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		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_chemistry&amp;diff=33083</id>
		<title>Guide to chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_chemistry&amp;diff=33083"/>
		<updated>2021-02-15T04:19:25Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Ketamines Chloral Hydrate link lead to &amp;quot;ChloralHydrate&amp;quot; this doesn&amp;#039;t work, changed to &amp;quot;Chloral_Hydrate&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will primarily be useful for [[Chemist|chemists]] and [[Botanist|Botanists]] using [[Guide to hydroponics#Strange Seeds|Strange Seeds]] but may come in handy to any player and especially [[Traitor|traitors]].&lt;br /&gt;
= Chemicals =&lt;br /&gt;
The building blocks of chemistry are aluminium, bromine, carbon, chlorine, copper, ethanol, fluorine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, stable plasma, sugar, sulphur, sulphuric acid, water and welding fuel. These can be produced from the [[Chem Dispenser]] in [[Chemistry]].&lt;br /&gt;
&lt;br /&gt;
You have all sorts of things here, and can make so much. You can make medicines, foam, flash powder, poisons, space lube, window hardener, and so much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, mixing the wrong chemicals can be bad for your health and please make sure you know what a chemical does before you use it. Experiment at your own risk.&lt;br /&gt;
&lt;br /&gt;
Some pure chemicals are lethal or will cause heavy toxin damage if injected or ingested in their pure form.&lt;br /&gt;
&lt;br /&gt;
Grinding minerals from mining will also get you:&lt;br /&gt;
* [[Plasma]]&lt;br /&gt;
* Uranium&lt;br /&gt;
[[Emag|Emagging]] a chem dispenser will add:&lt;br /&gt;
* Space Drugs&lt;br /&gt;
* Morphine&lt;br /&gt;
* Toxin&lt;br /&gt;
* Carpotoxin&lt;br /&gt;
* Miner&#039;s Salve&lt;br /&gt;
The [[Vending_machines#Medbay|NanoMed Plus]] is your main source of generic toxin when hacked.&lt;br /&gt;
&lt;br /&gt;
Some chemical reactions will require you to heat the reagents in a [[File:Chemical_Heater.png]] &#039;&#039;&#039;Chemical Heater&#039;&#039;&#039;. This machine will heat a beaker to the desired temperature, slowing down the heating speed as it approaches the target temperature. If you don&#039;t risk making the chemical explode by overheating it (such as Meth) you can just set it to a very high temperature to avoid this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Machinery ==&lt;br /&gt;
You have all sorts of chems here, and can make many things. You can make [[#Medicines|medicines]], [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], [[#Flash Powder|flash powder]], [[#Toxins|poisons]], [[#Space Lube|space lube]], [[#Fluorosulfuric Acid|acid]] and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Dispenser.png|Chem Dispenser]] Chemistry Dispensers ===&lt;br /&gt;
[[Chem Dispenser|Chem dispensers]] can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an [[inducer]] [[File:Inducer.png]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available chemicals&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see what chemicals are available:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;:&lt;br /&gt;
* Hydrogen&lt;br /&gt;
* Oxygen&lt;br /&gt;
* Silicon&lt;br /&gt;
* Phosphorus&lt;br /&gt;
* Sulfur&lt;br /&gt;
* Carbon&lt;br /&gt;
* Nitrogen&lt;br /&gt;
* Water&lt;br /&gt;
* Lithium&lt;br /&gt;
* Sugar&lt;br /&gt;
* Sulphuric acid&lt;br /&gt;
* Copper&lt;br /&gt;
* Mercury&lt;br /&gt;
* Sodium&lt;br /&gt;
* Iodine&lt;br /&gt;
* Bromine&lt;br /&gt;
* Ethanol&lt;br /&gt;
* Chlorine&lt;br /&gt;
* Potassium&lt;br /&gt;
* Aluminium&lt;br /&gt;
* Radium&lt;br /&gt;
* Fluorine&lt;br /&gt;
* Iron&lt;br /&gt;
* Welding fuel&lt;br /&gt;
* Silver&lt;br /&gt;
* Stable plasma&lt;br /&gt;
&#039;&#039;&#039;Upgraded (tier 4 matter manipulator)&#039;&#039;&#039;:&lt;br /&gt;
* Acetone&lt;br /&gt;
* Ammonia&lt;br /&gt;
* Ash&lt;br /&gt;
* Diethylamine&lt;br /&gt;
* Oil&lt;br /&gt;
* Saltpetre&lt;br /&gt;
&#039;&#039;&#039;Emagged&#039;&#039;&#039;:&lt;br /&gt;
* Space Drugs&lt;br /&gt;
* Morphine&lt;br /&gt;
* Toxin&lt;br /&gt;
* Carpotoxin&lt;br /&gt;
* Miner&#039;s Salve&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Upgradeable parts&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see upgrades:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Better matter bins:&#039;&#039;&#039; greater power efficiency per unit dispensed.&lt;br /&gt;
* &#039;&#039;&#039;Better capacitor:&#039;&#039;&#039; faster recharging speed.&lt;br /&gt;
* &#039;&#039;&#039;Better power cell:&#039;&#039;&#039; larger maximum power capacity.&lt;br /&gt;
* &#039;&#039;&#039;Better manipulator:&#039;&#039;&#039; unlocks more chemicals. &amp;lt;s&amp;gt;Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4&amp;lt;/s&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== [[File:Chemical_Heater.png|Chemical Heater]] Chemical Heater ===&lt;br /&gt;
Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]]. Unless the recipes says otherwise, these reactions need you to heat the reagents &#039;&#039;above&#039;&#039; the required temperature.&lt;br /&gt;
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don&#039;t risk making the chemical explode by overheating it (like with [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Upgrading the laser will increase the heating/cooling speed.&lt;br /&gt;
=== [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 ===&lt;br /&gt;
Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag [[File:Chemistry_bag.png]] to quickly move large quantities of bottles, patches or pills. &amp;lt;br&amp;gt;&lt;br /&gt;
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.&lt;br /&gt;
=== [[File:Blender.png|Reagent Grinder]] All-In-One Grinder ===&lt;br /&gt;
Grinds, crushes, liquefies and extracts reagents from materials placed into it.&amp;lt;br&amp;gt;&lt;br /&gt;
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.&amp;lt;br&amp;gt;&lt;br /&gt;
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.&lt;br /&gt;
=== [[File:Smoke_machine.png|Smoke Machine]] Smoke Machine ===&lt;br /&gt;
Dispenses any chemical inside as a [[#Smoke|smoke]] cloud. Needs to be secured by wrenching first.&amp;lt;br&amp;gt;&lt;br /&gt;
A great alternative to [[#Smoke|smoke]] [[Grenade|grenades]], but easily incites lynch mobs.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be obtained through the circuit board being printed, and the required parts being assembled first.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Upgradeable parts&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see upgrades:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Manipulator&#039;&#039;&#039;: Unlocks the higher range settings.&lt;br /&gt;
* &#039;&#039;&#039;Matter bin&#039;&#039;&#039;: Increases maximum capacity.&lt;br /&gt;
* &#039;&#039;&#039;Capacitor&#039;&#039;&#039;: Increases efficiency.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Metabolism==&lt;br /&gt;
When a reagent enters a body, it will then &amp;quot;tick&amp;quot; or &amp;quot;cycle&amp;quot; about every 2 seconds (these are called &amp;quot;life ticks&amp;quot;, and are not to be confused with server ticks/tickrate). When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn&#039;t matter how many chems you have in your body, as they are all metabolized separately. If you are [[Guide_to_food_and_drinks#Hunger|hungry]] (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Many mobs are &amp;quot;simplemobs&amp;quot; which means they don&#039;t have bloodstreams and can thus not be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active Pure Chemicals==&lt;br /&gt;
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Unmentioned dispensable chemicals don&#039;t have any effects. Plasma and uranium requires you to grind mineral sheets to acquire.&lt;br /&gt;
*&#039;&#039;&#039;Chlorine&#039;&#039;&#039;: Causes 1 brute damage per tick to a random body part.&lt;br /&gt;
*&#039;&#039;&#039;Copper&#039;&#039;&#039;: Can be splashed on metal sheets to create bronze sheets.&lt;br /&gt;
*{{anchor|Ethanol}}&#039;&#039;&#039;Ethanol&#039;&#039;&#039;: A decent alcoholic &amp;quot;beverage&amp;quot;, with a [[Guide_to_food_and_drinks#Drinks|booze power]] of 65. Increases success rate of [[Surgery|surgery]] and flammability when applied externally. Metabolism rate 0.2.&lt;br /&gt;
*&#039;&#039;&#039;Fluorine&#039;&#039;&#039;: Causes 1 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: Slowly restores blood volume.&lt;br /&gt;
*&#039;&#039;&#039;Lithium&#039;&#039;&#039;: Causes twitching, drooling, moaning and not being able to walk straight.&lt;br /&gt;
*&#039;&#039;&#039;Mercury&#039;&#039;&#039;: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma]]&#039;&#039;&#039;: Causes 3 toxin damage per tick. Creates gas form plasma when spilled or heated to 323.15K (50°C). Not to be confused with Stable Plasma, which does nothing.&lt;br /&gt;
*&#039;&#039;&#039;Radium&#039;&#039;&#039;: Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled.&lt;br /&gt;
*&#039;&#039;&#039;Sugar&#039;&#039;&#039;: Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.&lt;br /&gt;
*&#039;&#039;&#039;Sulphuric Acid&#039;&#039;&#039;: Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when &#039;&#039;injected&#039;&#039;. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a [[#Toxins|toxin]].&lt;br /&gt;
*&#039;&#039;&#039;Uranium&#039;&#039;&#039;: Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled.&lt;br /&gt;
*&#039;&#039;&#039;Welding Fuel&#039;&#039;&#039;: Causes 1 toxin damage per tick. Makes people flammable if splashed on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
These are very basic chemicals that you&#039;ll use in a lot of other more complicated chems. They can still be toxic, though.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Ash}}Ash &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;temperature 480 K&lt;br /&gt;
|Basic ingredient in a couple of recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|Ash (Alternate Recipe) &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.&lt;br /&gt;
|Basic ingredient in a couple of recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Carpet}}Carpet &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Space Drugs|Space Drugs]]&amp;lt;br&amp;gt;1 part Blood&lt;br /&gt;
|Creates a dirty carpet on the floor.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Oil}}Oil &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Welding Fuel&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Hydrogen&lt;br /&gt;
|Burns in a small smoky fire, mostly used to get Ash.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|Oil (Alternate Recipe) &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.&lt;br /&gt;
|Burns in a small smoky fire, mostly used to get Ash.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Phenol}}Phenol &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Water&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;1 part [[#Oil|Oil]]&lt;br /&gt;
|Used for certain medical recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Acetone}}Acetone &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Welding Fuel&amp;lt;br&amp;gt;1 part Oxygen&lt;br /&gt;
|Common ingredient in other recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Diethylamine}}Diethylamine &amp;lt;span style=&amp;quot;color:#604030;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Ethanol&lt;br /&gt;
|A very potent fertilizer, and the base component of some medicines.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Ammonia}}Ammonia&amp;lt;span style=&amp;quot;color:#404030;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Hydrogen&amp;lt;br&amp;gt;1 part Nitrogen&lt;br /&gt;
|An effective fertilizer which is better than what is available to the botanist initially, though it isn&#039;t as powerful as [[Diethylamine]] (results in 3 units instead of 4).&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Saltpetre}}Saltpetre&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Potassium&amp;lt;br&amp;gt;1 part Nitrogen&amp;lt;br&amp;gt;3 parts Oxygen&lt;br /&gt;
|Ingredient for Bath Salts and Black Powder (results in 3 units instead of 5). Increases potency of plants.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Lye}}Lye&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sodium&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;1 part Oxygen&lt;br /&gt;
|Useful in the manufacturing of wax items like soap.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|Lye (Alternate Recipe)&amp;lt;span style=&amp;quot;color:#FFFFD6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ash|Ash]]&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Useful in the manufacturing of wax items like soap.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Medicines ==&lt;br /&gt;
&amp;quot;&#039;&#039;And that&#039;s how I lost my medical license!&#039;&#039;&amp;quot; Don&#039;t be this guy. Make these. Lots of these.&lt;br /&gt;
&lt;br /&gt;
See [[guide to medicine|Guide to Medicine]] for more information on what to use when.&lt;br /&gt;
===Core Healing Medicines===&lt;br /&gt;
These healing drugs form the &amp;quot;core&amp;quot; drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Silver&amp;lt;br&amp;gt;1 part Sulfur&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Chlorine&lt;br /&gt;
|Burn&lt;br /&gt;
|If applied by patch - Instantly heals burn damage on the location it is applied to with some minor additional healing over time, but may also temporarily disable limbs or the player due to extreme pain.&lt;br /&gt;
On ingestion, inhalation or injection, it deals minor toxin damage instead. &lt;br /&gt;
&lt;br /&gt;
On overdose, causes suffocation. &lt;br /&gt;
|1.0 units per tick&lt;br /&gt;
|100 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Styptic Powder}}Styptic Powder&amp;lt;span style=&amp;quot;color:#FF9696;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Aluminium&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|Brute&lt;br /&gt;
|If applied by patch - Instantly heals brute damage on the location it is applied to with some minor additional healing over time, but may also temporarily disable limbs or the player due to extreme pain.&lt;br /&gt;
On ingestion, inhalation or injection, it deals minor toxin damage instead. &lt;br /&gt;
&lt;br /&gt;
On overdose, causes suffocation. &lt;br /&gt;
|1.0 units per tick&lt;br /&gt;
|100 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution&amp;lt;span style=&amp;quot;color:#DCDCDC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Sodium Chloride|Sodium Chloride]]&amp;lt;br&amp;gt;1 part Water&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Brute, burn&lt;br /&gt;
|Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|60 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Synthflesh}}Synthflesh&amp;lt;span style=&amp;quot;color:#FFEBEB;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Blood&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part [[#Styptic Powder|Styptic Powder]]&amp;lt;br&amp;gt;1 part [[#Silver Sulfadiazine|Silver Sulfadiazine]]&lt;br /&gt;
|Brute, burn&lt;br /&gt;
|If applied by patch - Instantly heals brute and burn damage on the location it is applied to with some minor additional healing over time, but may also temporarily disable limbs or the player due to extreme pain.&lt;br /&gt;
On ingestion, inhalation or injection, it deals minor toxin damage instead. &lt;br /&gt;
&lt;br /&gt;
On overdose, causes toxin damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;100u may be applied to a husked corpse to restore the body to normal integrity.&#039;&#039;&#039;&lt;br /&gt;
|1.0 units per tick&lt;br /&gt;
|125 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Charcoal}}Charcoal&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ash|Ash]]&amp;lt;br&amp;gt;1 part [[#Sodium Chloride|Sodium Chloride]] temperature 380 K&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals toxin damage at a rate of 2 per tick, will also slowly remove any other chemicals.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Salbutamol}}Salbutamol&amp;lt;span style=&amp;quot;color:#00FFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Salicyclic Acid|Salicyclic Acid]]&amp;lt;br&amp;gt;1 part Lithium&amp;lt;br&amp;gt;1 part Aluminium&amp;lt;br&amp;gt;1 part Bromine&amp;lt;br&amp;gt;1 part [[#Ammonia|Ammonia]]&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Overdoses cause excess Salbutamol to be metabolized into [[Histamine]].&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Bicaridine}}Bicaridine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon &amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;&lt;br /&gt;
|Brute&lt;br /&gt;
|Heals brute damage at a rate of 1.5 damage per tick unless you have more than 50 total damage. At more than 50 damage, the effectiveness is reduced to 0.5 healing per tick and better medicines will be needed for a speedy recovery. Overdoses cause liver damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Kelotane}}Kelotane&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Carbon &amp;lt;br&amp;gt;1 part Silicon&amp;lt;br&amp;gt;&lt;br /&gt;
|Burn&lt;br /&gt;
|Heals burn damage at a rate of 1.5 damage per tick unless you have more than 50 total damage. At more than 50 damage, the effectiveness is reduced to 0.5 healing per tick and better medicines will be needed for a speedy recovery. Overdoses cause liver damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Antitoxin}}Antitoxin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Nitrogen&amp;lt;br&amp;gt;1 part Silicon&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals toxin damage at a rate of 1.5 damage per tick unless you have more than 50 total damage. At more than 50 damage, the effectiveness is reduced to 0.5 healing per tick and better medicines will be needed for a speedy recovery. Overdoses cause liver damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Dexalin}}Dexalin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Oxygen&amp;lt;br&amp;gt;5 part Nitrogen &amp;lt;br&amp;gt;5 part Plasma(catalyst)&amp;lt;br&amp;gt;&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals suffocation damage at a rate of 1.5 damage per tick unless you have more than 50 total damage. At more than 50 damage, the effectiveness is reduced to 0.5 healing per tick and better medicines will be needed for a speedy recovery. Overdoses cause heart damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Dexalin+}}Dexalin Plus&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Dexalin|Dexalin]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals suffocation damage at a rate of 3 per tick. Overdoses cause rapid heart damage and are likely to lead to cardiac arrest. &lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Tricordrazine}}Tricordrazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Kelotane|Kelotane]]&amp;lt;br&amp;gt;1 part [[#Bicaridine|Bicaridine]]&amp;lt;br&amp;gt;1 part [[#Antitoxin|Antitoxin]]&amp;lt;br&amp;gt;&lt;br /&gt;
|All four basic types&lt;br /&gt;
|Heals 1 of each damage type per tick. Overdoses cause toxin and liver damage. &lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Cryoxadone}}Cryoxadone&amp;lt;span style=&amp;quot;color:#0000C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Stable Plasma&amp;lt;br&amp;gt;1 part [[#Acetone|Acetone]]&amp;lt;br&amp;gt;1 part [[#Unstable Mutagen|Unstable Mutagen]]&lt;br /&gt;
|All types&lt;br /&gt;
|Required for the proper function of cryogenics. It heals all types of damage very swiftly (except clone damage, which is healed very slowly), but only when in a very cold environment. Is more effective in colder environments.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pyroxadone}}Pyroxadone&amp;lt;span style=&amp;quot;color:#f7832a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pyroxadone}}&lt;br /&gt;
|All four basic types and cellular&lt;br /&gt;
|Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be &#039;&#039;over&#039;&#039; 460°K and on fire. In optimal conditions every cycle will heal 15 burn &#039;&#039;before&#039;&#039; the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Clonexadone}}Clonexadone&amp;lt;span style=&amp;quot;color:#0000C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Cryoxadone|Cryoxadone]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;5 units Plasma (catalyst)&lt;br /&gt;
|Clone&lt;br /&gt;
|Quickly heals clone damage, but only when in a cold environment.&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mannitol}}Mannitol&amp;lt;span style=&amp;quot;color:#DCDCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrogen&amp;lt;br&amp;gt;1 part Water&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Brain&lt;br /&gt;
|Quickly heals brain damage - best used in cryo alongside Cryoxadone, but will still heal if taken via other means.&lt;br /&gt;
|0.4 units per tick?&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|System Cleaner}}System Cleaner&amp;lt;span style=&amp;quot;color:#DCDCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;2 parts [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part Potassium&lt;br /&gt;
|Toxin&lt;br /&gt;
|Quickly purges toxin damage in the rare case an IPC gets said damge.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Solder}}Solder&amp;lt;span style=&amp;quot;color:#DCDCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;1 part Silver&amp;lt;br&amp;gt;Temperature 374K&lt;br /&gt;
|Brain&lt;br /&gt;
|Quickly heals brain damage and traumas, but only if you&#039;re an IPC.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Neurine}}Neurine&amp;lt;span style=&amp;quot;color:#EEFF8F;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Mannitol|Mannitol]]&amp;lt;br&amp;gt;1 part [[#Acetone|Acetone]]&amp;lt;br&amp;gt;1 part Oxygen&lt;br /&gt;
|Minor brain traumas&lt;br /&gt;
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic traumas]]. More [[Guide_to_Traumas#Severe_Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Superior Healing Medicines===&lt;br /&gt;
These healing drugs are harder to make than the core healing drugs, however they are significantly better at healing.&lt;br /&gt;
&lt;br /&gt;
Also, many upgraded drugs can be overdosed with, leading to a negative outcome. Be sure to monitor how many units of chemicals someone is injected with.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Salicyclic Acid}}Salicyclic Acid&amp;lt;span style=&amp;quot;color:#D2D2D2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sodium&amp;lt;br&amp;gt;1 part [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|Brute&lt;br /&gt;
|Heals 3 brute damage per tick, but causes exhaustion while it is healing. Overdose causes liver and toxin damage, but will also double the brute healing.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Oxandrolone}}Oxandrolone&amp;lt;span style=&amp;quot;color:#F7FFA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Carbon&amp;lt;br&amp;gt;1 part [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;1 part Oxygen&lt;br /&gt;
|Burn&lt;br /&gt;
|Heals 3 burn damage per tick, but causes exhaustion whie it is healing. Overdosing will cause liver and toxin damage, but will also double the burn healing. &lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Omnizine}}Omnizine&amp;lt;span style=&amp;quot;color:#DCDCDC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Grown from Ambrosia Deus or found in heated Donk Pockets&lt;br /&gt;
|Brute, burn, toxin and suffocation&lt;br /&gt;
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1.5 damage of each damage type per tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Carthatoline}}Carthatoline&amp;lt;span style=&amp;quot;color:#225722;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[Guide to chemistry#Antitoxin|Antitoxin]]&amp;lt;br&amp;gt;2 parts Carbon&amp;lt;br&amp;gt;1 part Plasma (catalyst)&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals 3 toxin damage per tick while purging toxic chems as well as being very likely to cause vomiting. Overdoses cause brain damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pentetic Acid}}Pentetic Acid&amp;lt;span style=&amp;quot;color:#E6FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Welding Fuel&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part [[#Formaldehyde|Formaldehyde]]&amp;lt;br&amp;gt;1 part Sodium&amp;lt;br&amp;gt;1 part [[#Cyanide|Cyanide]]&lt;br /&gt;
|Radiation, toxin&lt;br /&gt;
|Treats massive radiation exposure extremely well but has diminsing returns the lower radiaton you have. Treats 2 toxin damage a tick but purges all other chemicals from body, including medicines.&amp;lt;br&amp;gt;Other [[#Carthatoline|anti-toxins]] should be used instead if only treating toxin damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Perfluorodecalin}}Perfluorodecalin&amp;lt;span style=&amp;quot;color:#FF6464;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrogen&amp;lt;br&amp;gt;1 part Fluorine&amp;lt;br&amp;gt;1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;temperature 370 K&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals suffocation damage so quickly that you could have a spacewalk, and also heals your lungs if they are damaged, but will cause gradual toxin damage. Overdoses cause heart damage.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Atropine}}Atropine&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Acetone|Acetone]]&amp;lt;br&amp;gt;1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|Brute, Burn, Toxin and Suffocation&lt;br /&gt;
|Rapidly stabilizes and heals anyone in or near critical condition, but causes dizziness and jittering. Overdoses will cause excess Atropine to be rapidly metabolized into [[Histamine]].&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|15 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Calomel}}Calomel&amp;lt;span style=&amp;quot;color:#19C832;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part Chlorine temperature 374 K&lt;br /&gt;
|Purge&lt;br /&gt;
|Quickly purges the body of all chemicals at 2.5u per tick. If your health is above 20, large amounts of toxin damage is dealt.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Hepanephrodaxon}}Hepanephrodaxon&amp;lt;span style=&amp;quot;color:#D2691E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Carthatoline|Carthatoline]]&amp;lt;br&amp;gt;2 parts Carbon&amp;lt;br&amp;gt;1 part Lithium&amp;lt;br&amp;gt;5&amp;amp;nbsp;parts&amp;amp;nbsp;Plasma&amp;amp;nbsp;(catalyst)&lt;br /&gt;
|Liver, Toxin&lt;br /&gt;
|Superior anti-toxin that heals 6 toxin damage per tick and also heals liver damage so long as the liver is still functional, but causes confusion. Overdoses cause brain damage and more severe confusion. Extremely fast metabolization. &lt;br /&gt;
|1.5 units per tick&lt;br /&gt;
|10 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mutadone}}Mutadone&amp;lt;span style=&amp;quot;color:#5096C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Unstable Mutagen|Unstable Mutagen]]&amp;lt;br&amp;gt;1 part [[#Acetone|Acetone]]&amp;lt;br&amp;gt;1 part Bromine&lt;br /&gt;
|Genetic&lt;br /&gt;
|Heals your genetic mutations.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Unique Healing Medicines===&lt;br /&gt;
These healing drugs preform a unique function that is not commonly used or seen in game.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Potassium Iodide}}Potassium Iodide&amp;lt;span style=&amp;quot;color:#14FF3C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Potassium&amp;lt;br&amp;gt;1 part Iodine&lt;br /&gt;
|Radiation&lt;br /&gt;
|Reduces low radiation damage very effectively.&lt;br /&gt;
|0.8 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Ephedrine}}Ephedrine&amp;lt;span style=&amp;quot;color:#D2FFFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Hydrogen&lt;br /&gt;
|Stun&lt;br /&gt;
|Reduces stun times, increases run speed, and stabilizes crit.&amp;lt;br&amp;gt;If overdosed it will deal toxin and oxyloss damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|25 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Diphenhydramine}}Diphenhydramine&amp;lt;span style=&amp;quot;color:#64FFE6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Bromine&amp;lt;br&amp;gt;1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part Ethanol&lt;br /&gt;
|Histamine Overdose&lt;br /&gt;
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Morphine}}Morphine&amp;lt;span style=&amp;quot;color:#A9FBFB;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Carbon&amp;lt;br&amp;gt;2 parts Hydrogen&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;Tempurature 480k&lt;br /&gt;
|Movement Speed&lt;br /&gt;
|Will allow you to walk faster. Will eventually knock you out if you take too much.&amp;lt;br&amp;gt;If overdosed it will cause jitteriness, dizziness, force the victim to drop items in their hands and eventually deal toxin damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|25 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Oculine}}Oculine&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Charcoal|Charcoal]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Hydrogen&lt;br /&gt;
|Eye&lt;br /&gt;
|Quickly heals eye damage and reverts blindness.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Inacusiate}}Inacusiate&amp;lt;span style=&amp;quot;color:#6600FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Charcoal|Charcoal]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Ear&lt;br /&gt;
|Instantly removes all ear damage. (Results in 2 units instead of 3)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Epinephrine}}Epinephrine&amp;lt;span style=&amp;quot;color:#D2FFFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part [[#Acetone|Acetone]]&amp;lt;br&amp;gt;1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;1 part Hydrogen&lt;br /&gt;
|Stun + Brute, burn, suffocation and toxin&lt;br /&gt;
|20% chance each tick to reduce knockout/stun effects, minor stamina regeneration buff. Prevents oxygen damage from going over 35. If the patient is in crit, slowly heals toxins, brute, and burn.&amp;lt;br&amp;gt;If overdosed will deal toxin and stamina damage, and cause suffocation.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Antihol}}Antihol&amp;lt;span style=&amp;quot;color:#00B4C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part [[#Charcoal|Charcoal]]&amp;lt;br&amp;gt;1 part Copper&amp;lt;br&amp;gt;&lt;br /&gt;
|Alcohol &lt;br /&gt;
|Helps remove Alcohol from someone&#039;s body, as well as eliminating its side effects.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Stimulants}}Stimulants&amp;lt;span style=&amp;quot;color:#78008C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Adrenals or Stimpack&lt;br /&gt;
|Stun&lt;br /&gt;
|Increases run speed and eliminates stuns, can heal minor damage.&amp;lt;br&amp;gt;If overdosed it will deal toxin damage and stun.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|60 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Insulin}}Insulin&amp;lt;span style=&amp;quot;color:#FFFFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Found in NanoMed Plus&lt;br /&gt;
|Sugar Dependency &lt;br /&gt;
|Increases sugar depletion.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Strange Reagent}}Strange Reagent&amp;lt;span style=&amp;quot;color:#A0E85E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Omnizine|Omnizine]]&amp;lt;br&amp;gt;1 part Holy Water&amp;lt;br&amp;gt;1 part [[#Unstable Mutagen|Unstable Mutagen]]&lt;br /&gt;
|Death&lt;br /&gt;
|A miracle drug that can bring a dead body back to life! If the corpse has suffered more than 100 brute or burn damage it will fail, however.&amp;lt;br&amp;gt;If used on a living person it will deal Brute and Burn damage. &lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Synaptizine}}Synaptizine&amp;lt;span style=&amp;quot;color:#FF00FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sugar&amp;lt;br&amp;gt;1 part Lithium&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Hallucination Decrease&lt;br /&gt;
|Helps Hallucinations go away much faster and helps you recover from stuns and knockdowns faster. Also Purges Mindbreaker Toxin very quickly. Mildly toxic. Use after the super matter deliminates to stop all hallcuincations. &lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Rezadone}}Rezadone&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[Guide to chemistry#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;1 part [[#Cryptobiolin|Cryptobiolin]]&amp;lt;br&amp;gt;1 part Copper&lt;br /&gt;
|Cellular Damage Healing&lt;br /&gt;
|Instantly heals all cellular damage, while healing brute and burn damage over time. If overdosed deals toxin damage. Very good for speedcloning. 5 units applied to a husk with less than 50 Burn damage will unhusk it. &lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Spaceacillin}}Spaceacillin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Epinephrine|Epinephrine]]&amp;lt;br&amp;gt;1 part [[#Cryptobiolin|Cryptobiolin]]&lt;br /&gt;
|Infections&lt;br /&gt;
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body.&lt;br /&gt;
|0.04 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Miner&#039;s Salve}}Miner&#039;s Salve&amp;lt;span style=&amp;quot;color:#6D6374;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Iron&amp;lt;br&amp;gt;1 Part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 Part Water &amp;lt;br&amp;gt;OR grind a twinkie, a sheet of metal and a sheet of plasma&lt;br /&gt;
|Improvised Patch Healing Chem&lt;br /&gt;
|Heals over time, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch.&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Haloperidol}}Haloperidol&amp;lt;span style=&amp;quot;color:#27870a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Chlorine&amp;lt;br&amp;gt;1 part Fluorine&amp;lt;br&amp;gt;1 part Aluminum&amp;lt;br&amp;gt;1 part [[#Potassium Iodide|Potassium Iodide]]&amp;lt;br&amp;gt;1 part [[#Oil|Oil]]&lt;br /&gt;
|Anti-Drug and Light Sedative&lt;br /&gt;
|Helps fight against the effects of most drugs, while purging them. However also causes drowsiness and stamina damage.&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Leporazine}}Leporazine &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Copper&amp;lt;br&amp;gt;1 part Silicon&amp;lt;br&amp;gt;5 units Plasma (catalyst)&lt;br /&gt;
|Body temperature&lt;br /&gt;
|Keeps a patient&#039;s body temperature stable, but if overdosed will cause wild fluctuations in body temperature instead. &lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Corazone}}Corazone&amp;lt;span style=&amp;quot;color:#F5F5F5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part Lithium&lt;br /&gt;
|Heart attack&lt;br /&gt;
|Helps prevent cardiac arrest by gradually healing heart damage. Overdoses cause Corazone to be metabolized into [[Histamine]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Psicodine}}Psicodine&amp;lt;span style=&amp;quot;color:#F5F5F5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Mannitol|Mannitol]]&amp;lt;br&amp;gt;1 part [[#Impedrezene|Impedrezene]]&amp;lt;br&amp;gt;2 parts Water&lt;br /&gt;
|Phobias and Mood&lt;br /&gt;
|Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Energized Jelly}}Energized Jelly&amp;lt;span style=&amp;quot;color:#CAFF43;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Teslium|Teslium]]&amp;lt;br&amp;gt;1 part [[#Slime Jelly|Slime Jelly]]&lt;br /&gt;
|Stun&lt;br /&gt;
|Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent&#039;s]] cooldowns. Non-jelly lifeforms will just get shocked.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Energized Ooze}}Energized Ooze&amp;lt;span style=&amp;quot;color:#CAFF43;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Teslium|Teslium]]&amp;lt;br&amp;gt;1 part [[#Slime Ooze|Slime Ooze]]&lt;br /&gt;
|Rege&lt;br /&gt;
|Reduces stun times by around 60% (depends) for the [[Guide_to_races#Oozeling|Oozling]] race. Non-jelly lifeforms will just get shocked.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Regenerative Ooze}}Regenerative Ooze&amp;lt;span style=&amp;quot;color:#CAFF43;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Tricordrazine|Tricordrazine]]&amp;lt;br&amp;gt;1 part [[#Slime Ooze|Slime Ooze]]&lt;br /&gt;
|Healing&lt;br /&gt;
|Gradually regenerates all types of damage, without harming [[Guide_to_races#Oozeling|Oozling]] anatomy.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Narcotics ==&lt;br /&gt;
Narcotics are highly addicitve drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.&lt;br /&gt;
&lt;br /&gt;
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Nicotine}}Nicotine&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Grown in tobacco or found in cigarettes.&lt;br /&gt;
|Slightly reduces stun times.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|15 units&lt;br /&gt;
|10 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Krokodil}}Krokodil&amp;lt;span style=&amp;quot;color:#0064B4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Diphenhydramine|Diphenhydramine]]&amp;lt;br&amp;gt;1 part [[#Space Cleaner|Space Cleaner]]&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Morphine&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part Welding Fuel&amp;lt;br&amp;gt;temperature 390 K&lt;br /&gt;
|Provides messages of calmness and protection.&amp;lt;br&amp;gt;If overdosed it will deal significant Brain and Toxin damage.&amp;lt;br&amp;gt;If addicted too it will begin to deal fatal amounts of Brute damage as the subjects skin falls off.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|20 units&lt;br /&gt;
|15 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Crank}}Crank&amp;lt;span style=&amp;quot;color:#FA00C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Diphenhydramine|Diphenhydramine]]&amp;lt;br&amp;gt;1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Lithium&amp;lt;br&amp;gt;1 part sulphuric Acid&amp;lt;br&amp;gt;1 part Welding Fuel&amp;lt;br&amp;gt;temperature 390 K&lt;br /&gt;
|Reduces stun times by about 200%.&amp;lt;br&amp;gt;If overdosed or addicted it will deal significant Toxin, Brute and Brain damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|20 units&lt;br /&gt;
|10 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Methamphetamine}}Methamphetamine&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ephedrine|Ephedrine]]&amp;lt;br&amp;gt;1 part Iodine&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;temperature 375 k&lt;br /&gt;
|Every chemist&#039;s favorite, and the leading cause of chemist deaths.&lt;br /&gt;
Reduces stun times by about 300%. Allows the user to quickly recover stamina while dealing a small amount of Brain damage.&amp;lt;br&amp;gt;If overdosed the subject will move, laugh, and drop items randomly while suffering from Toxin and Brain damage.&amp;lt;br&amp;gt;If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage.&amp;lt;br&amp;gt;A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380 k.&lt;br /&gt;
|0.3 units per tick&lt;br /&gt;
|20 units&lt;br /&gt;
|10 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Bath Salts}}Bath Salts&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Poisoned Food&amp;lt;br&amp;gt;1 part [[#Saltpetre|Saltpetre]]&amp;lt;br&amp;gt;1 part Nutriment&amp;lt;br&amp;gt;1 part [[#Space Cleaner|Space Cleaner]]&amp;lt;br&amp;gt;1 part Enzyme&amp;lt;br&amp;gt; 1 part Tea&amp;lt;br&amp;gt;1 part Mercury&amp;lt;br&amp;gt;temperature 374k&lt;br /&gt;
|Makes the subject nearly impervious to stuns, however the subject will suffer Toxin and Brain damage, constant hallucinations and will lose motor control.&amp;lt;br&amp;gt;If overdosed the subject will lose even more motor control, drool and drop items in their hand.&amp;lt;br&amp;gt;If addicted the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of Toxin damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|20 units&lt;br /&gt;
|10 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Aranesp}}Aranesp&amp;lt;span style=&amp;quot;color:#78FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Epinephrine|Epinephrine]]&amp;lt;br&amp;gt;1 part [[#Atropine|Atropine]]&amp;lt;br&amp;gt;1 part [[#Morphine|Morphine]]&lt;br /&gt;
|The subject will think they are &amp;quot;amped&amp;quot; and regenerate stamina at an incredible rate, however the drug typically cause the subject to suffocate to death.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Space Drugs}}Space Drugs&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Lithium&amp;lt;br&amp;gt;1 part Mercury&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|An illegal compound which induces a number of effects such as loss of balance and visual artefacts. If overdosed causes hallucinations.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Happiness}}Happiness&amp;lt;span style=&amp;quot;color:#0000C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts [[#Nitrous Oxide|Nitrous Oxide]]&amp;lt;br&amp;gt;1 part [[#Epinephrine|Epinephrine]]&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;5&amp;amp;nbsp;units&amp;amp;nbsp;Plasma&amp;amp;nbsp;(catalyst)&lt;br /&gt;
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to &amp;quot;insane&amp;quot;.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|20 units&lt;br /&gt;
|10 units&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Modafinil}}Modafinil&amp;lt;span style=&amp;quot;color:#BEF7D8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Acetone|Acetone]]&amp;lt;br&amp;gt;1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part [[#Phenol|Phenol]]&amp;lt;br&amp;gt;1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Sulphuric Acid&amp;lt;br&amp;gt;1&amp;amp;nbsp;unit&amp;amp;nbsp;Bromine&amp;amp;nbsp;(catalyst)&lt;br /&gt;
|Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. Cycle 82 puts you into endless sleep while constantly dealing 1.5 stamina and oxygen damage.&lt;br /&gt;
|0.02-0.08 units per&amp;amp;nbsp;tick&lt;br /&gt;
|Random, initially 20 but goes up or down 0.1u each tick.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Ketamine}}Ketamine&amp;lt;span style=&amp;quot;color:#C9C9C9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 Parts [[#Morphine|Morphine]]&amp;lt;br&amp;gt;3 Parts [[Guide to chemistry#Chloral Hydrate|Chloral Hydrate]]&amp;lt;br&amp;gt;3 Parts [[#Fentanyl|Fentanyl]]&amp;lt;br&amp;gt;3 Parts [[#Epinephrine|Epinephrine]]&amp;lt;br&amp;gt;Temperature 370k&lt;br /&gt;
|A Dissociative Anesthetic. Causes Hallucinations, Allows User to Ignore the Damage Slowdown(Like Morphine). Reduces Jitters and Confusion, and provides a mood boost if disgusted. Will eventually knock you out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overdose: Gives you a split personality. No more slowdown ignore. Hallucinations are worse. &lt;br /&gt;
|.5 Units Per Tick&lt;br /&gt;
|16 Units&lt;br /&gt;
|8 Units&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Pyrotechnics==&lt;br /&gt;
The manipulation of fire and matter.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Stabilizing Agent}}Stabilizing Agent&amp;lt;span style=&amp;quot;color:#FFFF00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Iron&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Hydrogen&lt;br /&gt;
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. &#039;&#039;&#039;This does not work on everything, so be warned!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Foam Surfactant}}Foam Surfactant&amp;lt;span style=&amp;quot;color:#9E6B38;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Carbon&amp;lt;br&amp;gt;2 parts Fluorine&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|Also known as Fluorosurfactant. Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any walls, floors, objects, or people and animals in the area of the foam. The reagents will be absorbed through a mob&#039;s exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). Foam is slippery!&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Firefighting Foam}}Firefighting Foam&amp;lt;span style=&amp;quot;color:#A6FAFF55;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Stabilizing Agent|Stabilizing Agent]]&amp;lt;br&amp;gt;1 part [[#Foam Surfactant|Foam Surfactant]]&amp;lt;br&amp;gt;1 part Carbon&amp;lt;br&amp;gt;temperature 200k&lt;br /&gt;
|A historical fire suppressant. Originally believed to simply displace oxygen to starve fires, it actually interferes with the combustion reaction itself. Vastly superior to the cheap water-based extinguishers. When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes burning plasma from the air&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Smoke}}Smoke&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Phosphorous&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Flash Powder}}Flash Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Aluminium&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Sulphur&lt;br /&gt;
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Phlogiston}}Phlogiston&amp;lt;span style=&amp;quot;color:#FA00AF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Phosphorus&amp;lt;br&amp;gt;1 part Sulphuric Acid&amp;lt;br&amp;gt;1 part Stable Plasma&lt;br /&gt;
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you&#039;re burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Reagent. Does not react immediately.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Napalm}}Napalm&amp;lt;span style=&amp;quot;color:#FA00AF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Welding Fuel&amp;lt;br&amp;gt;1 part Ethanol&lt;br /&gt;
|A substance that burns for much longer then other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sonic Powder}}Sonic Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Oxygen&amp;lt;br&amp;gt;1 part Cola&amp;lt;br&amp;gt;1 part Phosphorus&lt;br /&gt;
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pyrosium}}Pyrosium&amp;lt;span style=&amp;quot;color:#64FAC8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Stable Plasma&amp;lt;br&amp;gt;1 part Radium&amp;lt;br&amp;gt;1 part Phosphorus&lt;br /&gt;
|Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Pyrosium slowly heats all other reagents in the container up. Useful for delayed reactions.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Cryostylane}}Cryostylane&amp;lt;span style=&amp;quot;color:#0000DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Water&amp;lt;br&amp;gt;1 part Stable Plasma&amp;lt;br&amp;gt;1 part Nitrogen&lt;br /&gt;
|Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Cryostylane slowly cools all other reagents in the container down. Useful for delayed reactions.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride&amp;lt;span style=&amp;quot;color:#FFC8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Chlorine&amp;lt;br&amp;gt;3 parts Fluorine&amp;lt;br&amp;gt;temperature 424k&lt;br /&gt;
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will burn you from the inside out. It metabolizes out of your body extremely fast, however.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sorium}}Sorium&amp;lt;span style=&amp;quot;color:#5A64C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Nitrogen&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Liquid Dark Matter}}Liquid Dark Matter&amp;lt;span style=&amp;quot;color:#210021;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Stable Plasma&amp;lt;br&amp;gt;1 part Radium&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|Meth Explosion&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part Iodine&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;temperature 300k&amp;lt;br&amp;gt;(Room temperature)&lt;br /&gt;
|If you are making Methamphetamine and mixing the ephedrine last, make sure you&#039;re using a chilled container, or it&#039;ll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Black Powder}}Black Powder&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Saltpetre|Saltpetre]]&amp;lt;br&amp;gt;1 part [[#Charcoal|Charcoal]]&amp;lt;br&amp;gt;1 part Sulfur&lt;br /&gt;
|Sparks, and then creates a violent explosion when heated to 474K.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Nitroglycerin}}Nitroglycerin&amp;lt;span style=&amp;quot;color:#808080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Glycerol|Glycerol]]&amp;lt;br&amp;gt;1 part [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (results in 2 units instead of 3). Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Explosion}}Explosion&lt;br /&gt;
|1 part Potassium&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Holy Explosion}}Holy Explosion&lt;br /&gt;
|1 part Potassium&amp;lt;br&amp;gt;1 part Holy Water&lt;br /&gt;
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|EMP}}EMP&lt;br /&gt;
|1 part Iron&amp;lt;br&amp;gt;1 part Uranium&lt;br /&gt;
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Radius depends on amount mixed. Has 50/50 chance to open locked containers.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Tesla Shock}}Tesla Shock&lt;br /&gt;
|1 part [[#Teslium|Teslium]]&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|This reacts immediately on mixing, shooting electric bolts to anyone near the reaction, shocking people and disabling/damaging electronics.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Thermite}}Thermite&amp;lt;span style=&amp;quot;color:#550000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Aluminium&amp;lt;br&amp;gt;1 part Iron&amp;lt;br&amp;gt;1 part Oxygen&lt;br /&gt;
|A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited. Doesn&#039;t work on Lockers or Crates(sadly). Causes minor burn damage to humans when ingested.&lt;br /&gt;
|}&lt;br /&gt;
==Other Recipes==&lt;br /&gt;
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Plastic Sheets}}Plastic Sheets&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts [[#Ash|Ash]]&amp;lt;br&amp;gt;5 parts [[#Oil|Oil]]&amp;lt;br&amp;gt;2 parts Sulphuric Acid&amp;lt;br&amp;gt;Temperature 374K&lt;br /&gt;
|Creates Plastic sheets. 1 Plastic sheet per 10u of solution. Can be used in hand to craft plastic bottles (they work just like beakers)&amp;lt;br&amp;gt;Required to print certain items such as surgical drapes or Plumbing Constructor in the protolathes.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Barber&#039;s Aid}}Barber&#039;s Aid&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Carpet|Carpet]]&amp;lt;br&amp;gt;1 part Radium&amp;lt;br&amp;gt;1 part [[#Space Drugs|Space Drugs]]&lt;br /&gt;
|Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Concentrated Barber&#039;s Aid}}Concentrated Barber&#039;s Aid&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Barber&#039;s Aid&amp;lt;br&amp;gt;1 part [[#Unstable Mutagen|Unstable Mutagen]]&lt;br /&gt;
|Grows your hair very long!&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Candle}}Candle&lt;br /&gt;
|10 parts Liquid Gibs&amp;lt;br&amp;gt;10 parts Oxygen&amp;lt;br&amp;gt;Temperature 374K&lt;br /&gt;
|Creates a red candle for use in decoration or rituals.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Carbon Dioxide}}Carbon Dioxide&lt;br /&gt;
|1 part Carbon&amp;lt;br&amp;gt;2 parts Oxygen&amp;lt;br&amp;gt;Temperature 777K&lt;br /&gt;
|What the fuck is carbon dioxide? It will create [[Guide_to_Atmospherics#CO2|CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;]] in gas form. Might be useful for creative traitors.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Colorful Reagent}}Colorful Reagent&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Stable Plasma&amp;lt;br&amp;gt;1 part Radium&amp;lt;br&amp;gt;1 part [[#Space Drugs|Space Drugs]]&amp;lt;br&amp;gt;1 part [[#Cryoxadone|Cryoxadone]]&amp;lt;br&amp;gt;1 part [[Guide to food and drinks#Triple Citrus|Triple Citrus]]&lt;br /&gt;
|Use this to color EVERYTHING! Keep away from the clown and assistants!&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Condensed Capsaicin}}Condensed Capsaicin&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Capsaicin Oil&amp;lt;br&amp;gt;5 parts Ethanol&lt;br /&gt;
|A chemical agent used for self-defense and in police work (results in 5 units instead of 6).&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Life}}Life&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Strange Reagent|Strange Reagent]]&amp;lt;br&amp;gt;1 part [[#Synthflesh|Synthflesh]]&amp;lt;br&amp;gt;1 part Blood&amp;lt;br&amp;gt;temperature 375K&lt;br /&gt;
|Creates a or multiple very unpleseant life forms. You always want to have Security on hot standby if you attemtp this. (Results in 1 unit instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Life Friendly}}Life Friendly&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Strange Reagent|Strange Reagent]]&amp;lt;br&amp;gt;1 part [[#Synthflesh|Synthflesh]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;temperature 375K&lt;br /&gt;
|Creates a or multiple friendly life forms. If you want to have some fun creating life and not end up getting exectuted by security (Results in 1 unit instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Corgium}}Corgium&lt;br /&gt;
|1 part Nutriment&amp;lt;br&amp;gt;1 part Colorful Reagent&amp;lt;br&amp;gt;1 part [[#Strange Reagent|Strange Reagent]]&amp;lt;br&amp;gt;1 part Blood&lt;br /&gt;
|Creates your own Corgi! Turns you into a Corgi if ingested.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Cryptobiolin}}Cryptobiolin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Oxygen&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Causes confusion and dizziness. This is essential to make Spaceacillin.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Drying Agent}}Drying Agent&amp;lt;span style=&amp;quot;color:#A70FFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Stable Plasma&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Sodium&lt;br /&gt;
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on (results in 3 units instead of 4).&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Foaming Agent}}Foaming Agent&amp;lt;span style=&amp;quot;color:#664B63;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Lithium&amp;lt;br&amp;gt;1 part Hydrogen&lt;br /&gt;
|Used in Metal Foam production. Creates 1 unit instead of 2.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid&amp;lt;span style=&amp;quot;color:#5050FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Fluorine&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;1 part Potassium&amp;lt;br&amp;gt;1 part Sulphuric Acid&amp;lt;br&amp;gt;temperature 380 K&lt;br /&gt;
|A highly caustic and dangerous substance. Keep away from faces and valuable equipment. Used in some other recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Glycerol}}Glycerol&amp;lt;span style=&amp;quot;color:#808080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Corn Oil&amp;lt;br&amp;gt;1 part Sulphuric Acid&lt;br /&gt;
|Requires blended corn, so thus help from the botanist. This is only useful in other reactions (results in 1 unit instead of 4). Slippery like water.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Solid Gold}}Solid Gold&amp;lt;span style=&amp;quot;color:#FFD700;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Frost Oil&amp;lt;br&amp;gt;20 part Gold&amp;lt;br&amp;gt;1 part Iron&lt;br /&gt;
|Solidifies a sheet of gold into your hand. Requires Frost Oil, thus help from botany.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Solid Adamantine}}Solid Adamantine&amp;lt;span style=&amp;quot;color:#E0FFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Frost Oil&amp;lt;br&amp;gt;10 part liquid Adamantine&amp;lt;br&amp;gt;5 part Gold&lt;br /&gt;
|Creates a single sheet of Adamantine in your hand. Requires Frost Oil, thus help from Botany.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Hair Dye}}Quantum Hair Dye&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Colorful Reagent&amp;lt;br&amp;gt;1 part Radium&amp;lt;br&amp;gt;1 part [[#Space Drugs|Space Drugs]]&lt;br /&gt;
|Changes your hair color when you apply or spray it! (Results in 5 units instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Laughter}}Laughter&amp;lt;span style=&amp;quot;color:#FF4DD2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sugar&amp;lt;br&amp;gt;1 part Banana Juice&lt;br /&gt;
|Causes you to laugh (results in 10 units instead of 2).&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Meat Product}}Meat Product&lt;br /&gt;
|10 parts Liquid Gibs&amp;lt;br&amp;gt; 10 parts Nutriment&amp;lt;br&amp;gt; 10 parts Carbon&lt;br /&gt;
|Creates a slab of chemically processed meat.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Metal Foam}}Metal Foam&lt;br /&gt;
|3 parts Iron/Aluminium&amp;lt;br&amp;gt;1 part [[#Foaming Agent|Foaming Agent]]&amp;lt;br&amp;gt;1 part [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]&lt;br /&gt;
|Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Nitrous Oxide}}Nitrous Oxide&lt;br /&gt;
|2 parts [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Nitrogen&amp;lt;br&amp;gt;2 parts Oxygen&amp;lt;br&amp;gt;Temperature 525 K&lt;br /&gt;
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form, which explodes when heated to 575K.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Plasma Solidification}}Plasma Solidification&lt;br /&gt;
|20 parts [[Plasma]]&amp;lt;br&amp;gt;5 parts Iron&amp;lt;br&amp;gt;5 parts Frost Oil&lt;br /&gt;
|Solidifies a large amount of [[plasma]] into a bar.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pax}}Pax&amp;lt;span style=&amp;quot;color:#AAAAAA55;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1&amp;amp;nbsp;part&amp;amp;nbsp;[[#Mindbreaker Toxin|Mindbreaker&amp;amp;nbsp;Toxin]]&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Pacifies by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive and aggressive grabs. Non-harmful weapons such as disablers still work. Metabolizes at the rate of 0.1 units per tick.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Royal Bee Jelly}}Royal Bee Jelly&amp;lt;span style=&amp;quot;color:#00FF80;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|10&amp;amp;nbsp;parts&amp;amp;nbsp;[[#Unstable Mutagen|Unstable&amp;amp;nbsp;Mutagen]]&amp;lt;br&amp;gt;40 parts Honey&lt;br /&gt;
|Causes a Queen Bee to split in two when injected (results in 5 units instead of 50).&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Soap}}Soap&lt;br /&gt;
|10 parts [[#Lye|Lye]]&amp;lt;br&amp;gt;10 parts Liquid Gibs&amp;lt;br&amp;gt;Temperature 374K&lt;br /&gt;
|Creates a bar of soap, slightly faster cleaning than what you get on the station.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sodium Chloride}}Sodium Chloride&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Sodium&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Commonly known as salt, Sodium Chloride is often used to season food.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Space Cleaner}}Space Cleaner&amp;lt;span style=&amp;quot;color:#A5F0EE;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Spray Tan}}Spray Tan&amp;lt;span style=&amp;quot;color:#FFC080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Orange Juice&amp;lt;br&amp;gt;1 part [[#Oil|Oil]] OR 1 Part Corn Oil&lt;br /&gt;
|Darkens the skin when sprayed or applied. Do not swallow!&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Space Lube}}Space Lube&amp;lt;span style=&amp;quot;color:#009CA8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Oxygen&amp;lt;br&amp;gt;1 part Silicon&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (results in 4 units instead of 3).&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sterilizine}}Sterilizine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Charcoal|Charcoal]]&amp;lt;br&amp;gt;1 part Chlorine&amp;lt;br&amp;gt;1 part Ethanol&lt;br /&gt;
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Synthmeat}}Synthmeat&lt;br /&gt;
|5 parts blood&amp;lt;br&amp;gt;1 part [[Cryoxadone]]&lt;br /&gt;
|Creates a slab of synthetic meat.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Unstable Mutagen}}Unstable Mutagen&amp;lt;span style=&amp;quot;color:#00FF00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Chlorine&amp;lt;br&amp;gt;1 part Phosphorus&amp;lt;br&amp;gt;1 part Radium&lt;br /&gt;
|Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany and Virology.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Cooking Oil}}Cooking Oil&amp;lt;span style=&amp;quot;color:#4B004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Hydrogen&amp;lt;br&amp;gt;1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part Sugar&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|A cooking oil used in deep-fryer to deepfry things. God forbid if clown gets their hands on this.&lt;br /&gt;
|}&lt;br /&gt;
===Virology Recipes===&lt;br /&gt;
These chemicals are used to mutate viruses, and have few uses beyond that.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Virus Food}} Virus Food&amp;lt;span style=&amp;quot;color:#899613;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts Water&amp;lt;br&amp;gt;5 parts Milk&lt;br /&gt;
|A chemical which allows viruses and bacteria to quickly grow. (Results in 15 units instead of 10)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mutagenic Agar}} Mutagenic Agar&amp;lt;span style=&amp;quot;color:#A3C00F;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Unstable Mutagen|Unstable Mutagen]]&amp;lt;br&amp;gt;1 part Virus food&lt;br /&gt;
|Extremely similar to Unstable Mutagen. Only useful to Virology. It is used to get a virus symptom of level 3 only. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sucrose Agar}} Sucrose Agar&amp;lt;span style=&amp;quot;color:#41B0C0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mutagenic agar&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Extremely similar to Mutagenic agar. Only useful to Virology. It is used to get a virus symptom of level 4 only.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Virus Plasma}} Virus Plasma&amp;lt;span style=&amp;quot;color:#A69DA9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Virus food&amp;lt;br&amp;gt;1 part [[Plasma]]&lt;br /&gt;
|Extremely similar to Plasma. Only useful to Virology. It is used to get a virus symptom of level 6 only. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma&amp;lt;span style=&amp;quot;color:#CEC3C6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Virus plasma&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
|Weakened variety of virus plasma. Only useful to Virology. It is used to get a virus symptom of level 5 only.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Virus Rations}} Virus Rations&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Virus food&amp;lt;br&amp;gt;1 part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
|Depleted virus food. Only useful to Virology. It is used to get a virus symptom of level 1 only. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Virus food&amp;lt;br&amp;gt;1 part Uranium&lt;br /&gt;
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Virus plasma&amp;lt;br&amp;gt;2 parts Uranium&lt;br /&gt;
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 7. (Results in 1 unit instead of 6)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Stable Uranium Gel}} Stable Uranium Gel&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Plasma&amp;lt;br&amp;gt;5 parts Uranium&amp;lt;br&amp;gt;5 parts Silver OR Gold&lt;br /&gt;
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 8. (Results in 1 unit instead of 21)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Viral Base}} Advanced Virus Food Base&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1u is available in virology at round start&lt;br /&gt;
|used to make Advanced Virus Food&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Highly Unstable Virus Food}} Advanced Virus Food&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Viral Base&amp;lt;br&amp;gt;20 parts Uranium&lt;br /&gt;
|Insanely powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 9. (Results in 1 unit instead of 21)&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Anomalous Virus Food}} Anomalous Virus Food&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Virus Food&amp;lt;br&amp;gt;5 parts [[#Laughter|Laughter]]&lt;br /&gt;
|Unusual viral mutagen. Only useful to virology. It is used to get a virus symptom of level 0. (Results in 1 unit instead of 6)&lt;br /&gt;
|}&lt;br /&gt;
===Mutation Toxins===&lt;br /&gt;
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid [[Guide_to_races|races]].&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mutation Toxin}} Mutation Toxin&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Use Plasma on a green slime&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Slimepeople|slimeperson]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Unstable Mutation Toxin}} Unstable Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Use Radium on a green slime&lt;br /&gt;
|Mutagenic chemical that transforms into a random, safe race.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part Blood&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Human|human]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mulligan Toxin}}Mulligan Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Stable Mutation Toxin|Stable Mutation Toxin]]&amp;lt;br&amp;gt;1&amp;amp;nbsp;part&amp;amp;nbsp;[[#Unstable Mutagen|Unstable&amp;amp;nbsp;Mutagen]]&amp;lt;br&amp;gt;Also found in the [[Syndicate Items| Traitor Uplink]].&lt;br /&gt;
|Changes identity by randomizing the subject&#039;s appearance.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Lizard Mutation Toxin}} Lizard Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part Liquid Gibs&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Lizardpeople|lizardperson]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Felinid Mutation Toxin}} Felinid Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part [[#Fentanyl|Fentanyl]]&amp;lt;br&amp;gt;10 part [[#Impedrezene|Impedrezene]]&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Felinids|felinid]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Moth Mutation Toxin}} Moth Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part [[#Lipolicide|Lipolicide]]&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Mothpeople|moth]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Squid Mutation Toxin}} Squid Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part [[#Sodium Chloride|Salt]]&amp;lt;br&amp;gt;20 part Water&lt;br /&gt;
|Mutagenic chemical that transforms into a squid.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Fly Mutation Toxin}} Fly Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part [[#Unstable Mutagen|Unstable Mutagen]]&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Flypeople|flyperson]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pod Mutation Toxin}} Pod Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part EZ Nutrient&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Podpeople|podperson]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Golem Mutation Toxin}} Golem Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;20 part Liquid Adamantine (grind an Adamantine bar)&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Golems|golem]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Abductor Mutation Toxin}} Abductor Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;10 part [[#Morphine|Morphine]]&amp;lt;br&amp;gt;10 part [[#Mute Toxin|Mute Toxin]]&lt;br /&gt;
|Mutagenic chemical that transforms into an [[Guide_to_races#Abductors|abductor]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|IPC Mutation Toxin}} IPC Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Unstable Mutation Toxin&amp;lt;br&amp;gt;20 part [[#Teslium|Teslium]]&lt;br /&gt;
|Mutagenic chemical that transforms into an [[Guide_to_races#IPC|IPC]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Use Plasma on a black slime&lt;br /&gt;
|Mutagenic chemical that slowly morphs the victim into a [[slime]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Skeleton Mutation Toxin}} Skeleton Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Advanced Mutation Toxin&amp;lt;br&amp;gt;30 part Milk&amp;lt;br&amp;gt;30 part [[#Fluorosulfuric acid|Fluorosulfuric acid]]&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Skeletons|skeleton]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Zombie Mutation Toxin}} Zombie Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Advanced Mutation Toxin&amp;lt;br&amp;gt;10 part [[#Krokodil|Krokodil]]&amp;lt;br&amp;gt;10 part Bad Food&lt;br /&gt;
|Mutagenic chemical that transforms into a non-infectious and comletely fake Zombie.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Ash Mutation Toxin}} Ash Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Advanced Mutation Toxin&amp;lt;br&amp;gt;1 part Lizard Mutation Toxin&amp;lt;br&amp;gt;5 part [[#Entropic Polypnium|Entropic Polypnium]]&lt;br /&gt;
|Mutagenic chemical that transforms into an Ash Walker.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Shadow Mutation Toxin}} Shadow Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Advanced Mutation Toxin&amp;lt;br&amp;gt;30 part [[#Liquid Dark Matter|Stabilized Liquid Dark Matter]]&amp;lt;br&amp;gt;10 part Holy Water&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Shadowpeople|shadowperson]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Plasma Mutation Toxin}} Plasma Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 part Advanced Mutation Toxin&amp;lt;br&amp;gt;20 part Uranium&amp;lt;br&amp;gt;60 part Plasma&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Plasmaman|plasmaman]].&lt;br /&gt;
|}&lt;br /&gt;
== Toxins ==&lt;br /&gt;
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don&#039;t wanna waste telecrystals you can mix it.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Recipe &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Damage dealt&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Toxin}}Toxin&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Medbay Vendors, Emagged Chem Dispenser&lt;br /&gt;
|Toxin&lt;br /&gt;
|Will deal toxin damage over time.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Food Poisoning}}Bad Food&amp;lt;span style=&amp;quot;color:#D6D6D8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|From eating poorly made food&lt;br /&gt;
|Toxin&lt;br /&gt;
|Will deal a minor amount of Toxin damage.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Chloral Hydrate}}Chloral Hydrate&amp;lt;span style=&amp;quot;color:#000067;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|3 parts Chlorine&amp;lt;br&amp;gt;1 part Ethanol&amp;lt;br&amp;gt;1 part Water&lt;br /&gt;
|Stun, Toxin&lt;br /&gt;
|A short-lived sedative which stuns after a bit, but can be deadly in large doses. Results in 1 units instead of 5.&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Charcoal|Charcoal]]&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;1 part Silicon&lt;br /&gt;
|Very Mild Hallucinations&lt;br /&gt;
|Popular legend about this drug lead CentCom to space-alter its effects, which now only creates simple hallucinations like reporting you as &amp;quot;dead&amp;quot;. Space drugs, far simpler to create, have taken its place. Results in 5 units instead of 3.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Impedrezene}}Impedrezene&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Sugar&lt;br /&gt;
|Brain&lt;br /&gt;
|A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions. Causes massive brain damage (results in 2 units instead of 3).&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mute Toxin}}Mute Toxin&amp;lt;span style=&amp;quot;color:#F0F8FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 parts Uranium&amp;lt;br&amp;gt;1 part Water&amp;lt;br&amp;gt;1 part Carbon&lt;br /&gt;
|Speech&lt;br /&gt;
|Makes the subject unable to speak for some time.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mime&#039;s Bane}}Mime&#039;s Bane&amp;lt;span style=&amp;quot;color:#F0F8FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Radium&amp;lt;br&amp;gt;1 part [[#Mute Toxin|Mute Toxin]]&amp;lt;br&amp;gt;1 part [[Guide_to_food_and_drinks#Nothing|Nothing]]&lt;br /&gt;
|Gestures&lt;br /&gt;
|A nonlethal neurotoxin that interferes with the victim&#039;s ability to gesture&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Lexorin}}Lexorin&amp;lt;span style=&amp;quot;color:#7DC3A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Sulfonal|Sulfonal]]&amp;lt;br&amp;gt;1 part Hydrogen&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part [[Plasma]]&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Initropidril}}Initropidril&amp;lt;span style=&amp;quot;color:#7F10C0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Cardiac Arrest&lt;br /&gt;
|Deals heavy toxin damage over time, and a 25% chance to do one of the following: stun, cause loss of breath and oxygen damage, or cause your heart to stop. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib for a more reliable method.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Tirizene}}Tirizene&amp;lt;span style=&amp;quot;color:#6E2828;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Sleepypen, Emagged Soda Dispenser, [[Guide_to_botany#Deathberry|Death Berry]], [[Guide_to_botany#Poison-berry|Poison-Berry]]&lt;br /&gt;
|Stamina Damage&lt;br /&gt;
|Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Tiring Solution}}Tiring Solution&amp;lt;span style=&amp;quot;color:#6E2828;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Peacekeeper Cyborgs&lt;br /&gt;
|Stamina Damage&lt;br /&gt;
|Deals stamina damage over time, slowing down. Won&#039;t go higher than 50 stamina damage.&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Polonium}}Polonium&amp;lt;span style=&amp;quot;color:#787878;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Radiation &lt;br /&gt;
|Cause significant Radiation damage over time. It&#039;s metabolized very slowly.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pancuronium}}Pancuronium&amp;lt;span style=&amp;quot;color:#195096;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Paralysis and Suffocation&lt;br /&gt;
|Paralyses you after 10 seconds, with a 20% chance to cause 4 seconds of loss of breath.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sodium Thiopental}}Sodium Thiopental&amp;lt;span style=&amp;quot;color:#6496FA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Knockout and Stamina&lt;br /&gt;
|Knocks you out after 11 seconds, and destroys your stamina.&lt;br /&gt;
|0.3 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Sulfonal}}Sulfonal&amp;lt;span style=&amp;quot;color:#7DC3A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Perfluorodecalin|Perfluorodecalin]]&amp;lt;br&amp;gt;1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part Sulfur&lt;br /&gt;
|Knockout and Toxin&lt;br /&gt;
|1 toxin damage every 2 cycles, knocks you out after 22 cycles. Metabolized very slowly: two units are enough to trigger the knockout.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Amanitin}}Amanitin&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Delayed Toxin Damage &lt;br /&gt;
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Lipolicide}}Lipolicide&amp;lt;span style=&amp;quot;color:#F0FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Mercury&amp;lt;br&amp;gt;1 part [[#Diethylamine|Diethylamine]]&amp;lt;br&amp;gt;1 part [[#Ephedrine|Ephedrine]]&lt;br /&gt;
|Weight Loss&lt;br /&gt;
|Drains nutrition and deals minor toxin damage, will deal more toxin damage if you are starving.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Coniine}}Coniine&amp;lt;span style=&amp;quot;color:#7DC3A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Toxin and breath loss&lt;br /&gt;
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization.&lt;br /&gt;
|0.024 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Curare}}Curare&amp;lt;span style=&amp;quot;color:#191919;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Knockout, Oxygen, and Toxin&lt;br /&gt;
|Does 1 unit of toxin and 1 unit of oxygen damage every second, and knocks you out after 11 seconds. Metabolizes slowly.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Histamine}}Histamine&amp;lt;span style=&amp;quot;color:#FA6464;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Brute, toxin, oxyloss and eyesight&lt;br /&gt;
|Has a chance each tick to cause small amounts of brute damage or blur vision.&amp;lt;br&amp;gt;If overdosed (30 units) it will also deal a significant amount of Brute, Toxin and Oxyloss damage each tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Formaldehyde}}Formaldehyde&amp;lt;span style=&amp;quot;color:#B4004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Ethanol&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;1 part Silver&amp;lt;br&amp;gt;temperature 420 K&lt;br /&gt;
|Toxin&lt;br /&gt;
|Causes a moderate amount of Toxin damage over time. Has a chance to turn into 5 to 15 units of Histamine. Preserves corpses from organ decay. &lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Venom}}Venom&amp;lt;span style=&amp;quot;color:#F0FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Uplink&lt;br /&gt;
|Brute, toxin&lt;br /&gt;
|Will deal Toxin and Brute damage over time based on how much venom is in the body. Has a chance to turn into 5 to 10 units of Histamine.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Fentanyl}}Fentanyl&amp;lt;span style=&amp;quot;color:#64916E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Space Drugs|Space Drugs]]&amp;lt;br&amp;gt;temperature 674 K&lt;br /&gt;
|Toxin, brain&lt;br /&gt;
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Cyanide}}Cyanide&amp;lt;span style=&amp;quot;color:#00B4FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Oil|Oil]]&amp;lt;br&amp;gt;1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part Oxygen&amp;lt;br&amp;gt;temperature 380 K&lt;br /&gt;
|Toxin, oxyloss&lt;br /&gt;
|Causes headaches and sickness at first,followed by failure of cellular respiration leading to cardiac arrest, suffocating its target.&#039;&#039;&#039;Often extremely lethal&#039;&#039;&#039;.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Carpotoxin}}Carpotoxin&amp;lt;span style=&amp;quot;color:#003333;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Space Carp, Koi Beans, Emagged Chem Dispenser&lt;br /&gt;
|Toxin&lt;br /&gt;
|Deals constant toxin damage over time.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Zombie Powder}}Zombie Powder&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|5 parts [[#Morphine|Morphine]]&amp;lt;br&amp;gt;5 parts [[Guide to chemistry#Carpotoxin|Carpotoxin]]&amp;lt;br&amp;gt;5 parts Copper&lt;br /&gt;
|Fake death, stun&lt;br /&gt;
|Paralyses people, and makes them appear dead to the most rudimentary of tests. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Ghoul Powder}}Ghoul Powder&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Zombie Powder|Zombie Powder]]&amp;lt;br&amp;gt;1 part [[#Epinephrine|Epinephrine]]&lt;br /&gt;
|Fake &amp;quot;death&amp;quot;&lt;br /&gt;
|Same as Zombie Powder, but victim can move.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Itching Powder}}Itching Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Fuel&amp;lt;br&amp;gt;1 part [[#Ammonia|Ammonia]]&amp;lt;br&amp;gt;1 part [[#Charcoal|Charcoal]]&lt;br /&gt;
|Brute, annoyance&lt;br /&gt;
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing slight amounts of Brute damage. Has a chance to transform into 1 to 3 units of histamine.&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Bone Hurting Juice}}Bone Hurting Juice&amp;lt;span style=&amp;quot;color:#AAAAAA77;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1&amp;amp;nbsp;part&amp;amp;nbsp;[[#Unstable Mutagen|Unstable&amp;amp;nbsp;Mutagen]]&amp;lt;br&amp;gt;3 part [[#Itching Powder|Itching Powder]]&amp;lt;br&amp;gt;1 part [[Guide_to_food_and_drinks#Milk|Milk]]&lt;br /&gt;
|Stamina, Brute to Skeletons&lt;br /&gt;
|Does 7.5 stamina damage per tick. 50u overdose threshold. If overdosed, it has a 4% chance to cause 200 stamina damage to a random limb, temporarily disabling it. If you&#039;re a skeleton or a plasmaman, it will deal additional 0.5 brute damage per tick, and if overdosed has 4% chance to cause 200 brute damage to a random limb instead of stamina damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Mint Toxin}}Mint Toxin&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Grind the mint in the kitchen&lt;br /&gt;
|Conditional death&lt;br /&gt;
|Instantly gibs fat people when ingested.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Slime Ooze}}Slime Ooze&amp;lt;span style=&amp;quot;color:#611e80;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Oozelings&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals brute damage over time, but randomly deals bursts of 1-10 toxin damage making it useful as Oozelings take reverse toxin damage/healing.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Slime Jelly}}Slime Jelly&amp;lt;span style=&amp;quot;color:#801E28;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Slimes or slimepeople&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage making it useful as slimepeople take reverse toxin damage/healing.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Heparin}}Heparin&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part [[#Formaldehyde|Formaldehyde]]&amp;lt;br&amp;gt;1 Part Sodium&amp;lt;br&amp;gt;1 Part Chlorine&amp;lt;br&amp;gt;1 Part Lithium&lt;br /&gt;
|Brute, Bleeding&lt;br /&gt;
|Causes bleeding constantly while in the system of the victim.&lt;br /&gt;
|0.08 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Teslium}}Teslium&amp;lt;span style=&amp;quot;color:#20324D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 Part Stable Plasma&amp;lt;br&amp;gt;1 Part Silver&amp;lt;br&amp;gt;1 Part [[#Black Powder|Black Powder]]&amp;lt;br&amp;gt;Temperature 400K&amp;lt;br&amp;gt;&lt;br /&gt;
|Random Shocks&lt;br /&gt;
|Randomly shocks the victim while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Rotatium}}Rotatium&amp;lt;span style=&amp;quot;color:#AC88CA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 Part [[#Mindbreaker Toxin|Mindbreaker Toxin]]&amp;lt;br&amp;gt;1 Part [[#Teslium|Teslium]]&amp;lt;br&amp;gt;1 Part [[#Fentanyl|Fentanyl]]&lt;br /&gt;
|Toxin&lt;br /&gt;
|Causes the victim&#039;s screen to display a rocking motion and deals moderate toxin damage.&lt;br /&gt;
|0.24 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Skewium}}Skewium&amp;lt;span style=&amp;quot;color:#ADBDCD;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|2 Parts Rotatium&amp;lt;br&amp;gt;2 Parts [[Plasma]]&amp;lt;br&amp;gt;1 Part Sulphuric Acid&lt;br /&gt;
|Toxin&lt;br /&gt;
|Causes heavy skewing of the victim&#039;s screen every tick, swinging fucking every where, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals minor toxin damage. If you are wanting to fight someone, inject them with this and they will be practically unable to fight.&lt;br /&gt;
|0.32 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Anacea}}Anacea&amp;lt;span style=&amp;quot;color:#3C5133;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 Part [[#Haloperidol|Haloperidol]]&amp;lt;br&amp;gt;1 Part [[#Impedrezene|Impedrezene]]&amp;lt;br&amp;gt;1 Part Radium&lt;br /&gt;
|Toxin and Purges Medicines&lt;br /&gt;
|Metabolizes very slowly and quickly purges medicines in the victim while dealing light toxin damage.&lt;br /&gt;
|0.032 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Weed Killer}} Weed Killer&amp;lt;span style=&amp;quot;color:#4B004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Toxin&amp;lt;br&amp;gt;4 parts [[#Ammonia|Ammonia]]&lt;br /&gt;
|Toxin&lt;br /&gt;
|Kills weeds, causes minor toxin damage to humans.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Pest Killer}}Pest Killer&amp;lt;span style=&amp;quot;color:#4B004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Toxin&amp;lt;br&amp;gt;4 parts Ethanol&lt;br /&gt;
|Toxin&lt;br /&gt;
|Kills pests in hydroponics trays, causes minor toxin damage to humans. Deals heavy toxin damage to fly people.&lt;br /&gt;
|0.4 units per tick.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Plant-B-Gone}}Plant-B-Gone&amp;lt;span style=&amp;quot;color:#49002E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 part Toxin&amp;lt;br&amp;gt;4 parts Water&lt;br /&gt;
|Toxin&lt;br /&gt;
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes minor toxin damage to humans. Deals heavy toxin damage to pod people.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|}&lt;br /&gt;
== Mushroom Chemicals ==&lt;br /&gt;
Found primarily in Lavaland flora.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#FFDD66;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFDD66;&#039;|Metabolism Rate&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Entropic Polypnium}}Entropic Polypnium&amp;lt;span style=&amp;quot;color:#1D043D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Poison&lt;br /&gt;
|Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage, Oh My! More than 5u will paralyze someone as well.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Tinea Luxor}}Tinea Luxor&amp;lt;span style=&amp;quot;color:#B5A213;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Other&lt;br /&gt;
|Makes the consumer glow.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#FFEE88;&#039;|{{anchor|Vitrium Froth}}Vitrium Froth&amp;lt;span style=&amp;quot;color:#D3A308;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Medicine&lt;br /&gt;
|80% chance to heal 1 burn and 1 brute damage each tick.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Reagent Delivery{{anchor|Reagent Delivery}}==&lt;br /&gt;
{{anchor|Under_the_hood}}There are different ways you can apply chemicals to a person or the environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Delivery types===&lt;br /&gt;
First of all, there are actually 5 types of delivery, called &#039;&#039;&#039;ingest&#039;&#039;&#039;, &#039;&#039;&#039;inject&#039;&#039;&#039;, &#039;&#039;&#039;vapor&#039;&#039;&#039;, &#039;&#039;&#039;touch&#039;&#039;&#039; and &#039;&#039;&#039;patch&#039;&#039;&#039;. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. &amp;lt;br&amp;gt;&lt;br /&gt;
====Ingest====&lt;br /&gt;
Ingest and &#039;&#039;&#039;inject&#039;&#039;&#039;{{anchor|Inject}} both usually do the exact same thing. The reagent simply enters the target&#039;s bloodstream. Used by pills, cigarettes, e-cigarettes, inhaling [[#Smoke|smoke]] and drinking the reagent directly.&lt;br /&gt;
====Inject====&lt;br /&gt;
Works the same as &#039;&#039;&#039;ingest&#039;&#039;&#039;, where the reagent simply enters the target&#039;s bloodstream. Used by syringes and IV-drips.&lt;br /&gt;
====Vapor====&lt;br /&gt;
Vapor is used by (ranged) spray bottles and [[#Fluorosurfactant|foam]]. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a &amp;quot;vapor&amp;quot; based component, that component will still affect the target, like [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples.&lt;br /&gt;
====Touch====&lt;br /&gt;
Touch is used by [[#Smoke|smoke]] and splashing. If the reagent has a &amp;quot;touch&amp;quot; based component, that component will affect the target (such as the instant heal part of [[#Synthflesh|Synthflesh]]), without being blocked by clothing. Nothing at all will enter the target&#039;s bloodstream, with the exception of smoke if the target has no internals on. Currently all &amp;quot;touch&amp;quot; components are also &amp;quot;patch&amp;quot; components. See more on [[#Smoke|smoke]] [[#Smoke_vs_foam|below]], with examples.&lt;br /&gt;
====Patch====&lt;br /&gt;
Patch is used by patches and medical gels. The reagent enters the target&#039;s bloodstream entirely AND if the reagent has a &amp;quot;patch&amp;quot; based component, that component will affect the target. Currently all &amp;quot;patch&amp;quot; components are also &amp;quot;touch&amp;quot; components.&lt;br /&gt;
===Smoke vs foam vs others===&lt;br /&gt;
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. &amp;lt;br&amp;gt;&lt;br /&gt;
====Pills====&lt;br /&gt;
Pills can be instantly [[#Ingest|ingested]] if used on yourself. It doesn&#039;t work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. Holds up to 50u. &amp;lt;br&amp;gt;&lt;br /&gt;
====Syringes====&lt;br /&gt;
Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn&#039;t work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. [[Golem]]s are completely immune to syringes (even piercing syringes), but [[Guide_to_chemistry#Patches|patches]] do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. &amp;lt;br&amp;gt;&lt;br /&gt;
====Patches====&lt;br /&gt;
Will add all reagents into a person&#039;s bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Synthflesh|Synthflesh]] will instantly heal 25 brute and burn (touch component), and also enter the target&#039;s bloodstream (which in this case does nothing). Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. &amp;lt;br&amp;gt;&lt;br /&gt;
====Cigarettes====&lt;br /&gt;
Can be dipped in reagents to be filled. If smoking/vaping, you will slowly [[#Ingest|ingest]] whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create [[#Smoke|smoke]]. &amp;lt;br&amp;gt;&lt;br /&gt;
====[[#Smoke|Smoke]]====&lt;br /&gt;
When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be [[#Touch|touched]] by the reagents. If they do not have internals on, they will also [[#Ingest|ingest]] the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud&#039;s duration. Reagents that are special coded to affect floor/environment (such as blood, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Smoke example 1:&#039;&#039;&#039; Smoke containing 20u [[#Synthflesh|Synthflesh]]. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn, if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the medicine, making it enter their bloodstream (which does nothing in this case). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Smoke example:&#039;&#039;&#039; Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]](and [[#Vapor|vapor]]) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. &amp;lt;br&amp;gt;&lt;br /&gt;
====[[#Fluorosurfactant|Foam]]====&lt;br /&gt;
When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the [[#Vapor|vapor]] type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person&#039;s bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several &#039;ticks&#039;. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted &#039;&#039;after&#039;&#039; dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Foam example 1:&#039;&#039;&#039; 250u foam containing 10u [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Foam example 2:&#039;&#039;&#039; 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn&#039;t matter. &amp;lt;br&amp;gt;&lt;br /&gt;
====Splashing====&lt;br /&gt;
Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|touch]] delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a [[#Touch|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn&#039;t matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. &amp;lt;br&amp;gt;&lt;br /&gt;
====Spraying====&lt;br /&gt;
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people&#039;s bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beyond the Dispenser ==&lt;br /&gt;
Just because it isn&#039;t found in the dispenser or the guide above doesn&#039;t mean you can&#039;t use it! Holy water, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&amp;diff=32912</id>
		<title>Guide to the Supermatter</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&amp;diff=32912"/>
		<updated>2021-01-05T13:24:03Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Added flux to the shock anomaly at advanced cooling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;ll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.&lt;br /&gt;
{| width=&#039;95%&#039; height=&#039;60&#039; style=&#039;background-color:#FFCCCC;&#039; align=&#039;center&#039;&lt;br /&gt;
|align=&#039;center&#039;|&#039;&#039;&#039;Do NOT run into the Supermatter to commit suicide! You will be banned.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# 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.&lt;br /&gt;
# You require safety gear. A full radiation suit AND meson scanners.&lt;br /&gt;
# Most of &amp;quot;setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.&lt;br /&gt;
# Anything that bumps into the Supermatter is fundamentally annihilated. Don&#039;t touch it.&lt;br /&gt;
# Hardsuits, excluding the CE&#039;s hardsuit, have limited protection. The engineering hardsuit has 75% radiation protection. [[Chief_Engineer|CE&#039;s]] hardsuit has 100%. [[Atmospheric_Technician|Atmos]] hardsuit has 25%. [[Research_Director|RD&#039;s]] and [[Chief_Medical_Officer|CMO&#039;s]] have 60%. If working near an active Supermatter Engine, use a radiation suit instead.&lt;br /&gt;
== The Safe Setup ==&lt;br /&gt;
The supermatter engine on current (2020) rotation maps 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. This is a simple nitrogen setup, easy to maintain and has two methods to handle sabotage (freezer backup and N2O preset). It will almost always last the entire round, and almost always generates enough power for the entire station.&lt;br /&gt;
&lt;br /&gt;
There is an old video setup guide [https://www.youtube.com/watch?v=Avec0T2-Xhk here], but the recommended guide below has changed since that video was made. &lt;br /&gt;
==== Step One: Gear Up ====&lt;br /&gt;
# Put on an optical meson scanner [[File:MGlasses.png]] or Engineering scanner goggles [[File:EngiScanners.png]] on meson mode. All races except IPCs and Plasmamen will require a radiation suit [[File:RadiationSuit.png]][[File:RadiationSuitHood.png]] in case someone prematurely activates the supermatter crystal.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; Meson Scanners protect from hallucinations, while the suit protects from radiation. IPCs and Plasmamen are inorganic and thus take no rads but they CAN suffer hallucinations. Once the engine starts, it will start emitting both.&lt;br /&gt;
[[File:Meta_SM.png|400px|thumb|right|Meta Station SM. Enable and max green circles. Works counter clockwise. Toggle yellow squares, set gas. Enable cyan triangles and minimize temperature.]]&lt;br /&gt;
[[File:Box_SM.png|400px|thumb|right|Box Station SM. Works counter clockwise.]]&lt;br /&gt;
[[File:Pubby_SM.png|400px|thumb|right|Pubby Station SM. The gas loop works clockwise here.]]&lt;br /&gt;
[[File:Delta_SM.png|400px|thumb|right|Delta Station SM. Works clockwise. The freezers are optional security in N2 setups. You would need to reconstruct part of the pipe and the deconstruct the heater in order to enable them.]]&lt;br /&gt;
==== Step Two: Prepare The Gas Loop ====&lt;br /&gt;
# Set &#039;&#039;&#039;gas pumps&#039;&#039;&#039; (green circle in picture) to maximum around the loop. This requires clicking them, hitting MAX and toggling OFF to ON. If you are not replacing pumps, do not enable pumps labelled &amp;quot;bypass&amp;quot; (blue circle).&lt;br /&gt;
#:Why: Gas pumps ensure that coolant is in circulation around the supermatter crystal. The gases exit, are cooled by space and the freezers, have exhaust gases are removed by the filters, recooled (if needed) by the freezers, then enter the crystal chamber as cold N2.&lt;br /&gt;
# Toggle the &#039;&#039;&#039;gas filters&#039;&#039;&#039; (yellow square in picture) ON and set to desired gas. By default, the filters have the correct N2 setup preselected, thus you can turn on all five. The first filter leading to canisters (green square) is for farming gases. If you want a panic button, you can set one filter to N2O also, as N2O is effective at extinguishing flames, should you get sabotaged. However, at VERY high temperatures, this will backfire.&lt;br /&gt;
#:Why: The gas filters work by separating individual gases from a pipe. In the safe setup, this means that N2 is removed from an array of other harmful gases that exhaust from the SM like plasma. The exhaust exits the red pipe to space. By setting a filter to N2O, you can easily wrench in an N2O canister [[File:N2O_Canister.png]] to extinguish most early destabilization.&lt;br /&gt;
# (Optional) Activate the &#039;&#039;&#039;freezers&#039;&#039;&#039; [[File:freezer.gif]] (cyan triangle. &#039;&#039;&#039;MUST&#039;&#039;&#039; be a freezer, not a heater) and set them to the lowest temperature. This means clicking them, clicking minimum temp, then toggling to ON. If they are heaters, you must disassemble and use a screwdriver on the circuit board, then reassemble the machine to create a freezer.&lt;br /&gt;
#:Why: Freezers work a dual purpose. First, they ensure space gases are reduced to a safe operating temperature, and can be upgraded later to function better than the space loop. Typically the space loop is enough, unless sabotage occurs, which means freezers also function as protection against sabotage or at the gas filters by forcing gases to remain in the safe range.&lt;br /&gt;
# Wrench [[File:wrench.png]] the red &#039;&#039;&#039;N2 canisters&#039;&#039;&#039; [[File:N2_Canister.png]] to activate the gas loop. This should be none nearly last so that other engineers do not interfere with your setup and no one wastes coolant.&lt;br /&gt;
#:Why: Nitrogen (or whichever gas you end up using) must be put in the pipes in order to circulate. You can add any other gases here later, like N2O. Or plasma.&lt;br /&gt;
# Set the &#039;&#039;&#039;air alarm&#039;&#039;&#039; [[File:AirAlarm.png]] next to the crystal room. Open the air alarm menu (on most maps it will start unlocked), click &#039;&#039;Scrubber Controls&#039;&#039; and change the scrubbers to &#039;&#039;&#039;siphon&#039;&#039;&#039; (by clicking &amp;quot;scrubbing&amp;quot;) and Expanded Range. You don&#039;t need to change any of the filter settings besides the mode, since on &amp;quot;siphon&amp;quot;, all gases get sucked out. The scrubbers will show an animation if they are set up to siphon correctly. &#039;&#039;&#039;Do NOT set operating mode to &amp;quot;panic siphon&amp;quot;&#039;&#039;&#039; as that&#039;s not the same thing. Picture (click it): [[File:SM_safe_setup_scrubbers_aug_2019.png|30px|Scrubber Controls]]&lt;br /&gt;
#:Why: Siphon makes the scrubbers remove all gases. This is to ensure hot gasses are removed from the chamber as fast as possible, to prevent too high pressure in the chamber. &lt;br /&gt;
# In the same air alarm [[File:AirAlarm.png]], from the main menu, click &#039;&#039;Vent Controls&#039;&#039; and set the vents to internal by toggling internal and toggling off external. Picture (click it): [[File:SM_safe_setup_vents_aug_2019.png|30px|Vent Controls]]&lt;br /&gt;
#:Why: &amp;quot;Internal 0&amp;quot; makes the vents completely dump the contents of the coolant pipes into the chamber. You generally want to get the coolant in there as quickly as possible.&lt;br /&gt;
==== Step Three: Starting The Radiation Collectors ====&lt;br /&gt;
# 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]]&lt;br /&gt;
# 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.&lt;br /&gt;
# It&#039;s worth pointing out that you also used to have to fill the plasma tanks with extra plasma from a canister. This is not currently the case, but many people still do this out of habit or misinformation.&lt;br /&gt;
The engine is now ready to produce power.&lt;br /&gt;
==== Step Four: Start the Engine! ====&lt;br /&gt;
# &#039;&#039;&#039;Double-check to ensure the cooling loop is active, you don&#039;t want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!&#039;&#039;&#039;&lt;br /&gt;
# Align the reflectors so that the emitter beams are deflected towards the supermatter crystal. &lt;br /&gt;
# 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. &#039;&#039;&#039;Don&#039;t stand in front of them unless you want some serious laser burns!&#039;&#039;&#039;&lt;br /&gt;
# Close the radiation shutters with the &#039;&#039;Radiation Shutters Control&#039;&#039; button (if available). &lt;br /&gt;
The supermatter is now generating power. &lt;br /&gt;
==== Final Step: Set Up the Power Storage Units (SMES) ====&lt;br /&gt;
# Go to the room in engineering with multiple SMES [[File:SMES_Turn_on.gif]]. &lt;br /&gt;
# Set each of their target inputs to 200 kW and target outputs to 190 kW.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; This increases how much power they forward to the rest of the station. 10 kW will be used to keep the SMES fully charged for backup power.&lt;br /&gt;
=== Delta Station Irregularities ===&lt;br /&gt;
&#039;&#039;&#039;Delta Station&#039;&#039;&#039; setup follows the same philosophy, but the coolant loop is arranged somewhat differently. A much more detailed explanation is stated above.&lt;br /&gt;
The same rules apply:&lt;br /&gt;
# Enabling gas pumps not labelled bypass (or straight pipe every pump).&lt;br /&gt;
# (Optional) Enable freezers [[File:freezer.gif]], convert the heater to freezer by deconstructing it (or just not turning it on if you don&#039;t know how).&lt;br /&gt;
# Enable gas filters.&lt;br /&gt;
# Don&#039;t forget the last gas pump on the right side!&lt;br /&gt;
# Set the air alarm [[File:AirAlarm.png]].&lt;br /&gt;
# Add the plasma tanks [[File:Plasma tank.png]] to the radiation collectors [[File:Radiation Collector.gif]].&lt;br /&gt;
# Close the shutters at the switch. &lt;br /&gt;
# On Delta station, the reflectors [[File:Energy_reflector_double.png]] require being moved before being turned on emitters. You must unweld [[File:Welder.png]] then unwrench [[File:wrench.png]] them, then drag them into the proper position. Alt-clicking them changes rotation. A 90 degree angle will send a laser beam in a 90 degree angle, nothing too crazy. You might need to experiment to get the angle right at first.&lt;br /&gt;
# Turn on the emitters!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Congratulations! The supermatter engine is set!&#039;&#039;&#039;&lt;br /&gt;
== A Deeper Look: Mechanics ==&lt;br /&gt;
The supermatter is an extremely unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on lag)&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal. The highest safe limit of the supermatter is 5000 EER/cm3.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases. This effect starts at about 1800 moles of any gas on the supermatter&#039;s tile.&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strength of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[[File:Pluoxium.png]]Pluoxium&lt;br /&gt;
&#039;&#039;&#039;Safety: Pillow Fort&#039;&#039;&#039;&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Pluoxium is like a weaker N2O without any of the risks. At 15% of the total gas or higher, it will lower the heat production of the Supermatter slightly less than N2, and increase the heat resistance by half that of N2O. However unlike N2O it does not decay, making it the perfect emergency gas if you can get enough. Pluoxium has the side effect of reducing radiation relative to its ratio in the mix, causing lowered power output at high concentrations.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is, in a large majority of situations, the safest gas to dump into the cooling loop. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces. A side effect of the safety it provides is that it also reduces power output of the engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Precooled N2 is good to have around for emergencies.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Risky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual. &#039;&#039;&#039;However&#039;&#039;&#039;, at higher temperatures (such as during a heat delamination) it will decay into O2 and N2. While N2 is good for the supermatter, O2 most certainly is not. This O2 will also react with the Plasma to create Tritium and then, to the further horror of many an Engineer, a Tritium fire. At lower temperatures and in more controlled setups, it can also combine with Plasma to create low amounts of BZ inside the loop.&amp;lt;br&amp;gt;&lt;br /&gt;
Marked as risky only to stop you from throwing N2O into the SM mindlessly. Yes, &#039;&#039;you&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Risky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a potentially dangerous yet very rewarding gas - in concentrations bellow 60% (Co2) your safe while on a normal loop, it will increase the crystal&#039;s power generation and can be used to produce Pluoxium as well.&amp;lt;br&amp;gt;&lt;br /&gt;
In high concentrations(above 60% (Co2)), however, it will raise the crystal&#039;s energy to extremely high levels. If you take precaution and upgrade the loop to with 3 layer space cool loop and freezers at Tier 4 parts you will be safe above 60%, this is a phenomenal way to generate power. With poor management and insufficient or downright bad preparation, it will eventually exceed safe energy levels and begin a charge delamination, producing electric arcs and anomalies until it eventually explodes into a [[Tesla]] ball.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Relatively Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen provides a boost to power transmission without actively increasing the waste gas amount or temperature.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re badass enough to run an O2 setup: Always precool it before flooding the Supermatter chamber.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BZ_canister.png]]BZ&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ increases the heat produced by the supermatter, as well as the radiation. Higher concentrations increase the radiation production up to 5 fold, but will become difficult to manage without significant set up. BZ also has the side effect of lower the power the radiation from the Supermatter grants, meaning while the produced rads increase 5 fold, the power does not. At a 40% of the mix, the Supermatter will start to fire irradiating nuclear particles. Don&#039;t get hit by these, regardless of your clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost as well as waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The roundstart setup cannot handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]]Tritium&lt;br /&gt;
&#039;&#039;&#039;Safety: OH GOD OH F*CK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tritium increases the radiation production of the Supermatter by up to 3 times, without BZ&#039;s downside of lowering energy production. There is one slight issue with it.&lt;br /&gt;
&lt;br /&gt;
Tritium is dangerous. Tritium is very dangerous. Tritium makes Plasma seem safe. Even with extremely robust cooling systems, Tritium is a horrifyingly irritable and jumpy gas. While it isn&#039;t as harmful to the heat level as Plasma is (just barely), it also has the second worst heat capacity of all gasses while Plasma has the second highest. This means that Plasma can be kept happy with enough cooling, whereas Tritium eagerly goes from a safe space loop into a burning hellfire. Add to this the byproduct of large amounts of Oxygen production (not exclusive to Tritium. An issue in a Plasma engine too), and you have a tritium fire and a very hot crystal. Do not use this gas unless you have a very strong understanding of atmospherics and the Supermatter, and are willing to get creative.&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas are determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
* The range and power are determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
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.&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Beyond the Safety: Improving the Power Output and Endangering Crew ==&lt;br /&gt;
Here are some pointers and hints on how to get more power out of this engine:&lt;br /&gt;
* Coordinate with other engineers. Don&#039;t just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.&lt;br /&gt;
* Higher temperatures generate more energy.&lt;br /&gt;
* Higher amounts of oxygen moles result in more power.&lt;br /&gt;
* You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* The gas loop isn&#039;t that efficient at roundstart! Consider tuning it to run better by replacing some of the pumps with volume pumps or adding better cooling.&lt;br /&gt;
* Gasses leaving the SM go straight to the heat exchangers then to the filters, this means you cool all your gasses and then remove gasses. If you filter first you can get improved cooling (since you don&#039;t waste energy cooling unused gas) allowing for more dangerous gasses to be used easier.&lt;br /&gt;
* Plasma is terrible inside of the SM, potentially worse than Carbon Dioxide. Despite being terrible inside the chamber, you can use it on the outside as a coolant.&lt;br /&gt;
* Producing loads of power sounds great, but as soon as you go over 5000 MeV/cm³ anomalies will start forming rapidly and the SM will likely delaminate.&lt;br /&gt;
* You can place 2 heat exchange pipes on one tile as long as one is horizontal and one is vertical, double the cooling power!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Coolant Loop - Hard Mode &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Are you a &#039;&#039;&#039;ROBUST&#039;&#039;&#039; engineer? Do you WANT to be? If you want a more difficult setup, replace all gas pumps by turning them off, unwrenching them [[File:wrench.png]], then using a Rapid Pipe Dispenser [[File:Rpd.png]] to replace the pumps with straight pipe. To select the proper pipe, you must click the RPD in hand to open the menu. When doing this, also unwrench and straight pipe all gas pumps labelled &amp;quot;bypass&amp;quot;. EVERY pump should be straight piped.&lt;br /&gt;
:&#039;&#039;&#039;Why:&#039;&#039;&#039; By removing the gas pumps you are effectively delimiting the circulation of the coolant. Gas escapes immediately and enters nearly-immediately. This is a &amp;quot;hard mode&amp;quot; setup because it cools substantially faster but also delaminates substantially faster. You can save a dying engine in single-digit integrities by straight piping the loop and adding coolant. When doing this setup, bypasses are no longer required, as gas exists ubiquitously throughout the system. The straight-piped bypasses then work as additional layers of security in the setup, ensuring gas flow and preventing leaks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; But I don&#039;t want to experiment! &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Grab N2O canisters from atmospherics&lt;br /&gt;
# Set one of the filters to allow N2O&lt;br /&gt;
# Wrench the N2O canister into place&lt;br /&gt;
# ???&lt;br /&gt;
# Profit&lt;br /&gt;
OR &lt;br /&gt;
# Add more reflectors&lt;br /&gt;
# Add more emitters&lt;br /&gt;
# ???&lt;br /&gt;
# Profit&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|500px|right|alt=Supermatter Sabotage]]&lt;br /&gt;
The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]&lt;br /&gt;
===Handy Guide To SM Repair===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps are OFF or left on the wrong pressure (Crank them up to 4500kpa!).&lt;br /&gt;
* Gas filters are OFF or set to the wrong gas. &#039;&#039;&#039;Remember!&#039;&#039;&#039; Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing.&lt;br /&gt;
* Part of the coolant loop has been broken or unwrenched. You must don a space-worthy suit and go fix it! This may mean wrenching it back or recreating it with your RPD [[File:Rpd.png]].&lt;br /&gt;
* Supermatter chamber air alarm [[File:AirAlarm.png]] has the vents improperly configured. Set them to internal, turn off external, make sure ON is toggled.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning or turned off. Set to siphoning, expanded range, and ON.&lt;br /&gt;
* One of the pipes has been broken or unwrenched. You can easily put it back in place with a wrench [[File:Wrench.png]] or recreate it with your RPD.&lt;br /&gt;
* Too much gas for standard setup! Remember that gas pumps are the lowest tier for circulation. If a section has too high of a pressure, the pumps cannot push anything more into it! This will cause a slow delamination.&lt;br /&gt;
* Too little gas! The more (cold) gas there is, the faster the gas will be able to siphon heat away from the crystal. A supermatter crystal in near-vacuum is just looking for an excuse to overheat.&lt;br /&gt;
* One or all of the tiles around the crystal is missing! This will siphon gases directly into space. Make sure they&#039;re built, replace any piping that might have existed there.&lt;br /&gt;
* The tile under the crystal is missing! Call the shuttle. Don&#039;t even attempt to put your hands near that thing!&lt;br /&gt;
* Did you set one of the air filters to N2O, as stated earlier in the guide? Bringing a container of N2O [[File:N2O_Canister.png]] from atmospherics can extinguish flames inside the chamber without needing to risk firefighting. It also increases the power output of the SM!&lt;br /&gt;
== Sabotaging the Supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Straight piping the supermatter coolant loop greatly increases the rate of delamination. It can also be saved easier, so ensure it is not corrected fast. A non-robust engineering department is doomed.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
*With a little bit of tinkering, you can sabotage the station&#039;s distribution loop by having the waste plasma get filtered to distribution.&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You can cause a normal delamination by:&lt;br /&gt;
*Turning down or turning off gas pumps&lt;br /&gt;
*Turning off or changing the gas on a gas filter&lt;br /&gt;
*Unwrenching any pipe. &#039;&#039;&#039;Note:&#039;&#039;&#039; This will usually expel gases inside.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disabling the scrubbers or vents in the air alarm.&lt;br /&gt;
*Adding a very harmful gas like plasma, but make sure you have the gas filters set to allow it in circulation first.&lt;br /&gt;
*&#039;&#039;&#039;Stealth sabotage:&#039;&#039;&#039; Unwrench a portion of the space loop. Generally, no one looks in space to correct this, and it is not obvious a piece is not connected.&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irradiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
#Wear as much radiation protection as you can. Hide or destroy the rest.&lt;br /&gt;
#Wear insulated gloves so you are not shocked by arcs. Destroy any other gloves remaining.&lt;br /&gt;
#Shut off all cameras.&lt;br /&gt;
#Keep the emitters online and firing. Add extra emitters if possible. You can swipe an ID to lock them, but the wires can still be cut.&lt;br /&gt;
#Break into atmos and configure pure CO2 to be sent to the engine coolant loop. A better way of doing this removing the pipe into atmos from space and rerouting it that so it cannot be turned off.&lt;br /&gt;
#Now to start the delamination. Set all air filters to CO2.&lt;br /&gt;
#If needed, enable the pipe of CO2 from atmos you configured earlier. &lt;br /&gt;
#Access the air alarm and turn off scrubbers. Pump as much CO2 into the chamber as possible.&lt;br /&gt;
#Sabotage entry to the room, and/or release plasma in the room around the SM chamber.&lt;br /&gt;
#The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
#The engine will start broadcasting obvious and dire messages that something is very wrong over common radio frequencies. If comms are down, this is not a problem. &#039;&#039;&#039;Note:&#039;&#039;&#039; People carrying laptops can still see the engine status.&lt;br /&gt;
#Stick around only long enough to ensure it is not stopped.&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
A critical mass delam is one of the more difficult methods. It takes longer and there is a chance it reverts to an overcharged delamination. It follows the steps of the previous delamination, but instead we will be pumping plasma from atmospherics. The goal is to have 4 different harmful gases selected at the filters.&lt;br /&gt;
#Get the gear.&lt;br /&gt;
#Straight pipe the system.&lt;br /&gt;
#Cut the cameras.&lt;br /&gt;
#Select four different harmful gases - Oxygen, Plasma, Tritium, CO2.&lt;br /&gt;
#Disable the scrubbers from the air alarm OR unwrench part of the pipe leading out.&lt;br /&gt;
#Sabotage the room.&lt;br /&gt;
#Stay close until it&#039;s too late to save.&lt;br /&gt;
#Run like hell.&lt;br /&gt;
== Cold gas, a glowy crystal, some lasers, and you: A deeper dive into the Supermatter Engine ==&lt;br /&gt;
&#039;&#039;&#039;This is very rambly, but useful information will be given throughout. It&#039;s recommended to read it all, as it covers critical aspects of atmospherics functionality and, thus, the Supermatter. But ff you just want the conclusion on a whole lot of theory, skim read the bulk of it but pay attention at the end.&#039;&#039;&#039;&lt;br /&gt;
===The basics of gas. Rule 0 of atmospherics and the Supermatter===&lt;br /&gt;
First things first, and extremely importantly: gas does not work like you think it does.&lt;br /&gt;
&lt;br /&gt;
A common, and reasonable, misconception is that gas flows. In atmospherics, gas does not move from one pipe to another. Instead, gas “Exists omnipresently within a pipenetwork”. What this means is that gas within a pipenetwork (commonly referred to as just a pipenet) exists in perfect equilibrium of both gas and temperature. If you have a pipenetwork from one end of the universe to the other, and added let’s say 1 mole of oxygen, then there would immediately be gas at the other end of the universe. Every single pipe would have the exact same gas, at the exact same pressure, at the exact same temperature. Say we then add some N2O, then the exact same thing would happen. The gas, mixed perfectly with the oxygen, across every single pipe.&lt;br /&gt;
&lt;br /&gt;
Now it’s important to clarify what exactly a pipenetwork is. A pipenetwork is any connection of pipes wherein a pipe can be traced to another pipe via at least 1 pipe. So it doesn’t matter how many pumps you have between your pipes if even 1 length of pipes can be traced around those pumps. At which point, it’s part of the same pipenetwork, and the pump is irrelevant.&lt;br /&gt;
&lt;br /&gt;
This might sound a little weird. To clarify, don’t think of pipes like a method of transport. Nothing travels through pipes. Think of pipes like a container for gas.&lt;br /&gt;
&lt;br /&gt;
For this, I like to use the basin analogy. Imagine you have 3 things: A basin or bucket or something similar, a cup, and some liquid. The pipes are the basin, the cups are the pumps, and the liquid is the gas. If you add something into the basin, it doesn’t travel in a direction towards the next area, it simply enters equilibrium with the rest of the contents (please ignore brownian motion for this analogy. If you don’t know what this is, good, it’s not helpful here). If you want to move something from one basin to another, you dip a cup in and pour it into the next basin. That’s how pumps work. They, like the cup, move the contents from one container to another in bulk loads.&lt;br /&gt;
&lt;br /&gt;
Call back to what I said about pipenetworks and pumps a moment ago. Having a pump inside of a pipenetwork is like using your cup to take out of the basin and pour back into it. It accomplishes nothing, because the contents aren’t changing.&lt;br /&gt;
&lt;br /&gt;
So with this in mind, how does clogging occur?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A horror story of pumps and hot gas ===&lt;br /&gt;
Pipes do not clog, period. Filters clog, pumps clog, scrubbers clog, vents can clog (depending on settings). But pipes, however, do not. There is no upper limit on the pressure of pipes. A pipe, in theory, can store infinite pressure and, thus, infinite gas.&lt;br /&gt;
&lt;br /&gt;
However, there is an upper limit on what pressure pumps, filters, and scrubbers can get into pipes. This may sound similar, but it has large consequences.&lt;br /&gt;
&lt;br /&gt;
For example, a pressure pump has a maximum pressure of 4,500 kPa. That means that every time it pumps gas, it can move up to but no more than 4,500 kPa of that gas. It also means that if the pressure of the pipenetwork it’s pumping into is equal to or greater than that value, it will be unable to move the gas. This is referred to as a pump becoming backed up or clogged. &lt;br /&gt;
[[File:Supermatterboxnew_pipenet.png|650px|right]]&lt;br /&gt;
To the right you&#039;ll find an image used earlier in this guide, but it is updated to show the separate pipenetworks the roundstart Supermatter has on Box station. Each of these pipenetworks is separate, but are in perfect equilibrium within themselves. So if you checked the gas in the green pipenetwork, it doesn’t matter where you checked, it would display the same. Likewise, the blue pipenet may be different than the green pipenet. But everywhere in the blue pipenetwork you check would, again, be identical to anywhere else in the blue pipenetwork.&lt;br /&gt;
&lt;br /&gt;
But dear Mr. Guide Writer, why does this matter, at all? Why show me just how many pipenetworks exist in the round start setup, what does it matter? Two reasons.&lt;br /&gt;
* Pumps, filters, and mixers do not efficiently pump connected pipenetworks at all. &lt;br /&gt;
* Gas. as mentioned earlier, is always evenly spread through a pipenetwork and without direction to it. (“Gas exists omnipresently within a pipenetwork”)&lt;br /&gt;
Let&#039;s start with the first thing, pumps. All types of pumps (not filters and mixers and the like) have 200L volume in the small bit of pipe before them, and 200L in the small bit of pipe after them. As such, a volume pump pumps all the gas that is in that node to the other side of the pump, per second (the maximum pump rate for volume pumps is 200L/s). As such, if a pipe network has 2000L of volume, connected to a volume pump that is pumping at its max rate, it will pump 1/10th of all gas in the network, per second. However, you also have to take into account that it&#039;s always 1/10th of the gas that is in the pipes, as such, pumps will pump less moles of gas per second as there is less and less gas in the network before the pump. &lt;br /&gt;
&lt;br /&gt;
Put simply, pumps exist to restrict and direct gas by their very nature. If you need to move gas from one place to another quickly, adding a pump will only slow it down. Starting to see where this is going? Well, there’s another reason pumps are bad, and it ties back in to the previous section.&lt;br /&gt;
&lt;br /&gt;
Pumps have an upper-pressure limit, same for filters and mixers. For the gas pump, and the others, the pressure limit is plain to see, 4500 kPa. However, the volume pump also has a pressure limit, rated at 9000 kPa. Scrubbers in fact also have a pressure limit, sitting around 5200 kPa. &lt;br /&gt;
&lt;br /&gt;
Gas pumps and mixers are especially poor, as their pumping slows down the closer they get to their pressure limit. &lt;br /&gt;
&lt;br /&gt;
What does this mean for the Supermatter, especially in case of delamination? Well, the room is probably on fire, so the gas has expanded, which in turn makes it far more pressurized. The knock-on effect? Follow along with the image to the right. We’re starting at the left side of the central Supermatter chamber. The yellow pipenet before the red.&lt;br /&gt;
* Yellow: First, the scrubbers work their butt off to get to their pressure limit. The gas is hot, so that doesn&#039;t take very much.  &lt;br /&gt;
&lt;br /&gt;
* Red: While this happens, a gas pump takes the tiny amount of moles in the pipenetwork the scrubbers are connected to and shoves a small amount of it into the pipenetwork beyond it. Slowing down even further, as the gas is so hot it easily reaches the pressure limit.&lt;br /&gt;
&lt;br /&gt;
* Blue: This then reaches the filter, which again tries to pump the small amount of moles beyond it, with another case of pressure limit slowness and the fact, not all gas is available for pumping at any moment.  &lt;br /&gt;
Repeat the above for all the following pumps. Add to this the fact that the Supermatter produces plasma and oxygen, which are reacting with each other and burning in the pipes, likely pushing the pressure above the limits of what the pumps can handle and... well you got the point right? That’s what happening to your pumps every single time the Supermatter ignites.&lt;br /&gt;
&lt;br /&gt;
Well, that all sounded horrid, how can we prevent this?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How removing pumps made me a billionaire ===&lt;br /&gt;
The title gives it away, really. You want to replace most pumps you can find with either straight pipes, or with valves to allow for easier modification and changing where the gas goes on the fly. ESPECIALLY THE FILTER NEEDS TO EITHER BE REMOVED OR UTILISED PROPERLY IN THE CASE OF A DELAMINATION OR WHEN OPTIMISING. &lt;br /&gt;
&lt;br /&gt;
Now, to explain why this is the proper option in most cases. As mentioned continuously, gas in a network is always evenly spread through all connected pipe. it&#039;s always the same ratio of gasses, it&#039;s always the same temperature. It’s always in perfect equilibrium in every sense of the word.&lt;br /&gt;
&lt;br /&gt;
If you’ve been following along, then you likely know what this means. By replacing all the pumps up to the space loop with pipes, clogging is no longer an issue. The gas will leave the supermatter and immediately be cooled by space. No delay, no travelling, because the pipe connected to the scrubber holds the exact same amount, temperature, etc as any of the pipes in the space loop (marked as Green)&lt;br /&gt;
&lt;br /&gt;
But, why stop there? You already know that gas doesn’t travel inside of pipenetworks, so these other two pumps (Blue to Red | Green to Red) aren’t actually assisting in cooling after all* (There will be a small note at the end of this section) so why not simply replace them with pipes? Well, that has an added bonus. In a standard setup, or any setup which stops gas flowing from Blue to Red, the only connection between the gas return filters (Green circled filters at the bottom) is the heat exchange pipes in the space loop. If somewhere were to cut one, then the gas could no longer reach the return filters. Eventually the supermatter would run out of coolant, and a delam would begin.&lt;br /&gt;
&lt;br /&gt;
But, say those pumps were both turned into pipes. Well, then cutting a single pipe in the space loop would do next to nothing. We’d lose the gas from that one cut pipe, but the rest of the piping is still connected, and the engine continues safely. You won’t even notice the change.&lt;br /&gt;
&lt;br /&gt;
“Wait!” you may be thinking, “the pipes will leak!”&lt;br /&gt;
&lt;br /&gt;
Thankfully, that makes far too much sense for atmospherics. Pipes don’t leak. At all. Now, the gas that was within that specific pipe will be expelled into the air, yes. But the gas from other pipes can and will not exit out of the newly made ‘opening’, if you can call it that.&lt;br /&gt;
&lt;br /&gt;
So that’s two very nice bonuses. Gas is immediately cooled, and the supermatter is harder to tamper with. It’d would be fine if that was all these changes gave us. There’s one more nice bonus, though.&lt;br /&gt;
&lt;br /&gt;
The volume of the pipenetwork is increased massively. Pumps, as we’ve discussed, have a pressure limit. The greater the number of pipes in front of a pump, the greater the volume that the pump perceives, and the more gas it can put in. Put simply, if you have a single pipe of 4,500 kPa, a pressure pump cannot continue pumping. Add another pipe, and suddenly it’s 2,250 kPa each, and the pressure pump will continue until both pipes are 4,500 kPa. Every time a pipe is added, the ‘capacity’ increases. By replacing all these pumps with pipes you have changed a number of pipenetworks of only 10-20 each to a full pipenetwork of 50+. Suddenly the scrubbers don’t have to worry about pressure as much, especially on top of the instant cooling.&lt;br /&gt;
&lt;br /&gt;
Lastly, though only vaguely related, keep your vents on internal 0, not on external 5000. Vents do not actually have a pressure limit at all. They can continue to add pressure constantly, however, they do work faster if the chamber they are connected to is lower pressure, and the gas they&#039;re pumping is cold, but this is always true. Essentially, vents pump a static amount of pressure when they&#039;re at maximum speed. If nothing very, very strange is happening, the gas that the vents are attempting to pump in is colder than what is in the chamber, as it already went through the cooling part of the pipes. As such, having the vents on internal 0, and with it, always pumping the hardest they can, they are adding gas that is colder than what is currently in the chamber itself. This contributes to the cooling down of the chamber, and is often enough to prevent a heat delamination by itself.&lt;br /&gt;
&lt;br /&gt;
External 5000 suffers from the same issues as a pump does, vents will completely stop pumping in gas when the room it is trying to pump into is 5000 kPa or above, which happens fairly quickly in a small room that is white hot. So remember, internal 0, unless there is too much gas in the room (see singularity delamination).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;The small note at the end of the section:&#039;&#039; You can consider placing restrictive pumps in certain areas so hot gas can&#039;t travel through quickly and give it more time to cool, though there are often better ways to do this that are less dangerous. Still, the option is there. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breaking the laws of thermodynamics and a final word ===&lt;br /&gt;
Freezers. That is all. Freezers are magical machines that break the laws of thermodynamics by even existing and work to extremely quickly heat or cool gas to the temperature they are set at. They are much, much quicker than space could ever hope to be when upgraded, and even colder. Space, at its coldest, is about 26K. Freezers can go as low as 2.7K when fully upgraded, and are much quicker at cooling.&lt;br /&gt;
&lt;br /&gt;
A word of warning, however. Freezers will attempt to change the temperature of the gas that is in them to the temperature it is set at, this seems obvious, but that also means it can heat gas. As space is around 26K, and unupgraded freezers only go to 73.15K. As the gas is returning from space, this will often serve the heat the gas. However, as 73.15K is still far cooler than any worrisome temperature for the Supermatter, it’s worth considering leaving them on depending on your setup. As during a delam, gas can return from the space loop still warmer than you’d like it, and it adds a second layer of security just in case. Especially if something… Unfortunate happens to the piping out there.&lt;br /&gt;
&lt;br /&gt;
If you somehow read through all that, I very strongly applaud you, and I applaud you on likely becoming an engineer that is a few times less clueless. Despite all the things you now may know, there is a lot to experiment with, and lots of ways left to mess up in spectacular ways. Try to keep learning more and more as you go, and good luck in your attempts to not blow up the station.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
== How to Cool Your Supermatter to Where it May Become a Problem ==&lt;br /&gt;
=== Your Tablet ===&lt;br /&gt;
Normally you should just throw this away at the start of a shift but your tablet has a program to moniter the sm so you should keep your tablet on this instead of having to go to the computer every time you want to look at its stats.&lt;br /&gt;
=== Pressure Vs. Volume ===&lt;br /&gt;
Normally, your supermatter is equipped with pressure pumps which max out at 4500kpa, the problem is that they arent that fast. Volume pumps however are a lot faster compared to pressure pumps. By replacing everything that uses pressure to volume you can make your sm a lot faster.&lt;br /&gt;
=== The Other Layers ===&lt;br /&gt;
A huge part of the sm is the speed you can get gasses from the scubbers to the vents, the first and third layer helps a ton with this. By setting all your things with layer adaptors behind them and a device for every layer you can make everything a lot faster.&lt;br /&gt;
[[File:Filtering with the Other Layers.png|right|356x356px]]&lt;br /&gt;
=== Filtering with the Other Layers ===&lt;br /&gt;
Normally you get 4 filters all on the second layer but these are useless and just slow down the unfilterd gasses. Instead of having 1 filters your gonna need a 3 filters with layer&lt;br /&gt;
&lt;br /&gt;
adapters before them, each filter normally filters at 200 l/s but with the layer adapator your gonna get to 600 l/s making your gas a lot faster. &lt;br /&gt;
&lt;br /&gt;
You are also gonna need 2 of these for the next cooling strategy, 1 for going into the cooling loop and 1 for going into the sm.&lt;br /&gt;
=== Plasma Cooling ===&lt;br /&gt;
Plasma may been seen as a gas that can heat up quickly and makes fire but it can be used to cool down your sm way more. Plasma can keep a very cold temp for a long time and if you filter it out of the sm into the cold loop and when the sm produces it normally you can keep your gas very cold.&lt;br /&gt;
=== Space Cooling with the Other Layers ===&lt;br /&gt;
Just what it sounds like, add 2 more layers to your space cooling and it provides a great boost to how cold your sm is.&lt;br /&gt;
=== Pump Cleanup ===&lt;br /&gt;
Remove all of your pumps except for the ones infront of the canisters and the atmos to loop pump and then replace all of your pumps with pipes after.&lt;br /&gt;
=== Your Freezers ===&lt;br /&gt;
Your freezers you are given can be good but also can be bad. The problem is unless you have upgraded their parts to t4 parts (the bluespace ones) it will actually heat up your gas instead of cooling it down, if you ever turn these on it will provide a great cooling boost but is not reccomended below t4 parts.&lt;br /&gt;
=== The Useless Additions ===&lt;br /&gt;
The pump infront of the sm, the bypass pump. I dont even know why it exsists but you should always remove this and change the pipes from manifolds to normal pipes. Edit: I was told this was used so rather then pumping gas into the sm you could put it into the cold loop to keep gas colder, but I&#039;ve never used this myself.&lt;br /&gt;
&lt;br /&gt;
Filter to canister, this can be useful when you want to canister a gas but in most cases you should remove this and replace it with a normal pipe&lt;br /&gt;
=== Passive Venting ===&lt;br /&gt;
Normally a sm has uranry vents which if you set your air alarm up correctly will try to deplete its pipes to 0kpa. Passive vents however link the atmosphere to the pipes so the scrubbers will be scrubbing directly from the pipes and it will make gases going into the sm a lot faster. &#039;&#039;&#039;Be careful when putting these into the sm, 1 touch of the sm and you are dead. It is also reccomended to put a holofan infront of the sm so gas isnt leaked. Also this will cause your sm to lose gas because gas goes into the pipes so make sure everything else is ready before putting these in.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scrubbing and Cooling Under the Sm ===&lt;br /&gt;
[[File:Under the Sm.png|right|477x477px]]&lt;br /&gt;
Putting things under the sm is dangerous, but if you want to cool it more this is the next step and required for pure co2. By alt-clicking the sm you can veiw the floor under it and put pipes and devices under the sm and your gonna need heat transfer pipes and scrubbers&lt;br /&gt;
==== The Scrubbers ====&lt;br /&gt;
The scrubbers should not be scubbing all the air but instead should be scrubbing all the o2 so a fire doesnt start and heat up the sm a ton.&lt;br /&gt;
==== The Heat Transfer Pipes ====&lt;br /&gt;
By adding heat transfer pipes with plasma and freezers hooked up to them you can greatly cool the sm but if you change these to heaters you can also greatly heat the sm resulting in a delamination. The freezers have to be equiped with t4 parts or they will not cool the sm enough&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Anomalies ===&lt;br /&gt;
Once reaching 5k mev (More at 7k mev), 7000 k, or enough pressure anomalies will start appearing outside the sm, this is a big problem when reaching high ammounts of gas because of their affects...&lt;br /&gt;
==== The Pyro Anomaly ====&lt;br /&gt;
The Pyro Anomaly will spew out burning plasma and slimes which can make it hard to contain the sm. The best way to reduce the affect of anomalies will be spacing the sm so all the plasma from the pyro will go into space and the slimes will also die from space. Make sure to avoid the slimes at all costs because they do brain damage which is very hard to heal.&lt;br /&gt;
==== The Grav Anomaly ====&lt;br /&gt;
The grav will pull anything unwreched and if your sm&#039;s doors are removed it may bring all of the slimes from the pyro anomalies and slam them into the sm causing a boost in mev, it may be funny &lt;br /&gt;
&lt;br /&gt;
when it first happens but will start delaminating but should fix itself after some time&lt;br /&gt;
==== The Shock (Flux) Anomaly ====&lt;br /&gt;
The shock anomaly is the most dangerous anomaly, the shock anomaly can easly just shock you in a corner and just kill you, you have to avoid these at all costs or you may die easly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== If you have done all of this you should be ready for a sm of pure co2 or a little bit of tritium or something. ===&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&amp;diff=32911</id>
		<title>Guide to the Supermatter</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&amp;diff=32911"/>
		<updated>2021-01-05T13:22:35Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Added what the bypass does&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;ll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.&lt;br /&gt;
{| width=&#039;95%&#039; height=&#039;60&#039; style=&#039;background-color:#FFCCCC;&#039; align=&#039;center&#039;&lt;br /&gt;
|align=&#039;center&#039;|&#039;&#039;&#039;Do NOT run into the Supermatter to commit suicide! You will be banned.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# 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.&lt;br /&gt;
# You require safety gear. A full radiation suit AND meson scanners.&lt;br /&gt;
# Most of &amp;quot;setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.&lt;br /&gt;
# Anything that bumps into the Supermatter is fundamentally annihilated. Don&#039;t touch it.&lt;br /&gt;
# Hardsuits, excluding the CE&#039;s hardsuit, have limited protection. The engineering hardsuit has 75% radiation protection. [[Chief_Engineer|CE&#039;s]] hardsuit has 100%. [[Atmospheric_Technician|Atmos]] hardsuit has 25%. [[Research_Director|RD&#039;s]] and [[Chief_Medical_Officer|CMO&#039;s]] have 60%. If working near an active Supermatter Engine, use a radiation suit instead.&lt;br /&gt;
== The Safe Setup ==&lt;br /&gt;
The supermatter engine on current (2020) rotation maps 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. This is a simple nitrogen setup, easy to maintain and has two methods to handle sabotage (freezer backup and N2O preset). It will almost always last the entire round, and almost always generates enough power for the entire station.&lt;br /&gt;
&lt;br /&gt;
There is an old video setup guide [https://www.youtube.com/watch?v=Avec0T2-Xhk here], but the recommended guide below has changed since that video was made. &lt;br /&gt;
==== Step One: Gear Up ====&lt;br /&gt;
# Put on an optical meson scanner [[File:MGlasses.png]] or Engineering scanner goggles [[File:EngiScanners.png]] on meson mode. All races except IPCs and Plasmamen will require a radiation suit [[File:RadiationSuit.png]][[File:RadiationSuitHood.png]] in case someone prematurely activates the supermatter crystal.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; Meson Scanners protect from hallucinations, while the suit protects from radiation. IPCs and Plasmamen are inorganic and thus take no rads but they CAN suffer hallucinations. Once the engine starts, it will start emitting both.&lt;br /&gt;
[[File:Meta_SM.png|400px|thumb|right|Meta Station SM. Enable and max green circles. Works counter clockwise. Toggle yellow squares, set gas. Enable cyan triangles and minimize temperature.]]&lt;br /&gt;
[[File:Box_SM.png|400px|thumb|right|Box Station SM. Works counter clockwise.]]&lt;br /&gt;
[[File:Pubby_SM.png|400px|thumb|right|Pubby Station SM. The gas loop works clockwise here.]]&lt;br /&gt;
[[File:Delta_SM.png|400px|thumb|right|Delta Station SM. Works clockwise. The freezers are optional security in N2 setups. You would need to reconstruct part of the pipe and the deconstruct the heater in order to enable them.]]&lt;br /&gt;
==== Step Two: Prepare The Gas Loop ====&lt;br /&gt;
# Set &#039;&#039;&#039;gas pumps&#039;&#039;&#039; (green circle in picture) to maximum around the loop. This requires clicking them, hitting MAX and toggling OFF to ON. If you are not replacing pumps, do not enable pumps labelled &amp;quot;bypass&amp;quot; (blue circle).&lt;br /&gt;
#:Why: Gas pumps ensure that coolant is in circulation around the supermatter crystal. The gases exit, are cooled by space and the freezers, have exhaust gases are removed by the filters, recooled (if needed) by the freezers, then enter the crystal chamber as cold N2.&lt;br /&gt;
# Toggle the &#039;&#039;&#039;gas filters&#039;&#039;&#039; (yellow square in picture) ON and set to desired gas. By default, the filters have the correct N2 setup preselected, thus you can turn on all five. The first filter leading to canisters (green square) is for farming gases. If you want a panic button, you can set one filter to N2O also, as N2O is effective at extinguishing flames, should you get sabotaged. However, at VERY high temperatures, this will backfire.&lt;br /&gt;
#:Why: The gas filters work by separating individual gases from a pipe. In the safe setup, this means that N2 is removed from an array of other harmful gases that exhaust from the SM like plasma. The exhaust exits the red pipe to space. By setting a filter to N2O, you can easily wrench in an N2O canister [[File:N2O_Canister.png]] to extinguish most early destabilization.&lt;br /&gt;
# (Optional) Activate the &#039;&#039;&#039;freezers&#039;&#039;&#039; [[File:freezer.gif]] (cyan triangle. &#039;&#039;&#039;MUST&#039;&#039;&#039; be a freezer, not a heater) and set them to the lowest temperature. This means clicking them, clicking minimum temp, then toggling to ON. If they are heaters, you must disassemble and use a screwdriver on the circuit board, then reassemble the machine to create a freezer.&lt;br /&gt;
#:Why: Freezers work a dual purpose. First, they ensure space gases are reduced to a safe operating temperature, and can be upgraded later to function better than the space loop. Typically the space loop is enough, unless sabotage occurs, which means freezers also function as protection against sabotage or at the gas filters by forcing gases to remain in the safe range.&lt;br /&gt;
# Wrench [[File:wrench.png]] the red &#039;&#039;&#039;N2 canisters&#039;&#039;&#039; [[File:N2_Canister.png]] to activate the gas loop. This should be none nearly last so that other engineers do not interfere with your setup and no one wastes coolant.&lt;br /&gt;
#:Why: Nitrogen (or whichever gas you end up using) must be put in the pipes in order to circulate. You can add any other gases here later, like N2O. Or plasma.&lt;br /&gt;
# Set the &#039;&#039;&#039;air alarm&#039;&#039;&#039; [[File:AirAlarm.png]] next to the crystal room. Open the air alarm menu (on most maps it will start unlocked), click &#039;&#039;Scrubber Controls&#039;&#039; and change the scrubbers to &#039;&#039;&#039;siphon&#039;&#039;&#039; (by clicking &amp;quot;scrubbing&amp;quot;) and Expanded Range. You don&#039;t need to change any of the filter settings besides the mode, since on &amp;quot;siphon&amp;quot;, all gases get sucked out. The scrubbers will show an animation if they are set up to siphon correctly. &#039;&#039;&#039;Do NOT set operating mode to &amp;quot;panic siphon&amp;quot;&#039;&#039;&#039; as that&#039;s not the same thing. Picture (click it): [[File:SM_safe_setup_scrubbers_aug_2019.png|30px|Scrubber Controls]]&lt;br /&gt;
#:Why: Siphon makes the scrubbers remove all gases. This is to ensure hot gasses are removed from the chamber as fast as possible, to prevent too high pressure in the chamber. &lt;br /&gt;
# In the same air alarm [[File:AirAlarm.png]], from the main menu, click &#039;&#039;Vent Controls&#039;&#039; and set the vents to internal by toggling internal and toggling off external. Picture (click it): [[File:SM_safe_setup_vents_aug_2019.png|30px|Vent Controls]]&lt;br /&gt;
#:Why: &amp;quot;Internal 0&amp;quot; makes the vents completely dump the contents of the coolant pipes into the chamber. You generally want to get the coolant in there as quickly as possible.&lt;br /&gt;
==== Step Three: Starting The Radiation Collectors ====&lt;br /&gt;
# 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]]&lt;br /&gt;
# 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.&lt;br /&gt;
# It&#039;s worth pointing out that you also used to have to fill the plasma tanks with extra plasma from a canister. This is not currently the case, but many people still do this out of habit or misinformation.&lt;br /&gt;
The engine is now ready to produce power.&lt;br /&gt;
==== Step Four: Start the Engine! ====&lt;br /&gt;
# &#039;&#039;&#039;Double-check to ensure the cooling loop is active, you don&#039;t want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!&#039;&#039;&#039;&lt;br /&gt;
# Align the reflectors so that the emitter beams are deflected towards the supermatter crystal. &lt;br /&gt;
# 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. &#039;&#039;&#039;Don&#039;t stand in front of them unless you want some serious laser burns!&#039;&#039;&#039;&lt;br /&gt;
# Close the radiation shutters with the &#039;&#039;Radiation Shutters Control&#039;&#039; button (if available). &lt;br /&gt;
The supermatter is now generating power. &lt;br /&gt;
==== Final Step: Set Up the Power Storage Units (SMES) ====&lt;br /&gt;
# Go to the room in engineering with multiple SMES [[File:SMES_Turn_on.gif]]. &lt;br /&gt;
# Set each of their target inputs to 200 kW and target outputs to 190 kW.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; This increases how much power they forward to the rest of the station. 10 kW will be used to keep the SMES fully charged for backup power.&lt;br /&gt;
=== Delta Station Irregularities ===&lt;br /&gt;
&#039;&#039;&#039;Delta Station&#039;&#039;&#039; setup follows the same philosophy, but the coolant loop is arranged somewhat differently. A much more detailed explanation is stated above.&lt;br /&gt;
The same rules apply:&lt;br /&gt;
# Enabling gas pumps not labelled bypass (or straight pipe every pump).&lt;br /&gt;
# (Optional) Enable freezers [[File:freezer.gif]], convert the heater to freezer by deconstructing it (or just not turning it on if you don&#039;t know how).&lt;br /&gt;
# Enable gas filters.&lt;br /&gt;
# Don&#039;t forget the last gas pump on the right side!&lt;br /&gt;
# Set the air alarm [[File:AirAlarm.png]].&lt;br /&gt;
# Add the plasma tanks [[File:Plasma tank.png]] to the radiation collectors [[File:Radiation Collector.gif]].&lt;br /&gt;
# Close the shutters at the switch. &lt;br /&gt;
# On Delta station, the reflectors [[File:Energy_reflector_double.png]] require being moved before being turned on emitters. You must unweld [[File:Welder.png]] then unwrench [[File:wrench.png]] them, then drag them into the proper position. Alt-clicking them changes rotation. A 90 degree angle will send a laser beam in a 90 degree angle, nothing too crazy. You might need to experiment to get the angle right at first.&lt;br /&gt;
# Turn on the emitters!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Congratulations! The supermatter engine is set!&#039;&#039;&#039;&lt;br /&gt;
== A Deeper Look: Mechanics ==&lt;br /&gt;
The supermatter is an extremely unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on lag)&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal. The highest safe limit of the supermatter is 5000 EER/cm3.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases. This effect starts at about 1800 moles of any gas on the supermatter&#039;s tile.&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strength of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[[File:Pluoxium.png]]Pluoxium&lt;br /&gt;
&#039;&#039;&#039;Safety: Pillow Fort&#039;&#039;&#039;&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Pluoxium is like a weaker N2O without any of the risks. At 15% of the total gas or higher, it will lower the heat production of the Supermatter slightly less than N2, and increase the heat resistance by half that of N2O. However unlike N2O it does not decay, making it the perfect emergency gas if you can get enough. Pluoxium has the side effect of reducing radiation relative to its ratio in the mix, causing lowered power output at high concentrations.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is, in a large majority of situations, the safest gas to dump into the cooling loop. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces. A side effect of the safety it provides is that it also reduces power output of the engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Precooled N2 is good to have around for emergencies.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Risky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual. &#039;&#039;&#039;However&#039;&#039;&#039;, at higher temperatures (such as during a heat delamination) it will decay into O2 and N2. While N2 is good for the supermatter, O2 most certainly is not. This O2 will also react with the Plasma to create Tritium and then, to the further horror of many an Engineer, a Tritium fire. At lower temperatures and in more controlled setups, it can also combine with Plasma to create low amounts of BZ inside the loop.&amp;lt;br&amp;gt;&lt;br /&gt;
Marked as risky only to stop you from throwing N2O into the SM mindlessly. Yes, &#039;&#039;you&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Risky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a potentially dangerous yet very rewarding gas - in concentrations bellow 60% (Co2) your safe while on a normal loop, it will increase the crystal&#039;s power generation and can be used to produce Pluoxium as well.&amp;lt;br&amp;gt;&lt;br /&gt;
In high concentrations(above 60% (Co2)), however, it will raise the crystal&#039;s energy to extremely high levels. If you take precaution and upgrade the loop to with 3 layer space cool loop and freezers at Tier 4 parts you will be safe above 60%, this is a phenomenal way to generate power. With poor management and insufficient or downright bad preparation, it will eventually exceed safe energy levels and begin a charge delamination, producing electric arcs and anomalies until it eventually explodes into a [[Tesla]] ball.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Relatively Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen provides a boost to power transmission without actively increasing the waste gas amount or temperature.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re badass enough to run an O2 setup: Always precool it before flooding the Supermatter chamber.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BZ_canister.png]]BZ&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ increases the heat produced by the supermatter, as well as the radiation. Higher concentrations increase the radiation production up to 5 fold, but will become difficult to manage without significant set up. BZ also has the side effect of lower the power the radiation from the Supermatter grants, meaning while the produced rads increase 5 fold, the power does not. At a 40% of the mix, the Supermatter will start to fire irradiating nuclear particles. Don&#039;t get hit by these, regardless of your clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost as well as waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The roundstart setup cannot handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]]Tritium&lt;br /&gt;
&#039;&#039;&#039;Safety: OH GOD OH F*CK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tritium increases the radiation production of the Supermatter by up to 3 times, without BZ&#039;s downside of lowering energy production. There is one slight issue with it.&lt;br /&gt;
&lt;br /&gt;
Tritium is dangerous. Tritium is very dangerous. Tritium makes Plasma seem safe. Even with extremely robust cooling systems, Tritium is a horrifyingly irritable and jumpy gas. While it isn&#039;t as harmful to the heat level as Plasma is (just barely), it also has the second worst heat capacity of all gasses while Plasma has the second highest. This means that Plasma can be kept happy with enough cooling, whereas Tritium eagerly goes from a safe space loop into a burning hellfire. Add to this the byproduct of large amounts of Oxygen production (not exclusive to Tritium. An issue in a Plasma engine too), and you have a tritium fire and a very hot crystal. Do not use this gas unless you have a very strong understanding of atmospherics and the Supermatter, and are willing to get creative.&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas are determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
* The range and power are determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
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.&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Beyond the Safety: Improving the Power Output and Endangering Crew ==&lt;br /&gt;
Here are some pointers and hints on how to get more power out of this engine:&lt;br /&gt;
* Coordinate with other engineers. Don&#039;t just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.&lt;br /&gt;
* Higher temperatures generate more energy.&lt;br /&gt;
* Higher amounts of oxygen moles result in more power.&lt;br /&gt;
* You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* The gas loop isn&#039;t that efficient at roundstart! Consider tuning it to run better by replacing some of the pumps with volume pumps or adding better cooling.&lt;br /&gt;
* Gasses leaving the SM go straight to the heat exchangers then to the filters, this means you cool all your gasses and then remove gasses. If you filter first you can get improved cooling (since you don&#039;t waste energy cooling unused gas) allowing for more dangerous gasses to be used easier.&lt;br /&gt;
* Plasma is terrible inside of the SM, potentially worse than Carbon Dioxide. Despite being terrible inside the chamber, you can use it on the outside as a coolant.&lt;br /&gt;
* Producing loads of power sounds great, but as soon as you go over 5000 MeV/cm³ anomalies will start forming rapidly and the SM will likely delaminate.&lt;br /&gt;
* You can place 2 heat exchange pipes on one tile as long as one is horizontal and one is vertical, double the cooling power!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Coolant Loop - Hard Mode &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Are you a &#039;&#039;&#039;ROBUST&#039;&#039;&#039; engineer? Do you WANT to be? If you want a more difficult setup, replace all gas pumps by turning them off, unwrenching them [[File:wrench.png]], then using a Rapid Pipe Dispenser [[File:Rpd.png]] to replace the pumps with straight pipe. To select the proper pipe, you must click the RPD in hand to open the menu. When doing this, also unwrench and straight pipe all gas pumps labelled &amp;quot;bypass&amp;quot;. EVERY pump should be straight piped.&lt;br /&gt;
:&#039;&#039;&#039;Why:&#039;&#039;&#039; By removing the gas pumps you are effectively delimiting the circulation of the coolant. Gas escapes immediately and enters nearly-immediately. This is a &amp;quot;hard mode&amp;quot; setup because it cools substantially faster but also delaminates substantially faster. You can save a dying engine in single-digit integrities by straight piping the loop and adding coolant. When doing this setup, bypasses are no longer required, as gas exists ubiquitously throughout the system. The straight-piped bypasses then work as additional layers of security in the setup, ensuring gas flow and preventing leaks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; But I don&#039;t want to experiment! &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Grab N2O canisters from atmospherics&lt;br /&gt;
# Set one of the filters to allow N2O&lt;br /&gt;
# Wrench the N2O canister into place&lt;br /&gt;
# ???&lt;br /&gt;
# Profit&lt;br /&gt;
OR &lt;br /&gt;
# Add more reflectors&lt;br /&gt;
# Add more emitters&lt;br /&gt;
# ???&lt;br /&gt;
# Profit&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|500px|right|alt=Supermatter Sabotage]]&lt;br /&gt;
The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]&lt;br /&gt;
===Handy Guide To SM Repair===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps are OFF or left on the wrong pressure (Crank them up to 4500kpa!).&lt;br /&gt;
* Gas filters are OFF or set to the wrong gas. &#039;&#039;&#039;Remember!&#039;&#039;&#039; Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing.&lt;br /&gt;
* Part of the coolant loop has been broken or unwrenched. You must don a space-worthy suit and go fix it! This may mean wrenching it back or recreating it with your RPD [[File:Rpd.png]].&lt;br /&gt;
* Supermatter chamber air alarm [[File:AirAlarm.png]] has the vents improperly configured. Set them to internal, turn off external, make sure ON is toggled.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning or turned off. Set to siphoning, expanded range, and ON.&lt;br /&gt;
* One of the pipes has been broken or unwrenched. You can easily put it back in place with a wrench [[File:Wrench.png]] or recreate it with your RPD.&lt;br /&gt;
* Too much gas for standard setup! Remember that gas pumps are the lowest tier for circulation. If a section has too high of a pressure, the pumps cannot push anything more into it! This will cause a slow delamination.&lt;br /&gt;
* Too little gas! The more (cold) gas there is, the faster the gas will be able to siphon heat away from the crystal. A supermatter crystal in near-vacuum is just looking for an excuse to overheat.&lt;br /&gt;
* One or all of the tiles around the crystal is missing! This will siphon gases directly into space. Make sure they&#039;re built, replace any piping that might have existed there.&lt;br /&gt;
* The tile under the crystal is missing! Call the shuttle. Don&#039;t even attempt to put your hands near that thing!&lt;br /&gt;
* Did you set one of the air filters to N2O, as stated earlier in the guide? Bringing a container of N2O [[File:N2O_Canister.png]] from atmospherics can extinguish flames inside the chamber without needing to risk firefighting. It also increases the power output of the SM!&lt;br /&gt;
== Sabotaging the Supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Straight piping the supermatter coolant loop greatly increases the rate of delamination. It can also be saved easier, so ensure it is not corrected fast. A non-robust engineering department is doomed.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
*With a little bit of tinkering, you can sabotage the station&#039;s distribution loop by having the waste plasma get filtered to distribution.&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You can cause a normal delamination by:&lt;br /&gt;
*Turning down or turning off gas pumps&lt;br /&gt;
*Turning off or changing the gas on a gas filter&lt;br /&gt;
*Unwrenching any pipe. &#039;&#039;&#039;Note:&#039;&#039;&#039; This will usually expel gases inside.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disabling the scrubbers or vents in the air alarm.&lt;br /&gt;
*Adding a very harmful gas like plasma, but make sure you have the gas filters set to allow it in circulation first.&lt;br /&gt;
*&#039;&#039;&#039;Stealth sabotage:&#039;&#039;&#039; Unwrench a portion of the space loop. Generally, no one looks in space to correct this, and it is not obvious a piece is not connected.&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irradiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
#Wear as much radiation protection as you can. Hide or destroy the rest.&lt;br /&gt;
#Wear insulated gloves so you are not shocked by arcs. Destroy any other gloves remaining.&lt;br /&gt;
#Shut off all cameras.&lt;br /&gt;
#Keep the emitters online and firing. Add extra emitters if possible. You can swipe an ID to lock them, but the wires can still be cut.&lt;br /&gt;
#Break into atmos and configure pure CO2 to be sent to the engine coolant loop. A better way of doing this removing the pipe into atmos from space and rerouting it that so it cannot be turned off.&lt;br /&gt;
#Now to start the delamination. Set all air filters to CO2.&lt;br /&gt;
#If needed, enable the pipe of CO2 from atmos you configured earlier. &lt;br /&gt;
#Access the air alarm and turn off scrubbers. Pump as much CO2 into the chamber as possible.&lt;br /&gt;
#Sabotage entry to the room, and/or release plasma in the room around the SM chamber.&lt;br /&gt;
#The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
#The engine will start broadcasting obvious and dire messages that something is very wrong over common radio frequencies. If comms are down, this is not a problem. &#039;&#039;&#039;Note:&#039;&#039;&#039; People carrying laptops can still see the engine status.&lt;br /&gt;
#Stick around only long enough to ensure it is not stopped.&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
A critical mass delam is one of the more difficult methods. It takes longer and there is a chance it reverts to an overcharged delamination. It follows the steps of the previous delamination, but instead we will be pumping plasma from atmospherics. The goal is to have 4 different harmful gases selected at the filters.&lt;br /&gt;
#Get the gear.&lt;br /&gt;
#Straight pipe the system.&lt;br /&gt;
#Cut the cameras.&lt;br /&gt;
#Select four different harmful gases - Oxygen, Plasma, Tritium, CO2.&lt;br /&gt;
#Disable the scrubbers from the air alarm OR unwrench part of the pipe leading out.&lt;br /&gt;
#Sabotage the room.&lt;br /&gt;
#Stay close until it&#039;s too late to save.&lt;br /&gt;
#Run like hell.&lt;br /&gt;
== Cold gas, a glowy crystal, some lasers, and you: A deeper dive into the Supermatter Engine ==&lt;br /&gt;
&#039;&#039;&#039;This is very rambly, but useful information will be given throughout. It&#039;s recommended to read it all, as it covers critical aspects of atmospherics functionality and, thus, the Supermatter. But ff you just want the conclusion on a whole lot of theory, skim read the bulk of it but pay attention at the end.&#039;&#039;&#039;&lt;br /&gt;
===The basics of gas. Rule 0 of atmospherics and the Supermatter===&lt;br /&gt;
First things first, and extremely importantly: gas does not work like you think it does.&lt;br /&gt;
&lt;br /&gt;
A common, and reasonable, misconception is that gas flows. In atmospherics, gas does not move from one pipe to another. Instead, gas “Exists omnipresently within a pipenetwork”. What this means is that gas within a pipenetwork (commonly referred to as just a pipenet) exists in perfect equilibrium of both gas and temperature. If you have a pipenetwork from one end of the universe to the other, and added let’s say 1 mole of oxygen, then there would immediately be gas at the other end of the universe. Every single pipe would have the exact same gas, at the exact same pressure, at the exact same temperature. Say we then add some N2O, then the exact same thing would happen. The gas, mixed perfectly with the oxygen, across every single pipe.&lt;br /&gt;
&lt;br /&gt;
Now it’s important to clarify what exactly a pipenetwork is. A pipenetwork is any connection of pipes wherein a pipe can be traced to another pipe via at least 1 pipe. So it doesn’t matter how many pumps you have between your pipes if even 1 length of pipes can be traced around those pumps. At which point, it’s part of the same pipenetwork, and the pump is irrelevant.&lt;br /&gt;
&lt;br /&gt;
This might sound a little weird. To clarify, don’t think of pipes like a method of transport. Nothing travels through pipes. Think of pipes like a container for gas.&lt;br /&gt;
&lt;br /&gt;
For this, I like to use the basin analogy. Imagine you have 3 things: A basin or bucket or something similar, a cup, and some liquid. The pipes are the basin, the cups are the pumps, and the liquid is the gas. If you add something into the basin, it doesn’t travel in a direction towards the next area, it simply enters equilibrium with the rest of the contents (please ignore brownian motion for this analogy. If you don’t know what this is, good, it’s not helpful here). If you want to move something from one basin to another, you dip a cup in and pour it into the next basin. That’s how pumps work. They, like the cup, move the contents from one container to another in bulk loads.&lt;br /&gt;
&lt;br /&gt;
Call back to what I said about pipenetworks and pumps a moment ago. Having a pump inside of a pipenetwork is like using your cup to take out of the basin and pour back into it. It accomplishes nothing, because the contents aren’t changing.&lt;br /&gt;
&lt;br /&gt;
So with this in mind, how does clogging occur?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A horror story of pumps and hot gas ===&lt;br /&gt;
Pipes do not clog, period. Filters clog, pumps clog, scrubbers clog, vents can clog (depending on settings). But pipes, however, do not. There is no upper limit on the pressure of pipes. A pipe, in theory, can store infinite pressure and, thus, infinite gas.&lt;br /&gt;
&lt;br /&gt;
However, there is an upper limit on what pressure pumps, filters, and scrubbers can get into pipes. This may sound similar, but it has large consequences.&lt;br /&gt;
&lt;br /&gt;
For example, a pressure pump has a maximum pressure of 4,500 kPa. That means that every time it pumps gas, it can move up to but no more than 4,500 kPa of that gas. It also means that if the pressure of the pipenetwork it’s pumping into is equal to or greater than that value, it will be unable to move the gas. This is referred to as a pump becoming backed up or clogged. &lt;br /&gt;
[[File:Supermatterboxnew_pipenet.png|650px|right]]&lt;br /&gt;
To the right you&#039;ll find an image used earlier in this guide, but it is updated to show the separate pipenetworks the roundstart Supermatter has on Box station. Each of these pipenetworks is separate, but are in perfect equilibrium within themselves. So if you checked the gas in the green pipenetwork, it doesn’t matter where you checked, it would display the same. Likewise, the blue pipenet may be different than the green pipenet. But everywhere in the blue pipenetwork you check would, again, be identical to anywhere else in the blue pipenetwork.&lt;br /&gt;
&lt;br /&gt;
But dear Mr. Guide Writer, why does this matter, at all? Why show me just how many pipenetworks exist in the round start setup, what does it matter? Two reasons.&lt;br /&gt;
* Pumps, filters, and mixers do not efficiently pump connected pipenetworks at all. &lt;br /&gt;
* Gas. as mentioned earlier, is always evenly spread through a pipenetwork and without direction to it. (“Gas exists omnipresently within a pipenetwork”)&lt;br /&gt;
Let&#039;s start with the first thing, pumps. All types of pumps (not filters and mixers and the like) have 200L volume in the small bit of pipe before them, and 200L in the small bit of pipe after them. As such, a volume pump pumps all the gas that is in that node to the other side of the pump, per second (the maximum pump rate for volume pumps is 200L/s). As such, if a pipe network has 2000L of volume, connected to a volume pump that is pumping at its max rate, it will pump 1/10th of all gas in the network, per second. However, you also have to take into account that it&#039;s always 1/10th of the gas that is in the pipes, as such, pumps will pump less moles of gas per second as there is less and less gas in the network before the pump. &lt;br /&gt;
&lt;br /&gt;
Put simply, pumps exist to restrict and direct gas by their very nature. If you need to move gas from one place to another quickly, adding a pump will only slow it down. Starting to see where this is going? Well, there’s another reason pumps are bad, and it ties back in to the previous section.&lt;br /&gt;
&lt;br /&gt;
Pumps have an upper-pressure limit, same for filters and mixers. For the gas pump, and the others, the pressure limit is plain to see, 4500 kPa. However, the volume pump also has a pressure limit, rated at 9000 kPa. Scrubbers in fact also have a pressure limit, sitting around 5200 kPa. &lt;br /&gt;
&lt;br /&gt;
Gas pumps and mixers are especially poor, as their pumping slows down the closer they get to their pressure limit. &lt;br /&gt;
&lt;br /&gt;
What does this mean for the Supermatter, especially in case of delamination? Well, the room is probably on fire, so the gas has expanded, which in turn makes it far more pressurized. The knock-on effect? Follow along with the image to the right. We’re starting at the left side of the central Supermatter chamber. The yellow pipenet before the red.&lt;br /&gt;
* Yellow: First, the scrubbers work their butt off to get to their pressure limit. The gas is hot, so that doesn&#039;t take very much.  &lt;br /&gt;
&lt;br /&gt;
* Red: While this happens, a gas pump takes the tiny amount of moles in the pipenetwork the scrubbers are connected to and shoves a small amount of it into the pipenetwork beyond it. Slowing down even further, as the gas is so hot it easily reaches the pressure limit.&lt;br /&gt;
&lt;br /&gt;
* Blue: This then reaches the filter, which again tries to pump the small amount of moles beyond it, with another case of pressure limit slowness and the fact, not all gas is available for pumping at any moment.  &lt;br /&gt;
Repeat the above for all the following pumps. Add to this the fact that the Supermatter produces plasma and oxygen, which are reacting with each other and burning in the pipes, likely pushing the pressure above the limits of what the pumps can handle and... well you got the point right? That’s what happening to your pumps every single time the Supermatter ignites.&lt;br /&gt;
&lt;br /&gt;
Well, that all sounded horrid, how can we prevent this?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How removing pumps made me a billionaire ===&lt;br /&gt;
The title gives it away, really. You want to replace most pumps you can find with either straight pipes, or with valves to allow for easier modification and changing where the gas goes on the fly. ESPECIALLY THE FILTER NEEDS TO EITHER BE REMOVED OR UTILISED PROPERLY IN THE CASE OF A DELAMINATION OR WHEN OPTIMISING. &lt;br /&gt;
&lt;br /&gt;
Now, to explain why this is the proper option in most cases. As mentioned continuously, gas in a network is always evenly spread through all connected pipe. it&#039;s always the same ratio of gasses, it&#039;s always the same temperature. It’s always in perfect equilibrium in every sense of the word.&lt;br /&gt;
&lt;br /&gt;
If you’ve been following along, then you likely know what this means. By replacing all the pumps up to the space loop with pipes, clogging is no longer an issue. The gas will leave the supermatter and immediately be cooled by space. No delay, no travelling, because the pipe connected to the scrubber holds the exact same amount, temperature, etc as any of the pipes in the space loop (marked as Green)&lt;br /&gt;
&lt;br /&gt;
But, why stop there? You already know that gas doesn’t travel inside of pipenetworks, so these other two pumps (Blue to Red | Green to Red) aren’t actually assisting in cooling after all* (There will be a small note at the end of this section) so why not simply replace them with pipes? Well, that has an added bonus. In a standard setup, or any setup which stops gas flowing from Blue to Red, the only connection between the gas return filters (Green circled filters at the bottom) is the heat exchange pipes in the space loop. If somewhere were to cut one, then the gas could no longer reach the return filters. Eventually the supermatter would run out of coolant, and a delam would begin.&lt;br /&gt;
&lt;br /&gt;
But, say those pumps were both turned into pipes. Well, then cutting a single pipe in the space loop would do next to nothing. We’d lose the gas from that one cut pipe, but the rest of the piping is still connected, and the engine continues safely. You won’t even notice the change.&lt;br /&gt;
&lt;br /&gt;
“Wait!” you may be thinking, “the pipes will leak!”&lt;br /&gt;
&lt;br /&gt;
Thankfully, that makes far too much sense for atmospherics. Pipes don’t leak. At all. Now, the gas that was within that specific pipe will be expelled into the air, yes. But the gas from other pipes can and will not exit out of the newly made ‘opening’, if you can call it that.&lt;br /&gt;
&lt;br /&gt;
So that’s two very nice bonuses. Gas is immediately cooled, and the supermatter is harder to tamper with. It’d would be fine if that was all these changes gave us. There’s one more nice bonus, though.&lt;br /&gt;
&lt;br /&gt;
The volume of the pipenetwork is increased massively. Pumps, as we’ve discussed, have a pressure limit. The greater the number of pipes in front of a pump, the greater the volume that the pump perceives, and the more gas it can put in. Put simply, if you have a single pipe of 4,500 kPa, a pressure pump cannot continue pumping. Add another pipe, and suddenly it’s 2,250 kPa each, and the pressure pump will continue until both pipes are 4,500 kPa. Every time a pipe is added, the ‘capacity’ increases. By replacing all these pumps with pipes you have changed a number of pipenetworks of only 10-20 each to a full pipenetwork of 50+. Suddenly the scrubbers don’t have to worry about pressure as much, especially on top of the instant cooling.&lt;br /&gt;
&lt;br /&gt;
Lastly, though only vaguely related, keep your vents on internal 0, not on external 5000. Vents do not actually have a pressure limit at all. They can continue to add pressure constantly, however, they do work faster if the chamber they are connected to is lower pressure, and the gas they&#039;re pumping is cold, but this is always true. Essentially, vents pump a static amount of pressure when they&#039;re at maximum speed. If nothing very, very strange is happening, the gas that the vents are attempting to pump in is colder than what is in the chamber, as it already went through the cooling part of the pipes. As such, having the vents on internal 0, and with it, always pumping the hardest they can, they are adding gas that is colder than what is currently in the chamber itself. This contributes to the cooling down of the chamber, and is often enough to prevent a heat delamination by itself.&lt;br /&gt;
&lt;br /&gt;
External 5000 suffers from the same issues as a pump does, vents will completely stop pumping in gas when the room it is trying to pump into is 5000 kPa or above, which happens fairly quickly in a small room that is white hot. So remember, internal 0, unless there is too much gas in the room (see singularity delamination).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;The small note at the end of the section:&#039;&#039; You can consider placing restrictive pumps in certain areas so hot gas can&#039;t travel through quickly and give it more time to cool, though there are often better ways to do this that are less dangerous. Still, the option is there. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breaking the laws of thermodynamics and a final word ===&lt;br /&gt;
Freezers. That is all. Freezers are magical machines that break the laws of thermodynamics by even existing and work to extremely quickly heat or cool gas to the temperature they are set at. They are much, much quicker than space could ever hope to be when upgraded, and even colder. Space, at its coldest, is about 26K. Freezers can go as low as 2.7K when fully upgraded, and are much quicker at cooling.&lt;br /&gt;
&lt;br /&gt;
A word of warning, however. Freezers will attempt to change the temperature of the gas that is in them to the temperature it is set at, this seems obvious, but that also means it can heat gas. As space is around 26K, and unupgraded freezers only go to 73.15K. As the gas is returning from space, this will often serve the heat the gas. However, as 73.15K is still far cooler than any worrisome temperature for the Supermatter, it’s worth considering leaving them on depending on your setup. As during a delam, gas can return from the space loop still warmer than you’d like it, and it adds a second layer of security just in case. Especially if something… Unfortunate happens to the piping out there.&lt;br /&gt;
&lt;br /&gt;
If you somehow read through all that, I very strongly applaud you, and I applaud you on likely becoming an engineer that is a few times less clueless. Despite all the things you now may know, there is a lot to experiment with, and lots of ways left to mess up in spectacular ways. Try to keep learning more and more as you go, and good luck in your attempts to not blow up the station.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
== How to Cool Your Supermatter to Where it May Become a Problem ==&lt;br /&gt;
=== Your Tablet ===&lt;br /&gt;
Normally you should just throw this away at the start of a shift but your tablet has a program to moniter the sm so you should keep your tablet on this instead of having to go to the computer every time you want to look at its stats.&lt;br /&gt;
=== Pressure Vs. Volume ===&lt;br /&gt;
Normally, your supermatter is equipped with pressure pumps which max out at 4500kpa, the problem is that they arent that fast. Volume pumps however are a lot faster compared to pressure pumps. By replacing everything that uses pressure to volume you can make your sm a lot faster.&lt;br /&gt;
=== The Other Layers ===&lt;br /&gt;
A huge part of the sm is the speed you can get gasses from the scubbers to the vents, the first and third layer helps a ton with this. By setting all your things with layer adaptors behind them and a device for every layer you can make everything a lot faster.&lt;br /&gt;
[[File:Filtering with the Other Layers.png|right|356x356px]]&lt;br /&gt;
=== Filtering with the Other Layers ===&lt;br /&gt;
Normally you get 4 filters all on the second layer but these are useless and just slow down the unfilterd gasses. Instead of having 1 filters your gonna need a 3 filters with layer&lt;br /&gt;
&lt;br /&gt;
adapters before them, each filter normally filters at 200 l/s but with the layer adapator your gonna get to 600 l/s making your gas a lot faster. &lt;br /&gt;
&lt;br /&gt;
You are also gonna need 2 of these for the next cooling strategy, 1 for going into the cooling loop and 1 for going into the sm.&lt;br /&gt;
=== Plasma Cooling ===&lt;br /&gt;
Plasma may been seen as a gas that can heat up quickly and makes fire but it can be used to cool down your sm way more. Plasma can keep a very cold temp for a long time and if you filter it out of the sm into the cold loop and when the sm produces it normally you can keep your gas very cold.&lt;br /&gt;
=== Space Cooling with the Other Layers ===&lt;br /&gt;
Just what it sounds like, add 2 more layers to your space cooling and it provides a great boost to how cold your sm is.&lt;br /&gt;
=== Pump Cleanup ===&lt;br /&gt;
Remove all of your pumps except for the ones infront of the canisters and the atmos to loop pump and then replace all of your pumps with pipes after.&lt;br /&gt;
=== Your Freezers ===&lt;br /&gt;
Your freezers you are given can be good but also can be bad. The problem is unless you have upgraded their parts to t4 parts (the bluespace ones) it will actually heat up your gas instead of cooling it down, if you ever turn these on it will provide a great cooling boost but is not reccomended below t4 parts.&lt;br /&gt;
=== The Useless Additions ===&lt;br /&gt;
The pump infront of the sm, the bypass pump. I dont even know why it exsists but you should always remove this and change the pipes from manifolds to normal pipes. Edit: I was told this was used so rather then pumping gas into the sm you could put it into the cold loop to keep gas colder, but I&#039;ve never used this myself.&lt;br /&gt;
&lt;br /&gt;
Filter to canister, this can be useful when you want to canister a gas but in most cases you should remove this and replace it with a normal pipe&lt;br /&gt;
=== Passive Venting ===&lt;br /&gt;
Normally a sm has uranry vents which if you set your air alarm up correctly will try to deplete its pipes to 0kpa. Passive vents however link the atmosphere to the pipes so the scrubbers will be scrubbing directly from the pipes and it will make gases going into the sm a lot faster. &#039;&#039;&#039;Be careful when putting these into the sm, 1 touch of the sm and you are dead. It is also reccomended to put a holofan infront of the sm so gas isnt leaked. Also this will cause your sm to lose gas because gas goes into the pipes so make sure everything else is ready before putting these in.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scrubbing and Cooling Under the Sm ===&lt;br /&gt;
[[File:Under the Sm.png|right|477x477px]]&lt;br /&gt;
Putting things under the sm is dangerous, but if you want to cool it more this is the next step and required for pure co2. By alt-clicking the sm you can veiw the floor under it and put pipes and devices under the sm and your gonna need heat transfer pipes and scrubbers&lt;br /&gt;
==== The Scrubbers ====&lt;br /&gt;
The scrubbers should not be scubbing all the air but instead should be scrubbing all the o2 so a fire doesnt start and heat up the sm a ton.&lt;br /&gt;
==== The Heat Transfer Pipes ====&lt;br /&gt;
By adding heat transfer pipes with plasma and freezers hooked up to them you can greatly cool the sm but if you change these to heaters you can also greatly heat the sm resulting in a delamination. The freezers have to be equiped with t4 parts or they will not cool the sm enough&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Anomalies ===&lt;br /&gt;
Once reaching 5k mev (More at 7k mev), 7000 k, or enough pressure anomalies will start appearing outside the sm, this is a big problem when reaching high ammounts of gas because of their affects...&lt;br /&gt;
==== The Pyro Anomaly ====&lt;br /&gt;
The Pyro Anomaly will spew out burning plasma and slimes which can make it hard to contain the sm. The best way to reduce the affect of anomalies will be spacing the sm so all the plasma from the pyro will go into space and the slimes will also die from space. Make sure to avoid the slimes at all costs because they do brain damage which is very hard to heal.&lt;br /&gt;
==== The Grav Anomaly ====&lt;br /&gt;
The grav will pull anything unwreched and if your sm&#039;s doors are removed it may bring all of the slimes from the pyro anomalies and slam them into the sm causing a boost in mev, it may be funny &lt;br /&gt;
&lt;br /&gt;
when it first happens but will start delaminating but should fix itself after some time&lt;br /&gt;
==== The Shock Anomaly ====&lt;br /&gt;
The shock anomaly is the most dangerous anomaly, the shock anomaly can easly just shock you in a corner and just kill you, you have to avoid these at all costs or you may die easly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== If you have done all of this you should be ready for a sm of pure co2 or a little bit of tritium or something. ===&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&amp;diff=32910</id>
		<title>Guide to the Supermatter</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&amp;diff=32910"/>
		<updated>2021-01-05T13:20:53Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Clarified the Plasma Cooling section in the advanced cooling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;ll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.&lt;br /&gt;
{| width=&#039;95%&#039; height=&#039;60&#039; style=&#039;background-color:#FFCCCC;&#039; align=&#039;center&#039;&lt;br /&gt;
|align=&#039;center&#039;|&#039;&#039;&#039;Do NOT run into the Supermatter to commit suicide! You will be banned.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# 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.&lt;br /&gt;
# You require safety gear. A full radiation suit AND meson scanners.&lt;br /&gt;
# Most of &amp;quot;setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.&lt;br /&gt;
# Anything that bumps into the Supermatter is fundamentally annihilated. Don&#039;t touch it.&lt;br /&gt;
# Hardsuits, excluding the CE&#039;s hardsuit, have limited protection. The engineering hardsuit has 75% radiation protection. [[Chief_Engineer|CE&#039;s]] hardsuit has 100%. [[Atmospheric_Technician|Atmos]] hardsuit has 25%. [[Research_Director|RD&#039;s]] and [[Chief_Medical_Officer|CMO&#039;s]] have 60%. If working near an active Supermatter Engine, use a radiation suit instead.&lt;br /&gt;
== The Safe Setup ==&lt;br /&gt;
The supermatter engine on current (2020) rotation maps 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. This is a simple nitrogen setup, easy to maintain and has two methods to handle sabotage (freezer backup and N2O preset). It will almost always last the entire round, and almost always generates enough power for the entire station.&lt;br /&gt;
&lt;br /&gt;
There is an old video setup guide [https://www.youtube.com/watch?v=Avec0T2-Xhk here], but the recommended guide below has changed since that video was made. &lt;br /&gt;
==== Step One: Gear Up ====&lt;br /&gt;
# Put on an optical meson scanner [[File:MGlasses.png]] or Engineering scanner goggles [[File:EngiScanners.png]] on meson mode. All races except IPCs and Plasmamen will require a radiation suit [[File:RadiationSuit.png]][[File:RadiationSuitHood.png]] in case someone prematurely activates the supermatter crystal.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; Meson Scanners protect from hallucinations, while the suit protects from radiation. IPCs and Plasmamen are inorganic and thus take no rads but they CAN suffer hallucinations. Once the engine starts, it will start emitting both.&lt;br /&gt;
[[File:Meta_SM.png|400px|thumb|right|Meta Station SM. Enable and max green circles. Works counter clockwise. Toggle yellow squares, set gas. Enable cyan triangles and minimize temperature.]]&lt;br /&gt;
[[File:Box_SM.png|400px|thumb|right|Box Station SM. Works counter clockwise.]]&lt;br /&gt;
[[File:Pubby_SM.png|400px|thumb|right|Pubby Station SM. The gas loop works clockwise here.]]&lt;br /&gt;
[[File:Delta_SM.png|400px|thumb|right|Delta Station SM. Works clockwise. The freezers are optional security in N2 setups. You would need to reconstruct part of the pipe and the deconstruct the heater in order to enable them.]]&lt;br /&gt;
==== Step Two: Prepare The Gas Loop ====&lt;br /&gt;
# Set &#039;&#039;&#039;gas pumps&#039;&#039;&#039; (green circle in picture) to maximum around the loop. This requires clicking them, hitting MAX and toggling OFF to ON. If you are not replacing pumps, do not enable pumps labelled &amp;quot;bypass&amp;quot; (blue circle).&lt;br /&gt;
#:Why: Gas pumps ensure that coolant is in circulation around the supermatter crystal. The gases exit, are cooled by space and the freezers, have exhaust gases are removed by the filters, recooled (if needed) by the freezers, then enter the crystal chamber as cold N2.&lt;br /&gt;
# Toggle the &#039;&#039;&#039;gas filters&#039;&#039;&#039; (yellow square in picture) ON and set to desired gas. By default, the filters have the correct N2 setup preselected, thus you can turn on all five. The first filter leading to canisters (green square) is for farming gases. If you want a panic button, you can set one filter to N2O also, as N2O is effective at extinguishing flames, should you get sabotaged. However, at VERY high temperatures, this will backfire.&lt;br /&gt;
#:Why: The gas filters work by separating individual gases from a pipe. In the safe setup, this means that N2 is removed from an array of other harmful gases that exhaust from the SM like plasma. The exhaust exits the red pipe to space. By setting a filter to N2O, you can easily wrench in an N2O canister [[File:N2O_Canister.png]] to extinguish most early destabilization.&lt;br /&gt;
# (Optional) Activate the &#039;&#039;&#039;freezers&#039;&#039;&#039; [[File:freezer.gif]] (cyan triangle. &#039;&#039;&#039;MUST&#039;&#039;&#039; be a freezer, not a heater) and set them to the lowest temperature. This means clicking them, clicking minimum temp, then toggling to ON. If they are heaters, you must disassemble and use a screwdriver on the circuit board, then reassemble the machine to create a freezer.&lt;br /&gt;
#:Why: Freezers work a dual purpose. First, they ensure space gases are reduced to a safe operating temperature, and can be upgraded later to function better than the space loop. Typically the space loop is enough, unless sabotage occurs, which means freezers also function as protection against sabotage or at the gas filters by forcing gases to remain in the safe range.&lt;br /&gt;
# Wrench [[File:wrench.png]] the red &#039;&#039;&#039;N2 canisters&#039;&#039;&#039; [[File:N2_Canister.png]] to activate the gas loop. This should be none nearly last so that other engineers do not interfere with your setup and no one wastes coolant.&lt;br /&gt;
#:Why: Nitrogen (or whichever gas you end up using) must be put in the pipes in order to circulate. You can add any other gases here later, like N2O. Or plasma.&lt;br /&gt;
# Set the &#039;&#039;&#039;air alarm&#039;&#039;&#039; [[File:AirAlarm.png]] next to the crystal room. Open the air alarm menu (on most maps it will start unlocked), click &#039;&#039;Scrubber Controls&#039;&#039; and change the scrubbers to &#039;&#039;&#039;siphon&#039;&#039;&#039; (by clicking &amp;quot;scrubbing&amp;quot;) and Expanded Range. You don&#039;t need to change any of the filter settings besides the mode, since on &amp;quot;siphon&amp;quot;, all gases get sucked out. The scrubbers will show an animation if they are set up to siphon correctly. &#039;&#039;&#039;Do NOT set operating mode to &amp;quot;panic siphon&amp;quot;&#039;&#039;&#039; as that&#039;s not the same thing. Picture (click it): [[File:SM_safe_setup_scrubbers_aug_2019.png|30px|Scrubber Controls]]&lt;br /&gt;
#:Why: Siphon makes the scrubbers remove all gases. This is to ensure hot gasses are removed from the chamber as fast as possible, to prevent too high pressure in the chamber. &lt;br /&gt;
# In the same air alarm [[File:AirAlarm.png]], from the main menu, click &#039;&#039;Vent Controls&#039;&#039; and set the vents to internal by toggling internal and toggling off external. Picture (click it): [[File:SM_safe_setup_vents_aug_2019.png|30px|Vent Controls]]&lt;br /&gt;
#:Why: &amp;quot;Internal 0&amp;quot; makes the vents completely dump the contents of the coolant pipes into the chamber. You generally want to get the coolant in there as quickly as possible.&lt;br /&gt;
==== Step Three: Starting The Radiation Collectors ====&lt;br /&gt;
# 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]]&lt;br /&gt;
# 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.&lt;br /&gt;
# It&#039;s worth pointing out that you also used to have to fill the plasma tanks with extra plasma from a canister. This is not currently the case, but many people still do this out of habit or misinformation.&lt;br /&gt;
The engine is now ready to produce power.&lt;br /&gt;
==== Step Four: Start the Engine! ====&lt;br /&gt;
# &#039;&#039;&#039;Double-check to ensure the cooling loop is active, you don&#039;t want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!&#039;&#039;&#039;&lt;br /&gt;
# Align the reflectors so that the emitter beams are deflected towards the supermatter crystal. &lt;br /&gt;
# 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. &#039;&#039;&#039;Don&#039;t stand in front of them unless you want some serious laser burns!&#039;&#039;&#039;&lt;br /&gt;
# Close the radiation shutters with the &#039;&#039;Radiation Shutters Control&#039;&#039; button (if available). &lt;br /&gt;
The supermatter is now generating power. &lt;br /&gt;
==== Final Step: Set Up the Power Storage Units (SMES) ====&lt;br /&gt;
# Go to the room in engineering with multiple SMES [[File:SMES_Turn_on.gif]]. &lt;br /&gt;
# Set each of their target inputs to 200 kW and target outputs to 190 kW.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; This increases how much power they forward to the rest of the station. 10 kW will be used to keep the SMES fully charged for backup power.&lt;br /&gt;
=== Delta Station Irregularities ===&lt;br /&gt;
&#039;&#039;&#039;Delta Station&#039;&#039;&#039; setup follows the same philosophy, but the coolant loop is arranged somewhat differently. A much more detailed explanation is stated above.&lt;br /&gt;
The same rules apply:&lt;br /&gt;
# Enabling gas pumps not labelled bypass (or straight pipe every pump).&lt;br /&gt;
# (Optional) Enable freezers [[File:freezer.gif]], convert the heater to freezer by deconstructing it (or just not turning it on if you don&#039;t know how).&lt;br /&gt;
# Enable gas filters.&lt;br /&gt;
# Don&#039;t forget the last gas pump on the right side!&lt;br /&gt;
# Set the air alarm [[File:AirAlarm.png]].&lt;br /&gt;
# Add the plasma tanks [[File:Plasma tank.png]] to the radiation collectors [[File:Radiation Collector.gif]].&lt;br /&gt;
# Close the shutters at the switch. &lt;br /&gt;
# On Delta station, the reflectors [[File:Energy_reflector_double.png]] require being moved before being turned on emitters. You must unweld [[File:Welder.png]] then unwrench [[File:wrench.png]] them, then drag them into the proper position. Alt-clicking them changes rotation. A 90 degree angle will send a laser beam in a 90 degree angle, nothing too crazy. You might need to experiment to get the angle right at first.&lt;br /&gt;
# Turn on the emitters!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Congratulations! The supermatter engine is set!&#039;&#039;&#039;&lt;br /&gt;
== A Deeper Look: Mechanics ==&lt;br /&gt;
The supermatter is an extremely unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on lag)&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal. The highest safe limit of the supermatter is 5000 EER/cm3.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases. This effect starts at about 1800 moles of any gas on the supermatter&#039;s tile.&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strength of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[[File:Pluoxium.png]]Pluoxium&lt;br /&gt;
&#039;&#039;&#039;Safety: Pillow Fort&#039;&#039;&#039;&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Pluoxium is like a weaker N2O without any of the risks. At 15% of the total gas or higher, it will lower the heat production of the Supermatter slightly less than N2, and increase the heat resistance by half that of N2O. However unlike N2O it does not decay, making it the perfect emergency gas if you can get enough. Pluoxium has the side effect of reducing radiation relative to its ratio in the mix, causing lowered power output at high concentrations.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is, in a large majority of situations, the safest gas to dump into the cooling loop. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces. A side effect of the safety it provides is that it also reduces power output of the engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Precooled N2 is good to have around for emergencies.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Risky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual. &#039;&#039;&#039;However&#039;&#039;&#039;, at higher temperatures (such as during a heat delamination) it will decay into O2 and N2. While N2 is good for the supermatter, O2 most certainly is not. This O2 will also react with the Plasma to create Tritium and then, to the further horror of many an Engineer, a Tritium fire. At lower temperatures and in more controlled setups, it can also combine with Plasma to create low amounts of BZ inside the loop.&amp;lt;br&amp;gt;&lt;br /&gt;
Marked as risky only to stop you from throwing N2O into the SM mindlessly. Yes, &#039;&#039;you&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Risky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a potentially dangerous yet very rewarding gas - in concentrations bellow 60% (Co2) your safe while on a normal loop, it will increase the crystal&#039;s power generation and can be used to produce Pluoxium as well.&amp;lt;br&amp;gt;&lt;br /&gt;
In high concentrations(above 60% (Co2)), however, it will raise the crystal&#039;s energy to extremely high levels. If you take precaution and upgrade the loop to with 3 layer space cool loop and freezers at Tier 4 parts you will be safe above 60%, this is a phenomenal way to generate power. With poor management and insufficient or downright bad preparation, it will eventually exceed safe energy levels and begin a charge delamination, producing electric arcs and anomalies until it eventually explodes into a [[Tesla]] ball.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Relatively Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen provides a boost to power transmission without actively increasing the waste gas amount or temperature.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re badass enough to run an O2 setup: Always precool it before flooding the Supermatter chamber.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BZ_canister.png]]BZ&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ increases the heat produced by the supermatter, as well as the radiation. Higher concentrations increase the radiation production up to 5 fold, but will become difficult to manage without significant set up. BZ also has the side effect of lower the power the radiation from the Supermatter grants, meaning while the produced rads increase 5 fold, the power does not. At a 40% of the mix, the Supermatter will start to fire irradiating nuclear particles. Don&#039;t get hit by these, regardless of your clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost as well as waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The roundstart setup cannot handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]]Tritium&lt;br /&gt;
&#039;&#039;&#039;Safety: OH GOD OH F*CK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tritium increases the radiation production of the Supermatter by up to 3 times, without BZ&#039;s downside of lowering energy production. There is one slight issue with it.&lt;br /&gt;
&lt;br /&gt;
Tritium is dangerous. Tritium is very dangerous. Tritium makes Plasma seem safe. Even with extremely robust cooling systems, Tritium is a horrifyingly irritable and jumpy gas. While it isn&#039;t as harmful to the heat level as Plasma is (just barely), it also has the second worst heat capacity of all gasses while Plasma has the second highest. This means that Plasma can be kept happy with enough cooling, whereas Tritium eagerly goes from a safe space loop into a burning hellfire. Add to this the byproduct of large amounts of Oxygen production (not exclusive to Tritium. An issue in a Plasma engine too), and you have a tritium fire and a very hot crystal. Do not use this gas unless you have a very strong understanding of atmospherics and the Supermatter, and are willing to get creative.&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas are determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
* The range and power are determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
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.&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Beyond the Safety: Improving the Power Output and Endangering Crew ==&lt;br /&gt;
Here are some pointers and hints on how to get more power out of this engine:&lt;br /&gt;
* Coordinate with other engineers. Don&#039;t just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.&lt;br /&gt;
* Higher temperatures generate more energy.&lt;br /&gt;
* Higher amounts of oxygen moles result in more power.&lt;br /&gt;
* You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* The gas loop isn&#039;t that efficient at roundstart! Consider tuning it to run better by replacing some of the pumps with volume pumps or adding better cooling.&lt;br /&gt;
* Gasses leaving the SM go straight to the heat exchangers then to the filters, this means you cool all your gasses and then remove gasses. If you filter first you can get improved cooling (since you don&#039;t waste energy cooling unused gas) allowing for more dangerous gasses to be used easier.&lt;br /&gt;
* Plasma is terrible inside of the SM, potentially worse than Carbon Dioxide. Despite being terrible inside the chamber, you can use it on the outside as a coolant.&lt;br /&gt;
* Producing loads of power sounds great, but as soon as you go over 5000 MeV/cm³ anomalies will start forming rapidly and the SM will likely delaminate.&lt;br /&gt;
* You can place 2 heat exchange pipes on one tile as long as one is horizontal and one is vertical, double the cooling power!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Coolant Loop - Hard Mode &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Are you a &#039;&#039;&#039;ROBUST&#039;&#039;&#039; engineer? Do you WANT to be? If you want a more difficult setup, replace all gas pumps by turning them off, unwrenching them [[File:wrench.png]], then using a Rapid Pipe Dispenser [[File:Rpd.png]] to replace the pumps with straight pipe. To select the proper pipe, you must click the RPD in hand to open the menu. When doing this, also unwrench and straight pipe all gas pumps labelled &amp;quot;bypass&amp;quot;. EVERY pump should be straight piped.&lt;br /&gt;
:&#039;&#039;&#039;Why:&#039;&#039;&#039; By removing the gas pumps you are effectively delimiting the circulation of the coolant. Gas escapes immediately and enters nearly-immediately. This is a &amp;quot;hard mode&amp;quot; setup because it cools substantially faster but also delaminates substantially faster. You can save a dying engine in single-digit integrities by straight piping the loop and adding coolant. When doing this setup, bypasses are no longer required, as gas exists ubiquitously throughout the system. The straight-piped bypasses then work as additional layers of security in the setup, ensuring gas flow and preventing leaks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; But I don&#039;t want to experiment! &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Grab N2O canisters from atmospherics&lt;br /&gt;
# Set one of the filters to allow N2O&lt;br /&gt;
# Wrench the N2O canister into place&lt;br /&gt;
# ???&lt;br /&gt;
# Profit&lt;br /&gt;
OR &lt;br /&gt;
# Add more reflectors&lt;br /&gt;
# Add more emitters&lt;br /&gt;
# ???&lt;br /&gt;
# Profit&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|500px|right|alt=Supermatter Sabotage]]&lt;br /&gt;
The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]&lt;br /&gt;
===Handy Guide To SM Repair===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps are OFF or left on the wrong pressure (Crank them up to 4500kpa!).&lt;br /&gt;
* Gas filters are OFF or set to the wrong gas. &#039;&#039;&#039;Remember!&#039;&#039;&#039; Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing.&lt;br /&gt;
* Part of the coolant loop has been broken or unwrenched. You must don a space-worthy suit and go fix it! This may mean wrenching it back or recreating it with your RPD [[File:Rpd.png]].&lt;br /&gt;
* Supermatter chamber air alarm [[File:AirAlarm.png]] has the vents improperly configured. Set them to internal, turn off external, make sure ON is toggled.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning or turned off. Set to siphoning, expanded range, and ON.&lt;br /&gt;
* One of the pipes has been broken or unwrenched. You can easily put it back in place with a wrench [[File:Wrench.png]] or recreate it with your RPD.&lt;br /&gt;
* Too much gas for standard setup! Remember that gas pumps are the lowest tier for circulation. If a section has too high of a pressure, the pumps cannot push anything more into it! This will cause a slow delamination.&lt;br /&gt;
* Too little gas! The more (cold) gas there is, the faster the gas will be able to siphon heat away from the crystal. A supermatter crystal in near-vacuum is just looking for an excuse to overheat.&lt;br /&gt;
* One or all of the tiles around the crystal is missing! This will siphon gases directly into space. Make sure they&#039;re built, replace any piping that might have existed there.&lt;br /&gt;
* The tile under the crystal is missing! Call the shuttle. Don&#039;t even attempt to put your hands near that thing!&lt;br /&gt;
* Did you set one of the air filters to N2O, as stated earlier in the guide? Bringing a container of N2O [[File:N2O_Canister.png]] from atmospherics can extinguish flames inside the chamber without needing to risk firefighting. It also increases the power output of the SM!&lt;br /&gt;
== Sabotaging the Supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Straight piping the supermatter coolant loop greatly increases the rate of delamination. It can also be saved easier, so ensure it is not corrected fast. A non-robust engineering department is doomed.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
*With a little bit of tinkering, you can sabotage the station&#039;s distribution loop by having the waste plasma get filtered to distribution.&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You can cause a normal delamination by:&lt;br /&gt;
*Turning down or turning off gas pumps&lt;br /&gt;
*Turning off or changing the gas on a gas filter&lt;br /&gt;
*Unwrenching any pipe. &#039;&#039;&#039;Note:&#039;&#039;&#039; This will usually expel gases inside.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disabling the scrubbers or vents in the air alarm.&lt;br /&gt;
*Adding a very harmful gas like plasma, but make sure you have the gas filters set to allow it in circulation first.&lt;br /&gt;
*&#039;&#039;&#039;Stealth sabotage:&#039;&#039;&#039; Unwrench a portion of the space loop. Generally, no one looks in space to correct this, and it is not obvious a piece is not connected.&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irradiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
#Wear as much radiation protection as you can. Hide or destroy the rest.&lt;br /&gt;
#Wear insulated gloves so you are not shocked by arcs. Destroy any other gloves remaining.&lt;br /&gt;
#Shut off all cameras.&lt;br /&gt;
#Keep the emitters online and firing. Add extra emitters if possible. You can swipe an ID to lock them, but the wires can still be cut.&lt;br /&gt;
#Break into atmos and configure pure CO2 to be sent to the engine coolant loop. A better way of doing this removing the pipe into atmos from space and rerouting it that so it cannot be turned off.&lt;br /&gt;
#Now to start the delamination. Set all air filters to CO2.&lt;br /&gt;
#If needed, enable the pipe of CO2 from atmos you configured earlier. &lt;br /&gt;
#Access the air alarm and turn off scrubbers. Pump as much CO2 into the chamber as possible.&lt;br /&gt;
#Sabotage entry to the room, and/or release plasma in the room around the SM chamber.&lt;br /&gt;
#The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
#The engine will start broadcasting obvious and dire messages that something is very wrong over common radio frequencies. If comms are down, this is not a problem. &#039;&#039;&#039;Note:&#039;&#039;&#039; People carrying laptops can still see the engine status.&lt;br /&gt;
#Stick around only long enough to ensure it is not stopped.&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
A critical mass delam is one of the more difficult methods. It takes longer and there is a chance it reverts to an overcharged delamination. It follows the steps of the previous delamination, but instead we will be pumping plasma from atmospherics. The goal is to have 4 different harmful gases selected at the filters.&lt;br /&gt;
#Get the gear.&lt;br /&gt;
#Straight pipe the system.&lt;br /&gt;
#Cut the cameras.&lt;br /&gt;
#Select four different harmful gases - Oxygen, Plasma, Tritium, CO2.&lt;br /&gt;
#Disable the scrubbers from the air alarm OR unwrench part of the pipe leading out.&lt;br /&gt;
#Sabotage the room.&lt;br /&gt;
#Stay close until it&#039;s too late to save.&lt;br /&gt;
#Run like hell.&lt;br /&gt;
== Cold gas, a glowy crystal, some lasers, and you: A deeper dive into the Supermatter Engine ==&lt;br /&gt;
&#039;&#039;&#039;This is very rambly, but useful information will be given throughout. It&#039;s recommended to read it all, as it covers critical aspects of atmospherics functionality and, thus, the Supermatter. But ff you just want the conclusion on a whole lot of theory, skim read the bulk of it but pay attention at the end.&#039;&#039;&#039;&lt;br /&gt;
===The basics of gas. Rule 0 of atmospherics and the Supermatter===&lt;br /&gt;
First things first, and extremely importantly: gas does not work like you think it does.&lt;br /&gt;
&lt;br /&gt;
A common, and reasonable, misconception is that gas flows. In atmospherics, gas does not move from one pipe to another. Instead, gas “Exists omnipresently within a pipenetwork”. What this means is that gas within a pipenetwork (commonly referred to as just a pipenet) exists in perfect equilibrium of both gas and temperature. If you have a pipenetwork from one end of the universe to the other, and added let’s say 1 mole of oxygen, then there would immediately be gas at the other end of the universe. Every single pipe would have the exact same gas, at the exact same pressure, at the exact same temperature. Say we then add some N2O, then the exact same thing would happen. The gas, mixed perfectly with the oxygen, across every single pipe.&lt;br /&gt;
&lt;br /&gt;
Now it’s important to clarify what exactly a pipenetwork is. A pipenetwork is any connection of pipes wherein a pipe can be traced to another pipe via at least 1 pipe. So it doesn’t matter how many pumps you have between your pipes if even 1 length of pipes can be traced around those pumps. At which point, it’s part of the same pipenetwork, and the pump is irrelevant.&lt;br /&gt;
&lt;br /&gt;
This might sound a little weird. To clarify, don’t think of pipes like a method of transport. Nothing travels through pipes. Think of pipes like a container for gas.&lt;br /&gt;
&lt;br /&gt;
For this, I like to use the basin analogy. Imagine you have 3 things: A basin or bucket or something similar, a cup, and some liquid. The pipes are the basin, the cups are the pumps, and the liquid is the gas. If you add something into the basin, it doesn’t travel in a direction towards the next area, it simply enters equilibrium with the rest of the contents (please ignore brownian motion for this analogy. If you don’t know what this is, good, it’s not helpful here). If you want to move something from one basin to another, you dip a cup in and pour it into the next basin. That’s how pumps work. They, like the cup, move the contents from one container to another in bulk loads.&lt;br /&gt;
&lt;br /&gt;
Call back to what I said about pipenetworks and pumps a moment ago. Having a pump inside of a pipenetwork is like using your cup to take out of the basin and pour back into it. It accomplishes nothing, because the contents aren’t changing.&lt;br /&gt;
&lt;br /&gt;
So with this in mind, how does clogging occur?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A horror story of pumps and hot gas ===&lt;br /&gt;
Pipes do not clog, period. Filters clog, pumps clog, scrubbers clog, vents can clog (depending on settings). But pipes, however, do not. There is no upper limit on the pressure of pipes. A pipe, in theory, can store infinite pressure and, thus, infinite gas.&lt;br /&gt;
&lt;br /&gt;
However, there is an upper limit on what pressure pumps, filters, and scrubbers can get into pipes. This may sound similar, but it has large consequences.&lt;br /&gt;
&lt;br /&gt;
For example, a pressure pump has a maximum pressure of 4,500 kPa. That means that every time it pumps gas, it can move up to but no more than 4,500 kPa of that gas. It also means that if the pressure of the pipenetwork it’s pumping into is equal to or greater than that value, it will be unable to move the gas. This is referred to as a pump becoming backed up or clogged. &lt;br /&gt;
[[File:Supermatterboxnew_pipenet.png|650px|right]]&lt;br /&gt;
To the right you&#039;ll find an image used earlier in this guide, but it is updated to show the separate pipenetworks the roundstart Supermatter has on Box station. Each of these pipenetworks is separate, but are in perfect equilibrium within themselves. So if you checked the gas in the green pipenetwork, it doesn’t matter where you checked, it would display the same. Likewise, the blue pipenet may be different than the green pipenet. But everywhere in the blue pipenetwork you check would, again, be identical to anywhere else in the blue pipenetwork.&lt;br /&gt;
&lt;br /&gt;
But dear Mr. Guide Writer, why does this matter, at all? Why show me just how many pipenetworks exist in the round start setup, what does it matter? Two reasons.&lt;br /&gt;
* Pumps, filters, and mixers do not efficiently pump connected pipenetworks at all. &lt;br /&gt;
* Gas. as mentioned earlier, is always evenly spread through a pipenetwork and without direction to it. (“Gas exists omnipresently within a pipenetwork”)&lt;br /&gt;
Let&#039;s start with the first thing, pumps. All types of pumps (not filters and mixers and the like) have 200L volume in the small bit of pipe before them, and 200L in the small bit of pipe after them. As such, a volume pump pumps all the gas that is in that node to the other side of the pump, per second (the maximum pump rate for volume pumps is 200L/s). As such, if a pipe network has 2000L of volume, connected to a volume pump that is pumping at its max rate, it will pump 1/10th of all gas in the network, per second. However, you also have to take into account that it&#039;s always 1/10th of the gas that is in the pipes, as such, pumps will pump less moles of gas per second as there is less and less gas in the network before the pump. &lt;br /&gt;
&lt;br /&gt;
Put simply, pumps exist to restrict and direct gas by their very nature. If you need to move gas from one place to another quickly, adding a pump will only slow it down. Starting to see where this is going? Well, there’s another reason pumps are bad, and it ties back in to the previous section.&lt;br /&gt;
&lt;br /&gt;
Pumps have an upper-pressure limit, same for filters and mixers. For the gas pump, and the others, the pressure limit is plain to see, 4500 kPa. However, the volume pump also has a pressure limit, rated at 9000 kPa. Scrubbers in fact also have a pressure limit, sitting around 5200 kPa. &lt;br /&gt;
&lt;br /&gt;
Gas pumps and mixers are especially poor, as their pumping slows down the closer they get to their pressure limit. &lt;br /&gt;
&lt;br /&gt;
What does this mean for the Supermatter, especially in case of delamination? Well, the room is probably on fire, so the gas has expanded, which in turn makes it far more pressurized. The knock-on effect? Follow along with the image to the right. We’re starting at the left side of the central Supermatter chamber. The yellow pipenet before the red.&lt;br /&gt;
* Yellow: First, the scrubbers work their butt off to get to their pressure limit. The gas is hot, so that doesn&#039;t take very much.  &lt;br /&gt;
&lt;br /&gt;
* Red: While this happens, a gas pump takes the tiny amount of moles in the pipenetwork the scrubbers are connected to and shoves a small amount of it into the pipenetwork beyond it. Slowing down even further, as the gas is so hot it easily reaches the pressure limit.&lt;br /&gt;
&lt;br /&gt;
* Blue: This then reaches the filter, which again tries to pump the small amount of moles beyond it, with another case of pressure limit slowness and the fact, not all gas is available for pumping at any moment.  &lt;br /&gt;
Repeat the above for all the following pumps. Add to this the fact that the Supermatter produces plasma and oxygen, which are reacting with each other and burning in the pipes, likely pushing the pressure above the limits of what the pumps can handle and... well you got the point right? That’s what happening to your pumps every single time the Supermatter ignites.&lt;br /&gt;
&lt;br /&gt;
Well, that all sounded horrid, how can we prevent this?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How removing pumps made me a billionaire ===&lt;br /&gt;
The title gives it away, really. You want to replace most pumps you can find with either straight pipes, or with valves to allow for easier modification and changing where the gas goes on the fly. ESPECIALLY THE FILTER NEEDS TO EITHER BE REMOVED OR UTILISED PROPERLY IN THE CASE OF A DELAMINATION OR WHEN OPTIMISING. &lt;br /&gt;
&lt;br /&gt;
Now, to explain why this is the proper option in most cases. As mentioned continuously, gas in a network is always evenly spread through all connected pipe. it&#039;s always the same ratio of gasses, it&#039;s always the same temperature. It’s always in perfect equilibrium in every sense of the word.&lt;br /&gt;
&lt;br /&gt;
If you’ve been following along, then you likely know what this means. By replacing all the pumps up to the space loop with pipes, clogging is no longer an issue. The gas will leave the supermatter and immediately be cooled by space. No delay, no travelling, because the pipe connected to the scrubber holds the exact same amount, temperature, etc as any of the pipes in the space loop (marked as Green)&lt;br /&gt;
&lt;br /&gt;
But, why stop there? You already know that gas doesn’t travel inside of pipenetworks, so these other two pumps (Blue to Red | Green to Red) aren’t actually assisting in cooling after all* (There will be a small note at the end of this section) so why not simply replace them with pipes? Well, that has an added bonus. In a standard setup, or any setup which stops gas flowing from Blue to Red, the only connection between the gas return filters (Green circled filters at the bottom) is the heat exchange pipes in the space loop. If somewhere were to cut one, then the gas could no longer reach the return filters. Eventually the supermatter would run out of coolant, and a delam would begin.&lt;br /&gt;
&lt;br /&gt;
But, say those pumps were both turned into pipes. Well, then cutting a single pipe in the space loop would do next to nothing. We’d lose the gas from that one cut pipe, but the rest of the piping is still connected, and the engine continues safely. You won’t even notice the change.&lt;br /&gt;
&lt;br /&gt;
“Wait!” you may be thinking, “the pipes will leak!”&lt;br /&gt;
&lt;br /&gt;
Thankfully, that makes far too much sense for atmospherics. Pipes don’t leak. At all. Now, the gas that was within that specific pipe will be expelled into the air, yes. But the gas from other pipes can and will not exit out of the newly made ‘opening’, if you can call it that.&lt;br /&gt;
&lt;br /&gt;
So that’s two very nice bonuses. Gas is immediately cooled, and the supermatter is harder to tamper with. It’d would be fine if that was all these changes gave us. There’s one more nice bonus, though.&lt;br /&gt;
&lt;br /&gt;
The volume of the pipenetwork is increased massively. Pumps, as we’ve discussed, have a pressure limit. The greater the number of pipes in front of a pump, the greater the volume that the pump perceives, and the more gas it can put in. Put simply, if you have a single pipe of 4,500 kPa, a pressure pump cannot continue pumping. Add another pipe, and suddenly it’s 2,250 kPa each, and the pressure pump will continue until both pipes are 4,500 kPa. Every time a pipe is added, the ‘capacity’ increases. By replacing all these pumps with pipes you have changed a number of pipenetworks of only 10-20 each to a full pipenetwork of 50+. Suddenly the scrubbers don’t have to worry about pressure as much, especially on top of the instant cooling.&lt;br /&gt;
&lt;br /&gt;
Lastly, though only vaguely related, keep your vents on internal 0, not on external 5000. Vents do not actually have a pressure limit at all. They can continue to add pressure constantly, however, they do work faster if the chamber they are connected to is lower pressure, and the gas they&#039;re pumping is cold, but this is always true. Essentially, vents pump a static amount of pressure when they&#039;re at maximum speed. If nothing very, very strange is happening, the gas that the vents are attempting to pump in is colder than what is in the chamber, as it already went through the cooling part of the pipes. As such, having the vents on internal 0, and with it, always pumping the hardest they can, they are adding gas that is colder than what is currently in the chamber itself. This contributes to the cooling down of the chamber, and is often enough to prevent a heat delamination by itself.&lt;br /&gt;
&lt;br /&gt;
External 5000 suffers from the same issues as a pump does, vents will completely stop pumping in gas when the room it is trying to pump into is 5000 kPa or above, which happens fairly quickly in a small room that is white hot. So remember, internal 0, unless there is too much gas in the room (see singularity delamination).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;The small note at the end of the section:&#039;&#039; You can consider placing restrictive pumps in certain areas so hot gas can&#039;t travel through quickly and give it more time to cool, though there are often better ways to do this that are less dangerous. Still, the option is there. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breaking the laws of thermodynamics and a final word ===&lt;br /&gt;
Freezers. That is all. Freezers are magical machines that break the laws of thermodynamics by even existing and work to extremely quickly heat or cool gas to the temperature they are set at. They are much, much quicker than space could ever hope to be when upgraded, and even colder. Space, at its coldest, is about 26K. Freezers can go as low as 2.7K when fully upgraded, and are much quicker at cooling.&lt;br /&gt;
&lt;br /&gt;
A word of warning, however. Freezers will attempt to change the temperature of the gas that is in them to the temperature it is set at, this seems obvious, but that also means it can heat gas. As space is around 26K, and unupgraded freezers only go to 73.15K. As the gas is returning from space, this will often serve the heat the gas. However, as 73.15K is still far cooler than any worrisome temperature for the Supermatter, it’s worth considering leaving them on depending on your setup. As during a delam, gas can return from the space loop still warmer than you’d like it, and it adds a second layer of security just in case. Especially if something… Unfortunate happens to the piping out there.&lt;br /&gt;
&lt;br /&gt;
If you somehow read through all that, I very strongly applaud you, and I applaud you on likely becoming an engineer that is a few times less clueless. Despite all the things you now may know, there is a lot to experiment with, and lots of ways left to mess up in spectacular ways. Try to keep learning more and more as you go, and good luck in your attempts to not blow up the station.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
== How to Cool Your Supermatter to Where it May Become a Problem ==&lt;br /&gt;
=== Your Tablet ===&lt;br /&gt;
Normally you should just throw this away at the start of a shift but your tablet has a program to moniter the sm so you should keep your tablet on this instead of having to go to the computer every time you want to look at its stats.&lt;br /&gt;
=== Pressure Vs. Volume ===&lt;br /&gt;
Normally, your supermatter is equipped with pressure pumps which max out at 4500kpa, the problem is that they arent that fast. Volume pumps however are a lot faster compared to pressure pumps. By replacing everything that uses pressure to volume you can make your sm a lot faster.&lt;br /&gt;
=== The Other Layers ===&lt;br /&gt;
A huge part of the sm is the speed you can get gasses from the scubbers to the vents, the first and third layer helps a ton with this. By setting all your things with layer adaptors behind them and a device for every layer you can make everything a lot faster.&lt;br /&gt;
[[File:Filtering with the Other Layers.png|right|356x356px]]&lt;br /&gt;
=== Filtering with the Other Layers ===&lt;br /&gt;
Normally you get 4 filters all on the second layer but these are useless and just slow down the unfilterd gasses. Instead of having 1 filters your gonna need a 3 filters with layer&lt;br /&gt;
&lt;br /&gt;
adapters before them, each filter normally filters at 200 l/s but with the layer adapator your gonna get to 600 l/s making your gas a lot faster. &lt;br /&gt;
&lt;br /&gt;
You are also gonna need 2 of these for the next cooling strategy, 1 for going into the cooling loop and 1 for going into the sm.&lt;br /&gt;
=== Plasma Cooling ===&lt;br /&gt;
Plasma may been seen as a gas that can heat up quickly and makes fire but it can be used to cool down your sm way more. Plasma can keep a very cold temp for a long time and if you filter it out of the sm into the cold loop and when the sm produces it normally you can keep your gas very cold.&lt;br /&gt;
=== Space Cooling with the Other Layers ===&lt;br /&gt;
Just what it sounds like, add 2 more layers to your space cooling and it provides a great boost to how cold your sm is.&lt;br /&gt;
=== Pump Cleanup ===&lt;br /&gt;
Remove all of your pumps except for the ones infront of the canisters and the atmos to loop pump and then replace all of your pumps with pipes after.&lt;br /&gt;
=== Your Freezers ===&lt;br /&gt;
Your freezers you are given can be good but also can be bad. The problem is unless you have upgraded their parts to t4 parts (the bluespace ones) it will actually heat up your gas instead of cooling it down, if you ever turn these on it will provide a great cooling boost but is not reccomended below t4 parts.&lt;br /&gt;
=== The Useless Additions ===&lt;br /&gt;
The pump infront of the sm, the bypass pump. I dont even know why it exsists but you should always remove this and change the pipes from manifolds to normal pipes.&lt;br /&gt;
&lt;br /&gt;
Filter to canister, this can be useful when you want to canister a gas but in most cases you should remove this and replace it with a normal pipe&lt;br /&gt;
=== Passive Venting ===&lt;br /&gt;
Normally a sm has uranry vents which if you set your air alarm up correctly will try to deplete its pipes to 0kpa. Passive vents however link the atmosphere to the pipes so the scrubbers will be scrubbing directly from the pipes and it will make gases going into the sm a lot faster. &#039;&#039;&#039;Be careful when putting these into the sm, 1 touch of the sm and you are dead. It is also reccomended to put a holofan infront of the sm so gas isnt leaked. Also this will cause your sm to lose gas because gas goes into the pipes so make sure everything else is ready before putting these in.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scrubbing and Cooling Under the Sm ===&lt;br /&gt;
[[File:Under the Sm.png|right|477x477px]]&lt;br /&gt;
Putting things under the sm is dangerous, but if you want to cool it more this is the next step and required for pure co2. By alt-clicking the sm you can veiw the floor under it and put pipes and devices under the sm and your gonna need heat transfer pipes and scrubbers&lt;br /&gt;
==== The Scrubbers ====&lt;br /&gt;
The scrubbers should not be scubbing all the air but instead should be scrubbing all the o2 so a fire doesnt start and heat up the sm a ton.&lt;br /&gt;
==== The Heat Transfer Pipes ====&lt;br /&gt;
By adding heat transfer pipes with plasma and freezers hooked up to them you can greatly cool the sm but if you change these to heaters you can also greatly heat the sm resulting in a delamination. The freezers have to be equiped with t4 parts or they will not cool the sm enough&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Anomalies ===&lt;br /&gt;
Once reaching 5k mev (More at 7k mev), 7000 k, or enough pressure anomalies will start appearing outside the sm, this is a big problem when reaching high ammounts of gas because of their affects...&lt;br /&gt;
==== The Pyro Anomaly ====&lt;br /&gt;
The Pyro Anomaly will spew out burning plasma and slimes which can make it hard to contain the sm. The best way to reduce the affect of anomalies will be spacing the sm so all the plasma from the pyro will go into space and the slimes will also die from space. Make sure to avoid the slimes at all costs because they do brain damage which is very hard to heal.&lt;br /&gt;
==== The Grav Anomaly ====&lt;br /&gt;
The grav will pull anything unwreched and if your sm&#039;s doors are removed it may bring all of the slimes from the pyro anomalies and slam them into the sm causing a boost in mev, it may be funny &lt;br /&gt;
&lt;br /&gt;
when it first happens but will start delaminating but should fix itself after some time&lt;br /&gt;
==== The Shock Anomaly ====&lt;br /&gt;
The shock anomaly is the most dangerous anomaly, the shock anomaly can easly just shock you in a corner and just kill you, you have to avoid these at all costs or you may die easly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== If you have done all of this you should be ready for a sm of pure co2 or a little bit of tritium or something. ===&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&amp;diff=32794</id>
		<title>Guide to the Supermatter</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&amp;diff=32794"/>
		<updated>2020-12-13T17:53:57Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Captilized a title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;ll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.&lt;br /&gt;
{| width=&#039;95%&#039; height=&#039;60&#039; style=&#039;background-color:#FFCCCC;&#039; align=&#039;center&#039;&lt;br /&gt;
|align=&#039;center&#039;|&#039;&#039;&#039;Do NOT run into the Supermatter to commit suicide! You will be banned.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# 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.&lt;br /&gt;
# You require safety gear. A full radiation suit AND meson scanners.&lt;br /&gt;
# Most of &amp;quot;setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.&lt;br /&gt;
# Anything that bumps into the Supermatter is fundamentally annihilated. Don&#039;t touch it.&lt;br /&gt;
# Hardsuits, excluding the CE&#039;s hardsuit, have limited protection. The engineering hardsuit has 75% radiation protection. [[Chief_Engineer|CE&#039;s]] hardsuit has 100%. [[Atmospheric_Technician|Atmos]] hardsuit has 25%. [[Research_Director|RD&#039;s]] and [[Chief_Medical_Officer|CMO&#039;s]] have 60%. If working near an active Supermatter Engine, use a radiation suit instead.&lt;br /&gt;
== The Safe Setup ==&lt;br /&gt;
The supermatter engine on current (2020) rotation maps 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. This is a simple nitrogen setup, easy to maintain and has two methods to handle sabotage (freezer backup and N2O preset). It will almost always last the entire round, and almost always generates enough power for the entire station.&lt;br /&gt;
&lt;br /&gt;
There is an old video setup guide [https://www.youtube.com/watch?v=Avec0T2-Xhk here], but the recommended guide below has changed since that video was made. &lt;br /&gt;
==== Step One: Gear Up ====&lt;br /&gt;
# Put on an optical meson scanner [[File:MGlasses.png]] or Engineering scanner goggles [[File:EngiScanners.png]] on meson mode. All races except IPCs and Plasmamen will require a radiation suit [[File:RadiationSuit.png]][[File:RadiationSuitHood.png]] in case someone prematurely activates the supermatter crystal.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; Meson Scanners protect from hallucinations, while the suit protects from radiation. IPCs and Plasmamen are inorganic and thus take no rads but they CAN suffer hallucinations. Once the engine starts, it will start emitting both.&lt;br /&gt;
[[File:Meta_SM.png|400px|thumb|right|Meta Station SM. Enable and max green circles. Works counter clockwise. Toggle yellow squares, set gas. Enable cyan triangles and minimize temperature.]]&lt;br /&gt;
[[File:Box_SM.png|400px|thumb|right|Box Station SM. Works counter clockwise.]]&lt;br /&gt;
[[File:Pubby_SM.png|400px|thumb|right|Pubby Station SM. The gas loop works clockwise here.]]&lt;br /&gt;
[[File:Delta_SM.png|400px|thumb|right|Delta Station SM. Works clockwise. The freezers are optional security in N2 setups. You would need to reconstruct part of the pipe and the deconstruct the heater in order to enable them.]]&lt;br /&gt;
==== Step Two: Prepare The Gas Loop ====&lt;br /&gt;
# Set &#039;&#039;&#039;gas pumps&#039;&#039;&#039; (green circle in picture) to maximum around the loop. This requires clicking them, hitting MAX and toggling OFF to ON. If you are not replacing pumps, do not enable pumps labelled &amp;quot;bypass&amp;quot; (blue circle).&lt;br /&gt;
#:Why: Gas pumps ensure that coolant is in circulation around the supermatter crystal. The gases exit, are cooled by space and the freezers, have exhaust gases are removed by the filters, recooled (if needed) by the freezers, then enter the crystal chamber as cold N2.&lt;br /&gt;
# Toggle the &#039;&#039;&#039;gas filters&#039;&#039;&#039; (yellow square in picture) ON and set to desired gas. By default, the filters have the correct N2 setup preselected, thus you can turn on all five. The first filter leading to canisters (green square) is for farming gases. If you want a panic button, you can set one filter to N2O also, as N2O is effective at extinguishing flames, should you get sabotaged. However, at VERY high temperatures, this will backfire.&lt;br /&gt;
#:Why: The gas filters work by separating individual gases from a pipe. In the safe setup, this means that N2 is removed from an array of other harmful gases that exhaust from the SM like plasma. The exhaust exits the red pipe to space. By setting a filter to N2O, you can easily wrench in an N2O canister [[File:N2O_Canister.png]] to extinguish most early destabilization.&lt;br /&gt;
# (Optional) Activate the &#039;&#039;&#039;freezers&#039;&#039;&#039; [[File:freezer.gif]] (cyan triangle. &#039;&#039;&#039;MUST&#039;&#039;&#039; be a freezer, not a heater) and set them to the lowest temperature. This means clicking them, clicking minimum temp, then toggling to ON. If they are heaters, you must disassemble and use a screwdriver on the circuit board, then reassemble the machine to create a freezer.&lt;br /&gt;
#:Why: Freezers work a dual purpose. First, they ensure space gases are reduced to a safe operating temperature, and can be upgraded later to function better than the space loop. Typically the space loop is enough, unless sabotage occurs, which means freezers also function as protection against sabotage or at the gas filters by forcing gases to remain in the safe range.&lt;br /&gt;
# Wrench [[File:wrench.png]] the red &#039;&#039;&#039;N2 canisters&#039;&#039;&#039; [[File:N2_Canister.png]] to activate the gas loop. This should be none nearly last so that other engineers do not interfere with your setup and no one wastes coolant.&lt;br /&gt;
#:Why: Nitrogen (or whichever gas you end up using) must be put in the pipes in order to circulate. You can add any other gases here later, like N2O. Or plasma.&lt;br /&gt;
# Set the &#039;&#039;&#039;air alarm&#039;&#039;&#039; [[File:AirAlarm.png]] next to the crystal room. Open the air alarm menu (on most maps it will start unlocked), click &#039;&#039;Scrubber Controls&#039;&#039; and change the scrubbers to &#039;&#039;&#039;siphon&#039;&#039;&#039; (by clicking &amp;quot;scrubbing&amp;quot;) and Expanded Range. You don&#039;t need to change any of the filter settings besides the mode, since on &amp;quot;siphon&amp;quot;, all gases get sucked out. The scrubbers will show an animation if they are set up to siphon correctly. &#039;&#039;&#039;Do NOT set operating mode to &amp;quot;panic siphon&amp;quot;&#039;&#039;&#039; as that&#039;s not the same thing. Picture (click it): [[File:SM_safe_setup_scrubbers_aug_2019.png|30px|Scrubber Controls]]&lt;br /&gt;
#:Why: Siphon makes the scrubbers remove all gases. This is to ensure hot gasses are removed from the chamber as fast as possible, to prevent too high pressure in the chamber. &lt;br /&gt;
# In the same air alarm [[File:AirAlarm.png]], from the main menu, click &#039;&#039;Vent Controls&#039;&#039; and set the vents to internal by toggling internal and toggling off external. Picture (click it): [[File:SM_safe_setup_vents_aug_2019.png|30px|Vent Controls]]&lt;br /&gt;
#:Why: &amp;quot;Internal 0&amp;quot; makes the vents completely dump the contents of the coolant pipes into the chamber. You generally want to get the coolant in there as quickly as possible.&lt;br /&gt;
==== Step Three: Starting The Radiation Collectors ====&lt;br /&gt;
# 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]]&lt;br /&gt;
# 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.&lt;br /&gt;
# It&#039;s worth pointing out that you also used to have to fill the plasma tanks with extra plasma from a canister. This is not currently the case, but many people still do this out of habit or misinformation.&lt;br /&gt;
The engine is now ready to produce power.&lt;br /&gt;
==== Step Four: Start the Engine! ====&lt;br /&gt;
# &#039;&#039;&#039;Double-check to ensure the cooling loop is active, you don&#039;t want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!&#039;&#039;&#039;&lt;br /&gt;
# Align the reflectors so that the emitter beams are deflected towards the supermatter crystal. &lt;br /&gt;
# 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. &#039;&#039;&#039;Don&#039;t stand in front of them unless you want some serious laser burns!&#039;&#039;&#039;&lt;br /&gt;
# Close the radiation shutters with the &#039;&#039;Radiation Shutters Control&#039;&#039; button (if available). &lt;br /&gt;
The supermatter is now generating power. &lt;br /&gt;
==== Final Step: Set Up the Power Storage Units (SMES) ====&lt;br /&gt;
# Go to the room in engineering with multiple SMES [[File:SMES_Turn_on.gif]]. &lt;br /&gt;
# Set each of their target inputs to 200 kW and target outputs to 190 kW.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; This increases how much power they forward to the rest of the station. 10 kW will be used to keep the SMES fully charged for backup power.&lt;br /&gt;
=== Delta Station Irregularities ===&lt;br /&gt;
&#039;&#039;&#039;Delta Station&#039;&#039;&#039; setup follows the same philosophy, but the coolant loop is arranged somewhat differently. A much more detailed explanation is stated above.&lt;br /&gt;
The same rules apply:&lt;br /&gt;
# Enabling gas pumps not labelled bypass (or straight pipe every pump).&lt;br /&gt;
# (Optional) Enable freezers [[File:freezer.gif]], convert the heater to freezer by deconstructing it (or just not turning it on if you don&#039;t know how).&lt;br /&gt;
# Enable gas filters.&lt;br /&gt;
# Don&#039;t forget the last gas pump on the right side!&lt;br /&gt;
# Set the air alarm [[File:AirAlarm.png]].&lt;br /&gt;
# Add the plasma tanks [[File:Plasma tank.png]] to the radiation collectors [[File:Radiation Collector.gif]].&lt;br /&gt;
# Close the shutters at the switch. &lt;br /&gt;
# On Delta station, the reflectors [[File:Energy_reflector_double.png]] require being moved before being turned on emitters. You must unweld [[File:Welder.png]] then unwrench [[File:wrench.png]] them, then drag them into the proper position. Alt-clicking them changes rotation. A 90 degree angle will send a laser beam in a 90 degree angle, nothing too crazy. You might need to experiment to get the angle right at first.&lt;br /&gt;
# Turn on the emitters!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Congratulations! The supermatter engine is set!&#039;&#039;&#039;&lt;br /&gt;
== A Deeper Look: Mechanics ==&lt;br /&gt;
The supermatter is an extremely unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on lag)&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal. The highest safe limit of the supermatter is 5000 EER/cm3.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases. This effect starts at about 1800 moles of any gas on the supermatter&#039;s tile.&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strength of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[[File:Pluoxium.png]]Pluoxium&lt;br /&gt;
&#039;&#039;&#039;Safety: Pillow Fort&#039;&#039;&#039;&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Pluoxium is like a weaker N2O without any of the risks. At 15% of the total gas or higher, it will lower the heat production of the Supermatter slightly less than N2, and increase the heat resistance by half that of N2O. However unlike N2O it does not decay, making it the perfect emergency gas if you can get enough. Pluoxium has the side effect of reducing radiation relative to its ratio in the mix, causing lowered power output at high concentrations.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is, in a large majority of situations, the safest gas to dump into the cooling loop. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces. A side effect of the safety it provides is that it also reduces power output of the engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Precooled N2 is good to have around for emergencies.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Risky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual. &#039;&#039;&#039;However&#039;&#039;&#039;, at higher temperatures (such as during a heat delamination) it will decay into O2 and N2. While N2 is good for the supermatter, O2 most certainly is not. This O2 will also react with the Plasma to create Tritium and then, to the further horror of many an Engineer, a Tritium fire. At lower temperatures and in more controlled setups, it can also combine with Plasma to create low amounts of BZ inside the loop.&amp;lt;br&amp;gt;&lt;br /&gt;
Marked as risky only to stop you from throwing N2O into the SM mindlessly. Yes, &#039;&#039;you&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Risky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a potentially dangerous yet very rewarding gas - in concentrations bellow 60% (Co2) your safe while on a normal loop, it will increase the crystal&#039;s power generation and can be used to produce Pluoxium as well.&amp;lt;br&amp;gt;&lt;br /&gt;
In high concentrations(above 60% (Co2)), however, it will raise the crystal&#039;s energy to extremely high levels. If you take precaution and upgrade the loop to with 3 layer space cool loop and freezers at Tier 4 parts you will be safe above 60%, this is a phenomenal way to generate power. With poor management and insufficient or downright bad preparation, it will eventually exceed safe energy levels and begin a charge delamination, producing electric arcs and anomalies until it eventually explodes into a [[Tesla]] ball.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Relatively Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen provides a boost to power transmission without actively increasing the waste gas amount or temperature.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re badass enough to run an O2 setup: Always precool it before flooding the Supermatter chamber.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BZ_canister.png]]BZ&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ increases the heat produced by the supermatter, as well as the radiation. Higher concentrations increase the radiation production up to 5 fold, but will become difficult to manage without significant set up. BZ also has the side effect of lower the power the radiation from the Supermatter grants, meaning while the produced rads increase 5 fold, the power does not. At a 40% of the mix, the Supermatter will start to fire irradiating nuclear particles. Don&#039;t get hit by these, regardless of your clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost as well as waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The roundstart setup cannot handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]]Tritium&lt;br /&gt;
&#039;&#039;&#039;Safety: OH GOD OH F*CK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tritium increases the radiation production of the Supermatter by up to 3 times, without BZ&#039;s downside of lowering energy production. There is one slight issue with it.&lt;br /&gt;
&lt;br /&gt;
Tritium is dangerous. Tritium is very dangerous. Tritium makes Plasma seem safe. Even with extremely robust cooling systems, Tritium is a horrifyingly irritable and jumpy gas. While it isn&#039;t as harmful to the heat level as Plasma is (just barely), it also has the second worst heat capacity of all gasses while Plasma has the second highest. This means that Plasma can be kept happy with enough cooling, whereas Tritium eagerly goes from a safe space loop into a burning hellfire. Add to this the byproduct of large amounts of Oxygen production (not exclusive to Tritium. An issue in a Plasma engine too), and you have a tritium fire and a very hot crystal. Do not use this gas unless you have a very strong understanding of atmospherics and the Supermatter, and are willing to get creative.&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas are determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
* The range and power are determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
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.&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Beyond the Safety: Improving the Power Output and Endangering Crew ==&lt;br /&gt;
Here are some pointers and hints on how to get more power out of this engine:&lt;br /&gt;
* Coordinate with other engineers. Don&#039;t just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.&lt;br /&gt;
* Higher temperatures generate more energy.&lt;br /&gt;
* Higher amounts of oxygen moles result in more power.&lt;br /&gt;
* You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* The gas loop isn&#039;t that efficient at roundstart! Consider tuning it to run better by replacing some of the pumps with volume pumps or adding better cooling.&lt;br /&gt;
* Gasses leaving the SM go straight to the heat exchangers then to the filters, this means you cool all your gasses and then remove gasses. If you filter first you can get improved cooling (since you don&#039;t waste energy cooling unused gas) allowing for more dangerous gasses to be used easier.&lt;br /&gt;
* Plasma is terrible inside of the SM, potentially worse than Carbon Dioxide. Despite being terrible inside the chamber, you can use it on the outside as a coolant.&lt;br /&gt;
* Producing loads of power sounds great, but as soon as you go over 5000 MeV/cm³ anomalies will start forming rapidly and the SM will likely delaminate.&lt;br /&gt;
* You can place 2 heat exchange pipes on one tile as long as one is horizontal and one is vertical, double the cooling power!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Coolant Loop - Hard Mode &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Are you a &#039;&#039;&#039;ROBUST&#039;&#039;&#039; engineer? Do you WANT to be? If you want a more difficult setup, replace all gas pumps by turning them off, unwrenching them [[File:wrench.png]], then using a Rapid Pipe Dispenser [[File:Rpd.png]] to replace the pumps with straight pipe. To select the proper pipe, you must click the RPD in hand to open the menu. When doing this, also unwrench and straight pipe all gas pumps labelled &amp;quot;bypass&amp;quot;. EVERY pump should be straight piped.&lt;br /&gt;
:&#039;&#039;&#039;Why:&#039;&#039;&#039; By removing the gas pumps you are effectively delimiting the circulation of the coolant. Gas escapes immediately and enters nearly-immediately. This is a &amp;quot;hard mode&amp;quot; setup because it cools substantially faster but also delaminates substantially faster. You can save a dying engine in single-digit integrities by straight piping the loop and adding coolant. When doing this setup, bypasses are no longer required, as gas exists ubiquitously throughout the system. The straight-piped bypasses then work as additional layers of security in the setup, ensuring gas flow and preventing leaks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; But I don&#039;t want to experiment! &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Grab N2O canisters from atmospherics&lt;br /&gt;
# Set one of the filters to allow N2O&lt;br /&gt;
# Wrench the N2O canister into place&lt;br /&gt;
# ???&lt;br /&gt;
# Profit&lt;br /&gt;
OR &lt;br /&gt;
# Add more reflectors&lt;br /&gt;
# Add more emitters&lt;br /&gt;
# ???&lt;br /&gt;
# Profit&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|500px|right|alt=Supermatter Sabotage]]&lt;br /&gt;
The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]&lt;br /&gt;
===Handy Guide To SM Repair===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps are OFF or left on the wrong pressure (Crank them up to 4500kpa!).&lt;br /&gt;
* Gas filters are OFF or set to the wrong gas. &#039;&#039;&#039;Remember!&#039;&#039;&#039; Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing.&lt;br /&gt;
* Part of the coolant loop has been broken or unwrenched. You must don a space-worthy suit and go fix it! This may mean wrenching it back or recreating it with your RPD [[File:Rpd.png]].&lt;br /&gt;
* Supermatter chamber air alarm [[File:AirAlarm.png]] has the vents improperly configured. Set them to internal, turn off external, make sure ON is toggled.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning or turned off. Set to siphoning, expanded range, and ON.&lt;br /&gt;
* One of the pipes has been broken or unwrenched. You can easily put it back in place with a wrench [[File:Wrench.png]] or recreate it with your RPD.&lt;br /&gt;
* Too much gas for standard setup! Remember that gas pumps are the lowest tier for circulation. If a section has too high of a pressure, the pumps cannot push anything more into it! This will cause a slow delamination.&lt;br /&gt;
* Too little gas! The more (cold) gas there is, the faster the gas will be able to siphon heat away from the crystal. A supermatter crystal in near-vacuum is just looking for an excuse to overheat.&lt;br /&gt;
* One or all of the tiles around the crystal is missing! This will siphon gases directly into space. Make sure they&#039;re built, replace any piping that might have existed there.&lt;br /&gt;
* The tile under the crystal is missing! Call the shuttle. Don&#039;t even attempt to put your hands near that thing!&lt;br /&gt;
* Did you set one of the air filters to N2O, as stated earlier in the guide? Bringing a container of N2O [[File:N2O_Canister.png]] from atmospherics can extinguish flames inside the chamber without needing to risk firefighting. It also increases the power output of the SM!&lt;br /&gt;
== Sabotaging the Supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Straight piping the supermatter coolant loop greatly increases the rate of delamination. It can also be saved easier, so ensure it is not corrected fast. A non-robust engineering department is doomed.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
*With a little bit of tinkering, you can sabotage the station&#039;s distribution loop by having the waste plasma get filtered to distribution.&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You can cause a normal delamination by:&lt;br /&gt;
*Turning down or turning off gas pumps&lt;br /&gt;
*Turning off or changing the gas on a gas filter&lt;br /&gt;
*Unwrenching any pipe. &#039;&#039;&#039;Note:&#039;&#039;&#039; This will usually expel gases inside.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disabling the scrubbers or vents in the air alarm.&lt;br /&gt;
*Adding a very harmful gas like plasma, but make sure you have the gas filters set to allow it in circulation first.&lt;br /&gt;
*&#039;&#039;&#039;Stealth sabotage:&#039;&#039;&#039; Unwrench a portion of the space loop. Generally, no one looks in space to correct this, and it is not obvious a piece is not connected.&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irradiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
#Wear as much radiation protection as you can. Hide or destroy the rest.&lt;br /&gt;
#Wear insulated gloves so you are not shocked by arcs. Destroy any other gloves remaining.&lt;br /&gt;
#Shut off all cameras.&lt;br /&gt;
#Keep the emitters online and firing. Add extra emitters if possible. You can swipe an ID to lock them, but the wires can still be cut.&lt;br /&gt;
#Break into atmos and configure pure CO2 to be sent to the engine coolant loop. A better way of doing this removing the pipe into atmos from space and rerouting it that so it cannot be turned off.&lt;br /&gt;
#Now to start the delamination. Set all air filters to CO2.&lt;br /&gt;
#If needed, enable the pipe of CO2 from atmos you configured earlier. &lt;br /&gt;
#Access the air alarm and turn off scrubbers. Pump as much CO2 into the chamber as possible.&lt;br /&gt;
#Sabotage entry to the room, and/or release plasma in the room around the SM chamber.&lt;br /&gt;
#The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
#The engine will start broadcasting obvious and dire messages that something is very wrong over common radio frequencies. If comms are down, this is not a problem. &#039;&#039;&#039;Note:&#039;&#039;&#039; People carrying laptops can still see the engine status.&lt;br /&gt;
#Stick around only long enough to ensure it is not stopped.&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
A critical mass delam is one of the more difficult methods. It takes longer and there is a chance it reverts to an overcharged delamination. It follows the steps of the previous delamination, but instead we will be pumping plasma from atmospherics. The goal is to have 4 different harmful gases selected at the filters.&lt;br /&gt;
#Get the gear.&lt;br /&gt;
#Straight pipe the system.&lt;br /&gt;
#Cut the cameras.&lt;br /&gt;
#Select four different harmful gases - Oxygen, Plasma, Tritium, CO2.&lt;br /&gt;
#Disable the scrubbers from the air alarm OR unwrench part of the pipe leading out.&lt;br /&gt;
#Sabotage the room.&lt;br /&gt;
#Stay close until it&#039;s too late to save.&lt;br /&gt;
#Run like hell.&lt;br /&gt;
== Cold gas, a glowy crystal, some lasers, and you: A deeper dive into the Supermatter Engine ==&lt;br /&gt;
&#039;&#039;&#039;This is very rambly, but useful information will be given throughout. It&#039;s recommended to read it all, as it covers critical aspects of atmospherics functionality and, thus, the Supermatter. But ff you just want the conclusion on a whole lot of theory, skim read the bulk of it but pay attention at the end.&#039;&#039;&#039;&lt;br /&gt;
===The basics of gas. Rule 0 of atmospherics and the Supermatter===&lt;br /&gt;
First things first, and extremely importantly: gas does not work like you think it does.&lt;br /&gt;
&lt;br /&gt;
A common, and reasonable, misconception is that gas flows. In atmospherics, gas does not move from one pipe to another. Instead, gas “Exists omnipresently within a pipenetwork”. What this means is that gas within a pipenetwork (commonly referred to as just a pipenet) exists in perfect equilibrium of both gas and temperature. If you have a pipenetwork from one end of the universe to the other, and added let’s say 1 mole of oxygen, then there would immediately be gas at the other end of the universe. Every single pipe would have the exact same gas, at the exact same pressure, at the exact same temperature. Say we then add some N2O, then the exact same thing would happen. The gas, mixed perfectly with the oxygen, across every single pipe.&lt;br /&gt;
&lt;br /&gt;
Now it’s important to clarify what exactly a pipenetwork is. A pipenetwork is any connection of pipes wherein a pipe can be traced to another pipe via at least 1 pipe. So it doesn’t matter how many pumps you have between your pipes if even 1 length of pipes can be traced around those pumps. At which point, it’s part of the same pipenetwork, and the pump is irrelevant.&lt;br /&gt;
&lt;br /&gt;
This might sound a little weird. To clarify, don’t think of pipes like a method of transport. Nothing travels through pipes. Think of pipes like a container for gas.&lt;br /&gt;
&lt;br /&gt;
For this, I like to use the basin analogy. Imagine you have 3 things: A basin or bucket or something similar, a cup, and some liquid. The pipes are the basin, the cups are the pumps, and the liquid is the gas. If you add something into the basin, it doesn’t travel in a direction towards the next area, it simply enters equilibrium with the rest of the contents (please ignore brownian motion for this analogy. If you don’t know what this is, good, it’s not helpful here). If you want to move something from one basin to another, you dip a cup in and pour it into the next basin. That’s how pumps work. They, like the cup, move the contents from one container to another in bulk loads.&lt;br /&gt;
&lt;br /&gt;
Call back to what I said about pipenetworks and pumps a moment ago. Having a pump inside of a pipenetwork is like using your cup to take out of the basin and pour back into it. It accomplishes nothing, because the contents aren’t changing.&lt;br /&gt;
&lt;br /&gt;
So with this in mind, how does clogging occur?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A horror story of pumps and hot gas ===&lt;br /&gt;
Pipes do not clog, period. Filters clog, pumps clog, scrubbers clog, vents can clog (depending on settings). But pipes, however, do not. There is no upper limit on the pressure of pipes. A pipe, in theory, can store infinite pressure and, thus, infinite gas.&lt;br /&gt;
&lt;br /&gt;
However, there is an upper limit on what pressure pumps, filters, and scrubbers can get into pipes. This may sound similar, but it has large consequences.&lt;br /&gt;
&lt;br /&gt;
For example, a pressure pump has a maximum pressure of 4,500 kPa. That means that every time it pumps gas, it can move up to but no more than 4,500 kPa of that gas. It also means that if the pressure of the pipenetwork it’s pumping into is equal to or greater than that value, it will be unable to move the gas. This is referred to as a pump becoming backed up or clogged. &lt;br /&gt;
[[File:Supermatterboxnew_pipenet.png|650px|right]]&lt;br /&gt;
To the right you&#039;ll find an image used earlier in this guide, but it is updated to show the separate pipenetworks the roundstart Supermatter has on Box station. Each of these pipenetworks is separate, but are in perfect equilibrium within themselves. So if you checked the gas in the green pipenetwork, it doesn’t matter where you checked, it would display the same. Likewise, the blue pipenet may be different than the green pipenet. But everywhere in the blue pipenetwork you check would, again, be identical to anywhere else in the blue pipenetwork.&lt;br /&gt;
&lt;br /&gt;
But dear Mr. Guide Writer, why does this matter, at all? Why show me just how many pipenetworks exist in the round start setup, what does it matter? Two reasons.&lt;br /&gt;
* Pumps, filters, and mixers do not efficiently pump connected pipenetworks at all. &lt;br /&gt;
* Gas. as mentioned earlier, is always evenly spread through a pipenetwork and without direction to it. (“Gas exists omnipresently within a pipenetwork”)&lt;br /&gt;
Let&#039;s start with the first thing, pumps. All types of pumps (not filters and mixers and the like) have 200L volume in the small bit of pipe before them, and 200L in the small bit of pipe after them. As such, a volume pump pumps all the gas that is in that node to the other side of the pump, per second (the maximum pump rate for volume pumps is 200L/s). As such, if a pipe network has 2000L of volume, connected to a volume pump that is pumping at its max rate, it will pump 1/10th of all gas in the network, per second. However, you also have to take into account that it&#039;s always 1/10th of the gas that is in the pipes, as such, pumps will pump less moles of gas per second as there is less and less gas in the network before the pump. &lt;br /&gt;
&lt;br /&gt;
Put simply, pumps exist to restrict and direct gas by their very nature. If you need to move gas from one place to another quickly, adding a pump will only slow it down. Starting to see where this is going? Well, there’s another reason pumps are bad, and it ties back in to the previous section.&lt;br /&gt;
&lt;br /&gt;
Pumps have an upper-pressure limit, same for filters and mixers. For the gas pump, and the others, the pressure limit is plain to see, 4500 kPa. However, the volume pump also has a pressure limit, rated at 9000 kPa. Scrubbers in fact also have a pressure limit, sitting around 5200 kPa. &lt;br /&gt;
&lt;br /&gt;
Gas pumps and mixers are especially poor, as their pumping slows down the closer they get to their pressure limit. &lt;br /&gt;
&lt;br /&gt;
What does this mean for the Supermatter, especially in case of delamination? Well, the room is probably on fire, so the gas has expanded, which in turn makes it far more pressurized. The knock-on effect? Follow along with the image to the right. We’re starting at the left side of the central Supermatter chamber. The yellow pipenet before the red.&lt;br /&gt;
* Yellow: First, the scrubbers work their butt off to get to their pressure limit. The gas is hot, so that doesn&#039;t take very much.  &lt;br /&gt;
&lt;br /&gt;
* Red: While this happens, a gas pump takes the tiny amount of moles in the pipenetwork the scrubbers are connected to and shoves a small amount of it into the pipenetwork beyond it. Slowing down even further, as the gas is so hot it easily reaches the pressure limit.&lt;br /&gt;
&lt;br /&gt;
* Blue: This then reaches the filter, which again tries to pump the small amount of moles beyond it, with another case of pressure limit slowness and the fact, not all gas is available for pumping at any moment.  &lt;br /&gt;
Repeat the above for all the following pumps. Add to this the fact that the Supermatter produces plasma and oxygen, which are reacting with each other and burning in the pipes, likely pushing the pressure above the limits of what the pumps can handle and... well you got the point right? That’s what happening to your pumps every single time the Supermatter ignites.&lt;br /&gt;
&lt;br /&gt;
Well, that all sounded horrid, how can we prevent this?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How removing pumps made me a billionaire ===&lt;br /&gt;
The title gives it away, really. You want to replace most pumps you can find with either straight pipes, or with valves to allow for easier modification and changing where the gas goes on the fly. ESPECIALLY THE FILTER NEEDS TO EITHER BE REMOVED OR UTILISED PROPERLY IN THE CASE OF A DELAMINATION OR WHEN OPTIMISING. &lt;br /&gt;
&lt;br /&gt;
Now, to explain why this is the proper option in most cases. As mentioned continuously, gas in a network is always evenly spread through all connected pipe. it&#039;s always the same ratio of gasses, it&#039;s always the same temperature. It’s always in perfect equilibrium in every sense of the word.&lt;br /&gt;
&lt;br /&gt;
If you’ve been following along, then you likely know what this means. By replacing all the pumps up to the space loop with pipes, clogging is no longer an issue. The gas will leave the supermatter and immediately be cooled by space. No delay, no travelling, because the pipe connected to the scrubber holds the exact same amount, temperature, etc as any of the pipes in the space loop (marked as Green)&lt;br /&gt;
&lt;br /&gt;
But, why stop there? You already know that gas doesn’t travel inside of pipenetworks, so these other two pumps (Blue to Red | Green to Red) aren’t actually assisting in cooling after all* (There will be a small note at the end of this section) so why not simply replace them with pipes? Well, that has an added bonus. In a standard setup, or any setup which stops gas flowing from Blue to Red, the only connection between the gas return filters (Green circled filters at the bottom) is the heat exchange pipes in the space loop. If somewhere were to cut one, then the gas could no longer reach the return filters. Eventually the supermatter would run out of coolant, and a delam would begin.&lt;br /&gt;
&lt;br /&gt;
But, say those pumps were both turned into pipes. Well, then cutting a single pipe in the space loop would do next to nothing. We’d lose the gas from that one cut pipe, but the rest of the piping is still connected, and the engine continues safely. You won’t even notice the change.&lt;br /&gt;
&lt;br /&gt;
“Wait!” you may be thinking, “the pipes will leak!”&lt;br /&gt;
&lt;br /&gt;
Thankfully, that makes far too much sense for atmospherics. Pipes don’t leak. At all. Now, the gas that was within that specific pipe will be expelled into the air, yes. But the gas from other pipes can and will not exit out of the newly made ‘opening’, if you can call it that.&lt;br /&gt;
&lt;br /&gt;
So that’s two very nice bonuses. Gas is immediately cooled, and the supermatter is harder to tamper with. It’d would be fine if that was all these changes gave us. There’s one more nice bonus, though.&lt;br /&gt;
&lt;br /&gt;
The volume of the pipenetwork is increased massively. Pumps, as we’ve discussed, have a pressure limit. The greater the number of pipes in front of a pump, the greater the volume that the pump perceives, and the more gas it can put in. Put simply, if you have a single pipe of 4,500 kPa, a pressure pump cannot continue pumping. Add another pipe, and suddenly it’s 2,250 kPa each, and the pressure pump will continue until both pipes are 4,500 kPa. Every time a pipe is added, the ‘capacity’ increases. By replacing all these pumps with pipes you have changed a number of pipenetworks of only 10-20 each to a full pipenetwork of 50+. Suddenly the scrubbers don’t have to worry about pressure as much, especially on top of the instant cooling.&lt;br /&gt;
&lt;br /&gt;
Lastly, though only vaguely related, keep your vents on internal 0, not on external 5000. Vents do not actually have a pressure limit at all. They can continue to add pressure constantly, however, they do work faster if the chamber they are connected to is lower pressure, and the gas they&#039;re pumping is cold, but this is always true. Essentially, vents pump a static amount of pressure when they&#039;re at maximum speed. If nothing very, very strange is happening, the gas that the vents are attempting to pump in is colder than what is in the chamber, as it already went through the cooling part of the pipes. As such, having the vents on internal 0, and with it, always pumping the hardest they can, they are adding gas that is colder than what is currently in the chamber itself. This contributes to the cooling down of the chamber, and is often enough to prevent a heat delamination by itself.&lt;br /&gt;
&lt;br /&gt;
External 5000 suffers from the same issues as a pump does, vents will completely stop pumping in gas when the room it is trying to pump into is 5000 kPa or above, which happens fairly quickly in a small room that is white hot. So remember, internal 0, unless there is too much gas in the room (see singularity delamination).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;The small note at the end of the section:&#039;&#039; You can consider placing restrictive pumps in certain areas so hot gas can&#039;t travel through quickly and give it more time to cool, though there are often better ways to do this that are less dangerous. Still, the option is there. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breaking the laws of thermodynamics and a final word ===&lt;br /&gt;
Freezers. That is all. Freezers are magical machines that break the laws of thermodynamics by even existing and work to extremely quickly heat or cool gas to the temperature they are set at. They are much, much quicker than space could ever hope to be when upgraded, and even colder. Space, at its coldest, is about 26K. Freezers can go as low as 2.7K when fully upgraded, and are much quicker at cooling.&lt;br /&gt;
&lt;br /&gt;
A word of warning, however. Freezers will attempt to change the temperature of the gas that is in them to the temperature it is set at, this seems obvious, but that also means it can heat gas. As space is around 26K, and unupgraded freezers only go to 73.15K. As the gas is returning from space, this will often serve the heat the gas. However, as 73.15K is still far cooler than any worrisome temperature for the Supermatter, it’s worth considering leaving them on depending on your setup. As during a delam, gas can return from the space loop still warmer than you’d like it, and it adds a second layer of security just in case. Especially if something… Unfortunate happens to the piping out there.&lt;br /&gt;
&lt;br /&gt;
If you somehow read through all that, I very strongly applaud you, and I applaud you on likely becoming an engineer that is a few times less clueless. Despite all the things you now may know, there is a lot to experiment with, and lots of ways left to mess up in spectacular ways. Try to keep learning more and more as you go, and good luck in your attempts to not blow up the station.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
== How to Cool Your Supermatter to Where it May Become a Problem ==&lt;br /&gt;
=== Your Tablet ===&lt;br /&gt;
Normally you should just throw this away at the start of a shift but your tablet has a program to moniter the sm so you should keep your tablet on this instead of having to go to the computer every time you want to look at its stats.&lt;br /&gt;
=== Pressure Vs. Volume ===&lt;br /&gt;
Normally, your supermatter is equipped with pressure pumps which max out at 4500kpa, the problem is that they arent that fast. Volume pumps however are a lot faster compared to pressure pumps. By replacing everything that uses pressure to volume you can make your sm a lot faster.&lt;br /&gt;
=== The Other Layers ===&lt;br /&gt;
A huge part of the sm is the speed you can get gasses from the scubbers to the vents, the first and third layer helps a ton with this. By setting all your things with layer adaptors behind them and a device for every layer you can make everything a lot faster.&lt;br /&gt;
[[File:Filtering with the Other Layers.png|right|356x356px]]&lt;br /&gt;
=== Filtering with the Other Layers ===&lt;br /&gt;
Normally you get 4 filters all on the second layer but these are useless and just slow down the unfilterd gasses. Instead of having 1 filters your gonna need a 3 filters with layer&lt;br /&gt;
&lt;br /&gt;
adapters before them, each filter normally filters at 200 l/s but with the layer adapator your gonna get to 600 l/s making your gas a lot faster. &lt;br /&gt;
&lt;br /&gt;
You are also gonna need 2 of these for the next cooling strategy, 1 for going into the cooling loop and 1 for going into the sm.&lt;br /&gt;
=== Plasma Cooling ===&lt;br /&gt;
Plasma may been seen as a gas that can heat up quickly and makes fire but it can be used to cool down your sm way more. Plasma can keep a very cold temp for a long time and if you filter it out of the sm which produces it normally you can keep your gas very cold.&lt;br /&gt;
=== Space Cooling with the Other Layers ===&lt;br /&gt;
Just what it sounds like, add 2 more layers to your space cooling and it provides a great boost to how cold your sm is.&lt;br /&gt;
=== Pump Cleanup ===&lt;br /&gt;
Remove all of your pumps except for the ones infront of the canisters and the atmos to loop pump and then replace all of your pumps with pipes after.&lt;br /&gt;
=== Your Freezers ===&lt;br /&gt;
Your freezers you are given can be good but also can be bad. The problem is unless you have upgraded their parts to t4 parts (the bluespace ones) it will actually heat up your gas instead of cooling it down, if you ever turn these on it will provide a great cooling boost but is not reccomended below t4 parts.&lt;br /&gt;
=== The Useless Additions ===&lt;br /&gt;
The pump infront of the sm, the bypass pump. I dont even know why it exsists but you should always remove this and change the pipes from manifolds to normal pipes.&lt;br /&gt;
&lt;br /&gt;
Filter to canister, this can be useful when you want to canister a gas but in most cases you should remove this and replace it with a normal pipe&lt;br /&gt;
=== Passive Venting ===&lt;br /&gt;
Normally a sm has uranry vents which if you set your air alarm up correctly will try to deplete its pipes to 0kpa. Passive vents however link the atmosphere to the pipes so the scrubbers will be scrubbing directly from the pipes and it will make gases going into the sm a lot faster. &#039;&#039;&#039;Be careful when putting these into the sm, 1 touch of the sm and you are dead. It is also reccomended to put a holofan infront of the sm so gas isnt leaked. Also this will cause your sm to lose gas because gas goes into the pipes so make sure everything else is ready before putting these in.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scrubbing and Cooling Under the Sm ===&lt;br /&gt;
[[File:Under the Sm.png|right|477x477px]]&lt;br /&gt;
Putting things under the sm is dangerous, but if you want to cool it more this is the next step and required for pure co2. By alt-clicking the sm you can veiw the floor under it and put pipes and devices under the sm and your gonna need heat transfer pipes and scrubbers&lt;br /&gt;
==== The Scrubbers ====&lt;br /&gt;
The scrubbers should not be scubbing all the air but instead should be scrubbing all the o2 so a fire doesnt start and heat up the sm a ton.&lt;br /&gt;
==== The Heat Transfer Pipes ====&lt;br /&gt;
By adding heat transfer pipes with plasma and freezers hooked up to them you can greatly cool the sm but if you change these to heaters you can also greatly heat the sm resulting in a delamination. The freezers have to be equiped with t4 parts or they will not cool the sm enough&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Anomalies ===&lt;br /&gt;
Once reaching 5k mev (More at 7k mev), 7000 k, or enough pressure anomalies will start appearing outside the sm, this is a big problem when reaching high ammounts of gas because of their affects...&lt;br /&gt;
==== The Pyro Anomaly ====&lt;br /&gt;
The Pyro Anomaly will spew out burning plasma and slimes which can make it hard to contain the sm. The best way to reduce the affect of anomalies will be spacing the sm so all the plasma from the pyro will go into space and the slimes will also die from space. Make sure to avoid the slimes at all costs because they do brain damage which is very hard to heal.&lt;br /&gt;
==== The Grav Anomaly ====&lt;br /&gt;
The grav will pull anything unwreched and if your sm&#039;s doors are removed it may bring all of the slimes from the pyro anomalies and slam them into the sm causing a boost in mev, it may be funny &lt;br /&gt;
&lt;br /&gt;
when it first happens but will start delaminating but should fix itself after some time&lt;br /&gt;
==== The Shock Anomaly ====&lt;br /&gt;
The shock anomaly is the most dangerous anomaly, the shock anomaly can easly just shock you in a corner and just kill you, you have to avoid these at all costs or you may die easly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== If you have done all of this you should be ready for a sm of pure co2 or a little bit of tritium or something. ===&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&amp;diff=32793</id>
		<title>Guide to the Supermatter</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&amp;diff=32793"/>
		<updated>2020-12-13T17:53:10Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Added a guide for supercooling the sm.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;ll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.&lt;br /&gt;
{| width=&#039;95%&#039; height=&#039;60&#039; style=&#039;background-color:#FFCCCC;&#039; align=&#039;center&#039;&lt;br /&gt;
|align=&#039;center&#039;|&#039;&#039;&#039;Do NOT run into the Supermatter to commit suicide! You will be banned.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# 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.&lt;br /&gt;
# You require safety gear. A full radiation suit AND meson scanners.&lt;br /&gt;
# Most of &amp;quot;setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.&lt;br /&gt;
# Anything that bumps into the Supermatter is fundamentally annihilated. Don&#039;t touch it.&lt;br /&gt;
# Hardsuits, excluding the CE&#039;s hardsuit, have limited protection. The engineering hardsuit has 75% radiation protection. [[Chief_Engineer|CE&#039;s]] hardsuit has 100%. [[Atmospheric_Technician|Atmos]] hardsuit has 25%. [[Research_Director|RD&#039;s]] and [[Chief_Medical_Officer|CMO&#039;s]] have 60%. If working near an active Supermatter Engine, use a radiation suit instead.&lt;br /&gt;
== The Safe Setup ==&lt;br /&gt;
The supermatter engine on current (2020) rotation maps 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. This is a simple nitrogen setup, easy to maintain and has two methods to handle sabotage (freezer backup and N2O preset). It will almost always last the entire round, and almost always generates enough power for the entire station.&lt;br /&gt;
&lt;br /&gt;
There is an old video setup guide [https://www.youtube.com/watch?v=Avec0T2-Xhk here], but the recommended guide below has changed since that video was made. &lt;br /&gt;
==== Step One: Gear Up ====&lt;br /&gt;
# Put on an optical meson scanner [[File:MGlasses.png]] or Engineering scanner goggles [[File:EngiScanners.png]] on meson mode. All races except IPCs and Plasmamen will require a radiation suit [[File:RadiationSuit.png]][[File:RadiationSuitHood.png]] in case someone prematurely activates the supermatter crystal.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; Meson Scanners protect from hallucinations, while the suit protects from radiation. IPCs and Plasmamen are inorganic and thus take no rads but they CAN suffer hallucinations. Once the engine starts, it will start emitting both.&lt;br /&gt;
[[File:Meta_SM.png|400px|thumb|right|Meta Station SM. Enable and max green circles. Works counter clockwise. Toggle yellow squares, set gas. Enable cyan triangles and minimize temperature.]]&lt;br /&gt;
[[File:Box_SM.png|400px|thumb|right|Box Station SM. Works counter clockwise.]]&lt;br /&gt;
[[File:Pubby_SM.png|400px|thumb|right|Pubby Station SM. The gas loop works clockwise here.]]&lt;br /&gt;
[[File:Delta_SM.png|400px|thumb|right|Delta Station SM. Works clockwise. The freezers are optional security in N2 setups. You would need to reconstruct part of the pipe and the deconstruct the heater in order to enable them.]]&lt;br /&gt;
==== Step Two: Prepare The Gas Loop ====&lt;br /&gt;
# Set &#039;&#039;&#039;gas pumps&#039;&#039;&#039; (green circle in picture) to maximum around the loop. This requires clicking them, hitting MAX and toggling OFF to ON. If you are not replacing pumps, do not enable pumps labelled &amp;quot;bypass&amp;quot; (blue circle).&lt;br /&gt;
#:Why: Gas pumps ensure that coolant is in circulation around the supermatter crystal. The gases exit, are cooled by space and the freezers, have exhaust gases are removed by the filters, recooled (if needed) by the freezers, then enter the crystal chamber as cold N2.&lt;br /&gt;
# Toggle the &#039;&#039;&#039;gas filters&#039;&#039;&#039; (yellow square in picture) ON and set to desired gas. By default, the filters have the correct N2 setup preselected, thus you can turn on all five. The first filter leading to canisters (green square) is for farming gases. If you want a panic button, you can set one filter to N2O also, as N2O is effective at extinguishing flames, should you get sabotaged. However, at VERY high temperatures, this will backfire.&lt;br /&gt;
#:Why: The gas filters work by separating individual gases from a pipe. In the safe setup, this means that N2 is removed from an array of other harmful gases that exhaust from the SM like plasma. The exhaust exits the red pipe to space. By setting a filter to N2O, you can easily wrench in an N2O canister [[File:N2O_Canister.png]] to extinguish most early destabilization.&lt;br /&gt;
# (Optional) Activate the &#039;&#039;&#039;freezers&#039;&#039;&#039; [[File:freezer.gif]] (cyan triangle. &#039;&#039;&#039;MUST&#039;&#039;&#039; be a freezer, not a heater) and set them to the lowest temperature. This means clicking them, clicking minimum temp, then toggling to ON. If they are heaters, you must disassemble and use a screwdriver on the circuit board, then reassemble the machine to create a freezer.&lt;br /&gt;
#:Why: Freezers work a dual purpose. First, they ensure space gases are reduced to a safe operating temperature, and can be upgraded later to function better than the space loop. Typically the space loop is enough, unless sabotage occurs, which means freezers also function as protection against sabotage or at the gas filters by forcing gases to remain in the safe range.&lt;br /&gt;
# Wrench [[File:wrench.png]] the red &#039;&#039;&#039;N2 canisters&#039;&#039;&#039; [[File:N2_Canister.png]] to activate the gas loop. This should be none nearly last so that other engineers do not interfere with your setup and no one wastes coolant.&lt;br /&gt;
#:Why: Nitrogen (or whichever gas you end up using) must be put in the pipes in order to circulate. You can add any other gases here later, like N2O. Or plasma.&lt;br /&gt;
# Set the &#039;&#039;&#039;air alarm&#039;&#039;&#039; [[File:AirAlarm.png]] next to the crystal room. Open the air alarm menu (on most maps it will start unlocked), click &#039;&#039;Scrubber Controls&#039;&#039; and change the scrubbers to &#039;&#039;&#039;siphon&#039;&#039;&#039; (by clicking &amp;quot;scrubbing&amp;quot;) and Expanded Range. You don&#039;t need to change any of the filter settings besides the mode, since on &amp;quot;siphon&amp;quot;, all gases get sucked out. The scrubbers will show an animation if they are set up to siphon correctly. &#039;&#039;&#039;Do NOT set operating mode to &amp;quot;panic siphon&amp;quot;&#039;&#039;&#039; as that&#039;s not the same thing. Picture (click it): [[File:SM_safe_setup_scrubbers_aug_2019.png|30px|Scrubber Controls]]&lt;br /&gt;
#:Why: Siphon makes the scrubbers remove all gases. This is to ensure hot gasses are removed from the chamber as fast as possible, to prevent too high pressure in the chamber. &lt;br /&gt;
# In the same air alarm [[File:AirAlarm.png]], from the main menu, click &#039;&#039;Vent Controls&#039;&#039; and set the vents to internal by toggling internal and toggling off external. Picture (click it): [[File:SM_safe_setup_vents_aug_2019.png|30px|Vent Controls]]&lt;br /&gt;
#:Why: &amp;quot;Internal 0&amp;quot; makes the vents completely dump the contents of the coolant pipes into the chamber. You generally want to get the coolant in there as quickly as possible.&lt;br /&gt;
==== Step Three: Starting The Radiation Collectors ====&lt;br /&gt;
# 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]]&lt;br /&gt;
# 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.&lt;br /&gt;
# It&#039;s worth pointing out that you also used to have to fill the plasma tanks with extra plasma from a canister. This is not currently the case, but many people still do this out of habit or misinformation.&lt;br /&gt;
The engine is now ready to produce power.&lt;br /&gt;
==== Step Four: Start the Engine! ====&lt;br /&gt;
# &#039;&#039;&#039;Double-check to ensure the cooling loop is active, you don&#039;t want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!&#039;&#039;&#039;&lt;br /&gt;
# Align the reflectors so that the emitter beams are deflected towards the supermatter crystal. &lt;br /&gt;
# 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. &#039;&#039;&#039;Don&#039;t stand in front of them unless you want some serious laser burns!&#039;&#039;&#039;&lt;br /&gt;
# Close the radiation shutters with the &#039;&#039;Radiation Shutters Control&#039;&#039; button (if available). &lt;br /&gt;
The supermatter is now generating power. &lt;br /&gt;
==== Final Step: Set Up the Power Storage Units (SMES) ====&lt;br /&gt;
# Go to the room in engineering with multiple SMES [[File:SMES_Turn_on.gif]]. &lt;br /&gt;
# Set each of their target inputs to 200 kW and target outputs to 190 kW.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; This increases how much power they forward to the rest of the station. 10 kW will be used to keep the SMES fully charged for backup power.&lt;br /&gt;
=== Delta Station Irregularities ===&lt;br /&gt;
&#039;&#039;&#039;Delta Station&#039;&#039;&#039; setup follows the same philosophy, but the coolant loop is arranged somewhat differently. A much more detailed explanation is stated above.&lt;br /&gt;
The same rules apply:&lt;br /&gt;
# Enabling gas pumps not labelled bypass (or straight pipe every pump).&lt;br /&gt;
# (Optional) Enable freezers [[File:freezer.gif]], convert the heater to freezer by deconstructing it (or just not turning it on if you don&#039;t know how).&lt;br /&gt;
# Enable gas filters.&lt;br /&gt;
# Don&#039;t forget the last gas pump on the right side!&lt;br /&gt;
# Set the air alarm [[File:AirAlarm.png]].&lt;br /&gt;
# Add the plasma tanks [[File:Plasma tank.png]] to the radiation collectors [[File:Radiation Collector.gif]].&lt;br /&gt;
# Close the shutters at the switch. &lt;br /&gt;
# On Delta station, the reflectors [[File:Energy_reflector_double.png]] require being moved before being turned on emitters. You must unweld [[File:Welder.png]] then unwrench [[File:wrench.png]] them, then drag them into the proper position. Alt-clicking them changes rotation. A 90 degree angle will send a laser beam in a 90 degree angle, nothing too crazy. You might need to experiment to get the angle right at first.&lt;br /&gt;
# Turn on the emitters!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Congratulations! The supermatter engine is set!&#039;&#039;&#039;&lt;br /&gt;
== A Deeper Look: Mechanics ==&lt;br /&gt;
The supermatter is an extremely unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on lag)&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO2.&lt;br /&gt;
* Too much power will result in dangerous sideeffects, like arcs of lightning or anomalies.&lt;br /&gt;
=== Instability ===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
* Stability does not change by itself.&lt;br /&gt;
* The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
* Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
* Large amounts of power will destabilize the crystal. The highest safe limit of the supermatter is 5000 EER/cm3.&lt;br /&gt;
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases. This effect starts at about 1800 moles of any gas on the supermatter&#039;s tile.&lt;br /&gt;
=== Gas Interactions ===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strength of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[[File:Pluoxium.png]]Pluoxium&lt;br /&gt;
&#039;&#039;&#039;Safety: Pillow Fort&#039;&#039;&#039;&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Pluoxium is like a weaker N2O without any of the risks. At 15% of the total gas or higher, it will lower the heat production of the Supermatter slightly less than N2, and increase the heat resistance by half that of N2O. However unlike N2O it does not decay, making it the perfect emergency gas if you can get enough. Pluoxium has the side effect of reducing radiation relative to its ratio in the mix, causing lowered power output at high concentrations.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2 is, in a large majority of situations, the safest gas to dump into the cooling loop. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces. A side effect of the safety it provides is that it also reduces power output of the engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Precooled N2 is good to have around for emergencies.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
&#039;&#039;&#039;Safety: Risky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual. &#039;&#039;&#039;However&#039;&#039;&#039;, at higher temperatures (such as during a heat delamination) it will decay into O2 and N2. While N2 is good for the supermatter, O2 most certainly is not. This O2 will also react with the Plasma to create Tritium and then, to the further horror of many an Engineer, a Tritium fire. At lower temperatures and in more controlled setups, it can also combine with Plasma to create low amounts of BZ inside the loop.&amp;lt;br&amp;gt;&lt;br /&gt;
Marked as risky only to stop you from throwing N2O into the SM mindlessly. Yes, &#039;&#039;you&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Risky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO2 is a potentially dangerous yet very rewarding gas - in concentrations bellow 60% (Co2) your safe while on a normal loop, it will increase the crystal&#039;s power generation and can be used to produce Pluoxium as well.&amp;lt;br&amp;gt;&lt;br /&gt;
In high concentrations(above 60% (Co2)), however, it will raise the crystal&#039;s energy to extremely high levels. If you take precaution and upgrade the loop to with 3 layer space cool loop and freezers at Tier 4 parts you will be safe above 60%, this is a phenomenal way to generate power. With poor management and insufficient or downright bad preparation, it will eventually exceed safe energy levels and begin a charge delamination, producing electric arcs and anomalies until it eventually explodes into a [[Tesla]] ball.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety: Relatively Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen provides a boost to power transmission without actively increasing the waste gas amount or temperature.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re badass enough to run an O2 setup: Always precool it before flooding the Supermatter chamber.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BZ_canister.png]]BZ&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ increases the heat produced by the supermatter, as well as the radiation. Higher concentrations increase the radiation production up to 5 fold, but will become difficult to manage without significant set up. BZ also has the side effect of lower the power the radiation from the Supermatter grants, meaning while the produced rads increase 5 fold, the power does not. At a 40% of the mix, the Supermatter will start to fire irradiating nuclear particles. Don&#039;t get hit by these, regardless of your clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost as well as waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The roundstart setup cannot handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]]Tritium&lt;br /&gt;
&#039;&#039;&#039;Safety: OH GOD OH F*CK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tritium increases the radiation production of the Supermatter by up to 3 times, without BZ&#039;s downside of lowering energy production. There is one slight issue with it.&lt;br /&gt;
&lt;br /&gt;
Tritium is dangerous. Tritium is very dangerous. Tritium makes Plasma seem safe. Even with extremely robust cooling systems, Tritium is a horrifyingly irritable and jumpy gas. While it isn&#039;t as harmful to the heat level as Plasma is (just barely), it also has the second worst heat capacity of all gasses while Plasma has the second highest. This means that Plasma can be kept happy with enough cooling, whereas Tritium eagerly goes from a safe space loop into a burning hellfire. Add to this the byproduct of large amounts of Oxygen production (not exclusive to Tritium. An issue in a Plasma engine too), and you have a tritium fire and a very hot crystal. Do not use this gas unless you have a very strong understanding of atmospherics and the Supermatter, and are willing to get creative.&lt;br /&gt;
=== Gas Production ===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
* Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
* The amount and temperature of the produced gas are determined by the current crystal power.&lt;br /&gt;
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
=== Irradiation ===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
* The range and power are determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
* The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.&lt;br /&gt;
=== Consuming ===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
=== Collapsing ===&lt;br /&gt;
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.&lt;br /&gt;
* A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
* A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
* A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
== Beyond the Safety: Improving the Power Output and Endangering Crew ==&lt;br /&gt;
Here are some pointers and hints on how to get more power out of this engine:&lt;br /&gt;
* Coordinate with other engineers. Don&#039;t just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.&lt;br /&gt;
* Higher temperatures generate more energy.&lt;br /&gt;
* Higher amounts of oxygen moles result in more power.&lt;br /&gt;
* You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* The gas loop isn&#039;t that efficient at roundstart! Consider tuning it to run better by replacing some of the pumps with volume pumps or adding better cooling.&lt;br /&gt;
* Gasses leaving the SM go straight to the heat exchangers then to the filters, this means you cool all your gasses and then remove gasses. If you filter first you can get improved cooling (since you don&#039;t waste energy cooling unused gas) allowing for more dangerous gasses to be used easier.&lt;br /&gt;
* Plasma is terrible inside of the SM, potentially worse than Carbon Dioxide. Despite being terrible inside the chamber, you can use it on the outside as a coolant.&lt;br /&gt;
* Producing loads of power sounds great, but as soon as you go over 5000 MeV/cm³ anomalies will start forming rapidly and the SM will likely delaminate.&lt;br /&gt;
* You can place 2 heat exchange pipes on one tile as long as one is horizontal and one is vertical, double the cooling power!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Coolant Loop - Hard Mode &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Are you a &#039;&#039;&#039;ROBUST&#039;&#039;&#039; engineer? Do you WANT to be? If you want a more difficult setup, replace all gas pumps by turning them off, unwrenching them [[File:wrench.png]], then using a Rapid Pipe Dispenser [[File:Rpd.png]] to replace the pumps with straight pipe. To select the proper pipe, you must click the RPD in hand to open the menu. When doing this, also unwrench and straight pipe all gas pumps labelled &amp;quot;bypass&amp;quot;. EVERY pump should be straight piped.&lt;br /&gt;
:&#039;&#039;&#039;Why:&#039;&#039;&#039; By removing the gas pumps you are effectively delimiting the circulation of the coolant. Gas escapes immediately and enters nearly-immediately. This is a &amp;quot;hard mode&amp;quot; setup because it cools substantially faster but also delaminates substantially faster. You can save a dying engine in single-digit integrities by straight piping the loop and adding coolant. When doing this setup, bypasses are no longer required, as gas exists ubiquitously throughout the system. The straight-piped bypasses then work as additional layers of security in the setup, ensuring gas flow and preventing leaks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; But I don&#039;t want to experiment! &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Grab N2O canisters from atmospherics&lt;br /&gt;
# Set one of the filters to allow N2O&lt;br /&gt;
# Wrench the N2O canister into place&lt;br /&gt;
# ???&lt;br /&gt;
# Profit&lt;br /&gt;
OR &lt;br /&gt;
# Add more reflectors&lt;br /&gt;
# Add more emitters&lt;br /&gt;
# ???&lt;br /&gt;
# Profit&lt;br /&gt;
== Troubleshooting AKA Oh god it&#039;s on fire what do I do!? ==&lt;br /&gt;
[[File:Supermatterproblem.png|500px|right|alt=Supermatter Sabotage]]&lt;br /&gt;
The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]&lt;br /&gt;
===Handy Guide To SM Repair===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
* Gas pumps are OFF or left on the wrong pressure (Crank them up to 4500kpa!).&lt;br /&gt;
* Gas filters are OFF or set to the wrong gas. &#039;&#039;&#039;Remember!&#039;&#039;&#039; Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing.&lt;br /&gt;
* Part of the coolant loop has been broken or unwrenched. You must don a space-worthy suit and go fix it! This may mean wrenching it back or recreating it with your RPD [[File:Rpd.png]].&lt;br /&gt;
* Supermatter chamber air alarm [[File:AirAlarm.png]] has the vents improperly configured. Set them to internal, turn off external, make sure ON is toggled.&lt;br /&gt;
* Supermatter chamber scrubbers not siphoning or turned off. Set to siphoning, expanded range, and ON.&lt;br /&gt;
* One of the pipes has been broken or unwrenched. You can easily put it back in place with a wrench [[File:Wrench.png]] or recreate it with your RPD.&lt;br /&gt;
* Too much gas for standard setup! Remember that gas pumps are the lowest tier for circulation. If a section has too high of a pressure, the pumps cannot push anything more into it! This will cause a slow delamination.&lt;br /&gt;
* Too little gas! The more (cold) gas there is, the faster the gas will be able to siphon heat away from the crystal. A supermatter crystal in near-vacuum is just looking for an excuse to overheat.&lt;br /&gt;
* One or all of the tiles around the crystal is missing! This will siphon gases directly into space. Make sure they&#039;re built, replace any piping that might have existed there.&lt;br /&gt;
* The tile under the crystal is missing! Call the shuttle. Don&#039;t even attempt to put your hands near that thing!&lt;br /&gt;
* Did you set one of the air filters to N2O, as stated earlier in the guide? Bringing a container of N2O [[File:N2O_Canister.png]] from atmospherics can extinguish flames inside the chamber without needing to risk firefighting. It also increases the power output of the SM!&lt;br /&gt;
== Sabotaging the Supermatter ==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
=== General hints ===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Straight piping the supermatter coolant loop greatly increases the rate of delamination. It can also be saved easier, so ensure it is not corrected fast. A non-robust engineering department is doomed.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
*With a little bit of tinkering, you can sabotage the station&#039;s distribution loop by having the waste plasma get filtered to distribution.&lt;br /&gt;
=== Regular delamination ===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You can cause a normal delamination by:&lt;br /&gt;
*Turning down or turning off gas pumps&lt;br /&gt;
*Turning off or changing the gas on a gas filter&lt;br /&gt;
*Unwrenching any pipe. &#039;&#039;&#039;Note:&#039;&#039;&#039; This will usually expel gases inside.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disabling the scrubbers or vents in the air alarm.&lt;br /&gt;
*Adding a very harmful gas like plasma, but make sure you have the gas filters set to allow it in circulation first.&lt;br /&gt;
*&#039;&#039;&#039;Stealth sabotage:&#039;&#039;&#039; Unwrench a portion of the space loop. Generally, no one looks in space to correct this, and it is not obvious a piece is not connected.&lt;br /&gt;
=== Overcharged delamination ===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irradiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
#Wear as much radiation protection as you can. Hide or destroy the rest.&lt;br /&gt;
#Wear insulated gloves so you are not shocked by arcs. Destroy any other gloves remaining.&lt;br /&gt;
#Shut off all cameras.&lt;br /&gt;
#Keep the emitters online and firing. Add extra emitters if possible. You can swipe an ID to lock them, but the wires can still be cut.&lt;br /&gt;
#Break into atmos and configure pure CO2 to be sent to the engine coolant loop. A better way of doing this removing the pipe into atmos from space and rerouting it that so it cannot be turned off.&lt;br /&gt;
#Now to start the delamination. Set all air filters to CO2.&lt;br /&gt;
#If needed, enable the pipe of CO2 from atmos you configured earlier. &lt;br /&gt;
#Access the air alarm and turn off scrubbers. Pump as much CO2 into the chamber as possible.&lt;br /&gt;
#Sabotage entry to the room, and/or release plasma in the room around the SM chamber.&lt;br /&gt;
#The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
#The engine will start broadcasting obvious and dire messages that something is very wrong over common radio frequencies. If comms are down, this is not a problem. &#039;&#039;&#039;Note:&#039;&#039;&#039; People carrying laptops can still see the engine status.&lt;br /&gt;
#Stick around only long enough to ensure it is not stopped.&lt;br /&gt;
=== Critical mass delamination ===&lt;br /&gt;
A critical mass delam is one of the more difficult methods. It takes longer and there is a chance it reverts to an overcharged delamination. It follows the steps of the previous delamination, but instead we will be pumping plasma from atmospherics. The goal is to have 4 different harmful gases selected at the filters.&lt;br /&gt;
#Get the gear.&lt;br /&gt;
#Straight pipe the system.&lt;br /&gt;
#Cut the cameras.&lt;br /&gt;
#Select four different harmful gases - Oxygen, Plasma, Tritium, CO2.&lt;br /&gt;
#Disable the scrubbers from the air alarm OR unwrench part of the pipe leading out.&lt;br /&gt;
#Sabotage the room.&lt;br /&gt;
#Stay close until it&#039;s too late to save.&lt;br /&gt;
#Run like hell.&lt;br /&gt;
== Cold gas, a glowy crystal, some lasers, and you: A deeper dive into the Supermatter Engine ==&lt;br /&gt;
&#039;&#039;&#039;This is very rambly, but useful information will be given throughout. It&#039;s recommended to read it all, as it covers critical aspects of atmospherics functionality and, thus, the Supermatter. But ff you just want the conclusion on a whole lot of theory, skim read the bulk of it but pay attention at the end.&#039;&#039;&#039;&lt;br /&gt;
===The basics of gas. Rule 0 of atmospherics and the Supermatter===&lt;br /&gt;
First things first, and extremely importantly: gas does not work like you think it does.&lt;br /&gt;
&lt;br /&gt;
A common, and reasonable, misconception is that gas flows. In atmospherics, gas does not move from one pipe to another. Instead, gas “Exists omnipresently within a pipenetwork”. What this means is that gas within a pipenetwork (commonly referred to as just a pipenet) exists in perfect equilibrium of both gas and temperature. If you have a pipenetwork from one end of the universe to the other, and added let’s say 1 mole of oxygen, then there would immediately be gas at the other end of the universe. Every single pipe would have the exact same gas, at the exact same pressure, at the exact same temperature. Say we then add some N2O, then the exact same thing would happen. The gas, mixed perfectly with the oxygen, across every single pipe.&lt;br /&gt;
&lt;br /&gt;
Now it’s important to clarify what exactly a pipenetwork is. A pipenetwork is any connection of pipes wherein a pipe can be traced to another pipe via at least 1 pipe. So it doesn’t matter how many pumps you have between your pipes if even 1 length of pipes can be traced around those pumps. At which point, it’s part of the same pipenetwork, and the pump is irrelevant.&lt;br /&gt;
&lt;br /&gt;
This might sound a little weird. To clarify, don’t think of pipes like a method of transport. Nothing travels through pipes. Think of pipes like a container for gas.&lt;br /&gt;
&lt;br /&gt;
For this, I like to use the basin analogy. Imagine you have 3 things: A basin or bucket or something similar, a cup, and some liquid. The pipes are the basin, the cups are the pumps, and the liquid is the gas. If you add something into the basin, it doesn’t travel in a direction towards the next area, it simply enters equilibrium with the rest of the contents (please ignore brownian motion for this analogy. If you don’t know what this is, good, it’s not helpful here). If you want to move something from one basin to another, you dip a cup in and pour it into the next basin. That’s how pumps work. They, like the cup, move the contents from one container to another in bulk loads.&lt;br /&gt;
&lt;br /&gt;
Call back to what I said about pipenetworks and pumps a moment ago. Having a pump inside of a pipenetwork is like using your cup to take out of the basin and pour back into it. It accomplishes nothing, because the contents aren’t changing.&lt;br /&gt;
&lt;br /&gt;
So with this in mind, how does clogging occur?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A horror story of pumps and hot gas ===&lt;br /&gt;
Pipes do not clog, period. Filters clog, pumps clog, scrubbers clog, vents can clog (depending on settings). But pipes, however, do not. There is no upper limit on the pressure of pipes. A pipe, in theory, can store infinite pressure and, thus, infinite gas.&lt;br /&gt;
&lt;br /&gt;
However, there is an upper limit on what pressure pumps, filters, and scrubbers can get into pipes. This may sound similar, but it has large consequences.&lt;br /&gt;
&lt;br /&gt;
For example, a pressure pump has a maximum pressure of 4,500 kPa. That means that every time it pumps gas, it can move up to but no more than 4,500 kPa of that gas. It also means that if the pressure of the pipenetwork it’s pumping into is equal to or greater than that value, it will be unable to move the gas. This is referred to as a pump becoming backed up or clogged. &lt;br /&gt;
[[File:Supermatterboxnew_pipenet.png|650px|right]]&lt;br /&gt;
To the right you&#039;ll find an image used earlier in this guide, but it is updated to show the separate pipenetworks the roundstart Supermatter has on Box station. Each of these pipenetworks is separate, but are in perfect equilibrium within themselves. So if you checked the gas in the green pipenetwork, it doesn’t matter where you checked, it would display the same. Likewise, the blue pipenet may be different than the green pipenet. But everywhere in the blue pipenetwork you check would, again, be identical to anywhere else in the blue pipenetwork.&lt;br /&gt;
&lt;br /&gt;
But dear Mr. Guide Writer, why does this matter, at all? Why show me just how many pipenetworks exist in the round start setup, what does it matter? Two reasons.&lt;br /&gt;
* Pumps, filters, and mixers do not efficiently pump connected pipenetworks at all. &lt;br /&gt;
* Gas. as mentioned earlier, is always evenly spread through a pipenetwork and without direction to it. (“Gas exists omnipresently within a pipenetwork”)&lt;br /&gt;
Let&#039;s start with the first thing, pumps. All types of pumps (not filters and mixers and the like) have 200L volume in the small bit of pipe before them, and 200L in the small bit of pipe after them. As such, a volume pump pumps all the gas that is in that node to the other side of the pump, per second (the maximum pump rate for volume pumps is 200L/s). As such, if a pipe network has 2000L of volume, connected to a volume pump that is pumping at its max rate, it will pump 1/10th of all gas in the network, per second. However, you also have to take into account that it&#039;s always 1/10th of the gas that is in the pipes, as such, pumps will pump less moles of gas per second as there is less and less gas in the network before the pump. &lt;br /&gt;
&lt;br /&gt;
Put simply, pumps exist to restrict and direct gas by their very nature. If you need to move gas from one place to another quickly, adding a pump will only slow it down. Starting to see where this is going? Well, there’s another reason pumps are bad, and it ties back in to the previous section.&lt;br /&gt;
&lt;br /&gt;
Pumps have an upper-pressure limit, same for filters and mixers. For the gas pump, and the others, the pressure limit is plain to see, 4500 kPa. However, the volume pump also has a pressure limit, rated at 9000 kPa. Scrubbers in fact also have a pressure limit, sitting around 5200 kPa. &lt;br /&gt;
&lt;br /&gt;
Gas pumps and mixers are especially poor, as their pumping slows down the closer they get to their pressure limit. &lt;br /&gt;
&lt;br /&gt;
What does this mean for the Supermatter, especially in case of delamination? Well, the room is probably on fire, so the gas has expanded, which in turn makes it far more pressurized. The knock-on effect? Follow along with the image to the right. We’re starting at the left side of the central Supermatter chamber. The yellow pipenet before the red.&lt;br /&gt;
* Yellow: First, the scrubbers work their butt off to get to their pressure limit. The gas is hot, so that doesn&#039;t take very much.  &lt;br /&gt;
&lt;br /&gt;
* Red: While this happens, a gas pump takes the tiny amount of moles in the pipenetwork the scrubbers are connected to and shoves a small amount of it into the pipenetwork beyond it. Slowing down even further, as the gas is so hot it easily reaches the pressure limit.&lt;br /&gt;
&lt;br /&gt;
* Blue: This then reaches the filter, which again tries to pump the small amount of moles beyond it, with another case of pressure limit slowness and the fact, not all gas is available for pumping at any moment.  &lt;br /&gt;
Repeat the above for all the following pumps. Add to this the fact that the Supermatter produces plasma and oxygen, which are reacting with each other and burning in the pipes, likely pushing the pressure above the limits of what the pumps can handle and... well you got the point right? That’s what happening to your pumps every single time the Supermatter ignites.&lt;br /&gt;
&lt;br /&gt;
Well, that all sounded horrid, how can we prevent this?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How removing pumps made me a billionaire ===&lt;br /&gt;
The title gives it away, really. You want to replace most pumps you can find with either straight pipes, or with valves to allow for easier modification and changing where the gas goes on the fly. ESPECIALLY THE FILTER NEEDS TO EITHER BE REMOVED OR UTILISED PROPERLY IN THE CASE OF A DELAMINATION OR WHEN OPTIMISING. &lt;br /&gt;
&lt;br /&gt;
Now, to explain why this is the proper option in most cases. As mentioned continuously, gas in a network is always evenly spread through all connected pipe. it&#039;s always the same ratio of gasses, it&#039;s always the same temperature. It’s always in perfect equilibrium in every sense of the word.&lt;br /&gt;
&lt;br /&gt;
If you’ve been following along, then you likely know what this means. By replacing all the pumps up to the space loop with pipes, clogging is no longer an issue. The gas will leave the supermatter and immediately be cooled by space. No delay, no travelling, because the pipe connected to the scrubber holds the exact same amount, temperature, etc as any of the pipes in the space loop (marked as Green)&lt;br /&gt;
&lt;br /&gt;
But, why stop there? You already know that gas doesn’t travel inside of pipenetworks, so these other two pumps (Blue to Red | Green to Red) aren’t actually assisting in cooling after all* (There will be a small note at the end of this section) so why not simply replace them with pipes? Well, that has an added bonus. In a standard setup, or any setup which stops gas flowing from Blue to Red, the only connection between the gas return filters (Green circled filters at the bottom) is the heat exchange pipes in the space loop. If somewhere were to cut one, then the gas could no longer reach the return filters. Eventually the supermatter would run out of coolant, and a delam would begin.&lt;br /&gt;
&lt;br /&gt;
But, say those pumps were both turned into pipes. Well, then cutting a single pipe in the space loop would do next to nothing. We’d lose the gas from that one cut pipe, but the rest of the piping is still connected, and the engine continues safely. You won’t even notice the change.&lt;br /&gt;
&lt;br /&gt;
“Wait!” you may be thinking, “the pipes will leak!”&lt;br /&gt;
&lt;br /&gt;
Thankfully, that makes far too much sense for atmospherics. Pipes don’t leak. At all. Now, the gas that was within that specific pipe will be expelled into the air, yes. But the gas from other pipes can and will not exit out of the newly made ‘opening’, if you can call it that.&lt;br /&gt;
&lt;br /&gt;
So that’s two very nice bonuses. Gas is immediately cooled, and the supermatter is harder to tamper with. It’d would be fine if that was all these changes gave us. There’s one more nice bonus, though.&lt;br /&gt;
&lt;br /&gt;
The volume of the pipenetwork is increased massively. Pumps, as we’ve discussed, have a pressure limit. The greater the number of pipes in front of a pump, the greater the volume that the pump perceives, and the more gas it can put in. Put simply, if you have a single pipe of 4,500 kPa, a pressure pump cannot continue pumping. Add another pipe, and suddenly it’s 2,250 kPa each, and the pressure pump will continue until both pipes are 4,500 kPa. Every time a pipe is added, the ‘capacity’ increases. By replacing all these pumps with pipes you have changed a number of pipenetworks of only 10-20 each to a full pipenetwork of 50+. Suddenly the scrubbers don’t have to worry about pressure as much, especially on top of the instant cooling.&lt;br /&gt;
&lt;br /&gt;
Lastly, though only vaguely related, keep your vents on internal 0, not on external 5000. Vents do not actually have a pressure limit at all. They can continue to add pressure constantly, however, they do work faster if the chamber they are connected to is lower pressure, and the gas they&#039;re pumping is cold, but this is always true. Essentially, vents pump a static amount of pressure when they&#039;re at maximum speed. If nothing very, very strange is happening, the gas that the vents are attempting to pump in is colder than what is in the chamber, as it already went through the cooling part of the pipes. As such, having the vents on internal 0, and with it, always pumping the hardest they can, they are adding gas that is colder than what is currently in the chamber itself. This contributes to the cooling down of the chamber, and is often enough to prevent a heat delamination by itself.&lt;br /&gt;
&lt;br /&gt;
External 5000 suffers from the same issues as a pump does, vents will completely stop pumping in gas when the room it is trying to pump into is 5000 kPa or above, which happens fairly quickly in a small room that is white hot. So remember, internal 0, unless there is too much gas in the room (see singularity delamination).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;The small note at the end of the section:&#039;&#039; You can consider placing restrictive pumps in certain areas so hot gas can&#039;t travel through quickly and give it more time to cool, though there are often better ways to do this that are less dangerous. Still, the option is there. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breaking the laws of thermodynamics and a final word ===&lt;br /&gt;
Freezers. That is all. Freezers are magical machines that break the laws of thermodynamics by even existing and work to extremely quickly heat or cool gas to the temperature they are set at. They are much, much quicker than space could ever hope to be when upgraded, and even colder. Space, at its coldest, is about 26K. Freezers can go as low as 2.7K when fully upgraded, and are much quicker at cooling.&lt;br /&gt;
&lt;br /&gt;
A word of warning, however. Freezers will attempt to change the temperature of the gas that is in them to the temperature it is set at, this seems obvious, but that also means it can heat gas. As space is around 26K, and unupgraded freezers only go to 73.15K. As the gas is returning from space, this will often serve the heat the gas. However, as 73.15K is still far cooler than any worrisome temperature for the Supermatter, it’s worth considering leaving them on depending on your setup. As during a delam, gas can return from the space loop still warmer than you’d like it, and it adds a second layer of security just in case. Especially if something… Unfortunate happens to the piping out there.&lt;br /&gt;
&lt;br /&gt;
If you somehow read through all that, I very strongly applaud you, and I applaud you on likely becoming an engineer that is a few times less clueless. Despite all the things you now may know, there is a lot to experiment with, and lots of ways left to mess up in spectacular ways. Try to keep learning more and more as you go, and good luck in your attempts to not blow up the station.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== How to Cool Your Supermatter to Where it May Become a Problem ==&lt;br /&gt;
&lt;br /&gt;
=== Your Tablet ===&lt;br /&gt;
Normally you should just throw this away at the start of a shift but your tablet has a program to moniter the sm so you should keep your tablet on this instead of having to go to the computer every time you want to look at its stats.&lt;br /&gt;
&lt;br /&gt;
=== Pressure Vs. Volume ===&lt;br /&gt;
Normally, your supermatter is equipped with pressure pumps which max out at 4500kpa, the problem is that they arent that fast. Volume pumps however are a lot faster compared to pressure pumps. By replacing everything that uses pressure to volume you can make your sm a lot faster.&lt;br /&gt;
&lt;br /&gt;
=== The Other Layers ===&lt;br /&gt;
A huge part of the sm is the speed you can get gasses from the scubbers to the vents, the first and third layer helps a ton with this. By setting all your things with layer adaptors behind them and a device for every layer you can make everything a lot faster.&lt;br /&gt;
[[File:Filtering with the Other Layers.png|right|356x356px]]&lt;br /&gt;
&lt;br /&gt;
=== Filtering with the Other Layers ===&lt;br /&gt;
Normally you get 4 filters all on the second layer but these are useless and just slow down the unfilterd gasses. Instead of having 1 filters your gonna need a 3 filters with layer&lt;br /&gt;
&lt;br /&gt;
adapters before them, each filter normally filters at 200 l/s but with the layer adapator your gonna get to 600 l/s making your gas a lot faster. &lt;br /&gt;
&lt;br /&gt;
You are also gonna need 2 of these for the next cooling strategy, 1 for going into the cooling loop and 1 for going into the sm.&lt;br /&gt;
&lt;br /&gt;
=== Plasma Cooling ===&lt;br /&gt;
Plasma may been seen as a gas that can heat up quickly and makes fire but it can be used to cool down your sm way more. Plasma can keep a very cold temp for a long time and if you filter it out of the sm which produces it normally you can keep your gas very cold.&lt;br /&gt;
&lt;br /&gt;
=== Space Cooling with the Other Layers ===&lt;br /&gt;
Just what it sounds like, add 2 more layers to your space cooling and it provides a great boost to how cold your sm is.&lt;br /&gt;
&lt;br /&gt;
=== Pump Cleanup ===&lt;br /&gt;
Remove all of your pumps except for the ones infront of the canisters and the atmos to loop pump and then replace all of your pumps with pipes after.&lt;br /&gt;
&lt;br /&gt;
=== Your Freezers ===&lt;br /&gt;
Your freezers you are given can be good but also can be bad. The problem is unless you have upgraded their parts to t4 parts (the bluespace ones) it will actually heat up your gas instead of cooling it down, if you ever turn these on it will provide a great cooling boost but is not reccomended below t4 parts.&lt;br /&gt;
&lt;br /&gt;
=== The Useless additions ===&lt;br /&gt;
The pump infront of the sm, the bypass pump. I dont even know why it exsists but you should always remove this and change the pipes from manifolds to normal pipes.&lt;br /&gt;
&lt;br /&gt;
Filter to canister, this can be useful when you want to canister a gas but in most cases you should remove this and replace it with a normal pipe&lt;br /&gt;
&lt;br /&gt;
=== Passive Venting ===&lt;br /&gt;
Normally a sm has uranry vents which if you set your air alarm up correctly will try to deplete its pipes to 0kpa. Passive vents however link the atmosphere to the pipes so the scrubbers will be scrubbing directly from the pipes and it will make gases going into the sm a lot faster. &#039;&#039;&#039;Be careful when putting these into the sm, 1 touch of the sm and you are dead. It is also reccomended to put a holofan infront of the sm so gas isnt leaked. Also this will cause your sm to lose gas because gas goes into the pipes so make sure everything else is ready before putting these in.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scrubbing and Cooling Under the Sm ===&lt;br /&gt;
[[File:Under the Sm.png|right|477x477px]]&lt;br /&gt;
Putting things under the sm is dangerous, but if you want to cool it more this is the next step and required for pure co2. By alt-clicking the sm you can veiw the floor under it and put pipes and devices under the sm and your gonna need heat transfer pipes and scrubbers&lt;br /&gt;
&lt;br /&gt;
==== The Scrubbers ====&lt;br /&gt;
The scrubbers should not be scubbing all the air but instead should be scrubbing all the o2 so a fire doesnt start and heat up the sm a ton.&lt;br /&gt;
&lt;br /&gt;
==== The Heat Transfer Pipes ====&lt;br /&gt;
By adding heat transfer pipes with plasma and freezers hooked up to them you can greatly cool the sm but if you change these to heaters you can also greatly heat the sm resulting in a delamination. The freezers have to be equiped with t4 parts or they will not cool the sm enough&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Anomalies ===&lt;br /&gt;
Once reaching 5k mev (More at 7k mev), 7000 k, or enough pressure anomalies will start appearing outside the sm, this is a big problem when reaching high ammounts of gas because of their affects...&lt;br /&gt;
&lt;br /&gt;
==== The Pyro Anomaly ====&lt;br /&gt;
The Pyro Anomaly will spew out burning plasma and slimes which can make it hard to contain the sm. The best way to reduce the affect of anomalies will be spacing the sm so all the plasma from the pyro will go into space and the slimes will also die from space. Make sure to avoid the slimes at all costs because they do brain damage which is very hard to heal.&lt;br /&gt;
&lt;br /&gt;
==== The Grav Anomaly ====&lt;br /&gt;
The grav will pull anything unwreched and if your sm&#039;s doors are removed it may bring all of the slimes from the pyro anomalies and slam them into the sm causing a boost in mev, it may be funny &lt;br /&gt;
&lt;br /&gt;
when it first happens but will start delaminating but should fix itself after some time&lt;br /&gt;
&lt;br /&gt;
==== The Shock Anomaly ====&lt;br /&gt;
The shock anomaly is the most dangerous anomaly, the shock anomaly can easly just shock you in a corner and just kill you, you have to avoid these at all costs or you may die easly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== If you have done all of this you should be ready for a sm of pure co2 or a little bit of tritium or something. ===&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Under_the_Sm.png&amp;diff=32792</id>
		<title>File:Under the Sm.png</title>
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		<updated>2020-12-13T16:14:55Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &lt;/p&gt;
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&lt;div&gt;Scubbers and Heat transfer Pipes under the sm&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Filtering_with_the_Other_Layers.png&amp;diff=32791</id>
		<title>File:Filtering with the Other Layers.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Filtering_with_the_Other_Layers.png&amp;diff=32791"/>
		<updated>2020-12-13T15:07:45Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Filtering with the Other Layers&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Image.png&amp;diff=32789</id>
		<title>File:Image.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Image.png&amp;diff=32789"/>
		<updated>2020-12-13T06:29:16Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Triple Layer Cooling&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Maps&amp;diff=32634</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Maps&amp;diff=32634"/>
		<updated>2020-11-18T13:11:11Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maps}}&lt;br /&gt;
&lt;br /&gt;
== Map Rotation ==&lt;br /&gt;
The server currently uses a unique map rotation feature that will swap between maps based on player map preferences, these being located in your character setup page. The game is weighed to use Boxstation as the default station but will, depending on player preferences and how long the current round has lasted, have a higher chance to use another map.&lt;br /&gt;
&lt;br /&gt;
The current, and next selected, map information is located in the &#039;Status&#039; tab.&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;
== [[BoxStation]] ==&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:Boxstation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;BoxStation&#039;&#039;&#039; is widely regarded as the &amp;quot;official&amp;quot; map of SS13. 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]], the [[Gravity Generator]] and the [[AI Upload]]. 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 /tg/station since 2010.&lt;br /&gt;
* The station is heavily central on the starboard wing -- all the action happens there.&lt;br /&gt;
* There are several small crevices to perform distasteful acts.&lt;br /&gt;
* Maintenance is designed to provide an outer shell to most of the station.&lt;br /&gt;
* All locations information on this wiki is sourced from Box station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[MetaStation]] ==&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:MetaStation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;[[MetaStation]]&#039;&#039;&#039; is a fully-functioning map available on the /tg/ codebase as an alternative to BoxStation. It is currently available on both Sibyl and Basil, if players vote it in using the map-vote system. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station. &lt;br /&gt;
&lt;br /&gt;
MetaStation ran on Basil for a long time and has been tested extensively, being generally well received. It is largely maintained and updated by &#039;&#039;&#039;[[User:Metacide|Metacide]]&#039;&#039;&#039;, though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history.&lt;br /&gt;
|Notes&lt;br /&gt;
* It is geared towards higher populations than BoxStation.&lt;br /&gt;
* Key areas are more evenly spread to reduce local overcrowding.&lt;br /&gt;
* It feels much more open, attacks in public are harder to get away with.&lt;br /&gt;
* It has a large maintenance system covering most of the station, useful for stealthier tactics.&lt;br /&gt;
* There are in-game maps and direction signposts on the walls of the station to help you find your way.&lt;br /&gt;
* The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge.&lt;br /&gt;
* &#039;&#039;&#039;Feedback is welcome&#039;&#039;&#039; [https://tgstation13.org/phpBB/viewtopic.php?f=11&amp;amp;t=3090 in this thread] on the tgstation forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[PubbyStation]] ==&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:PubbyStation.png|300px]]&lt;br /&gt;
|&#039;&#039;&#039;PubbyStation&#039;&#039;&#039; is a map inspired by Box and Meta but smaller and pure, it was created by pubby.&lt;br /&gt;
|Notes&lt;br /&gt;
* The map plays best with 20-40 players.&lt;br /&gt;
* The Chaplain and Curator get an entire space monastery.&lt;br /&gt;
* PubbyStation is the only in-rotation map that still uses the [[Singularity Engine|Singularity]]/[[Tesla Engine|Tesla]] Engine.&lt;br /&gt;
* &#039;&#039;&#039;Feedback is welcomed&#039;&#039;&#039; [https://tgstation13.org/phpBB/viewtopic.php?f=11&amp;amp;t=7937 in this thread] on the tgstation forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[DeltaStation]] == &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|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:Deltastation.png|300px]]&lt;br /&gt;
|&#039;&#039;&#039;DeltaStation&#039;&#039;&#039; is a map heavily influenced by Meta and Box, with a large centralized bridge area. Intended for higher populations, the map features a more fleshed out and spacious interior lushly decorated and accomodating a large number of potted plants. A large maintenance with a number of useful half-built rooms and areas give antagonists a large variety of spacious areas to make their on station bases and hiding places. It is currently maintained by Okand37, though others are welcome to suggest additions and edits.&lt;br /&gt;
|Notes&lt;br /&gt;
* This map is best suited for 50+ players.&lt;br /&gt;
* An expansive maintenance is included with this station, largely recognized as a &#039;second station&#039; with a number of areas, tools, items and machines.&lt;br /&gt;
* The [[Supermatter]] is located in [[Atmospherics]].&lt;br /&gt;
* &#039;&#039;&#039;Feedback is welcomed&#039;&#039;&#039; [https://tgstation13.org/phpBB/viewtopic.php?f=11&amp;amp;t=7172&amp;amp;view=unread&amp;amp;sid=e1da7bbdf9bae9a44a6e96ed9364e4b7#p233302 in this thread] on the tgstation forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[KiloStation]] == &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|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;
!I don&#039;t have an image of the map but all maps are on the beestation website, https://beestation13.com/map.&lt;br /&gt;
|&#039;&#039;&#039;KiloStation&#039;&#039;&#039;  is a very small and condensed map, intended for lower populations, the map features a very compact and decorated interior. It is built off of an asteroid.&lt;br /&gt;
|Notes&lt;br /&gt;
* This map is best suited for 1 - 60 players.&lt;br /&gt;
* This station&#039;s maintenance has lots of dangers, but with danger comes good loot, if you look past the holodeck to the left you will see a secret vault that has a gun.&lt;br /&gt;
* There are 2 atmospheric hardsuits instead of the normal 1.&lt;br /&gt;
* &#039;&#039;&#039;Feedback is welcomed&#039;&#039;&#039; [https://tgstation13.org/phpBB/viewtopic.php?f=11&amp;amp;t=22551&amp;amp;hilit=Kilo+station&amp;amp;sid=e1da7bbdf9bae9a44a6e96ed9364e4b7#p492081 in this thread] on the tgstation forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Not in rotation but still important=&lt;br /&gt;
These maps either aid in maintaining the game or will be added in the future.&lt;br /&gt;
&lt;br /&gt;
== [[RuntimeStation]] ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|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:RuntimeStation.png|300px]]&lt;br /&gt;
|&#039;&#039;&#039;Runtime Station&#039;&#039;&#039; designed to test new features without having to load a whole new station every time.&lt;br /&gt;
|Notes&lt;br /&gt;
* All doors bear no access.&lt;br /&gt;
* Has a simple engine room.&lt;br /&gt;
* Has two large testing areas.&lt;br /&gt;
* Spawns with fully equipped medical/RnD/engineering areas and a rudimentary atmos setup (no scrubbers).&lt;br /&gt;
* Roundstart mice spawns and space/lavaland ruins can be disabled in config.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
	</entry>
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