The Supermatter engine is the main engine and power source in most station maps. It emits tons of radiation, making everyone who could theoretically see it hallucinate, releases hot oxygen and plasma, heating the air around. This engine can potentially explode, or even create a singularity/tesla if you screw up! When the shift begins it is dormant but if hit by an object, projectile or person it will activate and 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.|
This is the engine setup used on most maps. The layout and amount of work required may change depending on the map.
This is the safest, easiest setup and it will be the most common one used. Don't experiment with the engine until you are experienced. This setup should last for the entire round.
Step 1: Protection
The engine will begin to cause both radiation damage and hallucinations once turned on. This will help you prepare for all of this.
- Put on some optical meson scanners or engineering scanner goggles in radiation mode
- Put on a radiation suit or engineering hardsuit
Step 2: Preparation
Setting up the supermatter engine is a case of going in a big circle. Refer to the image on the right for steps 2, 3 and 4.
- At points 1 and 2 set these pumps both to on and max output pressure (4500kpa)
- At point 4 turn the pump off You don't want the coolant gas to bypass the SM do you?
- At point 5 turn the filter on, set it to max output pressure (4500kpa) and set it to filter nothing
- At points 6 and 7 turn the pumps on and set them to max output pressure (4500kpa), pay attention that the valve in between is not opened. You don't want the hot gas to bypass the space cooler do you?
- At point 8 turn the filter on, set it to max output pressure (4500kpa) and set it to filter nitrogen
- At points 9, 10 and 11 turn the filters on, set them to max output pressure (4500kpa) and set them to filter nothing. What is filtered returns to the loop and what is not exits to space
- At point 12 turn the pump on and set it to max output pressure (4500kpa) To the right there are freezers but they do not reach space's low temperature
- At point 13 wrench the two N2 canisters
- At point 13 turn both of the pumps on and set them to max output pressure (4500kpa)
- At point 3 set the air alarm scrubber controls to "Mode: Siphoning" and "Range: Expanded"
- At point 3 set the air alarm vent controls to On and "Internal Target Pressure: 0 Kpa", while disabling External
- Finally, ensure that gas is flowing through the system via gas flow meters, if not double check all steps or where there is build up.
Step 3: Plasma
The final preparation is setting up the radiation collectors.
- Collect 6 plasma tanks
- (Optional) Fill each plasma tank to full using a plasma canister
- At points 14 and 15 fill each radiation collector with a plasma tank. Click them with an empty hand to turn them on, and don't forget to lock their controls with your ID
Step 4: Start the Engine!
All the preparations to ensure the supermatter shard doesn't blow are now complete. Congratulations!
- At point 16 click the button to close the radiation shutters
- At point 17 turn on all three emitters. Your engine is now fully set up. If the emitters refuse to fire, turn on the backup SMES inside the engine room, it only powers the emitters so it shouldn't be dried out by power sinks. Failing that, take a couple of small items and toss them into the supermatter. As long as your cooling is working, this shouldn't be too dangerous.
- Remember to lock the emitters' controls with your ID
Words of Warning
- The Supermatter is VERY DANGEROUS. Activating the Supermatter should be the last step in setting up any form of Supermatter based power! If you ordered it from cargo the crate should stay LOCKED AND SECURED until everything is ready.
- You require safety gear. A full radiation suit AND meson scanners.
- Most of "setting up the Supermatter" involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.
- Anything that bumps into the Supermatter is fundamentally annihilated. Don't touch it. This means weld, and ask the AI to bolt the door to the Supermatter .
- The engineering hardsuit has 75% radiation protection. CE's hardsuit has 90%. Atmos hardsuit has 25%. RD's and CMO's have 60%. If working near an active Supermatter Engine, use a radiation suit instead.
The supermatter is an extremely unstable crystal with particular properties. Here's how it behaves:
The crystal's power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a 'tick' usually takes around 1-5 seconds depending on lag)
- Power decays over time.
- Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.
- Power is increased every tick depending on the gas mix. This scales with the gas' temperature.
- Consuming an object or mob will increase the power by a significant amount, independently from the object's size.
- Power decay can be lowered or even completely prevented with CO2.
- Too much power will result in dangerous side effects, like arcs of lightning or anomalies.
The crystal must be kept stable if you don't want it to explode.
- Stability does not change by itself.
- The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.
- Physical bullets will destabilize the crystal, depending on the damage they do.
- Large amounts of power will destabilize the crystal.
- Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases.
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.
Halon does everything that N2 does, but better, reducing the heat and waste of the supermatter crystal significantly. Also actively prevents fires from forming, while hypernobilium doesn't.
Hypernoblium, while it already freezes most gas reactions in the loop and in the supermatter chamber itself, also massively increases the heat resistance of the supermatter, allowing for very high temperatures that won't destabilize the crystal.
N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.
Precooled N2 is good to have around for emergencies.
N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual.
Healium, while it doesn't actively interfere with the supermatter's heat or heat resistance, makes the supermatter regain stability five times as fast.
Pluoxium is like N2O, but even more effective at raising the heat resistance of the supermatter crystal. When in high amounts and in conjunction with Nitrogen or N2O, results in a very safe setup. The method by which it is made however, requires the use of carbon dioxide which is inherently dangerous. Can be synthesized outside of the engine room and pumped in to ensure safety, but can also be bred in-situ.
Oxygen is the gas with the best power/danger ratio. It provides a boost to power transmission without actively increasing the waste gas amount or temperature.
Pretty risky to use, as any disruption of the cooling loop will soon cause a tritium fire in the crystal chamber which is nigh impossible to stop unless if the setup accounts for it to begin with. Even just a high concentration of O2 will activate and continuously power the crystal. This gas is almost as risky as CO2: it doesn't cause significant danger as long as the crystal is cooled, but the moment it ignites you are definitely fucked, moreso than CO2.
If you're badass enough to run an O2 setup: Always precool it before flooding the Supermatter chamber.
CO2 is a very dangerous gas - in low concentrations, it will increase the crystal's power generation and can be used to produce Pluoxium as well.
In high concentrations however, it will raise the crystal's energy to extremely high levels. This causes catastrophic side effects (electric arcs and anomalies) until it eventually explodes into a Tesla ball.
Only for the skilled.
Plasma Safety: Dangerous
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.
WARNING: The roundstart setup can not handle pure plasma setups.
Provide the highest boost to power transmission out of any gas while not increasing the waste gas amount or temperature. However will very quickly be consumed by the SM to emit radballs.
Has 50 times the energy penalty of CO2, but is constrained by supply. If in high enough concentrations, it will cause the emission of radballs from the SM.
Only for the very skilled.
Has such a high heat penalty it sets the SM on fire and will burn so hot it will clog the scrubbers. Massively increases the energy output and is the best gas for high powered setups, IF you can handle it.
Only for those completely confident in their skills.
Zauker increases the damage ticks dealt to the supermatter by up to ten times the normal integrity dealt. Offers zero benefits beyond accelerating the process of delamination.
The crystal produces plasma and oxygen while it's active.
- Plasma and Oxygen burn if they're hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.
- The amount and temperature of the produced gas is determined by the current crystal power.
- The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.
The crystal will affect nearby mobs while it's active.
- The range and power is determined by the current power. Being further away from the crystal also mitigates the effect.
- The crystal will cause hallucinations to nearby mobs if they're not wearing meson scanners or equivalents.
- The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect.
Anything that touches the crystal will be consumed and turned into dust. No exceptions, not even other supermatter shards. The only way to "safely" transport a shard is to pull it, being careful to not be pushed back into it by someone else.
If the crystal reaches 100% instability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.
- A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.
- A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.
- A crystal that is neither heavily overpressurized or overcharged will simply explode.
Troubleshooting AKA Oh god it's on fire what do I do!?
The supermatter's in trouble! You should be able to locate where the issue is from the screenshot alone. Here's the answer.
If the supermatter is on loudmode and declaring the corruption of the support infrastructure on comms, it has been seeded with antinoblium by a traitor. There is no hope of fixing it unless you have a precooled canister of hypernoblium available on hand. In all other cases, immediately call the shuttle. You can delay the delamination with a very robust plasmacooled pluoxium breeder based setup if you can SCRAM the chamber before the EMPs hit, but it won't be saved.
First and foremost.
Inspect the gas loop to confirm it is intact and operational.
Check the meters to quickly ascertain where a problem may lie.
If any of the meters report an unusually high or low amount of gas, then you're close to finding the issue!
Common gas loop failures include:
- Gas pumps offline.
- Gas pumps left on default pressure. (Crank them up to 4500kpa!)
- Gas filters offline. Remember! Filters do not allow ANY gas to pass through if they're turned off! If you don't wish to filter anything, leave them online but set to filter nothing
- Gas filters left on default pressure.
- Gas filters no longer set to filter coolant back into the loop. Just set filters back to filter in the coolant and add more coolant to the loop (Most of the coolant is likely injected into space by this point.)
- Supermatter chamber vents improperly configured.
- Supermatter chamber scrubbers not siphoning.
- Heat exchange pipes broken. Space dust can slip through the defenses on occasion. Or a traitor may detach a section.
- Too much gas! If a section has too high of pressure, the gas pumps cannot push anything more into it!
- 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.
If the gas temperature is too high to stabilize with the cooling loop alone - hope that Atmos have a canister of precooled N2 or even Hyper-Noblium around.
If the supermatter is delaminating and the gas loop is operational, use an analyzer to check for problem gases in the loop. Someone may have slipped in some carbon dioxide. Double-check the filters to see if they're getting rid of unwanted gases.
If all else failed, pray that an Atmosian elder investigates and finds the problem before it's too late.
Sabotaging the supermatter
Want to sabotage the crystal but can't figure out how to pull it off? Here are some pointers and hints:
- You can break the APC of the room to stop all pipes and scrubbers from working.
- Disable the telecomms APC with the CE console to prevent the supermatter from anouncing its status.
- Cut cameras near the engine.
- Instead of turning off pumps and filters, you can just set them to extremely low values instead. They'll still appear to be working.
- Taking out all the engineers before attempting a delamination helps a lot.
- Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.
- Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.
- Stay around and pretend to be helping so you can undo all the repair attempts by other people.
These are the easiest to pull off and require no special conditions. You'll want to keep the supermatter chamber very hot and full of plasma or CO2.
- Use the filters near the emitter room to filter out N2 and N2O while keeping Plasma, Oxygen and CO2 in the loop.
- Pump in pure plasma or burn mix from atmos.
- Disable or break the cooling array. Deconstructing a single piece of the heat exchanger can be enough.
- Shooting guns at the crystal is extremely effective, but it's likely that you'll end up in the blast.
- Disable the scrubbers once the chamber is hot enough.
This kind of delamination requires careful gas management but is faster, far more destructive and there's a good chance it will irridiate, burn and shock the engineers who are trying to fix it.
- Ensure that no N2 or N20 are in the chamber at all times. CO2 increases energy, but the plasma and oxygen will cause a burn that accelerates the process and makes it much harder to fix.
- Keep the emitters online and firing if you can.
- Get as much CO2 into the chamber as possible. Larger amounts of CO2 can even compensate for the oxygen and plasma waste.
- Wear as much radiation protection as you can. Consider bringing some charcoal aswell.
- Try to keep radiation suits away from engineers, they won't be able to get near the overcharged engine without one.
- Make sure you are wearing insulated gloves to protect yourself from the lightning arcs.
- Disabling the cooling is not required. In fact, keeping the chamber cool might help you get more power if you can't get enough CO2 into the 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.
Critical mass delamination
This is by far the most difficult but also the simplest one.
- Pump in as much gas as possible into the chamber. The easiest way to do this is to disable the pressure checks on the vent air alarms.
- Reverse the scrubber pump. It's a subtle alteration that might get overlooked in the heat of the moment and will prevent the excess gas from being pumped out.
- Make sure no gas leaves the chamber. Put up walls, deconstruct scrubber pipes, do whatever possible to keep the gas inside.
This form of delamination is the easiest way to get a guaranteed delamination, but is very expensive as it requires a single use 10TC traitor kit which can only be purchased on hijack or martyr. A supermatter crystal seeded with an antinoblium shard and corruptor has its control and support structure corrupted, causing its system to slowly fail and eventually cause a delamination. This form of delamination also doubles the explosion size of the supermatter and causes it to release multiple EMP waves that are sure to hit the SMES rooms and the station as a whole. Very, very devastating, but takes time and is extremely risky, can also double as a ghetto powersink thanks to the EMP waves.
- Seeding the supermatter has no immediate effect, it will take 5 or more minutes for its effects to be truly felt, but when it does, the entire station will feel it.
- A seeded supermatter is powerful enough to burn through some of the most robust cooling setups, even the fancy plasmacooling ones. No need to mess with any pumps or filters, it will delaminate hard whether the crew like it or not, only the emergency shuttle can save them. The only exception to this is a precooled hypernoblium SCRAM system, but this is so rare that it has never been performed in history and is purely just a theoretical.
- Corrupting and seeding an SM causes it to scream on comms, alerting engineers, the AI and anyone with access to the engineering channel. Make sure to get away as soon as you can if you want to conceal your identity, or to emag it AFTER you've messed with the setup.
- A seeded SM has a massive station-ending explosion twice the size of a normal delamination. This explosion does not happen with a critical mass delamination, but does with a tesla delamination. The ideal SM-based hijack strategy is therefore, to overcharge delam an SM, then emag it. Try not to get caught in the blast radius, it spans about half the entire z-level.