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		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7926</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7926"/>
		<updated>2018-05-09T17:40:51Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &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;
== 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;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7920</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7920"/>
		<updated>2018-05-09T16:40:58Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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;
&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;
&amp;lt;/tab&amp;gt;&lt;br /&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;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Please_Dont_Do_That&amp;diff=7919</id>
		<title>Please Dont Do That</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Please_Dont_Do_That&amp;diff=7919"/>
		<updated>2018-04-27T19:18:09Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://aberrantkenosis.bandcamp.com/album/the-bike-horn-collection-volume-1 You can&#039;t Henk what you can&#039;t Solid Honk]&lt;br /&gt;
[[File:Bike horn.png|100px]]&lt;br /&gt;
[[File:Bike horn.png|100px]]&lt;br /&gt;
[[File:Bike horn.png|100px]]&lt;br /&gt;
[[File:Bike horn.png|100px]]&lt;br /&gt;
[[File:Bike horn.png|100px]]&lt;br /&gt;
[[File:Bike horn.png|100px]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Please_Dont_Do_That&amp;diff=7918</id>
		<title>Please Dont Do That</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Please_Dont_Do_That&amp;diff=7918"/>
		<updated>2018-04-27T19:17:53Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yeah, don&#039;t actually do that&lt;br /&gt;
&lt;br /&gt;
[http://aberrantkenosis.bandcamp.com/album/the-bike-horn-collection-volume-1 You can&#039;t Henk what you can&#039;t Solid Honk]&lt;br /&gt;
[[File:Bike horn.png|100px]]&lt;br /&gt;
[[File:Bike horn.png|100px]]&lt;br /&gt;
[[File:Bike horn.png|100px]]&lt;br /&gt;
[[File:Bike horn.png|100px]]&lt;br /&gt;
[[File:Bike horn.png|100px]]&lt;br /&gt;
[[File:Bike horn.png|100px]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Please_Dont_Do_That&amp;diff=7917</id>
		<title>Please Dont Do That</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Please_Dont_Do_That&amp;diff=7917"/>
		<updated>2018-04-27T19:17:00Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yeah, don&#039;t actually do that&lt;br /&gt;
&lt;br /&gt;
[http://aberrantkenosis.bandcamp.com/album/the-bike-horn-collection-volume-1 You can&#039;t Henk what you can&#039;t Solid Honk]&lt;br /&gt;
[[File:Bike horn.png|1000px]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Please_Dont_Do_That&amp;diff=7916</id>
		<title>Please Dont Do That</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Please_Dont_Do_That&amp;diff=7916"/>
		<updated>2018-04-27T19:15:56Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yeah, don&#039;t actually do that&lt;br /&gt;
&lt;br /&gt;
[http://aberrantkenosis.bandcamp.com/album/the-bike-horn-collection-volume-1 You can&#039;t Henk The Solid Honk]&lt;br /&gt;
[[File:Bike horn.png|1000px]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Please_Dont_Do_That&amp;diff=7915</id>
		<title>Please Dont Do That</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Please_Dont_Do_That&amp;diff=7915"/>
		<updated>2018-04-27T19:15:18Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yeah, don&#039;t actually do that&lt;br /&gt;
&lt;br /&gt;
[http://aberrantkenosis.bandcamp.com/album/the-bike-horn-collection-volume-1[[File:Bike horn.png|1000px]]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Clown&amp;diff=7914</id>
		<title>Clown</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Clown&amp;diff=7914"/>
		<updated>2018-04-27T19:12:43Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: /* File:Bike horn.pngFile:Bike horn.pngFile:Bike horn.png Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = red&lt;br /&gt;
|headerfontcolor = yellow&lt;br /&gt;
|stafftype = CIVILIAN&lt;br /&gt;
|imagebgcolor = pink&lt;br /&gt;
|img_generic = Generic_clown.png&lt;br /&gt;
|img = Clown.png&lt;br /&gt;
|jobtitle = Clown&lt;br /&gt;
|access = [[Theatre]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = HONK!&lt;br /&gt;
|superior = [[Executive Officer]], The [[Honkmother]]&lt;br /&gt;
|duties = Entertain the crew, make bad jokes, go on a holy quest to find bananium, HONK!&lt;br /&gt;
|guides = [[Department Standard Operating Procedure: Service/Civilian#Lawyer|Department Standard Operating Procedure]] - HONK&lt;br /&gt;
|quote=IT&#039;S JUST A PRANK, BRO! HONK! &lt;br /&gt;
}}&lt;br /&gt;
[[File:Bar.png|300px|thumb|alt=Theatre|The [[Bar]]&#039;s Theatre is where you spawn along with the [[Mime]].]]&lt;br /&gt;
&lt;br /&gt;
You are... well... the [[Beyond the impossible|funny person]] of the station! Honk honk! This usually means you play harmless pranks on people to remind them that life on the station is not to be taken too seriously. The Clown &amp;lt;strike&amp;gt;doesn&#039;t have to do anything&amp;lt;/strike&amp;gt; must spread the word of the Honkmother through honks and elaborate pranks. Basically the clown&#039;s job is to goof off, much like an [[assistant]], but clowns don&#039;t usually listen to anyone because they have places to be, and things to HONK!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Be funny to &#039;&#039;other&#039;&#039; crewmembers. This is harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] License to HONK ==&lt;br /&gt;
Nope, it is not a license to be a shit. Remember, you are still bound to rule one, as in don&#039;t be a dick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When in doubt, ask yourself: &amp;quot;Are you irrevocably fucking with someone&#039;s round (killing, stealing, incapacitating, etc.)?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If yes: don&#039;t do it. You&#039;ll probably get robusted and banned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no: you&#039;re probably fine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pranks ==&lt;br /&gt;
[[File:Bike horn.png|400px|right]]&lt;br /&gt;
This is where the [[griffon|bad clowns]] are separated from the real ones! Pranks can range from anything from harmless honks to the head to throwing random banana peels (usually people hate you for this most of all) all over the hallways, or even spamming prayers to the Honkmother for a H.O.N.K.-mech because [[Roboticist|those assholes]] don&#039;t have bananium so they could make you one.&lt;br /&gt;
&lt;br /&gt;
If you are really out of ideas and on the verge of being so bored that you&#039;ll soon resort to just being a dick, here&#039;s a few things a good Clown can do to entertain the crew:&lt;br /&gt;
* Tell bad jokes and puns nonstop&lt;br /&gt;
* Hold two horns (okay one can be duck) and rapidly switch hands while spamming the use key to dualhonk&lt;br /&gt;
* Ride wheeled chairs with fire extinguishers&lt;br /&gt;
* Wear cardboard suit and helmet and be a clownborg, beep boop honk&lt;br /&gt;
* Wear pirate outfit and be a pirateclown, yarr scurvy (+ other outfits and roleplay)&lt;br /&gt;
* Bolt open the costume storage for the entire crew to use&lt;br /&gt;
* Build a Clown-Mart in the [[Vacant Office]]&lt;br /&gt;
* Insert donuts into people&#039;s pockets&lt;br /&gt;
* Attack Heads of Staff with the laser tag gun&lt;br /&gt;
* Create newsfeed channels and put out outrageous and slightly offensive accusations against people, along with photos&lt;br /&gt;
* Get/pretend to be a random new job, and be terrible/amazing at that job&lt;br /&gt;
* Write obscenities right outside the brig and get dog piled by security&lt;br /&gt;
* Hide photocopies of your ass around the station&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Power ===&lt;br /&gt;
Both you and the [[Mime]] spawn in the [[Theatre]] and have access to all the costumes inside.&lt;br /&gt;
&lt;br /&gt;
If the round goes on long enough, [[Roboticist|someone]] may be &amp;lt;strike&amp;gt;demented&amp;lt;/strike&amp;gt; fun-loving enough to build to you a [[H.O.N.K.]]-mech. This mech even makes squeaky sounds when it moves &amp;lt;strike&amp;gt;instead of&amp;lt;/strike&amp;gt; in addition to those awful clomping noises of other mechs. Make sure to attach the &#039;HoNkER BlAsT 5000&#039; to it, for EXTREME HONKING! Honk!&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Honk ===&lt;br /&gt;
Honking is how you get your work done. If you honk a honk honk then honk up the honk, well you&#039;ll have a doozy of a honk on your honk to wash off.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Equipment ===&lt;br /&gt;
You get the clown suit, a bike horn, clown stamp (for approving monkey crates) clown mask (which works like a gas mask), a special infinite rainbow clown crayon so you can start writing naughty words all over the escape arm or eating it like a giant honking baby,a can of laughing juice, a megaphone to be exrta obnoxious,  a banana, and your slippery [[PDA]]. Your PDA can infect people&#039;s PDAs with a virus that makes it randomly honk, and possibly do other things? Who knows, HONK!&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Job Difficulty ===&lt;br /&gt;
Very little, but some people might want to kill you just for being the Clown. HONK!&lt;br /&gt;
&lt;br /&gt;
==[[File:Bike horn.png]][[File:Bike horn.png]][[File:Bike horn.png]] Tips==&lt;br /&gt;
* The clown&#039;s mask can be used for internals.&lt;br /&gt;
* If the clown&#039;s PDA cartridge has less than 5 charges (sendable viruses which make someone’s PDA honk every time they push a button) left, someone who isn&#039;t the clown can slip on it to restore 1 charge per slip. Have fun with that.&lt;br /&gt;
* Eating the rainbow crayon completely is impossible. If you&#039;re a clown and starving you can just nibble on your crayon, for infinity.&lt;br /&gt;
* [http://aberrantkenosis.bandcamp.com/album/the-bike-horn-collection-volume-1 HONK!]&lt;br /&gt;
* Dye your clown shoes and slip them on someone, they still squeak.&lt;br /&gt;
* The clown&#039;s flower is basically a small spray bottle. It can be emptied and can carry 10 units of fluids and shoots exactly 1 unit at a time. So you can fire ten very small shots, and it has impressive range. It can be loaded from the pepper spray wall units and actually shoots further than the spray bottles. Since it is one unit the stun does not last long, but it is good for a guaranteed disarm if they lack eye protection.&lt;br /&gt;
* If somebody is chasing you and you haven&#039;t emptied your flower of water yet, you can empty it on the floor for a slip that is less obvious than a peel is.&lt;br /&gt;
* [https://ftl13.com/wiki/index.php?title=Please_Dont_Do_That&amp;lt;s&amp;gt; Solid Honk should be shot on site &amp;lt;/s&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pennywise the Spacing Clown ==&lt;br /&gt;
Remember that time you were terrified by a clown when you were small? Well, this is the reason why. As a traitor, while you could possible be just funny as hell and &amp;lt;strike&amp;gt;hope&amp;lt;/strike&amp;gt; people&amp;lt;strike&amp;gt; won&#039;t&amp;lt;/strike&amp;gt; kill you (like using the camo projector set to &amp;quot;banana&amp;quot;), you should learn how to [[robust]] or how to break and enter! Just have fun and relax, and honk while you betray people! If all else fails, get a [[Chainsaw]] and a [[Clothes_and_internals#Headgear|Welding Helmet]] and kill people who slip on your banana peels (the scare factor is pretty high).&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 12 align = &amp;quot;center&amp;quot; | &#039;&#039;&#039;Honkers on /tg/station&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Bike horn.png|100px|link=jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #334E6D; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |&#039;&#039;&#039;Law and Order&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Captain|Condom]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Head of Personnel|All Access Provider]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Bridge Officer|Can&#039;t Shoot for Shit]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #AF6365; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |&#039;&#039;&#039;Fun Police&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Head of Security|No fun]]&#039;&#039;&#039;, [[Security Officer|Shitcurity officer]], [[Warden|Honk]], [[Detective|Can&#039;t take a joke]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ba9b67; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |&#039;&#039;&#039;Black Magicians&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Engineer|Poly&#039;s Keeper]]&#039;&#039;&#039;, [[Station Engineer|Free insulateds]],  [[Atmospheric Technician|Axe bearer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #a885a2; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |&#039;&#039;&#039;Harmzone™&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Research Director|Honker]]&#039;&#039;&#039;, [[Scientist|Slimer]], [[Roboticist|Doctor Wiley]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8cbcd6; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |&#039;&#039;&#039;The Stage&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Medical Officer|Evil Bastard]]&#039;&#039;&#039;, [[Medical Doctor|Quack]], [[Chemist|Druglord/lube source]], [[Geneticist|Enjoys pranks]],  [[Virologist|Appeeling]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #92b26d; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | &#039;&#039;&#039;Goobers&#039;&#039;&#039;&lt;br /&gt;
| [[Janitor|Enabler]], [[Bartender|Has a gun]], [[Cook|Has a knife]], [[Botanist|FREE PEELS]], [[Clown|The most charitable and just clown, peace and blessings upon them]], [[Mime|Mortal Enemy]], [[Chaplain|This is no laughing matter]], [[Librarian|Who let you in here?!]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #898787; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |&#039;&#039;&#039;Greytide&#039;&#039;&#039;&lt;br /&gt;
| [[Quartermaster|Hardass]], [[Cargo Technician|Bribe for toys]], [[Shaft Miner|Bringer of Bananium]], [[Assistant|Space hobos]], [[Lawyer|LOL2CAT!!!]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | &#039;&#039;&#039;Goons&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[AI|Doorknob]]&#039;&#039;&#039;, [[Cyborg|No humor module]], [[Positronic Brain|Captive audience]], [[Drone|A fancy hat]], [[Personal AI|HARMALARM]], [[Construct|No touchie]], [[Ghost|2Spooky4me]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |&#039;&#039;&#039;Critics&#039;&#039;&#039;&lt;br /&gt;
| [[Traitor|Slip em]], [[Changeling|Honk it to death]], [[Syndicate guide|Still slippable]], [[Wizard|Wiznerd]], [[Shadowling|Death Incarnate]], [[Abductor|Ayyliens]], [[Xenomorph|KITTY]], [[Revenant|3spooky5me]], [[Space Ninja|Also slippable]], [[Holoparasite|Your best friend]], [[Swarmers|Don&#039;t cry]], [[Blob|Squishy]], [[Devil|Free All Access Guy]], [[Clockwork_Cult|Gearheads]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | &#039;&#039;&#039;&amp;quot;Special&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Centcom Official]]&#039;&#039;&#039;, [[Death squad|Prank Squad Officer]], [[Emergency Response Team|Emergency Response Pranksters (ERP)]], [[Ian|Free meat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #BBCCFF; color: black; text-align: center;&amp;quot; id=&amp;quot;race&amp;quot; |&#039;&#039;&#039;Filth&#039;&#039;&#039;&lt;br /&gt;
| [[Lizardperson|Lizardpersson]], [[Flyperson|Vomitoriun]], [[Plasmaman|Free internals]], [[Podman|Literally Potatohead]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Please_Dont_Do_That&amp;diff=7913</id>
		<title>Please Dont Do That</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Please_Dont_Do_That&amp;diff=7913"/>
		<updated>2018-04-27T19:11:49Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: Created page with &amp;quot;Yeah, don&amp;#039;t actually do that&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yeah, don&#039;t actually do that&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=DontActually&amp;diff=7912</id>
		<title>DontActually</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=DontActually&amp;diff=7912"/>
		<updated>2018-04-27T19:11:15Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: Created page with &amp;quot;Please don&amp;#039;t actually do that&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please don&#039;t actually do that&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Clown&amp;diff=7911</id>
		<title>Clown</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Clown&amp;diff=7911"/>
		<updated>2018-04-27T19:10:23Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: /* File:Bike horn.pngFile:Bike horn.pngFile:Bike horn.png Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = red&lt;br /&gt;
|headerfontcolor = yellow&lt;br /&gt;
|stafftype = CIVILIAN&lt;br /&gt;
|imagebgcolor = pink&lt;br /&gt;
|img_generic = Generic_clown.png&lt;br /&gt;
|img = Clown.png&lt;br /&gt;
|jobtitle = Clown&lt;br /&gt;
|access = [[Theatre]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = HONK!&lt;br /&gt;
|superior = [[Executive Officer]], The [[Honkmother]]&lt;br /&gt;
|duties = Entertain the crew, make bad jokes, go on a holy quest to find bananium, HONK!&lt;br /&gt;
|guides = [[Department Standard Operating Procedure: Service/Civilian#Lawyer|Department Standard Operating Procedure]] - HONK&lt;br /&gt;
|quote=IT&#039;S JUST A PRANK, BRO! HONK! &lt;br /&gt;
}}&lt;br /&gt;
[[File:Bar.png|300px|thumb|alt=Theatre|The [[Bar]]&#039;s Theatre is where you spawn along with the [[Mime]].]]&lt;br /&gt;
&lt;br /&gt;
You are... well... the [[Beyond the impossible|funny person]] of the station! Honk honk! This usually means you play harmless pranks on people to remind them that life on the station is not to be taken too seriously. The Clown &amp;lt;strike&amp;gt;doesn&#039;t have to do anything&amp;lt;/strike&amp;gt; must spread the word of the Honkmother through honks and elaborate pranks. Basically the clown&#039;s job is to goof off, much like an [[assistant]], but clowns don&#039;t usually listen to anyone because they have places to be, and things to HONK!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Be funny to &#039;&#039;other&#039;&#039; crewmembers. This is harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] License to HONK ==&lt;br /&gt;
Nope, it is not a license to be a shit. Remember, you are still bound to rule one, as in don&#039;t be a dick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When in doubt, ask yourself: &amp;quot;Are you irrevocably fucking with someone&#039;s round (killing, stealing, incapacitating, etc.)?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If yes: don&#039;t do it. You&#039;ll probably get robusted and banned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no: you&#039;re probably fine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pranks ==&lt;br /&gt;
[[File:Bike horn.png|400px|right]]&lt;br /&gt;
This is where the [[griffon|bad clowns]] are separated from the real ones! Pranks can range from anything from harmless honks to the head to throwing random banana peels (usually people hate you for this most of all) all over the hallways, or even spamming prayers to the Honkmother for a H.O.N.K.-mech because [[Roboticist|those assholes]] don&#039;t have bananium so they could make you one.&lt;br /&gt;
&lt;br /&gt;
If you are really out of ideas and on the verge of being so bored that you&#039;ll soon resort to just being a dick, here&#039;s a few things a good Clown can do to entertain the crew:&lt;br /&gt;
* Tell bad jokes and puns nonstop&lt;br /&gt;
* Hold two horns (okay one can be duck) and rapidly switch hands while spamming the use key to dualhonk&lt;br /&gt;
* Ride wheeled chairs with fire extinguishers&lt;br /&gt;
* Wear cardboard suit and helmet and be a clownborg, beep boop honk&lt;br /&gt;
* Wear pirate outfit and be a pirateclown, yarr scurvy (+ other outfits and roleplay)&lt;br /&gt;
* Bolt open the costume storage for the entire crew to use&lt;br /&gt;
* Build a Clown-Mart in the [[Vacant Office]]&lt;br /&gt;
* Insert donuts into people&#039;s pockets&lt;br /&gt;
* Attack Heads of Staff with the laser tag gun&lt;br /&gt;
* Create newsfeed channels and put out outrageous and slightly offensive accusations against people, along with photos&lt;br /&gt;
* Get/pretend to be a random new job, and be terrible/amazing at that job&lt;br /&gt;
* Write obscenities right outside the brig and get dog piled by security&lt;br /&gt;
* Hide photocopies of your ass around the station&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Power ===&lt;br /&gt;
Both you and the [[Mime]] spawn in the [[Theatre]] and have access to all the costumes inside.&lt;br /&gt;
&lt;br /&gt;
If the round goes on long enough, [[Roboticist|someone]] may be &amp;lt;strike&amp;gt;demented&amp;lt;/strike&amp;gt; fun-loving enough to build to you a [[H.O.N.K.]]-mech. This mech even makes squeaky sounds when it moves &amp;lt;strike&amp;gt;instead of&amp;lt;/strike&amp;gt; in addition to those awful clomping noises of other mechs. Make sure to attach the &#039;HoNkER BlAsT 5000&#039; to it, for EXTREME HONKING! Honk!&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Honk ===&lt;br /&gt;
Honking is how you get your work done. If you honk a honk honk then honk up the honk, well you&#039;ll have a doozy of a honk on your honk to wash off.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Equipment ===&lt;br /&gt;
You get the clown suit, a bike horn, clown stamp (for approving monkey crates) clown mask (which works like a gas mask), a special infinite rainbow clown crayon so you can start writing naughty words all over the escape arm or eating it like a giant honking baby,a can of laughing juice, a megaphone to be exrta obnoxious,  a banana, and your slippery [[PDA]]. Your PDA can infect people&#039;s PDAs with a virus that makes it randomly honk, and possibly do other things? Who knows, HONK!&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Job Difficulty ===&lt;br /&gt;
Very little, but some people might want to kill you just for being the Clown. HONK!&lt;br /&gt;
&lt;br /&gt;
==[[File:Bike horn.png]][[File:Bike horn.png]][[File:Bike horn.png]] Tips==&lt;br /&gt;
* The clown&#039;s mask can be used for internals.&lt;br /&gt;
* If the clown&#039;s PDA cartridge has less than 5 charges (sendable viruses which make someone’s PDA honk every time they push a button) left, someone who isn&#039;t the clown can slip on it to restore 1 charge per slip. Have fun with that.&lt;br /&gt;
* Eating the rainbow crayon completely is impossible. If you&#039;re a clown and starving you can just nibble on your crayon, for infinity.&lt;br /&gt;
* [http://aberrantkenosis.bandcamp.com/album/the-bike-horn-collection-volume-1 HONK!]&lt;br /&gt;
* Dye your clown shoes and slip them on someone, they still squeak.&lt;br /&gt;
* The clown&#039;s flower is basically a small spray bottle. It can be emptied and can carry 10 units of fluids and shoots exactly 1 unit at a time. So you can fire ten very small shots, and it has impressive range. It can be loaded from the pepper spray wall units and actually shoots further than the spray bottles. Since it is one unit the stun does not last long, but it is good for a guaranteed disarm if they lack eye protection.&lt;br /&gt;
* If somebody is chasing you and you haven&#039;t emptied your flower of water yet, you can empty it on the floor for a slip that is less obvious than a peel is.&lt;br /&gt;
* &amp;lt;s&amp;gt; Solid Honk should be shot on site &amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pennywise the Spacing Clown ==&lt;br /&gt;
Remember that time you were terrified by a clown when you were small? Well, this is the reason why. As a traitor, while you could possible be just funny as hell and &amp;lt;strike&amp;gt;hope&amp;lt;/strike&amp;gt; people&amp;lt;strike&amp;gt; won&#039;t&amp;lt;/strike&amp;gt; kill you (like using the camo projector set to &amp;quot;banana&amp;quot;), you should learn how to [[robust]] or how to break and enter! Just have fun and relax, and honk while you betray people! If all else fails, get a [[Chainsaw]] and a [[Clothes_and_internals#Headgear|Welding Helmet]] and kill people who slip on your banana peels (the scare factor is pretty high).&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 12 align = &amp;quot;center&amp;quot; | &#039;&#039;&#039;Honkers on /tg/station&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Bike horn.png|100px|link=jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #334E6D; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |&#039;&#039;&#039;Law and Order&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Captain|Condom]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Head of Personnel|All Access Provider]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Bridge Officer|Can&#039;t Shoot for Shit]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #AF6365; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |&#039;&#039;&#039;Fun Police&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Head of Security|No fun]]&#039;&#039;&#039;, [[Security Officer|Shitcurity officer]], [[Warden|Honk]], [[Detective|Can&#039;t take a joke]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ba9b67; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |&#039;&#039;&#039;Black Magicians&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Engineer|Poly&#039;s Keeper]]&#039;&#039;&#039;, [[Station Engineer|Free insulateds]],  [[Atmospheric Technician|Axe bearer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #a885a2; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |&#039;&#039;&#039;Harmzone™&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Research Director|Honker]]&#039;&#039;&#039;, [[Scientist|Slimer]], [[Roboticist|Doctor Wiley]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8cbcd6; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |&#039;&#039;&#039;The Stage&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Medical Officer|Evil Bastard]]&#039;&#039;&#039;, [[Medical Doctor|Quack]], [[Chemist|Druglord/lube source]], [[Geneticist|Enjoys pranks]],  [[Virologist|Appeeling]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #92b26d; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | &#039;&#039;&#039;Goobers&#039;&#039;&#039;&lt;br /&gt;
| [[Janitor|Enabler]], [[Bartender|Has a gun]], [[Cook|Has a knife]], [[Botanist|FREE PEELS]], [[Clown|The most charitable and just clown, peace and blessings upon them]], [[Mime|Mortal Enemy]], [[Chaplain|This is no laughing matter]], [[Librarian|Who let you in here?!]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #898787; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |&#039;&#039;&#039;Greytide&#039;&#039;&#039;&lt;br /&gt;
| [[Quartermaster|Hardass]], [[Cargo Technician|Bribe for toys]], [[Shaft Miner|Bringer of Bananium]], [[Assistant|Space hobos]], [[Lawyer|LOL2CAT!!!]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | &#039;&#039;&#039;Goons&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[AI|Doorknob]]&#039;&#039;&#039;, [[Cyborg|No humor module]], [[Positronic Brain|Captive audience]], [[Drone|A fancy hat]], [[Personal AI|HARMALARM]], [[Construct|No touchie]], [[Ghost|2Spooky4me]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |&#039;&#039;&#039;Critics&#039;&#039;&#039;&lt;br /&gt;
| [[Traitor|Slip em]], [[Changeling|Honk it to death]], [[Syndicate guide|Still slippable]], [[Wizard|Wiznerd]], [[Shadowling|Death Incarnate]], [[Abductor|Ayyliens]], [[Xenomorph|KITTY]], [[Revenant|3spooky5me]], [[Space Ninja|Also slippable]], [[Holoparasite|Your best friend]], [[Swarmers|Don&#039;t cry]], [[Blob|Squishy]], [[Devil|Free All Access Guy]], [[Clockwork_Cult|Gearheads]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | &#039;&#039;&#039;&amp;quot;Special&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Centcom Official]]&#039;&#039;&#039;, [[Death squad|Prank Squad Officer]], [[Emergency Response Team|Emergency Response Pranksters (ERP)]], [[Ian|Free meat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #BBCCFF; color: black; text-align: center;&amp;quot; id=&amp;quot;race&amp;quot; |&#039;&#039;&#039;Filth&#039;&#039;&#039;&lt;br /&gt;
| [[Lizardperson|Lizardpersson]], [[Flyperson|Vomitoriun]], [[Plasmaman|Free internals]], [[Podman|Literally Potatohead]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7910</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7910"/>
		<updated>2018-04-19T13:11:07Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: Reverted edits by Comrade Sergei (talk) to last revision by LordWalnut&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Munitions_Officer&amp;diff=7882</id>
		<title>Munitions Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Munitions_Officer&amp;diff=7882"/>
		<updated>2018-04-07T15:30:15Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs revision|reason=Outdated/borked image}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SUPPLY&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img_generic = Generic_munitions_officer_male.png&lt;br /&gt;
|img = Munitions officer bombsuit.png&lt;br /&gt;
|jobtitle = Munitions Officer&lt;br /&gt;
|access = [[Cargo Office|Delivery Office]], [[Munitions]], MO office, Outer Bridge, [[Bridge]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Load the mac cannon&lt;br /&gt;
|guides = [[Guide to munitions]], [[Munitions]], [[Department Standard Operating Procedure: Supply#Munitions Officer|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = &amp;quot;WARNING: There is a loaded shell inside the MAC cannon! Are you sure you want to open it? &amp;gt;Yes&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Munitions Officer. You wanted to fire the MAC cannon, but the Weapons Officer position was already taken. Or maybe you [[beyond the impossible|actually wanted to load the MAC cannon]]. Whatever the reason, you&#039;re in charge of the main arm of the NSV Astraeus&#039;s anti-ship battery, the Mass Accelerator Cannon cannon. &amp;lt;!-- redundant acronym syndrome syndrome ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROLE RULES:&#039;&#039;&#039;&lt;br /&gt;
* DO &#039;&#039;&#039;NOT&#039;&#039;&#039; EJECT AN ARMED SHELL FROM THE MAC. IT WILL EXPLODE. This is griefing.&lt;br /&gt;
* Listen to your [[Bridge Officer|Weapons Officer]] regarding what shell to load in the [[Munitions|MAC]]. They know more about the situation than you do&lt;br /&gt;
* Do not let anyone into Munitions without good reason. You will be held responsible if anything bad happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Load the MAC cannon without blowing yourself or Munitions up.&lt;br /&gt;
&lt;br /&gt;
==Lock and load.==&lt;br /&gt;
[[File:Mac loaded warning.png|200px|thumb|right|Trust us... you&#039;ll want to hit &amp;quot;no&amp;quot;.]]&lt;br /&gt;
The MAC cannon is your responsibility, so it&#039;s probably best to start off with a quick how-to guide to loading it:&lt;br /&gt;
&lt;br /&gt;
# Open the MAC cannon&#039;s breech. (If you get a pop-up warning like the one shown to the right, there is a live round already loaded and you do &#039;&#039;&#039;not&#039;&#039;&#039;  want to unload it.)&lt;br /&gt;
# Use the munitions console in the office and select a round.&lt;br /&gt;
# Turn on the conveyor belt and wait for the round to move itself onto the loading tray.&lt;br /&gt;
# Use a multitool on the round to toggle the arming mechanism. If the lights are flashing, the round is armed. &#039;&#039;You can disarm a round if it&#039;s outside the MAC cannon by using a multitool again.&#039;&#039;&lt;br /&gt;
# Close the MAC cannon&#039;s breech. &lt;br /&gt;
&lt;br /&gt;
Congratulations, the MAC is now loaded. &#039;&#039;&#039;Once there is an armed shell in the MAC, you&#039;ve passed the point of no return - you cannot unload it without it detonating.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Your Chain of Command==&lt;br /&gt;
As a Munitions Officer, your chain of command is slightly odd: While your immediate superior is the Executive Officer, you&#039;re most likely going to be taking orders from the Weapons Officer or the Captain. You and the Weapons Officer are at the same level on the Chain of Command - neither one of you outranks the other. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a good idea to listen to them when they tell you what type of ammo to load because they&#039;re better-equipped to make informed decisions about what ammo would be most effective, but if they ask for you to allow them into the Munitions Bay, for example, you are not required to honor that request. If in doubt, ask the Head of Personnel for advice.&lt;br /&gt;
&lt;br /&gt;
==Give me another HE!==&lt;br /&gt;
&lt;br /&gt;
There are three different types of ammunition you&#039;ll be using, each listed here: &amp;lt;!-- damage values obtained from https://github.com/FTL13/FTL13/blob/master/code/game/objects/structures/cannon_shell.dm ---&amp;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|Shell type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=50|Damage &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:mac_he.png|32px]]&amp;lt;br&amp;gt;High Explosive&lt;br /&gt;
|5&lt;br /&gt;
|A large shell designed to deliver a high-yield warhead upon high-speed impact with solid objects. This is a good round to load all-together unless the WO has other plans.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_sh.png|32px]]&amp;lt;br&amp;gt;Smart Homing&lt;br /&gt;
|3&lt;br /&gt;
|A large shell designed with maneuvering jets and a targeting computer integrated into the sabot to allow for course corrections during flight. Delivers a medium-yield warhead upon impact.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mac_sp.png|32px]]&amp;lt;br&amp;gt;Shield Piercing&lt;br /&gt;
|1&lt;br /&gt;
|A large shell containing bluespace disrupter technology that is designed to phase through shields. Delivers a low-yield warhead upon impact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your WO should either tell you what to load, or come up with a battle plan with you before the shells start flying. If they don&#039;t, nag them until they tell you which shell you need - using a shield piercing round against a target with no shields, for example, is a waste of ammunition - and you only get 5 of each to start with!&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Enemy shields are usually taken out quickly with the phase cannons, granting a pathway for an HE round. You&#039;ll want to load HE unless told not to.&lt;br /&gt;
* The MAC cannon is loud. If you don&#039;t have a bowmans&#039; headset, there are earmuffs in the office.&lt;br /&gt;
* Wearing a bombsuit, found in the Level 4 EOD closet in the office, will mean if you get hit with an explosion or eject a live round into yourself, you won&#039;t be gibbed and can thus be cloned.&lt;br /&gt;
* You have a baton. Use it if there are intruders. &lt;br /&gt;
* Ejecting a live shell is a surefire way to get lynched at best and banned at worst.&lt;br /&gt;
* The MAC breech can hold 1,000 (one THOUSAND) units of oil. It comes loaded with 50 at roundstart. [[Guide to munitions#Maintenance|It&#039;s a good idea to get some more as soon as possible.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Cargo_Bay&amp;diff=7881</id>
		<title>Cargo Bay</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Cargo_Bay&amp;diff=7881"/>
		<updated>2018-04-07T15:29:42Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs revision|reason=Outdated/borked image}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NSV Astraeus&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#cc9966&lt;br /&gt;
 |headerfontcolor=black&lt;br /&gt;
 |imagebgcolor=lightgrey&lt;br /&gt;
 |department = Supply&lt;br /&gt;
 |name=Cargo Bay&lt;br /&gt;
 |image=NSV_Austraeus_Cargo_Bay.png&lt;br /&gt;
 |big_image=&lt;br /&gt;
 |exits=Supply dock east, Warehouse maintenance west, Mining equipment southwest&lt;br /&gt;
 |purpose=Loading and unloading crates from the station.&lt;br /&gt;
 |access=Cargo Bay&lt;br /&gt;
 |contents=Cargo Tech equipment lockers, crates, general supplies, [[Magboots]]&lt;br /&gt;
 |clearance=[[Captain]], [[Executive Officer]], [[Quartermaster]], [[Cargo Technician]]&lt;br /&gt;
 |description=The station&#039;s connection to the infinite supplies of Nanotrasen.&lt;br /&gt;
 |sec_level=Medium&lt;br /&gt;
 |style=Warehouse/Cargo Bay&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
{{Unused Content | reason = Ship not in rotation.}}&lt;br /&gt;
This is the workplace of [[Cargo Technician]]s. It can be accessed from the Port Primary Hallway, across the hall from the [[Disposals]]. To the left is the [[Mining Dock|Mining Equipment]]. To the left is the loading area where the supply shuttle will dock. Just below it is a warehouse that can be used for long-term storage. The cargo bay is rather compact.&lt;br /&gt;
== Cargo Warehouse ==&lt;br /&gt;
Located to the south of the cargo bay and blocked off by shutters, this contains 2 pairs of [[Magboots]], a plasma and a O2 canister, a tank dispenser, toolboxes, a water tank and a fuel tank. It is poorly lit and contains an escaped door into maintenance, making it perfect for illicit activities or goods.&lt;br /&gt;
&lt;br /&gt;
== Traitors ==&lt;br /&gt;
This place is great to dispose of bodies if no one is around -- just take your dead body and throw it into space.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NRV Aetherwhisp&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#cc9966&lt;br /&gt;
 |headerfontcolor=black&lt;br /&gt;
 |imagebgcolor=lightgrey&lt;br /&gt;
 |department = Supply&lt;br /&gt;
 |name=Cargo Bay&lt;br /&gt;
 |image=NRV_Aetherwhisp_Cargo_Bay.png&lt;br /&gt;
 |big_image=&lt;br /&gt;
 |exits=Port Primary Hallway south, [[Space]] north&lt;br /&gt;
 |purpose=Loading and unloading crates from the station.&lt;br /&gt;
 |access=Cargo Bay&lt;br /&gt;
 |contents=Cargo Tech equipment lockers, crates, general supplies, [[Magboots]]&lt;br /&gt;
 |clearance=[[Captain]], [[Executive Officer]], [[Quartermaster]], [[Cargo Technician]]&lt;br /&gt;
 |description=The station&#039;s connection to the infinite supplies of Nanotrasen.&lt;br /&gt;
 |sec_level=Medium&lt;br /&gt;
 |style=Warehouse/Cargo Bay&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
This is the workplace of [[Cargo Technician]]s. It can be accessed from the Port Primary Hallway, across the hall from the [[Executive Officer&#039;s Office|XO line]]. To the left is the [[Waste Disposal]]. To the right are the airlocks that lead to either space, an asteroid in space, or a space station that your ship is docked with. South of that is a warehouse that can be used to shove crates out of the way. The cargo bay is a little more open, but still tight.&lt;br /&gt;
== Cargo Warehouse ==&lt;br /&gt;
Located to the south of the cargo bay and blocked off by shutters, this contains &amp;lt;s&amp;gt;2 pairs of [[Magboots]], a plasma and a O2 canister, a tank dispenser, toolboxes,&amp;lt;/s&amp;gt; &#039;&#039;&#039;A WATER TANK(!!!)&#039;&#039;&#039; and a fuel tank. It is poorly lit and contains an escape door into maintenance (which just goes straight into the hall anyway, making it perfect for illicit activities or goods.&lt;br /&gt;
&lt;br /&gt;
== Traitors ==&lt;br /&gt;
This place is great to dispose of bodies if no one is around -- just take your dead body and throw it into space.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NRV Scarab&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#cc9966&lt;br /&gt;
 |headerfontcolor=black&lt;br /&gt;
 |imagebgcolor=lightgrey&lt;br /&gt;
 |department = Supply&lt;br /&gt;
 |name=Cargo Bay&lt;br /&gt;
 |image=NRV_Aetherwhisp_Cargo_Bay.png&lt;br /&gt;
 |big_image=&lt;br /&gt;
 |exits=Port Primary Hallway, [[Space]] north&lt;br /&gt;
 |purpose=Loading and unloading crates from the station.&lt;br /&gt;
 |access=Cargo Bay&lt;br /&gt;
 |contents=Cargo Tech equipment lockers, crates, general supplies, [[Magboots]]&lt;br /&gt;
 |clearance=[[Captain]], [[Executive Officer]], [[Quartermaster]], [[Cargo Technician]]&lt;br /&gt;
 |description=The station&#039;s connection to the infinite supplies of Nanotrasen.&lt;br /&gt;
 |sec_level=Medium&lt;br /&gt;
 |style=Warehouse/Cargo Bay&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
{{needs revision|reason=Working on it}}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Atmospherics&amp;diff=7880</id>
		<title>Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Atmospherics&amp;diff=7880"/>
		<updated>2018-04-07T15:28:06Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs revision|reason=Outdated/borked image}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NSV Astraeus&amp;quot;&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
 |headerbgcolor=lightblue&lt;br /&gt;
 |headerfontcolor=black&lt;br /&gt;
 |imagebgcolor=#ffff88&lt;br /&gt;
 |name=Atmospherics&lt;br /&gt;
 |image=Atmospherics.png&lt;br /&gt;
 |department=Atmospherics&lt;br /&gt;
 |exits=[[Maintenance]] south, [[Engineering]] north&lt;br /&gt;
 |purpose=Handles the various gases in the station&lt;br /&gt;
 |access=Atmospherics, [[Engineering]]&lt;br /&gt;
 |contents=Plasma, Nitrogen, Nitrous Oxide, Atmos Tech Hardsuit, Pipe Dispenser&lt;br /&gt;
 |clearance=[[Captain]], [[Atmospheric Technician]], [[Chief Engineer]]&lt;br /&gt;
 |description=This is atmospherics, [[Atmospheric Technician|Atmospheric Technicians]] work here. This is where all air on station is stored and redistributed. Most systems are automatic, with only a few that need looking after.&lt;br /&gt;
 |sec_level=--&lt;br /&gt;
 |style=--&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
{{Unused Content | reason = Ship not in rotation.}}&lt;br /&gt;
The city of pipes and air, a peaceful place often left to its automatic work. Yet, some people do come here for other reasons, like to dump bodies, charge a [[Syndicate Items|bomb]]&#039;s O2 tank, plant a [[power sink]], get O2 for [[Jet Pack|jet packs]], steal CO2 canisters to manually flood the station, bunker down in a revolution, start a cult, build a computer forest, flood the station with harmful gasses or set up the secondary [[Singularity Engine]] (somehow).&lt;br /&gt;
&lt;br /&gt;
Atmospherics is a very important department in FTL13 because of how often rooms get depressurized from hull breaches and damage to the point that it&#039;s pretty much guaranteed to happen, so you&#039;ll be very useful (much to the contrary according to everyone over the radio) if you [[Guide to Atmospherics|know how to]] [[Atmospheric Technician|do your job right]]. Despite being mostly automatic, it still requires some setup.&lt;br /&gt;
&lt;br /&gt;
==Setup Air Distribution==&lt;br /&gt;
By default, all air alarms have vents setup to pressurize rooms to a certain threshold, and then stop distributing. These vents cannot supply air if there&#039;s no air in the pipes, though! For that, you will need to do a little work with the pumps and pipes to setup the loop properly. The &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;dark blue pipe&amp;lt;/span&amp;gt; is the pipe that runs throughout the whole station connected to all vents. To get air into this pipe, just turn on the pump on the &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan colored pipe&amp;lt;/span&amp;gt; to the south-east, where the white canister is. The pump should be set to something like 1000 or 2000 kPA. Navigate on step north-east to the pump on the blue pipe and turn it on if it isn&#039;t already, otherwise set the pressure to what was mentioned previously. &#039;&#039;&#039;As long as the pipes aren&#039;t cut off/blown up, they will repressurize vented areas.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setup Waste Procurement==&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red waste loop &amp;lt;/span&amp;gt;can also be considered the toxins loop, since it&#039;s the pipe that will have all the nasty and harmful gases that are collected from air scrubbers (CO2, Plasma, N2O in some cases, etc.). By default, scrubbers are set to only scrub CO2 from the air, but you can add the Plasma filter via air alarm as well. The waste pipes come in from the north and south, doubling collection. To maximize collection, however, it may be worth installing two volume pumps on both ends and maximizing their output. Next you&#039;ll want to set the appropriate filters on the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;green pure gas loop&amp;lt;/span&amp;gt; to their respective gas chambers, if they aren&#039;t set already. It should be all automatic from there.&lt;br /&gt;
&lt;br /&gt;
==Mixing New Air==&lt;br /&gt;
A lot of the chambers are filled to the brim with gases, but the air chamber isn&#039;t. Thankfully it can be refilled with a bit of work. Air in FTL13 is a 1/5 mix of N2 and O2 respectively. Go ahead and setup the pumps on the N2 and O2 chambers so that they flow into the &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;air mix loop&amp;lt;/span&amp;gt;. &#039;&#039;&#039;Don&#039;t&#039;&#039;&#039; turn on the pumps that lead from the air mix to the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;custom mix loop&amp;lt;/span&amp;gt;, but do turn on the filter and set it to filter Air, which will &#039;&#039;only&#039;&#039; let air through once it is mixed in the correct ratio. This will lead from the air mix loop to the air chamber smoothly, creating a steady supply of air if and when it is needed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NRV Aetherwhisp&amp;quot;&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
 |headerbgcolor=lightblue&lt;br /&gt;
 |headerfontcolor=black&lt;br /&gt;
 |imagebgcolor=#ffff88&lt;br /&gt;
 |name=Atmospherics&lt;br /&gt;
 |image=NRVAtmospherics.png&lt;br /&gt;
 |department=Atmospherics&lt;br /&gt;
 |exits=Starboard Primary Hallway north, [[Maintenance]] south&lt;br /&gt;
 |purpose=Handles the various gases in the station&lt;br /&gt;
 |access=Atmospherics, [[Engineering]]&lt;br /&gt;
 |contents=Plasma, Nitrogen, Nitrous Oxide, Atmos Tech Hardsuit, Pipe Dispenser&lt;br /&gt;
 |clearance=[[Captain]], [[Atmospheric Technician]], [[Chief Engineer]]&lt;br /&gt;
 |description=This is atmospherics, [[Atmospheric Technician|Atmospheric Technicians]] work here. This is where all air on station is stored and redistributed. Most systems are automatic, with only a few that need looking after.&lt;br /&gt;
 |sec_level=--&lt;br /&gt;
 |style=--&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
The city of pipes and air, a peaceful place often left to its automatic work. Yet, some people do come here for other reasons, like to dump bodies, charge a [[Syndicate Items|bomb]]&#039;s O2 tank, plant a [[power sink]], get O2 for [[Jet Pack|jet packs]], steal CO2 canisters to manually flood the station, bunker down in a revolution, start a cult, build a computer forest, flood the station with harmful gasses or set up the secondary [[Singularity Engine]] (somehow).&lt;br /&gt;
&lt;br /&gt;
Atmospherics is a very important department in FTL13 because of how often rooms get depressurized from hull breaches and damage to the point that it&#039;s pretty much guaranteed to happen, so you&#039;ll be very useful (much to the contrary according to everyone over the radio) if you [[Guide to Atmospherics|know how to]] [[Atmospheric Technician|do your job right]]. Despite being mostly automatic, it still requires some setup.&lt;br /&gt;
&lt;br /&gt;
==Setup Air Distribution==&lt;br /&gt;
By default, all air alarms have vents setup to pressurize rooms to a certain threshold, and then stop distributing. These vents cannot supply air if there&#039;s no air in the pipes, though! For that, you will need to do a little work with the pumps and pipes to setup the loop properly. The &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;dark blue pipe&amp;lt;/span&amp;gt; is the pipe that runs throughout the whole station connected to all vents. To get air into this pipe, turn on the pump heading into the lower dark blue pipe from where the white canister is, right next to it&#039;s computer. The pump should be set to something like 1000 or 2000 kPA. Navigate straight to the east and turn on the pump to the left of the empty chamber&#039;s computer. Next turn on the pump on the &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;northern air mix loop&amp;lt;/span&amp;gt; which leads to the distribution network. &#039;&#039;&#039;As long as the pipes aren&#039;t cut off/blown up, they will repressurize vented areas.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setup Waste Procurement==&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red waste loop&amp;lt;/span&amp;gt; can also be considered the toxins loop, since it&#039;s the pipe that will have all the nasty and harmful gases that are collected from air scrubbers (CO2, Plasma, N2O in some cases, etc.). By default, scrubbers are set to only scrub CO2 from the air, but you can add the Plasma filter via air alarm as well. The waste pipes come in from the east and west, doubling collection. To maximize collection, however, it may be worth installing two volume pumps on both ends and maximizing their output. The pump leading from the waste loop to the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;green pure gas loop&amp;lt;/span&amp;gt; will have to be turned on in order to get the waste back to where they belong. Next you&#039;ll want to set the appropriate filters to their respective gas chambers, if they aren&#039;t set already. It should be all automatic from there.&lt;br /&gt;
&lt;br /&gt;
==Mixing New Air==&lt;br /&gt;
A lot of the chambers are filled to the brim with gases (save for mixing chamber), but the air chamber isn&#039;t. Thankfully it can be refilled with a bit of work. Air in FTL13 is a 1/5 mix of N2 and O2 respectively. Go ahead and setup the pumps on the N2 and O2 chambers so that they flow into the &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;air mix loop&amp;lt;/span&amp;gt;. &#039;&#039;&#039;Don&#039;t&#039;&#039;&#039; turn on the pumps that lead to the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;custom mix loop&amp;lt;/span&amp;gt;, but do turn on the filter and set it to filter Air, which will &#039;&#039;only&#039;&#039; let air through once it is mixed in the correct ratio. In this case, the nitrogen and oxygen are mixed inside the filter. This will lead from the air mix loop to the air chamber smoothly, which then flows into the mix chamber, which distributes throughout the station, creating a steady supply of air if and when it is needed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Cargo_Technician&amp;diff=7879</id>
		<title>Cargo Technician</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Cargo_Technician&amp;diff=7879"/>
		<updated>2018-04-07T15:27:37Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs revision|reason=Outdated information}}&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SUPPLY&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img_generic = Generic_cargo.png&lt;br /&gt;
|img = cargo.png&lt;br /&gt;
|jobtitle = Cargo Technician&lt;br /&gt;
|access = [[Cargo Loading Area|Cargo Bay]], [[Cargo Office]], [[Maintenance]]&lt;br /&gt;
|additional = [[Quartermaster&#039;s Office]], [[Mining Station]], Mining Station EVA, Mineral Storage&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Quartermaster]] and [[Executive Officer]]&lt;br /&gt;
|duties = Distribute supplies to the departments that ordered them, collect empty crates, load, unload stuff from the station... &lt;br /&gt;
|guides = [[supply crates|List of Supply Crates]], [[Guide to stocks]], [[Department Standard Operating Procedure: Supply#Cargo Technician|Department Standard Operating Procedure]]&lt;br /&gt;
|quote = I get pushed around more than the cargo.&lt;br /&gt;
}}&lt;br /&gt;
Basically you load and unload crates, order things for people, deliver orders, make things with the autolathe and ghost-ride the MULE. It&#039;s fun and easy. JUST KIDDING. YOU&#039;LL BE SITTING AROUND DOING NOTHING ALL MISSION. ENJOY THE SHIFT!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Pull full crates out of the station, and push empty crates back into it.&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:NSV_Austraeus_Cargo_Bay.png|400px|thumb|The [[Cargo Bay]]]]&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:NRV_Aetherwhisp_Cargo_Bay.png|400px|thumb|The [[Cargo Bay]]]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
== Your workplace ==&lt;br /&gt;
The [[Cargo Bay]] is your home as a Cargo Tech and, naturally, where you spawn at the beginning of the round. It contains a [[Hand Labeler]], a [[Cell Charger]] and [[Power Cell]] set, a [[Station Bounced Radio]], some [[Rods]], a [[Multitool]], a [[Med-kit]], some empty [[Crates]], a [[Quartermaster#MULEbot|MULE]], and an [[Autolathe]].&lt;br /&gt;
&lt;br /&gt;
== I need a Crate NOW!!! ==&lt;br /&gt;
Cargo Techs can order crates and approve requests from a terminal near the foyer. Ask over the supply channel if there are any more orders &amp;lt;s&amp;gt;before sending the shuttle&amp;lt;/s&amp;gt; so that you can yell at the bridge to not undock with the station, and so other people don&#039;t have to wait for an eternity to dock with another station and be disappointed when you&#039;ll rarely come across one ever again.&lt;br /&gt;
&lt;br /&gt;
== Your Boss ==&lt;br /&gt;
You answer to the Quartermaster, and they answer to the Executive Officer. The majority of QM&#039;s will leave you to your own devices, provided you&#039;re not abusing your position or rejecting perfectly reasonable orders so you can save points for guns or a hat crate. [[Hacking]] MULEBots and the autolathe would best be done with his/her permission, but most players don&#039;t care/expect these to be hacked.&lt;br /&gt;
&lt;br /&gt;
== [[File:MULE.gif|64px|Ping!]] MULEbot ==&lt;br /&gt;
&#039;&#039;&#039;Using a MULEbot:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can control the MULEbot by clicking on it and unlocking its controls, but it&#039;s a lot easier and safer with the PDA.&lt;br /&gt;
&lt;br /&gt;
# Drag the crate you want to deliver next to the MULE.&lt;br /&gt;
# Drag the crate&#039;s sprite on top of MULE&#039;s sprite. It should load on.&lt;br /&gt;
# Open your PDA.&lt;br /&gt;
# Click &#039;&#039;Delivery Bot Control&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;Scan for Active Bots&#039;&#039;.&lt;br /&gt;
# Choose your MULE.&lt;br /&gt;
# Click on &#039;&#039;Destination: (set)&#039;&#039;.&lt;br /&gt;
# Choose a destination and click OK.&lt;br /&gt;
# Click &#039;&#039;Proceed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your MULE should be on its way to the destination, with the default settings of also coming back home when the job is finished. Sometimes the MULEbot will make a funny sound when it encounters something in it&#039;s way, this is the MULEbot nervously farting.&lt;br /&gt;
&lt;br /&gt;
It&#039;s common for the Cargo Tech to, at the very least, [[Hacking#MULEbot|enable nonstandard cargo and speed the motor up]]. The MULE is one of your best tools as a Cargo Tech, and can make your life (and subsequently the lives of the rest of the crew) so much better.&lt;br /&gt;
&lt;br /&gt;
== The Delivery System ==&lt;br /&gt;
In addition to MULEs and hand-deliveries, you can also make use of the disposals mailing system. Note that a break in the disposal piping could cause your package to be lost (while this may not happen, you should wait until the ship is repaired after an attack), so this is not always the most secure ways to deliver something. You can wrap up a piece of paper and mail it the same way if you (or someone at the desk) wants to mail a letter.&lt;br /&gt;
&lt;br /&gt;
# Wrap your item/crate in packaging paper.&lt;br /&gt;
# Use the destinations tagger to choose where to send it.&lt;br /&gt;
# Tag the package.&lt;br /&gt;
# Stick it on the conveyor and let the system handle it.&lt;br /&gt;
&lt;br /&gt;
== The Wolf of Cargo Street ==&lt;br /&gt;
&lt;br /&gt;
In addition to &amp;lt;s&amp;gt;shipping crates and materials to CentComm&amp;lt;/s&amp;gt; sitting around and hoping you dock with another station, cargo can get more points by playing the stock market. The Stock Exchange console gives you everything you need to get started, including real-time stock prices, history charts and news articles, and special short selling options. Just remember that cargo can just as easily lose points and even go bankrupt!&lt;br /&gt;
&lt;br /&gt;
== How to be Good at Your Job ==&lt;br /&gt;
# When the round begins, head to Auxiliary Tool Storage and get the metal rods, metal sheets and glass sheets. Return to cargo, and load as much metal and glass as will fit into the Autolathe. If someone has already taken the metal and glass, order metal and glass with the Supply Ordering Console.&lt;br /&gt;
# Order a mechanical maintenance and electrical maintenance crate. Ask over the supply channel if anyone wants to order anything else.&lt;br /&gt;
# Working quickly, open the warehouse and drag the crates onto the conveyor belt at the bottom of Cargo. Each crate you send is worth supply points, which are used to pay for crates. Get the stamp from the table above the Supply Ordering Console, or the Quartermaster&#039;s stamp, and leave it between the external airlocks.&lt;br /&gt;
# When docked with a station, activate the conveyor with the lever beside it. Consolidate the contents of the crates you ordered into one crate, leaving the manifests on the floor. Put what you ordered into one of the ID locked cargo tech lockers (lock them by clicking on them with your ID in your hand), to prevent trespassers being able to help themselves to it.&lt;br /&gt;
# Load the crates from the conveyor belt onto the station, then take the stamp you left outside and use it to stamp the manifests from the crates you ordered. Stamped manifests are worth supply points, and they must be located inside a crate to count. Even the clown&#039;s stamp will work. One paper per crate, the system will not count multiple stamped manifests in the same crate.&lt;br /&gt;
# Make sure no one else has any crates they want to load by asking through Supply.&lt;br /&gt;
# Keep in mind that your job is to order supplies for people, so if you&#039;re called to your desk, make sure to answer. An infrared emitter/remote signaler assembly paired with a signaler in your pocket (all three devices can be made with the Autolathe) can create a great door bell when the beam is pointed across the entrance to the cargo lobby.&lt;br /&gt;
&lt;br /&gt;
== For Cargonia! ==&lt;br /&gt;
Revolution! First thing you need to do is deal with the QM and then it&#039;s all yours for the taking. It&#039;s preferable to get those sunglasses off and flash them, but if no head revolutionary is nearby or the QM is implanted, DO &#039;EM.&lt;br /&gt;
&lt;br /&gt;
== Revenge of the Crates ==&lt;br /&gt;
If you&#039;re a traitor, spawn a [[emag|Cryptographic Sequencer]] and you&#039;ll have easy access to just about [[Supply crates|anything you want]] - but make sure to grab a lighter or welding tool and burn those ordering forms. Make sure the cargo manifests and emagged crates are sent back to the station. A hacked autolathe can create .357 ammunition for traitor revolvers, handcuffs, and circular saws (powerful melee weapons). Be careful not to be caught ordering or making things you shouldn&#039;t be.&lt;br /&gt;
&lt;br /&gt;
Emagging the supply ordering console enables you to order [[Supply_crates|cheap special ops crates]].&lt;br /&gt;
 &lt;br /&gt;
Remember that the XO oversees cargo, the XO&#039;s office isn&#039;t too far away, and that the XO&#039;s ID can give you all-access.&lt;br /&gt;
&lt;br /&gt;
=== Opening ID-locked Crates ===&lt;br /&gt;
These can be opened with any of the following:&lt;br /&gt;
&lt;br /&gt;
* The [[Supply_crates|correct ID]]&lt;br /&gt;
* An [[Emag#Cryptographic_Sequencer|Emag]]&lt;br /&gt;
* Damage from a laser or a shotgun&lt;br /&gt;
* Emitter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Mining_Dock&amp;diff=7878</id>
		<title>Mining Dock</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Mining_Dock&amp;diff=7878"/>
		<updated>2018-04-07T15:27:09Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs revision|reason=Outdated information}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NSV Astraeus&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=CC9966&lt;br /&gt;
 |headerfontcolor=black&lt;br /&gt;
 |imagebgcolor=lightgrey&lt;br /&gt;
 |department=Supply&lt;br /&gt;
 |name=Mining Dock&lt;br /&gt;
 |image=Mining Dock.png&lt;br /&gt;
 |big_image=&lt;br /&gt;
 |exits=[[Cargo Office]] northeast, [[space]] north, [[Maintenance]] west&lt;br /&gt;
 |purpose=Serve as a docking place for the shaft miners.&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=Crates and mining equipment including hardsuits, space pod&lt;br /&gt;
 |clearance=[[Captain]], [[Quartermaster]], [[Shaft Miner|Shaft Miners]]&lt;br /&gt;
 |description=Where miners take off and hopefully return with crates full of minerals.&lt;br /&gt;
 |sec_level=Low&lt;br /&gt;
 |style=Trash outlet/post office&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
[[Shaft Miner|Shaft Miners]] start their shift here to get geared up and await the bridge crew to find a lava planet to begin their work. It contains a few equipment lockers, some crates, hardsuits, and a space pod.&lt;br /&gt;
&lt;br /&gt;
Other than waiting for a lava planet, asteroids usually appear right outside after an FTL to busy the miners, provided the ship hasn&#039;t already left the system to do other stuff. The space pod can help expedite the mining process if the bridge staff is really wanting to jump but the ship is also without materials.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NRV Aetherwhisp&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=CC9966&lt;br /&gt;
 |headerfontcolor=black&lt;br /&gt;
 |imagebgcolor=lightgrey&lt;br /&gt;
 |department=Supply&lt;br /&gt;
 |name=Mining Dock&lt;br /&gt;
 |image=NRVMining Dock.png&lt;br /&gt;
 |big_image=&lt;br /&gt;
 |exits=Port Primary Hallway south&lt;br /&gt;
 |purpose=Serve as a docking place for the shaft miners.&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=It&#039;s pretty much a miniship so... everything.&lt;br /&gt;
 |clearance=[[Captain]], [[Quartermaster]], [[Shaft Miner|Shaft Miners]]&lt;br /&gt;
 |description=Where miners take off and hopefully return with crates full of minerals.&lt;br /&gt;
 |sec_level=Low&lt;br /&gt;
 |style=Exploration shuttle&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
This neat (immobile) shuttle is (supposed to be) used to bring the miners to and from whatever planet the ship comes across. The idea behind this is that the ship itself doesn&#039;t have to land and put engine operations at risk, and instead sends this down by itself. The ship may freely jump to other sectors and the miners need not worry; this shuttle comes equipped with what could be described as an &amp;quot;FTL Tether&amp;quot; by exploiting some bluespace nonsense to warp the shuttle to wherever the ship is, albeit a little violently.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:27px-PodPlasmaCutter.png&amp;diff=7877</id>
		<title>File:27px-PodPlasmaCutter.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:27px-PodPlasmaCutter.png&amp;diff=7877"/>
		<updated>2018-04-06T21:35:52Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:HatchLockMechanism.png&amp;diff=7876</id>
		<title>File:HatchLockMechanism.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:HatchLockMechanism.png&amp;diff=7876"/>
		<updated>2018-04-06T21:33:45Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:58px-Miningpod.png&amp;diff=7875</id>
		<title>File:58px-Miningpod.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:58px-Miningpod.png&amp;diff=7875"/>
		<updated>2018-04-06T21:33:38Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:58px-Lightpod.png&amp;diff=7874</id>
		<title>File:58px-Lightpod.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:58px-Lightpod.png&amp;diff=7874"/>
		<updated>2018-04-06T21:33:28Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:58px-Heavypod.png&amp;diff=7873</id>
		<title>File:58px-Heavypod.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:58px-Heavypod.png&amp;diff=7873"/>
		<updated>2018-04-06T21:33:22Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:SClassPod.png&amp;diff=7872</id>
		<title>File:SClassPod.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:SClassPod.png&amp;diff=7872"/>
		<updated>2018-04-06T21:32:42Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:58px-Goldpod.png&amp;diff=7871</id>
		<title>File:58px-Goldpod.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:58px-Goldpod.png&amp;diff=7871"/>
		<updated>2018-04-06T21:32:34Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:58px-Coolpod.png&amp;diff=7870</id>
		<title>File:58px-Coolpod.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:58px-Coolpod.png&amp;diff=7870"/>
		<updated>2018-04-06T21:31:41Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:CargoHold.png&amp;diff=7861</id>
		<title>File:CargoHold.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:CargoHold.png&amp;diff=7861"/>
		<updated>2018-04-06T21:26:24Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:NTMagnetLinkArray.png&amp;diff=7860</id>
		<title>File:NTMagnetLinkArray.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:NTMagnetLinkArray.png&amp;diff=7860"/>
		<updated>2018-04-06T21:26:07Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:RobustcoCommArray.png&amp;diff=7859</id>
		<title>File:RobustcoCommArray.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:RobustcoCommArray.png&amp;diff=7859"/>
		<updated>2018-04-06T21:25:51Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:RadioarbeitenCommArray.png&amp;diff=7858</id>
		<title>File:RadioarbeitenCommArray.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:RadioarbeitenCommArray.png&amp;diff=7858"/>
		<updated>2018-04-06T21:25:44Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:PodSensors.png&amp;diff=7857</id>
		<title>File:PodSensors.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:PodSensors.png&amp;diff=7857"/>
		<updated>2018-04-06T21:22:23Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:PodEngine.png&amp;diff=7856</id>
		<title>File:PodEngine.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:PodEngine.png&amp;diff=7856"/>
		<updated>2018-04-06T21:21:54Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:PodHUD7.png&amp;diff=7855</id>
		<title>File:PodHUD7.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:PodHUD7.png&amp;diff=7855"/>
		<updated>2018-04-06T21:20:59Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:PodComponent.png&amp;diff=7854</id>
		<title>File:PodComponent.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:PodComponent.png&amp;diff=7854"/>
		<updated>2018-04-06T21:20:05Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:21px-PodEngine.png&amp;diff=7853</id>
		<title>File:21px-PodEngine.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:21px-PodEngine.png&amp;diff=7853"/>
		<updated>2018-04-06T21:19:47Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: LordWalnut uploaded a new version of File:21px-PodEngine.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:PlasmaCutter.png&amp;diff=7851</id>
		<title>File:PlasmaCutter.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:PlasmaCutter.png&amp;diff=7851"/>
		<updated>2018-04-06T21:18:32Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:21px-PodEngine.png&amp;diff=7850</id>
		<title>File:21px-PodEngine.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:21px-PodEngine.png&amp;diff=7850"/>
		<updated>2018-04-06T21:17:46Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7843</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7843"/>
		<updated>2018-02-25T12:39:32Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7842</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=7842"/>
		<updated>2018-01-19T22:09:01Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: /* The Up-to-date FTL13 guide for Beginners! */&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;
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;
&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;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Research_Division&amp;diff=7836</id>
		<title>Research Division</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Research_Division&amp;diff=7836"/>
		<updated>2017-11-07T15:27:41Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NSV Astraeus&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#563758&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#EEEEFF&lt;br /&gt;
 |department = Research&lt;br /&gt;
 |name=Research Division&lt;br /&gt;
 |image=Rdivision.png&lt;br /&gt;
 |exits=Starboard Primary Hallway north, [[Xenobiology]] [[maintenance]] west, [[Robotics]] Mech Bay north [[maintenance]] south&lt;br /&gt;
 |purpose=Research and development&lt;br /&gt;
 |access=Science, [[R&amp;amp;D Lab]], [[Robotics]], [[Xenobiology]], [[Research Director&#039;s Office]]&lt;br /&gt;
 |contents=[[Protolathe]], [[Slime|Slimes]], [[Exosuit Fabricator]]s, [[R&amp;amp;D Console]]&lt;br /&gt;
 |clearance=[[Captain]], [[Research Director]], [[Scientist]], [[Roboticist]], Departmental [[Security Officer]] (hall only)&lt;br /&gt;
 |description=&amp;lt;s&amp;gt;This department is the entire reason the ship exists&amp;lt;/s&amp;gt;. Ironically, this department is the second most likely to destroy the ship, after engineering.&lt;br /&gt;
 |sec_level=Medium&lt;br /&gt;
 |style=Laboratory, Office, Server room, Factory&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
{{Unused Content | reason = Ship not in rotation.}}&lt;br /&gt;
&lt;br /&gt;
A.K.A. &amp;quot;R&amp;amp;D&amp;quot;, &amp;quot;Research&amp;quot;, &amp;quot;Science&amp;quot;, &amp;lt;s&amp;gt;&amp;quot;Toxins&amp;quot;,&amp;lt;/s&amp;gt; &amp;quot;The Plasma Fire&amp;quot;, &amp;quot;The Big Hole in the Station&amp;quot;. Located south of the [[HoP&#039;s Office]], Science access is required to enter the main hallway.&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
The Research Department consists of the following facilities:&lt;br /&gt;
* [[R&amp;amp;D Lab]]&lt;br /&gt;
* [[Robotics]]&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Toxins Lab|Toxins Laboratories]]&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Xenobiology]]&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Experimental Lab]]&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Server Room]]&lt;br /&gt;
* [[Research Director&#039;s Office]]&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Security Post]]&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Testing Lab]]&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the authority of the [[Research Director]], the Research Division is usually one of the first things to erupt in flames, if not blow up outright.&lt;br /&gt;
&lt;br /&gt;
==Other Areas==&lt;br /&gt;
Research Division also comes with a couple of storage areas, a supervisor&#039;s office, and other areas not available to regular [[Scientist]]s.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NRV Aetherwhisp&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#563758&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#EEEEFF&lt;br /&gt;
 |department = Research&lt;br /&gt;
 |name=Research Division&lt;br /&gt;
 |image=NRVRdivision.png&lt;br /&gt;
 |exits=Port Primary Hallway south, [[Robotics]] north, [[Xenobiology]] west&lt;br /&gt;
 |purpose=Research and development&lt;br /&gt;
 |access=Science, [[R&amp;amp;D Lab]], [[Robotics]], [[Xenobiology]], [[Research Director&#039;s Office]]&lt;br /&gt;
 |contents=[[Protolathe]], [[Slime]]s, [[Exosuit Fabricator]]s, [[R&amp;amp;D Console]]&lt;br /&gt;
 |clearance=[[Captain]], [[Research Director]], [[Scientist]], [[Roboticist]], Departmental [[Security Officer]] (hall only)&lt;br /&gt;
 |description=This department has everything you need to unleash something terrible and have the whole crew hate you!&lt;br /&gt;
 |sec_level=Medium&lt;br /&gt;
 |style=Laboratory, Office, Server room, Factory&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
A.K.A. &amp;quot;R&amp;amp;D&amp;quot;, &amp;quot;Research&amp;quot;, &amp;quot;Science&amp;quot;, &amp;lt;s&amp;gt;&amp;quot;Toxins&amp;quot;,&amp;lt;/s&amp;gt; &amp;quot;The Plasma Fire&amp;quot;, &amp;quot;The Big Hole in the Station&amp;quot;. Located right next to [[Arrivals]], Science access is required to enter the main hallway.&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
The Research Department consists of the following facilities:&lt;br /&gt;
* [[R&amp;amp;D Lab]]&lt;br /&gt;
* [[Robotics]]&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Toxins Lab|Toxins Laboratories]]&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Xenobiology]]&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Experimental Lab]]&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Server Room]]&lt;br /&gt;
* [[Research Director&#039;s Office]]&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Security Post]]&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Testing Lab]]&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the authority of the [[Research Director]], the Research Division is usually one of the first things to erupt in flames, if not blow up outright. Otherwise you&#039;ll probably see slimes start oozing out of [[Xenobiology]] into the hallway&lt;br /&gt;
&lt;br /&gt;
==Other Areas==&lt;br /&gt;
Research Division also comes with a couple of storage areas, a supervisor&#039;s office, and other areas not available to regular [[Scientist]]s.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NSV Scarab&amp;quot;&amp;gt;&lt;br /&gt;
{{needs revision| reason = Coming Soon.}}&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#563758&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#EEEEFF&lt;br /&gt;
 |department = Research&lt;br /&gt;
 |name=Research Division&lt;br /&gt;
 |image=NRVRdivision.png&lt;br /&gt;
 |exits=Port Primary Hallway south, [[Robotics]] north, [[Xenobiology]] west&lt;br /&gt;
 |purpose=Research and development&lt;br /&gt;
 |access=Science, [[R&amp;amp;D Lab]], [[Robotics]], [[Xenobiology]], [[Research Director&#039;s Office]]&lt;br /&gt;
 |contents=[[Protolathe]], [[Slime]]s, [[Exosuit Fabricator]]s, [[R&amp;amp;D Console]]&lt;br /&gt;
 |clearance=[[Captain]], [[Research Director]], [[Scientist]], [[Roboticist]], Departmental [[Security Officer]] (hall only)&lt;br /&gt;
 |description=This department has everything you need to unleash something terrible and have the whole crew hate you!&lt;br /&gt;
 |sec_level=Medium&lt;br /&gt;
 |style=Laboratory, Office, Server room, Factory&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
A.K.A. &amp;quot;R&amp;amp;D&amp;quot;, &amp;quot;Research&amp;quot;, &amp;quot;Science&amp;quot;, &amp;lt;s&amp;gt;&amp;quot;Toxins&amp;quot;,&amp;lt;/s&amp;gt; &amp;quot;The Plasma Fire&amp;quot;, &amp;quot;The Big Hole in the Station&amp;quot;. Located right next to [[Arrivals]], Science access is required to enter the main hallway.&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
The Research Department consists of the following facilities:&lt;br /&gt;
* [[R&amp;amp;D Lab]]&lt;br /&gt;
* [[Robotics]]&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Toxins Lab|Toxins Laboratories]]&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Xenobiology]]&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Experimental Lab]]&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Server Room]]&lt;br /&gt;
* [[Research Director&#039;s Office]]&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Security Post]]&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Testing Lab]]&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the authority of the [[Research Director]], the Research Division is usually one of the first things to erupt in flames, if not blow up outright. Otherwise you&#039;ll probably see slimes start oozing out of [[Xenobiology]] into the hallway&lt;br /&gt;
&lt;br /&gt;
==Other Areas==&lt;br /&gt;
Research Division also comes with a couple of storage areas, a supervisor&#039;s office, and other areas not available to regular [[Scientist]]s.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Chapel&amp;diff=7835</id>
		<title>Chapel</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Chapel&amp;diff=7835"/>
		<updated>2017-11-07T15:21:10Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs revision|reason: Outdated image}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=lightgreen&lt;br /&gt;
 |headerfontcolor=black&lt;br /&gt;
 |imagebgcolor=lightgrey&lt;br /&gt;
 |department = Recreational&lt;br /&gt;
 |name=Chapel&lt;br /&gt;
 |image=Chapel.png&lt;br /&gt;
 |big_image=&lt;br /&gt;
 |exits=[[Maintenance]] east&lt;br /&gt;
 |purpose=To hold sermons, listen to crew members&#039; confessions and arranging burials for the fallen comrades&lt;br /&gt;
 |access=Chapel, Maintenance&lt;br /&gt;
 |contents=Null rod&lt;br /&gt;
 |clearance=Anyone&lt;br /&gt;
 |description=A holy, quiet place for those who seek peace of mind in a dingy and cramped alcove off of maintenance.&lt;br /&gt;
 |sec_level=Low&lt;br /&gt;
 |style=Chapel&lt;br /&gt;
 |balance=&lt;br /&gt;
 |other=Aetherwhisp exclusive&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
This is where the [[Chaplain]] starts his shift. It is situated at the port-aft end of the ship in maintenance behind [[Security Offices|Security]] and the Shield Generator.&lt;br /&gt;
&lt;br /&gt;
Given how small this room is, don&#039;t expect many people to hang out around here, let alone attend sermons. It&#039;s more of an office than an actual chapel and only [[Beyond the impossible|good things can ever happen here]].&lt;br /&gt;
&lt;br /&gt;
Occasionally [[cult|cults]] will use the Chapel as their base, both for stylistic reasons and because they can generally be sure that most people will not bother go inside, ever.&lt;br /&gt;
&lt;br /&gt;
[[Category: Locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Chain_of_Command&amp;diff=7834</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Chain_of_Command&amp;diff=7834"/>
		<updated>2017-11-02T01:19:03Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=This is dumb and is being changed by Walnut.}}&lt;br /&gt;
The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the station&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Identification_console.png]] Notice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their staff by using the [[Identification Console]] and removing the subordinate&#039;s access to their department from their ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So if one of your guys isn&#039;t acting like an appropriate team player, don&#039;t hesitate to show them who&#039;s boss.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|center|1191px|thumb|We should note here that &amp;quot;Centcomm Official&amp;quot; refers to a Centcomm Official &#039;&#039;aboard&#039;&#039; the ship, not one at Centcomm shouting at you over the tower-to-ship comms console.]]&lt;br /&gt;
==Succession / Head of Staff Demotions / Executive Powers==&lt;br /&gt;
It is important to understand how command is handed down when the Captain is incapacitated, dead, or unfit for their duty, as well as for how high-level demotions work.&lt;br /&gt;
&lt;br /&gt;
First of all, the Captain can demote any Head of Staff provided he/she gives a valid reason. Valid reasons include subordination, breaking space law, negligence of duty, or any other reason that the captain may view endangers the ship and/or it&#039;s crew. Should questions of validity be brought up by command, only Central Command or a unanimous department head vote can reverse the Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
Command may demote the Captain or Acting Captain as well with a unanimous vote, provided there is a valid reason given in accordance to the reasons specified above. The Captain / Acting Captain may choose to appeal his demotion to Central Command if he / she believes it is unjust.&lt;br /&gt;
&lt;br /&gt;
The chain of succession is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain -&amp;gt; Executive Officer -&amp;gt; Any Head of Staff (as voted in by command if there is competition) -&amp;gt; Bridge Officers -&amp;gt; Munitions Officers -&amp;gt; Security Personnel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, there is a command hierarchy for bridge operations as well, for when the Captain is not on the bridge and the ship is attacked / under threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain -&amp;gt; Executive Officer -&amp;gt; Bridge Officers -&amp;gt; Chief Engineer -&amp;gt; Head of Security -&amp;gt; Research Director -&amp;gt; Chief Medical Officer -&amp;gt; Munitions Officer -&amp;gt; Security Personnel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preferably, either the Captain or Executive Officer will be on the bridge at all times to prevent conflicts and confusion of orders.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire station. Eventually dies and has the Executive Officer take over. Limited only by style - Just don&#039;t forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to the HoS for maximum safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Head of Personnel|Executive Officer]]===&lt;br /&gt;
&amp;lt;s&amp;gt;Equal rank with all other non-captain Heads of Staff&amp;lt;/s&amp;gt; Second in command and above the other heads. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Janitor]], [[Chef]], [[Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Quartermaster]], [[Shaft Miner]]s, [[Lawyer]]s, [[Chaplain]], [[Librarian]], [[Botanist]]s and [[Cargo Technician|Cargo Techs]].&lt;br /&gt;
&lt;br /&gt;
The Executive Officer can either be a Godsend or worse than a banana-flinging clown for the ship. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Support the Captain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always be on the captain&#039;s side, at least publicly. Remember that since you&#039;ll take up his banner if, or more often when, he&#039;s slain, you&#039;re the &#039;&#039;de facto&#039;&#039; second in command. Be sure to work as a team to lead the crew. If he&#039;s demanding, be persuasive. If he&#039;s soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. You are sitting at the Captain&#039;s right hand, entrusted to the keys to the ship, while all other Heads must beg at your feet for access to so much as the bar. Don&#039;t let it go to your head, and the Head of Security won&#039;t brain you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Uphold the Rights of Crewmen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Executive Officer will result in [[shitcurity]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Follow the Principle of Least Privilege.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he&#039;s mopping Medbay&#039;s floors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Talk to the Crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Manage your Department First.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who&#039;s ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, make all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use the Identification Console. A rough idea of how access is distributed throughout the station. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Manage IDs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Your department (the civil department) doesn&#039;t ever acknowledge you as their boss. It&#039;s your duty to make that a thing of the past!&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the station, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use security equipment, a firm grasp on Space Law, and rough idea of what kind of threats the station will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get your officers to report in, if they don&#039;t, remind them that the security force doesn&#039;t work without teamwork and communication, and have them demoted if they&#039;re still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Assistants pushing each other is &#039;&#039;&#039;not&#039;&#039;&#039; a big problem, you shouldn&#039;t have to spend much time on those. Focus on the big fish instead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a XO.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Genetics Research]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Upgrading machines across the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the station, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the telecommunications, atmospherics, solars and singularity work. [[Malfunction|How to deconstruct an APC.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Have your team assemble the singularity engine correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Listening the radio for people yelling about station damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; The station is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you&#039;ll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO&#039;s duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees station-wide medical issues with authority over the [[Virologist]], [[Chemist]]s, [[Medical Doctor]]s and [[Geneticist|Genetics Cloning]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make an announcement to the crew about maxing out their suit sensors so you&#039;ll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Subordinate to the [[Head of Personnel|Executive Officer]].&lt;br /&gt;
&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Managing Cargo Tech&#039;s, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check how many Cargo Tech&#039;s are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Hostile crew members, syndicate sympathisers and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary&#039;s.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Master-at-Arms]]===&lt;br /&gt;
Subordinate to the [[Head of Security]]. Equal rank with [[Security Officer]]s unless they are in the brig or the HoS is missing.&lt;br /&gt;
&lt;br /&gt;
Authority over the brig and all personnel that rank below him as long as they are within the brig, including prisoners and security officers. If the Head of Security is KIA, MIA, or never showed up, then you command the officers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Processing prisoners, managing Security operations and personnel, keeping the brig secure, and distributing armory contents to officers during crisis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Keeping the brig as secure as possible, ensuring no one attempts to loot the armory, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Non-compliant Security Officers and people attempting to break into the brig.&lt;br /&gt;
&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the station.&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the station deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Yip!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get dressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Dance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Executive Officer often incompetent and needs watching over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Ship_Law&amp;diff=7833</id>
		<title>Ship Law</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Ship_Law&amp;diff=7833"/>
		<updated>2017-10-29T16:58:31Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Nanotrasen Defense Forces Code of Operational Justice&#039;&#039;&#039;, abbreviated as NDFCOJ or simply &amp;quot;Ship Law&amp;quot;, is the working penal code established by Nanotrasen to mandate the behavior of it&#039;s employees onboard any of its military vessels (Defined as any Nanotrasen ship or station armed with an anti-ship weapon for the express purpose of anything other than self defense). Ship Law is intended to be much more strict than its counterpart, Space Law, which is used aboard its civilian (unarmed) vessels.&lt;br /&gt;
&lt;br /&gt;
In Ship Law, crimes are categorized into 3 categories, Misdemeanors, Felonies, and Capital crimes. Each category varies in severity of both crime and punishment.&lt;br /&gt;
&lt;br /&gt;
Ship Law is &#039;&#039;&#039;NOT&#039;&#039;&#039; a suggestion, and must be enforced and followed by security personnel aboard the ship. Everyone is held to the same standard, including security and command staff, and they are to be punished in the same way a normal crew member would be in the case of an infraction.&lt;br /&gt;
&lt;br /&gt;
===Execution of the Law===&lt;br /&gt;
&lt;br /&gt;
====Multiple Crimes====&lt;br /&gt;
In the case of violent crimes (Assault, Manslaughter, Attempted Murder and Murder), and theft (Petty Theft, Pick-Pocketing, Theft, and Grand Theft) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on. Crimes Against an Individual are counted as one incident per person affected, while Crimes Against the Ship and Crimes Against the Corporation may only have one incident per sentencing.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
====Pardons / Dropping Charges====&lt;br /&gt;
In cases where a crew member is victimized by another crew member, the affected crew member may drop the charges of the suspect. However, should the Head of Security or Captain choose to, they may press the charges on behalf of the corporation. Crimes against an individual may only be pardoned by Central Command in the case the affected individual elects not to drop the charges.&lt;br /&gt;
&lt;br /&gt;
Crimes against the ship (vandalism, sabotage, etc.), any crime that affects the ship, may be pardoned by the Captain or a unanimous command vote of all active heads in absence of the Captain. In the case that the Captain is charged with a crime against the ship, he may only be pardoned by a unanimous command vote.&lt;br /&gt;
&lt;br /&gt;
Crimes against the corporation may only be pardoned by Central Command.&lt;br /&gt;
&lt;br /&gt;
====Arrest / Processing Procedure====&lt;br /&gt;
Arrests are only valid if carried out by a security officer or member of command. A Citizen&#039;s Arrest may only be made by normal crew if the arrest is made in self defense, or if the action of the suspect could have serious implications (e.g, someone arresting the clown for breaking into munitions). The validity of a Citizen&#039;s Arrest is left to the discretion of command.&lt;br /&gt;
&lt;br /&gt;
The following procedures must be followed by an arresting officer, otherwise the charges may be considered invalid and the officer could be charged with Mishandling of Prisoners, at the discretion of command staff or Central Command.&lt;br /&gt;
&lt;br /&gt;
# If not on Situation Amber or at General Quarters, the arresting officer must announce to the suspect his crimes and attempt to bring them in without using force or restraints. Exceptions are given if the suspect is wanted for a violent or Felony / Capital crime, or is known to resist arrest / has escaped from confinement.&lt;br /&gt;
# If the suspect complies with the arrest peacefully, then they are to be transferred to the brig. If not, then force may be applied as necessary to subdue the suspect. See the section on Application of Lethal Force for guidelines of what to do if the situation rapidly escalates.&lt;br /&gt;
# Once in the brig, the suspect is to be searched and all contraband (weapons, tools, anything that could help escape or be used to assault officers while incarcerated). Officers will be responsible for ensuring that all legal possessions of the suspect be returned when their term is up. Any item that the suspect may be charged with a crime for possessing must be confiscated. Prisoners &#039;&#039;&#039;must&#039;&#039;&#039; be allowed to retain their PDA, headset, shoes, and uniform while in confinement, unless these items are abused.&lt;br /&gt;
# Unless the suspect surrendered peacefully, bucklecuff them to the bed, and flash (or have an officer use the cell flasher), and then remove their handcuffs and vacate the cell.&lt;br /&gt;
# Once the term is up, ensure that the records for the suspect have been updated, that their status has been set to released, and that they can leave the brig.&lt;br /&gt;
&lt;br /&gt;
If the prisoner attempts to break lights or cause damage to the cell, they are to be flashed and have the object they are using confiscated. If the prisoner attempts to escape, they are to be warned and have their timer reset. If they are warned three times, or manage to escape the cell, then lethal force is authorized to subdue them.&lt;br /&gt;
&lt;br /&gt;
====Application of Lethal Force====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Guidelines&#039;&#039;&#039;&lt;br /&gt;
*If a suspect is armed with a weapon and is actively resisting threat or threatening crew and officers, lethal force may be used if they are given &#039;&#039;&#039;one&#039;&#039;&#039; warning before hand, or if they are attacking another crewmember with the intent to kill or seriously injure.&lt;br /&gt;
*If a security officer feels that their life is in danger from an armed assailant or multiple assailants, they may utilize lethal force to subdue targets, but will be expected to justify their actions.&lt;br /&gt;
*Lethal force is automatically authorized for boarders and hostile entities that are not crew, or in situations where non-lethals are ineffective (hulks, for example).&lt;br /&gt;
*Additionally, if the escape of the subject could pose a significant threat to the ship or crew (they are threatening to bomb the ship, for example), and if they don&#039;t comply with arrest, lethal force is allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation Amber and General Quarters&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If the current alert level is Amber or General Quarters, restrictions on lethal force become much more lenient.&lt;br /&gt;
&lt;br /&gt;
On Amber, lethal force is authorized if the suspect is suspected of Felony or higher crimes, and actively flees / resists lawful arrest by security. The suspect must be warned in the form of warning shots or verbal warning before lethal force is allowed.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a suspect is assaulting officers or command staff on Amber, lethal force is allowed if the suspect refuses to desist after being warned.&lt;br /&gt;
&lt;br /&gt;
On General Quarters, which tends to be situational and brief, any crewmember acting in a disruptive way may be terminated by security or command personnel with extreme prejudice. Use of this clause in trivial situations will be punished accordingly.&lt;br /&gt;
&lt;br /&gt;
===Crimes and Sentences===&lt;br /&gt;
&lt;br /&gt;
All crimes for which an indiviual may be lawfully arrested are listed below. Crimes are given a numerical code with a letter suffix. The suffix indicates the scope of the crime (&#039;&#039;&#039;I&#039;&#039;&#039; = Crime Against an Individual, &#039;&#039;&#039;S&#039;&#039;&#039; = Crime Against the Ship, and &#039;&#039;&#039;C&#039;&#039;&#039; = Crime Against the Corporation).&lt;br /&gt;
&lt;br /&gt;
For repeat offenses the crime may be considered one tier up at the discretion of security or command. E.g, if a crewmember assaults someone (Felony) and serves their time, the next assault charge would be a Capital crime. This only applies after they have served a sentence for the crime, so multiple counts of assault would count as felonies the first time, and if they get out and assault more people, it would require capital punishment.&lt;br /&gt;
&lt;br /&gt;
====Misdemeanor Crimes====&lt;br /&gt;
Misdemeanor crimes are punishable by a warning or up to 5 minutes in confinement.&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffee99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; Width=&#039;40px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 101-S&lt;br /&gt;
|[[File:Resisting Arrest.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Resisting Arrest&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest. &lt;br /&gt;
| Follow proper arrest procedure and have a legitimate cause to arrest in the first place before you brig a suspect for this. Suspects who scream bloody murder while being arrested are not cooperating.&lt;br /&gt;
|-&lt;br /&gt;
| 102-I&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To physically harass another person without the intent to harm them.&lt;br /&gt;
|Disarming, slipping, and tablestunning are all examples of battery. A few punches might count too. Anything that does negligible damage or none at all to the victim.&lt;br /&gt;
|-&lt;br /&gt;
| 103-S&lt;br /&gt;
|[[File:Petty_theft.png]]&lt;br /&gt;
|&#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to or to take items belonging to others or the ship as a whole.&lt;br /&gt;
| Keeping items which are in short supply and taking them from where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access.&lt;br /&gt;
|-&lt;br /&gt;
| 104-S&lt;br /&gt;
|[[File:libertycap.png]]&lt;br /&gt;
|&#039;&#039;&#039;Drug Possession&#039;&#039;&#039;&lt;br /&gt;
| To possess space drugs or other narcotics by unauthorised personnel.&lt;br /&gt;
| Botanists and MedSci staff are authorised to possess drugs for purposes of their jobs and are not subject to this law so long as they are not distributing or using them for profit or recreation. &lt;br /&gt;
|-&lt;br /&gt;
| 106-S&lt;br /&gt;
|[[File:Indecent_exposure.png]]&lt;br /&gt;
|&#039;&#039;&#039;Indecent Exposure&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed.&lt;br /&gt;
| Running around the ship naked. Do not release the suspect unless they choose to wear clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 107-S&lt;br /&gt;
|[[File:Vandalism.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage the ship without malicious intent.&lt;br /&gt;
| This covers things such as breaking windows, grafitti, and damaging ship property. To qualify as sabotage it has to be conducted with the deliberate intent of hindering the crew.&lt;br /&gt;
|-&lt;br /&gt;
| 109-S&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. This counts for general areas of the ship, and trespass in restricted areas is a more serious crime.&lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Remember that trespassing and theft are often committed together.&lt;br /&gt;
|-&lt;br /&gt;
|110-S&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Mishandling of Prisoners&#039;&#039;&#039;&lt;br /&gt;
|To abuse or neglect a prisoner while under the confinement of security.&lt;br /&gt;
|Apply this crime when an officer is being shit, like stripping prisoners completely, misplacing their belongings, and acting incompetent. Always entails demotion. Excessive force counts as assault, or manslaughter if the victim dies.&lt;br /&gt;
|-&lt;br /&gt;
| 111-S&lt;br /&gt;
|[[File:Workplace_Hazard.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Creating a Workplace Hazard&#039;&#039;&#039;&lt;br /&gt;
| To endanger the crew or ship through negligent or irresponsible, but not deliberately malicious, actions. &lt;br /&gt;
| Good examples of this crime involves accidentally causing a plasma leak, slipping hazard, accidently electrifying doors, breaking windows to space, or security personnel not keeping their equipment secure.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Felony Crimes====&lt;br /&gt;
&lt;br /&gt;
Felony crimes are punishable by minimum of 5 minutes and maximum of 10 minutes. Additionally, crewmembers suspected of a felony crime may have lethal force applied to them during Situation Amber if they are fleeing arrest.&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffaa99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; Width=&#039;40px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 201-I&lt;br /&gt;
|[[File:Assault.png]]&lt;br /&gt;
|&#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
| Depending on the amount and kind of force used, severe instances should be elevated to attempted manslaughter or even murder. Assaults with deadly weapons warrant the maximum sentence of 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 202-S&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Assault of an Officer&#039;&#039;&#039;&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible, unless on Situation Amber. Classified as a Crime Against the Ship due to the nature of the authority of security officers and command personnel, which also means it cannot be stacked if multiple officers are assaulted.&lt;br /&gt;
|-&lt;br /&gt;
| 203-I&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
| Intent is important. Accidental deaths caused by negligent actions, such as creating workplace hazards (e.g. gas leaks), tampering with equipment, excessive force, and confinement in unsafe conditions are examples of Manslaughter. &lt;br /&gt;
|-&lt;br /&gt;
| 204-S&lt;br /&gt;
|[[File:Lethal_Weapon.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Possession of a Weapon&#039;&#039;&#039;&lt;br /&gt;
| To be in possession of a any weapon without prior authorisation, such as: guns, batons, flashes, grenades, as well as improvised weapons such as spears and stunprods.&lt;br /&gt;
| Any item that can cause severe bodily harm or incapacitate for a significant time. The following personnel have unrestricted license to carry weapons and firearms: Captain, HoP, all security personnel. &amp;lt;br&amp;gt;The Barman is permitted his double barrel shotgun loaded with beanbag rounds. &amp;lt;br&amp;gt;Only the Captain and HoS can issue weapon permits.&lt;br /&gt;
|-&lt;br /&gt;
| 205-S&lt;br /&gt;
|[[File:Possession_Explosives.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Possession of Explosives&#039;&#039;&#039;&lt;br /&gt;
| To be in possession of an explosive device.&lt;br /&gt;
| Scientists and miners are permitted to possess explosives only whilst transporting them to a mining operation, otherwise their experimental bombs must remain within the science department.&lt;br /&gt;
|-&lt;br /&gt;
| 206-S&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Inciting a Riot&#039;&#039;&#039;&lt;br /&gt;
| To attempt to stir the crew into a riot&lt;br /&gt;
| Additionally to the brig time the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant. For second offences or outright instigating violent uprisings consider charging with Mutiny.&lt;br /&gt;
|-&lt;br /&gt;
| 207-S&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|&#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the work of the crew or ship through malicious actions.&lt;br /&gt;
| Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
| 208-S&lt;br /&gt;
|[[File:Theft.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal restricted or dangerous items&lt;br /&gt;
| Weapons fall into this category, as do valuable items that are in limited supply such as insulated gloves, spacesuits, and jetpacks. &amp;lt;br&amp;gt;Note that the cargo department breaking open crates to illegally arm and armor themselves are guilty of theft.&lt;br /&gt;
|-&lt;br /&gt;
| 209-S&lt;br /&gt;
|[[File:Major_Trespass.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Major Trespass&#039;&#039;&#039;&lt;br /&gt;
| Being in a restricted area without prior authorisation. This includes any security area, command area (including EVA), the Engine Room, Atmospherics, or Toxins Research.&lt;br /&gt;
| Being in a very high security area, such as the armory or the Captain&#039;s Quarters, is a more serious crime, and warrants a possible permabrigging if intent is believed to be malicious.&lt;br /&gt;
|-&lt;br /&gt;
| 210-S&lt;br /&gt;
|[[File:BE_Restricted.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Breaking and Entering&#039;&#039;&#039;&lt;br /&gt;
| Breaking into any area which a subject does not have access to.&lt;br /&gt;
| As a felony crime, sentences start at 5 minutes, but the full sentence of 15 minutes is recommended for restricted and secure areas. The suspect can still be charged if they did not yet enter the area but were suspected of attempting to.&lt;br /&gt;
|-&lt;br /&gt;
| 211-S&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Dereliction of Duty&#039;&#039;&#039;&lt;br /&gt;
| To willfully abandon an obligation that is critical to the ship&#039;s continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the ship can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
| 212-I&lt;br /&gt;
|[[File:Pickpocketing.png]]&lt;br /&gt;
|&#039;&#039;&#039;Robbery&#039;&#039;&#039;&lt;br /&gt;
| To steal items from another&#039;s person. &lt;br /&gt;
| Remember to take the stolen items from the person and arrange for their return. Stealing an ID is the most common and most serious form of pick-pocketing.&lt;br /&gt;
|-&lt;br /&gt;
| 213-I&lt;br /&gt;
|[[File:Narcotics_Distribution.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Narcotics Distribution&#039;&#039;&#039;&lt;br /&gt;
| To distribute narcotics and other controlled substances.&lt;br /&gt;
| Forcing or tricking someone to consume substances such as space drugs is assault. &lt;br /&gt;
|-&lt;br /&gt;
| 214-S&lt;br /&gt;
|[[File:Rioting.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Rioting&#039;&#039;&#039;&lt;br /&gt;
| To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
| It is required to order the crowd to disperse, failure to disperse is the crime not the assembly. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 216-I&lt;br /&gt;
|[[File:Insubordination.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Insubordination&#039;&#039;&#039;&lt;br /&gt;
| To disobey a lawful direct order from one&#039;s superior officer.&lt;br /&gt;
| Charge issued by a head of staff to one of their direct subordinates. The person is usually demoted instead of incarcerated. Security is expected to assist the head in carrying out the demotion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Capital Crimes====&lt;br /&gt;
Capital crimes are punishable by permanent detention, execution, and forced cyborgification.&lt;br /&gt;
&lt;br /&gt;
Only the Head of Security, Captain, and Warden may authorize permanent detention.&lt;br /&gt;
&lt;br /&gt;
Only the Captain may authorize execution or forced cyborgification.&lt;br /&gt;
&lt;br /&gt;
Execution is considered murder if unauthorized or improper. Proper forms of execution are limited to electric chair, incineration, marooning, firing squad, and forced ejection via MAC cannon. Spacing via airlock is only allowed if the MAC cannon is damaged or unavailable (e.g, the ship is in combat).&lt;br /&gt;
&lt;br /&gt;
For permanent detention, you may drop prisoners off at NT aligned stations in their security wings. Additionally, perma-brigged prisoners are to recieve orange jumpsuits and shoes.&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:dimgray; color:white&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:black;&#039; Width=&#039;40px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:black;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|301-I&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To maliciously kill someone.&lt;br /&gt;
| Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;&#039;&#039;&#039;Unauthorised executions are classed as Murder.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|302-I&lt;br /&gt;
|[[File:Sexual_Assault.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To molest or otherwise sexually attack someone.&lt;br /&gt;
| This is a permabannable offence, if it happens to you, contact an admin immediately, we do not tolerate ERP&lt;br /&gt;
|-&lt;br /&gt;
|303-I&lt;br /&gt;
|[[File:Attempted_Murder.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Attempted Murder&#039;&#039;&#039;&lt;br /&gt;
| To use physical force against a person until that person is in a critical state with the apparent intent to kill them.&lt;br /&gt;
| Remember, if a person attempts to render first aid after the victim falls into a critical state they may not have intended to kill them. Firing at security or others with a lethal weapon does not qualify on its own as attempted murder, there has to be an intent to kill.&lt;br /&gt;
|-&lt;br /&gt;
|306-C&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
| Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of Nanotrasen consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|307-S&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Grand Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, seriously threatening crew or ship.&lt;br /&gt;
| Bombing, arson, releasing viruses, deliberately exposing areas to space, physically destroying machinery or electrifying doors all count as Grand Sabotage. &lt;br /&gt;
|-&lt;br /&gt;
|308-C&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|&#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items of high value or sensitive nature.&lt;br /&gt;
| &amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain&#039;s Antique Laser, the Captain or the HoP&#039;s ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the ship. Remember if something is locked up in a secure area it probably should not be taken without prior permission.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|311-C&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|&#039;&#039;&#039;Enemy of the Corporation&#039;&#039;&#039;&lt;br /&gt;
| To act as, or knowingly aid, an enemy of Nanotrasen.&lt;br /&gt;
| Current enemies of Nanotrasen currently include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar&#039;Sie. Firing upon Nanotrasen ships from the weapons console counts as Piracy, see below. &amp;lt;br&amp;gt;Note that this is one of the few crimes where you may summarily execute someone for if they present a significant risk to detain them.&lt;br /&gt;
|-&lt;br /&gt;
|312-C&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Piracy&#039;&#039;&#039;&lt;br /&gt;
| To knowingly and consciously attack a Nanotrasen vessel, or board one with hostile intent.&lt;br /&gt;
| Use this when someone on your ship fires on a Nanotrasen vessel for whatever reason. Also the crime applied to boarders of any NT ship, so you could use it as an RP crime for arresting boarders, if for some reason you don&#039;t just shoot them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;200px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;200px&#039;|Modification&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;Re-education&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| Getting de-converted from revolutionary or cultist.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
|  Self Defense is defined as &amp;quot;The protection of oneself, the protection of thy colleagues, and the protection of thine workplace&amp;quot;. &amp;lt;br&amp;gt;Do note however that persons intentionally getting involved in fights which occur in a department that isn&#039;t theirs is an act of vigilantism, this is not permitted.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| -25% to sentence time. In the case of revealing a head revolutionary: Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| -25% to sentence time, and should be taken into account when the choice between life in a secure cell, execution, and cyborgization is made.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location; otherwise, immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
| Convicts who reoffend after being released may have their crime bumped up to the next level at the discretion of security.&lt;br /&gt;
| Increase their sentence to the next tier of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Escape from Brig&#039;&#039;&#039;&lt;br /&gt;
|  If a prisoner flees confinement for any reason other than to escape impending lethal danger (fire, hull breach, murder), lethal force is authorized as well as execution if captured alive.&lt;br /&gt;
| Lethal force and / or execution if recaptured.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aiding and Abetting&#039;&#039;&#039;&lt;br /&gt;
| Knowingly assisting a criminal is a crime. This includes but is not limited to: Interfering with an arrest, stealing a prisoner in transit, breaking a prisoner out of the brig/prison, hiding a fugitive, providing medical care (unless paired with a large dose of sleep toxins).&lt;br /&gt;
| The same sentence as the original criminal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Aetherwhisp&amp;diff=7832</id>
		<title>Aetherwhisp</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Aetherwhisp&amp;diff=7832"/>
		<updated>2017-10-28T19:14:12Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AerMain-min.png|thumb|left|500px|||&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;&#039;&#039;&#039;Map of Aetherwhisp, made by Aerwhisp.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;both&amp;quot;&amp;gt;&lt;br /&gt;
{{Locations}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:AerMain-min.png&amp;diff=7831</id>
		<title>File:AerMain-min.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:AerMain-min.png&amp;diff=7831"/>
		<updated>2017-10-28T19:12:01Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: Compressed aer image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compressed aer image&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Xenobiology_Lab&amp;diff=7830</id>
		<title>Xenobiology Lab</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Xenobiology_Lab&amp;diff=7830"/>
		<updated>2017-10-16T12:59:52Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&#039;&#039;&#039;[[Guide_to_xenobiology|For the Guide to Xenobiology, click here.]]&#039;&#039;&#039;&amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NSV Astraeus&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#563758&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#EEEEFF&lt;br /&gt;
 |department = Science&lt;br /&gt;
 |name=Xenobiology&lt;br /&gt;
 |image=SpaceSHIP_xb.png&lt;br /&gt;
 |big_image=&lt;br /&gt;
 |exits=[[Research Division]] east&lt;br /&gt;
 |purpose=To study alien lifeforms&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=[[Slime]]s, [[Slime Processor]], [[Plasma|Solid Plasma]], [[Monkey Recycling Machine]], two [[Monkey Cube]] Boxes, two [[Shield Generator]]s&lt;br /&gt;
 |clearance=[[Captain]], [[Research Director]], [[Scientist]]&lt;br /&gt;
 |description=The slime dissection place.&lt;br /&gt;
 |sec_level=Medium&lt;br /&gt;
 |style=Laboratory&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
{{Unused Content | reason = Ship not in rotation.}}&lt;br /&gt;
The lab that specializes in the [[Guide to xenobiology|study of alien lifeforms]], such as [[Slime]]s and sometimes [[Xenomorph]]s. Slime pens are to your left, with your slime management console in the room on the right. At the start of the shift, this lab comes with two Slimes in pens, two [[Monkey Cube]] boxes, and some slime processing equipment.&lt;br /&gt;
&lt;br /&gt;
There are several disposal units here. Most of them goes into each of the containment pens. The disposal unit not paired with a containment pen leads straight into space, that way the &#039;&#039;lab rats&#039;&#039; can&#039;t escape into the [[Disposals|disposal system]].&lt;br /&gt;
&lt;br /&gt;
Requires Xenobiology access to enter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NRV Aetherwhisp&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#563758&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#EEEEFF&lt;br /&gt;
 |department = Science&lt;br /&gt;
 |name=Xenobiology&lt;br /&gt;
 |image=AWXeno.png&lt;br /&gt;
 |big_image=&lt;br /&gt;
 |exits=[[Research Division]] east&lt;br /&gt;
 |purpose=To study alien lifeforms&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=[[Slime]]s, [[Slime Processor]], [[Plasma|Solid Plasma]], [[Monkey Recycling Machine]], two [[Monkey Cube]] Boxes, two [[Shield Generator]]s&lt;br /&gt;
 |clearance=[[Captain]], [[Research Director]], [[Scientist]]s&lt;br /&gt;
 |description=The slime dissection place.&lt;br /&gt;
 |sec_level=Medium&lt;br /&gt;
 |style=Laboratory&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The lab that specializes in the [[Guide to xenobiology|study of alien lifeforms]], such as [[Slime]]s and sometimes [[Xenomorph]]s. Slime pens are to your left, with your slime management console in the room on the right. At the start of the shift, this lab comes with two Slimes in pens, two [[Monkey Cube]] boxes, and some slime processing equipment.&lt;br /&gt;
&lt;br /&gt;
There are several disposal units here. Most of them goes into each of the containment pens. The disposal unit not paired with a containment pen leads straight into space, that way the &#039;&#039;lab rats&#039;&#039; can&#039;t escape into the [[Disposals|disposal system]].&lt;br /&gt;
&lt;br /&gt;
Requires Xenobiology access to enter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NSV Scarab&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#563758&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#EEEEFF&lt;br /&gt;
 |department = Science&lt;br /&gt;
 |name=Xenobiology&lt;br /&gt;
 |image=ScarabXeno.png&lt;br /&gt;
 |big_image=&lt;br /&gt;
 |exits=[[Research Division]] east&lt;br /&gt;
 |purpose=To study alien lifeforms&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=[[Slime]]s, [[Slime Processor]], [[Plasma|Solid Plasma]], [[Monkey Recycling Machine]], two [[Monkey Cube]] Boxes, two [[Shield Generator]]s&lt;br /&gt;
 |clearance=[[Captain]], [[Research Director]], [[Scientist]]s&lt;br /&gt;
 |description=The slime dissection place.&lt;br /&gt;
 |sec_level=Medium&lt;br /&gt;
 |style=Laboratory&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
The lab that specializes in the [[Guide to xenobiology|study of alien lifeforms]], such as [[Slime]]s and sometimes [[Xenomorph]]s. Slime pens are to your left, with your slime management console in the room on the right. At the start of the shift, this lab comes with two Slimes in pens, two [[Monkey Cube]] boxes, and some slime processing equipment.&lt;br /&gt;
&lt;br /&gt;
There are several disposal units here. Most of them goes into each of the containment pens. The disposal unit not paired with a containment pen leads straight into space, that way the &#039;&#039;lab rats&#039;&#039; can&#039;t escape into the [[Disposals|disposal system]].&lt;br /&gt;
&lt;br /&gt;
Requires Xenobiology access to enter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Xenobiology_Lab&amp;diff=7826</id>
		<title>Xenobiology Lab</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Xenobiology_Lab&amp;diff=7826"/>
		<updated>2017-10-15T11:44:33Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&#039;&#039;&#039;[[Guide_to_xenobiology|For the Guide to Xenobiology, click here.]]&#039;&#039;&#039;&amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NSV Astraeus&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#563758&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#EEEEFF&lt;br /&gt;
 |department = Science&lt;br /&gt;
 |name=Xenobiology&lt;br /&gt;
 |image=SpaceSHIP_xb.png&lt;br /&gt;
 |big_image=&lt;br /&gt;
 |exits=[[Research Division]] east&lt;br /&gt;
 |purpose=To study alien lifeforms&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=[[Slime]]s, [[Slime Processor]], [[Plasma|Solid Plasma]], [[Monkey Recycling Machine]], two [[Monkey Cube]] Boxes, two [[Shield Generator]]s&lt;br /&gt;
 |clearance=[[Captain]], [[Research Director]], [[Scientist]]&lt;br /&gt;
 |description=The slime dissection place.&lt;br /&gt;
 |sec_level=Medium&lt;br /&gt;
 |style=Laboratory&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
{{Unused Content | reason = Ship not in rotation.}}&lt;br /&gt;
The lab that specializes in the [[Guide to xenobiology|study of alien lifeforms]], such as [[Slime]]s and sometimes [[Xenomorph]]s. Slime pens are to your left, with your slime management console in the room on the right. At the start of the shift, this lab comes with two Slimes in pens, two [[Monkey Cube]] boxes, and some slime processing equipment.&lt;br /&gt;
&lt;br /&gt;
There are several disposal units here. Most of them goes into each of the containment pens. The disposal unit not paired with a containment pen leads straight into space, that way the &#039;&#039;lab rats&#039;&#039; can&#039;t escape into the [[Disposals|disposal system]].&lt;br /&gt;
&lt;br /&gt;
Requires Xenobiology access to enter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NRV Aetherwhisp&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#563758&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#EEEEFF&lt;br /&gt;
 |department = Science&lt;br /&gt;
 |name=Xenobiology&lt;br /&gt;
 |image=AWXeno.png&lt;br /&gt;
 |big_image=&lt;br /&gt;
 |exits=[[Research Division]] east&lt;br /&gt;
 |purpose=To study alien lifeforms&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=[[Slime]]s, [[Slime Processor]], [[Plasma|Solid Plasma]], [[Monkey Recycling Machine]], two [[Monkey Cube]] Boxes, two [[Shield Generator]]s&lt;br /&gt;
 |clearance=[[Captain]], [[Research Director]], [[Scientist]]s&lt;br /&gt;
 |description=The slime dissection place.&lt;br /&gt;
 |sec_level=Medium&lt;br /&gt;
 |style=Laboratory&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The lab that specializes in the [[Guide to xenobiology|study of alien lifeforms]], such as [[Slime]]s and sometimes [[Xenomorph]]s. Slime pens are to your left, with your slime management console in the room on the right. At the start of the shift, this lab comes with two Slimes in pens, two [[Monkey Cube]] boxes, and some slime processing equipment.&lt;br /&gt;
&lt;br /&gt;
There are several disposal units here. Most of them goes into each of the containment pens. The disposal unit not paired with a containment pen leads straight into space, that way the &#039;&#039;lab rats&#039;&#039; can&#039;t escape into the [[Disposals|disposal system]].&lt;br /&gt;
&lt;br /&gt;
Requires Xenobiology access to enter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NSV Scarab&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=#563758&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#EEEEFF&lt;br /&gt;
 |department = Science&lt;br /&gt;
 |name=Xenobiology&lt;br /&gt;
 |image=ScarabXeno.png&lt;br /&gt;
 |big_image=&lt;br /&gt;
 |exits=[[Research Division]] east&lt;br /&gt;
 |purpose=To study alien lifeforms&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=[[Slime]]s, [[Slime Processor]], [[Plasma|Solid Plasma]], [[Monkey Recycling Machine]], two [[Monkey Cube]] Boxes, two [[Shield Generator]]s&lt;br /&gt;
 |clearance=[[Captain]], [[Research Director]], [[Scientist]]s&lt;br /&gt;
 |description=The slime dissection place.&lt;br /&gt;
 |sec_level=Medium&lt;br /&gt;
 |style=Laboratory&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
The lab that specializes in the [[Guide to xenobiology|study of alien lifeforms]], such as [[Slime]]s and sometimes [[Xenomorph]]s. Slime pens are to your left, with your slime management console in the room on the right. At the start of the shift, this lab comes with two Slimes in pens, two [[Monkey Cube]] boxes, and some slime processing equipment.&lt;br /&gt;
&lt;br /&gt;
There are several disposal units here. Most of them goes into each of the containment pens. The disposal unit not paired with a containment pen leads straight into space, that way the &#039;&#039;lab rats&#039;&#039; can&#039;t escape into the [[Disposals|disposal system]].&lt;br /&gt;
&lt;br /&gt;
Requires Xenobiology access to enter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=The_Whitelist&amp;diff=7801</id>
		<title>The Whitelist</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=The_Whitelist&amp;diff=7801"/>
		<updated>2017-10-07T21:55:40Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: Created page with &amp;quot;{{needs revision|reason=Captain whitelist doesn&amp;#039;t exist just yet, I will make this page when it does}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs revision|reason=Captain whitelist doesn&#039;t exist just yet, I will make this page when it does}}&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Scarab&amp;diff=7800</id>
		<title>Scarab</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Scarab&amp;diff=7800"/>
		<updated>2017-10-06T23:31:54Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScarabMain.png|thumb|left|500px|||&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;&#039;&#039;&#039;Map of Scarab, made by Ecolli.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Locations}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:ScarabMain.png&amp;diff=7799</id>
		<title>File:ScarabMain.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:ScarabMain.png&amp;diff=7799"/>
		<updated>2017-10-06T23:28:29Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Scarab&amp;diff=7798</id>
		<title>Scarab</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Scarab&amp;diff=7798"/>
		<updated>2017-10-06T23:26:22Z</updated>

		<summary type="html">&lt;p&gt;LordWalnut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs revision |reason=Ghost in image, damn it Ecolli}}&lt;br /&gt;
[[File:ScarabMain.png|thumb|left|500px|||&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;&#039;&#039;&#039;Map of Scarab, made by Ecolli.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Locations}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>LordWalnut</name></author>
	</entry>
</feed>