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	<id>https://ftl13.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nickvr628</id>
	<title>FTL13 - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ftl13.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nickvr628"/>
	<link rel="alternate" type="text/html" href="https://ftl13.com/wiki/Special:Contributions/Nickvr628"/>
	<updated>2026-04-06T06:10:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ftl13.com/w/index.php?title=Locations&amp;diff=6019</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Locations&amp;diff=6019"/>
		<updated>2016-10-27T09:35:14Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: Edits to make FTL13 specific&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Locations ==&lt;br /&gt;
Locations on the wiki reflect the rooms on the [[SpaceSHIP]]-map, but the same jobs, and therefore also the same rooms mostly exist on other station maps as well. Here&#039;s a list of the rooms/locations:&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= In Rotation Maps =&lt;br /&gt;
These maps are currently in rotation, and can be selected and played on.&lt;br /&gt;
&lt;br /&gt;
== [[SpaceSHIP]] ==&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|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
! [[File:PHOzjQk.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;SpaceSHIP&#039;&#039;&#039; is widely regarded as the official map of FTL13. It may be confusing at first, but it is actually neatly organized, so that every department gets their own wing. The Command Sector is in a centralized location, holding the [[Bridge]]. Other departments extend out into various wings around the command sector.&lt;br /&gt;
|Notes&lt;br /&gt;
* The map has been used consistently on FTL13.&lt;br /&gt;
* The station is heavily central on the starboard wing -- all the action happens there.&lt;br /&gt;
* All locations information on this wiki is sourced from Box station.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=5981</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=5981"/>
		<updated>2016-10-26T16:03:25Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: Adds content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==You are the Bridge Officer!==&lt;br /&gt;
Naturally the Captain cannot press every single button on the bridge himself, so Centcom has employed multiple ~~assistants~~ HIGHLY TRAINED OFFICERS to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Chain of Command===&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain-&amp;gt;HOP-&amp;gt;CE-&amp;gt;You. The HOS cannot command both the ship and its security at the same time, and the CMO’s location is in Medical healing others. However, as a head of staff you should probably listen to them, but in the end you have authority over the bridge if the line of succession leads to you. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click a button [DETAILS NEEDED] to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ringed planets have asteroids for miners to mine.&lt;br /&gt;
*Orbital Platforms are trading stations.&lt;br /&gt;
*Lava planets can be landed on.&lt;br /&gt;
*Gas Giants are worthless&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. Also note that where you target determines the state of the salvageable wreck. If you shoot the bridge, don’t expect to get much out of it. Use this strategically to salvage certain items (weapons, etc) for your ship!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
Exactly the same as the one is medical. Its uses are limited except for shouting at people whose suit sensors are disabled. Use this console to coordinate medical staff during a battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
Used to monitor power usage and generation. Expect this to heavily change after the power revamp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the HOS wants to be on the bridge, he will probably use this one. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL or waiting on miners to mine ores, things can get boring. Here are a few ideas on how to stay busy during the lulls in action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Shout at people to activate suit sensors.&lt;br /&gt;
*Shout at Research to upgrade the phase cannon.&lt;br /&gt;
*Shout at Engineering to increase power output/fix the engine core.&lt;br /&gt;
*Have the Chef bring you some food to eat.&lt;br /&gt;
*Have the Bartender bring everyone drinks and get super drunk.&lt;br /&gt;
*Find station pets and sacrifice them to the gods of war. The gods might appreciate this.&lt;br /&gt;
*If you have done everything on this list, then shout at the people outside to hurry up and prepare for departure.&lt;br /&gt;
*Repeat.&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=5975</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=5975"/>
		<updated>2016-10-26T15:08:26Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: Creates page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=WIP GUIDE=&lt;br /&gt;
&lt;br /&gt;
===Expect more info shortly===&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guides&amp;diff=5974</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guides&amp;diff=5974"/>
		<updated>2016-10-26T15:06:57Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: Adds bridge Officer Guide Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guides}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FTL13 Specific Guides ==&lt;br /&gt;
Guides that only apply to our server because of unique features, jobs, etc. Look here if you are already familiar with SS13.&lt;br /&gt;
*[[File:Nuke.gif|link=Guide to munitions]] [[Guide to munitions|Guide to Munitions]]&lt;br /&gt;
*[[File:Singulo_1.gif|link=Supermatter_Engine]] [[Supermatter Engine|Supermatter Engine]]&lt;br /&gt;
*[[File:Disk.gif|link=Guide_to_Bridge_Officer]] [[Guide to Bridge Officer|Guide to Bridge Officer]]&lt;br /&gt;
== Starter Guides ==&lt;br /&gt;
Guides made to make your first steps on the station a lot easier (and to remind you older players about some things).&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Starter guide]] [[Starter guide|Tutorial]]&lt;br /&gt;
*[[File:Lawbook.png|link=Rules]] [[Rules|The Rules]]&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
*[[File:hudcaptain-dummy.png|32px|middle|Link=HUD]] [[HUD|Guide to HUD Icons]]&lt;br /&gt;
*[[File:Pen.png|link=Job selection and assignment]] [[Job selection and assignment|Job Selection and Assignment]]&lt;br /&gt;
*[[File:Terminology.png|link=Terminology]] [[Terminology]]&lt;br /&gt;
*[[File:Paper.png|link=Frequently Asked Questions]] [[Frequently Asked Questions]]&lt;br /&gt;
*[[File:Lawbook.png|Guide to avoiding bans]] [[Guide to avoiding bans|Guide to Avoiding Bans]]&lt;br /&gt;
&lt;br /&gt;
== Medical Guides ==&lt;br /&gt;
Guides for keeping the crew alive.&lt;br /&gt;
&lt;br /&gt;
*[[File:SMed.png|link=Guide to medicine|Guide to Medicine]] [[Guide to medicine|Guide to Medicine]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to chemistry|Guide to Chemistry]] [[Guide to chemistry|Guide to Chemistry]]&lt;br /&gt;
*[[File:Flashbang.gif|link=Grenade|Guide to Grenade Construction]] [[Grenade|Guide to Grenade Construction]]&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to genetics|Guide to Genetics]] [[Guide to genetics|Guide to Genetics]]&lt;br /&gt;
*[[File:hudill.png|15px|link=Infections|Guide to Diseases]] [[Infections|Guide to Diseases]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery|Guide to Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Engineering Guides ==&lt;br /&gt;
Guides for constructing, repairing and keeping the station hospitable.&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to construction]] [[Guide to construction|Guide to Construction]]&lt;br /&gt;
*[[File:Machine Frame.png|link=Guide to advanced construction]] [[Guide to advanced construction|Guide to Machine Construction]]&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|Guide to the Solars]]&lt;br /&gt;
*[[File:Singulo_1.gif|link=Singularity Engine]] [[Singularity Engine|Guide to the Singularity Engine]]&lt;br /&gt;
*[[File:Tesla.gif|link=Tesla Engine]] [[Tesla Engine|Guide to the Tesla Engine]]&lt;br /&gt;
*[[File:APC2.gif|link=APC]] [[Guide to power|Guide to Power]]&lt;br /&gt;
*[[File:AirAlarm.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]&lt;br /&gt;
*[[File:Server.gif|link=NTSL Scripts]] [[NTSL Scripts|Guide to NTSL Scripts]]&lt;br /&gt;
&lt;br /&gt;
== Science Guides ==&lt;br /&gt;
Guides on how to SCIENCE!&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Generic borg.png|link=Guide to robotics]] [[Guide to robotics|Guide to Robotics]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to toxins]] [[Guide to toxins|Guide to Toxins]]&lt;br /&gt;
*[[File:Baby_slime.gif|link=Guide to xenobiology]] [[Guide to xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[File:Telescience.gif|link=Guide_to_telescience]] [[Guide_to_telescience|Guide to Telescience]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Security Guides ==&lt;br /&gt;
These guides will help you keep peace on the station.&lt;br /&gt;
&lt;br /&gt;
*[[File:lawbook.png|link=Space Law]] [[Space Law]]&lt;br /&gt;
*[[File:Paper.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
*[[File:Generic_lawyer.png|link=Guide to Trials]] [[Guide to Trials]]&lt;br /&gt;
*[[File:Securityforce.png|link=Guide to security]] [[Guide to security|Guide to Security]]&lt;br /&gt;
*[[File:Donut.png|link=Shitcurity]] [[Shitcurity|Guide to Shitcurity (What NOT to do)]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
By now you&#039;ve probably noticed that most of the job and/or location -pages have the last chapter dedicated to tips for antagonists. Here are a few guides dedicated to that.&lt;br /&gt;
&lt;br /&gt;
*[[File:Syndicateforce.png|link=Traitor]] [[Traitor|How to be a No Good Dirty Traitor]]&lt;br /&gt;
*[[File:Wirecutters.png|link=Hacking]] [[Hacking|Guide to Hacking]]&lt;br /&gt;
*[[File:BlueToolbox.png|Link=Guide to Combat]] [[Guide to Combat]]&lt;br /&gt;
*[[File:Syndicate_uplink.png|link=Syndicate Items]] [[Syndicate Items]]&lt;br /&gt;
*[[File:Id_regular.png|link=Illicit Access]] [[Illicit Access|Guide to Illicit Access]]&lt;br /&gt;
*[[File:Rev.png|32px|link=Revolution]] [[Revolution|Guide to Revolution]]&lt;br /&gt;
*[[File:Gscans.png|32px|link=Gang_War]] [[Gang_War|Guide to Gang Wars]]&lt;br /&gt;
*[[File:Cult.png|link=Cult Basics]] [[Cult Basics|Cults for the Uninitiated]]&lt;br /&gt;
*[[File:Cult.png|link=Cult magic]] [[Cult magic|The Devil&#039;s Guide for Cult Magic]]&lt;br /&gt;
*[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Top Secret: Nuclear Operative&#039;s Field Guide]]&lt;br /&gt;
*[[File:Malf AI.gif|link=Guide to malfunction]] [[Guide to malfunction|Guide to Malfunction]]&lt;br /&gt;
*[[File:Alien.png|link=Xenos]] [[Xenos|How to Play an Alien]]&lt;br /&gt;
&lt;br /&gt;
== Development and Contribution Guides ==&lt;br /&gt;
Guides to help you improve the game, wiki and such.&lt;br /&gt;
&lt;br /&gt;
{{Template:Devguides}}&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
These guides didn&#039;t fit into any other category.&lt;br /&gt;
&lt;br /&gt;
*[[File:Module.png|link=Ai Modules]] [[Ai Modules|Guide to AI Modules]]&lt;br /&gt;
*[[File:AI.gif|link=Silicon Policy]] [[Silicon Policy|Guide to Silicon Policy]]&lt;br /&gt;
*[[File:Clown.png|link=Guide to Awesome Miscellaneous Stuff]] [[Guide to Awesome Miscellaneous Stuff]]&lt;br /&gt;
*[[File:Wraith.png|link=Creatures]] [[Creatures|Creatures (Player controlled beings)]]&lt;br /&gt;
*[[File:Carp.gif|link=Critters]] [[Critters|Critters (Game controlled beings)]]&lt;br /&gt;
*[[File:Medilizard.png|link=Guide to races]] [[Guide to races|Guide to Races]]&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to food and drinks]] [[Guide to food and drinks|Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Banana.png|link=Guide to hydroponics]] [[Guide to hydroponics|Guide to Hydroponics]]&lt;br /&gt;
*[[File:Piano.png|link=Piano]] [[Songs|Guide to Playing Music]]&lt;br /&gt;
*[[File:Coder.gif‎|link=NT_Script]] [[NT_Script|NTSL (Nanotrasen Scripting Language)]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to paperwork]] [[Guide to paperwork|Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random events|Random Events]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Supply_crates]] [[Supply crates|List of Supply Crates]]&lt;br /&gt;
*[[File:Stunprod.png|link=Makeshift weapons]] [[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you&#039;re here, be sure to check out the [[:Category:Guides|category page]] as it may contain some things that aren&#039;t listed here.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=5872</id>
		<title>Guide to munitions</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=5872"/>
		<updated>2016-09-25T19:34:46Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: Corrected SP error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=So you want to shoot the big guns!=&lt;br /&gt;
The first thing every player on FTL13  does when he joins is ask, “How do I shoot the cannon?” Well my young munitions friend, this is the job for you! You get to shoot the MAC Cannon, or Molecular Accelerator Cannon Cannon!&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The MAC Cannon is one of two primary weapons systems aboard the ship, and compliments the energy-based Phase Cannon. It fires high damage shells that are great at damaging unshielded targets, but will bounce right off shields. Thus, good timing is required for effective operation. &lt;br /&gt;
However as a Munitions Officer you are not responsible for firing the MAC Cannon, but instead maintaining and loading it.  This might sound dull, but it can get quite exciting in the heat of battle&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Reference Image.png]]&lt;br /&gt;
&lt;br /&gt;
=Munitions Quick Start Guide=&lt;br /&gt;
At round start there is not much you need to do. In battle however you are one of the most important members of the crew. Here is a list of your responsibilities:&lt;br /&gt;
*Load the MAC Cannon in battle&lt;br /&gt;
*Coordinate ammo supply levels with the cargo department.&lt;br /&gt;
*Keep idiots out of the Munitions Bay. The only people that should be allowed into the Munitions Bay are the Captain, HoP and HoS.&lt;br /&gt;
&lt;br /&gt;
You have a Command Headset. Spamming with it will only get it taken away. It is to be used to coordinate battle plans and ammo statuses with the Captain and Weapons Bridge Officer. Be sure to ask what type of ammo to load, and report when ammunition is running low.  &lt;br /&gt;
&lt;br /&gt;
==In Battle==&lt;br /&gt;
Using the cannon in battle is simple. All you have to do is open the MAC Cannon’s breech by clicking on it, slide in a shell, arm it, and close the breech to make it ready to fire. &lt;br /&gt;
&lt;br /&gt;
Here are the steps in detail:&lt;br /&gt;
*Open the MAC Cannon’s breech in the same way you would open a morgue tray. Be warned that anything inside the cannon will be forcibly ejected when it is opened. &lt;br /&gt;
*Use the console in the officer to dispense a round from the magazines. Then use the conveyor system to bring the shells to you! Slide it into the loading tray, but don’t close it yet.&lt;br /&gt;
*Arm the shell by clicking on it with a Multitool. This is very important. If you do not, it will not fire and you will waste the round. If necessary you can de-arm the shell by clicking it again. &#039;&#039;&#039;Do not do this step until you are ready to fire. Once an armed shell is loaded you CANNOT remove it. If you do, the live shell will fly out the back of the cannon, detonate, and kill you along with destroying the munitions room.&#039;&#039;&#039;&lt;br /&gt;
*After the bridge fires the shell, eject the spent cartridge by opening the cannon, and repeat the process.  &lt;br /&gt;
&lt;br /&gt;
When in battle, you should try to alternate between shell types. This means you will not run out of ammo super quickly, and that you have a mix of effects when you shoot. The exception to this rule is to not use up all of your Shield Piercing ammo by firing them while their shield generator is destroyed. They do lower damage and are best fired as a first shot to drop their shields.&lt;br /&gt;
&lt;br /&gt;
==Ammo Types==&lt;br /&gt;
There are three types of ammo you can fire out of the Mac Cannon.&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Console.PNG|300px|thumb|right|This is the Munitions Console. You have a total of 15 rounds.]]&lt;br /&gt;
&lt;br /&gt;
*High Explosive (HE): This is your standard ammo. It does 5 damage and is good for taking out enemy systems while their shields are down. If their shields are up you will do no damage.&lt;br /&gt;
*Shield Piercing (SP): This type of round will penetrate enemy shielding. This is very effective as a first shot, as you can target their shield generator and attempt to destroy it. However the round only does 1 damage, so it is the weakest of the ammo.&lt;br /&gt;
*Smart Homing (SM): This round, when fired, will treat the defender as having half of its evasion. This is excellent for attacking small, high evasion ships that will dodge your other shots. This type of ammo does 3 damage. &lt;br /&gt;
&lt;br /&gt;
=Tips and Warnings=&lt;br /&gt;
*Queuing up multiple rounds on the conveyor can speed up the reloading process. &lt;br /&gt;
*Starting off with a Shield Piercing round, then using a mix of HE and SM is a good combat mix.&lt;br /&gt;
*Inform the chain of command when ammo is running low. You can purchase more from stations, but the captain needs to know when you are running out so he does not enter combat without a MAC Cannon.&lt;br /&gt;
*Keep other crewmembers out of the Munitions Room. They will either mess things up or accidentally (or intentionally) eject an armed shell from the cannon and ruin everything. You have a baton, use it!&lt;br /&gt;
*Make sure the Quartermaster knows to order more shells whan docked at a station.&lt;br /&gt;
*You can open the Ammo Racks by clicking on them, this allows you to load more rounds into them.&lt;br /&gt;
*If you have to go AFK or leave the round, let somebody know either IC or OOC, so somebody can take your place.&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Damaged.PNG|600px|thumb|left|Don&#039;t be the guy who ejects a live shell and destroys the Munitions Department!]]&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=5870</id>
		<title>Guide to munitions</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=5870"/>
		<updated>2016-09-22T14:36:23Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: Added Tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=So you want to shoot the big guns!=&lt;br /&gt;
The first thing every player on FTL13  does when he joins is ask, “How do I shoot the cannon?” Well my young munitions friend, this is the job for you! You get to shoot the MAC Cannon, or Molecular Accelerator Cannon Cannon!&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The MAC Cannon is one of two primary weapons systems aboard the ship, and compliments the energy-based Phase Cannon. It fires high damage shells that are great at damaging unshielded targets, but will bounce right off shields. Thus, good timing is required for effective operation. &lt;br /&gt;
However as a Munitions Officer you are not responsible for firing the MAC Cannon, but instead maintaining and loading it.  This might sound dull, but it can get quite exciting in the heat of battle&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Reference Image.png]]&lt;br /&gt;
&lt;br /&gt;
=Munitions Quick Start Guide=&lt;br /&gt;
At round start there is not much you need to do. In battle however you are one of the most important members of the crew. Here is a list of your responsibilities:&lt;br /&gt;
*Load the MAC Cannon in battle&lt;br /&gt;
*Coordinate ammo supply levels with the cargo department.&lt;br /&gt;
*Keep idiots out of Munitions.&lt;br /&gt;
&lt;br /&gt;
You have a Command Headset. Spamming with it will only get it taken away. It is to be used to coordinate battle plans and ammo statuses with the Captain and Weapons Bridge Officer. Be sure to ask what type of ammo to load, and report when ammunition is running low.  &lt;br /&gt;
&lt;br /&gt;
==In Battle==&lt;br /&gt;
Using the cannon in battle is simple. All you have to do is open the MAC Cannon’s breech by clicking on it, slide in a shell, arm it, and close the breech to make it ready to fire. &lt;br /&gt;
&lt;br /&gt;
Here are the steps in detail:&lt;br /&gt;
*Open the MAC Cannon’s breech in the same way you would open a morgue tray. Be warned that anything inside the cannon will be forcibly ejected when it is opened. &lt;br /&gt;
*Use the console in the officer to dispense a round from the magazines. Then use the conveyor system to bring the shells to you! Slide it into the loading tray, but don’t close it yet.&lt;br /&gt;
*Arm the shell by clicking on it with a Multitool. This is very important. If you do not, it will not fire and you will waste the round. If necessary you can de-arm the shell by clicking it again. &#039;&#039;&#039;Do not do this step until you are ready to fire. Once an armed shell is loaded you CANNOT remove it. If you do, the live shell will fly out the back of the cannon, detonate, and kill you along with destroying the munitions room.&#039;&#039;&#039;&lt;br /&gt;
*After the bridge fires the shell, eject the spent cartridge by opening the cannon, and repeat the process.  &lt;br /&gt;
&lt;br /&gt;
When in battle, you should try to alternate between shell types. This means you will not run out of ammo super quickly, and that you have a mix of effects when you shoot. The exception to this rule is to not use up all of your Shield Piercing ammo by firing them while their shield generator is destroyed. They do lower damage and are best fired as a first shot to drop their shields.&lt;br /&gt;
&lt;br /&gt;
==Ammo Types==&lt;br /&gt;
There are three types of ammo you can fire out of the Mac Cannon.&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Console.PNG|300px|thumb|right|This is the Munitions Console. You have a total of 15 rounds.]]&lt;br /&gt;
&lt;br /&gt;
*High Explosive (HE): This is your standard ammo. It does 5 damage and is good for taking out enemy systems while their shields are down. If their shields are up you will do no damage.&lt;br /&gt;
*Shield Piercing (SP): This type of round will penetrate one layer of enemy shielding. This is very effective as a first shot, as you can target their shield generator and attempt to destroy it. However the round only does 1 damage, so it is the weakest of the ammo.&lt;br /&gt;
*Smart Homing (SM): This round, when fired, will treat the defender as having half of its evasion. This is excellent for attacking small, high evasion ships that will dodge your other shots. This type of ammo does 3 damage. &lt;br /&gt;
&lt;br /&gt;
=Tips and Warnings=&lt;br /&gt;
*Queuing up multiple rounds on the conveyor can speed up the reloading process. &lt;br /&gt;
*Starting off with a Shield Piercing round, then using a mix of HE and SM is a good combat mix.&lt;br /&gt;
*Inform the chain of command when ammo is running low. You can purchase more from stations, but the captain needs to know when you are running out so he does not enter combat without a MAC Cannon.&lt;br /&gt;
*Keep other crewmembers out of the Munitions Room. They will either mess things up or accidentally (or intentionally) eject an armed shell from the cannon and ruin everything. You have a baton, use it!&lt;br /&gt;
*Make sure the Quartermaster knows to order more shells whan docked at a station.&lt;br /&gt;
*You can open the Ammo Racks by clicking on them, this allows you to load more rounds into them.&lt;br /&gt;
*If you have to go AFK or leave the round, let somebody know either IC or OOC, so somebody can take your place.&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Damaged.PNG|600px|thumb|left|Don&#039;t be the guy who ejects a live shell and destroys the Munitions Department!]]&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=5869</id>
		<title>Guide to munitions</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=5869"/>
		<updated>2016-09-22T12:11:22Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=So you want to shoot the big guns!=&lt;br /&gt;
The first thing every player on FTL13  does when he joins is ask, “How do I shoot the cannon?” Well my young munitions friend, this is the job for you! You get to shoot the MAC Cannon, or Molecular Accelerator Cannon Cannon!&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The MAC Cannon is one of two primary weapons systems aboard the ship, and compliments the energy-based Phase Cannon. It fires high damage shells that are great at damaging unshielded targets, but will bounce right off shields. Thus, good timing is required for effective operation. &lt;br /&gt;
However as a Munitions Officer you are not responsible for firing the MAC Cannon, but instead maintaining and loading it.  This might sound dull, but it can get quite exciting in the heat of battle&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Reference Image.png]]&lt;br /&gt;
&lt;br /&gt;
=Munitions Quick Start Guide=&lt;br /&gt;
At round start there is not much you need to do. In battle however you are one of the most important members of the crew. Here is a list of your responsibilities:&lt;br /&gt;
*Load the MAC Cannon in battle&lt;br /&gt;
*Coordinate ammo supply levels with the cargo department.&lt;br /&gt;
*Keep idiots out of Munitions.&lt;br /&gt;
&lt;br /&gt;
You have a Command Headset. Spamming with it will only get it taken away. It is to be used to coordinate battle plans and ammo statuses with the Captain and Weapons Bridge Officer. Be sure to ask what type of ammo to load, and report when ammunition is running low.  &lt;br /&gt;
&lt;br /&gt;
==In Battle==&lt;br /&gt;
Using the cannon in battle is simple. All you have to do is open the MAC Cannon’s breech by clicking on it, slide in a shell, arm it, and close the breech to make it ready to fire. &lt;br /&gt;
&lt;br /&gt;
Here are the steps in detail:&lt;br /&gt;
*Open the MAC Cannon’s breech in the same way you would open a morgue tray. Be warned that anything inside the cannon will be forcibly ejected when it is opened. &lt;br /&gt;
*Use the console in the officer to dispense a round from the magazines. Then use the conveyor system to bring the shells to you! Slide it into the loading tray, but don’t close it yet.&lt;br /&gt;
*Arm the shell by clicking on it with a Multitool. This is very important. If you do not, it will not fire and you will waste the round. If necessary you can de-arm the shell by clicking it again. &#039;&#039;&#039;Do not do this step until you are ready to fire. Once an armed shell is loaded you CANNOT remove it. If you do, the live shell will fly out the back of the cannon, detonate, and kill you along with destroying the munitions room.&#039;&#039;&#039;&lt;br /&gt;
*After the bridge fires the shell, eject the spent cartridge by opening the cannon, and repeat the process.  &lt;br /&gt;
&lt;br /&gt;
When in battle, you should try to alternate between shell types. This means you will not run out of ammo super quickly, and that you have a mix of effects when you shoot. The exception to this rule is to not use up all of your Shield Piercing ammo by firing them while their shield generator is destroyed. They do lower damage and are best fired as a first shot to drop their shields.&lt;br /&gt;
&lt;br /&gt;
==Ammo Types==&lt;br /&gt;
There are three types of ammo you can fire out of the Mac Cannon.&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Console.PNG|300px|thumb|right|This is the Munitions Console. You have a total of 15 rounds.]]&lt;br /&gt;
&lt;br /&gt;
*High Explosive (HE): This is your standard ammo. It does 5 damage and is good for taking out enemy systems while their shields are down. If their shields are up you will do no damage.&lt;br /&gt;
*Shield Piercing (SP): This type of round will penetrate one layer of enemy shielding. This is very effective as a first shot, as you can target their shield generator and attempt to destroy it. However the round only does 1 damage, so it is the weakest of the ammo.&lt;br /&gt;
*Smart Homing (SM): This round, when fired, will treat the defender as having half of its evasion. This is excellent for attacking small, high evasion ships that will dodge your other shots. This type of ammo does 3 damage. &lt;br /&gt;
&lt;br /&gt;
=Tips and Warnings=&lt;br /&gt;
*Queuing up multiple rounds on the conveyor can speed up the reloading process. &lt;br /&gt;
*Starting off with a Shield Piercing round, then using a mix of HE and SM is a good combat mix.&lt;br /&gt;
*Inform the chain of command when ammo is running low. You can purchase more from stations, but the captain needs to know when you are running out so he does not enter combat without a MAC Cannon.&lt;br /&gt;
*Keep other crewmembers out of the Munitions Room. They will either mess things up or accidentally (or intentionally) eject an armed shell from the cannon and ruin everything. You have a baton, use it!&lt;br /&gt;
*Make sure the Quartermaster knows to order more shells whan docked at a station.&lt;br /&gt;
*If you have to go AFK or leave the round, let somebody know either IC or OOC, so somebody can take your place.&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Damaged.PNG|600px|thumb|left|Don&#039;t be the guy who ejects a live shell and destroys the Munitions Department!]]&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guides&amp;diff=5868</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guides&amp;diff=5868"/>
		<updated>2016-09-22T12:07:36Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: Linked to Supermatter Engine Guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guides}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FTL13 Specific Guides ==&lt;br /&gt;
Guides that only apply to our server because of unique features, jobs, etc. Look here if you are already familiar with SS13.&lt;br /&gt;
*[[File:Nuke.gif|link=Guide to munitions]] [[Guide to munitions|Guide to Munitions]]&lt;br /&gt;
*[[File:Singulo_1.gif|link=Supermatter_Engine]] [[Supermatter Engine|Supermatter Engine]]&lt;br /&gt;
&lt;br /&gt;
== Starter Guides ==&lt;br /&gt;
Guides made to make your first steps on the station a lot easier (and to remind you older players about some things).&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Starter guide]] [[Starter guide|Tutorial]]&lt;br /&gt;
*[[File:Lawbook.png|link=Rules]] [[Rules|The Rules]]&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
*[[File:hudcaptain-dummy.png|32px|middle|Link=HUD]] [[HUD|Guide to HUD Icons]]&lt;br /&gt;
*[[File:Pen.png|link=Job selection and assignment]] [[Job selection and assignment|Job Selection and Assignment]]&lt;br /&gt;
*[[File:Terminology.png|link=Terminology]] [[Terminology]]&lt;br /&gt;
*[[File:Paper.png|link=Frequently Asked Questions]] [[Frequently Asked Questions]]&lt;br /&gt;
*[[File:Lawbook.png|Guide to avoiding bans]] [[Guide to avoiding bans|Guide to Avoiding Bans]]&lt;br /&gt;
&lt;br /&gt;
== Medical Guides ==&lt;br /&gt;
Guides for keeping the crew alive.&lt;br /&gt;
&lt;br /&gt;
*[[File:SMed.png|link=Guide to medicine|Guide to Medicine]] [[Guide to medicine|Guide to Medicine]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to chemistry|Guide to Chemistry]] [[Guide to chemistry|Guide to Chemistry]]&lt;br /&gt;
*[[File:Flashbang.gif|link=Grenade|Guide to Grenade Construction]] [[Grenade|Guide to Grenade Construction]]&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to genetics|Guide to Genetics]] [[Guide to genetics|Guide to Genetics]]&lt;br /&gt;
*[[File:hudill.png|15px|link=Infections|Guide to Diseases]] [[Infections|Guide to Diseases]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery|Guide to Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Engineering Guides ==&lt;br /&gt;
Guides for constructing, repairing and keeping the station hospitable.&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to construction]] [[Guide to construction|Guide to Construction]]&lt;br /&gt;
*[[File:Machine Frame.png|link=Guide to advanced construction]] [[Guide to advanced construction|Guide to Machine Construction]]&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|Guide to the Solars]]&lt;br /&gt;
*[[File:Singulo_1.gif|link=Singularity Engine]] [[Singularity Engine|Guide to the Singularity Engine]]&lt;br /&gt;
*[[File:Tesla.gif|link=Tesla Engine]] [[Tesla Engine|Guide to the Tesla Engine]]&lt;br /&gt;
*[[File:APC2.gif|link=APC]] [[Guide to power|Guide to Power]]&lt;br /&gt;
*[[File:AirAlarm.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]&lt;br /&gt;
*[[File:Server.gif|link=NTSL Scripts]] [[NTSL Scripts|Guide to NTSL Scripts]]&lt;br /&gt;
&lt;br /&gt;
== Science Guides ==&lt;br /&gt;
Guides on how to SCIENCE!&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Generic borg.png|link=Guide to robotics]] [[Guide to robotics|Guide to Robotics]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to toxins]] [[Guide to toxins|Guide to Toxins]]&lt;br /&gt;
*[[File:Baby_slime.gif|link=Guide to xenobiology]] [[Guide to xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[File:Telescience.gif|link=Guide_to_telescience]] [[Guide_to_telescience|Guide to Telescience]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Security Guides ==&lt;br /&gt;
These guides will help you keep peace on the station.&lt;br /&gt;
&lt;br /&gt;
*[[File:lawbook.png|link=Space Law]] [[Space Law]]&lt;br /&gt;
*[[File:Paper.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
*[[File:Generic_lawyer.png|link=Guide to Trials]] [[Guide to Trials]]&lt;br /&gt;
*[[File:Securityforce.png|link=Guide to security]] [[Guide to security|Guide to Security]]&lt;br /&gt;
*[[File:Donut.png|link=Shitcurity]] [[Shitcurity|Guide to Shitcurity (What NOT to do)]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
By now you&#039;ve probably noticed that most of the job and/or location -pages have the last chapter dedicated to tips for antagonists. Here are a few guides dedicated to that.&lt;br /&gt;
&lt;br /&gt;
*[[File:Syndicateforce.png|link=Traitor]] [[Traitor|How to be a No Good Dirty Traitor]]&lt;br /&gt;
*[[File:Wirecutters.png|link=Hacking]] [[Hacking|Guide to Hacking]]&lt;br /&gt;
*[[File:BlueToolbox.png|Link=Guide to Combat]] [[Guide to Combat]]&lt;br /&gt;
*[[File:Syndicate_uplink.png|link=Syndicate Items]] [[Syndicate Items]]&lt;br /&gt;
*[[File:Id_regular.png|link=Illicit Access]] [[Illicit Access|Guide to Illicit Access]]&lt;br /&gt;
*[[File:Rev.png|32px|link=Revolution]] [[Revolution|Guide to Revolution]]&lt;br /&gt;
*[[File:Gscans.png|32px|link=Gang_War]] [[Gang_War|Guide to Gang Wars]]&lt;br /&gt;
*[[File:Cult.png|link=Cult Basics]] [[Cult Basics|Cults for the Uninitiated]]&lt;br /&gt;
*[[File:Cult.png|link=Cult magic]] [[Cult magic|The Devil&#039;s Guide for Cult Magic]]&lt;br /&gt;
*[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Top Secret: Nuclear Operative&#039;s Field Guide]]&lt;br /&gt;
*[[File:Malf AI.gif|link=Guide to malfunction]] [[Guide to malfunction|Guide to Malfunction]]&lt;br /&gt;
*[[File:Alien.png|link=Xenos]] [[Xenos|How to Play an Alien]]&lt;br /&gt;
&lt;br /&gt;
== Development and Contribution Guides ==&lt;br /&gt;
Guides to help you improve the game, wiki and such.&lt;br /&gt;
&lt;br /&gt;
{{Template:Devguides}}&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
These guides didn&#039;t fit into any other category.&lt;br /&gt;
&lt;br /&gt;
*[[File:Module.png|link=Ai Modules]] [[Ai Modules|Guide to AI Modules]]&lt;br /&gt;
*[[File:AI.gif|link=Silicon Policy]] [[Silicon Policy|Guide to Silicon Policy]]&lt;br /&gt;
*[[File:Clown.png|link=Guide to Awesome Miscellaneous Stuff]] [[Guide to Awesome Miscellaneous Stuff]]&lt;br /&gt;
*[[File:Wraith.png|link=Creatures]] [[Creatures|Creatures (Player controlled beings)]]&lt;br /&gt;
*[[File:Carp.gif|link=Critters]] [[Critters|Critters (Game controlled beings)]]&lt;br /&gt;
*[[File:Medilizard.png|link=Guide to races]] [[Guide to races|Guide to Races]]&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to food and drinks]] [[Guide to food and drinks|Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Banana.png|link=Guide to hydroponics]] [[Guide to hydroponics|Guide to Hydroponics]]&lt;br /&gt;
*[[File:Piano.png|link=Piano]] [[Songs|Guide to Playing Music]]&lt;br /&gt;
*[[File:Coder.gif‎|link=NT_Script]] [[NT_Script|NTSL (Nanotrasen Scripting Language)]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to paperwork]] [[Guide to paperwork|Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random events|Random Events]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Supply_crates]] [[Supply crates|List of Supply Crates]]&lt;br /&gt;
*[[File:Stunprod.png|link=Makeshift weapons]] [[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you&#039;re here, be sure to check out the [[:Category:Guides|category page]] as it may contain some things that aren&#039;t listed here.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=5867</id>
		<title>Guide to munitions</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=5867"/>
		<updated>2016-09-22T12:03:14Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: Added Munitions Guide Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=So you want to shoot the big guns!=&lt;br /&gt;
The first thing every player on FTL13  does when he joins is ask, “How do I shoot the cannon?” Well my young munitions friend, this is the job for you! You get to shoot the MAC Cannon, or Molecular Accelerator Cannon Cannon!&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The MAC Cannon is one of two primary weapons systems aboard the ship, and compliments the energy-based Phase Cannon. It fires high damage shells that are great at damaging unshielded targets, but will bounce right off shields. Thus, good timing is required for effective operations. &lt;br /&gt;
However as a Munitions Officer you are not responsible for firing the MAC Cannon, but instead maintaining and loading it.  This might sound dull, but it can get quite exciting in the heat of battle&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Reference Image.png]]&lt;br /&gt;
&lt;br /&gt;
=Munitions Quick Start Guide=&lt;br /&gt;
At round start there is not much you need to do. In battle however you are one of the most important members of the crew. Here is a list of your responsibilities:&lt;br /&gt;
*Load the MAC Cannon in battle&lt;br /&gt;
*Coordinate ammo supply levels with the cargo department.&lt;br /&gt;
*Keep idiots out of Munitions.&lt;br /&gt;
&lt;br /&gt;
You have a Command Headset. Spamming with it will only get it taken away. It is to be used to coordinate battle plans and ammo statuses with the Captain and Weapons Bridge Officer. Be sure to ask what type of ammo to load, and report when ammunition is running low.  &lt;br /&gt;
&lt;br /&gt;
==In Battle==&lt;br /&gt;
Using the cannon in battle is simple. All you have to do is open the MAC Cannon’s breech by clicking on it, slide in a shell, arm it, and close the breech to make it ready to fire. &lt;br /&gt;
&lt;br /&gt;
Here are the steps in detail:&lt;br /&gt;
*Open the MAC Cannon’s breech in the same way you would open a morgue tray. Be warned that anything inside the cannon will be forcibly ejected when it is opened. &lt;br /&gt;
*Use the console in the officer to dispense a round from the magazines. Then use the conveyor system to bring the shells to you! Slide it into the loading tray, but don’t close it yet.&lt;br /&gt;
*Arm the shell by clicking on it with a Multitool. This is very important. If you do not, it will not fire and you will waste the round. If necessary you can de-arm the shell by clicking it again. &#039;&#039;&#039;Do not do this step until you are ready to fire. Once an armed shell is loaded you CANNOT remove it. If you do, the live shell will fly out the back of the cannon, detonate, and kill you along with destroying the munitions room.&#039;&#039;&#039;&lt;br /&gt;
*After the bridge fires the shell, eject the spent cartridge by opening the cannon, and repeat the process.  &lt;br /&gt;
&lt;br /&gt;
When in battle, you should try to alternate between shell types. This means you will not run out of ammo super quickly, and that you have a mix of effects when you shoot. The exception to this rule is to not use up all of your Shield Piercing ammo by firing them while their shield generator is destroyed. They do lower damage and are best to be fired as a first shot to drop their shields.&lt;br /&gt;
&lt;br /&gt;
==Ammo Types==&lt;br /&gt;
There are three types of ammo you can fire out of the Mac Cannon.&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Console.PNG|300px|thumb|right|This is the Munitions Console. You have a total of 15 rounds.]]&lt;br /&gt;
&lt;br /&gt;
*High Explosive (HE): This is your standard ammo. It does 5 damage and is good for taking out enemy systems while their shields are down. If their shields are up you will do no damage.&lt;br /&gt;
*Shield Piercing (SP): This type of round will penetrate one layer of enemy shielding. This is very effective as a first shot, as you can target their shield generator and attempt to destroy it. However the round only does 1 damage, so it is the weakest of the ammo.&lt;br /&gt;
*Smart Homing (SM): This round, when fired, will treat the defender as having half of its evasion. This is excellent for attacking small, high evasion ships that will dodge your other shots. This type of ammo does 3 damage. &lt;br /&gt;
&lt;br /&gt;
=Tips and Warnings=&lt;br /&gt;
*Queuing up multiple rounds on the conveyor can speed up the reloading process. &lt;br /&gt;
*Starting off with a Shield Piercing round, then using a mix of HE and SM is a good combat mix.&lt;br /&gt;
*Inform the chain of command when ammo is running low. You can purchase more from stations, but the captain needs to know when you are running out so he does not enter combat without a MAC Cannon.&lt;br /&gt;
*Keep other crewmembers out of the Munitions Room. They will either mess things up or accidentally (or intentionally) eject an armed shell from the cannon and ruin everything. You have a baton, use it!&lt;br /&gt;
*Make sure the Quartermaster knows to order more shells whan docked at a station.&lt;br /&gt;
*If you have to go AFK or leave the round, let somebody know either IC or OOC, so somebody can take your place.&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Damaged.PNG|600px|thumb|left|Don&#039;t be the guy who ejects a live shell and destroys the Munitions Department!]]&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guides&amp;diff=5866</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guides&amp;diff=5866"/>
		<updated>2016-09-22T11:53:13Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: Added Munitions Guide Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guides}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FTL13 Specific Guides ==&lt;br /&gt;
Guides that only apply to our server because of unique features, jobs, etc. Look here if you are already familiar with SS13.&lt;br /&gt;
*[[File:Nuke.gif|link=Guide to munitions]] [[Guide to munitions|Guide to Munitions]]&lt;br /&gt;
&lt;br /&gt;
== Starter Guides ==&lt;br /&gt;
Guides made to make your first steps on the station a lot easier (and to remind you older players about some things).&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Starter guide]] [[Starter guide|Tutorial]]&lt;br /&gt;
*[[File:Lawbook.png|link=Rules]] [[Rules|The Rules]]&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
*[[File:hudcaptain-dummy.png|32px|middle|Link=HUD]] [[HUD|Guide to HUD Icons]]&lt;br /&gt;
*[[File:Pen.png|link=Job selection and assignment]] [[Job selection and assignment|Job Selection and Assignment]]&lt;br /&gt;
*[[File:Terminology.png|link=Terminology]] [[Terminology]]&lt;br /&gt;
*[[File:Paper.png|link=Frequently Asked Questions]] [[Frequently Asked Questions]]&lt;br /&gt;
*[[File:Lawbook.png|Guide to avoiding bans]] [[Guide to avoiding bans|Guide to Avoiding Bans]]&lt;br /&gt;
&lt;br /&gt;
== Medical Guides ==&lt;br /&gt;
Guides for keeping the crew alive.&lt;br /&gt;
&lt;br /&gt;
*[[File:SMed.png|link=Guide to medicine|Guide to Medicine]] [[Guide to medicine|Guide to Medicine]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to chemistry|Guide to Chemistry]] [[Guide to chemistry|Guide to Chemistry]]&lt;br /&gt;
*[[File:Flashbang.gif|link=Grenade|Guide to Grenade Construction]] [[Grenade|Guide to Grenade Construction]]&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to genetics|Guide to Genetics]] [[Guide to genetics|Guide to Genetics]]&lt;br /&gt;
*[[File:hudill.png|15px|link=Infections|Guide to Diseases]] [[Infections|Guide to Diseases]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery|Guide to Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Engineering Guides ==&lt;br /&gt;
Guides for constructing, repairing and keeping the station hospitable.&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to construction]] [[Guide to construction|Guide to Construction]]&lt;br /&gt;
*[[File:Machine Frame.png|link=Guide to advanced construction]] [[Guide to advanced construction|Guide to Machine Construction]]&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|Guide to the Solars]]&lt;br /&gt;
*[[File:Singulo_1.gif|link=Singularity Engine]] [[Singularity Engine|Guide to the Singularity Engine]]&lt;br /&gt;
*[[File:Tesla.gif|link=Tesla Engine]] [[Tesla Engine|Guide to the Tesla Engine]]&lt;br /&gt;
*[[File:APC2.gif|link=APC]] [[Guide to power|Guide to Power]]&lt;br /&gt;
*[[File:AirAlarm.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]&lt;br /&gt;
*[[File:Server.gif|link=NTSL Scripts]] [[NTSL Scripts|Guide to NTSL Scripts]]&lt;br /&gt;
&lt;br /&gt;
== Science Guides ==&lt;br /&gt;
Guides on how to SCIENCE!&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Generic borg.png|link=Guide to robotics]] [[Guide to robotics|Guide to Robotics]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to toxins]] [[Guide to toxins|Guide to Toxins]]&lt;br /&gt;
*[[File:Baby_slime.gif|link=Guide to xenobiology]] [[Guide to xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[File:Telescience.gif|link=Guide_to_telescience]] [[Guide_to_telescience|Guide to Telescience]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Security Guides ==&lt;br /&gt;
These guides will help you keep peace on the station.&lt;br /&gt;
&lt;br /&gt;
*[[File:lawbook.png|link=Space Law]] [[Space Law]]&lt;br /&gt;
*[[File:Paper.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
*[[File:Generic_lawyer.png|link=Guide to Trials]] [[Guide to Trials]]&lt;br /&gt;
*[[File:Securityforce.png|link=Guide to security]] [[Guide to security|Guide to Security]]&lt;br /&gt;
*[[File:Donut.png|link=Shitcurity]] [[Shitcurity|Guide to Shitcurity (What NOT to do)]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
By now you&#039;ve probably noticed that most of the job and/or location -pages have the last chapter dedicated to tips for antagonists. Here are a few guides dedicated to that.&lt;br /&gt;
&lt;br /&gt;
*[[File:Syndicateforce.png|link=Traitor]] [[Traitor|How to be a No Good Dirty Traitor]]&lt;br /&gt;
*[[File:Wirecutters.png|link=Hacking]] [[Hacking|Guide to Hacking]]&lt;br /&gt;
*[[File:BlueToolbox.png|Link=Guide to Combat]] [[Guide to Combat]]&lt;br /&gt;
*[[File:Syndicate_uplink.png|link=Syndicate Items]] [[Syndicate Items]]&lt;br /&gt;
*[[File:Id_regular.png|link=Illicit Access]] [[Illicit Access|Guide to Illicit Access]]&lt;br /&gt;
*[[File:Rev.png|32px|link=Revolution]] [[Revolution|Guide to Revolution]]&lt;br /&gt;
*[[File:Gscans.png|32px|link=Gang_War]] [[Gang_War|Guide to Gang Wars]]&lt;br /&gt;
*[[File:Cult.png|link=Cult Basics]] [[Cult Basics|Cults for the Uninitiated]]&lt;br /&gt;
*[[File:Cult.png|link=Cult magic]] [[Cult magic|The Devil&#039;s Guide for Cult Magic]]&lt;br /&gt;
*[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Top Secret: Nuclear Operative&#039;s Field Guide]]&lt;br /&gt;
*[[File:Malf AI.gif|link=Guide to malfunction]] [[Guide to malfunction|Guide to Malfunction]]&lt;br /&gt;
*[[File:Alien.png|link=Xenos]] [[Xenos|How to Play an Alien]]&lt;br /&gt;
&lt;br /&gt;
== Development and Contribution Guides ==&lt;br /&gt;
Guides to help you improve the game, wiki and such.&lt;br /&gt;
&lt;br /&gt;
{{Template:Devguides}}&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
These guides didn&#039;t fit into any other category.&lt;br /&gt;
&lt;br /&gt;
*[[File:Module.png|link=Ai Modules]] [[Ai Modules|Guide to AI Modules]]&lt;br /&gt;
*[[File:AI.gif|link=Silicon Policy]] [[Silicon Policy|Guide to Silicon Policy]]&lt;br /&gt;
*[[File:Clown.png|link=Guide to Awesome Miscellaneous Stuff]] [[Guide to Awesome Miscellaneous Stuff]]&lt;br /&gt;
*[[File:Wraith.png|link=Creatures]] [[Creatures|Creatures (Player controlled beings)]]&lt;br /&gt;
*[[File:Carp.gif|link=Critters]] [[Critters|Critters (Game controlled beings)]]&lt;br /&gt;
*[[File:Medilizard.png|link=Guide to races]] [[Guide to races|Guide to Races]]&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to food and drinks]] [[Guide to food and drinks|Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Banana.png|link=Guide to hydroponics]] [[Guide to hydroponics|Guide to Hydroponics]]&lt;br /&gt;
*[[File:Piano.png|link=Piano]] [[Songs|Guide to Playing Music]]&lt;br /&gt;
*[[File:Coder.gif‎|link=NT_Script]] [[NT_Script|NTSL (Nanotrasen Scripting Language)]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to paperwork]] [[Guide to paperwork|Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random events|Random Events]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Supply_crates]] [[Supply crates|List of Supply Crates]]&lt;br /&gt;
*[[File:Stunprod.png|link=Makeshift weapons]] [[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you&#039;re here, be sure to check out the [[:Category:Guides|category page]] as it may contain some things that aren&#039;t listed here.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:Munitions_Combat_Mix.PNG&amp;diff=5865</id>
		<title>File:Munitions Combat Mix.PNG</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:Munitions_Combat_Mix.PNG&amp;diff=5865"/>
		<updated>2016-09-22T11:45:16Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
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		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:Munitions_Console.PNG&amp;diff=5864</id>
		<title>File:Munitions Console.PNG</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:Munitions_Console.PNG&amp;diff=5864"/>
		<updated>2016-09-22T11:44:58Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
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		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:Munitions_Damaged.PNG&amp;diff=5863</id>
		<title>File:Munitions Damaged.PNG</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:Munitions_Damaged.PNG&amp;diff=5863"/>
		<updated>2016-09-22T11:44:45Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
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		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:Munitions_Reference_Image.png&amp;diff=5862</id>
		<title>File:Munitions Reference Image.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:Munitions_Reference_Image.png&amp;diff=5862"/>
		<updated>2016-09-22T11:44:20Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
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		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5861</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5861"/>
		<updated>2016-08-31T16:58:27Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: Formatting fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Reference Image.png]]&lt;br /&gt;
&lt;br /&gt;
===Supermatter Theory===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Guide Step 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a valve here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This value will tell Engineering Vent Pump #2 to pump out air until the pressure in the core is equal to that value. Set the value to 100 with the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the pumps connected to the canisters. Make sure the pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more coolant than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
&lt;br /&gt;
==Maintenance== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A higher value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==Emergency Procedures==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to zero at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
===Emergency Gas Shunt/SCRAM===&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to zero, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to zero. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5853</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5853"/>
		<updated>2016-08-12T15:17:33Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==INTRODUCTION==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Reference Image.png]]&lt;br /&gt;
&lt;br /&gt;
===SUPERMATTER THEORY===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
==SETUP==&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Guide Step 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a valve here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This value will tell Engineering Vent Pump #2 to pump out air until the pressure in the core is equal to that value. Set the value to 100 with the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the pumps connected to the canisters. Make sure the pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more coolant than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
&lt;br /&gt;
==MAINTENANCE== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A higher value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==EMERGENCY PROCEDURES==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to zero at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
Emergency Gas Shunt/SCRAM&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to zero, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to zero. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==MODIFICATIONS==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5852</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5852"/>
		<updated>2016-08-12T15:04:08Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==INTRODUCTION==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Reference Image.png]]&lt;br /&gt;
&lt;br /&gt;
===SUPERMATTER THEORY===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
==SETUP==&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Guide Step 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a valve here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This enables passing the air from inside the chamber into the pipes via Enginnering Vent pump #2. Set the value to 100 with the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the pumps connected to the canisters. Make sure the pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more coolant than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
&lt;br /&gt;
==MAINTENANCE== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A lower value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==EMERGENCY PROCEDURES==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to maximum at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
Emergency Gas Shunt/SCRAM&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to max, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to a high value. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==MODIFICATIONS==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:Engine_Guide_Step_1.PNG&amp;diff=5851</id>
		<title>File:Engine Guide Step 1.PNG</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:Engine_Guide_Step_1.PNG&amp;diff=5851"/>
		<updated>2016-08-12T15:03:55Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5850</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5850"/>
		<updated>2016-08-12T15:03:27Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==INTRODUCTION==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Reference Image.png]]&lt;br /&gt;
&lt;br /&gt;
===SUPERMATTER THEORY===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
�&lt;br /&gt;
==SETUP==&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a valve here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This enables passing the air from inside the chamber into the pipes via Enginnering Vent pump #2. Set the value to 100 with the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the pumps connected to the canisters. Make sure the pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more coolant than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
&lt;br /&gt;
==MAINTENANCE== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A lower value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==EMERGENCY PROCEDURES==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to maximum at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
Emergency Gas Shunt/SCRAM&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to max, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to a high value. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==MODIFICATIONS==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5849</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5849"/>
		<updated>2016-08-12T15:03:19Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==INTRODUCTION==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
[[File:Engine Reference Image.png]]&lt;br /&gt;
&lt;br /&gt;
===SUPERMATTER THEORY===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
�&lt;br /&gt;
==SETUP==&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a valve here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This enables passing the air from inside the chamber into the pipes via Enginnering Vent pump #2. Set the value to 100 with the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the pumps connected to the canisters. Make sure the pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more coolant than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
&lt;br /&gt;
==MAINTENANCE== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A lower value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==EMERGENCY PROCEDURES==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to maximum at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
Emergency Gas Shunt/SCRAM&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to max, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to a high value. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==MODIFICATIONS==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5848</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5848"/>
		<updated>2016-08-12T15:02:24Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==INTRODUCTION==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
[[Engine Reference Image.png]]&lt;br /&gt;
&lt;br /&gt;
===SUPERMATTER THEORY===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
�&lt;br /&gt;
==SETUP==&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a valve here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This enables passing the air from inside the chamber into the pipes via Enginnering Vent pump #2. Set the value to 100 with the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the pumps connected to the canisters. Make sure the pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more coolant than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
&lt;br /&gt;
==MAINTENANCE== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A lower value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==EMERGENCY PROCEDURES==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to maximum at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
Emergency Gas Shunt/SCRAM&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to max, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to a high value. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==MODIFICATIONS==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5847</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5847"/>
		<updated>2016-08-12T15:01:11Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==INTRODUCTION==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
[File:Engine Reference Image.png]&lt;br /&gt;
&lt;br /&gt;
===SUPERMATTER THEORY===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
�&lt;br /&gt;
==SETUP==&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a valve here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This enables passing the air from inside the chamber into the pipes via Enginnering Vent pump #2. Set the value to 100 with the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the pumps connected to the canisters. Make sure the pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more coolant than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
&lt;br /&gt;
==MAINTENANCE== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A lower value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==EMERGENCY PROCEDURES==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to maximum at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
Emergency Gas Shunt/SCRAM&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to max, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to a high value. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==MODIFICATIONS==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5846</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5846"/>
		<updated>2016-08-12T15:00:52Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==INTRODUCTION==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
[[File:Engine Reference Image.png]&lt;br /&gt;
&lt;br /&gt;
===SUPERMATTER THEORY===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
�&lt;br /&gt;
==SETUP==&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a valve here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This enables passing the air from inside the chamber into the pipes via Enginnering Vent pump #2. Set the value to 100 with the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the pumps connected to the canisters. Make sure the pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more coolant than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
&lt;br /&gt;
==MAINTENANCE== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A lower value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==EMERGENCY PROCEDURES==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to maximum at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
Emergency Gas Shunt/SCRAM&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to max, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to a high value. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==MODIFICATIONS==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5845</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5845"/>
		<updated>2016-08-12T15:00:21Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==INTRODUCTION==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
==SUPERMATTER THEORY==&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
�&lt;br /&gt;
==SETUP==&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a valve here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This enables passing the air from inside the chamber into the pipes via Enginnering Vent pump #2. Set the value to 100 with the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the pumps connected to the canisters. Make sure the pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more coolant than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
&lt;br /&gt;
==MAINTENANCE== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A lower value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==EMERGENCY PROCEDURES==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to maximum at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
Emergency Gas Shunt/SCRAM&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to max, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to a high value. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==MODIFICATIONS==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:Engine_Reference_Image.png&amp;diff=5844</id>
		<title>File:Engine Reference Image.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:Engine_Reference_Image.png&amp;diff=5844"/>
		<updated>2016-08-12T14:59:48Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5843</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5843"/>
		<updated>2016-08-12T14:58:15Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==INTRODUCTION==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
SUPERMATTER THEORY&lt;br /&gt;
&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
�&lt;br /&gt;
==SETUP==&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a valve here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This enables passing the air from inside the chamber into the pipes via Enginnering Vent pump #2. Set the value to 100 with the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the pumps connected to the canisters. Make sure the pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more coolant than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
&lt;br /&gt;
==MAINTENANCE== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A lower value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==EMERGENCY PROCEDURES==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to maximum at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
Emergency Gas Shunt/SCRAM&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to max, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to a high value. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==MODIFICATIONS==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5842</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=5842"/>
		<updated>2016-08-12T14:57:54Z</updated>

		<summary type="html">&lt;p&gt;Nickvr628: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==INTRODUCTION==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
SUPERMATTER THEORY&lt;br /&gt;
&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
�&lt;br /&gt;
==SETUP==&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a valve here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This enables passing the air from inside the chamber into the pipes via Enginnering Vent pump #2. Set the value to 100 with the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the pumps connected to the canisters. Make sure the pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more coolant than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
&lt;br /&gt;
==MAINTENANCE== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A lower value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==EMERGENCY PROCEDURES==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to maximum at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
Emergency Gas Shunt/SCRAM&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to max, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to a high value. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==MODIFICATIONS==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Nickvr628</name></author>
	</entry>
</feed>