt;br /&gt;
Note: A unidentified flying object was seen crashing by Recon Team Charlie during expedition #8. Alpha team on expedition #9 located a group of golems, the golems appeared utterly uninterested in their surroundings all things considered.&lt;br /&gt;
&lt;br /&gt;
=====[[Ashwalkers]]=====&lt;br /&gt;
Recon Expedition #13&amp;lt;br&amp;gt;&lt;br /&gt;
Threat Level: Medium, Hostile&amp;lt;br&amp;gt;&lt;br /&gt;
Note: It appears a group of Basiliscus Lizretus, also known as Lizardmen, live on the planet, they are hostile to all intruders. These &#039;ashwalkers&#039; only started to appear when mining operations started, they are agile but lightly armed, wielding primitively forged armor and spears. They appear to also have a hostile relationship with the wildlife, having been observed killing and dragging wildlife corpses away, as to why they need these corpses the recon team is unable to ascertain.&lt;br /&gt;
&lt;br /&gt;
=====Prisioners=====&lt;br /&gt;
PMC Expedition #1&amp;lt;br&amp;gt;&lt;br /&gt;
Threat Level: High, Hostile&amp;lt;br&amp;gt;&lt;br /&gt;
Note: A prison transport carrying high tier prisioners crashed on the planet, a PMC expedition was mounted to track them down but the team was unable to locate the crash site and was forced to abandon when the ash storms took a turn for the worse. Any prisoners found should be considered armed and extremely dangerous, and should only be approached by a fully equipped security team.&lt;br /&gt;
&lt;br /&gt;
==The Ores==&lt;br /&gt;
These are what you should be looking out for, generally try and get a good mix of the more exotic ore types. Iron ore is ok but it sells for little and is highly abundant on the ship already.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Wall&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;100px&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Raw Ore&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Point Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Processed Ore&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Frequency&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Uses&lt;br /&gt;
|-&lt;br /&gt;
!Iron&lt;br /&gt;
![[File:Ironwall.png|64px]]&lt;br /&gt;
![[File:Ironore.png|64px]]&lt;br /&gt;
!1&lt;br /&gt;
![[File:Metal.png|64px]]&lt;br /&gt;
!Very Common&lt;br /&gt;
|For just about everything.&lt;br /&gt;
|-&lt;br /&gt;
!Plasteel&lt;br /&gt;
!&lt;br /&gt;
![[File:Ironore.png|64px]][[File:Plasmaore.png|64px]]&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!N/A&lt;br /&gt;
|An alloy of iron and plasma, for AI cores and reinforced walls. Can now be produced via the ore redemption machine.&lt;br /&gt;
|-&lt;br /&gt;
!Sand&lt;br /&gt;
![[File:minefloor.png|64px]]&lt;br /&gt;
![[File:Sandore.png|64px]]&lt;br /&gt;
!1&lt;br /&gt;
![[File:Glass.png|center|64px]]&lt;br /&gt;
!Very Common&lt;br /&gt;
|For making glass, which has a plethora of ship applications. Activate sand in your hand to make sandstone bricks. These can be used to make dirt which can be used to grow plants.&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Glass&lt;br /&gt;
!&lt;br /&gt;
![[File:Sandore.png|64px]][[File:Ironore.png|64px]]&lt;br /&gt;
!N/A&lt;br /&gt;
![[File:Glass_r.png|center|64px]]&lt;br /&gt;
!N/A&lt;br /&gt;
|For reinforced glass, which is tougher than normal glass.&lt;br /&gt;
|-&lt;br /&gt;
![[Plasma]]&lt;br /&gt;
![[File:Plasmawall.png|64px]]&lt;br /&gt;
![[File:Plasmaore.png|64px]]&lt;br /&gt;
!15&lt;br /&gt;
![[File:Plasmadone.png|64px]]&lt;br /&gt;
!Common&lt;br /&gt;
|Ship sheets back to Centcom for bonus supply points.&lt;br /&gt;
|-&lt;br /&gt;
!Silver&lt;br /&gt;
![[File:Silverwall.png|64px]]&lt;br /&gt;
![[File:Silverore.png|64px]]&lt;br /&gt;
!16&lt;br /&gt;
![[File:Silverdone.png|64px]]&lt;br /&gt;
!Semi-Common&lt;br /&gt;
|Making dosh, mechs, and researching Bluespace.&lt;br /&gt;
|-&lt;br /&gt;
!Gold&lt;br /&gt;
![[File:Goldwall.png|64px]]&lt;br /&gt;
![[File:Goldore.png|64px]]&lt;br /&gt;
!18&lt;br /&gt;
![[File:Golddone.png|64px]]&lt;br /&gt;
!Semi-Common&lt;br /&gt;
|For making various electronics or pimping out Beepsky.&lt;br /&gt;
|-&lt;br /&gt;
!Uranium&lt;br /&gt;
![[File:Uraniumwall.png|64px]]&lt;br /&gt;
![[File:Uraniumore.png|64px]]&lt;br /&gt;
!30&lt;br /&gt;
![[File:Uraniumdone.png|64px]]&lt;br /&gt;
!Uncommon&lt;br /&gt;
|For making you radioactive (notice: no joke, this shit is deadly as a wall or a door). Delicious cocktails.&lt;br /&gt;
|-&lt;br /&gt;
!Diamond&lt;br /&gt;
![[File:Diamondwall.png|64px]]&lt;br /&gt;
![[File:Diamondore.png|64px]]&lt;br /&gt;
!50&lt;br /&gt;
![[File:Diamonddone.png|64px]]&lt;br /&gt;
!Rare&lt;br /&gt;
|For making mech parts, among other industrial uses.&lt;br /&gt;
|-&lt;br /&gt;
!Gibtonite&lt;br /&gt;
![[File:Gibtonitewall.gif|64px]]&lt;br /&gt;
![[File:Gibtoniteore.png]]&lt;br /&gt;
!N/A&lt;br /&gt;
!&lt;br /&gt;
!Uncommon&lt;br /&gt;
|For &amp;lt;s&amp;gt;trolling miners&amp;lt;/s&amp;gt; blowing shit up, whether they be solid asteroid or [[Traitor|other things]]. Hitting it with your mining tools will start a chain reaction. If you don&#039;t stop the reaction with your mining scanner in time, the gibtonite will explode. If you do, you can mine the ore, pick it up (you need both hands free) and use it as an explosive. The closer the gibtonite was to exploding before defused, the more potent its power. Cannot be forged or turned in to the ore redemption machine, so don&#039;t bring any of this to the ship or else you&#039;ll be &amp;lt;s&amp;gt;arrested&amp;lt;/s&amp;gt; ignored by security because they don&#039;t know what the hell it is.&lt;br /&gt;
&lt;br /&gt;
How to obtain Gibtonite: Hit ore, count to 8 flashes of the ore then hit it with your scanner. Gibtonite varies in the number of reactions it has, so you may get lower quality ore. Use 2 of the 0 reaction ores (the most potent) to blow open the AI core and make it cry at it&#039;s malf failure!&lt;br /&gt;
|-&lt;br /&gt;
!Bananium&lt;br /&gt;
![[File:Bananimumwall.png|64px]]&lt;br /&gt;
![[File:Bananimumore.png|64px]]&lt;br /&gt;
!60&lt;br /&gt;
!&lt;br /&gt;
!HONK!&lt;br /&gt;
|A rare and unusual mineral found exclusively in clown-controlled space. Used only for the [[Guide_to_robotics#H.O.N.K.|H.O.N.K. mech]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, bluespace crystals sometimes spawn on mining. These crystals can be used in various ways. Give them to science to increase bluespace science, hold onto them to use as a risk free jaunter, or throw them at people to make them teleport randomly (often into space.)&lt;br /&gt;
&lt;br /&gt;
===Who Needs What===&lt;br /&gt;
Miners don&#039;t have to deliver ores directly to departments -- they can if they want, or if those bastards are too lazy to leave their fortress of &amp;lt;s&amp;gt;autism&amp;lt;/s&amp;gt; science -- but it never hurts to know what to aim fir.&lt;br /&gt;
&lt;br /&gt;
* [[Scientist]]s just want a little (10-15 of each is enough to last them the entire round) uranium, [[plasma]], diamond and gold. In exchange, they may give you a bomb or more advanced mining tools like a Sonic Jackhammer or a Diamond Drill, both for even faster digging!&lt;br /&gt;
* [[Roboticist]]s need diamond, uranium, silver and gold for building mech parts. Give them enough and you&#039;ve indirectly helped out most of the departments on the ship if the Roboticists are competent enough to build helpful stompy mechs for everybody! Too bad the Ripley is the only &amp;lt;s&amp;gt;good&amp;lt;/s&amp;gt; mech for mining.&lt;br /&gt;
* The [[Quartermaster]] may want mineral sheets to trade them in for bonus supply credits.&lt;br /&gt;
* Everybody could always use more iron, glass and plasteel, but especially Roboticists and [[Station Engineer]]s.&lt;br /&gt;
* The [[Virologist]], [[Chemist]] and [[Guide to xenobiology|Xenobiologist]] will all appreciate having extra plasma.&lt;br /&gt;
* A [[Clown]] with Bananium is a grateful and dangerous ally.&lt;br /&gt;
* The [[Bartender]] can use a few sheets of uranium or iron to craft some of his rarest cocktails.&lt;br /&gt;
&lt;br /&gt;
==Secrets of the Asteroid==&lt;br /&gt;
While on the asteroid, you may come upon small boxed structures, usually made of plasma or reinforced walls. Dig in through openings, or use the blue toolbox in the hardsuit room to break down that wall and discover your prize! They could have items ranging from magical artifacts to [[Aliens|alien facehugger]]s. A plasma wall doesn&#039;t necessarily mean an alien, always check. If you are at all unsure, always let your mining buddies know using :u before you tear down that wall.&lt;br /&gt;
&lt;br /&gt;
You may randomly find a facehugger in one of the treasure rooms. Do not infect yourself with the facehugger. This makes the admins very cross. If you are an antagonist, or a responsible parent with a xeno baby den set up somewhere full of monkeys, you should consider yourself as having more leeway. Do not try to pick the Facehugger up. Construct a locker, put the hugger in the locker, weld it and drag it back to the ship. It&#039;ll leap at the vulnerable targets it sees once it&#039;s re-opened. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some super useful Treasures you might find while mining include:&lt;br /&gt;
&lt;br /&gt;
*A mysterious medibot. It is black and heals significantly better than other types.&lt;br /&gt;
*A Grinder. The limits depend on your ability to use it yourself.&lt;br /&gt;
*Cultist Armor. Faster than the mining one but can&#039;t be upgraded. Also can get you arrested.&lt;br /&gt;
*Various spellbooks. Ranging smoke, knock and blind. In the hands of a good miner, can make a huge difference.&lt;br /&gt;
*An E-cutlass. Considered one of the rarest and most desired items from mining, An e-sword in all regards. &lt;br /&gt;
*Creature : The creature comes from the Cultist room. If you are a traitor, emagging the laz injector gives you a potent ally that&#039;s fast and lethal.&lt;br /&gt;
*Soul Stone : Useful for slaving people as a traitor, less useful to non antags.&lt;br /&gt;
*Sonic Jackhammer : Breaks walls. ALL OF THEM.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Always go with at least two other people when mining. Not only can you mine faster together, the chance that they could both be &#039;lings/traitors is rather low. Pickaxe to the skull tends to put down most people.&lt;br /&gt;
* You can view the contents of a mining satchel as if it were a backpack.&lt;br /&gt;
* Durands only require uranium and silver, which are abundant. So if you find just 5 diamond, to get yourself a diamond drill, and mine out shit tons of metal, uranium and silver, you can make it Durand ship 13!&lt;br /&gt;
* Wish soup is made of 20 units of water and nothing else, but sometimes (~25% of the time) will actually be generated with nutriment you can actually get full on. Meaning it&#039;s one of the only things you can make once the donk pockets run out. It&#039;s also the only thing you can make on the DJ station at all without importing ingredients (provided you bring something to hold the water in).&lt;br /&gt;
* Ctrl-Z (with no hotkey-mode) or just Z (with hotkey-mode on) cocks the combat/mining shotgun. No more clicking in between shots!&lt;br /&gt;
* Minebots are great at distracting monsters. Just walk near and bash the distracted target with your drill. They can take quite a beating, though goliaths can take them down pretty quickly if you&#039;re not quick enough. Plus they collect all the crap gibtonite left.&lt;br /&gt;
* The Proto-kinetic Accelerator can destroy electrified grilles without needing a pair of insulated gloves.&lt;br /&gt;
* The Proto-kinetic Accelerator will obliterate a space carp in one hit while in space.&lt;br /&gt;
* The Head of Personnel may reward you with all access if you resurrect Ian. Also, sometimes the Research Director will reward you for a pet gold grub.&lt;br /&gt;
* If you&#039;re expecting trouble on the ship, consider taking out a window on the mining shuttle before you return to make a quick getaway so you&#039;re not trapped like a rat in a cage.&lt;br /&gt;
* Taking stimulants before delivering materials to science will help keep you alive.&lt;br /&gt;
* The mining drone can be repaired with a welding tool, but not in the middle of a fight. A goliath will always win in a one on one fight with a mining drone.&lt;br /&gt;
* Life improving things:&lt;br /&gt;
** Mining rig upgrade : Goliath plates add +10% melee resist each time when applied to a rig, ideally if you&#039;re just mining you&#039;d want to solely apply that to your chest piece. When maxed out you&#039;ll be able to fight a goliath without kiting and take minor damage. It is recommended to apply plates to the head instead if you plan to antag as players more often target your head. The plates will stack until they reach 80%. That makes your suit a space worthy riot suit.&lt;br /&gt;
** Security Jumpsuit : This gives a +10% melee resist to everywhere but your head. Nag the QM or HoP to give you one.&lt;br /&gt;
** Augmentations : Augs are VERY useful for miners, as healing with a welder is ultimately easier. Plus they work differently than armor when it comes to protection, instead reducing all brute damage taken by an augmented body part by 5 (4 for burn). Downside : EMP vulnerability.&lt;br /&gt;
** If these three are combined you become close to immune to melee, only a ninja&#039;s energy blade is robust enough to even so much as scratch you, and blobs are utterly hopeless. However, guns are still a threat, and anybody can still surprise you with a stunprod and strip away your precious +4 rig. And be wary, the [[Admin | gods]] may not take kindly to your hubris.&lt;br /&gt;
* Kinetic accelerators can be used as infinite tools to navigate space, since every time you fire, it&#039;ll throw you in the opposite direction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dead Space==&lt;br /&gt;
A traitorous miner has a lot of advantages. You have a space suit for free right away and a robust pickaxe. Certain minerals you&#039;ll find have more &amp;quot;specialized&amp;quot; uses -- uranium structures will irradiate people, plasma can start fires, gibtonite goes boom. You can also buy dangerous &amp;quot;mining&amp;quot; tools and possibly even revive those monsters you&#039;ve been fighting. As long as you have some mineral wealth or an ore box with you, no one will suspect your presence around the ship, even in highly restricted areas like robotics or toxins, and if you are smart enough, you could get a big stompy mech to drill people to death! In addition, the asteroid is isolated, hard to get to, dangerous, and as expansive as you&#039;re willing to dig out. Plenty of room for somebody to get lost in... &#039;&#039;Forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* If you&#039;re a miner and you have to kill another miner; there&#039;s a really easy way to block communications one way so he can&#039;t call for help.&lt;br /&gt;
** Grab a multitool, go to the mining communications room.&lt;br /&gt;
** Use the multi tool on the relay and make sure the relay isn&#039;t sending, meaning your headset won&#039;t go to people on the ship.&lt;br /&gt;
** Kill your target with their shouts for help unheard.&lt;br /&gt;
* You can get plasma at exactly the heat you need for canister bombs by welding a plasma door in vacuum. Use an air pump to take it, then put [REDACTED] KPa into an empty large tank (the size of plasma, emergency O2, etc). You can then ignite it with a can of pure O2 set to release at 1013.25 KPa. This is the Shaft Miner&#039;s canister bomb. It&#039;s easy to set up on the asteroid.&lt;br /&gt;
* More than one uranium wall is hilariously deadly, as they give off a pulse of radiation every couple of seconds. This pulse makes other uranium walls in range pulse as well, and they all run on their own timer.&lt;br /&gt;
* Tiers 0-1-2-3 can gib bodies, remember mining suits take 50% of damage away from bombs, so strip miners you want to make disappear forever first.&lt;br /&gt;
*Ripley is a fairly robust murdering tool, if you can, convince robotics to put a gravity catapult on it. &#039;&#039;&#039;SLAM PEOPLE INTO WALLS. THE SUFFERING NEVER ENDS.&#039;&#039;&#039;&lt;br /&gt;
*Space is your best ally. Your weapons are more lethal in space, and anyone who wants to chase you will need access to a jetpack and EVA gear. Make people fight on your terms by blowing up the ship with various Gibtonite charges, or bust in, stun and drag targets into space. &lt;br /&gt;
*Stim packs don&#039;t just increase your movement speed, they lower the duration of stuns. Always have this running in your system to remain speedy and more difficult to keep down.&lt;br /&gt;
====Tips for Culting====&lt;br /&gt;
If you&#039;re a miner, [[Mining Station]] is the perfect hive for a cult. The back room can easily be broken down by Constructs, runes can be placed, and a single artificer can make it very difficult for Security to try and raid. Remember to cut cameras, so a Non-Asimov AI doesn&#039;t bolt and electrocute every door. Remember to use Teleport other to get Cultists off ship and into safe custody. All the station needs is a Medibot and you are golden.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7557</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7557"/>
		<updated>2017-08-18T17:20:26Z</updated>

		<summary type="html">&lt;p&gt;Altangy: Another minor thing I forgot to strike out in the /TG/ setup. We don&amp;#039;t use Rad collectors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Supermatter Theory has been updated. We just need an actual guide!&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Engine bay annotated.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
The Supermatter Crystal is the primary power source in most stations. A Supermatter Shard can be ordered from [[Cargo]], which works the same way, but can be moved around. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and exploding or creating singularity/tesla if you screw up. It begins inert but being hit by an object or projectile will activate it and it&#039;ll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is VERY DANGEROUS. Activating the Supermatter should be the last step in setting up any form of Supermatter based power! If you ordered it from cargo the crate should stay LOCKED AND SECURED until everything is ready.&lt;br /&gt;
# You require safety gear. A full radiation suit or radiation-proof hardsuit AND meson scanners.&lt;br /&gt;
# Most of &amp;quot;setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.&lt;br /&gt;
# Anything that bumps into the Supermatter is fundamentally annihilated. Don&#039;t touch it. This means weld, and ask the AI to bolt the door to the Supermatter .&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The supermatter is an extremely unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on lag)&lt;br /&gt;
&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.&lt;br /&gt;
&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a very dangerous gas. In low concentrations, it doesn&#039;t do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas is determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
If the crystal reaches 100% instability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;strike&amp;gt;The safe beginner setup&amp;lt;/strike&amp;gt; The outdated /TG/ Setup ===&lt;br /&gt;
This is an inefficient but very safe and simple setup for the engine. Stick to this until you feel that you understand the basics of this engine.&lt;br /&gt;
&lt;br /&gt;
==== Step one: Safety ====&lt;br /&gt;
# Put on an optical meson scanner [[File:MGlasses.png]] and a radiation suit [[File:RadiationSuit.png]][[File:RadiationSuitHood.png]] in case someone prematurely activates the supermatter crystal.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; Meson Scanners protect from hallucinations, while the suit protect from radiation. Once the engine starts, it will start emitting both.&lt;br /&gt;
[[File:Supermatterbox.png|right]]&lt;br /&gt;
&lt;br /&gt;
==== Step two: Prepare the gas loop ====&lt;br /&gt;
# Your first step should be wrenching the N2 canisters in place. Then start turning pipes on or off according to the picture on the right. Red circled pumps should be set on and to max pressure. Turn the ones without a circle in the image off.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; When the crystal is generating power it also makes toxic gases and heats up the air surrounding it immensely, thus it needs to be properly ventilated. We start by making the gas loop push N2 counter-clockwise around the loop, cooling it on the left side with the coldness of space before re-entering the engine room again from the right side.&lt;br /&gt;
# Make sure that the top filter (green circle) is set on, filtering &amp;quot;None&amp;quot; with max pressure. Set the bottom filters to filter (from left to right) &amp;quot;N2&amp;quot;, &amp;quot;None&amp;quot;, &amp;quot;None&amp;quot; and &amp;quot;Freon&amp;quot;. Turn them all on and set them to max pressure as well.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039;  The bottom filters separate the gases produced by the supermatter crystal (N2, and Freon from burning plasma) to keep the gasmix constant. There is a loss of oxygen this way, but it is safer. (The first filter could also be used to collect plasma from the output mix into the canisters.)&lt;br /&gt;
# Swipe your ID at the air alarm [[File:AirAlarm.png]] next to the crystal room and take a look inside the chamber. Open the air alarm menu and set the vents to 5000 kPa pressure and the scrubbers to &#039;&#039;&#039;siphon&#039;&#039;&#039; and expanded range. The scrubbers will show an animation if they are set up to siphon correctly.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; The air alarm controls the chamber&#039;s vents (which puts gas in on the right) and scrubbers (which take gas away on the left). This step makes sure they&#039;re active and gases are moving in the chamber as fast as possible.&lt;br /&gt;
&lt;br /&gt;
With these all done, the nitrogen should be cycling through the system and getting nice and cool.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;strike&amp;gt;Step three: Starting the radiation collectors ====&lt;br /&gt;
# Open the secure storage. You will need someone with access (CE, Captain, or ask the AI) to press the button in the CE office. This gives you access to the plasma canister. [[File:Plasma Canister.png]]&lt;br /&gt;
#:&#039;&#039;&#039;Alternative&#039;&#039;&#039;: Swipe an engineering ID on the APC to unlock it. Turn the APC off. Use a crowbar on the blast door to force it open. Return to the APC and turn turn it back on, then swipe your ID to lock it again.&lt;br /&gt;
# Obtain six plasma tanks.[[File:Plasma tank.png]] One can be found by the radiation collectors, and up to ten more can be taken from the tank dispenser. [[File:Tank Dispenser.png]]&lt;br /&gt;
# Fill each plasma tank with the plasma canister. First, click the canister with a plasma tank in your active hand. Then open the canister menu and set the pressure to max. Double check to see if the tank was inserted correctly, then open the valve and close it after the tank has been filled. Eject the tank.&lt;br /&gt;
#:&#039;&#039;&#039;It&#039;s very important to only open the valve if a tank is inserted, or you&#039;ll be releasing a huge cloud of flammable, poisonous plasma in the air.&#039;&#039;&#039;&lt;br /&gt;
# Insert each plasma tank into a radiation collector [[File:Radiation Collector.gif]], then turn each on by clicking it with an empty hand. Lock them with your ID card when you are done.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; Radiation collectors produce the power from the crystal&#039;s radiation. They become much more efficient if the plasma tanks are packed to the brim. &amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The engine is now ready to produce power.&lt;br /&gt;
&lt;br /&gt;
==== Final step: Start the engine! ====&lt;br /&gt;
# &#039;&#039;&#039;Double-check to ensure the cooling loop is active, you don&#039;t want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!&#039;&#039;&#039;&lt;br /&gt;
# Head into the emitter chamber. It is on the right side of the picture above. Just click each emitter [[File:Emitter On.gif]] with an empty hand to turn them on. &#039;&#039;&#039;Don&#039;t stand in front of them unless you want some serious laser burns!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Congratulations! The supermatter engine is set! You can now continue to set up the SMES so the power is provided to the rest of the station.&lt;br /&gt;
&lt;br /&gt;
==== Beyond the safety ====&lt;br /&gt;
Here are some pointers and hints on how to get more power out of this engine:&lt;br /&gt;
* Coordinate with other engineers. Don&#039;t just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.&lt;br /&gt;
* Higher temperatures generate more energy.&lt;br /&gt;
* Higher amounts of oxygen moles result in more power.&lt;br /&gt;
* There is a can of freon for emergency cooling in secure storage. Consider opening it in the engine airlock if the engine is about to go critical. You can always scrub out the freon with a gas filter.&lt;br /&gt;
* You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.&lt;br /&gt;
* The supermatter crystal will glow in a distinct orange color if the gas composition and pressure levels in the chamber are ideal. This will reduce the impact of heat on the generation of power.&lt;br /&gt;
* Consider setting the first filter of the loop to plasma. The supermatter produces plasma, which can be collected and used to refill the radiation collectors if the round goes on for too long.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]]]&lt;br /&gt;
===First and foremost===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps offline.&lt;br /&gt;
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)&lt;br /&gt;
* Gas filters offline. &#039;&#039;&#039;Remember! Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing&#039;&#039;&#039;&lt;br /&gt;
* Gas filters left on default pressure.&lt;br /&gt;
* Supermatter chamber vents improperly configured.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning.&lt;br /&gt;
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.&lt;br /&gt;
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!&lt;br /&gt;
&lt;br /&gt;
===Second===&lt;br /&gt;
If the gas temperature is too high to stabilize with the cooling loop alone. &#039;&#039;&#039;Unleash the freon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third===&lt;br /&gt;
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they&#039;re getting rid of unwanted gases.&lt;br /&gt;
&lt;br /&gt;
===And lastly===&lt;br /&gt;
If all else failed, pray that an Atmosian elder investigates and finds the problem before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Sabotaging the supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*&#039;&#039;&#039;You can break the APC of the room to stop all pipes and scrubbers from working.&#039;&#039;&#039;&lt;br /&gt;
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people. &lt;br /&gt;
&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You&#039;ll want to keep the supermatter chamber very hot and full of plasma or CO2.&lt;br /&gt;
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.&lt;br /&gt;
*Pump in pure plasma or burn mix from atmos.&lt;br /&gt;
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.&lt;br /&gt;
*Get rid of engineering&#039;s freon supply.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disable the scrubbers once the chamber is hot enough. &lt;br /&gt;
&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irridiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.&lt;br /&gt;
*Keep the emitters online and firing if you can.&lt;br /&gt;
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.&lt;br /&gt;
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.&lt;br /&gt;
*Try to keep radiation suits away from engineers, they won&#039;t be able to get near the overcharged engine without one.&lt;br /&gt;
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.&lt;br /&gt;
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.&lt;br /&gt;
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
This is by far the most difficult but also the simplest one.&lt;br /&gt;
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.&lt;br /&gt;
*Reverse the scrubber pump. It&#039;s a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.&lt;br /&gt;
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7556</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7556"/>
		<updated>2017-08-18T17:17:33Z</updated>

		<summary type="html">&lt;p&gt;Altangy: Adds an edit to the &amp;quot;Safe Beginner Setup&amp;quot; to reflect the fact it won&amp;#039;t work on FTL13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Supermatter Theory has been updated. We just need an actual guide!&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Engine bay annotated.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
The Supermatter Crystal is the primary power source in most stations. A Supermatter Shard can be ordered from [[Cargo]], which works the same way, but can be moved around. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and exploding or creating singularity/tesla if you screw up. It begins inert but being hit by an object or projectile will activate it and it&#039;ll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is VERY DANGEROUS. Activating the Supermatter should be the last step in setting up any form of Supermatter based power! If you ordered it from cargo the crate should stay LOCKED AND SECURED until everything is ready.&lt;br /&gt;
# You require safety gear. A full radiation suit or radiation-proof hardsuit AND meson scanners.&lt;br /&gt;
# Most of &amp;quot;setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.&lt;br /&gt;
# Anything that bumps into the Supermatter is fundamentally annihilated. Don&#039;t touch it. This means weld, and ask the AI to bolt the door to the Supermatter .&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The supermatter is an extremely unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on lag)&lt;br /&gt;
&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.&lt;br /&gt;
&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a very dangerous gas. In low concentrations, it doesn&#039;t do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas is determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
If the crystal reaches 100% instability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;strike&amp;gt;The safe beginner setup&amp;lt;/strike&amp;gt; The outdated /TG/ Setup ===&lt;br /&gt;
This is an inefficient but very safe and simple setup for the engine. Stick to this until you feel that you understand the basics of this engine.&lt;br /&gt;
&lt;br /&gt;
==== Step one: Safety ====&lt;br /&gt;
# Put on an optical meson scanner [[File:MGlasses.png]] and a radiation suit [[File:RadiationSuit.png]][[File:RadiationSuitHood.png]] in case someone prematurely activates the supermatter crystal.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; Meson Scanners protect from hallucinations, while the suit protect from radiation. Once the engine starts, it will start emitting both.&lt;br /&gt;
[[File:Supermatterbox.png|right]]&lt;br /&gt;
&lt;br /&gt;
==== Step two: Prepare the gas loop ====&lt;br /&gt;
# Your first step should be wrenching the N2 canisters in place. Then start turning pipes on or off according to the picture on the right. Red circled pumps should be set on and to max pressure. Turn the ones without a circle in the image off.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; When the crystal is generating power it also makes toxic gases and heats up the air surrounding it immensely, thus it needs to be properly ventilated. We start by making the gas loop push N2 counter-clockwise around the loop, cooling it on the left side with the coldness of space before re-entering the engine room again from the right side.&lt;br /&gt;
# Make sure that the top filter (green circle) is set on, filtering &amp;quot;None&amp;quot; with max pressure. Set the bottom filters to filter (from left to right) &amp;quot;N2&amp;quot;, &amp;quot;None&amp;quot;, &amp;quot;None&amp;quot; and &amp;quot;Freon&amp;quot;. Turn them all on and set them to max pressure as well.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039;  The bottom filters separate the gases produced by the supermatter crystal (N2, and Freon from burning plasma) to keep the gasmix constant. There is a loss of oxygen this way, but it is safer. (The first filter could also be used to collect plasma from the output mix into the canisters.)&lt;br /&gt;
# Swipe your ID at the air alarm [[File:AirAlarm.png]] next to the crystal room and take a look inside the chamber. Open the air alarm menu and set the vents to 5000 kPa pressure and the scrubbers to &#039;&#039;&#039;siphon&#039;&#039;&#039; and expanded range. The scrubbers will show an animation if they are set up to siphon correctly.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; The air alarm controls the chamber&#039;s vents (which puts gas in on the right) and scrubbers (which take gas away on the left). This step makes sure they&#039;re active and gases are moving in the chamber as fast as possible.&lt;br /&gt;
&lt;br /&gt;
With these all done, the nitrogen should be cycling through the system and getting nice and cool.&lt;br /&gt;
&lt;br /&gt;
==== Step three: Starting the radiation collectors ====&lt;br /&gt;
# Open the secure storage. You will need someone with access (CE, Captain, or ask the AI) to press the button in the CE office. This gives you access to the plasma canister. [[File:Plasma Canister.png]]&lt;br /&gt;
#:&#039;&#039;&#039;Alternative&#039;&#039;&#039;: Swipe an engineering ID on the APC to unlock it. Turn the APC off. Use a crowbar on the blast door to force it open. Return to the APC and turn turn it back on, then swipe your ID to lock it again.&lt;br /&gt;
# Obtain six plasma tanks.[[File:Plasma tank.png]] One can be found by the radiation collectors, and up to ten more can be taken from the tank dispenser. [[File:Tank Dispenser.png]]&lt;br /&gt;
# Fill each plasma tank with the plasma canister. First, click the canister with a plasma tank in your active hand. Then open the canister menu and set the pressure to max. Double check to see if the tank was inserted correctly, then open the valve and close it after the tank has been filled. Eject the tank.&lt;br /&gt;
#:&#039;&#039;&#039;It&#039;s very important to only open the valve if a tank is inserted, or you&#039;ll be releasing a huge cloud of flammable, poisonous plasma in the air.&#039;&#039;&#039;&lt;br /&gt;
# Insert each plasma tank into a radiation collector [[File:Radiation Collector.gif]], then turn each on by clicking it with an empty hand. Lock them with your ID card when you are done.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; Radiation collectors produce the power from the crystal&#039;s radiation. They become much more efficient if the plasma tanks are packed to the brim.&lt;br /&gt;
&lt;br /&gt;
The engine is now ready to produce power.&lt;br /&gt;
&lt;br /&gt;
==== Final step: Start the engine! ====&lt;br /&gt;
# &#039;&#039;&#039;Double-check to ensure the cooling loop is active, you don&#039;t want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!&#039;&#039;&#039;&lt;br /&gt;
# Head into the emitter chamber. It is on the right side of the picture above. Just click each emitter [[File:Emitter On.gif]] with an empty hand to turn them on. &#039;&#039;&#039;Don&#039;t stand in front of them unless you want some serious laser burns!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Congratulations! The supermatter engine is set! You can now continue to set up the SMES so the power is provided to the rest of the station.&lt;br /&gt;
&lt;br /&gt;
==== Beyond the safety ====&lt;br /&gt;
Here are some pointers and hints on how to get more power out of this engine:&lt;br /&gt;
* Coordinate with other engineers. Don&#039;t just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.&lt;br /&gt;
* Higher temperatures generate more energy.&lt;br /&gt;
* Higher amounts of oxygen moles result in more power.&lt;br /&gt;
* There is a can of freon for emergency cooling in secure storage. Consider opening it in the engine airlock if the engine is about to go critical. You can always scrub out the freon with a gas filter.&lt;br /&gt;
* You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.&lt;br /&gt;
* The supermatter crystal will glow in a distinct orange color if the gas composition and pressure levels in the chamber are ideal. This will reduce the impact of heat on the generation of power.&lt;br /&gt;
* Consider setting the first filter of the loop to plasma. The supermatter produces plasma, which can be collected and used to refill the radiation collectors if the round goes on for too long.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]]]&lt;br /&gt;
===First and foremost===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps offline.&lt;br /&gt;
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)&lt;br /&gt;
* Gas filters offline. &#039;&#039;&#039;Remember! Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing&#039;&#039;&#039;&lt;br /&gt;
* Gas filters left on default pressure.&lt;br /&gt;
* Supermatter chamber vents improperly configured.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning.&lt;br /&gt;
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.&lt;br /&gt;
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!&lt;br /&gt;
&lt;br /&gt;
===Second===&lt;br /&gt;
If the gas temperature is too high to stabilize with the cooling loop alone. &#039;&#039;&#039;Unleash the freon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third===&lt;br /&gt;
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they&#039;re getting rid of unwanted gases.&lt;br /&gt;
&lt;br /&gt;
===And lastly===&lt;br /&gt;
If all else failed, pray that an Atmosian elder investigates and finds the problem before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Sabotaging the supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*&#039;&#039;&#039;You can break the APC of the room to stop all pipes and scrubbers from working.&#039;&#039;&#039;&lt;br /&gt;
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people. &lt;br /&gt;
&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You&#039;ll want to keep the supermatter chamber very hot and full of plasma or CO2.&lt;br /&gt;
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.&lt;br /&gt;
*Pump in pure plasma or burn mix from atmos.&lt;br /&gt;
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.&lt;br /&gt;
*Get rid of engineering&#039;s freon supply.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disable the scrubbers once the chamber is hot enough. &lt;br /&gt;
&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irridiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.&lt;br /&gt;
*Keep the emitters online and firing if you can.&lt;br /&gt;
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.&lt;br /&gt;
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.&lt;br /&gt;
*Try to keep radiation suits away from engineers, they won&#039;t be able to get near the overcharged engine without one.&lt;br /&gt;
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.&lt;br /&gt;
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.&lt;br /&gt;
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
This is by far the most difficult but also the simplest one.&lt;br /&gt;
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.&lt;br /&gt;
*Reverse the scrubber pump. It&#039;s a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.&lt;br /&gt;
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7555</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7555"/>
		<updated>2017-08-18T17:13:41Z</updated>

		<summary type="html">&lt;p&gt;Altangy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Supermatter Theory has been updated. We just need an actual guide!&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Engine bay annotated.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
&lt;br /&gt;
The Supermatter Crystal is the primary power source in most stations. A Supermatter Shard can be ordered from [[Cargo]], which works the same way, but can be moved around. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and exploding or creating singularity/tesla if you screw up. It begins inert but being hit by an object or projectile will activate it and it&#039;ll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is VERY DANGEROUS. Activating the Supermatter should be the last step in setting up any form of Supermatter based power! If you ordered it from cargo the crate should stay LOCKED AND SECURED until everything is ready.&lt;br /&gt;
# You require safety gear. A full radiation suit or radiation-proof hardsuit AND meson scanners.&lt;br /&gt;
# Most of &amp;quot;setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.&lt;br /&gt;
# Anything that bumps into the Supermatter is fundamentally annihilated. Don&#039;t touch it. This means weld, and ask the AI to bolt the door to the Supermatter .&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The supermatter is an extremely unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on lag)&lt;br /&gt;
&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.&lt;br /&gt;
&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.&lt;br /&gt;
&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a very dangerous gas. In low concentrations, it doesn&#039;t do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas is determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
&lt;br /&gt;
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
If the crystal reaches 100% instability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
&lt;br /&gt;
=== The safe beginner setup ===&lt;br /&gt;
This is an inefficient but very safe and simple setup for the engine. Stick to this until you feel that you understand the basics of this engine.&lt;br /&gt;
&lt;br /&gt;
==== Step one: Safety ====&lt;br /&gt;
# Put on an optical meson scanner [[File:MGlasses.png]] and a radiation suit [[File:RadiationSuit.png]][[File:RadiationSuitHood.png]] in case someone prematurely activates the supermatter crystal.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; Meson Scanners protect from hallucinations, while the suit protect from radiation. Once the engine starts, it will start emitting both.&lt;br /&gt;
[[File:Supermatterbox.png|right]]&lt;br /&gt;
&lt;br /&gt;
==== Step two: Prepare the gas loop ====&lt;br /&gt;
# Your first step should be wrenching the N2 canisters in place. Then start turning pipes on or off according to the picture on the right. Red circled pumps should be set on and to max pressure. Turn the ones without a circle in the image off.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; When the crystal is generating power it also makes toxic gases and heats up the air surrounding it immensely, thus it needs to be properly ventilated. We start by making the gas loop push N2 counter-clockwise around the loop, cooling it on the left side with the coldness of space before re-entering the engine room again from the right side.&lt;br /&gt;
# Make sure that the top filter (green circle) is set on, filtering &amp;quot;None&amp;quot; with max pressure. Set the bottom filters to filter (from left to right) &amp;quot;N2&amp;quot;, &amp;quot;None&amp;quot;, &amp;quot;None&amp;quot; and &amp;quot;Freon&amp;quot;. Turn them all on and set them to max pressure as well.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039;  The bottom filters separate the gases produced by the supermatter crystal (N2, and Freon from burning plasma) to keep the gasmix constant. There is a loss of oxygen this way, but it is safer. (The first filter could also be used to collect plasma from the output mix into the canisters.)&lt;br /&gt;
# Swipe your ID at the air alarm [[File:AirAlarm.png]] next to the crystal room and take a look inside the chamber. Open the air alarm menu and set the vents to 5000 kPa pressure and the scrubbers to &#039;&#039;&#039;siphon&#039;&#039;&#039; and expanded range. The scrubbers will show an animation if they are set up to siphon correctly.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; The air alarm controls the chamber&#039;s vents (which puts gas in on the right) and scrubbers (which take gas away on the left). This step makes sure they&#039;re active and gases are moving in the chamber as fast as possible.&lt;br /&gt;
&lt;br /&gt;
With these all done, the nitrogen should be cycling through the system and getting nice and cool.&lt;br /&gt;
&lt;br /&gt;
==== Step three: Starting the radiation collectors ====&lt;br /&gt;
# Open the secure storage. You will need someone with access (CE, Captain, or ask the AI) to press the button in the CE office. This gives you access to the plasma canister. [[File:Plasma Canister.png]]&lt;br /&gt;
#:&#039;&#039;&#039;Alternative&#039;&#039;&#039;: Swipe an engineering ID on the APC to unlock it. Turn the APC off. Use a crowbar on the blast door to force it open. Return to the APC and turn turn it back on, then swipe your ID to lock it again.&lt;br /&gt;
# Obtain six plasma tanks.[[File:Plasma tank.png]] One can be found by the radiation collectors, and up to ten more can be taken from the tank dispenser. [[File:Tank Dispenser.png]]&lt;br /&gt;
# Fill each plasma tank with the plasma canister. First, click the canister with a plasma tank in your active hand. Then open the canister menu and set the pressure to max. Double check to see if the tank was inserted correctly, then open the valve and close it after the tank has been filled. Eject the tank.&lt;br /&gt;
#:&#039;&#039;&#039;It&#039;s very important to only open the valve if a tank is inserted, or you&#039;ll be releasing a huge cloud of flammable, poisonous plasma in the air.&#039;&#039;&#039;&lt;br /&gt;
# Insert each plasma tank into a radiation collector [[File:Radiation Collector.gif]], then turn each on by clicking it with an empty hand. Lock them with your ID card when you are done.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; Radiation collectors produce the power from the crystal&#039;s radiation. They become much more efficient if the plasma tanks are packed to the brim.&lt;br /&gt;
&lt;br /&gt;
The engine is now ready to produce power.&lt;br /&gt;
&lt;br /&gt;
==== Final step: Start the engine! ====&lt;br /&gt;
# &#039;&#039;&#039;Double-check to ensure the cooling loop is active, you don&#039;t want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!&#039;&#039;&#039;&lt;br /&gt;
# Head into the emitter chamber. It is on the right side of the picture above. Just click each emitter [[File:Emitter On.gif]] with an empty hand to turn them on. &#039;&#039;&#039;Don&#039;t stand in front of them unless you want some serious laser burns!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Congratulations! The supermatter engine is set! You can now continue to set up the SMES so the power is provided to the rest of the station.&lt;br /&gt;
&lt;br /&gt;
==== Beyond the safety ====&lt;br /&gt;
Here are some pointers and hints on how to get more power out of this engine:&lt;br /&gt;
* Coordinate with other engineers. Don&#039;t just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.&lt;br /&gt;
* Higher temperatures generate more energy.&lt;br /&gt;
* Higher amounts of oxygen moles result in more power.&lt;br /&gt;
* There is a can of freon for emergency cooling in secure storage. Consider opening it in the engine airlock if the engine is about to go critical. You can always scrub out the freon with a gas filter.&lt;br /&gt;
* You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.&lt;br /&gt;
* The supermatter crystal will glow in a distinct orange color if the gas composition and pressure levels in the chamber are ideal. This will reduce the impact of heat on the generation of power.&lt;br /&gt;
* Consider setting the first filter of the loop to plasma. The supermatter produces plasma, which can be collected and used to refill the radiation collectors if the round goes on for too long.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]]]&lt;br /&gt;
===First and foremost===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps offline.&lt;br /&gt;
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)&lt;br /&gt;
* Gas filters offline. &#039;&#039;&#039;Remember! Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing&#039;&#039;&#039;&lt;br /&gt;
* Gas filters left on default pressure.&lt;br /&gt;
* Supermatter chamber vents improperly configured.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning.&lt;br /&gt;
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.&lt;br /&gt;
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!&lt;br /&gt;
&lt;br /&gt;
===Second===&lt;br /&gt;
If the gas temperature is too high to stabilize with the cooling loop alone. &#039;&#039;&#039;Unleash the freon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Third===&lt;br /&gt;
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they&#039;re getting rid of unwanted gases.&lt;br /&gt;
&lt;br /&gt;
===And lastly===&lt;br /&gt;
If all else failed, pray that an Atmosian elder investigates and finds the problem before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Sabotaging the supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*&#039;&#039;&#039;You can break the APC of the room to stop all pipes and scrubbers from working.&#039;&#039;&#039;&lt;br /&gt;
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people. &lt;br /&gt;
&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You&#039;ll want to keep the supermatter chamber very hot and full of plasma or CO2.&lt;br /&gt;
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.&lt;br /&gt;
*Pump in pure plasma or burn mix from atmos.&lt;br /&gt;
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.&lt;br /&gt;
*Get rid of engineering&#039;s freon supply.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disable the scrubbers once the chamber is hot enough. &lt;br /&gt;
&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irridiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.&lt;br /&gt;
*Keep the emitters online and firing if you can.&lt;br /&gt;
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.&lt;br /&gt;
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.&lt;br /&gt;
*Try to keep radiation suits away from engineers, they won&#039;t be able to get near the overcharged engine without one.&lt;br /&gt;
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.&lt;br /&gt;
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.&lt;br /&gt;
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
This is by far the most difficult but also the simplest one.&lt;br /&gt;
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.&lt;br /&gt;
*Reverse the scrubber pump. It&#039;s a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.&lt;br /&gt;
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Atmospheric_Technician&amp;diff=7548</id>
		<title>Atmospheric Technician</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Atmospheric_Technician&amp;diff=7548"/>
		<updated>2017-07-29T18:02:21Z</updated>

		<summary type="html">&lt;p&gt;Altangy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=Outdated information}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img_generic = Generic_atmos.png&lt;br /&gt;
|img = AtomsTech.png&lt;br /&gt;
|jobtitle = Atmospheric Technician&lt;br /&gt;
|access = [[Atmospherics]], [[Maintenance]]&lt;br /&gt;
|additional = [[Engineering]], Power Equipment, [[Tech Storage]], External Airlocks&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Ensure the air is breathable on the ship, fill oxygen tanks, fight fires, purify the air because jerks release toxins, do the job of the always incompetent [[Ship Engineer|engineers]]. &lt;br /&gt;
|guides = [[Atmospherics items]], [[Guide to Atmospherics]], [[Guide to construction]], [[Department Standard Operating Procedure: Engineering#Atmospheric Technician|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = I am at work. I can&#039;t leave work. Work is breathing. I am testing air quality.&#039;&#039; - Manfred Hayden, Atmospheric Technician&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
[[File:Atmospherics.png|300px|thumb|alt=Atmospherics|Welcome to [[Atmospherics|Atmospherics]]!]]&amp;lt;br&amp;gt;&lt;br /&gt;
What you do is rather simple, if there is any sort of environmental disaster, head off and fix it! You have your tools, your [[headset|engineering headset]], pipe, space heaters, and atmospheric survival equipment. When things get quiet, sit back and start building an on ship super slide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Fight fires, restore the atmosphere in rooms that can&#039;t support life. Know how to fix sabotage to [[Atmospherics]].&lt;br /&gt;
&lt;br /&gt;
==[[Atmospherics|Atmospherics]]==&lt;br /&gt;
The great city state of pipes, it is used as a jet pack recharge station for Syndicate Agents, a hide out for [[Wizard|Wizards]], a breeding ground of [[Xenos]], and has a general alert computer that will tell if any place is messed up.&lt;br /&gt;
&lt;br /&gt;
Considering how often rooms get blown up when the shields fail, this place will be important to restoring air.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Important Note about some FTL13 ships&amp;lt;/span&amp;gt; ===&lt;br /&gt;
The Atmospherics pipes required to actually &#039;&#039;&#039;refill&#039;&#039;&#039; a room are disconnected at roundstart, making it impossible for the air to actually come through the vent pumps. This may be a bug, however for now it is advisable to find a connection from an air mix to the vents, otherwise a breach will forever stay depressurized, and that&#039;s not good for your crew. (Confirmed on Aetherwhisp, 05/06/2017)&lt;br /&gt;
&lt;br /&gt;
=== Repressurization and Filtering ===&lt;br /&gt;
After the [[Engineer]]s have taken care of a hull breach (read: if), or after [[Toxins]] floods the place with plasma, it&#039;ll be your job to refill the area and make it breathable.&lt;br /&gt;
&lt;br /&gt;
This can be done by using the Atmosphere Alarms mounted in most areas, along with the vents and scrubbers in the area.&lt;br /&gt;
&lt;br /&gt;
The primary utility of the Atmosphere Alarm in refilling an area involves the vents. &lt;br /&gt;
Each vent has a pressure check value on it, and is by default set to pressure check &#039;&#039;&#039;externally&#039;&#039;&#039; - this means that the vent attempts to bring the tile it&#039;s on to the listed pressure.&lt;br /&gt;
A rapid manner of refilling an area is to remove the external pressure check, switch it over to the internal check - this attempts to regulate the pressure in the pipes of and running to the vent below, which is directly fed by the distribution loop pump in the north end of Atmosia. &lt;br /&gt;
Setting the &amp;quot;pressure bound&amp;quot; variable to zero with internal pressure checks attempts to void all air in the pipes, effectively reducing their pressure to zero and, in the process, flooding air at an alarming rate into the area. Given the impractically slow rate at which the air alarms normally fill the area, this can be a very expeditious way to work. &#039;&#039;&#039;Much like how low pressure is dangerous, too much pressure is just as dangerous&#039;&#039;&#039;, so don&#039;t simply leave the vent alone for extended periods of time, as you can, eventually, turn smaller areas into death-traps if there is enough pressure in the distribution loop.&lt;br /&gt;
&lt;br /&gt;
The alarms can be set to a number of modes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Filtering&#039;&#039;&#039; - The default setting. Note that most scrubbers won&#039;t filter out plasma or other gases unless you set them to, so do that!&lt;br /&gt;
* &#039;&#039;&#039;Contaminated&#039;&#039;&#039; - This triples scrubber efficiency, quickly removing all contaminants set to be filtered in the scrubbers menu.&lt;br /&gt;
* &#039;&#039;&#039;Draught&#039;&#039;&#039; - This filters out air slowly, creating a draught. Useful if you need to drain a small amount of air due to overpressurization.&lt;br /&gt;
* &#039;&#039;&#039;Refill&#039;&#039;&#039; - This triples the output on the vents, useful for pressurizing an important area quickly.&lt;br /&gt;
* &#039;&#039;&#039;Cycle&#039;&#039;&#039; - This will drain the air from a room, then replace it. Not useful for most situations unless there is absolutely no breathable air.&lt;br /&gt;
* &#039;&#039;&#039;Siphon&#039;&#039;&#039; - This will drain the air from a room, &#039;&#039;&#039;without&#039;&#039;&#039; replacing it. Good for making somewhere dangerous to be without a suit.&lt;br /&gt;
* &#039;&#039;&#039;Panic Siphon&#039;&#039;&#039; - This drains all the air three times as fast. Most of the time used to remove a plasma-ridden room&#039;s air very quickly, or by a malfunctioning AI.&lt;br /&gt;
* &#039;&#039;&#039;Replace Air&#039;&#039;&#039; - Drains all the air, then replaces it. Try not to use it if there&#039;s nothing toxic in the air.&lt;br /&gt;
&lt;br /&gt;
At roundstart and normally, Air alarms will be set to Filtering, which will repressurize an area, and scrub out any contaminants &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(CO2 &#039;&#039;&#039;only&#039;&#039;&#039; by default!)&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Guide to Firefighting&#039;&#039;&#039;===&lt;br /&gt;
A fire is easily the most fun thing that can happen in a round (for you anyway); successful firefighting requires a real understanding of the atmospheric system. At all times, wear basic tools in a toolbelt and carry your firefighting gear in your backpack. When the call goes out, don your fire suit and gas mask, get yourself running on internals, put your oxygen tank &#039;&#039;on your back&#039;&#039;, and carry your fire first aid kit, extinguisher and reinforced glass in your backpack (carried in a hand slot). &lt;br /&gt;
&lt;br /&gt;
Drag a water tank behind you and get to the fire. With AI cooperation, have the burning area bolted or welded off, save one access point the AI can monitor. This keeps the fire from spreading and a [[Ship Engineer|Ship Engineer]] from wandering into a fiery doom. Once inside, you must quickly determine the sort of fire you are dealing with. Pressure tanks of plasma can release massive amounts of fuel (or even burst!) and must be shut off or isolated immediately, while the best way to isolate broken pipes is to box them in with reinforced glass until a proper repair can be done. With fuel shut off, find the atmospheric alarm and set it to Panic Syphon. &lt;br /&gt;
&lt;br /&gt;
This drains air out of the room completely. With this process started, check for survivors or bodies and either apply burn patches and epinephrine or simply remove them from the compartment via your access point. Next, seek out any ignition sources such as lit zippo lighters and disable them, reporting them to security for their forensic investigation. Then proceed with extinguishing any remaining pockets of flame. Once the fire is out focus on clearing any remaining plasma from the atmosphere by dragging in a scrubber. &lt;br /&gt;
&lt;br /&gt;
Finally, set the atmosphere alarm to pump in fresh air. It may take several cycles of filling and draining the room to clear all plasma and make larger areas inhabitable again, but once you are done, head to the bar and score some babes while Engineers clean up the mess.&lt;br /&gt;
&lt;br /&gt;
(Note this lengthy guide is only really useful for those big &amp;quot;Research done herped-a-derp&amp;quot; fires that engulf Med/Sci or are caused by very skillful arsonists. Smaller fires, such as the sort chemists who just learned the napalm recipe cause, really only require some fire-extinguisher blasts and setting up a room&#039;s scrubber to remove plasma and CO2. Never presume, however, that you won&#039;t need your full toolkit. This author spent well-nigh an hour in the fiery bowels of med-sci on one occasion, but not only did I never have to leave after I stepped in and sealed it off, but I had the situation so well under control that after five minutes normal shipboard life resumed and admins eventually had to spawn facehuggers to return a sense of danger to the crew.)&lt;br /&gt;
&lt;br /&gt;
===Total Emergency: The Fire Axe and you===&lt;br /&gt;
The Fire Axe is your tool during emergencies (because you can use it like a crowbar to open door when the power is off) and your weapon (traitors, revolutionaries and cultists usually try to steal the axe because you can kill a person in seconds). The fire axe is protected with a Fire Axe Cabinet. To open it, just take a welding tool, turn it on and hit the fire axe cabinet a lot of times and take the axe. You can also use a multitool to hack it open, but who does that?&lt;br /&gt;
&lt;br /&gt;
===Window Repair===&lt;br /&gt;
A good way to be proactive within your job is fixing the broken windows that occur every round. Gird your loins with a toolbelt if you can, grab some metal and glass, and patrol the outer passageways. Almost always, the task requires a low-pressure or no-pressure exposure to the great beyond. By creatively rotating and moving surviving windows you can lock in your precious atmosphere, then replace the broken glass and grill. The truly hardcore technicians do minor spacewalks with only the flame of their welding torch for heat, sipping sweet oxygen through their breath masks behind a welding helmet. Are you hardcore? No, you&#039;re not. Go back to being a hardsuited engiqueer who can&#039;t find a hull breach without a pair of mesons and never bothers to fix them anyway.&lt;br /&gt;
&lt;br /&gt;
===Life Sucks and Blows===&lt;br /&gt;
You can purge the air of of rooms using an emergency siphon, or change the air filter controls by deal with the air alarm attached to walls! Just take your ID in hand, and click to un/lock it and play with the controls. Setting up the pumps in Atmos now allows you to pump any gas to any point in the ship! &lt;br /&gt;
&lt;br /&gt;
Protip: Pure oxygen lets people survive in a breached compartment much longer.&lt;br /&gt;
 &lt;br /&gt;
Protip: Pure oxygen makes plasma fires much, much worse.&lt;br /&gt;
&lt;br /&gt;
Protip: Since you&#039;re in charge of both breathing and firefighting, Murphy&#039;s Law says you&#039;re screwed.&lt;br /&gt;
&lt;br /&gt;
===Laying Some Pipe===&lt;br /&gt;
You have two machines! One Machine is for for gas pipes, and one for disposal pipes. To install gas pipes, simply click on them in your hand until they are properly aligned, drop them on the tile they are needed, and use the wrench on them. For disposal pipes, one must drag them into position, wrench them in place on the subfloor, then weld them to seal it all together. A personal locker makes a great method to haul all the air pipes you&#039;d ever need between job sites, but disposal pipes must be dragged one at a time. Expect Security to frequently and irrationally demand the locker be checked for bodies, usually three or four times a minute, if you use the main hallways.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Firesuits protect between 60 to 30,000 kelvin.&lt;br /&gt;
* Setting air vents to 0 kPa internal check (or just turning off the check) will make them pump out air like crazy, which makes it excellent to restore air to an area quickly. But be careful with the pressure on the vent tile itself, if the pressure in the outgoing distro loop is very high it might be dangerous. ADDED: Don&#039;t max the vents. Set the vents to internal and desired pressure 0 instead. Maxed vents at 5000 KPA in a 100 KPA room will output 2450 KPA in the first tick, then 1225 KPA, 612.5 KPA, 306.25 KPA, 153.125 KPA, etc etc (assuming vents are always provided with max air). Zero&#039;d vents will output 5000 KPA, then 5000 KPA, then 5000 KPA, etc.&lt;br /&gt;
* N2O knocks out in low amounts, suffocates in high amounts.&lt;br /&gt;
* If you&#039;re an atmos tech trying to repair a hull breach without a fire/space suit: Turn off the vents. No more air will be vented into the room, which means there won&#039;t be any space wind to fight against if you accidentally fall out the window.&lt;br /&gt;
* Atmos tech is actually an interesting job, disposal tubes give such wonderful opportunities for killing people, however it takes shitton of time to build everything you need.&lt;br /&gt;
* Any sort of air mix is survivable as long as it has at least 16 kPa of oxygen on the output. This means you can easily compute the release pressure you&#039;d need for a given airmix by dividing 16 by the percentage of oxygen in the mix; i.e. for 20/80 O2/N2 air mix you&#039;d need a release pressure of 16/0.2 = 80 to be fine.&lt;br /&gt;
* &#039;&#039;&#039;Steps To Set Up Atmospherics So You Never Need To Worry And It Fucking Helps You Out&#039;&#039;&#039;&lt;br /&gt;
# Turn off and unwrench Air to Distro and Waste In, two pumps in the northern area of Atmos where the distro loop and mixing is done and all that. They are labeled and easy to find. Keep them in place on the floor.&lt;br /&gt;
# Go to the atmos pipe dispenser a few meters away, and vend two volumetric pumps. These are like regular pumps but almost literally better in every way whatsoever. They pump more, faster.&lt;br /&gt;
# Fit your volumetric pumps in place of Waste In and Air to Distro, making sure the red stripe lines up with how the pumps were fitted by default so the flow goes the right way.&lt;br /&gt;
# Volumetric pumps are automatically set to full fucking power so just turn on both of them.&lt;br /&gt;
# Set every scrubber in the loop around the room to 4500 kPa. This is full blast.:* You have now completely set up Atmospherics to be beast mode in, like, three minutes. You can also do other stuff, like fit manual valves to the bad gasses to hamper solo-AI floods, and replace other pumps in the bowels of Atmospherics with volume pumps, but really, that five point checklist will do it. Ninety-plus percent of people don&#039;t know jack shit about Atmospherics, and it&#039;s so easy to set it up so that it actually does shit. It&#039;s so rare to see it happen that the CE actually sought me out for praise for doing it this way.:* For AIs, if no organics are around competent/willing to do this manually and your Engiborgs (if you have any) are busy, which is like a guarantee, you can do a simpler version of this; just turn Air to Distro and Waste In up to 4500 kPa and set each scrubber station to 4500 kPa too. It won&#039;t be as effective but it&#039;s so much better than nothing. Cranking up the air available in the distro loop poses no threat to safety, and in fact makes it harder to start up harmful floods since there&#039;s so much good air in the way in there. And since you&#039;re the AI, you can now use air vents (and scrubbers) as they were fucking designed to be used; to scrub, drain, and replace air in rooms as necessary, and it fucking works. It is astonishing how little is required to turn a system so often seen as worthless into a helpful part of the ship.:* Minor addendum: A maxed volume pump and a maxed normal pump pump at the same rate given ideal circumstances. The difference is the volume pump won&#039;t stop pumping once its output end is at 4500 kpa or more. This makes it excellent for waste in, where no matter how much gas the previous fire/atmos experiment clogged the filtering loop with, Waste In is still pumping waste out of the scrubbers pipes, and by extension, helping keep the scrubbers from getting clogged to the point of uselessness.:* For the record, the advice of adding manual valves to the plasma loop will result in you getting yelled at by an admin if there&#039;s no evidence that the AI is rogue. It&#039;s &amp;quot;Spacing objectives tier&amp;quot;, and for good reason.:* Setting up atmos doesn&#039;t really matter that much anyway as long as you give the distro loop some pressure. The entire supply and equipment is designed for a space ship that&#039;s supposed to last month. There&#039;s about two instances in which a proper setup is useful: massive hullbreaches which will drain a lot of air (most of which will then uselessly disappear in space anyway) and ship wide plasma fires which might fill the waste loop (in which case you&#039;re at fault as an atmos tech for not keeping an eye on the system in the first place).&lt;br /&gt;
* If you are an atmos tech and want to greatly reduce possibility of harmful atmos manipulations... or if you are an AI and you spotted a guy just turning valves to release plasma to distro:&lt;br /&gt;
:* Open atmospherics console for specific chamber and toggle power on output. 90% of players don&#039;t check this console. As AI I laughed many times as sabotagist was running back and forth, checking every pump 3 times, and still no plasma appeared. In this way you can also shut down harmful gases pumping when one is smart and changed pipes under grilles.:* Or put manual valves in front of every harmful gas, switch out some gas pumps for volumetric pumps, and repipe the mixing pipes to disallow the mix tank to provide into the distro. (Setting up Atmos in such a way it can&#039;t be sabotaged by the AI before there&#039;s a reason to think the AI might sabotage Atmos is not only metagaming, it is also bannable. If you see this happen, adminhelp it!)&lt;br /&gt;
* You can rotate a pipe in your hand by click on it.&lt;br /&gt;
* Fire extinguishers fit in firesuit suitstorage.&lt;br /&gt;
* The Fire Axe Cabinet can be opened with a multitool.&lt;br /&gt;
* You can disable fire alarms by multitooling them.&lt;br /&gt;
* You can trigger fire alarms by shooting them with a projectile. ADDED: Or hitting them with anything.&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* The incinerator can easily be used to create canisters of pure death.&lt;br /&gt;
* Plasma + N2O is extremely deadly if you can get someone to use it as internals/force them to use it. They won&#039;t even be able to scream.&lt;br /&gt;
* Wielded fire-axes break grilles and reinforced windows. In one shot.&lt;br /&gt;
** And open unpowered doors and kill people fairly reliably.&lt;br /&gt;
* You can change sensor settings on air alarms so it doesn&#039;t cause an alarm by setting the value to -1, which turns that sensor off. Do it for all sensors and you can get rid of pesky alarms that are pretty much already fixed, or hide atmos fuckery.&lt;br /&gt;
&lt;br /&gt;
==Oxygen is Overrated==&lt;br /&gt;
Traitor atmos techs have the potential to become one of the most devastating forces on the ship. [[Guide_to_Atmospherics#Being_a_Traitorous_Scum|If you know what you&#039;re doing]], you can pretty much flood the ship with whatever harmful gas you want. If you do, remember to take measures against the AI messing with your work, and always keep your internals on. This means either subverting the AI or cutting its access. If you&#039;re feeling particularly daring, you can unwrench the pipes and rearrange them, ensuring the AI cannot fix it. Bolt the doors, or set the room on fire to prevent humans from fixing it too. Depending on how bad it&#039;s going to be, you might want to procure a [[Syndicate_Items#Syndicate_Space_Suit|space suit]] to escape the hell you&#039;ve created.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7547</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7547"/>
		<updated>2017-07-28T23:50:55Z</updated>

		<summary type="html">&lt;p&gt;Altangy: Until it can be updated it really needs the banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = This guide is inaccurate and out of date&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Engine bay annotated.png|800px|thumb|center|It&#039;s not as complex as it looks.]]&lt;br /&gt;
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===Legend===&lt;br /&gt;
#&#039;&#039;&#039;Thermoelectric Generator&#039;&#039;&#039;: The Thermoelectric generator (TEG) is a machine which creates power based on the temperature difference between the hot loop and the cold loop - the greater the difference, the more energy is generated. The hot loop is on the left in yellow pipes, the cold loop is on the right in blue.&lt;br /&gt;
#&#039;&#039;&#039;Coolant valves&#039;&#039;&#039;: These valves can be opened to mix the hot and cold loops with each other. It&#039;s a decent idea to open it if the hot loop overheats, as that allows the hot loop to cool. However, this also comes at the cost of poisoning the cold loop with waste gases, which may reduce the effectiveness of the loop.&lt;br /&gt;
#&#039;&#039;&#039;N₂ Canister Ports&#039;&#039;&#039;: Two ports for you to wrench in the nitrogen canisters from canister storage.&lt;br /&gt;
#&#039;&#039;&#039;Waste gas canister ports&#039;&#039;&#039;: A port for you to put empty canisters to filter out waste gases - namely, oxygen.&lt;br /&gt;
#&#039;&#039;&#039;Gas filters&#039;&#039;&#039;: This is used to filter out the oxygen in the hot loop, and prevent the gas mix in the core from catching fire.&lt;br /&gt;
#&#039;&#039;&#039;Emitter&#039;&#039;&#039;: The emitter fires a beam that energizes the Supermatter Shard.&lt;br /&gt;
#&#039;&#039;&#039;Engine Cooling Unit&#039;&#039;&#039;: This computer controls the input and output of gases in the core.&lt;br /&gt;
#&#039;&#039;&#039;Power Monitor Unit&#039;&#039;&#039;: This computer shows you the load and distribution of power on the ship&#039;s power grid.&lt;br /&gt;
#&#039;&#039;&#039;SMES cell&#039;&#039;&#039;: Essentially a large battery, it starts with a small charge - enough for you to start the engine.&lt;br /&gt;
#&#039;&#039;&#039;Heat Exchanger Gas Pump&#039;&#039;&#039;: This pump regulates the flow of air from the heat exchanger back into the cold loop&#039;s pipes. It should be on 450 kPa when you&#039;re starting the engine, but can be tweaked as necessary. &lt;br /&gt;
#&#039;&#039;&#039;Heat Exchanger&#039;&#039;&#039;: A series of pipes that allow the gas to be cooled down by space. This is necessary for the cold loop to be cold. (Space doesn&#039;t really work that way, but just go with it.)&lt;br /&gt;
#&#039;&#039;&#039;Gas Injector&#039;&#039;&#039;: Injects the gas from the hot loop into the core to be heated.&lt;br /&gt;
#&#039;&#039;&#039;Supermatter Shard&#039;&#039;&#039;: This supermatter shard (SM) is the source of heat for our hot loop. When hit by energy, such as lasers from the emitter or by a laser rifle, it emits heat, plasma and oxygen. In a pinch, you can throw objects into it to get it to emit energy, but this isn&#039;t recommended if you can avoid it. &#039;&#039;You should not look at the shard without meson scanners on, as it may be harmful.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Vent pump&#039;&#039;&#039;: This pumps the gas heated by the shard back into the hot loop, so it can power the TEG.&lt;br /&gt;
#&#039;&#039;&#039;Core eject button&#039;&#039;&#039;: This button jettisons the shard out the back of the ship. If the shard cannot be saved, you should press this before engineering blows up.&lt;br /&gt;
#&#039;&#039;&#039;Canister storage&#039;&#039;&#039;: This is where the N₂ and empty canisters are stored prior to setup.&lt;br /&gt;
#&#039;&#039;&#039;N₂ Gas Pump&#039;&#039;&#039;: These feed the hot and cold loops with N₂. These should be set to maximum.&lt;br /&gt;
#&#039;&#039;&#039;PACMAN Generator&#039;&#039;&#039;: A portable generator that can be used to power the emitter and computers if the SMES cell runs completely dry.&lt;br /&gt;
&lt;br /&gt;
===Supermatter Theory===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Guide Step 1.PNG]]&lt;br /&gt;
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The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports with a wrench. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port with a wrench. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2 (Oxygen) at max pressure. You also want to turn on the filter directly left of the TEG, otherwise the outlet gas cannot get to the TEG and cool back off - if this step is forgotten, you have the perfect setup for a massive core fire. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a gas pump here - set it to 4500 kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output vent. This will pump air out of the core until the pressure in the pipes is equal to the set value. Set the value to 1000-2000 kPa with the button below. Setting this too high can overwhelm the TEG.&lt;br /&gt;
#You might need to tweak the input and output flowrates for the engine, since if you set them wrong waste gas can build up and not filter properly.&lt;br /&gt;
#Return to the lower part of the room and activate the gas pumps connected to the canisters. Make sure the gas pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more N2 than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
#As soon as you hit about 200k power on the TEG, turn the emitter off for a while, turning it back on once the power starts decreasing again. This prevents the hot loop from overheating.&lt;br /&gt;
&lt;br /&gt;
==Maintenance== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A higher value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
&lt;br /&gt;
==Emergency Procedures==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
*Inspect for damage to the pipes or cooling equipment. Figure out why the core is not cooling or why it is heating rapidly (e.g, the core is on fire). Damage to the radiator coils can prevent the core from cooling, as well as disconnected pipes or pumps that are turned off.&lt;br /&gt;
*If the core is on fire, make sure oxygen is being filtered. If the core stability is becoming critical, consider venting the core.&lt;br /&gt;
*Adding extra coolers to the cold loop can help with maintaining stable core temperature, especially in the event of damage to the radiator.&lt;br /&gt;
*You can inject more nitrogen into the cold and hot loop to assist with lowering core temperature.&lt;br /&gt;
&lt;br /&gt;
Additionally, if the waste gas canister fills up, waste gas will stop being pumped from the hot loop, resulting in a catastrophic build up of oxygen and plasma which can cause a fire. Make sure to change the waste canister regularly (you can connect it to the scrubbers line in atmospherics to empty it), and considering sending waste gas directly to atmospherics.&lt;br /&gt;
&lt;br /&gt;
If worse comes to worse, turn off both digital valves that connect the hot and cold loops. One is right below the TEG and the other is up in the northern part of the engine room. These connect the cold and hot loops, which can help stabilize temperature, but it will only delay delamination and will also prevent power generation.&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it (not that you can since everyone will start screaming at you over the radio).&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
===Emergency Gas Shunt/SCRAM===&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to 4500 kPa, and enable both coolant valves.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to zero. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).&lt;br /&gt;
&lt;br /&gt;
===Planetary Excursions===&lt;br /&gt;
Extended stays planetside will give your cold loop issues - because there&#039;s a planet blocking the cold loop&#039;s heat exchangers, it&#039;s very difficult for it to cool effectively. Because the operation of the TEG heats the cold loop, at some point you&#039;ll have to think of an alternate way to cool the cold loop before the pressure difference in the cold loop inlet and outlet become small enough to stop turning the cold loop turbine. Raising the heat exchanger&#039;s outlet pump pressure is a workaround, but a very temporary one at that.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Plasma has the highest heat absorption in the game. Could it be a superior coolant to Nitrogen? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
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