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		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=16478</id>
		<title>Guide to Chemistry</title>
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		<updated>2020-09-08T12:27:33Z</updated>

		<summary type="html">&lt;p&gt;Hocka: /* Standard Treatments */ RMT&amp;#039;s overdose and metabolism was recently changed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Burrito Justice}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
Please note that this list &#039;&#039;&#039;does not cover every single chem&#039;&#039;&#039;; there are some compounds that can only be found through trial and error. These are &#039;&#039;&#039;secret chems&#039;&#039;&#039; with recipes not held in the source code.&lt;br /&gt;
&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser.png|64px|left]]The Chemical Dispenser is your go-to device for making everything. It&#039;s a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu&lt;br /&gt;
&lt;br /&gt;
The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they&#039;ll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the [[#Dispenser|Dispenser section]]&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Chemmaster.gif|64px|left]]The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It&#039;s also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.&lt;br /&gt;
&lt;br /&gt;
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the ChemMaster can also hold a Pill Bottle (both simultaneously), more on these soon.&lt;br /&gt;
&lt;br /&gt;
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does. The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you&#039;re going to move to the buffer.&lt;br /&gt;
&lt;br /&gt;
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they&#039;re here, you can do several things with them. &lt;br /&gt;
*The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal &lt;br /&gt;
**This doesn&#039;t actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.&lt;br /&gt;
*Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.&lt;br /&gt;
*The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.&lt;br /&gt;
*The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear on top of the machine.&lt;br /&gt;
*The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it&#039;s full. Otherwise they appear on top in a big messy pile&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you&#039;re making a bottle filled with a mixture of different pills.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done making pills and bottles, you&#039;ll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve made a bottle of pills, don&#039;t forget to eject the pill bottle too, and then label it using the Hand Labeller.&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender.png|64px|left]]The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they&#039;re made of. You can breakdown Phoron Crystals into liquid phoron. You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the ChemMaster to work with. It&#039;s good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you&#039;ll use it for. Note that it will not break compounds back down into elements, nothing can do that.&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge.gif|64px|left]]A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it. It will only accept pills, pill bottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It&#039;s also ID locked, and will only allow authorized medical staff to take things out, so anything you place there is safe from the grubby hands of drug-seeking assistants.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Smaller, hand-held things that you&#039;ll often use in chemistry.&lt;br /&gt;
&lt;br /&gt;
===Beakers===&lt;br /&gt;
[[File:Beakerlarge.png|64px|left]][[File:Beaker.png|64px]] Beakers are the most important tool you have. They come in two sizes, normal and large. Normal beakers hold 60u, large beakers hold 120u.  &lt;br /&gt;
Normal beakers can be found easily all over medical, and you have a box of six in your lab. Large beakers are much less common, you only have three - two on the tables, and one inside the grinder. They are precious, treasure them.&lt;br /&gt;
&lt;br /&gt;
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you&#039;ll need to use more than one to mix certain tricky things correctly.&lt;br /&gt;
&lt;br /&gt;
If you end up losing them, more beakers can be made at the Autolathe in cargo.&lt;br /&gt;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|64px|left]]Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click. &lt;br /&gt;
&lt;br /&gt;
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units&lt;br /&gt;
Using it on a beaker when it&#039;s empty will draw the set quantity of reagents out of that beaker.&lt;br /&gt;
Using it on a beaker when it&#039;s not empty, will squeeze its contents out into the beaker.&lt;br /&gt;
&lt;br /&gt;
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|64px|left]]Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:&lt;br /&gt;
*They protect against acid splashes, halving damage you take from acid to the face. &lt;br /&gt;
*They provide 10% protection against anomalies, which is not relevant to a chemist at all.&lt;br /&gt;
*They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|64px|left]]The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.&lt;br /&gt;
&lt;br /&gt;
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the ChemMaster, it will only show as blood.&lt;br /&gt;
&lt;br /&gt;
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn&#039;t blood and you want to see what&#039;s in it, use the ChemMaster instead.&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|64px|left]]The Cryostasis Beaker is an advanced tool that you don&#039;t have to begin with. It can only be made in the R&amp;amp;D Lab in science, if you want some you have to ask them for it.&lt;br /&gt;
&lt;br /&gt;
The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they&#039;ll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|64px|left]]The Chemist&#039;s favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don&#039;t start with, and must request from science. However it&#039;s somewhat hard to make, so they may not be able to reliably make them for you.&lt;br /&gt;
&lt;br /&gt;
This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.&lt;br /&gt;
&lt;br /&gt;
=Infographic and Information=&lt;br /&gt;
[[File:Chemistry_Medical_Aurora.png|thumb|left|alt=|This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you&#039;re new.]]&lt;br /&gt;
A basic Chem infographic will be provided here, it is recommended to keep it on hand for new players; but beware, it only has the basic necessities of Chemistry, for advanced chems you will have to read further. &#039;&#039;Note: Spaceacillin has been split into multiple [[Guide_to_Chemistry#Anti_Microbials|microbials]]. Thetamycin and Cetahydramine. Other than that, this infographic is still up to date.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Metabolism and Overdose==&lt;br /&gt;
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 30 units.&lt;br /&gt;
&lt;br /&gt;
The most common overdose effect is &#039;Toxins&#039;, the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they&#039;ll keep poisoning the patient for longer.&lt;br /&gt;
&lt;br /&gt;
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or &#039;metabolized&#039;. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second&lt;br /&gt;
&lt;br /&gt;
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.&lt;br /&gt;
&lt;br /&gt;
Whenever this document mentions the word &#039;dose&#039;, it refers to how much has been metabolized into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug&#039;s effects are stopped.  Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)&lt;br /&gt;
&lt;br /&gt;
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
==Status Effects==&lt;br /&gt;
Many chemicals that don&#039;t simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way. &lt;br /&gt;
&lt;br /&gt;
For the most part, the &#039;strength&#039; of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that&#039;s above zero.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.&lt;br /&gt;
&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn&#039;t cause any longterm sleep, just makes you pass out for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
*Increases move delay by 6 (0.6 seconds). &lt;br /&gt;
**This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.&lt;br /&gt;
*Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring&lt;br /&gt;
*Every proc, has a 5% chance to cause the subject to fall asleep&lt;br /&gt;
**Increases Sleep strength by 1&lt;br /&gt;
**Increases paralysis by 5&lt;br /&gt;
&lt;br /&gt;
===Sleeping===&lt;br /&gt;
The subject is asleep. They&#039;re snoozing away, incapacitated, mostly oblivious to the world, and won&#039;t feel pain.&lt;br /&gt;
*Subject is blinded. See Blind&lt;br /&gt;
*Subject does not feel pain&lt;br /&gt;
*Subject falls over&lt;br /&gt;
*Subject cannot move&lt;br /&gt;
*Subject cannot speak or emote&lt;br /&gt;
*Subject cannot use items or interact with anything&lt;br /&gt;
*Heals halloss (Holographic damage) at a rate of 3 points per proc&lt;br /&gt;
**Normally heals at 1 ppc&lt;br /&gt;
*Subject has dreams about radomly generated concepts. &lt;br /&gt;
**These aren&#039;t based on anything ingame&lt;br /&gt;
*When nearby people talk&lt;br /&gt;
**85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
**15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from amongst the things they said&lt;br /&gt;
*People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done, &lt;br /&gt;
**Causes the subject to wake up 10 seconds earlier than they would have otherwise&lt;br /&gt;
*Causes subject&#039;s status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor&lt;br /&gt;
&lt;br /&gt;
===Weaken===&lt;br /&gt;
The subject&#039;s muscles lose tensity, causing them to collapse to the floor and be mostly helpless.&lt;br /&gt;
Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.&lt;br /&gt;
*Subject falls over and drops held items.&lt;br /&gt;
*Subject cannot move, use items, or interact.&lt;br /&gt;
**Can still toggle internals.&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn&#039;t knock the subject down, and DOES prevent them from toggling their internals.&lt;br /&gt;
*Subject cannot move, use items, or interact:&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
*Subject cannot toggle internals.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can&#039;t be shaken awake, and doesn&#039;t heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.&lt;br /&gt;
*Paralysis is almost identical to sleeping.&lt;br /&gt;
**Subject is blinded, see blindness.&lt;br /&gt;
**Subject falls over.&lt;br /&gt;
**Subject cannot speak or emote.&lt;br /&gt;
**Subject cannot move.&lt;br /&gt;
**Subject cannot use items or interact with anything.&lt;br /&gt;
**When nearby people talk or audibly emote.&lt;br /&gt;
***85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
***15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from among the things they said.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it&#039;s pretty rare for it to happen for any long period of time.&lt;br /&gt;
*Subject moves in a random direction whenever it tries to take a step.&lt;br /&gt;
**Its always random, doesn&#039;t matter what direction they tried to move in, triggers on every step&lt;br /&gt;
**Also applies to subjects in a wheelchair or driving vehicles&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary. &lt;br /&gt;
*Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.&lt;br /&gt;
*While hallucinating, the subject will experience strange sounds and visions periodically.&lt;br /&gt;
**Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)&lt;br /&gt;
***This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.&lt;br /&gt;
***A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds&lt;br /&gt;
***Note that the time between hallucinations will gradually increase because the strength fades over time.&lt;br /&gt;
*The effects that hallucinating can generate include:&lt;br /&gt;
**Screwing up the subject&#039;s HUD&lt;br /&gt;
**Make it appear that they&#039;re holding a strange/illegal/impossible items&lt;br /&gt;
**See extremely dangerous things (fire, hull breaches, explosives)&lt;br /&gt;
**Hear strange sounds&lt;br /&gt;
**Be attacked by illusory monsters&lt;br /&gt;
**Mysteriously become injured or collapse&lt;br /&gt;
**Have the world and their controls turned around&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
The subject&#039;s vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something&#039;s wrong. It&#039;s usually a precursor to more serious things. On its own, it has minimal effect on gameplay.&lt;br /&gt;
*Places a semi-transparent white overlay on the screen, making it a little harder to see things&lt;br /&gt;
**Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it&#039;s also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.&lt;br /&gt;
*Places a black overlay on the screen, blocking everything except a small circle&lt;br /&gt;
**This allows you to only see things in a 3x3 area, centred on your character&lt;br /&gt;
***Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all&lt;br /&gt;
*Prevents you from examining objects and people at all. Any attempt displays a message &#039;Something is there, but you can&#039;t see it&#039;&lt;br /&gt;
*Subject cannot see visible emotes from nearby people&lt;br /&gt;
**Subject can still hear audible emotes&lt;br /&gt;
&lt;br /&gt;
===Speedboost===&lt;br /&gt;
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can.&lt;br /&gt;
Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value)&lt;br /&gt;
Allows you to ignore the following speed impediments completely:&lt;br /&gt;
*Having &amp;lt;=40% health&lt;br /&gt;
*Being in pain&lt;br /&gt;
*Being starving&lt;br /&gt;
*Wearing EVA suits&lt;br /&gt;
*Being in a wheelchair&lt;br /&gt;
*Having feet/legs that are broken, splinted, or missing.&lt;br /&gt;
*Any slowdown caused by heavy shoes (galoshes)&lt;br /&gt;
*Being in shock&lt;br /&gt;
*Being fat&lt;br /&gt;
*Being cold&lt;br /&gt;
*Being drowsy&lt;br /&gt;
*Any inherent slowdown caused by your species&lt;br /&gt;
&lt;br /&gt;
===Painkiller/Analgesic===&lt;br /&gt;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Chemicals=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Aluminum&lt;br /&gt;
|Description = A silvery white and ductile member of the boron group of chemical elements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Carbon&lt;br /&gt;
|Description = A highly stable element, the building block of life. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Absorbs all other chemicals when swallowed, and carries them out safely.&lt;br /&gt;
*When swallowed in pill form removes any reagent from the stomach equal to the amount used (1 per unit). &lt;br /&gt;
|Notes = *This is the only method to remove ingested toxins from a patient&#039;s stomach.&lt;br /&gt;
*Has no effect if injected, will not clean the blood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Acetone&lt;br /&gt;
|Description = A colorless liquid solvent used in chemical synthesis.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Solvent &lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.4 seconds.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective.&lt;br /&gt;
*Can act as a solvent for ink.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Copper&lt;br /&gt;
|Description = A highly ductile metal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ethanol&lt;br /&gt;
|Description = A well-known alcohol with a variety of applications. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
*When injected causes 1 toxin damage every 0.8 seconds.&lt;br /&gt;
*When ingested causes drunkenness very quickly in low doses.  &lt;br /&gt;
*Can act as a solvent for ink. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ammonia&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners.&lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.8 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrazine&lt;br /&gt;
|Description = A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
**Deals 1 toxin damage per 4.4 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Iron&lt;br /&gt;
|Description = Pure iron is a metallic element. Used in limited doses as a supplement it can help people regenerate blood.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When ingested in pill form, it restores blood at an equal rate of iron to blood in units. (1u iron restores 1% blood.)&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help recover lost blood, much simpler than a transfusion although slower. &lt;br /&gt;
**Eating food rich in iron also helps combat blood loss.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Lithium&lt;br /&gt;
|Description = A soft, silver metallic element. A chemical element, used as antidepressant.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning occasionally. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Mercury&lt;br /&gt;
|Description = A highly neurotoxic metallic element, which is liquid at room temperature. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning. &lt;br /&gt;
*Causes 1 point of brain damage per unit.&lt;br /&gt;
|OverdoseEffect=*Highly poisonous, can lead to death on ingestion.&lt;br /&gt;
|Notes=*Warning: Can be ingested via injections, splash, or imbibing. Avoid skin contact and food.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrochloric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula HCl.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Causes 2 burn damage per 0.4 seconds when injected. &lt;br /&gt;
*Causes 1 point of burn damage per unit when splashed.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phosphorus&lt;br /&gt;
|Description = A highly reactive element, glows on contact with oxygen, the backbone of biological energy carriers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Potassium&lt;br /&gt;
|Description = A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Radium&lt;br /&gt;
|Description = Radium is an alkaline earth metal, and is extremely radioactive. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*May increase the chances to cure a disease when injected into a virus carrier. &lt;br /&gt;
**Injecting Radium has a chance to do the following:&lt;br /&gt;
***Deals 50% radiation.&lt;br /&gt;
***Deals 100 toxin damage.&lt;br /&gt;
*Injecting into a Diona does the following:&lt;br /&gt;
**Heals 10 brute damage.&lt;br /&gt;
**Heals 10 burn damage.&lt;br /&gt;
**Heals 10 Toxin damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulfuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Deals 10 burn damage every 0.4 seconds when injected or swallowed.&lt;br /&gt;
**When splashed on someone it causes 1 point of damage per unit.&lt;br /&gt;
***Melts faces, disfiguring the victim.&lt;br /&gt;
***Melts masks.&lt;br /&gt;
***Melts glasses, except acid proof ones.&lt;br /&gt;
****Wearing science goggles will halve the damage, they are acid proof.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silicon&lt;br /&gt;
|Description = A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sodium&lt;br /&gt;
|Description = A chemical element, readily reacts with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sugar&lt;br /&gt;
|Description = The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.&lt;br /&gt;
|Type = Carbohydrate&lt;br /&gt;
|Effects = *When ingested it provides 3 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulfur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Tungsten&lt;br /&gt;
|Description = A chemical element, and a strong oxidising agent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Water&lt;br /&gt;
|Description = A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Gold&lt;br /&gt;
|Description = Gold is a dense, soft, shiny metal and the most malleable and ductile metal known. Gold is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silver&lt;br /&gt;
|Description = A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. Silver is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Uranium&lt;br /&gt;
|Description = A glistening, emerald-green metallic chemical element in the actinide series, weakly radioactive. Uranium is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phoron&lt;br /&gt;
|Description = Liquid form of the gas Phoron, for use in chemistry recipes. You can get this by grinding up the Phoron crystals on the table at the north of the lab.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Fuel&lt;br /&gt;
|Description = Required for welders. Flammable. Use a beaker on any Welder Fuel Tank to collect some.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Milk&lt;br /&gt;
|Description = White and nutritious goodness! Milk can be found in the kitchen, in a fridge that anyone can open.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Toxin&lt;br /&gt;
|Description = A toxic chemical. Found in the NanoMed vending machines in medbay, labelled Toxin Bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Capsaicin Oil&lt;br /&gt;
|Description = This is what makes chillis hot. To get this, grow chillies in the garden, and grind them up.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Corn Oil&lt;br /&gt;
|Description = An oil derived from various types of corn. Grow corn and grind it up.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These treatments are weak but widely available in medkits or medibots. They are not commonly used by doctors, who have access to more powerful specialized medicines.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Cetahydramine&lt;br /&gt;
|Formula=1 part Cryptobiolin, 1 Inaprovaline&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=0.01&lt;br /&gt;
|Overdose=20&lt;br /&gt;
|Description=Cetahydramine is a complex antihistamine medication available OTC which blocks the release of histamine, thus making it effective at suppressing allergies and sneezing. Cetahydramine can cause drowsiness in larger doses, making it an effective sleep aid.&lt;br /&gt;
|Effects=*Makes the patient drowsy, counters itching side effects.&lt;br /&gt;
*Metabolizes faster if ingested.&lt;br /&gt;
*Metabolizes even faster if inhaled.&lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
|Notes=*Used to treat coughing, sneezing and itching.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Dexalin&lt;br /&gt;
|Formula=2 parts Acetone, 0.1 units Phoron. &lt;br /&gt;
|Metabolism=0.2&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description=Dexalin is a complex oxygen therapeutic and is available OTC. The chemical utilises carbon nanostructures which cling to oxygen and, in pathological conditions where tissues are hypoxic, will oxygenate these regions. Dexalin is twice as efficient when inhaled.&lt;br /&gt;
|Effects=&lt;br /&gt;
*Deals toxin damage to Vox.&lt;br /&gt;
*Removes Lexorin from the bloodstream. &lt;br /&gt;
|OverdoseEffect = *Toxins, will kill Vaurcae quickly.&lt;br /&gt;
|Notes=*Fools the brain into thinking that it has 50% oxygen. Extra Toxic to Vaurcae.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Kelotane&lt;br /&gt;
|Formula=1 part Carbon, 1 part Silicon&lt;br /&gt;
|Metabolism=0.1&lt;br /&gt;
|Overdose=20&lt;br /&gt;
|Description=Kelotane is a complex medication which specifically targets tissues which have been lost to severe burning by encouraging the rate at which these damaged tissues are regenerated.&lt;br /&gt;
|Effects=*Heals 6 Burn damage per unit. &lt;br /&gt;
|OverdoseEffect=*Causes your body to swell and blister, causing permanent scarring across your body. You are no longer able to be recognized.&lt;br /&gt;
|Notes=*Avoid mixing with Dermaline due to adverse effects. Only mix if necessary. The effects that it&#039;ll cause are Genetic damage, Itching, and Dehydration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Tricordrazine&lt;br /&gt;
|Formula=1 part [[#Standard Treatments|Dylovene]], 1 part [[#Painkillers.2FStabilizers|Inaprovaline]]&lt;br /&gt;
|Metabolism=0.05&lt;br /&gt;
|Overdose=20&lt;br /&gt;
|Description=Tricordrazine is an old, though still useful, medication largely set aside following bicaridine and kelotane’s development. The drug increases the rate at which tissues regenerate, though far slower than modern medications.&lt;br /&gt;
|Effects=*Heals 6 suffocation damage per unit&lt;br /&gt;
*Heals 3 trauma damage per unit&lt;br /&gt;
*Heals 3 burn damage per unit&lt;br /&gt;
*Heals 3 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=*Causes Nausea.&lt;br /&gt;
|Notes=*It is noticeably stronger at higher temperatures, and its&#039; side effects can be alleviated with Cetahydramine.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Standard Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These medicines are the mainstays, standard treatments for most common conditions. A good chemist should make sure that all of these are available in sufficient quantities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Ammonia, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
*Results in 2 units. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Alkysine is a complex drug which increases cerebral circulation, ensuring the brain does not become hypoxic and increasing the rate at which neurological function returns after a catastrophic injury.&lt;br /&gt;
|Effects = *Side effects include: Nausea, and rare changes in mental functionions.&lt;br /&gt;
*Heals 30 points Brain damage per unit.&lt;br /&gt;
*Acts as a mild painkiller.&lt;br /&gt;
|OverdoseEffect = *Toxins, migraines, increased chance of mild to severe mental traumas.&lt;br /&gt;
|Notes = *Alkysine only heals the brain if it is properly oxygenated, so it works well in conjunction with Dexalin and Dexalin Plus. Be aware that it can rarely give a patient mental traumas, and more commonly if you overdose.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Asinodryl&lt;br /&gt;
|Formula=1 part Cetahydramine, 1 part Synaptizine, 3 part Water, 5 part Tungsten (catalyst)&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism=0.05&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=Asinodryl is an anti-emetic medication which acts by preventing the two regions in the brain responsible for vomiting from controlling the act of emesis.&lt;br /&gt;
|Effects=*Drowsiness.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part [[#Painkillers.2FStabilizers|Inaprovaline]]&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Bicaridine is a complex medication which specifically targets damaged tissues and damaged blood vessels by encouraging the rate at which the damaged tissues are regenerated. Overdosing bicaridine allows the drug to take effect on damaged muscular tissues of arteries.&lt;br /&gt;
|Effects = *Heals 6 points of Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *Causes Nausea, Malnutrition and Dehydration. Also treats internal bleeding in doses above 30u.&lt;br /&gt;
|Notes = *Avoid mixing with Butazoline due to adverse effects. Only mix if necessary. The effects that it&#039;ll cause are Nausea, Malnutrition and Dehydration, Genetic Damage, and Itching.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Butazoline&lt;br /&gt;
|Formula = 1 part Bicaridine, 1 part Aluminum, 1 part Hydrochloric Acid&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Butazoline, a recent improvement upon Bicaridine, is specialised at treating the most traumatic of wounds, though less so for treating severe bleeding.&lt;br /&gt;
|Effects = *Heals Trauma damage far quicker than Bicaridine&lt;br /&gt;
|OverdoseEffect = *Itching, slow dehydration.&lt;br /&gt;
|Notes = *Avoid mixing with Bicaridine due to adverse effects. Only mix if necessary. The effects that it&#039;ll cause are Nausea, Malnutrition and Dehydration, Genetic Damage, and Itching.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Dexalin]], 1 part Water, 1 part Acetone,&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Cryoxadone is a ground-breaking and complex medication that, when acting on bodies cooler than 170K, is capable of increasing the rate at which wounds regenerate, as well as treating genetic damage. Cryoxadone, alongside Clonexadone, are the backbones of the cloning industry. Intended for use in Cryotube mixtures. Also used to make [[#Advanced Treatments|Clonexadone]].&lt;br /&gt;
|Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
**Heals 10 genetic damage per unit&lt;br /&gt;
**Heals 10 suffocation per unit&lt;br /&gt;
**Heals 10 trauma damage per unit&lt;br /&gt;
**Heals 10 burn damage per unit&lt;br /&gt;
**Heals 10 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Kelotane]], 1 part Acetone, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is a recent improvement of kelotane, working in a similar way, though twice as effective. Dermaline is capable of recovering even the most dire of burnt tissues, being able to treat full-thickness burning.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 12 burn damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes=*Avoid mixing with Kelotane due to adverse effects. Only mix if necessary. The effects that it&#039;ll cause are Genetic damage, Itching, and Dehydration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin Plus&lt;br /&gt;
|Formula = 1 part [[#Basic Treatments|Dexalin]], 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dexalin Plus was a ground-breaking improvement of Dexalin, capable of transporting several times the amount of oxygen, allowing it to have more clinical uses in treating hypoxia. Dexalin Plus is twice as efficient when inhaled.&lt;br /&gt;
|Effects = *Removes Lexorin from the bloodstream.&lt;br /&gt;
|OverdoseEffect = *Toxins, will kill Vaurcae quickly.&lt;br /&gt;
|Notes=*Fools the brain into thinking that it has 80% oxygen. Extra Toxic to Vaurcae.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Saline Plus&lt;br /&gt;
|Formula=0.4 part Sugar, 1 part Water, 0.9 part Sodium Chloride, 5 parts Phoron (catalyst)&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.1&lt;br /&gt;
|Overdose=5&lt;br /&gt;
|Description=Saline Plus, or Vaughan&#039;s Saline Solution, is an expensive improvement upon the various saline solutions of old. Saline Plus has wide clinical applications in the treatment of dehydration and hypovolaemia, with no more debates as to whether it is effective or not.&lt;br /&gt;
|Effects=*Restores blood level to a patient.&lt;br /&gt;
|OverdoseEffect=*Confusion, jittering, twitching.&lt;br /&gt;
|Notes=*Best set at a Medium transfer rate in IVs to restore blood to a patient.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dylovene&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Potassium, 1 part Ammonia&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A broad-spectrum antitoxin. Heals toxin damage, drowsiness, and hallucinations. It will only heal the damage done by poisons, not cure the cause of it.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 4 toxin damage per unit.&lt;br /&gt;
*Reduces drowsiness by 6 points per unit.&lt;br /&gt;
*Reduces hallucination strength by 2 points per unit.&lt;br /&gt;
|OverdoseEffect = *Severe malnutrition, severe dehydration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyronalin&lt;br /&gt;
|Formula = 1 part Radium, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Hyronalin is a complex anti-radiation medication which specifically targets ionised cells, reducing their cell division rate to prevent their growth before gradually destroying these afflicted cells.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 30 radiation per unit.&lt;br /&gt;
*Deals toxins to [[Dionaea]].&lt;br /&gt;
|OverdoseEffect = *Toxins, Bruising.&lt;br /&gt;
|Notes=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Regenerative-Muscular Tissue Supplements&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 40&lt;br /&gt;
|Description = RMT Supplement is a bioengineered, fast-acting growth factor that specifically helps recover bone and muscle mass caused by prolonged zero-gravity adaptations. It can also be used to treat chronic muscle weakness.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Critical for Off-worlders to live comfortably, if they do not take it, they move much slower.&lt;br /&gt;
|OverdoseEffect = *Muscle Pain.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Very powerful and useful medicines, which are uncommon or difficult to make. Creating these is important to being a good chemist.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Clonexadone&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Cryoxadone]], 1 part Sodium, 0.1 parts Phoron, 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Clonexadone is a ground-breaking, complex medication that improved upon Cryoxadone. When acting on bodies cooler than 170K, the drug is capable of increasing the rate at which wounds regenerate, as well as treating genetic damage. Clonexadone, alongside Cryoxadone, are the backbones of the cloning industry.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
*All of the following effects require body temperature to be below 170 kelvin.&lt;br /&gt;
**Heals 30 genetic damage per unit&lt;br /&gt;
**Heals 30 suffocation per unit&lt;br /&gt;
**Heals 30 trauma damage per unit&lt;br /&gt;
**Heals 30 burn damage per unit&lt;br /&gt;
**Heals 30 toxin damage per unit&lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oculine&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Carbon, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Oculine is a complex organ-regenerative medication which increases the rate at which cells can differentiate into those required to recover damage to ocular tissues.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Reduces blurriness strength by 2.5 per second.&lt;br /&gt;
*Reduces blindness strength by 2.5 per second.&lt;br /&gt;
*Heals eye-organ damage by 5 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Cataleptinol&lt;br /&gt;
|Formula=1 part [[#Standard Treatments|Alkysine]], 0.1 parts Phoron, 0.1 parts [[#Standard Treatments|Cryoxadone]]&lt;br /&gt;
*Results in 1 units.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=15&lt;br /&gt;
|Description= Cataleptinol is a highly advanced, expensive medication capable of regenerating the most damaged of brain tissues. Cataleptinol is used in the treatment of dumbness, cerebral blindness, cerebral paralysis and aphasia. The drug is more effective when the patient’s core temperature is below 170K.&lt;br /&gt;
|Effects= *Heals 10 brain damage per unit. Side Effects include: Nausea.&lt;br /&gt;
*Moderately kills pain.&lt;br /&gt;
*The amount metabolized multiplied by 0.4 equates to a percentage that can cure the following per tick:&lt;br /&gt;
**Dumbness&lt;br /&gt;
**Cerebral Blindness&lt;br /&gt;
**Cerebral Paralysis&lt;br /&gt;
**Colorblindness&lt;br /&gt;
**Aphasia&lt;br /&gt;
|OverdoseEffect= *Migraines, mild to severe changes in mental functioning (Mental Traumas).&lt;br /&gt;
|Notes= *The chance to cure the above traumas is quadrupled plus an additional 5% if the patient&#039;s body has been chilled below 170 Kelvin, preferably via cryogenics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Bicaridine]], 1 part [[#Advanced Treatments|Clonexadone]], 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 1 unit.  &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Peridaxon is complex, broad-spectrum organ-regenerative medication which increases the rate at which cells can differentiate into organ cells to recover damaged organ tissues. The drug is hard on the body, leading to confusion and drowsiness.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 1 point of damage to each internal organ per unit.&lt;br /&gt;
**Can repair ruptured lungs.&lt;br /&gt;
**Does not affect mechanical/artificial organs.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Pneumalin&lt;br /&gt;
|Formula = 1 part [[#Anti Microbials|Cough Syrup]], 1 part Copper, 1 part [[#Specialist Treatments|Pulmodeiectionem]]&lt;br /&gt;
*Results in 2 units.  &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Pneumalin is a powerful, organ-regenerative medication that increases the rate at which lung tissues are regenerated. Pneumalin only works when inhaled, and overdosing can lead to severe bradycardia.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 1.5 point of damage to the lungs per unit.&lt;br /&gt;
**Heals 1 suffocation damage per unit.&lt;br /&gt;
|OverdoseEffect = *Causes a dangerous drop in a person&#039;s pulse&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Rezadone&lt;br /&gt;
|Formula = 1 part CarpoToxin, 1 part [[#Poisons|Cryptobiolin]], 1 part Copper&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = Rezadone is an extremely expensive, ground-breaking miracle drug that is widely. The compound is capable of treating all kinds of physical damage, disfiguration, as well as genetic damage. Excessive consumption of rezadone can lead to severe disorientation.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 20 genetic damage per unit.&lt;br /&gt;
*Heals 2 suffocation damage per unit.&lt;br /&gt;
*Heals 20 trauma damage per unit.&lt;br /&gt;
*Heals 20 burn damage per unit.&lt;br /&gt;
*Heals 20 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Causes Dizziness. (strength 5.)&lt;br /&gt;
*Causes Jittering. (strength 5.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialist Treatments==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Rarely used medicines with very specific, niche utility. These are typically made on demand if required, and not often prepared in advance.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Adipemcina&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Dylovene]], 1 part Lithium, 1 part Potassium&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Adipemcina is a complex, organ-regenerative medication that increases the rate at which cells differentiate into myocardial cells. Adipemcina overdoses result in severe liver damage and vomiting.&lt;br /&gt;
|Effects = *Heals heart damage.&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
*Induces vomiting.&lt;br /&gt;
*Causes liver damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part [[#Standard Treatments|Hyronalin]], 1 part Hydrazine &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Arithrazine is a recent improvement of Hyronalin, rapidly destroying any ionised cells, though this often leads to collateral cell damage, resulting in contusions across affected parts of the body.&lt;br /&gt;
|Effects = *Heals 70% radiation per unit.&lt;br /&gt;
*Heals 10 toxin damage per unit.&lt;br /&gt;
*Deals approx 2.4 brute damage per unit.&lt;br /&gt;
*Deals severe toxins to [[Dionaea]].&lt;br /&gt;
|OverdoseEffect = *Toxins, Bruising.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Fluvectionem&lt;br /&gt;
|Formula=1 part Mercury, 1 part Sodium Chloride, 1 part Ammonia&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism= 0.1&lt;br /&gt;
|Overdose=30&lt;br /&gt;
|Description= Fluvectionem is a complex anti-toxin medication that is capable of purging the bloodstream of toxic reagents. The drug is capable of neutralising the most difficult of compounds and acts very fast, however it is inefficient and results in benign waste products that can be damaging to the liver.&lt;br /&gt;
|Effects=*Purges 4u of other reagents per unit.&lt;br /&gt;
*Deals 1 toxin damage per unit.&lt;br /&gt;
**Deals an additional 0.5 toxin damage per unit of reagent purged.&lt;br /&gt;
|OverdoseEffect=*Supposedly removes 2u of blood per unit.&lt;br /&gt;
*Purges reagents twice as fast.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Acetone, 1 part [[#Standard Treatments|Dylovene]], 1 part Carbon&lt;br /&gt;
|Metabolism = 0.06&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Ethylredoxrazine is a powerful medication which oxidises ethanol in the bloodstream, reducing the burden on the liver to complete this task. Ethylredoxrazine also blocks the reuptake of neurotransmitters responsible for symptoms of alcohol intoxication.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Instantly cures Dizziness&lt;br /&gt;
*Instantly cures Drowsiness&lt;br /&gt;
*Instantly cures Stuttering&lt;br /&gt;
*Instantly cures Confusion&lt;br /&gt;
*Removes 5 units of ethanol from the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Verunol Syrup&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Ethanol, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A complex emetic medication that causes the patient to vomit due to gastric irritation and the stimulating of the vomit centres of the brain.&lt;br /&gt;
|Effects = &lt;br /&gt;
*When ingested:&lt;br /&gt;
**Has a chance to make the patient vomit, which increases in probability as they absorb more and more of it.&lt;br /&gt;
**Gives the patient messages about feeling ill, nauseous, etc.&lt;br /&gt;
*When injected:&lt;br /&gt;
**Deals 2 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Leporazine&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Copper, 5 units Phoron (Catalyst)&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine is a complex medication which improves thermal homeostasis, stabilising and regulating the body’s core temperature. Leporazine often results in hyperventilation which should be monitored.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Brings the patient&#039;s body temperature close towards 310 kelvin (36.85 Celsius).&lt;br /&gt;
|OverdoseEffect = *Toxins, hypothermia, shivering. Loss of effect.&lt;br /&gt;
|Notes = *Leporazine&#039;s effects are constant as long as it&#039;s metabolizing. The size of the dose only matters in determining how long the body temperature will remain stable for. Effects stop when its fully metabolized.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula =  1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Lipozine is a complex over-the-counter medication that burns away adipose tissues rapidly, developed by Zeng-Hu Pharmaceuticals.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Removes 10 points of nutrition from the patient per unit, making them more hungry.&lt;br /&gt;
*Instantly clears bloated status from overeating.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Pulmodeiectionem&lt;br /&gt;
|Formula=1 part Fluvectionem, 1 part [[#Poisons|Lexorin]]&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=10&lt;br /&gt;
|Description= Pulmodeiectionem is a complex anti-toxin medication that is capable of purging the lungs of toxic reagents by damaging the mucous lining of the bronchi and trachea, allowing particulate to be coughed out of the lungs. Pulmodeiectionem works only when inhaled and can cause long-term damage to the lungs.&lt;br /&gt;
|Effects=*Purges 5u of other reagents in the lungs per unit. Causes you to cough the drug up.&lt;br /&gt;
*Deals 2 oxy damage per unit.&lt;br /&gt;
*Deals 0.2 damage to (organic) lungs per unit.&lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
|Notes=*Best administered via drink or inhaler. Injection into bloodstream results in toxicity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part [[#Specialist Treatments|Arithrazine]], 1 part Carbon&lt;br /&gt;
|Metabolism = 1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Ryetalyn is a novel, highly advanced, broad-spectrum medication, developed by Dominian scientists, which has varying clinical uses in treating genetic abnormalities including certain cancers, autoimmune conditions, and ‘Hulk Syndrome’.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Instantly cures all mutations in the patient.&lt;br /&gt;
*Instantly cures genetic disabilities in the patient.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = &lt;br /&gt;
*All of Ryetalyn&#039;s effects occur instantly with even the tiniest dose; one unit is enough.&lt;br /&gt;
*Ryetalyn does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Anti Microbials==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Medicines used to fight Bacterial Infections. A detailed guide to Bacterial Infections can be found [[Guide_to_Medicine#Infections|here]].&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Thetamycin&lt;br /&gt;
|Formula = 1 part [[#Poisons|Cryptobiolin]], 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism = 0.4&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Thetamycin is a complex, broad-spectrum antibiotic developed to treat wound infections, organ infections, and septicaemia, even those caused by superbugs with high anti-bacterial resistances.&lt;br /&gt;
|Effects = Cures wound infections. Can cause the patient to vomit. The probability depends on the dosage.&lt;br /&gt;
|OverdoseEffect = *Toxins, Nausea.&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of Thetamycin&#039;s effects (except overdose toxins) are based on how much of the medicine is in the patient&#039;s bloodstream or stomach, NOT how much has actually been metabolized. If the amount in the patient falls below the listed thresholds, its effects will stop working, so always inject more than needed.&lt;br /&gt;
*Bacterial Infection:&lt;br /&gt;
**Effects at &amp;lt;5u dosage&lt;br /&gt;
***None.&lt;br /&gt;
**Effects at &amp;gt;=5u dosage&lt;br /&gt;
***Instantly cures germs below infection level 1.&lt;br /&gt;
***Heals infections between level 1 and level 2, at a rate of 3 germ units per second.&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ unit per second.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cough Syrup&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Ammonia, 1 part Water&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A complex antitussive medication available OTC which is very effective at suppressing cough reflexes. The medication also acts as a very weak analgesic medication, leading to it being a very cheap recreational drug or precursor to other recreational drugs.&lt;br /&gt;
|Effects = Suppresses coughing.&lt;br /&gt;
**Functions as a mild painkiller.&lt;br /&gt;
|OverdoseEffect = *Hallucinations, brain damage, stronger painkiller, vomiting, twitching, drowsiness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part [[#Standard Treatments|Dylovene]], 1 part Hydrochloric Acid&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Sterilizine is a chemical product composed of bleach and anti-toxins which can thoroughly disinfect wound sites and any biohazardous waste.&lt;br /&gt;
|Effects = *When sprayed on a patient:&lt;br /&gt;
**Sets the main germ level of the patient&#039;s body to zero.&lt;br /&gt;
**Cleans blood off of the patient&#039;s clothes and skin.&lt;br /&gt;
*When sprayed on a surface or object:&lt;br /&gt;
**Cleans blood off the object, leaving no traces for forensics.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Sterilizine works on contact, it is not for injecting or ingesting.&lt;br /&gt;
*Does NOT sterilize wounds. &lt;br /&gt;
*Does not affect the germ level of wounds, body parts, or internal organs.&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Painkillers/Stabilizers==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilize them.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Sugar, 1 part Carbon, 1 Acetone&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Inaprovaline is a cardiostimulant which stabilises myocardial contractility, working towards maintaining a steady pulse and blood pressure. Inaprovaline also acts as a weak analgesic.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Prevents patients from accumulating suffocation damage caused by being in critical (&amp;lt;=0% health) status. &lt;br /&gt;
*Prevents Internal Bleeding wounds from getting worse over time. Does not stop the bleeding, just prevents the rate of bleeding from accelerating.&lt;br /&gt;
*Acts as a mild painkiller, Strength 25.&lt;br /&gt;
*Increases heart rate.  &lt;br /&gt;
|OverdoseEffect = *Chest Pain, and occasional halloss.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Adrenaline&lt;br /&gt;
|Formula = 1 part Inaprovaline, 1 part Hyperzine, 1 part Dexalinplus&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Adrenaline is a super strength stimulant and painkiller.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Stabilizes the patient while the patient is in a critical state. &lt;br /&gt;
*Increases heart rate.  &lt;br /&gt;
|OverdoseEffect = *Heart Damage&lt;br /&gt;
*Energy Boost&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Perconol&lt;br /&gt;
|Formula = 1 part Mortaphenyl, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Perconol is an advanced NSAID medication which is highly effective at treating minor-mild pain, inflammation and high fevers. The drug is available over-the-counter for treating minor illnesses and mild pain. Perconol is not effective when inhaled.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 25.&lt;br /&gt;
* Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mortaphenyl&lt;br /&gt;
|Formula = 1 part Inaprovaline, 1 part Ethanol, 1 part Acetone&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Mortaphenyl is an advanced, powerful analgesic medication which is highly effective at treating mild-severe pain as a result of severe, physical injury. Mortaphenyl is not effective when inhaled.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80. Side effects include: Blurry vision, Confusion, Grogginess.&lt;br /&gt;
|OverdoseEffect = *Toxins, Suffocation, Vomitting.&lt;br /&gt;
|Notes=*Avoid mixing with Oxycomorphine or Alcohol due to adverse effects. Only mix if necessary. The effects that it&#039;ll cause are Vomitting, Hallucinations and Suffocation.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycomorphine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Mortaphenyl; 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism = 0.02&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Oxycomorphine is a highly advanced, powerful analgesic medication which is extremely effective at treating severe-agonising pain as a result of injuries usually incompatible with life. The drug is highly addictive and sense-numbing. Oxycomorphine is not effective when inhaled.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200. Side effects include: Blurry vision, Confusion, Grogginess.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 60. Toxins&lt;br /&gt;
|Notes=*Avoid mixing with Oxycomorphine or Alcohol due to adverse effects. Only mix if necessary. The effects that it&#039;ll cause are Vomitting, Hallucinations and Suffocation.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sedatives==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Sedatives put people to sleep. Useful for surgery when anaesthetic gas won&#039;t work, for dealing with troublesome patients who won&#039;t sit still, and in dire situations, for self defense.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Polysomnine&lt;br /&gt;
|Formula = 1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Polysomnine is a complex drug which rapidly induces sedation in preparation for surgery. Polysomnine’s sedative effect is fast acting, and sedated individuals wake up with zero amnesia regarding the events leading up to their sedation, however the only downside is how hard the drug is on the liver.&lt;br /&gt;
|Effects = *Once only, immediately upon injecting:&lt;br /&gt;
**Causes Confusion at strength 2 (the patient stumbles around, and fails randomly at actions).&lt;br /&gt;
**Causes Drowsyness at strength 2.&lt;br /&gt;
*At &amp;lt;2u dosage.&lt;br /&gt;
**Causes Weakness, strength 30 (this causes the patient to collapse, and be unable to move or interact).&lt;br /&gt;
**Causes blurred vision, at strength 10.&lt;br /&gt;
*At &amp;gt;1u dosage, the patient suffers 1 point of toxin damage per unit.&lt;br /&gt;
*At &amp;gt;=2u dosage, causes sleep, strength 30.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxins from the overdose effect stacks with the toxin damage a normal dose causes. An overdose can be somewhat harmful, but 15u is nowhere near lethal.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**Polysomnine will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Polysomnine will reach a 2u dose and cause the patient to fall asleep in about 40 seconds. &lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the second. A 5u dosage will keep someone asleep for approximately 1 minute 3 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 65 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 part Polysomnine, 4 parts sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Soporific is highly diluted polysomnine which results in slower and more gradual sedation. This makes the drug ideal at treating insomnia and anxiety disorders, however is generally not reliable for sedation in preparation for surgery except in high doses.&lt;br /&gt;
|Effects = *At &amp;lt;1u dose.&lt;br /&gt;
**Causes yawning every 8 seconds on average.&lt;br /&gt;
*At &amp;lt;1.5u dose.&lt;br /&gt;
**Causes blurred vision, Strength 10.&lt;br /&gt;
*At &amp;lt;5u dose.&lt;br /&gt;
**Causes Weakening, Strength 2.&lt;br /&gt;
**Causes drowsiness, Strength 20.&lt;br /&gt;
*At &amp;gt;=5u dose.&lt;br /&gt;
**Causes Sleep, strength 20.&lt;br /&gt;
**Causes Drowsiness, strength 60.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Soporific is widely available in the vending machines in medical, there is very little reason to actually make it in chemistry.&lt;br /&gt;
*Drowsiness causes slower movement, blurred vision, and an approximate 15% chance every two seconds, to fall asleep for a couple of seconds.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**At a sufficiently high volume, soporific will reach a 5u dose and cause the patient to fall asleep in about 110 seconds. They may fall asleep earlier than that from the drowsiness, but that&#039;s temporary and isn&#039;t safe for surgery.&lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the fifth. A full 15u syringe will keep someone asleep for three and a half minutes. Each additional 15u will extend that time by another 5 minutes and 15 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 45 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Psychiatric Medication==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Compounds to alter the patient&#039;s mental state and to treat certain traumas. A quick reference can be found [[Guide to Medicine#Brain_Trauma|here]], otherwise each compound below will explain what traumas are treated and what certain withdrawal symptoms may arise.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Emoxanyl&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Silicon, 1 part Ethanol&lt;br /&gt;
*Results in 3 units&lt;br /&gt;
|Metabolism = 0.002&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Emoxanyl is a novel, antioxidant medication which increases cerebral circulation and is used to treat anxiety, depression, concussion, and epilepsy. It has fewer side effects than many other forms of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Concussions&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Concussion&lt;br /&gt;
|OverdoseEffect = *Vomitting&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Minaphobin&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Carbon&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism = 0.002&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Minaphobin is a new generation, psychoactive drug used in the treatment of anxiety disorders such as phobias and social anxiety. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Monophobia&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *Vomitting&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Neurostabin&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Iron, 1 part Potassium&lt;br /&gt;
*Results in 3 units&lt;br /&gt;
|Metabolism = 0.002&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Neurostabin is a new generation, psychoactive drug used in the treatment of psychoses, and also has clinical significance in treating muscle weakness. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and the development of phobias.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Muscle weakness&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *Vomitting&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Corophenidate&lt;br /&gt;
|Formula = 1 part [[#Narcotics|MindBreaker Toxin]], 1 part Hydrazine&lt;br /&gt;
*Results 2 units&lt;br /&gt;
|Metabolism = 0.002&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Corophenidate is a new generation, psychoactive stimulant used in the treatment of ADHD and ADD. It has far fewer side effects than previous generations of CNS stimulants. Withdrawal symptoms include hallucinations and disruption of focus.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *Vomitting&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Nerospectan&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part [[#Narcotics|Space Drugs]], 1 part Silicon&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.004&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Nerospectan is a high-strength, expensive antipsychotic medication used to treat schizophrenia, stuttering, speech impediment, monophobia, hallucinations, tourettes, and muscle spasms. Side effects are common and include pacifism. The medication metabolizes quickly, and withdrawl is dangerous.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Imaginary friend&lt;br /&gt;
**Reduced mouth coordination&lt;br /&gt;
**Communication disorder&lt;br /&gt;
**Muscle spasms&lt;br /&gt;
**Tourettes.&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
|OverdoseEffect = *Vomitting&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Paxazide&lt;br /&gt;
|Formula=1 part [[#Psychiatric_Medication|Truth Serium]], 1 part [[#Psychiatric_Medicine|Parvosil]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=20&lt;br /&gt;
|Description=Paxazide is an expensive and unethical, psychoactive drug used to pacify people, suppressing regions of the brain responsible for anger and violence. Paxazide can be addictive due to its tranquilising effects, though withdrawal symptoms are scarce.&lt;br /&gt;
|Effects=*Inflicts passiveness (locking to help intent, cannot attack with objects).&lt;br /&gt;
|OverdoseEffect = *Vomitting&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Neurapan&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part [[#Narcotics|Space Drugs]], 1 part Ethanol&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.004&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Neurapan is a groundbreaking, expensive antipsychotic medication capable of treating a whole spectrum of mental illnesses, including psychoses, anxiety disorders, Tourette Syndrome and depression, and can alleviate symptoms of stress. Neurapan can be addictive due to its tranquilising effects, and withdrawal symptoms are dangerous.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Weak motor signals&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Schizophrenia&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Reduced mouth coordination&lt;br /&gt;
**Communication disorder&lt;br /&gt;
**Muscle spasms&lt;br /&gt;
**Tourettes.&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Hallucinations&lt;br /&gt;
**Conflicting neuroimaging reports&lt;br /&gt;
**Imaginary friends&lt;br /&gt;
**Tourettes&lt;br /&gt;
**Monophobia&lt;br /&gt;
|OverdoseEffect = *Pacification, Blurred vision, Mental Numbing.&lt;br /&gt;
|Notes=*Avoid mixing with Oxycomorphine due to adverse effects. Only mix if necessary. The effects that it&#039;ll cause are Drowsiness, Nausea, deafness, total mental numbing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Parvosil&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Aluminum, 1 part Potassium&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.004&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Parvosil is a new generation, psychoactive drug used in the treatment of anxiety disorders such as phobias and social anxiety. It has far fewer side effects than previous generations of pysychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *Vomitting&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Trisyndicotin&lt;br /&gt;
|Formula = 1 part Truth Serum, 1 part Neurapan, 1 part [[#Narcotics|Space Drugs]]&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Trisyndicotin, a refined variant of Truth Serum concocted with Neurapan, is an expensive and very unethical psychoactive drug capable of inhibiting defensive measures and reasoning in regards to communication, resulting in those under the effects of the drug to be very open to telling the truth.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Inordinate pacifism&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**None&lt;br /&gt;
|OverdoseEffect = *Vomitting&lt;br /&gt;
}}&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Truth Serum&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Synaptizine, 0.1 parts Phoron&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = This highly illegal, expensive, military strength truth serum is a must have for secret corporate interrogations. One 50u pill is good for almost 10 minutes of interrogation.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Tourettes&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**None&lt;br /&gt;
|OverdoseEffect = *Vomitting&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Orastabin&lt;br /&gt;
|Formula = 1 part [[#Narcotics|Mindbreaker Toxin]], 1 part Sodium, 1 part Tungsten&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism = 0.002&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Orastabin is a new generation, complex psychoactive medication used in the treatment of anxiety disorders and speech impediments. It has fewer side effects than many other forms of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Suppresses:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Monophobia&lt;br /&gt;
**Stuttering&lt;br /&gt;
*Withdrawal symptoms include:&lt;br /&gt;
**Phobias&lt;br /&gt;
**Hallucinations&lt;br /&gt;
|OverdoseEffect = *Vomitting&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Performance Enhancers==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things to make people work harder, better, faster and stronger. These can be helpful to dose up on before combat, and are sometimes requisitioned by a well prepared security team.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulfur&lt;br /&gt;
|Metabolism = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Hyperzine is a complex cardio-synaptic stimulant drug designed to increase the performance of the body. Downsides include violent muscle spasms and tremors.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Gives the Speed-boost effect, at the cost of taking increased damage from trauma.&lt;br /&gt;
**This medicine does not work on Dionaea.&lt;br /&gt;
|OverdoseEffect = *Toxins, Malnutrition, Tachycardia (Elevated pulserate), violent twitching/convulsions, blistering and pain.&lt;br /&gt;
|Notes=*Avoid mixing with Adrenaline due to adverse effects. Only mix if necessary. The effect that it&#039;ll cause is an immediate overdose. Each unit lasts 67 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Synaptizine&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Synaptizine is an advanced synaptic stimulant and nootropic which improves synaptic transmission and keeps one alert, giving it many clinical uses in the treatment of paralysis, weakness, narcolepsy and hallucinations. Synaptizine is difficult to metabolise and is hard on the liver.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Reduces Drowsiness strength by 2.5 points per second.&lt;br /&gt;
*Reduces Paralysis strength by 0.5 points per second.&lt;br /&gt;
*Reduces Stunning strength by 0.5 points per second.&lt;br /&gt;
*Reduces Weakening strength by 0.5 points per second.&lt;br /&gt;
*Reduces Hallucination strength by 5 points per second.&lt;br /&gt;
*Removes 2.5 units of Mindbreaker Toxin from the patient&#039;s body per second.&lt;br /&gt;
*Acts as a painkiller, Strength 40.&lt;br /&gt;
*Causes 5 toxin damage to the patient per unit.&lt;br /&gt;
*Also treats most side effects. Antagonists should make note of this.&lt;br /&gt;
|OverdoseEffect = *Toxins, distortion of taste/smell, twitching, then a full blown seizure.&lt;br /&gt;
|Notes = *The effects of this medicine persist as long as it is metabolizing, and it metabolites very slowly. If Overdosed, it will not treat paralysis. Be careful. Synaptizine also treats most side effects, antagonists should utilize it but carefully.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Narcotics==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Drugs to get high, these are illegal to distribute, or administer without good reason. Making up and dosing yourself on space drugs is the hallmark of a bad Chemist. Don&#039;t do it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Hydrazine, 1 part [[#Standard Treatments|Dylovene]]&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An incredibly potent hallucinogen designed to wreak havoc on the brain, resulting in disturbing hallucinations with long-term impacts on those given the drug - this drug is not pleasant, thus the name, and only hardcore addicts use the drug recreationally.&lt;br /&gt;
|Effects = *Causes Hallucinations, strength 100.&lt;br /&gt;
|Notes =*Easily treatable with dialysis to remove it blood, then Dylovene to clear up the hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Red Nightshade&lt;br /&gt;
|Formula=1 part Psilocybin, 1 part Moonshine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=An illegal combat performance enhancer originating from the criminal syndicates of Mars. The drug stimulates regions of the brain responsible for violence and rage, inducing a feral, berserk state in users.&lt;br /&gt;
|Effects=*Deals 5 toxin damage per unit.&lt;br /&gt;
*Turns screen red.&lt;br /&gt;
*Forces harm intent.&lt;br /&gt;
*Unable to use complex objects (guns, computers, etc.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Space Drugs&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A compound scientifically known as Mercury Mono lithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful visions.&lt;br /&gt;
|Effects = *Causes the Druggy effect (Flashing rainbow overlay).&lt;br /&gt;
*Each proc, has a 10% chance (averages once every 20 seconds) to make the patient take a single step in a random direction.&lt;br /&gt;
**This effect does not trigger when the patient is in space, or unable to move.&lt;br /&gt;
*5% chance each proc to emote drooling, giggling, moaning, or twitching.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Nightlife&lt;br /&gt;
|Formula = 1 part Corophenidate, 1 part Synaptizine, 1 part Nitroglycerin&lt;br /&gt;
|Metabolism  = 0.20&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A liquid narcotic commonly used by the more wealthy drug-abusing citizens of the Eridani Federation.&lt;br /&gt;
|Effects = Potent stimulant that causes extreme awakefulness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Krokjuice&lt;br /&gt;
|Formula = 2 part Orange Juice, 1 part Fuel, 1 part Iron&lt;br /&gt;
|Metabolism  = 1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An Eridanian variant of krokodil, known for causing prosthetic malfunctions.&lt;br /&gt;
|Effects = Causes prosthetic malfunctions&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Raskara Dust&lt;br /&gt;
|Formula = 1 part Monoammoniumphosphate, 1 part Cleaner, 2 part Sodium Chloride&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism  = .1&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = A powdery narcotic found in the gang-ridden slums of Biesel and Sol. Known for it&#039;s relaxing poperties that cause trance-like states when inhaled. Casual users tend to snort or inhale, while hardcore users inject.&lt;br /&gt;
|Effects = Drowsyness, coughs, twitches. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dextrotoxin&lt;br /&gt;
|Formula = 3 parts CarpoToxin, 10 parts Soporific, 5 parts Phoron&lt;br /&gt;
*Results in 5 units&lt;br /&gt;
|Metabolism  = &lt;br /&gt;
|Overdose = &lt;br /&gt;
|Description = A complicated to make and highly illegal drug that cause paralysis mostly focused on the limbs.&lt;br /&gt;
|Effects = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Poisons==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These compounds are harmful to organic life. Do not administer them unless you intend to murder the patient. They are mostly used by antagonists, and sometimes for research.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryptobiolin&lt;br /&gt;
|Metabolism  = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Acetone, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizziness.&lt;br /&gt;
|Effects = *Causes Confusion, Strength 20 (The victim will randomly move in the wrong direction when walking).&lt;br /&gt;
*Causes Dizziness, Strength 4 (The victim&#039;s screen shakes, makes it harder for them to click things).&lt;br /&gt;
|Notes = *Effects are instant and refreshed while it metabolizes.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Cyanide&lt;br /&gt;
|Metabolism=0.4&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Formula=N/A (Found in apples)&lt;br /&gt;
|Description=A highly toxic chemical.&lt;br /&gt;
|Effects =*Deals 20 oxy damage per unit.&lt;br /&gt;
*Deals 20 toxin damage per unit.&lt;br /&gt;
|Notes=*No longer knocks the patient out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezene&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Acetone, 1 part Sugar&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism  = 0.2&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Can cause brain damage at a ratio of 3 per unit of compound.&lt;br /&gt;
*Can cause drowsiness. &lt;br /&gt;
*Can cause drooling.&lt;br /&gt;
|OverdoseEffect=*Toxins&lt;br /&gt;
|Notes=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Hydrazine, 1 part Ammonia, 5 units Phoron (Catalyst)&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Lexorin is a complex toxin that attempts to induce general hypoxia by weakening the diaphragm to prevent respiration and also by binding to haemoglobins to prevent oxygen molecules from doing the same.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit.&lt;br /&gt;
*Stops breathing&lt;br /&gt;
*Constantly increases oxygen loss.&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralize 3 units of Lexorin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chloride&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A bitter salt that becomes a dangerous paralytic at high doses and appears to stop the heart.&lt;br /&gt;
|Effects = *No effects when not overdosed&lt;br /&gt;
|OverdoseEffect = *These effects are almost identical to normally injecting Potassium Chloride.&lt;br /&gt;
**Toxins&lt;br /&gt;
**Appears to stop the patient&#039;s heart. Their pulse will read as zero. &lt;br /&gt;
***Does not ACTUALLY stop their heart. The patient will not die from heart failure&lt;br /&gt;
**Deals 2 suffocation damage per unit.&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
|Notes = *Metabolizes very slowly, overdosing a patient would be very hard and time consuming. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chlorophoride&lt;br /&gt;
|Formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Polysomnine&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = Potassium Chlorophoride is an expensive, vastly improved variant of Potassium Chloride. Potassium Chlorophoride, unlike the original drug, acts immediately to block neuromuscular junctions, causing general paralysis.&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
*Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
**This effect is instant, and constantly refreshed while it&#039;s metabolizing.&lt;br /&gt;
|Notes = *Takes 200 seconds to metabolize a single unit, making this a very effective long-lasting paralytic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Zombie Powder&lt;br /&gt;
|Formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A strong neurotoxin and paralytic scientifically known as Tetrodotoxin, which instantly puts the subject into a death-like state.&lt;br /&gt;
|Effects = *Gives the patient a fake time of death that will show in autopsy reports.&lt;br /&gt;
*Causes 3 suffocation damage per unit.&lt;br /&gt;
*Causes 3 toxin damage per unit.&lt;br /&gt;
*These effects are instant, and persist as long as the poison is metabolizing.&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis).&lt;br /&gt;
**Silences the patient, strength 10.&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Food Related==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things that are safe to eat. Most of these are ingredients though, and not generally designed to be eaten as-is.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 1 part Corn Oil, 2 parts Ethanol, 5 parts Sulfuric Acid (catalyst)&lt;br /&gt;
*Results in 3 units.&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple polyol compound, Glycerol is sweet-tasting and of low toxicity. &lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sodium Chloride &lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Sodium&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Sodium Chloride, also known as Salt, is often used to season food.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part [[#Advanced Treatments|Clonexadone]]&lt;br /&gt;
|Metabolism = N/A&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Intended as a way to produce biomatter for cloning pods, without having to raid the kitchen. Any kind of meat can be used for this purpose though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Virus Food&lt;br /&gt;
|Formula = 1 part Milk, 1 part Water&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Metabolism  = 0.4&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology. &lt;br /&gt;
|Effects = *Effectively increases virus speed by 10.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Can be consumed as food, provides 2 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lean&lt;br /&gt;
|Formula = 2 part Space Up, 2 part Cough Syrup, 1 part Sugar&lt;br /&gt;
|Metabolism  = 1&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = A mixture of cough syrup, space-up, and sugar.&lt;br /&gt;
|Effects = *Combined results&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Experimental Chemicals==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These chemicals are experimental in nature and should only be tested within the research department.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Mutone&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Horticultural|Mutagen]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.8&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A strange green powder with even stranger properties.&lt;br /&gt;
|Effects=*For every five units metabolized, one mutation is granted.&lt;br /&gt;
**There is a 25% chance of a bad mutation, otherwise 75% chance for a &#039;good&#039; mutation.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Phoron Salts&lt;br /&gt;
|Formula=1 part Sodium Chloride (&amp;lt;u&amp;gt;&amp;gt;&amp;lt;/u&amp;gt; 678K), 2 parts Phoron (&amp;lt;u&amp;gt;&amp;gt;&amp;lt;/u&amp;gt; 73K, &amp;lt; 261K)&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.02&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A mysterious molten mixture with strange chemical properties. Incredibly deadly to all lifeforms, especially Vaurca.&lt;br /&gt;
|Effects=*Deals toxins.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*Only stable between 113 and 134 Kelvin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Plexium&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Standard_Treatments|Alkysine]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=1&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A yellow, fowl smelling liquid that seems to affect the brain in strange ways.&lt;br /&gt;
|Effects=*For every five units metabolized, a chance for brain trauma is rolled.&lt;br /&gt;
**There is a 50% chance for a mild, severe, and/or special trauma, provided the patient doesn&#039;t have a trauma relating to each category (i.e. can&#039;t roll a special trauma if the patient already has a special trauma, but they can roll everything else).&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Stimm&lt;br /&gt;
|Formula=1 part Fuel, 5 part Rewriter&lt;br /&gt;
*Results in 6 unit.&lt;br /&gt;
|Metabolism=3&lt;br /&gt;
|Overdose=10&lt;br /&gt;
|Description=A homemade stimulant with some serious side-effects.&lt;br /&gt;
|Effects=*Rapidly blinking, twitching, shivering&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound=Venenum&lt;br /&gt;
|Formula=1 part Phoron Salt, 1 part [[#Specialist_Treatments|Ryetalyn]]&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism=0.03&lt;br /&gt;
|Overdose=∞&lt;br /&gt;
|Description=A thick tar like liquid that seems to move around on it&#039;s own every now and then. Limited data shows it only works when injected into the bloodstream.&lt;br /&gt;
|Effects=*For every unit metabolized, the patient&#039;s appearance and name will scramble.&lt;br /&gt;
**Once the patient stops metabolizing Venenum (usually when it runs out), they will revert back to their original appearance.&lt;br /&gt;
|OverdoseEffect=*N/A&lt;br /&gt;
|Notes=*N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Industrial Compounds=&lt;br /&gt;
Things that are not designed to go inside people. Most of these chemicals have no effect when injected or ingested in people, unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The intended method of application is listed:&lt;br /&gt;
*Contact: The substance works upon touching people, surfaces or objects. It can be applied by splashing it on with a beaker, spraying it from a spray bottle, or even using it as an additional reagent in grenades&lt;br /&gt;
*Reactive: The substance is a main ingredient of a violent reaction upon mixing. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
*Reaction: This is not a substance. Mixing this will remove all substances and cause a violent chemical reaction. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cleaning Agents==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Luminol&lt;br /&gt;
|Formula = 2 parts Hydrazine, 2 parts Carbon, 2 parts Ammonia&lt;br /&gt;
|Description = A compound that interacts with blood on the molecular level, causing it to become fluorescent and more visible, especially under UV light.&lt;br /&gt;
|Effects = *Causes visible blood on floors to glow a bright blue colour when sprayed on it&lt;br /&gt;
**Will not make blood on objects glow unless a UV light is also used&lt;br /&gt;
*Under a UV light, will cause cleaned blood to glow a bright blue colour, and thus be visible&lt;br /&gt;
**This only works if the blood was cleaned with Space Cleaner, or (for objects) with a sink or shower. Using Sterilizine, or a mop, will completely clean all traces and leave nothing to detect&lt;br /&gt;
**Works with both tiles and objects.&lt;br /&gt;
**Does not work on skin&lt;br /&gt;
|Notes = *A spray bottle of Luminol is found in the detective&#039;s Forensics Kit. He may need a refill.&lt;br /&gt;
*This chemical is designed for use in combination with a UV light. One can be found in the detective&#039;s kit, or they can be made in science.&lt;br /&gt;
*There are presently many bugs with Luminol, but it works as described above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Space Cleaner&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
|Description = A compound used to clean things. But will not fully remove all traces of blood.&lt;br /&gt;
|Effects = *When sprayed on a floor.&lt;br /&gt;
**Cleans the floor tile, removing dirt, gibs and bloodstains.&lt;br /&gt;
**Deals 5-10 toxin damage to slimes on the tile.&lt;br /&gt;
*When sprayed on a person.&lt;br /&gt;
**Cleans their body, and everything they&#039;re wearing.&lt;br /&gt;
*When sprayed on an object.&lt;br /&gt;
**Cleans that object.&lt;br /&gt;
|Notes = *Does not leave any wetness or slippery spots when cleaning.&lt;br /&gt;
*Space cleaner damages slimes when sprayed on the floor under them, but NOT when sprayed on them directly. The quantity applied does not matter.&lt;br /&gt;
*Janitors start with this, many additional spray bottles of it scattered around the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Cardox&lt;br /&gt;
|Formula = 1 part Platinum, 1 part Carbon, 1 part Sterilizine &lt;br /&gt;
|Description = Cardox is a mildly toxic, expensive, NanoTrasen designed cleaner intended to eliminate liquid phoron stains from suits.&lt;br /&gt;
|Effects = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Engineering==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Stuff that often goes ignored by engineering because they don&#039;t need to bother requesting any of it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Acetone, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Cryosurfactant&lt;br /&gt;
|Formula = 1 part Surfactant, 1 part Ice, 1 part Sodium&lt;br /&gt;
Description = Decreases reagent temperature when mixed with water. Mixing with Pyrosilicate creates oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrazine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Iron Foam&lt;br /&gt;
|Formula = 3 parts Iron, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Description = A strong form of Metal Foam. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Metal Foam&lt;br /&gt;
|Formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|Description = Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Monoammoniumphosphate&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Sulfuric Acid, 1 part Sodium, 1 part Phosphorous&lt;br /&gt;
|Description = Commonly found in fire extinguishers, also works as a fertilizer.&lt;br /&gt;
|Effects = Puts out fires, Fertilizes.&lt;br /&gt;
*Starts in Fire Extinguishers across the Station.&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plastic &lt;br /&gt;
|Formula = 1 Polytrinic acid, 2 Plasticide&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Description = Creates one solid sheet of plastic. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Pyrosilicate&lt;br /&gt;
|Formula = 1 part Silicate, 1 part Hydrazine, 1 part Iron, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Increases reagent temperature when mixed with salt. Mixing with Cryosurfactant creates oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Silicate&lt;br /&gt;
|Formula = 1 part Aluminum, 1 part Silicon, 1 part Acetone&lt;br /&gt;
|Description = Used to strengthen windows. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Space Lube&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Acetone&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Surfactant&lt;br /&gt;
|Formula =  2 parts Hydrazine, 2 parts carbon, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Used in some chemical compounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Water&lt;br /&gt;
|Formula = 1 part Acetone, 2 parts Hydrazine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Description = Also known as H2O. &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Horticultural==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Things designed to aid in Botany and Xenobotany.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Diethylamine&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form.&lt;br /&gt;
|Description = A secondary amine, mildly corrosive. A very potent fertilizer.&lt;br /&gt;
|Effects = *Useful as a fertilizer in botany: Strength 1.&lt;br /&gt;
*Useful as a pest killer in botany: Strength 2.	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Application = Contact, Injection&lt;br /&gt;
|Description = A toxic mixture designed to kill plant-life.&lt;br /&gt;
|Effects = *When injected (Metabolism 0.005).&lt;br /&gt;
**Deals 4 toxin damage per unit.&lt;br /&gt;
**Deals an additional 50 damage per unit to Diona.&lt;br /&gt;
*When sprayed/on contact.&lt;br /&gt;
**Deals 50 damage per unit to Diona.&lt;br /&gt;
**Removes mold on walls.&lt;br /&gt;
**Destroys any plants on the tile.&lt;br /&gt;
**Deals 15-35 damage to alien weeds.&lt;br /&gt;
***Damage to alien weeds is not based on the quantity used.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Hydrochloric Acid&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Weapons==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Everything in this category is dangerous, and should not be used without approval from security or command, unless you&#039;re an antagonist. Unapproved use is likely to make security, and possibly the admins, quite upset with you. Most of the things in this category are best used in making grenades and bombs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pulse&lt;br /&gt;
|Formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
|Description = This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices. Also known as an &#039;EMP&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Explosive Reaction&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Water&lt;br /&gt;
|Description = This explodes immediately on mixing, which may knock you over or even kill you.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulfur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|Description = Creates a flash similar to that of a flashbang immediately on mixing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Aluminium, 1 part Sulfuric Acid&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulfuric Acid&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Description = Explodes immediately on mixing. Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol. (Results in 2 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulfuric Acid, 1 part Hydrochloric Acid, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Smoke&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|Description = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Acetone&lt;br /&gt;
|Description = Produces an aluminothermic reaction known as a thermite reaction when ignited. Can be used to melt walls.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Offworlder_Humans&amp;diff=16479</id>
		<title>Offworlder Humans</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Offworlder_Humans&amp;diff=16479"/>
		<updated>2020-09-08T12:15:54Z</updated>

		<summary type="html">&lt;p&gt;Hocka: /* RMT Pill Supplements */ RMT pills are no longer in the loadout and spawn by default on Offworlders, which can cause come confusion. They also have had an overdose limit for a while now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Offworlder Humans&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Spacer320x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World  = N/A&lt;br /&gt;
 |Language = Tau Ceti Basic/Freespeak&lt;br /&gt;
 |Politic = Scarabs, Techno-Conglomerate&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Referred to as anything from spacers, to drifters, to star-men and even just offworlders - Humans negatively affected by low gravity are a common sight in the Frontier. Various examples of these Humans are the majority of the [[The Frontier Alliance| Techno-Conglomerate&#039;s]] populace, or the [[Scarabs| Scarabs]] with large populations in the Nazar Flotilla in the [[Republic of Elyra]], Spartan Station in the [[Empire of Dominia]] and around the twin ice giants Set and Nebthet within the [[Eridani Federation]] however they can be found across all regions of human space and beyond. Typically, the environments they are grown in take a massive toll on their body’s inner workings. They are often seen as atrophied giants with long, lanky limbs reaching heights of up to 7 ½  feet when reaching adulthood. They require bracing and various means of comfort and life support to sustain themselves for prolonged times in standard atmosphere and gravity, though have no issue surviving in either for hours at a time. These deformations have been achieved by hundreds of years of time in space within zero gravity, with over a dozen generations meeting similar issues. Augments, prosthesis and genetic modification have stemmed the effects of it, helping guide and shape, albeit a rather large, Human form. &lt;br /&gt;
&lt;br /&gt;
The offworlders on board NanoTrasen stations are not a new introduction, but higher gravity stations have recently began to see workers descending from zero-gravity environments. This is due to the recent proliferation of the unique ESS modules thanks to NanoTrasen’s mass distribution of them to workers seeking alternative job routes. These ESS, or Exo-Stellar Skeleton modules, are RIG-like exoskeletons that assist in movement and comfort in a standard gravity environment. Though old inventions, their recent mass upgrades from NT has allowed them to meet health and safety standards for comfortable work, and has sparked a large immigration back into the Core Worlds from these afflicted Humans.&lt;br /&gt;
&lt;br /&gt;
ESS modules are not mandatory for offworlders to survive in normal gravity, and alternatives such as RMT medical supplements, prosthesis or augmentation are highly sought after to remedy the long-term effects of exposure to zero-G.&lt;br /&gt;
&lt;br /&gt;
Offworlder Humans are not whitelisted.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Offworlders are simply Humans and thus normally would be expected to be any head of staff. However, Offworlders cannot be Head of Security and Captain due to the prolonged necessity of both roles in high-gravity environments. This is claimed by NT to not be due to any particular discrimination and can simply be attributed to health issues barring them from such roles.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&#039;&#039;Low-gravity Humans can be expected to mechanically:&#039;&#039;&lt;br /&gt;
*Have much weaker bones, meaning their bones break easily.&lt;br /&gt;
*Have much weaker organs, meaning their organs take higher damage.&lt;br /&gt;
*Be much more susceptible to toxins.&lt;br /&gt;
*Be much more resistant to light and therefore flashes.&lt;br /&gt;
*Be much more resistant to low pressure and have a much higher threshold for lung damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;Only require bare minimum air to reliably breathe - somewhere around 15kpa ingame.&amp;lt;/s&amp;gt; (Not currently implemented)&lt;br /&gt;
*Require assistance to stand upright comfortably through various means listed below. Otherwise, they receive massive discomfort and physical slowdown.&lt;br /&gt;
*Bleed much slower than normal Humans.&lt;br /&gt;
&lt;br /&gt;
===RMT Pill Supplements===&lt;br /&gt;
RMT (Regenerative Musculature Tissue) pill supplements are rampantly used by those seeking to remedy the effects of prolonged zero-G adaptations. Mechanically, these work by nullifying the discomfort message and slowdown. You spawn with these automatically as an Offworlder.  They have no other effects but can overdose at forty units, causing muscle pains.&lt;br /&gt;
&lt;br /&gt;
===Prosthesis===&lt;br /&gt;
Any form of prosthesis which encompasses both legs removes the slowdown and discomfort entirely. &lt;br /&gt;
&lt;br /&gt;
===The ESS===&lt;br /&gt;
[[File:ess.png|right|thumb|An ESS module sprite.]]The Exo-Stellar Skeletons, or ESS for short, are the offworlder’s most unique asset. Utilized in much the same way as a standard RIG, it deploys into a tightly-fitting chest and headpiece. The headpiece operates like a normal helmet and mask while the chestpiece serves no purpose other than to hold specialized accessories. Neither are space-proof. These are equipped with very little universally, generally things to maintain and keep the offworlder alive and well during their time in the hostile environments other Humans call home.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ESS is equipped with:&#039;&#039;&#039;&lt;br /&gt;
*An emergency injection system that, once the user exceeds a certain damage threshold, injects 5 units of dexalin and 5 units of Inaprovaline into the user’s bloodstream.&lt;br /&gt;
*An integrated vitals tracker that allows the player to scan their own body’s vitals and nobody else.&lt;br /&gt;
The ESS has no statistics of its own. There are zero armor values. The ESS does not splint broken bones. For convenience’ sake, the helmet offers welding protection. The ESS can only equip two RIG modules alongside the others. The ESS’ two default RIG modules can not be removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ESS can not equip the following:&#039;&#039;&#039; &lt;br /&gt;
*Any weapon, including grenade launchers.&lt;br /&gt;
*Combat chem injectors.&lt;br /&gt;
&lt;br /&gt;
Operating the ESS may seem overwhelming at first, but it&#039;s actually pretty simple. Once you spawn in as an offworlder, if the ESS is already on your back, you can toggle it on by using the &amp;quot;Toggle Hardsuit&amp;quot; verb found under Hardsuit Menu at the top right. If there are errors, such as overwear or a hat in the way, it will alert you in the chat. To remedy this, simply remove them. Once the RIG itself deploys, the visor should turn a bright transparent blue to indicate it is active. Do not move during the activation process, as it will restart it! &lt;br /&gt;
&lt;br /&gt;
Once completely active, you can press &amp;quot;Toggle Chestpiece&amp;quot; or &amp;quot;Toggle Helmet&amp;quot; in the same tab to retract or deploy either freely, so you can place your hat/overwear back on.&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Hardsuit Modules&amp;quot; tab, you can access any installed modules on the ESS or activate the personal scanner using the buttons there. These can be activated from the Hardsuit Menu as well, by pressing the &amp;quot;Hardsuit Interface&amp;quot; verb.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Biologically, Offworlders have the same expectations of a Human being with various bodily functions affected by low-gravity. This has a myriad of effects on the body, many of which vary person to person. While the full extent of these effects can not be summarized easily, several traits are universal between them. Of these are most often heavy muscle atrophy or defined, strong muscles. There is little in between, as lacking intense exercise for very short periods of time can cause individuals to lose the entirety of their muscle mass. It is very difficult to gain this mass back, and thus simple things like sickness or oversleeping can wreak havoc on one’s life. Obesity is rarely an issue if at all due to regular exercise, however. Much lower blood pressure, lower bone density and spindly, lanky bodies are expected of Offworlders as well.&lt;br /&gt;
&lt;br /&gt;
Offworlders tend to have trouble finding comfort in standard gravity, atmosphere and lighting. With ships built for the long-term often being more akin to metal tombs, little exposure to light and highly regulated atmosphere causes them to be very specific of their needs and dependencies at all times. While some may find room temperature of planetside facilities in Mendell to be acceptable, others would find it excessively hot or even cold.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
Space travel and total isolation are common for Offworlders, and as such basic conservationist ideologies have been deeply ingrained in their culture. The stories of each generation lived among the stars are written out in deep detail, and the importance of not repeating simple mistakes are stressed beyond all else. In EVA, small oversights are the difference between life and death. They can be seen as cautious and perceptive due to this, usually seeking the safest alternatives to every given situation be it for convenience or survival.&lt;br /&gt;
&lt;br /&gt;
In Human biology, loneliness is crippling and in segmented, large space faring vessels, one can go weeks without seeing another on the regular. Social contact to many in disproportionately populated vessels is a luxury, whereas most coordination occurs through vessel communications. In more crowded vessels, situations grow alarming as they teeter on the brink of starvation so long as they do not split apart. These are chaotic self-contained communities whose social climate routinely spirals out of control, where power shifts in mutinies and disease with no external forces to police the events on board.&lt;br /&gt;
&lt;br /&gt;
In orbital installations, another unique situation unfolds. Here, resources are devoted to the expansion of these installations to progressively support a rising population. Construction or the support of it are focal points on an artificial satellite teeming with life. &lt;br /&gt;
&lt;br /&gt;
Planetside, Offworlders - more specifically Drifters in this regard (explained below) - are subject to few of the same plights. However, low-gravity Frontier worlds they find themselves upon typically have new or otherwise stunted development. Infrastructure here is hesitant to grow, but exotic commodities like fauna, materials or luxury goods can quickly fling Drifter establishments into an age of wonder. Many are short-lived, leaving ghost towns in their wake, but some like the colony of New Julapol have remained for a century.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Offworlder culture revolves heavily around the importance of luxury and the exploration of finding it. In an environment as hostile as space, daily routines mostly consist of work, exercise and comparatively little rest. The ability to strike a balance between this, and things such as socialization or entertainment, or even the presence of proper meat contributes greatly to an Offworlder’s wellbeing. A rationed, conservationist lifestyle dominates their culture as a result. &lt;br /&gt;
&lt;br /&gt;
For the most part, Offworlders are seen exploiting two major sources of sustenance. The first being exploitation of gargantuan hydroponics farms interwoven with and overtaking their facilities and vessels. From this, food, but also an enormous drain upon the water supply so greatly cherished. The second are genetically modified insectoid subspecies, generally giant spiders, beetles and alien species such as yithians. Beetle milk, materials from spider silk and slugs eaten whole are commodities used to their greatest extent in these strange worlds. Non-insectoid meat, fruit juice, condiments of any sort or alcoholic beverages are seen as grand luxuries above most all else due to their rarity and impracticality in the setting of an Offworlder’s life. &lt;br /&gt;
&lt;br /&gt;
The unique exploitation of mutated native Earth insects is demonstrated in everything from Offworlder cuisine to fashion. Form-fitting, cozy spider silk one-piece suits and a particular inclination to include graphics of insectoid shapes throughout their art and representation. Instead of herding cattle, one may assume they herd six-foot-tall beetles and harvest materials from domesticated giant arachnids. The vessels that nomadic Offworlders reside upon rarely have enough space to see this in mass, however, and planetside assets are frequently used to carry out vast harvesting operations for years at a time. &lt;br /&gt;
&lt;br /&gt;
Though most Offworlders are similar, four varieties commonly occur across space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacers&#039;&#039;&#039; are perhaps the most ubiquitous, dwelling primarily in orbital stations or any sort of interstellar vessel. Numbered in the billions, their highly varied upbringings permit a vast selection of character backgrounds. An excellent depiction of the Spacers are the Scarabs, or the Techno-Conglomerate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifters&#039;&#039;&#039; are those that choose to live on low-gravity planets or asteroids, often being seen herding Hahkma or other such insectoid fauna. Free spirits and individuals that live off their land, they are commonly landowners whose ownership of such was passed down through generations. Bluespace travel has led to more and more worlds sold off centuries ago being populated by these “drifters” in the millions as they set out to inherit the property of the land their ancestors purchased. &lt;br /&gt;
&lt;br /&gt;
Heavily augmented workers in close proximity to the scorching rays of stars are aptly referred to as &#039;&#039;&#039;Star-men&#039;&#039;&#039;. Usually with a very literally scorched and saturated, dark skin tone, they are exposed to a variety of hostile environments from ludicrous pressure to blazing heat. Although modern suits have permitted the ever-closer venture into a star’s lowest orbit, they are incapable of fully protecting any Human from the harsher conditions known. As a result, Star-men are subject to some of the harshest space can throw at them, and are usually augmented accordingly. &lt;br /&gt;
&lt;br /&gt;
Lastly, &#039;&#039;&#039;Belters&#039;&#039;&#039; live primarily in asteroid belts. Usually referred to as “Hoppers,” they are mostly the lowest of the low. Without any capacity to venture out of their confined asteroid belts and wholly reliant on imports and whatever water they can find in the void, they are in their entirety composed of downtrodden and forgotten people. Many are leftover generations passed down from the Interstellar War, who were left after the sudden end of the conflict floating in the abyss and left to their own derelict devices for survival. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of Offworlders and all their offshoots are varied far beyond simplicity. Like all Humans, Offworlders see great freedom in character creation, being widespread and located from the farthest reaches of the Frontier to the core worlds of the Sol Alliance itself. Most Offworlders are the product of generations of zero-G living, but as the side effects seen mechanically can manifest in only the span of a few years, they are easily capable of having originated in the age of bluespace. Artificial gravity itself only began to appear in the early 2420’s, becoming widespread and kickstarting a separate era of the space age from the nearly three centuries of weightlessness space travelers experienced before.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Construction&amp;diff=16155</id>
		<title>Guide to Construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Construction&amp;diff=16155"/>
		<updated>2020-08-12T06:23:12Z</updated>

		<summary type="html">&lt;p&gt;Hocka: /* Machinery and Electronics */ - Makes another edit that adds how deconstruction of a fully broken airlock now works, given that my PR to fix the bug has been merged.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guide_to_Advanced_Construction|Advanced Construction]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Guide to Construction Materials|Base Materials]] ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!Rods&lt;br /&gt;
|[[File:Rods.png|50px]]&lt;br /&gt;
|[[File:Metal.png|20px]] Metal&lt;br /&gt;
|Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Metal Rods&#039;&#039;&lt;br /&gt;
|Use a [[File:welder.gif|20px]] Welder on [[File:Rods.png|20px]] Rods to turn them back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
|-&lt;br /&gt;
!Floor tiles&lt;br /&gt;
|[[File:Floor_tile.png|50px]]&lt;br /&gt;
|[[File:Metal.png|20px]] Metal&lt;br /&gt;
|Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Floor Tiles&#039;&#039;&lt;br /&gt;
|&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Glass&lt;br /&gt;
|[[File:Glass_r.png|50px]]&lt;br /&gt;
|[[File:Rods.png|20px]] Rods + [[File:Glass.png|20px]] Glass&lt;br /&gt;
|Use [[File:Rods.png|20px]] Rods on [[File:Glass.png|20px]] Glass&lt;br /&gt;
|&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Plasteel (Reinforced Metal)&lt;br /&gt;
|[[File:Metal_r.png|50px]]&lt;br /&gt;
|[[File:Sheet-phoron.png|20px]] Phoron + [[File:Metal.png|20px]] Metal&lt;br /&gt;
|Produced at [[Shaft_Miner|Mining]] via the Smelter there.&lt;br /&gt;
|&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flooring and Support ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!Lattice&lt;br /&gt;
|[[File:Lattice.png|50px]]&lt;br /&gt;
|[[File:Rods.png|20px]] Rods&lt;br /&gt;
|Use [[File:Rods.png|20px]] Rods on space tiles.&lt;br /&gt;
|Use a [[File:welder.gif|20px]] Welder to turn the [[File:Lattice.png|20px]] Lattice back into [[File:Rods.png|20px]] Rods.&lt;br /&gt;
|-&lt;br /&gt;
!Plating&lt;br /&gt;
|[[File:Plating.png|50px]]&lt;br /&gt;
|[[File:Floor_tile.png|20px]] Floor tiles&lt;br /&gt;
|Use [[File:Floor_tile.png|20px]] Floor tiles on a [[File:Lattice.png|20px]] Lattice.&lt;br /&gt;
|Can be deconstructed with RCD&lt;br /&gt;
|-&lt;br /&gt;
!Steel Floor&lt;br /&gt;
|[[File:Floor.png|50px]]&lt;br /&gt;
|[[File:Floor_tile.png|20px]] Floor tiles&lt;br /&gt;
|Use [[File:Floor_tile.png|20px]] Floor tiles on a floor.&lt;br /&gt;
|&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Wood Floor&lt;br /&gt;
|[[File:WoodFloor.png|50px]]&lt;br /&gt;
|[[File:Tile-wood.png|20px]] Wood tiles&lt;br /&gt;
|Use [[File:Tile-wood.png|20px]] on a floor.&lt;br /&gt;
|&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--!Light Floor&lt;br /&gt;
|[[File:LightFloor.gif|50px]]&lt;br /&gt;
|[[File:Glass.png|20px]] Glass + [[File:Metal.png|20px]] Metal + [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
| NONE. Can be printed from autolathe&lt;br /&gt;
| NONE&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!Reinforced Floor&lt;br /&gt;
|[[File:enginefloor.png|50px]]&lt;br /&gt;
|[[File:Rods.png|20px]] Rods&lt;br /&gt;
|Use [[File:Rods.png|20px]] Rods on a floor.&lt;br /&gt;
|&#039;&#039;Use a [[File:Wrench.png|20px]] Wrench on the flooring.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Walls and Structures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!Wall&lt;br /&gt;
|[[File:Wall.png|50px]]&lt;br /&gt;
|[[File:Metal.png|20px]] Metal&lt;br /&gt;
|&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Wall Girder&#039;&#039;&lt;br /&gt;
* Use 2 sheets of [[File:Metal.png|20px]] Metal on the resulting wall girder&lt;br /&gt;
&lt;br /&gt;
Repair:&lt;br /&gt;
*Use welder on damaged wall.&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to remove the wall&#039;s plating&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the wall girder&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to displace the wall girder&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Wall&lt;br /&gt;
|[[File:R_wall.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Plasteel.png|20px]] Plasteel&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
|&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Wall Girder&#039;&#039; &lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to form support struts&lt;br /&gt;
* Use 2 [[File:Plasteel.png|20px]] Plasteel sheets on the reinforced wall girder to add reinforced plating&lt;br /&gt;
* Use 2 [[File:Plasteel.png|20px]] Plasteel sheets on the reinforced wall to add an external cover and finish the wall&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; reinforcing a wall can be done with any type of sheet, but Plasteel yields best results. &lt;br /&gt;
|&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the outer grille&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to expose the external reinforced cover&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to weld through the external reinforced cover&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the external reinforced cover&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to loosen the external support rods&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to weld through the external support rods&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the reinforced inner cover&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unsecure the internal support struts&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the internal support struts&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the wall girder&lt;br /&gt;
|-&lt;br /&gt;
!Grille&lt;br /&gt;
|[[File:Grille.png|50px]]&lt;br /&gt;
|[[File:Rods.png|20px]] Rods&lt;br /&gt;
|&lt;br /&gt;
* Stand where you wish to build a grille&lt;br /&gt;
* Click on the [[File:Rods.png|20px]] Rods to create a grille&lt;br /&gt;
|&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to cut through the grille&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use blunt objects, sharp objects or welding until it breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== False Walls ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!False Wall&lt;br /&gt;
|[[File:False_Wall.gif|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Crowbar.png|20px]] Crowbar&lt;br /&gt;
|&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Wall Girder&#039;&#039; &lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar on the wall girder to dislodge it&lt;br /&gt;
* Use 2 sheets of [[File:Metal.png|20px]] Metal on the wall girders&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to remove the wall&#039;s plating&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the wall girder&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced False Wall&lt;br /&gt;
|[[File:False_Wall_r.gif|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Plasteel.png|20px]] Plasteel&lt;br /&gt;
|&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Wall Girder&#039;&#039; &lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to set the internal support struts&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to displace the reinforced wall girder&lt;br /&gt;
* Use 2 sheets [[File:Plasteel.png|20px]] Plasteel sheet on the displaced reinforced wall girder to add reinforced plating&lt;br /&gt;
* Use 2 sheets [[File:Plasteel.png|20px]] Plasteel sheet on the reinforced wall to add an external cover and finish the hidden reinforced wall&lt;br /&gt;
|&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the outer grille&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to expose the external reinforced cover&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to weld through the external reinforced cover&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the external reinforced cover&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to loosen the external support rods&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to weld through the external support rods&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the reinforced inner cover&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unsecure the internal support struts&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the internal support struts&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the wall girder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!One Direction&lt;br /&gt;
|[[File:Glass_panel.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Glass.png|20px]] Glass&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Glass.png|20px]] Glass pane&lt;br /&gt;
* Choose &#039;&#039;One Direction&#039;&#039; while facing desired direction&lt;br /&gt;
* Right-click and rotate if facing wrong direction&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to fasten it down&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Click a [[File:Grille.png|20px]] Grille with [[File:Glass.png|20px]] Glass&lt;br /&gt;
* Right-click and rotate if facing wrong direction&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to fasten it down&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unfasten the window&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the window back into sheets&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use blunt objects, sharp objects or welding until it breaks&lt;br /&gt;
|-&lt;br /&gt;
!Full&lt;br /&gt;
|[[File:Glass_wall.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Glass.png|20px]] Glass&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Glass.png|20px]] Glass pane&lt;br /&gt;
* Choose &#039;&#039;Full Window&#039;&#039; while standing on desired location&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to fasten it down&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unfasten the window&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the window back into sheets&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use blunt objects, sharp objects or welding until it breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reinforced Windows ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!One Direction&lt;br /&gt;
|[[File:Glass_panel_r.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Crowbar.png|20px]] Crowbar&lt;br /&gt;
* [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Glass_r.png|20px]] Reinforced glass pane&lt;br /&gt;
* Choose &#039;&#039;One Direction&#039;&#039; while facing desired direction&lt;br /&gt;
* Right-click and rotate if facing wrong direction&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to fasten the frame down&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pop the pane into the frame&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the pane to the frame&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Click a [[File:Grille.png|20px]] Grille with [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
* Right-click and rotate if facing wrong direction&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to fasten the frame down&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pop the pane into the frame&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the pane to the frame&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unsecure the pane from its frame&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pop the pane out of its frame&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unfasten the frame&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the window back into sheets&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use blunt objects, sharp objects or welding until it breaks&lt;br /&gt;
|-&lt;br /&gt;
!Full&lt;br /&gt;
|[[File:Glass_wall_r.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Crowbar.png|20px]] Crowbar&lt;br /&gt;
* [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Glass_r.png|20px]] Reinforced glass pane&lt;br /&gt;
* Choose &#039;&#039;Full Window&#039;&#039; while standing on desired location&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to fasten the frame down&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pop the pane into the frame&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the pane to the frame&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unsecure the pane from its frame&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pop the pane out of its frame&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unfasten the frame&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the window back into sheets&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use blunt objects, sharp objects or welding until it breaks&lt;br /&gt;
|-&lt;br /&gt;
!Windoor&lt;br /&gt;
|[[File:windoor.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Crowbar.png|20px]] Crowbar&lt;br /&gt;
* [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
* [[File:Rods.png|20px]] Rods&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Airlock control circuit&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Glass_r.png|20px]] Reinforced glass pane&lt;br /&gt;
* Choose &#039;&#039;Windoor&#039;&#039; while standing on desired location and facing correct direction&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to secure the Windoor Assembly&lt;br /&gt;
* Use [[File:Rods.png|20px]] Rods to make a &#039;&#039;Secure Windoor&#039;&#039;&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to wire the Windoor Assembly&lt;br /&gt;
* Insert a [[File:Airlock_control.png|20px]] Airlock control circuit&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to secure the electronics and engage the Windoor inside the assembly&lt;br /&gt;
|&lt;br /&gt;
* Use blunt objects, sharp objects or welding until it breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!Chairs and Stools&lt;br /&gt;
|[[File:chair.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal or [[File:Planks.png|20px]] Planks&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Planks.png|20px]] Planks and pick &#039;&#039;Chair&#039;&#039; while stranding in the desired location.&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal  and choose &#039;&#039;Chair&#039;&#039;, &#039;&#039;Office Chair&#039;&#039;, &#039;&#039;Stool&#039;&#039; or &#039;&#039;Fancy Chair&#039;&#039; while standing in the desired location&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the chair or stool and turn it back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
|-&lt;br /&gt;
!Table&lt;br /&gt;
|[[File:Table.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal or [[File:Planks.png|20px]] Planks&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Table Frame&#039;&#039; while standing in desired spot.&lt;br /&gt;
* Click on the table frame with the [[File:Metal.png|20px]] or [[File:Planks.png|20px]] to complete the table&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the metal or wood covering.&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the table frame and turn them back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Table&lt;br /&gt;
|[[File:R-table.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
*Table frame&lt;br /&gt;
|&lt;br /&gt;
* Build table as normal&lt;br /&gt;
* Drag desired reinforcing material of your choosing.&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to remove reinforced material&#039;s screws&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the metal or wood covering.&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the table frame and turn them back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
|-&lt;br /&gt;
!Bookcase&lt;br /&gt;
|[[File:Bookcase.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Planks.png|20px]] Planks&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Planks.png|20px]] Planks and choose &#039;&#039;Bookcase&#039;&#039;&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to anchor the bookshelf down&lt;br /&gt;
* Add [[File:Planks.png|20px]] Planks to make a shelf&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the shelves&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to unsecure the bookshelf frame&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to break the bookshelf frame apart&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Machinery and Electronics ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!APC&lt;br /&gt;
|[[File:APC.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Crowbar.png|20px]] Crowbar&lt;br /&gt;
* [[File:Id regular.png|20px]] ID card&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Power control module&lt;br /&gt;
* [[File:Power_cell.png|20px]] Powercell&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;APC Frame&#039;&#039;&lt;br /&gt;
* Use the frame on the wall you wish to use&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to wire the APC&lt;br /&gt;
* Fit in the [[File:Circuit_board.png|20px]] Power control circuit&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the electronics&lt;br /&gt;
* Add a [[File:Power_cell.png|20px]] Powercell&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to shut the cover&lt;br /&gt;
&#039;&#039;New APCs start locked with the cover engaged and the main breaker turned off&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;APCs may only be placed in areas which have been defined as a Station Area using the Chief Engineer&#039;s Station Blueprints&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;If broken :&#039;&#039;&#039;&lt;br /&gt;
* Use a [[File:Welder.gif|20px]] Welder to remove the broken cover&lt;br /&gt;
* Remove the [[File:Power_cell.png|20px]] Powercell&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Screwdriver to clear out the broken electronics&lt;br /&gt;
* Remove the floor under the APC and use [[File:Wirecutters.png|20px]] Wirecutters on the APC to cut the terminal.&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to clear off the broken frame or replace it with a new frame&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If NOT broken:&#039;&#039;&#039;&lt;br /&gt;
* Use an [[File:Id regular.png|20px]] ID card to unlock the APC and deactivate the cover lock&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to open the cover&lt;br /&gt;
* Remove the [[File:Power_cell.png|20px]] Powercell&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to remove the electronics&lt;br /&gt;
* Remove the floor under the APC and use [[File:Wirecutters.png|20px]] Wirecutters on the APC to cut the terminal. &#039;&#039;[[File:Gloves_insulated.png|20px]] Insulated gloves needed if the Powernet is online.&#039;&#039;&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the [[File:Circuit_board.png|20px]] Power control circuit&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to clear the APC Frame off the wall&lt;br /&gt;
|-&lt;br /&gt;
!Air Alarm&lt;br /&gt;
|[[File:AirAlarm.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Air alarm electronics&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Air Alarm Frame&#039;&#039;&lt;br /&gt;
* Use the frame on the wall you wish to use&lt;br /&gt;
* Fit in the [[File:Circuit_board.png|20px]]&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to wire the alarm&lt;br /&gt;
* Close with a [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to open the cover&lt;br /&gt;
* Interact with the Air Alarm using an empty hand and cut all wires using [[File:Wirecutters.png|20px]] Wirecutters&lt;br /&gt;
* Cut the remaining wires by using [[File:Wirecutters.png|20px]] Wirecutters on the Air Alarm&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the [[File:Circuit_board.png|20px]]&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to remove the frame from the wall &lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to turn the frame into [[File:Metal.png|20px]] sheets&lt;br /&gt;
|-&lt;br /&gt;
!Fire Alarm&lt;br /&gt;
|[[File:FireAlarm.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Fire alarm electronics&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Fire Alarm Frame&#039;&#039;&lt;br /&gt;
* Use the frame on the wall you wish to use&lt;br /&gt;
* Fit in the [[File:Circuit_board.png|20px]]&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to wire the alarm&lt;br /&gt;
* Close with a [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to open the cover&lt;br /&gt;
* Cut the remaining wires by using [[File:Wirecutters.png|20px]] Wirecutters on the Fire Alarm&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the [[File:Circuit_board.png|20px]]&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to remove the frame from the wall&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to turn the frame into [[File:Metal.png|20px]] sheets&lt;br /&gt;
|-&lt;br /&gt;
!Airlock&lt;br /&gt;
|[[File:Airlock.gif|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Airlock electronics&lt;br /&gt;
|&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Airlock Assembly&#039;&#039;&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to set the airlock in place&lt;br /&gt;
* Use a [[File:Pen.png|20px]] Pen to name the Airlock&lt;br /&gt;
* Add [[File:Glass_r.png|20px]] Reinforced glass to make a &#039;&#039;Glass Airlock&#039;&#039;&lt;br /&gt;
* Add [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* Use your ID to unlock the [[File:Circuit_board.png|20px]] Airlock control circuit and give it a specific access requirement&lt;br /&gt;
* Add an [[File:Circuit_board.png|20px]] Airlock electronics&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver on the airlock to close the maintenance panel&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;If broken:&#039;&#039;&#039;&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to cut all of the wires in the airlock&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to begin cutting through the airlock cutter, then again to begin cutting through the airlock bolts and then &#039;&#039;&#039;again&#039;&#039;&#039; to make sure the airlock is welded closed&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] to remove the electronics&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the wiring&lt;br /&gt;
* (OPTIONAL) Use a [[File:welder.gif|20px]] Welder to weld the glass panel out of the assembly&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to unsecure the assembly&lt;br /&gt;
* Use a [[File:welder.gif||20px]] Welder to turn the frame back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
&#039;&#039;&#039;If NOT broken:&#039;&#039;&#039;&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver on the airlock to open the maintenance panel&lt;br /&gt;
* Use a [[File:Multitool.png|20px]] Multitool and [[File:Wirecutters.png|20px]] Wirecutters [[Hacking#Airlocks|to disable everything]]. &#039;&#039;[[File:Gloves_insulated.png|20px]] Insulated gloves are needed if the Powernet is online.&#039;&#039;&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to weld the airlock shut&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the electronics&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the wiring&lt;br /&gt;
* (OPTIONAL) Use a [[File:welder.gif|20px]] Welder to weld the glass panel out of the assembly&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to unsecure the assembly&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to turn the frame back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note : If the door was shorted out by a cryptographic sequencer, you can skip directly to removing the broken electronics with a [[File:Crowbar.png|20px]] Crowbar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Computers&lt;br /&gt;
|[[File:Computer_Solar.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Glass.png|20px]] Glass&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Circuit board&lt;br /&gt;
|&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Computer Frame&#039;&#039;&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to bolt the frame in place&lt;br /&gt;
* Insert the [[File:Circuit_board.png|20px]] Computer circuit board&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the circuitry&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to wire up the computer&lt;br /&gt;
* Use [[File:Glass.png|20px]] Glass to add a monitor&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to connect the monitor&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to disconnect the monitor&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pry off the monitor&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the wiring&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unsecure the circuitry&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pry out the [[File:Circuit_board.png|20px]] Computer circuit board&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to unbolt the frame&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to turn the frame back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
|-&lt;br /&gt;
!AI Core&lt;br /&gt;
|[[File:AI.gif|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Plasteel.png|20px]] Plasteel&lt;br /&gt;
* [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] AI Core circuit board&lt;br /&gt;
* [[File:Brains.png|20px]] Brain or&lt;br /&gt;
* [[File:Positronicbrain.gif]] Positronic brain&lt;br /&gt;
|&lt;br /&gt;
NOTE: Once a core is finished it cannot be deconstructed!&lt;br /&gt;
&lt;br /&gt;
* [[File:0AICore.png|20px]] : Click the [[File:Plasteel.png|20px]] Plasteel and choose &#039;&#039;AI Core&#039;&#039;&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to bolt the mainframe into place&lt;br /&gt;
* [[File:1AICore.png|20px]] : Add an [[File:Circuit_board.png|20px]] AI Core circuit board&lt;br /&gt;
* [[File:2AICore.png|20px]] : Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the [[File:Circuit_board.png|20px]] AI Core circuit board&lt;br /&gt;
* [[File:3AICore.png|20px]] : Use [[File:Cable-coil.png|20px]] Cable coil to add wiring to the mainframe&lt;br /&gt;
* [[File:4AICore.png|20px]] : Add the [[File:Brains.png|20px]] Brain placed in a [[File:MMI_empty.png|20px]] Empty MMI or an active [[File:Positronicbrain.gif]]&#039;&#039;&#039;Posibrain&#039;&#039;&#039; to make the AI Core functional&lt;br /&gt;
* [[File:5AICore.png|20px]] : Add [[File:Glass_r.png|20px]] Reinforced glass to finish the screen&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to connect the screen to the mainframe&lt;br /&gt;
|&lt;br /&gt;
NOTE: Only works if the core has not been finished!&lt;br /&gt;
&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pry off the screen.&lt;br /&gt;
* Remove the [[File:Brains.png|20px]] Brain or [[File:Positronicbrain.gif]] &#039;&#039;&#039;Posibrain&#039;&#039;&#039;&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the mainframe&#039;s wiring&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unsecure the [[File:Circuit_board.png|20px]] AI Core circuit board&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pry out the [[File:Circuit_board.png|20px]] AI Core circuit board&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to unbolt the mainframe&lt;br /&gt;
|-&lt;br /&gt;
!Light Fixture&lt;br /&gt;
|[[File:lightfixture.gif|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Light_tube.png|20px]] Light tube&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Light Frame&#039;&#039;&lt;br /&gt;
* Use the frame on the wall you wish to use&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to add wiring&lt;br /&gt;
* Use [[File:Screwdriver_tool.png|20px]] Screwdriver to secure wiring&lt;br /&gt;
* Add a [[File:Light_tube.png|20px]] Light tube or [[File:Light_bulb.png]] Light bulb depending on chosen frame&lt;br /&gt;
|&lt;br /&gt;
* Remove the [[File:Light_tube.png|20px]] Light tube or [[File:Light_bulb.png]] Light bulb. &#039;&#039;Light should be off beforehand, or [[File:BGloves.png|20px]] Black gloves should be used.&#039;&#039;&lt;br /&gt;
* Use [[File:Screwdriver_tool.png|20px]] Screwdriver to expose wiring&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the wiring&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to detach the frame from the wall&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to turn the frame back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
|-&lt;br /&gt;
!Security Camera&lt;br /&gt;
|[[File:Security_Camera.gif|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:welder.gif|20px]] Welder&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Camera_assembly.png|20px]] Camera assembly&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
|&lt;br /&gt;
* Drop the [[File:Camera_assembly.png|20px]] Camera assembly on the floor in front of the wall you want it on.&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to secure the [[File:Camera_assembly.png|20px]] Camera assembly to the wall&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to weld the [[File:Camera_assembly.png|20px]] Camera assembly to the wall&lt;br /&gt;
* Apply any upgrades you might want&lt;br /&gt;
&#039;&#039;Available Upgrades: Osmium Ingot for EMP Proofing, a Scanning Module for X-Ray Vision, and a[[File:Proximitysensor.png|20px]] Proximity Sensor for Motion Detection&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to add wiring&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to connect the wiring&lt;br /&gt;
* Set the camera network (station default is SS13)&lt;br /&gt;
* Set the camera&#039;s direction&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to open the maintenance panel&lt;br /&gt;
* Interact with the camera and use [[File:Wirecutters.png|20px]] Wirecutters to cut all wires &#039;&#039;(Alarm Wire is optional)&#039;&#039;&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to undo the welding on the [[File:Camera_assembly.png|20px]] Camera assembly&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to detach the [[File:Camera_assembly.png|20px]] Camera assembly from the wall&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to discard any upgrades from the [[File:Camera_assembly.png|20px]] Camera assembly&lt;br /&gt;
|-&lt;br /&gt;
!Turrets&lt;br /&gt;
|[[File:Turretcover.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:welder.gif|20px]] Welder&lt;br /&gt;
* [[File:Energyweapon.gif]] Any energy-type weapon&lt;br /&gt;
* [[File:Proximitysensor.png|20px]] Proximity sensor&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Turret Frame&#039;&#039;&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to bolt the turret frame&lt;br /&gt;
* Use [[File:Metal.png|20px]] Metal to add a turret cover&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to bolt the cover&lt;br /&gt;
* Add [[File:Energyweapon.gif]] Any energy-type weapon&lt;br /&gt;
* Add a [[File:Proximitysensor.png|20px]] Proximity sensor&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the assembly&lt;br /&gt;
* Use more [[File:Metal.png|20px]] Metal to add a turret hatch&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to secure the turret hatch&lt;br /&gt;
|Standard Deconstruction is not possible. You can however:&lt;br /&gt;
* Destroy the turret&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to salvage any components left.&lt;br /&gt;
|-&lt;br /&gt;
!Solar Panels and Trackers&lt;br /&gt;
|[[File:Solar_panel.png|50px]] &lt;br /&gt;
[[File:Solar-tracker.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Solar_assembly.png|20px]] Solar assembly&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Glass.png|20px]] Glass or [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Tracker electronic circuit to make a tracker&lt;br /&gt;
|&lt;br /&gt;
* Place the [[File:Solar_assembly.png|20px]] Solar assembly where you want it over a wire knot&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to bolt into place&lt;br /&gt;
* Add [[File:Circuit_board.png|20px]] Tracker electronic circuit to turn it into a Solar Tracker&lt;br /&gt;
* Finish the construction by adding [[File:Glass.png|20px]] any type of glass to the [[File:Solar_assembly.png|20px]] Solar assembly&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the panel&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the [[File:Circuit_board.png|20px]] Tracker electronic circuit if working on a Solar Tracker&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to unbolt the frame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
==== Disposal Machinery ====&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver-tool]], [[File:Welder.gif|Welder]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
If Disposal Bin, turn off the pump&lt;br /&gt;
Screwdriver to remove power connection&lt;br /&gt;
Welder on machine to remove its joints&lt;br /&gt;
Wrench to detach it from the plating&lt;br /&gt;
=== Machine ===&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver-tool]], [[File:Crowbar.png|Crowbar]], [[File:Wirecutters.png|Wirecutters]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
Screwdriver to open the cover.&lt;br /&gt;
Crowbar to pry out the circuit.&lt;br /&gt;
Wirecutters to remove the wires.&lt;br /&gt;
Wrench to disassemble the frame.&lt;br /&gt;
Usually returns all or most components used in construction. Some components may become broken.&lt;br /&gt;
=== Recharge Station ===&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver-tool]], [[File:Crowbar.png|Crowbar]], [[File:Wirecutters.png|Wirecutters]], [[File:Wrench.png|Wrench]], [[File:Id regular.png|Authorized ID]]&lt;br /&gt;
|}&lt;br /&gt;
Unlock the charger with an ID&lt;br /&gt;
Screwdriver to open the cover.&lt;br /&gt;
Wrench to dislodge the internal plating.&lt;br /&gt;
Wirecutters to remove the wires.&lt;br /&gt;
Crowbar to remove the components.&lt;br /&gt;
Usually returns all or most components used in construction. Some components may become broken.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Construction&amp;diff=16139</id>
		<title>Guide to Construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Construction&amp;diff=16139"/>
		<updated>2020-08-09T06:40:24Z</updated>

		<summary type="html">&lt;p&gt;Hocka: /* Machinery and Electronics */ - Removes the note on airlocks about needing the bolts to be up for deconstruction, as the opposite is now true.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guide_to_Advanced_Construction|Advanced Construction]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Guide to Construction Materials|Base Materials]] ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!Rods&lt;br /&gt;
|[[File:Rods.png|50px]]&lt;br /&gt;
|[[File:Metal.png|20px]] Metal&lt;br /&gt;
|Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Metal Rods&#039;&#039;&lt;br /&gt;
|Use a [[File:welder.gif|20px]] Welder on [[File:Rods.png|20px]] Rods to turn them back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
|-&lt;br /&gt;
!Floor tiles&lt;br /&gt;
|[[File:Floor_tile.png|50px]]&lt;br /&gt;
|[[File:Metal.png|20px]] Metal&lt;br /&gt;
|Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Floor Tiles&#039;&#039;&lt;br /&gt;
|&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Glass&lt;br /&gt;
|[[File:Glass_r.png|50px]]&lt;br /&gt;
|[[File:Rods.png|20px]] Rods + [[File:Glass.png|20px]] Glass&lt;br /&gt;
|Use [[File:Rods.png|20px]] Rods on [[File:Glass.png|20px]] Glass&lt;br /&gt;
|&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Plasteel (Reinforced Metal)&lt;br /&gt;
|[[File:Metal_r.png|50px]]&lt;br /&gt;
|[[File:Sheet-phoron.png|20px]] Phoron + [[File:Metal.png|20px]] Metal&lt;br /&gt;
|Produced at [[Shaft_Miner|Mining]] via the Smelter there.&lt;br /&gt;
|&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flooring and Support ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!Lattice&lt;br /&gt;
|[[File:Lattice.png|50px]]&lt;br /&gt;
|[[File:Rods.png|20px]] Rods&lt;br /&gt;
|Use [[File:Rods.png|20px]] Rods on space tiles.&lt;br /&gt;
|Use a [[File:welder.gif|20px]] Welder to turn the [[File:Lattice.png|20px]] Lattice back into [[File:Rods.png|20px]] Rods.&lt;br /&gt;
|-&lt;br /&gt;
!Plating&lt;br /&gt;
|[[File:Plating.png|50px]]&lt;br /&gt;
|[[File:Floor_tile.png|20px]] Floor tiles&lt;br /&gt;
|Use [[File:Floor_tile.png|20px]] Floor tiles on a [[File:Lattice.png|20px]] Lattice.&lt;br /&gt;
|Can be deconstructed with RCD&lt;br /&gt;
|-&lt;br /&gt;
!Steel Floor&lt;br /&gt;
|[[File:Floor.png|50px]]&lt;br /&gt;
|[[File:Floor_tile.png|20px]] Floor tiles&lt;br /&gt;
|Use [[File:Floor_tile.png|20px]] Floor tiles on a floor.&lt;br /&gt;
|&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Wood Floor&lt;br /&gt;
|[[File:WoodFloor.png|50px]]&lt;br /&gt;
|[[File:Tile-wood.png|20px]] Wood tiles&lt;br /&gt;
|Use [[File:Tile-wood.png|20px]] on a floor.&lt;br /&gt;
|&#039;&#039;N/A&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--!Light Floor&lt;br /&gt;
|[[File:LightFloor.gif|50px]]&lt;br /&gt;
|[[File:Glass.png|20px]] Glass + [[File:Metal.png|20px]] Metal + [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
| NONE. Can be printed from autolathe&lt;br /&gt;
| NONE&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!Reinforced Floor&lt;br /&gt;
|[[File:enginefloor.png|50px]]&lt;br /&gt;
|[[File:Rods.png|20px]] Rods&lt;br /&gt;
|Use [[File:Rods.png|20px]] Rods on a floor.&lt;br /&gt;
|&#039;&#039;Use a [[File:Wrench.png|20px]] Wrench on the flooring.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Walls and Structures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!Wall&lt;br /&gt;
|[[File:Wall.png|50px]]&lt;br /&gt;
|[[File:Metal.png|20px]] Metal&lt;br /&gt;
|&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Wall Girder&#039;&#039;&lt;br /&gt;
* Use 2 sheets of [[File:Metal.png|20px]] Metal on the resulting wall girder&lt;br /&gt;
&lt;br /&gt;
Repair:&lt;br /&gt;
*Use welder on damaged wall.&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to remove the wall&#039;s plating&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the wall girder&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to displace the wall girder&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Wall&lt;br /&gt;
|[[File:R_wall.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Plasteel.png|20px]] Plasteel&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
|&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Wall Girder&#039;&#039; &lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to form support struts&lt;br /&gt;
* Use 2 [[File:Plasteel.png|20px]] Plasteel sheets on the reinforced wall girder to add reinforced plating&lt;br /&gt;
* Use 2 [[File:Plasteel.png|20px]] Plasteel sheets on the reinforced wall to add an external cover and finish the wall&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; reinforcing a wall can be done with any type of sheet, but Plasteel yields best results. &lt;br /&gt;
|&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the outer grille&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to expose the external reinforced cover&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to weld through the external reinforced cover&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the external reinforced cover&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to loosen the external support rods&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to weld through the external support rods&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the reinforced inner cover&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unsecure the internal support struts&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the internal support struts&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the wall girder&lt;br /&gt;
|-&lt;br /&gt;
!Grille&lt;br /&gt;
|[[File:Grille.png|50px]]&lt;br /&gt;
|[[File:Rods.png|20px]] Rods&lt;br /&gt;
|&lt;br /&gt;
* Stand where you wish to build a grille&lt;br /&gt;
* Click on the [[File:Rods.png|20px]] Rods to create a grille&lt;br /&gt;
|&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to cut through the grille&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use blunt objects, sharp objects or welding until it breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== False Walls ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!False Wall&lt;br /&gt;
|[[File:False_Wall.gif|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Crowbar.png|20px]] Crowbar&lt;br /&gt;
|&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Wall Girder&#039;&#039; &lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar on the wall girder to dislodge it&lt;br /&gt;
* Use 2 sheets of [[File:Metal.png|20px]] Metal on the wall girders&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to remove the wall&#039;s plating&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the wall girder&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced False Wall&lt;br /&gt;
|[[File:False_Wall_r.gif|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Plasteel.png|20px]] Plasteel&lt;br /&gt;
|&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Wall Girder&#039;&#039; &lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to set the internal support struts&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to displace the reinforced wall girder&lt;br /&gt;
* Use 2 sheets [[File:Plasteel.png|20px]] Plasteel sheet on the displaced reinforced wall girder to add reinforced plating&lt;br /&gt;
* Use 2 sheets [[File:Plasteel.png|20px]] Plasteel sheet on the reinforced wall to add an external cover and finish the hidden reinforced wall&lt;br /&gt;
|&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the outer grille&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to expose the external reinforced cover&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to weld through the external reinforced cover&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the external reinforced cover&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to loosen the external support rods&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to weld through the external support rods&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the reinforced inner cover&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unsecure the internal support struts&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the internal support struts&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the wall girder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!One Direction&lt;br /&gt;
|[[File:Glass_panel.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Glass.png|20px]] Glass&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Glass.png|20px]] Glass pane&lt;br /&gt;
* Choose &#039;&#039;One Direction&#039;&#039; while facing desired direction&lt;br /&gt;
* Right-click and rotate if facing wrong direction&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to fasten it down&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Click a [[File:Grille.png|20px]] Grille with [[File:Glass.png|20px]] Glass&lt;br /&gt;
* Right-click and rotate if facing wrong direction&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to fasten it down&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unfasten the window&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the window back into sheets&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use blunt objects, sharp objects or welding until it breaks&lt;br /&gt;
|-&lt;br /&gt;
!Full&lt;br /&gt;
|[[File:Glass_wall.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Glass.png|20px]] Glass&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Glass.png|20px]] Glass pane&lt;br /&gt;
* Choose &#039;&#039;Full Window&#039;&#039; while standing on desired location&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to fasten it down&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unfasten the window&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the window back into sheets&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use blunt objects, sharp objects or welding until it breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reinforced Windows ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!One Direction&lt;br /&gt;
|[[File:Glass_panel_r.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Crowbar.png|20px]] Crowbar&lt;br /&gt;
* [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Glass_r.png|20px]] Reinforced glass pane&lt;br /&gt;
* Choose &#039;&#039;One Direction&#039;&#039; while facing desired direction&lt;br /&gt;
* Right-click and rotate if facing wrong direction&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to fasten the frame down&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pop the pane into the frame&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the pane to the frame&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Click a [[File:Grille.png|20px]] Grille with [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
* Right-click and rotate if facing wrong direction&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to fasten the frame down&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pop the pane into the frame&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the pane to the frame&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unsecure the pane from its frame&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pop the pane out of its frame&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unfasten the frame&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the window back into sheets&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use blunt objects, sharp objects or welding until it breaks&lt;br /&gt;
|-&lt;br /&gt;
!Full&lt;br /&gt;
|[[File:Glass_wall_r.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Crowbar.png|20px]] Crowbar&lt;br /&gt;
* [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Glass_r.png|20px]] Reinforced glass pane&lt;br /&gt;
* Choose &#039;&#039;Full Window&#039;&#039; while standing on desired location&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to fasten the frame down&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pop the pane into the frame&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the pane to the frame&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unsecure the pane from its frame&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pop the pane out of its frame&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unfasten the frame&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the window back into sheets&lt;br /&gt;
&#039;&#039;&#039;Or&#039;&#039;&#039;&lt;br /&gt;
* Use blunt objects, sharp objects or welding until it breaks&lt;br /&gt;
|-&lt;br /&gt;
!Windoor&lt;br /&gt;
|[[File:windoor.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Crowbar.png|20px]] Crowbar&lt;br /&gt;
* [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
* [[File:Rods.png|20px]] Rods&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Airlock control circuit&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Glass_r.png|20px]] Reinforced glass pane&lt;br /&gt;
* Choose &#039;&#039;Windoor&#039;&#039; while standing on desired location and facing correct direction&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to secure the Windoor Assembly&lt;br /&gt;
* Use [[File:Rods.png|20px]] Rods to make a &#039;&#039;Secure Windoor&#039;&#039;&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to wire the Windoor Assembly&lt;br /&gt;
* Insert a [[File:Airlock_control.png|20px]] Airlock control circuit&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to secure the electronics and engage the Windoor inside the assembly&lt;br /&gt;
|&lt;br /&gt;
* Use blunt objects, sharp objects or welding until it breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!Chairs and Stools&lt;br /&gt;
|[[File:chair.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal or [[File:Planks.png|20px]] Planks&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Planks.png|20px]] Planks and pick &#039;&#039;Chair&#039;&#039; while stranding in the desired location.&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal  and choose &#039;&#039;Chair&#039;&#039;, &#039;&#039;Office Chair&#039;&#039;, &#039;&#039;Stool&#039;&#039; or &#039;&#039;Fancy Chair&#039;&#039; while standing in the desired location&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the chair or stool and turn it back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
|-&lt;br /&gt;
!Table&lt;br /&gt;
|[[File:Table.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal or [[File:Planks.png|20px]] Planks&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Table Frame&#039;&#039; while standing in desired spot.&lt;br /&gt;
* Click on the table frame with the [[File:Metal.png|20px]] or [[File:Planks.png|20px]] to complete the table&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the metal or wood covering.&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the table frame and turn them back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
|-&lt;br /&gt;
!Reinforced Table&lt;br /&gt;
|[[File:R-table.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
*Table frame&lt;br /&gt;
|&lt;br /&gt;
* Build table as normal&lt;br /&gt;
* Drag desired reinforcing material of your choosing.&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to remove reinforced material&#039;s screws&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the metal or wood covering.&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to disassemble the table frame and turn them back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
|-&lt;br /&gt;
!Bookcase&lt;br /&gt;
|[[File:Bookcase.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Planks.png|20px]] Planks&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Planks.png|20px]] Planks and choose &#039;&#039;Bookcase&#039;&#039;&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to anchor the bookshelf down&lt;br /&gt;
* Add [[File:Planks.png|20px]] Planks to make a shelf&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the shelves&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to unsecure the bookshelf frame&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to break the bookshelf frame apart&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Machinery and Electronics ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Requirement&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Construction&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Destruction&lt;br /&gt;
|-&lt;br /&gt;
!APC&lt;br /&gt;
|[[File:APC.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Crowbar.png|20px]] Crowbar&lt;br /&gt;
* [[File:Id regular.png|20px]] ID card&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Power control module&lt;br /&gt;
* [[File:Power_cell.png|20px]] Powercell&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;APC Frame&#039;&#039;&lt;br /&gt;
* Use the frame on the wall you wish to use&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to wire the APC&lt;br /&gt;
* Fit in the [[File:Circuit_board.png|20px]] Power control circuit&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the electronics&lt;br /&gt;
* Add a [[File:Power_cell.png|20px]] Powercell&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to shut the cover&lt;br /&gt;
&#039;&#039;New APCs start locked with the cover engaged and the main breaker turned off&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;APCs may only be placed in areas which have been defined as a Station Area using the Chief Engineer&#039;s Station Blueprints&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;If broken :&#039;&#039;&#039;&lt;br /&gt;
* Use a [[File:Welder.gif|20px]] Welder to remove the broken cover&lt;br /&gt;
* Remove the [[File:Power_cell.png|20px]] Powercell&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Screwdriver to clear out the broken electronics&lt;br /&gt;
* Remove the floor under the APC and use [[File:Wirecutters.png|20px]] Wirecutters on the APC to cut the terminal.&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to clear off the broken frame or replace it with a new frame&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If NOT broken:&#039;&#039;&#039;&lt;br /&gt;
* Use an [[File:Id regular.png|20px]] ID card to unlock the APC and deactivate the cover lock&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to open the cover&lt;br /&gt;
* Remove the [[File:Power_cell.png|20px]] Powercell&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to remove the electronics&lt;br /&gt;
* Remove the floor under the APC and use [[File:Wirecutters.png|20px]] Wirecutters on the APC to cut the terminal. &#039;&#039;[[File:Gloves_insulated.png|20px]] Insulated gloves needed if the Powernet is online.&#039;&#039;&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the [[File:Circuit_board.png|20px]] Power control circuit&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to clear the APC Frame off the wall&lt;br /&gt;
|-&lt;br /&gt;
!Air Alarm&lt;br /&gt;
|[[File:AirAlarm.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Air alarm electronics&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Air Alarm Frame&#039;&#039;&lt;br /&gt;
* Use the frame on the wall you wish to use&lt;br /&gt;
* Fit in the [[File:Circuit_board.png|20px]]&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to wire the alarm&lt;br /&gt;
* Close with a [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to open the cover&lt;br /&gt;
* Interact with the Air Alarm using an empty hand and cut all wires using [[File:Wirecutters.png|20px]] Wirecutters&lt;br /&gt;
* Cut the remaining wires by using [[File:Wirecutters.png|20px]] Wirecutters on the Air Alarm&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the [[File:Circuit_board.png|20px]]&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to remove the frame from the wall &lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to turn the frame into [[File:Metal.png|20px]] sheets&lt;br /&gt;
|-&lt;br /&gt;
!Fire Alarm&lt;br /&gt;
|[[File:FireAlarm.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Fire alarm electronics&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Fire Alarm Frame&#039;&#039;&lt;br /&gt;
* Use the frame on the wall you wish to use&lt;br /&gt;
* Fit in the [[File:Circuit_board.png|20px]]&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to wire the alarm&lt;br /&gt;
* Close with a [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to open the cover&lt;br /&gt;
* Cut the remaining wires by using [[File:Wirecutters.png|20px]] Wirecutters on the Fire Alarm&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the [[File:Circuit_board.png|20px]]&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to remove the frame from the wall&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to turn the frame into [[File:Metal.png|20px]] sheets&lt;br /&gt;
|-&lt;br /&gt;
!Airlock&lt;br /&gt;
|[[File:Airlock.gif|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Airlock electronics&lt;br /&gt;
|&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Airlock Assembly&#039;&#039;&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to set the airlock in place&lt;br /&gt;
* Use a [[File:Pen.png|20px]] Pen to name the Airlock&lt;br /&gt;
* Add [[File:Glass_r.png|20px]] Reinforced glass to make a &#039;&#039;Glass Airlock&#039;&#039;&lt;br /&gt;
* Add [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* Use your ID to unlock the [[File:Circuit_board.png|20px]] Airlock control circuit and give it a specific access requirement&lt;br /&gt;
* Add an [[File:Circuit_board.png|20px]] Airlock electronics&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver on the airlock to close the maintenance panel&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver on the airlock to open the maintenance panel&lt;br /&gt;
* Use a [[File:Multitool.png|20px]] Multitool and [[File:Wirecutters.png|20px]] Wirecutters [[Hacking#Airlocks|to disable everything]]. &#039;&#039;[[File:Gloves_insulated.png|20px]] Insulated gloves are needed if the Powernet is online.&#039;&#039;&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to weld the airlock shut&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the electronics&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the wiring&lt;br /&gt;
* (OPTIONAL) Use a [[File:welder.gif|20px]] Welder to weld the glass panel out of the assembly&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to unsecure the assembly&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to turn the frame back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note : If the door was shorted out by a cryptographic sequencer, you can skip directly to removing the broken electronics with a [[File:Crowbar.png|20px]] Crowbar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Computers&lt;br /&gt;
|[[File:Computer_Solar.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Glass.png|20px]] Glass&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Circuit board&lt;br /&gt;
|&lt;br /&gt;
* Stand in the desired spot&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Computer Frame&#039;&#039;&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to bolt the frame in place&lt;br /&gt;
* Insert the [[File:Circuit_board.png|20px]] Computer circuit board&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the circuitry&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to wire up the computer&lt;br /&gt;
* Use [[File:Glass.png|20px]] Glass to add a monitor&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to connect the monitor&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to disconnect the monitor&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pry off the monitor&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the wiring&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unsecure the circuitry&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pry out the [[File:Circuit_board.png|20px]] Computer circuit board&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to unbolt the frame&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to turn the frame back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
|-&lt;br /&gt;
!AI Core&lt;br /&gt;
|[[File:AI.gif|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Plasteel.png|20px]] Plasteel&lt;br /&gt;
* [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Circuit_board.png|20px]] AI Core circuit board&lt;br /&gt;
* [[File:Brains.png|20px]] Brain or&lt;br /&gt;
* [[File:Positronicbrain.gif]] Positronic brain&lt;br /&gt;
|&lt;br /&gt;
NOTE: Once a core is finished it cannot be deconstructed!&lt;br /&gt;
&lt;br /&gt;
* [[File:0AICore.png|20px]] : Click the [[File:Plasteel.png|20px]] Plasteel and choose &#039;&#039;AI Core&#039;&#039;&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to bolt the mainframe into place&lt;br /&gt;
* [[File:1AICore.png|20px]] : Add an [[File:Circuit_board.png|20px]] AI Core circuit board&lt;br /&gt;
* [[File:2AICore.png|20px]] : Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the [[File:Circuit_board.png|20px]] AI Core circuit board&lt;br /&gt;
* [[File:3AICore.png|20px]] : Use [[File:Cable-coil.png|20px]] Cable coil to add wiring to the mainframe&lt;br /&gt;
* [[File:4AICore.png|20px]] : Add the [[File:Brains.png|20px]] Brain placed in a [[File:MMI_empty.png|20px]] Empty MMI or an active [[File:Positronicbrain.gif]]&#039;&#039;&#039;Posibrain&#039;&#039;&#039; to make the AI Core functional&lt;br /&gt;
* [[File:5AICore.png|20px]] : Add [[File:Glass_r.png|20px]] Reinforced glass to finish the screen&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to connect the screen to the mainframe&lt;br /&gt;
|&lt;br /&gt;
NOTE: Only works if the core has not been finished!&lt;br /&gt;
&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pry off the screen.&lt;br /&gt;
* Remove the [[File:Brains.png|20px]] Brain or [[File:Positronicbrain.gif]] &#039;&#039;&#039;Posibrain&#039;&#039;&#039;&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the mainframe&#039;s wiring&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to unsecure the [[File:Circuit_board.png|20px]] AI Core circuit board&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to pry out the [[File:Circuit_board.png|20px]] AI Core circuit board&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to unbolt the mainframe&lt;br /&gt;
|-&lt;br /&gt;
!Light Fixture&lt;br /&gt;
|[[File:lightfixture.gif|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
* [[File:Light_tube.png|20px]] Light tube&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Light Frame&#039;&#039;&lt;br /&gt;
* Use the frame on the wall you wish to use&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to add wiring&lt;br /&gt;
* Use [[File:Screwdriver_tool.png|20px]] Screwdriver to secure wiring&lt;br /&gt;
* Add a [[File:Light_tube.png|20px]] Light tube or [[File:Light_bulb.png]] Light bulb depending on chosen frame&lt;br /&gt;
|&lt;br /&gt;
* Remove the [[File:Light_tube.png|20px]] Light tube or [[File:Light_bulb.png]] Light bulb. &#039;&#039;Light should be off beforehand, or [[File:BGloves.png|20px]] Black gloves should be used.&#039;&#039;&lt;br /&gt;
* Use [[File:Screwdriver_tool.png|20px]] Screwdriver to expose wiring&lt;br /&gt;
* Use [[File:Wirecutters.png|20px]] Wirecutters to remove the wiring&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to detach the frame from the wall&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to turn the frame back into [[File:Metal.png|20px]] Metal&lt;br /&gt;
|-&lt;br /&gt;
!Security Camera&lt;br /&gt;
|[[File:Security_Camera.gif|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:welder.gif|20px]] Welder&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:Camera_assembly.png|20px]] Camera assembly&lt;br /&gt;
* [[File:Cable-coil.png|20px]] Cable coil&lt;br /&gt;
|&lt;br /&gt;
* Drop the [[File:Camera_assembly.png|20px]] Camera assembly on the floor in front of the wall you want it on.&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to secure the [[File:Camera_assembly.png|20px]] Camera assembly to the wall&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to weld the [[File:Camera_assembly.png|20px]] Camera assembly to the wall&lt;br /&gt;
* Apply any upgrades you might want&lt;br /&gt;
&#039;&#039;Available Upgrades: Osmium Ingot for EMP Proofing, a Scanning Module for X-Ray Vision, and a[[File:Proximitysensor.png|20px]] Proximity Sensor for Motion Detection&lt;br /&gt;
* Use [[File:Cable-coil.png|20px]] Cable coil to add wiring&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to connect the wiring&lt;br /&gt;
* Set the camera network (station default is SS13)&lt;br /&gt;
* Set the camera&#039;s direction&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to open the maintenance panel&lt;br /&gt;
* Interact with the camera and use [[File:Wirecutters.png|20px]] Wirecutters to cut all wires &#039;&#039;(Alarm Wire is optional)&#039;&#039;&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to undo the welding on the [[File:Camera_assembly.png|20px]] Camera assembly&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to detach the [[File:Camera_assembly.png|20px]] Camera assembly from the wall&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to discard any upgrades from the [[File:Camera_assembly.png|20px]] Camera assembly&lt;br /&gt;
|-&lt;br /&gt;
!Turrets&lt;br /&gt;
|[[File:Turretcover.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Metal.png|20px]] Metal&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Screwdriver_tool.png|20px]] Screwdriver&lt;br /&gt;
* [[File:welder.gif|20px]] Welder&lt;br /&gt;
* [[File:Energyweapon.gif]] Any energy-type weapon&lt;br /&gt;
* [[File:Proximitysensor.png|20px]] Proximity sensor&lt;br /&gt;
|&lt;br /&gt;
* Click the [[File:Metal.png|20px]] Metal and choose &#039;&#039;Turret Frame&#039;&#039;&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to bolt the turret frame&lt;br /&gt;
* Use [[File:Metal.png|20px]] Metal to add a turret cover&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to bolt the cover&lt;br /&gt;
* Add [[File:Energyweapon.gif]] Any energy-type weapon&lt;br /&gt;
* Add a [[File:Proximitysensor.png|20px]] Proximity sensor&lt;br /&gt;
* Use a [[File:Screwdriver_tool.png|20px]] Screwdriver to secure the assembly&lt;br /&gt;
* Use more [[File:Metal.png|20px]] Metal to add a turret hatch&lt;br /&gt;
* Use a [[File:welder.gif|20px]] Welder to secure the turret hatch&lt;br /&gt;
|Standard Deconstruction is not possible. You can however:&lt;br /&gt;
* Destroy the turret&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to salvage any components left.&lt;br /&gt;
|-&lt;br /&gt;
!Solar Panels and Trackers&lt;br /&gt;
|[[File:Solar_panel.png|50px]] &lt;br /&gt;
[[File:Solar-tracker.png|50px]]&lt;br /&gt;
|&lt;br /&gt;
* [[File:Solar_assembly.png|20px]] Solar assembly&lt;br /&gt;
* [[File:Wrench.png|20px]] Wrench&lt;br /&gt;
* [[File:Glass.png|20px]] Glass or [[File:Glass_r.png|20px]] Reinforced glass&lt;br /&gt;
* [[File:Circuit_board.png|20px]] Tracker electronic circuit to make a tracker&lt;br /&gt;
|&lt;br /&gt;
* Place the [[File:Solar_assembly.png|20px]] Solar assembly where you want it over a wire knot&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to bolt into place&lt;br /&gt;
* Add [[File:Circuit_board.png|20px]] Tracker electronic circuit to turn it into a Solar Tracker&lt;br /&gt;
* Finish the construction by adding [[File:Glass.png|20px]] any type of glass to the [[File:Solar_assembly.png|20px]] Solar assembly&lt;br /&gt;
|&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the panel&lt;br /&gt;
* Use a [[File:Crowbar.png|20px]] Crowbar to remove the [[File:Circuit_board.png|20px]] Tracker electronic circuit if working on a Solar Tracker&lt;br /&gt;
* Use a [[File:Wrench.png|20px]] Wrench to unbolt the frame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
==== Disposal Machinery ====&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver-tool]], [[File:Welder.gif|Welder]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
If Disposal Bin, turn off the pump&lt;br /&gt;
Screwdriver to remove power connection&lt;br /&gt;
Welder on machine to remove its joints&lt;br /&gt;
Wrench to detach it from the plating&lt;br /&gt;
=== Machine ===&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver-tool]], [[File:Crowbar.png|Crowbar]], [[File:Wirecutters.png|Wirecutters]], [[File:Wrench.png|Wrench]]&lt;br /&gt;
|}&lt;br /&gt;
Screwdriver to open the cover.&lt;br /&gt;
Crowbar to pry out the circuit.&lt;br /&gt;
Wirecutters to remove the wires.&lt;br /&gt;
Wrench to disassemble the frame.&lt;br /&gt;
Usually returns all or most components used in construction. Some components may become broken.&lt;br /&gt;
=== Recharge Station ===&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;400&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver_tool.png|Screwdriver-tool]], [[File:Crowbar.png|Crowbar]], [[File:Wirecutters.png|Wirecutters]], [[File:Wrench.png|Wrench]], [[File:Id regular.png|Authorized ID]]&lt;br /&gt;
|}&lt;br /&gt;
Unlock the charger with an ID&lt;br /&gt;
Screwdriver to open the cover.&lt;br /&gt;
Wrench to dislodge the internal plating.&lt;br /&gt;
Wirecutters to remove the wires.&lt;br /&gt;
Crowbar to remove the components.&lt;br /&gt;
Usually returns all or most components used in construction. Some components may become broken.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=13850</id>
		<title>Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=13850"/>
		<updated>2019-12-27T23:24:03Z</updated>

		<summary type="html">&lt;p&gt;Hocka: Fixed a minor typing error.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= Welcome to Atmospherics =&lt;br /&gt;
Welcome to Atmosia, a land of beautiful pipes and gas. Your job is to keep the station breathable and fix any problems that might occur. Simply put, you control the air. Not doing your job quickly and correctly can very easily lead to the death of the crew and the further damage of station property. This guide should help steer you in the right direction and help you learn most of the overall concepts of atmospherics before you jump into a game. At the very least it should be a handy reference guide if you are still not sure on certain areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What&#039;s in your home? ==&lt;br /&gt;
&lt;br /&gt;
So, you loaded into Atmosia and all the colorful pipes and consoles look confusing. Have no fear because those colors actually help you work out exactly what each pipe is used for and is consistent in the entire station. So lets take a little deeper look at these pipes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#0000FF&amp;gt; &#039;&#039;&#039;Dark blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You wont have many of these in atmospherics with you, most of them will be found around the station. This is your distribution loop. This takes fresh air to the rest of the station. Easily the most important pipes aboard, if something goes wrong with these you will quickly realize it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#00ffff&amp;gt; &#039;&#039;&#039;Cyan&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is your mixed air line. All fresh air that is mixed in atmospherics, ready to go into distribution will first travel through these pipes. This can also be found at the atmospheric substations connected to the pressure tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#b2b200&amp;gt; &#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is your gas to mixing line. It connects to each of the large pressure tanks outside of the station and feeds gas into the two mixing chambers. The one in the top left is for air, the one in the bottom right is for any mixtures you specifically might want to create.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#e50000&amp;gt; &#039;&#039;&#039;Red&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is the waste loop. Any gas that is filtered off station by air alarms and scrubbers, removed with the use of portable air scrubbers or removed during a panic siphon ends up in this loop. If something goes wrong expect this loop to become backed up quickly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#009900&amp;gt; &#039;&#039;&#039;Green&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is a separate mixed gas line. The green line is used where two different gas sources are mixed into a tank. For example, the air tank, has both the Oxygen and Nitrogen tanks flowing into it (using a mixer to go at a rate of about 21% Oxygen and 71% Nitrogen).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#595959&amp;gt; &#039;&#039;&#039;Gray&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is the miscellaneous line, anything that either does multiple jobs or is not specifically in any of the other categories will be this color.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
So how does gas get into these pipes? Well for most of them, they get their gas from the large pressure chambers in space, just outside of atmospherics. The chambers are split into two batches, the northern ones are your gasses used to mix air. N2, O2, and then finally an air tank on the end. These will mix and go into the cyan pipe line.&lt;br /&gt;
&lt;br /&gt;
The lower batch of pressure chambers are for the more dangerous gasses. CO2, PH, and N2O. These are all gasses that are dangerous to breathe. Make sure they don&#039;t go into the distribution line. The final pressure chamber on the bottom is a completely empty one in which you are free to mix any gasses you choose. Just make sure not to put dangerous gasses in it and then send them to distribution.&lt;br /&gt;
&lt;br /&gt;
It is important to remember that temperature affects the pressure. If a gas is at a very cold temperature, it will not have as much pressure. Inversely, gas at a very hot temperature will have more pressure. Keep this in mind when playing around with Atmospherics systems.&lt;br /&gt;
&lt;br /&gt;
== Gasses you will work with ==&lt;br /&gt;
&lt;br /&gt;
[[File:O2_canister.png]] Oxygen (O2): This is the gas you breathe. Very little else to say honestly, a room will on average be around 21% of this gas. While the code doesn&#039;t actually do any kind of high oxygen level poisoning its still recommended to keep the station&#039;s air at 21%. High oxygen does increase fire risks though. Should oxygen drop below 16 kPa suffocation damage will begin, eventually killing you.&lt;br /&gt;
&lt;br /&gt;
[[File:N2_canister.png]] Nitrogen (N2): This is the other gas that you breathe, its mixed with oxygen to form air. Doesn&#039;t really do anything else honestly, just brings up the pressure of rooms. High oxygen atmospheres are at a higher flame risk. Nitrogen is used to make up the last of the pressure needed to make the rooms comfortable.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_canister.png]] Carbon Dioxide (CO2): This is what most of the crew will breathe out. It is also a potential waste gas from the supermatter engine, depending on what coolant is used. All station air alarms and scrubbers are set to filter this out by default on the round start so unless someone messes with those settings it will be fine. Too much CO2 in the air will cause you to become short of breath and minor suffocation damage. Very large amounts will knock you out and eventually kill you.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_canister.png]] Nitrous oxide (N2O): This is a fairly dangerous gas. Being invisible up until large quantities its actually quite easy to miss it in the atmosphere. In small doses it causes giggling, larger doses will cause you to pass out. It is used in Medbay&#039;s anesthetic internals as sedative for patients undergoing surgery. Keep in mind that if you are refilling these internals for medbay, it has to be mixed with oxygen otherwise it will suffocate the patient!&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_canister.png]] Phoron (Ph): This is the most dangerous gas on the station and potentially the most useful too. Its used heavily by toxins to make bombs and can be used as the most efficient cooling gas in the supermatter engine. Even the smallest amounts in the atmosphere will start to kill you. Its also highly flammable, the tiniest spark can set the whole room on fire.&lt;br /&gt;
&lt;br /&gt;
== Tools of the trade ==&lt;br /&gt;
While you will spawn with an almost full toolbelt (as an [[Atmospheric Technician]] or [[Station Engineer]]) there are four main tools you will use in typical Atmospherics work:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrench&#039;&#039;&#039; - The Wrench allows you to connect and disconnect Atmospheric pipes to the ground, but will not work if the pressure in the pipe is at or above a certain level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pipe Wrench&#039;&#039;&#039; - The Pipe Wrench, similarly, allows you to connect and disconnect Atmospherics pipes but is not affected by the pressure limit, however, they take much longer to disconnect pipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analyzer&#039;&#039;&#039; - The Analyzer can be used to analyze the air you are in, giving a readout of the pressure and what gases are what percentage of that pressure, or they can give you information on the gases contained in a canister or atmospheric pipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pipe Dispenser&#039;&#039;&#039; - Not to be mistaken with the Disposals Pipe Dispenser (which looks exactly the same), this dispenser produces atmospherics pipes/devices on-demand (such as adapters, pumps or filters) to assist with atmospherics.&lt;br /&gt;
&lt;br /&gt;
== Atmospheric utilities ==&lt;br /&gt;
There are several devices/utilities that can be connected to a pipe system and they all have their uses. Devices that &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; require power to work correctly will be highlighted &amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;like this.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pipeadapter.png]]&amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;Universal Pipe Adapter&#039;&#039;&#039;&amp;lt;/font&amp;gt; - What it says on the tin. This device connects two different pipe types together. For example, if you wanted to connect a scrubbers pipe to a normal pipe. Note that they cannot connect to disposals pipes.&lt;br /&gt;
&lt;br /&gt;
[[File:Connectorport.png]]&amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;Connector&#039;&#039;&#039;&amp;lt;/font&amp;gt; - A Connector (sometimes referred to as a port) allows you to connect gas canisters to pipe systems. Note that if you connect a canister to a pipe system it will automatically transfer the gas to the pipe system.&lt;br /&gt;
&lt;br /&gt;
[[File:Uvent.gif]]&#039;&#039;&#039;Unary Vent&#039;&#039;&#039; - Vents connect to the air alarm (if any) in the room they are placed in and are controlled by that air alarm. When turned on, they spread the gas into the air that is transferred to them by pipes.&lt;br /&gt;
&lt;br /&gt;
[[File:Airscrubber.png]]&#039;&#039;&#039;Scrubber&#039;&#039;&#039; - Scrubbers, similar to vents, connect to the air alarm in the room they are deployed (they will connect to the same alarm as vents). They will begin to filter certain gases out of the air. The gases that are filtered out are determined by the settings in the air alarms, the default setting is to scrub out CO2.&lt;br /&gt;
&lt;br /&gt;
[[File:Gaspump.png]]&#039;&#039;&#039;Gas Pump&#039;&#039;&#039; - Gas Pumps use power reach a desired target pressure. The red line on a pump shows you which way the gas will be pumped out.&lt;br /&gt;
&lt;br /&gt;
[[File:Hpgaspump.png]]&#039;&#039;&#039;High Power Gas Pump&#039;&#039;&#039; - The same as the normal gas pump, but uses more power to achieve a higher flow rate.&lt;br /&gt;
&lt;br /&gt;
[[File:Pressureregulator.png]]&#039;&#039;&#039;Pressure Regulator&#039;&#039;&#039; - Sometimes referred to as a &#039;Passive Gate&#039;, these work similar to gas pumps. They help to achieve a desired target pressure for &#039;&#039;&#039;either&#039;&#039;&#039; the input or output. The way it does this is by closing and opening itself as needed. For example, if you had 5,000 kPa inputting into a regulator, and you set this regulator to achieve an output pressure of 250 kPa, it will open temporarily to allow the desired pressure to be achieved. Once done, the regulator will then lock itself to prevent the rest of the input gas from going through until the output pressure is lowered. Note that the pressure regulator does not contribute to the power drawn from an APC, but still requires power to function correctly.&lt;br /&gt;
&lt;br /&gt;
[[File:Pipemeter.gif]]&#039;&#039;&#039;Meter&#039;&#039;&#039; - The meter can be attached to pipes. Once attached, you can examine it to get a basic read out of the pressure in the pipe (given in kPa) and temperature (given in both kelvin and degrees celsius).&lt;br /&gt;
&lt;br /&gt;
[[File:Gasomnidevice.gif]]&#039;&#039;&#039;Omni Gas Filter&#039;&#039;&#039; - A Gas Filter can have a maximum of 4 ports. One input, one output and two filter outputs. The input is where the filter gets its gas from, the output is where the input gas is transferred to (with the specified gas filtered out) and the filter outputs are where the specified gas is taken to. The ports are specified by interacting with the filter once it is connected, which will open up a menu which allows you to specify which direction is the input output and filter output.&lt;br /&gt;
&lt;br /&gt;
[[File:Gasomnidevice.gif]]&#039;&#039;&#039;Omni Gas Mixer&#039;&#039;&#039; - These mixers can have a maximum of 4 ports. 3 Input ports and 1 output. The direction of these ports can be configured after the mixer is connected to a pipe system.&lt;br /&gt;
&lt;br /&gt;
[[File:Manualtvalve.png]]&amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;Manual T-Valve&#039;&#039;&#039;&amp;lt;/font&amp;gt; - A valve with 3 ports, all of which are input/output. T-Valves will always have one port closed and one open. You can identify which port is closed and which is open by a red (closed) or green (open) mark on the valve. When the valve is deployed and connected, you can click on it to turn the valve and swap the open and closed ports around. &#039;&#039;&#039;Note:&#039;&#039;&#039; Manual T-Valves only work on standard pipes and cannot be connected to scrubbers or distribution pipes. Additionally, they have a &#039;mirrored&#039; variant that can also be found in the dispenser which has the open/close ports on the opposite side of the valve.&lt;br /&gt;
&lt;br /&gt;
[[File:Manualvalve.png]]&amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;Manual Valve&#039;&#039;&#039;&amp;lt;/font&amp;gt; - A valve that can either be closed or opened. Like the T-Valve, cannot be connected to scrubbers or distribution pipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum:&#039;&#039;&#039; It is worth nothing that there are two types of filter and mixer, which are simply called &#039;Gas Filter&#039; and &#039;Gas Mixer&#039;. While these achieve the same outcome as their Omni variants, they are a lot more difficult to use due to their interface and no advantage is offered for using them instead of their Omni counterparts.&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=13851</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=13851"/>
		<updated>2019-12-27T23:16:39Z</updated>

		<summary type="html">&lt;p&gt;Hocka: changes a reference to the Torch to mention the Aurora instead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
===The Brain===&lt;br /&gt;
Everything in your body revolves around the brain. &#039;&#039;&#039;So long as your brain isn&#039;t dead, you&#039;re not dead.&#039;&#039;&#039; Everything else is just there to keep the brain alive, and the severity of any given injury is a direct measure of how much of a threat it poses to the brain. &lt;br /&gt;
&lt;br /&gt;
Your brain - and, similarly, the brains of your patients - start out with an integrity of 100%. Certain types of effects can cause your brain&#039;s integrity to lower. When it hits 0%, you are braindead - and there&#039;s no coming back from that.&lt;br /&gt;
&lt;br /&gt;
The things that pose the biggest threat to your brain, in approximate order of how common they are on board this ship, are:&lt;br /&gt;
&lt;br /&gt;
# Lack of oxygen flow.&lt;br /&gt;
# Direct physical harm to the brain.&lt;br /&gt;
# Toxins in the bloodstream.&lt;br /&gt;
&lt;br /&gt;
Lack of oxygen can be caused by many things - exposure to vacuum, being poisoned with [[Guide to Chemistry|Lexorin]], and so on. The most common cause of it, though, is &#039;&#039;&#039;[[Guide to Medicine#Blood Loss|blood loss]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alternately, even if you&#039;re getting sufficient blood to your brain, and even if it&#039;s chock-full of delicious oxygen, &#039;&#039;&#039;toxins in your blood&#039;&#039;&#039; will still eat through your neurons pretty quickly. Your first line of defense against this is your liver, with your kidneys playing backup, but you&#039;ll still need to clear toxins out of your blood, through whatever means, as fast as possible. See [[Guide to Medicine#Organs|Organs]] and [[Guide to Medicine#Toxins|Toxins]], below, for more information.&lt;br /&gt;
&lt;br /&gt;
And, finally, somebody shooting you in the brain will obviously not be a good thing for your brain integrity, either. Protect your noggin, or end up as a pink splatter on the walls.&lt;br /&gt;
&lt;br /&gt;
=== Blood Loss ===&lt;br /&gt;
&lt;br /&gt;
==== Blood Oxygenation ====&lt;br /&gt;
Blood loss, insufficient oxygenation of the blood, and lack of circulation are among the most common threats to patients&#039; brains aboard the Aurora. &lt;br /&gt;
&lt;br /&gt;
Mechanically, what ultimately matters is your level of &#039;&#039;&#039;blood oxygenation&#039;&#039;&#039;. This is a numerical value, ranging from 0% to 100%, determined by:&lt;br /&gt;
&lt;br /&gt;
* Blood volume: Restore blood with [[Guide_to_Medicine#IV_Drip|IV drips]].&lt;br /&gt;
* Access to oxygen: Make sure they have breathable air (check if their internals are empty!). [[Chemistry|Dexalin (Plus)]] is also very helpful.&lt;br /&gt;
* Lungs and heart: A damaged heart is especially dangerous. [[Surgery]], [[Guide_to_Medicine#Cryo_cell|Cryotubes]], and [[Chemistry|Peridaxon]] all directly heal organs.&lt;br /&gt;
&lt;br /&gt;
Below &#039;&#039;&#039;85% blood oxygenation&#039;&#039;&#039; your brain will start taking damage and it&#039;ll take damage faster and faster as oxygen becomes less and less available. Below 40%, it starts taking extra damage.&lt;br /&gt;
&lt;br /&gt;
==== Pulse ====&lt;br /&gt;
If your blood oxygenation drops, your pulse rate will increase to compensate for it.&lt;br /&gt;
* Above &#039;&#039;&#039;150 BPM&#039;&#039;&#039;, it will start damaging your heart.&lt;br /&gt;
* Above &#039;&#039;&#039;250 BPM&#039;&#039;&#039;, the patient can and will enter cardiac arrest.&lt;br /&gt;
&lt;br /&gt;
To lower the pulse, use [[Chemistry|Inaprovaline]] and/or [[Chemistry|Paracetamol/Tramadol/Oxycodone]] to alleviate pain.&lt;br /&gt;
&lt;br /&gt;
==== Blood Flow ====&lt;br /&gt;
If your heart doesn&#039;t beat, there is no blood flow. Blood flow is also reduced if heart is damaged, and can lead to low oxygenation even with full oxygen and blood volume.&lt;br /&gt;
&lt;br /&gt;
=== Cardiac Arrest ===&lt;br /&gt;
Sometimes the heart just can&#039;t take it anymore and stops. Being in extreme pain will also skyrocket your pulse and can cause the heart to stop. This is indicated by a flatline on your medHUD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If someone is in cardiac arrest, they are priority number one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you are ever in doubt what to do, put the patient into a [[Guide_to_Medicine#Stasis_Bag|stasis bag]]. You can scan them with your health analyzer and inject them with a syringe even if the bag is closed.&lt;br /&gt;
* First, make sure the heart won&#039;t stop again. Was it caused by pain? Administer painkillers, a stimulant, and apply [[Guide_to_Medicine#CPR|CPR]].&lt;br /&gt;
* It could&#039;ve been caused by low blood volume - hypovolemic shock. Get some blood into them with [[Guide_to_Medicine#IV_Drip|IV drips]] and restart the heart with some [[Guide_to_Medicine#CPR|CPR]].&lt;br /&gt;
* Was it caused by severe heart damage? You can see this if their blood oxygenation is dangerously low. Put them into a stasis bag or cryo tube, tell the Doctor that the patient needs instant surgery, then bring them in.&lt;br /&gt;
* It could&#039;ve been caused by a lack of oxygen sending the heart into an abnormal rhythm. Restart the heart with [[Guide_to_Medicine#CPR|CPR]]. If they have air, that&#039;s it. Otherwise, administer inaprovaline to stabilize their pulse.&lt;br /&gt;
* If you are non-medical, the patient is in surgery, or you just can&#039;t get a doctor, administer [[Guide_to_Medicine#CPR|CPR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical&#039;s word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to &#039;&#039;&#039;stabilize patients, not cure to 100%.&#039;&#039;&#039; Generally this comes into play when there is &#039;&#039;more than one&#039;&#039; patient. Wearing a [[File:MedGlasses.png]] medical HUD will allow you to assess a patient&#039;s basic status from a glance. the HUD will show a &amp;quot;pulse line&amp;quot; of your patient. This is not a true indicator of health, but of their heart rate. &lt;br /&gt;
&lt;br /&gt;
*a patient with a green line, and a steady pulse line has a healthy beats per minute (BPM)&lt;br /&gt;
*a patient with yellow, more &amp;quot;hurried&amp;quot; line has a heightened BPM, this means their heart is beating rapidly, they may be in pain, and might warrant a look&lt;br /&gt;
*a patient with a red and more &amp;quot;muted&amp;quot; line has a weak heart rate. this may warrant immediate action. &lt;br /&gt;
*a patient with a flat, flashing red line is in what is called asystole, or &amp;quot;flat line&amp;quot;. this is bad&lt;br /&gt;
*a patient with a black line has no heart activity at all, they are either dead or lack a heart, such as IPC. &lt;br /&gt;
&lt;br /&gt;
Patients who are in a critical state, or you suspect have internal injuries such as victims of gunshot wounds, should be considered a priority over &amp;quot;walking wounded&amp;quot;. a person dies when their brain dies, which usually happens when their brain is starved of oxygen. people low on blood, weak heart beat, or respiration are at a greater risk of dying than someone with a broken leg. so work your way down. treating critical first, and saving those who can wait for last. &lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
&lt;br /&gt;
Beyond simply using the tools available to you, there are a variety of medical procedures that you can perform on your patients in order to help heal them.&lt;br /&gt;
&lt;br /&gt;
=== CPR ===&lt;br /&gt;
&lt;br /&gt;
If a patient&#039;s heart has stopped, there&#039;s no blood flow going to the brain. This can quickly result in brain death, and obviously should be corrected as quickly as possible, as mentioned above. However, if, for some reason, immediate resuscitation is not possible, CPR is a good way to extend a patient&#039;s life. Every time you perform CPR on a patient, it counts as one breath if their lungs are properly working, it circulates blood a little no matter what state heart is in, and with some luck, you might be able to restart their heart. Don&#039;t be afraid to crack some ribs while you&#039;re at it, remember, if they died with ribs intact, you didn&#039;t try hard enough!&lt;br /&gt;
&lt;br /&gt;
CPR consists of two parts - the chest compressions to kickstart the heart and the mouth to mouth resuscitation to give them air. To perform CPR on a patient, they must be in cardiac arrest, and for the mouth-to-mouth part, neither of you can be wearing a mask or other mouth covering. &#039;&#039;&#039;Click on the patient with an empty hand in to perform CPR.&#039;&#039;&#039; This requires both of you to remain still for a short period. This can be repeated as many times as necessary until treatment can be administered.&lt;br /&gt;
&lt;br /&gt;
=== Blood Transfusion ===&lt;br /&gt;
&lt;br /&gt;
If a patient has lost a large amount of blood, they will require a blood transfusion to allow for full circulation and prevent further brain damage.&lt;br /&gt;
&lt;br /&gt;
* Prepare an [[File:IVdrip.png‎‎|20px]] [[#IV drip|IV drip]] with a [[File:Bloodbag.png‎‎|20px]] blood bag containing an appropriate blood type (see below). If available, you should use Nanoblood, that is more efficient and does not care for blood types. You can order it in Cargo or have Chemist make some from plain blood.&lt;br /&gt;
* Ensure that the IV drip is in Inject mode.&lt;br /&gt;
* Attach the IV drip to the patient.&lt;br /&gt;
* Monitor the patient&#039;s blood circulation via health analyzer.&lt;br /&gt;
&lt;br /&gt;
* If an IV drip is not available, injecting the patient with blood from a syringe is workable, if a slow and cumbersome, option, as is administering blood pills.&lt;br /&gt;
* Iron and nutriment both speed up the patient&#039;s natural recovery of lost blood.&lt;br /&gt;
&lt;br /&gt;
==== Blood Compatibility ====&lt;br /&gt;
It&#039;s important to use right type, so [[#Blood Rejection|bad things]] won&#039;t happen.&lt;br /&gt;
Blood between two different species is never compatible, even if it shares the same color. The pre-loaded blood bags in the Treatment Center storage closet contain a special kind of O-negative which can be given to any patient regardless of species without fear of rejection, but donated blood should be reserved for members of the same species.&lt;br /&gt;
&lt;br /&gt;
If there is no O-negative blood available, and no precise blood type match as an alternative, look for a replacement by these rules:&lt;br /&gt;
* &#039;&#039;&#039;Negative&#039;&#039;&#039; can take &#039;&#039;&#039;only negative&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; types can take &#039;&#039;&#039;O&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; can take &#039;&#039;&#039;A&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039; can take &#039;&#039;&#039;B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; can take &#039;&#039;&#039;A and B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;O&#039;&#039;&#039; can take &#039;&#039;&#039;only O&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Blood Compatibility Chart&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Receiver&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; |Donor&lt;br /&gt;
|-&lt;br /&gt;
!O-&lt;br /&gt;
!O+&lt;br /&gt;
!B-&lt;br /&gt;
!B+&lt;br /&gt;
!A-&lt;br /&gt;
!A+&lt;br /&gt;
!AB-&lt;br /&gt;
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|-&lt;br /&gt;
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|}&lt;br /&gt;
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&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag minus the genetic damage.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Antivirals (Deltamavir, Diphenhydramine, etc) to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (diluting the antibodies in water will work).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Triage and You: The Handbook==&lt;br /&gt;
&amp;lt;small&amp;gt;A large, comprehensive guide on how triage works with our current medical facility. &amp;lt;i&amp;gt;Authored by Juani#1784 and Synnono#2558.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In compliance with NanoTrasen employee healthcare provisions, and due to the increasing stress on the Medical Department&#039;s facilities, a renovation of the Medical Bay was approved last year. The objective of this renovation is to improve the Medical Bay&#039;s capacity to treat patients, as well as to make that treatment more efficient. New policy has been implemented with the new design, and medical staff are expected to work according to the guidelines outlined in this document. In addition to the renovations, the medbay is introducing a triage system to quickly identify patients with urgent medical needs. New patients will be classified as having a &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; triage level, depending on their condition when processed. The major changes to the department are as follows:&lt;br /&gt;
*Centralized Triage Area (CTA): This room, equipped with two cutting-edge body scanners, will become the pillar of the Medical Bay. Located right next to the entrance, patients will be diagnosed here and assigned a color-coded triage level. Beds are available for patients awaiting treatment, organized by this triage level. Once assigned, patients will be redirected to one of the following areas:&lt;br /&gt;
*Intensive Care Unit (ICU): This room, intended for patients of triage level &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt;, is equipped with all basic life support measures currently available. All supplies in this area must always be kept fully stocked. This room has one fixed and two mobile treatment beds, three refrigerated closets for stabilization equipment, a supply of blood packs and medication, one cryo-treatment tube and three IV drips. The area is signified by the color red and the ICU signs.&lt;br /&gt;
*Emergency Surgery Pre-Operatory Room: Intented for patients of triage level &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;ORANGE&amp;lt;/span&amp;gt; or higher. Located in a straight line from the ICU, this area is designed to stabilize critical patients, and is equipped with the equipment necessary to do so. The area has two mobile treatment beds, two IV drips and one cold storage container for blood packs. The area is signified by the color red.&lt;br /&gt;
*Regular Surgery Pre-Operatory Room: Intended for patients of level &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; or lower. Its entrance is located at the west end of the CTA, and connected through a hallway to a waiting room. Patients will be instructed to wait for an assigned surgeon to call them into the Operating Theatre here. The area is equipped with personal storage lockers and a changing room for the safekeeping of patient belongings. The area is signified by the color blue.&lt;br /&gt;
*General Treatment Room (GTR): Intended for patients of triage level &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; or lower. The purpose of this room is for the general treatment of diseases or injuries that are not urgent or do not require of life-stabilization measures. The area is equipped with two fixed treatment beds, two cryo-treatment tubes, one sleeper unit with dialysis capability, and one IV drip. The area is signified by the color yellow and the GTR signs.&lt;br /&gt;
&lt;br /&gt;
Other sections of the Medical Bay have not changed, or do not follow a strict procedure for triage. Please be aware of the following information, as it pertains to the new medical layout:&lt;br /&gt;
*The Chemistry laboratory no longer connects directly to a publicly accessible area. For the purpose of easy access by the staff of the station, remote-control buttons have been installed at the reception desk and at the Chemistry desk. To access the desk, crew requiring access will need to get permission from the reception staff to access the consultation wing hallway.&lt;br /&gt;
*The temporary morgue no longer uses morgue trays. Medical staff are asked to keep the temporary morgue as clear as possible, and store cadavers in the permanent morgue on the medical sub-level as soon as possible.&lt;br /&gt;
*A pneumatic Medi-Express system has been installed, to allow for quick delivery of medicine to various areas of the medbay. The hub for this system is located east of the Chemistry Laboratory. To use the system, simply place the items to be delivered inside the bin labeled with the desired destination, and engage the pump. It will be delivered shortly, if the pneumatic tank is full. The Medi-Express system can deliver items to the Lobby, Main Storage and Surgery Wing.&lt;br /&gt;
*Windows have been installed in the Operating Theatres. These windows are equipped with an electrically-activated opacity system, toggled by a switch in each Operating Theatre. Usage of this system is mandatory during all surgical prcedures to preserve patient privacy.&lt;br /&gt;
*Noticeboards have been installed in the Surgery Wing for each Operating Theatre, for posting scans of any patients about to enter treatment.&lt;br /&gt;
*Access to the medical bay will generally be restricted to medical staff and patients awaiting or receiving treatment. Patients in long-term recovery are allowed to receive no more than one visitor at a time. This restriction does not apply to security detainees, who may be accompanied at all times by up to three security officers. Visitors may be instructed to wait at the waiting room located at the entrance of the Medical Bay. The ultimate authority in regards to these restrictions will be the Chief Medical Officer (and their superiors), who may modify them as they see fit. Charges of trespassing may be applied to visitors who violate this policy. Visitors who obstruct care to patients in violation of this policy may be held liable for resulting harm or loss of life. Please clarify any concerns with your facility&#039;s Head of Security.&lt;br /&gt;
Yours,&amp;lt;br&amp;gt;&lt;br /&gt;
Yehtlas Mualt-Quaat, Chief Medical Director.&amp;lt;br&amp;gt;&lt;br /&gt;
NanoTrasen Corporation.&lt;br /&gt;
&lt;br /&gt;
[[File:Triage_guide.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red descriptions on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, depressurization, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Gauze&#039;&#039;&#039;: Heals 4 brute per wound. Stops bleeding.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;: Heals 8 brute per wound. Stops bleeding and also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full syringe will heal 90 brute damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Skins, burns, and scars make up the yellow descriptions on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be &#039;husked&#039;. Treatment for burn damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Ointment&#039;&#039;&#039;: Heals 4 burn per wound. Disinfects wounds.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u.&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u and causes people to drop items they may be holding.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green descriptions on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on its own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which removes toxins in the blood stream.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue descriptions on the health analyzer, normally caused by suffocation, low blood levels, heart damage, lung damage, and - more commonly - sprinting around with asthma. Treatment for hypoxia on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;CPR&#039;&#039;&#039;: Time to put those first aid courses to use! As long as you and your patient aren&#039;t wearing anything that covers the face you&#039;ll be able to perform CPR to keep the patient alive for a bit longer by clicking them on help intent. This procedure must be repeated consistently in order to be effective.&lt;br /&gt;
* [[Guide to Chemistry#Painkillers.2FStabilizers|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which forces blood oxygenation up to 50%.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which forces blood oxygenation up to 80%. Overdoses at 15u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 6 oxy damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by radiation, slime digestion, coming out of a stasis bag, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for genetic damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green medicine which heals 70 radiation and 10 toxin per unit, albeit slowly, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. The mostly deadly form of organ damage is [[#Brain|brain damage]], which leads to death at 100 damage instead of 30. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Imidazoline&#039;&#039;&#039;]]: A pale lavender medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Apidemcina&#039;&#039;&#039;]]: A green medicine which heals heart damage based on the user&#039;s nutrient level. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
[[File:Bloodchart.jpg|256px|right]]&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins. Blood loss also results in losing lots of nutrition. Symptoms of blood loss can be found below:&lt;br /&gt;
*&#039;&#039;&#039;89% of original blood volume/501u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Analyzer says &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;LOW BLOOD&amp;lt;/span&amp;gt;&#039;&#039;&#039; - This is probably the first thing you&#039;ll see if you analyze someone.&lt;br /&gt;
**&#039;&#039;&#039;Patient feels dizzy&#039;&#039;&#039; - They will state vocally that they feel dizzy/faint.&lt;br /&gt;
**&#039;&#039;&#039;Patient rapidly becomes hungry&#039;&#039;&#039; - Low blood generates hunger. Oddly enough, the nutrition used doesn&#039;t correlate to the amount of blood regenerated.&lt;br /&gt;
*&#039;&#039;&#039;60% of original blood volume/336u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Analyzer says &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CRITICAL BLOOD LEVELS&amp;lt;/span&amp;gt;&#039;&#039;&#039; - Hard to miss text telling you to get going or the patient will soon meet their demise.&lt;br /&gt;
**&#039;&#039;&#039;Patient feels extremely dizzy&#039;&#039;&#039; - Emphasis on &#039;&#039;extremely&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Patient has trouble seeing&#039;&#039;&#039; - Cloudy vision and having a hard time keeping their eyes open.&lt;br /&gt;
**&#039;&#039;&#039;Patient is unconscious&#039;&#039;&#039; - Not enough blood to keep them conscious, which means they can&#039;t tell you about their peril.&lt;br /&gt;
**&#039;&#039;&#039;Increasing oxygen damage&#039;&#039;&#039; - Determined with the analyzer, but the prompt above will probably tell you that before you read their damage.&lt;br /&gt;
**&#039;&#039;&#039;Pale skin&#039;&#039;&#039; - As a result of high oxygen damage, determined by examining with a grab.&lt;br /&gt;
*&#039;&#039;&#039;40% of original blood volume/224u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Aggressive oxygen damage&#039;&#039;&#039; - At this point, the oxyloss will start escalating quickly.&lt;br /&gt;
**&#039;&#039;&#039;Increasing toxin damage&#039;&#039;&#039; - Assuming the patient survives to this point without dying, toxins will begin to manifest.&lt;br /&gt;
*&#039;&#039;&#039;21% of original blood volume/122u and lower:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Huge spike in toxins&#039;&#039;&#039; - Like, 300 damage or so.&lt;br /&gt;
**&#039;&#039;&#039;Death.&#039;&#039;&#039;&lt;br /&gt;
Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If &#039;&#039;you&#039;&#039; are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.---&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Gauze&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 8 brute damage per wound.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine]]&#039;&#039;&#039;: Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
====[[File:IVDrip.png|64px]]IV Drips====&lt;br /&gt;
Speaking of IVs and blood bags, you should probably know how to use them, since blood loss sucks so bad, it&#039;s also bad by extension to not know the primary method of treating it. IVs are just objects you can pull around that transfer reagents from a container - preferably blood bags - into a patient&#039;s bloodstream via needle. This can be accomplished by clickdragging the IV onto the patient to hook them up. Here are a few features of the IV, most accessed via right-click context menu:&lt;br /&gt;
*Injects and draws blood. The drawing mode will ping once the patient reaches 90% blood volume.&lt;br /&gt;
*Transfer rate can be adjusted between 0.001 and 4 units per second, important for IB cases.&lt;br /&gt;
*Fits reagent containers, and is not actually limited to blood bags, good for keeping someone sustained on a medicine.&lt;br /&gt;
Additionally, blood bags can have their displayed type determined by using a pen on the bag.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;t treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Anti_Microbials|Thetamycin]] and monitoring. L3 infections require far more. Regardless, immediately pairing with Dylovene and Tricordrazine to accompany the high toxins is a good idea. The following will go over further necessary treatments:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately.&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]].&lt;br /&gt;
**If the brain or heart is necrotic, the patient will need to be constantly supervised and treated to prevent death.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*&#039;&#039;&#039;Splints&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat...&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter, a fracture can be mended rather quickly.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the &#039;Undislocate-Joint&#039; verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
===Mycosis===&lt;br /&gt;
Unsterilized K&#039;ois happens to be a rather tasty snack... if you&#039;re a Vaurca, anyway. If you&#039;re any other race, you&#039;re going to have a &#039;&#039;&#039;really bad time&#039;&#039;&#039;. Aside from containing phoron, K&#039;ois (excluding K&#039;ois bars found in unhacked vendors) can cause a myriad of problems which can all be summed up as &#039;&#039;&#039;Mycosis&#039;&#039;&#039;, a term used to describe fungal infection. Early stages of K&#039;ois infection involve pain and coughing blood. Stage 2 brings about respiratory issues. Stage 3 involves feelings of something squirming inside, as well as phoron and K&#039;ois paste beginning to fill the patient&#039;s lungs, dealing large toxins. Fungal spore emission begins at Stage 4 which will embed and grow more K&#039;ois, spreading to anyone who doesn&#039;t have their own internal atmosphere setup.&lt;br /&gt;
&lt;br /&gt;
Treatment for K&#039;ois infection is dangerous for both you and the patient. You must wear internals - a sterile mask or gas mask on its own &#039;&#039;&#039;will not work&#039;&#039;&#039; - in order to avoid breathing in spores and infecting yourself. Once you&#039;ve ensured your internals are running, begin the [[Surgery#Organ_Removal.2FTransplantation|K&#039;ois removal procedure]] and treat the remaining toxins and blood loss. If the patient is already at Stage 4, it is &#039;&#039;&#039;top priority&#039;&#039;&#039; that they be kept isolated from everyone else, otherwise the fungus will spread to others and make everything worse.&lt;br /&gt;
&lt;br /&gt;
===Brain Trauma===&lt;br /&gt;
Not to be confused with [[Guide to Medicine#Organ|brain damage]] which involves gibbering and running into airlocks, trauma is persistent with the patient regardless of the organ health of the brain, and must be corrected by certain means. Some therapies, including the traumas they treat, are:&lt;br /&gt;
*&#039;&#039;&#039;Hypnosis&#039;&#039;&#039; - Directional disorientation, phobias, traumatic narcolepsy, monophobia, and inordinate pacifism.&lt;br /&gt;
*&#039;&#039;&#039;Crystal Therapy&#039;&#039;&#039; - Reduced mouth coordination, reduced brain activity, communication disorder, tourettes, weak motor signals, fits/muscle spasms/extreme discoordination, and language center trauma.&lt;br /&gt;
*&#039;&#039;&#039;Isolation&#039;&#039;&#039; - Imaginary friend(s), schizophrenia, and conflicting neuroimaging reports.&lt;br /&gt;
*&#039;&#039;&#039;[[Guide to Chemistry#Psychiatric_Medication|Drug Therapy]]&#039;&#039;&#039; - This section will go over which drugs treat certain traumas.&lt;br /&gt;
**&#039;&#039;&#039;Nicotine&#039;&#039;&#039; - Phobias and weak motor signals.&lt;br /&gt;
**&#039;&#039;&#039;Methylphenidate&#039;&#039;&#039; - Phobias, imaginary friend, and schizophrenia.&lt;br /&gt;
**&#039;&#039;&#039;Sertraline&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Escitalopram&#039;&#039;&#039; - Phobias and monophobia.&lt;br /&gt;
**&#039;&#039;&#039;Paroxetine&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Duloxetine&#039;&#039;&#039; - Phobias and concussion.&lt;br /&gt;
**&#039;&#039;&#039;Venlafaxine&#039;&#039;&#039; - Phobias, monophobia, and reduced mouth coordination.&lt;br /&gt;
**&#039;&#039;&#039;Fluvoxamine&#039;&#039;&#039; - Weak motor signals, imaginary friend, and conflicting neuroimaging reports.&lt;br /&gt;
**&#039;&#039;&#039;Risperidone&#039;&#039;&#039; - Monophobia, weak motor signals, imaginary friend, schizophrenia, conflicting neuroimaging reports, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Olanzapine&#039;&#039;&#039; - Monophobia, imaginary friend, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Mannitol&#039;&#039;&#039; - Reduced brain activity, occipital lobe trauma, cerebral paralysis, aphasia, and colorblindness.&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Trisyndicotin&#039;&#039;&#039; - Inordinate pacifism.---&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Internal_Organ_Repair|Surgical Therapy]]&#039;&#039;&#039; - Concussion, occipital lobe trauma, cerebral paralysis, aphasia, and bluespace attunement.&lt;br /&gt;
&lt;br /&gt;
===Mental Trauma and Policy===&lt;br /&gt;
* All characters with a [[Medical_Doctor|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.&lt;br /&gt;
* [[Chemist|Chemists/Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma, or prescribe medicine.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.&lt;br /&gt;
&lt;br /&gt;
==[[File:Healthanalyzer.png|64px]]Health Analyzer==&lt;br /&gt;
Probably the number one go-to tool in diagnostics (up there with the HUD and body scanner) is the health analyzer, a pocket-sized device that you can use on a patient to assess their health. Health bar showed up? Analyzer. Someone says they don&#039;t feel well? Analyzer. Below is an example of what you would see on a slightly injured patient. Keep in mind, the basic analyzer won&#039;t show you the numbers, but only a description of their current state. Science can make an advanced analyzer, which will show precise readings.&lt;br /&gt;
&lt;br /&gt;
[[File:HealthScanResults.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==[[File:Bscanner.gif]][[File:Bscanner_console.gif]]The Body Scanner==&lt;br /&gt;
Essentially a stationary and much bigger health analyzer. This section will cover what the screen will look like and what you can derive from it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Overall Health&lt;br /&gt;
----&lt;br /&gt;
John Doe =&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Conscious&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br&amp;gt;&lt;br /&gt;
Health: 100&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Resp. Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Toxin Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Severity: 0&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Radiation Lvl: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0 Rads&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Genetic Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Brain Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Paralysis Lvl: 0%&amp;lt;br&amp;gt;&lt;br /&gt;
Body Temperature: 310.005 K (~35 C)&amp;lt;br&amp;gt;&lt;br /&gt;
Viral Status: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Not Detected&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Blood Status&lt;br /&gt;
----&lt;br /&gt;
Blood Level: 100% (560u)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Inaprovaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Soporific: 0 units(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Bicaridine: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dermaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dexalin: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Other: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Body Status&lt;br /&gt;
----&lt;br /&gt;
lungs&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Dmg: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Dmg: 20&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Information: Is ruptured.&lt;br /&gt;
----&lt;br /&gt;
Actions&amp;lt;br&amp;gt;&lt;br /&gt;
[Print Report]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, this provides much more information, probably the most sought after info being anything below the &#039;&#039;&#039;Body Status&#039;&#039;&#039; heading.&lt;br /&gt;
*&#039;&#039;&#039;Overall Health&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Name&#039;&#039;&#039;: Just the name of the patient and their current state. Conscious, unconscious, dead.&lt;br /&gt;
**&#039;&#039;&#039;Species&#039;&#039;&#039;: The species of the patient. See [[Guide to Medicine#Races|below]] for how each race reacts differently to treatments.&lt;br /&gt;
**&#039;&#039;&#039;Health&#039;&#039;&#039;: The real overall health of the patient. 100 is perfect health, -100 is dead.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Damage&#039;&#039;&#039;: The four main types of damage that can be pulled from a health analyzer.&lt;br /&gt;
**&#039;&#039;&#039;Radiation Level&#039;&#039;&#039;: How many rads the patient has soaked. See [[Guide to Medicine#Radiation|Radiation Damage]] above.&lt;br /&gt;
**&#039;&#039;&#039;Genetic Damage&#039;&#039;&#039;: How much the patient&#039;s skin is falling off.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Brain Damage&#039;&#039;&#039;: How much organ damage has been dealt to the brain.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Paralysis Level&#039;&#039;&#039;: How much time is left until the patient wakes up/can move.&lt;br /&gt;
**&#039;&#039;&#039;Body Temperature&#039;&#039;&#039;: Temperature measured in Kelvin and estimated in Celsius.&lt;br /&gt;
**&#039;&#039;&#039;Viral Status&#039;&#039;&#039;: Tells whether or not a pathogen has been detected.&lt;br /&gt;
*&#039;&#039;&#039;Blood Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Blood Level&#039;&#039;&#039;: How much blood the patient has.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Reagent&#039;&#039;&#039;: How much of a certain reagent there is in the blood stream. &#039;&#039;&#039;Other&#039;&#039;&#039; is pretty much anything that isn&#039;t already on the list, which can represent either good or bad reagents.&lt;br /&gt;
*&#039;&#039;&#039;Body Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Organ&#039;&#039;&#039;: Tells how much burn and brute damage an organ/limb has, as well as information about it if applicable.&lt;br /&gt;
*&#039;&#039;&#039;Actions&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Print Report&#039;&#039;&#039;: Will print out a page of what you already saw on screen. Best done when the patient has fractures or organ damage. Printed reports that are no longer being used should be placed in the filing cabinet behind the reception desk.&lt;br /&gt;
&lt;br /&gt;
==Other Tools==&lt;br /&gt;
Some other fancy but somewhat niche tools to diagnose issues within a patient are as follows.&lt;br /&gt;
&lt;br /&gt;
===[[File:Breathanalyzer.png|64px]]Breath Analyzer===&lt;br /&gt;
The breath analyzer is capable of ascertaining the status of a patient&#039;s lungs, and whether or not they have alcohol in their blood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breath Sample Results:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Subject oxygen levels nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Subject lung health nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Alcohol Content: 0 &amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;&#039;&#039;&#039;[NORMAL]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Not much info, but it&#039;ll do:&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Levels&#039;&#039;&#039;: This will quickly inform you if someone&#039;s oxygenation is pretty bad. Values above 25 oxy damage will be marked as abnormal.&lt;br /&gt;
*&#039;&#039;&#039;Lung Health&#039;&#039;&#039;: Quick way to determine lung damage. Even one damage is enough to tell you that there&#039;s a problem. 10 damage and up indicates a rupture.&lt;br /&gt;
*&#039;&#039;&#039;BAC&#039;&#039;&#039;: How much alcohol has made its way into the blood, usually from drinking alcoholic drinks. Unless there&#039;s heavy intoxication (0.12 and higher) or something more severe, it&#039;s probably fine to ignore this.&lt;br /&gt;
&lt;br /&gt;
===[[File:Stethoscope.png|64px]]Stethoscope===&lt;br /&gt;
The stethoscope is rather ancient but it is still a valuable tool to have, as it&#039;s capable of diagnosing problems with hearts and lungs. Aiming at the chest and clicking the patient with a stethoscope in hand will tell you about their heart and lungs. The stethoscope can also be attached to your jumpsuit.&lt;br /&gt;
*&#039;&#039;&#039;Heart&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Weak/odd heartbeat&#039;&#039;&#039; - Heart damage or high hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No heartbeat&#039;&#039;&#039; - The patient is dead, or they have a synthetic heart. [[Changeling|Or they&#039;re just joking around.]]&lt;br /&gt;
*&#039;&#039;&#039;Lungs&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Wheezing/gurgling&#039;&#039;&#039; - Lung damage or high hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No breathing&#039;&#039;&#039; - They are dead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Penlight.png|64px]]Penlight===&lt;br /&gt;
The penlight is yet another tool capable of diagnosing organs, this time the eyes. Aiming at the eyes and clicking the patient with a penlight in hand will tell you about their eyes.&lt;br /&gt;
*&#039;&#039;&#039;Their eyes narrow&#039;&#039;&#039; - Patient&#039;s eyes are fine and functioning normally.&lt;br /&gt;
*&#039;&#039;&#039;Visible damage&#039;&#039;&#039; - Self explanatory.&lt;br /&gt;
*&#039;&#039;&#039;Slow reaction&#039;&#039;&#039; - Blurry vision.&lt;br /&gt;
*&#039;&#039;&#039;Delay between both eyes&#039;&#039;&#039; - Brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Pinpointed pupils&#039;&#039;&#039; - Opiates.&lt;br /&gt;
*&#039;&#039;&#039;Dilated pupils&#039;&#039;&#039; - Other non-beneficial drugs.&lt;br /&gt;
*&#039;&#039;&#039;Glowing&#039;&#039;&#039; - Patient has a mutation.&lt;br /&gt;
*&#039;&#039;&#039;No reaction&#039;&#039;&#039; - The patient is dead or their eyes are damaged beyond function.&lt;br /&gt;
&lt;br /&gt;
===Grabbing and Examining===&lt;br /&gt;
If you have nothing else, then your eyes can give you a rough idea of how a patient is doing. If not your eyes, then your hands when you grab a patient.&lt;br /&gt;
*&#039;&#039;&#039;Examining&#039;&#039;&#039; - Examining is simply done by shift clicking the patient, or using the right-click context menu and clicking Examine.&lt;br /&gt;
**&#039;&#039;&#039;Bleeding&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bleeding cut on limb&#039;&#039;&#039; - They&#039;re obviously bleeding from the limb in question.&lt;br /&gt;
***&#039;&#039;&#039;Blood soaking under clothing&#039;&#039;&#039; - They are bleeding under the clothing in question. For uniforms this can mean their upper or lower body.&lt;br /&gt;
**&#039;&#039;&#039;Brute Damage&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bruise&#039;&#039;&#039; - Patient was attacked with a blunt object. Ranges from tiny to monumental.&lt;br /&gt;
***&#039;&#039;&#039;Cut&#039;&#039;&#039; - Patient was attacked with a sharp object. Ranges from scabs to massive flesh wounds. High chance of bleeding.&lt;br /&gt;
***&#039;&#039;&#039;Puncture&#039;&#039;&#039; - Patient was likely shot. Ranges from punctures to gaping holes. High chance of bleeding.&lt;br /&gt;
**&#039;&#039;&#039;Burn Damage&#039;&#039;&#039; - Patient was burned, either from fire/freezing temperatures or electrocution. Ranges from skins to carbonized limbs.&lt;br /&gt;
*&#039;&#039;&#039;Grabbing&#039;&#039;&#039; - Grab examines are done by grabbing someone and clicking on them with the grab in hand on help intent. You do not need to let go and grab again when switching which limb to examine.&lt;br /&gt;
**&#039;&#039;&#039;Wounds&#039;&#039;&#039; - Will inform you of any burns and bruises on the target limb. See above.&lt;br /&gt;
**&#039;&#039;&#039;Bones&#039;&#039;&#039; - Will inform you if the patient&#039;s limb is broken or not.&lt;br /&gt;
**&#039;&#039;&#039;Skin&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Unhealthy Discoloration&#039;&#039;&#039; - Patient has high toxins.&lt;br /&gt;
***&#039;&#039;&#039;Unusually Pale&#039;&#039;&#039; - Patient has moderate hypoxia.&lt;br /&gt;
***&#039;&#039;&#039;Decaying Limb&#039;&#039;&#039; - Patient&#039;s limb is necrotic.&lt;br /&gt;
&lt;br /&gt;
=Common Treatments=&lt;br /&gt;
So we&#039;re past the quick guides and diagnostics, now it&#039;s time to elaborate on how medicine works inside the patient. The [[Guide to Chemistry]] may be a good page to visit to get a good idea of what each particular medicine can do.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syringes.png|64px]]Injections===&lt;br /&gt;
This is the most common, quickest, and effective way to administer treatments to patients, involving medicine being injected straight into the bloodstream to be metabolized immediately at full effect. Injecting the patient is usually left unhindered unless they are wearing armor devoid of an injection port, something that voidsuits and hardsuits possess. Generally when you read about the effects of medicine, it&#039;s implied that those are the results you will get if you inject it into the patient. &#039;&#039;&#039;Note:&#039;&#039;&#039; Syringes spawn with a cap which keeps them uninfected. Using the same syringe over and over will increase the risk of infection and will pass viruses from one patient to the other. Use new ones! &#039;&#039;&#039;Hyposprays&#039;&#039;&#039; can be found in the medical doctor lockers in the medical sub-level. They act like syringes without the risk of causing infection upon re-use.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pillbottle.png|64px]]Pills===&lt;br /&gt;
Pills are the second most common way to administer medicines, which are taken orally and metabolize at half effect in comparison to injection. Pills are mostly used for low-priority treatments or prescriptions, and are best &amp;lt;s&amp;gt;shoved down the victim&#039;s throat whether they like it or not&amp;lt;/s&amp;gt; given to the patient along with instruction to swallow it. A patient wearing anything that covers the mouth will obviously be unable to take pills, making them unideal for patients in EVA gear.&lt;br /&gt;
&lt;br /&gt;
===[[File:Autoinhaler.png|64px]]Inhalation===&lt;br /&gt;
Inhalers are a recent addition to the medical side of Aurora, and medicines from inhalers are obviously inhaled into the lungs. All medicines - save for a few such as Dexalin - are 3/4 as effective as injecting when inhaled, which is a quarter above pills at least. Autoinhalers found in aid kits come with 5u of Dexalin, but the contents can be removed/replaced by using a syringe on the inhaler. Non-expendable variants can be found in the CMO&#039;s office and in chemistry equipment lockers, along with small 15u cartridges that can be filled with whatever.&lt;br /&gt;
&lt;br /&gt;
===[[File:Traumakit.png|64px]]Topical Applications===&lt;br /&gt;
This mostly applies to bandages and ointment, kits and equipment that you can use on a patient from the get-go. While we do not have medicinal patches, we do have trauma and burn kits for basic wound treatment, as well as for sealing bleeding and disinfecting wounds.&lt;br /&gt;
&lt;br /&gt;
=Your Organs!=&lt;br /&gt;
All organs (the ones that were coded in anyway) serve some purpose, but it all boils down to &amp;quot;keep the brain alive&amp;quot;. This section will describe what everything does and what may manifest if the organ in question is damaged. It should be noted that organs may be damaged if their respective limb/body part has fractures. All organs can be repaired with [[Guide to Chemistry#Advanced_Treatments|Peridaxon]] and [[Surgery#Internal_Organ_Repair|surgical organ repair]] (sans the [[#Appendix|appendix]]), though certain medicines target specific organs.&lt;br /&gt;
&lt;br /&gt;
==Brain==&lt;br /&gt;
The most important organ of all, it&#039;s the one that keeps you conscious, let alone interact with anything at all! So long as your brain is alive, you are alive.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Allows you to control your character and keeps you alive. If it dies, you die.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Running into airlocks, [[#Brain Trauma|brain traumas]], sharp head pain.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Impedrezine, [[#Lungs|Lung failure,]] [[#Heart|heart failure]]&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Alkysine]], restoring bloodflow and supply via treating the [[#Heart|heart]], restoring blood oxygenization via treating the [[#Lungs|lungs]]. These are the primary cause of brain death. Keep the Heart and Lungs working.&lt;br /&gt;
&lt;br /&gt;
==Eyes==&lt;br /&gt;
Lets you see and examine stuff.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides sight to the user.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Blurry vision, no vision, sharp head pain, damaged/unresponsive pupils upon examination with a pen light.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Welding without protection, phoron exposure, getting your eyes screwdriver&#039;d or squished.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Imidazoline]]&lt;br /&gt;
&lt;br /&gt;
==Heart==&lt;br /&gt;
The organ that keeps your blood flowing steady, allowing oxygen to distribute effectively. If this begins to fail, you&#039;ll start experiencing brain death. Keep it alive.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Keeps blood flowing, and regenerates lost blood.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, blood loss, sharp chest pain, weak or high pulse rate upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Shock from injury, High pulse rate causing it to stop, lung injury, general organ attacks, certain brain traumas.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Specialist_Treatments|Adipemcina]], [[Surgery#Internal_Organ_Repair|organ Surgery]], CPR to restart the heart&lt;br /&gt;
&lt;br /&gt;
==Lungs==&lt;br /&gt;
Lets you breathe! What do you breathe? That depends, but hopefully it&#039;s oxygen. Damage increases the amount of pressure of oxygen needed to sustain optimal oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides oxygen to the blood stream.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, gasping, sharp chest pain, weak respiration upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Lack of oxygen, over/under pressurized atmosphere, phoron exposure, general organ damage.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]], [[Surgery#Internal_Organ_Repair|organ Surgery]], emergency reinflation via pen (In case of collapsed lung)&lt;br /&gt;
&lt;br /&gt;
==Kidneys==&lt;br /&gt;
Filters your blood! &amp;lt;s&amp;gt;Actually it does nothing, it&#039;s incredibly niche.&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Toxin damage if you &amp;lt;s&amp;gt;drink&amp;lt;/s&amp;gt; &#039;&#039;&#039;inject&#039;&#039;&#039; coffee into your bloodstream. That&#039;s it. That&#039;s how niche this is.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; General organ attacks.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]]&lt;br /&gt;
&lt;br /&gt;
==Liver==&lt;br /&gt;
The biggest line of defense against poisons.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Reduces intoxication, prevents other organs from taking damage as long as it&#039;s still working.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Vomiting, other organs taking damage from general toxins.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; High level of toxin damage, heavy alcoholic consumption.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Dylovene]] (at 10 liver damage and below)&lt;br /&gt;
&lt;br /&gt;
==Appendix==&lt;br /&gt;
This serves no function other than to get sick and make you miserable.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Pain, inflammation&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Appendicitis.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Surgery#Organ_Removal.2FTransplantation|Surgical removal]].&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
Some races react a bit differently to medicine so it&#039;s important to become familiar with how some may fare. For the purpose of this section, Humans will be used as the base species for comparison. Subtypes will only mention differences in comparison to their parent species.&lt;br /&gt;
&lt;br /&gt;
===[[Background summary#Humanity|Human]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
&lt;br /&gt;
===[[Tajara]]===&lt;br /&gt;
*Brute Modifier: 1.2&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Less stamina and running speed, but faster stamina recovery.&lt;br /&gt;
*Damage from falling is halved.&lt;br /&gt;
&lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
*Brute Modifier: 1.1&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running speed, but more stamina.&lt;br /&gt;
*Resistant to cold.&lt;br /&gt;
*Tolerant to alcohol.&lt;br /&gt;
&lt;br /&gt;
====M&#039;sai====&lt;br /&gt;
*Brute Modifier: 1.3&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Faster running speed, but less stamina.&lt;br /&gt;
&lt;br /&gt;
===[[Dionaea]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Diona Nymph&lt;br /&gt;
*Regenerates health and nutriment when in light or in radiation.&lt;br /&gt;
*Most reagents have little to no effect on a Diona.&lt;br /&gt;
**Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
**[[Guide to Chemistry#Standard_Treatments|Hyronalin]] deals toxins.&lt;br /&gt;
**[[Guide to Chemistry#Specialist_Treatments|Arithrazine]] deals major toxins.&lt;br /&gt;
*Cannot feel pain.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Immune to infections.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Resistant to electrocution.&lt;br /&gt;
*Resistant to high temperatures.&lt;br /&gt;
*Breaks into nymphs upon death.&lt;br /&gt;
*Very slow movement speed.&lt;br /&gt;
&lt;br /&gt;
===[[Vaurca]] Worker===&lt;br /&gt;
*Brute Modifier: 0.5&lt;br /&gt;
*Burn Modifier: 1.5&lt;br /&gt;
*Toxin Modifier: 2&lt;br /&gt;
*Oxy Modifier: 0.6&lt;br /&gt;
*Radiation Modifier: 0.2&lt;br /&gt;
*Primitive Form: V&#039;krexi&lt;br /&gt;
*Breathes phoron.&lt;br /&gt;
*Possesses two hearts.&lt;br /&gt;
*Has an implant that stores phoron.&lt;br /&gt;
*Have other robotic implants.&lt;br /&gt;
*Has their own private Hivechat channel.&lt;br /&gt;
*Most surgeries require using the surgical drill instead of a scalpel.&lt;br /&gt;
*Can safely eat non-sterile K&#039;ois.&lt;br /&gt;
*Normal food deals toxins.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Resistant to alcohol.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running and less stamina recovery, but more stamina.&lt;br /&gt;
&lt;br /&gt;
====Vaurca Warrior====&lt;br /&gt;
*Brute Modifier: 0.7&lt;br /&gt;
*Burn Modifier: 1.2&lt;br /&gt;
*Oxy Modifier: 1&lt;br /&gt;
*Radiation Modifier: 0.5&lt;br /&gt;
*Normal walking speed.&lt;br /&gt;
*Faster running and more stamina.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over an optimal loadout, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Common Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A medical HUD can evaluate someone&#039;s health from a glance, and even hide the health bar if their health is at 100%. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A medical belt to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] A bottle of Dylovene and Inaprovaline, as well as an empty bottle/beaker to mix the two into Tricordrazine in your belt. Additionally, if a [[Chemist]] is available, Bicaridine, KeloDerm/Dermaline, and Dexalin Plus are all important medicines to have.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] Advanced trauma and burn kits to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A health analyzer for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A labcoat. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:LGloves.png]] A pair of latex or nitrile gloves to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A stasis bag to transport critical patients. These bags completely halt the progression of all damage, but they also deal genetic and oxy damage, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless.&lt;br /&gt;
*[[File:WWebbing.png]] Webbing/drop pouches to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A stethoscope to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A roller bed to transport patients safely without dragging. Simply control click the bed, then clickdrag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Can fit on the suit storage slot of the Rescue RIG.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery. These should probably go into the filing cabinet behind reception.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Soporific&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cryogenics===&lt;br /&gt;
A true marvel of Medical are its cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube&#039;s beaker is multiplied into ten units inside the patient! It can also halt bleeding (including internal) and halt the symptoms/damage of infection.&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Set Up====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to its full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas coolers, head to the freezer room, which is the room past the south-most door in the GTR. The coolers are on the north end of the room, just click on them and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work. Generally 63 Kelvin is the desired temperature.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can hopefully restrain lunatics.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Incision Management System (IMS)&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BluespaceBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Requires diamonds but is immensely useful for chemistry, holding 300u as opposed to its non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:Noreact.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Combatinhaler.png]]&#039;&#039;&#039;Combat Inhaler&#039;&#039;&#039;: An inhaler capable of dumping all of the contents of a cartridge into the patient&#039;s lungs. Use with care!&lt;br /&gt;
*[[File:Inhalercart.png]]&#039;&#039;&#039;Large Inhaler Cartridge&#039;&#039;&#039;: 30u cartridge for inhalers. Double the capacity of the small cartridges that show up in chemistry.&lt;br /&gt;
*[[File:InhalerBS.png]]&#039;&#039;&#039;Bluespace Inhaler Cartridge&#039;&#039;&#039;: 60u cartridge, bigger is better &#039;&#039;obviously.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: Pretty much just the RIG benefits from a bigger cell, but hey, leg actuators are fun to use!&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock its maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will just let it fill up your chat log with nonsense. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*[[File:Freezer.gif]]&#039;&#039;&#039;Gas Cooler&#039;&#039;&#039;: Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Cargo&#039;s a bit down the hall but here&#039;s some medical stuff:&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Engineer&amp;diff=12024</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Engineer&amp;diff=12024"/>
		<updated>2019-06-15T08:43:47Z</updated>

		<summary type="html">&lt;p&gt;Hocka: Fixes the image link for the breaker box in the RCON section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = Generic_engineer.png&lt;br /&gt;
|jobtitle = Station Engineer&lt;br /&gt;
|access = Engineering, Tech Storage, External airlocks, Vacant Office, Construction Site, Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 25 years of age, applicable Bachelors degree or 7 years experience in engineering-related field.&lt;br /&gt;
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]]&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Start the singularity, wire the solars, repair station hull and wiring damage, reset rogue AI&#039;s, repair equipment, etc. Basically, do everything that has anything to do with repairs.&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Construction]], [[Singularity Engine]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Station Engineer&#039;&#039;&#039; you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI&#039;s core. You watch over the engine, ensure the electrical machinery aboard the station is up and running, and, most of all, repair the station when it inevitably explodes due to [[Guides#Antagonist_Guides|unforeseen consequences]].&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
You start in Engineering with a Hard Hat, a T-Ray Scanner, an Engineering Headset, an Engineering Jumpsuit, Tool Belt, and an Engineering PDA.&lt;br /&gt;
&lt;br /&gt;
Items that are recommended for Station Engineers include Utility Belts, Multitools, a Welding Helmet, Optical Meson Scanners, and some Cable Coils, as well as the Hazard Vest.&lt;br /&gt;
&lt;br /&gt;
Utility belts allow for the storage of tools and other such items in your belt slot, freeing your hands up. The multitool is a nifty piece of kit, used for checking the amount of power flowing through wires, fixing machines infected with rampant brand intelligence, and &amp;lt;!--[[Hacking]]--&amp;gt; repairing wires in doors. The welding mask is vital to protect your eyes while welding. The optical meson scanner enables you to see station structure and lighting through obstructions so that you always know where you&#039;re going and what&#039;s damaged without having to accidentally walk into a vacuum-exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions. Hazard vests are bright orange and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt.&lt;br /&gt;
&lt;br /&gt;
It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any station damage that may occur. All this gear can be obtained in the Engineering locker room, in the top right corner of the Engine Room. If all the metal and glass is gone more can be obtained from the [[Quartermaster]] in the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
Repairing things is what engineers do, and so is setting the station with power. Without any engineers doing a little work, the station will crumble.&lt;br /&gt;
&lt;br /&gt;
=== Starting the Engine ===&lt;br /&gt;
This is an extremely important task. Luckily, it is [[Supermatter Engine| simple enough]]. Make certain you follow the instructions precisely; an engineer who accidentally &#039;&#039;&#039;floods Engineering with phoron&#039;&#039;&#039; is not a popular person.&lt;br /&gt;
&lt;br /&gt;
=== Working the Solars ===&lt;br /&gt;
{{Main|Solars}}&lt;br /&gt;
Read the guide, make sure you have wire, internals and a space suit. Best of luck.&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Station ===&lt;br /&gt;
If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See the [[Guide to Construction]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Power Management ===&lt;br /&gt;
Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs.&lt;br /&gt;
&lt;br /&gt;
=== Setting up RCON ===&lt;br /&gt;
&lt;br /&gt;
Once the Station&#039;s power source of choice has been set up, you will want to go around Maintenance and go into all of the departmental power stations and turn the breaker boxes [[file:Breakeron.png]] that are next to the power units &#039;&#039;&#039;off&#039;&#039;&#039; by clicking them with an empty hand. After a second or so, it will disable the box. What this does is disable the bypass that allows the main grid to directly power the department grids, and instead means the department&#039;s SMES will control it.&lt;br /&gt;
&lt;br /&gt;
After the breaker box is off, you should then go to the SMES [[file:SMES.png]] and enable the input and output. As a general reference, 75000W output and 50000W Output &#039;&#039;should&#039;&#039; be enough for most, if not all, departments, but you may have to adjust the settings. Try to keep the input higher than the output so that the units can properly charge.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Being a traitor engineer can be both the easiest and hardest task on the station. On the one hand, you can go almost everywhere on the station, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don&#039;t bat an eyelid when they see an engineer wearing a jetpack, or stood in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work (&amp;quot;I need this to repair hull damage, Captain!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
On the other hand, Engineers lack weapons. They can make them with the right know how. Also note, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel.&lt;br /&gt;
&lt;br /&gt;
And finally, if you truly hate the station, it is within your grasp to generally sabotage the power supply of the station.&lt;br /&gt;
&lt;br /&gt;
== Engineering Apprentice ==&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = Generic_engineer.png&lt;br /&gt;
|jobtitle = Engineering Apprentice&lt;br /&gt;
|access = Engineering, Tech Storage, External airlocks, Vacant Office, Construction Site, Maintenance&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 18 years of age, currently studying for an applicable Bachelors degree or under 7 years experience in any engineering-related field.&lt;br /&gt;
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]]&lt;br /&gt;
|superior = [[Chief Engineer]], All of Engineering.&lt;br /&gt;
|duties = Assist Engineering in all of their tasks, be supervised. Learn!&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Construction]], [[Singularity Engine]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]]&lt;br /&gt;
}}&lt;br /&gt;
As an Engineering Apprentice, you are here to get hands-on experience in Engineering. This is a learners&#039; role, you shouldn&#039;t be expected to know much about Engineering in this role. Established characters shouldn&#039;t jump into this position outside of very unique circumstances Or staff approval.&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Engineer&amp;diff=12014</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Engineer&amp;diff=12014"/>
		<updated>2019-06-13T18:02:35Z</updated>

		<summary type="html">&lt;p&gt;Hocka: Adds a small section about setting up RCON.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = Generic_engineer.png&lt;br /&gt;
|jobtitle = Station Engineer&lt;br /&gt;
|access = Engineering, Tech Storage, External airlocks, Vacant Office, Construction Site, Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 25 years of age, applicable Bachelors degree or 7 years experience in engineering-related field.&lt;br /&gt;
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]]&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Start the singularity, wire the solars, repair station hull and wiring damage, reset rogue AI&#039;s, repair equipment, etc. Basically, do everything that has anything to do with repairs.&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Construction]], [[Singularity Engine]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Station Engineer&#039;&#039;&#039; you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI&#039;s core. You watch over the engine, ensure the electrical machinery aboard the station is up and running, and, most of all, repair the station when it inevitably explodes due to [[Guides#Antagonist_Guides|unforeseen consequences]].&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
You start in Engineering with a Hard Hat, a T-Ray Scanner, an Engineering Headset, an Engineering Jumpsuit, Tool Belt, and an Engineering PDA.&lt;br /&gt;
&lt;br /&gt;
Items that are recommended for Station Engineers include Utility Belts, Multitools, a Welding Helmet, Optical Meson Scanners, and some Cable Coils, as well as the Hazard Vest. You are also the only people authorised to use Insulated Gloves.&lt;br /&gt;
&lt;br /&gt;
Utility belts allow for the storage of tools and other such items in your belt slot, freeing your hands up. The multitool is a nifty piece of kit, used for checking the amount of power flowing through wires, fixing machines infected with rampant brand intelligence, and &amp;lt;!--[[Hacking]]--&amp;gt; repairing wires in doors. The welding mask is vital to protect your eyes while welding. The optical meson scanner enables you to see station structure and lighting through obstructions so that you always know where you&#039;re going and what&#039;s damaged without having to accidentally walk into a vacuum-exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions. Hazard vests are bright orange and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt.&lt;br /&gt;
&lt;br /&gt;
It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any station damage that may occur. All this gear can be obtained in the Engineering locker room, in the top right corner of the Engine Room. If all the metal and glass is gone more can be obtained from the [[Quartermaster]] in the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
Repairing things is what engineers do, and so is setting the station with power. Without any engineers doing a little work, the station will crumble.&lt;br /&gt;
&lt;br /&gt;
=== Starting the Engine ===&lt;br /&gt;
This is an extremely important task. Luckily, it is [[Supermatter Engine| simple enough]]. Make certain you follow the instructions precisely; an engineer who accidentally &#039;&#039;&#039;floods Engineering with phoron&#039;&#039;&#039; is not a popular person.&lt;br /&gt;
&lt;br /&gt;
=== Working the Solars ===&lt;br /&gt;
{{Main|Solars}}&lt;br /&gt;
Read the guide, make sure you have wire, internals and a space suit. Best of luck.&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Station ===&lt;br /&gt;
If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See the [[Guide to Construction]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Power Management ===&lt;br /&gt;
Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs.&lt;br /&gt;
&lt;br /&gt;
=== Setting up RCON ===&lt;br /&gt;
&lt;br /&gt;
Once the Station&#039;s power source of choice has been set up, you will want to go around Maintenance and go into all of the departmental power stations and turn the breaker boxes [[file:Breakerbox.png]] that are next to the power units &#039;&#039;&#039;off&#039;&#039;&#039; by clicking them with an empty hand. After a second or so, it will disable the box. What this does is disable the bypass that allows the main grid to directly power the department grids, and instead means the department&#039;s SMES will control it.&lt;br /&gt;
&lt;br /&gt;
After the breaker box is off, you should then go to the SMES [[file:SMES.png]] and enable the input and output. As a general reference, 75000W output and 50000W Output &#039;&#039;should&#039;&#039; be enough for most, if not all, departments, but you may have to adjust the settings. Try to keep the input higher than the output so that the units can properly charge.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Being a traitor engineer can be both the easiest and hardest task on the station. On the one hand, you can go almost everywhere on the station, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don&#039;t bat an eyelid when they see an engineer wearing a jetpack, or stood in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work (&amp;quot;I need this to repair hull damage, Captain!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
On the other hand, Engineers lack weapons. They can make them with the right know how. Also note, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel.&lt;br /&gt;
&lt;br /&gt;
And finally, if you truly hate the station, it is within your grasp to generally sabotage the power supply of the station.&lt;br /&gt;
&lt;br /&gt;
== Engineering Apprentice ==&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = Generic_engineer.png&lt;br /&gt;
|jobtitle = Engineering Apprentice&lt;br /&gt;
|access = Engineering, Tech Storage, External airlocks, Vacant Office, Construction Site, Maintenance&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 18 years of age, currently studying for an applicable Bachelors degree or under 7 years experience in any engineering-related field.&lt;br /&gt;
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]]&lt;br /&gt;
|superior = [[Chief Engineer]], All of Engineering.&lt;br /&gt;
|duties = Assist Engineering in all of their tasks, be supervised. Learn!&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Construction]], [[Singularity Engine]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]]&lt;br /&gt;
}}&lt;br /&gt;
As an Engineering Apprentice, you are here to get hands-on experience in Engineering. This is a learners&#039; role, you shouldn&#039;t be expected to know much about Engineering in this role. Established characters shouldn&#039;t jump into this position outside of very unique circumstances Or staff approval.&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Improvised_Weapons&amp;diff=12008</id>
		<title>Improvised Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Improvised_Weapons&amp;diff=12008"/>
		<updated>2019-06-10T20:52:42Z</updated>

		<summary type="html">&lt;p&gt;Hocka: Added in the buckler, improvised helmet and improvised chestplate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
This is a brief list of improvised weapons that you can build from parts around the station. Keep in mind most of these count as contraband and Security will be all over you if you&#039;re found to have them.&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
===Powered crossbow===&lt;br /&gt;
* [[File:Crossbowframe0.png]] Make a crossbow frame from wooden planks.&lt;br /&gt;
* [[File:Rods.png]] 3 x metal rods.&lt;br /&gt;
* [[File:Welderon.gif]] Welding tool.&lt;br /&gt;
* [[File:CableCoils.png]] 5 x cable.&lt;br /&gt;
* [[File:Plastic.png]] 3 x plastic sheeting.&lt;br /&gt;
* [[File:CableCoils.png]] 5 x cable.&lt;br /&gt;
* [[File:Screwdriver tool.png]] Screwdriver to finish.&lt;br /&gt;
* [[File:Power cell.png]] Add a cell (screwdriver to remove).&lt;br /&gt;
&lt;br /&gt;
===Pneumatic cannon===&lt;br /&gt;
* [[File:Pneumatic0.png]] Make a cannon frame from metal sheets.&lt;br /&gt;
* Install a length of atmos piping.&lt;br /&gt;
* [[File:Welderon.gif]] Welding tool.&lt;br /&gt;
* [[File:Metal.png]] 5 x metal sheets.&lt;br /&gt;
* [[File:Welderon.gif]] Welding tool.&lt;br /&gt;
* Install a tank transfer valve.&lt;br /&gt;
* [[File:Welderon.gif]] Welding tool to finish.&lt;br /&gt;
* [[File:Handheld-Plasmatank.png]] Add a gas tank (right-click, eject tank to remove).&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
=== Wired rod ===&lt;br /&gt;
* [[File:Cablerestraints.png]] Make a set of cable restraints from cable.&lt;br /&gt;
* [[File:Rods.png]] Use a metal rod on the cable restraints.&lt;br /&gt;
&lt;br /&gt;
===Spear===&lt;br /&gt;
* [[File:Largeglassshard.png]] Add any Sharpnel (I.E Glass Shard, Steel Shrapnel, Wooden Shrapnel, Etc.) to a wired rod.&lt;br /&gt;
&lt;br /&gt;
===Cattle prod===&lt;br /&gt;
* [[File:Wirecutters.png]] Add a pair of wirecutters to a wired rod.&lt;br /&gt;
* [[File:Power cell.png]] Add a cell (screwdriver to remove).&lt;br /&gt;
&lt;br /&gt;
===Butterfly knife===&lt;br /&gt;
* [[File:Butterflyknifehandle.png]] Make a knife handle from plasteel.&lt;br /&gt;
* [[File:Butterflyknifeblade.png]] Make a knife blade from metal sheets.&lt;br /&gt;
* [[File:Butterflyknife0.png]] Use the blade on the handle.&lt;br /&gt;
* [[File:Screwdriver tool.png]] Screwdriver to finish.&lt;br /&gt;
&lt;br /&gt;
===Buckler===&lt;br /&gt;
* [[File:Bucklerdonut.png]] Make a Buckler donut from wood planks.&lt;br /&gt;
* [[File:Shieldfittings.png]] Make shield fittings from steel.&lt;br /&gt;
* [[File:Buckler.png]] Use the &#039;&#039;&#039;shield fittings&#039;&#039;&#039; on the donut. It will not work if you use the donut on the fittings.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
===Improvised Chestplate===&lt;br /&gt;
* [[File:Metal.png]] Make two armour platings. This can be out of steel, plastic, plasteel or wood.&lt;br /&gt;
* [[File:CableCoils.png]] Add cable to &#039;&#039;&#039;one&#039;&#039;&#039; of the armour platings.&lt;br /&gt;
* [[File:Improvchestplate.png]] Use one of the armour platings on the other.&lt;br /&gt;
&lt;br /&gt;
===Improvised Helmet===&lt;br /&gt;
* [[File:Wirecutters.png]] Use wirecutters on an empty bucket (plastic or wooden.)&lt;br /&gt;
* [[File:Improvisedhelmet.png]] Use any material of your choice. (Steel, Plasteel, Glass, Plastic and Wood all work.)&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Improvisedhelmet.png&amp;diff=12007</id>
		<title>File:Improvisedhelmet.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Improvisedhelmet.png&amp;diff=12007"/>
		<updated>2019-06-10T17:59:02Z</updated>

		<summary type="html">&lt;p&gt;Hocka: For an update to the improvised weapons guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For an update to the improvised weapons guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Improvchestplate.png&amp;diff=12006</id>
		<title>File:Improvchestplate.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Improvchestplate.png&amp;diff=12006"/>
		<updated>2019-06-10T17:58:45Z</updated>

		<summary type="html">&lt;p&gt;Hocka: For an update to the improvised weapons guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For an update to the improvised weapons guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Shieldfittings.png&amp;diff=12004</id>
		<title>File:Shieldfittings.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Shieldfittings.png&amp;diff=12004"/>
		<updated>2019-06-10T17:58:07Z</updated>

		<summary type="html">&lt;p&gt;Hocka: For an update to the improvised weapons guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For an update to the improvised weapons guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Bucklerdonut.png&amp;diff=12003</id>
		<title>File:Bucklerdonut.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Bucklerdonut.png&amp;diff=12003"/>
		<updated>2019-06-10T17:57:51Z</updated>

		<summary type="html">&lt;p&gt;Hocka: For an update to the improvised weapons guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For an update to the improvised weapons guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Largeglassshard.png&amp;diff=11999</id>
		<title>File:Largeglassshard.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Largeglassshard.png&amp;diff=11999"/>
		<updated>2019-06-10T17:56:10Z</updated>

		<summary type="html">&lt;p&gt;Hocka: To fix the broken link on the improvised weapons guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To fix the broken link on the improvised weapons guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Cablerestraints.png&amp;diff=11998</id>
		<title>File:Cablerestraints.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Cablerestraints.png&amp;diff=11998"/>
		<updated>2019-06-10T17:55:52Z</updated>

		<summary type="html">&lt;p&gt;Hocka: To fix the broken link on the improvised weapons guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To fix the broken link on the improvised weapons guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Pneumatic0.png&amp;diff=11996</id>
		<title>File:Pneumatic0.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Pneumatic0.png&amp;diff=11996"/>
		<updated>2019-06-10T17:55:36Z</updated>

		<summary type="html">&lt;p&gt;Hocka: To fix the broken link on the improvised weapons guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To fix the broken link on the improvised weapons guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=11991</id>
		<title>Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=11991"/>
		<updated>2019-06-09T10:32:13Z</updated>

		<summary type="html">&lt;p&gt;Hocka: Corrected a small grammar mistake in the sentence regarding Omni and normal gas filters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= Welcome to Atmospherics =&lt;br /&gt;
Welcome to Atmosia, a land of beautiful pipes and gas. Your job is to keep the station breathable and fix any problems that might occur. Simply put, you control the air. Not doing your job quickly and correctly can very easily lead to the death of the crew and the further damage of station property. This guide should help steer you in the right direction and help you learn most of the overall concepts of atmospherics before you jump into a game. At the very least it should be a handy reference guide if you are still not sure on certain areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What&#039;s in your home? ==&lt;br /&gt;
&lt;br /&gt;
So, you loaded into Atmosia and all the colorful pipes and consoles look confusing. Have no fear because those colors actually help you work out exactly what each pipe is used for and is consistent in the entire station. So lets take a little deeper look at these pipes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#0000FF&amp;gt; &#039;&#039;&#039;Dark blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You wont have many of these in atmospherics with you, most of them will be found around the station. This is your distribution loop. This takes fresh air to the rest of the station. Easily the most important pipes aboard, if something goes wrong with these you will quickly realize it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#00ffff&amp;gt; &#039;&#039;&#039;Cyan&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is your mixed air line. All fresh air that is mixed in atmospherics, ready to go into distribution will first travel through these pipes. This can also be found at the atmospheric substations connected to the pressure tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#b2b200&amp;gt; &#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is your gas to mixing line. It connects to each of the large pressure tanks outside of the station and feeds gas into the two mixing chambers. The one in the top left is for air, the one in the bottom right is for any mixtures you specifically might want to create.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#e50000&amp;gt; &#039;&#039;&#039;Red&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is the waste loop. Any gas that is filtered off station by air alarms and scrubbers, removed with the use of portable air scrubbers or removed during a panic siphon ends up in this loop. If something goes wrong expect this loop to become backed up quickly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#009900&amp;gt; &#039;&#039;&#039;Green&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is a separate mixed gas line. The green line is used where two different gas sources are mixed into a tank. For example, the air tank, has both the Oxygen and Nitrogen tanks flowing into it (using a mixer to go at a rate of about 21% Oxygen and 71% Nitrogen).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#595959&amp;gt; &#039;&#039;&#039;Gray&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is the miscellaneous line, anything that either does multiple jobs or is not specifically in any of the other categories will be this color.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
So how does gas get into these pipes? Well for most of them, they get their gas from the large pressure chambers in space, just outside of atmospherics. The chambers are split into two batches, the northern ones are your gasses used to mix air. N2, O2, and then finally an air tank on the end. These will mix and go into the cyan pipe line.&lt;br /&gt;
&lt;br /&gt;
The lower batch of pressure chambers are for the more dangerous gasses. CO2, PH, and N2O. These are all gasses that are dangerous to breathe. Make sure they don&#039;t go into the distribution line. The final pressure chamber on the bottom is a completely empty one in which you are free to mix any gasses you choose. Just make sure not to put dangerous gasses in it and then send them to distribution.&lt;br /&gt;
&lt;br /&gt;
It is important to remember that temperature affects the pressure. If a gas is at a very cold temperature, it will not have as much pressure. Inversely, gas at a very hot temperature will have more pressure. Keep this in mind when playing around with Atmospherics systems.&lt;br /&gt;
&lt;br /&gt;
== Gasses you will work with ==&lt;br /&gt;
&lt;br /&gt;
[[File:O2_canister.png]] Oxygen (O2): This is the gas you breathe. Very little else to say honestly, a room will on average be around 21% of this gas. While the code doesn&#039;t actually do any kind of high oxygen level poisoning its still recommended to keep the station&#039;s air at 21%. High oxygen does increase fire risks though. Should oxygen drop below 16 kPa suffocation damage will begin, eventually killing you.&lt;br /&gt;
&lt;br /&gt;
[[File:N2_canister.png]] Nitrogen (N2): This is the other gas that you breathe, its mixed with oxygen to form air. Doesn&#039;t really do anything else honestly, just brings up the pressure of rooms. High oxygen atmospheres are at a higher flame risk. Nitrogen is used to make up the last of the pressure needed to make the rooms comfortable.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_canister.png]] Carbon Dioxide (CO2): This is what most of the crew will breathe out. It is also a potential waste gas from the supermatter engine, depending on what coolant is used. All station air alarms and scrubbers are set to filter this out by default on the round start so unless someone messes with those settings it will be fine. Too much CO2 in the air will cause you to become short of breath and minor suffocation damage. Very large amounts will knock you out and eventually kill you.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_canister.png]] Nitrous oxide (N2O): This is a fairly dangerous gas. Being invisible up until large quantities its actually quite easy to miss it in the atmosphere. In small doses it causes giggling, larger doses will cause you to pass out. It is used in Medbay&#039;s anesthetic internals as sedative for patients undergoing surgery. Keep in mind that if you are refilling these internals for medbay, it has to be mixed with oxygen otherwise it will suffocate the patient!&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_canister.png]] Phoron (Ph): This is the most dangerous gas on the station and potentially the most useful too. Its used heavily by toxins to make bombs and can be used as the most efficient cooling gas in the supermatter engine. Even the smallest amounts in the atmosphere will start to kill you. Its also highly flammable, the tiniest spark can set the whole room on fire.&lt;br /&gt;
&lt;br /&gt;
== Tools of the trade ==&lt;br /&gt;
While you will spawn with an almost full toolbelt (as an [[Atmospheric Technician]] or [[Station Engineer]]) there are four main tools you will use in typical Atmospherics work:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrench&#039;&#039;&#039; - The Wrench allows you to connect and disconnect Atmospheric pipes to the ground, but will not work if the pressure in the pipe is at or above a certain level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pipe Wrench&#039;&#039;&#039; - The Pipe Wrench, similarly, allows you to connect and disconnect Atmospherics pipes but is not affected by the pressure limit, however, they take much longer to disconnect pipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analyzer&#039;&#039;&#039; - The Analyzer can be used to analyze the air you are in, giving a readout of the pressure and what gases are what percentage of that pressure, or they can give you information on the gases contained in a canister or atmospheric pipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pipe Dispenser&#039;&#039;&#039; - Not to be mistaken with the Disposals Pipe Dispenser (which looks exactly the same), this dispenser produces atmospherics pipes/devices on-demand (such as adapters, pumps or filters) to assist with atmospherics.&lt;br /&gt;
&lt;br /&gt;
== Atmospheric utilities ==&lt;br /&gt;
There are several devices/utilities that can be connected to a pipe system and they all have their uses. Devices that &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; require power to work correctly will be highlighted &amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;like this.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pipeadapter.png]]&amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;Universal Pipe Adapter&#039;&#039;&#039;&amp;lt;/font&amp;gt; - What it says on the tin. This device connects two different pipe types together. For example, if you wanted to connect a scrubbers pipe to a normal pipe. Note that they cannot connect connect to disposals pipes.&lt;br /&gt;
&lt;br /&gt;
[[File:Connectorport.png]]&amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;Connector&#039;&#039;&#039;&amp;lt;/font&amp;gt; - A Connector (sometimes referred to as a port) allows you to connect gas canisters to pipe systems. Note that if you connect a canister to a pipe system it will automatically transfer the gas to the pipe system.&lt;br /&gt;
&lt;br /&gt;
[[File:Uvent.gif]]&#039;&#039;&#039;Unary Vent&#039;&#039;&#039; - Vents connect to the air alarm (if any) in the room they are placed in and are controlled by that air alarm. When turned on, they spread the gas into the air that is transferred to them by pipes.&lt;br /&gt;
&lt;br /&gt;
[[File:Airscrubber.png]]&#039;&#039;&#039;Scrubber&#039;&#039;&#039; - Scrubbers, similar to vents, connect to the air alarm in the room they are deployed (they will connect to the same alarm as vents). They will begin to filter certain gases out of the air. The gases that are filtered out are determined by the settings in the air alarms, the default setting is to scrub out CO2.&lt;br /&gt;
&lt;br /&gt;
[[File:Gaspump.png]]&#039;&#039;&#039;Gas Pump&#039;&#039;&#039; - Gas Pumps use power reach a desired target pressure. The red line on a pump shows you which way the gas will be pumped out.&lt;br /&gt;
&lt;br /&gt;
[[File:Hpgaspump.png]]&#039;&#039;&#039;High Power Gas Pump&#039;&#039;&#039; - The same as the normal gas pump, but uses more power to achieve a higher flow rate.&lt;br /&gt;
&lt;br /&gt;
[[File:Pressureregulator.png]]&#039;&#039;&#039;Pressure Regulator&#039;&#039;&#039; - Sometimes referred to as a &#039;Passive Gate&#039;, these work similar to gas pumps. They help to achieve a desired target pressure for &#039;&#039;&#039;either&#039;&#039;&#039; the input or output. The way it does this is by closing and opening itself as needed. For example, if you had 5,000 kPa inputting into a regulator, and you set this regulator to achieve an output pressure of 250 kPa, it will open temporarily to allow the desired pressure to be achieved. Once done, the regulator will then lock itself to prevent the rest of the input gas from going through until the output pressure is lowered. Note that the pressure regulator does not contribute to the power drawn from an APC, but still requires power to function correctly.&lt;br /&gt;
&lt;br /&gt;
[[File:Pipemeter.gif]]&#039;&#039;&#039;Meter&#039;&#039;&#039; - The meter can be attached to pipes. Once attached, you can examine it to get a basic read out of the pressure in the pipe (given in kPa) and temperature (given in both kelvin and degrees celsius).&lt;br /&gt;
&lt;br /&gt;
[[File:Gasomnidevice.gif]]&#039;&#039;&#039;Omni Gas Filter&#039;&#039;&#039; - A Gas Filter can have a maximum of 4 ports. One input, one output and two filter outputs. The input is where the filter gets its gas from, the output is where the input gas is transferred to (with the specified gas filtered out) and the filter outputs are where the specified gas is taken to. The ports are specified by interacting with the filter once it is connected, which will open up a menu which allows you to specify which direction is the input output and filter output.&lt;br /&gt;
&lt;br /&gt;
[[File:Gasomnidevice.gif]]&#039;&#039;&#039;Omni Gas Mixer&#039;&#039;&#039; - These mixers can have a maximum of 4 ports. 3 Input ports and 1 output. The direction of these ports can be configured after the mixer is connected to a pipe system.&lt;br /&gt;
&lt;br /&gt;
[[File:Manualtvalve.png]]&amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;Manual T-Valve&#039;&#039;&#039;&amp;lt;/font&amp;gt; - A valve with 3 ports, all of which are input/output. T-Valves will always have one port closed and one open. You can identify which port is closed and which is open by a red (closed) or green (open) mark on the valve. When the valve is deployed and connected, you can click on it to turn the valve and swap the open and closed ports around. &#039;&#039;&#039;Note:&#039;&#039;&#039; Manual T-Valves only work on standard pipes and cannot be connected to scrubbers or distribution pipes. Additionally, they have a &#039;mirrored&#039; variant that can also be found in the dispenser which has the open/close ports on the opposite side of the valve.&lt;br /&gt;
&lt;br /&gt;
[[File:Manualvalve.png]]&amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;Manual Valve&#039;&#039;&#039;&amp;lt;/font&amp;gt; - A valve that can either be closed or opened. Like the T-Valve, cannot be connected to scrubbers or distribution pipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum:&#039;&#039;&#039; It is worth nothing that there are two types of filter and mixer, which are simply called &#039;Gas Filter&#039; and &#039;Gas Mixer&#039;. While these achieve the same outcome as their Omni variants, they are a lot more difficult to use due to their interface and no advantage is offered for using them instead of their Omni counterparts.&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=11987</id>
		<title>Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=11987"/>
		<updated>2019-06-09T01:20:16Z</updated>

		<summary type="html">&lt;p&gt;Hocka: Added a list of tools and atmos devices/utilities, with images for said devices. Also added in a note that states that temperature has an effect on the pressure of a gas.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= Welcome to Atmospherics =&lt;br /&gt;
Welcome to Atmosia, a land of beautiful pipes and gas. Your job is to keep the station breathable and fix any problems that might occur. Simply put, you control the air. Not doing your job quickly and correctly can very easily lead to the death of the crew and the further damage of station property. This guide should help steer you in the right direction and help you learn most of the overall concepts of atmospherics before you jump into a game. At the very least it should be a handy reference guide if you are still not sure on certain areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What&#039;s in your home? ==&lt;br /&gt;
&lt;br /&gt;
So, you loaded into Atmosia and all the colorful pipes and consoles look confusing. Have no fear because those colors actually help you work out exactly what each pipe is used for and is consistent in the entire station. So lets take a little deeper look at these pipes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#0000FF&amp;gt; &#039;&#039;&#039;Dark blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You wont have many of these in atmospherics with you, most of them will be found around the station. This is your distribution loop. This takes fresh air to the rest of the station. Easily the most important pipes aboard, if something goes wrong with these you will quickly realize it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#00ffff&amp;gt; &#039;&#039;&#039;Cyan&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is your mixed air line. All fresh air that is mixed in atmospherics, ready to go into distribution will first travel through these pipes. This can also be found at the atmospheric substations connected to the pressure tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#b2b200&amp;gt; &#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is your gas to mixing line. It connects to each of the large pressure tanks outside of the station and feeds gas into the two mixing chambers. The one in the top left is for air, the one in the bottom right is for any mixtures you specifically might want to create.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#e50000&amp;gt; &#039;&#039;&#039;Red&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is the waste loop. Any gas that is filtered off station by air alarms and scrubbers, removed with the use of portable air scrubbers or removed during a panic siphon ends up in this loop. If something goes wrong expect this loop to become backed up quickly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#009900&amp;gt; &#039;&#039;&#039;Green&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is a separate mixed gas line. The green line is used where two different gas sources are mixed into a tank. For example, the air tank, has both the Oxygen and Nitrogen tanks flowing into it (using a mixer to go at a rate of about 21% Oxygen and 71% Nitrogen).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#595959&amp;gt; &#039;&#039;&#039;Gray&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is the miscellaneous line, anything that either does multiple jobs or is not specifically in any of the other categories will be this color.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
So how does gas get into these pipes? Well for most of them, they get their gas from the large pressure chambers in space, just outside of atmospherics. The chambers are split into two batches, the northern ones are your gasses used to mix air. N2, O2, and then finally an air tank on the end. These will mix and go into the cyan pipe line.&lt;br /&gt;
&lt;br /&gt;
The lower batch of pressure chambers are for the more dangerous gasses. CO2, PH, and N2O. These are all gasses that are dangerous to breathe. Make sure they don&#039;t go into the distribution line. The final pressure chamber on the bottom is a completely empty one in which you are free to mix any gasses you choose. Just make sure not to put dangerous gasses in it and then send them to distribution.&lt;br /&gt;
&lt;br /&gt;
It is important to remember that temperature affects the pressure. If a gas is at a very cold temperature, it will not have as much pressure. Inversely, gas at a very hot temperature will have more pressure. Keep this in mind when playing around with Atmospherics systems.&lt;br /&gt;
&lt;br /&gt;
== Gasses you will work with ==&lt;br /&gt;
&lt;br /&gt;
[[File:O2_canister.png]] Oxygen (O2): This is the gas you breathe. Very little else to say honestly, a room will on average be around 21% of this gas. While the code doesn&#039;t actually do any kind of high oxygen level poisoning its still recommended to keep the station&#039;s air at 21%. High oxygen does increase fire risks though. Should oxygen drop below 16 kPa suffocation damage will begin, eventually killing you.&lt;br /&gt;
&lt;br /&gt;
[[File:N2_canister.png]] Nitrogen (N2): This is the other gas that you breathe, its mixed with oxygen to form air. Doesn&#039;t really do anything else honestly, just brings up the pressure of rooms. High oxygen atmospheres are at a higher flame risk. Nitrogen is used to make up the last of the pressure needed to make the rooms comfortable.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_canister.png]] Carbon Dioxide (CO2): This is what most of the crew will breathe out. It is also a potential waste gas from the supermatter engine, depending on what coolant is used. All station air alarms and scrubbers are set to filter this out by default on the round start so unless someone messes with those settings it will be fine. Too much CO2 in the air will cause you to become short of breath and minor suffocation damage. Very large amounts will knock you out and eventually kill you.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_canister.png]] Nitrous oxide (N2O): This is a fairly dangerous gas. Being invisible up until large quantities its actually quite easy to miss it in the atmosphere. In small doses it causes giggling, larger doses will cause you to pass out. It is used in Medbay&#039;s anesthetic internals as sedative for patients undergoing surgery. Keep in mind that if you are refilling these internals for medbay, it has to be mixed with oxygen otherwise it will suffocate the patient!&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_canister.png]] Phoron (Ph): This is the most dangerous gas on the station and potentially the most useful too. Its used heavily by toxins to make bombs and can be used as the most efficient cooling gas in the supermatter engine. Even the smallest amounts in the atmosphere will start to kill you. Its also highly flammable, the tiniest spark can set the whole room on fire.&lt;br /&gt;
&lt;br /&gt;
== Tools of the trade ==&lt;br /&gt;
While you will spawn with an almost full toolbelt (as an [[Atmospheric Technician]] or [[Station Engineer]]) there are four main tools you will use in typical Atmospherics work:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrench&#039;&#039;&#039; - The Wrench allows you to connect and disconnect Atmospheric pipes to the ground, but will not work if the pressure in the pipe is at or above a certain level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pipe Wrench&#039;&#039;&#039; - The Pipe Wrench, similarly, allows you to connect and disconnect Atmospherics pipes but is not affected by the pressure limit, however, they take much longer to disconnect pipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analyzer&#039;&#039;&#039; - The Analyzer can be used to analyze the air you are in, giving a readout of the pressure and what gases are what percentage of that pressure, or they can give you information on the gases contained in a canister or atmospheric pipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pipe Dispenser&#039;&#039;&#039; - Not to be mistaken with the Disposals Pipe Dispenser (which looks exactly the same), this dispenser produces atmospherics pipes/devices on-demand (such as adapters, pumps or filters) to assist with atmospherics.&lt;br /&gt;
&lt;br /&gt;
== Atmospheric utilities ==&lt;br /&gt;
There are several devices/utilities that can be connected to a pipe system and they all have their uses. Devices that &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; require power to work correctly will be highlighted &amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;like this.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pipeadapter.png]]&amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;Universal Pipe Adapter&#039;&#039;&#039;&amp;lt;/font&amp;gt; - What it says on the tin. This device connects two different pipe types together. For example, if you wanted to connect a scrubbers pipe to a normal pipe. Note that they cannot connect connect to disposals pipes.&lt;br /&gt;
&lt;br /&gt;
[[File:Connectorport.png]]&amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;Connector&#039;&#039;&#039;&amp;lt;/font&amp;gt; - A Connector (sometimes referred to as a port) allows you to connect gas canisters to pipe systems. Note that if you connect a canister to a pipe system it will automatically transfer the gas to the pipe system.&lt;br /&gt;
&lt;br /&gt;
[[File:Uvent.gif]]&#039;&#039;&#039;Unary Vent&#039;&#039;&#039; - Vents connect to the air alarm (if any) in the room they are placed in and are controlled by that air alarm. When turned on, they spread the gas into the air that is transferred to them by pipes.&lt;br /&gt;
&lt;br /&gt;
[[File:Airscrubber.png]]&#039;&#039;&#039;Scrubber&#039;&#039;&#039; - Scrubbers, similar to vents, connect to the air alarm in the room they are deployed (they will connect to the same alarm as vents). They will begin to filter certain gases out of the air. The gases that are filtered out are determined by the settings in the air alarms, the default setting is to scrub out CO2.&lt;br /&gt;
&lt;br /&gt;
[[File:Gaspump.png]]&#039;&#039;&#039;Gas Pump&#039;&#039;&#039; - Gas Pumps use power reach a desired target pressure. The red line on a pump shows you which way the gas will be pumped out.&lt;br /&gt;
&lt;br /&gt;
[[File:Hpgaspump.png]]&#039;&#039;&#039;High Power Gas Pump&#039;&#039;&#039; - The same as the normal gas pump, but uses more power to achieve a higher flow rate.&lt;br /&gt;
&lt;br /&gt;
[[File:Pressureregulator.png]]&#039;&#039;&#039;Pressure Regulator&#039;&#039;&#039; - Sometimes referred to as a &#039;Passive Gate&#039;, these work similar to gas pumps. They help to achieve a desired target pressure for &#039;&#039;&#039;either&#039;&#039;&#039; the input or output. The way it does this is by closing and opening itself as needed. For example, if you had 5,000 kPa inputting into a regulator, and you set this regulator to achieve an output pressure of 250 kPa, it will open temporarily to allow the desired pressure to be achieved. Once done, the regulator will then lock itself to prevent the rest of the input gas from going through until the output pressure is lowered. Note that the pressure regulator does not contribute to the power drawn from an APC, but still requires power to function correctly.&lt;br /&gt;
&lt;br /&gt;
[[File:Pipemeter.gif]]&#039;&#039;&#039;Meter&#039;&#039;&#039; - The meter can be attached to pipes. Once attached, you can examine it to get a basic read out of the pressure in the pipe (given in kPa) and temperature (given in both kelvin and degrees celsius).&lt;br /&gt;
&lt;br /&gt;
[[File:Gasomnidevice.gif]]&#039;&#039;&#039;Omni Gas Filter&#039;&#039;&#039; - A Gas Filter can have a maximum of 4 ports. One input, one output and two filter outputs. The input is where the filter gets its gas from, the output is where the input gas is transferred to (with the specified gas filtered out) and the filter outputs are where the specified gas is taken to. The ports are specified by interacting with the filter once it is connected, which will open up a menu which allows you to specify which direction is the input output and filter output.&lt;br /&gt;
&lt;br /&gt;
[[File:Gasomnidevice.gif]]&#039;&#039;&#039;Omni Gas Mixer&#039;&#039;&#039; - These mixers can have a maximum of 4 ports. 3 Input ports and 1 output. The direction of these ports can be configured after the mixer is connected to a pipe system.&lt;br /&gt;
&lt;br /&gt;
[[File:Manualtvalve.png]]&amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;Manual T-Valve&#039;&#039;&#039;&amp;lt;/font&amp;gt; - A valve with 3 ports, all of which are input/output. T-Valves will always have one port closed and one open. You can identify which port is closed and which is open by a red (closed) or green (open) mark on the valve. When the valve is deployed and connected, you can click on it to turn the valve and swap the open and closed ports around. &#039;&#039;&#039;Note:&#039;&#039;&#039; Manual T-Valves only work on standard pipes and cannot be connected to scrubbers or distribution pipes. Additionally, they have a &#039;mirrored&#039; variant that can also be found in the dispenser which has the open/close ports on the opposite side of the valve.&lt;br /&gt;
&lt;br /&gt;
[[File:Manualvalve.png]]&amp;lt;font color=#009900&amp;gt;&#039;&#039;&#039;Manual Valve&#039;&#039;&#039;&amp;lt;/font&amp;gt; - A valve that can either be closed or opened. Like the T-Valve, cannot be connected to scrubbers or distribution pipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum:&#039;&#039;&#039; It is worth nothing that there are two types of filter and mixer, which are simply called &#039;Gas Filter&#039; and &#039;Gas Mixer&#039;. While these achieve the same outcome as their Omni variants, they are a lot more difficult to use due to their interface as no advantage is offered for using them instead of their Omni counterparts.&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Manualvalve.png&amp;diff=11986</id>
		<title>File:Manualvalve.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Manualvalve.png&amp;diff=11986"/>
		<updated>2019-06-09T00:49:36Z</updated>

		<summary type="html">&lt;p&gt;Hocka: To be used in the atmos guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be used in the atmos guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Manualtvalve.png&amp;diff=11985</id>
		<title>File:Manualtvalve.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Manualtvalve.png&amp;diff=11985"/>
		<updated>2019-06-09T00:49:12Z</updated>

		<summary type="html">&lt;p&gt;Hocka: To be used in the atmos guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be used in the atmos guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Pipemeter.gif&amp;diff=11983</id>
		<title>File:Pipemeter.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Pipemeter.gif&amp;diff=11983"/>
		<updated>2019-06-09T00:48:18Z</updated>

		<summary type="html">&lt;p&gt;Hocka: To be used in the atmos guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be used in the atmos guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Pressureregulator.png&amp;diff=11982</id>
		<title>File:Pressureregulator.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Pressureregulator.png&amp;diff=11982"/>
		<updated>2019-06-09T00:47:52Z</updated>

		<summary type="html">&lt;p&gt;Hocka: To be used in the atmos guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be used in the atmos guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Hpgaspump.png&amp;diff=11981</id>
		<title>File:Hpgaspump.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Hpgaspump.png&amp;diff=11981"/>
		<updated>2019-06-09T00:47:35Z</updated>

		<summary type="html">&lt;p&gt;Hocka: (high-power variant) to be used in the atmos guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(high-power variant) to be used in the atmos guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Gaspump.png&amp;diff=11980</id>
		<title>File:Gaspump.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Gaspump.png&amp;diff=11980"/>
		<updated>2019-06-09T00:47:10Z</updated>

		<summary type="html">&lt;p&gt;Hocka: To be used in the atmos guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be used in the atmos guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Pipeadapter.png&amp;diff=11977</id>
		<title>File:Pipeadapter.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Pipeadapter.png&amp;diff=11977"/>
		<updated>2019-06-09T00:45:46Z</updated>

		<summary type="html">&lt;p&gt;Hocka: To be used in the atmos guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be used in the atmos guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Connectorport.png&amp;diff=11976</id>
		<title>File:Connectorport.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Connectorport.png&amp;diff=11976"/>
		<updated>2019-06-09T00:45:19Z</updated>

		<summary type="html">&lt;p&gt;Hocka: To be used in the atmospherics guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be used in the atmospherics guide.&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=11975</id>
		<title>Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=11975"/>
		<updated>2019-06-08T09:28:12Z</updated>

		<summary type="html">&lt;p&gt;Hocka: Changed the description of the green line to represent what it actually does now, as well as removed mention of the purple line, which isn&amp;#039;t used in Xenoflora or Atmos anymore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= Welcome to Atmospherics =&lt;br /&gt;
Welcome to Atmosia, a land of beautiful pipes and gas. Your job is to keep the station breathable and fix any problems that might occur. Simply put, you control the air. Not doing your job quickly and correctly can very easily lead to the death of the crew and the further damage of station property. This guide should help steer you in the right direction and help you learn most of the overall concepts of atmospherics before you jump into a game. At the very least it should be a handy reference guide if you are still not sure on certain areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What&#039;s in your home? ==&lt;br /&gt;
&lt;br /&gt;
So, you loaded into Atmosia and all the colorful pipes and consoles look confusing. Have no fear because those colors actually help you work out exactly what each pipe is used for and is consistent in the entire station. So lets take a little deeper look at these pipes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#0000FF&amp;gt; &#039;&#039;&#039;Dark blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You wont have many of these in atmospherics with you, most of them will be found around the station. This is your distribution loop. This takes fresh air to the rest of the station. Easily the most important pipes aboard, if something goes wrong with these you will quickly realize it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#00ffff&amp;gt; &#039;&#039;&#039;Cyan&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is your mixed air line. All fresh air that is mixed in atmospherics, ready to go into distribution will first travel through these pipes. This can also be found at the atmospheric substations connected to the pressure tanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#b2b200&amp;gt; &#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is your gas to mixing line. It connects to each of the large pressure tanks outside of the station and feeds gas into the two mixing chambers. The one in the top left is for air, the one in the bottom right is for any mixtures you specifically might want to create.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#e50000&amp;gt; &#039;&#039;&#039;Red&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is the waste loop. Any gas that is filtered off station by air alarms and scrubbers, removed with the use of portable air scrubbers or removed during a panic siphon ends up in this loop. If something goes wrong expect this loop to become backed up quickly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#009900&amp;gt; &#039;&#039;&#039;Green&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is a separate mixed gas line. The green line is used where two different gas sources are mixed into a tank. For example, the air tank, has both the Oxygen and Nitrogen tanks flowing into it (using a mixer to go at a rate of about 21% Oxygen and 71% Nitrogen).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#595959&amp;gt; &#039;&#039;&#039;Gray&#039;&#039;&#039;&amp;lt;/font&amp;gt;: This is the miscellaneous line, anything that either does multiple jobs or is not specifically in any of the other categories will be this color.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
So how does gas get into these pipes? Well for most of them, they get their gas from the large pressure chambers in space, just outside of atmospherics. The chambers are split into two batches, the northern ones are your gasses used to mix air. N2, O2, and then finally an air tank on the end. These will mix and go into the cyan pipe line.&lt;br /&gt;
&lt;br /&gt;
The lower batch of pressure chambers are for the more dangerous gasses. CO2, PH, and N2O. These are all gasses that are dangerous to breathe. Make sure they don&#039;t go into the distribution line. The final pressure chamber on the bottom is a completely empty one in which you are free to mix any gasses you choose. Just make sure not to put dangerous gasses in it and then send them to distribution.&lt;br /&gt;
&lt;br /&gt;
== Gasses you will work with ==&lt;br /&gt;
&lt;br /&gt;
[[File:O2_canister.png]] Oxygen (O2): This is the gas you breathe. Very little else to say honestly, a room will on average be around 21% of this gas. While the code doesn&#039;t actually do any kind of high oxygen level poisoning its still recommended to keep the station&#039;s air at 21%. High oxygen does increase fire risks though. Should oxygen drop below 16 kPa suffocation damage will begin, eventually killing you.&lt;br /&gt;
&lt;br /&gt;
[[File:N2_canister.png]] Nitrogen (N2): This is the other gas that you breathe, its mixed with oxygen to form air. Doesn&#039;t really do anything else honestly, just brings up the pressure of rooms. High oxygen atmospheres are at a higher flame risk. Nitrogen is used to make up the last of the pressure needed to make the rooms comfortable.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_canister.png]] Carbon Dioxide (CO2): This is what most of the crew will breathe out. It is also a potential waste gas from the supermatter engine, depending on what coolant is used. All station air alarms and scrubbers are set to filter this out by default on the round start so unless someone messes with those settings it will be fine. Too much CO2 in the air will cause you to become short of breath and minor suffocation damage. Very large amounts will knock you out and eventually kill you.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_canister.png]] Nitrous oxide (N2O): This is a fairly dangerous gas. Being invisible up until large quantities its actually quite easy to miss it in the atmosphere. In small doses it causes giggling, larger doses will cause you to pass out. It is used in Medbay&#039;s anesthetic internals as sedative for patients undergoing surgery. Keep in mind that if you are refilling these internals for medbay, it has to be mixed with oxygen otherwise it will suffocate the patient!&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_canister.png]] Phoron (Ph): This is the most dangerous gas on the station and potentially the most useful too. Its used heavily by toxins to make bombs and can be used as the most efficient cooling gas in the supermatter engine. Even the smallest amounts in the atmosphere will start to kill you. Its also highly flammable, the tiniest spark can set the whole room on fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Hocka</name></author>
	</entry>
</feed>