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Guide to the Supermatter
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== Mechanics == The supermatter is an extremely unstable crystal with particular properties. Here's how it behaves: === Power === The crystal's power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a 'tick' usually takes around 1-5 seconds depending on lag) * Power decays over time. * Hitting the crystal with a non-physical bullet (usually emitters) will increase its power. * Power is increased every tick depending on the gas mix. This scales with the gas' temperature. * Consuming an object or mob will increase the power by a significant amount, independently from the object's size. * Power decay can be lowered or even completely prevented with CO2. * Too much power will result in dangerous side effects, like arcs of lightning or anomalies. === Instability === The crystal must be kept stable if you don't want it to explode. * Stability does not change by itself. * The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K. * Physical bullets will destabilize the crystal, depending on the damage they do. * Large amounts of power will destabilize the crystal. * Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases. === Gas Interactions === Each gas has a different effect when it surrounds the supermatter crystal. The strength of each effect depends on the percentage of it in the gasmix in the supermatter chamber. [[File:Freon_canister.png]]<s>Freon '''Safety: Extremely safe''' Freon is a good emergency gas. It cools down all other gases in the loop and slowly dissipates away into nothing.<br> It is not suitable for producing power though, because it severely lowers the power transmission rate.</s> As of 10-27-17, Freon has been removed. [[File:N2_Canister.png]]N<sub>2</sub> '''Safety: Very Safe''' N2 is a good safety gas. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces.<br> Precooled N2 is good to have around for emergencies. [[File:N2O_Canister.png]]N<sub>2</sub>O '''Safety: Safe''' N2O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual. [[File:O2_Canister.png]]O<sub>2</sub> '''Safety: Dangerous''' 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.<br> Pretty risky to use, as any disruption of the cooling loop will soon cause a plasma fire in the crystal chamber. Even just a high concentration of O2 will activate and continuously power the crystal.<br> If you're badass enough to run an O2 setup: Always precool it before flooding the Supermatter chamber.<br> [[File:Plasma_Canister.png]][[Plasma]] '''Safety: Very 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.<br> WARNING: The roundstart setup cannot handle pure plasma setups. [[File:CO2_Canister.png]]CO<sub>2</sub> '''Safety: Oh shit what are you doing''' 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.<br> 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.<br> Only for the brave! === 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. === Consuming === Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to "safely" transport a shard is to pull it, being careful to not be pushed back into it by someone else. === Collapsing === If the crystal reaches 100% instability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination. * A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity. * A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls. * A crystal that is neither heavily overpressurized or overcharged will simply explode.
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