diff --git a/baystation12.dme b/baystation12.dme
index 554cbd84357..304ce489f77 100644
--- a/baystation12.dme
+++ b/baystation12.dme
@@ -1333,6 +1333,9 @@
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_capacitor.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen_external.dm"
+#include "code\WorkInProgress\Cael_Aislinn\Supermatter\Laser2.dm"
+#include "code\WorkInProgress\Cael_Aislinn\Supermatter\LaserComputer.dm"
+#include "code\WorkInProgress\Cael_Aislinn\Supermatter\ZeroPointLaser.dm"
#include "code\WorkInProgress\Chinsky\ashtray.dm"
#include "code\WorkInProgress\Cib\MedicalSideEffects.dm"
#include "code\WorkInProgress\kilakk\fax.dm"
@@ -1341,6 +1344,7 @@
#include "code\WorkInProgress\Ported\policetape.dm"
#include "code\WorkInProgress\SkyMarshal\officer_stuff.dm"
#include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm"
+#include "code\WorkInProgress\Yinadele\Supermatter.dm"
#include "code\WorkInProgress\ZomgPonies\karma.dm"
#include "code\WorkInProgress\ZomgPonies\clothing\civilian.dm"
#include "code\WorkInProgress\ZomgPonies\mobs\pony.dm"
diff --git a/code/WorkInProgress/Yinadele/Supermatter.dm b/code/WorkInProgress/Yinadele/Supermatter.dm
new file mode 100644
index 00000000000..b9af01b938c
--- /dev/null
+++ b/code/WorkInProgress/Yinadele/Supermatter.dm
@@ -0,0 +1,257 @@
+
+#define NITROGEN_RETARDATION_FACTOR 4 //Higher == N2 slows reaction more
+#define THERMAL_RELEASE_MODIFIER 10 //Higher == less heat released during reaction
+#define PLASMA_RELEASE_MODIFIER 1500 //Higher == less plasma released by reaction
+#define OXYGEN_RELEASE_MODIFIER 750 //Higher == less oxygen released at high temperature/power
+#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
+
+
+//These would be what you would get at point blank, decreases with distance
+#define DETONATION_RADS 200
+#define DETONATION_HALLUCINATION 600
+
+
+#define WARNING_DELAY 60 //45 seconds between warnings.
+
+/obj/machinery/power/supermatter
+ name = "Supermatter"
+ desc = "A strangely translucent and iridescent crystal. \red You get headaches just from looking at it."
+ icon = 'icons/obj/engine.dmi'
+ icon_state = "darkmatter"
+ density = 1
+ anchored = 0
+
+ var/gasefficency = 0.25
+
+ var/base_icon_state = "darkmatter"
+
+ var/damage = 0
+ var/damage_archived = 0
+ var/safe_alert = "Crystaline hyperstructure returning to safe operating levels."
+ var/warning_point = 100
+ var/warning_alert = "Danger! Crystal hyperstructure instability!"
+ var/emergency_point = 700
+ var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
+ var/explosion_point = 1000
+
+ var/emergency_issued = 0
+
+ var/explosion_power = 8
+
+ var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
+
+ var/power = 0
+
+ //Temporary values so that we can optimize this
+ //How much the bullets damage should be multiplied by when it is added to the internal variables
+ var/config_bullet_energy = 2
+ //How much of the power is left after processing is finished?
+// var/config_power_reduction_per_tick = 0.5
+ //How much hallucination should it produce per unit of power?
+ var/config_hallucination_power = 0.1
+
+ var/obj/item/device/radio/radio
+
+ shard //Small subtype, less efficient and more sensitive, but less boom.
+ name = "Supermatter Shard"
+ desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. \red You get headaches just from looking at it."
+ icon_state = "darkmatter_shard"
+ base_icon_state = "darkmatter_shard"
+
+ warning_point = 50
+ emergency_point = 500
+ explosion_point = 900
+
+ gasefficency = 0.125
+
+ explosion_power = 3 //3,6,9,12? Or is that too small?
+
+
+/obj/machinery/power/supermatter/New()
+ . = ..()
+ radio = new (src)
+
+
+/obj/machinery/power/supermatter/Del()
+ del radio
+ . = ..()
+
+/obj/machinery/power/supermatter/proc/explode()
+ explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
+ del src
+ return
+
+/obj/machinery/power/supermatter/process()
+
+ var/turf/L = loc
+
+ if(!istype(L)) //If we are not on a turf, uh oh.
+ del src
+
+ //Ok, get the air from the turf
+ var/datum/gas_mixture/env = L.return_air()
+
+ //Remove gas from surrounding area
+ var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
+
+ if(!removed || !removed.total_moles)
+ damage += max((power-1600)/10, 0)
+ power = min(power, 1600)
+ return 1
+
+ if (!removed)
+ return 1
+
+ damage_archived = damage
+ damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
+
+ if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
+ if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
+
+ if(damage > emergency_point)
+ radio.autosay(emergency_alert, "Supermatter Monitor")
+ lastwarning = world.timeofday
+
+ else if(damage >= damage_archived) // The damage is still going up
+ radio.autosay(warning_alert, "Supermatter Monitor")
+ lastwarning = world.timeofday - 150
+
+ else // Phew, we're safe
+ radio.autosay(safe_alert, "Supermatter Monitor")
+ lastwarning = world.timeofday
+
+ if(damage > explosion_point)
+ for(var/mob/living/mob in living_mob_list)
+ if(istype(mob, /mob/living/carbon/human))
+ //Hilariously enough, running into a closet should make you get hit the hardest.
+ mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
+ var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
+ mob.apply_effect(rads, IRRADIATE)
+
+ explode()
+
+ //Ok, 100% oxygen atmosphere = best reaction
+ //Maxes out at 100% oxygen pressure
+ var/oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
+
+ var/temp_factor = 100
+
+ if(oxygen > 0.8)
+ // with a perfect gas mix, make the power less based on heat
+ icon_state = "[base_icon_state]_glow"
+ else
+ // in normal mode, base the produced energy around the heat
+ temp_factor = 60
+ icon_state = base_icon_state
+
+ power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
+
+ //We've generated power, now let's transfer it to the collectors for storing/usage
+ transfer_energy()
+
+ var/device_energy = power * REACTION_POWER_MODIFIER
+
+ //To figure out how much temperature to add each tick, consider that at one atmosphere's worth
+ //of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
+ //that the device energy is around 2140. At that stage, we don't want too much heat to be put out
+ //Since the core is effectively "cold"
+
+ //Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
+ //is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
+ removed.temperature += (device_energy / THERMAL_RELEASE_MODIFIER)
+
+ removed.temperature = max(0, min(removed.temperature, 2500))
+
+ //Calculate how much gas to release
+ removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
+
+ removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
+
+ removed.update_values()
+
+ env.merge(removed)
+
+ for(var/mob/living/carbon/human/l in view(src, round(power ** 0.25))) // you have to be seeing the core to get hallucinations
+ if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
+ l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / get_dist(l, src) ) ) )
+
+ for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
+ var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
+ l.apply_effect(rads, IRRADIATE)
+
+ power -= (power/500)**3
+
+ return 1
+
+
+/obj/machinery/power/supermatter/bullet_act(var/obj/item/projectile/Proj)
+ if(Proj.flag != "bullet")
+ power += Proj.damage * config_bullet_energy
+ else
+ damage += Proj.damage * config_bullet_energy
+ return 0
+
+
+/obj/machinery/power/supermatter/attack_paw(mob/user as mob)
+ return attack_hand(user)
+
+
+/obj/machinery/power/supermatter/attack_robot(mob/user as mob)
+ return attack_hand(user)
+
+
+/obj/machinery/power/supermatter/attack_hand(mob/user as mob)
+ user.visible_message("\The [user] reaches out and touches \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.",\
+ "You reach out and touch \the [src], everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"",\
+ "You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.")
+
+ Consume(user)
+
+/obj/machinery/power/supermatter/proc/transfer_energy()
+ for(var/obj/machinery/power/rad_collector/R in rad_collectors)
+ if(get_dist(R, src) <= 15) // Better than using orange() every process
+ R.receive_pulse(power)
+ return
+
+/obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
+ user.visible_message("\The [user] touches \a [W] to \the [src] as a silence fills the room...",\
+ "You touch \the [W] to \the [src] when everything suddenly goes silent.\"\n\The [W] flashes into dust as you flinch away from \the [src].",\
+ "Everything suddenly goes silent.")
+
+ user.drop_from_inventory(W)
+ Consume(W)
+
+ user.apply_effect(150, IRRADIATE)
+
+
+/obj/machinery/power/supermatter/Bumped(atom/AM as mob|obj)
+ if(istype(AM, /mob/living))
+ AM.visible_message("\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.",\
+ "You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"",\
+ "You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.")
+ else
+ AM.visible_message("\The [AM] smacks into \the [src] and rapidly flashes to ash.",\
+ "You hear a loud crack as you are washed with a wave of heat.")
+
+ Consume(AM)
+
+
+/obj/machinery/power/supermatter/proc/Consume(var/mob/living/user)
+ if(istype(user))
+ user.dust()
+ power += 200
+ else
+ del user
+
+ power += 200
+
+ //Some poor sod got eaten, go ahead and irradiate people nearby.
+ for(var/mob/living/l in range(10))
+ if(l in view())
+ l.show_message("As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.", 1,\
+ "The unearthly ringing subsides and you notice you have new radiation burns.", 2)
+ else
+ l.show_message("You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.", 2)
+ var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
+ l.apply_effect(rads, IRRADIATE)
+