Supermatter: Difference between revisions
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|H2O makes your supermatter run 10 times hotter, and has a special function where it decreases your bonus | |H2O makes your supermatter run over 10 times hotter, and has a special function where it decreases your bonus power transmission depending on what percentage of the fuel mix is H2O.. There are only drawbacks to having vapor in the chamber, and is most often found as the byproduct of a fire. | ||
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Revision as of 18:38, 4 October 2025

The supermatter (SM), or supermatter engine (SME) is one of the power sources available to Engineering.
It produces power by generating radiation in response to gasses in its chamber, much like a singularity. However, unlike a singularity, a supermatter does not need to be within a containment field. The SM begins the shift completely safe and inert, until an entity (such as a piece of trash, a mouse or a Technical Assistant) touches it, immediately vaporizing it into ash. This is why everybody tells you not to touch it. Only a select few hardsuits (such as the Chief Engineer's hardsuit) can actually touch the SM without ashing.
After it vaporizes an entity for the first time, the supermatter is permanently activated and reactive. An activated supermatter reacts with gasses present in its tile, outputting more rads and heat, along with waste in the form of oxygen, plasma and pluoxium. If these waste gasses are not scrubbed away quickly, they will form tritium and ignite.
Generally, you don't want this thing to be on fire, if you can help it.
Supermatter Console
In the same room as the supermatter you will often find a supermatter console. They allow you to track the variables governing the SM's state in real-time, and shows the following values:
- Integrity: The "health bar" of the supermatter. If it goes down to 0, it will delaminate, destroying half of your department and potentially leaving you with a loose singularity or tesla ball to deal with.
- Internal Energy: More commonly called the supermatter's "power", it's a measure of how much energy is stored inside the crystal. It increases as the supermatter absorbs gas and entities, and goes down naturally with time. The total radiation (and therefore, usable power) that the SM can provide heavily depends on its current internal energy.
- Radiation Emission: Exactly how many rads the SM's currently outputting.
- Absorbed Moles: The amount of moles the supermatter is actively processing into more internal energy.
- Temperature: How hot it is.
- Temperature Limit: How hot it can get before it starts taking integrity damage.
Gas Interaction Variables
The SM interacts with each gas differently. Every gas in the game has four attributes that can influence the supermatter's functioning:
- Power Transmission: A direct multiplier for how many rads are generated. Maximizing both the current Internal Energy and Power Transmission are the two most important things when it comes to making more power.
- Heat Penalty: A multiplier for how much heat and waste gasses are generated. Positive heat penalty generates more heat and waste, negative heat penalty generates less.
- Heat Resistance: Modifies the SM's temperature limit. Better heat resistance will allow you to run safer, hotter engines.
- Power Mix Ratio (PMR): A magic number that ranges from 1 to -1. Influences virtually every other variable. A higher PMR leads to an SM that gives out more rads, heats up more quickly, decays less in power over time, and more. You want to maximize this if you can, but gasses that have a PMR of 1 tend to be "dangerous" gasses, while those with a PMR of -1 (such as Frezon or Nitrogen) are "safe" gasses.
| Gas | Transmission | Heat Penalty | Heat Resistance | PMR | Details |
|---|---|---|---|---|---|
| Oxygen | +50% | N/A | N/A | 1 | Oxygen's great in paper. It has a positive PMR, increases rads by a fair amount and it doesn't heat the SM too much. The horrible news is that it catches on fire. Plasmafires without an open flame do not occur below 500K, so if you can find a way to keep it under that temperature, you're fine. Keep in mind that O2 has a worse specific heat than N2, which makes it even harder to cool. |
| Nitrogen | N/A | -150% | N/A | -1 | This is the default gas most supermatters run on. It comes out of a miner, doesn't ignite, and is relatively easy to cool down. Running on pure nitrogen is completely fine, and generally "enough" to power most stations. |
| Carbon Dioxide (CO2) | N/A | -80% | N/A | 1 | A staple of most "advanced" setups. On top of having a PMR of 1, CO2 also slows down natural decay of internal energy. A mix of more than 750 moles with 66% CO2 is enough to stop all power decay. This is incredibly important for supermatter engines running at over 5 GeV. |
| Plasma | +300% | +1400% | N/A | 1 | Plasma's similar to oxygen. It has better power transmission but generates a TON more heat and waste, while also being somewhat easier to cool down due to its high specific heat. The annoyingly jumpy expanding of hot plasma is bound to clog your pipes eventually, though. |
| Tritium | +29000% | +900% | N/A | 1 | Tritium is tied for the best power transmission in the game, AND it has a positive PMR. However, tritium is a horrifying gas. While it doesn't produce as much waste as plasma does, tritium has a specific heat of 10 to plasma's 200, making it 20 times harder to cool down and control. A tritfire can also ignite at 313K, far lower than plasma fires at 500K.
Can be safe if you somehow keep it from overflowing the internal energy or igniting, usually through the use of hyper-noblium or frezon, or through a very intricate and long cooling system. If you can somehow tame tritium to never go over 300K, it is currently the strongest fuel you can give to the supermatter. |
| Water Vapor (H2O) | +100% | +1200% | N/A | 1 | H2O makes your supermatter run over 10 times hotter, and has a special function where it decreases your bonus power transmission depending on what percentage of the fuel mix is H2O.. There are only drawbacks to having vapor in the chamber, and is most often found as the byproduct of a fire. |
| Ammonia | N/A | N/A | N/A | 1 | Ammonia is awesome. While it doesn't have any crazy attributes, the SM directly consumes ammonia to add 10 power (0.010 GeV) per mol. This means that just 500 mols of ammonia adds a total of 5 GeV to power. |
| Nitrous Oxide (NO2) | N/A | -500% | +1565.75K | -1 | Generally a better nitrogen, producing 5 times less waste heat and improving the SM's heat limit by quite a bit. However, keep in mind that at over 800K (so, during delaminations), it decomposes back into non-flammable nitrogen, and VERY flammable oxygen. |
| Frezon | +200% | -1000% | N/A | -1 | Triples rad output while making plasma fires near impossible through a mix of low temperature and very good heat penalty. Very solid option. |
| BZ | N/A | +500% | N/A | 1 | BZ is a very poor choice. It gives no tangible benefit over carbon dioxide, and creates far more waste. Save it to make better gasses instead. |
| Healium | +140% | +400% | N/A | 1 | Increases power transmission and PMR at the cost of more waste. Decent and reliable positive PMR option. |
| Pluoxium | N/A | -250% | N/A | -1 | Same numbers as N2, but less waste. Too valuable to just let the supermatter eat it, though. Created as a byproduct of oxygen and carbon dioxide interacting with the supermatter. |
| Nitrium | +29000% | +900% | N/A | 1 | Nitrium has the same numbers as tritium, but it doesn't ignite. This sounds fantastic, until you remember that nitrium decomposes into hydrogen at 343K, which ignites immediately, creating water vapor. A nitrium SM is possible, but even more dangerous than a tritium one. |
| Hydrogen | +24000% | +1000% | N/A | 1 | Very similar to tritium, except harder to obtain, generates less power, and burns at 373K rather than 313K. It also generates more water vapor when ignited compared to tritium, which is far worse for the supermatter. Generally worse than tritium. |
| Hyper-Noblium | +24000% | -900% | +1565.75K | -1 | Hands-down the best gas available for your supermatter. Incredible power transmission, very little waste, and tied for the best heat resistance possible. Not to mention that hyper-noblium shuts down all reactions if more than 5 mols are present, including plasma and tritium fires. The only drawback is a negative PMR, but a hypernob SM will still easily break 17-22 rads. |
| Proto-Nitrate | +14000% | -400% | +939.45K | 1 | Proto-Nitrate is one of the best gasses for the SM. It's incredibly safe to use, creates a ton of rads, and decreases waste. However, it also heats the SM up a fair bit. Normally, this is completely fine, since an environment of 100% proto-nitrate will bump up the temperature limit to 1252K. However, the moment you use another gas with less heat resistance, or the moment you run out of proto-nitrate, you will have a very angry rock at perfect plasmafire temperature. Although safe, it still demands cooling. |
| Zauker | +100% | +400% | N/A | 2 | Zauker notably has a PMR of 2. PMR can't actually be that high, but if you're using a gas with a PMR of -1 such as frezon or hypernob, you can turn it into a 1 by mixing in equal parts zauker. How useful zauker actually is highly depends on the -1 PMR gas you're pairing it with. The extra waste production isn't too bad, either. |
| Anti-Noblium | -50% | +1400% | N/A | 1 | Tanks half your transmission for +1400% waste generation. I cannot think of a single reason why you'd want to use this. In SS13, it was created as a byproduct of a delaminating SM, but this function is currently not present in SS14. |
| Halon | +10% | -80% | -281K | 0.1 | See Helium below. Exact same effects. |
| Helium | +10% | -80% | -281K | 0.1 | Halon and Helium are hands-down the most dangerous gasses you can slip into your SM. They quickly lower the supermatter's temperature limit down to 32K, which will immediately make the crystal suffer the highest possible integrity damage per tick. An environment of 100% helium or halon is possibly the fastest way to trigger a delamination. DO NOT USE THIS. |