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.
Do NOT run into the Supermatter to commit suicide! You will be banned.
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 .
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.
Freon is a good emergency gas. It cools down all other gases in the loop and slowly dissipates away into nothing.
It is not suitable for producing power though, because it severely lowers the power transmission rate.
As of 10-27-17, Freon has been removed.
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.
Precooled N2 is good to have around for emergencies.
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.
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.
Pretty risky to use, as any disruption of the cooling loop will soon cause a plasma fire in the crystal chamber. Even just a high concentration of O2 will activate and continuously power the crystal.
If you're badass enough to run an O2 setup: Always precool it before flooding the Supermatter chamber.
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: Oh shit what are you doing
CO2 is a very dangerous gas - it can raise the power generation to infinitely high levels. This will cause catastrophic side effects long before delamination.
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.
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.
Box- and MetaStation Setup
The supermatter engine on Box and Meta can be set up in many different ways and experienced engineers are encouraged to experiment. The less experienced engineers can refer to the safe guide below.
The safe setup
This is a simple setup, easy to maintain, will almost always last the entire round, and almost always generates enough power for the entire station.
There is a video setup guide here.
Step one: Safety
- Put on an optical meson scanner (Engineering scanner goggles work too, if changed to meson mode) and a radiation suit (an engineering hardsuit works too) 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
- 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 a bunch of other gases. Turn them all on and set them to max pressure as well.
- Why: The bottom filters separate the gases produced by the supermatter crystal 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 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
- 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.
- Obtain six plasma tanks. One can be found by the radiation collectors, and up to ten more can be taken from the tank dispenser.
- 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 , 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 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.
- 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.
- The gas loop isn't that efficient at roundstart! Consider tuning it to run better by replacing some of the pumps with volume pumps or adding better cooling.
But I don't want to experiment!
- Make sure the SMES has enough power stored to power the entire station for a couple of minutes
- Turn off the emitters
- Turn on the blue circled pump to max pressure, turn off the two pumps leading to the supermatter chamber
- Unwrench the N2 canisters, replace them with oyxgen canisters (steal these from atmospherics)
- Let the oyxgen run through the coolant loop for a couple of minutes (if the atmos techs haven't fucked off, you could ask them to cool the oxygen beforehand, since there's a space coolant loop in atmosia, but that happens once in a blue moon)
- Turn off the blue circled pump, turn on the two pumps leading to the supermatter chamber
- Congratulations, you've just made the supermatter more efficient!
Other ways you can make the supermatter generate more power include adding more emitters or ordering a supermatter shard from cargo and shoving it into the supermatter chamber (nothing can go wrong with that!)
Troubleshooting AKA Oh god it's on fire what do I do!?
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 Файл:Meter.pngmeters 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 - hope that Atmos have a canister of precooled N2 or even Hyper-Noblium around.
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.
Delta station setup
FIRST OFF, WEAR A GODDAMN RADSUIT AND MESONS WHILE IN THE SUPERMATTER ENGINE ROOM
- See those pumps in the red circles? Crank them to max (4500 kPa) and turn them on. Three in total.
- See those filters circled in blue? Same deal, turn those on and max their output. Set the one labeled 1 to filter plasma and 2 to nitrogen.
- See that air alarm circled in yellow? Swipe an atmos id to unlock it or just click it if you're a sillycon.
- Click on Vent Controls
- Scroll down the list until you see Atmospherics Engine vent pump #5, #6, and #7.
- Click both pressure regulator buttons so that internal is highlighted green and external is blue.
- Now go back and go to the scrubber controls.
- Set Atmospherics Engine air scrubber #3, #4, and #6 to siphoning, click the button that says Mode: Scrubbing to do that.
- Lock it or not, your choice. There's easier ways for a traitor to sabotage the engine if they want.
- Now go fetch some nitrogen canisters. Take them to the connectors circled in green and have the gas pumps empty them out into the loop. I use four in total.
- Let the loop run for a while to get it nice and cool. In the meantime, get a plasma canister (Either fill one up at atmos or get one from engineering's secure storage) and fill six plasma tanks up. Slap those tanks into these collectors circled in white, then click them to turn them on. If you need to retrieve a tank, turn it off and apply crowbar.
- The loop should be all cooled off by now. But before doing anything else, TURN OFF THE GAS PUMP CIRCLED IN GREEN.
- Fire the engine up! Click click those emitters circled in pink up top and don't stand on those green tiles to the right. Or you'll die and the observers will laugh at you.
- Once it's going, go to the SMES units (Follow the red arrow) and configure those. Max out input, set output to reasonable (or not) levels, simple.
- Go set up the tesla/singularity, which is located below atmos, because delta is speshul and needs two engines to operate
BONUS: You know that plasma filter you set up at the start? If the round lasts long enough, it'll fill up those red pipes with cold plasma. Hook up an air pump to one of the connectors and use it to refill the plasma tanks. (Max out the regulator, set direction to in, attach tank, turn power on. Don't forget to turn it off before removing the tank.) Cold plasma is longer lasting and much more effective in the radiation collectors.
Sabotaging the supermatter
Want to sabotage the crystal but can't figure out how to pull it off? Here are some pointers and hints:
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.
- 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.