Difference between revisions of "Guide to Atmospherics"

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<div align='center'>'''Note and disclaimer'''<br>The content of this guide is not supported by the wiki administration, the TG Station server administration or Baystation 12 server administration due to concerns in regard to the guide teaching how to disable nearly all potentially dangerous functions that the atmospherics department offers at round start, which may conflicts with roleplay guidelines. The guide contains some interesting points, which is why it remains here, it is however not to be taken as 'This is what you're supposed to do at atmospherics.'. <br>'''-- Wiki and tgs administrator Errorage (14.1.2012) --'''</div> <!-- Do not change this disclaimer unless the guide is reviewed by wiki admins, bs12 admins or tgs admins and the respective official stances on it change. -->
+
This is the Guide to [[Atmospherics]]. When properly initialized, Atmosia can keep the station aired-up through nearly any emergency. Improperly initialized, it's a waste of space at best and an outright fire hazard at worst.
  
==Advanced Atmospheric Guide==
 
[[File:atmos.png]]
 
  
 +
If you're new to the job, feel free to jump straight to the [[#Setting Up Atmospherics|how to set up Atmos -section]]. If you're ready to really learn about the atmospheric system, read on. By reading this guide you will learn how to transform Atmos from a waste of space to an actually useful addition. We will go through all kinds of theory, so this may be tough, but it will also ensure you know exactly how and more importantly '''how''' Atmos works the way it does, making you ready for all kinds of situations.
 +
[[File:Atmos runs2.png|thumb|600px|Better start learning Russian kiddo.]]
 +
See also:
  
This is atmos. Hopefully, you are an atmos technician. That picture shows you how atmos starts up, but you don't want it to be like that for too long. Even with the exact pressures changed, it is rather pathetic in it's ability to resist tamper or provide oxygen.
+
[[File:PortablePump.png|64px]] '''[[Atmospherics items]]'''
And that is exactly what you are doing. However, N2 cannot be cut out of the loop. Due to the vastly higher specific heat ( around 300 as opposed to 20) N2 is incredibly better at stopping fires: in 100 KPA of N2/O2 80/20 and 100 KPA of O2 100, the N2/O2 is effectively 12200 KPA as opposed to 100 KPA in terms of soaking up heat and it doesn't allow the fire to grow in size as quickly, the combination of which can even lead to non-permanent ignition sources being snuffed out by themselves.
 
Due to the minimum of 16 KPA of O2, and the dangers of skirting that in slight reductions in pressure (17% oxygen? 90KPA due to fire from a while ago? You start dying. 20% can go down to 80KPA, at which point the air alarm is in red anyway) become excessively lethal. 20% is realistic and generally agreed upon.
 
  
At the top are the two machines can dispense infinite pipes, and your wrench can disconnect and connect pipes. A T-ray Scanner helps you look for damage to the system.
 
This is what atmos needs to look like as soon as you finish setting it up, so that it appears to look like the following images. (overlapping images)
 
  
[[File:Atmosshot2.png‎]]
+
==The Gases and Their Functions==
 +
Let's start with some theory about the gases. Below are the different gases that can be found in-game.
 +
===[[File:O2_Canister.png]]O<sub>2</sub>===
 +
Oxygen. All humans, pets, and lizard-people need more than 16 kPa of oxygen in the air or internals to breathe. Any less and the creature starts to suffocate.
  
 +
It is required to oxidize a [[plasma]] fire. A room with 100% plasma will not burn. More oxygen causes plasma fires to increase in heat and size. Oxygen mixed suddenly with heated plasma causes explosions when in a tank. See [[Temperature]].
  
[[File:Atmosshot1.png]]
+
Oxygen is an invisible gas. To detect it, use your [[PDA]] or a wall mounted [[Air Alarm]]. Oxygen [[canister]]s are marked in blue. [[Emergency Oxygen Tank]]s, filled with about 300 kPa, spawn in your emergency [[Internals Box]]. Larger [[Oxygen Tank]]s are in [[Emergency Locker]]s all across ship, which start with about 600 kPa.
  
  
'''Some things to remember when setting up:'''
+
===[[File:N2_Canister.png]]N<sub>2</sub>===
*You cannot disconnect pumps when they are on.
+
Nitrogen. Not particularly more heat absorbant than any other gas. However, it cannot burn at all, which may slow down fires simply by taking up space. It can reduce the heat penalty on the SM, which will keep temperatures down.
*Pipes occasionally bug out and delete themselves. Good thing you have infinite. This is caused when a pipe is not connected to a 'base'. Manifolds, ports, vents, and scrubbers (and probably filters, mixers, etc) can be placed by themselves and serve as 'bases'.
 
  
'''Things to make sure of:'''
+
Can be found in Atmospherics in red canisters.
*Use the O2 and N2 computers and set their vents to the maximum pressure (5066.25 KPA).
 
*Set all Gas Filter's to maximum pressure, and the 'unfiltered to mix' to max (4500 KPA) pressure.
 
*The waste pumps should all be at 4500 KPA pressure. Important: make sure they stay pumps and pointed in the right direction.
 
*Basically, anything circled green in the guide set to it's maximum possible pressure.
 
  
==When atmos is set up==
+
 
 +
===[[File:Air_Canister.png]]Air===
 +
A 1:4 gasmix of O2 and N2 (20% O2, 80% N2). The station is filled with this.
 +
 
 +
Air in SS13 can be seen, strangely enough, as a 'watered down'-O2, with N2 being the water. Optimal atmospheric pressure for humans is 101.3 kPa. Due to the minimum of 16 kPa of O2, the pressure of 101.3 kPa cannot be changed too much without the situation becoming excessively lethal. Under 16 % oxygen? You start dying. Under 90 kPa due to fire from a while ago? You start dying. Be mindful of this.
 +
 
 +
Air canisters, marked in white, can be found in emergency storages.
 +
 
 +
 
 +
===[[File:Water_vapor.png]]Water Vapor===
 +
Pure H<sub>2</sub>O. Keep away from the [[Clown]] - this slips people and even freezes tiles when released at low temperatures.
 +
 
 +
The [[Janitor]] starts with a tank in his closet; created as a waste product when tritium burns.
 +
 
 +
 
 +
===[[File:CO2_Canister.png]]CO<sub>2</sub>===
 +
What the fuck is Carbon Dioxide!? It's an invisible, heavy gas. It chokes people effectively and quickly, and if you can be bothered to set the alarms up, will result in a invisible room that kills those in it. Takes some setup and can be very, very annoying. Causes people to ''gasp'' at low levels.
 +
 
 +
Can be found in Atmospherics in black canisters.
 +
 
 +
 
 +
===[[File:N2O_Canister.png]]N<sub>2</sub>O===
 +
Nitrous Oxide, a.k.a. Sleeping Agent. A white-flecked gas.
 +
 
 +
Makes you laugh at low doses and at higher ones puts you to sleep. If using this as a sleep gas mix '''do not forget''' to mix in at least 16 kPa of O2, or you will suffocate someone. This decomposes into Nitrogen and Oxygen at temperatures at or over 1400K, creating Nitrogen equal to the amount of N2O used, and half that amount in Oxygen.
 +
 
 +
Can be found in Atmospherics in red canisters with a white stripe on them.
 +
===[[File:Plasma_Canister.png]][[Plasma]]===
 +
Toxins. One of the two flammable gases on the station, plasma is purple and highly toxic.
 +
 
 +
Heating this enough with Tritium present will cause Plasma fusion. Make sure to take care of the absurd amount of waste products!
 +
 
 +
 
 +
===[[File:BZ_canister.png]]BZ===
 +
BZ gas is a potent hallucinogenic that also put slimes into stasis, degenerates changeling chemicals and supresses their hivemind. As a side effect, affected people will take low brain damage.
 +
 
 +
BZ is formed when N2O and Plasma are combined at low pressures. The optimal pressure for this is 0.1 atmosphere, or about 10 kPa. Efficiency might be higher if you get it even lower somehow, though.
 +
 
 +
If mixed in a tank with oxygen, it can be used for internals, to [[Chaplain|encourage spiritual development]]. Breathing it also produces [[Guide_to_chemistry#BZ_Metabolites|BZ Metabolites]].
 +
 
 +
<b>Export price per mol:</b> 4 credits
 +
===[[File:Nitryl_no2.png]]Nitryl (NO<sub>2</sub>)===
 +
Nitryl (formerly Brown Gas) speeds you up - pretty good until the acid eats your lungs.
 +
 
 +
The result of heating Oxygen and Nitrogen to approximately 22500K at a 1:1 ratio, with at least 5 moles of Pluoxium as a catalyst. Higher heat improves efficiency.
 +
===[[File:Tritium.png]]Tritium===
 +
Radioactive, flammable gas that is used in plenty of chemical reactions. Created by heating loadsa O2 with Plasma. Also, radiation collectors convert plasma into this. Tritium, though not naturally radioactive, releases radiation when it is burned. Might not want to put this into any engine unless you plan to set it on fire.
 +
 
 +
250 moles can be used as a catalyst for Plasma fusion.
 +
 
 +
Tritium is created in fires that are highly oxygenated, or, in fires where oxygen takes up a vast majority of the gasses. For example, 97% oxygen and 3% plasma. Different ratios may be used, and sometimes different ratios will end up being better for the highest level of efficiency depending on space in the incinerator and temperature of the fire. Experiment! Important to remember is that tritium will likely be very hot, and if allowed to react with oxygen will burn up into water vapor. Keep this in mind when attempting to get sizeable amounts of it.
 +
 
 +
<b>Export price per mol:</b> 5 credits
 +
===[[File:Freon_canister.png]]Hyper-Noblium===
 +
Extremely inert, Hyper-Noblium stops other gases from reacting. (Specifically, it stops reactions when >5 moles)
 +
 
 +
Can be created when Nitrogen is combined with Tritium at extremely high temperatures. BZ works as a catalyst. 2:1 Nitrogen to Tritium is about optimal here. Counter to the Nitryl reaction, BZ is not a requirement at all. But rather, it decreases how much the temperature / energy drops of your gas mix during the reaction. As such, BZ can often be entirely ignored. The minimum temperature for this reaction to occur is 5000000K
 +
 
 +
<b>Export price per mol:</b> 1000 credits
 +
===[[File:Stimulum.png]]Stimulum===
 +
An experimental gas that makes you stun and sleep immune and slightly regenerates stamina, but also causes toxin damage the longer you've been breathing it (current cycle x 0.1 toxin).
 +
 
 +
Formed by combining Tritium with Plasma, BZ and Nitryl, then heating it. Also formed in high quantities by fusion.
 +
 
 +
<b>Export price per mol:</b> 100 credits
 +
===[[File:Pluoxium.png]]Pluoxium===
 +
A non-reactive Oxygen substitute that delivers eight times as much O2 to the bloodstream, with as little 3 kPa minimum pressure required for internals!
 +
 
 +
Formed by irradiating tiles with 2 part CO2 1 part O2 in the air. The [[Supermatter]] can be used to naturally generate a small amount of pluoxium if CO2 is added to the cooling loop, but this is risky.
 +
 
 +
<b>Export price per mol:</b> 5 credits
 +
===[[File:Canister.png]]Nucleium===
 +
Waste Gas of the Stormdrive and AGCNR that makes good coolant and sells for quite a bit when exporting it. The generation of nucleium is dependent on the number of moles in the input in case of the AGCNR. For the stormdrive, it down to the amount of fuel, Rate of reaction and the produced power.
 +
 
 +
<b>Export price per mol:</b> 50 credits
 +
==Physical Characteristics of Gases==
 +
TL;DR
 +
Gas flows from high pressure areas, to low pressure areas. Gas uses up more room when hot, less room when cold.
 +
 
 +
Ideal gas law: '''''PV = nRT'''''
 +
 
 +
Where '''R (ideal, or universal, gas constant) = 8.31''', the following are linked by this equation.
 +
 
 +
 
 +
'''Pressure (P)''': Measured in kPa, [https://en.wikipedia.org/wiki/Pascal_(unit) kiloPascals], Pressure is lethal above 750 kPa's. A pressure in a room above 1000 kPa's necessitates internals to breathe properly.
 +
 
 +
 
 +
'''Volume (V)''': Another unseen variable, [https://en.wikipedia.org/wiki/Volume Volume] is how much the area/canister/tank or piped tank has space inside it. This helps dictate how much gas it can hold. Volume is essentially the 'mole divider' when converting between a canister/air pump to your tank; having a higher volume essentially makes the tank that much more efficient, proportionally, so an Extended Emergency Oxygen Tank has twice the contained air per kPa in comparison to a regular Emergency Oxygen Tank.
 +
 
 +
 
 +
{| class="wikitable sortable mw-collapsible mw-collapsed"
 +
|-
 +
!Item
 +
!Volume
 +
|-
 +
|[[File:AirTank.png]] Emergency Oxygen Tank
 +
|style="text-align:right;"|3
 +
|-
 +
|[[File:Extended Emergency Oxygen Tank.png]] Extended Emergency Oxygen Tank
 +
|style="text-align:right;"|6
 +
|-
 +
|[[File:Extended Emergency Oxygen Tank.png]] Double Emergency Oxygen Tank
 +
|style="text-align:right;"|10
 +
|-
 +
|[[File:OxygenTank.png]] Oxygen Tank (blue/red)
 +
|style="text-align:right;"|70
 +
|-
 +
|[[File:Plasma tank.png]] Plasma Tank
 +
|style="text-align:right;"|70
 +
|-
 +
|[[File:Atmospheric_Pipe.png]] All pipes
 +
|style="text-align:right;"|70
 +
|-
 +
|[[File:Gaspipe.png]] Pipe manifold
 +
|style="text-align:right;"|105
 +
|-
 +
|[[File:Locker.png]] Locker
 +
|style="text-align:right;"|200
 +
|-
 +
|[[File:Coffin.png]] Coffin
 +
|style="text-align:right;"|200
 +
|-
 +
|Gas Pump (each side)
 +
|style="text-align:right;"|200
 +
|-
 +
|Volumpe Pump (each side)
 +
|style="text-align:right;"|200
 +
|-
 +
|Passive Gate (each side)
 +
|style="text-align:right;"|200
 +
|-
 +
|Heat Exchanger
 +
|style="text-align:right;"|200
 +
|-
 +
|Gas Filter
 +
|style="text-align:right;"|200
 +
|-
 +
|Vent
 +
|style="text-align:right;"|200
 +
|-
 +
|Scrubber
 +
|style="text-align:right;"|200
 +
|-
 +
|[[File:PortableScrubber.png]] Portable Scrubber
 +
|style="text-align:right;"|1 000
 +
|-
 +
|[[File:Canister.png]] Gas Canister
 +
|style="text-align:right;"|1 000
 +
|-
 +
|[[File:Wire_1_1.PNG]] Tile / turf (any area)
 +
|style="text-align:right;"|2 500
 +
|-
 +
|[[File:PortablePump.png]] Portable Pump
 +
|style="text-align:right;"|1 000
 +
|-
 +
|[[File:Pressure Tank.png]] Unmovable pressure tank
 +
|style="text-align:right;"|10 000
 +
|-
 +
|[[File:Huge Scrubber.png]] Huge scrubber
 +
|style="text-align:right;"|50 000
 +
|}
 +
 
 +
 
 +
'''Moles (n)''': [https://en.wikipedia.org/wiki/Mole_(unit) Moles] are the amount of particles of a gas in the air. It is moles that cause odd effects with a certain chemical. As it dumps so many moles to a tile, to keep the pressure acceptable, the moles have to be very, very cold, causing the infectious effect. Moles can be calculated by a form of the ideal gas law. n=(P*V)/(R*T)
 +
 
 +
 
 +
'''Temperature (T)''': Measures in K, [https://en.wikipedia.org/wiki/Kelvin Kelvin], Temperature above 360 K and below 260 K causes burn damage to humans. [[Guide to toxins|Bomb making]] usually relies on a temperature at or in excess of 90 000 K. Canisters rupture when the air surrounding them is over 1550 K.
 +
 
 +
 
 +
'''Heat Capacity''': A gasmix has heat capacity, and it is calculated by taking into account the quantity of all of the gases in the air and their specific heat. Heat capacity defines how much energy it takes to raise the temperature of a gas. The normal air mix (%30 O2, %70 N2) has a specific heat capacity of about 20 which doesn't impede heat transfer very much. Fires spreads quicker in gases with low heat capacity, and slower in gases with high heat capacity.
 +
{| class="wikitable sortable mw-collapsible mw-collapsed"
 +
|-
 +
! Gas
 +
! Heat capacity
 +
|-
 +
| O2
 +
| style="width: fit-content; text-align:right;"| 20
 +
|-
 +
| N2
 +
| style="width: fit-content; text-align:right;"| 20
 +
|-
 +
| CO2
 +
| style="width: fit-content; text-align:right;"| 30
 +
|-
 +
| N2O
 +
| style="width: fit-content; text-align:right;"| 40
 +
|-
 +
| Plasma
 +
| style="width: fit-content; text-align:right;"| 200
 +
|-
 +
| Water Vapor
 +
| style="width: fit-content; text-align:right;"| 40
 +
|-
 +
| Hypernoblium
 +
| style="width: fit-content; text-align:right;"| 2000
 +
|-
 +
| Nitryl
 +
| style="width: fit-content; text-align:right;"| 20
 +
|-
 +
| Tritium
 +
| style="width: fit-content; text-align:right;"| 10
 +
|-
 +
| BZ
 +
| style="width: fit-content; text-align:right;"| 20
 +
|-
 +
| Stimulum
 +
| style="width: fit-content; text-align:right;"| 5
 +
|-
 +
| Pluoxium
 +
| style="width: fit-content; text-align:right;"| 80
 +
|-
 +
| Nucleium
 +
| style="width: fit-content; text-align:right;"| 450
 +
|}
 +
'''Fire''': An effect caused by burning plasma, fire comes in two different forms of hotspot. It causes massive burn damage, and a strong fire will not be stopped by standard firesuits. Plumbing N2 into a room might work, but heavy firefighting is not the point of this section. Fire will ignite any form of combustibles in near tiles. Sufficiently hot fires use less oxygen as they rise in temperature. This is due to the fact that fires remove X plasma and X*(1.4-Y, Y< or = 1) oxygen. X CO2 is produced. Ideal Burnmix is: 10x more O2 than plasma, and with as high a temperature as can achieve.
 +
 
 +
 
 +
'''In short the colder the gas and the higher the container volume, the more moles you can fit inside.''' This is why hot gases clog the red waste pipes - they expand, allowing fewer moles to be transported.
 +
==Atmospherics Layout==
 +
{| class="wikitable"
 +
| [[File:atmos.png|thumb|499px|A wise Atmos Tech once said: "just stare at the pipes until you get it."]]
 +
| [[File:Atmos_simplified_v2.png|thumb|499px|"Simplified" picture of the Atmospherics pipe system. Yellow circles represent filters and the lightbrown circle represents the mixer. ]]
 +
|}
 +
'''Here are two pictures of the atmospheric pipe system. Right one is a "simplified" version of the left picture. Yellow circles representing the filters which filter out a certain gas from the Waste In -gasmix. The light yellow circle near the lower middle represents the mixer which mixes N2 and O2 into a breathable air mix.
 +
 
 +
 
 +
Atmospherics is pretty simple, but the pipe layout makes it slightly confusing for the untrained eye. There are 4 major pipe "loops":
 +
<br><br>
 +
* The '''<span style="color:blue">dark blue pipe loop</span>''' is the distribution loop. It sends air to all the vents on the station for the crew to breathe.
 +
<br>
 +
* The '''<span style="color:cyan">cyan air mix pipe loop</span>''', which is specialized to mix and provide the air mix to the distribution loop, and is used to fill air pumps outside the front door of Atmospherics.
 +
<br>
 +
* The '''<span style="color:red">red/<span style="color:green">green</span></span> pipe loop''', which retrieves the gas in the station via the air scrubbers (red loop) and passes them through a set of filters (green loop).
 +
<br>
 +
* The '''<span style="color:yellow">yellow</span> pipe loop''', internal to Atmospherics, which is used for custom gas mixes that can be fed into the canister charging station in the middle of atmospherics, or fed into the mixing tank.
 +
<br>
 +
The tanks (the small rooms in space just outside of Atmos) of the station's atmospherics network, unlike in the rest of the station, are rooms filled with very high pressure of the appropriate gas. The output of these rooms are controlled by their respective Supply Control Computer, an on/off valve, and an output pump for each loop. Note that '''these rooms can be depleted''', especially if [[Traitor|someone]] makes a hole in a tank's external wall.
 +
 
 +
 
 +
To understand how the breatheable air mix is mixed, try following these steps and looking at the map at the same time, it starts on the south end of Atmospherics, like so:
 +
# The gasses are pumped through the '''<span style="color:cyan">cyan tubes</span>''' from their respective tanks ('''N2''', '''O2''').
 +
# They are mixed in the air tank ('''Air''') to a 1/5 mix of O2 and N2.
 +
# The breathable gas is then pumped through the '''<span style="color:cyan">cyan loop</span>''' to the north of Atmospherics.
 +
# And finally it's pumped into the '''<span style="color:blue">dark blue distro loop</span>''' and out to the station for everyone to breathe.
 +
 
 +
 
 +
Next let's make up an example situation to see how the waste system works in action:
 +
# Scientist Bill messes up and fills the [[Toxins Lab]] with plasma but fortunately manages to evacuate the room safely.
 +
# Being an otherwise ideal situation Atmos-wise, the Toxins Lab's air scrubbers have been set to filter out all hazardous gases (they're not set by default, this has to be done through the Air Alarm manually or by asking the AI to do it) and plasma starts to get sucked through the scrubber into the waste pipes.
 +
# The plasma arrives to the Waste In -loop (the red pipe loop) at Atmos. It travels south through the pipes, its first stop being the N2 Filter.
 +
# If there was any Nitrogen in the waste gas, it would get filtered out here, and the rest of the gas continues its journey through the waste loop, same thing happening at every filter.
 +
# The plasma finally reaches the Plasma Filter.
 +
# Here the plasma gets extracted from the waste gas and pushed into the big plasma tank-room outside the windows.
 +
# The plasma stays in the room until someone decides to pump it out.
 +
# Scientist Bill by now notices that the Toxins Lab has no plasma anymore and is able to safely continue his work. Yay!
 +
 
 +
 
 +
==Setting Up Atmospherics==
 +
It's about time we stop with the theory <s>and throw it out the window</s> and get down to business. The two machines at the top can dispense infinite pipes, and your wrench can disconnect and connect pipes to each other. Remember, you cannot disconnect pumps if they have too much pressure in them.
 +
[[File:AtmosDerp.png|thumb|300px|right|The dumbass-version of the Atmospheric pipe system. See the steps what each colored circle means.]]
 +
Next up is a very simple step by step guide how to set up the Atmospherics pipe system to be (nearly) as efficient as possible. Note that this is only one style how to set up the pipes, there are many ways and they all have their own pros and cons!
 +
 
 +
 
 +
* '''For the love of Nanotrasen, at least do this:'''
 +
# Get a Volume Pump from the [[Pipe Dispenser]] at the north side of Atmos and replace the '''<span style="color:green">green circled</span>''' normal pump with a volume pump, making the waste gas -system >100x more efficient. We want the waste gas sucked from the station into the waste system as soon as possible!
 +
# Set all '''<span style="color:red">red circled</span>''' filters ON and set them to maximum pressure (4500 kPa) so waste gases will actually be moved.
 +
 
 +
 
 +
* '''This is good as well:'''
 +
# Go through the N2 and O2 (besides southern wall) and set their output to 4500 kPa.
 +
# Set the pumps next to the computers at 4500 kPa also, so the gases being pushed out of the gas-room get moved fast too.
 +
# Set the Air-computer's output to maximum (5066.25 kPa).
 +
# Replace the '''<span style="color:blue">blue circled</span>''' normal pump with a Volume Pump as well, but notice; there are risks involved and all of them are covered at the pros and cons -section below.
 +
 
 +
 
 +
'''Pros and cons of this whole setup:
 +
::'''+ Quick toxin filtering:''' In case of a toxin leak, waste gas will be sucked out quickly (if the area's air alarms are set to filter out all the toxins, that is, by default they are NOT filtering anything).
 +
 
 +
::'''+ Quick repressurization:''' In case of a breach, air will be poured out with a nice pace, helping you re-pressurize the room quicker after the breach is fixed.
 +
 
 +
::'''+ Reduced pipe sabotaging:''' With this setup, its harder for the grifflords to fuck up pipes in the maintenance tunnels. In a room with the default 101.3 kPa atmospheric pressure, pipes with more than 303.9 kPa pressure fling the unwrencher in a random direction.
 +
 
 +
::'''- Air Alarm sabotages:''' The station is more vulnerable for sabotage through [[Air alarm|air alarms]]. Someone can quite easily hack an air alarm somewhere and set the vents to push out air at maximum pressure, resulting in overpressurization.
 +
 
 +
::'''- Space wind:''' In case of a breach, until the hole is fixed, you'll probably spend a small while fighting against the huge air current, a.k.a. "space wind", if you don't switch the vents off during the repair. This is mostly just annoying.
 +
 
 +
::'''- Very slow pipe manipulating:''' If you suddenly have to modify any of the distribution pipes around the station, you need to lower the pressure to under 303.9 kPa if you don't want to be flung around like a leaf in the space wind, which can take a long time.
 +
 
 +
 
 +
A little safer, but not as efficient, way of setting up the system is leaving the '''<span style="color:blue">blue circled</span>''' normal pumps completely alone or maybe raising the pressure to 315 kPa. This pressure is enough for quick pipe manipulating and for a sufficient air distribution.
 +
 
 +
 
 +
Done correctly, Atmosia should be pumping good air just faster than it's lost, and draining bad air away as fast as the traitors can set it on fire or alternatively draining good air away as fast as a malf AI can siphon it. You can go kick back in the bar like a boss and wait for the inevitable minor station damage and cries of "Call the shuttle!" on the radio from folks who don't even know it ain't a big deal.
 +
 
 +
 
 +
==After the Work is Done==
 
There is a short list of things which fall under your stead:
 
There is a short list of things which fall under your stead:
*First and by far most important: make sure pipes don't get broken and if they do fix them.
+
* First and by far most important: make sure pipes don't get broken and if they do, fix them.
*Go around swiping your ID on air alarms, setting Plasma and N2O to siphon, and then re-swiping to lock it. You can ask the AI to do this as well, and probably should.
+
* Go around swiping your ID on [[Air Alarm]]s, setting the operating mode to contaminated, and then re-swiping to lock it. You can ask the AI to do this as well, and probably should.
*Least importantly, maintain the disposals system. You can generate pipes, but it needs welding and is generally a pain in the ass. You can also make fun slides, though.
+
* Fill all the air pumps with air using a volume pump (more air pumps can be found from the locker room).
 +
* Make extremely extended oxygen tanks for internals use (instructions below).
 +
# Go to the red lockers, get a hard hat, gas mask and everything else that might be of use. Remember that you need both a fire suit and a hard hat to be resistant to weak fires. One will be useless without the other.
 +
# Go grab the Fire Axe from the wall mount and hide it somewhere so the [[Clown|chucklefucks]] won't get it and go killing. DON'T take it with you and go walking through the hallways trying to look like a badass, you'll be the prime target of any antagonist/griffon who needs an efficient weapon.
 +
* Least importantly, maintain the disposals system. You can generate pipes, but it needs welding and is generally a pain in the ass. You can also make fun slides, though.
 +
 
 +
 
 +
===Optimizing Internals===
 +
* On a basic view, a 16 kPa minimum O2 requirement in internals. Pure O2 is theoretically toxic in real life, but has no representation for this in code, and takes a while to be really dangerous anyway (they use it to treat certain diseases, for example), and thus using a tank filled with air for internals is fairly inefficient.
 +
* Cold O2 has more moles per kPa, and because people breathe in moles, and filling tanks usefully for internals are largely capped by the 1000 kPa release pressure, means cooling your O2 before using it in internals is important! Cooled down O2, such as from a freezer-ed canister, is the most efficient way to set up internals. Cooling it below 264 K will result in icicles inside in your lungs, though!
 +
* If you need to empty an internal tank to make space for better, colder O2, you can use an Air Pump. Set it to ''"pump in"'' and ''"turn on"'' then ''"off"'' with the tank inside it, making it completely empty, thus allowing you to refill the tank more effectively.
 +
* An emergency oxygen tank with normal settings lasts for about 12 minutes. Same tank, but with optimized gas temperature and output settings reduced, lasts about 50 minutes. If you don't have resources to get cooled O2 right now, set your output pressure to 16 kPa, it will give you 31 % more time to breathe.
 +
 
 +
 
 +
===Your Very Own Customized Mix===
 +
To create a custom mix of gas, turn on the output of the supply control computers, open the manual valves, and turn the output of the pump to what you wish it to be. The gas will travel through the orange pipes into the mixing chamber. The gas mix is pumped into the mixing chamber via a pump north of the orange loop.
 +
 
 +
The mix obtained can then be pumped into the distribution and filtering loop or used to fill canisters. Remember to turn off the pump between the yellow and red pipe network or your custom mix will just go into the red waste loop.
 +
 
 +
 
 +
===Fun Projects===
 +
* The Atmospherics system is far from optimal, and we're talking about just the pipe configuration! Break out that wrench and start experimenting (just make sure you know what's what)!
 +
* Extremely high-temperature gases (like those from a panic siphoned fire) can really clog the waste loop. Could you do something to correct that?
 +
* No one uses the ports outside of the 'refilling' station, but that doesn't mean that functionality can't be added onto them!
 +
* The wall section that looks like the letter 'I' can be dismantled if you need more working space for pipes.
 +
* Don't count out the grated window areas, they can be a great (har har) way to utilize the vacuum of space without an EVA suit.
 +
* Speaking of EVA suits, your engineering buddies can potentially help you with anything you might want to do in space, be it adding or modifying pipes. Watch the hilarity as that incompetent engineer fumbles with the huge crate of pipes he dragged out into space for you!
 +
* The main cargo area inside Cargo has a laughably small number of vents, and how many times have those dumb dumbs sent the shuttle off while the doors are open?
 +
* The brigs distribution system is set up to be potentially independent of the rest of the station's distribution loop, maybe other places can be set up like this as well?
 +
* The mining station doesn't have air recycling. Very long rounds might make this a problem for any miners working there.
 +
==The Less Well Known Hazards of Gases==
 +
* Any gas at pressure over 1000 kPa will cause you to start suffocating as in a vacuum. You can just use internals, though.
 +
* N2O is invisible at low pressures. If you start giggling, put on your internals to avoid passing out.
 +
* Any gas can displace O2, and less than ''16'' (also useful for optimizing internals) kPa of oxygen starts the Oxyloss. CO2 can be removed with the scrubbers, but to get rid of N2 simply apply some way of removing gas from the air and adding O2. My personal favorite is 2 air pumps, 3 connectors and an Air Filter and a canister: 1 pump draws in, goes through the connection and filters N2 into the canister, and the rest to the other pump, which expels it. Can also be used for N2O which is only sluggishly scrubbed otherwise.
 +
* Pressures above 750 kPa do 10 DPS + 5 DPS for every extra 375 kPa above that mark, rounded off. Space suits completely block it all, but there is no other defense.
 +
 
 +
 
 +
{{anchor|Atmos Resin}}
 +
==ATMOS Resin==
 +
The Backpack Firefighter Tank[[File:waterbackpack atmos.png]] can switch modes to launch transparent ATMOS resin instead of extinguisher. This resin has the following effects:
 +
* Repairs hull breaches similarly to [[Guide_to_chemistry#Smart Metal Foam|Metal Foam]].
 +
* Cleans the air from toxins.
 +
* Normalises air temperature to room temperature (20°C or 293.15K).
 +
* Removes slipperiness from floors (from water etc).
 +
* The foam itself is not slippery.
 +
 
 +
 
 +
To use the Backpack Firefighter Tank, equip it on your backpack slot and click the new hud icon to take out the nozzle[[File:atmos_nozzle.png]] . You can then cycle modes between extinguisher, resin launcher and single tile resin launcher (foamer) by activating the nozzle in your hand. It spends water when used. Examine the nozzle to see water remaining. This anti-breach and firefighting tool can be ordered from [[Supply_crates#Backpack Firefighting Crate|cargo]] or found in atmospheric lockers.
 +
 
  
==Optimising Internals==
+
==Useful Atmos Trivia==
*On a basic view, a 16 KPA minimum O2 requirement in internals. Pure O2 is theoretically toxic in real life, but has no representation for this in code, and takes a while to be really dangerous anyway (they use it to treat certain diseases, for example), and thus using a mixed tank for internals is fairly inefficient.
+
* Your holobarriers let people walk through, yet block gases. Very useful for cleaning up Plasma spills, fixing hull breaches and keeping fires in check.
*Emergency O2 tanks have volume 3. Extended Emergency O2 tanks have volume 6. The big air tanks have volume 10. Volume is essentially the 'mole divider' when converting between a canister/air pump to your tank; having a higher volume essentially makes the tank that much more efficient, proportionally, so an EEOT has twice the contained air per KPA in comparison to a regular EOT.
+
* Using H/E pipes in space you can cool things down to a very low temperature very quickly. By making a cross with two off them you can have two on one tile, which is known as 'sequesteral' cooling.
*Cold air has more moles to a KPA, and because people breath in moles, and filling tanks usefully for internals is largely capped by the 1000 KPA release pressure, which means cooling your air before using in internals is important. Cooled down air, such as from a freezer-ed canister, is the most efficient way to set up internals.
+
* Air Filters on currently burning mixes can siphon out heated but PURE O2 and Plasma. Do the O2 first then the plasma, as there is less O2 in a fire and thus it functions faster. This (and H/E) allow you to reach really obscene temperatures.
*If you need to empty an internal tank to make space for better, colder air, you use an air pump set to pump in and turned on then off with the tank inside it, allowing you to refill it more effectively.
+
* Air Filters and H/E allow you to expose gases to the heat of fires (or their CO2 product) but keep/make them pure, allowing for hot N2O or similar.
 +
* Using a small starter flame/heater you can have in pipe combustion.
 +
* Canister [[Guide to toxins|bombs]] are heated Plasma in a canister, with an O2 tank placed in the canister, and then open the valve between them. You will also need to run very, very fast.
 +
* Pipes at around 300 kPa pressure can't be unwrenched, however, devices such as pumps and filters don't really 'hold' pressure and can be unwrenched at any time (assuming they're off)!
 +
* Gas pumps are for precise pressure control, volumetric pumps are for really fast pumping, and passive gates are for having 'one way' manual valves.
  
==The Gases, their functions, and some basic Pressure, Temperature, Volume and Heat Capacity notes==
 
  
'''N2''': N2 soaks up heat in the air, and lowers the temperature of a fire. By association, it can very quickly lower the temperature of a fiery rupture to the point where the flames self-extinguish. Proof of this can be seen if you go down to the incinerator with a can of burnmix, and a can of 20% burnmix and 80% N2. The N2 contaminated fire will not burn nearly as hot or as well. This is why the Toxins guide recommends opening up a can of N2 to the air, it can and will save your life if there's a rupture.
+
==Fusion==
 +
So you want to operate a fusion reactor? Well, it's about as dangerous as it sounds. Fusion has been redesigned several times and is currently on '''version 6:''' [https://github.com/tgstation/tgstation/pull/42748 "Chaos Hyper-Torus Edition"]. <br>
 +
<div class="toccolours mw-collapsible mw-collapsed">
 +
'''The quick guide to make fusion in version 6 is:''' <br>
 +
<div class="mw-collapsible-content">
 +
The '''minimum requirements''' for fusion to occur are:
 +
*Mix at least 250 mols of CO2, at least 250 mols of plasma and one mole of Tritium. Then heat it all to over 10000K. This condition must be true at all times or the reaction will end. Therefore you want a good amount of tritium in the mix at the start. <br>
  
Heat Capacity: 300
+
*'''Basic mechanics''' of fusion:
 +
Plasmic fusion fuses carbon dioxide and plasma together and creates a big amount of energy as well as converting tritium into other "waste" gases.
 +
CO2 and plasma get consumed by this reaction at the same rate.
 +
*The most crucial factor for good fusion, however, is '''Instability''':
 +
The maximum Instability of a fusion reaction is determined by the volume of the gas network the fusion occurs in; A good rule of thumb is that for a canister of 1000L this maximum number is exactly 2*pi or around 6.283. With higher volume, the number increases, while it decreases with less volume. The Instability of the fusion always starts at 0 and will count up or time until it turns over to 0 again (like a clock).
 +
It depends on the tritium and other fusion power gases in the mix how fast the Instability rises or falls. (the fusion power gases are still the same as in version 5)
 +
*Now the important part: If the instability is between 0 and 2 the fusion reaction is '''exothermic''', meaning it'll heat itself up. If it is between 2 and the maximum however it will be '''endothermic''' and cool down, this can end your fusion and leave you with a 2,7 Kelvin cold canister.
 +
If the reaction is exothermic it will also convert tritium to oxygen and nitrous oxide, while in the endothermic state it produces nytril and bz. Other byproducts will form simply through the existence of these gases; they are the formation of stimulum as nytril will convert to stimulus if enough tritium, plasma and bz are available and hypernobillium will form from trit and nitrogen.
 +
Depending on what you are aiming for, you want to regulate the instability by controlling what other fusion gases you inject into the mix. Go nuts and don't get banned!
 +
</div>
 +
</div>
 +
<div class="toccolours mw-collapsible mw-collapsed">
 +
Click expand to see the old outdated '''version 5:''' "Power Tiered" fusion system.
 +
<div class="mw-collapsible-content">
 +
Fusion occurs when you give plasma and tritium a lot of heat energy. It'll quickly convert all of the gases to an extremely hot mixture based on the power of the reacting mixture. This power can be increased or decreased depending on what exactly is in the mix. The ratio of plasma is kept at exactly half of the mix for higher power and the rest of the gas, the mediation gas, should have a high fusion power and a low average specific heat.
  
'''O2''': You breathe this. Running out of O2 will cause your slow death by suffocation damage. It is also required for a fire to even start, and hold, ending the fire when the O2 or Plasma is depleted. Having less than 16 kPa of O2 flowing into your lungs chokes you.
 
  
Heat Capacity: 20
+
'''Gas fusion power''': Each gas has a different amount of power it can contribute to the fusion process per mole, typically the rarer it is the stronger it will be. If it isnt listed here, it doesn't provide any power to the equation but can still be used to lower the average heat capacity or required temperature.
 +
{| class="wikitable sortable"
 +
|-
 +
! Gas
 +
! Fusion power
 +
|-
 +
| CO2
 +
| style="width: fit-content; text-align:right;"| 1.25
 +
|-
 +
| Water Vapor
 +
| style="width: fit-content; text-align:right;"| 8
 +
|-
 +
| Nitryl
 +
| style="width: fit-content; text-align:right;"| 16
 +
|-
 +
| BZ
 +
| style="width: fit-content; text-align:right;"| 8
 +
|-
 +
| Stimulum
 +
| style="width: fit-content; text-align:right;"| 7
 +
|-
 +
| Pluxonium
 +
| style="width: fit-content; text-align:right;"| 10
 +
|-
 +
|}
  
'''CO2''': An invisible, heavy gas, CO2 is one of the first and fastest gases the scrubbers suck out of the air. It chokes people effectively and quickly, and if you can be bothered to set the alarms up, will result in a invisible room that kills those in it. Takes some setup and can be very, very annoying. The emote for this at low levels is (gasps alone? chokes and gasps?)
 
  
Heat Capacity: 30
+
'''Power ratio formula''': When fusion occurs and plasma is exactly half of the mix, the following formula is used to find the tier of the fusion:
  
'''N2O''': A white-flecked gas. Makes you laugh at low doses and at higher ones puts you to sleep. Scrubbers don't deal with it too well and portable scrubbers just choke on it. If using this as a sleep gas mix do *not* forget the O2 at at least 16 kPa, or you will kill someone.
+
[[File:PowerRatioFormula.PNG]]
  
Heat Capacity:
+
If plasma is not half of the mix, it will begin a bell curve decay in the power ratio.
  
'''Plasma''': The one truly flammable gas on the station, plasma is purple, and highly toxic. Of note is the fact that in the presence of any oxygen at high pressures, Plasma pumped into air, and Burn Mix (O2 and Plasma), can and will spontaneously ignite on turf at high pressures.
 
  
Heat Capacity:
+
'''Required Temperature''': 3e9 joules must exist in the mix for the fusion to occur
  
'''Plasma Type B''': While not on Station, Plasma B is premixed burnmix. It can still be adminspawned in a pipetank, as it still exists in code. This is more here as a note of interest.
+
[[File:Required temp formula.PNG]]
 +
<br><br>
 +
Power tier
 +
Depending on the power you create from the mixture, fusion can go into 4 different tiers scaling to have typically higher rarity in produced gas, energy produced, and dangerous side effects such as radiation bolts, lingering radiation, tesla shocks, and an explosion. A portion of the gas is converted to raw energy, growing depending on tier.
 +
* '''Low tier''':
 +
** 0-5 power ratio
 +
**Low chance of explosion and short range shock
 +
** Produces 10% BZ and 90% CO2 with a high enough heat to make a tiny amount of hyper noblium
  
Heat Capacity:
 
  
'''PV=nRT''' where R = 8  The following are linked by this equation. Sadly, without either Volume or Moles, it's not useful in game and is here for the theory.
+
* '''Medium tier''':
 +
** 5-20 power ratio
 +
** Moderate chance of explosion and medium range shock
 +
** Produces 25% Nitryl and 75% N2O with a high enough heat to make several hyper noblium [[Guide to toxins|bombs]]
  
'''Pressure (P)''': Measured in kPa, kiloPascals, Pressure is lethal above 750 KPA's. A pressure in a room above 1000 KPA's necessitates internals to breathe properly. <!-- We don't have a pressure cap on breathing air in general, just minimum O2. ~Scottzar -->
 
  
'''Temperature(T)''': Measures in K, Kelvin, Temperature above x and below y causes burn damage. Bomb making usually relies on a temperature at or in excess of 90 kK. Floors and walls melt at a temperature of z.
+
* '''High tier''':
 +
** 20-50 power ratio
 +
** High chance of explosion and wide range shock
 +
** Produces 1/12th Stimulum and 11/12th pluxonium with a large amount of heat
  
'''Moles(n)''': While not a variable that can be seen, Moles are the amount of particles of a gas in the air. It is moles that cause odd effects with a certain chemical. As it dumps so many moles to a turf, to keep the pressure acceptable, the moles have to be very, very cold, causing the infectious effect.
 
  
'''Volume(V)''': Another unseen variable, Volume is the size of a turf, or a canister, tank or piped tank. This helps dictate how much gas it can hold. (Potential list of volume for a tile, pipe, airtanks, etanks, canisters, ect?)
+
* '''Super tier''':
 +
** 50+ power ratio
 +
** 100% chance of explosion and very wide range shock
 +
** Produces 100% Tritium with a massive amount of heat
 +
<br><br>
 +
Example
 +
Since fusion tends to be a little difficult for people to find entry to, a sample for doing so will be provided here.
 +
*'''mix:''' 5000 moles of trit, 5000 moles of plasma.
 +
*'''Average mediation specific heat:''' 10
 +
*'''Average mediation fusion power:''' 1
 +
*'''Mediation mole count:''' 5000
 +
*'''Fusion power:'''(5000*1)/(10*80) = 6.25 = medium tier
 +
*'''Required heat:''' (3e9)/((average specific heat)(total moles)) = 2857.14 k
  
'''Heat Capacity''': A gasmix has heat capacity, and it is calculated by taking into account the quantity of all of the gases in the air and their specific heat. Oxygen has a specific heat of around 20, CO2 has 30, and N2 has 300. When you factor in the normal 70% N2 it leaves you with a very high specific heat. The higher the specific heat, the more energy required to heat up the mixture, meaning that with an air mix vs. pure O2 mix, it takes much more energy to heat the air than the O2, and the increase in energy required also decreases how much the fire spreads. Simply slowing it down means that heat energy will be 'soaked up' by the air instead of super-heating everything extremely quickly.
 
  
'''Fire''': An effect caused by burning plasma, fire comes in two different forms of hotspot. It causes massive burn damage, and a strong fire will not be stopped by standard firesuits. Plumbing N2 into a room might work, but heavy firefighting is not the point of this section. Fire will ignite any form of combustibles in near tiles. Sufficiently hot fires use less oxygen as they rise in temperature. This is due to the fact that fires remove X plasma and X*(1.4-Y, Y< or = 1) oxygen. X CO2 is produced. Ideal Burnmix is: higher O2 than plasma for really cold ones, such as open air small plasma usage, with a consistent decrease based off of temperature until you reach 28.57% O2. In general, 30% O2 is a good mark for N2 less fires.
+
'''Tips for working with fusion''':
 +
*at the highest efficiency roughly 30% of the gas you use will be lost to the pump to the canister and to the heat exchanger to the can so prepare accordingly.
 +
* '''Work with friends.''' It has high setup and maintenance requirements, and your fellow atmos techs, engineers and toxins scientists are all valuable resources in your pursuit of very hot things.
 +
* Although some gases may have high fusion power they might have too high specific heats to give you the tier you want, as a rule of thumb Stimulum, Nitryl, and BZ are all very useful for reaching higher tiers of fusion.
 +
* Fusion requires ''Heat energy'' not ''Temperature'' meaning the more moles you can fit into an area, the lower the temp is for you to start fusion.
 +
* It is recommended to have a sacrificial lamb preform the finale in an unused area such as space, if not be wearing radiation protection and have an excuse for the [https://tgstation13.org/wiki/Administrators gods] you are about to anger.
 +
* It is intended to preform fusion in a canister but doing it in a pipe net or incinerator is possible.
 +
* Heat exchanges are your friend for starting your reaction. Connect it to tritium burn chamber or canister to get the heat needed to start it.
 +
* Typically gases with high power but also high specific heats like water vapor or pluxonium will become exponentially more efficient the more you use due to the average specific heat increasing less and less the more you use.
 +
* Should you want to release a canister that you used for fusion in a room full of people, consider shooting it to break it open so you arent right next to it.
 +
'''Beyond the basics''':
 +
* You can harness the radiation produced from fusion to produce power using rad collectors. Earn your keep as a member of engineering. Or just use it for pluoxium production.
 +
* The higher the temperature, the prettier the fire. See if you can get the prettiest color fire.
 +
* Traitors can harness fusion reactions to devastating results if done correctly.
 +
</div>
 +
</div>
 +
==Being a Traitorous Scum==
 +
Or: How to get the AI lynched; How to call the shuttle as Atmos Tech, step-by-step:
 +
# Open valves connected to harmful gas you want to add to the station.
 +
# Set pumps to the distribution loop to maximum pressure output (4500 kPa).
 +
# Set filters to not filter harmful gasses you want to add to the station OR set the waste-in pump to 0 kPa (but leave it on to confuse the crew).
 +
# Open valve from custom mix chamber.
 +
# Turn on pump leading to distribution loop.
 +
# Wait for vents to slowly kick out your deathgas mix as regular atmos drains out through the inevitable hull breaches (alternatively turn off pressure checks on air alarms' vents to speed things up).
 +
# If you need to kill someone for your objective, and you want to be more proactive, the [[Fire Axe]] mounted in the wall is surprisingly effective. Just don't leave it lying around, because it's one of only two on the station.
  
  
<!-- Not too much more to say, but you're welcome to codebrowse for the variables I've indicated with x, y and similar. Hawk. -->
+
To hurry this process up, you can set the air vents at local control panels to maximum output pressure. Not doing so gives the AI and Atmos Techs more time to notice what you've done and shut it off before it takes effect.
  
==Using an air alarm==
 
Air alarms are the central tool of an atmos tech outside setting atmospherics up. To use an air alarm, simply swipe your ID across it.
 
  
'''Panic Syphons''': They turn all vents off and set all scrubbers to syphon. You *can* do better than that, but most of the methods involve setting vents to suck, and if you need a panic syphon, then sucking contaminated air into Distro kinda sucks. <!-- If you truly do have a better way, Scott, I suggest you explain it. -->
+
A faster process for achieving the same result is to do the following:
 +
# Disconnect, change the direction of, and reconnect the pump that feeds from the air mix to the mix tank in the north-eastern room of atmosia.  
 +
# Open the valves for your deathgas mixture of choice.
 +
# Power on and max the pressure on every pump in the mix pipes (yellow pipes) from the storage tanks out to the station output (blue pipes).
  
'''Vents''': you control vents through the air alarm. There are the following settings:
 
*External on, Internal off: will drain/add air from the tile the vent is on to make it the correct amount. All air being moved goes into/comes out of the pipe the vent is attached to. Set to 0 to drain air, or pressurise to specific levels.
 
*Both on: completely useless. Don't bother.
 
*External off, Internal on: Drains/adds air to the tile to get the pipe attached to the correct level. Setting a vent to internal and the desired pressure to 0 causes ALL gas which enters the pipe to be shunted out onto the tile.
 
  
 +
This simply means that instead of the air mix being put into the mix tank as it normally does, the air mix (which may or may not contain death gasses) is fed into the station output.
  
'''Scrubbers''': two settings, scrubbing and syphoning.
 
*Scrubbers will slowly drain any gasses set to scrub in the air of the tile they are on, and transfer it to their pipe. Really, really slow with N2O.
 
*Syphons will do the same, except indiscriminately and drain all gasses on their tile.
 
  
==Being a traitorous scum==
+
Crafty atmos traitors will want to cut cameras, replace pumps with pipes, use tricky pipe configurations to avoid the AI interfering or the detective trying to fix it and make a hole in the station's oxygen and air tanks, venting the entire round's supply of oxygen into space.
If you are just trying to flood a gas like plasma, you can essentially do the basic set up with plasma instead of a N2/O2 mix.
 
*You can C4 the digital valves to let you remove them and shut down AI control, or save a C4 and disable the cameras if you know there's no Cyborgs on the station.
 
*Using a gas filter turned on to pour large, ever increasing, amounts of gas onto a single connector port has no visible effects, but if you wrench a canister onto it then the canister will almost immediate fill up with the massive pressure buildup, letting you get super-high pressure plasma/CO2/etc canisters to hit area's with.
 
  
==Useful Atmos Trvia==
 
*Using H/E pipes in space you can cool things down to a very low temperature very quickly. By making a cross with two off them you can have two on one tile, which is known as 'sequesteral' cooling.
 
*Air Filters on currently burning mixes can siphon out heated but PURE O2 and Plasma. Do the O2 first then the plasma, as there is less O2 in a fire and thus it functions faster. This (and H/E) allow you to reach really obscene temperatures.
 
*Air Filters and H/E allow you to expose gasses to the heat of fires (or their CO2 product) but keep/make them pure, allowing for hot N2O or similar.
 
*You can use fire to burn out floor tiles into space tiles.
 
*Using a small starter flame/heater you can have in pipe combustion.
 
*Canister bombs are heated Plasma in a canister, with a O2 tank placed in the canister, and then open the valve between them. You will also need to run very, very fast.
 
*The gas diverted by an air filter has no maximum pressure, and can therefore reach an insane amount. For example, you can filter out the oxygen into one sealed pipe and it will keep rising.
 
*You can hack an air alarm to use it as a non-atmostech.
 
*Any time chemistry sets off an air-affecting grenade (Think Welderfuel/Ground Plasma), the particles spread themselves as part of an airmix. This is bloody annoying, because though the Air Alarms pick them up as "High Concentration of Unknown Particles Detected", they are impossible to suck down to Atmos. Spacing the entire affected air is, as far as I know, the only real "cure". There is a viable way to clean this, if you can safely cordon off the area. Detonating a welding fuel tank usually (always?) cuts a hole to space on the tile beneath it, and thus if you set your internals on and wear a fire suit, is an highly unsafe but effective way of draining the air. It is also one of the few ways to destroy pipes which are at a high pressure and thus can be a useful emergency cut-off if there is plasma irrevocably linked to distribution. It does KO you, do damage, and can make a space tile, which means without internals and a fire suit it can kill you. Caution is advised.
 
*Pipes at around 300 kPa pressure can be unwrenched, however, devices such as pumps and filters don't really 'hold' pressure and can be unwrenched at any time! (Assuming they're off.)
 
*Gas pumps are for precise pressure control, volumetric pumps are for really fast pumping, and passive gates are for having 'one way' manual valves.
 
  
 +
An extremely fast method that involves a clever use of the waste system is the following:
 +
# Reconfigure the piping to connect the waste system directly into the pure pipes.
 +
# Find a place with a waste pipe next to a distro pipe, then configure them so that they can be united later.
 +
# Open the valves for your deathgas mixture of choice, the waste piping should now begin to fill with your gases.
 +
# Set as many air alarms as you can to have every vent at Internal 0.
 +
# When ready, go back to your distro/waste pipe spot and unite them.
 +
# Listen to screams over the radio.
  
==Fun projects==
 
*The Atmospherics system is far from optimal, and I'm talking about just the pipe configuration! Break out that wrench and start experimenting! (Just make sure you know what's what.)
 
*Extremely high temperature gasses (Like those from a panic siphoned fire.) can really clog the waste loop. Can something be done to correct that?
 
*No one uses the ports outside of the 'refilling' station, but that doesn't mean that functionality can't be added onto them!
 
*The wall section that looks like the letter 'I' can be dismantled if you need more working space for pipes.
 
*Don't count out the grated window areas, they can be a great (Har har) way to utilize the vacuum of space without an EVA suit.
 
*Speaking of EVA suits, your engineering buddies can potentially help you with anything you might want to do in space, be it adding or modifying pipes. Watch the hilarity as that incompetent engineer fumbles with the huge crate of pipes he dragged out into space for you!
 
*The main cargo area inside Cargo has a laughably small number of vents, and how many times have those dumb dumbs sent the shuttle off while the doors are open?
 
*The brigs distribution system is set up to be potentially independent of the rest of the stations distribution loop, maybe other places can be set up like this as well?
 
*The mining station doesn't have air recycling. Very long rounds might make this a problem for any miners working there.
 
  
==The less well know hazards of gasses==
+
Other antagonistic things to do:
*Any gas at pressure over 1000 KPA will cause you to start suffocating as in a vacuum. You can just use internals, though.
+
* You can hack an air alarm to use it as a non-Atmos Tech.
*N2O is invisible at low pressures. If you start giggling, put on your internals to avoid passing out.
+
* You can C4 the digital valves to let you remove them and shut down AI control, or save a C4 and disable the cameras if you know there are no Cyborgs on the station.
*Any gas can displace O2, and less than ''16'' (also useful for optimizing internals) KPA of oxygen starts the Oxyloss. CO2 can be removed with the scrubbers, but to get rid of N2 simply apply some way of removing gas from the air and adding O2. My personal favorite is 2 air pumps, 3 connectors and a Air Filter and a canister: 1 pump draws in, goes through the connection and filters N2 into the canister, and the rest to the other pump, which expels it. Can also be used for N2O which is only sluggishly scrubbed otherwise.
+
* Using a gas filter turned on to pour large, ever increasing, amounts of gas onto a single connector port has no visible effects, but if you wrench a canister onto it then the canister will almost immediately fill up with the massive pressure buildup, letting you get super-high pressure plasma/CO2/etc canisters to hit area's with.
*Pressure's above 750KPA do 10DPS + 5DPS for every extra 375KPA above that mark,  rounded off. Space suits completely block it all, but there is no other defence.
 
 
[[Category:Guides]]
 
[[Category:Guides]]

Latest revision as of 10:20, 11 June 2024

This is the Guide to Atmospherics. When properly initialized, Atmosia can keep the station aired-up through nearly any emergency. Improperly initialized, it's a waste of space at best and an outright fire hazard at worst.


If you're new to the job, feel free to jump straight to the how to set up Atmos -section. If you're ready to really learn about the atmospheric system, read on. By reading this guide you will learn how to transform Atmos from a waste of space to an actually useful addition. We will go through all kinds of theory, so this may be tough, but it will also ensure you know exactly how and more importantly how Atmos works the way it does, making you ready for all kinds of situations.

Better start learning Russian kiddo.

See also:

PortablePump.png Atmospherics items


The Gases and Their Functions[edit | edit source]

Let's start with some theory about the gases. Below are the different gases that can be found in-game.

O2 Canister.pngO2[edit | edit source]

Oxygen. All humans, pets, and lizard-people need more than 16 kPa of oxygen in the air or internals to breathe. Any less and the creature starts to suffocate.

It is required to oxidize a plasma fire. A room with 100% plasma will not burn. More oxygen causes plasma fires to increase in heat and size. Oxygen mixed suddenly with heated plasma causes explosions when in a tank. See Temperature.

Oxygen is an invisible gas. To detect it, use your PDA or a wall mounted Air Alarm. Oxygen canisters are marked in blue. Emergency Oxygen Tanks, filled with about 300 kPa, spawn in your emergency Internals Box. Larger Oxygen Tanks are in Emergency Lockers all across ship, which start with about 600 kPa.


N2 Canister.pngN2[edit | edit source]

Nitrogen. Not particularly more heat absorbant than any other gas. However, it cannot burn at all, which may slow down fires simply by taking up space. It can reduce the heat penalty on the SM, which will keep temperatures down.

Can be found in Atmospherics in red canisters.


Air Canister.pngAir[edit | edit source]

A 1:4 gasmix of O2 and N2 (20% O2, 80% N2). The station is filled with this.

Air in SS13 can be seen, strangely enough, as a 'watered down'-O2, with N2 being the water. Optimal atmospheric pressure for humans is 101.3 kPa. Due to the minimum of 16 kPa of O2, the pressure of 101.3 kPa cannot be changed too much without the situation becoming excessively lethal. Under 16 % oxygen? You start dying. Under 90 kPa due to fire from a while ago? You start dying. Be mindful of this.

Air canisters, marked in white, can be found in emergency storages.


Water vapor.pngWater Vapor[edit | edit source]

Pure H2O. Keep away from the Clown - this slips people and even freezes tiles when released at low temperatures.

The Janitor starts with a tank in his closet; created as a waste product when tritium burns.


CO2 Canister.pngCO2[edit | edit source]

What the fuck is Carbon Dioxide!? It's an invisible, heavy gas. It chokes people effectively and quickly, and if you can be bothered to set the alarms up, will result in a invisible room that kills those in it. Takes some setup and can be very, very annoying. Causes people to gasp at low levels.

Can be found in Atmospherics in black canisters.


N2O Canister.pngN2O[edit | edit source]

Nitrous Oxide, a.k.a. Sleeping Agent. A white-flecked gas.

Makes you laugh at low doses and at higher ones puts you to sleep. If using this as a sleep gas mix do not forget to mix in at least 16 kPa of O2, or you will suffocate someone. This decomposes into Nitrogen and Oxygen at temperatures at or over 1400K, creating Nitrogen equal to the amount of N2O used, and half that amount in Oxygen.

Can be found in Atmospherics in red canisters with a white stripe on them.

Plasma Canister.pngPlasma[edit | edit source]

Toxins. One of the two flammable gases on the station, plasma is purple and highly toxic.

Heating this enough with Tritium present will cause Plasma fusion. Make sure to take care of the absurd amount of waste products!


BZ canister.pngBZ[edit | edit source]

BZ gas is a potent hallucinogenic that also put slimes into stasis, degenerates changeling chemicals and supresses their hivemind. As a side effect, affected people will take low brain damage.

BZ is formed when N2O and Plasma are combined at low pressures. The optimal pressure for this is 0.1 atmosphere, or about 10 kPa. Efficiency might be higher if you get it even lower somehow, though.

If mixed in a tank with oxygen, it can be used for internals, to encourage spiritual development. Breathing it also produces BZ Metabolites.

Export price per mol: 4 credits

Nitryl no2.pngNitryl (NO2)[edit | edit source]

Nitryl (formerly Brown Gas) speeds you up - pretty good until the acid eats your lungs.

The result of heating Oxygen and Nitrogen to approximately 22500K at a 1:1 ratio, with at least 5 moles of Pluoxium as a catalyst. Higher heat improves efficiency.

Tritium.pngTritium[edit | edit source]

Radioactive, flammable gas that is used in plenty of chemical reactions. Created by heating loadsa O2 with Plasma. Also, radiation collectors convert plasma into this. Tritium, though not naturally radioactive, releases radiation when it is burned. Might not want to put this into any engine unless you plan to set it on fire.

250 moles can be used as a catalyst for Plasma fusion.

Tritium is created in fires that are highly oxygenated, or, in fires where oxygen takes up a vast majority of the gasses. For example, 97% oxygen and 3% plasma. Different ratios may be used, and sometimes different ratios will end up being better for the highest level of efficiency depending on space in the incinerator and temperature of the fire. Experiment! Important to remember is that tritium will likely be very hot, and if allowed to react with oxygen will burn up into water vapor. Keep this in mind when attempting to get sizeable amounts of it.

Export price per mol: 5 credits

Freon canister.pngHyper-Noblium[edit | edit source]

Extremely inert, Hyper-Noblium stops other gases from reacting. (Specifically, it stops reactions when >5 moles)

Can be created when Nitrogen is combined with Tritium at extremely high temperatures. BZ works as a catalyst. 2:1 Nitrogen to Tritium is about optimal here. Counter to the Nitryl reaction, BZ is not a requirement at all. But rather, it decreases how much the temperature / energy drops of your gas mix during the reaction. As such, BZ can often be entirely ignored. The minimum temperature for this reaction to occur is 5000000K

Export price per mol: 1000 credits

Stimulum.pngStimulum[edit | edit source]

An experimental gas that makes you stun and sleep immune and slightly regenerates stamina, but also causes toxin damage the longer you've been breathing it (current cycle x 0.1 toxin).

Formed by combining Tritium with Plasma, BZ and Nitryl, then heating it. Also formed in high quantities by fusion.

Export price per mol: 100 credits

Pluoxium Canister.pngPluoxium[edit | edit source]

A non-reactive Oxygen substitute that delivers eight times as much O2 to the bloodstream, with as little 3 kPa minimum pressure required for internals!

Formed by irradiating tiles with 2 part CO2 1 part O2 in the air. The Supermatter can be used to naturally generate a small amount of pluoxium if CO2 is added to the cooling loop, but this is risky.

Export price per mol: 5 credits

Canister.pngNucleium[edit | edit source]

Waste Gas of the Stormdrive and AGCNR that makes good coolant and sells for quite a bit when exporting it. The generation of nucleium is dependent on the number of moles in the input in case of the AGCNR. For the stormdrive, it down to the amount of fuel, Rate of reaction and the produced power.

Export price per mol: 50 credits

Physical Characteristics of Gases[edit | edit source]

TL;DR Gas flows from high pressure areas, to low pressure areas. Gas uses up more room when hot, less room when cold.

Ideal gas law: PV = nRT

Where R (ideal, or universal, gas constant) = 8.31, the following are linked by this equation.


Pressure (P): Measured in kPa, kiloPascals, Pressure is lethal above 750 kPa's. A pressure in a room above 1000 kPa's necessitates internals to breathe properly.


Volume (V): Another unseen variable, Volume is how much the area/canister/tank or piped tank has space inside it. This helps dictate how much gas it can hold. Volume is essentially the 'mole divider' when converting between a canister/air pump to your tank; having a higher volume essentially makes the tank that much more efficient, proportionally, so an Extended Emergency Oxygen Tank has twice the contained air per kPa in comparison to a regular Emergency Oxygen Tank.


Item Volume
AirTank.png Emergency Oxygen Tank 3
Extended Emergency Oxygen Tank.png Extended Emergency Oxygen Tank 6
Extended Emergency Oxygen Tank.png Double Emergency Oxygen Tank 10
OxygenTank.png Oxygen Tank (blue/red) 70
Plasma tank.png Plasma Tank 70
Atmospheric Pipe.png All pipes 70
Gaspipe.png Pipe manifold 105
Locker.png Locker 200
Coffin.png Coffin 200
Gas Pump (each side) 200
Volumpe Pump (each side) 200
Passive Gate (each side) 200
Heat Exchanger 200
Gas Filter 200
Vent 200
Scrubber 200
PortableScrubber.png Portable Scrubber 1 000
Canister.png Gas Canister 1 000
Wire 1 1.PNG Tile / turf (any area) 2 500
PortablePump.png Portable Pump 1 000
Pressure Tank.png Unmovable pressure tank 10 000
Huge Scrubber.png Huge scrubber 50 000


Moles (n): Moles are the amount of particles of a gas in the air. It is moles that cause odd effects with a certain chemical. As it dumps so many moles to a tile, to keep the pressure acceptable, the moles have to be very, very cold, causing the infectious effect. Moles can be calculated by a form of the ideal gas law. n=(P*V)/(R*T)


Temperature (T): Measures in K, Kelvin, Temperature above 360 K and below 260 K causes burn damage to humans. Bomb making usually relies on a temperature at or in excess of 90 000 K. Canisters rupture when the air surrounding them is over 1550 K.


Heat Capacity: A gasmix has heat capacity, and it is calculated by taking into account the quantity of all of the gases in the air and their specific heat. Heat capacity defines how much energy it takes to raise the temperature of a gas. The normal air mix (%30 O2, %70 N2) has a specific heat capacity of about 20 which doesn't impede heat transfer very much. Fires spreads quicker in gases with low heat capacity, and slower in gases with high heat capacity.

Gas Heat capacity
O2 20
N2 20
CO2 30
N2O 40
Plasma 200
Water Vapor 40
Hypernoblium 2000
Nitryl 20
Tritium 10
BZ 20
Stimulum 5
Pluoxium 80
Nucleium 450

Fire: An effect caused by burning plasma, fire comes in two different forms of hotspot. It causes massive burn damage, and a strong fire will not be stopped by standard firesuits. Plumbing N2 into a room might work, but heavy firefighting is not the point of this section. Fire will ignite any form of combustibles in near tiles. Sufficiently hot fires use less oxygen as they rise in temperature. This is due to the fact that fires remove X plasma and X*(1.4-Y, Y< or = 1) oxygen. X CO2 is produced. Ideal Burnmix is: 10x more O2 than plasma, and with as high a temperature as can achieve.


In short the colder the gas and the higher the container volume, the more moles you can fit inside. This is why hot gases clog the red waste pipes - they expand, allowing fewer moles to be transported.

Atmospherics Layout[edit | edit source]

A wise Atmos Tech once said: "just stare at the pipes until you get it."
"Simplified" picture of the Atmospherics pipe system. Yellow circles represent filters and the lightbrown circle represents the mixer.

Here are two pictures of the atmospheric pipe system. Right one is a "simplified" version of the left picture. Yellow circles representing the filters which filter out a certain gas from the Waste In -gasmix. The light yellow circle near the lower middle represents the mixer which mixes N2 and O2 into a breathable air mix.


Atmospherics is pretty simple, but the pipe layout makes it slightly confusing for the untrained eye. There are 4 major pipe "loops":

  • The dark blue pipe loop is the distribution loop. It sends air to all the vents on the station for the crew to breathe.


  • The cyan air mix pipe loop, which is specialized to mix and provide the air mix to the distribution loop, and is used to fill air pumps outside the front door of Atmospherics.


  • The red/green pipe loop, which retrieves the gas in the station via the air scrubbers (red loop) and passes them through a set of filters (green loop).


  • The yellow pipe loop, internal to Atmospherics, which is used for custom gas mixes that can be fed into the canister charging station in the middle of atmospherics, or fed into the mixing tank.


The tanks (the small rooms in space just outside of Atmos) of the station's atmospherics network, unlike in the rest of the station, are rooms filled with very high pressure of the appropriate gas. The output of these rooms are controlled by their respective Supply Control Computer, an on/off valve, and an output pump for each loop. Note that these rooms can be depleted, especially if someone makes a hole in a tank's external wall.


To understand how the breatheable air mix is mixed, try following these steps and looking at the map at the same time, it starts on the south end of Atmospherics, like so:

  1. The gasses are pumped through the cyan tubes from their respective tanks (N2, O2).
  2. They are mixed in the air tank (Air) to a 1/5 mix of O2 and N2.
  3. The breathable gas is then pumped through the cyan loop to the north of Atmospherics.
  4. And finally it's pumped into the dark blue distro loop and out to the station for everyone to breathe.


Next let's make up an example situation to see how the waste system works in action:

  1. Scientist Bill messes up and fills the Toxins Lab with plasma but fortunately manages to evacuate the room safely.
  2. Being an otherwise ideal situation Atmos-wise, the Toxins Lab's air scrubbers have been set to filter out all hazardous gases (they're not set by default, this has to be done through the Air Alarm manually or by asking the AI to do it) and plasma starts to get sucked through the scrubber into the waste pipes.
  3. The plasma arrives to the Waste In -loop (the red pipe loop) at Atmos. It travels south through the pipes, its first stop being the N2 Filter.
  4. If there was any Nitrogen in the waste gas, it would get filtered out here, and the rest of the gas continues its journey through the waste loop, same thing happening at every filter.
  5. The plasma finally reaches the Plasma Filter.
  6. Here the plasma gets extracted from the waste gas and pushed into the big plasma tank-room outside the windows.
  7. The plasma stays in the room until someone decides to pump it out.
  8. Scientist Bill by now notices that the Toxins Lab has no plasma anymore and is able to safely continue his work. Yay!


Setting Up Atmospherics[edit | edit source]

It's about time we stop with the theory and throw it out the window and get down to business. The two machines at the top can dispense infinite pipes, and your wrench can disconnect and connect pipes to each other. Remember, you cannot disconnect pumps if they have too much pressure in them.

The dumbass-version of the Atmospheric pipe system. See the steps what each colored circle means.

Next up is a very simple step by step guide how to set up the Atmospherics pipe system to be (nearly) as efficient as possible. Note that this is only one style how to set up the pipes, there are many ways and they all have their own pros and cons!


  • For the love of Nanotrasen, at least do this:
  1. Get a Volume Pump from the Pipe Dispenser at the north side of Atmos and replace the green circled normal pump with a volume pump, making the waste gas -system >100x more efficient. We want the waste gas sucked from the station into the waste system as soon as possible!
  2. Set all red circled filters ON and set them to maximum pressure (4500 kPa) so waste gases will actually be moved.


  • This is good as well:
  1. Go through the N2 and O2 (besides southern wall) and set their output to 4500 kPa.
  2. Set the pumps next to the computers at 4500 kPa also, so the gases being pushed out of the gas-room get moved fast too.
  3. Set the Air-computer's output to maximum (5066.25 kPa).
  4. Replace the blue circled normal pump with a Volume Pump as well, but notice; there are risks involved and all of them are covered at the pros and cons -section below.


Pros and cons of this whole setup:

+ Quick toxin filtering: In case of a toxin leak, waste gas will be sucked out quickly (if the area's air alarms are set to filter out all the toxins, that is, by default they are NOT filtering anything).
+ Quick repressurization: In case of a breach, air will be poured out with a nice pace, helping you re-pressurize the room quicker after the breach is fixed.
+ Reduced pipe sabotaging: With this setup, its harder for the grifflords to fuck up pipes in the maintenance tunnels. In a room with the default 101.3 kPa atmospheric pressure, pipes with more than 303.9 kPa pressure fling the unwrencher in a random direction.
- Air Alarm sabotages: The station is more vulnerable for sabotage through air alarms. Someone can quite easily hack an air alarm somewhere and set the vents to push out air at maximum pressure, resulting in overpressurization.
- Space wind: In case of a breach, until the hole is fixed, you'll probably spend a small while fighting against the huge air current, a.k.a. "space wind", if you don't switch the vents off during the repair. This is mostly just annoying.
- Very slow pipe manipulating: If you suddenly have to modify any of the distribution pipes around the station, you need to lower the pressure to under 303.9 kPa if you don't want to be flung around like a leaf in the space wind, which can take a long time.


A little safer, but not as efficient, way of setting up the system is leaving the blue circled normal pumps completely alone or maybe raising the pressure to 315 kPa. This pressure is enough for quick pipe manipulating and for a sufficient air distribution.


Done correctly, Atmosia should be pumping good air just faster than it's lost, and draining bad air away as fast as the traitors can set it on fire or alternatively draining good air away as fast as a malf AI can siphon it. You can go kick back in the bar like a boss and wait for the inevitable minor station damage and cries of "Call the shuttle!" on the radio from folks who don't even know it ain't a big deal.


After the Work is Done[edit | edit source]

There is a short list of things which fall under your stead:

  • First and by far most important: make sure pipes don't get broken and if they do, fix them.
  • Go around swiping your ID on Air Alarms, setting the operating mode to contaminated, and then re-swiping to lock it. You can ask the AI to do this as well, and probably should.
  • Fill all the air pumps with air using a volume pump (more air pumps can be found from the locker room).
  • Make extremely extended oxygen tanks for internals use (instructions below).
  1. Go to the red lockers, get a hard hat, gas mask and everything else that might be of use. Remember that you need both a fire suit and a hard hat to be resistant to weak fires. One will be useless without the other.
  2. Go grab the Fire Axe from the wall mount and hide it somewhere so the chucklefucks won't get it and go killing. DON'T take it with you and go walking through the hallways trying to look like a badass, you'll be the prime target of any antagonist/griffon who needs an efficient weapon.
  • Least importantly, maintain the disposals system. You can generate pipes, but it needs welding and is generally a pain in the ass. You can also make fun slides, though.


Optimizing Internals[edit | edit source]

  • On a basic view, a 16 kPa minimum O2 requirement in internals. Pure O2 is theoretically toxic in real life, but has no representation for this in code, and takes a while to be really dangerous anyway (they use it to treat certain diseases, for example), and thus using a tank filled with air for internals is fairly inefficient.
  • Cold O2 has more moles per kPa, and because people breathe in moles, and filling tanks usefully for internals are largely capped by the 1000 kPa release pressure, means cooling your O2 before using it in internals is important! Cooled down O2, such as from a freezer-ed canister, is the most efficient way to set up internals. Cooling it below 264 K will result in icicles inside in your lungs, though!
  • If you need to empty an internal tank to make space for better, colder O2, you can use an Air Pump. Set it to "pump in" and "turn on" then "off" with the tank inside it, making it completely empty, thus allowing you to refill the tank more effectively.
  • An emergency oxygen tank with normal settings lasts for about 12 minutes. Same tank, but with optimized gas temperature and output settings reduced, lasts about 50 minutes. If you don't have resources to get cooled O2 right now, set your output pressure to 16 kPa, it will give you 31 % more time to breathe.


Your Very Own Customized Mix[edit | edit source]

To create a custom mix of gas, turn on the output of the supply control computers, open the manual valves, and turn the output of the pump to what you wish it to be. The gas will travel through the orange pipes into the mixing chamber. The gas mix is pumped into the mixing chamber via a pump north of the orange loop.

The mix obtained can then be pumped into the distribution and filtering loop or used to fill canisters. Remember to turn off the pump between the yellow and red pipe network or your custom mix will just go into the red waste loop.


Fun Projects[edit | edit source]

  • The Atmospherics system is far from optimal, and we're talking about just the pipe configuration! Break out that wrench and start experimenting (just make sure you know what's what)!
  • Extremely high-temperature gases (like those from a panic siphoned fire) can really clog the waste loop. Could you do something to correct that?
  • No one uses the ports outside of the 'refilling' station, but that doesn't mean that functionality can't be added onto them!
  • The wall section that looks like the letter 'I' can be dismantled if you need more working space for pipes.
  • Don't count out the grated window areas, they can be a great (har har) way to utilize the vacuum of space without an EVA suit.
  • Speaking of EVA suits, your engineering buddies can potentially help you with anything you might want to do in space, be it adding or modifying pipes. Watch the hilarity as that incompetent engineer fumbles with the huge crate of pipes he dragged out into space for you!
  • The main cargo area inside Cargo has a laughably small number of vents, and how many times have those dumb dumbs sent the shuttle off while the doors are open?
  • The brigs distribution system is set up to be potentially independent of the rest of the station's distribution loop, maybe other places can be set up like this as well?
  • The mining station doesn't have air recycling. Very long rounds might make this a problem for any miners working there.

The Less Well Known Hazards of Gases[edit | edit source]

  • Any gas at pressure over 1000 kPa will cause you to start suffocating as in a vacuum. You can just use internals, though.
  • N2O is invisible at low pressures. If you start giggling, put on your internals to avoid passing out.
  • Any gas can displace O2, and less than 16 (also useful for optimizing internals) kPa of oxygen starts the Oxyloss. CO2 can be removed with the scrubbers, but to get rid of N2 simply apply some way of removing gas from the air and adding O2. My personal favorite is 2 air pumps, 3 connectors and an Air Filter and a canister: 1 pump draws in, goes through the connection and filters N2 into the canister, and the rest to the other pump, which expels it. Can also be used for N2O which is only sluggishly scrubbed otherwise.
  • Pressures above 750 kPa do 10 DPS + 5 DPS for every extra 375 kPa above that mark, rounded off. Space suits completely block it all, but there is no other defense.


ATMOS Resin[edit | edit source]

The Backpack Firefighter TankWaterbackpack atmos.png can switch modes to launch transparent ATMOS resin instead of extinguisher. This resin has the following effects:

  • Repairs hull breaches similarly to Metal Foam.
  • Cleans the air from toxins.
  • Normalises air temperature to room temperature (20°C or 293.15K).
  • Removes slipperiness from floors (from water etc).
  • The foam itself is not slippery.


To use the Backpack Firefighter Tank, equip it on your backpack slot and click the new hud icon to take out the nozzleAtmos nozzle.png . You can then cycle modes between extinguisher, resin launcher and single tile resin launcher (foamer) by activating the nozzle in your hand. It spends water when used. Examine the nozzle to see water remaining. This anti-breach and firefighting tool can be ordered from cargo or found in atmospheric lockers.


Useful Atmos Trivia[edit | edit source]

  • Your holobarriers let people walk through, yet block gases. Very useful for cleaning up Plasma spills, fixing hull breaches and keeping fires in check.
  • Using H/E pipes in space you can cool things down to a very low temperature very quickly. By making a cross with two off them you can have two on one tile, which is known as 'sequesteral' cooling.
  • Air Filters on currently burning mixes can siphon out heated but PURE O2 and Plasma. Do the O2 first then the plasma, as there is less O2 in a fire and thus it functions faster. This (and H/E) allow you to reach really obscene temperatures.
  • Air Filters and H/E allow you to expose gases to the heat of fires (or their CO2 product) but keep/make them pure, allowing for hot N2O or similar.
  • Using a small starter flame/heater you can have in pipe combustion.
  • Canister bombs are heated Plasma in a canister, with an O2 tank placed in the canister, and then open the valve between them. You will also need to run very, very fast.
  • Pipes at around 300 kPa pressure can't be unwrenched, however, devices such as pumps and filters don't really 'hold' pressure and can be unwrenched at any time (assuming they're off)!
  • Gas pumps are for precise pressure control, volumetric pumps are for really fast pumping, and passive gates are for having 'one way' manual valves.


Fusion[edit | edit source]

So you want to operate a fusion reactor? Well, it's about as dangerous as it sounds. Fusion has been redesigned several times and is currently on version 6: "Chaos Hyper-Torus Edition".

The quick guide to make fusion in version 6 is:

The minimum requirements for fusion to occur are:

  • Mix at least 250 mols of CO2, at least 250 mols of plasma and one mole of Tritium. Then heat it all to over 10000K. This condition must be true at all times or the reaction will end. Therefore you want a good amount of tritium in the mix at the start.
  • Basic mechanics of fusion:

Plasmic fusion fuses carbon dioxide and plasma together and creates a big amount of energy as well as converting tritium into other "waste" gases. CO2 and plasma get consumed by this reaction at the same rate.

  • The most crucial factor for good fusion, however, is Instability:

The maximum Instability of a fusion reaction is determined by the volume of the gas network the fusion occurs in; A good rule of thumb is that for a canister of 1000L this maximum number is exactly 2*pi or around 6.283. With higher volume, the number increases, while it decreases with less volume. The Instability of the fusion always starts at 0 and will count up or time until it turns over to 0 again (like a clock). It depends on the tritium and other fusion power gases in the mix how fast the Instability rises or falls. (the fusion power gases are still the same as in version 5)

  • Now the important part: If the instability is between 0 and 2 the fusion reaction is exothermic, meaning it'll heat itself up. If it is between 2 and the maximum however it will be endothermic and cool down, this can end your fusion and leave you with a 2,7 Kelvin cold canister.

If the reaction is exothermic it will also convert tritium to oxygen and nitrous oxide, while in the endothermic state it produces nytril and bz. Other byproducts will form simply through the existence of these gases; they are the formation of stimulum as nytril will convert to stimulus if enough tritium, plasma and bz are available and hypernobillium will form from trit and nitrogen. Depending on what you are aiming for, you want to regulate the instability by controlling what other fusion gases you inject into the mix. Go nuts and don't get banned!

Click expand to see the old outdated version 5: "Power Tiered" fusion system.

Fusion occurs when you give plasma and tritium a lot of heat energy. It'll quickly convert all of the gases to an extremely hot mixture based on the power of the reacting mixture. This power can be increased or decreased depending on what exactly is in the mix. The ratio of plasma is kept at exactly half of the mix for higher power and the rest of the gas, the mediation gas, should have a high fusion power and a low average specific heat.


Gas fusion power: Each gas has a different amount of power it can contribute to the fusion process per mole, typically the rarer it is the stronger it will be. If it isnt listed here, it doesn't provide any power to the equation but can still be used to lower the average heat capacity or required temperature.

Gas Fusion power
CO2 1.25
Water Vapor 8
Nitryl 16
BZ 8
Stimulum 7
Pluxonium 10


Power ratio formula: When fusion occurs and plasma is exactly half of the mix, the following formula is used to find the tier of the fusion:

PowerRatioFormula.PNG

If plasma is not half of the mix, it will begin a bell curve decay in the power ratio.


Required Temperature: 3e9 joules must exist in the mix for the fusion to occur

Required temp formula.PNG

Power tier Depending on the power you create from the mixture, fusion can go into 4 different tiers scaling to have typically higher rarity in produced gas, energy produced, and dangerous side effects such as radiation bolts, lingering radiation, tesla shocks, and an explosion. A portion of the gas is converted to raw energy, growing depending on tier.

  • Low tier:
    • 0-5 power ratio
    • Low chance of explosion and short range shock
    • Produces 10% BZ and 90% CO2 with a high enough heat to make a tiny amount of hyper noblium


  • Medium tier:
    • 5-20 power ratio
    • Moderate chance of explosion and medium range shock
    • Produces 25% Nitryl and 75% N2O with a high enough heat to make several hyper noblium bombs


  • High tier:
    • 20-50 power ratio
    • High chance of explosion and wide range shock
    • Produces 1/12th Stimulum and 11/12th pluxonium with a large amount of heat


  • Super tier:
    • 50+ power ratio
    • 100% chance of explosion and very wide range shock
    • Produces 100% Tritium with a massive amount of heat



Example Since fusion tends to be a little difficult for people to find entry to, a sample for doing so will be provided here.

  • mix: 5000 moles of trit, 5000 moles of plasma.
  • Average mediation specific heat: 10
  • Average mediation fusion power: 1
  • Mediation mole count: 5000
  • Fusion power:(5000*1)/(10*80) = 6.25 = medium tier
  • Required heat: (3e9)/((average specific heat)(total moles)) = 2857.14 k


Tips for working with fusion:

  • at the highest efficiency roughly 30% of the gas you use will be lost to the pump to the canister and to the heat exchanger to the can so prepare accordingly.
  • Work with friends. It has high setup and maintenance requirements, and your fellow atmos techs, engineers and toxins scientists are all valuable resources in your pursuit of very hot things.
  • Although some gases may have high fusion power they might have too high specific heats to give you the tier you want, as a rule of thumb Stimulum, Nitryl, and BZ are all very useful for reaching higher tiers of fusion.
  • Fusion requires Heat energy not Temperature meaning the more moles you can fit into an area, the lower the temp is for you to start fusion.
  • It is recommended to have a sacrificial lamb preform the finale in an unused area such as space, if not be wearing radiation protection and have an excuse for the gods you are about to anger.
  • It is intended to preform fusion in a canister but doing it in a pipe net or incinerator is possible.
  • Heat exchanges are your friend for starting your reaction. Connect it to tritium burn chamber or canister to get the heat needed to start it.
  • Typically gases with high power but also high specific heats like water vapor or pluxonium will become exponentially more efficient the more you use due to the average specific heat increasing less and less the more you use.
  • Should you want to release a canister that you used for fusion in a room full of people, consider shooting it to break it open so you arent right next to it.

Beyond the basics:

  • You can harness the radiation produced from fusion to produce power using rad collectors. Earn your keep as a member of engineering. Or just use it for pluoxium production.
  • The higher the temperature, the prettier the fire. See if you can get the prettiest color fire.
  • Traitors can harness fusion reactions to devastating results if done correctly.

Being a Traitorous Scum[edit | edit source]

Or: How to get the AI lynched; How to call the shuttle as Atmos Tech, step-by-step:

  1. Open valves connected to harmful gas you want to add to the station.
  2. Set pumps to the distribution loop to maximum pressure output (4500 kPa).
  3. Set filters to not filter harmful gasses you want to add to the station OR set the waste-in pump to 0 kPa (but leave it on to confuse the crew).
  4. Open valve from custom mix chamber.
  5. Turn on pump leading to distribution loop.
  6. Wait for vents to slowly kick out your deathgas mix as regular atmos drains out through the inevitable hull breaches (alternatively turn off pressure checks on air alarms' vents to speed things up).
  7. If you need to kill someone for your objective, and you want to be more proactive, the Fire Axe mounted in the wall is surprisingly effective. Just don't leave it lying around, because it's one of only two on the station.


To hurry this process up, you can set the air vents at local control panels to maximum output pressure. Not doing so gives the AI and Atmos Techs more time to notice what you've done and shut it off before it takes effect.


A faster process for achieving the same result is to do the following:

  1. Disconnect, change the direction of, and reconnect the pump that feeds from the air mix to the mix tank in the north-eastern room of atmosia.
  2. Open the valves for your deathgas mixture of choice.
  3. Power on and max the pressure on every pump in the mix pipes (yellow pipes) from the storage tanks out to the station output (blue pipes).


This simply means that instead of the air mix being put into the mix tank as it normally does, the air mix (which may or may not contain death gasses) is fed into the station output.


Crafty atmos traitors will want to cut cameras, replace pumps with pipes, use tricky pipe configurations to avoid the AI interfering or the detective trying to fix it and make a hole in the station's oxygen and air tanks, venting the entire round's supply of oxygen into space.


An extremely fast method that involves a clever use of the waste system is the following:

  1. Reconfigure the piping to connect the waste system directly into the pure pipes.
  2. Find a place with a waste pipe next to a distro pipe, then configure them so that they can be united later.
  3. Open the valves for your deathgas mixture of choice, the waste piping should now begin to fill with your gases.
  4. Set as many air alarms as you can to have every vent at Internal 0.
  5. When ready, go back to your distro/waste pipe spot and unite them.
  6. Listen to screams over the radio.


Other antagonistic things to do:

  • You can hack an air alarm to use it as a non-Atmos Tech.
  • You can C4 the digital valves to let you remove them and shut down AI control, or save a C4 and disable the cameras if you know there are no Cyborgs on the station.
  • Using a gas filter turned on to pour large, ever increasing, amounts of gas onto a single connector port has no visible effects, but if you wrench a canister onto it then the canister will almost immediately fill up with the massive pressure buildup, letting you get super-high pressure plasma/CO2/etc canisters to hit area's with.