Space Station 13/List of guides/Supermatter
![]() |
![]() ![]() You can read this for more info about the topic |
![]() |
---|
The Supermatter (thusly referred to as the "SM") is an unstable hyper-reactive gemerald that, when fed with energy, provides a great deal more back in the form of radiation and electric shocks which are used to power the station.
This engine must be precisely controlled for environmental factors otherwise it will begin a chain reaction of heat, oxygen, and plasma production, leading to a fire, and eventually to the crystals ultimate "delamination."
Ensure to take care near the SM, as anyone who touches it is immediately dusted, and unable to be revived, except for the case of a prior clone scan. In addition, when active, the sheer power of the SM causes lasting hallucinations in anyone who looks at it, except for those wearing meson goggles.
YOU VILL NOT touch the SM. YOU VILL NOT telekinetically touch the SM. YOU VILL NOT walk into the SM. YOU VILL NOT hit the SM. YOU VILL NOT shoot the SM. YOU VILL NOT throw your coworkers into the SM.
The Setup[edit | edit source]

Before we begin..[edit | edit source]
For the roundstart setup you will need
- 1 pair of mesons/engineering goggles set to meson mode
- 1 RPD (Rapid Pipe Dispenser)
- 1 Wrench
- If you plan to enter the chamber, grab a pair of magnetic boots (magboots), and turn them on, as the SM automatically sucks nearby things into it.
Step 1: Pipe Replacement[edit | edit source]
In Space Station 13, gas inside straight pipes is in an even quantum superposition that makes it be perfectly evenly distributed around all connected straight pipes. Straight pipes are thusly objectively better than pumps at moving gas. To ensure efficiency, replace all the red marked pipes with straight pipes. Do note that no map has the same SM chamber, and thusly you must use your brain to figure out the correct pipes to replace, though that shouldn't be too difficult, right? Use your RPD to replace the pipes after unwrenching them. Red pipes are replaced with straights. White ones are removed entirely or replaced with a valve/disabled then ignored.


Using the RPD 101[edit | edit source]
For this guide, we will only need the basic pipes, though you may also use a valve, which is a closable straight pipe, from the binary tab if you so wish.
Pipes connect only IF:
- Their color is the same/it's connecting to a white pipe
- They have the same layer
- The pipe isn't directionally limited
There can only be 5 layers worth of regular pipes on any given tile, and some special pipes, like the heat exchange pipes, can only be used on layers 2-4.
The SM has only layer 3 pipes. Make sure to match the colours and to use white pipes only when needed or else you may accidentally connect your cooling pipe to the waste pipe.
You may also click disconnected pipes with the RPD to deconstruct them.
Step 2: Vents & Filters[edit | edit source]
To begin, please locate your SM's air alarm and click it. It should be unlocked by default. If not, use your ID on it or hack it.

Next, open it and go to the vent settings. Set them to internal 0. There should be 3 vents (2 pictured!)

Then, go to the scrubber settings. Set them to siphoning with expanded range. There should be 3 scrubbers (2 pictured!)

Perfect! Now, head to the back of the engine. There should be 2 pipes, 1 connected via a filter, which lead back into the chamber and the waste pipe respectively.

By default, this should be enabled and set to nitrogen. Just double-check that it's on. Then, wrench the nitrogen tanks and enable their pumps. DO NOT FORGET THIS!!!!!!!!!

Step 3: The Emitters[edit | edit source]
When the emitters are enabled, the SM will be fed lasers to energize it. THERE IS NO GOING BACK WHEN THE SUPERMATTER IS ENABLED.
Ensure everything is done. Do not fire the emitters until you are sure the cooling loop is ready. Lower the radiation shutters via the button at the chamber's entrance.

Depending on the map, some assembly may be required for the emitter array. 3 should be enough to energise the SM enough. Wrench and weld an emitter on a live wire to properly secure and power it before activation. It won't work otherwise!
Final Appearance[edit | edit source]
When fully set up, your SM should look somewhat like this (note, hanging tranny and smoke from the SM burning due to forgetting to enable the scrubbers earlier is ENTIRELY optional)

Step 4: The SMES[edit | edit source]
The superconducting magnetic energy storage units (SMES) are big bad batteries used to power the station. Depending on their upgrade level, you may have different input/output sizes, though the general setup is the same for each.
Set the input to max and the output to 5 or 10 below max. Don't worry, it'll charge the next once the first one is full.

Congratulations![edit | edit source]
Your SM is now set up. It's a set-and-forget kind of thing, and is relatively low maintenance, though additional information will be listed below. You can go rob the armory now, or whatever.
HOLY FUCKING SHIT THE SM IS DELAMMING DOCTOOOOS HEEEEEEEEEEEEEEEEEEEEELP[edit | edit source]

/calm/ DOWN.
FULFILL THIS CHECKLIST:
- DISABLE THE EMITTERS
- GRAB MESONS, A RAD SUIT, MAGBOOTS AND A WATER FIRE EXTINGUISHER
- GRAB AN ATMOS HOLOFAN (1 in every Atmos Tech or CE Locker)
- OPEN THE SM CHAMBER, QUICKLY HOLOFAN THE ENTRANCE BEFORE GAS HAS A CHANCE TO EXIT IT
- WALK ON THE SAFE HOLOFAN
- WATER EXTINGUISH THE BURNING SM. YOU CAN'T STOP THE FIRE, BUT YOU CAN LOWER ITS HEAT
- WHEN COOLED, FIGURE OUT THE PROBLEM
- RESOLVE THE PROBLEM
- Reinitiate the Supermatter once chain reaction subsides.

Common SM faults may include, but are not limited to:
- Misconfigured filters
- Broken cooling loops
- Misconfigured/Welded vents/scrubbers
- An enabled cooling loop bypass
- Improper internal gas amounts
- Ballistic Impact
On SM Monitoring or: How I learned to stop worrying and love my PDA.[edit | edit source]
NT CIMS[edit | edit source]

NT CIMS is possibly your closest friend in SM monitoring. It's a program that starts out downloaded on any engineer's PDA or additionally on various consoles inside of engineering. It may additionally be downloaded, given enough access, upon any device. It essentially works as an analyser installed into every SM. In it is all data regarding the selected SM and its environment, like, for example, its current internal energy, which directly translates to the power it gives off.
Telecomm Alerts[edit | edit source]
If the SM is damaged, it yells out over [Engineering]'s comms. If and when it's damaged enough, it yells out on [Common] comms. Special delamination alerts are also screamed out as well when this limit is reached.
Upon delamination, it gives a countdown over [Common] comms, typically down from 30 seconds. When this countdown begins, it is impossible to save the SM. [verify]
Sabotage[edit | edit source]
You can use a radio jammer to prevent the SM from crying out on comms and you can destroy, disable, or DDoS Telecomms to prevent the download and usage of NT CIMS. The SM works like a handheld radio, so it doesn't need comms to scream out common alerts. [verify]
Delaminations[edit | edit source]
There are 3 types of delaminations.
1st type: Regular[edit | edit source]
Upon reaching 0% integrity, the SM gets a countdown and explodes with a size based on its current MeV. Blast size is lowered by nitrogen, pluoxium, freon, and somewhat by miasma. Destructive.
2nd Type: Singularity[edit | edit source]
Upon reaching 0% integrity with 10000 moles of gas (based on the default absorption rate of 15%, visible on NT CIMS and only modifiable through admin shenanigans) on its tile, the SM fails to properly explode through the pressure and instead violently collapses into a SUPERMATTER-CHARGED SINGULARITY. VERY deadly.
3rd Type: Tesla[edit | edit source]
Upon reaching 0% integrity with at least 5000 MeV, the SM, with its extreme energy amount, collapses its power in a huge explosion and creates a Tesla. This is insanely destructive.
4th Type: fewvnqq##e#5##42#2#10f01[edit | edit source]
NT FACTCHECKERS HAVE DISPROVEN THE EXISTANCE OF A 4TH DELAMINATION TYPE. ANY MYTHS ABOUT "SYNDICATE SABOTAGE" CAUSING "CAUSALITY SHIELD DEACTIVATION" AND "RESONANCE CASCADES" ARE LIES. THE SM'S SHIELD CANNOT BE DISABLED. IT CAN NOT BE PUT IN A PERFECT NOBLIUM / ANTINOBLIUM MIX TO DISABLE THE SHIELDS. THE SYNDICATE CANNOT, ALTERNATIVELY, USE A SPECIAL CRYSTAL TO DISABLE THE SHIELDS. TAKE. YOUR. MEDS.
*Technicalities of type 1 explosion size[edit | edit source]

Delaminations have a minimum blast size of 0 2 4 and a maximum of 3.5 9 11. Gas impact is calculated based on % amount, ie, you got 50% plasma, 50% oxygen, that's a modifier of 1, so the blast size isn't modified by the gas. If it's 100% Nitrogen, it's a modifier of -1, meaning it's always the minimum. If it's 50% oxygen, 50% Freon, it's a modifier of 0, meaning itll be the minimum. If its 100% miasma, it's a modifier of 0.5, meaning the calculated value of the blast size is halved.
On Supermatter Surges[edit | edit source]

Supermatter surges are random* events during the round.
These instantly increase the SM's internal energy to a dangerous amount and essentially guarantee a SM fire.
Depending on the severity, it is recommended to turn off the emitters, grab a water canister, go in there following checklist 1-6 and just keep spraying the SM until the surge subsides.