Supermatter for Superengineers; In Event Of Inevitable Grief

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Maroonenahforum
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Supermatter for Superengineers; In Event Of Inevitable Grief

Post by Maroonenahforum » June 26th, 2018, 9:26 am

Welcome part to the second part of the guide to the supermatter! Last time we learned the fundimentals of setting up the supermatter and keeping it nice and stable, but what if...

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OH SHIT, SOMEONE FUCKED IT UP.

Don't go calling the shuttle or telling the station it's going to blow up just yet! We're going to save engineering from becoming a crater in the face of tomfoolery! Here is a list of things that turn the supermatter into a superEXPLOSION!

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Just remember to wear your safety gear before heading into an area that's totally... radical. Chances are you don't have enough time to put protective gear on before the entirety of engineering explodes, if that's true then you should make sure after escaping/fixing the supermatter you should do what you can to keep away from other people. Being contaminated with radiation will effect not only anyone close by you but any objects you interact with!

If the supermatter takes enough damage and goes under about 30%, it will begin to spawn short-lived anomalies that have their passive and contact effects but most ones will not burst when they expire. It's never a good idea to touch them or be in range where they can move onto you, ignore them for now as they are only obstacles you cannot get rid of quickly enough for it to be worth it.

Your first priority is to ALWAYS turn off any emitters that are currently firing off into the supermatter, as that raises core temperature and blows out waste into the loop. Once you got it all off, take these things into consideration...

One of the main causes of the supermatter backfiring is because its lifeblood, the gas in the loop, is unhealthy for keeping the engine in place.

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If you notice this pipe has been turned on, TURN IT OFF FOR THE LOVE OF POLY. This pump takes in whatever is currently being made in Atmospherics and fed into the supermatter.

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Now, quickly analyze the pipe shown with an analyzer. If it contains ANY gases apart from nitrogen or nitrous oxide (we'll call it noxide from here on), wrench it out so no chucklefuck can come along and turn it on again. Don't worry about the open pipes, they magically seal themselves off in the event there is nothing for them to connect to.

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Now grabbing your analyzer again, check the pipe shown below to show what exactly is going into the supermatter.

Once again, you only want nitrogen or the noxide. If there is anything else showing up on the analyzer, quickly run around to where the four filters are and make sure they only filter the two safe gases you need to keep things under control again.

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Then it's time to quickly turn your attention to this meter over here. Remember it from before? If the reading on the meter is HIGHER than 73.15 Kelvin, you should turn off the bypass and activate the freezer loop to help cool off any gas that is currently being cycled around.

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If you notice the output release is turned off (the small light above it being RED), just click on it to turn it on. It should smoothly transition back to green, allowing any waste currently being built up to be released into space.

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After doing all of this you may soon have noticed that the meter on the left or even the right is dropping in both temperature and pressure. Remember that the maximum pressure of the pumps are only 4500 and if the pressure inside of the supermatter is higher than that, it might take some time before everything stabilizes. If the pressure in the supermatter is high enough at any given state, it will take damage. This not only includes the waste that it makes but the coolant as well. The low temperature quality of the gas is always better than a quantity of higher ones!

If you notice no improvement of the course of a few moments, you probably have time to check the components of the loop...

If a single pump in the system isn't working properly or has been completely removed, the entire loop can fail or cause instability in the supermatter.

The picture below displays what a round-start supermatter layout looks like and should be your guide to spotting if something has been moved out of place.

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Once again you need to make sure not only each of the activated pumps/filters are turned on at high pressure but the piping is in place, the air alarm set up to properly vent/siphon gas in the main chamber... even if the freezer settings are beneficial towards cooling things down, not heating it up. The filter to the empty canisters must ONLY be set to an option of a gas you want to extract from the loop into storage.

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So, after doing what you can and if there's nothing you can do to stop a meltdown, what is going to happen? First, the supermatter will not instantly detonate once its health reaches 0%. But when it does, there's a small grace period of about 30 seconds where it puts a shield up to prevent all damage done to it but will detonate after the countdown that's announced station-wide on the common radio. Depending on the state of the surrounding atmosphere of the supermatter, the explosion will be small enough to only effect the supermatter containment (about 3,9,11) or completely wiping the face off a massive area, breaking even the maxcap in a shockwave of terror! (about 13, 28, 30)

(If you are unsure of the numbers I just stated, they refer to; tiles completely blown up, tiles severely damaged and tiles lightly blown apart)

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If the supermatter is under IMMENSE pressure it will detonate it turn into a supermatter-charged singularity, something far more than capable of consuming more than half of the station in its lust for massimilation. If the supermatter is producing way too much power at the time of delamination, in its place will spawn a tesla energy ball, darting all around the place causing electrical equipment to explode and crew to be burnt to ashes.

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But no matter how it explodes, the entire crew will start to hallucinate and will continue to do so until they take some meds to get rid of it. Probably then would be a good time to call the shuttle.

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But hey, now you know to save the station once again from being blown apart! Or at least you tried.

There's still a few things more I want to go over with the last chapter I have in mind, but until then maybe you can come up with ways to make the supermatter...

SUPEREFFICENT.
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fluxcapacitor1337
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Re: Supermatter for Superengineers; In Event Of Inevitable Grief

Post by fluxcapacitor1337 » July 13th, 2018, 10:50 pm

Thank you for this.
Roma
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Re: Supermatter for Superengineers; In Event Of Inevitable Grief

Post by Roma » July 16th, 2018, 12:56 am

What the travesty are those chair sprites
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