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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 an executive summary on how it behaves: # A portion of the gas mixture on the supermatter's tile is absorbed by it. Most gases have unique effects on the supermatter which can be seen [[#Gas_Interactions|here]]. Most notably gases will change the heat output, allow internal energy to be generated from heat, change the power decay and influence the zap power. # The supermatter's internal energy (the entry with MeV/cm3 as it's unit) is calculated. This internal energy determines the power generated by zaps, amount and temperature of waste gas, range of radiation and hallucinations, and a slew of other factors.<br/> Internal energy is subject to decay over time, so if the supermatter is left without an energy source for too long it will output less and less power. To combat this decay most supermatter engines will have an external source of energy, most often emitters [[File:Emitter_On.gif]]. Though there are a few other factors that can influence this internal energy such as special gas mixtures, energy weapons [[File:Energy_Gun.gif]], items hitting the supermatter, or even kisses. # The supermatter will start taking damage if the absorbed gas is too hot, if the internal energy is too high, if there are too many moles, or if it's exposed to space while on (internal energy above zero).<br/>When the integrity reaches 0% the supermatter will initiate a 30 second final countdown and delaminate if not healed within that timespan. There are a few different delaminations that can occur. # The supermatter will spew out the initially absorbed gas mixture alongside extra waste gas that it produced. This waste gas is hot and is the most common cause of crystal delaminations. Without proper cooling a powered supermatter will delaminate. ===Integrity=== Under suboptimal conditions, the supermatter will start taking damage and lose integrity. As the supermatter crystal takes damage it will be harder and harder to save. {| class="wikitable" |+ Damage Factors |- ! Factor !! Description |- | Heating Damage || How much damage is caused by the absorbed gasmix being hotter than the temperature limit. |- | Charge Damage || How much damage is caused by exceeding the 5000 MeV internal power threshold. |- | Molar Damage || How much damage is caused by absorbing more than 1800 moles of gas. |- | External Damage || How much damage is caused by external sources such as physical bullets and destabilizing crystals. |- | Space Exposure Damage || How much damage is caused by being on or near space tiles. |- | Low Temperature Limit || How much damage did we heal by being below the temperature limit. |} The aforementioned Heating Damage is taken when the supermatter absorbed gas mixture is above a certain temperature limit. This temperature limit is usually at 626.3 Kelvins but can be changed by a slew of other factors. {| class="wikitable" |+ Heat Resistance Factors |- ! Factor !! Description |- | Base Heat Resistance || Base heat resistance of 40 Celcius or 313.15 Kelvins. Additive amounts for other factors is based on the base heat resistance. E.G +100% means 313.15 extra Kelvins. |- | Gas Heat Resistance || How much additional heat resistance do we get from gases. |- | Psychologist. Heat Resistance || How much additional heat resistance do we get from the presence of a psychologist or anyone with the [[Skillchips|HYPERG1G4 skillchip]] around the supermatter hallucination range. Gives up to 45 Kelvins of additional heat resistance. |- | Low Moles Heat Resistance || How much additional heat resistance do we get from a low amount of gas in the supermatter. Goes up to +100% base heat resistance. |} ====Delaminations==== Once the supermatter reaches 0% integrity it will initiate a 30 second countdown and delaminate. During this 30 second window there are two important things to consider: # The supermatter can still recover from the delamination. # The supermatter can still take damage. I.E. the integrity can go to the negatives but is not displayed in the UI. To recover the crystal from the impending delamination, the supermatter needs to heal back up to a positive integrity, including the damage taken during the 30 second timespan. If the supermatter is not saved within this timespan, the supermatter will delaminate into one of four possible conditions, with conditions mentioned later in the list taking priority. (I.E. if a supermatter can delaminate into a tesla or singularity, it will prefer the singularity): # <b>Explosive / Default Delamination</b> <br/> The supermatter will simply explode depending on the gas heat power generation of the absorbed gasmix. Alongside this the supermatter will also irradiate any nearby living beings, cause stationwide hallucinations and mood debuff, and spawn anomalies. Triggered without any causes. # <b>Tesla Delamination</b> <br/> The supermatter will explode, spawn an energy ball, irradiate, hallucinate, and spawn anomalies. Triggered by a delamination with the supermatter internal energy above 5000 MeV. # <b>Singularity Delamination</b> <br/> The supermatter will spawn a singularity, irradiate, hallucinate, and spawn anomalies. Triggered by a delamination with the supermatter absorbing more than 1800 moles. # <b>Resonance Cascade Delamination</b> <br/> The supermatter will initially explode and hallucinate. It will then spawn crystal mass all over the station that can dust things that hits it. The emergency shuttle will no longer able to be called, and CentCom will open an exit portal as the last means for evacuation. Once the crystal mass hits this escape rift, the round will end. Triggered by a delamination with the supermatter having more than 40% Anti-Noblium and 40% Hyper-Noblium with absorbed moles being above 270 or by a Destabilizing Crystal traitor item. ===Internal Energy=== The crystal's power determines how much energy is produced each tick through arcs, and also the range and amount of radiation and hallucinations generated. (a 'tick' usually takes around 1-5 seconds depending on lag). Internal energy will also be a major factor in the heat output of the supermatter, so efforts to lower it while saving a delaminating supermatter should be undertaken. {| class="wikitable" |+ Internal Energy Factors |- ! Factor !! Description |- | External Power Gain || Energy that is applied immediately to the supermatter. Usually by heavy duty energy devices such as emitters. [[File:Emitter_On.gif]] |- | External Power Trickle || Energy that is first pooled and then added over time to the supermatter. Usually by smaller, secondary energy sources such as items hitting the supermatter or small arms laser. |- | Gas Heat Power Gain || Energy added to the supermatter depending on the temperature. This effect is only available for gases that support Heat Power Generation such as Oxygen [[File:O2_Canister.png]]. |- | Internal Power Decay || How much energy the SM passively lost. A higher amount of internal energy means a higher amount of internal power decay. Usually most supermatter setups will stabilize around a set amount of power depending on it's energy source. |- | Gas Power Decay Negation || How much of the energy lost by the SM is recouped. Influenced by the amount of CO2 in the gas mixture. Power decay is fully negated at 100% composition. |- | Psychologist Power Decay Negation || How much of the energy lost by the SM is recouped. Influenced by the presence of a psychologist or anyone with the [[Skillchips|HYPERG1G4 skillchip]] around the supermatter hallucination range. Power decay negation from psychologist only goes up to 20%. |} ===Power Production=== Supermatters produce power through electrical zaps absorbed by [[File:Tesla gen.gif]] [[Engineering_items#Tesla Generator|tesla generators]]. The main zap can be modified by various factors. Without a high priority zap target these electrical zaps will zap humans and cause burn damage. If grounding rods or tesla generators are not present you are going to need shock protection. {| class="wikitable" |+ Zap Multiplier Factors |- ! Factor !! Description |- | Base Zap Multiplier || Base zap multiplier of 1x. |- | Gas Zap Multiplier || How much change to the zap multiplier did we get from gases. Modified by the Power Transmission effects of various gases. |} ===Gas Production=== The crystal produces plasma and oxygen while it's active. Plasma and temperature is produced according to the energy, while the main factor for oxygen will be the temperature of the absorbed gasmix (energy also plays a small role). These are then multiplied by the waste factors detailed below. While the supermatter starts taking damage at 626 Kelvin by default, plasma and oxygen combusts at 373.15 Kelvin. This combustion is exothermic and will very often bring the temperature of the supermatter well above the 626 Kelvin threshold. For most cases this combustion temperature will be the number you want to avoid instead of the damage threshold. {| class="wikitable" |+ Waste Factors |- ! Factor !! Description |- | Base Waste Multiplier || Base waste multiplier for the supermatter. Fixed at 1x. |- | Gas Waste Multiplier || How much of the waste multiplier is being changed because of the gases around the supermatter. |- | Psychologist Waste Multiplier || How much of the waste gas multiplier is reduced by the presence of a psychologist or anyone with the [[Skillchips|HYPERG1G4 skillchip]] around the supermatter hallucination range. Waste multiplier reduction from psychologist only goes up to -20%. |} ===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. {|class="wikitable" style="width:95%" border="1" cellspacing="0" cellpadding="2" ! scope="col" class="unsortable"|Gas ! scope="col" class="unsortable"|Safety ! scope="col" class="unsortable"|Description ! scope="col" class="unsortable"|Notable Properties !Gas properties(100% composition) |- | style="text-align: center;" |[[File:Hypernoblium_canister.png|64px]]<br>'''Hyper-Noblium''' | style="text-align: center;" |Extremely Safe | style="text-align: center;" |Prevents interactions(such as plasmafires) at 5 moles per tile and above 20k, which massively increases the safety of the SM, allowing you to run flammable gasses without the SM immediately turning into an inferno if things go even a little sideways. Massively decreases the waste multiplier of the SM, even moreso than Freon, and minorly affects power generation and power transmssion. It is however, part of the resonance cascade delamination, alongside anti-nob. | style="text-align: center;" | * Stops reactions with a minimal presence and temperature. * Reduces waste gas production massively, reducing the amount of oxygen and plasma created. | * Power Transmission +30% * Waste Multiplier -1400% * Heat Power gen -100% |- | style="text-align: center;" |[[File:Helium_canister.png|64px]]<br>'''Helium''' | style="text-align: center;" |Very Safe | style="text-align: center;" |Nonreactive with the SM, helium does nothing for or against the SM. | style="text-align: center;" | * completely nonreactive to the SM, which is weird. | * Nothing |- | style="text-align: center;" |[[file:freon_canister.png|64px]]<br>'''Freon''' | style="text-align: center;" |Very safe | style="text-align: center;" |When present above 30% of the mix, it will stop any power emission. It greatly helps the SM cool down at the cost of hampering the power generation (useful if dealing with hot delaminations). It has high ''specific heat'', even higher than plasma. Warning though, when the SM cools down the freon will start interacting with the O2 generated by the SM being active until depleted and could generate [[Guide_to_atmospherics#Hot_Ice|hot ice]] [[File:Hot_ice.gif]]which will promptly turn into hot plasma if not collected. It's useful for emergency stopping the SM, not so much general use. Use it for cooling the SM with heat exchanges in the chamber, not exposing it to the SM itself. | style="text-align: center;" | *Very low heat penalty *Stops power generation at high concentrations *May generate [[Guide_to_atmospherics#Hot_Ice|hot ice]] | * Power Transmission-300% * Wast Multiplier -900% * Heat Power Gain -100% |- | style="text-align: center;" |[[File:Proto_nitrate_canister.png|64px]]'''<br>Proto Nitrate''' | style="text-align: center;" |Very safe | style="text-align: center;" |Increases the power generation, adds heat resistance, and generates more power from being hot. Just a good gas all around. | style="text-align: center;" | * Very low heat penalty * High bonus to power generation * Increases the heat resistance of the Supermatter | * Power Transmission +150% * Waste Multiplier -400% * Heat Resistance +400% * Heat Power gain +100% |- | style="text-align: center;" |[[file:N2_Canister.png|64px]]'''<br>Nitrogen''' | style="text-align: center;" |Very safe | style="text-align: center;" |N2 is the basic gas most SMs will run exclusively, being bog simple to set up for. It dampens the power generation from heat, and reduces the amount of plasma the SM belches out, making it good for when you aren't trying to do something silly. | style="text-align: center;" | * Low heat penalty * The most commonly used gas | * Waste Multiplier -250% * Heat Power Gain -100% |- | style="text-align: center;" |[[File:Pluoxium.png|64px]]'''<br>Pluoxium''' | style="text-align: center;" |Safe | style="text-align: center;" |Plouxium is almost exclusively in the SM as a byproduct of running CO2. It negates CO2's bonuses and penalties for Heat power gain and Waste multiplier, while also just lowering the power transmission of the SM itself. Remove it from the SM as soon as you can simply because it serves you no purpose. | * Negates some of the usefulness of CO2 * can be saved for use in internals | * Power Transmission -50% * Waste Multiplier -150% * Heat Power Gain -100% |- | style="text-align: center;" |[[File:N2O_Canister.png|64px]]'''<br>N<sub>2</sub>O''' | style="text-align: center;" |Safe | style="text-align: center;" |N2O 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 O2 and N2. While N2 is good for the supermatter, O2 most certainly is not. This O2 will also react with the Plasma to create Tritium and then, to the further horror of many an Engineer, a Tritium fire. However, as long as the SM isn't over the tipping point, adding N2O will slow a delamination. | style="text-align: center;" | * Standard heat penalty * Increases the heat resistance of the Supermatter | * Heat Resistance +500% |- | style="text-align: center;" |[[File:O2_Canister.png|64px]]'''<br>O<sub>2</sub>''' | style="text-align: center;" |Relatively Dangerous | style="text-align: center;" |Oxygen 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 and have a way to deal with the accumulation of waste oxygen. | style="text-align: center;" | * Increases heat power generation * Little bonus to power generation * Produced by the supermatter inherently | * Power Transmission +15% * Heat Power Gain +100% |- | style="text-align: center;" |[[File:Miasma_canister.png|64px]]'''<br>Miasma''' | style="text-align: center;" |Relatively Dangerous | style="text-align: center;" |Miasma gets consumed by the supermatter to generate more power. A single mole of miasma corresponds roughly to a 10 MeV/cm3 increase. | style="text-align: center;" | * Gets consumed by the supermatter | * Heat Power Gain +50% |- | style="text-align: center;" |[[File:Healium_canister.png|64px]]'''<br>Healium''' | style="text-align: center;" |Relatively Dangerous | style="text-align: center;" |Increases the power generation slightly at a minor cost to the heat penalty. | style="text-align: center;" | * Small heat penalty * Moderate bonus to power generation | * Power Transmission +24% * Waste Multiplier +300% * Heat Power Gain +100% |- | style="text-align: center;" |[[File:Halon_canister.png|64px]]<br>'''Halon''' | style="text-align: center;" |Dangerous | style="text-align: center;" |Halon Directly doesn't interact with the SM, but will react with oxygen to create CO2, which is bad. In any situation where Halon might be useful, it will instead fuck you over by creating CO2, turning your heat delamination into a charge delamination. Just don't. | style="text-align: center;" | * Creates CO2 * Consumes oxygen | * Nothing |- | style="text-align: center;" |[[File:CO2_Canister.png|64px]]'''<br>CO<sub>2</sub>''' | style="text-align: center;" |Dangerous | style="text-align: center;" |CO2 is a potentially dangerous yet very rewarding 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. With proper management and preparation, this is a phenomenal way to generate power. With poor management and insufficient or downright bad preparation, it will eventually exceed safe energy levels and begin a charge delamination, producing electric arcs and anomalies until it eventually explodes into a [[Tesla]] ball. | style="text-align: center;" | * Moderate heat power generation * Reduces the energy decay of the supermatter | * Waste Multiplier +100% * Heat Power Gain +100% * Power Decay Negation +100% |- | style="text-align: center;" |[[File:Cyrion_b_canister.png|64px]]'''<br>Zauker''' | style="text-align: center;" |Dangerous | style="text-align: center;" |Increases the power generation quite significantly with relatively moderate heat penalty. The difficulty lies in procuring this gas. | style="text-align: center;" | * Moderate heat penalty * High bonus to power generation | * Power transmssion +200% * Waste Multiplier +400% * Heat Power Generation +100% |- | style="text-align: center;" |[[File:BZ_canister.png|64px]]'''<br>BZ''' | style="text-align: center;" |Dangerous | style="text-align: center;" |At above 40% composition, it begins shooting extremely high energy nuclear particles that are visible to the naked eye. These particles can make it lethal to be around your engine, no matter what equipment you have. Not useful for power generation though. | style="text-align: center;" | * Moderate heat gain * Malus to power transmssion * increases waste gasses | * -20% Power Transmssion * Waste Multiplier +400% Heat Power Gain +100% |- | style="text-align: center;" |[[File:Water_vapor.png|64px]]'''<br>Water Vapor''' | style="text-align: center;" |Very dangerous | style="text-align: center;" |Water vapor is BZ but worse in every way, it is also created by fire reactions in small amounts, which will spike the SMs waste output if allowed to accumulate. It'll also make the chamber slippery. Do not allow it to accumulate. | style="text-align: center;" | * High heat penalty * Malus to power generation * Makes the chamber slippery. | * Power Transmission -25% * Waste Multiplier +1100% * Heat Power generation +100% |- | style="text-align: center;" |[[File:Plasma_Canister.png|64px]]'''<br>Plasma''' | style="text-align: center;" |Very dangerous | style="text-align: center;" |Plasma is very similar to Oxygen but provides a higher power boost as well as a <b>much</b> higher waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes, overheat the chamber, and overpower your cooling system. WARNING: The roundstart setup cannot handle pure plasma setups. | style="text-align: center;" | * Very high heat penalty * Little bonus to power generation | * Power Transmission +40% * Waste Multiplier +1400% * Heat Power Gain +100% |- | style="text-align: center;" |[[File:Tritium.png|64px]]'''<br>Tritium''' | style="text-align: center;" |Very dangerous | style="text-align: center;" |Tritium increases the power production of the Supermatter by up to 3 times, there is one slight issue with it. Tritium is dangerous. Tritium is very dangerous. 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. | style="text-align: center;" | * High heat penalty * Huge bonus to power generation | * Power Transmission +300% * Waste Multiplier +900% * Heat Power Gain +100% |- | style="text-align: center;" |[[File:Hydrogen_canister.png|64px]]'''<br>H<sub>2</sub>''' | style="text-align: center;" |Very dangerous | style="text-align: center;" |Similar to tritium, less power generation, same heat production and a bit of heat protection. | style="text-align: center;" | * High heat penalty * Huge bonus to power generation * Increases the heat resistance for the Supermatter somewhat. | * power transmission +250% * Waste Multiplier 900% * Heat Resistance +100% * Heat Power Gain +100% |- | style="text-align: center;" |[[FIle:Antinoblium_Canister.png|64px]]<br>'''Anti-Noblium''' | style="text-align: center;" |Extremely dangerous | style="text-align: center;" |Probably a sign a resonance cascade is about to occur, or someone with a massive ego is about to get humbled. Attempting to cool your engine with this gas is like trying to cool your engine with absolutely nothing. It has by far the lowest specific heat, while having the same heat penalty. It is also bad for power generation. There are only bad reasons to put this gas in your engine. | style="text-align: center;" | * Keeps the crystal from zapping as much * Increases zaps * Probably a sign a resonance cascade is about to occur | * power transmission -50% * Waste Multiplier +1400% * Heat Power Gain +100% |- |} ===Additional Hazards=== The supermatter is dangerous for multiple reasons. * 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. * It releases [[Guide_to_medicine#Radiation|radiation]] while powered. You will need radiation protection from [[MODsuits#Radiation Protection|specialized modsuits]] or [[Clothing_and_Accessories#Radiation_Suit|radiation suits]]. * It causes [[Guide_to_medicine#Hallucinations|hallucinations]] to people that have direct sightline to the supermatter in a certain range when powered. You will need [[Clothing_and_Accessories#Optical Meson Scanner|meson scanners]] or the [[Skillchips|HYPERG1G4 skillchip]] to mitigate this. * It will spawn [[Random_events#Anomalies|anomalies]] when powered above 5000 MeV, at sufficiently low integrity, and after delaminations. Efforts to push the engine past this point will require mitigation of anomalies, especially pyroclastic which can toast equipment and spawn sentient slimes. * It will pull items around it when powered. You will need [[Clothing_and_Accessories#Magnetic Boots|magboots]] for protection. * The primary method of power generation (electrical zaps) will prioritize humans without the presence of a grounding rod or tesla coil. Complete protection is only afforded by specialized modsuits in combination with insulated gloves.
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