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==Introduction==
==Introduction==
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[[File:Engine bay annotated.png|800px|thumb|center|It's not as complex as it looks.]]
[[File:Engine bay annotated.png|800px|thumb|center|It's not as complex as it looks.]]


===Legend===
The Supermatter Crystal is the primary power source in most stations. A Supermatter Shard can be ordered from [[Cargo]], which works the same way, but can be moved around. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and exploding or creating singularity/tesla if you screw up. It begins inert but being hit by an object or projectile will activate it and it'll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.
#'''Thermoelectric Generator''': The Thermoelectric generator (TEG) is a machine which creates power based on the temperature difference between the hot loop and the cold loop - the greater the difference, the more energy is generated. The hot loop is on the left in yellow pipes, the cold loop is on the right in blue.
#'''Coolant valves''': These valves can be opened to mix the hot and cold loops with each other. It's a decent idea to open it if the hot loop overheats, as that allows the hot loop to cool. However, this also comes at the cost of poisoning the cold loop with waste gases, which may reduce the effectiveness of the loop.
#'''N₂ Canister Ports''': Two ports for you to wrench in the nitrogen canisters from canister storage.
#'''Waste gas canister ports''': A port for you to put empty canisters to filter out waste gases - namely, oxygen.
#'''Gas filters''': This is used to filter out the oxygen in the hot loop, and prevent the gas mix in the core from catching fire.
#'''Emitter''': The emitter fires a beam that energizes the Supermatter Shard.
#'''Engine Cooling Unit''': This computer controls the input and output of gases in the core.
#'''Power Monitor Unit''': This computer shows you the load and distribution of power on the ship's power grid.
#'''SMES cell''': Essentially a large battery, it starts with a small charge - enough for you to start the engine.
#'''Heat Exchanger Gas Pump''': This pump regulates the flow of air from the heat exchanger back into the cold loop's pipes. It should be on 450 kPa when you're starting the engine, but can be tweaked as necessary.  
#'''Heat Exchanger''': A series of pipes that allow the gas to be cooled down by space. This is necessary for the cold loop to be cold. (Space doesn't really work that way, but just go with it.)
#'''Gas Injector''': Injects the gas from the hot loop into the core to be heated.
#'''Supermatter Shard''': This supermatter shard (SM) is the source of heat for our hot loop. When hit by energy, such as lasers from the emitter or by a laser rifle, it emits heat, plasma and oxygen. In a pinch, you can throw objects into it to get it to emit energy, but this isn't recommended if you can avoid it. ''You should not look at the shard without meson scanners on, as it may be harmful.''
#'''Vent pump''': This pumps the gas heated by the shard back into the hot loop, so it can power the TEG.
#'''Core eject button''': This button jettisons the shard out the back of the ship. If the shard cannot be saved, you should press this before engineering blows up.
#'''Canister storage''': This is where the N₂ and empty canisters are stored prior to setup.
#'''N₂ Gas Pump''': These feed the hot and cold loops with N₂. These should be set to maximum.
#'''PACMAN Generator''': A portable generator that can be used to power the emitter and computers if the SMES cell runs completely dry.


===Supermatter Theory===
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.
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.
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.
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.
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.


==Setup==


[[File:Engine Guide Step 1.PNG]]


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.
== Words of Warning ==
# The Supermatter is VERY DANGEROUS. Activating the Supermatter should be the last step in setting up any form of Supermatter based power! If you ordered it from cargo the crate should stay LOCKED AND SECURED until everything is ready.
# You require safety gear. A full radiation suit or radiation-proof hardsuit AND meson scanners.
# Most of "setting up the Supermatter" involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.
# Anything that bumps into the Supermatter is fundamentally annihilated. Don't touch it. This means weld, and ask the AI to bolt the door to the Supermatter .


#Take two of the red nitrogen canisters, and attach them to the two lower connector ports with a wrench. One supplies gas to the cold loop and the other to the hot loop.
== Mechanics ==
#Take a yellow canister and attach it to the top port with a wrench. This will hold your waste gasses.
The supermatter is an extremely unstable crystal with particular properties. Here's how it behaves:
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2 (Oxygen) at max pressure. You also want to turn on the filter directly left of the TEG, otherwise the outlet gas cannot get to the TEG and cool back off - if this step is forgotten, you have the perfect setup for a massive core fire. You (probably) don’t want that.
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a gas pump here - set it to 4500 kPa.
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output vent. This will pump air out of the core until the pressure in the pipes is equal to the set value. Set the value to 1000-2000 kPa with the button below. Setting this too high can overwhelm the TEG.
#You might need to tweak the input and output flowrates for the engine, since if you set them wrong waste gas can build up and not filter properly.
#Return to the lower part of the room and activate the gas pumps connected to the canisters. Make sure the gas pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more N2 than this.
#Turn on the emitter. HURRAY! You are now generating power!
#As soon as you hit about 200k power on the TEG, turn the emitter off for a while, turning it back on once the power starts decreasing again. This prevents the hot loop from overheating.


==Maintenance==  
=== Power ===
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.
The crystal's power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a 'tick' usually takes around 1-5 seconds depending on lag)
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.
Check power output and adjust the valves and pressures as needed.
Verify the SMES is sending enough power.


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.
* Power decays over time.
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.
* Power is increased every tick depending on the gas mix. This scales with the gas' temperature.
* Consuming an object or mob will increase the power by a significant amount, independently from the object's size.
* Power decay can be lowered or even completely prevented with CO2.
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.


==Emergency Procedures==
=== Instability ===
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.
The crystal must be kept stable if you don't want it to explode.


===Core Delamination===
* Stability does not change by itself.
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.
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.
* Physical bullets will destabilize the crystal, depending on the damage they do.
* Large amounts of power will destabilize the crystal.
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.


*Inspect for damage to the pipes or cooling equipment. Figure out why the core is not cooling or why it is heating rapidly (e.g, the core is on fire). Damage to the radiator coils can prevent the core from cooling, as well as disconnected pipes or pumps that are turned off.
=== Gas Interactions ===
*If the core is on fire, make sure oxygen is being filtered. If the core stability is becoming critical, consider venting the core.
Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.
*Adding extra coolers to the cold loop can help with maintaining stable core temperature, especially in the event of damage to the radiator.
*You can inject more nitrogen into the cold and hot loop to assist with lowering core temperature.


Additionally, if the waste gas canister fills up, waste gas will stop being pumped from the hot loop, resulting in a catastrophic build up of oxygen and plasma which can cause a fire. Make sure to change the waste canister regularly (you can connect it to the scrubbers line in atmospherics to empty it), and considering sending waste gas directly to atmospherics.
[[File:N2_Canister.png]]N<sub>2</sub>
'''Safety: Very Safe'''


If worse comes to worse, turn off both digital valves that connect the hot and cold loops. One is right below the TEG and the other is up in the northern part of the engine room. These connect the cold and hot loops, which can help stabilize temperature, but it will only delay delamination and will also prevent power generation.
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.


===Core Fire===
[[File:N2O_Canister.png]]N<sub>2</sub>O
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.
'''Safety: Safe'''


The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it (not that you can since everyone will start screaming at you over the radio).
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.


===Core Leak===
[[File:O2_Canister.png]]O<sub>2</sub>
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.  
'''Safety: Dangerous'''
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.
===Emergency Gas Shunt/SCRAM===
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.


#Turn off the emitter.
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.
#Disable Input Injection, set Output Regulator to 4500 kPa, and enable both coolant valves.
#Run inside the chamber and pull the shard off of the mass driver.
#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.
#Pray.


===Cold Start===
[[File:Plasma_Canister.png]][[Plasma]]
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.
'''Safety: Very dangerous'''


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.
Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.


===Battle Damage===
[[File:CO2_Canister.png]]CO<sub>2</sub>
(With upcoming changes to power distribution this section may be made obsolete.)
'''Safety: Very dangerous'''
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.
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.


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).
CO2 is a very dangerous gas. In low concentrations, it doesn't do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.


===Planetary Excursions===
Extended stays planetside will give your cold loop issues - because there's a planet blocking the cold loop's heat exchangers, it's very difficult for it to cool effectively. Because the operation of the TEG heats the cold loop, at some point you'll have to think of an alternate way to cool the cold loop before the pressure difference in the cold loop inlet and outlet become small enough to stop turning the cold loop turbine. Raising the heat exchanger's outlet pump pressure is a workaround, but a very temporary one at that.


==Modifications==
=== Gas Production ===
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.
The crystal produces plasma and oxygen while it's active.


===Easy===
* Plasma and Oxygen burn if they're hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?
* The amount and temperature of the produced gas is determined by the current crystal power.
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.


Gas heaters and coolers might allow you to achieve hotter and colder temperatures.
=== Irradiation ===
The crystal will affect nearby mobs while it's active.


A second emitter might have some interesting effects.
* The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.
* The crystal will cause hallucinations to nearby mobs if they're not wearing meson scanners or equivalents.
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.


Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.
=== Consuming ===
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to "safely" transport a shard is to pull it, being careful to not be pushed back into it by someone else.


===Medium===
=== Collapsing ===
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.
If the crystal reaches 100% instability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.


Plasma has the highest heat absorption in the game. Could it be a superior coolant to Nitrogen?
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.
* A crystal that is neither heavily overpressurized or overcharged will simply explode.


You could easily get rid of the waste O2 if you sucked it from the core into space.
=== The safe beginner setup ===
This is an inefficient but very safe and simple setup for the engine. Stick to this until you feel that you understand the basics of this engine.


===Hard===
==== Step one: Safety ====
Double TEGs? Double Power?
# Put on an optical meson scanner [[File:MGlasses.png]] and a radiation suit [[File:RadiationSuit.png]][[File:RadiationSuitHood.png]] in case someone prematurely activates the supermatter crystal.
#:'''Why:''' Meson Scanners protect from hallucinations, while the suit protect from radiation. Once the engine starts, it will start emitting both.
[[File:Supermatterbox.png|right]]


Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops?
==== Step two: Prepare the gas loop ====
# Your first step should be wrenching the N2 canisters in place. Then start turning pipes on or off according to the picture on the right. Red circled pumps should be set on and to max pressure. Turn the ones without a circle in the image off.
#:'''Why:''' When the crystal is generating power it also makes toxic gases and heats up the air surrounding it immensely, thus it needs to be properly ventilated. We start by making the gas loop push N2 counter-clockwise around the loop, cooling it on the left side with the coldness of space before re-entering the engine room again from the right side.
# Make sure that the top filter (green circle) is set on, filtering "None" with max pressure. Set the bottom filters to filter (from left to right) "N2", "None", "None" and "Freon". Turn them all on and set them to max pressure as well.
#:'''Why:'''  The bottom filters separate the gases produced by the supermatter crystal (N2, and Freon from burning plasma) to keep the gasmix constant. There is a loss of oxygen this way, but it is safer. (The first filter could also be used to collect plasma from the output mix into the canisters.)
# Swipe your ID at the air alarm [[File:AirAlarm.png]] next to the crystal room and take a look inside the chamber. Open the air alarm menu and set the vents to 5000 kPa pressure and the scrubbers to '''siphon''' and expanded range. The scrubbers will show an animation if they are set up to siphon correctly.
#:'''Why:''' The air alarm controls the chamber's vents (which puts gas in on the right) and scrubbers (which take gas away on the left). This step makes sure they're active and gases are moving in the chamber as fast as possible.


The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.
With these all done, the nitrogen should be cycling through the system and getting nice and cool.
 
==== Step three: Starting the radiation collectors ====
# Open the secure storage. You will need someone with access (CE, Captain, or ask the AI) to press the button in the CE office. This gives you access to the plasma canister. [[File:Plasma Canister.png]]
#:'''Alternative''': Swipe an engineering ID on the APC to unlock it. Turn the APC off. Use a crowbar on the blast door to force it open. Return to the APC and turn turn it back on, then swipe your ID to lock it again.
# Obtain six plasma tanks.[[File:Plasma tank.png]] One can be found by the radiation collectors, and up to ten more can be taken from the tank dispenser. [[File:Tank Dispenser.png]]
# Fill each plasma tank with the plasma canister. First, click the canister with a plasma tank in your active hand. Then open the canister menu and set the pressure to max. Double check to see if the tank was inserted correctly, then open the valve and close it after the tank has been filled. Eject the tank.
#:'''It's very important to only open the valve if a tank is inserted, or you'll be releasing a huge cloud of flammable, poisonous plasma in the air.'''
# Insert each plasma tank into a radiation collector [[File:Radiation Collector.gif]], then turn each on by clicking it with an empty hand. Lock them with your ID card when you are done.
#:'''Why:''' Radiation collectors produce the power from the crystal's radiation. They become much more efficient if the plasma tanks are packed to the brim.
 
The engine is now ready to produce power.
 
==== Final step: Start the engine! ====
# '''Double-check to ensure the cooling loop is active, you don't want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!'''
# Head into the emitter chamber. It is on the right side of the picture above. Just click each emitter [[File:Emitter On.gif]] with an empty hand to turn them on. '''Don't stand in front of them unless you want some serious laser burns!'''
 
Congratulations! The supermatter engine is set! You can now continue to set up the SMES so the power is provided to the rest of the station.
 
==== Beyond the safety ====
Here are some pointers and hints on how to get more power out of this engine:
* Coordinate with other engineers. Don't just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.
* Higher temperatures generate more energy.
* Higher amounts of oxygen moles result in more power.
* There is a can of freon for emergency cooling in secure storage. Consider opening it in the engine airlock if the engine is about to go critical. You can always scrub out the freon with a gas filter.
* You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.
* The supermatter crystal will glow in a distinct orange color if the gas composition and pressure levels in the chamber are ideal. This will reduce the impact of heat on the generation of power.
* Consider setting the first filter of the loop to plasma. The supermatter produces plasma, which can be collected and used to refill the radiation collectors if the round goes on for too long.
 
== Troubleshooting AKA Oh god it's on fire what do I do!? ==
[[File:Supermatterproblem.png|200px|thumb|alt=Supermatter Sabotage|The supermatter's in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here's the answer.]]]
===First and foremost===
Inspect the gas loop to confirm it is intact and operational.<br>
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.<br>
'''If any of the meters report an unusually high or low amount of gas, then you're close to finding the issue!'''
 
 
Common gas loop failures include:
* Gas pumps offline.
* Gas pumps left on default pressure. (Crank them up to 4500kpa!)
* Gas filters offline. '''Remember! Filters do not allow ANY gas to pass through if they're turned off! If you don't wish to filter anything, leave them online but set to filter nothing'''
* Gas filters left on default pressure.
* Supermatter chamber vents improperly configured.
* Supermatter chamber scrubbers not siphoning.
* Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.
* Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!
 
===Second===
If the gas temperature is too high to stabilize with the cooling loop alone. '''Unleash the freon'''
 
===Third===
If the supermatter is delaminating and the gas loop is operational, use an [[File:Analyzer.png]]analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they're getting rid of unwanted gases.
 
===And lastly===
If all else failed, pray that an Atmosian elder investigates and finds the problem before it's too late.
 
== Sabotaging the supermatter ==
Want to sabotage the crystal but can't figure out how to pull it off? Here are some pointers and hints:
 
''' ''Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.'' '''
 
=== General hints ===
*'''You can break the APC of the room to stop all pipes and scrubbers from working.'''
*Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.
*Cut cameras near the engine.
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They'll still appear to be working.
*Taking out all the engineers before attempting a delamination helps a lot.
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.
 
=== Regular delamination ===
These are the easiest to pull off and require no special conditions. You'll want to keep the supermatter chamber very hot and full of plasma or CO2.
*Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.
*Pump in pure plasma or burn mix from atmos.
*Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.
*Get rid of engineering's freon supply.
*Shooting guns at the crystal is extremely effective, but it's likely that you'll end up in the blast.
*Disable the scrubbers once the chamber is hot enough.
 
=== Overcharged delamination ===
This kind of delamination requires careful gas management but is faster, far more destructive and there's a good chance it will irridiate, burn and shock the engineers who are trying to fix it.
*Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.
*Keep the emitters online and firing if you can.
*Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.
*Wear as much radiation protection as you can. Consider bringing some charcoal aswell.
*Try to keep radiation suits away from engineers, they won't be able to get near the overcharged engine without one.
*Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.
*Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.
*The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.
 
=== Critical mass delamination ===
This is by far the most difficult but also the simplest one.
*Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.
*Reverse the scrubber pump. It's a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.
*Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.


[[Category:Guides]]
[[Category:Guides]]
{{Guides}}

Revision as of 17:13, 18 August 2017

This page needs revising!

The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example.
The revision reason is: "Supermatter Theory has been updated. We just need an actual guide!"



Introduction

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.

It's not as complex as it looks.

The Supermatter Crystal is the primary power source in most stations. A Supermatter Shard can be ordered from Cargo, which works the same way, but can be moved around. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and exploding or creating singularity/tesla if you screw up. It begins inert but being hit by an object or projectile will activate it and it'll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.



Words of Warning

  1. The Supermatter is VERY DANGEROUS. Activating the Supermatter should be the last step in setting up any form of Supermatter based power! If you ordered it from cargo the crate should stay LOCKED AND SECURED until everything is ready.
  2. You require safety gear. A full radiation suit or radiation-proof hardsuit AND meson scanners.
  3. Most of "setting up the Supermatter" involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.
  4. Anything that bumps into the Supermatter is fundamentally annihilated. Don't touch it. This means weld, and ask the AI to bolt the door to the Supermatter .

Mechanics

The supermatter is an extremely unstable crystal with particular properties. Here's how it behaves:

Power

The crystal's power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a 'tick' usually takes around 1-5 seconds depending on lag)

  • Power decays over time.
  • Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.
  • Power is increased every tick depending on the gas mix. This scales with the gas' temperature.
  • Consuming an object or mob will increase the power by a significant amount, independently from the object's size.
  • Power decay can be lowered or even completely prevented with CO2.
  • Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.

Instability

The crystal must be kept stable if you don't want it to explode.

  • Stability does not change by itself.
  • The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.
  • Physical bullets will destabilize the crystal, depending on the damage they do.
  • Large amounts of power will destabilize the crystal.
  • Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.

Gas Interactions

Each gas has a different effect when it surrounds the supermatter crystal. The strenght of each effect depends on the percentage of it in the gasmix in the supermatter chamber.

N2 Safety: Very Safe

N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.

N2O Safety: Safe

N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.

O2 Safety: Dangerous

Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature. It does however count against the safety bonus provided by N2.

Plasma Safety: Very dangerous

Plasma is very similar to Oxygen but provides a much higher power boost and waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes. WARNING: The roundstart setup can not handle pure plasma setups.

CO2 Safety: Very dangerous

CO2 is a very dangerous gas. In low concentrations, it doesn't do much but after a certain threshold is passed, it will slowly stabilize the internal crystal charge reactions and reduce the amount of power that the crystal loses every second. In high enough concentrations this can raise the internal power to infinitely high levels. Be careful however, since increased power not only increases the amount of heat and waste, but also causes catastrophic sideeffects long before the crystal delaminates.


Gas Production

The crystal produces plasma and oxygen while it's active.

  • Plasma and Oxygen burn if they're hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.
  • The amount and temperature of the produced gas is determined by the current crystal power.
  • The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.

Irradiation

The crystal will affect nearby mobs while it's active.

  • The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.
  • The crystal will cause hallucinations to nearby mobs if they're not wearing meson scanners or equivalents.
  • The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.

Consuming

Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to "safely" transport a shard is to pull it, being careful to not be pushed back into it by someone else.

Collapsing

If the crystal reaches 100% instability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.

  • A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.
  • A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.
  • A crystal that is neither heavily overpressurized or overcharged will simply explode.

The safe beginner setup

This is an inefficient but very safe and simple setup for the engine. Stick to this until you feel that you understand the basics of this engine.

Step one: Safety

  1. Put on an optical meson scanner and a radiation suit in case someone prematurely activates the supermatter crystal.
    Why: Meson Scanners protect from hallucinations, while the suit protect from radiation. Once the engine starts, it will start emitting both.

Step two: Prepare the gas loop

  1. Your first step should be wrenching the N2 canisters in place. Then start turning pipes on or off according to the picture on the right. Red circled pumps should be set on and to max pressure. Turn the ones without a circle in the image off.
    Why: When the crystal is generating power it also makes toxic gases and heats up the air surrounding it immensely, thus it needs to be properly ventilated. We start by making the gas loop push N2 counter-clockwise around the loop, cooling it on the left side with the coldness of space before re-entering the engine room again from the right side.
  2. Make sure that the top filter (green circle) is set on, filtering "None" with max pressure. Set the bottom filters to filter (from left to right) "N2", "None", "None" and "Freon". Turn them all on and set them to max pressure as well.
    Why: The bottom filters separate the gases produced by the supermatter crystal (N2, and Freon from burning plasma) to keep the gasmix constant. There is a loss of oxygen this way, but it is safer. (The first filter could also be used to collect plasma from the output mix into the canisters.)
  3. Swipe your ID at the air alarm next to the crystal room and take a look inside the chamber. Open the air alarm menu and set the vents to 5000 kPa pressure and the scrubbers to siphon and expanded range. The scrubbers will show an animation if they are set up to siphon correctly.
    Why: The air alarm controls the chamber's vents (which puts gas in on the right) and scrubbers (which take gas away on the left). This step makes sure they're active and gases are moving in the chamber as fast as possible.

With these all done, the nitrogen should be cycling through the system and getting nice and cool.

Step three: Starting the radiation collectors

  1. Open the secure storage. You will need someone with access (CE, Captain, or ask the AI) to press the button in the CE office. This gives you access to the plasma canister.
    Alternative: Swipe an engineering ID on the APC to unlock it. Turn the APC off. Use a crowbar on the blast door to force it open. Return to the APC and turn turn it back on, then swipe your ID to lock it again.
  2. Obtain six plasma tanks. One can be found by the radiation collectors, and up to ten more can be taken from the tank dispenser.
  3. Fill each plasma tank with the plasma canister. First, click the canister with a plasma tank in your active hand. Then open the canister menu and set the pressure to max. Double check to see if the tank was inserted correctly, then open the valve and close it after the tank has been filled. Eject the tank.
    It's very important to only open the valve if a tank is inserted, or you'll be releasing a huge cloud of flammable, poisonous plasma in the air.
  4. Insert each plasma tank into a radiation collector , then turn each on by clicking it with an empty hand. Lock them with your ID card when you are done.
    Why: Radiation collectors produce the power from the crystal's radiation. They become much more efficient if the plasma tanks are packed to the brim.

The engine is now ready to produce power.

Final step: Start the engine!

  1. Double-check to ensure the cooling loop is active, you don't want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!
  2. Head into the emitter chamber. It is on the right side of the picture above. Just click each emitter with an empty hand to turn them on. Don't stand in front of them unless you want some serious laser burns!

Congratulations! The supermatter engine is set! You can now continue to set up the SMES so the power is provided to the rest of the station.

Beyond the safety

Here are some pointers and hints on how to get more power out of this engine:

  • Coordinate with other engineers. Don't just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.
  • Higher temperatures generate more energy.
  • Higher amounts of oxygen moles result in more power.
  • There is a can of freon for emergency cooling in secure storage. Consider opening it in the engine airlock if the engine is about to go critical. You can always scrub out the freon with a gas filter.
  • You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.
  • The supermatter crystal will glow in a distinct orange color if the gas composition and pressure levels in the chamber are ideal. This will reduce the impact of heat on the generation of power.
  • Consider setting the first filter of the loop to plasma. The supermatter produces plasma, which can be collected and used to refill the radiation collectors if the round goes on for too long.

Troubleshooting AKA Oh god it's on fire what do I do!?

Supermatter Sabotage
The supermatter's in trouble! You should be able to locate where the issue is from the screenshot alone. Here's the answer.

First and foremost

Inspect the gas loop to confirm it is intact and operational.
Check the meters to quickly ascertain where a problem may lie.
If any of the meters report an unusually high or low amount of gas, then you're close to finding the issue!


Common gas loop failures include:

  • Gas pumps offline.
  • Gas pumps left on default pressure. (Crank them up to 4500kpa!)
  • Gas filters offline. Remember! Filters do not allow ANY gas to pass through if they're turned off! If you don't wish to filter anything, leave them online but set to filter nothing
  • Gas filters left on default pressure.
  • Supermatter chamber vents improperly configured.
  • Supermatter chamber scrubbers not siphoning.
  • Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.
  • Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!

Second

If the gas temperature is too high to stabilize with the cooling loop alone. Unleash the freon

Third

If the supermatter is delaminating and the gas loop is operational, use an analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they're getting rid of unwanted gases.

And lastly

If all else failed, pray that an Atmosian elder investigates and finds the problem before it's too late.

Sabotaging the supermatter

Want to sabotage the crystal but can't figure out how to pull it off? Here are some pointers and hints:

Please note that since FTL13 is a cooperative server, breaking the engine and thus ruining the power supply is greifing.

General hints

  • You can break the APC of the room to stop all pipes and scrubbers from working.
  • Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.
  • Cut cameras near the engine.
  • Instead of turning off pumps and filters, you can just set them to extremely low values instead. They'll still appear to be working.
  • Taking out all the engineers before attempting a delamination helps a lot.
  • Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.
  • Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.
  • Stay around and pretend to be helping so you can undo all the repair attempts by other people.

Regular delamination

These are the easiest to pull off and require no special conditions. You'll want to keep the supermatter chamber very hot and full of plasma or CO2.

  • Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.
  • Pump in pure plasma or burn mix from atmos.
  • Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.
  • Get rid of engineering's freon supply.
  • Shooting guns at the crystal is extremely effective, but it's likely that you'll end up in the blast.
  • Disable the scrubbers once the chamber is hot enough.

Overcharged delamination

This kind of delamination requires careful gas management but is faster, far more destructive and there's a good chance it will irridiate, burn and shock the engineers who are trying to fix it.

  • Ensure that only CO2 is in the supermatter chamber at all times. Filter all other gases and keep the scrubbers running.
  • Keep the emitters online and firing if you can.
  • Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.
  • Wear as much radiation protection as you can. Consider bringing some charcoal aswell.
  • Try to keep radiation suits away from engineers, they won't be able to get near the overcharged engine without one.
  • Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.
  • Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power.
  • The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.

Critical mass delamination

This is by far the most difficult but also the simplest one.

  • Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.
  • Reverse the scrubber pump. It's a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.
  • Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.