Supermatter Engine

From Paradise Station Wiki
Jump to navigation Jump to search
Sloth construction.png
Sloth construction.png
This article or section is a Work in Progress.
Assigned to:
Sirryan2002
Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to edit.

Precursor

Setting up an engine is a daunting process so work with your engineering team to make sure the powering up process goes smoothly. If you don't feel comfortable setting up this engine and there is nobody to help you, consider setting up Solars first so that the station has power and you can take the learning process at your own pace.

Atmospherics seems like magic to most people but just taking a peruse through the Guide to Atmospherics will help a lot.

DISCLAIMER

The setup guide under is meant for a pure N2 setup, so while using different gas mix compositions is possible, the setup will likely need optimization. If plan to use plasma or CO2, this is even more relevant.

Setup

Safety Equipment

In order to avoid getting irradiated by the glowing rock we call a SM crystal, you will need to don a radiation suit and hood as well as a pair of Meson Goggles.

If you fail to do this, you will get irradiated. You will recieve toxin damage as well as see hallucinations. These get more powerful as you get closer to the SM and the SM grows in power.

Gas Loop

SuperMatterGasLoopGuide.png
  1. Set each pump outlined in green, as well as the filters also in green, to 4500kPa output. Alternatively replace the pumps (Not the filters) in green with pipes, for optimization.
  2. After that you will want to turn the gas pumps circled in red off (forgetting this is how you speedrun blowing up the engine)

Radiation Collector

Take plasma tanks and place them in the radiation collectors directly outside the SM chamber and then turn them on so you can produce power. It is generally advised to fill these tanks up full, for example by using the plasmatank in Secure Storage. (1012kpa is the max in a small tank). If not filled, you can expect to have to change them over a shift, though not doing so will not result in a SM delamination or such events by itself, just calls from Xenobiology for power.

Starting the Engine

  1. Now go over to the air alarm inside the SM Airlock
  2. Click vent controls and set each of the vents to 2000 (They max out before but an easy way to max them), as well as ensure they are set to BLOWING (This is true at shift start, but checking never hurts). Alternatively set the vents to 0, as well as INTERNAL, this is however only to be done if scrubbers are at siphon, or you risk a delamination.
  3. Go over to scrubber controls and set each scrubber to scrub all gases, as well as extended (leaving some gases out, will cause build up of hot gas in the chamber. If following the alternative above, set the Scrubbers to Siphon and set Range to Extended (Then it auto drains all gases the quickest)
  4. Set the SMES input to max and the output to just below that. Keep in mind that the emitters are powered by the SMESs, so if they do not provide enough power to the station and emitters, the emitters will of course not fire.
  5. At this point you can connect more emitters to the emitter area if you wish. (This can be done at any point, even long into the shift)
  6. Turn on the emitters in the room below and watch the magic happen. It is advised to activate one emitter at a time, and see the effects, before turning more on.

SMES

Set the SMES input to max and the output to just below that. Keep in mind that the emitters are powered by the SMESs, so if they do not provide enough power to the station and emitters, the emitters will of course not fire.

Upkeep

SOP states that if the emitters are firing the engine must be monitored constantly. Also, you should periodically verify the filters, pumps, and air alarm are all correctly configured. Consult with other engineering staff if there is a nonstandard configuration.

Monitor Checklist

  1. Verify the pressure is under 100 kPa.
  2. Verify the temperature is under 310 kelvin.
  3. Verify the relative EER is under 3000 MeV/cm3.
  4. Verify the primary coolant (usually N2) is over 90%.

What to do if the pressure is too high

  1. Turn off the emitters.
  2. Verify all pumps and filters are on max flow rate. Verify all supermatter engine scrubbers are siphoning on extended. Verify all supermatter engine vents are at max output.
  3. Use an analyzer to check the coolant loop pressure and gas composition.
  4. If there is too much nitrogen in the system adjust all the filters to bleed some off or use the canisters.
  5. If there is anything other than nitrogen in the cyan pipes, check the filter settings.

What to do if the temperature is too high

  1. Turn off the emitters.
  2. Verify all pumps and filters are on max flow rate. Verify all supermatter engine scrubbers are siphoning on extended. Verify all supermatter engine vents are at max output.
  3. Using the freezer loop, inject cold N2O into the coolant loop to bring the temperature down. (Note, by default this will be scrubbed out after cycling through the chamber)

Delamination

Oh shit oh fuck it's on fire

If there is too much power, temperature, or pressure the crystal starts losing integrity. If this hits zero it will delaminate.

As it loses integrity the following will happen.

If there is too much power in the supermatter crystal, lightning will begin arcing out of it.

If the power continues to increase the following anomalies will be randomly generated:

  • Gravitational: Sucks nearby loose people and objects in and throws them around.
  • Flux: Electrocutes everything that it touches.
  • Pyro: Fills the room with burning plasma and spawns hostile red and orange slimes.

The radiation coming off the crystal and the hallucinations will increase.

The crystal will increase in heat as the power goes up. As will the production of plasma and oxygen in the chamber. The combination of the above will cause it to catch fire.

When it blows

When the crystal delaminates one of three things will happen:

  1. If there are over 1800 mols of gas on the crystal, it will condense into a supermatter enriched singularity and try to consume the station.
  2. If there is not too much gas in the chamber, it will explode, the size of the explosion is based on how reactive the gas surrounding the crystal is. In the worst case this will also destroy engineering.
  3. If the power is over 5000 MeV/cm3 it will form a tesla ball that will rampage through the station. It will also explode as above.

If all else fails

If the normal upkeep steps have failed and the super matter is past the point of no return. There is one final saving grace, the explosion size is based on the gas around the crystal.

  1. Put on something with fire resistance and magboots
  2. Make sure the magboots are on (If you don't you will be sucked into the crystal and vaporized)
  3. MAKE SURE THE MAGBOOTS ARE ON (No seriously, you will be vaporized)
  4. Use an RCD to deconstruct the floor under the SM (You need to use ALT+click to target the floor or it will eat your RCD)
  5. RUN

Experimentation

Gases

Sabotaging

If you're not a hijacker antag then you should definitely ahelp before messing with the engine.