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Guide to the Supermatter
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===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.
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