* Revert "Buff the AME until somebody fixes engineering" (#28419) * Automatic changelog update * hand teleport portals now may start in the same grid. (#28556) * Microwave recipes now uses stacktype id instead of entity prototype id for stacked entities (#28225) * Automatic changelog update * Add "fill level" sprites to mops and damp rag (#28590) * Automatic changelog update * Reword some criminal records text (#28597) * Update criminal-records.ftl * Update criminal-records.ftl * Update criminal-records.ftl * Remove obsolete VisibilitySystem functions (#28610) Remove obsolete visibility functions Co-authored-by: plykiya <plykiya@protonmail.com> * Prayable datafield typo (#28622) * notifiactionPrefix -> notificationPrefix * notifiactionPrefix -> notificationPrefix * Update engine to v224.1.0 (#28624) * Use dummy sessions in NukeOpsTest (#28549) * Add dummy sessions * Update NukeOpsTest * Fix PvsBenchmark * Update engine to v224.1.1 (#28632) * Add Job preference tests (#28625) * Misc Job related changes * Add JobTest * A * Aa * Lets not confuse the yaml linter * fixes * a * Add logs that provide session to player admin logs (#28628) * Cluster Update (#28627) done here * Automatic changelog update * minor banner changes (#28636) * minor banner changes * Uhrmm actchually it's you're, not your * Update banners.yml props Hyenh * Revenant spell catalog locale (#28638) locale * Make cuff default range again (#28576) * Make cuff default range again * uncuff distance * how about ONE --------- Co-authored-by: plykiya <plykiya@protonmail.com> * Automatic changelog update * Machine-code cleanup (#28489) * Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571) * Automatic changelog update * Fix Smoke-grenade.ogg not being mono (#28593) * Fix Cigars Sprites + YAML fix for Inhand unlit cigars/cigs (#28641) * Automatic changelog update * Clean up Eva and Hardsuit helm yml + Lets atmos firesuit helm work as a BreathMask (#28602) * Shifts borgs hats to the right a bit (#28600) * Fix mouse inhands (#28623) * Adjust some touch reaction damage levels (#28591) * Automatic changelog update * Add closing storage UIs to StorageInteractionTest (#28633) * Update rules (#28452) * Add support for LocalizedDatasets to RandomMetadata (#28601) * Fix Admin Object tab sorting and search (#28609) * Automatic changelog update * Internals are kept on as long as any breathing tool is on (#28595) * Automatic changelog update * Convert rules to use guidebook parsing (#28647) * Gives Insulation and NoSlip to all bots (#28621) * Gives Insulation and NoSlip to all bots * remove NoSlip from children * Automatic changelog update * Nerfs welderbombing (#28650) nerf welderbombing * Automatic changelog update * Give jobs & antags prototypes a guide field (#28614) * Give jobs & antags prototypes a guide field * A * space Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Add todo * Fix merge errors --------- Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Automatic changelog update * Fix typo in Space Law's restricted gear (#28668) This typo was included in the wiki as well. Reported-by: Bobberson in the Discord * Automatic changelog update * fixed "silicones" typo in new rules (#28671) fixed all appearances of silicone where it should have been silicon * fix janitor not spawning with a survival box (#28669) hi * Automatic changelog update * Fix typo in slime naming conventions (#28682) * Flatpacker fixes (#28417) * Return medicine recipe solid material costs to 1 (#28679) Set material costs of medicine recipes to 1 * Automatic changelog update * Update Core (#28689) add * Fixed the guidebook listing every single rule (#28680) * Well i tried this way * New approach (start) * Did it * makes spacelaw available, put it under sec * Automatic changelog update * rule fixes first pass (#28701) update * Add JobRequirementOverride prototypes (#28607) * Add JobRequirementOverride prototypes * a * invert if * Add override that takes in prototypes directly * Tweak chapel salvage wreck (#28703) add * Fixes client having authority over rules popup cvars (#28655) * Fixes client having authority over rules popup cvars * Delete duplicate migration * Pre-update * Post-update * Add locale support for booze and soda jugs labels (#28708) * Swap some InRangeUnobstructed for InRangeUnoccluded (#28706) Swap InRangeUnobstructed to InRangeUnoccluded Co-authored-by: plykiya <plykiya@protonmail.com> * Automatic changelog update * Ports the singularity's values from vgstation (#28720) * ports the singularity values from vgstation * guidebook fix * 5000 energy level 6 singulo * Fix action icons when dragging an active action to another slot (#28692) * Add DoPopup data field to OnUseTimerTrigger (#28691) * Dropping Corpses Devoured by Space Dragons on Gib/Butcher. (#28709) * Update DevourSystem.cs * Update DevourSystem.cs * Update Content.Server/Devour/DevourSystem.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Automatic changelog update * Improve grammar of various petting messages (#28715) Improve grammar of various petting message * Fix DamageOtherOnHit.OnDoHit when the target is terminating or deleted (#28690) * Update Core (#28735) add * Fix flatpacker (#28736) * Fix flatpacker * a * rn, atp (#28674) * Update speech-chatsan.ftl * Update word_replacements.yml * Atm-at the moment * Atm * Update Resources/Locale/en-US/speech/speech-chatsan.ftl * Update Resources/Prototypes/Accents/word_replacements.yml --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add loadout group check for role proto (#28731) MFW same bug twice at 2 layers because I'm stupid. * Automatic changelog update * Try fix RGBee (#28741) * Automatic changelog update * Ensure packager creates a release folder (#28426) I was screaming at the github actions runner before i noticed something i had done before caused me to never have a release folder and thus fail. * allow ' in character names (#28652) * Automatic changelog update * Make freeze, freeze & mute, and unmute verbs work on disconnected players. (#28664) * Automatic changelog update * fix singulo decay (#28743) * Automatic changelog update * Don't use invalid defaults for loadouts (#28729) At the time it made more sense but now with species specific stuff it's better to have nothing. * Maybe fix invalid loadout prototypes (#28734) * Maybe fix invalid loadout prototypes So if we have existing data SetDefault is not normally called iirc. So what I think is happening is that if we have old loadout groups that get saved to DB and loaded these get dropped entirely and nothing is used to replace the group unless the person specifically looks at their loadout. Need someone affected to send me their loadout to confirm it's fixed. * Better fix * Automatic changelog update * Fix null ref exception in PrayerSystem (#28712) * Fix null ref exception in PrayerSystem * Also check that prayable ent/comp still exist * Guidebook Updates for the Amateur Spessman (#28603) * Created NewPlayer.xml * Created NewPlayer.yml and added it to guides.ftl * shifted some controls from Space Station 14 to New? Start here!, as well as made a character creation xml to be written later * switched some stuff between the New? entry and the Space Station 14 entry * Made everything so nice!!!!!!!!!!!!!! * fixed formatting inconsistencies * added a How to use this guidebook section * build correction and guidebook clarification for other servers * wrote character creation ig probs fo shizzle * added new terms to the glossary and alphabetized it * meh this seems important enough to add * okay no more shitsec bad idea * I HATED Roleplaying.xml ANYWAY!!! * I REALLY REALLY HATED IT ACTUALLYLLL * Moved Controls and Radio into newplayer.yml, making meta.yml and radio.yml obsolete * Separated the character creation bits that are just cosmetic from the ones that matter * also put all the related new player xml files in their own folder * expanded Radio.xml, kinda fixed survival.xml * removed the line that mighta maybe sorta possibly could encourage self antag * thought about this randomly but ICK OCK * talking is no longer a key part of this game * moves stuff around, a lot of stuff. basically moves everything but the jobs themselves around * ah probably should make sure this works first also me when i lie on the internet * don't be such a grammar nukie Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * okay nevermind that's justified Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * prepare. it is coming. the great reorganization... * yesyes that's all well and goo- THE REORG IS COMING. THE REORG IS COMING. WAKE UP. * rename that real quick * step one begins. first, consolidate existing service entries into their own yaml. this makes botany.yml obsolete. * update shiftandcrew.yml to only have departments as children also fuck it alphabetization * consolidated salvage into cargo * made a new entry for command * gave salvage a home and service an existence * made some XML files to be filled out later * quick rename... * took some stuff from Intro.txt and i think Gameplay.txt and put it in NewPlayer.xml * The Great Writing about Departments (25XX, black and white) * added a bunch of links everywhere * biochemical is no longer a thing * service formatinaaaaaaa * shiny...,,,,,,,,, colo(u)rz..,,,,,,,,,,,,, * let's get that fixed * second time i made a typo there as well * we hate fun around here * grammar?!???/ * various fixes and more linkings * oops * wewlad lol!! --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: AJCM <AJCM@tutanota.com> * Automatic changelog update * Add suffixes to excap survival boxes (#28755) Update emergency.yml * Add Jani lobby background (#28724) * Add jani lobby background * Actually make new lobby screen functional * Fix license * Automatic changelog update * Strip markdown from silicon laws before saying them (#28596) * saltern update (#28773) Co-authored-by: deltanedas <@deltanedas:kde.org> * revert Tornado regex * Update HumanoidCharacterProfile.cs * Update arenas.yml * test * fix locale * Update options-menu.ftl * Update species-names.ftl * Update debug.yml * aaaaaa --------- Co-authored-by: Moony <moony@hellomouse.net> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: plykiya <plykiya@protonmail.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: Hmeister-real <118129069+Hmeister-real@users.noreply.github.com> Co-authored-by: lapatison <100279397+lapatison@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Ps3Moira <113228053+ps3moira@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: MerrytheManokit <167581110+MerrytheManokit@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: UBlueberry <161545003+UBlueberry@users.noreply.github.com> Co-authored-by: AJCM <AJCM@tutanota.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
141 lines
7.8 KiB
XML
141 lines
7.8 KiB
XML
<Document>
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# Singularity / Tesla Engine
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The Singularity Engine / Tesla Engine can yield [color=#a4885c]infinite power[/color], with no fueling required. It can also [color=red]destroy the whole station[/color] with equal ease. It uses a Particle Accelerator to fire high energy particles at a Singularity Generator to form a singularity or ball lightning.
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The singularity then pulses radiation which is absorbed by Radiation Collectors, or the ball lightning then zaps nearby tesla coils and grounding rods to provide power.
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# Setting it up
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Both engines requires 4 subsystems to work properly; two are shared between both engines:
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## Containment field generators and Emitters
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<Box>
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<GuideEntityEmbed Entity="Emitter"/>
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<GuideEntityEmbed Entity="ContainmentFieldGenerator"/>
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<GuideEntityEmbed Entity="ContainmentField"/>
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</Box>
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The emitters connect to MV cables and fire lasers as long as they have power and are turned on.
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Fire the emitters at enabled containment field generators to activate them.
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If two containment field generators are active, in range and are in the same cardinal axis, a containment field will appear.
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The containment field will repel the singularity or tesla, keeping it from escaping, and yield a little bit of power every time anything bounces off of them.
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The emitter lasers and the containment fields can also cause damage and/or cause you to be sent flying into deep space; [color=#a4885c]avoid touching them[/color] when active.
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It is recommended to [color=#a4885c]lock the emitters[/color] with [keybind="AltActivateItemInWorld"/], to prevent any break-in no-gooders from loosing the singularity or tesla by simply switching off the field.
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Teslas can have significantly smaller containment fields than singularity containment fields; adjusting field size is recommended, as the tesla becomes easier to keep watch on in a simply 3x3 field setup.
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## Particle accelerator
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<Box>
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<GuideEntityEmbed Entity="ParticleAcceleratorEndCap" Caption="" Margin="0"/>
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</Box>
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<Box>
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<GuideEntityEmbed Entity="ParticleAcceleratorControlBox" Caption="" Margin="0"/>
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<GuideEntityEmbed Entity="ParticleAcceleratorFuelChamber" Caption="" Margin="0"/>
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<GuideEntityEmbed Entity="CableMV" Caption="" Margin="0"/>
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</Box>
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<Box>
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<GuideEntityEmbed Entity="ParticleAcceleratorPowerBox" Caption="" Margin="0"/>
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</Box>
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<Box>
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<GuideEntityEmbed Entity="ParticleAcceleratorEmitterStarboard" Caption="" Margin="0"/>
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<GuideEntityEmbed Entity="ParticleAcceleratorEmitterFore" Caption="" Margin="0"/>
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<GuideEntityEmbed Entity="ParticleAcceleratorEmitterPort" Caption="" Margin="0"/>
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</Box>
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The Particle Accelerator (PA) is a multi-tile structure that launches accelerated particles from its emitters. Its emitters should always face the generator.
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Some stations already have an unfinished PA. To complete it, first ensure there is a MV cable beneath the PA power box, anchor all the parts, and then add an LV cable to each part.
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<Box>
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<GuideEntityEmbed Entity="CableApcStack"/>
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</Box>
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Then use a screwdriver to screw back the panels.
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[color=#a4885c]Scan parts[/color] using the PA control computer to check if it's operational (the PA will not function if you do not scan it!). If it shows up as incomplete, examine what's missing.
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<Box>
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<GuideEntityEmbed Entity="ParticleAcceleratorControlBox"/>
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</Box>
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The other two subsystems are unique to each other:
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## Gravitational singularity generator or Ball lightning generator
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<Box>
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<GuideEntityEmbed Entity="SingularityGenerator"/>
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<GuideEntityEmbed Entity="TeslaGenerator"/>
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</Box>
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The generator should be anchored at the center of the containment area, since this is where the singularity/tesla should appear at.
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## Radiation collectors or Tesla coils
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<Box>
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<GuideEntityEmbed Entity="RadiationCollector"/>
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<GuideEntityEmbed Entity="PlasmaTank"/>
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</Box>
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The radition collectors connect to HV cables and generate power from nearby radiation sources when turned on.
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Radiation collectors require a tank full of gaseous plasma in order to operate.
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Continous radiation exposure will gradually convert the stored plasma into tritium, so replace depleted plasma tanks with fresh ones regularly to maintain a high power output.
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<Box>
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<GuideEntityEmbed Entity="TeslaCoil"/>
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<GuideEntityEmbed Entity="TeslaGroundingRod"/>
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</Box>
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The tesla coils connect to HV cables and provide a stream of power after being zapped by the ball lightning.
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However, tesla coils usually do not fully absorb the lightning strike, and the grounding rods are required to prevent lighting from arcing to and obliterating nearby machines.
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Do note that one grounding rod is not a foolproof solution; get [color=#a4885c]atleast 4 rods[/color] around the containment field to make it mathematically unlikely for the tesla to escape.
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As the ball lightning zaps tesla coils, they will degrade from wear; make sure to [color=#a4885c]weld them[/color] every now and then to keep generating power.
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## Turing on the Engines
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[color=red]Do not[/color] turn the PA on unless all the other subsystems are working properly and there is enough power to start the engine.
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Turn power on using the PA control computer. Set the strength to an appropiate level. The higher the output stength is set on PA control computer, the bigger the singularity will be.
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Currently, the output power does not affect the ball lightning, beyond giving the ball lightning extra orbs around it.
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The PA will now draw power from the power net and start firing particles at the generators.
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<Box>
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<GuideEntityEmbed Entity="ParticlesProjectile" Caption=""/>
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<GuideEntityEmbed Entity="ParticlesProjectile"/>
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<GuideEntityEmbed Entity="ParticlesProjectile" Caption=""/>
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</Box>
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A singularity or ball lightning will soon appear at the position of the Gravitational singularity generator.
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<Box>
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<GuideEntityEmbed Entity="Singularity"/>
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or
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<GuideEntityEmbed Entity="TeslaEnergyBall"/>
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</Box>
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If no particles are hitting the singularity, the singularity will start to slowly decay until it disappears.
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This is not the case for the tesla; feel free to disconnect the PA after the tesla has been set up.
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## Safety
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The singularity emits a large amount of radiation around it, so always keep a distance from it. Consider getting [color=yellow]radiation shielding gear[/color] beforehand. Seek medical attention if you are experiencing health issues.
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<Box>
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<GuideEntityEmbed Entity="ClothingOuterHardsuitEngineering"/>
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</Box>
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<Box>
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<GuideEntityEmbed Entity="ClosetRadiationSuit"/>
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<GuideEntityEmbed Entity="ClothingOuterSuitRad"/>
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<GuideEntityEmbed Entity="GeigerCounter"/>
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</Box>
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The singularity might move around, but the containment field will repel it.
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The tesla creates large bolts of lightning around it, so make sure to wear insuls before approaching it. If you aren't, and it zaps you, pray that the ball lightning doesn't stunlock you and eventually send you into crit.
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<Box>
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<GuideEntityEmbed Entity="ClothingHandsGlovesColorYellow"/>
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</Box>
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If a singularity or tesla escapes its containment field, often referred to as a "singuloose" or "tesloose" respectively, it will attract and then consume everything in its way, growing larger as it does so, or it will begin to obliterate every machine in its path, and shock all crew personnel.
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In such circumstances, there is little to be done other than running in the opposite direction.
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<Box>
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<GuideEntityEmbed Entity="WeaponParticleDecelerator"/>
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</Box>
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However, if science has happened to research [color=#D381C9]Portable Particle Decelerators[/color], or if cargo can order them in time, you may be able to stop the singularity from eating the whole station.
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Good luck on the tesla, though; it is merely too powerful to recontain after breaching.
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</Document>
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