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		<title>Supermatter Engine</title>
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		<updated>2018-05-23T00:45:58Z</updated>

		<summary type="html">&lt;p&gt;Iratuscatus: Adds guide to the Ineese radiation collector engine.&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 Theory&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;TEG Engine Walkthrough&amp;quot;&amp;gt;&lt;br /&gt;
Are you from another department and feel like you don&#039;t need to know all this stuff? Just want to get back to growing plants and killing monkeys? Look no further.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide references the numbered image of the engine room above.&amp;lt;br /&amp;gt;&lt;br /&gt;
===Setting up the pipes===&lt;br /&gt;
[[File:Supermatterftlwhisp setup.png|300px|thumb|right]]&lt;br /&gt;
# Set up the vents and scrubbers&lt;br /&gt;
## Unlock the air alarm (number 8) and click on it to bring up the menu. You need an ID with engineering access to do this.&lt;br /&gt;
##* Do not skip this. You already broke into engineering, just go get the captain&#039;s spare.&lt;br /&gt;
## Under vent controls, set all three to &amp;quot;internal&amp;quot; with a target pressure of 0 kPa&lt;br /&gt;
##* This will make the vents keep pushing any gas they receive into the engine chamber.&lt;br /&gt;
##* Make sure you un-select &amp;quot;external&amp;quot;&lt;br /&gt;
## Under scrubber controls, for all three scrubbers, check every box except N2O, and set the range to &amp;quot;Expanded&amp;quot;&lt;br /&gt;
##* This will let the N2O sit in the chamber and get nice and toasty, while everything else gets moved into the pipes&lt;br /&gt;
##* The gas that is scrubbed out is what ends up in your hot loop, providing power when it goes through the TEG&lt;br /&gt;
## Lock the air alarm when you&#039;re done. This will keep anyone else from fiddling with it.&lt;br /&gt;
# (Optional but highly recommended) Lay down some volume pumps&lt;br /&gt;
## Find yourself a Rapid Piping Device (RPD)&lt;br /&gt;
##* There is one in each atmospherics locker&lt;br /&gt;
##* Hacked autolathes can construct them&lt;br /&gt;
##* To use, hold the RPD in your active hand and click on it. Find the &amp;quot;volume pump&amp;quot; option and select that.&lt;br /&gt;
## Replace the straight orange pipe below the SM chamber airlock with a south-facing volume pump&lt;br /&gt;
### Un-wrench the orange pipe&lt;br /&gt;
### Use the RPD to make a volume pump there&lt;br /&gt;
### Wrench in the volume pump&lt;br /&gt;
### Make sure the red stripe is on the lower end (south). If not, unwrench it and turn it around.&lt;br /&gt;
##* From this point on this guide will assume you can wrench pipes and check the directions of pumps without explicit instruction&lt;br /&gt;
## Replace the gas pumps on the connectors (blue boxes at number 5) with volume pumps, facing the same direction as the pumps you replace&lt;br /&gt;
## Add two north-facing volume pumps directly beneath the TEG (2), one replacing the straight orange pipe, one replacing the straight cyan pipe.&lt;br /&gt;
## Optional: Change the RPD to &amp;quot;eat pipes&amp;quot; mode and clean up the spare pipe bits that are lying around now&lt;br /&gt;
# Remove the digital coolant valves&lt;br /&gt;
#* These are the little box-shaped valves that connect the orange and cyan pipes together&lt;br /&gt;
#* I will be telling you to fill the cold loop with plasma. Using these to &amp;quot;cool&amp;quot; a delaminating engine will only make the fire bigger.&lt;br /&gt;
#* Also cleaning out other gases contaminating the cold loop is terrible and should be avoided.&lt;br /&gt;
#* It is not necessary to replace them with anything, but if the unconnected pipes bother you, the RPD can be used to make L-shaped corners to replace the T-shape pipes.&lt;br /&gt;
# Turn on the filters (number 3, in the green boxes)&lt;br /&gt;
#* The one on the purple pipe is set to filter plasma by default. The one on the gray is set to filter O2.&lt;br /&gt;
#* Max out the pressure on these to the full 4500 kPa&lt;br /&gt;
# Go to the top of the engine room, and set the pressure on the gas pump (7, in a blue box) to the maximum 4500 kPa&lt;br /&gt;
All your shiny new pumps should be turned on. If you have not turned them on, do so now.&lt;br /&gt;
===Adding gas===&lt;br /&gt;
# Shove the two gas cans at number 5 in a corner somewhere. We won&#039;t be using them.&lt;br /&gt;
# You will need two cans of plasma (red with a letter P) and two cans of N2O (red with a white stripe)&lt;br /&gt;
#* Atmos gas storage is three airlocks south of the engine room.&lt;br /&gt;
# Add the plasma to the cold loop by wrenching the cans onto the connector attached to the cyan pipes (at number 5).&lt;br /&gt;
#* &#039;&#039;&#039;Do not use the can menu to &amp;quot;open&amp;quot; the valve. This will flood the room with plasma unless you&#039;ve got a smaller can in it to fill up.&#039;&#039;&#039;&lt;br /&gt;
# Add the N2O to the hot loop by wrenching it to the connector attached to the orange pipes.&lt;br /&gt;
#* You should see the white N2O animation fill the engine chamber. If this doesn&#039;t happen, something is wrong with your pipe setup.&lt;br /&gt;
# Verify that the gas meters (small grey-and-green squares) have lit up with a bright green bar and some yellow squares. This tells you there is gas in your pipes.&lt;br /&gt;
===Start the engine!===&lt;br /&gt;
# Make sure you&#039;re wearing meson goggles (found in any radiation locker) if you don&#039;t want to hallucinate to hell and back&lt;br /&gt;
# Open up the emitter port by clicking the top right control button on the SM chamber. The barrier in front of the emitter (4) should open, revealing a window, some neat-looking floor, and the supermatter crystal.&lt;br /&gt;
# Turn on the emitter by clicking on it. It will light up and start shooting lasers at the deadly radioactive crystal.&lt;br /&gt;
===Next steps===&lt;br /&gt;
# Set the SMESes.&lt;br /&gt;
#* These are the giant batteries that distribute power through the ship.&lt;br /&gt;
#* They are located in the upper north corner of engineering - through the equipment room, and up. They&#039;re large white things, that look like number 7.&lt;br /&gt;
#* As soon as you have 400,000 W of power available to you, you&#039;ll want both of these maxed out. If the ship&#039;s power demands are not being met, increase the output on these.&lt;br /&gt;
#** Do not make the output larger than the input, this will drain the SMES and eventually cause more problems than it solves.&lt;br /&gt;
# Consider adding more gas to the hot loop&lt;br /&gt;
#* I recommend CO2. You can fill some of your empty canisters with it in atmospherics.&lt;br /&gt;
#* Two cans of N2O and two cans of CO2 with this setup will average a little above 580 kW. This is a really safe energy level and will not max out the meter on the TEG, but it is enough to run a ship on.&lt;br /&gt;
* The engine room will start to get hot. Bring internals, and maybe a fire suit, as this can be a health hazard if you stand around too long.&lt;br /&gt;
&lt;br /&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;
===Set up the gas loop===&lt;br /&gt;
# Get a spare can of N2&lt;br /&gt;
# Wrench that can and the one that&#039;s already there onto the connectors at the top of the engine room&lt;br /&gt;
#* Save the N2O for if there&#039;s trouble&lt;br /&gt;
# Turn on and max out the gas pump to the right, which will start putting the N2 into the rest of the loop&lt;br /&gt;
# Go in a clockwise circle around the room turning on and maxing out anything that is in the way of the gas flow&lt;br /&gt;
## Filters that lead to connector ports can be set to filter Nothing. If you need the oxygen and plasma that badly, you should be calling the escape pods, not collecting from the engine.&lt;br /&gt;
## Make sure to max out the gas pumps leading to and from the heat exchange pipes in space.&lt;br /&gt;
##* &#039;&#039;&#039;Do not&#039;&#039;&#039; turn on the bypass pump in between the two space pumps &#039;&#039;&#039;unless&#039;&#039;&#039; the space cooling loop is broken. See the troubleshooting section for this eventuality.&lt;br /&gt;
## Unlike on /tg/, the filters at the back of the supermatter chamber are for getting rid of waste, not filtering good stuff back in. &lt;br /&gt;
##* Set these to filter out &#039;&#039;&#039;plasma, O2, and CO2.&#039;&#039;&#039; &lt;br /&gt;
##* You can also filter things like BZ and hydrogen if you like, but these shouldn&#039;t ever be in this pipe anyways. &lt;br /&gt;
##* &#039;&#039;&#039;Do not&#039;&#039;&#039; filter out N2 or N2O. You want to keep those.&lt;br /&gt;
##* Any left-over filters can be set to filter Nothing.&lt;br /&gt;
## Turn on the digital valve at the northeast corner.&lt;br /&gt;
# Set the air alarm&lt;br /&gt;
## For the vents, leave them on External, but raise the target pressure to 5066 (the maximum).&lt;br /&gt;
## For the scrubbers, set them to filter every gas, with expanded range, and siphon.&lt;br /&gt;
===Load the radiation collectors===&lt;br /&gt;
# Identify and use the button near the supermatter chamber airlock that raises the blast doors around the sides. You need to be able to walk to the radiation collectors.&lt;br /&gt;
# Obtain six plasma tanks (the orange rectangle ones, that come out of tank dispensers.)&lt;br /&gt;
# The tanks as they come are not full. The engine can be run with partially full tanks, but it will not be as efficient. It is recommended that you fill these tanks to maximum capacity first.&lt;br /&gt;
## Click on a large can of plasma with the small plasma tank&lt;br /&gt;
## Click on the large can to open its menu&lt;br /&gt;
## Set the release pressure to max (1013 kPa)&lt;br /&gt;
## Open the valve&lt;br /&gt;
## When the loaded tank is full, &#039;&#039;&#039;close the valve&#039;&#039;&#039;&lt;br /&gt;
## Eject the loaded tank&lt;br /&gt;
## Repeat for the other five (5) tanks&lt;br /&gt;
# Take your six (6) full plasma tanks, and load them into the six radiation collectors flanking the supermatter chamber&lt;br /&gt;
#* After inserting a tank, click the radiation collector again to turn it on. A purple panel will rise from it and some lights will come on.&lt;br /&gt;
# You can now close the blast doors again.&lt;br /&gt;
===Turn it on===&lt;br /&gt;
# If you aren&#039;t already wearing a radiation suit, you&#039;ll want to put that on now&lt;br /&gt;
# Verify that gas is circulating through your cooling loop. The gas meters around the whole circle should show that gas is present.&lt;br /&gt;
# Open the emitter port at the back of the chamber with the button on the front of it.&lt;br /&gt;
# Turn on the emitters in the back of the room. Two emitters is typically enough to power the ship. Be careful not to get hit by one while going to turn the other on.&lt;br /&gt;
# Set the SMES.&lt;br /&gt;
#* See the TEG walkthrough for more detail on SMESes.&lt;br /&gt;
#* On the Ineese, they are located south of the main engineering room, in the Telecomms room.&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;
Turn off the emitter(s)! You don&#039;t want any more energy in your supermatter until you&#039;ve solved the problem.&amp;lt;br /&amp;gt;&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;
If the space loop is broken:&lt;br /&gt;
* The Aetherwisp has no bypass and freezers are forbidden in the engine room, so your best bet is to put on a spacesuit, remove the window, and go fix the cooling loop.&lt;br /&gt;
* On the Ineese:&lt;br /&gt;
# Turn off the pump that goes out to the space loop.&lt;br /&gt;
# Turn on the bypass pump between the two space cooling loop pumps.&lt;br /&gt;
# Turn off the digital valve at the north-east corner of the loop.&lt;br /&gt;
# Turn on the gas pump at the north-east corner of the loop.&lt;br /&gt;
# Turn on both freezers at the north of the engine room, and set them to minimum (73.15 K)&lt;br /&gt;
# Ensure the gas pump at the northwest is on to allow the now-cooled gas back out towards the vents.&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>Iratuscatus</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Ship_Engineer&amp;diff=7933</id>
		<title>Ship Engineer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Ship_Engineer&amp;diff=7933"/>
		<updated>2018-05-23T00:05:05Z</updated>

		<summary type="html">&lt;p&gt;Iratuscatus: Adds a point about setting up the FTL engine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img_generic = Generic_engineer.png&lt;br /&gt;
|img = Engineer.png&lt;br /&gt;
|jobtitle = Ship Engineer&lt;br /&gt;
|access = [[Engineering]], Power Equipment, [[Tech Storage]], External airlocks, [[Construction Area|Construction]] [[Vacant Office|Site]], [[Maintenance]], [[Telecoms]]&lt;br /&gt;
|additional = [[Atmospherics]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Start the supermatter, &amp;lt;s&amp;gt;wire the solars&amp;lt;/s&amp;gt;, repair ship hull and wiring damage, do the job of the (always) incompetent [[Atmospheric Technician|atmos techs]]. Basically, do everything that has anything to do with repairs. Also, be prepared to be the hero the ship deserves, because [[Security]] is lazy.&lt;br /&gt;
|guides = [[Engineering items]], [[Construction materials|Guide to Construction Materials]], [[Basic construction|Guide to Basic Construction]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to power]], [[Supermatter Engine]], [[Hacking]], [[Guide to Telecommunications]], [[Department Standard Operating Procedure: Engineering#Ship Engineer|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = I&#039;ll fix the power as soon as I&#039;m off my lunch break.&lt;br /&gt;
}}&lt;br /&gt;
Effectively, you are an assistant on steroids, and need not fear any electrical things with your gloves. You can, however, affect the ship, for good or for ill, much more profoundly than a mere [[assistant]] can. For example, badass engineers can break into the [[Teleporter|teleporter room]] quickly to kill a malevolent [[AI]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Fix hull breaches, fix the power grid if power goes out in an area. &#039;&#039;&#039;Don&#039;t just run off with the damn space suits before the engine is set up!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Engineering Etiquette ===&lt;br /&gt;
Take a look around engineering as the first thing you do, and see how many fellow engineers you have. If there&#039;s a ton, you probably don&#039;t want to snatch up everything that isn&#039;t nailed down. Don&#039;t fight over hardsuits. Don&#039;t try to break into the middle of a task someone has already begun: trying to fill plasma tanks at the same time as another person usually ends up filling engineering with plasma, and turning on the pumps while another engineer is still trying to set things up is a good way to get yelled at.&lt;br /&gt;
&lt;br /&gt;
Be nice and courteous and you&#039;ll often be treated well, curse people out for their incompetence or how slow they are and people aren&#039;t going to rush to retrieve your corpse when syndicates blow your head off.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Equipment ===&lt;br /&gt;
Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don&#039;t constantly have to be running back to engineering for each step of a repair process, or leaving other engineers out of the task by taking too much.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a suggestion how you can be prepared for stuff on the ship:&lt;br /&gt;
&lt;br /&gt;
[[File:engineer_loadout.png|thumb|664px|This is an image of the tools every engineer should be trusted to have on him at all times. Empty pockets can be used for tools, flashlights, etc]]&lt;br /&gt;
[[File:engineer_rig_loadout.png|thumb|664px|And if you&#039;re planning to go fix stuff in space, or a room is depressurized]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #eeccaa&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #ddaa77;&amp;quot;| Container&lt;br /&gt;
! style=&amp;quot;background-color: #ddaa77;&amp;quot;| Contents&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[File:Utilitybelt.png|62px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Utility Belts|Utility belt]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:engineer_toolbelt_contents.png|448px]] &amp;lt;br&amp;gt;Screwdriver, wrench, wirecutters, multitool, cable coil, crowbar, welding tool.&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[File:Eng backpack.png]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Backpack]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:Engineer_backpack_contents.png|448px]] &amp;lt;br&amp;gt;Internals box, welding helmet, metal, glass, high-capacity power cell.&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[File:Box.png|62px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Box]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:Engineer_box_contents.png|448px]] &amp;lt;br&amp;gt;Breath mask, epinephrine medipen, T-ray scanner, airlock electronics, power control module, cable coil, flashlight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some of this you start with, some you need to collect. The items you pick up are:&lt;br /&gt;
&lt;br /&gt;
* [[File:IGloves.png]] &#039;&#039;&#039;Insulated Gloves:&#039;&#039;&#039; Your most prized possession, these puppies protect you from shock. Engineers work with insane amounts of electricity, and it&#039;s easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There&#039;s a few pairs lying around engineering, and more in the electrical closet. Lock the closet when you&#039;re done unless you want the clown and mime to steal all the remaining pairs. Again, &#039;&#039;&#039;lock the lockers when you have what you need&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* [[File:Welder.png]] &#039;&#039;&#039;Industrial Welding Tool:&#039;&#039;&#039; Hack the engineering vendor to yield two of these. It has double the capacity of a normal welding tool. Throw the normal one you have on the floor to be like every engineer ever (or put it away neatly for bonus points from the CE).&lt;br /&gt;
&lt;br /&gt;
* [[File:WeldingHelmet.png]] &#039;&#039;&#039;Welding Mask:&#039;&#039;&#039; You need this to avoid going blind while welding. Note if you have the hardsuit on, it works as a welding mask you don&#039;t have to flip up/flip down.&lt;br /&gt;
&lt;br /&gt;
* [[File:Metal.png]][[File:Glass.png]] &#039;&#039;&#039;Metal &amp;amp; Glass:&#039;&#039;&#039; Basic building blocks. Carrying just one stack each is generally fine; convert it into floor tiles, bars, or reinforced glass as necessary. If you take one stack to yourself, pay close attention to the radio so you know where they are needed.&lt;br /&gt;
&lt;br /&gt;
* [[File:MGlasses.png]] &#039;&#039;&#039;Optical Meson Scanners:&#039;&#039;&#039; These illuminate everything structural in range, showing you the layout of dark maintenance tunnels and such. Note that you can only see the details of a room if they&#039;re illuminated and you could see them otherwise, so don&#039;t think you&#039;re getting free x-rays out of these and don&#039;t be surprised when John Q. Changeling appears out of nowhere while you walk through maintenance without your lights on. A variant of these exists that combines Mesons with a T-Ray scanner, though you &#039;&#039;will&#039;&#039; have to switch to Meson mode when around the engine. A couple of these can be found around Engineering and Engineer lockers.&lt;br /&gt;
&lt;br /&gt;
* [[File:Gas_mask.png]] &#039;&#039;&#039;Gas mask:&#039;&#039;&#039; Basically the same function as a breath mask, but with the added bonus of protecting you from pepper spray, acid sprays to the face (once), and some of the diseases the [[Virologist|virologist]] inevitably releases. Also keeps you on your feet a little longer in high concentrations of N2O, so make sure you have one in your inventory if not on your face for roleplay reasons. Note, the syndicate voice changer looks exactly like it, so don&#039;t be surprised if Security asks you to take off your mask to verify you are who you say you are. You can find them in engineering lockers, laying around in engineering and in maintenance tunnels.&lt;br /&gt;
&lt;br /&gt;
* [[File:Extended_Emergency_Oxygen_Tank.png]] &#039;&#039;&#039;Extended-capacity emergency oxygen tank:&#039;&#039;&#039; These canisters hold a LOT of air. The hardsuits can hold full-sized canisters which hold more, but two of these filled up in your bag and there&#039;s very little chance of you ever running out of air. &#039;&#039;&#039;To fill up:&#039;&#039;&#039; place it in the oxygen tank, click the oxygen tank and turn the pressure all the way up, open the valve, then close the valve. Once you&#039;re sure it&#039;s closed, remove the tank. Click the tank in your hand and lower the mask pressure to 16 KPA, which will give you the most possible use.&lt;br /&gt;
&amp;lt;!--- APCs don&#039;t take power cells on FTL13 so this is being commented out&lt;br /&gt;
* [[File:Power_cell.png]] &#039;&#039;&#039;Power Cell:&#039;&#039;&#039; Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
* [[File:Flashlight.png]] &#039;&#039;&#039;Flashlights:&#039;&#039;&#039; These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you&#039;ll light up a huge area, very helpful to general crew when you&#039;re doing repairs in a freshly-darkened crater so they don&#039;t walk into the vacuum and freeze.&lt;br /&gt;
&lt;br /&gt;
* [[File:Hazard.png]] &#039;&#039;&#039;Hazard Vest:&#039;&#039;&#039; An archetypal item, it serves no purpose except roleplay and that you can buckle an extended capacity emergency oxygen tank to it. Definitely do so if you aren&#039;t in a hardsuit or firesuit.&lt;br /&gt;
&lt;br /&gt;
* [[File:Circuitboard.png]] &#039;&#039;&#039;Power control module:&#039;&#039;&#039; You need this to repair a fully broken APC. Some sit in Engineering Equipment.&lt;br /&gt;
&lt;br /&gt;
* [[File:Circuitboard.png]] &#039;&#039;&#039;Airlock electronics:&#039;&#039;&#039; You need this to construct an airlock. Having one on hand can save you a long trip back if you run across a broken door. Some by the metal and supplies.&lt;br /&gt;
&lt;br /&gt;
Firesuits can no longer be carried in bags, and it&#039;s unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere on the ship, learn their locations. &lt;br /&gt;
&lt;br /&gt;
Note that some of these are for roleplay reasons only. Roleplay too determines if you&#039;re a good engineer or not -- When talking with people face to face, pop the helmet off -- hardsuits look pretty cool without the helmet on. Write down things you figure out like the door wires and photocopy them, distribute to the other engineering staff as a memo. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camaraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn&#039;t nearly as fun for everyone.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
== Engineering Reference Maps ==&lt;br /&gt;
&#039;&#039;&#039;PLACEHOLDER&#039;&#039;&#039;: Will get a map sooner or later&lt;br /&gt;
&lt;br /&gt;
As an engineer, you&#039;re sometimes called to put the ship back together again after a bad fall. Sometimes, that&#039;s a problem because what use to have an identifiable shape now is just a mess of shattered tiles, exposed space, and broken dreams. &lt;br /&gt;
&lt;br /&gt;
These maps highlight the important bits of machinery running under everything so you can fix any section that gets broken. Also useful when power goes out in a section for figuring out where the damn clown cut a cable.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;both&amp;quot;&amp;gt;&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
You have a few things you should do, if you don&#039;t want to be [[robust|robusted]], before doing what you want to do. Repairing things is what engineers do, and so is setting the ship up with power. Without any engineers doing a little work, the ship will probably fall out of orbit.&lt;br /&gt;
&lt;br /&gt;
=== [[Supermatter_Engine|Starting the Engine]] ===&lt;br /&gt;
This is an extremely important task. Luckily, it is fairly simple (or at least it should be; it just needs babysitting). Make certain you follow the instructions precisely; blowing up Engineering is a good way to be hated by everyone forever and shorten the round to mere minutes.&lt;br /&gt;
:&#039;&#039;&#039;I set up the supermatter, why is command still telling me to set up up &amp;quot;the engine&amp;quot;?&#039;&#039;&#039;&lt;br /&gt;
:They might be referring to the FTL engine, which is down, left, and down again from the supermatter room. This needs to have plasma flowing to it in order for the ship to go anywhere.&lt;br /&gt;
&lt;br /&gt;
=== Working on the [[Solars]] ===&lt;br /&gt;
If and when Solars are put on the ship, you&#039;ll have this (outdated) guide to use!&lt;br /&gt;
&lt;br /&gt;
=== [[Construction|Fixing the Ship]] ===&lt;br /&gt;
Is there a hole in the wall? Are floor tiles broken? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Are cables torn up leading to an APC? Are the APC&#039;s themselves fried? Is it more than thirty seconds into the round? The answer to two or more of these is always yes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quit reading &amp;quot;The Lusty Xenomorph Maid&amp;quot; and get to work!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Power ===&lt;br /&gt;
The supermatter and/or the solars (if they ever get implemented, which they probably won&#039;t) provide more than enough energy to fully power a state-of-the-art battle cruiser -- unless something goes wrong, which it almost always will. Whether it&#039;s due to shoddy wiring, a powersink, a bomb, an assistant cutting cables, an exploding supermatter &amp;lt;s&amp;gt;lmao good luck&amp;lt;/s&amp;gt;, or simple engineer laziness, power outages are a common problem that is your, YES, YOUR, job to fix. See that Power Monitoring computer? If people complain of power outages, it should always be the first port of call -- assuming it hasn&#039;t already been devoured by the rampaging maw of Lord Singuloth, or the Supermatter&#039;s infernal and explosive rage.&lt;br /&gt;
&lt;br /&gt;
See the [[guide to power]] to learn how to get into power and, more importantly, how to fix everything.&lt;br /&gt;
&lt;br /&gt;
== Getting the Man Out of Danger... Alive! ==&lt;br /&gt;
It&#039;s your job to save lives when they cry out for help. You&#039;ve got the big RIG, use it! You won&#039;t be able to save everyone, but make your intention to help clear to them so they know to stay in their body for cloning.&lt;br /&gt;
&lt;br /&gt;
=== Firefighting ===&lt;br /&gt;
Engineers get access to maintenance hallways, which contain several [[Engineering_items#Firesuit|firesuits]] and [[Engineering_items#Fire_Extinguisher|extinguishers]]. If a fire breaks out somewhere, put it out. [[Engineering_items#Firesuit|Firesuits]] allow you to walk in almost any fire. [[Engineering_items#Fire_Extinguisher|Extinguishers]] have a limited capacity. Refill them with water tanks, which are &#039;&#039;supposed&#039;&#039; to be common &amp;lt;s&amp;gt;or just liter the hallways with extinguishers while you grab a new one like the filthy cretin you are&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Physical Rescue ===&lt;br /&gt;
If someone cries that he can&#039;t get out of somewhere and no one can get him out, then it&#039;s your job to do so. [[Hacking#Airlocks|Hacking airlocks]], [[Guide_to_construction#Walls_2|deconstructing walls]], basically whatever it takes to get to them. I don&#039;t need to point out that you should never put others or yourself at risk in doing so!&lt;br /&gt;
&lt;br /&gt;
=== Space Recovery ===&lt;br /&gt;
A body&#039;s been spaced but has somehow got caught on the shields? Now it&#039;s your job to recover it. Ask the AI or captain to get a jetpack and space suit from EVA and go after the body. You&#039;ll most frequently find bodies sitting within the confines of the shield, otherwise they&#039;re kinda gone forever. The bodies should be close enough to the ship that you can just jetpack to them and drag them back. The use of lockers will help greatly, as lockers do not drift like bodies do, but cannot travel across Z-levels. ALWAYS have tools, glass and metal with you when doing this! Some bodies float around randomly and need [[Guide_to_construction#Floor|floor tiles]] to be built in their path to actually stop.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* To get maximum camera coverage, you only have to place one camera every fifteen tiles. If there&#039;s a wall between them, use an analyzer on the assembly after you weld it to the wall to create an xray camera. Otherwise, count seven tiles from where the previous camera disappears from view and build a camera there.&lt;br /&gt;
* Tired of asking RD for circuit boards? Robotics has a circuit imprinter in it.&lt;br /&gt;
&amp;lt;!---* By placing Arcade machines next to the singularity in engineering, every time the singularity spits out an EMP, the arcade machines will spit out toys. I&#039;m not sure if it&#039;s necessary, but you can simply screw and unscrew it again to reset the EMP check so you can spawn more toys from the same arcade cabinet. Engineering toy factory ahoy!---&amp;gt;&lt;br /&gt;
* How to make an airlock with selected access: Get a hold on the airlock control circuit and click it in your hand, use your engineer ID to change settings on it and pick the access you want it to have.&lt;br /&gt;
* Had a power sink? Found and removed it? Good, now turn the output of every SMES off - and then turn the output back on. Sounds silly and IT-crowdish, but it works. If you do not do that some APCs may not recharge correctly.&lt;br /&gt;
&amp;lt;!---* Currently having a power sink? Wire the singularity into the grid! Stage 3 (purple) and up can counteract a power sink. Power sinks explode when this happens, so this can also be used tactically by the traitor.&lt;br /&gt;
* How to wire singulo straight to grid: If you look at the complete ship map thing, you&#039;ll see that the three Engineering SMES units receive input together and send their output out across each other. Wire the inputs across each other and into the output. You should virtually NEVER do this EXCEPT to counteract a power sink because if anyone gets shocked anywhere they’ll go straight to crit.&lt;br /&gt;
* A stage 2 (red) singularity is enough to power the 3 engineering SMES at max input. Plus, having it at stage 2 gives you a bit more time to spot particle accelerator sabotage.&lt;br /&gt;
* With the current setup of field generators, a stage 4 singularity can be contained without a problem. Stage 5, however, is coded to dislodge structures, i.e. it WILL eat the field generators by simply pulling them apart.&lt;br /&gt;
* Emitters will still work even after wiring in engineering as been destroyed by a bomb. Only cutting a power cable with wirecutters will cause them to stop working.---&amp;gt;&lt;br /&gt;
* Arriving half an hour into the round and no one cba to setup the engine? Engineering SMES are drained entirely, thus the emitters just won&#039;t go online? Grab the plasma from engineering storage, put it into the PACMAN. Drag the PACMAN to the tile south of the engineering APC, use a wrench on it, set the output to 10000 and turn it on. With the 30 sheets the game starts with, you now have a good while to supply enough current to the emitters to get the engine working.&lt;br /&gt;
* For most construction/deconstruction operations (Mining, wrenching chairs/tables, deconstructing walls) you can click on multiple spaces to take things apart or build multiple things at a time. &lt;br /&gt;
* You can put windows directly on grilles.&lt;br /&gt;
* You can also pry up 4 floor tiles and weld them together to get a metal sheet, which you can grind down for iron. Glass for silicon. Reinforced glass for metal and silicon. Wood for carbon.&lt;br /&gt;
* Cell chargers give power to inserted cells faster than it takes power from the APC, meaning it generates some power from nothing, and you can alternate between two cell and keep an APC running forever.&lt;br /&gt;
* Power testing:&lt;br /&gt;
** The most power the system will drain seems to be around 225000 W. (Tested this by using the Make All Areas Un-powered secret, then the Power All SMES secret.) With most of the ship&#039;s lights shut off, except for medical and security areas the system drains around 150000 W. (Tested that by shutting off lighting for every APC except for those areas.)&lt;br /&gt;
** I&#039;ve also been messing around with the PACMAN type generators and have discovered that, if created with the best parts you can make, each generator will produce:&lt;br /&gt;
** P.A.C.M.A.N generator = 60000 W&lt;br /&gt;
** S.U.P.E.R.P.A.C.M.A.N generator = 180000 W&lt;br /&gt;
** M.R.S.P.A.C.M.A.N generator = 480000 W (Probably enough to power Meta on it&#039;s own, but I dunno.)&lt;br /&gt;
** They will also hold 450 sheets of fuel. Meaning, if you&#039;ve maxed out research you can power the entire ship with one SUPERPACMAN and a PACMAN (240000 W), or the entire ship minus lights with one SUPERPACMAN.&lt;br /&gt;
** So if you&#039;re playing sandbox and you wanna power your own ship, put those solar panels away.&lt;br /&gt;
** Also, the solar panel crate in engineering only starts with 13 solar assemblies instead of 21 like solar crates ordered from cargo. A proper solar array is made up of 61 solar panels (including the tracker), so it takes 60 supply points to completely replace one.&lt;br /&gt;
* It is possible to upgrade the AI&#039;s cameras by using certain items... For example, you can give them x-ray properties if you apply a ultra micro laser or analyzer to them. Pretty useful if the AI needs eyes in maint and you actually have the research to produce them. Watch as the AI freaks out when it realizes it now sees EVERYTHING in the dorms. There is also a proximity sensor upgrade. Install a proximity sensor upgrade on a camera and the AI will be immediately alerted if anyone comes in view range. Insert solid plasma and the camera will be EMP-proof!&lt;br /&gt;
* You can make a voice-locked door by making an airlock, attaching a signaler to the bolt wire, creating a voice analyzer-signaler assembly and keep it on you, when you speak the code word, it toggles the bolts. You can also just use a signaler but that&#039;s no fun.&lt;br /&gt;
&amp;lt;!---* Still don&#039;t get why people watch the singularity during start-up. The point you turn the PA to 0 is reached when all of the SMES are charging - not when the singularity goes purple, red, green or whatever. The power output of the singularity goes up exponentially (at least it seems like it from my experience) so by the time the SMES start blinking, the output is usually between 1 - 1.5 MW already.---&amp;gt;&lt;br /&gt;
* Here&#039;s a hint for noticing power sinks before anybody else does:&lt;br /&gt;
** always set up the SMES so that all the APCs stay full all the time (100 000+ output each)&lt;br /&gt;
** if you see an APC go red (i.e. not charging), check if it is still connected to the power grid&lt;br /&gt;
** if it is connected, go check the total power load on the ship (either via PDA or a power monitoring console)&lt;br /&gt;
** normal load for the entire ship is &amp;lt;200 000W. If you see the load steadily rising to well above 500 000W start thinking about wiring the black hole into the grid&lt;br /&gt;
** during a power sink, load tops out at around 1.4MW; so get the singularity to ouput at least 1.7MW or so.&lt;br /&gt;
** Note that even after the sink has been removed, the system is still all wonky and buggy. Disconnecting the singularity from the grid again, may make it look like there&#039;s a second sink in place, causing power alarms all over the ship, depending on how well charged the APCs are. Feels like some APCs simply break down after such stress - best course of action is to just keep the singularity wired in...&lt;br /&gt;
* Power output is a function of singularity size and the amount of total plasma in collectors.&lt;br /&gt;
* How to be a good engineer:&lt;br /&gt;
** Get singulo stable at stage 2, set all SMES units to 200K in 110K out.* How to be a manly engineer:&lt;br /&gt;
** Get singulo stable at stage 3, set all SMES units as above... including the 4 solar SMES units. Wire singulo and all 7 SMES units to grid directlike. Stroke your beard in satisfaction.&lt;br /&gt;
* You can screwdriver wooden flooring to remove it without breaking it.&lt;br /&gt;
* If a window is not attached (Screwdriver, Crowbar, Screwdriver), you can use a wrench on it to deconstruct it.&lt;br /&gt;
* You can turn one color of wire into another color easily.&lt;br /&gt;
** Get a color of wire you want, and a color of wire you have&lt;br /&gt;
** Add the color you have to the color you want to increase the amount of the color you want&lt;br /&gt;
&amp;lt;!---* Need to set up the singulo? No CE or AI to open secure storage? Use the nearby APC to turn off equipment power and crowbar open the blast doors.---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Traitorneering ==&lt;br /&gt;
Being a [[traitor]] engineer can be both the easiest and hardest task on the vessel. On the one hand, you can go almost everywhere, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don&#039;t bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work (&amp;quot;I need this to repair hull damage, Captain!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
On the other hand, Engineers lack weapons. &amp;lt;s&amp;gt;Stungloves, however, are the hidden weapon few ever search for, which can give the upper hand in a fight.&amp;lt;/s&amp;gt; Stungloves are gone 5ever, but stun prods can be made from [[Makeshift weapons|basic tools]]! In addition, cable restraints may be constructed from cable coils. In a pinch, the welding tool is a fairly powerful weapon which causes burn damage when turned on. Secondly, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel. Engineers are also one of the few jobs which retain their maintenance access, making travel around the ship significantly safer, faster and easier.&lt;br /&gt;
&lt;br /&gt;
And finally, if you truly hate everything, it is within your grasp to overload the supermatter and build hold back the tides of people who want your head, and generally sabotage the power supply of the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Iratuscatus</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7932</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7932"/>
		<updated>2018-05-22T23:55:26Z</updated>

		<summary type="html">&lt;p&gt;Iratuscatus: Adds brainless guide to setting up the Aetherwhisp engine&lt;/p&gt;
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{{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 Theory&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;TEG Setup Walkthrough&amp;quot;&amp;gt;&lt;br /&gt;
Are you from another department and feel like you don&#039;t need to know all this stuff? Just want to get back to growing plants and killing monkeys? Look no further.&amp;lt;br /&amp;gt;&lt;br /&gt;
This guide references the numbered image of the engine room above.&amp;lt;br /&amp;gt;&lt;br /&gt;
===Setting up the pipes===&lt;br /&gt;
[[File:Supermatterftlwhisp setup.png|300px|thumb|right]]&lt;br /&gt;
# Set up the vents and scrubbers&lt;br /&gt;
## Unlock the air alarm (number 8) and click on it to bring up the menu. You need an ID with engineering access to do this.&lt;br /&gt;
##* Do not skip this. You already broke into engineering, just go get the captain&#039;s spare.&lt;br /&gt;
## Under vent controls, set all three to &amp;quot;internal&amp;quot; with a target pressure of 0 kPa&lt;br /&gt;
##* This will make the vents keep pushing any gas they receive into the engine chamber.&lt;br /&gt;
##* Make sure you un-select &amp;quot;external&amp;quot;&lt;br /&gt;
## Under scrubber controls, for all three scrubbers, check every box except N2O, and set the range to &amp;quot;Expanded&amp;quot;&lt;br /&gt;
##* This will let the N2O sit in the chamber and get nice and toasty, while everything else gets moved into the pipes&lt;br /&gt;
##* The gas that is scrubbed out is what ends up in your hot loop, providing power when it goes through the TEG&lt;br /&gt;
## Lock the air alarm when you&#039;re done. This will keep anyone else from fiddling with it.&lt;br /&gt;
# (Optional but highly recommended) Lay down some volume pumps&lt;br /&gt;
## Find yourself a Rapid Piping Device (RPD)&lt;br /&gt;
##* There is one in each atmospherics locker&lt;br /&gt;
##* Hacked autolathes can construct them&lt;br /&gt;
##* To use, hold the RPD in your active hand and click on it. Find the &amp;quot;volume pump&amp;quot; option and select that.&lt;br /&gt;
## Replace the straight orange pipe below the SM chamber airlock with a south-facing volume pump&lt;br /&gt;
### Un-wrench the orange pipe&lt;br /&gt;
### Use the RPD to make a volume pump there&lt;br /&gt;
### Wrench in the volume pump&lt;br /&gt;
### Make sure the red stripe is on the lower end (south). If not, unwrench it and turn it around.&lt;br /&gt;
##* From this point on this guide will assume you can wrench pipes and check the directions of pumps without explicit instruction&lt;br /&gt;
## Replace the gas pumps on the connectors (blue boxes at number 5) with volume pumps, facing the same direction as the pumps you replace&lt;br /&gt;
## Add two north-facing volume pumps directly beneath the TEG (2), one replacing the straight orange pipe, one replacing the straight cyan pipe.&lt;br /&gt;
## Optional: Change the RPD to &amp;quot;eat pipes&amp;quot; mode and clean up the spare pipe bits that are lying around now&lt;br /&gt;
# Remove the digital coolant valves&lt;br /&gt;
#* These are the little box-shaped valves that connect the orange and cyan pipes together&lt;br /&gt;
#* I will be telling you to fill the cold loop with plasma. Using these to &amp;quot;cool&amp;quot; a delaminating engine will only make the fire bigger.&lt;br /&gt;
#* Also cleaning out other gases contaminating the cold loop is terrible and should be avoided.&lt;br /&gt;
#* It is not necessary to replace them with anything, but if the unconnected pipes bother you, the RPD can be used to make L-shaped corners to replace the T-shape pipes.&lt;br /&gt;
# Turn on the filters (number 3, in the green boxes)&lt;br /&gt;
#* The one on the purple pipe is set to filter plasma by default. The one on the gray is set to filter O2.&lt;br /&gt;
#* Max out the pressure on these to the full 4500 kPa&lt;br /&gt;
# Go to the top of the engine room, and set the pressure on the gas pump (7, in a blue box) to the maximum 4500 kPa&lt;br /&gt;
All your shiny new pumps should be turned on. If you have not turned them on, do so now.&lt;br /&gt;
===Adding gas===&lt;br /&gt;
# Shove the two gas cans at number 5 in a corner somewhere. We won&#039;t be using them.&lt;br /&gt;
# You will need two cans of plasma (red with a letter P) and two cans of N2O (red with a white stripe)&lt;br /&gt;
#* Atmos gas storage is three airlocks south of the engine room.&lt;br /&gt;
# Add the plasma to the cold loop by wrenching the cans onto the connector attached to the cyan pipes (at number 5).&lt;br /&gt;
#* &#039;&#039;&#039;Do not use the can menu to &amp;quot;open&amp;quot; the valve. This will flood the room with plasma unless you&#039;ve got a smaller can in it to fill up.&#039;&#039;&#039;&lt;br /&gt;
# Add the N2O to the hot loop by wrenching it to the connector attached to the orange pipes.&lt;br /&gt;
#* You should see the white N2O animation fill the engine chamber. If this doesn&#039;t happen, something is wrong with your pipe setup.&lt;br /&gt;
# Verify that the gas meters (small grey-and-green squares) have lit up with a bright green bar and some yellow squares. This tells you there is gas in your pipes.&lt;br /&gt;
===Start the engine!===&lt;br /&gt;
# Make sure you&#039;re wearing meson goggles (found in any radiation locker) if you don&#039;t want to hallucinate to hell and back&lt;br /&gt;
# Open up the emitter port by clicking the top right control button on the SM chamber. The barrier in front of the emitter (4) should open, revealing a window, some neat-looking floor, and the supermatter crystal.&lt;br /&gt;
# Turn on the emitter by clicking on it. It will light up and start shooting lasers at the deadly radioactive crystal.&lt;br /&gt;
===Next steps===&lt;br /&gt;
# Set the SMESes.&lt;br /&gt;
#* These are the giant batteries that distribute power through the ship.&lt;br /&gt;
#* They are located in the upper north corner of engineering - through the equipment room, and up. They&#039;re large white things, that look like number 7.&lt;br /&gt;
#* As soon as you have 400,000 W of power available to you, you&#039;ll want both of these maxed out. If the ship&#039;s power demands are not being met, increase the output on these.&lt;br /&gt;
#** Do not make the output larger than the input, this will drain the SMES and eventually cause more problems than it solves.&lt;br /&gt;
# Consider adding more gas to the hot loop&lt;br /&gt;
#* I recommend CO2. You can fill some of your empty canisters with it in atmospherics.&lt;br /&gt;
#* Two cans of N2O and two cans of CO2 with this setup will average a little above 580 kW. This is a really safe energy level and will not max out the meter on the TEG, but it is enough to run a ship on.&lt;br /&gt;
* The engine room will start to get hot. Bring internals, and maybe a fire suit, as this can be a health hazard if you stand around too long.&lt;br /&gt;
&lt;br /&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 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>Iratuscatus</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:Supermatterftlwhisp_setup.png&amp;diff=7931</id>
		<title>File:Supermatterftlwhisp setup.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:Supermatterftlwhisp_setup.png&amp;diff=7931"/>
		<updated>2018-05-22T23:51:46Z</updated>

		<summary type="html">&lt;p&gt;Iratuscatus: Aetherwhisp engine room with custom pipe setup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aetherwhisp engine room with custom pipe setup&lt;/div&gt;</summary>
		<author><name>Iratuscatus</name></author>
	</entry>
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