guide-entry-power = Power
guide-entry-portable-generator = Portable Generators
guide-entry-ame = Antimatter Engine (AME)
-guide-entry-singularity = Singularity
+guide-entry-singularity = Singularity / Tesla
guide-entry-teg = Thermo-electric Generator (TEG)
guide-entry-rtg = RTG
guide-entry-controls = Controls
<Document>
-# Antimatter Engine (AME)
+ # Antimatter Engine (AME)
-The AME is one of the simplest engines available. You put together the multi-tile structure, stick some fuel into it, and you're all set. This doesn't mean it isn't potentially dangerous with overheating though.
+ The AME is one of the simplest engines available. You put together the multi-tile structure, stick some fuel into it, and you're all set. This doesn't mean it is perfectly safe though; you may need to deal with the AME overheating.
-## Construction
-<Box>Required parts:</Box>
-<Box>
-<GuideEntityEmbed Entity="AmeController"/>
-<GuideEntityEmbed Entity="AmePartFlatpack"/>
-<GuideEntityEmbed Entity="AmeJar"/>
-</Box>
+ ## Construction
+ <Box>Required parts:</Box>
+ <Box>
+ <GuideEntityEmbed Entity="AmeController"/>
+ <GuideEntityEmbed Entity="AmePartFlatpack"/>
+ <GuideEntityEmbed Entity="AmeJar"/>
+ </Box>
-To assemble an AME, start by wrenching down the controller on the far end of a HV wire. On most stations, there's catwalks to assist with this. From there, start putting down a 3x3 or larger square of AME parts in preparation for construction, making sure to maximize the number of "center" pieces that are surrounded on all 8 sides.
+ To assemble an AME, start by wrenching down the controller on the near end of a HV wire. On most stations, there's catwalks to assist with this. From there, start putting down a 3x3 or larger square of AME parts in preparation for construction, making sure to maximize the number of "center" pieces that are surrounded on all 8 sides.
-Once this is done, you can use a multitool to convert each AME part into shielding, which should form a finished AME configuration. From there, insert a fuel jar, set the fuel rate to [color=#a4885c]twice the core count or less[/color], and turn on injection.
+ Once this is done, you can use a multitool to convert each AME part into shielding, which should form a finished AME configuration. From there, insert a fuel jar, set the fuel rate to [color=#a4885c]twice the core count or less[/color], and turn on injection. Any more than this ratio will eventually result in the engine [color=#ff0000]overheating and[/color], shortly afterwards, [color=#ff0000]exploding[/color].
-## Fuel Economy
-The closer you are to the perfect ratio of [color=#a4885c]1:2[/color] (1 AME core to 2 fuel rate) the more efficient you'll be. You're cutting fuel efficiency to [color=#a4885c]50% and less[/color] if you're using more cores, but less fuel injection rate.
-For an example [color=#76db91]3 core and 6 fuel rate[/color] will generate [color=#76db91]240kW[/color], while [color=#f0684d]8 core 8 fuel rate[/color] will generate [color=#f0684d]160kW[/color]. Generating 80kW less while spending 2 more fuel each injection.
+ ## Fuel Economy
+ The closer you are to the perfect ratio of [color=#a4885c]1:2[/color] AME cores to fuel injection rate, the more efficient you'll be. You're cutting fuel efficiency to [color=#a4885c]50% and less[/color] if you're using more cores, but a lower fuel injection rate.
+ For an example, [color=#76db91]3 cores and 6 fuel injected[/color] will generate [color=#76db91]240kW[/color], while [color=#f0684d]8 cores and 8 fuel injected[/color] will generate [color=#f0684d]160kW[/color]; you'd be generating 80kW less while spending 2 more fuel per injection.
-## Upgrading the AME
+ ## Upgrading the AME
-You can generally only upgrade the AME by getting more cores, which can be done by ordering more AME packages from [color=#a4885c]cargo[/color].
-
-</Document>
\ No newline at end of file
+ You can generally only upgrade the AME by installing more cores, which can be done by ordering more AME flatpacks from [color=#a4885c]Cargo[/color].
+</Document>
<Document>
-# Access Configurator
-The access configurator is a tool used to specify what type of personnel may use certain devices.
+ # Access Configurator
+ The access configurator is a tool used to specify what type of personnel may use certain devices.
-<Box>
- <GuideEntityEmbed Entity="AccessConfigurator" Caption="access configurator"/>
-</Box>
+ <Box>
+ <GuideEntityEmbed Entity="AccessConfigurator" Caption="access configurator"/>
+ </Box>
-Configurable devices can include airlocks, secure crates and lockers, as well as access restricted machines.
+ Configurable devices can include airlocks, secure crates and lockers, as well as access restricted machines.
+ Note: Airlocks can have their accesses configured by the [color=#a4885c]Network Configurator[/color] (or multitool), for convenience.
-## Where to find access configurators
-Each station is equipped with up to two access configurators. The first is in the possession of the Chief Engineer, while the second can be found with the Head of Personnel.
+ ## Where to find Access Configurators
+ Each station is equipped with up to two access configurators. The first is in the possession of the Chief Engineer, while the second can be found with the Head of Personnel.
-## How to use the access configurator
-To modify a device using the access configurator
-- First, use the access configurator on the chosen device to link them together. This will automatically open the configurator UI.
-- Next, insert an ID card into the access configurator.
-- Set the access requirements of the connected device. What requirements can be added or removed will depend upon the access privileges of the inserted ID card.
-- Any changes made will be applied immediately - simply eject the ID card from the access configurator and close the UI when you are done.
+ ## How to use the access configurator
+ To modify a device using the access configurator:
+ - First, use the access configurator on the chosen device to link them together. This will automatically open the configurator UI.
+ - Next, insert an ID card into the access configurator.
+ - Set the access requirements of the connected device. What requirements can be added or removed will depend upon the access privileges of the inserted ID card.
+ - Any changes made will be applied [color=#a4885c]immediately[/color] - simply eject the ID card from the access configurator and close the UI when you are done.
-## Restrictions on changing access
-As a safety precaution, the inserted ID must possess *all* of the access requirements that are currently active on the connected device in order to modify it.
+ ## Restrictions on changing access
+ As a safety precaution, the inserted ID must possess [bold]all[/bold] of the access requirements that are currently active on the connected device in order to modify it.
-For example, a device which can be access by both 'Science' and 'Medical' personnel can only by modified using an ID card that has access to both of these departments. The access configurator will warn the user if the inserted ID card does not have sufficient privileges to modify a device.
+ For example, a device which can be access by both 'Science' and 'Medical' personnel can only by modified using an ID card that has access to [color=#a4885c]both[/color] of these departments.
+ The access configurator will warn the user if the inserted ID card does not have sufficient privileges to modify a device.
-A device with no access requirements set, like a public access airlock, can be modified using any valid station ID card.
+ A device with no access requirements set, like a public access airlock, can be modified using any valid station ID card.
-## Repairing damaged ID card readers
-Syndicate agents may attempt to hack access restricted devices through the use of a Cryptographic Sequencer (EMAG). This nefarious tool will completely short out any ID card readers that are attached to the device.
+ ## Repairing damaged ID card readers
+ Syndicate agents may attempt to hack access restricted devices through the use of a [color=#a4885c]Cryptographic Sequencer (EMAG)[/color]. This nefarious tool will completely short out any ID card readers that are attached to the device.
-Crew members will need to partially de/reconstruct affected devices, and then set appropriate access permissions afterwards using the access configurator, to re-establish access restrictions.
-</Document>
\ No newline at end of file
+ Engineers will need to partially de/reconstruct affected devices, and then set appropriate access permissions afterwards using the access configurator (or network configurator, for airlocks), to re-establish access restrictions.
+</Document>
<Document>
-# Airlock Upgrades
-It is not uncommon for plucky individuals to try and bypass an airlock by meddling with its internal wiring.
+ # Airlock Upgrades
+ It is not uncommon for plucky individuals to try and bypass an airlock by meddling with its internal wiring.
-Fortunately, certain countermeasures can installed into airlocks to inconvenience any would be trespassers.
+ Fortunately, certain countermeasures can installed into airlocks to inconvenience any would-be trespassers.
-## Medium security airlocks
-The most basic form of intrusion deterrence is to install internal steel plating that will prevent access to internal wiring of the airlock.
+ ## Medium security airlocks
+ The most basic form of intrusion deterrence is to install a secured steel plating that will prevent access to internal wiring of the airlock.
-To upgrade a basic airlock to a medium security airlock, you will require the following materials
-<Box HorizontalAlignment="Stretch">
- <Box>
- <GuideEntityEmbed Entity="SheetSteel" Caption="steel sheet x2"/>
- </Box>
- <Box>
- <GuideEntityEmbed Entity="Screwdriver" Caption="screwdriver"/>
- </Box>
- <Box>
- <GuideEntityEmbed Entity="Welder" Caption="welder"/>
- </Box>
-</Box>
+ To upgrade a basic airlock to a medium security airlock, you will require the following materials:
+ <Box HorizontalAlignment="Stretch">
+ <Box>
+ <GuideEntityEmbed Entity="SheetSteel" Caption="2 steel sheets"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="Screwdriver" Caption="Screwdriver"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="Welder" Caption="Welder"/>
+ </Box>
+ </Box>
-To upgrade the basic airlock,
-- Use the screwdriver to open the airlock maintenance panel.
-- Add the steel sheets to the airlock.
-- Weld the steel sheets into place.
-- Close the maintenance panel using the screwdriver.
+ To upgrade a basic airlock:
+ - Use the screwdriver to open the airlock maintenance panel.
+ - Add the steel sheets to the airlock.
+ - Weld the steel sheets into place.
+ - Close the maintenance panel using the screwdriver.
-## High security airlocks
-For airlocks leading to the more sensitive areas of the space station, the use of stronger deterrents are advised. High security airlocks have improved armor plating to protect its internal wiring, along with an electrified security grille.
+ ## High security airlocks
+ For airlocks leading to the more sensitive areas of the space station, the use of stronger deterrents are advised. High security airlocks have improved armor plating to protect its internal wiring, along with an electrified security grille.
-To upgrade a basic airlock to a high security airlock, you will require the following materials
-<Box HorizontalAlignment="Stretch">
- <Box>
- <GuideEntityEmbed Entity="SheetPlasteel" Caption="plasteel sheet x2"/>
- </Box>
- <Box>
- <GuideEntityEmbed Entity="PartRodMetal" Caption="metal rod x2"/>
- </Box>
- <Box>
- <GuideEntityEmbed Entity="Screwdriver" Caption="screwdriver"/>
- </Box>
- <Box>
- <GuideEntityEmbed Entity="Welder" Caption="welder"/>
- </Box>
-</Box>
+ To upgrade a medium security airlock to a high security airlock, you will require the following materials:
+ <Box HorizontalAlignment="Stretch">
+ <Box>
+ <GuideEntityEmbed Entity="SheetPlasteel" Caption="2 plasteel sheets"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="PartRodMetal" Caption="2 metal rods"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="Screwdriver" Caption="Screwdriver"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="Welder" Caption="Welder"/>
+ </Box>
+ </Box>
-To upgrade the basic airlock,
-- Use the screwdriver to open the airlock maintenance panel.
-- Add the plasteel sheets to the airlock.
-- Weld the plasteel sheets into place.
-- Add the metal rods to the airlock.
-- Close the maintenance panel using the screwdriver.
+ To upgrade a medium security airlock:
+ - Use the screwdriver to open the airlock maintenance panel.
+ - Add the plasteel sheets to the airlock.
+ - Weld the plasteel sheets into place.
+ - Add the metal rods to the airlock.
+ - Close the maintenance panel using the screwdriver.
-## Maximum security airlocks
-You can optionally upgrade a high security airlock to a maximum security airlock. Maximum security airlocks possess an additional layer of plasteel plating on top of its other protections.
+ ## Maximum security airlocks
+ You can optionally upgrade a high security airlock to a maximum security airlock. Maximum security airlocks possess an additional layer of plasteel plating on top of its other protections.
-To upgrade a high security airlock to a maximum security airlock, you will require the following materials
-<Box HorizontalAlignment="Stretch">
- <Box>
- <GuideEntityEmbed Entity="SheetPlasteel" Caption="plasteel sheet x2"/>
- </Box>
- <Box>
- <GuideEntityEmbed Entity="Screwdriver" Caption="screwdriver"/>
- </Box>
- <Box>
- <GuideEntityEmbed Entity="Welder" Caption="welder"/>
- </Box>
-</Box>
+ To upgrade a high security airlock to a maximum security airlock, you will require the following materials:
+ <Box HorizontalAlignment="Stretch">
+ <Box>
+ <GuideEntityEmbed Entity="SheetPlasteel" Caption="2 plasteel sheets"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="Screwdriver" Caption="Screwdriver"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="Welder" Caption="Welder"/>
+ </Box>
+ </Box>
-To upgrade the high security airlock,
-- Use the screwdriver to open the airlock maintenance panel.
-- Add the plasteel sheets to the airlock.
-- Weld the plasteel sheets into place.
-- Close the maintenance panel using the screwdriver.
-</Document>
\ No newline at end of file
+ To upgrade a high security airlock:
+ - Use the screwdriver to open the airlock maintenance panel.
+ - Add the plasteel sheets to the airlock.
+ - Weld the plasteel sheets into place.
+ - Close the maintenance panel using the screwdriver.
+</Document>
-<Document>
-# Atmospherics
-
-Atmospherics setups are a necessity for your long-term comfort but are generally undocumented, resulting in them being a bit tricky to set up. The following attempts to cover the basics.
-
-## Standard Mix
-Breathing pure O2 or pure N2 is generally bad for the health of your crew, and it is recommended to instead aim for a mix of [color=#a4885c]78% N2 and 22% O2 at 101.24kPa.[/color] It's recommended that your gas mixer setup be set to output at least 1000kPa for faster re-pressurization of rooms.
-<Box>
-<GuideEntityEmbed Entity="OxygenCanister"/>
-<GuideEntityEmbed Entity="NitrogenCanister"/>
-<GuideEntityEmbed Entity="AirCanister"/>
-</Box>
-Variations on this mix may be necessary for the long-term comfort of atypical crew, for example crew who require a plasma gas mix to survive. For atypical crew, it is recommended to try and give them their own personal space, isolated by either airlock or disposals section. Keep in mind both methods are leaky and you will need scrubbers on both sides of the lock to clean up any leaked gasses.
-<Box>
-<GuideEntityEmbed Entity="PlasmaCanister"/>
-<GuideEntityEmbed Entity="StorageCanister"/>
-</Box>
-## Vents and Scrubbers
-Vents and scrubbers are core atmospherics devices that fill and cleanse rooms, respectively. By default, they are configured for filling rooms to standard pressure (101.24kPa) and to remove all non-O2/N2 gasses from a room. They can be reconfigured from their default settings, allowing you to configure how they respond to various types of gasses or pressure levels. This can be done by interacting with an existing air alarm nearby, or installing and connecting them to a new one.
-
-<Box>
-<GuideEntityEmbed Entity="GasVentPump"/>
-<GuideEntityEmbed Entity="GasVentScrubber"/>
-</Box>
-During standard operation, if a vent detects that the outside environment is space, it will automatically cease operation until a minimum pressure is reached to avoid destruction of necessary gasses. This can be fixed by pressurizing the room up to that minimum pressure by refilling it with gas canister (potentially multiple, if the room is of significant size).
-
-Should you encounter a situation where scrubbers aren't cleaning a room fast enough, employ portable scrubbers by dragging them to the affected location and wrenching them down. They work much faster than typical scrubbers and can clean up a room quite quickly. Large spills may require you to employ multiple.
-<Box>
-<GuideEntityEmbed Entity="PortableScrubber"/>
-</Box>
-# Gas mixes and Burn chambers
-In the event you finish all the tasks at hand, you can make some extra power or money by creating new chemical gasses.
-
-##Tritium
-Tritium is a clear, green gas that is highly flammable, radioactive, and combusts when in contact with oxygen making it very helpful when running the [color=#a4885c]TEG.[/color]
-It can be made by burning 1% Plasma and 96% or more Oxygen in the Burn Chamber. You can extract this gas through scrubbers.
-
-<Box>
-<GuideEntityEmbed Entity="PlasmaCanister" />
-<GuideEntityEmbed Entity="OxygenCanister" />
-<GuideEntityEmbed Entity="GasVentScrubber"/>
-<GuideEntityEmbed Entity="TritiumCanister" />
-</Box>
-
-##Frezon
-Frezon is a bluish-green gas that is very complex and very dangerous. To obtain frezon, you must mix Tritium, Oxygen, and Nitrogen in a 70K room to start the reaction, as well as prevent the Tritium from combusting with the oxygen.
-
-<Box>
-<GuideEntityEmbed Entity="TritiumCanister" />
-<GuideEntityEmbed Entity="AirCanister" />
-<GuideEntityEmbed Entity="GasVentScrubber"/>
-<GuideEntityEmbed Entity="StorageCanister" Caption="Frezon Canister"/>
-</Box>
-
-It is critical to understand that a frezon leak can devastate the station, causing a wintery hell filled with itchy sweaters and cold burns. Frezon is very cold, and can freeze the station to death if even a few moles get out, so make sure that you lock your canisters or just move your Frezon straight into a storage room.
-
-## Reference Sheet
-- Standard atmospheric mix is [color=#a4885c]78% N2 and 22% O2 at 101.24kPa.[/color]
-- Gas obeys real math. You can use the equation PV = nRT (Pressure kPa * Volume L = Moles * R * Temperature K) to derive information you might need to know about a gas. R is approximately 8.31446
+<Document>
+ # Atmospherics
+
+ Atmospherics setups are a necessity for your long-term comfort, but are generally underdocumented, resulting in them being a bit tricky to set up. The following attempts to cover the basics.
+
+ ## Standard Mix
+ Breathing pure O2 or pure N2 is generally bad for the health of your crew, and it is recommended to instead aim for a mix of [color=#a4885c]78% N2 and 22% O2 at 101.24kPa.[/color] It's recommended that your gas mixer setup be set to output at least 300kPA for faster re-pressurization of rooms, without posing too much of an overpressurization risk, should traitors sabotage the distro.
+ <Box>
+ <GuideEntityEmbed Entity="OxygenCanister"/>
+ <GuideEntityEmbed Entity="NitrogenCanister"/>
+ <GuideEntityEmbed Entity="AirCanister"/>
+ </Box>
+ Variations on this mix may be necessary for the long-term comfort of atypical crew, (for example, Voxes, who are poisoned by Oxygen and breathe Nitrogen). For atypical crew (to be implemented), it is recommended to try and give them their own personal space, isolated by either an airlock or disposals section. Keep in mind that both methods are leaky and you will need scrubbers on both sides of the lock to clean up any leaked gasses.
+ <Box>
+ <GuideEntityEmbed Entity="NitrogenCanister"/>
+ <GuideEntityEmbed Entity="StorageCanister"/>
+ </Box>
+ ## Vents and Scrubbers
+ Vents and scrubbers are core atmospherics devices that fill and cleanse rooms, respectively. By default, they are configured for filling rooms to standard pressure (101.24kPa) and to remove all non-O2/N2 gasses from a room. They can be reconfigured from their default settings by linking them to an Air Alarm, allowing you to configure how they respond to various types of gasses or pressure levels.
+
+ <Box>
+ <GuideEntityEmbed Entity="GasVentPump"/>
+ <GuideEntityEmbed Entity="GasVentScrubber"/>
+ </Box>
+ During standard operation, if a normal vent detects that the outside environment is space, it will automatically cease operation until a minimum pressure is reached to avoid destruction of useful gasses. This can be fixed by pressurizing the room up to that minimum pressure by refilling it with gas canister (potentially multiple, if the room is of significant size).
+
+ Should you encounter a situation where scrubbers aren't cleaning a room fast enough (and the "Siphon" functionality still cannot keep up), employ portable scrubbers by dragging them to the affected location and wrenching them down. They work much faster than typical scrubbers and can clean up a room quite quickly. Large spills may require you to employ multiple.
+ <Box>
+ <GuideEntityEmbed Entity="PortableScrubber"/>
+ </Box>
+ # Gas mixes and Burn chambers
+ In the event you finish all the tasks at hand, you can make some extra money by creating new chemical gasses.
+
+ ##Tritium
+ Tritium is a clear, green gas that is highly flammable, radioactive, and combusts when in contact with oxygen, making it very helpful when running the [color=#a4885c]TEG[/color].
+ It can be made by burning 1% Plasma and 96% or more Oxygen in the Burn Chamber (Ideal ratio is 3% Plasma to 97% Oxygen). You can extract this gas through scrubbers.
+
+ <Box>
+ <GuideEntityEmbed Entity="PlasmaCanister"/>
+ <GuideEntityEmbed Entity="OxygenCanister"/>
+ <GuideEntityEmbed Entity="GasVentScrubber"/>
+ <GuideEntityEmbed Entity="TritiumCanister"/>
+ </Box>
+
+ ##Frezon
+ Frezon is a bluish-green gas that is very complex and very dangerous. To obtain frezon, you must mix Tritium, Oxygen, and Nitrogen in a 70K room to start the reaction, and prevent the Tritium from combusting with the oxygen.
+
+ <Box>
+ <GuideEntityEmbed Entity="TritiumCanister"/>
+ <GuideEntityEmbed Entity="AirCanister"/>
+ <GuideEntityEmbed Entity="GasVentScrubber"/>
+ <GuideEntityEmbed Entity="StorageCanister" Caption="Frezon Canister"/>
+ </Box>
+
+ It is critical to understand that a frezon leak can devastate the station, causing a wintery hell filled with itchy sweaters and cold burns. Frezon is very cold, and can freeze the station to death if even a few moles get out, so make sure that you lock your canisters or just move your Frezon straight into a storage room.
+
+ ## Reference Sheet
+ - Standard atmospheric mix is [color=#a4885c]78% N2 and 22% O2 at 101.24kPa.[/color]
+ - Gas obeys real math. You can use the equation:
+ <Box>
+ [color=cyan]PV = nRT[/color]
+ </Box>
+ <Box>
+ ([color=#a4885c]Pressure kPa * Volume L = Moles * R * Temperature K[/color])
+ </Box> to derive information you might need to know about a gas. R is approximately 8.31446.
</Document>
-<Document>
-# Construction
+<Document>
+ # Construction
-By pressing [color=#a4885c]G[/color], one can open the construction menu, which allows you to craft and build a variety of objects.
+ By pressing [color=#a4885c][keybind="OpenCraftingMenu"][/color], one can open the construction menu, which allows you to craft and build a variety of objects.
-When placing objects that "snap" to the grid, you can hold [color=#a4885c]shift[/color] to place an entire line at a time, and [color=#a4885c]ctrl[/color] to place an entire square at a time.
+ When placing objects that "snap" to the grid, you can hold [color=#a4885c]Shift[/color] to place an entire line at a time, and [color=#a4885c]Ctrl[/color] to place an entire grid at a time.
-When crafting objects with a lot of ingredients, keep in mind you don't have to hold everything at once, you can simply place the ingredients on the floor or on a table near you and they'll be used up during crafting like normal.
+ When crafting objects with a lot of ingredients, keep in mind you don't have to hold everything at once; you can simply place the ingredients on the floor, in your backpack or on a table near you, and they'll be used up during crafting like normal.
-When placing a "building ghost" somewhere in the world press [color=#a4885c]Middle Mouse Button[/color] to rotate the ghost clockwise.
+ When placing a "building ghost" somewhere in the world, press [color=#a4885c][keybind="EditorRotateObject"][/color] to rotate the ghost clockwise. If you are building a mirrorable component (think: Gas Mixers/Filters), you can press [color=#a4885c][keybind="EditorFlipObject"][/color] to flip the ghost.
</Document>
<Document>
-# Engineering
+ # Engineering
-Engineering is a combination of construction work, repair work, maintaining a death machine that happens to produce power, and making sure the station contains breathable air.
+ Engineering is a combination of construction work, repair work, maintaining a death machine that happens to produce power, and making sure the station contains breathable air.
-## Tools
-<Box>
-<GuideEntityEmbed Entity="Wrench"/>
-<GuideEntityEmbed Entity="Crowbar"/>
-<GuideEntityEmbed Entity="Screwdriver"/>
-<GuideEntityEmbed Entity="Wirecutter"/>
-</Box>
-<Box>
-<GuideEntityEmbed Entity="Welder"/>
-<GuideEntityEmbed Entity="Multitool"/>
-<GuideEntityEmbed Entity="NetworkConfigurator"/>
-</Box>
-Your core toolset is a small variety of tools. If you're an engineer, then you should have a belt on your waist containing one of each, if not you can likely find them in maintenance and tool storage within assorted toolboxes and vending machines.
-
-Most tasks will have explainers for how to perform them on examination, for example if you're constructing a wall, it'll tell you the next step if you look at it a bit closer.
+ ## Tools
+ <Box>
+ <GuideEntityEmbed Entity="Wrench"/>
+ <GuideEntityEmbed Entity="Crowbar"/>
+ <GuideEntityEmbed Entity="Screwdriver"/>
+ <GuideEntityEmbed Entity="Wirecutter"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="Welder"/>
+ <GuideEntityEmbed Entity="Multitool"/>
+ <GuideEntityEmbed Entity="NetworkConfigurator"/>
+ </Box>
+ Your core toolset is a small variety of tools. If you're an engineer, then you should have a belt on your waist containing one of each; if not, you can likely find them in maintenance shafts and in tool storage within assorted toolboxes and vending machines.
+ Most tasks will have explainers for how to perform them on examination; for example, if you're constructing a wall, it'll tell you the next step if you look at it a bit closer.
</Document>
-<Document>
-# Fires & Space
+<Document>
+ # Fires & Space
-Fires and spacings are an inevitability due to the highly flammable plasma gas and endless vacuum of space present in and around the station, so it's important to know how to manage them.
+ Fires and spacings are an inevitability due to the highly flammable plasma gas and the endless vacuum of space present in and around the station, so it's important to know how to manage them.
-## Spacing
-Space is arguably the easier of the two to handle.
-While it does render an area uninhabitable, it can be trivially solved by simply sealing the hole that resulted in the vacuum. After that, assuming distro vents and pipes have not been destroyed in some unfortunate accident, the room will slowly begin to repressurize.
-Be aware, that active spacings will slowly siphon the air out of the station's air reserves. If you find it impossible to fix structural damage due to some other hazard - make sure to limit the airflow to that room.
+ ## Spacing
+ Space is arguably the easier of the two to handle.
+ While it does render an area uninhabitable, it can be trivially solved by simply sealing the hole that resulted in the vacuum. After that, assuming distro vents and pipes have not been destroyed in some unfortunate accident, the room will slowly begin to repressurize.
+ Be aware; active spacings will slowly siphon the air out of the station's air reserves. If you find it impossible to fix structural damage due to some other hazard, make sure to limit the airflow to that room. (Currently only half-valid due to the Gas Miners infinitely replenishing most of the useful gases)
-## Fires
-Fires can be dealt with through a multitude of ways, but some of the most effective methods include:
- - Spacing the enflamed area if possible. This will destroy all of the gasses in the room, which may be a problem if you're already straining life support.
- - Dumping a Frezon canister into the enflamed area. This will ice over the flames and halt any ongoing reaction, provided you use enough Frezon. Additionally does not result in destruction of material, so you can simply scrub the room afterwards.
+ ## Fires
+ Fires can be dealt with through a multitude of ways, but some of the most effective methods include:
+ - Spacing the enflamed area if possible. This will destroy all of the gasses in the room, which may be a problem if you're already straining life support.
+ - Dumping a Frezon canister into the enflamed area. This will ice over the flames and halt any ongoing reaction, provided you use enough Frezon. Additionally, this does not result in destruction of material, so you can simply scrub the room afterwards.
</Document>
<Document>
-# Network Configurator
-The network configurator allows you to manipulate device lists and link devices together.
-<Box>
- <GuideEntityEmbed Entity="NetworkConfigurator"/>
-</Box>
-The configurator has two modes: List and Link. You can press [color=gray]Alt+Z[/color] or [color=gray]Alt+Y[/color] to switch between them.
+ # Network Configurator
+ The network configurator allows you to manipulate device lists, link devices together and configure accesses for airlocks through door electronics.
+ <Box>
+ <GuideEntityEmbed Entity="NetworkConfigurator"/>
+ </Box>
+ The configurator has two modes: List and Link. You can press [color=gray]Alt+Z[/color] or [color=gray]Alt+Y[/color] to switch between them.
-## List Mode
-In list mode you can click on network devices to save them on the configurator and then on a network device that has a device list like the [color=#a4885c]Air Alarm[/color].
+ ## List Mode
+ In list mode you can click on network devices to save them on the configurator and then on a network device that has a device list like the [color=#a4885c]Air Alarm[/color].
-When clicking on a device like the Air Alarm, a UI will open displaying the list currently saved on the device and buttons to manipulate that list.
+ When clicking on a device like the Air Alarm, a UI will open displaying the list currently saved on the device and buttons to manipulate that list.
-You can:
-- Replace the current list with the one saved on the configurator
-- Add the list on the configurator to the current one
-- Clear the current list
-- Copy the current list to the configurator
-- Visualize the connections to the devices on the current list
+ You can:
+ - Replace the current list with the one saved on the configurator
+ - Add the list on the configurator to the current one
+ - Clear the current list
+ - Copy the current list to the configurator
+ - Visualize the connections to the devices on the current list
-Pressing [color=gray]z[/color] or [color=gray]y[/color] opens the list saved on the configurator where you can remove saved devices.
+ Pressing [color=gray][keybind="ActivateItemInHand"][/color] opens the list saved on the configurator where you can remove saved devices.
-## Link Mode
-With link mode you can click on a device that is capable of device linking and click on any other device that is either
-a sink or source.
+ ## Link Mode
+ With link mode, you can click on a device that is capable of device linking and then click on any other device that is either a sink or source.
-For example, first clicking on a source like a [color=#a4885c]signal button[/color] and then on sink like a
-[color=#a4885c]small light[/color] opens a UI that displays the source ports on the left side and the sink ports on the right.
+ For example, first clicking on a source, like a [color=#a4885c]signal button[/color], and then on sink, like a [color=#a4885c]small light[/color], opens a UI that displays the source ports on the left side and the sink ports on the right.
-Now you can eiter click [color=gray]link defaults[/color] to link the default ports for a source + sink combination or press on a source and then a sink port to connect them.
+ Now, you can either click [color=gray]Link Defaults[/color] to link the default ports for a source + sink combination, or press on a source port and then a sink port to connect them.
-An example of a default link for the aformentioned combinaton of devices would be:
-<Box>
- [color=cyan]Pressed 🠒 Toggle[/color]
-</Box>
-When you're done connecting the ports you want you can click on [color=gray]ok[/color] to close the UI.
+ An example of a default link for the aformentioned combinaton of devices would be:
+ <Box>
+ [color=cyan]Pressed 🠒 Toggle[/color]
+ </Box>
+ When you're done connecting the ports you want you can click on [color=gray]OK[/color] to close the UI.
-You can quickly link multiple devices to their default port by first clicking on a device that can be linked and then using [color=gray]alt+left mouse button[/color] on the devices you want to link together.
+ You can quickly link multiple devices to their default port by first clicking on a device that can be linked and then using [color=gray]Alt+Left Mouse button[/color] on the devices you want to link together.
+
+ ## Airlock Access
+ To configure an airlock's access, simply take the airlock's door electronics and interact with it using a network configurator (or multitool). Select the accesses you want, insert the door electronics into an airlock frame, and construct to finish!
</Document>
<Document>
-# Networking
-Some devices on the station need to communicate with each other, and they do this by utilizing device networking.
-With networking machines and devices can send arbitrary data between each other.
-There are multiple networks that get used, such as the wireless and wired network.
-Each network device has a frequency it receives on. PDAs for example, use the frequency: [color=green]220.2[/color]
+ # Networking
+ Some devices on the station need to communicate with each other, and they do this by utilizing device networking.
+ With networking, machines and devices can send arbitrary data between each other.
+ There are multiple networks that get used, such as the wireless and wired network.
+ Each network device has a frequency it receives on. PDAs for example, use the frequency: [color=green]220.2[/color]
-## Device Lists
-Some devices need to know what other devices to communicate with specifically.
-<Box>
- <GuideEntityEmbed Entity="AirAlarm"/>
-</Box>
-Air alarms for example require you to tell it which vents, scrubbers, sensors, and firelocks to interact with.
-You do that by using the Network Configurator.
+ Note: The following operations will require use of the Network Configurator to be performed:
-## Linking
-If devices basic or still more advanced but need finer control of how and what connects to each other they will generally use device linking.
+ ## Device Lists
+ Some devices need to know which other devices to communicate with specifically.
<Box>
- <GuideEntityEmbed Entity="SignalSwitch"/>
- <GuideEntityEmbed Entity="Airlock"/>
+ <GuideEntityEmbed Entity="AirAlarm"/>
</Box>
-With linking you can connect the outputs of a device like [color=gray]On[/color] or [color=gray]Off[/color] with the inputs of a device like the airlocks
-[color=gray]Open[/color] or [color=gray]Close[/color] inputs.
-The Network Configurator is also used for linking devices together.
+ Air alarms, for example, require you to tell it which vents, scrubbers, sensors, and firelocks to interact with.
+
+ ## Linking
+ If a device, basic or advanced, needs finer controls of how and which devices it connects to, it will generally use device linking.
+ <Box>
+ <GuideEntityEmbed Entity="SignalSwitch"/>
+ <GuideEntityEmbed Entity="Airlock"/>
+ </Box>
+ With linking, you can connect the outputs of a device, like [color=gray]On[/color] or [color=gray]Off[/color], with the inputs of a device, like the airlocks [color=gray]Open[/color] or [color=gray]Close[/color] inputs.
</Document>
-<Document>
+<Document>
# Portable Generators
- Need power? No engine running? The "P.A.C.M.A.N." line of portable generators has you covered.
+ Need power? No engines running? The "P.A.C.M.A.N." line of portable generators has you covered.
<Box>
<GuideEntityEmbed Entity="PortableGeneratorJrPacman" Caption="J.R.P.A.C.M.A.N." />
<GuideEntityEmbed Entity="WeldingFuelTank" />
</Box>
- The J.R.P.A.C.M.A.N. can be found across the station in maintenance areas, and is ideal for crew to set up themselves whenever there are power issues.
+ The J.R.P.A.C.M.A.N. can be found across the station in maintenance shafts, and is ideal for crew to set up themselves whenever there are power issues.
Setup is incredibly easy: wrench it down above an [color=green]LV[/color] power cable, give it some welding fuel, and start it up.
- Welding fuel should be plentiful to find around the station. In a pinch, you can even transfer some from the big tanks with a soda can. Just remember to empty the soda can first, I don't think it likes soda as fuel.
+ Welding fuel should be plentiful to find around the station. In a pinch, you can even transfer some from the big tanks with a soda can or water bottle. Just remember to empty the soda can first, I don't think it likes soda as fuel.
# The Big Ones
<GuideEntityEmbed Entity="SheetUranium" />
</Box>
- The (S.U.P.E.R.)P.A.C.M.A.N. is intended for usage by engineering for advanced power scenarios. Bootstrapping the engine, powering departments, and so on.
+ The (S.U.P.E.R.)P.A.C.M.A.N. is intended for usage by engineering for advanced power scenarios. Bootstrapping larger engines, powering departments, and so on.
- The S.U.P.E.R.P.A.C.M.A.N. boasts larger power output and longer runtime at maximum output, but scales down to lower outputs less efficiently.
+ The S.U.P.E.R.P.A.C.M.A.N. boasts a larger power output and longer runtime at maximum output, but scales down to lower outputs less efficiently.
- They connect directly to [color=yellow]MV[/color] or [color=orange]HV[/color] power cables, able to switch between them for flexibility.
+ They connect directly to [color=yellow]MV[/color] or [color=orange]HV[/color] power cables, and are able to switch between them for flexibility.
+ The S.U.P.E.R.P.A.C.M.A.N and P.A.C.M.A.N require uranium sheets and plasma sheets as fuel, respectively.
</Document>
<Document>
-# Power
-
-SS14 has a fairly in-depth power system through which all devices on the station receive electricity. It's divided into three main powernets; HV, LV, and MV.
-<Box>
-<GuideEntityEmbed Entity="CableHVStack"/>
-<GuideEntityEmbed Entity="CableMVStack"/>
-<GuideEntityEmbed Entity="CableApcStack"/>
-</Box>
-
-## Cabling
-The three major cable types (HV, MV, and LV) can be used to form independent powernets. Examine them for a description of their uses.
-<Box>
-<GuideEntityEmbed Entity="CableHV"/>
-<GuideEntityEmbed Entity="CableMV"/>
-<GuideEntityEmbed Entity="CableApcExtension"/>
-</Box>
-
-## Power storage
-Each power storage device presented functions as the transformer for its respective power level (HV, MV, and LV) and also provides a fairly sizable backup battery to help flatten out spikes and dips in power usage.
-<Box>
-<GuideEntityEmbed Entity="SMESBasic"/>
-<GuideEntityEmbed Entity="SubstationBasic"/>
-<GuideEntityEmbed Entity="APCBasic"/>
-</Box>
-
-## Ramping
-Contrary to what one might expect from a video game electrical simulation, power is not instantly provided upon request. Generators and batteries take time to ramp up to match the draw imposed on them, which leads to brownouts when there are large changes in current draw all at once, for example when batteries run out.
-
-## Installing power storage
-Substations are the most self-explanatory. Simply install the machine on top of an MV and HV cable, it will draw power from the HV cable to provide to MV.
-
-Installing APCs is similarly simple, except APCs are exclusively wallmounted machinery and cannot be installed on the floor. Make sure it has both MV and LV connections.
-
-Installing a SMES requires you construct a cable terminal to use as the input. The SMES will draw power from the terminal and send power out from underneath. The terminal will ensure that the HV input and HV output do not connect. Avoid connecting a SMES to itself, this will result in a short circuit which can result in power flickering or outages depending on severity.
-
-## APC breaking
-Currently the only power storage device that has a limit to its power network is APC. As soon as all connected devices and machinery demand more than [color=#a4885c]24kW[/color] it's breaker will pop and everything will turn off.
-<Box>
-<GuideEntityEmbed Entity="APCBasic"/>
-</Box>
-
-## Checking power grid
-1. Use the [color=#a4885c]t-ray scanner[/color] in order to locate cables that are hidden under tiles. (skip this step if cables aren't hidden)
-2. Pry open the tile that is blocking your access to the cable with a [color=#a4885c]crowbar[/color]. (skip this step if cables aren't hidden)
-3. Equip your trusty [color=#a4885c]Multitool[/color] and click on any cable to see powergrid stats.
-<Box>
-<GuideEntityEmbed Entity="Multitool"/>
-<GuideEntityEmbed Entity="Crowbar"/>
-<GuideEntityEmbed Entity="trayScanner"/>
-</Box>
+ # Power
+
+ SS14 has a fairly in-depth power system through which all devices on the station receive electricity. It's divided into three main powernets; High Voltage, Medium Voltage, and Low Voltage.
+ <Box>
+ <GuideEntityEmbed Entity="CableHVStack"/>
+ <GuideEntityEmbed Entity="CableMVStack"/>
+ <GuideEntityEmbed Entity="CableApcStack"/>
+ </Box>
+
+ ## Cabling
+ The three major cable types (HV, MV, and LV) can be used to form independent powernets. Examine them for a description of their uses.
+ <Box>
+ <GuideEntityEmbed Entity="CableHV"/>
+ <GuideEntityEmbed Entity="CableMV"/>
+ <GuideEntityEmbed Entity="CableApcExtension"/>
+ </Box>
+
+ ## Power storage
+ Each power storage device presented functions as the transformer for its respective power level (HV, MV, and LV), and also provides a fairly sizable backup battery to help flatten out spikes and dips in power usage.
+ <Box>
+ <GuideEntityEmbed Entity="SMESBasic"/>
+ <GuideEntityEmbed Entity="SubstationBasic"/>
+ <GuideEntityEmbed Entity="APCBasic"/>
+ </Box>
+
+ ## Ramping
+ Contrary to what one might expect from a video game electrical simulation, power is not instantly provided upon request. Generators and batteries take time to ramp up to match the draw imposed on them, which leads to brownouts when there are large changes in current draw all at once; for example, when batteries run out.
+
+ ## Installing power storage
+ Substations are the most self-explanatory. Simply install the machine on top of an MV and HV cable; it will draw power from the HV cable to provide to MV.
+
+ Installing APCs is similarly simple, except APCs are exclusively wallmounted machinery and cannot be installed on the floor. Make sure it has both MV and LV connections.
+
+ Installing a SMES requires you construct a cable terminal to use as the input. The SMES will draw power from the terminal and send power out from underneath. The terminal will ensure that the HV input and HV output do not connect. Avoid connecting a SMES to itself; this will result in a short circuit, which can result in power flickering or outages depending on severity.
+
+ ## APC breaking
+ Currently the only power storage device that has a limit to its power to the network is the APC. As soon as all connected devices and machinery demand more than [color=#a4885c]24kW[/color] of power, its breaker will pop and everything will turn off. In the case that you are not an engineer, call an engineer (or cyborg) to re-enable it, after reducing the load back down to [color=#a4885c]below[/color] 24kW.
+ <Box>
+ <GuideEntityEmbed Entity="APCBasic"/>
+ </Box>
+
+ ## Checking the power grid
+ 1. Use the [color=#a4885c]t-ray scanner[/color] in order to locate cables that are hidden under tiles. (skip this step if cables aren't hidden)
+ 2. Pry open the tile that is blocking your access to the cable with a [color=#a4885c]crowbar[/color]. (skip this step if cables aren't hidden)
+ 3. Equip your trusty [color=#a4885c]Multitool[/color] and click on any cable to see the power-grid stats.
+ <Box>
+ <GuideEntityEmbed Entity="Multitool"/>
+ <GuideEntityEmbed Entity="Crowbar"/>
+ <GuideEntityEmbed Entity="trayScanner"/>
+ </Box>
</Document>
<Document>
-# Radioisotope Thermoelectric Generator (RTG)
+ # Radioisotope Thermoelectric Generator (RTG)
-<Box>
- <GuideEntityEmbed Entity="GeneratorRTG" Caption="RTG" />
- <GuideEntityEmbed Entity="GeneratorRTGDamaged" Caption="Damaged RTG" />
-</Box>
+ <Box>
+ <GuideEntityEmbed Entity="GeneratorRTG" Caption="RTG" />
+ </Box>
-Making power using a Radioisotope Thermoelectric Generator (RTG) is similar to making power using solar.
-RTGs only provide 10 kW of power, but they provide it for free and for the entire round.
-Basically, if you connect an RTG to your power grid, it'll give you free power.
+ Making power using a Radioisotope Thermoelectric Generator (RTG) is similar to making power using solars.
+ RTGs only provide [color=#a4885c]10kW[/color] of power, but they provide it for free and for the entire round.
+ Basically, if you connect an RTG to your power grid, it'll give you [color=#a4885c]free power[/color].
+ However, they're only accessible through salvage finding one on an expedition. Should they bring some in, make sure to thank them!
-Sometimes, RTGs are damaged.
-Damaged RTGs behave just like regular ones, but they're radioactive.
-That means they're more dangerous, but on the bright side, you can put radiation collectors next to them to turn that radiation into more power.
-
-</Document>
\ No newline at end of file
+ <Box>
+ <GuideEntityEmbed Entity="GeneratorRTGDamaged" Caption="Damaged RTG" />
+ </Box>
+ Sometimes, RTGs appear damaged.
+ Damaged RTGs behave just like regular ones, but they're [color=yellow]radioactive[/color].
+ That means they're more dangerous, but on the bright side, you can put radiation collectors next to them to turn that radiation into more power.
+ This is usually more worthwhile, considering the power is still free, so long as you can find a safe spot to put the RTG(s) in.
+</Document>
<Document>
-# Shuttle-craft
+ # Shuttle-craft
-Shuttle construction is simple and easy, albeit rather expensive and hard to pull off within an hour. It's a good activity if you have a significant amount of spare time on your hands and want a bit of a challenge.
+ Shuttle construction is simple and easy, albeit rather expensive and hard to pull off within an hour. It's a good activity if you have a significant amount of spare time on your hands and want a bit of a challenge.
-## Getting started
-<Box>Required parts:</Box>
-<Box>
-<GuideEntityEmbed Entity="Thruster"/>
-<GuideEntityEmbed Entity="Gyroscope"/>
-<GuideEntityEmbed Entity="ComputerShuttle"/>
-<GuideEntityEmbed Entity="SubstationBasic"/>
-<GuideEntityEmbed Entity="PortableGeneratorPacman" Caption="P.A.C.M.A.N." />
-</Box>
-<Box>
-<GuideEntityEmbed Entity="CableHVStack"/>
-<GuideEntityEmbed Entity="CableMVStack"/>
-<GuideEntityEmbed Entity="CableApcStack"/>
-<GuideEntityEmbed Entity="APCBasic"/>
-</Box>
+ ## Getting started
+ <Box>Required parts:</Box>
+ <Box>
+ <GuideEntityEmbed Entity="Thruster"/>
+ <GuideEntityEmbed Entity="Gyroscope"/>
+ <GuideEntityEmbed Entity="ComputerShuttle"/>
+ <GuideEntityEmbed Entity="SubstationBasic"/>
+ <GuideEntityEmbed Entity="PortableGeneratorPacman" Caption="P.A.C.M.A.N." />
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="CableHVStack"/>
+ <GuideEntityEmbed Entity="CableMVStack"/>
+ <GuideEntityEmbed Entity="CableApcStack"/>
+ <GuideEntityEmbed Entity="APCBasic"/>
+ </Box>
-<Box>Optional parts:</Box>
-<Box>
-<GuideEntityEmbed Entity="AirCanister"/>
-<GuideEntityEmbed Entity="LightTube"/>
-<GuideEntityEmbed Entity="AirlockGlassShuttle"/>
-<GuideEntityEmbed Entity="SMESBasic"/>
-</Box>
-<Box>
-<GuideEntityEmbed Entity="MobCorgiIan"/>
-<GuideEntityEmbed Entity="NuclearBomb"/>
-</Box>
+ <Box>Optional parts:</Box>
+ <Box>
+ <GuideEntityEmbed Entity="AirCanister"/>
+ <GuideEntityEmbed Entity="LightTube"/>
+ <GuideEntityEmbed Entity="AirlockGlassShuttle"/>
+ <GuideEntityEmbed Entity="SMESBasic"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="MobCorgiIan"/>
+ <GuideEntityEmbed Entity="NuclearBomb"/>
+ </Box>
-Head out into space with steel sheets and metal rods in hand, and once you're three or more meters away from the station, click near or under you with the rods in hand. This will place some lattice, which can then be turned into plating with the steel sheets. Expand your lattice platform by clicking just off the edge with rods in hand.
+ Head out into space with steel sheets and metal rods in hand, and once you're three or more tiles away from the station, click near or under you with the rods in hand. This will place some lattice, which can then be turned into plating with steel sheets or floor tiles. Expand your lattice platform by clicking just off the edge with some rods in hand.
-From there, once you have the shape you want, bring out and install thrusters at the edges. They must be pointing outward into space to function and will not fire if there's a tile in the way of the nozzle. Install a gyroscope where convenient, and use your substation and generator to set up power. Construct a wall on top of an MV cable and then install an APC on that to power the devices onboard.
-
-Finally, install the shuttle computer wherever is convenient and ensure all your thrusters and gyroscopes are receiving power. If they are, congratulations, you should have a functional shuttle! Making it livable and good looking is left as an exercise to the reader.
+ From there, once you have the shape you want, bring out and install thrusters at the edges. They must be pointing outward into space to function and will not fire if there's a tile in the way of the nozzle. Install a gyroscope where convenient, and use your substation and generator to set up power. Construct a wall on top of an MV cable and then install an APC on that to power the devices onboard.
+ Finally, install the shuttle computer wherever is convenient and ensure all your thrusters and gyroscopes are receiving power (remember to wire the MV and LV networks!). If they are; congratulations, you should have a functional shuttle! Making it livable and good looking is left as an exercise to the reader.
</Document>
<Document>
-# Gravitational Singularity Engine
-
-The Gravitational Singularity Engine can yield infinite power, with no fueling required. It can also destroy the whole station with equal ease. It uses a Particle Accelerator to fire high energy particles at a Singularity Generator to form a singularity. The singularity then pulses radiation which is absorbed by Radiation Collectors.
-
-## Setting it up
-
-The Gravitational Singularity Engine requires 4 subsystems to work properly:
-
-## Gravitational singularity generator
-<Box>
-<GuideEntityEmbed Entity="SingularityGenerator"/>
-</Box>
-The generator should be anchored at the center of the containment area since this is where the singularity will appear at.
-
-## Containment field generators and emitters
-<Box>
-<GuideEntityEmbed Entity="Emitter"/>
-<GuideEntityEmbed Entity="ContainmentFieldGenerator"/>
-<GuideEntityEmbed Entity="ContainmentField"/>
-</Box>
-The emitters connect to MV cables and fire lasers as long as they have power and are turned on.
-Fire emitters at containment field generators to activate them.
-If two containment field generators are active, in range and in the same cardinal axis, a containment field will appear.
-The containment field will repell the singularity, keeping it from escaping, and yield a little bit of power every time anything bounces off of them.
-Emitter lasers and containment field can cause damage, avoid touching them when active.
-
-## Radiation collectors
-<Box>
-<GuideEntityEmbed Entity="RadiationCollector"/>
-<GuideEntityEmbed Entity="PlasmaTank"/>
-</Box>
-They connect to HV cables and generate power from nearby radiation sources when turned on.
-Radiation collectors require a tank full of gaseous plasma in order to operate.
-Continous radiation exposure will gradually consume the stored plasma, so replace depleted tanks with fresh ones to maintain a high power output.
-
-## Particle accelerator
-
-<Box>
-<GuideEntityEmbed Entity="ParticleAcceleratorEndCap"/>
-</Box>
-
-<Box>
-<GuideEntityEmbed Entity="ParticleAcceleratorControlBox" Caption="PA computer"/>
-<GuideEntityEmbed Entity="ParticleAcceleratorFuelChamber"/>
-<GuideEntityEmbed Entity="CableHV"/>
-</Box>
-
-<Box>
-<GuideEntityEmbed Entity="ParticleAcceleratorPowerBox"/>
-</Box>
-
-<Box>
-<GuideEntityEmbed Entity="ParticleAcceleratorEmitterStarboard" Caption="Starboard Emitter"/>
-<GuideEntityEmbed Entity="ParticleAcceleratorEmitterFore" Caption="Fore Emitter"/>
-<GuideEntityEmbed Entity="ParticleAcceleratorEmitterPort" Caption="Port Emitter"/>
-</Box>
-
-The Particle Accelerator (PA) is a multi-tile structure that launches accelerated particles from its emitters. Its emitters should always face the gravitational singularity generator.
-Some stations already have an unfinished PA. To complete, first ensure there is MV cable beneath the PA power box, anchor all parts, then add LV cable to each part.
-<Box>
-<GuideEntityEmbed Entity="CableApcStack"/>
-</Box>
-Then use a screwdriver to screw back the panels.
-Scan parts using the PA control computer to check if it's operational. If it shows up as incomplete, examine for what's missing.
-<Box>
-<GuideEntityEmbed Entity="ParticleAcceleratorControlBox"/>
-</Box>
-
-## Turing on the Gravitational Singularity Engine
-
-[color=#a4885c]Do not[/color] turn the PA on unless all other subsystems are working properly.
-
-Turn power on using the PA control computer. Set strength to an appropiate level. Currently the only appropriate level is [color=#f0684d]1[/color], anything above that will ensure that singularity grows too strong to handle.
-The higher the output stength is set on PA control computer, the bigger the singularity will be.
-
-The PA will now draw power from the power net and start firing particles at the Gravitational singularity generator.
-
-<Box>
-<GuideEntityEmbed Entity="ParticlesProjectile" Caption=""/>
-<GuideEntityEmbed Entity="ParticlesProjectile"/>
-<GuideEntityEmbed Entity="ParticlesProjectile" Caption=""/>
-</Box>
-
-A singularity will soon appear at the position of the Gravitational singularity generator.
-<Box>
-<GuideEntityEmbed Entity="Singularity"/>
-</Box>
-
-If no particle is hitting the singularity generator, the singularity will start to slowly decay until it disappear.
-
-## Safety
-Singularity emits radiation around it, so always keep a distance. Consider getting radiation shielding gear beforehand. Seek medical attention if experiencing health issues.
-
-<Box>
-<GuideEntityEmbed Entity="ClothingOuterHardsuitEngineering"/>
-</Box>
-
-<Box>
-<GuideEntityEmbed Entity="ClosetRadiationSuit"/>
-<GuideEntityEmbed Entity="ClothingOuterSuitRad"/>
-<GuideEntityEmbed Entity="GeigerCounter"/>
-</Box>
-
-A singularity might move around, but the containment field will repel it.
-If a singularity escapes its containment field, often referred to as a "singuloose," it will attract and then consume everything in its way.
-
-In such circumstances, there is little to be done other than running in the opposite direction.
+ # Singularity / Tesla Engine
+
+ The Singularity Engine / Tesla Engine can yield [color=#a4885c]infinite power[/color], with no fueling required. It can also [color=red]destroy the whole station[/color] with equal ease. It uses a Particle Accelerator to fire high energy particles at a Singularity Generator to form a singularity or ball lightning.
+ The singularity then pulses radiation which is absorbed by Radiation Collectors, or the ball lightning then zaps nearby tesla coils and grounding rods to provide power.
+
+ # Setting it up
+
+ Both engines requires 4 subsystems to work properly; two are shared between both engines:
+
+ ## Containment field generators and Emitters
+ <Box>
+ <GuideEntityEmbed Entity="Emitter"/>
+ <GuideEntityEmbed Entity="ContainmentFieldGenerator"/>
+ <GuideEntityEmbed Entity="ContainmentField"/>
+ </Box>
+ The emitters connect to MV cables and fire lasers as long as they have power and are turned on.
+ Fire the emitters at enabled containment field generators to activate them.
+ If two containment field generators are active, in range and are in the same cardinal axis, a containment field will appear.
+ The containment field will repel the singularity or tesla, keeping it from escaping, and yield a little bit of power every time anything bounces off of them.
+
+ The emitter lasers and the containment fields can also cause damage and/or cause you to be sent flying into deep space; [color=#a4885c]avoid touching them[/color] when active.
+ It is recommended to [color=#a4885c]lock the emitters[/color] with [keybind="AltActivateItemInWorld"/], to prevent any break-in no-gooders from loosing the singularity or tesla by simply switching off the field.
+
+ Teslas can have significantly smaller containment fields than singularity containment fields; adjusting field size is recommended, as the tesla becomes easier to keep watch on in a simply 3x3 field setup.
+
+ ## Particle accelerator
+
+ <Box>
+ <GuideEntityEmbed Entity="ParticleAcceleratorEndCap" Caption="" Margin="0"/>
+ </Box>
+
+ <Box>
+ <GuideEntityEmbed Entity="ParticleAcceleratorControlBox" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="ParticleAcceleratorFuelChamber" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="CableMV" Caption="" Margin="0"/>
+ </Box>
+
+ <Box>
+ <GuideEntityEmbed Entity="ParticleAcceleratorPowerBox" Caption="" Margin="0"/>
+ </Box>
+
+ <Box>
+ <GuideEntityEmbed Entity="ParticleAcceleratorEmitterStarboard" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="ParticleAcceleratorEmitterFore" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="ParticleAcceleratorEmitterPort" Caption="" Margin="0"/>
+ </Box>
+
+ The Particle Accelerator (PA) is a multi-tile structure that launches accelerated particles from its emitters. Its emitters should always face the generator.
+ Some stations already have an unfinished PA. To complete it, first ensure there is a MV cable beneath the PA power box, anchor all the parts, and then add an LV cable to each part.
+ <Box>
+ <GuideEntityEmbed Entity="CableApcStack"/>
+ </Box>
+ Then use a screwdriver to screw back the panels.
+ [color=#a4885c]Scan parts[/color] using the PA control computer to check if it's operational (the PA will not function if you do not scan it!). If it shows up as incomplete, examine what's missing.
+ <Box>
+ <GuideEntityEmbed Entity="ParticleAcceleratorControlBox"/>
+ </Box>
+
+ The other two subsystems are unique to each other:
+
+ ## Gravitational singularity generator or Ball lightning generator
+ <Box>
+ <GuideEntityEmbed Entity="SingularityGenerator"/>
+ <GuideEntityEmbed Entity="TeslaGenerator"/>
+ </Box>
+ The generator should be anchored at the center of the containment area, since this is where the singularity/tesla should appear at.
+
+ ## Radiation collectors or Tesla coils
+ <Box>
+ <GuideEntityEmbed Entity="RadiationCollector"/>
+ <GuideEntityEmbed Entity="PlasmaTank"/>
+ </Box>
+ The radition collectors connect to HV cables and generate power from nearby radiation sources when turned on.
+ Radiation collectors require a tank full of gaseous plasma in order to operate.
+ Continous radiation exposure will gradually convert the stored plasma into tritium, so replace depleted plasma tanks with fresh ones regularly to maintain a high power output.
+
+ <Box>
+ <GuideEntityEmbed Entity="TeslaCoil"/>
+ <GuideEntityEmbed Entity="TeslaGroundingRod"/>
+ </Box>
+ The tesla coils connect to HV cables and provide a stream of power after being zapped by the ball lightning.
+ However, tesla coils usually do not fully absorb the lightning strike, and the grounding rods are required to prevent lighting from arcing to and obliterating nearby machines.
+ Do note that one grounding rod is not a foolproof solution; get [color=#a4885c]atleast 4 rods[/color] around the containment field to make it mathematically unlikely for the tesla to escape.
+ As the ball lightning zaps tesla coils, they will degrade from wear; make sure to [color=#a4885c]weld them[/color] every now and then to keep generating power.
+
+ ## Turing on the Engines
+
+ [color=red]Do not[/color] turn the PA on unless all the other subsystems are working properly and there is enough power to start the engine.
+
+ Turn power on using the PA control computer. Set the strength to an appropiate level. Currently the only appropriate level is [color=#f0684d]1[/color]; anything above that will ensure that singularity grows too strong to handle.
+ The higher the output stength is set on PA control computer, the bigger the singularity will be.
+
+ Currently, the output power does not affect the ball lightning, beyond giving the ball lightning extra orbs around it.
+
+ The PA will now draw power from the power net and start firing particles at the generators.
+
+ <Box>
+ <GuideEntityEmbed Entity="ParticlesProjectile" Caption=""/>
+ <GuideEntityEmbed Entity="ParticlesProjectile"/>
+ <GuideEntityEmbed Entity="ParticlesProjectile" Caption=""/>
+ </Box>
+
+ A singularity or ball lightning will soon appear at the position of the Gravitational singularity generator.
+ <Box>
+ <GuideEntityEmbed Entity="Singularity"/>
+ or
+ <GuideEntityEmbed Entity="TeslaEnergyBall"/>
+ </Box>
+
+ If no particles are hitting the singularity, the singularity will start to slowly decay until it disappears.
+ This is not the case for the tesla; feel free to disconnect the PA after the tesla has been set up.
+
+ ## Safety
+ The singularity emits a large amount of radiation around it, so always keep a distance from it. Consider getting [color=yellow]radiation shielding gear[/color] beforehand. Seek medical attention if you are experiencing health issues.
+
+ <Box>
+ <GuideEntityEmbed Entity="ClothingOuterHardsuitEngineering"/>
+ </Box>
+
+ <Box>
+ <GuideEntityEmbed Entity="ClosetRadiationSuit"/>
+ <GuideEntityEmbed Entity="ClothingOuterSuitRad"/>
+ <GuideEntityEmbed Entity="GeigerCounter"/>
+ </Box>
+
+ The singularity might move around, but the containment field will repel it.
+
+ The tesla creates large bolts of lightning around it, so make sure to wear insuls before approaching it. If you aren't, and it zaps you, pray that the ball lightning doesn't stunlock you and eventually send you into crit.
+ <Box>
+ <GuideEntityEmbed Entity="ClothingHandsGlovesColorYellow"/>
+ </Box>
+ If a singularity or tesla escapes its containment field, often referred to as a "singuloose" or "tesloose" respectively, it will attract and then consume everything in its way, growing larger as it does so, or it will begin to obliterate every machine in its path, and shock all crew personnel.
+
+ In such circumstances, there is little to be done other than running in the opposite direction.
+ <Box>
+ <GuideEntityEmbed Entity="WeaponParticleDecelerator"/>
+ </Box>
+ However, if science has happened to research [color=#D381C9]Portable Particle Decelerators[/color], or if cargo can order them in time, you may be able to stop the singularity from eating the whole station.
+ Good luck on the tesla, though; it is merely too powerful to recontain after breaching.
</Document>
Note that the circulators are [color=#a4885c]directional[/color]: they will only let gas through one way. You can see this direction in-game by examining the circulator itself. A pressure difference is required across the input and output, so pumps are generally provided and must be turned on.
- There is no preference for which side must be hot or cold, there need only be a difference in temperature between them. The gases in the two "loops" are never mixed, only energy is exchanged between them. The hot side will cool down, the cold side will heat up.
+ There is no preference for which side must be hot or cold, there need only be a difference in temperature between them. The gases in the two "loops" are never mixed, [color=#a4885c]only energy is exchanged between them[/color]. The hot side will cool down, the cold side will heat up.
## The Pipes
- There are 2 major pipenets to worry about here: The Hot Loop (where gas will be burnt for heat), and The Cold Loop (where circulated, heated waste gas will either be removed into space or cooled back down). Make sure that [bold]both pipenets do NOT mix[/bold], as only heat should be transferred between the two through the TEG.
+ There are 2 major pipenets to worry about here: [color=red]The Hot Loop[/color] (where gas will be burnt for heat), and [color=cyan]The Cold Loop[/color] (where circulated, heated waste gas will either be removed into space or cooled back down). Make sure that [color=#a4885c][bold]both pipenets do NOT mix[/bold][/color], as only heat should be transferred between the two through the TEG.
# The Hot Loop
As I'm sure a wise person once said: the best way to make something hot is to light it on fire. Well, depending on context, that may not be very wise, but luckily your engineering department has just what's needed to do it wisely after all.
- As stated above, there are many different layouts one can follow to heat up (or cool down) gases; this part of the guide will cover 2 common methods one will often see for the hot loop when the TEG is setup: The Pipe Burn, and the Burn chamber.
+ As stated above, there are many different layouts one can follow to heat up (or cool down) gases; this part of the guide will cover 2 common methods one will often see for the hot loop when the TEG is setup: [color=#a4885c]The Pipe Burn[/color], and [color=red]the Burn Chamber[/color].
Side note: Plasma fires burn relatively cool compared to, for example, Tritium fires. It may be viable to extract Tritium from an extraction setup (using a 97/3 ratio of O2/Plasma) and react it with Oxygen to get truly hellish temperatures for power. Although, this is just a recommendation; I'm not ya mum.
Also known as the naive method, this is generally discouraged when working for efficiency. However, if all you need is a smidge of power to run the station, and you don't feel like setting up the burn chamber, this method will do.
- TODO: Remove this section when atmos pipes are updated to have pressure/temperature limits in a future atmos refactor.
+ [color=#444444]TODO: Remove this section when atmos pipes are updated to have pressure/temperature limits in a future atmos refactor.[/color]
Most (if not all) pipe burns follow this general layout:
<Box>
</Box>
- The Gas input is pretty self-explanatory; this is where you will input the O2-Plasma mix to be burnt. A 2:1 (67/33) ratio of Oxygen to Plasma is recommended for the hottest burn.
- The High-pressure pump serves 2 purposes; first, it prevents the burn from backwashing into the supply pipe, which would be.. bad, for many reasons. Second, it maintains a positive pressure in the following pipe segment, which is important to allow the burn to continue, especially since hot gases expand.
- - The Pipe segment is where the burn actually occurs; to start it off, one can use a heater to increase the temperature up to the ignition temperature of Plasma. Afterwards, the reaction should be self-sustaining, so long as the Pressure and Moles supplied remains high enough. Be warned; if you wish to remove the heater, it will carry some of this superheated gas with it, transferring it to the next pipenet you connect it to. Best to space the gas through a space vent, if you must.
- - The Low-pressure pump (whose pressure should be [italics]slightly lower[/italics] than the input pump) prevents [italics]all[/italics] the gas from passing through the circulator, which could result in the loss of the Moles required to sustain a burn.
+ - The Pipe segment is where the burn actually occurs; to start it off, one can use a heater to increase the temperature up to the ignition temperature of Plasma. Afterwards, the reaction should be self-sustaining, so long as the Pressure and Moles supplied remains high enough. [color=#a4885c]Be warned[/color]; if you wish to remove the heater, it will carry some of this superheated gas with it, transferring it to the next pipenet you connect it to. Best to space the gas through a space vent, if you must.
+ - The Low-pressure pump (whose pressure should be [italic]slightly lower[/italic] than the input pump) prevents [italic]all[/italic] the gas from passing through the circulator, which could result in the loss of the Moles required to sustain a burn.
- The Circulator is where this generated heat will flow to the cold loop; afterwards, feel free to space the waste gases.
Note: Pressure pumps are used here as, while they pump on pressure (not flow-rate, which is comparatively faster), they are a bit easier to control when it comes to the limited Plasma supply on-station. However, the steps shown can be followed with volumetric pumps too.
Most (if not all) stations have the burn chamber separated from the main atmospherics block by a 1-wide spaced grid, presumably to prevent conduction. The chambers consist of 3(+1) important parts:
- The Air Injector/Passive Vent
- The Space Vent
- - The Radiator Loop
+ - The Scrubber Array
+
+ Here is one layer of an example setup: (pipes can and do need to be layered under the scrubbers below to connect them!)
+ <Box>
+ <GuideEntityEmbed Entity="WallReinforced" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="WallReinforced" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="BlastDoorOpen" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="WallReinforced" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="WallReinforced" Rotation="0" Caption="" Margin="0"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="ReinforcedPlasmaWindow" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="GasVentScrubber" Rotation="90" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="GasVentScrubber" Rotation="90" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="GasVentScrubber" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="ReinforcedPlasmaWindow" Rotation="0" Caption="" Margin="0"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="ReinforcedPlasmaWindow" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="GasPassiveVent" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="GasVentScrubber" Rotation="90" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="GasVentScrubber" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="ReinforcedPlasmaWindow" Rotation="0" Caption="" Margin="0"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="WallReinforced" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="ReinforcedPlasmaWindow" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="ReinforcedPlasmaWindow" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="ReinforcedPlasmaWindow" Rotation="0" Caption="" Margin="0"/>
+ <GuideEntityEmbed Entity="WallReinforced" Rotation="0" Caption="" Margin="0"/>
+ </Box>
- Most normal burn chambers don't come with Heat-Exchangers; instead, they have air scrubbers (and optionally, an air alarm) to help filter for Tritium, which is a highly reactive, hot-burning gas that can also be used to heat the TEG efficiently.
- However, this is a slightly more advanced setup than just burning plasma, as it needs 2 burn chambers instead of 1 (one for tritium production, one for burning said tritium), so remove the scrubbers and retrofit the burn chamber with a parallel array of heat-exchangers instead.
-
The air injector (or Passive Vent) injects air (or allows air to flow) into the burn chamber. Either should be supplemented with a pump before it, to keep pressures high.
- There is a notable difference between the passive vent and the air injector; the air injector can only keep injecting air up to 9MPa, which can be reached very easily with a good burn. Ideally, switch out the air injector for a passive vent connected to a volume pump.
+ There is a notable difference between the passive vent and the air injector; the air injector can only keep injecting air up to [color=#a4885c]9MPa[/color], which can be reached very easily with a good burn. Ideally, switch out the air injector for a passive vent connected to a volume pump.
+
+ The space vent (designated as a blast door to space on one side of the burn chamber) allows waste gases to be expelled and destroyed. Open this every now and then to keep the pressure under control, or to space excess input gas.
- The space vent (designated as a blast door to space on one side of the burn chamber) allows waste gases to be expelled and destroyed. Open this to keep the pressure under control.
+ The scrubber array filters out all the burnt gasses and sends them through the TEG. Note that using default settings on the scrubbers is a bad idea, as valuable plasma will be filtered out too.
+ Instead, use a network configurator to connect all the scrubbers to a nearby air alarm, and set the air alarm's scrubber settings to scrub everything except Oxygen and Plasma, and to siphon air aswell. This ensures that as much heat as available can be collected and sent to the TEG.
- The radiator loop collects heat from the burnt gases and brings it to the TEG. To maximize efficiency, hook up the heat-exchangers [italics]in parallel to each other[/italics], with a pressure pump at max pressure after the array and a volumetric pump before the array.
- The pressure of the volumetric pump should be set to ( 200 / number of heat-exchangers ) L/s. For example, having 2 heat-exchangers would mean you should set the pressure to 100 L/s.
- Finally, fill the whole loop with (ideally) a high heat capacity gas, like Frezon or Plasma. (Yes, Frezon =/= Cold. Frezon has one of the highest heat capacities in the game; so long as it isn't reacting with Nitrogen, it can actually be heated and can store heat really well!)
+ Note that these are just two of many ways you can setup the hot loop; [color=#a4885c]feel free to mix and match setups as needed![/color] Volume pumps in replacement of pressure pumps, radiator loops for heat collection, or even a Pyroclastic anomaly to provide said heat! The stars are the limit!
# The Cold Loop
As with the Hot Loop, the Cold Loop must also be setup in order to operate the TEG. However, the Cold Loop is usually a lot more low-tech than the Hot Loop; in reality, the Cold Loop only has to be "relatively" cooler -- hey, room temperature is technically cooler than the surface of the sun, right?
- There are 3 main methods you will see used for the Cold Loop: The Water Cooler (see: Liltenhead's video on the TEG), the Coolant Array and the Freezer Loop.
+ There are 3 main methods you will see used for the Cold Loop: [color=#a4885c]The Water Cooler[/color] (see: Liltenhead's video on the TEG), [color=cyan]the Coolant Array[/color] and [color=#a4885c]the Freezer Loop[/color].
## The Water Cooler
<GuideEntityEmbed Entity="GasPassiveVent" Rotation="270" Caption="" Margin="-1"/>
</Box>
- TODO: Remove this section when gas miners are removed in a future atmos refactor.
+ [color=#444444]TODO: Remove this section when gas miners are removed in a future atmos refactor.[/color]
## Coolant Array
- This is the default method for the Cold Loop you will see on a variety of stations. Being of moderate complexity and having no losses of any resource, this [italics]should[/italics] be the main method of cooling down the TEG. However, every station at the moment somehow has their heat exchangers hooked up wrong, reducing efficiency greatly. (Thanks a bunch, NT!)
+ This is the default method for the Cold Loop you will see on a variety of stations. Being of moderate complexity and having no losses of any resource, this [color=#a4885c]should[/color] be the main method of cooling down the TEG. However, most stations at the moment somehow have their heat exchangers hooked up wrong (or suggest incorrect piping), reducing efficiency greatly. [color=#444444](Thanks a bunch, NT!)[/color]
- To use heat-exchangers properly, they must be setup in [italics]parallel[/italics], not in series (like what you see on most stations). A gas pump at max pressure should be placed after, and a volumetric pump before the heat-exchangers.
- The flow-rate of the volumetric pump should be set to ( 200 / number of heat-exchangers ) L/s.
+ To use heat-exchangers properly, they must be setup in [color=#a4885c]parallel[/color], not in series (like what you see on most stations). A gas pump at max pressure should be placed after, and a volumetric pump before the heat-exchangers.
+ The flow-rate of the volumetric pump should be set using the following formula:
+ <Box>
+ [color=cyan]( 200 / number of heat-exchangers )[/color] L/s.
+ </Box>
Simply speaking, the Coolant Array consists of 3 major parts: An input connector port, a few pumps and the heat-exchanger array out in space. It can be setup like so:
- Connector Port: Use this to input a gas with high heat capacity; most of the time, Plasma or Frezon is used to do so, as they both have very high specific heat capacities (although most any gas will do). (Yes, Plasma =/= Hot. You can cool it down, and it acts as a really good heat exchange medium.)
- Input/Output Pumps: Used to make sure gas keeps flowing through both the Circulator and the Heat-Exchanger array. As the gas cools down and heats up (and as it flows through the Exchanger), pressure must be applied for it to keep flowing.
- - Heat-Exchanger: Basically, just a bunch of heat-exchanger pipes in space. Not much to say, besides the fact that it cools down the gas inside it. Make sure the heat-exchangers are placed on lattice, not plating! Otherwise, the heat-exchange efficiency will be greatly reduced, as the heat-exchangers aren't directly exposed to space below them.
+ - Heat-Exchanger: Basically, just a bunch of heat-exchanger pipes in space. Not much to say, besides the fact that it cools down the gas inside it. Make sure the heat-exchangers are [color=#a4885c]placed on lattice, not plating[/color]! Otherwise, the heat-exchange efficiency will be greatly reduced, as the heat-exchangers aren't directly exposed to space below them.
## The Freezer Loop