Guide to the Supermatter: Difference between revisions

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The Supermatter Crystal is the primary power source in most stations. A Supermatter Shard can be ordered from [[Cargo]], which works the same way, but can be moved around. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and exploding or creating singularity/tesla if you screw up. It begins inert but being hit by an object or projectile will activate it and it'll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.
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, projectile, or laser will stimulate and activate it. It will then start producing huge amounts of radiation, which can be converted to power with the radiation collectors.
{| width='95%' height='60' style='background-color:#FFCCCC;' align='center'
{| align="center" width="95%" style="background-color:#FFCCCC;"
|align='center'|'''Do NOT run into the Supermatter to commit suicide! You will be banned.'''
| align="center" |'''Do NOT run into the Supermatter to commit suicide! You will be banned.'''
|}
|}
== Words of Warning ==
== Words of Warning ==
# You require safety gear. A full radiation suit and meson scanners. See (6) for more.
# Anything that bumps into the Supermatter is fundamentally annihilated. '''Don't touch it.'''
# 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.
# 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.
#Do NOT setup the Supermatter's air alarm until you are ''<u>absolutely satisfied</u>'' the supermatter pipe loop. A common delamination occurs when engineers scrub the gases from the supermatter first without replacing it with a suitable gas. A void of gases will quickly spawn '''MASSIVE''' amounts of oxygen and heat, which can only be stopped by an extremely robust Atmosian.
# Do NOT setup the Supermatter's air alarm until you are ''<u>absolutely satisfied</u>'' with the supermatter cooling loop. A common delamination occurs when engineers scrub the gases from the Supermatter first without replacing it with a suitable gas in the chamber, causing a vacuum. A vacuum will activate the crystal quickly spawning '''MASSIVE''' amounts of plasma, oxygen, and heat resulting in an engine fire which can only be stopped by an extremely robust Atmosian.
# You require safety gear. A full radiation suit and meson scanners.
# The Supermatter is an 'atmospheric' engine. Most of "setting up the Supermatter" involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses or atmospheric properties.
# Most of "setting up the Supermatter" involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses or atmospheric properties.
# MOD/Hardsuits, excluding the CE's MODsuit, have limited radiation protection. The engineering MODsuit has 75% radiation protection. [[Chief Engineer|CE's]] MODsuit has 100%. [[Atmospheric Technician|Atmos]] hardsuit has 25%. [[Research Director|RD's]] and [[Chief Medical Officer|CMO's]] MODsuits have 60%. If working near an active Supermatter Engine, use a radiation suit or the Chief Engineer's MODsuit if permitted. Even with the 75% protection of an engineering MODsuit, you will become lethally irradiated in time.
# Anything that bumps into the Supermatter is fundamentally annihilated. '''Don't touch it.'''
 
# Hardsuits, excluding the CE's hardsuit, have limited radiation protection. The engineering hardsuit has 75% radiation protection. [[Chief_Engineer|CE's]] hardsuit has 100%. [[Atmospheric_Technician|Atmos]] hardsuit has 25%. [[Research_Director|RD's]] and [[Chief_Medical_Officer|CMO's]] have 60%. If working near an active Supermatter Engine, use a radiation suit instead.
== The Safe Setup ==
== The Safe Setup ==
The supermatter engine on current (2021) 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 N<sub>2</sub> preset). It will almost always last the entire round, and almost always generates enough power for the entire station.
The Supermatter engine on current (2025) 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 N<sub>2</sub> preset). It will almost always last the entire round, and almost always generates enough power for the entire station.
 
<tabs>
<tab name = MetaStation>
<font size="3">'''MetaStation Layout:'''<font size="2">
[[File:Meta_SM.png|thumb|right|MetaStation Supermatter Engine Room.]]
 
[[File:Plasma_Canister.png]]'''Secure Storage''': West, above the SMES [[File:SMES_Turn_on.gif]].
 
[[File:Emitter_On.gif]]'''Emitters''': East
 
[[File:Energy_reflector_double.png]] '''Reflectors''': East
 
[[File:Freezer.gif|frameless]] '''Thermomachine Array''': North
 
'''Space Loop''': South
 
'''Thermoelectric Generator''': Not Applicable
 
<font size="3">'''MetaStation Irregularities:'''<font size="2">
MetaStation is like the white bread of most stations. It has a sweetness to it, but is entirely mundane and without anything unique. This also serves its benefit for being an ideal map for fresh engineers to learn.
</tab>
 
<tab name = BoxStation>
<font size="3">'''BoxStation Layout:'''<font size="2">
[[File:Box_SM.png|thumb|right|BoxStation Supermatter Engine Room.]]
 
[[File:Plasma_Canister.png]]'''Secure Storage''': North and West, beside the SMES [[File:SMES_Turn_on.gif]].
 
[[File:Emitter_On.gif]]'''Emitters''': South
 
[[File:Energy_reflector_double.png]] '''Reflectors''': South
 
[[File:Freezer.gif|frameless]] '''Thermomachine Array''': East
 
'''Space Loop''': West
 
'''Thermoelectric Generator''': Not Applicable
 
<font size="3">'''BoxStation Irregularities:'''<font size="2">
BoxStation, like MetaStation, lacks any major irregularities. It makes for a good station for beginners to learn the engine on, and is often competing with MetaStation for the most used station.
</tab>
 
<tab name = DeltaStation>
<font size="3">'''DeltaStation Layout:'''<font size="2">
[[File:Delta_SM.png|thumb|right|DeltaStation Supermatter Engine Room.]]
 
[[File:Plasma_Canister.png]]'''Secure Storage''': South east by the SMES [[File:SMES_Turn_on.gif]], or far south in engineering proper.
 
[[File:Emitter_On.gif]]'''Emitters''': North
 
[[File:Energy_reflector_double.png]] '''Reflectors''': North
 
[[File:Freezer.gif|frameless]] '''Thermomachine Array''': West
 
'''Space Loop''': West
 
'''Thermoelectric Generator''': Not Applicable
 
 
<font size="3">'''DeltaStation Irregularities:'''<font size="2">
On Delta station, the reflectors [[File:Energy_reflector_double.png]] require being moved before being turned on emitters. You must unweld [[File:Welder.png]]them, then drag them into the proper position. Alt-clicking them changes rotation, or click to open their rotation menu. The Engine room is also located above atmospherics, disconnected from the rest of engineering. You will have to walk through atmospherics to reach the Supermatter.
</tab>
 
<tab name = CardStation>
<font size="3">'''CardStation Layout:'''<font size="2">
[[File:Card SM 2025.png|right|thumb|CardStation Supermatter Engine Room.]]
 
[[File:Plasma_Canister.png]]'''Secure Storage''': East
 
[[File:Emitter_On.gif]]'''Emitters''': North
 
[[File:Energy_reflector_double.png]] '''Reflectors''': North
 
[[File:Freezer.gif|frameless]] '''Thermomachine Array''': West
 
'''Space Loop''': South
 
'''Thermoelectric Generator''': Not Applicable
 
<font size="3">'''CardStation Irregularities:'''<font size="2">
On CardStation, the [[File:Emitter_On.gif]] emitters fire directly through the access airlock into the Supermatter. This means that to access the [[File:AirAlarm.png]] air alarm, you must avoid getting hit or turn off the emitters. The space loop bypass is also a simple valve. This means you can simply open the valve instead of replacing it.
</tab>
 
<tab name = CorgStation>
<font size="3">'''CorgStation Layout:'''<font size="2">
[[File:Corg SM 2025.png|thumb|right|CorgStation Supermatter Engine Room.]]
 
[[File:Plasma_Canister.png]]'''Secure Storage''': East, above the SMES [[File:SMES_Turn_on.gif]] room.
 
[[File:Emitter_On.gif]]'''Emitters''': South
 
[[File:Energy_reflector_double.png]] '''Reflectors''': South
 
[[File:Freezer.gif|frameless]] '''Thermomachine Array''': South, east of the emitters.
 
'''Space Loop''': North
 
'''Thermoelectric Generator''': North, east of the space loop.
 
<font size="3">'''CorgStation Irregularities:'''<font size="2">
CorgStation has numerous irregularities compared to most other stations. Here, Central Command cheaped out and only provided a Supermatter shard for the purpose of 'testing an ejection system'. They assure us that it performs just the same as a regular full sized crystal.
 
The emitters also fire through the side of the core of the engine, leading to a reduction in the number of radiation collectors.
 
Finally, the engine also features a Thermoelectric Generator, or TEG, which can be largely ignored if you remove the pumps marked with big red X's in the image to the right.
</tab>
 
<tab name = EchoStation>
<font size="3">'''EchoStation Layout:'''<font size="2">
[[File:Echo SM 2025.png|thumb|right|EchoStation Supermatter Engine Room.]]
 
[[File:Plasma_Canister.png]]'''Secure Storage''': Northeast
 
[[File:Emitter_On.gif]]'''Emitters''': Southeast
 
[[File:Energy_reflector_double.png]] '''Reflectors''': Southeast
 
[[File:Freezer.gif|frameless]] '''Thermomachine Array''': Yes
 
'''Space Loop''': Not Applicable
 
'''Thermoelectric Generator''': Not Applicable
 
<font size="3">'''EchoStation Irregularities:'''<font size="2">
Echostation has some irregularities, most associated with the fact it is a land based station. This means there is no space loop, because there is no space! Instead you are given several thermomachines in place of this, including spare parts to upgrade one of them. Make sure to turn all of these on and set them as low as they can go! Even then, the engine will run hotter than most by standard, and be afraid of surges. They're the hardest to deal with when on this station.
</tab>
 
<tab name = FlandStation>
<font size="3">'''FlandStation Layout:'''<font size="2">
[[File:Fland SM 2025.png|thumb|right|FlandStation Supermatter Engine Room.]]
 
'''Secure Storage''': South
 
[[File:Emitter_On.gif]]'''Emitters''': Northeast
 
[[File:Energy_reflector_double.png]] '''Reflectors''': Northeast
 
[[File:Freezer.gif|frameless]] '''Thermomachine Array''': South
 
'''Space Loop''': South
 
'''Thermoelectric Generator''': East
 
<font size="3">'''FlandStation Irregularities:'''<font size="2">
FlandStation has multiple irregularities that should be considered. When it comes to filling the plasma tanks, a large plasma canister is located at the northwest most portion of the room. You can hook an air pump to this without opening secure storage to fill your plasma tanks.
 
The engine room also features a Thermoelectric Generator, or TEG, which you can completely ignore. Its use is more a pain than it is generally worth when in connection to the Supermatter.
 
Finally, the emitter and reflector array must be configured before use. The reflectors do not come in a manner in which they are ready to use, and you need to align the reflectors for the emitters to fire into the crystal.
</tab>
 
<tab name = KiloStation>
<font size="3">'''KiloStation Layout:'''<font size="2">
[[File:Kilo SM 2025.png|thumb|right|KiloStation Supermatter Engine Room.]]
 
[[File:Plasma_Canister.png]]'''Secure Storage''': Northwest
 
[[File:Emitter_On.gif]]'''Emitters''': South
 
[[File:Energy_reflector_double.png]] '''Reflectors''': South
 
[[File:Freezer.gif|frameless]] '''Thermomachine Array''': North
 
'''Space Loop''': Southwest
 
'''Thermoelectric Generator''': Not Applicable
 
<font size="3">'''KiloStation Irregularities:'''<font size="2">
KiloStation generally lacks any major irregularities. It is, however, significantly smaller than most other stations. This leads to a rather cramped environment, but is usually a non-issue.
</tab>
 
<tab name = RadStation>
<font size="3">'''RadStation Layout:'''<font size="2">
[[File:Rad SM 2025.png|thumb|right|RadStation Supermatter Engine Room.]]
 
[[File:Plasma_Canister.png]]'''Secure Storage''': Northeast
 
[[File:Emitter_On.gif]]'''Emitters''': East
 
[[File:Energy_reflector_double.png]] '''Reflectors''': East
 
[[File:Freezer.gif|frameless]] '''Thermomachine Array''': South
 
'''Space Loop''': West
 
'''Thermoelectric Generator''': In Atmospherics to the north.
 
<font size="3">'''RadStation Irregularities:'''<font size="2">
RadStation has only a couple minor irregularities. The first is the need for the emitters to run around the exterior of the chamber before finally firing into the crystal. Take care to set these reflectors properly and avoid the line of fire.
 
Second lies with the thermomachine array. Must like with DeltaStation, the array has several pipes you must configure before the use of the thermomachines. This is best circumvented by simply replacing these pipes.
</tab>
 
</tabs>


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.
==== Step One: Gear Up ====
==== Step One: Gear Up ====
# 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.
 
#:'''Why:''' Meson Scanners protect from hallucinations, while the suit protects from radiation. IPCs, Skeletons, and Plasmamen are inorganic and thus are immune to most of radiation's effects, but they CAN still suffer hallucinations. Once the engine is started, it will emit both.
# All races except IPCs, Plasmamen, and Diona will require a '''radiation suit''' [[File:RadiationSuit.png]][[File:RadiationSuitHood.png]]. Look for yellow lockers marked with a black radiation symbol to get a suit and helmet.
# Grab both a Rapid Piping Device [[File:Rpd.png]] and wrench [[File:wrench.png]]. You will be using these tools to edit or optimize the SM near constantly, so it's always good to keep them on your character.
#: '''Why:''' Once the engine is started, it will generate significant amounts of radiation. Any race not immune to these effects will find themselves quickly gaining a lethal dose of radiation. While some MOD/hardsuits provide partial protection against radiation, even at 75% protection, a lethal dose will take effect eventually. Only a radiation suit and the Chief Engineer's MODsuit provide full radiation protection.
#:'''Why:''' The Piping Device can place or destroy pipes, as needed. While the wrench is the device to either secure or unsecure the item in place.
# Put on an '''optical meson scanner''' [[File:MGlasses.png]] or '''engineering scanner goggles''' [[File:EngiScanners.png]] on meson mode.
[[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.]]
#: '''Why:''' Meson Scanners protect from hallucinations, while the suit protects from radiation. IPCs, and Plasmamen are inorganic and thus are immune to most of radiation's effects, but they CAN still suffer hallucinations. Once the engine is started, it will cause hallucinations to the unprotected eye.
[[File:Box_SM.png|400px|thumb|right|Box Station SM. Works counter-clockwise.]]
# Grab both a '''Rapid Piping Device''' [[File:Rpd.png]] and '''wrench''' [[File:Wrench.png]]. You will be using these tools to edit or optimize the SM near constantly, so it's always good to keep them on your character.
[[File:Pubby_SM.png|400px|thumb|right|Pubby Station SM. The gas loop works clockwise here.]]
#: '''Why:''' The Piping Device can place or destroy pipes, as needed. While the wrench is the tool to either secure or unsecure the piping in place.
[[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 deconstruct the heater in order to enable them.]]
#If you are an engineer, use your PDA. Open up the '''Supermatter Monitor''' app and hit details. This will open a screen giving detailed information on the status of the crystal.  
#: '''Why:''' The information displayed in this app can be used to diagnose the exact state of the crystal. An experienced engineer will be able to see a delamination before it starts when familiar with the display.
 
 
 
==== Step Two: Prepare The Gas Loop ====
==== Step Two: Prepare The Gas Loop ====
# Unwrench and replace '''gas pumps''' (green circle in picture) and replace them with straight pipes.
 
#:Why: Whoever designed this horrible loop has no idea how gases actually operate. If you expect to be constantly pumping gases through an area, the pumps will actually ''slow them down.'' Be certain
# '''Unwrench'''[[File:Wrench.png]]'''and remove''' '''gas pumps''' (green circle in picture), then replace them with straight pipes.
# Toggle the '''gas filters''' (yellow square in picture) ON and set to desired gas. By default, the filters have the correct N<sub>2</sub> 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 N<sub>2</sub>O also, as N<sub>2</sub>O is effective at extinguishing flames, should you get sabotaged. However, at VERY high temperatures, this will backfire.
#: '''Why''': Whoever designed this horrible loop has no idea how gases actually operate. If you expect to be constantly pumping gases through an area as fast as possible, the pumps will actually ''slow them down.'' This is especially problematic for pumps before the space loop as the gas has yet to receive cooling.
#:Why: The gas filters work by separating individual gases from a pipe. In the safe setup, this means that N<sub>2</sub> 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 N<sub>2</sub>O, you can easily wrench in an N<sub>2</sub>O canister [[File:N2O_Canister.png]] to extinguish most early destabilization.
# '''Toggle the''' '''gas filters''' (yellow square in picture) ON and set to desired gas. The first filter, the one on the green pipes, is for harvesting gases. This is often best simply replaced with a straight pipe for the same reasons as the pumps unless you need to harvest gas. For the four filters on the red pipes, these are waste filters. They separate your desired running gas from waste gas. The selected gases go on to the light blue pipes on the side, while the unselected gases go onward in the red pipes. By default the gold standard gas to choose is Nitrogen or N<sub>2</sub>. These four are usually set to keep just Nitrogen by default, and should only need to be turned on.  
# Wrench [[File:wrench.png]] '''one of the''' red '''N<sub>2</sub> canisters''' [[File:N2_Canister.png]] to activate the gas loop. This should be done when you have finished setting up the rest of the loop. Keep the other unwrenched so if, for some reason, the supermatter is deprived of nitrogen and you need new Nitrogen quickly. Wrenching them both when not needed is a waste.
#: '''Why''': The gas filters work by separating chosen gases from a pipe. In the safe setup, this means that N<sub>2</sub> is removed from an array of other harmful gases that exhaust from the SM such as plasma or oxygen. The exhaust exits the red pipe and dumps into space.
#:Why: Nitrogen (or whichever gas you end up using) must be put in the pipes in order to circulate. If you need to add other gases, you can add them here also or through the ATMOS to SUPERMATTER pump.
# '''Wrench''' [[File:Wrench.png]] '''one of the red''' '''N<sub>2</sub> canisters''' [[File:N2_Canister.png]] to activate the gas loop. This should be done when you have finished setting up the rest of the loop. Keep the other unconnected to save it for later. This is useful for if the engine has, for some reason, lost nitrogen or needs urgent injection of nitrogen to displace or cool the gas in the loop. Wrenching both canisters into the loop when not needed may waste the spare can.
# Set the '''air alarm''' [[File:AirAlarm.png]] next to the crystal room. Open the air alarm menu (on most maps it will start unlocked), click ''Scrubber Controls'' and change the scrubbers to '''siphon''' (by clicking "scrubbing") and Expanded Range. You don't need to change any of the filter settings besides the mode, since, on "siphon", all gases get sucked out. The scrubbers will show an animation if they are set up to siphon correctly. '''Do NOT set the operating mode to "panic siphon"''' as that's not the same thing. Picture (click it): [[File:SM_safe_setup_scrubbers_aug_2019.png|30px|Scrubber Controls]]
#: '''Why''': Nitrogen (or whichever gas you end up using) must be put in the pipes in order to circulate. If you need to add other gases, you can add them in these two gas addition ports, or through the ATMOS to SUPERMATTER pump. Though the latter will require understanding some atmospherics department piping.
#: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.  
# '''Set the''' '''air alarm''' [[File:AirAlarm.png]] next to the core chamber. Open the air alarm menu by clicking on it. If it is locked, unlock it with a permitted ID by alt-clicking. Next click ''Vent Controls'' and turn off the external and internal regulators. Picture (click it): [[File:SM Basic Vent Settings.png|frameless|48x48px]]
# In the same air alarm, from the main menu, click ''Vent Controls'' and disable both regulators.
#: '''Why''': Some players insist that "Internal 0" is the best setting for the vents, but it is functionally identical to simply disabling both regulators. Either way, this ensures the vents try to push all available gas into the crystal chamber. It is best to set the vents before scrubbers to prevent pulling vacuum in the chamber. If you have only added one canister of Nitrogen, this should be fine.
#:Why: Some players insist that "Internal 0" is the best setting for the vents, but it is functionally identical to simply disabling both regulators, the former is also far less confusing.
# Continuing to '''set the''' '''air alarm''' [[File:AirAlarm.png]], back out of ''Vent Controls'' and click ''Scrubber Controls.'' Then change the scrubbers to '''siphon''' (by clicking "scrubbing") and Expanded Range. You don't need to change any of the filter settings besides the mode, since, on "siphon", all gases get sucked out. The scrubbers will show an animation if they are set up to siphon correctly. '''Do NOT set the operating mode to "panic siphon"''' as that's not the same thing. Picture (click it): [[File:SM Basic Scrubber Settings 2025.png|frameless|58x58px]]
#: '''Why''': Siphon makes the scrubbers remove all gases as quickly as possible. This is to ensure hot gasses are removed from the chamber as fast as possible, preventing too over-pressure in the chamber. The filters you set in step 2.2 will handle the removal of desired gases from undesirable gases. Expanded range extends the range of the scrubbers to pull from all tiles in a 3x3 area around them instead of just the tile they sit on.
 
==== Step Three: Starting The Radiation Collectors ====
==== Step Three: Starting The Radiation Collectors ====
# 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]] Feel free to unwrench the dispenser for easier transportation.
 
#Use either the Plasma canister in Secure Storage to fill the tanks, or ask/fill one yourself from atmospherics.
<s># Obtain six '''plasma tanks''' [[File:Plasma_tank.png]]. One can sometimes be found by the radiation collectors, and up to ten more can be taken from the tank dispenser [[File:Tank_Dispenser.png]] by right clicking. Feel free to unwrench the dispenser for easier transportation of all the tanks.
# 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.
# Use either the plasma canister in Secure Storage to '''fill the tanks''', or ask/fill one yourself from atmospherics. This is done by inserting a plasma tank into the plasma canister, turning the regulator to the maximum (2533kPa or near such), and opening the valve. Once you see the tank is filled, you can quickly replace it with an unfilled tank by simply clicking the new tank onto the canister. Repeat until six tanks are filled. On the final tank, '''close the valve and reduce regulator pressure''' and then remove the final tank. You may have to break your way into Secure Storage if a Chief Engineer or AI is not available to assist. Find the APC[[File:ModernAPC.png|frameless]] for the room in which the Secure Storage is located. Unlock the APC by using your ID on it or alt+clicking. Then open its menu and turn off environment power. This will allow you to crowbar the blast doors open. Once they are open, turn the environment back on and lock the APC.
# It's worth pointing out that you may have to fill the tanks with extra plasma from a canister. Otherwise, the tanks will run out of plasma mid-shift and thus not produce power.
#: '''Why''': If you simply insert the tanks into the radiation collectors in the next step directly from the dispenser, then within about thirty minutes to an hour the collectors will shut off due to running out of plasma. By filling the tanks, you prolong this to multiple hours, essentially removing the need to replace the tanks for the remainder of the round.
# Insert each plasma tank into a radiation collector [[File:Radiation_Collector.gif]], then turn each on by clicking it with an empty hand. If you are feeling extra, lock them with your ID card when you are done.</s>
 
'''This is no longer needed''' as radiation collectors have been fully replaced by [[Machines#Tesla_Coil|Tesla Coils]] [[File:Tesla coil.gif]] which the engine zaps to supply the station with power. Tesla coils are correctly set up by default, so you can leave them be.
 
The engine is now ready to produce power.
The engine is now ready to produce power.
==== Step Four: Start the Engine! ====
==== Step Four: Start the Engine! ====
# '''Double-check to ensure the cooling loop is active, you don't want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!'''
 
# Align the reflectors so that the emitter beams are deflected towards the supermatter crystal.  
# '''Double-check to ensure the cooling loop is active, you don't want to have an active Supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!''' Using the Supermatter monitor app on your PDA or the engineering computer console, you can see if the oxygen has been removed and the chamber is cool. This will indicate that your filters and cooling are working respectively.
# Head into the emitter chamber. It is on the right side of the picture above. Just click each emitter [[File:Emitter On.gif]] with an empty hand to turn them on. '''Don't stand in front of them unless you want some serious laser burns!'''
# Align the reflectors so that the emitter beams are deflected towards the Supermatter crystal.
# Close the radiation shutters with the ''Radiation Shutters Control'' button (if available).  
# Head into the emitter chamber. Just click each emitter [[File:Emitter_On.gif]] with an empty hand to turn them on. '''Don't stand in front of them unless you want some serious laser burns!''' You can also lock these with your ID, but it is '''not''' recommended.  If they turn yellow instead of green, this means they lack power. You can cut the wires that lead to them in order to separate them from the station. Get the [[Engineering items#PACMAN Generator|P.A.C.M.A.N.]] [[File:Pacman.png|frameless]]and spare plasma sheets located in Secure Storage, add the plasma to the generator. Then place a wire knot connected to the emitters in the spot you cut the wire and wrench[[File:Wrench.png]]  the generator in place on the knot. Finally turn it on and power should be supplied to the emitters.
The supermatter is now generating power.
# Close the radiation shutters with the ''Radiation Shutters Control'' button (if available).
 
The Supermatter is now being stimulated by the lasers and producing radiation that the collectors are collecting for power!
 
==== Final Step: Set Up the Power Storage Units (SMES) ====
==== Final Step: Set Up the Power Storage Units (SMES) ====
# Go to the room in engineering with multiple SMES [[File:SMES_Turn_on.gif]].  
 
# Go to the room in engineering with multiple SMES [[File:SMES_Turn_on.gif]].
# Set each of their target inputs to 200 kW and target outputs to 190 kW.
# Set each of their target inputs to 200 kW and target outputs to 190 kW.
#:'''Why:''' 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.
#: '''Why:''' 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. If you forget to do this, the station won't see the power needed to keep the lights on!
=== Delta Station Irregularities ===
 
'''Delta Station''' setup follows the same philosophy, but the coolant loop is arranged somewhat differently. A much more detailed explanation is stated above.
The same rules apply:
# Enabling gas pumps not labeled bypass (or straight pipe every pump).
# Enable gas filters.
# Don't forget the last gas pump on the right side!
# Set the air alarm [[File:AirAlarm.png]].
# Add the plasma tanks [[File:Plasma tank.png]] to the radiation collectors [[File:Radiation Collector.gif]].
# Close the shutters at the switch.
# 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. Optimal Settings are as follows: 225 for the left reflectors and 135 for the right reflectors
# Turn on the emitters!<br>
=== TEG-based SM Irregularities ===
=== TEG-based SM Irregularities ===
Some stations, including ,pubbystation, and corgstation start off with a Thermo-electric generated (TEG). A supermatter crystal emits oxygen and plasma when hit with an emitter, and these are scrubbed out, burnt and fed into the hot side of the TEG. Note that you can also set up a TEG on all other stations provided there is a source of gas, preferably plasma(it has the highest heat absorbance).
Some stations such as FlandStation, RadStation, and CorgStation start off with a ThermoElectric Generator (TEG). A Supermatter crystal produces heat when active, this heat can be used for the hot end of a TEG to produce power that would otherwise be lost to space in the cooling loop. A particularly keen engineer may instead use the waste oxygen and plasma to create a burn chamber for the hot end of the TEG. Do note that you can always set up a TEG on any station given the research has been completed by the science department. For a new engineer, it is generally ill advised to set up a TEG alongside a Supermatter crystal and considered best to avoid it entirely if possible.
 
'''Congratulations! The Supermatter engine is set!'''
 
== Minor Set Up Improvements ==
[[File:Improved Basic SM Set Up.png|thumb|459x459px|A basic set up with three major improvements. (Yellow Box) (1) Harvesting Filter Bypass. (Pink Circle) (2) Plasma Buffer Filter. (Red Box) (3) Filter Section Changes.]]
While the basic set up given above poses significant improvements over the map default set up, it is still relatively incapable while having multiple issues. There are sections where gas may get trapped and clogged, higher level surges can delaminate the crystal without engineering intervention, and the filters can be significantly improved to leverage other useful gases! Here will detail three very simple improvements to make a set up significantly more robust '''with very little work'''.
 
==== Improvement One: Gas Harvest Filter Bypass ====
The yellow boxed area in the image to the right highlights this change. The filter that is normally present here can and should often be bypassed. This can be done by replacing the pipes immediately before and after it with layer adapters. Follow this up with one more pipe on a different layer between the adapters, and the bypass is made!
: '''Why:''' If you refer to the above images of other basic set ups, you will see this filter sits between the crystal and the space cooling. It sits here normally to ensure that any of the desired gas is always 100% collected into the two harvesting canisters. As detailed in later sections, the fact that this resides before any cooling can cause the filter to clog if hot gas enters the system. This can be a death sentence during a delamination or surge. Creating this bypass ensures that the gas is instantly cooled. If paired with the third improvement detailed in this section, then you wont lose any of your harvested gas anyways!


[https://forums.beestation13.com/t/a-noobs-guide-to-the-dreaded-pubbysm-confirmed-working-july-7th-2021/ Read the PubbyStation SM setup guide here]
==== Improvement Two: Plasma Buffer Filter ====
The pink circled area in the image to the right highlights this change. This is one of the '''easiest''', and by far one of the '''most effective''' improvements that can be made to this basic engine. This is done by simply replacing this one piece of pipe with a filter. While the set up pictured is for MetaStation, this works for almost any station by simply placing this filter into the return side of the space loop. Once this filter is placed such that its side port is pushing back into the return side of the space loop, set the filter to plasma. Picture (click it): [[File:Plasma Buffer Filter Settings.png|frameless|68x68px]]
: '''Why:''' The reasoning behind this one requires a little more knowledge of gases and atmospherics. In short though, plasma has a '''very''' high specific heat (or heat capacity), meaning it takes a lot of energy to heat it up. This means that in large quantities, plasma can act as a sort of heat sink. By adding this filter here, you trap the plasma that the Supermatter naturally produces in the space loop. The trapped plasma in the space loop will then cool down, and stay cool in this section. As a result, any gas entering this section will mix with the plasma and instantly drop to the equilibrium temperature. Given the high heat capacity and eventually large quantity of plasma, this equilibrium temperature will be very low. You essentially build a buffer of cold plasma that cools any gas that enters it. This improvement paired with the first can allow you to run a fairly high percentage oxygen engine!


[https://forums.beestation13.com/t/a-noob-s-guide-to-the-dreaded-corgsm-confirmed-working-july-9th-2021/ Read the CorgStation SM setup guide here]
==== Improvement Three: Filter Section Alterations ====
The red boxed area in the image to the right highlights this change. This change is not the most effective, but still nets significant benefit in some situations. Again referring to the basic set ups as seen above, you will notice that the red filter section has four filters in series (or sequence) one after another. Only one filter is needed to achieve the same effect as all four of these filters. You can remove the following three filters by replacing them with straight pipes and leave the first filter in place. Then you can set the remaining filter to also filter H<sub>2</sub>O, Hypernoblium, and Pluoxium. If you are willing to take some immediate risk for profit or long term reduced risk, you can also select CO<sub>2</sub> and Nitrium. Picture (click it):[[File:SM Filter Selection Improvement.png|frameless|49x49px]]
: '''Why:''' The set of four filters in sequence is an obsolete design from when filters could only pull one gas at a time. Given filters can pull as many as selected, only one filter is needed to do the work of several in series. With this in consideration, you can then set this one filter to maintain several gases instead of just Nitrogen. These are mostly detailed in [[Guide to the Supermatter#A Deeper Look: Mechanics Of Supermatter|Section 5 - A Deeper Look: Mechanics of Supermatter]] as to why they may be beneficial. In most cases, the main benefit is that you no longer loose the gases you are trying to harvest, allowing them to cycle through the core for another chance to later be picked up by the harvesting section. The other main benefit is that when a surge strikes, some of these gases may form and keeping them will generally increase your chance of recovery!
== A More Robust Setup ==
This set up is far more robust than is needed for any typical operation. You will be hard pressed to find a surge that would actually cause this set up to begin having trouble and start delaminating. The set up pictured to the right can also run using a lot more dangerous gases fairly easily like Carbon Dioxide or Oxygen! If an engineer is skilled enough to set this engine up and know the key features behind it, they are more than likely skilled enough to know exactly how to save it in a rush too!
[[File:Robust SM.png|thumb|388x388px|A more robust Supermatter set up. (Green) (1) Straight pipe replacements. (Pink) (2) Volume pump replacements. (Red) (3) Added scrubbers and altered waste output for filter-less design.]]


'''Congratulations! The supermatter engine is set! Best bolt it so people so unauthorized personnel don't rush in.'''
== A Robust Setup ==
This requires a bit more prepwork than the basic Safe Setup, but it pays off by being able to recover from disasters that would hopelessly delaminate other setups. Specifically, it can self-recover from completely voiding the SM chamber by using naturally generated Pluoxium as recovery coolant, and it's also possible (although maybe not advisable) to run at up to 96% CO2 without needing to upgrade the freezers or the heat-exchange pipes.
[[File:Robust_Meta_SM.png|400px|thumb|right|Robust Setup. Changes are in grey. Compare to Safe Setup picture above.]]
==== Step One: Gear Up ====
==== Step One: Gear Up ====
Get the same gear as usual. You may additionally want an ATMOS holofan projector if you are expanding the waste gas outlet, but that doesn't need to happen immediately.
Get the same gear as usual for your work as detailed in [[Guide to the Supermatter#Step One: Gear Up|Section 2.1 - Gear Up]]. You will also need a space suit of some kind, and an [[Atmospherics items|ATMOS holofan projector]][[File:Holofan.gif|frameless]]is highly recommended. You can use the [[Clothing and Accessories#Hardsuit|Engineering or Atmospherics MOD/Hardsuits]] [[File:Engineering modsuit.png|frameless]]instead of a radiation suit for the duration of your work. The crystal will not emit any radiation until it has been activated.
 
==== Step Two: Prepare The Gas Loop ====
==== Step Two: Prepare The Gas Loop ====
The image shows the setup for MetaStation; it is basically an extension of The Safe Setup and extends in natural ways on the other stations.
To the right, you will see MetaStation used as an example. It follows a lot of what the former safe set up from [[Guide to the Supermatter#The Safe Setup|Section 2 - The Safe Setup]] laid out, but with some added modifications.
# Straight-pipe over everything that is a grey pipe in the picture. (This is generally former pumps.)
 
#:Why: For the same reasons as The Safe Setup. The pump right in front of the door is also straight-piped, making '''the entire loop a single pipenet''', allowing gas to flow directly from the scrubbers to the vents without any chance of clogging.
# '''Straight pipe''' each of these positions, often replacing a gas pump or linking two formerly disconnected loops. The green boxes in the image to the right highlight this change.  
# Bypass the filter in front of the yellow canisters with layer adaptors.
#: '''Why:''' This is largely for the same reason as before in the safe set up. The removal of pumps ensures that gas can move much quicker through the engine, ensuring harmful waste is removed and gas is cooled as fast as possible. It also combines the entire loop together such that the gas from the scrubbers is being pushed back through the vents as fast as possible. '''This only works if you also follow through with step 2.3'''.
#:Why: This is needed to connect everything as one pipenet. (You can also straight-pipe over the filter, if you don't intend to extract Plasma or Pluoxium from the SM.)
# '''Replace the gas pumps''' with volume pumps for the gas addition ports. The pink box in the image to the right highlights this change.
# Replace the pressure pumps in front of the N2 cannisters with volume pumps. Wrench both down so they are ready to be used. These are for emergencies only; by default we won't use them.
#: '''Why:''' The former gas pumps have a maximum pressure of 4500kPa. The former suggestion of straight piping these also allows for backflow into the cans which stops you from fully emptying them. The volume pumps can push to just over 9000kPa, ensuring that they will empty the cans in their entirety. There is a trade of for this though. The straight pipe gas ports also allowed you to add the entire can to the loop instantly. Use your judgement to determine which is best for your use.
#:Why: Volume pumps pump much faster, and at higher pressures. They will also empty the tank, unlike straight-piping.
# '''Add three scrubbers''', optimally red colored on layer one or five, in the middle three tiles of the chamber between the current vents and scrubbers. Then straight pipe these into the waste output, removing all filters from the engine. This red box in the image to the right highlights these change. A layer adapter will be needed if you did not use layer three. It is highly recommended to '''do this before configuring the air alarm''' or you will require a space suit and internals to enter the core. Be extremely careful while in the core to not touch the crystal. When placing the scrubber underneath the crystal, you should '''alt + click''' the crystal and use the menu at the top right to place the scrubber on the floor. '''If you click the crystal it will dust you''' or whatever you may be holding and start the engine. Magboots are recommended.
# Install two dedicated scrubbers in the SM chamber for waste gas, one on layer 4 next to the SM and one on layer 3 under the SM. '''DO NOT CLICK ON THE SM CRYSTAL TO PLACE ANYTHING!''' You have to alt-click the tile, and select the floor from the list, in order to safely construct the scrubber with your RPD. Same goes if you mess up and need to unwrench/deconstruct it. The layer adaptor is placed in the plasma window.
#: '''Why:''' Scrubbers already have their own ability to selectively remove gases from an environment. You will not need any filters if you dedicate these three scrubbers to your waste gas and the original three to your running gas. You will directly remove and vent the waste gas directly to space and ensure that only your choice running gas receives cooling. This massively boosts your engine's capability to handle undesirable heat and gas.
#:Why: Having dedicated waste-gas scrubbers provides a clog-free way to filter the gas, and is also more versatile. The only downside is that it is easier to sabotage everything via the Air Alarm.
# Add the harvest section filter bypass as detailed in [[Guide to the Supermatter#Improvement One: Gas Harvest Filter Bypass|Section 3.1 - Minor Set Up Improvements: Gas Harvest Filter Bypass]].
# Optional: For safety, replace the 3 vents in the SM chamber with injectors.
# '''Replace the waste air injector''' in space with an array of '''passive vents'''. Picture (click it): [[File:SM Waste Improvement.png|frameless|44x44px]].
#:Why: They perform the same, but they can't be controlled from the Air Alarm, which makes them much more resistant to tampering. However, replacing these is somewhat time-consuming (remember to turn them off before they can be removed), and it can only be done before the SM is started.
#: '''Why:''' The normal waste injector in space can only move 200L/s and actively requires power from an APC to function. This means it can clog easily, and adding more is very difficult as it requires remapping via blueprints or removing sections of the interior of the room. By using an array of passive vents, it can output a large amount of volume into space extremely quickly without the need for power. This prevents the waste scrubbers from getting clogged as they pull hot Oxygen and Plasma from the core.
# Optional: For safety, add additional injectors to the waste gas output. Put the other injectors on layers 2 and 4, and deconstruct the window both for materials and to make room. With good use of the holofan projector, you can set all of it up from inside the station, without a hardsuit. Switch the regular pipe for the layer adaptor as the last change.
#Optional: '''Replace''' '''the 3 vents''' in the SM chamber with injectors.
#:Why: This has no effect during "standard" running conditions, but it can make all the difference during a fire, when the waste gas line gets clogged on the output. On maps like Meta that only have one Injector, this is ''highly'' recommended. However, it's very time-consuming, and it can be done while the SM is running, so you can put this off until after everything else.  
#: '''Why''': In the event of a delamination, the pressure within the Supermatter chamber may get excessive. As the pressure rises, the vents will have trouble pushing out gas, even potentially stopping if their maximum is reached. Injectors lack this issue, instead injecting 200 L/s no matter the pressure of the output. This can make the engine more resistant to delaminations. ''However'', a major concern arises if these are turned off. Injectors cannot be configured via air alarm, and must be done by hand. This means correcting issues relating to them, notably if power to the room has been cut off at any point, must be fixed by entering the engine. A combination of vents and injectors may be ideal.
==== Step Three: Configure the Air Alarm ====
'''Step Three: Configure The Air Alarm'''
# Set both freezers to "cooling", at their minimum temperature, and turn them on.
 
#:Why: Even though un-upgraded freezers only go down to 73K, and thus will ''warm'' the coolant in some circumstances, in fires their huge cooling power makes an enormous difference. It's better to be prepared for disaster, than to be a few degrees colder in a situation where it doesn't matter.
# '''Set the vents and/or injectors.''' For vents, refer to [[Guide to the Supermatter#Step Two: Prepare The Gas Loop|Section 2.2.4 - Prepare The Gas Loop: Set The Air Alarm]]. For injectors, activate them and maximize their output.  
# Ensure the SM monitor is running before you mess with the Air Alarm!
#: '''Why''': Just as with a basic set up, doing this first is ideal for preventing you from pulling vacuum on the crystal resulting in its activation before you're ready!
#:Why: There's a bunch of things that can go wrong if you missed a pipe or a pump, and if you don't notice quickly the SM will probably delaminate.
# '''Set the scrubbers.''' Your waste scrubbers should be the last three scrubbers in the list. Set these to pull all your waste gases, along with any others you would like removed from your engine. Your first three scrubbers in the list are the original three. Set these to pull the gases you wish to keep in your engine as your running gases. If you are uncertain about what to choose, pick N<sub>2</sub>, Pluoxium, Hypernob, and H<sub>2</sub>O for the top three. Then the remaining gases for the bottom three scrubbers. Finally set all of them to expanded range. Picture (click it): [[File:Robust SM Scrubbers.png|frameless|58x58px]]
# If you didn't replace the vents, disable the regulators on all 3 vents. Otherwise, there should be nothing in the ''Vent Controls'' menu.
#: '''Why''': Since the filter section has been removed, you need to use the scrubbers you set up to filter for you. As a result you need to set the scrubbers that are connected to your cooling loop to only pull the gases you wish to run your engine on. You also need to set the scrubbers connected to your waste output to pull whatever gases you want to get rid of. Depending on what you want to run your engine on, the selected gases may change. Setting the scrubbers to expanded range makes it so that they pull from a 3x3 area instead of just the tiles they reside on. This means all scrubbers will pull from as wide of an area as possible.
#:Why: This vents at the fastest rate. (Faster even than "Internal 0.")
 
# Set the last two scrubbers to Expanded Range and scrub everything *but* N2, CO2 and Pluoxium.
Here it is important to do a last check before starting your engine. You should see the the oxygen reduce and disappear from the Supermatter monitor as you set your waste scrubbers. Once you set your good scrubbers you should see the pressure and moles drop. If you see the temperature getting cold, you have done it right. If the temperature stays the same and/or pressure continues to drop, you may have messed up your scrubber selection or your vents may not be functioning. Turn off the good gas scrubbers and check your loop again. It may be worth examining each scrubber and comparing their names to the list in the alarm to ensure you've set the right ones.
#:Why: These are the waste-gas scrubbers, and everything that you're not keeping should be disposed of ASAP.
 
# Set the first three scrubbers to Expanded Range and scrub (only) N2, CO2 and Pluoxium.
If all is good, set the radiation collectors as shown in [[Guide to the Supermatter#Step Three: Starting The Radiation Collectors|Section 2.3 - Starting The Radiation Collectors]].
#:Why: These are the gasses for the cooling loop. N2 and Pluoxium are both good, safe cooling gases. CO2 is not, but in case of fire it will rapidly form Pluoxium, which we will want more of. It also won't be created ''unless'' there's a fire, or you're adding it yourself. So it's best to keep it around.
 
At this point the monitor should show only N2, at a pressure that is decreasing but proportional to temperature. If it seems like all the N2 is being sucked out, turn off the scrubbers and/or check your gas meters! Definitely don't let the SM chamber become a vacuum, that's a one-way ticket if everything isn't already set up properly.
'''Step Four: Start the Engine!'''
 
You can start the engine the normal way through the use of emitters. This is detailed in [[Guide to the Supermatter#Step Four: Start the Engine!|Section 2.4 - Start the Engine!]] However, a common issue is that the station may have run out of power due to the amount of time an inexperienced engineer might take to set up this engine. This means the emitters will turn yellow and not fire until powered. A couple ways you can start the engine without emitters:
 
# '''Oxygen'''. Don't scrub oxygen from the engine. In fact, add more. Get a canister from Atmospherics and add it to the engine.
#: '''Why''': Once enough oxygen is present in the engine, it will activate itself and begin producing power on its own. Emitters not required! A few other gases do this too, but they may require more care in their addition and management. An immediate step up might be CO<sub>2</sub>.
# '''Pull vacuum on the engine'''. Temporarily turn off the vents and injectors until you see the engine start to spike plasma, oxygen, and heat. Potentially even wait for it to really quickly catch fire for just a moment. Once it has started sufficiently, turn the vents and injectors back on. You might need to spray a fire extinguisher into the engine.  
#: '''Why''': Pulling vacuum on the crystal will activate it, it will then start to output waste oxygen and plasma. Given it doesn't have any nitrogen to calm it down, it will continue to output waste at increased rates and heat. This will continue until a fire starts which will make the crystal ''very'' active. This should be more than enough to jumpstart the engine. Given the gas content is still minimal compared to the normal amount in the engine, once you turn on the vents and injectors, they will displace the burning gas and cool the engine very quickly.
#'''Power the emitters.''' If you absolute ''must'' use emitters to start the engine, you can power the emitters on their own using a [[Engineering items#PACMAN Generator|P.A.C.M.A.N.]] [[File:Pacman.png|frameless]]. This is done by cutting one of the wires in the emitter area to separate them from the station. Then place a knot of wire connected to the emitters. Retrieve the generator from the Secure Storage along with the spare plasma in the crate. Add this to the generator, and place the generator over the wire knot. Wrench [[File:Wrench.png]] the generator in place and turn it on. Power should be supplied to the emitters now, if they turn green and start firing, you have done it right.
 
If all has gone well, and your engine is no longer on fire, congratulations! You have completed a far more robust set up than most players. Start experimenting with the ideas given here, try tweaking things that you might want to change. The most robust engine designs are far more complex and take a lot more modification to achieve. The most dangerous engines will even require unique gas mixes on top of the design in order to function safely.
 
== A Deeper Look: Mechanics Of Supermatter ==
The Supermatter is an extremely unstable crystal with particular properties. Here's how it behaves:


If everything looks good, you can let the engine chill while you set up the rad collectors as usual.
==== Step Four: Start the Engine! ====
You can start the engine in the normal way, of course. But because of its robustness, there are a couple of additional options you can use in case of a complete power outage. If you have to resort to these, you should use wirecutters to cut power to the rest of the station, so that Engineering will get a chance to recharge first.
# Wire the solars.
#:Why: This is the safe, sane solution. So of course we won't do that.
# Get Atmos to deliver CO2 and set the intake pump to 50-300kPa.
#:Why: An engine running on CO2 will self-start. At high enough mole concentrations and CO2 percentage of 95-96%, the engine stabilizes around 4500 power without any emitters being active. At lower pressures that don't trigger CO2's power cascade, it will still self-start, but in the 1000-1200 power range, and be much safer to work with.
# Deliberately void the engine by setting the scrubbers to scrub N2 until it catches fire.
#:Why: If you've upgraded the number of outlets, the engine ''can'' self-recover from this before it delaminates, although it will get ugly. Dumping emergency N2 in via the volume pumps will cut this cycle short and make this a not completely awful idea. If you have controlable vents, you can turn off the vents so that the N2 is merely backed up instead of vented; in this case when you turn the vents back on you should be able to recover before integrity gets below 90%. In all cases, the boost of power hopefully is enough to let you run the emitters normally in the future.
== A Deeper Look: Mechanics ==
The supermatter is an extremely unstable crystal with particular properties. Here's how it behaves:
=== Power ===
=== Power ===
The crystal's power determines how much energy is produced for each tick, and also the range and amount of radiation and hallucinations generated. (a 'tick' usually takes around 1-5 seconds depending on lag)
The crystal's power determines how much energy is produced for each tick, and also the range and amount of radiation and hallucinations generated. (a 'tick' usually takes around 1-5 seconds depending on lag)
* Power decays over time.
* Power decays over time.
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power. When hit by a "bullet" it increases power by the damage dealt multiplied by two/
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power. When hit by a "bullet" it increases power by the damage dealt multiplied by two.
* Power is increased every tick depending on the gas mix. This scales with the gas' temperature.
* Power is increased every tick depending on the gas mix. This scales with the gas temperature.
* Consuming an object or mob will increase the power by a significant amount, independently from the object's size.
* Consuming an object or mob will increase the power by a significant amount, independently from the object's size.
* Power decay can be lowered or even completely prevented with CO<sub>2</sub>.
* Power decay can be lowered or even completely prevented with CO<sub>2</sub>.
* Too much power will result in dangerous side effects, like arcs of lightning or anomalies.
* Too much power will result in dangerous side effects, like arcs of lightning or anomalies.
===Instability===
 
=== Instability ===
The crystal must be kept stable if you don't want it to explode.
The crystal must be kept stable if you don't want it to explode.
*Stability will not change by itself.
*The crystal grows unstable if the gas mix is hotter than 310K and stabilize if below.
*Physical bullets will destabilize the crystal, depending on the damage they do.
*Large amounts of power will destabilize the crystal. The highest safe limit of the supermatter is 5000 EER/cm³.
*Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases. This effect starts at about 12000 moles of any gas on the supermatter's tile.
===Gas Interactions===
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.


<s>[[File:Pluoxium.png]][[Guide to Atmospherics#Pluoxium|Pluoxium]]
* Stability will not change by itself.
'''Safety: Pillow Fort'''</s>
* The crystal grows unstable if the gas mix is hotter than 310K and stabilize if below.
* Physical bullets will destabilize the crystal, depending on the damage they do.
* Large amounts of power will destabilize the crystal. The highest safe limit of the Supermatter is 5000 MeV/cm³.
* Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases. This effect starts at about 12000 moles of any gas on the Supermatter's tile.


<s>Pluoxium is like a weaker N<sub>2</sub>O 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 N<sub>2</sub>, and increase the heat resistance by half that of N<sub>2</sub>O. However unlike N<sub>2</sub>O 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.</s>
=== Gas Interactions ===
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 gas mix in the Supermatter chamber.


{| class="wikitable mw-collapsible mw-collapsed"
!Can
!Name
!Relative Safety
!Description


[[File:N2_Canister.png]][[Guide to Atmospherics#N2|N<sub>2</sub>]]
|-
'''Safety: Very Safe'''
|[[File:Pluoxium.png]]
|Pluoxium
|Safest
|Pluoxium is by far the most effective engine shutdown gas while being easy to produce. It can be produced by putting CO<sub>2</sub> into the engine and letting the crystal absorb it. In large quantities Pluoxium will reduce the heat production of the engine while also significantly reducing radiation output preventing power production. This is paired with the fact that Pluoxium has the third highest heat capacity of any gas, making a can of cooled Pluoxium extremely effective at calming down most delaminations.
|-
|[[File:Freon_canister.png]]
|Hyper-Noblium
|Fire Prevention
|Similar to water and Nitrium, Hypernoblium has no significant effect on the engine itself. However, it has two main changes to the interaction of the gases themselves in the engine. When present in quantities above 5mol per tile, Hypernob prevents gases from reacting so that it will '''stop fires''' '''entirely'''. Paired with the fact that Hypernoblium has the highest heat capacity of any gas by a significant margin --ten times the second highest, plasma-- and it becomes the most effective gas at stopping engine fires. This means a can of cooled Hypernob can snap freeze an actively burning engine due to the shear amount of heat it can absorb.
|-
|[[File:N2_Canister.png]]
|N<sub>2</sub>
|Standard
|Nitrogen is considered the golden standard of Supermatter operating gases. Not only is it easily available in large quantities, but it provides significant benefits to the engine too. N<sub>2</sub> significantly reduces the heat and waste gas production of the crystal in large amounts, even more than Pluoxium! The drawback is similar to Pluoxium in that it will also reduce the engines radiation output, although this is largely a non-issue.
|-
|[[File:Nitryl_no2.png]]
|Nitrium
|Sub-Standard
|Nitrium has no significant effect on the engine compared to most gases. It is less safe than Nitrogen in that it does not net the safety benefits of N<sub>2</sub> while also having half the specific heat making heat mitigation difficult. The engine will run a little hotter and provide some increased power, but for the difficulty of producing this gas compared to the effects, it is largely a waste to use it in the Supermatter Engine.
|-
|[[File:Water_vapor.png]]
|Water Vapor
|Slip Hazard
|Water Vapor has no significant effect on the engine compared to most gases. It has over twice the heat capacity of Nitrogen, providing a good benefit in cooling if introduced. This does not come freely though, as it does not have the benefits that Nitrogen provides while also creating a slip hazard due to wet floors. This can become lethal very quickly when cooled below 293K as it will freeze and create ice on the floors. Entering a frozen chamber will cause one to slip directly into the Supermatter crystal.
|-
|[[File:N2O_Canister.png]]
|N<sub>2</sub>O
|Medium Danger
|Nitrous provides some significant benefits, but also some significant risks when being used in the engine. N<sub>2</sub>O raises the heat resistance of the engine by a large margin, making it less affected by high temperatures. This means that, in theory, it '''could''' help prevent damage during a delamination. However, Nitrous Oxide also decomposes into Oxygen and Nitrogen at high temperature such as during a delamination. The increase in Oxygen could lead to a more dangerous situation than before as it may help start or increase an active fire in the core. In short, while Nitrous may help reduce damage, it will also likely make the whole situation worse if used during an engine fire.
|-
|[[File:O2_Canister.png]]
|O<sub>2</sub>
|Medium Danger
|Oxygen is a very useful gas, but comes with its own dangers in kind. In large quantities Oxygen will significantly increase the crystals power generation. In very high percentages the crystal will also power itself, removing the need to utilize emitters to generate power. This comes with the significant draw backs of generally increased temperature and also providing an Oxygen rich environment for any potential fires that may form as a result. Running an oxygen engine will almost always require some kind of improved cooling and/or filtering systems to remain stable.
|-
|[[File:CO2_Canister.png]]
|CO<sub>2</sub>
|High Danger
|Carbon Dioxide is a very dangerous, and yet very useful gas. When introduced in any quantity, it will begin to produce Pluoxium when interacting with the crystal. This means that trickling in small amounts over some time will yield a large volume of Pluoxium. Another major benefit is that it will generally increase your crystals power generation. The draw back with this is that in high concentrations, CO<sub>2</sub> will raise the Supermatter's EER to dangerous levels. Sustaining this past 5000 MeV/cm3 will result in the crystal beginning an overcharge delamination and throwing tesla arcs which will kill unprotected individuals. This effect will intensify at 7000 MeV/cm3, and if it reaches in excess of 9000 MeV/cm3, this delamination '''will result in a tesloose'''. This is often singularly grounds for a shuttle call. Some engineers may use this to actually purposefully induce a slow delamination by feathering the Carbon Dioxide content on a heavily modified engine. This will produce anomalies which may then be harvested by a skilled crew. One way or another, this requires significant engine modification to sustain.
|-
|[[File:BZ_canister.png]]
|BZ
|High Danger
|BZ is a very unique gas, in which its main danger is not inherently just to the crystal, but the crew around it. BZ will increase the radiation output of the engine more than any other gas available. This means that the radiation collectors can net significantly more power than most other gases. This is paired with the fact that at concentrations above 40%, BZ will cause the Supermatter to begin firing radballs. These radiation balls will penetrate '''any clothing or armor''' and heavily irradiate the target. Even species who are immune to ambient radiation like IPCs will fall victim to these particles. To run a higher concentration engine of BZ, significant modification may be required to remain safe.
|-
|[[File:Plasma_Canister.png]]
|[[Plasma]]
|Violent
|Plasma is one of the scariest gases to run in an engine. While plasma itself has a high heat capacity leading to the engine being capable of moving a lot of heat out very quickly, this also means it will retain heat very easily. Plasma has the highest increase to heat and waste output from an engine out of any gas. This means that with the massively increased hot oxygen output, '''a fire is very likely''' to form. If the fire is not put out very quickly, the plasma within the engine is liable to heating and becoming incredibly difficult to cool and stop. The major trade off is that plasma also has the highest power transmission modifier of any gas, leading to some of the highest output possible from an engine. Another major benefit of plasma is to use it in an unconnected secondary space cooling loop. In this secondary cooling loop, one can ensure only plasma is present to prevent fires while also adding heat exchange pipes to supply the engine with direct passive cooling. For this purpose, plasma is often the go-to choice.
|-
|[[File:Tritium.png]]
|Tritium
|Engine Killing
|Tritium is by far the most difficult gas to run an engine off of. Not only does it have all the same issues of creating fires like plasma, but its also inherently radioactive to boot. It provides the second highest increase to heat and waste output, only second to plasma, while massively boosting the engines radiation output '''on top of the gases inherent radioactivity'''. This is all compounded by the fact that it is tied with Nitrium for the lowest specific heat out of any gas. A fire breaking out in a tritium engine is almost unavoidable while also being nearly impossible to stop due to how easily tritium reaches a high temperature. To run a safe tritium engine, it would require significant overhaul of the standard set-up while also potentially requiring a unique gas mixture to help prevent fires and aid heat transfer. Be ready with multiple pre-cooled Pluoxium shutdown canisters should you dare to run a tritium engine.
|}


N<sub>2</sub> 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.<br>
=== Gas Production ===
Precooled N<sub>2</sub> is good to have around for emergencies.
The crystal produces plasma and oxygen while it's active.


[[File:N2O_Canister.png]][[Guide to Atmospherics#N2O|N<sub>2</sub>O]]
* Plasma and Oxygen burn if they're hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.
'''Safety: Risky'''
* The amount and temperature of the produced gas are determined by the current crystal power.
* The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.
* Introducing CO<sub>2</sub> to the engine will produce Pluoxium, even in small quantities.


N<sub>2</sub>O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual. '''However''', at higher temperatures (such as during a heat delamination) it will decay into O<sub>2</sub> and N<sub>2</sub>. While N<sub>2</sub> is good for the supermatter, O<sub>2</sub> most certainly is not. This O<sub>2</sub> 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.<br>
=== Irradiation ===
Marked as risky only to stop you from throwing N<sub>2</sub>O into the SM mindlessly. Yes, ''you''.
The crystal will affect nearby mobs while it's active.


[[File:CO2_Canister.png]][[Guide to Atmospherics#CO2|CO<sub>2</sub>]]
* The range and power are determined by the current power. Being further away from the crystal also mitigates the effect.
'''Safety: Very Risky'''
* The crystal will cause hallucinations to nearby mobs if they're not wearing meson scanners or equivalents.
* The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect. IPCs, Plasmamen, and Diona are immune to this effect, but will still be irridated. Take care not to irradiate your surroundings.


CO<sub>2</sub> is a potentially dangerous yet very rewarding gas - in concentrations below 60% CO<sub>2</sub> your safe while on a normal loop, it will increase the crystal's power generation and can be used to produce Pluoxium as well.<br>
=== Consuming ===
In high concentrations (above 60% CO<sub>2</sub>), however, it will raise the crystal'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 between 60% to 92%, this is a phenomenal way to generate power.  
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to "safely" transport a shard is to pull it, being careful to not be pushed back into it by someone else.


With poor management and insufficient or downright bad preparation(or [[Traitor|perhaps good preparation from certain points of view]]), it will eventually exceed safe energy levels and begin a charge delamination past 5000MeV, producing electric arcs and anomalies until it eventually explodes into a [[Tesla]] ball.<br>
=== Collapsing ===
[[File:O2_Canister.png]][[Guide to Atmospherics#O2|O<sub>2</sub>]]
If the crystal reaches 0% integrity, it will enter its final delamination process. From here it will begin a thirty second countdown on common radio for the entire station to here before finally delaminating. Do note, the crystal can be saved even in this last thirty second count down if it were to recover above 0% integrity again. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.
'''Safety: Relatively Dangerous'''


Oxygen provides a boost to power transmission without actively increasing the waste gas amount or temperature.<br>
* A crystal in an environment where it is oversaturated in excess of 12000 of moles will collapse into a singularity.
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 O<sub>2</sub> will activate and continuously power the crystal.<br>
* A crystal that has an excessive EER rating above 9000 MeV/cm³ will cause an explosion and release several tesla energy balls.
If you're badass enough to run an O<sub>2</sub> setup: Always precool it before flooding the Supermatter chamber.<br>
* A crystal that is neither heavily oversaturated or overcharged to meet the prior criteria will simply explode, with several factors including its power amount or pressurization contributing to the resulting explosion size.
[[File:BZ_canister.png]][[Guide to Atmospherics#BZ|BZ]]
'''Safety: Dangerous'''


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't get hit by these, regardless of your clothing.
== Troubleshooting AKA Oh god it's on fire what do I do!? ==
[[File:Melting SM.png|thumb|450x450px|Pictured is the MetaStation Supermatter actively melting. Note the remarkably increased radiation and power production!]]
The Supermatter's in trouble! Here is an example of some trouble shooting from /tg/station! Note the gas meters![https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif A short GIF.]


=== Handy Guide To SM Repair ===
Here is a nice check list of things to try and do in a rush that will help you save the engine. They don't all have to be in this exact order, but they all certainly help!


[[File:Plasma_Canister.png]][[Plasma]]
# '''Yell for help!''' If other engineers, AI, or borgs are present that may know how to help, their extra hands or circuits may be your saving grace!
'''Safety: Very dangerous'''
# '''Turn off the emitters''' [[File:Emitter_On.gif]], their active effect on the engine cause it to be even more unstable and take more damage during a delamination. Turning them off calm it down, even if by a little bit. If they wont shut off, they may be locked, use your ID on them to unlock them or simply cut their wire!
# '''Turn on the thermomachines''' [[File:Freezer.gif|frameless]], they are likely to be off during normal operation, but their cooling power is significant during a delamination! Make sure to set them to their lowest temperature.
# '''Try to get more gas into the cooling loop!''' Lug cans of Nitrogen[[File:N2_Canister.png]]from Atmospherics and add them to the engine. The Nitrogen will help displace the burning Oxygen and Plasma while cooling it down!


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.<br>
Beyond these few tips, you will have to begin actually looking for the fault in the engine. '''The Supermatter is on fire for a reason''', you need to find it or the fire will just start again!
WARNING: The roundstart setup cannot handle pure plasma setups.


[[File:Tritium.png]][[Guide to Atmospherics#Tritium|Tritium]]
Inspect the gas loop to confirm it is intact and operational.
'''Safety: OH GOD OH F*CK'''


Tritium increases the radiation production of the Supermatter by up to 3 times, without BZ's downside of lowering energy production. There is one slight issue with it.
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.  


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'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. What ever cooling method that works on a Co2 SM will need to be tripled for tritium.
===Gas Production===
The crystal produces plasma and oxygen while it's active.
*Plasma and Oxygen burn if they're hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.
*The amount and temperature of the produced gas are determined by the current crystal power.
*The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.
===Irradiation===
The crystal will affect nearby mobs while it's active.
*The range and power are determined by the current power. Being further away from the crystal also mitigates the effect.
*The crystal will cause hallucinations to nearby mobs if they're not wearing meson scanners or equivalents.
*The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect. IPCs are immune to this effect, but will still be irridated.
===Consuming===
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to "safely" transport a shard is to pull it, being careful to not be pushed back into it by someone else.
===Collapsing===
If the crystal reaches 100% instability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.
*A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.
*A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.
*A crystal that is neither heavily overpressurized or overcharged to meet the prior criterium will simply explode, with several factors including its power amount or pressurization contributing to the resulting explosion size.
==Beyond the Safety: Improving the Power Output and Endangering Crew==
Here are some pointers and hints on how to get more power out of this engine:
*Coordinate with other engineers. Don't just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.
*Higher temperatures generate more energy.
*Higher amounts of oxygen moles result in more power.
*You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.
*The supermatter crystal will glow in a distinct orange color if the gas composition and pressure levels in the chamber are ideal. This will reduce the impact of heat on the generation of power.
*Consider setting the first filter of the loop to plasma. The supermatter produces plasma, which can be collected and used to refill the radiation collectors if the round goes on for too long.
*The gas loop isn't that efficient at roundstart! Consider tuning it to run better by adding better cooling or improving the current loop efficiency.
*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't waste energy cooling unused gas) allowing for more dangerous gasses to be used easier.
*Plasma is terrible inside of the SM, potentially worse than Carbon Dioxide. Despite being terrible inside the chamber, it is incredible for its heat .
*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.
*You can place 2 heat exchange pipes on one tile as long as one is horizontal and one is vertical, double the cooling power!
<br>
''' But I don't want to experiment! '''<br>
#Grab N<sub>2</sub>O canisters from atmospherics
#Set one of the filters to allow N<sub>2</sub>O
#Wrench the N<sub>2</sub>O canister into place
#???
#Profit
OR
#Add more reflectors
#Add more emitters
#???
#Profit
==Troubleshooting AKA Oh god it's on fire what do I do!?==
[[File:SM DEFLAM.png|alt=Supermatter Sabotage|right|500x500px]]
The supermatter's in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here's the answer.]
===Handy Guide To SM Repair===
Inspect the gas loop to confirm it is intact and operational.<br>
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.<br>
'''If any of the meters report an unusually high or low amount of gas, then you're close to finding the issue!'''
'''If any of the meters report an unusually high or low amount of gas, then you're close to finding the issue!'''


Common gas loop failures include:
Common gas loop failures include:
*Gas pumps are OFF or left on the wrong pressure (Crank them up to 4500kpa!).
 
*Gas filters are OFF or set to the wrong gas. '''Remember!''' Filters do not allow ANY gas to pass through if they're turned off! If you don't wish to filter anything, leave them online but set to filter nothing.
* Gas pumps are OFF or left on the wrong pressure (Crank them up to 4500kpa!).
*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]].
* Gas filters are OFF or set to the wrong gas. '''Remember!''' Filters do not allow ANY gas to pass through if they're turned off! If you don't wish to filter anything, leave them online but set to filter nothing.
*Supermatter chamber air alarm [[File:AirAlarm.png]] has the vents improperly configured. Set them to internal, turn off external, make sure ON is toggled.
* 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]].
*Supermatter chamber scrubbers not siphoning or turned off. Set to siphoning, expanded range, and ON.
* Supermatter chamber air alarm [[File:AirAlarm.png]] has the vents improperly configured. Turn turn off both internal and external regulators, make sure ON is toggled.
*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.
* Supermatter chamber scrubbers not siphoning or turned off. Set to siphoning, expanded range, and ON.
*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.
* 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 [[File:Rpd.png]].
*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.
* 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!  
*One or all of the tiles around the crystal is missing! This will siphon gases directly into space. Make sure they're built, replace any piping that might have existed there.
* 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.
*The tile under the crystal is missing! Get and Rapid Constructor and place a tile with alt+click! '''Do not touch it with a normal click'''
* Did you set the filters to allow Pluoxium[[File:Pluoxium.png]]or Water Vapor[[File:Water_vapor.png]]? These often form during delaminations and may help you keep the crystal cool!
*Did you set one of the air filters to N<sub>2</sub>O, as stated earlier in the guide? Bringing a container of N<sub>2</sub>O [[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!
 
==Sabotaging the Supermatter==
== Sabotaging the Supermatter ==
Want to sabotage the crystal but can't figure out how to pull it off? Here are some pointers and hints:
Want to sabotage the crystal but can't figure out how to pull it off? Here are some pointers and hints:
===General hints===
 
*You can break the APC of the room to stop all pipes and scrubbers from working.
=== General Hints ===
*Cut cameras near the engine.
 
*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.
* You can break the APC of the room to stop all pipes and scrubbers from working.
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They'll still appear to be working.
* Cut cameras near the engine.
*Taking out all the engineers before attempting a delamination helps a lot.
* Cutting and/or disabling the engineering tcomms server will prevent radio alerts from being sent to the engineers during the delamination. Special delaminations are also not broadcast on the common radio channel, this prevents anyone of knowing of your sabotage until it is too late!
*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.
* 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.
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.
* Instead of turning off pumps and filters, you can just set them to extremely low values instead. They'll still appear to be working while actively slowing the cooling to a halt!
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.
* Taking out all the engineers before attempting a delamination helps a lot.
*With a little bit of tinkering, you can sabotage the station's distribution loop with any of the multitude of harmful waste gases produced.
* 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.
===Regular delamination===
* Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.
* Stay around and pretend to be helping so you can undo all the repair attempts by other people.
* With a little bit of tinkering, you can sabotage the station's distribution loop with any of the multitude of harmful waste gases produced.
 
=== Regular Delamination ===
These are the easiest to pull off and require no special conditions. You can cause a normal delamination by:
These are the easiest to pull off and require no special conditions. You can cause a normal delamination by:
*Turning down or turning off gas pumps
 
*Turning off or changing the gas on a gas filter
* Turning down or turning off gas pumps
*Unwrenching any pipe. '''Note:''' This will release all gases stored in said pipe (bad if plasma or superheated gas).
* Turning off or changing the gas on a gas filter
*Shooting guns at the crystal is extremely effective, but it's likely that you'll end up in the blast.
* Unwrenching any pipe. '''Note:''' This will release all gases stored in said pipe (bad if plasma or superheated gas).
*Disabling the scrubbers or vents in the air alarm.
* Shooting guns at the crystal is extremely effective, but it's likely that you'll end up in the blast.
*Adding a very harmful gas like plasma, but make sure you have the gas filters set to allow it in circulation first.
* Disabling the scrubbers or vents in the air alarm.
*If you plan to delaminate the supermatter, consider cutting telecommunications or edit it so it filters Engineering out. They wont hear the warnings until it is too late...
* Adding a very harmful gas like plasma, but make sure you have the gas filters set to allow it in circulation first.
*'''Stealth sabotage:''' 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.
* If you plan to delaminate the supermatter, consider cutting telecommunications or edit it so it filters Engineering out. They wont hear the warnings until it is too late...
===Overcharged delamination===
* '''Stealth sabotage:''' 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.
 
=== Overcharged Delamination ===
This kind of delamination requires careful gas management but is faster, far more destructive and there's a good chance it will irradiate, burn and shock the engineers who are trying to fix it.
This kind of delamination requires careful gas management but is faster, far more destructive and there's a good chance it will irradiate, burn and shock the engineers who are trying to fix it.
#Wear as much radiation protection as you can. Hide or destroy the rest.
#Wear insulated gloves so you are not shocked by arcs. Destroy any other gloves remaining.
#Shut off all cameras.
#Keep the emitters online and firing. Add extra emitters if possible. You can swipe an ID to lock them(which even the AI is unable to bypass), but the wires can still be cut.
#Break into atmos and configure pure CO<sub>2</sub> 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.
#(Optional) Deal with tcomms through destruction, depowering, or filtering out the Engineering Radio Channel.
#Now to start the delamination. Set all air filters to CO<sub>2</sub>.
#If needed, enable the pipe of CO<sub>2</sub> from atmos you configured earlier.
#Access the air alarm and turn off scrubbers. Pump as much CO<sub>2</sub> into the chamber as possible.
#Sabotage entry to the room, and/or release plasma in the room around the SM chamber.
#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.
#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. '''Note:''' People carrying laptops can still see the engine status.
#Stick around only long enough to ensure that it is not stopped.
#''<u>Embrace the energetic god</u>''
===Critical mass delamination===
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 as much gases selected at the filters.
#Get the gear.
#Straight pipe the system.
#Cut the cameras.
#Select four different harmful gases - Oxygen, Plasma, Tritium, CO<sub>2</sub>. Alternatively if you immediately start pumping N2 from atmospherics to the SM at the start of the round it will delaminate within 12 minutes.
#Disable the scrubbers from the air alarm OR unwrench part of the pipe leading out.
#Sabotage the room.
#Stay close until it's too late to save.
#Run like hell.
#'''The Lord arrives'''
==Cold gas, a glowy crystal, some lasers, and you: A deeper dive into the Supermatter Engine==
'''This is very rambly, but useful information will be given throughout. It's recommended to read it all, as it covers critical aspects of atmospherics functionality and, thus, the Supermatter. But if you just want the conclusion on a whole lot of theory, skim read the bulk of it but pay attention at the end.'''
===The basics of gas. Rule 0 of atmospherics and the Supermatter===
First things first, and extremely importantly: gas does not work like you think it does.


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 N<sub>2</sub>O, then the exact same thing would happen. The gas, mixed perfectly with the oxygen, across every single pipe.  
# Wear as much radiation protection as you can. Hide or destroy the rest.
# Wear insulated gloves so you are not shocked by arcs. Destroy any other gloves remaining.
# Shut off all cameras.
# Keep the emitters online and firing. Add extra emitters if possible. You can swipe an ID to lock them (which even the AI is unable to bypass), but the wires can still be cut.
# Break into atmos and configure pure CO<sub>2</sub> 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.
# (Optional) Deal with tcomms through destruction, depowering, or filtering out the Engineering Radio Channel.
# Now to start the delamination. Set all air filters to CO<sub>2</sub>.
# If needed, enable the pipe of CO<sub>2</sub> from atmos you configured earlier.
# Access the air alarm and turn off scrubbers. Pump as much CO<sub>2</sub> into the chamber as possible.
# Sabotage entry to the room, and/or release plasma in the room around the SM chamber.
# 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.
# 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. '''Note:''' People carrying laptops, PDAs, or tablets can still see the engine status.
# Stick around only long enough to ensure that it is not stopped.
# ''<u>Embrace the energetic god.</u>''


'''tldr; gas behaves more like electricity moving across wires(I.E. instantly) than IRL gases'''
=== Critical Mass Delamination ===
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 as much gases selected at the filters.


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.
# Get the gear.
# Straight pipe the system.
# Cut the cameras.
# Select four different harmful gases - Oxygen, Plasma, Tritium, CO<sub>2</sub>. Alternatively if you immediately start pumping N2 from atmospherics to the SM at the start of the round it will delaminate in about 12 minutes.
# Disable the scrubbers from the air alarm OR unwrench part of the pipe leading out.
# Sabotage the room.
# Stay close until it's too late to save.
# Run like hell.
# '''The Lord arrives.'''
Please do note that the creation of a Singuloose or Tesloose is generally grounds for an immediate shuttle call. These are especially high-impact actions, ensure you have proper reason to do so beforehand.


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.
== A Deeper Look: Mechanics Of Atmos ==
This section is a little bit chunkier than the rest, but it attempts to deliver information in a dense manner with a couple of examples. The information here helps make the difference between a robust and fresh engineer.


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.
=== The Flow Of Gas ===
'''TL:DR: Gas in pipes behaves more like electricity moving across wires (instantly) than actual gases.'''


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.
A very common misconception that brand new engineering players may have is that gas must flow through a pipe from one end to the next. This does not apply in game as it does in real life. In a given system of pipes, a pipenet, all gas is equal. What this means is that any amount of gas added to one end of a pipe is instantly evened out between the entire length of pipe. This includes the overall composition, average temperature, average heat capacity, and pressure amongst the other properties. This is because of how the game is coded, and how pipes function as a result.  


So with this in mind, how does clogging occur?
A set of pipes works more like a tank than an actual method of transportation. They provide a given volume, and when gas is added, it fills that volume. Using a pump from one set of pipes to the next is like moving from one tank to another. If you replace that pump with a pipe, its like replacing the entire thing with one much bigger tank by joining both sets of pipes. This is what makes getting rid of pumps so valuable, it removes the significant amount of time required to move large volumes of gas by just making everything one big tank. The transportation becomes instant.


It is because of this that you can actually do some neat tricks. For example, the cooling bypass that most Supermatter set ups come with on roundstart. There is no real major difference between this example without a bypass: (Click it) [[File:Piping example no bypass.png|frameless|62x62px]]. Compared to this one with a bypass: (Click it) [[File:Piping example bypass.png|frameless|70x70px]]. There are some small nuances to this, but in normal operation all you have done is add a small amount of volume to that pipe network.


===A horror story of pumps and hot gas===
=== Pumps And Their Use ===
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.
When considering the purpose of moving gas around from one place to the next, pumps will only slow down the process. As mentioned in the previous section, gas moves instantly through pipes. That means that moving large amounts of gas is best done with one solid pipenet, uninterrupted by pumps. So then one might wonder the purpose of pumps, and the answer is control.  


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.
With the respective types of pumps, they have different measurements that tell their different method of operations.


For example, a pressure pump has a maximum pressure of 4500 kPa. That means that every time it pumps gas, it can move up to but no more than 4500 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.
The pressure pump operates at a set pressure --maxing out at 4500kPa--, pushing whatever gas it has out at such a pressure. As it reaches closer and closer to its set pressure, it will slow down how much gas it pumps. If the pipe it is pushing to has a pressure equal or greater than the pumps setting, it will stop pumping. This means that at high pressure settings into a low pressure pipe, it will push large volumes of gas, but into a high pressure pipe it will push very little.
[[File:Supermatterboxnew_pipenet.png|650px|right]]
To the right you'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.


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.
Compare now to the volume pump, which will push a set volume per second. The volume pump can be set for a volume and --for as long as it is able-- it will push that volume of gas to the next pipe. This goes until it also reaches its maximum operating pressure of about 9000kPa. The given pressures and measurements mean that one can control the flow of gas at a certain rate of volume transfer, or a certain maximum pressure in a system. The performance of the volume pump and gas pump is similar for any atmospherics device which has the same measurements.  
*Pumps, filters, and mixers do not efficiently pump connected pipenetworks at all.
*Gas. as mentioned earlier, is always evenly spread through a pipenetwork and without direction to it. (“Gas exists omnipresently within a pipenetwork”)
Let'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'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.  


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.
The effect of control that pumps provide over your gas flows comes with a major drawback. Due to their maximum operating pressures, if the pipe that they are pushing to reaches or exceeds the pressure limit, then the pumps will create a phenomenon referred to as 'clogging'. This is where the pumps simply stop pushing any gas, and the flow stagnates. The effect is often lethal for most improperly set Supermatters as it leads to the gas in their loops becoming stagnant while the engine itself continues to heat. This is why replacing pumps in high heat or high pressure areas is vital for safe operation.


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.  
=== Preventing Clogs and Replacing Pumps ===
Simply put, pipes do not clog. Filters, pumps, vents, mixers, and any other atmospherics item can clog. Pipes, however, do not. They lack an upper pressure limit, enabling them to store infinite gas at any pressure without failure. They will also enable for this gas to be instantly pulled from anywhere in that pipenet.  


Gas pumps and mixers are especially poor, as their pumping slows down the closer they get to their pressure limit.  
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? The pumps coming from the core have likely clogged. 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 then those also stop. Your engine is on fire, the pipes are burning, and the pumps have stopped providing cooling. That’s what happening to your pumps every single time the Supermatter ignites.


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.
Well, that all sounded horrid, how can we prevent this?
*Yellow: First, the scrubbers work their butt off to get to their pressure limit. The gas is hot, so that doesn't take very much.


*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.
The title spoils this for you. You desperately want to replace any unneeded pumps with normal pipes anywhere and everywhere possible. This is especially important for any sections prior to receiving any cooling as these gases are the highest volume. If you straight pipe from the engine core scrubbers directly to the space loop or thermomachines, you ensure that the gas which is removed from the core is instantly cooled. From here it is far easier for the system to handle as the gas has reduced in volume and pressure significantly. It also introduces another major benefit.


*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.
The volume of the pipenetwork is increased massively. As the pumps previously split the pipenet in multiple places, it has now all joined and made one large pipenet. This means that for a given amount of gas, the pressure will be much lower than before. This is important, as we’ve discussed, pumps 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 4500 kPa, a pressure pump cannot continue pumping. Add another pipe, and suddenly it’s 2250 kPa each, and the pressure pump will continue until both pipes are 4500 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.
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.


Well, that all sounded horrid, how can we prevent this?
A good note on this point is to also be considerate of oversizing your pipe networks. Pumps work off of pressure difference, if the pressure is too low on the end they take from, then they will be incredibly slow. Simply making an obscenely large volume pipenet may backfire as all your gas gets to such a low pressure that the pumps cant move it anymore, and all your gas concentrates in that section starving the engine!


Lastly, though only vaguely related, keep your vents with their regulators turned off. Vents do not actually have a pressure limit at all. They can continue to add gas constantly. However, they do work faster if the chamber they are connected to is lower pressure and the gas they're pumping is cold, but this is always true. Essentially, vents pump a given amount of gas when they're at maximum speed. If nothing unusual is happening, then the gas the vents are pumping out should be colder than what is in the chamber given they have received cooling. As such, with the regulators off, the vents are pushing as hard as they can to add cold gas to the chamber. This ensures the core itself is always receiving as much cooling as possible via the addition of cold gas.


===How removing pumps made me a billionaire===
<nowiki>*</nowiki> ''The small note at the end of the section:'' You can consider placing restrictive pumps in certain areas so hot gas can'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.
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 FILTERS NEED TO EITHER BE REMOVED OR UTILISED PROPERLY IN THE CASE OF A DELAMINATION OR WHEN OPTIMISING.'''


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's always the same ratio of gasses, it's always the same temperature. It’s always in perfect equilibrium in every sense of the word.
=== Breaking the laws of thermodynamics and a final word ===
Thermomachines [[File:Freezer.gif|frameless]] and space cooling is ''very'' powerful. Space itself has a background temperature of 2.7 kelvin, and thermomachines will reach this same temperature when fully upgraded. Both of these options will very quickly reduce the temperature of a given gas, but it should be noted how much more powerful thermomachines really are in comparison. Singular upgraded thermomachines can provide more cooling than large quantities of heat exchange pipes in space, and more directly to the areas of your choosing. Both options still have their places however.


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)
Thermomachines will only try to get a gas to their set temperature. That means prior to upgrades, where thermomachines can only go down to 73.15K, they will try to get a gas to this temperature. Regardless of being above or below 73.15K, it will try its hardest to get that gas to 73.15K. This is very '''very''' useful during delaminations and fires, but may be a hinderance during normal operation.  


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.
Space, however, is always at 2.7K. It will ''always'' lower the temperature of your gas until it is at 2.7K. Unfortunately, this requires adding large amounts of volume to your pipes, potentially reducing the pressure to an amount that the pumps may struggle with unless you have equally large quantities of gas. The other major benefit is that it requires no power to receive space cooling. The benefit space pipes add is entirely passive, and therefore resistant to power outages should something happen. Consider this as a method for providing passive cooling directly to the engine core!


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.
If you've read this far, I applaud you. You are a more dedicated engineer than most who try the role. If you understand this section, then you should also understand that you are well on your way to becoming one of the best. I will also emphasize, you should try experimenting on your own. Some of the greatest fun to be had with the Supermatter is from trying things out and experiencing it on your own, for better or for worse.  


“Wait!” you may be thinking, “the pipes will leak!”
== Further Tips and Tricks ==


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.
=== Your PDA ===
Normally, most people just throw this away at the start of the shift but as an engineer, your PDA has more use. From the start, your PDA should have a program labelled 'Supermatter Monitor'. Use this in its detail mode to watch the crystal and its performance. You can learn a lot about the crystal and how it acts from this app. Most importantly, however, it will alert you to if anything is wrong with the engine before you even get a radio alert. An experienced engineer will be able to see a delamination  approaching and start making moves to correct it before it starts losing integrity.


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.
It is good practice to always have your PDA on with the monitor up.


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 4500 kPa, a pressure pump cannot continue pumping. Add another pipe, and suddenly it’s 2250 kPa each, and the pressure pump will continue until both pipes are 4500 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.
=== Pressure vs. Volume ===
Normally, your Supermatter is equipped with pressure pumps which max out at 4500 kPa, the problem is that they aren't that fast. In theory Volume pumps are just as fast, but they can pump until 9000 kPa. This means that in case of a heat delamination they can continue pumping even when normal gas pumps would already have given up. By replacing everything that still uses pressure pumps to volume pumps you can make the cooling of your SM a lot faster in a pinch.


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're pumping is cold, but this is always true. Essentially, vents pump a static amount of pressure when they'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.
=== The other layers ===
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.
=== Filtering with the other layers ===
Normally you get 4 filters all on the third layer, but these are useless and just slow down the unfiltered gasses. Consider using layer adapters and placing filters on all five layers to provide a set of five filters in a small space. Each filter normally filters at 200 L/s, but with a set of five you push this to 1000 L/s, enabling the engine to filter out waste five times as fast.


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).
The engine always has a bottleneck somewhere. If you have issues, find it, and fix it.


<nowiki>*</nowiki> ''The small note at the end of the section:'' You can consider placing restrictive pumps in certain areas so hot gas can'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.  
=== Plasma Cooling ===
Plasma may be seen as a gas that can heat up quickly and makes fires, but it can be used to cool down your SM way more. The reason for that is that Plasma has a very high [[Guide to Atmospherics#Physical Characteristics of Gases|heat capacity]] (200) compared to other gases (for example, Nitrogen has a heat capacity of 20). The higher the heat capacity, the more energy it takes to raise the temperature of the gas. This makes it very effective as a heat sink if you can prevent it from burning. Consider using it with its own space loop and heat exchangers to provide powerful passive cooling.


=== Space cooling with the other layers ===
The space loop starts out only on layer three. Consider using layer two and four as well!


===Breaking the laws of thermodynamics and a final word===
=== Passive venting ===
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.
Normally a SM has unary vents which if you set your air alarm up correctly will try to deplete its pipes to 0 kPa. 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. '''Be very careful when putting these into the SM room, one touch of the SM and you are turned to dust. It is also recommended to put an [[Atmospherics items|ATMOS holofan projector]][[File:Holofan.gif|frameless]]in front of the door to the core so gas isn't leaked.'''


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.
=== Scrubbing and cooling under the SM ===
Putting things under the SM is dangerous, but if you want to cool it more this is the next step and recommended for setups that involve dangerous gases. By alt-clicking the SM you can view the floor under it and put pipes and devices under the SM. You're gonna need heat transfer pipes and scrubbers.


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.
==== The Scrubbers ====
[[Category:Guides]]
The scrubbers should not be scrubbing all the air but instead should be scrubbing all the O<sub>2</sub> so a fire doesn't start and heat up the SM a ton.
==How to cool your Supermatter to where it may become a problem==
===Your Tablet===
Normally, most people just throw this away at the start of the shift but your tablet has a program to monitor the SM. Its good practice to take out your tablet to immediately download the Supermatter Monitoring app at roundstart. Simply keep your tablet on this and in your pocket and you will <u>be able to constantly see</u> the monitor for the entire round, instead of having to go to a static computer every time you want to look at its status.
===Pressure vs. Volume===
Normally, your Supermatter is equipped with pressure pumps which max out at 4500 kPa, the problem is that they aren't that fast. In theory Volume pumps are just as fast, but they can pump until 9000 kPa. This means that in case of a heat delamination they can continue pumping even when normal gas pumps would already have given up. By replacing everything that uses pressure pumps to volume pumps you can make the cooling of your SM a lot faster.
===Pump Cleanup===
The even faster way to cool your SM is to 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. Pipes have no upper pressure limit, so they will never get clogged. Another benefit of straight-piping is that gas is omnipresent within a pipenet, meaning that if you have no pumps between your scrubbers and the space loop your gas is going to get cooled immediately!
===The other layers===
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.
[[File:Filtering with the Other Layers.png|right|356x356px]]
===Filtering with the other layers ===
Normally you get 4 filters all on the second layer, but these are useless and just slow down the unfiltered gasses. Instead of having one filter you're gonna need 3 filters with layer adaptors before them.  


Each filter normally filters at 200 L/s but with the layer adapators you're gonna get to 600 L/s, making your gas a lot faster since all filters can move the gas at the same time (Since gas is omnipresent within a pipenet) instead of moving it from one filter to the next.  
==== The Heat Transfer Pipes ====
Adding heat transfer pipes with plasma and freezers hooked up to them can greatly cool the Supermatter. I you change these to heaters you can also greatly heat the crystal, resulting in a delamination.  


You are also gonna need two of these for the next cooling strategy, one for going into the cooling loop and one for going into the SM.
=== The Anomalies ===
===Plasma Cooling===
{{main|Anomalies}}Once reaching 5k MeV (More at 7k MeV, however 5k is the safe upper limit), 7000 Kelvin or enough pressure, anomalies will start appearing outside the SM. This is a big problem because of their affects:
Plasma may be seen as a gas that can heat up quickly and makes fires, but it can be used to cool down your SM way more. The reason for that is that Plasma has a very high [[Guide to Atmospherics#Physical Characteristics of Gases|heat capacity]] (200) compared to other gases (for example, Nitrogen has a heat capacity of 20). The higher the heat capacity, the more energy it takes to raise the temperature of the gas. So you could disconnect the space loop from the rest of the cooling loop, fill it with plasma and connect both loops with heat exchangers so the cold plasma cools down the gas inside the normal cooling loop.


Plasma can keep a very cold temperature for a long time and if you filter it out of the SM into the cold loop and use it for further cooling you can keep your SM very cold.
'''The easiest way to prevent anomalies from causing harm in engineering is completely removing all floor tiles leaving the cold space surrounding the SM, wrenching or remove anything that can move and welding the regular vents and scrubbers around the engine. Make sure you have appropriate space and radiation protection of course.'''
===Space cooling with the other layers===
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.
===Your Freezers===
The freezers you are given can be your savior but also your demise. The problem is unless you have upgraded their parts to T4 parts (the bluespace ones) <u>it will actually heat up</u> your gas instead of cooling it down. If you ever turn these on it will provide a great cooling boost but is not recommended below T4 parts or in an emergency.
===The useless Additions===
The pump infront of the SM, the bypass pump. I don't 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've never used this myself.


The Filter to canister in the upper left corner of the cooling loop can be useful if you want to farm gases like Pluoxium with a CO<sub>2</sub> SM, but in most cases you should remove this and replace it with a normal pipe so your coolant isn't getting slowed down on the way to the space loop.  
Don't forget that these anomalies can yield anomaly cores which science and cargo love.


However, you can also place a layer adaptor in front and after the filter and connect it with a straight pipe on another layer. Through that, the gas will not be slowed down because it can travel through the normal pipes, but you can also farm gases because the filter is still functional, meaning this setup has no real downsides.
==== The Pyroclastic Anomaly ====
=== Passive venting===
The Pyroclastic Anomaly will spew out burning plasma and slimes which can make it very hard to contain the SM because everyone without sufficient heat protection will burn to death. If you somehow survive the fire you, then will be greeted by very angry slimes. The best way to reduce the affect of this anomaly will be spacing the area around the SM so all the plasma from the anomaly will go into space and no fire will start. The slimes will also die from space if you do this because slimes do not like cold things. However, make sure to avoid the slimes because they do cellular damage which is very hard to heal.
Normally a SM has unary vents which if you set your air alarm up correctly will try to deplete its pipes to 0 kPa. 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. '''Be very careful when putting these into the SM room, one touch of the SM and you are dead. It is also recommended to put a holofan infront of the SM so gas isn't leaked. Also, this will cause your SM to lose gas because the gas goes into the pipes so make sure everything else is ready before putting these in.'''
===Scrubbing and cooling under the SM===
[[File:Under the Sm.png|right|477x477px]]
Putting things under the SM is dangerous, but if you want to cool it more this is the next step and recommended for setups that involve dangerous gases. By alt-clicking the SM you can view the floor under it and put pipes and devices under the SM. You're gonna need heat transfer pipes and scrubbers.
====The Scrubbers====
The scrubbers should not be scrubbing all the air but instead should be scrubbing all the O<sub>2</sub> so a fire doesn't start and heat up the SM a ton.
====The Heat Transfer Pipes====
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 equipped with Tier 4 parts or they will be less efficient than space.
===The Anomalies===
{{main|Anomalies}}
Once reaching 5k MeV (More at 7k MeV, however 5k is the safe upper limit), 7000 Kelvin or enough pressure, anomalies will start appearing outside the SM. This is a big problem because of their affects:


'''The easiest way to prevent anomalies from causing harm in engineering is completely removing all floor tiles leaving the cold space surrounding the SM, wrenching or remove anything that can move and welding the regular vents and scrubbers around the engine. Make sure you have a spacesuit or hardsuit of course.'''
==== The Gravitational Anomaly ====
The Gravitational Anomaly will pull anything unwreched and unanchored in its surroundings to itself before throwing it. While not directly harmful, it can be quite annoying because it can throw you around as well, or throw hurtful objects at you.  


Don't forget that these anomalies can yield anomaly cores which science loves.
==== The Shock (Flux) Anomaly ====
====The Pyroclastic Anomaly====
The Flux Anomaly appears as a ball of electricity. Touching this, even with insulated gloves and a hardsuit, will result in your electrocution. The only protection from such an anomaly is distance or insulated genetics.  
The Pyroclastic Anomaly will spew out burning plasma and slimes which can make it very hard to contain the SM because everyone without sufficent heat protection will burn to death, or if you somehow survive the fire you will be greeted by very angry slimes. The best way to reduce the affect of this anomaly will be spacing the area around the SM so all the plasma from the anomaly will go into space and no fire will start. The slimes will also die from space if you do this because slimes do not like cold things. However, make sure to avoid the slimes because they do cellular damage which is very hard to heal.
====The Gravitational Anomaly====
The Gravitational Anomaly will pull anything unwreched and unanchored in its surrounding to itself. While not directly harmful, it can be quite annoying because it can throw you around aswell (This can be stopped by wearing magboots). It can also cause all the slimes from the pyroclastic anomalies to get sucked into the SM and slam them into it, causing a boost in MeV. This may be funny when it first happens, however the resulting power boost can result in even more anomalies or speed the delamination up.
====The Shock (Flux) Anomaly====
The Flux Anomaly is probably the most dangerous anomaly, as it can easily just shock you in a corner and kill you. Not even wearing a hardsuit and insulated gloves will protect you, so avoid these at all costs or you may die easily.
===If you have done all of this you should be ready for a SM of pure CO<sub>2</sub> or a little bit of tritium or something.===


==== The Hallucination Anomaly ====
The Hallucination Anomaly is rather self-explanatory. It is an anomaly which causes hallucinations for those near it, as well as taking various forms of its own.


== AN IDIOT'S TL;DR ==
== AN IDIOT'S TL;DR ==
Line 441: Line 646:


Here a few pointers. ''Just'' for you, buddy.
Here a few pointers. ''Just'' for you, buddy.
# Heat bad
# Heat bad
# Pressure bad
# Pressure bad
Line 448: Line 654:
# Pumps bad
# Pumps bad
# straightpipes good
# straightpipes good
#''Mess with the SM air alarm scrubbers and vents <u>'''LAST'''</u>''
# ''Mess with the SM air alarm scrubbers and vents <u>'''LAST'''</u>''




Hope that helps, pal.
Hope that helps, pal.

Latest revision as of 13:40, 25 March 2026

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, projectile, or laser will stimulate and activate it. It will then start producing huge amounts of radiation, which can be converted to power with the radiation collectors.

Do NOT run into the Supermatter to commit suicide! You will be banned.

Words of Warning

  1. You require safety gear. A full radiation suit and meson scanners. See (6) for more.
  2. Anything that bumps into the Supermatter is fundamentally annihilated. Don't touch it.
  3. 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.
  4. Do NOT setup the Supermatter's air alarm until you are absolutely satisfied with the supermatter cooling loop. A common delamination occurs when engineers scrub the gases from the Supermatter first without replacing it with a suitable gas in the chamber, causing a vacuum. A vacuum will activate the crystal quickly spawning MASSIVE amounts of plasma, oxygen, and heat resulting in an engine fire which can only be stopped by an extremely robust Atmosian.
  5. The Supermatter is an 'atmospheric' engine. Most of "setting up the Supermatter" involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses or atmospheric properties.
  6. MOD/Hardsuits, excluding the CE's MODsuit, have limited radiation protection. The engineering MODsuit has 75% radiation protection. CE's MODsuit has 100%. Atmos hardsuit has 25%. RD's and CMO's MODsuits have 60%. If working near an active Supermatter Engine, use a radiation suit or the Chief Engineer's MODsuit if permitted. Even with the 75% protection of an engineering MODsuit, you will become lethally irradiated in time.

The Safe Setup

The Supermatter engine on current (2025) 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 N2 preset). It will almost always last the entire round, and almost always generates enough power for the entire station.

MetaStation Layout:

MetaStation Supermatter Engine Room.

Secure Storage: West, above the SMES .

Emitters: East

Reflectors: East

Thermomachine Array: North

Space Loop: South

Thermoelectric Generator: Not Applicable

MetaStation Irregularities: MetaStation is like the white bread of most stations. It has a sweetness to it, but is entirely mundane and without anything unique. This also serves its benefit for being an ideal map for fresh engineers to learn.

BoxStation Layout:

BoxStation Supermatter Engine Room.

Secure Storage: North and West, beside the SMES .

Emitters: South

Reflectors: South

Thermomachine Array: East

Space Loop: West

Thermoelectric Generator: Not Applicable

BoxStation Irregularities: BoxStation, like MetaStation, lacks any major irregularities. It makes for a good station for beginners to learn the engine on, and is often competing with MetaStation for the most used station.

DeltaStation Layout:

DeltaStation Supermatter Engine Room.

Secure Storage: South east by the SMES , or far south in engineering proper.

Emitters: North

Reflectors: North

Thermomachine Array: West

Space Loop: West

Thermoelectric Generator: Not Applicable


DeltaStation Irregularities: On Delta station, the reflectors require being moved before being turned on emitters. You must unweld them, then drag them into the proper position. Alt-clicking them changes rotation, or click to open their rotation menu. The Engine room is also located above atmospherics, disconnected from the rest of engineering. You will have to walk through atmospherics to reach the Supermatter.

CardStation Layout:

CardStation Supermatter Engine Room.

Secure Storage: East

Emitters: North

Reflectors: North

Thermomachine Array: West

Space Loop: South

Thermoelectric Generator: Not Applicable

CardStation Irregularities: On CardStation, the emitters fire directly through the access airlock into the Supermatter. This means that to access the air alarm, you must avoid getting hit or turn off the emitters. The space loop bypass is also a simple valve. This means you can simply open the valve instead of replacing it.

CorgStation Layout:

CorgStation Supermatter Engine Room.

Secure Storage: East, above the SMES room.

Emitters: South

Reflectors: South

Thermomachine Array: South, east of the emitters.

Space Loop: North

Thermoelectric Generator: North, east of the space loop.

CorgStation Irregularities: CorgStation has numerous irregularities compared to most other stations. Here, Central Command cheaped out and only provided a Supermatter shard for the purpose of 'testing an ejection system'. They assure us that it performs just the same as a regular full sized crystal.

The emitters also fire through the side of the core of the engine, leading to a reduction in the number of radiation collectors.

Finally, the engine also features a Thermoelectric Generator, or TEG, which can be largely ignored if you remove the pumps marked with big red X's in the image to the right.

EchoStation Layout:

EchoStation Supermatter Engine Room.

Secure Storage: Northeast

Emitters: Southeast

Reflectors: Southeast

Thermomachine Array: Yes

Space Loop: Not Applicable

Thermoelectric Generator: Not Applicable

EchoStation Irregularities: Echostation has some irregularities, most associated with the fact it is a land based station. This means there is no space loop, because there is no space! Instead you are given several thermomachines in place of this, including spare parts to upgrade one of them. Make sure to turn all of these on and set them as low as they can go! Even then, the engine will run hotter than most by standard, and be afraid of surges. They're the hardest to deal with when on this station.

FlandStation Layout:

FlandStation Supermatter Engine Room.

Secure Storage: South

Emitters: Northeast

Reflectors: Northeast

Thermomachine Array: South

Space Loop: South

Thermoelectric Generator: East

FlandStation Irregularities: FlandStation has multiple irregularities that should be considered. When it comes to filling the plasma tanks, a large plasma canister is located at the northwest most portion of the room. You can hook an air pump to this without opening secure storage to fill your plasma tanks.

The engine room also features a Thermoelectric Generator, or TEG, which you can completely ignore. Its use is more a pain than it is generally worth when in connection to the Supermatter.

Finally, the emitter and reflector array must be configured before use. The reflectors do not come in a manner in which they are ready to use, and you need to align the reflectors for the emitters to fire into the crystal.

KiloStation Layout:

KiloStation Supermatter Engine Room.

Secure Storage: Northwest

Emitters: South

Reflectors: South

Thermomachine Array: North

Space Loop: Southwest

Thermoelectric Generator: Not Applicable

KiloStation Irregularities: KiloStation generally lacks any major irregularities. It is, however, significantly smaller than most other stations. This leads to a rather cramped environment, but is usually a non-issue.

RadStation Layout:

RadStation Supermatter Engine Room.

Secure Storage: Northeast

Emitters: East

Reflectors: East

Thermomachine Array: South

Space Loop: West

Thermoelectric Generator: In Atmospherics to the north.

RadStation Irregularities: RadStation has only a couple minor irregularities. The first is the need for the emitters to run around the exterior of the chamber before finally firing into the crystal. Take care to set these reflectors properly and avoid the line of fire.

Second lies with the thermomachine array. Must like with DeltaStation, the array has several pipes you must configure before the use of the thermomachines. This is best circumvented by simply replacing these pipes.

Step One: Gear Up

  1. All races except IPCs, Plasmamen, and Diona will require a radiation suit . Look for yellow lockers marked with a black radiation symbol to get a suit and helmet.
    Why: Once the engine is started, it will generate significant amounts of radiation. Any race not immune to these effects will find themselves quickly gaining a lethal dose of radiation. While some MOD/hardsuits provide partial protection against radiation, even at 75% protection, a lethal dose will take effect eventually. Only a radiation suit and the Chief Engineer's MODsuit provide full radiation protection.
  2. Put on an optical meson scanner or engineering scanner goggles on meson mode.
    Why: Meson Scanners protect from hallucinations, while the suit protects from radiation. IPCs, and Plasmamen are inorganic and thus are immune to most of radiation's effects, but they CAN still suffer hallucinations. Once the engine is started, it will cause hallucinations to the unprotected eye.
  3. Grab both a Rapid Piping Device and wrench . You will be using these tools to edit or optimize the SM near constantly, so it's always good to keep them on your character.
    Why: The Piping Device can place or destroy pipes, as needed. While the wrench is the tool to either secure or unsecure the piping in place.
  4. If you are an engineer, use your PDA. Open up the Supermatter Monitor app and hit details. This will open a screen giving detailed information on the status of the crystal.
    Why: The information displayed in this app can be used to diagnose the exact state of the crystal. An experienced engineer will be able to see a delamination before it starts when familiar with the display.


Step Two: Prepare The Gas Loop

  1. Unwrenchand remove gas pumps (green circle in picture), then replace them with straight pipes.
    Why: Whoever designed this horrible loop has no idea how gases actually operate. If you expect to be constantly pumping gases through an area as fast as possible, the pumps will actually slow them down. This is especially problematic for pumps before the space loop as the gas has yet to receive cooling.
  2. Toggle the gas filters (yellow square in picture) ON and set to desired gas. The first filter, the one on the green pipes, is for harvesting gases. This is often best simply replaced with a straight pipe for the same reasons as the pumps unless you need to harvest gas. For the four filters on the red pipes, these are waste filters. They separate your desired running gas from waste gas. The selected gases go on to the light blue pipes on the side, while the unselected gases go onward in the red pipes. By default the gold standard gas to choose is Nitrogen or N2. These four are usually set to keep just Nitrogen by default, and should only need to be turned on.
    Why: The gas filters work by separating chosen 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 such as plasma or oxygen. The exhaust exits the red pipe and dumps into space.
  3. Wrench one of the red N2 canisters to activate the gas loop. This should be done when you have finished setting up the rest of the loop. Keep the other unconnected to save it for later. This is useful for if the engine has, for some reason, lost nitrogen or needs urgent injection of nitrogen to displace or cool the gas in the loop. Wrenching both canisters into the loop when not needed may waste the spare can.
    Why: Nitrogen (or whichever gas you end up using) must be put in the pipes in order to circulate. If you need to add other gases, you can add them in these two gas addition ports, or through the ATMOS to SUPERMATTER pump. Though the latter will require understanding some atmospherics department piping.
  4. Set the air alarm next to the core chamber. Open the air alarm menu by clicking on it. If it is locked, unlock it with a permitted ID by alt-clicking. Next click Vent Controls and turn off the external and internal regulators. Picture (click it):
    Why: Some players insist that "Internal 0" is the best setting for the vents, but it is functionally identical to simply disabling both regulators. Either way, this ensures the vents try to push all available gas into the crystal chamber. It is best to set the vents before scrubbers to prevent pulling vacuum in the chamber. If you have only added one canister of Nitrogen, this should be fine.
  5. Continuing to set the air alarm , back out of Vent Controls and click Scrubber Controls. Then change the scrubbers to siphon (by clicking "scrubbing") and Expanded Range. You don't need to change any of the filter settings besides the mode, since, on "siphon", all gases get sucked out. The scrubbers will show an animation if they are set up to siphon correctly. Do NOT set the operating mode to "panic siphon" as that's not the same thing. Picture (click it):
    Why: Siphon makes the scrubbers remove all gases as quickly as possible. This is to ensure hot gasses are removed from the chamber as fast as possible, preventing too over-pressure in the chamber. The filters you set in step 2.2 will handle the removal of desired gases from undesirable gases. Expanded range extends the range of the scrubbers to pull from all tiles in a 3x3 area around them instead of just the tile they sit on.

Step Three: Starting The Radiation Collectors

# Obtain six plasma tanks . One can sometimes be found by the radiation collectors, and up to ten more can be taken from the tank dispenser by right clicking. Feel free to unwrench the dispenser for easier transportation of all the tanks.

  1. Use either the plasma canister in Secure Storage to fill the tanks, or ask/fill one yourself from atmospherics. This is done by inserting a plasma tank into the plasma canister, turning the regulator to the maximum (2533kPa or near such), and opening the valve. Once you see the tank is filled, you can quickly replace it with an unfilled tank by simply clicking the new tank onto the canister. Repeat until six tanks are filled. On the final tank, close the valve and reduce regulator pressure and then remove the final tank. You may have to break your way into Secure Storage if a Chief Engineer or AI is not available to assist. Find the APC for the room in which the Secure Storage is located. Unlock the APC by using your ID on it or alt+clicking. Then open its menu and turn off environment power. This will allow you to crowbar the blast doors open. Once they are open, turn the environment back on and lock the APC.
    Why: If you simply insert the tanks into the radiation collectors in the next step directly from the dispenser, then within about thirty minutes to an hour the collectors will shut off due to running out of plasma. By filling the tanks, you prolong this to multiple hours, essentially removing the need to replace the tanks for the remainder of the round.
  2. Insert each plasma tank into a radiation collector , then turn each on by clicking it with an empty hand. If you are feeling extra, lock them with your ID card when you are done.

This is no longer needed as radiation collectors have been fully replaced by Tesla Coils which the engine zaps to supply the station with power. Tesla coils are correctly set up by default, so you can leave them be.

The engine is now ready to produce power.

Step Four: Start the Engine!

  1. Double-check to ensure the cooling loop is active, you don't want to have an active Supermatter with a pump still set to 101kPa or the vents/scrubbers inactive! Using the Supermatter monitor app on your PDA or the engineering computer console, you can see if the oxygen has been removed and the chamber is cool. This will indicate that your filters and cooling are working respectively.
  2. Align the reflectors so that the emitter beams are deflected towards the Supermatter crystal.
  3. Head into the emitter chamber. Just click each emitter with an empty hand to turn them on. Don't stand in front of them unless you want some serious laser burns! You can also lock these with your ID, but it is not recommended. If they turn yellow instead of green, this means they lack power. You can cut the wires that lead to them in order to separate them from the station. Get the P.A.C.M.A.N. and spare plasma sheets located in Secure Storage, add the plasma to the generator. Then place a wire knot connected to the emitters in the spot you cut the wire and wrench the generator in place on the knot. Finally turn it on and power should be supplied to the emitters.
  4. Close the radiation shutters with the Radiation Shutters Control button (if available).

The Supermatter is now being stimulated by the lasers and producing radiation that the collectors are collecting for power!

Final Step: Set Up the Power Storage Units (SMES)

  1. Go to the room in engineering with multiple SMES .
  2. Set each of their target inputs to 200 kW and target outputs to 190 kW.
    Why: 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. If you forget to do this, the station won't see the power needed to keep the lights on!

TEG-based SM Irregularities

Some stations such as FlandStation, RadStation, and CorgStation start off with a ThermoElectric Generator (TEG). A Supermatter crystal produces heat when active, this heat can be used for the hot end of a TEG to produce power that would otherwise be lost to space in the cooling loop. A particularly keen engineer may instead use the waste oxygen and plasma to create a burn chamber for the hot end of the TEG. Do note that you can always set up a TEG on any station given the research has been completed by the science department. For a new engineer, it is generally ill advised to set up a TEG alongside a Supermatter crystal and considered best to avoid it entirely if possible.

Congratulations! The Supermatter engine is set!

Minor Set Up Improvements

A basic set up with three major improvements. (Yellow Box) (1) Harvesting Filter Bypass. (Pink Circle) (2) Plasma Buffer Filter. (Red Box) (3) Filter Section Changes.

While the basic set up given above poses significant improvements over the map default set up, it is still relatively incapable while having multiple issues. There are sections where gas may get trapped and clogged, higher level surges can delaminate the crystal without engineering intervention, and the filters can be significantly improved to leverage other useful gases! Here will detail three very simple improvements to make a set up significantly more robust with very little work.

Improvement One: Gas Harvest Filter Bypass

The yellow boxed area in the image to the right highlights this change. The filter that is normally present here can and should often be bypassed. This can be done by replacing the pipes immediately before and after it with layer adapters. Follow this up with one more pipe on a different layer between the adapters, and the bypass is made!

Why: If you refer to the above images of other basic set ups, you will see this filter sits between the crystal and the space cooling. It sits here normally to ensure that any of the desired gas is always 100% collected into the two harvesting canisters. As detailed in later sections, the fact that this resides before any cooling can cause the filter to clog if hot gas enters the system. This can be a death sentence during a delamination or surge. Creating this bypass ensures that the gas is instantly cooled. If paired with the third improvement detailed in this section, then you wont lose any of your harvested gas anyways!

Improvement Two: Plasma Buffer Filter

The pink circled area in the image to the right highlights this change. This is one of the easiest, and by far one of the most effective improvements that can be made to this basic engine. This is done by simply replacing this one piece of pipe with a filter. While the set up pictured is for MetaStation, this works for almost any station by simply placing this filter into the return side of the space loop. Once this filter is placed such that its side port is pushing back into the return side of the space loop, set the filter to plasma. Picture (click it):

Why: The reasoning behind this one requires a little more knowledge of gases and atmospherics. In short though, plasma has a very high specific heat (or heat capacity), meaning it takes a lot of energy to heat it up. This means that in large quantities, plasma can act as a sort of heat sink. By adding this filter here, you trap the plasma that the Supermatter naturally produces in the space loop. The trapped plasma in the space loop will then cool down, and stay cool in this section. As a result, any gas entering this section will mix with the plasma and instantly drop to the equilibrium temperature. Given the high heat capacity and eventually large quantity of plasma, this equilibrium temperature will be very low. You essentially build a buffer of cold plasma that cools any gas that enters it. This improvement paired with the first can allow you to run a fairly high percentage oxygen engine!

Improvement Three: Filter Section Alterations

The red boxed area in the image to the right highlights this change. This change is not the most effective, but still nets significant benefit in some situations. Again referring to the basic set ups as seen above, you will notice that the red filter section has four filters in series (or sequence) one after another. Only one filter is needed to achieve the same effect as all four of these filters. You can remove the following three filters by replacing them with straight pipes and leave the first filter in place. Then you can set the remaining filter to also filter H2O, Hypernoblium, and Pluoxium. If you are willing to take some immediate risk for profit or long term reduced risk, you can also select CO2 and Nitrium. Picture (click it):

Why: The set of four filters in sequence is an obsolete design from when filters could only pull one gas at a time. Given filters can pull as many as selected, only one filter is needed to do the work of several in series. With this in consideration, you can then set this one filter to maintain several gases instead of just Nitrogen. These are mostly detailed in Section 5 - A Deeper Look: Mechanics of Supermatter as to why they may be beneficial. In most cases, the main benefit is that you no longer loose the gases you are trying to harvest, allowing them to cycle through the core for another chance to later be picked up by the harvesting section. The other main benefit is that when a surge strikes, some of these gases may form and keeping them will generally increase your chance of recovery!

A More Robust Setup

This set up is far more robust than is needed for any typical operation. You will be hard pressed to find a surge that would actually cause this set up to begin having trouble and start delaminating. The set up pictured to the right can also run using a lot more dangerous gases fairly easily like Carbon Dioxide or Oxygen! If an engineer is skilled enough to set this engine up and know the key features behind it, they are more than likely skilled enough to know exactly how to save it in a rush too!

A more robust Supermatter set up. (Green) (1) Straight pipe replacements. (Pink) (2) Volume pump replacements. (Red) (3) Added scrubbers and altered waste output for filter-less design.

Step One: Gear Up

Get the same gear as usual for your work as detailed in Section 2.1 - Gear Up. You will also need a space suit of some kind, and an ATMOS holofan projectoris highly recommended. You can use the Engineering or Atmospherics MOD/Hardsuits instead of a radiation suit for the duration of your work. The crystal will not emit any radiation until it has been activated.

Step Two: Prepare The Gas Loop

To the right, you will see MetaStation used as an example. It follows a lot of what the former safe set up from Section 2 - The Safe Setup laid out, but with some added modifications.

  1. Straight pipe each of these positions, often replacing a gas pump or linking two formerly disconnected loops. The green boxes in the image to the right highlight this change.
    Why: This is largely for the same reason as before in the safe set up. The removal of pumps ensures that gas can move much quicker through the engine, ensuring harmful waste is removed and gas is cooled as fast as possible. It also combines the entire loop together such that the gas from the scrubbers is being pushed back through the vents as fast as possible. This only works if you also follow through with step 2.3.
  2. Replace the gas pumps with volume pumps for the gas addition ports. The pink box in the image to the right highlights this change.
    Why: The former gas pumps have a maximum pressure of 4500kPa. The former suggestion of straight piping these also allows for backflow into the cans which stops you from fully emptying them. The volume pumps can push to just over 9000kPa, ensuring that they will empty the cans in their entirety. There is a trade of for this though. The straight pipe gas ports also allowed you to add the entire can to the loop instantly. Use your judgement to determine which is best for your use.
  3. Add three scrubbers, optimally red colored on layer one or five, in the middle three tiles of the chamber between the current vents and scrubbers. Then straight pipe these into the waste output, removing all filters from the engine. This red box in the image to the right highlights these change. A layer adapter will be needed if you did not use layer three. It is highly recommended to do this before configuring the air alarm or you will require a space suit and internals to enter the core. Be extremely careful while in the core to not touch the crystal. When placing the scrubber underneath the crystal, you should alt + click the crystal and use the menu at the top right to place the scrubber on the floor. If you click the crystal it will dust you or whatever you may be holding and start the engine. Magboots are recommended.
    Why: Scrubbers already have their own ability to selectively remove gases from an environment. You will not need any filters if you dedicate these three scrubbers to your waste gas and the original three to your running gas. You will directly remove and vent the waste gas directly to space and ensure that only your choice running gas receives cooling. This massively boosts your engine's capability to handle undesirable heat and gas.
  4. Add the harvest section filter bypass as detailed in Section 3.1 - Minor Set Up Improvements: Gas Harvest Filter Bypass.
  5. Replace the waste air injector in space with an array of passive vents. Picture (click it): .
    Why: The normal waste injector in space can only move 200L/s and actively requires power from an APC to function. This means it can clog easily, and adding more is very difficult as it requires remapping via blueprints or removing sections of the interior of the room. By using an array of passive vents, it can output a large amount of volume into space extremely quickly without the need for power. This prevents the waste scrubbers from getting clogged as they pull hot Oxygen and Plasma from the core.
  6. Optional: Replace the 3 vents in the SM chamber with injectors.
    Why: In the event of a delamination, the pressure within the Supermatter chamber may get excessive. As the pressure rises, the vents will have trouble pushing out gas, even potentially stopping if their maximum is reached. Injectors lack this issue, instead injecting 200 L/s no matter the pressure of the output. This can make the engine more resistant to delaminations. However, a major concern arises if these are turned off. Injectors cannot be configured via air alarm, and must be done by hand. This means correcting issues relating to them, notably if power to the room has been cut off at any point, must be fixed by entering the engine. A combination of vents and injectors may be ideal.

Step Three: Configure The Air Alarm

  1. Set the vents and/or injectors. For vents, refer to Section 2.2.4 - Prepare The Gas Loop: Set The Air Alarm. For injectors, activate them and maximize their output.
    Why: Just as with a basic set up, doing this first is ideal for preventing you from pulling vacuum on the crystal resulting in its activation before you're ready!
  2. Set the scrubbers. Your waste scrubbers should be the last three scrubbers in the list. Set these to pull all your waste gases, along with any others you would like removed from your engine. Your first three scrubbers in the list are the original three. Set these to pull the gases you wish to keep in your engine as your running gases. If you are uncertain about what to choose, pick N2, Pluoxium, Hypernob, and H2O for the top three. Then the remaining gases for the bottom three scrubbers. Finally set all of them to expanded range. Picture (click it):
    Why: Since the filter section has been removed, you need to use the scrubbers you set up to filter for you. As a result you need to set the scrubbers that are connected to your cooling loop to only pull the gases you wish to run your engine on. You also need to set the scrubbers connected to your waste output to pull whatever gases you want to get rid of. Depending on what you want to run your engine on, the selected gases may change. Setting the scrubbers to expanded range makes it so that they pull from a 3x3 area instead of just the tiles they reside on. This means all scrubbers will pull from as wide of an area as possible.

Here it is important to do a last check before starting your engine. You should see the the oxygen reduce and disappear from the Supermatter monitor as you set your waste scrubbers. Once you set your good scrubbers you should see the pressure and moles drop. If you see the temperature getting cold, you have done it right. If the temperature stays the same and/or pressure continues to drop, you may have messed up your scrubber selection or your vents may not be functioning. Turn off the good gas scrubbers and check your loop again. It may be worth examining each scrubber and comparing their names to the list in the alarm to ensure you've set the right ones.

If all is good, set the radiation collectors as shown in Section 2.3 - Starting The Radiation Collectors.

Step Four: Start the Engine!

You can start the engine the normal way through the use of emitters. This is detailed in Section 2.4 - Start the Engine! However, a common issue is that the station may have run out of power due to the amount of time an inexperienced engineer might take to set up this engine. This means the emitters will turn yellow and not fire until powered. A couple ways you can start the engine without emitters:

  1. Oxygen. Don't scrub oxygen from the engine. In fact, add more. Get a canister from Atmospherics and add it to the engine.
    Why: Once enough oxygen is present in the engine, it will activate itself and begin producing power on its own. Emitters not required! A few other gases do this too, but they may require more care in their addition and management. An immediate step up might be CO2.
  2. Pull vacuum on the engine. Temporarily turn off the vents and injectors until you see the engine start to spike plasma, oxygen, and heat. Potentially even wait for it to really quickly catch fire for just a moment. Once it has started sufficiently, turn the vents and injectors back on. You might need to spray a fire extinguisher into the engine.
    Why: Pulling vacuum on the crystal will activate it, it will then start to output waste oxygen and plasma. Given it doesn't have any nitrogen to calm it down, it will continue to output waste at increased rates and heat. This will continue until a fire starts which will make the crystal very active. This should be more than enough to jumpstart the engine. Given the gas content is still minimal compared to the normal amount in the engine, once you turn on the vents and injectors, they will displace the burning gas and cool the engine very quickly.
  3. Power the emitters. If you absolute must use emitters to start the engine, you can power the emitters on their own using a P.A.C.M.A.N. . This is done by cutting one of the wires in the emitter area to separate them from the station. Then place a knot of wire connected to the emitters. Retrieve the generator from the Secure Storage along with the spare plasma in the crate. Add this to the generator, and place the generator over the wire knot. Wrench the generator in place and turn it on. Power should be supplied to the emitters now, if they turn green and start firing, you have done it right.

If all has gone well, and your engine is no longer on fire, congratulations! You have completed a far more robust set up than most players. Start experimenting with the ideas given here, try tweaking things that you might want to change. The most robust engine designs are far more complex and take a lot more modification to achieve. The most dangerous engines will even require unique gas mixes on top of the design in order to function safely.

A Deeper Look: Mechanics Of Supermatter

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

Power

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

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

Instability

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

  • Stability will not change by itself.
  • The crystal grows unstable if the gas mix is hotter than 310K and stabilize if below.
  • Physical bullets will destabilize the crystal, depending on the damage they do.
  • Large amounts of power will destabilize the crystal. The highest safe limit of the Supermatter is 5000 MeV/cm³.
  • Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases. This effect starts at about 12000 moles of any gas on the Supermatter's tile.

Gas Interactions

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 gas mix in the Supermatter chamber.

Can Name Relative Safety Description
Pluoxium Safest Pluoxium is by far the most effective engine shutdown gas while being easy to produce. It can be produced by putting CO2 into the engine and letting the crystal absorb it. In large quantities Pluoxium will reduce the heat production of the engine while also significantly reducing radiation output preventing power production. This is paired with the fact that Pluoxium has the third highest heat capacity of any gas, making a can of cooled Pluoxium extremely effective at calming down most delaminations.
Hyper-Noblium Fire Prevention Similar to water and Nitrium, Hypernoblium has no significant effect on the engine itself. However, it has two main changes to the interaction of the gases themselves in the engine. When present in quantities above 5mol per tile, Hypernob prevents gases from reacting so that it will stop fires entirely. Paired with the fact that Hypernoblium has the highest heat capacity of any gas by a significant margin --ten times the second highest, plasma-- and it becomes the most effective gas at stopping engine fires. This means a can of cooled Hypernob can snap freeze an actively burning engine due to the shear amount of heat it can absorb.
N2 Standard Nitrogen is considered the golden standard of Supermatter operating gases. Not only is it easily available in large quantities, but it provides significant benefits to the engine too. N2 significantly reduces the heat and waste gas production of the crystal in large amounts, even more than Pluoxium! The drawback is similar to Pluoxium in that it will also reduce the engines radiation output, although this is largely a non-issue.
Nitrium Sub-Standard Nitrium has no significant effect on the engine compared to most gases. It is less safe than Nitrogen in that it does not net the safety benefits of N2 while also having half the specific heat making heat mitigation difficult. The engine will run a little hotter and provide some increased power, but for the difficulty of producing this gas compared to the effects, it is largely a waste to use it in the Supermatter Engine.
Water Vapor Slip Hazard Water Vapor has no significant effect on the engine compared to most gases. It has over twice the heat capacity of Nitrogen, providing a good benefit in cooling if introduced. This does not come freely though, as it does not have the benefits that Nitrogen provides while also creating a slip hazard due to wet floors. This can become lethal very quickly when cooled below 293K as it will freeze and create ice on the floors. Entering a frozen chamber will cause one to slip directly into the Supermatter crystal.
N2O Medium Danger Nitrous provides some significant benefits, but also some significant risks when being used in the engine. N2O raises the heat resistance of the engine by a large margin, making it less affected by high temperatures. This means that, in theory, it could help prevent damage during a delamination. However, Nitrous Oxide also decomposes into Oxygen and Nitrogen at high temperature such as during a delamination. The increase in Oxygen could lead to a more dangerous situation than before as it may help start or increase an active fire in the core. In short, while Nitrous may help reduce damage, it will also likely make the whole situation worse if used during an engine fire.
O2 Medium Danger Oxygen is a very useful gas, but comes with its own dangers in kind. In large quantities Oxygen will significantly increase the crystals power generation. In very high percentages the crystal will also power itself, removing the need to utilize emitters to generate power. This comes with the significant draw backs of generally increased temperature and also providing an Oxygen rich environment for any potential fires that may form as a result. Running an oxygen engine will almost always require some kind of improved cooling and/or filtering systems to remain stable.
CO2 High Danger Carbon Dioxide is a very dangerous, and yet very useful gas. When introduced in any quantity, it will begin to produce Pluoxium when interacting with the crystal. This means that trickling in small amounts over some time will yield a large volume of Pluoxium. Another major benefit is that it will generally increase your crystals power generation. The draw back with this is that in high concentrations, CO2 will raise the Supermatter's EER to dangerous levels. Sustaining this past 5000 MeV/cm3 will result in the crystal beginning an overcharge delamination and throwing tesla arcs which will kill unprotected individuals. This effect will intensify at 7000 MeV/cm3, and if it reaches in excess of 9000 MeV/cm3, this delamination will result in a tesloose. This is often singularly grounds for a shuttle call. Some engineers may use this to actually purposefully induce a slow delamination by feathering the Carbon Dioxide content on a heavily modified engine. This will produce anomalies which may then be harvested by a skilled crew. One way or another, this requires significant engine modification to sustain.
BZ High Danger BZ is a very unique gas, in which its main danger is not inherently just to the crystal, but the crew around it. BZ will increase the radiation output of the engine more than any other gas available. This means that the radiation collectors can net significantly more power than most other gases. This is paired with the fact that at concentrations above 40%, BZ will cause the Supermatter to begin firing radballs. These radiation balls will penetrate any clothing or armor and heavily irradiate the target. Even species who are immune to ambient radiation like IPCs will fall victim to these particles. To run a higher concentration engine of BZ, significant modification may be required to remain safe.
Plasma Violent Plasma is one of the scariest gases to run in an engine. While plasma itself has a high heat capacity leading to the engine being capable of moving a lot of heat out very quickly, this also means it will retain heat very easily. Plasma has the highest increase to heat and waste output from an engine out of any gas. This means that with the massively increased hot oxygen output, a fire is very likely to form. If the fire is not put out very quickly, the plasma within the engine is liable to heating and becoming incredibly difficult to cool and stop. The major trade off is that plasma also has the highest power transmission modifier of any gas, leading to some of the highest output possible from an engine. Another major benefit of plasma is to use it in an unconnected secondary space cooling loop. In this secondary cooling loop, one can ensure only plasma is present to prevent fires while also adding heat exchange pipes to supply the engine with direct passive cooling. For this purpose, plasma is often the go-to choice.
Tritium Engine Killing Tritium is by far the most difficult gas to run an engine off of. Not only does it have all the same issues of creating fires like plasma, but its also inherently radioactive to boot. It provides the second highest increase to heat and waste output, only second to plasma, while massively boosting the engines radiation output on top of the gases inherent radioactivity. This is all compounded by the fact that it is tied with Nitrium for the lowest specific heat out of any gas. A fire breaking out in a tritium engine is almost unavoidable while also being nearly impossible to stop due to how easily tritium reaches a high temperature. To run a safe tritium engine, it would require significant overhaul of the standard set-up while also potentially requiring a unique gas mixture to help prevent fires and aid heat transfer. Be ready with multiple pre-cooled Pluoxium shutdown canisters should you dare to run a tritium engine.

Gas Production

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

  • Plasma and Oxygen burn if they're hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.
  • The amount and temperature of the produced gas are determined by the current crystal power.
  • The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.
  • Introducing CO2 to the engine will produce Pluoxium, even in small quantities.

Irradiation

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

  • The range and power are determined by the current power. Being further away from the crystal also mitigates the effect.
  • The crystal will cause hallucinations to nearby mobs if they're not wearing meson scanners or equivalents.
  • The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect. IPCs, Plasmamen, and Diona are immune to this effect, but will still be irridated. Take care not to irradiate your surroundings.

Consuming

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

Collapsing

If the crystal reaches 0% integrity, it will enter its final delamination process. From here it will begin a thirty second countdown on common radio for the entire station to here before finally delaminating. Do note, the crystal can be saved even in this last thirty second count down if it were to recover above 0% integrity again. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.

  • A crystal in an environment where it is oversaturated in excess of 12000 of moles will collapse into a singularity.
  • A crystal that has an excessive EER rating above 9000 MeV/cm³ will cause an explosion and release several tesla energy balls.
  • A crystal that is neither heavily oversaturated or overcharged to meet the prior criteria will simply explode, with several factors including its power amount or pressurization contributing to the resulting explosion size.

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

Pictured is the MetaStation Supermatter actively melting. Note the remarkably increased radiation and power production!

The Supermatter's in trouble! Here is an example of some trouble shooting from /tg/station! Note the gas meters!A short GIF.

Handy Guide To SM Repair

Here is a nice check list of things to try and do in a rush that will help you save the engine. They don't all have to be in this exact order, but they all certainly help!

  1. Yell for help! If other engineers, AI, or borgs are present that may know how to help, their extra hands or circuits may be your saving grace!
  2. Turn off the emitters , their active effect on the engine cause it to be even more unstable and take more damage during a delamination. Turning them off calm it down, even if by a little bit. If they wont shut off, they may be locked, use your ID on them to unlock them or simply cut their wire!
  3. Turn on the thermomachines , they are likely to be off during normal operation, but their cooling power is significant during a delamination! Make sure to set them to their lowest temperature.
  4. Try to get more gas into the cooling loop! Lug cans of Nitrogenfrom Atmospherics and add them to the engine. The Nitrogen will help displace the burning Oxygen and Plasma while cooling it down!

Beyond these few tips, you will have to begin actually looking for the fault in the engine. The Supermatter is on fire for a reason, you need to find it or the fire will just start again!

Inspect the gas loop to confirm it is intact and operational.

Check the meters to quickly ascertain where a problem may lie.

If any of the meters report an unusually high or low amount of gas, then you're close to finding the issue!

Common gas loop failures include:

  • Gas pumps are OFF or left on the wrong pressure (Crank them up to 4500kpa!).
  • Gas filters are OFF or set to the wrong gas. Remember! Filters do not allow ANY gas to pass through if they're turned off! If you don't wish to filter anything, leave them online but set to filter nothing.
  • 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 .
  • Supermatter chamber air alarm has the vents improperly configured. Turn turn off both internal and external regulators, make sure ON is toggled.
  • Supermatter chamber scrubbers not siphoning or turned off. Set to siphoning, expanded range, and ON.
  • One of the pipes has been broken or unwrenched. You can easily put it back in place with a wrench or recreate it with your RPD .
  • 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!
  • 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.
  • Did you set the filters to allow Pluoxiumor Water Vapor? These often form during delaminations and may help you keep the crystal cool!

Sabotaging the Supermatter

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

General Hints

  • You can break the APC of the room to stop all pipes and scrubbers from working.
  • Cut cameras near the engine.
  • Cutting and/or disabling the engineering tcomms server will prevent radio alerts from being sent to the engineers during the delamination. Special delaminations are also not broadcast on the common radio channel, this prevents anyone of knowing of your sabotage until it is too late!
  • 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.
  • Instead of turning off pumps and filters, you can just set them to extremely low values instead. They'll still appear to be working while actively slowing the cooling to a halt!
  • Taking out all the engineers before attempting a delamination helps a lot.
  • Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.
  • Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.
  • Stay around and pretend to be helping so you can undo all the repair attempts by other people.
  • With a little bit of tinkering, you can sabotage the station's distribution loop with any of the multitude of harmful waste gases produced.

Regular Delamination

These are the easiest to pull off and require no special conditions. You can cause a normal delamination by:

  • Turning down or turning off gas pumps
  • Turning off or changing the gas on a gas filter
  • Unwrenching any pipe. Note: This will release all gases stored in said pipe (bad if plasma or superheated gas).
  • Shooting guns at the crystal is extremely effective, but it's likely that you'll end up in the blast.
  • Disabling the scrubbers or vents in the air alarm.
  • Adding a very harmful gas like plasma, but make sure you have the gas filters set to allow it in circulation first.
  • If you plan to delaminate the supermatter, consider cutting telecommunications or edit it so it filters Engineering out. They wont hear the warnings until it is too late...
  • Stealth sabotage: 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.

Overcharged Delamination

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

  1. Wear as much radiation protection as you can. Hide or destroy the rest.
  2. Wear insulated gloves so you are not shocked by arcs. Destroy any other gloves remaining.
  3. Shut off all cameras.
  4. Keep the emitters online and firing. Add extra emitters if possible. You can swipe an ID to lock them (which even the AI is unable to bypass), but the wires can still be cut.
  5. 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.
  6. (Optional) Deal with tcomms through destruction, depowering, or filtering out the Engineering Radio Channel.
  7. Now to start the delamination. Set all air filters to CO2.
  8. If needed, enable the pipe of CO2 from atmos you configured earlier.
  9. Access the air alarm and turn off scrubbers. Pump as much CO2 into the chamber as possible.
  10. Sabotage entry to the room, and/or release plasma in the room around the SM chamber.
  11. 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.
  12. 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. Note: People carrying laptops, PDAs, or tablets can still see the engine status.
  13. Stick around only long enough to ensure that it is not stopped.
  14. Embrace the energetic god.

Critical Mass Delamination

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 as much gases selected at the filters.

  1. Get the gear.
  2. Straight pipe the system.
  3. Cut the cameras.
  4. Select four different harmful gases - Oxygen, Plasma, Tritium, CO2. Alternatively if you immediately start pumping N2 from atmospherics to the SM at the start of the round it will delaminate in about 12 minutes.
  5. Disable the scrubbers from the air alarm OR unwrench part of the pipe leading out.
  6. Sabotage the room.
  7. Stay close until it's too late to save.
  8. Run like hell.
  9. The Lord arrives.

Please do note that the creation of a Singuloose or Tesloose is generally grounds for an immediate shuttle call. These are especially high-impact actions, ensure you have proper reason to do so beforehand.

A Deeper Look: Mechanics Of Atmos

This section is a little bit chunkier than the rest, but it attempts to deliver information in a dense manner with a couple of examples. The information here helps make the difference between a robust and fresh engineer.

The Flow Of Gas

TL:DR: Gas in pipes behaves more like electricity moving across wires (instantly) than actual gases.

A very common misconception that brand new engineering players may have is that gas must flow through a pipe from one end to the next. This does not apply in game as it does in real life. In a given system of pipes, a pipenet, all gas is equal. What this means is that any amount of gas added to one end of a pipe is instantly evened out between the entire length of pipe. This includes the overall composition, average temperature, average heat capacity, and pressure amongst the other properties. This is because of how the game is coded, and how pipes function as a result.

A set of pipes works more like a tank than an actual method of transportation. They provide a given volume, and when gas is added, it fills that volume. Using a pump from one set of pipes to the next is like moving from one tank to another. If you replace that pump with a pipe, its like replacing the entire thing with one much bigger tank by joining both sets of pipes. This is what makes getting rid of pumps so valuable, it removes the significant amount of time required to move large volumes of gas by just making everything one big tank. The transportation becomes instant.

It is because of this that you can actually do some neat tricks. For example, the cooling bypass that most Supermatter set ups come with on roundstart. There is no real major difference between this example without a bypass: (Click it) . Compared to this one with a bypass: (Click it) . There are some small nuances to this, but in normal operation all you have done is add a small amount of volume to that pipe network.

Pumps And Their Use

When considering the purpose of moving gas around from one place to the next, pumps will only slow down the process. As mentioned in the previous section, gas moves instantly through pipes. That means that moving large amounts of gas is best done with one solid pipenet, uninterrupted by pumps. So then one might wonder the purpose of pumps, and the answer is control.

With the respective types of pumps, they have different measurements that tell their different method of operations.

The pressure pump operates at a set pressure --maxing out at 4500kPa--, pushing whatever gas it has out at such a pressure. As it reaches closer and closer to its set pressure, it will slow down how much gas it pumps. If the pipe it is pushing to has a pressure equal or greater than the pumps setting, it will stop pumping. This means that at high pressure settings into a low pressure pipe, it will push large volumes of gas, but into a high pressure pipe it will push very little.

Compare now to the volume pump, which will push a set volume per second. The volume pump can be set for a volume and --for as long as it is able-- it will push that volume of gas to the next pipe. This goes until it also reaches its maximum operating pressure of about 9000kPa. The given pressures and measurements mean that one can control the flow of gas at a certain rate of volume transfer, or a certain maximum pressure in a system. The performance of the volume pump and gas pump is similar for any atmospherics device which has the same measurements.

The effect of control that pumps provide over your gas flows comes with a major drawback. Due to their maximum operating pressures, if the pipe that they are pushing to reaches or exceeds the pressure limit, then the pumps will create a phenomenon referred to as 'clogging'. This is where the pumps simply stop pushing any gas, and the flow stagnates. The effect is often lethal for most improperly set Supermatters as it leads to the gas in their loops becoming stagnant while the engine itself continues to heat. This is why replacing pumps in high heat or high pressure areas is vital for safe operation.

Preventing Clogs and Replacing Pumps

Simply put, pipes do not clog. Filters, pumps, vents, mixers, and any other atmospherics item can clog. Pipes, however, do not. They lack an upper pressure limit, enabling them to store infinite gas at any pressure without failure. They will also enable for this gas to be instantly pulled from anywhere in that pipenet.

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? The pumps coming from the core have likely clogged. 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 then those also stop. Your engine is on fire, the pipes are burning, and the pumps have stopped providing cooling. That’s what happening to your pumps every single time the Supermatter ignites.

Well, that all sounded horrid, how can we prevent this?

The title spoils this for you. You desperately want to replace any unneeded pumps with normal pipes anywhere and everywhere possible. This is especially important for any sections prior to receiving any cooling as these gases are the highest volume. If you straight pipe from the engine core scrubbers directly to the space loop or thermomachines, you ensure that the gas which is removed from the core is instantly cooled. From here it is far easier for the system to handle as the gas has reduced in volume and pressure significantly. It also introduces another major benefit.

The volume of the pipenetwork is increased massively. As the pumps previously split the pipenet in multiple places, it has now all joined and made one large pipenet. This means that for a given amount of gas, the pressure will be much lower than before. This is important, as we’ve discussed, pumps 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 4500 kPa, a pressure pump cannot continue pumping. Add another pipe, and suddenly it’s 2250 kPa each, and the pressure pump will continue until both pipes are 4500 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.

A good note on this point is to also be considerate of oversizing your pipe networks. Pumps work off of pressure difference, if the pressure is too low on the end they take from, then they will be incredibly slow. Simply making an obscenely large volume pipenet may backfire as all your gas gets to such a low pressure that the pumps cant move it anymore, and all your gas concentrates in that section starving the engine!

Lastly, though only vaguely related, keep your vents with their regulators turned off. Vents do not actually have a pressure limit at all. They can continue to add gas constantly. However, they do work faster if the chamber they are connected to is lower pressure and the gas they're pumping is cold, but this is always true. Essentially, vents pump a given amount of gas when they're at maximum speed. If nothing unusual is happening, then the gas the vents are pumping out should be colder than what is in the chamber given they have received cooling. As such, with the regulators off, the vents are pushing as hard as they can to add cold gas to the chamber. This ensures the core itself is always receiving as much cooling as possible via the addition of cold gas.

* The small note at the end of the section: You can consider placing restrictive pumps in certain areas so hot gas can'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.

Breaking the laws of thermodynamics and a final word

Thermomachines and space cooling is very powerful. Space itself has a background temperature of 2.7 kelvin, and thermomachines will reach this same temperature when fully upgraded. Both of these options will very quickly reduce the temperature of a given gas, but it should be noted how much more powerful thermomachines really are in comparison. Singular upgraded thermomachines can provide more cooling than large quantities of heat exchange pipes in space, and more directly to the areas of your choosing. Both options still have their places however.

Thermomachines will only try to get a gas to their set temperature. That means prior to upgrades, where thermomachines can only go down to 73.15K, they will try to get a gas to this temperature. Regardless of being above or below 73.15K, it will try its hardest to get that gas to 73.15K. This is very very useful during delaminations and fires, but may be a hinderance during normal operation.

Space, however, is always at 2.7K. It will always lower the temperature of your gas until it is at 2.7K. Unfortunately, this requires adding large amounts of volume to your pipes, potentially reducing the pressure to an amount that the pumps may struggle with unless you have equally large quantities of gas. The other major benefit is that it requires no power to receive space cooling. The benefit space pipes add is entirely passive, and therefore resistant to power outages should something happen. Consider this as a method for providing passive cooling directly to the engine core!

If you've read this far, I applaud you. You are a more dedicated engineer than most who try the role. If you understand this section, then you should also understand that you are well on your way to becoming one of the best. I will also emphasize, you should try experimenting on your own. Some of the greatest fun to be had with the Supermatter is from trying things out and experiencing it on your own, for better or for worse.

Further Tips and Tricks

Your PDA

Normally, most people just throw this away at the start of the shift but as an engineer, your PDA has more use. From the start, your PDA should have a program labelled 'Supermatter Monitor'. Use this in its detail mode to watch the crystal and its performance. You can learn a lot about the crystal and how it acts from this app. Most importantly, however, it will alert you to if anything is wrong with the engine before you even get a radio alert. An experienced engineer will be able to see a delamination approaching and start making moves to correct it before it starts losing integrity.

It is good practice to always have your PDA on with the monitor up.

Pressure vs. Volume

Normally, your Supermatter is equipped with pressure pumps which max out at 4500 kPa, the problem is that they aren't that fast. In theory Volume pumps are just as fast, but they can pump until 9000 kPa. This means that in case of a heat delamination they can continue pumping even when normal gas pumps would already have given up. By replacing everything that still uses pressure pumps to volume pumps you can make the cooling of your SM a lot faster in a pinch.

The other layers

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.

Filtering with the other layers

Normally you get 4 filters all on the third layer, but these are useless and just slow down the unfiltered gasses. Consider using layer adapters and placing filters on all five layers to provide a set of five filters in a small space. Each filter normally filters at 200 L/s, but with a set of five you push this to 1000 L/s, enabling the engine to filter out waste five times as fast.

The engine always has a bottleneck somewhere. If you have issues, find it, and fix it.

Plasma Cooling

Plasma may be seen as a gas that can heat up quickly and makes fires, but it can be used to cool down your SM way more. The reason for that is that Plasma has a very high heat capacity (200) compared to other gases (for example, Nitrogen has a heat capacity of 20). The higher the heat capacity, the more energy it takes to raise the temperature of the gas. This makes it very effective as a heat sink if you can prevent it from burning. Consider using it with its own space loop and heat exchangers to provide powerful passive cooling.

Space cooling with the other layers

The space loop starts out only on layer three. Consider using layer two and four as well!

Passive venting

Normally a SM has unary vents which if you set your air alarm up correctly will try to deplete its pipes to 0 kPa. 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. Be very careful when putting these into the SM room, one touch of the SM and you are turned to dust. It is also recommended to put an ATMOS holofan projectorin front of the door to the core so gas isn't leaked.

Scrubbing and cooling under the SM

Putting things under the SM is dangerous, but if you want to cool it more this is the next step and recommended for setups that involve dangerous gases. By alt-clicking the SM you can view the floor under it and put pipes and devices under the SM. You're gonna need heat transfer pipes and scrubbers.

The Scrubbers

The scrubbers should not be scrubbing all the air but instead should be scrubbing all the O2 so a fire doesn't start and heat up the SM a ton.

The Heat Transfer Pipes

Adding heat transfer pipes with plasma and freezers hooked up to them can greatly cool the Supermatter. I you change these to heaters you can also greatly heat the crystal, resulting in a delamination.

The Anomalies

Once reaching 5k MeV (More at 7k MeV, however 5k is the safe upper limit), 7000 Kelvin or enough pressure, anomalies will start appearing outside the SM. This is a big problem because of their affects:

The easiest way to prevent anomalies from causing harm in engineering is completely removing all floor tiles leaving the cold space surrounding the SM, wrenching or remove anything that can move and welding the regular vents and scrubbers around the engine. Make sure you have appropriate space and radiation protection of course.

Don't forget that these anomalies can yield anomaly cores which science and cargo love.

The Pyroclastic Anomaly

The Pyroclastic Anomaly will spew out burning plasma and slimes which can make it very hard to contain the SM because everyone without sufficient heat protection will burn to death. If you somehow survive the fire you, then will be greeted by very angry slimes. The best way to reduce the affect of this anomaly will be spacing the area around the SM so all the plasma from the anomaly will go into space and no fire will start. The slimes will also die from space if you do this because slimes do not like cold things. However, make sure to avoid the slimes because they do cellular damage which is very hard to heal.

The Gravitational Anomaly

The Gravitational Anomaly will pull anything unwreched and unanchored in its surroundings to itself before throwing it. While not directly harmful, it can be quite annoying because it can throw you around as well, or throw hurtful objects at you.

The Shock (Flux) Anomaly

The Flux Anomaly appears as a ball of electricity. Touching this, even with insulated gloves and a hardsuit, will result in your electrocution. The only protection from such an anomaly is distance or insulated genetics.

The Hallucination Anomaly

The Hallucination Anomaly is rather self-explanatory. It is an anomaly which causes hallucinations for those near it, as well as taking various forms of its own.

AN IDIOT'S TL;DR

Welcome to bottom of the page, friend.

Did that seem like a lot of information? It sure feels like it.


Hell, maybe you didn't even read it!

FINE!


Here a few pointers. Just for you, buddy.

  1. Heat bad
  2. Pressure bad
  3. High N2 good
  4. low O2 good
  5. low plasma good
  6. Pumps bad
  7. straightpipes good
  8. Mess with the SM air alarm scrubbers and vents LAST


Hope that helps, pal.